status.c 406 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "map.h"
  13. #include "path.h"
  14. #include "pc.h"
  15. #include "pet.h"
  16. #include "npc.h"
  17. #include "mob.h"
  18. #include "clif.h"
  19. #include "guild.h"
  20. #include "skill.h"
  21. #include "itemdb.h"
  22. #include "battle.h"
  23. #include "battleground.h"
  24. #include "chrif.h"
  25. #include "skill.h"
  26. #include "status.h"
  27. #include "script.h"
  28. #include "unit.h"
  29. #include "homunculus.h"
  30. #include "mercenary.h"
  31. #include "elemental.h"
  32. #include "vending.h"
  33. #include <time.h>
  34. #include <stdio.h>
  35. #include <stdlib.h>
  36. #include <memory.h>
  37. #include <string.h>
  38. #include <math.h>
  39. // Regen related flags.
  40. enum e_regen {
  41. RGN_HP = 0x01,
  42. RGN_SP = 0x02,
  43. RGN_SHP = 0x04,
  44. RGN_SSP = 0x08,
  45. };
  46. // Bonus values and upgrade chances for refining equipment
  47. static struct {
  48. int chance[MAX_REFINE]; /// Success chance
  49. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  50. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  51. } refine_info[REFINE_TYPE_MAX];
  52. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  53. static struct eri *sc_data_ers; /// For sc_data entries
  54. static struct status_data dummy_status;
  55. int current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  56. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  57. // 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
  58. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  59. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  60. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  61. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  62. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  63. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  65. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  66. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  67. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  68. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  69. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  70. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  71. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  72. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  73. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  74. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  75. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  76. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  77. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  78. #ifdef RENEWAL_ASPD
  79. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
  80. #endif
  81. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  82. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  83. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  84. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  85. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  86. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  87. #ifdef RENEWAL
  88. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  89. #endif
  90. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  91. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  92. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  93. /**
  94. * Returns the status change associated with a skill.
  95. * @param skill The skill to look up
  96. * @return The status registered for this skill
  97. **/
  98. sc_type status_skill2sc(int skill)
  99. {
  100. int idx = skill_get_index(skill);
  101. if( idx == 0 ) {
  102. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  103. return SC_NONE;
  104. }
  105. return SkillStatusChangeTable[idx];
  106. }
  107. /**
  108. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  109. * Utilized for various duration lookups. Use with caution!
  110. * @param sc The status to look up
  111. * @return A skill associated with the status
  112. **/
  113. int status_sc2skill(sc_type sc)
  114. {
  115. if( sc < 0 || sc >= SC_MAX ) {
  116. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  117. return 0;
  118. }
  119. return StatusSkillChangeTable[sc];
  120. }
  121. /**
  122. * Returns the status calculation flag associated with a given status change.
  123. * @param sc The status to look up
  124. * @return The scb_flag registered for this status (see enum scb_flag)
  125. **/
  126. unsigned int status_sc2scb_flag(sc_type sc)
  127. {
  128. if( sc < 0 || sc >= SC_MAX ) {
  129. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  130. return SCB_NONE;
  131. }
  132. return StatusChangeFlagTable[sc];
  133. }
  134. /**
  135. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  136. * @param type The client-side status identifier to look up (see enum si_type)
  137. * @return The bl types relevant to the type (see enum bl_type)
  138. **/
  139. int status_type2relevant_bl_types(int type)
  140. {
  141. if( type < 0 || type >= SI_MAX ) {
  142. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  143. return SI_BLANK;
  144. }
  145. return StatusRelevantBLTypes[type];
  146. }
  147. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  148. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  149. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  150. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  151. {
  152. uint16 idx = skill_get_index(skill_id);
  153. if( idx == 0 ) {
  154. ShowError("set_sc: Unsupported skill id %d\n", skill_id);
  155. return;
  156. }
  157. if( sc < 0 || sc >= SC_MAX ) {
  158. ShowError("set_sc: Unsupported status change id %d\n", sc);
  159. return;
  160. }
  161. if( StatusSkillChangeTable[sc] == 0 )
  162. StatusSkillChangeTable[sc] = skill_id;
  163. if( StatusIconChangeTable[sc] == SI_BLANK )
  164. StatusIconChangeTable[sc] = icon;
  165. StatusChangeFlagTable[sc] |= flag;
  166. if( SkillStatusChangeTable[idx] == SC_NONE )
  167. SkillStatusChangeTable[idx] = sc;
  168. }
  169. void initChangeTables(void)
  170. {
  171. int i;
  172. for (i = 0; i < SC_MAX; i++)
  173. StatusIconChangeTable[i] = SI_BLANK;
  174. for (i = 0; i < MAX_SKILL; i++)
  175. SkillStatusChangeTable[i] = SC_NONE;
  176. for (i = 0; i < SI_MAX; i++)
  177. StatusRelevantBLTypes[i] = BL_PC;
  178. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  179. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  180. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  181. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  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. /* The main status definitions */
  195. add_sc( SM_BASH , SC_STUN );
  196. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  197. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  198. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  199. add_sc( MG_SIGHT , SC_SIGHT );
  200. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  201. add_sc( MG_FROSTDIVER , SC_FREEZE );
  202. add_sc( MG_STONECURSE , SC_STONE );
  203. add_sc( AL_RUWACH , SC_RUWACH );
  204. add_sc( AL_PNEUMA , SC_PNEUMA );
  205. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  206. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  207. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  208. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  209. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  210. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  211. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  212. add_sc( TF_POISON , SC_POISON );
  213. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  214. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  215. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  216. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  217. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  218. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  219. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  220. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  221. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  222. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  223. add_sc( PR_LEXDIVINA , SC_SILENCE );
  224. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  225. add_sc( WZ_METEOR , SC_STUN );
  226. add_sc( WZ_VERMILION , SC_BLIND );
  227. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  228. add_sc( WZ_STORMGUST , SC_FREEZE );
  229. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  230. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  231. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  232. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  233. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  234. add_sc( HT_LANDMINE , SC_STUN );
  235. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  236. add_sc( HT_SANDMAN , SC_SLEEP );
  237. add_sc( HT_FLASHER , SC_BLIND );
  238. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  239. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  240. add_sc( AS_SONICBLOW , SC_STUN );
  241. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  242. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  243. add_sc( AS_VENOMDUST , SC_POISON );
  244. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  245. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  246. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  247. add_sc( TF_SPRINKLESAND , SC_BLIND );
  248. add_sc( TF_THROWSTONE , SC_STUN );
  249. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  250. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  251. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  252. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  253. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  254. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  255. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  256. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  257. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  258. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  259. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  260. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  261. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  262. add_sc( NPC_POISON , SC_POISON );
  263. add_sc( NPC_BLINDATTACK , SC_BLIND );
  264. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  265. add_sc( NPC_STUNATTACK , SC_STUN );
  266. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  267. add_sc( NPC_CURSEATTACK , SC_CURSE );
  268. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  269. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  270. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  271. add_sc( NPC_DARKBLESSING , SC_COMA );
  272. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  273. add_sc( NPC_DEFENDER , SC_ARMOR );
  274. add_sc( NPC_LICK , SC_STUN );
  275. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  276. add_sc( NPC_REBIRTH , SC_REBIRTH );
  277. add_sc( RG_RAID , SC_STUN );
  278. #ifdef RENEWAL
  279. add_sc( RG_RAID , SC_RAID );
  280. add_sc( RG_BACKSTAP , SC_STUN );
  281. #endif
  282. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  283. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  284. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  285. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  286. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  287. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  288. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  289. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  290. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  291. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  292. add_sc( CR_SHIELDCHARGE , SC_STUN );
  293. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  294. add_sc( CR_HOLYCROSS , SC_BLIND );
  295. add_sc( CR_GRANDCROSS , SC_BLIND );
  296. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  297. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  298. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  299. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  300. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  301. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  302. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  303. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  304. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  305. #ifdef RENEWAL
  306. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  307. #endif
  308. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  309. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  310. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  311. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  312. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  313. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  314. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  315. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  316. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  317. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  318. add_sc( SA_COMA , SC_COMA );
  319. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  320. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  321. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  322. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD , SCB_WATK|SCB_DEF );
  323. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN , SCB_WATK );
  324. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  325. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  326. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  327. add_sc( BA_FROSTJOKER , SC_FREEZE );
  328. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  329. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  330. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  331. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  332. add_sc( DC_SCREAM , SC_STUN );
  333. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  334. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  335. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  336. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  337. add_sc( NPC_DARKCROSS , SC_BLIND );
  338. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  339. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  340. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  341. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  342. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  343. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  344. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  345. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  346. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  347. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  348. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  349. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  350. 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 );
  351. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  352. add_sc( HP_BASILICA , SC_BASILICA );
  353. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  354. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  355. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  356. add_sc( PA_GOSPEL , SC_SCRESIST );
  357. add_sc( CH_TIGERFIST , SC_STOP );
  358. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  359. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  360. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  361. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  362. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  363. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  364. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  365. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  366. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  367. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  368. add_sc( LK_SPIRALPIERCE , SC_STOP );
  369. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  370. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  371. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  372. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  373. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  374. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  375. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  376. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  377. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  378. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  379. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  380. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  381. add_sc( TK_DOWNKICK , SC_STUN );
  382. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  383. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  384. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  385. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  386. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  387. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  388. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  389. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  390. add_sc( SG_MOON_WARM , SC_WARM );
  391. add_sc( SG_STAR_WARM , SC_WARM );
  392. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  393. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  394. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  395. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  396. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  397. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  398. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  399. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  400. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  401. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  402. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  403. add_sc( SL_STUN , SC_STUN );
  404. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  405. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  406. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  407. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  408. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  409. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  410. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  411. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  412. add_sc( WS_CARTTERMINATION , SC_STUN );
  413. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  414. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  415. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  416. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  417. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  418. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  419. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  420. add_sc( GS_CRACKER , SC_STUN );
  421. add_sc( GS_DISARM , SC_STRIPWEAPON );
  422. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  423. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  424. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  425. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  426. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  427. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  428. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  429. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  430. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  431. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  432. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  433. add_sc( NPC_ICEBREATH , SC_FREEZE );
  434. add_sc( NPC_ACIDBREATH , SC_POISON );
  435. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  436. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  437. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  438. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  439. add_sc( NPC_WIDESTONE , SC_STONE );
  440. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  441. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  442. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  443. add_sc( NPC_EVILLAND , SC_BLIND );
  444. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  445. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  446. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  447. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  448. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  449. add_sc( NPC_WIDECURSE , SC_CURSE );
  450. add_sc( NPC_WIDESTUN , SC_STUN );
  451. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  452. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  453. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  454. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  455. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  456. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  457. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  458. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  459. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  460. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  461. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  462. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  463. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  464. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  465. add_sc( MO_BALKYOUNG , SC_STUN );
  466. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  467. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  468. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  469. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  470. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  471. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  472. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  473. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  474. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  475. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  476. /* Homunculus S */
  477. add_sc(MH_STAHL_HORN , SC_STUN );
  478. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  479. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  480. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  481. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_BLANK , SCB_FLEE|SCB_ASPD );
  482. add_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE );
  483. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  484. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  485. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  486. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  487. add_sc(MH_LAVA_SLIDE , SC_BURNING );
  488. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  489. add_sc(MH_POISON_MIST , SC_BLIND );
  490. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  491. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  492. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  493. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  494. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  495. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_BATK|SCB_MAXHP );
  496. add_sc( MER_CRASH , SC_STUN );
  497. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  498. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  499. add_sc( MER_SIGHT , SC_SIGHT );
  500. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  501. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  502. add_sc( MER_LEXDIVINA , SC_SILENCE );
  503. add_sc( MA_LANDMINE , SC_STUN );
  504. add_sc( MA_SANDMAN , SC_SLEEP );
  505. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  506. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  507. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  508. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  509. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  510. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  511. 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 );
  512. add_sc( ML_SPIRALPIERCE , SC_STOP );
  513. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  514. add_sc( ML_DEVOTION , SC_DEVOTION );
  515. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  516. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  517. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  518. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  519. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  520. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  521. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  522. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  523. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  524. /* Rune Knight */
  525. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  526. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  527. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  528. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  529. add_sc( RK_DRAGONBREATH , SC_BURNING );
  530. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  531. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  532. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  533. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  534. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  535. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  536. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  537. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  538. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  539. /* GC Guillotine Cross */
  540. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  541. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  542. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  543. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  544. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  545. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  546. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  547. /* Arch Bishop */
  548. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  549. add_sc( AB_CLEMENTIA , SC_BLESSING );
  550. add_sc( AB_CANTO , SC_INCREASEAGI );
  551. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  552. add_sc( AB_PRAEFATIO , SC_KYRIE );
  553. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  554. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  555. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  556. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  557. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  558. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  559. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  560. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  561. /* Warlock */
  562. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  563. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  564. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  565. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  566. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  567. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  568. /* Ranger */
  569. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  570. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  571. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  572. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_WATK|SCB_CRI|SCB_DEF|SCB_SPEED );
  573. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  574. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  575. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  576. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  577. add_sc( RA_FIRINGTRAP , SC_BURNING );
  578. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  579. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  580. /* Mechanic */
  581. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  582. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  583. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  584. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  585. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  586. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  587. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  588. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  589. /* Royal Guard */
  590. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  591. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  592. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  593. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  594. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  595. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  596. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  597. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
  598. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
  599. set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
  600. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  601. /* Shadow Chaser */
  602. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  603. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  604. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  605. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  606. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  607. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  608. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  609. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  610. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  611. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  612. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  613. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  614. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  615. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  616. add_sc( SC_CHAOSPANIC , SC__CHAOS );
  617. set_sc( SC_BLOODYLUST , SC_BERSERK , SI_BLOODYLUST , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK);
  618. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  619. /* Sura */
  620. add_sc( SR_DRAGONCOMBO , SC_STUN );
  621. add_sc( SR_EARTHSHAKER , SC_STUN );
  622. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  623. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  624. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  625. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  626. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  627. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_MDEF|SCB_ASPD|SCB_MAXHP );
  628. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  629. add_sc( SR_FLASHCOMBO , SC_FLASHCOMBO );
  630. /* Wanderer / Minstrel */
  631. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  632. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  633. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  634. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
  635. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  636. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  637. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  638. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  639. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  640. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  641. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  642. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  643. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  644. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  645. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  646. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  647. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  648. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  649. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  650. /* Sorcerer */
  651. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  652. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  653. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  654. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  655. add_sc( SO_CLOUD_KILL , SC_POISON );
  656. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  657. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  658. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  659. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  660. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  661. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  662. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
  663. 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 );
  664. /* Genetic */
  665. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  666. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  667. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  668. add_sc( GN_WALLOFTHORN , SC_STOP );
  669. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  670. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  671. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  672. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  673. /* Elemental spirits' status changes */
  674. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  675. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  676. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  677. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  678. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  679. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  680. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  681. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  682. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  683. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  684. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  685. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  686. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  687. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  688. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  689. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  690. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  691. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  692. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  693. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  694. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  695. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
  696. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
  697. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  698. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  699. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  700. add_sc( KO_YAMIKUMO , SC_HIDING );
  701. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  702. add_sc( KO_MAKIBISHI , SC_STUN );
  703. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  704. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  705. add_sc( KO_JYUSATSU , SC_CURSE );
  706. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  707. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  708. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  709. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  710. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  711. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  712. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  713. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  714. 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 );
  715. set_sc_with_vfx( SC_MOONSTAR , SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  716. set_sc_with_vfx( SC_SUPER_STAR , SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  717. /* Rebellion */
  718. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  719. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  720. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  721. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  722. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_BATK );
  723. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  724. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_BATK|SCB_ASPD|SCB_HIT );
  725. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_SPEED );
  726. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_DEF_ELE );
  727. set_sc_with_vfx( SC_ALL_RIDING , SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  728. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  729. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  730. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  731. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  732. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  733. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  734. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  735. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  736. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  737. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  738. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  739. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  740. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  741. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  742. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  743. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  744. /* Status that don't have a skill associated */
  745. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  746. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  747. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  748. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  749. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  750. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  751. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  752. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  753. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  754. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  755. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  756. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  757. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  758. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  759. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  760. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  761. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  762. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  763. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  764. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  765. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  766. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  767. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  768. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  769. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  770. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  771. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  772. /* Cash Items */
  773. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  774. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  775. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  776. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  777. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  778. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  779. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  780. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  781. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  782. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  783. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  784. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  785. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  786. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  787. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  788. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  789. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  790. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  791. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  792. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  793. /* Mercenary Bonus Effects */
  794. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  795. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  796. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  797. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  798. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  799. /* Warlock Spheres */
  800. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  801. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  802. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  803. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  804. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  805. /* Warlock Preserved spells */
  806. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  807. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  808. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  809. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  810. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  811. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  812. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  813. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  814. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  815. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  816. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  817. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  818. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  819. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  820. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  821. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  822. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  823. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  824. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  825. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  826. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  827. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  828. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  829. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  830. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  831. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  832. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  833. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  834. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  835. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  836. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  837. /* Genetics New Food Items Status Icons */
  838. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  839. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  840. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  841. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  842. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  843. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  844. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  845. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  846. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  847. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  848. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  849. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  850. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  851. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  852. /* Elemental Spirit's 'side' status change icons */
  853. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  854. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  855. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  856. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  857. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  858. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  859. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  860. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  861. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  862. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  863. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  864. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  865. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  866. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  867. StatusIconChangeTable[SC_GUST] = SI_GUST;
  868. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  869. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  870. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  871. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  872. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  873. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  874. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  875. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  876. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  877. StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
  878. StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
  879. StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
  880. StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
  881. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
  882. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  883. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  884. StatusIconChangeTable[SC_BURNING] = SI_BURNT;
  885. StatusIconChangeTable[SC_H_MINE] = SI_H_MINE;
  886. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  887. StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER;
  888. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  889. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  890. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  891. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  892. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  893. /* Other SC which are not necessarily associated to skills */
  894. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  895. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  896. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  897. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  898. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  899. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  900. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  901. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  902. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  903. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  904. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  905. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  906. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  907. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  908. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  909. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  910. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  911. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  912. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  913. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  914. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  915. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  916. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  917. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  918. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  919. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  920. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  921. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  922. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  923. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  924. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  925. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  926. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  927. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  928. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  929. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  930. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  931. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  932. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  933. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  934. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_DEF_ELE;
  935. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_DEF_ELE;
  936. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  937. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  938. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  939. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  940. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  941. /* Cash Items */
  942. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  943. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  944. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  945. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  946. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  947. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  948. /* Mercenary Bonus Effects */
  949. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  950. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  951. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  952. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  953. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  954. /* Guillotine Cross Poison Effects */
  955. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
  956. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  957. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  958. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  959. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  960. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  961. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  962. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  963. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  964. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  965. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  966. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  967. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  968. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  969. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  970. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  971. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  972. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  973. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF;
  974. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF;
  975. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  976. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  977. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  978. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  979. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  980. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  981. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  982. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  983. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  984. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  985. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  986. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  987. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  988. #ifdef RENEWAL
  989. // renewal EDP increases your weapon atk
  990. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  991. #endif
  992. if( !battle_config.display_hallucination ) // Disable Hallucination.
  993. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  994. /* StatusDisplayType Table [Ind] */
  995. StatusDisplayType[SC_ALL_RIDING] = true;
  996. StatusDisplayType[SC_PUSH_CART] = true;
  997. StatusDisplayType[SC_SPHERE_1] = true;
  998. StatusDisplayType[SC_SPHERE_2] = true;
  999. StatusDisplayType[SC_SPHERE_3] = true;
  1000. StatusDisplayType[SC_SPHERE_4] = true;
  1001. StatusDisplayType[SC_SPHERE_5] = true;
  1002. StatusDisplayType[SC_CAMOUFLAGE] = true;
  1003. StatusDisplayType[SC_DUPLELIGHT] = true;
  1004. StatusDisplayType[SC_ORATIO] = true;
  1005. StatusDisplayType[SC_FREEZING] = true;
  1006. StatusDisplayType[SC_VENOMIMPRESS] = true;
  1007. StatusDisplayType[SC_HALLUCINATIONWALK] = true;
  1008. StatusDisplayType[SC_ROLLINGCUTTER] = true;
  1009. StatusDisplayType[SC_BANDING] = true;
  1010. StatusDisplayType[SC_CRYSTALIZE] = true;
  1011. StatusDisplayType[SC_DEEPSLEEP] = true;
  1012. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = true;
  1013. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = true;
  1014. StatusDisplayType[SC_NETHERWORLD] = true;
  1015. StatusDisplayType[SC_VOICEOFSIREN] = true;
  1016. StatusDisplayType[SC_BLOODSUCKER] = true;
  1017. StatusDisplayType[SC__SHADOWFORM] = true;
  1018. StatusDisplayType[SC__MANHOLE] = true;
  1019. StatusDisplayType[SC_JYUMONJIKIRI] = true;
  1020. StatusDisplayType[SC_AKAITSUKI] = true;
  1021. StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
  1022. StatusDisplayType[SC_DARKCROW] = true;
  1023. StatusDisplayType[SC_OFFERTORIUM] = true;
  1024. StatusDisplayType[SC_TELEKINESIS_INTENSE] = true;
  1025. StatusDisplayType[SC_UNLIMIT] = true;
  1026. StatusDisplayType[SC_ILLUSIONDOPING] = true;
  1027. StatusDisplayType[SC_C_MARKER] = true;
  1028. StatusDisplayType[SC_ANTI_M_BLAST] = true;
  1029. StatusDisplayType[SC_MOONSTAR] = true;
  1030. StatusDisplayType[SC_SUPER_STAR] = true;
  1031. StatusDisplayType[SC_STRANGELIGHTS] = true;
  1032. StatusDisplayType[SC_DECORATION_OF_MUSIC] = true;
  1033. /* StatusChangeState (SCS_) NOMOVE */
  1034. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1035. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1036. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1037. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1038. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1039. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1040. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1041. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1042. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1043. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1044. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1045. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1046. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1047. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1048. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1049. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1050. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1051. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1052. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1053. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1054. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1055. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1056. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1057. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1058. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1059. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1060. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1061. StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
  1062. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1063. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1064. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1065. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1066. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1067. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1068. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1069. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1070. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1071. /* StatusChangeState (SCS_) NODROPITEMS */
  1072. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1073. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1074. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1075. /* StatusChangeState (SCS_) NOCAST (skills) */
  1076. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1077. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1078. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1079. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1080. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1081. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1082. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1083. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1084. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1085. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1086. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1087. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1088. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1089. StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= SCS_NOCAST;
  1090. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1091. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1092. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1093. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1094. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1095. }
  1096. static void initDummyData(void)
  1097. {
  1098. memset(&dummy_status, 0, sizeof(dummy_status));
  1099. dummy_status.hp =
  1100. dummy_status.max_hp =
  1101. dummy_status.max_sp =
  1102. dummy_status.str =
  1103. dummy_status.agi =
  1104. dummy_status.vit =
  1105. dummy_status.int_ =
  1106. dummy_status.dex =
  1107. dummy_status.luk =
  1108. dummy_status.hit = 1;
  1109. dummy_status.speed = 2000;
  1110. dummy_status.adelay = 4000;
  1111. dummy_status.amotion = 2000;
  1112. dummy_status.dmotion = 2000;
  1113. dummy_status.ele_lv = 1; // Min elemental level.
  1114. dummy_status.mode = MD_CANMOVE;
  1115. }
  1116. /**
  1117. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1118. * @param a: Status data structure to copy from
  1119. * @param b: Status data structure to copy to
  1120. **/
  1121. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1122. {
  1123. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1124. }
  1125. /**
  1126. * Sets HP to a given value
  1127. * Will always succeed (overrides heal impedement statuses) but can't kill an object
  1128. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM]
  1129. * @param hp: What the HP is to be set as
  1130. * @param flag: Used in case final value is higher than current
  1131. * Use 2 to display healing effect
  1132. * @return heal or zapped HP if valid
  1133. **/
  1134. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1135. {
  1136. struct status_data *status;
  1137. if (hp < 1) return 0;
  1138. status = status_get_status_data(bl);
  1139. if (status == &dummy_status)
  1140. return 0;
  1141. if (hp > status->max_hp) hp = status->max_hp;
  1142. if (hp == status->hp) return 0;
  1143. if (hp > status->hp)
  1144. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1145. return status_zap(bl, status->hp - hp, 0);
  1146. }
  1147. /**
  1148. * Sets SP to a given value
  1149. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1150. * @param sp: What the SP is to be set as
  1151. * @param flag: Used in case final value is higher than current
  1152. * Use 2 to display healing effect
  1153. * @return heal or zapped SP if valid
  1154. **/
  1155. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1156. {
  1157. struct status_data *status;
  1158. status = status_get_status_data(bl);
  1159. if (status == &dummy_status)
  1160. return 0;
  1161. if (sp > status->max_sp) sp = status->max_sp;
  1162. if (sp == status->sp) return 0;
  1163. if (sp > status->sp)
  1164. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1165. return status_zap(bl, 0, status->sp - sp);
  1166. }
  1167. /**
  1168. * Takes HP/SP from an Object
  1169. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1170. * @param hp: How much HP to charge
  1171. * @param sp: How much SP to charge
  1172. * @return hp+sp through status_damage()
  1173. * Note: HP/SP are integer values, not percentages. Values should be
  1174. * calculated either within function call or before
  1175. **/
  1176. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1177. {
  1178. if(!(bl->type&BL_CONSUME))
  1179. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1180. return status_damage(NULL, bl, hp, sp, 0, 3);
  1181. }
  1182. /**
  1183. * Inflicts damage on the target with the according walkdelay.
  1184. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1185. * @param target: Target of the damage
  1186. * @param dhp: How much damage to HP
  1187. * @param dsp: How much damage to SP
  1188. * @param walkdelay: Amount of time before object can walk again
  1189. * @param flag: Damage flag decides various options
  1190. * flag&1: Passive damage - Does not trigger cancelling status changes
  1191. * flag&2: Fail if there is not enough to subtract
  1192. * flag&4: Mob does not give EXP/Loot if killed
  1193. * flag&8: Used to damage SP of a dead character
  1194. * @return hp+sp
  1195. * Note: HP/SP are integer values, not percentages. Values should be
  1196. * calculated either within function call or before
  1197. **/
  1198. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1199. {
  1200. struct status_data *status;
  1201. struct status_change *sc;
  1202. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1203. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1204. if(sp && !(target->type&BL_CONSUME))
  1205. sp = 0; // Not a valid SP target.
  1206. if (hp < 0) { // Assume absorbed damage.
  1207. status_heal(target, -hp, 0, 1);
  1208. hp = 0;
  1209. }
  1210. if (sp < 0) {
  1211. status_heal(target, 0, -sp, 1);
  1212. sp = 0;
  1213. }
  1214. if (target->type == BL_SKILL)
  1215. return (int)skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  1216. status = status_get_status_data(target);
  1217. if( status == &dummy_status )
  1218. return 0;
  1219. if ((unsigned int)hp >= status->hp) {
  1220. if (flag&2) return 0;
  1221. hp = status->hp;
  1222. }
  1223. if ((unsigned int)sp > status->sp) {
  1224. if (flag&2) return 0;
  1225. sp = status->sp;
  1226. }
  1227. if (!hp && !sp)
  1228. return 0;
  1229. if( !status->hp )
  1230. flag |= 8;
  1231. sc = status_get_sc(target);
  1232. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1233. hp = 1;
  1234. if( hp && !(flag&1) ) {
  1235. if( sc ) {
  1236. struct status_change_entry *sce;
  1237. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1238. status_change_end(target, SC_STONE, INVALID_TIMER);
  1239. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1240. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1241. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1242. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1243. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1244. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1245. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1246. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1247. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1248. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1249. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1250. /** [Skotlex]
  1251. * Endure count is only reduced by non-players on non-gvg maps.
  1252. * val4 signals infinite endure.
  1253. **/
  1254. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1255. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1256. }
  1257. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1258. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1259. if (sg) {
  1260. skill_delunitgroup(sg);
  1261. sce->val4 = 0;
  1262. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1263. }
  1264. }
  1265. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1266. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1267. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1268. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1269. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1270. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1271. }
  1272. unit_skillcastcancel(target, 2);
  1273. }
  1274. status->hp-= hp;
  1275. status->sp-= sp;
  1276. if (sc && hp && status->hp) {
  1277. if (sc->data[SC_AUTOBERSERK] &&
  1278. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1279. status->hp < status->max_hp>>2)
  1280. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1281. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1282. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1283. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1284. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1285. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1286. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1287. }
  1288. switch (target->type) {
  1289. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1290. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1291. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1292. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1293. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1294. }
  1295. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1296. unit_stop_walking( target, 1 );
  1297. }
  1298. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1299. if (walkdelay)
  1300. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1301. return (int)(hp+sp);
  1302. }
  1303. status->hp = 0;
  1304. /** [Skotlex]
  1305. * NOTE: These dead functions should return:
  1306. * 0: Death cancelled, auto-revived.
  1307. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1308. * &2: Remove object from map.
  1309. * &4: Delete object from memory. (One time spawn mobs)
  1310. **/
  1311. switch (target->type) {
  1312. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1313. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1314. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1315. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1316. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1317. default: // Unhandled case, do nothing to object.
  1318. flag = 0;
  1319. break;
  1320. }
  1321. if(!flag) // Death cancelled.
  1322. return (int)(hp+sp);
  1323. // Normal death
  1324. if (battle_config.clear_unit_ondeath &&
  1325. battle_config.clear_unit_ondeath&target->type)
  1326. skill_clear_unitgroup(target);
  1327. if(target->type&BL_REGEN) { // Reset regen ticks.
  1328. struct regen_data *regen = status_get_regen_data(target);
  1329. if (regen) {
  1330. memset(&regen->tick, 0, sizeof(regen->tick));
  1331. if (regen->sregen)
  1332. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1333. if (regen->ssregen)
  1334. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1335. }
  1336. }
  1337. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { // flag&8 = disable Kaizel
  1338. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1339. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1340. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1341. status_revive(target, 100, 100);
  1342. else
  1343. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1344. status_change_clear(target,0);
  1345. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1346. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1347. if( target->type == BL_MOB )
  1348. ((TBL_MOB*)target)->state.rebirth = 1;
  1349. return (int)(hp+sp);
  1350. }
  1351. if(target->type == BL_PC) {
  1352. TBL_PC *sd = BL_CAST(BL_PC,target);
  1353. TBL_HOM *hd = sd->hd;
  1354. if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]) {
  1355. status_change_clear(target,0);
  1356. clif_skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill_get_ele(MH_LIGHT_OF_REGENE, 1), 10); // just to display usage
  1357. clif_skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,hd->sc.data[SC_LIGHT_OF_REGENE]->val2,0));
  1358. status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
  1359. return (int)(hp+sp);
  1360. }
  1361. }
  1362. 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.
  1363. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1364. status_change_clear(target,0);
  1365. ((TBL_MOB*)target)->state.rebirth = 1;
  1366. return (int)(hp+sp);
  1367. }
  1368. status_change_clear(target,0);
  1369. if(flag&4) // Delete from memory. (also invokes map removal code)
  1370. unit_free(target,CLR_DEAD);
  1371. else if(flag&2) // remove from map
  1372. unit_remove_map(target,CLR_DEAD);
  1373. else { // Some death states that would normally be handled by unit_remove_map
  1374. unit_stop_attack(target);
  1375. unit_stop_walking(target,1);
  1376. unit_skillcastcancel(target,0);
  1377. clif_clearunit_area(target,CLR_DEAD);
  1378. skill_unit_move(target,gettick(),4);
  1379. skill_cleartimerskill(target);
  1380. }
  1381. // Always run NPC scripts for players last
  1382. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1383. //cf SC_REBIRTH, SC_LIGHT_OF_REGENE, SC_KAIZEL, pc_dead...
  1384. if(target->type == BL_PC) {
  1385. TBL_PC *sd = BL_CAST(BL_PC,target);
  1386. if( sd->bg_id ) {
  1387. struct battleground_data *bg;
  1388. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1389. npc_event(sd, bg->die_event, 0);
  1390. }
  1391. npc_script_event(sd,NPCE_DIE);
  1392. }
  1393. return (int)(hp+sp);
  1394. }
  1395. /**
  1396. * Heals an object
  1397. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1398. * @param hhp: How much HP to heal
  1399. * @param hsp: How much SP to heal
  1400. * @param flag: Whether it's Forced(&1) or gives HP/SP(&2) heal effect \n
  1401. * Forced healing overrides heal impedement statuses (Berserk)
  1402. * @return hp+sp
  1403. **/
  1404. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1405. {
  1406. struct status_data *status;
  1407. struct status_change *sc;
  1408. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1409. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1410. status = status_get_status_data(bl);
  1411. if (status == &dummy_status || !status->hp)
  1412. return 0;
  1413. sc = status_get_sc(bl);
  1414. if (sc && !sc->count)
  1415. sc = NULL;
  1416. if (hp < 0) {
  1417. if (hp == INT_MIN) hp++; // -INT_MIN == INT_MIN in some architectures!
  1418. status_damage(NULL, bl, -hp, 0, 0, 1);
  1419. hp = 0;
  1420. }
  1421. if(hp) {
  1422. if( sc && (sc->data[SC_BERSERK]) ) {
  1423. if( flag&1 )
  1424. flag &= ~2;
  1425. else
  1426. hp = 0;
  1427. }
  1428. if((unsigned int)hp > status->max_hp - status->hp)
  1429. hp = status->max_hp - status->hp;
  1430. }
  1431. if(sp < 0) {
  1432. if (sp==INT_MIN) sp++;
  1433. status_damage(NULL, bl, 0, -sp, 0, 1);
  1434. sp = 0;
  1435. }
  1436. if(sp) {
  1437. if((unsigned int)sp > status->max_sp - status->sp)
  1438. sp = status->max_sp - status->sp;
  1439. }
  1440. if(!sp && !hp) return 0;
  1441. status->hp+= hp;
  1442. status->sp+= sp;
  1443. if(hp && sc &&
  1444. sc->data[SC_AUTOBERSERK] &&
  1445. sc->data[SC_PROVOKE] &&
  1446. sc->data[SC_PROVOKE]->val2==1 &&
  1447. status->hp>=status->max_hp>>2
  1448. ) // End auto berserk.
  1449. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1450. // Send HP update to client
  1451. switch(bl->type) {
  1452. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1453. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1454. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1455. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1456. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1457. }
  1458. return (int)hp+sp;
  1459. }
  1460. /**
  1461. * Applies percentage based damage to a unit
  1462. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded
  1463. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1464. * @param target: Object to modify HP/SP
  1465. * @param hp_rate: Percentage of HP to modify
  1466. * @param sp_rate: Percentage of SP to modify
  1467. * @param flag: \n
  1468. * 0: Heal target \n
  1469. * 2: Target must not die from subtraction
  1470. * @return hp+sp through status_heal()
  1471. **/
  1472. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1473. {
  1474. struct status_data *status;
  1475. unsigned int hp =0, sp = 0;
  1476. status = status_get_status_data(target);
  1477. // It's safe now [MarkZD]
  1478. if (hp_rate > 99)
  1479. hp = status->hp;
  1480. else if (hp_rate > 0)
  1481. hp = status->hp>10000?
  1482. hp_rate*(status->hp/100):
  1483. ((int64)hp_rate*status->hp)/100;
  1484. else if (hp_rate < -99)
  1485. hp = status->max_hp;
  1486. else if (hp_rate < 0)
  1487. hp = status->max_hp>10000?
  1488. (-hp_rate)*(status->max_hp/100):
  1489. ((int64)-hp_rate*status->max_hp)/100;
  1490. if (hp_rate && !hp)
  1491. hp = 1;
  1492. if (flag == 2 && hp >= status->hp)
  1493. hp = status->hp-1; // Must not kill target.
  1494. if (sp_rate > 99)
  1495. sp = status->sp;
  1496. else if (sp_rate > 0)
  1497. sp = ((int64)sp_rate*status->sp)/100;
  1498. else if (sp_rate < -99)
  1499. sp = status->max_sp;
  1500. else if (sp_rate < 0)
  1501. sp = ((int64)-sp_rate)*status->max_sp/100;
  1502. if (sp_rate && !sp)
  1503. sp = 1;
  1504. // Ugly check in case damage dealt is too much for the received args of
  1505. // status_heal / status_damage. [Skotlex]
  1506. if (hp > INT_MAX) {
  1507. hp -= INT_MAX;
  1508. if (flag)
  1509. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1510. else
  1511. status_heal(target, INT_MAX, 0, 0);
  1512. }
  1513. if (sp > INT_MAX) {
  1514. sp -= INT_MAX;
  1515. if (flag)
  1516. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1517. else
  1518. status_heal(target, 0, INT_MAX, 0);
  1519. }
  1520. if (flag)
  1521. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1522. return status_heal(target, hp, sp, 0);
  1523. }
  1524. /**
  1525. * Revives a unit
  1526. * @param bl: Object to revive [PC|MOB|HOM]
  1527. * @param per_hp: Percentage of HP to revive with
  1528. * @param per_sp: Percentage of SP to revive with
  1529. * @return Successful (1) or Invalid target (0)
  1530. **/
  1531. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1532. {
  1533. struct status_data *status;
  1534. unsigned int hp, sp;
  1535. if (!status_isdead(bl)) return 0;
  1536. status = status_get_status_data(bl);
  1537. if (status == &dummy_status)
  1538. return 0; // Invalid target.
  1539. hp = (int64)status->max_hp * per_hp/100;
  1540. sp = (int64)status->max_sp * per_sp/100;
  1541. if(hp > status->max_hp - status->hp)
  1542. hp = status->max_hp - status->hp;
  1543. else if (per_hp && !hp)
  1544. hp = 1;
  1545. if(sp > status->max_sp - status->sp)
  1546. sp = status->max_sp - status->sp;
  1547. else if (per_sp && !sp)
  1548. sp = 1;
  1549. status->hp += hp;
  1550. status->sp += sp;
  1551. if (bl->prev) // Animation only if character is already on a map.
  1552. clif_resurrection(bl, 1);
  1553. switch (bl->type) {
  1554. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1555. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1556. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1557. }
  1558. return 1;
  1559. }
  1560. /** [Skotlex]
  1561. * Checks whether the src can use the skill on the target,
  1562. * taking into account status/option of both source/target
  1563. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1564. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1565. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1566. target MAY be NULL, which checks if src can cast skill_id on the ground
  1567. * @param skill_id: Skill ID being used on target
  1568. * @param flag: 0 - Trying to use skill on target
  1569. * 1 - Cast bar is done
  1570. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1571. * @return src can use skill (1) or cannot use skill (0)
  1572. **/
  1573. int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
  1574. {
  1575. struct status_data *status;
  1576. struct status_change *sc=NULL, *tsc;
  1577. int hide_flag;
  1578. status = src?status_get_status_data(src):&dummy_status;
  1579. if (src && src->type != BL_PC && status_isdead(src))
  1580. return 0;
  1581. if (!skill_id) { // Normal attack checks.
  1582. // This mode is only needed for melee attacking.
  1583. if (!(status->mode&MD_CANATTACK))
  1584. return 0;
  1585. // Dead state is not checked for skills as some skills can be used
  1586. // on dead characters, said checks are left to skill.c [Skotlex]
  1587. if (target && status_isdead(target))
  1588. return 0;
  1589. if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
  1590. return 0;
  1591. }
  1592. switch( skill_id ) {
  1593. case PA_PRESSURE:
  1594. if( flag && target ) {
  1595. // Gloria Avoids pretty much everything....
  1596. tsc = status_get_sc(target);
  1597. if(tsc && tsc->option&OPTION_HIDE)
  1598. return 0;
  1599. }
  1600. break;
  1601. case GN_WALLOFTHORN:
  1602. if( target && status_isdead(target) )
  1603. return 0;
  1604. break;
  1605. case AL_TELEPORT:
  1606. case ALL_ODINS_POWER:
  1607. // Should fail when used on top of Land Protector [Skotlex]
  1608. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1609. && !(status->mode&MD_BOSS)
  1610. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1611. return 0;
  1612. break;
  1613. default:
  1614. break;
  1615. }
  1616. if ( src ) sc = status_get_sc(src);
  1617. if( sc && sc->count ) {
  1618. if((sc->data[SC_ASH] && rnd()%2)) {
  1619. if(src->type==BL_PC) clif_skill_fail((TBL_PC*)src,skill_id,0,0);
  1620. return 0;
  1621. }
  1622. if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1623. if (flag != 1) // Can't cast, casted stuff can't damage.
  1624. return 0;
  1625. if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
  1626. return 0; // Targetted spells can't come off.
  1627. }
  1628. if (
  1629. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1630. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1631. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1632. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1633. )
  1634. return 0;
  1635. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1636. if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
  1637. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1638. clif_emotion(src, E_LV);
  1639. return 0;
  1640. }
  1641. if (sc->data[SC_BLADESTOP]) {
  1642. switch (sc->data[SC_BLADESTOP]->val1) {
  1643. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1644. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1645. case 3: if (skill_id == MO_INVESTIGATE) break;
  1646. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1647. default: return 0;
  1648. }
  1649. }
  1650. if (sc->data[SC_DANCING] && flag!=2) {
  1651. if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
  1652. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1653. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1654. return 0;
  1655. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1656. if (skill_id == BD_ENCORE ||
  1657. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1658. )
  1659. return 0;
  1660. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1661. return 0;
  1662. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1663. return 0; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1664. }
  1665. if (skill_id && // Do not block item-casted skills.
  1666. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1667. ) { // Skills blocked through status changes...
  1668. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1669. sc->cant.cast ||
  1670. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1671. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1672. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1673. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1674. ))
  1675. return 0;
  1676. // Skill blocking.
  1677. if (
  1678. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1679. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1680. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1681. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1682. )
  1683. return 0;
  1684. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
  1685. switch(skill_id) { // !TODO: make this a flag in skill_db?
  1686. // Skills that can be used even under Man Hole effects.
  1687. case SC_SHADOWFORM:
  1688. case SC_STRIPACCESSARY:
  1689. break;
  1690. default:
  1691. return 0;
  1692. }
  1693. }
  1694. }
  1695. }
  1696. if (sc) {
  1697. if (sc->option) {
  1698. if ((sc->option&OPTION_HIDE) && src->type == BL_PC &&( !skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  1699. // Non players can use all skills while hidden.
  1700. return 0;
  1701. }
  1702. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  1703. return 0;
  1704. }
  1705. if (sc->data[SC_ALL_RIDING])
  1706. return 0; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1707. }
  1708. if (target == NULL || target == src) // No further checking needed.
  1709. return 1;
  1710. tsc = status_get_sc(target);
  1711. if(tsc && tsc->count) {
  1712. /**
  1713. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  1714. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  1715. **/
  1716. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  1717. return 0;
  1718. if(!skill_id && tsc->data[SC_TRICKDEAD])
  1719. return 0;
  1720. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  1721. && tsc->data[SC_FREEZE])
  1722. return 0;
  1723. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1724. return 0;
  1725. }
  1726. // If targetting, cloak+hide protect you, otherwise only hiding does.
  1727. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1728. // You cannot hide from ground skills.
  1729. if( skill_get_ele(skill_id,1) == ELE_EARTH ) // !TODO: Need Skill Lv here :/
  1730. hide_flag &= ~OPTION_HIDE;
  1731. switch( target->type ) {
  1732. case BL_PC: {
  1733. struct map_session_data *sd = (TBL_PC*) target;
  1734. bool is_boss = (status->mode&MD_BOSS);
  1735. bool is_detect = ((status->mode&MD_DETECTOR)?true:false);// god-knows-why gcc doesn't shut up until this happens
  1736. if (pc_isinvisible(sd))
  1737. return 0;
  1738. if (tsc->option&hide_flag && !is_boss &&
  1739. ((sd->special_state.perfect_hiding || !is_detect) ||
  1740. (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
  1741. return 0;
  1742. if( tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  1743. return 0;
  1744. if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
  1745. return 0;
  1746. if( tsc->data[SC_STEALTHFIELD] && !is_boss )
  1747. return 0;
  1748. }
  1749. break;
  1750. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1751. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1752. if (status->mode&MD_LOOTER)
  1753. return 1;
  1754. return 0;
  1755. case BL_HOM:
  1756. case BL_MER:
  1757. case BL_ELEM:
  1758. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1759. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1760. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1761. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1762. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  1763. return 0; // Can't use Potion Pitcher on Mercenaries
  1764. default:
  1765. // Check for chase-walk/hiding/cloaking opponents.
  1766. if( tsc ) {
  1767. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1768. return 0;
  1769. }
  1770. }
  1771. return 1;
  1772. }
  1773. /**
  1774. * Checks whether the src can see the target
  1775. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1776. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1777. * @return src can see (1) or target is invisible (0)
  1778. **/
  1779. int status_check_visibility(struct block_list *src, struct block_list *target)
  1780. {
  1781. int view_range;
  1782. struct status_data* status = status_get_status_data(src);
  1783. struct status_change* tsc = status_get_sc(target);
  1784. switch (src->type) {
  1785. case BL_MOB:
  1786. view_range = ((TBL_MOB*)src)->min_chase;
  1787. break;
  1788. case BL_PET:
  1789. view_range = ((TBL_PET*)src)->db->range2;
  1790. break;
  1791. default:
  1792. view_range = AREA_SIZE;
  1793. }
  1794. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1795. return 0;
  1796. if( tsc && tsc->data[SC_STEALTHFIELD] )
  1797. return 0;
  1798. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  1799. case BL_PC:
  1800. if ( tsc && tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
  1801. return 0;
  1802. if ( tsc && tsc->data[SC__FEINTBOMB] && !(status->mode&MD_BOSS || status->mode&MD_DETECTOR) )
  1803. return 0;
  1804. if( ( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE])) && !(status->mode&MD_BOSS) &&
  1805. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1806. return 0;
  1807. break;
  1808. default:
  1809. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1810. return 0;
  1811. }
  1812. return 1;
  1813. }
  1814. /**
  1815. * Base ASPD value taken from the job tables
  1816. * @param sd: Player object
  1817. * @param status: Player status
  1818. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  1819. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  1820. **/
  1821. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1822. {
  1823. int amotion;
  1824. int classidx = pc_class2idx(sd->status.class_);
  1825. #ifdef RENEWAL_ASPD
  1826. short mod = -1;
  1827. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  1828. case W_DAGGER: mod = 0; break; // 0, 1, 1
  1829. case W_1HSWORD:
  1830. case W_1HAXE: mod = 1;
  1831. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  1832. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  1833. }
  1834. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  1835. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1836. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  1837. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  1838. - job_info[classidx].aspd_base[sd->weapontype2]
  1839. + job_info[classidx].aspd_base[sd->weapontype1]);
  1840. if ( sd->status.shield )
  1841. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  1842. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  1843. #else
  1844. // Base weapon delay
  1845. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1846. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  1847. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  1848. // Percentual delay reduction from stats
  1849. amotion -= amotion * (4*status->agi + status->dex)/1000;
  1850. #endif
  1851. // Raw delay adjustment from bAspd bonus
  1852. amotion += sd->bonus.aspd_add;
  1853. return amotion;
  1854. }
  1855. /**
  1856. * Base attack value calculated for units
  1857. * @param bl: Object to get attack for [PC|HOM]
  1858. * @param status: Object status
  1859. * @return base attack
  1860. * Note: Function only calculates Homunculus bATK in RENEWAL
  1861. **/
  1862. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1863. {
  1864. int flag = 0, str, dex,
  1865. #ifdef RENEWAL
  1866. rstr,
  1867. #endif
  1868. dstr;
  1869. if(!(bl->type&battle_config.enable_baseatk))
  1870. return 0;
  1871. if (bl->type == BL_PC)
  1872. switch(((TBL_PC*)bl)->status.weapon) {
  1873. case W_BOW:
  1874. case W_MUSICAL:
  1875. case W_WHIP:
  1876. case W_REVOLVER:
  1877. case W_RIFLE:
  1878. case W_GATLING:
  1879. case W_SHOTGUN:
  1880. case W_GRENADE:
  1881. flag = 1;
  1882. }
  1883. if (flag) {
  1884. #ifdef RENEWAL
  1885. rstr =
  1886. #endif
  1887. str = status->dex;
  1888. dex = status->str;
  1889. } else {
  1890. #ifdef RENEWAL
  1891. rstr =
  1892. #endif
  1893. str = status->str;
  1894. dex = status->dex;
  1895. }
  1896. /** [Skotlex]
  1897. * Normally only players have base-atk, but homunc have a different batk
  1898. * equation, hinting that perhaps non-players should use this for batk.
  1899. **/
  1900. #ifdef RENEWAL
  1901. if (bl->type == BL_HOM)
  1902. str = (int)(floor((rstr + dex + status->luk) / 3) + floor(((TBL_HOM*)bl)->homunculus.level / 10));
  1903. #endif
  1904. dstr = str/10;
  1905. str += dstr*dstr;
  1906. if (bl->type == BL_PC) {
  1907. #ifdef RENEWAL
  1908. str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  1909. #else
  1910. str+= dex/5 + status->luk/5;
  1911. #endif
  1912. }
  1913. return cap_value(str, 0, USHRT_MAX);
  1914. }
  1915. #ifdef RENEWAL
  1916. /**
  1917. * Weapon attack value calculated for Players
  1918. * @param wa: Weapon attack
  1919. * @param status: Player status
  1920. * @return weapon attack
  1921. **/
  1922. unsigned int status_weapon_atk(struct weapon_atk wa, struct status_data *status)
  1923. {
  1924. float str = status->str;
  1925. if (wa.range > 1)
  1926. str = status->dex;
  1927. // wa.at2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  1928. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200));
  1929. }
  1930. #endif
  1931. #ifndef RENEWAL
  1932. static inline unsigned short status_base_matk_min(const struct status_data* status) { return status->int_+(status->int_/7)*(status->int_/7); }
  1933. static inline unsigned short status_base_matk_max(const struct status_data* status) { return status->int_+(status->int_/5)*(status->int_/5); }
  1934. #else
  1935. unsigned short status_base_matk(const struct status_data* status, int level) { return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
  1936. #endif
  1937. /**
  1938. * Fills in the misc data that can be calculated from the other status info (except for level)
  1939. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  1940. * @param status: Player status
  1941. **/
  1942. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1943. {
  1944. int stat;
  1945. // Non players get the value set, players need to stack with previous bonuses.
  1946. if( bl->type != BL_PC )
  1947. status->batk =
  1948. status->hit = status->flee =
  1949. status->def2 = status->mdef2 =
  1950. status->cri = status->flee2 = 0;
  1951. #ifdef RENEWAL // Renewal formulas
  1952. if (bl->type == BL_MOB) {
  1953. //Hit
  1954. stat = status->hit;
  1955. stat += level + status->dex + 175;
  1956. status->hit = cap_value(stat,1,SHRT_MAX);
  1957. //Flee
  1958. stat = status->flee;
  1959. stat += level + status->agi + 100;
  1960. status->flee = cap_value(stat,1,SHRT_MAX);
  1961. } else if (bl->type == BL_HOM) {
  1962. status->hit = cap_value(level + status->dex + 150,1,SHRT_MAX); // base level + dex + 150
  1963. status->flee = cap_value(level + status->agi + level/10,1,SHRT_MAX); // base level + agi + base level/10
  1964. } else {
  1965. //Hit
  1966. stat = status->hit;
  1967. stat += level + status->dex + status->luk/3 + 175; // base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  1968. status->hit = cap_value(stat,1,SHRT_MAX);
  1969. //Flee
  1970. stat = status->flee;
  1971. stat += level + status->agi + status->luk/5 + 100; // base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  1972. status->flee = cap_value(stat,1,SHRT_MAX);
  1973. }
  1974. status->matk_min = status->matk_max = status_base_matk(status, level);
  1975. //Def2
  1976. stat = status->def2;
  1977. stat += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); // base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  1978. status->def2 = cap_value(stat,0,SHRT_MAX);
  1979. //MDef2
  1980. stat = status->mdef2;
  1981. stat += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); // (every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  1982. status->mdef2 = cap_value(stat,0,SHRT_MAX);
  1983. #else
  1984. status->matk_min = status_base_matk_min(status);
  1985. status->matk_max = status_base_matk_max(status);
  1986. //Hit
  1987. stat = status->hit;
  1988. stat += level + status->dex;
  1989. status->hit = cap_value(stat,1,SHRT_MAX);
  1990. //Flee
  1991. stat = status->flee;
  1992. stat += level + status->agi;
  1993. status->flee = cap_value(stat,1,SHRT_MAX);
  1994. //Def2
  1995. stat = status->def2;
  1996. stat += status->vit;
  1997. status->def2 = cap_value(stat,0,SHRT_MAX);
  1998. //MDef2
  1999. stat = status->mdef2;
  2000. stat += status->int_ + (status->vit>>1);
  2001. status->mdef2 = cap_value(stat,0,SHRT_MAX);
  2002. #endif
  2003. //Critical
  2004. if( bl->type&battle_config.enable_critical ) {
  2005. stat = status->cri;
  2006. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2007. status->cri = cap_value(stat,1,SHRT_MAX);
  2008. }
  2009. else
  2010. status->cri = 0;
  2011. if (bl->type&battle_config.enable_perfect_flee) {
  2012. stat = status->flee2;
  2013. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2014. status->flee2 = cap_value(stat,0,SHRT_MAX);
  2015. }
  2016. else
  2017. status->flee2 = 0;
  2018. if (status->batk) {
  2019. int temp = status->batk + status_base_atk(bl, status);
  2020. status->batk = cap_value(temp, 0, USHRT_MAX);
  2021. } else
  2022. status->batk = status_base_atk(bl, status);
  2023. if (status->cri)
  2024. switch (bl->type) {
  2025. case BL_MOB:
  2026. if(battle_config.mob_critical_rate != 100)
  2027. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2028. if(!status->cri && battle_config.mob_critical_rate)
  2029. status->cri = 10;
  2030. break;
  2031. case BL_PC:
  2032. // Players don't have a critical adjustment setting as of yet.
  2033. break;
  2034. default:
  2035. if(battle_config.critical_rate != 100)
  2036. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2037. if (!status->cri && battle_config.critical_rate)
  2038. status->cri = 10;
  2039. }
  2040. if(bl->type&BL_REGEN)
  2041. status_calc_regen(bl, status, status_get_regen_data(bl));
  2042. }
  2043. /** [Skotlex]
  2044. * Calculates the initial status for the given mob
  2045. * @param md: Mob object
  2046. * @param first: Whether or not it is the first calculation
  2047. This will only be false when a mob levels up (Regular and WoE Guardians)
  2048. * @return 1 for calculated special statuses or 0 for none
  2049. **/
  2050. int status_calc_mob_(struct mob_data* md, bool first)
  2051. {
  2052. struct status_data *status;
  2053. struct block_list *mbl = NULL;
  2054. int flag=0;
  2055. if(first) { // Set basic level on respawn.
  2056. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2057. ;
  2058. else
  2059. md->level = md->db->lv;
  2060. }
  2061. // Check if we need custom base-status
  2062. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2063. flag|=1;
  2064. if (md->special_state.size)
  2065. flag|=2;
  2066. if (md->guardian_data && md->guardian_data->guardup_lv)
  2067. flag|=4;
  2068. if (md->mob_id == MOBID_EMPERIUM)
  2069. flag|=4;
  2070. if (battle_config.slaves_inherit_speed && md->master_id)
  2071. flag|=8;
  2072. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2073. flag|=16;
  2074. if (!flag) { // No special status required.
  2075. if (md->base_status) {
  2076. aFree(md->base_status);
  2077. md->base_status = NULL;
  2078. }
  2079. if(first)
  2080. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2081. return 0;
  2082. }
  2083. if (!md->base_status)
  2084. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2085. status = md->base_status;
  2086. memcpy(status, &md->db->status, sizeof(struct status_data));
  2087. if (flag&(8|16))
  2088. mbl = map_id2bl(md->master_id);
  2089. if (flag&8 && mbl) {
  2090. struct status_data *mstatus = status_get_base_status(mbl);
  2091. if (mstatus &&
  2092. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  2093. status->speed = mstatus->speed;
  2094. if( status->speed < 2 ) // Minimum for the unit to function properly
  2095. status->speed = 2;
  2096. }
  2097. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2098. int diff = md->level - md->db->lv;
  2099. status->str+= diff;
  2100. status->agi+= diff;
  2101. status->vit+= diff;
  2102. status->int_+= diff;
  2103. status->dex+= diff;
  2104. status->luk+= diff;
  2105. status->max_hp += diff*status->vit;
  2106. status->max_sp += diff*status->int_;
  2107. status->hp = status->max_hp;
  2108. status->sp = status->max_sp;
  2109. status->speed -= cap_value(diff, 0, status->speed - 10);
  2110. }
  2111. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2112. if (md->special_state.size==SZ_MEDIUM) {
  2113. status->max_hp>>=1;
  2114. status->max_sp>>=1;
  2115. if (!status->max_hp) status->max_hp = 1;
  2116. if (!status->max_sp) status->max_sp = 1;
  2117. status->hp=status->max_hp;
  2118. status->sp=status->max_sp;
  2119. status->str>>=1;
  2120. status->agi>>=1;
  2121. status->vit>>=1;
  2122. status->int_>>=1;
  2123. status->dex>>=1;
  2124. status->luk>>=1;
  2125. if (!status->str) status->str = 1;
  2126. if (!status->agi) status->agi = 1;
  2127. if (!status->vit) status->vit = 1;
  2128. if (!status->int_) status->int_ = 1;
  2129. if (!status->dex) status->dex = 1;
  2130. if (!status->luk) status->luk = 1;
  2131. } else if (md->special_state.size==SZ_BIG) {
  2132. status->max_hp<<=1;
  2133. status->max_sp<<=1;
  2134. status->hp=status->max_hp;
  2135. status->sp=status->max_sp;
  2136. status->str<<=1;
  2137. status->agi<<=1;
  2138. status->vit<<=1;
  2139. status->int_<<=1;
  2140. status->dex<<=1;
  2141. status->luk<<=1;
  2142. }
  2143. }
  2144. status_calc_misc(&md->bl, status, md->level);
  2145. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2146. struct guild_castle *gc;
  2147. gc=guild_mapname2gc(map[md->bl.m].name);
  2148. if (!gc)
  2149. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2150. else
  2151. if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2152. #ifdef RENEWAL
  2153. status->max_hp += 50 * gc->defense;
  2154. status->max_sp += 70 * gc->defense;
  2155. #else
  2156. status->max_hp += 1000 * gc->defense;
  2157. status->max_sp += 200 * gc->defense;
  2158. #endif
  2159. status->hp = status->max_hp;
  2160. status->sp = status->max_sp;
  2161. status->def += (gc->defense+2)/3;
  2162. status->mdef += (gc->defense+2)/3;
  2163. }
  2164. if(md->mob_id != MOBID_EMPERIUM) {
  2165. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2166. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2167. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2168. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2169. }
  2170. }
  2171. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2172. struct unit_data *ud = unit_bl2ud(mbl);
  2173. // Remove special AI when this is used by regular mobs.
  2174. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2175. md->special_state.ai = AI_NONE;
  2176. if (ud) {
  2177. // Different levels of HP according to skill level
  2178. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2179. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2180. switch(ud->skill_id) {
  2181. case AM_SPHEREMINE:
  2182. status->max_hp = 2000 + 400*ud->skill_lv;
  2183. break;
  2184. case KO_ZANZOU:
  2185. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2186. break;
  2187. case AM_CANNIBALIZE:
  2188. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2189. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  2190. break;
  2191. case MH_SUMMON_LEGION:
  2192. {
  2193. int homblvl = status_get_lv(mbl);
  2194. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2195. status->batk = 100 * (ud->skill_lv+5) / 2;
  2196. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2197. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2198. // status->aspd_rate = max(100,status->aspd_rate);
  2199. break;
  2200. }
  2201. case NC_SILVERSNIPER:
  2202. {
  2203. struct status_data *mstatus = status_get_status_data(mbl);
  2204. if(!mstatus)
  2205. break;
  2206. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2207. status->batk = 200 * ud->skill_lv;
  2208. break;
  2209. }
  2210. case NC_MAGICDECOY:
  2211. {
  2212. struct status_data *mstatus = status_get_status_data(mbl);
  2213. if(!mstatus)
  2214. break;
  2215. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2216. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2217. break;
  2218. }
  2219. }
  2220. status->hp = status->max_hp;
  2221. }
  2222. }
  2223. if( first ) // Initial battle status
  2224. memcpy(&md->status, status, sizeof(struct status_data));
  2225. return 1;
  2226. }
  2227. /** [Skotlex]
  2228. * Calculates the stats of the given pet
  2229. * @param pd: Pet object
  2230. * @param first: Whether or not it is the first calculation
  2231. This will only be false when a pet levels up
  2232. * @return 1
  2233. **/
  2234. int status_calc_pet_(struct pet_data *pd, bool first)
  2235. {
  2236. nullpo_ret(pd);
  2237. if (first) {
  2238. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2239. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2240. pd->status.class_ = CLASS_NORMAL;
  2241. pd->status.speed = pd->petDB->speed;
  2242. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2243. // Attack support requires the pet to be able to attack
  2244. pd->status.mode |= MD_CANATTACK;
  2245. }
  2246. }
  2247. if (battle_config.pet_lv_rate && pd->master) {
  2248. struct map_session_data *sd = pd->master;
  2249. int lv;
  2250. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2251. if (lv < 0)
  2252. lv = 1;
  2253. if (lv != pd->pet.level || first) {
  2254. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2255. pd->pet.level = lv;
  2256. if (!first) // Lv Up animation
  2257. clif_misceffect(&pd->bl, 0);
  2258. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2259. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2260. status->str = (bstat->str*lv)/pd->db->lv;
  2261. status->agi = (bstat->agi*lv)/pd->db->lv;
  2262. status->vit = (bstat->vit*lv)/pd->db->lv;
  2263. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2264. status->dex = (bstat->dex*lv)/pd->db->lv;
  2265. status->luk = (bstat->luk*lv)/pd->db->lv;
  2266. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2267. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2268. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2269. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2270. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2271. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2272. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2273. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2274. status_calc_misc(&pd->bl, &pd->status, lv);
  2275. if (!first) // Not done the first time because the pet is not visible yet
  2276. clif_send_petstatus(sd);
  2277. }
  2278. } else if (first) {
  2279. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2280. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2281. pd->pet.level = pd->db->lv;
  2282. }
  2283. // Support rate modifier (1000 = 100%)
  2284. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  2285. if(battle_config.pet_support_rate != 100)
  2286. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  2287. return 1;
  2288. }
  2289. /** [Cydh]
  2290. * Get HP bonus modifiers
  2291. * @param bl: block_list that will be checked
  2292. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2293. * @return bonus: total bonus for HP
  2294. */
  2295. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2296. int bonus = 0;
  2297. if (type == STATUS_BONUS_FIX) {
  2298. struct status_change *sc = status_get_sc(bl);
  2299. //Only for BL_PC
  2300. if (bl->type == BL_PC) {
  2301. struct map_session_data *sd = map_id2sd(bl->id);
  2302. int8 i;
  2303. bonus += sd->bonus.hp;
  2304. if ((i=pc_checkskill(sd,CR_TRUST)) > 0)
  2305. bonus += i * 200;
  2306. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2307. bonus *= 3; // Triple max HP for top ranking Taekwons over level 90.
  2308. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2309. bonus += 2000; // Supernovice lvl99 hp bonus.
  2310. }
  2311. //Bonus by SC
  2312. if (sc) {
  2313. if(sc->data[SC_INCMHP])
  2314. bonus += sc->data[SC_INCMHP]->val1;
  2315. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2316. bonus += 500;
  2317. if(sc->data[SC_LERADSDEW])
  2318. bonus += sc->data[SC_LERADSDEW]->val3;
  2319. if(sc->data[SC_INSPIRATION])
  2320. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2321. if(sc->data[SC_SOLID_SKIN_OPTION])
  2322. bonus += 2000;
  2323. if(sc->data[SC_MARIONETTE])
  2324. bonus -= 1000;
  2325. }
  2326. }
  2327. else if (type == STATUS_BONUS_RATE) {
  2328. struct status_change *sc = status_get_sc(bl);
  2329. //Only for BL_PC
  2330. if (bl->type == BL_PC) {
  2331. struct map_session_data *sd = map_id2sd(bl->id);
  2332. bonus += sd->hprate;
  2333. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2334. //+200% for top ranking Taekwons over level 90.
  2335. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id,MAPID_TAEKWON))
  2336. bonus += 200;
  2337. }
  2338. //Bonus by SC
  2339. if (sc) {
  2340. //Increasing
  2341. if(sc->data[SC_INCMHPRATE])
  2342. bonus += sc->data[SC_INCMHPRATE]->val1;
  2343. if(sc->data[SC_APPLEIDUN])
  2344. bonus += sc->data[SC_APPLEIDUN]->val2;
  2345. if(sc->data[SC_DELUGE])
  2346. bonus += sc->data[SC_DELUGE]->val2;
  2347. if(sc->data[SC_BERSERK])
  2348. bonus += 200; //+200%
  2349. if(sc->data[SC_MERC_HPUP])
  2350. bonus += sc->data[SC_MERC_HPUP]->val2;
  2351. if(sc->data[SC_EPICLESIS])
  2352. bonus += sc->data[SC_EPICLESIS]->val2;
  2353. if(sc->data[SC_FRIGG_SONG])
  2354. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2355. if(sc->data[SC_FORCEOFVANGUARD])
  2356. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2357. if(sc->data[SC_INSPIRATION])
  2358. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2359. if(sc->data[SC_RAISINGDRAGON])
  2360. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2361. if(sc->data[SC_GT_REVITALIZE])
  2362. bonus += (2 * sc->data[SC_GT_REVITALIZE]->val1);
  2363. if(sc->data[SC_MUSTLE_M])
  2364. bonus += sc->data[SC_MUSTLE_M]->val1;
  2365. if(sc->data[SC_ANGRIFFS_MODUS])
  2366. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2367. if(sc->data[SC_PETROLOGY_OPTION])
  2368. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2369. if(sc->data[SC_POWER_OF_GAIA])
  2370. bonus += sc->data[SC_POWER_OF_GAIA]->val2;
  2371. if(sc->data[SC_CURSED_SOIL_OPTION])
  2372. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2373. //Decreasing
  2374. if(sc->data[SC_VENOMBLEED])
  2375. bonus -= 15;
  2376. if(sc->data[SC_BEYONDOFWARCRY])
  2377. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2378. if(sc->data[SC__WEAKNESS])
  2379. bonus -= sc->data[SC__WEAKNESS]->val2;
  2380. if(sc->data[SC_MYSTERIOUS_POWDER])
  2381. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2382. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2383. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2384. if(sc->data[SC_EQC])
  2385. bonus -= sc->data[SC_EQC]->val4;
  2386. }
  2387. }
  2388. return min(bonus,INT_MAX);
  2389. }
  2390. /** [Cydh]
  2391. * Get SP bonus modifiers
  2392. * @param bl: block_list that will be checked
  2393. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2394. * @return bonus: total bonus for SP
  2395. */
  2396. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2397. int bonus = 0;
  2398. if (type == STATUS_BONUS_FIX) {
  2399. struct status_change *sc = status_get_sc(bl);
  2400. //Only for BL_PC
  2401. if (bl->type == BL_PC) {
  2402. struct map_session_data *sd = map_id2sd(bl->id);
  2403. int8 i;
  2404. bonus += sd->bonus.sp;
  2405. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2406. bonus += 30 * i;
  2407. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2408. bonus += 200 + 20 * i;
  2409. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2410. bonus += 30 * i;
  2411. }
  2412. //Bonus by SC
  2413. if (sc) {
  2414. if(sc->data[SC_INCMSP])
  2415. bonus += (sc->data[SC_INCMSP]->val1);
  2416. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2417. bonus += 50;
  2418. }
  2419. }
  2420. else if (type == STATUS_BONUS_RATE) {
  2421. struct status_change *sc = status_get_sc(bl);
  2422. //Only for BL_PC
  2423. if (bl->type == BL_PC) {
  2424. struct map_session_data *sd = map_id2sd(bl->id);
  2425. int8 i;
  2426. bonus += sd->sprate;
  2427. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2428. if((i=pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2429. bonus += i;
  2430. if((i=pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2431. bonus += 2 * i;
  2432. //+200% for top ranking Taekwons over level 90.
  2433. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2434. bonus += 200;
  2435. }
  2436. //Bonus by SC
  2437. if (sc) {
  2438. if(sc->data[SC_INCMSPRATE])
  2439. bonus += sc->data[SC_INCMSPRATE]->val1;
  2440. if(sc->data[SC_RAISINGDRAGON])
  2441. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2442. if(sc->data[SC_SERVICE4U])
  2443. bonus += sc->data[SC_SERVICE4U]->val2;
  2444. if(sc->data[SC_MERC_SPUP])
  2445. bonus += sc->data[SC_MERC_SPUP]->val2;
  2446. if(sc->data[SC_LIFE_FORCE_F])
  2447. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2448. }
  2449. }
  2450. return min(bonus,INT_MAX);
  2451. }
  2452. /**
  2453. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2454. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2455. * @param sd Player
  2456. * @param stat Vit/Int of player as param modifier
  2457. * @param isHP true - calculates Max HP, false - calculated Max SP
  2458. * @return max The max value of HP or SP
  2459. **/
  2460. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2461. double max = 0;
  2462. uint16 idx, level, job_id;
  2463. nullpo_ret(sd);
  2464. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2465. idx = pc_class2idx(job_id);
  2466. level = max(sd->status.base_level,1);
  2467. if (isHP) { //Calculates MaxHP
  2468. max = job_info[idx].base_hp[level-1] * (1 + (max(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
  2469. max += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2470. max *= (1 + status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
  2471. }
  2472. else { //Calculates MaxSP
  2473. max = job_info[idx].base_sp[level-1] * (1 + (max(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:1);
  2474. max += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2475. max *= (1 + status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) * 0.01);
  2476. }
  2477. return cap_value((unsigned int)max,1,UINT_MAX);
  2478. }
  2479. /**
  2480. * Calculates player data from scratch without counting SC adjustments
  2481. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2482. * @param sd: Player object
  2483. * @param first: Whether it is first calc (login) or not
  2484. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2485. **/
  2486. int status_calc_pc_(struct map_session_data* sd, bool first)
  2487. {
  2488. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2489. struct status_data *status; ///< Pointer to the player's base status
  2490. const struct status_change *sc = &sd->sc;
  2491. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2492. int b_weight, b_max_weight, b_cart_weight_max, ///< Previous weight
  2493. i, index, skill,refinedef=0;
  2494. if (++calculating > 10) // Too many recursive calls!
  2495. return -1;
  2496. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2497. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2498. b_weight = sd->weight;
  2499. b_max_weight = sd->max_weight;
  2500. b_cart_weight_max = sd->cart_weight_max;
  2501. pc_calc_skilltree(sd); // SkillTree calculation
  2502. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base+sd->status.str*300;
  2503. if(first) {
  2504. // Load Hp/SP from char-received data.
  2505. sd->battle_status.hp = sd->status.hp;
  2506. sd->battle_status.sp = sd->status.sp;
  2507. sd->regen.sregen = &sd->sregen;
  2508. sd->regen.ssregen = &sd->ssregen;
  2509. sd->weight=0;
  2510. for(i=0;i<MAX_INVENTORY;i++) {
  2511. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  2512. continue;
  2513. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  2514. }
  2515. sd->cart_weight=0;
  2516. sd->cart_num=0;
  2517. for(i=0;i<MAX_CART;i++) {
  2518. if(sd->status.cart[i].nameid==0)
  2519. continue;
  2520. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  2521. sd->cart_num++;
  2522. }
  2523. }
  2524. status = &sd->base_status;
  2525. // These are not zeroed. [zzo]
  2526. sd->hprate=100;
  2527. sd->sprate=100;
  2528. sd->castrate=100;
  2529. sd->delayrate=100;
  2530. sd->dsprate=100;
  2531. sd->hprecov_rate = 100;
  2532. sd->sprecov_rate = 100;
  2533. sd->matk_rate = 100;
  2534. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2535. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2536. sd->regen.state.block = 0;
  2537. // Zeroed arrays, order follows the order in pc.h.
  2538. // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2539. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2540. + sizeof(sd->param_equip)
  2541. + sizeof(sd->subele)
  2542. + sizeof(sd->subrace)
  2543. + sizeof(sd->subclass)
  2544. + sizeof(sd->subrace2)
  2545. + sizeof(sd->subsize)
  2546. + sizeof(sd->reseff)
  2547. + sizeof(sd->weapon_coma_ele)
  2548. + sizeof(sd->weapon_coma_race)
  2549. + sizeof(sd->weapon_coma_class)
  2550. + sizeof(sd->weapon_atk)
  2551. + sizeof(sd->weapon_atk_rate)
  2552. + sizeof(sd->arrow_addele)
  2553. + sizeof(sd->arrow_addrace)
  2554. + sizeof(sd->arrow_addclass)
  2555. + sizeof(sd->arrow_addsize)
  2556. + sizeof(sd->magic_addele)
  2557. + sizeof(sd->magic_addrace)
  2558. + sizeof(sd->magic_addclass)
  2559. + sizeof(sd->magic_addsize)
  2560. + sizeof(sd->magic_atk_ele)
  2561. + sizeof(sd->critaddrace)
  2562. + sizeof(sd->expaddrace)
  2563. + sizeof(sd->expaddclass)
  2564. + sizeof(sd->ignore_def_by_race)
  2565. + sizeof(sd->ignore_mdef_by_race)
  2566. + sizeof(sd->ignore_mdef_by_class)
  2567. + sizeof(sd->itemgrouphealrate)
  2568. + sizeof(sd->sp_gain_race)
  2569. + sizeof(sd->sp_gain_race_attack)
  2570. + sizeof(sd->hp_gain_race_attack)
  2571. );
  2572. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2573. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2574. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  2575. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2576. memset(&sd->special_state,0,sizeof(sd->special_state));
  2577. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  2578. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2579. if (!sd->state.permanent_speed)
  2580. status->speed = DEFAULT_WALK_SPEED;
  2581. // Give them all modes except these (useful for clones)
  2582. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2583. status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
  2584. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  2585. if (sd->class_&JOBL_BABY) {
  2586. if (battle_config.character_size&SZ_BIG)
  2587. status->size++;
  2588. } else
  2589. if(battle_config.character_size&SZ_MEDIUM)
  2590. status->size++;
  2591. }
  2592. status->aspd_rate = 1000;
  2593. status->ele_lv = 1;
  2594. status->race = RC_PLAYER;
  2595. status->class_ = CLASS_NORMAL;
  2596. // Zero up structures...
  2597. memset(&sd->autospell,0,sizeof(sd->autospell)
  2598. + sizeof(sd->autospell2)
  2599. + sizeof(sd->autospell3)
  2600. + sizeof(sd->addeff)
  2601. + sizeof(sd->addeff2)
  2602. + sizeof(sd->addeff3)
  2603. + sizeof(sd->skillatk)
  2604. + sizeof(sd->skillusesprate)
  2605. + sizeof(sd->skillusesp)
  2606. + sizeof(sd->skillheal)
  2607. + sizeof(sd->skillheal2)
  2608. + sizeof(sd->hp_loss)
  2609. + sizeof(sd->sp_loss)
  2610. + sizeof(sd->hp_regen)
  2611. + sizeof(sd->sp_regen)
  2612. + sizeof(sd->skillblown)
  2613. + sizeof(sd->skillcast)
  2614. + sizeof(sd->add_def)
  2615. + sizeof(sd->add_mdef)
  2616. + sizeof(sd->add_mdmg)
  2617. + sizeof(sd->add_drop)
  2618. + sizeof(sd->itemhealrate)
  2619. + sizeof(sd->subele2)
  2620. + sizeof(sd->skillcooldown)
  2621. + sizeof(sd->skillfixcast)
  2622. + sizeof(sd->skillvarcast)
  2623. + sizeof(sd->skillfixcastrate)
  2624. );
  2625. memset (&sd->bonus, 0,sizeof(sd->bonus));
  2626. // Autobonus
  2627. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2628. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2629. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2630. npc_script_event(sd, NPCE_STATCALC);
  2631. // Parse equipment
  2632. for(i=0;i<EQI_MAX;i++) {
  2633. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2634. if(index < 0)
  2635. continue;
  2636. if(i == EQI_AMMO) continue;
  2637. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2638. continue;
  2639. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2640. continue;
  2641. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2642. continue;
  2643. if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
  2644. continue;
  2645. if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
  2646. continue;
  2647. if(!sd->inventory_data[index])
  2648. continue;
  2649. status->def += sd->inventory_data[index]->def;
  2650. // Items may be equipped, their effects however are nullified.
  2651. if(first && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  2652. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  2653. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2654. if (!calculating)
  2655. return 1;
  2656. }
  2657. // Sanitize the refine level in case someone decreased the value inbetween
  2658. if (sd->status.inventory[index].refine > MAX_REFINE)
  2659. sd->status.inventory[index].refine = MAX_REFINE;
  2660. if(sd->inventory_data[index]->type == IT_WEAPON) {
  2661. int r,wlv = sd->inventory_data[index]->wlv;
  2662. struct weapon_data *wd;
  2663. struct weapon_atk *wa;
  2664. if (wlv >= REFINE_TYPE_MAX)
  2665. wlv = REFINE_TYPE_MAX - 1;
  2666. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  2667. wd = &sd->left_weapon; // Left-hand weapon
  2668. wa = &status->lhw;
  2669. } else {
  2670. wd = &sd->right_weapon;
  2671. wa = &status->rhw;
  2672. }
  2673. wa->atk += sd->inventory_data[index]->atk;
  2674. if ( (r = sd->status.inventory[index].refine) )
  2675. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  2676. #ifdef RENEWAL
  2677. wa->matk += sd->inventory_data[index]->matk;
  2678. wa->wlv = wlv;
  2679. if( r ) // Renewal magic attack refine bonus
  2680. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  2681. #endif
  2682. // Overrefine bonus.
  2683. if (r)
  2684. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  2685. wa->range += sd->inventory_data[index]->range;
  2686. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2687. if (wd == &sd->left_weapon) {
  2688. sd->state.lr_flag = 1;
  2689. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2690. sd->state.lr_flag = 0;
  2691. } else
  2692. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2693. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2694. return 1;
  2695. }
  2696. if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon
  2697. wd->star += (sd->status.inventory[index].card[1]>>8);
  2698. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2699. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  2700. wd->star += 10;
  2701. if (!wa->ele) // Do not overwrite element from previous bonuses.
  2702. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  2703. }
  2704. }
  2705. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  2706. int r;
  2707. if ( (r = sd->status.inventory[index].refine) )
  2708. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  2709. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  2710. if( i == EQI_HAND_L ) // Shield
  2711. sd->state.lr_flag = 3;
  2712. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2713. if( i == EQI_HAND_L ) // Shield
  2714. sd->state.lr_flag = 0;
  2715. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  2716. return 1;
  2717. }
  2718. }
  2719. else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  2720. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2721. if( !calculating )
  2722. return 1;
  2723. }
  2724. }
  2725. if(sd->equip_index[EQI_AMMO] >= 0) {
  2726. index = sd->equip_index[EQI_AMMO];
  2727. if(sd->inventory_data[index]) { // Arrows
  2728. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  2729. sd->state.lr_flag = 2;
  2730. if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  2731. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2732. sd->state.lr_flag = 0;
  2733. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  2734. return 1;
  2735. }
  2736. }
  2737. // We've got combos to process and check
  2738. if( sd->combos.count ) {
  2739. DBMap *combo_db = itemdb_get_combodb();
  2740. for (i = 0; i < sd->combos.count; i++) {
  2741. uint8 j = 0;
  2742. bool no_run = false;
  2743. struct item_combo *combo = (struct item_combo *)idb_get(combo_db,sd->combos.id[i]);
  2744. if (!sd->combos.bonus[i])
  2745. continue;
  2746. // Check combo items
  2747. while (j < combo->count) {
  2748. struct item_data *id = itemdb_exists(combo->nameid[j]);
  2749. // Don't run the script if at least one of combo's pair has restriction
  2750. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  2751. no_run = true;
  2752. break;
  2753. }
  2754. j++;
  2755. }
  2756. if (no_run)
  2757. continue;
  2758. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  2759. if (!calculating) // Abort, run_script retriggered this
  2760. return 1;
  2761. }
  2762. }
  2763. // Store equipment script bonuses
  2764. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  2765. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2766. status->def += (refinedef+50)/100;
  2767. // Parse Cards
  2768. for(i=0;i<EQI_MAX;i++) {
  2769. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2770. if(index < 0)
  2771. continue;
  2772. if(i == EQI_AMMO) continue;
  2773. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  2774. continue;
  2775. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  2776. continue;
  2777. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  2778. continue;
  2779. if(sd->inventory_data[index]) {
  2780. int j;
  2781. struct item_data *data;
  2782. // Card script execution.
  2783. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  2784. continue;
  2785. for(j=0;j<MAX_SLOTS;j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2786. int c= sd->status.inventory[index].card[j];
  2787. current_equip_card_id= c;
  2788. if(!c)
  2789. continue;
  2790. data = itemdb_exists(c);
  2791. if(!data)
  2792. continue;
  2793. if(first && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  2794. run_script(data->equip_script,0,sd->bl.id,0);
  2795. if (!calculating)
  2796. return 1;
  2797. }
  2798. if(!data->script)
  2799. continue;
  2800. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  2801. continue;
  2802. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { // Left hand status.
  2803. sd->state.lr_flag = 1;
  2804. run_script(data->script,0,sd->bl.id,0);
  2805. sd->state.lr_flag = 0;
  2806. } else
  2807. run_script(data->script,0,sd->bl.id,0);
  2808. if (!calculating) // Abort, run_script his function. [Skotlex]
  2809. return 1;
  2810. }
  2811. }
  2812. }
  2813. if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
  2814. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2815. if( data && data->script )
  2816. run_script(data->script,0,sd->bl.id,0);
  2817. }
  2818. for (i = 0; i < MAX_PC_BONUS_SCRIPT; i++) { //Process script Bonus [Cydh]
  2819. if (!(&sd->bonus_script[i]) || !sd->bonus_script[i].script)
  2820. continue;
  2821. if (!sd->bonus_script[i].tid) //Just add timer only for new attached script
  2822. sd->bonus_script[i].tid = add_timer(sd->bonus_script[i].tick,pc_bonus_script_timer,sd->bl.id,i);
  2823. run_script(sd->bonus_script[i].script,0,sd->bl.id,0);
  2824. }
  2825. if( sd->pd ) { // Pet Bonus
  2826. struct pet_data *pd = sd->pd;
  2827. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2828. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2829. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2830. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2831. }
  2832. // param_bonus now holds card bonuses.
  2833. if(status->rhw.range < 1) status->rhw.range = 1;
  2834. if(status->lhw.range < 1) status->lhw.range = 1;
  2835. if(status->rhw.range < status->lhw.range)
  2836. status->rhw.range = status->lhw.range;
  2837. sd->bonus.double_rate += sd->bonus.double_add_rate;
  2838. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  2839. sd->bonus.splash_range += sd->bonus.splash_add_range;
  2840. // Damage modifiers from weapon type
  2841. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2842. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2843. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2844. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2845. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2846. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2847. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  2848. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2849. { // When Riding with spear, damage modifier to mid-class becomes
  2850. // same as versus large size.
  2851. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2852. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2853. }
  2854. // ----- STATS CALCULATION -----
  2855. // Job bonuses
  2856. index = pc_class2idx(sd->status.class_);
  2857. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  2858. if(!job_info[index].job_bonus[i])
  2859. continue;
  2860. switch(job_info[index].job_bonus[i]) {
  2861. case 1: status->str++; break;
  2862. case 2: status->agi++; break;
  2863. case 3: status->vit++; break;
  2864. case 4: status->int_++; break;
  2865. case 5: status->dex++; break;
  2866. case 6: status->luk++; break;
  2867. }
  2868. }
  2869. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2870. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  2871. status->str += 10;
  2872. status->agi += 10;
  2873. status->vit += 10;
  2874. status->int_+= 10;
  2875. status->dex += 10;
  2876. status->luk += 10;
  2877. }
  2878. // Absolute modifiers from passive skills
  2879. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2880. status->str++;
  2881. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2882. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2883. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2884. status->dex += skill;
  2885. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  2886. status->int_ += skill;
  2887. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2888. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2889. status->str = cap_value(i,0,USHRT_MAX);
  2890. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2891. status->agi = cap_value(i,0,USHRT_MAX);
  2892. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2893. status->vit = cap_value(i,0,USHRT_MAX);
  2894. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2895. status->int_ = cap_value(i,0,USHRT_MAX);
  2896. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2897. status->dex = cap_value(i,0,USHRT_MAX);
  2898. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2899. status->luk = cap_value(i,0,USHRT_MAX);
  2900. // ------ ATTACK CALCULATION ------
  2901. // Base batk value is set in status_calc_misc
  2902. #ifndef RENEWAL
  2903. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  2904. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2905. status->batk += sd->weapon_atk[sd->status.weapon];
  2906. // Absolute modifiers from passive skills
  2907. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2908. status->batk += 4;
  2909. #else
  2910. status->watk = status_weapon_atk(status->rhw, status);
  2911. status->watk2 = status_weapon_atk(status->lhw, status);
  2912. status->eatk = max(sd->bonus.eatk,0);
  2913. #endif
  2914. // ----- HP MAX CALCULATION -----
  2915. status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  2916. if(battle_config.hp_rate != 100)
  2917. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  2918. status->max_hp = cap_value(status->max_hp,1,(unsigned int)battle_config.max_hp);
  2919. // ----- SP MAX CALCULATION -----
  2920. status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  2921. if(battle_config.sp_rate != 100)
  2922. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  2923. status->max_sp = cap_value(status->max_sp,1,(unsigned int)battle_config.max_sp);
  2924. // ----- RESPAWN HP/SP -----
  2925. // Calc respawn hp and store it on base_status
  2926. if (sd->special_state.restart_full_recover) {
  2927. status->hp = status->max_hp;
  2928. status->sp = status->max_sp;
  2929. } else {
  2930. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2931. && battle_config.restart_hp_rate < 50)
  2932. status->hp = status->max_hp>>1;
  2933. else
  2934. status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
  2935. if(!status->hp)
  2936. status->hp = 1;
  2937. status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
  2938. if( !status->sp ) // The minimum for the respawn setting is SP:1
  2939. status->sp = 1;
  2940. }
  2941. // ----- MISC CALCULATION -----
  2942. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2943. // Equipment modifiers for misc settings
  2944. if(sd->matk_rate < 0)
  2945. sd->matk_rate = 0;
  2946. if(sd->matk_rate != 100) {
  2947. status->matk_max = status->matk_max * sd->matk_rate/100;
  2948. status->matk_min = status->matk_min * sd->matk_rate/100;
  2949. }
  2950. if(sd->hit_rate < 0)
  2951. sd->hit_rate = 0;
  2952. if(sd->hit_rate != 100)
  2953. status->hit = status->hit * sd->hit_rate/100;
  2954. if(sd->flee_rate < 0)
  2955. sd->flee_rate = 0;
  2956. if(sd->flee_rate != 100)
  2957. status->flee = status->flee * sd->flee_rate/100;
  2958. if(sd->def2_rate < 0)
  2959. sd->def2_rate = 0;
  2960. if(sd->def2_rate != 100)
  2961. status->def2 = status->def2 * sd->def2_rate/100;
  2962. if(sd->mdef2_rate < 0)
  2963. sd->mdef2_rate = 0;
  2964. if(sd->mdef2_rate != 100)
  2965. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2966. if(sd->critical_rate < 0)
  2967. sd->critical_rate = 0;
  2968. if(sd->critical_rate != 100)
  2969. status->cri = cap_value(status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  2970. if(sd->flee2_rate < 0)
  2971. sd->flee2_rate = 0;
  2972. if(sd->flee2_rate != 100)
  2973. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2974. // ----- HIT CALCULATION -----
  2975. // Absolute modifiers from passive skills
  2976. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2977. status->hit += skill*2;
  2978. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  2979. #ifndef RENEWAL
  2980. status->hit += skill;
  2981. #endif
  2982. if(sd->status.weapon == W_BOW)
  2983. status->rhw.range += skill;
  2984. }
  2985. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  2986. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2987. status->hit += 2*skill;
  2988. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2989. status->hit += skill;
  2990. status->rhw.range += skill;
  2991. }
  2992. }
  2993. // ----- FLEE CALCULATION -----
  2994. // Absolute modifiers from passive skills
  2995. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2996. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2997. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2998. status->flee += (skill*3)>>1;
  2999. // ----- EQUIPMENT-DEF CALCULATION -----
  3000. // Apply relative modifiers from equipment
  3001. if(sd->def_rate < 0)
  3002. sd->def_rate = 0;
  3003. if(sd->def_rate != 100) {
  3004. i = status->def * sd->def_rate/100;
  3005. status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3006. }
  3007. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3008. status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3009. #ifndef RENEWAL
  3010. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) {
  3011. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  3012. status->def = (unsigned char)battle_config.max_def;
  3013. }
  3014. #endif
  3015. // ----- EQUIPMENT-MDEF CALCULATION -----
  3016. // Apply relative modifiers from equipment
  3017. if(sd->mdef_rate < 0)
  3018. sd->mdef_rate = 0;
  3019. if(sd->mdef_rate != 100) {
  3020. i = status->mdef * sd->mdef_rate/100;
  3021. status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3022. }
  3023. #ifndef RENEWAL
  3024. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) {
  3025. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  3026. status->mdef = (signed char)battle_config.max_def;
  3027. }
  3028. #endif
  3029. // ----- ASPD CALCULATION -----
  3030. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3031. // Basic ASPD value
  3032. i = status_base_amotion_pc(sd,status);
  3033. status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  3034. // Relative modifiers from passive skills
  3035. #ifndef RENEWAL_ASPD
  3036. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3037. status->aspd_rate -= 5*skill;
  3038. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  3039. status->aspd_rate -= 30*skill;
  3040. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3041. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3042. status->aspd_rate -= ((skill+1)/2) * 10;
  3043. if(pc_isriding(sd))
  3044. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3045. else if(pc_isridingdragon(sd))
  3046. status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3047. #else // Needs more info
  3048. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3049. status->aspd_rate += 5*skill;
  3050. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  3051. status->aspd_rate += 30*skill;
  3052. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3053. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3054. status->aspd_rate += ((skill+1)/2) * 10;
  3055. if(pc_isriding(sd))
  3056. status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3057. else if(pc_isridingdragon(sd))
  3058. status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3059. #endif
  3060. status->adelay = 2*status->amotion;
  3061. // ----- DMOTION -----
  3062. i = 800-status->agi*4;
  3063. status->dmotion = cap_value(i, 400, 800);
  3064. if(battle_config.pc_damage_delay_rate != 100)
  3065. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3066. // ----- MISC CALCULATIONS -----
  3067. // Weight
  3068. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  3069. sd->max_weight += 2000*skill;
  3070. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  3071. sd->max_weight += 10000;
  3072. else if(pc_isridingdragon(sd))
  3073. sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
  3074. if(sc->data[SC_KNOWLEDGE])
  3075. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  3076. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  3077. sd->max_weight += 2000*skill;
  3078. sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
  3079. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3080. sd->regen.state.walk = 1;
  3081. else
  3082. sd->regen.state.walk = 0;
  3083. // Skill SP cost
  3084. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3085. sd->dsprate -= 4*skill;
  3086. if(sc->data[SC_SERVICE4U])
  3087. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3088. if(sc->data[SC_SPCOST_RATE])
  3089. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3090. // Underflow protections.
  3091. if(sd->dsprate < 0)
  3092. sd->dsprate = 0;
  3093. if(sd->castrate < 0)
  3094. sd->castrate = 0;
  3095. if(sd->delayrate < 0)
  3096. sd->delayrate = 0;
  3097. if(sd->hprecov_rate < 0)
  3098. sd->hprecov_rate = 0;
  3099. if(sd->sprecov_rate < 0)
  3100. sd->sprecov_rate = 0;
  3101. // Anti-element and anti-race
  3102. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3103. sd->subele[ELE_HOLY] += skill*5;
  3104. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3105. sd->subele[ELE_NEUTRAL] += skill;
  3106. sd->subele[ELE_FIRE] += skill*4;
  3107. }
  3108. if((skill=pc_checkskill(sd,NC_RESEARCHFE))>0) {
  3109. sd->subele[ELE_EARTH] += skill*10;
  3110. sd->subele[ELE_FIRE] += skill*10;
  3111. }
  3112. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3113. skill = skill*4;
  3114. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3115. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3116. sd->magic_addrace[RC_DRAGON]+=skill;
  3117. sd->subrace[RC_DRAGON]+=skill;
  3118. }
  3119. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3120. sd->right_weapon.addrace[RC_DEMON] += skill;
  3121. sd->right_weapon.addele[ELE_DARK] += skill;
  3122. sd->left_weapon.addrace[RC_DEMON] += skill;
  3123. sd->left_weapon.addele[ELE_DARK] += skill;
  3124. sd->magic_addrace[RC_DEMON] += skill;
  3125. sd->magic_addele[ELE_DARK] += skill;
  3126. sd->subrace[RC_DEMON] += skill;
  3127. sd->subele[ELE_DARK] += skill;
  3128. }
  3129. if(sc->count) {
  3130. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3131. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3132. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3133. }
  3134. if(sc->data[SC_SIEGFRIED]) {
  3135. i = sc->data[SC_SIEGFRIED]->val2;
  3136. sd->subele[ELE_WATER] += i;
  3137. sd->subele[ELE_EARTH] += i;
  3138. sd->subele[ELE_FIRE] += i;
  3139. sd->subele[ELE_WIND] += i;
  3140. sd->subele[ELE_POISON] += i;
  3141. sd->subele[ELE_HOLY] += i;
  3142. sd->subele[ELE_DARK] += i;
  3143. sd->subele[ELE_GHOST] += i;
  3144. sd->subele[ELE_UNDEAD] += i;
  3145. }
  3146. if(sc->data[SC_PROVIDENCE]) {
  3147. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3148. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3149. }
  3150. if(sc->data[SC_ARMOR_ELEMENT]) { // This status change should grant card-type elemental resist.
  3151. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  3152. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  3153. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  3154. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  3155. }
  3156. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3157. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3158. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3159. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3160. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3161. }
  3162. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3163. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3164. sd->subele[ELE_FIRE] += i;
  3165. sd->subele[ELE_WATER] -= i;
  3166. }
  3167. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3168. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3169. sd->subele[ELE_WATER] += i;
  3170. sd->subele[ELE_WIND] -= i;
  3171. }
  3172. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3173. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3174. sd->subele[ELE_WIND] += i;
  3175. sd->subele[ELE_EARTH] -= i;
  3176. }
  3177. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3178. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3179. sd->subele[ELE_EARTH] += i;
  3180. sd->subele[ELE_FIRE] -= i;
  3181. }
  3182. if (sc->data[SC_MTF_MLEATKED] )
  3183. sd->subele[ELE_NEUTRAL] += 2;
  3184. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  3185. sd->magic_addele[ELE_FIRE] += 25;
  3186. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  3187. sd->magic_addele[ELE_WATER] += 25;
  3188. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  3189. sd->magic_addele[ELE_WIND] += 25;
  3190. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  3191. sd->magic_addele[ELE_EARTH] += 25;
  3192. }
  3193. status_cpy(&sd->battle_status, status);
  3194. // ----- CLIENT-SIDE REFRESH -----
  3195. if(!sd->bl.prev) {
  3196. // Will update on LoadEndAck
  3197. calculating = 0;
  3198. return 0;
  3199. }
  3200. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3201. clif_skillinfoblock(sd);
  3202. if(b_weight != sd->weight)
  3203. clif_updatestatus(sd,SP_WEIGHT);
  3204. if(b_max_weight != sd->max_weight) {
  3205. clif_updatestatus(sd,SP_MAXWEIGHT);
  3206. pc_updateweightstatus(sd);
  3207. }
  3208. if( b_cart_weight_max != sd->cart_weight_max ) {
  3209. clif_updatestatus(sd,SP_CARTINFO);
  3210. }
  3211. calculating = 0;
  3212. return 0;
  3213. }
  3214. /**
  3215. * Calculates Mercenary data
  3216. * @param md: Mercenary object
  3217. * @param first: Whether it is first calc or not (0 on level up or status)
  3218. * @return 0
  3219. **/
  3220. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  3221. {
  3222. struct status_data *status = &md->base_status;
  3223. struct s_mercenary *merc = &md->mercenary;
  3224. if( first ) {
  3225. memcpy(status, &md->db->status, sizeof(struct status_data));
  3226. status->class_ = CLASS_NORMAL;
  3227. status->mode = MD_CANMOVE|MD_CANATTACK;
  3228. status->hp = status->max_hp;
  3229. status->sp = status->max_sp;
  3230. md->battle_status.hp = merc->hp;
  3231. md->battle_status.sp = merc->sp;
  3232. if (md->master)
  3233. status->speed = status_get_speed(&md->master->bl);
  3234. }
  3235. status_calc_misc(&md->bl, status, md->db->lv);
  3236. status_cpy(&md->battle_status, status);
  3237. return 0;
  3238. }
  3239. /**
  3240. * Calculates Homunculus data
  3241. * @param hd: Homunculus object
  3242. * @param first: Whether it is first calc or not (0 on level up or status)
  3243. * @return 1
  3244. **/
  3245. int status_calc_homunculus_(struct homun_data *hd, bool first)
  3246. {
  3247. struct status_data *status = &hd->base_status;
  3248. struct s_homunculus *hom = &hd->homunculus;
  3249. int skill;
  3250. int amotion;
  3251. status->str = hom->str / 10;
  3252. status->agi = hom->agi / 10;
  3253. status->vit = hom->vit / 10;
  3254. status->dex = hom->dex / 10;
  3255. status->int_ = hom->int_ / 10;
  3256. status->luk = hom->luk / 10;
  3257. if (first) {
  3258. const struct s_homunculus_db *db = hd->homunculusDB;
  3259. status->def_ele = db->element;
  3260. status->ele_lv = 1;
  3261. status->race = db->race;
  3262. status->class_ = CLASS_NORMAL;
  3263. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  3264. status->rhw.range = 1 + status->size;
  3265. status->mode = MD_CANMOVE|MD_CANATTACK;
  3266. status->speed = DEFAULT_WALK_SPEED;
  3267. if (battle_config.hom_setting&0x8 && hd->master)
  3268. status->speed = status_get_speed(&hd->master->bl);
  3269. status->hp = 1;
  3270. status->sp = 1;
  3271. }
  3272. status->aspd_rate = 1000;
  3273. #ifdef RENEWAL
  3274. status->def = (status->vit + (hom->level / 10)) + ((status->agi + (hom->level / 10)) / 2);
  3275. status->mdef = status->int_ + ((status->int_ + status->dex + status->luk) / 3) + (hom->level / 10) * 2;
  3276. amotion = (1000 -2*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3277. #else
  3278. skill = hom->level/10 + status->vit/5;
  3279. status->def = cap_value(skill, 0, 99);
  3280. skill = hom->level/10 + status->int_/5;
  3281. status->mdef = cap_value(skill, 0, 99);
  3282. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3283. #endif
  3284. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3285. status->adelay = status->amotion; /// It seems adelay = amotion for Homunculus.
  3286. status->max_hp = hom->max_hp ;
  3287. status->max_sp = hom->max_sp ;
  3288. hom_calc_skilltree(hd, 0);
  3289. if((skill=hom_checkskill(hd,HAMI_SKIN)) > 0)
  3290. status->def += skill * 4;
  3291. if((skill = hom_checkskill(hd,HVAN_INSTRUCT)) > 0) {
  3292. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  3293. status->str += 1 +skill/3 +skill/3 +skill/4;
  3294. }
  3295. if((skill=hom_checkskill(hd,HAMI_SKIN)) > 0)
  3296. status->max_hp += skill * 2 * status->max_hp / 100;
  3297. if((skill = hom_checkskill(hd,HLIF_BRAIN)) > 0)
  3298. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  3299. if (first) {
  3300. hd->battle_status.hp = hom->hp ;
  3301. hd->battle_status.sp = hom->sp ;
  3302. if(hom->class_ == 6052) // Eleanor
  3303. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3304. }
  3305. #ifndef RENEWAL
  3306. status->rhw.atk = status->dex;
  3307. status->rhw.atk2 = status->str + hom->level;
  3308. #endif
  3309. status_calc_misc(&hd->bl, status, hom->level);
  3310. #ifdef RENEWAL
  3311. status->matk_max = status->matk_min;
  3312. #endif
  3313. status_cpy(&hd->battle_status, status);
  3314. return 1;
  3315. }
  3316. /**
  3317. * Calculates Elemental data
  3318. * @param ed: Elemental object
  3319. * @param first: Whether it is first calc or not (0 on status change)
  3320. * @return 0
  3321. **/
  3322. int status_calc_elemental_(struct elemental_data *ed, bool first)
  3323. {
  3324. struct status_data *status = &ed->base_status;
  3325. struct s_elemental *ele = &ed->elemental;
  3326. struct map_session_data *sd = ed->master;
  3327. if( !sd )
  3328. return 0;
  3329. if( first ) {
  3330. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3331. if( !ele->mode )
  3332. status->mode = EL_MODE_PASSIVE;
  3333. else
  3334. status->mode = ele->mode;
  3335. status->class_ = CLASS_NORMAL;
  3336. status_calc_misc(&ed->bl, status, 0);
  3337. status->max_hp = ele->max_hp;
  3338. status->max_sp = ele->max_sp;
  3339. status->hp = ele->hp;
  3340. status->sp = ele->sp;
  3341. status->rhw.atk = ele->atk;
  3342. status->rhw.atk2 = ele->atk2;
  3343. status->matk_min += ele->matk;
  3344. status->def += ele->def;
  3345. status->mdef += ele->mdef;
  3346. status->flee = ele->flee;
  3347. status->hit = ele->hit;
  3348. if (ed->master)
  3349. status->speed = status_get_speed(&ed->master->bl);
  3350. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3351. } else {
  3352. status_calc_misc(&ed->bl, status, 0);
  3353. status_cpy(&ed->battle_status, status);
  3354. }
  3355. return 0;
  3356. }
  3357. /**
  3358. * Calculates NPC data
  3359. * @param nd: NPC object
  3360. * @param first: Whether it is first calc or not (what?)
  3361. * @return 0
  3362. **/
  3363. int status_calc_npc_(struct npc_data *nd, bool first)
  3364. {
  3365. struct status_data *status = &nd->status;
  3366. if (!nd)
  3367. return 0;
  3368. if (first) {
  3369. status->hp = 1;
  3370. status->sp = 1;
  3371. status->max_hp = 1;
  3372. status->max_sp = 1;
  3373. status->def_ele = ELE_NEUTRAL;
  3374. status->ele_lv = 1;
  3375. status->race = RC_DEMIHUMAN;
  3376. status->class_ = CLASS_NORMAL;
  3377. status->size = nd->size;
  3378. status->rhw.range = 1 + status->size;
  3379. status->mode = (MD_CANMOVE|MD_CANATTACK);
  3380. status->speed = nd->speed;
  3381. }
  3382. status->str = nd->stat_point;
  3383. status->agi = nd->stat_point;
  3384. status->vit = nd->stat_point;
  3385. status->int_= nd->stat_point;
  3386. status->dex = nd->stat_point;
  3387. status->luk = nd->stat_point;
  3388. status_calc_misc(&nd->bl, status, nd->level);
  3389. status_cpy(&nd->status, status);
  3390. return 0;
  3391. }
  3392. /**
  3393. * Calculates regeneration values
  3394. * Applies passive skill regeneration additions
  3395. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3396. * @param status: Object's status
  3397. * @param regen: Object's base regeneration data
  3398. **/
  3399. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3400. {
  3401. struct map_session_data *sd;
  3402. int val, skill, reg_flag;
  3403. if( !(bl->type&BL_REGEN) || !regen )
  3404. return;
  3405. sd = BL_CAST(BL_PC,bl);
  3406. val = 1 + (status->vit/5) + (status->max_hp/200);
  3407. if( sd && sd->hprecov_rate != 100 )
  3408. val = val*sd->hprecov_rate/100;
  3409. reg_flag = bl->type == BL_PC ? 0 : 1;
  3410. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3411. val = 1 + (status->int_/6) + (status->max_sp/100);
  3412. if( status->int_ >= 120 )
  3413. val += ((status->int_-120)>>1) + 4;
  3414. if( sd && sd->sprecov_rate != 100 )
  3415. val = val*sd->sprecov_rate/100;
  3416. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3417. if( sd ) {
  3418. struct regen_data_sub *sregen;
  3419. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3420. val = regen->sp*(100+3*skill)/100;
  3421. regen->sp = cap_value(val, 1, SHRT_MAX);
  3422. }
  3423. // Only players have skill/sitting skill regen for now.
  3424. sregen = regen->sregen;
  3425. val = 0;
  3426. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3427. val += skill*5 + skill*status->max_hp/500;
  3428. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3429. val = 0;
  3430. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3431. val += skill*3 + skill*status->max_sp/500;
  3432. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3433. val += skill*3 + skill*status->max_sp/500;
  3434. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3435. val += 3 + 3 * skill;
  3436. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3437. // Skill-related recovery (only when sit)
  3438. sregen = regen->ssregen;
  3439. val = 0;
  3440. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3441. val += skill*4 + skill*status->max_hp/500;
  3442. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3443. val += skill*30 + skill*status->max_hp/500;
  3444. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3445. val = 0;
  3446. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  3447. val += skill*3 + skill*status->max_sp/500;
  3448. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  3449. val += (30+10*skill)*val/100;
  3450. }
  3451. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3452. val += skill*2 + skill*status->max_sp/500;
  3453. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3454. }
  3455. if( bl->type == BL_HOM ) {
  3456. struct homun_data *hd = (TBL_HOM*)bl;
  3457. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  3458. val = regen->hp*(100+5*skill)/100;
  3459. regen->hp = cap_value(val, 1, SHRT_MAX);
  3460. }
  3461. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  3462. val = regen->sp*(100+3*skill)/100;
  3463. regen->sp = cap_value(val, 1, SHRT_MAX);
  3464. }
  3465. } else if( bl->type == BL_MER ) {
  3466. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3467. regen->hp = cap_value(val, 1, SHRT_MAX);
  3468. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3469. regen->sp = cap_value(val, 1, SHRT_MAX);
  3470. } else if( bl->type == BL_ELEM ) {
  3471. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3472. regen->hp = cap_value(val, 1, SHRT_MAX);
  3473. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3474. regen->sp = cap_value(val, 1, SHRT_MAX);
  3475. }
  3476. }
  3477. /**
  3478. * Calculates SC (Status Changes) regeneration values
  3479. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3480. * @param regen: Object's base regeneration data
  3481. * @param sc: Object's status change data
  3482. **/
  3483. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3484. {
  3485. if (!(bl->type&BL_REGEN) || !regen)
  3486. return;
  3487. regen->flag = RGN_HP|RGN_SP;
  3488. if(regen->sregen) {
  3489. if (regen->sregen->hp)
  3490. regen->flag|=RGN_SHP;
  3491. if (regen->sregen->sp)
  3492. regen->flag|=RGN_SSP;
  3493. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  3494. }
  3495. if (regen->ssregen) {
  3496. if (regen->ssregen->hp)
  3497. regen->flag|=RGN_SHP;
  3498. if (regen->ssregen->sp)
  3499. regen->flag|=RGN_SSP;
  3500. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  3501. }
  3502. regen->rate.hp = regen->rate.sp = 1;
  3503. if (!sc || !sc->count)
  3504. return;
  3505. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3506. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3507. || sc->data[SC_BERSERK]
  3508. || sc->data[SC_TRICKDEAD]
  3509. || sc->data[SC_BLEEDING]
  3510. || sc->data[SC_MAGICMUSHROOM]
  3511. || sc->data[SC_SATURDAYNIGHTFEVER]
  3512. || sc->data[SC_REBOUND])
  3513. regen->flag = 0; // No HP or SP regen
  3514. if (sc->data[SC_DANCING] ||
  3515. #ifdef RENEWAL
  3516. sc->data[SC_MAXIMIZEPOWER] ||
  3517. #endif
  3518. #ifndef RENEWAL
  3519. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3520. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  3521. #endif
  3522. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  3523. regen->flag &= ~RGN_SP; // No natural SP regen
  3524. #ifdef RENEWAL
  3525. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3526. sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  3527. regen->rate.sp = regen->rate.sp / 2; // 50% SP regen while in Fury State
  3528. #endif
  3529. if(sc->data[SC_TENSIONRELAX]) {
  3530. regen->rate.hp += 2;
  3531. if (regen->sregen)
  3532. regen->sregen->rate.hp += 3;
  3533. }
  3534. if (sc->data[SC_MAGNIFICAT]) {
  3535. regen->rate.hp += 1;
  3536. regen->rate.sp += 1;
  3537. }
  3538. if (sc->data[SC_REGENERATION]) {
  3539. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3540. if (!sce->val4) {
  3541. regen->rate.hp += sce->val2;
  3542. regen->rate.sp += sce->val3;
  3543. } else
  3544. regen->flag&=~sce->val4; // Remove regen as specified by val4
  3545. }
  3546. if(sc->data[SC_GT_REVITALIZE]) {
  3547. regen->hp += cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  3548. regen->state.walk = 1;
  3549. }
  3550. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  3551. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  3552. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  3553. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  3554. regen->rate.hp *= 2;
  3555. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  3556. regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100;
  3557. if (sc->data[SC_VITATA_500])
  3558. regen->rate.sp += regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100;
  3559. }
  3560. /**
  3561. * Applies a state to a unit - See [StatusChangeStateTable]
  3562. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  3563. * @param sc: Object's status change data
  3564. * @param flag: Which state to apply to bl
  3565. * @param start: (1) start state, (0) remove state
  3566. **/
  3567. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  3568. {
  3569. /// No sc at all, we can zero without any extra weight over our conciousness
  3570. if( !sc->count ) {
  3571. memset(&sc->cant, 0, sizeof (sc->cant));
  3572. return;
  3573. }
  3574. // Can't move
  3575. if( flag&SCS_NOMOVE ) {
  3576. if( !(flag&SCS_NOMOVECOND) ) {
  3577. sc->cant.move += ( start ? 1 : -1 );
  3578. sc->cant.move = max(sc->cant.move,0); // safecheck
  3579. } else if(
  3580. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  3581. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  3582. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  3583. || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
  3584. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  3585. ) {
  3586. sc->cant.move += ( start ? 1 : -1 );
  3587. }
  3588. }
  3589. // Can't use skills
  3590. if( flag&SCS_NOCAST ) {
  3591. if( !(flag&SCS_NOCASTCOND) )
  3592. sc->cant.cast += ( start ? 1 : -1 );
  3593. else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) )
  3594. sc->cant.cast += ( start ? 1 : -1 );
  3595. }
  3596. // Can't chat
  3597. if( flag&SCS_NOCHAT ) {
  3598. if( !(flag&SCS_NOCHATCOND) )
  3599. sc->cant.chat += ( start ? 1 : -1 );
  3600. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  3601. sc->cant.chat += ( start ? 1 : -1 );
  3602. }
  3603. // Player-only states
  3604. if( bl->type == BL_PC ) {
  3605. // Can't pick-up items
  3606. if( flag&SCS_NOPICKITEM ) {
  3607. if( !(flag&SCS_NOPICKITEMCOND) )
  3608. sc->cant.pickup += ( start ? 1 : -1 );
  3609. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3610. sc->cant.pickup += ( start ? 1 : -1 );
  3611. }
  3612. // Can't drop items
  3613. if( flag&SCS_NODROPITEM ) {
  3614. if( !(flag&SCS_NODROPITEMCOND) )
  3615. sc->cant.drop += ( start ? 1 : -1 );
  3616. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  3617. sc->cant.drop += ( start ? 1 : -1 );
  3618. }
  3619. }
  3620. return;
  3621. }
  3622. /**
  3623. * Recalculates parts of an objects status according to specified flags
  3624. * See [set_sc] [add_sc]
  3625. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  3626. * @param flag: Which status has changed on bl
  3627. **/
  3628. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  3629. {
  3630. const struct status_data *b_status = status_get_base_status(bl);
  3631. struct status_data *status = status_get_status_data(bl);
  3632. struct status_change *sc = status_get_sc(bl);
  3633. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3634. int temp;
  3635. if (!b_status || !status)
  3636. return;
  3637. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  3638. status_cpy(status, b_status);
  3639. return;
  3640. }
  3641. if(flag&SCB_STR) {
  3642. status->str = status_calc_str(bl, sc, b_status->str);
  3643. flag|=SCB_BATK;
  3644. if( bl->type&BL_HOM )
  3645. flag |= SCB_WATK;
  3646. }
  3647. if(flag&SCB_AGI) {
  3648. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3649. flag|=SCB_FLEE
  3650. #ifdef RENEWAL
  3651. |SCB_DEF2
  3652. #endif
  3653. ;
  3654. if( bl->type&(BL_PC|BL_HOM) )
  3655. flag |= SCB_ASPD|SCB_DSPD;
  3656. }
  3657. if(flag&SCB_VIT) {
  3658. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3659. flag|=SCB_DEF2|SCB_MDEF2;
  3660. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3661. flag |= SCB_MAXHP;
  3662. if( bl->type&BL_HOM )
  3663. flag |= SCB_DEF;
  3664. }
  3665. if(flag&SCB_INT) {
  3666. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3667. flag|=SCB_MATK|SCB_MDEF2;
  3668. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3669. flag |= SCB_MAXSP;
  3670. if( bl->type&BL_HOM )
  3671. flag |= SCB_MDEF;
  3672. }
  3673. if(flag&SCB_DEX) {
  3674. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3675. flag|=SCB_BATK|SCB_HIT
  3676. #ifdef RENEWAL
  3677. |SCB_MATK|SCB_MDEF2
  3678. #endif
  3679. ;
  3680. if( bl->type&(BL_PC|BL_HOM) )
  3681. flag |= SCB_ASPD;
  3682. if( bl->type&BL_HOM )
  3683. flag |= SCB_WATK;
  3684. }
  3685. if(flag&SCB_LUK) {
  3686. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3687. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  3688. #ifdef RENEWAL
  3689. |SCB_MATK|SCB_HIT|SCB_FLEE
  3690. #endif
  3691. ;
  3692. }
  3693. if(flag&SCB_BATK && b_status->batk) {
  3694. status->batk = status_base_atk(bl,status);
  3695. temp = b_status->batk - status_base_atk(bl,b_status);
  3696. if (temp) {
  3697. temp += status->batk;
  3698. status->batk = cap_value(temp, 0, USHRT_MAX);
  3699. }
  3700. status->batk = status_calc_batk(bl, sc, status->batk);
  3701. }
  3702. if(flag&SCB_WATK) {
  3703. #ifndef RENEWAL
  3704. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3705. if (!sd) // Should not affect weapon refine bonus
  3706. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3707. if(b_status->lhw.atk) {
  3708. if (sd) {
  3709. sd->state.lr_flag = 1;
  3710. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3711. sd->state.lr_flag = 0;
  3712. } else {
  3713. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3714. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3715. }
  3716. }
  3717. #else
  3718. if(!b_status->watk) { // We only have left-hand weapon
  3719. status->watk = 0;
  3720. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  3721. }
  3722. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  3723. #endif
  3724. }
  3725. if(flag&SCB_HIT) {
  3726. if (status->dex == b_status->dex
  3727. #ifdef RENEWAL
  3728. && status->luk == b_status->luk
  3729. #endif
  3730. )
  3731. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3732. else
  3733. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  3734. #ifdef RENEWAL
  3735. + (status->luk/3 - b_status->luk/3)
  3736. #endif
  3737. );
  3738. }
  3739. if(flag&SCB_FLEE) {
  3740. if (status->agi == b_status->agi
  3741. #ifdef RENEWAL
  3742. && status->luk == b_status->luk
  3743. #endif
  3744. )
  3745. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3746. else
  3747. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  3748. #ifdef RENEWAL
  3749. + (status->luk/5 - b_status->luk/5)
  3750. #endif
  3751. );
  3752. }
  3753. if(flag&SCB_DEF) {
  3754. status->def = status_calc_def(bl, sc, b_status->def);
  3755. if( bl->type&BL_HOM )
  3756. status->def += (status->vit/5 - b_status->vit/5);
  3757. }
  3758. if(flag&SCB_DEF2) {
  3759. if (status->vit == b_status->vit
  3760. #ifdef RENEWAL
  3761. && status->agi == b_status->agi
  3762. #endif
  3763. )
  3764. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3765. else
  3766. status->def2 = status_calc_def2(bl, sc, b_status->def2
  3767. #ifdef RENEWAL
  3768. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  3769. #else
  3770. + (status->vit - b_status->vit)
  3771. #endif
  3772. );
  3773. }
  3774. if(flag&SCB_MDEF) {
  3775. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3776. if( bl->type&BL_HOM )
  3777. status->mdef += (status->int_/5 - b_status->int_/5);
  3778. }
  3779. if(flag&SCB_MDEF2) {
  3780. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  3781. #ifdef RENEWAL
  3782. && status->dex == b_status->dex
  3783. #endif
  3784. )
  3785. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3786. else
  3787. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  3788. #ifdef RENEWAL
  3789. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  3790. #else
  3791. + ((status->vit - b_status->vit)>>1)
  3792. #endif
  3793. );
  3794. }
  3795. if(flag&SCB_SPEED) {
  3796. struct unit_data *ud = unit_bl2ud(bl);
  3797. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3798. /** [Skotlex]
  3799. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3800. * because if you step on something while walking, the moment this
  3801. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  3802. **/
  3803. if (ud)
  3804. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3805. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3806. status->speed = battle_config.max_walk_speed;
  3807. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3808. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3809. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  3810. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  3811. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  3812. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  3813. }
  3814. if(flag&SCB_CRI && b_status->cri) {
  3815. if (status->luk == b_status->luk)
  3816. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3817. else
  3818. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3819. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  3820. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  3821. status->cri <<= 1;
  3822. }
  3823. if(flag&SCB_FLEE2 && b_status->flee2) {
  3824. if (status->luk == b_status->luk)
  3825. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3826. else
  3827. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3828. }
  3829. if(flag&SCB_ATK_ELE) {
  3830. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3831. if (sd) sd->state.lr_flag = 1;
  3832. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3833. if (sd) sd->state.lr_flag = 0;
  3834. }
  3835. if(flag&SCB_DEF_ELE) {
  3836. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3837. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3838. }
  3839. if(flag&SCB_MODE) {
  3840. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3841. // Since mode changed, reset their state.
  3842. if (!(status->mode&MD_CANATTACK))
  3843. unit_stop_attack(bl);
  3844. if (!(status->mode&MD_CANMOVE))
  3845. unit_stop_walking(bl,1);
  3846. }
  3847. /**
  3848. * No status changes alter these yet.
  3849. * if(flag&SCB_SIZE)
  3850. * if(flag&SCB_RACE)
  3851. * if(flag&SCB_RANGE)
  3852. **/
  3853. if(flag&SCB_MAXHP) {
  3854. if( bl->type&BL_PC ) {
  3855. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  3856. if(battle_config.hp_rate != 100)
  3857. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  3858. status->max_hp = min(status->max_hp,(unsigned int)battle_config.max_hp);
  3859. }
  3860. else
  3861. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  3862. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  3863. status->hp = status->max_hp;
  3864. if( sd ) clif_updatestatus(sd,SP_HP);
  3865. }
  3866. }
  3867. if(flag&SCB_MAXSP) {
  3868. if( bl->type&BL_PC ) {
  3869. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  3870. if(battle_config.sp_rate != 100)
  3871. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  3872. status->max_sp = min(status->max_sp,(unsigned int)battle_config.max_sp);
  3873. }
  3874. else
  3875. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  3876. if( status->sp > status->max_sp ) {
  3877. status->sp = status->max_sp;
  3878. if( sd ) clif_updatestatus(sd,SP_SP);
  3879. }
  3880. }
  3881. if(flag&SCB_MATK) {
  3882. #ifndef RENEWAL
  3883. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  3884. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  3885. #else
  3886. /**
  3887. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  3888. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  3889. **/
  3890. status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl));
  3891. if( bl->type&BL_PC ) {
  3892. int wMatk = 0;
  3893. int variance = 0;
  3894. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  3895. if( sd->bonus.ematk > 0 ) {
  3896. status->matk_max += sd->bonus.ematk;
  3897. status->matk_min += sd->bonus.ematk;
  3898. }
  3899. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  3900. status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
  3901. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  3902. if(b_status->lhw.matk) {
  3903. if (sd) {
  3904. //sd->state.lr_flag = 1; //?? why was that set here
  3905. status->lhw.matk = b_status->lhw.matk;
  3906. sd->state.lr_flag = 0;
  3907. } else {
  3908. status->lhw.matk = b_status->lhw.matk;
  3909. }
  3910. }
  3911. if(b_status->rhw.matk) {
  3912. status->rhw.matk = b_status->rhw.matk;
  3913. }
  3914. if(status->rhw.matk) {
  3915. wMatk += status->rhw.matk;
  3916. variance += wMatk * status->rhw.wlv / 10;
  3917. }
  3918. if(status->lhw.matk) {
  3919. wMatk += status->lhw.matk;
  3920. variance += status->lhw.matk * status->lhw.wlv / 10;
  3921. }
  3922. status->matk_min += wMatk - variance;
  3923. status->matk_max += wMatk + variance;
  3924. }
  3925. #endif
  3926. if (bl->type&BL_PC && sd->matk_rate != 100) {
  3927. status->matk_max = status->matk_max * sd->matk_rate/100;
  3928. status->matk_min = status->matk_min * sd->matk_rate/100;
  3929. }
  3930. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3931. if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) /// Hom Min Matk is always the same as Max Matk
  3932. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  3933. status->matk_min = status->matk_max;
  3934. else
  3935. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3936. #ifdef RENEWAL
  3937. if( sd && sd->right_weapon.overrefine > 0) {
  3938. status->matk_min++;
  3939. status->matk_max += sd->right_weapon.overrefine - 1;
  3940. }
  3941. #endif
  3942. }
  3943. if(flag&SCB_ASPD) {
  3944. int amotion;
  3945. if( bl->type&BL_PC ) {
  3946. amotion = status_base_amotion_pc(sd,status);
  3947. #ifndef RENEWAL_ASPD
  3948. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3949. if(status->aspd_rate != 1000)
  3950. amotion = amotion*status->aspd_rate/1000;
  3951. #else
  3952. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  3953. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
  3954. if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  3955. amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
  3956. * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100;
  3957. if(status->aspd_rate != 1000) // Absolute percentage modifier
  3958. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  3959. #endif
  3960. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3961. status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
  3962. status->adelay = 2*status->amotion;
  3963. } else if( bl->type&BL_HOM ) {
  3964. #ifdef RENEWAL
  3965. amotion = (1000 -2*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3966. #else
  3967. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3968. #endif
  3969. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3970. if(status->aspd_rate != 1000)
  3971. amotion = amotion*status->aspd_rate/1000;
  3972. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3973. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3974. status->adelay = status->amotion;
  3975. } else { // Mercenary and mobs
  3976. amotion = b_status->amotion;
  3977. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3978. if(status->aspd_rate != 1000)
  3979. amotion = amotion*status->aspd_rate/1000;
  3980. amotion = status_calc_fix_aspd(bl, sc, amotion);
  3981. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3982. temp = b_status->adelay*status->aspd_rate/1000;
  3983. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3984. }
  3985. }
  3986. if(flag&SCB_DSPD) {
  3987. int dmotion;
  3988. if( bl->type&BL_PC ) {
  3989. if (b_status->agi == status->agi)
  3990. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3991. else {
  3992. dmotion = 800-status->agi*4;
  3993. status->dmotion = cap_value(dmotion, 400, 800);
  3994. if(battle_config.pc_damage_delay_rate != 100)
  3995. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3996. // It's safe to ignore b_status->dmotion since no bonus affects it.
  3997. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3998. }
  3999. } else if( bl->type&BL_HOM ) {
  4000. dmotion = 800-status->agi*4;
  4001. status->dmotion = cap_value(dmotion, 400, 800);
  4002. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4003. } else // Mercenary and mobs
  4004. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4005. }
  4006. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4007. status_calc_regen(bl, status, status_get_regen_data(bl));
  4008. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4009. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4010. }
  4011. /**
  4012. * Recalculates parts of an objects status according to specified flags
  4013. * Also sends updates to the client when necessary
  4014. * See [set_sc] [add_sc]
  4015. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4016. * @param flag: Which status has changed on bl
  4017. * @param first: If true, will cause status_calc_* functions to run their base status initialization code
  4018. **/
  4019. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  4020. {
  4021. struct status_data b_status; // Previous battle status
  4022. struct status_data* status; // Pointer to current battle status
  4023. // Remember previous values
  4024. status = status_get_status_data(bl);
  4025. memcpy(&b_status, status, sizeof(struct status_data));
  4026. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4027. switch( bl->type ) {
  4028. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  4029. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  4030. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  4031. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  4032. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  4033. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
  4034. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
  4035. }
  4036. }
  4037. if( first && bl->type == BL_MOB )
  4038. return; // Assume there will be no statuses active
  4039. if( bl->type == BL_PET )
  4040. return; // Pets are not affected by statuses
  4041. status_calc_bl_main(bl, flag);
  4042. if( first && bl->type == BL_HOM )
  4043. return; // Client update handled by caller
  4044. // Compare against new values and send client updates
  4045. if( bl->type == BL_PC ) {
  4046. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4047. if(b_status.str != status->str)
  4048. clif_updatestatus(sd,SP_STR);
  4049. if(b_status.agi != status->agi)
  4050. clif_updatestatus(sd,SP_AGI);
  4051. if(b_status.vit != status->vit)
  4052. clif_updatestatus(sd,SP_VIT);
  4053. if(b_status.int_ != status->int_)
  4054. clif_updatestatus(sd,SP_INT);
  4055. if(b_status.dex != status->dex)
  4056. clif_updatestatus(sd,SP_DEX);
  4057. if(b_status.luk != status->luk)
  4058. clif_updatestatus(sd,SP_LUK);
  4059. if(b_status.hit != status->hit)
  4060. clif_updatestatus(sd,SP_HIT);
  4061. if(b_status.flee != status->flee)
  4062. clif_updatestatus(sd,SP_FLEE1);
  4063. if(b_status.amotion != status->amotion)
  4064. clif_updatestatus(sd,SP_ASPD);
  4065. if(b_status.speed != status->speed)
  4066. clif_updatestatus(sd,SP_SPEED);
  4067. if(b_status.batk != status->batk
  4068. #ifndef RENEWAL
  4069. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4070. #endif
  4071. )
  4072. clif_updatestatus(sd,SP_ATK1);
  4073. if(b_status.def != status->def) {
  4074. clif_updatestatus(sd,SP_DEF1);
  4075. #ifdef RENEWAL
  4076. clif_updatestatus(sd,SP_DEF2);
  4077. #endif
  4078. }
  4079. if(
  4080. #ifdef RENEWAL
  4081. b_status.watk != status->watk || b_status.watk2 != status->watk2
  4082. || b_status.eatk != status->eatk
  4083. #else
  4084. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4085. #endif
  4086. )
  4087. clif_updatestatus(sd,SP_ATK2);
  4088. if(b_status.def2 != status->def2) {
  4089. clif_updatestatus(sd,SP_DEF2);
  4090. #ifdef RENEWAL
  4091. clif_updatestatus(sd,SP_DEF1);
  4092. #endif
  4093. }
  4094. if(b_status.flee2 != status->flee2)
  4095. clif_updatestatus(sd,SP_FLEE2);
  4096. if(b_status.cri != status->cri)
  4097. clif_updatestatus(sd,SP_CRITICAL);
  4098. #ifndef RENEWAL
  4099. if(b_status.matk_max != status->matk_max)
  4100. clif_updatestatus(sd,SP_MATK1);
  4101. if(b_status.matk_min != status->matk_min)
  4102. clif_updatestatus(sd,SP_MATK2);
  4103. #else
  4104. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4105. clif_updatestatus(sd,SP_MATK2);
  4106. clif_updatestatus(sd,SP_MATK1);
  4107. }
  4108. #endif
  4109. if(b_status.mdef != status->mdef) {
  4110. clif_updatestatus(sd,SP_MDEF1);
  4111. #ifdef RENEWAL
  4112. clif_updatestatus(sd,SP_MDEF2);
  4113. #endif
  4114. }
  4115. if(b_status.mdef2 != status->mdef2) {
  4116. clif_updatestatus(sd,SP_MDEF2);
  4117. #ifdef RENEWAL
  4118. clif_updatestatus(sd,SP_MDEF1);
  4119. #endif
  4120. }
  4121. if(b_status.rhw.range != status->rhw.range)
  4122. clif_updatestatus(sd,SP_ATTACKRANGE);
  4123. if(b_status.max_hp != status->max_hp)
  4124. clif_updatestatus(sd,SP_MAXHP);
  4125. if(b_status.max_sp != status->max_sp)
  4126. clif_updatestatus(sd,SP_MAXSP);
  4127. if(b_status.hp != status->hp)
  4128. clif_updatestatus(sd,SP_HP);
  4129. if(b_status.sp != status->sp)
  4130. clif_updatestatus(sd,SP_SP);
  4131. } else if( bl->type == BL_HOM ) {
  4132. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4133. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4134. clif_hominfo(hd->master,hd,0);
  4135. } else if( bl->type == BL_MER ) {
  4136. TBL_MER* md = BL_CAST(BL_MER, bl);
  4137. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4138. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4139. if( b_status.matk_max != status->matk_max )
  4140. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4141. if( b_status.hit != status->hit )
  4142. clif_mercenary_updatestatus(md->master, SP_HIT);
  4143. if( b_status.cri != status->cri )
  4144. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4145. if( b_status.def != status->def )
  4146. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4147. if( b_status.mdef != status->mdef )
  4148. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4149. if( b_status.flee != status->flee )
  4150. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4151. if( b_status.amotion != status->amotion )
  4152. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4153. if( b_status.max_hp != status->max_hp )
  4154. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4155. if( b_status.max_sp != status->max_sp )
  4156. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4157. if( b_status.hp != status->hp )
  4158. clif_mercenary_updatestatus(md->master, SP_HP);
  4159. if( b_status.sp != status->sp )
  4160. clif_mercenary_updatestatus(md->master, SP_SP);
  4161. } else if( bl->type == BL_ELEM ) {
  4162. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4163. if( b_status.max_hp != status->max_hp )
  4164. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4165. if( b_status.max_sp != status->max_sp )
  4166. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4167. if( b_status.hp != status->hp )
  4168. clif_elemental_updatestatus(ed->master, SP_HP);
  4169. if( b_status.sp != status->sp )
  4170. clif_mercenary_updatestatus(ed->master, SP_SP);
  4171. }
  4172. }
  4173. /**
  4174. * Adds strength modifications based on status changes
  4175. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4176. * @param sc: Object's status change information
  4177. * @param str: Initial str
  4178. * @return modified str with cap_value(str,0,USHRT_MAX)
  4179. **/
  4180. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4181. {
  4182. if(!sc || !sc->count)
  4183. return cap_value(str,0,USHRT_MAX);
  4184. if(sc->data[SC_HARMONIZE]) {
  4185. str -= sc->data[SC_HARMONIZE]->val2;
  4186. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4187. }
  4188. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  4189. return 50;
  4190. if(sc->data[SC_INCALLSTATUS])
  4191. str += sc->data[SC_INCALLSTATUS]->val1;
  4192. if(sc->data[SC_INCSTR])
  4193. str += sc->data[SC_INCSTR]->val1;
  4194. if(sc->data[SC_STRFOOD])
  4195. str += sc->data[SC_STRFOOD]->val1;
  4196. if(sc->data[SC_FOOD_STR_CASH])
  4197. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4198. if(sc->data[SC_BATTLEORDERS])
  4199. str += 5;
  4200. if(sc->data[SC_LEADERSHIP])
  4201. str += sc->data[SC_LEADERSHIP]->val1;
  4202. if(sc->data[SC_LOUD])
  4203. str += 4;
  4204. if(sc->data[SC_TRUESIGHT])
  4205. str += 5;
  4206. if(sc->data[SC_SPURT])
  4207. str += 10;
  4208. if(sc->data[SC_NEN])
  4209. str += sc->data[SC_NEN]->val1;
  4210. if(sc->data[SC_BLESSING]) {
  4211. if(sc->data[SC_BLESSING]->val2)
  4212. str += sc->data[SC_BLESSING]->val2;
  4213. else
  4214. str >>= 1;
  4215. }
  4216. if(sc->data[SC_MARIONETTE])
  4217. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4218. if(sc->data[SC_MARIONETTE2])
  4219. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4220. if(sc->data[SC_GIANTGROWTH])
  4221. str += 30;
  4222. if(sc->data[SC_BEYONDOFWARCRY])
  4223. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4224. if(sc->data[SC_SAVAGE_STEAK])
  4225. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4226. if(sc->data[SC_INSPIRATION])
  4227. str += sc->data[SC_INSPIRATION]->val2;
  4228. if(sc->data[SC_STOMACHACHE])
  4229. str -= sc->data[SC_STOMACHACHE]->val1;
  4230. if(sc->data[SC_KYOUGAKU])
  4231. str -= sc->data[SC_KYOUGAKU]->val2;
  4232. if(sc->data[SC_FULL_THROTTLE])
  4233. str += str * 20 / 100;
  4234. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4235. }
  4236. /**
  4237. * Adds agility modifications based on status changes
  4238. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4239. * @param sc: Object's status change information
  4240. * @param agi: Initial agi
  4241. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4242. **/
  4243. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4244. {
  4245. if(!sc || !sc->count)
  4246. return cap_value(agi,0,USHRT_MAX);
  4247. if(sc->data[SC_HARMONIZE]) {
  4248. agi -= sc->data[SC_HARMONIZE]->val2;
  4249. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4250. }
  4251. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  4252. return 50;
  4253. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4254. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4255. if(sc->data[SC_INCALLSTATUS])
  4256. agi += sc->data[SC_INCALLSTATUS]->val1;
  4257. if(sc->data[SC_INCAGI])
  4258. agi += sc->data[SC_INCAGI]->val1;
  4259. if(sc->data[SC_AGIFOOD])
  4260. agi += sc->data[SC_AGIFOOD]->val1;
  4261. if(sc->data[SC_FOOD_AGI_CASH])
  4262. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4263. if(sc->data[SC_SOULCOLD])
  4264. agi += sc->data[SC_SOULCOLD]->val1;
  4265. if(sc->data[SC_TRUESIGHT])
  4266. agi += 5;
  4267. if(sc->data[SC_INCREASEAGI])
  4268. agi += sc->data[SC_INCREASEAGI]->val2;
  4269. if(sc->data[SC_INCREASING])
  4270. agi += 4; // Added based on skill updates [Reddozen]
  4271. if(sc->data[SC_DECREASEAGI])
  4272. agi -= sc->data[SC_DECREASEAGI]->val2;
  4273. if(sc->data[SC_QUAGMIRE])
  4274. agi -= sc->data[SC_QUAGMIRE]->val2;
  4275. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4276. agi -= sc->data[SC_SUITON]->val2;
  4277. if(sc->data[SC_MARIONETTE])
  4278. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4279. if(sc->data[SC_MARIONETTE2])
  4280. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4281. if(sc->data[SC_ADORAMUS])
  4282. agi -= sc->data[SC_ADORAMUS]->val2;
  4283. if(sc->data[SC_MARSHOFABYSS])
  4284. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4285. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4286. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4287. if(sc->data[SC_INSPIRATION])
  4288. agi += sc->data[SC_INSPIRATION]->val2;
  4289. if(sc->data[SC_STOMACHACHE])
  4290. agi -= sc->data[SC_STOMACHACHE]->val1;
  4291. if(sc->data[SC_KYOUGAKU])
  4292. agi -= sc->data[SC_KYOUGAKU]->val2;
  4293. if(sc->data[SC_FULL_THROTTLE])
  4294. agi += agi * 20 / 100;
  4295. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4296. }
  4297. /**
  4298. * Adds vitality modifications based on status changes
  4299. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4300. * @param sc: Object's status change information
  4301. * @param vit: Initial vit
  4302. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4303. **/
  4304. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4305. {
  4306. if(!sc || !sc->count)
  4307. return cap_value(vit,0,USHRT_MAX);
  4308. if(sc->data[SC_HARMONIZE]) {
  4309. vit -= sc->data[SC_HARMONIZE]->val2;
  4310. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4311. }
  4312. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  4313. return 50;
  4314. if(sc->data[SC_INCALLSTATUS])
  4315. vit += sc->data[SC_INCALLSTATUS]->val1;
  4316. if(sc->data[SC_INCVIT])
  4317. vit += sc->data[SC_INCVIT]->val1;
  4318. if(sc->data[SC_VITFOOD])
  4319. vit += sc->data[SC_VITFOOD]->val1;
  4320. if(sc->data[SC_FOOD_VIT_CASH])
  4321. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4322. if(sc->data[SC_CHANGE])
  4323. vit += sc->data[SC_CHANGE]->val2;
  4324. if(sc->data[SC_GLORYWOUNDS])
  4325. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4326. if(sc->data[SC_TRUESIGHT])
  4327. vit += 5;
  4328. if(sc->data[SC_MARIONETTE])
  4329. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4330. if(sc->data[SC_MARIONETTE2])
  4331. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4332. if(sc->data[SC_LAUDAAGNUS])
  4333. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4334. if(sc->data[SC_MINOR_BBQ])
  4335. vit += sc->data[SC_MINOR_BBQ]->val1;
  4336. if(sc->data[SC_INSPIRATION])
  4337. vit += sc->data[SC_INSPIRATION]->val2;
  4338. if(sc->data[SC_STOMACHACHE])
  4339. vit -= sc->data[SC_STOMACHACHE]->val1;
  4340. if(sc->data[SC_KYOUGAKU])
  4341. vit -= sc->data[SC_KYOUGAKU]->val2;
  4342. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4343. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4344. if(sc->data[SC_FULL_THROTTLE])
  4345. vit += vit * 20 / 100;
  4346. #ifdef RENEWAL
  4347. if(sc->data[SC_DEFENCE])
  4348. vit += sc->data[SC_DEFENCE]->val2;
  4349. #endif
  4350. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4351. }
  4352. /**
  4353. * Adds intelligence modifications based on status changes
  4354. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4355. * @param sc: Object's status change information
  4356. * @param int_: Initial int
  4357. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4358. **/
  4359. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4360. {
  4361. if(!sc || !sc->count)
  4362. return cap_value(int_,0,USHRT_MAX);
  4363. if(sc->data[SC_HARMONIZE]) {
  4364. int_ -= sc->data[SC_HARMONIZE]->val2;
  4365. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4366. }
  4367. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  4368. return 50;
  4369. if(sc->data[SC_INCALLSTATUS])
  4370. int_ += sc->data[SC_INCALLSTATUS]->val1;
  4371. if(sc->data[SC_INCINT])
  4372. int_ += sc->data[SC_INCINT]->val1;
  4373. if(sc->data[SC_INTFOOD])
  4374. int_ += sc->data[SC_INTFOOD]->val1;
  4375. if(sc->data[SC_FOOD_INT_CASH])
  4376. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  4377. if(sc->data[SC_CHANGE])
  4378. int_ += sc->data[SC_CHANGE]->val3;
  4379. if(sc->data[SC_BATTLEORDERS])
  4380. int_ += 5;
  4381. if(sc->data[SC_TRUESIGHT])
  4382. int_ += 5;
  4383. if(sc->data[SC_BLESSING]) {
  4384. if (sc->data[SC_BLESSING]->val2)
  4385. int_ += sc->data[SC_BLESSING]->val2;
  4386. else
  4387. int_ >>= 1;
  4388. }
  4389. if(sc->data[SC_NEN])
  4390. int_ += sc->data[SC_NEN]->val1;
  4391. if(sc->data[SC_MARIONETTE])
  4392. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  4393. if(sc->data[SC_MARIONETTE2])
  4394. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  4395. if(sc->data[SC_MELODYOFSINK])
  4396. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  4397. if(sc->data[SC_MANDRAGORA])
  4398. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  4399. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  4400. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  4401. if(sc->data[SC_INSPIRATION])
  4402. int_ += sc->data[SC_INSPIRATION]->val2;
  4403. if(sc->data[SC_STOMACHACHE])
  4404. int_ -= sc->data[SC_STOMACHACHE]->val1;
  4405. if(sc->data[SC_KYOUGAKU])
  4406. int_ -= sc->data[SC_KYOUGAKU]->val2;
  4407. if(sc->data[SC_FULL_THROTTLE])
  4408. int_ += int_ * 20 / 100;
  4409. if(bl->type != BL_PC) {
  4410. if(sc->data[SC_STRIPHELM])
  4411. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  4412. if(sc->data[SC__STRIPACCESSORY])
  4413. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4414. }
  4415. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4416. }
  4417. /**
  4418. * Adds dexterity modifications based on status changes
  4419. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  4420. * @param sc: Object's status change information
  4421. * @param dex: Initial dex
  4422. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  4423. **/
  4424. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  4425. {
  4426. if(!sc || !sc->count)
  4427. return cap_value(dex,0,USHRT_MAX);
  4428. if(sc->data[SC_HARMONIZE]) {
  4429. dex -= sc->data[SC_HARMONIZE]->val2;
  4430. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4431. }
  4432. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  4433. return 50;
  4434. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4435. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  4436. if(sc->data[SC_INCALLSTATUS])
  4437. dex += sc->data[SC_INCALLSTATUS]->val1;
  4438. if(sc->data[SC_INCDEX])
  4439. dex += sc->data[SC_INCDEX]->val1;
  4440. if(sc->data[SC_DEXFOOD])
  4441. dex += sc->data[SC_DEXFOOD]->val1;
  4442. if(sc->data[SC_FOOD_DEX_CASH])
  4443. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  4444. if(sc->data[SC_BATTLEORDERS])
  4445. dex += 5;
  4446. if(sc->data[SC_HAWKEYES])
  4447. dex += sc->data[SC_HAWKEYES]->val1;
  4448. if(sc->data[SC_TRUESIGHT])
  4449. dex += 5;
  4450. if(sc->data[SC_QUAGMIRE])
  4451. dex -= sc->data[SC_QUAGMIRE]->val2;
  4452. if(sc->data[SC_BLESSING]) {
  4453. if (sc->data[SC_BLESSING]->val2)
  4454. dex += sc->data[SC_BLESSING]->val2;
  4455. else
  4456. dex >>= 1;
  4457. }
  4458. if(sc->data[SC_INCREASING])
  4459. dex += 4; // Added based on skill updates [Reddozen]
  4460. if(sc->data[SC_MARIONETTE])
  4461. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4462. if(sc->data[SC_MARIONETTE2])
  4463. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  4464. if(sc->data[SC_SIROMA_ICE_TEA])
  4465. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  4466. if(sc->data[SC_INSPIRATION])
  4467. dex += sc->data[SC_INSPIRATION]->val2;
  4468. if(sc->data[SC_STOMACHACHE])
  4469. dex -= sc->data[SC_STOMACHACHE]->val1;
  4470. if(sc->data[SC_KYOUGAKU])
  4471. dex -= sc->data[SC_KYOUGAKU]->val2;
  4472. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4473. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4474. if(sc->data[SC_MARSHOFABYSS])
  4475. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4476. if(sc->data[SC_FULL_THROTTLE])
  4477. dex += dex * 20 / 100;
  4478. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4479. }
  4480. /**
  4481. * Adds luck modifications based on status changes
  4482. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  4483. * @param sc: Object's status change information
  4484. * @param luk: Initial luk
  4485. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  4486. **/
  4487. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  4488. {
  4489. if(!sc || !sc->count)
  4490. return cap_value(luk,0,USHRT_MAX);
  4491. if(sc->data[SC_HARMONIZE]) {
  4492. luk -= sc->data[SC_HARMONIZE]->val2;
  4493. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4494. }
  4495. if(sc->data[SC_CURSE])
  4496. return 0;
  4497. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  4498. return 50;
  4499. if(sc->data[SC_INCALLSTATUS])
  4500. luk += sc->data[SC_INCALLSTATUS]->val1;
  4501. if(sc->data[SC_INCLUK])
  4502. luk += sc->data[SC_INCLUK]->val1;
  4503. if(sc->data[SC_LUKFOOD])
  4504. luk += sc->data[SC_LUKFOOD]->val1;
  4505. if(sc->data[SC_FOOD_LUK_CASH])
  4506. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  4507. if(sc->data[SC_TRUESIGHT])
  4508. luk += 5;
  4509. if(sc->data[SC_GLORIA])
  4510. luk += 30;
  4511. if(sc->data[SC_MARIONETTE])
  4512. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  4513. if(sc->data[SC_MARIONETTE2])
  4514. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  4515. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  4516. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  4517. if(sc->data[SC_INSPIRATION])
  4518. luk += sc->data[SC_INSPIRATION]->val2;
  4519. if(sc->data[SC_STOMACHACHE])
  4520. luk -= sc->data[SC_STOMACHACHE]->val1;
  4521. if(sc->data[SC_KYOUGAKU])
  4522. luk -= sc->data[SC_KYOUGAKU]->val2;
  4523. if(sc->data[SC_LAUDARAMUS])
  4524. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  4525. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  4526. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4527. if(sc->data[SC_BANANA_BOMB])
  4528. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  4529. if(sc->data[SC_FULL_THROTTLE])
  4530. luk += luk * 20 / 100;
  4531. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4532. }
  4533. /**
  4534. * Adds base attack modifications based on status changes
  4535. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  4536. * @param sc: Object's status change information
  4537. * @param batk: Initial batk
  4538. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  4539. **/
  4540. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  4541. {
  4542. if(!sc || !sc->count)
  4543. return cap_value(batk,0,USHRT_MAX);
  4544. if(sc->data[SC_ATKPOTION])
  4545. batk += sc->data[SC_ATKPOTION]->val1;
  4546. if(sc->data[SC_BATKFOOD])
  4547. batk += sc->data[SC_BATKFOOD]->val1;
  4548. if(sc->data[SC_GATLINGFEVER])
  4549. batk += sc->data[SC_GATLINGFEVER]->val3;
  4550. if(sc->data[SC_MADNESSCANCEL])
  4551. batk += 100;
  4552. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4553. batk += 50;
  4554. if(bl->type == BL_ELEM
  4555. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4556. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4557. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4558. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  4559. )
  4560. batk += batk / 5;
  4561. if(sc->data[SC_FULL_SWING_K])
  4562. batk += sc->data[SC_FULL_SWING_K]->val1;
  4563. if(sc->data[SC_ASH])
  4564. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  4565. if(sc->data[SC_PYROCLASTIC])
  4566. batk += sc->data[SC_PYROCLASTIC]->val2;
  4567. if (sc->data[SC_ANGRIFFS_MODUS])
  4568. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  4569. if(sc->data[SC_QUEST_BUFF1])
  4570. batk += sc->data[SC_QUEST_BUFF1]->val1;
  4571. if(sc->data[SC_QUEST_BUFF2])
  4572. batk += sc->data[SC_QUEST_BUFF2]->val1;
  4573. if(sc->data[SC_QUEST_BUFF3])
  4574. batk += sc->data[SC_QUEST_BUFF3]->val1;
  4575. if(sc->data[SC_INCATKRATE])
  4576. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4577. if(sc->data[SC_PROVOKE])
  4578. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4579. if(sc->data[SC_CONCENTRATION])
  4580. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4581. if(sc->data[SC_SKE])
  4582. batk += batk * 3;
  4583. if(sc->data[SC_BLOODLUST])
  4584. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4585. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4586. batk -= batk * 25/100;
  4587. if(sc->data[SC_CURSE])
  4588. batk -= batk * 25/100;
  4589. if(sc->data[SC_FLEET])
  4590. batk += batk * sc->data[SC_FLEET]->val3/100;
  4591. if(sc->data[SC__ENERVATION])
  4592. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4593. if(sc->data[SC__BLOODYLUST])
  4594. batk += batk * 32 / 100;
  4595. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4596. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  4597. if( sc->data[SC_ZANGETSU] )
  4598. batk += batk * sc->data[SC_ZANGETSU]->val2 / 100;
  4599. if(sc->data[SC_EQC])
  4600. batk -= batk * sc->data[SC_EQC]->val3 / 100;
  4601. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4602. }
  4603. /**
  4604. * Adds weapon attack modifications based on status changes
  4605. * @param bl: Object to change watk [PC]
  4606. * @param sc: Object's status change information
  4607. * @param watk: Initial watk
  4608. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  4609. **/
  4610. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4611. {
  4612. if(!sc || !sc->count)
  4613. return cap_value(watk,0,USHRT_MAX);
  4614. if(sc->data[SC_IMPOSITIO])
  4615. watk += sc->data[SC_IMPOSITIO]->val2;
  4616. if(sc->data[SC_WATKFOOD])
  4617. watk += sc->data[SC_WATKFOOD]->val1;
  4618. if(sc->data[SC_DRUMBATTLE])
  4619. watk += sc->data[SC_DRUMBATTLE]->val2;
  4620. if(sc->data[SC_VOLCANO])
  4621. watk += sc->data[SC_VOLCANO]->val2;
  4622. if(sc->data[SC_MERC_ATKUP])
  4623. watk += sc->data[SC_MERC_ATKUP]->val2;
  4624. if(sc->data[SC_FIGHTINGSPIRIT])
  4625. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  4626. if(sc->data[SC_STRIKING])
  4627. watk += sc->data[SC_STRIKING]->val2;
  4628. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  4629. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  4630. if(sc->data[SC_INSPIRATION])
  4631. watk += (sc->data[SC_INSPIRATION]->val1 * 40) + (sc->data[SC_INSPIRATION]->val2 * 3);
  4632. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4633. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4634. if( sc->data[SC_CAMOUFLAGE] )
  4635. watk += 30 * sc->data[SC_CAMOUFLAGE]->val2;
  4636. if(sc->data[SC__BLOODYLUST])
  4637. watk += watk * 32 / 100;
  4638. if( sc->data[SC_TROPIC_OPTION] )
  4639. watk += sc->data[SC_TROPIC_OPTION]->val2;
  4640. if( sc->data[SC_HEATER_OPTION] )
  4641. watk += sc->data[SC_HEATER_OPTION]->val2;
  4642. if( sc->data[SC_WATER_BARRIER] )
  4643. watk -= sc->data[SC_WATER_BARRIER]->val3;
  4644. if( sc->data[SC_PYROTECHNIC_OPTION] )
  4645. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  4646. if(sc->data[SC_NIBELUNGEN]) {
  4647. if (bl->type != BL_PC)
  4648. watk += sc->data[SC_NIBELUNGEN]->val2;
  4649. #ifndef RENEWAL
  4650. else {
  4651. TBL_PC *sd = (TBL_PC*)bl;
  4652. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4653. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4654. watk += sc->data[SC_NIBELUNGEN]->val2;
  4655. }
  4656. #endif
  4657. }
  4658. if(sc->data[SC_INCATKRATE])
  4659. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4660. if(sc->data[SC_PROVOKE])
  4661. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4662. if(sc->data[SC_CONCENTRATION])
  4663. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  4664. if(sc->data[SC_SKE])
  4665. watk += watk * 3;
  4666. if(sc->data[SC__ENERVATION])
  4667. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4668. if(sc->data[SC_FLEET])
  4669. watk += watk * sc->data[SC_FLEET]->val3/100;
  4670. if(sc->data[SC_CURSE])
  4671. watk -= watk * 25/100;
  4672. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  4673. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4674. if(sc->data[SC_RUSHWINDMILL])
  4675. watk += watk * sc->data[SC_RUSHWINDMILL]->val3/100;
  4676. if (sc->data[SC_ODINS_POWER])
  4677. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  4678. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  4679. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  4680. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  4681. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  4682. )
  4683. watk += watk / 10;
  4684. if( sc && sc->data[SC_TIDAL_WEAPON] )
  4685. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  4686. if(sc->data[SC_ANGRIFFS_MODUS])
  4687. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  4688. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  4689. }
  4690. #ifdef RENEWAL
  4691. /**
  4692. * Adds equip magic attack modifications based on status changes [RENEWAL]
  4693. * @param bl: Object to change matk [PC]
  4694. * @param sc: Object's status change information
  4695. * @param matk: Initial matk
  4696. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4697. **/
  4698. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  4699. {
  4700. if (!sc || !sc->count)
  4701. return cap_value(matk,0,USHRT_MAX);
  4702. if (sc->data[SC_MATKPOTION])
  4703. matk += sc->data[SC_MATKPOTION]->val1;
  4704. if (sc->data[SC_MATKFOOD])
  4705. matk += sc->data[SC_MATKFOOD]->val1;
  4706. if(sc->data[SC_MANA_PLUS])
  4707. matk += sc->data[SC_MANA_PLUS]->val1;
  4708. if(sc->data[SC_COOLER_OPTION])
  4709. matk += sc->data[SC_COOLER_OPTION]->val2;
  4710. if(sc->data[SC_AQUAPLAY_OPTION])
  4711. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4712. if(sc->data[SC_CHILLY_AIR_OPTION])
  4713. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4714. if(sc->data[SC_WATER_BARRIER])
  4715. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4716. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4717. matk += 50;
  4718. if(sc->data[SC_ODINS_POWER])
  4719. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4720. if(sc->data[SC_IZAYOI])
  4721. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4722. if(sc->data[SC_QUEST_BUFF1])
  4723. matk += sc->data[SC_QUEST_BUFF1]->val1;
  4724. if(sc->data[SC_QUEST_BUFF2])
  4725. matk += sc->data[SC_QUEST_BUFF2]->val1;
  4726. if(sc->data[SC_QUEST_BUFF3])
  4727. matk += sc->data[SC_QUEST_BUFF3]->val1;
  4728. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4729. }
  4730. #endif
  4731. /**
  4732. * Adds magic attack modifications based on status changes
  4733. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  4734. * @param sc: Object's status change information
  4735. * @param matk: Initial matk
  4736. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  4737. **/
  4738. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  4739. {
  4740. if(!sc || !sc->count)
  4741. return cap_value(matk,0,USHRT_MAX);
  4742. #ifndef RENEWAL
  4743. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  4744. if (sc->data[SC_MATKPOTION])
  4745. matk += sc->data[SC_MATKPOTION]->val1;
  4746. if (sc->data[SC_MATKFOOD])
  4747. matk += sc->data[SC_MATKFOOD]->val1;
  4748. if (sc->data[SC_MANA_PLUS])
  4749. matk += sc->data[SC_MANA_PLUS]->val1;
  4750. if (sc->data[SC_AQUAPLAY_OPTION])
  4751. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4752. if (sc->data[SC_CHILLY_AIR_OPTION])
  4753. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4754. if (sc->data[SC_WATER_BARRIER])
  4755. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4756. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  4757. matk += 50;
  4758. if (sc->data[SC_ODINS_POWER])
  4759. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  4760. if (sc->data[SC_IZAYOI])
  4761. matk += 50 * sc->data[SC_IZAYOI]->val1;
  4762. #endif
  4763. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  4764. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  4765. if (sc->data[SC_MINDBREAKER])
  4766. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  4767. if (sc->data[SC_INCMATKRATE])
  4768. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  4769. if (sc->data[SC_MOONLITSERENADE])
  4770. matk += matk * sc->data[SC_MOONLITSERENADE]->val3/100;
  4771. if (sc->data[SC_ZANGETSU])
  4772. matk += matk * sc->data[SC_ZANGETSU]->val2 / 100;
  4773. if (sc->data[SC_MTF_MATK])
  4774. matk += matk * 25 / 100;
  4775. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4776. }
  4777. /**
  4778. * Adds critical modifications based on status changes
  4779. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  4780. * @param sc: Object's status change information
  4781. * @param critical: Initial critical
  4782. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  4783. **/
  4784. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  4785. {
  4786. if(!sc || !sc->count)
  4787. return cap_value(critical,10,SHRT_MAX);
  4788. if (sc->data[SC_INCCRI])
  4789. critical += sc->data[SC_INCCRI]->val2;
  4790. if (sc->data[SC_EXPLOSIONSPIRITS])
  4791. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  4792. if (sc->data[SC_FORTUNE])
  4793. critical += sc->data[SC_FORTUNE]->val2;
  4794. if (sc->data[SC_TRUESIGHT])
  4795. critical += sc->data[SC_TRUESIGHT]->val2;
  4796. if (sc->data[SC_CLOAKING])
  4797. critical += critical;
  4798. if (sc->data[SC_STRIKING])
  4799. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  4800. #ifdef RENEWAL
  4801. if (sc->data[SC_SPEARQUICKEN])
  4802. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  4803. #endif
  4804. if(sc->data[SC_CAMOUFLAGE])
  4805. critical += critical * ( 10 * sc->data[SC_CAMOUFLAGE]->val2 ) / 100;
  4806. if (sc->data[SC__INVISIBILITY])
  4807. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  4808. if (sc->data[SC__UNLUCKY])
  4809. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  4810. if(sc->data[SC_BEYONDOFWARCRY])
  4811. critical -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4812. return (short)cap_value(critical,10,SHRT_MAX);
  4813. }
  4814. /**
  4815. * Adds hit modifications based on status changes
  4816. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  4817. * @param sc: Object's status change information
  4818. * @param hit: Initial hit
  4819. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  4820. **/
  4821. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  4822. {
  4823. if(!sc || !sc->count)
  4824. return cap_value(hit,1,SHRT_MAX);
  4825. if(sc->data[SC_INCHIT])
  4826. hit += sc->data[SC_INCHIT]->val1;
  4827. if(sc->data[SC_HITFOOD])
  4828. hit += sc->data[SC_HITFOOD]->val1;
  4829. if(sc->data[SC_TRUESIGHT])
  4830. hit += sc->data[SC_TRUESIGHT]->val3;
  4831. if(sc->data[SC_HUMMING])
  4832. hit += sc->data[SC_HUMMING]->val2;
  4833. if(sc->data[SC_CONCENTRATION])
  4834. hit += sc->data[SC_CONCENTRATION]->val3;
  4835. if(sc->data[SC_INSPIRATION])
  4836. hit += (5 * sc->data[SC_INSPIRATION]->val1) + (sc->data[SC_INSPIRATION]->val3 / 2);
  4837. if(sc->data[SC_ADJUSTMENT])
  4838. hit -= 30;
  4839. if(sc->data[SC_INCREASING])
  4840. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4841. if(sc->data[SC_MERC_HITUP])
  4842. hit += sc->data[SC_MERC_HITUP]->val2;
  4843. if(sc->data[SC_INCHITRATE])
  4844. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  4845. if(sc->data[SC_BLIND])
  4846. hit -= hit * 25/100;
  4847. if(sc->data[SC__GROOMY])
  4848. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4849. if(sc->data[SC_FEAR])
  4850. hit -= hit * 20 / 100;
  4851. if (sc->data[SC_ASH])
  4852. hit -= (hit * sc->data[SC_ASH]->val2) / 100;
  4853. if (sc->data[SC_TEARGAS])
  4854. hit -= hit * 50 / 100;
  4855. if(sc->data[SC_ILLUSIONDOPING])
  4856. hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; // Custom
  4857. if (sc->data[SC_MTF_ASPD])
  4858. hit += 5;
  4859. return (short)cap_value(hit,1,SHRT_MAX);
  4860. }
  4861. /**
  4862. * Adds flee modifications based on status changes
  4863. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  4864. * @param sc: Object's status change information
  4865. * @param flee: Initial flee
  4866. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  4867. **/
  4868. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4869. {
  4870. if( bl->type == BL_PC ) {
  4871. if( map_flag_gvg(bl->m) )
  4872. flee -= flee * battle_config.gvg_flee_penalty/100;
  4873. else if( map[bl->m].flag.battleground )
  4874. flee -= flee * battle_config.bg_flee_penalty/100;
  4875. }
  4876. if(!sc || !sc->count)
  4877. return cap_value(flee,1,SHRT_MAX);
  4878. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  4879. return 1; // 1 = min flee
  4880. if(sc->data[SC_INCFLEE])
  4881. flee += sc->data[SC_INCFLEE]->val1;
  4882. if(sc->data[SC_FLEEFOOD])
  4883. flee += sc->data[SC_FLEEFOOD]->val1;
  4884. if(sc->data[SC_WHISTLE])
  4885. flee += sc->data[SC_WHISTLE]->val2;
  4886. if(sc->data[SC_WINDWALK])
  4887. flee += sc->data[SC_WINDWALK]->val2;
  4888. if(sc->data[SC_VIOLENTGALE])
  4889. flee += sc->data[SC_VIOLENTGALE]->val2;
  4890. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  4891. flee += sc->data[SC_MOON_COMFORT]->val2;
  4892. if(sc->data[SC_CLOSECONFINE])
  4893. flee += 10;
  4894. if (sc->data[SC_ANGRIFFS_MODUS])
  4895. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  4896. if (sc->data[SC_OVERED_BOOST])
  4897. flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
  4898. if(sc->data[SC_ADJUSTMENT])
  4899. flee += 30;
  4900. if(sc->data[SC_SPEED])
  4901. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4902. if(sc->data[SC_GATLINGFEVER])
  4903. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4904. if(sc->data[SC_PARTYFLEE])
  4905. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  4906. if(sc->data[SC_MERC_FLEEUP])
  4907. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4908. if( sc->data[SC_HALLUCINATIONWALK] )
  4909. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4910. if( sc->data[SC_WATER_BARRIER] )
  4911. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4912. #ifdef RENEWAL
  4913. if( sc->data[SC_SPEARQUICKEN] )
  4914. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  4915. #endif
  4916. if(sc->data[SC_INCFLEERATE])
  4917. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4918. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4919. flee -= flee * 50/100;
  4920. if(sc->data[SC_BERSERK])
  4921. flee -= flee * 50/100;
  4922. if(sc->data[SC_BLIND])
  4923. flee -= flee * 25/100;
  4924. if(sc->data[SC_FEAR])
  4925. flee -= flee * 20 / 100;
  4926. if(sc->data[SC_PARALYSE])
  4927. flee -= flee * 10 / 100;
  4928. if(sc->data[SC_INFRAREDSCAN])
  4929. flee -= flee * 30 / 100;
  4930. if( sc->data[SC__LAZINESS] )
  4931. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4932. if( sc->data[SC_GLOOMYDAY] )
  4933. flee -= sc->data[SC_GLOOMYDAY]->val2;
  4934. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4935. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4936. if( sc->data[SC_WIND_STEP_OPTION] )
  4937. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4938. if( sc->data[SC_ZEPHYR] )
  4939. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  4940. if(sc->data[SC_ASH])
  4941. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  4942. if (sc->data[SC_GOLDENE_FERSE])
  4943. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  4944. if (sc->data[SC_SMOKEPOWDER])
  4945. flee += flee * 20 / 100;
  4946. if (sc->data[SC_TEARGAS])
  4947. flee -= flee * 50 / 100;
  4948. if( sc->data[SC_C_MARKER] )
  4949. flee -= 10;
  4950. if(sc->data[SC_HEAT_BARREL])
  4951. flee -= sc->data[SC_HEAT_BARREL]->val4;
  4952. return (short)cap_value(flee,1,SHRT_MAX);
  4953. }
  4954. /**
  4955. * Adds perfect flee modifications based on status changes
  4956. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  4957. * @param sc: Object's status change information
  4958. * @param flee2: Initial flee2
  4959. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  4960. **/
  4961. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  4962. {
  4963. if(!sc || !sc->count)
  4964. return cap_value(flee2,10,SHRT_MAX);
  4965. if(sc->data[SC_INCFLEE2])
  4966. flee2 += sc->data[SC_INCFLEE2]->val2;
  4967. if(sc->data[SC_WHISTLE])
  4968. flee2 += sc->data[SC_WHISTLE]->val3*10;
  4969. if(sc->data[SC__UNLUCKY])
  4970. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  4971. return (short)cap_value(flee2,10,SHRT_MAX);
  4972. }
  4973. /**
  4974. * Adds defense (left-side) modifications based on status changes
  4975. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  4976. * @param sc: Object's status change information
  4977. * @param def: Initial def
  4978. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  4979. **/
  4980. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  4981. {
  4982. if(!sc || !sc->count)
  4983. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  4984. if(sc->data[SC_DEFSET]) // !FIXME: Find out if this really overrides all other SCs
  4985. return sc->data[SC_DEFSET]->val1;
  4986. if(sc->data[SC_BERSERK])
  4987. return 0;
  4988. if(sc->data[SC_SKA])
  4989. return sc->data[SC_SKA]->val3;
  4990. if(sc->data[SC_BARRIER])
  4991. return 100;
  4992. if(sc->data[SC_KEEPING])
  4993. return 90;
  4994. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  4995. if(sc->data[SC_STEELBODY])
  4996. return 90;
  4997. #endif
  4998. if(sc->data[SC_ARMORCHANGE])
  4999. def += sc->data[SC_ARMORCHANGE]->val2;
  5000. if(sc->data[SC_DRUMBATTLE])
  5001. def += sc->data[SC_DRUMBATTLE]->val3;
  5002. #ifndef RENEWAL
  5003. if(sc->data[SC_DEFENCE])
  5004. def += sc->data[SC_DEFENCE]->val2 ;
  5005. #endif
  5006. if(sc->data[SC_INCDEFRATE])
  5007. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5008. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5009. def += 50;
  5010. if(sc->data[SC_ODINS_POWER])
  5011. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5012. if( sc->data[SC_ANGRIFFS_MODUS] )
  5013. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5014. if(sc->data[SC_STONEHARDSKIN])
  5015. def += sc->data[SC_STONEHARDSKIN]->val1;
  5016. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5017. def >>=1;
  5018. if(sc->data[SC_FREEZE])
  5019. def >>=1;
  5020. if(sc->data[SC_SIGNUMCRUCIS])
  5021. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5022. if(sc->data[SC_CONCENTRATION])
  5023. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5024. if(sc->data[SC_SKE])
  5025. def >>=1;
  5026. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5027. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5028. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5029. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5030. if (sc->data[SC_FLING])
  5031. def -= def * (sc->data[SC_FLING]->val2)/100;
  5032. if( sc->data[SC_FREEZING] )
  5033. def -= def * 10 / 100;
  5034. if(sc->data[SC_CAMOUFLAGE])
  5035. def -= def * ( 5 * sc->data[SC_CAMOUFLAGE]->val2 ) / 100;
  5036. if( sc->data[SC_ANALYZE] )
  5037. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5038. if( sc->data[SC_FORCEOFVANGUARD] )
  5039. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  5040. if( sc->data[SC_NEUTRALBARRIER] )
  5041. def += def * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  5042. if( sc->data[SC__BLOODYLUST] )
  5043. def -= def * 55 / 100;
  5044. if(sc->data[SC_SATURDAYNIGHTFEVER])
  5045. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5046. if(sc->data[SC_EARTHDRIVE])
  5047. def -= def * 25 / 100;
  5048. if( sc->data[SC_ROCK_CRUSHER] )
  5049. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5050. if( sc->data[SC_POWER_OF_GAIA] )
  5051. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5052. if( sc->data[SC_PRESTIGE] )
  5053. def += sc->data[SC_PRESTIGE]->val1;
  5054. if(sc->data[SC_ASH])
  5055. def -= def * sc->data[SC_ASH]->val3/100;
  5056. if( sc->data[SC_OVERED_BOOST] )
  5057. def -= def * sc->data[SC_OVERED_BOOST]->val3 / 100;
  5058. if(sc->data[SC_UNLIMIT])
  5059. return 1;
  5060. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5061. }
  5062. /**
  5063. * Adds defense (right-side) modifications based on status changes
  5064. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5065. * @param sc: Object's status change information
  5066. * @param def2: Initial def2
  5067. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5068. **/
  5069. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5070. {
  5071. if(!sc || !sc->count)
  5072. #ifdef RENEWAL
  5073. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5074. #else
  5075. return (short)cap_value(def2,1,SHRT_MAX);
  5076. #endif
  5077. if(sc->data[SC_BERSERK])
  5078. return 0;
  5079. if(sc->data[SC_ETERNALCHAOS])
  5080. return 0;
  5081. if(sc->data[SC_SUN_COMFORT])
  5082. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5083. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5084. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  5085. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  5086. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  5087. if(sc->data[SC_ANGELUS])
  5088. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5089. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5090. #else
  5091. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5092. #endif
  5093. if(sc->data[SC_CONCENTRATION])
  5094. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5095. if(sc->data[SC_POISON])
  5096. def2 -= def2 * 25/100;
  5097. if(sc->data[SC_DPOISON])
  5098. def2 -= def2 * 25/100;
  5099. if(sc->data[SC_SKE])
  5100. def2 -= def2 * 50/100;
  5101. if(sc->data[SC_PROVOKE])
  5102. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5103. if(sc->data[SC_JOINTBEAT])
  5104. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5105. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5106. if(sc->data[SC_FLING])
  5107. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5108. if( sc->data[SC_FREEZING] )
  5109. def2 -= def2 * 10 / 100;
  5110. if(sc->data[SC_ANALYZE])
  5111. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5112. if( sc->data[SC_ECHOSONG] )
  5113. def2 += def2 * sc->data[SC_ECHOSONG]->val3 / 100;
  5114. if(sc->data[SC_ASH])
  5115. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5116. if (sc->data[SC_PARALYSIS])
  5117. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5118. if(sc->data[SC_EQC])
  5119. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5120. if(sc->data[SC_UNLIMIT])
  5121. return 1;
  5122. #ifdef RENEWAL
  5123. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5124. #else
  5125. return (short)cap_value(def2,1,SHRT_MAX);
  5126. #endif
  5127. }
  5128. /**
  5129. * Adds magic defense (left-side) modifications based on status changes
  5130. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5131. * @param sc: Object's status change information
  5132. * @param mdef: Initial mdef
  5133. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5134. **/
  5135. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5136. {
  5137. if(!sc || !sc->count)
  5138. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5139. if(sc->data[SC_MDEFSET]) // !FIXME: Find out if this really overrides all other SCs
  5140. return sc->data[SC_MDEFSET]->val1;
  5141. if(sc->data[SC_BERSERK])
  5142. return 0;
  5143. if(sc->data[SC_BARRIER])
  5144. return 100;
  5145. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5146. if(sc->data[SC_STEELBODY])
  5147. return 90;
  5148. #endif
  5149. if(sc->data[SC_ARMORCHANGE])
  5150. mdef += sc->data[SC_ARMORCHANGE]->val3;
  5151. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5152. mdef += 50;
  5153. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5154. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5155. if(sc->data[SC_STONEHARDSKIN])
  5156. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5157. if(sc->data[SC_WATER_BARRIER])
  5158. mdef += sc->data[SC_WATER_BARRIER]->val2;
  5159. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5160. mdef += 25*mdef/100;
  5161. if(sc->data[SC_FREEZE])
  5162. mdef += 25*mdef/100;
  5163. if( sc->data[SC_NEUTRALBARRIER] )
  5164. mdef += mdef * (10 + sc->data[SC_NEUTRALBARRIER]->val1 * 5) / 100;
  5165. if(sc->data[SC_ANALYZE])
  5166. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5167. if(sc->data[SC_SYMPHONYOFLOVER])
  5168. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5169. if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4) {
  5170. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5171. if (mdef < 0)
  5172. return 0;
  5173. }
  5174. if (sc->data[SC_ODINS_POWER])
  5175. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5176. if(sc->data[SC_UNLIMIT])
  5177. return 1;
  5178. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5179. }
  5180. /**
  5181. * Adds magic defense (right-side) modifications based on status changes
  5182. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5183. * @param sc: Object's status change information
  5184. * @param mdef2: Initial mdef2
  5185. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5186. **/
  5187. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5188. {
  5189. if(!sc || !sc->count)
  5190. #ifdef RENEWAL
  5191. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5192. #else
  5193. return (short)cap_value(mdef2,1,SHRT_MAX);
  5194. #endif
  5195. if(sc->data[SC_BERSERK])
  5196. return 0;
  5197. if(sc->data[SC_SKA])
  5198. return 90;
  5199. if(sc->data[SC_MINDBREAKER])
  5200. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5201. if(sc->data[SC_ANALYZE])
  5202. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5203. if(sc->data[SC_UNLIMIT])
  5204. return 1;
  5205. #ifdef RENEWAL
  5206. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5207. #else
  5208. return (short)cap_value(mdef2,1,SHRT_MAX);
  5209. #endif
  5210. }
  5211. /**
  5212. * Adds speed modifications based on status changes
  5213. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5214. * @param sc: Object's status change information
  5215. * @param speed: Initial speed
  5216. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5217. **/
  5218. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5219. {
  5220. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5221. int speed_rate = 100;
  5222. if( sc == NULL )
  5223. return cap_value(speed,10,USHRT_MAX);
  5224. if (sd && sd->state.permanent_speed)
  5225. return (short)cap_value(speed,10,USHRT_MAX);
  5226. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5227. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5228. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5229. else
  5230. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5231. } else {
  5232. int val = 0;
  5233. // GetMoveHasteValue2()
  5234. if( sc->data[SC_FUSION] )
  5235. val = 25;
  5236. else if( sd ) {
  5237. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5238. val = 25; // Same bonus
  5239. else if( pc_isridingwug(sd) )
  5240. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5241. else if( pc_ismadogear(sd) ) {
  5242. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5243. if( sc->data[SC_ACCELERATION] )
  5244. val += 25;
  5245. }
  5246. else if( sc->data[SC_ALL_RIDING] )
  5247. val = battle_config.rental_mount_speed_boost;
  5248. }
  5249. speed_rate -= val;
  5250. // GetMoveSlowValue()
  5251. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5252. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5253. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5254. val = sc->data[SC_CHASEWALK]->val3;
  5255. else {
  5256. val = 0;
  5257. // Longing for Freedom cancels song/dance penalty
  5258. if( sc->data[SC_LONGING] )
  5259. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  5260. else
  5261. if( sd && sc->data[SC_DANCING] )
  5262. 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)) );
  5263. if( sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS] )
  5264. val = max( val, 25 );
  5265. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  5266. val = max( val, 50 );
  5267. if( sc->data[SC_DONTFORGETME] && !sc->data[SC_GN_CARTBOOST] && !sc->data[SC_CARTBOOST] ) //Cart Boost cannot be affected
  5268. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  5269. if( sc->data[SC_CURSE] )
  5270. val = max( val, 300 );
  5271. if( sc->data[SC_CHASEWALK] )
  5272. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  5273. if( sc->data[SC_WEDDING] )
  5274. val = max( val, 100 );
  5275. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  5276. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  5277. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  5278. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  5279. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  5280. val = max( val, 75 );
  5281. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  5282. val = max( val, 100 );
  5283. if( sc->data[SC_GATLINGFEVER] )
  5284. val = max( val, 100 );
  5285. if( sc->data[SC_SUITON] )
  5286. val = max( val, sc->data[SC_SUITON]->val3 );
  5287. if( sc->data[SC_SWOO] )
  5288. val = max( val, 300 );
  5289. if( sc->data[SC_FREEZING] )
  5290. val = max( val, 50 );
  5291. if( sc->data[SC_MARSHOFABYSS] )
  5292. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  5293. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  5294. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  5295. if( sc->data[SC_STEALTHFIELD_MASTER] )
  5296. val = max( val, 30 );
  5297. if( sc->data[SC_BANDING_DEFENCE] )
  5298. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  5299. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  5300. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  5301. if( sc->data[SC_POWER_OF_GAIA] )
  5302. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  5303. if( sc->data[SC_MELON_BOMB] )
  5304. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  5305. if( sc->data[SC_B_TRAP] )
  5306. val = max( val, sc->data[SC_B_TRAP]->val3 );
  5307. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  5308. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  5309. }
  5310. speed_rate += val;
  5311. val = 0;
  5312. // GetMoveHasteValue1()
  5313. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  5314. val = max( val, 50 );
  5315. if( sc->data[SC_INCREASEAGI] )
  5316. val = max( val, 25 );
  5317. if( sc->data[SC_WINDWALK] )
  5318. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  5319. if( sc->data[SC_CARTBOOST] )
  5320. val = max( val, 20 );
  5321. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  5322. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  5323. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  5324. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  5325. if( sc->data[SC_BERSERK] )
  5326. val = max( val, 25 );
  5327. if( sc->data[SC_RUN] )
  5328. val = max( val, 55 );
  5329. if( sc->data[SC_AVOID] )
  5330. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  5331. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  5332. val = max( val, 75 );
  5333. if( sc->data[SC_CLOAKINGEXCEED] )
  5334. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  5335. if( sc->data[SC_HOVERING] )
  5336. val = max( val, 10 );
  5337. if( sc->data[SC_GN_CARTBOOST] )
  5338. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  5339. if( sc->data[SC_SWINGDANCE] )
  5340. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  5341. if( sc->data[SC_WIND_STEP_OPTION] )
  5342. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  5343. if( sc->data[SC_FULL_THROTTLE] )
  5344. val = max( val, 30 );
  5345. // !FIXME: official items use a single bonus for this [ultramage]
  5346. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  5347. val = max( val, 25 );
  5348. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  5349. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  5350. speed_rate -= val;
  5351. if( speed_rate < 40 )
  5352. speed_rate = 40;
  5353. }
  5354. // GetSpeed()
  5355. if( sd && pc_iscarton(sd) )
  5356. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  5357. if( sc->data[SC_PARALYSE] )
  5358. speed += speed * 50 / 100;
  5359. if( speed_rate != 100 )
  5360. speed = speed * speed_rate / 100;
  5361. if( sc->data[SC_STEELBODY] )
  5362. speed = 200;
  5363. if( sc->data[SC_DEFENDER] )
  5364. speed = max(speed, 200);
  5365. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  5366. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  5367. if( sc->data[SC_REBOUND] )
  5368. speed += max(speed, 100);
  5369. return (short)cap_value(speed,10,USHRT_MAX);
  5370. }
  5371. #ifdef RENEWAL_ASPD
  5372. /**
  5373. * Renewal attack speed modifiers based on status changes
  5374. * This function only affects RENEWAL players and comes after base calculation
  5375. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5376. * @param sc: Object's status change information
  5377. * @param flag: flag&1 - fixed value [malufett]
  5378. * flag&2 - percentage value
  5379. * @return modified aspd
  5380. **/
  5381. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
  5382. {
  5383. int i, pots = 0, skills1 = 0, skills2 = 0;
  5384. if(!sc || !sc->count)
  5385. return 0;
  5386. if(sc->data[i=SC_ASPDPOTION3] ||
  5387. sc->data[i=SC_ASPDPOTION2] ||
  5388. sc->data[i=SC_ASPDPOTION1] ||
  5389. sc->data[i=SC_ASPDPOTION0])
  5390. pots += sc->data[i]->val1;
  5391. if( !sc->data[SC_QUAGMIRE] ) {
  5392. if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
  5393. skills1 = 7;
  5394. if(sc->data[SC_ONEHAND] && skills1 < 7)
  5395. skills1 = 7;
  5396. if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // Needs more info
  5397. skills1 = 7;
  5398. if(sc->data[SC_ADRENALINE2] && skills1 < 6)
  5399. skills1 = 6;
  5400. if(sc->data[SC_ADRENALINE] && skills1 < 7)
  5401. skills1 = 7;
  5402. if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
  5403. skills1 = 7;
  5404. if(sc->data[SC_FLEET] && skills1 < 5)
  5405. skills1 = 5;
  5406. }
  5407. if(sc->data[SC_BERSERK] && skills1 < 15)
  5408. skills1 = 15;
  5409. else if(sc->data[SC_MADNESSCANCEL] && skills1 < 20)
  5410. skills1 = 20;
  5411. if(sc->data[SC_DONTFORGETME])
  5412. skills2 -= sc->data[SC_DONTFORGETME]->val2 / 10;
  5413. if(sc->data[SC_LONGING])
  5414. skills2 -= sc->data[SC_LONGING]->val2 / 10;
  5415. if(sc->data[SC_STEELBODY])
  5416. skills2 -= 25;
  5417. if(sc->data[SC_SKA])
  5418. skills2 -= 25;
  5419. if(sc->data[SC_DEFENDER])
  5420. skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
  5421. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5422. skills2 -= 75;
  5423. if(sc->data[SC_GRAVITATION])
  5424. skills2 -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  5425. if(sc->data[SC_JOINTBEAT]) { // Needs more info
  5426. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5427. skills2 -= 25;
  5428. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5429. skills2 -= 10;
  5430. }
  5431. if( sc->data[SC_FREEZING] )
  5432. skills2 -= 15;
  5433. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5434. skills2 -= 50;
  5435. if( sc->data[SC_PARALYSE] )
  5436. skills2 -= 10;
  5437. if( sc->data[SC__BODYPAINT] )
  5438. skills2 -= 5 * sc->data[SC__BODYPAINT]->val1;
  5439. if( sc->data[SC__INVISIBILITY] )
  5440. skills2 -= sc->data[SC__INVISIBILITY]->val2;
  5441. if( sc->data[SC_SWINGDANCE] )
  5442. skills2 += sc->data[SC_SWINGDANCE]->val2;
  5443. if( sc->data[SC_DANCEWITHWUG] )
  5444. skills2 += sc->data[SC_DANCEWITHWUG]->val3;
  5445. if( sc->data[SC_GLOOMYDAY] )
  5446. skills2 -= sc->data[SC_GLOOMYDAY]->val3;
  5447. if( sc->data[SC_EARTHDRIVE] )
  5448. skills2 -= 25;
  5449. if( sc->data[SC_GT_CHANGE] )
  5450. skills2 += sc->data[SC_GT_CHANGE]->val3;
  5451. if( sc->data[SC_MELON_BOMB] )
  5452. skills2 -= sc->data[SC_MELON_BOMB]->val1;
  5453. if( sc->data[SC_PAIN_KILLER] )
  5454. skills2 -= sc->data[SC_PAIN_KILLER]->val2;
  5455. if( sc->data[SC_BOOST500] )
  5456. skills2 += sc->data[SC_BOOST500]->val1;
  5457. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5458. skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  5459. if( sc->data[SC_GOLDENE_FERSE] )
  5460. skills2 += sc->data[SC_GOLDENE_FERSE]->val3;
  5461. if( sc->data[SC_INCASPDRATE] )
  5462. skills2 += sc->data[SC_INCASPDRATE]->val1;
  5463. if( sc->data[SC_GATLINGFEVER] )
  5464. skills2 += sc->data[SC_GATLINGFEVER]->val1;
  5465. if( sc->data[SC_STAR_COMFORT] )
  5466. skills2 += sc->data[SC_STAR_COMFORT]->val1;
  5467. if( sc->data[SC_HEAT_BARREL] )
  5468. skills2 += sc->data[SC_HEAT_BARREL]->val3;
  5469. if(sc->data[SC_ASSNCROS] && !skills1) {
  5470. if (bl->type!=BL_PC)
  5471. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5472. else
  5473. switch(((TBL_PC*)bl)->status.weapon) {
  5474. case W_BOW:
  5475. case W_REVOLVER:
  5476. case W_RIFLE:
  5477. case W_GATLING:
  5478. case W_SHOTGUN:
  5479. case W_GRENADE:
  5480. break;
  5481. default:
  5482. skills2 += sc->data[SC_ASSNCROS]->val2/10;
  5483. break;
  5484. }
  5485. }
  5486. return ( flag&1? (skills1 + pots) : skills2 );
  5487. }
  5488. #endif
  5489. /**
  5490. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  5491. * A subtraction reduces the delay, meaning an increase in ASPD
  5492. * This comes after the percentage changes and is based on status changes
  5493. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5494. * @param sc: Object's status change information
  5495. * @param aspd: Object's current ASPD
  5496. * @return modified aspd
  5497. **/
  5498. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  5499. {
  5500. if (!sc || !sc->count)
  5501. return cap_value(aspd, 0, 2000);
  5502. if (!sc->data[SC_QUAGMIRE]) {
  5503. if (sc->data[SC_OVERED_BOOST])
  5504. aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
  5505. }
  5506. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
  5507. || sc->data[SC_WILD_STORM_OPTION]))
  5508. aspd -= 50; // +5 ASPD
  5509. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  5510. aspd -= (bl->type==BL_PC?pc_checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
  5511. if (sc->data[SC_MTF_ASPD])
  5512. aspd -= 10;
  5513. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  5514. }
  5515. /**
  5516. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  5517. * Note: The scale of aspd_rate is 1000 = 100%
  5518. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  5519. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5520. * @param sc: Object's status change information
  5521. * @param aspd_rate: Object's current ASPD
  5522. * @return modified aspd_rate
  5523. **/
  5524. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  5525. {
  5526. int i;
  5527. if(!sc || !sc->count)
  5528. return cap_value(aspd_rate,0,SHRT_MAX);
  5529. if( !sc->data[SC_QUAGMIRE] ) {
  5530. int max = 0;
  5531. if(sc->data[SC_STAR_COMFORT])
  5532. max = sc->data[SC_STAR_COMFORT]->val2;
  5533. if(sc->data[SC_TWOHANDQUICKEN] &&
  5534. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  5535. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  5536. if(sc->data[SC_ONEHAND] &&
  5537. max < sc->data[SC_ONEHAND]->val2)
  5538. max = sc->data[SC_ONEHAND]->val2;
  5539. if(sc->data[SC_MERC_QUICKEN] &&
  5540. max < sc->data[SC_MERC_QUICKEN]->val2)
  5541. max = sc->data[SC_MERC_QUICKEN]->val2;
  5542. if(sc->data[SC_ADRENALINE2] &&
  5543. max < sc->data[SC_ADRENALINE2]->val3)
  5544. max = sc->data[SC_ADRENALINE2]->val3;
  5545. if(sc->data[SC_ADRENALINE] &&
  5546. max < sc->data[SC_ADRENALINE]->val3)
  5547. max = sc->data[SC_ADRENALINE]->val3;
  5548. if(sc->data[SC_SPEARQUICKEN] &&
  5549. max < sc->data[SC_SPEARQUICKEN]->val2)
  5550. max = sc->data[SC_SPEARQUICKEN]->val2;
  5551. if(sc->data[SC_GATLINGFEVER] &&
  5552. max < sc->data[SC_GATLINGFEVER]->val2)
  5553. max = sc->data[SC_GATLINGFEVER]->val2;
  5554. if(sc->data[SC_FLEET] &&
  5555. max < sc->data[SC_FLEET]->val2)
  5556. max = sc->data[SC_FLEET]->val2;
  5557. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  5558. if (bl->type!=BL_PC)
  5559. max = sc->data[SC_ASSNCROS]->val2;
  5560. else
  5561. switch(((TBL_PC*)bl)->status.weapon) {
  5562. case W_BOW:
  5563. case W_REVOLVER:
  5564. case W_RIFLE:
  5565. case W_GATLING:
  5566. case W_SHOTGUN:
  5567. case W_GRENADE:
  5568. break;
  5569. default:
  5570. max = sc->data[SC_ASSNCROS]->val2;
  5571. }
  5572. }
  5573. aspd_rate -= max;
  5574. if(sc->data[SC_BERSERK])
  5575. aspd_rate -= 300;
  5576. else if(sc->data[SC_MADNESSCANCEL])
  5577. aspd_rate -= 200;
  5578. }
  5579. if( sc->data[i=SC_ASPDPOTION3] ||
  5580. sc->data[i=SC_ASPDPOTION2] ||
  5581. sc->data[i=SC_ASPDPOTION1] ||
  5582. sc->data[i=SC_ASPDPOTION0] )
  5583. aspd_rate -= sc->data[i]->val2;
  5584. if(sc->data[SC_DONTFORGETME])
  5585. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  5586. if(sc->data[SC_LONGING])
  5587. aspd_rate += sc->data[SC_LONGING]->val2;
  5588. if(sc->data[SC_STEELBODY])
  5589. aspd_rate += 250;
  5590. if(sc->data[SC_SKA])
  5591. aspd_rate += 250;
  5592. if(sc->data[SC_DEFENDER])
  5593. aspd_rate += sc->data[SC_DEFENDER]->val4;
  5594. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  5595. aspd_rate += 250;
  5596. if(sc->data[SC_GRAVITATION])
  5597. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  5598. if(sc->data[SC_JOINTBEAT]) {
  5599. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  5600. aspd_rate += 250;
  5601. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  5602. aspd_rate += 100;
  5603. }
  5604. if( sc->data[SC_FREEZING] )
  5605. aspd_rate += 150;
  5606. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  5607. aspd_rate += 500;
  5608. if( sc->data[SC_PARALYSE] )
  5609. aspd_rate += 100;
  5610. if( sc->data[SC__BODYPAINT] )
  5611. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  5612. if( sc->data[SC__INVISIBILITY] )
  5613. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
  5614. if( sc->data[SC__GROOMY] )
  5615. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  5616. if( sc->data[SC_SWINGDANCE] )
  5617. aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
  5618. if( sc->data[SC_DANCEWITHWUG] )
  5619. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  5620. if( sc->data[SC_GLOOMYDAY] )
  5621. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  5622. if( sc->data[SC_EARTHDRIVE] )
  5623. aspd_rate += 250;
  5624. if( sc->data[SC_GT_CHANGE] )
  5625. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  5626. if( sc->data[SC_MELON_BOMB] )
  5627. aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
  5628. if( sc->data[SC_BOOST500] )
  5629. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  5630. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  5631. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  5632. if( sc->data[SC_INCASPDRATE] )
  5633. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  5634. if( sc->data[SC_PAIN_KILLER])
  5635. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  5636. if( sc->data[SC_GOLDENE_FERSE])
  5637. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  5638. if( sc->data[SC_HEAT_BARREL] )
  5639. aspd_rate -= sc->data[SC_HEAT_BARREL]->val3 * 10;
  5640. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  5641. }
  5642. /**
  5643. * Modifies the damage delay time based on status changes
  5644. * The lower your delay, the quicker you can act after taking damage
  5645. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5646. * @param sc: Object's status change information
  5647. * @param dmotion: Object's current damage delay
  5648. * @return modified delay rate
  5649. **/
  5650. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  5651. {
  5652. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  5653. return cap_value(dmotion,0,USHRT_MAX);
  5654. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  5655. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
  5656. return 0;
  5657. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  5658. return 0;
  5659. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  5660. }
  5661. /**
  5662. * Calculates a max HP based on status changes
  5663. * Values can either be percentages or fixed, based on how equations are formulated
  5664. * @param bl: Object's block_list data
  5665. * @param maxhp: Object's current max HP
  5666. * @return modified maxhp
  5667. **/
  5668. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  5669. {
  5670. int rate = 100;
  5671. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  5672. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  5673. maxhp = maxhp * rate / 100;
  5674. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  5675. }
  5676. /**
  5677. * Calculates a max SP based on status changes
  5678. * Values can either be percentages or fixed, bas ed on how equations are formulated
  5679. * @param bl: Object's block_list data
  5680. * @param maxsp: Object's current max SP
  5681. * @return modified maxsp
  5682. **/
  5683. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  5684. {
  5685. int rate = 100;
  5686. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  5687. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  5688. maxsp = maxsp * rate / 100;
  5689. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  5690. }
  5691. /**
  5692. * Changes a player's element based on status changes
  5693. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5694. * @param sc: Object's status change information
  5695. * @param element: Object's current element
  5696. * @return new element
  5697. **/
  5698. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  5699. {
  5700. if(!sc || !sc->count)
  5701. return cap_value(element, 0, UCHAR_MAX);
  5702. if(sc->data[SC_FREEZE])
  5703. return ELE_WATER;
  5704. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5705. return ELE_EARTH;
  5706. if(sc->data[SC_BENEDICTIO])
  5707. return ELE_HOLY;
  5708. if(sc->data[SC_CHANGEUNDEAD])
  5709. return ELE_UNDEAD;
  5710. if(sc->data[SC_ELEMENTALCHANGE])
  5711. return sc->data[SC_ELEMENTALCHANGE]->val2;
  5712. if(sc->data[SC_SHAPESHIFT])
  5713. return sc->data[SC_SHAPESHIFT]->val2;
  5714. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5715. }
  5716. /**
  5717. * Changes a player's element level based on status changes
  5718. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5719. * @param sc: Object's status change information
  5720. * @param lv: Object's current element level
  5721. * @return new element level
  5722. **/
  5723. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  5724. {
  5725. if(!sc || !sc->count)
  5726. return cap_value(lv, 1, 4);
  5727. if(sc->data[SC_FREEZE])
  5728. return 1;
  5729. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5730. return 1;
  5731. if(sc->data[SC_BENEDICTIO])
  5732. return 1;
  5733. if(sc->data[SC_CHANGEUNDEAD])
  5734. return 1;
  5735. if(sc->data[SC_ELEMENTALCHANGE])
  5736. return sc->data[SC_ELEMENTALCHANGE]->val1;
  5737. if(sc->data[SC_SHAPESHIFT])
  5738. return 1;
  5739. if(sc->data[SC__INVISIBILITY])
  5740. return 1;
  5741. return (unsigned char)cap_value(lv,1,4);
  5742. }
  5743. /**
  5744. * Changes a player's attack element based on status changes
  5745. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  5746. * @param sc: Object's status change information
  5747. * @param element: Object's current attack element
  5748. * @return new attack element
  5749. **/
  5750. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  5751. {
  5752. if(!sc || !sc->count)
  5753. return cap_value(element, 0, UCHAR_MAX);
  5754. if(sc->data[SC_ENCHANTARMS])
  5755. return sc->data[SC_ENCHANTARMS]->val2;
  5756. if(sc->data[SC_WATERWEAPON]
  5757. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  5758. return ELE_WATER;
  5759. if(sc->data[SC_EARTHWEAPON]
  5760. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  5761. return ELE_EARTH;
  5762. if(sc->data[SC_FIREWEAPON]
  5763. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  5764. return ELE_FIRE;
  5765. if(sc->data[SC_WINDWEAPON]
  5766. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  5767. return ELE_WIND;
  5768. if(sc->data[SC_ENCPOISON])
  5769. return ELE_POISON;
  5770. if(sc->data[SC_ASPERSIO])
  5771. return ELE_HOLY;
  5772. if(sc->data[SC_SHADOWWEAPON])
  5773. return ELE_DARK;
  5774. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  5775. return ELE_GHOST;
  5776. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  5777. return ELE_WATER;
  5778. if(sc->data[SC_PYROCLASTIC])
  5779. return ELE_FIRE;
  5780. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5781. }
  5782. /**
  5783. * Changes the mode of an object
  5784. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  5785. * @param sc: Object's status change data
  5786. * @param mode: Original mode
  5787. * @return mode with cap_value(mode,0,USHRT_MAX)
  5788. **/
  5789. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  5790. {
  5791. if(!sc || !sc->count)
  5792. return cap_value(mode, 0, USHRT_MAX);
  5793. if(sc->data[SC_MODECHANGE]) {
  5794. if (sc->data[SC_MODECHANGE]->val2)
  5795. mode = sc->data[SC_MODECHANGE]->val2; // Set mode
  5796. if (sc->data[SC_MODECHANGE]->val3)
  5797. mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
  5798. if (sc->data[SC_MODECHANGE]->val4)
  5799. mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
  5800. }
  5801. return cap_value(mode,0,USHRT_MAX);
  5802. }
  5803. /**
  5804. * Gets the name of the given bl
  5805. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  5806. * @return name or "Unknown" if any other bl->type than noted above
  5807. **/
  5808. const char* status_get_name(struct block_list *bl)
  5809. {
  5810. nullpo_ret(bl);
  5811. switch (bl->type) {
  5812. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  5813. case BL_MOB: return ((TBL_MOB*)bl)->name;
  5814. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  5815. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  5816. case BL_NPC: return ((TBL_NPC*)bl)->name;
  5817. }
  5818. return "Unknown";
  5819. }
  5820. /**
  5821. * Gets the class of the given bl
  5822. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5823. * @return class or 0 if any other bl->type than noted above
  5824. **/
  5825. int status_get_class(struct block_list *bl)
  5826. {
  5827. nullpo_ret(bl);
  5828. switch( bl->type ) {
  5829. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  5830. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  5831. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  5832. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  5833. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  5834. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  5835. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  5836. }
  5837. return 0;
  5838. }
  5839. /**
  5840. * Gets the base level of the given bl
  5841. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  5842. * @return base level or 1 if any other bl->type than noted above
  5843. **/
  5844. int status_get_lv(struct block_list *bl)
  5845. {
  5846. nullpo_ret(bl);
  5847. switch (bl->type) {
  5848. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  5849. case BL_MOB: return ((TBL_MOB*)bl)->level;
  5850. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  5851. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  5852. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  5853. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  5854. case BL_NPC: return ((TBL_NPC*)bl)->level;
  5855. }
  5856. return 1;
  5857. }
  5858. /**
  5859. * Gets the regeneration info of the given bl
  5860. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  5861. * @return regen data or NULL if any other bl->type than noted above
  5862. **/
  5863. struct regen_data *status_get_regen_data(struct block_list *bl)
  5864. {
  5865. nullpo_retr(NULL, bl);
  5866. switch (bl->type) {
  5867. case BL_PC: return &((TBL_PC*)bl)->regen;
  5868. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  5869. case BL_MER: return &((TBL_MER*)bl)->regen;
  5870. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  5871. default:
  5872. return NULL;
  5873. }
  5874. }
  5875. /**
  5876. * Gets the status data of the given bl
  5877. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5878. * @return status or "dummy_status" if any other bl->type than noted above
  5879. **/
  5880. struct status_data *status_get_status_data(struct block_list *bl)
  5881. {
  5882. nullpo_retr(&dummy_status, bl);
  5883. switch (bl->type) {
  5884. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  5885. case BL_MOB: return &((TBL_MOB*)bl)->status;
  5886. case BL_PET: return &((TBL_PET*)bl)->status;
  5887. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  5888. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  5889. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  5890. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  5891. default:
  5892. return &dummy_status;
  5893. }
  5894. }
  5895. /**
  5896. * Gets the base status data of the given bl
  5897. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5898. * @return base_status or NULL if any other bl->type than noted above
  5899. **/
  5900. struct status_data *status_get_base_status(struct block_list *bl)
  5901. {
  5902. nullpo_retr(NULL, bl);
  5903. switch (bl->type) {
  5904. case BL_PC: return &((TBL_PC*)bl)->base_status;
  5905. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  5906. case BL_PET: return &((TBL_PET*)bl)->db->status;
  5907. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  5908. case BL_MER: return &((TBL_MER*)bl)->base_status;
  5909. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  5910. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  5911. default:
  5912. return NULL;
  5913. }
  5914. }
  5915. /**
  5916. * Gets the defense of the given bl
  5917. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  5918. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  5919. **/
  5920. defType status_get_def(struct block_list *bl)
  5921. {
  5922. struct unit_data *ud;
  5923. struct status_data *status = status_get_status_data(bl);
  5924. int def = status?status->def:0;
  5925. ud = unit_bl2ud(bl);
  5926. if (ud && ud->skilltimer != INVALID_TIMER)
  5927. def -= def * skill_get_castdef(ud->skill_id)/100;
  5928. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  5929. }
  5930. /**
  5931. * Gets the walking speed of the given bl
  5932. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  5933. * @return speed
  5934. **/
  5935. unsigned short status_get_speed(struct block_list *bl)
  5936. {
  5937. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  5938. return ((struct npc_data *)bl)->speed;
  5939. return status_get_status_data(bl)->speed;
  5940. }
  5941. /**
  5942. * Gets the party ID of the given bl
  5943. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  5944. * @return party ID
  5945. **/
  5946. int status_get_party_id(struct block_list *bl)
  5947. {
  5948. nullpo_ret(bl);
  5949. switch (bl->type) {
  5950. case BL_PC:
  5951. return ((TBL_PC*)bl)->status.party_id;
  5952. case BL_PET:
  5953. if (((TBL_PET*)bl)->master)
  5954. return ((TBL_PET*)bl)->master->status.party_id;
  5955. break;
  5956. case BL_MOB: {
  5957. struct mob_data *md=(TBL_MOB*)bl;
  5958. if( md->master_id > 0 ) {
  5959. struct map_session_data *msd;
  5960. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5961. return msd->status.party_id;
  5962. return -md->master_id;
  5963. }
  5964. }
  5965. break;
  5966. case BL_HOM:
  5967. if (((TBL_HOM*)bl)->master)
  5968. return ((TBL_HOM*)bl)->master->status.party_id;
  5969. break;
  5970. case BL_MER:
  5971. if (((TBL_MER*)bl)->master)
  5972. return ((TBL_MER*)bl)->master->status.party_id;
  5973. break;
  5974. case BL_SKILL:
  5975. return ((TBL_SKILL*)bl)->group->party_id;
  5976. case BL_ELEM:
  5977. if (((TBL_ELEM*)bl)->master)
  5978. return ((TBL_ELEM*)bl)->master->status.party_id;
  5979. break;
  5980. }
  5981. return 0;
  5982. }
  5983. /**
  5984. * Gets the guild ID of the given bl
  5985. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  5986. * @return guild ID
  5987. **/
  5988. int status_get_guild_id(struct block_list *bl)
  5989. {
  5990. nullpo_ret(bl);
  5991. switch (bl->type) {
  5992. case BL_PC:
  5993. return ((TBL_PC*)bl)->status.guild_id;
  5994. case BL_PET:
  5995. if (((TBL_PET*)bl)->master)
  5996. return ((TBL_PET*)bl)->master->status.guild_id;
  5997. break;
  5998. case BL_MOB:
  5999. {
  6000. struct map_session_data *msd;
  6001. struct mob_data *md = (struct mob_data *)bl;
  6002. if (md->guardian_data) // Guardian's guild [Skotlex]
  6003. return md->guardian_data->guild_id;
  6004. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6005. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6006. }
  6007. break;
  6008. case BL_HOM:
  6009. if (((TBL_HOM*)bl)->master)
  6010. return ((TBL_HOM*)bl)->master->status.guild_id;
  6011. break;
  6012. case BL_MER:
  6013. if (((TBL_MER*)bl)->master)
  6014. return ((TBL_MER*)bl)->master->status.guild_id;
  6015. break;
  6016. case BL_NPC:
  6017. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  6018. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6019. break;
  6020. case BL_SKILL:
  6021. return ((TBL_SKILL*)bl)->group->guild_id;
  6022. case BL_ELEM:
  6023. if (((TBL_ELEM*)bl)->master)
  6024. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6025. break;
  6026. }
  6027. return 0;
  6028. }
  6029. /**
  6030. * Gets the guild emblem ID of the given bl
  6031. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6032. * @return guild emblem ID
  6033. **/
  6034. int status_get_emblem_id(struct block_list *bl)
  6035. {
  6036. nullpo_ret(bl);
  6037. switch (bl->type) {
  6038. case BL_PC:
  6039. return ((TBL_PC*)bl)->guild_emblem_id;
  6040. case BL_PET:
  6041. if (((TBL_PET*)bl)->master)
  6042. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6043. break;
  6044. case BL_MOB:
  6045. {
  6046. struct map_session_data *msd;
  6047. struct mob_data *md = (struct mob_data *)bl;
  6048. if (md->guardian_data) // Guardian's guild [Skotlex]
  6049. return md->guardian_data->emblem_id;
  6050. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6051. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6052. }
  6053. break;
  6054. case BL_HOM:
  6055. if (((TBL_HOM*)bl)->master)
  6056. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6057. break;
  6058. case BL_MER:
  6059. if (((TBL_MER*)bl)->master)
  6060. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6061. break;
  6062. case BL_NPC:
  6063. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6064. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6065. if (g)
  6066. return g->emblem_id;
  6067. }
  6068. break;
  6069. case BL_ELEM:
  6070. if (((TBL_ELEM*)bl)->master)
  6071. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6072. break;
  6073. }
  6074. return 0;
  6075. }
  6076. /**
  6077. * Gets the race of a mob or pet
  6078. * @param bl: Object whose race to get [MOB|PET]
  6079. * @return race
  6080. **/
  6081. int status_get_race2(struct block_list *bl)
  6082. {
  6083. nullpo_ret(bl);
  6084. if(bl->type == BL_MOB)
  6085. return ((struct mob_data *)bl)->db->race2;
  6086. if(bl->type==BL_PET)
  6087. return ((struct pet_data *)bl)->db->race2;
  6088. return 0;
  6089. }
  6090. /**
  6091. * Checks if an object is dead
  6092. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6093. * @return 1: Is dead or 0: Is alive
  6094. **/
  6095. int status_isdead(struct block_list *bl)
  6096. {
  6097. nullpo_ret(bl);
  6098. return status_get_status_data(bl)->hp == 0;
  6099. }
  6100. /**
  6101. * Checks if an object is immune to magic
  6102. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6103. * @return value of magic damage to be blocked
  6104. **/
  6105. int status_isimmune(struct block_list *bl)
  6106. {
  6107. struct status_change *sc =status_get_sc(bl);
  6108. if (sc && sc->data[SC_HERMODE])
  6109. return 100;
  6110. if (bl->type == BL_PC &&
  6111. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6112. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6113. return 0;
  6114. }
  6115. /**
  6116. * Get view data of an object
  6117. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6118. * @return view data structure bl->vd
  6119. **/
  6120. struct view_data* status_get_viewdata(struct block_list *bl)
  6121. {
  6122. nullpo_retr(NULL, bl);
  6123. switch (bl->type) {
  6124. case BL_PC: return &((TBL_PC*)bl)->vd;
  6125. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6126. case BL_PET: return &((TBL_PET*)bl)->vd;
  6127. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6128. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6129. case BL_MER: return ((TBL_MER*)bl)->vd;
  6130. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6131. }
  6132. return NULL;
  6133. }
  6134. /**
  6135. * Set view data of an object
  6136. * This function deals with class, mount, and item views
  6137. * SC views are set in clif_getareachar_unit()
  6138. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6139. * @param class_: class of the object
  6140. **/
  6141. void status_set_viewdata(struct block_list *bl, int class_)
  6142. {
  6143. struct view_data* vd;
  6144. nullpo_retv(bl);
  6145. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6146. vd = mob_get_viewdata(class_);
  6147. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  6148. vd = npc_get_viewdata(class_);
  6149. else if (homdb_checkid(class_))
  6150. vd = hom_get_viewdata(class_);
  6151. else if (mercenary_class(class_))
  6152. vd = mercenary_get_viewdata(class_);
  6153. else if (elemental_class(class_))
  6154. vd = elemental_get_viewdata(class_);
  6155. else
  6156. vd = NULL;
  6157. switch (bl->type) {
  6158. case BL_PC:
  6159. {
  6160. TBL_PC* sd = (TBL_PC*)bl;
  6161. if (pcdb_checkid(class_)) {
  6162. if (sd->sc.option&OPTION_RIDING) {
  6163. switch (class_) { // Adapt class to a Mounted one.
  6164. case JOB_KNIGHT:
  6165. class_ = JOB_KNIGHT2;
  6166. break;
  6167. case JOB_CRUSADER:
  6168. class_ = JOB_CRUSADER2;
  6169. break;
  6170. case JOB_LORD_KNIGHT:
  6171. class_ = JOB_LORD_KNIGHT2;
  6172. break;
  6173. case JOB_PALADIN:
  6174. class_ = JOB_PALADIN2;
  6175. break;
  6176. case JOB_BABY_KNIGHT:
  6177. class_ = JOB_BABY_KNIGHT2;
  6178. break;
  6179. case JOB_BABY_CRUSADER:
  6180. class_ = JOB_BABY_CRUSADER2;
  6181. break;
  6182. }
  6183. }
  6184. sd->vd.class_ = class_;
  6185. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6186. sd->vd.head_top = sd->status.head_top;
  6187. sd->vd.head_mid = sd->status.head_mid;
  6188. sd->vd.head_bottom = sd->status.head_bottom;
  6189. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6190. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6191. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6192. sd->vd.sex = sd->status.sex;
  6193. if (sd->vd.cloth_color) {
  6194. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6195. sd->vd.cloth_color = 0;
  6196. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6197. sd->vd.cloth_color = 0;
  6198. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  6199. sd->vd.cloth_color = 0;
  6200. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  6201. sd->vd.cloth_color = 0;
  6202. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6203. sd->vd.cloth_color = 0;
  6204. }
  6205. } else if (vd)
  6206. memcpy(&sd->vd, vd, sizeof(struct view_data));
  6207. else
  6208. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  6209. }
  6210. break;
  6211. case BL_MOB:
  6212. {
  6213. TBL_MOB* md = (TBL_MOB*)bl;
  6214. if (vd)
  6215. md->vd = vd;
  6216. else
  6217. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6218. }
  6219. break;
  6220. case BL_PET:
  6221. {
  6222. TBL_PET* pd = (TBL_PET*)bl;
  6223. if (vd) {
  6224. memcpy(&pd->vd, vd, sizeof(struct view_data));
  6225. if (!pcdb_checkid(vd->class_)) {
  6226. pd->vd.hair_style = battle_config.pet_hair_style;
  6227. if(pd->pet.equip) {
  6228. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  6229. if (!pd->vd.head_bottom)
  6230. pd->vd.head_bottom = pd->pet.equip;
  6231. }
  6232. }
  6233. } else
  6234. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  6235. }
  6236. break;
  6237. case BL_NPC:
  6238. {
  6239. TBL_NPC* nd = (TBL_NPC*)bl;
  6240. if (vd)
  6241. nd->vd = vd;
  6242. else
  6243. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  6244. }
  6245. break;
  6246. case BL_HOM:
  6247. {
  6248. struct homun_data *hd = (struct homun_data*)bl;
  6249. if (vd)
  6250. hd->vd = vd;
  6251. else
  6252. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  6253. }
  6254. break;
  6255. case BL_MER:
  6256. {
  6257. struct mercenary_data *md = (struct mercenary_data*)bl;
  6258. if (vd)
  6259. md->vd = vd;
  6260. else
  6261. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  6262. }
  6263. break;
  6264. case BL_ELEM:
  6265. {
  6266. struct elemental_data *ed = (struct elemental_data*)bl;
  6267. if (vd)
  6268. ed->vd = vd;
  6269. else
  6270. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  6271. }
  6272. break;
  6273. }
  6274. }
  6275. /**
  6276. * Get status change data of an object
  6277. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  6278. * @return status change data structure bl->sc
  6279. **/
  6280. struct status_change *status_get_sc(struct block_list *bl)
  6281. {
  6282. if( bl )
  6283. switch (bl->type) {
  6284. case BL_PC: return &((TBL_PC*)bl)->sc;
  6285. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  6286. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  6287. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  6288. case BL_MER: return &((TBL_MER*)bl)->sc;
  6289. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  6290. }
  6291. return NULL;
  6292. }
  6293. /**
  6294. * Initiate (memset) the status change data of an object
  6295. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  6296. **/
  6297. void status_change_init(struct block_list *bl)
  6298. {
  6299. struct status_change *sc = status_get_sc(bl);
  6300. nullpo_retv(sc);
  6301. memset(sc, 0, sizeof (struct status_change));
  6302. }
  6303. /**
  6304. * Applies SC defense to a given status change
  6305. * This function also determines whether or not the status change will be applied
  6306. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6307. * @param bl: Target of the status change
  6308. * @param type: Status change (SC_*)
  6309. * @param rate: Initial percentage rate of affecting bl
  6310. * @param tick: Initial duration that the status change affects bl
  6311. * @param flag: Value which determines what parts to calculate
  6312. * &1: Cannot be avoided (it has to start)
  6313. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  6314. * &4: sc_data loaded, no value has to be altered.
  6315. * &8: rate should not be reduced
  6316. * @return adjusted duration based on flag values
  6317. **/
  6318. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  6319. {
  6320. /// Percentual resistance: 10000 = 100% Resist
  6321. /// Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
  6322. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  6323. /// Linear resistance substracted from rate and tick after percentual resistance was applied
  6324. /// Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
  6325. int sc_def2 = 0, tick_def2 = 0;
  6326. struct status_data *status, *status_src, *b_status;
  6327. struct status_change *sc;
  6328. struct map_session_data *sd;
  6329. nullpo_ret(bl);
  6330. if(src==NULL) return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  6331. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  6332. if (status_isimmune(bl))
  6333. switch (type) {
  6334. case SC_DECREASEAGI:
  6335. case SC_SILENCE:
  6336. case SC_COMA:
  6337. case SC_INCREASEAGI:
  6338. case SC_BLESSING:
  6339. case SC_SLOWPOISON:
  6340. case SC_IMPOSITIO:
  6341. case SC_AETERNA:
  6342. case SC_SUFFRAGIUM:
  6343. case SC_BENEDICTIO:
  6344. case SC_PROVIDENCE:
  6345. case SC_KYRIE:
  6346. case SC_ASSUMPTIO:
  6347. case SC_ANGELUS:
  6348. case SC_MAGNIFICAT:
  6349. case SC_GLORIA:
  6350. case SC_WINDWALK:
  6351. case SC_MAGICROD:
  6352. case SC_HALLUCINATION:
  6353. case SC_STONE:
  6354. case SC_QUAGMIRE:
  6355. case SC_SUITON:
  6356. case SC_SWINGDANCE:
  6357. case SC__ENERVATION:
  6358. case SC__GROOMY:
  6359. case SC__IGNORANCE:
  6360. case SC__LAZINESS:
  6361. case SC__UNLUCKY:
  6362. case SC__WEAKNESS:
  6363. return 0;
  6364. }
  6365. sd = BL_CAST(BL_PC,bl);
  6366. status = status_get_status_data(bl);
  6367. status_src = status_get_status_data(src);
  6368. b_status = status_get_base_status(bl);
  6369. sc = status_get_sc(bl);
  6370. if( sc && !sc->count )
  6371. sc = NULL;
  6372. switch (type) {
  6373. case SC_POISON:
  6374. case SC_DPOISON:
  6375. sc_def = status->vit*100;
  6376. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6377. if (sd) {
  6378. // For players: 60000 - 450*vit - 100*luk
  6379. tick_def = status->vit*75;
  6380. tick_def2 = status->luk*100;
  6381. } else {
  6382. // For monsters: 30000 - 200*vit
  6383. tick>>=1;
  6384. tick_def = (status->vit*200)/3;
  6385. }
  6386. break;
  6387. case SC_STUN:
  6388. case SC_SILENCE:
  6389. case SC_BLEEDING:
  6390. sc_def = status->vit*100;
  6391. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6392. tick_def2 = status->luk*10;
  6393. break;
  6394. case SC_SLEEP:
  6395. sc_def = status->int_*100;
  6396. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6397. tick_def2 = status->luk*10;
  6398. break;
  6399. case SC_STONE:
  6400. sc_def = status->mdef*100;
  6401. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6402. tick_def = 0; // No duration reduction
  6403. break;
  6404. case SC_FREEZE:
  6405. sc_def = status->mdef*100;
  6406. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6407. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  6408. break;
  6409. case SC_CURSE:
  6410. // Special property: immunity when luk is zero
  6411. if (status->luk == 0)
  6412. return 0;
  6413. sc_def = status->luk*100;
  6414. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  6415. tick_def = status->vit*100;
  6416. tick_def2 = status->luk*10;
  6417. break;
  6418. case SC_BLIND:
  6419. sc_def = (status->vit + status->int_)*50;
  6420. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  6421. tick_def2 = status->luk*10;
  6422. break;
  6423. case SC_CONFUSION:
  6424. sc_def = (status->str + status->int_)*50;
  6425. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  6426. tick_def2 = status->luk*10;
  6427. break;
  6428. case SC_DECREASEAGI:
  6429. case SC_ADORAMUS: // Arch Bishop
  6430. if (sd) tick>>=1; // Half duration for players.
  6431. sc_def = status->mdef*100;
  6432. tick_def = 0; // No duration reduction
  6433. break;
  6434. case SC_ANKLE:
  6435. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  6436. tick /= 5;
  6437. sc_def = status->agi*50;
  6438. break;
  6439. case SC_DEEPSLEEP:
  6440. sc_def = b_status->int_*50;
  6441. tick_def = 0; // Linear reduction instead
  6442. tick_def2 = (b_status->int_ + status_get_lv(bl))*50; // kRO balance update lists this formula
  6443. break;
  6444. case SC_MAGICMIRROR:
  6445. case SC_ARMORCHANGE:
  6446. if (sd) // Duration greatly reduced for players.
  6447. tick /= 15;
  6448. sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
  6449. break;
  6450. case SC_MARSHOFABYSS:
  6451. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  6452. tick_def2 = (status->int_ + status->luk)*50;
  6453. break;
  6454. case SC_STASIS:
  6455. // 5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
  6456. tick_def2 = (status->vit + status->dex)*50;
  6457. break;
  6458. case SC_WHITEIMPRISON:
  6459. if( tick == 5000 ) // 100% on caster
  6460. break;
  6461. if( bl->type == BL_PC )
  6462. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  6463. else
  6464. tick_def2 = (status->vit + status->luk)*50;
  6465. break;
  6466. case SC_BURNING:
  6467. tick_def2 = 75*status->luk + 125*status->agi;
  6468. break;
  6469. case SC_FREEZING:
  6470. tick_def2 = (status->vit + status->dex)*50;
  6471. break;
  6472. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  6473. sc_def = status->int_*80;
  6474. sc_def = max(sc_def, 500); // minimum of 5% resist
  6475. break;
  6476. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  6477. sc_def2 = status->agi*25;
  6478. break;
  6479. case SC_ELECTRICSHOCKER:
  6480. if( bl->type == BL_MOB )
  6481. tick_def2 = status->agi*100;
  6482. break;
  6483. case SC_CRYSTALIZE:
  6484. tick_def2 = b_status->vit*100;
  6485. break;
  6486. case SC_VACUUM_EXTREME:
  6487. tick_def2 = b_status->str*50;
  6488. break;
  6489. case SC_MANDRAGORA:
  6490. sc_def = (status->vit + status->luk)*20;
  6491. break;
  6492. case SC_KYOUGAKU:
  6493. tick_def2 = 30*status->int_;
  6494. break;
  6495. case SC_PARALYSIS:
  6496. tick_def2 = (status->vit + status->luk)*50;
  6497. break;
  6498. case SC_VOICEOFSIREN:
  6499. tick_def2 = (status_get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level * 200 : 0);
  6500. break;
  6501. default:
  6502. // Effect that cannot be reduced? Likely a buff.
  6503. if (!(rnd()%10000 < rate))
  6504. return 0;
  6505. return tick ? tick : 1;
  6506. }
  6507. if (sd) {
  6508. if (battle_config.pc_sc_def_rate != 100) {
  6509. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  6510. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  6511. }
  6512. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  6513. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  6514. if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
  6515. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  6516. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  6517. }
  6518. } else {
  6519. if (battle_config.mob_sc_def_rate != 100) {
  6520. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  6521. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  6522. }
  6523. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  6524. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  6525. if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
  6526. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  6527. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  6528. }
  6529. }
  6530. if (sc) {
  6531. if (sc->data[SC_SCRESIST])
  6532. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  6533. else if (sc->data[SC_SIEGFRIED])
  6534. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  6535. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  6536. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  6537. }
  6538. // When tick def not set, reduction is the same for both.
  6539. if(tick_def == -1)
  6540. tick_def = sc_def;
  6541. // Natural resistance
  6542. if (!(flag&8)) {
  6543. rate -= rate*sc_def/10000;
  6544. rate -= sc_def2;
  6545. // Minimum chances
  6546. switch (type) {
  6547. case SC_BITE:
  6548. rate = max(rate, 5000); // Minimum of 50%
  6549. break;
  6550. }
  6551. // Item resistance (only applies to rate%)
  6552. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  6553. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  6554. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  6555. if( sd->sc.data[SC_COMMONSC_RESIST] )
  6556. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  6557. }
  6558. // Aegis accuracy
  6559. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  6560. }
  6561. if (!(rnd()%10000 < rate))
  6562. return 0;
  6563. // Even if a status change doesn't have a duration, it should still trigger
  6564. if (tick < 1) return 1;
  6565. // Rate reduction
  6566. if (flag&2)
  6567. return tick;
  6568. tick -= tick*tick_def/10000;
  6569. tick -= tick_def2;
  6570. // Minimum durations
  6571. switch (type) {
  6572. case SC_ANKLE:
  6573. case SC_MARSHOFABYSS:
  6574. case SC_STASIS:
  6575. case SC_DEEPSLEEP:
  6576. tick = max(tick, 5000); // Minimum duration 5s
  6577. break;
  6578. case SC_BURNING:
  6579. tick = max(tick, 5000); // Minimum duration 5s
  6580. break;
  6581. case SC_FREEZING:
  6582. tick = max(tick, 6000); // Minimum duration 6s
  6583. break;
  6584. default:
  6585. // Skills need to trigger even if the duration is reduced below 1ms
  6586. tick = max(tick, 1);
  6587. break;
  6588. }
  6589. return tick;
  6590. }
  6591. /**
  6592. * Applies SC effect to the player
  6593. * @param sd: Source to apply effect [PC]
  6594. * @param type: Status change (SC_*)
  6595. * @param dval1~3: Depends on type of status change
  6596. * Author: Ind
  6597. **/
  6598. void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
  6599. struct sc_display_entry *entry;
  6600. int i;
  6601. for( i = 0; i < sd->sc_display_count; i++ ) {
  6602. if( sd->sc_display[i]->type == type )
  6603. break;
  6604. }
  6605. if( i != sd->sc_display_count ) {
  6606. sd->sc_display[i]->val1 = dval1;
  6607. sd->sc_display[i]->val2 = dval2;
  6608. sd->sc_display[i]->val3 = dval3;
  6609. return;
  6610. }
  6611. entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
  6612. entry->type = type;
  6613. entry->val1 = dval1;
  6614. entry->val2 = dval2;
  6615. entry->val3 = dval3;
  6616. RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
  6617. sd->sc_display[sd->sc_display_count - 1] = entry;
  6618. }
  6619. /**
  6620. * Removes SC effect of the player
  6621. * @param sd: Source to remove effect [PC]
  6622. * @param type: Status change (SC_*)
  6623. * Author: Ind
  6624. **/
  6625. void status_display_remove(struct map_session_data *sd, enum sc_type type) {
  6626. int i;
  6627. for( i = 0; i < sd->sc_display_count; i++ ) {
  6628. if( sd->sc_display[i]->type == type )
  6629. break;
  6630. }
  6631. if( i != sd->sc_display_count ) {
  6632. int cursor;
  6633. ers_free(pc_sc_display_ers, sd->sc_display[i]);
  6634. sd->sc_display[i] = NULL;
  6635. /* The all-mighty compact-o-matic */
  6636. for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
  6637. if( sd->sc_display[i] == NULL )
  6638. continue;
  6639. if( i != cursor )
  6640. sd->sc_display[cursor] = sd->sc_display[i];
  6641. cursor++;
  6642. }
  6643. if( !(sd->sc_display_count = cursor) ) {
  6644. aFree(sd->sc_display);
  6645. sd->sc_display = NULL;
  6646. }
  6647. }
  6648. }
  6649. /**
  6650. * Applies SC defense to a given status change
  6651. * This function also determines whether or not the status change will be applied
  6652. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  6653. * @param bl: Target of the status change (See: enum sc_type)
  6654. * @param type: Status change (SC_*)
  6655. * @param rate: Initial percentage rate of affecting bl (0~10000)
  6656. * @param val1~4: Depends on type of status change
  6657. * @param tick: Initial duration that the status change affects bl
  6658. * @param flag: Value which determines what parts to calculate
  6659. * &1: Cannot be avoided (it has to start)
  6660. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  6661. * &4: sc_data loaded, no value has to be altered.
  6662. * &8: rate should not be reduced
  6663. * @return adjusted duration based on flag values
  6664. **/
  6665. 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,int flag)
  6666. {
  6667. struct map_session_data *sd = NULL;
  6668. struct status_change* sc;
  6669. struct status_change_entry* sce;
  6670. struct status_data *status;
  6671. struct view_data *vd;
  6672. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  6673. bool sc_isnew = true;
  6674. nullpo_ret(bl);
  6675. sc = status_get_sc(bl);
  6676. status = status_get_status_data(bl);
  6677. if( type <= SC_NONE || type >= SC_MAX ) {
  6678. ShowError("status_change_start: invalid status change (%d)!\n", type);
  6679. return 0;
  6680. }
  6681. if( !sc )
  6682. return 0; // Unable to receive status changes
  6683. if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
  6684. return 0;
  6685. if( bl->type == BL_MOB) {
  6686. struct mob_data *md = BL_CAST(BL_MOB,bl);
  6687. if(md && (md->mob_id == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
  6688. return 0; // Emperium/BG Monsters can't be afflicted by status changes
  6689. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  6690. // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  6691. }
  6692. if( sc->data[SC_REFRESH] ) {
  6693. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  6694. return 0; // Immune to status ailements
  6695. switch( type ) {
  6696. case SC_DEEPSLEEP:
  6697. case SC_BURNING:
  6698. case SC_FREEZING:
  6699. case SC_CRYSTALIZE:
  6700. case SC_TOXIN:
  6701. case SC_PARALYSE:
  6702. case SC_VENOMBLEED:
  6703. case SC_MAGICMUSHROOM:
  6704. case SC_DEATHHURT:
  6705. case SC_PYREXIA:
  6706. case SC_OBLIVIONCURSE:
  6707. case SC_MARSHOFABYSS:
  6708. case SC_MANDRAGORA:
  6709. return 0;
  6710. }
  6711. }
  6712. else if( sc->data[SC_INSPIRATION] ) {
  6713. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  6714. return 0; // Immune to status ailements
  6715. switch( type ) {
  6716. case SC_BURNING:
  6717. case SC_FREEZING:
  6718. case SC_CRYSTALIZE:
  6719. case SC_FEAR:
  6720. case SC_TOXIN:
  6721. case SC_PARALYSE:
  6722. case SC_VENOMBLEED:
  6723. case SC_MAGICMUSHROOM:
  6724. case SC_DEATHHURT:
  6725. case SC_PYREXIA:
  6726. case SC_OBLIVIONCURSE:
  6727. case SC_LEECHESEND:
  6728. case SC_DEEPSLEEP:
  6729. case SC_SATURDAYNIGHTFEVER:
  6730. case SC__BODYPAINT:
  6731. case SC__ENERVATION:
  6732. case SC__GROOMY:
  6733. case SC__IGNORANCE:
  6734. case SC__LAZINESS:
  6735. case SC__UNLUCKY:
  6736. case SC__WEAKNESS:
  6737. return 0;
  6738. }
  6739. }
  6740. else if( sc->data[SC_KINGS_GRACE] ) {
  6741. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  6742. return 0; // Immune to status ailements
  6743. switch( type ) {
  6744. case SC_HALLUCINATION:
  6745. case SC_BURNING:
  6746. case SC_CRYSTALIZE:
  6747. case SC_FREEZING:
  6748. case SC_DEEPSLEEP:
  6749. case SC_FEAR:
  6750. case SC_MANDRAGORA:
  6751. return 0;
  6752. }
  6753. }
  6754. sd = BL_CAST(BL_PC, bl);
  6755. // Adjust tick according to status resistances
  6756. if( !(flag&(1|4)) ) {
  6757. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  6758. if( !tick ) return 0;
  6759. }
  6760. undead_flag = battle_check_undead(status->race,status->def_ele);
  6761. // Check for immunities / sc fails
  6762. switch (type) {
  6763. case SC_ANGRIFFS_MODUS:
  6764. case SC_GOLDENE_FERSE:
  6765. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  6766. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  6767. )
  6768. return 0;
  6769. case SC_VACUUM_EXTREME:
  6770. if(sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING])
  6771. return 0;
  6772. break;
  6773. case SC_STONE:
  6774. if(sc->data[SC_POWER_OF_GAIA])
  6775. return 0;
  6776. case SC_FREEZE:
  6777. // Undead are immune to Freeze/Stone
  6778. if (undead_flag && !(flag&1))
  6779. return 0;
  6780. case SC_DEEPSLEEP:
  6781. case SC_SLEEP:
  6782. case SC_STUN:
  6783. case SC_FREEZING:
  6784. case SC_CRYSTALIZE:
  6785. if (sc->opt1)
  6786. return 0; // Cannot override other opt1 status changes. [Skotlex]
  6787. if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
  6788. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  6789. break;
  6790. case SC_ALL_RIDING:
  6791. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUG|OPTION_MADOGEAR) )
  6792. return 0;
  6793. if( sc->data[type] )
  6794. { // Already mounted, just dismount.
  6795. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  6796. return 0;
  6797. }
  6798. break;
  6799. // They're all like berserk, do not everlap each other
  6800. case SC_BERSERK:
  6801. if(sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST])
  6802. return 0;
  6803. break;
  6804. case SC_BURNING:
  6805. if(sc->opt1 || sc->data[SC_FREEZING])
  6806. return 0;
  6807. break;
  6808. case SC_SIGNUMCRUCIS:
  6809. // Only affects demons and undead element (but not players)
  6810. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  6811. return 0;
  6812. break;
  6813. case SC_AETERNA:
  6814. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  6815. return 0;
  6816. break;
  6817. case SC_KYRIE:
  6818. if (bl->type == BL_MOB)
  6819. return 0;
  6820. break;
  6821. case SC_OVERTHRUST:
  6822. if (sc->data[SC_MAXOVERTHRUST])
  6823. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  6824. case SC_MAXOVERTHRUST:
  6825. if( sc->option&OPTION_MADOGEAR )
  6826. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  6827. break;
  6828. case SC_ADRENALINE:
  6829. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  6830. return 0;
  6831. if (sc->data[SC_QUAGMIRE] ||
  6832. sc->data[SC_DECREASEAGI] ||
  6833. sc->data[SC_ADORAMUS] ||
  6834. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  6835. )
  6836. return 0;
  6837. break;
  6838. case SC_ADRENALINE2:
  6839. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  6840. return 0;
  6841. if (sc->data[SC_QUAGMIRE] ||
  6842. sc->data[SC_DECREASEAGI] ||
  6843. sc->data[SC_ADORAMUS]
  6844. )
  6845. return 0;
  6846. break;
  6847. case SC_MAGNIFICAT:
  6848. if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  6849. return 0;
  6850. break;
  6851. case SC_OFFERTORIUM:
  6852. if(sc->data[SC_MAGNIFICAT])
  6853. return 0;
  6854. break;
  6855. case SC_ONEHAND:
  6856. case SC_MERC_QUICKEN:
  6857. case SC_TWOHANDQUICKEN:
  6858. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  6859. return 0;
  6860. case SC_INCREASEAGI:
  6861. case SC_CONCENTRATE:
  6862. case SC_SPEARQUICKEN:
  6863. case SC_TRUESIGHT:
  6864. case SC_WINDWALK:
  6865. case SC_CARTBOOST:
  6866. case SC_ASSNCROS:
  6867. if (sc->data[SC_QUAGMIRE])
  6868. return 0;
  6869. if(sc->option&OPTION_MADOGEAR)
  6870. return 0; // Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
  6871. break;
  6872. case SC_CLOAKING:
  6873. // Avoid cloaking with no wall and low skill level. [Skotlex]
  6874. // Due to the cloaking card, we have to check the wall versus to known
  6875. // skill level rather than the used one. [Skotlex]
  6876. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  6877. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  6878. return 0;
  6879. break;
  6880. case SC_MODECHANGE:
  6881. {
  6882. int mode;
  6883. struct status_data *bstatus = status_get_base_status(bl);
  6884. if (!bstatus) return 0;
  6885. if (sc->data[type]) { // Pile up with previous values.
  6886. if(!val2) val2 = sc->data[type]->val2;
  6887. val3 |= sc->data[type]->val3;
  6888. val4 |= sc->data[type]->val4;
  6889. }
  6890. mode = val2?val2:bstatus->mode; // Base mode
  6891. if (val4) mode&=~val4; // Del mode
  6892. if (val3) mode|= val3; // Add mode
  6893. if (mode == bstatus->mode) { // No change.
  6894. if (sc->data[type]) // Abort previous status
  6895. return status_change_end(bl, type, INVALID_TIMER);
  6896. return 0;
  6897. }
  6898. }
  6899. break;
  6900. // Strip skills, need to divest something or it fails.
  6901. case SC_STRIPWEAPON:
  6902. if (sd && !(flag&4)) { // Apply sc anyway if loading saved sc_data
  6903. int i;
  6904. opt_flag = 0; // Reuse to check success condition.
  6905. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  6906. return 0;
  6907. i = sd->equip_index[EQI_HAND_L];
  6908. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6909. opt_flag|=1;
  6910. pc_unequipitem(sd,i,3); // Left-hand weapon
  6911. }
  6912. i = sd->equip_index[EQI_HAND_R];
  6913. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  6914. opt_flag|=2;
  6915. pc_unequipitem(sd,i,3);
  6916. }
  6917. if (!opt_flag) return 0;
  6918. }
  6919. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6920. break;
  6921. case SC_STRIPSHIELD:
  6922. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  6923. else
  6924. if (sd && !(flag&4)) {
  6925. int i;
  6926. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  6927. return 0;
  6928. i = sd->equip_index[EQI_HAND_L];
  6929. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  6930. return 0;
  6931. pc_unequipitem(sd,i,3);
  6932. }
  6933. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6934. break;
  6935. case SC_STRIPARMOR:
  6936. if (sd && !(flag&4)) {
  6937. int i;
  6938. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  6939. return 0;
  6940. i = sd->equip_index[EQI_ARMOR];
  6941. if ( i < 0 || !sd->inventory_data[i] )
  6942. return 0;
  6943. pc_unequipitem(sd,i,3);
  6944. }
  6945. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6946. break;
  6947. case SC_STRIPHELM:
  6948. if (sd && !(flag&4)) {
  6949. int i;
  6950. if(sd->bonus.unstripable_equip&EQP_HELM)
  6951. return 0;
  6952. i = sd->equip_index[EQI_HEAD_TOP];
  6953. if ( i < 0 || !sd->inventory_data[i] )
  6954. return 0;
  6955. pc_unequipitem(sd,i,3);
  6956. }
  6957. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  6958. break;
  6959. case SC_MERC_FLEEUP:
  6960. case SC_MERC_ATKUP:
  6961. case SC_MERC_HPUP:
  6962. case SC_MERC_SPUP:
  6963. case SC_MERC_HITUP:
  6964. if( bl->type != BL_MER )
  6965. return 0; // Stats only for Mercenaries
  6966. break;
  6967. case SC_STRFOOD:
  6968. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  6969. return 0;
  6970. break;
  6971. case SC_AGIFOOD:
  6972. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  6973. return 0;
  6974. break;
  6975. case SC_VITFOOD:
  6976. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  6977. return 0;
  6978. break;
  6979. case SC_INTFOOD:
  6980. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  6981. return 0;
  6982. break;
  6983. case SC_DEXFOOD:
  6984. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  6985. return 0;
  6986. break;
  6987. case SC_LUKFOOD:
  6988. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  6989. return 0;
  6990. break;
  6991. case SC_FOOD_STR_CASH:
  6992. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  6993. return 0;
  6994. break;
  6995. case SC_FOOD_AGI_CASH:
  6996. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  6997. return 0;
  6998. break;
  6999. case SC_FOOD_VIT_CASH:
  7000. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  7001. return 0;
  7002. break;
  7003. case SC_FOOD_INT_CASH:
  7004. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  7005. return 0;
  7006. break;
  7007. case SC_FOOD_DEX_CASH:
  7008. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  7009. return 0;
  7010. break;
  7011. case SC_FOOD_LUK_CASH:
  7012. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  7013. return 0;
  7014. break;
  7015. case SC_CAMOUFLAGE:
  7016. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7017. return 0;
  7018. break;
  7019. case SC__STRIPACCESSORY:
  7020. if( sd ) {
  7021. int i = -1;
  7022. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7023. i = sd->equip_index[EQI_ACC_L];
  7024. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7025. pc_unequipitem(sd,i,3); // Left-Accessory
  7026. }
  7027. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7028. i = sd->equip_index[EQI_ACC_R];
  7029. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7030. pc_unequipitem(sd,i,3); // Right-Accessory
  7031. }
  7032. if( i < 0 )
  7033. return 0;
  7034. }
  7035. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7036. break;
  7037. case SC_TOXIN:
  7038. case SC_PARALYSE:
  7039. case SC_VENOMBLEED:
  7040. case SC_MAGICMUSHROOM:
  7041. case SC_DEATHHURT:
  7042. case SC_PYREXIA:
  7043. case SC_OBLIVIONCURSE:
  7044. case SC_LEECHESEND:
  7045. { // It doesn't stack or even renew
  7046. int i = SC_TOXIN;
  7047. for(; i<= SC_LEECHESEND; i++)
  7048. if(sc->data[i]) return 0;
  7049. }
  7050. break;
  7051. case SC_SATURDAYNIGHTFEVER:
  7052. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7053. return 0;
  7054. break;
  7055. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  7056. if(sc->data[SC_HOVERING])
  7057. return 0;
  7058. break;
  7059. case SC_HEAT_BARREL:
  7060. //kRO Update 2014-02-12
  7061. //- Cannot be stacked with Platinum Alter and Madness Canceler (and otherwise?) [Cydh]
  7062. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  7063. return 0;
  7064. break;
  7065. case SC_P_ALTER:
  7066. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  7067. return 0;
  7068. break;
  7069. case SC_MADNESSCANCEL:
  7070. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  7071. return 0;
  7072. break;
  7073. case SC_C_MARKER:
  7074. if (src == bl)
  7075. return 0;
  7076. else {
  7077. struct status_change *tsc = status_get_sc(bl);
  7078. // Failed if the target is already marked and the new marker that isn't same marker
  7079. if (tsc && tsc->data[type] && tsc->data[type]->val2 != src->id)
  7080. return 0;
  7081. }
  7082. break;
  7083. }
  7084. // Check for BOSS resistances
  7085. if(status->mode&MD_BOSS && !(flag&1)) {
  7086. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  7087. return 0;
  7088. switch (type) {
  7089. case SC_BLESSING:
  7090. case SC_DECREASEAGI:
  7091. case SC_PROVOKE:
  7092. case SC_COMA:
  7093. case SC_GRAVITATION:
  7094. case SC_SUITON:
  7095. case SC_RICHMANKIM:
  7096. case SC_ROKISWEIL:
  7097. case SC_FOGWALL:
  7098. case SC_FREEZING:
  7099. case SC_BURNING:
  7100. case SC_MARSHOFABYSS:
  7101. case SC_ADORAMUS:
  7102. case SC_PARALYSIS:
  7103. case SC_DEEPSLEEP:
  7104. case SC_CRYSTALIZE:
  7105. case SC__ENERVATION:
  7106. case SC__GROOMY:
  7107. case SC__IGNORANCE:
  7108. case SC__LAZINESS:
  7109. case SC__UNLUCKY:
  7110. case SC__WEAKNESS:
  7111. // Exploit prevention - kRO Fix
  7112. case SC_PYREXIA:
  7113. case SC_DEATHHURT:
  7114. case SC_TOXIN:
  7115. case SC_PARALYSE:
  7116. case SC_VENOMBLEED:
  7117. case SC_MAGICMUSHROOM:
  7118. case SC_OBLIVIONCURSE:
  7119. case SC_LEECHESEND:
  7120. // Ranger Effects
  7121. case SC_BITE:
  7122. case SC_ELECTRICSHOCKER:
  7123. case SC_MAGNETICFIELD:
  7124. return 0;
  7125. }
  7126. }
  7127. // Check for mvp resistance // atm only those who OS
  7128. if(status->mode&MD_MVP && !(flag&1)) {
  7129. switch (type) {
  7130. case SC_COMA:
  7131. // continue list...
  7132. return 0;
  7133. }
  7134. }
  7135. // Before overlapping fail, one must check for status cured.
  7136. switch (type) {
  7137. case SC_ENDURE:
  7138. if (val4)
  7139. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  7140. break;
  7141. case SC_BLESSING:
  7142. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  7143. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  7144. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  7145. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  7146. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7147. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7148. }
  7149. break;
  7150. case SC_INCREASEAGI:
  7151. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7152. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7153. break;
  7154. case SC_QUAGMIRE:
  7155. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  7156. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  7157. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7158. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  7159. // Also blocks the ones below...
  7160. case SC_DECREASEAGI:
  7161. case SC_ADORAMUS:
  7162. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  7163. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  7164. // Also blocks the ones below...
  7165. case SC_DONTFORGETME:
  7166. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7167. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  7168. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  7169. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  7170. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7171. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7172. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7173. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  7174. break;
  7175. case SC_ONEHAND:
  7176. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  7177. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7178. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7179. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7180. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7181. break;
  7182. case SC_MAXOVERTHRUST:
  7183. // Cancels Normal Overthrust. [Skotlex]
  7184. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  7185. break;
  7186. case SC_KYRIE:
  7187. // Cancels Assumptio
  7188. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7189. break;
  7190. case SC_DELUGE:
  7191. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  7192. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  7193. break;
  7194. case SC_SILENCE:
  7195. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  7196. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  7197. break;
  7198. case SC_HIDING:
  7199. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  7200. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  7201. break;
  7202. case SC_BERSERK:
  7203. if( val3 == SC__BLOODYLUST )
  7204. break;
  7205. if(battle_config.berserk_cancels_buffs) {
  7206. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  7207. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7208. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  7209. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  7210. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  7211. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  7212. }
  7213. #ifdef RENEWAL
  7214. else {
  7215. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  7216. }
  7217. #endif
  7218. break;
  7219. case SC_ASSUMPTIO:
  7220. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  7221. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  7222. break;
  7223. case SC_KAITE:
  7224. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  7225. break;
  7226. case SC_GN_CARTBOOST:
  7227. case SC_CARTBOOST:
  7228. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  7229. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  7230. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  7231. return 0;
  7232. }
  7233. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  7234. //since Cart Boost don't cancel Slow Grace effect
  7235. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  7236. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  7237. if(sc->data[SC_DONTFORGETME])
  7238. return 0;
  7239. break;
  7240. case SC_FUSION:
  7241. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  7242. break;
  7243. case SC_ADJUSTMENT:
  7244. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  7245. break;
  7246. case SC_MADNESSCANCEL:
  7247. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  7248. break;
  7249. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  7250. case SC_CHANGEUNDEAD:
  7251. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  7252. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  7253. break;
  7254. case SC_STRFOOD:
  7255. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  7256. break;
  7257. case SC_AGIFOOD:
  7258. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  7259. break;
  7260. case SC_VITFOOD:
  7261. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  7262. break;
  7263. case SC_INTFOOD:
  7264. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  7265. break;
  7266. case SC_DEXFOOD:
  7267. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  7268. break;
  7269. case SC_LUKFOOD:
  7270. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  7271. break;
  7272. case SC_FOOD_STR_CASH:
  7273. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  7274. break;
  7275. case SC_FOOD_AGI_CASH:
  7276. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  7277. break;
  7278. case SC_FOOD_VIT_CASH:
  7279. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  7280. break;
  7281. case SC_FOOD_INT_CASH:
  7282. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  7283. break;
  7284. case SC_FOOD_DEX_CASH:
  7285. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  7286. break;
  7287. case SC_FOOD_LUK_CASH:
  7288. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  7289. break;
  7290. case SC_FIGHTINGSPIRIT:
  7291. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  7292. break;
  7293. case SC_MARSHOFABYSS:
  7294. status_change_end(bl, SC_INCAGI, INVALID_TIMER);
  7295. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  7296. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  7297. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  7298. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  7299. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  7300. break;
  7301. case SC_SWINGDANCE:
  7302. case SC_SYMPHONYOFLOVER:
  7303. case SC_MOONLITSERENADE:
  7304. case SC_RUSHWINDMILL:
  7305. case SC_ECHOSONG:
  7306. case SC_HARMONIZE: // Group A doesn't overlap
  7307. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  7308. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  7309. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  7310. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  7311. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  7312. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  7313. break;
  7314. case SC_VOICEOFSIREN:
  7315. case SC_DEEPSLEEP:
  7316. case SC_GLOOMYDAY:
  7317. case SC_SONGOFMANA:
  7318. case SC_DANCEWITHWUG:
  7319. case SC_SATURDAYNIGHTFEVER:
  7320. case SC_LERADSDEW:
  7321. case SC_MELODYOFSINK:
  7322. case SC_BEYONDOFWARCRY:
  7323. case SC_UNLIMITEDHUMMINGVOICE: // Group B
  7324. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  7325. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  7326. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  7327. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  7328. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  7329. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  7330. if (type != SC_GLOOMYDAY) {
  7331. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  7332. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  7333. }
  7334. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  7335. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  7336. if (type != SC_SATURDAYNIGHTFEVER) {
  7337. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  7338. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  7339. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  7340. }
  7341. }
  7342. break;
  7343. case SC_REFLECTSHIELD:
  7344. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  7345. break;
  7346. case SC_REFLECTDAMAGE:
  7347. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  7348. break;
  7349. case SC_SHIELDSPELL_DEF:
  7350. case SC_SHIELDSPELL_MDEF:
  7351. case SC_SHIELDSPELL_REF:
  7352. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  7353. if( type != SC_SHIELDSPELL_DEF )
  7354. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  7355. if( type != SC_SHIELDSPELL_MDEF )
  7356. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  7357. if( type != SC_SHIELDSPELL_REF )
  7358. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  7359. break;
  7360. case SC_GT_ENERGYGAIN:
  7361. case SC_GT_CHANGE:
  7362. case SC_GT_REVITALIZE:
  7363. if( type != SC_GT_REVITALIZE )
  7364. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  7365. if( type != SC_GT_ENERGYGAIN )
  7366. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  7367. if( type != SC_GT_CHANGE )
  7368. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  7369. break;
  7370. case SC_WARMER:
  7371. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  7372. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7373. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7374. break;
  7375. case SC_INVINCIBLE:
  7376. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  7377. break;
  7378. case SC_INVINCIBLEOFF:
  7379. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  7380. break;
  7381. case SC_MAGICPOWER:
  7382. status_change_end(bl, type, INVALID_TIMER);
  7383. break;
  7384. case SC_WHITEIMPRISON:
  7385. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7386. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  7387. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  7388. status_change_end(bl, SC_STONE, INVALID_TIMER);
  7389. break;
  7390. case SC_FREEZING:
  7391. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  7392. break;
  7393. }
  7394. // Check for overlapping fails
  7395. if( (sce = sc->data[type]) ) {
  7396. switch( type ) {
  7397. case SC_MERC_FLEEUP:
  7398. case SC_MERC_ATKUP:
  7399. case SC_MERC_HPUP:
  7400. case SC_MERC_SPUP:
  7401. case SC_MERC_HITUP:
  7402. if( sce->val1 > val1 )
  7403. val1 = sce->val1;
  7404. break;
  7405. case SC_ADRENALINE:
  7406. case SC_ADRENALINE2:
  7407. case SC_WEAPONPERFECTION:
  7408. case SC_OVERTHRUST:
  7409. if (sce->val2 > val2)
  7410. return 0;
  7411. break;
  7412. case SC_S_LIFEPOTION:
  7413. case SC_L_LIFEPOTION:
  7414. case SC_BOSSMAPINFO:
  7415. case SC_STUN:
  7416. case SC_SLEEP:
  7417. case SC_POISON:
  7418. case SC_CURSE:
  7419. case SC_SILENCE:
  7420. case SC_CONFUSION:
  7421. case SC_BLIND:
  7422. case SC_BLEEDING:
  7423. case SC_DPOISON:
  7424. case SC_CLOSECONFINE2: // Can't be re-closed in.
  7425. case SC_TINDER_BREAKER2:
  7426. case SC_MARIONETTE:
  7427. case SC_MARIONETTE2:
  7428. case SC_NOCHAT:
  7429. case SC_CHANGE: // Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  7430. case SC__INVISIBILITY:
  7431. case SC__ENERVATION:
  7432. case SC__GROOMY:
  7433. case SC__IGNORANCE:
  7434. case SC__LAZINESS:
  7435. case SC__WEAKNESS:
  7436. case SC__UNLUCKY:
  7437. case SC__CHAOS:
  7438. return 0;
  7439. case SC_COMBO:
  7440. case SC_DANCING:
  7441. case SC_DEVOTION:
  7442. case SC_ASPDPOTION0:
  7443. case SC_ASPDPOTION1:
  7444. case SC_ASPDPOTION2:
  7445. case SC_ASPDPOTION3:
  7446. case SC_ATKPOTION:
  7447. case SC_MATKPOTION:
  7448. case SC_ENCHANTARMS:
  7449. case SC_ARMOR_ELEMENT:
  7450. case SC_ARMOR_RESIST:
  7451. break;
  7452. case SC_GOSPEL:
  7453. // Must not override a casting gospel char.
  7454. if(sce->val4 == BCT_SELF)
  7455. return 0;
  7456. if(sce->val1 > val1)
  7457. return 1;
  7458. break;
  7459. case SC_ENDURE:
  7460. if(sce->val4 && !val4)
  7461. return 1; // Don't let you override infinite endure.
  7462. if(sce->val1 > val1)
  7463. return 1;
  7464. break;
  7465. case SC_KAAHI:
  7466. // Kaahi overwrites previous level regardless of existing level.
  7467. // Delete timer if it exists.
  7468. if (sce->val4 != INVALID_TIMER) {
  7469. delete_timer(sce->val4,kaahi_heal_timer);
  7470. sce->val4 = INVALID_TIMER;
  7471. }
  7472. break;
  7473. case SC_JAILED:
  7474. // When a player is already jailed, do not edit the jail data.
  7475. val2 = sce->val2;
  7476. val3 = sce->val3;
  7477. val4 = sce->val4;
  7478. break;
  7479. case SC_LERADSDEW:
  7480. if (sc && sc->data[SC_BERSERK])
  7481. return 0;
  7482. case SC_SHAPESHIFT:
  7483. case SC_PROPERTYWALK:
  7484. break;
  7485. case SC_LEADERSHIP:
  7486. case SC_GLORYWOUNDS:
  7487. case SC_SOULCOLD:
  7488. case SC_HAWKEYES:
  7489. if( sce->val4 && !val4 ) // You cannot override master guild aura
  7490. return 0;
  7491. break;
  7492. case SC_JOINTBEAT:
  7493. val2 |= sce->val2; // Stackable ailments
  7494. default:
  7495. if(sce->val1 > val1)
  7496. return 1; // Return true to not mess up skill animations. [Skotlex]
  7497. }
  7498. }
  7499. vd = status_get_viewdata(bl);
  7500. calc_flag = StatusChangeFlagTable[type];
  7501. if(!(flag&4)) // &4 - Do not parse val settings when loading SCs
  7502. switch(type)
  7503. {
  7504. case SC_DECREASEAGI:
  7505. case SC_INCREASEAGI:
  7506. case SC_ADORAMUS:
  7507. val2 = 2 + val1; // Agi change
  7508. if( type == SC_ADORAMUS )
  7509. sc_start(src,bl,SC_BLIND,val1 * 4 + (sd ? sd->status.job_level : 50) / 2,val1,skill_get_time(status_sc2skill(type),val1));
  7510. break;
  7511. case SC_ENDURE:
  7512. val2 = 7; // Hit-count [Celest]
  7513. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  7514. struct map_session_data *tsd;
  7515. if( sd ) {
  7516. int i;
  7517. for( i = 0; i < 5; i++ ) {
  7518. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7519. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  7520. }
  7521. }
  7522. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7523. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  7524. }
  7525. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  7526. if( val4 )
  7527. tick = -1;
  7528. break;
  7529. case SC_AUTOBERSERK:
  7530. if (status->hp < status->max_hp>>2 &&
  7531. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  7532. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  7533. tick = -1;
  7534. break;
  7535. case SC_SIGNUMCRUCIS:
  7536. val2 = 10 + 4*val1; // Def reduction
  7537. tick = -1;
  7538. clif_emotion(bl,E_SWT);
  7539. break;
  7540. case SC_MAXIMIZEPOWER:
  7541. tick_time = val2 = tick>0?tick:60000;
  7542. tick = -1; // Duration sent to the client should be infinite
  7543. break;
  7544. case SC_EDP:
  7545. val2 = val1 + 2; // Chance to Poison enemies.
  7546. #ifndef RENEWAL
  7547. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  7548. #endif
  7549. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  7550. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  7551. break;
  7552. case SC_POISONREACT:
  7553. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  7554. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  7555. break;
  7556. case SC_MAGICROD:
  7557. val2 = val1*20; // SP gained
  7558. break;
  7559. case SC_KYRIE:
  7560. if( sd )
  7561. val1 = min(val1,pc_checkskill(sd,PR_KYRIE)); // Use skill level to determine barrier health.
  7562. val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; // %Max HP to absorb
  7563. // val4 holds current amount of party members when casting Praefatio
  7564. // as Praefatio's barrier has more health and blocks more hits than Kyrie Elesion.
  7565. if( val4 < 1 ) // == PR_KYRIE
  7566. val3 = (val1 / 2 + 5);
  7567. else { // == AB_PRAEFATIO
  7568. val2 += val4 * 2; // Increase barrier strength per party member.
  7569. val3 = 6 + val1;
  7570. }
  7571. break;
  7572. case SC_MAGICPOWER:
  7573. // val1: Skill lv
  7574. val2 = 1; // Lasts 1 invocation
  7575. val3 = 5*val1; // Matk% increase
  7576. val4 = 0; // 0 = ready to be used, 1 = activated and running
  7577. break;
  7578. case SC_SACRIFICE:
  7579. val2 = 5; // Lasts 5 hits
  7580. tick = -1;
  7581. break;
  7582. case SC_ENCPOISON:
  7583. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  7584. case SC_ASPERSIO:
  7585. case SC_FIREWEAPON:
  7586. case SC_WATERWEAPON:
  7587. case SC_WINDWEAPON:
  7588. case SC_EARTHWEAPON:
  7589. case SC_SHADOWWEAPON:
  7590. case SC_GHOSTWEAPON:
  7591. skill_enchant_elemental_end(bl,type);
  7592. break;
  7593. case SC_ELEMENTALCHANGE:
  7594. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  7595. // val2 : Element (When no element, random one is picked)
  7596. // val3 : 0 = called by skill 1 = called by script (fixed level)
  7597. if( !val2 ) val2 = rnd()%ELE_ALL;
  7598. if( val1 == 1 && val3 == 0 )
  7599. val1 = 1 + rnd()%4;
  7600. else if( val1 > 4 )
  7601. val1 = 4; // Max Level
  7602. val3 = 0; // Not need to keep this info.
  7603. break;
  7604. case SC_PROVIDENCE:
  7605. val2=val1*5; // Race/Ele resist
  7606. break;
  7607. case SC_REFLECTSHIELD:
  7608. val2=10+val1*3; // %Dmg reflected
  7609. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
  7610. struct map_session_data *tsd;
  7611. if( sd ) {
  7612. int i;
  7613. for( i = 0; i < 5; i++ ) {
  7614. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7615. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7616. }
  7617. }
  7618. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7619. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7620. }
  7621. break;
  7622. case SC_STRIPWEAPON:
  7623. if (!sd) // Watk reduction
  7624. val2 = 25;
  7625. break;
  7626. case SC_STRIPSHIELD:
  7627. if (!sd) // Def reduction
  7628. val2 = 15;
  7629. break;
  7630. case SC_STRIPARMOR:
  7631. if (!sd) // Vit reduction
  7632. val2 = 40;
  7633. break;
  7634. case SC_STRIPHELM:
  7635. if (!sd) // Int reduction
  7636. val2 = 40;
  7637. break;
  7638. case SC_AUTOSPELL:
  7639. // Val1 Skill LV of Autospell
  7640. // Val2 Skill ID to cast
  7641. // Val3 Max Lv to cast
  7642. val4 = 5 + val1*2; // Chance of casting
  7643. break;
  7644. case SC_VOLCANO:
  7645. val2 = val1*10; // Watk increase
  7646. #ifndef RENEWAL
  7647. if (status->def_ele != ELE_FIRE)
  7648. val2 = 0;
  7649. #endif
  7650. break;
  7651. case SC_VIOLENTGALE:
  7652. val2 = val1*3; // Flee increase
  7653. #ifndef RENEWAL
  7654. if (status->def_ele != ELE_WIND)
  7655. val2 = 0;
  7656. #endif
  7657. break;
  7658. case SC_DELUGE:
  7659. val2 = deluge_eff[val1-1]; // HP increase
  7660. #ifndef RENEWAL
  7661. if(status->def_ele != ELE_WATER)
  7662. val2 = 0;
  7663. #endif
  7664. break;
  7665. case SC_SUITON:
  7666. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  7667. // No penalties.
  7668. val2 = 0; // Agi penalty
  7669. val3 = 0; // Walk speed penalty
  7670. break;
  7671. }
  7672. val3 = 50;
  7673. val2 = 3*((val1+1)/3);
  7674. if (val1 > 4) val2--;
  7675. break;
  7676. case SC_ONEHAND:
  7677. case SC_TWOHANDQUICKEN:
  7678. val2 = 300;
  7679. if (val1 > 10) // For boss casted skills [Skotlex]
  7680. val2 += 20*(val1-10);
  7681. break;
  7682. case SC_MERC_QUICKEN:
  7683. val2 = 300;
  7684. break;
  7685. #ifndef RENEWAL_ASPD
  7686. case SC_SPEARQUICKEN:
  7687. val2 = 200+10*val1;
  7688. break;
  7689. #endif
  7690. case SC_DANCING:
  7691. // val1 : Skill ID + LV
  7692. // val2 : Skill Group of the Dance.
  7693. // val3 : Brings the skill_lv (merged into val1 here)
  7694. // val4 : Partner
  7695. if (val1 == CG_MOONLIT)
  7696. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  7697. val1|= (val3<<16);
  7698. val3 = tick/1000; // Tick duration
  7699. tick_time = 1000; // [GodLesZ] tick time
  7700. break;
  7701. case SC_LONGING:
  7702. val2 = 500-100*val1; // Aspd penalty.
  7703. break;
  7704. case SC_EXPLOSIONSPIRITS:
  7705. val2 = 75 + 25*val1; // Cri bonus
  7706. break;
  7707. case SC_ASPDPOTION0:
  7708. case SC_ASPDPOTION1:
  7709. case SC_ASPDPOTION2:
  7710. case SC_ASPDPOTION3:
  7711. val2 = 50*(2+type-SC_ASPDPOTION0);
  7712. break;
  7713. case SC_WEDDING:
  7714. case SC_XMAS:
  7715. case SC_SUMMER:
  7716. case SC_HANBOK:
  7717. case SC_OKTOBERFEST:
  7718. if (!vd) return 0;
  7719. // Store previous values as they could be removed.
  7720. unit_stop_attack(bl);
  7721. break;
  7722. case SC_NOCHAT:
  7723. // !FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
  7724. tick = 60000;
  7725. val1 = battle_config.manner_system; // Mute filters.
  7726. if (sd) {
  7727. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  7728. clif_updatestatus(sd,SP_MANNER);
  7729. }
  7730. break;
  7731. case SC_STONE:
  7732. val3 = tick/1000; // Petrified HP-damage iterations.
  7733. if(val3 < 1) val3 = 1;
  7734. tick = val4; // Petrifying time.
  7735. tick = max(tick, 1000); // Min time
  7736. calc_flag = 0; // Actual status changes take effect on petrified state.
  7737. break;
  7738. case SC_DPOISON:
  7739. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  7740. if (status->hp > status->max_hp>>2) {
  7741. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  7742. if (status->hp - diff < status->max_hp>>2)
  7743. diff = status->hp - (status->max_hp>>2);
  7744. if( val2 && bl->type == BL_MOB ) {
  7745. struct block_list* src = map_id2bl(val2);
  7746. if( src )
  7747. mob_log_damage((TBL_MOB*)bl,src,diff);
  7748. }
  7749. status_zap(bl, diff, 0);
  7750. }
  7751. case SC_POISON:
  7752. // Fall through
  7753. val3 = tick/1000; // Damage iterations
  7754. if(val3 < 1) val3 = 1;
  7755. tick_time = 1000; // [GodLesZ] tick time
  7756. // val4: HP damage
  7757. if (bl->type == BL_PC)
  7758. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/50 : 2 + status->max_hp*3/200;
  7759. else
  7760. val4 = (type == SC_DPOISON) ? 2 + status->max_hp/100 : 2 + status->max_hp/200;
  7761. break;
  7762. case SC_CONFUSION:
  7763. clif_emotion(bl,E_WHAT);
  7764. break;
  7765. case SC_BLEEDING:
  7766. val4 = tick/10000;
  7767. if (!val4) val4 = 1;
  7768. tick_time = 10000; // [GodLesZ] tick time
  7769. break;
  7770. case SC_S_LIFEPOTION:
  7771. case SC_L_LIFEPOTION:
  7772. if( val1 == 0 ) return 0;
  7773. // val1 = heal percent/amout
  7774. // val2 = seconds between heals
  7775. // val4 = total of heals
  7776. if( val2 < 1 ) val2 = 1;
  7777. if( (val4 = tick/(val2 * 1000)) < 1 )
  7778. val4 = 1;
  7779. tick_time = val2 * 1000; // [GodLesZ] tick time
  7780. break;
  7781. case SC_BOSSMAPINFO:
  7782. if( sd != NULL ) {
  7783. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  7784. if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead
  7785. clif_bossmapinfo(sd->fd, boss_md, 1);
  7786. return 0; // No need to start SC
  7787. }
  7788. val1 = boss_md->bl.id;
  7789. if( (val4 = tick/1000) < 1 )
  7790. val4 = 1;
  7791. tick_time = 1000; // [GodLesZ] tick time
  7792. }
  7793. break;
  7794. case SC_HIDING:
  7795. val2 = tick/1000;
  7796. tick_time = 1000; // [GodLesZ] tick time
  7797. val3 = 0; // Unused, previously speed adjustment
  7798. val4 = val1+3; // Seconds before SP substraction happen.
  7799. break;
  7800. case SC_CHASEWALK:
  7801. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  7802. val3 = 35 - 5 * val1; // Speed adjustment.
  7803. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  7804. val3 -= 40;
  7805. val4 = 10+val1*2; // SP cost.
  7806. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  7807. break;
  7808. case SC_CLOAKING:
  7809. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  7810. val1 = 10;
  7811. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  7812. tick = -1; // Duration sent to the client should be infinite
  7813. val3 = 0; // Unused, previously walk speed adjustment
  7814. // val4&1 signals the presence of a wall.
  7815. // val4&2 makes cloak not end on normal attacks [Skotlex]
  7816. // val4&4 makes cloak not end on using skills
  7817. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  7818. val4 |= battle_config.pc_cloak_check_type&7;
  7819. else
  7820. val4 |= battle_config.monster_cloak_check_type&7;
  7821. break;
  7822. case SC_SIGHT: /* splash status */
  7823. case SC_RUWACH:
  7824. case SC_SIGHTBLASTER:
  7825. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  7826. val2 = tick/250;
  7827. tick_time = 10; // [GodLesZ] tick time
  7828. break;
  7829. /* Permanent effects */
  7830. case SC_AETERNA:
  7831. case SC_MODECHANGE:
  7832. case SC_WEIGHT50:
  7833. case SC_WEIGHT90:
  7834. case SC_BROKENWEAPON:
  7835. case SC_BROKENARMOR:
  7836. case SC_READYSTORM:
  7837. case SC_READYDOWN:
  7838. case SC_READYCOUNTER:
  7839. case SC_READYTURN:
  7840. case SC_DODGE:
  7841. case SC_PUSH_CART:
  7842. tick = -1;
  7843. break;
  7844. case SC_AUTOGUARD:
  7845. if( !(flag&1) ) {
  7846. struct map_session_data *tsd;
  7847. int i;
  7848. for( i = val2 = 0; i < val1; i++) {
  7849. int t = 5-(i>>1);
  7850. val2 += (t < 0)? 1:t;
  7851. }
  7852. if( bl->type&(BL_PC|BL_MER) ) {
  7853. if( sd ) {
  7854. for( i = 0; i < 5; i++ ) {
  7855. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  7856. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7857. }
  7858. }
  7859. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  7860. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  7861. }
  7862. }
  7863. break;
  7864. case SC_DEFENDER:
  7865. if (!(flag&1)) {
  7866. val2 = 5 + 15*val1; // Damage reduction
  7867. val3 = 0; // Unused, previously speed adjustment
  7868. val4 = 250 - 50*val1; // Aspd adjustment
  7869. if (sd) {
  7870. struct map_session_data *tsd;
  7871. int i;
  7872. for (i = 0; i < 5; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  7873. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  7874. status_change_start(src,&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  7875. }
  7876. }
  7877. }
  7878. break;
  7879. case SC_TENSIONRELAX:
  7880. if (sd) {
  7881. skill_sit(sd, 1);
  7882. pc_setsit(sd);
  7883. clif_sitting(&sd->bl);
  7884. }
  7885. val2 = 12; // SP cost
  7886. val4 = 10000; // Decrease at 10secs intervals.
  7887. val3 = tick/val4;
  7888. tick = -1; // Duration sent to the client should be infinite
  7889. tick_time = val4; // [GodLesZ] tick time
  7890. break;
  7891. case SC_PARRYING:
  7892. val2 = 20 + val1*3; // Block Chance
  7893. break;
  7894. case SC_WINDWALK:
  7895. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  7896. break;
  7897. case SC_JOINTBEAT:
  7898. if( val2&BREAK_NECK )
  7899. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  7900. break;
  7901. case SC_BERSERK:
  7902. if( val3 == SC__BLOODYLUST )
  7903. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  7904. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  7905. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  7906. // HP healing is performing after the calc_status call.
  7907. // Val2 holds HP penalty
  7908. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7909. if (!val4) val4 = 10000; // Val4 holds damage interval
  7910. val3 = tick/val4; // val3 holds skill duration
  7911. tick_time = val4; // [GodLesZ] tick time
  7912. break;
  7913. case SC_GOSPEL:
  7914. if(val4 == BCT_SELF) { // Self effect
  7915. val2 = tick/10000;
  7916. tick_time = 10000; // [GodLesZ] tick time
  7917. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  7918. }
  7919. break;
  7920. case SC_MARIONETTE:
  7921. {
  7922. int stat;
  7923. val3 = 0;
  7924. val4 = 0;
  7925. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  7926. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  7927. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  7928. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  7929. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  7930. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  7931. break;
  7932. }
  7933. case SC_MARIONETTE2:
  7934. {
  7935. int stat,max_stat;
  7936. // Fetch caster information
  7937. struct block_list *pbl = map_id2bl(val1);
  7938. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  7939. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  7940. // Fetch target's stats
  7941. struct status_data* status = status_get_status_data(bl); // Battle status
  7942. if (!psce)
  7943. return 0;
  7944. val3 = 0;
  7945. val4 = 0;
  7946. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  7947. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  7948. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  7949. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  7950. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  7951. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  7952. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  7953. break;
  7954. }
  7955. case SC_REJECTSWORD:
  7956. val2 = 15*val1; // Reflect chance
  7957. val3 = 3; // Reflections
  7958. tick = -1;
  7959. break;
  7960. case SC_MEMORIZE:
  7961. val2 = 5; // Memorized casts.
  7962. tick = -1;
  7963. break;
  7964. case SC_GRAVITATION:
  7965. val2 = 50*val1; // aspd reduction
  7966. break;
  7967. case SC_REGENERATION:
  7968. if (val1 == 1)
  7969. val2 = 2;
  7970. else
  7971. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  7972. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  7973. // If val4 comes set, this blocks regen rather than increase it.
  7974. break;
  7975. case SC_DEVOTION:
  7976. {
  7977. struct block_list *d_bl;
  7978. struct status_change *d_sc;
  7979. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  7980. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  7981. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  7982. while( i >= 0 ) {
  7983. enum sc_type type2 = types[i];
  7984. if( d_sc->data[type2] )
  7985. sc_start(d_bl,bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  7986. i--;
  7987. }
  7988. }
  7989. break;
  7990. }
  7991. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  7992. if( val3 && bl->type == BL_MOB ) {
  7993. struct block_list* src = map_id2bl(val3);
  7994. if( src )
  7995. mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
  7996. }
  7997. status_zap(bl, status->hp-1, val2?0:status->sp);
  7998. return 1;
  7999. break;
  8000. case SC_TINDER_BREAKER2:
  8001. case SC_CLOSECONFINE2:
  8002. {
  8003. struct block_list *src = val2?map_id2bl(val2):NULL;
  8004. struct status_change *sc2 = src?status_get_sc(src):NULL;
  8005. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  8006. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  8007. if (src && sc2) {
  8008. if (!sce2) // Start lock on caster.
  8009. sc_start4(src,src,type2,100,val1,1,0,0,tick+1000);
  8010. else { // Increase count of locked enemies and refresh time.
  8011. (sce2->val2)++;
  8012. delete_timer(sce2->timer, status_change_timer);
  8013. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, type2);
  8014. }
  8015. } else // Status failed.
  8016. return 0;
  8017. }
  8018. break;
  8019. case SC_KAITE:
  8020. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  8021. break;
  8022. case SC_KAUPE:
  8023. switch (val1) {
  8024. case 3: // 33*3 + 1 -> 100%
  8025. val2++;
  8026. case 1:
  8027. case 2: // 33, 66%
  8028. val2 += 33*val1;
  8029. val3 = 1; // Dodge 1 attack total.
  8030. break;
  8031. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  8032. val2 = 100;
  8033. val3 = val1-2;
  8034. break;
  8035. }
  8036. break;
  8037. case SC_COMBO: {
  8038. // val1: Skill ID
  8039. // val2: When given, target (for autotargetting skills)
  8040. // val3: When set, this combo time should NOT delay attack/movement
  8041. // val3: TK: Last used kick
  8042. // val4: TK: Combo time
  8043. struct unit_data *ud = unit_bl2ud(bl);
  8044. if (ud && !val3) {
  8045. tick += 300 * battle_config.combo_delay_rate/100;
  8046. ud->attackabletime = gettick()+tick;
  8047. unit_set_walkdelay(bl, gettick(), tick, 1);
  8048. }
  8049. val3 = 0;
  8050. val4 = tick;
  8051. }
  8052. break;
  8053. case SC_EARTHSCROLL:
  8054. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  8055. break;
  8056. case SC_RUN:
  8057. val4 = gettick(); // Store time at which you started running.
  8058. tick = -1;
  8059. break;
  8060. case SC_KAAHI:
  8061. val2 = 200*val1; // HP heal
  8062. val3 = 5*val1; // SP cost
  8063. val4 = INVALID_TIMER; // Kaahi Timer.
  8064. break;
  8065. case SC_BLESSING:
  8066. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8067. val2 = val1;
  8068. else
  8069. val2 = 0; // 0 -> Half stat.
  8070. break;
  8071. case SC_TRICKDEAD:
  8072. if (vd) vd->dead_sit = 1;
  8073. tick = -1;
  8074. break;
  8075. case SC_CONCENTRATE:
  8076. val2 = 2 + val1;
  8077. if (sd) { // Store the card-bonus data that should not count in the %
  8078. val3 = sd->param_bonus[1]; // Agi
  8079. val4 = sd->param_bonus[4]; // Dex
  8080. } else
  8081. val3 = val4 = 0;
  8082. break;
  8083. case SC_MAXOVERTHRUST:
  8084. val2 = 20*val1; // Power increase
  8085. break;
  8086. case SC_OVERTHRUST:
  8087. // val2 holds if it was casted on self, or is bonus received from others
  8088. val3 = 5*val1; // Power increase
  8089. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  8090. tick += tick / 10;
  8091. break;
  8092. case SC_ADRENALINE2:
  8093. case SC_ADRENALINE:
  8094. val3 = (val2) ? 300 : 200; // aspd increase
  8095. case SC_WEAPONPERFECTION:
  8096. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  8097. tick += tick / 10;
  8098. break;
  8099. case SC_CONCENTRATION:
  8100. val2 = 5*val1; // Batk/Watk Increase
  8101. val3 = 10*val1; // Hit Increase
  8102. val4 = 5*val1; // Def reduction
  8103. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  8104. break;
  8105. case SC_ANGELUS:
  8106. val2 = 5*val1; // def increase
  8107. break;
  8108. case SC_IMPOSITIO:
  8109. val2 = 5*val1; // watk increase
  8110. break;
  8111. case SC_MELTDOWN:
  8112. val2 = 100*val1; // Chance to break weapon
  8113. val3 = 70*val1; // Change to break armor
  8114. break;
  8115. case SC_TRUESIGHT:
  8116. val2 = 10*val1; // Critical increase
  8117. val3 = 3*val1; // Hit increase
  8118. break;
  8119. case SC_SUN_COMFORT:
  8120. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  8121. break;
  8122. case SC_MOON_COMFORT:
  8123. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  8124. break;
  8125. case SC_STAR_COMFORT:
  8126. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  8127. break;
  8128. case SC_QUAGMIRE:
  8129. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  8130. break;
  8131. // gs_something1 [Vicious]
  8132. case SC_GATLINGFEVER:
  8133. val2 = 20*val1; // Aspd increase
  8134. val3 = 20+10*val1; // Batk increase
  8135. val4 = 5*val1; // Flee decrease
  8136. break;
  8137. case SC_FLING:
  8138. if (bl->type == BL_PC)
  8139. val2 = 0; // No armor reduction to players.
  8140. else
  8141. val2 = 5*val1; // Def reduction
  8142. val3 = 5*val1; // Def2 reduction
  8143. break;
  8144. case SC_PROVOKE:
  8145. // val2 signals autoprovoke.
  8146. val3 = 2+3*val1; // Atk increase
  8147. val4 = 5+5*val1; // Def reduction.
  8148. break;
  8149. case SC_AVOID:
  8150. // val2 = 10*val1; // Speed change rate.
  8151. break;
  8152. case SC_DEFENCE:
  8153. #ifdef RENEWAL
  8154. val2 = 5 + (val1 * 5); // Vit bonus
  8155. #else
  8156. val2 = 2*val1; // Def bonus
  8157. #endif
  8158. break;
  8159. case SC_BLOODLUST:
  8160. val2 = 20+10*val1; // Atk rate change.
  8161. val3 = 3*val1; // Leech chance
  8162. val4 = 20; // Leech percent
  8163. break;
  8164. case SC_FLEET:
  8165. val2 = 30*val1; // Aspd change
  8166. val3 = 5+5*val1; // bAtk/wAtk rate change
  8167. break;
  8168. case SC_MINDBREAKER:
  8169. val2 = 20*val1; // matk increase.
  8170. val3 = 12*val1; // mdef2 reduction.
  8171. break;
  8172. case SC_SKA:
  8173. val2 = tick/1000;
  8174. val3 = rnd()%100; // Def changes randomly every second...
  8175. tick_time = 1000; // [GodLesZ] tick time
  8176. break;
  8177. case SC_JAILED:
  8178. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  8179. tick = val1>0?1000:250;
  8180. if (sd) {
  8181. if (sd->mapindex != val2) {
  8182. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  8183. map = sd->mapindex; // Current Map
  8184. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  8185. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  8186. // 2. Set restore point (val3 -> return map, val4 return coords
  8187. val3 = map;
  8188. val4 = pos;
  8189. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  8190. val3 = sd->status.save_point.map;
  8191. val4 = (sd->status.save_point.x&0xFFFF)
  8192. |(sd->status.save_point.y<<16);
  8193. }
  8194. }
  8195. break;
  8196. case SC_UTSUSEMI:
  8197. val2=(val1+1)/2; // Number of hits blocked
  8198. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  8199. break;
  8200. case SC_BUNSINJYUTSU:
  8201. val2=(val1+1)/2; // Number of hits blocked
  8202. break;
  8203. case SC_CHANGE:
  8204. val2= 30*val1; // Vit increase
  8205. val3= 20*val1; // Int increase
  8206. break;
  8207. case SC_SWOO:
  8208. if(status->mode&MD_BOSS)
  8209. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  8210. break;
  8211. case SC_SPIDERWEB:
  8212. if( bl->type == BL_PC )
  8213. tick /= 2;
  8214. break;
  8215. case SC_ARMOR:
  8216. // NPC_DEFENDER:
  8217. val2 = 80; // Damage reduction
  8218. // Attack requirements to be blocked:
  8219. val3 = BF_LONG; // Range
  8220. val4 = BF_WEAPON|BF_MISC; // Type
  8221. break;
  8222. case SC_ENCHANTARMS:
  8223. // end previous enchants
  8224. skill_enchant_elemental_end(bl,type);
  8225. // Make sure the received element is valid.
  8226. if (val2 >= ELE_ALL)
  8227. val2 = val2%ELE_ALL;
  8228. else if (val2 < 0)
  8229. val2 = rnd()%ELE_ALL;
  8230. break;
  8231. case SC_CRITICALWOUND:
  8232. val2 = 20*val1; // Heal effectiveness decrease
  8233. break;
  8234. case SC_MAGICMIRROR:
  8235. case SC_SLOWCAST:
  8236. val2 = 20*val1; // Magic reflection/cast rate
  8237. break;
  8238. case SC_ARMORCHANGE:
  8239. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  8240. val2 =-20;
  8241. val3 = 20;
  8242. } else { // Boost def
  8243. val2 = 20;
  8244. val3 =-20;
  8245. }
  8246. val2*=val1; // 20% per level
  8247. val3*=val1;
  8248. break;
  8249. case SC_EXPBOOST:
  8250. case SC_JEXPBOOST:
  8251. if (val1 < 0)
  8252. val1 = 0;
  8253. break;
  8254. case SC_INCFLEE2:
  8255. case SC_INCCRI:
  8256. val2 = val1*10; // Actual boost (since 100% = 1000)
  8257. break;
  8258. case SC_SUFFRAGIUM:
  8259. val2 = 15 * val1; // Speed cast decrease
  8260. break;
  8261. case SC_INCHEALRATE:
  8262. if (val1 < 1)
  8263. val1 = 1;
  8264. break;
  8265. case SC_HALLUCINATION:
  8266. val2 = 5+val1; // Factor by which displayed damage is increased by
  8267. break;
  8268. case SC_DOUBLECAST:
  8269. val2 = 30+10*val1; // Trigger rate
  8270. break;
  8271. case SC_KAIZEL:
  8272. val2 = 10*val1; // % of life to be revived with
  8273. break;
  8274. // case SC_ARMOR_ELEMENT:
  8275. // case SC_ARMOR_RESIST:
  8276. // Mod your resistance against elements:
  8277. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  8278. // break;
  8279. // case ????:
  8280. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  8281. // associated, and yet are not wrong/unknown. [Skotlex]
  8282. // break;
  8283. case SC_MERC_FLEEUP:
  8284. case SC_MERC_ATKUP:
  8285. case SC_MERC_HITUP:
  8286. val2 = 15 * val1;
  8287. break;
  8288. case SC_MERC_HPUP:
  8289. case SC_MERC_SPUP:
  8290. val2 = 5 * val1;
  8291. break;
  8292. case SC_REBIRTH:
  8293. val2 = 20*val1; // % of life to be revived with
  8294. break;
  8295. case SC_MANU_DEF:
  8296. case SC_MANU_ATK:
  8297. case SC_MANU_MATK:
  8298. val2 = 1; // Manuk group
  8299. break;
  8300. case SC_SPL_DEF:
  8301. case SC_SPL_ATK:
  8302. case SC_SPL_MATK:
  8303. val2 = 2; // Splendide group
  8304. break;
  8305. /* General */
  8306. case SC_FEAR:
  8307. val2 = 2;
  8308. val4 = tick / 1000;
  8309. tick_time = 1000; // [GodLesZ] tick time
  8310. break;
  8311. case SC_BURNING:
  8312. val4 = tick / 2000; // Total Ticks to Burn!!
  8313. tick_time = 2000; // [GodLesZ] tick time
  8314. break;
  8315. /* Rune Knight */
  8316. case SC_DEATHBOUND:
  8317. val2 = 500 + 100 * val1;
  8318. break;
  8319. case SC_STONEHARDSKIN:
  8320. if( sd )
  8321. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  8322. break;
  8323. case SC_ABUNDANCE:
  8324. val4 = tick / 10000;
  8325. tick_time = 10000; // [GodLesZ] tick time
  8326. break;
  8327. case SC_GIANTGROWTH:
  8328. val2 = 15; // Triple damage success rate.
  8329. break;
  8330. /* Arch Bishop */
  8331. case SC_RENOVATIO:
  8332. val4 = tick / 5000;
  8333. tick_time = 5000;
  8334. break;
  8335. case SC_SECRAMENT:
  8336. val2 = 10 * val1;
  8337. break;
  8338. case SC_VENOMIMPRESS:
  8339. val2 = 10 * val1;
  8340. break;
  8341. case SC_WEAPONBLOCKING:
  8342. val2 = 10 + 2 * val1; // Chance
  8343. val4 = tick / 3000;
  8344. tick_time = 3000; // [GodLesZ] tick time
  8345. break;
  8346. case SC_TOXIN:
  8347. val4 = tick / 10000;
  8348. tick_time = 10000; // [GodLesZ] tick time
  8349. break;
  8350. case SC_MAGICMUSHROOM:
  8351. val4 = tick / 4000;
  8352. tick_time = 4000; // [GodLesZ] tick time
  8353. break;
  8354. case SC_PYREXIA:
  8355. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
  8356. val4 = tick / 3000;
  8357. tick_time = 3000; // [GodLesZ] tick time
  8358. break;
  8359. case SC_LEECHESEND:
  8360. val4 = tick / 1000;
  8361. tick_time = 1000; // [GodLesZ] tick time
  8362. break;
  8363. case SC_OBLIVIONCURSE:
  8364. val4 = tick / 3000;
  8365. tick_time = 3000; // [GodLesZ] tick time
  8366. break;
  8367. case SC_CLOAKINGEXCEED:
  8368. val2 = (val1 + 1) / 2; // Hits
  8369. val3 = (val1 - 1) * 10; // Walk speed
  8370. if (bl->type == BL_PC)
  8371. val4 |= battle_config.pc_cloak_check_type&7;
  8372. else
  8373. val4 |= battle_config.monster_cloak_check_type&7;
  8374. tick_time = 1000; // [GodLesZ] tick time
  8375. break;
  8376. case SC_HALLUCINATIONWALK:
  8377. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  8378. val3 = 10 * val1; // Evasion rate of magical attacks.
  8379. break;
  8380. case SC_MARSHOFABYSS:
  8381. if( bl->type == BL_PC )
  8382. val2 = 3 * val1; // AGI and DEX Reduction
  8383. else // BL_MOB
  8384. val2 = 6 * val1; // AGI and DEX Reduction
  8385. val3 = 10 * val1; // Movement Speed Reduction
  8386. break;
  8387. case SC_READING_SB:
  8388. // val2 = sp reduction per second
  8389. tick_time = 5000; // [GodLesZ] tick time
  8390. break;
  8391. case SC_SPHERE_1:
  8392. case SC_SPHERE_2:
  8393. case SC_SPHERE_3:
  8394. case SC_SPHERE_4:
  8395. case SC_SPHERE_5:
  8396. if( !sd )
  8397. return 0; // Should only work on players.
  8398. val4 = tick / 1000;
  8399. if( val4 < 1 )
  8400. val4 = 1;
  8401. tick_time = 1000; // [GodLesZ] tick time
  8402. break;
  8403. case SC_SHAPESHIFT:
  8404. switch( val1 ) {
  8405. case 1: val2 = ELE_FIRE; break;
  8406. case 2: val2 = ELE_EARTH; break;
  8407. case 3: val2 = ELE_WIND; break;
  8408. case 4: val2 = ELE_WATER; break;
  8409. }
  8410. break;
  8411. case SC_ELECTRICSHOCKER:
  8412. case SC_CRYSTALIZE:
  8413. case SC_MEIKYOUSISUI:
  8414. val4 = tick / 1000;
  8415. if( val4 < 1 )
  8416. val4 = 1;
  8417. tick_time = 1000; // [GodLesZ] tick time
  8418. break;
  8419. case SC_CAMOUFLAGE:
  8420. val4 = tick/1000;
  8421. tick_time = 1000; // [GodLesZ] tick time
  8422. break;
  8423. case SC_WUGDASH:
  8424. val4 = gettick(); // Store time at which you started running.
  8425. tick = -1;
  8426. break;
  8427. case SC__SHADOWFORM:
  8428. {
  8429. struct map_session_data * s_sd = map_id2sd(val2);
  8430. if( s_sd )
  8431. s_sd->shadowform_id = bl->id;
  8432. val4 = tick / 1000;
  8433. tick_time = 1000; // [GodLesZ] tick time
  8434. }
  8435. break;
  8436. case SC__STRIPACCESSORY:
  8437. if (!sd)
  8438. val2 = 20;
  8439. break;
  8440. case SC__INVISIBILITY:
  8441. val2 = 50 - 10 * val1; // ASPD
  8442. val3 = 20 * val1; // CRITICAL
  8443. val4 = tick / 1000;
  8444. tick = -1; // Duration sent to the client should be infinite
  8445. tick_time = 1000; // [GodLesZ] tick time
  8446. break;
  8447. case SC__ENERVATION:
  8448. val2 = 20 + 10 * val1; // ATK Reduction
  8449. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  8450. break;
  8451. case SC__GROOMY:
  8452. val2 = 20 + 10 * val1; // ASPD
  8453. val3 = 20 * val1; // HIT
  8454. if( sd ) { // Removes Animals
  8455. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8456. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8457. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  8458. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  8459. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  8460. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  8461. if( hom_is_active(sd->hd) ) hom_vaporize(sd,HOM_ST_REST);
  8462. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  8463. }
  8464. break;
  8465. case SC__LAZINESS:
  8466. val2 = 10 + 10 * val1; // Cast Increase
  8467. val3 = 10 * val1; // Flee Reduction
  8468. break;
  8469. case SC__UNLUCKY:
  8470. {
  8471. short rand_eff;
  8472. switch(rand() % 3) {
  8473. case 1: rand_eff = SC_BLIND; break;
  8474. case 2: rand_eff = SC_SILENCE; break;
  8475. default: rand_eff = SC_POISON; break;
  8476. }
  8477. val2 = 10 * val1; // Crit and Flee2 Reduction
  8478. status_change_start(src,bl,rand_eff,10000,val1,0,0,0,tick,10);
  8479. break;
  8480. }
  8481. case SC__WEAKNESS:
  8482. val2 = 10 * val1;
  8483. // Bypasses coating protection and MADO
  8484. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  8485. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  8486. break;
  8487. case SC__FEINTBOMB:
  8488. val4 = tick / 1000;
  8489. tick_time = 1000;
  8490. val_flag |= 1|2;
  8491. break;
  8492. case SC_GN_CARTBOOST:
  8493. if( val1 < 3 )
  8494. val2 = 50;
  8495. else if( val1 > 2 && val1 < 5 )
  8496. val2 = 75;
  8497. else
  8498. val2 = 100;
  8499. break;
  8500. case SC_PROPERTYWALK:
  8501. val3 = 0;
  8502. break;
  8503. case SC_STRIKING:
  8504. // val2 = watk bonus already calc
  8505. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  8506. val4 = tick / 1000;
  8507. tick_time = 1000; // [GodLesZ] tick time
  8508. break;
  8509. case SC_BLOODSUCKER:
  8510. val4 = tick / 1000;
  8511. tick_time = 1000; // [GodLesZ] tick time
  8512. break;
  8513. case SC_VACUUM_EXTREME:
  8514. tick -= (status->str / 20) * 1000;
  8515. val4 = val3 = tick / 100;
  8516. tick_time = 100; // [GodLesZ] tick time
  8517. break;
  8518. case SC_SWINGDANCE:
  8519. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  8520. break;
  8521. case SC_SYMPHONYOFLOVER:
  8522. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  8523. break;
  8524. case SC_MOONLITSERENADE: // MATK Increase
  8525. case SC_RUSHWINDMILL: // ATK Increase
  8526. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  8527. break;
  8528. case SC_ECHOSONG:
  8529. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  8530. break;
  8531. case SC_HARMONIZE:
  8532. val2 = 5 + 5 * val1;
  8533. break;
  8534. case SC_VOICEOFSIREN:
  8535. val4 = tick / 2000;
  8536. tick_time = 2000; // [GodLesZ] tick time
  8537. break;
  8538. case SC_DEEPSLEEP:
  8539. val4 = tick / 2000;
  8540. tick_time = 2000; // [GodLesZ] tick time
  8541. break;
  8542. case SC_SIRCLEOFNATURE:
  8543. val2 = 40 * val1; // HP recovery
  8544. val3 = 4 * val1; // SP consume
  8545. val4 = tick / 1000;
  8546. tick_time = 1000; // [GodLesZ] tick time
  8547. break;
  8548. case SC_SONGOFMANA:
  8549. val3 = 10 + min(5 * val2, 35);
  8550. val4 = tick/5000;
  8551. tick_time = 5000; // [GodLesZ] tick time
  8552. break;
  8553. case SC_SATURDAYNIGHTFEVER:
  8554. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8555. if (!val4) val4 = 3000;
  8556. val3 = tick/val4;
  8557. tick_time = val4; // [GodLesZ] tick time
  8558. break;
  8559. case SC_GLOOMYDAY:
  8560. val2 = 20 + 5 * val1; // Flee reduction.
  8561. val3 = 15 + 5 * val1; // ASPD reduction.
  8562. if( sd && rand()%100 < val1 ) { // (Skill Lv) %
  8563. val4 = 1; // Reduce walk speed by half.
  8564. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  8565. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  8566. }
  8567. break;
  8568. case SC_GLOOMYDAY_SK:
  8569. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  8570. val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  8571. break;
  8572. case SC_SITDOWN_FORCE:
  8573. case SC_BANANA_BOMB_SITDOWN:
  8574. if( sd && !pc_issit(sd) ) {
  8575. skill_sit(sd, 1);
  8576. pc_setsit(sd);
  8577. clif_sitting(bl);
  8578. }
  8579. break;
  8580. case SC_DANCEWITHWUG:
  8581. val3 = 5 + 5 * val2; // ASPD Increase
  8582. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  8583. break;
  8584. case SC_LERADSDEW:
  8585. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  8586. break;
  8587. case SC_MELODYOFSINK:
  8588. val3 = val1 * val2; // INT Reduction.
  8589. val4 = tick/1000;
  8590. tick_time = 1000;
  8591. break;
  8592. case SC_BEYONDOFWARCRY:
  8593. val3 = val1 * val2; // STR and CRIT Reduction
  8594. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  8595. break;
  8596. case SC_UNLIMITEDHUMMINGVOICE:
  8597. {
  8598. struct unit_data *ud = unit_bl2ud(bl);
  8599. if( ud == NULL ) return 0;
  8600. ud->state.skillcastcancel = 0;
  8601. val3 = 15 - min(3 * val2, 15);
  8602. }
  8603. break;
  8604. case SC_REFLECTDAMAGE:
  8605. val2 = 15 + 5 * val1; // Reflect amount
  8606. val3 = val1*5 + 25; // Number of reflects
  8607. val4 = tick/1000; // Number of SP cycles (duration)
  8608. tick_time = 1000; // [GodLesZ] tick time
  8609. break;
  8610. case SC_FORCEOFVANGUARD:
  8611. val2 = 8 + 12 * val1; // Chance
  8612. val3 = 5 + 2 * val1; // Max rage counters
  8613. tick = -1; // Endless duration in the client
  8614. tick_time = 10000; // [GodLesZ] tick time
  8615. break;
  8616. case SC_EXEEDBREAK:
  8617. val1 *= 100; // 100 * skill_lv
  8618. if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) {
  8619. val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
  8620. val1 += 10 * sd->status.job_level;
  8621. }
  8622. break;
  8623. case SC_PRESTIGE:
  8624. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  8625. val1 *= 15; // Defence added
  8626. if( sd )
  8627. val1 += (10 * pc_checkskill(sd,CR_DEFENDER)) * (status_get_lv(bl) / 100);
  8628. break;
  8629. case SC_BANDING:
  8630. tick_time = 5000; // [GodLesZ] tick time
  8631. break;
  8632. case SC_MAGNETICFIELD:
  8633. val3 = tick / 1000;
  8634. tick_time = 1000; // [GodLesZ] tick time
  8635. break;
  8636. case SC_INSPIRATION:
  8637. if( sd ) {
  8638. val2 = status_get_lv(bl) / 10 + (sd?sd->status.job_level:50) / 5; // All stat bonus
  8639. val3 = (sd?sd->status.job_level:50);
  8640. }
  8641. val4 = tick / 5000;
  8642. tick_time = 5000; // [GodLesZ] tick time
  8643. status_change_clear_buffs(bl,3); // Remove buffs/debuffs
  8644. break;
  8645. case SC_CRESCENTELBOW:
  8646. if( sd )
  8647. val2 = (sd->status.job_level / 2) + (50 + 5 * val1);
  8648. break;
  8649. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  8650. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  8651. break;
  8652. case SC_RAISINGDRAGON:
  8653. val3 = tick / 5000;
  8654. tick_time = 5000; // [GodLesZ] tick time
  8655. break;
  8656. case SC_GT_ENERGYGAIN:
  8657. val3 = 10 + 5 * val1; // Sphere gain chance.
  8658. break;
  8659. case SC_GT_CHANGE:
  8660. { // Take note there is no def increase as skill desc says. [malufett]
  8661. struct block_list * src;
  8662. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  8663. if( (src = map_id2bl(val2)) )
  8664. val4 = ( 200/status_get_int(src) ) * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  8665. if( val4 < 0 )
  8666. val4 = 0;
  8667. }
  8668. break;
  8669. case SC_GT_REVITALIZE:
  8670. { // Take note there is no vit,aspd,speed increase as skill desc says. [malufett]
  8671. struct block_list * src;
  8672. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  8673. if( (src = map_id2bl(val2)) ) // The stat def is not shown in the status window and it is process differently
  8674. val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  8675. }
  8676. break;
  8677. case SC_PYROTECHNIC_OPTION:
  8678. val2 = 60;
  8679. break;
  8680. case SC_HEATER_OPTION:
  8681. val2 = 120; // Watk. Renewal (Atk2)
  8682. val3 = ELE_FIRE; // Change into fire element.
  8683. break;
  8684. case SC_TROPIC_OPTION:
  8685. val2 = 180; // Watk. Renewal (Atk2)
  8686. val3 = MG_FIREBOLT;
  8687. break;
  8688. case SC_AQUAPLAY_OPTION:
  8689. val2 = 40;
  8690. break;
  8691. case SC_COOLER_OPTION:
  8692. val2 = 80;
  8693. val3 = ELE_WATER; // Change into water element.
  8694. break;
  8695. case SC_CHILLY_AIR_OPTION:
  8696. val2 = 120; // Matk. Renewal (Matk1)
  8697. val3 = MG_COLDBOLT;
  8698. break;
  8699. case SC_WIND_STEP_OPTION:
  8700. val2 = 50; // % Increase speed and flee.
  8701. break;
  8702. case SC_BLAST_OPTION:
  8703. val2 = 20;
  8704. val3 = ELE_WIND; // Change into wind element.
  8705. break;
  8706. case SC_WILD_STORM_OPTION:
  8707. val2 = MG_LIGHTNINGBOLT;
  8708. break;
  8709. case SC_PETROLOGY_OPTION:
  8710. val2 = 5; //HP Rate bonus
  8711. val3 = 50;
  8712. break;
  8713. case SC_CURSED_SOIL_OPTION:
  8714. val2 = 10; //HP rate bonus
  8715. val3 = ELE_EARTH; // Change into earth element.
  8716. break;
  8717. case SC_UPHEAVAL_OPTION:
  8718. val2 = WZ_EARTHSPIKE;
  8719. break;
  8720. case SC_CIRCLE_OF_FIRE_OPTION:
  8721. val2 = 300;
  8722. break;
  8723. case SC_FIRE_CLOAK_OPTION:
  8724. case SC_WATER_DROP_OPTION:
  8725. case SC_WIND_CURTAIN_OPTION:
  8726. case SC_STONE_SHIELD_OPTION:
  8727. val2 = 100; // Elemental modifier.
  8728. break;
  8729. case SC_CIRCLE_OF_FIRE:
  8730. case SC_FIRE_CLOAK:
  8731. case SC_WATER_DROP:
  8732. case SC_WATER_SCREEN:
  8733. case SC_WIND_CURTAIN:
  8734. case SC_WIND_STEP:
  8735. case SC_STONE_SHIELD:
  8736. case SC_SOLID_SKIN:
  8737. val2 = 10;
  8738. tick_time = 2000; // [GodLesZ] tick time
  8739. break;
  8740. case SC_WATER_BARRIER:
  8741. val2 = 40; // Increasement. Mdef1 ???
  8742. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  8743. break;
  8744. case SC_ZEPHYR:
  8745. val2 = 25; // Flee.
  8746. break;
  8747. case SC_TIDAL_WEAPON:
  8748. val2 = 20; // Increase Elemental's attack.
  8749. break;
  8750. case SC_ROCK_CRUSHER:
  8751. case SC_ROCK_CRUSHER_ATK:
  8752. val2 = 33;
  8753. break;
  8754. case SC_POWER_OF_GAIA:
  8755. val2 = 20; //HP rate bonus
  8756. break;
  8757. case SC_TEARGAS:
  8758. val3 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  8759. val4 = tick / 2000;
  8760. tick_time = 2000;
  8761. sc_start(src, bl, SC_TEARGAS_SOB, 100, 0, 1|2|8); // Sob Emoticon
  8762. break;
  8763. case SC_TEARGAS_SOB:
  8764. val4 = tick / 3000;
  8765. tick_time = 3000;
  8766. break;
  8767. case SC_MELON_BOMB:
  8768. case SC_BANANA_BOMB:
  8769. val1 = 20;
  8770. break;
  8771. case SC_STOMACHACHE:
  8772. val2 = 8; // SP consume.
  8773. val4 = tick / 10000;
  8774. tick_time = 10000; // [GodLesZ] tick time
  8775. break;
  8776. case SC_KYOUGAKU:
  8777. val2 = 2*val1 + rand()%val1;
  8778. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  8779. break;
  8780. case SC_KAGEMUSYA:
  8781. val3 = val1 * 2;
  8782. case SC_IZAYOI:
  8783. val2 = tick/1000;
  8784. if( type == SC_IZAYOI )
  8785. tick = -1; // Duration sent to the client should be infinite
  8786. tick_time = 1000;
  8787. break;
  8788. case SC_ZANGETSU:
  8789. if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
  8790. val2 = status_get_lv(bl) / 2 + 50;
  8791. else
  8792. val2 -= 50;
  8793. break;
  8794. case SC_GENSOU:
  8795. {
  8796. int hp = status_get_hp(bl), lv = 5;
  8797. short per = 100 / (status_get_max_hp(bl) / hp);
  8798. if( per <= 15 )
  8799. lv = 1;
  8800. else if( per <= 30 )
  8801. lv = 2;
  8802. else if( per <= 50 )
  8803. lv = 3;
  8804. else if( per <= 75 )
  8805. lv = 4;
  8806. if( hp % 2 == 0)
  8807. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  8808. else
  8809. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  8810. }
  8811. break;
  8812. case SC_ANGRIFFS_MODUS:
  8813. val2 = 50 + 20 * val1; // atk bonus
  8814. val3 = 40 + 20 * val1; // Flee reduction.
  8815. val4 = tick/1000; // hp/sp reduction timer
  8816. tick_time = 1000;
  8817. break;
  8818. case SC_GOLDENE_FERSE:
  8819. val2 = 10 + 10*val1; // flee bonus
  8820. val3 = 6 + 4 * val1; // Aspd Bonus
  8821. val4 = 2 + 2 * val1; // Chance of holy attack
  8822. break;
  8823. case SC_OVERED_BOOST:
  8824. val2 = 300 + 40*val1; // flee bonus
  8825. val3 = 179 + 2*val1; // aspd bonus
  8826. val4 = 50; // def reduc %
  8827. break;
  8828. case SC_GRANITIC_ARMOR:
  8829. val2 = 2*val1; // dmg reduction
  8830. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  8831. val4 = 5*val1; // unknow formula
  8832. break;
  8833. case SC_MAGMA_FLOW:
  8834. val2 = 3*val1; // Activation chance
  8835. break;
  8836. case SC_PYROCLASTIC:
  8837. val2 += 10*val1; // atk bonus
  8838. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  8839. break;
  8840. case SC_PARALYSIS: // [Lighta] need real info
  8841. val2 = 2*val1; // def reduction
  8842. val3 = 500*val1; // varcast augmentation
  8843. break;
  8844. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  8845. val2 = 20 * val1; // hp reco on death %
  8846. break;
  8847. case SC_PAIN_KILLER: // Yommy leak need confirm
  8848. val2 = 10 * val1; // aspd reduction %
  8849. val3 = (( 200 * val1 ) * status_get_lv(src)) / 150; // dmg reduction linear
  8850. if(sc->data[SC_PARALYSIS])
  8851. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  8852. break;
  8853. case SC_STYLE_CHANGE:
  8854. tick = -1; // Infinite duration
  8855. break;
  8856. case SC_CBC:
  8857. val3 = 10; // Drain sp % dmg
  8858. val4 = tick/1000; // dmg each sec
  8859. tick = 1000;
  8860. break;
  8861. case SC_EQC:
  8862. val2 = 5 * val1; // def % reduc
  8863. val3 = 5 * val1; // atk % reduc
  8864. val4 = 2 * val1; // HP drain %
  8865. break;
  8866. case SC_ASH:
  8867. val2 = 50; // hit % reduc
  8868. val3 = 0; // def % reduc
  8869. val4 = 0; // atk flee & reduc
  8870. if(status_get_race(bl) == RC_PLANT) // plant type
  8871. val3 = 50;
  8872. if(status_get_element(bl) == ELE_WATER) // defense water type
  8873. val4 = 50;
  8874. break;
  8875. case SC_FULL_THROTTLE:
  8876. val2 = 7 - val1;
  8877. tick_time = 1000;
  8878. val4 = tick / tick_time;
  8879. break;
  8880. case SC_KINGS_GRACE:
  8881. val2 = 3 + val1; //HP Recover rate
  8882. tick_time = 1000;
  8883. val4 = tick / tick_time;
  8884. break;
  8885. case SC_TELEKINESIS_INTENSE:
  8886. val2 = 10 * val1; // sp consum / casttime reduc %
  8887. val3 = 40 * val1; // magic dmg bonus
  8888. break;
  8889. case SC_OFFERTORIUM:
  8890. val2 = 30 * val1; // heal power bonus
  8891. val3 = 100 + (20 * val1); // sp cost inc
  8892. break;
  8893. case SC_FRIGG_SONG:
  8894. val2 = 5 * val1; // maxhp bonus
  8895. val3 = 1000 + 100 * val1; // healing
  8896. tick_time = 10000;
  8897. val4 = tick / tick_time;
  8898. break;
  8899. case SC_FLASHCOMBO:
  8900. val2 = (20 * val1) + 20; // atk bonus
  8901. break;
  8902. case SC_DARKCROW:
  8903. val2 = 30 * val1;
  8904. break;
  8905. case SC_UNLIMIT:
  8906. val2 = 50 * val1;
  8907. break;
  8908. case SC_MONSTER_TRANSFORM:
  8909. if( !mobdb_checkid(val1) )
  8910. val1 = 1002; // Default poring
  8911. break;
  8912. case SC_APPLEIDUN:
  8913. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  8914. if (sd)
  8915. val2 += pc_checkskill(sd,BA_MUSICALLESSON);
  8916. break;
  8917. case SC_EPICLESIS:
  8918. val2 = 5 * val1; //HP rate bonus
  8919. break;
  8920. /* Rebellion */
  8921. case SC_B_TRAP:
  8922. val2 = src->id;
  8923. val3 = val1 * 25; // -movespeed (custom)
  8924. break;
  8925. case SC_C_MARKER:
  8926. val2 = src->id;
  8927. //Start timer to send mark on mini map
  8928. val3 = tick/1000;
  8929. tick_time = 1000;
  8930. break;
  8931. case SC_H_MINE:
  8932. val2 = src->id;
  8933. break;
  8934. case SC_HEAT_BARREL:
  8935. //kRO Update 2014-02-26
  8936. {
  8937. short n = 10;
  8938. if (sd) n = sd->spiritball_old;
  8939. val2 = val1 * 5; // -fixed casttime (custom)
  8940. val3 = val1 * n / 5; // +aspd (custom)
  8941. val4 = 75 - val1 * 5; // -flee
  8942. }
  8943. break;
  8944. case SC_P_ALTER:
  8945. {
  8946. short n = 10;
  8947. if (sd) n = sd->spiritball_old;
  8948. val2 = val1 * n * 2; // +atk (custom)
  8949. val3 = val1 * 15; // +def (custom)
  8950. }
  8951. break;
  8952. case SC_E_CHAIN:
  8953. val2 = 10;
  8954. if (sd)
  8955. val2 = (uint8)sd->spiritball_old;
  8956. break;
  8957. case SC_ANTI_M_BLAST:
  8958. val2 = val1 * 10;
  8959. if (bl->type != BL_PC)
  8960. val2 /= 5; //(custom) //kRO update 2012-02-12, reduce the rate for Non-Player target [Cydh]
  8961. break;
  8962. default:
  8963. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
  8964. // Status change with no calc, no icon, and no skill associated...?
  8965. ShowError("UnknownStatusChange [%d]\n", type);
  8966. return 0;
  8967. }
  8968. } else // Special considerations when loading SC data.
  8969. switch( type ) {
  8970. case SC_WEDDING:
  8971. case SC_XMAS:
  8972. case SC_SUMMER:
  8973. case SC_HANBOK:
  8974. case SC_OKTOBERFEST:
  8975. if( !vd )
  8976. break;
  8977. clif_changelook(bl,LOOK_BASE,vd->class_);
  8978. clif_changelook(bl,LOOK_WEAPON,0);
  8979. clif_changelook(bl,LOOK_SHIELD,0);
  8980. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  8981. break;
  8982. case SC_KAAHI:
  8983. val4 = INVALID_TIMER;
  8984. break;
  8985. }
  8986. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  8987. switch(type) {
  8988. // Start |1 val_flag setting
  8989. case SC_ROLLINGCUTTER:
  8990. case SC_BANDING:
  8991. case SC_SPHERE_1:
  8992. case SC_SPHERE_2:
  8993. case SC_SPHERE_3:
  8994. case SC_SPHERE_4:
  8995. case SC_SPHERE_5:
  8996. case SC_LIGHTNINGWALK:
  8997. case SC_MONSTER_TRANSFORM:
  8998. case SC_EXPBOOST:
  8999. case SC_JEXPBOOST:
  9000. case SC_ITEMBOOST:
  9001. val_flag |= 1;
  9002. break;
  9003. // Start |1|2 val_flag setting
  9004. case SC_FIGHTINGSPIRIT:
  9005. case SC_VENOMIMPRESS:
  9006. case SC_WEAPONBLOCKING:
  9007. case SC__INVISIBILITY:
  9008. case SC__ENERVATION:
  9009. case SC__WEAKNESS:
  9010. case SC_PROPERTYWALK:
  9011. case SC_PRESTIGE:
  9012. case SC_SHIELDSPELL_DEF:
  9013. case SC_SHIELDSPELL_MDEF:
  9014. case SC_SHIELDSPELL_REF:
  9015. case SC_CRESCENTELBOW:
  9016. case SC_CHILLY_AIR_OPTION:
  9017. case SC_GUST_OPTION:
  9018. case SC_WILD_STORM_OPTION:
  9019. case SC_UPHEAVAL_OPTION:
  9020. case SC_CIRCLE_OF_FIRE_OPTION:
  9021. val_flag |= 1|2;
  9022. break;
  9023. // Start |1|2|4 val_flag setting
  9024. case SC_POISONINGWEAPON:
  9025. case SC_CLOAKINGEXCEED:
  9026. case SC_HALLUCINATIONWALK:
  9027. case SC__SHADOWFORM:
  9028. case SC__GROOMY:
  9029. case SC__LAZINESS:
  9030. case SC__UNLUCKY:
  9031. case SC_FORCEOFVANGUARD:
  9032. case SC_SPELLFIST:
  9033. case SC_CURSEDCIRCLE_ATKER:
  9034. case SC_PYROTECHNIC_OPTION:
  9035. case SC_HEATER_OPTION:
  9036. case SC_AQUAPLAY_OPTION:
  9037. case SC_COOLER_OPTION:
  9038. case SC_BLAST_OPTION:
  9039. case SC_PETROLOGY_OPTION:
  9040. case SC_CURSED_SOIL_OPTION:
  9041. case SC_WATER_BARRIER:
  9042. val_flag |= 1|2|4;
  9043. break;
  9044. }
  9045. /* [Ind] */
  9046. if (sd && StatusDisplayType[type]) {
  9047. int dval1 = 0, dval2 = 0, dval3 = 0;
  9048. switch (type) {
  9049. case SC_ALL_RIDING:
  9050. dval1 = 1;
  9051. break;
  9052. default: /* All others: just copy val1 */
  9053. dval1 = val1;
  9054. break;
  9055. }
  9056. status_display_add(sd,type,dval1,dval2,dval3);
  9057. }
  9058. // Those that make you stop attacking/walking....
  9059. switch (type) {
  9060. case SC_FREEZE:
  9061. case SC_STUN:
  9062. case SC_SLEEP:
  9063. case SC_STONE:
  9064. case SC_DEEPSLEEP:
  9065. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  9066. pc_setstand(sd);
  9067. case SC_TRICKDEAD:
  9068. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  9069. // Cancel cast when get status [LuzZza]
  9070. if (battle_config.sc_castcancel&bl->type)
  9071. unit_skillcastcancel(bl, 0);
  9072. case SC_WHITEIMPRISON:
  9073. unit_stop_attack(bl);
  9074. case SC_STOP:
  9075. case SC_CONFUSION:
  9076. case SC_CLOSECONFINE:
  9077. case SC_CLOSECONFINE2:
  9078. case SC_TINDER_BREAKER:
  9079. case SC_TINDER_BREAKER2:
  9080. case SC_SPIDERWEB:
  9081. case SC_ELECTRICSHOCKER:
  9082. case SC_BITE:
  9083. case SC_THORNSTRAP:
  9084. case SC__MANHOLE:
  9085. case SC__CHAOS:
  9086. case SC_CRYSTALIZE:
  9087. case SC_CURSEDCIRCLE_ATKER:
  9088. case SC_CURSEDCIRCLE_TARGET:
  9089. case SC_FEAR:
  9090. case SC_NETHERWORLD:
  9091. case SC_MEIKYOUSISUI:
  9092. case SC_KYOUGAKU:
  9093. case SC_PARALYSIS:
  9094. unit_stop_walking(bl,1);
  9095. break;
  9096. case SC_ANKLE:
  9097. if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
  9098. unit_stop_walking(bl,1);
  9099. break;
  9100. case SC_HIDING:
  9101. case SC_CLOAKING:
  9102. case SC_CLOAKINGEXCEED:
  9103. case SC__FEINTBOMB:
  9104. case SC_CHASEWALK:
  9105. case SC_WEIGHT90:
  9106. case SC_CAMOUFLAGE:
  9107. case SC_VOICEOFSIREN:
  9108. case SC_HEAT_BARREL_AFTER:
  9109. unit_stop_attack(bl);
  9110. break;
  9111. case SC_SILENCE:
  9112. if (battle_config.sc_castcancel&bl->type)
  9113. unit_skillcastcancel(bl, 0);
  9114. break;
  9115. case SC_VACUUM_EXTREME:
  9116. if (!map_flag_gvg(bl->m))
  9117. unit_stop_walking(bl, 1);
  9118. break;
  9119. /* Show Buff Icons */
  9120. case SC_ITEMSCRIPT:
  9121. if (sd) {
  9122. switch (val1) {
  9123. case ITEMID_GHOSTRING_CARD:
  9124. clif_status_change(bl, SI_ARMOR_PROPERTY, 1, tick, 0, 0, 0);
  9125. break;
  9126. case ITEMID_PHREEONI_CARD:
  9127. clif_status_change(bl, SI_FOODHIT, 1, tick, 0, 0, 0);
  9128. break;
  9129. case ITEMID_MISTRESS_CARD:
  9130. clif_status_change(bl, SI_MVPCARD_MISTRESS, 1, tick, 0, 0, 0);
  9131. break;
  9132. case ITEMID_ORC_LORD_CARD:
  9133. clif_status_change(bl, SI_MVPCARD_ORCLORD, 1, tick, 0, 0, 0);
  9134. break;
  9135. case ITEMID_ORC_HERO_CARD:
  9136. clif_status_change(bl, SI_MVPCARD_ORCHERO, 1, tick, 0, 0, 0);
  9137. break;
  9138. case ITEMID_TAO_GUNKA_CARD:
  9139. clif_status_change(bl, SI_MVPCARD_TAOGUNKA, 1, tick, 0, 0, 0);
  9140. break;
  9141. }
  9142. }
  9143. break;
  9144. }
  9145. // Set option as needed.
  9146. opt_flag = 1;
  9147. switch(type) {
  9148. // OPT1
  9149. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  9150. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  9151. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  9152. case SC_DEEPSLEEP: opt_flag = 0;
  9153. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  9154. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  9155. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  9156. case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
  9157. // OPT2
  9158. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  9159. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  9160. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  9161. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  9162. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  9163. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  9164. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  9165. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  9166. // OPT3
  9167. case SC_TWOHANDQUICKEN:
  9168. case SC_ONEHAND:
  9169. case SC_SPEARQUICKEN:
  9170. case SC_CONCENTRATION:
  9171. case SC_MERC_QUICKEN:
  9172. sc->opt3 |= OPT3_QUICKEN;
  9173. opt_flag = 0;
  9174. break;
  9175. case SC_MAXOVERTHRUST:
  9176. case SC_OVERTHRUST:
  9177. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  9178. sc->opt3 |= OPT3_OVERTHRUST;
  9179. opt_flag = 0;
  9180. break;
  9181. case SC_ENERGYCOAT:
  9182. case SC_SKE:
  9183. sc->opt3 |= OPT3_ENERGYCOAT;
  9184. opt_flag = 0;
  9185. break;
  9186. case SC_INCATKRATE:
  9187. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  9188. if (bl->type != BL_MOB) {
  9189. opt_flag = 0;
  9190. break;
  9191. }
  9192. case SC_EXPLOSIONSPIRITS:
  9193. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  9194. opt_flag = 0;
  9195. break;
  9196. case SC_STEELBODY:
  9197. case SC_SKA:
  9198. sc->opt3 |= OPT3_STEELBODY;
  9199. opt_flag = 0;
  9200. break;
  9201. case SC_BLADESTOP:
  9202. sc->opt3 |= OPT3_BLADESTOP;
  9203. opt_flag = 0;
  9204. break;
  9205. case SC_AURABLADE:
  9206. sc->opt3 |= OPT3_AURABLADE;
  9207. opt_flag = 0;
  9208. break;
  9209. case SC_BERSERK:
  9210. opt_flag = 0;
  9211. sc->opt3 |= OPT3_BERSERK;
  9212. break;
  9213. // case ???: // doesn't seem to do anything
  9214. // sc->opt3 |= OPT3_LIGHTBLADE;
  9215. // opt_flag = 0;
  9216. // break;
  9217. case SC_DANCING:
  9218. if ((val1&0xFFFF) == CG_MOONLIT)
  9219. sc->opt3 |= OPT3_MOONLIT;
  9220. opt_flag = 0;
  9221. break;
  9222. case SC_MARIONETTE:
  9223. case SC_MARIONETTE2:
  9224. sc->opt3 |= OPT3_MARIONETTE;
  9225. opt_flag = 0;
  9226. break;
  9227. case SC_ASSUMPTIO:
  9228. sc->opt3 |= OPT3_ASSUMPTIO;
  9229. opt_flag = 0;
  9230. break;
  9231. case SC_WARM: // SG skills [Komurka]
  9232. sc->opt3 |= OPT3_WARM;
  9233. opt_flag = 0;
  9234. break;
  9235. case SC_KAITE:
  9236. sc->opt3 |= OPT3_KAITE;
  9237. opt_flag = 0;
  9238. break;
  9239. case SC_BUNSINJYUTSU:
  9240. sc->opt3 |= OPT3_BUNSIN;
  9241. opt_flag = 0;
  9242. break;
  9243. case SC_SPIRIT:
  9244. sc->opt3 |= OPT3_SOULLINK;
  9245. opt_flag = 0;
  9246. break;
  9247. case SC_CHANGEUNDEAD:
  9248. sc->opt3 |= OPT3_UNDEAD;
  9249. opt_flag = 0;
  9250. break;
  9251. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  9252. // sc->opt3 |= OPT3_CONTRACT;
  9253. // opt_flag = 0;
  9254. // break;
  9255. // OPTION
  9256. case SC_HIDING:
  9257. sc->option |= OPTION_HIDE;
  9258. opt_flag = 2;
  9259. break;
  9260. case SC_CLOAKING:
  9261. case SC_CLOAKINGEXCEED:
  9262. case SC__INVISIBILITY:
  9263. sc->option |= OPTION_CLOAK;
  9264. opt_flag = 2;
  9265. break;
  9266. case SC_CHASEWALK:
  9267. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  9268. opt_flag = 2;
  9269. break;
  9270. case SC__FEINTBOMB:
  9271. sc->option |= OPTION_INVISIBLE;
  9272. opt_flag = 2;
  9273. break;
  9274. case SC_SIGHT:
  9275. sc->option |= OPTION_SIGHT;
  9276. break;
  9277. case SC_RUWACH:
  9278. sc->option |= OPTION_RUWACH;
  9279. break;
  9280. case SC_WEDDING:
  9281. sc->option |= OPTION_WEDDING;
  9282. opt_flag |= 0x4;
  9283. break;
  9284. case SC_XMAS:
  9285. sc->option |= OPTION_XMAS;
  9286. opt_flag |= 0x4;
  9287. break;
  9288. case SC_SUMMER:
  9289. sc->option |= OPTION_SUMMER;
  9290. opt_flag |= 0x4;
  9291. break;
  9292. case SC_HANBOK:
  9293. sc->option |= OPTION_HANBOK;
  9294. opt_flag |= 0x4;
  9295. break;
  9296. case SC_OKTOBERFEST:
  9297. sc->option |= OPTION_OKTOBERFEST;
  9298. opt_flag |= 0x4;
  9299. break;
  9300. case SC_ORCISH:
  9301. sc->option |= OPTION_ORCISH;
  9302. break;
  9303. case SC_FUSION:
  9304. sc->option |= OPTION_FLYING;
  9305. break;
  9306. default:
  9307. opt_flag = 0;
  9308. }
  9309. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  9310. if(opt_flag) {
  9311. clif_changeoption(bl);
  9312. if(sd && (opt_flag&0x4)) {
  9313. clif_changelook(bl,LOOK_BASE,vd->class_);
  9314. clif_changelook(bl,LOOK_WEAPON,0);
  9315. clif_changelook(bl,LOOK_SHIELD,0);
  9316. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  9317. }
  9318. }
  9319. if (calc_flag&SCB_DYE) { // Reset DYE color
  9320. if (vd && vd->cloth_color) {
  9321. val4 = vd->cloth_color;
  9322. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  9323. }
  9324. calc_flag&=~SCB_DYE;
  9325. }
  9326. if(!(flag&4 && StatusDisplayType[type]))
  9327. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  9328. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  9329. if( tick_time )
  9330. tick = tick_time;
  9331. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  9332. if((sce=sc->data[type])) { // reuse old sc
  9333. if( sce->timer != INVALID_TIMER )
  9334. delete_timer(sce->timer, status_change_timer);
  9335. sc_isnew = false;
  9336. } else { // New sc
  9337. ++(sc->count);
  9338. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  9339. }
  9340. sce->val1 = val1;
  9341. sce->val2 = val2;
  9342. sce->val3 = val3;
  9343. sce->val4 = val4;
  9344. if (tick >= 0)
  9345. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  9346. else
  9347. sce->timer = INVALID_TIMER; // Infinite duration
  9348. if (calc_flag)
  9349. status_calc_bl(bl,calc_flag);
  9350. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  9351. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  9352. if(sd && sd->pd)
  9353. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  9354. // 1st thing to execute when loading status
  9355. switch (type) {
  9356. case SC_FULL_THROTTLE:
  9357. status_percent_heal(bl,100,0);
  9358. break;
  9359. case SC_BERSERK:
  9360. if (!(sce->val2)) { // Don't heal if already set
  9361. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  9362. status_set_sp(bl, 0, 0); // Damage all SP
  9363. }
  9364. sce->val2 = 5 * status->max_hp / 100;
  9365. break;
  9366. case SC_CHANGE:
  9367. status_percent_heal(bl, 100, 100);
  9368. break;
  9369. case SC_RUN:
  9370. {
  9371. struct unit_data *ud = unit_bl2ud(bl);
  9372. if( ud )
  9373. ud->state.running = unit_run(bl);
  9374. }
  9375. break;
  9376. case SC_BOSSMAPINFO:
  9377. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  9378. break;
  9379. case SC_MERC_HPUP:
  9380. status_percent_heal(bl, 100, 0); // Recover Full HP
  9381. break;
  9382. case SC_MERC_SPUP:
  9383. status_percent_heal(bl, 0, 100); // Recover Full SP
  9384. break;
  9385. case SC_WUGDASH:
  9386. {
  9387. struct unit_data *ud = unit_bl2ud(bl);
  9388. if( ud )
  9389. ud->state.running = unit_wugdash(bl, sd);
  9390. }
  9391. break;
  9392. case SC_COMBO:
  9393. switch(sce->val1) {
  9394. case TK_STORMKICK:
  9395. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  9396. break;
  9397. case TK_DOWNKICK:
  9398. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  9399. break;
  9400. case TK_TURNKICK:
  9401. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  9402. break;
  9403. case TK_COUNTER:
  9404. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  9405. break;
  9406. default: // Rest just toogle inf to enable autotarget
  9407. skill_combo_toogle_inf(bl,sce->val1,INF_SELF_SKILL);
  9408. break;
  9409. }
  9410. break;
  9411. case SC_RAISINGDRAGON:
  9412. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  9413. break;
  9414. case SC_EQC:
  9415. sc_start2(src, bl,SC_STUN,100,val1,bl->id,(1000*status_get_lv(src))/50+500*val1);
  9416. status_change_end(bl,SC_TINDER_BREAKER2,INVALID_TIMER);
  9417. break;
  9418. case SC_C_MARKER:
  9419. //Send mini-map, don't wait for first timer triggered
  9420. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  9421. clif_crimson_marker(sd->fd,bl,false);
  9422. break;
  9423. }
  9424. if( opt_flag&2 && sd && sd->touching_id )
  9425. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  9426. return 1;
  9427. }
  9428. /**
  9429. * End all statuses except those listed
  9430. * TODO: May be useful for dispel instead resetting a list there
  9431. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9432. * @param type: Changes behaviour of the function
  9433. * 0: PC killed -> Place here statuses that do not dispel on death.
  9434. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  9435. * 2: Do clif_changeoption()
  9436. * 3: Do not remove some permanent/time-independent effects
  9437. * @return 1: Success 0: Fail
  9438. **/
  9439. int status_change_clear(struct block_list* bl, int type)
  9440. {
  9441. struct status_change* sc;
  9442. int i;
  9443. sc = status_get_sc(bl);
  9444. if (!sc || !sc->count)
  9445. return 0;
  9446. for(i = 0; i < SC_MAX; i++) {
  9447. if(!sc->data[i])
  9448. continue;
  9449. if(type == 0)
  9450. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  9451. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  9452. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  9453. break;
  9454. case SC_WEIGHT50:
  9455. case SC_WEIGHT90:
  9456. case SC_EDP:
  9457. case SC_MELTDOWN:
  9458. case SC_WEDDING:
  9459. case SC_XMAS:
  9460. case SC_SUMMER:
  9461. case SC_HANBOK:
  9462. case SC_OKTOBERFEST:
  9463. case SC_NOCHAT:
  9464. case SC_FUSION:
  9465. case SC_EARTHSCROLL:
  9466. case SC_READYSTORM:
  9467. case SC_READYDOWN:
  9468. case SC_READYCOUNTER:
  9469. case SC_READYTURN:
  9470. case SC_DODGE:
  9471. case SC_JAILED:
  9472. case SC_EXPBOOST:
  9473. case SC_ITEMBOOST:
  9474. case SC_HELLPOWER:
  9475. case SC_JEXPBOOST:
  9476. case SC_AUTOTRADE:
  9477. case SC_WHISTLE:
  9478. case SC_ASSNCROS:
  9479. case SC_POEMBRAGI:
  9480. case SC_APPLEIDUN:
  9481. case SC_HUMMING:
  9482. case SC_DONTFORGETME:
  9483. case SC_FORTUNE:
  9484. case SC_SERVICE4U:
  9485. case SC_FOOD_STR_CASH:
  9486. case SC_FOOD_AGI_CASH:
  9487. case SC_FOOD_VIT_CASH:
  9488. case SC_FOOD_DEX_CASH:
  9489. case SC_FOOD_INT_CASH:
  9490. case SC_FOOD_LUK_CASH:
  9491. case SC_DEF_RATE:
  9492. case SC_MDEF_RATE:
  9493. case SC_INCHEALRATE:
  9494. case SC_INCFLEE2:
  9495. case SC_INCHIT:
  9496. case SC_ATKPOTION:
  9497. case SC_MATKPOTION:
  9498. case SC_S_LIFEPOTION:
  9499. case SC_L_LIFEPOTION:
  9500. case SC_PUSH_CART:
  9501. case SC_ALL_RIDING:
  9502. case SC_STYLE_CHANGE:
  9503. case SC_MOONSTAR:
  9504. case SC_SUPER_STAR:
  9505. case SC_HEAT_BARREL_AFTER:
  9506. case SC_STRANGELIGHTS:
  9507. case SC_DECORATION_OF_MUSIC:
  9508. case SC_QUEST_BUFF1:
  9509. case SC_QUEST_BUFF2:
  9510. case SC_QUEST_BUFF3:
  9511. continue;
  9512. }
  9513. if( type == 3 ) {
  9514. switch (i) { // !TODO: This list may be incomplete
  9515. case SC_WEIGHT50:
  9516. case SC_WEIGHT90:
  9517. case SC_NOCHAT:
  9518. case SC_PUSH_CART:
  9519. case SC_ALL_RIDING:
  9520. case SC_STYLE_CHANGE:
  9521. case SC_MOONSTAR:
  9522. case SC_SUPER_STAR:
  9523. case SC_STRANGELIGHTS:
  9524. case SC_DECORATION_OF_MUSIC:
  9525. continue;
  9526. }
  9527. }
  9528. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9529. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  9530. (sc->count)--;
  9531. if (sc->data[i]->timer != INVALID_TIMER)
  9532. delete_timer(sc->data[i]->timer, status_change_timer);
  9533. ers_free(sc_data_ers, sc->data[i]);
  9534. sc->data[i] = NULL;
  9535. }
  9536. }
  9537. sc->opt1 = 0;
  9538. sc->opt2 = 0;
  9539. sc->opt3 = 0;
  9540. // Cleaning all extras vars
  9541. sc->comet_x = 0;
  9542. sc->comet_y = 0;
  9543. #ifndef RENEWAL
  9544. sc->sg_counter = 0;
  9545. #endif
  9546. sc->bs_counter = 0;
  9547. if( type == 0 || type == 2 )
  9548. clif_changeoption(bl);
  9549. return 1;
  9550. }
  9551. /**
  9552. * End a specific status after checking
  9553. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  9554. * @param type: Status change (SC_*)
  9555. * @param tid: Timer
  9556. * @param file: Used for dancing save
  9557. * @param line: Used for dancing save
  9558. * @return 1: Success 0: Fail
  9559. **/
  9560. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  9561. {
  9562. struct map_session_data *sd;
  9563. struct status_change *sc;
  9564. struct status_change_entry *sce;
  9565. struct status_data *status;
  9566. struct view_data *vd;
  9567. int opt_flag=0, calc_flag,temp_n = 0;
  9568. nullpo_ret(bl);
  9569. sc = status_get_sc(bl);
  9570. status = status_get_status_data(bl);
  9571. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  9572. return 0;
  9573. sd = BL_CAST(BL_PC,bl);
  9574. if (sce->timer != tid && tid != INVALID_TIMER)
  9575. return 0;
  9576. if (tid == INVALID_TIMER) {
  9577. if (type == SC_ENDURE && sce->val4)
  9578. // Do not end infinite endure.
  9579. return 0;
  9580. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  9581. delete_timer(sce->timer,status_change_timer);
  9582. if (sc->opt1)
  9583. switch (type) {
  9584. // "Ugly workaround" [Skotlex]
  9585. // delays status change ending so that a skill that sets opt1 fails to
  9586. // trigger when it also removed one
  9587. case SC_STONE:
  9588. sce->val3 = 0; // Petrify time counter.
  9589. case SC_FREEZE:
  9590. case SC_STUN:
  9591. case SC_SLEEP:
  9592. if (sce->val1) {
  9593. // Removing the 'level' shouldn't affect anything in the code
  9594. // since these SC are not affected by it, and it lets us know
  9595. // if we have already delayed this attack or not.
  9596. sce->val1 = 0;
  9597. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  9598. return 1;
  9599. }
  9600. }
  9601. }
  9602. (sc->count)--;
  9603. if ( StatusChangeStateTable[type] )
  9604. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  9605. switch (type) {
  9606. case SC_H_MINE: temp_n = sc->data[type]->val3; break; // If ended by RL_FLICKER, don't drop the trap
  9607. case SC_C_MARKER: temp_n = sc->data[type]->val2; break; // Player who gave mark
  9608. }
  9609. sc->data[type] = NULL;
  9610. if (sd && StatusDisplayType[type])
  9611. status_display_remove(sd,type);
  9612. vd = status_get_viewdata(bl);
  9613. calc_flag = StatusChangeFlagTable[type];
  9614. switch(type) {
  9615. case SC_GRANITIC_ARMOR:
  9616. {
  9617. int damage = status->max_hp*sce->val3/100;
  9618. if(status->hp < damage) // to not kill him
  9619. damage = status->hp-1;
  9620. status_damage(NULL,bl,damage,0,0,1);
  9621. }
  9622. break;
  9623. case SC_PYROCLASTIC:
  9624. if(bl->type == BL_PC)
  9625. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  9626. break;
  9627. case SC_RUN:
  9628. {
  9629. struct unit_data *ud = unit_bl2ud(bl);
  9630. bool begin_spurt = true;
  9631. if (ud) {
  9632. if(!ud->state.running)
  9633. begin_spurt = false;
  9634. ud->state.running = 0;
  9635. if (ud->walktimer != INVALID_TIMER)
  9636. unit_stop_walking(bl,1);
  9637. }
  9638. if (begin_spurt && sce->val1 >= 7 &&
  9639. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  9640. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  9641. )
  9642. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  9643. }
  9644. break;
  9645. case SC_AUTOBERSERK:
  9646. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  9647. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  9648. break;
  9649. case SC_ENDURE:
  9650. case SC_DEFENDER:
  9651. case SC_REFLECTSHIELD:
  9652. case SC_AUTOGUARD:
  9653. {
  9654. struct map_session_data *tsd;
  9655. if( bl->type == BL_PC ) { // Clear Status from others
  9656. int i;
  9657. for( i = 0; i < 5; i++ ) {
  9658. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  9659. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9660. }
  9661. }
  9662. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  9663. tsd = ((TBL_MER*)bl)->master;
  9664. if( tsd && tsd->sc.data[type] )
  9665. status_change_end(&tsd->bl, type, INVALID_TIMER);
  9666. }
  9667. }
  9668. break;
  9669. case SC_DEVOTION:
  9670. {
  9671. struct block_list *d_bl = map_id2bl(sce->val1);
  9672. if( d_bl ) {
  9673. if( d_bl->type == BL_PC )
  9674. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  9675. else if( d_bl->type == BL_MER )
  9676. ((TBL_MER*)d_bl)->devotion_flag = 0;
  9677. clif_devotion(d_bl, NULL);
  9678. }
  9679. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  9680. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  9681. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  9682. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9683. }
  9684. break;
  9685. case SC_BLADESTOP:
  9686. if(sce->val4) {
  9687. int tid = sce->val4;
  9688. struct block_list *tbl = map_id2bl(tid);
  9689. struct status_change *tsc = status_get_sc(tbl);
  9690. sce->val4 = 0;
  9691. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  9692. tsc->data[SC_BLADESTOP]->val4 = 0;
  9693. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  9694. }
  9695. clif_bladestop(bl, tid, 0);
  9696. }
  9697. break;
  9698. case SC_DANCING:
  9699. {
  9700. const char* prevfile = "<unknown>";
  9701. int prevline = 0;
  9702. struct map_session_data *dsd;
  9703. struct status_change_entry *dsc;
  9704. if( sd ) {
  9705. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  9706. prevfile = sd->delunit_prevfile;
  9707. prevline = sd->delunit_prevline;
  9708. } else
  9709. prevfile = "<none>";
  9710. sd->delunit_prevfile = file;
  9711. sd->delunit_prevline = line;
  9712. }
  9713. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  9714. dsc = dsd->sc.data[SC_DANCING];
  9715. if(dsc) {
  9716. // This will prevent recursive loops.
  9717. dsc->val2 = dsc->val4 = 0;
  9718. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  9719. }
  9720. }
  9721. if(sce->val2) { // Erase associated land skill
  9722. struct skill_unit_group *group;
  9723. group = skill_id2group(sce->val2);
  9724. if( group == NULL ) {
  9725. 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",
  9726. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  9727. sd ? sd->status.char_id : 0,
  9728. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  9729. prevfile, prevline,
  9730. file, line);
  9731. }
  9732. sce->val2 = 0;
  9733. skill_delunitgroup(group);
  9734. }
  9735. if((sce->val1&0xFFFF) == CG_MOONLIT)
  9736. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  9737. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  9738. }
  9739. break;
  9740. case SC_NOCHAT:
  9741. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  9742. sd->status.manner = 0;
  9743. if (sd && tid == INVALID_TIMER) {
  9744. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9745. clif_updatestatus(sd,SP_MANNER);
  9746. }
  9747. break;
  9748. case SC_SPLASHER:
  9749. {
  9750. struct block_list *src=map_id2bl(sce->val3);
  9751. if(src && tid != INVALID_TIMER)
  9752. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  9753. }
  9754. break;
  9755. case SC_TINDER_BREAKER2:
  9756. case SC_CLOSECONFINE2:{
  9757. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  9758. struct status_change *sc2 = src?status_get_sc(src):NULL;
  9759. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  9760. if (src && sc2 && sc2->data[type2]) {
  9761. // If status was already ended, do nothing.
  9762. // Decrease count
  9763. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  9764. status_change_end(src, type2, INVALID_TIMER);
  9765. }
  9766. }
  9767. case SC_TINDER_BREAKER:
  9768. case SC_CLOSECONFINE:
  9769. if (sce->val2 > 0) {
  9770. // Caster has been unlocked... nearby chars need to be unlocked.
  9771. int range = 1
  9772. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  9773. +skill_get_range2(bl, TF_BACKSLIDING, 1); // Since most people use this to escape the hold....
  9774. map_foreachinarea(status_change_timer_sub,
  9775. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  9776. }
  9777. break;
  9778. case SC_COMBO:
  9779. skill_combo_toogle_inf(bl,sce->val1,0);
  9780. break;
  9781. case SC_MARIONETTE:
  9782. case SC_MARIONETTE2: // Marionette target
  9783. if (sce->val1) { // Check for partner and end their marionette status as well
  9784. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  9785. struct block_list *pbl = map_id2bl(sce->val1);
  9786. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  9787. if (sc2 && sc2->data[type2]) {
  9788. sc2->data[type2]->val1 = 0;
  9789. status_change_end(pbl, type2, INVALID_TIMER);
  9790. }
  9791. }
  9792. break;
  9793. case SC_CONCENTRATION:
  9794. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9795. break;
  9796. case SC_BERSERK:
  9797. case SC_SATURDAYNIGHTFEVER:
  9798. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  9799. status_percent_heal(bl, 100, 0);
  9800. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  9801. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  9802. status_set_hp(bl, 100, 0);
  9803. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  9804. sc->data[SC_ENDURE]->val4 = 0;
  9805. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  9806. }
  9807. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  9808. if( type == SC_SATURDAYNIGHTFEVER ) // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  9809. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  9810. break;
  9811. case SC_GOSPEL:
  9812. if (sce->val3) { // Clear the group.
  9813. struct skill_unit_group* group = skill_id2group(sce->val3);
  9814. sce->val3 = 0;
  9815. skill_delunitgroup(group);
  9816. }
  9817. break;
  9818. case SC_HERMODE:
  9819. if(sce->val3 == BCT_SELF)
  9820. skill_clear_unitgroup(bl);
  9821. break;
  9822. case SC_BASILICA: // Clear the skill area. [Skotlex]
  9823. skill_clear_unitgroup(bl);
  9824. break;
  9825. case SC_TRICKDEAD:
  9826. if (vd) vd->dead_sit = 0;
  9827. break;
  9828. case SC_WARM:
  9829. case SC__MANHOLE:
  9830. if (sce->val4) { // Clear the group.
  9831. struct skill_unit_group* group = skill_id2group(sce->val4);
  9832. sce->val4 = 0;
  9833. if( group ) // Might have been cleared before status ended, e.g. land protector
  9834. skill_delunitgroup(group);
  9835. }
  9836. break;
  9837. case SC_KAAHI:
  9838. // Delete timer if it exists.
  9839. if (sce->val4 != INVALID_TIMER)
  9840. delete_timer(sce->val4,kaahi_heal_timer);
  9841. break;
  9842. case SC_JAILED:
  9843. if(tid == INVALID_TIMER)
  9844. break;
  9845. // Natural expiration.
  9846. if(sd && sd->mapindex == sce->val2)
  9847. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  9848. break; // Guess hes not in jail :P
  9849. case SC_CHANGE:
  9850. if (tid == INVALID_TIMER)
  9851. break;
  9852. // "lose almost all their HP and SP" on natural expiration.
  9853. status_set_hp(bl, 10, 0);
  9854. status_set_sp(bl, 10, 0);
  9855. break;
  9856. case SC_AUTOTRADE:
  9857. if (tid == INVALID_TIMER)
  9858. break;
  9859. // Note: vending/buying is closed by unit_remove_map, no
  9860. // need to do it here.
  9861. map_quit(sd);
  9862. // Because map_quit calls status_change_end with tid -1
  9863. // from here it's not neccesary to continue
  9864. return 1;
  9865. break;
  9866. case SC_STOP:
  9867. if( sce->val2 ) {
  9868. struct block_list* tbl = map_id2bl(sce->val2);
  9869. sce->val2 = 0;
  9870. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  9871. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  9872. }
  9873. break;
  9874. case SC_MONSTER_TRANSFORM:
  9875. if (sce->val2)
  9876. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  9877. break;
  9878. /* 3rd Stuff */
  9879. case SC_MILLENNIUMSHIELD:
  9880. clif_millenniumshield(sd,0);
  9881. break;
  9882. case SC_HALLUCINATIONWALK:
  9883. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  9884. break;
  9885. case SC_WHITEIMPRISON:
  9886. {
  9887. struct block_list* src = map_id2bl(sce->val2);
  9888. if( tid == -1 || !src)
  9889. break; // Terminated by Damage
  9890. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
  9891. }
  9892. break;
  9893. case SC_WUGDASH:
  9894. {
  9895. struct unit_data *ud = unit_bl2ud(bl);
  9896. if (ud) {
  9897. ud->state.running = 0;
  9898. if (ud->walktimer != INVALID_TIMER)
  9899. unit_stop_walking(bl,1);
  9900. }
  9901. }
  9902. break;
  9903. case SC_ADORAMUS:
  9904. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9905. break;
  9906. case SC__SHADOWFORM:
  9907. {
  9908. struct map_session_data *s_sd = map_id2sd(sce->val2);
  9909. if(s_sd ) s_sd->shadowform_id = 0;
  9910. }
  9911. break;
  9912. case SC__FEINTBOMB:
  9913. if( sd && pc_ishiding(sd) ) {
  9914. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9915. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9916. status_change_end(bl, SC_CHASEWALK, INVALID_TIMER);
  9917. status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
  9918. }
  9919. break;
  9920. case SC_SITDOWN_FORCE:
  9921. if( sd && pc_issit(sd) ) {
  9922. pc_setstand(sd);
  9923. clif_standing(bl);
  9924. }
  9925. break;
  9926. case SC_NEUTRALBARRIER_MASTER:
  9927. case SC_STEALTHFIELD_MASTER:
  9928. if( sce->val2 ) {
  9929. struct skill_unit_group* group = skill_id2group(sce->val2);
  9930. sce->val2 = 0;
  9931. if( group ) // Might have been cleared before status ended, e.g. land protector
  9932. skill_delunitgroup(group);
  9933. }
  9934. break;
  9935. case SC_BANDING:
  9936. if(sce->val4) {
  9937. struct skill_unit_group *group = skill_id2group(sce->val4);
  9938. sce->val4 = 0;
  9939. if( group ) // Might have been cleared before status ended, e.g. land protector
  9940. skill_delunitgroup(group);
  9941. }
  9942. break;
  9943. case SC_CURSEDCIRCLE_ATKER:
  9944. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  9945. map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  9946. break;
  9947. case SC_RAISINGDRAGON:
  9948. if( sd && sce->val2 && !pc_isdead(sd) ) {
  9949. int i = min(sd->spiritball,5);
  9950. pc_delspiritball(sd, sd->spiritball, 0);
  9951. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  9952. while( i > 0 ) {
  9953. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  9954. --i;
  9955. }
  9956. }
  9957. break;
  9958. case SC_CURSEDCIRCLE_TARGET:
  9959. {
  9960. struct block_list *src = map_id2bl(sce->val2);
  9961. struct status_change *sc = status_get_sc(src);
  9962. if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  9963. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  9964. clif_bladestop(bl, sce->val2, 0);
  9965. }
  9966. }
  9967. break;
  9968. case SC_BLOODSUCKER:
  9969. if( sce->val2 ) {
  9970. struct block_list *src = map_id2bl(sce->val2);
  9971. if(src) {
  9972. struct status_change *sc = status_get_sc(src);
  9973. sc->bs_counter--;
  9974. }
  9975. }
  9976. break;
  9977. case SC_TEARGAS:
  9978. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  9979. break;
  9980. case SC_BANANA_BOMB_SITDOWN:
  9981. if( sd && pc_issit(sd) ) {
  9982. pc_setstand(sd);
  9983. skill_sit(sd,0);
  9984. clif_standing(bl);
  9985. }
  9986. break;
  9987. case SC_KYOUGAKU:
  9988. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  9989. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  9990. break;
  9991. case SC_INTRAVISION:
  9992. calc_flag = SCB_ALL; // Required for overlapping
  9993. break;
  9994. case SC_FULL_THROTTLE:
  9995. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, skill_get_time2(ALL_FULL_THROTTLE, sce->val1));
  9996. break;
  9997. case SC_ITEMSCRIPT:
  9998. if (sd) {
  9999. switch (sce->val1) {
  10000. case ITEMID_GHOSTRING_CARD:
  10001. clif_status_load(bl, SI_ARMOR_PROPERTY, 0);
  10002. break;
  10003. case ITEMID_PHREEONI_CARD:
  10004. clif_status_load(bl, SI_FOODHIT, 0);
  10005. break;
  10006. case ITEMID_MISTRESS_CARD:
  10007. clif_status_load(bl, SI_MVPCARD_MISTRESS, 0);
  10008. break;
  10009. case ITEMID_ORC_LORD_CARD:
  10010. clif_status_load(bl, SI_MVPCARD_ORCLORD, 0);
  10011. break;
  10012. case ITEMID_ORC_HERO_CARD:
  10013. clif_status_load(bl, SI_MVPCARD_ORCHERO, 0);
  10014. break;
  10015. case ITEMID_TAO_GUNKA_CARD:
  10016. clif_status_load(bl, SI_MVPCARD_TAOGUNKA, 0);
  10017. break;
  10018. }
  10019. }
  10020. break;
  10021. case SC_HEAT_BARREL:
  10022. if (sd)
  10023. sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1));
  10024. break;
  10025. case SC_C_MARKER:
  10026. {
  10027. // Remove mark data from caster
  10028. struct map_session_data *caster = map_id2sd(temp_n);
  10029. uint8 i = 0;
  10030. if (!caster || !&caster->c_marker || !caster->c_marker.target)
  10031. break;
  10032. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker.target[i] == bl->id);
  10033. if (i < MAX_SKILL_CRIMSON_MARKER) {
  10034. caster->c_marker.target[i] = 0;
  10035. clif_crimson_marker(caster->fd,bl,true);
  10036. }
  10037. }
  10038. break;
  10039. case SC_H_MINE:
  10040. {
  10041. // Drop the material from target if expired
  10042. struct item it;
  10043. if (temp_n)
  10044. break;
  10045. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  10046. break;
  10047. memset(&it,0,sizeof(it));
  10048. it.nameid = skill_get_itemid(RL_H_MINE,0);
  10049. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  10050. it.identify = 1;
  10051. map_addflooritem(&it,it.amount,bl->m,bl->x,bl->y,0,0,0,4);
  10052. }
  10053. break;
  10054. }
  10055. opt_flag = 1;
  10056. switch(type) {
  10057. case SC_STONE:
  10058. case SC_FREEZE:
  10059. case SC_STUN:
  10060. case SC_SLEEP:
  10061. case SC_DEEPSLEEP:
  10062. case SC_BURNING:
  10063. case SC_WHITEIMPRISON:
  10064. case SC_CRYSTALIZE:
  10065. sc->opt1 = 0;
  10066. break;
  10067. case SC_POISON:
  10068. case SC_CURSE:
  10069. case SC_SILENCE:
  10070. case SC_BLIND:
  10071. sc->opt2 &= ~(1<<(type-SC_POISON));
  10072. break;
  10073. case SC_DPOISON:
  10074. sc->opt2 &= ~OPT2_DPOISON;
  10075. break;
  10076. case SC_SIGNUMCRUCIS:
  10077. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  10078. break;
  10079. case SC_HIDING:
  10080. sc->option &= ~OPTION_HIDE;
  10081. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  10082. break;
  10083. case SC_CLOAKING:
  10084. case SC_CLOAKINGEXCEED:
  10085. case SC__INVISIBILITY:
  10086. sc->option &= ~OPTION_CLOAK;
  10087. case SC_CAMOUFLAGE:
  10088. opt_flag |= 2;
  10089. break;
  10090. case SC_CHASEWALK:
  10091. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  10092. opt_flag |= 2;
  10093. break;
  10094. case SC__FEINTBOMB:
  10095. sc->option &= ~OPTION_INVISIBLE;
  10096. opt_flag |= 2;
  10097. case SC_SIGHT:
  10098. sc->option &= ~OPTION_SIGHT;
  10099. break;
  10100. case SC_WEDDING:
  10101. sc->option &= ~OPTION_WEDDING;
  10102. opt_flag |= 0x4;
  10103. break;
  10104. case SC_XMAS:
  10105. sc->option &= ~OPTION_XMAS;
  10106. opt_flag |= 0x4;
  10107. break;
  10108. case SC_SUMMER:
  10109. sc->option &= ~OPTION_SUMMER;
  10110. opt_flag |= 0x4;
  10111. break;
  10112. case SC_HANBOK:
  10113. sc->option &= ~OPTION_HANBOK;
  10114. opt_flag |= 0x4;
  10115. break;
  10116. case SC_OKTOBERFEST:
  10117. sc->option &= ~OPTION_OKTOBERFEST;
  10118. opt_flag |= 0x4;
  10119. break;
  10120. case SC_ORCISH:
  10121. sc->option &= ~OPTION_ORCISH;
  10122. break;
  10123. case SC_RUWACH:
  10124. sc->option &= ~OPTION_RUWACH;
  10125. break;
  10126. case SC_FUSION:
  10127. sc->option &= ~OPTION_FLYING;
  10128. break;
  10129. // opt3
  10130. case SC_TWOHANDQUICKEN:
  10131. case SC_ONEHAND:
  10132. case SC_SPEARQUICKEN:
  10133. case SC_CONCENTRATION:
  10134. case SC_MERC_QUICKEN:
  10135. sc->opt3 &= ~OPT3_QUICKEN;
  10136. opt_flag = 0;
  10137. break;
  10138. case SC_OVERTHRUST:
  10139. case SC_MAXOVERTHRUST:
  10140. case SC_SWOO:
  10141. sc->opt3 &= ~OPT3_OVERTHRUST;
  10142. if( type == SC_SWOO )
  10143. opt_flag = 8;
  10144. else
  10145. opt_flag = 0;
  10146. break;
  10147. case SC_ENERGYCOAT:
  10148. case SC_SKE:
  10149. sc->opt3 &= ~OPT3_ENERGYCOAT;
  10150. opt_flag = 0;
  10151. break;
  10152. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  10153. if (bl->type != BL_MOB) {
  10154. opt_flag = 0;
  10155. break;
  10156. }
  10157. case SC_EXPLOSIONSPIRITS:
  10158. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  10159. opt_flag = 0;
  10160. break;
  10161. case SC_STEELBODY:
  10162. case SC_SKA:
  10163. sc->opt3 &= ~OPT3_STEELBODY;
  10164. opt_flag = 0;
  10165. break;
  10166. case SC_BLADESTOP:
  10167. sc->opt3 &= ~OPT3_BLADESTOP;
  10168. opt_flag = 0;
  10169. break;
  10170. case SC_AURABLADE:
  10171. sc->opt3 &= ~OPT3_AURABLADE;
  10172. opt_flag = 0;
  10173. break;
  10174. case SC_BERSERK:
  10175. opt_flag = 0;
  10176. sc->opt3 &= ~OPT3_BERSERK;
  10177. break;
  10178. // case ???: // doesn't seem to do anything
  10179. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  10180. // opt_flag = 0;
  10181. // break;
  10182. case SC_DANCING:
  10183. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  10184. sc->opt3 &= ~OPT3_MOONLIT;
  10185. opt_flag = 0;
  10186. break;
  10187. case SC_MARIONETTE:
  10188. case SC_MARIONETTE2:
  10189. sc->opt3 &= ~OPT3_MARIONETTE;
  10190. opt_flag = 0;
  10191. break;
  10192. case SC_ASSUMPTIO:
  10193. sc->opt3 &= ~OPT3_ASSUMPTIO;
  10194. opt_flag = 0;
  10195. break;
  10196. case SC_WARM: // SG skills [Komurka]
  10197. sc->opt3 &= ~OPT3_WARM;
  10198. opt_flag = 0;
  10199. break;
  10200. case SC_KAITE:
  10201. sc->opt3 &= ~OPT3_KAITE;
  10202. opt_flag = 0;
  10203. break;
  10204. case SC_BUNSINJYUTSU:
  10205. sc->opt3 &= ~OPT3_BUNSIN;
  10206. opt_flag = 0;
  10207. break;
  10208. case SC_SPIRIT:
  10209. sc->opt3 &= ~OPT3_SOULLINK;
  10210. opt_flag = 0;
  10211. break;
  10212. case SC_CHANGEUNDEAD:
  10213. sc->opt3 &= ~OPT3_UNDEAD;
  10214. opt_flag = 0;
  10215. break;
  10216. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10217. // sc->opt3 &= ~OPT3_CONTRACT;
  10218. // opt_flag = 0;
  10219. // break;
  10220. default:
  10221. opt_flag = 0;
  10222. }
  10223. if (calc_flag&SCB_DYE) { // Restore DYE color
  10224. if (vd && !vd->cloth_color && sce->val4)
  10225. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  10226. calc_flag&=~SCB_DYE;
  10227. }
  10228. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  10229. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  10230. if( opt_flag&8 ) // bugreport:681
  10231. clif_changeoption2(bl);
  10232. else if(opt_flag) {
  10233. clif_changeoption(bl);
  10234. if (sd && (opt_flag&0x4)) {
  10235. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  10236. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  10237. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  10238. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  10239. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  10240. }
  10241. }
  10242. if (calc_flag)
  10243. status_calc_bl(bl,calc_flag);
  10244. if(opt_flag&4) // Out of hiding, invoke on place.
  10245. skill_unit_move(bl,gettick(),1);
  10246. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  10247. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  10248. ers_free(sc_data_ers, sce);
  10249. return 1;
  10250. }
  10251. /**
  10252. * Special timer and heal for Kaahi status
  10253. * @param tid: Timer ID
  10254. * @param tick: How long before next call
  10255. * @param id: ID of character
  10256. * @param data: Information passed through the timer call
  10257. * @return 1: Success 0: Fail
  10258. **/
  10259. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  10260. {
  10261. struct block_list *bl;
  10262. struct status_change *sc;
  10263. struct status_change_entry *sce;
  10264. struct status_data *status;
  10265. int hp;
  10266. if(!((bl=map_id2bl(id))&&
  10267. (sc=status_get_sc(bl)) &&
  10268. (sce = sc->data[SC_KAAHI])))
  10269. return 0;
  10270. if(sce->val4 != tid) {
  10271. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  10272. sce->val4 = INVALID_TIMER;
  10273. return 0;
  10274. }
  10275. status=status_get_status_data(bl);
  10276. if(!status_charge(bl, 0, sce->val3)) {
  10277. sce->val4 = INVALID_TIMER;
  10278. return 0;
  10279. }
  10280. hp = status->max_hp - status->hp;
  10281. if (hp > sce->val2)
  10282. hp = sce->val2;
  10283. if (hp)
  10284. status_heal(bl, hp, 0, 2);
  10285. sce->val4 = INVALID_TIMER;
  10286. return 1;
  10287. }
  10288. /**
  10289. * Resets timers for statuses
  10290. * Used with reoccuring status effects, such as dropping SP every 5 seconds
  10291. * @param tid: Timer ID
  10292. * @param tick: How long before next call
  10293. * @param id: ID of character
  10294. * @param data: Information passed through the timer call
  10295. * @return 1: Success 0: Fail
  10296. **/
  10297. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  10298. {
  10299. enum sc_type type = (sc_type)data;
  10300. struct block_list *bl;
  10301. struct map_session_data *sd;
  10302. struct status_data *status;
  10303. struct status_change *sc;
  10304. struct status_change_entry *sce;
  10305. bl = map_id2bl(id);
  10306. if(!bl) {
  10307. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  10308. return 0;
  10309. }
  10310. sc = status_get_sc(bl);
  10311. status = status_get_status_data(bl);
  10312. if(!(sc && (sce = sc->data[type]))) {
  10313. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  10314. return 0;
  10315. }
  10316. if( sce->timer != tid ) {
  10317. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  10318. return 0;
  10319. }
  10320. sd = BL_CAST(BL_PC, bl);
  10321. // Set the next timer of the sce (don't assume the status still exists)
  10322. #define sc_timer_next(t,f,i,d) \
  10323. if( (sce=sc->data[type]) ) \
  10324. sce->timer = add_timer(t,f,i,d); \
  10325. else \
  10326. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  10327. switch(type) {
  10328. case SC_MAXIMIZEPOWER:
  10329. case SC_CLOAKING:
  10330. if(!status_charge(bl, 0, 1))
  10331. break; // Not enough SP to continue.
  10332. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10333. return 0;
  10334. case SC_CHASEWALK:
  10335. if(!status_charge(bl, 0, sce->val4))
  10336. break; // Not enough SP to continue.
  10337. if (!sc->data[SC_INCSTR]) {
  10338. sc_start(bl,bl, SC_INCSTR,100,1<<(sce->val1-1),
  10339. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  10340. *skill_get_time2(status_sc2skill(type),sce->val1));
  10341. }
  10342. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  10343. return 0;
  10344. break;
  10345. case SC_SKA:
  10346. if(--(sce->val2)>0) {
  10347. sce->val3 = rnd()%100; // Random defense.
  10348. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10349. return 0;
  10350. }
  10351. break;
  10352. case SC_HIDING:
  10353. if(--(sce->val2)>0) {
  10354. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  10355. break; // Fail if it's time to substract SP and there isn't.
  10356. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  10357. return 0;
  10358. }
  10359. break;
  10360. case SC_SIGHT:
  10361. case SC_RUWACH:
  10362. case SC_SIGHTBLASTER:
  10363. if(type == SC_SIGHTBLASTER)
  10364. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  10365. else
  10366. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  10367. if( --(sce->val2)>0 ) {
  10368. sce->val4 += 250; // Use for Shadow Form 2 seconds checking.
  10369. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  10370. return 0;
  10371. }
  10372. break;
  10373. case SC_PROVOKE:
  10374. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  10375. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  10376. return 0;
  10377. }
  10378. break;
  10379. case SC_STONE:
  10380. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  10381. sce->val4 = 0;
  10382. unit_stop_walking(bl,1);
  10383. unit_stop_attack(bl);
  10384. sc->opt1 = OPT1_STONE;
  10385. clif_changeoption(bl);
  10386. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  10387. status_calc_bl(bl, StatusChangeFlagTable[type]);
  10388. return 0;
  10389. }
  10390. if(--(sce->val3) > 0) {
  10391. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  10392. status_percent_damage(NULL, bl, 1, 0, false);
  10393. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  10394. return 0;
  10395. }
  10396. break;
  10397. case SC_POISON:
  10398. case SC_DPOISON:
  10399. if (--(sce->val3) > 0) {
  10400. if (!sc->data[SC_SLOWPOISON]) {
  10401. if( sce->val2 && bl->type == BL_MOB ) {
  10402. struct block_list* src = map_id2bl(sce->val2);
  10403. if( src )
  10404. mob_log_damage((TBL_MOB*)bl,src,sce->val4);
  10405. }
  10406. map_freeblock_lock();
  10407. if(status->hp >= max(status->max_hp>>2, sce->val4)) // Stop damaging after 25% HP left.
  10408. status_zap(bl, sce->val4, 0);
  10409. if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
  10410. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  10411. }
  10412. map_freeblock_unlock();
  10413. }
  10414. return 0;
  10415. }
  10416. break;
  10417. case SC_TENSIONRELAX:
  10418. if(status->max_hp > status->hp && --(sce->val3) > 0) {
  10419. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10420. return 0;
  10421. }
  10422. break;
  10423. case SC_KNOWLEDGE:
  10424. if (!sd) break;
  10425. if(bl->m == sd->feel_map[0].m ||
  10426. bl->m == sd->feel_map[1].m ||
  10427. bl->m == sd->feel_map[2].m)
  10428. { // Timeout will be handled by pc_setpos
  10429. sce->timer = INVALID_TIMER;
  10430. return 0;
  10431. }
  10432. break;
  10433. case SC_BLEEDING:
  10434. if (--(sce->val4) >= 0) {
  10435. int hp = rnd()%600 + 200;
  10436. struct block_list* src = map_id2bl(sce->val2);
  10437. if( src && bl && bl->type == BL_MOB )
  10438. mob_log_damage( (TBL_MOB*)bl, src, sd || hp < status->hp ? hp : status->hp - 1 );
  10439. map_freeblock_lock();
  10440. status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
  10441. if( sc->data[type] ) {
  10442. if( status->hp == 1 ) {
  10443. map_freeblock_unlock();
  10444. break;
  10445. }
  10446. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10447. }
  10448. map_freeblock_unlock();
  10449. return 0;
  10450. }
  10451. break;
  10452. case SC_S_LIFEPOTION:
  10453. case SC_L_LIFEPOTION:
  10454. if( sd && --(sce->val4) >= 0 ) {
  10455. // val1 < 0 = per max% | val1 > 0 = exact amount
  10456. int hp = 0;
  10457. if( status->hp < status->max_hp )
  10458. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  10459. status_heal(bl, hp, 0, 2);
  10460. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  10461. return 0;
  10462. }
  10463. break;
  10464. case SC_BOSSMAPINFO:
  10465. if( sd && --(sce->val4) >= 0 ) {
  10466. struct mob_data *boss_md = map_id2boss(sce->val1);
  10467. if( boss_md && sd->bl.m == boss_md->bl.m ) {
  10468. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  10469. if (boss_md->bl.prev != NULL) {
  10470. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10471. return 0;
  10472. }
  10473. }
  10474. }
  10475. break;
  10476. case SC_DANCING: // SP consumption by time of dancing skills
  10477. {
  10478. int s = 0;
  10479. int sp = 1;
  10480. if (--sce->val3 <= 0)
  10481. break;
  10482. switch(sce->val1&0xFFFF) {
  10483. case BD_RICHMANKIM:
  10484. case BD_DRUMBATTLEFIELD:
  10485. case BD_RINGNIBELUNGEN:
  10486. case BD_SIEGFRIED:
  10487. case BA_DISSONANCE:
  10488. case BA_ASSASSINCROSS:
  10489. case DC_UGLYDANCE:
  10490. s=3;
  10491. break;
  10492. case BD_LULLABY:
  10493. case BD_ETERNALCHAOS:
  10494. case BD_ROKISWEIL:
  10495. case DC_FORTUNEKISS:
  10496. s=4;
  10497. break;
  10498. case CG_HERMODE:
  10499. case BD_INTOABYSS:
  10500. case BA_WHISTLE:
  10501. case DC_HUMMING:
  10502. case BA_POEMBRAGI:
  10503. case DC_SERVICEFORYOU:
  10504. s=5;
  10505. break;
  10506. case BA_APPLEIDUN:
  10507. #ifdef RENEWAL
  10508. s=5;
  10509. #else
  10510. s=6;
  10511. #endif
  10512. break;
  10513. case CG_MOONLIT:
  10514. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  10515. sp= 4*(sce->val1>>16);
  10516. // Upkeep is also every 10 secs.
  10517. case DC_DONTFORGETME:
  10518. s=10;
  10519. break;
  10520. }
  10521. if( s != 0 && sce->val3 % s == 0 ) {
  10522. if (sc->data[SC_LONGING])
  10523. sp*= 3;
  10524. if (!status_charge(bl, 0, sp))
  10525. break;
  10526. }
  10527. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10528. return 0;
  10529. }
  10530. break;
  10531. case SC_BERSERK:
  10532. // 5% every 10 seconds [DracoRPG]
  10533. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  10534. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10535. return 0;
  10536. }
  10537. break;
  10538. case SC_NOCHAT:
  10539. if(sd) {
  10540. sd->status.manner++;
  10541. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  10542. clif_updatestatus(sd,SP_MANNER);
  10543. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  10544. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  10545. return 0;
  10546. }
  10547. }
  10548. break;
  10549. case SC_SPLASHER:
  10550. // Custom Venom Splasher countdown timer
  10551. // if (sce->val4 % 1000 == 0) {
  10552. // char timer[10];
  10553. // snprintf (timer, 10, "%d", sce->val4/1000);
  10554. // clif_message(bl, timer);
  10555. // }
  10556. if((sce->val4 -= 500) > 0) {
  10557. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  10558. return 0;
  10559. }
  10560. break;
  10561. case SC_MARIONETTE:
  10562. case SC_MARIONETTE2:
  10563. {
  10564. struct block_list *pbl = map_id2bl(sce->val1);
  10565. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  10566. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10567. return 0;
  10568. }
  10569. }
  10570. break;
  10571. case SC_GOSPEL:
  10572. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  10573. int hp, sp;
  10574. hp = (sce->val1 > 5) ? 45 : 30;
  10575. sp = (sce->val1 > 5) ? 35 : 20;
  10576. if(!status_charge(bl, hp, sp))
  10577. break;
  10578. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10579. return 0;
  10580. }
  10581. break;
  10582. case SC_JAILED:
  10583. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  10584. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  10585. return 0;
  10586. }
  10587. break;
  10588. case SC_BLIND:
  10589. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  10590. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  10591. return 0;
  10592. }
  10593. break;
  10594. case SC_ABUNDANCE:
  10595. if(--(sce->val4) > 0) {
  10596. status_heal(bl,0,60,0);
  10597. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  10598. }
  10599. break;
  10600. case SC_PYREXIA:
  10601. if( --(sce->val4) >= 0 ) {
  10602. map_freeblock_lock();
  10603. clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
  10604. status_fix_damage(NULL,bl,100,0);
  10605. if( sc->data[type] ) {
  10606. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10607. }
  10608. map_freeblock_unlock();
  10609. return 0;
  10610. }
  10611. break;
  10612. case SC_LEECHESEND:
  10613. if( --(sce->val4) >= 0 ) {
  10614. int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  10615. damage += status->vit * (sce->val1 - 3);
  10616. unit_skillcastcancel(bl,2);
  10617. map_freeblock_lock();
  10618. status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
  10619. if( sc->data[type] ) {
  10620. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  10621. }
  10622. map_freeblock_unlock();
  10623. return 0;
  10624. }
  10625. break;
  10626. case SC_MAGICMUSHROOM:
  10627. if( --(sce->val4) >= 0 ) {
  10628. bool flag = 0;
  10629. int damage = status->max_hp * 3 / 100;
  10630. if( status->hp <= damage )
  10631. damage = status->hp - 1; // Cannot Kill
  10632. if( damage > 0 ) { // 3% Damage each 4 seconds
  10633. map_freeblock_lock();
  10634. status_zap(bl,damage,0);
  10635. flag = !sc->data[type]; // Killed? Should not
  10636. map_freeblock_unlock();
  10637. }
  10638. if( !flag ) { // Random Skill Cast
  10639. if (sd && !pc_issit(sd)) { // Can't cast if sit
  10640. int mushroom_skill_id = 0;
  10641. unit_stop_attack(bl);
  10642. unit_skillcastcancel(bl,1);
  10643. do {
  10644. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  10645. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  10646. }
  10647. while( mushroom_skill_id == 0 );
  10648. switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
  10649. case CAST_GROUND:
  10650. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
  10651. break;
  10652. case CAST_NODAMAGE:
  10653. skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10654. break;
  10655. case CAST_DAMAGE:
  10656. skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
  10657. break;
  10658. }
  10659. }
  10660. clif_emotion(bl,E_HEH);
  10661. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  10662. }
  10663. return 0;
  10664. }
  10665. break;
  10666. case SC_TOXIN:
  10667. if( --(sce->val4) >= 0 ) { // Damage is every 10 seconds including 3%sp drain.
  10668. map_freeblock_lock();
  10669. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  10670. status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); // Cancel dmg only if cancelable
  10671. if( sc->data[type] ) {
  10672. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  10673. }
  10674. map_freeblock_unlock();
  10675. return 0;
  10676. }
  10677. break;
  10678. case SC_OBLIVIONCURSE:
  10679. if( --(sce->val4) >= 0 ) {
  10680. clif_emotion(bl,E_WHAT);
  10681. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  10682. return 0;
  10683. }
  10684. break;
  10685. case SC_WEAPONBLOCKING:
  10686. if( --(sce->val4) >= 0 ) {
  10687. if( !status_charge(bl,0,3) )
  10688. break;
  10689. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  10690. return 0;
  10691. }
  10692. break;
  10693. case SC_CLOAKINGEXCEED:
  10694. if(!status_charge(bl,0,10-sce->val1))
  10695. break;
  10696. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10697. return 0;
  10698. case SC_RENOVATIO:
  10699. if( --(sce->val4) >= 0 ) {
  10700. int heal = status->max_hp * 3 / 100;
  10701. if( sc && sc->data[SC_AKAITSUKI] && heal )
  10702. heal = ~heal + 1;
  10703. status_heal(bl, heal, 0, 3);
  10704. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10705. return 0;
  10706. }
  10707. break;
  10708. case SC_BURNING:
  10709. if( --(sce->val4) >= 0 ) {
  10710. struct block_list *src = map_id2bl(sce->val3);
  10711. int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
  10712. map_freeblock_lock();
  10713. clif_damage(bl,bl,tick,0,0,damage,1,9,0); // Damage is like endure effect with no walk delay
  10714. status_damage(src, bl, damage, 0, 0, 1);
  10715. if( sc->data[type]) { // Target still lives. [LimitLine]
  10716. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10717. }
  10718. map_freeblock_unlock();
  10719. return 0;
  10720. }
  10721. break;
  10722. case SC_FEAR:
  10723. if( --(sce->val4) >= 0 ) {
  10724. if( sce->val2 > 0 )
  10725. sce->val2--;
  10726. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10727. return 0;
  10728. }
  10729. break;
  10730. case SC_SPHERE_1:
  10731. case SC_SPHERE_2:
  10732. case SC_SPHERE_3:
  10733. case SC_SPHERE_4:
  10734. case SC_SPHERE_5:
  10735. if( --(sce->val4) >= 0 ) {
  10736. if( !status_charge(bl, 0, 1) )
  10737. break;
  10738. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10739. return 0;
  10740. }
  10741. break;
  10742. case SC_READING_SB:
  10743. if( !status_charge(bl, 0, sce->val2) ) {
  10744. int i;
  10745. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  10746. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10747. break;
  10748. }
  10749. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10750. return 0;
  10751. case SC_ELECTRICSHOCKER:
  10752. if( --(sce->val4) >= 0 ) {
  10753. status_charge(bl, 0, status->max_sp / 100 * sce->val1 * 5 );
  10754. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10755. return 0;
  10756. }
  10757. break;
  10758. case SC_CAMOUFLAGE:
  10759. if (!status_charge(bl, 0, 7 - sce->val1))
  10760. break;
  10761. if (--sce->val4 >= 0)
  10762. sce->val3++;
  10763. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10764. return 0;
  10765. case SC__REPRODUCE:
  10766. if(!status_charge(bl, 0, 1))
  10767. break;
  10768. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10769. return 0;
  10770. case SC__SHADOWFORM:
  10771. if( --(sce->val4) >= 0 ) {
  10772. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  10773. break;
  10774. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10775. return 0;
  10776. }
  10777. break;
  10778. case SC__INVISIBILITY:
  10779. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  10780. break;
  10781. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10782. return 0;
  10783. case SC__FEINTBOMB:
  10784. if( --(sce->val4) >= 0) {
  10785. if( !status_charge(bl, 0, 1) )
  10786. break;
  10787. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10788. return 0;
  10789. }
  10790. break;
  10791. case SC_STRIKING:
  10792. if( --(sce->val4) >= 0 ) {
  10793. if( !status_charge(bl,0, sce->val3 ) )
  10794. break;
  10795. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10796. return 0;
  10797. }
  10798. break;
  10799. case SC_BLOODSUCKER:
  10800. if( --(sce->val4) >= 0 ) {
  10801. struct block_list *src = map_id2bl(sce->val2);
  10802. int damage;
  10803. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  10804. break;
  10805. map_freeblock_lock();
  10806. damage = 200 + 100 * sce->val1 + status_get_int(src);
  10807. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 0);
  10808. unit_skillcastcancel(bl,1);
  10809. if ( sc->data[type] ) {
  10810. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10811. }
  10812. map_freeblock_unlock();
  10813. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  10814. return 0;
  10815. }
  10816. break;
  10817. case SC_VOICEOFSIREN:
  10818. if( --(sce->val4) >= 0 ) {
  10819. clif_emotion(bl,E_LV);
  10820. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10821. return 0;
  10822. }
  10823. break;
  10824. case SC_DEEPSLEEP:
  10825. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  10826. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  10827. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10828. return 0;
  10829. }
  10830. break;
  10831. case SC_SIRCLEOFNATURE:
  10832. if( --(sce->val4) >= 0 ) {
  10833. if( !status_charge(bl,0,sce->val3) )
  10834. break;
  10835. status_heal(bl, sce->val2, 0, 1);
  10836. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10837. return 0;
  10838. }
  10839. break;
  10840. case SC_SONGOFMANA:
  10841. if( --(sce->val4) >= 0 ) {
  10842. status_heal(bl,0,sce->val3,3);
  10843. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10844. return 0;
  10845. }
  10846. break;
  10847. case SC_SATURDAYNIGHTFEVER:
  10848. // 1% HP/SP drain every val4 seconds [Jobbie]
  10849. if( --(sce->val3) >= 0 ) {
  10850. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  10851. break;
  10852. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  10853. return 0;
  10854. }
  10855. break;
  10856. case SC_MELODYOFSINK:
  10857. if( --(sce->val4) >= 0 ) {
  10858. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  10859. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  10860. return 0;
  10861. }
  10862. break;
  10863. case SC_CRYSTALIZE:
  10864. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  10865. if( bl->type != BL_MOB) // Doesn't work on mobs
  10866. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  10867. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10868. return 0;
  10869. }
  10870. break;
  10871. case SC_FORCEOFVANGUARD:
  10872. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  10873. break;
  10874. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10875. return 0;
  10876. case SC_BANDING:
  10877. if( status_charge(bl, 0, 7 - sce->val1) ) {
  10878. if( sd ) pc_banding(sd, sce->val1);
  10879. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10880. return 0;
  10881. }
  10882. break;
  10883. case SC_REFLECTDAMAGE:
  10884. if( --(sce->val4) > 0 ) {
  10885. if( !status_charge(bl,0,10) )
  10886. break;
  10887. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10888. return 0;
  10889. }
  10890. break;
  10891. case SC_OVERHEAT_LIMITPOINT:
  10892. if( --(sce->val1) > 0 ) { // Cooling
  10893. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  10894. }
  10895. break;
  10896. case SC_OVERHEAT:
  10897. {
  10898. int damage = status->max_hp / 100; // Suggestion 1% each second
  10899. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  10900. map_freeblock_lock();
  10901. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  10902. if( sc->data[type] ) {
  10903. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10904. }
  10905. map_freeblock_unlock();
  10906. }
  10907. break;
  10908. case SC_MAGNETICFIELD:
  10909. {
  10910. if( --(sce->val3) <= 0 )
  10911. break; // Time out
  10912. if( sce->val2 == bl->id ) {
  10913. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  10914. break; // No more SP status should end, and in the next second will end for the other affected players
  10915. } else {
  10916. struct block_list *src = map_id2bl(sce->val2);
  10917. struct status_change *ssc;
  10918. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  10919. break; // Source no more under Magnetic Field
  10920. }
  10921. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10922. }
  10923. break;
  10924. case SC_INSPIRATION:
  10925. if(--(sce->val4) >= 0) {
  10926. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  10927. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  10928. if( !status_charge(bl,hp,sp) ) break;
  10929. sc_timer_next(5000+tick,status_change_timer,bl->id, data);
  10930. return 0;
  10931. }
  10932. break;
  10933. case SC_RAISINGDRAGON:
  10934. // 1% every 5 seconds [Jobbie]
  10935. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  10936. if( !sc->data[type] ) return 0;
  10937. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  10938. return 0;
  10939. }
  10940. break;
  10941. case SC_CIRCLE_OF_FIRE:
  10942. case SC_FIRE_CLOAK:
  10943. case SC_WATER_DROP:
  10944. case SC_WATER_SCREEN:
  10945. case SC_WIND_CURTAIN:
  10946. case SC_WIND_STEP:
  10947. case SC_STONE_SHIELD:
  10948. case SC_SOLID_SKIN:
  10949. if( !status_charge(bl,0,sce->val2) ) {
  10950. struct block_list *s_bl = battle_get_master(bl);
  10951. if( s_bl )
  10952. status_change_end(s_bl,type+1,INVALID_TIMER);
  10953. status_change_end(bl,type,INVALID_TIMER);
  10954. break;
  10955. }
  10956. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10957. return 0;
  10958. case SC_TEARGAS:
  10959. if(!status_charge(bl, 0, sce->val3))
  10960. break; // Not enough HP to continue.
  10961. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  10962. break;
  10963. case SC_TEARGAS_SOB:
  10964. if( --(sce->val4) >= 0 ) {
  10965. clif_emotion(bl, E_SOB);
  10966. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  10967. return 0;
  10968. }
  10969. break;
  10970. case SC_STOMACHACHE:
  10971. if( --(sce->val4) > 0 ) {
  10972. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  10973. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  10974. skill_sit(sd, 1);
  10975. pc_setsit(sd);
  10976. clif_sitting(bl);
  10977. }
  10978. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  10979. return 0;
  10980. }
  10981. break;
  10982. case SC_LEADERSHIP:
  10983. case SC_GLORYWOUNDS:
  10984. case SC_SOULCOLD:
  10985. case SC_HAWKEYES:
  10986. // They only end by status_change_end
  10987. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  10988. return 0;
  10989. case SC_MEIKYOUSISUI:
  10990. if( --(sce->val4) > 0 ) {
  10991. status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
  10992. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  10993. return 0;
  10994. }
  10995. break;
  10996. case SC_IZAYOI:
  10997. case SC_KAGEMUSYA:
  10998. if( --(sce->val2) > 0 ) {
  10999. if(!status_charge(bl, 0, 1)) break;
  11000. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11001. return 0;
  11002. }
  11003. break;
  11004. case SC_ANGRIFFS_MODUS:
  11005. if(--(sce->val4) >= 0) { // Drain hp/sp
  11006. if( !status_charge(bl,100,20) ) break;
  11007. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11008. return 0;
  11009. }
  11010. break;
  11011. case SC_CBC:
  11012. if(--(sce->val4) >= 0) { // Drain hp/sp
  11013. int hp=0;
  11014. int sp = (status->max_sp * sce->val3) / 100;
  11015. if(bl->type == BL_MOB) hp = sp*10;
  11016. if( !status_charge(bl,hp,sp) ) break;
  11017. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  11018. return 0;
  11019. }
  11020. break;
  11021. case SC_FULL_THROTTLE:
  11022. if( --(sce->val4) > 0 ) {
  11023. status_percent_damage(bl, bl, sce->val2, sce->val2, false);
  11024. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11025. return 0;
  11026. }
  11027. break;
  11028. case SC_KINGS_GRACE:
  11029. if( --(sce->val4) > 0 ) {
  11030. status_percent_heal(bl, sce->val2, 0);
  11031. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11032. return 0;
  11033. }
  11034. break;
  11035. case SC_FRIGG_SONG:
  11036. if( --(sce->val4) > 0 ) {
  11037. status_heal(bl, sce->val3, 0, 0);
  11038. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11039. return 0;
  11040. }
  11041. break;
  11042. case SC_C_MARKER:
  11043. if( --(sce->val3) > 0 ) {
  11044. TBL_PC *tsd = map_id2sd(sce->val2);
  11045. if (!tsd || tsd->bl.m != bl->m) //End the SC if caster isn't in same map
  11046. break;
  11047. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11048. clif_crimson_marker(tsd->fd,bl,false);
  11049. return 0;
  11050. }
  11051. break;
  11052. }
  11053. // Default for all non-handled control paths is to end the status
  11054. return status_change_end( bl,type,tid );
  11055. #undef sc_timer_next
  11056. }
  11057. /**
  11058. * For each iteration of repetitive status
  11059. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  11060. * @param ap: va_list arguments (src, sce, type, tick)
  11061. **/
  11062. int status_change_timer_sub(struct block_list* bl, va_list ap)
  11063. {
  11064. struct status_change* tsc;
  11065. struct block_list* src = va_arg(ap,struct block_list*);
  11066. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  11067. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  11068. unsigned int tick = va_arg(ap,unsigned int);
  11069. if (status_isdead(bl))
  11070. return 0;
  11071. tsc = status_get_sc(bl);
  11072. switch( type ) {
  11073. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  11074. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11075. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  11076. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11077. case SC_CONCENTRATE:
  11078. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11079. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11080. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11081. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11082. break;
  11083. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  11084. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  11085. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
  11086. tsc->data[SC__INVISIBILITY])) { // this sc should hit only
  11087. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  11088. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  11089. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  11090. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  11091. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  11092. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  11093. }
  11094. if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  11095. rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
  11096. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  11097. break;
  11098. case SC_SIGHTBLASTER:
  11099. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  11100. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  11101. {
  11102. if (sce && !(bl->type&BL_SKILL) // The hit is not counted if it's against a trap
  11103. && skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)) {
  11104. sce->val2 = 0; // This signals it to end.
  11105. }
  11106. }
  11107. break;
  11108. case SC_TINDER_BREAKER:
  11109. case SC_CLOSECONFINE:{
  11110. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  11111. // Lock char has released the hold on everyone...
  11112. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  11113. tsc->data[type2]->val2 = 0;
  11114. status_change_end(bl, type2, INVALID_TIMER);
  11115. }
  11116. break;
  11117. }
  11118. case SC_CURSEDCIRCLE_TARGET:
  11119. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  11120. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  11121. status_change_end(bl, type, INVALID_TIMER);
  11122. }
  11123. break;
  11124. }
  11125. return 0;
  11126. }
  11127. /**
  11128. * Clears buffs/debuffs on an object
  11129. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  11130. * @param type: Type to remove
  11131. * &1: Clear Buffs
  11132. * $2: Clear Debuffs
  11133. * &4: Specific debuffs with a refresh
  11134. **/
  11135. void status_change_clear_buffs (struct block_list* bl, int type)
  11136. {
  11137. int i;
  11138. struct status_change *sc= status_get_sc(bl);
  11139. if (!sc || !sc->count)
  11140. return;
  11141. if (type&6) // Debuffs
  11142. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  11143. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11144. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  11145. if(!sc->data[i])
  11146. continue;
  11147. switch (i) {
  11148. // Stuff that cannot be removed
  11149. case SC_WEIGHT50:
  11150. case SC_WEIGHT90:
  11151. case SC_COMBO:
  11152. case SC_SMA:
  11153. case SC_DANCING:
  11154. case SC_LEADERSHIP:
  11155. case SC_GLORYWOUNDS:
  11156. case SC_SOULCOLD:
  11157. case SC_HAWKEYES:
  11158. case SC_GUILDAURA:
  11159. case SC_SAFETYWALL:
  11160. case SC_PNEUMA:
  11161. case SC_NOCHAT:
  11162. case SC_JAILED:
  11163. case SC_ANKLE:
  11164. case SC_BLADESTOP:
  11165. case SC_CP_WEAPON:
  11166. case SC_CP_SHIELD:
  11167. case SC_CP_ARMOR:
  11168. case SC_CP_HELM:
  11169. case SC_STRFOOD:
  11170. case SC_AGIFOOD:
  11171. case SC_VITFOOD:
  11172. case SC_INTFOOD:
  11173. case SC_DEXFOOD:
  11174. case SC_LUKFOOD:
  11175. case SC_HITFOOD:
  11176. case SC_FLEEFOOD:
  11177. case SC_BATKFOOD:
  11178. case SC_WATKFOOD:
  11179. case SC_MATKFOOD:
  11180. case SC_FOOD_STR_CASH:
  11181. case SC_FOOD_AGI_CASH:
  11182. case SC_FOOD_VIT_CASH:
  11183. case SC_FOOD_DEX_CASH:
  11184. case SC_FOOD_INT_CASH:
  11185. case SC_FOOD_LUK_CASH:
  11186. case SC_EXPBOOST:
  11187. case SC_JEXPBOOST:
  11188. case SC_ITEMBOOST:
  11189. case SC_ELECTRICSHOCKER:
  11190. case SC__MANHOLE:
  11191. case SC_GIANTGROWTH:
  11192. case SC_MILLENNIUMSHIELD:
  11193. case SC_REFRESH:
  11194. case SC_STONEHARDSKIN:
  11195. case SC_VITALITYACTIVATION:
  11196. case SC_FIGHTINGSPIRIT:
  11197. case SC_ABUNDANCE:
  11198. case SC_SAVAGE_STEAK:
  11199. case SC_COCKTAIL_WARG_BLOOD:
  11200. case SC_MINOR_BBQ:
  11201. case SC_SIROMA_ICE_TEA:
  11202. case SC_DROCERA_HERB_STEAMED:
  11203. case SC_PUTTI_TAILS_NOODLES:
  11204. case SC_CURSEDCIRCLE_ATKER:
  11205. case SC_CURSEDCIRCLE_TARGET:
  11206. case SC_PUSH_CART:
  11207. case SC_ALL_RIDING:
  11208. case SC_STYLE_CHANGE:
  11209. case SC_MONSTER_TRANSFORM:
  11210. case SC_MOONSTAR:
  11211. case SC_SUPER_STAR:
  11212. case SC_MTF_ASPD:
  11213. case SC_MTF_RANGEATK:
  11214. case SC_MTF_MATK:
  11215. case SC_MTF_MLEATKED:
  11216. case SC_MTF_CRIDAMAGE:
  11217. case SC_HEAT_BARREL_AFTER:
  11218. case SC_STRANGELIGHTS:
  11219. case SC_DECORATION_OF_MUSIC:
  11220. case SC_QUEST_BUFF1:
  11221. case SC_QUEST_BUFF2:
  11222. case SC_QUEST_BUFF3:
  11223. continue;
  11224. // Debuffs that can be removed.
  11225. case SC_DEEPSLEEP:
  11226. case SC_BURNING:
  11227. case SC_FREEZING:
  11228. case SC_CRYSTALIZE:
  11229. case SC_TOXIN:
  11230. case SC_PARALYSE:
  11231. case SC_VENOMBLEED:
  11232. case SC_MAGICMUSHROOM:
  11233. case SC_DEATHHURT:
  11234. case SC_PYREXIA:
  11235. case SC_OBLIVIONCURSE:
  11236. case SC_LEECHESEND:
  11237. case SC_MARSHOFABYSS:
  11238. case SC_MANDRAGORA:
  11239. if(!(type&4))
  11240. continue;
  11241. break;
  11242. case SC_HALLUCINATION:
  11243. case SC_QUAGMIRE:
  11244. case SC_SIGNUMCRUCIS:
  11245. case SC_DECREASEAGI:
  11246. case SC_SLOWDOWN:
  11247. case SC_MINDBREAKER:
  11248. case SC_WINKCHARM:
  11249. case SC_STOP:
  11250. case SC_ORCISH:
  11251. case SC_STRIPWEAPON:
  11252. case SC_STRIPSHIELD:
  11253. case SC_STRIPARMOR:
  11254. case SC_STRIPHELM:
  11255. case SC_BITE:
  11256. case SC_ADORAMUS:
  11257. case SC_VACUUM_EXTREME:
  11258. case SC_FEAR:
  11259. case SC_MAGNETICFIELD:
  11260. case SC_NETHERWORLD:
  11261. if (!(type&2))
  11262. continue;
  11263. break;
  11264. // The rest are buffs that can be removed.
  11265. case SC_BERSERK:
  11266. case SC_SATURDAYNIGHTFEVER:
  11267. if (!(type&1))
  11268. continue;
  11269. sc->data[i]->val2 = 0;
  11270. break;
  11271. default:
  11272. if (!(type&1))
  11273. continue;
  11274. break;
  11275. }
  11276. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11277. }
  11278. // Cleaning all extras vars
  11279. sc->comet_x = 0;
  11280. sc->comet_y = 0;
  11281. #ifndef RENEWAL
  11282. sc->sg_counter = 0;
  11283. #endif
  11284. sc->bs_counter = 0;
  11285. return;
  11286. }
  11287. /**
  11288. * Infect a user with status effects (SC_DEADLYINFECT)
  11289. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  11290. * @param bl: Object to change
  11291. * @return 1: Success 0: Fail
  11292. **/
  11293. int status_change_spread( struct block_list *src, struct block_list *bl )
  11294. {
  11295. int i, flag = 0;
  11296. struct status_data* status = status_get_status_data(bl);
  11297. struct status_change *sc = status_get_sc(src);
  11298. const struct TimerData *timer;
  11299. unsigned int tick;
  11300. struct status_change_data data;
  11301. if( !sc || !sc->count )
  11302. return 0;
  11303. tick = gettick();
  11304. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  11305. if( !sc->data[i] || i == SC_COMMON_MAX )
  11306. continue;
  11307. // Boss monsters are still resistant to Guillotine Cross poisons but not other statuses.
  11308. if( status->mode&MD_BOSS ) {
  11309. switch( i ) {
  11310. case SC_PYREXIA:
  11311. case SC_DEATHHURT:
  11312. case SC_TOXIN:
  11313. case SC_PARALYSE:
  11314. case SC_VENOMBLEED:
  11315. case SC_MAGICMUSHROOM:
  11316. case SC_OBLIVIONCURSE:
  11317. case SC_LEECHESEND:
  11318. continue;
  11319. }
  11320. }
  11321. switch( i ) {
  11322. // Debuffs that can be spread.
  11323. // NOTE: We'll add/delete SCs when we are able to confirm it.
  11324. case SC_CURSE:
  11325. case SC_SILENCE:
  11326. case SC_CONFUSION:
  11327. case SC_BLIND:
  11328. //case SC_NOCHAT:
  11329. case SC_HALLUCINATION:
  11330. case SC_SIGNUMCRUCIS:
  11331. case SC_DECREASEAGI:
  11332. case SC_SLOWDOWN:
  11333. //case SC_MINDBREAKER:
  11334. //case SC_WINKCHARM:
  11335. //case SC_STOP:
  11336. case SC_ORCISH:
  11337. // case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  11338. // case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  11339. // case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  11340. // case SC_STRIPHELM:
  11341. // case SC__STRIPACCESSORY:
  11342. //case SC_BITE:
  11343. case SC_FREEZING:
  11344. case SC_VENOMBLEED:
  11345. case SC_DEATHHURT:
  11346. case SC_PARALYSE:
  11347. if( sc->data[i]->timer != INVALID_TIMER ) {
  11348. timer = get_timer(sc->data[i]->timer);
  11349. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  11350. continue;
  11351. data.tick = DIFF_TICK(timer->tick,tick);
  11352. } else
  11353. data.tick = INVALID_TIMER;
  11354. break;
  11355. // Special cases
  11356. case SC_POISON:
  11357. case SC_DPOISON:
  11358. data.tick = sc->data[i]->val3 * 1000;
  11359. break;
  11360. case SC_FEAR:
  11361. case SC_LEECHESEND:
  11362. data.tick = sc->data[i]->val4 * 1000;
  11363. break;
  11364. case SC_BURNING:
  11365. data.tick = sc->data[i]->val4 * 2000;
  11366. break;
  11367. case SC_PYREXIA:
  11368. //case SC_OBLIVIONCURSE: // Players are not affected by Oblivion Curse.
  11369. data.tick = sc->data[i]->val4 * 3000;
  11370. break;
  11371. case SC_MAGICMUSHROOM:
  11372. data.tick = sc->data[i]->val4 * 4000;
  11373. break;
  11374. case SC_TOXIN:
  11375. case SC_BLEEDING:
  11376. data.tick = sc->data[i]->val4 * 10000;
  11377. break;
  11378. default:
  11379. continue;
  11380. break;
  11381. }
  11382. if( i ) {
  11383. data.val1 = sc->data[i]->val1;
  11384. data.val2 = sc->data[i]->val2;
  11385. data.val3 = sc->data[i]->val3;
  11386. data.val4 = sc->data[i]->val4;
  11387. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  11388. flag = 1;
  11389. }
  11390. }
  11391. return flag;
  11392. }
  11393. /**
  11394. * Applying natural heal bonuses (sit, skill, homun, etc...)
  11395. * TODO: the va_list doesn't see to be used, safe to remove?
  11396. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  11397. * @param args: va_list arguments
  11398. * @return which regeneration bonuses have been applied (flag)
  11399. **/
  11400. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  11401. static int status_natural_heal(struct block_list* bl, va_list args)
  11402. {
  11403. struct regen_data *regen;
  11404. struct status_data *status;
  11405. struct status_change *sc;
  11406. struct unit_data *ud;
  11407. struct view_data *vd = NULL;
  11408. struct regen_data_sub *sregen;
  11409. struct map_session_data *sd;
  11410. int val,rate,bonus = 0,flag;
  11411. regen = status_get_regen_data(bl);
  11412. if (!regen) return 0;
  11413. status = status_get_status_data(bl);
  11414. sc = status_get_sc(bl);
  11415. if (sc && !sc->count)
  11416. sc = NULL;
  11417. sd = BL_CAST(BL_PC,bl);
  11418. flag = regen->flag;
  11419. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  11420. flag&=~(RGN_HP|RGN_SHP);
  11421. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  11422. flag&=~(RGN_SP|RGN_SSP);
  11423. if (flag && (
  11424. status_isdead(bl) ||
  11425. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  11426. ))
  11427. flag=0;
  11428. if (sd) {
  11429. if (sd->hp_loss.value || sd->sp_loss.value)
  11430. pc_bleeding(sd, natural_heal_diff_tick);
  11431. if (sd->hp_regen.value || sd->sp_regen.value)
  11432. pc_regen(sd, natural_heal_diff_tick);
  11433. }
  11434. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  11435. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) { // Apply sitting regen bonus.
  11436. sregen = regen->ssregen;
  11437. if(flag&(RGN_SHP)) { // Sitting HP regen
  11438. val = natural_heal_diff_tick * sregen->rate.hp;
  11439. if (regen->state.overweight)
  11440. val>>=1; // Half as fast when overweight.
  11441. sregen->tick.hp += val;
  11442. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11443. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  11444. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  11445. flag&=~(RGN_HP|RGN_SHP);
  11446. break;
  11447. }
  11448. }
  11449. }
  11450. if(flag&(RGN_SSP)) { // Sitting SP regen
  11451. val = natural_heal_diff_tick * sregen->rate.sp;
  11452. if (regen->state.overweight)
  11453. val>>=1; // Half as fast when overweight.
  11454. sregen->tick.sp += val;
  11455. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11456. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  11457. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  11458. flag&=~(RGN_SP|RGN_SSP);
  11459. break;
  11460. }
  11461. }
  11462. }
  11463. }
  11464. if (flag && regen->state.overweight)
  11465. flag=0;
  11466. ud = unit_bl2ud(bl);
  11467. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  11468. flag&=~(RGN_SHP|RGN_SSP);
  11469. if(!regen->state.walk)
  11470. flag&=~RGN_HP;
  11471. }
  11472. if (!flag)
  11473. return 0;
  11474. if (flag&(RGN_HP|RGN_SP)) {
  11475. if(!vd) vd = status_get_viewdata(bl);
  11476. if(vd && vd->dead_sit == 2)
  11477. bonus++;
  11478. if(regen->state.gc)
  11479. bonus++;
  11480. }
  11481. // Natural Hp regen
  11482. if (flag&RGN_HP) {
  11483. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  11484. if (ud && ud->walktimer != INVALID_TIMER)
  11485. rate/=2;
  11486. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  11487. if(bl->type==BL_HOM) rate *=2;
  11488. regen->tick.hp += rate;
  11489. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  11490. val = 0;
  11491. do {
  11492. val += regen->hp;
  11493. regen->tick.hp -= battle_config.natural_healhp_interval;
  11494. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  11495. if (status_heal(bl, val, 0, 1) < val)
  11496. flag&=~RGN_SHP; // Full.
  11497. }
  11498. }
  11499. // Natural SP regen
  11500. if(flag&RGN_SP) {
  11501. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  11502. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  11503. if(bl->type==BL_HOM) rate *=2;
  11504. regen->tick.sp += rate;
  11505. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  11506. val = 0;
  11507. do {
  11508. val += regen->sp;
  11509. regen->tick.sp -= battle_config.natural_healsp_interval;
  11510. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  11511. if (status_heal(bl, 0, val, 1) < val)
  11512. flag&=~RGN_SSP; // full.
  11513. }
  11514. }
  11515. if (!regen->sregen)
  11516. return flag;
  11517. // Skill regen
  11518. sregen = regen->sregen;
  11519. if(flag&RGN_SHP) { // Skill HP regen
  11520. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  11521. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11522. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  11523. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  11524. break; // Full
  11525. }
  11526. }
  11527. if(flag&RGN_SSP) { // Skill SP regen
  11528. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  11529. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  11530. val = sregen->sp;
  11531. if (sd && sd->state.doridori) {
  11532. val*=2;
  11533. sd->state.doridori = 0;
  11534. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  11535. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  11536. 100,rate,skill_get_time(TK_SPTIME, rate));
  11537. if (
  11538. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  11539. rnd()%10000 < battle_config.sg_angel_skill_ratio
  11540. ) { // Angel of the Sun/Moon/Star
  11541. clif_feel_hate_reset(sd);
  11542. pc_resethate(sd);
  11543. pc_resetfeel(sd);
  11544. }
  11545. }
  11546. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  11547. if(status_heal(bl, 0, val, 3) < val)
  11548. break; // Full
  11549. }
  11550. }
  11551. return flag;
  11552. }
  11553. /**
  11554. * Natural heal main timer
  11555. * @param tid: Timer ID
  11556. * @param tick: Current tick (time)
  11557. * @param id: Object ID to heal
  11558. * @param data: data pushed through timer function
  11559. * @return 0
  11560. **/
  11561. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  11562. {
  11563. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  11564. map_foreachregen(status_natural_heal);
  11565. natural_heal_prev_tick = tick;
  11566. return 0;
  11567. }
  11568. /**
  11569. * Get the chance to upgrade a piece of equipment
  11570. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  11571. * @param refine: The target's refine level
  11572. * @return The chance to refine the item, in percent (0~100)
  11573. **/
  11574. int status_get_refine_chance(enum refine_type wlv, int refine)
  11575. {
  11576. if ( refine < 0 || refine >= MAX_REFINE)
  11577. return 0;
  11578. return refine_info[wlv].chance[refine];
  11579. }
  11580. /**
  11581. * Read sizefix database for attack calculations
  11582. * @param fields: Fields passed from sv_readdb
  11583. * @param columns: Columns passed from sv_readdb function call
  11584. * @param current: Current row being read into atkmods array
  11585. * @return True
  11586. **/
  11587. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  11588. {
  11589. unsigned int i;
  11590. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  11591. atkmods[current][i] = atoi(fields[i]);
  11592. return true;
  11593. }
  11594. /**
  11595. * Read refine database for refining calculations
  11596. * @param fields: Fields passed from sv_readdb
  11597. * @param columns: Columns passed from sv_readdb function call
  11598. * @param current: Current row being read into refine_info array
  11599. * @return True
  11600. **/
  11601. static bool status_readdb_refine(char* fields[], int columns, int current)
  11602. {
  11603. int i, bonus_per_level, random_bonus, random_bonus_start_level;
  11604. current = atoi(fields[0]);
  11605. if (current < 0 || current >= REFINE_TYPE_MAX)
  11606. return false;
  11607. bonus_per_level = atoi(fields[1]);
  11608. random_bonus_start_level = atoi(fields[2]);
  11609. random_bonus = atoi(fields[3]);
  11610. for(i = 0; i < MAX_REFINE; i++) {
  11611. char* delim;
  11612. if (!(delim = strchr(fields[4+i], ':')))
  11613. return false;
  11614. *delim = '\0';
  11615. refine_info[current].chance[i] = atoi(fields[4+i]);
  11616. if (i >= random_bonus_start_level - 1)
  11617. refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
  11618. refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
  11619. if (i > 0)
  11620. refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
  11621. }
  11622. return true;
  11623. }
  11624. /**
  11625. * Read attribute fix database for attack calculations
  11626. * Function stores information in the attr_fix_table
  11627. * @return True
  11628. **/
  11629. static bool status_readdb_attrfix(const char *basedir,bool silent)
  11630. {
  11631. FILE *fp;
  11632. char line[512], path[512],*p;
  11633. int entries=0;
  11634. sprintf(path, "%s/attr_fix.txt", basedir);
  11635. fp=fopen(path,"r");
  11636. if(fp==NULL) {
  11637. if(silent==0) ShowError("can't read %s\n", path);
  11638. return 1;
  11639. }
  11640. while(fgets(line, sizeof(line), fp))
  11641. {
  11642. char *split[10];
  11643. int lv,n,i,j;
  11644. if(line[0]=='/' && line[1]=='/')
  11645. continue;
  11646. for(j=0,p=line;j<3 && p;j++) {
  11647. split[j]=p;
  11648. p=strchr(p,',');
  11649. if(p) *p++=0;
  11650. }
  11651. if( j < 2 )
  11652. continue;
  11653. lv=atoi(split[0]);
  11654. n=atoi(split[1]);
  11655. for(i=0;i<n && i<ELE_ALL;) {
  11656. if( !fgets(line, sizeof(line), fp) )
  11657. break;
  11658. if(line[0]=='/' && line[1]=='/')
  11659. continue;
  11660. for(j=0,p=line;j<n && j<ELE_ALL && p;j++) {
  11661. while(*p==32 && *p>0)
  11662. p++;
  11663. attr_fix_table[lv-1][i][j]=atoi(p);
  11664. if(battle_config.attr_recover == 0 && attr_fix_table[lv-1][i][j] < 0)
  11665. attr_fix_table[lv-1][i][j] = 0;
  11666. p=strchr(p,',');
  11667. if(p) *p++=0;
  11668. }
  11669. i++;
  11670. }
  11671. entries++;
  11672. }
  11673. fclose(fp);
  11674. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  11675. return true;
  11676. }
  11677. /**
  11678. * Sets defaults in tables and starts read db functions
  11679. * sv_readdb reads the file, outputting the information line-by-line to
  11680. * previous functions above, separating information by delimiter
  11681. * DBs being read:
  11682. * attr_fix.txt: Attribute adjustment table for attacks
  11683. * size_fix.txt: Size adjustment table for weapons
  11684. * refine_db.txt: Refining data table
  11685. * @return 0
  11686. **/
  11687. int status_readdb(void)
  11688. {
  11689. int i, j, k;
  11690. const char* dbsubpath[] = {
  11691. "",
  11692. "/"DBIMPORT,
  11693. //add other path here
  11694. };
  11695. // Initialize databases to default
  11696. // size_fix.txt
  11697. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  11698. for(j=0;j<MAX_WEAPON_TYPE;j++)
  11699. atkmods[i][j]=100;
  11700. // refine_db.txt
  11701. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  11702. {
  11703. for(j=0;j<MAX_REFINE; j++)
  11704. {
  11705. refine_info[i].chance[j] = 100;
  11706. refine_info[i].bonus[j] = 0;
  11707. refine_info[i].randombonus_max[j] = 0;
  11708. }
  11709. }
  11710. // attr_fix.txt
  11711. for(i=0;i<4;i++)
  11712. for(j=0;j<ELE_ALL;j++)
  11713. for(k=0;k<ELE_ALL;k++)
  11714. attr_fix_table[i][j][k]=100;
  11715. // read databases
  11716. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  11717. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  11718. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  11719. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  11720. char* dbsubpath1 = (char*)aMalloc(n1+1);
  11721. char* dbsubpath2 = (char*)aMalloc(n2+1);
  11722. if(i==0) {
  11723. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  11724. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  11725. }
  11726. else {
  11727. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  11728. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  11729. }
  11730. status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
  11731. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
  11732. sv_readdb(dbsubpath2, "refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine, i);
  11733. aFree(dbsubpath1);
  11734. aFree(dbsubpath2);
  11735. }
  11736. return 0;
  11737. }
  11738. /**
  11739. * Status db init and destroy.
  11740. **/
  11741. int do_init_status(void)
  11742. {
  11743. add_timer_func_list(status_change_timer,"status_change_timer");
  11744. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  11745. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  11746. initChangeTables();
  11747. initDummyData();
  11748. status_readdb();
  11749. natural_heal_prev_tick = gettick();
  11750. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  11751. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  11752. return 0;
  11753. }
  11754. void do_final_status(void)
  11755. {
  11756. ers_destroy(sc_data_ers);
  11757. }