status.cpp 514 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include <yaml-cpp/yaml.h>
  9. #include "../common/cbasetypes.hpp"
  10. #include "../common/ers.hpp"
  11. #include "../common/malloc.hpp"
  12. #include "../common/nullpo.hpp"
  13. #include "../common/random.hpp"
  14. #include "../common/showmsg.hpp"
  15. #include "../common/strlib.hpp"
  16. #include "../common/timer.hpp"
  17. #include "../common/utilities.hpp"
  18. #include "../common/utils.hpp"
  19. #include "battle.hpp"
  20. #include "battleground.hpp"
  21. #include "clif.hpp"
  22. #include "elemental.hpp"
  23. #include "guild.hpp"
  24. #include "homunculus.hpp"
  25. #include "itemdb.hpp"
  26. #include "map.hpp"
  27. #include "mercenary.hpp"
  28. #include "mob.hpp"
  29. #include "npc.hpp"
  30. #include "path.hpp"
  31. #include "pc.hpp"
  32. #include "pc_groups.hpp"
  33. #include "pet.hpp"
  34. #include "script.hpp"
  35. using namespace rathena;
  36. // Regen related flags.
  37. enum e_regen {
  38. RGN_NONE = 0x00,
  39. RGN_HP = 0x01,
  40. RGN_SP = 0x02,
  41. RGN_SHP = 0x04,
  42. RGN_SSP = 0x08,
  43. };
  44. static struct eri *sc_data_ers; /// For sc_data entries
  45. static struct status_data dummy_status;
  46. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  47. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  48. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  49. // 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
  50. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  51. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  52. sc_type SkillStatusChangeTable[MAX_SKILL];
  53. int StatusIconChangeTable[SC_MAX];
  54. unsigned int StatusChangeFlagTable[SC_MAX];
  55. int StatusSkillChangeTable[SC_MAX];
  56. int StatusRelevantBLTypes[EFST_MAX];
  57. unsigned int StatusChangeStateTable[SC_MAX];
  58. unsigned int StatusDisplayType[SC_MAX];
  59. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  60. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  61. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  62. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  63. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  65. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  66. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  68. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  69. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  70. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  71. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  72. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  73. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  74. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  75. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  76. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  77. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  78. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  79. #ifdef RENEWAL_ASPD
  80. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  81. #endif
  82. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  83. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  84. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  85. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  86. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  87. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  88. #ifdef RENEWAL
  89. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  90. #endif
  91. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  92. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  93. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  94. static int status_get_sc_interval(enum sc_type type);
  95. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  96. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  97. const std::string RefineDatabase::getDefaultLocation(){
  98. return std::string( db_path ) + "/refine.yml";
  99. }
  100. uint64 RefineDatabase::parseBodyNode( const YAML::Node& node ){
  101. std::string group_name;
  102. if( !this->asString( node, "Group", group_name ) ){
  103. return 0;
  104. }
  105. std::string group_name_constant = "REFINE_TYPE_" + group_name;
  106. int64 constant;
  107. if( !script_get_constant( group_name_constant.c_str(), &constant ) ){
  108. this->invalidWarning(node["Group"], "Unknown refine group %s, skipping.\n", group_name.c_str() );
  109. return 0;
  110. }
  111. uint16 group_id = static_cast<uint16>( constant );
  112. std::shared_ptr<s_refine_info> info = this->find( group_id );
  113. bool exists = info != nullptr;
  114. if( !exists ){
  115. info = std::make_shared<s_refine_info>();
  116. }
  117. if( this->nodeExists( node, "Levels" ) ){
  118. for( const YAML::Node& levelNode : node["Levels"] ){
  119. uint16 level;
  120. if( !this->asUInt16( levelNode, "Level", level ) ){
  121. return 0;
  122. }
  123. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  124. bool levels_exists = levels_info != nullptr;
  125. if( !levels_exists ){
  126. levels_info = std::make_shared<s_refine_levels_info>();
  127. levels_info->level = level;
  128. }
  129. if( this->nodeExists( levelNode, "RefineLevels" ) ){
  130. for( const YAML::Node& refineLevelNode : levelNode["RefineLevels"] ){
  131. uint16 refine_level;
  132. if( !this->asUInt16( refineLevelNode, "Level", refine_level ) ){
  133. return 0;
  134. }
  135. if( refine_level == 0 || refine_level > MAX_REFINE ){
  136. this->invalidWarning( refineLevelNode["Level"], "Refine level %hu is invalid, skipping.\n", refine_level );
  137. return 0;
  138. }
  139. // Database is 1 based, code is 0 based
  140. refine_level -= 1;
  141. std::shared_ptr<s_refine_level_info> level_info = util::umap_find( levels_info->levels, refine_level );
  142. bool level_exists = level_info != nullptr;
  143. if( !level_exists ){
  144. level_info = std::make_shared<s_refine_level_info>();
  145. level_info->level = refine_level;
  146. }
  147. if( this->nodeExists( refineLevelNode, "Bonus" ) ){
  148. uint32 bonus;
  149. if( !this->asUInt32( refineLevelNode, "Bonus", bonus ) ){
  150. return 0;
  151. }
  152. level_info->bonus = bonus;
  153. }else{
  154. if( !level_exists ){
  155. level_info->bonus = 0;
  156. }
  157. }
  158. if( this->nodeExists( refineLevelNode, "RandomBonus" ) ){
  159. uint32 bonus;
  160. if( !this->asUInt32( refineLevelNode, "RandomBonus", bonus ) ){
  161. return 0;
  162. }
  163. level_info->randombonus_max = bonus;
  164. }else{
  165. if( !level_exists ){
  166. level_info->randombonus_max = 0;
  167. }
  168. }
  169. if( this->nodeExists( refineLevelNode, "BlacksmithBlessingAmount" ) ){
  170. uint16 amount;
  171. if( !this->asUInt16( refineLevelNode, "BlacksmithBlessingAmount", amount ) ){
  172. return 0;
  173. }
  174. if( amount > MAX_AMOUNT ){
  175. this->invalidWarning( refineLevelNode["BlacksmithBlessingAmount"], "Blacksmith Blessing amount %hu too high, capping to MAX_AMOUNT.\n", amount );
  176. amount = MAX_AMOUNT;
  177. }
  178. level_info->blessing_amount = amount;
  179. }else{
  180. if( !level_exists ){
  181. level_info->blessing_amount = 0;
  182. }
  183. }
  184. if( this->nodeExists( refineLevelNode, "Chances" ) ){
  185. for( const YAML::Node& chanceNode : refineLevelNode["Chances"] ){
  186. std::string cost_name;
  187. if( !this->asString( chanceNode, "Type", cost_name ) ){
  188. return 0;
  189. }
  190. std::string cost_name_constant = "REFINE_COST_" + cost_name;
  191. if( !script_get_constant( cost_name_constant.c_str(), &constant ) ){
  192. this->invalidWarning( chanceNode["Type"], "Unknown refine cost type %s, skipping.\n", cost_name.c_str() );
  193. return 0;
  194. }
  195. if( constant >= REFINE_COST_MAX ){
  196. this->invalidWarning( chanceNode["Type"], "Refine cost type %s is unsupported, skipping.\n", cost_name.c_str() );
  197. return 0;
  198. }
  199. uint16 index = (uint16)constant;
  200. std::shared_ptr<s_refine_cost> cost = util::umap_find( level_info->costs, index );
  201. bool cost_exists = cost != nullptr;
  202. if( !cost_exists ){
  203. cost = std::make_shared<s_refine_cost>();
  204. cost->index = index;
  205. }
  206. if( this->nodeExists( chanceNode, "Rate" ) ){
  207. uint16 rate;
  208. if( !this->asUInt16Rate( chanceNode, "Rate", rate ) ){
  209. return 0;
  210. }
  211. cost->chance = rate;
  212. }else{
  213. if( !cost_exists ){
  214. cost->chance = 0;
  215. }
  216. }
  217. if( this->nodeExists( chanceNode, "Price" ) ){
  218. uint32 price;
  219. if( !this->asUInt32( chanceNode, "Price", price ) ){
  220. return 0;
  221. }
  222. if( price > MAX_ZENY ){
  223. this->invalidWarning( chanceNode["Price"], "Price is above MAX_ZENY, capping...\n" );
  224. price = MAX_ZENY;
  225. }
  226. cost->zeny = price;
  227. }else{
  228. if( !cost_exists ){
  229. cost->zeny = 0;
  230. }
  231. }
  232. if( this->nodeExists( chanceNode, "Material" ) ){
  233. std::string item_name;
  234. if( !this->asString( chanceNode, "Material", item_name ) ){
  235. return 0;
  236. }
  237. struct item_data* id = itemdb_search_aegisname( item_name.c_str() );
  238. if( id == nullptr ){
  239. this->invalidWarning( chanceNode["Material"], "Unknown refine material %s, skipping.\n", item_name.c_str() );
  240. return 0;
  241. }
  242. cost->nameid = id->nameid;
  243. }else{
  244. if( !cost_exists ){
  245. cost->nameid = 0;
  246. }
  247. }
  248. if( this->nodeExists( chanceNode, "BreakingRate" ) ){
  249. uint16 breaking_rate;
  250. if( !this->asUInt16Rate( chanceNode, "BreakingRate", breaking_rate ) ){
  251. return 0;
  252. }
  253. cost->breaking_rate = breaking_rate;
  254. }else{
  255. if( !cost_exists ){
  256. cost->breaking_rate = 0;
  257. }
  258. }
  259. if( this->nodeExists( chanceNode, "DowngradeAmount" ) ){
  260. uint16 downgrade_amount;
  261. if( !this->asUInt16( chanceNode, "DowngradeAmount", downgrade_amount ) ){
  262. return 0;
  263. }
  264. if( downgrade_amount > MAX_REFINE ){
  265. this->invalidWarning( chanceNode["DowngradeAmount"], "Downgrade amount %hu is invalid, skipping.\n", downgrade_amount );
  266. return 0;
  267. }
  268. cost->downgrade_amount = downgrade_amount;
  269. }else{
  270. if( !cost_exists ){
  271. cost->downgrade_amount = 0;
  272. }
  273. }
  274. if( !cost_exists ){
  275. level_info->costs[index] = cost;
  276. }
  277. }
  278. }
  279. if( !level_exists ){
  280. levels_info->levels[refine_level] = level_info;
  281. }
  282. }
  283. }
  284. if( !levels_exists ){
  285. info->levels[level] = levels_info;
  286. }
  287. }
  288. }
  289. if( !exists ){
  290. this->put( group_id, info );
  291. }
  292. return 1;
  293. }
  294. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfoSub( const struct item_data& data, struct item& item, uint16 refine ){
  295. // Check if the item can be refined
  296. if( data.flag.no_refine ){
  297. return nullptr;
  298. }
  299. // Cap the refine level
  300. if( refine > MAX_REFINE ){
  301. refine = MAX_REFINE;
  302. }
  303. e_refine_type type;
  304. uint16 level;
  305. if( !this->calculate_refine_info( data, type, level ) ){
  306. return nullptr;
  307. }
  308. std::shared_ptr<s_refine_info> info = this->find( type );
  309. if( info == nullptr ){
  310. return nullptr;
  311. }
  312. std::shared_ptr<s_refine_levels_info> levels_info = util::umap_find( info->levels, level );
  313. if( levels_info == nullptr ){
  314. return nullptr;
  315. }
  316. return util::umap_find( levels_info->levels, refine );
  317. }
  318. std::shared_ptr<s_refine_level_info> RefineDatabase::findLevelInfo( const struct item_data& data, struct item& item ){
  319. // Check the current refine level
  320. if( item.refine >= MAX_REFINE ){
  321. return nullptr;
  322. }
  323. return this->findLevelInfoSub( data, item, item.refine );
  324. }
  325. std::shared_ptr<s_refine_level_info> RefineDatabase::findCurrentLevelInfo( const struct item_data& data, struct item& item ){
  326. if( item.refine > 0 ){
  327. return this->findLevelInfoSub( data, item, item.refine - 1 );
  328. }else{
  329. return nullptr;
  330. }
  331. }
  332. bool RefineDatabase::calculate_refine_info( const struct item_data& data, e_refine_type& refine_type, uint16& level ){
  333. if( data.type == IT_WEAPON ){
  334. refine_type = REFINE_TYPE_WEAPON;
  335. level = data.wlv;
  336. return true;
  337. }else if( data.type == IT_ARMOR ){
  338. refine_type = REFINE_TYPE_ARMOR;
  339. // TODO: implement when armor level is supported
  340. level = 1;
  341. return true;
  342. }else if( data.type == IT_SHADOWGEAR ){
  343. if( data.equip == EQP_SHADOW_WEAPON ){
  344. refine_type = REFINE_TYPE_SHADOW_WEAPON;
  345. }else{
  346. refine_type = REFINE_TYPE_SHADOW_ARMOR;
  347. }
  348. level = 1;
  349. return true;
  350. }else{
  351. return false;
  352. }
  353. }
  354. RefineDatabase refine_db;
  355. const std::string SizeFixDatabase::getDefaultLocation() {
  356. return std::string(db_path) + "/size_fix.yml";
  357. }
  358. /**
  359. * Reads and parses an entry from size_fix.
  360. * @param node: YAML node containing the entry.
  361. * @return count of successfully parsed rows
  362. */
  363. uint64 SizeFixDatabase::parseBodyNode(const YAML::Node &node) {
  364. std::string weapon_name;
  365. if (!this->asString(node, "Weapon", weapon_name))
  366. return 0;
  367. std::string weapon_name_constant = "W_" + weapon_name;
  368. int64 constant;
  369. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  370. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  371. return 0;
  372. }
  373. if (constant < W_FIST || constant > W_2HSTAFF) {
  374. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  375. return 0;
  376. }
  377. int weapon_id = static_cast<int>(constant);
  378. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  379. bool exists = size != nullptr;
  380. if (!exists)
  381. size = std::make_shared<s_sizefix_db>();
  382. if (this->nodeExists(node, "Small")) {
  383. uint16 small;
  384. if (!this->asUInt16(node, "Small", small))
  385. return 0;
  386. if (small > 100) {
  387. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  388. small = 100;
  389. }
  390. size->small = small;
  391. } else {
  392. if (!exists)
  393. size->small = 100;
  394. }
  395. if (this->nodeExists(node, "Medium")) {
  396. uint16 medium;
  397. if (!this->asUInt16(node, "Medium", medium))
  398. return 0;
  399. if (medium > 100) {
  400. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  401. medium = 100;
  402. }
  403. size->medium = medium;
  404. } else {
  405. if (!exists)
  406. size->medium = 100;
  407. }
  408. if (this->nodeExists(node, "Large")) {
  409. uint16 large;
  410. if (!this->asUInt16(node, "Large", large))
  411. return 0;
  412. if (large > 100) {
  413. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  414. large = 100;
  415. }
  416. size->large = large;
  417. } else {
  418. if (!exists)
  419. size->large = 100;
  420. }
  421. if (!exists)
  422. this->put(weapon_id, size);
  423. return 1;
  424. }
  425. SizeFixDatabase size_fix_db;
  426. /**
  427. * Returns the status change associated with a skill.
  428. * @param skill The skill to look up
  429. * @return The status registered for this skill
  430. */
  431. sc_type status_skill2sc(int skill)
  432. {
  433. int idx = skill_get_index(skill);
  434. if( idx == 0 ) {
  435. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  436. return SC_NONE;
  437. }
  438. return SkillStatusChangeTable[idx];
  439. }
  440. /**
  441. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  442. * Utilized for various duration lookups. Use with caution!
  443. * @param sc The status to look up
  444. * @return A skill associated with the status
  445. */
  446. int status_sc2skill(sc_type sc)
  447. {
  448. if( sc < 0 || sc >= SC_MAX ) {
  449. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  450. return 0;
  451. }
  452. return StatusSkillChangeTable[sc];
  453. }
  454. /**
  455. * Returns the status calculation flag associated with a given status change.
  456. * @param sc The status to look up
  457. * @return The scb_flag registered for this status (see enum scb_flag)
  458. */
  459. unsigned int status_sc2scb_flag(sc_type sc)
  460. {
  461. if( sc < 0 || sc >= SC_MAX ) {
  462. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  463. return SCB_NONE;
  464. }
  465. return StatusChangeFlagTable[sc];
  466. }
  467. /**
  468. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  469. * @param type The client-side status identifier to look up (see enum efst_types)
  470. * @return The bl types relevant to the type (see enum bl_type)
  471. */
  472. int status_type2relevant_bl_types(int type)
  473. {
  474. if( type < EFST_BLANK || type >= EFST_MAX ) {
  475. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  476. return EFST_BLANK;
  477. }
  478. return StatusRelevantBLTypes[type];
  479. }
  480. #define add_sc(skill,sc) set_sc(skill,sc,EFST_BLANK,SCB_NONE)
  481. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  482. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < EFST_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  483. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  484. {
  485. uint16 idx = skill_get_index(skill_id);
  486. if( idx == 0 ) {
  487. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  488. return;
  489. }
  490. if( sc <= SC_NONE || sc >= SC_MAX ) {
  491. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  492. return;
  493. }
  494. if( StatusSkillChangeTable[sc] == 0 )
  495. StatusSkillChangeTable[sc] = skill_id;
  496. if( StatusIconChangeTable[sc] == EFST_BLANK )
  497. StatusIconChangeTable[sc] = icon;
  498. StatusChangeFlagTable[sc] |= flag;
  499. if( SkillStatusChangeTable[idx] == SC_NONE )
  500. SkillStatusChangeTable[idx] = sc;
  501. }
  502. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  503. if (sc > SC_NONE && sc < SC_MAX) {
  504. if (StatusIconChangeTable[sc] == EFST_BLANK)
  505. StatusIconChangeTable[sc] = icon;
  506. StatusChangeFlagTable[sc] |= flag;
  507. }
  508. if (icon > EFST_BLANK && icon < EFST_MAX)
  509. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  510. }
  511. void initChangeTables(void)
  512. {
  513. int i;
  514. for (i = 0; i < SC_MAX; i++)
  515. StatusIconChangeTable[i] = EFST_BLANK;
  516. for (i = 0; i < MAX_SKILL; i++)
  517. SkillStatusChangeTable[i] = SC_NONE;
  518. for (i = 0; i < EFST_MAX; i++)
  519. StatusRelevantBLTypes[i] = BL_PC;
  520. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  521. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  522. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  523. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  524. memset(SCDisabled, 0, sizeof(SCDisabled));
  525. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  526. set_sc( NPC_PETRIFYATTACK , SC_STONE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  527. set_sc( NPC_WIDEFREEZE , SC_FREEZE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  528. add_sc( NPC_STUNATTACK , SC_STUN );
  529. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  530. set_sc( NPC_POISON , SC_POISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  531. set_sc( NPC_WIDECURSE , SC_CURSE , EFST_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  532. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  533. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  534. set_sc( NPC_BLINDATTACK , SC_BLIND , EFST_BLANK , SCB_HIT|SCB_FLEE );
  535. set_sc( NPC_BLEEDING , SC_BLEEDING , EFST_BLOODING, SCB_REGEN );
  536. set_sc( NPC_POISON , SC_DPOISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  537. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  538. /* The main status definitions */
  539. add_sc( SM_BASH , SC_STUN );
  540. set_sc( SM_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  541. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  542. set_sc( SM_ENDURE , SC_ENDURE , EFST_ENDURE , SCB_MDEF|SCB_DSPD );
  543. add_sc( MG_SIGHT , SC_SIGHT );
  544. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  545. add_sc( MG_FROSTDIVER , SC_FREEZE );
  546. add_sc( MG_STONECURSE , SC_STONE );
  547. add_sc( AL_RUWACH , SC_RUWACH );
  548. add_sc( AL_PNEUMA , SC_PNEUMA );
  549. set_sc( AL_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED
  550. #ifdef RENEWAL
  551. |SCB_ASPD );
  552. #else
  553. );
  554. #endif
  555. set_sc( AL_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  556. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , EFST_CRUCIS, SCB_DEF );
  557. set_sc( AL_ANGELUS , SC_ANGELUS , EFST_ANGELUS , SCB_DEF2
  558. #ifdef RENEWAL
  559. |SCB_MAXHP );
  560. #else
  561. );
  562. #endif
  563. set_sc( AL_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX
  564. #ifdef RENEWAL
  565. |SCB_HIT );
  566. #else
  567. );
  568. #endif
  569. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , EFST_CONCENTRATION, SCB_AGI|SCB_DEX );
  570. set_sc( TF_HIDING , SC_HIDING , EFST_HIDING , SCB_SPEED );
  571. add_sc( TF_POISON , SC_POISON );
  572. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , EFST_TWOHANDQUICKEN , SCB_ASPD
  573. #ifdef RENEWAL
  574. |SCB_HIT|SCB_CRI );
  575. #else
  576. );
  577. #endif
  578. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , EFST_AUTOCOUNTER , SCB_NONE );
  579. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , EFST_IMPOSITIO , SCB_WATK
  580. #ifdef RENEWAL
  581. |SCB_MATK );
  582. #else
  583. );
  584. #endif
  585. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , EFST_SUFFRAGIUM , SCB_NONE );
  586. set_sc( PR_ASPERSIO , SC_ASPERSIO , EFST_ASPERSIO , SCB_ATK_ELE );
  587. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  588. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , EFST_SLOWPOISON , SCB_REGEN );
  589. set_sc( PR_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  590. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  591. set_sc( PR_GLORIA , SC_GLORIA , EFST_GLORIA , SCB_LUK );
  592. add_sc( PR_STRECOVERY , SC_BLIND );
  593. add_sc( PR_LEXDIVINA , SC_SILENCE );
  594. set_sc( PR_LEXAETERNA , SC_AETERNA , EFST_LEXAETERNA, SCB_NONE );
  595. add_sc( WZ_METEOR , SC_STUN );
  596. add_sc( WZ_VERMILION , SC_BLIND );
  597. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  598. add_sc( WZ_STORMGUST , SC_FREEZE );
  599. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , EFST_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  600. add_sc( BS_HAMMERFALL , SC_STUN );
  601. set_sc( BS_ADRENALINE , SC_ADRENALINE , EFST_ADRENALINE , SCB_ASPD
  602. #ifdef RENEWAL
  603. |SCB_HIT );
  604. #else
  605. );
  606. #endif
  607. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , EFST_WEAPONPERFECT, SCB_NONE );
  608. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , EFST_OVERTHRUST , SCB_NONE );
  609. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , EFST_MAXIMIZE, SCB_REGEN );
  610. add_sc( HT_LANDMINE , SC_STUN );
  611. set_sc( HT_ANKLESNARE , SC_ANKLE , EFST_ANKLESNARE , SCB_NONE );
  612. add_sc( HT_SANDMAN , SC_SLEEP );
  613. add_sc( HT_FLASHER , SC_BLIND );
  614. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  615. set_sc( AS_CLOAKING , SC_CLOAKING , EFST_CLOAKING , SCB_CRI|SCB_SPEED );
  616. add_sc( AS_SONICBLOW , SC_STUN );
  617. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , EFST_ENCHANTPOISON, SCB_ATK_ELE );
  618. set_sc( AS_POISONREACT , SC_POISONREACT , EFST_POISONREACT , SCB_NONE );
  619. add_sc( AS_VENOMDUST , SC_POISON );
  620. set_sc( AS_SPLASHER , SC_SPLASHER , EFST_SPLASHER , SCB_NONE );
  621. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , EFST_TRICKDEAD , SCB_REGEN );
  622. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  623. add_sc( TF_SPRINKLESAND , SC_BLIND );
  624. add_sc( TF_THROWSTONE , SC_STUN );
  625. set_sc( MC_LOUD , SC_LOUD , EFST_SHOUT, SCB_STR
  626. #ifdef RENEWAL
  627. |SCB_BATK );
  628. #else
  629. );
  630. #endif
  631. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , EFST_ENERGYCOAT , SCB_NONE );
  632. set_sc( NPC_EMOTION , SC_MODECHANGE , EFST_BLANK , SCB_MODE );
  633. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  634. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , EFST_ARMOR_PROPERTY , SCB_DEF_ELE );
  635. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  636. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  637. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  638. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  639. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  640. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  641. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  642. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  643. add_sc( NPC_POISON , SC_POISON );
  644. add_sc( NPC_BLINDATTACK , SC_BLIND );
  645. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  646. add_sc( NPC_STUNATTACK , SC_STUN );
  647. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  648. add_sc( NPC_CURSEATTACK , SC_CURSE );
  649. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  650. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  651. set_sc( NPC_KEEPING , SC_KEEPING , EFST_BLANK , SCB_DEF );
  652. add_sc( NPC_DARKBLESSING , SC_COMA );
  653. set_sc( NPC_BARRIER , SC_BARRIER , EFST_BARRIER , SCB_MDEF|SCB_DEF );
  654. add_sc( NPC_DEFENDER , SC_ARMOR );
  655. add_sc( NPC_LICK , SC_STUN );
  656. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , EFST_ILLUSION, SCB_NONE );
  657. add_sc( NPC_REBIRTH , SC_REBIRTH );
  658. add_sc( RG_RAID , SC_STUN );
  659. #ifdef RENEWAL
  660. add_sc( RG_RAID , SC_RAID );
  661. add_sc( RG_BACKSTAP , SC_STUN );
  662. #endif
  663. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , EFST_NOEQUIPWEAPON, SCB_WATK );
  664. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , EFST_NOEQUIPSHIELD, SCB_DEF );
  665. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , EFST_NOEQUIPARMOR, SCB_VIT );
  666. set_sc( RG_STRIPHELM , SC_STRIPHELM , EFST_NOEQUIPHELM, SCB_INT );
  667. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  668. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , EFST_PROTECTWEAPON, SCB_NONE );
  669. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , EFST_PROTECTSHIELD, SCB_NONE );
  670. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , EFST_PROTECTARMOR, SCB_NONE );
  671. set_sc( AM_CP_HELM , SC_CP_HELM , EFST_PROTECTHELM, SCB_NONE );
  672. #ifdef RENEWAL
  673. set_sc( AM_CALLHOMUN , SC_HOMUN_TIME , EFST_HOMUN_TIME, SCB_NONE );
  674. #endif
  675. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  676. add_sc( CR_SHIELDCHARGE , SC_STUN );
  677. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  678. add_sc( CR_HOLYCROSS , SC_BLIND );
  679. add_sc( CR_GRANDCROSS , SC_BLIND );
  680. set_sc( CR_DEVOTION , SC_DEVOTION , EFST_DEVOTION , SCB_NONE);
  681. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , EFST_PROVIDENCE , SCB_ALL );
  682. set_sc( CR_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  683. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , EFST_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  684. set_sc( MO_STEELBODY , SC_STEELBODY , EFST_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  685. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  686. set_sc( MO_BLADESTOP , SC_BLADESTOP , EFST_BLADESTOP , SCB_NONE );
  687. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , EFST_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  688. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , EFST_BLANK , SCB_REGEN );
  689. #ifdef RENEWAL
  690. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , EFST_EXTREMITYFIST , SCB_NONE );
  691. #endif
  692. set_sc( SA_MAGICROD , SC_MAGICROD , EFST_MAGICROD , SCB_NONE );
  693. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , EFST_AUTOSPELL , SCB_NONE );
  694. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , EFST_PROPERTYFIRE,
  695. #ifndef RENEWAL
  696. SCB_ATK_ELE );
  697. #else
  698. SCB_ALL );
  699. #endif
  700. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , EFST_PROPERTYWATER,
  701. #ifndef RENEWAL
  702. SCB_ATK_ELE);
  703. #else
  704. SCB_ALL);
  705. #endif
  706. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , EFST_PROPERTYWIND,
  707. #ifndef RENEWAL
  708. SCB_ATK_ELE);
  709. #else
  710. SCB_ALL);
  711. #endif
  712. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , EFST_PROPERTYGROUND,
  713. #ifndef RENEWAL
  714. SCB_ATK_ELE);
  715. #else
  716. SCB_ALL );
  717. #endif
  718. set_sc( SA_VOLCANO , SC_VOLCANO , EFST_GROUNDMAGIC, SCB_WATK
  719. #ifdef RENEWAL
  720. |SCB_MATK );
  721. #else
  722. );
  723. #endif
  724. set_sc( SA_DELUGE , SC_DELUGE , EFST_GROUNDMAGIC, SCB_MAXHP );
  725. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , EFST_GROUNDMAGIC, SCB_FLEE );
  726. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  727. add_sc( SA_COMA , SC_COMA );
  728. #ifdef RENEWAL
  729. set_sc( BD_ADAPTATION , SC_ADAPTATION , EFST_ADAPTATION, SCB_NONE );
  730. #endif
  731. set_sc( BD_ENCORE , SC_DANCING , EFST_BDPLAYING , SCB_SPEED|SCB_REGEN );
  732. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , EFST_RICHMANKIM , SCB_NONE );
  733. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , EFST_ETERNALCHAOS , SCB_DEF2 );
  734. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , EFST_DRUMBATTLEFIELD ,
  735. #ifndef RENEWAL
  736. SCB_WATK|SCB_DEF );
  737. #else
  738. SCB_DEF );
  739. #endif
  740. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , EFST_RINGNIBELUNGEN ,
  741. #ifndef RENEWAL
  742. SCB_WATK );
  743. #else
  744. SCB_ALL );
  745. #endif
  746. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , EFST_ROKISWEIL , SCB_NONE );
  747. set_sc( BD_INTOABYSS , SC_INTOABYSS , EFST_INTOABYSS , SCB_NONE );
  748. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , EFST_SIEGFRIED , SCB_ALL );
  749. add_sc( BA_FROSTJOKER , SC_FREEZE );
  750. set_sc( BA_WHISTLE , SC_WHISTLE , EFST_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  751. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , EFST_ASSASSINCROSS , SCB_ASPD );
  752. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , EFST_POEMBRAGI , SCB_NONE );
  753. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , EFST_APPLEIDUN , SCB_MAXHP );
  754. add_sc( DC_SCREAM , SC_STUN );
  755. set_sc( DC_HUMMING , SC_HUMMING , EFST_HUMMING , SCB_HIT );
  756. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , EFST_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  757. set_sc( DC_FORTUNEKISS , SC_FORTUNE , EFST_FORTUNEKISS , SCB_ALL );
  758. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , EFST_SERVICEFORYOU , SCB_ALL );
  759. add_sc( NPC_DARKCROSS , SC_BLIND );
  760. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  761. set_sc( NPC_STOP , SC_STOP , EFST_STOP , SCB_NONE );
  762. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , EFST_BROKENWEAPON , SCB_NONE );
  763. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , EFST_BROKENARMOR , SCB_NONE );
  764. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , EFST_PROPERTYUNDEAD, SCB_DEF_ELE );
  765. set_sc( NPC_POWERUP , SC_INCHITRATE , EFST_BLANK , SCB_HIT );
  766. set_sc( NPC_AGIUP , SC_INCFLEERATE , EFST_BLANK , SCB_FLEE );
  767. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  768. set_sc( LK_AURABLADE , SC_AURABLADE , EFST_AURABLADE , SCB_NONE );
  769. set_sc( LK_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  770. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , EFST_LKCONCENTRATION ,
  771. #ifndef RENEWAL
  772. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  773. #else
  774. SCB_HIT|SCB_DEF );
  775. #endif
  776. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , EFST_TENSIONRELAX , SCB_REGEN );
  777. set_sc( LK_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  778. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  779. #ifndef RENEWAL
  780. EFST_ASSUMPTIO , SCB_NONE );
  781. #else
  782. EFST_ASSUMPTIO_BUFF , SCB_DEF );
  783. #endif
  784. #ifdef RENEWAL
  785. set_sc( HP_BASILICA , SC_BASILICA , EFST_BASILICA_BUFF , SCB_ALL );
  786. #else
  787. add_sc( HP_BASILICA , SC_BASILICA );
  788. #endif
  789. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , EFST_MAGICPOWER , SCB_MATK );
  790. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  791. set_sc( PA_GOSPEL , SC_GOSPEL , EFST_GOSPEL , SCB_SPEED|SCB_ASPD );
  792. add_sc( PA_GOSPEL , SC_SCRESIST );
  793. add_sc( CH_TIGERFIST , SC_STOP );
  794. set_sc( ASC_EDP , SC_EDP , EFST_EDP , SCB_NONE );
  795. set_sc( SN_SIGHT , SC_TRUESIGHT , EFST_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  796. set_sc( SN_WINDWALK , SC_WINDWALK , EFST_WINDWALK , SCB_FLEE|SCB_SPEED );
  797. set_sc( WS_MELTDOWN , SC_MELTDOWN , EFST_MELTDOWN , SCB_NONE );
  798. set_sc( WS_CARTBOOST , SC_CARTBOOST , EFST_CARTBOOST , SCB_SPEED );
  799. set_sc( ST_CHASEWALK , SC_CHASEWALK , EFST_CHASEWALK , SCB_SPEED );
  800. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , EFST_SWORDREJECT, SCB_NONE );
  801. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  802. set_sc( CG_MARIONETTE , SC_MARIONETTE , EFST_MARIONETTE_MASTER, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  803. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , EFST_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  804. add_sc( LK_SPIRALPIERCE , SC_STOP );
  805. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  806. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , EFST_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  807. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  808. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , EFST_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  809. set_sc( PF_MEMORIZE , SC_MEMORIZE , EFST_MEMORIZE , SCB_NONE );
  810. set_sc( PF_FOGWALL , SC_FOGWALL , EFST_FOGWALL , SCB_NONE );
  811. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , EFST_SPIDERWEB , SCB_FLEE );
  812. set_sc( WE_BABY , SC_BABY , EFST_PROTECTEXP, SCB_NONE );
  813. set_sc( TK_RUN , SC_RUN , EFST_RUN , SCB_SPEED|SCB_DSPD );
  814. set_sc( TK_RUN , SC_SPURT , EFST_STRUP, SCB_STR );
  815. set_sc( TK_READYSTORM , SC_READYSTORM , EFST_STORMKICK_ON, SCB_NONE );
  816. set_sc( TK_READYDOWN , SC_READYDOWN , EFST_DOWNKICK_ON, SCB_NONE );
  817. add_sc( TK_DOWNKICK , SC_STUN );
  818. set_sc( TK_READYTURN , SC_READYTURN , EFST_TURNKICK_ON, SCB_NONE );
  819. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , EFST_COUNTER_ON, SCB_NONE );
  820. set_sc( TK_DODGE , SC_DODGE , EFST_DODGE_ON, SCB_NONE );
  821. set_sc( TK_SPTIME , SC_EARTHSCROLL , EFST_EARTHSCROLL , SCB_NONE );
  822. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  823. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , EFST_PROPERTYTELEKINESIS, SCB_ATK_ELE );
  824. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , EFST_PROPERTYDARK, SCB_ATK_ELE );
  825. set_sc( SG_SUN_WARM , SC_WARM , EFST_SG_SUN_WARM, SCB_NONE );
  826. set_sc( SG_MOON_WARM , SC_WARM, EFST_SG_MOON_WARM, SCB_NONE);
  827. set_sc( SG_STAR_WARM , SC_WARM, EFST_SG_STAR_WARM, SCB_NONE);
  828. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , EFST_SUN_COMFORT , SCB_DEF2 );
  829. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , EFST_MOON_COMFORT , SCB_FLEE );
  830. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , EFST_STAR_COMFORT , SCB_ASPD );
  831. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  832. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , EFST_BLANK , SCB_ALL );
  833. set_sc( SG_FUSION , SC_FUSION , EFST_BLANK , SCB_SPEED );
  834. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , EFST_ADRENALINE2 , SCB_ASPD );
  835. set_sc( SL_KAIZEL , SC_KAIZEL , EFST_KAIZEL , SCB_NONE );
  836. set_sc( SL_KAAHI , SC_KAAHI , EFST_KAAHI , SCB_NONE );
  837. set_sc( SL_KAUPE , SC_KAUPE , EFST_KAUPE , SCB_NONE );
  838. set_sc( SL_KAITE , SC_KAITE , EFST_KAITE , SCB_NONE );
  839. add_sc( SL_STUN , SC_STUN );
  840. set_sc( SL_SWOO , SC_SWOO , EFST_SWOO , SCB_SPEED );
  841. set_sc( SL_SKE , SC_SKE , EFST_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  842. set_sc( SL_SKA , SC_SKA , EFST_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  843. set_sc( SL_SMA , SC_SMA , EFST_SMA_READY, SCB_NONE );
  844. set_sc( SM_SELFPROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  845. set_sc( ST_PRESERVE , SC_PRESERVE , EFST_PRESERVE , SCB_NONE );
  846. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , EFST_DOUBLECASTING, SCB_NONE );
  847. #ifndef RENEWAL
  848. set_sc( HW_GRAVITATION , SC_GRAVITATION , EFST_GRAVITATION , SCB_ASPD );
  849. #endif
  850. add_sc( WS_CARTTERMINATION , SC_STUN );
  851. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , EFST_OVERTHRUSTMAX, SCB_NONE );
  852. #ifndef RENEWAL
  853. set_sc( CG_LONGINGFREEDOM , SC_LONGING , EFST_LONGING , SCB_SPEED|SCB_ASPD );
  854. #endif
  855. set_sc( CG_HERMODE , SC_HERMODE , EFST_HERMODE , SCB_NONE );
  856. set_sc( CG_TAROTCARD , SC_TAROTCARD , EFST_TAROTCARD, SCB_NONE );
  857. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , EFST_WEAPONPROPERTY, SCB_ATK_ELE );
  858. set_sc( SL_HIGH , SC_SPIRIT , EFST_SOULLINK, SCB_ALL );
  859. set_sc( KN_ONEHAND , SC_ONEHAND , EFST_ONEHANDQUICKEN, SCB_ASPD );
  860. set_sc( GS_FLING , SC_FLING , EFST_BLANK , SCB_DEF|SCB_DEF2 );
  861. add_sc( GS_CRACKER , SC_STUN );
  862. add_sc( GS_DISARM , SC_STRIPWEAPON );
  863. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  864. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , EFST_GS_MADNESSCANCEL,
  865. #ifndef RENEWAL
  866. SCB_BATK|SCB_ASPD );
  867. #else
  868. SCB_ASPD );
  869. #endif
  870. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , EFST_GS_ADJUSTMENT, SCB_HIT|SCB_FLEE );
  871. set_sc( GS_INCREASING , SC_INCREASING , EFST_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  872. #ifdef RENEWAL
  873. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , EFST_GS_MAGICAL_BULLET , SCB_NONE );
  874. #endif
  875. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , EFST_GS_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD
  876. #ifndef RENEWAL
  877. |SCB_BATK );
  878. #else
  879. );
  880. #endif
  881. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  882. set_sc( NJ_SUITON , SC_SUITON , EFST_BLANK , SCB_AGI|SCB_SPEED );
  883. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  884. set_sc( NJ_NEN , SC_NEN , EFST_NJ_NEN, SCB_STR|SCB_INT );
  885. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , EFST_NJ_UTSUSEMI, SCB_NONE );
  886. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , EFST_NJ_BUNSINJYUTSU, SCB_DYE );
  887. add_sc( NPC_ICEBREATH , SC_FREEZE );
  888. add_sc( NPC_ACIDBREATH , SC_POISON );
  889. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  890. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  891. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  892. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  893. add_sc( NPC_WIDESTONE , SC_STONE );
  894. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  895. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  896. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  897. add_sc( NPC_EVILLAND , SC_BLIND );
  898. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  899. set_sc( NPC_SLOWCAST , SC_SLOWCAST , EFST_SLOWCAST , SCB_NONE );
  900. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , EFST_CRITICALWOUND , SCB_NONE );
  901. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , EFST_BLANK , SCB_NONE );
  902. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  903. add_sc( NPC_WIDECURSE , SC_CURSE );
  904. add_sc( NPC_WIDESTUN , SC_STUN );
  905. set_sc( NPC_HELLPOWER , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  906. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  907. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , EFST_INVINCIBLE , SCB_SPEED );
  908. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , EFST_BLANK , SCB_SPEED );
  909. set_sc( NPC_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  910. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , EFST_MAXPAIN , SCB_NONE );
  911. add_sc( NPC_JACKFROST , SC_FREEZE );
  912. add_sc( NPC_ELECTRICWALK , SC_PROPERTYWALK );
  913. add_sc( NPC_FIREWALK , SC_PROPERTYWALK );
  914. add_sc( NPC_CLOUD_KILL , SC_POISON );
  915. set_sc( NPC_HALLUCINATIONWALK , SC_NPC_HALLUCINATIONWALK , EFST_NPC_HALLUCINATIONWALK , SCB_FLEE );
  916. set_sc( CASH_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  917. set_sc( CASH_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  918. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO ,
  919. #ifndef RENEWAL
  920. EFST_ASSUMPTIO , SCB_NONE );
  921. #else
  922. EFST_ASSUMPTIO_BUFF , SCB_DEF );
  923. #endif
  924. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , EFST_PARTYFLEE , SCB_NONE );
  925. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , EFST_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  926. set_sc( CR_SHRINK , SC_SHRINK , EFST_CR_SHRINK, SCB_NONE );
  927. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , EFST_RG_CCONFINE_S, SCB_NONE );
  928. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , EFST_RG_CCONFINE_M, SCB_FLEE );
  929. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , EFST_WZ_SIGHTBLASTER, SCB_NONE );
  930. set_sc( DC_WINKCHARM , SC_WINKCHARM , EFST_DC_WINKCHARM, SCB_NONE );
  931. add_sc( MO_BALKYOUNG , SC_STUN );
  932. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  933. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  934. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  935. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  936. set_sc( HLIF_AVOID , SC_AVOID , EFST_BLANK , SCB_SPEED );
  937. set_sc( HLIF_CHANGE , SC_CHANGE , EFST_BLANK , SCB_VIT|SCB_INT );
  938. set_sc( HFLI_FLEET , SC_FLEET , EFST_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  939. set_sc( HFLI_SPEED , SC_SPEED , EFST_BLANK , SCB_FLEE );
  940. set_sc( HAMI_DEFENCE , SC_DEFENCE , EFST_BLANK ,
  941. #ifndef RENEWAL
  942. SCB_DEF );
  943. #else
  944. SCB_VIT );
  945. #endif
  946. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , EFST_BLANK , SCB_BATK|SCB_WATK );
  947. /* Homunculus S */
  948. add_sc(MH_STAHL_HORN , SC_STUN );
  949. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , EFST_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  950. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , EFST_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  951. set_sc(MH_STEINWAND , SC_STONE_WALL , EFST_STONE_WALL , SCB_DEF|SCB_MDEF );
  952. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , EFST_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  953. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, EFST_LIGHT_OF_REGENE, SCB_NONE);
  954. set_sc(MH_VOLCANIC_ASH , SC_ASH , EFST_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  955. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , EFST_GRANITIC_ARMOR , SCB_NONE );
  956. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , EFST_MAGMA_FLOW , SCB_NONE );
  957. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , EFST_PYROCLASTIC , SCB_BATK|SCB_WATK|SCB_ATK_ELE );
  958. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , EFST_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  959. set_sc(MH_POISON_MIST , SC_POISON_MIST , EFST_POISON_MIST , SCB_FLEE );
  960. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , EFST_PAIN_KILLER , SCB_NONE );
  961. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  962. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , EFST_TINDER_BREAKER , SCB_FLEE );
  963. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , EFST_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  964. set_sc(MH_CBC , SC_CBC , EFST_CBC , SCB_FLEE );
  965. set_sc(MH_EQC , SC_EQC , EFST_EQC , SCB_DEF2|SCB_MAXHP );
  966. add_sc( MER_CRASH , SC_STUN );
  967. set_sc( MER_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  968. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  969. add_sc( MER_SIGHT , SC_SIGHT );
  970. set_sc( MER_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  971. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  972. add_sc( MER_LEXDIVINA , SC_SILENCE );
  973. add_sc( MA_LANDMINE , SC_STUN );
  974. add_sc( MA_SANDMAN , SC_SLEEP );
  975. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  976. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  977. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  978. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  979. set_sc( ML_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  980. set_sc( MS_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  981. set_sc( MS_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  982. add_sc( ML_SPIRALPIERCE , SC_STOP );
  983. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , EFST_BLANK , SCB_ASPD );
  984. add_sc( ML_DEVOTION , SC_DEVOTION );
  985. set_sc( MER_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  986. set_sc( MER_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  987. set_sc( MER_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  988. set_sc( MER_INVINCIBLEOFF2 , SC_INVINCIBLEOFF , EFST_BLANK, SCB_SPEED );
  989. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , EFST_BLANK , SCB_STR );
  990. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , EFST_BLANK , SCB_VIT );
  991. set_sc( GD_SOULCOLD , SC_SOULCOLD , EFST_BLANK , SCB_AGI );
  992. set_sc( GD_HAWKEYES , SC_HAWKEYES , EFST_BLANK , SCB_DEX );
  993. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , EFST_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  994. set_sc( GD_REGENERATION , SC_REGENERATION , EFST_GDSKILL_REGENERATION , SCB_REGEN );
  995. #ifdef RENEWAL
  996. set_sc( GD_EMERGENCY_MOVE , SC_EMERGENCY_MOVE , EFST_INC_AGI , SCB_SPEED );
  997. #endif
  998. /* Rune Knight */
  999. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , EFST_ENCHANTBLADE , SCB_NONE );
  1000. set_sc( RK_DRAGONHOWLING , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  1001. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , EFST_DEATHBOUND , SCB_NONE );
  1002. set_sc( RK_WINDCUTTER , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  1003. set_sc( RK_DRAGONBREATH , SC_BURNING , EFST_BURNT , SCB_MDEF );
  1004. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , EFST_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  1005. set_sc( RK_REFRESH , SC_REFRESH , EFST_REFRESH , SCB_NONE );
  1006. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , EFST_GIANTGROWTH , SCB_STR );
  1007. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , EFST_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  1008. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , EFST_VITALITYACTIVATION , SCB_NONE );
  1009. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , EFST_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  1010. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , EFST_ABUNDANCE , SCB_NONE );
  1011. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , EFST_CRUSHSTRIKE , SCB_NONE );
  1012. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  1013. set_sc( RK_LUXANIMA , SC_LUXANIMA , EFST_LUXANIMA , SCB_ALL );
  1014. /* GC Guillotine Cross */
  1015. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , EFST_VENOMIMPRESS , SCB_NONE );
  1016. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , EFST_POISONINGWEAPON , SCB_NONE );
  1017. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , EFST_WEAPONBLOCKING , SCB_NONE );
  1018. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , EFST_CLOAKINGEXCEED , SCB_SPEED );
  1019. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , EFST_HALLUCINATIONWALK , SCB_FLEE );
  1020. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , EFST_ROLLINGCUTTER , SCB_NONE );
  1021. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , EFST_DARKCROW , SCB_NONE );
  1022. /* Arch Bishop */
  1023. set_sc( AB_ADORAMUS , SC_ADORAMUS , EFST_ADORAMUS , SCB_AGI|SCB_SPEED );
  1024. add_sc( AB_CLEMENTIA , SC_BLESSING );
  1025. add_sc( AB_CANTO , SC_INCREASEAGI );
  1026. set_sc( AB_EPICLESIS , SC_EPICLESIS , EFST_EPICLESIS , SCB_MAXHP );
  1027. add_sc( AB_PRAEFATIO , SC_KYRIE );
  1028. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , EFST_ORATIO , SCB_NONE );
  1029. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , EFST_LAUDAAGNUS , SCB_MAXHP );
  1030. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , EFST_LAUDARAMUS , SCB_ALL );
  1031. set_sc( AB_RENOVATIO , SC_RENOVATIO , EFST_RENOVATIO , SCB_REGEN );
  1032. set_sc( AB_EXPIATIO , SC_EXPIATIO , EFST_EXPIATIO , SCB_NONE );
  1033. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , EFST_DUPLELIGHT , SCB_NONE );
  1034. set_sc( AB_SECRAMENT , SC_SECRAMENT , EFST_AB_SECRAMENT, SCB_NONE );
  1035. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , EFST_OFFERTORIUM , SCB_NONE );
  1036. add_sc( AB_VITUPERATUM , SC_AETERNA );
  1037. /* Warlock */
  1038. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  1039. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  1040. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , EFST_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  1041. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , EFST_RECOGNIZEDSPELL , SCB_MATK);
  1042. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  1043. set_sc( WL_STASIS , SC_STASIS , EFST_STASIS , SCB_NONE );
  1044. set_sc_with_vfx( WL_COMET , SC_MAGIC_POISON , EFST_MAGIC_POISON , SCB_NONE );
  1045. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, EFST_TELEKINESIS_INTENSE, SCB_MATK );
  1046. /* Ranger */
  1047. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , EFST_FEARBREEZE , SCB_NONE );
  1048. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , EFST_ELECTRICSHOCKER , SCB_NONE );
  1049. set_sc( RA_WUGDASH , SC_WUGDASH , EFST_WUGDASH , SCB_SPEED|SCB_DSPD );
  1050. set_sc( RA_WUGBITE , SC_BITE , EFST_WUGBITE , SCB_NONE );
  1051. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , EFST_CAMOUFLAGE , SCB_SPEED );
  1052. set_sc( RA_FIRINGTRAP , SC_BURNING , EFST_BURNT , SCB_MDEF );
  1053. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , EFST_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF );
  1054. set_sc( RA_UNLIMIT , SC_UNLIMIT , EFST_UNLIMIT , SCB_NONE );
  1055. /* Mechanic */
  1056. set_sc( NC_ACCELERATION , SC_ACCELERATION , EFST_ACCELERATION , SCB_SPEED );
  1057. set_sc( NC_HOVERING , SC_HOVERING , EFST_HOVERING , SCB_SPEED );
  1058. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , EFST_SHAPESHIFT , SCB_DEF_ELE );
  1059. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , EFST_INFRAREDSCAN , SCB_FLEE );
  1060. set_sc( NC_ANALYZE , SC_ANALYZE , EFST_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  1061. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , EFST_MAGNETICFIELD , SCB_NONE );
  1062. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , EFST_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  1063. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , EFST_STEALTHFIELD , SCB_SPEED );
  1064. add_sc( NC_MAGMA_ERUPTION , SC_STUN );
  1065. add_sc( NC_MAGMA_ERUPTION_DOTDAMAGE, SC_BURNING );
  1066. /* Royal Guard */
  1067. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , EFST_LG_REFLECTDAMAGE , SCB_NONE );
  1068. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , EFST_FORCEOFVANGUARD , SCB_MAXHP );
  1069. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , EFST_EXEEDBREAK , SCB_NONE );
  1070. set_sc( LG_PRESTIGE , SC_PRESTIGE , EFST_PRESTIGE , SCB_DEF );
  1071. set_sc( LG_BANDING , SC_BANDING , EFST_BANDING , SCB_DEF|SCB_WATK|SCB_REGEN );
  1072. set_sc( LG_PIETY , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  1073. set_sc( LG_INSPIRATION , SC_INSPIRATION , EFST_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  1074. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , EFST_KINGS_GRACE , SCB_NONE );
  1075. set_sc( LG_MOONSLASHER , SC_OVERBRANDREADY , EFST_OVERBRANDREADY , SCB_NONE );
  1076. /* Shadow Chaser */
  1077. set_sc( SC_REPRODUCE , SC__REPRODUCE , EFST_REPRODUCE , SCB_NONE );
  1078. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , EFST_AUTOSHADOWSPELL , SCB_MATK );
  1079. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , EFST_SHADOWFORM , SCB_NONE );
  1080. set_sc( SC_BODYPAINT , SC__BODYPAINT , EFST_BODYPAINT , SCB_ASPD );
  1081. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , EFST_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  1082. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , EFST_DEADLYINFECT , SCB_NONE );
  1083. set_sc( SC_ENERVATION , SC__ENERVATION , EFST_ENERVATION , SCB_BATK|SCB_WATK );
  1084. set_sc( SC_GROOMY , SC__GROOMY , EFST_GROOMY , SCB_ASPD|SCB_HIT );
  1085. set_sc( SC_IGNORANCE , SC__IGNORANCE , EFST_IGNORANCE , SCB_NONE );
  1086. set_sc( SC_LAZINESS , SC__LAZINESS , EFST_LAZINESS , SCB_FLEE|SCB_SPEED );
  1087. set_sc( SC_UNLUCKY , SC__UNLUCKY , EFST_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  1088. set_sc( SC_WEAKNESS , SC__WEAKNESS , EFST_WEAKNESS , SCB_MAXHP );
  1089. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , EFST_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  1090. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , EFST_MANHOLE , SCB_NONE );
  1091. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  1092. add_sc( SC_BLOODYLUST , SC_BERSERK );
  1093. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  1094. add_sc( SC_ESCAPE , SC_ANKLE );
  1095. /* Sura */
  1096. add_sc( SR_DRAGONCOMBO , SC_STUN );
  1097. add_sc( SR_EARTHSHAKER , SC_STUN );
  1098. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , EFST_CRESCENTELBOW , SCB_NONE );
  1099. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, EFST_CURSEDCIRCLE_TARGET , SCB_NONE );
  1100. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , EFST_LIGHTNINGWALK , SCB_NONE );
  1101. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , EFST_RAISINGDRAGON , SCB_MAXHP|SCB_MAXSP );
  1102. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , EFST_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  1103. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , EFST_GENTLETOUCH_CHANGE , SCB_WATK|SCB_ASPD );
  1104. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , EFST_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  1105. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , EFST_FLASHCOMBO , SCB_WATK );
  1106. /* Wanderer / Minstrel */
  1107. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , EFST_SWING, SCB_SPEED|SCB_ASPD );
  1108. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , EFST_SYMPHONY_LOVE, SCB_MDEF );
  1109. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , EFST_MOONLIT_SERENADE, SCB_MATK );
  1110. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , EFST_RUSH_WINDMILL, SCB_WATK|SCB_SPEED );
  1111. set_sc( MI_ECHOSONG , SC_ECHOSONG , EFST_ECHOSONG , SCB_DEF );
  1112. set_sc( MI_HARMONIZE , SC_HARMONIZE , EFST_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1113. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , EFST_NETHERWORLD , SCB_NONE );
  1114. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , EFST_SIREN, SCB_NONE );
  1115. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  1116. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , EFST_SIRCLEOFNATURE , SCB_REGEN );
  1117. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , EFST_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  1118. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , EFST_SONG_OF_MANA, SCB_REGEN );
  1119. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , EFST_DANCE_WITH_WUG, SCB_ASPD );
  1120. set_sc( WM_SOUND_OF_DESTRUCTION , SC_SOUNDOFDESTRUCTION , EFST_SOUND_OF_DESTRUCTION, SCB_NONE );
  1121. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , EFST_SATURDAY_NIGHT_FEVER, SCB_HIT|SCB_FLEE|SCB_REGEN );
  1122. set_sc( WM_LERADS_DEW , SC_LERADSDEW , EFST_LERADS_DEW, SCB_MAXHP );
  1123. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , EFST_MELODYOFSINK , SCB_INT|SCB_MAXSP );
  1124. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , EFST_BEYOND_OF_WARCRY, SCB_STR|SCB_MAXHP );
  1125. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , EFST_UNLIMITED_HUMMING_VOICE, SCB_NONE );
  1126. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , EFST_FRIGG_SONG , SCB_MAXHP );
  1127. /* Sorcerer */
  1128. set_sc( SO_FIREWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  1129. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  1130. set_sc( SO_SPELLFIST , SC_SPELLFIST , EFST_SPELLFIST , SCB_NONE );
  1131. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , EFST_COLD , SCB_NONE );
  1132. set_sc( SO_CLOUD_KILL , SC_CLOUD_POISON , EFST_CLOUD_POISON, SCB_NONE );
  1133. add_sc( SO_POISON_BUSTER , SC_POISON );
  1134. set_sc( SO_STRIKING , SC_STRIKING , EFST_STRIKING , SCB_ALL );
  1135. set_sc( SO_WARMER , SC_WARMER , EFST_WARMER , SCB_NONE );
  1136. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , EFST_VACUUM_EXTREME , SCB_NONE );
  1137. set_sc( SO_ARRULLO , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  1138. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , EFST_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  1139. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , EFST_WATER_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  1140. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , EFST_WIND_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
  1141. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , EFST_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  1142. /* Genetic */
  1143. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED );
  1144. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , EFST_THORNS_TRAP, SCB_NONE );
  1145. set_sc( GN_BLOOD_SUCKER , SC_BLOODSUCKER , EFST_BLOOD_SUCKER, SCB_NONE );
  1146. set_sc( GN_SPORE_EXPLOSION , SC_SPORE_EXPLOSION , EFST_SPORE_EXPLOSION_DEBUFF, SCB_NONE );
  1147. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , EFST_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  1148. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , EFST_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  1149. set_sc_with_vfx( GN_HELLS_PLANT , SC_HELLS_PLANT , EFST_HELLS_PLANT_ARMOR , SCB_NONE );
  1150. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , EFST_MANDRAGORA , SCB_INT );
  1151. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , EFST_ILLUSIONDOPING , SCB_HIT );
  1152. /* Elemental spirits' status changes */
  1153. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , EFST_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  1154. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , EFST_FIRE_CLOAK_OPTION , SCB_ALL );
  1155. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , EFST_WATER_SCREEN_OPTION , SCB_NONE );
  1156. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , EFST_WATER_DROP_OPTION , SCB_ALL );
  1157. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , EFST_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  1158. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , EFST_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  1159. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , EFST_WIND_CURTAIN_OPTION , SCB_ALL );
  1160. set_sc( EL_ZEPHYR , SC_ZEPHYR , EFST_ZEPHYR , SCB_FLEE );
  1161. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , EFST_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  1162. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , EFST_STONE_SHIELD_OPTION , SCB_ALL );
  1163. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , EFST_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  1164. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , EFST_PYROTECHNIC_OPTION , SCB_WATK );
  1165. set_sc( EL_HEATER , SC_HEATER_OPTION , EFST_HEATER_OPTION , SCB_WATK );
  1166. set_sc( EL_TROPIC , SC_TROPIC_OPTION , EFST_TROPIC_OPTION , SCB_WATK );
  1167. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , EFST_AQUAPLAY_OPTION , SCB_MATK );
  1168. set_sc( EL_COOLER , SC_COOLER_OPTION , EFST_COOLER_OPTION , SCB_MATK );
  1169. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , EFST_CHILLY_AIR_OPTION , SCB_MATK );
  1170. set_sc( EL_GUST , SC_GUST_OPTION , EFST_GUST_OPTION , SCB_ASPD );
  1171. set_sc( EL_BLAST , SC_BLAST_OPTION , EFST_BLAST_OPTION , SCB_ASPD );
  1172. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , EFST_WILD_STORM_OPTION , SCB_ASPD );
  1173. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , EFST_PETROLOGY_OPTION , SCB_MAXHP );
  1174. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , EFST_CURSED_SOIL_OPTION , SCB_MAXHP );
  1175. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , EFST_UPHEAVAL_OPTION , SCB_MAXHP );
  1176. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , EFST_TIDAL_WEAPON_OPTION , SCB_ALL );
  1177. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , EFST_ROCK_CRUSHER , SCB_DEF );
  1178. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , EFST_ROCK_CRUSHER_ATK , SCB_SPEED );
  1179. add_sc( KO_YAMIKUMO , SC_HIDING );
  1180. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , EFST_KO_JYUMONJIKIRI , SCB_NONE );
  1181. add_sc( KO_MAKIBISHI , SC_STUN );
  1182. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , EFST_MEIKYOUSISUI , SCB_NONE );
  1183. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , EFST_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1184. add_sc( KO_JYUSATSU , SC_CURSE );
  1185. set_sc( KO_ZENKAI , SC_ZENKAI , EFST_ZENKAI , SCB_NONE );
  1186. set_sc( KO_IZAYOI , SC_IZAYOI , EFST_IZAYOI , SCB_MATK );
  1187. set_sc( KG_KYOMU , SC_KYOMU , EFST_KYOMU , SCB_NONE );
  1188. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , EFST_KAGEMUSYA , SCB_NONE );
  1189. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , EFST_KG_KAGEHUMI , SCB_NONE );
  1190. set_sc( OB_ZANGETSU , SC_ZANGETSU , EFST_ZANGETSU , SCB_MATK|SCB_BATK );
  1191. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , EFST_AKAITSUKI , SCB_NONE );
  1192. set_sc( OB_OBOROGENSOU , SC_GENSOU , EFST_GENSOU , SCB_NONE );
  1193. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , EFST_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1194. /* Rebellion */
  1195. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  1196. set_sc( RL_H_MINE , SC_H_MINE , EFST_H_MINE , SCB_NONE);
  1197. set_sc( RL_B_TRAP , SC_B_TRAP , EFST_B_TRAP , SCB_SPEED );
  1198. set_sc( RL_E_CHAIN , SC_E_CHAIN , EFST_E_CHAIN , SCB_NONE );
  1199. set_sc( RL_P_ALTER , SC_P_ALTER , EFST_P_ALTER , SCB_NONE );
  1200. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, EFST_BLANK, SCB_NONE );
  1201. set_sc( RL_SLUGSHOT , SC_STUN , EFST_SLUGSHOT , SCB_NONE );
  1202. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , EFST_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  1203. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , EFST_C_MARKER , SCB_FLEE );
  1204. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , EFST_ANTI_M_BLAST , SCB_NONE );
  1205. // New Mounts
  1206. set_sc_with_vfx_noskill( SC_ALL_RIDING , EFST_ALL_RIDING , SCB_SPEED );
  1207. // Costumes
  1208. set_sc_with_vfx_noskill( SC_MOONSTAR , EFST_MOONSTAR , SCB_NONE );
  1209. set_sc_with_vfx_noskill( SC_SUPER_STAR , EFST_SUPER_STAR , SCB_NONE );
  1210. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , EFST_STRANGELIGHTS , SCB_NONE );
  1211. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , EFST_DECORATION_OF_MUSIC , SCB_NONE );
  1212. set_sc_with_vfx_noskill( SC_LJOSALFAR , EFST_LJOSALFAR , SCB_NONE);
  1213. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , EFST_MERMAID_LONGING , SCB_NONE);
  1214. set_sc_with_vfx_noskill( SC_HAT_EFFECT , EFST_HAT_EFFECT , SCB_NONE);
  1215. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , EFST_FLOWERSMOKE , SCB_NONE);
  1216. set_sc_with_vfx_noskill( SC_FSTONE , EFST_FSTONE , SCB_NONE);
  1217. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , EFST_HAPPINESS_STAR , SCB_NONE);
  1218. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , EFST_MAPLE_FALLS , SCB_NONE);
  1219. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , EFST_TIME_ACCESSORY , SCB_NONE);
  1220. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , EFST_MAGICAL_FEATHER , SCB_NONE);
  1221. /* Summoner */
  1222. set_sc( SU_HIDE , SC_SUHIDE , EFST_SUHIDE , SCB_NONE );
  1223. add_sc( SU_SCRATCH , SC_BLEEDING );
  1224. set_sc( SU_STOOP , SC_SU_STOOP , EFST_SU_STOOP , SCB_NONE );
  1225. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  1226. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , EFST_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  1227. add_sc( SU_CN_METEOR , SC_CURSE );
  1228. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , EFST_SV_ROOTTWIST , SCB_NONE );
  1229. set_sc( SU_SCAROFTAROU , SC_BITESCAR , EFST_BITESCAR , SCB_NONE );
  1230. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , EFST_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  1231. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  1232. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , EFST_TUNAPARTY , SCB_NONE );
  1233. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , EFST_SHRIMP , SCB_BATK|SCB_MATK );
  1234. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , EFST_FRESHSHRIMP , SCB_NONE );
  1235. set_sc( SU_HISS , SC_HISS , EFST_HISS , SCB_FLEE2 );
  1236. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , EFST_NYANGGRASS , SCB_DEF|SCB_MDEF );
  1237. set_sc( SU_GROOMING , SC_GROOMING , EFST_GROOMING , SCB_FLEE );
  1238. add_sc( SU_PURRING , SC_GROOMING );
  1239. set_sc( SU_SHRIMPARTY , SC_SHRIMPBLESSING , EFST_PROTECTIONOFSHRIMP , SCB_REGEN );
  1240. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  1241. set_sc( SU_CHATTERING , SC_CHATTERING , EFST_CHATTERING , SCB_WATK|SCB_MATK );
  1242. set_sc( WE_CHEERUP , SC_CHEERUP , EFST_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1243. // Star Emperor
  1244. set_sc( SJ_LIGHTOFMOON , SC_LIGHTOFMOON , EFST_LIGHTOFMOON , SCB_NONE );
  1245. set_sc( SJ_LIGHTOFSTAR , SC_LIGHTOFSTAR , EFST_LIGHTOFSTAR , SCB_NONE );
  1246. set_sc( SJ_LUNARSTANCE , SC_LUNARSTANCE , EFST_LUNARSTANCE , SCB_MAXHP );
  1247. add_sc( SJ_FULLMOONKICK , SC_BLIND );
  1248. set_sc( SJ_STARSTANCE , SC_STARSTANCE , EFST_STARSTANCE , SCB_ASPD );
  1249. set_sc( SJ_NEWMOONKICK , SC_NEWMOON , EFST_NEWMOON , SCB_NONE );
  1250. set_sc( SJ_FLASHKICK , SC_FLASHKICK , EFST_FLASHKICK , SCB_NONE );
  1251. add_sc( SJ_STAREMPEROR , SC_SILENCE );
  1252. set_sc( SJ_NOVAEXPLOSING , SC_NOVAEXPLOSING , EFST_NOVAEXPLOSING , SCB_NONE );
  1253. set_sc( SJ_UNIVERSESTANCE , SC_UNIVERSESTANCE , EFST_UNIVERSESTANCE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  1254. set_sc( SJ_FALLINGSTAR , SC_FALLINGSTAR , EFST_FALLINGSTAR , SCB_NONE );
  1255. set_sc( SJ_GRAVITYCONTROL , SC_GRAVITYCONTROL , EFST_GRAVITYCONTROL , SCB_NONE );
  1256. set_sc( SJ_BOOKOFDIMENSION , SC_DIMENSION , EFST_DIMENSION , SCB_NONE );
  1257. set_sc( SJ_BOOKOFCREATINGSTAR , SC_CREATINGSTAR , EFST_CREATINGSTAR , SCB_SPEED );
  1258. set_sc( SJ_LIGHTOFSUN , SC_LIGHTOFSUN , EFST_LIGHTOFSUN , SCB_NONE );
  1259. set_sc( SJ_SUNSTANCE , SC_SUNSTANCE , EFST_SUNSTANCE , SCB_BATK|SCB_WATK );
  1260. // Soul Reaper
  1261. set_sc( SP_SOULGOLEM , SC_SOULGOLEM , EFST_SOULGOLEM , SCB_DEF|SCB_MDEF );
  1262. set_sc( SP_SOULSHADOW , SC_SOULSHADOW , EFST_SOULSHADOW , SCB_ASPD|SCB_CRI );
  1263. set_sc( SP_SOULFALCON , SC_SOULFALCON , EFST_SOULFALCON , SCB_WATK|SCB_HIT );
  1264. set_sc( SP_SOULFAIRY , SC_SOULFAIRY , EFST_SOULFAIRY , SCB_MATK );
  1265. set_sc( SP_SOULCURSE , SC_SOULCURSE , EFST_SOULCURSE , SCB_NONE );
  1266. set_sc( SP_SHA , SC_SP_SHA , EFST_SP_SHA , SCB_SPEED );
  1267. set_sc( SP_SOULUNITY , SC_SOULUNITY , EFST_SOULUNITY , SCB_NONE );
  1268. set_sc( SP_SOULDIVISION , SC_SOULDIVISION , EFST_SOULDIVISION , SCB_NONE );
  1269. set_sc( SP_SOULREAPER , SC_SOULREAPER , EFST_SOULREAPER , SCB_NONE );
  1270. set_sc( SP_SOULCOLLECT , SC_SOULCOLLECT , EFST_SOULCOLLECT , SCB_NONE );
  1271. #ifdef RENEWAL
  1272. set_sc( NV_HELPANGEL , SC_HELPANGEL , EFST_HELPANGEL , SCB_NONE );
  1273. #endif
  1274. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  1275. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  1276. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  1277. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  1278. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  1279. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  1280. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  1281. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  1282. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  1283. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  1284. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  1285. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  1286. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  1287. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  1288. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  1289. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  1290. /* Status that don't have a skill associated */
  1291. StatusIconChangeTable[SC_WEIGHT50] = EFST_WEIGHTOVER50;
  1292. StatusIconChangeTable[SC_WEIGHT90] = EFST_WEIGHTOVER90;
  1293. StatusIconChangeTable[SC_ASPDPOTION0] = EFST_ATTHASTE_POTION1;
  1294. StatusIconChangeTable[SC_ASPDPOTION1] = EFST_ATTHASTE_POTION2;
  1295. StatusIconChangeTable[SC_ASPDPOTION2] = EFST_ATTHASTE_POTION3;
  1296. StatusIconChangeTable[SC_ASPDPOTION3] = EFST_ATTHASTE_INFINITY;
  1297. StatusIconChangeTable[SC_SPEEDUP0] = EFST_MOVHASTE_HORSE;
  1298. StatusIconChangeTable[SC_SPEEDUP1] = EFST_MOVHASTE_POTION;
  1299. StatusIconChangeTable[SC_CHASEWALK2] = EFST_CHASEWALK2;
  1300. StatusIconChangeTable[SC_MIRACLE] = EFST_SOULLINK;
  1301. StatusIconChangeTable[SC_INTRAVISION] = EFST_CLAIRVOYANCE;
  1302. StatusIconChangeTable[SC_STRFOOD] = EFST_FOOD_STR;
  1303. StatusIconChangeTable[SC_AGIFOOD] = EFST_FOOD_AGI;
  1304. StatusIconChangeTable[SC_VITFOOD] = EFST_FOOD_VIT;
  1305. StatusIconChangeTable[SC_INTFOOD] = EFST_FOOD_INT;
  1306. StatusIconChangeTable[SC_DEXFOOD] = EFST_FOOD_DEX;
  1307. StatusIconChangeTable[SC_LUKFOOD] = EFST_FOOD_LUK;
  1308. StatusIconChangeTable[SC_FLEEFOOD] = EFST_FOOD_BASICAVOIDANCE;
  1309. StatusIconChangeTable[SC_HITFOOD] = EFST_FOOD_BASICHIT;
  1310. StatusIconChangeTable[SC_CRIFOOD] = EFST_FOOD_CRITICALSUCCESSVALUE;
  1311. StatusIconChangeTable[SC_MANU_ATK] = EFST_MANU_ATK;
  1312. StatusIconChangeTable[SC_MANU_DEF] = EFST_MANU_DEF;
  1313. StatusIconChangeTable[SC_SPL_ATK] = EFST_SPL_ATK;
  1314. StatusIconChangeTable[SC_SPL_DEF] = EFST_SPL_DEF;
  1315. StatusIconChangeTable[SC_MANU_MATK] = EFST_MANU_MATK;
  1316. StatusIconChangeTable[SC_SPL_MATK] = EFST_SPL_MATK;
  1317. StatusIconChangeTable[SC_ATKPOTION] = EFST_PLUSATTACKPOWER;
  1318. StatusIconChangeTable[SC_MATKPOTION] = EFST_PLUSMAGICPOWER;
  1319. StatusIconChangeTable[SC_INCREASE_MAXHP] = EFST_ATKER_ASPD;
  1320. StatusIconChangeTable[SC_INCREASE_MAXSP] = EFST_ATKER_MOVESPEED;
  1321. /* Cash Items */
  1322. StatusIconChangeTable[SC_FOOD_STR_CASH] = EFST_FOOD_STR_CASH;
  1323. StatusIconChangeTable[SC_FOOD_AGI_CASH] = EFST_FOOD_AGI_CASH;
  1324. StatusIconChangeTable[SC_FOOD_VIT_CASH] = EFST_FOOD_VIT_CASH;
  1325. StatusIconChangeTable[SC_FOOD_DEX_CASH] = EFST_FOOD_DEX_CASH;
  1326. StatusIconChangeTable[SC_FOOD_INT_CASH] = EFST_FOOD_INT_CASH;
  1327. StatusIconChangeTable[SC_FOOD_LUK_CASH] = EFST_FOOD_LUK_CASH;
  1328. StatusIconChangeTable[SC_EXPBOOST] = EFST_CASH_PLUSEXP;
  1329. StatusIconChangeTable[SC_ITEMBOOST] = EFST_CASH_RECEIVEITEM;
  1330. StatusIconChangeTable[SC_JEXPBOOST] = EFST_CASH_PLUSONLYJOBEXP;
  1331. StatusIconChangeTable[SC_LIFEINSURANCE] = EFST_CASH_DEATHPENALTY;
  1332. StatusIconChangeTable[SC_BOSSMAPINFO] = EFST_CASH_BOSS_ALARM;
  1333. StatusIconChangeTable[SC_DEF_RATE] = EFST_PROTECT_DEF;
  1334. StatusIconChangeTable[SC_MDEF_RATE] = EFST_PROTECT_MDEF;
  1335. StatusIconChangeTable[SC_INCCRI] = EFST_CRITICALPERCENT;
  1336. StatusIconChangeTable[SC_INCFLEE2] = EFST_PLUSAVOIDVALUE;
  1337. StatusIconChangeTable[SC_INCHEALRATE] = EFST_HEALPLUS;
  1338. StatusIconChangeTable[SC_S_LIFEPOTION] = EFST_S_LIFEPOTION;
  1339. StatusIconChangeTable[SC_L_LIFEPOTION] = EFST_L_LIFEPOTION;
  1340. StatusIconChangeTable[SC_SPCOST_RATE] = EFST_ATKER_BLOOD;
  1341. StatusIconChangeTable[SC_COMMONSC_RESIST] = EFST_TARGET_BLOOD;
  1342. StatusIconChangeTable[SC_ATTHASTE_CASH] = EFST_ATTHASTE_CASH;
  1343. /* Mercenary Bonus Effects */
  1344. StatusIconChangeTable[SC_MERC_FLEEUP] = EFST_MER_FLEE;
  1345. StatusIconChangeTable[SC_MERC_ATKUP] = EFST_MER_ATK;
  1346. StatusIconChangeTable[SC_MERC_HPUP] = EFST_MER_HP;
  1347. StatusIconChangeTable[SC_MERC_SPUP] = EFST_MER_SP;
  1348. StatusIconChangeTable[SC_MERC_HITUP] = EFST_MER_HIT;
  1349. /* Warlock Spheres */
  1350. StatusIconChangeTable[SC_SPHERE_1] = EFST_SUMMON1;
  1351. StatusIconChangeTable[SC_SPHERE_2] = EFST_SUMMON2;
  1352. StatusIconChangeTable[SC_SPHERE_3] = EFST_SUMMON3;
  1353. StatusIconChangeTable[SC_SPHERE_4] = EFST_SUMMON4;
  1354. StatusIconChangeTable[SC_SPHERE_5] = EFST_SUMMON5;
  1355. /* Warlock Preserved spells */
  1356. StatusIconChangeTable[SC_SPELLBOOK1] = EFST_SPELLBOOK1;
  1357. StatusIconChangeTable[SC_SPELLBOOK2] = EFST_SPELLBOOK2;
  1358. StatusIconChangeTable[SC_SPELLBOOK3] = EFST_SPELLBOOK3;
  1359. StatusIconChangeTable[SC_SPELLBOOK4] = EFST_SPELLBOOK4;
  1360. StatusIconChangeTable[SC_SPELLBOOK5] = EFST_SPELLBOOK5;
  1361. StatusIconChangeTable[SC_SPELLBOOK6] = EFST_SPELLBOOK6;
  1362. StatusIconChangeTable[SC_MAXSPELLBOOK] = EFST_SPELLBOOK7;
  1363. StatusIconChangeTable[SC_FREEZE_SP] = EFST_FREEZE_SP;
  1364. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = EFST_NEUTRALBARRIER_MASTER;
  1365. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = EFST_STEALTHFIELD_MASTER;
  1366. StatusIconChangeTable[SC_OVERHEAT] = EFST_OVERHEAT;
  1367. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = EFST_OVERHEAT_LIMITPOINT;
  1368. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = EFST_HALLUCINATIONWALK_POSTDELAY;
  1369. StatusIconChangeTable[SC_TOXIN] = EFST_TOXIN;
  1370. StatusIconChangeTable[SC_PARALYSE] = EFST_PARALYSE;
  1371. StatusIconChangeTable[SC_VENOMBLEED] = EFST_VENOMBLEED;
  1372. StatusIconChangeTable[SC_MAGICMUSHROOM] = EFST_MAGICMUSHROOM;
  1373. StatusIconChangeTable[SC_DEATHHURT] = EFST_DEATHHURT;
  1374. StatusIconChangeTable[SC_PYREXIA] = EFST_PYREXIA;
  1375. StatusIconChangeTable[SC_OBLIVIONCURSE] = EFST_OBLIVIONCURSE;
  1376. StatusIconChangeTable[SC_LEECHESEND] = EFST_LEECHESEND;
  1377. StatusIconChangeTable[SC_BANDING_DEFENCE] = EFST_BANDING_DEFENCE;
  1378. StatusIconChangeTable[SC_SHIELDSPELL_HP] = EFST_SHIELDSPELL;
  1379. StatusIconChangeTable[SC_SHIELDSPELL_SP] = EFST_SHIELDSPELL;
  1380. StatusIconChangeTable[SC_SHIELDSPELL_ATK] = EFST_SHIELDSPELL;
  1381. StatusIconChangeTable[SC_GLOOMYDAY_SK] = EFST_GLOOMYDAY;
  1382. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = EFST_CURSEDCIRCLE_ATKER;
  1383. StatusIconChangeTable[SC__BLOODYLUST] = EFST_BLOODYLUST;
  1384. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = EFST_MYSTERIOUS_POWDER;
  1385. StatusIconChangeTable[SC_MELON_BOMB] = EFST_MELON_BOMB;
  1386. StatusIconChangeTable[SC_BANANA_BOMB] = EFST_BANANA_BOMB;
  1387. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = EFST_BANANA_BOMB_SITDOWN_POSTDELAY;
  1388. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = EFST_PROMOTE_HEALTH_RESERCH;
  1389. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = EFST_ENERGY_DRINK_RESERCH;
  1390. /* Genetics New Food Items Status Icons */
  1391. StatusIconChangeTable[SC_SAVAGE_STEAK] = EFST_SAVAGE_STEAK;
  1392. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = EFST_COCKTAIL_WARG_BLOOD;
  1393. StatusIconChangeTable[SC_MINOR_BBQ] = EFST_MINOR_BBQ;
  1394. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = EFST_SIROMA_ICE_TEA;
  1395. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = EFST_DROCERA_HERB_STEAMED;
  1396. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = EFST_PUTTI_TAILS_NOODLES;
  1397. StatusIconChangeTable[SC_STOMACHACHE] = EFST_STOMACHACHE;
  1398. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = EFST_EXTRACT_WHITE_POTION_Z;
  1399. StatusIconChangeTable[SC_VITATA_500] = EFST_VITATA_500;
  1400. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = EFST_EXTRACT_SALAMINE_JUICE;
  1401. StatusIconChangeTable[SC_BOOST500] = EFST_BOOST500;
  1402. StatusIconChangeTable[SC_FULL_SWING_K] = EFST_FULL_SWING_K;
  1403. StatusIconChangeTable[SC_MANA_PLUS] = EFST_MANA_PLUS;
  1404. StatusIconChangeTable[SC_MUSTLE_M] = EFST_MUSTLE_M;
  1405. StatusIconChangeTable[SC_LIFE_FORCE_F] = EFST_LIFE_FORCE_F;
  1406. /* Elemental Spirit's 'side' status change icons */
  1407. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = EFST_CIRCLE_OF_FIRE;
  1408. StatusIconChangeTable[SC_FIRE_CLOAK] = EFST_FIRE_CLOAK;
  1409. StatusIconChangeTable[SC_WATER_SCREEN] = EFST_WATER_SCREEN;
  1410. StatusIconChangeTable[SC_WATER_DROP] = EFST_WATER_DROP;
  1411. StatusIconChangeTable[SC_WIND_STEP] = EFST_WIND_STEP;
  1412. StatusIconChangeTable[SC_WIND_CURTAIN] = EFST_WIND_CURTAIN;
  1413. StatusIconChangeTable[SC_SOLID_SKIN] = EFST_SOLID_SKIN;
  1414. StatusIconChangeTable[SC_STONE_SHIELD] = EFST_STONE_SHIELD;
  1415. StatusIconChangeTable[SC_PYROTECHNIC] = EFST_PYROTECHNIC;
  1416. StatusIconChangeTable[SC_HEATER] = EFST_HEATER;
  1417. StatusIconChangeTable[SC_TROPIC] = EFST_TROPIC;
  1418. StatusIconChangeTable[SC_AQUAPLAY] = EFST_AQUAPLAY;
  1419. StatusIconChangeTable[SC_COOLER] = EFST_COOLER;
  1420. StatusIconChangeTable[SC_CHILLY_AIR] = EFST_CHILLY_AIR;
  1421. StatusIconChangeTable[SC_GUST] = EFST_GUST;
  1422. StatusIconChangeTable[SC_BLAST] = EFST_BLAST;
  1423. StatusIconChangeTable[SC_WILD_STORM] = EFST_WILD_STORM;
  1424. StatusIconChangeTable[SC_PETROLOGY] = EFST_PETROLOGY;
  1425. StatusIconChangeTable[SC_CURSED_SOIL] = EFST_CURSED_SOIL;
  1426. StatusIconChangeTable[SC_UPHEAVAL] = EFST_UPHEAVAL;
  1427. StatusIconChangeTable[SC_REBOUND] = EFST_REBOUND;
  1428. StatusIconChangeTable[SC_DEFSET] = EFST_SET_NUM_DEF;
  1429. StatusIconChangeTable[SC_MDEFSET] = EFST_SET_NUM_MDEF;
  1430. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = EFST_MONSTER_TRANSFORM;
  1431. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = EFST_ACTIVE_MONSTER_TRANSFORM;
  1432. StatusIconChangeTable[SC_ALL_RIDING] = EFST_ALL_RIDING;
  1433. StatusIconChangeTable[SC_PUSH_CART] = EFST_ON_PUSH_CART;
  1434. StatusIconChangeTable[SC_MTF_ASPD] = EFST_MTF_ASPD;
  1435. StatusIconChangeTable[SC_MTF_RANGEATK] = EFST_MTF_RANGEATK;
  1436. StatusIconChangeTable[SC_MTF_MATK] = EFST_MTF_MATK;
  1437. StatusIconChangeTable[SC_MTF_MLEATKED] = EFST_MTF_MLEATKED;
  1438. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = EFST_MTF_CRIDAMAGE;
  1439. StatusIconChangeTable[SC_QD_SHOT_READY] = EFST_E_QD_SHOT_READY;
  1440. StatusIconChangeTable[SC_QUEST_BUFF1] = EFST_QUEST_BUFF1;
  1441. StatusIconChangeTable[SC_QUEST_BUFF2] = EFST_QUEST_BUFF2;
  1442. StatusIconChangeTable[SC_QUEST_BUFF3] = EFST_QUEST_BUFF3;
  1443. StatusIconChangeTable[SC_MTF_ASPD2] = EFST_MTF_ASPD2;
  1444. StatusIconChangeTable[SC_MTF_RANGEATK2] = EFST_MTF_RANGEATK2;
  1445. StatusIconChangeTable[SC_MTF_MATK2] = EFST_MTF_MATK2;
  1446. StatusIconChangeTable[SC_2011RWC_SCROLL] = EFST_2011RWC_SCROLL;
  1447. StatusIconChangeTable[SC_JP_EVENT04] = EFST_JP_EVENT04;
  1448. StatusIconChangeTable[SC_MTF_HITFLEE] = EFST_MTF_HITFLEE;
  1449. StatusIconChangeTable[SC_MTF_MHP] = EFST_MTF_MHP;
  1450. StatusIconChangeTable[SC_MTF_MSP] = EFST_MTF_MSP;
  1451. StatusIconChangeTable[SC_MTF_PUMPKIN] = EFST_MTF_PUMPKIN;
  1452. StatusIconChangeTable[SC_NORECOVER_STATE] = EFST_HANDICAPSTATE_NORECOVER;
  1453. StatusIconChangeTable[SC_GVG_GIANT] = EFST_GVG_GIANT;
  1454. StatusIconChangeTable[SC_GVG_GOLEM] = EFST_GVG_GOLEM;
  1455. StatusIconChangeTable[SC_GVG_STUN] = EFST_GVG_STUN;
  1456. StatusIconChangeTable[SC_GVG_STONE] = EFST_GVG_STONE;
  1457. StatusIconChangeTable[SC_GVG_FREEZ] = EFST_GVG_FREEZ;
  1458. StatusIconChangeTable[SC_GVG_SLEEP] = EFST_GVG_SLEEP;
  1459. StatusIconChangeTable[SC_GVG_CURSE] = EFST_GVG_CURSE;
  1460. StatusIconChangeTable[SC_GVG_SILENCE] = EFST_GVG_SILENCE;
  1461. StatusIconChangeTable[SC_GVG_BLIND] = EFST_GVG_BLIND;
  1462. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = EFST_RESIST_PROPERTY_WATER;
  1463. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = EFST_RESIST_PROPERTY_GROUND;
  1464. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = EFST_RESIST_PROPERTY_FIRE;
  1465. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = EFST_RESIST_PROPERTY_WIND;
  1466. // Costumes
  1467. StatusIconChangeTable[SC_MOONSTAR] = EFST_MOONSTAR;
  1468. StatusIconChangeTable[SC_SUPER_STAR] = EFST_SUPER_STAR;
  1469. StatusIconChangeTable[SC_STRANGELIGHTS] = EFST_STRANGELIGHTS;
  1470. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = EFST_DECORATION_OF_MUSIC;
  1471. StatusIconChangeTable[SC_LJOSALFAR] = EFST_LJOSALFAR;
  1472. StatusIconChangeTable[SC_MERMAID_LONGING] = EFST_MERMAID_LONGING;
  1473. StatusIconChangeTable[SC_HAT_EFFECT] = EFST_HAT_EFFECT;
  1474. StatusIconChangeTable[SC_FLOWERSMOKE] = EFST_FLOWERSMOKE;
  1475. StatusIconChangeTable[SC_FSTONE] = EFST_FSTONE;
  1476. StatusIconChangeTable[SC_HAPPINESS_STAR] = EFST_HAPPINESS_STAR;
  1477. StatusIconChangeTable[SC_MAPLE_FALLS] = EFST_MAPLE_FALLS;
  1478. StatusIconChangeTable[SC_TIME_ACCESSORY] = EFST_TIME_ACCESSORY;
  1479. StatusIconChangeTable[SC_MAGICAL_FEATHER] = EFST_MAGICAL_FEATHER;
  1480. /* Summoners status icons */
  1481. StatusIconChangeTable[SC_SPRITEMABLE] = EFST_SPRITEMABLE;
  1482. StatusIconChangeTable[SC_DORAM_BUF_01] = EFST_DORAM_BUF_01;
  1483. StatusIconChangeTable[SC_DORAM_BUF_02] = EFST_DORAM_BUF_02;
  1484. // Item Reuse Limits
  1485. StatusIconChangeTable[SC_REUSE_REFRESH] = EFST_REUSE_REFRESH;
  1486. StatusIconChangeTable[SC_REUSE_LIMIT_A] = EFST_REUSE_LIMIT_A;
  1487. StatusIconChangeTable[SC_REUSE_LIMIT_B] = EFST_REUSE_LIMIT_B;
  1488. StatusIconChangeTable[SC_REUSE_LIMIT_C] = EFST_REUSE_LIMIT_C;
  1489. StatusIconChangeTable[SC_REUSE_LIMIT_D] = EFST_REUSE_LIMIT_D;
  1490. StatusIconChangeTable[SC_REUSE_LIMIT_E] = EFST_REUSE_LIMIT_E;
  1491. StatusIconChangeTable[SC_REUSE_LIMIT_F] = EFST_REUSE_LIMIT_F;
  1492. StatusIconChangeTable[SC_REUSE_LIMIT_G] = EFST_REUSE_LIMIT_G;
  1493. StatusIconChangeTable[SC_REUSE_LIMIT_H] = EFST_REUSE_LIMIT_H;
  1494. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = EFST_REUSE_LIMIT_MTF;
  1495. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = EFST_REUSE_LIMIT_ECL;
  1496. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = EFST_REUSE_LIMIT_RECALL;
  1497. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = EFST_REUSE_LIMIT_ASPD_POTION;
  1498. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = EFST_REUSE_MILLENNIUMSHIELD;
  1499. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = EFST_REUSE_CRUSHSTRIKE;
  1500. StatusIconChangeTable[SC_REUSE_STORMBLAST] = EFST_REUSE_STORMBLAST;
  1501. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = EFST_ALL_RIDING_REUSE_LIMIT;
  1502. // Clan System
  1503. StatusIconChangeTable[SC_CLAN_INFO] = EFST_CLAN_INFO;
  1504. StatusIconChangeTable[SC_SWORDCLAN] = EFST_SWORDCLAN;
  1505. StatusIconChangeTable[SC_ARCWANDCLAN] = EFST_ARCWANDCLAN;
  1506. StatusIconChangeTable[SC_GOLDENMACECLAN] = EFST_GOLDENMACECLAN;
  1507. StatusIconChangeTable[SC_CROSSBOWCLAN] = EFST_CROSSBOWCLAN;
  1508. StatusIconChangeTable[SC_JUMPINGCLAN] = EFST_JUMPINGCLAN;
  1509. // Geffen Magic Tournament Buffs
  1510. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = EFST_GEFFEN_MAGIC1;
  1511. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = EFST_GEFFEN_MAGIC2;
  1512. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = EFST_GEFFEN_MAGIC3;
  1513. // RODEX
  1514. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = EFST_DAILYSENDMAILCNT;
  1515. StatusIconChangeTable[SC_DRESSUP] = EFST_DRESS_UP;
  1516. // Old Glast Heim
  1517. StatusIconChangeTable[SC_GLASTHEIM_ATK] = EFST_GLASTHEIM_ATK;
  1518. StatusIconChangeTable[SC_GLASTHEIM_DEF] = EFST_GLASTHEIM_DEF;
  1519. StatusIconChangeTable[SC_GLASTHEIM_HEAL] = EFST_GLASTHEIM_HEAL;
  1520. StatusIconChangeTable[SC_GLASTHEIM_HIDDEN] = EFST_GLASTHEIM_HIDDEN;
  1521. StatusIconChangeTable[SC_GLASTHEIM_STATE] = EFST_GLASTHEIM_STATE;
  1522. StatusIconChangeTable[SC_GLASTHEIM_ITEMDEF] = EFST_GLASTHEIM_ITEMDEF;
  1523. StatusIconChangeTable[SC_GLASTHEIM_HPSP] = EFST_GLASTHEIM_HPSP;
  1524. // Nightmare Biolab
  1525. StatusIconChangeTable[SC_LHZ_DUN_N1] = EFST_LHZ_DUN_N1;
  1526. StatusIconChangeTable[SC_LHZ_DUN_N2] = EFST_LHZ_DUN_N2;
  1527. StatusIconChangeTable[SC_LHZ_DUN_N3] = EFST_LHZ_DUN_N3;
  1528. StatusIconChangeTable[SC_LHZ_DUN_N4] = EFST_LHZ_DUN_N4;
  1529. StatusIconChangeTable[SC_ANCILLA] = EFST_ANCILLA;
  1530. StatusIconChangeTable[SC_WEAPONBLOCK_ON] = EFST_WEAPONBLOCK_ON;
  1531. StatusIconChangeTable[SC_REF_T_POTION] = EFST_REF_T_POTION;
  1532. StatusIconChangeTable[SC_ADD_ATK_DAMAGE] = EFST_ADD_ATK_DAMAGE;
  1533. StatusIconChangeTable[SC_ADD_MATK_DAMAGE] = EFST_ADD_MATK_DAMAGE;
  1534. StatusIconChangeTable[SC_ENSEMBLEFATIGUE] = EFST_ENSEMBLEFATIGUE;
  1535. StatusIconChangeTable[SC_MISTY_FROST] = EFST_MISTY_FROST;
  1536. // Battleground Queue
  1537. StatusIconChangeTable[SC_ENTRY_QUEUE_APPLY_DELAY] = EFST_ENTRY_QUEUE_APPLY_DELAY;
  1538. StatusIconChangeTable[SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT] = EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT;
  1539. // Soul Reaper
  1540. StatusIconChangeTable[SC_SOULENERGY] = EFST_SOULENERGY;
  1541. StatusIconChangeTable[SC_USE_SKILL_SP_SPA] = EFST_USE_SKILL_SP_SPA;
  1542. StatusIconChangeTable[SC_USE_SKILL_SP_SHA] = EFST_USE_SKILL_SP_SHA;
  1543. // ep16.2
  1544. StatusIconChangeTable[SC_EP16_2_BUFF_SS] = EFST_EP16_2_BUFF_SS;
  1545. StatusIconChangeTable[SC_EP16_2_BUFF_SC] = EFST_EP16_2_BUFF_SC;
  1546. StatusIconChangeTable[SC_EP16_2_BUFF_AC] = EFST_EP16_2_BUFF_AC;
  1547. #if PACKETVER_MAIN_NUM >= 20191120 || PACKETVER_RE_NUM >= 20191106
  1548. StatusIconChangeTable[SC_MADOGEAR] = EFST_MADOGEAR;
  1549. #else
  1550. StatusIconChangeTable[SC_MADOGEAR] = EFST_RIDING;
  1551. #endif
  1552. // ep15
  1553. StatusIconChangeTable[SC_PACKING_ENVELOPE1] = EFST_PACKING_ENVELOPE1;
  1554. StatusIconChangeTable[SC_PACKING_ENVELOPE2] = EFST_PACKING_ENVELOPE2;
  1555. StatusIconChangeTable[SC_PACKING_ENVELOPE3] = EFST_PACKING_ENVELOPE3;
  1556. StatusIconChangeTable[SC_PACKING_ENVELOPE4] = EFST_PACKING_ENVELOPE4;
  1557. StatusIconChangeTable[SC_PACKING_ENVELOPE5] = EFST_PACKING_ENVELOPE5;
  1558. StatusIconChangeTable[SC_PACKING_ENVELOPE6] = EFST_PACKING_ENVELOPE6;
  1559. StatusIconChangeTable[SC_PACKING_ENVELOPE7] = EFST_PACKING_ENVELOPE7;
  1560. StatusIconChangeTable[SC_PACKING_ENVELOPE8] = EFST_PACKING_ENVELOPE8;
  1561. StatusIconChangeTable[SC_PACKING_ENVELOPE9] = EFST_PACKING_ENVELOPE9;
  1562. StatusIconChangeTable[SC_PACKING_ENVELOPE10] = EFST_PACKING_ENVELOPE10;
  1563. /* Other SC which are not necessarily associated to skills */
  1564. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1565. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1566. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1567. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1568. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1569. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1570. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1571. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1572. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1573. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1574. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1575. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1576. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1577. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1578. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1579. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1580. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1581. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1582. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1583. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1584. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1585. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1586. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1587. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1588. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1589. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1590. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1591. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1592. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1593. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1594. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1595. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1596. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1597. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1598. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1599. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1600. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1601. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1602. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1603. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1604. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1605. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1606. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1607. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1608. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1609. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1610. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1611. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1612. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1613. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1614. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1615. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1616. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1617. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1618. StatusChangeFlagTable[SC_INCREASE_MAXHP] |= SCB_MAXHP|SCB_REGEN;
  1619. StatusChangeFlagTable[SC_INCREASE_MAXSP] |= SCB_MAXSP|SCB_REGEN;
  1620. /* Cash Items */
  1621. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1622. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1623. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1624. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1625. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1626. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1627. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1628. /* Mercenary Bonus Effects */
  1629. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1630. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1631. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1632. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1633. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1634. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1635. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1636. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1637. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1638. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1639. StatusChangeFlagTable[SC_PYREXIA] |= SCB_ALL;
  1640. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1641. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1642. StatusChangeFlagTable[SC_SHIELDSPELL_ATK] |= SCB_WATK|SCB_MATK;
  1643. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1644. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1645. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1646. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1647. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1648. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1649. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1650. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1651. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1652. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1653. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1654. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1655. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1656. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1657. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1658. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1659. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1660. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1661. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1662. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1663. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1664. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1665. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1666. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1667. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1668. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1669. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1670. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1671. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1672. StatusChangeFlagTable[SC_MTF_CRIDAMAGE] |= SCB_ALL;
  1673. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1674. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1675. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1676. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1677. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1678. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1679. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE|SCB_CRI;
  1680. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1681. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1682. // Costumes
  1683. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1684. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1685. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1686. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1687. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1688. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1689. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1690. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1691. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1692. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1693. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1694. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1695. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1696. // Clan System
  1697. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1698. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1699. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1700. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1701. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1702. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1703. // RODEX
  1704. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1705. // Old Glast Heim
  1706. StatusChangeFlagTable[SC_GLASTHEIM_ATK] |= SCB_ALL;
  1707. StatusChangeFlagTable[SC_GLASTHEIM_STATE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1708. StatusChangeFlagTable[SC_GLASTHEIM_ITEMDEF] |= SCB_DEF|SCB_MDEF;
  1709. StatusChangeFlagTable[SC_GLASTHEIM_HPSP] |= SCB_MAXHP|SCB_MAXSP;
  1710. // Battleground Queue
  1711. StatusChangeFlagTable[SC_ENTRY_QUEUE_APPLY_DELAY] |= SCB_NONE;
  1712. StatusChangeFlagTable[SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT] |= SCB_NONE;
  1713. // Summoner
  1714. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1715. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1716. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1717. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1718. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1719. // Soul Reaper
  1720. StatusChangeFlagTable[SC_SOULENERGY] |= SCB_NONE;
  1721. StatusChangeFlagTable[SC_USE_SKILL_SP_SPA] |= SCB_NONE;
  1722. StatusChangeFlagTable[SC_USE_SKILL_SP_SHA] |= SCB_NONE;
  1723. StatusChangeFlagTable[SC_ANCILLA] |= SCB_REGEN;
  1724. StatusChangeFlagTable[SC_ENSEMBLEFATIGUE] |= SCB_SPEED|SCB_ASPD;
  1725. StatusChangeFlagTable[SC_MISTY_FROST] |= SCB_NONE;
  1726. // ep16.2
  1727. StatusChangeFlagTable[SC_EP16_2_BUFF_SS] |= SCB_ASPD;
  1728. StatusChangeFlagTable[SC_EP16_2_BUFF_SC] |= SCB_CRI;
  1729. StatusChangeFlagTable[SC_EP16_2_BUFF_AC] |= SCB_NONE;
  1730. #ifdef RENEWAL
  1731. // renewal EDP increases your weapon atk
  1732. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1733. #endif
  1734. StatusChangeFlagTable[SC_MADOGEAR] |= SCB_SPEED;
  1735. StatusChangeFlagTable[SC_PACKING_ENVELOPE1] |= SCB_WATK;
  1736. StatusChangeFlagTable[SC_PACKING_ENVELOPE2] |= SCB_MATK;
  1737. StatusChangeFlagTable[SC_PACKING_ENVELOPE3] |= SCB_MAXHP;
  1738. StatusChangeFlagTable[SC_PACKING_ENVELOPE4] |= SCB_MAXSP;
  1739. StatusChangeFlagTable[SC_PACKING_ENVELOPE5] |= SCB_FLEE;
  1740. StatusChangeFlagTable[SC_PACKING_ENVELOPE6] |= SCB_ASPD;
  1741. StatusChangeFlagTable[SC_PACKING_ENVELOPE7] |= SCB_DEF;
  1742. StatusChangeFlagTable[SC_PACKING_ENVELOPE8] |= SCB_MDEF;
  1743. StatusChangeFlagTable[SC_PACKING_ENVELOPE9] |= SCB_CRI;
  1744. StatusChangeFlagTable[SC_PACKING_ENVELOPE10] |= SCB_HIT;
  1745. /* StatusDisplayType Table [Ind] */
  1746. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1747. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1748. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1749. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1750. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1751. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1752. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1753. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1754. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1755. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1756. StatusDisplayType[SC_ORATIO] = BL_PC;
  1757. StatusDisplayType[SC_FREEZING] = BL_PC;
  1758. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1759. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1760. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1761. StatusDisplayType[SC_BANDING] = BL_PC;
  1762. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1763. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1764. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1765. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1766. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1767. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1768. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1769. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1770. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1771. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1772. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1773. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1774. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1775. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1776. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1777. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1778. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1779. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1780. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1781. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1782. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1783. StatusDisplayType[SC_HELLS_PLANT] = BL_PC;
  1784. StatusDisplayType[SC_MISTY_FROST] = BL_PC;
  1785. StatusDisplayType[SC_MAGIC_POISON] = BL_PC;
  1786. StatusDisplayType[SC_MADOGEAR] = BL_PC;
  1787. // Costumes
  1788. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1789. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1790. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1791. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1792. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1793. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1794. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1795. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1796. StatusDisplayType[SC_FSTONE] = BL_PC;
  1797. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1798. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1799. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1800. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1801. // Clans
  1802. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1803. StatusDisplayType[SC_DRESSUP] = BL_PC;
  1804. /* StatusChangeState (SCS_) NOMOVE */
  1805. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1806. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1807. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1808. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1809. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1810. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1811. #ifndef RENEWAL
  1812. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1813. #endif
  1814. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1815. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1816. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1817. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1818. #ifndef RENEWAL
  1819. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1820. #endif
  1821. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1822. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1823. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1824. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1825. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1826. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1827. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1828. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1829. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1830. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1831. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1832. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1833. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1834. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1835. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1836. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1837. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1838. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1839. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1840. StatusChangeStateTable[SC_GRAVITYCONTROL] |= SCS_NOMOVE;
  1841. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1842. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1843. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1844. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1845. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1846. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1847. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1848. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1849. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1850. StatusChangeStateTable[SC_NEWMOON] |= SCS_NOPICKITEM;
  1851. /* StatusChangeState (SCS_) NODROPITEMS */
  1852. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1853. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1854. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1855. /* StatusChangeState (SCS_) NOCAST (skills) */
  1856. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1857. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1858. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1859. #ifdef RENEWAL
  1860. StatusChangeStateTable[SC_BASILICA_CELL] |= SCS_NOCAST;
  1861. StatusChangeStateTable[SC_ROKISWEIL] |= SCS_NOCAST;
  1862. StatusChangeStateTable[SC_ENSEMBLEFATIGUE] |= SCS_NOCAST;
  1863. #endif
  1864. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1865. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1866. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1867. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1868. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1869. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1870. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1871. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1872. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1873. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1874. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1875. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1876. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1877. StatusChangeStateTable[SC_GRAVITYCONTROL] |= SCS_NOCAST;
  1878. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1879. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1880. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1881. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1882. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1883. }
  1884. static void initDummyData(void)
  1885. {
  1886. memset(&dummy_status, 0, sizeof(dummy_status));
  1887. dummy_status.hp =
  1888. dummy_status.max_hp =
  1889. dummy_status.max_sp =
  1890. dummy_status.str =
  1891. dummy_status.agi =
  1892. dummy_status.vit =
  1893. dummy_status.int_ =
  1894. dummy_status.dex =
  1895. dummy_status.luk =
  1896. dummy_status.hit = 1;
  1897. dummy_status.speed = 2000;
  1898. dummy_status.adelay = 4000;
  1899. dummy_status.amotion = 2000;
  1900. dummy_status.dmotion = 2000;
  1901. dummy_status.ele_lv = 1; // Min elemental level.
  1902. dummy_status.mode = MD_CANMOVE;
  1903. }
  1904. /**
  1905. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1906. * @param a: Status data structure to copy from
  1907. * @param b: Status data structure to copy to
  1908. */
  1909. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1910. {
  1911. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1912. }
  1913. /**
  1914. * Sets HP to a given value
  1915. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1916. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1917. * @param hp: What the HP is to be set as
  1918. * @param flag: Used in case final value is higher than current
  1919. * Use 2 to display healing effect
  1920. * @return heal or zapped HP if valid
  1921. */
  1922. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1923. {
  1924. struct status_data *status;
  1925. if (hp < 1)
  1926. return 0;
  1927. status = status_get_status_data(bl);
  1928. if (status == &dummy_status)
  1929. return 0;
  1930. if (hp > status->max_hp)
  1931. hp = status->max_hp;
  1932. if (hp == status->hp)
  1933. return 0;
  1934. if (hp > status->hp)
  1935. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1936. return status_zap(bl, status->hp - hp, 0);
  1937. }
  1938. /**
  1939. * Sets Max HP to a given value
  1940. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1941. * @param maxhp: What the Max HP is to be set as
  1942. * @param flag: Used in case final value is higher than current
  1943. * Use 2 to display healing effect
  1944. * @return heal or zapped HP if valid
  1945. */
  1946. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1947. {
  1948. struct status_data *status;
  1949. int64 heal;
  1950. if (maxhp < 1)
  1951. return 0;
  1952. status = status_get_status_data(bl);
  1953. if (status == &dummy_status)
  1954. return 0;
  1955. if (maxhp == status->max_hp)
  1956. return 0;
  1957. heal = maxhp - status->max_hp;
  1958. status->max_hp = maxhp;
  1959. if (heal > 0)
  1960. status_heal(bl, heal, 0, 1|flag);
  1961. else
  1962. status_zap(bl, -heal, 0);
  1963. return maxhp;
  1964. }
  1965. /**
  1966. * Sets SP to a given value
  1967. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1968. * @param sp: What the SP is to be set as
  1969. * @param flag: Used in case final value is higher than current
  1970. * Use 2 to display healing effect
  1971. * @return heal or zapped SP if valid
  1972. */
  1973. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1974. {
  1975. struct status_data *status;
  1976. status = status_get_status_data(bl);
  1977. if (status == &dummy_status)
  1978. return 0;
  1979. if (sp > status->max_sp)
  1980. sp = status->max_sp;
  1981. if (sp == status->sp)
  1982. return 0;
  1983. if (sp > status->sp)
  1984. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1985. return status_zap(bl, 0, status->sp - sp);
  1986. }
  1987. /**
  1988. * Sets Max SP to a given value
  1989. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1990. * @param maxsp: What the Max SP is to be set as
  1991. * @param flag: Used in case final value is higher than current
  1992. * Use 2 to display healing effect
  1993. * @return heal or zapped HP if valid
  1994. */
  1995. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1996. {
  1997. struct status_data *status;
  1998. if (maxsp < 1)
  1999. return 0;
  2000. status = status_get_status_data(bl);
  2001. if (status == &dummy_status)
  2002. return 0;
  2003. if (maxsp == status->max_sp)
  2004. return 0;
  2005. if (maxsp > status->max_sp)
  2006. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  2007. else
  2008. status_zap(bl, status->max_sp - maxsp, 0);
  2009. status->max_sp = maxsp;
  2010. return maxsp;
  2011. }
  2012. /**
  2013. * Takes HP/SP from an Object
  2014. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  2015. * @param hp: How much HP to charge
  2016. * @param sp: How much SP to charge
  2017. * @return hp+sp through status_damage()
  2018. * Note: HP/SP are integer values, not percentages. Values should be
  2019. * calculated either within function call or before
  2020. */
  2021. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  2022. {
  2023. if(!(bl->type&BL_CONSUME))
  2024. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  2025. return status_damage(NULL, bl, hp, sp, 0, 3, 0);
  2026. }
  2027. /**
  2028. * Inflicts damage on the target with the according walkdelay.
  2029. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  2030. * @param target: Target of the damage
  2031. * @param dhp: How much damage to HP
  2032. * @param dsp: How much damage to SP
  2033. * @param walkdelay: Amount of time before object can walk again
  2034. * @param flag: Damage flag decides various options
  2035. * flag&1: Passive damage - Does not trigger cancelling status changes
  2036. * flag&2: Fail if there is not enough to subtract
  2037. * flag&4: Mob does not give EXP/Loot if killed
  2038. * flag&8: Used to damage SP of a dead character
  2039. * @return hp+sp
  2040. * Note: HP/SP are integer values, not percentages. Values should be
  2041. * calculated either within function call or before
  2042. */
  2043. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, t_tick walkdelay, int flag, uint16 skill_id)
  2044. {
  2045. struct status_data *status;
  2046. struct status_change *sc;
  2047. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  2048. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  2049. nullpo_ret(target);
  2050. if(sp && !(target->type&BL_CONSUME))
  2051. sp = 0; // Not a valid SP target.
  2052. if (hp < 0) { // Assume absorbed damage.
  2053. status_heal(target, -hp, 0, 1);
  2054. hp = 0;
  2055. }
  2056. if (sp < 0) {
  2057. status_heal(target, 0, -sp, 1);
  2058. sp = 0;
  2059. }
  2060. if (target->type == BL_SKILL) {
  2061. if (!src || src->type&battle_config.can_damage_skill)
  2062. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  2063. return 0;
  2064. }
  2065. status = status_get_status_data(target);
  2066. if(!status || status == &dummy_status )
  2067. return 0;
  2068. if ((unsigned int)hp >= status->hp) {
  2069. if (flag&2) return 0;
  2070. hp = status->hp;
  2071. }
  2072. if ((unsigned int)sp > status->sp) {
  2073. if (flag&2) return 0;
  2074. sp = status->sp;
  2075. }
  2076. if (!hp && !sp)
  2077. return 0;
  2078. if( !status->hp )
  2079. flag |= 8;
  2080. sc = status_get_sc(target);
  2081. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  2082. hp = 1;
  2083. if( hp && !(flag&1) ) {
  2084. if( sc ) {
  2085. struct status_change_entry *sce;
  2086. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  2087. status_change_end(target, SC_STONE, INVALID_TIMER);
  2088. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  2089. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  2090. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  2091. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  2092. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  2093. status_change_end(target, SC_HIDING, INVALID_TIMER);
  2094. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  2095. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  2096. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  2097. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  2098. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  2099. status_change_end(target, SC_NEWMOON, INVALID_TIMER);
  2100. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  2101. /** [Skotlex]
  2102. * Endure count is only reduced by non-players on non-gvg maps.
  2103. * val4 signals infinite endure.
  2104. **/
  2105. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  2106. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  2107. }
  2108. #ifndef RENEWAL
  2109. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  2110. struct skill_unit_group* sg = skill_id2group(sce->val4);
  2111. if (sg) {
  2112. skill_delunitgroup(sg);
  2113. sce->val4 = 0;
  2114. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  2115. }
  2116. }
  2117. #endif
  2118. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  2119. status_change_end(target, SC_DANCING, INVALID_TIMER);
  2120. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  2121. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  2122. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  2123. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  2124. }
  2125. if (target->type == BL_PC)
  2126. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  2127. unit_skillcastcancel(target, 2);
  2128. }
  2129. status->hp-= hp;
  2130. status->sp-= sp;
  2131. if (sc && hp && status->hp) {
  2132. if (sc->data[SC_AUTOBERSERK] &&
  2133. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  2134. status->hp < status->max_hp>>2)
  2135. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  2136. if (sc->data[SC_BERSERK] && status->hp <= 100)
  2137. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  2138. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  2139. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  2140. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  2141. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  2142. }
  2143. switch (target->type) {
  2144. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  2145. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  2146. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  2147. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  2148. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  2149. }
  2150. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  2151. unit_stop_walking( target, 1 );
  2152. }
  2153. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  2154. if (walkdelay)
  2155. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  2156. return (int)(hp+sp);
  2157. }
  2158. status->hp = 0;
  2159. /** [Skotlex]
  2160. * NOTE: These dead functions should return:
  2161. * 0: Death cancelled, auto-revived.
  2162. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  2163. * &2: Remove object from map.
  2164. * &4: Delete object from memory. (One time spawn mobs)
  2165. **/
  2166. switch (target->type) {
  2167. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  2168. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  2169. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  2170. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  2171. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  2172. default: // Unhandled case, do nothing to object.
  2173. flag = 0;
  2174. break;
  2175. }
  2176. if(!flag) // Death cancelled.
  2177. return (int)(hp+sp);
  2178. // Normal death
  2179. if (battle_config.clear_unit_ondeath &&
  2180. battle_config.clear_unit_ondeath&target->type)
  2181. skill_clear_unitgroup(target);
  2182. if(target->type&BL_REGEN) { // Reset regen ticks.
  2183. struct regen_data *regen = status_get_regen_data(target);
  2184. if (regen) {
  2185. memset(&regen->tick, 0, sizeof(regen->tick));
  2186. if (regen->sregen)
  2187. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  2188. if (regen->ssregen)
  2189. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  2190. }
  2191. }
  2192. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  2193. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  2194. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  2195. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  2196. status_revive(target, 100, 100);
  2197. else
  2198. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  2199. status_change_clear(target,0);
  2200. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  2201. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  2202. if( target->type == BL_MOB )
  2203. ((TBL_MOB*)target)->state.rebirth = 1;
  2204. return (int)(hp+sp);
  2205. }
  2206. 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.
  2207. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  2208. status_change_clear(target,0);
  2209. ((TBL_MOB*)target)->state.rebirth = 1;
  2210. return (int)(hp+sp);
  2211. }
  2212. status_change_clear(target,0);
  2213. if(flag&4) // Delete from memory. (also invokes map removal code)
  2214. unit_free(target,CLR_DEAD);
  2215. else if(flag&2) // remove from map
  2216. unit_remove_map(target,CLR_DEAD);
  2217. else { // Some death states that would normally be handled by unit_remove_map
  2218. unit_stop_attack(target);
  2219. unit_stop_walking(target,1);
  2220. unit_skillcastcancel(target,0);
  2221. clif_clearunit_area(target,CLR_DEAD);
  2222. skill_unit_move(target,gettick(),4);
  2223. skill_cleartimerskill(target);
  2224. }
  2225. // Always run NPC scripts for players last
  2226. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  2227. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  2228. if(target->type == BL_PC) {
  2229. TBL_PC *sd = BL_CAST(BL_PC,target);
  2230. if( sd->bg_id ) {
  2231. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  2232. if( bg && !(bg->die_event.empty()) )
  2233. npc_event(sd, bg->die_event.c_str(), 0);
  2234. }
  2235. npc_script_event(sd,NPCE_DIE);
  2236. }
  2237. return (int)(hp+sp);
  2238. }
  2239. /**
  2240. * Heals an object
  2241. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  2242. * @param hhp: How much HP to heal
  2243. * @param hsp: How much SP to heal
  2244. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  2245. * or gives HP(&4) heal effect with 0 heal
  2246. * Forced healing overrides heal impedement statuses (Berserk)
  2247. * @return hp+sp
  2248. */
  2249. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  2250. {
  2251. struct status_data *status;
  2252. struct status_change *sc;
  2253. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  2254. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  2255. status = status_get_status_data(bl);
  2256. if (status == &dummy_status || !status->hp)
  2257. return 0;
  2258. sc = status_get_sc(bl);
  2259. if (sc && !sc->count)
  2260. sc = NULL;
  2261. if (hp < 0) {
  2262. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  2263. hp++;
  2264. status_damage(NULL, bl, -hp, 0, 0, 1, 0);
  2265. hp = 0;
  2266. }
  2267. if(hp) {
  2268. if( sc && (sc->data[SC_BERSERK]) ) {
  2269. if( flag&1 )
  2270. flag &= ~2;
  2271. else
  2272. hp = 0;
  2273. }
  2274. if((unsigned int)hp > status->max_hp - status->hp)
  2275. hp = status->max_hp - status->hp;
  2276. }
  2277. if(sp < 0) {
  2278. if (sp == INT_MIN)
  2279. sp++;
  2280. status_damage(NULL, bl, 0, -sp, 0, 1, 0);
  2281. sp = 0;
  2282. }
  2283. if(sp) {
  2284. if((unsigned int)sp > status->max_sp - status->sp)
  2285. sp = status->max_sp - status->sp;
  2286. }
  2287. if(!sp && !hp && !(flag&4))
  2288. return 0;
  2289. status->hp += hp;
  2290. status->sp += sp;
  2291. if(hp && sc &&
  2292. sc->data[SC_AUTOBERSERK] &&
  2293. sc->data[SC_PROVOKE] &&
  2294. sc->data[SC_PROVOKE]->val2==1 &&
  2295. status->hp>=status->max_hp>>2
  2296. ) // End auto berserk.
  2297. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  2298. // Send HP update to client
  2299. switch(bl->type) {
  2300. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  2301. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  2302. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  2303. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  2304. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  2305. }
  2306. return (int)hp+sp;
  2307. }
  2308. /**
  2309. * Applies percentage based damage to a unit.
  2310. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  2311. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  2312. * @param target: Object to modify HP/SP
  2313. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  2314. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  2315. * @param flag: \n
  2316. * 0: Heal target \n
  2317. * 1: Use status_damage \n
  2318. * 2: Use status_damage and make sure target must not die from subtraction
  2319. * @return hp+sp through status_heal()
  2320. */
  2321. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  2322. {
  2323. struct status_data *status;
  2324. unsigned int hp = 0, sp = 0;
  2325. status = status_get_status_data(target);
  2326. // It's safe now [MarkZD]
  2327. if (hp_rate > 99)
  2328. hp = status->hp;
  2329. else if (hp_rate > 0)
  2330. hp = apply_rate(status->hp, hp_rate);
  2331. else if (hp_rate < -99)
  2332. hp = status->max_hp;
  2333. else if (hp_rate < 0)
  2334. hp = (apply_rate(status->max_hp, -hp_rate));
  2335. if (hp_rate && !hp)
  2336. hp = 1;
  2337. if (flag == 2 && hp >= status->hp)
  2338. hp = status->hp-1; // Must not kill target.
  2339. if (sp_rate > 99)
  2340. sp = status->sp;
  2341. else if (sp_rate > 0)
  2342. sp = apply_rate(status->sp, sp_rate);
  2343. else if (sp_rate < -99)
  2344. sp = status->max_sp;
  2345. else if (sp_rate < 0)
  2346. sp = (apply_rate(status->max_sp, -sp_rate));
  2347. if (sp_rate && !sp)
  2348. sp = 1;
  2349. // Ugly check in case damage dealt is too much for the received args of
  2350. // status_heal / status_damage. [Skotlex]
  2351. if (hp > INT_MAX) {
  2352. hp -= INT_MAX;
  2353. if (flag)
  2354. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  2355. else
  2356. status_heal(target, INT_MAX, 0, 0);
  2357. }
  2358. if (sp > INT_MAX) {
  2359. sp -= INT_MAX;
  2360. if (flag)
  2361. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  2362. else
  2363. status_heal(target, 0, INT_MAX, 0);
  2364. }
  2365. if (flag)
  2366. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1), 0);
  2367. return status_heal(target, hp, sp, 0);
  2368. }
  2369. /**
  2370. * Revives a unit
  2371. * @param bl: Object to revive [PC|MOB|HOM]
  2372. * @param per_hp: Percentage of HP to revive with
  2373. * @param per_sp: Percentage of SP to revive with
  2374. * @return Successful (1) or Invalid target (0)
  2375. */
  2376. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  2377. {
  2378. struct status_data *status;
  2379. unsigned int hp, sp;
  2380. if (!status_isdead(bl)) return 0;
  2381. status = status_get_status_data(bl);
  2382. if (status == &dummy_status)
  2383. return 0; // Invalid target.
  2384. hp = (int64)status->max_hp * per_hp/100;
  2385. sp = (int64)status->max_sp * per_sp/100;
  2386. if(hp > status->max_hp - status->hp)
  2387. hp = status->max_hp - status->hp;
  2388. else if (per_hp && !hp)
  2389. hp = 1;
  2390. if(sp > status->max_sp - status->sp)
  2391. sp = status->max_sp - status->sp;
  2392. else if (per_sp && !sp)
  2393. sp = 1;
  2394. status->hp += hp;
  2395. status->sp += sp;
  2396. if (bl->prev) // Animation only if character is already on a map.
  2397. clif_resurrection(bl, 1);
  2398. switch (bl->type) {
  2399. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  2400. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  2401. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  2402. }
  2403. return 1;
  2404. }
  2405. /**
  2406. * Checks whether the src can use the skill on the target,
  2407. * taking into account status/option of both source/target
  2408. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2409. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  2410. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2411. target MAY be NULL, which checks if src can cast skill_id on the ground
  2412. * @param skill_id: Skill ID being used on target
  2413. * @param flag: 0 - Trying to use skill on target
  2414. * 1 - Cast bar is done
  2415. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  2416. * @return src can use skill (1) or cannot use skill (0)
  2417. * @author [Skotlex]
  2418. */
  2419. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  2420. struct status_data *status;
  2421. struct status_change *sc = NULL, *tsc;
  2422. int hide_flag;
  2423. status = src ? status_get_status_data(src) : &dummy_status;
  2424. if (src && src->type != BL_PC && status_isdead(src))
  2425. return false;
  2426. if (!skill_id) { // Normal attack checks.
  2427. // This mode is only needed for melee attacking.
  2428. if (!status_has_mode(status,MD_CANATTACK))
  2429. return false;
  2430. // Dead state is not checked for skills as some skills can be used
  2431. // on dead characters, said checks are left to skill.cpp [Skotlex]
  2432. if (target && status_isdead(target))
  2433. return false;
  2434. }
  2435. switch( skill_id ) {
  2436. #ifndef RENEWAL
  2437. case PA_PRESSURE:
  2438. if( flag && target ) {
  2439. // Gloria Avoids pretty much everything....
  2440. tsc = status_get_sc(target);
  2441. if(tsc && tsc->option&OPTION_HIDE)
  2442. return false;
  2443. }
  2444. break;
  2445. #endif
  2446. case GN_WALLOFTHORN:
  2447. if( target && status_isdead(target) )
  2448. return false;
  2449. break;
  2450. case AL_TELEPORT:
  2451. case ALL_ODINS_POWER:
  2452. // Should fail when used on top of Land Protector [Skotlex]
  2453. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  2454. && !status_has_mode(status,MD_STATUSIMMUNE)
  2455. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  2456. return false;
  2457. break;
  2458. case SC_MANHOLE:
  2459. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  2460. if (target && ( util::vector_exists(status_get_race2(target), RC2_GVG) || util::vector_exists(status_get_race2(target), RC2_BATTLEFIELD) ) )
  2461. return false;
  2462. default:
  2463. break;
  2464. }
  2465. if ( src )
  2466. sc = status_get_sc(src);
  2467. if( sc && sc->count ) {
  2468. if (sc->data[SC_ALL_RIDING])
  2469. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  2470. if (flag == 1 && !status_has_mode(status,MD_STATUSIMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  2471. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  2472. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  2473. )) {
  2474. if (src->type == BL_PC)
  2475. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  2476. return false;
  2477. }
  2478. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  2479. if (flag != 1) // Can't cast, casted stuff can't damage.
  2480. return false;
  2481. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  2482. return false; // Damage spells stop casting.
  2483. }
  2484. if (
  2485. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  2486. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  2487. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  2488. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  2489. )
  2490. return false;
  2491. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  2492. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  2493. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  2494. clif_emotion(src, ET_THROB);
  2495. return false;
  2496. }
  2497. if (sc->data[SC_BLADESTOP]) {
  2498. switch (sc->data[SC_BLADESTOP]->val1) {
  2499. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  2500. case 4: if (skill_id == MO_CHAINCOMBO) break;
  2501. case 3: if (skill_id == MO_INVESTIGATE) break;
  2502. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  2503. default: return false;
  2504. }
  2505. }
  2506. if (sc->data[SC_DANCING] && flag!=2) {
  2507. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2508. if (!skill)
  2509. return false;
  2510. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  2511. skill_id == WM_FRIGG_SONG))
  2512. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  2513. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  2514. return false;
  2515. #ifndef RENEWAL
  2516. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  2517. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  2518. return false;
  2519. #endif
  2520. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  2521. return false;
  2522. #ifndef RENEWAL
  2523. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  2524. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  2525. #endif
  2526. }
  2527. if (skill_id && // Do not block item-casted skills.
  2528. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  2529. ) { // Skills blocked through status changes...
  2530. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  2531. sc->cant.cast ||
  2532. #ifndef RENEWAL
  2533. (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
  2534. #endif
  2535. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  2536. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  2537. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  2538. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  2539. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  2540. (sc->data[SC_NOVAEXPLOSING] && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  2541. (sc->data[SC_GRAVITYCONTROL] && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  2542. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  2543. #ifdef RENEWAL
  2544. || (sc->data[SC_ENSEMBLEFATIGUE] && skill_id != CG_SPECIALSINGER)
  2545. #endif
  2546. ))
  2547. return false;
  2548. // Skill blocking.
  2549. if (
  2550. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2551. #ifndef RENEWAL
  2552. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2553. #endif
  2554. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2555. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2556. )
  2557. return false;
  2558. }
  2559. if (sc->option) {
  2560. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  2561. // Non players can use all skills while hidden.
  2562. return false;
  2563. }
  2564. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2565. return false;
  2566. }
  2567. }
  2568. if (target == NULL || target == src) // No further checking needed.
  2569. return true;
  2570. tsc = status_get_sc(target);
  2571. if (tsc && tsc->count) {
  2572. /**
  2573. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  2574. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2575. **/
  2576. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2577. return false;
  2578. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2579. return false;
  2580. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2581. && tsc->data[SC_FREEZE])
  2582. return false;
  2583. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2584. return false;
  2585. if (tsc->data[SC__MANHOLE] && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  2586. return false;
  2587. }
  2588. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2589. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2590. // Skill that can hit hidden target
  2591. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  2592. hide_flag &= ~OPTION_HIDE;
  2593. switch( target->type ) {
  2594. case BL_PC: {
  2595. struct map_session_data *tsd = (TBL_PC*)target;
  2596. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2597. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2598. if (pc_isinvisible(tsd))
  2599. return false;
  2600. if (tsc) {
  2601. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2602. return false;
  2603. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2604. return false; // Works against insect and demon but not against bosses
  2605. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2606. return false; // Works against all
  2607. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2608. return false; // Insect, demon, and boss can detect
  2609. }
  2610. }
  2611. break;
  2612. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2613. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2614. if (status_has_mode(status,MD_LOOTER))
  2615. return true;
  2616. return false;
  2617. case BL_HOM:
  2618. case BL_MER:
  2619. case BL_ELEM:
  2620. 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 )
  2621. return false; // Can't use support skills on Homunculus (only Master/Self)
  2622. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2623. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2624. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2625. return false; // Can't use Potion Pitcher on Mercenaries
  2626. default:
  2627. // Check for chase-walk/hiding/cloaking opponents.
  2628. if( tsc ) {
  2629. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2630. return false;
  2631. }
  2632. }
  2633. return true;
  2634. }
  2635. /**
  2636. * Checks whether the src can see the target
  2637. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2638. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2639. * @return src can see (1) or target is invisible (0)
  2640. * @author [Skotlex]
  2641. */
  2642. int status_check_visibility(struct block_list *src, struct block_list *target)
  2643. {
  2644. int view_range;
  2645. struct status_data* status = status_get_status_data(src);
  2646. struct status_change* tsc = status_get_sc(target);
  2647. switch (src->type) {
  2648. case BL_MOB:
  2649. view_range = ((TBL_MOB*)src)->min_chase;
  2650. break;
  2651. case BL_PET:
  2652. view_range = ((TBL_PET*)src)->db->range2;
  2653. break;
  2654. default:
  2655. view_range = AREA_SIZE;
  2656. }
  2657. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2658. return 0;
  2659. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2660. return 1;
  2661. if (tsc) {
  2662. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2663. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2664. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2665. case BL_PC: {
  2666. struct map_session_data *tsd = (TBL_PC*)target;
  2667. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  2668. return 0;
  2669. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2670. return 0;
  2671. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2672. return 0;
  2673. }
  2674. break;
  2675. default:
  2676. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
  2677. return 0;
  2678. }
  2679. }
  2680. return 1;
  2681. }
  2682. /**
  2683. * Base ASPD value taken from the job tables
  2684. * @param sd: Player object
  2685. * @param status: Player status
  2686. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2687. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2688. */
  2689. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2690. {
  2691. int amotion;
  2692. int classidx = pc_class2idx(sd->status.class_);
  2693. #ifdef RENEWAL_ASPD
  2694. int16 skill_lv, val = 0;
  2695. float temp_aspd = 0;
  2696. amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
  2697. if (sd->status.shield)
  2698. amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
  2699. else if (sd->weapontype2 != W_FIST && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  2700. amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
  2701. switch(sd->status.weapon) {
  2702. case W_BOW:
  2703. case W_MUSICAL:
  2704. case W_WHIP:
  2705. case W_REVOLVER:
  2706. case W_RIFLE:
  2707. case W_GATLING:
  2708. case W_SHOTGUN:
  2709. case W_GRENADE:
  2710. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  2711. break;
  2712. default:
  2713. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  2714. break;
  2715. }
  2716. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  2717. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  2718. val += (skill_lv - 1) / 2 + 1;
  2719. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  2720. val += 1 + skill_lv;
  2721. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2722. val += ((skill_lv + 1) / 2);
  2723. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  2724. val += skill_lv;
  2725. if (pc_isriding(sd))
  2726. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  2727. else if (pc_isridingdragon(sd))
  2728. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2729. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  2730. #else
  2731. // Angra Manyu disregards aspd_base and similar
  2732. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  2733. return 0;
  2734. // Base weapon delay
  2735. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2736. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2737. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  2738. // Percentual delay reduction from stats
  2739. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  2740. // Raw delay adjustment from bAspd bonus
  2741. amotion += sd->bonus.aspd_add;
  2742. #endif
  2743. return amotion;
  2744. }
  2745. /**
  2746. * Base attack value calculated for units
  2747. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  2748. * @param status: Object status
  2749. * @return base attack
  2750. */
  2751. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  2752. {
  2753. int flag = 0, str, dex, dstr;
  2754. #ifdef RENEWAL
  2755. if (!(bl->type&battle_config.enable_baseatk_renewal))
  2756. return 0;
  2757. #else
  2758. if (!(bl->type&battle_config.enable_baseatk))
  2759. return 0;
  2760. #endif
  2761. if (bl->type == BL_PC)
  2762. switch(((TBL_PC*)bl)->status.weapon) {
  2763. case W_BOW:
  2764. case W_MUSICAL:
  2765. case W_WHIP:
  2766. case W_REVOLVER:
  2767. case W_RIFLE:
  2768. case W_GATLING:
  2769. case W_SHOTGUN:
  2770. case W_GRENADE:
  2771. flag = 1;
  2772. }
  2773. if (flag) {
  2774. #ifdef RENEWAL
  2775. dstr =
  2776. #endif
  2777. str = status->dex;
  2778. dex = status->str;
  2779. } else {
  2780. #ifdef RENEWAL
  2781. dstr =
  2782. #endif
  2783. str = status->str;
  2784. dex = status->dex;
  2785. }
  2786. /** [Skotlex]
  2787. * Normally only players have base-atk, but homunc have a different batk
  2788. * equation, hinting that perhaps non-players should use this for batk.
  2789. **/
  2790. switch (bl->type) {
  2791. case BL_HOM:
  2792. #ifdef RENEWAL
  2793. str = 2 * level + status_get_homstr(bl);
  2794. #else
  2795. dstr = str / 10;
  2796. str += dstr*dstr;
  2797. #endif
  2798. break;
  2799. case BL_PC:
  2800. #ifdef RENEWAL
  2801. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10;
  2802. #else
  2803. dstr = str / 10;
  2804. str += dstr*dstr;
  2805. str += dex / 5 + status->luk / 5;
  2806. #endif
  2807. break;
  2808. default:// Others
  2809. #ifdef RENEWAL
  2810. str = dstr + level;
  2811. #else
  2812. dstr = str / 10;
  2813. str += dstr*dstr;
  2814. str += dex / 5 + status->luk / 5;
  2815. #endif
  2816. break;
  2817. }
  2818. return cap_value(str, 0, USHRT_MAX);
  2819. }
  2820. #ifdef RENEWAL
  2821. /**
  2822. * Weapon attack value calculated for Players
  2823. * @param wa: Weapon attack
  2824. * @param status: Player status
  2825. * @return weapon attack
  2826. */
  2827. unsigned int status_weapon_atk(weapon_atk &wa)
  2828. {
  2829. return wa.atk + wa.atk2;
  2830. }
  2831. #endif
  2832. #ifndef RENEWAL
  2833. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2834. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2835. #else
  2836. /*
  2837. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2838. * status->batk (base attack) will be added in battle_calc_base_damage
  2839. */
  2840. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2841. {
  2842. switch (bl->type) {
  2843. case BL_PET:
  2844. case BL_MOB:
  2845. case BL_MER:
  2846. case BL_ELEM:
  2847. return status->rhw.atk * 80 / 100;
  2848. case BL_HOM:
  2849. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2850. default:
  2851. return status->rhw.atk;
  2852. }
  2853. }
  2854. /*
  2855. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2856. * status->batk (base attack) will be added in battle_calc_base_damage
  2857. */
  2858. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2859. {
  2860. switch (bl->type) {
  2861. case BL_PET:
  2862. case BL_MOB:
  2863. case BL_MER:
  2864. case BL_ELEM:
  2865. return status->rhw.atk * 120 / 100;
  2866. case BL_HOM:
  2867. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2868. default:
  2869. return status->rhw.atk2;
  2870. }
  2871. }
  2872. /*
  2873. * Calculates minimum magic attack
  2874. */
  2875. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2876. {
  2877. switch (bl->type) {
  2878. case BL_PET:
  2879. case BL_MOB:
  2880. case BL_MER:
  2881. case BL_ELEM:
  2882. return status->int_ + level + status->rhw.matk * 70 / 100;
  2883. case BL_HOM:
  2884. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2885. case BL_PC:
  2886. default:
  2887. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2888. }
  2889. }
  2890. /*
  2891. * Calculates maximum magic attack
  2892. */
  2893. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2894. {
  2895. switch (bl->type) {
  2896. case BL_PET:
  2897. case BL_MOB:
  2898. case BL_MER:
  2899. case BL_ELEM:
  2900. return status->int_ + level + status->rhw.matk * 130 / 100;
  2901. case BL_HOM:
  2902. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2903. case BL_PC:
  2904. default:
  2905. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2906. }
  2907. }
  2908. #endif
  2909. /**
  2910. * Fills in the misc data that can be calculated from the other status info (except for level)
  2911. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2912. * @param status: Player status
  2913. */
  2914. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2915. {
  2916. int stat;
  2917. // Non players get the value set, players need to stack with previous bonuses.
  2918. if( bl->type != BL_PC )
  2919. status->batk =
  2920. status->hit = status->flee =
  2921. status->def2 = status->mdef2 =
  2922. status->cri = status->flee2 = 0;
  2923. #ifdef RENEWAL // Renewal formulas
  2924. if (bl->type == BL_HOM) {
  2925. // Def2
  2926. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2927. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2928. // Mdef2
  2929. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2930. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2931. // Def
  2932. stat = status->def;
  2933. stat += status_get_homvit(bl) + level / 2;
  2934. status->def = cap_value(stat, 0, SHRT_MAX);
  2935. // Mdef
  2936. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2937. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2938. // Hit
  2939. stat = level + status->dex + 150;
  2940. status->hit = cap_value(stat, 1, SHRT_MAX);
  2941. // Flee
  2942. stat = level + status_get_homagi(bl);
  2943. status->flee = cap_value(stat, 1, SHRT_MAX);
  2944. } else {
  2945. // Hit
  2946. stat = status->hit;
  2947. 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
  2948. status->hit = cap_value(stat, 1, SHRT_MAX);
  2949. // Flee
  2950. stat = status->flee;
  2951. 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
  2952. status->flee = cap_value(stat, 1, SHRT_MAX);
  2953. // Def2
  2954. if (bl->type == BL_MER)
  2955. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2956. else {
  2957. stat = status->def2;
  2958. 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)
  2959. }
  2960. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2961. // Mdef2
  2962. if (bl->type == BL_MER)
  2963. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2964. else {
  2965. stat = status->mdef2;
  2966. 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)
  2967. }
  2968. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2969. }
  2970. // ATK
  2971. if (bl->type != BL_PC) {
  2972. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2973. status->rhw.atk = status_base_atk_min(bl, status, level);
  2974. }
  2975. // MAtk
  2976. status->matk_min = status_base_matk_min(bl, status, level);
  2977. status->matk_max = status_base_matk_max(bl, status, level);
  2978. #else
  2979. // Matk
  2980. status->matk_min = status_base_matk_min(status);
  2981. status->matk_max = status_base_matk_max(status);
  2982. // Hit
  2983. stat = status->hit;
  2984. stat += level + status->dex;
  2985. status->hit = cap_value(stat, 1, SHRT_MAX);
  2986. // Flee
  2987. stat = status->flee;
  2988. stat += level + status->agi;
  2989. status->flee = cap_value(stat, 1, SHRT_MAX);
  2990. // Def2
  2991. stat = status->def2;
  2992. stat += status->vit;
  2993. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2994. // Mdef2
  2995. stat = status->mdef2;
  2996. stat += status->int_ + (status->vit>>1);
  2997. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2998. #endif
  2999. //Critical
  3000. if( bl->type&battle_config.enable_critical ) {
  3001. stat = status->cri;
  3002. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  3003. status->cri = cap_value(stat, 1, SHRT_MAX);
  3004. } else
  3005. status->cri = 0;
  3006. if (bl->type&battle_config.enable_perfect_flee) {
  3007. stat = status->flee2;
  3008. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  3009. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  3010. } else
  3011. status->flee2 = 0;
  3012. if (status->batk) {
  3013. int temp = status->batk + status_base_atk(bl, status, level);
  3014. status->batk = cap_value(temp, 0, USHRT_MAX);
  3015. } else
  3016. status->batk = status_base_atk(bl, status, level);
  3017. if (status->cri) {
  3018. switch (bl->type) {
  3019. case BL_MOB:
  3020. if(battle_config.mob_critical_rate != 100)
  3021. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  3022. if(!status->cri && battle_config.mob_critical_rate)
  3023. status->cri = 10;
  3024. break;
  3025. case BL_PC:
  3026. // Players don't have a critical adjustment setting as of yet.
  3027. break;
  3028. default:
  3029. if(battle_config.critical_rate != 100)
  3030. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  3031. if (!status->cri && battle_config.critical_rate)
  3032. status->cri = 10;
  3033. }
  3034. }
  3035. if(bl->type&BL_REGEN)
  3036. status_calc_regen(bl, status, status_get_regen_data(bl));
  3037. }
  3038. /**
  3039. * Calculates the initial status for the given mob
  3040. * @param md: Mob object
  3041. * @param opt: Whether or not it is the first calculation
  3042. This will only be false when a mob levels up (Regular and WoE Guardians)
  3043. * @return 1 for calculated special statuses or 0 for none
  3044. * @author [Skotlex]
  3045. */
  3046. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  3047. {
  3048. struct status_data *status;
  3049. struct block_list *mbl = NULL;
  3050. int flag=0;
  3051. if (opt&SCO_FIRST) { // Set basic level on respawn.
  3052. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  3053. ;
  3054. else
  3055. md->level = md->db->lv;
  3056. }
  3057. // Check if we need custom base-status
  3058. if (battle_config.mobs_level_up && md->level > md->db->lv)
  3059. flag|=1;
  3060. if (md->special_state.size)
  3061. flag|=2;
  3062. if (md->guardian_data && md->guardian_data->guardup_lv)
  3063. flag|=4;
  3064. if (md->mob_id == MOBID_EMPERIUM)
  3065. flag|=4;
  3066. if (battle_config.slaves_inherit_speed && md->master_id)
  3067. flag|=8;
  3068. if (md->master_id && md->special_state.ai>AI_ATTACK)
  3069. flag|=16;
  3070. if (md->master_id && battle_config.slaves_inherit_mode)
  3071. flag |= 32;
  3072. if (!flag) { // No special status required.
  3073. if (md->base_status) {
  3074. aFree(md->base_status);
  3075. md->base_status = NULL;
  3076. }
  3077. if (opt&SCO_FIRST)
  3078. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  3079. return 0;
  3080. }
  3081. if (!md->base_status)
  3082. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  3083. status = md->base_status;
  3084. memcpy(status, &md->db->status, sizeof(struct status_data));
  3085. if (flag&(8|16))
  3086. mbl = map_id2bl(md->master_id);
  3087. if (flag&8 && mbl) {
  3088. struct status_data *mstatus = status_get_base_status(mbl);
  3089. if (mstatus &&
  3090. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  3091. status->speed = mstatus->speed;
  3092. if( status->speed < 2 ) // Minimum for the unit to function properly
  3093. status->speed = 2;
  3094. }
  3095. if (flag&32)
  3096. status_calc_slave_mode(md, map_id2md(md->master_id));
  3097. if (flag&1) { // Increase from mobs leveling up [Valaris]
  3098. int diff = md->level - md->db->lv;
  3099. status->str += diff;
  3100. status->agi += diff;
  3101. status->vit += diff;
  3102. status->int_ += diff;
  3103. status->dex += diff;
  3104. status->luk += diff;
  3105. status->max_hp += diff * status->vit;
  3106. status->max_sp += diff * status->int_;
  3107. status->hp = status->max_hp;
  3108. status->sp = status->max_sp;
  3109. status->speed -= cap_value(diff, 0, status->speed - 10);
  3110. }
  3111. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  3112. if (md->special_state.size == SZ_MEDIUM) {
  3113. status->max_hp >>= 1;
  3114. status->max_sp >>= 1;
  3115. if (!status->max_hp) status->max_hp = 1;
  3116. if (!status->max_sp) status->max_sp = 1;
  3117. status->hp = status->max_hp;
  3118. status->sp = status->max_sp;
  3119. status->str >>= 1;
  3120. status->agi >>= 1;
  3121. status->vit >>= 1;
  3122. status->int_ >>= 1;
  3123. status->dex >>= 1;
  3124. status->luk >>= 1;
  3125. if (!status->str) status->str = 1;
  3126. if (!status->agi) status->agi = 1;
  3127. if (!status->vit) status->vit = 1;
  3128. if (!status->int_) status->int_ = 1;
  3129. if (!status->dex) status->dex = 1;
  3130. if (!status->luk) status->luk = 1;
  3131. } else if (md->special_state.size == SZ_BIG) {
  3132. status->max_hp <<= 1;
  3133. status->max_sp <<= 1;
  3134. status->hp = status->max_hp;
  3135. status->sp = status->max_sp;
  3136. status->str <<= 1;
  3137. status->agi <<= 1;
  3138. status->vit <<= 1;
  3139. status->int_ <<= 1;
  3140. status->dex <<= 1;
  3141. status->luk <<= 1;
  3142. }
  3143. }
  3144. status_calc_misc(&md->bl, status, md->level);
  3145. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  3146. struct guild_castle *gc;
  3147. struct map_data *mapdata = map_getmapdata(md->bl.m);
  3148. gc=guild_mapname2gc(mapdata->name);
  3149. if (!gc)
  3150. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  3151. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  3152. #ifdef RENEWAL
  3153. status->max_hp += 50 * (gc->defense / 5);
  3154. #else
  3155. status->max_hp += 1000 * gc->defense;
  3156. #endif
  3157. status->hp = status->max_hp;
  3158. status->def += (gc->defense+2)/3;
  3159. status->mdef += (gc->defense+2)/3;
  3160. }
  3161. if(md->mob_id != MOBID_EMPERIUM) {
  3162. status->max_hp += 1000 * gc->defense;
  3163. status->hp = status->max_hp;
  3164. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  3165. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  3166. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  3167. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  3168. }
  3169. }
  3170. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  3171. struct unit_data *ud = unit_bl2ud(mbl);
  3172. // Remove special AI when this is used by regular mobs.
  3173. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  3174. md->special_state.ai = AI_NONE;
  3175. if (ud) {
  3176. // Different levels of HP according to skill level
  3177. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  3178. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  3179. switch(ud->skill_id) {
  3180. case AM_SPHEREMINE:
  3181. status->max_hp = 2000 + 400*ud->skill_lv;
  3182. break;
  3183. case KO_ZANZOU:
  3184. status->max_hp = 3000 + 3000 * ud->skill_lv;
  3185. break;
  3186. case AM_CANNIBALIZE:
  3187. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  3188. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  3189. break;
  3190. case MH_SUMMON_LEGION:
  3191. {
  3192. int homblvl = status_get_lv(mbl);
  3193. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  3194. status->batk = 100 * (ud->skill_lv+5) / 2;
  3195. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  3196. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  3197. // status->aspd_rate = max(100,status->aspd_rate);
  3198. break;
  3199. }
  3200. case NC_SILVERSNIPER:
  3201. {
  3202. struct status_data *mstatus = status_get_status_data(mbl);
  3203. if(!mstatus)
  3204. break;
  3205. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  3206. status->batk = 200 * ud->skill_lv;
  3207. break;
  3208. }
  3209. case NC_MAGICDECOY:
  3210. {
  3211. struct status_data *mstatus = status_get_status_data(mbl);
  3212. if(!mstatus)
  3213. break;
  3214. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  3215. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  3216. break;
  3217. }
  3218. }
  3219. status->hp = status->max_hp;
  3220. }
  3221. }
  3222. if (opt&SCO_FIRST) // Initial battle status
  3223. memcpy(&md->status, status, sizeof(struct status_data));
  3224. return 1;
  3225. }
  3226. /**
  3227. * Calculates the stats of the given pet
  3228. * @param pd: Pet object
  3229. * @param opt: Whether or not it is the first calculation
  3230. This will only be false when a pet levels up
  3231. * @return 1
  3232. * @author [Skotlex]
  3233. */
  3234. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  3235. {
  3236. nullpo_retv(pd);
  3237. if (opt&SCO_FIRST) {
  3238. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  3239. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  3240. pd->status.class_ = CLASS_NORMAL;
  3241. pd->status.speed = pd->get_pet_walk_speed();
  3242. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  3243. // Attack support requires the pet to be able to attack
  3244. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  3245. }
  3246. }
  3247. if (battle_config.pet_lv_rate && pd->master) {
  3248. struct map_session_data *sd = pd->master;
  3249. int lv;
  3250. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  3251. if (lv < 0)
  3252. lv = 1;
  3253. if (lv != pd->pet.level || opt&SCO_FIRST) {
  3254. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  3255. pd->pet.level = lv;
  3256. if (!(opt&SCO_FIRST)) // Lv Up animation
  3257. clif_misceffect(&pd->bl, 0);
  3258. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  3259. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  3260. status->str = (bstat->str*lv)/pd->db->lv;
  3261. status->agi = (bstat->agi*lv)/pd->db->lv;
  3262. status->vit = (bstat->vit*lv)/pd->db->lv;
  3263. status->int_ = (bstat->int_*lv)/pd->db->lv;
  3264. status->dex = (bstat->dex*lv)/pd->db->lv;
  3265. status->luk = (bstat->luk*lv)/pd->db->lv;
  3266. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  3267. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  3268. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  3269. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  3270. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  3271. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  3272. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  3273. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  3274. status_calc_misc(&pd->bl, &pd->status, lv);
  3275. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  3276. clif_send_petstatus(sd);
  3277. }
  3278. } else if (opt&SCO_FIRST) {
  3279. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  3280. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  3281. pd->pet.level = pd->db->lv;
  3282. }
  3283. // Support rate modifier (1000 = 100%)
  3284. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  3285. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  3286. }
  3287. /**
  3288. * Get HP bonus modifiers
  3289. * @param bl: block_list that will be checked
  3290. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  3291. * @return bonus: total bonus for HP
  3292. * @author [Cydh]
  3293. */
  3294. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  3295. int bonus = 0;
  3296. if (type == STATUS_BONUS_FIX) {
  3297. struct status_change *sc = status_get_sc(bl);
  3298. //Only for BL_PC
  3299. if (bl->type == BL_PC) {
  3300. struct map_session_data *sd = map_id2sd(bl->id);
  3301. uint16 skill_lv;
  3302. bonus += sd->bonus.hp;
  3303. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  3304. bonus += skill_lv * 200;
  3305. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  3306. bonus += 1000;
  3307. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  3308. bonus += 1000;
  3309. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  3310. bonus += 3000;
  3311. }
  3312. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  3313. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  3314. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  3315. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  3316. #ifndef HP_SP_TABLES
  3317. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  3318. bonus += 2000; // Supernovice lvl99 hp bonus.
  3319. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  3320. bonus += 2000; // Supernovice lvl150 hp bonus.
  3321. #endif
  3322. }
  3323. //Bonus by SC
  3324. if (sc) {
  3325. if(sc->data[SC_INCMHP])
  3326. bonus += sc->data[SC_INCMHP]->val1;
  3327. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  3328. bonus += 500;
  3329. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  3330. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
  3331. if(sc->data[SC_SOLID_SKIN_OPTION])
  3332. bonus += 2000;
  3333. if(sc->data[SC_MARIONETTE])
  3334. bonus -= 1000;
  3335. if(sc->data[SC_SWORDCLAN])
  3336. bonus += 30;
  3337. if(sc->data[SC_ARCWANDCLAN])
  3338. bonus += 30;
  3339. if(sc->data[SC_GOLDENMACECLAN])
  3340. bonus += 30;
  3341. if(sc->data[SC_CROSSBOWCLAN])
  3342. bonus += 30;
  3343. if(sc->data[SC_GLASTHEIM_HPSP])
  3344. bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
  3345. #ifdef RENEWAL
  3346. if (sc->data[SC_ANGELUS])
  3347. bonus += sc->data[SC_ANGELUS]->val1 * 50;
  3348. #endif
  3349. }
  3350. } else if (type == STATUS_BONUS_RATE) {
  3351. struct status_change *sc = status_get_sc(bl);
  3352. //Bonus by SC
  3353. if (sc) {
  3354. //Increasing
  3355. if(sc->data[SC_INCMHPRATE])
  3356. bonus += sc->data[SC_INCMHPRATE]->val1;
  3357. if(sc->data[SC_APPLEIDUN])
  3358. bonus += sc->data[SC_APPLEIDUN]->val2;
  3359. if(sc->data[SC_DELUGE])
  3360. bonus += sc->data[SC_DELUGE]->val2;
  3361. if(sc->data[SC_BERSERK])
  3362. bonus += 200; //+200%
  3363. if(sc->data[SC_MERC_HPUP])
  3364. bonus += sc->data[SC_MERC_HPUP]->val2;
  3365. if(sc->data[SC_EPICLESIS])
  3366. bonus += sc->data[SC_EPICLESIS]->val2;
  3367. if(sc->data[SC_FRIGG_SONG])
  3368. bonus += sc->data[SC_FRIGG_SONG]->val2;
  3369. if(sc->data[SC_LERADSDEW])
  3370. bonus += sc->data[SC_LERADSDEW]->val3;
  3371. if(sc->data[SC_FORCEOFVANGUARD])
  3372. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  3373. if(sc->data[SC_INSPIRATION])
  3374. bonus += (4 * sc->data[SC_INSPIRATION]->val1);
  3375. if(sc->data[SC_RAISINGDRAGON])
  3376. bonus += sc->data[SC_RAISINGDRAGON]->val1;
  3377. if(sc->data[SC_GT_REVITALIZE])
  3378. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  3379. if(sc->data[SC_ANGRIFFS_MODUS])
  3380. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  3381. if(sc->data[SC_PETROLOGY_OPTION])
  3382. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  3383. if(sc->data[SC_POWER_OF_GAIA])
  3384. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  3385. if(sc->data[SC_CURSED_SOIL_OPTION])
  3386. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  3387. if(sc->data[SC_UPHEAVAL_OPTION])
  3388. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  3389. if(sc->data[SC_LAUDAAGNUS])
  3390. bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
  3391. #ifdef RENEWAL
  3392. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPRATE)
  3393. bonus += 30;
  3394. #endif
  3395. if(sc->data[SC_LUNARSTANCE])
  3396. bonus += sc->data[SC_LUNARSTANCE]->val2;
  3397. if (sc->data[SC_LUXANIMA])
  3398. bonus += sc->data[SC_LUXANIMA]->val3;
  3399. if (sc->data[SC_MTF_MHP])
  3400. bonus += sc->data[SC_MTF_MHP]->val1;
  3401. //Decreasing
  3402. if (sc->data[SC_VENOMBLEED] && sc->data[SC_VENOMBLEED]->val3 == 1)
  3403. bonus -= 15;
  3404. if(sc->data[SC_BEYONDOFWARCRY])
  3405. bonus -= sc->data[SC_BEYONDOFWARCRY]->val3;
  3406. if(sc->data[SC__WEAKNESS])
  3407. bonus -= sc->data[SC__WEAKNESS]->val2;
  3408. if(sc->data[SC_EQC])
  3409. bonus -= sc->data[SC_EQC]->val3;
  3410. if(sc->data[SC_PACKING_ENVELOPE3])
  3411. bonus += sc->data[SC_PACKING_ENVELOPE3]->val1;
  3412. }
  3413. // Max rate reduce is -100%
  3414. bonus = cap_value(bonus,-100,INT_MAX);
  3415. }
  3416. return min(bonus,INT_MAX);
  3417. }
  3418. /**
  3419. * HP bonus rate from equipment
  3420. */
  3421. static int status_get_hpbonus_equip(TBL_PC *sd) {
  3422. int bonus = 0;
  3423. bonus += sd->hprate;
  3424. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  3425. }
  3426. /**
  3427. * HP bonus rate from usable items
  3428. */
  3429. static int status_get_hpbonus_item(block_list *bl) {
  3430. int bonus = 0;
  3431. struct status_change *sc = status_get_sc(bl);
  3432. //Bonus by SC
  3433. if (sc) {
  3434. if (sc->data[SC_INCREASE_MAXHP])
  3435. bonus += sc->data[SC_INCREASE_MAXHP]->val1;
  3436. if (sc->data[SC_MUSTLE_M])
  3437. bonus += sc->data[SC_MUSTLE_M]->val1;
  3438. if (sc->data[SC_MYSTERIOUS_POWDER])
  3439. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  3440. }
  3441. // Max rate reduce is -100%
  3442. return cap_value(bonus, -100, INT_MAX);
  3443. }
  3444. /**
  3445. * Get SP bonus modifiers
  3446. * @param bl: block_list that will be checked
  3447. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  3448. * @return bonus: total bonus for SP
  3449. * @author [Cydh]
  3450. */
  3451. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  3452. int bonus = 0;
  3453. if (type == STATUS_BONUS_FIX) {
  3454. struct status_change *sc = status_get_sc(bl);
  3455. //Only for BL_PC
  3456. if (bl->type == BL_PC) {
  3457. struct map_session_data *sd = map_id2sd(bl->id);
  3458. uint16 skill_lv;
  3459. bonus += sd->bonus.sp;
  3460. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  3461. bonus += 30 * skill_lv;
  3462. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  3463. bonus += 200 + 20 * skill_lv;
  3464. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  3465. bonus += 30 * skill_lv;
  3466. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  3467. bonus += 100;
  3468. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  3469. bonus += 100;
  3470. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  3471. bonus += 300;
  3472. }
  3473. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  3474. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  3475. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  3476. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  3477. }
  3478. //Bonus by SC
  3479. if (sc) {
  3480. if(sc->data[SC_INCMSP])
  3481. bonus += sc->data[SC_INCMSP]->val1;
  3482. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  3483. bonus += 50;
  3484. if(sc->data[SC_SWORDCLAN])
  3485. bonus += 10;
  3486. if(sc->data[SC_ARCWANDCLAN])
  3487. bonus += 10;
  3488. if(sc->data[SC_GOLDENMACECLAN])
  3489. bonus += 10;
  3490. if(sc->data[SC_CROSSBOWCLAN])
  3491. bonus += 10;
  3492. if(sc->data[SC_GLASTHEIM_HPSP])
  3493. bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
  3494. }
  3495. } else if (type == STATUS_BONUS_RATE) {
  3496. struct status_change *sc = status_get_sc(bl);
  3497. //Only for BL_PC
  3498. if (bl->type == BL_PC) {
  3499. struct map_session_data *sd = map_id2sd(bl->id);
  3500. uint8 i;
  3501. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  3502. bonus += i;
  3503. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  3504. bonus += 2 * i;
  3505. #ifdef RENEWAL
  3506. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  3507. bonus += i;
  3508. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPRATE)
  3509. bonus += 30;
  3510. #endif
  3511. }
  3512. //Bonus by SC
  3513. if (sc) {
  3514. //Increasing
  3515. if(sc->data[SC_INCMSPRATE])
  3516. bonus += sc->data[SC_INCMSPRATE]->val1;
  3517. if(sc->data[SC_RAISINGDRAGON])
  3518. bonus += sc->data[SC_RAISINGDRAGON]->val1;
  3519. if(sc->data[SC_SERVICE4U])
  3520. bonus += sc->data[SC_SERVICE4U]->val2;
  3521. if(sc->data[SC_MERC_SPUP])
  3522. bonus += sc->data[SC_MERC_SPUP]->val2;
  3523. if (sc->data[SC_LUXANIMA])
  3524. bonus += sc->data[SC_LUXANIMA]->val3;
  3525. if (sc->data[SC_MTF_MSP])
  3526. bonus += sc->data[SC_MTF_MSP]->val1;
  3527. if(sc->data[SC_PACKING_ENVELOPE4])
  3528. bonus += sc->data[SC_PACKING_ENVELOPE4]->val1;
  3529. //Decreasing
  3530. if (sc->data[SC_MELODYOFSINK])
  3531. bonus -= sc->data[SC_MELODYOFSINK]->val3;
  3532. }
  3533. // Max rate reduce is -100%
  3534. bonus = cap_value(bonus,-100,INT_MAX);
  3535. }
  3536. return min(bonus,INT_MAX);
  3537. }
  3538. /**
  3539. * SP bonus rate from equipment
  3540. */
  3541. static int status_get_spbonus_equip(TBL_PC *sd) {
  3542. int bonus = 0;
  3543. bonus += sd->sprate;
  3544. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  3545. }
  3546. /**
  3547. * SP bonus rate from usable items
  3548. */
  3549. static int status_get_spbonus_item(block_list *bl) {
  3550. int bonus = 0;
  3551. struct status_change *sc = status_get_sc(bl);
  3552. //Bonus by SC
  3553. if (sc) {
  3554. if (sc->data[SC_INCREASE_MAXSP])
  3555. bonus += sc->data[SC_INCREASE_MAXSP]->val1;
  3556. if (sc->data[SC_LIFE_FORCE_F])
  3557. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  3558. if (sc->data[SC_VITATA_500])
  3559. bonus += sc->data[SC_VITATA_500]->val2;
  3560. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  3561. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
  3562. }
  3563. // Max rate reduce is -100%
  3564. return cap_value(bonus, -100, INT_MAX);
  3565. }
  3566. /**
  3567. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  3568. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  3569. * @param sd Player
  3570. * @param stat Vit/Int of player as param modifier
  3571. * @param isHP true - calculates Max HP, false - calculated Max SP
  3572. * @return max The max value of HP or SP
  3573. */
  3574. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  3575. double dmax = 0;
  3576. uint16 idx, level, job_id;
  3577. nullpo_ret(sd);
  3578. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  3579. idx = pc_class2idx(job_id);
  3580. level = umax(sd->status.base_level,1);
  3581. if (isHP) { //Calculates MaxHP
  3582. double equip_bonus = 0, item_bonus = 0;
  3583. 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);
  3584. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  3585. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  3586. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  3587. dmax += equip_bonus + item_bonus;
  3588. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3589. }
  3590. else { //Calculates MaxSP
  3591. double equip_bonus = 0, item_bonus = 0;
  3592. 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);
  3593. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  3594. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  3595. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  3596. dmax += equip_bonus + item_bonus;
  3597. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3598. }
  3599. //Make sure it's not negative before casting to unsigned int
  3600. if(dmax < 1) dmax = 1;
  3601. return cap_value((unsigned int)dmax,1,UINT_MAX);
  3602. }
  3603. /**
  3604. * Calculates player's weight
  3605. * @param sd: Player object
  3606. * @param flag: Calculation type
  3607. * CALCWT_ITEM - Item weight
  3608. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3609. * @return false - failed, true - success
  3610. */
  3611. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3612. {
  3613. int b_weight, b_max_weight, skill, i;
  3614. struct status_change *sc;
  3615. nullpo_retr(false, sd);
  3616. sc = &sd->sc;
  3617. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3618. b_weight = sd->weight; // Store current weight for later comparison
  3619. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  3620. if (flag&CALCWT_ITEM) {
  3621. sd->weight = 0; // Reset current weight
  3622. for(i = 0; i < MAX_INVENTORY; i++) {
  3623. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3624. continue;
  3625. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3626. }
  3627. }
  3628. if (flag&CALCWT_MAXBONUS) {
  3629. // Skill/Status bonus weight increases
  3630. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3631. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3632. sd->max_weight += 2000 * skill;
  3633. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3634. sd->max_weight += 10000;
  3635. else if (pc_isridingdragon(sd))
  3636. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3637. if (sc->data[SC_KNOWLEDGE])
  3638. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  3639. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3640. sd->max_weight += 2000 * skill;
  3641. if (pc_ismadogear(sd))
  3642. sd->max_weight += 15000;
  3643. }
  3644. // Update the client if the new weight calculations don't match
  3645. if (b_weight != sd->weight)
  3646. clif_updatestatus(sd, SP_WEIGHT);
  3647. if (b_max_weight != sd->max_weight) {
  3648. clif_updatestatus(sd, SP_MAXWEIGHT);
  3649. pc_updateweightstatus(sd);
  3650. }
  3651. return true;
  3652. }
  3653. /**
  3654. * Calculates player's cart weight
  3655. * @param sd: Player object
  3656. * @param flag: Calculation type
  3657. * CALCWT_ITEM - Cart item weight
  3658. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3659. * CALCWT_CARTSTATE - Whether to check for cart state
  3660. * @return false - failed, true - success
  3661. */
  3662. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3663. {
  3664. int b_cart_weight_max, i;
  3665. nullpo_retr(false, sd);
  3666. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3667. return false;
  3668. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3669. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3670. if (flag&CALCWT_ITEM) {
  3671. sd->cart_weight = 0; // Reset current cart weight
  3672. sd->cart_num = 0; // Reset current cart item count
  3673. for(i = 0; i < MAX_CART; i++) {
  3674. if (!sd->cart.u.items_cart[i].nameid)
  3675. continue;
  3676. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3677. sd->cart_num++; // Recalculate current cart item count
  3678. }
  3679. }
  3680. // Skill bonus max weight increases
  3681. if (flag&CALCWT_MAXBONUS)
  3682. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3683. // Update the client if the new weight calculations don't match
  3684. if (b_cart_weight_max != sd->cart_weight_max)
  3685. clif_updatestatus(sd, SP_CARTINFO);
  3686. return true;
  3687. }
  3688. /**
  3689. * Calculates player data from scratch without counting SC adjustments
  3690. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3691. * @param sd: Player object
  3692. * @param opt: Whether it is first calc (login) or not
  3693. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3694. */
  3695. int status_calc_pc_sub(struct map_session_data* sd, enum e_status_calc_opt opt)
  3696. {
  3697. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3698. struct status_data *base_status; ///< Pointer to the player's base status
  3699. const struct status_change *sc = &sd->sc;
  3700. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3701. int i, skill, refinedef = 0;
  3702. short index = -1;
  3703. if (++calculating > 10) // Too many recursive calls!
  3704. return -1;
  3705. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3706. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3707. pc_calc_skilltree(sd); // SkillTree calculation
  3708. if (opt&SCO_FIRST) {
  3709. // Load Hp/SP from char-received data.
  3710. sd->battle_status.hp = sd->status.hp;
  3711. sd->battle_status.sp = sd->status.sp;
  3712. sd->regen.sregen = &sd->sregen;
  3713. sd->regen.ssregen = &sd->ssregen;
  3714. }
  3715. base_status = &sd->base_status;
  3716. // These are not zeroed. [zzo]
  3717. sd->hprate = 100;
  3718. sd->sprate = 100;
  3719. sd->castrate = 100;
  3720. sd->delayrate = 100;
  3721. sd->dsprate = 100;
  3722. sd->hprecov_rate = 100;
  3723. sd->sprecov_rate = 100;
  3724. sd->matk_rate = 100;
  3725. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3726. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3727. sd->regen.state.block = 0;
  3728. sd->add_max_weight = 0;
  3729. sd->indexed_bonus = {};
  3730. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3731. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3732. if (sd->special_state.intravision)
  3733. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3734. if (sd->special_state.no_walk_delay)
  3735. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3736. memset(&sd->special_state,0,sizeof(sd->special_state));
  3737. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3738. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3739. if (!sd->state.permanent_speed) {
  3740. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3741. base_status->speed = DEFAULT_WALK_SPEED;
  3742. } else {
  3743. int pSpeed = base_status->speed;
  3744. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3745. base_status->speed = pSpeed;
  3746. }
  3747. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3748. // Give them all modes except these (useful for clones)
  3749. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUSIMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3750. base_status->size = (sd->class_&JOBL_BABY) ? SZ_SMALL : (((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_size : SZ_MEDIUM);
  3751. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3752. if (sd->class_&JOBL_BABY) {
  3753. if (battle_config.character_size&SZ_BIG)
  3754. base_status->size++;
  3755. } else
  3756. if(battle_config.character_size&SZ_MEDIUM)
  3757. base_status->size++;
  3758. }
  3759. base_status->aspd_rate = 1000;
  3760. base_status->ele_lv = 1;
  3761. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? battle_config.summoner_race : RC_PLAYER_HUMAN;
  3762. base_status->class_ = CLASS_NORMAL;
  3763. sd->autospell.clear();
  3764. sd->autospell2.clear();
  3765. sd->autospell3.clear();
  3766. sd->addeff.clear();
  3767. sd->addeff_atked.clear();
  3768. sd->addeff_onskill.clear();
  3769. sd->skillatk.clear();
  3770. sd->skillusesprate.clear();
  3771. sd->skillusesp.clear();
  3772. sd->skillheal.clear();
  3773. sd->skillheal2.clear();
  3774. sd->skillblown.clear();
  3775. sd->skillcastrate.clear();
  3776. sd->skillfixcastrate.clear();
  3777. sd->subskill.clear();
  3778. sd->skillcooldown.clear();
  3779. sd->skillfixcast.clear();
  3780. sd->skillvarcast.clear();
  3781. sd->add_def.clear();
  3782. sd->add_mdef.clear();
  3783. sd->add_mdmg.clear();
  3784. sd->reseff.clear();
  3785. sd->itemgrouphealrate.clear();
  3786. sd->add_drop.clear();
  3787. sd->itemhealrate.clear();
  3788. sd->subele2.clear();
  3789. sd->subrace3.clear();
  3790. sd->skilldelay.clear();
  3791. sd->sp_vanish.clear();
  3792. sd->hp_vanish.clear();
  3793. // Zero up structures...
  3794. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3795. + sizeof(sd->sp_loss)
  3796. + sizeof(sd->hp_regen)
  3797. + sizeof(sd->sp_regen)
  3798. + sizeof(sd->percent_hp_regen)
  3799. + sizeof(sd->percent_sp_regen)
  3800. + sizeof(sd->def_set_race)
  3801. + sizeof(sd->mdef_set_race)
  3802. + sizeof(sd->norecover_state_race)
  3803. + sizeof(sd->hp_vanish_race)
  3804. + sizeof(sd->sp_vanish_race)
  3805. );
  3806. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3807. // Autobonus
  3808. pc_delautobonus(sd, sd->autobonus, true);
  3809. pc_delautobonus(sd, sd->autobonus2, true);
  3810. pc_delautobonus(sd, sd->autobonus3, true);
  3811. // Parse equipment
  3812. for (i = 0; i < EQI_MAX; i++) {
  3813. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3814. current_equip_combo_pos = 0;
  3815. if (index < 0)
  3816. continue;
  3817. if (i == EQI_AMMO)
  3818. continue;
  3819. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3820. continue;
  3821. if (!sd->inventory_data[index])
  3822. continue;
  3823. base_status->def += sd->inventory_data[index]->def;
  3824. // Items may be equipped, their effects however are nullified.
  3825. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3826. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3827. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3828. if (!calculating)
  3829. return 1;
  3830. }
  3831. // Sanitize the refine level in case someone decreased the value inbetween
  3832. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3833. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3834. std::shared_ptr<s_refine_level_info> info = refine_db.findCurrentLevelInfo( *sd->inventory_data[index], sd->inventory.u.items_inventory[index] );
  3835. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3836. int wlv = sd->inventory_data[index]->wlv;
  3837. struct weapon_data *wd;
  3838. struct weapon_atk *wa;
  3839. if(wlv >= MAX_WEAPON_LEVEL)
  3840. wlv = MAX_WEAPON_LEVEL;
  3841. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3842. wd = &sd->left_weapon; // Left-hand weapon
  3843. wa = &base_status->lhw;
  3844. } else {
  3845. wd = &sd->right_weapon;
  3846. wa = &base_status->rhw;
  3847. }
  3848. wa->atk += sd->inventory_data[index]->atk;
  3849. if( info != nullptr ){
  3850. wa->atk2 += info->bonus / 100;
  3851. }
  3852. #ifdef RENEWAL
  3853. if (sd->bonus.weapon_atk_rate)
  3854. wa->atk = wa->atk * sd->bonus.weapon_atk_rate / 100;
  3855. wa->matk += sd->inventory_data[index]->matk;
  3856. wa->wlv = wlv;
  3857. // Renewal magic attack refine bonus
  3858. if( info != nullptr && sd->weapontype1 != W_BOW ){
  3859. wa->matk += info->bonus / 100;
  3860. }
  3861. #endif
  3862. // Overrefine bonus.
  3863. if( info != nullptr ){
  3864. wd->overrefine = info->randombonus_max / 100;
  3865. }
  3866. wa->range += sd->inventory_data[index]->range;
  3867. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3868. if (wd == &sd->left_weapon) {
  3869. sd->state.lr_flag = 1;
  3870. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3871. sd->state.lr_flag = 0;
  3872. } else
  3873. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3874. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3875. return 1;
  3876. }
  3877. #ifdef RENEWAL
  3878. if (sd->bonus.weapon_matk_rate)
  3879. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3880. #endif
  3881. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3882. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3883. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3884. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3885. wd->star += 10;
  3886. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3887. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3888. }
  3889. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3890. if( info != nullptr ){
  3891. refinedef += info->bonus;
  3892. }
  3893. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3894. if( i == EQI_HAND_L ) // Shield
  3895. sd->state.lr_flag = 3;
  3896. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3897. if( i == EQI_HAND_L ) // Shield
  3898. sd->state.lr_flag = 0;
  3899. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3900. return 1;
  3901. }
  3902. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3903. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3904. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3905. if( !calculating )
  3906. return 1;
  3907. }
  3908. }
  3909. }
  3910. if(sd->equip_index[EQI_AMMO] >= 0) {
  3911. index = sd->equip_index[EQI_AMMO];
  3912. if(sd->inventory_data[index]) { // Arrows
  3913. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3914. sd->state.lr_flag = 2;
  3915. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3916. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3917. sd->state.lr_flag = 0;
  3918. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3919. return 1;
  3920. }
  3921. }
  3922. // Process and check item combos
  3923. if (!sd->combos.empty()) {
  3924. for (const auto &combo : sd->combos) {
  3925. s_item_combo *item_combo;
  3926. current_equip_item_index = -1;
  3927. current_equip_combo_pos = combo->pos;
  3928. if (combo->bonus == nullptr || !(item_combo = itemdb_combo_exists(combo->id)))
  3929. continue;
  3930. bool no_run = false;
  3931. size_t j = 0;
  3932. // Check combo items
  3933. while (j < item_combo->nameid.size()) {
  3934. item_data *id = itemdb_exists(item_combo->nameid[j]);
  3935. // Don't run the script if at least one of combo's pair has restriction
  3936. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3937. no_run = true;
  3938. break;
  3939. }
  3940. j++;
  3941. }
  3942. if (no_run)
  3943. continue;
  3944. run_script(combo->bonus, 0, sd->bl.id, 0);
  3945. if (!calculating) // Abort, run_script retriggered this
  3946. return 1;
  3947. }
  3948. }
  3949. // Store equipment script bonuses
  3950. memcpy(sd->indexed_bonus.param_equip,sd->indexed_bonus.param_bonus,sizeof(sd->indexed_bonus.param_equip));
  3951. memset(sd->indexed_bonus.param_bonus, 0, sizeof(sd->indexed_bonus.param_bonus));
  3952. base_status->def += (refinedef+50)/100;
  3953. // Parse Cards
  3954. for (i = 0; i < EQI_MAX; i++) {
  3955. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3956. current_equip_combo_pos = 0;
  3957. if (index < 0)
  3958. continue;
  3959. if (i == EQI_AMMO)
  3960. continue;
  3961. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3962. continue;
  3963. if (sd->inventory_data[index]) {
  3964. int j;
  3965. struct item_data *data;
  3966. // Card script execution.
  3967. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3968. continue;
  3969. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3970. int c = sd->inventory.u.items_inventory[index].card[j];
  3971. current_equip_card_id= c;
  3972. if(!c)
  3973. continue;
  3974. data = itemdb_exists(c);
  3975. if(!data)
  3976. continue;
  3977. 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
  3978. run_script(data->equip_script,0,sd->bl.id,0);
  3979. if (!calculating)
  3980. return 1;
  3981. }
  3982. if(!data->script)
  3983. continue;
  3984. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3985. continue;
  3986. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3987. sd->state.lr_flag = 1;
  3988. run_script(data->script,0,sd->bl.id,0);
  3989. sd->state.lr_flag = 0;
  3990. } else
  3991. run_script(data->script,0,sd->bl.id,0);
  3992. if (!calculating) // Abort, run_script his function. [Skotlex]
  3993. return 1;
  3994. }
  3995. }
  3996. }
  3997. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3998. // Parse random options
  3999. for (i = 0; i < EQI_MAX; i++) {
  4000. current_equip_item_index = index = sd->equip_index[i];
  4001. current_equip_combo_pos = 0;
  4002. current_equip_opt_index = -1;
  4003. if (index < 0)
  4004. continue;
  4005. if (i == EQI_AMMO)
  4006. continue;
  4007. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  4008. continue;
  4009. if (sd->inventory_data[index]) {
  4010. for (uint8 j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  4011. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  4012. if (!opt_id)
  4013. continue;
  4014. current_equip_opt_index = j;
  4015. std::shared_ptr<s_random_opt_data> data = random_option_db.find(opt_id);
  4016. if (!data || !data->script)
  4017. continue;
  4018. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  4019. continue;
  4020. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  4021. sd->state.lr_flag = 1;
  4022. run_script(data->script, 0, sd->bl.id, 0);
  4023. sd->state.lr_flag = 0;
  4024. }
  4025. else
  4026. run_script(data->script, 0, sd->bl.id, 0);
  4027. if (!calculating)
  4028. return 1;
  4029. }
  4030. }
  4031. current_equip_opt_index = -1;
  4032. }
  4033. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  4034. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  4035. if (data && data->script)
  4036. run_script(data->script, 0, sd->bl.id, 0);
  4037. }
  4038. pc_bonus_script(sd);
  4039. if( sd->pd ) { // Pet Bonus
  4040. struct pet_data *pd = sd->pd;
  4041. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  4042. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  4043. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  4044. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  4045. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  4046. }
  4047. // param_bonus now holds card bonuses.
  4048. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  4049. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  4050. if(base_status->rhw.range < base_status->lhw.range)
  4051. base_status->rhw.range = base_status->lhw.range;
  4052. sd->bonus.double_rate += sd->bonus.double_add_rate;
  4053. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  4054. sd->bonus.splash_range += sd->bonus.splash_add_range;
  4055. // Damage modifiers from weapon type
  4056. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  4057. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  4058. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  4059. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  4060. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  4061. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  4062. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  4063. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  4064. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  4065. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  4066. { // When Riding with spear, damage modifier to mid-class becomes
  4067. // same as versus large size.
  4068. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  4069. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  4070. }
  4071. // ----- STATS CALCULATION -----
  4072. // Job bonuses
  4073. index = pc_class2idx(sd->status.class_);
  4074. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  4075. if(!job_info[index].job_bonus[i])
  4076. continue;
  4077. switch(job_info[index].job_bonus[i]) {
  4078. case 1: base_status->str++; break;
  4079. case 2: base_status->agi++; break;
  4080. case 3: base_status->vit++; break;
  4081. case 4: base_status->int_++; break;
  4082. case 5: base_status->dex++; break;
  4083. case 6: base_status->luk++; break;
  4084. }
  4085. }
  4086. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  4087. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  4088. base_status->str += 10;
  4089. base_status->agi += 10;
  4090. base_status->vit += 10;
  4091. base_status->int_+= 10;
  4092. base_status->dex += 10;
  4093. base_status->luk += 10;
  4094. }
  4095. // Absolute modifiers from passive skills
  4096. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  4097. base_status->str++;
  4098. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  4099. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  4100. if((skill=pc_checkskill(sd,AC_OWL))>0)
  4101. base_status->dex += skill;
  4102. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  4103. base_status->int_ += skill;
  4104. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  4105. base_status->int_ += 20;
  4106. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  4107. i = base_status->str + sd->status.str + sd->indexed_bonus.param_bonus[0] + sd->indexed_bonus.param_equip[0];
  4108. base_status->str = cap_value(i,0,USHRT_MAX);
  4109. i = base_status->agi + sd->status.agi + sd->indexed_bonus.param_bonus[1] + sd->indexed_bonus.param_equip[1];
  4110. base_status->agi = cap_value(i,0,USHRT_MAX);
  4111. i = base_status->vit + sd->status.vit + sd->indexed_bonus.param_bonus[2] + sd->indexed_bonus.param_equip[2];
  4112. base_status->vit = cap_value(i,0,USHRT_MAX);
  4113. i = base_status->int_+ sd->status.int_+ sd->indexed_bonus.param_bonus[3] + sd->indexed_bonus.param_equip[3];
  4114. base_status->int_ = cap_value(i,0,USHRT_MAX);
  4115. i = base_status->dex + sd->status.dex + sd->indexed_bonus.param_bonus[4] + sd->indexed_bonus.param_equip[4];
  4116. base_status->dex = cap_value(i,0,USHRT_MAX);
  4117. i = base_status->luk + sd->status.luk + sd->indexed_bonus.param_bonus[5] + sd->indexed_bonus.param_equip[5];
  4118. base_status->luk = cap_value(i,0,USHRT_MAX);
  4119. if (sd->special_state.no_walk_delay) {
  4120. if (sc->data[SC_ENDURE]) {
  4121. if (sc->data[SC_ENDURE]->val4)
  4122. sc->data[SC_ENDURE]->val4 = 0;
  4123. status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER);
  4124. }
  4125. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  4126. base_status->mdef++;
  4127. }
  4128. // ------ ATTACK CALCULATION ------
  4129. // Base batk value is set in status_calc_misc
  4130. #ifndef RENEWAL
  4131. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  4132. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->indexed_bonus.weapon_atk[sd->status.weapon])
  4133. base_status->batk += sd->indexed_bonus.weapon_atk[sd->status.weapon];
  4134. // Absolute modifiers from passive skills
  4135. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  4136. base_status->batk += 4;
  4137. #else
  4138. base_status->watk = status_weapon_atk(base_status->rhw);
  4139. base_status->watk2 = status_weapon_atk(base_status->lhw);
  4140. base_status->eatk = sd->bonus.eatk;
  4141. #endif
  4142. // ----- HP MAX CALCULATION -----
  4143. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  4144. if(battle_config.hp_rate != 100)
  4145. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  4146. if (sd->status.base_level < 100)
  4147. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  4148. else if (sd->status.base_level < 151)
  4149. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  4150. else
  4151. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  4152. // ----- SP MAX CALCULATION -----
  4153. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  4154. if(battle_config.sp_rate != 100)
  4155. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  4156. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  4157. // ----- RESPAWN HP/SP -----
  4158. // Calc respawn hp and store it on base_status
  4159. if (sd->special_state.restart_full_recover) {
  4160. base_status->hp = base_status->max_hp;
  4161. base_status->sp = base_status->max_sp;
  4162. } else {
  4163. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  4164. && battle_config.restart_hp_rate < 50)
  4165. base_status->hp = base_status->max_hp>>1;
  4166. else
  4167. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  4168. if(!base_status->hp)
  4169. base_status->hp = 1;
  4170. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  4171. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  4172. base_status->sp = 1;
  4173. }
  4174. // ----- MISC CALCULATION -----
  4175. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  4176. // Equipment modifiers for misc settings
  4177. if(sd->matk_rate < 0)
  4178. sd->matk_rate = 0;
  4179. if(sd->matk_rate != 100) {
  4180. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  4181. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  4182. }
  4183. if(sd->hit_rate < 0)
  4184. sd->hit_rate = 0;
  4185. if(sd->hit_rate != 100)
  4186. base_status->hit = base_status->hit * sd->hit_rate/100;
  4187. if(sd->flee_rate < 0)
  4188. sd->flee_rate = 0;
  4189. if(sd->flee_rate != 100)
  4190. base_status->flee = base_status->flee * sd->flee_rate/100;
  4191. if(sd->def2_rate < 0)
  4192. sd->def2_rate = 0;
  4193. if(sd->def2_rate != 100)
  4194. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  4195. if(sd->mdef2_rate < 0)
  4196. sd->mdef2_rate = 0;
  4197. if(sd->mdef2_rate != 100)
  4198. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  4199. if(sd->critical_rate < 0)
  4200. sd->critical_rate = 0;
  4201. if(sd->critical_rate != 100)
  4202. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  4203. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  4204. base_status->cri += 200;
  4205. if(sd->flee2_rate < 0)
  4206. sd->flee2_rate = 0;
  4207. if(sd->flee2_rate != 100)
  4208. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  4209. // ----- HIT CALCULATION -----
  4210. // Absolute modifiers from passive skills
  4211. #ifndef RENEWAL
  4212. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  4213. base_status->hit += skill*2;
  4214. #endif
  4215. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  4216. #ifndef RENEWAL
  4217. base_status->hit += skill;
  4218. #endif
  4219. if(sd->status.weapon == W_BOW)
  4220. base_status->rhw.range += skill;
  4221. }
  4222. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  4223. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  4224. base_status->hit += 2*skill;
  4225. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  4226. base_status->hit += skill;
  4227. base_status->rhw.range += skill;
  4228. }
  4229. }
  4230. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  4231. base_status->hit += skill * 3;
  4232. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  4233. base_status->hit += skill * 2;
  4234. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  4235. base_status->hit += 20;
  4236. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  4237. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  4238. // ----- FLEE CALCULATION -----
  4239. // Absolute modifiers from passive skills
  4240. if((skill=pc_checkskill(sd,TF_MISS))>0)
  4241. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  4242. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  4243. base_status->flee += (skill*3)>>1;
  4244. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  4245. base_status->flee += 20;
  4246. // ----- CRITICAL CALCULATION -----
  4247. #ifdef RENEWAL
  4248. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  4249. base_status->cri += skill * 10;
  4250. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  4251. base_status->cri += skill * 10;
  4252. #endif
  4253. // ----- EQUIPMENT-DEF CALCULATION -----
  4254. // Apply relative modifiers from equipment
  4255. if(sd->def_rate < 0)
  4256. sd->def_rate = 0;
  4257. if(sd->def_rate != 100) {
  4258. i = base_status->def * sd->def_rate/100;
  4259. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  4260. }
  4261. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  4262. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  4263. #ifndef RENEWAL
  4264. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  4265. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  4266. base_status->def = (unsigned char)battle_config.max_def;
  4267. }
  4268. #endif
  4269. // ----- EQUIPMENT-MDEF CALCULATION -----
  4270. // Apply relative modifiers from equipment
  4271. if(sd->mdef_rate < 0)
  4272. sd->mdef_rate = 0;
  4273. if(sd->mdef_rate != 100) {
  4274. i = base_status->mdef * sd->mdef_rate/100;
  4275. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  4276. }
  4277. #ifndef RENEWAL
  4278. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  4279. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  4280. base_status->mdef = (signed char)battle_config.max_def;
  4281. }
  4282. #endif
  4283. // ----- ASPD CALCULATION -----
  4284. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  4285. // Basic ASPD value
  4286. i = status_base_amotion_pc(sd,base_status);
  4287. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  4288. // Relative modifiers from passive skills
  4289. // Renewal modifiers are handled in status_base_amotion_pc
  4290. #ifndef RENEWAL_ASPD
  4291. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  4292. base_status->aspd_rate -= 5*skill;
  4293. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  4294. base_status->aspd_rate -= 30*skill;
  4295. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  4296. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  4297. base_status->aspd_rate -= ((skill+1)/2) * 10;
  4298. if(pc_isriding(sd))
  4299. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  4300. else if(pc_isridingdragon(sd))
  4301. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  4302. #endif
  4303. base_status->adelay = 2*base_status->amotion;
  4304. // ----- DMOTION -----
  4305. i = 800-base_status->agi*4;
  4306. base_status->dmotion = cap_value(i, 400, 800);
  4307. if(battle_config.pc_damage_delay_rate != 100)
  4308. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  4309. // ----- MISC CALCULATIONS -----
  4310. // Weight
  4311. status_calc_weight(sd, CALCWT_MAXBONUS);
  4312. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  4313. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  4314. sd->regen.state.walk = 1;
  4315. else
  4316. sd->regen.state.walk = 0;
  4317. // Skill SP cost
  4318. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  4319. sd->dsprate -= 4*skill;
  4320. if(sc->data[SC_SERVICE4U])
  4321. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  4322. if(sc->data[SC_SPCOST_RATE])
  4323. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  4324. // Underflow protections.
  4325. if(sd->dsprate < 0)
  4326. sd->dsprate = 0;
  4327. if(sd->castrate < 0)
  4328. sd->castrate = 0;
  4329. if(sd->delayrate < 0)
  4330. sd->delayrate = 0;
  4331. if(sd->hprecov_rate < 0)
  4332. sd->hprecov_rate = 0;
  4333. if(sd->sprecov_rate < 0)
  4334. sd->sprecov_rate = 0;
  4335. // Anti-element and anti-race
  4336. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  4337. sd->indexed_bonus.subele[ELE_HOLY] += skill*5;
  4338. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  4339. sd->indexed_bonus.subele[ELE_NEUTRAL] += skill;
  4340. sd->indexed_bonus.subele[ELE_FIRE] += skill*5;
  4341. }
  4342. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  4343. #ifdef RENEWAL
  4344. skill = skill * 2;
  4345. #else
  4346. skill = skill * 4;
  4347. #endif
  4348. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  4349. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  4350. sd->indexed_bonus.magic_addrace[RC_DRAGON]+=skill;
  4351. sd->indexed_bonus.subrace[RC_DRAGON]+=skill;
  4352. }
  4353. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  4354. sd->right_weapon.addrace[RC_DEMON] += skill;
  4355. sd->right_weapon.addele[ELE_DARK] += skill;
  4356. sd->left_weapon.addrace[RC_DEMON] += skill;
  4357. sd->left_weapon.addele[ELE_DARK] += skill;
  4358. sd->indexed_bonus.magic_addrace[RC_DEMON] += skill;
  4359. sd->indexed_bonus.magic_addele[ELE_DARK] += skill;
  4360. sd->indexed_bonus.subrace[RC_DEMON] += skill;
  4361. sd->indexed_bonus.subele[ELE_DARK] += skill;
  4362. }
  4363. if(sc->count) {
  4364. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  4365. sc->data[SC_CONCENTRATE]->val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  4366. sc->data[SC_CONCENTRATE]->val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  4367. }
  4368. if(sc->data[SC_SIEGFRIED]) {
  4369. i = sc->data[SC_SIEGFRIED]->val2;
  4370. sd->indexed_bonus.subele[ELE_WATER] += i;
  4371. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4372. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4373. sd->indexed_bonus.subele[ELE_WIND] += i;
  4374. #ifndef RENEWAL
  4375. sd->indexed_bonus.subele[ELE_POISON] += i;
  4376. sd->indexed_bonus.subele[ELE_HOLY] += i;
  4377. sd->indexed_bonus.subele[ELE_DARK] += i;
  4378. sd->indexed_bonus.subele[ELE_GHOST] += i;
  4379. sd->indexed_bonus.subele[ELE_UNDEAD] += i;
  4380. #endif
  4381. }
  4382. #ifdef RENEWAL
  4383. if (sc->data[SC_BASILICA]) {
  4384. i = sc->data[SC_BASILICA]->val1 * 5;
  4385. sd->right_weapon.addele[ELE_DARK] += i;
  4386. sd->right_weapon.addele[ELE_UNDEAD] += i;
  4387. sd->left_weapon.addele[ELE_DARK] += i;
  4388. sd->left_weapon.addele[ELE_UNDEAD] += i;
  4389. sd->indexed_bonus.magic_atk_ele[ELE_HOLY] += sc->data[SC_BASILICA]->val1 * 3;
  4390. }
  4391. if (sc->data[SC_FIREWEAPON])
  4392. sd->indexed_bonus.magic_atk_ele[ELE_FIRE] += sc->data[SC_FIREWEAPON]->val1;
  4393. if (sc->data[SC_WINDWEAPON])
  4394. sd->indexed_bonus.magic_atk_ele[ELE_WIND] += sc->data[SC_WINDWEAPON]->val1;
  4395. if (sc->data[SC_WATERWEAPON])
  4396. sd->indexed_bonus.magic_atk_ele[ELE_WATER] += sc->data[SC_WATERWEAPON]->val1;
  4397. if (sc->data[SC_EARTHWEAPON])
  4398. sd->indexed_bonus.magic_atk_ele[ELE_EARTH] += sc->data[SC_EARTHWEAPON]->val1;
  4399. #endif
  4400. if(sc->data[SC_PROVIDENCE]) {
  4401. sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  4402. sd->indexed_bonus.subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  4403. }
  4404. if (sc->data[SC_GEFFEN_MAGIC1]) {
  4405. sd->right_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4406. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4407. sd->left_weapon.addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4408. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4409. }
  4410. if (sc->data[SC_GEFFEN_MAGIC2]) {
  4411. sd->indexed_bonus.magic_addrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  4412. sd->indexed_bonus.magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  4413. }
  4414. if(sc->data[SC_GEFFEN_MAGIC3]) {
  4415. sd->indexed_bonus.subrace[RC_PLAYER_HUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  4416. sd->indexed_bonus.subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  4417. }
  4418. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  4419. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  4420. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  4421. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  4422. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  4423. }
  4424. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  4425. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  4426. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  4427. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  4428. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  4429. }
  4430. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  4431. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  4432. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  4433. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  4434. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  4435. }
  4436. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  4437. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  4438. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  4439. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  4440. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  4441. }
  4442. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  4443. sd->indexed_bonus.subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  4444. sd->indexed_bonus.subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  4445. sd->indexed_bonus.subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  4446. sd->indexed_bonus.subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  4447. }
  4448. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  4449. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  4450. sd->indexed_bonus.subele[ELE_FIRE] += i;
  4451. sd->indexed_bonus.subele[ELE_WATER] -= i;
  4452. }
  4453. if( sc->data[SC_WATER_DROP_OPTION] ) {
  4454. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  4455. sd->indexed_bonus.subele[ELE_WATER] += i;
  4456. sd->indexed_bonus.subele[ELE_WIND] -= i;
  4457. }
  4458. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  4459. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  4460. sd->indexed_bonus.subele[ELE_WIND] += i;
  4461. sd->indexed_bonus.subele[ELE_EARTH] -= i;
  4462. }
  4463. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  4464. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  4465. sd->indexed_bonus.subele[ELE_EARTH] += i;
  4466. sd->indexed_bonus.subele[ELE_FIRE] -= i;
  4467. }
  4468. if (sc->data[SC_MTF_MLEATKED] )
  4469. sd->indexed_bonus.subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  4470. if (sc->data[SC_MTF_CRIDAMAGE])
  4471. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  4472. if (sc->data[SC_GLASTHEIM_ATK]) {
  4473. sd->indexed_bonus.ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
  4474. sd->indexed_bonus.ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
  4475. }
  4476. if (sc->data[SC_LAUDARAMUS])
  4477. sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
  4478. #ifdef RENEWAL
  4479. if (sc->data[SC_FORTUNE])
  4480. sd->bonus.crit_atk_rate += 2 * sc->data[SC_FORTUNE]->val1;
  4481. #endif
  4482. if (sc->data[SC_SYMPHONYOFLOVER]) {
  4483. sd->indexed_bonus.subele[ELE_GHOST] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  4484. sd->indexed_bonus.subele[ELE_HOLY] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  4485. }
  4486. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0)
  4487. sd->bonus.crit_atk_rate += sc->data[SC_PYREXIA]->val2;
  4488. if (sc->data[SC_LUXANIMA]) {
  4489. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->data[SC_LUXANIMA]->val3);
  4490. sd->bonus.crit_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4491. sd->bonus.short_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4492. sd->bonus.long_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4493. }
  4494. if (sc->data[SC_STRIKING])
  4495. sd->bonus.perfect_hit += 20 + 10 * pc_checkskill(sd, SO_STRIKING);
  4496. }
  4497. status_cpy(&sd->battle_status, base_status);
  4498. // ----- CLIENT-SIDE REFRESH -----
  4499. if(!sd->bl.prev) {
  4500. // Will update on LoadEndAck
  4501. calculating = 0;
  4502. return 0;
  4503. }
  4504. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  4505. clif_skillinfoblock(sd);
  4506. // If the skill is learned, the status is infinite.
  4507. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  4508. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4509. calculating = 0;
  4510. return 0;
  4511. }
  4512. /// Intermediate function since C++ does not have a try-finally syntax
  4513. int status_calc_pc_( struct map_session_data* sd, enum e_status_calc_opt opt ){
  4514. // Save the old script the player was attached to
  4515. struct script_state* previous_st = sd->st;
  4516. // Store the return value of the original function
  4517. int ret = status_calc_pc_sub( sd, opt );
  4518. // If an old script is present
  4519. if( previous_st ){
  4520. // Reattach the player to it, so that the limitations of that script kick back in
  4521. script_attach_state( previous_st );
  4522. }
  4523. // Return the original return value
  4524. return ret;
  4525. }
  4526. /**
  4527. * Calculates Mercenary data
  4528. * @param md: Mercenary object
  4529. * @param opt: Whether it is first calc or not (0 on level up or status)
  4530. * @return 0
  4531. */
  4532. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  4533. {
  4534. struct status_data *status = &md->base_status;
  4535. struct s_mercenary *merc = &md->mercenary;
  4536. if (opt&SCO_FIRST) {
  4537. memcpy(status, &md->db->status, sizeof(struct status_data));
  4538. status->class_ = CLASS_NORMAL;
  4539. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4540. status->hp = status->max_hp;
  4541. status->sp = status->max_sp;
  4542. md->battle_status.hp = merc->hp;
  4543. md->battle_status.sp = merc->sp;
  4544. if (md->master)
  4545. status->speed = status_get_speed(&md->master->bl);
  4546. }
  4547. status_calc_misc(&md->bl, status, md->db->lv);
  4548. status_cpy(&md->battle_status, status);
  4549. return 0;
  4550. }
  4551. /**
  4552. * Calculates Homunculus data
  4553. * @param hd: Homunculus object
  4554. * @param opt: Whether it is first calc or not (0 on level up or status)
  4555. * @return 1
  4556. */
  4557. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  4558. {
  4559. struct status_data *status = &hd->base_status;
  4560. struct s_homunculus *hom = &hd->homunculus;
  4561. int skill_lv;
  4562. int amotion;
  4563. status->str = hom->str / 10;
  4564. status->agi = hom->agi / 10;
  4565. status->vit = hom->vit / 10;
  4566. status->dex = hom->dex / 10;
  4567. status->int_ = hom->int_ / 10;
  4568. status->luk = hom->luk / 10;
  4569. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4570. if (opt&SCO_FIRST) {
  4571. const struct s_homunculus_db *db = hd->homunculusDB;
  4572. status->def_ele = db->element;
  4573. status->ele_lv = 1;
  4574. status->race = db->race;
  4575. status->class_ = CLASS_NORMAL;
  4576. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  4577. status->rhw.range = 1 + status->size;
  4578. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4579. status->speed = DEFAULT_WALK_SPEED;
  4580. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4581. status->speed = status_get_speed(&hd->master->bl);
  4582. status->hp = 1;
  4583. status->sp = 1;
  4584. }
  4585. status->aspd_rate = 1000;
  4586. #ifdef RENEWAL
  4587. amotion = hd->homunculusDB->baseASPD;
  4588. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  4589. status->def = status->mdef = 0;
  4590. #else
  4591. skill_lv = hom->level / 10 + status->vit / 5;
  4592. status->def = cap_value(skill_lv, 0, 99);
  4593. skill_lv = hom->level / 10 + status->int_ / 5;
  4594. status->mdef = cap_value(skill_lv, 0, 99);
  4595. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4596. #endif
  4597. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4598. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4599. status->max_hp = hom->max_hp;
  4600. status->max_sp = hom->max_sp;
  4601. hom_calc_skilltree(hd, 0);
  4602. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4603. status->def += skill_lv * 4;
  4604. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4605. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4606. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4607. }
  4608. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4609. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4610. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4611. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  4612. if (opt&SCO_FIRST) {
  4613. hd->battle_status.hp = hom->hp;
  4614. hd->battle_status.sp = hom->sp;
  4615. if(hom->class_ == 6052) // Eleanor
  4616. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4617. }
  4618. #ifndef RENEWAL
  4619. status->rhw.atk = status->dex;
  4620. status->rhw.atk2 = status->str + hom->level;
  4621. #endif
  4622. status_calc_misc(&hd->bl, status, hom->level);
  4623. status_cpy(&hd->battle_status, status);
  4624. return 1;
  4625. }
  4626. /**
  4627. * Calculates Elemental data
  4628. * @param ed: Elemental object
  4629. * @param opt: Whether it is first calc or not (0 on status change)
  4630. * @return 0
  4631. */
  4632. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  4633. {
  4634. struct status_data *status = &ed->base_status;
  4635. struct s_elemental *ele = &ed->elemental;
  4636. struct map_session_data *sd = ed->master;
  4637. if( !sd )
  4638. return 0;
  4639. if (opt&SCO_FIRST) {
  4640. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4641. if( !ele->mode )
  4642. status->mode = EL_MODE_PASSIVE;
  4643. else
  4644. status->mode = ele->mode;
  4645. status->class_ = CLASS_NORMAL;
  4646. status_calc_misc(&ed->bl, status, 0);
  4647. status->max_hp = ele->max_hp;
  4648. status->max_sp = ele->max_sp;
  4649. status->hp = ele->hp;
  4650. status->sp = ele->sp;
  4651. status->rhw.atk = ele->atk;
  4652. status->rhw.atk2 = ele->atk2;
  4653. status->matk_min += ele->matk;
  4654. status->def += ele->def;
  4655. status->mdef += ele->mdef;
  4656. status->flee = ele->flee;
  4657. status->hit = ele->hit;
  4658. if (ed->master)
  4659. status->speed = status_get_speed(&ed->master->bl);
  4660. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4661. } else {
  4662. status_calc_misc(&ed->bl, status, 0);
  4663. status_cpy(&ed->battle_status, status);
  4664. }
  4665. return 0;
  4666. }
  4667. /**
  4668. * Calculates NPC data
  4669. * @param nd: NPC object
  4670. * @param opt: Whether it is first calc or not (what?)
  4671. * @return 0
  4672. */
  4673. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  4674. {
  4675. struct status_data *status = &nd->status;
  4676. if (!nd)
  4677. return 0;
  4678. if (opt&SCO_FIRST) {
  4679. status->hp = 1;
  4680. status->sp = 1;
  4681. status->max_hp = 1;
  4682. status->max_sp = 1;
  4683. status->def_ele = ELE_NEUTRAL;
  4684. status->ele_lv = 1;
  4685. status->race = RC_DEMIHUMAN;
  4686. status->class_ = CLASS_NORMAL;
  4687. status->size = nd->size;
  4688. status->rhw.range = 1 + status->size;
  4689. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4690. status->speed = nd->speed;
  4691. }
  4692. status->str = nd->stat_point + nd->params.str;
  4693. status->agi = nd->stat_point + nd->params.agi;
  4694. status->vit = nd->stat_point + nd->params.vit;
  4695. status->int_= nd->stat_point + nd->params.int_;
  4696. status->dex = nd->stat_point + nd->params.dex;
  4697. status->luk = nd->stat_point + nd->params.luk;
  4698. status_calc_misc(&nd->bl, status, nd->level);
  4699. status_cpy(&nd->status, status);
  4700. return 0;
  4701. }
  4702. /**
  4703. * Calculates regeneration values
  4704. * Applies passive skill regeneration additions
  4705. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4706. * @param status: Object's status
  4707. * @param regen: Object's base regeneration data
  4708. */
  4709. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4710. {
  4711. struct map_session_data *sd;
  4712. struct status_change *sc;
  4713. int val, skill, reg_flag;
  4714. if( !(bl->type&BL_REGEN) || !regen )
  4715. return;
  4716. sd = BL_CAST(BL_PC,bl);
  4717. sc = status_get_sc(bl);
  4718. val = 1 + (status->vit/5) + (status->max_hp/200);
  4719. if( sd && sd->hprecov_rate != 100 )
  4720. val = val*sd->hprecov_rate/100;
  4721. reg_flag = bl->type == BL_PC ? 0 : 1;
  4722. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4723. val = 1 + (status->int_/6) + (status->max_sp/100);
  4724. if( status->int_ >= 120 )
  4725. val += ((status->int_-120)>>1) + 4;
  4726. if( sd && sd->sprecov_rate != 100 )
  4727. val = val*sd->sprecov_rate/100;
  4728. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4729. if( sd ) {
  4730. struct regen_data_sub *sregen;
  4731. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4732. val = regen->sp*(100+3*skill)/100;
  4733. regen->sp = cap_value(val, 1, SHRT_MAX);
  4734. }
  4735. // Only players have skill/sitting skill regen for now.
  4736. sregen = regen->sregen;
  4737. val = 0;
  4738. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4739. val += skill*5 + skill*status->max_hp/500;
  4740. if (sc && sc->count) {
  4741. if (sc->data[SC_INCREASE_MAXHP])
  4742. val += val * sc->data[SC_INCREASE_MAXHP]->val2 / 100;
  4743. }
  4744. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4745. val = 0;
  4746. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4747. val += skill*3 + skill*status->max_sp/500;
  4748. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4749. val += skill*3 + skill*status->max_sp/500;
  4750. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4751. val += 3 + 3 * skill;
  4752. if (sc && sc->count) {
  4753. if (sc->data[SC_SHRIMPBLESSING])
  4754. val *= 150 / 100;
  4755. if (sc->data[SC_ANCILLA])
  4756. val += sc->data[SC_ANCILLA]->val2 / 100;
  4757. if (sc->data[SC_INCREASE_MAXSP])
  4758. val += val * sc->data[SC_INCREASE_MAXSP]->val2 / 100;
  4759. }
  4760. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4761. // Skill-related recovery (only when sit)
  4762. sregen = regen->ssregen;
  4763. val = 0;
  4764. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4765. val += skill*4 + skill*status->max_hp/500;
  4766. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4767. val += skill*30 + skill*status->max_hp/500;
  4768. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4769. val = 0;
  4770. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4771. val += skill*3 + skill*status->max_sp/500;
  4772. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4773. val += (30+10*skill)*val/100;
  4774. }
  4775. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4776. val += skill*2 + skill*status->max_sp/500;
  4777. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4778. }
  4779. if( bl->type == BL_HOM ) {
  4780. struct homun_data *hd = (TBL_HOM*)bl;
  4781. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4782. val = regen->hp*(100+5*skill)/100;
  4783. regen->hp = cap_value(val, 1, SHRT_MAX);
  4784. }
  4785. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4786. val = regen->sp*(100+3*skill)/100;
  4787. regen->sp = cap_value(val, 1, SHRT_MAX);
  4788. }
  4789. } else if( bl->type == BL_MER ) {
  4790. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4791. regen->hp = cap_value(val, 1, SHRT_MAX);
  4792. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4793. regen->sp = cap_value(val, 1, SHRT_MAX);
  4794. } else if( bl->type == BL_ELEM ) {
  4795. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4796. regen->hp = cap_value(val, 1, SHRT_MAX);
  4797. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4798. regen->sp = cap_value(val, 1, SHRT_MAX);
  4799. }
  4800. }
  4801. /**
  4802. * Calculates SC (Status Changes) regeneration values
  4803. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4804. * @param regen: Object's base regeneration data
  4805. * @param sc: Object's status change data
  4806. */
  4807. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4808. {
  4809. if (!(bl->type&BL_REGEN) || !regen)
  4810. return;
  4811. regen->flag = RGN_HP|RGN_SP;
  4812. if(regen->sregen) {
  4813. if (regen->sregen->hp)
  4814. regen->flag |= RGN_SHP;
  4815. if (regen->sregen->sp)
  4816. regen->flag |= RGN_SSP;
  4817. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4818. }
  4819. if (regen->ssregen) {
  4820. if (regen->ssregen->hp)
  4821. regen->flag |= RGN_SHP;
  4822. if (regen->ssregen->sp)
  4823. regen->flag |= RGN_SSP;
  4824. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4825. }
  4826. regen->rate.hp = regen->rate.sp = 100;
  4827. if (!sc || !sc->count)
  4828. return;
  4829. // No HP or SP regen
  4830. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4831. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4832. || sc->data[SC_BERSERK]
  4833. || sc->data[SC_TRICKDEAD]
  4834. || sc->data[SC_BLEEDING]
  4835. || (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 1)
  4836. || sc->data[SC_SATURDAYNIGHTFEVER]
  4837. || sc->data[SC_REBOUND])
  4838. regen->flag = RGN_NONE;
  4839. // No natural SP regen
  4840. if (sc->data[SC_DANCING] ||
  4841. #ifdef RENEWAL
  4842. sc->data[SC_MAXIMIZEPOWER] ||
  4843. #endif
  4844. #ifndef RENEWAL
  4845. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4846. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4847. #else
  4848. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4849. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4850. #endif
  4851. (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1))
  4852. regen->flag &= ~RGN_SP;
  4853. if (sc->data[SC_TENSIONRELAX]) {
  4854. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4855. regen->state.overweight = 0; // 1x HP regen
  4856. else {
  4857. regen->rate.hp += 200;
  4858. if (regen->sregen)
  4859. regen->sregen->rate.hp += 200;
  4860. }
  4861. }
  4862. if (sc->data[SC_MAGNIFICAT])
  4863. regen->rate.sp += 100;
  4864. if (sc->data[SC_REGENERATION]) {
  4865. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4866. if (!sce->val4) {
  4867. regen->rate.hp += (sce->val2*100);
  4868. regen->rate.sp += (sce->val3*100);
  4869. } else
  4870. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4871. }
  4872. if(sc->data[SC_GT_REVITALIZE]) {
  4873. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4874. regen->state.walk = 1;
  4875. }
  4876. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4877. regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
  4878. if (sc->data[SC_VITATA_500])
  4879. regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
  4880. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4881. int ele_class = status_get_class(bl);
  4882. switch (ele_class) {
  4883. case ELEMENTALID_AGNI_S:
  4884. case ELEMENTALID_AGNI_M:
  4885. case ELEMENTALID_AGNI_L:
  4886. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4887. regen->rate.hp += 100;
  4888. break;
  4889. case ELEMENTALID_AQUA_S:
  4890. case ELEMENTALID_AQUA_M:
  4891. case ELEMENTALID_AQUA_L:
  4892. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4893. regen->rate.hp += 100;
  4894. break;
  4895. case ELEMENTALID_VENTUS_S:
  4896. case ELEMENTALID_VENTUS_M:
  4897. case ELEMENTALID_VENTUS_L:
  4898. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4899. regen->rate.hp += 100;
  4900. break;
  4901. case ELEMENTALID_TERA_S:
  4902. case ELEMENTALID_TERA_M:
  4903. case ELEMENTALID_TERA_L:
  4904. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4905. regen->rate.hp += 100;
  4906. break;
  4907. }
  4908. }
  4909. if (sc->data[SC_CATNIPPOWDER]) {
  4910. regen->rate.hp *= 2;
  4911. regen->rate.sp *= 2;
  4912. }
  4913. #ifdef RENEWAL
  4914. if (sc->data[SC_NIBELUNGEN]) {
  4915. if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPREGEN)
  4916. regen->rate.hp += 100;
  4917. else if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPREGEN)
  4918. regen->rate.sp += 100;
  4919. }
  4920. #endif
  4921. if (sc->data[SC_SIRCLEOFNATURE])
  4922. regen->rate.hp += sc->data[SC_SIRCLEOFNATURE]->val2;
  4923. if (sc->data[SC_SONGOFMANA])
  4924. regen->rate.sp += sc->data[SC_SONGOFMANA]->val3;
  4925. }
  4926. /**
  4927. * Applies a state to a unit - See [StatusChangeStateTable]
  4928. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4929. * @param sc: Object's status change data
  4930. * @param flag: Which state to apply to bl
  4931. * @param start: (1) start state, (0) remove state
  4932. */
  4933. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4934. {
  4935. /// No sc at all, we can zero without any extra weight over our conciousness
  4936. if( !sc->count ) {
  4937. memset(&sc->cant, 0, sizeof (sc->cant));
  4938. return;
  4939. }
  4940. // Can't move
  4941. if( flag&SCS_NOMOVE ) {
  4942. if( !(flag&SCS_NOMOVECOND) )
  4943. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4944. else if(
  4945. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4946. #ifndef RENEWAL
  4947. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4948. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4949. #endif
  4950. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4951. )
  4952. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4953. }
  4954. // Can't use skills
  4955. if( flag&SCS_NOCAST ) {
  4956. if( !(flag&SCS_NOCASTCOND) )
  4957. sc->cant.cast += ( start ? 1 : -1 );
  4958. else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1)
  4959. sc->cant.cast += (start ? 1 : -1);
  4960. }
  4961. // Can't chat
  4962. if( flag&SCS_NOCHAT ) {
  4963. if( !(flag&SCS_NOCHATCOND) )
  4964. sc->cant.chat += ( start ? 1 : -1 );
  4965. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4966. sc->cant.chat += ( start ? 1 : -1 );
  4967. }
  4968. // Player-only states
  4969. if( bl->type == BL_PC ) {
  4970. // Can't pick-up items
  4971. if( flag&SCS_NOPICKITEM ) {
  4972. if( !(flag&SCS_NOPICKITEMCOND) )
  4973. sc->cant.pickup += ( start ? 1 : -1 );
  4974. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4975. sc->cant.pickup += ( start ? 1 : -1 );
  4976. }
  4977. // Can't drop items
  4978. if( flag&SCS_NODROPITEM ) {
  4979. if( !(flag&SCS_NODROPITEMCOND) )
  4980. sc->cant.drop += ( start ? 1 : -1 );
  4981. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4982. sc->cant.drop += ( start ? 1 : -1 );
  4983. }
  4984. }
  4985. return;
  4986. }
  4987. /**
  4988. * Recalculates parts of an objects status according to specified flags
  4989. * See [set_sc] [add_sc]
  4990. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4991. * @param flag: Which status has changed on bl
  4992. */
  4993. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4994. {
  4995. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4996. struct status_data *status = status_get_status_data(bl); // Battle Status
  4997. struct status_change *sc = status_get_sc(bl);
  4998. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4999. int temp;
  5000. if (!b_status || !status)
  5001. return;
  5002. /** [Playtester]
  5003. * This needs to be done even if there is currently no status change active, because
  5004. * we need to update the speed on the client when the last status change ends.
  5005. **/
  5006. if(flag&SCB_SPEED) {
  5007. struct unit_data *ud = unit_bl2ud(bl);
  5008. /** [Skotlex]
  5009. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  5010. * because if you step on something while walking, the moment this
  5011. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  5012. **/
  5013. if (ud)
  5014. ud->state.change_walk_target = ud->state.speed_changed = 1;
  5015. }
  5016. if(flag&SCB_STR) {
  5017. status->str = status_calc_str(bl, sc, b_status->str);
  5018. flag|=SCB_BATK;
  5019. if( bl->type&BL_HOM )
  5020. flag |= SCB_WATK;
  5021. }
  5022. if(flag&SCB_AGI) {
  5023. status->agi = status_calc_agi(bl, sc, b_status->agi);
  5024. flag|=SCB_FLEE
  5025. #ifdef RENEWAL
  5026. |SCB_DEF2
  5027. #endif
  5028. ;
  5029. if( bl->type&(BL_PC|BL_HOM) )
  5030. flag |= SCB_ASPD|SCB_DSPD;
  5031. }
  5032. if(flag&SCB_VIT) {
  5033. status->vit = status_calc_vit(bl, sc, b_status->vit);
  5034. flag|=SCB_DEF2|SCB_MDEF2;
  5035. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  5036. flag |= SCB_MAXHP;
  5037. if( bl->type&BL_HOM )
  5038. flag |= SCB_DEF;
  5039. }
  5040. if(flag&SCB_INT) {
  5041. status->int_ = status_calc_int(bl, sc, b_status->int_);
  5042. flag|=SCB_MATK|SCB_MDEF2;
  5043. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  5044. flag |= SCB_MAXSP;
  5045. if( bl->type&BL_HOM )
  5046. flag |= SCB_MDEF;
  5047. }
  5048. if(flag&SCB_DEX) {
  5049. status->dex = status_calc_dex(bl, sc, b_status->dex);
  5050. flag|=SCB_BATK|SCB_HIT
  5051. #ifdef RENEWAL
  5052. |SCB_MATK|SCB_MDEF2
  5053. #endif
  5054. ;
  5055. if( bl->type&(BL_PC|BL_HOM) )
  5056. flag |= SCB_ASPD;
  5057. if( bl->type&BL_HOM )
  5058. flag |= SCB_WATK;
  5059. }
  5060. if(flag&SCB_LUK) {
  5061. status->luk = status_calc_luk(bl, sc, b_status->luk);
  5062. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  5063. #ifdef RENEWAL
  5064. |SCB_MATK|SCB_HIT|SCB_FLEE
  5065. #endif
  5066. ;
  5067. }
  5068. if(flag&SCB_BATK && b_status->batk) {
  5069. int lv = status_get_lv(bl);
  5070. status->batk = status_base_atk(bl, status, lv);
  5071. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  5072. if (temp) {
  5073. temp += status->batk;
  5074. status->batk = cap_value(temp, 0, USHRT_MAX);
  5075. }
  5076. status->batk = status_calc_batk(bl, sc, status->batk);
  5077. }
  5078. if(flag&SCB_WATK) {
  5079. #ifndef RENEWAL
  5080. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  5081. if (!sd) // Should not affect weapon refine bonus
  5082. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  5083. if (sd && sd->bonus.weapon_atk_rate)
  5084. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  5085. if(b_status->lhw.atk) {
  5086. if (sd) {
  5087. sd->state.lr_flag = 1;
  5088. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  5089. sd->state.lr_flag = 0;
  5090. } else {
  5091. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  5092. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  5093. }
  5094. }
  5095. #else
  5096. if(!b_status->watk) { // We only have left-hand weapon
  5097. status->watk = 0;
  5098. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  5099. }
  5100. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  5101. #endif
  5102. }
  5103. if(flag&SCB_HIT) {
  5104. if (status->dex == b_status->dex
  5105. #ifdef RENEWAL
  5106. && status->luk == b_status->luk
  5107. #endif
  5108. )
  5109. status->hit = status_calc_hit(bl, sc, b_status->hit);
  5110. else
  5111. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  5112. #ifdef RENEWAL
  5113. + (status->luk/3 - b_status->luk/3)
  5114. #endif
  5115. );
  5116. }
  5117. if(flag&SCB_FLEE) {
  5118. if (status->agi == b_status->agi
  5119. #ifdef RENEWAL
  5120. && status->luk == b_status->luk
  5121. #endif
  5122. )
  5123. status->flee = status_calc_flee(bl, sc, b_status->flee);
  5124. else
  5125. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  5126. #ifdef RENEWAL
  5127. + (status->luk/5 - b_status->luk/5)
  5128. #endif
  5129. );
  5130. }
  5131. if(flag&SCB_DEF) {
  5132. status->def = status_calc_def(bl, sc, b_status->def);
  5133. if( bl->type&BL_HOM )
  5134. status->def += (status->vit/5 - b_status->vit/5);
  5135. }
  5136. if(flag&SCB_DEF2) {
  5137. if (status->vit == b_status->vit
  5138. #ifdef RENEWAL
  5139. && status->agi == b_status->agi
  5140. #endif
  5141. )
  5142. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  5143. else
  5144. status->def2 = status_calc_def2(bl, sc, b_status->def2
  5145. #ifdef RENEWAL
  5146. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  5147. #else
  5148. + (status->vit - b_status->vit)
  5149. #endif
  5150. );
  5151. }
  5152. if(flag&SCB_MDEF) {
  5153. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  5154. if( bl->type&BL_HOM )
  5155. status->mdef += (status->int_/5 - b_status->int_/5);
  5156. }
  5157. if(flag&SCB_MDEF2) {
  5158. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  5159. #ifdef RENEWAL
  5160. && status->dex == b_status->dex
  5161. #endif
  5162. )
  5163. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  5164. else
  5165. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  5166. #ifdef RENEWAL
  5167. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  5168. #else
  5169. + ((status->vit - b_status->vit)>>1)
  5170. #endif
  5171. );
  5172. }
  5173. if(flag&SCB_SPEED) {
  5174. status->speed = status_calc_speed(bl, sc, b_status->speed);
  5175. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  5176. status->speed = battle_config.max_walk_speed;
  5177. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  5178. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  5179. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  5180. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  5181. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  5182. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  5183. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  5184. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  5185. }
  5186. if(flag&SCB_CRI && b_status->cri) {
  5187. if (status->luk == b_status->luk)
  5188. status->cri = status_calc_critical(bl, sc, b_status->cri);
  5189. else
  5190. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  5191. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  5192. if (sd) {
  5193. if (sd->status.weapon == W_KATAR)
  5194. status->cri <<= 1;
  5195. }
  5196. }
  5197. if(flag&SCB_FLEE2 && b_status->flee2) {
  5198. if (status->luk == b_status->luk)
  5199. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  5200. else
  5201. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  5202. }
  5203. if(flag&SCB_ATK_ELE) {
  5204. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  5205. if (sd) sd->state.lr_flag = 1;
  5206. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  5207. if (sd) sd->state.lr_flag = 0;
  5208. }
  5209. if(flag&SCB_DEF_ELE) {
  5210. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  5211. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  5212. }
  5213. if(flag&SCB_MODE) {
  5214. status->mode = status_calc_mode(bl, sc, b_status->mode);
  5215. if (status->class_ != CLASS_BATTLEFIELD && status_has_mode(status, MD_STATUSIMMUNE|MD_SKILLIMMUNE))
  5216. status->class_ = CLASS_BATTLEFIELD;
  5217. else if (status->class_ != CLASS_BOSS && status_has_mode(status, MD_STATUSIMMUNE|MD_KNOCKBACKIMMUNE|MD_DETECTOR))
  5218. status->class_ = CLASS_BOSS;
  5219. else if (status->class_ != CLASS_GUARDIAN && status_has_mode(status, MD_STATUSIMMUNE))
  5220. status->class_ = CLASS_GUARDIAN;
  5221. else if (status->class_ != CLASS_NORMAL)
  5222. status->class_ = CLASS_NORMAL;
  5223. // Since mode changed, reset their state.
  5224. if (!status_has_mode(status,MD_CANATTACK))
  5225. unit_stop_attack(bl);
  5226. if (!status_has_mode(status,MD_CANMOVE))
  5227. unit_stop_walking(bl,1);
  5228. }
  5229. /**
  5230. * No status changes alter these yet.
  5231. * if(flag&SCB_SIZE)
  5232. * if(flag&SCB_RACE)
  5233. * if(flag&SCB_RANGE)
  5234. **/
  5235. if(flag&SCB_MAXHP) {
  5236. if( bl->type&BL_PC ) {
  5237. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  5238. if(battle_config.hp_rate != 100)
  5239. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  5240. if (sd->status.base_level < 100)
  5241. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  5242. else if (sd->status.base_level < 151)
  5243. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  5244. else
  5245. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  5246. }
  5247. else
  5248. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  5249. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  5250. status->hp = status->max_hp;
  5251. if( sd ) clif_updatestatus(sd,SP_HP);
  5252. }
  5253. }
  5254. if(flag&SCB_MAXSP) {
  5255. if( bl->type&BL_PC ) {
  5256. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  5257. if(battle_config.sp_rate != 100)
  5258. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  5259. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  5260. }
  5261. else
  5262. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  5263. if( status->sp > status->max_sp ) {
  5264. status->sp = status->max_sp;
  5265. if( sd ) clif_updatestatus(sd,SP_SP);
  5266. }
  5267. }
  5268. if(flag&SCB_MATK) {
  5269. #ifndef RENEWAL
  5270. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  5271. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  5272. #else
  5273. /**
  5274. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5275. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5276. **/
  5277. int lv = status_get_lv(bl);
  5278. status->matk_min = status_base_matk_min(bl, status, lv);
  5279. status->matk_max = status_base_matk_max(bl, status, lv);
  5280. switch( bl->type ) {
  5281. case BL_PC: {
  5282. int wMatk = 0;
  5283. int variance = 0;
  5284. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  5285. if (sd) {
  5286. uint16 skill_lv;
  5287. if (sd->bonus.ematk > 0)
  5288. status->matk_min += sd->bonus.ematk;
  5289. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  5290. status->matk_min += status->matk_min * 20 / 100;
  5291. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  5292. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5293. }
  5294. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  5295. status->matk_max = status->matk_min;
  5296. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5297. if (b_status->lhw.matk) {
  5298. if (sd) {
  5299. //sd->state.lr_flag = 1; //?? why was that set here
  5300. status->lhw.matk = b_status->lhw.matk;
  5301. sd->state.lr_flag = 0;
  5302. } else {
  5303. status->lhw.matk = b_status->lhw.matk;
  5304. }
  5305. }
  5306. if (b_status->rhw.matk) {
  5307. status->rhw.matk = b_status->rhw.matk;
  5308. }
  5309. if (status->rhw.matk) {
  5310. wMatk += status->rhw.matk;
  5311. variance += wMatk * status->rhw.wlv / 10;
  5312. }
  5313. if (status->lhw.matk) {
  5314. wMatk += status->lhw.matk;
  5315. variance += status->lhw.matk * status->lhw.wlv / 10;
  5316. }
  5317. status->matk_min += wMatk - variance;
  5318. status->matk_max += wMatk + variance;
  5319. }
  5320. break;
  5321. }
  5322. #endif
  5323. if (bl->type&BL_PC && sd->matk_rate != 100) {
  5324. status->matk_max = status->matk_max * sd->matk_rate/100;
  5325. status->matk_min = status->matk_min * sd->matk_rate/100;
  5326. }
  5327. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5328. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  5329. status->matk_min = status->matk_max;
  5330. #ifdef RENEWAL
  5331. if( sd && sd->right_weapon.overrefine > 0) {
  5332. status->matk_min++;
  5333. status->matk_max += sd->right_weapon.overrefine - 1;
  5334. }
  5335. #endif
  5336. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  5337. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  5338. }
  5339. if(flag&SCB_ASPD) {
  5340. int amotion;
  5341. if ( bl->type&BL_HOM ) {
  5342. #ifdef RENEWAL_ASPD
  5343. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  5344. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  5345. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  5346. #else
  5347. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  5348. amotion = status_calc_aspd_rate(bl, sc, amotion);
  5349. amotion = amotion * status->aspd_rate / 1000;
  5350. #endif
  5351. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5352. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5353. status->adelay = status->amotion;
  5354. } else if ( bl->type&BL_PC ) {
  5355. uint16 skill_lv;
  5356. amotion = status_base_amotion_pc(sd,status);
  5357. #ifndef RENEWAL_ASPD
  5358. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5359. #endif
  5360. // Absolute ASPD % modifiers
  5361. amotion = amotion * status->aspd_rate / 1000;
  5362. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5363. #ifdef RENEWAL_ASPD
  5364. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5365. #else
  5366. amotion += (2000 - amotion) * ( 55 - 5 * ( skill_lv + 1 ) ) / 100; //Increases amotion to reduce ASPD to the corresponding absolute percentage for each level (overriding other adjustments)
  5367. #endif
  5368. #ifdef RENEWAL_ASPD
  5369. // RE ASPD % modifier
  5370. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  5371. amotion = 10 * (200 - amotion);
  5372. amotion += sd->bonus.aspd_add;
  5373. #endif
  5374. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5375. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5376. status->adelay = 2 * status->amotion;
  5377. } else { // Mercenary and mobs
  5378. amotion = b_status->amotion;
  5379. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5380. amotion = amotion*status->aspd_rate/1000;
  5381. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5382. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5383. temp = b_status->adelay*status->aspd_rate/1000;
  5384. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5385. }
  5386. }
  5387. if(flag&SCB_DSPD) {
  5388. int dmotion;
  5389. if( bl->type&BL_PC ) {
  5390. if (b_status->agi == status->agi)
  5391. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5392. else {
  5393. dmotion = 800-status->agi*4;
  5394. status->dmotion = cap_value(dmotion, 400, 800);
  5395. if(battle_config.pc_damage_delay_rate != 100)
  5396. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5397. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5398. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5399. }
  5400. } else if( bl->type&BL_HOM ) {
  5401. dmotion = 800-status->agi*4;
  5402. status->dmotion = cap_value(dmotion, 400, 800);
  5403. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5404. } else { // Mercenary and mobs
  5405. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5406. }
  5407. }
  5408. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  5409. status_calc_regen(bl, status, status_get_regen_data(bl));
  5410. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  5411. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5412. }
  5413. /**
  5414. * Recalculates parts of an objects status according to specified flags
  5415. * Also sends updates to the client when necessary
  5416. * See [set_sc] [add_sc]
  5417. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5418. * @param flag: Which status has changed on bl
  5419. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5420. */
  5421. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  5422. {
  5423. struct status_data b_status; // Previous battle status
  5424. struct status_data* status; // Pointer to current battle status
  5425. if (bl->type == BL_PC) {
  5426. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  5427. if (sd->delayed_damage != 0) {
  5428. if (opt&SCO_FORCE)
  5429. sd->state.hold_recalc = false; // Clear and move on
  5430. else {
  5431. sd->state.hold_recalc = true; // Flag and stop
  5432. return;
  5433. }
  5434. }
  5435. }
  5436. // Remember previous values
  5437. status = status_get_status_data(bl);
  5438. memcpy(&b_status, status, sizeof(struct status_data));
  5439. if( flag&SCB_BASE ) { // Calculate the object's base status too
  5440. switch( bl->type ) {
  5441. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5442. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5443. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5444. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5445. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5446. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5447. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5448. }
  5449. }
  5450. if( bl->type == BL_PET )
  5451. return; // Pets are not affected by statuses
  5452. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5453. return; // Assume there will be no statuses active
  5454. status_calc_bl_main(bl, flag);
  5455. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5456. return; // Client update handled by caller
  5457. // Compare against new values and send client updates
  5458. if( bl->type == BL_PC ) {
  5459. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5460. if(b_status.str != status->str)
  5461. clif_updatestatus(sd,SP_STR);
  5462. if(b_status.agi != status->agi)
  5463. clif_updatestatus(sd,SP_AGI);
  5464. if(b_status.vit != status->vit)
  5465. clif_updatestatus(sd,SP_VIT);
  5466. if(b_status.int_ != status->int_)
  5467. clif_updatestatus(sd,SP_INT);
  5468. if(b_status.dex != status->dex)
  5469. clif_updatestatus(sd,SP_DEX);
  5470. if(b_status.luk != status->luk)
  5471. clif_updatestatus(sd,SP_LUK);
  5472. if(b_status.hit != status->hit)
  5473. clif_updatestatus(sd,SP_HIT);
  5474. if(b_status.flee != status->flee)
  5475. clif_updatestatus(sd,SP_FLEE1);
  5476. if(b_status.amotion != status->amotion)
  5477. clif_updatestatus(sd,SP_ASPD);
  5478. if(b_status.speed != status->speed)
  5479. clif_updatestatus(sd,SP_SPEED);
  5480. if(b_status.batk != status->batk
  5481. #ifndef RENEWAL
  5482. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5483. #endif
  5484. )
  5485. clif_updatestatus(sd,SP_ATK1);
  5486. if(b_status.def != status->def) {
  5487. clif_updatestatus(sd,SP_DEF1);
  5488. #ifdef RENEWAL
  5489. clif_updatestatus(sd,SP_DEF2);
  5490. #endif
  5491. }
  5492. if(
  5493. #ifdef RENEWAL
  5494. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5495. #else
  5496. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5497. #endif
  5498. )
  5499. clif_updatestatus(sd,SP_ATK2);
  5500. if(b_status.def2 != status->def2) {
  5501. clif_updatestatus(sd,SP_DEF2);
  5502. #ifdef RENEWAL
  5503. clif_updatestatus(sd,SP_DEF1);
  5504. #endif
  5505. }
  5506. if(b_status.flee2 != status->flee2)
  5507. clif_updatestatus(sd,SP_FLEE2);
  5508. if(b_status.cri != status->cri)
  5509. clif_updatestatus(sd,SP_CRITICAL);
  5510. #ifndef RENEWAL
  5511. if(b_status.matk_max != status->matk_max)
  5512. clif_updatestatus(sd,SP_MATK1);
  5513. if(b_status.matk_min != status->matk_min)
  5514. clif_updatestatus(sd,SP_MATK2);
  5515. #else
  5516. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5517. clif_updatestatus(sd,SP_MATK2);
  5518. clif_updatestatus(sd,SP_MATK1);
  5519. }
  5520. #endif
  5521. if(b_status.mdef != status->mdef) {
  5522. clif_updatestatus(sd,SP_MDEF1);
  5523. #ifdef RENEWAL
  5524. clif_updatestatus(sd,SP_MDEF2);
  5525. #endif
  5526. }
  5527. if(b_status.mdef2 != status->mdef2) {
  5528. clif_updatestatus(sd,SP_MDEF2);
  5529. #ifdef RENEWAL
  5530. clif_updatestatus(sd,SP_MDEF1);
  5531. #endif
  5532. }
  5533. if(b_status.rhw.range != status->rhw.range)
  5534. clif_updatestatus(sd,SP_ATTACKRANGE);
  5535. if(b_status.max_hp != status->max_hp)
  5536. clif_updatestatus(sd,SP_MAXHP);
  5537. if(b_status.max_sp != status->max_sp)
  5538. clif_updatestatus(sd,SP_MAXSP);
  5539. if(b_status.hp != status->hp)
  5540. clif_updatestatus(sd,SP_HP);
  5541. if(b_status.sp != status->sp)
  5542. clif_updatestatus(sd,SP_SP);
  5543. } else if( bl->type == BL_HOM ) {
  5544. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5545. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5546. clif_hominfo(hd->master,hd,0);
  5547. } else if( bl->type == BL_MER ) {
  5548. TBL_MER* md = BL_CAST(BL_MER, bl);
  5549. if (!md->master)
  5550. return;
  5551. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5552. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5553. if( b_status.matk_max != status->matk_max )
  5554. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5555. if( b_status.hit != status->hit )
  5556. clif_mercenary_updatestatus(md->master, SP_HIT);
  5557. if( b_status.cri != status->cri )
  5558. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5559. if( b_status.def != status->def )
  5560. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5561. if( b_status.mdef != status->mdef )
  5562. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5563. if( b_status.flee != status->flee )
  5564. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5565. if( b_status.amotion != status->amotion )
  5566. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5567. if( b_status.max_hp != status->max_hp )
  5568. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5569. if( b_status.max_sp != status->max_sp )
  5570. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5571. if( b_status.hp != status->hp )
  5572. clif_mercenary_updatestatus(md->master, SP_HP);
  5573. if( b_status.sp != status->sp )
  5574. clif_mercenary_updatestatus(md->master, SP_SP);
  5575. } else if( bl->type == BL_ELEM ) {
  5576. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5577. if (!ed->master)
  5578. return;
  5579. if( b_status.max_hp != status->max_hp )
  5580. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5581. if( b_status.max_sp != status->max_sp )
  5582. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5583. if( b_status.hp != status->hp )
  5584. clif_elemental_updatestatus(ed->master, SP_HP);
  5585. if( b_status.sp != status->sp )
  5586. clif_mercenary_updatestatus(ed->master, SP_SP);
  5587. }
  5588. }
  5589. /**
  5590. * Adds strength modifications based on status changes
  5591. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5592. * @param sc: Object's status change information
  5593. * @param str: Initial str
  5594. * @return modified str with cap_value(str,0,USHRT_MAX)
  5595. */
  5596. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  5597. {
  5598. if(!sc || !sc->count)
  5599. return cap_value(str,0,USHRT_MAX);
  5600. if(sc->data[SC_HARMONIZE]) {
  5601. str -= sc->data[SC_HARMONIZE]->val2;
  5602. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5603. }
  5604. if(sc->data[SC_INCALLSTATUS])
  5605. str += sc->data[SC_INCALLSTATUS]->val1;
  5606. if(sc->data[SC_CHASEWALK2])
  5607. str += sc->data[SC_CHASEWALK2]->val1;
  5608. if(sc->data[SC_INCSTR])
  5609. str += sc->data[SC_INCSTR]->val1;
  5610. if(sc->data[SC_STRFOOD])
  5611. str += sc->data[SC_STRFOOD]->val1;
  5612. if(sc->data[SC_FOOD_STR_CASH])
  5613. str += sc->data[SC_FOOD_STR_CASH]->val1;
  5614. if(sc->data[SC_BATTLEORDERS])
  5615. str += 5;
  5616. if(sc->data[SC_LEADERSHIP])
  5617. str += sc->data[SC_LEADERSHIP]->val1;
  5618. if(sc->data[SC_LOUD])
  5619. str += 4;
  5620. if(sc->data[SC_TRUESIGHT])
  5621. str += 5;
  5622. if(sc->data[SC_SPURT])
  5623. str += 10;
  5624. if(sc->data[SC_NEN])
  5625. str += sc->data[SC_NEN]->val1;
  5626. if(sc->data[SC_BLESSING]) {
  5627. if(sc->data[SC_BLESSING]->val2)
  5628. str += sc->data[SC_BLESSING]->val2;
  5629. else
  5630. str >>= 1;
  5631. }
  5632. if(sc->data[SC_MARIONETTE])
  5633. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  5634. if(sc->data[SC_MARIONETTE2])
  5635. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  5636. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5637. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  5638. if(sc->data[SC_GIANTGROWTH])
  5639. str += sc->data[SC_GIANTGROWTH]->val2;
  5640. if(sc->data[SC_BEYONDOFWARCRY])
  5641. str -= sc->data[SC_BEYONDOFWARCRY]->val2;
  5642. if(sc->data[SC_SAVAGE_STEAK])
  5643. str += sc->data[SC_SAVAGE_STEAK]->val1;
  5644. if(sc->data[SC_INSPIRATION])
  5645. str += sc->data[SC_INSPIRATION]->val3;
  5646. if(sc->data[SC_2011RWC_SCROLL])
  5647. str += sc->data[SC_2011RWC_SCROLL]->val1;
  5648. if(sc->data[SC_STOMACHACHE])
  5649. str -= sc->data[SC_STOMACHACHE]->val1;
  5650. if(sc->data[SC_KYOUGAKU])
  5651. str -= sc->data[SC_KYOUGAKU]->val2;
  5652. if(sc->data[SC_SWORDCLAN])
  5653. str += 1;
  5654. if(sc->data[SC_JUMPINGCLAN])
  5655. str += 1;
  5656. if(sc->data[SC_FULL_THROTTLE])
  5657. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5658. if(sc->data[SC_CHEERUP])
  5659. str += 3;
  5660. if(sc->data[SC_GLASTHEIM_STATE])
  5661. str += sc->data[SC_GLASTHEIM_STATE]->val1;
  5662. #ifdef RENEWAL
  5663. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5664. str += 15;
  5665. #endif
  5666. if (sc->data[SC_UNIVERSESTANCE])
  5667. str += sc->data[SC_UNIVERSESTANCE]->val2;
  5668. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5669. }
  5670. /**
  5671. * Adds agility modifications based on status changes
  5672. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5673. * @param sc: Object's status change information
  5674. * @param agi: Initial agi
  5675. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5676. */
  5677. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  5678. {
  5679. if(!sc || !sc->count)
  5680. return cap_value(agi,0,USHRT_MAX);
  5681. if(sc->data[SC_HARMONIZE]) {
  5682. agi -= sc->data[SC_HARMONIZE]->val2;
  5683. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5684. }
  5685. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5686. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  5687. if(sc->data[SC_INCALLSTATUS])
  5688. agi += sc->data[SC_INCALLSTATUS]->val1;
  5689. if(sc->data[SC_INCAGI])
  5690. agi += sc->data[SC_INCAGI]->val1;
  5691. if(sc->data[SC_AGIFOOD])
  5692. agi += sc->data[SC_AGIFOOD]->val1;
  5693. if(sc->data[SC_FOOD_AGI_CASH])
  5694. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  5695. if(sc->data[SC_SOULCOLD])
  5696. agi += sc->data[SC_SOULCOLD]->val1;
  5697. if(sc->data[SC_TRUESIGHT])
  5698. agi += 5;
  5699. if(sc->data[SC_INCREASEAGI])
  5700. agi += sc->data[SC_INCREASEAGI]->val2;
  5701. if(sc->data[SC_INCREASING])
  5702. agi += 4; // Added based on skill updates [Reddozen]
  5703. if(sc->data[SC_2011RWC_SCROLL])
  5704. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  5705. if(sc->data[SC_DECREASEAGI])
  5706. agi -= sc->data[SC_DECREASEAGI]->val2;
  5707. if(sc->data[SC_QUAGMIRE])
  5708. agi -= sc->data[SC_QUAGMIRE]->val2;
  5709. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  5710. agi -= sc->data[SC_SUITON]->val2;
  5711. if(sc->data[SC_MARIONETTE])
  5712. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  5713. if(sc->data[SC_MARIONETTE2])
  5714. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  5715. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5716. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  5717. if(sc->data[SC_ADORAMUS])
  5718. agi -= sc->data[SC_ADORAMUS]->val2;
  5719. if(sc->data[SC_MARSHOFABYSS])
  5720. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5721. if(sc->data[SC_DROCERA_HERB_STEAMED])
  5722. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  5723. if(sc->data[SC_INSPIRATION])
  5724. agi += sc->data[SC_INSPIRATION]->val3;
  5725. if(sc->data[SC_STOMACHACHE])
  5726. agi -= sc->data[SC_STOMACHACHE]->val1;
  5727. if(sc->data[SC_KYOUGAKU])
  5728. agi -= sc->data[SC_KYOUGAKU]->val2;
  5729. if(sc->data[SC_CROSSBOWCLAN])
  5730. agi += 1;
  5731. if(sc->data[SC_JUMPINGCLAN])
  5732. agi += 1;
  5733. if(sc->data[SC_FULL_THROTTLE])
  5734. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5735. if (sc->data[SC_ARCLOUSEDASH])
  5736. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  5737. if(sc->data[SC_CHEERUP])
  5738. agi += 3;
  5739. if(sc->data[SC_GLASTHEIM_STATE])
  5740. agi += sc->data[SC_GLASTHEIM_STATE]->val1;
  5741. #ifdef RENEWAL
  5742. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5743. agi += 15;
  5744. #endif
  5745. if (sc->data[SC_UNIVERSESTANCE])
  5746. agi += sc->data[SC_UNIVERSESTANCE]->val2;
  5747. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5748. }
  5749. /**
  5750. * Adds vitality modifications based on status changes
  5751. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5752. * @param sc: Object's status change information
  5753. * @param vit: Initial vit
  5754. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5755. */
  5756. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  5757. {
  5758. if(!sc || !sc->count)
  5759. return cap_value(vit,0,USHRT_MAX);
  5760. if(sc->data[SC_HARMONIZE]) {
  5761. vit -= sc->data[SC_HARMONIZE]->val2;
  5762. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5763. }
  5764. if(sc->data[SC_INCALLSTATUS])
  5765. vit += sc->data[SC_INCALLSTATUS]->val1;
  5766. if(sc->data[SC_INCVIT])
  5767. vit += sc->data[SC_INCVIT]->val1;
  5768. if(sc->data[SC_VITFOOD])
  5769. vit += sc->data[SC_VITFOOD]->val1;
  5770. if(sc->data[SC_FOOD_VIT_CASH])
  5771. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  5772. if(sc->data[SC_CHANGE])
  5773. vit += sc->data[SC_CHANGE]->val2;
  5774. if(sc->data[SC_GLORYWOUNDS])
  5775. vit += sc->data[SC_GLORYWOUNDS]->val1;
  5776. if(sc->data[SC_TRUESIGHT])
  5777. vit += 5;
  5778. if(sc->data[SC_MARIONETTE])
  5779. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  5780. if(sc->data[SC_MARIONETTE2])
  5781. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  5782. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5783. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  5784. if(sc->data[SC_MINOR_BBQ])
  5785. vit += sc->data[SC_MINOR_BBQ]->val1;
  5786. if(sc->data[SC_INSPIRATION])
  5787. vit += sc->data[SC_INSPIRATION]->val3;
  5788. if(sc->data[SC_2011RWC_SCROLL])
  5789. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  5790. if(sc->data[SC_STOMACHACHE])
  5791. vit -= sc->data[SC_STOMACHACHE]->val1;
  5792. if(sc->data[SC_KYOUGAKU])
  5793. vit -= sc->data[SC_KYOUGAKU]->val2;
  5794. if(sc->data[SC_SWORDCLAN])
  5795. vit += 1;
  5796. if(sc->data[SC_JUMPINGCLAN])
  5797. vit += 1;
  5798. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5799. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5800. if(sc->data[SC_FULL_THROTTLE])
  5801. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5802. #ifdef RENEWAL
  5803. if(sc->data[SC_DEFENCE])
  5804. vit += sc->data[SC_DEFENCE]->val2;
  5805. #endif
  5806. if(sc->data[SC_CHEERUP])
  5807. vit += 3;
  5808. if(sc->data[SC_GLASTHEIM_STATE])
  5809. vit += sc->data[SC_GLASTHEIM_STATE]->val1;
  5810. #ifdef RENEWAL
  5811. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5812. vit += 15;
  5813. #endif
  5814. if (sc->data[SC_UNIVERSESTANCE])
  5815. vit += sc->data[SC_UNIVERSESTANCE]->val2;
  5816. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5817. }
  5818. /**
  5819. * Adds intelligence modifications based on status changes
  5820. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5821. * @param sc: Object's status change information
  5822. * @param int_: Initial int
  5823. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5824. */
  5825. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5826. {
  5827. if(!sc || !sc->count)
  5828. return cap_value(int_,0,USHRT_MAX);
  5829. if(sc->data[SC_HARMONIZE]) {
  5830. int_ -= sc->data[SC_HARMONIZE]->val2;
  5831. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5832. }
  5833. if(sc->data[SC_INCALLSTATUS])
  5834. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5835. if(sc->data[SC_INCINT])
  5836. int_ += sc->data[SC_INCINT]->val1;
  5837. if(sc->data[SC_INTFOOD])
  5838. int_ += sc->data[SC_INTFOOD]->val1;
  5839. if(sc->data[SC_FOOD_INT_CASH])
  5840. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5841. if(sc->data[SC_CHANGE])
  5842. int_ += sc->data[SC_CHANGE]->val3;
  5843. if(sc->data[SC_BATTLEORDERS])
  5844. int_ += 5;
  5845. if(sc->data[SC_TRUESIGHT])
  5846. int_ += 5;
  5847. if(sc->data[SC_BLESSING]) {
  5848. if (sc->data[SC_BLESSING]->val2)
  5849. int_ += sc->data[SC_BLESSING]->val2;
  5850. else
  5851. int_ >>= 1;
  5852. }
  5853. if(sc->data[SC_NEN])
  5854. int_ += sc->data[SC_NEN]->val1;
  5855. if(sc->data[SC_MARIONETTE])
  5856. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5857. if(sc->data[SC_2011RWC_SCROLL])
  5858. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5859. if(sc->data[SC_MARIONETTE2])
  5860. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5861. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5862. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5863. if(sc->data[SC_INSPIRATION])
  5864. int_ += sc->data[SC_INSPIRATION]->val3;
  5865. if(sc->data[SC_MELODYOFSINK])
  5866. int_ -= sc->data[SC_MELODYOFSINK]->val2;
  5867. if(sc->data[SC_MANDRAGORA])
  5868. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5869. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5870. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5871. if(sc->data[SC_STOMACHACHE])
  5872. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5873. if(sc->data[SC_KYOUGAKU])
  5874. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5875. if(sc->data[SC_ARCWANDCLAN])
  5876. int_ += 1;
  5877. if(sc->data[SC_GOLDENMACECLAN])
  5878. int_ += 1;
  5879. if(sc->data[SC_JUMPINGCLAN])
  5880. int_ += 1;
  5881. if(sc->data[SC_FULL_THROTTLE])
  5882. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5883. if(sc->data[SC_CHEERUP])
  5884. int_ += 3;
  5885. if(sc->data[SC_GLASTHEIM_STATE])
  5886. int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
  5887. if (sc->data[SC_UNIVERSESTANCE])
  5888. int_ += sc->data[SC_UNIVERSESTANCE]->val2;
  5889. if(bl->type != BL_PC) {
  5890. if(sc->data[SC_STRIPHELM])
  5891. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5892. if(sc->data[SC__STRIPACCESSORY])
  5893. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5894. }
  5895. #ifdef RENEWAL
  5896. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5897. int_ += 15;
  5898. #endif
  5899. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5900. }
  5901. /**
  5902. * Adds dexterity modifications based on status changes
  5903. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5904. * @param sc: Object's status change information
  5905. * @param dex: Initial dex
  5906. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5907. */
  5908. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5909. {
  5910. if(!sc || !sc->count)
  5911. return cap_value(dex,0,USHRT_MAX);
  5912. if(sc->data[SC_HARMONIZE]) {
  5913. dex -= sc->data[SC_HARMONIZE]->val2;
  5914. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5915. }
  5916. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5917. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5918. if(sc->data[SC_INCALLSTATUS])
  5919. dex += sc->data[SC_INCALLSTATUS]->val1;
  5920. if(sc->data[SC_INCDEX])
  5921. dex += sc->data[SC_INCDEX]->val1;
  5922. if(sc->data[SC_DEXFOOD])
  5923. dex += sc->data[SC_DEXFOOD]->val1;
  5924. if(sc->data[SC_FOOD_DEX_CASH])
  5925. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5926. if(sc->data[SC_BATTLEORDERS])
  5927. dex += 5;
  5928. if(sc->data[SC_HAWKEYES])
  5929. dex += sc->data[SC_HAWKEYES]->val1;
  5930. if(sc->data[SC_TRUESIGHT])
  5931. dex += 5;
  5932. if(sc->data[SC_QUAGMIRE])
  5933. dex -= sc->data[SC_QUAGMIRE]->val2;
  5934. if(sc->data[SC_BLESSING]) {
  5935. if (sc->data[SC_BLESSING]->val2)
  5936. dex += sc->data[SC_BLESSING]->val2;
  5937. else
  5938. dex >>= 1;
  5939. }
  5940. if(sc->data[SC_INCREASING])
  5941. dex += 4; // Added based on skill updates [Reddozen]
  5942. if(sc->data[SC_MARIONETTE])
  5943. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5944. if(sc->data[SC_2011RWC_SCROLL])
  5945. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5946. if(sc->data[SC_MARIONETTE2])
  5947. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5948. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5949. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5950. if(sc->data[SC_SIROMA_ICE_TEA])
  5951. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5952. if(sc->data[SC_INSPIRATION])
  5953. dex += sc->data[SC_INSPIRATION]->val3;
  5954. if(sc->data[SC_STOMACHACHE])
  5955. dex -= sc->data[SC_STOMACHACHE]->val1;
  5956. if(sc->data[SC_KYOUGAKU])
  5957. dex -= sc->data[SC_KYOUGAKU]->val2;
  5958. if(sc->data[SC_ARCWANDCLAN])
  5959. dex += 1;
  5960. if(sc->data[SC_CROSSBOWCLAN])
  5961. dex += 1;
  5962. if(sc->data[SC_JUMPINGCLAN])
  5963. dex += 1;
  5964. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5965. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5966. if(sc->data[SC_MARSHOFABYSS])
  5967. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5968. if(sc->data[SC_FULL_THROTTLE])
  5969. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5970. if(sc->data[SC_CHEERUP])
  5971. dex += 3;
  5972. if(sc->data[SC_GLASTHEIM_STATE])
  5973. dex += sc->data[SC_GLASTHEIM_STATE]->val1;
  5974. #ifdef RENEWAL
  5975. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5976. dex += 15;
  5977. #endif
  5978. if (sc->data[SC_UNIVERSESTANCE])
  5979. dex += sc->data[SC_UNIVERSESTANCE]->val2;
  5980. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5981. }
  5982. /**
  5983. * Adds luck modifications based on status changes
  5984. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5985. * @param sc: Object's status change information
  5986. * @param luk: Initial luk
  5987. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5988. */
  5989. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5990. {
  5991. if(!sc || !sc->count)
  5992. return cap_value(luk,0,USHRT_MAX);
  5993. if(sc->data[SC_HARMONIZE]) {
  5994. luk -= sc->data[SC_HARMONIZE]->val2;
  5995. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5996. }
  5997. if(sc->data[SC_CURSE])
  5998. return 0;
  5999. if(sc->data[SC_INCALLSTATUS])
  6000. luk += sc->data[SC_INCALLSTATUS]->val1;
  6001. if(sc->data[SC_INCLUK])
  6002. luk += sc->data[SC_INCLUK]->val1;
  6003. if(sc->data[SC_LUKFOOD])
  6004. luk += sc->data[SC_LUKFOOD]->val1;
  6005. if(sc->data[SC_FOOD_LUK_CASH])
  6006. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  6007. if(sc->data[SC_TRUESIGHT])
  6008. luk += 5;
  6009. if(sc->data[SC_GLORIA])
  6010. luk += 30;
  6011. if(sc->data[SC_MARIONETTE])
  6012. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  6013. if(sc->data[SC_MARIONETTE2])
  6014. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  6015. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  6016. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  6017. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  6018. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  6019. if(sc->data[SC_INSPIRATION])
  6020. luk += sc->data[SC_INSPIRATION]->val3;
  6021. if(sc->data[SC_STOMACHACHE])
  6022. luk -= sc->data[SC_STOMACHACHE]->val1;
  6023. if(sc->data[SC_KYOUGAKU])
  6024. luk -= sc->data[SC_KYOUGAKU]->val2;
  6025. if(sc->data[SC_2011RWC_SCROLL])
  6026. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  6027. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  6028. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  6029. if(sc->data[SC_BANANA_BOMB])
  6030. luk -= 75;
  6031. if(sc->data[SC_GOLDENMACECLAN])
  6032. luk += 1;
  6033. if(sc->data[SC_JUMPINGCLAN])
  6034. luk += 1;
  6035. if(sc->data[SC_FULL_THROTTLE])
  6036. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  6037. if(sc->data[SC_CHEERUP])
  6038. luk += 3;
  6039. if(sc->data[SC_GLASTHEIM_STATE])
  6040. luk += sc->data[SC_GLASTHEIM_STATE]->val1;
  6041. #ifdef RENEWAL
  6042. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  6043. luk += 15;
  6044. #endif
  6045. if (sc->data[SC_UNIVERSESTANCE])
  6046. luk += sc->data[SC_UNIVERSESTANCE]->val2;
  6047. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  6048. }
  6049. /**
  6050. * Adds base attack modifications based on status changes
  6051. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  6052. * @param sc: Object's status change information
  6053. * @param batk: Initial batk
  6054. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  6055. */
  6056. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  6057. {
  6058. if(!sc || !sc->count)
  6059. return cap_value(batk,0,USHRT_MAX);
  6060. if(sc->data[SC_ATKPOTION])
  6061. batk += sc->data[SC_ATKPOTION]->val1;
  6062. if(sc->data[SC_BATKFOOD])
  6063. batk += sc->data[SC_BATKFOOD]->val1;
  6064. #ifndef RENEWAL
  6065. if(sc->data[SC_GATLINGFEVER])
  6066. batk += sc->data[SC_GATLINGFEVER]->val3;
  6067. if(sc->data[SC_MADNESSCANCEL])
  6068. batk += 100;
  6069. #endif
  6070. if(sc->data[SC_FULL_SWING_K])
  6071. batk += sc->data[SC_FULL_SWING_K]->val1;
  6072. if(sc->data[SC_ASH])
  6073. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  6074. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  6075. batk += sc->data[SC_PYROCLASTIC]->val2;
  6076. if (sc->data[SC_ANGRIFFS_MODUS])
  6077. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  6078. if(sc->data[SC_2011RWC_SCROLL])
  6079. batk += 30;
  6080. if(sc->data[SC_INCATKRATE])
  6081. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  6082. if(sc->data[SC_PROVOKE])
  6083. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  6084. #ifndef RENEWAL
  6085. if(sc->data[SC_CONCENTRATION])
  6086. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  6087. #endif
  6088. if(sc->data[SC_SKE])
  6089. batk += batk * 3;
  6090. if(sc->data[SC_BLOODLUST])
  6091. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  6092. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  6093. batk -= batk * 25/100;
  6094. if(sc->data[SC_CURSE])
  6095. batk -= batk * 25/100;
  6096. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  6097. if(sc->data[SC_BLEEDING])
  6098. batk -= batk * 25 / 100; */
  6099. if(sc->data[SC_FLEET])
  6100. batk += batk * sc->data[SC_FLEET]->val3/100;
  6101. if(sc->data[SC__ENERVATION])
  6102. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  6103. if( sc->data[SC_ZANGETSU] )
  6104. batk += sc->data[SC_ZANGETSU]->val2;
  6105. if(sc->data[SC_QUEST_BUFF1])
  6106. batk += sc->data[SC_QUEST_BUFF1]->val1;
  6107. if(sc->data[SC_QUEST_BUFF2])
  6108. batk += sc->data[SC_QUEST_BUFF2]->val1;
  6109. if(sc->data[SC_QUEST_BUFF3])
  6110. batk += sc->data[SC_QUEST_BUFF3]->val1;
  6111. if (sc->data[SC_SHRIMP])
  6112. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  6113. #ifdef RENEWAL
  6114. if (sc->data[SC_LOUD])
  6115. batk += 30;
  6116. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ATKRATE)
  6117. batk += batk * 20 / 100;
  6118. #endif
  6119. if (sc->data[SC_SUNSTANCE])
  6120. batk += batk * sc->data[SC_SUNSTANCE]->val2 / 100;
  6121. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  6122. }
  6123. /**
  6124. * Adds weapon attack modifications based on status changes
  6125. * @param bl: Object to change watk [PC]
  6126. * @param sc: Object's status change information
  6127. * @param watk: Initial watk
  6128. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  6129. */
  6130. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  6131. {
  6132. if(!sc || !sc->count)
  6133. return cap_value(watk,0,USHRT_MAX);
  6134. #ifndef RENEWAL
  6135. if(sc->data[SC_DRUMBATTLE])
  6136. watk += sc->data[SC_DRUMBATTLE]->val2;
  6137. #endif
  6138. if (sc->data[SC_IMPOSITIO])
  6139. watk += sc->data[SC_IMPOSITIO]->val2;
  6140. if(sc->data[SC_WATKFOOD])
  6141. watk += sc->data[SC_WATKFOOD]->val1;
  6142. if(sc->data[SC_VOLCANO])
  6143. watk += sc->data[SC_VOLCANO]->val2;
  6144. if(sc->data[SC_MERC_ATKUP])
  6145. watk += sc->data[SC_MERC_ATKUP]->val2;
  6146. if(sc->data[SC_WATER_BARRIER])
  6147. watk -= sc->data[SC_WATER_BARRIER]->val2;
  6148. #ifndef RENEWAL
  6149. if(sc->data[SC_NIBELUNGEN]) {
  6150. if (bl->type != BL_PC)
  6151. watk += sc->data[SC_NIBELUNGEN]->val2;
  6152. else {
  6153. TBL_PC *sd = (TBL_PC*)bl;
  6154. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  6155. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  6156. watk += sc->data[SC_NIBELUNGEN]->val2;
  6157. }
  6158. }
  6159. if(sc->data[SC_CONCENTRATION])
  6160. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  6161. #endif
  6162. if(sc->data[SC_INCATKRATE])
  6163. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  6164. if(sc->data[SC_PROVOKE])
  6165. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  6166. if(sc->data[SC_SKE])
  6167. watk += watk * 3;
  6168. if(sc->data[SC_FLEET])
  6169. watk += watk * sc->data[SC_FLEET]->val3/100;
  6170. if(sc->data[SC_CURSE])
  6171. watk -= watk * 25/100;
  6172. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  6173. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  6174. if(sc->data[SC_FIGHTINGSPIRIT])
  6175. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  6176. if (sc->data[SC_SHIELDSPELL_ATK])
  6177. watk += sc->data[SC_SHIELDSPELL_ATK]->val2;
  6178. if(sc->data[SC_INSPIRATION])
  6179. watk += sc->data[SC_INSPIRATION]->val2;
  6180. if(sc->data[SC_GT_CHANGE])
  6181. watk += sc->data[SC_GT_CHANGE]->val2;
  6182. if(sc->data[SC__ENERVATION])
  6183. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  6184. if(sc->data[SC_STRIKING])
  6185. watk += sc->data[SC_STRIKING]->val2;
  6186. if(sc->data[SC_RUSHWINDMILL])
  6187. watk += sc->data[SC_RUSHWINDMILL]->val3;
  6188. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  6189. watk += 50;
  6190. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  6191. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  6192. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6193. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  6194. watk += watk * 10 / 100;
  6195. if(sc->data[SC_PYROTECHNIC_OPTION])
  6196. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  6197. if(sc->data[SC_HEATER_OPTION])
  6198. watk += sc->data[SC_HEATER_OPTION]->val2;
  6199. if(sc->data[SC_TROPIC_OPTION])
  6200. watk += sc->data[SC_TROPIC_OPTION]->val2;
  6201. if( sc && sc->data[SC_TIDAL_WEAPON] )
  6202. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  6203. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  6204. watk += sc->data[SC_PYROCLASTIC]->val2;
  6205. if(sc->data[SC_ANGRIFFS_MODUS])
  6206. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  6207. if(sc->data[SC_ODINS_POWER])
  6208. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  6209. if (sc->data[SC_FLASHCOMBO])
  6210. watk += sc->data[SC_FLASHCOMBO]->val2;
  6211. if (sc->data[SC_CATNIPPOWDER])
  6212. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  6213. if (sc->data[SC_CHATTERING])
  6214. watk += sc->data[SC_CHATTERING]->val2;
  6215. if (sc->data[SC_SUNSTANCE])
  6216. watk += watk * sc->data[SC_SUNSTANCE]->val2 / 100;
  6217. if (sc->data[SC_SOULFALCON])
  6218. watk += sc->data[SC_SOULFALCON]->val2;
  6219. if (sc->data[SC_PACKING_ENVELOPE1])
  6220. watk += sc->data[SC_PACKING_ENVELOPE1]->val1;
  6221. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  6222. }
  6223. #ifdef RENEWAL
  6224. /**
  6225. * Adds equip magic attack modifications based on status changes [RENEWAL]
  6226. * @param bl: Object to change matk [PC]
  6227. * @param sc: Object's status change information
  6228. * @param matk: Initial matk
  6229. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6230. */
  6231. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  6232. {
  6233. if (!sc || !sc->count)
  6234. return cap_value(matk,0,USHRT_MAX);
  6235. if (sc->data[SC_IMPOSITIO])
  6236. matk += sc->data[SC_IMPOSITIO]->val2;
  6237. if (sc->data[SC_MATKPOTION])
  6238. matk += sc->data[SC_MATKPOTION]->val1;
  6239. if (sc->data[SC_MATKFOOD])
  6240. matk += sc->data[SC_MATKFOOD]->val1;
  6241. if(sc->data[SC_MANA_PLUS])
  6242. matk += sc->data[SC_MANA_PLUS]->val1;
  6243. if(sc->data[SC_COOLER_OPTION])
  6244. matk += sc->data[SC_COOLER_OPTION]->val2;
  6245. if(sc->data[SC_AQUAPLAY_OPTION])
  6246. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6247. if(sc->data[SC_CHILLY_AIR_OPTION])
  6248. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6249. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6250. matk += 50;
  6251. if(sc->data[SC_ODINS_POWER])
  6252. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6253. if(sc->data[SC_MOONLITSERENADE])
  6254. matk += sc->data[SC_MOONLITSERENADE]->val3;
  6255. if(sc->data[SC_IZAYOI])
  6256. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6257. if(sc->data[SC_ZANGETSU])
  6258. matk += sc->data[SC_ZANGETSU]->val3;
  6259. if(sc->data[SC_QUEST_BUFF1])
  6260. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6261. if(sc->data[SC_QUEST_BUFF2])
  6262. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6263. if(sc->data[SC_QUEST_BUFF3])
  6264. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6265. if(sc->data[SC_MTF_MATK2])
  6266. matk += sc->data[SC_MTF_MATK2]->val1;
  6267. if(sc->data[SC_2011RWC_SCROLL])
  6268. matk += 30;
  6269. if (sc->data[SC_CATNIPPOWDER])
  6270. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  6271. if (sc->data[SC_CHATTERING])
  6272. matk += sc->data[SC_CHATTERING]->val2;
  6273. if (sc->data[SC_DORAM_MATK])
  6274. matk += sc->data[SC_DORAM_MATK]->val1;
  6275. if (sc->data[SC_SOULFAIRY])
  6276. matk += sc->data[SC_SOULFAIRY]->val2;
  6277. if (sc->data[SC__AUTOSHADOWSPELL])
  6278. matk += sc->data[SC__AUTOSHADOWSPELL]->val4 * 5;
  6279. if (sc->data[SC_INSPIRATION])
  6280. matk += sc->data[SC_INSPIRATION]->val2;
  6281. if (sc->data[SC_PACKING_ENVELOPE2])
  6282. matk += sc->data[SC_PACKING_ENVELOPE2]->val1;
  6283. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6284. }
  6285. #endif
  6286. /**
  6287. * Adds magic attack modifications based on status changes
  6288. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6289. * @param sc: Object's status change information
  6290. * @param matk: Initial matk
  6291. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6292. */
  6293. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  6294. {
  6295. if(!sc || !sc->count)
  6296. return cap_value(matk,0,USHRT_MAX);
  6297. #ifndef RENEWAL
  6298. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6299. if (sc->data[SC_MATKPOTION])
  6300. matk += sc->data[SC_MATKPOTION]->val1;
  6301. if (sc->data[SC_MATKFOOD])
  6302. matk += sc->data[SC_MATKFOOD]->val1;
  6303. if (sc->data[SC_MANA_PLUS])
  6304. matk += sc->data[SC_MANA_PLUS]->val1;
  6305. if (sc->data[SC_AQUAPLAY_OPTION])
  6306. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6307. if (sc->data[SC_CHILLY_AIR_OPTION])
  6308. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6309. if (sc->data[SC_COOLER_OPTION])
  6310. matk += sc->data[SC_COOLER_OPTION]->val2;
  6311. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6312. matk += 50;
  6313. if (sc->data[SC_ODINS_POWER])
  6314. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6315. if (sc->data[SC_IZAYOI])
  6316. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6317. if (sc->data[SC_MTF_MATK2])
  6318. matk += sc->data[SC_MTF_MATK2]->val1;
  6319. if (sc->data[SC_2011RWC_SCROLL])
  6320. matk += 30;
  6321. #endif
  6322. if (sc->data[SC_ZANGETSU])
  6323. matk += sc->data[SC_ZANGETSU]->val3;
  6324. if (sc->data[SC_QUEST_BUFF1])
  6325. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6326. if (sc->data[SC_QUEST_BUFF2])
  6327. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6328. if (sc->data[SC_QUEST_BUFF3])
  6329. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6330. if (sc->data[SC_MAGICPOWER]
  6331. #ifndef RENEWAL
  6332. && sc->data[SC_MAGICPOWER]->val4
  6333. #endif
  6334. )
  6335. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  6336. if (sc->data[SC_MINDBREAKER])
  6337. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  6338. if (sc->data[SC_INCMATKRATE])
  6339. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  6340. if (sc->data[SC_MOONLITSERENADE])
  6341. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  6342. if (sc->data[SC_MTF_MATK])
  6343. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  6344. if(sc->data[SC_2011RWC_SCROLL])
  6345. matk += 30;
  6346. if (sc->data[SC_SHRIMP])
  6347. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  6348. if (sc->data[SC_VOLCANO])
  6349. matk += sc->data[SC_VOLCANO]->val2;
  6350. #ifdef RENEWAL
  6351. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_MATKRATE)
  6352. matk += matk * 20 / 100;
  6353. #endif
  6354. if (sc->data[SC_SHIELDSPELL_ATK])
  6355. matk += sc->data[SC_SHIELDSPELL_ATK]->val2;
  6356. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6357. }
  6358. /**
  6359. * Adds critical modifications based on status changes
  6360. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6361. * @param sc: Object's status change information
  6362. * @param critical: Initial critical
  6363. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6364. */
  6365. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  6366. {
  6367. if(!sc || !sc->count)
  6368. return cap_value(critical,10,SHRT_MAX);
  6369. if (sc->data[SC_INCCRI])
  6370. critical += sc->data[SC_INCCRI]->val2;
  6371. if (sc->data[SC_EP16_2_BUFF_SC])
  6372. critical += 300;// crit +30
  6373. if (sc->data[SC_CRIFOOD])
  6374. critical += sc->data[SC_CRIFOOD]->val1;
  6375. if (sc->data[SC_EXPLOSIONSPIRITS])
  6376. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  6377. if (sc->data[SC_FORTUNE])
  6378. critical += sc->data[SC_FORTUNE]->val2;
  6379. if (sc->data[SC_TRUESIGHT])
  6380. critical += sc->data[SC_TRUESIGHT]->val2;
  6381. if (sc->data[SC_CLOAKING])
  6382. critical += critical;
  6383. #ifdef RENEWAL
  6384. if (sc->data[SC_SPEARQUICKEN])
  6385. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  6386. if (sc->data[SC_TWOHANDQUICKEN])
  6387. critical += (2 + sc->data[SC_TWOHANDQUICKEN]->val1) * 10;
  6388. #endif
  6389. if (sc->data[SC__INVISIBILITY])
  6390. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  6391. if (sc->data[SC__UNLUCKY])
  6392. critical -= sc->data[SC__UNLUCKY]->val2;
  6393. if (sc->data[SC_SOULSHADOW])
  6394. critical += 10 * sc->data[SC_SOULSHADOW]->val3;
  6395. if(sc->data[SC_BEYONDOFWARCRY])
  6396. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  6397. if (sc->data[SC_MTF_HITFLEE])
  6398. critical += sc->data[SC_MTF_HITFLEE]->val1;
  6399. if (sc->data[SC_PACKING_ENVELOPE9])
  6400. critical += sc->data[SC_PACKING_ENVELOPE9]->val1 * 10;
  6401. return (short)cap_value(critical,10,SHRT_MAX);
  6402. }
  6403. /**
  6404. * Adds hit modifications based on status changes
  6405. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6406. * @param sc: Object's status change information
  6407. * @param hit: Initial hit
  6408. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6409. */
  6410. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  6411. {
  6412. if(!sc || !sc->count)
  6413. return cap_value(hit,1,SHRT_MAX);
  6414. if(sc->data[SC_INCHIT])
  6415. hit += sc->data[SC_INCHIT]->val1;
  6416. if(sc->data[SC_HITFOOD])
  6417. hit += sc->data[SC_HITFOOD]->val1;
  6418. if(sc->data[SC_TRUESIGHT])
  6419. hit += sc->data[SC_TRUESIGHT]->val3;
  6420. if(sc->data[SC_HUMMING])
  6421. hit += sc->data[SC_HUMMING]->val2;
  6422. if(sc->data[SC_CONCENTRATION])
  6423. hit += sc->data[SC_CONCENTRATION]->val3;
  6424. if(sc->data[SC_INSPIRATION])
  6425. hit += 12 * sc->data[SC_INSPIRATION]->val1;
  6426. if(sc->data[SC_ADJUSTMENT])
  6427. hit -= 30;
  6428. if(sc->data[SC_INCREASING])
  6429. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6430. if(sc->data[SC_MERC_HITUP])
  6431. hit += sc->data[SC_MERC_HITUP]->val2;
  6432. if(sc->data[SC_MTF_HITFLEE])
  6433. hit += sc->data[SC_MTF_HITFLEE]->val1;
  6434. if(sc->data[SC_INCHITRATE])
  6435. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  6436. if(sc->data[SC_BLIND])
  6437. hit -= hit * 25/100;
  6438. if(sc->data[SC_HEAT_BARREL])
  6439. hit -= sc->data[SC_HEAT_BARREL]->val4;
  6440. if(sc->data[SC__GROOMY])
  6441. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  6442. if(sc->data[SC_FEAR])
  6443. hit -= hit * 20 / 100;
  6444. if (sc->data[SC_ASH])
  6445. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  6446. if (sc->data[SC_TEARGAS])
  6447. hit -= hit * 50 / 100;
  6448. if(sc->data[SC_ILLUSIONDOPING])
  6449. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  6450. if (sc->data[SC_MTF_ASPD])
  6451. hit += sc->data[SC_MTF_ASPD]->val2;
  6452. #ifdef RENEWAL
  6453. if (sc->data[SC_BLESSING])
  6454. hit += sc->data[SC_BLESSING]->val1 * 2;
  6455. if (sc->data[SC_TWOHANDQUICKEN])
  6456. hit += sc->data[SC_TWOHANDQUICKEN]->val1 * 2;
  6457. if (sc->data[SC_ADRENALINE])
  6458. hit += sc->data[SC_ADRENALINE]->val1 * 3 + 5;
  6459. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HIT)
  6460. hit += 50;
  6461. #endif
  6462. if (sc->data[SC_SOULFALCON])
  6463. hit += sc->data[SC_SOULFALCON]->val3;
  6464. if (sc->data[SC_SATURDAYNIGHTFEVER])
  6465. hit -= 50 + 50 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6466. if (sc->data[SC_PACKING_ENVELOPE10])
  6467. hit += sc->data[SC_PACKING_ENVELOPE10]->val1;
  6468. return (short)cap_value(hit,1,SHRT_MAX);
  6469. }
  6470. /**
  6471. * Adds flee modifications based on status changes
  6472. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6473. * @param sc: Object's status change information
  6474. * @param flee: Initial flee
  6475. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6476. */
  6477. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  6478. {
  6479. if( bl->type == BL_PC ) {
  6480. struct map_data *mapdata = map_getmapdata(bl->m);
  6481. if( mapdata_flag_gvg(mapdata) )
  6482. flee -= flee * battle_config.gvg_flee_penalty/100;
  6483. else if( mapdata->flag[MF_BATTLEGROUND] )
  6484. flee -= flee * battle_config.bg_flee_penalty/100;
  6485. }
  6486. if(!sc || !sc->count)
  6487. return cap_value(flee,1,SHRT_MAX);
  6488. if (sc->data[SC_POISON_MIST])
  6489. return 0;
  6490. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  6491. return sc->data[SC_OVERED_BOOST]->val2;
  6492. // Fixed value
  6493. if(sc->data[SC_INCFLEE])
  6494. flee += sc->data[SC_INCFLEE]->val1;
  6495. if(sc->data[SC_FLEEFOOD])
  6496. flee += sc->data[SC_FLEEFOOD]->val1;
  6497. if(sc->data[SC_WHISTLE])
  6498. flee += sc->data[SC_WHISTLE]->val2;
  6499. if(sc->data[SC_WINDWALK])
  6500. flee += sc->data[SC_WINDWALK]->val2;
  6501. if(sc->data[SC_VIOLENTGALE])
  6502. flee += sc->data[SC_VIOLENTGALE]->val2;
  6503. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  6504. flee += sc->data[SC_MOON_COMFORT]->val2;
  6505. if(sc->data[SC_CLOSECONFINE])
  6506. flee += 10;
  6507. if (sc->data[SC_ANGRIFFS_MODUS])
  6508. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  6509. if(sc->data[SC_ADJUSTMENT])
  6510. flee += 30;
  6511. if(sc->data[SC_SPEED])
  6512. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  6513. if(sc->data[SC_GATLINGFEVER])
  6514. flee -= sc->data[SC_GATLINGFEVER]->val4;
  6515. if(sc->data[SC_PARTYFLEE])
  6516. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  6517. if(sc->data[SC_MERC_FLEEUP])
  6518. flee += sc->data[SC_MERC_FLEEUP]->val2;
  6519. if( sc->data[SC_HALLUCINATIONWALK] )
  6520. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  6521. if( sc->data[SC_NPC_HALLUCINATIONWALK] )
  6522. flee += sc->data[SC_NPC_HALLUCINATIONWALK]->val2;
  6523. if(sc->data[SC_MTF_HITFLEE])
  6524. flee += sc->data[SC_MTF_HITFLEE]->val2;
  6525. if( sc->data[SC_WATER_BARRIER] )
  6526. flee -= sc->data[SC_WATER_BARRIER]->val2;
  6527. if( sc->data[SC_C_MARKER] )
  6528. flee -= sc->data[SC_C_MARKER]->val3;
  6529. #ifdef RENEWAL
  6530. if( sc->data[SC_SPEARQUICKEN] )
  6531. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  6532. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_FLEE)
  6533. flee += 50;
  6534. #endif
  6535. // Rate value
  6536. if(sc->data[SC_INCFLEERATE])
  6537. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  6538. if(sc->data[SC_SPIDERWEB])
  6539. flee -= flee * 50/100;
  6540. if(sc->data[SC_BERSERK])
  6541. flee -= flee * 50/100;
  6542. if(sc->data[SC_BLIND])
  6543. flee -= flee * 25/100;
  6544. if(sc->data[SC_FEAR])
  6545. flee -= flee * 20 / 100;
  6546. if(sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  6547. flee -= flee * 10 / 100;
  6548. if(sc->data[SC_INFRAREDSCAN])
  6549. flee -= flee * 30 / 100;
  6550. if( sc->data[SC__LAZINESS] )
  6551. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  6552. if( sc->data[SC_GLOOMYDAY] )
  6553. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  6554. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  6555. flee -= 20 + 30 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6556. if( sc->data[SC_WIND_STEP_OPTION] )
  6557. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  6558. if( sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2] )
  6559. flee -= flee * 50 / 100;
  6560. if( sc->data[SC_ZEPHYR] )
  6561. flee += sc->data[SC_ZEPHYR]->val2;
  6562. if(sc->data[SC_ASH])
  6563. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  6564. if (sc->data[SC_GOLDENE_FERSE])
  6565. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  6566. if (sc->data[SC_SMOKEPOWDER])
  6567. flee += flee * 20 / 100;
  6568. if (sc->data[SC_TEARGAS])
  6569. flee -= flee * 50 / 100;
  6570. //if( sc->data[SC_C_MARKER] )
  6571. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  6572. if (sc->data[SC_GROOMING])
  6573. flee += sc->data[SC_GROOMING]->val2;
  6574. if (sc->data[SC_PACKING_ENVELOPE5])
  6575. flee += sc->data[SC_PACKING_ENVELOPE5]->val1;
  6576. return (short)cap_value(flee,1,SHRT_MAX);
  6577. }
  6578. /**
  6579. * Adds perfect flee modifications based on status changes
  6580. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6581. * @param sc: Object's status change information
  6582. * @param flee2: Initial flee2
  6583. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6584. */
  6585. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  6586. {
  6587. if(!sc || !sc->count)
  6588. return cap_value(flee2,10,SHRT_MAX);
  6589. if(sc->data[SC_INCFLEE2])
  6590. flee2 += sc->data[SC_INCFLEE2]->val2;
  6591. if(sc->data[SC_WHISTLE])
  6592. flee2 += sc->data[SC_WHISTLE]->val3*10;
  6593. if(sc->data[SC__UNLUCKY])
  6594. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  6595. if (sc->data[SC_HISS])
  6596. flee2 += sc->data[SC_HISS]->val2*10;
  6597. if (sc->data[SC_DORAM_FLEE2])
  6598. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  6599. return (short)cap_value(flee2,10,SHRT_MAX);
  6600. }
  6601. /**
  6602. * Adds defense (left-side) modifications based on status changes
  6603. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6604. * @param sc: Object's status change information
  6605. * @param def: Initial def
  6606. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6607. */
  6608. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  6609. {
  6610. if(!sc || !sc->count)
  6611. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6612. if(sc->data[SC_BERSERK])
  6613. return 0;
  6614. if(sc->data[SC_BARRIER])
  6615. return 100;
  6616. if(sc->data[SC_KEEPING])
  6617. return 90;
  6618. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6619. if(sc->data[SC_STEELBODY])
  6620. return 90;
  6621. #endif
  6622. if (sc->data[SC_NYANGGRASS]) {
  6623. if (bl->type == BL_PC)
  6624. return 0;
  6625. else
  6626. return def >>= 1;
  6627. }
  6628. if(sc->data[SC_DEFSET])
  6629. return sc->data[SC_DEFSET]->val1;
  6630. if(sc->data[SC_DRUMBATTLE])
  6631. def += sc->data[SC_DRUMBATTLE]->val3;
  6632. #ifdef RENEWAL
  6633. if (sc->data[SC_ASSUMPTIO])
  6634. def += sc->data[SC_ASSUMPTIO]->val1 * 50;
  6635. #else
  6636. if(sc->data[SC_DEFENCE])
  6637. def += sc->data[SC_DEFENCE]->val2;
  6638. #endif
  6639. if(sc->data[SC_INCDEFRATE])
  6640. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  6641. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  6642. def += 50;
  6643. if(sc->data[SC_ODINS_POWER])
  6644. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6645. if( sc->data[SC_ANGRIFFS_MODUS] )
  6646. def -= 20 + 10 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  6647. if(sc->data[SC_STONEHARDSKIN])
  6648. def += sc->data[SC_STONEHARDSKIN]->val1;
  6649. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6650. def >>=1;
  6651. if(sc->data[SC_FREEZE])
  6652. def >>=1;
  6653. if(sc->data[SC_SIGNUMCRUCIS])
  6654. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  6655. if(sc->data[SC_CONCENTRATION])
  6656. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  6657. if(sc->data[SC_SKE])
  6658. def >>=1;
  6659. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6660. def -= def * sc->data[SC_PROVOKE]->val4/100;
  6661. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6662. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  6663. if (sc->data[SC_FLING])
  6664. def -= def * (sc->data[SC_FLING]->val2)/100;
  6665. if( sc->data[SC_FREEZING] )
  6666. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6667. if( sc->data[SC_ANALYZE] )
  6668. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6669. if( sc->data[SC_NEUTRALBARRIER] )
  6670. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6671. if( sc->data[SC_PRESTIGE] )
  6672. def += sc->data[SC_PRESTIGE]->val3;
  6673. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  6674. def += 6 * sc->data[SC_BANDING]->val1;
  6675. if( sc->data[SC_ECHOSONG] )
  6676. def += sc->data[SC_ECHOSONG]->val3;
  6677. if( sc->data[SC_CAMOUFLAGE] )
  6678. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6679. if( sc->data[SC_SOLID_SKIN_OPTION] )
  6680. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  6681. if( sc->data[SC_ROCK_CRUSHER] )
  6682. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  6683. if( sc->data[SC_POWER_OF_GAIA] )
  6684. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  6685. if(sc->data[SC_ASH])
  6686. def -= def * sc->data[SC_ASH]->val3/100;
  6687. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  6688. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  6689. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6690. def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
  6691. if (sc->data[SC_SOULGOLEM])
  6692. def += sc->data[SC_SOULGOLEM]->val2;
  6693. if (sc->data[SC_STONE_WALL])
  6694. def += sc->data[SC_STONE_WALL]->val2;
  6695. if( sc->data[SC_PACKING_ENVELOPE7] )
  6696. def += sc->data[SC_PACKING_ENVELOPE7]->val1;
  6697. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6698. }
  6699. /**
  6700. * Adds defense (right-side) modifications based on status changes
  6701. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6702. * @param sc: Object's status change information
  6703. * @param def2: Initial def2
  6704. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6705. */
  6706. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  6707. {
  6708. if(!sc || !sc->count)
  6709. #ifdef RENEWAL
  6710. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6711. #else
  6712. return (short)cap_value(def2,1,SHRT_MAX);
  6713. #endif
  6714. if(sc->data[SC_BERSERK])
  6715. return 0;
  6716. if(sc->data[SC_ETERNALCHAOS])
  6717. return 0;
  6718. if(sc->data[SC_DEFSET])
  6719. return sc->data[SC_DEFSET]->val1;
  6720. if(sc->data[SC_SUN_COMFORT])
  6721. def2 += sc->data[SC_SUN_COMFORT]->val2;
  6722. #ifdef RENEWAL
  6723. if (sc->data[SC_SKA])
  6724. def2 += 80;
  6725. #endif
  6726. if(sc->data[SC_ANGELUS])
  6727. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6728. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  6729. #else
  6730. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  6731. if(sc->data[SC_CONCENTRATION])
  6732. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  6733. #endif
  6734. if(sc->data[SC_POISON])
  6735. def2 -= def2 * 25/100;
  6736. if(sc->data[SC_DPOISON])
  6737. def2 -= def2 * 25/100;
  6738. if(sc->data[SC_SKE])
  6739. def2 -= def2 * 50/100;
  6740. if(sc->data[SC_PROVOKE])
  6741. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  6742. if(sc->data[SC_JOINTBEAT])
  6743. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6744. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6745. if(sc->data[SC_FLING])
  6746. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  6747. if(sc->data[SC_ANALYZE])
  6748. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6749. if(sc->data[SC_ASH])
  6750. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  6751. if (sc->data[SC_PARALYSIS])
  6752. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  6753. if(sc->data[SC_EQC])
  6754. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  6755. if( sc->data[SC_CAMOUFLAGE] )
  6756. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6757. #ifdef RENEWAL
  6758. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6759. #else
  6760. return (short)cap_value(def2,1,SHRT_MAX);
  6761. #endif
  6762. }
  6763. /**
  6764. * Adds magic defense (left-side) modifications based on status changes
  6765. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6766. * @param sc: Object's status change information
  6767. * @param mdef: Initial mdef
  6768. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6769. */
  6770. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  6771. {
  6772. if(!sc || !sc->count)
  6773. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6774. if(sc->data[SC_BERSERK])
  6775. return 0;
  6776. if(sc->data[SC_BARRIER])
  6777. return 100;
  6778. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6779. if(sc->data[SC_STEELBODY])
  6780. return 90;
  6781. #endif
  6782. if (sc->data[SC_NYANGGRASS]) {
  6783. if (bl->type == BL_PC)
  6784. return 0;
  6785. else
  6786. return mdef >>= 1;
  6787. }
  6788. if(sc->data[SC_MDEFSET])
  6789. return sc->data[SC_MDEFSET]->val1;
  6790. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  6791. mdef += 50;
  6792. if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6793. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  6794. if(sc->data[SC_STONEHARDSKIN])
  6795. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  6796. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6797. mdef += 25 * mdef / 100;
  6798. if(sc->data[SC_FREEZE])
  6799. mdef += 25 * mdef / 100;
  6800. if(sc->data[SC_BURNING])
  6801. mdef -= 25 * mdef / 100;
  6802. if( sc->data[SC_NEUTRALBARRIER] )
  6803. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6804. if(sc->data[SC_ANALYZE])
  6805. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  6806. if(sc->data[SC_SYMPHONYOFLOVER])
  6807. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  6808. if (sc->data[SC_ODINS_POWER])
  6809. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6810. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6811. mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
  6812. if (sc->data[SC_SOULGOLEM])
  6813. mdef += sc->data[SC_SOULGOLEM]->val3;
  6814. if (sc->data[SC_STONE_WALL])
  6815. mdef += sc->data[SC_STONE_WALL]->val3;
  6816. if (sc->data[SC_PACKING_ENVELOPE8])
  6817. mdef += sc->data[SC_PACKING_ENVELOPE8]->val1;
  6818. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6819. }
  6820. /**
  6821. * Adds magic defense (right-side) modifications based on status changes
  6822. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6823. * @param sc: Object's status change information
  6824. * @param mdef2: Initial mdef2
  6825. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6826. */
  6827. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  6828. {
  6829. if(!sc || !sc->count)
  6830. #ifdef RENEWAL
  6831. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6832. #else
  6833. return (short)cap_value(mdef2,1,SHRT_MAX);
  6834. #endif
  6835. if(sc->data[SC_BERSERK])
  6836. return 0;
  6837. if(sc->data[SC_SKA])
  6838. return 90;
  6839. if(sc->data[SC_MDEFSET])
  6840. return sc->data[SC_MDEFSET]->val1;
  6841. if(sc->data[SC_MINDBREAKER])
  6842. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  6843. if(sc->data[SC_BURNING])
  6844. mdef2 -= mdef2 * 25 / 100;
  6845. if(sc->data[SC_ANALYZE])
  6846. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6847. #ifdef RENEWAL
  6848. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6849. #else
  6850. return (short)cap_value(mdef2,1,SHRT_MAX);
  6851. #endif
  6852. }
  6853. /**
  6854. * Adds speed modifications based on status changes
  6855. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6856. * @param sc: Object's status change information
  6857. * @param speed: Initial speed
  6858. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6859. */
  6860. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  6861. {
  6862. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6863. int speed_rate = 100;
  6864. if (sc == NULL || (sd && sd->state.permanent_speed))
  6865. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6866. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6867. int val = 0;
  6868. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6869. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6870. else
  6871. val -= 25;
  6872. if (sc->data[SC_ACCELERATION])
  6873. val -= 25;
  6874. speed += speed * val / 100;
  6875. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6876. }
  6877. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6878. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6879. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6880. else
  6881. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6882. } else {
  6883. int val = 0;
  6884. // GetMoveHasteValue2()
  6885. if( sc->data[SC_FUSION] )
  6886. val = 25;
  6887. else if( sd ) {
  6888. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6889. val = 25; // Same bonus
  6890. else if( pc_isridingwug(sd) )
  6891. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6892. else if( sc->data[SC_ALL_RIDING] )
  6893. val = battle_config.rental_mount_speed_boost;
  6894. }
  6895. speed_rate -= val;
  6896. // GetMoveSlowValue()
  6897. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6898. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6899. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6900. val = sc->data[SC_CHASEWALK]->val3;
  6901. else {
  6902. val = 0;
  6903. // Longing for Freedom/Special Singer cancels song/dance penalty
  6904. #ifdef RENEWAL
  6905. if (sc->data[SC_ENSEMBLEFATIGUE])
  6906. val = max(val, sc->data[SC_ENSEMBLEFATIGUE]->val2);
  6907. #else
  6908. if( sc->data[SC_LONGING] )
  6909. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6910. #endif
  6911. else
  6912. if( sd && sc->data[SC_DANCING] )
  6913. 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)) );
  6914. if( sc->data[SC_DECREASEAGI] )
  6915. val = max( val, 25 );
  6916. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6917. val = max( val, 50 );
  6918. if( sc->data[SC_DONTFORGETME] )
  6919. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6920. if( sc->data[SC_CURSE] )
  6921. val = max( val, 300 );
  6922. if( sc->data[SC_CHASEWALK] )
  6923. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6924. if( sc->data[SC_WEDDING] )
  6925. val = max( val, 100 );
  6926. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6927. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6928. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6929. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6930. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6931. val = max( val, 75 );
  6932. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6933. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6934. if( sc->data[SC_GATLINGFEVER] )
  6935. val = max( val, 100 );
  6936. if( sc->data[SC_SUITON] )
  6937. val = max( val, sc->data[SC_SUITON]->val3 );
  6938. if( sc->data[SC_SWOO] )
  6939. val = max( val, 300 );
  6940. if( sc->data[SC_SKA] )
  6941. val = max( val, 25 );
  6942. if( sc->data[SC_FREEZING] )
  6943. val = max( val, 30 );
  6944. if( sc->data[SC_MARSHOFABYSS] )
  6945. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6946. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6947. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6948. if( sc->data[SC_STEALTHFIELD] )
  6949. val = max( val, 20 );
  6950. if( sc->data[SC__LAZINESS] )
  6951. val = max( val, 25 );
  6952. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6953. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6954. if( sc->data[SC_POWER_OF_GAIA] )
  6955. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6956. if( sc->data[SC_MELON_BOMB] )
  6957. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6958. if( sc->data[SC_REBOUND] )
  6959. val = max( val, 25 );
  6960. if( sc->data[SC_B_TRAP] )
  6961. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6962. if (sc->data[SC_CATNIPPOWDER])
  6963. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6964. if (sc->data[SC_SP_SHA])
  6965. val = max(val, sc->data[SC_SP_SHA]->val2);
  6966. if (sc->data[SC_CREATINGSTAR])
  6967. val = max(val, 90);
  6968. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6969. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6970. }
  6971. speed_rate += val;
  6972. val = 0;
  6973. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6974. speed_rate = 150;
  6975. // GetMoveHasteValue1()
  6976. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6977. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6978. if( sc->data[SC_INCREASEAGI] )
  6979. val = max( val, 25 );
  6980. if( sc->data[SC_WINDWALK] )
  6981. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6982. if( sc->data[SC_CARTBOOST] )
  6983. val = max( val, 20 );
  6984. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6985. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6986. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6987. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6988. if( sc->data[SC_BERSERK] )
  6989. val = max( val, 25 );
  6990. if( sc->data[SC_RUN] )
  6991. val = max( val, 55 );
  6992. if( sc->data[SC_AVOID] )
  6993. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6994. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6995. val = max( val, 75 );
  6996. if( sc->data[SC_CLOAKINGEXCEED] )
  6997. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6998. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 0)
  6999. val = max(val, 50);
  7000. if( sc->data[SC_HOVERING] )
  7001. val = max( val, 10 );
  7002. if( sc->data[SC_GN_CARTBOOST] )
  7003. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  7004. if( sc->data[SC_SWINGDANCE] )
  7005. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  7006. if( sc->data[SC_WIND_STEP_OPTION] )
  7007. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  7008. if( sc->data[SC_FULL_THROTTLE] )
  7009. val = max( val, 25 );
  7010. if (sc->data[SC_ARCLOUSEDASH])
  7011. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  7012. if( sc->data[SC_DORAM_WALKSPEED] )
  7013. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  7014. if (sc->data[SC_RUSHWINDMILL])
  7015. val = max(val, 25); // !TODO: Confirm bonus movement speed
  7016. if (sc->data[SC_EMERGENCY_MOVE])
  7017. val = max(val, sc->data[SC_EMERGENCY_MOVE]->val2);
  7018. // !FIXME: official items use a single bonus for this [ultramage]
  7019. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  7020. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  7021. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  7022. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  7023. speed_rate -= val;
  7024. if( speed_rate < 40 )
  7025. speed_rate = 40;
  7026. }
  7027. // GetSpeed()
  7028. if( sd && pc_iscarton(sd) )
  7029. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  7030. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  7031. speed += speed * 50 / 100;
  7032. if( speed_rate != 100 )
  7033. speed = speed * speed_rate / 100;
  7034. if( sc->data[SC_STEELBODY] )
  7035. speed = 200;
  7036. if( sc->data[SC_DEFENDER] )
  7037. speed = max(speed, 200);
  7038. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  7039. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  7040. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  7041. }
  7042. #ifdef RENEWAL_ASPD
  7043. /**
  7044. * Renewal attack speed modifiers based on status changes
  7045. * This function only affects RENEWAL players and comes after base calculation
  7046. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7047. * @param sc: Object's status change information
  7048. * @param fixed: True - fixed value [malufett]
  7049. * False - percentage value
  7050. * @return modified aspd
  7051. */
  7052. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  7053. {
  7054. int bonus = 0;
  7055. if (!sc || !sc->count)
  7056. return 0;
  7057. if (fixed) {
  7058. enum sc_type sc_val;
  7059. if (!sc->data[SC_QUAGMIRE]) {
  7060. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  7061. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  7062. bonus = 7;
  7063. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  7064. bonus = 6;
  7065. else if (bonus < 5 && sc->data[SC_FLEET])
  7066. bonus = 5;
  7067. }
  7068. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  7069. #ifdef RENEWAL
  7070. bonus += sc->data[SC_ASSNCROS]->val2;
  7071. #else
  7072. if (bl->type != BL_PC)
  7073. bonus += sc->data[SC_ASSNCROS]->val2;
  7074. else {
  7075. switch(((TBL_PC*)bl)->status.weapon) {
  7076. case W_BOW:
  7077. case W_REVOLVER:
  7078. case W_RIFLE:
  7079. case W_GATLING:
  7080. case W_SHOTGUN:
  7081. case W_GRENADE:
  7082. break;
  7083. default:
  7084. bonus += sc->data[SC_ASSNCROS]->val2;
  7085. break;
  7086. }
  7087. }
  7088. #endif
  7089. }
  7090. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  7091. bonus = 20;
  7092. else if (bonus < 15 && sc->data[SC_BERSERK])
  7093. bonus = 15;
  7094. if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
  7095. bonus += sc->data[sc_val]->val1;
  7096. if (sc->data[SC_ATTHASTE_CASH])
  7097. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  7098. } else {
  7099. if (sc->data[SC_DONTFORGETME])
  7100. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  7101. #ifdef RENEWAL
  7102. if (sc->data[SC_ENSEMBLEFATIGUE])
  7103. bonus -= sc->data[SC_ENSEMBLEFATIGUE]->val2 / 10;
  7104. #else
  7105. if (sc->data[SC_LONGING])
  7106. bonus -= sc->data[SC_LONGING]->val2 / 10;
  7107. #endif
  7108. if (sc->data[SC_STEELBODY])
  7109. bonus -= 25;
  7110. if (sc->data[SC_SKA])
  7111. bonus -= 25;
  7112. if (sc->data[SC_DEFENDER])
  7113. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  7114. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  7115. bonus -= 75;
  7116. #ifndef RENEWAL
  7117. if (sc->data[SC_GRAVITATION])
  7118. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  7119. #endif
  7120. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  7121. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  7122. bonus -= 25;
  7123. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  7124. bonus -= 10;
  7125. }
  7126. if (sc->data[SC_FREEZING])
  7127. bonus -= 30;
  7128. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  7129. bonus -= 50;
  7130. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  7131. bonus -= 10;
  7132. if (sc->data[SC__BODYPAINT])
  7133. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  7134. if (sc->data[SC__INVISIBILITY])
  7135. bonus -= sc->data[SC__INVISIBILITY]->val2;
  7136. if (sc->data[SC__GROOMY])
  7137. bonus -= sc->data[SC__GROOMY]->val2;
  7138. if (sc->data[SC_SWINGDANCE])
  7139. bonus += sc->data[SC_SWINGDANCE]->val3;
  7140. if (sc->data[SC_DANCEWITHWUG])
  7141. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  7142. if (sc->data[SC_GLOOMYDAY])
  7143. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  7144. if (sc->data[SC_GT_CHANGE])
  7145. bonus += sc->data[SC_GT_CHANGE]->val3;
  7146. if (sc->data[SC_MELON_BOMB])
  7147. bonus -= sc->data[SC_MELON_BOMB]->val3;
  7148. if (sc->data[SC_BOOST500])
  7149. bonus += sc->data[SC_BOOST500]->val1;
  7150. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  7151. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  7152. if (sc->data[SC_GOLDENE_FERSE])
  7153. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  7154. if (sc->data[SC_INCASPDRATE])
  7155. bonus += sc->data[SC_INCASPDRATE]->val1;
  7156. if (sc->data[SC_GATLINGFEVER])
  7157. bonus += sc->data[SC_GATLINGFEVER]->val1;
  7158. if (sc->data[SC_STAR_COMFORT])
  7159. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  7160. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  7161. bonus += 10;
  7162. if (sc->data[SC_INCREASEAGI])
  7163. bonus += sc->data[SC_INCREASEAGI]->val1;
  7164. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ASPDRATE)
  7165. bonus += 20;
  7166. if (sc->data[SC_STARSTANCE])
  7167. bonus += sc->data[SC_STARSTANCE]->val2;
  7168. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  7169. uint8 skill_lv;
  7170. if (sd && (skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  7171. bonus += skill_lv;
  7172. }
  7173. return bonus;
  7174. }
  7175. #endif
  7176. /**
  7177. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  7178. * A subtraction reduces the delay, meaning an increase in ASPD
  7179. * This comes after the percentage changes and is based on status changes
  7180. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7181. * @param sc: Object's status change information
  7182. * @param aspd: Object's current ASPD
  7183. * @return modified aspd
  7184. */
  7185. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  7186. {
  7187. if (!sc || !sc->count)
  7188. return cap_value(aspd, 0, 2000);
  7189. if (sc->data[SC_OVERED_BOOST])
  7190. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  7191. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  7192. aspd -= 50; // +5 ASPD
  7193. if (sc->data[SC_FIGHTINGSPIRIT])
  7194. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  7195. if (sc->data[SC_MTF_ASPD])
  7196. aspd -= sc->data[SC_MTF_ASPD]->val1;
  7197. if (sc->data[SC_MTF_ASPD2])
  7198. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  7199. if (sc->data[SC_SOULSHADOW])
  7200. aspd -= 10 * sc->data[SC_SOULSHADOW]->val2;
  7201. if (sc->data[SC_HEAT_BARREL])
  7202. aspd -= sc->data[SC_HEAT_BARREL]->val1 * 10;
  7203. if (sc->data[SC_EP16_2_BUFF_SS])
  7204. aspd -= 100; // +10 ASPD
  7205. if (sc->data[SC_PACKING_ENVELOPE6])
  7206. aspd -= sc->data[SC_PACKING_ENVELOPE6]->val1 * 10;
  7207. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  7208. }
  7209. /**
  7210. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  7211. * Note: The scale of aspd_rate is 1000 = 100%
  7212. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  7213. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7214. * @param sc: Object's status change information
  7215. * @param aspd_rate: Object's current ASPD
  7216. * @return modified aspd_rate
  7217. */
  7218. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  7219. {
  7220. int i;
  7221. if(!sc || !sc->count)
  7222. return cap_value(aspd_rate,0,SHRT_MAX);
  7223. if( !sc->data[SC_QUAGMIRE] ) {
  7224. int max = 0;
  7225. if(sc->data[SC_STAR_COMFORT])
  7226. max = sc->data[SC_STAR_COMFORT]->val2;
  7227. if(sc->data[SC_TWOHANDQUICKEN] &&
  7228. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  7229. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  7230. if(sc->data[SC_ONEHAND] &&
  7231. max < sc->data[SC_ONEHAND]->val2)
  7232. max = sc->data[SC_ONEHAND]->val2;
  7233. if(sc->data[SC_MERC_QUICKEN] &&
  7234. max < sc->data[SC_MERC_QUICKEN]->val2)
  7235. max = sc->data[SC_MERC_QUICKEN]->val2;
  7236. if(sc->data[SC_ADRENALINE2] &&
  7237. max < sc->data[SC_ADRENALINE2]->val3)
  7238. max = sc->data[SC_ADRENALINE2]->val3;
  7239. if(sc->data[SC_ADRENALINE] &&
  7240. max < sc->data[SC_ADRENALINE]->val3)
  7241. max = sc->data[SC_ADRENALINE]->val3;
  7242. if(sc->data[SC_SPEARQUICKEN] &&
  7243. max < sc->data[SC_SPEARQUICKEN]->val2)
  7244. max = sc->data[SC_SPEARQUICKEN]->val2;
  7245. if(sc->data[SC_GATLINGFEVER] &&
  7246. max < sc->data[SC_GATLINGFEVER]->val2)
  7247. max = sc->data[SC_GATLINGFEVER]->val2;
  7248. if(sc->data[SC_FLEET] &&
  7249. max < sc->data[SC_FLEET]->val2)
  7250. max = sc->data[SC_FLEET]->val2;
  7251. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  7252. if (bl->type!=BL_PC)
  7253. max = sc->data[SC_ASSNCROS]->val2;
  7254. else
  7255. switch(((TBL_PC*)bl)->status.weapon) {
  7256. case W_BOW:
  7257. case W_REVOLVER:
  7258. case W_RIFLE:
  7259. case W_GATLING:
  7260. case W_SHOTGUN:
  7261. case W_GRENADE:
  7262. break;
  7263. default:
  7264. max = sc->data[SC_ASSNCROS]->val2;
  7265. }
  7266. }
  7267. aspd_rate -= max;
  7268. if(sc->data[SC_BERSERK])
  7269. aspd_rate -= 300;
  7270. else if(sc->data[SC_MADNESSCANCEL])
  7271. aspd_rate -= 200;
  7272. }
  7273. if( sc->data[i=SC_ASPDPOTION3] ||
  7274. sc->data[i=SC_ASPDPOTION2] ||
  7275. sc->data[i=SC_ASPDPOTION1] ||
  7276. sc->data[i=SC_ASPDPOTION0] )
  7277. aspd_rate -= sc->data[i]->val2;
  7278. if (sc->data[SC_ATTHASTE_CASH])
  7279. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  7280. if(sc->data[SC_DONTFORGETME])
  7281. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  7282. #ifdef RENEWAL
  7283. if (sc->data[SC_ENSEMBLEFATIGUE])
  7284. aspd_rate += sc->data[SC_ENSEMBLEFATIGUE]->val2;
  7285. #else
  7286. if(sc->data[SC_LONGING])
  7287. aspd_rate += sc->data[SC_LONGING]->val2;
  7288. #endif
  7289. if(sc->data[SC_STEELBODY])
  7290. aspd_rate += 250;
  7291. if(sc->data[SC_SKA])
  7292. aspd_rate += 250;
  7293. if(sc->data[SC_DEFENDER])
  7294. aspd_rate += sc->data[SC_DEFENDER]->val4;
  7295. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  7296. aspd_rate += 250;
  7297. #ifndef RENEWAL
  7298. if(sc->data[SC_GRAVITATION])
  7299. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  7300. #endif
  7301. if(sc->data[SC_JOINTBEAT]) {
  7302. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  7303. aspd_rate += 250;
  7304. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  7305. aspd_rate += 100;
  7306. }
  7307. if( sc->data[SC_FREEZING] )
  7308. aspd_rate += 300;
  7309. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  7310. aspd_rate += 500;
  7311. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  7312. aspd_rate += 100;
  7313. if( sc->data[SC__BODYPAINT] )
  7314. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  7315. if( sc->data[SC__INVISIBILITY] )
  7316. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  7317. if( sc->data[SC__GROOMY] )
  7318. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  7319. if( sc->data[SC_SWINGDANCE] )
  7320. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  7321. if( sc->data[SC_DANCEWITHWUG] )
  7322. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  7323. if( sc->data[SC_GLOOMYDAY] )
  7324. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  7325. if( sc->data[SC_GT_CHANGE] )
  7326. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  7327. if( sc->data[SC_MELON_BOMB] )
  7328. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  7329. if( sc->data[SC_BOOST500] )
  7330. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  7331. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  7332. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  7333. if( sc->data[SC_INCASPDRATE] )
  7334. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  7335. if( sc->data[SC_GOLDENE_FERSE])
  7336. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  7337. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  7338. aspd_rate -= 100;
  7339. if (sc->data[SC_STARSTANCE])
  7340. aspd_rate -= 10 * sc->data[SC_STARSTANCE]->val2;
  7341. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7342. }
  7343. /**
  7344. * Modifies the damage delay time based on status changes
  7345. * The lower your delay, the quicker you can act after taking damage
  7346. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7347. * @param sc: Object's status change information
  7348. * @param dmotion: Object's current damage delay
  7349. * @return modified delay rate
  7350. */
  7351. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  7352. {
  7353. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND) )
  7354. return cap_value(dmotion,0,USHRT_MAX);
  7355. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7356. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7357. return 0;
  7358. if (bl->type == BL_PC && ((TBL_PC *)bl)->special_state.no_walk_delay)
  7359. return 0;
  7360. if( sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  7361. return 0;
  7362. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7363. }
  7364. /**
  7365. * Calculates a max HP based on status changes
  7366. * Values can either be percentages or fixed, based on how equations are formulated
  7367. * @param bl: Object's block_list data
  7368. * @param maxhp: Object's current max HP
  7369. * @return modified maxhp
  7370. */
  7371. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7372. {
  7373. int rate = 100;
  7374. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7375. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7376. maxhp = maxhp * rate / 100;
  7377. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7378. }
  7379. /**
  7380. * Calculates a max SP based on status changes
  7381. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7382. * @param bl: Object's block_list data
  7383. * @param maxsp: Object's current max SP
  7384. * @return modified maxsp
  7385. */
  7386. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7387. {
  7388. int rate = 100;
  7389. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7390. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7391. maxsp = maxsp * rate / 100;
  7392. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7393. }
  7394. /**
  7395. * Changes a player's element based on status changes
  7396. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7397. * @param sc: Object's status change information
  7398. * @param element: Object's current element
  7399. * @return new element
  7400. */
  7401. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  7402. {
  7403. if(!sc || !sc->count)
  7404. return cap_value(element, 0, UCHAR_MAX);
  7405. if(sc->data[SC_FREEZE])
  7406. return ELE_WATER;
  7407. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7408. return ELE_EARTH;
  7409. if(sc->data[SC_BENEDICTIO])
  7410. return ELE_HOLY;
  7411. if(sc->data[SC_CHANGEUNDEAD])
  7412. return ELE_UNDEAD;
  7413. if(sc->data[SC_ELEMENTALCHANGE])
  7414. return sc->data[SC_ELEMENTALCHANGE]->val2;
  7415. if(sc->data[SC_SHAPESHIFT])
  7416. return sc->data[SC_SHAPESHIFT]->val2;
  7417. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7418. }
  7419. /**
  7420. * Changes a player's element level based on status changes
  7421. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7422. * @param sc: Object's status change information
  7423. * @param lv: Object's current element level
  7424. * @return new element level
  7425. */
  7426. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  7427. {
  7428. if(!sc || !sc->count)
  7429. return cap_value(lv, 1, 4);
  7430. if(sc->data[SC_FREEZE])
  7431. return 1;
  7432. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7433. return 1;
  7434. if(sc->data[SC_BENEDICTIO])
  7435. return 1;
  7436. if(sc->data[SC_CHANGEUNDEAD])
  7437. return 1;
  7438. if(sc->data[SC_ELEMENTALCHANGE])
  7439. return sc->data[SC_ELEMENTALCHANGE]->val1;
  7440. if(sc->data[SC_SHAPESHIFT])
  7441. return 1;
  7442. if(sc->data[SC__INVISIBILITY])
  7443. return 1;
  7444. return (unsigned char)cap_value(lv,1,4);
  7445. }
  7446. /**
  7447. * Changes a player's attack element based on status changes
  7448. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7449. * @param sc: Object's status change information
  7450. * @param element: Object's current attack element
  7451. * @return new attack element
  7452. */
  7453. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  7454. {
  7455. if(!sc || !sc->count)
  7456. return cap_value(element, 0, UCHAR_MAX);
  7457. if(sc->data[SC_ENCHANTARMS])
  7458. return sc->data[SC_ENCHANTARMS]->val1;
  7459. if(sc->data[SC_WATERWEAPON]
  7460. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  7461. return ELE_WATER;
  7462. if(sc->data[SC_EARTHWEAPON]
  7463. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  7464. return ELE_EARTH;
  7465. if(sc->data[SC_FIREWEAPON]
  7466. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  7467. return ELE_FIRE;
  7468. if(sc->data[SC_WINDWEAPON]
  7469. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  7470. return ELE_WIND;
  7471. if(sc->data[SC_ENCPOISON])
  7472. return ELE_POISON;
  7473. if(sc->data[SC_ASPERSIO])
  7474. return ELE_HOLY;
  7475. if(sc->data[SC_SHADOWWEAPON])
  7476. return ELE_DARK;
  7477. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  7478. return ELE_GHOST;
  7479. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  7480. return ELE_WATER;
  7481. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7482. }
  7483. /**
  7484. * Changes the mode of an object
  7485. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7486. * @param sc: Object's status change data
  7487. * @param mode: Original mode
  7488. * @return mode with cap_value(mode, 0, INT_MAX)
  7489. */
  7490. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  7491. {
  7492. if(!sc || !sc->count)
  7493. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  7494. if(sc->data[SC_MODECHANGE]) {
  7495. if (sc->data[SC_MODECHANGE]->val2)
  7496. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  7497. if (sc->data[SC_MODECHANGE]->val3)
  7498. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  7499. if (sc->data[SC_MODECHANGE]->val4)
  7500. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  7501. }
  7502. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  7503. }
  7504. /**
  7505. * Changes the mode of a slave mob
  7506. * @param md: Slave mob whose mode to change
  7507. * @param mmd: Master of slave mob
  7508. */
  7509. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7510. {
  7511. switch (battle_config.slaves_inherit_mode) {
  7512. case 1: //Always aggressive
  7513. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7514. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7515. break;
  7516. case 2: //Always passive
  7517. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7518. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7519. break;
  7520. case 4: // Overwrite with slave mode
  7521. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOMWALK|MD_CANATTACK, 0, 0, 0);
  7522. break;
  7523. default: //Copy master
  7524. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7525. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7526. else
  7527. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7528. break;
  7529. }
  7530. }
  7531. /**
  7532. * Gets the name of the given bl
  7533. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7534. * @return name or "Unknown" if any other bl->type than noted above
  7535. */
  7536. const char* status_get_name(struct block_list *bl)
  7537. {
  7538. nullpo_ret(bl);
  7539. switch (bl->type) {
  7540. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7541. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7542. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7543. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7544. //case BL_MER: // They only have database names which are global, not specific to GID.
  7545. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7546. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  7547. }
  7548. return "Unknown";
  7549. }
  7550. /**
  7551. * Gets the class/sprite id of the given bl
  7552. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7553. * @return class or 0 if any other bl->type than noted above
  7554. */
  7555. int status_get_class(struct block_list *bl)
  7556. {
  7557. nullpo_ret(bl);
  7558. switch( bl->type ) {
  7559. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7560. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7561. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7562. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7563. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7564. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7565. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7566. }
  7567. return 0;
  7568. }
  7569. /**
  7570. * Gets the base level of the given bl
  7571. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7572. * @return base level or 1 if any other bl->type than noted above
  7573. */
  7574. int status_get_lv(struct block_list *bl)
  7575. {
  7576. nullpo_ret(bl);
  7577. switch (bl->type) {
  7578. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7579. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7580. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7581. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7582. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7583. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7584. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7585. }
  7586. return 1;
  7587. }
  7588. /**
  7589. * Gets the regeneration info of the given bl
  7590. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7591. * @return regen data or NULL if any other bl->type than noted above
  7592. */
  7593. struct regen_data *status_get_regen_data(struct block_list *bl)
  7594. {
  7595. nullpo_retr(NULL, bl);
  7596. switch (bl->type) {
  7597. case BL_PC: return &((TBL_PC*)bl)->regen;
  7598. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7599. case BL_MER: return &((TBL_MER*)bl)->regen;
  7600. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7601. default:
  7602. return NULL;
  7603. }
  7604. }
  7605. /**
  7606. * Gets the status data of the given bl
  7607. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7608. * @return status or "dummy_status" if any other bl->type than noted above
  7609. */
  7610. struct status_data *status_get_status_data(struct block_list *bl)
  7611. {
  7612. nullpo_retr(&dummy_status, bl);
  7613. switch (bl->type) {
  7614. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7615. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7616. case BL_PET: return &((TBL_PET*)bl)->status;
  7617. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7618. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7619. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7620. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7621. default:
  7622. return &dummy_status;
  7623. }
  7624. }
  7625. /**
  7626. * Gets the base status data of the given bl
  7627. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7628. * @return base_status or NULL if any other bl->type than noted above
  7629. */
  7630. struct status_data *status_get_base_status(struct block_list *bl)
  7631. {
  7632. nullpo_retr(NULL, bl);
  7633. switch (bl->type) {
  7634. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7635. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7636. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7637. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7638. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7639. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7640. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  7641. default:
  7642. return NULL;
  7643. }
  7644. }
  7645. /**
  7646. * Gets the defense of the given bl
  7647. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7648. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7649. */
  7650. defType status_get_def(struct block_list *bl)
  7651. {
  7652. struct unit_data *ud;
  7653. struct status_data *status = status_get_status_data(bl);
  7654. int def = status?status->def:0;
  7655. ud = unit_bl2ud(bl);
  7656. if (ud && ud->skilltimer != INVALID_TIMER)
  7657. def -= def * skill_get_castdef(ud->skill_id)/100;
  7658. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7659. }
  7660. /**
  7661. * Gets the walking speed of the given bl
  7662. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7663. * @return speed
  7664. */
  7665. unsigned short status_get_speed(struct block_list *bl)
  7666. {
  7667. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7668. return ((struct npc_data *)bl)->speed;
  7669. return status_get_status_data(bl)->speed;
  7670. }
  7671. /**
  7672. * Gets the party ID of the given bl
  7673. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7674. * @return party ID
  7675. */
  7676. int status_get_party_id(struct block_list *bl)
  7677. {
  7678. nullpo_ret(bl);
  7679. switch (bl->type) {
  7680. case BL_PC:
  7681. return ((TBL_PC*)bl)->status.party_id;
  7682. case BL_PET:
  7683. if (((TBL_PET*)bl)->master)
  7684. return ((TBL_PET*)bl)->master->status.party_id;
  7685. break;
  7686. case BL_MOB: {
  7687. struct mob_data *md=(TBL_MOB*)bl;
  7688. if( md->master_id > 0 ) {
  7689. struct map_session_data *msd;
  7690. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7691. return msd->status.party_id;
  7692. return -md->master_id;
  7693. }
  7694. }
  7695. break;
  7696. case BL_HOM:
  7697. if (((TBL_HOM*)bl)->master)
  7698. return ((TBL_HOM*)bl)->master->status.party_id;
  7699. break;
  7700. case BL_MER:
  7701. if (((TBL_MER*)bl)->master)
  7702. return ((TBL_MER*)bl)->master->status.party_id;
  7703. break;
  7704. case BL_SKILL:
  7705. if (((TBL_SKILL*)bl)->group)
  7706. return ((TBL_SKILL*)bl)->group->party_id;
  7707. break;
  7708. case BL_ELEM:
  7709. if (((TBL_ELEM*)bl)->master)
  7710. return ((TBL_ELEM*)bl)->master->status.party_id;
  7711. break;
  7712. }
  7713. return 0;
  7714. }
  7715. /**
  7716. * Gets the guild ID of the given bl
  7717. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7718. * @return guild ID
  7719. */
  7720. int status_get_guild_id(struct block_list *bl)
  7721. {
  7722. nullpo_ret(bl);
  7723. switch (bl->type) {
  7724. case BL_PC:
  7725. return ((TBL_PC*)bl)->status.guild_id;
  7726. case BL_PET:
  7727. if (((TBL_PET*)bl)->master)
  7728. return ((TBL_PET*)bl)->master->status.guild_id;
  7729. break;
  7730. case BL_MOB:
  7731. {
  7732. struct map_session_data *msd;
  7733. struct mob_data *md = (struct mob_data *)bl;
  7734. if (md->guardian_data) // Guardian's guild [Skotlex]
  7735. return md->guardian_data->guild_id;
  7736. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7737. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  7738. }
  7739. break;
  7740. case BL_HOM:
  7741. if (((TBL_HOM*)bl)->master)
  7742. return ((TBL_HOM*)bl)->master->status.guild_id;
  7743. break;
  7744. case BL_MER:
  7745. if (((TBL_MER*)bl)->master)
  7746. return ((TBL_MER*)bl)->master->status.guild_id;
  7747. break;
  7748. case BL_NPC:
  7749. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  7750. return ((TBL_NPC*)bl)->u.scr.guild_id;
  7751. break;
  7752. case BL_SKILL:
  7753. if (((TBL_SKILL*)bl)->group)
  7754. return ((TBL_SKILL*)bl)->group->guild_id;
  7755. break;
  7756. case BL_ELEM:
  7757. if (((TBL_ELEM*)bl)->master)
  7758. return ((TBL_ELEM*)bl)->master->status.guild_id;
  7759. break;
  7760. }
  7761. return 0;
  7762. }
  7763. /**
  7764. * Gets the guild emblem ID of the given bl
  7765. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7766. * @return guild emblem ID
  7767. */
  7768. int status_get_emblem_id(struct block_list *bl)
  7769. {
  7770. nullpo_ret(bl);
  7771. switch (bl->type) {
  7772. case BL_PC:
  7773. return ((TBL_PC*)bl)->guild_emblem_id;
  7774. case BL_PET:
  7775. if (((TBL_PET*)bl)->master)
  7776. return ((TBL_PET*)bl)->master->guild_emblem_id;
  7777. break;
  7778. case BL_MOB:
  7779. {
  7780. struct map_session_data *msd;
  7781. struct mob_data *md = (struct mob_data *)bl;
  7782. if (md->guardian_data) // Guardian's guild [Skotlex]
  7783. return md->guardian_data->emblem_id;
  7784. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7785. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  7786. }
  7787. break;
  7788. case BL_HOM:
  7789. if (((TBL_HOM*)bl)->master)
  7790. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  7791. break;
  7792. case BL_MER:
  7793. if (((TBL_MER*)bl)->master)
  7794. return ((TBL_MER*)bl)->master->guild_emblem_id;
  7795. break;
  7796. case BL_NPC:
  7797. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  7798. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  7799. if (g)
  7800. return g->emblem_id;
  7801. }
  7802. break;
  7803. case BL_ELEM:
  7804. if (((TBL_ELEM*)bl)->master)
  7805. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  7806. break;
  7807. }
  7808. return 0;
  7809. }
  7810. /**
  7811. * Gets the race2 of a mob or pet
  7812. * @param bl: Object whose race2 to get [MOB|PET]
  7813. * @return race2
  7814. */
  7815. std::vector<e_race2> status_get_race2(struct block_list *bl)
  7816. {
  7817. nullpo_retr(std::vector<e_race2>(),bl);
  7818. if (bl->type == BL_MOB)
  7819. return ((struct mob_data *)bl)->db->race2;
  7820. if (bl->type == BL_PET)
  7821. return ((struct pet_data *)bl)->db->race2;
  7822. return std::vector<e_race2>();
  7823. }
  7824. /**
  7825. * Checks if an object is dead
  7826. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7827. * @return 1: Is dead or 0: Is alive
  7828. */
  7829. int status_isdead(struct block_list *bl)
  7830. {
  7831. nullpo_ret(bl);
  7832. return status_get_status_data(bl)->hp == 0;
  7833. }
  7834. /**
  7835. * Checks if an object is immune to magic
  7836. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7837. * @return value of magic damage to be blocked
  7838. */
  7839. int status_isimmune(struct block_list *bl)
  7840. {
  7841. struct status_change *sc =status_get_sc(bl);
  7842. if (sc && sc->data[SC_HERMODE])
  7843. return 100;
  7844. if (bl->type == BL_PC &&
  7845. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  7846. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  7847. return 0;
  7848. }
  7849. /**
  7850. * Get view data of an object
  7851. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7852. * @return view data structure bl->vd
  7853. */
  7854. struct view_data* status_get_viewdata(struct block_list *bl)
  7855. {
  7856. nullpo_retr(NULL, bl);
  7857. switch (bl->type) {
  7858. case BL_PC: return &((TBL_PC*)bl)->vd;
  7859. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  7860. case BL_PET: return &((TBL_PET*)bl)->vd;
  7861. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  7862. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  7863. case BL_MER: return ((TBL_MER*)bl)->vd;
  7864. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  7865. }
  7866. return NULL;
  7867. }
  7868. /**
  7869. * Set view data of an object
  7870. * This function deals with class, mount, and item views
  7871. * SC views are set in clif_getareachar_unit()
  7872. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7873. * @param class_: class of the object
  7874. */
  7875. void status_set_viewdata(struct block_list *bl, int class_)
  7876. {
  7877. struct view_data* vd;
  7878. nullpo_retv(bl);
  7879. if (mobdb_checkid(class_) || mob_is_clone(class_))
  7880. vd = mob_get_viewdata(class_);
  7881. else if (npcdb_checkid(class_))
  7882. vd = npc_get_viewdata(class_);
  7883. else if (homdb_checkid(class_))
  7884. vd = hom_get_viewdata(class_);
  7885. else if (mercenary_db(class_))
  7886. vd = mercenary_get_viewdata(class_);
  7887. else if (elemental_class(class_))
  7888. vd = elemental_get_viewdata(class_);
  7889. else
  7890. vd = NULL;
  7891. switch (bl->type) {
  7892. case BL_PC:
  7893. {
  7894. TBL_PC* sd = (TBL_PC*)bl;
  7895. if (pcdb_checkid(class_)) {
  7896. if (sd->sc.option&OPTION_RIDING) {
  7897. switch (class_) { // Adapt class to a Mounted one.
  7898. case JOB_KNIGHT:
  7899. class_ = JOB_KNIGHT2;
  7900. break;
  7901. case JOB_CRUSADER:
  7902. class_ = JOB_CRUSADER2;
  7903. break;
  7904. case JOB_LORD_KNIGHT:
  7905. class_ = JOB_LORD_KNIGHT2;
  7906. break;
  7907. case JOB_PALADIN:
  7908. class_ = JOB_PALADIN2;
  7909. break;
  7910. case JOB_BABY_KNIGHT:
  7911. class_ = JOB_BABY_KNIGHT2;
  7912. break;
  7913. case JOB_BABY_CRUSADER:
  7914. class_ = JOB_BABY_CRUSADER2;
  7915. break;
  7916. }
  7917. }
  7918. sd->vd.class_ = class_;
  7919. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  7920. sd->vd.head_top = sd->status.head_top;
  7921. sd->vd.head_mid = sd->status.head_mid;
  7922. sd->vd.head_bottom = sd->status.head_bottom;
  7923. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7924. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7925. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  7926. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  7927. sd->vd.sex = sd->status.sex;
  7928. if (sd->vd.cloth_color) {
  7929. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  7930. sd->vd.cloth_color = 0;
  7931. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  7932. sd->vd.cloth_color = 0;
  7933. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  7934. sd->vd.cloth_color = 0;
  7935. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  7936. sd->vd.cloth_color = 0;
  7937. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  7938. sd->vd.cloth_color = 0;
  7939. }
  7940. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  7941. sd->vd.body_style = 0;
  7942. } else if (vd)
  7943. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7944. else
  7945. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7946. }
  7947. break;
  7948. case BL_MOB:
  7949. {
  7950. TBL_MOB* md = (TBL_MOB*)bl;
  7951. if (vd){
  7952. mob_free_dynamic_viewdata( md );
  7953. md->vd = vd;
  7954. }else if( pcdb_checkid( class_ ) ){
  7955. mob_set_dynamic_viewdata( md );
  7956. md->vd->class_ = class_;
  7957. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7958. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7959. }else
  7960. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7961. }
  7962. break;
  7963. case BL_PET:
  7964. {
  7965. TBL_PET* pd = (TBL_PET*)bl;
  7966. if (vd) {
  7967. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7968. if (!pcdb_checkid(vd->class_)) {
  7969. pd->vd.hair_style = battle_config.pet_hair_style;
  7970. if(pd->pet.equip) {
  7971. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7972. if (!pd->vd.head_bottom)
  7973. pd->vd.head_bottom = pd->pet.equip;
  7974. }
  7975. }
  7976. } else
  7977. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7978. }
  7979. break;
  7980. case BL_NPC:
  7981. {
  7982. TBL_NPC* nd = (TBL_NPC*)bl;
  7983. if (vd)
  7984. memcpy(&nd->vd, vd, sizeof(struct view_data));
  7985. else if (pcdb_checkid(class_)) {
  7986. memset(&nd->vd, 0, sizeof(struct view_data));
  7987. nd->vd.class_ = class_;
  7988. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7989. } else {
  7990. if (bl->m >= 0)
  7991. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  7992. else
  7993. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  7994. }
  7995. break;
  7996. }
  7997. break;
  7998. case BL_HOM:
  7999. {
  8000. struct homun_data *hd = (struct homun_data*)bl;
  8001. if (vd)
  8002. hd->vd = vd;
  8003. else
  8004. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  8005. }
  8006. break;
  8007. case BL_MER:
  8008. {
  8009. struct mercenary_data *md = (struct mercenary_data*)bl;
  8010. if (vd)
  8011. md->vd = vd;
  8012. else
  8013. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  8014. }
  8015. break;
  8016. case BL_ELEM:
  8017. {
  8018. struct elemental_data *ed = (struct elemental_data*)bl;
  8019. if (vd)
  8020. ed->vd = vd;
  8021. else
  8022. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  8023. }
  8024. break;
  8025. }
  8026. }
  8027. /**
  8028. * Get status change data of an object
  8029. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  8030. * @return status change data structure bl->sc
  8031. */
  8032. struct status_change *status_get_sc(struct block_list *bl)
  8033. {
  8034. if( bl )
  8035. switch (bl->type) {
  8036. case BL_PC: return &((TBL_PC*)bl)->sc;
  8037. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  8038. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  8039. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  8040. case BL_MER: return &((TBL_MER*)bl)->sc;
  8041. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  8042. }
  8043. return NULL;
  8044. }
  8045. /**
  8046. * Initiate (memset) the status change data of an object
  8047. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  8048. */
  8049. void status_change_init(struct block_list *bl)
  8050. {
  8051. struct status_change *sc = status_get_sc(bl);
  8052. nullpo_retv(sc);
  8053. memset(sc, 0, sizeof (struct status_change));
  8054. }
  8055. /*========================================== [Playtester]
  8056. * Returns the interval for status changes that iterate multiple times
  8057. * through the timer (e.g. those that deal damage in regular intervals)
  8058. * @param type: Status change (SC_*)
  8059. *------------------------------------------*/
  8060. static int status_get_sc_interval(enum sc_type type)
  8061. {
  8062. switch (type) {
  8063. case SC_POISON:
  8064. case SC_LEECHESEND:
  8065. case SC_DPOISON:
  8066. case SC_DEATHHURT:
  8067. return 1000;
  8068. case SC_BURNING:
  8069. case SC_PYREXIA:
  8070. return 3000;
  8071. case SC_MAGICMUSHROOM:
  8072. return 4000;
  8073. case SC_STONE:
  8074. return 5000;
  8075. case SC_BLEEDING:
  8076. case SC_TOXIN:
  8077. return 10000;
  8078. case SC_HELLS_PLANT:
  8079. return 333;
  8080. case SC_SHIELDSPELL_HP:
  8081. return 3000;
  8082. case SC_SHIELDSPELL_SP:
  8083. return 5000;
  8084. default:
  8085. break;
  8086. }
  8087. return 0;
  8088. }
  8089. /**
  8090. * Applies SC defense to a given status change
  8091. * This function also determines whether or not the status change will be applied
  8092. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8093. * @param bl: Target of the status change
  8094. * @param type: Status change (SC_*)
  8095. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8096. * @param tick: Initial duration that the status change affects bl
  8097. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8098. * @return adjusted duration based on flag values
  8099. */
  8100. t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag)
  8101. {
  8102. /// Resistance rate: 10000 = 100%
  8103. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  8104. /// 5000ms -> tick_def = 5000 -> 2500ms
  8105. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  8106. /// Fixed resistance value (after rate calculation)
  8107. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  8108. /// 2500ms -> tick_def2=2000 -> 500ms
  8109. int sc_def2 = 0, tick_def2 = 0;
  8110. struct status_data *status, *status_src;
  8111. struct status_change *sc;
  8112. struct map_session_data *sd;
  8113. nullpo_ret(bl);
  8114. if (src == NULL)
  8115. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  8116. // Skills (magic type) that are blocked by Golden Thief Bug card or Wand of Hermod
  8117. if (status_isimmune(bl)) {
  8118. std::shared_ptr<s_skill_db> skill = skill_db.find(battle_getcurrentskill(src));
  8119. if (skill != nullptr && skill->skill_type == BF_MAGIC)
  8120. return 0;
  8121. }
  8122. rate = cap_value(rate, 0, 10000);
  8123. sd = BL_CAST(BL_PC,bl);
  8124. status = status_get_status_data(bl);
  8125. status_src = status_get_status_data(src);
  8126. sc = status_get_sc(bl);
  8127. if( sc && !sc->count )
  8128. sc = NULL;
  8129. switch (type) {
  8130. case SC_POISON:
  8131. case SC_DPOISON:
  8132. sc_def = status->vit*100;
  8133. #ifndef RENEWAL
  8134. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8135. if (sd) {
  8136. // For players: 60000 - 450*vit - 100*luk
  8137. tick_def = status->vit*75;
  8138. tick_def2 = status->luk*100;
  8139. } else {
  8140. // For monsters: 30000 - 200*vit
  8141. tick>>=1;
  8142. tick_def = (status->vit*200)/3;
  8143. }
  8144. #endif
  8145. break;
  8146. case SC_STUN:
  8147. sc_def = status->vit*100;
  8148. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8149. tick_def2 = status->luk*10;
  8150. break;
  8151. case SC_SILENCE:
  8152. #ifndef RENEWAL
  8153. sc_def = status->vit*100;
  8154. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8155. #else
  8156. sc_def = status->int_*100;
  8157. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8158. #endif
  8159. tick_def2 = status->luk*10;
  8160. break;
  8161. case SC_BLEEDING:
  8162. #ifndef RENEWAL
  8163. sc_def = status->vit*100;
  8164. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8165. #else
  8166. sc_def = status->agi*100;
  8167. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8168. #endif
  8169. tick_def2 = status->luk*10;
  8170. break;
  8171. case SC_SLEEP:
  8172. #ifndef RENEWAL
  8173. sc_def = status->int_*100;
  8174. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8175. #else
  8176. sc_def = status->agi*100;
  8177. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8178. #endif
  8179. tick_def2 = status->luk*10;
  8180. break;
  8181. case SC_STONE:
  8182. sc_def = status->mdef*100;
  8183. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8184. tick_def = 0; // No duration reduction
  8185. break;
  8186. case SC_FREEZE:
  8187. sc_def = status->mdef*100;
  8188. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8189. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  8190. break;
  8191. case SC_CURSE:
  8192. // Special property: immunity when luk is zero
  8193. if (status->luk == 0)
  8194. return 0;
  8195. sc_def = status->luk*100;
  8196. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  8197. tick_def = status->vit*100;
  8198. tick_def2 = status->luk*10;
  8199. break;
  8200. case SC_BLIND:
  8201. sc_def = (status->vit + status->int_)*50;
  8202. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  8203. tick_def2 = status->luk*10;
  8204. break;
  8205. case SC_CONFUSION:
  8206. sc_def = (status->str + status->int_)*50;
  8207. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  8208. tick_def2 = status->luk*10;
  8209. break;
  8210. case SC_DECREASEAGI:
  8211. if (sd)
  8212. tick >>= 1; // Half duration for players.
  8213. sc_def2 = status->mdef*100;
  8214. break;
  8215. case SC_ANKLE:
  8216. if(status_has_mode(status,MD_STATUSIMMUNE)) // Lasts 5 times less on bosses
  8217. tick /= 5;
  8218. sc_def = status->agi*50;
  8219. break;
  8220. case SC_JOINTBEAT:
  8221. sc_def2 = 270 * status->str / 100; // 270 * STR / 100
  8222. tick_def2 = (status->luk * 50 + status->agi * 200) / 2; // (50 * LUK / 100 + 20 * AGI / 100) / 2
  8223. break;
  8224. case SC_DEEPSLEEP:
  8225. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  8226. break;
  8227. case SC_NETHERWORLD:
  8228. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  8229. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  8230. break;
  8231. case SC_MARSHOFABYSS:
  8232. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  8233. tick_def2 = (status->int_ + status->luk)*50;
  8234. break;
  8235. case SC_STASIS:
  8236. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  8237. tick_def2 = (status->vit + status->dex) * 50;
  8238. break;
  8239. case SC_WHITEIMPRISON:
  8240. if( tick == 5000 ) // 100% on caster
  8241. break;
  8242. if( bl->type == BL_PC )
  8243. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  8244. else
  8245. tick_def2 = (status->vit + status->luk)*50;
  8246. break;
  8247. case SC_BURNING:
  8248. tick_def2 = 75*status->luk + 125*status->agi;
  8249. break;
  8250. case SC_FREEZING:
  8251. tick_def2 = (status->vit + status->dex)*50;
  8252. break;
  8253. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  8254. sc_def = status->int_ * 80;
  8255. sc_def = max(sc_def, 500); // minimum of 5% resist
  8256. tick_def = 0;
  8257. tick_def2 = (status->vit + status->luk) * 500;
  8258. break;
  8259. case SC_TOXIN:
  8260. case SC_PARALYSE:
  8261. case SC_VENOMBLEED:
  8262. case SC_MAGICMUSHROOM:
  8263. case SC_DEATHHURT:
  8264. case SC_PYREXIA:
  8265. case SC_LEECHESEND:
  8266. tick_def2 = (status->vit + status->luk) * 500;
  8267. break;
  8268. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  8269. sc_def2 = status->agi*25;
  8270. break;
  8271. case SC_ELECTRICSHOCKER:
  8272. tick_def2 = (status->vit + status->agi) * 70;
  8273. break;
  8274. case SC_CRYSTALIZE:
  8275. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  8276. break;
  8277. case SC_VACUUM_EXTREME:
  8278. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8279. break;
  8280. case SC_KYOUGAKU:
  8281. tick_def2 = 30*status->int_;
  8282. break;
  8283. case SC_PARALYSIS:
  8284. tick_def2 = (status->vit + status->luk)*50;
  8285. break;
  8286. case SC_VOICEOFSIREN:
  8287. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8288. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8289. break;
  8290. case SC_B_TRAP:
  8291. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8292. break;
  8293. case SC_NORECOVER_STATE:
  8294. tick_def2 = status->luk * 100;
  8295. break;
  8296. default:
  8297. // Effect that cannot be reduced? Likely a buff.
  8298. if (!(rnd()%10000 < rate))
  8299. return 0;
  8300. return tick ? tick : 1;
  8301. }
  8302. if (sd) {
  8303. if (battle_config.pc_sc_def_rate != 100) {
  8304. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8305. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8306. }
  8307. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  8308. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  8309. if (battle_config.pc_sc_def_rate != 100) {
  8310. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8311. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8312. }
  8313. } else {
  8314. if (battle_config.mob_sc_def_rate != 100) {
  8315. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8316. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8317. }
  8318. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  8319. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  8320. if (battle_config.mob_sc_def_rate != 100) {
  8321. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8322. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8323. }
  8324. }
  8325. if (sc) {
  8326. if (sc->data[SC_SCRESIST])
  8327. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  8328. #ifdef RENEWAL
  8329. else if (sc->data[SC_SIEGFRIED] && (type == SC_BLIND || type == SC_STONE || type == SC_FREEZE || type == SC_STUN || type == SC_CURSE || type == SC_SLEEP || type == SC_SILENCE))
  8330. sc_def += sc->data[SC_SIEGFRIED]->val3 * 100; // Status resistance.
  8331. #else
  8332. else if (sc->data[SC_SIEGFRIED])
  8333. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  8334. #endif
  8335. else if (sc->data[SC_LEECHESEND] && sc->data[SC_LEECHESEND]->val3 == 0) {
  8336. switch (type) {
  8337. case SC_BLIND:
  8338. case SC_STUN:
  8339. return 0; // Immune
  8340. }
  8341. } else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 0) {
  8342. switch (type) {
  8343. case SC_SILENCE:
  8344. case SC_CURSE:
  8345. return 0; // Immune
  8346. }
  8347. }
  8348. }
  8349. // When tick def not set, reduction is the same for both.
  8350. if(tick_def == -1)
  8351. tick_def = sc_def;
  8352. // Natural resistance
  8353. if (!(flag&SCSTART_NORATEDEF)) {
  8354. rate -= rate*sc_def/10000;
  8355. rate -= sc_def2;
  8356. // Minimum chances
  8357. switch (type) {
  8358. case SC_BITE:
  8359. rate = max(rate, 5000); // Minimum of 50%
  8360. break;
  8361. }
  8362. // Item resistance (only applies to rate%)
  8363. if (sd) {
  8364. for (const auto &it : sd->reseff) {
  8365. if (it.id == type)
  8366. rate -= rate * it.val / 10000;
  8367. }
  8368. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8369. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  8370. }
  8371. // Aegis accuracy
  8372. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8373. }
  8374. if (!(rnd()%10000 < rate))
  8375. return 0;
  8376. // Duration cannot be reduced
  8377. if (flag&SCSTART_NOTICKDEF)
  8378. return i64max(tick, 1);
  8379. tick -= tick*tick_def/10000;
  8380. tick -= tick_def2;
  8381. // Minimum durations
  8382. switch (type) {
  8383. case SC_ANKLE:
  8384. case SC_MARSHOFABYSS:
  8385. tick = i64max(tick, 5000); // Minimum duration 5s
  8386. break;
  8387. case SC_FREEZING:
  8388. tick = i64max(tick, 6000); // Minimum duration 6s
  8389. // NEED AEGIS CHECK: might need to be 10s (http://ro.gnjoy.com/news/notice/View.asp?seq=5352)
  8390. break;
  8391. case SC_BURNING:
  8392. case SC_STASIS:
  8393. case SC_VOICEOFSIREN:
  8394. tick = i64max(tick, 10000); // Minimum duration 10s
  8395. break;
  8396. default:
  8397. // Skills need to trigger even if the duration is reduced below 1ms
  8398. tick = i64max(tick, 1);
  8399. break;
  8400. }
  8401. return tick;
  8402. }
  8403. /**
  8404. * Applies SC effect
  8405. * @param bl: Source to apply effect
  8406. * @param type: Status change (SC_*)
  8407. * @param dval1~3: Depends on type of status change
  8408. * Author: Ind
  8409. */
  8410. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8411. struct eri *eri;
  8412. struct sc_display_entry **sc_display;
  8413. struct sc_display_entry ***sc_display_ptr;
  8414. struct sc_display_entry *entry;
  8415. int i;
  8416. unsigned char sc_display_count;
  8417. unsigned char *sc_display_count_ptr;
  8418. nullpo_retv(bl);
  8419. switch( bl->type ){
  8420. case BL_PC: {
  8421. struct map_session_data* sd = (struct map_session_data*)bl;
  8422. sc_display_ptr = &sd->sc_display;
  8423. sc_display_count_ptr = &sd->sc_display_count;
  8424. eri = pc_sc_display_ers;
  8425. }
  8426. break;
  8427. case BL_NPC: {
  8428. struct npc_data* nd = (struct npc_data*)bl;
  8429. sc_display_ptr = &nd->sc_display;
  8430. sc_display_count_ptr = &nd->sc_display_count;
  8431. eri = npc_sc_display_ers;
  8432. }
  8433. break;
  8434. default:
  8435. return;
  8436. }
  8437. sc_display = *sc_display_ptr;
  8438. sc_display_count = *sc_display_count_ptr;
  8439. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8440. if( i != sc_display_count ) {
  8441. sc_display[i]->val1 = dval1;
  8442. sc_display[i]->val2 = dval2;
  8443. sc_display[i]->val3 = dval3;
  8444. return;
  8445. }
  8446. entry = ers_alloc(eri, struct sc_display_entry);
  8447. entry->type = type;
  8448. entry->val1 = dval1;
  8449. entry->val2 = dval2;
  8450. entry->val3 = dval3;
  8451. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8452. sc_display[sc_display_count - 1] = entry;
  8453. *sc_display_ptr = sc_display;
  8454. *sc_display_count_ptr = sc_display_count;
  8455. }
  8456. /**
  8457. * Removes SC effect
  8458. * @param bl: Source to remove effect
  8459. * @param type: Status change (SC_*)
  8460. * Author: Ind
  8461. */
  8462. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8463. struct eri *eri;
  8464. struct sc_display_entry **sc_display;
  8465. struct sc_display_entry ***sc_display_ptr;
  8466. int i;
  8467. unsigned char sc_display_count;
  8468. unsigned char *sc_display_count_ptr;
  8469. nullpo_retv(bl);
  8470. switch( bl->type ){
  8471. case BL_PC: {
  8472. struct map_session_data* sd = (struct map_session_data*)bl;
  8473. sc_display_ptr = &sd->sc_display;
  8474. sc_display_count_ptr = &sd->sc_display_count;
  8475. eri = pc_sc_display_ers;
  8476. }
  8477. break;
  8478. case BL_NPC: {
  8479. struct npc_data* nd = (struct npc_data*)bl;
  8480. sc_display_ptr = &nd->sc_display;
  8481. sc_display_count_ptr = &nd->sc_display_count;
  8482. eri = npc_sc_display_ers;
  8483. }
  8484. break;
  8485. default:
  8486. return;
  8487. }
  8488. sc_display = *sc_display_ptr;
  8489. sc_display_count = *sc_display_count_ptr;
  8490. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8491. if( i != sc_display_count ) {
  8492. int cursor;
  8493. ers_free(eri, sc_display[i]);
  8494. sc_display[i] = NULL;
  8495. /* The all-mighty compact-o-matic */
  8496. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8497. if( sc_display[i] == NULL )
  8498. continue;
  8499. if( i != cursor )
  8500. sc_display[cursor] = sc_display[i];
  8501. cursor++;
  8502. }
  8503. if( !(sc_display_count = cursor) ) {
  8504. aFree(sc_display);
  8505. sc_display = NULL;
  8506. }
  8507. *sc_display_ptr = sc_display;
  8508. *sc_display_count_ptr = sc_display_count;
  8509. }
  8510. }
  8511. /**
  8512. * Applies SC defense to a given status change
  8513. * This function also determines whether or not the status change will be applied
  8514. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8515. * @param bl: Target of the status change (See: enum sc_type)
  8516. * @param type: Status change (SC_*)
  8517. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8518. * @param val1~4: Depends on type of status change
  8519. * @param tick: Initial duration that the status change affects bl
  8520. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8521. * @return adjusted duration based on flag values
  8522. */
  8523. 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,t_tick duration,unsigned char flag) {
  8524. struct map_session_data *sd = NULL;
  8525. struct status_change* sc;
  8526. struct status_change_entry* sce;
  8527. struct status_data *status;
  8528. struct view_data *vd;
  8529. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  8530. bool sc_isnew = true;
  8531. nullpo_ret(bl);
  8532. sc = status_get_sc(bl);
  8533. status = status_get_status_data(bl);
  8534. if( type <= SC_NONE || type >= SC_MAX ) {
  8535. ShowError("status_change_start: invalid status change (%d)!\n", type);
  8536. return 0;
  8537. }
  8538. if( !sc )
  8539. return 0; // Unable to receive status changes
  8540. if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  8541. return 0;
  8542. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8543. return 0;
  8544. if (sc->data[SC_GRAVITYCONTROL])
  8545. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8546. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8547. // if (bl->type == BL_MOB)
  8548. // if (util::vector_exists(status_get_race2(bl), RC2_GVG) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8549. if( sc->data[SC_REFRESH] ) {
  8550. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  8551. return 0; // Immune to status ailments
  8552. switch( type ) {
  8553. case SC_DEEPSLEEP:
  8554. case SC_BURNING:
  8555. case SC_FREEZING:
  8556. case SC_CRYSTALIZE:
  8557. case SC_TOXIN:
  8558. case SC_PARALYSE:
  8559. case SC_VENOMBLEED:
  8560. case SC_MAGICMUSHROOM:
  8561. case SC_DEATHHURT:
  8562. case SC_PYREXIA:
  8563. case SC_OBLIVIONCURSE:
  8564. case SC_MARSHOFABYSS:
  8565. case SC_MANDRAGORA:
  8566. return 0;
  8567. }
  8568. }
  8569. if( sc->data[SC_INSPIRATION] ) {
  8570. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  8571. return 0; // Immune to status ailments
  8572. switch( type ) {
  8573. case SC_BURNING:
  8574. case SC_FREEZING:
  8575. case SC_CRYSTALIZE:
  8576. case SC_FEAR:
  8577. case SC_TOXIN:
  8578. case SC_PARALYSE:
  8579. case SC_VENOMBLEED:
  8580. case SC_MAGICMUSHROOM:
  8581. case SC_DEATHHURT:
  8582. case SC_PYREXIA:
  8583. case SC_OBLIVIONCURSE:
  8584. case SC_LEECHESEND:
  8585. case SC_DEEPSLEEP:
  8586. case SC_SATURDAYNIGHTFEVER:
  8587. case SC__BODYPAINT:
  8588. case SC__ENERVATION:
  8589. case SC__GROOMY:
  8590. case SC__IGNORANCE:
  8591. case SC__LAZINESS:
  8592. case SC__UNLUCKY:
  8593. case SC__WEAKNESS:
  8594. return 0;
  8595. }
  8596. }
  8597. if( sc->data[SC_KINGS_GRACE] ) {
  8598. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  8599. return 0; // Immune to status ailments
  8600. switch( type ) {
  8601. case SC_HALLUCINATION:
  8602. case SC_BURNING:
  8603. case SC_CRYSTALIZE:
  8604. case SC_FREEZING:
  8605. case SC_DEEPSLEEP:
  8606. case SC_FEAR:
  8607. case SC_MANDRAGORA:
  8608. return 0;
  8609. }
  8610. }
  8611. // Statuses from Merchant family skills that can be blocked while using Madogear; see pc.cpp::pc_setoption for cancellation
  8612. if (sc->option & OPTION_MADOGEAR) {
  8613. for (const auto &madosc : mado_statuses) {
  8614. if (type != madosc)
  8615. continue;
  8616. uint16 skill_id = status_sc2skill(type);
  8617. if (skill_id > 0 && !skill_get_inf2(skill_id, INF2_ALLOWONMADO))
  8618. return 0;
  8619. }
  8620. }
  8621. // Adjust tick according to status resistances
  8622. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8623. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8624. if( !duration )
  8625. return 0;
  8626. }
  8627. int tick = (int)duration;
  8628. sd = BL_CAST(BL_PC, bl);
  8629. vd = status_get_viewdata(bl);
  8630. undead_flag = battle_check_undead(status->race,status->def_ele);
  8631. // Check for immunities / sc fails
  8632. switch (type) {
  8633. case SC_DECREASEAGI:
  8634. case SC_QUAGMIRE:
  8635. case SC_DONTFORGETME:
  8636. case SC_CREATINGSTAR:
  8637. if(sc->data[SC_SPEEDUP1])
  8638. return 0;
  8639. break;
  8640. case SC_ANGRIFFS_MODUS:
  8641. case SC_GOLDENE_FERSE:
  8642. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  8643. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  8644. )
  8645. return 0;
  8646. case SC_VACUUM_EXTREME:
  8647. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_NPC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  8648. (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)
  8649. return 0;
  8650. break;
  8651. case SC_STONE:
  8652. // Undead are immune to Stone
  8653. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8654. return 0;
  8655. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  8656. return 0;
  8657. if (sc->opt1)
  8658. return 0; //Cannot override other OPT1 status changes [Skotlex]
  8659. break;
  8660. case SC_FREEZE:
  8661. // Undead are immune to Freeze
  8662. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8663. return 0;
  8664. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  8665. return 0;
  8666. if (sc->opt1)
  8667. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8668. break;
  8669. case SC_FREEZING:
  8670. case SC_CRYSTALIZE:
  8671. if (sc->data[SC_WARMER])
  8672. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  8673. break;
  8674. case SC_SLEEP:
  8675. if (sc->data[SC_GVG_SLEEP])
  8676. return 0;
  8677. if (sc->opt1)
  8678. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8679. break;
  8680. case SC_STUN:
  8681. if (sc->opt1)
  8682. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8683. if (sc->data[SC_GVG_STUN])
  8684. return 0;
  8685. break;
  8686. case SC_BLIND:
  8687. if (sc->data[SC_FEAR])
  8688. return 0;
  8689. if (sc->data[SC_GVG_BLIND])
  8690. return 0;
  8691. break;
  8692. case SC_CURSE:
  8693. if (sc->data[SC_GVG_CURSE])
  8694. return 0;
  8695. break;
  8696. case SC_SILENCE:
  8697. if (sc->data[SC_GVG_SILENCE])
  8698. return 0;
  8699. break;
  8700. case SC_ALL_RIDING:
  8701. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  8702. return 0;
  8703. if( sc->data[type] )
  8704. { // Already mounted, just dismount.
  8705. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  8706. return 0;
  8707. }
  8708. break;
  8709. // They're all like berserk, do not everlap each other
  8710. case SC_BERSERK:
  8711. if(sc->data[SC_SATURDAYNIGHTFEVER])
  8712. return 0;
  8713. break;
  8714. // Fall through
  8715. case SC_WHITEIMPRISON:
  8716. if (sc->opt1)
  8717. return 0; //Cannot override other OPT1 status changes [Skotlex]
  8718. break;
  8719. case SC_SIGNUMCRUCIS:
  8720. // Only affects demons and undead element (but not players)
  8721. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8722. return 0;
  8723. break;
  8724. case SC_AETERNA:
  8725. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  8726. return 0;
  8727. break;
  8728. case SC_KYRIE:
  8729. case SC_TUNAPARTY:
  8730. if (bl->type == BL_MOB)
  8731. return 0;
  8732. break;
  8733. case SC_OVERTHRUST:
  8734. if (sc->data[SC_MAXOVERTHRUST])
  8735. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  8736. break;
  8737. case SC_ADRENALINE:
  8738. case SC_ADRENALINE2:
  8739. if (sc->data[SC_QUAGMIRE] || sc->data[SC_DECREASEAGI])
  8740. return 0;
  8741. break;
  8742. case SC_MAGNIFICAT:
  8743. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  8744. return 0;
  8745. break;
  8746. case SC_ONEHAND:
  8747. case SC_MERC_QUICKEN:
  8748. case SC_TWOHANDQUICKEN:
  8749. if(sc->data[SC_DECREASEAGI])
  8750. return 0;
  8751. case SC_INCREASEAGI:
  8752. case SC_CONCENTRATE:
  8753. case SC_SPEARQUICKEN:
  8754. case SC_TRUESIGHT:
  8755. case SC_WINDWALK:
  8756. case SC_ASSNCROS:
  8757. if (sc->option&OPTION_MADOGEAR)
  8758. return 0; // Mado is immune to the above [Ind]
  8759. case SC_CARTBOOST:
  8760. if (sc->data[SC_QUAGMIRE])
  8761. return 0;
  8762. break;
  8763. case SC_CLOAKING:
  8764. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8765. // Due to the cloaking card, we have to check the wall versus to known
  8766. // skill level rather than the used one. [Skotlex]
  8767. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  8768. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  8769. return 0;
  8770. break;
  8771. case SC_NEWMOON:
  8772. if (sc->data[SC_BITE])
  8773. return 0;
  8774. break;
  8775. case SC_MODECHANGE:
  8776. {
  8777. enum e_mode mode;
  8778. struct status_data *bstatus = status_get_base_status(bl);
  8779. if (!bstatus) return 0;
  8780. if (sc->data[type]) { // Pile up with previous values.
  8781. if(!val2) val2 = sc->data[type]->val2;
  8782. val3 |= sc->data[type]->val3;
  8783. val4 |= sc->data[type]->val4;
  8784. }
  8785. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  8786. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8787. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  8788. if (mode == bstatus->mode) { // No change.
  8789. if (sc->data[type]) // Abort previous status
  8790. return status_change_end(bl, type, INVALID_TIMER);
  8791. return 0;
  8792. }
  8793. }
  8794. break;
  8795. // Strip skills, need to divest something or it fails.
  8796. case SC_STRIPWEAPON:
  8797. if (val2 == 1)
  8798. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8799. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8800. short i;
  8801. opt_flag = 0; // Reuse to check success condition.
  8802. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8803. return 0;
  8804. i = sd->equip_index[EQI_HAND_L];
  8805. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8806. opt_flag|=1;
  8807. pc_unequipitem(sd,i,3); // Left-hand weapon
  8808. }
  8809. i = sd->equip_index[EQI_HAND_R];
  8810. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8811. opt_flag|=2;
  8812. pc_unequipitem(sd,i,3);
  8813. }
  8814. if (!opt_flag) return 0;
  8815. }
  8816. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8817. break;
  8818. case SC_STRIPSHIELD:
  8819. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8820. else
  8821. if (sd && !(flag&SCSTART_LOADED)) {
  8822. short i;
  8823. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8824. return 0;
  8825. i = sd->equip_index[EQI_HAND_L];
  8826. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8827. return 0;
  8828. pc_unequipitem(sd,i,3);
  8829. }
  8830. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8831. break;
  8832. case SC_STRIPARMOR:
  8833. if (sd && !(flag&SCSTART_LOADED)) {
  8834. short i;
  8835. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8836. return 0;
  8837. i = sd->equip_index[EQI_ARMOR];
  8838. if ( i < 0 || !sd->inventory_data[i] )
  8839. return 0;
  8840. pc_unequipitem(sd,i,3);
  8841. }
  8842. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8843. break;
  8844. case SC_STRIPHELM:
  8845. if (sd && !(flag&SCSTART_LOADED)) {
  8846. short i;
  8847. if(sd->bonus.unstripable_equip&EQP_HELM)
  8848. return 0;
  8849. i = sd->equip_index[EQI_HEAD_TOP];
  8850. if ( i < 0 || !sd->inventory_data[i] )
  8851. return 0;
  8852. pc_unequipitem(sd,i,3);
  8853. }
  8854. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8855. break;
  8856. case SC_MERC_FLEEUP:
  8857. case SC_MERC_ATKUP:
  8858. case SC_MERC_HPUP:
  8859. case SC_MERC_SPUP:
  8860. case SC_MERC_HITUP:
  8861. if( bl->type != BL_MER )
  8862. return 0; // Stats only for Mercenaries
  8863. break;
  8864. case SC_STRFOOD:
  8865. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  8866. return 0;
  8867. break;
  8868. case SC_AGIFOOD:
  8869. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  8870. return 0;
  8871. break;
  8872. case SC_VITFOOD:
  8873. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  8874. return 0;
  8875. break;
  8876. case SC_INTFOOD:
  8877. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  8878. return 0;
  8879. break;
  8880. case SC_DEXFOOD:
  8881. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  8882. return 0;
  8883. break;
  8884. case SC_LUKFOOD:
  8885. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  8886. return 0;
  8887. break;
  8888. case SC_FOOD_STR_CASH:
  8889. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8890. return 0;
  8891. break;
  8892. case SC_FOOD_AGI_CASH:
  8893. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8894. return 0;
  8895. break;
  8896. case SC_FOOD_VIT_CASH:
  8897. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8898. return 0;
  8899. break;
  8900. case SC_FOOD_INT_CASH:
  8901. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8902. return 0;
  8903. break;
  8904. case SC_FOOD_DEX_CASH:
  8905. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8906. return 0;
  8907. break;
  8908. case SC_FOOD_LUK_CASH:
  8909. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8910. return 0;
  8911. break;
  8912. case SC_CAMOUFLAGE:
  8913. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  8914. return 0;
  8915. break;
  8916. case SC__STRIPACCESSORY:
  8917. if( sd ) {
  8918. short i = -1;
  8919. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  8920. i = sd->equip_index[EQI_ACC_L];
  8921. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8922. pc_unequipitem(sd,i,3); // Left-Accessory
  8923. }
  8924. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  8925. i = sd->equip_index[EQI_ACC_R];
  8926. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8927. pc_unequipitem(sd,i,3); // Right-Accessory
  8928. }
  8929. if( i < 0 )
  8930. return 0;
  8931. }
  8932. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8933. break;
  8934. case SC_TOXIN:
  8935. case SC_PARALYSE:
  8936. case SC_VENOMBLEED:
  8937. case SC_MAGICMUSHROOM:
  8938. case SC_DEATHHURT:
  8939. case SC_PYREXIA:
  8940. case SC_OBLIVIONCURSE:
  8941. case SC_LEECHESEND:
  8942. if (val3 == 0) // Don't display icon on self
  8943. flag |= SCSTART_NOICON;
  8944. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  8945. if (sc->data[i] && sc->data[i]->val3 == 1) // It doesn't stack or even renew on the target
  8946. return 0;
  8947. else if (sc->data[i] && sc->data[i]->val3 == 0)
  8948. status_change_end(bl, static_cast<sc_type>(i), INVALID_TIMER); // End the bonus part on the caster
  8949. }
  8950. break;
  8951. case SC_SATURDAYNIGHTFEVER:
  8952. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  8953. return 0;
  8954. break;
  8955. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  8956. if(sc->data[SC_HOVERING])
  8957. return 0;
  8958. break;
  8959. case SC_HEAT_BARREL:
  8960. //kRO Update 2014-02-12
  8961. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  8962. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  8963. return 0;
  8964. break;
  8965. case SC_P_ALTER:
  8966. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  8967. return 0;
  8968. break;
  8969. case SC_MADNESSCANCEL:
  8970. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8971. status_change_end(bl, type, INVALID_TIMER);
  8972. return 0;
  8973. }
  8974. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  8975. return 0;
  8976. break;
  8977. case SC_KINGS_GRACE:
  8978. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  8979. return 0;
  8980. break;
  8981. case SC_GROOMING:
  8982. case SC_CHATTERING:
  8983. if (sc->data[type])
  8984. return 0;
  8985. case SC_WEDDING:
  8986. case SC_XMAS:
  8987. case SC_SUMMER:
  8988. case SC_HANBOK:
  8989. case SC_OKTOBERFEST:
  8990. case SC_DRESSUP:
  8991. if (!vd)
  8992. return 0;
  8993. break;
  8994. }
  8995. // Check for resistances
  8996. if(status_has_mode(status,MD_STATUSIMMUNE) && !(flag&SCSTART_NOAVOID)) {
  8997. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  8998. return 0;
  8999. switch (type) {
  9000. case SC_BLESSING:
  9001. case SC_DECREASEAGI:
  9002. case SC_PROVOKE:
  9003. case SC_COMA:
  9004. #ifndef RENEWAL
  9005. case SC_GRAVITATION:
  9006. #endif
  9007. case SC_SUITON:
  9008. case SC_STRIPWEAPON:
  9009. case SC_STRIPARMOR:
  9010. case SC_STRIPSHIELD:
  9011. case SC_STRIPHELM:
  9012. case SC_RICHMANKIM:
  9013. case SC_ROKISWEIL:
  9014. case SC_FOGWALL:
  9015. case SC_WHITEIMPRISON:
  9016. case SC_FEAR:
  9017. case SC_FREEZING:
  9018. case SC_BURNING:
  9019. case SC_MARSHOFABYSS:
  9020. case SC_ADORAMUS:
  9021. case SC_PARALYSIS:
  9022. case SC_DEEPSLEEP:
  9023. case SC_CRYSTALIZE:
  9024. case SC_TEARGAS:
  9025. case SC_TEARGAS_SOB:
  9026. case SC_PYREXIA:
  9027. case SC_DEATHHURT:
  9028. case SC_TOXIN:
  9029. case SC_PARALYSE:
  9030. case SC_VENOMBLEED:
  9031. case SC_MAGICMUSHROOM:
  9032. case SC_OBLIVIONCURSE:
  9033. case SC_LEECHESEND:
  9034. case SC_BANDING_DEFENCE:
  9035. case SC__ENERVATION:
  9036. case SC__GROOMY:
  9037. case SC__IGNORANCE:
  9038. case SC__LAZINESS:
  9039. case SC__UNLUCKY:
  9040. case SC__WEAKNESS:
  9041. case SC_BITE:
  9042. case SC_MAGNETICFIELD:
  9043. case SC_NETHERWORLD:
  9044. case SC_CRESCENTELBOW:
  9045. case SC_VACUUM_EXTREME:
  9046. case SC_CATNIPPOWDER:
  9047. case SC_SV_ROOTTWIST:
  9048. case SC_BITESCAR:
  9049. case SC_SP_SHA:
  9050. case SC_FRESHSHRIMP:
  9051. return 0;
  9052. }
  9053. }
  9054. // Check for mvp resistance // atm only those who OS
  9055. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  9056. switch (type) {
  9057. case SC_COMA:
  9058. // continue list...
  9059. return 0;
  9060. }
  9061. }
  9062. // Before overlapping fail, one must check for status cured.
  9063. switch (type) {
  9064. case SC_BLESSING:
  9065. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  9066. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  9067. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  9068. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  9069. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9070. if (sc->data[SC_CURSE]) {
  9071. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9072. return 1; // End Curse and do not give stat boost
  9073. }
  9074. }
  9075. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  9076. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9077. break;
  9078. case SC_INCREASEAGI:
  9079. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9080. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  9081. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9082. break;
  9083. case SC_QUAGMIRE:
  9084. status_change_end(bl, SC_LOUD, INVALID_TIMER);
  9085. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  9086. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  9087. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  9088. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  9089. // Also blocks the ones below...
  9090. case SC_DECREASEAGI:
  9091. if (type == SC_DECREASEAGI) {
  9092. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9093. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  9094. }
  9095. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  9096. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  9097. // Also blocks the ones below...
  9098. #ifndef RENEWAL
  9099. case SC_DONTFORGETME:
  9100. #endif
  9101. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9102. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  9103. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  9104. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  9105. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  9106. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  9107. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  9108. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  9109. break;
  9110. #ifdef RENEWAL
  9111. case SC_RICHMANKIM:
  9112. case SC_ETERNALCHAOS:
  9113. case SC_DRUMBATTLE:
  9114. case SC_NIBELUNGEN:
  9115. case SC_ROKISWEIL:
  9116. case SC_INTOABYSS:
  9117. case SC_SIEGFRIED:
  9118. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  9119. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  9120. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  9121. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  9122. status_change_end(bl, SC_ROKISWEIL, INVALID_TIMER);
  9123. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  9124. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  9125. break;
  9126. case SC_WHISTLE:
  9127. case SC_ASSNCROS:
  9128. case SC_POEMBRAGI:
  9129. case SC_APPLEIDUN:
  9130. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  9131. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  9132. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  9133. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  9134. break;
  9135. case SC_DONTFORGETME:
  9136. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9137. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  9138. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  9139. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  9140. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  9141. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  9142. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  9143. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  9144. case SC_HUMMING:
  9145. case SC_FORTUNE:
  9146. case SC_SERVICE4U:
  9147. status_change_end(bl, SC_DONTFORGETME, INVALID_TIMER);
  9148. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  9149. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  9150. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  9151. break;
  9152. #endif
  9153. case SC_ADORAMUS:
  9154. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9155. break;
  9156. case SC_ONEHAND:
  9157. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  9158. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  9159. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  9160. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  9161. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  9162. break;
  9163. case SC_MAXOVERTHRUST:
  9164. // Cancels Normal Overthrust. [Skotlex]
  9165. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  9166. break;
  9167. case SC_SUNSTANCE:
  9168. case SC_LUNARSTANCE:
  9169. case SC_STARSTANCE:
  9170. case SC_UNIVERSESTANCE:
  9171. if (sc->data[type])
  9172. break;
  9173. status_change_end(bl, SC_SUNSTANCE, INVALID_TIMER);
  9174. status_change_end(bl, SC_LUNARSTANCE, INVALID_TIMER);
  9175. status_change_end(bl, SC_STARSTANCE, INVALID_TIMER);
  9176. status_change_end(bl, SC_UNIVERSESTANCE, INVALID_TIMER);
  9177. break;
  9178. case SC_SPIRIT:
  9179. case SC_SOULGOLEM:
  9180. case SC_SOULSHADOW:
  9181. case SC_SOULFALCON:
  9182. case SC_SOULFAIRY:
  9183. if (sc->data[type])
  9184. break;
  9185. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9186. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  9187. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  9188. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  9189. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  9190. break;
  9191. case SC_MAGNIFICAT:
  9192. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  9193. break;
  9194. case SC_OFFERTORIUM:
  9195. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  9196. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9197. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  9198. status_change_end(bl, SC_POISON, INVALID_TIMER);
  9199. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  9200. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  9201. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  9202. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9203. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9204. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  9205. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  9206. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  9207. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  9208. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  9209. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  9210. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  9211. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  9212. break;
  9213. #ifndef RENEWAL
  9214. case SC_KYRIE:
  9215. // Cancels Assumptio
  9216. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  9217. break;
  9218. #endif
  9219. case SC_DELUGE:
  9220. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  9221. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9222. break;
  9223. case SC_SILENCE:
  9224. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  9225. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  9226. break;
  9227. case SC_FREEZE:
  9228. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  9229. break;
  9230. case SC_HIDING:
  9231. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  9232. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  9233. break;
  9234. case SC_BERSERK:
  9235. if( val3 == SC__BLOODYLUST )
  9236. break;
  9237. if(battle_config.berserk_cancels_buffs) {
  9238. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  9239. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  9240. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  9241. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  9242. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  9243. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  9244. }
  9245. #ifdef RENEWAL
  9246. else {
  9247. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  9248. }
  9249. #endif
  9250. break;
  9251. case SC_ASSUMPTIO:
  9252. #ifndef RENEWAL
  9253. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  9254. #endif
  9255. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  9256. break;
  9257. case SC_KAITE:
  9258. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  9259. break;
  9260. case SC_GN_CARTBOOST:
  9261. case SC_CARTBOOST:
  9262. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  9263. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  9264. return 0;
  9265. }
  9266. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  9267. //since Cart Boost don't cancel Slow Grace effect
  9268. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  9269. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  9270. if(sc->data[SC_DONTFORGETME])
  9271. return 0;
  9272. break;
  9273. case SC_FUSION:
  9274. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9275. break;
  9276. case SC_ADJUSTMENT:
  9277. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  9278. break;
  9279. case SC_MADNESSCANCEL:
  9280. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  9281. break;
  9282. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  9283. case SC_CHANGEUNDEAD:
  9284. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  9285. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9286. break;
  9287. case SC_STRFOOD:
  9288. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  9289. break;
  9290. case SC_AGIFOOD:
  9291. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  9292. break;
  9293. case SC_VITFOOD:
  9294. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  9295. break;
  9296. case SC_INTFOOD:
  9297. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  9298. break;
  9299. case SC_DEXFOOD:
  9300. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  9301. break;
  9302. case SC_LUKFOOD:
  9303. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  9304. break;
  9305. case SC_FOOD_STR_CASH:
  9306. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  9307. break;
  9308. case SC_FOOD_AGI_CASH:
  9309. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  9310. break;
  9311. case SC_FOOD_VIT_CASH:
  9312. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  9313. break;
  9314. case SC_FOOD_INT_CASH:
  9315. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  9316. break;
  9317. case SC_FOOD_DEX_CASH:
  9318. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  9319. break;
  9320. case SC_FOOD_LUK_CASH:
  9321. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  9322. break;
  9323. case SC_MARSHOFABYSS:
  9324. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9325. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  9326. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  9327. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  9328. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  9329. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  9330. break;
  9331. case SC_SWINGDANCE:
  9332. case SC_SYMPHONYOFLOVER:
  9333. case SC_MOONLITSERENADE:
  9334. case SC_RUSHWINDMILL:
  9335. case SC_ECHOSONG:
  9336. case SC_HARMONIZE: // Group A doesn't overlap
  9337. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  9338. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  9339. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  9340. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  9341. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  9342. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9343. break;
  9344. case SC_VOICEOFSIREN:
  9345. case SC_DEEPSLEEP:
  9346. case SC_GLOOMYDAY:
  9347. case SC_SONGOFMANA:
  9348. case SC_DANCEWITHWUG:
  9349. case SC_SATURDAYNIGHTFEVER:
  9350. case SC_LERADSDEW:
  9351. case SC_MELODYOFSINK:
  9352. case SC_BEYONDOFWARCRY:
  9353. case SC_UNLIMITEDHUMMINGVOICE:
  9354. case SC_SIRCLEOFNATURE: // Group B
  9355. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  9356. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9357. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9358. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9359. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9360. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9361. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  9362. if (type != SC_GLOOMYDAY) {
  9363. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  9364. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  9365. }
  9366. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9367. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9368. if (type != SC_SATURDAYNIGHTFEVER) {
  9369. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  9370. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  9371. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9372. }
  9373. }
  9374. break;
  9375. case SC_REFLECTSHIELD:
  9376. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  9377. break;
  9378. case SC_REFLECTDAMAGE:
  9379. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  9380. break;
  9381. case SC_SHIELDSPELL_HP:
  9382. case SC_SHIELDSPELL_SP:
  9383. case SC_SHIELDSPELL_ATK:
  9384. if( type != SC_SHIELDSPELL_HP )
  9385. status_change_end(bl, SC_SHIELDSPELL_HP, INVALID_TIMER);
  9386. if( type != SC_SHIELDSPELL_SP )
  9387. status_change_end(bl, SC_SHIELDSPELL_SP, INVALID_TIMER);
  9388. if( type != SC_SHIELDSPELL_ATK )
  9389. status_change_end(bl, SC_SHIELDSPELL_ATK, INVALID_TIMER);
  9390. break;
  9391. case SC_BANDING:
  9392. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  9393. break;
  9394. case SC_GT_CHANGE:
  9395. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  9396. break;
  9397. case SC_GT_REVITALIZE:
  9398. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  9399. break;
  9400. case SC_WARMER:
  9401. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9402. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9403. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9404. break;
  9405. case SC_INVINCIBLE:
  9406. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  9407. break;
  9408. case SC_INVINCIBLEOFF:
  9409. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  9410. break;
  9411. case SC_WHITEIMPRISON:
  9412. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9413. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9414. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9415. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9416. break;
  9417. case SC_FEAR:
  9418. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9419. break;
  9420. case SC_KINGS_GRACE:
  9421. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  9422. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  9423. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  9424. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  9425. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  9426. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  9427. // Fall through
  9428. case SC_GROOMING:
  9429. status_change_end(bl,SC_STUN,INVALID_TIMER);
  9430. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  9431. status_change_end(bl,SC_STONE,INVALID_TIMER);
  9432. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  9433. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  9434. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  9435. status_change_end(bl,SC_POISON,INVALID_TIMER);
  9436. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  9437. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  9438. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  9439. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  9440. break;
  9441. case SC_2011RWC_SCROLL:
  9442. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  9443. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  9444. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  9445. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  9446. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  9447. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  9448. break;
  9449. case SC_FIGHTINGSPIRIT:
  9450. case SC_OVERED_BOOST:
  9451. case SC_MAGICPOWER:
  9452. case SC_IMPOSITIO:
  9453. case SC_KAAHI:
  9454. //These status changes always overwrite themselves even when a lower level is cast
  9455. status_change_end(bl, type, INVALID_TIMER);
  9456. break;
  9457. case SC_ENDURE:
  9458. if (sd && sd->special_state.no_walk_delay)
  9459. return 1;
  9460. break;
  9461. case SC_MADOGEAR:
  9462. for (const auto &sc : mado_statuses) {
  9463. uint16 skill_id = status_sc2skill(sc);
  9464. if (skill_id > 0 && !skill_get_inf2(skill_id, INF2_ALLOWONMADO))
  9465. status_change_end(bl, sc, INVALID_TIMER);
  9466. }
  9467. if (sd)
  9468. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  9469. break;
  9470. }
  9471. // Check for overlapping fails
  9472. if( (sce = sc->data[type]) ) {
  9473. switch( type ) {
  9474. case SC_MERC_FLEEUP:
  9475. case SC_MERC_ATKUP:
  9476. case SC_MERC_HPUP:
  9477. case SC_MERC_SPUP:
  9478. case SC_MERC_HITUP:
  9479. if( sce->val1 > val1 )
  9480. val1 = sce->val1;
  9481. break;
  9482. case SC_ADRENALINE:
  9483. case SC_ADRENALINE2:
  9484. case SC_WEAPONPERFECTION:
  9485. case SC_OVERTHRUST:
  9486. if (sce->val2 > val2)
  9487. return 0;
  9488. break;
  9489. case SC_S_LIFEPOTION:
  9490. case SC_L_LIFEPOTION:
  9491. case SC_BOSSMAPINFO:
  9492. case SC_STUN:
  9493. case SC_SLEEP:
  9494. case SC_POISON:
  9495. case SC_CURSE:
  9496. case SC_SILENCE:
  9497. case SC_CONFUSION:
  9498. case SC_BLIND:
  9499. case SC_BLEEDING:
  9500. case SC_DPOISON:
  9501. case SC_CLOSECONFINE2: // Can't be re-closed in.
  9502. case SC_TINDER_BREAKER2:
  9503. case SC_MARIONETTE:
  9504. case SC_MARIONETTE2:
  9505. case SC_NOCHAT:
  9506. case SC_ABUNDANCE:
  9507. case SC_FEAR:
  9508. case SC_BURNING:
  9509. case SC_FREEZING:
  9510. case SC_WHITEIMPRISON:
  9511. case SC_TOXIN:
  9512. case SC_PARALYSE:
  9513. case SC_VENOMBLEED:
  9514. case SC_MAGICMUSHROOM:
  9515. case SC_DEATHHURT:
  9516. case SC_PYREXIA:
  9517. case SC_OBLIVIONCURSE:
  9518. case SC_LEECHESEND:
  9519. case SC_CURSEDCIRCLE_TARGET:
  9520. case SC_ELECTRICSHOCKER:
  9521. case SC_BANDING_DEFENCE:
  9522. case SC__ENERVATION:
  9523. case SC__GROOMY:
  9524. case SC__IGNORANCE:
  9525. case SC__LAZINESS:
  9526. case SC__UNLUCKY:
  9527. case SC__WEAKNESS:
  9528. case SC_DEEPSLEEP:
  9529. case SC_NETHERWORLD:
  9530. case SC_CRYSTALIZE:
  9531. case SC_MANDRAGORA:
  9532. case SC_DEFSET:
  9533. case SC_MDEFSET:
  9534. case SC_NORECOVER_STATE:
  9535. case SC_REUSE_LIMIT_A:
  9536. case SC_REUSE_LIMIT_B:
  9537. case SC_REUSE_LIMIT_C:
  9538. case SC_REUSE_LIMIT_D:
  9539. case SC_REUSE_LIMIT_E:
  9540. case SC_REUSE_LIMIT_F:
  9541. case SC_REUSE_LIMIT_G:
  9542. case SC_REUSE_LIMIT_H:
  9543. case SC_REUSE_MILLENNIUMSHIELD:
  9544. case SC_REUSE_CRUSHSTRIKE:
  9545. case SC_REUSE_REFRESH:
  9546. case SC_REUSE_STORMBLAST:
  9547. case SC_ALL_RIDING_REUSE_LIMIT:
  9548. case SC_REUSE_LIMIT_MTF:
  9549. case SC_REUSE_LIMIT_ECL:
  9550. case SC_REUSE_LIMIT_RECALL:
  9551. case SC_REUSE_LIMIT_ASPD_POTION:
  9552. case SC_DORAM_BUF_01:
  9553. case SC_DORAM_BUF_02:
  9554. case SC_REUSE_LIMIT_LUXANIMA:
  9555. return 0;
  9556. case SC_PUSH_CART:
  9557. case SC_COMBO:
  9558. case SC_DANCING:
  9559. case SC_DEVOTION:
  9560. case SC_ASPDPOTION0:
  9561. case SC_ASPDPOTION1:
  9562. case SC_ASPDPOTION2:
  9563. case SC_ASPDPOTION3:
  9564. case SC_ATKPOTION:
  9565. case SC_MATKPOTION:
  9566. case SC_ENCHANTARMS:
  9567. case SC_ARMOR_ELEMENT_WATER:
  9568. case SC_ARMOR_ELEMENT_EARTH:
  9569. case SC_ARMOR_ELEMENT_FIRE:
  9570. case SC_ARMOR_ELEMENT_WIND:
  9571. case SC_ARMOR_RESIST:
  9572. case SC_ATTHASTE_CASH:
  9573. case SC_LHZ_DUN_N1:
  9574. case SC_LHZ_DUN_N2:
  9575. case SC_LHZ_DUN_N3:
  9576. case SC_LHZ_DUN_N4:
  9577. case SC_FLASHKICK:
  9578. case SC_SOULUNITY:
  9579. break;
  9580. case SC_GOSPEL:
  9581. // Must not override a casting gospel char.
  9582. if(sce->val4 == BCT_SELF)
  9583. return 0;
  9584. if(sce->val1 > val1)
  9585. return 1;
  9586. break;
  9587. case SC_ENDURE:
  9588. if(sce->val4 && !val4)
  9589. return 1; // Don't let you override infinite endure.
  9590. if(sce->val1 > val1)
  9591. return 1;
  9592. break;
  9593. case SC_JAILED:
  9594. // When a player is already jailed, do not edit the jail data.
  9595. val2 = sce->val2;
  9596. val3 = sce->val3;
  9597. val4 = sce->val4;
  9598. break;
  9599. case SC_LERADSDEW:
  9600. if (sc && sc->data[SC_BERSERK])
  9601. return 0;
  9602. case SC_SHAPESHIFT:
  9603. case SC_PROPERTYWALK:
  9604. break;
  9605. case SC_LEADERSHIP:
  9606. case SC_GLORYWOUNDS:
  9607. case SC_SOULCOLD:
  9608. case SC_HAWKEYES:
  9609. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9610. return 0;
  9611. break;
  9612. case SC_JOINTBEAT:
  9613. if (sc && sc->data[type]->val2 & BREAK_NECK)
  9614. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9615. val2 |= sce->val2; // Stackable ailments
  9616. default:
  9617. if(sce->val1 > val1)
  9618. return 1; // Return true to not mess up skill animations. [Skotlex]
  9619. }
  9620. }
  9621. calc_flag = StatusChangeFlagTable[type];
  9622. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9623. switch(type)
  9624. {
  9625. /* Permanent effects */
  9626. case SC_AETERNA:
  9627. case SC_MODECHANGE:
  9628. case SC_WEIGHT50:
  9629. case SC_WEIGHT90:
  9630. case SC_BROKENWEAPON:
  9631. case SC_BROKENARMOR:
  9632. case SC_READYSTORM:
  9633. case SC_READYDOWN:
  9634. case SC_READYCOUNTER:
  9635. case SC_READYTURN:
  9636. case SC_DODGE:
  9637. case SC_PUSH_CART:
  9638. case SC_SPRITEMABLE:
  9639. case SC_CLAN_INFO:
  9640. case SC_DAILYSENDMAILCNT:
  9641. tick = INFINITE_TICK;
  9642. break;
  9643. case SC_KEEPING:
  9644. case SC_BARRIER: {
  9645. unit_data *ud = unit_bl2ud(bl);
  9646. if (ud)
  9647. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9648. }
  9649. break;
  9650. case SC_DECREASEAGI:
  9651. case SC_INCREASEAGI:
  9652. case SC_ADORAMUS:
  9653. if (type == SC_ADORAMUS) {
  9654. // 1000% base chance to blind, but still can be resisted
  9655. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  9656. if (sc->data[SC_ADORAMUS])
  9657. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9658. }
  9659. val2 = 2 + val1; // Agi change
  9660. break;
  9661. case SC_ENDURE:
  9662. val2 = 7; // Hit-count [Celest]
  9663. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9664. struct map_session_data *tsd;
  9665. if( sd ) {
  9666. int i;
  9667. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9668. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9669. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9670. }
  9671. }
  9672. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9673. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9674. }
  9675. if( val4 )
  9676. tick = INFINITE_TICK;
  9677. break;
  9678. case SC_AUTOBERSERK:
  9679. if (status->hp < status->max_hp>>2 &&
  9680. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  9681. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  9682. tick = INFINITE_TICK;
  9683. break;
  9684. case SC_SIGNUMCRUCIS:
  9685. val2 = 10 + 4*val1; // Def reduction
  9686. tick = INFINITE_TICK;
  9687. clif_emotion(bl, ET_SWEAT);
  9688. break;
  9689. case SC_MAXIMIZEPOWER:
  9690. tick_time = val2 = tick>0?tick:60000;
  9691. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9692. break;
  9693. case SC_EDP:
  9694. val2 = val1 + 2; // Chance to Poison enemies.
  9695. #ifndef RENEWAL
  9696. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9697. #endif
  9698. if (sd) {
  9699. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9700. if (poison_level > 0) {
  9701. tick += 30000; // Base of 30 seconds
  9702. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9703. }
  9704. }
  9705. break;
  9706. case SC_POISONREACT:
  9707. #ifdef RENEWAL
  9708. val2=(val1 - ((val1-1) % 1 - 1)) / 2;
  9709. #else
  9710. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9711. #endif
  9712. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9713. break;
  9714. case SC_MAGICROD:
  9715. val2 = val1*20; // SP gained
  9716. break;
  9717. case SC_KYRIE:
  9718. if( val4 ) { // Formulas for Praefatio
  9719. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9720. val3 = 6 + val1; //Hits
  9721. } else { // Formulas for Kyrie Eleison
  9722. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9723. val3 = (val1 / 2 + 5);
  9724. }
  9725. break;
  9726. case SC_MAGICPOWER:
  9727. #ifdef RENEWAL
  9728. val3 = 5 * val1; // Matk% increase
  9729. #else
  9730. val2 = 1; // Lasts 1 invocation
  9731. val3 = 10 * val1; // Matk% increase
  9732. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9733. #endif
  9734. break;
  9735. case SC_SACRIFICE:
  9736. val2 = 5; // Lasts 5 hits
  9737. tick = INFINITE_TICK;
  9738. break;
  9739. case SC_ENCPOISON:
  9740. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9741. case SC_ASPERSIO:
  9742. case SC_FIREWEAPON:
  9743. case SC_WATERWEAPON:
  9744. case SC_WINDWEAPON:
  9745. case SC_EARTHWEAPON:
  9746. case SC_SHADOWWEAPON:
  9747. case SC_GHOSTWEAPON:
  9748. skill_enchant_elemental_end(bl,type);
  9749. break;
  9750. case SC_ELEMENTALCHANGE:
  9751. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9752. // val2 : Element (When no element, random one is picked)
  9753. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9754. if( !val2 ) val2 = rnd()%ELE_ALL;
  9755. if( val1 == 1 && val3 == 0 )
  9756. val1 = 1 + rnd()%4;
  9757. else if( val1 > 4 )
  9758. val1 = 4; // Max Level
  9759. val3 = 0; // Not need to keep this info.
  9760. break;
  9761. case SC_PROVIDENCE:
  9762. val2 = val1*5; // Race/Ele resist
  9763. break;
  9764. case SC_REFLECTSHIELD:
  9765. val2 = 10+val1*3; // %Dmg reflected
  9766. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9767. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9768. struct map_session_data *tsd;
  9769. if( sd ) {
  9770. int i;
  9771. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9772. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9773. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9774. }
  9775. }
  9776. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9777. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9778. }
  9779. break;
  9780. case SC_STRIPWEAPON:
  9781. if (!sd) // Watk reduction
  9782. val2 = 25;
  9783. break;
  9784. case SC_STRIPSHIELD:
  9785. if (!sd) // Def reduction
  9786. val2 = 15;
  9787. break;
  9788. case SC_STRIPARMOR:
  9789. if (!sd) // Vit reduction
  9790. val2 = 40;
  9791. break;
  9792. case SC_STRIPHELM:
  9793. if (!sd) // Int reduction
  9794. val2 = 40;
  9795. break;
  9796. case SC_AUTOSPELL:
  9797. // Val1 Skill LV of Autospell
  9798. // Val2 Skill ID to cast
  9799. // Val3 Max Lv to cast
  9800. #ifdef RENEWAL
  9801. val4 = val1 * 2; // Chance of casting
  9802. #else
  9803. val4 = 5 + val1*2; // Chance of casting
  9804. #endif
  9805. break;
  9806. case SC_VOLCANO:
  9807. {
  9808. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9809. uint8 i = max((val1-1)%5, 0);
  9810. #ifdef RENEWAL
  9811. val2 = 5 + val1 * 5; // ATK/MATK increase
  9812. #else
  9813. val2 = val1*10; // Watk increase
  9814. if (status->def_ele != ELE_FIRE)
  9815. val2 = 0;
  9816. #endif
  9817. val3 = enchant_eff[i];
  9818. }
  9819. break;
  9820. case SC_VIOLENTGALE:
  9821. {
  9822. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9823. uint8 i = max((val1-1)%5, 0);
  9824. val2 = val1*3; // Flee increase
  9825. #ifndef RENEWAL
  9826. if (status->def_ele != ELE_WIND)
  9827. val2 = 0;
  9828. #endif
  9829. val3 = enchant_eff[i];
  9830. }
  9831. break;
  9832. case SC_DELUGE:
  9833. {
  9834. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9835. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9836. uint8 i = max((val1-1)%5, 0);
  9837. val2 = deluge_eff[i]; // HP increase
  9838. #ifndef RENEWAL
  9839. if (status->def_ele != ELE_WATER)
  9840. val2 = 0;
  9841. #endif
  9842. val3 = enchant_eff[i];
  9843. }
  9844. break;
  9845. case SC_SUITON:
  9846. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9847. // No penalties.
  9848. val2 = 0; // Agi penalty
  9849. val3 = 0; // Walk speed penalty
  9850. break;
  9851. }
  9852. val3 = 50;
  9853. val2 = 3*((val1+1)/3);
  9854. if (val1 > 4) val2--;
  9855. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9856. if (!unit_blown_immune(bl, 0x1))
  9857. unit_stop_walking(bl, 9);
  9858. break;
  9859. case SC_ONEHAND:
  9860. case SC_TWOHANDQUICKEN:
  9861. val2 = 300;
  9862. if (val1 > 10) // For boss casted skills [Skotlex]
  9863. val2 += 20*(val1-10);
  9864. break;
  9865. case SC_MERC_QUICKEN:
  9866. val2 = 300;
  9867. break;
  9868. #ifndef RENEWAL_ASPD
  9869. case SC_SPEARQUICKEN:
  9870. val2 = 200+10*val1;
  9871. break;
  9872. #endif
  9873. case SC_DANCING:
  9874. // val1 : Skill ID + LV
  9875. // val2 : Skill Group of the Dance.
  9876. // val3 : Brings the skill_lv (merged into val1 here)
  9877. // val4 : Partner
  9878. if (val1 == CG_MOONLIT)
  9879. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9880. val1|= (val3<<16);
  9881. val3 = tick/1000; // Tick duration
  9882. tick_time = 1000; // [GodLesZ] tick time
  9883. break;
  9884. #ifndef RENEWAL
  9885. case SC_LONGING:
  9886. val2 = 500-100*val1; // Aspd penalty.
  9887. break;
  9888. #else
  9889. case SC_ENSEMBLEFATIGUE:
  9890. val2 = 30; // Speed and ASPD penalty
  9891. break;
  9892. case SC_RICHMANKIM:
  9893. val2 = 10 + 10 * val1; // Exp increase bonus
  9894. break;
  9895. case SC_DRUMBATTLE:
  9896. val2 = 15 + val1 * 5; // Atk increase
  9897. val3 = val1 * 15; // Def increase
  9898. break;
  9899. case SC_NIBELUNGEN:
  9900. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9901. break;
  9902. case SC_SIEGFRIED:
  9903. val2 = val1 * 3; // Elemental Resistance
  9904. val3 = val1 * 5; // Status ailment resistance
  9905. break;
  9906. case SC_WHISTLE:
  9907. val2 = 18 + 2 * val1; // Flee increase
  9908. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9909. break;
  9910. case SC_ASSNCROS:
  9911. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9912. break;
  9913. case SC_POEMBRAGI:
  9914. val2 = 2 * val1; // Cast time reduction
  9915. val3 = 3 * val1; // After-cast delay reduction
  9916. break;
  9917. case SC_APPLEIDUN:
  9918. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9919. val3 = 2 * val1; // Potion recovery rate
  9920. break;
  9921. case SC_HUMMING:
  9922. val2 = 4 * val1; // Hit increase
  9923. break;
  9924. case SC_DONTFORGETME:
  9925. val2 = 1 + 30 * val1; // ASPD decrease
  9926. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9927. break;
  9928. case SC_FORTUNE:
  9929. val2 = val1 * 10; // Critical increase
  9930. break;
  9931. case SC_SERVICE4U:
  9932. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9933. val3 = 5 + val1; // SP cost reduction
  9934. break;
  9935. #endif
  9936. case SC_EXPLOSIONSPIRITS:
  9937. val2 = 75 + 25*val1; // Cri bonus
  9938. break;
  9939. case SC_ASPDPOTION0:
  9940. case SC_ASPDPOTION1:
  9941. case SC_ASPDPOTION2:
  9942. case SC_ASPDPOTION3:
  9943. val2 = 50*(2+type-SC_ASPDPOTION0);
  9944. break;
  9945. case SC_ATTHASTE_CASH:
  9946. val2 = 50*val1; // Just custom for pre-re
  9947. break;
  9948. case SC_NOCHAT:
  9949. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9950. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9951. // This is done this way because the message that the client displays is hardcoded, and only
  9952. // shows how many minutes are remaining. [Panikon]
  9953. tick = 60000;
  9954. val1 = battle_config.manner_system; // Mute filters.
  9955. if (sd) {
  9956. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9957. clif_updatestatus(sd,SP_MANNER);
  9958. }
  9959. break;
  9960. case SC_STONE:
  9961. val3 = max(val3, 100); // Incubation time
  9962. val4 = max(tick-val3, 100); // Petrify time
  9963. tick = val3;
  9964. calc_flag = 0; // Actual status changes take effect on petrified state.
  9965. break;
  9966. case SC_DPOISON:
  9967. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9968. if (status->hp > status->max_hp>>2) {
  9969. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9970. if (status->hp - diff < status->max_hp>>2)
  9971. diff = status->hp - (status->max_hp>>2);
  9972. status_zap(bl, diff, 0);
  9973. }
  9974. // Fall through
  9975. case SC_POISON:
  9976. case SC_BLEEDING:
  9977. case SC_BURNING:
  9978. tick_time = status_get_sc_interval(type);
  9979. val4 = tick - tick_time; // Remaining time
  9980. break;
  9981. case SC_TOXIN:
  9982. if (val3 == 1) // Target
  9983. tick_time = status_get_sc_interval(type);
  9984. else // Caster
  9985. tick_time = 1000;
  9986. val4 = tick - tick_time; // Remaining time
  9987. break;
  9988. case SC_DEATHHURT:
  9989. if (val3 == 1)
  9990. break;
  9991. tick_time = status_get_sc_interval(type);
  9992. val4 = tick - tick_time; // Remaining time
  9993. case SC_LEECHESEND:
  9994. if (val3 == 0)
  9995. break;
  9996. tick_time = status_get_sc_interval(type);
  9997. val4 = tick - tick_time; // Remaining time
  9998. break;
  9999. case SC_PYREXIA:
  10000. if (val3 == 1) { // Target
  10001. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  10002. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  10003. tick_time = status_get_sc_interval(type);
  10004. val4 = tick - tick_time; // Remaining time
  10005. } else // Caster
  10006. val2 = 15; // CRIT % and ATK % increase
  10007. break;
  10008. case SC_VENOMBLEED:
  10009. if (val3 == 0) // Caster
  10010. val2 = 30; // Reflect damage % reduction
  10011. break;
  10012. case SC_MAGICMUSHROOM:
  10013. if (val3 == 1) { // Target
  10014. tick_time = status_get_sc_interval(type);
  10015. val4 = tick - tick_time; // Remaining time
  10016. } else // Caster
  10017. val2 = 10; // After-cast delay % reduction
  10018. break;
  10019. case SC_CONFUSION:
  10020. if (!val4)
  10021. clif_emotion(bl,ET_QUESTION);
  10022. break;
  10023. case SC_S_LIFEPOTION:
  10024. case SC_L_LIFEPOTION:
  10025. if( val1 == 0 ) return 0;
  10026. // val1 = heal percent/amout
  10027. // val2 = seconds between heals
  10028. // val4 = total of heals
  10029. if( val2 < 1 ) val2 = 1;
  10030. if( (val4 = tick/(val2 * 1000)) < 1 )
  10031. val4 = 1;
  10032. tick_time = val2 * 1000; // [GodLesZ] tick time
  10033. break;
  10034. case SC_BOSSMAPINFO:
  10035. if( sd != NULL ) {
  10036. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  10037. if( boss_md == NULL ) { // No MVP on this map
  10038. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  10039. return 0;
  10040. }
  10041. val1 = boss_md->bl.id;
  10042. tick_time = 1000; // [GodLesZ] tick time
  10043. val4 = tick / tick_time;
  10044. }
  10045. break;
  10046. case SC_HIDING:
  10047. val2 = tick/1000;
  10048. tick_time = 1000; // [GodLesZ] tick time
  10049. val3 = 0; // Unused, previously speed adjustment
  10050. val4 = val1+3; // Seconds before SP substraction happen.
  10051. break;
  10052. case SC_CHASEWALK:
  10053. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  10054. val3 = 35 - 5 * val1; // Speed adjustment.
  10055. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  10056. val3 -= 40;
  10057. val4 = 10+val1*2; // SP cost.
  10058. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  10059. break;
  10060. case SC_CLOAKING:
  10061. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  10062. val1 = 10;
  10063. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  10064. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10065. val3 = 0; // Unused, previously walk speed adjustment
  10066. // val4&1 signals the presence of a wall.
  10067. // val4&2 makes cloak not end on normal attacks [Skotlex]
  10068. // val4&4 makes cloak not end on using skills
  10069. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  10070. val4 |= battle_config.pc_cloak_check_type&7;
  10071. else
  10072. val4 |= battle_config.monster_cloak_check_type&7;
  10073. break;
  10074. case SC_SIGHT: /* splash status */
  10075. case SC_RUWACH:
  10076. case SC_SIGHTBLASTER:
  10077. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  10078. val2 = tick/20;
  10079. tick_time = 20; // [GodLesZ] tick time
  10080. break;
  10081. case SC_AUTOGUARD:
  10082. if( !(flag&SCSTART_NOAVOID) ) {
  10083. struct map_session_data *tsd;
  10084. int i;
  10085. for( i = val2 = 0; i < val1; i++) {
  10086. int t = 5-(i>>1);
  10087. val2 += (t < 0)? 1:t;
  10088. }
  10089. if( bl->type&(BL_PC|BL_MER) ) {
  10090. if( sd ) {
  10091. for( i = 0; i < MAX_DEVOTION; i++ ) {
  10092. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  10093. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  10094. }
  10095. }
  10096. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  10097. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  10098. }
  10099. }
  10100. break;
  10101. case SC_DEFENDER:
  10102. if (!(flag&SCSTART_NOAVOID)) {
  10103. val2 = 5 + 15*val1; // Damage reduction
  10104. val3 = 0; // Unused, previously speed adjustment
  10105. val4 = 250 - 50*val1; // Aspd adjustment
  10106. if (sd) {
  10107. struct map_session_data *tsd;
  10108. int i;
  10109. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  10110. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  10111. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  10112. }
  10113. }
  10114. }
  10115. break;
  10116. case SC_TENSIONRELAX:
  10117. if (sd) {
  10118. pc_setsit(sd);
  10119. skill_sit(sd, true);
  10120. clif_sitting(&sd->bl);
  10121. }
  10122. val2 = 12; // SP cost
  10123. tick_time = 10000; // Decrease at 10secs intervals.
  10124. val3 = tick / tick_time;
  10125. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10126. break;
  10127. case SC_PARRYING:
  10128. val2 = 20 + val1*3; // Block Chance
  10129. break;
  10130. case SC_WINDWALK:
  10131. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  10132. break;
  10133. case SC_JOINTBEAT:
  10134. if( val2&BREAK_NECK )
  10135. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  10136. break;
  10137. case SC_BERSERK:
  10138. if( val3 == SC__BLOODYLUST )
  10139. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  10140. else
  10141. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  10142. // HP healing is performing after the calc_status call.
  10143. // Val2 holds HP penalty
  10144. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  10145. if (!val4) val4 = 10000; // Val4 holds damage interval
  10146. val3 = tick/val4; // val3 holds skill duration
  10147. tick_time = val4; // [GodLesZ] tick time
  10148. break;
  10149. case SC_GOSPEL:
  10150. if(val4 == BCT_SELF) { // Self effect
  10151. val2 = tick/10000;
  10152. tick_time = 10000; // [GodLesZ] tick time
  10153. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  10154. }
  10155. break;
  10156. case SC_MARIONETTE:
  10157. {
  10158. int stat;
  10159. val3 = 0;
  10160. val4 = 0;
  10161. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  10162. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  10163. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  10164. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  10165. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  10166. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  10167. break;
  10168. }
  10169. case SC_MARIONETTE2:
  10170. {
  10171. int stat,max_stat;
  10172. // Fetch caster information
  10173. struct block_list *pbl = map_id2bl(val1);
  10174. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  10175. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  10176. // Fetch target's stats
  10177. struct status_data* status2 = status_get_status_data(bl); // Battle status
  10178. if (!psce)
  10179. return 0;
  10180. val3 = 0;
  10181. val4 = 0;
  10182. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  10183. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  10184. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10185. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10186. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10187. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10188. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10189. break;
  10190. }
  10191. case SC_SPIRIT:
  10192. //1st Transcendent Spirit works similar to Marionette Control
  10193. if(sd && val2 == SL_HIGH) {
  10194. int stat,max_stat;
  10195. struct status_data *status2 = status_get_base_status(bl);
  10196. val3 = 0;
  10197. val4 = 0;
  10198. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  10199. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  10200. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  10201. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  10202. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  10203. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  10204. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  10205. }
  10206. break;
  10207. case SC_REJECTSWORD:
  10208. val2 = 15*val1; // Reflect chance
  10209. val3 = 3; // Reflections
  10210. tick = INFINITE_TICK;
  10211. break;
  10212. case SC_MEMORIZE:
  10213. val2 = 5; // Memorized casts.
  10214. tick = INFINITE_TICK;
  10215. break;
  10216. #ifndef RENEWAL
  10217. case SC_GRAVITATION:
  10218. val2 = 50*val1; // aspd reduction
  10219. break;
  10220. #endif
  10221. case SC_REGENERATION:
  10222. if (val1 == 1)
  10223. val2 = 2;
  10224. else
  10225. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  10226. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  10227. // If val4 comes set, this blocks regen rather than increase it.
  10228. break;
  10229. case SC_DEVOTION:
  10230. {
  10231. struct block_list *d_bl;
  10232. struct status_change *d_sc;
  10233. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  10234. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  10235. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  10236. while( i >= 0 ) {
  10237. enum sc_type type2 = types[i];
  10238. if( d_sc->data[type2] )
  10239. 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) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
  10240. i--;
  10241. }
  10242. }
  10243. break;
  10244. }
  10245. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  10246. status_zap(bl, status->hp-1, val2?0:status->sp);
  10247. return 1;
  10248. break;
  10249. case SC_CLOSECONFINE2:
  10250. {
  10251. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  10252. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  10253. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  10254. if (src2 && sc2) {
  10255. if (!sce2) // Start lock on caster.
  10256. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  10257. else { // Increase count of locked enemies and refresh time.
  10258. (sce2->val2)++;
  10259. delete_timer(sce2->timer, status_change_timer);
  10260. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  10261. }
  10262. } else // Status failed.
  10263. return 0;
  10264. }
  10265. break;
  10266. case SC_KAITE:
  10267. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  10268. break;
  10269. case SC_KAUPE:
  10270. switch (val1) {
  10271. case 3: // 33*3 + 1 -> 100%
  10272. val2++;
  10273. case 1:
  10274. case 2: // 33, 66%
  10275. val2 += 33*val1;
  10276. val3 = 1; // Dodge 1 attack total.
  10277. break;
  10278. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  10279. val2 = 100;
  10280. val3 = val1-2;
  10281. break;
  10282. }
  10283. break;
  10284. case SC_COMBO:
  10285. {
  10286. // val1: Skill ID
  10287. // val2: When given, target (for autotargetting skills)
  10288. // val3: When set, this combo time should NOT delay attack/movement
  10289. // val3: If set to 2 this combo will delay ONLY attack
  10290. // val3: TK: Last used kick
  10291. // val4: TK: Combo time
  10292. struct unit_data *ud = unit_bl2ud(bl);
  10293. if ( ud && (!val3 || val3 == 2) ) {
  10294. tick += 300 * battle_config.combo_delay_rate/100;
  10295. ud->attackabletime = gettick()+tick;
  10296. if( !val3 )
  10297. unit_set_walkdelay(bl, gettick(), tick, 1);
  10298. }
  10299. val3 = 0;
  10300. val4 = tick;
  10301. break;
  10302. }
  10303. case SC_EARTHSCROLL:
  10304. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10305. break;
  10306. case SC_RUN:
  10307. {
  10308. //Store time at which you started running.
  10309. t_tick currenttick = gettick();
  10310. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10311. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10312. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10313. tick = INFINITE_TICK;
  10314. break;
  10315. }
  10316. case SC_KAAHI:
  10317. val2 = 200*val1; // HP heal
  10318. val3 = 5*val1; // SP cost
  10319. break;
  10320. case SC_BLESSING:
  10321. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  10322. val2 = val1;
  10323. else
  10324. val2 = 0; // 0 -> Half stat.
  10325. break;
  10326. case SC_TRICKDEAD:
  10327. if (vd) vd->dead_sit = 1;
  10328. tick = INFINITE_TICK;
  10329. break;
  10330. case SC_CONCENTRATE:
  10331. val2 = 2 + val1;
  10332. if (sd) { // Store the card-bonus data that should not count in the %
  10333. val3 = sd->indexed_bonus.param_bonus[1]; // Agi
  10334. val4 = sd->indexed_bonus.param_bonus[4]; // Dex
  10335. } else
  10336. val3 = val4 = 0;
  10337. break;
  10338. case SC_MAXOVERTHRUST:
  10339. val2 = 20*val1; // Power increase
  10340. break;
  10341. case SC_OVERTHRUST:
  10342. case SC_ADRENALINE2:
  10343. case SC_ADRENALINE:
  10344. case SC_WEAPONPERFECTION:
  10345. {
  10346. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10347. if (type == SC_OVERTHRUST) {
  10348. // val2 holds if it was casted on self, or is bonus received from others
  10349. #ifdef RENEWAL
  10350. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10351. #else
  10352. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10353. #endif
  10354. }
  10355. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10356. val3 = (val2) ? 300 : 200; // Aspd increase
  10357. }
  10358. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10359. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10360. }
  10361. break;
  10362. case SC_CONCENTRATION:
  10363. #ifdef RENEWAL
  10364. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10365. val4 = 5 + val1 * 2; // Def reduction
  10366. #else
  10367. val2 = 5*val1; // Batk/Watk Increase
  10368. val4 = 5*val1; // Def reduction
  10369. #endif
  10370. val3 = 10*val1; // Hit Increase
  10371. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10372. break;
  10373. case SC_ANGELUS:
  10374. val2 = 5*val1; // def increase
  10375. break;
  10376. case SC_IMPOSITIO:
  10377. val2 = 5*val1; // WATK/MATK increase
  10378. break;
  10379. case SC_MELTDOWN:
  10380. val2 = 100*val1; // Chance to break weapon
  10381. val3 = 70*val1; // Change to break armor
  10382. break;
  10383. case SC_TRUESIGHT:
  10384. val2 = 10*val1; // Critical increase
  10385. val3 = 3*val1; // Hit increase
  10386. break;
  10387. case SC_SUN_COMFORT:
  10388. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10389. break;
  10390. case SC_MOON_COMFORT:
  10391. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10392. break;
  10393. case SC_STAR_COMFORT:
  10394. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10395. break;
  10396. case SC_QUAGMIRE:
  10397. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10398. break;
  10399. // gs_something1 [Vicious]
  10400. case SC_GATLINGFEVER:
  10401. val2 = 20*val1; // Aspd increase
  10402. val3 = 20+10*val1; // Atk increase
  10403. val4 = 5*val1; // Flee decrease
  10404. break;
  10405. case SC_FLING:
  10406. if (bl->type == BL_PC)
  10407. val2 = 0; // No armor reduction to players.
  10408. else
  10409. val2 = 5*val1; // Def reduction
  10410. val3 = 5*val1; // Def2 reduction
  10411. break;
  10412. case SC_PROVOKE:
  10413. // val2 signals autoprovoke.
  10414. val3 = 2+3*val1; // Atk increase
  10415. val4 = 5+5*val1; // Def reduction.
  10416. break;
  10417. case SC_AVOID:
  10418. // val2 = 10*val1; // Speed change rate.
  10419. break;
  10420. case SC_DEFENCE:
  10421. #ifdef RENEWAL
  10422. val2 = 5 + (val1 * 5); // Vit bonus
  10423. #else
  10424. val2 = 2*val1; // Def bonus
  10425. #endif
  10426. break;
  10427. case SC_BLOODLUST:
  10428. val2 = 20+10*val1; // Atk rate change.
  10429. val3 = 3*val1; // Leech chance
  10430. val4 = 20; // Leech percent
  10431. break;
  10432. case SC_FLEET:
  10433. val2 = 30*val1; // Aspd change
  10434. val3 = 5+5*val1; // bAtk/wAtk rate change
  10435. break;
  10436. case SC_MINDBREAKER:
  10437. val2 = 20*val1; // matk increase.
  10438. val3 = 12*val1; // mdef2 reduction.
  10439. break;
  10440. case SC_JAILED:
  10441. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10442. tick = val1>0?1000:250;
  10443. if (sd) {
  10444. if (sd->mapindex != val2) {
  10445. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10446. map_idx = sd->mapindex; // Current Map
  10447. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10448. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10449. // 2. Set restore point (val3 -> return map, val4 return coords
  10450. val3 = map_idx;
  10451. val4 = pos;
  10452. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10453. val3 = sd->status.save_point.map;
  10454. val4 = (sd->status.save_point.x&0xFFFF)
  10455. |(sd->status.save_point.y<<16);
  10456. }
  10457. }
  10458. break;
  10459. case SC_UTSUSEMI:
  10460. val2=(val1+1)/2; // Number of hits blocked
  10461. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10462. break;
  10463. case SC_BUNSINJYUTSU:
  10464. val2=(val1+1)/2; // Number of hits blocked
  10465. break;
  10466. case SC_CHANGE:
  10467. val2= 30*val1; // Vit increase
  10468. val3= 20*val1; // Int increase
  10469. break;
  10470. case SC_SWOO:
  10471. if(status_has_mode(status,MD_STATUSIMMUNE))
  10472. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10473. break;
  10474. case SC_ARMOR:
  10475. // NPC_DEFENDER:
  10476. val2 = 80; // Damage reduction
  10477. // Attack requirements to be blocked:
  10478. val3 = BF_LONG; // Range
  10479. val4 = BF_WEAPON|BF_MISC; // Type
  10480. break;
  10481. case SC_ENCHANTARMS:
  10482. // end previous enchants
  10483. skill_enchant_elemental_end(bl,type);
  10484. // Make sure the received element is valid.
  10485. if (val1 >= ELE_ALL)
  10486. val1 = val1%ELE_ALL;
  10487. else if (val1 < 0)
  10488. val1 = rnd()%ELE_ALL;
  10489. break;
  10490. case SC_CRITICALWOUND:
  10491. val2 = 20*val1; // Heal effectiveness decrease
  10492. break;
  10493. case SC_MAGICMIRROR:
  10494. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10495. // Level 6 ~ 10 use effect of level 1 ~ 5
  10496. val1 = 1 + ((val1-1)%5);
  10497. case SC_SLOWCAST:
  10498. val2 = 20*val1; // Magic reflection/cast rate
  10499. break;
  10500. case SC_ARMORCHANGE:
  10501. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10502. val2 =-20;
  10503. val3 = 20;
  10504. } else { // Boost def
  10505. val2 = 20;
  10506. val3 =-20;
  10507. }
  10508. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10509. // Level 6 ~ 10 use effect of level 1 ~ 5
  10510. val1 = 1 + ((val1-1)%5);
  10511. val2 *= val1; // 20% per level
  10512. val3 *= val1;
  10513. break;
  10514. case SC_EXPBOOST:
  10515. case SC_JEXPBOOST:
  10516. case SC_JP_EVENT04:
  10517. if (val1 < 0)
  10518. val1 = 0;
  10519. break;
  10520. case SC_INCFLEE2:
  10521. case SC_INCCRI:
  10522. val2 = val1*10; // Actual boost (since 100% = 1000)
  10523. break;
  10524. case SC_SUFFRAGIUM:
  10525. #ifdef RENEWAL
  10526. val2 = 5 + val1 * 5; // Speed cast decrease
  10527. #else
  10528. val2 = 15 * val1; // Speed cast decrease
  10529. #endif
  10530. break;
  10531. case SC_INCHEALRATE:
  10532. if (val1 < 1)
  10533. val1 = 1;
  10534. break;
  10535. case SC_DOUBLECAST:
  10536. val2 = 30+10*val1; // Trigger rate
  10537. break;
  10538. case SC_KAIZEL:
  10539. val2 = 10*val1; // % of life to be revived with
  10540. break;
  10541. // case SC_ARMOR_ELEMENT_WATER:
  10542. // case SC_ARMOR_ELEMENT_EARTH:
  10543. // case SC_ARMOR_ELEMENT_FIRE:
  10544. // case SC_ARMOR_ELEMENT_WIND:
  10545. // case SC_ARMOR_RESIST:
  10546. // Mod your resistance against elements:
  10547. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10548. // break;
  10549. // case ????:
  10550. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10551. // associated, and yet are not wrong/unknown. [Skotlex]
  10552. // break;
  10553. case SC_MERC_FLEEUP:
  10554. case SC_MERC_ATKUP:
  10555. case SC_MERC_HITUP:
  10556. val2 = 15 * val1;
  10557. break;
  10558. case SC_MERC_HPUP:
  10559. case SC_MERC_SPUP:
  10560. val2 = 5 * val1;
  10561. break;
  10562. case SC_REBIRTH:
  10563. val2 = 20*val1; // % of life to be revived with
  10564. break;
  10565. case SC_MANU_DEF:
  10566. case SC_MANU_ATK:
  10567. case SC_MANU_MATK:
  10568. val2 = 1; // Manuk group
  10569. break;
  10570. case SC_SPL_DEF:
  10571. case SC_SPL_ATK:
  10572. case SC_SPL_MATK:
  10573. val2 = 2; // Splendide group
  10574. break;
  10575. /* General */
  10576. case SC_FEAR:
  10577. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10578. break;
  10579. /* Rune Knight */
  10580. case SC_DEATHBOUND:
  10581. val2 = 500 + 100 * val1;
  10582. break;
  10583. case SC_STONEHARDSKIN:
  10584. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10585. return 0;
  10586. if (sd)
  10587. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10588. break;
  10589. case SC_REFRESH:
  10590. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10591. status_change_clear_buffs(bl, SCCB_REFRESH);
  10592. break;
  10593. case SC_MILLENNIUMSHIELD:
  10594. {
  10595. int8 chance = rnd()%100;
  10596. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10597. val3 = 1000; // Shield HP
  10598. clif_millenniumshield(bl, val2);
  10599. }
  10600. break;
  10601. case SC_ABUNDANCE:
  10602. val4 = tick / 10000;
  10603. tick_time = 10000; // [GodLesZ] tick time
  10604. break;
  10605. case SC_GIANTGROWTH:
  10606. val2 = 30; // Damage success rate and STR increase
  10607. break;
  10608. case SC_LUXANIMA:
  10609. val2 = 15; // Storm Blast success %
  10610. val3 = 30; // Damage/HP/SP % increase
  10611. break;
  10612. /* Arch Bishop */
  10613. case SC_RENOVATIO:
  10614. val4 = tick / 5000;
  10615. tick_time = 5000;
  10616. break;
  10617. case SC_SECRAMENT:
  10618. val2 = 10 * val1;
  10619. break;
  10620. case SC_VENOMIMPRESS:
  10621. val2 = 10 * val1;
  10622. break;
  10623. case SC_WEAPONBLOCKING:
  10624. val2 = 10 + 2 * val1; // Chance
  10625. val4 = tick / 5000;
  10626. tick_time = 5000; // [GodLesZ] tick time
  10627. break;
  10628. case SC_OBLIVIONCURSE:
  10629. if (val3 == 0)
  10630. break;
  10631. val4 = tick / 3000;
  10632. tick_time = 3000; // [GodLesZ] tick time
  10633. break;
  10634. case SC_CLOAKINGEXCEED:
  10635. val2 = (val1 + 1) / 2; // Hits
  10636. val3 = (val1 - 1) * 10; // Walk speed
  10637. if (bl->type == BL_PC)
  10638. val4 |= battle_config.pc_cloak_check_type&7;
  10639. else
  10640. val4 |= battle_config.monster_cloak_check_type&7;
  10641. tick_time = 1000; // [GodLesZ] tick time
  10642. break;
  10643. case SC_HALLUCINATIONWALK:
  10644. case SC_NPC_HALLUCINATIONWALK:
  10645. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10646. val3 = 10 * val1; // Evasion rate of magical attacks.
  10647. break;
  10648. case SC_MARSHOFABYSS:
  10649. if( bl->type == BL_PC )
  10650. val2 = 3 * val1; // AGI and DEX Reduction
  10651. else // BL_MOB
  10652. val2 = 6 * val1; // AGI and DEX Reduction
  10653. val3 = 10 * val1; // Movement Speed Reduction
  10654. break;
  10655. case SC_FREEZE_SP:
  10656. // val2 = sp drain per 10 seconds
  10657. tick_time = 10000; // [GodLesZ] tick time
  10658. break;
  10659. case SC_SPHERE_1:
  10660. case SC_SPHERE_2:
  10661. case SC_SPHERE_3:
  10662. case SC_SPHERE_4:
  10663. case SC_SPHERE_5:
  10664. if( !sd )
  10665. return 0; // Should only work on players.
  10666. val4 = tick / 1000;
  10667. if( val4 < 1 )
  10668. val4 = 1;
  10669. tick_time = 1000; // [GodLesZ] tick time
  10670. break;
  10671. case SC_SHAPESHIFT:
  10672. switch( val1 ) {
  10673. case 1: val2 = ELE_FIRE; break;
  10674. case 2: val2 = ELE_EARTH; break;
  10675. case 3: val2 = ELE_WIND; break;
  10676. case 4: val2 = ELE_WATER; break;
  10677. }
  10678. break;
  10679. case SC_ELECTRICSHOCKER:
  10680. case SC_CRYSTALIZE:
  10681. val4 = tick / 1000;
  10682. if( val4 < 1 )
  10683. val4 = 1;
  10684. tick_time = 1000; // [GodLesZ] tick time
  10685. break;
  10686. case SC_MEIKYOUSISUI:
  10687. val2 = val1 * 2; // % HP each sec
  10688. val3 = val1; // % SP each sec
  10689. val4 = tick / 1000;
  10690. if( val4 < 1 )
  10691. val4 = 1;
  10692. tick_time = 1000;
  10693. break;
  10694. case SC_CAMOUFLAGE:
  10695. val4 = tick/1000;
  10696. tick_time = 1000; // [GodLesZ] tick time
  10697. break;
  10698. case SC_WUGDASH:
  10699. {
  10700. //Store time at which you started running.
  10701. t_tick currenttick = gettick();
  10702. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10703. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10704. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10705. tick = INFINITE_TICK;
  10706. break;
  10707. }
  10708. case SC__SHADOWFORM:
  10709. {
  10710. struct map_session_data * s_sd = map_id2sd(val2);
  10711. if( s_sd )
  10712. s_sd->shadowform_id = bl->id;
  10713. val4 = tick / 1000;
  10714. tick_time = 1000; // [GodLesZ] tick time
  10715. }
  10716. break;
  10717. case SC__STRIPACCESSORY:
  10718. if (!sd)
  10719. val2 = 20;
  10720. break;
  10721. case SC__INVISIBILITY:
  10722. val2 = 50 - 10 * val1; // ASPD
  10723. val3 = 20 * val1; // CRITICAL
  10724. val4 = tick / 1000;
  10725. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10726. tick_time = 1000; // [GodLesZ] tick time
  10727. break;
  10728. case SC__ENERVATION:
  10729. val2 = 20 + 10 * val1; // ATK Reduction
  10730. if (sd) {
  10731. pc_delspiritball(sd,sd->spiritball,0);
  10732. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10733. }
  10734. break;
  10735. case SC__GROOMY:
  10736. val2 = 20 + 10 * val1; // ASPD
  10737. val3 = 20 * val1; // HIT
  10738. if( sd ) { // Removes Animals
  10739. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10740. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10741. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10742. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10743. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10744. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10745. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10746. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10747. }
  10748. break;
  10749. case SC__LAZINESS:
  10750. val2 = 10 + 10 * val1; // Cast Increase
  10751. val3 = 10 * val1; // Flee Reduction
  10752. break;
  10753. case SC__UNLUCKY:
  10754. {
  10755. sc_type rand_eff;
  10756. switch(rnd() % 3) {
  10757. case 1: rand_eff = SC_BLIND; break;
  10758. case 2: rand_eff = SC_SILENCE; break;
  10759. default: rand_eff = SC_POISON; break;
  10760. }
  10761. val2 = 10 * val1; // Crit and Flee2 Reduction
  10762. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10763. break;
  10764. }
  10765. case SC__WEAKNESS:
  10766. val2 = 10 * val1;
  10767. // Bypasses coating protection and MADO
  10768. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10769. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10770. break;
  10771. case SC_GN_CARTBOOST:
  10772. if( val1 < 3 )
  10773. val2 = 50;
  10774. else if( val1 > 2 && val1 < 5 )
  10775. val2 = 75;
  10776. else
  10777. val2 = 100;
  10778. break;
  10779. case SC_PROPERTYWALK:
  10780. val3 = 0;
  10781. break;
  10782. case SC_STRIKING:
  10783. // val2 = watk bonus already calc
  10784. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10785. val4 = tick / 1000;
  10786. tick_time = 1000; // [GodLesZ] tick time
  10787. break;
  10788. case SC_WARMER:
  10789. val4 = tick / 3000;
  10790. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10791. tick_time = 3000;
  10792. break;
  10793. case SC_HELLS_PLANT:
  10794. tick_time = status_get_sc_interval(type);
  10795. val4 = tick - tick_time; // Remaining time
  10796. break;
  10797. case SC_SWINGDANCE:
  10798. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10799. break;
  10800. case SC_SYMPHONYOFLOVER:
  10801. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10802. break;
  10803. case SC_MOONLITSERENADE: // MATK Increase
  10804. case SC_RUSHWINDMILL: // ATK Increase
  10805. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10806. break;
  10807. case SC_ECHOSONG:
  10808. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10809. break;
  10810. case SC_HARMONIZE:
  10811. val2 = 5 + 5 * val1;
  10812. break;
  10813. case SC_VOICEOFSIREN:
  10814. val4 = tick / 2000;
  10815. tick_time = 2000; // [GodLesZ] tick time
  10816. break;
  10817. case SC_DEEPSLEEP:
  10818. val4 = tick / 2000;
  10819. tick_time = 2000; // [GodLesZ] tick time
  10820. break;
  10821. case SC_SIRCLEOFNATURE:
  10822. val2 = 50 * val1; // HP recovery rate
  10823. break;
  10824. case SC_SONGOFMANA:
  10825. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10826. val3 = 50 * val1;
  10827. break;
  10828. case SC_SATURDAYNIGHTFEVER:
  10829. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  10830. if (!val4) val4 = 3000;
  10831. val3 = tick/val4;
  10832. tick_time = val4; // [GodLesZ] tick time
  10833. break;
  10834. case SC_GLOOMYDAY:
  10835. val2 = 20 + 5 * val1; // Flee reduction.
  10836. val3 = 15 + 5 * val1; // ASPD reduction.
  10837. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10838. val4 = 1; // Reduce walk speed by half.
  10839. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10840. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10841. }
  10842. break;
  10843. case SC_GLOOMYDAY_SK:
  10844. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10845. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10846. break;
  10847. case SC_SITDOWN_FORCE:
  10848. case SC_BANANA_BOMB_SITDOWN:
  10849. if( sd && !pc_issit(sd) ) {
  10850. pc_setsit(sd);
  10851. skill_sit(sd, true);
  10852. clif_sitting(bl);
  10853. }
  10854. break;
  10855. case SC_DANCEWITHWUG:
  10856. val3 = 5 * val1; // ASPD Increase
  10857. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10858. break;
  10859. case SC_LERADSDEW:
  10860. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10861. break;
  10862. case SC_MELODYOFSINK:
  10863. val2 = 10 * val1; // INT Reduction.
  10864. val3 = 2 + 2 * val1; // MaxSP reduction
  10865. break;
  10866. case SC_BEYONDOFWARCRY:
  10867. val2 = 10 + 10 * val1; // STR Reduction
  10868. val3 = 4 * val1; // MaxHP Reduction
  10869. break;
  10870. case SC_UNLIMITEDHUMMINGVOICE:
  10871. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10872. break;
  10873. case SC_REFLECTDAMAGE:
  10874. val2 = 10 * val1; // Reflect reduction amount
  10875. val3 = val1*5 + 25; // Number of reflects
  10876. val4 = tick/1000; // Number of SP cycles (duration)
  10877. tick_time = 1000; // [GodLesZ] tick time
  10878. break;
  10879. case SC_FORCEOFVANGUARD:
  10880. val2 = 8 + 12 * val1; // Chance
  10881. val3 = 5 + 2 * val1; // Max rage counters
  10882. tick = INFINITE_TICK; // Endless duration in the client
  10883. tick_time = 10000; // [GodLesZ] tick time
  10884. break;
  10885. case SC_EXEEDBREAK:
  10886. val2 = 150 * val1;
  10887. if (sd) { // Players
  10888. short index = sd->equip_index[EQI_HAND_R];
  10889. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10890. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  10891. } else // Monster
  10892. val2 += 750;
  10893. break;
  10894. case SC_PRESTIGE:
  10895. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10896. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10897. break;
  10898. case SC_SHIELDSPELL_HP:
  10899. val2 = 3; // 3% HP every 3 seconds
  10900. tick_time = status_get_sc_interval(type);
  10901. val4 = tick - tick_time; // Remaining time
  10902. break;
  10903. case SC_SHIELDSPELL_SP:
  10904. val2 = 3; // 3% SP every 5 seconds
  10905. tick_time = status_get_sc_interval(type);
  10906. val4 = tick - tick_time; // Remaining time
  10907. break;
  10908. case SC_SHIELDSPELL_ATK:
  10909. val2 = 150; // WATK/MATK bonus
  10910. break;
  10911. case SC_BANDING:
  10912. val2 = (sd ? skill_banding_count(sd) : 1);
  10913. tick_time = 5000; // [GodLesZ] tick time
  10914. break;
  10915. case SC_MAGNETICFIELD:
  10916. tick_time = 1000; // [GodLesZ] tick time
  10917. val4 = tick / tick_time;
  10918. break;
  10919. case SC_INSPIRATION:
  10920. val2 = 40 * val1; // ATK/MATK
  10921. val3 = 6 * val1; //All stat bonus
  10922. val4 = tick / 5000;
  10923. tick_time = 5000; // [GodLesZ] tick time
  10924. status_change_clear_buffs(bl, SCCB_DEBUFFS); // Remove debuffs
  10925. break;
  10926. case SC_CRESCENTELBOW:
  10927. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10928. break;
  10929. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10930. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10931. break;
  10932. case SC_GT_ENERGYGAIN:
  10933. val2 = 10 + 5 * val1; // Sphere gain chance.
  10934. break;
  10935. case SC_GT_CHANGE:
  10936. // Take note there is no def increase as skill desc says. [malufett]
  10937. val2 = val1 * 8; // ATK increase
  10938. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10939. break;
  10940. case SC_GT_REVITALIZE:
  10941. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10942. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10943. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10944. // The stat def is not shown in the status window and it is processed differently
  10945. val4 = val1 * 20; // STAT DEF increase
  10946. break;
  10947. case SC_PYROTECHNIC_OPTION:
  10948. val2 = 60; // Eatk Renewal (Atk2)
  10949. break;
  10950. case SC_HEATER_OPTION:
  10951. val2 = 120; // Eatk Renewal (Atk2)
  10952. val3 = ELE_FIRE; // Change into fire element.
  10953. break;
  10954. case SC_TROPIC_OPTION:
  10955. val2 = 180; // Eatk Renewal (Atk2)
  10956. val3 = MG_FIREBOLT;
  10957. break;
  10958. case SC_AQUAPLAY_OPTION:
  10959. val2 = 40;
  10960. break;
  10961. case SC_COOLER_OPTION:
  10962. val2 = 80;
  10963. val3 = ELE_WATER; // Change into water element.
  10964. break;
  10965. case SC_CHILLY_AIR_OPTION:
  10966. val2 = 120; // Matk. Renewal (Matk1)
  10967. val3 = MG_COLDBOLT;
  10968. break;
  10969. case SC_WIND_STEP_OPTION:
  10970. val2 = 50; // % Increase speed and flee.
  10971. break;
  10972. case SC_BLAST_OPTION:
  10973. val2 = 20;
  10974. val3 = ELE_WIND; // Change into wind element.
  10975. break;
  10976. case SC_WILD_STORM_OPTION:
  10977. val2 = MG_LIGHTNINGBOLT;
  10978. break;
  10979. case SC_PETROLOGY_OPTION:
  10980. val2 = 5; //HP Rate bonus
  10981. val3 = 50;
  10982. break;
  10983. case SC_SOLID_SKIN_OPTION:
  10984. val2 = 33; //% Increase DEF
  10985. break;
  10986. case SC_CURSED_SOIL_OPTION:
  10987. val2 = 10; //HP rate bonus
  10988. val3 = ELE_EARTH; // Change into earth element.
  10989. break;
  10990. case SC_UPHEAVAL_OPTION:
  10991. val2 = 15; //HP rate bonus
  10992. val3 = WZ_EARTHSPIKE;
  10993. break;
  10994. case SC_CIRCLE_OF_FIRE_OPTION:
  10995. val2 = 300;
  10996. break;
  10997. case SC_WATER_SCREEN_OPTION:
  10998. tick_time = 10000;
  10999. break;
  11000. case SC_FIRE_CLOAK_OPTION:
  11001. case SC_WATER_DROP_OPTION:
  11002. case SC_WIND_CURTAIN_OPTION:
  11003. case SC_STONE_SHIELD_OPTION:
  11004. val2 = 100; // Elemental modifier.
  11005. break;
  11006. case SC_TROPIC:
  11007. case SC_CHILLY_AIR:
  11008. case SC_WILD_STORM:
  11009. case SC_UPHEAVAL:
  11010. val2 += 10;
  11011. case SC_HEATER:
  11012. case SC_COOLER:
  11013. case SC_BLAST:
  11014. case SC_CURSED_SOIL:
  11015. val2 += 10;
  11016. case SC_PYROTECHNIC:
  11017. case SC_AQUAPLAY:
  11018. case SC_GUST:
  11019. case SC_PETROLOGY:
  11020. val2 += 5;
  11021. val3 += 9000;
  11022. case SC_CIRCLE_OF_FIRE:
  11023. case SC_FIRE_CLOAK:
  11024. case SC_WATER_DROP:
  11025. case SC_WATER_SCREEN:
  11026. case SC_WIND_CURTAIN:
  11027. case SC_WIND_STEP:
  11028. case SC_STONE_SHIELD:
  11029. case SC_SOLID_SKIN:
  11030. val2 += 5;
  11031. val3 += 1000;
  11032. tick_time = val3; // [GodLesZ] tick time
  11033. break;
  11034. case SC_WATER_BARRIER:
  11035. val2 = 30; // Reductions. Atk2 and Flee1
  11036. break;
  11037. case SC_ZEPHYR:
  11038. val2 = 25; // Flee.
  11039. break;
  11040. case SC_TIDAL_WEAPON:
  11041. val2 = 20; // Increase Elemental's attack.
  11042. break;
  11043. case SC_ROCK_CRUSHER:
  11044. case SC_ROCK_CRUSHER_ATK:
  11045. case SC_POWER_OF_GAIA:
  11046. val2 = 33; //Def rate bonus/Speed rate reduction
  11047. val3 = 20; //HP rate bonus
  11048. break;
  11049. case SC_TEARGAS:
  11050. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  11051. val4 = tick / 2000;
  11052. tick_time = 2000;
  11053. break;
  11054. case SC_TEARGAS_SOB:
  11055. val4 = tick / 3000;
  11056. tick_time = 3000;
  11057. break;
  11058. case SC_STOMACHACHE:
  11059. val2 = 8; // SP consume.
  11060. val4 = tick / 10000;
  11061. tick_time = 10000; // [GodLesZ] tick time
  11062. break;
  11063. case SC_PROMOTE_HEALTH_RESERCH:
  11064. //val1: 1 = Regular Potion, 2 = Thrown Potion
  11065. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  11066. //val3: MaxHP Increase By Fixed Amount
  11067. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  11068. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  11069. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  11070. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  11071. if (val3 <= 0) // Prevents a negeative value from happening
  11072. val3 = 0;
  11073. break;
  11074. case SC_ENERGY_DRINK_RESERCH:
  11075. //val1: 1 = Regular Potion, 2 = Thrown Potion
  11076. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  11077. //val3: MaxSP Increase By Percentage Amount
  11078. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  11079. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  11080. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  11081. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  11082. if (val3 <= 0) // Prevents a negeative value from happening
  11083. val3 = 0;
  11084. break;
  11085. case SC_KYOUGAKU:
  11086. val2 = 2*val1 + rnd()%val1;
  11087. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  11088. break;
  11089. case SC_KAGEMUSYA:
  11090. val2 = 20; // Damage increase bonus
  11091. val3 = val1 * 2;
  11092. tick_time = 1000;
  11093. val4 = tick / tick_time;
  11094. break;
  11095. case SC_ZANGETSU:
  11096. if( status_get_hp(bl) % 2 == 0 )
  11097. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  11098. else
  11099. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  11100. if( status_get_sp(bl) % 2 == 0 )
  11101. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  11102. else
  11103. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  11104. break;
  11105. case SC_GENSOU:
  11106. {
  11107. int hp = status_get_hp(bl), lv = 5;
  11108. short per = 100 / (status_get_max_hp(bl) / hp);
  11109. if( per <= 15 )
  11110. lv = 1;
  11111. else if( per <= 30 )
  11112. lv = 2;
  11113. else if( per <= 50 )
  11114. lv = 3;
  11115. else if( per <= 75 )
  11116. lv = 4;
  11117. if( hp % 2 == 0)
  11118. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  11119. else
  11120. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  11121. }
  11122. break;
  11123. case SC_ANGRIFFS_MODUS:
  11124. val2 = 50 + 20 * val1; // atk bonus
  11125. val3 = 25 + 10 * val1; // Flee reduction.
  11126. val4 = tick/1000; // hp/sp reduction timer
  11127. tick_time = 1000;
  11128. break;
  11129. case SC_GOLDENE_FERSE:
  11130. val2 = 10 + 10*val1; // flee bonus
  11131. val3 = 6 + 4 * val1; // Aspd Bonus
  11132. val4 = 2 + 2 * val1; // Chance of holy attack
  11133. break;
  11134. case SC_STONE_WALL:
  11135. val2 = 100 * val1; // DEF bonus
  11136. val3 = 30 * val1; // MDEF bonus
  11137. break;
  11138. case SC_OVERED_BOOST:
  11139. val2 = 400 + 40 * val1; // flee bonus
  11140. val3 = 180 + 2 * val1; // aspd bonus
  11141. val4 = 50; // def reduc %
  11142. break;
  11143. case SC_GRANITIC_ARMOR:
  11144. val2 = 2*val1; // dmg reduction
  11145. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  11146. val4 = 5*val1; // unknow formula
  11147. break;
  11148. case SC_MAGMA_FLOW:
  11149. val2 = 3*val1; // Activation chance
  11150. break;
  11151. case SC_PYROCLASTIC:
  11152. val2 += 100 + 10*val1; // atk bonus // !TODO: Confirm formula
  11153. break;
  11154. case SC_PARALYSIS: // [Lighta] need real info
  11155. val2 = 2*val1; // def reduction
  11156. val3 = 500*val1; // varcast augmentation
  11157. break;
  11158. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  11159. val2 = 20 * val1; // hp reco on death %
  11160. break;
  11161. case SC_PAIN_KILLER: // Yommy leak need confirm
  11162. val2 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  11163. if(sc->data[SC_PARALYSIS])
  11164. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  11165. break;
  11166. case SC_STYLE_CHANGE:
  11167. tick = INFINITE_TICK; // Infinite duration
  11168. break;
  11169. case SC_CBC:
  11170. val3 = 10; // Drain sp % dmg
  11171. val4 = tick/1000; // dmg each sec
  11172. tick = 1000;
  11173. break;
  11174. case SC_EQC:
  11175. val2 = 5 * val1; // def % reduc
  11176. val3 = 2 * val1; // HP drain %
  11177. break;
  11178. case SC_ASH:
  11179. val2 = 0; // hit % reduc
  11180. val3 = 0; // def % reduc
  11181. val4 = 0; // atk flee & reduc
  11182. if (!status_bl_has_mode(bl,MD_STATUSIMMUNE)) {
  11183. val2 = 50;
  11184. if (status_get_race(bl) == RC_PLANT) // plant type
  11185. val3 = 50;
  11186. if (status_get_element(bl) == ELE_WATER) // defense water type
  11187. val4 = 50;
  11188. }
  11189. break;
  11190. case SC_FULL_THROTTLE:
  11191. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  11192. val3 = 20; //+% AllStats
  11193. tick_time = 1000;
  11194. val4 = tick / tick_time;
  11195. break;
  11196. case SC_REBOUND:
  11197. tick_time = 2000;
  11198. val4 = tick / tick_time;
  11199. clif_emotion(bl, ET_SWEAT);
  11200. break;
  11201. case SC_KINGS_GRACE:
  11202. val2 = 3 + val1; //HP Recover rate
  11203. tick_time = 1000;
  11204. val4 = tick / tick_time;
  11205. break;
  11206. case SC_TELEKINESIS_INTENSE:
  11207. val2 = 10 * val1; // sp consum / casttime reduc %
  11208. val3 = 40 * val1; // magic dmg bonus
  11209. break;
  11210. case SC_OFFERTORIUM:
  11211. val2 = 30 * val1; // heal power bonus
  11212. val3 = 100 + 20 * val1; // sp cost inc
  11213. break;
  11214. case SC_FRIGG_SONG:
  11215. val2 = 5 * val1; // maxhp bonus
  11216. val3 = 80 + 20 * val1; // healing
  11217. tick_time = 1000;
  11218. val4 = tick / tick_time;
  11219. break;
  11220. case SC_FLASHCOMBO:
  11221. val2 = 20 * val1 + 20; // atk bonus
  11222. break;
  11223. case SC_DARKCROW:
  11224. val2 = 30 * val1; // ATK bonus
  11225. break;
  11226. case SC_UNLIMIT:
  11227. val2 = 50 * val1;
  11228. break;
  11229. case SC_MONSTER_TRANSFORM:
  11230. case SC_ACTIVE_MONSTER_TRANSFORM:
  11231. if( !mobdb_checkid(val1) )
  11232. val1 = MOBID_PORING; // Default poring
  11233. break;
  11234. #ifndef RENEWAL
  11235. case SC_APPLEIDUN:
  11236. {
  11237. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  11238. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  11239. if (s_sd)
  11240. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  11241. break;
  11242. }
  11243. #endif
  11244. case SC_EPICLESIS:
  11245. val2 = 5 * val1; //HP rate bonus
  11246. break;
  11247. case SC_ILLUSIONDOPING:
  11248. val2 = 50; // -Hit
  11249. break;
  11250. case SC_OVERHEAT:
  11251. case SC_OVERHEAT_LIMITPOINT:
  11252. case SC_STEALTHFIELD:
  11253. tick_time = tick;
  11254. tick = INFINITE_TICK;
  11255. break;
  11256. case SC_STEALTHFIELD_MASTER:
  11257. tick_time = val3 = 2000 + 1000 * val1;
  11258. val4 = tick / tick_time;
  11259. break;
  11260. case SC_VACUUM_EXTREME:
  11261. // Suck target at n second, only if the n second is lower than the duration
  11262. // Does not suck targets on no-knockback maps
  11263. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  11264. tick_time = val4;
  11265. val4 = tick - tick_time;
  11266. } else
  11267. val4 = 0;
  11268. break;
  11269. case SC_FIRE_INSIGNIA:
  11270. case SC_WATER_INSIGNIA:
  11271. case SC_WIND_INSIGNIA:
  11272. case SC_EARTH_INSIGNIA:
  11273. tick_time = 5000;
  11274. val4 = tick / tick_time;
  11275. break;
  11276. case SC_NEUTRALBARRIER:
  11277. val2 = 10 + val1 * 5; // Def/Mdef
  11278. tick = INFINITE_TICK;
  11279. break;
  11280. case SC_MAGIC_POISON:
  11281. val2 = 50; // Attribute Reduction
  11282. break;
  11283. /* Rebellion */
  11284. case SC_B_TRAP:
  11285. val2 = src->id;
  11286. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  11287. break;
  11288. case SC_C_MARKER:
  11289. // val1 = skill_lv
  11290. // val2 = src_id
  11291. val3 = 10; // -10 flee
  11292. //Start timer to send mark on mini map
  11293. val4 = tick/1000;
  11294. tick_time = 1000; // Sends every 1 seconds
  11295. break;
  11296. case SC_H_MINE:
  11297. val2 = src->id;
  11298. break;
  11299. case SC_HEAT_BARREL:
  11300. {
  11301. uint8 n = 10;
  11302. if (sd)
  11303. n = (uint8)sd->spiritball_old;
  11304. //kRO Update 2016-05-25
  11305. val2 = n * 5; // -fixed casttime
  11306. val3 = (6 + val1 * 2) * n; // ATK
  11307. val4 = 25 + val1 * 5; // -hit
  11308. }
  11309. break;
  11310. case SC_P_ALTER:
  11311. {
  11312. uint8 n = 10;
  11313. if (sd)
  11314. n = (uint8)sd->spiritball_old;
  11315. val2 = 10 * n; // +atk
  11316. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11317. }
  11318. break;
  11319. case SC_E_CHAIN:
  11320. val2 = 10;
  11321. if (sd)
  11322. val2 = sd->spiritball_old;
  11323. break;
  11324. case SC_ANTI_M_BLAST:
  11325. val2 = val1 * 10;
  11326. break;
  11327. case SC_CATNIPPOWDER:
  11328. val2 = 50; // WATK%, MATK%
  11329. val3 = 25 * val1; // Move speed reduction
  11330. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11331. val4 = status_get_lv(src) / 12;
  11332. break;
  11333. case SC_BITESCAR: {
  11334. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11335. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11336. tick_time = 1000;
  11337. val4 = tick / tick_time;
  11338. }
  11339. break;
  11340. case SC_ARCLOUSEDASH:
  11341. val2 = 15 + 5 * val1; // AGI
  11342. val3 = 25; // Move speed increase
  11343. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11344. val4 = 10; // Ranged ATK increase
  11345. break;
  11346. case SC_SHRIMP:
  11347. val2 = 10; // BATK%, MATK%
  11348. break;
  11349. case SC_FRESHSHRIMP: {
  11350. int min = 0, max = 0;
  11351. #ifdef RENEWAL
  11352. min = status_base_matk_min(src, status, status_get_lv(src));
  11353. max = status_base_matk_max(src, status, status_get_lv(src));
  11354. if (status->rhw.matk > 0) {
  11355. int wMatk, variance;
  11356. wMatk = status->rhw.matk;
  11357. variance = wMatk * status->rhw.wlv / 10;
  11358. min += wMatk - variance;
  11359. max += wMatk + variance;
  11360. }
  11361. #endif
  11362. if (sd && sd->right_weapon.overrefine > 0) {
  11363. min++;
  11364. max += sd->right_weapon.overrefine - 1;
  11365. }
  11366. val2 += min + 178; // Heal
  11367. if (max > min)
  11368. val2 += rnd() % (max - min); // Heal
  11369. if (sd) {
  11370. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11371. val2 += val2 * 10 / 100;
  11372. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11373. val2 += val2 * 20 / 100;
  11374. }
  11375. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11376. val2 *= 2; // Doubles HP
  11377. }
  11378. tick_time = 10000 - ((val1 - 1) * 1000);
  11379. val4 = tick / tick_time;
  11380. }
  11381. break;
  11382. case SC_TUNAPARTY:
  11383. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11384. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11385. val2 <<= 1; // Double the shield life
  11386. break;
  11387. case SC_HISS:
  11388. val2 = 50; // Perfect Dodge
  11389. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11390. break;
  11391. case SC_GROOMING:
  11392. val2 = 100; // Flee
  11393. break;
  11394. case SC_CHATTERING:
  11395. val2 = 100; // eATK, eMATK
  11396. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11397. break;
  11398. case SC_SWORDCLAN:
  11399. case SC_ARCWANDCLAN:
  11400. case SC_GOLDENMACECLAN:
  11401. case SC_CROSSBOWCLAN:
  11402. case SC_JUMPINGCLAN:
  11403. tick = INFINITE_TICK;
  11404. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11405. break;
  11406. case SC_DORAM_BUF_01:
  11407. case SC_DORAM_BUF_02:
  11408. tick_time = 10000; // every 10 seconds
  11409. if( (val4 = tick/tick_time) < 1 )
  11410. val4 = 1;
  11411. break;
  11412. case SC_GLASTHEIM_ATK:
  11413. val1 = 100; // Undead/Demon MDEF ignore rate
  11414. break;
  11415. case SC_GLASTHEIM_HEAL:
  11416. val1 = 100; // Heal Power rate bonus
  11417. val2 = 50; // Received heal rate bonus
  11418. break;
  11419. case SC_GLASTHEIM_HIDDEN:
  11420. val1 = 90; // Damage rate reduction bonus
  11421. break;
  11422. case SC_GLASTHEIM_STATE:
  11423. val1 = 20; // All-stat bonus
  11424. break;
  11425. case SC_GLASTHEIM_ITEMDEF:
  11426. val1 = 200; // DEF bonus
  11427. val2 = 50; // MDEF bonus
  11428. break;
  11429. case SC_GLASTHEIM_HPSP:
  11430. val1 = 10000; // HP bonus
  11431. val2 = 1000; // SP bonus
  11432. break;
  11433. case SC_ANCILLA:
  11434. val1 = 15; // Heal Power rate bonus
  11435. val2 = 30; // SP Recovery rate bonus
  11436. break;
  11437. case SC_HELPANGEL:
  11438. tick_time = 1000;
  11439. val4 = tick / tick_time;
  11440. break;
  11441. case SC_EMERGENCY_MOVE:
  11442. val2 = 25; // Movement speed increase
  11443. break;
  11444. case SC_SUNSTANCE:
  11445. val2 = 2 + val1; // ATK Increase
  11446. tick = INFINITE_TICK;
  11447. break;
  11448. case SC_LUNARSTANCE:
  11449. val2 = 2 + val1; // MaxHP Increase
  11450. tick = INFINITE_TICK;
  11451. break;
  11452. case SC_STARSTANCE:
  11453. val2 = 4 + 2 * val1; // ASPD Increase
  11454. tick = INFINITE_TICK;
  11455. break;
  11456. case SC_DIMENSION1:
  11457. case SC_DIMENSION2:
  11458. if (sd)
  11459. pc_addspiritball(sd, skill_get_time2(SJ_BOOKOFDIMENSION, 1), 2);
  11460. break;
  11461. case SC_UNIVERSESTANCE:
  11462. val2 = 2 + val1; // All Stats Increase
  11463. tick = INFINITE_TICK;
  11464. break;
  11465. case SC_NEWMOON:
  11466. val2 = 7; // Number of Regular Attacks Until Reveal
  11467. tick_time = 1000;
  11468. val4 = tick / tick_time;
  11469. break;
  11470. case SC_FALLINGSTAR:
  11471. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11472. if (val1 >= 7)
  11473. val2 += 1; // Make it 15% at level 7.
  11474. break;
  11475. case SC_CREATINGSTAR:
  11476. tick_time = 500;
  11477. val4 = tick / tick_time;
  11478. break;
  11479. case SC_LIGHTOFSUN:
  11480. case SC_LIGHTOFMOON:
  11481. case SC_LIGHTOFSTAR:
  11482. val2 = 5 * val1; // Skill Damage Increase.
  11483. break;
  11484. case SC_SOULGOLEM:
  11485. val2 = 60 * val1; // DEF Increase
  11486. val3 = 15 + 5 * val1; // MDEF Increase
  11487. break;
  11488. case SC_SOULSHADOW:
  11489. val2 = (1 + val1) / 2; // ASPD Increase
  11490. val3 = 10 + 2 * val1; // CRIT Increase
  11491. break;
  11492. case SC_SOULFALCON:
  11493. val2 = 10 * val1; // WATK Increase
  11494. val3 = 10; // HIT Increase
  11495. if (val1 >= 3)
  11496. val3 += 3;
  11497. else if (val1 >= 5)
  11498. val3 += 5;
  11499. break;
  11500. case SC_SOULFAIRY:
  11501. val2 = 10 * val1; // MATK Increase
  11502. val3 = 5; // Variable Cast Time Reduction
  11503. if (val1 >= 3)
  11504. val3 += 2;
  11505. else if (val1 >= 5)
  11506. val3 += 5;
  11507. break;
  11508. case SC_SOULUNITY:
  11509. tick_time = 3000;
  11510. val4 = tick / tick_time;
  11511. break;
  11512. case SC_SOULDIVISION:
  11513. val2 = 10 * val1; // Skill Aftercast Increase
  11514. break;
  11515. case SC_SOULREAPER:
  11516. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11517. break;
  11518. case SC_SOULCOLLECT:
  11519. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11520. val3 = tick > 0 ? tick : 60000;
  11521. tick_time = tick;
  11522. tick = INFINITE_TICK;
  11523. break;
  11524. case SC_SP_SHA:
  11525. val2 = 50; // Move speed reduction
  11526. break;
  11527. default:
  11528. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == EFST_BLANK ) {
  11529. // Status change with no calc, no icon, and no skill associated...?
  11530. ShowError("UnknownStatusChange [%d]\n", type);
  11531. return 0;
  11532. }
  11533. } else // Special considerations when loading SC data.
  11534. switch( type ) {
  11535. case SC_WEDDING:
  11536. case SC_XMAS:
  11537. case SC_SUMMER:
  11538. case SC_HANBOK:
  11539. case SC_OKTOBERFEST:
  11540. case SC_DRESSUP:
  11541. if( !vd )
  11542. break;
  11543. clif_changelook(bl,LOOK_BASE,vd->class_);
  11544. clif_changelook(bl,LOOK_WEAPON,0);
  11545. clif_changelook(bl,LOOK_SHIELD,0);
  11546. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11547. clif_changelook(bl,LOOK_BODY2,0);
  11548. break;
  11549. case SC_STONE:
  11550. if (val3 > 0)
  11551. break; //Incubation time still active
  11552. //Fall through
  11553. case SC_POISON:
  11554. case SC_DPOISON:
  11555. case SC_BLEEDING:
  11556. case SC_BURNING:
  11557. case SC_TOXIN:
  11558. tick_time = tick;
  11559. tick = tick_time + max(val4, 0);
  11560. break;
  11561. case SC_DEATHHURT:
  11562. if (val3 == 1)
  11563. break;
  11564. tick_time = tick;
  11565. tick = tick_time + max(val4, 0);
  11566. case SC_MAGICMUSHROOM:
  11567. case SC_PYREXIA:
  11568. case SC_LEECHESEND:
  11569. if (val3 == 0)
  11570. break;
  11571. tick_time = tick;
  11572. tick = tick_time + max(val4, 0);
  11573. break;
  11574. case SC_SWORDCLAN:
  11575. case SC_ARCWANDCLAN:
  11576. case SC_GOLDENMACECLAN:
  11577. case SC_CROSSBOWCLAN:
  11578. case SC_JUMPINGCLAN:
  11579. case SC_CLAN_INFO:
  11580. // If the player still has a clan status, but was removed from his clan
  11581. if( sd && sd->status.clan_id == 0 ){
  11582. return 0;
  11583. }
  11584. break;
  11585. }
  11586. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  11587. switch(type) {
  11588. // Start |1 val_flag setting
  11589. case SC_ENCHANTARMS:
  11590. case SC_ROLLINGCUTTER:
  11591. case SC_BANDING:
  11592. case SC_SPHERE_1:
  11593. case SC_SPHERE_2:
  11594. case SC_SPHERE_3:
  11595. case SC_SPHERE_4:
  11596. case SC_SPHERE_5:
  11597. case SC_OVERHEAT:
  11598. case SC_LIGHTNINGWALK:
  11599. case SC_MONSTER_TRANSFORM:
  11600. case SC_ACTIVE_MONSTER_TRANSFORM:
  11601. case SC_EXPBOOST:
  11602. case SC_JEXPBOOST:
  11603. case SC_ITEMBOOST:
  11604. case SC_JP_EVENT04:
  11605. case SC_PUSH_CART:
  11606. case SC_SWORDCLAN:
  11607. case SC_ARCWANDCLAN:
  11608. case SC_GOLDENMACECLAN:
  11609. case SC_CROSSBOWCLAN:
  11610. case SC_JUMPINGCLAN:
  11611. case SC_DRESSUP:
  11612. case SC_MISTY_FROST:
  11613. case SC_MADOGEAR:
  11614. val_flag |= 1;
  11615. break;
  11616. // Start |1|2 val_flag setting
  11617. case SC_FIGHTINGSPIRIT:
  11618. case SC_VENOMIMPRESS:
  11619. case SC_WEAPONBLOCKING:
  11620. case SC__INVISIBILITY:
  11621. case SC__ENERVATION:
  11622. case SC__WEAKNESS:
  11623. case SC_PROPERTYWALK:
  11624. case SC_PRESTIGE:
  11625. case SC_CRESCENTELBOW:
  11626. case SC_CHILLY_AIR_OPTION:
  11627. case SC_GUST_OPTION:
  11628. case SC_WILD_STORM_OPTION:
  11629. case SC_UPHEAVAL_OPTION:
  11630. case SC_CIRCLE_OF_FIRE_OPTION:
  11631. case SC_CLAN_INFO:
  11632. case SC_DAILYSENDMAILCNT:
  11633. val_flag |= 1|2;
  11634. break;
  11635. // Start |1|2|4 val_flag setting
  11636. case SC_POISONINGWEAPON:
  11637. case SC_CLOAKINGEXCEED:
  11638. case SC_NPC_HALLUCINATIONWALK:
  11639. case SC_HALLUCINATIONWALK:
  11640. case SC__SHADOWFORM:
  11641. case SC__GROOMY:
  11642. case SC__LAZINESS:
  11643. case SC__UNLUCKY:
  11644. case SC_FORCEOFVANGUARD:
  11645. case SC_SPELLFIST:
  11646. case SC_CURSEDCIRCLE_ATKER:
  11647. case SC_PYROTECHNIC_OPTION:
  11648. case SC_HEATER_OPTION:
  11649. case SC_AQUAPLAY_OPTION:
  11650. case SC_COOLER_OPTION:
  11651. case SC_BLAST_OPTION:
  11652. case SC_PETROLOGY_OPTION:
  11653. case SC_CURSED_SOIL_OPTION:
  11654. case SC_WATER_BARRIER:
  11655. val_flag |= 1|2|4;
  11656. break;
  11657. }
  11658. if (sd && current_equip_combo_pos > 0 && tick == INFINITE_TICK) {
  11659. ShowWarning("sc_start: Item combo of item #%u contains an INFINITE_TICK duration. Skipping bonus.\n", sd->inventory_data[pc_checkequip(sd, current_equip_combo_pos)]->nameid);
  11660. return 0;
  11661. }
  11662. /* [Ind] */
  11663. if (StatusDisplayType[type]&bl->type) {
  11664. int dval1 = 0, dval2 = 0, dval3 = 0;
  11665. switch (type) {
  11666. case SC_ALL_RIDING:
  11667. dval1 = 1;
  11668. break;
  11669. case SC_CLAN_INFO:
  11670. dval1 = val1;
  11671. dval2 = val2;
  11672. dval3 = val3;
  11673. break;
  11674. default: /* All others: just copy val1 */
  11675. dval1 = val1;
  11676. break;
  11677. }
  11678. status_display_add(bl,type,dval1,dval2,dval3);
  11679. }
  11680. // Those that make you stop attacking/walking....
  11681. switch (type) {
  11682. case SC_WHITEIMPRISON:
  11683. case SC_DEEPSLEEP:
  11684. case SC_CRYSTALIZE:
  11685. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  11686. pc_setstand(sd, true);
  11687. case SC_FREEZE:
  11688. case SC_STUN:
  11689. case SC_GRAVITYCONTROL:
  11690. if (sc->data[SC_DANCING])
  11691. unit_stop_walking(bl, 1);
  11692. case SC_TRICKDEAD:
  11693. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11694. case SC_SLEEP:
  11695. case SC_STONE:
  11696. // Cancel cast when get status [LuzZza]
  11697. if (battle_config.sc_castcancel&bl->type)
  11698. unit_skillcastcancel(bl, 0);
  11699. // Fall through
  11700. case SC_CURSEDCIRCLE_ATKER:
  11701. case SC_KINGS_GRACE:
  11702. unit_stop_attack(bl);
  11703. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  11704. break;
  11705. // Fall through
  11706. case SC_STOP:
  11707. case SC_CONFUSION:
  11708. case SC_CLOSECONFINE:
  11709. case SC_CLOSECONFINE2:
  11710. case SC_BITE:
  11711. case SC_THORNSTRAP:
  11712. case SC_MEIKYOUSISUI:
  11713. case SC_KYOUGAKU:
  11714. case SC_PARALYSIS:
  11715. //case SC__CHAOS:
  11716. case SC_SV_ROOTTWIST:
  11717. unit_stop_walking(bl,1);
  11718. break;
  11719. case SC_CURSEDCIRCLE_TARGET:
  11720. unit_stop_attack(bl);
  11721. // Fall through
  11722. case SC_ANKLE:
  11723. case SC_SPIDERWEB:
  11724. case SC_ELECTRICSHOCKER:
  11725. case SC_MAGNETICFIELD:
  11726. case SC_NETHERWORLD:
  11727. if (!unit_blown_immune(bl,0x1))
  11728. unit_stop_walking(bl,1);
  11729. break;
  11730. case SC__MANHOLE:
  11731. // Manhole ignores blow_immune, when the enemy is BL_PC
  11732. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11733. unit_stop_walking(bl,1);
  11734. unit_stop_attack(bl);
  11735. break;
  11736. case SC_VACUUM_EXTREME:
  11737. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11738. unit_stop_walking(bl,1);
  11739. unit_stop_attack(bl);
  11740. }
  11741. break;
  11742. case SC_HIDING:
  11743. case SC_CLOAKING:
  11744. case SC_CLOAKINGEXCEED:
  11745. case SC__FEINTBOMB:
  11746. case SC_CHASEWALK:
  11747. case SC_WEIGHT90:
  11748. case SC_CAMOUFLAGE:
  11749. case SC_STEALTHFIELD:
  11750. case SC_VOICEOFSIREN:
  11751. case SC_WEDDING:
  11752. case SC_XMAS:
  11753. case SC_SUMMER:
  11754. case SC_HANBOK:
  11755. case SC_OKTOBERFEST:
  11756. case SC_DRESSUP:
  11757. case SC_NEWMOON:
  11758. case SC_SUHIDE:
  11759. unit_stop_attack(bl);
  11760. break;
  11761. case SC_SILENCE:
  11762. if (battle_config.sc_castcancel&bl->type)
  11763. unit_skillcastcancel(bl, 0);
  11764. break;
  11765. case SC_ITEMSCRIPT: // Shows Buff Icons
  11766. if (sd && val2 != EFST_BLANK)
  11767. clif_status_change(bl, (enum efst_types)val2, 1, tick, 0, 0, 0);
  11768. break;
  11769. }
  11770. // Set option as needed.
  11771. opt_flag = 1;
  11772. switch(type) {
  11773. // OPT1
  11774. case SC_STONE:
  11775. if (val3 > 0)
  11776. sc->opt1 = OPT1_STONEWAIT;
  11777. else
  11778. sc->opt1 = OPT1_STONE;
  11779. break;
  11780. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  11781. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  11782. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  11783. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  11784. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  11785. // OPT2
  11786. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  11787. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  11788. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  11789. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  11790. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  11791. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  11792. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  11793. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  11794. // OPT3
  11795. case SC_TWOHANDQUICKEN:
  11796. case SC_ONEHAND:
  11797. case SC_SPEARQUICKEN:
  11798. case SC_CONCENTRATION:
  11799. case SC_MERC_QUICKEN:
  11800. sc->opt3 |= OPT3_QUICKEN;
  11801. opt_flag = 0;
  11802. break;
  11803. case SC_MAXOVERTHRUST:
  11804. case SC_OVERTHRUST:
  11805. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  11806. sc->opt3 |= OPT3_OVERTHRUST;
  11807. opt_flag = 0;
  11808. break;
  11809. case SC_ENERGYCOAT:
  11810. case SC_SKE:
  11811. sc->opt3 |= OPT3_ENERGYCOAT;
  11812. opt_flag = 0;
  11813. break;
  11814. case SC_INCATKRATE:
  11815. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  11816. if (bl->type != BL_MOB) {
  11817. opt_flag = 0;
  11818. break;
  11819. }
  11820. case SC_EXPLOSIONSPIRITS:
  11821. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  11822. opt_flag = 0;
  11823. break;
  11824. case SC_STEELBODY:
  11825. case SC_SKA:
  11826. sc->opt3 |= OPT3_STEELBODY;
  11827. opt_flag = 0;
  11828. break;
  11829. case SC_BLADESTOP:
  11830. sc->opt3 |= OPT3_BLADESTOP;
  11831. opt_flag = 0;
  11832. break;
  11833. case SC_AURABLADE:
  11834. sc->opt3 |= OPT3_AURABLADE;
  11835. opt_flag = 0;
  11836. break;
  11837. case SC_BERSERK:
  11838. opt_flag = 0;
  11839. sc->opt3 |= OPT3_BERSERK;
  11840. break;
  11841. // case ???: // doesn't seem to do anything
  11842. // sc->opt3 |= OPT3_LIGHTBLADE;
  11843. // opt_flag = 0;
  11844. // break;
  11845. case SC_DANCING:
  11846. if ((val1&0xFFFF) == CG_MOONLIT)
  11847. sc->opt3 |= OPT3_MOONLIT;
  11848. opt_flag = 0;
  11849. break;
  11850. case SC_MARIONETTE:
  11851. case SC_MARIONETTE2:
  11852. sc->opt3 |= OPT3_MARIONETTE;
  11853. opt_flag = 0;
  11854. break;
  11855. case SC_ASSUMPTIO:
  11856. sc->opt3 |= OPT3_ASSUMPTIO;
  11857. opt_flag = 0;
  11858. break;
  11859. case SC_WARM: // SG skills [Komurka]
  11860. sc->opt3 |= OPT3_WARM;
  11861. opt_flag = 0;
  11862. break;
  11863. case SC_KAITE:
  11864. sc->opt3 |= OPT3_KAITE;
  11865. opt_flag = 0;
  11866. break;
  11867. case SC_BUNSINJYUTSU:
  11868. sc->opt3 |= OPT3_BUNSIN;
  11869. opt_flag = 0;
  11870. break;
  11871. case SC_SPIRIT:
  11872. sc->opt3 |= OPT3_SOULLINK;
  11873. opt_flag = 0;
  11874. break;
  11875. case SC_CHANGEUNDEAD:
  11876. sc->opt3 |= OPT3_UNDEAD;
  11877. opt_flag = 0;
  11878. break;
  11879. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11880. // sc->opt3 |= OPT3_CONTRACT;
  11881. // opt_flag = 0;
  11882. // break;
  11883. // OPTION
  11884. case SC_HIDING:
  11885. sc->option |= OPTION_HIDE;
  11886. opt_flag = 2;
  11887. break;
  11888. case SC_CLOAKING:
  11889. case SC_CLOAKINGEXCEED:
  11890. case SC__INVISIBILITY:
  11891. case SC_NEWMOON:
  11892. sc->option |= OPTION_CLOAK;
  11893. case SC_CAMOUFLAGE:
  11894. case SC_STEALTHFIELD:
  11895. case SC__SHADOWFORM:
  11896. opt_flag = 2;
  11897. break;
  11898. case SC_CHASEWALK:
  11899. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  11900. opt_flag = 2;
  11901. break;
  11902. case SC__FEINTBOMB:
  11903. sc->option |= OPTION_INVISIBLE;
  11904. opt_flag |= 2|4;
  11905. break;
  11906. case SC_SIGHT:
  11907. sc->option |= OPTION_SIGHT;
  11908. break;
  11909. case SC_RUWACH:
  11910. sc->option |= OPTION_RUWACH;
  11911. break;
  11912. case SC_WEDDING:
  11913. sc->option |= OPTION_WEDDING;
  11914. opt_flag |= 0x4;
  11915. break;
  11916. case SC_XMAS:
  11917. sc->option |= OPTION_XMAS;
  11918. opt_flag |= 0x4;
  11919. break;
  11920. case SC_SUMMER:
  11921. sc->option |= OPTION_SUMMER;
  11922. opt_flag |= 0x4;
  11923. break;
  11924. case SC_HANBOK:
  11925. sc->option |= OPTION_HANBOK;
  11926. opt_flag |= 0x4;
  11927. break;
  11928. case SC_OKTOBERFEST:
  11929. sc->option |= OPTION_OKTOBERFEST;
  11930. opt_flag |= 0x4;
  11931. break;
  11932. case SC_DRESSUP:
  11933. sc->option |= OPTION_SUMMER2;
  11934. opt_flag |= 0x4;
  11935. break;
  11936. case SC_ORCISH:
  11937. sc->option |= OPTION_ORCISH;
  11938. break;
  11939. case SC_FUSION:
  11940. sc->option |= OPTION_FLYING;
  11941. break;
  11942. default:
  11943. opt_flag = 0;
  11944. }
  11945. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11946. if(opt_flag) {
  11947. clif_changeoption(bl);
  11948. if(sd && (opt_flag&0x4)) {
  11949. clif_changelook(bl,LOOK_BASE,vd->class_);
  11950. clif_changelook(bl,LOOK_WEAPON,0);
  11951. clif_changelook(bl,LOOK_SHIELD,0);
  11952. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11953. }
  11954. }
  11955. if (calc_flag&SCB_DYE) { // Reset DYE color
  11956. if (vd && vd->cloth_color) {
  11957. val4 = vd->cloth_color;
  11958. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11959. }
  11960. calc_flag&=~SCB_DYE;
  11961. }
  11962. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11963. { //Reset body style
  11964. if (vd && vd->body_style)
  11965. {
  11966. val4 = vd->body_style;
  11967. clif_changelook(bl,LOOK_BODY2,0);
  11968. }
  11969. calc_flag&=~SCB_BODY;
  11970. }*/
  11971. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type])) {
  11972. int status_icon = StatusIconChangeTable[type];
  11973. #if PACKETVER < 20151104
  11974. if (status_icon == EFST_WEAPONPROPERTY)
  11975. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11976. #endif
  11977. clif_status_change(bl, status_icon, 1, tick, (val_flag & 1) ? val1 : 1, (val_flag & 2) ? val2 : 0, (val_flag & 4) ? val3 : 0);
  11978. }
  11979. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11980. if( tick_time )
  11981. tick = tick_time;
  11982. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11983. if((sce=sc->data[type])) { // reuse old sc
  11984. if( sce->timer != INVALID_TIMER )
  11985. delete_timer(sce->timer, status_change_timer);
  11986. sc_isnew = false;
  11987. } else { // New sc
  11988. ++(sc->count);
  11989. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  11990. }
  11991. sce->val1 = val1;
  11992. sce->val2 = val2;
  11993. sce->val3 = val3;
  11994. sce->val4 = val4;
  11995. if (tick >= 0)
  11996. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11997. else
  11998. sce->timer = INVALID_TIMER; // Infinite duration
  11999. if (calc_flag) {
  12000. if (sd) {
  12001. switch(type) {
  12002. // Statuses that adjust HP/SP and heal after starting
  12003. case SC_BERSERK:
  12004. case SC_MERC_HPUP:
  12005. case SC_MERC_SPUP:
  12006. status_calc_bl_(bl, static_cast<scb_flag>(calc_flag), SCO_FORCE);
  12007. break;
  12008. default:
  12009. status_calc_bl(bl, calc_flag);
  12010. break;
  12011. }
  12012. } else
  12013. status_calc_bl(bl, calc_flag);
  12014. }
  12015. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  12016. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  12017. if (sd && sd->pd)
  12018. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  12019. // 1st thing to execute when loading status
  12020. switch (type) {
  12021. case SC_BERSERK:
  12022. if (!(sce->val2)) { // Don't heal if already set
  12023. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  12024. status_set_sp(bl, 0, 0); // Damage all SP
  12025. }
  12026. sce->val2 = 5 * status->max_hp / 100;
  12027. break;
  12028. case SC_RUN:
  12029. {
  12030. struct unit_data *ud = unit_bl2ud(bl);
  12031. if( ud )
  12032. ud->state.running = unit_run(bl, NULL, SC_RUN);
  12033. }
  12034. break;
  12035. case SC_BOSSMAPINFO:
  12036. if (sd)
  12037. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  12038. break;
  12039. case SC_FULL_THROTTLE:
  12040. case SC_MERC_HPUP:
  12041. status_percent_heal(bl, 100, 0); // Recover Full HP
  12042. break;
  12043. case SC_MERC_SPUP:
  12044. status_percent_heal(bl, 0, 100); // Recover Full SP
  12045. break;
  12046. case SC_WUGDASH:
  12047. {
  12048. struct unit_data *ud = unit_bl2ud(bl);
  12049. if( ud )
  12050. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  12051. }
  12052. break;
  12053. case SC_COMBO:
  12054. switch(sce->val1) {
  12055. case TK_STORMKICK:
  12056. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12057. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  12058. break;
  12059. case TK_DOWNKICK:
  12060. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12061. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  12062. break;
  12063. case TK_TURNKICK:
  12064. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12065. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  12066. break;
  12067. case TK_COUNTER:
  12068. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  12069. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  12070. break;
  12071. default: // Rest just toggle inf to enable autotarget
  12072. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  12073. break;
  12074. }
  12075. break;
  12076. case SC_C_MARKER:
  12077. //Send mini-map, don't wait for first timer triggered
  12078. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  12079. clif_crimson_marker(sd, bl, false);
  12080. break;
  12081. case SC_GVG_GIANT:
  12082. case SC_GVG_GOLEM:
  12083. case SC_GVG_STUN:
  12084. case SC_GVG_STONE:
  12085. case SC_GVG_FREEZ:
  12086. case SC_GVG_SLEEP:
  12087. case SC_GVG_CURSE:
  12088. case SC_GVG_SILENCE:
  12089. case SC_GVG_BLIND:
  12090. if (val1 || val2)
  12091. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  12092. break;
  12093. }
  12094. if( opt_flag&2 && sd && !sd->npc_ontouch_.empty() )
  12095. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  12096. return 1;
  12097. }
  12098. /**
  12099. * End all statuses except those listed
  12100. * TODO: May be useful for dispel instead resetting a list there
  12101. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12102. * @param type: Changes behaviour of the function
  12103. * 0: PC killed -> Place here statuses that do not dispel on death.
  12104. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  12105. * 2: Do clif_changeoption()
  12106. * 3: Do not remove some permanent/time-independent effects
  12107. * @return 1: Success 0: Fail
  12108. */
  12109. int status_change_clear(struct block_list* bl, int type)
  12110. {
  12111. struct status_change* sc;
  12112. int i;
  12113. sc = status_get_sc(bl);
  12114. if (!sc)
  12115. return 0;
  12116. // Cleaning all extras vars
  12117. sc->comet_x = 0;
  12118. sc->comet_y = 0;
  12119. #ifndef RENEWAL
  12120. sc->sg_counter = 0;
  12121. #endif
  12122. if (!sc->count)
  12123. return 0;
  12124. for(i = 0; i < SC_MAX; i++) {
  12125. if(!sc->data[i])
  12126. continue;
  12127. if(type == 0) {
  12128. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  12129. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  12130. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  12131. break;
  12132. case SC_WEIGHT50:
  12133. case SC_WEIGHT90:
  12134. case SC_EDP:
  12135. case SC_MELTDOWN:
  12136. case SC_WEDDING:
  12137. case SC_XMAS:
  12138. case SC_SUMMER:
  12139. case SC_HANBOK:
  12140. case SC_OKTOBERFEST:
  12141. case SC_DRESSUP:
  12142. case SC_NOCHAT:
  12143. case SC_FUSION:
  12144. case SC_EARTHSCROLL:
  12145. case SC_READYSTORM:
  12146. case SC_READYDOWN:
  12147. case SC_READYCOUNTER:
  12148. case SC_READYTURN:
  12149. case SC_DODGE:
  12150. case SC_MIRACLE:
  12151. case SC_JAILED:
  12152. case SC_EXPBOOST:
  12153. case SC_ITEMBOOST:
  12154. case SC_HELLPOWER:
  12155. case SC_JEXPBOOST:
  12156. case SC_AUTOTRADE:
  12157. case SC_WHISTLE:
  12158. case SC_ASSNCROS:
  12159. case SC_POEMBRAGI:
  12160. case SC_APPLEIDUN:
  12161. case SC_HUMMING:
  12162. case SC_DONTFORGETME:
  12163. case SC_FORTUNE:
  12164. case SC_SERVICE4U:
  12165. case SC_FOOD_STR_CASH:
  12166. case SC_FOOD_AGI_CASH:
  12167. case SC_FOOD_VIT_CASH:
  12168. case SC_FOOD_DEX_CASH:
  12169. case SC_FOOD_INT_CASH:
  12170. case SC_FOOD_LUK_CASH:
  12171. case SC_SAVAGE_STEAK:
  12172. case SC_COCKTAIL_WARG_BLOOD:
  12173. case SC_MINOR_BBQ:
  12174. case SC_SIROMA_ICE_TEA:
  12175. case SC_DROCERA_HERB_STEAMED:
  12176. case SC_PUTTI_TAILS_NOODLES:
  12177. case SC_DEF_RATE:
  12178. case SC_MDEF_RATE:
  12179. case SC_INCHEALRATE:
  12180. case SC_INCFLEE2:
  12181. case SC_INCHIT:
  12182. case SC_ATKPOTION:
  12183. case SC_MATKPOTION:
  12184. case SC_S_LIFEPOTION:
  12185. case SC_L_LIFEPOTION:
  12186. case SC_PUSH_CART:
  12187. case SC_LIGHT_OF_REGENE:
  12188. case SC_STYLE_CHANGE:
  12189. case SC_QUEST_BUFF1:
  12190. case SC_QUEST_BUFF2:
  12191. case SC_QUEST_BUFF3:
  12192. case SC_2011RWC_SCROLL:
  12193. case SC_JP_EVENT04:
  12194. case SC_ATTHASTE_CASH:
  12195. case SC_REUSE_REFRESH:
  12196. case SC_REUSE_LIMIT_A:
  12197. case SC_REUSE_LIMIT_B:
  12198. case SC_REUSE_LIMIT_C:
  12199. case SC_REUSE_LIMIT_D:
  12200. case SC_REUSE_LIMIT_E:
  12201. case SC_REUSE_LIMIT_F:
  12202. case SC_REUSE_LIMIT_G:
  12203. case SC_REUSE_LIMIT_H:
  12204. case SC_REUSE_LIMIT_MTF:
  12205. case SC_REUSE_LIMIT_ECL:
  12206. case SC_REUSE_LIMIT_RECALL:
  12207. case SC_REUSE_LIMIT_ASPD_POTION:
  12208. case SC_REUSE_MILLENNIUMSHIELD:
  12209. case SC_REUSE_CRUSHSTRIKE:
  12210. case SC_REUSE_STORMBLAST:
  12211. case SC_ALL_RIDING_REUSE_LIMIT:
  12212. case SC_SPRITEMABLE:
  12213. case SC_DORAM_BUF_01:
  12214. case SC_DORAM_BUF_02:
  12215. case SC_GEFFEN_MAGIC1:
  12216. case SC_GEFFEN_MAGIC2:
  12217. case SC_GEFFEN_MAGIC3:
  12218. case SC_LHZ_DUN_N1:
  12219. case SC_LHZ_DUN_N2:
  12220. case SC_LHZ_DUN_N3:
  12221. case SC_LHZ_DUN_N4:
  12222. case SC_ENTRY_QUEUE_APPLY_DELAY:
  12223. case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  12224. case SC_REUSE_LIMIT_LUXANIMA:
  12225. case SC_SOULENERGY:
  12226. case SC_MADOGEAR:
  12227. case SC_HOMUN_TIME:
  12228. case SC_PACKING_ENVELOPE1:
  12229. case SC_PACKING_ENVELOPE2:
  12230. case SC_PACKING_ENVELOPE3:
  12231. case SC_PACKING_ENVELOPE4:
  12232. case SC_PACKING_ENVELOPE5:
  12233. case SC_PACKING_ENVELOPE6:
  12234. case SC_PACKING_ENVELOPE7:
  12235. case SC_PACKING_ENVELOPE8:
  12236. case SC_PACKING_ENVELOPE9:
  12237. case SC_PACKING_ENVELOPE10:
  12238. // Costumes
  12239. case SC_MOONSTAR:
  12240. case SC_SUPER_STAR:
  12241. case SC_STRANGELIGHTS:
  12242. case SC_DECORATION_OF_MUSIC:
  12243. case SC_LJOSALFAR:
  12244. case SC_MERMAID_LONGING:
  12245. case SC_HAT_EFFECT:
  12246. case SC_FLOWERSMOKE:
  12247. case SC_FSTONE:
  12248. case SC_HAPPINESS_STAR:
  12249. case SC_MAPLE_FALLS:
  12250. case SC_TIME_ACCESSORY:
  12251. case SC_MAGICAL_FEATHER:
  12252. // Clans
  12253. case SC_CLAN_INFO:
  12254. case SC_SWORDCLAN:
  12255. case SC_ARCWANDCLAN:
  12256. case SC_GOLDENMACECLAN:
  12257. case SC_CROSSBOWCLAN:
  12258. case SC_JUMPINGCLAN:
  12259. case SC_DAILYSENDMAILCNT:
  12260. continue;
  12261. }
  12262. }
  12263. if( type == 3 ) {
  12264. switch (i) { // !TODO: This list may be incomplete
  12265. case SC_WEIGHT50:
  12266. case SC_WEIGHT90:
  12267. case SC_NOCHAT:
  12268. case SC_PUSH_CART:
  12269. case SC_ALL_RIDING:
  12270. case SC_STYLE_CHANGE:
  12271. case SC_ENTRY_QUEUE_APPLY_DELAY:
  12272. case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  12273. case SC_MADOGEAR:
  12274. case SC_HOMUN_TIME:
  12275. // Costumes
  12276. case SC_MOONSTAR:
  12277. case SC_SUPER_STAR:
  12278. case SC_STRANGELIGHTS:
  12279. case SC_DECORATION_OF_MUSIC:
  12280. case SC_LJOSALFAR:
  12281. case SC_MERMAID_LONGING:
  12282. case SC_HAT_EFFECT:
  12283. case SC_FLOWERSMOKE:
  12284. case SC_FSTONE:
  12285. case SC_HAPPINESS_STAR:
  12286. case SC_MAPLE_FALLS:
  12287. case SC_TIME_ACCESSORY:
  12288. case SC_MAGICAL_FEATHER:
  12289. // Clans
  12290. case SC_CLAN_INFO:
  12291. case SC_SWORDCLAN:
  12292. case SC_ARCWANDCLAN:
  12293. case SC_GOLDENMACECLAN:
  12294. case SC_CROSSBOWCLAN:
  12295. case SC_JUMPINGCLAN:
  12296. case SC_DAILYSENDMAILCNT:
  12297. continue;
  12298. }
  12299. }
  12300. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12301. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  12302. (sc->count)--;
  12303. if (sc->data[i]->timer != INVALID_TIMER)
  12304. delete_timer(sc->data[i]->timer, status_change_timer);
  12305. ers_free(sc_data_ers, sc->data[i]);
  12306. sc->data[i] = NULL;
  12307. }
  12308. }
  12309. sc->opt1 = 0;
  12310. sc->opt2 = 0;
  12311. sc->opt3 = 0;
  12312. if( type == 0 || type == 2 )
  12313. clif_changeoption(bl);
  12314. return 1;
  12315. }
  12316. /**
  12317. * End a specific status after checking
  12318. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12319. * @param type: Status change (SC_*)
  12320. * @param tid: Timer
  12321. * @param file: Used for dancing save
  12322. * @param line: Used for dancing save
  12323. * @return 1: Success 0: Fail
  12324. */
  12325. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  12326. {
  12327. struct map_session_data *sd;
  12328. struct status_change *sc;
  12329. struct status_change_entry *sce;
  12330. struct status_data *status;
  12331. struct view_data *vd;
  12332. int opt_flag = 0;
  12333. enum scb_flag calc_flag = SCB_NONE;
  12334. nullpo_ret(bl);
  12335. sc = status_get_sc(bl);
  12336. status = status_get_status_data(bl);
  12337. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  12338. return 0;
  12339. sd = BL_CAST(BL_PC,bl);
  12340. if (sce->timer != tid && tid != INVALID_TIMER)
  12341. return 0;
  12342. if (tid == INVALID_TIMER) {
  12343. if (type == SC_ENDURE && sce->val4)
  12344. // Do not end infinite endure.
  12345. return 0;
  12346. if (type == SC_SPIDERWEB) {
  12347. //Delete the unit group first to expire found in the status change
  12348. struct skill_unit_group *group = NULL, *group2 = NULL;
  12349. t_tick tick = gettick();
  12350. int pos = 1;
  12351. if (sce->val2)
  12352. if (!(group = skill_id2group(sce->val2)))
  12353. sce->val2 = 0;
  12354. if (sce->val3) {
  12355. if (!(group2 = skill_id2group(sce->val3)))
  12356. sce->val3 = 0;
  12357. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12358. group = group2;
  12359. pos = 2;
  12360. }
  12361. }
  12362. if (sce->val4) {
  12363. if (!(group2 = skill_id2group(sce->val4)))
  12364. sce->val4 = 0;
  12365. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12366. group = group2;
  12367. pos = 3;
  12368. }
  12369. }
  12370. if (pos == 1)
  12371. sce->val2 = 0;
  12372. else if (pos == 2)
  12373. sce->val3 = 0;
  12374. else if (pos == 3)
  12375. sce->val4 = 0;
  12376. if (group)
  12377. skill_delunitgroup(group);
  12378. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  12379. return 0; //Don't end the status change yet as there are still unit groups associated with it
  12380. }
  12381. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  12382. delete_timer(sce->timer,status_change_timer);
  12383. if (sc->opt1)
  12384. switch (type) {
  12385. // "Ugly workaround" [Skotlex]
  12386. // delays status change ending so that a skill that sets opt1 fails to
  12387. // trigger when it also removed one
  12388. case SC_STONE:
  12389. sce->val4 = -1; // Petrify time
  12390. case SC_FREEZE:
  12391. case SC_STUN:
  12392. case SC_SLEEP:
  12393. if (sce->val1) {
  12394. // Removing the 'level' shouldn't affect anything in the code
  12395. // since these SC are not affected by it, and it lets us know
  12396. // if we have already delayed this attack or not.
  12397. sce->val1 = 0;
  12398. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  12399. return 1;
  12400. }
  12401. }
  12402. }
  12403. (sc->count)--;
  12404. if ( StatusChangeStateTable[type] )
  12405. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  12406. sc->data[type] = NULL;
  12407. if (StatusDisplayType[type]&bl->type)
  12408. status_display_remove(bl,type);
  12409. vd = status_get_viewdata(bl);
  12410. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  12411. switch(type) {
  12412. case SC_KEEPING:
  12413. case SC_BARRIER: {
  12414. unit_data *ud = unit_bl2ud(bl);
  12415. if (ud)
  12416. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  12417. }
  12418. break;
  12419. case SC_GRANITIC_ARMOR:
  12420. {
  12421. int damage = status->max_hp*sce->val3/100;
  12422. if(status->hp < damage) // to not kill him
  12423. damage = status->hp-1;
  12424. status_damage(NULL,bl,damage,0,0,1,0);
  12425. }
  12426. break;
  12427. case SC_RUN:
  12428. {
  12429. struct unit_data *ud = unit_bl2ud(bl);
  12430. bool begin_spurt = true;
  12431. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  12432. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  12433. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  12434. if (ud) {
  12435. if(!ud->state.running)
  12436. begin_spurt = false;
  12437. ud->state.running = 0;
  12438. if (ud->walktimer != INVALID_TIMER)
  12439. unit_stop_walking(bl,1);
  12440. }
  12441. if (begin_spurt && sce->val1 >= 7 &&
  12442. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12443. (!sd || (sd->weapontype1 == W_FIST && sd->weapontype2 == W_FIST))
  12444. )
  12445. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  12446. }
  12447. break;
  12448. case SC_AUTOBERSERK:
  12449. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  12450. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  12451. break;
  12452. case SC_ENDURE:
  12453. case SC_DEFENDER:
  12454. case SC_REFLECTSHIELD:
  12455. case SC_AUTOGUARD:
  12456. {
  12457. struct map_session_data *tsd;
  12458. if( bl->type == BL_PC ) { // Clear Status from others
  12459. int i;
  12460. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12461. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  12462. status_change_end(&tsd->bl, type, INVALID_TIMER);
  12463. }
  12464. }
  12465. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12466. tsd = ((TBL_MER*)bl)->master;
  12467. if( tsd && tsd->sc.data[type] )
  12468. status_change_end(&tsd->bl, type, INVALID_TIMER);
  12469. }
  12470. }
  12471. break;
  12472. case SC_DEVOTION:
  12473. {
  12474. struct block_list *d_bl = map_id2bl(sce->val1);
  12475. if( d_bl ) {
  12476. if( d_bl->type == BL_PC )
  12477. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12478. else if( d_bl->type == BL_MER )
  12479. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12480. clif_devotion(d_bl, NULL);
  12481. }
  12482. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  12483. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  12484. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  12485. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12486. }
  12487. break;
  12488. case SC_FLASHKICK: {
  12489. map_session_data *tsd;
  12490. if (!(tsd = map_id2sd(sce->val1)))
  12491. break;
  12492. tsd->stellar_mark[sce->val2] = 0;
  12493. }
  12494. break;
  12495. case SC_SOULUNITY: {
  12496. map_session_data *tsd;
  12497. if (!(tsd = map_id2sd(sce->val2)))
  12498. break;
  12499. tsd->united_soul[sce->val3] = 0;
  12500. }
  12501. break;
  12502. case SC_BLADESTOP:
  12503. if(sce->val4) {
  12504. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12505. struct block_list *tbl = map_id2bl(tid2);
  12506. struct status_change *tsc = status_get_sc(tbl);
  12507. sce->val4 = 0;
  12508. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  12509. tsc->data[SC_BLADESTOP]->val4 = 0;
  12510. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  12511. }
  12512. clif_bladestop(bl, tid2, 0);
  12513. }
  12514. break;
  12515. case SC_DANCING:
  12516. {
  12517. struct map_session_data *dsd;
  12518. struct status_change_entry *dsc;
  12519. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12520. dsc = dsd->sc.data[SC_DANCING];
  12521. if(dsc) {
  12522. // This will prevent recursive loops.
  12523. dsc->val2 = dsc->val4 = 0;
  12524. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  12525. }
  12526. }
  12527. if(sce->val2) { // Erase associated land skill
  12528. struct skill_unit_group *group;
  12529. group = skill_id2group(sce->val2);
  12530. if( group == NULL ) {
  12531. 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). Please report this!\n",
  12532. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  12533. sd ? sd->status.char_id : 0,
  12534. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y);
  12535. }
  12536. sce->val2 = 0;
  12537. skill_delunitgroup(group);
  12538. }
  12539. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12540. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12541. #ifdef RENEWAL
  12542. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  12543. #else
  12544. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  12545. #endif
  12546. }
  12547. break;
  12548. case SC_NOCHAT:
  12549. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12550. sd->status.manner = 0;
  12551. if (sd && tid == INVALID_TIMER) {
  12552. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12553. clif_updatestatus(sd,SP_MANNER);
  12554. }
  12555. break;
  12556. case SC_SPLASHER:
  12557. {
  12558. struct block_list *src=map_id2bl(sce->val3);
  12559. if(src && tid != INVALID_TIMER)
  12560. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12561. }
  12562. break;
  12563. case SC_CLOSECONFINE2:{
  12564. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  12565. struct status_change *sc2 = src?status_get_sc(src):NULL;
  12566. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  12567. // If status was already ended, do nothing.
  12568. // Decrease count
  12569. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) // No more holds, free him up.
  12570. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  12571. }
  12572. }
  12573. case SC_CLOSECONFINE:
  12574. if (sce->val2 > 0) {
  12575. // Caster has been unlocked... nearby chars need to be unlocked.
  12576. int range = 1
  12577. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  12578. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12579. map_foreachinallarea(status_change_timer_sub,
  12580. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12581. }
  12582. break;
  12583. case SC_COMBO:
  12584. skill_combo_toggle_inf(bl,sce->val1,0);
  12585. break;
  12586. case SC_MARIONETTE:
  12587. case SC_MARIONETTE2: // Marionette target
  12588. if (sce->val1) { // Check for partner and end their marionette status as well
  12589. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12590. struct block_list *pbl = map_id2bl(sce->val1);
  12591. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  12592. if (sc2 && sc2->data[type2]) {
  12593. sc2->data[type2]->val1 = 0;
  12594. status_change_end(pbl, type2, INVALID_TIMER);
  12595. }
  12596. }
  12597. break;
  12598. case SC_CONCENTRATION:
  12599. if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
  12600. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12601. break;
  12602. case SC_BERSERK:
  12603. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  12604. status_percent_heal(bl, 100, 0);
  12605. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  12606. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12607. status_set_hp(bl, 100, 0);
  12608. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
  12609. sc->data[SC_ENDURE]->val4 = 0;
  12610. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12611. }
  12612. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12613. break;
  12614. case SC_GOSPEL:
  12615. if (sce->val3) { // Clear the group.
  12616. struct skill_unit_group* group = skill_id2group(sce->val3);
  12617. sce->val3 = 0;
  12618. if (group)
  12619. skill_delunitgroup(group);
  12620. }
  12621. break;
  12622. #ifndef RENEWAL
  12623. case SC_HERMODE:
  12624. if(sce->val3 == BCT_SELF)
  12625. skill_clear_unitgroup(bl);
  12626. break;
  12627. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12628. if (sce->val3 && sce->val4 == bl->id) {
  12629. struct skill_unit_group* group = skill_id2group(sce->val3);
  12630. sce->val3 = 0;
  12631. if (group)
  12632. skill_delunitgroup(group);
  12633. }
  12634. break;
  12635. #endif
  12636. case SC_TRICKDEAD:
  12637. if (vd) vd->dead_sit = 0;
  12638. break;
  12639. case SC_WARM:
  12640. case SC__MANHOLE:
  12641. case SC_BANDING:
  12642. if (sce->val4) { // Clear the group.
  12643. struct skill_unit_group* group = skill_id2group(sce->val4);
  12644. sce->val4 = 0;
  12645. if( group ) // Might have been cleared before status ended, e.g. land protector
  12646. skill_delunitgroup(group);
  12647. }
  12648. break;
  12649. case SC_JAILED:
  12650. if(tid == INVALID_TIMER)
  12651. break;
  12652. // Natural expiration.
  12653. if(sd && sd->mapindex == sce->val2)
  12654. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12655. break; // Guess hes not in jail :P
  12656. case SC_CHANGE:
  12657. if (tid == INVALID_TIMER)
  12658. break;
  12659. // "lose almost all their HP and SP" on natural expiration.
  12660. status_set_hp(bl, 10, 0);
  12661. status_set_sp(bl, 10, 0);
  12662. break;
  12663. case SC_AUTOTRADE:
  12664. if (tid == INVALID_TIMER)
  12665. break;
  12666. // Vending is not automatically closed for autovenders
  12667. vending_closevending(sd);
  12668. map_quit(sd);
  12669. // Because map_quit calls status_change_end with tid -1
  12670. // from here it's not neccesary to continue
  12671. return 1;
  12672. break;
  12673. case SC_STOP:
  12674. if( sce->val2 ) {
  12675. struct block_list* tbl = map_id2bl(sce->val2);
  12676. sce->val2 = 0;
  12677. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  12678. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  12679. }
  12680. break;
  12681. case SC_TENSIONRELAX:
  12682. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  12683. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12684. break;
  12685. case SC_MONSTER_TRANSFORM:
  12686. case SC_ACTIVE_MONSTER_TRANSFORM:
  12687. if (sce->val2)
  12688. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  12689. break;
  12690. /* 3rd Stuff */
  12691. case SC_MILLENNIUMSHIELD:
  12692. clif_millenniumshield(bl, 0);
  12693. break;
  12694. case SC_HALLUCINATIONWALK:
  12695. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12696. break;
  12697. case SC_WHITEIMPRISON:
  12698. {
  12699. struct block_list* src = map_id2bl(sce->val2);
  12700. if( tid == -1 || !src)
  12701. break; // Terminated by Damage
  12702. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false),WL_WHITEIMPRISON);
  12703. }
  12704. break;
  12705. case SC_WUGDASH:
  12706. {
  12707. struct unit_data *ud = unit_bl2ud(bl);
  12708. if (ud) {
  12709. ud->state.running = 0;
  12710. if (ud->walktimer != INVALID_TIMER)
  12711. unit_stop_walking(bl,1);
  12712. }
  12713. }
  12714. break;
  12715. case SC__SHADOWFORM:
  12716. {
  12717. struct map_session_data *s_sd = map_id2sd(sce->val2);
  12718. if (s_sd) s_sd->shadowform_id = 0;
  12719. }
  12720. break;
  12721. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12722. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12723. break;
  12724. case SC_NEUTRALBARRIER_MASTER:
  12725. case SC_STEALTHFIELD_MASTER:
  12726. if( sce->val2 ) {
  12727. struct skill_unit_group* group = skill_id2group(sce->val2);
  12728. sce->val2 = 0;
  12729. if( group ) // Might have been cleared before status ended, e.g. land protector
  12730. skill_delunitgroup(group);
  12731. }
  12732. break;
  12733. case SC_CURSEDCIRCLE_ATKER:
  12734. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12735. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12736. break;
  12737. case SC_RAISINGDRAGON:
  12738. if( sd && !pc_isdead(sd) ) {
  12739. int i = min(sd->spiritball,5);
  12740. pc_delspiritball(sd, sd->spiritball, 0);
  12741. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  12742. while( i > 0 ) {
  12743. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12744. --i;
  12745. }
  12746. }
  12747. break;
  12748. case SC_CURSEDCIRCLE_TARGET:
  12749. {
  12750. struct block_list *src = map_id2bl(sce->val2);
  12751. struct status_change *sc2 = status_get_sc(src);
  12752. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  12753. clif_bladestop(bl, sce->val2, 0);
  12754. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  12755. }
  12756. }
  12757. break;
  12758. case SC_TEARGAS:
  12759. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  12760. break;
  12761. case SC_SITDOWN_FORCE:
  12762. case SC_BANANA_BOMB_SITDOWN:
  12763. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12764. skill_sit(sd, false);
  12765. break;
  12766. case SC_KYOUGAKU:
  12767. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12768. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12769. break;
  12770. case SC_INTRAVISION:
  12771. calc_flag = SCB_ALL; // Required for overlapping
  12772. break;
  12773. case SC_SUNSTANCE:
  12774. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  12775. break;
  12776. case SC_LUNARSTANCE:
  12777. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  12778. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  12779. break;
  12780. case SC_STARSTANCE:
  12781. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  12782. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  12783. break;
  12784. case SC_UNIVERSESTANCE:
  12785. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  12786. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  12787. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  12788. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  12789. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  12790. status_change_end(bl, SC_DIMENSION, INVALID_TIMER);
  12791. break;
  12792. case SC_GRAVITYCONTROL:
  12793. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12794. clif_specialeffect(bl, 223, AREA);
  12795. clif_specialeffect(bl, 330, AREA);
  12796. break;
  12797. case SC_OVERED_BOOST:
  12798. switch (bl->type) {
  12799. case BL_HOM: {
  12800. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12801. if( hd )
  12802. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12803. }
  12804. break;
  12805. case BL_PC:
  12806. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12807. break;
  12808. }
  12809. break;
  12810. case SC_FULL_THROTTLE: {
  12811. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  12812. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12813. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12814. }
  12815. break;
  12816. case SC_REBOUND:
  12817. clif_status_load(bl, EFST_DEC_AGI, 0);
  12818. break;
  12819. case SC_ITEMSCRIPT: // Removes Buff Icons
  12820. if (sd && sce->val2 != EFST_BLANK)
  12821. clif_status_load(bl, (enum efst_types)sce->val2, 0);
  12822. break;
  12823. case SC_C_MARKER:
  12824. {
  12825. // Remove mark data from caster
  12826. struct map_session_data *caster = map_id2sd(sce->val2);
  12827. uint8 i = 0;
  12828. if (!caster)
  12829. break;
  12830. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12831. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12832. caster->c_marker[i] = 0;
  12833. clif_crimson_marker(caster, bl, true);
  12834. }
  12835. }
  12836. break;
  12837. case SC_H_MINE:
  12838. {
  12839. // Drop the material from target if expired
  12840. struct item it;
  12841. struct map_session_data *caster = NULL;
  12842. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  12843. break;
  12844. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12845. if (!itemdb_exists(skill->require.itemid[0]))
  12846. break;
  12847. memset(&it, 0, sizeof(it));
  12848. it.nameid = skill->require.itemid[0];
  12849. it.amount = max(skill->require.amount[0],1);
  12850. it.identify = 1;
  12851. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12852. }
  12853. break;
  12854. case SC_VACUUM_EXTREME:
  12855. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12856. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12857. break;
  12858. case SC_SWORDCLAN:
  12859. case SC_ARCWANDCLAN:
  12860. case SC_GOLDENMACECLAN:
  12861. case SC_CROSSBOWCLAN:
  12862. case SC_JUMPINGCLAN:
  12863. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  12864. break;
  12865. case SC_DIMENSION1:
  12866. case SC_DIMENSION2:
  12867. if (sd)
  12868. pc_delspiritball(sd, 1, 0);
  12869. break;
  12870. case SC_SOULENERGY:
  12871. if (sd)
  12872. pc_delsoulball(sd, sd->soulball, false);
  12873. break;
  12874. case SC_MADOGEAR:
  12875. status_change_end(bl, SC_SHAPESHIFT, INVALID_TIMER);
  12876. status_change_end(bl, SC_HOVERING, INVALID_TIMER);
  12877. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  12878. status_change_end(bl, SC_OVERHEAT_LIMITPOINT, INVALID_TIMER);
  12879. status_change_end(bl, SC_OVERHEAT, INVALID_TIMER);
  12880. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  12881. status_change_end(bl, SC_NEUTRALBARRIER_MASTER, INVALID_TIMER);
  12882. status_change_end(bl, SC_STEALTHFIELD_MASTER, INVALID_TIMER);
  12883. if (sd)
  12884. pc_bonus_script_clear(sd, BSF_REM_ON_MADOGEAR);
  12885. break;
  12886. case SC_HOMUN_TIME:
  12887. if (sd && hom_is_active(sd->hd))
  12888. hom_vaporize(sd, HOM_ST_REST);
  12889. break;
  12890. }
  12891. opt_flag = 1;
  12892. switch(type) {
  12893. case SC_STONE:
  12894. case SC_FREEZE:
  12895. case SC_STUN:
  12896. case SC_SLEEP:
  12897. case SC_BURNING:
  12898. case SC_WHITEIMPRISON:
  12899. sc->opt1 = 0;
  12900. break;
  12901. case SC_POISON:
  12902. case SC_CURSE:
  12903. case SC_SILENCE:
  12904. case SC_BLIND:
  12905. sc->opt2 &= ~(1<<(type-SC_POISON));
  12906. break;
  12907. case SC_DPOISON:
  12908. sc->opt2 &= ~OPT2_DPOISON;
  12909. break;
  12910. case SC_SIGNUMCRUCIS:
  12911. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  12912. break;
  12913. case SC_HIDING:
  12914. sc->option &= ~OPTION_HIDE;
  12915. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  12916. break;
  12917. case SC_CLOAKING:
  12918. case SC_CLOAKINGEXCEED:
  12919. case SC__INVISIBILITY:
  12920. case SC_NEWMOON:
  12921. sc->option &= ~OPTION_CLOAK;
  12922. case SC_CAMOUFLAGE:
  12923. case SC_STEALTHFIELD:
  12924. case SC__SHADOWFORM:
  12925. opt_flag |= 2;
  12926. break;
  12927. case SC_CHASEWALK:
  12928. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  12929. opt_flag |= 2;
  12930. break;
  12931. case SC__FEINTBOMB:
  12932. sc->option &= ~OPTION_INVISIBLE;
  12933. opt_flag |= 2|4;
  12934. break;
  12935. case SC_SIGHT:
  12936. sc->option &= ~OPTION_SIGHT;
  12937. break;
  12938. case SC_WEDDING:
  12939. sc->option &= ~OPTION_WEDDING;
  12940. opt_flag |= 0x4;
  12941. break;
  12942. case SC_XMAS:
  12943. sc->option &= ~OPTION_XMAS;
  12944. opt_flag |= 0x4;
  12945. break;
  12946. case SC_SUMMER:
  12947. sc->option &= ~OPTION_SUMMER;
  12948. opt_flag |= 0x4;
  12949. break;
  12950. case SC_HANBOK:
  12951. sc->option &= ~OPTION_HANBOK;
  12952. opt_flag |= 0x4;
  12953. break;
  12954. case SC_OKTOBERFEST:
  12955. sc->option &= ~OPTION_OKTOBERFEST;
  12956. opt_flag |= 0x4;
  12957. break;
  12958. case SC_DRESSUP:
  12959. sc->option &= ~OPTION_SUMMER2;
  12960. opt_flag |= 0x4;
  12961. break;
  12962. case SC_ORCISH:
  12963. sc->option &= ~OPTION_ORCISH;
  12964. break;
  12965. case SC_RUWACH:
  12966. sc->option &= ~OPTION_RUWACH;
  12967. break;
  12968. case SC_FUSION:
  12969. sc->option &= ~OPTION_FLYING;
  12970. break;
  12971. // opt3
  12972. case SC_TWOHANDQUICKEN:
  12973. case SC_ONEHAND:
  12974. case SC_SPEARQUICKEN:
  12975. case SC_CONCENTRATION:
  12976. case SC_MERC_QUICKEN:
  12977. sc->opt3 &= ~OPT3_QUICKEN;
  12978. opt_flag = 0;
  12979. break;
  12980. case SC_OVERTHRUST:
  12981. case SC_MAXOVERTHRUST:
  12982. case SC_SWOO:
  12983. sc->opt3 &= ~OPT3_OVERTHRUST;
  12984. if( type == SC_SWOO )
  12985. opt_flag = 8;
  12986. else
  12987. opt_flag = 0;
  12988. break;
  12989. case SC_ENERGYCOAT:
  12990. case SC_SKE:
  12991. sc->opt3 &= ~OPT3_ENERGYCOAT;
  12992. opt_flag = 0;
  12993. break;
  12994. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12995. if (bl->type != BL_MOB) {
  12996. opt_flag = 0;
  12997. break;
  12998. }
  12999. case SC_EXPLOSIONSPIRITS:
  13000. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  13001. opt_flag = 0;
  13002. break;
  13003. case SC_STEELBODY:
  13004. case SC_SKA:
  13005. sc->opt3 &= ~OPT3_STEELBODY;
  13006. if (type == SC_SKA)
  13007. opt_flag = 8;
  13008. else
  13009. opt_flag = 0;
  13010. break;
  13011. case SC_BLADESTOP:
  13012. sc->opt3 &= ~OPT3_BLADESTOP;
  13013. opt_flag = 0;
  13014. break;
  13015. case SC_AURABLADE:
  13016. sc->opt3 &= ~OPT3_AURABLADE;
  13017. opt_flag = 0;
  13018. break;
  13019. case SC_BERSERK:
  13020. opt_flag = 0;
  13021. sc->opt3 &= ~OPT3_BERSERK;
  13022. break;
  13023. // case ???: // doesn't seem to do anything
  13024. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  13025. // opt_flag = 0;
  13026. // break;
  13027. case SC_DANCING:
  13028. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  13029. sc->opt3 &= ~OPT3_MOONLIT;
  13030. opt_flag = 0;
  13031. break;
  13032. case SC_MARIONETTE:
  13033. case SC_MARIONETTE2:
  13034. sc->opt3 &= ~OPT3_MARIONETTE;
  13035. opt_flag = 0;
  13036. break;
  13037. case SC_ASSUMPTIO:
  13038. sc->opt3 &= ~OPT3_ASSUMPTIO;
  13039. opt_flag = 0;
  13040. break;
  13041. case SC_WARM: // SG skills [Komurka]
  13042. sc->opt3 &= ~OPT3_WARM;
  13043. opt_flag = 0;
  13044. break;
  13045. case SC_KAITE:
  13046. sc->opt3 &= ~OPT3_KAITE;
  13047. opt_flag = 0;
  13048. break;
  13049. case SC_BUNSINJYUTSU:
  13050. sc->opt3 &= ~OPT3_BUNSIN;
  13051. opt_flag = 0;
  13052. break;
  13053. case SC_SPIRIT:
  13054. sc->opt3 &= ~OPT3_SOULLINK;
  13055. opt_flag = 0;
  13056. break;
  13057. case SC_CHANGEUNDEAD:
  13058. sc->opt3 &= ~OPT3_UNDEAD;
  13059. opt_flag = 0;
  13060. break;
  13061. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  13062. // sc->opt3 &= ~OPT3_CONTRACT;
  13063. // opt_flag = 0;
  13064. // break;
  13065. default:
  13066. opt_flag = 0;
  13067. }
  13068. if (calc_flag&SCB_DYE) { // Restore DYE color
  13069. if (vd && !vd->cloth_color && sce->val4)
  13070. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  13071. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  13072. }
  13073. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  13074. { //Restore body style
  13075. if (vd && !vd->body_style && sce->val4)
  13076. clif_changelook(bl,LOOK_BODY2,sce->val4);
  13077. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  13078. }*/
  13079. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  13080. int status_icon = StatusIconChangeTable[type];
  13081. #if PACKETVER < 20151104
  13082. if (status_icon == EFST_WEAPONPROPERTY)
  13083. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  13084. #endif
  13085. clif_status_change(bl,status_icon,0,0,0,0,0);
  13086. if( opt_flag&8 ) // bugreport:681
  13087. clif_changeoption2(bl);
  13088. else if(opt_flag) {
  13089. clif_changeoption(bl);
  13090. if (sd && (opt_flag&0x4)) {
  13091. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  13092. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  13093. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  13094. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  13095. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  13096. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  13097. }
  13098. }
  13099. if (calc_flag) {
  13100. #ifndef RENEWAL
  13101. if (type == SC_MAGICPOWER) {
  13102. //If Mystical Amplification ends, MATK is immediately recalculated
  13103. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  13104. } else
  13105. #endif
  13106. status_calc_bl(bl, calc_flag);
  13107. }
  13108. if(opt_flag&4) // Out of hiding, invoke on place.
  13109. skill_unit_move(bl,gettick(),1);
  13110. if(opt_flag&2 && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  13111. npc_touch_area_allnpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  13112. ers_free(sc_data_ers, sce);
  13113. return 1;
  13114. }
  13115. /**
  13116. * Resets timers for statuses
  13117. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  13118. * @param tid: Timer ID
  13119. * @param tick: How long before next call
  13120. * @param id: ID of character
  13121. * @param data: Information passed through the timer call
  13122. * @return 1: Success 0: Fail
  13123. */
  13124. TIMER_FUNC(status_change_timer){
  13125. enum sc_type type = (sc_type)data;
  13126. struct block_list *bl;
  13127. struct map_session_data *sd;
  13128. int interval = status_get_sc_interval(type);
  13129. bool dounlock = false;
  13130. bl = map_id2bl(id);
  13131. if(!bl) {
  13132. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  13133. return 0;
  13134. }
  13135. struct status_change * const sc = status_get_sc(bl);
  13136. struct status_data * const status = status_get_status_data(bl);
  13137. if(!sc) {
  13138. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  13139. return 0;
  13140. }
  13141. struct status_change_entry * const sce = sc->data[type];
  13142. if(!sce) {
  13143. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  13144. return 0;
  13145. }
  13146. if( sce->timer != tid ) {
  13147. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  13148. return 0;
  13149. }
  13150. sd = BL_CAST(BL_PC, bl);
  13151. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  13152. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  13153. };
  13154. switch(type) {
  13155. case SC_MAXIMIZEPOWER:
  13156. case SC_CLOAKING:
  13157. if(!status_charge(bl, 0, 1))
  13158. break; // Not enough SP to continue.
  13159. sc_timer_next(sce->val2+tick);
  13160. return 0;
  13161. case SC_CHASEWALK:
  13162. if(!status_charge(bl, 0, sce->val4))
  13163. break; // Not enough SP to continue.
  13164. if (!sc->data[SC_CHASEWALK2]) {
  13165. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  13166. (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  13167. *skill_get_time2(status_sc2skill(type),sce->val1));
  13168. }
  13169. sc_timer_next(sce->val2+tick);
  13170. return 0;
  13171. break;
  13172. case SC_HIDING:
  13173. if(--(sce->val2)>0) {
  13174. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  13175. break; // Fail if it's time to substract SP and there isn't.
  13176. sc_timer_next(1000+tick);
  13177. return 0;
  13178. }
  13179. break;
  13180. case SC_SIGHT:
  13181. case SC_RUWACH:
  13182. case SC_SIGHTBLASTER:
  13183. if(type == SC_SIGHTBLASTER) {
  13184. //Restore trap immunity
  13185. if(sce->val4%2)
  13186. sce->val4--;
  13187. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  13188. } else {
  13189. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  13190. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  13191. }
  13192. if( --(sce->val2)>0 ) {
  13193. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  13194. sc_timer_next(20+tick);
  13195. return 0;
  13196. }
  13197. break;
  13198. case SC_PROVOKE:
  13199. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  13200. sc_timer_next(1000*60+tick);
  13201. return 0;
  13202. }
  13203. break;
  13204. case SC_STONE:
  13205. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  13206. sce->val3 = 0; //Incubation time used up
  13207. unit_stop_attack(bl);
  13208. if (sc->data[SC_DANCING]) {
  13209. unit_stop_walking(bl, 1);
  13210. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  13211. }
  13212. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  13213. sc->opt1 = OPT1_STONE;
  13214. clif_changeoption(bl);
  13215. sc_timer_next(min(sce->val4, interval) + tick);
  13216. sce->val4 -= interval; //Remaining time
  13217. status_calc_bl(bl, StatusChangeFlagTable[type]);
  13218. return 0;
  13219. }
  13220. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  13221. status_percent_damage(NULL, bl, 1, 0, false);
  13222. }
  13223. break;
  13224. case SC_POISON:
  13225. case SC_DPOISON:
  13226. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  13227. unsigned int damage = 0;
  13228. if (sd)
  13229. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  13230. else
  13231. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  13232. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  13233. status_zap(bl, damage, 0);
  13234. }
  13235. break;
  13236. case SC_BLEEDING:
  13237. if (sce->val4 >= 0) {
  13238. int64 damage = rnd() % 600 + 200;
  13239. if (!sd && damage >= status->hp)
  13240. damage = status->hp - 1; // No deadly damage for monsters
  13241. map_freeblock_lock();
  13242. dounlock = true;
  13243. status_zap(bl, damage, 0);
  13244. }
  13245. break;
  13246. case SC_BURNING:
  13247. if (sce->val4 >= 0) {
  13248. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  13249. map_freeblock_lock();
  13250. dounlock = true;
  13251. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  13252. }
  13253. break;
  13254. case SC_TOXIN:
  13255. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  13256. if (sce->val3 == 1) { // Target
  13257. map_freeblock_lock();
  13258. dounlock = true;
  13259. 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, 0);
  13260. } else { // Caster
  13261. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  13262. if (status->sp < status->max_sp)
  13263. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  13264. }
  13265. }
  13266. break;
  13267. case SC_MAGICMUSHROOM:
  13268. if (sce->val4 >= 0) {
  13269. bool flag = 0;
  13270. int64 damage = status->max_hp * 3 / 100;
  13271. if (status->hp <= damage)
  13272. damage = status->hp - 1; // Cannot Kill
  13273. if (damage > 0) { // 3% Damage each 4 seconds
  13274. map_freeblock_lock();
  13275. status_zap(bl, damage, 0);
  13276. flag = !sc->data[type]; // Killed? Should not
  13277. map_freeblock_unlock();
  13278. }
  13279. if (!flag) { // Random Skill Cast
  13280. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  13281. auto mushroom_spell = magic_mushroom_db.begin();
  13282. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  13283. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  13284. if (!skill_get_index(mushroom_skill_id))
  13285. break;
  13286. unit_stop_attack(bl);
  13287. unit_skillcastcancel(bl, 1);
  13288. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  13289. case CAST_GROUND:
  13290. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  13291. break;
  13292. case CAST_NODAMAGE:
  13293. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  13294. break;
  13295. case CAST_DAMAGE:
  13296. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  13297. break;
  13298. }
  13299. }
  13300. clif_emotion(bl, ET_SMILE);
  13301. }
  13302. }
  13303. break;
  13304. case SC_PYREXIA:
  13305. if (sce->val4 >= 0) {
  13306. map_freeblock_lock();
  13307. dounlock = true;
  13308. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  13309. }
  13310. break;
  13311. case SC_LEECHESEND:
  13312. if (sce->val4 >= 0) {
  13313. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  13314. map_freeblock_lock();
  13315. dounlock = true;
  13316. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  13317. unit_skillcastcancel(bl, 2);
  13318. }
  13319. break;
  13320. case SC_DEATHHURT:
  13321. if (sce->val4 >= 0) {
  13322. if (status->hp < status->max_hp)
  13323. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  13324. }
  13325. break;
  13326. case SC_TENSIONRELAX:
  13327. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  13328. sc_timer_next(10000 + tick);
  13329. return 0;
  13330. }
  13331. break;
  13332. case SC_KNOWLEDGE:
  13333. if (!sd) break;
  13334. if(bl->m == sd->feel_map[0].m ||
  13335. bl->m == sd->feel_map[1].m ||
  13336. bl->m == sd->feel_map[2].m)
  13337. { // Timeout will be handled by pc_setpos
  13338. sce->timer = INVALID_TIMER;
  13339. return 0;
  13340. }
  13341. break;
  13342. case SC_S_LIFEPOTION:
  13343. case SC_L_LIFEPOTION:
  13344. if( --(sce->val4) >= 0 ) {
  13345. // val1 < 0 = per max% | val1 > 0 = exact amount
  13346. int hp = 0;
  13347. if( status->hp < status->max_hp )
  13348. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  13349. status_heal(bl, hp, 0, 2);
  13350. sc_timer_next((sce->val2 * 1000) + tick);
  13351. return 0;
  13352. }
  13353. break;
  13354. case SC_BOSSMAPINFO:
  13355. if( sd && --(sce->val4) >= 0 ) {
  13356. struct mob_data *boss_md = map_id2boss(sce->val1);
  13357. if (boss_md) {
  13358. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  13359. return 0;
  13360. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  13361. sce->val2 = 0;
  13362. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  13363. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  13364. sce->val2 = 1;
  13365. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  13366. }
  13367. }
  13368. sc_timer_next(1000 + tick);
  13369. return 0;
  13370. }
  13371. break;
  13372. case SC_DANCING: // SP consumption by time of dancing skills
  13373. {
  13374. int s = 0;
  13375. int sp = 1;
  13376. if (--sce->val3 <= 0)
  13377. break;
  13378. switch(sce->val1&0xFFFF) {
  13379. #ifndef RENEWAL
  13380. case BD_RICHMANKIM:
  13381. case BD_DRUMBATTLEFIELD:
  13382. case BD_RINGNIBELUNGEN:
  13383. case BD_SIEGFRIED:
  13384. case BA_DISSONANCE:
  13385. case BA_ASSASSINCROSS:
  13386. case DC_UGLYDANCE:
  13387. s=3;
  13388. break;
  13389. case BD_LULLABY:
  13390. case BD_ETERNALCHAOS:
  13391. case BD_ROKISWEIL:
  13392. case DC_FORTUNEKISS:
  13393. s=4;
  13394. break;
  13395. case CG_HERMODE:
  13396. case BD_INTOABYSS:
  13397. case BA_WHISTLE:
  13398. case DC_HUMMING:
  13399. case BA_POEMBRAGI:
  13400. case DC_SERVICEFORYOU:
  13401. s=5;
  13402. break;
  13403. case BA_APPLEIDUN:
  13404. s=6;
  13405. break;
  13406. #endif
  13407. case CG_MOONLIT:
  13408. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  13409. sp= 4*(sce->val1>>16);
  13410. // Upkeep is also every 10 secs.
  13411. #ifndef RENEWAL
  13412. case DC_DONTFORGETME:
  13413. #endif
  13414. s=10;
  13415. break;
  13416. }
  13417. if( s != 0 && sce->val3 % s == 0 ) {
  13418. #ifndef RENEWAL
  13419. if (sc->data[SC_LONGING])
  13420. sp*= 3;
  13421. #endif
  13422. if (!status_charge(bl, 0, sp))
  13423. break;
  13424. }
  13425. sc_timer_next(1000+tick);
  13426. return 0;
  13427. }
  13428. break;
  13429. case SC_BERSERK:
  13430. // 5% every 10 seconds [DracoRPG]
  13431. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  13432. sc_timer_next(sce->val4+tick);
  13433. return 0;
  13434. }
  13435. break;
  13436. case SC_NOCHAT:
  13437. if(sd) {
  13438. sd->status.manner++;
  13439. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  13440. clif_updatestatus(sd,SP_MANNER);
  13441. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  13442. sc_timer_next(60000+tick);
  13443. return 0;
  13444. }
  13445. }
  13446. break;
  13447. case SC_SPLASHER:
  13448. // Custom Venom Splasher countdown timer
  13449. // if (sce->val4 % 1000 == 0) {
  13450. // char timer[10];
  13451. // snprintf (timer, 10, "%d", sce->val4/1000);
  13452. // clif_message(bl, timer);
  13453. // }
  13454. if((sce->val4 -= 500) > 0) {
  13455. sc_timer_next(500 + tick);
  13456. return 0;
  13457. }
  13458. break;
  13459. case SC_MARIONETTE:
  13460. case SC_MARIONETTE2:
  13461. {
  13462. struct block_list *pbl = map_id2bl(sce->val1);
  13463. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  13464. sc_timer_next(1000 + tick);
  13465. return 0;
  13466. }
  13467. }
  13468. break;
  13469. case SC_GOSPEL:
  13470. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  13471. int hp, sp;
  13472. hp = (sce->val1 > 5) ? 45 : 30;
  13473. sp = (sce->val1 > 5) ? 35 : 20;
  13474. if(!status_charge(bl, hp, sp))
  13475. break;
  13476. sc_timer_next(10000+tick);
  13477. return 0;
  13478. }
  13479. break;
  13480. case SC_JAILED:
  13481. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  13482. sc_timer_next(60000+tick);
  13483. return 0;
  13484. }
  13485. break;
  13486. case SC_BLIND:
  13487. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  13488. sc_timer_next(5000+tick);
  13489. return 0;
  13490. }
  13491. break;
  13492. case SC_ABUNDANCE:
  13493. if(--(sce->val4) > 0) {
  13494. status_heal(bl,0,60,0);
  13495. sc_timer_next(10000+tick);
  13496. }
  13497. break;
  13498. case SC_OBLIVIONCURSE:
  13499. if( --(sce->val4) >= 0 ) {
  13500. clif_emotion(bl,ET_QUESTION);
  13501. sc_timer_next(3000 + tick);
  13502. return 0;
  13503. }
  13504. break;
  13505. case SC_WEAPONBLOCKING:
  13506. if( --(sce->val4) >= 0 ) {
  13507. if( !status_charge(bl,0,3) )
  13508. break;
  13509. sc_timer_next(5000+tick);
  13510. return 0;
  13511. }
  13512. break;
  13513. case SC_CLOAKINGEXCEED:
  13514. if(!status_charge(bl,0,10-sce->val1))
  13515. break;
  13516. sc_timer_next(1000 + tick);
  13517. return 0;
  13518. case SC_RENOVATIO:
  13519. if( --(sce->val4) >= 0 ) {
  13520. int heal = status->max_hp * (sce->val1 + 4) / 100;
  13521. if( sc && sc->data[SC_AKAITSUKI] && heal )
  13522. heal = ~heal + 1;
  13523. status_heal(bl, heal, 0, 3);
  13524. sc_timer_next(5000 + tick);
  13525. return 0;
  13526. }
  13527. break;
  13528. case SC_SPHERE_1:
  13529. case SC_SPHERE_2:
  13530. case SC_SPHERE_3:
  13531. case SC_SPHERE_4:
  13532. case SC_SPHERE_5:
  13533. if( --(sce->val4) >= 0 ) {
  13534. if( !status_charge(bl, 0, 1) )
  13535. break;
  13536. sc_timer_next(1000 + tick);
  13537. return 0;
  13538. }
  13539. break;
  13540. case SC_FREEZE_SP:
  13541. if( !status_charge(bl, 0, sce->val2) ) {
  13542. int i;
  13543. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  13544. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13545. break;
  13546. }
  13547. sc_timer_next(10000 + tick);
  13548. return 0;
  13549. case SC_ELECTRICSHOCKER:
  13550. if( --(sce->val4) >= 0 ) {
  13551. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  13552. sc_timer_next(1000 + tick);
  13553. return 0;
  13554. }
  13555. break;
  13556. case SC_CAMOUFLAGE:
  13557. if (!status_charge(bl, 0, 7 - sce->val1))
  13558. break;
  13559. if (--sce->val4 >= 0)
  13560. sce->val3++;
  13561. sc_timer_next(1000 + tick);
  13562. return 0;
  13563. case SC__REPRODUCE:
  13564. if(!status_charge(bl, 0, 1))
  13565. break;
  13566. sc_timer_next(1000+tick);
  13567. return 0;
  13568. case SC__SHADOWFORM:
  13569. if( --(sce->val4) >= 0 ) {
  13570. if( !status_charge(bl, 0, 11 - sce->val1) )
  13571. break;
  13572. sc_timer_next(1000 + tick);
  13573. return 0;
  13574. }
  13575. break;
  13576. case SC__INVISIBILITY:
  13577. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  13578. break;
  13579. sc_timer_next(1000 + tick);
  13580. return 0;
  13581. case SC_STRIKING:
  13582. if( --(sce->val4) >= 0 ) {
  13583. if( !status_charge(bl,0, sce->val3 ) )
  13584. break;
  13585. sc_timer_next(1000 + tick);
  13586. return 0;
  13587. }
  13588. break;
  13589. case SC_WARMER: {
  13590. int hp = 0;
  13591. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  13592. if (ssc && ssc->data[SC_HEATER_OPTION])
  13593. hp = status->max_hp * 3 * sce->val1 / 100;
  13594. else
  13595. hp = status->max_hp * sce->val1 / 100;
  13596. if (sc && sc->data[SC_AKAITSUKI] && hp)
  13597. hp = ~hp + 1;
  13598. if (status->hp != status->max_hp)
  13599. status_heal(bl, hp, 0, 0);
  13600. sc_timer_next(3000 + tick);
  13601. return 0;
  13602. }
  13603. case SC_HELLS_PLANT:
  13604. if( sce->val4 >= 0 ){
  13605. skill_castend_damage_id( bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0 );
  13606. }
  13607. break;
  13608. case SC_VOICEOFSIREN:
  13609. if( --(sce->val4) >= 0 ) {
  13610. clif_emotion(bl,ET_THROB);
  13611. sc_timer_next(2000 + tick);
  13612. return 0;
  13613. }
  13614. break;
  13615. case SC_DEEPSLEEP:
  13616. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13617. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13618. sc_timer_next(2000 + tick);
  13619. return 0;
  13620. }
  13621. break;
  13622. case SC_SATURDAYNIGHTFEVER:
  13623. // 1% HP/SP drain every val4 seconds [Jobbie]
  13624. if( --(sce->val3) >= 0 ) {
  13625. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13626. break;
  13627. sc_timer_next(sce->val4+tick);
  13628. return 0;
  13629. }
  13630. break;
  13631. case SC_CRYSTALIZE:
  13632. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13633. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13634. break;
  13635. sc_timer_next(1000 + tick);
  13636. return 0;
  13637. }
  13638. break;
  13639. case SC_FORCEOFVANGUARD:
  13640. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13641. break;
  13642. sc_timer_next(10000 + tick);
  13643. return 0;
  13644. case SC_BANDING:
  13645. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13646. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13647. sc_timer_next(5000 + tick);
  13648. return 0;
  13649. }
  13650. break;
  13651. case SC_REFLECTDAMAGE:
  13652. if( --(sce->val4) > 0 ) {
  13653. if( !status_charge(bl,0,10) )
  13654. break;
  13655. sc_timer_next(1000 + tick);
  13656. return 0;
  13657. }
  13658. break;
  13659. case SC_OVERHEAT_LIMITPOINT:
  13660. if (--(sce->val1) >= 0) { // Cooling
  13661. static std::vector<int16> limit = { 150, 200, 280, 360, 450 };
  13662. uint16 skill_lv = (sd ? cap_value(pc_checkskill(sd, NC_MAINFRAME), 0, (uint16)(limit.size()-1)) : 0);
  13663. if (sc && sc->data[SC_OVERHEAT])
  13664. status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
  13665. if (sce->val1 > limit[skill_lv])
  13666. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
  13667. sc_timer_next(1000 + tick);
  13668. return 0;
  13669. }
  13670. break;
  13671. case SC_OVERHEAT: {
  13672. uint32 damage = status->max_hp / 100; // Suggestion 1% each second
  13673. if (damage >= status->hp)
  13674. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13675. map_freeblock_lock();
  13676. status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false),0);
  13677. if (sc->data[type]) {
  13678. sc_timer_next(1000 + tick);
  13679. }
  13680. map_freeblock_unlock();
  13681. return 0;
  13682. }
  13683. break;
  13684. case SC_MAGNETICFIELD:
  13685. if (--(sce->val4) >= 0) {
  13686. struct block_list *src = map_id2bl(sce->val2);
  13687. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  13688. break;
  13689. map_freeblock_lock();
  13690. if (!status_charge(bl, 0, 50))
  13691. status_zap(bl, 0, status->sp);
  13692. if (sc->data[type])
  13693. sc_timer_next(1000 + tick);
  13694. map_freeblock_unlock();
  13695. return 0;
  13696. }
  13697. break;
  13698. case SC_INSPIRATION:
  13699. if(--(sce->val4) >= 0) {
  13700. if (!status_charge(bl, status->max_hp * (35 - 5 * sce->val1) / 1000, status->max_sp * (45 - 5 * sce->val1) / 1000))
  13701. break;
  13702. sc_timer_next(5000+tick);
  13703. return 0;
  13704. }
  13705. break;
  13706. case SC_SHIELDSPELL_HP:
  13707. if( sce->val4 >= 0 && status->hp < status->max_hp ){
  13708. status_heal( bl, status->max_hp * sce->val2 / 100, 0, 1 );
  13709. }
  13710. break;
  13711. case SC_SHIELDSPELL_SP:
  13712. if( sce->val4 >= 0 && status->sp < status->max_sp ){
  13713. status_heal( bl, 0, status->max_sp * sce->val2 / 100, 1 );
  13714. }
  13715. break;
  13716. case SC_TROPIC:
  13717. case SC_CHILLY_AIR:
  13718. case SC_WILD_STORM:
  13719. case SC_UPHEAVAL:
  13720. case SC_HEATER:
  13721. case SC_COOLER:
  13722. case SC_BLAST:
  13723. case SC_CURSED_SOIL:
  13724. case SC_PYROTECHNIC:
  13725. case SC_AQUAPLAY:
  13726. case SC_GUST:
  13727. case SC_PETROLOGY:
  13728. case SC_CIRCLE_OF_FIRE:
  13729. case SC_FIRE_CLOAK:
  13730. case SC_WATER_DROP:
  13731. case SC_WATER_SCREEN:
  13732. case SC_WIND_CURTAIN:
  13733. case SC_WIND_STEP:
  13734. case SC_STONE_SHIELD:
  13735. case SC_SOLID_SKIN:
  13736. if( !status_charge(bl,0,sce->val2) ) {
  13737. struct block_list *s_bl = battle_get_master(bl);
  13738. if (bl->type == BL_ELEM)
  13739. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  13740. if( s_bl )
  13741. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  13742. status_change_end(bl,type,INVALID_TIMER);
  13743. break;
  13744. }
  13745. sc_timer_next(sce->val3 + tick);
  13746. return 0;
  13747. case SC_WATER_SCREEN_OPTION:
  13748. status_heal(bl,1000,0,2);
  13749. sc_timer_next(10000 + tick);
  13750. return 0;
  13751. case SC_TEARGAS:
  13752. if( --(sce->val4) >= 0 ) {
  13753. struct block_list *src = map_id2bl(sce->val3);
  13754. int damage = sce->val2;
  13755. map_freeblock_lock();
  13756. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13757. status_damage(src, bl, damage,0, 0, 1, 0);
  13758. if( sc->data[type] ) {
  13759. sc_timer_next(2000 + tick);
  13760. }
  13761. map_freeblock_unlock();
  13762. return 0;
  13763. }
  13764. break;
  13765. case SC_TEARGAS_SOB:
  13766. if( --(sce->val4) >= 0 ) {
  13767. clif_emotion(bl, ET_CRY);
  13768. sc_timer_next(3000 + tick);
  13769. return 0;
  13770. }
  13771. break;
  13772. case SC_STOMACHACHE:
  13773. if( --(sce->val4) >= 0 ) {
  13774. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13775. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13776. pc_setsit(sd);
  13777. skill_sit(sd, true);
  13778. clif_sitting(bl);
  13779. }
  13780. sc_timer_next(10000 + tick);
  13781. return 0;
  13782. }
  13783. break;
  13784. case SC_LEADERSHIP:
  13785. case SC_GLORYWOUNDS:
  13786. case SC_SOULCOLD:
  13787. case SC_HAWKEYES:
  13788. // They only end by status_change_end
  13789. sc_timer_next(600000 + tick);
  13790. return 0;
  13791. case SC_MEIKYOUSISUI:
  13792. if( --(sce->val4) >= 0 ) {
  13793. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13794. sc_timer_next(1000 + tick);
  13795. return 0;
  13796. }
  13797. break;
  13798. case SC_KAGEMUSYA:
  13799. if( --(sce->val4) >= 0 ) {
  13800. if(!status_charge(bl, 0, 1)) break;
  13801. sc_timer_next(1000+tick);
  13802. return 0;
  13803. }
  13804. break;
  13805. case SC_ANGRIFFS_MODUS:
  13806. if(--(sce->val4) >= 0) { // Drain hp/sp
  13807. if( !status_charge(bl,100,20) ) break;
  13808. sc_timer_next(1000+tick);
  13809. return 0;
  13810. }
  13811. break;
  13812. case SC_CBC:
  13813. if(--(sce->val4) >= 0) { // Drain hp/sp
  13814. int hp=0;
  13815. int sp = (status->max_sp * sce->val3) / 100;
  13816. if(bl->type == BL_MOB) hp = sp*10;
  13817. if( !status_charge(bl,hp,sp) )break;
  13818. sc_timer_next(1000+tick);
  13819. return 0;
  13820. }
  13821. break;
  13822. case SC_FULL_THROTTLE:
  13823. if( --(sce->val4) >= 0 ) {
  13824. status_percent_damage(bl, bl, 0, sce->val2, false);
  13825. sc_timer_next(1000 + tick);
  13826. return 0;
  13827. }
  13828. break;
  13829. case SC_REBOUND:
  13830. if( --(sce->val4) >= 0 ) {
  13831. clif_emotion(bl, ET_SWEAT);
  13832. sc_timer_next(2000 + tick);
  13833. return 0;
  13834. }
  13835. break;
  13836. case SC_KINGS_GRACE:
  13837. if( --(sce->val4) >= 0 ) {
  13838. status_percent_heal(bl, sce->val2, 0);
  13839. sc_timer_next(1000 + tick);
  13840. return 0;
  13841. }
  13842. break;
  13843. case SC_FRIGG_SONG:
  13844. if( --(sce->val4) >= 0 ) {
  13845. status_heal(bl, sce->val3, 0, 0);
  13846. sc_timer_next(1000 + tick);
  13847. return 0;
  13848. }
  13849. break;
  13850. case SC_C_MARKER:
  13851. if( --(sce->val4) >= 0 ) {
  13852. TBL_PC *caster = map_id2sd(sce->val2);
  13853. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13854. break;
  13855. sc_timer_next(1000 + tick);
  13856. clif_crimson_marker(caster, bl, false);
  13857. return 0;
  13858. }
  13859. break;
  13860. case SC_STEALTHFIELD_MASTER:
  13861. if (--(sce->val4) >= 0) {
  13862. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13863. break;
  13864. sc_timer_next(sce->val3 + tick);
  13865. return 0;
  13866. }
  13867. break;
  13868. case SC_VACUUM_EXTREME:
  13869. if (sce->val4 > 0) {
  13870. // Only slide targets to center if they are standing still
  13871. if (unit_bl2ud(bl)->walktimer == INVALID_TIMER) {
  13872. uint16 x = sce->val3 >> 16, y = sce->val3 & 0xFFFF;
  13873. if (distance_xy(x, y, bl->x, bl->y) <= skill_get_unit_range(status_sc2skill(type), sce->val1) && unit_movepos(bl, x, y, 0, false)) {
  13874. clif_slide(bl, x, y);
  13875. clif_fixpos(bl);
  13876. }
  13877. }
  13878. sc_timer_next(tick + sce->val4);
  13879. sce->val4 = 0;
  13880. }
  13881. break;
  13882. case SC_FIRE_INSIGNIA:
  13883. if (--(sce->val4) >= 0) {
  13884. if (status->def_ele == ELE_FIRE)
  13885. status_heal(bl, status->max_hp / 100, 0, 1);
  13886. else if (status->def_ele == ELE_EARTH)
  13887. status_zap(bl, status->max_hp / 100, 0);
  13888. sc_timer_next(5000 + tick);
  13889. return 0;
  13890. }
  13891. break;
  13892. case SC_WATER_INSIGNIA:
  13893. if (--(sce->val4) >= 0) {
  13894. if (status->def_ele == ELE_WATER)
  13895. status_heal(bl, status->max_hp / 100, 0, 1);
  13896. else if (status->def_ele == ELE_FIRE)
  13897. status_zap(bl, status->max_hp / 100, 0);
  13898. sc_timer_next(5000 + tick);
  13899. return 0;
  13900. }
  13901. break;
  13902. case SC_WIND_INSIGNIA:
  13903. if (--(sce->val4) >= 0) {
  13904. if (status->def_ele == ELE_WIND)
  13905. status_heal(bl, status->max_hp / 100, 0, 1);
  13906. else if (status->def_ele == ELE_WATER)
  13907. status_zap(bl, status->max_hp / 100, 0);
  13908. sc_timer_next(5000 + tick);
  13909. return 0;
  13910. }
  13911. break;
  13912. case SC_EARTH_INSIGNIA:
  13913. if (--(sce->val4) >= 0) {
  13914. if (status->def_ele == ELE_EARTH)
  13915. status_heal(bl, status->max_hp / 100, 0, 1);
  13916. else if (status->def_ele == ELE_WIND)
  13917. status_zap(bl, status->max_hp / 100, 0);
  13918. sc_timer_next(5000 + tick);
  13919. return 0;
  13920. }
  13921. break;
  13922. case SC_BITESCAR:
  13923. if (--(sce->val4) >= 0) {
  13924. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13925. sc_timer_next(1000 + tick);
  13926. return 0;
  13927. }
  13928. break;
  13929. case SC_FRESHSHRIMP:
  13930. if (--(sce->val4) >= 0) {
  13931. status_heal(bl, sce->val2, 0, 3);
  13932. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13933. return 0;
  13934. }
  13935. break;
  13936. case SC_DORAM_BUF_01:
  13937. if( sd && --(sce->val4) >= 0 ) {
  13938. if( status->hp < status->max_hp )
  13939. status_heal(bl, 10, 0, 2);
  13940. sc_timer_next(10000 + tick);
  13941. return 0;
  13942. }
  13943. break;
  13944. case SC_DORAM_BUF_02:
  13945. if( sd && --(sce->val4) >= 0 ) {
  13946. if( status->sp < status->max_sp )
  13947. status_heal(bl, 0, 5, 2);
  13948. sc_timer_next(10000 + tick);
  13949. return 0;
  13950. }
  13951. break;
  13952. case SC_NEWMOON:
  13953. if (--(sce->val4) >= 0) {
  13954. if (!status_charge(bl, 0, 1))
  13955. break;
  13956. sc_timer_next(1000 + tick);
  13957. return 0;
  13958. }
  13959. break;
  13960. case SC_CREATINGSTAR:
  13961. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13962. struct block_list *star_caster = map_id2bl(sce->val2);
  13963. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13964. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13965. break;
  13966. sc_timer_next(500 + tick);
  13967. // Attack after timer to prevent errors
  13968. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13969. return 0;
  13970. }
  13971. break;
  13972. case SC_SOULUNITY:
  13973. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13974. struct block_list *unity_src = map_id2bl(sce->val2);
  13975. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13976. break;
  13977. status_heal(bl, 150 * sce->val1, 0, 2);
  13978. sc_timer_next(3000 + tick);
  13979. return 0;
  13980. }
  13981. break;
  13982. case SC_SOULCOLLECT:
  13983. pc_addsoulball(sd, sce->val2);
  13984. if (sd->soulball < sce->val2) {
  13985. sc_timer_next(sce->val3 + tick);
  13986. return 0;
  13987. }
  13988. break;
  13989. case SC_HELPANGEL:
  13990. if (--(sce->val4) >= 0) {
  13991. status_heal(bl, 1000, 350, 2);
  13992. sc_timer_next(1000 + tick);
  13993. return 0;
  13994. }
  13995. break;
  13996. }
  13997. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13998. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  13999. sc_timer_next(min(sce->val4,interval)+tick);
  14000. sce->val4 -= interval;
  14001. if (dounlock)
  14002. map_freeblock_unlock();
  14003. return 0;
  14004. }
  14005. if (dounlock)
  14006. map_freeblock_unlock();
  14007. // Default for all non-handled control paths is to end the status
  14008. return status_change_end( bl,type,tid );
  14009. }
  14010. /**
  14011. * For each iteration of repetitive status
  14012. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  14013. * @param ap: va_list arguments (src, sce, type, tick)
  14014. */
  14015. int status_change_timer_sub(struct block_list* bl, va_list ap)
  14016. {
  14017. struct status_change* tsc;
  14018. struct block_list* src = va_arg(ap,struct block_list*);
  14019. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  14020. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  14021. t_tick tick = va_arg(ap,t_tick);
  14022. if (status_isdead(bl))
  14023. return 0;
  14024. tsc = status_get_sc(bl);
  14025. switch( type ) {
  14026. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  14027. case SC_CONCENTRATE:
  14028. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  14029. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  14030. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  14031. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  14032. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  14033. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  14034. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  14035. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14036. break;
  14037. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  14038. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  14039. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_NEWMOON] || tsc->data[SC_CLOAKINGEXCEED])) {
  14040. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  14041. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  14042. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  14043. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  14044. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  14045. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  14046. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  14047. }
  14048. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  14049. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  14050. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  14051. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  14052. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  14053. }
  14054. break;
  14055. case SC_SIGHTBLASTER:
  14056. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  14057. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  14058. {
  14059. if (sce) {
  14060. struct skill_unit *su = NULL;
  14061. if(bl->type == BL_SKILL)
  14062. su = (struct skill_unit *)bl;
  14063. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  14064. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  14065. sce->val2 = 0; // This signals it to end.
  14066. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  14067. //Remove trap immunity temporarily so it triggers if you still stand on it
  14068. sce->val4++;
  14069. }
  14070. }
  14071. }
  14072. break;
  14073. case SC_CLOSECONFINE:
  14074. // Lock char has released the hold on everyone...
  14075. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  14076. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  14077. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  14078. }
  14079. break;
  14080. case SC_CURSEDCIRCLE_TARGET:
  14081. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  14082. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  14083. status_change_end(bl, type, INVALID_TIMER);
  14084. }
  14085. break;
  14086. }
  14087. return 0;
  14088. }
  14089. /**
  14090. * Clears buffs/debuffs on an object
  14091. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  14092. * @param type: Type to remove
  14093. * SCCB_BUFFS: Clear Buffs
  14094. * SCCB_DEBUFFS: Clear Debuffs
  14095. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  14096. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  14097. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  14098. */
  14099. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  14100. {
  14101. int i;
  14102. struct status_change *sc= status_get_sc(bl);
  14103. if (!sc || !sc->count)
  14104. return;
  14105. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  14106. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  14107. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  14108. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  14109. if(!sc->data[i])
  14110. continue;
  14111. switch (i) {
  14112. // Stuff that cannot be removed
  14113. case SC_WEIGHT50:
  14114. case SC_WEIGHT90:
  14115. case SC_COMBO:
  14116. case SC_SMA:
  14117. case SC_DANCING:
  14118. case SC_LEADERSHIP:
  14119. case SC_GLORYWOUNDS:
  14120. case SC_SOULCOLD:
  14121. case SC_HAWKEYES:
  14122. case SC_EMERGENCY_MOVE:
  14123. case SC_SAFETYWALL:
  14124. case SC_PNEUMA:
  14125. case SC_NOCHAT:
  14126. case SC_JAILED:
  14127. case SC_ANKLE:
  14128. case SC_BLADESTOP:
  14129. case SC_STRFOOD:
  14130. case SC_AGIFOOD:
  14131. case SC_VITFOOD:
  14132. case SC_INTFOOD:
  14133. case SC_DEXFOOD:
  14134. case SC_LUKFOOD:
  14135. case SC_FLEEFOOD:
  14136. case SC_HITFOOD:
  14137. case SC_CRIFOOD:
  14138. case SC_BATKFOOD:
  14139. case SC_WATKFOOD:
  14140. case SC_MATKFOOD:
  14141. case SC_FOOD_STR_CASH:
  14142. case SC_FOOD_AGI_CASH:
  14143. case SC_FOOD_VIT_CASH:
  14144. case SC_FOOD_DEX_CASH:
  14145. case SC_FOOD_INT_CASH:
  14146. case SC_FOOD_LUK_CASH:
  14147. case SC_EXPBOOST:
  14148. case SC_JEXPBOOST:
  14149. case SC_ITEMBOOST:
  14150. case SC__MANHOLE:
  14151. case SC_GIANTGROWTH:
  14152. case SC_MILLENNIUMSHIELD:
  14153. case SC_REFRESH:
  14154. case SC_STONEHARDSKIN:
  14155. case SC_VITALITYACTIVATION:
  14156. case SC_FIGHTINGSPIRIT:
  14157. case SC_ABUNDANCE:
  14158. case SC_CRUSHSTRIKE:
  14159. case SC_SAVAGE_STEAK:
  14160. case SC_COCKTAIL_WARG_BLOOD:
  14161. case SC_MINOR_BBQ:
  14162. case SC_SIROMA_ICE_TEA:
  14163. case SC_DROCERA_HERB_STEAMED:
  14164. case SC_PUTTI_TAILS_NOODLES:
  14165. case SC_CURSEDCIRCLE_ATKER:
  14166. case SC_CURSEDCIRCLE_TARGET:
  14167. case SC_PUSH_CART:
  14168. case SC_ALL_RIDING:
  14169. case SC_STYLE_CHANGE:
  14170. case SC_MONSTER_TRANSFORM:
  14171. case SC_ACTIVE_MONSTER_TRANSFORM:
  14172. case SC_MTF_ASPD:
  14173. case SC_MTF_RANGEATK:
  14174. case SC_MTF_MATK:
  14175. case SC_MTF_MLEATKED:
  14176. case SC_MTF_CRIDAMAGE:
  14177. case SC_QUEST_BUFF1:
  14178. case SC_QUEST_BUFF2:
  14179. case SC_QUEST_BUFF3:
  14180. case SC_MTF_ASPD2:
  14181. case SC_MTF_RANGEATK2:
  14182. case SC_MTF_MATK2:
  14183. case SC_2011RWC_SCROLL:
  14184. case SC_JP_EVENT04:
  14185. case SC_MTF_MHP:
  14186. case SC_MTF_MSP:
  14187. case SC_MTF_PUMPKIN:
  14188. case SC_MTF_HITFLEE:
  14189. case SC_ATTHASTE_CASH:
  14190. case SC_REUSE_REFRESH:
  14191. case SC_REUSE_LIMIT_A:
  14192. case SC_REUSE_LIMIT_B:
  14193. case SC_REUSE_LIMIT_C:
  14194. case SC_REUSE_LIMIT_D:
  14195. case SC_REUSE_LIMIT_E:
  14196. case SC_REUSE_LIMIT_F:
  14197. case SC_REUSE_LIMIT_G:
  14198. case SC_REUSE_LIMIT_H:
  14199. case SC_REUSE_LIMIT_MTF:
  14200. case SC_REUSE_LIMIT_ECL:
  14201. case SC_REUSE_LIMIT_RECALL:
  14202. case SC_REUSE_LIMIT_ASPD_POTION:
  14203. case SC_REUSE_MILLENNIUMSHIELD:
  14204. case SC_REUSE_CRUSHSTRIKE:
  14205. case SC_REUSE_STORMBLAST:
  14206. case SC_ALL_RIDING_REUSE_LIMIT:
  14207. case SC_SPRITEMABLE:
  14208. case SC_BITESCAR:
  14209. case SC_DORAM_BUF_01:
  14210. case SC_DORAM_BUF_02:
  14211. case SC_GEFFEN_MAGIC1:
  14212. case SC_GEFFEN_MAGIC2:
  14213. case SC_GEFFEN_MAGIC3:
  14214. case SC_LHZ_DUN_N1:
  14215. case SC_LHZ_DUN_N2:
  14216. case SC_LHZ_DUN_N3:
  14217. case SC_LHZ_DUN_N4:
  14218. case SC_REUSE_LIMIT_LUXANIMA:
  14219. case SC_LUXANIMA:
  14220. case SC_SOULENERGY:
  14221. case SC_EP16_2_BUFF_SS:
  14222. case SC_EP16_2_BUFF_SC:
  14223. case SC_EP16_2_BUFF_AC:
  14224. case SC_HOMUN_TIME:
  14225. // Clans
  14226. case SC_CLAN_INFO:
  14227. case SC_SWORDCLAN:
  14228. case SC_ARCWANDCLAN:
  14229. case SC_GOLDENMACECLAN:
  14230. case SC_CROSSBOWCLAN:
  14231. case SC_JUMPINGCLAN:
  14232. // RODEX
  14233. case SC_DAILYSENDMAILCNT:
  14234. // Costumes
  14235. case SC_MOONSTAR:
  14236. case SC_SUPER_STAR:
  14237. case SC_STRANGELIGHTS:
  14238. case SC_DECORATION_OF_MUSIC:
  14239. case SC_LJOSALFAR:
  14240. case SC_MERMAID_LONGING:
  14241. case SC_HAT_EFFECT:
  14242. case SC_FLOWERSMOKE:
  14243. case SC_FSTONE:
  14244. case SC_HAPPINESS_STAR:
  14245. case SC_MAPLE_FALLS:
  14246. case SC_TIME_ACCESSORY:
  14247. case SC_MAGICAL_FEATHER:
  14248. continue;
  14249. // Chemical Protection is only removed by some skills
  14250. case SC_CP_WEAPON:
  14251. case SC_CP_SHIELD:
  14252. case SC_CP_ARMOR:
  14253. case SC_CP_HELM:
  14254. if(!(type&SCCB_CHEM_PROTECT))
  14255. continue;
  14256. break;
  14257. // Debuffs that can be removed.
  14258. case SC_DEEPSLEEP:
  14259. case SC_BURNING:
  14260. case SC_FREEZING:
  14261. case SC_CRYSTALIZE:
  14262. case SC_TOXIN:
  14263. case SC_PARALYSE:
  14264. case SC_VENOMBLEED:
  14265. case SC_MAGICMUSHROOM:
  14266. case SC_DEATHHURT:
  14267. case SC_PYREXIA:
  14268. case SC_OBLIVIONCURSE:
  14269. case SC_LEECHESEND:
  14270. case SC_MARSHOFABYSS:
  14271. case SC_MANDRAGORA:
  14272. if(!(type&SCCB_REFRESH))
  14273. continue;
  14274. break;
  14275. case SC_HALLUCINATION:
  14276. case SC_QUAGMIRE:
  14277. case SC_SIGNUMCRUCIS:
  14278. case SC_DECREASEAGI:
  14279. case SC_SLOWDOWN:
  14280. case SC_MINDBREAKER:
  14281. case SC_WINKCHARM:
  14282. case SC_STOP:
  14283. case SC_ORCISH:
  14284. case SC_STRIPWEAPON:
  14285. case SC_STRIPSHIELD:
  14286. case SC_STRIPARMOR:
  14287. case SC_STRIPHELM:
  14288. case SC_BITE:
  14289. case SC_ADORAMUS:
  14290. case SC_VACUUM_EXTREME:
  14291. case SC_FEAR:
  14292. case SC_MAGNETICFIELD:
  14293. case SC_NETHERWORLD:
  14294. case SC_CREATINGSTAR:
  14295. if (!(type&SCCB_DEBUFFS))
  14296. continue;
  14297. break;
  14298. // The rest are buffs that can be removed.
  14299. case SC_BERSERK:
  14300. case SC_SATURDAYNIGHTFEVER:
  14301. if (!(type&SCCB_BUFFS))
  14302. continue;
  14303. sc->data[i]->val2 = 0;
  14304. break;
  14305. default:
  14306. if (!(type&SCCB_BUFFS))
  14307. continue;
  14308. break;
  14309. }
  14310. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  14311. }
  14312. //Removes bonus_script
  14313. if (bl->type == BL_PC) {
  14314. i = 0;
  14315. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  14316. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  14317. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  14318. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  14319. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  14320. }
  14321. // Cleaning all extras vars
  14322. sc->comet_x = 0;
  14323. sc->comet_y = 0;
  14324. #ifndef RENEWAL
  14325. sc->sg_counter = 0;
  14326. #endif
  14327. return;
  14328. }
  14329. /**
  14330. * Infect a user with status effects (SC_DEADLYINFECT)
  14331. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  14332. * @param bl: Object to change
  14333. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  14334. * @return 1: Success 0: Fail
  14335. */
  14336. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  14337. {
  14338. int i, flag = 0;
  14339. struct status_change *sc = status_get_sc(src);
  14340. const struct TimerData *timer = NULL;
  14341. t_tick tick;
  14342. struct status_change_data data;
  14343. if( !sc || !sc->count )
  14344. return 0;
  14345. tick = gettick();
  14346. // Status Immunity resistance
  14347. if (status_bl_has_mode(src,MD_STATUSIMMUNE) || status_bl_has_mode(bl,MD_STATUSIMMUNE))
  14348. return 0;
  14349. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  14350. if( !sc->data[i] || i == SC_COMMON_MAX )
  14351. continue;
  14352. if (sc->data[i]->timer != INVALID_TIMER) {
  14353. timer = get_timer(sc->data[i]->timer);
  14354. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  14355. continue;
  14356. }
  14357. switch( i ) {
  14358. // Debuffs that can be spread.
  14359. // NOTE: We'll add/delete SCs when we are able to confirm it.
  14360. case SC_DEATHHURT:
  14361. case SC_PARALYSE:
  14362. if (type)
  14363. continue;
  14364. case SC_CURSE:
  14365. case SC_SILENCE:
  14366. case SC_CONFUSION:
  14367. case SC_BLIND:
  14368. case SC_HALLUCINATION:
  14369. case SC_SIGNUMCRUCIS:
  14370. case SC_DECREASEAGI:
  14371. //case SC_SLOWDOWN:
  14372. //case SC_MINDBREAKER:
  14373. //case SC_WINKCHARM:
  14374. //case SC_STOP:
  14375. case SC_ORCISH:
  14376. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  14377. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  14378. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  14379. //case SC_STRIPHELM:
  14380. //case SC__STRIPACCESSORY:
  14381. //case SC_BITE:
  14382. case SC_FEAR:
  14383. case SC_FREEZING:
  14384. case SC_VENOMBLEED:
  14385. if (sc->data[i]->timer != INVALID_TIMER)
  14386. data.tick = DIFF_TICK(timer->tick, tick);
  14387. else
  14388. data.tick = INFINITE_TICK;
  14389. break;
  14390. // Special cases
  14391. case SC_TOXIN:
  14392. case SC_MAGICMUSHROOM:
  14393. case SC_PYREXIA:
  14394. case SC_LEECHESEND:
  14395. if (type)
  14396. continue;
  14397. case SC_POISON:
  14398. case SC_DPOISON:
  14399. case SC_BLEEDING:
  14400. case SC_BURNING:
  14401. if (sc->data[i]->timer != INVALID_TIMER)
  14402. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  14403. else
  14404. data.tick = INFINITE_TICK;
  14405. break;
  14406. default:
  14407. continue;
  14408. }
  14409. if( i ) {
  14410. data.val1 = sc->data[i]->val1;
  14411. data.val2 = sc->data[i]->val2;
  14412. data.val3 = sc->data[i]->val3;
  14413. data.val4 = sc->data[i]->val4;
  14414. 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);
  14415. flag = 1;
  14416. }
  14417. }
  14418. return flag;
  14419. }
  14420. /**
  14421. * Applying natural heal bonuses (sit, skill, homun, etc...)
  14422. * TODO: the va_list doesn't seem to be used, safe to remove?
  14423. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  14424. * @param args: va_list arguments
  14425. * @return which regeneration bonuses have been applied (flag)
  14426. */
  14427. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  14428. static int status_natural_heal(struct block_list* bl, va_list args)
  14429. {
  14430. struct regen_data *regen;
  14431. struct status_data *status;
  14432. struct status_change *sc;
  14433. struct unit_data *ud;
  14434. struct view_data *vd = NULL;
  14435. struct regen_data_sub *sregen;
  14436. struct map_session_data *sd;
  14437. int rate, multi = 1, flag;
  14438. regen = status_get_regen_data(bl);
  14439. if (!regen)
  14440. return 0;
  14441. status = status_get_status_data(bl);
  14442. sc = status_get_sc(bl);
  14443. if (sc && !sc->count)
  14444. sc = NULL;
  14445. sd = BL_CAST(BL_PC,bl);
  14446. flag = regen->flag;
  14447. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  14448. flag &= ~(RGN_HP|RGN_SHP);
  14449. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  14450. flag &= ~(RGN_SP|RGN_SSP);
  14451. if (flag && (
  14452. status_isdead(bl) ||
  14453. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  14454. ))
  14455. flag = RGN_NONE;
  14456. if (sd) {
  14457. if (sd->hp_loss.value || sd->sp_loss.value)
  14458. pc_bleeding(sd, natural_heal_diff_tick);
  14459. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  14460. pc_regen(sd, natural_heal_diff_tick);
  14461. }
  14462. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  14463. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  14464. { // Apply sitting regen bonus.
  14465. sregen = regen->ssregen;
  14466. if(flag&(RGN_SHP)) { // Sitting HP regen
  14467. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  14468. if (regen->state.overweight)
  14469. rate >>= 1; // Half as fast when overweight.
  14470. sregen->tick.hp += rate;
  14471. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14472. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  14473. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  14474. flag &= ~(RGN_HP|RGN_SHP);
  14475. break;
  14476. }
  14477. }
  14478. }
  14479. if(flag&(RGN_SSP)) { // Sitting SP regen
  14480. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  14481. if (regen->state.overweight)
  14482. rate >>= 1; // Half as fast when overweight.
  14483. sregen->tick.sp += rate;
  14484. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14485. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14486. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  14487. flag &= ~(RGN_SP|RGN_SSP);
  14488. break;
  14489. }
  14490. }
  14491. }
  14492. }
  14493. if (flag && regen->state.overweight)
  14494. flag = RGN_NONE;
  14495. ud = unit_bl2ud(bl);
  14496. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  14497. flag &= ~(RGN_SHP|RGN_SSP);
  14498. if(!regen->state.walk)
  14499. flag &= ~RGN_HP;
  14500. }
  14501. if (!flag)
  14502. return 0;
  14503. if (flag&(RGN_HP|RGN_SP)) {
  14504. if(!vd)
  14505. vd = status_get_viewdata(bl);
  14506. if(vd && vd->dead_sit == 2)
  14507. multi += 1; //This causes the interval to be halved
  14508. if(regen->state.gc)
  14509. multi += 1; //This causes the interval to be halved
  14510. }
  14511. // Natural Hp regen
  14512. if (flag&RGN_HP) {
  14513. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  14514. if (ud && ud->walktimer != INVALID_TIMER)
  14515. rate /= 2;
  14516. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  14517. if(bl->type == BL_HOM)
  14518. rate *= 2;
  14519. regen->tick.hp += rate;
  14520. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  14521. int val = 0;
  14522. do {
  14523. val += regen->hp;
  14524. regen->tick.hp -= battle_config.natural_healhp_interval;
  14525. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  14526. if (status_heal(bl, val, 0, 1) < val)
  14527. flag &= ~RGN_SHP; // Full.
  14528. }
  14529. }
  14530. // Natural SP regen
  14531. if(flag&RGN_SP) {
  14532. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  14533. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  14534. if(bl->type==BL_HOM)
  14535. rate *= 2;
  14536. #ifdef RENEWAL
  14537. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  14538. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  14539. rate /= 2; // Tick is doubled in Fury state
  14540. #endif
  14541. regen->tick.sp += rate;
  14542. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  14543. int val = 0;
  14544. do {
  14545. val += regen->sp;
  14546. regen->tick.sp -= battle_config.natural_healsp_interval;
  14547. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  14548. if (status_heal(bl, 0, val, 1) < val)
  14549. flag &= ~RGN_SSP; // full.
  14550. }
  14551. }
  14552. if (!regen->sregen)
  14553. return flag;
  14554. // Skill regen
  14555. sregen = regen->sregen;
  14556. if(flag&RGN_SHP) { // Skill HP regen
  14557. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  14558. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14559. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  14560. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  14561. break; // Full
  14562. }
  14563. }
  14564. if(flag&RGN_SSP) { // Skill SP regen
  14565. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  14566. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14567. int val = sregen->sp;
  14568. if (sd && sd->state.doridori) {
  14569. val *= 2;
  14570. sd->state.doridori = 0;
  14571. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  14572. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  14573. 100,rate,skill_get_time(TK_SPTIME, rate));
  14574. if (
  14575. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  14576. rnd()%10000 < battle_config.sg_angel_skill_ratio
  14577. ) { // Angel of the Sun/Moon/Star
  14578. clif_feel_hate_reset(sd);
  14579. pc_resethate(sd);
  14580. pc_resetfeel(sd);
  14581. }
  14582. }
  14583. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14584. if(status_heal(bl, 0, val, 3) < val)
  14585. break; // Full
  14586. }
  14587. }
  14588. return flag;
  14589. }
  14590. /**
  14591. * Natural heal main timer
  14592. * @param tid: Timer ID
  14593. * @param tick: Current tick (time)
  14594. * @param id: Object ID to heal
  14595. * @param data: data pushed through timer function
  14596. * @return 0
  14597. */
  14598. static TIMER_FUNC(status_natural_heal_timer){
  14599. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  14600. map_foreachregen(status_natural_heal);
  14601. natural_heal_prev_tick = tick;
  14602. return 0;
  14603. }
  14604. /**
  14605. * Check if status is disabled on a map
  14606. * @param type: Status Change data
  14607. * @param mapIsVS: If the map is a map_flag_vs type
  14608. * @param mapisPVP: If the map is a PvP type
  14609. * @param mapIsGVG: If the map is a map_flag_gvg type
  14610. * @param mapIsBG: If the map is a Battleground type
  14611. * @param mapZone: Map Zone type
  14612. * @param mapIsTE: If the map us WOE TE
  14613. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  14614. */
  14615. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  14616. {
  14617. if (type <= SC_NONE || type >= SC_MAX)
  14618. return false;
  14619. if ((!mapIsVS && SCDisabled[type]&1) ||
  14620. (mapIsPVP && SCDisabled[type]&2) ||
  14621. (mapIsGVG && SCDisabled[type]&4) ||
  14622. (mapIsBG && SCDisabled[type]&8) ||
  14623. (mapIsTE && SCDisabled[type]&16) ||
  14624. (SCDisabled[type]&(mapZone)))
  14625. {
  14626. return true;
  14627. }
  14628. return false;
  14629. }
  14630. /**
  14631. * Clear a status if it is disabled on a map
  14632. * @param bl: Block list data
  14633. * @param sc: Status Change data
  14634. */
  14635. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  14636. {
  14637. nullpo_retv(bl);
  14638. if (sc && sc->count) {
  14639. struct map_data *mapdata = map_getmapdata(bl->m);
  14640. unsigned short i;
  14641. bool mapIsVS = mapdata_flag_vs2(mapdata);
  14642. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  14643. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  14644. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  14645. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  14646. for (i = 0; i < SC_MAX; i++) {
  14647. if (!sc->data[i] || !SCDisabled[i])
  14648. continue;
  14649. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  14650. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  14651. }
  14652. }
  14653. }
  14654. /**
  14655. * Read status_disabled.txt file
  14656. * @param str: Fields passed from sv_readdb
  14657. * @param columns: Columns passed from sv_readdb function call
  14658. * @param current: Current row being read into SCDisabled array
  14659. * @return True - Successfully stored, False - Invalid SC
  14660. */
  14661. static bool status_readdb_status_disabled(char **str, int columns, int current)
  14662. {
  14663. int64 type = SC_NONE;
  14664. if (ISDIGIT(str[0][0]))
  14665. type = atoi(str[0]);
  14666. else {
  14667. if (!script_get_constant(str[0],&type))
  14668. type = SC_NONE;
  14669. }
  14670. if (type <= SC_NONE || type >= SC_MAX) {
  14671. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  14672. return false;
  14673. }
  14674. SCDisabled[type] = (unsigned int)atol(str[1]);
  14675. return true;
  14676. }
  14677. /**
  14678. * Read attribute fix database for attack calculations
  14679. * Function stores information in the attr_fix_table
  14680. * @return True
  14681. */
  14682. static bool status_readdb_attrfix(const char *basedir,bool silent)
  14683. {
  14684. FILE *fp;
  14685. char line[512], path[512];
  14686. int entries = 0;
  14687. sprintf(path, "%s/attr_fix.txt", basedir);
  14688. fp = fopen(path,"r");
  14689. if (fp == NULL) {
  14690. if (silent==0)
  14691. ShowError("Can't read %s\n", path);
  14692. return 1;
  14693. }
  14694. while (fgets(line, sizeof(line), fp)) {
  14695. int lv, i, j;
  14696. if (line[0] == '/' && line[1] == '/')
  14697. continue;
  14698. lv = atoi(line);
  14699. if (!CHK_ELEMENT_LEVEL(lv))
  14700. continue;
  14701. for (i = 0; i < ELE_ALL;) {
  14702. char *p;
  14703. if (!fgets(line, sizeof(line), fp))
  14704. break;
  14705. if (line[0]=='/' && line[1]=='/')
  14706. continue;
  14707. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  14708. while (*p == 32) //skipping space (32=' ')
  14709. p++;
  14710. //TODO seem unsafe to continue without check
  14711. attr_fix_table[lv-1][i][j] = atoi(p);
  14712. p = strchr(p,',');
  14713. if(p)
  14714. *p++=0;
  14715. }
  14716. i++;
  14717. }
  14718. entries++;
  14719. }
  14720. fclose(fp);
  14721. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
  14722. return true;
  14723. }
  14724. /**
  14725. * Sets defaults in tables and starts read db functions
  14726. * sv_readdb reads the file, outputting the information line-by-line to
  14727. * previous functions above, separating information by delimiter
  14728. * DBs being read:
  14729. * attr_fix.txt: Attribute adjustment table for attacks
  14730. * size_fix.yml: Size adjustment table for weapons
  14731. * refine.yml: Refining data table
  14732. * @return 0
  14733. */
  14734. int status_readdb( bool reload ){
  14735. int i, j, k;
  14736. const char* dbsubpath[] = {
  14737. "",
  14738. "/" DBIMPORT,
  14739. //add other path here
  14740. };
  14741. // Initialize databases to default
  14742. memset(SCDisabled, 0, sizeof(SCDisabled));
  14743. // attr_fix.txt
  14744. for(i=0;i<MAX_ELE_LEVEL;i++)
  14745. for(j=0;j<ELE_ALL;j++)
  14746. for(k=0;k<ELE_ALL;k++)
  14747. attr_fix_table[i][j][k]=100;
  14748. // read databases
  14749. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14750. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14751. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14752. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14753. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14754. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14755. if(i==0) {
  14756. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14757. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14758. }
  14759. else {
  14760. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14761. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14762. }
  14763. status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
  14764. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14765. aFree(dbsubpath1);
  14766. aFree(dbsubpath2);
  14767. }
  14768. if( reload ){
  14769. size_fix_db.reload();
  14770. refine_db.reload();
  14771. }else{
  14772. size_fix_db.load();
  14773. refine_db.load();
  14774. }
  14775. return 0;
  14776. }
  14777. /**
  14778. * Status db init and destroy.
  14779. */
  14780. int do_init_status(void)
  14781. {
  14782. add_timer_func_list(status_change_timer,"status_change_timer");
  14783. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14784. initChangeTables();
  14785. initDummyData();
  14786. status_readdb();
  14787. natural_heal_prev_tick = gettick();
  14788. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14789. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14790. return 0;
  14791. }
  14792. void do_final_status(void)
  14793. {
  14794. ers_destroy(sc_data_ers);
  14795. }