status.c 436 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "battle.h"
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "pet.h"
  17. #include "battleground.h"
  18. #include "homunculus.h"
  19. #include "mercenary.h"
  20. #include "elemental.h"
  21. #include <stdlib.h>
  22. #include <math.h>
  23. // Regen related flags.
  24. enum e_regen {
  25. RGN_NONE = 0x00,
  26. RGN_HP = 0x01,
  27. RGN_SP = 0x02,
  28. RGN_SHP = 0x04,
  29. RGN_SSP = 0x08,
  30. };
  31. // Bonus values and upgrade chances for refining equipment
  32. static struct {
  33. int chance[MAX_REFINE]; /// Success chance
  34. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  35. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  36. } refine_info[REFINE_TYPE_MAX];
  37. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  38. static struct eri *sc_data_ers; /// For sc_data entries
  39. static struct status_data dummy_status;
  40. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  41. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  42. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  43. // 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
  44. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  45. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  46. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  47. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  48. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  49. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  50. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  51. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  52. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  53. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  54. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  55. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  56. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  57. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  58. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  59. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  60. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  61. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  62. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  63. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  65. #ifdef RENEWAL_ASPD
  66. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  67. #endif
  68. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  69. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  70. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  71. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  72. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  73. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  74. #ifdef RENEWAL
  75. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  76. #endif
  77. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  78. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  79. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  80. static int status_get_sc_interval(enum sc_type type);
  81. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone);
  82. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), map_flag_vs((m)), map[(m)].flag.pvp, map_flag_gvg((m)), map[(m)].flag.battleground, map[(m)].zone << 3) )
  83. /**
  84. * Returns the status change associated with a skill.
  85. * @param skill The skill to look up
  86. * @return The status registered for this skill
  87. */
  88. sc_type status_skill2sc(int skill)
  89. {
  90. int idx = skill_get_index(skill);
  91. if( idx == 0 ) {
  92. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  93. return SC_NONE;
  94. }
  95. return SkillStatusChangeTable[idx];
  96. }
  97. /**
  98. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  99. * Utilized for various duration lookups. Use with caution!
  100. * @param sc The status to look up
  101. * @return A skill associated with the status
  102. */
  103. int status_sc2skill(sc_type sc)
  104. {
  105. if( sc < 0 || sc >= SC_MAX ) {
  106. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  107. return 0;
  108. }
  109. return StatusSkillChangeTable[sc];
  110. }
  111. /**
  112. * Returns the status calculation flag associated with a given status change.
  113. * @param sc The status to look up
  114. * @return The scb_flag registered for this status (see enum scb_flag)
  115. */
  116. unsigned int status_sc2scb_flag(sc_type sc)
  117. {
  118. if( sc < 0 || sc >= SC_MAX ) {
  119. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  120. return SCB_NONE;
  121. }
  122. return StatusChangeFlagTable[sc];
  123. }
  124. /**
  125. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  126. * @param type The client-side status identifier to look up (see enum si_type)
  127. * @return The bl types relevant to the type (see enum bl_type)
  128. */
  129. int status_type2relevant_bl_types(int type)
  130. {
  131. if( type < 0 || type >= SI_MAX ) {
  132. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  133. return SI_BLANK;
  134. }
  135. return StatusRelevantBLTypes[type];
  136. }
  137. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  138. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  139. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  140. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  141. {
  142. uint16 idx = skill_get_index(skill_id);
  143. if( idx == 0 ) {
  144. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  145. return;
  146. }
  147. if( sc < 0 || sc >= SC_MAX ) {
  148. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  149. return;
  150. }
  151. if( StatusSkillChangeTable[sc] == 0 )
  152. StatusSkillChangeTable[sc] = skill_id;
  153. if( StatusIconChangeTable[sc] == SI_BLANK )
  154. StatusIconChangeTable[sc] = icon;
  155. StatusChangeFlagTable[sc] |= flag;
  156. if( SkillStatusChangeTable[idx] == SC_NONE )
  157. SkillStatusChangeTable[idx] = sc;
  158. }
  159. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  160. if (sc > SC_NONE && sc < SC_MAX) {
  161. if (StatusIconChangeTable[sc] == SI_BLANK)
  162. StatusIconChangeTable[sc] = icon;
  163. StatusChangeFlagTable[sc] |= flag;
  164. }
  165. if (icon > SI_BLANK && icon < SI_MAX)
  166. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  167. }
  168. void initChangeTables(void)
  169. {
  170. int i;
  171. for (i = 0; i < SC_MAX; i++)
  172. StatusIconChangeTable[i] = SI_BLANK;
  173. for (i = 0; i < MAX_SKILL; i++)
  174. SkillStatusChangeTable[i] = SC_NONE;
  175. for (i = 0; i < SI_MAX; i++)
  176. StatusRelevantBLTypes[i] = BL_PC;
  177. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  178. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  179. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  180. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  181. memset(SCDisabled, 0, sizeof(SCDisabled));
  182. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  183. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  184. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  185. add_sc( NPC_STUNATTACK , SC_STUN );
  186. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  187. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  188. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  189. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  190. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  191. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  192. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  193. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  194. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  195. /* The main status definitions */
  196. add_sc( SM_BASH , SC_STUN );
  197. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  198. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  199. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  200. add_sc( MG_SIGHT , SC_SIGHT );
  201. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  202. add_sc( MG_FROSTDIVER , SC_FREEZE );
  203. add_sc( MG_STONECURSE , SC_STONE );
  204. add_sc( AL_RUWACH , SC_RUWACH );
  205. add_sc( AL_PNEUMA , SC_PNEUMA );
  206. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  207. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  208. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  209. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  210. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  211. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  212. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  213. add_sc( TF_POISON , SC_POISON );
  214. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  215. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  216. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
  217. #ifndef RENEWAL
  218. SCB_WATK );
  219. #else
  220. SCB_NONE );
  221. #endif
  222. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  223. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  224. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  225. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  226. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  227. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  228. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  229. add_sc( PR_STRECOVERY , SC_BLIND );
  230. add_sc( PR_LEXDIVINA , SC_SILENCE );
  231. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  232. add_sc( WZ_METEOR , SC_STUN );
  233. add_sc( WZ_VERMILION , SC_BLIND );
  234. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  235. add_sc( WZ_STORMGUST , SC_FREEZE );
  236. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  237. add_sc( BS_HAMMERFALL , SC_STUN );
  238. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  239. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  240. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  241. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  242. add_sc( HT_LANDMINE , SC_STUN );
  243. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  244. add_sc( HT_SANDMAN , SC_SLEEP );
  245. add_sc( HT_FLASHER , SC_BLIND );
  246. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  247. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  248. add_sc( AS_SONICBLOW , SC_STUN );
  249. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  250. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  251. add_sc( AS_VENOMDUST , SC_POISON );
  252. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  253. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  254. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  255. add_sc( TF_SPRINKLESAND , SC_BLIND );
  256. add_sc( TF_THROWSTONE , SC_STUN );
  257. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  258. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  259. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  260. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  261. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  262. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  263. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  264. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  265. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  266. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  267. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  268. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  269. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  270. add_sc( NPC_POISON , SC_POISON );
  271. add_sc( NPC_BLINDATTACK , SC_BLIND );
  272. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  273. add_sc( NPC_STUNATTACK , SC_STUN );
  274. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  275. add_sc( NPC_CURSEATTACK , SC_CURSE );
  276. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  277. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  278. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  279. add_sc( NPC_DARKBLESSING , SC_COMA );
  280. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  281. add_sc( NPC_DEFENDER , SC_ARMOR );
  282. add_sc( NPC_LICK , SC_STUN );
  283. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  284. add_sc( NPC_REBIRTH , SC_REBIRTH );
  285. add_sc( RG_RAID , SC_STUN );
  286. #ifdef RENEWAL
  287. add_sc( RG_RAID , SC_RAID );
  288. add_sc( RG_BACKSTAP , SC_STUN );
  289. #endif
  290. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  291. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  292. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  293. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  294. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  295. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  296. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  297. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  298. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  299. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  300. add_sc( CR_SHIELDCHARGE , SC_STUN );
  301. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  302. add_sc( CR_HOLYCROSS , SC_BLIND );
  303. add_sc( CR_GRANDCROSS , SC_BLIND );
  304. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  305. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  306. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  307. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  308. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  309. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  310. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  311. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  312. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  313. #ifdef RENEWAL
  314. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  315. #endif
  316. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  317. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  318. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  319. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  320. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  321. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  322. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  323. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  324. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  325. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  326. add_sc( SA_COMA , SC_COMA );
  327. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  328. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  329. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  330. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD ,
  331. #ifndef RENEWAL
  332. SCB_WATK|SCB_DEF );
  333. #else
  334. SCB_DEF );
  335. #endif
  336. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN ,
  337. #ifndef RENEWAL
  338. SCB_WATK );
  339. #else
  340. SCB_NONE );
  341. #endif
  342. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  343. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  344. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  345. add_sc( BA_FROSTJOKER , SC_FREEZE );
  346. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  347. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  348. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  349. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  350. add_sc( DC_SCREAM , SC_STUN );
  351. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  352. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  353. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  354. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  355. add_sc( NPC_DARKCROSS , SC_BLIND );
  356. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  357. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  358. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  359. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  360. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  361. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  362. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  363. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  364. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  365. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  366. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION ,
  367. #ifndef RENEWAL
  368. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  369. #else
  370. SCB_HIT|SCB_DEF );
  371. #endif
  372. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  373. set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  374. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  375. #ifndef RENEWAL
  376. SI_ASSUMPTIO , SCB_NONE );
  377. #else
  378. SI_ASSUMPTIO2 , SCB_NONE );
  379. #endif
  380. add_sc( HP_BASILICA , SC_BASILICA );
  381. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  382. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  383. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  384. add_sc( PA_GOSPEL , SC_SCRESIST );
  385. add_sc( CH_TIGERFIST , SC_STOP );
  386. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  387. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  388. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  389. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  390. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  391. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  392. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  393. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  394. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  395. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  396. add_sc( LK_SPIRALPIERCE , SC_STOP );
  397. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  398. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  399. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  400. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  401. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  402. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  403. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  404. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  405. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  406. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  407. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  408. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  409. add_sc( TK_DOWNKICK , SC_STUN );
  410. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  411. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  412. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  413. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  414. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  415. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  416. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  417. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  418. add_sc( SG_MOON_WARM , SC_WARM );
  419. add_sc( SG_STAR_WARM , SC_WARM );
  420. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  421. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  422. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  423. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  424. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  425. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  426. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  427. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  428. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  429. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  430. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  431. add_sc( SL_STUN , SC_STUN );
  432. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  433. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  434. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_SPEED|SCB_ASPD );
  435. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  436. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  437. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  438. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  439. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  440. add_sc( WS_CARTTERMINATION , SC_STUN );
  441. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  442. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  443. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  444. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  445. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  446. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  447. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  448. add_sc( GS_CRACKER , SC_STUN );
  449. add_sc( GS_DISARM , SC_STRIPWEAPON );
  450. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  451. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL ,
  452. #ifndef RENEWAL
  453. SCB_BATK|SCB_ASPD );
  454. #else
  455. SCB_ASPD );
  456. #endif
  457. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  458. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  459. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER ,
  460. #ifndef RENEWAL
  461. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  462. #else
  463. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  464. #endif
  465. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  466. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  467. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  468. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  469. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  470. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  471. add_sc( NPC_ICEBREATH , SC_FREEZE );
  472. add_sc( NPC_ACIDBREATH , SC_POISON );
  473. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  474. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  475. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  476. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  477. add_sc( NPC_WIDESTONE , SC_STONE );
  478. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  479. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  480. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  481. add_sc( NPC_EVILLAND , SC_BLIND );
  482. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  483. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  484. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  485. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_NONE );
  486. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  487. add_sc( NPC_WIDECURSE , SC_CURSE );
  488. add_sc( NPC_WIDESTUN , SC_STUN );
  489. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  490. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  491. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  492. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  493. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  494. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  495. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  496. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  497. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  498. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  499. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  500. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  501. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  502. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  503. add_sc( MO_BALKYOUNG , SC_STUN );
  504. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  505. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  506. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  507. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  508. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  509. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  510. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  511. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  512. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK ,
  513. #ifndef RENEWAL
  514. SCB_DEF );
  515. #else
  516. SCB_VIT );
  517. #endif
  518. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  519. /* Homunculus S */
  520. add_sc(MH_STAHL_HORN , SC_STUN );
  521. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  522. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  523. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  524. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  525. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
  526. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  527. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  528. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  529. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  530. set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
  531. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  532. add_sc(MH_POISON_MIST , SC_BLIND );
  533. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  534. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  535. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  536. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  537. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  538. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
  539. add_sc( MER_CRASH , SC_STUN );
  540. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  541. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  542. add_sc( MER_SIGHT , SC_SIGHT );
  543. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  544. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  545. add_sc( MER_LEXDIVINA , SC_SILENCE );
  546. add_sc( MA_LANDMINE , SC_STUN );
  547. add_sc( MA_SANDMAN , SC_SLEEP );
  548. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  549. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  550. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  551. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  552. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  553. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  554. set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  555. add_sc( ML_SPIRALPIERCE , SC_STOP );
  556. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  557. add_sc( ML_DEVOTION , SC_DEVOTION );
  558. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  559. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  560. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  561. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  562. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  563. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  564. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  565. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  566. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  567. /* Rune Knight */
  568. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  569. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  570. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  571. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  572. set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
  573. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  574. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  575. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  576. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  577. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  578. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  579. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  580. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  581. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  582. /* GC Guillotine Cross */
  583. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  584. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  585. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  586. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  587. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  588. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  589. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  590. /* Arch Bishop */
  591. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  592. add_sc( AB_CLEMENTIA , SC_BLESSING );
  593. add_sc( AB_CANTO , SC_INCREASEAGI );
  594. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  595. add_sc( AB_PRAEFATIO , SC_KYRIE );
  596. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  597. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  598. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  599. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  600. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
  601. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  602. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  603. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  604. /* Warlock */
  605. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  606. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  607. add_sc( WL_JACKFROST , SC_FREEZE );
  608. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  609. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  610. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  611. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  612. add_sc( WL_CRIMSONROCK , SC_STUN );
  613. set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
  614. set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
  615. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  616. /* Ranger */
  617. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  618. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  619. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD );
  620. set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
  621. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
  622. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  623. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  624. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  625. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  626. set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
  627. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
  628. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  629. /* Mechanic */
  630. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  631. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  632. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  633. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  634. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  635. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  636. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  637. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  638. /* Royal Guard */
  639. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  640. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
  641. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  642. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  643. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  644. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  645. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  646. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  647. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  648. /* Shadow Chaser */
  649. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  650. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  651. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  652. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  653. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  654. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  655. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
  656. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  657. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  658. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
  659. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  660. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
  661. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  662. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  663. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  664. add_sc( SC_BLOODYLUST , SC_BERSERK );
  665. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  666. add_sc( SC_ESCAPE , SC_ANKLE );
  667. /* Sura */
  668. add_sc( SR_DRAGONCOMBO , SC_STUN );
  669. add_sc( SR_EARTHSHAKER , SC_STUN );
  670. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  671. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  672. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  673. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  674. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  675. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
  676. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  677. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK );
  678. /* Wanderer / Minstrel */
  679. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  680. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  681. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  682. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
  683. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
  684. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  685. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  686. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  687. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  688. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  689. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  690. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  691. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  692. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  693. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  694. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  695. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  696. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  697. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  698. /* Sorcerer */
  699. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  700. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  701. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  702. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  703. set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
  704. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  705. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  706. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  707. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  708. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  709. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  710. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  711. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  712. /* Genetic */
  713. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  714. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  715. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  716. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  717. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  718. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  719. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  720. /* Elemental spirits' status changes */
  721. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  722. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  723. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  724. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  725. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  726. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  727. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  728. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  729. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  730. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  731. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  732. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  733. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  734. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  735. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  736. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  737. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  738. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  739. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  740. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  741. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  742. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
  743. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
  744. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  745. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  746. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  747. add_sc( KO_YAMIKUMO , SC_HIDING );
  748. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  749. add_sc( KO_MAKIBISHI , SC_STUN );
  750. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  751. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  752. add_sc( KO_JYUSATSU , SC_CURSE );
  753. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  754. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  755. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  756. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  757. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  758. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  759. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  760. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  761. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  762. /* Rebellion */
  763. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  764. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  765. set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE);
  766. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  767. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  768. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
  769. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  770. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_FLEE|SCB_ASPD );
  771. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
  772. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
  773. set_sc_with_vfx_noskill( SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  774. set_sc_with_vfx_noskill( SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  775. set_sc_with_vfx_noskill( SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  776. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , SI_STRANGELIGHTS , SCB_NONE );
  777. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , SI_DECORATION_OF_MUSIC , SCB_NONE );
  778. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  779. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  780. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  781. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  782. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  783. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  784. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  785. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  786. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  787. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  788. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  789. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  790. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  791. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  792. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  793. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  794. /* Status that don't have a skill associated */
  795. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  796. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  797. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  798. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  799. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  800. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  801. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  802. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  803. StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
  804. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  805. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  806. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  807. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  808. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  809. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  810. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  811. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  812. StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE;
  813. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  814. StatusIconChangeTable[SC_CRIFOOD] = SI_FOODCRI;
  815. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  816. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  817. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  818. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  819. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  820. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  821. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  822. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  823. /* Cash Items */
  824. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  825. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  826. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  827. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  828. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  829. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  830. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  831. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  832. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  833. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  834. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  835. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  836. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  837. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  838. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  839. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  840. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  841. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  842. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  843. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  844. StatusIconChangeTable[SC_ATTHASTE_CASH] = SI_ATTHASTE_CASH;
  845. /* Mercenary Bonus Effects */
  846. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  847. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  848. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  849. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  850. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  851. /* Warlock Spheres */
  852. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  853. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  854. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  855. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  856. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  857. /* Warlock Preserved spells */
  858. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  859. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  860. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  861. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  862. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  863. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  864. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  865. StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
  866. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  867. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  868. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  869. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  870. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  871. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  872. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  873. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  874. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  875. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  876. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  877. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  878. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  879. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  880. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  881. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  882. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  883. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  884. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  885. StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
  886. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  887. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  888. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  889. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  890. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH;
  891. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH;
  892. /* Genetics New Food Items Status Icons */
  893. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  894. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  895. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  896. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  897. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  898. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  899. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  900. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  901. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  902. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  903. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  904. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  905. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  906. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  907. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  908. /* Elemental Spirit's 'side' status change icons */
  909. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  910. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  911. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  912. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  913. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  914. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  915. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  916. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  917. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  918. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  919. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  920. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  921. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  922. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  923. StatusIconChangeTable[SC_GUST] = SI_GUST;
  924. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  925. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  926. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  927. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  928. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  929. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  930. StatusIconChangeTable[SC_DEFSET] = SI_SET_NUM_DEF;
  931. StatusIconChangeTable[SC_MDEFSET] = SI_SET_NUM_MDEF;
  932. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  933. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  934. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  935. StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
  936. StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
  937. StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
  938. StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
  939. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
  940. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  941. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  942. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  943. StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
  944. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  945. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  946. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  947. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  948. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  949. StatusIconChangeTable[SC_MTF_ASPD2] = SI_MTF_ASPD2;
  950. StatusIconChangeTable[SC_MTF_RANGEATK2] = SI_MTF_RANGEATK2;
  951. StatusIconChangeTable[SC_MTF_MATK2] = SI_MTF_MATK2;
  952. StatusIconChangeTable[SC_2011RWC_SCROLL] = SI_2011RWC_SCROLL;
  953. StatusIconChangeTable[SC_JP_EVENT04] = SI_JP_EVENT04;
  954. StatusIconChangeTable[SC_MTF_HITFLEE] = SI_MTF_HITFLEE;
  955. StatusIconChangeTable[SC_MTF_MHP] = SI_MTF_MHP;
  956. StatusIconChangeTable[SC_MTF_MSP] = SI_MTF_MSP;
  957. StatusIconChangeTable[SC_MTF_PUMPKIN] = SI_MTF_PUMPKIN;
  958. StatusIconChangeTable[SC_NORECOVER_STATE] = SI_HANDICAPSTATE_NORECOVER;
  959. // Item Reuse Limits
  960. StatusIconChangeTable[SC_REUSE_REFRESH] = SI_REUSE_REFRESH;
  961. StatusIconChangeTable[SC_REUSE_LIMIT_A] = SI_REUSE_LIMIT_A;
  962. StatusIconChangeTable[SC_REUSE_LIMIT_B] = SI_REUSE_LIMIT_B;
  963. StatusIconChangeTable[SC_REUSE_LIMIT_C] = SI_REUSE_LIMIT_C;
  964. StatusIconChangeTable[SC_REUSE_LIMIT_D] = SI_REUSE_LIMIT_D;
  965. StatusIconChangeTable[SC_REUSE_LIMIT_E] = SI_REUSE_LIMIT_E;
  966. StatusIconChangeTable[SC_REUSE_LIMIT_F] = SI_REUSE_LIMIT_F;
  967. StatusIconChangeTable[SC_REUSE_LIMIT_G] = SI_REUSE_LIMIT_G;
  968. StatusIconChangeTable[SC_REUSE_LIMIT_H] = SI_REUSE_LIMIT_H;
  969. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = SI_REUSE_LIMIT_MTF;
  970. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = SI_REUSE_LIMIT_ECL;
  971. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = SI_REUSE_LIMIT_RECALL;
  972. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = SI_REUSE_LIMIT_ASPD_POTION;
  973. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = SI_REUSE_MILLENNIUMSHIELD;
  974. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = SI_REUSE_CRUSHSTRIKE;
  975. StatusIconChangeTable[SC_REUSE_STORMBLAST] = SI_REUSE_STORMBLAST;
  976. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = SI_ALL_RIDING_REUSE_LIMIT;
  977. /* Other SC which are not necessarily associated to skills */
  978. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  979. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  980. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  981. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  982. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  983. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  984. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  985. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  986. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  987. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  988. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  989. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  990. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  991. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  992. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  993. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  994. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  995. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  996. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  997. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  998. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  999. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1000. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1001. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1002. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1003. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1004. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1005. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1006. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1007. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1008. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1009. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1010. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1011. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1012. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1013. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1014. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1015. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1016. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1017. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1018. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1019. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  1020. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1021. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1022. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1023. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1024. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1025. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1026. /* Cash Items */
  1027. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1028. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1029. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1030. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1031. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1032. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1033. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1034. /* Mercenary Bonus Effects */
  1035. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1036. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1037. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1038. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1039. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1040. StatusChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
  1041. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1042. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1043. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1044. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1045. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1046. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1047. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1048. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1049. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1050. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1051. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1052. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1053. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1054. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1055. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1056. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1057. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1058. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1059. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1060. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1061. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1062. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1063. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1064. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1065. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1066. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1067. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1068. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1069. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1070. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1071. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1072. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1073. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1074. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1075. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1076. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1077. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1078. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1079. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1080. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1081. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1082. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1083. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1084. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1085. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1086. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1087. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1088. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1089. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1090. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1091. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1092. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1093. #ifdef RENEWAL
  1094. // renewal EDP increases your weapon atk
  1095. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1096. #endif
  1097. if( !battle_config.display_hallucination ) // Disable Hallucination.
  1098. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  1099. /* StatusDisplayType Table [Ind] */
  1100. StatusDisplayType[SC_ALL_RIDING] = true;
  1101. StatusDisplayType[SC_PUSH_CART] = true;
  1102. StatusDisplayType[SC_SPHERE_1] = true;
  1103. StatusDisplayType[SC_SPHERE_2] = true;
  1104. StatusDisplayType[SC_SPHERE_3] = true;
  1105. StatusDisplayType[SC_SPHERE_4] = true;
  1106. StatusDisplayType[SC_SPHERE_5] = true;
  1107. StatusDisplayType[SC_CAMOUFLAGE] = true;
  1108. StatusDisplayType[SC_STEALTHFIELD] = true;
  1109. StatusDisplayType[SC_DUPLELIGHT] = true;
  1110. StatusDisplayType[SC_ORATIO] = true;
  1111. StatusDisplayType[SC_FREEZING] = true;
  1112. StatusDisplayType[SC_VENOMIMPRESS] = true;
  1113. StatusDisplayType[SC_HALLUCINATIONWALK] = true;
  1114. StatusDisplayType[SC_ROLLINGCUTTER] = true;
  1115. StatusDisplayType[SC_BANDING] = true;
  1116. StatusDisplayType[SC_CRYSTALIZE] = true;
  1117. StatusDisplayType[SC_DEEPSLEEP] = true;
  1118. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = true;
  1119. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = true;
  1120. StatusDisplayType[SC_NETHERWORLD] = true;
  1121. StatusDisplayType[SC_VOICEOFSIREN] = true;
  1122. StatusDisplayType[SC_BLOODSUCKER] = true;
  1123. StatusDisplayType[SC__SHADOWFORM] = true;
  1124. StatusDisplayType[SC__MANHOLE] = true;
  1125. StatusDisplayType[SC_JYUMONJIKIRI] = true;
  1126. StatusDisplayType[SC_AKAITSUKI] = true;
  1127. StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
  1128. StatusDisplayType[SC_DARKCROW] = true;
  1129. StatusDisplayType[SC_OFFERTORIUM] = true;
  1130. StatusDisplayType[SC_TELEKINESIS_INTENSE] = true;
  1131. StatusDisplayType[SC_UNLIMIT] = true;
  1132. StatusDisplayType[SC_ILLUSIONDOPING] = true;
  1133. StatusDisplayType[SC_C_MARKER] = true;
  1134. StatusDisplayType[SC_ANTI_M_BLAST] = true;
  1135. StatusDisplayType[SC_MOONSTAR] = true;
  1136. StatusDisplayType[SC_SUPER_STAR] = true;
  1137. StatusDisplayType[SC_STRANGELIGHTS] = true;
  1138. StatusDisplayType[SC_DECORATION_OF_MUSIC] = true;
  1139. /* StatusChangeState (SCS_) NOMOVE */
  1140. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1141. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1142. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1143. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1144. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1145. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1146. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1147. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1148. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1149. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1150. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1151. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1152. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1153. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1154. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1155. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1156. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1157. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1158. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1159. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1160. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1161. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1162. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1163. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1164. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1165. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1166. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1167. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1168. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1169. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1170. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1171. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1172. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1173. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1174. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1175. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1176. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1177. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1178. /* StatusChangeState (SCS_) NODROPITEMS */
  1179. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1180. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1181. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1182. /* StatusChangeState (SCS_) NOCAST (skills) */
  1183. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1184. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1185. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1186. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1187. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1188. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1189. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1190. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1191. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1192. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1193. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1194. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1195. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1196. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1197. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1198. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1199. StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
  1200. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1201. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1202. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1203. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1204. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1205. }
  1206. static void initDummyData(void)
  1207. {
  1208. memset(&dummy_status, 0, sizeof(dummy_status));
  1209. dummy_status.hp =
  1210. dummy_status.max_hp =
  1211. dummy_status.max_sp =
  1212. dummy_status.str =
  1213. dummy_status.agi =
  1214. dummy_status.vit =
  1215. dummy_status.int_ =
  1216. dummy_status.dex =
  1217. dummy_status.luk =
  1218. dummy_status.hit = 1;
  1219. dummy_status.speed = 2000;
  1220. dummy_status.adelay = 4000;
  1221. dummy_status.amotion = 2000;
  1222. dummy_status.dmotion = 2000;
  1223. dummy_status.ele_lv = 1; // Min elemental level.
  1224. dummy_status.mode = MD_CANMOVE;
  1225. }
  1226. /**
  1227. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1228. * @param a: Status data structure to copy from
  1229. * @param b: Status data structure to copy to
  1230. */
  1231. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1232. {
  1233. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1234. }
  1235. /**
  1236. * Sets HP to a given value
  1237. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1238. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1239. * @param hp: What the HP is to be set as
  1240. * @param flag: Used in case final value is higher than current
  1241. * Use 2 to display healing effect
  1242. * @return heal or zapped HP if valid
  1243. */
  1244. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1245. {
  1246. struct status_data *status;
  1247. if (hp < 1)
  1248. return 0;
  1249. status = status_get_status_data(bl);
  1250. if (status == &dummy_status)
  1251. return 0;
  1252. if (hp > status->max_hp)
  1253. hp = status->max_hp;
  1254. if (hp == status->hp)
  1255. return 0;
  1256. if (hp > status->hp)
  1257. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1258. return status_zap(bl, status->hp - hp, 0);
  1259. }
  1260. /**
  1261. * Sets Max HP to a given value
  1262. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1263. * @param maxhp: What the Max HP is to be set as
  1264. * @param flag: Used in case final value is higher than current
  1265. * Use 2 to display healing effect
  1266. * @return heal or zapped HP if valid
  1267. */
  1268. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1269. {
  1270. struct status_data *status;
  1271. if (maxhp < 1)
  1272. return 0;
  1273. status = status_get_status_data(bl);
  1274. if (status == &dummy_status)
  1275. return 0;
  1276. if (maxhp == status->max_hp)
  1277. return 0;
  1278. if (maxhp > status->max_hp)
  1279. status_heal(bl, maxhp - status->max_hp, 0, 1|flag);
  1280. else
  1281. status_zap(bl, status->max_hp - maxhp, 0);
  1282. status->max_hp = maxhp;
  1283. return maxhp;
  1284. }
  1285. /**
  1286. * Sets SP to a given value
  1287. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1288. * @param sp: What the SP is to be set as
  1289. * @param flag: Used in case final value is higher than current
  1290. * Use 2 to display healing effect
  1291. * @return heal or zapped SP if valid
  1292. */
  1293. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1294. {
  1295. struct status_data *status;
  1296. status = status_get_status_data(bl);
  1297. if (status == &dummy_status)
  1298. return 0;
  1299. if (sp > status->max_sp)
  1300. sp = status->max_sp;
  1301. if (sp == status->sp)
  1302. return 0;
  1303. if (sp > status->sp)
  1304. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1305. return status_zap(bl, 0, status->sp - sp);
  1306. }
  1307. /**
  1308. * Sets Max SP to a given value
  1309. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1310. * @param maxsp: What the Max SP is to be set as
  1311. * @param flag: Used in case final value is higher than current
  1312. * Use 2 to display healing effect
  1313. * @return heal or zapped HP if valid
  1314. */
  1315. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1316. {
  1317. struct status_data *status;
  1318. if (maxsp < 1)
  1319. return 0;
  1320. status = status_get_status_data(bl);
  1321. if (status == &dummy_status)
  1322. return 0;
  1323. if (maxsp == status->max_sp)
  1324. return 0;
  1325. if (maxsp > status->max_sp)
  1326. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1327. else
  1328. status_zap(bl, status->max_sp - maxsp, 0);
  1329. status->max_sp = maxsp;
  1330. return maxsp;
  1331. }
  1332. /**
  1333. * Takes HP/SP from an Object
  1334. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1335. * @param hp: How much HP to charge
  1336. * @param sp: How much SP to charge
  1337. * @return hp+sp through status_damage()
  1338. * Note: HP/SP are integer values, not percentages. Values should be
  1339. * calculated either within function call or before
  1340. */
  1341. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1342. {
  1343. if(!(bl->type&BL_CONSUME))
  1344. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1345. return status_damage(NULL, bl, hp, sp, 0, 3);
  1346. }
  1347. /**
  1348. * Inflicts damage on the target with the according walkdelay.
  1349. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1350. * @param target: Target of the damage
  1351. * @param dhp: How much damage to HP
  1352. * @param dsp: How much damage to SP
  1353. * @param walkdelay: Amount of time before object can walk again
  1354. * @param flag: Damage flag decides various options
  1355. * flag&1: Passive damage - Does not trigger cancelling status changes
  1356. * flag&2: Fail if there is not enough to subtract
  1357. * flag&4: Mob does not give EXP/Loot if killed
  1358. * flag&8: Used to damage SP of a dead character
  1359. * @return hp+sp
  1360. * Note: HP/SP are integer values, not percentages. Values should be
  1361. * calculated either within function call or before
  1362. */
  1363. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1364. {
  1365. struct status_data *status;
  1366. struct status_change *sc;
  1367. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1368. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1369. nullpo_ret(target);
  1370. if(sp && !(target->type&BL_CONSUME))
  1371. sp = 0; // Not a valid SP target.
  1372. if (hp < 0) { // Assume absorbed damage.
  1373. status_heal(target, -hp, 0, 1);
  1374. hp = 0;
  1375. }
  1376. if (sp < 0) {
  1377. status_heal(target, 0, -sp, 1);
  1378. sp = 0;
  1379. }
  1380. if (target->type == BL_SKILL)
  1381. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1382. status = status_get_status_data(target);
  1383. if(!status || status == &dummy_status )
  1384. return 0;
  1385. if ((unsigned int)hp >= status->hp) {
  1386. if (flag&2) return 0;
  1387. hp = status->hp;
  1388. }
  1389. if ((unsigned int)sp > status->sp) {
  1390. if (flag&2) return 0;
  1391. sp = status->sp;
  1392. }
  1393. if (!hp && !sp)
  1394. return 0;
  1395. if( !status->hp )
  1396. flag |= 8;
  1397. sc = status_get_sc(target);
  1398. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1399. hp = 1;
  1400. if( hp && !(flag&1) ) {
  1401. if( sc ) {
  1402. struct status_change_entry *sce;
  1403. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1404. status_change_end(target, SC_STONE, INVALID_TIMER);
  1405. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1406. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1407. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1408. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1409. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1410. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1411. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1412. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1413. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1414. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1415. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1416. /** [Skotlex]
  1417. * Endure count is only reduced by non-players on non-gvg maps.
  1418. * val4 signals infinite endure.
  1419. **/
  1420. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1421. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1422. }
  1423. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1424. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1425. if (sg) {
  1426. skill_delunitgroup(sg);
  1427. sce->val4 = 0;
  1428. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1429. }
  1430. }
  1431. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1432. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1433. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1434. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1435. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1436. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1437. }
  1438. if (target->type == BL_PC)
  1439. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1440. unit_skillcastcancel(target, 2);
  1441. }
  1442. status->hp-= hp;
  1443. status->sp-= sp;
  1444. if (sc && hp && status->hp) {
  1445. if (sc->data[SC_AUTOBERSERK] &&
  1446. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1447. status->hp < status->max_hp>>2)
  1448. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1449. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1450. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1451. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1452. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1453. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1454. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1455. }
  1456. switch (target->type) {
  1457. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1458. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1459. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1460. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1461. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1462. }
  1463. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1464. unit_stop_walking( target, 1 );
  1465. }
  1466. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1467. if (walkdelay)
  1468. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1469. return (int)(hp+sp);
  1470. }
  1471. status->hp = 0;
  1472. /** [Skotlex]
  1473. * NOTE: These dead functions should return:
  1474. * 0: Death cancelled, auto-revived.
  1475. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1476. * &2: Remove object from map.
  1477. * &4: Delete object from memory. (One time spawn mobs)
  1478. **/
  1479. switch (target->type) {
  1480. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1481. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1482. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1483. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1484. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1485. default: // Unhandled case, do nothing to object.
  1486. flag = 0;
  1487. break;
  1488. }
  1489. if(!flag) // Death cancelled.
  1490. return (int)(hp+sp);
  1491. // Normal death
  1492. if (battle_config.clear_unit_ondeath &&
  1493. battle_config.clear_unit_ondeath&target->type)
  1494. skill_clear_unitgroup(target);
  1495. if(target->type&BL_REGEN) { // Reset regen ticks.
  1496. struct regen_data *regen = status_get_regen_data(target);
  1497. if (regen) {
  1498. memset(&regen->tick, 0, sizeof(regen->tick));
  1499. if (regen->sregen)
  1500. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1501. if (regen->ssregen)
  1502. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1503. }
  1504. }
  1505. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
  1506. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1507. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1508. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1509. status_revive(target, 100, 100);
  1510. else
  1511. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1512. status_change_clear(target,0);
  1513. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1514. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1515. if( target->type == BL_MOB )
  1516. ((TBL_MOB*)target)->state.rebirth = 1;
  1517. return (int)(hp+sp);
  1518. }
  1519. 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.
  1520. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1521. status_change_clear(target,0);
  1522. ((TBL_MOB*)target)->state.rebirth = 1;
  1523. return (int)(hp+sp);
  1524. }
  1525. status_change_clear(target,0);
  1526. if(flag&4) // Delete from memory. (also invokes map removal code)
  1527. unit_free(target,CLR_DEAD);
  1528. else if(flag&2) // remove from map
  1529. unit_remove_map(target,CLR_DEAD);
  1530. else { // Some death states that would normally be handled by unit_remove_map
  1531. unit_stop_attack(target);
  1532. unit_stop_walking(target,1);
  1533. unit_skillcastcancel(target,0);
  1534. clif_clearunit_area(target,CLR_DEAD);
  1535. skill_unit_move(target,gettick(),4);
  1536. skill_cleartimerskill(target);
  1537. }
  1538. // Always run NPC scripts for players last
  1539. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1540. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1541. if(target->type == BL_PC) {
  1542. TBL_PC *sd = BL_CAST(BL_PC,target);
  1543. if( sd->bg_id ) {
  1544. struct battleground_data *bg;
  1545. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1546. npc_event(sd, bg->die_event, 0);
  1547. }
  1548. npc_script_event(sd,NPCE_DIE);
  1549. }
  1550. return (int)(hp+sp);
  1551. }
  1552. /**
  1553. * Heals an object
  1554. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1555. * @param hhp: How much HP to heal
  1556. * @param hsp: How much SP to heal
  1557. * @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect \n
  1558. * Forced healing overrides heal impedement statuses (Berserk)
  1559. * @return hp+sp
  1560. */
  1561. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1562. {
  1563. struct status_data *status;
  1564. struct status_change *sc;
  1565. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1566. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1567. status = status_get_status_data(bl);
  1568. if (status == &dummy_status || !status->hp)
  1569. return 0;
  1570. sc = status_get_sc(bl);
  1571. if (sc && !sc->count)
  1572. sc = NULL;
  1573. if (hp < 0) {
  1574. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1575. hp++;
  1576. status_damage(NULL, bl, -hp, 0, 0, 1);
  1577. hp = 0;
  1578. }
  1579. if(hp) {
  1580. if( sc && (sc->data[SC_BERSERK]) ) {
  1581. if( flag&1 )
  1582. flag &= ~2;
  1583. else
  1584. hp = 0;
  1585. }
  1586. if((unsigned int)hp > status->max_hp - status->hp)
  1587. hp = status->max_hp - status->hp;
  1588. }
  1589. if(sp < 0) {
  1590. if (sp == INT_MIN)
  1591. sp++;
  1592. status_damage(NULL, bl, 0, -sp, 0, 1);
  1593. sp = 0;
  1594. }
  1595. if(sp) {
  1596. if((unsigned int)sp > status->max_sp - status->sp)
  1597. sp = status->max_sp - status->sp;
  1598. }
  1599. if(!sp && !hp)
  1600. return 0;
  1601. status->hp += hp;
  1602. status->sp += sp;
  1603. if(hp && sc &&
  1604. sc->data[SC_AUTOBERSERK] &&
  1605. sc->data[SC_PROVOKE] &&
  1606. sc->data[SC_PROVOKE]->val2==1 &&
  1607. status->hp>=status->max_hp>>2
  1608. ) // End auto berserk.
  1609. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1610. // Send HP update to client
  1611. switch(bl->type) {
  1612. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1613. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1614. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1615. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1616. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1617. }
  1618. return (int)hp+sp;
  1619. }
  1620. /**
  1621. * Applies percentage based damage to a unit.
  1622. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1623. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1624. * @param target: Object to modify HP/SP
  1625. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1626. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1627. * @param flag: \n
  1628. * 0: Heal target \n
  1629. * 1: Use status_damage \n
  1630. * 2: Use status_damage and make sure target must not die from subtraction
  1631. * @return hp+sp through status_heal()
  1632. */
  1633. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1634. {
  1635. struct status_data *status;
  1636. unsigned int hp = 0, sp = 0;
  1637. status = status_get_status_data(target);
  1638. // It's safe now [MarkZD]
  1639. if (hp_rate > 99)
  1640. hp = status->hp;
  1641. else if (hp_rate > 0)
  1642. hp = apply_rate(status->hp, hp_rate);
  1643. else if (hp_rate < -99)
  1644. hp = status->max_hp;
  1645. else if (hp_rate < 0)
  1646. hp = (apply_rate(status->max_hp, -hp_rate));
  1647. if (hp_rate && !hp)
  1648. hp = 1;
  1649. if (flag == 2 && hp >= status->hp)
  1650. hp = status->hp-1; // Must not kill target.
  1651. if (sp_rate > 99)
  1652. sp = status->sp;
  1653. else if (sp_rate > 0)
  1654. sp = apply_rate(status->sp, sp_rate);
  1655. else if (sp_rate < -99)
  1656. sp = status->max_sp;
  1657. else if (sp_rate < 0)
  1658. sp = (apply_rate(status->max_sp, -sp_rate));
  1659. if (sp_rate && !sp)
  1660. sp = 1;
  1661. // Ugly check in case damage dealt is too much for the received args of
  1662. // status_heal / status_damage. [Skotlex]
  1663. if (hp > INT_MAX) {
  1664. hp -= INT_MAX;
  1665. if (flag)
  1666. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1667. else
  1668. status_heal(target, INT_MAX, 0, 0);
  1669. }
  1670. if (sp > INT_MAX) {
  1671. sp -= INT_MAX;
  1672. if (flag)
  1673. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1674. else
  1675. status_heal(target, 0, INT_MAX, 0);
  1676. }
  1677. if (flag)
  1678. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1679. return status_heal(target, hp, sp, 0);
  1680. }
  1681. /**
  1682. * Revives a unit
  1683. * @param bl: Object to revive [PC|MOB|HOM]
  1684. * @param per_hp: Percentage of HP to revive with
  1685. * @param per_sp: Percentage of SP to revive with
  1686. * @return Successful (1) or Invalid target (0)
  1687. */
  1688. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1689. {
  1690. struct status_data *status;
  1691. unsigned int hp, sp;
  1692. if (!status_isdead(bl)) return 0;
  1693. status = status_get_status_data(bl);
  1694. if (status == &dummy_status)
  1695. return 0; // Invalid target.
  1696. hp = (int64)status->max_hp * per_hp/100;
  1697. sp = (int64)status->max_sp * per_sp/100;
  1698. if(hp > status->max_hp - status->hp)
  1699. hp = status->max_hp - status->hp;
  1700. else if (per_hp && !hp)
  1701. hp = 1;
  1702. if(sp > status->max_sp - status->sp)
  1703. sp = status->max_sp - status->sp;
  1704. else if (per_sp && !sp)
  1705. sp = 1;
  1706. status->hp += hp;
  1707. status->sp += sp;
  1708. if (bl->prev) // Animation only if character is already on a map.
  1709. clif_resurrection(bl, 1);
  1710. switch (bl->type) {
  1711. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1712. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1713. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1714. }
  1715. return 1;
  1716. }
  1717. /**
  1718. * Checks whether the src can use the skill on the target,
  1719. * taking into account status/option of both source/target
  1720. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1721. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1722. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1723. target MAY be NULL, which checks if src can cast skill_id on the ground
  1724. * @param skill_id: Skill ID being used on target
  1725. * @param flag: 0 - Trying to use skill on target
  1726. * 1 - Cast bar is done
  1727. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1728. * @return src can use skill (1) or cannot use skill (0)
  1729. * @author [Skotlex]
  1730. */
  1731. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1732. struct status_data *status;
  1733. struct status_change *sc = NULL, *tsc;
  1734. int hide_flag;
  1735. status = src ? status_get_status_data(src) : &dummy_status;
  1736. if (src && src->type != BL_PC && status_isdead(src))
  1737. return false;
  1738. if (!skill_id) { // Normal attack checks.
  1739. // This mode is only needed for melee attacking.
  1740. if (!(status->mode&MD_CANATTACK))
  1741. return false;
  1742. // Dead state is not checked for skills as some skills can be used
  1743. // on dead characters, said checks are left to skill.c [Skotlex]
  1744. if (target && status_isdead(target))
  1745. return false;
  1746. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1747. return false;
  1748. }
  1749. switch( skill_id ) {
  1750. case PA_PRESSURE:
  1751. if( flag && target ) {
  1752. // Gloria Avoids pretty much everything....
  1753. tsc = status_get_sc(target);
  1754. if(tsc && tsc->option&OPTION_HIDE)
  1755. return false;
  1756. }
  1757. break;
  1758. case GN_WALLOFTHORN:
  1759. if( target && status_isdead(target) )
  1760. return false;
  1761. break;
  1762. case AL_TELEPORT:
  1763. case ALL_ODINS_POWER:
  1764. // Should fail when used on top of Land Protector [Skotlex]
  1765. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1766. && !(status->mode&MD_BOSS)
  1767. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1768. return false;
  1769. break;
  1770. default:
  1771. break;
  1772. }
  1773. if ( src )
  1774. sc = status_get_sc(src);
  1775. if( sc && sc->count ) {
  1776. if (sc->data[SC_ALL_RIDING])
  1777. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1778. if (flag == 1 && !(status->mode&MD_BOSS) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1779. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1780. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1781. )) {
  1782. if (src->type == BL_PC)
  1783. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1784. return false;
  1785. }
  1786. if (skill_id != RK_REFRESH && sc->opt1 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1787. if (flag != 1) // Can't cast, casted stuff can't damage.
  1788. return false;
  1789. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1790. return false; // Targetted spells can't come off.
  1791. }
  1792. if (
  1793. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1794. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1795. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1796. )
  1797. return false;
  1798. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1799. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1800. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1801. clif_emotion(src, E_LV);
  1802. return false;
  1803. }
  1804. if (sc->data[SC_BLADESTOP]) {
  1805. switch (sc->data[SC_BLADESTOP]->val1) {
  1806. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1807. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1808. case 3: if (skill_id == MO_INVESTIGATE) break;
  1809. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1810. default: return false;
  1811. }
  1812. }
  1813. if (sc->data[SC_DANCING] && flag!=2) {
  1814. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1815. skill_id == WM_FRIGG_SONG))
  1816. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1817. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1818. return false;
  1819. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1820. if (skill_id == BD_ENCORE ||
  1821. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1822. )
  1823. return false;
  1824. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1825. return false;
  1826. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1827. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1828. }
  1829. if (skill_id && // Do not block item-casted skills.
  1830. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1831. ) { // Skills blocked through status changes...
  1832. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1833. sc->cant.cast ||
  1834. (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
  1835. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1836. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1837. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1838. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1839. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  1840. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1841. ))
  1842. return false;
  1843. // Skill blocking.
  1844. if (
  1845. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1846. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1847. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1848. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1849. )
  1850. return false;
  1851. }
  1852. if (sc->option) {
  1853. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  1854. // Non players can use all skills while hidden.
  1855. return false;
  1856. }
  1857. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1858. return false;
  1859. }
  1860. }
  1861. if (target == NULL || target == src) // No further checking needed.
  1862. return true;
  1863. tsc = status_get_sc(target);
  1864. if (tsc && tsc->count) {
  1865. /**
  1866. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  1867. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1868. **/
  1869. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1870. return false;
  1871. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1872. return false;
  1873. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1874. && tsc->data[SC_FREEZE])
  1875. return false;
  1876. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1877. return false;
  1878. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  1879. return false;
  1880. }
  1881. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1882. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1883. // Skill that can hit hidden target
  1884. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  1885. hide_flag &= ~OPTION_HIDE;
  1886. switch( target->type ) {
  1887. case BL_PC: {
  1888. struct map_session_data *tsd = (TBL_PC*)target;
  1889. bool is_boss = (status->mode&MD_BOSS);
  1890. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);// god-knows-why gcc doesn't shut up until this happens
  1891. if (pc_isinvisible(tsd))
  1892. return false;
  1893. if (tsc) {
  1894. if ((tsc->option&hide_flag) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !is_detect))
  1895. return false;
  1896. if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || is_detect))
  1897. return false;
  1898. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  1899. return false;
  1900. if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  1901. return false;
  1902. if (tsc->data[SC_STEALTHFIELD] && !(is_boss || is_detect))
  1903. return false;
  1904. }
  1905. }
  1906. break;
  1907. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1908. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1909. if (status->mode&MD_LOOTER)
  1910. return true;
  1911. return false;
  1912. case BL_HOM:
  1913. case BL_MER:
  1914. case BL_ELEM:
  1915. 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 )
  1916. return false; // Can't use support skills on Homunculus (only Master/Self)
  1917. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1918. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  1919. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1920. return false; // Can't use Potion Pitcher on Mercenaries
  1921. default:
  1922. // Check for chase-walk/hiding/cloaking opponents.
  1923. if( tsc ) {
  1924. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1925. return false;
  1926. }
  1927. }
  1928. return true;
  1929. }
  1930. /**
  1931. * Checks whether the src can see the target
  1932. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1933. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1934. * @return src can see (1) or target is invisible (0)
  1935. * @author [Skotlex]
  1936. */
  1937. int status_check_visibility(struct block_list *src, struct block_list *target)
  1938. {
  1939. int view_range;
  1940. struct status_data* status = status_get_status_data(src);
  1941. struct status_change* tsc = status_get_sc(target);
  1942. switch (src->type) {
  1943. case BL_MOB:
  1944. view_range = ((TBL_MOB*)src)->min_chase;
  1945. break;
  1946. case BL_PET:
  1947. view_range = ((TBL_PET*)src)->db->range2;
  1948. break;
  1949. default:
  1950. view_range = AREA_SIZE;
  1951. }
  1952. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1953. return 0;
  1954. if ( src->type == BL_NPC) // NPCs don't care for the rest
  1955. return 1;
  1956. if (tsc) {
  1957. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1958. case BL_PC: {
  1959. struct map_session_data *tsd = (TBL_PC*)target;
  1960. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !(status->mode&MD_BOSS) && (tsd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1961. return 0;
  1962. if (tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && ((tsd && tsd->special_state.perfect_hiding) || (status->mode&MD_DETECTOR)))
  1963. return 0;
  1964. if (tsc->data[SC__FEINTBOMB] && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1965. return 0;
  1966. }
  1967. break;
  1968. default:
  1969. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD]) && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1970. return 0;
  1971. }
  1972. }
  1973. return 1;
  1974. }
  1975. /**
  1976. * Base ASPD value taken from the job tables
  1977. * @param sd: Player object
  1978. * @param status: Player status
  1979. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1980. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1981. */
  1982. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1983. {
  1984. int amotion;
  1985. int classidx = pc_class2idx(sd->status.class_);
  1986. #ifdef RENEWAL_ASPD
  1987. short mod = -1;
  1988. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  1989. case W_DAGGER: mod = 0; break; // 0, 1, 1
  1990. case W_1HSWORD:
  1991. case W_1HAXE: mod = 1;
  1992. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  1993. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  1994. }
  1995. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  1996. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1997. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  1998. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  1999. - job_info[classidx].aspd_base[sd->weapontype2]
  2000. + job_info[classidx].aspd_base[sd->weapontype1]);
  2001. if ( sd->status.shield )
  2002. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  2003. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  2004. #else
  2005. // Base weapon delay
  2006. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2007. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2008. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  2009. // Percentual delay reduction from stats
  2010. amotion -= amotion * (4*status->agi + status->dex)/1000;
  2011. #endif
  2012. // Raw delay adjustment from bAspd bonus
  2013. amotion += sd->bonus.aspd_add;
  2014. return amotion;
  2015. }
  2016. /**
  2017. * Base attack value calculated for units
  2018. * @param bl: Object to get attack for [PC|HOM]
  2019. * @param status: Object status
  2020. * @return base attack
  2021. * Note: Function only calculates Homunculus bATK in RENEWAL
  2022. */
  2023. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  2024. {
  2025. int flag = 0, str, dex, dstr;
  2026. if(!(bl->type&battle_config.enable_baseatk))
  2027. return 0;
  2028. if (bl->type == BL_PC)
  2029. switch(((TBL_PC*)bl)->status.weapon) {
  2030. case W_BOW:
  2031. case W_MUSICAL:
  2032. case W_WHIP:
  2033. case W_REVOLVER:
  2034. case W_RIFLE:
  2035. case W_GATLING:
  2036. case W_SHOTGUN:
  2037. case W_GRENADE:
  2038. flag = 1;
  2039. }
  2040. if (flag) {
  2041. #ifdef RENEWAL
  2042. dstr =
  2043. #endif
  2044. str = status->dex;
  2045. dex = status->str;
  2046. } else {
  2047. #ifdef RENEWAL
  2048. dstr =
  2049. #endif
  2050. str = status->str;
  2051. dex = status->dex;
  2052. }
  2053. /** [Skotlex]
  2054. * Normally only players have base-atk, but homunc have a different batk
  2055. * equation, hinting that perhaps non-players should use this for batk.
  2056. **/
  2057. #ifdef RENEWAL
  2058. if (bl->type == BL_HOM)
  2059. str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl));
  2060. #else
  2061. dstr = str/10;
  2062. str += dstr*dstr;
  2063. #endif
  2064. if (bl->type == BL_PC)
  2065. #ifdef RENEWAL
  2066. str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  2067. else if (bl->type == BL_MOB || bl->type == BL_MER)
  2068. str = dstr + ((TBL_MOB*)bl)->level;
  2069. #else
  2070. str+= dex/5 + status->luk/5;
  2071. #endif
  2072. return cap_value(str, 0, USHRT_MAX);
  2073. }
  2074. #ifdef RENEWAL
  2075. /**
  2076. * Weapon attack value calculated for Players
  2077. * @param wa: Weapon attack
  2078. * @param status: Player status
  2079. * @return weapon attack
  2080. */
  2081. unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
  2082. {
  2083. float str = status->str;
  2084. if (wa.range > 3)
  2085. str = status->dex;
  2086. // wa.at2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2087. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
  2088. }
  2089. #endif
  2090. #ifndef RENEWAL
  2091. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2092. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2093. #endif
  2094. #ifdef RENEWAL
  2095. unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level)
  2096. {
  2097. switch (bl->type) {
  2098. case BL_MOB:
  2099. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2100. //return status->int_ + level;
  2101. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2102. case BL_HOM:
  2103. return status_get_homint(bl) + level;
  2104. case BL_MER:
  2105. return status->int_ + status->int_ / 5 * status->int_ / 5;
  2106. case BL_PC:
  2107. default:
  2108. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2109. }
  2110. }
  2111. #endif
  2112. /**
  2113. * Fills in the misc data that can be calculated from the other status info (except for level)
  2114. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2115. * @param status: Player status
  2116. */
  2117. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2118. {
  2119. int stat;
  2120. // Non players get the value set, players need to stack with previous bonuses.
  2121. if( bl->type != BL_PC )
  2122. status->batk =
  2123. status->hit = status->flee =
  2124. status->def2 = status->mdef2 =
  2125. status->cri = status->flee2 = 0;
  2126. #ifdef RENEWAL // Renewal formulas
  2127. if (bl->type == BL_HOM) {
  2128. // Def2
  2129. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2130. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2131. // Mdef2
  2132. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2133. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2134. // Def
  2135. stat = status->def;
  2136. stat += status_get_homvit(bl) + level / 2;
  2137. status->def = cap_value(stat, 0, SHRT_MAX);
  2138. // Mdef
  2139. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2140. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2141. // Hit
  2142. stat = level + status->dex + 150;
  2143. status->hit = cap_value(stat, 1, SHRT_MAX);
  2144. // Flee
  2145. stat = level + status_get_homagi(bl);
  2146. status->flee = cap_value(stat, 1, SHRT_MAX);
  2147. // Atk
  2148. stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2149. status->rhw.atk = cap_value(stat, 0, SHRT_MAX);
  2150. // Atk2
  2151. stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2152. status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX);
  2153. } else {
  2154. // Hit
  2155. stat = status->hit;
  2156. 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
  2157. status->hit = cap_value(stat, 1, SHRT_MAX);
  2158. // Flee
  2159. stat = status->flee;
  2160. 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
  2161. status->flee = cap_value(stat, 1, SHRT_MAX);
  2162. // Def2
  2163. if (bl->type == BL_MER)
  2164. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2165. else {
  2166. stat = status->def2;
  2167. 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)
  2168. }
  2169. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2170. // Mdef2
  2171. if (bl->type == BL_MER)
  2172. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2173. else {
  2174. stat = status->mdef2;
  2175. 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)
  2176. }
  2177. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2178. }
  2179. // MAtk
  2180. status->matk_min = status->matk_max = status_base_matk(bl, status, level);
  2181. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2182. //switch (bl->type) {
  2183. // case BL_MOB:
  2184. // status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2185. // status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2186. // break;
  2187. // case BL_MER:
  2188. // status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2189. // status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2190. // break;
  2191. //}
  2192. #else
  2193. // Matk
  2194. status->matk_min = status_base_matk_min(status);
  2195. status->matk_max = status_base_matk_max(status);
  2196. // Hit
  2197. stat = status->hit;
  2198. stat += level + status->dex;
  2199. status->hit = cap_value(stat, 1, SHRT_MAX);
  2200. // Flee
  2201. stat = status->flee;
  2202. stat += level + status->agi;
  2203. status->flee = cap_value(stat, 1, SHRT_MAX);
  2204. // Def2
  2205. stat = status->def2;
  2206. stat += status->vit;
  2207. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2208. // Mdef2
  2209. stat = status->mdef2;
  2210. stat += status->int_ + (status->vit>>1);
  2211. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2212. #endif
  2213. //Critical
  2214. if( bl->type&battle_config.enable_critical ) {
  2215. stat = status->cri;
  2216. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2217. status->cri = cap_value(stat, 1, SHRT_MAX);
  2218. } else
  2219. status->cri = 0;
  2220. if (bl->type&battle_config.enable_perfect_flee) {
  2221. stat = status->flee2;
  2222. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2223. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2224. } else
  2225. status->flee2 = 0;
  2226. if (status->batk) {
  2227. int temp = status->batk + status_base_atk(bl, status);
  2228. status->batk = cap_value(temp, 0, USHRT_MAX);
  2229. } else
  2230. status->batk = status_base_atk(bl, status);
  2231. if (status->cri) {
  2232. switch (bl->type) {
  2233. case BL_MOB:
  2234. if(battle_config.mob_critical_rate != 100)
  2235. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2236. if(!status->cri && battle_config.mob_critical_rate)
  2237. status->cri = 10;
  2238. break;
  2239. case BL_PC:
  2240. // Players don't have a critical adjustment setting as of yet.
  2241. break;
  2242. default:
  2243. if(battle_config.critical_rate != 100)
  2244. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2245. if (!status->cri && battle_config.critical_rate)
  2246. status->cri = 10;
  2247. }
  2248. }
  2249. if(bl->type&BL_REGEN)
  2250. status_calc_regen(bl, status, status_get_regen_data(bl));
  2251. }
  2252. /**
  2253. * Calculates the initial status for the given mob
  2254. * @param md: Mob object
  2255. * @param opt: Whether or not it is the first calculation
  2256. This will only be false when a mob levels up (Regular and WoE Guardians)
  2257. * @return 1 for calculated special statuses or 0 for none
  2258. * @author [Skotlex]
  2259. */
  2260. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2261. {
  2262. struct status_data *status;
  2263. struct block_list *mbl = NULL;
  2264. int flag=0;
  2265. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2266. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2267. ;
  2268. else
  2269. md->level = md->db->lv;
  2270. }
  2271. // Check if we need custom base-status
  2272. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2273. flag|=1;
  2274. if (md->special_state.size)
  2275. flag|=2;
  2276. if (md->guardian_data && md->guardian_data->guardup_lv)
  2277. flag|=4;
  2278. if (md->mob_id == MOBID_EMPERIUM)
  2279. flag|=4;
  2280. if (battle_config.slaves_inherit_speed && md->master_id)
  2281. flag|=8;
  2282. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2283. flag|=16;
  2284. if (!flag) { // No special status required.
  2285. if (md->base_status) {
  2286. aFree(md->base_status);
  2287. md->base_status = NULL;
  2288. }
  2289. if (opt&SCO_FIRST)
  2290. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2291. return 0;
  2292. }
  2293. if (!md->base_status)
  2294. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2295. status = md->base_status;
  2296. memcpy(status, &md->db->status, sizeof(struct status_data));
  2297. if (flag&(8|16))
  2298. mbl = map_id2bl(md->master_id);
  2299. if (flag&8 && mbl) {
  2300. struct status_data *mstatus = status_get_base_status(mbl);
  2301. if (mstatus &&
  2302. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  2303. status->speed = mstatus->speed;
  2304. if( status->speed < 2 ) // Minimum for the unit to function properly
  2305. status->speed = 2;
  2306. }
  2307. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2308. int diff = md->level - md->db->lv;
  2309. status->str += diff;
  2310. status->agi += diff;
  2311. status->vit += diff;
  2312. status->int_ += diff;
  2313. status->dex += diff;
  2314. status->luk += diff;
  2315. status->max_hp += diff * status->vit;
  2316. status->max_sp += diff * status->int_;
  2317. status->hp = status->max_hp;
  2318. status->sp = status->max_sp;
  2319. status->speed -= cap_value(diff, 0, status->speed - 10);
  2320. }
  2321. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2322. if (md->special_state.size == SZ_MEDIUM) {
  2323. status->max_hp >>= 1;
  2324. status->max_sp >>= 1;
  2325. if (!status->max_hp) status->max_hp = 1;
  2326. if (!status->max_sp) status->max_sp = 1;
  2327. status->hp = status->max_hp;
  2328. status->sp = status->max_sp;
  2329. status->str >>= 1;
  2330. status->agi >>= 1;
  2331. status->vit >>= 1;
  2332. status->int_ >>= 1;
  2333. status->dex >>= 1;
  2334. status->luk >>= 1;
  2335. if (!status->str) status->str = 1;
  2336. if (!status->agi) status->agi = 1;
  2337. if (!status->vit) status->vit = 1;
  2338. if (!status->int_) status->int_ = 1;
  2339. if (!status->dex) status->dex = 1;
  2340. if (!status->luk) status->luk = 1;
  2341. } else if (md->special_state.size == SZ_BIG) {
  2342. status->max_hp <<= 1;
  2343. status->max_sp <<= 1;
  2344. status->hp = status->max_hp;
  2345. status->sp = status->max_sp;
  2346. status->str <<= 1;
  2347. status->agi <<= 1;
  2348. status->vit <<= 1;
  2349. status->int_ <<= 1;
  2350. status->dex <<= 1;
  2351. status->luk <<= 1;
  2352. }
  2353. }
  2354. status_calc_misc(&md->bl, status, md->level);
  2355. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2356. struct guild_castle *gc;
  2357. gc=guild_mapname2gc(map[md->bl.m].name);
  2358. if (!gc)
  2359. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2360. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2361. #ifdef RENEWAL
  2362. status->max_hp += 50 * gc->defense;
  2363. status->max_sp += 70 * gc->defense;
  2364. #else
  2365. status->max_hp += 1000 * gc->defense;
  2366. status->max_sp += 200 * gc->defense;
  2367. #endif
  2368. status->hp = status->max_hp;
  2369. status->sp = status->max_sp;
  2370. status->def += (gc->defense+2)/3;
  2371. status->mdef += (gc->defense+2)/3;
  2372. }
  2373. if(md->mob_id != MOBID_EMPERIUM) {
  2374. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2375. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2376. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2377. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2378. }
  2379. }
  2380. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2381. struct unit_data *ud = unit_bl2ud(mbl);
  2382. // Remove special AI when this is used by regular mobs.
  2383. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2384. md->special_state.ai = AI_NONE;
  2385. if (ud) {
  2386. // Different levels of HP according to skill level
  2387. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2388. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2389. switch(ud->skill_id) {
  2390. case AM_SPHEREMINE:
  2391. status->max_hp = 2000 + 400*ud->skill_lv;
  2392. break;
  2393. case KO_ZANZOU:
  2394. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2395. break;
  2396. case AM_CANNIBALIZE:
  2397. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2398. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  2399. break;
  2400. case MH_SUMMON_LEGION:
  2401. {
  2402. int homblvl = status_get_lv(mbl);
  2403. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2404. status->batk = 100 * (ud->skill_lv+5) / 2;
  2405. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2406. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2407. // status->aspd_rate = max(100,status->aspd_rate);
  2408. break;
  2409. }
  2410. case NC_SILVERSNIPER:
  2411. {
  2412. struct status_data *mstatus = status_get_status_data(mbl);
  2413. if(!mstatus)
  2414. break;
  2415. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2416. status->batk = 200 * ud->skill_lv;
  2417. break;
  2418. }
  2419. case NC_MAGICDECOY:
  2420. {
  2421. struct status_data *mstatus = status_get_status_data(mbl);
  2422. if(!mstatus)
  2423. break;
  2424. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2425. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2426. break;
  2427. }
  2428. }
  2429. status->hp = status->max_hp;
  2430. }
  2431. }
  2432. if (opt&SCO_FIRST) // Initial battle status
  2433. memcpy(&md->status, status, sizeof(struct status_data));
  2434. return 1;
  2435. }
  2436. /**
  2437. * Calculates the stats of the given pet
  2438. * @param pd: Pet object
  2439. * @param opt: Whether or not it is the first calculation
  2440. This will only be false when a pet levels up
  2441. * @return 1
  2442. * @author [Skotlex]
  2443. */
  2444. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2445. {
  2446. nullpo_retv(pd);
  2447. if (opt&SCO_FIRST) {
  2448. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2449. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2450. pd->status.class_ = CLASS_NORMAL;
  2451. pd->status.speed = pd->petDB->speed;
  2452. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2453. // Attack support requires the pet to be able to attack
  2454. pd->status.mode |= MD_CANATTACK;
  2455. }
  2456. }
  2457. if (battle_config.pet_lv_rate && pd->master) {
  2458. struct map_session_data *sd = pd->master;
  2459. int lv;
  2460. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2461. if (lv < 0)
  2462. lv = 1;
  2463. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2464. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2465. pd->pet.level = lv;
  2466. if (!(opt&SCO_FIRST)) // Lv Up animation
  2467. clif_misceffect(&pd->bl, 0);
  2468. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2469. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2470. status->str = (bstat->str*lv)/pd->db->lv;
  2471. status->agi = (bstat->agi*lv)/pd->db->lv;
  2472. status->vit = (bstat->vit*lv)/pd->db->lv;
  2473. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2474. status->dex = (bstat->dex*lv)/pd->db->lv;
  2475. status->luk = (bstat->luk*lv)/pd->db->lv;
  2476. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2477. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2478. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2479. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2480. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2481. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2482. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2483. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2484. status_calc_misc(&pd->bl, &pd->status, lv);
  2485. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2486. clif_send_petstatus(sd);
  2487. }
  2488. } else if (opt&SCO_FIRST) {
  2489. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2490. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2491. pd->pet.level = pd->db->lv;
  2492. }
  2493. // Support rate modifier (1000 = 100%)
  2494. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2495. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2496. }
  2497. /**
  2498. * Get HP bonus modifiers
  2499. * @param bl: block_list that will be checked
  2500. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2501. * @return bonus: total bonus for HP
  2502. * @author [Cydh]
  2503. */
  2504. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2505. int bonus = 0;
  2506. if (type == STATUS_BONUS_FIX) {
  2507. struct status_change *sc = status_get_sc(bl);
  2508. //Only for BL_PC
  2509. if (bl->type == BL_PC) {
  2510. struct map_session_data *sd = map_id2sd(bl->id);
  2511. uint8 i;
  2512. bonus += sd->bonus.hp;
  2513. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2514. bonus += i * 200;
  2515. #ifndef HP_SP_TABLES
  2516. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2517. bonus += 2000; // Supernovice lvl99 hp bonus.
  2518. #endif
  2519. }
  2520. //Bonus by SC
  2521. if (sc) {
  2522. if(sc->data[SC_INCMHP])
  2523. bonus += sc->data[SC_INCMHP]->val1;
  2524. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2525. bonus += 500;
  2526. if(sc->data[SC_LERADSDEW])
  2527. bonus += sc->data[SC_LERADSDEW]->val3;
  2528. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2529. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val4;
  2530. if(sc->data[SC_INSPIRATION])
  2531. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2532. if(sc->data[SC_SOLID_SKIN_OPTION])
  2533. bonus += 2000;
  2534. if(sc->data[SC_MTF_MHP])
  2535. bonus += sc->data[SC_MTF_MHP]->val1;
  2536. if(sc->data[SC_MARIONETTE])
  2537. bonus -= 1000;
  2538. }
  2539. } else if (type == STATUS_BONUS_RATE) {
  2540. struct status_change *sc = status_get_sc(bl);
  2541. //Only for BL_PC
  2542. if (bl->type == BL_PC) {
  2543. struct map_session_data *sd = map_id2sd(bl->id);
  2544. bonus += sd->hprate;
  2545. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2546. }
  2547. //Bonus by SC
  2548. if (sc) {
  2549. //Increasing
  2550. if(sc->data[SC_INCMHPRATE])
  2551. bonus += sc->data[SC_INCMHPRATE]->val1;
  2552. if(sc->data[SC_APPLEIDUN])
  2553. bonus += sc->data[SC_APPLEIDUN]->val2;
  2554. if(sc->data[SC_DELUGE])
  2555. bonus += sc->data[SC_DELUGE]->val2;
  2556. if(sc->data[SC_BERSERK])
  2557. bonus += 200; //+200%
  2558. if(sc->data[SC_MERC_HPUP])
  2559. bonus += sc->data[SC_MERC_HPUP]->val2;
  2560. if(sc->data[SC_EPICLESIS])
  2561. bonus += sc->data[SC_EPICLESIS]->val2;
  2562. if(sc->data[SC_FRIGG_SONG])
  2563. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2564. if(sc->data[SC_FORCEOFVANGUARD])
  2565. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2566. if(sc->data[SC_INSPIRATION])
  2567. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2568. if(sc->data[SC_RAISINGDRAGON])
  2569. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2570. if(sc->data[SC_GT_REVITALIZE])
  2571. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2572. if(sc->data[SC_MUSTLE_M])
  2573. bonus += sc->data[SC_MUSTLE_M]->val1;
  2574. if(sc->data[SC_ANGRIFFS_MODUS])
  2575. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2576. if(sc->data[SC_PETROLOGY_OPTION])
  2577. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2578. if(sc->data[SC_POWER_OF_GAIA])
  2579. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2580. if(sc->data[SC_CURSED_SOIL_OPTION])
  2581. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2582. if(sc->data[SC_UPHEAVAL_OPTION])
  2583. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2584. //Decreasing
  2585. if(sc->data[SC_VENOMBLEED])
  2586. bonus -= 15;
  2587. if(sc->data[SC_BEYONDOFWARCRY])
  2588. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2589. if(sc->data[SC__WEAKNESS])
  2590. bonus -= sc->data[SC__WEAKNESS]->val2;
  2591. if(sc->data[SC_MYSTERIOUS_POWDER])
  2592. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2593. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2594. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2595. if(sc->data[SC_EQC])
  2596. bonus -= sc->data[SC_EQC]->val4;
  2597. }
  2598. // Max rate reduce is -100%
  2599. bonus = cap_value(bonus,-100,INT_MAX);
  2600. }
  2601. return min(bonus,INT_MAX);
  2602. }
  2603. /**
  2604. * Get SP bonus modifiers
  2605. * @param bl: block_list that will be checked
  2606. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2607. * @return bonus: total bonus for SP
  2608. * @author [Cydh]
  2609. */
  2610. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2611. int bonus = 0;
  2612. if (type == STATUS_BONUS_FIX) {
  2613. struct status_change *sc = status_get_sc(bl);
  2614. //Only for BL_PC
  2615. if (bl->type == BL_PC) {
  2616. struct map_session_data *sd = map_id2sd(bl->id);
  2617. uint8 i;
  2618. bonus += sd->bonus.sp;
  2619. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2620. bonus += 30 * i;
  2621. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2622. bonus += 200 + 20 * i;
  2623. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2624. bonus += 30 * i;
  2625. }
  2626. //Bonus by SC
  2627. if (sc) {
  2628. if(sc->data[SC_INCMSP])
  2629. bonus += sc->data[SC_INCMSP]->val1;
  2630. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2631. bonus += 50;
  2632. if(sc->data[SC_MTF_MSP])
  2633. bonus += sc->data[SC_MTF_MSP]->val1;
  2634. }
  2635. } else if (type == STATUS_BONUS_RATE) {
  2636. struct status_change *sc = status_get_sc(bl);
  2637. //Only for BL_PC
  2638. if (bl->type == BL_PC) {
  2639. struct map_session_data *sd = map_id2sd(bl->id);
  2640. uint8 i;
  2641. bonus += sd->sprate;
  2642. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2643. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2644. bonus += i;
  2645. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2646. bonus += 2 * i;
  2647. }
  2648. //Bonus by SC
  2649. if (sc) {
  2650. if(sc->data[SC_INCMSPRATE])
  2651. bonus += sc->data[SC_INCMSPRATE]->val1;
  2652. if(sc->data[SC_RAISINGDRAGON])
  2653. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2654. if(sc->data[SC_SERVICE4U])
  2655. bonus += sc->data[SC_SERVICE4U]->val2;
  2656. if(sc->data[SC_MERC_SPUP])
  2657. bonus += sc->data[SC_MERC_SPUP]->val2;
  2658. if(sc->data[SC_LIFE_FORCE_F])
  2659. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2660. if(sc->data[SC_VITATA_500])
  2661. bonus += sc->data[SC_VITATA_500]->val2;
  2662. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2663. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val4;
  2664. }
  2665. // Max rate reduce is -100%
  2666. bonus = cap_value(bonus,-100,INT_MAX);
  2667. }
  2668. return min(bonus,INT_MAX);
  2669. }
  2670. /**
  2671. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2672. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2673. * @param sd Player
  2674. * @param stat Vit/Int of player as param modifier
  2675. * @param isHP true - calculates Max HP, false - calculated Max SP
  2676. * @return max The max value of HP or SP
  2677. */
  2678. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2679. double dmax = 0;
  2680. uint16 idx, level, job_id;
  2681. nullpo_ret(sd);
  2682. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2683. idx = pc_class2idx(job_id);
  2684. level = umax(sd->status.base_level,1);
  2685. if (isHP) { //Calculates MaxHP
  2686. 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);
  2687. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2688. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2689. }
  2690. else { //Calculates MaxSP
  2691. 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);
  2692. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2693. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2694. }
  2695. //Make sure it's not negative before casting to unsigned int
  2696. if(dmax < 1) dmax = 1;
  2697. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2698. }
  2699. /**
  2700. * Calculates player data from scratch without counting SC adjustments
  2701. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2702. * @param sd: Player object
  2703. * @param opt: Whether it is first calc (login) or not
  2704. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2705. */
  2706. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
  2707. {
  2708. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2709. struct status_data *base_status; ///< Pointer to the player's base status
  2710. const struct status_change *sc = &sd->sc;
  2711. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2712. int b_weight, b_max_weight, b_cart_weight_max, ///< Previous weight
  2713. i, skill,refinedef=0;
  2714. short index = -1;
  2715. if (++calculating > 10) // Too many recursive calls!
  2716. return -1;
  2717. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2718. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2719. b_weight = sd->weight;
  2720. b_max_weight = sd->max_weight;
  2721. b_cart_weight_max = sd->cart_weight_max;
  2722. pc_calc_skilltree(sd); // SkillTree calculation
  2723. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base+sd->status.str*300;
  2724. if (opt&SCO_FIRST) {
  2725. // Load Hp/SP from char-received data.
  2726. sd->battle_status.hp = sd->status.hp;
  2727. sd->battle_status.sp = sd->status.sp;
  2728. sd->regen.sregen = &sd->sregen;
  2729. sd->regen.ssregen = &sd->ssregen;
  2730. sd->weight=0;
  2731. for(i=0;i<MAX_INVENTORY;i++) {
  2732. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2733. continue;
  2734. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2735. }
  2736. sd->cart_weight=0;
  2737. sd->cart_num=0;
  2738. for(i=0;i<MAX_CART;i++) {
  2739. if(sd->status.cart[i].nameid==0)
  2740. continue;
  2741. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2742. sd->cart_num++;
  2743. }
  2744. }
  2745. base_status = &sd->base_status;
  2746. // These are not zeroed. [zzo]
  2747. sd->hprate = 100;
  2748. sd->sprate = 100;
  2749. sd->castrate = 100;
  2750. sd->delayrate = 100;
  2751. sd->dsprate = 100;
  2752. sd->hprecov_rate = 100;
  2753. sd->sprecov_rate = 100;
  2754. sd->matk_rate = 100;
  2755. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2756. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2757. sd->regen.state.block = 0;
  2758. // Zeroed arrays, order follows the order in pc.h.
  2759. // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2760. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2761. + sizeof(sd->param_equip)
  2762. + sizeof(sd->subele)
  2763. + sizeof(sd->subele_script)
  2764. + sizeof(sd->subdefele)
  2765. + sizeof(sd->subrace)
  2766. + sizeof(sd->subclass)
  2767. + sizeof(sd->subrace2)
  2768. + sizeof(sd->subsize)
  2769. + sizeof(sd->reseff)
  2770. + sizeof(sd->coma_class)
  2771. + sizeof(sd->coma_race)
  2772. + sizeof(sd->weapon_coma_ele)
  2773. + sizeof(sd->weapon_coma_race)
  2774. + sizeof(sd->weapon_coma_class)
  2775. + sizeof(sd->weapon_atk)
  2776. + sizeof(sd->weapon_atk_rate)
  2777. + sizeof(sd->arrow_addele)
  2778. + sizeof(sd->arrow_addrace)
  2779. + sizeof(sd->arrow_addclass)
  2780. + sizeof(sd->arrow_addsize)
  2781. + sizeof(sd->magic_addele)
  2782. + sizeof(sd->magic_addele_script)
  2783. + sizeof(sd->magic_addrace)
  2784. + sizeof(sd->magic_addclass)
  2785. + sizeof(sd->magic_addsize)
  2786. + sizeof(sd->magic_atk_ele)
  2787. + sizeof(sd->critaddrace)
  2788. + sizeof(sd->expaddrace)
  2789. + sizeof(sd->expaddclass)
  2790. + sizeof(sd->ignore_mdef_by_race)
  2791. + sizeof(sd->ignore_mdef_by_class)
  2792. + sizeof(sd->ignore_def_by_race)
  2793. + sizeof(sd->sp_gain_race)
  2794. );
  2795. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2796. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2797. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  2798. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2799. memset(&sd->special_state,0,sizeof(sd->special_state));
  2800. if (!sd->state.permanent_speed) {
  2801. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  2802. base_status->speed = DEFAULT_WALK_SPEED;
  2803. } else {
  2804. int pSpeed = base_status->speed;
  2805. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  2806. base_status->speed = pSpeed;
  2807. }
  2808. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2809. // Give them all modes except these (useful for clones)
  2810. base_status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2811. base_status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2812. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  2813. if (sd->class_&JOBL_BABY) {
  2814. if (battle_config.character_size&SZ_BIG)
  2815. base_status->size++;
  2816. } else
  2817. if(battle_config.character_size&SZ_MEDIUM)
  2818. base_status->size++;
  2819. }
  2820. base_status->aspd_rate = 1000;
  2821. base_status->ele_lv = 1;
  2822. base_status->race = RC_PLAYER;
  2823. base_status->class_ = CLASS_NORMAL;
  2824. // Zero up structures...
  2825. memset(&sd->autospell, 0, sizeof(sd->autospell)
  2826. + sizeof(sd->autospell2)
  2827. + sizeof(sd->autospell3)
  2828. + sizeof(sd->addeff)
  2829. + sizeof(sd->addeff_atked)
  2830. + sizeof(sd->addeff_onskill)
  2831. + sizeof(sd->skillatk)
  2832. + sizeof(sd->skillusesprate)
  2833. + sizeof(sd->skillusesp)
  2834. + sizeof(sd->skillheal)
  2835. + sizeof(sd->skillheal2)
  2836. + sizeof(sd->skillblown)
  2837. + sizeof(sd->skillcastrate)
  2838. + sizeof(sd->skillfixcastrate)
  2839. + sizeof(sd->subskill)
  2840. + sizeof(sd->skillcooldown)
  2841. + sizeof(sd->skillfixcast)
  2842. + sizeof(sd->skillvarcast)
  2843. + sizeof(sd->hp_loss)
  2844. + sizeof(sd->sp_loss)
  2845. + sizeof(sd->hp_regen)
  2846. + sizeof(sd->sp_regen)
  2847. + sizeof(sd->add_def)
  2848. + sizeof(sd->add_mdef)
  2849. + sizeof(sd->add_mdmg)
  2850. + sizeof(sd->add_drop)
  2851. + sizeof(sd->itemhealrate)
  2852. + sizeof(sd->subele2)
  2853. + sizeof(sd->def_set_race)
  2854. + sizeof(sd->mdef_set_race)
  2855. + sizeof(sd->norecover_state_race)
  2856. + sizeof(sd->hp_vanish_race)
  2857. + sizeof(sd->sp_vanish_race)
  2858. );
  2859. memset (&sd->bonus, 0, sizeof(sd->bonus));
  2860. // Autobonus
  2861. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2862. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2863. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2864. pc_itemgrouphealrate_clear(sd);
  2865. npc_script_event(sd, NPCE_STATCALC);
  2866. // Parse equipment
  2867. for (i = 0; i < EQI_MAX; i++) {
  2868. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2869. current_equip_combo_pos = 0;
  2870. if (index < 0)
  2871. continue;
  2872. if (i == EQI_AMMO)
  2873. continue;
  2874. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  2875. continue;
  2876. if (!sd->inventory_data[index])
  2877. continue;
  2878. base_status->def += sd->inventory_data[index]->def;
  2879. // Items may be equipped, their effects however are nullified.
  2880. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  2881. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  2882. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2883. if (!calculating)
  2884. return 1;
  2885. }
  2886. // Sanitize the refine level in case someone decreased the value inbetween
  2887. if (sd->status.inventory[index].refine > MAX_REFINE)
  2888. sd->status.inventory[index].refine = MAX_REFINE;
  2889. if (sd->inventory_data[index]->type == IT_WEAPON) {
  2890. int r = sd->status.inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  2891. struct weapon_data *wd;
  2892. struct weapon_atk *wa;
  2893. if(wlv >= REFINE_TYPE_MAX)
  2894. wlv = REFINE_TYPE_MAX - 1;
  2895. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2896. wd = &sd->left_weapon; // Left-hand weapon
  2897. wa = &base_status->lhw;
  2898. } else {
  2899. wd = &sd->right_weapon;
  2900. wa = &base_status->rhw;
  2901. }
  2902. wa->atk += sd->inventory_data[index]->atk;
  2903. if(r)
  2904. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2905. #ifdef RENEWAL
  2906. wa->matk += sd->inventory_data[index]->matk;
  2907. wa->wlv = wlv;
  2908. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  2909. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  2910. #endif
  2911. if(r) // Overrefine bonus.
  2912. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2913. wa->range += sd->inventory_data[index]->range;
  2914. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2915. if (wd == &sd->left_weapon) {
  2916. sd->state.lr_flag = 1;
  2917. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2918. sd->state.lr_flag = 0;
  2919. } else
  2920. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2921. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2922. return 1;
  2923. }
  2924. if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon
  2925. wd->star += (sd->status.inventory[index].card[1]>>8);
  2926. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2927. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2928. wd->star += 10;
  2929. if (!wa->ele) // Do not overwrite element from previous bonuses.
  2930. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2931. }
  2932. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2933. int r;
  2934. if ( (r = sd->status.inventory[index].refine) )
  2935. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2936. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2937. if( i == EQI_HAND_L ) // Shield
  2938. sd->state.lr_flag = 3;
  2939. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2940. if( i == EQI_HAND_L ) // Shield
  2941. sd->state.lr_flag = 0;
  2942. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2943. return 1;
  2944. }
  2945. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  2946. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2947. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2948. if( !calculating )
  2949. return 1;
  2950. }
  2951. }
  2952. }
  2953. if(sd->equip_index[EQI_AMMO] >= 0) {
  2954. index = sd->equip_index[EQI_AMMO];
  2955. if(sd->inventory_data[index]) { // Arrows
  2956. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2957. sd->state.lr_flag = 2;
  2958. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  2959. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2960. sd->state.lr_flag = 0;
  2961. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  2962. return 1;
  2963. }
  2964. }
  2965. // We've got combos to process and check
  2966. if( sd->combos.count ) {
  2967. for (i = 0; i < sd->combos.count; i++) {
  2968. uint8 j = 0;
  2969. bool no_run = false;
  2970. struct item_combo *combo = NULL;
  2971. current_equip_item_index = -1;
  2972. current_equip_combo_pos = sd->combos.pos[i];
  2973. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  2974. continue;
  2975. // Check combo items
  2976. while (j < combo->count) {
  2977. struct item_data *id = itemdb_exists(combo->nameid[j]);
  2978. // Don't run the script if at least one of combo's pair has restriction
  2979. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  2980. no_run = true;
  2981. break;
  2982. }
  2983. j++;
  2984. }
  2985. if (no_run)
  2986. continue;
  2987. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  2988. if (!calculating) // Abort, run_script retriggered this
  2989. return 1;
  2990. }
  2991. }
  2992. // Store equipment script bonuses
  2993. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2994. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2995. base_status->def += (refinedef+50)/100;
  2996. // Parse Cards
  2997. for (i = 0; i < EQI_MAX; i++) {
  2998. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2999. current_equip_combo_pos = 0;
  3000. if (index < 0)
  3001. continue;
  3002. if (i == EQI_AMMO)
  3003. continue;
  3004. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3005. continue;
  3006. if (sd->inventory_data[index]) {
  3007. int j;
  3008. struct item_data *data;
  3009. // Card script execution.
  3010. if (itemdb_isspecial(sd->status.inventory[index].card[0]))
  3011. continue;
  3012. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3013. int c = sd->status.inventory[index].card[j];
  3014. current_equip_card_id= c;
  3015. if(!c)
  3016. continue;
  3017. data = itemdb_exists(c);
  3018. if(!data)
  3019. continue;
  3020. 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
  3021. run_script(data->equip_script,0,sd->bl.id,0);
  3022. if (!calculating)
  3023. return 1;
  3024. }
  3025. if(!data->script)
  3026. continue;
  3027. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3028. continue;
  3029. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3030. sd->state.lr_flag = 1;
  3031. run_script(data->script,0,sd->bl.id,0);
  3032. sd->state.lr_flag = 0;
  3033. } else
  3034. run_script(data->script,0,sd->bl.id,0);
  3035. if (!calculating) // Abort, run_script his function. [Skotlex]
  3036. return 1;
  3037. }
  3038. }
  3039. }
  3040. if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
  3041. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3042. if( data && data->script )
  3043. run_script(data->script,0,sd->bl.id,0);
  3044. }
  3045. pc_bonus_script(sd);
  3046. if( sd->pd ) { // Pet Bonus
  3047. struct pet_data *pd = sd->pd;
  3048. if( pd && pd->petDB && pd->petDB->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  3049. run_script(pd->petDB->pet_loyal_script,0,sd->bl.id,0);
  3050. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  3051. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3052. }
  3053. // param_bonus now holds card bonuses.
  3054. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3055. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3056. if(base_status->rhw.range < base_status->lhw.range)
  3057. base_status->rhw.range = base_status->lhw.range;
  3058. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3059. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3060. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3061. // Damage modifiers from weapon type
  3062. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  3063. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  3064. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  3065. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  3066. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  3067. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  3068. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3069. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3070. { // When Riding with spear, damage modifier to mid-class becomes
  3071. // same as versus large size.
  3072. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  3073. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  3074. }
  3075. // ----- STATS CALCULATION -----
  3076. // Job bonuses
  3077. index = pc_class2idx(sd->status.class_);
  3078. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3079. if(!job_info[index].job_bonus[i])
  3080. continue;
  3081. switch(job_info[index].job_bonus[i]) {
  3082. case 1: base_status->str++; break;
  3083. case 2: base_status->agi++; break;
  3084. case 3: base_status->vit++; break;
  3085. case 4: base_status->int_++; break;
  3086. case 5: base_status->dex++; break;
  3087. case 6: base_status->luk++; break;
  3088. }
  3089. }
  3090. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3091. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3092. base_status->str += 10;
  3093. base_status->agi += 10;
  3094. base_status->vit += 10;
  3095. base_status->int_+= 10;
  3096. base_status->dex += 10;
  3097. base_status->luk += 10;
  3098. }
  3099. // Absolute modifiers from passive skills
  3100. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3101. base_status->str++;
  3102. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3103. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3104. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3105. base_status->dex += skill;
  3106. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3107. base_status->int_ += skill;
  3108. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3109. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3110. base_status->str = cap_value(i,0,USHRT_MAX);
  3111. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3112. base_status->agi = cap_value(i,0,USHRT_MAX);
  3113. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3114. base_status->vit = cap_value(i,0,USHRT_MAX);
  3115. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3116. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3117. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3118. base_status->dex = cap_value(i,0,USHRT_MAX);
  3119. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3120. base_status->luk = cap_value(i,0,USHRT_MAX);
  3121. // ------ ATTACK CALCULATION ------
  3122. // Base batk value is set in status_calc_misc
  3123. #ifndef RENEWAL
  3124. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3125. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3126. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3127. // Absolute modifiers from passive skills
  3128. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3129. base_status->batk += 4;
  3130. #else
  3131. base_status->watk = status_weapon_atk(base_status->rhw, base_status);
  3132. base_status->watk2 = status_weapon_atk(base_status->lhw, base_status);
  3133. base_status->eatk = max(sd->bonus.eatk,0);
  3134. #endif
  3135. // ----- HP MAX CALCULATION -----
  3136. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3137. if(battle_config.hp_rate != 100)
  3138. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3139. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3140. // ----- SP MAX CALCULATION -----
  3141. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3142. if(battle_config.sp_rate != 100)
  3143. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3144. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3145. // ----- RESPAWN HP/SP -----
  3146. // Calc respawn hp and store it on base_status
  3147. if (sd->special_state.restart_full_recover) {
  3148. base_status->hp = base_status->max_hp;
  3149. base_status->sp = base_status->max_sp;
  3150. } else {
  3151. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3152. && battle_config.restart_hp_rate < 50)
  3153. base_status->hp = base_status->max_hp>>1;
  3154. else
  3155. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3156. if(!base_status->hp)
  3157. base_status->hp = 1;
  3158. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3159. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3160. base_status->sp = 1;
  3161. }
  3162. // ----- MISC CALCULATION -----
  3163. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3164. // Equipment modifiers for misc settings
  3165. if(sd->matk_rate < 0)
  3166. sd->matk_rate = 0;
  3167. if(sd->matk_rate != 100) {
  3168. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3169. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3170. }
  3171. if(sd->hit_rate < 0)
  3172. sd->hit_rate = 0;
  3173. if(sd->hit_rate != 100)
  3174. base_status->hit = base_status->hit * sd->hit_rate/100;
  3175. if(sd->flee_rate < 0)
  3176. sd->flee_rate = 0;
  3177. if(sd->flee_rate != 100)
  3178. base_status->flee = base_status->flee * sd->flee_rate/100;
  3179. if(sd->def2_rate < 0)
  3180. sd->def2_rate = 0;
  3181. if(sd->def2_rate != 100)
  3182. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3183. if(sd->mdef2_rate < 0)
  3184. sd->mdef2_rate = 0;
  3185. if(sd->mdef2_rate != 100)
  3186. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3187. if(sd->critical_rate < 0)
  3188. sd->critical_rate = 0;
  3189. if(sd->critical_rate != 100)
  3190. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3191. if(sd->flee2_rate < 0)
  3192. sd->flee2_rate = 0;
  3193. if(sd->flee2_rate != 100)
  3194. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3195. // ----- HIT CALCULATION -----
  3196. // Absolute modifiers from passive skills
  3197. #ifndef RENEWAL
  3198. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3199. base_status->hit += skill*2;
  3200. #endif
  3201. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3202. #ifndef RENEWAL
  3203. base_status->hit += skill;
  3204. #endif
  3205. if(sd->status.weapon == W_BOW)
  3206. base_status->rhw.range += skill;
  3207. }
  3208. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3209. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3210. base_status->hit += 2*skill;
  3211. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3212. base_status->hit += skill;
  3213. base_status->rhw.range += skill;
  3214. }
  3215. }
  3216. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3217. base_status->hit += skill * 3;
  3218. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3219. base_status->hit += skill * 2;
  3220. // ----- FLEE CALCULATION -----
  3221. // Absolute modifiers from passive skills
  3222. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3223. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3224. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3225. base_status->flee += (skill*3)>>1;
  3226. // ----- EQUIPMENT-DEF CALCULATION -----
  3227. // Apply relative modifiers from equipment
  3228. if(sd->def_rate < 0)
  3229. sd->def_rate = 0;
  3230. if(sd->def_rate != 100) {
  3231. i = base_status->def * sd->def_rate/100;
  3232. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3233. }
  3234. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3235. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3236. #ifndef RENEWAL
  3237. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3238. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3239. base_status->def = (unsigned char)battle_config.max_def;
  3240. }
  3241. #endif
  3242. // ----- EQUIPMENT-MDEF CALCULATION -----
  3243. // Apply relative modifiers from equipment
  3244. if(sd->mdef_rate < 0)
  3245. sd->mdef_rate = 0;
  3246. if(sd->mdef_rate != 100) {
  3247. i = base_status->mdef * sd->mdef_rate/100;
  3248. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3249. }
  3250. #ifndef RENEWAL
  3251. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3252. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3253. base_status->mdef = (signed char)battle_config.max_def;
  3254. }
  3255. #endif
  3256. // ----- ASPD CALCULATION -----
  3257. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3258. // Basic ASPD value
  3259. i = status_base_amotion_pc(sd,base_status);
  3260. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3261. // Relative modifiers from passive skills
  3262. #ifndef RENEWAL_ASPD
  3263. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3264. base_status->aspd_rate -= 5*skill;
  3265. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3266. base_status->aspd_rate -= 30*skill;
  3267. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3268. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3269. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3270. if(pc_isriding(sd))
  3271. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3272. else if(pc_isridingdragon(sd))
  3273. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3274. #else // Needs more info
  3275. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3276. base_status->aspd_rate += 5*skill;
  3277. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3278. base_status->aspd_rate += 30*skill;
  3279. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3280. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3281. base_status->aspd_rate += ((skill+1)/2) * 10;
  3282. if(pc_isriding(sd))
  3283. base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3284. else if(pc_isridingdragon(sd))
  3285. base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3286. #endif
  3287. base_status->adelay = 2*base_status->amotion;
  3288. // ----- DMOTION -----
  3289. i = 800-base_status->agi*4;
  3290. base_status->dmotion = cap_value(i, 400, 800);
  3291. if(battle_config.pc_damage_delay_rate != 100)
  3292. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3293. // ----- MISC CALCULATIONS -----
  3294. // Weight
  3295. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  3296. sd->max_weight += 2000*skill;
  3297. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  3298. sd->max_weight += 10000;
  3299. else if(pc_isridingdragon(sd))
  3300. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  3301. if(sc->data[SC_KNOWLEDGE])
  3302. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  3303. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  3304. sd->max_weight += 2000*skill;
  3305. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  3306. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3307. sd->regen.state.walk = 1;
  3308. else
  3309. sd->regen.state.walk = 0;
  3310. // Skill SP cost
  3311. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3312. sd->dsprate -= 4*skill;
  3313. if(sc->data[SC_SERVICE4U])
  3314. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3315. if(sc->data[SC_SPCOST_RATE])
  3316. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3317. // Underflow protections.
  3318. if(sd->dsprate < 0)
  3319. sd->dsprate = 0;
  3320. if(sd->castrate < 0)
  3321. sd->castrate = 0;
  3322. if(sd->delayrate < 0)
  3323. sd->delayrate = 0;
  3324. if(sd->hprecov_rate < 0)
  3325. sd->hprecov_rate = 0;
  3326. if(sd->sprecov_rate < 0)
  3327. sd->sprecov_rate = 0;
  3328. // Anti-element and anti-race
  3329. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3330. sd->subele[ELE_HOLY] += skill*5;
  3331. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3332. sd->subele[ELE_NEUTRAL] += skill;
  3333. sd->subele[ELE_FIRE] += skill*4;
  3334. }
  3335. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3336. #ifdef RENEWAL
  3337. skill = skill * 2;
  3338. #else
  3339. skill = skill * 4;
  3340. #endif
  3341. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3342. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3343. sd->magic_addrace[RC_DRAGON]+=skill;
  3344. sd->subrace[RC_DRAGON]+=skill;
  3345. }
  3346. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3347. sd->right_weapon.addrace[RC_DEMON] += skill;
  3348. sd->right_weapon.addele[ELE_DARK] += skill;
  3349. sd->left_weapon.addrace[RC_DEMON] += skill;
  3350. sd->left_weapon.addele[ELE_DARK] += skill;
  3351. sd->magic_addrace[RC_DEMON] += skill;
  3352. sd->magic_addele[ELE_DARK] += skill;
  3353. sd->subrace[RC_DEMON] += skill;
  3354. sd->subele[ELE_DARK] += skill;
  3355. }
  3356. if(sc->count) {
  3357. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3358. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3359. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3360. }
  3361. if(sc->data[SC_SIEGFRIED]) {
  3362. i = sc->data[SC_SIEGFRIED]->val2;
  3363. sd->subele[ELE_WATER] += i;
  3364. sd->subele[ELE_EARTH] += i;
  3365. sd->subele[ELE_FIRE] += i;
  3366. sd->subele[ELE_WIND] += i;
  3367. sd->subele[ELE_POISON] += i;
  3368. sd->subele[ELE_HOLY] += i;
  3369. sd->subele[ELE_DARK] += i;
  3370. sd->subele[ELE_GHOST] += i;
  3371. sd->subele[ELE_UNDEAD] += i;
  3372. }
  3373. if(sc->data[SC_PROVIDENCE]) {
  3374. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3375. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3376. }
  3377. if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
  3378. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  3379. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  3380. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  3381. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  3382. }
  3383. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3384. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3385. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3386. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3387. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3388. }
  3389. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3390. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3391. sd->subele[ELE_FIRE] += i;
  3392. sd->subele[ELE_WATER] -= i;
  3393. }
  3394. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3395. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3396. sd->subele[ELE_WATER] += i;
  3397. sd->subele[ELE_WIND] -= i;
  3398. }
  3399. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3400. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3401. sd->subele[ELE_WIND] += i;
  3402. sd->subele[ELE_EARTH] -= i;
  3403. }
  3404. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3405. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3406. sd->subele[ELE_EARTH] += i;
  3407. sd->subele[ELE_FIRE] -= i;
  3408. }
  3409. if (sc->data[SC_MTF_MLEATKED] )
  3410. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3411. if (sc->data[SC_MTF_CRIDAMAGE])
  3412. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3413. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  3414. sd->magic_addele[ELE_FIRE] += 25;
  3415. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  3416. sd->magic_addele[ELE_WATER] += 25;
  3417. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  3418. sd->magic_addele[ELE_WIND] += 25;
  3419. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  3420. sd->magic_addele[ELE_EARTH] += 25;
  3421. }
  3422. status_cpy(&sd->battle_status, base_status);
  3423. // ----- CLIENT-SIDE REFRESH -----
  3424. if(!sd->bl.prev) {
  3425. // Will update on LoadEndAck
  3426. calculating = 0;
  3427. return 0;
  3428. }
  3429. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3430. clif_skillinfoblock(sd);
  3431. if(b_weight != sd->weight)
  3432. clif_updatestatus(sd,SP_WEIGHT);
  3433. if(b_max_weight != sd->max_weight) {
  3434. clif_updatestatus(sd,SP_MAXWEIGHT);
  3435. pc_updateweightstatus(sd);
  3436. }
  3437. if( b_cart_weight_max != sd->cart_weight_max ) {
  3438. clif_updatestatus(sd,SP_CARTINFO);
  3439. }
  3440. calculating = 0;
  3441. return 0;
  3442. }
  3443. /**
  3444. * Calculates Mercenary data
  3445. * @param md: Mercenary object
  3446. * @param opt: Whether it is first calc or not (0 on level up or status)
  3447. * @return 0
  3448. */
  3449. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3450. {
  3451. struct status_data *status = &md->base_status;
  3452. struct s_mercenary *merc = &md->mercenary;
  3453. if (opt&SCO_FIRST) {
  3454. memcpy(status, &md->db->status, sizeof(struct status_data));
  3455. status->class_ = CLASS_NORMAL;
  3456. status->mode = MD_CANMOVE|MD_CANATTACK;
  3457. status->hp = status->max_hp;
  3458. status->sp = status->max_sp;
  3459. md->battle_status.hp = merc->hp;
  3460. md->battle_status.sp = merc->sp;
  3461. if (md->master)
  3462. status->speed = status_get_speed(&md->master->bl);
  3463. }
  3464. status_calc_misc(&md->bl, status, md->db->lv);
  3465. status_cpy(&md->battle_status, status);
  3466. return 0;
  3467. }
  3468. /**
  3469. * Calculates Homunculus data
  3470. * @param hd: Homunculus object
  3471. * @param opt: Whether it is first calc or not (0 on level up or status)
  3472. * @return 1
  3473. */
  3474. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3475. {
  3476. struct status_data *status = &hd->base_status;
  3477. struct s_homunculus *hom = &hd->homunculus;
  3478. int skill_lv;
  3479. int amotion;
  3480. status->str = hom->str / 10;
  3481. status->agi = hom->agi / 10;
  3482. status->vit = hom->vit / 10;
  3483. status->dex = hom->dex / 10;
  3484. status->int_ = hom->int_ / 10;
  3485. status->luk = hom->luk / 10;
  3486. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3487. if (opt&SCO_FIRST) {
  3488. const struct s_homunculus_db *db = hd->homunculusDB;
  3489. status->def_ele = db->element;
  3490. status->ele_lv = 1;
  3491. status->race = db->race;
  3492. status->class_ = CLASS_NORMAL;
  3493. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3494. status->rhw.range = 1 + status->size;
  3495. status->mode = MD_CANMOVE|MD_CANATTACK;
  3496. status->speed = DEFAULT_WALK_SPEED;
  3497. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3498. status->speed = status_get_speed(&hd->master->bl);
  3499. status->hp = 1;
  3500. status->sp = 1;
  3501. }
  3502. status->aspd_rate = 1000;
  3503. #ifdef RENEWAL
  3504. amotion = hd->homunculusDB->baseASPD;
  3505. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3506. status->def = status->mdef = 0;
  3507. #else
  3508. skill_lv = hom->level / 10 + status->vit / 5;
  3509. status->def = cap_value(skill_lv, 0, 99);
  3510. skill_lv = hom->level / 10 + status->int_ / 5;
  3511. status->mdef = cap_value(skill_lv, 0, 99);
  3512. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3513. #endif
  3514. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3515. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3516. status->max_hp = hom->max_hp;
  3517. status->max_sp = hom->max_sp;
  3518. hom_calc_skilltree(hd, 0);
  3519. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3520. status->def += skill_lv * 4;
  3521. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3522. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3523. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3524. }
  3525. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3526. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3527. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3528. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3529. if (opt&SCO_FIRST) {
  3530. hd->battle_status.hp = hom->hp;
  3531. hd->battle_status.sp = hom->sp;
  3532. if(hom->class_ == 6052) // Eleanor
  3533. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3534. }
  3535. #ifndef RENEWAL
  3536. status->rhw.atk = status->dex;
  3537. status->rhw.atk2 = status->str + hom->level;
  3538. #endif
  3539. status_calc_misc(&hd->bl, status, hom->level);
  3540. status_cpy(&hd->battle_status, status);
  3541. return 1;
  3542. }
  3543. /**
  3544. * Calculates Elemental data
  3545. * @param ed: Elemental object
  3546. * @param opt: Whether it is first calc or not (0 on status change)
  3547. * @return 0
  3548. */
  3549. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  3550. {
  3551. struct status_data *status = &ed->base_status;
  3552. struct s_elemental *ele = &ed->elemental;
  3553. struct map_session_data *sd = ed->master;
  3554. if( !sd )
  3555. return 0;
  3556. if (opt&SCO_FIRST) {
  3557. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3558. if( !ele->mode )
  3559. status->mode = EL_MODE_PASSIVE;
  3560. else
  3561. status->mode = ele->mode;
  3562. status->class_ = CLASS_NORMAL;
  3563. status_calc_misc(&ed->bl, status, 0);
  3564. status->max_hp = ele->max_hp;
  3565. status->max_sp = ele->max_sp;
  3566. status->hp = ele->hp;
  3567. status->sp = ele->sp;
  3568. status->rhw.atk = ele->atk;
  3569. status->rhw.atk2 = ele->atk2;
  3570. status->matk_min += ele->matk;
  3571. status->def += ele->def;
  3572. status->mdef += ele->mdef;
  3573. status->flee = ele->flee;
  3574. status->hit = ele->hit;
  3575. if (ed->master)
  3576. status->speed = status_get_speed(&ed->master->bl);
  3577. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3578. } else {
  3579. status_calc_misc(&ed->bl, status, 0);
  3580. status_cpy(&ed->battle_status, status);
  3581. }
  3582. return 0;
  3583. }
  3584. /**
  3585. * Calculates NPC data
  3586. * @param nd: NPC object
  3587. * @param opt: Whether it is first calc or not (what?)
  3588. * @return 0
  3589. */
  3590. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  3591. {
  3592. struct status_data *status = &nd->status;
  3593. if (!nd)
  3594. return 0;
  3595. if (opt&SCO_FIRST) {
  3596. status->hp = 1;
  3597. status->sp = 1;
  3598. status->max_hp = 1;
  3599. status->max_sp = 1;
  3600. status->def_ele = ELE_NEUTRAL;
  3601. status->ele_lv = 1;
  3602. status->race = RC_DEMIHUMAN;
  3603. status->class_ = CLASS_NORMAL;
  3604. status->size = nd->size;
  3605. status->rhw.range = 1 + status->size;
  3606. status->mode = (MD_CANMOVE|MD_CANATTACK);
  3607. status->speed = nd->speed;
  3608. }
  3609. status->str = nd->stat_point + nd->params.str;
  3610. status->agi = nd->stat_point + nd->params.agi;
  3611. status->vit = nd->stat_point + nd->params.vit;
  3612. status->int_= nd->stat_point + nd->params.int_;
  3613. status->dex = nd->stat_point + nd->params.dex;
  3614. status->luk = nd->stat_point + nd->params.luk;
  3615. status_calc_misc(&nd->bl, status, nd->level);
  3616. status_cpy(&nd->status, status);
  3617. return 0;
  3618. }
  3619. /**
  3620. * Calculates regeneration values
  3621. * Applies passive skill regeneration additions
  3622. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3623. * @param status: Object's status
  3624. * @param regen: Object's base regeneration data
  3625. */
  3626. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3627. {
  3628. struct map_session_data *sd;
  3629. int val, skill, reg_flag;
  3630. if( !(bl->type&BL_REGEN) || !regen )
  3631. return;
  3632. sd = BL_CAST(BL_PC,bl);
  3633. val = 1 + (status->vit/5) + (status->max_hp/200);
  3634. if( sd && sd->hprecov_rate != 100 )
  3635. val = val*sd->hprecov_rate/100;
  3636. reg_flag = bl->type == BL_PC ? 0 : 1;
  3637. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3638. val = 1 + (status->int_/6) + (status->max_sp/100);
  3639. if( status->int_ >= 120 )
  3640. val += ((status->int_-120)>>1) + 4;
  3641. if( sd && sd->sprecov_rate != 100 )
  3642. val = val*sd->sprecov_rate/100;
  3643. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3644. if( sd ) {
  3645. struct regen_data_sub *sregen;
  3646. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3647. val = regen->sp*(100+3*skill)/100;
  3648. regen->sp = cap_value(val, 1, SHRT_MAX);
  3649. }
  3650. // Only players have skill/sitting skill regen for now.
  3651. sregen = regen->sregen;
  3652. val = 0;
  3653. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3654. val += skill*5 + skill*status->max_hp/500;
  3655. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3656. val = 0;
  3657. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3658. val += skill*3 + skill*status->max_sp/500;
  3659. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3660. val += skill*3 + skill*status->max_sp/500;
  3661. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3662. val += 3 + 3 * skill;
  3663. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3664. // Skill-related recovery (only when sit)
  3665. sregen = regen->ssregen;
  3666. val = 0;
  3667. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3668. val += skill*4 + skill*status->max_hp/500;
  3669. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3670. val += skill*30 + skill*status->max_hp/500;
  3671. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3672. val = 0;
  3673. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  3674. val += skill*3 + skill*status->max_sp/500;
  3675. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  3676. val += (30+10*skill)*val/100;
  3677. }
  3678. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3679. val += skill*2 + skill*status->max_sp/500;
  3680. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3681. }
  3682. if( bl->type == BL_HOM ) {
  3683. struct homun_data *hd = (TBL_HOM*)bl;
  3684. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3685. val = regen->hp*(100+5*skill)/100;
  3686. regen->hp = cap_value(val, 1, SHRT_MAX);
  3687. }
  3688. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3689. val = regen->sp*(100+3*skill)/100;
  3690. regen->sp = cap_value(val, 1, SHRT_MAX);
  3691. }
  3692. } else if( bl->type == BL_MER ) {
  3693. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3694. regen->hp = cap_value(val, 1, SHRT_MAX);
  3695. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3696. regen->sp = cap_value(val, 1, SHRT_MAX);
  3697. } else if( bl->type == BL_ELEM ) {
  3698. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3699. regen->hp = cap_value(val, 1, SHRT_MAX);
  3700. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3701. regen->sp = cap_value(val, 1, SHRT_MAX);
  3702. }
  3703. }
  3704. /**
  3705. * Calculates SC (Status Changes) regeneration values
  3706. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3707. * @param regen: Object's base regeneration data
  3708. * @param sc: Object's status change data
  3709. */
  3710. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3711. {
  3712. if (!(bl->type&BL_REGEN) || !regen)
  3713. return;
  3714. regen->flag = RGN_HP|RGN_SP;
  3715. if(regen->sregen) {
  3716. if (regen->sregen->hp)
  3717. regen->flag |= RGN_SHP;
  3718. if (regen->sregen->sp)
  3719. regen->flag |= RGN_SSP;
  3720. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  3721. }
  3722. if (regen->ssregen) {
  3723. if (regen->ssregen->hp)
  3724. regen->flag |= RGN_SHP;
  3725. if (regen->ssregen->sp)
  3726. regen->flag |= RGN_SSP;
  3727. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  3728. }
  3729. regen->rate.hp = regen->rate.sp = 100;
  3730. if (!sc || !sc->count)
  3731. return;
  3732. // No HP or SP regen
  3733. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3734. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3735. || sc->data[SC_BERSERK]
  3736. || sc->data[SC_TRICKDEAD]
  3737. || sc->data[SC_BLEEDING]
  3738. || sc->data[SC_MAGICMUSHROOM]
  3739. || sc->data[SC_SATURDAYNIGHTFEVER]
  3740. || sc->data[SC_REBOUND])
  3741. regen->flag = RGN_NONE;
  3742. // No natural SP regen
  3743. if (sc->data[SC_DANCING] ||
  3744. #ifdef RENEWAL
  3745. sc->data[SC_MAXIMIZEPOWER] ||
  3746. #endif
  3747. #ifndef RENEWAL
  3748. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3749. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3750. #else
  3751. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3752. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3753. #endif
  3754. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  3755. regen->flag &= ~RGN_SP;
  3756. if (sc->data[SC_TENSIONRELAX]) {
  3757. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  3758. regen->state.overweight = 0; // 1x HP regen
  3759. else {
  3760. regen->rate.hp += 200;
  3761. if (regen->sregen)
  3762. regen->sregen->rate.hp += 200;
  3763. }
  3764. }
  3765. if (sc->data[SC_MAGNIFICAT])
  3766. regen->rate.sp += 100;
  3767. if (sc->data[SC_REGENERATION]) {
  3768. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3769. if (!sce->val4) {
  3770. regen->rate.hp += (sce->val2*100);
  3771. regen->rate.sp += (sce->val3*100);
  3772. } else
  3773. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  3774. }
  3775. if(sc->data[SC_GT_REVITALIZE]) {
  3776. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3777. regen->state.walk = 1;
  3778. }
  3779. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  3780. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3781. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  3782. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  3783. regen->rate.hp *= 2;
  3784. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  3785. regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
  3786. if (sc->data[SC_VITATA_500])
  3787. regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
  3788. }
  3789. /**
  3790. * Applies a state to a unit - See [StatusChangeStateTable]
  3791. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  3792. * @param sc: Object's status change data
  3793. * @param flag: Which state to apply to bl
  3794. * @param start: (1) start state, (0) remove state
  3795. */
  3796. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  3797. {
  3798. /// No sc at all, we can zero without any extra weight over our conciousness
  3799. if( !sc->count ) {
  3800. memset(&sc->cant, 0, sizeof (sc->cant));
  3801. return;
  3802. }
  3803. // Can't move
  3804. if( flag&SCS_NOMOVE ) {
  3805. if( !(flag&SCS_NOMOVECOND) )
  3806. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  3807. else if(
  3808. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3809. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3810. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3811. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3812. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  3813. )
  3814. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  3815. }
  3816. // Can't use skills
  3817. if( flag&SCS_NOCAST ) {
  3818. if( !(flag&SCS_NOCASTCOND) )
  3819. sc->cant.cast += ( start ? 1 : -1 );
  3820. else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
  3821. sc->cant.cast += ( start ? 1 : -1 );
  3822. }
  3823. // Can't chat
  3824. if( flag&SCS_NOCHAT ) {
  3825. if( !(flag&SCS_NOCHATCOND) )
  3826. sc->cant.chat += ( start ? 1 : -1 );
  3827. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  3828. sc->cant.chat += ( start ? 1 : -1 );
  3829. }
  3830. // Player-only states
  3831. if( bl->type == BL_PC ) {
  3832. // Can't pick-up items
  3833. if( flag&SCS_NOPICKITEM ) {
  3834. if( !(flag&SCS_NOPICKITEMCOND) )
  3835. sc->cant.pickup += ( start ? 1 : -1 );
  3836. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3837. sc->cant.pickup += ( start ? 1 : -1 );
  3838. }
  3839. // Can't drop items
  3840. if( flag&SCS_NODROPITEM ) {
  3841. if( !(flag&SCS_NODROPITEMCOND) )
  3842. sc->cant.drop += ( start ? 1 : -1 );
  3843. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3844. sc->cant.drop += ( start ? 1 : -1 );
  3845. }
  3846. }
  3847. return;
  3848. }
  3849. /**
  3850. * Recalculates parts of an objects status according to specified flags
  3851. * See [set_sc] [add_sc]
  3852. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  3853. * @param flag: Which status has changed on bl
  3854. */
  3855. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3856. {
  3857. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  3858. struct status_data *status = status_get_status_data(bl); // Battle Status
  3859. struct status_change *sc = status_get_sc(bl);
  3860. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3861. int temp;
  3862. if (!b_status || !status)
  3863. return;
  3864. /** [Playtester]
  3865. * This needs to be done even if there is currently no status change active, because
  3866. * we need to update the speed on the client when the last status change ends.
  3867. **/
  3868. if(flag&SCB_SPEED) {
  3869. struct unit_data *ud = unit_bl2ud(bl);
  3870. /** [Skotlex]
  3871. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3872. * because if you step on something while walking, the moment this
  3873. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  3874. **/
  3875. if (ud)
  3876. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3877. }
  3878. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  3879. status_cpy(status, b_status);
  3880. return;
  3881. }
  3882. if(flag&SCB_STR) {
  3883. status->str = status_calc_str(bl, sc, b_status->str);
  3884. flag|=SCB_BATK;
  3885. if( bl->type&BL_HOM )
  3886. flag |= SCB_WATK;
  3887. }
  3888. if(flag&SCB_AGI) {
  3889. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3890. flag|=SCB_FLEE
  3891. #ifdef RENEWAL
  3892. |SCB_DEF2
  3893. #endif
  3894. ;
  3895. if( bl->type&(BL_PC|BL_HOM) )
  3896. flag |= SCB_ASPD|SCB_DSPD;
  3897. }
  3898. if(flag&SCB_VIT) {
  3899. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3900. flag|=SCB_DEF2|SCB_MDEF2;
  3901. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3902. flag |= SCB_MAXHP;
  3903. if( bl->type&BL_HOM )
  3904. flag |= SCB_DEF;
  3905. }
  3906. if(flag&SCB_INT) {
  3907. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3908. flag|=SCB_MATK|SCB_MDEF2;
  3909. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3910. flag |= SCB_MAXSP;
  3911. if( bl->type&BL_HOM )
  3912. flag |= SCB_MDEF;
  3913. }
  3914. if(flag&SCB_DEX) {
  3915. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3916. flag|=SCB_BATK|SCB_HIT
  3917. #ifdef RENEWAL
  3918. |SCB_MATK|SCB_MDEF2
  3919. #endif
  3920. ;
  3921. if( bl->type&(BL_PC|BL_HOM) )
  3922. flag |= SCB_ASPD;
  3923. if( bl->type&BL_HOM )
  3924. flag |= SCB_WATK;
  3925. }
  3926. if(flag&SCB_LUK) {
  3927. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3928. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  3929. #ifdef RENEWAL
  3930. |SCB_MATK|SCB_HIT|SCB_FLEE
  3931. #endif
  3932. ;
  3933. }
  3934. if(flag&SCB_BATK && b_status->batk) {
  3935. status->batk = status_base_atk(bl,status);
  3936. temp = b_status->batk - status_base_atk(bl,b_status);
  3937. if (temp) {
  3938. temp += status->batk;
  3939. status->batk = cap_value(temp, 0, USHRT_MAX);
  3940. }
  3941. status->batk = status_calc_batk(bl, sc, status->batk);
  3942. }
  3943. if(flag&SCB_WATK) {
  3944. #ifndef RENEWAL
  3945. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3946. if (!sd) // Should not affect weapon refine bonus
  3947. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3948. if(b_status->lhw.atk) {
  3949. if (sd) {
  3950. sd->state.lr_flag = 1;
  3951. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3952. sd->state.lr_flag = 0;
  3953. } else {
  3954. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3955. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3956. }
  3957. }
  3958. #else
  3959. if(!b_status->watk) { // We only have left-hand weapon
  3960. status->watk = 0;
  3961. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  3962. }
  3963. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  3964. #endif
  3965. }
  3966. if(flag&SCB_HIT) {
  3967. if (status->dex == b_status->dex
  3968. #ifdef RENEWAL
  3969. && status->luk == b_status->luk
  3970. #endif
  3971. )
  3972. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3973. else
  3974. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  3975. #ifdef RENEWAL
  3976. + (status->luk/3 - b_status->luk/3)
  3977. #endif
  3978. );
  3979. }
  3980. if(flag&SCB_FLEE) {
  3981. if (status->agi == b_status->agi
  3982. #ifdef RENEWAL
  3983. && status->luk == b_status->luk
  3984. #endif
  3985. )
  3986. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3987. else
  3988. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  3989. #ifdef RENEWAL
  3990. + (status->luk/5 - b_status->luk/5)
  3991. #endif
  3992. );
  3993. }
  3994. if(flag&SCB_DEF) {
  3995. status->def = status_calc_def(bl, sc, b_status->def);
  3996. if( bl->type&BL_HOM )
  3997. status->def += (status->vit/5 - b_status->vit/5);
  3998. }
  3999. if(flag&SCB_DEF2) {
  4000. if (status->vit == b_status->vit
  4001. #ifdef RENEWAL
  4002. && status->agi == b_status->agi
  4003. #endif
  4004. )
  4005. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4006. else
  4007. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4008. #ifdef RENEWAL
  4009. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4010. #else
  4011. + (status->vit - b_status->vit)
  4012. #endif
  4013. );
  4014. }
  4015. if(flag&SCB_MDEF) {
  4016. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4017. if( bl->type&BL_HOM )
  4018. status->mdef += (status->int_/5 - b_status->int_/5);
  4019. }
  4020. if(flag&SCB_MDEF2) {
  4021. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4022. #ifdef RENEWAL
  4023. && status->dex == b_status->dex
  4024. #endif
  4025. )
  4026. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4027. else
  4028. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4029. #ifdef RENEWAL
  4030. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4031. #else
  4032. + ((status->vit - b_status->vit)>>1)
  4033. #endif
  4034. );
  4035. }
  4036. if(flag&SCB_SPEED) {
  4037. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4038. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4039. status->speed = battle_config.max_walk_speed;
  4040. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4041. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4042. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4043. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4044. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4045. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4046. }
  4047. if(flag&SCB_CRI && b_status->cri) {
  4048. if (status->luk == b_status->luk)
  4049. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4050. else
  4051. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4052. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4053. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4054. status->cri <<= 1;
  4055. }
  4056. if(flag&SCB_FLEE2 && b_status->flee2) {
  4057. if (status->luk == b_status->luk)
  4058. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4059. else
  4060. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4061. }
  4062. if(flag&SCB_ATK_ELE) {
  4063. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4064. if (sd) sd->state.lr_flag = 1;
  4065. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4066. if (sd) sd->state.lr_flag = 0;
  4067. }
  4068. if(flag&SCB_DEF_ELE) {
  4069. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4070. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4071. }
  4072. if(flag&SCB_MODE) {
  4073. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4074. // Since mode changed, reset their state.
  4075. if (!(status->mode&MD_CANATTACK))
  4076. unit_stop_attack(bl);
  4077. if (!(status->mode&MD_CANMOVE))
  4078. unit_stop_walking(bl,1);
  4079. }
  4080. /**
  4081. * No status changes alter these yet.
  4082. * if(flag&SCB_SIZE)
  4083. * if(flag&SCB_RACE)
  4084. * if(flag&SCB_RANGE)
  4085. **/
  4086. if(flag&SCB_MAXHP) {
  4087. if( bl->type&BL_PC ) {
  4088. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4089. if(battle_config.hp_rate != 100)
  4090. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4091. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4092. }
  4093. else
  4094. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4095. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4096. status->hp = status->max_hp;
  4097. if( sd ) clif_updatestatus(sd,SP_HP);
  4098. }
  4099. }
  4100. if(flag&SCB_MAXSP) {
  4101. if( bl->type&BL_PC ) {
  4102. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4103. if(battle_config.sp_rate != 100)
  4104. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4105. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4106. }
  4107. else
  4108. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4109. if( status->sp > status->max_sp ) {
  4110. status->sp = status->max_sp;
  4111. if( sd ) clif_updatestatus(sd,SP_SP);
  4112. }
  4113. }
  4114. if(flag&SCB_MATK) {
  4115. #ifndef RENEWAL
  4116. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4117. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4118. #else
  4119. /**
  4120. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4121. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4122. **/
  4123. status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl));
  4124. switch( bl->type ) {
  4125. case BL_PC: {
  4126. int wMatk = 0;
  4127. int variance = 0;
  4128. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4129. if (sd->bonus.ematk > 0)
  4130. status->matk_min += sd->bonus.ematk;
  4131. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4132. status->matk_max = status->matk_min;
  4133. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4134. if (b_status->lhw.matk) {
  4135. if (sd) {
  4136. //sd->state.lr_flag = 1; //?? why was that set here
  4137. status->lhw.matk = b_status->lhw.matk;
  4138. sd->state.lr_flag = 0;
  4139. } else {
  4140. status->lhw.matk = b_status->lhw.matk;
  4141. }
  4142. }
  4143. if (b_status->rhw.matk) {
  4144. status->rhw.matk = b_status->rhw.matk;
  4145. }
  4146. if (status->rhw.matk) {
  4147. wMatk += status->rhw.matk;
  4148. variance += wMatk * status->rhw.wlv / 10;
  4149. }
  4150. if (status->lhw.matk) {
  4151. wMatk += status->lhw.matk;
  4152. variance += status->lhw.matk * status->lhw.wlv / 10;
  4153. }
  4154. status->matk_min += wMatk - variance;
  4155. status->matk_max += wMatk + variance;
  4156. }
  4157. break;
  4158. case BL_HOM:
  4159. status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  4160. status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  4161. break;
  4162. }
  4163. #endif
  4164. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4165. status->matk_max = status->matk_max * sd->matk_rate/100;
  4166. status->matk_min = status->matk_min * sd->matk_rate/100;
  4167. }
  4168. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4169. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4170. status->matk_min = status->matk_max;
  4171. #ifdef RENEWAL
  4172. if( sd && sd->right_weapon.overrefine > 0) {
  4173. status->matk_min++;
  4174. status->matk_max += sd->right_weapon.overrefine - 1;
  4175. }
  4176. #endif
  4177. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4178. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4179. }
  4180. if(flag&SCB_ASPD) {
  4181. int amotion;
  4182. if ( bl->type&BL_HOM ) {
  4183. #ifdef RENEWAL_ASPD
  4184. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4185. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4186. amotion = (amotion * status_calc_aspd(bl, sc, 1) + status_calc_aspd(bl, sc, 2)) / - 100 + amotion;
  4187. #else
  4188. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4189. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4190. if (status->aspd_rate != 1000)
  4191. amotion = amotion * status->aspd_rate / 1000;
  4192. #endif
  4193. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4194. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4195. status->adelay = status->amotion;
  4196. } else if ( bl->type&BL_PC ) {
  4197. amotion = status_base_amotion_pc(sd,status);
  4198. #ifndef RENEWAL_ASPD
  4199. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4200. if(status->aspd_rate != 1000)
  4201. amotion = amotion*status->aspd_rate/1000;
  4202. #else
  4203. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  4204. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  4205. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  4206. amotion -= ( amotion - pc_maxaspd(sd) ) * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  4207. if(status->aspd_rate != 1000) // Absolute percentage modifier
  4208. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  4209. #endif
  4210. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4211. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4212. status->adelay = 2*status->amotion;
  4213. } else { // Mercenary and mobs
  4214. amotion = b_status->amotion;
  4215. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4216. if(status->aspd_rate != 1000)
  4217. amotion = amotion*status->aspd_rate/1000;
  4218. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4219. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4220. temp = b_status->adelay*status->aspd_rate/1000;
  4221. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4222. }
  4223. }
  4224. if(flag&SCB_DSPD) {
  4225. int dmotion;
  4226. if( bl->type&BL_PC ) {
  4227. if (b_status->agi == status->agi)
  4228. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4229. else {
  4230. dmotion = 800-status->agi*4;
  4231. status->dmotion = cap_value(dmotion, 400, 800);
  4232. if(battle_config.pc_damage_delay_rate != 100)
  4233. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4234. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4235. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4236. }
  4237. } else if( bl->type&BL_HOM ) {
  4238. dmotion = 800-status->agi*4;
  4239. status->dmotion = cap_value(dmotion, 400, 800);
  4240. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4241. } else { // Mercenary and mobs
  4242. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4243. }
  4244. }
  4245. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4246. status_calc_regen(bl, status, status_get_regen_data(bl));
  4247. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4248. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4249. }
  4250. /**
  4251. * Recalculates parts of an objects status according to specified flags
  4252. * Also sends updates to the client when necessary
  4253. * See [set_sc] [add_sc]
  4254. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4255. * @param flag: Which status has changed on bl
  4256. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4257. */
  4258. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4259. {
  4260. struct status_data b_status; // Previous battle status
  4261. struct status_data* status; // Pointer to current battle status
  4262. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4263. if (opt&SCO_FORCE)
  4264. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4265. else {
  4266. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4267. return;
  4268. }
  4269. }
  4270. // Remember previous values
  4271. status = status_get_status_data(bl);
  4272. memcpy(&b_status, status, sizeof(struct status_data));
  4273. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4274. switch( bl->type ) {
  4275. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4276. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4277. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4278. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4279. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4280. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4281. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4282. }
  4283. }
  4284. if( bl->type == BL_PET )
  4285. return; // Pets are not affected by statuses
  4286. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4287. return; // Assume there will be no statuses active
  4288. status_calc_bl_main(bl, flag);
  4289. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4290. return; // Client update handled by caller
  4291. // Compare against new values and send client updates
  4292. if( bl->type == BL_PC ) {
  4293. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4294. if(b_status.str != status->str)
  4295. clif_updatestatus(sd,SP_STR);
  4296. if(b_status.agi != status->agi)
  4297. clif_updatestatus(sd,SP_AGI);
  4298. if(b_status.vit != status->vit)
  4299. clif_updatestatus(sd,SP_VIT);
  4300. if(b_status.int_ != status->int_)
  4301. clif_updatestatus(sd,SP_INT);
  4302. if(b_status.dex != status->dex)
  4303. clif_updatestatus(sd,SP_DEX);
  4304. if(b_status.luk != status->luk)
  4305. clif_updatestatus(sd,SP_LUK);
  4306. if(b_status.hit != status->hit)
  4307. clif_updatestatus(sd,SP_HIT);
  4308. if(b_status.flee != status->flee)
  4309. clif_updatestatus(sd,SP_FLEE1);
  4310. if(b_status.amotion != status->amotion)
  4311. clif_updatestatus(sd,SP_ASPD);
  4312. if(b_status.speed != status->speed)
  4313. clif_updatestatus(sd,SP_SPEED);
  4314. if(b_status.batk != status->batk
  4315. #ifndef RENEWAL
  4316. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4317. #endif
  4318. )
  4319. clif_updatestatus(sd,SP_ATK1);
  4320. if(b_status.def != status->def) {
  4321. clif_updatestatus(sd,SP_DEF1);
  4322. #ifdef RENEWAL
  4323. clif_updatestatus(sd,SP_DEF2);
  4324. #endif
  4325. }
  4326. if(
  4327. #ifdef RENEWAL
  4328. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4329. #else
  4330. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4331. #endif
  4332. )
  4333. clif_updatestatus(sd,SP_ATK2);
  4334. if(b_status.def2 != status->def2) {
  4335. clif_updatestatus(sd,SP_DEF2);
  4336. #ifdef RENEWAL
  4337. clif_updatestatus(sd,SP_DEF1);
  4338. #endif
  4339. }
  4340. if(b_status.flee2 != status->flee2)
  4341. clif_updatestatus(sd,SP_FLEE2);
  4342. if(b_status.cri != status->cri)
  4343. clif_updatestatus(sd,SP_CRITICAL);
  4344. #ifndef RENEWAL
  4345. if(b_status.matk_max != status->matk_max)
  4346. clif_updatestatus(sd,SP_MATK1);
  4347. if(b_status.matk_min != status->matk_min)
  4348. clif_updatestatus(sd,SP_MATK2);
  4349. #else
  4350. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4351. clif_updatestatus(sd,SP_MATK2);
  4352. clif_updatestatus(sd,SP_MATK1);
  4353. }
  4354. #endif
  4355. if(b_status.mdef != status->mdef) {
  4356. clif_updatestatus(sd,SP_MDEF1);
  4357. #ifdef RENEWAL
  4358. clif_updatestatus(sd,SP_MDEF2);
  4359. #endif
  4360. }
  4361. if(b_status.mdef2 != status->mdef2) {
  4362. clif_updatestatus(sd,SP_MDEF2);
  4363. #ifdef RENEWAL
  4364. clif_updatestatus(sd,SP_MDEF1);
  4365. #endif
  4366. }
  4367. if(b_status.rhw.range != status->rhw.range)
  4368. clif_updatestatus(sd,SP_ATTACKRANGE);
  4369. if(b_status.max_hp != status->max_hp)
  4370. clif_updatestatus(sd,SP_MAXHP);
  4371. if(b_status.max_sp != status->max_sp)
  4372. clif_updatestatus(sd,SP_MAXSP);
  4373. if(b_status.hp != status->hp)
  4374. clif_updatestatus(sd,SP_HP);
  4375. if(b_status.sp != status->sp)
  4376. clif_updatestatus(sd,SP_SP);
  4377. } else if( bl->type == BL_HOM ) {
  4378. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4379. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4380. clif_hominfo(hd->master,hd,0);
  4381. } else if( bl->type == BL_MER ) {
  4382. TBL_MER* md = BL_CAST(BL_MER, bl);
  4383. if (!md->master)
  4384. return;
  4385. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4386. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4387. if( b_status.matk_max != status->matk_max )
  4388. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4389. if( b_status.hit != status->hit )
  4390. clif_mercenary_updatestatus(md->master, SP_HIT);
  4391. if( b_status.cri != status->cri )
  4392. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4393. if( b_status.def != status->def )
  4394. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4395. if( b_status.mdef != status->mdef )
  4396. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4397. if( b_status.flee != status->flee )
  4398. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4399. if( b_status.amotion != status->amotion )
  4400. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4401. if( b_status.max_hp != status->max_hp )
  4402. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4403. if( b_status.max_sp != status->max_sp )
  4404. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4405. if( b_status.hp != status->hp )
  4406. clif_mercenary_updatestatus(md->master, SP_HP);
  4407. if( b_status.sp != status->sp )
  4408. clif_mercenary_updatestatus(md->master, SP_SP);
  4409. } else if( bl->type == BL_ELEM ) {
  4410. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4411. if (!ed->master)
  4412. return;
  4413. if( b_status.max_hp != status->max_hp )
  4414. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4415. if( b_status.max_sp != status->max_sp )
  4416. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4417. if( b_status.hp != status->hp )
  4418. clif_elemental_updatestatus(ed->master, SP_HP);
  4419. if( b_status.sp != status->sp )
  4420. clif_mercenary_updatestatus(ed->master, SP_SP);
  4421. }
  4422. }
  4423. /**
  4424. * Adds strength modifications based on status changes
  4425. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4426. * @param sc: Object's status change information
  4427. * @param str: Initial str
  4428. * @return modified str with cap_value(str,0,USHRT_MAX)
  4429. */
  4430. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4431. {
  4432. if(!sc || !sc->count)
  4433. return cap_value(str,0,USHRT_MAX);
  4434. if(sc->data[SC_HARMONIZE]) {
  4435. str -= sc->data[SC_HARMONIZE]->val2;
  4436. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4437. }
  4438. if(sc->data[SC_INCALLSTATUS])
  4439. str += sc->data[SC_INCALLSTATUS]->val1;
  4440. if(sc->data[SC_CHASEWALK2])
  4441. str += sc->data[SC_CHASEWALK2]->val1;
  4442. if(sc->data[SC_INCSTR])
  4443. str += sc->data[SC_INCSTR]->val1;
  4444. if(sc->data[SC_STRFOOD])
  4445. str += sc->data[SC_STRFOOD]->val1;
  4446. if(sc->data[SC_FOOD_STR_CASH])
  4447. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4448. if(sc->data[SC_BATTLEORDERS])
  4449. str += 5;
  4450. if(sc->data[SC_LEADERSHIP])
  4451. str += sc->data[SC_LEADERSHIP]->val1;
  4452. if(sc->data[SC_LOUD])
  4453. str += 4;
  4454. if(sc->data[SC_TRUESIGHT])
  4455. str += 5;
  4456. if(sc->data[SC_SPURT])
  4457. str += 10;
  4458. if(sc->data[SC_NEN])
  4459. str += sc->data[SC_NEN]->val1;
  4460. if(sc->data[SC_BLESSING]) {
  4461. if(sc->data[SC_BLESSING]->val2)
  4462. str += sc->data[SC_BLESSING]->val2;
  4463. else
  4464. str >>= 1;
  4465. }
  4466. if(sc->data[SC_MARIONETTE])
  4467. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4468. if(sc->data[SC_MARIONETTE2])
  4469. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4470. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4471. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4472. if(sc->data[SC_GIANTGROWTH])
  4473. str += 30;
  4474. if(sc->data[SC_BEYONDOFWARCRY])
  4475. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4476. if(sc->data[SC_SAVAGE_STEAK])
  4477. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4478. if(sc->data[SC_INSPIRATION])
  4479. str += sc->data[SC_INSPIRATION]->val3;
  4480. if(sc->data[SC_2011RWC_SCROLL])
  4481. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4482. if(sc->data[SC_STOMACHACHE])
  4483. str -= sc->data[SC_STOMACHACHE]->val1;
  4484. if(sc->data[SC_KYOUGAKU])
  4485. str -= sc->data[SC_KYOUGAKU]->val2;
  4486. if(sc->data[SC_FULL_THROTTLE])
  4487. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4488. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4489. }
  4490. /**
  4491. * Adds agility modifications based on status changes
  4492. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4493. * @param sc: Object's status change information
  4494. * @param agi: Initial agi
  4495. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4496. */
  4497. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4498. {
  4499. if(!sc || !sc->count)
  4500. return cap_value(agi,0,USHRT_MAX);
  4501. if(sc->data[SC_HARMONIZE]) {
  4502. agi -= sc->data[SC_HARMONIZE]->val2;
  4503. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4504. }
  4505. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4506. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4507. if(sc->data[SC_INCALLSTATUS])
  4508. agi += sc->data[SC_INCALLSTATUS]->val1;
  4509. if(sc->data[SC_INCAGI])
  4510. agi += sc->data[SC_INCAGI]->val1;
  4511. if(sc->data[SC_AGIFOOD])
  4512. agi += sc->data[SC_AGIFOOD]->val1;
  4513. if(sc->data[SC_FOOD_AGI_CASH])
  4514. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4515. if(sc->data[SC_SOULCOLD])
  4516. agi += sc->data[SC_SOULCOLD]->val1;
  4517. if(sc->data[SC_TRUESIGHT])
  4518. agi += 5;
  4519. if(sc->data[SC_INCREASEAGI])
  4520. agi += sc->data[SC_INCREASEAGI]->val2;
  4521. if(sc->data[SC_INCREASING])
  4522. agi += 4; // Added based on skill updates [Reddozen]
  4523. if(sc->data[SC_2011RWC_SCROLL])
  4524. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  4525. if(sc->data[SC_DECREASEAGI])
  4526. agi -= sc->data[SC_DECREASEAGI]->val2;
  4527. if(sc->data[SC_QUAGMIRE])
  4528. agi -= sc->data[SC_QUAGMIRE]->val2;
  4529. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4530. agi -= sc->data[SC_SUITON]->val2;
  4531. if(sc->data[SC_MARIONETTE])
  4532. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4533. if(sc->data[SC_MARIONETTE2])
  4534. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4535. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4536. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  4537. if(sc->data[SC_ADORAMUS])
  4538. agi -= sc->data[SC_ADORAMUS]->val2;
  4539. if(sc->data[SC_MARSHOFABYSS])
  4540. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4541. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4542. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4543. if(sc->data[SC_INSPIRATION])
  4544. agi += sc->data[SC_INSPIRATION]->val3;
  4545. if(sc->data[SC_STOMACHACHE])
  4546. agi -= sc->data[SC_STOMACHACHE]->val1;
  4547. if(sc->data[SC_KYOUGAKU])
  4548. agi -= sc->data[SC_KYOUGAKU]->val2;
  4549. if(sc->data[SC_FULL_THROTTLE])
  4550. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4551. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4552. }
  4553. /**
  4554. * Adds vitality modifications based on status changes
  4555. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4556. * @param sc: Object's status change information
  4557. * @param vit: Initial vit
  4558. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4559. */
  4560. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4561. {
  4562. if(!sc || !sc->count)
  4563. return cap_value(vit,0,USHRT_MAX);
  4564. if(sc->data[SC_HARMONIZE]) {
  4565. vit -= sc->data[SC_HARMONIZE]->val2;
  4566. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4567. }
  4568. if(sc->data[SC_INCALLSTATUS])
  4569. vit += sc->data[SC_INCALLSTATUS]->val1;
  4570. if(sc->data[SC_INCVIT])
  4571. vit += sc->data[SC_INCVIT]->val1;
  4572. if(sc->data[SC_VITFOOD])
  4573. vit += sc->data[SC_VITFOOD]->val1;
  4574. if(sc->data[SC_FOOD_VIT_CASH])
  4575. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4576. if(sc->data[SC_CHANGE])
  4577. vit += sc->data[SC_CHANGE]->val2;
  4578. if(sc->data[SC_GLORYWOUNDS])
  4579. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4580. if(sc->data[SC_TRUESIGHT])
  4581. vit += 5;
  4582. if(sc->data[SC_MARIONETTE])
  4583. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4584. if(sc->data[SC_MARIONETTE2])
  4585. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4586. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4587. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  4588. if(sc->data[SC_LAUDAAGNUS])
  4589. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4590. if(sc->data[SC_MINOR_BBQ])
  4591. vit += sc->data[SC_MINOR_BBQ]->val1;
  4592. if(sc->data[SC_INSPIRATION])
  4593. vit += sc->data[SC_INSPIRATION]->val3;
  4594. if(sc->data[SC_2011RWC_SCROLL])
  4595. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  4596. if(sc->data[SC_STOMACHACHE])
  4597. vit -= sc->data[SC_STOMACHACHE]->val1;
  4598. if(sc->data[SC_KYOUGAKU])
  4599. vit -= sc->data[SC_KYOUGAKU]->val2;
  4600. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4601. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4602. if(sc->data[SC_FULL_THROTTLE])
  4603. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4604. #ifdef RENEWAL
  4605. if(sc->data[SC_DEFENCE])
  4606. vit += sc->data[SC_DEFENCE]->val2;
  4607. #endif
  4608. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4609. }
  4610. /**
  4611. * Adds intelligence modifications based on status changes
  4612. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4613. * @param sc: Object's status change information
  4614. * @param int_: Initial int
  4615. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4616. */
  4617. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4618. {
  4619. if(!sc || !sc->count)
  4620. return cap_value(int_,0,USHRT_MAX);
  4621. if(sc->data[SC_HARMONIZE]) {
  4622. int_ -= sc->data[SC_HARMONIZE]->val2;
  4623. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4624. }
  4625. if(sc->data[SC_INCALLSTATUS])
  4626. int_ += sc->data[SC_INCALLSTATUS]->val1;
  4627. if(sc->data[SC_INCINT])
  4628. int_ += sc->data[SC_INCINT]->val1;
  4629. if(sc->data[SC_INTFOOD])
  4630. int_ += sc->data[SC_INTFOOD]->val1;
  4631. if(sc->data[SC_FOOD_INT_CASH])
  4632. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  4633. if(sc->data[SC_CHANGE])
  4634. int_ += sc->data[SC_CHANGE]->val3;
  4635. if(sc->data[SC_BATTLEORDERS])
  4636. int_ += 5;
  4637. if(sc->data[SC_TRUESIGHT])
  4638. int_ += 5;
  4639. if(sc->data[SC_BLESSING]) {
  4640. if (sc->data[SC_BLESSING]->val2)
  4641. int_ += sc->data[SC_BLESSING]->val2;
  4642. else
  4643. int_ >>= 1;
  4644. }
  4645. if(sc->data[SC_NEN])
  4646. int_ += sc->data[SC_NEN]->val1;
  4647. if(sc->data[SC_MARIONETTE])
  4648. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  4649. if(sc->data[SC_2011RWC_SCROLL])
  4650. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  4651. if(sc->data[SC_MARIONETTE2])
  4652. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  4653. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4654. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  4655. if(sc->data[SC_INSPIRATION])
  4656. int_ += sc->data[SC_INSPIRATION]->val3;
  4657. if(sc->data[SC_MELODYOFSINK])
  4658. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  4659. if(sc->data[SC_MANDRAGORA])
  4660. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  4661. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  4662. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  4663. if(sc->data[SC_STOMACHACHE])
  4664. int_ -= sc->data[SC_STOMACHACHE]->val1;
  4665. if(sc->data[SC_KYOUGAKU])
  4666. int_ -= sc->data[SC_KYOUGAKU]->val2;
  4667. if(sc->data[SC_FULL_THROTTLE])
  4668. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4669. if(bl->type != BL_PC) {
  4670. if(sc->data[SC_STRIPHELM])
  4671. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  4672. if(sc->data[SC__STRIPACCESSORY])
  4673. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4674. }
  4675. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4676. }
  4677. /**
  4678. * Adds dexterity modifications based on status changes
  4679. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  4680. * @param sc: Object's status change information
  4681. * @param dex: Initial dex
  4682. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  4683. */
  4684. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  4685. {
  4686. if(!sc || !sc->count)
  4687. return cap_value(dex,0,USHRT_MAX);
  4688. if(sc->data[SC_HARMONIZE]) {
  4689. dex -= sc->data[SC_HARMONIZE]->val2;
  4690. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4691. }
  4692. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4693. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  4694. if(sc->data[SC_INCALLSTATUS])
  4695. dex += sc->data[SC_INCALLSTATUS]->val1;
  4696. if(sc->data[SC_INCDEX])
  4697. dex += sc->data[SC_INCDEX]->val1;
  4698. if(sc->data[SC_DEXFOOD])
  4699. dex += sc->data[SC_DEXFOOD]->val1;
  4700. if(sc->data[SC_FOOD_DEX_CASH])
  4701. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  4702. if(sc->data[SC_BATTLEORDERS])
  4703. dex += 5;
  4704. if(sc->data[SC_HAWKEYES])
  4705. dex += sc->data[SC_HAWKEYES]->val1;
  4706. if(sc->data[SC_TRUESIGHT])
  4707. dex += 5;
  4708. if(sc->data[SC_QUAGMIRE])
  4709. dex -= sc->data[SC_QUAGMIRE]->val2;
  4710. if(sc->data[SC_BLESSING]) {
  4711. if (sc->data[SC_BLESSING]->val2)
  4712. dex += sc->data[SC_BLESSING]->val2;
  4713. else
  4714. dex >>= 1;
  4715. }
  4716. if(sc->data[SC_INCREASING])
  4717. dex += 4; // Added based on skill updates [Reddozen]
  4718. if(sc->data[SC_MARIONETTE])
  4719. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4720. if(sc->data[SC_2011RWC_SCROLL])
  4721. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  4722. if(sc->data[SC_MARIONETTE2])
  4723. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  4724. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4725. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  4726. if(sc->data[SC_SIROMA_ICE_TEA])
  4727. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  4728. if(sc->data[SC_INSPIRATION])
  4729. dex += sc->data[SC_INSPIRATION]->val3;
  4730. if(sc->data[SC_STOMACHACHE])
  4731. dex -= sc->data[SC_STOMACHACHE]->val1;
  4732. if(sc->data[SC_KYOUGAKU])
  4733. dex -= sc->data[SC_KYOUGAKU]->val2;
  4734. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4735. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4736. if(sc->data[SC_MARSHOFABYSS])
  4737. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4738. if(sc->data[SC_FULL_THROTTLE])
  4739. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4740. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4741. }
  4742. /**
  4743. * Adds luck modifications based on status changes
  4744. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  4745. * @param sc: Object's status change information
  4746. * @param luk: Initial luk
  4747. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  4748. */
  4749. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  4750. {
  4751. if(!sc || !sc->count)
  4752. return cap_value(luk,0,USHRT_MAX);
  4753. if(sc->data[SC_HARMONIZE]) {
  4754. luk -= sc->data[SC_HARMONIZE]->val2;
  4755. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4756. }
  4757. if(sc->data[SC_CURSE])
  4758. return 0;
  4759. if(sc->data[SC_INCALLSTATUS])
  4760. luk += sc->data[SC_INCALLSTATUS]->val1;
  4761. if(sc->data[SC_INCLUK])
  4762. luk += sc->data[SC_INCLUK]->val1;
  4763. if(sc->data[SC_LUKFOOD])
  4764. luk += sc->data[SC_LUKFOOD]->val1;
  4765. if(sc->data[SC_FOOD_LUK_CASH])
  4766. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  4767. if(sc->data[SC_TRUESIGHT])
  4768. luk += 5;
  4769. if(sc->data[SC_GLORIA])
  4770. luk += 30;
  4771. if(sc->data[SC_MARIONETTE])
  4772. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  4773. if(sc->data[SC_MARIONETTE2])
  4774. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  4775. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4776. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  4777. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  4778. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  4779. if(sc->data[SC_INSPIRATION])
  4780. luk += sc->data[SC_INSPIRATION]->val3;
  4781. if(sc->data[SC_STOMACHACHE])
  4782. luk -= sc->data[SC_STOMACHACHE]->val1;
  4783. if(sc->data[SC_KYOUGAKU])
  4784. luk -= sc->data[SC_KYOUGAKU]->val2;
  4785. if(sc->data[SC_LAUDARAMUS])
  4786. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  4787. if(sc->data[SC_2011RWC_SCROLL])
  4788. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  4789. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4790. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4791. if(sc->data[SC_BANANA_BOMB])
  4792. luk -= 75;
  4793. if(sc->data[SC_FULL_THROTTLE])
  4794. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4795. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4796. }
  4797. /**
  4798. * Adds base attack modifications based on status changes
  4799. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  4800. * @param sc: Object's status change information
  4801. * @param batk: Initial batk
  4802. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  4803. */
  4804. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  4805. {
  4806. if(!sc || !sc->count)
  4807. return cap_value(batk,0,USHRT_MAX);
  4808. if(sc->data[SC_ATKPOTION])
  4809. batk += sc->data[SC_ATKPOTION]->val1;
  4810. if(sc->data[SC_BATKFOOD])
  4811. batk += sc->data[SC_BATKFOOD]->val1;
  4812. #ifndef RENEWAL
  4813. if(sc->data[SC_GATLINGFEVER])
  4814. batk += sc->data[SC_GATLINGFEVER]->val3;
  4815. if(sc->data[SC_MADNESSCANCEL])
  4816. batk += 100;
  4817. #endif
  4818. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4819. batk += 50;
  4820. if(bl->type == BL_ELEM
  4821. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4822. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4823. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4824. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  4825. )
  4826. batk += batk / 5;
  4827. if(sc->data[SC_FULL_SWING_K])
  4828. batk += sc->data[SC_FULL_SWING_K]->val1;
  4829. if(sc->data[SC_ASH])
  4830. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  4831. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  4832. batk += sc->data[SC_PYROCLASTIC]->val2;
  4833. if (sc->data[SC_ANGRIFFS_MODUS])
  4834. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  4835. if(sc->data[SC_2011RWC_SCROLL])
  4836. batk += 30;
  4837. if(sc->data[SC_INCATKRATE])
  4838. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4839. if(sc->data[SC_PROVOKE])
  4840. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4841. #ifndef RENEWAL
  4842. if(sc->data[SC_CONCENTRATION])
  4843. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4844. #endif
  4845. if(sc->data[SC_SKE])
  4846. batk += batk * 3;
  4847. if(sc->data[SC_BLOODLUST])
  4848. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4849. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4850. batk -= batk * 25/100;
  4851. if(sc->data[SC_CURSE])
  4852. batk -= batk * 25/100;
  4853. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  4854. if(sc->data[SC_BLEEDING])
  4855. batk -= batk * 25 / 100; */
  4856. if(sc->data[SC_FLEET])
  4857. batk += batk * sc->data[SC_FLEET]->val3/100;
  4858. if(sc->data[SC__ENERVATION])
  4859. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4860. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4861. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  4862. if( sc->data[SC_ZANGETSU] )
  4863. batk += sc->data[SC_ZANGETSU]->val2;
  4864. if(sc->data[SC_EQC])
  4865. batk -= batk * sc->data[SC_EQC]->val3 / 100;
  4866. if(sc->data[SC_QUEST_BUFF1])
  4867. batk += sc->data[SC_QUEST_BUFF1]->val1;
  4868. if(sc->data[SC_QUEST_BUFF2])
  4869. batk += sc->data[SC_QUEST_BUFF2]->val1;
  4870. if(sc->data[SC_QUEST_BUFF3])
  4871. batk += sc->data[SC_QUEST_BUFF3]->val1;
  4872. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4873. }
  4874. /**
  4875. * Adds weapon attack modifications based on status changes
  4876. * @param bl: Object to change watk [PC]
  4877. * @param sc: Object's status change information
  4878. * @param watk: Initial watk
  4879. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  4880. */
  4881. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4882. {
  4883. if(!sc || !sc->count)
  4884. return cap_value(watk,0,USHRT_MAX);
  4885. #ifndef RENEWAL
  4886. if(sc->data[SC_IMPOSITIO])
  4887. watk += sc->data[SC_IMPOSITIO]->val2;
  4888. if(sc->data[SC_DRUMBATTLE])
  4889. watk += sc->data[SC_DRUMBATTLE]->val2;
  4890. #endif
  4891. if(sc->data[SC_WATKFOOD])
  4892. watk += sc->data[SC_WATKFOOD]->val1;
  4893. if(sc->data[SC_VOLCANO])
  4894. watk += sc->data[SC_VOLCANO]->val2;
  4895. if(sc->data[SC_MERC_ATKUP])
  4896. watk += sc->data[SC_MERC_ATKUP]->val2;
  4897. if(sc->data[SC_WATER_BARRIER])
  4898. watk -= sc->data[SC_WATER_BARRIER]->val2;
  4899. #ifndef RENEWAL
  4900. if(sc->data[SC_NIBELUNGEN]) {
  4901. if (bl->type != BL_PC)
  4902. watk += sc->data[SC_NIBELUNGEN]->val2;
  4903. else {
  4904. TBL_PC *sd = (TBL_PC*)bl;
  4905. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4906. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4907. watk += sc->data[SC_NIBELUNGEN]->val2;
  4908. }
  4909. }
  4910. if(sc->data[SC_CONCENTRATION])
  4911. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  4912. #endif
  4913. if(sc->data[SC_INCATKRATE])
  4914. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4915. if(sc->data[SC_PROVOKE])
  4916. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4917. if(sc->data[SC_SKE])
  4918. watk += watk * 3;
  4919. if(sc->data[SC_FLEET])
  4920. watk += watk * sc->data[SC_FLEET]->val3/100;
  4921. if(sc->data[SC_CURSE])
  4922. watk -= watk * 25/100;
  4923. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  4924. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4925. if(sc->data[SC_FIGHTINGSPIRIT])
  4926. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  4927. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  4928. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  4929. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  4930. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  4931. if(sc->data[SC_INSPIRATION])
  4932. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  4933. if(sc->data[SC_GT_CHANGE])
  4934. watk += sc->data[SC_GT_CHANGE]->val2;
  4935. if(sc->data[SC__ENERVATION])
  4936. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4937. if(sc->data[SC_STRIKING])
  4938. watk += sc->data[SC_STRIKING]->val2;
  4939. if(sc->data[SC_RUSHWINDMILL])
  4940. watk += sc->data[SC_RUSHWINDMILL]->val3;
  4941. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4942. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  4943. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  4944. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  4945. watk += watk / 10;
  4946. if(sc->data[SC_PYROTECHNIC_OPTION])
  4947. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  4948. if(sc->data[SC_HEATER_OPTION])
  4949. watk += sc->data[SC_HEATER_OPTION]->val2;
  4950. if(sc->data[SC_TROPIC_OPTION])
  4951. watk += sc->data[SC_TROPIC_OPTION]->val2;
  4952. if( sc && sc->data[SC_TIDAL_WEAPON] )
  4953. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  4954. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  4955. watk += sc->data[SC_PYROCLASTIC]->val2;
  4956. if(sc->data[SC_ANGRIFFS_MODUS])
  4957. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  4958. if(sc->data[SC_ODINS_POWER])
  4959. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  4960. if (sc->data[SC_FLASHCOMBO])
  4961. watk += sc->data[SC_FLASHCOMBO]->val2;
  4962. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  4963. }
  4964. #ifdef RENEWAL
  4965. /**
  4966. * Adds equip magic attack modifications based on status changes [RENEWAL]
  4967. * @param bl: Object to change matk [PC]
  4968. * @param sc: Object's status change information
  4969. * @param matk: Initial matk
  4970. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4971. */
  4972. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  4973. {
  4974. if (!sc || !sc->count)
  4975. return cap_value(matk,0,USHRT_MAX);
  4976. if (sc->data[SC_MATKPOTION])
  4977. matk += sc->data[SC_MATKPOTION]->val1;
  4978. if (sc->data[SC_MATKFOOD])
  4979. matk += sc->data[SC_MATKFOOD]->val1;
  4980. if(sc->data[SC_MANA_PLUS])
  4981. matk += sc->data[SC_MANA_PLUS]->val1;
  4982. if(sc->data[SC_COOLER_OPTION])
  4983. matk += sc->data[SC_COOLER_OPTION]->val2;
  4984. if(sc->data[SC_AQUAPLAY_OPTION])
  4985. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4986. if(sc->data[SC_CHILLY_AIR_OPTION])
  4987. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4988. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4989. matk += 50;
  4990. if(sc->data[SC_ODINS_POWER])
  4991. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4992. if(sc->data[SC_MOONLITSERENADE])
  4993. matk += sc->data[SC_MOONLITSERENADE]->val3;
  4994. if(sc->data[SC_IZAYOI])
  4995. matk += 25 * sc->data[SC_IZAYOI]->val1;
  4996. if(sc->data[SC_ZANGETSU])
  4997. matk += sc->data[SC_ZANGETSU]->val3;
  4998. if(sc->data[SC_QUEST_BUFF1])
  4999. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5000. if(sc->data[SC_QUEST_BUFF2])
  5001. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5002. if(sc->data[SC_QUEST_BUFF3])
  5003. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5004. if(sc->data[SC_MTF_MATK2])
  5005. matk += sc->data[SC_MTF_MATK2]->val1;
  5006. if(sc->data[SC_2011RWC_SCROLL])
  5007. matk += 30;
  5008. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5009. }
  5010. #endif
  5011. /**
  5012. * Adds magic attack modifications based on status changes
  5013. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5014. * @param sc: Object's status change information
  5015. * @param matk: Initial matk
  5016. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5017. */
  5018. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5019. {
  5020. if(!sc || !sc->count)
  5021. return cap_value(matk,0,USHRT_MAX);
  5022. #ifndef RENEWAL
  5023. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5024. if (sc->data[SC_MATKPOTION])
  5025. matk += sc->data[SC_MATKPOTION]->val1;
  5026. if (sc->data[SC_MATKFOOD])
  5027. matk += sc->data[SC_MATKFOOD]->val1;
  5028. if (sc->data[SC_MANA_PLUS])
  5029. matk += sc->data[SC_MANA_PLUS]->val1;
  5030. if (sc->data[SC_AQUAPLAY_OPTION])
  5031. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5032. if (sc->data[SC_CHILLY_AIR_OPTION])
  5033. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5034. if (sc->data[SC_COOLER_OPTION])
  5035. matk += sc->data[SC_COOLER_OPTION]->val2;
  5036. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5037. matk += 50;
  5038. if (sc->data[SC_ODINS_POWER])
  5039. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5040. if (sc->data[SC_IZAYOI])
  5041. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5042. if (sc->data[SC_MTF_MATK2])
  5043. matk += sc->data[SC_MTF_MATK2]->val1;
  5044. if (sc->data[SC_2011RWC_SCROLL])
  5045. matk += 30;
  5046. #endif
  5047. if (sc->data[SC_ZANGETSU])
  5048. matk += sc->data[SC_ZANGETSU]->val3;
  5049. if (sc->data[SC_QUEST_BUFF1])
  5050. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5051. if (sc->data[SC_QUEST_BUFF2])
  5052. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5053. if (sc->data[SC_QUEST_BUFF3])
  5054. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5055. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5056. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5057. if (sc->data[SC_MINDBREAKER])
  5058. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5059. if (sc->data[SC_INCMATKRATE])
  5060. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5061. if (sc->data[SC_MOONLITSERENADE])
  5062. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5063. if (sc->data[SC_MTF_MATK])
  5064. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5065. if(sc->data[SC_2011RWC_SCROLL])
  5066. matk += 30;
  5067. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5068. }
  5069. /**
  5070. * Adds critical modifications based on status changes
  5071. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5072. * @param sc: Object's status change information
  5073. * @param critical: Initial critical
  5074. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5075. */
  5076. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5077. {
  5078. if(!sc || !sc->count)
  5079. return cap_value(critical,10,SHRT_MAX);
  5080. if (sc->data[SC_INCCRI])
  5081. critical += sc->data[SC_INCCRI]->val2;
  5082. if (sc->data[SC_CRIFOOD])
  5083. critical += sc->data[SC_CRIFOOD]->val1;
  5084. if (sc->data[SC_EXPLOSIONSPIRITS])
  5085. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5086. if (sc->data[SC_FORTUNE])
  5087. critical += sc->data[SC_FORTUNE]->val2;
  5088. if (sc->data[SC_TRUESIGHT])
  5089. critical += sc->data[SC_TRUESIGHT]->val2;
  5090. if (sc->data[SC_CLOAKING])
  5091. critical += critical;
  5092. if (sc->data[SC_STRIKING])
  5093. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5094. #ifdef RENEWAL
  5095. if (sc->data[SC_SPEARQUICKEN])
  5096. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5097. #endif
  5098. if (sc->data[SC__INVISIBILITY])
  5099. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  5100. if (sc->data[SC__UNLUCKY])
  5101. critical -= sc->data[SC__UNLUCKY]->val2;
  5102. if(sc->data[SC_BEYONDOFWARCRY])
  5103. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5104. return (short)cap_value(critical,10,SHRT_MAX);
  5105. }
  5106. /**
  5107. * Adds hit modifications based on status changes
  5108. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5109. * @param sc: Object's status change information
  5110. * @param hit: Initial hit
  5111. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5112. */
  5113. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5114. {
  5115. if(!sc || !sc->count)
  5116. return cap_value(hit,1,SHRT_MAX);
  5117. if(sc->data[SC_INCHIT])
  5118. hit += sc->data[SC_INCHIT]->val1;
  5119. if(sc->data[SC_HITFOOD])
  5120. hit += sc->data[SC_HITFOOD]->val1;
  5121. if(sc->data[SC_TRUESIGHT])
  5122. hit += sc->data[SC_TRUESIGHT]->val3;
  5123. if(sc->data[SC_HUMMING])
  5124. hit += sc->data[SC_HUMMING]->val2;
  5125. if(sc->data[SC_CONCENTRATION])
  5126. hit += sc->data[SC_CONCENTRATION]->val3;
  5127. if(sc->data[SC_INSPIRATION])
  5128. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5129. if(sc->data[SC_ADJUSTMENT])
  5130. hit -= 30;
  5131. if(sc->data[SC_INCREASING])
  5132. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5133. if(sc->data[SC_MERC_HITUP])
  5134. hit += sc->data[SC_MERC_HITUP]->val2;
  5135. if(sc->data[SC_MTF_HITFLEE])
  5136. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5137. if(sc->data[SC_INCHITRATE])
  5138. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5139. if(sc->data[SC_BLIND])
  5140. hit -= hit * 25/100;
  5141. if(sc->data[SC__GROOMY])
  5142. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5143. if(sc->data[SC_FEAR])
  5144. hit -= hit * 20 / 100;
  5145. if (sc->data[SC_ASH])
  5146. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5147. if (sc->data[SC_TEARGAS])
  5148. hit -= hit * 50 / 100;
  5149. if(sc->data[SC_ILLUSIONDOPING])
  5150. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5151. if (sc->data[SC_MTF_ASPD])
  5152. hit += sc->data[SC_MTF_ASPD]->val2;
  5153. return (short)cap_value(hit,1,SHRT_MAX);
  5154. }
  5155. /**
  5156. * Adds flee modifications based on status changes
  5157. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5158. * @param sc: Object's status change information
  5159. * @param flee: Initial flee
  5160. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5161. */
  5162. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5163. {
  5164. if( bl->type == BL_PC ) {
  5165. if( map_flag_gvg(bl->m) )
  5166. flee -= flee * battle_config.gvg_flee_penalty/100;
  5167. else if( map[bl->m].flag.battleground )
  5168. flee -= flee * battle_config.bg_flee_penalty/100;
  5169. }
  5170. if(!sc || !sc->count)
  5171. return cap_value(flee,1,SHRT_MAX);
  5172. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5173. return sc->data[SC_OVERED_BOOST]->val2;
  5174. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5175. return 1; // 1 = min flee
  5176. // Fixed value
  5177. if(sc->data[SC_INCFLEE])
  5178. flee += sc->data[SC_INCFLEE]->val1;
  5179. if(sc->data[SC_FLEEFOOD])
  5180. flee += sc->data[SC_FLEEFOOD]->val1;
  5181. if(sc->data[SC_WHISTLE])
  5182. flee += sc->data[SC_WHISTLE]->val2;
  5183. if(sc->data[SC_WINDWALK])
  5184. flee += sc->data[SC_WINDWALK]->val2;
  5185. if(sc->data[SC_VIOLENTGALE])
  5186. flee += sc->data[SC_VIOLENTGALE]->val2;
  5187. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5188. flee += sc->data[SC_MOON_COMFORT]->val2;
  5189. if(sc->data[SC_CLOSECONFINE])
  5190. flee += 10;
  5191. if (sc->data[SC_ANGRIFFS_MODUS])
  5192. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5193. if(sc->data[SC_ADJUSTMENT])
  5194. flee += 30;
  5195. if(sc->data[SC_SPEED])
  5196. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5197. if(sc->data[SC_GATLINGFEVER])
  5198. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5199. if(sc->data[SC_PARTYFLEE])
  5200. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5201. if(sc->data[SC_MERC_FLEEUP])
  5202. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5203. if( sc->data[SC_HALLUCINATIONWALK] )
  5204. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5205. if(sc->data[SC_MTF_HITFLEE])
  5206. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5207. if( sc->data[SC_WATER_BARRIER] )
  5208. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5209. if( sc->data[SC_C_MARKER] )
  5210. flee -= sc->data[SC_C_MARKER]->val3;
  5211. #ifdef RENEWAL
  5212. if( sc->data[SC_SPEARQUICKEN] )
  5213. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5214. #endif
  5215. // Rate value
  5216. if(sc->data[SC_INCFLEERATE])
  5217. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5218. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  5219. flee -= flee * 50/100;
  5220. if(sc->data[SC_BERSERK])
  5221. flee -= flee * 50/100;
  5222. if(sc->data[SC_BLIND])
  5223. flee -= flee * 25/100;
  5224. if(sc->data[SC_FEAR])
  5225. flee -= flee * 20 / 100;
  5226. if(sc->data[SC_PARALYSE])
  5227. flee -= flee * 10 / 100;
  5228. if(sc->data[SC_INFRAREDSCAN])
  5229. flee -= flee * 30 / 100;
  5230. if( sc->data[SC__LAZINESS] )
  5231. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5232. if( sc->data[SC_GLOOMYDAY] )
  5233. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5234. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5235. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5236. if( sc->data[SC_WIND_STEP_OPTION] )
  5237. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5238. if( sc->data[SC_ZEPHYR] )
  5239. flee += sc->data[SC_ZEPHYR]->val2;
  5240. if(sc->data[SC_ASH])
  5241. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5242. if (sc->data[SC_GOLDENE_FERSE])
  5243. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5244. if (sc->data[SC_SMOKEPOWDER])
  5245. flee += flee * 20 / 100;
  5246. if (sc->data[SC_TEARGAS])
  5247. flee -= flee * 50 / 100;
  5248. //if( sc->data[SC_C_MARKER] )
  5249. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5250. if(sc->data[SC_HEAT_BARREL])
  5251. flee -= sc->data[SC_HEAT_BARREL]->val4;
  5252. return (short)cap_value(flee,1,SHRT_MAX);
  5253. }
  5254. /**
  5255. * Adds perfect flee modifications based on status changes
  5256. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5257. * @param sc: Object's status change information
  5258. * @param flee2: Initial flee2
  5259. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5260. */
  5261. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5262. {
  5263. if(!sc || !sc->count)
  5264. return cap_value(flee2,10,SHRT_MAX);
  5265. if(sc->data[SC_INCFLEE2])
  5266. flee2 += sc->data[SC_INCFLEE2]->val2;
  5267. if(sc->data[SC_WHISTLE])
  5268. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5269. if(sc->data[SC__UNLUCKY])
  5270. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5271. return (short)cap_value(flee2,10,SHRT_MAX);
  5272. }
  5273. /**
  5274. * Adds defense (left-side) modifications based on status changes
  5275. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5276. * @param sc: Object's status change information
  5277. * @param def: Initial def
  5278. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5279. */
  5280. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5281. {
  5282. if(!sc || !sc->count)
  5283. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5284. if(sc->data[SC_BERSERK])
  5285. return 0;
  5286. if(sc->data[SC_SKA])
  5287. return sc->data[SC_SKA]->val3;
  5288. if(sc->data[SC_BARRIER])
  5289. return 100;
  5290. if(sc->data[SC_KEEPING])
  5291. return 90;
  5292. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5293. if(sc->data[SC_STEELBODY])
  5294. return 90;
  5295. #endif
  5296. if(sc->data[SC_DEFSET])
  5297. return sc->data[SC_DEFSET]->val1;
  5298. if(sc->data[SC_DRUMBATTLE])
  5299. def += sc->data[SC_DRUMBATTLE]->val3;
  5300. #ifndef RENEWAL
  5301. if(sc->data[SC_DEFENCE])
  5302. def += sc->data[SC_DEFENCE]->val2;
  5303. #endif
  5304. if(sc->data[SC_INCDEFRATE])
  5305. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5306. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5307. def += 50;
  5308. if(sc->data[SC_ODINS_POWER])
  5309. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5310. if( sc->data[SC_ANGRIFFS_MODUS] )
  5311. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5312. if(sc->data[SC_STONEHARDSKIN])
  5313. def += sc->data[SC_STONEHARDSKIN]->val1;
  5314. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5315. def >>=1;
  5316. if(sc->data[SC_FREEZE])
  5317. def >>=1;
  5318. if(sc->data[SC_SIGNUMCRUCIS])
  5319. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5320. if(sc->data[SC_CONCENTRATION])
  5321. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5322. if(sc->data[SC_SKE])
  5323. def >>=1;
  5324. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5325. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5326. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5327. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5328. if (sc->data[SC_FLING])
  5329. def -= def * (sc->data[SC_FLING]->val2)/100;
  5330. if( sc->data[SC_FREEZING] )
  5331. def -= def * 10 / 100;
  5332. if( sc->data[SC_ANALYZE] )
  5333. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5334. if( sc->data[SC_NEUTRALBARRIER] )
  5335. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5336. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5337. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5338. if( sc->data[SC_PRESTIGE] )
  5339. def += sc->data[SC_PRESTIGE]->val3;
  5340. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5341. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5342. if( sc->data[SC_ECHOSONG] )
  5343. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5344. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5345. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5346. if( sc->data[SC_EARTHDRIVE] )
  5347. def -= def * 25 / 100;
  5348. if( sc->data[SC_CAMOUFLAGE] )
  5349. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5350. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5351. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5352. if( sc->data[SC_ROCK_CRUSHER] )
  5353. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5354. if( sc->data[SC_POWER_OF_GAIA] )
  5355. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5356. if(sc->data[SC_ASH])
  5357. def -= def * sc->data[SC_ASH]->val3/100;
  5358. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5359. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5360. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5361. }
  5362. /**
  5363. * Adds defense (right-side) modifications based on status changes
  5364. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5365. * @param sc: Object's status change information
  5366. * @param def2: Initial def2
  5367. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5368. */
  5369. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5370. {
  5371. if(!sc || !sc->count)
  5372. #ifdef RENEWAL
  5373. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5374. #else
  5375. return (short)cap_value(def2,1,SHRT_MAX);
  5376. #endif
  5377. if(sc->data[SC_BERSERK])
  5378. return 0;
  5379. if(sc->data[SC_ETERNALCHAOS])
  5380. return 0;
  5381. if(sc->data[SC_DEFSET])
  5382. return sc->data[SC_DEFSET]->val1;
  5383. if(sc->data[SC_SUN_COMFORT])
  5384. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5385. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5386. def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5387. if(sc->data[SC_ANGELUS])
  5388. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5389. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5390. #else
  5391. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5392. if(sc->data[SC_CONCENTRATION])
  5393. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5394. #endif
  5395. if(sc->data[SC_POISON])
  5396. def2 -= def2 * 25/100;
  5397. if(sc->data[SC_DPOISON])
  5398. def2 -= def2 * 25/100;
  5399. if(sc->data[SC_SKE])
  5400. def2 -= def2 * 50/100;
  5401. if(sc->data[SC_PROVOKE])
  5402. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5403. if(sc->data[SC_JOINTBEAT])
  5404. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5405. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5406. if(sc->data[SC_FLING])
  5407. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5408. if( sc->data[SC_FREEZING] )
  5409. def2 -= def2 * 10 / 100;
  5410. if(sc->data[SC_ANALYZE])
  5411. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5412. if(sc->data[SC_ASH])
  5413. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5414. if (sc->data[SC_PARALYSIS])
  5415. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5416. if(sc->data[SC_EQC])
  5417. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5418. if( sc->data[SC_CAMOUFLAGE] )
  5419. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5420. #ifdef RENEWAL
  5421. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5422. #else
  5423. return (short)cap_value(def2,1,SHRT_MAX);
  5424. #endif
  5425. }
  5426. /**
  5427. * Adds magic defense (left-side) modifications based on status changes
  5428. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5429. * @param sc: Object's status change information
  5430. * @param mdef: Initial mdef
  5431. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5432. */
  5433. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5434. {
  5435. if(!sc || !sc->count)
  5436. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5437. if(sc->data[SC_BERSERK])
  5438. return 0;
  5439. if(sc->data[SC_BARRIER])
  5440. return 100;
  5441. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5442. if(sc->data[SC_STEELBODY])
  5443. return 90;
  5444. #endif
  5445. if(sc->data[SC_MDEFSET])
  5446. return sc->data[SC_MDEFSET]->val1;
  5447. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5448. mdef += 50;
  5449. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5450. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5451. if(sc->data[SC_STONEHARDSKIN])
  5452. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5453. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5454. mdef += 25 * mdef / 100;
  5455. if(sc->data[SC_FREEZE])
  5456. mdef += 25 * mdef / 100;
  5457. if(sc->data[SC_BURNING])
  5458. mdef -= 25 * mdef / 100;
  5459. if( sc->data[SC_NEUTRALBARRIER] )
  5460. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val3 / 100;
  5461. if(sc->data[SC_ANALYZE])
  5462. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5463. if(sc->data[SC_SYMPHONYOFLOVER])
  5464. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5465. if(sc->data[SC_GT_CHANGE]) {
  5466. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5467. if (mdef < 0)
  5468. return 0;
  5469. }
  5470. if (sc->data[SC_ODINS_POWER])
  5471. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5472. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5473. }
  5474. /**
  5475. * Adds magic defense (right-side) modifications based on status changes
  5476. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5477. * @param sc: Object's status change information
  5478. * @param mdef2: Initial mdef2
  5479. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5480. */
  5481. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5482. {
  5483. if(!sc || !sc->count)
  5484. #ifdef RENEWAL
  5485. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5486. #else
  5487. return (short)cap_value(mdef2,1,SHRT_MAX);
  5488. #endif
  5489. if(sc->data[SC_BERSERK])
  5490. return 0;
  5491. if(sc->data[SC_SKA])
  5492. return 90;
  5493. if(sc->data[SC_MDEFSET])
  5494. return sc->data[SC_MDEFSET]->val1;
  5495. if(sc->data[SC_MINDBREAKER])
  5496. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5497. if(sc->data[SC_BURNING])
  5498. mdef2 -= mdef2 * 25 / 100;
  5499. if(sc->data[SC_ANALYZE])
  5500. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5501. #ifdef RENEWAL
  5502. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5503. #else
  5504. return (short)cap_value(mdef2,1,SHRT_MAX);
  5505. #endif
  5506. }
  5507. /**
  5508. * Adds speed modifications based on status changes
  5509. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5510. * @param sc: Object's status change information
  5511. * @param speed: Initial speed
  5512. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5513. */
  5514. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5515. {
  5516. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5517. int speed_rate = 100;
  5518. if (sc == NULL || (sd && sd->state.permanent_speed))
  5519. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5520. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5521. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5522. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5523. else
  5524. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5525. } else {
  5526. int val = 0;
  5527. // GetMoveHasteValue2()
  5528. if( sc->data[SC_FUSION] )
  5529. val = 25;
  5530. else if( sd ) {
  5531. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5532. val = 25; // Same bonus
  5533. else if( pc_isridingwug(sd) )
  5534. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5535. else if( pc_ismadogear(sd) ) {
  5536. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5537. if( sc->data[SC_ACCELERATION] )
  5538. val += 25;
  5539. }
  5540. else if( sc->data[SC_ALL_RIDING] )
  5541. val = battle_config.rental_mount_speed_boost;
  5542. }
  5543. speed_rate -= val;
  5544. // GetMoveSlowValue()
  5545. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5546. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5547. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5548. val = sc->data[SC_CHASEWALK]->val3;
  5549. else {
  5550. val = 0;
  5551. // Longing for Freedom cancels song/dance penalty
  5552. if( sc->data[SC_LONGING] )
  5553. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  5554. else
  5555. if( sd && sc->data[SC_DANCING] )
  5556. 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)) );
  5557. if( sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS] )
  5558. val = max( val, 25 );
  5559. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  5560. val = max( val, 50 );
  5561. if( sc->data[SC_DONTFORGETME] )
  5562. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  5563. if( sc->data[SC_CURSE] )
  5564. val = max( val, 300 );
  5565. if( sc->data[SC_CHASEWALK] )
  5566. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  5567. if( sc->data[SC_WEDDING] )
  5568. val = max( val, 100 );
  5569. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  5570. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  5571. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  5572. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  5573. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  5574. val = max( val, 75 );
  5575. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  5576. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  5577. if( sc->data[SC_GATLINGFEVER] )
  5578. val = max( val, 100 );
  5579. if( sc->data[SC_SUITON] )
  5580. val = max( val, sc->data[SC_SUITON]->val3 );
  5581. if( sc->data[SC_SWOO] )
  5582. val = max( val, 300 );
  5583. if( sc->data[SC_SKA] )
  5584. val = max( val, 25 );
  5585. if( sc->data[SC_FREEZING] )
  5586. val = max( val, 50 );
  5587. if( sc->data[SC_MARSHOFABYSS] )
  5588. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  5589. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  5590. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  5591. if( sc->data[SC_STEALTHFIELD] )
  5592. val = max( val, 20 );
  5593. if( sc->data[SC__LAZINESS] )
  5594. val = max( val, 25 );
  5595. if( sc->data[SC_BANDING_DEFENCE] )
  5596. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  5597. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  5598. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  5599. if( sc->data[SC_POWER_OF_GAIA] )
  5600. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  5601. if( sc->data[SC_MELON_BOMB] )
  5602. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  5603. if( sc->data[SC_REBOUND] )
  5604. val = max( val, 25 );
  5605. if( sc->data[SC_B_TRAP] )
  5606. val = max( val, sc->data[SC_B_TRAP]->val3 );
  5607. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  5608. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  5609. }
  5610. speed_rate += val;
  5611. val = 0;
  5612. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  5613. speed_rate = 150;
  5614. // GetMoveHasteValue1()
  5615. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  5616. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  5617. if( sc->data[SC_INCREASEAGI] )
  5618. val = max( val, 25 );
  5619. if( sc->data[SC_WINDWALK] )
  5620. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  5621. if( sc->data[SC_CARTBOOST] )
  5622. val = max( val, 20 );
  5623. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  5624. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  5625. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  5626. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  5627. if( sc->data[SC_BERSERK] )
  5628. val = max( val, 25 );
  5629. if( sc->data[SC_RUN] )
  5630. val = max( val, 55 );
  5631. if( sc->data[SC_AVOID] )
  5632. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  5633. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  5634. val = max( val, 75 );
  5635. if( sc->data[SC_CLOAKINGEXCEED] )
  5636. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  5637. if( sc->data[SC_HOVERING] )
  5638. val = max( val, 10 );
  5639. if( sc->data[SC_GN_CARTBOOST] )
  5640. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  5641. if( sc->data[SC_SWINGDANCE] )
  5642. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  5643. if( sc->data[SC_WIND_STEP_OPTION] )
  5644. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  5645. if( sc->data[SC_FULL_THROTTLE] )
  5646. val = max( val, 25 );
  5647. // !FIXME: official items use a single bonus for this [ultramage]
  5648. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  5649. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  5650. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  5651. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  5652. speed_rate -= val;
  5653. if( speed_rate < 40 )
  5654. speed_rate = 40;
  5655. }
  5656. // GetSpeed()
  5657. if( sd && pc_iscarton(sd) )
  5658. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  5659. if( sc->data[SC_PARALYSE] )
  5660. speed += speed * 50 / 100;
  5661. if( speed_rate != 100 )
  5662. speed = speed * speed_rate / 100;
  5663. if( sc->data[SC_STEELBODY] )
  5664. speed = 200;
  5665. if( sc->data[SC_DEFENDER] )
  5666. speed = max(speed, 200);
  5667. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  5668. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  5669. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5670. }
  5671. #ifdef RENEWAL_ASPD
  5672. /**
  5673. * Renewal attack speed modifiers based on status changes
  5674. * This function only affects RENEWAL players and comes after base calculation
  5675. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5676. * @param sc: Object's status change information
  5677. * @param flag: flag&1 - fixed value [malufett]
  5678. * flag&2 - percentage value
  5679. * @return modified aspd
  5680. */
  5681. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  5682. {
  5683. int i, pots = 0, skills1 = 0, skills2 = 0;
  5684. if(!sc || !sc->count)
  5685. return 0;
  5686. if(sc->data[i=SC_ASPDPOTION3] ||
  5687. sc->data[i=SC_ASPDPOTION2] ||
  5688. sc->data[i=SC_ASPDPOTION1] ||
  5689. sc->data[i=SC_ASPDPOTION0])
  5690. pots += sc->data[i]->val1;
  5691. if (sc->data[SC_ATTHASTE_CASH])
  5692. pots += sc->data[SC_ATTHASTE_CASH]->val1;
  5693. if( !sc->data[SC_QUAGMIRE] ) {
  5694. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  5695. skills1 = 7;
  5696. if(sc->data[SC_ONEHAND] && skills1 < 7)
  5697. skills1 = 7;
  5698. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // Needs more info
  5699. skills1 = 7;
  5700. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  5701. skills1 = 6;
  5702. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  5703. skills1 = 7;
  5704. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  5705. skills1 = 7;
  5706. if(sc->data[SC_FLEET] && skills1 < 5)
  5707. skills1 = 5;
  5708. }
  5709. if(sc->data[SC_BERSERK] && skills1 < 15)
  5710. skills1 = 15;
  5711. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 20)
  5712. skills1 = 20;
  5713. if(sc->data[SC_DONTFORGETME])
  5714. skills2 -= sc->data[SC_DONTFORGETME]->val2 / 10;
  5715. if(sc->data[SC_LONGING])
  5716. skills2 -= sc->data[SC_LONGING]->val2 / 10;
  5717. if(sc->data[SC_STEELBODY])
  5718. skills2 -= 25;
  5719. if(sc->data[SC_SKA])
  5720. skills2 -= 25;
  5721. if(sc->data[SC_DEFENDER])
  5722. skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
  5723. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5724. skills2 -= 75;
  5725. if(sc->data[SC_GRAVITATION])
  5726. skills2 -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  5727. if(sc->data[SC_JOINTBEAT]) { // Needs more info
  5728. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5729. skills2 -= 25;
  5730. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5731. skills2 -= 10;
  5732. }
  5733. if( sc->data[SC_FREEZING] )
  5734. skills2 -= 15;
  5735. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5736. skills2 -= 50;
  5737. if( sc->data[SC_PARALYSE] )
  5738. skills2 -= 10;
  5739. if( sc->data[SC__BODYPAINT] )
  5740. skills2 -= 5 * sc->data[SC__BODYPAINT]->val1;
  5741. if( sc->data[SC__INVISIBILITY] )
  5742. skills2 -= sc->data[SC__INVISIBILITY]->val2;
  5743. if( sc->data[SC__GROOMY] )
  5744. skills2 -= sc->data[SC__GROOMY]->val2;
  5745. if( sc->data[SC_SWINGDANCE] )
  5746. skills2 += sc->data[SC_SWINGDANCE]->val2;
  5747. if( sc->data[SC_DANCEWITHWUG] )
  5748. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  5749. if( sc->data[SC_GLOOMYDAY] )
  5750. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  5751. if( sc->data[SC_EARTHDRIVE] )
  5752. skills2 -= 25;
  5753. if( sc->data[SC_GT_CHANGE] )
  5754. skills2 += sc->data[SC_GT_CHANGE]->val3;
  5755. if( sc->data[SC_MELON_BOMB] )
  5756. skills2 -= sc->data[SC_MELON_BOMB]->val3;
  5757. if( sc->data[SC_PAIN_KILLER] )
  5758. skills2 -= sc->data[SC_PAIN_KILLER]->val2;
  5759. if( sc->data[SC_BOOST500] )
  5760. skills2 += sc->data[SC_BOOST500]->val1;
  5761. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5762. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  5763. if( sc->data[SC_GOLDENE_FERSE] )
  5764. skills2 += sc->data[SC_GOLDENE_FERSE]->val3;
  5765. if( sc->data[SC_INCASPDRATE] )
  5766. skills2 += sc->data[SC_INCASPDRATE]->val1;
  5767. if( sc->data[SC_GATLINGFEVER] )
  5768. skills2 += sc->data[SC_GATLINGFEVER]->val1;
  5769. if( sc->data[SC_STAR_COMFORT] )
  5770. skills2 += sc->data[SC_STAR_COMFORT]->val1;
  5771. if( sc->data[SC_HEAT_BARREL] )
  5772. skills2 += sc->data[SC_HEAT_BARREL]->val3;
  5773. if(sc->data[SC_ASSNCROS] && !skills1) {
  5774. if (bl->type!=BL_PC)
  5775. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5776. else
  5777. switch(((TBL_PC*)bl)->status.weapon) {
  5778. case W_BOW:
  5779. case W_REVOLVER:
  5780. case W_RIFLE:
  5781. case W_GATLING:
  5782. case W_SHOTGUN:
  5783. case W_GRENADE:
  5784. break;
  5785. default:
  5786. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5787. break;
  5788. }
  5789. }
  5790. return ( flag&1? (skills1 + pots) : skills2 );
  5791. }
  5792. #endif
  5793. /**
  5794. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  5795. * A subtraction reduces the delay, meaning an increase in ASPD
  5796. * This comes after the percentage changes and is based on status changes
  5797. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5798. * @param sc: Object's status change information
  5799. * @param aspd: Object's current ASPD
  5800. * @return modified aspd
  5801. */
  5802. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  5803. {
  5804. if (!sc || !sc->count)
  5805. return cap_value(aspd, 0, 2000);
  5806. if (sc->data[SC_OVERED_BOOST])
  5807. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  5808. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
  5809. || sc->data[SC_WILD_STORM_OPTION]))
  5810. aspd -= 50; // +5 ASPD
  5811. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  5812. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  5813. if (sc->data[SC_MTF_ASPD])
  5814. aspd -= sc->data[SC_MTF_ASPD]->val1;
  5815. if (sc->data[SC_MTF_ASPD2])
  5816. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  5817. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  5818. }
  5819. /**
  5820. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  5821. * Note: The scale of aspd_rate is 1000 = 100%
  5822. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  5823. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5824. * @param sc: Object's status change information
  5825. * @param aspd_rate: Object's current ASPD
  5826. * @return modified aspd_rate
  5827. */
  5828. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  5829. {
  5830. int i;
  5831. if(!sc || !sc->count)
  5832. return cap_value(aspd_rate,0,SHRT_MAX);
  5833. if( !sc->data[SC_QUAGMIRE] ) {
  5834. int max = 0;
  5835. if(sc->data[SC_STAR_COMFORT])
  5836. max = sc->data[SC_STAR_COMFORT]->val2;
  5837. if(sc->data[SC_TWOHANDQUICKEN] &&
  5838. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  5839. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  5840. if(sc->data[SC_ONEHAND] &&
  5841. max < sc->data[SC_ONEHAND]->val2)
  5842. max = sc->data[SC_ONEHAND]->val2;
  5843. if(sc->data[SC_MERC_QUICKEN] &&
  5844. max < sc->data[SC_MERC_QUICKEN]->val2)
  5845. max = sc->data[SC_MERC_QUICKEN]->val2;
  5846. if(sc->data[SC_ADRENALINE2] &&
  5847. max < sc->data[SC_ADRENALINE2]->val3)
  5848. max = sc->data[SC_ADRENALINE2]->val3;
  5849. if(sc->data[SC_ADRENALINE] &&
  5850. max < sc->data[SC_ADRENALINE]->val3)
  5851. max = sc->data[SC_ADRENALINE]->val3;
  5852. if(sc->data[SC_SPEARQUICKEN] &&
  5853. max < sc->data[SC_SPEARQUICKEN]->val2)
  5854. max = sc->data[SC_SPEARQUICKEN]->val2;
  5855. if(sc->data[SC_GATLINGFEVER] &&
  5856. max < sc->data[SC_GATLINGFEVER]->val2)
  5857. max = sc->data[SC_GATLINGFEVER]->val2;
  5858. if(sc->data[SC_FLEET] &&
  5859. max < sc->data[SC_FLEET]->val2)
  5860. max = sc->data[SC_FLEET]->val2;
  5861. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  5862. if (bl->type!=BL_PC)
  5863. max = sc->data[SC_ASSNCROS]->val2;
  5864. else
  5865. switch(((TBL_PC*)bl)->status.weapon) {
  5866. case W_BOW:
  5867. case W_REVOLVER:
  5868. case W_RIFLE:
  5869. case W_GATLING:
  5870. case W_SHOTGUN:
  5871. case W_GRENADE:
  5872. break;
  5873. default:
  5874. max = sc->data[SC_ASSNCROS]->val2;
  5875. }
  5876. }
  5877. aspd_rate -= max;
  5878. if(sc->data[SC_BERSERK])
  5879. aspd_rate -= 300;
  5880. else if(sc->data[SC_MADNESSCANCEL])
  5881. aspd_rate -= 200;
  5882. }
  5883. if( sc->data[i=SC_ASPDPOTION3] ||
  5884. sc->data[i=SC_ASPDPOTION2] ||
  5885. sc->data[i=SC_ASPDPOTION1] ||
  5886. sc->data[i=SC_ASPDPOTION0] )
  5887. aspd_rate -= sc->data[i]->val2;
  5888. if (sc->data[SC_ATTHASTE_CASH])
  5889. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  5890. if(sc->data[SC_DONTFORGETME])
  5891. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  5892. if(sc->data[SC_LONGING])
  5893. aspd_rate += sc->data[SC_LONGING]->val2;
  5894. if(sc->data[SC_STEELBODY])
  5895. aspd_rate += 250;
  5896. if(sc->data[SC_SKA])
  5897. aspd_rate += 250;
  5898. if(sc->data[SC_DEFENDER])
  5899. aspd_rate += sc->data[SC_DEFENDER]->val4;
  5900. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5901. aspd_rate += 250;
  5902. if(sc->data[SC_GRAVITATION])
  5903. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  5904. if(sc->data[SC_JOINTBEAT]) {
  5905. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5906. aspd_rate += 250;
  5907. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5908. aspd_rate += 100;
  5909. }
  5910. if( sc->data[SC_FREEZING] )
  5911. aspd_rate += 150;
  5912. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5913. aspd_rate += 500;
  5914. if( sc->data[SC_PARALYSE] )
  5915. aspd_rate += 100;
  5916. if( sc->data[SC__BODYPAINT] )
  5917. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  5918. if( sc->data[SC__INVISIBILITY] )
  5919. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  5920. if( sc->data[SC__GROOMY] )
  5921. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  5922. if( sc->data[SC_SWINGDANCE] )
  5923. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  5924. if( sc->data[SC_DANCEWITHWUG] )
  5925. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  5926. if( sc->data[SC_GLOOMYDAY] )
  5927. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  5928. if( sc->data[SC_EARTHDRIVE] )
  5929. aspd_rate += 250;
  5930. if( sc->data[SC_GT_CHANGE] )
  5931. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  5932. if( sc->data[SC_MELON_BOMB] )
  5933. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  5934. if( sc->data[SC_BOOST500] )
  5935. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  5936. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5937. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  5938. if( sc->data[SC_INCASPDRATE] )
  5939. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  5940. if( sc->data[SC_PAIN_KILLER])
  5941. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  5942. if( sc->data[SC_GOLDENE_FERSE])
  5943. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  5944. if( sc->data[SC_HEAT_BARREL] )
  5945. aspd_rate -= sc->data[SC_HEAT_BARREL]->val3 * 10;
  5946. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  5947. }
  5948. /**
  5949. * Modifies the damage delay time based on status changes
  5950. * The lower your delay, the quicker you can act after taking damage
  5951. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5952. * @param sc: Object's status change information
  5953. * @param dmotion: Object's current damage delay
  5954. * @return modified delay rate
  5955. */
  5956. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  5957. {
  5958. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  5959. return cap_value(dmotion,0,USHRT_MAX);
  5960. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  5961. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  5962. return 0;
  5963. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  5964. return 0;
  5965. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  5966. }
  5967. /**
  5968. * Calculates a max HP based on status changes
  5969. * Values can either be percentages or fixed, based on how equations are formulated
  5970. * @param bl: Object's block_list data
  5971. * @param maxhp: Object's current max HP
  5972. * @return modified maxhp
  5973. */
  5974. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  5975. {
  5976. int rate = 100;
  5977. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  5978. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  5979. maxhp = maxhp * rate / 100;
  5980. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5981. }
  5982. /**
  5983. * Calculates a max SP based on status changes
  5984. * Values can either be percentages or fixed, bas ed on how equations are formulated
  5985. * @param bl: Object's block_list data
  5986. * @param maxsp: Object's current max SP
  5987. * @return modified maxsp
  5988. */
  5989. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  5990. {
  5991. int rate = 100;
  5992. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  5993. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  5994. maxsp = maxsp * rate / 100;
  5995. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  5996. }
  5997. /**
  5998. * Changes a player's element based on status changes
  5999. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6000. * @param sc: Object's status change information
  6001. * @param element: Object's current element
  6002. * @return new element
  6003. */
  6004. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6005. {
  6006. if(!sc || !sc->count)
  6007. return cap_value(element, 0, UCHAR_MAX);
  6008. if(sc->data[SC_FREEZE])
  6009. return ELE_WATER;
  6010. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6011. return ELE_EARTH;
  6012. if(sc->data[SC_BENEDICTIO])
  6013. return ELE_HOLY;
  6014. if(sc->data[SC_CHANGEUNDEAD])
  6015. return ELE_UNDEAD;
  6016. if(sc->data[SC_ELEMENTALCHANGE])
  6017. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6018. if(sc->data[SC_SHAPESHIFT])
  6019. return sc->data[SC_SHAPESHIFT]->val2;
  6020. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6021. }
  6022. /**
  6023. * Changes a player's element level based on status changes
  6024. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6025. * @param sc: Object's status change information
  6026. * @param lv: Object's current element level
  6027. * @return new element level
  6028. */
  6029. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6030. {
  6031. if(!sc || !sc->count)
  6032. return cap_value(lv, 1, 4);
  6033. if(sc->data[SC_FREEZE])
  6034. return 1;
  6035. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6036. return 1;
  6037. if(sc->data[SC_BENEDICTIO])
  6038. return 1;
  6039. if(sc->data[SC_CHANGEUNDEAD])
  6040. return 1;
  6041. if(sc->data[SC_ELEMENTALCHANGE])
  6042. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6043. if(sc->data[SC_SHAPESHIFT])
  6044. return 1;
  6045. if(sc->data[SC__INVISIBILITY])
  6046. return 1;
  6047. return (unsigned char)cap_value(lv,1,4);
  6048. }
  6049. /**
  6050. * Changes a player's attack element based on status changes
  6051. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6052. * @param sc: Object's status change information
  6053. * @param element: Object's current attack element
  6054. * @return new attack element
  6055. */
  6056. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6057. {
  6058. if(!sc || !sc->count)
  6059. return cap_value(element, 0, UCHAR_MAX);
  6060. if(sc->data[SC_ENCHANTARMS])
  6061. return sc->data[SC_ENCHANTARMS]->val2;
  6062. if(sc->data[SC_WATERWEAPON]
  6063. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6064. return ELE_WATER;
  6065. if(sc->data[SC_EARTHWEAPON]
  6066. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6067. return ELE_EARTH;
  6068. if(sc->data[SC_FIREWEAPON]
  6069. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6070. return ELE_FIRE;
  6071. if(sc->data[SC_WINDWEAPON]
  6072. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6073. return ELE_WIND;
  6074. if(sc->data[SC_ENCPOISON])
  6075. return ELE_POISON;
  6076. if(sc->data[SC_ASPERSIO])
  6077. return ELE_HOLY;
  6078. if(sc->data[SC_SHADOWWEAPON])
  6079. return ELE_DARK;
  6080. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6081. return ELE_GHOST;
  6082. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6083. return ELE_WATER;
  6084. if(sc->data[SC_PYROCLASTIC])
  6085. return ELE_FIRE;
  6086. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6087. }
  6088. /**
  6089. * Changes the mode of an object
  6090. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6091. * @param sc: Object's status change data
  6092. * @param mode: Original mode
  6093. * @return mode with cap_value(mode,0,USHRT_MAX)
  6094. */
  6095. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6096. {
  6097. if(!sc || !sc->count)
  6098. return cap_value(mode, 0, INT_MAX);
  6099. if(sc->data[SC_MODECHANGE]) {
  6100. if (sc->data[SC_MODECHANGE]->val2)
  6101. mode = sc->data[SC_MODECHANGE]->val2; // Set mode
  6102. if (sc->data[SC_MODECHANGE]->val3)
  6103. mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
  6104. if (sc->data[SC_MODECHANGE]->val4)
  6105. mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
  6106. }
  6107. return cap_value(mode, 0, INT_MAX);
  6108. }
  6109. /**
  6110. * Gets the name of the given bl
  6111. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6112. * @return name or "Unknown" if any other bl->type than noted above
  6113. */
  6114. const char* status_get_name(struct block_list *bl)
  6115. {
  6116. nullpo_ret(bl);
  6117. switch (bl->type) {
  6118. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6119. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6120. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6121. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6122. //case BL_MER: // They only have database names which are global, not specific to GID.
  6123. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6124. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6125. }
  6126. return "Unknown";
  6127. }
  6128. /**
  6129. * Gets the class/sprite id of the given bl
  6130. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6131. * @return class or 0 if any other bl->type than noted above
  6132. */
  6133. int status_get_class(struct block_list *bl)
  6134. {
  6135. nullpo_ret(bl);
  6136. switch( bl->type ) {
  6137. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6138. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6139. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6140. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6141. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6142. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6143. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6144. }
  6145. return 0;
  6146. }
  6147. /**
  6148. * Gets the base level of the given bl
  6149. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6150. * @return base level or 1 if any other bl->type than noted above
  6151. */
  6152. int status_get_lv(struct block_list *bl)
  6153. {
  6154. nullpo_ret(bl);
  6155. switch (bl->type) {
  6156. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6157. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6158. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6159. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6160. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6161. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6162. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6163. }
  6164. return 1;
  6165. }
  6166. /**
  6167. * Gets the regeneration info of the given bl
  6168. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6169. * @return regen data or NULL if any other bl->type than noted above
  6170. */
  6171. struct regen_data *status_get_regen_data(struct block_list *bl)
  6172. {
  6173. nullpo_retr(NULL, bl);
  6174. switch (bl->type) {
  6175. case BL_PC: return &((TBL_PC*)bl)->regen;
  6176. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6177. case BL_MER: return &((TBL_MER*)bl)->regen;
  6178. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6179. default:
  6180. return NULL;
  6181. }
  6182. }
  6183. /**
  6184. * Gets the status data of the given bl
  6185. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6186. * @return status or "dummy_status" if any other bl->type than noted above
  6187. */
  6188. struct status_data *status_get_status_data(struct block_list *bl)
  6189. {
  6190. nullpo_retr(&dummy_status, bl);
  6191. switch (bl->type) {
  6192. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6193. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6194. case BL_PET: return &((TBL_PET*)bl)->status;
  6195. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6196. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6197. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6198. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6199. default:
  6200. return &dummy_status;
  6201. }
  6202. }
  6203. /**
  6204. * Gets the base status data of the given bl
  6205. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6206. * @return base_status or NULL if any other bl->type than noted above
  6207. */
  6208. struct status_data *status_get_base_status(struct block_list *bl)
  6209. {
  6210. nullpo_retr(NULL, bl);
  6211. switch (bl->type) {
  6212. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6213. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6214. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6215. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6216. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6217. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6218. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6219. default:
  6220. return NULL;
  6221. }
  6222. }
  6223. /**
  6224. * Gets the defense of the given bl
  6225. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6226. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6227. */
  6228. defType status_get_def(struct block_list *bl)
  6229. {
  6230. struct unit_data *ud;
  6231. struct status_data *status = status_get_status_data(bl);
  6232. int def = status?status->def:0;
  6233. ud = unit_bl2ud(bl);
  6234. if (ud && ud->skilltimer != INVALID_TIMER)
  6235. def -= def * skill_get_castdef(ud->skill_id)/100;
  6236. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6237. }
  6238. /**
  6239. * Gets the walking speed of the given bl
  6240. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6241. * @return speed
  6242. */
  6243. unsigned short status_get_speed(struct block_list *bl)
  6244. {
  6245. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6246. return ((struct npc_data *)bl)->speed;
  6247. return status_get_status_data(bl)->speed;
  6248. }
  6249. /**
  6250. * Gets the party ID of the given bl
  6251. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6252. * @return party ID
  6253. */
  6254. int status_get_party_id(struct block_list *bl)
  6255. {
  6256. nullpo_ret(bl);
  6257. switch (bl->type) {
  6258. case BL_PC:
  6259. return ((TBL_PC*)bl)->status.party_id;
  6260. case BL_PET:
  6261. if (((TBL_PET*)bl)->master)
  6262. return ((TBL_PET*)bl)->master->status.party_id;
  6263. break;
  6264. case BL_MOB: {
  6265. struct mob_data *md=(TBL_MOB*)bl;
  6266. if( md->master_id > 0 ) {
  6267. struct map_session_data *msd;
  6268. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6269. return msd->status.party_id;
  6270. return -md->master_id;
  6271. }
  6272. }
  6273. break;
  6274. case BL_HOM:
  6275. if (((TBL_HOM*)bl)->master)
  6276. return ((TBL_HOM*)bl)->master->status.party_id;
  6277. break;
  6278. case BL_MER:
  6279. if (((TBL_MER*)bl)->master)
  6280. return ((TBL_MER*)bl)->master->status.party_id;
  6281. break;
  6282. case BL_SKILL:
  6283. if (((TBL_SKILL*)bl)->group)
  6284. return ((TBL_SKILL*)bl)->group->party_id;
  6285. break;
  6286. case BL_ELEM:
  6287. if (((TBL_ELEM*)bl)->master)
  6288. return ((TBL_ELEM*)bl)->master->status.party_id;
  6289. break;
  6290. }
  6291. return 0;
  6292. }
  6293. /**
  6294. * Gets the guild ID of the given bl
  6295. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6296. * @return guild ID
  6297. */
  6298. int status_get_guild_id(struct block_list *bl)
  6299. {
  6300. nullpo_ret(bl);
  6301. switch (bl->type) {
  6302. case BL_PC:
  6303. return ((TBL_PC*)bl)->status.guild_id;
  6304. case BL_PET:
  6305. if (((TBL_PET*)bl)->master)
  6306. return ((TBL_PET*)bl)->master->status.guild_id;
  6307. break;
  6308. case BL_MOB:
  6309. {
  6310. struct map_session_data *msd;
  6311. struct mob_data *md = (struct mob_data *)bl;
  6312. if (md->guardian_data) // Guardian's guild [Skotlex]
  6313. return md->guardian_data->guild_id;
  6314. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6315. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6316. }
  6317. break;
  6318. case BL_HOM:
  6319. if (((TBL_HOM*)bl)->master)
  6320. return ((TBL_HOM*)bl)->master->status.guild_id;
  6321. break;
  6322. case BL_MER:
  6323. if (((TBL_MER*)bl)->master)
  6324. return ((TBL_MER*)bl)->master->status.guild_id;
  6325. break;
  6326. case BL_NPC:
  6327. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6328. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6329. break;
  6330. case BL_SKILL:
  6331. if (((TBL_SKILL*)bl)->group)
  6332. return ((TBL_SKILL*)bl)->group->guild_id;
  6333. break;
  6334. case BL_ELEM:
  6335. if (((TBL_ELEM*)bl)->master)
  6336. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6337. break;
  6338. }
  6339. return 0;
  6340. }
  6341. /**
  6342. * Gets the guild emblem ID of the given bl
  6343. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6344. * @return guild emblem ID
  6345. */
  6346. int status_get_emblem_id(struct block_list *bl)
  6347. {
  6348. nullpo_ret(bl);
  6349. switch (bl->type) {
  6350. case BL_PC:
  6351. return ((TBL_PC*)bl)->guild_emblem_id;
  6352. case BL_PET:
  6353. if (((TBL_PET*)bl)->master)
  6354. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6355. break;
  6356. case BL_MOB:
  6357. {
  6358. struct map_session_data *msd;
  6359. struct mob_data *md = (struct mob_data *)bl;
  6360. if (md->guardian_data) // Guardian's guild [Skotlex]
  6361. return md->guardian_data->emblem_id;
  6362. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6363. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6364. }
  6365. break;
  6366. case BL_HOM:
  6367. if (((TBL_HOM*)bl)->master)
  6368. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6369. break;
  6370. case BL_MER:
  6371. if (((TBL_MER*)bl)->master)
  6372. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6373. break;
  6374. case BL_NPC:
  6375. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6376. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6377. if (g)
  6378. return g->emblem_id;
  6379. }
  6380. break;
  6381. case BL_ELEM:
  6382. if (((TBL_ELEM*)bl)->master)
  6383. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6384. break;
  6385. }
  6386. return 0;
  6387. }
  6388. /**
  6389. * Gets the race of a mob or pet
  6390. * @param bl: Object whose race to get [MOB|PET]
  6391. * @return race
  6392. */
  6393. int status_get_race2(struct block_list *bl)
  6394. {
  6395. nullpo_ret(bl);
  6396. if(bl->type == BL_MOB)
  6397. return ((struct mob_data *)bl)->db->race2;
  6398. if(bl->type == BL_PET)
  6399. return ((struct pet_data *)bl)->db->race2;
  6400. return 0;
  6401. }
  6402. /**
  6403. * Checks if an object is dead
  6404. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6405. * @return 1: Is dead or 0: Is alive
  6406. */
  6407. int status_isdead(struct block_list *bl)
  6408. {
  6409. nullpo_ret(bl);
  6410. return status_get_status_data(bl)->hp == 0;
  6411. }
  6412. /**
  6413. * Checks if an object is immune to magic
  6414. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6415. * @return value of magic damage to be blocked
  6416. */
  6417. int status_isimmune(struct block_list *bl)
  6418. {
  6419. struct status_change *sc =status_get_sc(bl);
  6420. if (sc && sc->data[SC_HERMODE])
  6421. return 100;
  6422. if (bl->type == BL_PC &&
  6423. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6424. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6425. return 0;
  6426. }
  6427. /**
  6428. * Get view data of an object
  6429. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6430. * @return view data structure bl->vd
  6431. */
  6432. struct view_data* status_get_viewdata(struct block_list *bl)
  6433. {
  6434. nullpo_retr(NULL, bl);
  6435. switch (bl->type) {
  6436. case BL_PC: return &((TBL_PC*)bl)->vd;
  6437. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6438. case BL_PET: return &((TBL_PET*)bl)->vd;
  6439. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6440. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6441. case BL_MER: return ((TBL_MER*)bl)->vd;
  6442. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6443. }
  6444. return NULL;
  6445. }
  6446. /**
  6447. * Set view data of an object
  6448. * This function deals with class, mount, and item views
  6449. * SC views are set in clif_getareachar_unit()
  6450. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6451. * @param class_: class of the object
  6452. */
  6453. void status_set_viewdata(struct block_list *bl, int class_)
  6454. {
  6455. struct view_data* vd;
  6456. nullpo_retv(bl);
  6457. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6458. vd = mob_get_viewdata(class_);
  6459. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  6460. vd = npc_get_viewdata(class_);
  6461. else if (homdb_checkid(class_))
  6462. vd = hom_get_viewdata(class_);
  6463. else if (mercenary_class(class_))
  6464. vd = mercenary_get_viewdata(class_);
  6465. else if (elemental_class(class_))
  6466. vd = elemental_get_viewdata(class_);
  6467. else
  6468. vd = NULL;
  6469. switch (bl->type) {
  6470. case BL_PC:
  6471. {
  6472. TBL_PC* sd = (TBL_PC*)bl;
  6473. if (pcdb_checkid(class_)) {
  6474. if (sd->sc.option&OPTION_RIDING) {
  6475. switch (class_) { // Adapt class to a Mounted one.
  6476. case JOB_KNIGHT:
  6477. class_ = JOB_KNIGHT2;
  6478. break;
  6479. case JOB_CRUSADER:
  6480. class_ = JOB_CRUSADER2;
  6481. break;
  6482. case JOB_LORD_KNIGHT:
  6483. class_ = JOB_LORD_KNIGHT2;
  6484. break;
  6485. case JOB_PALADIN:
  6486. class_ = JOB_PALADIN2;
  6487. break;
  6488. case JOB_BABY_KNIGHT:
  6489. class_ = JOB_BABY_KNIGHT2;
  6490. break;
  6491. case JOB_BABY_CRUSADER:
  6492. class_ = JOB_BABY_CRUSADER2;
  6493. break;
  6494. }
  6495. }
  6496. sd->vd.class_ = class_;
  6497. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6498. sd->vd.head_top = sd->status.head_top;
  6499. sd->vd.head_mid = sd->status.head_mid;
  6500. sd->vd.head_bottom = sd->status.head_bottom;
  6501. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6502. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6503. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6504. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  6505. sd->vd.sex = sd->status.sex;
  6506. if (sd->vd.cloth_color) {
  6507. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6508. sd->vd.cloth_color = 0;
  6509. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6510. sd->vd.cloth_color = 0;
  6511. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  6512. sd->vd.cloth_color = 0;
  6513. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  6514. sd->vd.cloth_color = 0;
  6515. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6516. sd->vd.cloth_color = 0;
  6517. }
  6518. if ( sd->vd.body_style && (
  6519. sd->sc.option&OPTION_WEDDING || sd->sc.option&OPTION_XMAS ||
  6520. sd->sc.option&OPTION_SUMMER || sd->sc.option&OPTION_HANBOK ||
  6521. sd->sc.option&OPTION_OKTOBERFEST))
  6522. sd->vd.body_style = 0;
  6523. } else if (vd)
  6524. memcpy(&sd->vd, vd, sizeof(struct view_data));
  6525. else
  6526. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  6527. }
  6528. break;
  6529. case BL_MOB:
  6530. {
  6531. TBL_MOB* md = (TBL_MOB*)bl;
  6532. if (vd)
  6533. md->vd = vd;
  6534. else
  6535. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6536. }
  6537. break;
  6538. case BL_PET:
  6539. {
  6540. TBL_PET* pd = (TBL_PET*)bl;
  6541. if (vd) {
  6542. memcpy(&pd->vd, vd, sizeof(struct view_data));
  6543. if (!pcdb_checkid(vd->class_)) {
  6544. pd->vd.hair_style = battle_config.pet_hair_style;
  6545. if(pd->pet.equip) {
  6546. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  6547. if (!pd->vd.head_bottom)
  6548. pd->vd.head_bottom = pd->pet.equip;
  6549. }
  6550. }
  6551. } else
  6552. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  6553. }
  6554. break;
  6555. case BL_NPC:
  6556. {
  6557. TBL_NPC* nd = (TBL_NPC*)bl;
  6558. if (vd)
  6559. nd->vd = vd;
  6560. else
  6561. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  6562. }
  6563. break;
  6564. case BL_HOM:
  6565. {
  6566. struct homun_data *hd = (struct homun_data*)bl;
  6567. if (vd)
  6568. hd->vd = vd;
  6569. else
  6570. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  6571. }
  6572. break;
  6573. case BL_MER:
  6574. {
  6575. struct mercenary_data *md = (struct mercenary_data*)bl;
  6576. if (vd)
  6577. md->vd = vd;
  6578. else
  6579. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  6580. }
  6581. break;
  6582. case BL_ELEM:
  6583. {
  6584. struct elemental_data *ed = (struct elemental_data*)bl;
  6585. if (vd)
  6586. ed->vd = vd;
  6587. else
  6588. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  6589. }
  6590. break;
  6591. }
  6592. }
  6593. /**
  6594. * Get status change data of an object
  6595. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  6596. * @return status change data structure bl->sc
  6597. */
  6598. struct status_change *status_get_sc(struct block_list *bl)
  6599. {
  6600. if( bl )
  6601. switch (bl->type) {
  6602. case BL_PC: return &((TBL_PC*)bl)->sc;
  6603. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  6604. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  6605. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  6606. case BL_MER: return &((TBL_MER*)bl)->sc;
  6607. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  6608. }
  6609. return NULL;
  6610. }
  6611. /**
  6612. * Initiate (memset) the status change data of an object
  6613. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  6614. */
  6615. void status_change_init(struct block_list *bl)
  6616. {
  6617. struct status_change *sc = status_get_sc(bl);
  6618. nullpo_retv(sc);
  6619. memset(sc, 0, sizeof (struct status_change));
  6620. }
  6621. /*========================================== [Playtester]
  6622. * Returns the interval for status changes that iterate multiple times
  6623. * through the timer (e.g. those that deal damage in regular intervals)
  6624. * @param type: Status change (SC_*)
  6625. *------------------------------------------*/
  6626. static int status_get_sc_interval(enum sc_type type)
  6627. {
  6628. switch (type) {
  6629. case SC_POISON:
  6630. case SC_DPOISON:
  6631. case SC_LEECHESEND:
  6632. return 1000;
  6633. case SC_BURNING:
  6634. case SC_PYREXIA:
  6635. return 3000;
  6636. case SC_MAGICMUSHROOM:
  6637. return 4000;
  6638. case SC_STONE:
  6639. return 5000;
  6640. case SC_BLEEDING:
  6641. case SC_TOXIN:
  6642. return 10000;
  6643. default:
  6644. break;
  6645. }
  6646. return 0;
  6647. }
  6648. /**
  6649. * Applies SC defense to a given status change
  6650. * This function also determines whether or not the status change will be applied
  6651. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6652. * @param bl: Target of the status change
  6653. * @param type: Status change (SC_*)
  6654. * @param rate: Initial percentage rate of affecting bl
  6655. * @param tick: Initial duration that the status change affects bl
  6656. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  6657. * @return adjusted duration based on flag values
  6658. */
  6659. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
  6660. {
  6661. /// Resistance rate: 10000 = 100%
  6662. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  6663. /// 5000ms -> tick_def = 5000 -> 2500ms
  6664. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  6665. /// Fixed resistance value (after rate calculation)
  6666. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  6667. /// 2500ms -> tick_def2=2000 -> 500ms
  6668. int sc_def2 = 0, tick_def2 = 0;
  6669. struct status_data *status, *status_src;
  6670. struct status_change *sc;
  6671. struct map_session_data *sd;
  6672. nullpo_ret(bl);
  6673. if (src == NULL)
  6674. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  6675. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  6676. if (status_isimmune(bl)) {
  6677. switch (type) {
  6678. case SC_DECREASEAGI:
  6679. case SC_SILENCE:
  6680. case SC_COMA:
  6681. case SC_INCREASEAGI:
  6682. case SC_BLESSING:
  6683. case SC_SLOWPOISON:
  6684. case SC_IMPOSITIO:
  6685. case SC_AETERNA:
  6686. case SC_SUFFRAGIUM:
  6687. case SC_BENEDICTIO:
  6688. case SC_PROVIDENCE:
  6689. case SC_KYRIE:
  6690. case SC_ASSUMPTIO:
  6691. case SC_ANGELUS:
  6692. case SC_MAGNIFICAT:
  6693. case SC_GLORIA:
  6694. case SC_WINDWALK:
  6695. case SC_MAGICROD:
  6696. case SC_HALLUCINATION:
  6697. case SC_STONE:
  6698. case SC_QUAGMIRE:
  6699. case SC_SUITON:
  6700. case SC_SWINGDANCE:
  6701. case SC__ENERVATION:
  6702. case SC__GROOMY:
  6703. case SC__IGNORANCE:
  6704. case SC__LAZINESS:
  6705. case SC__UNLUCKY:
  6706. case SC__WEAKNESS:
  6707. return 0;
  6708. }
  6709. }
  6710. sd = BL_CAST(BL_PC,bl);
  6711. status = status_get_status_data(bl);
  6712. status_src = status_get_status_data(src);
  6713. sc = status_get_sc(bl);
  6714. if( sc && !sc->count )
  6715. sc = NULL;
  6716. switch (type) {
  6717. case SC_POISON:
  6718. case SC_DPOISON:
  6719. sc_def = status->vit*100;
  6720. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6721. if (sd) {
  6722. // For players: 60000 - 450*vit - 100*luk
  6723. tick_def = status->vit*75;
  6724. tick_def2 = status->luk*100;
  6725. } else {
  6726. // For monsters: 30000 - 200*vit
  6727. tick>>=1;
  6728. tick_def = (status->vit*200)/3;
  6729. }
  6730. break;
  6731. case SC_STUN:
  6732. sc_def = status->vit*100;
  6733. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6734. tick_def2 = status->luk*10;
  6735. break;
  6736. case SC_SILENCE:
  6737. #ifndef RENEWAL
  6738. sc_def = status->vit*100;
  6739. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6740. #else
  6741. sc_def = status->int_*100;
  6742. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6743. #endif
  6744. tick_def2 = status->luk*10;
  6745. break;
  6746. case SC_BLEEDING:
  6747. #ifndef RENEWAL
  6748. sc_def = status->vit*100;
  6749. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6750. #else
  6751. sc_def = status->agi*100;
  6752. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6753. #endif
  6754. tick_def2 = status->luk*10;
  6755. break;
  6756. case SC_SLEEP:
  6757. #ifndef RENEWAL
  6758. sc_def = status->int_*100;
  6759. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6760. #else
  6761. sc_def = status->agi*100;
  6762. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6763. #endif
  6764. tick_def2 = status->luk*10;
  6765. break;
  6766. case SC_STONE:
  6767. sc_def = status->mdef*100;
  6768. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6769. tick_def = 0; // No duration reduction
  6770. break;
  6771. case SC_FREEZE:
  6772. sc_def = status->mdef*100;
  6773. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6774. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  6775. break;
  6776. case SC_CURSE:
  6777. // Special property: immunity when luk is zero
  6778. if (status->luk == 0)
  6779. return 0;
  6780. sc_def = status->luk*100;
  6781. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  6782. tick_def = status->vit*100;
  6783. tick_def2 = status->luk*10;
  6784. break;
  6785. case SC_BLIND:
  6786. sc_def = (status->vit + status->int_)*50;
  6787. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6788. tick_def2 = status->luk*10;
  6789. break;
  6790. case SC_CONFUSION:
  6791. sc_def = (status->str + status->int_)*50;
  6792. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  6793. tick_def2 = status->luk*10;
  6794. break;
  6795. case SC_DECREASEAGI:
  6796. case SC_ADORAMUS: // Arch Bishop
  6797. if (sd)
  6798. tick >>= 1; // Half duration for players.
  6799. sc_def = status->mdef*100;
  6800. tick_def = 0; // No duration reduction
  6801. break;
  6802. case SC_ANKLE:
  6803. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  6804. tick /= 5;
  6805. sc_def = status->agi*50;
  6806. break;
  6807. case SC_DEEPSLEEP:
  6808. sc_def = (sd ? sd->status.int_ : status_get_base_status(bl)->int_) * 50;
  6809. tick_def = 0; // Linear reduction instead
  6810. tick_def2 = ((sd ? sd->status.int_ : status_get_base_status(bl)->int_) + status_get_lv(bl)) * 50; // kRO balance update lists this formula
  6811. break;
  6812. case SC_NETHERWORLD:
  6813. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  6814. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  6815. break;
  6816. case SC_MARSHOFABYSS:
  6817. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  6818. tick_def2 = (status->int_ + status->luk)*50;
  6819. break;
  6820. case SC_STASIS:
  6821. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  6822. tick_def2 = (status->vit + status->dex) * 50;
  6823. break;
  6824. case SC_WHITEIMPRISON:
  6825. if( tick == 5000 ) // 100% on caster
  6826. break;
  6827. if( bl->type == BL_PC )
  6828. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  6829. else
  6830. tick_def2 = (status->vit + status->luk)*50;
  6831. break;
  6832. case SC_BURNING:
  6833. tick_def2 = 75*status->luk + 125*status->agi;
  6834. break;
  6835. case SC_FREEZING:
  6836. tick_def2 = (status->vit + status->dex)*50;
  6837. break;
  6838. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  6839. sc_def = status->int_*80;
  6840. sc_def = max(sc_def, 500); // minimum of 5% resist
  6841. break;
  6842. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  6843. sc_def2 = status->agi*25;
  6844. break;
  6845. case SC_ELECTRICSHOCKER:
  6846. tick_def2 = (status->vit + status->agi) * 70;
  6847. break;
  6848. case SC_CRYSTALIZE:
  6849. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  6850. break;
  6851. case SC_VACUUM_EXTREME:
  6852. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  6853. break;
  6854. case SC_KYOUGAKU:
  6855. tick_def2 = 30*status->int_;
  6856. break;
  6857. case SC_PARALYSIS:
  6858. tick_def2 = (status->vit + status->luk)*50;
  6859. break;
  6860. case SC_VOICEOFSIREN:
  6861. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  6862. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  6863. break;
  6864. case SC_B_TRAP:
  6865. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; // (custom)
  6866. break;
  6867. case SC_NORECOVER_STATE:
  6868. tick_def2 = status->luk * 100;
  6869. break;
  6870. default:
  6871. // Effect that cannot be reduced? Likely a buff.
  6872. if (!(rnd()%10000 < rate))
  6873. return 0;
  6874. return tick ? tick : 1;
  6875. }
  6876. if (sd) {
  6877. if (battle_config.pc_sc_def_rate != 100) {
  6878. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  6879. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  6880. }
  6881. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  6882. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  6883. if (battle_config.pc_sc_def_rate != 100) {
  6884. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  6885. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  6886. }
  6887. } else {
  6888. if (battle_config.mob_sc_def_rate != 100) {
  6889. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  6890. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  6891. }
  6892. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  6893. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  6894. if (battle_config.mob_sc_def_rate != 100) {
  6895. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  6896. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  6897. }
  6898. }
  6899. if (sc) {
  6900. if (sc->data[SC_SCRESIST])
  6901. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  6902. else if (sc->data[SC_SIEGFRIED])
  6903. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  6904. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  6905. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  6906. }
  6907. // When tick def not set, reduction is the same for both.
  6908. if(tick_def == -1)
  6909. tick_def = sc_def;
  6910. // Natural resistance
  6911. if (!(flag&SCSTART_NORATEDEF)) {
  6912. rate -= rate*sc_def/10000;
  6913. rate -= sc_def2;
  6914. // Minimum chances
  6915. switch (type) {
  6916. case SC_BITE:
  6917. rate = max(rate, 5000); // Minimum of 50%
  6918. break;
  6919. }
  6920. // Item resistance (only applies to rate%)
  6921. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  6922. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  6923. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  6924. if( sd->sc.data[SC_COMMONSC_RESIST] )
  6925. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  6926. }
  6927. // Aegis accuracy
  6928. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  6929. }
  6930. if (!(rnd()%10000 < rate))
  6931. return 0;
  6932. // Duration cannot be reduced
  6933. if (flag&SCSTART_NOTICKDEF)
  6934. return max(tick, 1);
  6935. tick -= tick*tick_def/10000;
  6936. tick -= tick_def2;
  6937. // Minimum durations
  6938. switch (type) {
  6939. case SC_ANKLE:
  6940. case SC_MARSHOFABYSS:
  6941. case SC_DEEPSLEEP:
  6942. tick = max(tick, 5000); // Minimum duration 5s
  6943. break;
  6944. case SC_FREEZING:
  6945. tick = max(tick, 6000); // Minimum duration 6s
  6946. break;
  6947. case SC_BURNING:
  6948. case SC_STASIS:
  6949. tick = max(tick, 10000); // Minimum duration 10s
  6950. break;
  6951. default:
  6952. // Skills need to trigger even if the duration is reduced below 1ms
  6953. tick = max(tick, 1);
  6954. break;
  6955. }
  6956. return tick;
  6957. }
  6958. /**
  6959. * Applies SC effect to the player
  6960. * @param sd: Source to apply effect [PC]
  6961. * @param type: Status change (SC_*)
  6962. * @param dval1~3: Depends on type of status change
  6963. * Author: Ind
  6964. */
  6965. void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
  6966. struct sc_display_entry *entry;
  6967. int i;
  6968. for( i = 0; i < sd->sc_display_count; i++ ) {
  6969. if( sd->sc_display[i]->type == type )
  6970. break;
  6971. }
  6972. if( i != sd->sc_display_count ) {
  6973. sd->sc_display[i]->val1 = dval1;
  6974. sd->sc_display[i]->val2 = dval2;
  6975. sd->sc_display[i]->val3 = dval3;
  6976. return;
  6977. }
  6978. entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
  6979. entry->type = type;
  6980. entry->val1 = dval1;
  6981. entry->val2 = dval2;
  6982. entry->val3 = dval3;
  6983. RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
  6984. sd->sc_display[sd->sc_display_count - 1] = entry;
  6985. }
  6986. /**
  6987. * Removes SC effect of the player
  6988. * @param sd: Source to remove effect [PC]
  6989. * @param type: Status change (SC_*)
  6990. * Author: Ind
  6991. */
  6992. void status_display_remove(struct map_session_data *sd, enum sc_type type) {
  6993. int i;
  6994. for( i = 0; i < sd->sc_display_count; i++ ) {
  6995. if( sd->sc_display[i]->type == type )
  6996. break;
  6997. }
  6998. if( i != sd->sc_display_count ) {
  6999. int cursor;
  7000. ers_free(pc_sc_display_ers, sd->sc_display[i]);
  7001. sd->sc_display[i] = NULL;
  7002. /* The all-mighty compact-o-matic */
  7003. for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
  7004. if( sd->sc_display[i] == NULL )
  7005. continue;
  7006. if( i != cursor )
  7007. sd->sc_display[cursor] = sd->sc_display[i];
  7008. cursor++;
  7009. }
  7010. if( !(sd->sc_display_count = cursor) ) {
  7011. aFree(sd->sc_display);
  7012. sd->sc_display = NULL;
  7013. }
  7014. }
  7015. }
  7016. /**
  7017. * Applies SC defense to a given status change
  7018. * This function also determines whether or not the status change will be applied
  7019. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7020. * @param bl: Target of the status change (See: enum sc_type)
  7021. * @param type: Status change (SC_*)
  7022. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7023. * @param val1~4: Depends on type of status change
  7024. * @param tick: Initial duration that the status change affects bl
  7025. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7026. * @return adjusted duration based on flag values
  7027. */
  7028. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,unsigned char flag) {
  7029. struct map_session_data *sd = NULL;
  7030. struct status_change* sc;
  7031. struct status_change_entry* sce;
  7032. struct status_data *status;
  7033. struct view_data *vd;
  7034. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  7035. bool sc_isnew = true;
  7036. nullpo_ret(bl);
  7037. sc = status_get_sc(bl);
  7038. status = status_get_status_data(bl);
  7039. if( type <= SC_NONE || type >= SC_MAX ) {
  7040. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7041. return 0;
  7042. }
  7043. if( !sc )
  7044. return 0; // Unable to receive status changes
  7045. if( status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  7046. return 0;
  7047. if (status_change_isDisabledOnMap(type, bl->m))
  7048. return 0;
  7049. if( bl->type == BL_MOB) {
  7050. struct mob_data *md = BL_CAST(BL_MOB,bl);
  7051. if(md && (md->mob_id == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
  7052. return 0; // Emperium/BG Monsters can't be afflicted by status changes
  7053. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7054. // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7055. }
  7056. if( sc->data[SC_REFRESH] ) {
  7057. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7058. return 0; // Immune to status ailments
  7059. switch( type ) {
  7060. case SC_DEEPSLEEP:
  7061. case SC_BURNING:
  7062. case SC_FREEZING:
  7063. case SC_CRYSTALIZE:
  7064. case SC_TOXIN:
  7065. case SC_PARALYSE:
  7066. case SC_VENOMBLEED:
  7067. case SC_MAGICMUSHROOM:
  7068. case SC_DEATHHURT:
  7069. case SC_PYREXIA:
  7070. case SC_OBLIVIONCURSE:
  7071. case SC_MARSHOFABYSS:
  7072. case SC_MANDRAGORA:
  7073. return 0;
  7074. }
  7075. }
  7076. if( sc->data[SC_INSPIRATION] ) {
  7077. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7078. return 0; // Immune to status ailments
  7079. switch( type ) {
  7080. case SC_BURNING:
  7081. case SC_FREEZING:
  7082. case SC_CRYSTALIZE:
  7083. case SC_FEAR:
  7084. case SC_TOXIN:
  7085. case SC_PARALYSE:
  7086. case SC_VENOMBLEED:
  7087. case SC_MAGICMUSHROOM:
  7088. case SC_DEATHHURT:
  7089. case SC_PYREXIA:
  7090. case SC_OBLIVIONCURSE:
  7091. case SC_LEECHESEND:
  7092. case SC_DEEPSLEEP:
  7093. case SC_SATURDAYNIGHTFEVER:
  7094. case SC__BODYPAINT:
  7095. case SC__ENERVATION:
  7096. case SC__GROOMY:
  7097. case SC__IGNORANCE:
  7098. case SC__LAZINESS:
  7099. case SC__UNLUCKY:
  7100. case SC__WEAKNESS:
  7101. return 0;
  7102. }
  7103. }
  7104. if( sc->data[SC_KINGS_GRACE] ) {
  7105. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7106. return 0; // Immune to status ailments
  7107. switch( type ) {
  7108. case SC_HALLUCINATION:
  7109. case SC_BURNING:
  7110. case SC_CRYSTALIZE:
  7111. case SC_FREEZING:
  7112. case SC_DEEPSLEEP:
  7113. case SC_FEAR:
  7114. case SC_MANDRAGORA:
  7115. return 0;
  7116. }
  7117. }
  7118. // Adjust tick according to status resistances
  7119. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7120. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  7121. if( !tick )
  7122. return 0;
  7123. }
  7124. sd = BL_CAST(BL_PC, bl);
  7125. vd = status_get_viewdata(bl);
  7126. undead_flag = battle_check_undead(status->race,status->def_ele);
  7127. // Check for immunities / sc fails
  7128. switch (type) {
  7129. case SC_DECREASEAGI:
  7130. case SC_QUAGMIRE:
  7131. case SC_DONTFORGETME:
  7132. case SC_ADORAMUS:
  7133. if(sc->data[SC_SPEEDUP1])
  7134. return 0;
  7135. break;
  7136. case SC_ANGRIFFS_MODUS:
  7137. case SC_GOLDENE_FERSE:
  7138. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7139. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7140. )
  7141. return 0;
  7142. case SC_VACUUM_EXTREME:
  7143. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7144. (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)
  7145. return 0;
  7146. break;
  7147. case SC_STONE:
  7148. if(sc->data[SC_POWER_OF_GAIA])
  7149. return 0;
  7150. case SC_FREEZE:
  7151. // Undead are immune to Freeze/Stone
  7152. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7153. return 0;
  7154. case SC_DEEPSLEEP:
  7155. case SC_SLEEP:
  7156. case SC_STUN:
  7157. case SC_FREEZING:
  7158. case SC_CRYSTALIZE:
  7159. if (sc->opt1)
  7160. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7161. if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
  7162. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7163. break;
  7164. case SC_BLIND:
  7165. if (sc->data[SC_FEAR])
  7166. return 0;
  7167. break;
  7168. case SC_ALL_RIDING:
  7169. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7170. return 0;
  7171. if( sc->data[type] )
  7172. { // Already mounted, just dismount.
  7173. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7174. return 0;
  7175. }
  7176. break;
  7177. // They're all like berserk, do not everlap each other
  7178. case SC_BERSERK:
  7179. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7180. return 0;
  7181. break;
  7182. case SC_BURNING:
  7183. if(sc->opt1 || sc->data[SC_FREEZING])
  7184. return 0;
  7185. break;
  7186. case SC_SIGNUMCRUCIS:
  7187. // Only affects demons and undead element (but not players)
  7188. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7189. return 0;
  7190. break;
  7191. case SC_AETERNA:
  7192. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7193. return 0;
  7194. break;
  7195. case SC_KYRIE:
  7196. if (bl->type == BL_MOB)
  7197. return 0;
  7198. break;
  7199. case SC_OVERTHRUST:
  7200. if (sc->data[SC_MAXOVERTHRUST])
  7201. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7202. case SC_MAXOVERTHRUST:
  7203. if( sc->option&OPTION_MADOGEAR )
  7204. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7205. break;
  7206. case SC_ADRENALINE:
  7207. if (sc->data[SC_QUAGMIRE] ||
  7208. sc->data[SC_DECREASEAGI] ||
  7209. sc->data[SC_ADORAMUS] ||
  7210. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7211. )
  7212. return 0;
  7213. break;
  7214. case SC_ADRENALINE2:
  7215. if (sc->data[SC_QUAGMIRE] ||
  7216. sc->data[SC_DECREASEAGI] ||
  7217. sc->data[SC_ADORAMUS]
  7218. )
  7219. return 0;
  7220. break;
  7221. case SC_MAGNIFICAT:
  7222. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7223. return 0;
  7224. break;
  7225. case SC_ONEHAND:
  7226. case SC_MERC_QUICKEN:
  7227. case SC_TWOHANDQUICKEN:
  7228. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  7229. return 0;
  7230. case SC_INCREASEAGI:
  7231. case SC_CONCENTRATE:
  7232. case SC_SPEARQUICKEN:
  7233. case SC_TRUESIGHT:
  7234. case SC_WINDWALK:
  7235. case SC_CARTBOOST:
  7236. case SC_ASSNCROS:
  7237. if (sc->option&OPTION_MADOGEAR)
  7238. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7239. if (sc->data[SC_QUAGMIRE])
  7240. return 0;
  7241. break;
  7242. case SC_CLOAKING:
  7243. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7244. // Due to the cloaking card, we have to check the wall versus to known
  7245. // skill level rather than the used one. [Skotlex]
  7246. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7247. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7248. return 0;
  7249. break;
  7250. case SC_MODECHANGE:
  7251. {
  7252. enum e_mode mode;
  7253. struct status_data *bstatus = status_get_base_status(bl);
  7254. if (!bstatus) return 0;
  7255. if (sc->data[type]) { // Pile up with previous values.
  7256. if(!val2) val2 = sc->data[type]->val2;
  7257. val3 |= sc->data[type]->val3;
  7258. val4 |= sc->data[type]->val4;
  7259. }
  7260. mode = val2?val2:bstatus->mode; // Base mode
  7261. if (val4) mode&=~val4; // Del mode
  7262. if (val3) mode|= val3; // Add mode
  7263. if (mode == bstatus->mode) { // No change.
  7264. if (sc->data[type]) // Abort previous status
  7265. return status_change_end(bl, type, INVALID_TIMER);
  7266. return 0;
  7267. }
  7268. }
  7269. break;
  7270. // Strip skills, need to divest something or it fails.
  7271. case SC_STRIPWEAPON:
  7272. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7273. short i;
  7274. opt_flag = 0; // Reuse to check success condition.
  7275. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7276. return 0;
  7277. i = sd->equip_index[EQI_HAND_L];
  7278. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7279. opt_flag|=1;
  7280. pc_unequipitem(sd,i,3); // Left-hand weapon
  7281. }
  7282. i = sd->equip_index[EQI_HAND_R];
  7283. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7284. opt_flag|=2;
  7285. pc_unequipitem(sd,i,3);
  7286. }
  7287. if (!opt_flag) return 0;
  7288. }
  7289. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7290. break;
  7291. case SC_STRIPSHIELD:
  7292. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7293. else
  7294. if (sd && !(flag&SCSTART_LOADED)) {
  7295. short i;
  7296. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  7297. return 0;
  7298. i = sd->equip_index[EQI_HAND_L];
  7299. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  7300. return 0;
  7301. pc_unequipitem(sd,i,3);
  7302. }
  7303. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7304. break;
  7305. case SC_STRIPARMOR:
  7306. if (sd && !(flag&SCSTART_LOADED)) {
  7307. short i;
  7308. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  7309. return 0;
  7310. i = sd->equip_index[EQI_ARMOR];
  7311. if ( i < 0 || !sd->inventory_data[i] )
  7312. return 0;
  7313. pc_unequipitem(sd,i,3);
  7314. }
  7315. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7316. break;
  7317. case SC_STRIPHELM:
  7318. if (sd && !(flag&SCSTART_LOADED)) {
  7319. short i;
  7320. if(sd->bonus.unstripable_equip&EQP_HELM)
  7321. return 0;
  7322. i = sd->equip_index[EQI_HEAD_TOP];
  7323. if ( i < 0 || !sd->inventory_data[i] )
  7324. return 0;
  7325. pc_unequipitem(sd,i,3);
  7326. }
  7327. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7328. break;
  7329. case SC_MERC_FLEEUP:
  7330. case SC_MERC_ATKUP:
  7331. case SC_MERC_HPUP:
  7332. case SC_MERC_SPUP:
  7333. case SC_MERC_HITUP:
  7334. if( bl->type != BL_MER )
  7335. return 0; // Stats only for Mercenaries
  7336. break;
  7337. case SC_STRFOOD:
  7338. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  7339. return 0;
  7340. break;
  7341. case SC_AGIFOOD:
  7342. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  7343. return 0;
  7344. break;
  7345. case SC_VITFOOD:
  7346. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  7347. return 0;
  7348. break;
  7349. case SC_INTFOOD:
  7350. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  7351. return 0;
  7352. break;
  7353. case SC_DEXFOOD:
  7354. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  7355. return 0;
  7356. break;
  7357. case SC_LUKFOOD:
  7358. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  7359. return 0;
  7360. break;
  7361. case SC_FOOD_STR_CASH:
  7362. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7363. return 0;
  7364. break;
  7365. case SC_FOOD_AGI_CASH:
  7366. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7367. return 0;
  7368. break;
  7369. case SC_FOOD_VIT_CASH:
  7370. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7371. return 0;
  7372. break;
  7373. case SC_FOOD_INT_CASH:
  7374. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7375. return 0;
  7376. break;
  7377. case SC_FOOD_DEX_CASH:
  7378. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7379. return 0;
  7380. break;
  7381. case SC_FOOD_LUK_CASH:
  7382. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7383. return 0;
  7384. break;
  7385. case SC_CAMOUFLAGE:
  7386. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7387. return 0;
  7388. break;
  7389. case SC__STRIPACCESSORY:
  7390. if( sd ) {
  7391. short i = -1;
  7392. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7393. i = sd->equip_index[EQI_ACC_L];
  7394. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7395. pc_unequipitem(sd,i,3); // Left-Accessory
  7396. }
  7397. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7398. i = sd->equip_index[EQI_ACC_R];
  7399. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7400. pc_unequipitem(sd,i,3); // Right-Accessory
  7401. }
  7402. if( i < 0 )
  7403. return 0;
  7404. }
  7405. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7406. break;
  7407. case SC_TOXIN:
  7408. case SC_PARALYSE:
  7409. case SC_VENOMBLEED:
  7410. case SC_MAGICMUSHROOM:
  7411. case SC_DEATHHURT:
  7412. case SC_PYREXIA:
  7413. case SC_OBLIVIONCURSE:
  7414. case SC_LEECHESEND:
  7415. { // It doesn't stack or even renew
  7416. int i = SC_TOXIN;
  7417. for(; i<= SC_LEECHESEND; i++)
  7418. if(sc->data[i]) return 0;
  7419. }
  7420. break;
  7421. case SC_SATURDAYNIGHTFEVER:
  7422. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7423. return 0;
  7424. break;
  7425. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  7426. if(sc->data[SC_HOVERING])
  7427. return 0;
  7428. break;
  7429. case SC_HEAT_BARREL:
  7430. //kRO Update 2014-02-12
  7431. //- Cannot be stacked with Platinum Alter and Madness Canceler (and otherwise?) [Cydh]
  7432. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  7433. return 0;
  7434. break;
  7435. case SC_P_ALTER:
  7436. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  7437. return 0;
  7438. break;
  7439. case SC_MADNESSCANCEL:
  7440. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  7441. return 0;
  7442. break;
  7443. case SC_KINGS_GRACE:
  7444. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  7445. return 0;
  7446. break;
  7447. case SC_WEDDING:
  7448. case SC_XMAS:
  7449. case SC_SUMMER:
  7450. case SC_HANBOK:
  7451. case SC_OKTOBERFEST:
  7452. if (!vd)
  7453. return 0;
  7454. break;
  7455. }
  7456. // Check for BOSS resistances
  7457. if(status->mode&MD_BOSS && !(flag&SCSTART_NOAVOID)) {
  7458. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  7459. return 0;
  7460. switch (type) {
  7461. case SC_BLESSING:
  7462. case SC_DECREASEAGI:
  7463. case SC_PROVOKE:
  7464. case SC_COMA:
  7465. case SC_GRAVITATION:
  7466. case SC_SUITON:
  7467. case SC_RICHMANKIM:
  7468. case SC_ROKISWEIL:
  7469. case SC_FOGWALL:
  7470. case SC_FREEZING:
  7471. case SC_BURNING:
  7472. case SC_MARSHOFABYSS:
  7473. case SC_ADORAMUS:
  7474. case SC_PARALYSIS:
  7475. case SC_DEEPSLEEP:
  7476. case SC_CRYSTALIZE:
  7477. case SC__ENERVATION:
  7478. case SC__GROOMY:
  7479. case SC__IGNORANCE:
  7480. case SC__LAZINESS:
  7481. case SC__UNLUCKY:
  7482. case SC__WEAKNESS:
  7483. case SC_TEARGAS:
  7484. case SC_TEARGAS_SOB:
  7485. case SC_PYREXIA:
  7486. case SC_DEATHHURT:
  7487. case SC_TOXIN:
  7488. case SC_PARALYSE:
  7489. case SC_VENOMBLEED:
  7490. case SC_MAGICMUSHROOM:
  7491. case SC_OBLIVIONCURSE:
  7492. case SC_LEECHESEND:
  7493. case SC_BITE:
  7494. case SC_ELECTRICSHOCKER:
  7495. case SC_MAGNETICFIELD:
  7496. case SC_NETHERWORLD:
  7497. case SC_VACUUM_EXTREME:
  7498. return 0;
  7499. }
  7500. }
  7501. // Check for mvp resistance // atm only those who OS
  7502. if(status->mode&MD_MVP && !(flag&SCSTART_NOAVOID)) {
  7503. switch (type) {
  7504. case SC_COMA:
  7505. // continue list...
  7506. return 0;
  7507. }
  7508. }
  7509. // Before overlapping fail, one must check for status cured.
  7510. switch (type) {
  7511. case SC_BLESSING:
  7512. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  7513. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  7514. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  7515. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7516. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7517. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7518. if (sc->data[SC_CURSE]) {
  7519. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7520. return 1; // End Curse and do not give stat boost
  7521. }
  7522. }
  7523. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  7524. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7525. break;
  7526. case SC_INCREASEAGI:
  7527. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7528. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7529. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  7530. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7531. break;
  7532. case SC_QUAGMIRE:
  7533. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  7534. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  7535. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7536. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  7537. // Also blocks the ones below...
  7538. case SC_DECREASEAGI:
  7539. case SC_ADORAMUS:
  7540. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  7541. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  7542. // Also blocks the ones below...
  7543. case SC_DONTFORGETME:
  7544. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7545. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  7546. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  7547. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  7548. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7549. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7550. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7551. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  7552. break;
  7553. case SC_ONEHAND:
  7554. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  7555. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7556. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7557. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7558. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7559. break;
  7560. case SC_MAXOVERTHRUST:
  7561. // Cancels Normal Overthrust. [Skotlex]
  7562. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  7563. break;
  7564. case SC_MAGNIFICAT:
  7565. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  7566. break;
  7567. case SC_OFFERTORIUM:
  7568. status_change_end(bl,SC_MAGNIFICAT,INVALID_TIMER);
  7569. break;
  7570. case SC_KYRIE:
  7571. // Cancels Assumptio
  7572. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7573. break;
  7574. case SC_DELUGE:
  7575. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  7576. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7577. break;
  7578. case SC_SILENCE:
  7579. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  7580. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  7581. break;
  7582. case SC_FREEZE:
  7583. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  7584. break;
  7585. case SC_HIDING:
  7586. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  7587. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  7588. break;
  7589. case SC_BERSERK:
  7590. if( val3 == SC__BLOODYLUST )
  7591. break;
  7592. if(battle_config.berserk_cancels_buffs) {
  7593. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7594. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7595. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  7596. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  7597. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  7598. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7599. }
  7600. #ifdef RENEWAL
  7601. else {
  7602. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7603. }
  7604. #endif
  7605. break;
  7606. case SC_ASSUMPTIO:
  7607. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  7608. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  7609. break;
  7610. case SC_KAITE:
  7611. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7612. break;
  7613. case SC_GN_CARTBOOST:
  7614. case SC_CARTBOOST:
  7615. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  7616. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7617. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7618. return 0;
  7619. }
  7620. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  7621. //since Cart Boost don't cancel Slow Grace effect
  7622. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  7623. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  7624. if(sc->data[SC_DONTFORGETME])
  7625. return 0;
  7626. break;
  7627. case SC_FUSION:
  7628. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7629. break;
  7630. case SC_ADJUSTMENT:
  7631. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  7632. break;
  7633. case SC_MADNESSCANCEL:
  7634. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  7635. break;
  7636. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  7637. case SC_CHANGEUNDEAD:
  7638. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  7639. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7640. break;
  7641. case SC_STRFOOD:
  7642. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  7643. break;
  7644. case SC_AGIFOOD:
  7645. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  7646. break;
  7647. case SC_VITFOOD:
  7648. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  7649. break;
  7650. case SC_INTFOOD:
  7651. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  7652. break;
  7653. case SC_DEXFOOD:
  7654. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  7655. break;
  7656. case SC_LUKFOOD:
  7657. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  7658. break;
  7659. case SC_FOOD_STR_CASH:
  7660. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  7661. break;
  7662. case SC_FOOD_AGI_CASH:
  7663. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  7664. break;
  7665. case SC_FOOD_VIT_CASH:
  7666. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  7667. break;
  7668. case SC_FOOD_INT_CASH:
  7669. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  7670. break;
  7671. case SC_FOOD_DEX_CASH:
  7672. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  7673. break;
  7674. case SC_FOOD_LUK_CASH:
  7675. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  7676. break;
  7677. case SC_MARSHOFABYSS:
  7678. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7679. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7680. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7681. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7682. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7683. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7684. break;
  7685. case SC_SWINGDANCE:
  7686. case SC_SYMPHONYOFLOVER:
  7687. case SC_MOONLITSERENADE:
  7688. case SC_RUSHWINDMILL:
  7689. case SC_ECHOSONG:
  7690. case SC_HARMONIZE:
  7691. case SC_FRIGG_SONG: // Group A doesn't overlap
  7692. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  7693. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  7694. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  7695. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  7696. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  7697. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  7698. if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
  7699. break;
  7700. case SC_VOICEOFSIREN:
  7701. case SC_DEEPSLEEP:
  7702. case SC_GLOOMYDAY:
  7703. case SC_SONGOFMANA:
  7704. case SC_DANCEWITHWUG:
  7705. case SC_SATURDAYNIGHTFEVER:
  7706. case SC_LERADSDEW:
  7707. case SC_MELODYOFSINK:
  7708. case SC_BEYONDOFWARCRY:
  7709. case SC_UNLIMITEDHUMMINGVOICE:
  7710. case SC_SIRCLEOFNATURE: // Group B
  7711. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  7712. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7713. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  7714. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  7715. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  7716. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  7717. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  7718. if (type != SC_GLOOMYDAY) {
  7719. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  7720. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  7721. }
  7722. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  7723. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  7724. if (type != SC_SATURDAYNIGHTFEVER) {
  7725. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  7726. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  7727. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  7728. }
  7729. }
  7730. break;
  7731. case SC_REFLECTSHIELD:
  7732. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  7733. break;
  7734. case SC_REFLECTDAMAGE:
  7735. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7736. break;
  7737. case SC_SHIELDSPELL_DEF:
  7738. case SC_SHIELDSPELL_MDEF:
  7739. case SC_SHIELDSPELL_REF:
  7740. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  7741. if( type != SC_SHIELDSPELL_DEF )
  7742. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  7743. if( type != SC_SHIELDSPELL_MDEF )
  7744. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  7745. if( type != SC_SHIELDSPELL_REF )
  7746. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  7747. break;
  7748. case SC_BANDING:
  7749. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  7750. break;
  7751. case SC_GT_ENERGYGAIN:
  7752. case SC_GT_CHANGE:
  7753. case SC_GT_REVITALIZE:
  7754. if( type != SC_GT_REVITALIZE )
  7755. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  7756. if( type != SC_GT_ENERGYGAIN )
  7757. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  7758. if( type != SC_GT_CHANGE )
  7759. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  7760. break;
  7761. case SC_WARMER:
  7762. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7763. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7764. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7765. break;
  7766. case SC_INVINCIBLE:
  7767. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  7768. break;
  7769. case SC_INVINCIBLEOFF:
  7770. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  7771. break;
  7772. case SC_WHITEIMPRISON:
  7773. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7774. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7775. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7776. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7777. break;
  7778. case SC_FEAR:
  7779. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7780. break;
  7781. case SC_FREEZING:
  7782. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7783. break;
  7784. case SC_KINGS_GRACE:
  7785. status_change_end(bl,SC_POISON,INVALID_TIMER);
  7786. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  7787. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  7788. status_change_end(bl,SC_STONE,INVALID_TIMER);
  7789. status_change_end(bl,SC_STUN,INVALID_TIMER);
  7790. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  7791. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  7792. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  7793. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  7794. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  7795. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  7796. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  7797. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  7798. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  7799. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  7800. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  7801. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  7802. break;
  7803. case SC_2011RWC_SCROLL:
  7804. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  7805. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  7806. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  7807. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  7808. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  7809. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  7810. break;
  7811. case SC_EQC:
  7812. status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
  7813. break;
  7814. case SC_FIGHTINGSPIRIT:
  7815. case SC_OVERED_BOOST:
  7816. case SC_MAGICPOWER:
  7817. case SC_IMPOSITIO:
  7818. case SC_KAAHI:
  7819. //These status changes always overwrite themselves even when a lower level is cast
  7820. status_change_end(bl, type, INVALID_TIMER);
  7821. break;
  7822. }
  7823. // Check for overlapping fails
  7824. if( (sce = sc->data[type]) ) {
  7825. switch( type ) {
  7826. case SC_MERC_FLEEUP:
  7827. case SC_MERC_ATKUP:
  7828. case SC_MERC_HPUP:
  7829. case SC_MERC_SPUP:
  7830. case SC_MERC_HITUP:
  7831. if( sce->val1 > val1 )
  7832. val1 = sce->val1;
  7833. break;
  7834. case SC_ADRENALINE:
  7835. case SC_ADRENALINE2:
  7836. case SC_WEAPONPERFECTION:
  7837. case SC_OVERTHRUST:
  7838. if (sce->val2 > val2)
  7839. return 0;
  7840. break;
  7841. case SC_S_LIFEPOTION:
  7842. case SC_L_LIFEPOTION:
  7843. case SC_BOSSMAPINFO:
  7844. case SC_STUN:
  7845. case SC_SLEEP:
  7846. case SC_POISON:
  7847. case SC_CURSE:
  7848. case SC_SILENCE:
  7849. case SC_CONFUSION:
  7850. case SC_BLIND:
  7851. case SC_BLEEDING:
  7852. case SC_DPOISON:
  7853. case SC_CLOSECONFINE2: // Can't be re-closed in.
  7854. case SC_TINDER_BREAKER2:
  7855. case SC_MARIONETTE:
  7856. case SC_MARIONETTE2:
  7857. case SC_NOCHAT:
  7858. case SC_ABUNDANCE:
  7859. case SC_FEAR:
  7860. case SC_BURNING:
  7861. case SC_FREEZING:
  7862. case SC_WHITEIMPRISON:
  7863. case SC_TOXIN:
  7864. case SC_PARALYSE:
  7865. case SC_VENOMBLEED:
  7866. case SC_MAGICMUSHROOM:
  7867. case SC_DEATHHURT:
  7868. case SC_PYREXIA:
  7869. case SC_OBLIVIONCURSE:
  7870. case SC_LEECHESEND:
  7871. case SC_CURSEDCIRCLE_TARGET:
  7872. case SC__ENERVATION:
  7873. case SC__GROOMY:
  7874. case SC__IGNORANCE:
  7875. case SC__LAZINESS:
  7876. case SC__UNLUCKY:
  7877. case SC__WEAKNESS:
  7878. case SC_DEEPSLEEP:
  7879. case SC_NETHERWORLD:
  7880. case SC_CRYSTALIZE:
  7881. case SC_MANDRAGORA:
  7882. case SC_DEFSET:
  7883. case SC_MDEFSET:
  7884. case SC_NORECOVER_STATE:
  7885. case SC_REUSE_LIMIT_A:
  7886. case SC_REUSE_LIMIT_B:
  7887. case SC_REUSE_LIMIT_C:
  7888. case SC_REUSE_LIMIT_D:
  7889. case SC_REUSE_LIMIT_E:
  7890. case SC_REUSE_LIMIT_F:
  7891. case SC_REUSE_LIMIT_G:
  7892. case SC_REUSE_LIMIT_H:
  7893. case SC_REUSE_MILLENNIUMSHIELD:
  7894. case SC_REUSE_CRUSHSTRIKE:
  7895. case SC_REUSE_REFRESH:
  7896. case SC_REUSE_STORMBLAST:
  7897. case SC_ALL_RIDING_REUSE_LIMIT:
  7898. case SC_REUSE_LIMIT_MTF:
  7899. case SC_REUSE_LIMIT_ECL:
  7900. case SC_REUSE_LIMIT_RECALL:
  7901. case SC_REUSE_LIMIT_ASPD_POTION:
  7902. return 0;
  7903. case SC_COMBO:
  7904. case SC_DANCING:
  7905. case SC_DEVOTION:
  7906. case SC_ASPDPOTION0:
  7907. case SC_ASPDPOTION1:
  7908. case SC_ASPDPOTION2:
  7909. case SC_ASPDPOTION3:
  7910. case SC_ATKPOTION:
  7911. case SC_MATKPOTION:
  7912. case SC_ENCHANTARMS:
  7913. case SC_ARMOR_ELEMENT:
  7914. case SC_ARMOR_RESIST:
  7915. case SC_ATTHASTE_CASH:
  7916. break;
  7917. case SC_GOSPEL:
  7918. // Must not override a casting gospel char.
  7919. if(sce->val4 == BCT_SELF)
  7920. return 0;
  7921. if(sce->val1 > val1)
  7922. return 1;
  7923. break;
  7924. case SC_ENDURE:
  7925. if(sce->val4 && !val4)
  7926. return 1; // Don't let you override infinite endure.
  7927. if(sce->val1 > val1)
  7928. return 1;
  7929. break;
  7930. case SC_JAILED:
  7931. // When a player is already jailed, do not edit the jail data.
  7932. val2 = sce->val2;
  7933. val3 = sce->val3;
  7934. val4 = sce->val4;
  7935. break;
  7936. case SC_LERADSDEW:
  7937. if (sc && sc->data[SC_BERSERK])
  7938. return 0;
  7939. case SC_SHAPESHIFT:
  7940. case SC_PROPERTYWALK:
  7941. break;
  7942. case SC_LEADERSHIP:
  7943. case SC_GLORYWOUNDS:
  7944. case SC_SOULCOLD:
  7945. case SC_HAWKEYES:
  7946. if( sce->val4 && !val4 ) // You cannot override master guild aura
  7947. return 0;
  7948. break;
  7949. case SC_JOINTBEAT:
  7950. val2 |= sce->val2; // Stackable ailments
  7951. default:
  7952. if(sce->val1 > val1)
  7953. return 1; // Return true to not mess up skill animations. [Skotlex]
  7954. }
  7955. }
  7956. calc_flag = StatusChangeFlagTable[type];
  7957. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  7958. switch(type)
  7959. {
  7960. /* Permanent effects */
  7961. case SC_AETERNA:
  7962. case SC_MODECHANGE:
  7963. case SC_WEIGHT50:
  7964. case SC_WEIGHT90:
  7965. case SC_BROKENWEAPON:
  7966. case SC_BROKENARMOR:
  7967. case SC_READYSTORM:
  7968. case SC_READYDOWN:
  7969. case SC_READYCOUNTER:
  7970. case SC_READYTURN:
  7971. case SC_DODGE:
  7972. case SC_PUSH_CART:
  7973. tick = -1;
  7974. break;
  7975. case SC_DECREASEAGI:
  7976. case SC_INCREASEAGI:
  7977. case SC_ADORAMUS:
  7978. val2 = 2 + val1; // Agi change
  7979. if( type == SC_ADORAMUS )
  7980. sc_start(src,bl,SC_BLIND,val1 * 4 + (sd ? sd->status.job_level : 50) / 2,val1,skill_get_time(status_sc2skill(type),val1));
  7981. break;
  7982. case SC_ENDURE:
  7983. val2 = 7; // Hit-count [Celest]
  7984. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  7985. struct map_session_data *tsd;
  7986. if( sd ) {
  7987. int i;
  7988. for( i = 0; i < MAX_DEVOTION; i++ ) {
  7989. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7990. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  7991. }
  7992. }
  7993. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7994. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  7995. }
  7996. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  7997. if( val4 )
  7998. tick = -1;
  7999. break;
  8000. case SC_AUTOBERSERK:
  8001. if (status->hp < status->max_hp>>2 &&
  8002. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8003. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8004. tick = -1;
  8005. break;
  8006. case SC_SIGNUMCRUCIS:
  8007. val2 = 10 + 4*val1; // Def reduction
  8008. tick = -1;
  8009. clif_emotion(bl,E_SWT);
  8010. break;
  8011. case SC_MAXIMIZEPOWER:
  8012. tick_time = val2 = tick>0?tick:60000;
  8013. tick = -1; // Duration sent to the client should be infinite
  8014. break;
  8015. case SC_EDP:
  8016. val2 = val1 + 2; // Chance to Poison enemies.
  8017. #ifndef RENEWAL
  8018. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8019. #endif
  8020. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8021. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8022. break;
  8023. case SC_POISONREACT:
  8024. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8025. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8026. break;
  8027. case SC_MAGICROD:
  8028. val2 = val1*20; // SP gained
  8029. break;
  8030. case SC_KYRIE:
  8031. if( val4 ) { // Formulas for Praefatio
  8032. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8033. val3 = 6 + val1; //Hits
  8034. } else { // Formulas for Kyrie Eleison
  8035. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8036. val3 = (val1 / 2 + 5);
  8037. }
  8038. break;
  8039. case SC_MAGICPOWER:
  8040. // val1: Skill lv
  8041. val2 = 1; // Lasts 1 invocation
  8042. val3 = 5*val1; // Matk% increase
  8043. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8044. break;
  8045. case SC_SACRIFICE:
  8046. val2 = 5; // Lasts 5 hits
  8047. tick = -1;
  8048. break;
  8049. case SC_ENCPOISON:
  8050. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8051. case SC_ASPERSIO:
  8052. case SC_FIREWEAPON:
  8053. case SC_WATERWEAPON:
  8054. case SC_WINDWEAPON:
  8055. case SC_EARTHWEAPON:
  8056. case SC_SHADOWWEAPON:
  8057. case SC_GHOSTWEAPON:
  8058. skill_enchant_elemental_end(bl,type);
  8059. break;
  8060. case SC_ELEMENTALCHANGE:
  8061. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8062. // val2 : Element (When no element, random one is picked)
  8063. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8064. if( !val2 ) val2 = rnd()%ELE_ALL;
  8065. if( val1 == 1 && val3 == 0 )
  8066. val1 = 1 + rnd()%4;
  8067. else if( val1 > 4 )
  8068. val1 = 4; // Max Level
  8069. val3 = 0; // Not need to keep this info.
  8070. break;
  8071. case SC_PROVIDENCE:
  8072. val2 = val1*5; // Race/Ele resist
  8073. break;
  8074. case SC_REFLECTSHIELD:
  8075. val2 = 10+val1*3; // %Dmg reflected
  8076. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8077. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8078. struct map_session_data *tsd;
  8079. if( sd ) {
  8080. int i;
  8081. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8082. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8083. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8084. }
  8085. }
  8086. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8087. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8088. }
  8089. break;
  8090. case SC_STRIPWEAPON:
  8091. if (!sd) // Watk reduction
  8092. val2 = 25;
  8093. break;
  8094. case SC_STRIPSHIELD:
  8095. if (!sd) // Def reduction
  8096. val2 = 15;
  8097. break;
  8098. case SC_STRIPARMOR:
  8099. if (!sd) // Vit reduction
  8100. val2 = 40;
  8101. break;
  8102. case SC_STRIPHELM:
  8103. if (!sd) // Int reduction
  8104. val2 = 40;
  8105. break;
  8106. case SC_AUTOSPELL:
  8107. // Val1 Skill LV of Autospell
  8108. // Val2 Skill ID to cast
  8109. // Val3 Max Lv to cast
  8110. val4 = 5 + val1*2; // Chance of casting
  8111. break;
  8112. case SC_VOLCANO:
  8113. {
  8114. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8115. uint8 i = max((val1-1)%5, 0);
  8116. val2 = val1*10; // Watk increase
  8117. #ifndef RENEWAL
  8118. if (status->def_ele != ELE_FIRE)
  8119. val2 = 0;
  8120. #endif
  8121. val3 = enchant_eff[i];
  8122. }
  8123. break;
  8124. case SC_VIOLENTGALE:
  8125. {
  8126. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8127. uint8 i = max((val1-1)%5, 0);
  8128. val2 = val1*3; // Flee increase
  8129. #ifndef RENEWAL
  8130. if (status->def_ele != ELE_WIND)
  8131. val2 = 0;
  8132. #endif
  8133. val3 = enchant_eff[i];
  8134. }
  8135. break;
  8136. case SC_DELUGE:
  8137. {
  8138. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8139. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8140. uint8 i = max((val1-1)%5, 0);
  8141. val2 = deluge_eff[i]; // HP increase
  8142. #ifndef RENEWAL
  8143. if (status->def_ele != ELE_WATER)
  8144. val2 = 0;
  8145. #endif
  8146. val3 = enchant_eff[i];
  8147. }
  8148. break;
  8149. case SC_SUITON:
  8150. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8151. // No penalties.
  8152. val2 = 0; // Agi penalty
  8153. val3 = 0; // Walk speed penalty
  8154. break;
  8155. }
  8156. val3 = 50;
  8157. val2 = 3*((val1+1)/3);
  8158. if (val1 > 4) val2--;
  8159. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8160. if (!unit_blown_immune(bl, 0x1))
  8161. unit_stop_walking(bl, 9);
  8162. break;
  8163. case SC_ONEHAND:
  8164. case SC_TWOHANDQUICKEN:
  8165. val2 = 300;
  8166. if (val1 > 10) // For boss casted skills [Skotlex]
  8167. val2 += 20*(val1-10);
  8168. break;
  8169. case SC_MERC_QUICKEN:
  8170. val2 = 300;
  8171. break;
  8172. #ifndef RENEWAL_ASPD
  8173. case SC_SPEARQUICKEN:
  8174. val2 = 200+10*val1;
  8175. break;
  8176. #endif
  8177. case SC_DANCING:
  8178. // val1 : Skill ID + LV
  8179. // val2 : Skill Group of the Dance.
  8180. // val3 : Brings the skill_lv (merged into val1 here)
  8181. // val4 : Partner
  8182. if (val1 == CG_MOONLIT)
  8183. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  8184. val1|= (val3<<16);
  8185. val3 = tick/1000; // Tick duration
  8186. tick_time = 1000; // [GodLesZ] tick time
  8187. break;
  8188. case SC_LONGING:
  8189. val2 = 500-100*val1; // Aspd penalty.
  8190. break;
  8191. case SC_EXPLOSIONSPIRITS:
  8192. val2 = 75 + 25*val1; // Cri bonus
  8193. break;
  8194. case SC_ASPDPOTION0:
  8195. case SC_ASPDPOTION1:
  8196. case SC_ASPDPOTION2:
  8197. case SC_ASPDPOTION3:
  8198. val2 = 50*(2+type-SC_ASPDPOTION0);
  8199. break;
  8200. case SC_ATTHASTE_CASH:
  8201. val2 = 50*val1; // Just custom for pre-re
  8202. break;
  8203. case SC_NOCHAT:
  8204. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8205. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8206. // This is done this way because the message that the client displays is hardcoded, and only
  8207. // shows how many minutes are remaining. [Panikon]
  8208. tick = 60000;
  8209. val1 = battle_config.manner_system; // Mute filters.
  8210. if (sd) {
  8211. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8212. clif_updatestatus(sd,SP_MANNER);
  8213. }
  8214. break;
  8215. case SC_STONE:
  8216. val3 = max(val3, 100); // Incubation time
  8217. val4 = max(tick-val3, 100); // Petrify time
  8218. tick = val3;
  8219. calc_flag = 0; // Actual status changes take effect on petrified state.
  8220. break;
  8221. case SC_DPOISON:
  8222. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  8223. if (status->hp > status->max_hp>>2) {
  8224. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  8225. if (status->hp - diff < status->max_hp>>2)
  8226. diff = status->hp - (status->max_hp>>2);
  8227. status_zap(bl, diff, 0);
  8228. }
  8229. // Fall through
  8230. case SC_POISON:
  8231. case SC_BLEEDING:
  8232. case SC_BURNING:
  8233. case SC_TOXIN:
  8234. case SC_MAGICMUSHROOM:
  8235. case SC_LEECHESEND:
  8236. tick_time = status_get_sc_interval(type);
  8237. val4 = tick-tick_time; // Remaining time
  8238. break;
  8239. case SC_PYREXIA:
  8240. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  8241. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8242. tick_time = status_get_sc_interval(type);
  8243. val4 = tick-tick_time; // Remaining time
  8244. break;
  8245. case SC_CONFUSION:
  8246. if (!val4)
  8247. clif_emotion(bl,E_WHAT);
  8248. break;
  8249. case SC_S_LIFEPOTION:
  8250. case SC_L_LIFEPOTION:
  8251. if( val1 == 0 ) return 0;
  8252. // val1 = heal percent/amout
  8253. // val2 = seconds between heals
  8254. // val4 = total of heals
  8255. if( val2 < 1 ) val2 = 1;
  8256. if( (val4 = tick/(val2 * 1000)) < 1 )
  8257. val4 = 1;
  8258. tick_time = val2 * 1000; // [GodLesZ] tick time
  8259. break;
  8260. case SC_BOSSMAPINFO:
  8261. if( sd != NULL ) {
  8262. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  8263. if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
  8264. clif_bossmapinfo(sd->fd, boss_md, 1);
  8265. return 0; // No need to start SC
  8266. }
  8267. val1 = boss_md->bl.id;
  8268. if( (val4 = tick/1000) < 1 )
  8269. val4 = 1;
  8270. tick_time = 1000; // [GodLesZ] tick time
  8271. }
  8272. break;
  8273. case SC_HIDING:
  8274. val2 = tick/1000;
  8275. tick_time = 1000; // [GodLesZ] tick time
  8276. val3 = 0; // Unused, previously speed adjustment
  8277. val4 = val1+3; // Seconds before SP substraction happen.
  8278. break;
  8279. case SC_CHASEWALK:
  8280. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  8281. val3 = 35 - 5 * val1; // Speed adjustment.
  8282. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  8283. val3 -= 40;
  8284. val4 = 10+val1*2; // SP cost.
  8285. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  8286. break;
  8287. case SC_CLOAKING:
  8288. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  8289. val1 = 10;
  8290. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  8291. tick = -1; // Duration sent to the client should be infinite
  8292. val3 = 0; // Unused, previously walk speed adjustment
  8293. // val4&1 signals the presence of a wall.
  8294. // val4&2 makes cloak not end on normal attacks [Skotlex]
  8295. // val4&4 makes cloak not end on using skills
  8296. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  8297. val4 |= battle_config.pc_cloak_check_type&7;
  8298. else
  8299. val4 |= battle_config.monster_cloak_check_type&7;
  8300. break;
  8301. case SC_SIGHT: /* splash status */
  8302. case SC_RUWACH:
  8303. case SC_SIGHTBLASTER:
  8304. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  8305. val2 = tick/20;
  8306. tick_time = 20; // [GodLesZ] tick time
  8307. break;
  8308. case SC_AUTOGUARD:
  8309. if( !(flag&SCSTART_NOAVOID) ) {
  8310. struct map_session_data *tsd;
  8311. int i;
  8312. for( i = val2 = 0; i < val1; i++) {
  8313. int t = 5-(i>>1);
  8314. val2 += (t < 0)? 1:t;
  8315. }
  8316. if( bl->type&(BL_PC|BL_MER) ) {
  8317. if( sd ) {
  8318. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8319. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8320. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8321. }
  8322. }
  8323. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8324. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8325. }
  8326. }
  8327. break;
  8328. case SC_DEFENDER:
  8329. if (!(flag&SCSTART_NOAVOID)) {
  8330. val2 = 5 + 15*val1; // Damage reduction
  8331. val3 = 0; // Unused, previously speed adjustment
  8332. val4 = 250 - 50*val1; // Aspd adjustment
  8333. if (sd) {
  8334. struct map_session_data *tsd;
  8335. int i;
  8336. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  8337. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  8338. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  8339. }
  8340. }
  8341. }
  8342. break;
  8343. case SC_TENSIONRELAX:
  8344. if (sd) {
  8345. pc_setsit(sd);
  8346. skill_sit(sd, 1);
  8347. clif_sitting(&sd->bl);
  8348. }
  8349. val2 = 12; // SP cost
  8350. tick_time = 10000; // Decrease at 10secs intervals.
  8351. val3 = tick / tick_time;
  8352. tick = -1; // Duration sent to the client should be infinite
  8353. break;
  8354. case SC_PARRYING:
  8355. val2 = 20 + val1*3; // Block Chance
  8356. break;
  8357. case SC_WINDWALK:
  8358. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  8359. break;
  8360. case SC_JOINTBEAT:
  8361. if( val2&BREAK_NECK )
  8362. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  8363. break;
  8364. case SC_BERSERK:
  8365. if( val3 == SC__BLOODYLUST )
  8366. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  8367. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  8368. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  8369. // HP healing is performing after the calc_status call.
  8370. // Val2 holds HP penalty
  8371. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8372. if (!val4) val4 = 10000; // Val4 holds damage interval
  8373. val3 = tick/val4; // val3 holds skill duration
  8374. tick_time = val4; // [GodLesZ] tick time
  8375. break;
  8376. case SC_GOSPEL:
  8377. if(val4 == BCT_SELF) { // Self effect
  8378. val2 = tick/10000;
  8379. tick_time = 10000; // [GodLesZ] tick time
  8380. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  8381. }
  8382. break;
  8383. case SC_MARIONETTE:
  8384. {
  8385. int stat;
  8386. val3 = 0;
  8387. val4 = 0;
  8388. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  8389. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  8390. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  8391. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  8392. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  8393. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  8394. break;
  8395. }
  8396. case SC_MARIONETTE2:
  8397. {
  8398. int stat,max_stat;
  8399. // Fetch caster information
  8400. struct block_list *pbl = map_id2bl(val1);
  8401. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  8402. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  8403. // Fetch target's stats
  8404. struct status_data* status2 = status_get_status_data(bl); // Battle status
  8405. if (!psce)
  8406. return 0;
  8407. val3 = 0;
  8408. val4 = 0;
  8409. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  8410. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  8411. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8412. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8413. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8414. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8415. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8416. break;
  8417. }
  8418. case SC_SPIRIT:
  8419. //1st Transcendent Spirit works similar to Marionette Control
  8420. if(sd && val2 == SL_HIGH) {
  8421. int stat,max_stat;
  8422. // Fetch target's stats
  8423. struct status_data* status2 = status_get_status_data(bl); // Battle status
  8424. val3 = 0;
  8425. val4 = 0;
  8426. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  8427. stat = max(0, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  8428. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8429. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8430. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8431. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8432. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8433. }
  8434. break;
  8435. case SC_REJECTSWORD:
  8436. val2 = 15*val1; // Reflect chance
  8437. val3 = 3; // Reflections
  8438. tick = -1;
  8439. break;
  8440. case SC_MEMORIZE:
  8441. val2 = 5; // Memorized casts.
  8442. tick = -1;
  8443. break;
  8444. case SC_GRAVITATION:
  8445. val2 = 50*val1; // aspd reduction
  8446. break;
  8447. case SC_REGENERATION:
  8448. if (val1 == 1)
  8449. val2 = 2;
  8450. else
  8451. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  8452. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  8453. // If val4 comes set, this blocks regen rather than increase it.
  8454. break;
  8455. case SC_DEVOTION:
  8456. {
  8457. struct block_list *d_bl;
  8458. struct status_change *d_sc;
  8459. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  8460. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  8461. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  8462. while( i >= 0 ) {
  8463. enum sc_type type2 = types[i];
  8464. if( d_sc->data[type2] )
  8465. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? 1 : SCSTART_NOAVOID|SCSTART_NOICON);
  8466. i--;
  8467. }
  8468. }
  8469. break;
  8470. }
  8471. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  8472. status_zap(bl, status->hp-1, val2?0:status->sp);
  8473. return 1;
  8474. break;
  8475. case SC_TINDER_BREAKER2:
  8476. case SC_CLOSECONFINE2:
  8477. {
  8478. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  8479. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  8480. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  8481. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  8482. if (src2 && sc2) {
  8483. if (!sce2) // Start lock on caster.
  8484. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  8485. else { // Increase count of locked enemies and refresh time.
  8486. (sce2->val2)++;
  8487. delete_timer(sce2->timer, status_change_timer);
  8488. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  8489. }
  8490. } else // Status failed.
  8491. return 0;
  8492. }
  8493. break;
  8494. case SC_KAITE:
  8495. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  8496. break;
  8497. case SC_KAUPE:
  8498. switch (val1) {
  8499. case 3: // 33*3 + 1 -> 100%
  8500. val2++;
  8501. case 1:
  8502. case 2: // 33, 66%
  8503. val2 += 33*val1;
  8504. val3 = 1; // Dodge 1 attack total.
  8505. break;
  8506. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  8507. val2 = 100;
  8508. val3 = val1-2;
  8509. break;
  8510. }
  8511. break;
  8512. case SC_COMBO:
  8513. {
  8514. // val1: Skill ID
  8515. // val2: When given, target (for autotargetting skills)
  8516. // val3: When set, this combo time should NOT delay attack/movement
  8517. // val3: If set to 2 this combo will delay ONLY attack
  8518. // val3: TK: Last used kick
  8519. // val4: TK: Combo time
  8520. struct unit_data *ud = unit_bl2ud(bl);
  8521. if ( ud && (!val3 || val3 == 2) ) {
  8522. tick += 300 * battle_config.combo_delay_rate/100;
  8523. ud->attackabletime = gettick()+tick;
  8524. if( !val3 )
  8525. unit_set_walkdelay(bl, gettick(), tick, 1);
  8526. }
  8527. val3 = 0;
  8528. val4 = tick;
  8529. break;
  8530. }
  8531. case SC_EARTHSCROLL:
  8532. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  8533. break;
  8534. case SC_RUN:
  8535. val4 = gettick(); // Store time at which you started running.
  8536. tick = -1;
  8537. break;
  8538. case SC_KAAHI:
  8539. val2 = 200*val1; // HP heal
  8540. val3 = 5*val1; // SP cost
  8541. break;
  8542. case SC_BLESSING:
  8543. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8544. val2 = val1;
  8545. else
  8546. val2 = 0; // 0 -> Half stat.
  8547. break;
  8548. case SC_TRICKDEAD:
  8549. if (vd) vd->dead_sit = 1;
  8550. tick = -1;
  8551. break;
  8552. case SC_CONCENTRATE:
  8553. val2 = 2 + val1;
  8554. if (sd) { // Store the card-bonus data that should not count in the %
  8555. val3 = sd->param_bonus[1]; // Agi
  8556. val4 = sd->param_bonus[4]; // Dex
  8557. } else
  8558. val3 = val4 = 0;
  8559. break;
  8560. case SC_MAXOVERTHRUST:
  8561. val2 = 20*val1; // Power increase
  8562. break;
  8563. case SC_OVERTHRUST:
  8564. case SC_ADRENALINE2:
  8565. case SC_ADRENALINE:
  8566. case SC_WEAPONPERFECTION:
  8567. {
  8568. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  8569. if (type == SC_OVERTHRUST) {
  8570. // val2 holds if it was casted on self, or is bonus received from others
  8571. val3 = (val2) ? 5 * val1 : 5; // Power increase
  8572. }
  8573. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  8574. val3 = (val2) ? 300 : 200; // Aspd increase
  8575. }
  8576. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  8577. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  8578. }
  8579. break;
  8580. case SC_CONCENTRATION:
  8581. val2 = 5*val1; // Batk/Watk Increase
  8582. val3 = 10*val1; // Hit Increase
  8583. val4 = 5*val1; // Def reduction
  8584. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  8585. break;
  8586. case SC_ANGELUS:
  8587. val2 = 5*val1; // def increase
  8588. break;
  8589. case SC_IMPOSITIO:
  8590. val2 = 5*val1; // Watk increase
  8591. break;
  8592. case SC_MELTDOWN:
  8593. val2 = 100*val1; // Chance to break weapon
  8594. val3 = 70*val1; // Change to break armor
  8595. break;
  8596. case SC_TRUESIGHT:
  8597. val2 = 10*val1; // Critical increase
  8598. val3 = 3*val1; // Hit increase
  8599. break;
  8600. case SC_SUN_COMFORT:
  8601. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  8602. break;
  8603. case SC_MOON_COMFORT:
  8604. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  8605. break;
  8606. case SC_STAR_COMFORT:
  8607. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  8608. break;
  8609. case SC_QUAGMIRE:
  8610. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  8611. break;
  8612. // gs_something1 [Vicious]
  8613. case SC_GATLINGFEVER:
  8614. val2 = 20*val1; // Aspd increase
  8615. #ifndef RENEWAL
  8616. val3 = 20+10*val1; // Atk increase
  8617. #endif
  8618. val4 = 5*val1; // Flee decrease
  8619. break;
  8620. case SC_FLING:
  8621. if (bl->type == BL_PC)
  8622. val2 = 0; // No armor reduction to players.
  8623. else
  8624. val2 = 5*val1; // Def reduction
  8625. val3 = 5*val1; // Def2 reduction
  8626. break;
  8627. case SC_PROVOKE:
  8628. // val2 signals autoprovoke.
  8629. val3 = 2+3*val1; // Atk increase
  8630. val4 = 5+5*val1; // Def reduction.
  8631. break;
  8632. case SC_AVOID:
  8633. // val2 = 10*val1; // Speed change rate.
  8634. break;
  8635. case SC_DEFENCE:
  8636. #ifdef RENEWAL
  8637. val2 = 5 + (val1 * 5); // Vit bonus
  8638. #else
  8639. val2 = 2*val1; // Def bonus
  8640. #endif
  8641. break;
  8642. case SC_BLOODLUST:
  8643. val2 = 20+10*val1; // Atk rate change.
  8644. val3 = 3*val1; // Leech chance
  8645. val4 = 20; // Leech percent
  8646. break;
  8647. case SC_FLEET:
  8648. val2 = 30*val1; // Aspd change
  8649. val3 = 5+5*val1; // bAtk/wAtk rate change
  8650. break;
  8651. case SC_MINDBREAKER:
  8652. val2 = 20*val1; // matk increase.
  8653. val3 = 12*val1; // mdef2 reduction.
  8654. break;
  8655. case SC_SKA:
  8656. val2 = tick/1000;
  8657. val3 = rnd()%100; // Def changes randomly every second...
  8658. tick_time = 1000; // [GodLesZ] tick time
  8659. break;
  8660. case SC_JAILED:
  8661. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  8662. tick = val1>0?1000:250;
  8663. if (sd) {
  8664. if (sd->mapindex != val2) {
  8665. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  8666. map_idx = sd->mapindex; // Current Map
  8667. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  8668. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  8669. // 2. Set restore point (val3 -> return map, val4 return coords
  8670. val3 = map_idx;
  8671. val4 = pos;
  8672. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  8673. val3 = sd->status.save_point.map;
  8674. val4 = (sd->status.save_point.x&0xFFFF)
  8675. |(sd->status.save_point.y<<16);
  8676. }
  8677. }
  8678. break;
  8679. case SC_UTSUSEMI:
  8680. val2=(val1+1)/2; // Number of hits blocked
  8681. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  8682. break;
  8683. case SC_BUNSINJYUTSU:
  8684. val2=(val1+1)/2; // Number of hits blocked
  8685. break;
  8686. case SC_CHANGE:
  8687. val2= 30*val1; // Vit increase
  8688. val3= 20*val1; // Int increase
  8689. break;
  8690. case SC_SWOO:
  8691. if(status->mode&MD_BOSS)
  8692. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  8693. break;
  8694. case SC_SPIDERWEB:
  8695. if( bl->type == BL_PC )
  8696. tick /= 2;
  8697. break;
  8698. case SC_ARMOR:
  8699. // NPC_DEFENDER:
  8700. val2 = 80; // Damage reduction
  8701. // Attack requirements to be blocked:
  8702. val3 = BF_LONG; // Range
  8703. val4 = BF_WEAPON|BF_MISC; // Type
  8704. break;
  8705. case SC_ENCHANTARMS:
  8706. // end previous enchants
  8707. skill_enchant_elemental_end(bl,type);
  8708. // Make sure the received element is valid.
  8709. if (val2 >= ELE_ALL)
  8710. val2 = val2%ELE_ALL;
  8711. else if (val2 < 0)
  8712. val2 = rnd()%ELE_ALL;
  8713. break;
  8714. case SC_CRITICALWOUND:
  8715. val2 = 20*val1; // Heal effectiveness decrease
  8716. break;
  8717. case SC_MAGICMIRROR:
  8718. // Level 1 ~ 5 & 6 ~ 10 has different duration
  8719. // Level 6 ~ 10 use effect of level 1 ~ 5
  8720. val1 = 1 + ((val1-1)%5);
  8721. case SC_SLOWCAST:
  8722. val2 = 20*val1; // Magic reflection/cast rate
  8723. break;
  8724. case SC_ARMORCHANGE:
  8725. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  8726. val2 =-20;
  8727. val3 = 20;
  8728. } else { // Boost def
  8729. val2 = 20;
  8730. val3 =-20;
  8731. }
  8732. // Level 1 ~ 5 & 6 ~ 10 has different duration
  8733. // Level 6 ~ 10 use effect of level 1 ~ 5
  8734. val1 = 1 + ((val1-1)%5);
  8735. val2 *= val1; // 20% per level
  8736. val3 *= val1;
  8737. break;
  8738. case SC_EXPBOOST:
  8739. case SC_JEXPBOOST:
  8740. case SC_JP_EVENT04:
  8741. if (val1 < 0)
  8742. val1 = 0;
  8743. break;
  8744. case SC_INCFLEE2:
  8745. case SC_INCCRI:
  8746. val2 = val1*10; // Actual boost (since 100% = 1000)
  8747. break;
  8748. case SC_SUFFRAGIUM:
  8749. val2 = 15 * val1; // Speed cast decrease
  8750. break;
  8751. case SC_INCHEALRATE:
  8752. if (val1 < 1)
  8753. val1 = 1;
  8754. break;
  8755. case SC_HALLUCINATION:
  8756. val2 = 5+val1; // Factor by which displayed damage is increased by
  8757. break;
  8758. case SC_DOUBLECAST:
  8759. val2 = 30+10*val1; // Trigger rate
  8760. break;
  8761. case SC_KAIZEL:
  8762. val2 = 10*val1; // % of life to be revived with
  8763. break;
  8764. // case SC_ARMOR_ELEMENT:
  8765. // case SC_ARMOR_RESIST:
  8766. // Mod your resistance against elements:
  8767. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  8768. // break;
  8769. // case ????:
  8770. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  8771. // associated, and yet are not wrong/unknown. [Skotlex]
  8772. // break;
  8773. case SC_MERC_FLEEUP:
  8774. case SC_MERC_ATKUP:
  8775. case SC_MERC_HITUP:
  8776. val2 = 15 * val1;
  8777. break;
  8778. case SC_MERC_HPUP:
  8779. case SC_MERC_SPUP:
  8780. val2 = 5 * val1;
  8781. break;
  8782. case SC_REBIRTH:
  8783. val2 = 20*val1; // % of life to be revived with
  8784. break;
  8785. case SC_MANU_DEF:
  8786. case SC_MANU_ATK:
  8787. case SC_MANU_MATK:
  8788. val2 = 1; // Manuk group
  8789. break;
  8790. case SC_SPL_DEF:
  8791. case SC_SPL_ATK:
  8792. case SC_SPL_MATK:
  8793. val2 = 2; // Splendide group
  8794. break;
  8795. /* General */
  8796. case SC_FEAR:
  8797. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8798. break;
  8799. /* Rune Knight */
  8800. case SC_DEATHBOUND:
  8801. val2 = 500 + 100 * val1;
  8802. break;
  8803. case SC_STONEHARDSKIN:
  8804. if( sd )
  8805. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  8806. break;
  8807. case SC_ABUNDANCE:
  8808. val4 = tick / 10000;
  8809. tick_time = 10000; // [GodLesZ] tick time
  8810. break;
  8811. case SC_GIANTGROWTH:
  8812. val2 = 15; // Triple damage success rate.
  8813. break;
  8814. /* Arch Bishop */
  8815. case SC_RENOVATIO:
  8816. val4 = tick / 5000;
  8817. tick_time = 5000;
  8818. break;
  8819. case SC_SECRAMENT:
  8820. val2 = 10 * val1;
  8821. break;
  8822. case SC_VENOMIMPRESS:
  8823. val2 = 10 * val1;
  8824. break;
  8825. case SC_WEAPONBLOCKING:
  8826. val2 = 10 + 2 * val1; // Chance
  8827. val4 = tick / 5000;
  8828. tick_time = 5000; // [GodLesZ] tick time
  8829. break;
  8830. case SC_OBLIVIONCURSE:
  8831. val4 = tick / 3000;
  8832. tick_time = 3000; // [GodLesZ] tick time
  8833. break;
  8834. case SC_CLOAKINGEXCEED:
  8835. val2 = (val1 + 1) / 2; // Hits
  8836. val3 = (val1 - 1) * 10; // Walk speed
  8837. if (bl->type == BL_PC)
  8838. val4 |= battle_config.pc_cloak_check_type&7;
  8839. else
  8840. val4 |= battle_config.monster_cloak_check_type&7;
  8841. tick_time = 1000; // [GodLesZ] tick time
  8842. break;
  8843. case SC_HALLUCINATIONWALK:
  8844. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  8845. val3 = 10 * val1; // Evasion rate of magical attacks.
  8846. break;
  8847. case SC_MARSHOFABYSS:
  8848. if( bl->type == BL_PC )
  8849. val2 = 3 * val1; // AGI and DEX Reduction
  8850. else // BL_MOB
  8851. val2 = 6 * val1; // AGI and DEX Reduction
  8852. val3 = 10 * val1; // Movement Speed Reduction
  8853. break;
  8854. case SC_FREEZE_SP:
  8855. // val2 = sp drain per 10 seconds
  8856. tick_time = 10000; // [GodLesZ] tick time
  8857. break;
  8858. case SC_SPHERE_1:
  8859. case SC_SPHERE_2:
  8860. case SC_SPHERE_3:
  8861. case SC_SPHERE_4:
  8862. case SC_SPHERE_5:
  8863. if( !sd )
  8864. return 0; // Should only work on players.
  8865. val4 = tick / 1000;
  8866. if( val4 < 1 )
  8867. val4 = 1;
  8868. tick_time = 1000; // [GodLesZ] tick time
  8869. break;
  8870. case SC_SHAPESHIFT:
  8871. switch( val1 ) {
  8872. case 1: val2 = ELE_FIRE; break;
  8873. case 2: val2 = ELE_EARTH; break;
  8874. case 3: val2 = ELE_WIND; break;
  8875. case 4: val2 = ELE_WATER; break;
  8876. }
  8877. break;
  8878. case SC_ELECTRICSHOCKER:
  8879. case SC_CRYSTALIZE:
  8880. val4 = tick / 1000;
  8881. if( val4 < 1 )
  8882. val4 = 1;
  8883. tick_time = 1000; // [GodLesZ] tick time
  8884. break;
  8885. case SC_MEIKYOUSISUI:
  8886. val2 = val1 * 2; // % HP each sec
  8887. val3 = val1; // % SP each sec
  8888. val4 = tick / 1000;
  8889. if( val4 < 1 )
  8890. val4 = 1;
  8891. tick_time = 1000;
  8892. break;
  8893. case SC_CAMOUFLAGE:
  8894. val4 = tick/1000;
  8895. tick_time = 1000; // [GodLesZ] tick time
  8896. break;
  8897. case SC_WUGDASH:
  8898. val4 = gettick(); // Store time at which you started running.
  8899. tick = -1;
  8900. break;
  8901. case SC__SHADOWFORM:
  8902. {
  8903. struct map_session_data * s_sd = map_id2sd(val2);
  8904. if( s_sd )
  8905. s_sd->shadowform_id = bl->id;
  8906. val4 = tick / 1000;
  8907. tick_time = 1000; // [GodLesZ] tick time
  8908. }
  8909. break;
  8910. case SC__STRIPACCESSORY:
  8911. if (!sd)
  8912. val2 = 20;
  8913. break;
  8914. case SC__INVISIBILITY:
  8915. val2 = 50 - 10 * val1; // ASPD
  8916. val3 = 20 * val1; // CRITICAL
  8917. val4 = tick / 1000;
  8918. tick = -1; // Duration sent to the client should be infinite
  8919. tick_time = 1000; // [GodLesZ] tick time
  8920. break;
  8921. case SC__ENERVATION:
  8922. val2 = 20 + 10 * val1; // ATK Reduction
  8923. if (sd) {
  8924. pc_delspiritball(sd,sd->spiritball,0);
  8925. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  8926. }
  8927. break;
  8928. case SC__GROOMY:
  8929. val2 = 20 + 10 * val1; // ASPD
  8930. val3 = 20 * val1; // HIT
  8931. if( sd ) { // Removes Animals
  8932. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8933. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8934. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  8935. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  8936. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  8937. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  8938. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  8939. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  8940. }
  8941. break;
  8942. case SC__LAZINESS:
  8943. val2 = 10 + 10 * val1; // Cast Increase
  8944. val3 = 10 * val1; // Flee Reduction
  8945. break;
  8946. case SC__UNLUCKY:
  8947. {
  8948. sc_type rand_eff;
  8949. switch(rnd() % 3) {
  8950. case 1: rand_eff = SC_BLIND; break;
  8951. case 2: rand_eff = SC_SILENCE; break;
  8952. default: rand_eff = SC_POISON; break;
  8953. }
  8954. val2 = 10 * val1; // Crit and Flee2 Reduction
  8955. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8956. break;
  8957. }
  8958. case SC__WEAKNESS:
  8959. val2 = 10 * val1;
  8960. // Bypasses coating protection and MADO
  8961. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  8962. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  8963. break;
  8964. case SC__FEINTBOMB:
  8965. val2 = 1; // -1 SP each iteration
  8966. val4 = tick / 1000;
  8967. tick_time = 1000;
  8968. val_flag |= 1|2;
  8969. break;
  8970. case SC_GN_CARTBOOST:
  8971. if( val1 < 3 )
  8972. val2 = 50;
  8973. else if( val1 > 2 && val1 < 5 )
  8974. val2 = 75;
  8975. else
  8976. val2 = 100;
  8977. break;
  8978. case SC_PROPERTYWALK:
  8979. val3 = 0;
  8980. break;
  8981. case SC_STRIKING:
  8982. // val2 = watk bonus already calc
  8983. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  8984. val4 = tick / 1000;
  8985. tick_time = 1000; // [GodLesZ] tick time
  8986. break;
  8987. case SC_BLOODSUCKER:
  8988. val4 = tick / 1000;
  8989. tick_time = 1000; // [GodLesZ] tick time
  8990. break;
  8991. case SC_SWINGDANCE:
  8992. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  8993. break;
  8994. case SC_SYMPHONYOFLOVER:
  8995. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  8996. break;
  8997. case SC_MOONLITSERENADE: // MATK Increase
  8998. case SC_RUSHWINDMILL: // ATK Increase
  8999. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9000. break;
  9001. case SC_ECHOSONG:
  9002. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9003. break;
  9004. case SC_HARMONIZE:
  9005. val2 = 5 + 5 * val1;
  9006. break;
  9007. case SC_VOICEOFSIREN:
  9008. val4 = tick / 2000;
  9009. tick_time = 2000; // [GodLesZ] tick time
  9010. break;
  9011. case SC_DEEPSLEEP:
  9012. val4 = tick / 2000;
  9013. tick_time = 2000; // [GodLesZ] tick time
  9014. break;
  9015. case SC_SIRCLEOFNATURE:
  9016. val2 = 40 * val1; // HP recovery
  9017. val3 = 4 * val1; // SP consume
  9018. val4 = tick / 1000;
  9019. tick_time = 1000; // [GodLesZ] tick time
  9020. break;
  9021. case SC_SONGOFMANA:
  9022. val3 = 10 + min(5 * val2, 35);
  9023. val4 = tick/5000;
  9024. tick_time = 5000; // [GodLesZ] tick time
  9025. break;
  9026. case SC_SATURDAYNIGHTFEVER:
  9027. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9028. if (!val4) val4 = 3000;
  9029. val3 = tick/val4;
  9030. tick_time = val4; // [GodLesZ] tick time
  9031. break;
  9032. case SC_GLOOMYDAY:
  9033. val2 = 20 + 5 * val1; // Flee reduction.
  9034. val3 = 15 + 5 * val1; // ASPD reduction.
  9035. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9036. val4 = 1; // Reduce walk speed by half.
  9037. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9038. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9039. }
  9040. break;
  9041. case SC_GLOOMYDAY_SK:
  9042. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9043. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9044. break;
  9045. case SC_SITDOWN_FORCE:
  9046. case SC_BANANA_BOMB_SITDOWN:
  9047. if( sd && !pc_issit(sd) ) {
  9048. pc_setsit(sd);
  9049. skill_sit(sd, 1);
  9050. clif_sitting(bl);
  9051. }
  9052. break;
  9053. case SC_DANCEWITHWUG:
  9054. val3 = 5 + 5 * val2; // ASPD Increase
  9055. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9056. break;
  9057. case SC_LERADSDEW:
  9058. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9059. break;
  9060. case SC_MELODYOFSINK:
  9061. val3 = val1 * val2; // INT Reduction.
  9062. val4 = tick/1000;
  9063. tick_time = 1000;
  9064. break;
  9065. case SC_BEYONDOFWARCRY:
  9066. val3 = val1 * val2; // STR and CRIT Reduction
  9067. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9068. break;
  9069. case SC_UNLIMITEDHUMMINGVOICE:
  9070. {
  9071. struct unit_data *ud = unit_bl2ud(bl);
  9072. if( ud == NULL ) return 0;
  9073. ud->state.skillcastcancel = 0;
  9074. val3 = 15 - min(3 * val2, 15);
  9075. }
  9076. break;
  9077. case SC_REFLECTDAMAGE:
  9078. val2 = 15 + 5 * val1; // Reflect amount
  9079. val3 = val1*5 + 25; // Number of reflects
  9080. val4 = tick/1000; // Number of SP cycles (duration)
  9081. tick_time = 1000; // [GodLesZ] tick time
  9082. break;
  9083. case SC_FORCEOFVANGUARD:
  9084. val2 = 8 + 12 * val1; // Chance
  9085. val3 = 5 + 2 * val1; // Max rage counters
  9086. tick = -1; // Endless duration in the client
  9087. tick_time = 10000; // [GodLesZ] tick time
  9088. break;
  9089. case SC_EXEEDBREAK:
  9090. val2 = 150 * val1;
  9091. if (sd) { // Players
  9092. short index = sd->equip_index[EQI_HAND_R];
  9093. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9094. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9095. } else // Monster
  9096. val2 += 750;
  9097. break;
  9098. case SC_PRESTIGE:
  9099. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9100. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9101. break;
  9102. case SC_BANDING:
  9103. tick_time = 5000; // [GodLesZ] tick time
  9104. break;
  9105. case SC_MAGNETICFIELD:
  9106. val3 = tick / 1000;
  9107. tick_time = 1000; // [GodLesZ] tick time
  9108. break;
  9109. case SC_INSPIRATION:
  9110. val2 = (sd?sd->status.job_level:50);
  9111. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9112. val4 = tick / 5000;
  9113. tick_time = 5000; // [GodLesZ] tick time
  9114. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  9115. break;
  9116. case SC_CRESCENTELBOW:
  9117. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9118. break;
  9119. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9120. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9121. break;
  9122. case SC_RAISINGDRAGON:
  9123. val3 = tick / 5000;
  9124. tick_time = 5000; // [GodLesZ] tick time
  9125. break;
  9126. case SC_GT_ENERGYGAIN:
  9127. val2 = 10 + 5 * val1; // Sphere gain chance.
  9128. break;
  9129. case SC_GT_CHANGE:
  9130. { // Take note there is no def increase as skill desc says. [malufett]
  9131. int stat = status_get_int(src);
  9132. if (stat <= 0)
  9133. stat = 1; // Prevent divide by zero.
  9134. val2 = (status_get_dex(src) / 4 + status_get_str(src) / 2) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
  9135. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9136. val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  9137. }
  9138. break;
  9139. case SC_GT_REVITALIZE:
  9140. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9141. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9142. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9143. // The stat def is not shown in the status window and it is processed differently
  9144. val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  9145. break;
  9146. case SC_PYROTECHNIC_OPTION:
  9147. val2 = 60; // Eatk Renewal (Atk2)
  9148. break;
  9149. case SC_HEATER_OPTION:
  9150. val2 = 120; // Eatk Renewal (Atk2)
  9151. val3 = ELE_FIRE; // Change into fire element.
  9152. break;
  9153. case SC_TROPIC_OPTION:
  9154. val2 = 180; // Eatk Renewal (Atk2)
  9155. val3 = MG_FIREBOLT;
  9156. break;
  9157. case SC_AQUAPLAY_OPTION:
  9158. val2 = 40;
  9159. break;
  9160. case SC_COOLER_OPTION:
  9161. val2 = 80;
  9162. val3 = ELE_WATER; // Change into water element.
  9163. break;
  9164. case SC_CHILLY_AIR_OPTION:
  9165. val2 = 120; // Matk. Renewal (Matk1)
  9166. val3 = MG_COLDBOLT;
  9167. break;
  9168. case SC_WIND_STEP_OPTION:
  9169. val2 = 50; // % Increase speed and flee.
  9170. break;
  9171. case SC_BLAST_OPTION:
  9172. val2 = 20;
  9173. val3 = ELE_WIND; // Change into wind element.
  9174. break;
  9175. case SC_WILD_STORM_OPTION:
  9176. val2 = MG_LIGHTNINGBOLT;
  9177. break;
  9178. case SC_PETROLOGY_OPTION:
  9179. val2 = 5; //HP Rate bonus
  9180. val3 = 50;
  9181. break;
  9182. case SC_SOLID_SKIN_OPTION:
  9183. val2 = 33; //% Increase DEF
  9184. break;
  9185. case SC_CURSED_SOIL_OPTION:
  9186. val2 = 10; //HP rate bonus
  9187. val3 = ELE_EARTH; // Change into earth element.
  9188. break;
  9189. case SC_UPHEAVAL_OPTION:
  9190. val2 = 15; //HP rate bonus
  9191. val3 = WZ_EARTHSPIKE;
  9192. break;
  9193. case SC_CIRCLE_OF_FIRE_OPTION:
  9194. val2 = 300;
  9195. break;
  9196. case SC_WATER_SCREEN_OPTION:
  9197. tick_time = 10000;
  9198. break;
  9199. case SC_FIRE_CLOAK_OPTION:
  9200. case SC_WATER_DROP_OPTION:
  9201. case SC_WIND_CURTAIN_OPTION:
  9202. case SC_STONE_SHIELD_OPTION:
  9203. val2 = 100; // Elemental modifier.
  9204. break;
  9205. case SC_TROPIC:
  9206. case SC_CHILLY_AIR:
  9207. case SC_WILD_STORM:
  9208. case SC_UPHEAVAL:
  9209. val2 += 10;
  9210. case SC_HEATER:
  9211. case SC_COOLER:
  9212. case SC_BLAST:
  9213. case SC_CURSED_SOIL:
  9214. val2 += 10;
  9215. case SC_PYROTECHNIC:
  9216. case SC_AQUAPLAY:
  9217. case SC_GUST:
  9218. case SC_PETROLOGY:
  9219. val2 += 5;
  9220. val3 += 9000;
  9221. case SC_CIRCLE_OF_FIRE:
  9222. case SC_FIRE_CLOAK:
  9223. case SC_WATER_DROP:
  9224. case SC_WATER_SCREEN:
  9225. case SC_WIND_CURTAIN:
  9226. case SC_WIND_STEP:
  9227. case SC_STONE_SHIELD:
  9228. case SC_SOLID_SKIN:
  9229. val2 += 5;
  9230. val3 += 1000;
  9231. tick_time = val3; // [GodLesZ] tick time
  9232. break;
  9233. case SC_WATER_BARRIER:
  9234. val2 = 30; // Reductions. Atk2 and Flee1
  9235. break;
  9236. case SC_ZEPHYR:
  9237. val2 = 25; // Flee.
  9238. break;
  9239. case SC_TIDAL_WEAPON:
  9240. val2 = 20; // Increase Elemental's attack.
  9241. break;
  9242. case SC_ROCK_CRUSHER:
  9243. case SC_ROCK_CRUSHER_ATK:
  9244. case SC_POWER_OF_GAIA:
  9245. val2 = 33; //Def rate bonus/Speed rate reduction
  9246. val3 = 20; //HP rate bonus
  9247. break;
  9248. case SC_TEARGAS:
  9249. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  9250. val4 = tick / 2000;
  9251. tick_time = 2000;
  9252. break;
  9253. case SC_TEARGAS_SOB:
  9254. val4 = tick / 3000;
  9255. tick_time = 3000;
  9256. break;
  9257. case SC_STOMACHACHE:
  9258. val2 = 8; // SP consume.
  9259. val4 = tick / 10000;
  9260. tick_time = 10000; // [GodLesZ] tick time
  9261. break;
  9262. case SC_PROMOTE_HEALTH_RESERCH:
  9263. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9264. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9265. //val3: BaseLV of Thrower For Thrown Potions
  9266. //val4: MaxHP Increase By Fixed Amount
  9267. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9268. val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  9269. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9270. val4 = 1000 * val2 - 500 + val3 * 10 / 3;
  9271. if (val4 <= 0) // Prevents a negeative value from happening
  9272. val4 = 0;
  9273. break;
  9274. case SC_ENERGY_DRINK_RESERCH:
  9275. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9276. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9277. //val3: BaseLV of Thrower For Thrown Potions
  9278. //val4: MaxSP Increase By Percentage Amount
  9279. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9280. val4 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  9281. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9282. val4 = val3 / 10 + 5 * val2 - 10;
  9283. if (val4 <= 0) // Prevents a negeative value from happening
  9284. val4 = 0;
  9285. break;
  9286. case SC_KYOUGAKU:
  9287. val2 = 2*val1 + rnd()%val1;
  9288. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  9289. break;
  9290. case SC_KAGEMUSYA:
  9291. val3 = val1 * 2;
  9292. case SC_IZAYOI:
  9293. val2 = tick/1000;
  9294. if( type == SC_IZAYOI )
  9295. tick = -1; // Duration sent to the client should be infinite
  9296. tick_time = 1000;
  9297. break;
  9298. case SC_ZANGETSU:
  9299. if( status_get_hp(bl) % 2 == 0 )
  9300. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  9301. else
  9302. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  9303. if( status_get_sp(bl) % 2 == 0 )
  9304. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  9305. else
  9306. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  9307. break;
  9308. case SC_GENSOU:
  9309. {
  9310. int hp = status_get_hp(bl), lv = 5;
  9311. short per = 100 / (status_get_max_hp(bl) / hp);
  9312. if( per <= 15 )
  9313. lv = 1;
  9314. else if( per <= 30 )
  9315. lv = 2;
  9316. else if( per <= 50 )
  9317. lv = 3;
  9318. else if( per <= 75 )
  9319. lv = 4;
  9320. if( hp % 2 == 0)
  9321. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  9322. else
  9323. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  9324. }
  9325. break;
  9326. case SC_ANGRIFFS_MODUS:
  9327. val2 = 50 + 20 * val1; // atk bonus
  9328. val3 = 40 + 20 * val1; // Flee reduction.
  9329. val4 = tick/1000; // hp/sp reduction timer
  9330. tick_time = 1000;
  9331. break;
  9332. case SC_GOLDENE_FERSE:
  9333. val2 = 10 + 10*val1; // flee bonus
  9334. val3 = 6 + 4 * val1; // Aspd Bonus
  9335. val4 = 2 + 2 * val1; // Chance of holy attack
  9336. break;
  9337. case SC_OVERED_BOOST:
  9338. val2 = 300 + 40*val1; // flee bonus
  9339. val3 = 179 + 2*val1; // aspd bonus
  9340. val4 = 50; // def reduc %
  9341. break;
  9342. case SC_GRANITIC_ARMOR:
  9343. val2 = 2*val1; // dmg reduction
  9344. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  9345. val4 = 5*val1; // unknow formula
  9346. break;
  9347. case SC_MAGMA_FLOW:
  9348. val2 = 3*val1; // Activation chance
  9349. break;
  9350. case SC_PYROCLASTIC:
  9351. val2 += 10*val1; // atk bonus
  9352. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  9353. break;
  9354. case SC_PARALYSIS: // [Lighta] need real info
  9355. val2 = 2*val1; // def reduction
  9356. val3 = 500*val1; // varcast augmentation
  9357. break;
  9358. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  9359. val2 = 20 * val1; // hp reco on death %
  9360. break;
  9361. case SC_PAIN_KILLER: // Yommy leak need confirm
  9362. val2 = 10 * val1; // aspd reduction %
  9363. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  9364. if(sc->data[SC_PARALYSIS])
  9365. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  9366. break;
  9367. case SC_STYLE_CHANGE:
  9368. tick = -1; // Infinite duration
  9369. break;
  9370. case SC_CBC:
  9371. val3 = 10; // Drain sp % dmg
  9372. val4 = tick/1000; // dmg each sec
  9373. tick = 1000;
  9374. break;
  9375. case SC_EQC:
  9376. val2 = 5 * val1; // def % reduc
  9377. val3 = 5 * val1; // atk % reduc
  9378. val4 = 2 * val1; // HP drain %
  9379. sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
  9380. break;
  9381. case SC_ASH:
  9382. val2 = 0; // hit % reduc
  9383. val3 = 0; // def % reduc
  9384. val4 = 0; // atk flee & reduc
  9385. if (!(status_get_mode(bl)&MD_BOSS)) {
  9386. val2 = 50;
  9387. if (status_get_race(bl) == RC_PLANT) // plant type
  9388. val3 = 50;
  9389. if (status_get_element(bl) == ELE_WATER) // defense water type
  9390. val4 = 50;
  9391. }
  9392. break;
  9393. case SC_FULL_THROTTLE:
  9394. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  9395. val3 = 20; //+% AllStats
  9396. tick_time = 1000;
  9397. val4 = tick / tick_time;
  9398. tick = -1;
  9399. break;
  9400. case SC_REBOUND:
  9401. tick_time = 2000;
  9402. val4 = tick / tick_time;
  9403. clif_emotion(bl, E_SWT);
  9404. break;
  9405. case SC_KINGS_GRACE:
  9406. val2 = 3 + val1; //HP Recover rate
  9407. tick_time = 1000;
  9408. val4 = tick / tick_time;
  9409. break;
  9410. case SC_TELEKINESIS_INTENSE:
  9411. val2 = 10 * val1; // sp consum / casttime reduc %
  9412. val3 = 40 * val1; // magic dmg bonus
  9413. break;
  9414. case SC_OFFERTORIUM:
  9415. val2 = 30 * val1; // heal power bonus
  9416. val3 = 100 + 20 * val1; // sp cost inc
  9417. break;
  9418. case SC_FRIGG_SONG:
  9419. val2 = 5 * val1; // maxhp bonus
  9420. val3 = 80 + 20 * val1; // healing
  9421. tick_time = 1000;
  9422. val4 = tick / tick_time;
  9423. break;
  9424. case SC_FLASHCOMBO:
  9425. val2 = 20 * val1 + 20; // atk bonus
  9426. break;
  9427. case SC_DARKCROW:
  9428. val2 = 30 * val1;
  9429. break;
  9430. case SC_UNLIMIT:
  9431. val2 = 50 * val1;
  9432. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  9433. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  9434. break;
  9435. case SC_MONSTER_TRANSFORM:
  9436. if( !mobdb_checkid(val1) )
  9437. val1 = MOBID_PORING; // Default poring
  9438. break;
  9439. case SC_APPLEIDUN:
  9440. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  9441. if (sd)
  9442. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  9443. break;
  9444. case SC_EPICLESIS:
  9445. val2 = 5 * val1; //HP rate bonus
  9446. break;
  9447. case SC_ILLUSIONDOPING:
  9448. val2 = 50; // -Hit
  9449. break;
  9450. case SC_STEALTHFIELD:
  9451. tick_time = tick;
  9452. tick = -1;
  9453. break;
  9454. case SC_STEALTHFIELD_MASTER:
  9455. tick_time = val3 = 2000 + 1000 * val1;
  9456. val4 = tick / tick_time;
  9457. break;
  9458. case SC_VACUUM_EXTREME:
  9459. // Suck target at n second, only if the n second is lower than the duration
  9460. // Doesn't apply to BL_PC
  9461. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status->mode&MD_CANMOVE) {
  9462. tick_time = val4;
  9463. val4 = tick - tick_time;
  9464. }
  9465. else
  9466. val4 = 0;
  9467. break;
  9468. case SC_NEUTRALBARRIER:
  9469. val2 = 10 + val1 * 5; // Def
  9470. val3 = 10 + val1 * 5; // Mdef
  9471. break;
  9472. /* Rebellion */
  9473. case SC_B_TRAP:
  9474. val2 = src->id;
  9475. val3 = val1 * 25; // -movespeed (custom)
  9476. break;
  9477. case SC_C_MARKER:
  9478. // val1 = skill_lv
  9479. // val2 = src_id
  9480. val3 = 10; // -10 flee
  9481. //Start timer to send mark on mini map
  9482. val4 = tick/1000;
  9483. tick_time = 1000; // Sends every 1 seconds
  9484. break;
  9485. case SC_H_MINE:
  9486. val2 = src->id;
  9487. break;
  9488. case SC_HEAT_BARREL:
  9489. //kRO Update 2014-02-26
  9490. {
  9491. uint8 n = 10;
  9492. if (sd)
  9493. n = (uint8)sd->spiritball_old;
  9494. val2 = val1 * 5; // -fixed casttime (custom)
  9495. val3 = val1 * n / 5; // +aspd (custom)
  9496. val4 = 75 - val1 * 5; // -flee
  9497. }
  9498. break;
  9499. case SC_P_ALTER:
  9500. {
  9501. uint8 n = 10;
  9502. if (sd)
  9503. n = (uint8)sd->spiritball_old;
  9504. val2 = val1 * n * 2; // +atk (custom)
  9505. val3 = val1 * 15; // +def (custom)
  9506. }
  9507. break;
  9508. case SC_E_CHAIN:
  9509. val2 = 10;
  9510. if (sd)
  9511. val2 = sd->spiritball_old;
  9512. break;
  9513. case SC_ANTI_M_BLAST:
  9514. val2 = val1 * 10;
  9515. if (bl->type != BL_PC)
  9516. val2 /= 5; //(custom) //kRO update 2012-02-12, reduce the rate for Non-Player target [Cydh]
  9517. break;
  9518. default:
  9519. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
  9520. // Status change with no calc, no icon, and no skill associated...?
  9521. ShowError("UnknownStatusChange [%d]\n", type);
  9522. return 0;
  9523. }
  9524. } else // Special considerations when loading SC data.
  9525. switch( type ) {
  9526. case SC_WEDDING:
  9527. case SC_XMAS:
  9528. case SC_SUMMER:
  9529. case SC_HANBOK:
  9530. case SC_OKTOBERFEST:
  9531. if( !vd )
  9532. break;
  9533. clif_changelook(bl,LOOK_BASE,vd->class_);
  9534. clif_changelook(bl,LOOK_WEAPON,0);
  9535. clif_changelook(bl,LOOK_SHIELD,0);
  9536. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9537. clif_changelook(bl,LOOK_BODY2,0);
  9538. break;
  9539. case SC_STONE:
  9540. if (val3 > 0)
  9541. break; //Incubation time still active
  9542. //Fall through
  9543. case SC_POISON:
  9544. case SC_DPOISON:
  9545. case SC_BLEEDING:
  9546. case SC_BURNING:
  9547. case SC_TOXIN:
  9548. case SC_MAGICMUSHROOM:
  9549. case SC_PYREXIA:
  9550. case SC_LEECHESEND:
  9551. tick_time = tick;
  9552. tick = tick_time + max(val4,0);
  9553. break;
  9554. }
  9555. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  9556. switch(type) {
  9557. // Start |1 val_flag setting
  9558. case SC_ROLLINGCUTTER:
  9559. case SC_BANDING:
  9560. case SC_SPHERE_1:
  9561. case SC_SPHERE_2:
  9562. case SC_SPHERE_3:
  9563. case SC_SPHERE_4:
  9564. case SC_SPHERE_5:
  9565. case SC_LIGHTNINGWALK:
  9566. case SC_MONSTER_TRANSFORM:
  9567. case SC_EXPBOOST:
  9568. case SC_JEXPBOOST:
  9569. case SC_ITEMBOOST:
  9570. case SC_JP_EVENT04:
  9571. val_flag |= 1;
  9572. break;
  9573. // Start |1|2 val_flag setting
  9574. case SC_FIGHTINGSPIRIT:
  9575. case SC_VENOMIMPRESS:
  9576. case SC_WEAPONBLOCKING:
  9577. case SC__INVISIBILITY:
  9578. case SC__ENERVATION:
  9579. case SC__WEAKNESS:
  9580. case SC_PROPERTYWALK:
  9581. case SC_PRESTIGE:
  9582. case SC_SHIELDSPELL_DEF:
  9583. case SC_SHIELDSPELL_MDEF:
  9584. case SC_SHIELDSPELL_REF:
  9585. case SC_CRESCENTELBOW:
  9586. case SC_CHILLY_AIR_OPTION:
  9587. case SC_GUST_OPTION:
  9588. case SC_WILD_STORM_OPTION:
  9589. case SC_UPHEAVAL_OPTION:
  9590. case SC_CIRCLE_OF_FIRE_OPTION:
  9591. val_flag |= 1|2;
  9592. break;
  9593. // Start |1|2|4 val_flag setting
  9594. case SC_POISONINGWEAPON:
  9595. case SC_CLOAKINGEXCEED:
  9596. case SC_HALLUCINATIONWALK:
  9597. case SC__SHADOWFORM:
  9598. case SC__GROOMY:
  9599. case SC__LAZINESS:
  9600. case SC__UNLUCKY:
  9601. case SC_FORCEOFVANGUARD:
  9602. case SC_SPELLFIST:
  9603. case SC_CURSEDCIRCLE_ATKER:
  9604. case SC_PYROTECHNIC_OPTION:
  9605. case SC_HEATER_OPTION:
  9606. case SC_AQUAPLAY_OPTION:
  9607. case SC_COOLER_OPTION:
  9608. case SC_BLAST_OPTION:
  9609. case SC_PETROLOGY_OPTION:
  9610. case SC_CURSED_SOIL_OPTION:
  9611. case SC_WATER_BARRIER:
  9612. val_flag |= 1|2|4;
  9613. break;
  9614. }
  9615. /* [Ind] */
  9616. if (sd && StatusDisplayType[type]) {
  9617. int dval1 = 0, dval2 = 0, dval3 = 0;
  9618. switch (type) {
  9619. case SC_ALL_RIDING:
  9620. dval1 = 1;
  9621. break;
  9622. default: /* All others: just copy val1 */
  9623. dval1 = val1;
  9624. break;
  9625. }
  9626. status_display_add(sd,type,dval1,dval2,dval3);
  9627. }
  9628. // Those that make you stop attacking/walking....
  9629. switch (type) {
  9630. case SC_WHITEIMPRISON:
  9631. case SC_DEEPSLEEP:
  9632. case SC_CRYSTALIZE:
  9633. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  9634. pc_setstand(sd, true);
  9635. case SC_FREEZE:
  9636. case SC_STUN:
  9637. if (sc->data[SC_DANCING])
  9638. unit_stop_walking(bl, 1);
  9639. case SC_TRICKDEAD:
  9640. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  9641. case SC_SLEEP:
  9642. case SC_STONE:
  9643. // Cancel cast when get status [LuzZza]
  9644. if (battle_config.sc_castcancel&bl->type)
  9645. unit_skillcastcancel(bl, 0);
  9646. // Fall through
  9647. case SC_CURSEDCIRCLE_ATKER:
  9648. unit_stop_attack(bl);
  9649. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  9650. break;
  9651. // Fall through
  9652. case SC_STOP:
  9653. case SC_CONFUSION:
  9654. case SC_CLOSECONFINE:
  9655. case SC_CLOSECONFINE2:
  9656. case SC_TINDER_BREAKER:
  9657. case SC_TINDER_BREAKER2:
  9658. case SC_BITE:
  9659. case SC_THORNSTRAP:
  9660. case SC_MEIKYOUSISUI:
  9661. case SC_KYOUGAKU:
  9662. case SC_PARALYSIS:
  9663. //case SC__CHAOS:
  9664. unit_stop_walking(bl,1);
  9665. break;
  9666. case SC_CURSEDCIRCLE_TARGET:
  9667. unit_stop_attack(bl);
  9668. // Fall through
  9669. case SC_ANKLE:
  9670. case SC_SPIDERWEB:
  9671. case SC_ELECTRICSHOCKER:
  9672. case SC_MAGNETICFIELD:
  9673. case SC_NETHERWORLD:
  9674. if (!unit_blown_immune(bl,0x1))
  9675. unit_stop_walking(bl,1);
  9676. break;
  9677. case SC__MANHOLE:
  9678. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  9679. unit_stop_walking(bl,1);
  9680. break;
  9681. case SC_VACUUM_EXTREME:
  9682. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  9683. unit_stop_walking(bl,1);
  9684. unit_stop_attack(bl);
  9685. }
  9686. break;
  9687. case SC_HIDING:
  9688. case SC_CLOAKING:
  9689. case SC_CLOAKINGEXCEED:
  9690. case SC__FEINTBOMB:
  9691. case SC_CHASEWALK:
  9692. case SC_WEIGHT90:
  9693. case SC_CAMOUFLAGE:
  9694. case SC_STEALTHFIELD:
  9695. case SC_VOICEOFSIREN:
  9696. case SC_HEAT_BARREL_AFTER:
  9697. case SC_WEDDING:
  9698. case SC_XMAS:
  9699. case SC_SUMMER:
  9700. case SC_HANBOK:
  9701. case SC_OKTOBERFEST:
  9702. unit_stop_attack(bl);
  9703. break;
  9704. case SC_SILENCE:
  9705. if (battle_config.sc_castcancel&bl->type)
  9706. unit_skillcastcancel(bl, 0);
  9707. break;
  9708. case SC_ITEMSCRIPT: // Shows Buff Icons
  9709. if (sd && val2 != SI_BLANK)
  9710. clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
  9711. break;
  9712. }
  9713. // Set option as needed.
  9714. opt_flag = 1;
  9715. switch(type) {
  9716. // OPT1
  9717. case SC_STONE:
  9718. if (val3 > 0)
  9719. sc->opt1 = OPT1_STONEWAIT;
  9720. else
  9721. sc->opt1 = OPT1_STONE;
  9722. break;
  9723. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  9724. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  9725. case SC_DEEPSLEEP: opt_flag = 0;
  9726. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  9727. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  9728. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  9729. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  9730. // OPT2
  9731. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  9732. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  9733. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  9734. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  9735. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  9736. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  9737. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  9738. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  9739. // OPT3
  9740. case SC_TWOHANDQUICKEN:
  9741. case SC_ONEHAND:
  9742. case SC_SPEARQUICKEN:
  9743. case SC_CONCENTRATION:
  9744. case SC_MERC_QUICKEN:
  9745. sc->opt3 |= OPT3_QUICKEN;
  9746. opt_flag = 0;
  9747. break;
  9748. case SC_MAXOVERTHRUST:
  9749. case SC_OVERTHRUST:
  9750. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  9751. sc->opt3 |= OPT3_OVERTHRUST;
  9752. opt_flag = 0;
  9753. break;
  9754. case SC_ENERGYCOAT:
  9755. case SC_SKE:
  9756. sc->opt3 |= OPT3_ENERGYCOAT;
  9757. opt_flag = 0;
  9758. break;
  9759. case SC_INCATKRATE:
  9760. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  9761. if (bl->type != BL_MOB) {
  9762. opt_flag = 0;
  9763. break;
  9764. }
  9765. case SC_EXPLOSIONSPIRITS:
  9766. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  9767. opt_flag = 0;
  9768. break;
  9769. case SC_STEELBODY:
  9770. case SC_SKA:
  9771. sc->opt3 |= OPT3_STEELBODY;
  9772. opt_flag = 0;
  9773. break;
  9774. case SC_BLADESTOP:
  9775. sc->opt3 |= OPT3_BLADESTOP;
  9776. opt_flag = 0;
  9777. break;
  9778. case SC_AURABLADE:
  9779. sc->opt3 |= OPT3_AURABLADE;
  9780. opt_flag = 0;
  9781. break;
  9782. case SC_BERSERK:
  9783. opt_flag = 0;
  9784. sc->opt3 |= OPT3_BERSERK;
  9785. break;
  9786. // case ???: // doesn't seem to do anything
  9787. // sc->opt3 |= OPT3_LIGHTBLADE;
  9788. // opt_flag = 0;
  9789. // break;
  9790. case SC_DANCING:
  9791. if ((val1&0xFFFF) == CG_MOONLIT)
  9792. sc->opt3 |= OPT3_MOONLIT;
  9793. opt_flag = 0;
  9794. break;
  9795. case SC_MARIONETTE:
  9796. case SC_MARIONETTE2:
  9797. sc->opt3 |= OPT3_MARIONETTE;
  9798. opt_flag = 0;
  9799. break;
  9800. case SC_ASSUMPTIO:
  9801. sc->opt3 |= OPT3_ASSUMPTIO;
  9802. opt_flag = 0;
  9803. break;
  9804. case SC_WARM: // SG skills [Komurka]
  9805. sc->opt3 |= OPT3_WARM;
  9806. opt_flag = 0;
  9807. break;
  9808. case SC_KAITE:
  9809. sc->opt3 |= OPT3_KAITE;
  9810. opt_flag = 0;
  9811. break;
  9812. case SC_BUNSINJYUTSU:
  9813. sc->opt3 |= OPT3_BUNSIN;
  9814. opt_flag = 0;
  9815. break;
  9816. case SC_SPIRIT:
  9817. sc->opt3 |= OPT3_SOULLINK;
  9818. opt_flag = 0;
  9819. break;
  9820. case SC_CHANGEUNDEAD:
  9821. sc->opt3 |= OPT3_UNDEAD;
  9822. opt_flag = 0;
  9823. break;
  9824. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  9825. // sc->opt3 |= OPT3_CONTRACT;
  9826. // opt_flag = 0;
  9827. // break;
  9828. // OPTION
  9829. case SC_HIDING:
  9830. sc->option |= OPTION_HIDE;
  9831. opt_flag = 2;
  9832. break;
  9833. case SC_CLOAKING:
  9834. case SC_CLOAKINGEXCEED:
  9835. case SC__INVISIBILITY:
  9836. sc->option |= OPTION_CLOAK;
  9837. case SC_CAMOUFLAGE:
  9838. case SC_STEALTHFIELD:
  9839. case SC__SHADOWFORM:
  9840. opt_flag = 2;
  9841. break;
  9842. case SC_CHASEWALK:
  9843. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  9844. opt_flag = 2;
  9845. break;
  9846. case SC__FEINTBOMB:
  9847. sc->option |= OPTION_INVISIBLE;
  9848. opt_flag = 2;
  9849. break;
  9850. case SC_SIGHT:
  9851. sc->option |= OPTION_SIGHT;
  9852. break;
  9853. case SC_RUWACH:
  9854. sc->option |= OPTION_RUWACH;
  9855. break;
  9856. case SC_WEDDING:
  9857. sc->option |= OPTION_WEDDING;
  9858. opt_flag |= 0x4;
  9859. break;
  9860. case SC_XMAS:
  9861. sc->option |= OPTION_XMAS;
  9862. opt_flag |= 0x4;
  9863. break;
  9864. case SC_SUMMER:
  9865. sc->option |= OPTION_SUMMER;
  9866. opt_flag |= 0x4;
  9867. break;
  9868. case SC_HANBOK:
  9869. sc->option |= OPTION_HANBOK;
  9870. opt_flag |= 0x4;
  9871. break;
  9872. case SC_OKTOBERFEST:
  9873. sc->option |= OPTION_OKTOBERFEST;
  9874. opt_flag |= 0x4;
  9875. break;
  9876. case SC_ORCISH:
  9877. sc->option |= OPTION_ORCISH;
  9878. break;
  9879. case SC_FUSION:
  9880. sc->option |= OPTION_FLYING;
  9881. break;
  9882. default:
  9883. opt_flag = 0;
  9884. }
  9885. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  9886. if(opt_flag) {
  9887. clif_changeoption(bl);
  9888. if(sd && (opt_flag&0x4)) {
  9889. clif_changelook(bl,LOOK_BASE,vd->class_);
  9890. clif_changelook(bl,LOOK_WEAPON,0);
  9891. clif_changelook(bl,LOOK_SHIELD,0);
  9892. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9893. }
  9894. }
  9895. if (calc_flag&SCB_DYE) { // Reset DYE color
  9896. if (vd && vd->cloth_color) {
  9897. val4 = vd->cloth_color;
  9898. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  9899. }
  9900. calc_flag&=~SCB_DYE;
  9901. }
  9902. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  9903. { //Reset body style
  9904. if (vd && vd->body_style)
  9905. {
  9906. val4 = vd->body_style;
  9907. clif_changelook(bl,LOOK_BODY2,0);
  9908. }
  9909. calc_flag&=~SCB_BODY;
  9910. }*/
  9911. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  9912. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  9913. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  9914. if( tick_time )
  9915. tick = tick_time;
  9916. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  9917. if((sce=sc->data[type])) { // reuse old sc
  9918. if( sce->timer != INVALID_TIMER )
  9919. delete_timer(sce->timer, status_change_timer);
  9920. sc_isnew = false;
  9921. } else { // New sc
  9922. ++(sc->count);
  9923. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  9924. }
  9925. sce->val1 = val1;
  9926. sce->val2 = val2;
  9927. sce->val3 = val3;
  9928. sce->val4 = val4;
  9929. if (tick >= 0)
  9930. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  9931. else
  9932. sce->timer = INVALID_TIMER; // Infinite duration
  9933. if (calc_flag)
  9934. status_calc_bl(bl,calc_flag);
  9935. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  9936. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  9937. if(sd) {
  9938. if (sd->pd)
  9939. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  9940. switch (type) {
  9941. case SC_BERSERK:
  9942. case SC_MERC_HPUP:
  9943. case SC_MERC_SPUP:
  9944. status_calc_pc(sd, SCO_FORCE);
  9945. break;
  9946. default:
  9947. status_calc_pc(sd, SCO_NONE);
  9948. break;
  9949. }
  9950. }
  9951. // 1st thing to execute when loading status
  9952. switch (type) {
  9953. case SC_FULL_THROTTLE:
  9954. status_percent_heal(bl,100,0);
  9955. break;
  9956. case SC_BERSERK:
  9957. if (!(sce->val2)) { // Don't heal if already set
  9958. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  9959. status_set_sp(bl, 0, 0); // Damage all SP
  9960. }
  9961. sce->val2 = 5 * status->max_hp / 100;
  9962. break;
  9963. case SC_RUN:
  9964. {
  9965. struct unit_data *ud = unit_bl2ud(bl);
  9966. if( ud )
  9967. ud->state.running = unit_run(bl, NULL, SC_RUN);
  9968. }
  9969. break;
  9970. case SC_BOSSMAPINFO:
  9971. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  9972. break;
  9973. case SC_MERC_HPUP:
  9974. status_percent_heal(bl, 100, 0); // Recover Full HP
  9975. break;
  9976. case SC_MERC_SPUP:
  9977. status_percent_heal(bl, 0, 100); // Recover Full SP
  9978. break;
  9979. case SC_WUGDASH:
  9980. {
  9981. struct unit_data *ud = unit_bl2ud(bl);
  9982. if( ud )
  9983. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  9984. }
  9985. break;
  9986. case SC_COMBO:
  9987. switch(sce->val1) {
  9988. case TK_STORMKICK:
  9989. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  9990. break;
  9991. case TK_DOWNKICK:
  9992. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  9993. break;
  9994. case TK_TURNKICK:
  9995. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  9996. break;
  9997. case TK_COUNTER:
  9998. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  9999. break;
  10000. default: // Rest just toogle inf to enable autotarget
  10001. skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
  10002. break;
  10003. }
  10004. break;
  10005. case SC_RAISINGDRAGON:
  10006. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10007. break;
  10008. case SC_C_MARKER:
  10009. //Send mini-map, don't wait for first timer triggered
  10010. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10011. clif_crimson_marker(sd, bl, false);
  10012. break;
  10013. }
  10014. if( opt_flag&2 && sd && sd->touching_id )
  10015. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10016. return 1;
  10017. }
  10018. /**
  10019. * End all statuses except those listed
  10020. * TODO: May be useful for dispel instead resetting a list there
  10021. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10022. * @param type: Changes behaviour of the function
  10023. * 0: PC killed -> Place here statuses that do not dispel on death.
  10024. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10025. * 2: Do clif_changeoption()
  10026. * 3: Do not remove some permanent/time-independent effects
  10027. * @return 1: Success 0: Fail
  10028. */
  10029. int status_change_clear(struct block_list* bl, int type)
  10030. {
  10031. struct status_change* sc;
  10032. int i;
  10033. sc = status_get_sc(bl);
  10034. if (!sc || !sc->count)
  10035. return 0;
  10036. for(i = 0; i < SC_MAX; i++) {
  10037. if(!sc->data[i])
  10038. continue;
  10039. if(type == 0) {
  10040. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  10041. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  10042. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  10043. break;
  10044. case SC_WEIGHT50:
  10045. case SC_WEIGHT90:
  10046. case SC_EDP:
  10047. case SC_MELTDOWN:
  10048. case SC_WEDDING:
  10049. case SC_XMAS:
  10050. case SC_SUMMER:
  10051. case SC_HANBOK:
  10052. case SC_OKTOBERFEST:
  10053. case SC_NOCHAT:
  10054. case SC_FUSION:
  10055. case SC_EARTHSCROLL:
  10056. case SC_READYSTORM:
  10057. case SC_READYDOWN:
  10058. case SC_READYCOUNTER:
  10059. case SC_READYTURN:
  10060. case SC_DODGE:
  10061. case SC_MIRACLE:
  10062. case SC_JAILED:
  10063. case SC_EXPBOOST:
  10064. case SC_ITEMBOOST:
  10065. case SC_HELLPOWER:
  10066. case SC_JEXPBOOST:
  10067. case SC_AUTOTRADE:
  10068. case SC_WHISTLE:
  10069. case SC_ASSNCROS:
  10070. case SC_POEMBRAGI:
  10071. case SC_APPLEIDUN:
  10072. case SC_HUMMING:
  10073. case SC_DONTFORGETME:
  10074. case SC_FORTUNE:
  10075. case SC_SERVICE4U:
  10076. case SC_FOOD_STR_CASH:
  10077. case SC_FOOD_AGI_CASH:
  10078. case SC_FOOD_VIT_CASH:
  10079. case SC_FOOD_DEX_CASH:
  10080. case SC_FOOD_INT_CASH:
  10081. case SC_FOOD_LUK_CASH:
  10082. case SC_SAVAGE_STEAK:
  10083. case SC_COCKTAIL_WARG_BLOOD:
  10084. case SC_MINOR_BBQ:
  10085. case SC_SIROMA_ICE_TEA:
  10086. case SC_DROCERA_HERB_STEAMED:
  10087. case SC_PUTTI_TAILS_NOODLES:
  10088. case SC_DEF_RATE:
  10089. case SC_MDEF_RATE:
  10090. case SC_INCHEALRATE:
  10091. case SC_INCFLEE2:
  10092. case SC_INCHIT:
  10093. case SC_ATKPOTION:
  10094. case SC_MATKPOTION:
  10095. case SC_S_LIFEPOTION:
  10096. case SC_L_LIFEPOTION:
  10097. case SC_PUSH_CART:
  10098. case SC_LIGHT_OF_REGENE:
  10099. case SC_STYLE_CHANGE:
  10100. case SC_MOONSTAR:
  10101. case SC_SUPER_STAR:
  10102. case SC_HEAT_BARREL_AFTER:
  10103. case SC_STRANGELIGHTS:
  10104. case SC_DECORATION_OF_MUSIC:
  10105. case SC_QUEST_BUFF1:
  10106. case SC_QUEST_BUFF2:
  10107. case SC_QUEST_BUFF3:
  10108. case SC_2011RWC_SCROLL:
  10109. case SC_JP_EVENT04:
  10110. case SC_ATTHASTE_CASH:
  10111. case SC_REUSE_REFRESH:
  10112. case SC_REUSE_LIMIT_A:
  10113. case SC_REUSE_LIMIT_B:
  10114. case SC_REUSE_LIMIT_C:
  10115. case SC_REUSE_LIMIT_D:
  10116. case SC_REUSE_LIMIT_E:
  10117. case SC_REUSE_LIMIT_F:
  10118. case SC_REUSE_LIMIT_G:
  10119. case SC_REUSE_LIMIT_H:
  10120. case SC_REUSE_LIMIT_MTF:
  10121. case SC_REUSE_LIMIT_ECL:
  10122. case SC_REUSE_LIMIT_RECALL:
  10123. case SC_REUSE_LIMIT_ASPD_POTION:
  10124. case SC_REUSE_MILLENNIUMSHIELD:
  10125. case SC_REUSE_CRUSHSTRIKE:
  10126. case SC_REUSE_STORMBLAST:
  10127. case SC_ALL_RIDING_REUSE_LIMIT:
  10128. continue;
  10129. }
  10130. }
  10131. if( type == 3 ) {
  10132. switch (i) { // !TODO: This list may be incomplete
  10133. case SC_WEIGHT50:
  10134. case SC_WEIGHT90:
  10135. case SC_NOCHAT:
  10136. case SC_PUSH_CART:
  10137. case SC_ALL_RIDING:
  10138. case SC_STYLE_CHANGE:
  10139. case SC_MOONSTAR:
  10140. case SC_SUPER_STAR:
  10141. case SC_STRANGELIGHTS:
  10142. case SC_DECORATION_OF_MUSIC:
  10143. continue;
  10144. }
  10145. }
  10146. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10147. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  10148. (sc->count)--;
  10149. if (sc->data[i]->timer != INVALID_TIMER)
  10150. delete_timer(sc->data[i]->timer, status_change_timer);
  10151. ers_free(sc_data_ers, sc->data[i]);
  10152. sc->data[i] = NULL;
  10153. }
  10154. }
  10155. sc->opt1 = 0;
  10156. sc->opt2 = 0;
  10157. sc->opt3 = 0;
  10158. // Cleaning all extras vars
  10159. sc->comet_x = 0;
  10160. sc->comet_y = 0;
  10161. #ifndef RENEWAL
  10162. sc->sg_counter = 0;
  10163. #endif
  10164. sc->bs_counter = 0;
  10165. if( type == 0 || type == 2 )
  10166. clif_changeoption(bl);
  10167. return 1;
  10168. }
  10169. /**
  10170. * End a specific status after checking
  10171. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10172. * @param type: Status change (SC_*)
  10173. * @param tid: Timer
  10174. * @param file: Used for dancing save
  10175. * @param line: Used for dancing save
  10176. * @return 1: Success 0: Fail
  10177. */
  10178. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  10179. {
  10180. struct map_session_data *sd;
  10181. struct status_change *sc;
  10182. struct status_change_entry *sce;
  10183. struct status_data *status;
  10184. struct view_data *vd;
  10185. int opt_flag = 0, calc_flag;
  10186. nullpo_ret(bl);
  10187. sc = status_get_sc(bl);
  10188. status = status_get_status_data(bl);
  10189. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  10190. return 0;
  10191. sd = BL_CAST(BL_PC,bl);
  10192. if (sce->timer != tid && tid != INVALID_TIMER)
  10193. return 0;
  10194. if (tid == INVALID_TIMER) {
  10195. if (type == SC_ENDURE && sce->val4)
  10196. // Do not end infinite endure.
  10197. return 0;
  10198. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  10199. delete_timer(sce->timer,status_change_timer);
  10200. if (sc->opt1)
  10201. switch (type) {
  10202. // "Ugly workaround" [Skotlex]
  10203. // delays status change ending so that a skill that sets opt1 fails to
  10204. // trigger when it also removed one
  10205. case SC_STONE:
  10206. sce->val4 = -1; // Petrify time
  10207. case SC_FREEZE:
  10208. case SC_STUN:
  10209. case SC_SLEEP:
  10210. if (sce->val1) {
  10211. // Removing the 'level' shouldn't affect anything in the code
  10212. // since these SC are not affected by it, and it lets us know
  10213. // if we have already delayed this attack or not.
  10214. sce->val1 = 0;
  10215. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  10216. return 1;
  10217. }
  10218. }
  10219. }
  10220. (sc->count)--;
  10221. if ( StatusChangeStateTable[type] )
  10222. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  10223. sc->data[type] = NULL;
  10224. if (sd && StatusDisplayType[type])
  10225. status_display_remove(sd,type);
  10226. vd = status_get_viewdata(bl);
  10227. calc_flag = StatusChangeFlagTable[type];
  10228. switch(type) {
  10229. case SC_GRANITIC_ARMOR:
  10230. {
  10231. int damage = status->max_hp*sce->val3/100;
  10232. if(status->hp < damage) // to not kill him
  10233. damage = status->hp-1;
  10234. status_damage(NULL,bl,damage,0,0,1);
  10235. }
  10236. break;
  10237. case SC_PYROCLASTIC:
  10238. if(bl->type == BL_PC)
  10239. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  10240. break;
  10241. case SC_RUN:
  10242. {
  10243. struct unit_data *ud = unit_bl2ud(bl);
  10244. bool begin_spurt = true;
  10245. if (ud) {
  10246. if(!ud->state.running)
  10247. begin_spurt = false;
  10248. ud->state.running = 0;
  10249. if (ud->walktimer != INVALID_TIMER)
  10250. unit_stop_walking(bl,1);
  10251. }
  10252. if (begin_spurt && sce->val1 >= 7 &&
  10253. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  10254. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  10255. )
  10256. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  10257. }
  10258. break;
  10259. case SC_AUTOBERSERK:
  10260. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  10261. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  10262. break;
  10263. case SC_ENDURE:
  10264. case SC_DEFENDER:
  10265. case SC_REFLECTSHIELD:
  10266. case SC_AUTOGUARD:
  10267. {
  10268. struct map_session_data *tsd;
  10269. if( bl->type == BL_PC ) { // Clear Status from others
  10270. int i;
  10271. for( i = 0; i < MAX_DEVOTION; i++ ) {
  10272. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  10273. status_change_end(&tsd->bl, type, INVALID_TIMER);
  10274. }
  10275. }
  10276. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  10277. tsd = ((TBL_MER*)bl)->master;
  10278. if( tsd && tsd->sc.data[type] )
  10279. status_change_end(&tsd->bl, type, INVALID_TIMER);
  10280. }
  10281. }
  10282. break;
  10283. case SC_DEVOTION:
  10284. {
  10285. struct block_list *d_bl = map_id2bl(sce->val1);
  10286. if( d_bl ) {
  10287. if( d_bl->type == BL_PC )
  10288. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  10289. else if( d_bl->type == BL_MER )
  10290. ((TBL_MER*)d_bl)->devotion_flag = 0;
  10291. clif_devotion(d_bl, NULL);
  10292. }
  10293. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  10294. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  10295. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  10296. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  10297. }
  10298. break;
  10299. case SC_BLADESTOP:
  10300. if(sce->val4) {
  10301. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  10302. struct block_list *tbl = map_id2bl(tid2);
  10303. struct status_change *tsc = status_get_sc(tbl);
  10304. sce->val4 = 0;
  10305. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  10306. tsc->data[SC_BLADESTOP]->val4 = 0;
  10307. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  10308. }
  10309. clif_bladestop(bl, tid2, 0);
  10310. }
  10311. break;
  10312. case SC_DANCING:
  10313. {
  10314. const char* prevfile = "<unknown>";
  10315. int prevline = 0;
  10316. struct map_session_data *dsd;
  10317. struct status_change_entry *dsc;
  10318. if( sd ) {
  10319. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  10320. prevfile = sd->delunit_prevfile;
  10321. prevline = sd->delunit_prevline;
  10322. } else
  10323. prevfile = "<none>";
  10324. sd->delunit_prevfile = file;
  10325. sd->delunit_prevline = line;
  10326. }
  10327. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  10328. dsc = dsd->sc.data[SC_DANCING];
  10329. if(dsc) {
  10330. // This will prevent recursive loops.
  10331. dsc->val2 = dsc->val4 = 0;
  10332. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  10333. }
  10334. }
  10335. if(sce->val2) { // Erase associated land skill
  10336. struct skill_unit_group *group;
  10337. group = skill_id2group(sce->val2);
  10338. if( group == NULL ) {
  10339. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
  10340. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  10341. sd ? sd->status.char_id : 0,
  10342. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  10343. prevfile, prevline,
  10344. file, line);
  10345. }
  10346. sce->val2 = 0;
  10347. skill_delunitgroup(group);
  10348. }
  10349. if((sce->val1&0xFFFF) == CG_MOONLIT)
  10350. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  10351. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  10352. }
  10353. break;
  10354. case SC_NOCHAT:
  10355. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  10356. sd->status.manner = 0;
  10357. if (sd && tid == INVALID_TIMER) {
  10358. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  10359. clif_updatestatus(sd,SP_MANNER);
  10360. }
  10361. break;
  10362. case SC_SPLASHER:
  10363. {
  10364. struct block_list *src=map_id2bl(sce->val3);
  10365. if(src && tid != INVALID_TIMER)
  10366. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  10367. }
  10368. break;
  10369. case SC_TINDER_BREAKER2:
  10370. case SC_CLOSECONFINE2:{
  10371. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  10372. struct status_change *sc2 = src?status_get_sc(src):NULL;
  10373. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  10374. if (src && sc2 && sc2->data[type2]) {
  10375. // If status was already ended, do nothing.
  10376. // Decrease count
  10377. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  10378. status_change_end(src, type2, INVALID_TIMER);
  10379. }
  10380. }
  10381. case SC_TINDER_BREAKER:
  10382. case SC_CLOSECONFINE:
  10383. if (sce->val2 > 0) {
  10384. // Caster has been unlocked... nearby chars need to be unlocked.
  10385. int range = 1
  10386. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  10387. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  10388. map_foreachinarea(status_change_timer_sub,
  10389. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  10390. }
  10391. break;
  10392. case SC_COMBO:
  10393. skill_combo_toogle_inf(bl,sce->val1,0);
  10394. break;
  10395. case SC_MARIONETTE:
  10396. case SC_MARIONETTE2: // Marionette target
  10397. if (sce->val1) { // Check for partner and end their marionette status as well
  10398. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  10399. struct block_list *pbl = map_id2bl(sce->val1);
  10400. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  10401. if (sc2 && sc2->data[type2]) {
  10402. sc2->data[type2]->val1 = 0;
  10403. status_change_end(pbl, type2, INVALID_TIMER);
  10404. }
  10405. }
  10406. break;
  10407. case SC_CONCENTRATION:
  10408. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  10409. break;
  10410. case SC_BERSERK:
  10411. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  10412. status_percent_heal(bl, 100, 0);
  10413. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  10414. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  10415. status_set_hp(bl, 100, 0);
  10416. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  10417. sc->data[SC_ENDURE]->val4 = 0;
  10418. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  10419. }
  10420. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  10421. break;
  10422. case SC_GOSPEL:
  10423. if (sce->val3) { // Clear the group.
  10424. struct skill_unit_group* group = skill_id2group(sce->val3);
  10425. sce->val3 = 0;
  10426. if (group)
  10427. skill_delunitgroup(group);
  10428. }
  10429. break;
  10430. case SC_HERMODE:
  10431. if(sce->val3 == BCT_SELF)
  10432. skill_clear_unitgroup(bl);
  10433. break;
  10434. case SC_BASILICA: // Clear the skill area. [Skotlex]
  10435. if (sce->val3 && sce->val4 == bl->id) {
  10436. struct skill_unit_group* group = skill_id2group(sce->val3);
  10437. sce->val3 = 0;
  10438. if (group)
  10439. skill_delunitgroup(group);
  10440. }
  10441. break;
  10442. case SC_TRICKDEAD:
  10443. if (vd) vd->dead_sit = 0;
  10444. break;
  10445. case SC_WARM:
  10446. case SC__MANHOLE:
  10447. if (sce->val4) { // Clear the group.
  10448. struct skill_unit_group* group = skill_id2group(sce->val4);
  10449. sce->val4 = 0;
  10450. if( group ) // Might have been cleared before status ended, e.g. land protector
  10451. skill_delunitgroup(group);
  10452. }
  10453. break;
  10454. case SC_JAILED:
  10455. if(tid == INVALID_TIMER)
  10456. break;
  10457. // Natural expiration.
  10458. if(sd && sd->mapindex == sce->val2)
  10459. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  10460. break; // Guess hes not in jail :P
  10461. case SC_CHANGE:
  10462. if (tid == INVALID_TIMER)
  10463. break;
  10464. // "lose almost all their HP and SP" on natural expiration.
  10465. status_set_hp(bl, 10, 0);
  10466. status_set_sp(bl, 10, 0);
  10467. break;
  10468. case SC_AUTOTRADE:
  10469. if (tid == INVALID_TIMER)
  10470. break;
  10471. // Vending is not automatically closed for autovenders
  10472. vending_closevending(sd);
  10473. map_quit(sd);
  10474. // Because map_quit calls status_change_end with tid -1
  10475. // from here it's not neccesary to continue
  10476. return 1;
  10477. break;
  10478. case SC_STOP:
  10479. if( sce->val2 ) {
  10480. struct block_list* tbl = map_id2bl(sce->val2);
  10481. sce->val2 = 0;
  10482. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  10483. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  10484. }
  10485. break;
  10486. case SC_MONSTER_TRANSFORM:
  10487. if (sce->val2)
  10488. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  10489. break;
  10490. /* 3rd Stuff */
  10491. case SC_MILLENNIUMSHIELD:
  10492. clif_millenniumshield(bl, 0);
  10493. break;
  10494. case SC_HALLUCINATIONWALK:
  10495. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  10496. break;
  10497. case SC_WHITEIMPRISON:
  10498. {
  10499. struct block_list* src = map_id2bl(sce->val2);
  10500. if( tid == -1 || !src)
  10501. break; // Terminated by Damage
  10502. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0));
  10503. }
  10504. break;
  10505. case SC_WUGDASH:
  10506. {
  10507. struct unit_data *ud = unit_bl2ud(bl);
  10508. if (ud) {
  10509. ud->state.running = 0;
  10510. if (ud->walktimer != INVALID_TIMER)
  10511. unit_stop_walking(bl,1);
  10512. }
  10513. }
  10514. break;
  10515. case SC_ADORAMUS:
  10516. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  10517. break;
  10518. case SC__SHADOWFORM:
  10519. {
  10520. struct map_session_data *s_sd = map_id2sd(sce->val2);
  10521. if (s_sd) s_sd->shadowform_id = 0;
  10522. }
  10523. break;
  10524. case SC__FEINTBOMB:
  10525. if( sd && pc_ishiding(sd) ) {
  10526. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  10527. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  10528. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  10529. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  10530. }
  10531. break;
  10532. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  10533. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  10534. break;
  10535. case SC_NEUTRALBARRIER_MASTER:
  10536. case SC_STEALTHFIELD_MASTER:
  10537. if( sce->val2 ) {
  10538. struct skill_unit_group* group = skill_id2group(sce->val2);
  10539. sce->val2 = 0;
  10540. if( group ) // Might have been cleared before status ended, e.g. land protector
  10541. skill_delunitgroup(group);
  10542. }
  10543. break;
  10544. case SC_BANDING:
  10545. if(sce->val4) {
  10546. struct skill_unit_group *group = skill_id2group(sce->val4);
  10547. sce->val4 = 0;
  10548. if( group ) // Might have been cleared before status ended, e.g. land protector
  10549. skill_delunitgroup(group);
  10550. }
  10551. break;
  10552. case SC_CURSEDCIRCLE_ATKER:
  10553. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  10554. map_foreachinrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  10555. break;
  10556. case SC_RAISINGDRAGON:
  10557. if( sd && sce->val2 && !pc_isdead(sd) ) {
  10558. int i = min(sd->spiritball,5);
  10559. pc_delspiritball(sd, sd->spiritball, 0);
  10560. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  10561. while( i > 0 ) {
  10562. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  10563. --i;
  10564. }
  10565. }
  10566. break;
  10567. case SC_CURSEDCIRCLE_TARGET:
  10568. {
  10569. struct block_list *src = map_id2bl(sce->val2);
  10570. struct status_change *sc2 = status_get_sc(src);
  10571. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  10572. clif_bladestop(bl, sce->val2, 0);
  10573. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  10574. }
  10575. }
  10576. break;
  10577. case SC_BLOODSUCKER:
  10578. if( sce->val2 ) {
  10579. struct block_list *src = map_id2bl(sce->val2);
  10580. if(src) {
  10581. struct status_change *sc2 = status_get_sc(src);
  10582. sc2->bs_counter--;
  10583. }
  10584. }
  10585. break;
  10586. case SC_TEARGAS:
  10587. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  10588. break;
  10589. case SC_SITDOWN_FORCE:
  10590. case SC_BANANA_BOMB_SITDOWN:
  10591. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  10592. skill_sit(sd,0);
  10593. break;
  10594. case SC_KYOUGAKU:
  10595. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  10596. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  10597. break;
  10598. case SC_INTRAVISION:
  10599. calc_flag = SCB_ALL; // Required for overlapping
  10600. break;
  10601. case SC_OVERED_BOOST:
  10602. switch (bl->type) {
  10603. case BL_HOM: {
  10604. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  10605. if( hd )
  10606. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  10607. }
  10608. break;
  10609. case BL_PC:
  10610. status_zap(bl,0,status_get_max_sp(bl) / 2);
  10611. break;
  10612. }
  10613. break;
  10614. case SC_FULL_THROTTLE: {
  10615. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  10616. clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
  10617. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  10618. }
  10619. break;
  10620. case SC_REBOUND:
  10621. clif_status_load(bl, SI_DECREASEAGI, 0);
  10622. break;
  10623. case SC_ITEMSCRIPT: // Removes Buff Icons
  10624. if (sd && sce->val2 != SI_BLANK)
  10625. clif_status_load(bl, (enum si_type)sce->val2, 0);
  10626. break;
  10627. case SC_HEAT_BARREL:
  10628. if (sd)
  10629. sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
  10630. break;
  10631. case SC_C_MARKER:
  10632. {
  10633. // Remove mark data from caster
  10634. struct map_session_data *caster = map_id2sd(sce->val2);
  10635. uint8 i = 0;
  10636. if (!caster)
  10637. break;
  10638. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  10639. if (i < MAX_SKILL_CRIMSON_MARKER) {
  10640. caster->c_marker[i] = 0;
  10641. clif_crimson_marker(caster, bl, true);
  10642. }
  10643. }
  10644. break;
  10645. case SC_H_MINE:
  10646. {
  10647. // Drop the material from target if expired
  10648. struct item it;
  10649. struct map_session_data *caster = NULL;
  10650. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  10651. break;
  10652. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  10653. break;
  10654. memset(&it, 0, sizeof(it));
  10655. it.nameid = skill_get_itemid(RL_H_MINE,0);
  10656. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  10657. it.identify = 1;
  10658. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  10659. }
  10660. break;
  10661. case SC_VACUUM_EXTREME:
  10662. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  10663. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  10664. break;
  10665. }
  10666. opt_flag = 1;
  10667. switch(type) {
  10668. case SC_STONE:
  10669. case SC_FREEZE:
  10670. case SC_STUN:
  10671. case SC_SLEEP:
  10672. case SC_DEEPSLEEP:
  10673. case SC_BURNING:
  10674. case SC_WHITEIMPRISON:
  10675. case SC_CRYSTALIZE:
  10676. sc->opt1 = 0;
  10677. break;
  10678. case SC_POISON:
  10679. case SC_CURSE:
  10680. case SC_SILENCE:
  10681. case SC_BLIND:
  10682. sc->opt2 &= ~(1<<(type-SC_POISON));
  10683. break;
  10684. case SC_DPOISON:
  10685. sc->opt2 &= ~OPT2_DPOISON;
  10686. break;
  10687. case SC_SIGNUMCRUCIS:
  10688. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  10689. break;
  10690. case SC_HIDING:
  10691. sc->option &= ~OPTION_HIDE;
  10692. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  10693. break;
  10694. case SC_CLOAKING:
  10695. case SC_CLOAKINGEXCEED:
  10696. case SC__INVISIBILITY:
  10697. sc->option &= ~OPTION_CLOAK;
  10698. case SC_CAMOUFLAGE:
  10699. case SC_STEALTHFIELD:
  10700. case SC__SHADOWFORM:
  10701. opt_flag |= 2;
  10702. break;
  10703. case SC_CHASEWALK:
  10704. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  10705. opt_flag |= 2;
  10706. break;
  10707. case SC__FEINTBOMB:
  10708. sc->option &= ~OPTION_INVISIBLE;
  10709. opt_flag |= 2;
  10710. break;
  10711. case SC_SIGHT:
  10712. sc->option &= ~OPTION_SIGHT;
  10713. break;
  10714. case SC_WEDDING:
  10715. sc->option &= ~OPTION_WEDDING;
  10716. opt_flag |= 0x4;
  10717. break;
  10718. case SC_XMAS:
  10719. sc->option &= ~OPTION_XMAS;
  10720. opt_flag |= 0x4;
  10721. break;
  10722. case SC_SUMMER:
  10723. sc->option &= ~OPTION_SUMMER;
  10724. opt_flag |= 0x4;
  10725. break;
  10726. case SC_HANBOK:
  10727. sc->option &= ~OPTION_HANBOK;
  10728. opt_flag |= 0x4;
  10729. break;
  10730. case SC_OKTOBERFEST:
  10731. sc->option &= ~OPTION_OKTOBERFEST;
  10732. opt_flag |= 0x4;
  10733. break;
  10734. case SC_ORCISH:
  10735. sc->option &= ~OPTION_ORCISH;
  10736. break;
  10737. case SC_RUWACH:
  10738. sc->option &= ~OPTION_RUWACH;
  10739. break;
  10740. case SC_FUSION:
  10741. sc->option &= ~OPTION_FLYING;
  10742. break;
  10743. // opt3
  10744. case SC_TWOHANDQUICKEN:
  10745. case SC_ONEHAND:
  10746. case SC_SPEARQUICKEN:
  10747. case SC_CONCENTRATION:
  10748. case SC_MERC_QUICKEN:
  10749. sc->opt3 &= ~OPT3_QUICKEN;
  10750. opt_flag = 0;
  10751. break;
  10752. case SC_OVERTHRUST:
  10753. case SC_MAXOVERTHRUST:
  10754. case SC_SWOO:
  10755. sc->opt3 &= ~OPT3_OVERTHRUST;
  10756. if( type == SC_SWOO )
  10757. opt_flag = 8;
  10758. else
  10759. opt_flag = 0;
  10760. break;
  10761. case SC_ENERGYCOAT:
  10762. case SC_SKE:
  10763. sc->opt3 &= ~OPT3_ENERGYCOAT;
  10764. opt_flag = 0;
  10765. break;
  10766. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  10767. if (bl->type != BL_MOB) {
  10768. opt_flag = 0;
  10769. break;
  10770. }
  10771. case SC_EXPLOSIONSPIRITS:
  10772. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  10773. opt_flag = 0;
  10774. break;
  10775. case SC_STEELBODY:
  10776. case SC_SKA:
  10777. sc->opt3 &= ~OPT3_STEELBODY;
  10778. opt_flag = 0;
  10779. break;
  10780. case SC_BLADESTOP:
  10781. sc->opt3 &= ~OPT3_BLADESTOP;
  10782. opt_flag = 0;
  10783. break;
  10784. case SC_AURABLADE:
  10785. sc->opt3 &= ~OPT3_AURABLADE;
  10786. opt_flag = 0;
  10787. break;
  10788. case SC_BERSERK:
  10789. opt_flag = 0;
  10790. sc->opt3 &= ~OPT3_BERSERK;
  10791. break;
  10792. // case ???: // doesn't seem to do anything
  10793. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  10794. // opt_flag = 0;
  10795. // break;
  10796. case SC_DANCING:
  10797. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  10798. sc->opt3 &= ~OPT3_MOONLIT;
  10799. opt_flag = 0;
  10800. break;
  10801. case SC_MARIONETTE:
  10802. case SC_MARIONETTE2:
  10803. sc->opt3 &= ~OPT3_MARIONETTE;
  10804. opt_flag = 0;
  10805. break;
  10806. case SC_ASSUMPTIO:
  10807. sc->opt3 &= ~OPT3_ASSUMPTIO;
  10808. opt_flag = 0;
  10809. break;
  10810. case SC_WARM: // SG skills [Komurka]
  10811. sc->opt3 &= ~OPT3_WARM;
  10812. opt_flag = 0;
  10813. break;
  10814. case SC_KAITE:
  10815. sc->opt3 &= ~OPT3_KAITE;
  10816. opt_flag = 0;
  10817. break;
  10818. case SC_BUNSINJYUTSU:
  10819. sc->opt3 &= ~OPT3_BUNSIN;
  10820. opt_flag = 0;
  10821. break;
  10822. case SC_SPIRIT:
  10823. sc->opt3 &= ~OPT3_SOULLINK;
  10824. opt_flag = 0;
  10825. break;
  10826. case SC_CHANGEUNDEAD:
  10827. sc->opt3 &= ~OPT3_UNDEAD;
  10828. opt_flag = 0;
  10829. break;
  10830. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10831. // sc->opt3 &= ~OPT3_CONTRACT;
  10832. // opt_flag = 0;
  10833. // break;
  10834. default:
  10835. opt_flag = 0;
  10836. }
  10837. if (calc_flag&SCB_DYE) { // Restore DYE color
  10838. if (vd && !vd->cloth_color && sce->val4)
  10839. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  10840. calc_flag&=~SCB_DYE;
  10841. }
  10842. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10843. { //Restore body style
  10844. if (vd && !vd->body_style && sce->val4)
  10845. clif_changelook(bl,LOOK_BODY2,sce->val4);
  10846. calc_flag&=~SCB_BODY;
  10847. }*/
  10848. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  10849. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  10850. if( opt_flag&8 ) // bugreport:681
  10851. clif_changeoption2(bl);
  10852. else if(opt_flag) {
  10853. clif_changeoption(bl);
  10854. if (sd && (opt_flag&0x4)) {
  10855. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  10856. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  10857. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  10858. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  10859. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  10860. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  10861. }
  10862. }
  10863. if (calc_flag) {
  10864. switch (type) {
  10865. case SC_MAGICPOWER:
  10866. //If Mystical Amplification ends, MATK is immediately recalculated
  10867. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  10868. break;
  10869. default:
  10870. status_calc_bl(bl, calc_flag);
  10871. break;
  10872. }
  10873. }
  10874. if(opt_flag&4) // Out of hiding, invoke on place.
  10875. skill_unit_move(bl,gettick(),1);
  10876. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  10877. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  10878. ers_free(sc_data_ers, sce);
  10879. return 1;
  10880. }
  10881. /**
  10882. * Resets timers for statuses
  10883. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  10884. * @param tid: Timer ID
  10885. * @param tick: How long before next call
  10886. * @param id: ID of character
  10887. * @param data: Information passed through the timer call
  10888. * @return 1: Success 0: Fail
  10889. */
  10890. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  10891. {
  10892. enum sc_type type = (sc_type)data;
  10893. struct block_list *bl;
  10894. struct map_session_data *sd;
  10895. struct status_data *status;
  10896. struct status_change *sc;
  10897. struct status_change_entry *sce;
  10898. int interval = status_get_sc_interval(type);
  10899. bool dounlock = false;
  10900. bl = map_id2bl(id);
  10901. if(!bl) {
  10902. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  10903. return 0;
  10904. }
  10905. sc = status_get_sc(bl);
  10906. status = status_get_status_data(bl);
  10907. if(!(sc && (sce = sc->data[type]))) {
  10908. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  10909. return 0;
  10910. }
  10911. if( sce->timer != tid ) {
  10912. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  10913. return 0;
  10914. }
  10915. sd = BL_CAST(BL_PC, bl);
  10916. // Set the next timer of the sce (don't assume the status still exists)
  10917. #define sc_timer_next(t,f,i,d) \
  10918. if( (sce=sc->data[type]) ) \
  10919. sce->timer = add_timer(t,f,i,d); \
  10920. else \
  10921. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  10922. switch(type) {
  10923. case SC_MAXIMIZEPOWER:
  10924. case SC_CLOAKING:
  10925. if(!status_charge(bl, 0, 1))
  10926. break; // Not enough SP to continue.
  10927. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10928. return 0;
  10929. case SC_CHASEWALK:
  10930. if(!status_charge(bl, 0, sce->val4))
  10931. break; // Not enough SP to continue.
  10932. if (!sc->data[SC_CHASEWALK2]) {
  10933. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  10934. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  10935. *skill_get_time2(status_sc2skill(type),sce->val1));
  10936. }
  10937. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10938. return 0;
  10939. break;
  10940. case SC_SKA:
  10941. if(--(sce->val2)>0) {
  10942. sce->val3 = rnd()%100; // Random defense.
  10943. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10944. return 0;
  10945. }
  10946. break;
  10947. case SC_HIDING:
  10948. if(--(sce->val2)>0) {
  10949. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  10950. break; // Fail if it's time to substract SP and there isn't.
  10951. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10952. return 0;
  10953. }
  10954. break;
  10955. case SC_SIGHT:
  10956. case SC_RUWACH:
  10957. case SC_SIGHTBLASTER:
  10958. if(type == SC_SIGHTBLASTER) {
  10959. //Restore trap immunity
  10960. if(sce->val4%2)
  10961. sce->val4--;
  10962. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  10963. } else
  10964. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  10965. if( --(sce->val2)>0 ) {
  10966. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  10967. sc_timer_next(20+tick, status_change_timer, bl->id, data);
  10968. return 0;
  10969. }
  10970. break;
  10971. case SC_PROVOKE:
  10972. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  10973. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  10974. return 0;
  10975. }
  10976. break;
  10977. case SC_STONE:
  10978. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  10979. sce->val3 = 0; //Incubation time used up
  10980. unit_stop_attack(bl);
  10981. if (sc->data[SC_DANCING]) {
  10982. unit_stop_walking(bl, 1);
  10983. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10984. }
  10985. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  10986. sc->opt1 = OPT1_STONE;
  10987. clif_changeoption(bl);
  10988. sc_timer_next(min(sce->val4, interval) + tick, status_change_timer, bl->id, data);
  10989. sce->val4 -= interval; //Remaining time
  10990. status_calc_bl(bl, StatusChangeFlagTable[type]);
  10991. return 0;
  10992. }
  10993. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  10994. status_percent_damage(NULL, bl, 1, 0, false);
  10995. }
  10996. break;
  10997. case SC_POISON:
  10998. case SC_DPOISON:
  10999. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  11000. int64 damage = 0;
  11001. if (sd)
  11002. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  11003. else
  11004. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  11005. if (status->hp > max(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  11006. status_zap(bl, damage, 0);
  11007. }
  11008. break;
  11009. case SC_BLEEDING:
  11010. if (sce->val4 >= 0) {
  11011. int64 damage = rnd() % 600 + 200;
  11012. if (!sd && damage >= status->hp)
  11013. damage = status->hp - 1; // No deadly damage for monsters
  11014. map_freeblock_lock();
  11015. dounlock = true;
  11016. status_zap(bl, damage, 0);
  11017. }
  11018. break;
  11019. case SC_BURNING:
  11020. if (sce->val4 >= 0) {
  11021. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  11022. map_freeblock_lock();
  11023. dounlock = true;
  11024. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0));
  11025. }
  11026. break;
  11027. case SC_TOXIN:
  11028. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  11029. map_freeblock_lock();
  11030. dounlock = true;
  11031. 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), 0);
  11032. }
  11033. break;
  11034. case SC_MAGICMUSHROOM:
  11035. if (sce->val4 >= 0) {
  11036. bool flag = 0;
  11037. int64 damage = status->max_hp * 3 / 100;
  11038. if (status->hp <= damage)
  11039. damage = status->hp - 1; // Cannot Kill
  11040. if (damage > 0) { // 3% Damage each 4 seconds
  11041. map_freeblock_lock();
  11042. status_zap(bl, damage, 0);
  11043. flag = !sc->data[type]; // Killed? Should not
  11044. map_freeblock_unlock();
  11045. }
  11046. if (!flag) { // Random Skill Cast
  11047. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  11048. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  11049. unit_stop_attack(bl);
  11050. unit_skillcastcancel(bl, 1);
  11051. do {
  11052. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  11053. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  11054. } while (checked++ < checked_max && mushroom_skill_id == 0);
  11055. if (!skill_get_index(mushroom_skill_id))
  11056. break;
  11057. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  11058. case CAST_GROUND:
  11059. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  11060. break;
  11061. case CAST_NODAMAGE:
  11062. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11063. break;
  11064. case CAST_DAMAGE:
  11065. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11066. break;
  11067. }
  11068. }
  11069. clif_emotion(bl, E_HEH);
  11070. }
  11071. }
  11072. break;
  11073. case SC_PYREXIA:
  11074. if (sce->val4 >= 0) {
  11075. map_freeblock_lock();
  11076. dounlock = true;
  11077. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0));
  11078. }
  11079. break;
  11080. case SC_LEECHESEND:
  11081. if (sce->val4 >= 0) {
  11082. int64 damage = status->vit * (sce->val1 - 3) + status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  11083. map_freeblock_lock();
  11084. dounlock = true;
  11085. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0));
  11086. unit_skillcastcancel(bl, 2);
  11087. }
  11088. break;
  11089. case SC_TENSIONRELAX:
  11090. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  11091. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11092. return 0;
  11093. }
  11094. break;
  11095. case SC_KNOWLEDGE:
  11096. if (!sd) break;
  11097. if(bl->m == sd->feel_map[0].m ||
  11098. bl->m == sd->feel_map[1].m ||
  11099. bl->m == sd->feel_map[2].m)
  11100. { // Timeout will be handled by pc_setpos
  11101. sce->timer = INVALID_TIMER;
  11102. return 0;
  11103. }
  11104. break;
  11105. case SC_S_LIFEPOTION:
  11106. case SC_L_LIFEPOTION:
  11107. if( sd && --(sce->val4) >= 0 ) {
  11108. // val1 < 0 = per max% | val1 > 0 = exact amount
  11109. int hp = 0;
  11110. if( status->hp < status->max_hp )
  11111. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  11112. status_heal(bl, hp, 0, 2);
  11113. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  11114. return 0;
  11115. }
  11116. break;
  11117. case SC_BOSSMAPINFO:
  11118. if( sd && --(sce->val4) >= 0 ) {
  11119. struct mob_data *boss_md = map_id2boss(sce->val1);
  11120. if( boss_md && sd->bl.m == boss_md->bl.m ) {
  11121. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X, Y on minimap
  11122. if (boss_md->bl.prev != NULL) {
  11123. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11124. return 0;
  11125. }
  11126. }
  11127. }
  11128. break;
  11129. case SC_DANCING: // SP consumption by time of dancing skills
  11130. {
  11131. int s = 0;
  11132. int sp = 1;
  11133. if (--sce->val3 <= 0)
  11134. break;
  11135. switch(sce->val1&0xFFFF) {
  11136. case BD_RICHMANKIM:
  11137. case BD_DRUMBATTLEFIELD:
  11138. case BD_RINGNIBELUNGEN:
  11139. case BD_SIEGFRIED:
  11140. case BA_DISSONANCE:
  11141. case BA_ASSASSINCROSS:
  11142. case DC_UGLYDANCE:
  11143. s=3;
  11144. break;
  11145. case BD_LULLABY:
  11146. case BD_ETERNALCHAOS:
  11147. case BD_ROKISWEIL:
  11148. case DC_FORTUNEKISS:
  11149. s=4;
  11150. break;
  11151. case CG_HERMODE:
  11152. case BD_INTOABYSS:
  11153. case BA_WHISTLE:
  11154. case DC_HUMMING:
  11155. case BA_POEMBRAGI:
  11156. case DC_SERVICEFORYOU:
  11157. s=5;
  11158. break;
  11159. case BA_APPLEIDUN:
  11160. #ifdef RENEWAL
  11161. s=5;
  11162. #else
  11163. s=6;
  11164. #endif
  11165. break;
  11166. case CG_MOONLIT:
  11167. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  11168. sp= 4*(sce->val1>>16);
  11169. // Upkeep is also every 10 secs.
  11170. case DC_DONTFORGETME:
  11171. s=10;
  11172. break;
  11173. }
  11174. if( s != 0 && sce->val3 % s == 0 ) {
  11175. if (sc->data[SC_LONGING])
  11176. sp*= 3;
  11177. if (!status_charge(bl, 0, sp))
  11178. break;
  11179. }
  11180. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11181. return 0;
  11182. }
  11183. break;
  11184. case SC_BERSERK:
  11185. // 5% every 10 seconds [DracoRPG]
  11186. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  11187. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  11188. return 0;
  11189. }
  11190. break;
  11191. case SC_NOCHAT:
  11192. if(sd) {
  11193. sd->status.manner++;
  11194. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11195. clif_updatestatus(sd,SP_MANNER);
  11196. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  11197. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  11198. return 0;
  11199. }
  11200. }
  11201. break;
  11202. case SC_SPLASHER:
  11203. // Custom Venom Splasher countdown timer
  11204. // if (sce->val4 % 1000 == 0) {
  11205. // char timer[10];
  11206. // snprintf (timer, 10, "%d", sce->val4/1000);
  11207. // clif_message(bl, timer);
  11208. // }
  11209. if((sce->val4 -= 500) > 0) {
  11210. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  11211. return 0;
  11212. }
  11213. break;
  11214. case SC_MARIONETTE:
  11215. case SC_MARIONETTE2:
  11216. {
  11217. struct block_list *pbl = map_id2bl(sce->val1);
  11218. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  11219. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11220. return 0;
  11221. }
  11222. }
  11223. break;
  11224. case SC_GOSPEL:
  11225. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  11226. int hp, sp;
  11227. hp = (sce->val1 > 5) ? 45 : 30;
  11228. sp = (sce->val1 > 5) ? 35 : 20;
  11229. if(!status_charge(bl, hp, sp))
  11230. break;
  11231. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  11232. return 0;
  11233. }
  11234. break;
  11235. case SC_JAILED:
  11236. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  11237. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  11238. return 0;
  11239. }
  11240. break;
  11241. case SC_BLIND:
  11242. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  11243. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  11244. return 0;
  11245. }
  11246. break;
  11247. case SC_ABUNDANCE:
  11248. if(--(sce->val4) > 0) {
  11249. status_heal(bl,0,60,0);
  11250. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  11251. }
  11252. break;
  11253. case SC_OBLIVIONCURSE:
  11254. if( --(sce->val4) >= 0 ) {
  11255. clif_emotion(bl,E_WHAT);
  11256. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  11257. return 0;
  11258. }
  11259. break;
  11260. case SC_WEAPONBLOCKING:
  11261. if( --(sce->val4) >= 0 ) {
  11262. if( !status_charge(bl,0,3) )
  11263. break;
  11264. sc_timer_next(5000+tick,status_change_timer,bl->id,data);
  11265. return 0;
  11266. }
  11267. break;
  11268. case SC_CLOAKINGEXCEED:
  11269. if(!status_charge(bl,0,10-sce->val1))
  11270. break;
  11271. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11272. return 0;
  11273. case SC_RENOVATIO:
  11274. if( --(sce->val4) >= 0 ) {
  11275. int heal = status->max_hp * 3 / 100;
  11276. if( sc && sc->data[SC_AKAITSUKI] && heal )
  11277. heal = ~heal + 1;
  11278. status_heal(bl, heal, 0, 3);
  11279. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11280. return 0;
  11281. }
  11282. break;
  11283. case SC_SPHERE_1:
  11284. case SC_SPHERE_2:
  11285. case SC_SPHERE_3:
  11286. case SC_SPHERE_4:
  11287. case SC_SPHERE_5:
  11288. if( --(sce->val4) >= 0 ) {
  11289. if( !status_charge(bl, 0, 1) )
  11290. break;
  11291. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11292. return 0;
  11293. }
  11294. break;
  11295. case SC_FREEZE_SP:
  11296. if( !status_charge(bl, 0, sce->val2) ) {
  11297. int i;
  11298. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  11299. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11300. break;
  11301. }
  11302. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11303. return 0;
  11304. case SC_ELECTRICSHOCKER:
  11305. if( --(sce->val4) >= 0 ) {
  11306. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  11307. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11308. return 0;
  11309. }
  11310. break;
  11311. case SC_CAMOUFLAGE:
  11312. if (!status_charge(bl, 0, 7 - sce->val1))
  11313. break;
  11314. if (--sce->val4 >= 0)
  11315. sce->val3++;
  11316. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11317. return 0;
  11318. case SC__REPRODUCE:
  11319. if(!status_charge(bl, 0, 1))
  11320. break;
  11321. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11322. return 0;
  11323. case SC__SHADOWFORM:
  11324. if( --(sce->val4) >= 0 ) {
  11325. if( !status_charge(bl, 0, 11 - sce->val1) )
  11326. break;
  11327. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11328. return 0;
  11329. }
  11330. break;
  11331. case SC__INVISIBILITY:
  11332. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  11333. break;
  11334. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11335. return 0;
  11336. case SC__FEINTBOMB:
  11337. if( --(sce->val4) >= 0) {
  11338. if( !status_charge(bl, 0, sce->val2) )
  11339. break;
  11340. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11341. return 0;
  11342. }
  11343. break;
  11344. case SC_STRIKING:
  11345. if( --(sce->val4) >= 0 ) {
  11346. if( !status_charge(bl,0, sce->val3 ) )
  11347. break;
  11348. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11349. return 0;
  11350. }
  11351. break;
  11352. case SC_BLOODSUCKER:
  11353. if( --(sce->val4) >= 0 ) {
  11354. struct block_list *src = map_id2bl(sce->val2);
  11355. int damage;
  11356. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  11357. break;
  11358. map_freeblock_lock();
  11359. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  11360. damage = 1;
  11361. else
  11362. damage = 200 + 100 * sce->val1 + status_get_int(src);
  11363. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0), 0);
  11364. unit_skillcastcancel(bl,1);
  11365. if ( sc->data[type] ) {
  11366. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11367. }
  11368. map_freeblock_unlock();
  11369. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  11370. return 0;
  11371. }
  11372. break;
  11373. case SC_VOICEOFSIREN:
  11374. if( --(sce->val4) >= 0 ) {
  11375. clif_emotion(bl,E_LV);
  11376. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11377. return 0;
  11378. }
  11379. break;
  11380. case SC_DEEPSLEEP:
  11381. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  11382. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  11383. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11384. return 0;
  11385. }
  11386. break;
  11387. case SC_SIRCLEOFNATURE:
  11388. if( --(sce->val4) >= 0 ) {
  11389. if( !status_charge(bl,0,sce->val3) )
  11390. break;
  11391. status_heal(bl, sce->val2, 0, 1);
  11392. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11393. return 0;
  11394. }
  11395. break;
  11396. case SC_SONGOFMANA:
  11397. if( --(sce->val4) >= 0 ) {
  11398. status_heal(bl,0,sce->val3,3);
  11399. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11400. return 0;
  11401. }
  11402. break;
  11403. case SC_SATURDAYNIGHTFEVER:
  11404. // 1% HP/SP drain every val4 seconds [Jobbie]
  11405. if( --(sce->val3) >= 0 ) {
  11406. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  11407. break;
  11408. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  11409. return 0;
  11410. }
  11411. break;
  11412. case SC_MELODYOFSINK:
  11413. if( --(sce->val4) >= 0 ) {
  11414. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  11415. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11416. return 0;
  11417. }
  11418. break;
  11419. case SC_CRYSTALIZE:
  11420. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  11421. if( bl->type != BL_MOB) // Doesn't work on mobs
  11422. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  11423. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11424. return 0;
  11425. }
  11426. break;
  11427. case SC_FORCEOFVANGUARD:
  11428. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  11429. break;
  11430. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11431. return 0;
  11432. case SC_BANDING:
  11433. if( status_charge(bl, 0, 7 - sce->val1) ) {
  11434. if( sd ) pc_banding(sd, sce->val1);
  11435. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11436. return 0;
  11437. }
  11438. break;
  11439. case SC_REFLECTDAMAGE:
  11440. if( --(sce->val4) > 0 ) {
  11441. if( !status_charge(bl,0,10) )
  11442. break;
  11443. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11444. return 0;
  11445. }
  11446. break;
  11447. case SC_OVERHEAT_LIMITPOINT:
  11448. if( --(sce->val1) > 0 ) { // Cooling
  11449. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  11450. }
  11451. break;
  11452. case SC_OVERHEAT:
  11453. {
  11454. int damage = status->max_hp / 100; // Suggestion 1% each second
  11455. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  11456. map_freeblock_lock();
  11457. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0));
  11458. if( sc->data[type] ) {
  11459. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11460. }
  11461. map_freeblock_unlock();
  11462. }
  11463. break;
  11464. case SC_MAGNETICFIELD:
  11465. if (--(sce->val3) >= 0) {
  11466. struct block_list *src = map_id2bl(sce->val2);
  11467. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  11468. break;
  11469. if (!status_charge(bl, 0, 50))
  11470. status_zap(bl, 0, status->sp);
  11471. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11472. return 0;
  11473. }
  11474. break;
  11475. case SC_INSPIRATION:
  11476. if(--(sce->val4) >= 0) {
  11477. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  11478. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  11479. if( !status_charge(bl,hp,sp) ) break;
  11480. sc_timer_next(5000+tick,status_change_timer,bl->id, data);
  11481. return 0;
  11482. }
  11483. break;
  11484. case SC_RAISINGDRAGON:
  11485. // 1% every 5 seconds [Jobbie]
  11486. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  11487. if( !sc->data[type] ) return 0;
  11488. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  11489. return 0;
  11490. }
  11491. break;
  11492. case SC_TROPIC:
  11493. case SC_CHILLY_AIR:
  11494. case SC_WILD_STORM:
  11495. case SC_UPHEAVAL:
  11496. case SC_HEATER:
  11497. case SC_COOLER:
  11498. case SC_BLAST:
  11499. case SC_CURSED_SOIL:
  11500. case SC_PYROTECHNIC:
  11501. case SC_AQUAPLAY:
  11502. case SC_GUST:
  11503. case SC_PETROLOGY:
  11504. case SC_CIRCLE_OF_FIRE:
  11505. case SC_FIRE_CLOAK:
  11506. case SC_WATER_DROP:
  11507. case SC_WATER_SCREEN:
  11508. case SC_WIND_CURTAIN:
  11509. case SC_WIND_STEP:
  11510. case SC_STONE_SHIELD:
  11511. case SC_SOLID_SKIN:
  11512. if( !status_charge(bl,0,sce->val2) ) {
  11513. struct block_list *s_bl = battle_get_master(bl);
  11514. if (bl->type == BL_ELEM)
  11515. elemental_change_mode(BL_CAST(BL_ELEM, bl), MAX_ELESKILLTREE);
  11516. if( s_bl )
  11517. status_change_end(s_bl,type+1,INVALID_TIMER);
  11518. status_change_end(bl,type,INVALID_TIMER);
  11519. break;
  11520. }
  11521. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  11522. return 0;
  11523. case SC_WATER_SCREEN_OPTION:
  11524. status_heal(bl,1000,0,2);
  11525. sc_timer_next(10000 + tick,status_change_timer,bl->id,data);
  11526. return 0;
  11527. case SC_TEARGAS:
  11528. if( --(sce->val4) >= 0 ) {
  11529. struct block_list *src = map_id2bl(sce->val3);
  11530. int damage = sce->val2;
  11531. map_freeblock_lock();
  11532. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0);
  11533. status_damage(src, bl, damage,0, 0, 1);
  11534. if( sc->data[type] ) {
  11535. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11536. }
  11537. map_freeblock_unlock();
  11538. return 0;
  11539. }
  11540. break;
  11541. case SC_TEARGAS_SOB:
  11542. if( --(sce->val4) >= 0 ) {
  11543. clif_emotion(bl, E_SOB);
  11544. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  11545. return 0;
  11546. }
  11547. break;
  11548. case SC_STOMACHACHE:
  11549. if( --(sce->val4) >= 0 ) {
  11550. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  11551. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  11552. pc_setsit(sd);
  11553. skill_sit(sd, 1);
  11554. clif_sitting(bl);
  11555. }
  11556. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11557. return 0;
  11558. }
  11559. break;
  11560. case SC_LEADERSHIP:
  11561. case SC_GLORYWOUNDS:
  11562. case SC_SOULCOLD:
  11563. case SC_HAWKEYES:
  11564. // They only end by status_change_end
  11565. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  11566. return 0;
  11567. case SC_MEIKYOUSISUI:
  11568. if( --(sce->val4) >= 0 ) {
  11569. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  11570. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11571. return 0;
  11572. }
  11573. break;
  11574. case SC_IZAYOI:
  11575. case SC_KAGEMUSYA:
  11576. if( --(sce->val2) >= 0 ) {
  11577. if(!status_charge(bl, 0, 1)) break;
  11578. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11579. return 0;
  11580. }
  11581. break;
  11582. case SC_ANGRIFFS_MODUS:
  11583. if(--(sce->val4) >= 0) { // Drain hp/sp
  11584. if( !status_charge(bl,100,20) ) break;
  11585. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11586. return 0;
  11587. }
  11588. break;
  11589. case SC_CBC:
  11590. if(--(sce->val4) >= 0) { // Drain hp/sp
  11591. int hp=0;
  11592. int sp = (status->max_sp * sce->val3) / 100;
  11593. if(bl->type == BL_MOB) hp = sp*10;
  11594. if( !status_charge(bl,hp,sp) )break;
  11595. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11596. return 0;
  11597. }
  11598. break;
  11599. case SC_FULL_THROTTLE:
  11600. if( --(sce->val4) >= 0 ) {
  11601. status_percent_damage(bl, bl, 0, sce->val2, false);
  11602. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11603. return 0;
  11604. }
  11605. break;
  11606. case SC_REBOUND:
  11607. if( --(sce->val4) >= 0 ) {
  11608. clif_emotion(bl, E_SWT);
  11609. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  11610. return 0;
  11611. }
  11612. break;
  11613. case SC_KINGS_GRACE:
  11614. if( --(sce->val4) >= 0 ) {
  11615. status_percent_heal(bl, sce->val2, 0);
  11616. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11617. return 0;
  11618. }
  11619. break;
  11620. case SC_FRIGG_SONG:
  11621. if( --(sce->val4) >= 0 ) {
  11622. status_heal(bl, sce->val3, 0, 0);
  11623. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11624. return 0;
  11625. }
  11626. break;
  11627. case SC_C_MARKER:
  11628. if( --(sce->val4) >= 0 ) {
  11629. TBL_PC *caster = map_id2sd(sce->val2);
  11630. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  11631. break;
  11632. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11633. clif_crimson_marker(caster, bl, false);
  11634. return 0;
  11635. }
  11636. break;
  11637. case SC_STEALTHFIELD_MASTER:
  11638. if (--(sce->val4) >= 0) {
  11639. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  11640. break;
  11641. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  11642. return 0;
  11643. }
  11644. break;
  11645. case SC_VACUUM_EXTREME:
  11646. if (sce->val4) {
  11647. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  11648. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  11649. clif_fixpos(bl);
  11650. }
  11651. sc_timer_next(tick+sce->val4, status_change_timer, bl->id, data);
  11652. sce->val4 = 0;
  11653. }
  11654. break;
  11655. }
  11656. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  11657. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  11658. sc_timer_next(min(sce->val4,interval)+tick, status_change_timer, bl->id, data);
  11659. sce->val4 -= interval;
  11660. if (dounlock)
  11661. map_freeblock_unlock();
  11662. return 0;
  11663. }
  11664. if (dounlock)
  11665. map_freeblock_unlock();
  11666. // Default for all non-handled control paths is to end the status
  11667. return status_change_end( bl,type,tid );
  11668. #undef sc_timer_next
  11669. }
  11670. /**
  11671. * For each iteration of repetitive status
  11672. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  11673. * @param ap: va_list arguments (src, sce, type, tick)
  11674. */
  11675. int status_change_timer_sub(struct block_list* bl, va_list ap)
  11676. {
  11677. struct status_change* tsc;
  11678. struct block_list* src = va_arg(ap,struct block_list*);
  11679. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  11680. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  11681. unsigned int tick = va_arg(ap,unsigned int);
  11682. if (status_isdead(bl))
  11683. return 0;
  11684. tsc = status_get_sc(bl);
  11685. switch( type ) {
  11686. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  11687. case SC_CONCENTRATE:
  11688. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11689. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11690. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11691. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11692. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11693. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  11694. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11695. break;
  11696. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  11697. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  11698. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  11699. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11700. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11701. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11702. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11703. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  11704. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  11705. }
  11706. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11707. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  11708. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11709. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  11710. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  11711. }
  11712. break;
  11713. case SC_SIGHTBLASTER:
  11714. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  11715. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  11716. {
  11717. if (sce) {
  11718. struct skill_unit *su = NULL;
  11719. if(bl->type == BL_SKILL)
  11720. su = (struct skill_unit *)bl;
  11721. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  11722. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  11723. sce->val2 = 0; // This signals it to end.
  11724. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  11725. //Remove trap immunity temporarily so it triggers if you still stand on it
  11726. sce->val4++;
  11727. }
  11728. }
  11729. }
  11730. break;
  11731. case SC_TINDER_BREAKER:
  11732. case SC_CLOSECONFINE:{
  11733. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  11734. // Lock char has released the hold on everyone...
  11735. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  11736. tsc->data[type2]->val2 = 0;
  11737. status_change_end(bl, type2, INVALID_TIMER);
  11738. }
  11739. break;
  11740. }
  11741. case SC_CURSEDCIRCLE_TARGET:
  11742. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  11743. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  11744. status_change_end(bl, type, INVALID_TIMER);
  11745. }
  11746. break;
  11747. }
  11748. return 0;
  11749. }
  11750. /**
  11751. * Clears buffs/debuffs on an object
  11752. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  11753. * @param type: Type to remove
  11754. * &1: Clear Buffs
  11755. * $2: Clear Debuffs
  11756. * &4: Specific debuffs with a refresh
  11757. */
  11758. void status_change_clear_buffs (struct block_list* bl, int type)
  11759. {
  11760. int i;
  11761. struct status_change *sc= status_get_sc(bl);
  11762. if (!sc || !sc->count)
  11763. return;
  11764. if (type&6) // Debuffs
  11765. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  11766. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11767. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  11768. if(!sc->data[i])
  11769. continue;
  11770. switch (i) {
  11771. // Stuff that cannot be removed
  11772. case SC_WEIGHT50:
  11773. case SC_WEIGHT90:
  11774. case SC_COMBO:
  11775. case SC_SMA:
  11776. case SC_DANCING:
  11777. case SC_LEADERSHIP:
  11778. case SC_GLORYWOUNDS:
  11779. case SC_SOULCOLD:
  11780. case SC_HAWKEYES:
  11781. case SC_SAFETYWALL:
  11782. case SC_PNEUMA:
  11783. case SC_NOCHAT:
  11784. case SC_JAILED:
  11785. case SC_ANKLE:
  11786. case SC_BLADESTOP:
  11787. case SC_CP_WEAPON:
  11788. case SC_CP_SHIELD:
  11789. case SC_CP_ARMOR:
  11790. case SC_CP_HELM:
  11791. case SC_STRFOOD:
  11792. case SC_AGIFOOD:
  11793. case SC_VITFOOD:
  11794. case SC_INTFOOD:
  11795. case SC_DEXFOOD:
  11796. case SC_LUKFOOD:
  11797. case SC_FLEEFOOD:
  11798. case SC_HITFOOD:
  11799. case SC_CRIFOOD:
  11800. case SC_BATKFOOD:
  11801. case SC_WATKFOOD:
  11802. case SC_MATKFOOD:
  11803. case SC_FOOD_STR_CASH:
  11804. case SC_FOOD_AGI_CASH:
  11805. case SC_FOOD_VIT_CASH:
  11806. case SC_FOOD_DEX_CASH:
  11807. case SC_FOOD_INT_CASH:
  11808. case SC_FOOD_LUK_CASH:
  11809. case SC_EXPBOOST:
  11810. case SC_JEXPBOOST:
  11811. case SC_ITEMBOOST:
  11812. case SC_ELECTRICSHOCKER:
  11813. case SC__MANHOLE:
  11814. case SC_GIANTGROWTH:
  11815. case SC_MILLENNIUMSHIELD:
  11816. case SC_REFRESH:
  11817. case SC_STONEHARDSKIN:
  11818. case SC_VITALITYACTIVATION:
  11819. case SC_FIGHTINGSPIRIT:
  11820. case SC_ABUNDANCE:
  11821. case SC_SAVAGE_STEAK:
  11822. case SC_COCKTAIL_WARG_BLOOD:
  11823. case SC_MINOR_BBQ:
  11824. case SC_SIROMA_ICE_TEA:
  11825. case SC_DROCERA_HERB_STEAMED:
  11826. case SC_PUTTI_TAILS_NOODLES:
  11827. case SC_CURSEDCIRCLE_ATKER:
  11828. case SC_CURSEDCIRCLE_TARGET:
  11829. case SC_PUSH_CART:
  11830. case SC_ALL_RIDING:
  11831. case SC_STYLE_CHANGE:
  11832. case SC_MONSTER_TRANSFORM:
  11833. case SC_MOONSTAR:
  11834. case SC_SUPER_STAR:
  11835. case SC_MTF_ASPD:
  11836. case SC_MTF_RANGEATK:
  11837. case SC_MTF_MATK:
  11838. case SC_MTF_MLEATKED:
  11839. case SC_MTF_CRIDAMAGE:
  11840. case SC_HEAT_BARREL_AFTER:
  11841. case SC_STRANGELIGHTS:
  11842. case SC_DECORATION_OF_MUSIC:
  11843. case SC_QUEST_BUFF1:
  11844. case SC_QUEST_BUFF2:
  11845. case SC_QUEST_BUFF3:
  11846. case SC_MTF_ASPD2:
  11847. case SC_MTF_RANGEATK2:
  11848. case SC_MTF_MATK2:
  11849. case SC_2011RWC_SCROLL:
  11850. case SC_JP_EVENT04:
  11851. case SC_MTF_MHP:
  11852. case SC_MTF_MSP:
  11853. case SC_MTF_PUMPKIN:
  11854. case SC_MTF_HITFLEE:
  11855. case SC_ATTHASTE_CASH:
  11856. case SC_REUSE_REFRESH:
  11857. case SC_REUSE_LIMIT_A:
  11858. case SC_REUSE_LIMIT_B:
  11859. case SC_REUSE_LIMIT_C:
  11860. case SC_REUSE_LIMIT_D:
  11861. case SC_REUSE_LIMIT_E:
  11862. case SC_REUSE_LIMIT_F:
  11863. case SC_REUSE_LIMIT_G:
  11864. case SC_REUSE_LIMIT_H:
  11865. case SC_REUSE_LIMIT_MTF:
  11866. case SC_REUSE_LIMIT_ECL:
  11867. case SC_REUSE_LIMIT_RECALL:
  11868. case SC_REUSE_LIMIT_ASPD_POTION:
  11869. case SC_REUSE_MILLENNIUMSHIELD:
  11870. case SC_REUSE_CRUSHSTRIKE:
  11871. case SC_REUSE_STORMBLAST:
  11872. case SC_ALL_RIDING_REUSE_LIMIT:
  11873. continue;
  11874. // Debuffs that can be removed.
  11875. case SC_DEEPSLEEP:
  11876. case SC_BURNING:
  11877. case SC_FREEZING:
  11878. case SC_CRYSTALIZE:
  11879. case SC_TOXIN:
  11880. case SC_PARALYSE:
  11881. case SC_VENOMBLEED:
  11882. case SC_MAGICMUSHROOM:
  11883. case SC_DEATHHURT:
  11884. case SC_PYREXIA:
  11885. case SC_OBLIVIONCURSE:
  11886. case SC_LEECHESEND:
  11887. case SC_MARSHOFABYSS:
  11888. case SC_MANDRAGORA:
  11889. if(!(type&4))
  11890. continue;
  11891. break;
  11892. case SC_HALLUCINATION:
  11893. case SC_QUAGMIRE:
  11894. case SC_SIGNUMCRUCIS:
  11895. case SC_DECREASEAGI:
  11896. case SC_SLOWDOWN:
  11897. case SC_MINDBREAKER:
  11898. case SC_WINKCHARM:
  11899. case SC_STOP:
  11900. case SC_ORCISH:
  11901. case SC_STRIPWEAPON:
  11902. case SC_STRIPSHIELD:
  11903. case SC_STRIPARMOR:
  11904. case SC_STRIPHELM:
  11905. case SC_BITE:
  11906. case SC_ADORAMUS:
  11907. case SC_VACUUM_EXTREME:
  11908. case SC_FEAR:
  11909. case SC_MAGNETICFIELD:
  11910. case SC_NETHERWORLD:
  11911. if (!(type&2))
  11912. continue;
  11913. break;
  11914. // The rest are buffs that can be removed.
  11915. case SC_BERSERK:
  11916. case SC_SATURDAYNIGHTFEVER:
  11917. if (!(type&1))
  11918. continue;
  11919. sc->data[i]->val2 = 0;
  11920. break;
  11921. default:
  11922. if (!(type&1))
  11923. continue;
  11924. break;
  11925. }
  11926. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11927. }
  11928. //Removes bonus_script
  11929. if (bl->type == BL_PC) {
  11930. i = 0;
  11931. if (type&1) i |= BSF_REM_BUFF;
  11932. if (type&2) i |= BSF_REM_DEBUFF;
  11933. if (type&4) i |= BSF_REM_ON_REFRESH;
  11934. if (type&8) i |= BSF_REM_ON_LUXANIMA;
  11935. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  11936. }
  11937. // Cleaning all extras vars
  11938. sc->comet_x = 0;
  11939. sc->comet_y = 0;
  11940. #ifndef RENEWAL
  11941. sc->sg_counter = 0;
  11942. #endif
  11943. sc->bs_counter = 0;
  11944. return;
  11945. }
  11946. /**
  11947. * Infect a user with status effects (SC_DEADLYINFECT)
  11948. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  11949. * @param bl: Object to change
  11950. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  11951. * @return 1: Success 0: Fail
  11952. */
  11953. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  11954. {
  11955. int i, flag = 0;
  11956. struct status_change *sc = status_get_sc(src);
  11957. const struct TimerData *timer = NULL;
  11958. unsigned int tick;
  11959. struct status_change_data data;
  11960. if( !sc || !sc->count )
  11961. return 0;
  11962. tick = gettick();
  11963. //Boss monsters resistance
  11964. if( (status_get_mode(src)&MD_BOSS) || (status_get_mode(bl)&MD_BOSS) )
  11965. return 0;
  11966. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  11967. if( !sc->data[i] || i == SC_COMMON_MAX )
  11968. continue;
  11969. if (sc->data[i]->timer != INVALID_TIMER) {
  11970. timer = get_timer(sc->data[i]->timer);
  11971. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  11972. continue;
  11973. }
  11974. switch( i ) {
  11975. // Debuffs that can be spread.
  11976. // NOTE: We'll add/delete SCs when we are able to confirm it.
  11977. case SC_DEATHHURT:
  11978. case SC_PARALYSE:
  11979. if (type)
  11980. continue;
  11981. case SC_CURSE:
  11982. case SC_SILENCE:
  11983. case SC_CONFUSION:
  11984. case SC_BLIND:
  11985. case SC_HALLUCINATION:
  11986. case SC_SIGNUMCRUCIS:
  11987. case SC_DECREASEAGI:
  11988. //case SC_SLOWDOWN:
  11989. //case SC_MINDBREAKER:
  11990. //case SC_WINKCHARM:
  11991. //case SC_STOP:
  11992. case SC_ORCISH:
  11993. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  11994. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  11995. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  11996. //case SC_STRIPHELM:
  11997. //case SC__STRIPACCESSORY:
  11998. //case SC_BITE:
  11999. case SC_FEAR:
  12000. case SC_FREEZING:
  12001. case SC_VENOMBLEED:
  12002. if (sc->data[i]->timer != INVALID_TIMER)
  12003. data.tick = DIFF_TICK(timer->tick, tick);
  12004. else
  12005. data.tick = INVALID_TIMER;
  12006. break;
  12007. // Special cases
  12008. case SC_TOXIN:
  12009. case SC_MAGICMUSHROOM:
  12010. case SC_PYREXIA:
  12011. case SC_LEECHESEND:
  12012. if (type)
  12013. continue;
  12014. case SC_POISON:
  12015. case SC_DPOISON:
  12016. case SC_BLEEDING:
  12017. case SC_BURNING:
  12018. if (sc->data[i]->timer != INVALID_TIMER)
  12019. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  12020. else
  12021. data.tick = INVALID_TIMER;
  12022. break;
  12023. default:
  12024. continue;
  12025. }
  12026. if( i ) {
  12027. data.val1 = sc->data[i]->val1;
  12028. data.val2 = sc->data[i]->val2;
  12029. data.val3 = sc->data[i]->val3;
  12030. data.val4 = sc->data[i]->val4;
  12031. 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);
  12032. flag = 1;
  12033. }
  12034. }
  12035. return flag;
  12036. }
  12037. /**
  12038. * Applying natural heal bonuses (sit, skill, homun, etc...)
  12039. * TODO: the va_list doesn't seem to be used, safe to remove?
  12040. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  12041. * @param args: va_list arguments
  12042. * @return which regeneration bonuses have been applied (flag)
  12043. */
  12044. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  12045. static int status_natural_heal(struct block_list* bl, va_list args)
  12046. {
  12047. struct regen_data *regen;
  12048. struct status_data *status;
  12049. struct status_change *sc;
  12050. struct unit_data *ud;
  12051. struct view_data *vd = NULL;
  12052. struct regen_data_sub *sregen;
  12053. struct map_session_data *sd;
  12054. int rate, multi = 1, flag;
  12055. regen = status_get_regen_data(bl);
  12056. if (!regen)
  12057. return 0;
  12058. status = status_get_status_data(bl);
  12059. sc = status_get_sc(bl);
  12060. if (sc && !sc->count)
  12061. sc = NULL;
  12062. sd = BL_CAST(BL_PC,bl);
  12063. flag = regen->flag;
  12064. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  12065. flag &= ~(RGN_HP|RGN_SHP);
  12066. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  12067. flag &= ~(RGN_SP|RGN_SSP);
  12068. if (flag && (
  12069. status_isdead(bl) ||
  12070. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  12071. ))
  12072. flag = RGN_NONE;
  12073. if (sd) {
  12074. if (sd->hp_loss.value || sd->sp_loss.value)
  12075. pc_bleeding(sd, natural_heal_diff_tick);
  12076. if (sd->hp_regen.value || sd->sp_regen.value)
  12077. pc_regen(sd, natural_heal_diff_tick);
  12078. }
  12079. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  12080. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  12081. { // Apply sitting regen bonus.
  12082. sregen = regen->ssregen;
  12083. if(flag&(RGN_SHP)) { // Sitting HP regen
  12084. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  12085. if (regen->state.overweight)
  12086. rate >>= 1; // Half as fast when overweight.
  12087. sregen->tick.hp += rate;
  12088. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12089. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  12090. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  12091. flag &= ~(RGN_HP|RGN_SHP);
  12092. break;
  12093. }
  12094. }
  12095. }
  12096. if(flag&(RGN_SSP)) { // Sitting SP regen
  12097. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  12098. if (regen->state.overweight)
  12099. rate >>= 1; // Half as fast when overweight.
  12100. sregen->tick.sp += rate;
  12101. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12102. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  12103. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  12104. flag &= ~(RGN_SP|RGN_SSP);
  12105. break;
  12106. }
  12107. }
  12108. }
  12109. }
  12110. if (flag && regen->state.overweight)
  12111. flag = RGN_NONE;
  12112. ud = unit_bl2ud(bl);
  12113. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  12114. flag &= ~(RGN_SHP|RGN_SSP);
  12115. if(!regen->state.walk)
  12116. flag &= ~RGN_HP;
  12117. }
  12118. if (!flag)
  12119. return 0;
  12120. if (flag&(RGN_HP|RGN_SP)) {
  12121. if(!vd)
  12122. vd = status_get_viewdata(bl);
  12123. if(vd && vd->dead_sit == 2)
  12124. multi += 1; //This causes the interval to be halved
  12125. if(regen->state.gc)
  12126. multi += 1; //This causes the interval to be halved
  12127. }
  12128. // Natural Hp regen
  12129. if (flag&RGN_HP) {
  12130. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  12131. if (ud && ud->walktimer != INVALID_TIMER)
  12132. rate /= 2;
  12133. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  12134. if(bl->type == BL_HOM)
  12135. rate *= 2;
  12136. regen->tick.hp += rate;
  12137. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  12138. int val = 0;
  12139. do {
  12140. val += regen->hp;
  12141. regen->tick.hp -= battle_config.natural_healhp_interval;
  12142. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  12143. if (status_heal(bl, val, 0, 1) < val)
  12144. flag &= ~RGN_SHP; // Full.
  12145. }
  12146. }
  12147. // Natural SP regen
  12148. if(flag&RGN_SP) {
  12149. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  12150. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  12151. if(bl->type==BL_HOM)
  12152. rate *= 2;
  12153. #ifdef RENEWAL
  12154. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  12155. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  12156. rate /= 2; // Tick is doubled in Fury state
  12157. #endif
  12158. regen->tick.sp += rate;
  12159. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  12160. int val = 0;
  12161. do {
  12162. val += regen->sp;
  12163. regen->tick.sp -= battle_config.natural_healsp_interval;
  12164. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  12165. if (status_heal(bl, 0, val, 1) < val)
  12166. flag &= ~RGN_SSP; // full.
  12167. }
  12168. }
  12169. if (!regen->sregen)
  12170. return flag;
  12171. // Skill regen
  12172. sregen = regen->sregen;
  12173. if(flag&RGN_SHP) { // Skill HP regen
  12174. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  12175. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12176. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  12177. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  12178. break; // Full
  12179. }
  12180. }
  12181. if(flag&RGN_SSP) { // Skill SP regen
  12182. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  12183. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12184. int val = sregen->sp;
  12185. if (sd && sd->state.doridori) {
  12186. val *= 2;
  12187. sd->state.doridori = 0;
  12188. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  12189. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  12190. 100,rate,skill_get_time(TK_SPTIME, rate));
  12191. if (
  12192. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  12193. rnd()%10000 < battle_config.sg_angel_skill_ratio
  12194. ) { // Angel of the Sun/Moon/Star
  12195. clif_feel_hate_reset(sd);
  12196. pc_resethate(sd);
  12197. pc_resetfeel(sd);
  12198. }
  12199. }
  12200. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  12201. if(status_heal(bl, 0, val, 3) < val)
  12202. break; // Full
  12203. }
  12204. }
  12205. return flag;
  12206. }
  12207. /**
  12208. * Natural heal main timer
  12209. * @param tid: Timer ID
  12210. * @param tick: Current tick (time)
  12211. * @param id: Object ID to heal
  12212. * @param data: data pushed through timer function
  12213. * @return 0
  12214. */
  12215. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  12216. {
  12217. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  12218. map_foreachregen(status_natural_heal);
  12219. natural_heal_prev_tick = tick;
  12220. return 0;
  12221. }
  12222. /**
  12223. * Get the chance to upgrade a piece of equipment
  12224. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  12225. * @param refine: The target's refine level
  12226. * @return The chance to refine the item, in percent (0~100)
  12227. */
  12228. int status_get_refine_chance(enum refine_type wlv, int refine)
  12229. {
  12230. if ( refine < 0 || refine >= MAX_REFINE)
  12231. return 0;
  12232. return refine_info[wlv].chance[refine];
  12233. }
  12234. /**
  12235. * Check if status is disabled on a map
  12236. * @param type: Status Change data
  12237. * @param mapIsVS: If the map is a map_flag_vs type
  12238. * @param mapisPVP: If the map is a PvP type
  12239. * @param mapIsGVG: If the map is a map_flag_gvg type
  12240. * @param mapIsBG: If the map is a Battleground type
  12241. * @param mapZone: Map Zone type
  12242. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  12243. */
  12244. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone)
  12245. {
  12246. if (type <= SC_NONE || type >= SC_MAX)
  12247. return false;
  12248. if ((!mapIsVS && SCDisabled[type]&1) ||
  12249. (mapIsPVP && SCDisabled[type]&2) ||
  12250. (mapIsGVG && SCDisabled[type]&4) ||
  12251. (mapIsBG && SCDisabled[type]&8) ||
  12252. (SCDisabled[type]&(mapZone)))
  12253. {
  12254. return true;
  12255. }
  12256. return false;
  12257. }
  12258. /**
  12259. * Clear a status if it is disabled on a map
  12260. * @param bl: Block list data
  12261. * @param sc: Status Change data
  12262. */
  12263. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  12264. {
  12265. nullpo_retv(bl);
  12266. if (sc && sc->count) {
  12267. unsigned short i;
  12268. bool mapIsVS = map_flag_vs(bl->m);
  12269. bool mapIsPVP = map[bl->m].flag.pvp;
  12270. bool mapIsGVG = map_flag_gvg(bl->m);
  12271. bool mapIsBG = map[bl->m].flag.battleground;
  12272. unsigned int mapZone = map[bl->m].zone << 3;
  12273. for (i = 0; i < SC_MAX; i++) {
  12274. if (!sc->data[i] || !SCDisabled[i])
  12275. continue;
  12276. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone))
  12277. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12278. }
  12279. }
  12280. }
  12281. /**
  12282. * Read status_disabled.txt file
  12283. * @param str: Fields passed from sv_readdb
  12284. * @param columns: Columns passed from sv_readdb function call
  12285. * @param current: Current row being read into SCDisabled array
  12286. * @return True - Successfully stored, False - Invalid SC
  12287. */
  12288. static bool status_readdb_status_disabled(char **str, int columns, int current)
  12289. {
  12290. int type = SC_NONE;
  12291. if (ISDIGIT(str[0][0]))
  12292. type = atoi(str[0]);
  12293. else {
  12294. if (!script_get_constant(str[0],&type))
  12295. type = SC_NONE;
  12296. }
  12297. if (type <= SC_NONE || type >= SC_MAX) {
  12298. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  12299. return false;
  12300. }
  12301. SCDisabled[type] = (unsigned int)atol(str[1]);
  12302. return true;
  12303. }
  12304. /**
  12305. * Read sizefix database for attack calculations
  12306. * @param fields: Fields passed from sv_readdb
  12307. * @param columns: Columns passed from sv_readdb function call
  12308. * @param current: Current row being read into atkmods array
  12309. * @return True
  12310. */
  12311. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  12312. {
  12313. unsigned int i;
  12314. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  12315. atkmods[current][i] = atoi(fields[i]);
  12316. return true;
  12317. }
  12318. /**
  12319. * Read refine database for refining calculations
  12320. * @param fields: Fields passed from sv_readdb
  12321. * @param columns: Columns passed from sv_readdb function call
  12322. * @param current: Current row being read into refine_info array
  12323. * @return True
  12324. */
  12325. static bool status_readdb_refine(char* fields[], int columns, int current)
  12326. {
  12327. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  12328. current = atoi(fields[0]);
  12329. if (current < 0 || current >= REFINE_TYPE_MAX)
  12330. return false;
  12331. bonus_per_level = atoi(fields[1]);
  12332. random_bonus_start_level = atoi(fields[2]);
  12333. random_bonus = atoi(fields[3]);
  12334. for(i = 0; i < MAX_REFINE; i++) {
  12335. char* delim;
  12336. if (!(delim = strchr(fields[4+i], ':')))
  12337. return false;
  12338. *delim = '\0';
  12339. refine_info[current].chance[i] = atoi(fields[4+i]);
  12340. if (i >= random_bonus_start_level - 1)
  12341. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  12342. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  12343. if (i > 0)
  12344. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  12345. }
  12346. return true;
  12347. }
  12348. /**
  12349. * Read attribute fix database for attack calculations
  12350. * Function stores information in the attr_fix_table
  12351. * @return True
  12352. */
  12353. static bool status_readdb_attrfix(const char *basedir,bool silent)
  12354. {
  12355. FILE *fp;
  12356. char line[512], path[512];
  12357. int entries = 0;
  12358. sprintf(path, "%s/attr_fix.txt", basedir);
  12359. fp = fopen(path,"r");
  12360. if (fp == NULL) {
  12361. if (silent==0)
  12362. ShowError("Can't read %s\n", path);
  12363. return 1;
  12364. }
  12365. while (fgets(line, sizeof(line), fp)) {
  12366. int lv, i, j;
  12367. if (line[0] == '/' && line[1] == '/')
  12368. continue;
  12369. lv = atoi(line);
  12370. if (!CHK_ELEMENT_LEVEL(lv))
  12371. continue;
  12372. for (i = 0; i < ELE_ALL;) {
  12373. char *p;
  12374. if (!fgets(line, sizeof(line), fp))
  12375. break;
  12376. if (line[0]=='/' && line[1]=='/')
  12377. continue;
  12378. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  12379. while (*p == 32) //skipping space (32=' ')
  12380. p++;
  12381. //TODO seem unsafe to continue without check
  12382. attr_fix_table[lv-1][i][j] = atoi(p);
  12383. if (battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  12384. attr_fix_table[lv-1][i][j] = 0;
  12385. p = strchr(p,',');
  12386. if(p)
  12387. *p++=0;
  12388. }
  12389. i++;
  12390. }
  12391. entries++;
  12392. }
  12393. fclose(fp);
  12394. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  12395. return true;
  12396. }
  12397. /**
  12398. * Sets defaults in tables and starts read db functions
  12399. * sv_readdb reads the file, outputting the information line-by-line to
  12400. * previous functions above, separating information by delimiter
  12401. * DBs being read:
  12402. * attr_fix.txt: Attribute adjustment table for attacks
  12403. * size_fix.txt: Size adjustment table for weapons
  12404. * refine_db.txt: Refining data table
  12405. * @return 0
  12406. */
  12407. int status_readdb(void)
  12408. {
  12409. int i, j, k;
  12410. const char* dbsubpath[] = {
  12411. "",
  12412. "/"DBIMPORT,
  12413. //add other path here
  12414. };
  12415. // Initialize databases to default
  12416. memset(SCDisabled, 0, sizeof(SCDisabled));
  12417. // size_fix.txt
  12418. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  12419. for(j=0;j<MAX_WEAPON_TYPE;j++)
  12420. atkmods[i][j]=100;
  12421. // refine_db.txt
  12422. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  12423. {
  12424. for(j=0;j<MAX_REFINE; j++)
  12425. {
  12426. refine_info[i].chance[j] = 100;
  12427. refine_info[i].bonus[j] = 0;
  12428. refine_info[i].randombonus_max[j] = 0;
  12429. }
  12430. }
  12431. // attr_fix.txt
  12432. for(i=0;i<4;i++)
  12433. for(j=0;j<ELE_ALL;j++)
  12434. for(k=0;k<ELE_ALL;k++)
  12435. attr_fix_table[i][j][k]=100;
  12436. // read databases
  12437. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  12438. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  12439. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  12440. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  12441. char* dbsubpath1 = (char*)aMalloc(n1+1);
  12442. char* dbsubpath2 = (char*)aMalloc(n2+1);
  12443. if(i==0) {
  12444. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  12445. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  12446. }
  12447. else {
  12448. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  12449. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  12450. }
  12451. status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
  12452. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i);
  12453. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
  12454. sv_readdb(dbsubpath2, "refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine, i);
  12455. aFree(dbsubpath1);
  12456. aFree(dbsubpath2);
  12457. }
  12458. return 0;
  12459. }
  12460. /**
  12461. * Status db init and destroy.
  12462. */
  12463. int do_init_status(void)
  12464. {
  12465. add_timer_func_list(status_change_timer,"status_change_timer");
  12466. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  12467. initChangeTables();
  12468. initDummyData();
  12469. status_readdb();
  12470. natural_heal_prev_tick = gettick();
  12471. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  12472. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  12473. return 0;
  12474. }
  12475. void do_final_status(void)
  12476. {
  12477. ers_destroy(sc_data_ers);
  12478. }