status.cpp 508 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806180718081809181018111812181318141815181618171818181918201821182218231824182518261827182818291830183118321833183418351836183718381839184018411842184318441845184618471848184918501851185218531854185518561857185818591860186118621863186418651866186718681869187018711872187318741875187618771878187918801881188218831884188518861887188818891890189118921893189418951896189718981899190019011902190319041905190619071908190919101911191219131914191519161917191819191920192119221923192419251926192719281929193019311932193319341935193619371938193919401941194219431944194519461947194819491950195119521953195419551956195719581959196019611962196319641965196619671968196919701971197219731974197519761977197819791980198119821983198419851986198719881989199019911992199319941995199619971998199920002001200220032004200520062007200820092010201120122013201420152016201720182019202020212022202320242025202620272028202920302031203220332034203520362037203820392040204120422043204420452046204720482049205020512052205320542055205620572058205920602061206220632064206520662067206820692070207120722073207420752076207720782079208020812082208320842085208620872088208920902091209220932094209520962097209820992100210121022103210421052106210721082109211021112112211321142115211621172118211921202121212221232124212521262127212821292130213121322133213421352136213721382139214021412142214321442145214621472148214921502151215221532154215521562157215821592160216121622163216421652166216721682169217021712172217321742175217621772178217921802181218221832184218521862187218821892190219121922193219421952196219721982199220022012202220322042205220622072208220922102211221222132214221522162217221822192220222122222223222422252226222722282229223022312232223322342235223622372238223922402241224222432244224522462247224822492250225122522253225422552256225722582259226022612262226322642265226622672268226922702271227222732274227522762277227822792280228122822283228422852286228722882289229022912292229322942295229622972298229923002301230223032304230523062307230823092310231123122313231423152316231723182319232023212322232323242325232623272328232923302331233223332334233523362337233823392340234123422343234423452346234723482349235023512352235323542355235623572358235923602361236223632364236523662367236823692370237123722373237423752376237723782379238023812382238323842385238623872388238923902391239223932394239523962397239823992400240124022403240424052406240724082409241024112412241324142415241624172418241924202421242224232424242524262427242824292430243124322433243424352436243724382439244024412442244324442445244624472448244924502451245224532454245524562457245824592460246124622463246424652466246724682469247024712472247324742475247624772478247924802481248224832484248524862487248824892490249124922493249424952496249724982499250025012502250325042505250625072508250925102511251225132514251525162517251825192520252125222523252425252526252725282529253025312532253325342535253625372538253925402541254225432544254525462547254825492550255125522553255425552556255725582559256025612562256325642565256625672568256925702571257225732574257525762577257825792580258125822583258425852586258725882589259025912592259325942595259625972598259926002601260226032604260526062607260826092610261126122613261426152616261726182619262026212622262326242625262626272628262926302631263226332634263526362637263826392640264126422643264426452646264726482649265026512652265326542655265626572658265926602661266226632664266526662667266826692670267126722673267426752676267726782679268026812682268326842685268626872688268926902691269226932694269526962697269826992700270127022703270427052706270727082709271027112712271327142715271627172718271927202721272227232724272527262727272827292730273127322733273427352736273727382739274027412742274327442745274627472748274927502751275227532754275527562757275827592760276127622763276427652766276727682769277027712772277327742775277627772778277927802781278227832784278527862787278827892790279127922793279427952796279727982799280028012802280328042805280628072808280928102811281228132814281528162817281828192820282128222823282428252826282728282829283028312832283328342835283628372838283928402841284228432844284528462847284828492850285128522853285428552856285728582859286028612862286328642865286628672868286928702871287228732874287528762877287828792880288128822883288428852886288728882889289028912892289328942895289628972898289929002901290229032904290529062907290829092910291129122913291429152916291729182919292029212922292329242925292629272928292929302931293229332934293529362937293829392940294129422943294429452946294729482949295029512952295329542955295629572958295929602961296229632964296529662967296829692970297129722973297429752976297729782979298029812982298329842985298629872988298929902991299229932994299529962997299829993000300130023003300430053006300730083009301030113012301330143015301630173018301930203021302230233024302530263027302830293030303130323033303430353036303730383039304030413042304330443045304630473048304930503051305230533054305530563057305830593060306130623063306430653066306730683069307030713072307330743075307630773078307930803081308230833084308530863087308830893090309130923093309430953096309730983099310031013102310331043105310631073108310931103111311231133114311531163117311831193120312131223123312431253126312731283129313031313132313331343135313631373138313931403141314231433144314531463147314831493150315131523153315431553156315731583159316031613162316331643165316631673168316931703171317231733174317531763177317831793180318131823183318431853186318731883189319031913192319331943195319631973198319932003201320232033204320532063207320832093210321132123213321432153216321732183219322032213222322332243225322632273228322932303231323232333234323532363237323832393240324132423243324432453246324732483249325032513252325332543255325632573258325932603261326232633264326532663267326832693270327132723273327432753276327732783279328032813282328332843285328632873288328932903291329232933294329532963297329832993300330133023303330433053306330733083309331033113312331333143315331633173318331933203321332233233324332533263327332833293330333133323333333433353336333733383339334033413342334333443345334633473348334933503351335233533354335533563357335833593360336133623363336433653366336733683369337033713372337333743375337633773378337933803381338233833384338533863387338833893390339133923393339433953396339733983399340034013402340334043405340634073408340934103411341234133414341534163417341834193420342134223423342434253426342734283429343034313432343334343435343634373438343934403441344234433444344534463447344834493450345134523453345434553456345734583459346034613462346334643465346634673468346934703471347234733474347534763477347834793480348134823483348434853486348734883489349034913492349334943495349634973498349935003501350235033504350535063507350835093510351135123513351435153516351735183519352035213522352335243525352635273528352935303531353235333534353535363537353835393540354135423543354435453546354735483549355035513552355335543555355635573558355935603561356235633564356535663567356835693570357135723573357435753576357735783579358035813582358335843585358635873588358935903591359235933594359535963597359835993600360136023603360436053606360736083609361036113612361336143615361636173618361936203621362236233624362536263627362836293630363136323633363436353636363736383639364036413642364336443645364636473648364936503651365236533654365536563657365836593660366136623663366436653666366736683669367036713672367336743675367636773678367936803681368236833684368536863687368836893690369136923693369436953696369736983699370037013702370337043705370637073708370937103711371237133714371537163717371837193720372137223723372437253726372737283729373037313732373337343735373637373738373937403741374237433744374537463747374837493750375137523753375437553756375737583759376037613762376337643765376637673768376937703771377237733774377537763777377837793780378137823783378437853786378737883789379037913792379337943795379637973798379938003801380238033804380538063807380838093810381138123813381438153816381738183819382038213822382338243825382638273828382938303831383238333834383538363837383838393840384138423843384438453846384738483849385038513852385338543855385638573858385938603861386238633864386538663867386838693870387138723873387438753876387738783879388038813882388338843885388638873888388938903891389238933894389538963897389838993900390139023903390439053906390739083909391039113912391339143915391639173918391939203921392239233924392539263927392839293930393139323933393439353936393739383939394039413942394339443945394639473948394939503951395239533954395539563957395839593960396139623963396439653966396739683969397039713972397339743975397639773978397939803981398239833984398539863987398839893990399139923993399439953996399739983999400040014002400340044005400640074008400940104011401240134014401540164017401840194020402140224023402440254026402740284029403040314032403340344035403640374038403940404041404240434044404540464047404840494050405140524053405440554056405740584059406040614062406340644065406640674068406940704071407240734074407540764077407840794080408140824083408440854086408740884089409040914092409340944095409640974098409941004101410241034104410541064107410841094110411141124113411441154116411741184119412041214122412341244125412641274128412941304131413241334134413541364137413841394140414141424143414441454146414741484149415041514152415341544155415641574158415941604161416241634164416541664167416841694170417141724173417441754176417741784179418041814182418341844185418641874188418941904191419241934194419541964197419841994200420142024203420442054206420742084209421042114212421342144215421642174218421942204221422242234224422542264227422842294230423142324233423442354236423742384239424042414242424342444245424642474248424942504251425242534254425542564257425842594260426142624263426442654266426742684269427042714272427342744275427642774278427942804281428242834284428542864287428842894290429142924293429442954296429742984299430043014302430343044305430643074308430943104311431243134314431543164317431843194320432143224323432443254326432743284329433043314332433343344335433643374338433943404341434243434344434543464347434843494350435143524353435443554356435743584359436043614362436343644365436643674368436943704371437243734374437543764377437843794380438143824383438443854386438743884389439043914392439343944395439643974398439944004401440244034404440544064407440844094410441144124413441444154416441744184419442044214422442344244425442644274428442944304431443244334434443544364437443844394440444144424443444444454446444744484449445044514452445344544455445644574458445944604461446244634464446544664467446844694470447144724473447444754476447744784479448044814482448344844485448644874488448944904491449244934494449544964497449844994500450145024503450445054506450745084509451045114512451345144515451645174518451945204521452245234524452545264527452845294530453145324533453445354536453745384539454045414542454345444545454645474548454945504551455245534554455545564557455845594560456145624563456445654566456745684569457045714572457345744575457645774578457945804581458245834584458545864587458845894590459145924593459445954596459745984599460046014602460346044605460646074608460946104611461246134614461546164617461846194620462146224623462446254626462746284629463046314632463346344635463646374638463946404641464246434644464546464647464846494650465146524653465446554656465746584659466046614662466346644665466646674668466946704671467246734674467546764677467846794680468146824683468446854686468746884689469046914692469346944695469646974698469947004701470247034704470547064707470847094710471147124713471447154716471747184719472047214722472347244725472647274728472947304731473247334734473547364737473847394740474147424743474447454746474747484749475047514752475347544755475647574758475947604761476247634764476547664767476847694770477147724773477447754776477747784779478047814782478347844785478647874788478947904791479247934794479547964797479847994800480148024803480448054806480748084809481048114812481348144815481648174818481948204821482248234824482548264827482848294830483148324833483448354836483748384839484048414842484348444845484648474848484948504851485248534854485548564857485848594860486148624863486448654866486748684869487048714872487348744875487648774878487948804881488248834884488548864887488848894890489148924893489448954896489748984899490049014902490349044905490649074908490949104911491249134914491549164917491849194920492149224923492449254926492749284929493049314932493349344935493649374938493949404941494249434944494549464947494849494950495149524953495449554956495749584959496049614962496349644965496649674968496949704971497249734974497549764977497849794980498149824983498449854986498749884989499049914992499349944995499649974998499950005001500250035004500550065007500850095010501150125013501450155016501750185019502050215022502350245025502650275028502950305031503250335034503550365037503850395040504150425043504450455046504750485049505050515052505350545055505650575058505950605061506250635064506550665067506850695070507150725073507450755076507750785079508050815082508350845085508650875088508950905091509250935094509550965097509850995100510151025103510451055106510751085109511051115112511351145115511651175118511951205121512251235124512551265127512851295130513151325133513451355136513751385139514051415142514351445145514651475148514951505151515251535154515551565157515851595160516151625163516451655166516751685169517051715172517351745175517651775178517951805181518251835184518551865187518851895190519151925193519451955196519751985199520052015202520352045205520652075208520952105211521252135214521552165217521852195220522152225223522452255226522752285229523052315232523352345235523652375238523952405241524252435244524552465247524852495250525152525253525452555256525752585259526052615262526352645265526652675268526952705271527252735274527552765277527852795280528152825283528452855286528752885289529052915292529352945295529652975298529953005301530253035304530553065307530853095310531153125313531453155316531753185319532053215322532353245325532653275328532953305331533253335334533553365337533853395340534153425343534453455346534753485349535053515352535353545355535653575358535953605361536253635364536553665367536853695370537153725373537453755376537753785379538053815382538353845385538653875388538953905391539253935394539553965397539853995400540154025403540454055406540754085409541054115412541354145415541654175418541954205421542254235424542554265427542854295430543154325433543454355436543754385439544054415442544354445445544654475448544954505451545254535454545554565457545854595460546154625463546454655466546754685469547054715472547354745475547654775478547954805481548254835484548554865487548854895490549154925493549454955496549754985499550055015502550355045505550655075508550955105511551255135514551555165517551855195520552155225523552455255526552755285529553055315532553355345535553655375538553955405541554255435544554555465547554855495550555155525553555455555556555755585559556055615562556355645565556655675568556955705571557255735574557555765577557855795580558155825583558455855586558755885589559055915592559355945595559655975598559956005601560256035604560556065607560856095610561156125613561456155616561756185619562056215622562356245625562656275628562956305631563256335634563556365637563856395640564156425643564456455646564756485649565056515652565356545655565656575658565956605661566256635664566556665667566856695670567156725673567456755676567756785679568056815682568356845685568656875688568956905691569256935694569556965697569856995700570157025703570457055706570757085709571057115712571357145715571657175718571957205721572257235724572557265727572857295730573157325733573457355736573757385739574057415742574357445745574657475748574957505751575257535754575557565757575857595760576157625763576457655766576757685769577057715772577357745775577657775778577957805781578257835784578557865787578857895790579157925793579457955796579757985799580058015802580358045805580658075808580958105811581258135814581558165817581858195820582158225823582458255826582758285829583058315832583358345835583658375838583958405841584258435844584558465847584858495850585158525853585458555856585758585859586058615862586358645865586658675868586958705871587258735874587558765877587858795880588158825883588458855886588758885889589058915892589358945895589658975898589959005901590259035904590559065907590859095910591159125913591459155916591759185919592059215922592359245925592659275928592959305931593259335934593559365937593859395940594159425943594459455946594759485949595059515952595359545955595659575958595959605961596259635964596559665967596859695970597159725973597459755976597759785979598059815982598359845985598659875988598959905991599259935994599559965997599859996000600160026003600460056006600760086009601060116012601360146015601660176018601960206021602260236024602560266027602860296030603160326033603460356036603760386039604060416042604360446045604660476048604960506051605260536054605560566057605860596060606160626063606460656066606760686069607060716072607360746075607660776078607960806081608260836084608560866087608860896090609160926093609460956096609760986099610061016102610361046105610661076108610961106111611261136114611561166117611861196120612161226123612461256126612761286129613061316132613361346135613661376138613961406141614261436144614561466147614861496150615161526153615461556156615761586159616061616162616361646165616661676168616961706171617261736174617561766177617861796180618161826183618461856186618761886189619061916192619361946195619661976198619962006201620262036204620562066207620862096210621162126213621462156216621762186219622062216222622362246225622662276228622962306231623262336234623562366237623862396240624162426243624462456246624762486249625062516252625362546255625662576258625962606261626262636264626562666267626862696270627162726273627462756276627762786279628062816282628362846285628662876288628962906291629262936294629562966297629862996300630163026303630463056306630763086309631063116312631363146315631663176318631963206321632263236324632563266327632863296330633163326333633463356336633763386339634063416342634363446345634663476348634963506351635263536354635563566357635863596360636163626363636463656366636763686369637063716372637363746375637663776378637963806381638263836384638563866387638863896390639163926393639463956396639763986399640064016402640364046405640664076408640964106411641264136414641564166417641864196420642164226423642464256426642764286429643064316432643364346435643664376438643964406441644264436444644564466447644864496450645164526453645464556456645764586459646064616462646364646465646664676468646964706471647264736474647564766477647864796480648164826483648464856486648764886489649064916492649364946495649664976498649965006501650265036504650565066507650865096510651165126513651465156516651765186519652065216522652365246525652665276528652965306531653265336534653565366537653865396540654165426543654465456546654765486549655065516552655365546555655665576558655965606561656265636564656565666567656865696570657165726573657465756576657765786579658065816582658365846585658665876588658965906591659265936594659565966597659865996600660166026603660466056606660766086609661066116612661366146615661666176618661966206621662266236624662566266627662866296630663166326633663466356636663766386639664066416642664366446645664666476648664966506651665266536654665566566657665866596660666166626663666466656666666766686669667066716672667366746675667666776678667966806681668266836684668566866687668866896690669166926693669466956696669766986699670067016702670367046705670667076708670967106711671267136714671567166717671867196720672167226723672467256726672767286729673067316732673367346735673667376738673967406741674267436744674567466747674867496750675167526753675467556756675767586759676067616762676367646765676667676768676967706771677267736774677567766777677867796780678167826783678467856786678767886789679067916792679367946795679667976798679968006801680268036804680568066807680868096810681168126813681468156816681768186819682068216822682368246825682668276828682968306831683268336834683568366837683868396840684168426843684468456846684768486849685068516852685368546855685668576858685968606861686268636864686568666867686868696870687168726873687468756876687768786879688068816882688368846885688668876888688968906891689268936894689568966897689868996900690169026903690469056906690769086909691069116912691369146915691669176918691969206921692269236924692569266927692869296930693169326933693469356936693769386939694069416942694369446945694669476948694969506951695269536954695569566957695869596960696169626963696469656966696769686969697069716972697369746975697669776978697969806981698269836984698569866987698869896990699169926993699469956996699769986999700070017002700370047005700670077008700970107011701270137014701570167017701870197020702170227023702470257026702770287029703070317032703370347035703670377038703970407041704270437044704570467047704870497050705170527053705470557056705770587059706070617062706370647065706670677068706970707071707270737074707570767077707870797080708170827083708470857086708770887089709070917092709370947095709670977098709971007101710271037104710571067107710871097110711171127113711471157116711771187119712071217122712371247125712671277128712971307131713271337134713571367137713871397140714171427143714471457146714771487149715071517152715371547155715671577158715971607161716271637164716571667167716871697170717171727173717471757176717771787179718071817182718371847185718671877188718971907191719271937194719571967197719871997200720172027203720472057206720772087209721072117212721372147215721672177218721972207221722272237224722572267227722872297230723172327233723472357236723772387239724072417242724372447245724672477248724972507251725272537254725572567257725872597260726172627263726472657266726772687269727072717272727372747275727672777278727972807281728272837284728572867287728872897290729172927293729472957296729772987299730073017302730373047305730673077308730973107311731273137314731573167317731873197320732173227323732473257326732773287329733073317332733373347335733673377338733973407341734273437344734573467347734873497350735173527353735473557356735773587359736073617362736373647365736673677368736973707371737273737374737573767377737873797380738173827383738473857386738773887389739073917392739373947395739673977398739974007401740274037404740574067407740874097410741174127413741474157416741774187419742074217422742374247425742674277428742974307431743274337434743574367437743874397440744174427443744474457446744774487449745074517452745374547455745674577458745974607461746274637464746574667467746874697470747174727473747474757476747774787479748074817482748374847485748674877488748974907491749274937494749574967497749874997500750175027503750475057506750775087509751075117512751375147515751675177518751975207521752275237524752575267527752875297530753175327533753475357536753775387539754075417542754375447545754675477548754975507551755275537554755575567557755875597560756175627563756475657566756775687569757075717572757375747575757675777578757975807581758275837584758575867587758875897590759175927593759475957596759775987599760076017602760376047605760676077608760976107611761276137614761576167617761876197620762176227623762476257626762776287629763076317632763376347635763676377638763976407641764276437644764576467647764876497650765176527653765476557656765776587659766076617662766376647665766676677668766976707671767276737674767576767677767876797680768176827683768476857686768776887689769076917692769376947695769676977698769977007701770277037704770577067707770877097710771177127713771477157716771777187719772077217722772377247725772677277728772977307731773277337734773577367737773877397740774177427743774477457746774777487749775077517752775377547755775677577758775977607761776277637764776577667767776877697770777177727773777477757776777777787779778077817782778377847785778677877788778977907791779277937794779577967797779877997800780178027803780478057806780778087809781078117812781378147815781678177818781978207821782278237824782578267827782878297830783178327833783478357836783778387839784078417842784378447845784678477848784978507851785278537854785578567857785878597860786178627863786478657866786778687869787078717872787378747875787678777878787978807881788278837884788578867887788878897890789178927893789478957896789778987899790079017902790379047905790679077908790979107911791279137914791579167917791879197920792179227923792479257926792779287929793079317932793379347935793679377938793979407941794279437944794579467947794879497950795179527953795479557956795779587959796079617962796379647965796679677968796979707971797279737974797579767977797879797980798179827983798479857986798779887989799079917992799379947995799679977998799980008001800280038004800580068007800880098010801180128013801480158016801780188019802080218022802380248025802680278028802980308031803280338034803580368037803880398040804180428043804480458046804780488049805080518052805380548055805680578058805980608061806280638064806580668067806880698070807180728073807480758076807780788079808080818082808380848085808680878088808980908091809280938094809580968097809880998100810181028103810481058106810781088109811081118112811381148115811681178118811981208121812281238124812581268127812881298130813181328133813481358136813781388139814081418142814381448145814681478148814981508151815281538154815581568157815881598160816181628163816481658166816781688169817081718172817381748175817681778178817981808181818281838184818581868187818881898190819181928193819481958196819781988199820082018202820382048205820682078208820982108211821282138214821582168217821882198220822182228223822482258226822782288229823082318232823382348235823682378238823982408241824282438244824582468247824882498250825182528253825482558256825782588259826082618262826382648265826682678268826982708271827282738274827582768277827882798280828182828283828482858286828782888289829082918292829382948295829682978298829983008301830283038304830583068307830883098310831183128313831483158316831783188319832083218322832383248325832683278328832983308331833283338334833583368337833883398340834183428343834483458346834783488349835083518352835383548355835683578358835983608361836283638364836583668367836883698370837183728373837483758376837783788379838083818382838383848385838683878388838983908391839283938394839583968397839883998400840184028403840484058406840784088409841084118412841384148415841684178418841984208421842284238424842584268427842884298430843184328433843484358436843784388439844084418442844384448445844684478448844984508451845284538454845584568457845884598460846184628463846484658466846784688469847084718472847384748475847684778478847984808481848284838484848584868487848884898490849184928493849484958496849784988499850085018502850385048505850685078508850985108511851285138514851585168517851885198520852185228523852485258526852785288529853085318532853385348535853685378538853985408541854285438544854585468547854885498550855185528553855485558556855785588559856085618562856385648565856685678568856985708571857285738574857585768577857885798580858185828583858485858586858785888589859085918592859385948595859685978598859986008601860286038604860586068607860886098610861186128613861486158616861786188619862086218622862386248625862686278628862986308631863286338634863586368637863886398640864186428643864486458646864786488649865086518652865386548655865686578658865986608661866286638664866586668667866886698670867186728673867486758676867786788679868086818682868386848685868686878688868986908691869286938694869586968697869886998700870187028703870487058706870787088709871087118712871387148715871687178718871987208721872287238724872587268727872887298730873187328733873487358736873787388739874087418742874387448745874687478748874987508751875287538754875587568757875887598760876187628763876487658766876787688769877087718772877387748775877687778778877987808781878287838784878587868787878887898790879187928793879487958796879787988799880088018802880388048805880688078808880988108811881288138814881588168817881888198820882188228823882488258826882788288829883088318832883388348835883688378838883988408841884288438844884588468847884888498850885188528853885488558856885788588859886088618862886388648865886688678868886988708871887288738874887588768877887888798880888188828883888488858886888788888889889088918892889388948895889688978898889989008901890289038904890589068907890889098910891189128913891489158916891789188919892089218922892389248925892689278928892989308931893289338934893589368937893889398940894189428943894489458946894789488949895089518952895389548955895689578958895989608961896289638964896589668967896889698970897189728973897489758976897789788979898089818982898389848985898689878988898989908991899289938994899589968997899889999000900190029003900490059006900790089009901090119012901390149015901690179018901990209021902290239024902590269027902890299030903190329033903490359036903790389039904090419042904390449045904690479048904990509051905290539054905590569057905890599060906190629063906490659066906790689069907090719072907390749075907690779078907990809081908290839084908590869087908890899090909190929093909490959096909790989099910091019102910391049105910691079108910991109111911291139114911591169117911891199120912191229123912491259126912791289129913091319132913391349135913691379138913991409141914291439144914591469147914891499150915191529153915491559156915791589159916091619162916391649165916691679168916991709171917291739174917591769177917891799180918191829183918491859186918791889189919091919192919391949195919691979198919992009201920292039204920592069207920892099210921192129213921492159216921792189219922092219222922392249225922692279228922992309231923292339234923592369237923892399240924192429243924492459246924792489249925092519252925392549255925692579258925992609261926292639264926592669267926892699270927192729273927492759276927792789279928092819282928392849285928692879288928992909291929292939294929592969297929892999300930193029303930493059306930793089309931093119312931393149315931693179318931993209321932293239324932593269327932893299330933193329333933493359336933793389339934093419342934393449345934693479348934993509351935293539354935593569357935893599360936193629363936493659366936793689369937093719372937393749375937693779378937993809381938293839384938593869387938893899390939193929393939493959396939793989399940094019402940394049405940694079408940994109411941294139414941594169417941894199420942194229423942494259426942794289429943094319432943394349435943694379438943994409441944294439444944594469447944894499450945194529453945494559456945794589459946094619462946394649465946694679468946994709471947294739474947594769477947894799480948194829483948494859486948794889489949094919492949394949495949694979498949995009501950295039504950595069507950895099510951195129513951495159516951795189519952095219522952395249525952695279528952995309531953295339534953595369537953895399540954195429543954495459546954795489549955095519552955395549555955695579558955995609561956295639564956595669567956895699570957195729573957495759576957795789579958095819582958395849585958695879588958995909591959295939594959595969597959895999600960196029603960496059606960796089609961096119612961396149615961696179618961996209621962296239624962596269627962896299630963196329633963496359636963796389639964096419642964396449645964696479648964996509651965296539654965596569657965896599660966196629663966496659666966796689669967096719672967396749675967696779678967996809681968296839684968596869687968896899690969196929693969496959696969796989699970097019702970397049705970697079708970997109711971297139714971597169717971897199720972197229723972497259726972797289729973097319732973397349735973697379738973997409741974297439744974597469747974897499750975197529753975497559756975797589759976097619762976397649765976697679768976997709771977297739774977597769777977897799780978197829783978497859786978797889789979097919792979397949795979697979798979998009801980298039804980598069807980898099810981198129813981498159816981798189819982098219822982398249825982698279828982998309831983298339834983598369837983898399840984198429843984498459846984798489849985098519852985398549855985698579858985998609861986298639864986598669867986898699870987198729873987498759876987798789879988098819882988398849885988698879888988998909891989298939894989598969897989898999900990199029903990499059906990799089909991099119912991399149915991699179918991999209921992299239924992599269927992899299930993199329933993499359936993799389939994099419942994399449945994699479948994999509951995299539954995599569957995899599960996199629963996499659966996799689969997099719972997399749975997699779978997999809981998299839984998599869987998899899990999199929993999499959996999799989999100001000110002100031000410005100061000710008100091001010011100121001310014100151001610017100181001910020100211002210023100241002510026100271002810029100301003110032100331003410035100361003710038100391004010041100421004310044100451004610047100481004910050100511005210053100541005510056100571005810059100601006110062100631006410065100661006710068100691007010071100721007310074100751007610077100781007910080100811008210083100841008510086100871008810089100901009110092100931009410095100961009710098100991010010101101021010310104101051010610107101081010910110101111011210113101141011510116101171011810119101201012110122101231012410125101261012710128101291013010131101321013310134101351013610137101381013910140101411014210143101441014510146101471014810149101501015110152101531015410155101561015710158101591016010161101621016310164101651016610167101681016910170101711017210173101741017510176101771017810179101801018110182101831018410185101861018710188101891019010191101921019310194101951019610197101981019910200102011020210203102041020510206102071020810209102101021110212102131021410215102161021710218102191022010221102221022310224102251022610227102281022910230102311023210233102341023510236102371023810239102401024110242102431024410245102461024710248102491025010251102521025310254102551025610257102581025910260102611026210263102641026510266102671026810269102701027110272102731027410275102761027710278102791028010281102821028310284102851028610287102881028910290102911029210293102941029510296102971029810299103001030110302103031030410305103061030710308103091031010311103121031310314103151031610317103181031910320103211032210323103241032510326103271032810329103301033110332103331033410335103361033710338103391034010341103421034310344103451034610347103481034910350103511035210353103541035510356103571035810359103601036110362103631036410365103661036710368103691037010371103721037310374103751037610377103781037910380103811038210383103841038510386103871038810389103901039110392103931039410395103961039710398103991040010401104021040310404104051040610407104081040910410104111041210413104141041510416104171041810419104201042110422104231042410425104261042710428104291043010431104321043310434104351043610437104381043910440104411044210443104441044510446104471044810449104501045110452104531045410455104561045710458104591046010461104621046310464104651046610467104681046910470104711047210473104741047510476104771047810479104801048110482104831048410485104861048710488104891049010491104921049310494104951049610497104981049910500105011050210503105041050510506105071050810509105101051110512105131051410515105161051710518105191052010521105221052310524105251052610527105281052910530105311053210533105341053510536105371053810539105401054110542105431054410545105461054710548105491055010551105521055310554105551055610557105581055910560105611056210563105641056510566105671056810569105701057110572105731057410575105761057710578105791058010581105821058310584105851058610587105881058910590105911059210593105941059510596105971059810599106001060110602106031060410605106061060710608106091061010611106121061310614106151061610617106181061910620106211062210623106241062510626106271062810629106301063110632106331063410635106361063710638106391064010641106421064310644106451064610647106481064910650106511065210653106541065510656106571065810659106601066110662106631066410665106661066710668106691067010671106721067310674106751067610677106781067910680106811068210683106841068510686106871068810689106901069110692106931069410695106961069710698106991070010701107021070310704107051070610707107081070910710107111071210713107141071510716107171071810719107201072110722107231072410725107261072710728107291073010731107321073310734107351073610737107381073910740107411074210743107441074510746107471074810749107501075110752107531075410755107561075710758107591076010761107621076310764107651076610767107681076910770107711077210773107741077510776107771077810779107801078110782107831078410785107861078710788107891079010791107921079310794107951079610797107981079910800108011080210803108041080510806108071080810809108101081110812108131081410815108161081710818108191082010821108221082310824108251082610827108281082910830108311083210833108341083510836108371083810839108401084110842108431084410845108461084710848108491085010851108521085310854108551085610857108581085910860108611086210863108641086510866108671086810869108701087110872108731087410875108761087710878108791088010881108821088310884108851088610887108881088910890108911089210893108941089510896108971089810899109001090110902109031090410905109061090710908109091091010911109121091310914109151091610917109181091910920109211092210923109241092510926109271092810929109301093110932109331093410935109361093710938109391094010941109421094310944109451094610947109481094910950109511095210953109541095510956109571095810959109601096110962109631096410965109661096710968109691097010971109721097310974109751097610977109781097910980109811098210983109841098510986109871098810989109901099110992109931099410995109961099710998109991100011001110021100311004110051100611007110081100911010110111101211013110141101511016110171101811019110201102111022110231102411025110261102711028110291103011031110321103311034110351103611037110381103911040110411104211043110441104511046110471104811049110501105111052110531105411055110561105711058110591106011061110621106311064110651106611067110681106911070110711107211073110741107511076110771107811079110801108111082110831108411085110861108711088110891109011091110921109311094110951109611097110981109911100111011110211103111041110511106111071110811109111101111111112111131111411115111161111711118111191112011121111221112311124111251112611127111281112911130111311113211133111341113511136111371113811139111401114111142111431114411145111461114711148111491115011151111521115311154111551115611157111581115911160111611116211163111641116511166111671116811169111701117111172111731117411175111761117711178111791118011181111821118311184111851118611187111881118911190111911119211193111941119511196111971119811199112001120111202112031120411205112061120711208112091121011211112121121311214112151121611217112181121911220112211122211223112241122511226112271122811229112301123111232112331123411235112361123711238112391124011241112421124311244112451124611247112481124911250112511125211253112541125511256112571125811259112601126111262112631126411265112661126711268112691127011271112721127311274112751127611277112781127911280112811128211283112841128511286112871128811289112901129111292112931129411295112961129711298112991130011301113021130311304113051130611307113081130911310113111131211313113141131511316113171131811319113201132111322113231132411325113261132711328113291133011331113321133311334113351133611337113381133911340113411134211343113441134511346113471134811349113501135111352113531135411355113561135711358113591136011361113621136311364113651136611367113681136911370113711137211373113741137511376113771137811379113801138111382113831138411385113861138711388113891139011391113921139311394113951139611397113981139911400114011140211403114041140511406114071140811409114101141111412114131141411415114161141711418114191142011421114221142311424114251142611427114281142911430114311143211433114341143511436114371143811439114401144111442114431144411445114461144711448114491145011451114521145311454114551145611457114581145911460114611146211463114641146511466114671146811469114701147111472114731147411475114761147711478114791148011481114821148311484114851148611487114881148911490114911149211493114941149511496114971149811499115001150111502115031150411505115061150711508115091151011511115121151311514115151151611517115181151911520115211152211523115241152511526115271152811529115301153111532115331153411535115361153711538115391154011541115421154311544115451154611547115481154911550115511155211553115541155511556115571155811559115601156111562115631156411565115661156711568115691157011571115721157311574115751157611577115781157911580115811158211583115841158511586115871158811589115901159111592115931159411595115961159711598115991160011601116021160311604116051160611607116081160911610116111161211613116141161511616116171161811619116201162111622116231162411625116261162711628116291163011631116321163311634116351163611637116381163911640116411164211643116441164511646116471164811649116501165111652116531165411655116561165711658116591166011661116621166311664116651166611667116681166911670116711167211673116741167511676116771167811679116801168111682116831168411685116861168711688116891169011691116921169311694116951169611697116981169911700117011170211703117041170511706117071170811709117101171111712117131171411715117161171711718117191172011721117221172311724117251172611727117281172911730117311173211733117341173511736117371173811739117401174111742117431174411745117461174711748117491175011751117521175311754117551175611757117581175911760117611176211763117641176511766117671176811769117701177111772117731177411775117761177711778117791178011781117821178311784117851178611787117881178911790117911179211793117941179511796117971179811799118001180111802118031180411805118061180711808118091181011811118121181311814118151181611817118181181911820118211182211823118241182511826118271182811829118301183111832118331183411835118361183711838118391184011841118421184311844118451184611847118481184911850118511185211853118541185511856118571185811859118601186111862118631186411865118661186711868118691187011871118721187311874118751187611877118781187911880118811188211883118841188511886118871188811889118901189111892118931189411895118961189711898118991190011901119021190311904119051190611907119081190911910119111191211913119141191511916119171191811919119201192111922119231192411925119261192711928119291193011931119321193311934119351193611937119381193911940119411194211943119441194511946119471194811949119501195111952119531195411955119561195711958119591196011961119621196311964119651196611967119681196911970119711197211973119741197511976119771197811979119801198111982119831198411985119861198711988119891199011991119921199311994119951199611997119981199912000120011200212003120041200512006120071200812009120101201112012120131201412015120161201712018120191202012021120221202312024120251202612027120281202912030120311203212033120341203512036120371203812039120401204112042120431204412045120461204712048120491205012051120521205312054120551205612057120581205912060120611206212063120641206512066120671206812069120701207112072120731207412075120761207712078120791208012081120821208312084120851208612087120881208912090120911209212093120941209512096120971209812099121001210112102121031210412105121061210712108121091211012111121121211312114121151211612117121181211912120121211212212123121241212512126121271212812129121301213112132121331213412135121361213712138121391214012141121421214312144121451214612147121481214912150121511215212153121541215512156121571215812159121601216112162121631216412165121661216712168121691217012171121721217312174121751217612177121781217912180121811218212183121841218512186121871218812189121901219112192121931219412195121961219712198121991220012201122021220312204122051220612207122081220912210122111221212213122141221512216122171221812219122201222112222122231222412225122261222712228122291223012231122321223312234122351223612237122381223912240122411224212243122441224512246122471224812249122501225112252122531225412255122561225712258122591226012261122621226312264122651226612267122681226912270122711227212273122741227512276122771227812279122801228112282122831228412285122861228712288122891229012291122921229312294122951229612297122981229912300123011230212303123041230512306123071230812309123101231112312123131231412315123161231712318123191232012321123221232312324123251232612327123281232912330123311233212333123341233512336123371233812339123401234112342123431234412345123461234712348123491235012351123521235312354123551235612357123581235912360123611236212363123641236512366123671236812369123701237112372123731237412375123761237712378123791238012381123821238312384123851238612387123881238912390123911239212393123941239512396123971239812399124001240112402124031240412405124061240712408124091241012411124121241312414124151241612417124181241912420124211242212423124241242512426124271242812429124301243112432124331243412435124361243712438124391244012441124421244312444124451244612447124481244912450124511245212453124541245512456124571245812459124601246112462124631246412465124661246712468124691247012471124721247312474124751247612477124781247912480124811248212483124841248512486124871248812489124901249112492124931249412495124961249712498124991250012501125021250312504125051250612507125081250912510125111251212513125141251512516125171251812519125201252112522125231252412525125261252712528125291253012531125321253312534125351253612537125381253912540125411254212543125441254512546125471254812549125501255112552125531255412555125561255712558125591256012561125621256312564125651256612567125681256912570125711257212573125741257512576125771257812579125801258112582125831258412585125861258712588125891259012591125921259312594125951259612597125981259912600126011260212603126041260512606126071260812609126101261112612126131261412615126161261712618126191262012621126221262312624126251262612627126281262912630126311263212633126341263512636126371263812639126401264112642126431264412645126461264712648126491265012651126521265312654126551265612657126581265912660126611266212663126641266512666126671266812669126701267112672126731267412675126761267712678126791268012681126821268312684126851268612687126881268912690126911269212693126941269512696126971269812699127001270112702127031270412705127061270712708127091271012711127121271312714127151271612717127181271912720127211272212723127241272512726127271272812729127301273112732127331273412735127361273712738127391274012741127421274312744127451274612747127481274912750127511275212753127541275512756127571275812759127601276112762127631276412765127661276712768127691277012771127721277312774127751277612777127781277912780127811278212783127841278512786127871278812789127901279112792127931279412795127961279712798127991280012801128021280312804128051280612807128081280912810128111281212813128141281512816128171281812819128201282112822128231282412825128261282712828128291283012831128321283312834128351283612837128381283912840128411284212843128441284512846128471284812849128501285112852128531285412855128561285712858128591286012861128621286312864128651286612867128681286912870128711287212873128741287512876128771287812879128801288112882128831288412885128861288712888128891289012891128921289312894128951289612897128981289912900129011290212903129041290512906129071290812909129101291112912129131291412915129161291712918129191292012921129221292312924129251292612927129281292912930129311293212933129341293512936129371293812939129401294112942129431294412945129461294712948129491295012951129521295312954129551295612957129581295912960129611296212963129641296512966129671296812969129701297112972129731297412975129761297712978129791298012981129821298312984129851298612987129881298912990129911299212993129941299512996129971299812999130001300113002130031300413005130061300713008130091301013011130121301313014130151301613017130181301913020130211302213023130241302513026130271302813029130301303113032130331303413035130361303713038130391304013041130421304313044130451304613047130481304913050130511305213053130541305513056130571305813059130601306113062130631306413065130661306713068130691307013071130721307313074130751307613077130781307913080130811308213083130841308513086130871308813089130901309113092130931309413095130961309713098130991310013101131021310313104131051310613107131081310913110131111311213113131141311513116131171311813119131201312113122131231312413125131261312713128131291313013131131321313313134131351313613137131381313913140131411314213143131441314513146131471314813149131501315113152131531315413155131561315713158131591316013161131621316313164131651316613167131681316913170131711317213173131741317513176131771317813179131801318113182131831318413185131861318713188131891319013191131921319313194131951319613197131981319913200132011320213203132041320513206132071320813209132101321113212132131321413215132161321713218132191322013221132221322313224132251322613227132281322913230132311323213233132341323513236132371323813239132401324113242132431324413245132461324713248132491325013251132521325313254132551325613257132581325913260132611326213263132641326513266132671326813269132701327113272132731327413275132761327713278132791328013281132821328313284132851328613287132881328913290132911329213293132941329513296132971329813299133001330113302133031330413305133061330713308133091331013311133121331313314133151331613317133181331913320133211332213323133241332513326133271332813329133301333113332133331333413335133361333713338133391334013341133421334313344133451334613347133481334913350133511335213353133541335513356133571335813359133601336113362133631336413365133661336713368133691337013371133721337313374133751337613377133781337913380133811338213383133841338513386133871338813389133901339113392133931339413395133961339713398133991340013401134021340313404134051340613407134081340913410134111341213413134141341513416134171341813419134201342113422134231342413425134261342713428134291343013431134321343313434134351343613437134381343913440134411344213443134441344513446134471344813449134501345113452134531345413455134561345713458134591346013461134621346313464134651346613467134681346913470134711347213473134741347513476134771347813479134801348113482134831348413485134861348713488134891349013491134921349313494134951349613497134981349913500135011350213503135041350513506135071350813509135101351113512135131351413515135161351713518135191352013521135221352313524135251352613527135281352913530135311353213533135341353513536135371353813539135401354113542135431354413545135461354713548135491355013551135521355313554135551355613557135581355913560135611356213563135641356513566135671356813569135701357113572135731357413575135761357713578135791358013581135821358313584135851358613587135881358913590135911359213593135941359513596135971359813599136001360113602136031360413605136061360713608136091361013611136121361313614136151361613617136181361913620136211362213623136241362513626136271362813629136301363113632136331363413635136361363713638136391364013641136421364313644136451364613647136481364913650136511365213653136541365513656136571365813659136601366113662136631366413665136661366713668136691367013671136721367313674136751367613677136781367913680136811368213683136841368513686136871368813689136901369113692136931369413695136961369713698136991370013701137021370313704137051370613707137081370913710137111371213713137141371513716137171371813719137201372113722137231372413725137261372713728137291373013731137321373313734137351373613737137381373913740137411374213743137441374513746137471374813749137501375113752137531375413755137561375713758137591376013761137621376313764137651376613767137681376913770137711377213773137741377513776137771377813779137801378113782137831378413785137861378713788137891379013791137921379313794137951379613797137981379913800138011380213803138041380513806138071380813809138101381113812138131381413815138161381713818138191382013821138221382313824138251382613827138281382913830138311383213833138341383513836138371383813839138401384113842138431384413845138461384713848138491385013851138521385313854138551385613857138581385913860138611386213863138641386513866138671386813869138701387113872138731387413875138761387713878138791388013881138821388313884138851388613887138881388913890138911389213893138941389513896138971389813899139001390113902139031390413905139061390713908139091391013911139121391313914139151391613917139181391913920139211392213923139241392513926139271392813929139301393113932139331393413935139361393713938139391394013941139421394313944139451394613947139481394913950139511395213953139541395513956139571395813959139601396113962139631396413965139661396713968139691397013971139721397313974139751397613977139781397913980139811398213983139841398513986139871398813989139901399113992139931399413995139961399713998139991400014001140021400314004140051400614007140081400914010140111401214013140141401514016140171401814019140201402114022140231402414025140261402714028140291403014031140321403314034140351403614037140381403914040140411404214043140441404514046140471404814049140501405114052140531405414055140561405714058140591406014061140621406314064140651406614067140681406914070140711407214073140741407514076140771407814079140801408114082140831408414085140861408714088140891409014091140921409314094140951409614097140981409914100141011410214103141041410514106141071410814109141101411114112141131411414115141161411714118141191412014121141221412314124141251412614127141281412914130141311413214133141341413514136141371413814139141401414114142141431414414145141461414714148141491415014151141521415314154141551415614157141581415914160141611416214163141641416514166141671416814169141701417114172141731417414175141761417714178141791418014181141821418314184141851418614187141881418914190141911419214193141941419514196141971419814199142001420114202142031420414205142061420714208142091421014211142121421314214142151421614217142181421914220142211422214223142241422514226142271422814229142301423114232142331423414235142361423714238142391424014241142421424314244142451424614247142481424914250142511425214253142541425514256142571425814259142601426114262142631426414265142661426714268142691427014271142721427314274142751427614277142781427914280142811428214283142841428514286142871428814289142901429114292142931429414295142961429714298142991430014301143021430314304143051430614307143081430914310143111431214313143141431514316143171431814319143201432114322143231432414325143261432714328143291433014331143321433314334143351433614337143381433914340143411434214343143441434514346143471434814349143501435114352143531435414355143561435714358143591436014361143621436314364143651436614367143681436914370143711437214373143741437514376143771437814379143801438114382143831438414385143861438714388143891439014391143921439314394143951439614397143981439914400144011440214403144041440514406144071440814409144101441114412144131441414415144161441714418144191442014421144221442314424144251442614427144281442914430144311443214433144341443514436144371443814439144401444114442144431444414445144461444714448144491445014451144521445314454144551445614457144581445914460144611446214463144641446514466144671446814469144701447114472144731447414475144761447714478144791448014481144821448314484144851448614487144881448914490144911449214493144941449514496144971449814499145001450114502145031450414505145061450714508145091451014511145121451314514145151451614517145181451914520145211452214523145241452514526145271452814529145301453114532145331453414535145361453714538145391454014541145421454314544145451454614547145481454914550145511455214553145541455514556145571455814559145601456114562145631456414565145661456714568145691457014571145721457314574145751457614577145781457914580145811458214583145841458514586145871458814589145901459114592145931459414595145961459714598145991460014601146021460314604146051460614607146081460914610146111461214613146141461514616146171461814619146201462114622146231462414625146261462714628146291463014631146321463314634146351463614637146381463914640146411464214643146441464514646146471464814649146501465114652146531465414655146561465714658146591466014661146621466314664146651466614667146681466914670146711467214673146741467514676146771467814679146801468114682146831468414685146861468714688146891469014691146921469314694146951469614697146981469914700147011470214703147041470514706147071470814709147101471114712147131471414715147161471714718147191472014721147221472314724147251472614727147281472914730147311473214733147341473514736147371473814739147401474114742147431474414745147461474714748147491475014751147521475314754147551475614757147581475914760147611476214763147641476514766147671476814769147701477114772147731477414775147761477714778147791478014781147821478314784147851478614787147881478914790147911479214793147941479514796147971479814799148001480114802148031480414805148061480714808148091481014811148121481314814148151481614817148181481914820148211482214823148241482514826148271482814829148301483114832148331483414835148361483714838148391484014841148421484314844148451484614847148481484914850148511485214853148541485514856148571485814859148601486114862148631486414865148661486714868148691487014871148721487314874148751487614877148781487914880148811488214883148841488514886148871488814889148901489114892148931489414895148961489714898148991490014901149021490314904149051490614907149081490914910149111491214913149141491514916149171491814919149201492114922149231492414925149261492714928149291493014931149321493314934149351493614937149381493914940149411494214943149441494514946149471494814949149501495114952149531495414955149561495714958149591496014961149621496314964149651496614967149681496914970149711497214973149741497514976149771497814979149801498114982149831498414985149861498714988149891499014991149921499314994149951499614997149981499915000150011500215003150041500515006150071500815009150101501115012150131501415015150161501715018150191502015021150221502315024150251502615027150281502915030150311503215033150341503515036150371503815039150401504115042150431504415045150461504715048150491505015051150521505315054150551505615057150581505915060150611506215063150641506515066150671506815069150701507115072150731507415075150761507715078150791508015081150821508315084150851508615087150881508915090150911509215093150941509515096150971509815099151001510115102151031510415105151061510715108151091511015111151121511315114151151511615117151181511915120151211512215123151241512515126151271512815129151301513115132151331513415135151361513715138151391514015141151421514315144151451514615147151481514915150151511515215153151541515515156151571515815159151601516115162151631516415165151661516715168151691517015171151721517315174151751517615177151781517915180151811518215183151841518515186151871518815189151901519115192151931519415195151961519715198151991520015201152021520315204152051520615207152081520915210152111521215213152141521515216152171521815219152201522115222152231522415225152261522715228152291523015231152321523315234152351523615237152381523915240152411524215243152441524515246152471524815249152501525115252152531525415255152561525715258152591526015261152621526315264152651526615267152681526915270152711527215273152741527515276152771527815279152801528115282152831528415285152861528715288152891529015291152921529315294152951529615297152981529915300153011530215303153041530515306153071530815309153101531115312153131531415315153161531715318153191532015321153221532315324153251532615327153281532915330153311533215333153341533515336153371533815339153401534115342153431534415345153461534715348153491535015351153521535315354153551535615357153581535915360153611536215363153641536515366153671536815369153701537115372153731537415375153761537715378153791538015381153821538315384153851538615387153881538915390153911539215393153941539515396153971539815399154001540115402154031540415405154061540715408154091541015411154121541315414154151541615417154181541915420154211542215423154241542515426154271542815429154301543115432154331543415435154361543715438154391544015441154421544315444154451544615447154481544915450154511545215453154541545515456154571545815459154601546115462154631546415465154661546715468154691547015471154721547315474154751547615477154781547915480154811548215483154841548515486154871548815489154901549115492154931549415495154961549715498154991550015501155021550315504155051550615507155081550915510155111551215513155141551515516155171551815519155201552115522155231552415525155261552715528155291553015531155321553315534155351553615537155381553915540155411554215543155441554515546155471554815549155501555115552155531555415555155561555715558155591556015561155621556315564155651556615567155681556915570155711557215573155741557515576155771557815579155801558115582155831558415585155861558715588155891559015591155921559315594155951559615597155981559915600156011560215603156041560515606156071560815609156101561115612156131561415615156161561715618156191562015621156221562315624156251562615627156281562915630156311563215633156341563515636156371563815639156401564115642156431564415645156461564715648156491565015651156521565315654156551565615657156581565915660156611566215663156641566515666156671566815669156701567115672156731567415675156761567715678156791568015681156821568315684156851568615687156881568915690156911569215693156941569515696156971569815699157001570115702157031570415705157061570715708157091571015711157121571315714157151571615717157181571915720157211572215723157241572515726157271572815729157301573115732157331573415735157361573715738157391574015741157421574315744157451574615747157481574915750157511575215753157541575515756157571575815759157601576115762157631576415765157661576715768157691577015771157721577315774157751577615777157781577915780157811578215783157841578515786157871578815789157901579115792157931579415795157961579715798157991580015801
  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include <yaml-cpp/yaml.h>
  9. #include "../common/cbasetypes.hpp"
  10. #include "../common/ers.hpp"
  11. #include "../common/malloc.hpp"
  12. #include "../common/nullpo.hpp"
  13. #include "../common/random.hpp"
  14. #include "../common/showmsg.hpp"
  15. #include "../common/strlib.hpp"
  16. #include "../common/timer.hpp"
  17. #include "../common/utilities.hpp"
  18. #include "../common/utils.hpp"
  19. #include "battle.hpp"
  20. #include "battleground.hpp"
  21. #include "clif.hpp"
  22. #include "elemental.hpp"
  23. #include "guild.hpp"
  24. #include "homunculus.hpp"
  25. #include "itemdb.hpp"
  26. #include "map.hpp"
  27. #include "mercenary.hpp"
  28. #include "mob.hpp"
  29. #include "npc.hpp"
  30. #include "path.hpp"
  31. #include "pc.hpp"
  32. #include "pc_groups.hpp"
  33. #include "pet.hpp"
  34. #include "script.hpp"
  35. using namespace rathena;
  36. // Regen related flags.
  37. enum e_regen {
  38. RGN_NONE = 0x00,
  39. RGN_HP = 0x01,
  40. RGN_SP = 0x02,
  41. RGN_SHP = 0x04,
  42. RGN_SSP = 0x08,
  43. };
  44. // Bonus values and upgrade chances for refining equipment
  45. static struct {
  46. int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
  47. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  48. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  49. struct refine_cost cost[REFINE_COST_MAX];
  50. } refine_info[REFINE_TYPE_MAX];
  51. static struct eri *sc_data_ers; /// For sc_data entries
  52. static struct status_data dummy_status;
  53. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  54. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  55. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  56. // 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
  57. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  58. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  59. sc_type SkillStatusChangeTable[MAX_SKILL];
  60. int StatusIconChangeTable[SC_MAX];
  61. unsigned int StatusChangeFlagTable[SC_MAX];
  62. int StatusSkillChangeTable[SC_MAX];
  63. int StatusRelevantBLTypes[EFST_MAX];
  64. unsigned int StatusChangeStateTable[SC_MAX];
  65. unsigned int StatusDisplayType[SC_MAX];
  66. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  68. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  69. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  70. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  71. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  72. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  73. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  74. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  75. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  76. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  77. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  78. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  79. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  80. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  81. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  82. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  83. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  84. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  85. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  86. #ifdef RENEWAL_ASPD
  87. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  88. #endif
  89. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  90. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  91. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  92. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  93. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  94. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  95. #ifdef RENEWAL
  96. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  97. #endif
  98. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  99. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  100. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  104. const std::string SizeFixDatabase::getDefaultLocation() {
  105. return std::string(db_path) + "/size_fix.yml";
  106. }
  107. /**
  108. * Reads and parses an entry from size_fix.
  109. * @param node: YAML node containing the entry.
  110. * @return count of successfully parsed rows
  111. */
  112. uint64 SizeFixDatabase::parseBodyNode(const YAML::Node &node) {
  113. std::string weapon_name;
  114. if (!this->asString(node, "Weapon", weapon_name))
  115. return 0;
  116. std::string weapon_name_constant = "W_" + weapon_name;
  117. int64 constant;
  118. if (!script_get_constant(weapon_name_constant.c_str(), &constant)) {
  119. this->invalidWarning(node["Weapon"], "Size Fix unknown weapon %s, skipping.\n", weapon_name.c_str());
  120. return 0;
  121. }
  122. if (constant < W_FIST || constant > W_2HSTAFF) {
  123. this->invalidWarning(node["Weapon"], "Size Fix weapon %s is an invalid weapon, skipping.\n", weapon_name.c_str());
  124. return 0;
  125. }
  126. int weapon_id = static_cast<int>(constant);
  127. std::shared_ptr<s_sizefix_db> size = this->find(weapon_id);
  128. bool exists = size != nullptr;
  129. if (!exists)
  130. size = std::make_shared<s_sizefix_db>();
  131. if (this->nodeExists(node, "Small")) {
  132. uint16 small;
  133. if (!this->asUInt16(node, "Small", small))
  134. return 0;
  135. if (small > 100) {
  136. this->invalidWarning(node["Small"], "Small Size Fix %d for %s is out of bounds, defaulting to 100.\n", small, weapon_name.c_str());
  137. small = 100;
  138. }
  139. size->small = small;
  140. } else {
  141. if (!exists)
  142. size->small = 100;
  143. }
  144. if (this->nodeExists(node, "Medium")) {
  145. uint16 medium;
  146. if (!this->asUInt16(node, "Medium", medium))
  147. return 0;
  148. if (medium > 100) {
  149. this->invalidWarning(node["Medium"], "Medium Size Fix %d for %s is out of bounds, defaulting to 100.\n", medium, weapon_name.c_str());
  150. medium = 100;
  151. }
  152. size->medium = medium;
  153. } else {
  154. if (!exists)
  155. size->medium = 100;
  156. }
  157. if (this->nodeExists(node, "Large")) {
  158. uint16 large;
  159. if (!this->asUInt16(node, "Large", large))
  160. return 0;
  161. if (large > 100) {
  162. this->invalidWarning(node["Large"], "Large Size Fix %d for %s is out of bounds, defaulting to 100.\n", large, weapon_name.c_str());
  163. large = 100;
  164. }
  165. size->large = large;
  166. } else {
  167. if (!exists)
  168. size->large = 100;
  169. }
  170. if (!exists)
  171. this->put(weapon_id, size);
  172. return 1;
  173. }
  174. SizeFixDatabase size_fix_db;
  175. /**
  176. * Returns the status change associated with a skill.
  177. * @param skill The skill to look up
  178. * @return The status registered for this skill
  179. */
  180. sc_type status_skill2sc(int skill)
  181. {
  182. int idx = skill_get_index(skill);
  183. if( idx == 0 ) {
  184. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  185. return SC_NONE;
  186. }
  187. return SkillStatusChangeTable[idx];
  188. }
  189. /**
  190. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  191. * Utilized for various duration lookups. Use with caution!
  192. * @param sc The status to look up
  193. * @return A skill associated with the status
  194. */
  195. int status_sc2skill(sc_type sc)
  196. {
  197. if( sc < 0 || sc >= SC_MAX ) {
  198. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  199. return 0;
  200. }
  201. return StatusSkillChangeTable[sc];
  202. }
  203. /**
  204. * Returns the status calculation flag associated with a given status change.
  205. * @param sc The status to look up
  206. * @return The scb_flag registered for this status (see enum scb_flag)
  207. */
  208. unsigned int status_sc2scb_flag(sc_type sc)
  209. {
  210. if( sc < 0 || sc >= SC_MAX ) {
  211. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  212. return SCB_NONE;
  213. }
  214. return StatusChangeFlagTable[sc];
  215. }
  216. /**
  217. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  218. * @param type The client-side status identifier to look up (see enum efst_types)
  219. * @return The bl types relevant to the type (see enum bl_type)
  220. */
  221. int status_type2relevant_bl_types(int type)
  222. {
  223. if( type < EFST_BLANK || type >= EFST_MAX ) {
  224. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  225. return EFST_BLANK;
  226. }
  227. return StatusRelevantBLTypes[type];
  228. }
  229. #define add_sc(skill,sc) set_sc(skill,sc,EFST_BLANK,SCB_NONE)
  230. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  231. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < EFST_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  232. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  233. {
  234. uint16 idx = skill_get_index(skill_id);
  235. if( idx == 0 ) {
  236. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  237. return;
  238. }
  239. if( sc <= SC_NONE || sc >= SC_MAX ) {
  240. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  241. return;
  242. }
  243. if( StatusSkillChangeTable[sc] == 0 )
  244. StatusSkillChangeTable[sc] = skill_id;
  245. if( StatusIconChangeTable[sc] == EFST_BLANK )
  246. StatusIconChangeTable[sc] = icon;
  247. StatusChangeFlagTable[sc] |= flag;
  248. if( SkillStatusChangeTable[idx] == SC_NONE )
  249. SkillStatusChangeTable[idx] = sc;
  250. }
  251. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  252. if (sc > SC_NONE && sc < SC_MAX) {
  253. if (StatusIconChangeTable[sc] == EFST_BLANK)
  254. StatusIconChangeTable[sc] = icon;
  255. StatusChangeFlagTable[sc] |= flag;
  256. }
  257. if (icon > EFST_BLANK && icon < EFST_MAX)
  258. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  259. }
  260. void initChangeTables(void)
  261. {
  262. int i;
  263. for (i = 0; i < SC_MAX; i++)
  264. StatusIconChangeTable[i] = EFST_BLANK;
  265. for (i = 0; i < MAX_SKILL; i++)
  266. SkillStatusChangeTable[i] = SC_NONE;
  267. for (i = 0; i < EFST_MAX; i++)
  268. StatusRelevantBLTypes[i] = BL_PC;
  269. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  270. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  271. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  272. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  273. memset(SCDisabled, 0, sizeof(SCDisabled));
  274. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  275. set_sc( NPC_PETRIFYATTACK , SC_STONE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  276. set_sc( NPC_WIDEFREEZE , SC_FREEZE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  277. add_sc( NPC_STUNATTACK , SC_STUN );
  278. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  279. set_sc( NPC_POISON , SC_POISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  280. set_sc( NPC_WIDECURSE , SC_CURSE , EFST_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  281. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  282. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  283. set_sc( NPC_BLINDATTACK , SC_BLIND , EFST_BLANK , SCB_HIT|SCB_FLEE );
  284. set_sc( NPC_BLEEDING , SC_BLEEDING , EFST_BLOODING, SCB_REGEN );
  285. set_sc( NPC_POISON , SC_DPOISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  286. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  287. /* The main status definitions */
  288. add_sc( SM_BASH , SC_STUN );
  289. set_sc( SM_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  290. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  291. set_sc( SM_ENDURE , SC_ENDURE , EFST_ENDURE , SCB_MDEF|SCB_DSPD );
  292. add_sc( MG_SIGHT , SC_SIGHT );
  293. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  294. add_sc( MG_FROSTDIVER , SC_FREEZE );
  295. add_sc( MG_STONECURSE , SC_STONE );
  296. add_sc( AL_RUWACH , SC_RUWACH );
  297. add_sc( AL_PNEUMA , SC_PNEUMA );
  298. set_sc( AL_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED
  299. #ifdef RENEWAL
  300. |SCB_ASPD );
  301. #else
  302. );
  303. #endif
  304. set_sc( AL_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  305. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , EFST_CRUCIS, SCB_DEF );
  306. set_sc( AL_ANGELUS , SC_ANGELUS , EFST_ANGELUS , SCB_DEF2
  307. #ifdef RENEWAL
  308. |SCB_MAXHP );
  309. #else
  310. );
  311. #endif
  312. set_sc( AL_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX
  313. #ifdef RENEWAL
  314. |SCB_HIT );
  315. #else
  316. );
  317. #endif
  318. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , EFST_CONCENTRATION, SCB_AGI|SCB_DEX );
  319. set_sc( TF_HIDING , SC_HIDING , EFST_HIDING , SCB_SPEED );
  320. add_sc( TF_POISON , SC_POISON );
  321. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , EFST_TWOHANDQUICKEN , SCB_ASPD
  322. #ifdef RENEWAL
  323. |SCB_HIT|SCB_CRI );
  324. #else
  325. );
  326. #endif
  327. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , EFST_AUTOCOUNTER , SCB_NONE );
  328. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , EFST_IMPOSITIO , SCB_WATK
  329. #ifdef RENEWAL
  330. |SCB_MATK );
  331. #else
  332. );
  333. #endif
  334. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , EFST_SUFFRAGIUM , SCB_NONE );
  335. set_sc( PR_ASPERSIO , SC_ASPERSIO , EFST_ASPERSIO , SCB_ATK_ELE );
  336. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  337. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , EFST_SLOWPOISON , SCB_REGEN );
  338. set_sc( PR_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  339. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  340. set_sc( PR_GLORIA , SC_GLORIA , EFST_GLORIA , SCB_LUK );
  341. add_sc( PR_STRECOVERY , SC_BLIND );
  342. add_sc( PR_LEXDIVINA , SC_SILENCE );
  343. set_sc( PR_LEXAETERNA , SC_AETERNA , EFST_LEXAETERNA, SCB_NONE );
  344. add_sc( WZ_METEOR , SC_STUN );
  345. add_sc( WZ_VERMILION , SC_BLIND );
  346. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  347. add_sc( WZ_STORMGUST , SC_FREEZE );
  348. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , EFST_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  349. add_sc( BS_HAMMERFALL , SC_STUN );
  350. set_sc( BS_ADRENALINE , SC_ADRENALINE , EFST_ADRENALINE , SCB_ASPD
  351. #ifdef RENEWAL
  352. |SCB_HIT );
  353. #else
  354. );
  355. #endif
  356. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , EFST_WEAPONPERFECT, SCB_NONE );
  357. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , EFST_OVERTHRUST , SCB_NONE );
  358. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , EFST_MAXIMIZE, SCB_REGEN );
  359. add_sc( HT_LANDMINE , SC_STUN );
  360. set_sc( HT_ANKLESNARE , SC_ANKLE , EFST_ANKLESNARE , SCB_NONE );
  361. add_sc( HT_SANDMAN , SC_SLEEP );
  362. add_sc( HT_FLASHER , SC_BLIND );
  363. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  364. set_sc( AS_CLOAKING , SC_CLOAKING , EFST_CLOAKING , SCB_CRI|SCB_SPEED );
  365. add_sc( AS_SONICBLOW , SC_STUN );
  366. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , EFST_ENCHANTPOISON, SCB_ATK_ELE );
  367. set_sc( AS_POISONREACT , SC_POISONREACT , EFST_POISONREACT , SCB_NONE );
  368. add_sc( AS_VENOMDUST , SC_POISON );
  369. set_sc( AS_SPLASHER , SC_SPLASHER , EFST_SPLASHER , SCB_NONE );
  370. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , EFST_TRICKDEAD , SCB_REGEN );
  371. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  372. add_sc( TF_SPRINKLESAND , SC_BLIND );
  373. add_sc( TF_THROWSTONE , SC_STUN );
  374. set_sc( MC_LOUD , SC_LOUD , EFST_SHOUT, SCB_STR
  375. #ifdef RENEWAL
  376. |SCB_BATK );
  377. #else
  378. );
  379. #endif
  380. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , EFST_ENERGYCOAT , SCB_NONE );
  381. set_sc( NPC_EMOTION , SC_MODECHANGE , EFST_BLANK , SCB_MODE );
  382. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  383. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , EFST_ARMOR_PROPERTY , SCB_DEF_ELE );
  384. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  385. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  386. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  387. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  388. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  389. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  390. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  391. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  392. add_sc( NPC_POISON , SC_POISON );
  393. add_sc( NPC_BLINDATTACK , SC_BLIND );
  394. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  395. add_sc( NPC_STUNATTACK , SC_STUN );
  396. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  397. add_sc( NPC_CURSEATTACK , SC_CURSE );
  398. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  399. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  400. set_sc( NPC_KEEPING , SC_KEEPING , EFST_BLANK , SCB_DEF );
  401. add_sc( NPC_DARKBLESSING , SC_COMA );
  402. set_sc( NPC_BARRIER , SC_BARRIER , EFST_BARRIER , SCB_MDEF|SCB_DEF );
  403. add_sc( NPC_DEFENDER , SC_ARMOR );
  404. add_sc( NPC_LICK , SC_STUN );
  405. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , EFST_ILLUSION, SCB_NONE );
  406. add_sc( NPC_REBIRTH , SC_REBIRTH );
  407. add_sc( RG_RAID , SC_STUN );
  408. #ifdef RENEWAL
  409. add_sc( RG_RAID , SC_RAID );
  410. add_sc( RG_BACKSTAP , SC_STUN );
  411. #endif
  412. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , EFST_NOEQUIPWEAPON, SCB_WATK );
  413. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , EFST_NOEQUIPSHIELD, SCB_DEF );
  414. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , EFST_NOEQUIPARMOR, SCB_VIT );
  415. set_sc( RG_STRIPHELM , SC_STRIPHELM , EFST_NOEQUIPHELM, SCB_INT );
  416. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  417. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , EFST_PROTECTWEAPON, SCB_NONE );
  418. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , EFST_PROTECTSHIELD, SCB_NONE );
  419. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , EFST_PROTECTARMOR, SCB_NONE );
  420. set_sc( AM_CP_HELM , SC_CP_HELM , EFST_PROTECTHELM, SCB_NONE );
  421. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  422. add_sc( CR_SHIELDCHARGE , SC_STUN );
  423. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  424. add_sc( CR_HOLYCROSS , SC_BLIND );
  425. add_sc( CR_GRANDCROSS , SC_BLIND );
  426. set_sc( CR_DEVOTION , SC_DEVOTION , EFST_DEVOTION , SCB_NONE);
  427. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , EFST_PROVIDENCE , SCB_ALL );
  428. set_sc( CR_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  429. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , EFST_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  430. set_sc( MO_STEELBODY , SC_STEELBODY , EFST_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  431. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  432. set_sc( MO_BLADESTOP , SC_BLADESTOP , EFST_BLADESTOP , SCB_NONE );
  433. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , EFST_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  434. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , EFST_BLANK , SCB_REGEN );
  435. #ifdef RENEWAL
  436. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , EFST_EXTREMITYFIST , SCB_NONE );
  437. #endif
  438. set_sc( SA_MAGICROD , SC_MAGICROD , EFST_MAGICROD , SCB_NONE );
  439. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , EFST_AUTOSPELL , SCB_NONE );
  440. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , EFST_PROPERTYFIRE,
  441. #ifndef RENEWAL
  442. SCB_ATK_ELE );
  443. #else
  444. SCB_ALL );
  445. #endif
  446. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , EFST_PROPERTYWATER,
  447. #ifndef RENEWAL
  448. SCB_ATK_ELE);
  449. #else
  450. SCB_ALL);
  451. #endif
  452. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , EFST_PROPERTYWIND,
  453. #ifndef RENEWAL
  454. SCB_ATK_ELE);
  455. #else
  456. SCB_ALL);
  457. #endif
  458. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , EFST_PROPERTYGROUND,
  459. #ifndef RENEWAL
  460. SCB_ATK_ELE);
  461. #else
  462. SCB_ALL );
  463. #endif
  464. set_sc( SA_VOLCANO , SC_VOLCANO , EFST_GROUNDMAGIC, SCB_WATK
  465. #ifdef RENEWAL
  466. |SCB_MATK );
  467. #else
  468. );
  469. #endif
  470. set_sc( SA_DELUGE , SC_DELUGE , EFST_GROUNDMAGIC, SCB_MAXHP );
  471. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , EFST_GROUNDMAGIC, SCB_FLEE );
  472. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  473. add_sc( SA_COMA , SC_COMA );
  474. #ifdef RENEWAL
  475. set_sc( BD_ADAPTATION , SC_ADAPTATION , EFST_ADAPTATION, SCB_NONE );
  476. #endif
  477. set_sc( BD_ENCORE , SC_DANCING , EFST_BDPLAYING , SCB_SPEED|SCB_REGEN );
  478. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , EFST_RICHMANKIM , SCB_NONE );
  479. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , EFST_ETERNALCHAOS , SCB_DEF2 );
  480. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , EFST_DRUMBATTLEFIELD ,
  481. #ifndef RENEWAL
  482. SCB_WATK|SCB_DEF );
  483. #else
  484. SCB_DEF );
  485. #endif
  486. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , EFST_RINGNIBELUNGEN ,
  487. #ifndef RENEWAL
  488. SCB_WATK );
  489. #else
  490. SCB_ALL );
  491. #endif
  492. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , EFST_ROKISWEIL , SCB_NONE );
  493. set_sc( BD_INTOABYSS , SC_INTOABYSS , EFST_INTOABYSS , SCB_NONE );
  494. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , EFST_SIEGFRIED , SCB_ALL );
  495. add_sc( BA_FROSTJOKER , SC_FREEZE );
  496. set_sc( BA_WHISTLE , SC_WHISTLE , EFST_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  497. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , EFST_ASSASSINCROSS , SCB_ASPD );
  498. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , EFST_POEMBRAGI , SCB_NONE );
  499. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , EFST_APPLEIDUN , SCB_MAXHP );
  500. add_sc( DC_SCREAM , SC_STUN );
  501. set_sc( DC_HUMMING , SC_HUMMING , EFST_HUMMING , SCB_HIT );
  502. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , EFST_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  503. set_sc( DC_FORTUNEKISS , SC_FORTUNE , EFST_FORTUNEKISS , SCB_ALL );
  504. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , EFST_SERVICEFORYOU , SCB_ALL );
  505. add_sc( NPC_DARKCROSS , SC_BLIND );
  506. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  507. set_sc( NPC_STOP , SC_STOP , EFST_STOP , SCB_NONE );
  508. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , EFST_BROKENWEAPON , SCB_NONE );
  509. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , EFST_BROKENARMOR , SCB_NONE );
  510. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , EFST_PROPERTYUNDEAD, SCB_DEF_ELE );
  511. set_sc( NPC_POWERUP , SC_INCHITRATE , EFST_BLANK , SCB_HIT );
  512. set_sc( NPC_AGIUP , SC_INCFLEERATE , EFST_BLANK , SCB_FLEE );
  513. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  514. set_sc( LK_AURABLADE , SC_AURABLADE , EFST_AURABLADE , SCB_NONE );
  515. set_sc( LK_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  516. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , EFST_LKCONCENTRATION ,
  517. #ifndef RENEWAL
  518. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  519. #else
  520. SCB_HIT|SCB_DEF );
  521. #endif
  522. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , EFST_TENSIONRELAX , SCB_REGEN );
  523. set_sc( LK_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  524. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  525. #ifndef RENEWAL
  526. EFST_ASSUMPTIO , SCB_NONE );
  527. #else
  528. EFST_ASSUMPTIO_BUFF , SCB_DEF );
  529. #endif
  530. #ifdef RENEWAL
  531. set_sc( HP_BASILICA , SC_BASILICA , EFST_BASILICA_BUFF , SCB_ALL );
  532. #else
  533. add_sc( HP_BASILICA , SC_BASILICA );
  534. #endif
  535. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , EFST_MAGICPOWER , SCB_MATK );
  536. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  537. set_sc( PA_GOSPEL , SC_GOSPEL , EFST_GOSPEL , SCB_SPEED|SCB_ASPD );
  538. add_sc( PA_GOSPEL , SC_SCRESIST );
  539. add_sc( CH_TIGERFIST , SC_STOP );
  540. set_sc( ASC_EDP , SC_EDP , EFST_EDP , SCB_NONE );
  541. set_sc( SN_SIGHT , SC_TRUESIGHT , EFST_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  542. set_sc( SN_WINDWALK , SC_WINDWALK , EFST_WINDWALK , SCB_FLEE|SCB_SPEED );
  543. set_sc( WS_MELTDOWN , SC_MELTDOWN , EFST_MELTDOWN , SCB_NONE );
  544. set_sc( WS_CARTBOOST , SC_CARTBOOST , EFST_CARTBOOST , SCB_SPEED );
  545. set_sc( ST_CHASEWALK , SC_CHASEWALK , EFST_CHASEWALK , SCB_SPEED );
  546. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , EFST_SWORDREJECT, SCB_NONE );
  547. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  548. set_sc( CG_MARIONETTE , SC_MARIONETTE , EFST_MARIONETTE_MASTER, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  549. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , EFST_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  550. add_sc( LK_SPIRALPIERCE , SC_STOP );
  551. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  552. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , EFST_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  553. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  554. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , EFST_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  555. set_sc( PF_MEMORIZE , SC_MEMORIZE , EFST_MEMORIZE , SCB_NONE );
  556. set_sc( PF_FOGWALL , SC_FOGWALL , EFST_FOGWALL , SCB_NONE );
  557. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , EFST_SPIDERWEB , SCB_FLEE );
  558. set_sc( WE_BABY , SC_BABY , EFST_PROTECTEXP, SCB_NONE );
  559. set_sc( TK_RUN , SC_RUN , EFST_RUN , SCB_SPEED|SCB_DSPD );
  560. set_sc( TK_RUN , SC_SPURT , EFST_STRUP, SCB_STR );
  561. set_sc( TK_READYSTORM , SC_READYSTORM , EFST_STORMKICK_ON, SCB_NONE );
  562. set_sc( TK_READYDOWN , SC_READYDOWN , EFST_DOWNKICK_ON, SCB_NONE );
  563. add_sc( TK_DOWNKICK , SC_STUN );
  564. set_sc( TK_READYTURN , SC_READYTURN , EFST_TURNKICK_ON, SCB_NONE );
  565. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , EFST_COUNTER_ON, SCB_NONE );
  566. set_sc( TK_DODGE , SC_DODGE , EFST_DODGE_ON, SCB_NONE );
  567. set_sc( TK_SPTIME , SC_EARTHSCROLL , EFST_EARTHSCROLL , SCB_NONE );
  568. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  569. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , EFST_PROPERTYTELEKINESIS, SCB_ATK_ELE );
  570. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , EFST_PROPERTYDARK, SCB_ATK_ELE );
  571. set_sc( SG_SUN_WARM , SC_WARM , EFST_SG_SUN_WARM, SCB_NONE );
  572. set_sc( SG_MOON_WARM , SC_WARM, EFST_SG_MOON_WARM, SCB_NONE);
  573. set_sc( SG_STAR_WARM , SC_WARM, EFST_SG_STAR_WARM, SCB_NONE);
  574. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , EFST_SUN_COMFORT , SCB_DEF2 );
  575. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , EFST_MOON_COMFORT , SCB_FLEE );
  576. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , EFST_STAR_COMFORT , SCB_ASPD );
  577. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  578. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , EFST_BLANK , SCB_ALL );
  579. set_sc( SG_FUSION , SC_FUSION , EFST_BLANK , SCB_SPEED );
  580. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , EFST_ADRENALINE2 , SCB_ASPD );
  581. set_sc( SL_KAIZEL , SC_KAIZEL , EFST_KAIZEL , SCB_NONE );
  582. set_sc( SL_KAAHI , SC_KAAHI , EFST_KAAHI , SCB_NONE );
  583. set_sc( SL_KAUPE , SC_KAUPE , EFST_KAUPE , SCB_NONE );
  584. set_sc( SL_KAITE , SC_KAITE , EFST_KAITE , SCB_NONE );
  585. add_sc( SL_STUN , SC_STUN );
  586. set_sc( SL_SWOO , SC_SWOO , EFST_SWOO , SCB_SPEED );
  587. set_sc( SL_SKE , SC_SKE , EFST_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  588. set_sc( SL_SKA , SC_SKA , EFST_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  589. set_sc( SL_SMA , SC_SMA , EFST_SMA_READY, SCB_NONE );
  590. set_sc( SM_SELFPROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  591. set_sc( ST_PRESERVE , SC_PRESERVE , EFST_PRESERVE , SCB_NONE );
  592. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , EFST_DOUBLECASTING, SCB_NONE );
  593. #ifndef RENEWAL
  594. set_sc( HW_GRAVITATION , SC_GRAVITATION , EFST_GRAVITATION , SCB_ASPD );
  595. #endif
  596. add_sc( WS_CARTTERMINATION , SC_STUN );
  597. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , EFST_OVERTHRUSTMAX, SCB_NONE );
  598. #ifndef RENEWAL
  599. set_sc( CG_LONGINGFREEDOM , SC_LONGING , EFST_LONGING , SCB_SPEED|SCB_ASPD );
  600. #endif
  601. set_sc( CG_HERMODE , SC_HERMODE , EFST_HERMODE , SCB_NONE );
  602. set_sc( CG_TAROTCARD , SC_TAROTCARD , EFST_TAROTCARD, SCB_NONE );
  603. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , EFST_WEAPONPROPERTY, SCB_ATK_ELE );
  604. set_sc( SL_HIGH , SC_SPIRIT , EFST_SOULLINK, SCB_ALL );
  605. set_sc( KN_ONEHAND , SC_ONEHAND , EFST_ONEHANDQUICKEN, SCB_ASPD );
  606. set_sc( GS_FLING , SC_FLING , EFST_BLANK , SCB_DEF|SCB_DEF2 );
  607. add_sc( GS_CRACKER , SC_STUN );
  608. add_sc( GS_DISARM , SC_STRIPWEAPON );
  609. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  610. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , EFST_GS_MADNESSCANCEL,
  611. #ifndef RENEWAL
  612. SCB_BATK|SCB_ASPD );
  613. #else
  614. SCB_ASPD );
  615. #endif
  616. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , EFST_GS_ADJUSTMENT, SCB_HIT|SCB_FLEE );
  617. set_sc( GS_INCREASING , SC_INCREASING , EFST_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  618. #ifdef RENEWAL
  619. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , EFST_GS_MAGICAL_BULLET , SCB_NONE );
  620. #endif
  621. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , EFST_GS_GATLINGFEVER, SCB_FLEE|SCB_SPEED|SCB_ASPD
  622. #ifndef RENEWAL
  623. |SCB_BATK );
  624. #else
  625. );
  626. #endif
  627. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  628. set_sc( NJ_SUITON , SC_SUITON , EFST_BLANK , SCB_AGI|SCB_SPEED );
  629. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  630. set_sc( NJ_NEN , SC_NEN , EFST_NJ_NEN, SCB_STR|SCB_INT );
  631. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , EFST_NJ_UTSUSEMI, SCB_NONE );
  632. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , EFST_NJ_BUNSINJYUTSU, SCB_DYE );
  633. add_sc( NPC_ICEBREATH , SC_FREEZE );
  634. add_sc( NPC_ACIDBREATH , SC_POISON );
  635. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  636. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  637. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  638. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  639. add_sc( NPC_WIDESTONE , SC_STONE );
  640. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  641. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  642. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  643. add_sc( NPC_EVILLAND , SC_BLIND );
  644. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  645. set_sc( NPC_SLOWCAST , SC_SLOWCAST , EFST_SLOWCAST , SCB_NONE );
  646. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , EFST_CRITICALWOUND , SCB_NONE );
  647. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , EFST_BLANK , SCB_NONE );
  648. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  649. add_sc( NPC_WIDECURSE , SC_CURSE );
  650. add_sc( NPC_WIDESTUN , SC_STUN );
  651. set_sc( NPC_HELLPOWER , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  652. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  653. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , EFST_INVINCIBLE , SCB_SPEED );
  654. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , EFST_BLANK , SCB_SPEED );
  655. set_sc( NPC_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  656. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , EFST_MAXPAIN , SCB_NONE );
  657. add_sc( NPC_JACKFROST , SC_FREEZE );
  658. set_sc( CASH_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  659. set_sc( CASH_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  660. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO ,
  661. #ifndef RENEWAL
  662. EFST_ASSUMPTIO , SCB_NONE );
  663. #else
  664. EFST_ASSUMPTIO_BUFF , SCB_DEF );
  665. #endif
  666. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , EFST_PARTYFLEE , SCB_NONE );
  667. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , EFST_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  668. set_sc( CR_SHRINK , SC_SHRINK , EFST_CR_SHRINK, SCB_NONE );
  669. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , EFST_RG_CCONFINE_S, SCB_NONE );
  670. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , EFST_RG_CCONFINE_M, SCB_FLEE );
  671. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , EFST_WZ_SIGHTBLASTER, SCB_NONE );
  672. set_sc( DC_WINKCHARM , SC_WINKCHARM , EFST_DC_WINKCHARM, SCB_NONE );
  673. add_sc( MO_BALKYOUNG , SC_STUN );
  674. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  675. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  676. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  677. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  678. set_sc( HLIF_AVOID , SC_AVOID , EFST_BLANK , SCB_SPEED );
  679. set_sc( HLIF_CHANGE , SC_CHANGE , EFST_BLANK , SCB_VIT|SCB_INT );
  680. set_sc( HFLI_FLEET , SC_FLEET , EFST_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  681. set_sc( HFLI_SPEED , SC_SPEED , EFST_BLANK , SCB_FLEE );
  682. set_sc( HAMI_DEFENCE , SC_DEFENCE , EFST_BLANK ,
  683. #ifndef RENEWAL
  684. SCB_DEF );
  685. #else
  686. SCB_VIT );
  687. #endif
  688. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , EFST_BLANK , SCB_BATK|SCB_WATK );
  689. /* Homunculus S */
  690. add_sc(MH_STAHL_HORN , SC_STUN );
  691. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , EFST_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  692. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , EFST_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  693. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  694. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , EFST_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  695. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, EFST_LIGHT_OF_REGENE, SCB_NONE);
  696. set_sc(MH_VOLCANIC_ASH , SC_ASH , EFST_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  697. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , EFST_GRANITIC_ARMOR , SCB_NONE );
  698. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , EFST_MAGMA_FLOW , SCB_NONE );
  699. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , EFST_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  700. set_sc(MH_LAVA_SLIDE , SC_BURNING , EFST_BURNT , SCB_MDEF );
  701. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , EFST_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  702. add_sc(MH_POISON_MIST , SC_BLIND );
  703. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , EFST_PAIN_KILLER , SCB_ASPD );
  704. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  705. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , EFST_TINDER_BREAKER , SCB_FLEE );
  706. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , EFST_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  707. set_sc(MH_CBC , SC_CBC , EFST_CBC , SCB_FLEE );
  708. set_sc(MH_EQC , SC_EQC , EFST_EQC , SCB_DEF2|SCB_MAXHP );
  709. add_sc( MER_CRASH , SC_STUN );
  710. set_sc( MER_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  711. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  712. add_sc( MER_SIGHT , SC_SIGHT );
  713. set_sc( MER_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  714. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  715. add_sc( MER_LEXDIVINA , SC_SILENCE );
  716. add_sc( MA_LANDMINE , SC_STUN );
  717. add_sc( MA_SANDMAN , SC_SLEEP );
  718. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  719. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  720. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  721. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  722. set_sc( ML_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  723. set_sc( MS_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  724. set_sc( MS_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  725. add_sc( ML_SPIRALPIERCE , SC_STOP );
  726. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , EFST_BLANK , SCB_ASPD );
  727. add_sc( ML_DEVOTION , SC_DEVOTION );
  728. set_sc( MER_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  729. set_sc( MER_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  730. set_sc( MER_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  731. set_sc( MER_INVINCIBLEOFF2 , SC_INVINCIBLEOFF , EFST_BLANK, SCB_SPEED );
  732. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , EFST_BLANK , SCB_STR );
  733. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , EFST_BLANK , SCB_VIT );
  734. set_sc( GD_SOULCOLD , SC_SOULCOLD , EFST_BLANK , SCB_AGI );
  735. set_sc( GD_HAWKEYES , SC_HAWKEYES , EFST_BLANK , SCB_DEX );
  736. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , EFST_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  737. set_sc( GD_REGENERATION , SC_REGENERATION , EFST_GDSKILL_REGENERATION , SCB_REGEN );
  738. /* Rune Knight */
  739. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , EFST_ENCHANTBLADE , SCB_NONE );
  740. set_sc( RK_DRAGONHOWLING , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  741. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , EFST_DEATHBOUND , SCB_NONE );
  742. set_sc( RK_WINDCUTTER , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  743. set_sc( RK_DRAGONBREATH , SC_BURNING , EFST_BURNT , SCB_MDEF );
  744. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , EFST_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  745. set_sc( RK_REFRESH , SC_REFRESH , EFST_REFRESH , SCB_NONE );
  746. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , EFST_GIANTGROWTH , SCB_STR );
  747. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , EFST_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  748. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , EFST_VITALITYACTIVATION , SCB_NONE );
  749. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , EFST_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  750. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , EFST_ABUNDANCE , SCB_NONE );
  751. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , EFST_CRUSHSTRIKE , SCB_NONE );
  752. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  753. set_sc( RK_LUXANIMA , SC_LUXANIMA , EFST_LUXANIMA , SCB_ALL );
  754. /* GC Guillotine Cross */
  755. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , EFST_VENOMIMPRESS , SCB_NONE );
  756. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , EFST_POISONINGWEAPON , SCB_NONE );
  757. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , EFST_WEAPONBLOCKING , SCB_NONE );
  758. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , EFST_CLOAKINGEXCEED , SCB_SPEED );
  759. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , EFST_HALLUCINATIONWALK , SCB_FLEE );
  760. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , EFST_ROLLINGCUTTER , SCB_NONE );
  761. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , EFST_DARKCROW , SCB_NONE );
  762. /* Arch Bishop */
  763. set_sc( AB_ADORAMUS , SC_ADORAMUS , EFST_ADORAMUS , SCB_AGI|SCB_SPEED );
  764. add_sc( AB_CLEMENTIA , SC_BLESSING );
  765. add_sc( AB_CANTO , SC_INCREASEAGI );
  766. set_sc( AB_EPICLESIS , SC_EPICLESIS , EFST_EPICLESIS , SCB_MAXHP );
  767. add_sc( AB_PRAEFATIO , SC_KYRIE );
  768. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , EFST_ORATIO , SCB_NONE );
  769. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , EFST_LAUDAAGNUS , SCB_MAXHP );
  770. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , EFST_LAUDARAMUS , SCB_ALL );
  771. set_sc( AB_RENOVATIO , SC_RENOVATIO , EFST_RENOVATIO , SCB_REGEN );
  772. set_sc( AB_EXPIATIO , SC_EXPIATIO , EFST_EXPIATIO , SCB_NONE );
  773. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , EFST_DUPLELIGHT , SCB_NONE );
  774. set_sc( AB_SECRAMENT , SC_SECRAMENT , EFST_AB_SECRAMENT, SCB_NONE );
  775. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , EFST_OFFERTORIUM , SCB_NONE );
  776. add_sc( AB_VITUPERATUM , SC_AETERNA );
  777. /* Warlock */
  778. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  779. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  780. add_sc( WL_JACKFROST , SC_FREEZE );
  781. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , EFST_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  782. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , EFST_RECOGNIZEDSPELL , SCB_MATK);
  783. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  784. set_sc( WL_STASIS , SC_STASIS , EFST_STASIS , SCB_NONE );
  785. add_sc( WL_CRIMSONROCK , SC_STUN );
  786. set_sc( WL_HELLINFERNO , SC_BURNING , EFST_BURNT , SCB_MDEF );
  787. set_sc( WL_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  788. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, EFST_TELEKINESIS_INTENSE, SCB_MATK );
  789. /* Ranger */
  790. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , EFST_FEARBREEZE , SCB_NONE );
  791. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , EFST_ELECTRICSHOCKER , SCB_NONE );
  792. set_sc( RA_WUGDASH , SC_WUGDASH , EFST_WUGDASH , SCB_SPEED|SCB_DSPD );
  793. set_sc( RA_WUGBITE , SC_BITE , EFST_WUGBITE , SCB_NONE );
  794. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , EFST_CAMOUFLAGE , SCB_SPEED );
  795. set_sc( RA_FIRINGTRAP , SC_BURNING , EFST_BURNT , SCB_MDEF );
  796. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , EFST_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF );
  797. set_sc( RA_UNLIMIT , SC_UNLIMIT , EFST_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  798. /* Mechanic */
  799. set_sc( NC_ACCELERATION , SC_ACCELERATION , EFST_ACCELERATION , SCB_SPEED );
  800. set_sc( NC_HOVERING , SC_HOVERING , EFST_HOVERING , SCB_SPEED );
  801. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , EFST_SHAPESHIFT , SCB_DEF_ELE );
  802. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , EFST_INFRAREDSCAN , SCB_FLEE );
  803. set_sc( NC_ANALYZE , SC_ANALYZE , EFST_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  804. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , EFST_MAGNETICFIELD , SCB_NONE );
  805. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , EFST_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  806. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , EFST_STEALTHFIELD , SCB_SPEED );
  807. add_sc( NC_MAGMA_ERUPTION , SC_STUN );
  808. add_sc( NC_MAGMA_ERUPTION_DOTDAMAGE, SC_BURNING );
  809. /* Royal Guard */
  810. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , EFST_LG_REFLECTDAMAGE , SCB_NONE );
  811. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , EFST_FORCEOFVANGUARD , SCB_MAXHP );
  812. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , EFST_EXEEDBREAK , SCB_NONE );
  813. set_sc( LG_PRESTIGE , SC_PRESTIGE , EFST_PRESTIGE , SCB_DEF );
  814. set_sc( LG_BANDING , SC_BANDING , EFST_BANDING , SCB_DEF|SCB_WATK|SCB_REGEN );
  815. set_sc( LG_PIETY , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  816. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , EFST_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  817. set_sc( LG_INSPIRATION , SC_INSPIRATION , EFST_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  818. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , EFST_KINGS_GRACE , SCB_NONE );
  819. /* Shadow Chaser */
  820. set_sc( SC_REPRODUCE , SC__REPRODUCE , EFST_REPRODUCE , SCB_NONE );
  821. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , EFST_AUTOSHADOWSPELL , SCB_NONE );
  822. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , EFST_SHADOWFORM , SCB_NONE );
  823. set_sc( SC_BODYPAINT , SC__BODYPAINT , EFST_BODYPAINT , SCB_ASPD );
  824. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , EFST_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  825. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , EFST_DEADLYINFECT , SCB_NONE );
  826. set_sc( SC_ENERVATION , SC__ENERVATION , EFST_ENERVATION , SCB_BATK|SCB_WATK );
  827. set_sc( SC_GROOMY , SC__GROOMY , EFST_GROOMY , SCB_ASPD|SCB_HIT );
  828. set_sc( SC_IGNORANCE , SC__IGNORANCE , EFST_IGNORANCE , SCB_NONE );
  829. set_sc( SC_LAZINESS , SC__LAZINESS , EFST_LAZINESS , SCB_FLEE|SCB_SPEED );
  830. set_sc( SC_UNLUCKY , SC__UNLUCKY , EFST_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  831. set_sc( SC_WEAKNESS , SC__WEAKNESS , EFST_WEAKNESS , SCB_MAXHP );
  832. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , EFST_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  833. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , EFST_MANHOLE , SCB_NONE );
  834. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  835. add_sc( SC_BLOODYLUST , SC_BERSERK );
  836. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  837. add_sc( SC_ESCAPE , SC_ANKLE );
  838. /* Sura */
  839. add_sc( SR_DRAGONCOMBO , SC_STUN );
  840. add_sc( SR_EARTHSHAKER , SC_STUN );
  841. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , EFST_CRESCENTELBOW , SCB_NONE );
  842. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, EFST_CURSEDCIRCLE_TARGET , SCB_NONE );
  843. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , EFST_LIGHTNINGWALK , SCB_NONE );
  844. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , EFST_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  845. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , EFST_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  846. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , EFST_GENTLETOUCH_CHANGE , SCB_WATK|SCB_ASPD );
  847. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , EFST_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  848. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , EFST_FLASHCOMBO , SCB_WATK );
  849. /* Wanderer / Minstrel */
  850. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , EFST_SWING, SCB_SPEED|SCB_ASPD );
  851. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , EFST_SYMPHONY_LOVE, SCB_MDEF );
  852. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , EFST_MOONLIT_SERENADE, SCB_MATK );
  853. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , EFST_RUSH_WINDMILL, SCB_WATK|SCB_SPEED );
  854. set_sc( MI_ECHOSONG , SC_ECHOSONG , EFST_ECHOSONG , SCB_DEF );
  855. set_sc( MI_HARMONIZE , SC_HARMONIZE , EFST_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  856. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , EFST_NETHERWORLD , SCB_NONE );
  857. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , EFST_SIREN, SCB_NONE );
  858. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  859. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , EFST_SIRCLEOFNATURE , SCB_REGEN );
  860. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , EFST_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  861. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , EFST_SONG_OF_MANA, SCB_REGEN );
  862. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , EFST_DANCE_WITH_WUG, SCB_ASPD );
  863. set_sc( WM_SOUND_OF_DESTRUCTION , SC_SOUNDOFDESTRUCTION , EFST_SOUND_OF_DESTRUCTION, SCB_NONE );
  864. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , EFST_SATURDAY_NIGHT_FEVER, SCB_HIT|SCB_FLEE|SCB_REGEN );
  865. set_sc( WM_LERADS_DEW , SC_LERADSDEW , EFST_LERADS_DEW, SCB_MAXHP );
  866. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , EFST_MELODYOFSINK , SCB_INT|SCB_MAXSP );
  867. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , EFST_BEYOND_OF_WARCRY, SCB_STR|SCB_MAXHP );
  868. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , EFST_UNLIMITED_HUMMING_VOICE, SCB_NONE );
  869. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , EFST_FRIGG_SONG , SCB_MAXHP );
  870. /* Sorcerer */
  871. set_sc( SO_FIREWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  872. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  873. set_sc( SO_SPELLFIST , SC_SPELLFIST , EFST_SPELLFIST , SCB_NONE );
  874. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , EFST_COLD , SCB_NONE );
  875. set_sc( SO_CLOUD_KILL , SC_POISON , EFST_CLOUD_KILL, SCB_NONE );
  876. set_sc( SO_STRIKING , SC_STRIKING , EFST_STRIKING , SCB_WATK|SCB_CRI );
  877. set_sc( SO_WARMER , SC_WARMER , EFST_WARMER , SCB_NONE );
  878. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , EFST_VACUUM_EXTREME , SCB_NONE );
  879. set_sc( SO_ARRULLO , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  880. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , EFST_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  881. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , EFST_WATER_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  882. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , EFST_WIND_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
  883. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , EFST_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  884. /* Genetic */
  885. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED );
  886. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , EFST_THORNS_TRAP, SCB_NONE );
  887. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , EFST_BLOOD_SUCKER, SCB_NONE );
  888. set_sc( GN_SPORE_EXPLOSION , SC_SPORE_EXPLOSION , EFST_SPORE_EXPLOSION, SCB_NONE );
  889. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , EFST_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  890. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , EFST_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  891. set_sc_with_vfx( GN_HELLS_PLANT , SC_HELLS_PLANT , EFST_HELLS_PLANT_ARMOR , SCB_NONE );
  892. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , EFST_MANDRAGORA , SCB_INT );
  893. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , EFST_ILLUSIONDOPING , SCB_HIT );
  894. /* Elemental spirits' status changes */
  895. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , EFST_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  896. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , EFST_FIRE_CLOAK_OPTION , SCB_ALL );
  897. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , EFST_WATER_SCREEN_OPTION , SCB_NONE );
  898. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , EFST_WATER_DROP_OPTION , SCB_ALL );
  899. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , EFST_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  900. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , EFST_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  901. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , EFST_WIND_CURTAIN_OPTION , SCB_ALL );
  902. set_sc( EL_ZEPHYR , SC_ZEPHYR , EFST_ZEPHYR , SCB_FLEE );
  903. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , EFST_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  904. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , EFST_STONE_SHIELD_OPTION , SCB_ALL );
  905. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , EFST_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  906. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , EFST_PYROTECHNIC_OPTION , SCB_WATK );
  907. set_sc( EL_HEATER , SC_HEATER_OPTION , EFST_HEATER_OPTION , SCB_WATK );
  908. set_sc( EL_TROPIC , SC_TROPIC_OPTION , EFST_TROPIC_OPTION , SCB_WATK );
  909. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , EFST_AQUAPLAY_OPTION , SCB_MATK );
  910. set_sc( EL_COOLER , SC_COOLER_OPTION , EFST_COOLER_OPTION , SCB_MATK );
  911. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , EFST_CHILLY_AIR_OPTION , SCB_MATK );
  912. set_sc( EL_GUST , SC_GUST_OPTION , EFST_GUST_OPTION , SCB_ASPD );
  913. set_sc( EL_BLAST , SC_BLAST_OPTION , EFST_BLAST_OPTION , SCB_ASPD );
  914. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , EFST_WILD_STORM_OPTION , SCB_ASPD );
  915. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , EFST_PETROLOGY_OPTION , SCB_MAXHP );
  916. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , EFST_CURSED_SOIL_OPTION , SCB_MAXHP );
  917. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , EFST_UPHEAVAL_OPTION , SCB_MAXHP );
  918. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , EFST_TIDAL_WEAPON_OPTION , SCB_ALL );
  919. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , EFST_ROCK_CRUSHER , SCB_DEF );
  920. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , EFST_ROCK_CRUSHER_ATK , SCB_SPEED );
  921. add_sc( KO_YAMIKUMO , SC_HIDING );
  922. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , EFST_KO_JYUMONJIKIRI , SCB_NONE );
  923. add_sc( KO_MAKIBISHI , SC_STUN );
  924. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , EFST_MEIKYOUSISUI , SCB_NONE );
  925. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , EFST_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  926. add_sc( KO_JYUSATSU , SC_CURSE );
  927. set_sc( KO_ZENKAI , SC_ZENKAI , EFST_ZENKAI , SCB_NONE );
  928. set_sc( KO_IZAYOI , SC_IZAYOI , EFST_IZAYOI , SCB_MATK );
  929. set_sc( KG_KYOMU , SC_KYOMU , EFST_KYOMU , SCB_NONE );
  930. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , EFST_KAGEMUSYA , SCB_NONE );
  931. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , EFST_KG_KAGEHUMI , SCB_NONE );
  932. set_sc( OB_ZANGETSU , SC_ZANGETSU , EFST_ZANGETSU , SCB_MATK|SCB_BATK );
  933. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , EFST_AKAITSUKI , SCB_NONE );
  934. set_sc( OB_OBOROGENSOU , SC_GENSOU , EFST_GENSOU , SCB_NONE );
  935. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , EFST_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  936. /* Rebellion */
  937. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  938. set_sc( RL_H_MINE , SC_H_MINE , EFST_H_MINE , SCB_NONE);
  939. set_sc( RL_B_TRAP , SC_B_TRAP , EFST_B_TRAP , SCB_SPEED );
  940. set_sc( RL_E_CHAIN , SC_E_CHAIN , EFST_E_CHAIN , SCB_NONE );
  941. set_sc( RL_P_ALTER , SC_P_ALTER , EFST_P_ALTER , SCB_NONE );
  942. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, EFST_BLANK, SCB_NONE );
  943. set_sc( RL_SLUGSHOT , SC_STUN , EFST_SLUGSHOT , SCB_NONE );
  944. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , EFST_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  945. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , EFST_C_MARKER , SCB_FLEE );
  946. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , EFST_ANTI_M_BLAST , SCB_NONE );
  947. // New Mounts
  948. set_sc_with_vfx_noskill( SC_ALL_RIDING , EFST_ALL_RIDING , SCB_SPEED );
  949. // Costumes
  950. set_sc_with_vfx_noskill( SC_MOONSTAR , EFST_MOONSTAR , SCB_NONE );
  951. set_sc_with_vfx_noskill( SC_SUPER_STAR , EFST_SUPER_STAR , SCB_NONE );
  952. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , EFST_STRANGELIGHTS , SCB_NONE );
  953. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , EFST_DECORATION_OF_MUSIC , SCB_NONE );
  954. set_sc_with_vfx_noskill( SC_LJOSALFAR , EFST_LJOSALFAR , SCB_NONE);
  955. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , EFST_MERMAID_LONGING , SCB_NONE);
  956. set_sc_with_vfx_noskill( SC_HAT_EFFECT , EFST_HAT_EFFECT , SCB_NONE);
  957. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , EFST_FLOWERSMOKE , SCB_NONE);
  958. set_sc_with_vfx_noskill( SC_FSTONE , EFST_FSTONE , SCB_NONE);
  959. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , EFST_HAPPINESS_STAR , SCB_NONE);
  960. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , EFST_MAPLE_FALLS , SCB_NONE);
  961. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , EFST_TIME_ACCESSORY , SCB_NONE);
  962. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , EFST_MAGICAL_FEATHER , SCB_NONE);
  963. /* Summoner */
  964. set_sc( SU_HIDE , SC_SUHIDE , EFST_SUHIDE , SCB_NONE );
  965. add_sc( SU_SCRATCH , SC_BLEEDING );
  966. set_sc( SU_STOOP , SC_SU_STOOP , EFST_SU_STOOP , SCB_NONE );
  967. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  968. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , EFST_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  969. add_sc( SU_CN_METEOR , SC_CURSE );
  970. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , EFST_SV_ROOTTWIST , SCB_NONE );
  971. set_sc( SU_SCAROFTAROU , SC_BITESCAR , EFST_BITESCAR , SCB_NONE );
  972. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , EFST_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  973. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  974. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , EFST_TUNAPARTY , SCB_NONE );
  975. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , EFST_SHRIMP , SCB_BATK|SCB_MATK );
  976. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , EFST_FRESHSHRIMP , SCB_NONE );
  977. set_sc( SU_HISS , SC_HISS , EFST_HISS , SCB_FLEE2 );
  978. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , EFST_NYANGGRASS , SCB_DEF|SCB_MDEF );
  979. set_sc( SU_GROOMING , SC_GROOMING , EFST_GROOMING , SCB_FLEE );
  980. add_sc( SU_PURRING , SC_GROOMING );
  981. set_sc( SU_SHRIMPARTY , SC_SHRIMPBLESSING , EFST_PROTECTIONOFSHRIMP , SCB_REGEN );
  982. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  983. set_sc( SU_CHATTERING , SC_CHATTERING , EFST_CHATTERING , SCB_WATK|SCB_MATK );
  984. set_sc( WE_CHEERUP , SC_CHEERUP , EFST_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  985. // Star Emperor
  986. set_sc( SJ_LIGHTOFMOON , SC_LIGHTOFMOON , EFST_LIGHTOFMOON , SCB_NONE );
  987. set_sc( SJ_LIGHTOFSTAR , SC_LIGHTOFSTAR , EFST_LIGHTOFSTAR , SCB_NONE );
  988. set_sc( SJ_LUNARSTANCE , SC_LUNARSTANCE , EFST_LUNARSTANCE , SCB_MAXHP );
  989. add_sc( SJ_FULLMOONKICK , SC_BLIND );
  990. set_sc( SJ_STARSTANCE , SC_STARSTANCE , EFST_STARSTANCE , SCB_ASPD );
  991. set_sc( SJ_NEWMOONKICK , SC_NEWMOON , EFST_NEWMOON , SCB_NONE );
  992. set_sc( SJ_FLASHKICK , SC_FLASHKICK , EFST_FLASHKICK , SCB_NONE );
  993. add_sc( SJ_STAREMPEROR , SC_SILENCE );
  994. set_sc( SJ_NOVAEXPLOSING , SC_NOVAEXPLOSING , EFST_NOVAEXPLOSING , SCB_NONE );
  995. set_sc( SJ_UNIVERSESTANCE , SC_UNIVERSESTANCE , EFST_UNIVERSESTANCE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  996. set_sc( SJ_FALLINGSTAR , SC_FALLINGSTAR , EFST_FALLINGSTAR , SCB_NONE );
  997. set_sc( SJ_GRAVITYCONTROL , SC_GRAVITYCONTROL , EFST_GRAVITYCONTROL , SCB_NONE );
  998. set_sc( SJ_BOOKOFDIMENSION , SC_DIMENSION , EFST_DIMENSION , SCB_NONE );
  999. set_sc( SJ_BOOKOFCREATINGSTAR , SC_CREATINGSTAR , EFST_CREATINGSTAR , SCB_SPEED );
  1000. set_sc( SJ_LIGHTOFSUN , SC_LIGHTOFSUN , EFST_LIGHTOFSUN , SCB_NONE );
  1001. set_sc( SJ_SUNSTANCE , SC_SUNSTANCE , EFST_SUNSTANCE , SCB_BATK|SCB_WATK );
  1002. // Soul Reaper
  1003. set_sc( SP_SOULGOLEM , SC_SOULGOLEM , EFST_SOULGOLEM , SCB_DEF|SCB_MDEF );
  1004. set_sc( SP_SOULSHADOW , SC_SOULSHADOW , EFST_SOULSHADOW , SCB_ASPD|SCB_CRI );
  1005. set_sc( SP_SOULFALCON , SC_SOULFALCON , EFST_SOULFALCON , SCB_WATK|SCB_HIT );
  1006. set_sc( SP_SOULFAIRY , SC_SOULFAIRY , EFST_SOULFAIRY , SCB_MATK );
  1007. set_sc( SP_SOULCURSE , SC_SOULCURSE , EFST_SOULCURSE , SCB_NONE );
  1008. set_sc( SP_SHA , SC_SP_SHA , EFST_SP_SHA , SCB_SPEED );
  1009. set_sc( SP_SOULUNITY , SC_SOULUNITY , EFST_SOULUNITY , SCB_NONE );
  1010. set_sc( SP_SOULDIVISION , SC_SOULDIVISION , EFST_SOULDIVISION , SCB_NONE );
  1011. set_sc( SP_SOULREAPER , SC_SOULREAPER , EFST_SOULREAPER , SCB_NONE );
  1012. set_sc( SP_SOULCOLLECT , SC_SOULCOLLECT , EFST_SOULCOLLECT , SCB_NONE );
  1013. #ifdef RENEWAL
  1014. set_sc( NV_HELPANGEL , SC_HELPANGEL , EFST_HELPANGEL , SCB_NONE );
  1015. #endif
  1016. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  1017. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  1018. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  1019. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  1020. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  1021. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  1022. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  1023. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  1024. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  1025. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  1026. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  1027. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  1028. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  1029. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  1030. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  1031. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  1032. /* Status that don't have a skill associated */
  1033. StatusIconChangeTable[SC_WEIGHT50] = EFST_WEIGHTOVER50;
  1034. StatusIconChangeTable[SC_WEIGHT90] = EFST_WEIGHTOVER90;
  1035. StatusIconChangeTable[SC_ASPDPOTION0] = EFST_ATTHASTE_POTION1;
  1036. StatusIconChangeTable[SC_ASPDPOTION1] = EFST_ATTHASTE_POTION2;
  1037. StatusIconChangeTable[SC_ASPDPOTION2] = EFST_ATTHASTE_POTION3;
  1038. StatusIconChangeTable[SC_ASPDPOTION3] = EFST_ATTHASTE_INFINITY;
  1039. StatusIconChangeTable[SC_SPEEDUP0] = EFST_MOVHASTE_HORSE;
  1040. StatusIconChangeTable[SC_SPEEDUP1] = EFST_MOVHASTE_POTION;
  1041. StatusIconChangeTable[SC_CHASEWALK2] = EFST_CHASEWALK2;
  1042. StatusIconChangeTable[SC_MIRACLE] = EFST_SOULLINK;
  1043. StatusIconChangeTable[SC_INTRAVISION] = EFST_CLAIRVOYANCE;
  1044. StatusIconChangeTable[SC_STRFOOD] = EFST_FOOD_STR;
  1045. StatusIconChangeTable[SC_AGIFOOD] = EFST_FOOD_AGI;
  1046. StatusIconChangeTable[SC_VITFOOD] = EFST_FOOD_VIT;
  1047. StatusIconChangeTable[SC_INTFOOD] = EFST_FOOD_INT;
  1048. StatusIconChangeTable[SC_DEXFOOD] = EFST_FOOD_DEX;
  1049. StatusIconChangeTable[SC_LUKFOOD] = EFST_FOOD_LUK;
  1050. StatusIconChangeTable[SC_FLEEFOOD] = EFST_FOOD_BASICAVOIDANCE;
  1051. StatusIconChangeTable[SC_HITFOOD] = EFST_FOOD_BASICHIT;
  1052. StatusIconChangeTable[SC_CRIFOOD] = EFST_FOOD_CRITICALSUCCESSVALUE;
  1053. StatusIconChangeTable[SC_MANU_ATK] = EFST_MANU_ATK;
  1054. StatusIconChangeTable[SC_MANU_DEF] = EFST_MANU_DEF;
  1055. StatusIconChangeTable[SC_SPL_ATK] = EFST_SPL_ATK;
  1056. StatusIconChangeTable[SC_SPL_DEF] = EFST_SPL_DEF;
  1057. StatusIconChangeTable[SC_MANU_MATK] = EFST_MANU_MATK;
  1058. StatusIconChangeTable[SC_SPL_MATK] = EFST_SPL_MATK;
  1059. StatusIconChangeTable[SC_ATKPOTION] = EFST_PLUSATTACKPOWER;
  1060. StatusIconChangeTable[SC_MATKPOTION] = EFST_PLUSMAGICPOWER;
  1061. StatusIconChangeTable[SC_INCREASE_MAXHP] = EFST_ATKER_ASPD;
  1062. StatusIconChangeTable[SC_INCREASE_MAXSP] = EFST_ATKER_MOVESPEED;
  1063. /* Cash Items */
  1064. StatusIconChangeTable[SC_FOOD_STR_CASH] = EFST_FOOD_STR_CASH;
  1065. StatusIconChangeTable[SC_FOOD_AGI_CASH] = EFST_FOOD_AGI_CASH;
  1066. StatusIconChangeTable[SC_FOOD_VIT_CASH] = EFST_FOOD_VIT_CASH;
  1067. StatusIconChangeTable[SC_FOOD_DEX_CASH] = EFST_FOOD_DEX_CASH;
  1068. StatusIconChangeTable[SC_FOOD_INT_CASH] = EFST_FOOD_INT_CASH;
  1069. StatusIconChangeTable[SC_FOOD_LUK_CASH] = EFST_FOOD_LUK_CASH;
  1070. StatusIconChangeTable[SC_EXPBOOST] = EFST_CASH_PLUSEXP;
  1071. StatusIconChangeTable[SC_ITEMBOOST] = EFST_CASH_RECEIVEITEM;
  1072. StatusIconChangeTable[SC_JEXPBOOST] = EFST_CASH_PLUSONLYJOBEXP;
  1073. StatusIconChangeTable[SC_LIFEINSURANCE] = EFST_CASH_DEATHPENALTY;
  1074. StatusIconChangeTable[SC_BOSSMAPINFO] = EFST_CASH_BOSS_ALARM;
  1075. StatusIconChangeTable[SC_DEF_RATE] = EFST_PROTECT_DEF;
  1076. StatusIconChangeTable[SC_MDEF_RATE] = EFST_PROTECT_MDEF;
  1077. StatusIconChangeTable[SC_INCCRI] = EFST_CRITICALPERCENT;
  1078. StatusIconChangeTable[SC_INCFLEE2] = EFST_PLUSAVOIDVALUE;
  1079. StatusIconChangeTable[SC_INCHEALRATE] = EFST_HEALPLUS;
  1080. StatusIconChangeTable[SC_S_LIFEPOTION] = EFST_S_LIFEPOTION;
  1081. StatusIconChangeTable[SC_L_LIFEPOTION] = EFST_L_LIFEPOTION;
  1082. StatusIconChangeTable[SC_SPCOST_RATE] = EFST_ATKER_BLOOD;
  1083. StatusIconChangeTable[SC_COMMONSC_RESIST] = EFST_TARGET_BLOOD;
  1084. StatusIconChangeTable[SC_ATTHASTE_CASH] = EFST_ATTHASTE_CASH;
  1085. /* Mercenary Bonus Effects */
  1086. StatusIconChangeTable[SC_MERC_FLEEUP] = EFST_MER_FLEE;
  1087. StatusIconChangeTable[SC_MERC_ATKUP] = EFST_MER_ATK;
  1088. StatusIconChangeTable[SC_MERC_HPUP] = EFST_MER_HP;
  1089. StatusIconChangeTable[SC_MERC_SPUP] = EFST_MER_SP;
  1090. StatusIconChangeTable[SC_MERC_HITUP] = EFST_MER_HIT;
  1091. /* Warlock Spheres */
  1092. StatusIconChangeTable[SC_SPHERE_1] = EFST_SUMMON1;
  1093. StatusIconChangeTable[SC_SPHERE_2] = EFST_SUMMON2;
  1094. StatusIconChangeTable[SC_SPHERE_3] = EFST_SUMMON3;
  1095. StatusIconChangeTable[SC_SPHERE_4] = EFST_SUMMON4;
  1096. StatusIconChangeTable[SC_SPHERE_5] = EFST_SUMMON5;
  1097. /* Warlock Preserved spells */
  1098. StatusIconChangeTable[SC_SPELLBOOK1] = EFST_SPELLBOOK1;
  1099. StatusIconChangeTable[SC_SPELLBOOK2] = EFST_SPELLBOOK2;
  1100. StatusIconChangeTable[SC_SPELLBOOK3] = EFST_SPELLBOOK3;
  1101. StatusIconChangeTable[SC_SPELLBOOK4] = EFST_SPELLBOOK4;
  1102. StatusIconChangeTable[SC_SPELLBOOK5] = EFST_SPELLBOOK5;
  1103. StatusIconChangeTable[SC_SPELLBOOK6] = EFST_SPELLBOOK6;
  1104. StatusIconChangeTable[SC_MAXSPELLBOOK] = EFST_SPELLBOOK7;
  1105. StatusIconChangeTable[SC_FREEZE_SP] = EFST_FREEZE_SP;
  1106. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = EFST_NEUTRALBARRIER_MASTER;
  1107. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = EFST_STEALTHFIELD_MASTER;
  1108. StatusIconChangeTable[SC_OVERHEAT] = EFST_OVERHEAT;
  1109. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = EFST_OVERHEAT_LIMITPOINT;
  1110. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = EFST_HALLUCINATIONWALK_POSTDELAY;
  1111. StatusIconChangeTable[SC_TOXIN] = EFST_TOXIN;
  1112. StatusIconChangeTable[SC_PARALYSE] = EFST_PARALYSE;
  1113. StatusIconChangeTable[SC_VENOMBLEED] = EFST_VENOMBLEED;
  1114. StatusIconChangeTable[SC_MAGICMUSHROOM] = EFST_MAGICMUSHROOM;
  1115. StatusIconChangeTable[SC_DEATHHURT] = EFST_DEATHHURT;
  1116. StatusIconChangeTable[SC_PYREXIA] = EFST_PYREXIA;
  1117. StatusIconChangeTable[SC_OBLIVIONCURSE] = EFST_OBLIVIONCURSE;
  1118. StatusIconChangeTable[SC_LEECHESEND] = EFST_LEECHESEND;
  1119. StatusIconChangeTable[SC_BANDING_DEFENCE] = EFST_BANDING_DEFENCE;
  1120. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = EFST_SHIELDSPELL_DEF;
  1121. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = EFST_SHIELDSPELL_MDEF;
  1122. StatusIconChangeTable[SC_SHIELDSPELL_REF] = EFST_SHIELDSPELL_REF;
  1123. StatusIconChangeTable[SC_GLOOMYDAY_SK] = EFST_GLOOMYDAY;
  1124. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = EFST_CURSEDCIRCLE_ATKER;
  1125. StatusIconChangeTable[SC__BLOODYLUST] = EFST_BLOODYLUST;
  1126. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = EFST_MYSTERIOUS_POWDER;
  1127. StatusIconChangeTable[SC_MELON_BOMB] = EFST_MELON_BOMB;
  1128. StatusIconChangeTable[SC_BANANA_BOMB] = EFST_BANANA_BOMB;
  1129. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = EFST_BANANA_BOMB_SITDOWN_POSTDELAY;
  1130. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = EFST_PROMOTE_HEALTH_RESERCH;
  1131. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = EFST_ENERGY_DRINK_RESERCH;
  1132. /* Genetics New Food Items Status Icons */
  1133. StatusIconChangeTable[SC_SAVAGE_STEAK] = EFST_SAVAGE_STEAK;
  1134. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = EFST_COCKTAIL_WARG_BLOOD;
  1135. StatusIconChangeTable[SC_MINOR_BBQ] = EFST_MINOR_BBQ;
  1136. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = EFST_SIROMA_ICE_TEA;
  1137. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = EFST_DROCERA_HERB_STEAMED;
  1138. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = EFST_PUTTI_TAILS_NOODLES;
  1139. StatusIconChangeTable[SC_STOMACHACHE] = EFST_STOMACHACHE;
  1140. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = EFST_EXTRACT_WHITE_POTION_Z;
  1141. StatusIconChangeTable[SC_VITATA_500] = EFST_VITATA_500;
  1142. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = EFST_EXTRACT_SALAMINE_JUICE;
  1143. StatusIconChangeTable[SC_BOOST500] = EFST_BOOST500;
  1144. StatusIconChangeTable[SC_FULL_SWING_K] = EFST_FULL_SWING_K;
  1145. StatusIconChangeTable[SC_MANA_PLUS] = EFST_MANA_PLUS;
  1146. StatusIconChangeTable[SC_MUSTLE_M] = EFST_MUSTLE_M;
  1147. StatusIconChangeTable[SC_LIFE_FORCE_F] = EFST_LIFE_FORCE_F;
  1148. /* Elemental Spirit's 'side' status change icons */
  1149. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = EFST_CIRCLE_OF_FIRE;
  1150. StatusIconChangeTable[SC_FIRE_CLOAK] = EFST_FIRE_CLOAK;
  1151. StatusIconChangeTable[SC_WATER_SCREEN] = EFST_WATER_SCREEN;
  1152. StatusIconChangeTable[SC_WATER_DROP] = EFST_WATER_DROP;
  1153. StatusIconChangeTable[SC_WIND_STEP] = EFST_WIND_STEP;
  1154. StatusIconChangeTable[SC_WIND_CURTAIN] = EFST_WIND_CURTAIN;
  1155. StatusIconChangeTable[SC_SOLID_SKIN] = EFST_SOLID_SKIN;
  1156. StatusIconChangeTable[SC_STONE_SHIELD] = EFST_STONE_SHIELD;
  1157. StatusIconChangeTable[SC_PYROTECHNIC] = EFST_PYROTECHNIC;
  1158. StatusIconChangeTable[SC_HEATER] = EFST_HEATER;
  1159. StatusIconChangeTable[SC_TROPIC] = EFST_TROPIC;
  1160. StatusIconChangeTable[SC_AQUAPLAY] = EFST_AQUAPLAY;
  1161. StatusIconChangeTable[SC_COOLER] = EFST_COOLER;
  1162. StatusIconChangeTable[SC_CHILLY_AIR] = EFST_CHILLY_AIR;
  1163. StatusIconChangeTable[SC_GUST] = EFST_GUST;
  1164. StatusIconChangeTable[SC_BLAST] = EFST_BLAST;
  1165. StatusIconChangeTable[SC_WILD_STORM] = EFST_WILD_STORM;
  1166. StatusIconChangeTable[SC_PETROLOGY] = EFST_PETROLOGY;
  1167. StatusIconChangeTable[SC_CURSED_SOIL] = EFST_CURSED_SOIL;
  1168. StatusIconChangeTable[SC_UPHEAVAL] = EFST_UPHEAVAL;
  1169. StatusIconChangeTable[SC_REBOUND] = EFST_REBOUND;
  1170. StatusIconChangeTable[SC_DEFSET] = EFST_SET_NUM_DEF;
  1171. StatusIconChangeTable[SC_MDEFSET] = EFST_SET_NUM_MDEF;
  1172. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = EFST_MONSTER_TRANSFORM;
  1173. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = EFST_ACTIVE_MONSTER_TRANSFORM;
  1174. StatusIconChangeTable[SC_ALL_RIDING] = EFST_ALL_RIDING;
  1175. StatusIconChangeTable[SC_PUSH_CART] = EFST_ON_PUSH_CART;
  1176. StatusIconChangeTable[SC_MTF_ASPD] = EFST_MTF_ASPD;
  1177. StatusIconChangeTable[SC_MTF_RANGEATK] = EFST_MTF_RANGEATK;
  1178. StatusIconChangeTable[SC_MTF_MATK] = EFST_MTF_MATK;
  1179. StatusIconChangeTable[SC_MTF_MLEATKED] = EFST_MTF_MLEATKED;
  1180. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = EFST_MTF_CRIDAMAGE;
  1181. StatusIconChangeTable[SC_QD_SHOT_READY] = EFST_E_QD_SHOT_READY;
  1182. StatusIconChangeTable[SC_QUEST_BUFF1] = EFST_QUEST_BUFF1;
  1183. StatusIconChangeTable[SC_QUEST_BUFF2] = EFST_QUEST_BUFF2;
  1184. StatusIconChangeTable[SC_QUEST_BUFF3] = EFST_QUEST_BUFF3;
  1185. StatusIconChangeTable[SC_MTF_ASPD2] = EFST_MTF_ASPD2;
  1186. StatusIconChangeTable[SC_MTF_RANGEATK2] = EFST_MTF_RANGEATK2;
  1187. StatusIconChangeTable[SC_MTF_MATK2] = EFST_MTF_MATK2;
  1188. StatusIconChangeTable[SC_2011RWC_SCROLL] = EFST_2011RWC_SCROLL;
  1189. StatusIconChangeTable[SC_JP_EVENT04] = EFST_JP_EVENT04;
  1190. StatusIconChangeTable[SC_MTF_HITFLEE] = EFST_MTF_HITFLEE;
  1191. StatusIconChangeTable[SC_MTF_MHP] = EFST_MTF_MHP;
  1192. StatusIconChangeTable[SC_MTF_MSP] = EFST_MTF_MSP;
  1193. StatusIconChangeTable[SC_MTF_PUMPKIN] = EFST_MTF_PUMPKIN;
  1194. StatusIconChangeTable[SC_NORECOVER_STATE] = EFST_HANDICAPSTATE_NORECOVER;
  1195. StatusIconChangeTable[SC_GVG_GIANT] = EFST_GVG_GIANT;
  1196. StatusIconChangeTable[SC_GVG_GOLEM] = EFST_GVG_GOLEM;
  1197. StatusIconChangeTable[SC_GVG_STUN] = EFST_GVG_STUN;
  1198. StatusIconChangeTable[SC_GVG_STONE] = EFST_GVG_STONE;
  1199. StatusIconChangeTable[SC_GVG_FREEZ] = EFST_GVG_FREEZ;
  1200. StatusIconChangeTable[SC_GVG_SLEEP] = EFST_GVG_SLEEP;
  1201. StatusIconChangeTable[SC_GVG_CURSE] = EFST_GVG_CURSE;
  1202. StatusIconChangeTable[SC_GVG_SILENCE] = EFST_GVG_SILENCE;
  1203. StatusIconChangeTable[SC_GVG_BLIND] = EFST_GVG_BLIND;
  1204. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = EFST_RESIST_PROPERTY_WATER;
  1205. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = EFST_RESIST_PROPERTY_GROUND;
  1206. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = EFST_RESIST_PROPERTY_FIRE;
  1207. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = EFST_RESIST_PROPERTY_WIND;
  1208. // Costumes
  1209. StatusIconChangeTable[SC_MOONSTAR] = EFST_MOONSTAR;
  1210. StatusIconChangeTable[SC_SUPER_STAR] = EFST_SUPER_STAR;
  1211. StatusIconChangeTable[SC_STRANGELIGHTS] = EFST_STRANGELIGHTS;
  1212. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = EFST_DECORATION_OF_MUSIC;
  1213. StatusIconChangeTable[SC_LJOSALFAR] = EFST_LJOSALFAR;
  1214. StatusIconChangeTable[SC_MERMAID_LONGING] = EFST_MERMAID_LONGING;
  1215. StatusIconChangeTable[SC_HAT_EFFECT] = EFST_HAT_EFFECT;
  1216. StatusIconChangeTable[SC_FLOWERSMOKE] = EFST_FLOWERSMOKE;
  1217. StatusIconChangeTable[SC_FSTONE] = EFST_FSTONE;
  1218. StatusIconChangeTable[SC_HAPPINESS_STAR] = EFST_HAPPINESS_STAR;
  1219. StatusIconChangeTable[SC_MAPLE_FALLS] = EFST_MAPLE_FALLS;
  1220. StatusIconChangeTable[SC_TIME_ACCESSORY] = EFST_TIME_ACCESSORY;
  1221. StatusIconChangeTable[SC_MAGICAL_FEATHER] = EFST_MAGICAL_FEATHER;
  1222. /* Summoners status icons */
  1223. StatusIconChangeTable[SC_SPRITEMABLE] = EFST_SPRITEMABLE;
  1224. StatusIconChangeTable[SC_DORAM_BUF_01] = EFST_DORAM_BUF_01;
  1225. StatusIconChangeTable[SC_DORAM_BUF_02] = EFST_DORAM_BUF_02;
  1226. // Item Reuse Limits
  1227. StatusIconChangeTable[SC_REUSE_REFRESH] = EFST_REUSE_REFRESH;
  1228. StatusIconChangeTable[SC_REUSE_LIMIT_A] = EFST_REUSE_LIMIT_A;
  1229. StatusIconChangeTable[SC_REUSE_LIMIT_B] = EFST_REUSE_LIMIT_B;
  1230. StatusIconChangeTable[SC_REUSE_LIMIT_C] = EFST_REUSE_LIMIT_C;
  1231. StatusIconChangeTable[SC_REUSE_LIMIT_D] = EFST_REUSE_LIMIT_D;
  1232. StatusIconChangeTable[SC_REUSE_LIMIT_E] = EFST_REUSE_LIMIT_E;
  1233. StatusIconChangeTable[SC_REUSE_LIMIT_F] = EFST_REUSE_LIMIT_F;
  1234. StatusIconChangeTable[SC_REUSE_LIMIT_G] = EFST_REUSE_LIMIT_G;
  1235. StatusIconChangeTable[SC_REUSE_LIMIT_H] = EFST_REUSE_LIMIT_H;
  1236. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = EFST_REUSE_LIMIT_MTF;
  1237. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = EFST_REUSE_LIMIT_ECL;
  1238. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = EFST_REUSE_LIMIT_RECALL;
  1239. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = EFST_REUSE_LIMIT_ASPD_POTION;
  1240. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = EFST_REUSE_MILLENNIUMSHIELD;
  1241. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = EFST_REUSE_CRUSHSTRIKE;
  1242. StatusIconChangeTable[SC_REUSE_STORMBLAST] = EFST_REUSE_STORMBLAST;
  1243. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = EFST_ALL_RIDING_REUSE_LIMIT;
  1244. // Clan System
  1245. StatusIconChangeTable[SC_CLAN_INFO] = EFST_CLAN_INFO;
  1246. StatusIconChangeTable[SC_SWORDCLAN] = EFST_SWORDCLAN;
  1247. StatusIconChangeTable[SC_ARCWANDCLAN] = EFST_ARCWANDCLAN;
  1248. StatusIconChangeTable[SC_GOLDENMACECLAN] = EFST_GOLDENMACECLAN;
  1249. StatusIconChangeTable[SC_CROSSBOWCLAN] = EFST_CROSSBOWCLAN;
  1250. StatusIconChangeTable[SC_JUMPINGCLAN] = EFST_JUMPINGCLAN;
  1251. // Geffen Magic Tournament Buffs
  1252. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = EFST_GEFFEN_MAGIC1;
  1253. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = EFST_GEFFEN_MAGIC2;
  1254. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = EFST_GEFFEN_MAGIC3;
  1255. // RODEX
  1256. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = EFST_DAILYSENDMAILCNT;
  1257. StatusIconChangeTable[SC_DRESSUP] = EFST_DRESS_UP;
  1258. // Old Glast Heim
  1259. StatusIconChangeTable[SC_GLASTHEIM_ATK] = EFST_GLASTHEIM_ATK;
  1260. StatusIconChangeTable[SC_GLASTHEIM_DEF] = EFST_GLASTHEIM_DEF;
  1261. StatusIconChangeTable[SC_GLASTHEIM_HEAL] = EFST_GLASTHEIM_HEAL;
  1262. StatusIconChangeTable[SC_GLASTHEIM_HIDDEN] = EFST_GLASTHEIM_HIDDEN;
  1263. StatusIconChangeTable[SC_GLASTHEIM_STATE] = EFST_GLASTHEIM_STATE;
  1264. StatusIconChangeTable[SC_GLASTHEIM_ITEMDEF] = EFST_GLASTHEIM_ITEMDEF;
  1265. StatusIconChangeTable[SC_GLASTHEIM_HPSP] = EFST_GLASTHEIM_HPSP;
  1266. // Nightmare Biolab
  1267. StatusIconChangeTable[SC_LHZ_DUN_N1] = EFST_LHZ_DUN_N1;
  1268. StatusIconChangeTable[SC_LHZ_DUN_N2] = EFST_LHZ_DUN_N2;
  1269. StatusIconChangeTable[SC_LHZ_DUN_N3] = EFST_LHZ_DUN_N3;
  1270. StatusIconChangeTable[SC_LHZ_DUN_N4] = EFST_LHZ_DUN_N4;
  1271. StatusIconChangeTable[SC_ANCILLA] = EFST_ANCILLA;
  1272. StatusIconChangeTable[SC_WEAPONBLOCK_ON] = EFST_WEAPONBLOCK_ON;
  1273. StatusIconChangeTable[SC_REF_T_POTION] = EFST_REF_T_POTION;
  1274. StatusIconChangeTable[SC_ADD_ATK_DAMAGE] = EFST_ADD_ATK_DAMAGE;
  1275. StatusIconChangeTable[SC_ADD_MATK_DAMAGE] = EFST_ADD_MATK_DAMAGE;
  1276. StatusIconChangeTable[SC_ENSEMBLEFATIGUE] = EFST_ENSEMBLEFATIGUE;
  1277. // Battleground Queue
  1278. StatusIconChangeTable[SC_ENTRY_QUEUE_APPLY_DELAY] = EFST_ENTRY_QUEUE_APPLY_DELAY;
  1279. StatusIconChangeTable[SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT] = EFST_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT;
  1280. /* Other SC which are not necessarily associated to skills */
  1281. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1282. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1283. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1284. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1285. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1286. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1287. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1288. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1289. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1290. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1291. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1292. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1293. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1294. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1295. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1296. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1297. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1298. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1299. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1300. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1301. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1302. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1303. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1304. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1305. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1306. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1307. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1308. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1309. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1310. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1311. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1312. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1313. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1314. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1315. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1316. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1317. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1318. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1319. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1320. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1321. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1322. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1323. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1324. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1325. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1326. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1327. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1328. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1329. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1330. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1331. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1332. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1333. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1334. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1335. StatusChangeFlagTable[SC_INCREASE_MAXHP] |= SCB_MAXHP|SCB_REGEN;
  1336. StatusChangeFlagTable[SC_INCREASE_MAXSP] |= SCB_MAXSP|SCB_REGEN;
  1337. /* Cash Items */
  1338. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1339. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1340. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1341. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1342. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1343. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1344. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1345. /* Mercenary Bonus Effects */
  1346. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1347. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1348. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1349. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1350. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1351. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1352. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1353. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1354. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1355. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1356. StatusChangeFlagTable[SC_PYREXIA] |= SCB_ALL;
  1357. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1358. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1359. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1360. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1361. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1362. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1363. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1364. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1365. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1366. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1367. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1368. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1369. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1370. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1371. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1372. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1373. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1374. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1375. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1376. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1377. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1378. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1379. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1380. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1381. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1382. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1383. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1384. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1385. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1386. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1387. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1388. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1389. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1390. StatusChangeFlagTable[SC_MTF_CRIDAMAGE] |= SCB_ALL;
  1391. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1392. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1393. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1394. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1395. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1396. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1397. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1398. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1399. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1400. // Costumes
  1401. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1402. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1403. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1404. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1405. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1406. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1407. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1408. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1409. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1410. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1411. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1412. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1413. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1414. // Clan System
  1415. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1416. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1417. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1418. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1419. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1420. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1421. // RODEX
  1422. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1423. // Old Glast Heim
  1424. StatusChangeFlagTable[SC_GLASTHEIM_ATK] |= SCB_ALL;
  1425. StatusChangeFlagTable[SC_GLASTHEIM_STATE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1426. StatusChangeFlagTable[SC_GLASTHEIM_ITEMDEF] |= SCB_DEF|SCB_MDEF;
  1427. StatusChangeFlagTable[SC_GLASTHEIM_HPSP] |= SCB_MAXHP|SCB_MAXSP;
  1428. // Battleground Queue
  1429. StatusChangeFlagTable[SC_ENTRY_QUEUE_APPLY_DELAY] |= SCB_NONE;
  1430. StatusChangeFlagTable[SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT] |= SCB_NONE;
  1431. // Summoner
  1432. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1433. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1434. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1435. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1436. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1437. // Soul Reaper
  1438. StatusIconChangeTable[SC_USE_SKILL_SP_SPA] = EFST_USE_SKILL_SP_SPA;
  1439. StatusIconChangeTable[SC_USE_SKILL_SP_SHA] = EFST_USE_SKILL_SP_SHA;
  1440. StatusChangeFlagTable[SC_ANCILLA] |= SCB_REGEN;
  1441. StatusChangeFlagTable[SC_ENSEMBLEFATIGUE] |= SCB_SPEED|SCB_ASPD;
  1442. #ifdef RENEWAL
  1443. // renewal EDP increases your weapon atk
  1444. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1445. #endif
  1446. /* StatusDisplayType Table [Ind] */
  1447. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1448. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1449. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1450. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1451. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1452. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1453. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1454. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1455. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1456. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1457. StatusDisplayType[SC_ORATIO] = BL_PC;
  1458. StatusDisplayType[SC_FREEZING] = BL_PC;
  1459. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1460. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1461. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1462. StatusDisplayType[SC_BANDING] = BL_PC;
  1463. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1464. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1465. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1466. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1467. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1468. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1469. StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
  1470. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1471. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1472. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1473. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1474. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1475. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1476. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1477. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1478. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1479. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1480. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1481. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1482. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1483. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1484. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1485. StatusDisplayType[SC_HELLS_PLANT] = BL_PC;
  1486. // Costumes
  1487. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1488. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1489. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1490. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1491. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1492. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1493. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1494. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1495. StatusDisplayType[SC_FSTONE] = BL_PC;
  1496. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1497. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1498. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1499. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1500. // Clans
  1501. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1502. StatusDisplayType[SC_DRESSUP] = BL_PC;
  1503. /* StatusChangeState (SCS_) NOMOVE */
  1504. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1505. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1506. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1507. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1508. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1509. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1510. #ifndef RENEWAL
  1511. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1512. #endif
  1513. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1514. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1515. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1516. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1517. #ifndef RENEWAL
  1518. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1519. #endif
  1520. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1521. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1522. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1523. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1524. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1525. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1526. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1527. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1528. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1529. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1530. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1531. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1532. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1533. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1534. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1535. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1536. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1537. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1538. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1539. StatusChangeStateTable[SC_GRAVITYCONTROL] |= SCS_NOMOVE;
  1540. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1541. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1542. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1543. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1544. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1545. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1546. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1547. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1548. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1549. StatusChangeStateTable[SC_NEWMOON] |= SCS_NOPICKITEM;
  1550. /* StatusChangeState (SCS_) NODROPITEMS */
  1551. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1552. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1553. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1554. /* StatusChangeState (SCS_) NOCAST (skills) */
  1555. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1556. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1557. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1558. #ifdef RENEWAL
  1559. StatusChangeStateTable[SC_BASILICA_CELL] |= SCS_NOCAST;
  1560. StatusChangeStateTable[SC_ROKISWEIL] |= SCS_NOCAST;
  1561. StatusChangeStateTable[SC_ENSEMBLEFATIGUE] |= SCS_NOCAST;
  1562. #endif
  1563. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1564. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1565. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST|SCS_NOCASTCOND;
  1566. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1567. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1568. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1569. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1570. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1571. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1572. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1573. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1574. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1575. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1576. StatusChangeStateTable[SC_GRAVITYCONTROL] |= SCS_NOCAST;
  1577. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1578. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1579. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1580. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1581. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1582. }
  1583. static void initDummyData(void)
  1584. {
  1585. memset(&dummy_status, 0, sizeof(dummy_status));
  1586. dummy_status.hp =
  1587. dummy_status.max_hp =
  1588. dummy_status.max_sp =
  1589. dummy_status.str =
  1590. dummy_status.agi =
  1591. dummy_status.vit =
  1592. dummy_status.int_ =
  1593. dummy_status.dex =
  1594. dummy_status.luk =
  1595. dummy_status.hit = 1;
  1596. dummy_status.speed = 2000;
  1597. dummy_status.adelay = 4000;
  1598. dummy_status.amotion = 2000;
  1599. dummy_status.dmotion = 2000;
  1600. dummy_status.ele_lv = 1; // Min elemental level.
  1601. dummy_status.mode = MD_CANMOVE;
  1602. }
  1603. /**
  1604. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1605. * @param a: Status data structure to copy from
  1606. * @param b: Status data structure to copy to
  1607. */
  1608. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1609. {
  1610. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1611. }
  1612. /**
  1613. * Sets HP to a given value
  1614. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1615. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1616. * @param hp: What the HP is to be set as
  1617. * @param flag: Used in case final value is higher than current
  1618. * Use 2 to display healing effect
  1619. * @return heal or zapped HP if valid
  1620. */
  1621. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1622. {
  1623. struct status_data *status;
  1624. if (hp < 1)
  1625. return 0;
  1626. status = status_get_status_data(bl);
  1627. if (status == &dummy_status)
  1628. return 0;
  1629. if (hp > status->max_hp)
  1630. hp = status->max_hp;
  1631. if (hp == status->hp)
  1632. return 0;
  1633. if (hp > status->hp)
  1634. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1635. return status_zap(bl, status->hp - hp, 0);
  1636. }
  1637. /**
  1638. * Sets Max HP to a given value
  1639. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1640. * @param maxhp: What the Max HP is to be set as
  1641. * @param flag: Used in case final value is higher than current
  1642. * Use 2 to display healing effect
  1643. * @return heal or zapped HP if valid
  1644. */
  1645. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1646. {
  1647. struct status_data *status;
  1648. int64 heal;
  1649. if (maxhp < 1)
  1650. return 0;
  1651. status = status_get_status_data(bl);
  1652. if (status == &dummy_status)
  1653. return 0;
  1654. if (maxhp == status->max_hp)
  1655. return 0;
  1656. heal = maxhp - status->max_hp;
  1657. status->max_hp = maxhp;
  1658. if (heal > 0)
  1659. status_heal(bl, heal, 0, 1|flag);
  1660. else
  1661. status_zap(bl, -heal, 0);
  1662. return maxhp;
  1663. }
  1664. /**
  1665. * Sets SP to a given value
  1666. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1667. * @param sp: What the SP is to be set as
  1668. * @param flag: Used in case final value is higher than current
  1669. * Use 2 to display healing effect
  1670. * @return heal or zapped SP if valid
  1671. */
  1672. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1673. {
  1674. struct status_data *status;
  1675. status = status_get_status_data(bl);
  1676. if (status == &dummy_status)
  1677. return 0;
  1678. if (sp > status->max_sp)
  1679. sp = status->max_sp;
  1680. if (sp == status->sp)
  1681. return 0;
  1682. if (sp > status->sp)
  1683. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1684. return status_zap(bl, 0, status->sp - sp);
  1685. }
  1686. /**
  1687. * Sets Max SP to a given value
  1688. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1689. * @param maxsp: What the Max SP is to be set as
  1690. * @param flag: Used in case final value is higher than current
  1691. * Use 2 to display healing effect
  1692. * @return heal or zapped HP if valid
  1693. */
  1694. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1695. {
  1696. struct status_data *status;
  1697. if (maxsp < 1)
  1698. return 0;
  1699. status = status_get_status_data(bl);
  1700. if (status == &dummy_status)
  1701. return 0;
  1702. if (maxsp == status->max_sp)
  1703. return 0;
  1704. if (maxsp > status->max_sp)
  1705. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1706. else
  1707. status_zap(bl, status->max_sp - maxsp, 0);
  1708. status->max_sp = maxsp;
  1709. return maxsp;
  1710. }
  1711. /**
  1712. * Takes HP/SP from an Object
  1713. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1714. * @param hp: How much HP to charge
  1715. * @param sp: How much SP to charge
  1716. * @return hp+sp through status_damage()
  1717. * Note: HP/SP are integer values, not percentages. Values should be
  1718. * calculated either within function call or before
  1719. */
  1720. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1721. {
  1722. if(!(bl->type&BL_CONSUME))
  1723. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1724. return status_damage(NULL, bl, hp, sp, 0, 3, 0);
  1725. }
  1726. /**
  1727. * Inflicts damage on the target with the according walkdelay.
  1728. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1729. * @param target: Target of the damage
  1730. * @param dhp: How much damage to HP
  1731. * @param dsp: How much damage to SP
  1732. * @param walkdelay: Amount of time before object can walk again
  1733. * @param flag: Damage flag decides various options
  1734. * flag&1: Passive damage - Does not trigger cancelling status changes
  1735. * flag&2: Fail if there is not enough to subtract
  1736. * flag&4: Mob does not give EXP/Loot if killed
  1737. * flag&8: Used to damage SP of a dead character
  1738. * @return hp+sp
  1739. * Note: HP/SP are integer values, not percentages. Values should be
  1740. * calculated either within function call or before
  1741. */
  1742. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, t_tick walkdelay, int flag, uint16 skill_id)
  1743. {
  1744. struct status_data *status;
  1745. struct status_change *sc;
  1746. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1747. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1748. nullpo_ret(target);
  1749. if(sp && !(target->type&BL_CONSUME))
  1750. sp = 0; // Not a valid SP target.
  1751. if (hp < 0) { // Assume absorbed damage.
  1752. status_heal(target, -hp, 0, 1);
  1753. hp = 0;
  1754. }
  1755. if (sp < 0) {
  1756. status_heal(target, 0, -sp, 1);
  1757. sp = 0;
  1758. }
  1759. if (target->type == BL_SKILL) {
  1760. if (!src || src->type&battle_config.can_damage_skill)
  1761. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1762. return 0;
  1763. }
  1764. status = status_get_status_data(target);
  1765. if(!status || status == &dummy_status )
  1766. return 0;
  1767. if ((unsigned int)hp >= status->hp) {
  1768. if (flag&2) return 0;
  1769. hp = status->hp;
  1770. }
  1771. if ((unsigned int)sp > status->sp) {
  1772. if (flag&2) return 0;
  1773. sp = status->sp;
  1774. }
  1775. if (!hp && !sp)
  1776. return 0;
  1777. if( !status->hp )
  1778. flag |= 8;
  1779. sc = status_get_sc(target);
  1780. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1781. hp = 1;
  1782. if( hp && !(flag&1) ) {
  1783. if( sc ) {
  1784. struct status_change_entry *sce;
  1785. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1786. status_change_end(target, SC_STONE, INVALID_TIMER);
  1787. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1788. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1789. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1790. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1791. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1792. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1793. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1794. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1795. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1796. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1797. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1798. status_change_end(target, SC_NEWMOON, INVALID_TIMER);
  1799. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1800. /** [Skotlex]
  1801. * Endure count is only reduced by non-players on non-gvg maps.
  1802. * val4 signals infinite endure.
  1803. **/
  1804. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1805. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1806. }
  1807. #ifndef RENEWAL
  1808. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1809. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1810. if (sg) {
  1811. skill_delunitgroup(sg);
  1812. sce->val4 = 0;
  1813. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1814. }
  1815. }
  1816. #endif
  1817. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1818. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1819. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1820. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1821. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1822. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1823. }
  1824. if (target->type == BL_PC)
  1825. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1826. unit_skillcastcancel(target, 2);
  1827. }
  1828. status->hp-= hp;
  1829. status->sp-= sp;
  1830. if (sc && hp && status->hp) {
  1831. if (sc->data[SC_AUTOBERSERK] &&
  1832. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1833. status->hp < status->max_hp>>2)
  1834. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1835. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1836. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1837. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1838. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1839. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1840. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1841. }
  1842. switch (target->type) {
  1843. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1844. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1845. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1846. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1847. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1848. }
  1849. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1850. unit_stop_walking( target, 1 );
  1851. }
  1852. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1853. if (walkdelay)
  1854. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1855. return (int)(hp+sp);
  1856. }
  1857. status->hp = 0;
  1858. /** [Skotlex]
  1859. * NOTE: These dead functions should return:
  1860. * 0: Death cancelled, auto-revived.
  1861. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1862. * &2: Remove object from map.
  1863. * &4: Delete object from memory. (One time spawn mobs)
  1864. **/
  1865. switch (target->type) {
  1866. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1867. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1868. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1869. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1870. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1871. default: // Unhandled case, do nothing to object.
  1872. flag = 0;
  1873. break;
  1874. }
  1875. if(!flag) // Death cancelled.
  1876. return (int)(hp+sp);
  1877. // Normal death
  1878. if (battle_config.clear_unit_ondeath &&
  1879. battle_config.clear_unit_ondeath&target->type)
  1880. skill_clear_unitgroup(target);
  1881. if(target->type&BL_REGEN) { // Reset regen ticks.
  1882. struct regen_data *regen = status_get_regen_data(target);
  1883. if (regen) {
  1884. memset(&regen->tick, 0, sizeof(regen->tick));
  1885. if (regen->sregen)
  1886. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1887. if (regen->ssregen)
  1888. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1889. }
  1890. }
  1891. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1892. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1893. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1894. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1895. status_revive(target, 100, 100);
  1896. else
  1897. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1898. status_change_clear(target,0);
  1899. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1900. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1901. if( target->type == BL_MOB )
  1902. ((TBL_MOB*)target)->state.rebirth = 1;
  1903. return (int)(hp+sp);
  1904. }
  1905. 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.
  1906. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1907. status_change_clear(target,0);
  1908. ((TBL_MOB*)target)->state.rebirth = 1;
  1909. return (int)(hp+sp);
  1910. }
  1911. status_change_clear(target,0);
  1912. if(flag&4) // Delete from memory. (also invokes map removal code)
  1913. unit_free(target,CLR_DEAD);
  1914. else if(flag&2) // remove from map
  1915. unit_remove_map(target,CLR_DEAD);
  1916. else { // Some death states that would normally be handled by unit_remove_map
  1917. unit_stop_attack(target);
  1918. unit_stop_walking(target,1);
  1919. unit_skillcastcancel(target,0);
  1920. clif_clearunit_area(target,CLR_DEAD);
  1921. skill_unit_move(target,gettick(),4);
  1922. skill_cleartimerskill(target);
  1923. }
  1924. // Always run NPC scripts for players last
  1925. //FIXME those ain't always run if a player die if he was resurrect meanwhile
  1926. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1927. if(target->type == BL_PC) {
  1928. TBL_PC *sd = BL_CAST(BL_PC,target);
  1929. if( sd->bg_id ) {
  1930. std::shared_ptr<s_battleground_data> bg = util::umap_find(bg_team_db, sd->bg_id);
  1931. if( bg && !(bg->die_event.empty()) )
  1932. npc_event(sd, bg->die_event.c_str(), 0);
  1933. }
  1934. npc_script_event(sd,NPCE_DIE);
  1935. }
  1936. return (int)(hp+sp);
  1937. }
  1938. /**
  1939. * Heals an object
  1940. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1941. * @param hhp: How much HP to heal
  1942. * @param hsp: How much SP to heal
  1943. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  1944. * or gives HP(&4) heal effect with 0 heal
  1945. * Forced healing overrides heal impedement statuses (Berserk)
  1946. * @return hp+sp
  1947. */
  1948. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1949. {
  1950. struct status_data *status;
  1951. struct status_change *sc;
  1952. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1953. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1954. status = status_get_status_data(bl);
  1955. if (status == &dummy_status || !status->hp)
  1956. return 0;
  1957. sc = status_get_sc(bl);
  1958. if (sc && !sc->count)
  1959. sc = NULL;
  1960. if (hp < 0) {
  1961. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1962. hp++;
  1963. status_damage(NULL, bl, -hp, 0, 0, 1, 0);
  1964. hp = 0;
  1965. }
  1966. if(hp) {
  1967. if( sc && (sc->data[SC_BERSERK]) ) {
  1968. if( flag&1 )
  1969. flag &= ~2;
  1970. else
  1971. hp = 0;
  1972. }
  1973. if((unsigned int)hp > status->max_hp - status->hp)
  1974. hp = status->max_hp - status->hp;
  1975. }
  1976. if(sp < 0) {
  1977. if (sp == INT_MIN)
  1978. sp++;
  1979. status_damage(NULL, bl, 0, -sp, 0, 1, 0);
  1980. sp = 0;
  1981. }
  1982. if(sp) {
  1983. if((unsigned int)sp > status->max_sp - status->sp)
  1984. sp = status->max_sp - status->sp;
  1985. }
  1986. if(!sp && !hp && !(flag&4))
  1987. return 0;
  1988. status->hp += hp;
  1989. status->sp += sp;
  1990. if(hp && sc &&
  1991. sc->data[SC_AUTOBERSERK] &&
  1992. sc->data[SC_PROVOKE] &&
  1993. sc->data[SC_PROVOKE]->val2==1 &&
  1994. status->hp>=status->max_hp>>2
  1995. ) // End auto berserk.
  1996. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1997. // Send HP update to client
  1998. switch(bl->type) {
  1999. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  2000. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  2001. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  2002. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  2003. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  2004. }
  2005. return (int)hp+sp;
  2006. }
  2007. /**
  2008. * Applies percentage based damage to a unit.
  2009. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  2010. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  2011. * @param target: Object to modify HP/SP
  2012. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  2013. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  2014. * @param flag: \n
  2015. * 0: Heal target \n
  2016. * 1: Use status_damage \n
  2017. * 2: Use status_damage and make sure target must not die from subtraction
  2018. * @return hp+sp through status_heal()
  2019. */
  2020. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  2021. {
  2022. struct status_data *status;
  2023. unsigned int hp = 0, sp = 0;
  2024. status = status_get_status_data(target);
  2025. // It's safe now [MarkZD]
  2026. if (hp_rate > 99)
  2027. hp = status->hp;
  2028. else if (hp_rate > 0)
  2029. hp = apply_rate(status->hp, hp_rate);
  2030. else if (hp_rate < -99)
  2031. hp = status->max_hp;
  2032. else if (hp_rate < 0)
  2033. hp = (apply_rate(status->max_hp, -hp_rate));
  2034. if (hp_rate && !hp)
  2035. hp = 1;
  2036. if (flag == 2 && hp >= status->hp)
  2037. hp = status->hp-1; // Must not kill target.
  2038. if (sp_rate > 99)
  2039. sp = status->sp;
  2040. else if (sp_rate > 0)
  2041. sp = apply_rate(status->sp, sp_rate);
  2042. else if (sp_rate < -99)
  2043. sp = status->max_sp;
  2044. else if (sp_rate < 0)
  2045. sp = (apply_rate(status->max_sp, -sp_rate));
  2046. if (sp_rate && !sp)
  2047. sp = 1;
  2048. // Ugly check in case damage dealt is too much for the received args of
  2049. // status_heal / status_damage. [Skotlex]
  2050. if (hp > INT_MAX) {
  2051. hp -= INT_MAX;
  2052. if (flag)
  2053. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1), 0);
  2054. else
  2055. status_heal(target, INT_MAX, 0, 0);
  2056. }
  2057. if (sp > INT_MAX) {
  2058. sp -= INT_MAX;
  2059. if (flag)
  2060. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1), 0);
  2061. else
  2062. status_heal(target, 0, INT_MAX, 0);
  2063. }
  2064. if (flag)
  2065. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1), 0);
  2066. return status_heal(target, hp, sp, 0);
  2067. }
  2068. /**
  2069. * Revives a unit
  2070. * @param bl: Object to revive [PC|MOB|HOM]
  2071. * @param per_hp: Percentage of HP to revive with
  2072. * @param per_sp: Percentage of SP to revive with
  2073. * @return Successful (1) or Invalid target (0)
  2074. */
  2075. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  2076. {
  2077. struct status_data *status;
  2078. unsigned int hp, sp;
  2079. if (!status_isdead(bl)) return 0;
  2080. status = status_get_status_data(bl);
  2081. if (status == &dummy_status)
  2082. return 0; // Invalid target.
  2083. hp = (int64)status->max_hp * per_hp/100;
  2084. sp = (int64)status->max_sp * per_sp/100;
  2085. if(hp > status->max_hp - status->hp)
  2086. hp = status->max_hp - status->hp;
  2087. else if (per_hp && !hp)
  2088. hp = 1;
  2089. if(sp > status->max_sp - status->sp)
  2090. sp = status->max_sp - status->sp;
  2091. else if (per_sp && !sp)
  2092. sp = 1;
  2093. status->hp += hp;
  2094. status->sp += sp;
  2095. if (bl->prev) // Animation only if character is already on a map.
  2096. clif_resurrection(bl, 1);
  2097. switch (bl->type) {
  2098. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  2099. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  2100. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  2101. }
  2102. return 1;
  2103. }
  2104. /**
  2105. * Checks whether the src can use the skill on the target,
  2106. * taking into account status/option of both source/target
  2107. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2108. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  2109. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2110. target MAY be NULL, which checks if src can cast skill_id on the ground
  2111. * @param skill_id: Skill ID being used on target
  2112. * @param flag: 0 - Trying to use skill on target
  2113. * 1 - Cast bar is done
  2114. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  2115. * @return src can use skill (1) or cannot use skill (0)
  2116. * @author [Skotlex]
  2117. */
  2118. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  2119. struct status_data *status;
  2120. struct status_change *sc = NULL, *tsc;
  2121. int hide_flag;
  2122. status = src ? status_get_status_data(src) : &dummy_status;
  2123. if (src && src->type != BL_PC && status_isdead(src))
  2124. return false;
  2125. if (!skill_id) { // Normal attack checks.
  2126. // This mode is only needed for melee attacking.
  2127. if (!status_has_mode(status,MD_CANATTACK))
  2128. return false;
  2129. // Dead state is not checked for skills as some skills can be used
  2130. // on dead characters, said checks are left to skill.cpp [Skotlex]
  2131. if (target && status_isdead(target))
  2132. return false;
  2133. }
  2134. switch( skill_id ) {
  2135. #ifndef RENEWAL
  2136. case PA_PRESSURE:
  2137. if( flag && target ) {
  2138. // Gloria Avoids pretty much everything....
  2139. tsc = status_get_sc(target);
  2140. if(tsc && tsc->option&OPTION_HIDE)
  2141. return false;
  2142. }
  2143. break;
  2144. #endif
  2145. case GN_WALLOFTHORN:
  2146. if( target && status_isdead(target) )
  2147. return false;
  2148. break;
  2149. case AL_TELEPORT:
  2150. case ALL_ODINS_POWER:
  2151. // Should fail when used on top of Land Protector [Skotlex]
  2152. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  2153. && !status_has_mode(status,MD_STATUS_IMMUNE)
  2154. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  2155. return false;
  2156. break;
  2157. case SC_MANHOLE:
  2158. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  2159. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  2160. return false;
  2161. default:
  2162. break;
  2163. }
  2164. if ( src )
  2165. sc = status_get_sc(src);
  2166. if( sc && sc->count ) {
  2167. if (sc->data[SC_ALL_RIDING])
  2168. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  2169. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  2170. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  2171. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  2172. )) {
  2173. if (src->type == BL_PC)
  2174. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  2175. return false;
  2176. }
  2177. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  2178. if (flag != 1) // Can't cast, casted stuff can't damage.
  2179. return false;
  2180. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  2181. return false; // Damage spells stop casting.
  2182. }
  2183. if (
  2184. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  2185. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  2186. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  2187. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  2188. )
  2189. return false;
  2190. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  2191. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  2192. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  2193. clif_emotion(src, ET_THROB);
  2194. return false;
  2195. }
  2196. if (sc->data[SC_BLADESTOP]) {
  2197. switch (sc->data[SC_BLADESTOP]->val1) {
  2198. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  2199. case 4: if (skill_id == MO_CHAINCOMBO) break;
  2200. case 3: if (skill_id == MO_INVESTIGATE) break;
  2201. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  2202. default: return false;
  2203. }
  2204. }
  2205. if (sc->data[SC_DANCING] && flag!=2) {
  2206. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  2207. if (!skill)
  2208. return false;
  2209. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  2210. skill_id == WM_FRIGG_SONG))
  2211. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  2212. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  2213. return false;
  2214. #ifndef RENEWAL
  2215. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  2216. if (skill_id == BD_ENCORE || skill->inf2[INF2_ISSONG] || skill->inf2[INF2_ISENSEMBLE])
  2217. return false;
  2218. #endif
  2219. } else if(!skill->inf2[INF2_ALLOWWHENPERFORMING]) // Skills that can be used in dancing state
  2220. return false;
  2221. #ifndef RENEWAL
  2222. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  2223. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  2224. #endif
  2225. }
  2226. if (skill_id && // Do not block item-casted skills.
  2227. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  2228. ) { // Skills blocked through status changes...
  2229. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  2230. sc->cant.cast ||
  2231. #ifndef RENEWAL
  2232. (sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
  2233. #endif
  2234. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  2235. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  2236. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  2237. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  2238. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  2239. (sc->data[SC_NOVAEXPLOSING] && skill_block_check(src, SC_NOVAEXPLOSING, skill_id)) ||
  2240. (sc->data[SC_GRAVITYCONTROL] && skill_block_check(src, SC_GRAVITYCONTROL, skill_id)) ||
  2241. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  2242. #ifdef RENEWAL
  2243. || (sc->data[SC_ENSEMBLEFATIGUE] && skill_id != CG_SPECIALSINGER)
  2244. #endif
  2245. ))
  2246. return false;
  2247. // Skill blocking.
  2248. if (
  2249. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2250. #ifndef RENEWAL
  2251. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2252. #endif
  2253. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2254. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2255. )
  2256. return false;
  2257. }
  2258. if (sc->option) {
  2259. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (skill_id == 0 || !skill_get_inf2(skill_id, INF2_ALLOWWHENHIDDEN))) {
  2260. // Non players can use all skills while hidden.
  2261. return false;
  2262. }
  2263. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2264. return false;
  2265. }
  2266. }
  2267. if (target == NULL || target == src) // No further checking needed.
  2268. return true;
  2269. tsc = status_get_sc(target);
  2270. if (tsc && tsc->count) {
  2271. /**
  2272. * Attacks in invincible are capped to 1 damage and handled in battle.cpp.
  2273. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2274. **/
  2275. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2276. return false;
  2277. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2278. return false;
  2279. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2280. && tsc->data[SC_FREEZE])
  2281. return false;
  2282. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2283. return false;
  2284. if (tsc->data[SC__MANHOLE] && !skill_get_inf2(skill_id, INF2_TARGETMANHOLE))
  2285. return false;
  2286. }
  2287. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2288. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2289. // Skill that can hit hidden target
  2290. if( skill_get_inf2(skill_id, INF2_TARGETHIDDEN) )
  2291. hide_flag &= ~OPTION_HIDE;
  2292. switch( target->type ) {
  2293. case BL_PC: {
  2294. struct map_session_data *tsd = (TBL_PC*)target;
  2295. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2296. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2297. if (pc_isinvisible(tsd))
  2298. return false;
  2299. if (tsc) {
  2300. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2301. return false;
  2302. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2303. return false; // Works against insect and demon but not against bosses
  2304. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2305. return false; // Works against all
  2306. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2307. return false; // Insect, demon, and boss can detect
  2308. }
  2309. }
  2310. break;
  2311. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2312. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2313. if (status_has_mode(status,MD_LOOTER))
  2314. return true;
  2315. return false;
  2316. case BL_HOM:
  2317. case BL_MER:
  2318. case BL_ELEM:
  2319. if( target->type == BL_HOM && skill_id && battle_config.hom_setting&HOMSET_NO_SUPPORT_SKILL && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  2320. return false; // Can't use support skills on Homunculus (only Master/Self)
  2321. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2322. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2323. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2324. return false; // Can't use Potion Pitcher on Mercenaries
  2325. default:
  2326. // Check for chase-walk/hiding/cloaking opponents.
  2327. if( tsc ) {
  2328. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2329. return false;
  2330. }
  2331. }
  2332. return true;
  2333. }
  2334. /**
  2335. * Checks whether the src can see the target
  2336. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2337. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2338. * @return src can see (1) or target is invisible (0)
  2339. * @author [Skotlex]
  2340. */
  2341. int status_check_visibility(struct block_list *src, struct block_list *target)
  2342. {
  2343. int view_range;
  2344. struct status_data* status = status_get_status_data(src);
  2345. struct status_change* tsc = status_get_sc(target);
  2346. switch (src->type) {
  2347. case BL_MOB:
  2348. view_range = ((TBL_MOB*)src)->min_chase;
  2349. break;
  2350. case BL_PET:
  2351. view_range = ((TBL_PET*)src)->db->range2;
  2352. break;
  2353. default:
  2354. view_range = AREA_SIZE;
  2355. }
  2356. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2357. return 0;
  2358. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2359. return 1;
  2360. if (tsc) {
  2361. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2362. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2363. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2364. case BL_PC: {
  2365. struct map_session_data *tsd = (TBL_PC*)target;
  2366. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
  2367. return 0;
  2368. if ((tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC_NEWMOON]) && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2369. return 0;
  2370. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2371. return 0;
  2372. }
  2373. break;
  2374. default:
  2375. if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
  2376. return 0;
  2377. }
  2378. }
  2379. return 1;
  2380. }
  2381. /**
  2382. * Base ASPD value taken from the job tables
  2383. * @param sd: Player object
  2384. * @param status: Player status
  2385. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2386. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2387. */
  2388. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2389. {
  2390. int amotion;
  2391. int classidx = pc_class2idx(sd->status.class_);
  2392. #ifdef RENEWAL_ASPD
  2393. int16 skill_lv, val = 0;
  2394. float temp_aspd = 0;
  2395. amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
  2396. if (sd->status.shield)
  2397. amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
  2398. else if (sd->weapontype2 && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  2399. amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
  2400. switch(sd->status.weapon) {
  2401. case W_BOW:
  2402. case W_MUSICAL:
  2403. case W_WHIP:
  2404. case W_REVOLVER:
  2405. case W_RIFLE:
  2406. case W_GATLING:
  2407. case W_SHOTGUN:
  2408. case W_GRENADE:
  2409. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  2410. break;
  2411. default:
  2412. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  2413. break;
  2414. }
  2415. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  2416. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  2417. val += (skill_lv - 1) / 2 + 1;
  2418. if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  2419. val += 1 + skill_lv;
  2420. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2421. val += ((skill_lv + 1) / 2);
  2422. if ((skill_lv = pc_checkskill(sd, RG_PLAGIARISM)) > 0)
  2423. val += skill_lv;
  2424. if (pc_isriding(sd))
  2425. val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
  2426. else if (pc_isridingdragon(sd))
  2427. val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2428. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  2429. #else
  2430. // Angra Manyu disregards aspd_base and similar
  2431. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  2432. return 0;
  2433. // Base weapon delay
  2434. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2435. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2436. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  2437. // Percentual delay reduction from stats
  2438. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  2439. // Raw delay adjustment from bAspd bonus
  2440. amotion += sd->bonus.aspd_add;
  2441. #endif
  2442. return amotion;
  2443. }
  2444. /**
  2445. * Base attack value calculated for units
  2446. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  2447. * @param status: Object status
  2448. * @return base attack
  2449. */
  2450. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  2451. {
  2452. int flag = 0, str, dex, dstr;
  2453. #ifdef RENEWAL
  2454. if (!(bl->type&battle_config.enable_baseatk_renewal))
  2455. return 0;
  2456. #else
  2457. if (!(bl->type&battle_config.enable_baseatk))
  2458. return 0;
  2459. #endif
  2460. if (bl->type == BL_PC)
  2461. switch(((TBL_PC*)bl)->status.weapon) {
  2462. case W_BOW:
  2463. case W_MUSICAL:
  2464. case W_WHIP:
  2465. case W_REVOLVER:
  2466. case W_RIFLE:
  2467. case W_GATLING:
  2468. case W_SHOTGUN:
  2469. case W_GRENADE:
  2470. flag = 1;
  2471. }
  2472. if (flag) {
  2473. #ifdef RENEWAL
  2474. dstr =
  2475. #endif
  2476. str = status->dex;
  2477. dex = status->str;
  2478. } else {
  2479. #ifdef RENEWAL
  2480. dstr =
  2481. #endif
  2482. str = status->str;
  2483. dex = status->dex;
  2484. }
  2485. /** [Skotlex]
  2486. * Normally only players have base-atk, but homunc have a different batk
  2487. * equation, hinting that perhaps non-players should use this for batk.
  2488. **/
  2489. switch (bl->type) {
  2490. case BL_HOM:
  2491. #ifdef RENEWAL
  2492. str = 2 * level + status_get_homstr(bl);
  2493. #else
  2494. dstr = str / 10;
  2495. str += dstr*dstr;
  2496. #endif
  2497. break;
  2498. case BL_PC:
  2499. #ifdef RENEWAL
  2500. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10;
  2501. #else
  2502. dstr = str / 10;
  2503. str += dstr*dstr;
  2504. str += dex / 5 + status->luk / 5;
  2505. #endif
  2506. break;
  2507. default:// Others
  2508. #ifdef RENEWAL
  2509. str = dstr + level;
  2510. #else
  2511. dstr = str / 10;
  2512. str += dstr*dstr;
  2513. str += dex / 5 + status->luk / 5;
  2514. #endif
  2515. break;
  2516. }
  2517. return cap_value(str, 0, USHRT_MAX);
  2518. }
  2519. #ifdef RENEWAL
  2520. /**
  2521. * Weapon attack value calculated for Players
  2522. * @param wa: Weapon attack
  2523. * @param status: Player status
  2524. * @return weapon attack
  2525. */
  2526. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2527. {
  2528. float str = sd->base_status.str;
  2529. int weapon_atk_bonus = 0;
  2530. if ((wa.range > 3 || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP) && !pc_checkskill(sd, SU_SOULATTACK))
  2531. str = sd->base_status.dex;
  2532. if (sd->bonus.weapon_atk_rate)
  2533. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2534. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2535. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2536. }
  2537. #endif
  2538. #ifndef RENEWAL
  2539. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2540. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2541. #else
  2542. /*
  2543. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2544. * status->batk (base attack) will be added in battle_calc_base_damage
  2545. */
  2546. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2547. {
  2548. switch (bl->type) {
  2549. case BL_PET:
  2550. case BL_MOB:
  2551. case BL_MER:
  2552. case BL_ELEM:
  2553. return status->rhw.atk * 80 / 100;
  2554. case BL_HOM:
  2555. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2556. default:
  2557. return status->rhw.atk;
  2558. }
  2559. }
  2560. /*
  2561. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2562. * status->batk (base attack) will be added in battle_calc_base_damage
  2563. */
  2564. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2565. {
  2566. switch (bl->type) {
  2567. case BL_PET:
  2568. case BL_MOB:
  2569. case BL_MER:
  2570. case BL_ELEM:
  2571. return status->rhw.atk * 120 / 100;
  2572. case BL_HOM:
  2573. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2574. default:
  2575. return status->rhw.atk2;
  2576. }
  2577. }
  2578. /*
  2579. * Calculates minimum magic attack
  2580. */
  2581. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2582. {
  2583. switch (bl->type) {
  2584. case BL_PET:
  2585. case BL_MOB:
  2586. case BL_MER:
  2587. case BL_ELEM:
  2588. return status->int_ + level + status->rhw.matk * 70 / 100;
  2589. case BL_HOM:
  2590. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2591. case BL_PC:
  2592. default:
  2593. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2594. }
  2595. }
  2596. /*
  2597. * Calculates maximum magic attack
  2598. */
  2599. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2600. {
  2601. switch (bl->type) {
  2602. case BL_PET:
  2603. case BL_MOB:
  2604. case BL_MER:
  2605. case BL_ELEM:
  2606. return status->int_ + level + status->rhw.matk * 130 / 100;
  2607. case BL_HOM:
  2608. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2609. case BL_PC:
  2610. default:
  2611. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2612. }
  2613. }
  2614. #endif
  2615. /**
  2616. * Fills in the misc data that can be calculated from the other status info (except for level)
  2617. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2618. * @param status: Player status
  2619. */
  2620. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2621. {
  2622. int stat;
  2623. // Non players get the value set, players need to stack with previous bonuses.
  2624. if( bl->type != BL_PC )
  2625. status->batk =
  2626. status->hit = status->flee =
  2627. status->def2 = status->mdef2 =
  2628. status->cri = status->flee2 = 0;
  2629. #ifdef RENEWAL // Renewal formulas
  2630. if (bl->type == BL_HOM) {
  2631. // Def2
  2632. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2633. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2634. // Mdef2
  2635. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2636. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2637. // Def
  2638. stat = status->def;
  2639. stat += status_get_homvit(bl) + level / 2;
  2640. status->def = cap_value(stat, 0, SHRT_MAX);
  2641. // Mdef
  2642. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2643. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2644. // Hit
  2645. stat = level + status->dex + 150;
  2646. status->hit = cap_value(stat, 1, SHRT_MAX);
  2647. // Flee
  2648. stat = level + status_get_homagi(bl);
  2649. status->flee = cap_value(stat, 1, SHRT_MAX);
  2650. } else {
  2651. // Hit
  2652. stat = status->hit;
  2653. stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
  2654. status->hit = cap_value(stat, 1, SHRT_MAX);
  2655. // Flee
  2656. stat = status->flee;
  2657. stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
  2658. status->flee = cap_value(stat, 1, SHRT_MAX);
  2659. // Def2
  2660. if (bl->type == BL_MER)
  2661. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2662. else {
  2663. stat = status->def2;
  2664. stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
  2665. }
  2666. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2667. // Mdef2
  2668. if (bl->type == BL_MER)
  2669. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2670. else {
  2671. stat = status->mdef2;
  2672. stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
  2673. }
  2674. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2675. }
  2676. // ATK
  2677. if (bl->type != BL_PC) {
  2678. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2679. status->rhw.atk = status_base_atk_min(bl, status, level);
  2680. }
  2681. // MAtk
  2682. status->matk_min = status_base_matk_min(bl, status, level);
  2683. status->matk_max = status_base_matk_max(bl, status, level);
  2684. #else
  2685. // Matk
  2686. status->matk_min = status_base_matk_min(status);
  2687. status->matk_max = status_base_matk_max(status);
  2688. // Hit
  2689. stat = status->hit;
  2690. stat += level + status->dex;
  2691. status->hit = cap_value(stat, 1, SHRT_MAX);
  2692. // Flee
  2693. stat = status->flee;
  2694. stat += level + status->agi;
  2695. status->flee = cap_value(stat, 1, SHRT_MAX);
  2696. // Def2
  2697. stat = status->def2;
  2698. stat += status->vit;
  2699. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2700. // Mdef2
  2701. stat = status->mdef2;
  2702. stat += status->int_ + (status->vit>>1);
  2703. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2704. #endif
  2705. //Critical
  2706. if( bl->type&battle_config.enable_critical ) {
  2707. stat = status->cri;
  2708. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2709. status->cri = cap_value(stat, 1, SHRT_MAX);
  2710. } else
  2711. status->cri = 0;
  2712. if (bl->type&battle_config.enable_perfect_flee) {
  2713. stat = status->flee2;
  2714. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2715. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2716. } else
  2717. status->flee2 = 0;
  2718. if (status->batk) {
  2719. int temp = status->batk + status_base_atk(bl, status, level);
  2720. status->batk = cap_value(temp, 0, USHRT_MAX);
  2721. } else
  2722. status->batk = status_base_atk(bl, status, level);
  2723. if (status->cri) {
  2724. switch (bl->type) {
  2725. case BL_MOB:
  2726. if(battle_config.mob_critical_rate != 100)
  2727. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2728. if(!status->cri && battle_config.mob_critical_rate)
  2729. status->cri = 10;
  2730. break;
  2731. case BL_PC:
  2732. // Players don't have a critical adjustment setting as of yet.
  2733. break;
  2734. default:
  2735. if(battle_config.critical_rate != 100)
  2736. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2737. if (!status->cri && battle_config.critical_rate)
  2738. status->cri = 10;
  2739. }
  2740. }
  2741. if(bl->type&BL_REGEN)
  2742. status_calc_regen(bl, status, status_get_regen_data(bl));
  2743. }
  2744. /**
  2745. * Calculates the initial status for the given mob
  2746. * @param md: Mob object
  2747. * @param opt: Whether or not it is the first calculation
  2748. This will only be false when a mob levels up (Regular and WoE Guardians)
  2749. * @return 1 for calculated special statuses or 0 for none
  2750. * @author [Skotlex]
  2751. */
  2752. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2753. {
  2754. struct status_data *status;
  2755. struct block_list *mbl = NULL;
  2756. int flag=0;
  2757. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2758. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2759. ;
  2760. else
  2761. md->level = md->db->lv;
  2762. }
  2763. // Check if we need custom base-status
  2764. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2765. flag|=1;
  2766. if (md->special_state.size)
  2767. flag|=2;
  2768. if (md->guardian_data && md->guardian_data->guardup_lv)
  2769. flag|=4;
  2770. if (md->mob_id == MOBID_EMPERIUM)
  2771. flag|=4;
  2772. if (battle_config.slaves_inherit_speed && md->master_id)
  2773. flag|=8;
  2774. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2775. flag|=16;
  2776. if (md->master_id && battle_config.slaves_inherit_mode)
  2777. flag |= 32;
  2778. if (!flag) { // No special status required.
  2779. if (md->base_status) {
  2780. aFree(md->base_status);
  2781. md->base_status = NULL;
  2782. }
  2783. if (opt&SCO_FIRST)
  2784. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2785. return 0;
  2786. }
  2787. if (!md->base_status)
  2788. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2789. status = md->base_status;
  2790. memcpy(status, &md->db->status, sizeof(struct status_data));
  2791. if (flag&(8|16))
  2792. mbl = map_id2bl(md->master_id);
  2793. if (flag&8 && mbl) {
  2794. struct status_data *mstatus = status_get_base_status(mbl);
  2795. if (mstatus &&
  2796. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2797. status->speed = mstatus->speed;
  2798. if( status->speed < 2 ) // Minimum for the unit to function properly
  2799. status->speed = 2;
  2800. }
  2801. if (flag&32)
  2802. status_calc_slave_mode(md, map_id2md(md->master_id));
  2803. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2804. int diff = md->level - md->db->lv;
  2805. status->str += diff;
  2806. status->agi += diff;
  2807. status->vit += diff;
  2808. status->int_ += diff;
  2809. status->dex += diff;
  2810. status->luk += diff;
  2811. status->max_hp += diff * status->vit;
  2812. status->max_sp += diff * status->int_;
  2813. status->hp = status->max_hp;
  2814. status->sp = status->max_sp;
  2815. status->speed -= cap_value(diff, 0, status->speed - 10);
  2816. }
  2817. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2818. if (md->special_state.size == SZ_MEDIUM) {
  2819. status->max_hp >>= 1;
  2820. status->max_sp >>= 1;
  2821. if (!status->max_hp) status->max_hp = 1;
  2822. if (!status->max_sp) status->max_sp = 1;
  2823. status->hp = status->max_hp;
  2824. status->sp = status->max_sp;
  2825. status->str >>= 1;
  2826. status->agi >>= 1;
  2827. status->vit >>= 1;
  2828. status->int_ >>= 1;
  2829. status->dex >>= 1;
  2830. status->luk >>= 1;
  2831. if (!status->str) status->str = 1;
  2832. if (!status->agi) status->agi = 1;
  2833. if (!status->vit) status->vit = 1;
  2834. if (!status->int_) status->int_ = 1;
  2835. if (!status->dex) status->dex = 1;
  2836. if (!status->luk) status->luk = 1;
  2837. } else if (md->special_state.size == SZ_BIG) {
  2838. status->max_hp <<= 1;
  2839. status->max_sp <<= 1;
  2840. status->hp = status->max_hp;
  2841. status->sp = status->max_sp;
  2842. status->str <<= 1;
  2843. status->agi <<= 1;
  2844. status->vit <<= 1;
  2845. status->int_ <<= 1;
  2846. status->dex <<= 1;
  2847. status->luk <<= 1;
  2848. }
  2849. }
  2850. status_calc_misc(&md->bl, status, md->level);
  2851. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2852. struct guild_castle *gc;
  2853. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2854. gc=guild_mapname2gc(mapdata->name);
  2855. if (!gc)
  2856. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2857. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2858. #ifdef RENEWAL
  2859. status->max_hp += 50 * (gc->defense / 5);
  2860. #else
  2861. status->max_hp += 1000 * gc->defense;
  2862. #endif
  2863. status->hp = status->max_hp;
  2864. status->def += (gc->defense+2)/3;
  2865. status->mdef += (gc->defense+2)/3;
  2866. }
  2867. if(md->mob_id != MOBID_EMPERIUM) {
  2868. status->max_hp += 1000 * gc->defense;
  2869. status->hp = status->max_hp;
  2870. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2871. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2872. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2873. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2874. }
  2875. }
  2876. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2877. struct unit_data *ud = unit_bl2ud(mbl);
  2878. // Remove special AI when this is used by regular mobs.
  2879. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2880. md->special_state.ai = AI_NONE;
  2881. if (ud) {
  2882. // Different levels of HP according to skill level
  2883. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2884. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2885. switch(ud->skill_id) {
  2886. case AM_SPHEREMINE:
  2887. status->max_hp = 2000 + 400*ud->skill_lv;
  2888. break;
  2889. case KO_ZANZOU:
  2890. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2891. break;
  2892. case AM_CANNIBALIZE:
  2893. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2894. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2895. break;
  2896. case MH_SUMMON_LEGION:
  2897. {
  2898. int homblvl = status_get_lv(mbl);
  2899. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2900. status->batk = 100 * (ud->skill_lv+5) / 2;
  2901. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2902. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2903. // status->aspd_rate = max(100,status->aspd_rate);
  2904. break;
  2905. }
  2906. case NC_SILVERSNIPER:
  2907. {
  2908. struct status_data *mstatus = status_get_status_data(mbl);
  2909. if(!mstatus)
  2910. break;
  2911. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2912. status->batk = 200 * ud->skill_lv;
  2913. break;
  2914. }
  2915. case NC_MAGICDECOY:
  2916. {
  2917. struct status_data *mstatus = status_get_status_data(mbl);
  2918. if(!mstatus)
  2919. break;
  2920. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2921. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2922. break;
  2923. }
  2924. }
  2925. status->hp = status->max_hp;
  2926. }
  2927. }
  2928. if (opt&SCO_FIRST) // Initial battle status
  2929. memcpy(&md->status, status, sizeof(struct status_data));
  2930. return 1;
  2931. }
  2932. /**
  2933. * Calculates the stats of the given pet
  2934. * @param pd: Pet object
  2935. * @param opt: Whether or not it is the first calculation
  2936. This will only be false when a pet levels up
  2937. * @return 1
  2938. * @author [Skotlex]
  2939. */
  2940. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2941. {
  2942. nullpo_retv(pd);
  2943. if (opt&SCO_FIRST) {
  2944. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2945. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2946. pd->status.class_ = CLASS_NORMAL;
  2947. pd->status.speed = pd->get_pet_walk_speed();
  2948. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2949. // Attack support requires the pet to be able to attack
  2950. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2951. }
  2952. }
  2953. if (battle_config.pet_lv_rate && pd->master) {
  2954. struct map_session_data *sd = pd->master;
  2955. int lv;
  2956. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2957. if (lv < 0)
  2958. lv = 1;
  2959. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2960. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2961. pd->pet.level = lv;
  2962. if (!(opt&SCO_FIRST)) // Lv Up animation
  2963. clif_misceffect(&pd->bl, 0);
  2964. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2965. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2966. status->str = (bstat->str*lv)/pd->db->lv;
  2967. status->agi = (bstat->agi*lv)/pd->db->lv;
  2968. status->vit = (bstat->vit*lv)/pd->db->lv;
  2969. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2970. status->dex = (bstat->dex*lv)/pd->db->lv;
  2971. status->luk = (bstat->luk*lv)/pd->db->lv;
  2972. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2973. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2974. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2975. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2976. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2977. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2978. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2979. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2980. status_calc_misc(&pd->bl, &pd->status, lv);
  2981. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2982. clif_send_petstatus(sd);
  2983. }
  2984. } else if (opt&SCO_FIRST) {
  2985. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2986. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2987. pd->pet.level = pd->db->lv;
  2988. }
  2989. // Support rate modifier (1000 = 100%)
  2990. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2991. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2992. }
  2993. /**
  2994. * Get HP bonus modifiers
  2995. * @param bl: block_list that will be checked
  2996. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2997. * @return bonus: total bonus for HP
  2998. * @author [Cydh]
  2999. */
  3000. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  3001. int bonus = 0;
  3002. if (type == STATUS_BONUS_FIX) {
  3003. struct status_change *sc = status_get_sc(bl);
  3004. //Only for BL_PC
  3005. if (bl->type == BL_PC) {
  3006. struct map_session_data *sd = map_id2sd(bl->id);
  3007. uint16 skill_lv;
  3008. bonus += sd->bonus.hp;
  3009. if ((skill_lv = pc_checkskill(sd,CR_TRUST)) > 0)
  3010. bonus += skill_lv * 200;
  3011. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  3012. bonus += 1000;
  3013. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  3014. bonus += 1000;
  3015. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  3016. bonus += 3000;
  3017. }
  3018. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  3019. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  3020. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  3021. bonus += 350 * skill_lv + (skill_lv > 4 ? 250 : 0);
  3022. #ifndef HP_SP_TABLES
  3023. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  3024. bonus += 2000; // Supernovice lvl99 hp bonus.
  3025. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  3026. bonus += 2000; // Supernovice lvl150 hp bonus.
  3027. #endif
  3028. }
  3029. //Bonus by SC
  3030. if (sc) {
  3031. if(sc->data[SC_INCMHP])
  3032. bonus += sc->data[SC_INCMHP]->val1;
  3033. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  3034. bonus += 500;
  3035. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  3036. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
  3037. if(sc->data[SC_INSPIRATION])
  3038. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  3039. if(sc->data[SC_SOLID_SKIN_OPTION])
  3040. bonus += 2000;
  3041. if(sc->data[SC_MTF_MHP])
  3042. bonus += sc->data[SC_MTF_MHP]->val1;
  3043. if(sc->data[SC_MARIONETTE])
  3044. bonus -= 1000;
  3045. if(sc->data[SC_SWORDCLAN])
  3046. bonus += 30;
  3047. if(sc->data[SC_ARCWANDCLAN])
  3048. bonus += 30;
  3049. if(sc->data[SC_GOLDENMACECLAN])
  3050. bonus += 30;
  3051. if(sc->data[SC_CROSSBOWCLAN])
  3052. bonus += 30;
  3053. if(sc->data[SC_GLASTHEIM_HPSP])
  3054. bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
  3055. #ifdef RENEWAL
  3056. if (sc->data[SC_ANGELUS])
  3057. bonus += sc->data[SC_ANGELUS]->val1 * 50;
  3058. #endif
  3059. }
  3060. } else if (type == STATUS_BONUS_RATE) {
  3061. struct status_change *sc = status_get_sc(bl);
  3062. //Bonus by SC
  3063. if (sc) {
  3064. //Increasing
  3065. if(sc->data[SC_INCMHPRATE])
  3066. bonus += sc->data[SC_INCMHPRATE]->val1;
  3067. if(sc->data[SC_APPLEIDUN])
  3068. bonus += sc->data[SC_APPLEIDUN]->val2;
  3069. if(sc->data[SC_DELUGE])
  3070. bonus += sc->data[SC_DELUGE]->val2;
  3071. if(sc->data[SC_BERSERK])
  3072. bonus += 200; //+200%
  3073. if(sc->data[SC_MERC_HPUP])
  3074. bonus += sc->data[SC_MERC_HPUP]->val2;
  3075. if(sc->data[SC_EPICLESIS])
  3076. bonus += sc->data[SC_EPICLESIS]->val2;
  3077. if(sc->data[SC_FRIGG_SONG])
  3078. bonus += sc->data[SC_FRIGG_SONG]->val2;
  3079. if(sc->data[SC_LERADSDEW])
  3080. bonus += sc->data[SC_LERADSDEW]->val3;
  3081. if(sc->data[SC_FORCEOFVANGUARD])
  3082. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  3083. if(sc->data[SC_INSPIRATION])
  3084. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  3085. if(sc->data[SC_RAISINGDRAGON])
  3086. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  3087. if(sc->data[SC_GT_REVITALIZE])
  3088. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  3089. if(sc->data[SC_ANGRIFFS_MODUS])
  3090. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  3091. if(sc->data[SC_PETROLOGY_OPTION])
  3092. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  3093. if(sc->data[SC_POWER_OF_GAIA])
  3094. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  3095. if(sc->data[SC_CURSED_SOIL_OPTION])
  3096. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  3097. if(sc->data[SC_UPHEAVAL_OPTION])
  3098. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  3099. if(sc->data[SC_LAUDAAGNUS])
  3100. bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
  3101. #ifdef RENEWAL
  3102. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPRATE)
  3103. bonus += 30;
  3104. #endif
  3105. if(sc->data[SC_LUNARSTANCE])
  3106. bonus += sc->data[SC_LUNARSTANCE]->val2;
  3107. if (sc->data[SC_LUXANIMA])
  3108. bonus += sc->data[SC_LUXANIMA]->val3;
  3109. //Decreasing
  3110. if (sc->data[SC_VENOMBLEED] && sc->data[SC_VENOMBLEED]->val3 == 1)
  3111. bonus -= 15;
  3112. if(sc->data[SC_BEYONDOFWARCRY])
  3113. bonus -= sc->data[SC_BEYONDOFWARCRY]->val3;
  3114. if(sc->data[SC__WEAKNESS])
  3115. bonus -= sc->data[SC__WEAKNESS]->val2;
  3116. if(sc->data[SC_EQC])
  3117. bonus -= sc->data[SC_EQC]->val3;
  3118. }
  3119. // Max rate reduce is -100%
  3120. bonus = cap_value(bonus,-100,INT_MAX);
  3121. }
  3122. return min(bonus,INT_MAX);
  3123. }
  3124. /**
  3125. * HP bonus rate from equipment
  3126. */
  3127. static int status_get_hpbonus_equip(TBL_PC *sd) {
  3128. int bonus = 0;
  3129. bonus += sd->hprate;
  3130. return bonus -= 100; //Default hprate is 100, so it should be add 0%
  3131. }
  3132. /**
  3133. * HP bonus rate from usable items
  3134. */
  3135. static int status_get_hpbonus_item(block_list *bl) {
  3136. int bonus = 0;
  3137. struct status_change *sc = status_get_sc(bl);
  3138. //Bonus by SC
  3139. if (sc) {
  3140. if (sc->data[SC_INCREASE_MAXHP])
  3141. bonus += sc->data[SC_INCREASE_MAXHP]->val1;
  3142. if (sc->data[SC_MUSTLE_M])
  3143. bonus += sc->data[SC_MUSTLE_M]->val1;
  3144. if (sc->data[SC_MYSTERIOUS_POWDER])
  3145. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  3146. }
  3147. // Max rate reduce is -100%
  3148. return cap_value(bonus, -100, INT_MAX);
  3149. }
  3150. /**
  3151. * Get SP bonus modifiers
  3152. * @param bl: block_list that will be checked
  3153. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  3154. * @return bonus: total bonus for SP
  3155. * @author [Cydh]
  3156. */
  3157. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  3158. int bonus = 0;
  3159. if (type == STATUS_BONUS_FIX) {
  3160. struct status_change *sc = status_get_sc(bl);
  3161. //Only for BL_PC
  3162. if (bl->type == BL_PC) {
  3163. struct map_session_data *sd = map_id2sd(bl->id);
  3164. uint16 skill_lv;
  3165. bonus += sd->bonus.sp;
  3166. if ((skill_lv = pc_checkskill(sd,SL_KAINA)) > 0)
  3167. bonus += 30 * skill_lv;
  3168. if ((skill_lv = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  3169. bonus += 200 + 20 * skill_lv;
  3170. if ((skill_lv = pc_checkskill(sd,WM_LESSON)) > 0)
  3171. bonus += 30 * skill_lv;
  3172. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  3173. bonus += 100;
  3174. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  3175. bonus += 100;
  3176. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  3177. bonus += 300;
  3178. }
  3179. if ((skill_lv = pc_checkskill(sd, NV_BREAKTHROUGH)) > 0)
  3180. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  3181. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  3182. bonus += 30 * skill_lv + (skill_lv > 4 ? 50 : 0);
  3183. }
  3184. //Bonus by SC
  3185. if (sc) {
  3186. if(sc->data[SC_INCMSP])
  3187. bonus += sc->data[SC_INCMSP]->val1;
  3188. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  3189. bonus += 50;
  3190. if(sc->data[SC_MTF_MSP])
  3191. bonus += sc->data[SC_MTF_MSP]->val1;
  3192. if(sc->data[SC_SWORDCLAN])
  3193. bonus += 10;
  3194. if(sc->data[SC_ARCWANDCLAN])
  3195. bonus += 10;
  3196. if(sc->data[SC_GOLDENMACECLAN])
  3197. bonus += 10;
  3198. if(sc->data[SC_CROSSBOWCLAN])
  3199. bonus += 10;
  3200. if(sc->data[SC_GLASTHEIM_HPSP])
  3201. bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
  3202. }
  3203. } else if (type == STATUS_BONUS_RATE) {
  3204. struct status_change *sc = status_get_sc(bl);
  3205. //Only for BL_PC
  3206. if (bl->type == BL_PC) {
  3207. struct map_session_data *sd = map_id2sd(bl->id);
  3208. uint8 i;
  3209. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  3210. bonus += i;
  3211. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  3212. bonus += 2 * i;
  3213. #ifdef RENEWAL
  3214. if ((i = pc_checkskill(sd, (sd->status.sex ? BA_MUSICALLESSON : DC_DANCINGLESSON))) > 0)
  3215. bonus += i;
  3216. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPRATE)
  3217. bonus += 30;
  3218. #endif
  3219. }
  3220. //Bonus by SC
  3221. if (sc) {
  3222. //Increasing
  3223. if(sc->data[SC_INCMSPRATE])
  3224. bonus += sc->data[SC_INCMSPRATE]->val1;
  3225. if(sc->data[SC_RAISINGDRAGON])
  3226. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  3227. if(sc->data[SC_SERVICE4U])
  3228. bonus += sc->data[SC_SERVICE4U]->val2;
  3229. if(sc->data[SC_MERC_SPUP])
  3230. bonus += sc->data[SC_MERC_SPUP]->val2;
  3231. if (sc->data[SC_LUXANIMA])
  3232. bonus += sc->data[SC_LUXANIMA]->val3;
  3233. //Decreasing
  3234. if (sc->data[SC_MELODYOFSINK])
  3235. bonus -= sc->data[SC_MELODYOFSINK]->val3;
  3236. }
  3237. // Max rate reduce is -100%
  3238. bonus = cap_value(bonus,-100,INT_MAX);
  3239. }
  3240. return min(bonus,INT_MAX);
  3241. }
  3242. /**
  3243. * SP bonus rate from equipment
  3244. */
  3245. static int status_get_spbonus_equip(TBL_PC *sd) {
  3246. int bonus = 0;
  3247. bonus += sd->sprate;
  3248. return bonus -= 100; //Default sprate is 100, so it should be add 0%
  3249. }
  3250. /**
  3251. * SP bonus rate from usable items
  3252. */
  3253. static int status_get_spbonus_item(block_list *bl) {
  3254. int bonus = 0;
  3255. struct status_change *sc = status_get_sc(bl);
  3256. //Bonus by SC
  3257. if (sc) {
  3258. if (sc->data[SC_INCREASE_MAXSP])
  3259. bonus += sc->data[SC_INCREASE_MAXSP]->val1;
  3260. if (sc->data[SC_LIFE_FORCE_F])
  3261. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  3262. if (sc->data[SC_VITATA_500])
  3263. bonus += sc->data[SC_VITATA_500]->val2;
  3264. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  3265. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
  3266. }
  3267. // Max rate reduce is -100%
  3268. return cap_value(bonus, -100, INT_MAX);
  3269. }
  3270. /**
  3271. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  3272. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  3273. * @param sd Player
  3274. * @param stat Vit/Int of player as param modifier
  3275. * @param isHP true - calculates Max HP, false - calculated Max SP
  3276. * @return max The max value of HP or SP
  3277. */
  3278. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  3279. double dmax = 0;
  3280. uint16 idx, level, job_id;
  3281. nullpo_ret(sd);
  3282. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  3283. idx = pc_class2idx(job_id);
  3284. level = umax(sd->status.base_level,1);
  3285. if (isHP) { //Calculates MaxHP
  3286. double equip_bonus = 0, item_bonus = 0;
  3287. dmax = job_info[idx].base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  3288. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  3289. equip_bonus = (dmax * status_get_hpbonus_equip(sd) / 100);
  3290. item_bonus = (dmax * status_get_hpbonus_item(&sd->bl) / 100);
  3291. dmax += equip_bonus + item_bonus;
  3292. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3293. }
  3294. else { //Calculates MaxSP
  3295. double equip_bonus = 0, item_bonus = 0;
  3296. dmax = job_info[idx].base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
  3297. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  3298. equip_bonus = (dmax * status_get_spbonus_equip(sd) / 100);
  3299. item_bonus = (dmax * status_get_spbonus_item(&sd->bl) / 100);
  3300. dmax += equip_bonus + item_bonus;
  3301. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  3302. }
  3303. //Make sure it's not negative before casting to unsigned int
  3304. if(dmax < 1) dmax = 1;
  3305. return cap_value((unsigned int)dmax,1,UINT_MAX);
  3306. }
  3307. /**
  3308. * Calculates player's weight
  3309. * @param sd: Player object
  3310. * @param flag: Calculation type
  3311. * CALCWT_ITEM - Item weight
  3312. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3313. * @return false - failed, true - success
  3314. */
  3315. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3316. {
  3317. int b_weight, b_max_weight, skill, i;
  3318. struct status_change *sc;
  3319. nullpo_retr(false, sd);
  3320. sc = &sd->sc;
  3321. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3322. b_weight = sd->weight; // Store current weight for later comparison
  3323. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  3324. if (flag&CALCWT_ITEM) {
  3325. sd->weight = 0; // Reset current weight
  3326. for(i = 0; i < MAX_INVENTORY; i++) {
  3327. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3328. continue;
  3329. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3330. }
  3331. }
  3332. if (flag&CALCWT_MAXBONUS) {
  3333. // Skill/Status bonus weight increases
  3334. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3335. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3336. sd->max_weight += 2000 * skill;
  3337. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3338. sd->max_weight += 10000;
  3339. else if (pc_isridingdragon(sd))
  3340. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3341. if (sc->data[SC_KNOWLEDGE])
  3342. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  3343. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3344. sd->max_weight += 2000 * skill;
  3345. if (pc_ismadogear(sd))
  3346. sd->max_weight += 15000;
  3347. }
  3348. // Update the client if the new weight calculations don't match
  3349. if (b_weight != sd->weight)
  3350. clif_updatestatus(sd, SP_WEIGHT);
  3351. if (b_max_weight != sd->max_weight) {
  3352. clif_updatestatus(sd, SP_MAXWEIGHT);
  3353. pc_updateweightstatus(sd);
  3354. }
  3355. return true;
  3356. }
  3357. /**
  3358. * Calculates player's cart weight
  3359. * @param sd: Player object
  3360. * @param flag: Calculation type
  3361. * CALCWT_ITEM - Cart item weight
  3362. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3363. * CALCWT_CARTSTATE - Whether to check for cart state
  3364. * @return false - failed, true - success
  3365. */
  3366. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3367. {
  3368. int b_cart_weight_max, i;
  3369. nullpo_retr(false, sd);
  3370. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3371. return false;
  3372. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3373. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3374. if (flag&CALCWT_ITEM) {
  3375. sd->cart_weight = 0; // Reset current cart weight
  3376. sd->cart_num = 0; // Reset current cart item count
  3377. for(i = 0; i < MAX_CART; i++) {
  3378. if (!sd->cart.u.items_cart[i].nameid)
  3379. continue;
  3380. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3381. sd->cart_num++; // Recalculate current cart item count
  3382. }
  3383. }
  3384. // Skill bonus max weight increases
  3385. if (flag&CALCWT_MAXBONUS)
  3386. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3387. // Update the client if the new weight calculations don't match
  3388. if (b_cart_weight_max != sd->cart_weight_max)
  3389. clif_updatestatus(sd, SP_CARTINFO);
  3390. return true;
  3391. }
  3392. /**
  3393. * Calculates player data from scratch without counting SC adjustments
  3394. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3395. * @param sd: Player object
  3396. * @param opt: Whether it is first calc (login) or not
  3397. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3398. */
  3399. int status_calc_pc_sub(struct map_session_data* sd, enum e_status_calc_opt opt)
  3400. {
  3401. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3402. struct status_data *base_status; ///< Pointer to the player's base status
  3403. const struct status_change *sc = &sd->sc;
  3404. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3405. int i, skill, refinedef = 0;
  3406. short index = -1;
  3407. if (++calculating > 10) // Too many recursive calls!
  3408. return -1;
  3409. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3410. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3411. pc_calc_skilltree(sd); // SkillTree calculation
  3412. if (opt&SCO_FIRST) {
  3413. // Load Hp/SP from char-received data.
  3414. sd->battle_status.hp = sd->status.hp;
  3415. sd->battle_status.sp = sd->status.sp;
  3416. sd->regen.sregen = &sd->sregen;
  3417. sd->regen.ssregen = &sd->ssregen;
  3418. }
  3419. base_status = &sd->base_status;
  3420. // These are not zeroed. [zzo]
  3421. sd->hprate = 100;
  3422. sd->sprate = 100;
  3423. sd->castrate = 100;
  3424. sd->delayrate = 100;
  3425. sd->dsprate = 100;
  3426. sd->hprecov_rate = 100;
  3427. sd->sprecov_rate = 100;
  3428. sd->matk_rate = 100;
  3429. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3430. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3431. sd->regen.state.block = 0;
  3432. sd->add_max_weight = 0;
  3433. // Zeroed arrays, order follows the order in pc.hpp.
  3434. // Add new arrays to the end of zeroed area in pc.hpp (see comments) and size here. [zzo]
  3435. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  3436. + sizeof(sd->param_equip)
  3437. + sizeof(sd->subele)
  3438. + sizeof(sd->subele_script)
  3439. + sizeof(sd->subdefele)
  3440. + sizeof(sd->subrace)
  3441. + sizeof(sd->subclass)
  3442. + sizeof(sd->subrace2)
  3443. + sizeof(sd->subsize)
  3444. + sizeof(sd->coma_class)
  3445. + sizeof(sd->coma_race)
  3446. + sizeof(sd->weapon_coma_ele)
  3447. + sizeof(sd->weapon_coma_race)
  3448. + sizeof(sd->weapon_coma_class)
  3449. + sizeof(sd->weapon_atk)
  3450. + sizeof(sd->weapon_damage_rate)
  3451. + sizeof(sd->arrow_addele)
  3452. + sizeof(sd->arrow_addrace)
  3453. + sizeof(sd->arrow_addclass)
  3454. + sizeof(sd->arrow_addsize)
  3455. + sizeof(sd->magic_addele)
  3456. + sizeof(sd->magic_addele_script)
  3457. + sizeof(sd->magic_addrace)
  3458. + sizeof(sd->magic_addclass)
  3459. + sizeof(sd->magic_addsize)
  3460. + sizeof(sd->magic_atk_ele)
  3461. + sizeof(sd->critaddrace)
  3462. + sizeof(sd->expaddrace)
  3463. + sizeof(sd->expaddclass)
  3464. + sizeof(sd->ignore_mdef_by_race)
  3465. + sizeof(sd->ignore_mdef_by_class)
  3466. + sizeof(sd->ignore_def_by_race)
  3467. + sizeof(sd->ignore_def_by_class)
  3468. + sizeof(sd->sp_gain_race)
  3469. + sizeof(sd->magic_addrace2)
  3470. + sizeof(sd->ignore_mdef_by_race2)
  3471. + sizeof(sd->dropaddrace)
  3472. + sizeof(sd->dropaddclass)
  3473. );
  3474. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3475. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3476. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3477. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3478. if (sd->special_state.no_walk_delay)
  3479. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3480. memset(&sd->special_state,0,sizeof(sd->special_state));
  3481. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3482. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3483. if (!sd->state.permanent_speed) {
  3484. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3485. base_status->speed = DEFAULT_WALK_SPEED;
  3486. } else {
  3487. int pSpeed = base_status->speed;
  3488. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3489. base_status->speed = pSpeed;
  3490. }
  3491. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3492. // Give them all modes except these (useful for clones)
  3493. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3494. base_status->size = (sd->class_&JOBL_BABY || ((battle_config.summoner_trait&2) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)) ? SZ_SMALL : SZ_MEDIUM;
  3495. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3496. if (sd->class_&JOBL_BABY) {
  3497. if (battle_config.character_size&SZ_BIG)
  3498. base_status->size++;
  3499. } else
  3500. if(battle_config.character_size&SZ_MEDIUM)
  3501. base_status->size++;
  3502. }
  3503. base_status->aspd_rate = 1000;
  3504. base_status->ele_lv = 1;
  3505. base_status->race = ((battle_config.summoner_trait&1) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  3506. base_status->class_ = CLASS_NORMAL;
  3507. sd->autospell.clear();
  3508. sd->autospell2.clear();
  3509. sd->autospell3.clear();
  3510. sd->addeff.clear();
  3511. sd->addeff_atked.clear();
  3512. sd->addeff_onskill.clear();
  3513. sd->skillatk.clear();
  3514. sd->skillusesprate.clear();
  3515. sd->skillusesp.clear();
  3516. sd->skillheal.clear();
  3517. sd->skillheal2.clear();
  3518. sd->skillblown.clear();
  3519. sd->skillcastrate.clear();
  3520. sd->skillfixcastrate.clear();
  3521. sd->subskill.clear();
  3522. sd->skillcooldown.clear();
  3523. sd->skillfixcast.clear();
  3524. sd->skillvarcast.clear();
  3525. sd->add_def.clear();
  3526. sd->add_mdef.clear();
  3527. sd->add_mdmg.clear();
  3528. sd->reseff.clear();
  3529. sd->itemgrouphealrate.clear();
  3530. sd->add_drop.clear();
  3531. sd->itemhealrate.clear();
  3532. sd->subele2.clear();
  3533. sd->skilldelay.clear();
  3534. sd->sp_vanish.clear();
  3535. sd->hp_vanish.clear();
  3536. // Zero up structures...
  3537. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3538. + sizeof(sd->sp_loss)
  3539. + sizeof(sd->hp_regen)
  3540. + sizeof(sd->sp_regen)
  3541. + sizeof(sd->percent_hp_regen)
  3542. + sizeof(sd->percent_sp_regen)
  3543. + sizeof(sd->def_set_race)
  3544. + sizeof(sd->mdef_set_race)
  3545. + sizeof(sd->norecover_state_race)
  3546. + sizeof(sd->hp_vanish_race)
  3547. + sizeof(sd->sp_vanish_race)
  3548. );
  3549. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3550. // Autobonus
  3551. pc_delautobonus(sd, sd->autobonus, true);
  3552. pc_delautobonus(sd, sd->autobonus2, true);
  3553. pc_delautobonus(sd, sd->autobonus3, true);
  3554. // Parse equipment
  3555. for (i = 0; i < EQI_MAX; i++) {
  3556. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3557. current_equip_combo_pos = 0;
  3558. if (index < 0)
  3559. continue;
  3560. if (i == EQI_AMMO)
  3561. continue;
  3562. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3563. continue;
  3564. if (!sd->inventory_data[index])
  3565. continue;
  3566. base_status->def += sd->inventory_data[index]->def;
  3567. // Items may be equipped, their effects however are nullified.
  3568. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3569. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3570. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3571. if (!calculating)
  3572. return 1;
  3573. }
  3574. // Sanitize the refine level in case someone decreased the value inbetween
  3575. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3576. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3577. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3578. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3579. struct weapon_data *wd;
  3580. struct weapon_atk *wa;
  3581. if(wlv >= REFINE_TYPE_MAX)
  3582. wlv = REFINE_TYPE_MAX - 1;
  3583. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3584. wd = &sd->left_weapon; // Left-hand weapon
  3585. wa = &base_status->lhw;
  3586. } else {
  3587. wd = &sd->right_weapon;
  3588. wa = &base_status->rhw;
  3589. }
  3590. wa->atk += sd->inventory_data[index]->atk;
  3591. if(r)
  3592. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3593. #ifdef RENEWAL
  3594. wa->matk += sd->inventory_data[index]->matk;
  3595. wa->wlv = wlv;
  3596. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3597. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3598. #endif
  3599. if(r) // Overrefine bonus.
  3600. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3601. wa->range += sd->inventory_data[index]->range;
  3602. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3603. if (wd == &sd->left_weapon) {
  3604. sd->state.lr_flag = 1;
  3605. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3606. sd->state.lr_flag = 0;
  3607. } else
  3608. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3609. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3610. return 1;
  3611. }
  3612. #ifdef RENEWAL
  3613. if (sd->bonus.weapon_matk_rate)
  3614. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3615. #endif
  3616. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3617. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3618. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3619. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3620. wd->star += 10;
  3621. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3622. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3623. }
  3624. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3625. int r;
  3626. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3627. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3628. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3629. if( i == EQI_HAND_L ) // Shield
  3630. sd->state.lr_flag = 3;
  3631. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3632. if( i == EQI_HAND_L ) // Shield
  3633. sd->state.lr_flag = 0;
  3634. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3635. return 1;
  3636. }
  3637. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3638. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3639. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3640. if( !calculating )
  3641. return 1;
  3642. }
  3643. }
  3644. }
  3645. if(sd->equip_index[EQI_AMMO] >= 0) {
  3646. index = sd->equip_index[EQI_AMMO];
  3647. if(sd->inventory_data[index]) { // Arrows
  3648. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3649. sd->state.lr_flag = 2;
  3650. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3651. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3652. sd->state.lr_flag = 0;
  3653. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3654. return 1;
  3655. }
  3656. }
  3657. // We've got combos to process and check
  3658. if( sd->combos.count ) {
  3659. for (i = 0; i < sd->combos.count; i++) {
  3660. uint8 j = 0;
  3661. bool no_run = false;
  3662. struct item_combo *combo = NULL;
  3663. current_equip_item_index = -1;
  3664. current_equip_combo_pos = sd->combos.pos[i];
  3665. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3666. continue;
  3667. // Check combo items
  3668. while (j < combo->count) {
  3669. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3670. // Don't run the script if at least one of combo's pair has restriction
  3671. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3672. no_run = true;
  3673. break;
  3674. }
  3675. j++;
  3676. }
  3677. if (no_run)
  3678. continue;
  3679. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3680. if (!calculating) // Abort, run_script retriggered this
  3681. return 1;
  3682. }
  3683. }
  3684. // Store equipment script bonuses
  3685. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3686. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3687. base_status->def += (refinedef+50)/100;
  3688. // Parse Cards
  3689. for (i = 0; i < EQI_MAX; i++) {
  3690. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3691. current_equip_combo_pos = 0;
  3692. if (index < 0)
  3693. continue;
  3694. if (i == EQI_AMMO)
  3695. continue;
  3696. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3697. continue;
  3698. if (sd->inventory_data[index]) {
  3699. int j;
  3700. struct item_data *data;
  3701. // Card script execution.
  3702. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3703. continue;
  3704. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3705. int c = sd->inventory.u.items_inventory[index].card[j];
  3706. current_equip_card_id= c;
  3707. if(!c)
  3708. continue;
  3709. data = itemdb_exists(c);
  3710. if(!data)
  3711. continue;
  3712. if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
  3713. run_script(data->equip_script,0,sd->bl.id,0);
  3714. if (!calculating)
  3715. return 1;
  3716. }
  3717. if(!data->script)
  3718. continue;
  3719. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3720. continue;
  3721. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3722. sd->state.lr_flag = 1;
  3723. run_script(data->script,0,sd->bl.id,0);
  3724. sd->state.lr_flag = 0;
  3725. } else
  3726. run_script(data->script,0,sd->bl.id,0);
  3727. if (!calculating) // Abort, run_script his function. [Skotlex]
  3728. return 1;
  3729. }
  3730. }
  3731. }
  3732. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3733. // Parse random options
  3734. for (i = 0; i < EQI_MAX; i++) {
  3735. current_equip_item_index = index = sd->equip_index[i];
  3736. current_equip_combo_pos = 0;
  3737. current_equip_opt_index = -1;
  3738. if (index < 0)
  3739. continue;
  3740. if (i == EQI_AMMO)
  3741. continue;
  3742. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3743. continue;
  3744. if (sd->inventory_data[index]) {
  3745. int j;
  3746. struct s_random_opt_data *data;
  3747. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3748. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3749. if (!opt_id)
  3750. continue;
  3751. current_equip_opt_index = j;
  3752. data = itemdb_randomopt_exists(opt_id);
  3753. if (!data || !data->script)
  3754. continue;
  3755. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3756. continue;
  3757. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3758. sd->state.lr_flag = 1;
  3759. run_script(data->script, 0, sd->bl.id, 0);
  3760. sd->state.lr_flag = 0;
  3761. }
  3762. else
  3763. run_script(data->script, 0, sd->bl.id, 0);
  3764. if (!calculating)
  3765. return 1;
  3766. }
  3767. }
  3768. current_equip_opt_index = -1;
  3769. }
  3770. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3771. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3772. if (data && data->script)
  3773. run_script(data->script, 0, sd->bl.id, 0);
  3774. }
  3775. pc_bonus_script(sd);
  3776. if( sd->pd ) { // Pet Bonus
  3777. struct pet_data *pd = sd->pd;
  3778. std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
  3779. if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
  3780. run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
  3781. if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
  3782. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3783. }
  3784. // param_bonus now holds card bonuses.
  3785. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3786. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3787. if(base_status->rhw.range < base_status->lhw.range)
  3788. base_status->rhw.range = base_status->lhw.range;
  3789. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3790. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3791. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3792. // Damage modifiers from weapon type
  3793. std::shared_ptr<s_sizefix_db> right_weapon = size_fix_db.find(sd->weapontype1);
  3794. std::shared_ptr<s_sizefix_db> left_weapon = size_fix_db.find(sd->weapontype2);
  3795. sd->right_weapon.atkmods[SZ_SMALL] = right_weapon->small;
  3796. sd->right_weapon.atkmods[SZ_MEDIUM] = right_weapon->medium;
  3797. sd->right_weapon.atkmods[SZ_BIG] = right_weapon->large;
  3798. sd->left_weapon.atkmods[SZ_SMALL] = left_weapon->small;
  3799. sd->left_weapon.atkmods[SZ_MEDIUM] = left_weapon->medium;
  3800. sd->left_weapon.atkmods[SZ_BIG] = left_weapon->large;
  3801. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3802. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3803. { // When Riding with spear, damage modifier to mid-class becomes
  3804. // same as versus large size.
  3805. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3806. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3807. }
  3808. // ----- STATS CALCULATION -----
  3809. // Job bonuses
  3810. index = pc_class2idx(sd->status.class_);
  3811. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3812. if(!job_info[index].job_bonus[i])
  3813. continue;
  3814. switch(job_info[index].job_bonus[i]) {
  3815. case 1: base_status->str++; break;
  3816. case 2: base_status->agi++; break;
  3817. case 3: base_status->vit++; break;
  3818. case 4: base_status->int_++; break;
  3819. case 5: base_status->dex++; break;
  3820. case 6: base_status->luk++; break;
  3821. }
  3822. }
  3823. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3824. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3825. base_status->str += 10;
  3826. base_status->agi += 10;
  3827. base_status->vit += 10;
  3828. base_status->int_+= 10;
  3829. base_status->dex += 10;
  3830. base_status->luk += 10;
  3831. }
  3832. // Absolute modifiers from passive skills
  3833. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3834. base_status->str++;
  3835. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3836. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3837. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3838. base_status->dex += skill;
  3839. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3840. base_status->int_ += skill;
  3841. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3842. base_status->int_ += 20;
  3843. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3844. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3845. base_status->str = cap_value(i,0,USHRT_MAX);
  3846. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3847. base_status->agi = cap_value(i,0,USHRT_MAX);
  3848. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3849. base_status->vit = cap_value(i,0,USHRT_MAX);
  3850. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3851. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3852. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3853. base_status->dex = cap_value(i,0,USHRT_MAX);
  3854. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3855. base_status->luk = cap_value(i,0,USHRT_MAX);
  3856. if (sd->special_state.no_walk_delay) {
  3857. if (sc->data[SC_ENDURE]) {
  3858. if (sc->data[SC_ENDURE]->val4)
  3859. sc->data[SC_ENDURE]->val4 = 0;
  3860. status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER);
  3861. }
  3862. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3863. base_status->mdef++;
  3864. }
  3865. // ------ ATTACK CALCULATION ------
  3866. // Base batk value is set in status_calc_misc
  3867. #ifndef RENEWAL
  3868. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3869. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3870. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3871. // Absolute modifiers from passive skills
  3872. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3873. base_status->batk += 4;
  3874. #else
  3875. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3876. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3877. base_status->eatk = sd->bonus.eatk;
  3878. #endif
  3879. // ----- HP MAX CALCULATION -----
  3880. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3881. if(battle_config.hp_rate != 100)
  3882. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3883. if (sd->status.base_level < 100)
  3884. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3885. else if (sd->status.base_level < 151)
  3886. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3887. else
  3888. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3889. // ----- SP MAX CALCULATION -----
  3890. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3891. if(battle_config.sp_rate != 100)
  3892. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3893. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3894. // ----- RESPAWN HP/SP -----
  3895. // Calc respawn hp and store it on base_status
  3896. if (sd->special_state.restart_full_recover) {
  3897. base_status->hp = base_status->max_hp;
  3898. base_status->sp = base_status->max_sp;
  3899. } else {
  3900. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3901. && battle_config.restart_hp_rate < 50)
  3902. base_status->hp = base_status->max_hp>>1;
  3903. else
  3904. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3905. if(!base_status->hp)
  3906. base_status->hp = 1;
  3907. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3908. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3909. base_status->sp = 1;
  3910. }
  3911. // ----- MISC CALCULATION -----
  3912. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3913. // Equipment modifiers for misc settings
  3914. if(sd->matk_rate < 0)
  3915. sd->matk_rate = 0;
  3916. if(sd->matk_rate != 100) {
  3917. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3918. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3919. }
  3920. if(sd->hit_rate < 0)
  3921. sd->hit_rate = 0;
  3922. if(sd->hit_rate != 100)
  3923. base_status->hit = base_status->hit * sd->hit_rate/100;
  3924. if(sd->flee_rate < 0)
  3925. sd->flee_rate = 0;
  3926. if(sd->flee_rate != 100)
  3927. base_status->flee = base_status->flee * sd->flee_rate/100;
  3928. if(sd->def2_rate < 0)
  3929. sd->def2_rate = 0;
  3930. if(sd->def2_rate != 100)
  3931. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3932. if(sd->mdef2_rate < 0)
  3933. sd->mdef2_rate = 0;
  3934. if(sd->mdef2_rate != 100)
  3935. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3936. if(sd->critical_rate < 0)
  3937. sd->critical_rate = 0;
  3938. if(sd->critical_rate != 100)
  3939. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3940. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3941. base_status->cri += 200;
  3942. if(sd->flee2_rate < 0)
  3943. sd->flee2_rate = 0;
  3944. if(sd->flee2_rate != 100)
  3945. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3946. // ----- HIT CALCULATION -----
  3947. // Absolute modifiers from passive skills
  3948. #ifndef RENEWAL
  3949. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3950. base_status->hit += skill*2;
  3951. #endif
  3952. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3953. #ifndef RENEWAL
  3954. base_status->hit += skill;
  3955. #endif
  3956. if(sd->status.weapon == W_BOW)
  3957. base_status->rhw.range += skill;
  3958. }
  3959. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3960. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3961. base_status->hit += 2*skill;
  3962. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3963. base_status->hit += skill;
  3964. base_status->rhw.range += skill;
  3965. }
  3966. }
  3967. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3968. base_status->hit += skill * 3;
  3969. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3970. base_status->hit += skill * 2;
  3971. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3972. base_status->hit += 20;
  3973. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3974. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3975. // ----- FLEE CALCULATION -----
  3976. // Absolute modifiers from passive skills
  3977. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3978. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3979. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3980. base_status->flee += (skill*3)>>1;
  3981. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3982. base_status->flee += 20;
  3983. // ----- CRITICAL CALCULATION -----
  3984. #ifdef RENEWAL
  3985. if ((skill = pc_checkskill(sd, DC_DANCINGLESSON)) > 0)
  3986. base_status->cri += skill * 10;
  3987. if ((skill = pc_checkskill(sd, PR_MACEMASTERY)) > 0 && (sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE))
  3988. base_status->cri += skill * 10;
  3989. #endif
  3990. // ----- EQUIPMENT-DEF CALCULATION -----
  3991. // Apply relative modifiers from equipment
  3992. if(sd->def_rate < 0)
  3993. sd->def_rate = 0;
  3994. if(sd->def_rate != 100) {
  3995. i = base_status->def * sd->def_rate/100;
  3996. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3997. }
  3998. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3999. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  4000. #ifndef RENEWAL
  4001. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  4002. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  4003. base_status->def = (unsigned char)battle_config.max_def;
  4004. }
  4005. #endif
  4006. // ----- EQUIPMENT-MDEF CALCULATION -----
  4007. // Apply relative modifiers from equipment
  4008. if(sd->mdef_rate < 0)
  4009. sd->mdef_rate = 0;
  4010. if(sd->mdef_rate != 100) {
  4011. i = base_status->mdef * sd->mdef_rate/100;
  4012. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  4013. }
  4014. #ifndef RENEWAL
  4015. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  4016. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  4017. base_status->mdef = (signed char)battle_config.max_def;
  4018. }
  4019. #endif
  4020. // ----- ASPD CALCULATION -----
  4021. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  4022. // Basic ASPD value
  4023. i = status_base_amotion_pc(sd,base_status);
  4024. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  4025. // Relative modifiers from passive skills
  4026. // Renewal modifiers are handled in status_base_amotion_pc
  4027. #ifndef RENEWAL_ASPD
  4028. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  4029. base_status->aspd_rate -= 5*skill;
  4030. if ((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && ((sd->class_&MAPID_THIRDMASK) == MAPID_STAR_EMPEROR || pc_is_maxjoblv(sd)))
  4031. base_status->aspd_rate -= 30*skill;
  4032. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  4033. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  4034. base_status->aspd_rate -= ((skill+1)/2) * 10;
  4035. if(pc_isriding(sd))
  4036. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  4037. else if(pc_isridingdragon(sd))
  4038. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  4039. #endif
  4040. base_status->adelay = 2*base_status->amotion;
  4041. // ----- DMOTION -----
  4042. i = 800-base_status->agi*4;
  4043. base_status->dmotion = cap_value(i, 400, 800);
  4044. if(battle_config.pc_damage_delay_rate != 100)
  4045. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  4046. // ----- MISC CALCULATIONS -----
  4047. // Weight
  4048. status_calc_weight(sd, CALCWT_MAXBONUS);
  4049. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  4050. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  4051. sd->regen.state.walk = 1;
  4052. else
  4053. sd->regen.state.walk = 0;
  4054. // Skill SP cost
  4055. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  4056. sd->dsprate -= 4*skill;
  4057. if(sc->data[SC_SERVICE4U])
  4058. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  4059. if(sc->data[SC_SPCOST_RATE])
  4060. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  4061. // Underflow protections.
  4062. if(sd->dsprate < 0)
  4063. sd->dsprate = 0;
  4064. if(sd->castrate < 0)
  4065. sd->castrate = 0;
  4066. if(sd->delayrate < 0)
  4067. sd->delayrate = 0;
  4068. if(sd->hprecov_rate < 0)
  4069. sd->hprecov_rate = 0;
  4070. if(sd->sprecov_rate < 0)
  4071. sd->sprecov_rate = 0;
  4072. // Anti-element and anti-race
  4073. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  4074. sd->subele[ELE_HOLY] += skill*5;
  4075. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  4076. sd->subele[ELE_NEUTRAL] += skill;
  4077. sd->subele[ELE_FIRE] += skill*5;
  4078. }
  4079. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  4080. #ifdef RENEWAL
  4081. skill = skill * 2;
  4082. #else
  4083. skill = skill * 4;
  4084. #endif
  4085. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  4086. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  4087. sd->magic_addrace[RC_DRAGON]+=skill;
  4088. sd->subrace[RC_DRAGON]+=skill;
  4089. }
  4090. if ((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  4091. sd->right_weapon.addrace[RC_DEMON] += skill;
  4092. sd->right_weapon.addele[ELE_DARK] += skill;
  4093. sd->left_weapon.addrace[RC_DEMON] += skill;
  4094. sd->left_weapon.addele[ELE_DARK] += skill;
  4095. sd->magic_addrace[RC_DEMON] += skill;
  4096. sd->magic_addele[ELE_DARK] += skill;
  4097. sd->subrace[RC_DEMON] += skill;
  4098. sd->subele[ELE_DARK] += skill;
  4099. }
  4100. if(sc->count) {
  4101. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  4102. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  4103. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  4104. }
  4105. if(sc->data[SC_SIEGFRIED]) {
  4106. i = sc->data[SC_SIEGFRIED]->val2;
  4107. sd->subele[ELE_WATER] += i;
  4108. sd->subele[ELE_EARTH] += i;
  4109. sd->subele[ELE_FIRE] += i;
  4110. sd->subele[ELE_WIND] += i;
  4111. #ifndef RENEWAL
  4112. sd->subele[ELE_POISON] += i;
  4113. sd->subele[ELE_HOLY] += i;
  4114. sd->subele[ELE_DARK] += i;
  4115. sd->subele[ELE_GHOST] += i;
  4116. sd->subele[ELE_UNDEAD] += i;
  4117. #endif
  4118. }
  4119. #ifdef RENEWAL
  4120. if (sc->data[SC_BASILICA]) {
  4121. i = sc->data[SC_BASILICA]->val1 * 5;
  4122. sd->right_weapon.addele[ELE_DARK] += i;
  4123. sd->right_weapon.addele[ELE_UNDEAD] += i;
  4124. sd->left_weapon.addele[ELE_DARK] += i;
  4125. sd->left_weapon.addele[ELE_UNDEAD] += i;
  4126. sd->magic_atk_ele[ELE_HOLY] += sc->data[SC_BASILICA]->val1 * 3;
  4127. }
  4128. if (sc->data[SC_FIREWEAPON])
  4129. sd->magic_atk_ele[ELE_FIRE] += sc->data[SC_FIREWEAPON]->val1;
  4130. if (sc->data[SC_WINDWEAPON])
  4131. sd->magic_atk_ele[ELE_WIND] += sc->data[SC_WINDWEAPON]->val1;
  4132. if (sc->data[SC_WATERWEAPON])
  4133. sd->magic_atk_ele[ELE_WATER] += sc->data[SC_WATERWEAPON]->val1;
  4134. if (sc->data[SC_EARTHWEAPON])
  4135. sd->magic_atk_ele[ELE_EARTH] += sc->data[SC_EARTHWEAPON]->val1;
  4136. #endif
  4137. if(sc->data[SC_PROVIDENCE]) {
  4138. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  4139. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  4140. }
  4141. if (sc->data[SC_GEFFEN_MAGIC1]) {
  4142. sd->right_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4143. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4144. sd->left_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4145. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  4146. }
  4147. if (sc->data[SC_GEFFEN_MAGIC2]) {
  4148. sd->magic_addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  4149. sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  4150. }
  4151. if(sc->data[SC_GEFFEN_MAGIC3]) {
  4152. sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  4153. sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  4154. }
  4155. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  4156. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  4157. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  4158. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  4159. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  4160. }
  4161. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  4162. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  4163. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  4164. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  4165. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  4166. }
  4167. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  4168. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  4169. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  4170. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  4171. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  4172. }
  4173. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  4174. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  4175. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  4176. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  4177. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  4178. }
  4179. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  4180. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  4181. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  4182. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  4183. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  4184. }
  4185. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  4186. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  4187. sd->subele[ELE_FIRE] += i;
  4188. sd->subele[ELE_WATER] -= i;
  4189. }
  4190. if( sc->data[SC_WATER_DROP_OPTION] ) {
  4191. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  4192. sd->subele[ELE_WATER] += i;
  4193. sd->subele[ELE_WIND] -= i;
  4194. }
  4195. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  4196. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  4197. sd->subele[ELE_WIND] += i;
  4198. sd->subele[ELE_EARTH] -= i;
  4199. }
  4200. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  4201. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  4202. sd->subele[ELE_EARTH] += i;
  4203. sd->subele[ELE_FIRE] -= i;
  4204. }
  4205. if (sc->data[SC_MTF_MLEATKED] )
  4206. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  4207. if (sc->data[SC_MTF_CRIDAMAGE])
  4208. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  4209. if (sc->data[SC_GLASTHEIM_ATK]) {
  4210. sd->ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
  4211. sd->ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
  4212. }
  4213. if (sc->data[SC_LAUDARAMUS])
  4214. sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
  4215. #ifdef RENEWAL
  4216. if (sc->data[SC_FORTUNE])
  4217. sd->bonus.crit_atk_rate += 2 * sc->data[SC_FORTUNE]->val1;
  4218. #endif
  4219. if (sc->data[SC_SYMPHONYOFLOVER]) {
  4220. sd->subele[ELE_GHOST] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  4221. sd->subele[ELE_HOLY] += sc->data[SC_SYMPHONYOFLOVER]->val1 * 3;
  4222. }
  4223. if (sc->data[SC_PYREXIA] && sc->data[SC_PYREXIA]->val3 == 0)
  4224. sd->bonus.crit_atk_rate += sc->data[SC_PYREXIA]->val2;
  4225. if (sc->data[SC_LUXANIMA]) {
  4226. pc_bonus2(sd, SP_ADDSIZE, SZ_ALL, sc->data[SC_LUXANIMA]->val3);
  4227. sd->bonus.crit_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4228. sd->bonus.short_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4229. sd->bonus.long_attack_atk_rate += sc->data[SC_LUXANIMA]->val3;
  4230. }
  4231. }
  4232. status_cpy(&sd->battle_status, base_status);
  4233. // ----- CLIENT-SIDE REFRESH -----
  4234. if(!sd->bl.prev) {
  4235. // Will update on LoadEndAck
  4236. calculating = 0;
  4237. return 0;
  4238. }
  4239. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  4240. clif_skillinfoblock(sd);
  4241. // If the skill is learned, the status is infinite.
  4242. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  4243. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  4244. calculating = 0;
  4245. return 0;
  4246. }
  4247. /// Intermediate function since C++ does not have a try-finally syntax
  4248. int status_calc_pc_( struct map_session_data* sd, enum e_status_calc_opt opt ){
  4249. // Save the old script the player was attached to
  4250. struct script_state* previous_st = sd->st;
  4251. // Store the return value of the original function
  4252. int ret = status_calc_pc_sub( sd, opt );
  4253. // If an old script is present
  4254. if( previous_st ){
  4255. // Reattach the player to it, so that the limitations of that script kick back in
  4256. script_attach_state( previous_st );
  4257. }
  4258. // Return the original return value
  4259. return ret;
  4260. }
  4261. /**
  4262. * Calculates Mercenary data
  4263. * @param md: Mercenary object
  4264. * @param opt: Whether it is first calc or not (0 on level up or status)
  4265. * @return 0
  4266. */
  4267. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  4268. {
  4269. struct status_data *status = &md->base_status;
  4270. struct s_mercenary *merc = &md->mercenary;
  4271. if (opt&SCO_FIRST) {
  4272. memcpy(status, &md->db->status, sizeof(struct status_data));
  4273. status->class_ = CLASS_NORMAL;
  4274. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4275. status->hp = status->max_hp;
  4276. status->sp = status->max_sp;
  4277. md->battle_status.hp = merc->hp;
  4278. md->battle_status.sp = merc->sp;
  4279. if (md->master)
  4280. status->speed = status_get_speed(&md->master->bl);
  4281. }
  4282. status_calc_misc(&md->bl, status, md->db->lv);
  4283. status_cpy(&md->battle_status, status);
  4284. return 0;
  4285. }
  4286. /**
  4287. * Calculates Homunculus data
  4288. * @param hd: Homunculus object
  4289. * @param opt: Whether it is first calc or not (0 on level up or status)
  4290. * @return 1
  4291. */
  4292. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  4293. {
  4294. struct status_data *status = &hd->base_status;
  4295. struct s_homunculus *hom = &hd->homunculus;
  4296. int skill_lv;
  4297. int amotion;
  4298. status->str = hom->str / 10;
  4299. status->agi = hom->agi / 10;
  4300. status->vit = hom->vit / 10;
  4301. status->dex = hom->dex / 10;
  4302. status->int_ = hom->int_ / 10;
  4303. status->luk = hom->luk / 10;
  4304. APPLY_HOMUN_LEVEL_STATWEIGHT();
  4305. if (opt&SCO_FIRST) {
  4306. const struct s_homunculus_db *db = hd->homunculusDB;
  4307. status->def_ele = db->element;
  4308. status->ele_lv = 1;
  4309. status->race = db->race;
  4310. status->class_ = CLASS_NORMAL;
  4311. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  4312. status->rhw.range = 1 + status->size;
  4313. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4314. status->speed = DEFAULT_WALK_SPEED;
  4315. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  4316. status->speed = status_get_speed(&hd->master->bl);
  4317. status->hp = 1;
  4318. status->sp = 1;
  4319. }
  4320. status->aspd_rate = 1000;
  4321. #ifdef RENEWAL
  4322. amotion = hd->homunculusDB->baseASPD;
  4323. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  4324. status->def = status->mdef = 0;
  4325. #else
  4326. skill_lv = hom->level / 10 + status->vit / 5;
  4327. status->def = cap_value(skill_lv, 0, 99);
  4328. skill_lv = hom->level / 10 + status->int_ / 5;
  4329. status->mdef = cap_value(skill_lv, 0, 99);
  4330. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  4331. #endif
  4332. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4333. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  4334. status->max_hp = hom->max_hp;
  4335. status->max_sp = hom->max_sp;
  4336. hom_calc_skilltree(hd, 0);
  4337. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4338. status->def += skill_lv * 4;
  4339. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  4340. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  4341. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  4342. }
  4343. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  4344. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  4345. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  4346. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  4347. if (opt&SCO_FIRST) {
  4348. hd->battle_status.hp = hom->hp;
  4349. hd->battle_status.sp = hom->sp;
  4350. if(hom->class_ == 6052) // Eleanor
  4351. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  4352. }
  4353. #ifndef RENEWAL
  4354. status->rhw.atk = status->dex;
  4355. status->rhw.atk2 = status->str + hom->level;
  4356. #endif
  4357. status_calc_misc(&hd->bl, status, hom->level);
  4358. status_cpy(&hd->battle_status, status);
  4359. return 1;
  4360. }
  4361. /**
  4362. * Calculates Elemental data
  4363. * @param ed: Elemental object
  4364. * @param opt: Whether it is first calc or not (0 on status change)
  4365. * @return 0
  4366. */
  4367. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  4368. {
  4369. struct status_data *status = &ed->base_status;
  4370. struct s_elemental *ele = &ed->elemental;
  4371. struct map_session_data *sd = ed->master;
  4372. if( !sd )
  4373. return 0;
  4374. if (opt&SCO_FIRST) {
  4375. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4376. if( !ele->mode )
  4377. status->mode = EL_MODE_PASSIVE;
  4378. else
  4379. status->mode = ele->mode;
  4380. status->class_ = CLASS_NORMAL;
  4381. status_calc_misc(&ed->bl, status, 0);
  4382. status->max_hp = ele->max_hp;
  4383. status->max_sp = ele->max_sp;
  4384. status->hp = ele->hp;
  4385. status->sp = ele->sp;
  4386. status->rhw.atk = ele->atk;
  4387. status->rhw.atk2 = ele->atk2;
  4388. status->matk_min += ele->matk;
  4389. status->def += ele->def;
  4390. status->mdef += ele->mdef;
  4391. status->flee = ele->flee;
  4392. status->hit = ele->hit;
  4393. if (ed->master)
  4394. status->speed = status_get_speed(&ed->master->bl);
  4395. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4396. } else {
  4397. status_calc_misc(&ed->bl, status, 0);
  4398. status_cpy(&ed->battle_status, status);
  4399. }
  4400. return 0;
  4401. }
  4402. /**
  4403. * Calculates NPC data
  4404. * @param nd: NPC object
  4405. * @param opt: Whether it is first calc or not (what?)
  4406. * @return 0
  4407. */
  4408. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  4409. {
  4410. struct status_data *status = &nd->status;
  4411. if (!nd)
  4412. return 0;
  4413. if (opt&SCO_FIRST) {
  4414. status->hp = 1;
  4415. status->sp = 1;
  4416. status->max_hp = 1;
  4417. status->max_sp = 1;
  4418. status->def_ele = ELE_NEUTRAL;
  4419. status->ele_lv = 1;
  4420. status->race = RC_DEMIHUMAN;
  4421. status->class_ = CLASS_NORMAL;
  4422. status->size = nd->size;
  4423. status->rhw.range = 1 + status->size;
  4424. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4425. status->speed = nd->speed;
  4426. }
  4427. status->str = nd->stat_point + nd->params.str;
  4428. status->agi = nd->stat_point + nd->params.agi;
  4429. status->vit = nd->stat_point + nd->params.vit;
  4430. status->int_= nd->stat_point + nd->params.int_;
  4431. status->dex = nd->stat_point + nd->params.dex;
  4432. status->luk = nd->stat_point + nd->params.luk;
  4433. status_calc_misc(&nd->bl, status, nd->level);
  4434. status_cpy(&nd->status, status);
  4435. return 0;
  4436. }
  4437. /**
  4438. * Calculates regeneration values
  4439. * Applies passive skill regeneration additions
  4440. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4441. * @param status: Object's status
  4442. * @param regen: Object's base regeneration data
  4443. */
  4444. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4445. {
  4446. struct map_session_data *sd;
  4447. struct status_change *sc;
  4448. int val, skill, reg_flag;
  4449. if( !(bl->type&BL_REGEN) || !regen )
  4450. return;
  4451. sd = BL_CAST(BL_PC,bl);
  4452. sc = status_get_sc(bl);
  4453. val = 1 + (status->vit/5) + (status->max_hp/200);
  4454. if( sd && sd->hprecov_rate != 100 )
  4455. val = val*sd->hprecov_rate/100;
  4456. reg_flag = bl->type == BL_PC ? 0 : 1;
  4457. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4458. val = 1 + (status->int_/6) + (status->max_sp/100);
  4459. if( status->int_ >= 120 )
  4460. val += ((status->int_-120)>>1) + 4;
  4461. if( sd && sd->sprecov_rate != 100 )
  4462. val = val*sd->sprecov_rate/100;
  4463. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4464. if( sd ) {
  4465. struct regen_data_sub *sregen;
  4466. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4467. val = regen->sp*(100+3*skill)/100;
  4468. regen->sp = cap_value(val, 1, SHRT_MAX);
  4469. }
  4470. // Only players have skill/sitting skill regen for now.
  4471. sregen = regen->sregen;
  4472. val = 0;
  4473. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4474. val += skill*5 + skill*status->max_hp/500;
  4475. if (sc && sc->count) {
  4476. if (sc->data[SC_INCREASE_MAXHP])
  4477. val += val * sc->data[SC_INCREASE_MAXHP]->val2 / 100;
  4478. }
  4479. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4480. val = 0;
  4481. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4482. val += skill*3 + skill*status->max_sp/500;
  4483. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4484. val += skill*3 + skill*status->max_sp/500;
  4485. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4486. val += 3 + 3 * skill;
  4487. if (sc && sc->count) {
  4488. if (sc->data[SC_SHRIMPBLESSING])
  4489. val *= 150 / 100;
  4490. if (sc->data[SC_ANCILLA])
  4491. val += sc->data[SC_ANCILLA]->val2 / 100;
  4492. if (sc->data[SC_INCREASE_MAXSP])
  4493. val += val * sc->data[SC_INCREASE_MAXSP]->val2 / 100;
  4494. }
  4495. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4496. // Skill-related recovery (only when sit)
  4497. sregen = regen->ssregen;
  4498. val = 0;
  4499. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4500. val += skill*4 + skill*status->max_hp/500;
  4501. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4502. val += skill*30 + skill*status->max_hp/500;
  4503. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4504. val = 0;
  4505. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4506. val += skill*3 + skill*status->max_sp/500;
  4507. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4508. val += (30+10*skill)*val/100;
  4509. }
  4510. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4511. val += skill*2 + skill*status->max_sp/500;
  4512. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4513. }
  4514. if( bl->type == BL_HOM ) {
  4515. struct homun_data *hd = (TBL_HOM*)bl;
  4516. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4517. val = regen->hp*(100+5*skill)/100;
  4518. regen->hp = cap_value(val, 1, SHRT_MAX);
  4519. }
  4520. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4521. val = regen->sp*(100+3*skill)/100;
  4522. regen->sp = cap_value(val, 1, SHRT_MAX);
  4523. }
  4524. } else if( bl->type == BL_MER ) {
  4525. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4526. regen->hp = cap_value(val, 1, SHRT_MAX);
  4527. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4528. regen->sp = cap_value(val, 1, SHRT_MAX);
  4529. } else if( bl->type == BL_ELEM ) {
  4530. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4531. regen->hp = cap_value(val, 1, SHRT_MAX);
  4532. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4533. regen->sp = cap_value(val, 1, SHRT_MAX);
  4534. }
  4535. }
  4536. /**
  4537. * Calculates SC (Status Changes) regeneration values
  4538. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4539. * @param regen: Object's base regeneration data
  4540. * @param sc: Object's status change data
  4541. */
  4542. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4543. {
  4544. if (!(bl->type&BL_REGEN) || !regen)
  4545. return;
  4546. regen->flag = RGN_HP|RGN_SP;
  4547. if(regen->sregen) {
  4548. if (regen->sregen->hp)
  4549. regen->flag |= RGN_SHP;
  4550. if (regen->sregen->sp)
  4551. regen->flag |= RGN_SSP;
  4552. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4553. }
  4554. if (regen->ssregen) {
  4555. if (regen->ssregen->hp)
  4556. regen->flag |= RGN_SHP;
  4557. if (regen->ssregen->sp)
  4558. regen->flag |= RGN_SSP;
  4559. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4560. }
  4561. regen->rate.hp = regen->rate.sp = 100;
  4562. if (!sc || !sc->count)
  4563. return;
  4564. // No HP or SP regen
  4565. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4566. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4567. || sc->data[SC_BERSERK]
  4568. || sc->data[SC_TRICKDEAD]
  4569. || sc->data[SC_BLEEDING]
  4570. || (sc->data[SC_MAGICMUSHROOM] && sc->data[SC_MAGICMUSHROOM]->val3 == 1)
  4571. || sc->data[SC_SATURDAYNIGHTFEVER]
  4572. || sc->data[SC_REBOUND])
  4573. regen->flag = RGN_NONE;
  4574. // No natural SP regen
  4575. if (sc->data[SC_DANCING] ||
  4576. #ifdef RENEWAL
  4577. sc->data[SC_MAXIMIZEPOWER] ||
  4578. #endif
  4579. #ifndef RENEWAL
  4580. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4581. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4582. #else
  4583. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4584. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4585. #endif
  4586. (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1))
  4587. regen->flag &= ~RGN_SP;
  4588. if (sc->data[SC_TENSIONRELAX]) {
  4589. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4590. regen->state.overweight = 0; // 1x HP regen
  4591. else {
  4592. regen->rate.hp += 200;
  4593. if (regen->sregen)
  4594. regen->sregen->rate.hp += 200;
  4595. }
  4596. }
  4597. if (sc->data[SC_MAGNIFICAT])
  4598. regen->rate.sp += 100;
  4599. if (sc->data[SC_REGENERATION]) {
  4600. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4601. if (!sce->val4) {
  4602. regen->rate.hp += (sce->val2*100);
  4603. regen->rate.sp += (sce->val3*100);
  4604. } else
  4605. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4606. }
  4607. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  4608. regen->hp += cap_value(regen->hp * 50 / 100, 1, SHRT_MAX);
  4609. if(sc->data[SC_GT_REVITALIZE]) {
  4610. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4611. regen->state.walk = 1;
  4612. }
  4613. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4614. regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
  4615. if (sc->data[SC_VITATA_500])
  4616. regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
  4617. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4618. int ele_class = status_get_class(bl);
  4619. switch (ele_class) {
  4620. case ELEMENTALID_AGNI_S:
  4621. case ELEMENTALID_AGNI_M:
  4622. case ELEMENTALID_AGNI_L:
  4623. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4624. regen->rate.hp += 100;
  4625. break;
  4626. case ELEMENTALID_AQUA_S:
  4627. case ELEMENTALID_AQUA_M:
  4628. case ELEMENTALID_AQUA_L:
  4629. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4630. regen->rate.hp += 100;
  4631. break;
  4632. case ELEMENTALID_VENTUS_S:
  4633. case ELEMENTALID_VENTUS_M:
  4634. case ELEMENTALID_VENTUS_L:
  4635. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4636. regen->rate.hp += 100;
  4637. break;
  4638. case ELEMENTALID_TERA_S:
  4639. case ELEMENTALID_TERA_M:
  4640. case ELEMENTALID_TERA_L:
  4641. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4642. regen->rate.hp += 100;
  4643. break;
  4644. }
  4645. }
  4646. if (sc->data[SC_CATNIPPOWDER]) {
  4647. regen->rate.hp *= 2;
  4648. regen->rate.sp *= 2;
  4649. }
  4650. #ifdef RENEWAL
  4651. if (sc->data[SC_NIBELUNGEN]) {
  4652. if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HPREGEN)
  4653. regen->rate.hp += 100;
  4654. else if (sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_SPREGEN)
  4655. regen->rate.sp += 100;
  4656. }
  4657. #endif
  4658. if (sc->data[SC_SIRCLEOFNATURE])
  4659. regen->rate.hp += sc->data[SC_SIRCLEOFNATURE]->val2;
  4660. if (sc->data[SC_SONGOFMANA])
  4661. regen->rate.sp += sc->data[SC_SONGOFMANA]->val3;
  4662. }
  4663. /**
  4664. * Applies a state to a unit - See [StatusChangeStateTable]
  4665. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4666. * @param sc: Object's status change data
  4667. * @param flag: Which state to apply to bl
  4668. * @param start: (1) start state, (0) remove state
  4669. */
  4670. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4671. {
  4672. /// No sc at all, we can zero without any extra weight over our conciousness
  4673. if( !sc->count ) {
  4674. memset(&sc->cant, 0, sizeof (sc->cant));
  4675. return;
  4676. }
  4677. // Can't move
  4678. if( flag&SCS_NOMOVE ) {
  4679. if( !(flag&SCS_NOMOVECOND) )
  4680. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4681. else if(
  4682. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4683. #ifndef RENEWAL
  4684. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4685. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4686. #endif
  4687. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4688. )
  4689. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4690. }
  4691. // Can't use skills
  4692. if( flag&SCS_NOCAST ) {
  4693. if( !(flag&SCS_NOCASTCOND) )
  4694. sc->cant.cast += ( start ? 1 : -1 );
  4695. else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 1)
  4696. sc->cant.cast += (start ? 1 : -1);
  4697. }
  4698. // Can't chat
  4699. if( flag&SCS_NOCHAT ) {
  4700. if( !(flag&SCS_NOCHATCOND) )
  4701. sc->cant.chat += ( start ? 1 : -1 );
  4702. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4703. sc->cant.chat += ( start ? 1 : -1 );
  4704. }
  4705. // Player-only states
  4706. if( bl->type == BL_PC ) {
  4707. // Can't pick-up items
  4708. if( flag&SCS_NOPICKITEM ) {
  4709. if( !(flag&SCS_NOPICKITEMCOND) )
  4710. sc->cant.pickup += ( start ? 1 : -1 );
  4711. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4712. sc->cant.pickup += ( start ? 1 : -1 );
  4713. }
  4714. // Can't drop items
  4715. if( flag&SCS_NODROPITEM ) {
  4716. if( !(flag&SCS_NODROPITEMCOND) )
  4717. sc->cant.drop += ( start ? 1 : -1 );
  4718. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4719. sc->cant.drop += ( start ? 1 : -1 );
  4720. }
  4721. }
  4722. return;
  4723. }
  4724. /**
  4725. * Recalculates parts of an objects status according to specified flags
  4726. * See [set_sc] [add_sc]
  4727. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4728. * @param flag: Which status has changed on bl
  4729. */
  4730. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4731. {
  4732. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4733. struct status_data *status = status_get_status_data(bl); // Battle Status
  4734. struct status_change *sc = status_get_sc(bl);
  4735. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4736. int temp;
  4737. if (!b_status || !status)
  4738. return;
  4739. /** [Playtester]
  4740. * This needs to be done even if there is currently no status change active, because
  4741. * we need to update the speed on the client when the last status change ends.
  4742. **/
  4743. if(flag&SCB_SPEED) {
  4744. struct unit_data *ud = unit_bl2ud(bl);
  4745. /** [Skotlex]
  4746. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4747. * because if you step on something while walking, the moment this
  4748. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4749. **/
  4750. if (ud)
  4751. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4752. }
  4753. if(flag&SCB_STR) {
  4754. status->str = status_calc_str(bl, sc, b_status->str);
  4755. flag|=SCB_BATK;
  4756. if( bl->type&BL_HOM )
  4757. flag |= SCB_WATK;
  4758. }
  4759. if(flag&SCB_AGI) {
  4760. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4761. flag|=SCB_FLEE
  4762. #ifdef RENEWAL
  4763. |SCB_DEF2
  4764. #endif
  4765. ;
  4766. if( bl->type&(BL_PC|BL_HOM) )
  4767. flag |= SCB_ASPD|SCB_DSPD;
  4768. }
  4769. if(flag&SCB_VIT) {
  4770. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4771. flag|=SCB_DEF2|SCB_MDEF2;
  4772. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4773. flag |= SCB_MAXHP;
  4774. if( bl->type&BL_HOM )
  4775. flag |= SCB_DEF;
  4776. }
  4777. if(flag&SCB_INT) {
  4778. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4779. flag|=SCB_MATK|SCB_MDEF2;
  4780. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4781. flag |= SCB_MAXSP;
  4782. if( bl->type&BL_HOM )
  4783. flag |= SCB_MDEF;
  4784. }
  4785. if(flag&SCB_DEX) {
  4786. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4787. flag|=SCB_BATK|SCB_HIT
  4788. #ifdef RENEWAL
  4789. |SCB_MATK|SCB_MDEF2
  4790. #endif
  4791. ;
  4792. if( bl->type&(BL_PC|BL_HOM) )
  4793. flag |= SCB_ASPD;
  4794. if( bl->type&BL_HOM )
  4795. flag |= SCB_WATK;
  4796. }
  4797. if(flag&SCB_LUK) {
  4798. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4799. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4800. #ifdef RENEWAL
  4801. |SCB_MATK|SCB_HIT|SCB_FLEE
  4802. #endif
  4803. ;
  4804. }
  4805. if(flag&SCB_BATK && b_status->batk) {
  4806. int lv = status_get_lv(bl);
  4807. status->batk = status_base_atk(bl, status, lv);
  4808. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4809. if (temp) {
  4810. temp += status->batk;
  4811. status->batk = cap_value(temp, 0, USHRT_MAX);
  4812. }
  4813. status->batk = status_calc_batk(bl, sc, status->batk);
  4814. }
  4815. if(flag&SCB_WATK) {
  4816. #ifndef RENEWAL
  4817. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4818. if (!sd) // Should not affect weapon refine bonus
  4819. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4820. if (sd && sd->bonus.weapon_atk_rate)
  4821. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4822. if(b_status->lhw.atk) {
  4823. if (sd) {
  4824. sd->state.lr_flag = 1;
  4825. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4826. sd->state.lr_flag = 0;
  4827. } else {
  4828. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4829. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4830. }
  4831. }
  4832. #else
  4833. if(!b_status->watk) { // We only have left-hand weapon
  4834. status->watk = 0;
  4835. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4836. }
  4837. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4838. #endif
  4839. }
  4840. if(flag&SCB_HIT) {
  4841. if (status->dex == b_status->dex
  4842. #ifdef RENEWAL
  4843. && status->luk == b_status->luk
  4844. #endif
  4845. )
  4846. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4847. else
  4848. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4849. #ifdef RENEWAL
  4850. + (status->luk/3 - b_status->luk/3)
  4851. #endif
  4852. );
  4853. }
  4854. if(flag&SCB_FLEE) {
  4855. if (status->agi == b_status->agi
  4856. #ifdef RENEWAL
  4857. && status->luk == b_status->luk
  4858. #endif
  4859. )
  4860. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4861. else
  4862. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4863. #ifdef RENEWAL
  4864. + (status->luk/5 - b_status->luk/5)
  4865. #endif
  4866. );
  4867. }
  4868. if(flag&SCB_DEF) {
  4869. status->def = status_calc_def(bl, sc, b_status->def);
  4870. if( bl->type&BL_HOM )
  4871. status->def += (status->vit/5 - b_status->vit/5);
  4872. }
  4873. if(flag&SCB_DEF2) {
  4874. if (status->vit == b_status->vit
  4875. #ifdef RENEWAL
  4876. && status->agi == b_status->agi
  4877. #endif
  4878. )
  4879. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4880. else
  4881. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4882. #ifdef RENEWAL
  4883. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4884. #else
  4885. + (status->vit - b_status->vit)
  4886. #endif
  4887. );
  4888. }
  4889. if(flag&SCB_MDEF) {
  4890. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4891. if( bl->type&BL_HOM )
  4892. status->mdef += (status->int_/5 - b_status->int_/5);
  4893. }
  4894. if(flag&SCB_MDEF2) {
  4895. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4896. #ifdef RENEWAL
  4897. && status->dex == b_status->dex
  4898. #endif
  4899. )
  4900. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4901. else
  4902. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4903. #ifdef RENEWAL
  4904. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4905. #else
  4906. + ((status->vit - b_status->vit)>>1)
  4907. #endif
  4908. );
  4909. }
  4910. if(flag&SCB_SPEED) {
  4911. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4912. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4913. status->speed = battle_config.max_walk_speed;
  4914. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  4915. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  4916. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4917. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4918. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4919. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4920. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4921. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4922. }
  4923. if(flag&SCB_CRI && b_status->cri) {
  4924. if (status->luk == b_status->luk)
  4925. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4926. else
  4927. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4928. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4929. if (sd) {
  4930. if (sd->status.weapon == W_KATAR)
  4931. status->cri <<= 1;
  4932. }
  4933. }
  4934. if(flag&SCB_FLEE2 && b_status->flee2) {
  4935. if (status->luk == b_status->luk)
  4936. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4937. else
  4938. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4939. }
  4940. if(flag&SCB_ATK_ELE) {
  4941. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4942. if (sd) sd->state.lr_flag = 1;
  4943. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4944. if (sd) sd->state.lr_flag = 0;
  4945. }
  4946. if(flag&SCB_DEF_ELE) {
  4947. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4948. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4949. }
  4950. if(flag&SCB_MODE) {
  4951. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4952. // Only switch between Normal and Boss classes as the others are determined by the race value
  4953. if (status->class_ == CLASS_NORMAL && status_has_mode(status, MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR))
  4954. status->class_ = CLASS_BOSS;
  4955. else if (status->class_ == CLASS_BOSS && !status_has_mode(status, MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR))
  4956. status->class_ = CLASS_NORMAL;
  4957. // Since mode changed, reset their state.
  4958. if (!status_has_mode(status,MD_CANATTACK))
  4959. unit_stop_attack(bl);
  4960. if (!status_has_mode(status,MD_CANMOVE))
  4961. unit_stop_walking(bl,1);
  4962. }
  4963. /**
  4964. * No status changes alter these yet.
  4965. * if(flag&SCB_SIZE)
  4966. * if(flag&SCB_RACE)
  4967. * if(flag&SCB_RANGE)
  4968. **/
  4969. if(flag&SCB_MAXHP) {
  4970. if( bl->type&BL_PC ) {
  4971. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4972. if(battle_config.hp_rate != 100)
  4973. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4974. if (sd->status.base_level < 100)
  4975. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  4976. else if (sd->status.base_level < 151)
  4977. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  4978. else
  4979. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4980. }
  4981. else
  4982. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4983. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4984. status->hp = status->max_hp;
  4985. if( sd ) clif_updatestatus(sd,SP_HP);
  4986. }
  4987. }
  4988. if(flag&SCB_MAXSP) {
  4989. if( bl->type&BL_PC ) {
  4990. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4991. if(battle_config.sp_rate != 100)
  4992. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4993. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4994. }
  4995. else
  4996. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4997. if( status->sp > status->max_sp ) {
  4998. status->sp = status->max_sp;
  4999. if( sd ) clif_updatestatus(sd,SP_SP);
  5000. }
  5001. }
  5002. if(flag&SCB_MATK) {
  5003. #ifndef RENEWAL
  5004. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  5005. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  5006. #else
  5007. /**
  5008. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  5009. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  5010. **/
  5011. int lv = status_get_lv(bl);
  5012. status->matk_min = status_base_matk_min(bl, status, lv);
  5013. status->matk_max = status_base_matk_max(bl, status, lv);
  5014. switch( bl->type ) {
  5015. case BL_PC: {
  5016. int wMatk = 0;
  5017. int variance = 0;
  5018. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  5019. if (sd) {
  5020. uint16 skill_lv;
  5021. if (sd->bonus.ematk > 0)
  5022. status->matk_min += sd->bonus.ematk;
  5023. if (pc_checkskill(sd, SU_POWEROFLAND) > 0 && pc_checkskill_summoner(sd, SUMMONER_POWER_LAND) >= 20)
  5024. status->matk_min += status->matk_min * 20 / 100;
  5025. if ((skill_lv = pc_checkskill(sd, NV_TRANSCENDENCE)) > 0)
  5026. status->matk_min += 15 * skill_lv + (skill_lv > 4 ? 25 : 0);
  5027. }
  5028. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  5029. status->matk_max = status->matk_min;
  5030. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  5031. if (b_status->lhw.matk) {
  5032. if (sd) {
  5033. //sd->state.lr_flag = 1; //?? why was that set here
  5034. status->lhw.matk = b_status->lhw.matk;
  5035. sd->state.lr_flag = 0;
  5036. } else {
  5037. status->lhw.matk = b_status->lhw.matk;
  5038. }
  5039. }
  5040. if (b_status->rhw.matk) {
  5041. status->rhw.matk = b_status->rhw.matk;
  5042. }
  5043. if (status->rhw.matk) {
  5044. wMatk += status->rhw.matk;
  5045. variance += wMatk * status->rhw.wlv / 10;
  5046. }
  5047. if (status->lhw.matk) {
  5048. wMatk += status->lhw.matk;
  5049. variance += status->lhw.matk * status->lhw.wlv / 10;
  5050. }
  5051. status->matk_min += wMatk - variance;
  5052. status->matk_max += wMatk + variance;
  5053. }
  5054. break;
  5055. }
  5056. #endif
  5057. if (bl->type&BL_PC && sd->matk_rate != 100) {
  5058. status->matk_max = status->matk_max * sd->matk_rate/100;
  5059. status->matk_min = status->matk_min * sd->matk_rate/100;
  5060. }
  5061. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  5062. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  5063. status->matk_min = status->matk_max;
  5064. #ifdef RENEWAL
  5065. if( sd && sd->right_weapon.overrefine > 0) {
  5066. status->matk_min++;
  5067. status->matk_max += sd->right_weapon.overrefine - 1;
  5068. }
  5069. #endif
  5070. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  5071. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  5072. }
  5073. if(flag&SCB_ASPD) {
  5074. int amotion;
  5075. if ( bl->type&BL_HOM ) {
  5076. #ifdef RENEWAL_ASPD
  5077. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  5078. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  5079. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  5080. #else
  5081. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  5082. amotion = status_calc_aspd_rate(bl, sc, amotion);
  5083. amotion = amotion * status->aspd_rate / 1000;
  5084. #endif
  5085. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5086. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  5087. status->adelay = status->amotion;
  5088. } else if ( bl->type&BL_PC ) {
  5089. uint16 skill_lv;
  5090. amotion = status_base_amotion_pc(sd,status);
  5091. #ifndef RENEWAL_ASPD
  5092. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5093. #endif
  5094. // Absolute ASPD % modifiers
  5095. amotion = amotion * status->aspd_rate / 1000;
  5096. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  5097. #ifdef RENEWAL_ASPD
  5098. amotion = amotion * 5 * (skill_lv + 10) / 100;
  5099. #else
  5100. amotion += (2000 - amotion) * ( 55 - 5 * ( skill_lv + 1 ) ) / 100; //Increases amotion to reduce ASPD to the corresponding absolute percentage for each level (overriding other adjustments)
  5101. #endif
  5102. #ifdef RENEWAL_ASPD
  5103. // RE ASPD % modifier
  5104. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  5105. amotion = 10 * (200 - amotion);
  5106. amotion += sd->bonus.aspd_add;
  5107. #endif
  5108. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5109. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  5110. status->adelay = 2 * status->amotion;
  5111. } else { // Mercenary and mobs
  5112. amotion = b_status->amotion;
  5113. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  5114. amotion = amotion*status->aspd_rate/1000;
  5115. amotion = status_calc_fix_aspd(bl, sc, amotion);
  5116. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  5117. temp = b_status->adelay*status->aspd_rate/1000;
  5118. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  5119. }
  5120. }
  5121. if(flag&SCB_DSPD) {
  5122. int dmotion;
  5123. if( bl->type&BL_PC ) {
  5124. if (b_status->agi == status->agi)
  5125. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5126. else {
  5127. dmotion = 800-status->agi*4;
  5128. status->dmotion = cap_value(dmotion, 400, 800);
  5129. if(battle_config.pc_damage_delay_rate != 100)
  5130. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  5131. // It's safe to ignore b_status->dmotion since no bonus affects it.
  5132. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  5133. }
  5134. } else if( bl->type&BL_HOM ) {
  5135. dmotion = 800-status->agi*4;
  5136. status->dmotion = cap_value(dmotion, 400, 800);
  5137. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5138. } else { // Mercenary and mobs
  5139. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  5140. }
  5141. }
  5142. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  5143. status_calc_regen(bl, status, status_get_regen_data(bl));
  5144. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  5145. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  5146. }
  5147. /**
  5148. * Recalculates parts of an objects status according to specified flags
  5149. * Also sends updates to the client when necessary
  5150. * See [set_sc] [add_sc]
  5151. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  5152. * @param flag: Which status has changed on bl
  5153. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  5154. */
  5155. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  5156. {
  5157. struct status_data b_status; // Previous battle status
  5158. struct status_data* status; // Pointer to current battle status
  5159. if (bl->type == BL_PC) {
  5160. struct map_session_data *sd = BL_CAST(BL_PC, bl);
  5161. if (sd->delayed_damage != 0) {
  5162. if (opt&SCO_FORCE)
  5163. sd->state.hold_recalc = false; // Clear and move on
  5164. else {
  5165. sd->state.hold_recalc = true; // Flag and stop
  5166. return;
  5167. }
  5168. }
  5169. }
  5170. // Remember previous values
  5171. status = status_get_status_data(bl);
  5172. memcpy(&b_status, status, sizeof(struct status_data));
  5173. if( flag&SCB_BASE ) { // Calculate the object's base status too
  5174. switch( bl->type ) {
  5175. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  5176. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  5177. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  5178. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  5179. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  5180. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  5181. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  5182. }
  5183. }
  5184. if( bl->type == BL_PET )
  5185. return; // Pets are not affected by statuses
  5186. if (opt&SCO_FIRST && bl->type == BL_MOB)
  5187. return; // Assume there will be no statuses active
  5188. status_calc_bl_main(bl, flag);
  5189. if (opt&SCO_FIRST && bl->type == BL_HOM)
  5190. return; // Client update handled by caller
  5191. // Compare against new values and send client updates
  5192. if( bl->type == BL_PC ) {
  5193. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5194. if(b_status.str != status->str)
  5195. clif_updatestatus(sd,SP_STR);
  5196. if(b_status.agi != status->agi)
  5197. clif_updatestatus(sd,SP_AGI);
  5198. if(b_status.vit != status->vit)
  5199. clif_updatestatus(sd,SP_VIT);
  5200. if(b_status.int_ != status->int_)
  5201. clif_updatestatus(sd,SP_INT);
  5202. if(b_status.dex != status->dex)
  5203. clif_updatestatus(sd,SP_DEX);
  5204. if(b_status.luk != status->luk)
  5205. clif_updatestatus(sd,SP_LUK);
  5206. if(b_status.hit != status->hit)
  5207. clif_updatestatus(sd,SP_HIT);
  5208. if(b_status.flee != status->flee)
  5209. clif_updatestatus(sd,SP_FLEE1);
  5210. if(b_status.amotion != status->amotion)
  5211. clif_updatestatus(sd,SP_ASPD);
  5212. if(b_status.speed != status->speed)
  5213. clif_updatestatus(sd,SP_SPEED);
  5214. if(b_status.batk != status->batk
  5215. #ifndef RENEWAL
  5216. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  5217. #endif
  5218. )
  5219. clif_updatestatus(sd,SP_ATK1);
  5220. if(b_status.def != status->def) {
  5221. clif_updatestatus(sd,SP_DEF1);
  5222. #ifdef RENEWAL
  5223. clif_updatestatus(sd,SP_DEF2);
  5224. #endif
  5225. }
  5226. if(
  5227. #ifdef RENEWAL
  5228. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  5229. #else
  5230. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  5231. #endif
  5232. )
  5233. clif_updatestatus(sd,SP_ATK2);
  5234. if(b_status.def2 != status->def2) {
  5235. clif_updatestatus(sd,SP_DEF2);
  5236. #ifdef RENEWAL
  5237. clif_updatestatus(sd,SP_DEF1);
  5238. #endif
  5239. }
  5240. if(b_status.flee2 != status->flee2)
  5241. clif_updatestatus(sd,SP_FLEE2);
  5242. if(b_status.cri != status->cri)
  5243. clif_updatestatus(sd,SP_CRITICAL);
  5244. #ifndef RENEWAL
  5245. if(b_status.matk_max != status->matk_max)
  5246. clif_updatestatus(sd,SP_MATK1);
  5247. if(b_status.matk_min != status->matk_min)
  5248. clif_updatestatus(sd,SP_MATK2);
  5249. #else
  5250. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  5251. clif_updatestatus(sd,SP_MATK2);
  5252. clif_updatestatus(sd,SP_MATK1);
  5253. }
  5254. #endif
  5255. if(b_status.mdef != status->mdef) {
  5256. clif_updatestatus(sd,SP_MDEF1);
  5257. #ifdef RENEWAL
  5258. clif_updatestatus(sd,SP_MDEF2);
  5259. #endif
  5260. }
  5261. if(b_status.mdef2 != status->mdef2) {
  5262. clif_updatestatus(sd,SP_MDEF2);
  5263. #ifdef RENEWAL
  5264. clif_updatestatus(sd,SP_MDEF1);
  5265. #endif
  5266. }
  5267. if(b_status.rhw.range != status->rhw.range)
  5268. clif_updatestatus(sd,SP_ATTACKRANGE);
  5269. if(b_status.max_hp != status->max_hp)
  5270. clif_updatestatus(sd,SP_MAXHP);
  5271. if(b_status.max_sp != status->max_sp)
  5272. clif_updatestatus(sd,SP_MAXSP);
  5273. if(b_status.hp != status->hp)
  5274. clif_updatestatus(sd,SP_HP);
  5275. if(b_status.sp != status->sp)
  5276. clif_updatestatus(sd,SP_SP);
  5277. } else if( bl->type == BL_HOM ) {
  5278. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  5279. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  5280. clif_hominfo(hd->master,hd,0);
  5281. } else if( bl->type == BL_MER ) {
  5282. TBL_MER* md = BL_CAST(BL_MER, bl);
  5283. if (!md->master)
  5284. return;
  5285. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  5286. clif_mercenary_updatestatus(md->master, SP_ATK1);
  5287. if( b_status.matk_max != status->matk_max )
  5288. clif_mercenary_updatestatus(md->master, SP_MATK1);
  5289. if( b_status.hit != status->hit )
  5290. clif_mercenary_updatestatus(md->master, SP_HIT);
  5291. if( b_status.cri != status->cri )
  5292. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  5293. if( b_status.def != status->def )
  5294. clif_mercenary_updatestatus(md->master, SP_DEF1);
  5295. if( b_status.mdef != status->mdef )
  5296. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  5297. if( b_status.flee != status->flee )
  5298. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  5299. if( b_status.amotion != status->amotion )
  5300. clif_mercenary_updatestatus(md->master, SP_ASPD);
  5301. if( b_status.max_hp != status->max_hp )
  5302. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  5303. if( b_status.max_sp != status->max_sp )
  5304. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  5305. if( b_status.hp != status->hp )
  5306. clif_mercenary_updatestatus(md->master, SP_HP);
  5307. if( b_status.sp != status->sp )
  5308. clif_mercenary_updatestatus(md->master, SP_SP);
  5309. } else if( bl->type == BL_ELEM ) {
  5310. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  5311. if (!ed->master)
  5312. return;
  5313. if( b_status.max_hp != status->max_hp )
  5314. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  5315. if( b_status.max_sp != status->max_sp )
  5316. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  5317. if( b_status.hp != status->hp )
  5318. clif_elemental_updatestatus(ed->master, SP_HP);
  5319. if( b_status.sp != status->sp )
  5320. clif_mercenary_updatestatus(ed->master, SP_SP);
  5321. }
  5322. }
  5323. /**
  5324. * Adds strength modifications based on status changes
  5325. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  5326. * @param sc: Object's status change information
  5327. * @param str: Initial str
  5328. * @return modified str with cap_value(str,0,USHRT_MAX)
  5329. */
  5330. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  5331. {
  5332. if(!sc || !sc->count)
  5333. return cap_value(str,0,USHRT_MAX);
  5334. if(sc->data[SC_HARMONIZE]) {
  5335. str -= sc->data[SC_HARMONIZE]->val2;
  5336. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5337. }
  5338. if(sc->data[SC_INCALLSTATUS])
  5339. str += sc->data[SC_INCALLSTATUS]->val1;
  5340. if(sc->data[SC_CHASEWALK2])
  5341. str += sc->data[SC_CHASEWALK2]->val1;
  5342. if(sc->data[SC_INCSTR])
  5343. str += sc->data[SC_INCSTR]->val1;
  5344. if(sc->data[SC_STRFOOD])
  5345. str += sc->data[SC_STRFOOD]->val1;
  5346. if(sc->data[SC_FOOD_STR_CASH])
  5347. str += sc->data[SC_FOOD_STR_CASH]->val1;
  5348. if(sc->data[SC_BATTLEORDERS])
  5349. str += 5;
  5350. if(sc->data[SC_LEADERSHIP])
  5351. str += sc->data[SC_LEADERSHIP]->val1;
  5352. if(sc->data[SC_LOUD])
  5353. str += 4;
  5354. if(sc->data[SC_TRUESIGHT])
  5355. str += 5;
  5356. if(sc->data[SC_SPURT])
  5357. str += 10;
  5358. if(sc->data[SC_NEN])
  5359. str += sc->data[SC_NEN]->val1;
  5360. if(sc->data[SC_BLESSING]) {
  5361. if(sc->data[SC_BLESSING]->val2)
  5362. str += sc->data[SC_BLESSING]->val2;
  5363. else
  5364. str >>= 1;
  5365. }
  5366. if(sc->data[SC_MARIONETTE])
  5367. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  5368. if(sc->data[SC_MARIONETTE2])
  5369. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  5370. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5371. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  5372. if(sc->data[SC_GIANTGROWTH])
  5373. str += sc->data[SC_GIANTGROWTH]->val2;
  5374. if(sc->data[SC_BEYONDOFWARCRY])
  5375. str -= sc->data[SC_BEYONDOFWARCRY]->val2;
  5376. if(sc->data[SC_SAVAGE_STEAK])
  5377. str += sc->data[SC_SAVAGE_STEAK]->val1;
  5378. if(sc->data[SC_INSPIRATION])
  5379. str += sc->data[SC_INSPIRATION]->val3;
  5380. if(sc->data[SC_2011RWC_SCROLL])
  5381. str += sc->data[SC_2011RWC_SCROLL]->val1;
  5382. if(sc->data[SC_STOMACHACHE])
  5383. str -= sc->data[SC_STOMACHACHE]->val1;
  5384. if(sc->data[SC_KYOUGAKU])
  5385. str -= sc->data[SC_KYOUGAKU]->val2;
  5386. if(sc->data[SC_SWORDCLAN])
  5387. str += 1;
  5388. if(sc->data[SC_JUMPINGCLAN])
  5389. str += 1;
  5390. if(sc->data[SC_FULL_THROTTLE])
  5391. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5392. if(sc->data[SC_CHEERUP])
  5393. str += 3;
  5394. if(sc->data[SC_GLASTHEIM_STATE])
  5395. str += sc->data[SC_GLASTHEIM_STATE]->val1;
  5396. #ifdef RENEWAL
  5397. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5398. str += 15;
  5399. #endif
  5400. if (sc->data[SC_UNIVERSESTANCE])
  5401. str += sc->data[SC_UNIVERSESTANCE]->val2;
  5402. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5403. }
  5404. /**
  5405. * Adds agility modifications based on status changes
  5406. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5407. * @param sc: Object's status change information
  5408. * @param agi: Initial agi
  5409. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5410. */
  5411. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  5412. {
  5413. if(!sc || !sc->count)
  5414. return cap_value(agi,0,USHRT_MAX);
  5415. if(sc->data[SC_HARMONIZE]) {
  5416. agi -= sc->data[SC_HARMONIZE]->val2;
  5417. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5418. }
  5419. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5420. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  5421. if(sc->data[SC_INCALLSTATUS])
  5422. agi += sc->data[SC_INCALLSTATUS]->val1;
  5423. if(sc->data[SC_INCAGI])
  5424. agi += sc->data[SC_INCAGI]->val1;
  5425. if(sc->data[SC_AGIFOOD])
  5426. agi += sc->data[SC_AGIFOOD]->val1;
  5427. if(sc->data[SC_FOOD_AGI_CASH])
  5428. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  5429. if(sc->data[SC_SOULCOLD])
  5430. agi += sc->data[SC_SOULCOLD]->val1;
  5431. if(sc->data[SC_TRUESIGHT])
  5432. agi += 5;
  5433. if(sc->data[SC_INCREASEAGI])
  5434. agi += sc->data[SC_INCREASEAGI]->val2;
  5435. if(sc->data[SC_INCREASING])
  5436. agi += 4; // Added based on skill updates [Reddozen]
  5437. if(sc->data[SC_2011RWC_SCROLL])
  5438. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  5439. if(sc->data[SC_DECREASEAGI])
  5440. agi -= sc->data[SC_DECREASEAGI]->val2;
  5441. if(sc->data[SC_QUAGMIRE])
  5442. agi -= sc->data[SC_QUAGMIRE]->val2;
  5443. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  5444. agi -= sc->data[SC_SUITON]->val2;
  5445. if(sc->data[SC_MARIONETTE])
  5446. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  5447. if(sc->data[SC_MARIONETTE2])
  5448. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  5449. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5450. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  5451. if(sc->data[SC_ADORAMUS])
  5452. agi -= sc->data[SC_ADORAMUS]->val2;
  5453. if(sc->data[SC_MARSHOFABYSS])
  5454. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5455. if(sc->data[SC_DROCERA_HERB_STEAMED])
  5456. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  5457. if(sc->data[SC_INSPIRATION])
  5458. agi += sc->data[SC_INSPIRATION]->val3;
  5459. if(sc->data[SC_STOMACHACHE])
  5460. agi -= sc->data[SC_STOMACHACHE]->val1;
  5461. if(sc->data[SC_KYOUGAKU])
  5462. agi -= sc->data[SC_KYOUGAKU]->val2;
  5463. if(sc->data[SC_CROSSBOWCLAN])
  5464. agi += 1;
  5465. if(sc->data[SC_JUMPINGCLAN])
  5466. agi += 1;
  5467. if(sc->data[SC_FULL_THROTTLE])
  5468. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5469. if (sc->data[SC_ARCLOUSEDASH])
  5470. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  5471. if(sc->data[SC_CHEERUP])
  5472. agi += 3;
  5473. if(sc->data[SC_GLASTHEIM_STATE])
  5474. agi += sc->data[SC_GLASTHEIM_STATE]->val1;
  5475. #ifdef RENEWAL
  5476. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5477. agi += 15;
  5478. #endif
  5479. if (sc->data[SC_UNIVERSESTANCE])
  5480. agi += sc->data[SC_UNIVERSESTANCE]->val2;
  5481. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5482. }
  5483. /**
  5484. * Adds vitality modifications based on status changes
  5485. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5486. * @param sc: Object's status change information
  5487. * @param vit: Initial vit
  5488. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5489. */
  5490. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  5491. {
  5492. if(!sc || !sc->count)
  5493. return cap_value(vit,0,USHRT_MAX);
  5494. if(sc->data[SC_HARMONIZE]) {
  5495. vit -= sc->data[SC_HARMONIZE]->val2;
  5496. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5497. }
  5498. if(sc->data[SC_INCALLSTATUS])
  5499. vit += sc->data[SC_INCALLSTATUS]->val1;
  5500. if(sc->data[SC_INCVIT])
  5501. vit += sc->data[SC_INCVIT]->val1;
  5502. if(sc->data[SC_VITFOOD])
  5503. vit += sc->data[SC_VITFOOD]->val1;
  5504. if(sc->data[SC_FOOD_VIT_CASH])
  5505. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  5506. if(sc->data[SC_CHANGE])
  5507. vit += sc->data[SC_CHANGE]->val2;
  5508. if(sc->data[SC_GLORYWOUNDS])
  5509. vit += sc->data[SC_GLORYWOUNDS]->val1;
  5510. if(sc->data[SC_TRUESIGHT])
  5511. vit += 5;
  5512. if(sc->data[SC_MARIONETTE])
  5513. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  5514. if(sc->data[SC_MARIONETTE2])
  5515. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  5516. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5517. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  5518. if(sc->data[SC_MINOR_BBQ])
  5519. vit += sc->data[SC_MINOR_BBQ]->val1;
  5520. if(sc->data[SC_INSPIRATION])
  5521. vit += sc->data[SC_INSPIRATION]->val3;
  5522. if(sc->data[SC_2011RWC_SCROLL])
  5523. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  5524. if(sc->data[SC_STOMACHACHE])
  5525. vit -= sc->data[SC_STOMACHACHE]->val1;
  5526. if(sc->data[SC_KYOUGAKU])
  5527. vit -= sc->data[SC_KYOUGAKU]->val2;
  5528. if(sc->data[SC_SWORDCLAN])
  5529. vit += 1;
  5530. if(sc->data[SC_JUMPINGCLAN])
  5531. vit += 1;
  5532. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5533. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5534. if(sc->data[SC_FULL_THROTTLE])
  5535. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5536. #ifdef RENEWAL
  5537. if(sc->data[SC_DEFENCE])
  5538. vit += sc->data[SC_DEFENCE]->val2;
  5539. #endif
  5540. if(sc->data[SC_CHEERUP])
  5541. vit += 3;
  5542. if(sc->data[SC_GLASTHEIM_STATE])
  5543. vit += sc->data[SC_GLASTHEIM_STATE]->val1;
  5544. #ifdef RENEWAL
  5545. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5546. vit += 15;
  5547. #endif
  5548. if (sc->data[SC_UNIVERSESTANCE])
  5549. vit += sc->data[SC_UNIVERSESTANCE]->val2;
  5550. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5551. }
  5552. /**
  5553. * Adds intelligence modifications based on status changes
  5554. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5555. * @param sc: Object's status change information
  5556. * @param int_: Initial int
  5557. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5558. */
  5559. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5560. {
  5561. if(!sc || !sc->count)
  5562. return cap_value(int_,0,USHRT_MAX);
  5563. if(sc->data[SC_HARMONIZE]) {
  5564. int_ -= sc->data[SC_HARMONIZE]->val2;
  5565. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5566. }
  5567. if(sc->data[SC_INCALLSTATUS])
  5568. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5569. if(sc->data[SC_INCINT])
  5570. int_ += sc->data[SC_INCINT]->val1;
  5571. if(sc->data[SC_INTFOOD])
  5572. int_ += sc->data[SC_INTFOOD]->val1;
  5573. if(sc->data[SC_FOOD_INT_CASH])
  5574. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5575. if(sc->data[SC_CHANGE])
  5576. int_ += sc->data[SC_CHANGE]->val3;
  5577. if(sc->data[SC_BATTLEORDERS])
  5578. int_ += 5;
  5579. if(sc->data[SC_TRUESIGHT])
  5580. int_ += 5;
  5581. if(sc->data[SC_BLESSING]) {
  5582. if (sc->data[SC_BLESSING]->val2)
  5583. int_ += sc->data[SC_BLESSING]->val2;
  5584. else
  5585. int_ >>= 1;
  5586. }
  5587. if(sc->data[SC_NEN])
  5588. int_ += sc->data[SC_NEN]->val1;
  5589. if(sc->data[SC_MARIONETTE])
  5590. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5591. if(sc->data[SC_2011RWC_SCROLL])
  5592. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5593. if(sc->data[SC_MARIONETTE2])
  5594. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5595. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5596. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5597. if(sc->data[SC_INSPIRATION])
  5598. int_ += sc->data[SC_INSPIRATION]->val3;
  5599. if(sc->data[SC_MELODYOFSINK])
  5600. int_ -= sc->data[SC_MELODYOFSINK]->val2;
  5601. if(sc->data[SC_MANDRAGORA])
  5602. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5603. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5604. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5605. if(sc->data[SC_STOMACHACHE])
  5606. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5607. if(sc->data[SC_KYOUGAKU])
  5608. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5609. if(sc->data[SC_ARCWANDCLAN])
  5610. int_ += 1;
  5611. if(sc->data[SC_GOLDENMACECLAN])
  5612. int_ += 1;
  5613. if(sc->data[SC_JUMPINGCLAN])
  5614. int_ += 1;
  5615. if(sc->data[SC_FULL_THROTTLE])
  5616. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5617. if(sc->data[SC_CHEERUP])
  5618. int_ += 3;
  5619. if(sc->data[SC_GLASTHEIM_STATE])
  5620. int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
  5621. if (sc->data[SC_UNIVERSESTANCE])
  5622. int_ += sc->data[SC_UNIVERSESTANCE]->val2;
  5623. if(bl->type != BL_PC) {
  5624. if(sc->data[SC_STRIPHELM])
  5625. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5626. if(sc->data[SC__STRIPACCESSORY])
  5627. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5628. }
  5629. #ifdef RENEWAL
  5630. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5631. int_ += 15;
  5632. #endif
  5633. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5634. }
  5635. /**
  5636. * Adds dexterity modifications based on status changes
  5637. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5638. * @param sc: Object's status change information
  5639. * @param dex: Initial dex
  5640. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5641. */
  5642. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5643. {
  5644. if(!sc || !sc->count)
  5645. return cap_value(dex,0,USHRT_MAX);
  5646. if(sc->data[SC_HARMONIZE]) {
  5647. dex -= sc->data[SC_HARMONIZE]->val2;
  5648. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5649. }
  5650. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5651. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5652. if(sc->data[SC_INCALLSTATUS])
  5653. dex += sc->data[SC_INCALLSTATUS]->val1;
  5654. if(sc->data[SC_INCDEX])
  5655. dex += sc->data[SC_INCDEX]->val1;
  5656. if(sc->data[SC_DEXFOOD])
  5657. dex += sc->data[SC_DEXFOOD]->val1;
  5658. if(sc->data[SC_FOOD_DEX_CASH])
  5659. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5660. if(sc->data[SC_BATTLEORDERS])
  5661. dex += 5;
  5662. if(sc->data[SC_HAWKEYES])
  5663. dex += sc->data[SC_HAWKEYES]->val1;
  5664. if(sc->data[SC_TRUESIGHT])
  5665. dex += 5;
  5666. if(sc->data[SC_QUAGMIRE])
  5667. dex -= sc->data[SC_QUAGMIRE]->val2;
  5668. if(sc->data[SC_BLESSING]) {
  5669. if (sc->data[SC_BLESSING]->val2)
  5670. dex += sc->data[SC_BLESSING]->val2;
  5671. else
  5672. dex >>= 1;
  5673. }
  5674. if(sc->data[SC_INCREASING])
  5675. dex += 4; // Added based on skill updates [Reddozen]
  5676. if(sc->data[SC_MARIONETTE])
  5677. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5678. if(sc->data[SC_2011RWC_SCROLL])
  5679. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5680. if(sc->data[SC_MARIONETTE2])
  5681. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5682. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5683. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5684. if(sc->data[SC_SIROMA_ICE_TEA])
  5685. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5686. if(sc->data[SC_INSPIRATION])
  5687. dex += sc->data[SC_INSPIRATION]->val3;
  5688. if(sc->data[SC_STOMACHACHE])
  5689. dex -= sc->data[SC_STOMACHACHE]->val1;
  5690. if(sc->data[SC_KYOUGAKU])
  5691. dex -= sc->data[SC_KYOUGAKU]->val2;
  5692. if(sc->data[SC_ARCWANDCLAN])
  5693. dex += 1;
  5694. if(sc->data[SC_CROSSBOWCLAN])
  5695. dex += 1;
  5696. if(sc->data[SC_JUMPINGCLAN])
  5697. dex += 1;
  5698. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5699. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5700. if(sc->data[SC_MARSHOFABYSS])
  5701. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5702. if(sc->data[SC_FULL_THROTTLE])
  5703. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5704. if(sc->data[SC_CHEERUP])
  5705. dex += 3;
  5706. if(sc->data[SC_GLASTHEIM_STATE])
  5707. dex += sc->data[SC_GLASTHEIM_STATE]->val1;
  5708. #ifdef RENEWAL
  5709. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5710. dex += 15;
  5711. #endif
  5712. if (sc->data[SC_UNIVERSESTANCE])
  5713. dex += sc->data[SC_UNIVERSESTANCE]->val2;
  5714. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5715. }
  5716. /**
  5717. * Adds luck modifications based on status changes
  5718. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5719. * @param sc: Object's status change information
  5720. * @param luk: Initial luk
  5721. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5722. */
  5723. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5724. {
  5725. if(!sc || !sc->count)
  5726. return cap_value(luk,0,USHRT_MAX);
  5727. if(sc->data[SC_HARMONIZE]) {
  5728. luk -= sc->data[SC_HARMONIZE]->val2;
  5729. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5730. }
  5731. if(sc->data[SC_CURSE])
  5732. return 0;
  5733. if(sc->data[SC_INCALLSTATUS])
  5734. luk += sc->data[SC_INCALLSTATUS]->val1;
  5735. if(sc->data[SC_INCLUK])
  5736. luk += sc->data[SC_INCLUK]->val1;
  5737. if(sc->data[SC_LUKFOOD])
  5738. luk += sc->data[SC_LUKFOOD]->val1;
  5739. if(sc->data[SC_FOOD_LUK_CASH])
  5740. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5741. if(sc->data[SC_TRUESIGHT])
  5742. luk += 5;
  5743. if(sc->data[SC_GLORIA])
  5744. luk += 30;
  5745. if(sc->data[SC_MARIONETTE])
  5746. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5747. if(sc->data[SC_MARIONETTE2])
  5748. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5749. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5750. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5751. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5752. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5753. if(sc->data[SC_INSPIRATION])
  5754. luk += sc->data[SC_INSPIRATION]->val3;
  5755. if(sc->data[SC_STOMACHACHE])
  5756. luk -= sc->data[SC_STOMACHACHE]->val1;
  5757. if(sc->data[SC_KYOUGAKU])
  5758. luk -= sc->data[SC_KYOUGAKU]->val2;
  5759. if(sc->data[SC_2011RWC_SCROLL])
  5760. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5761. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5762. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5763. if(sc->data[SC_BANANA_BOMB])
  5764. luk -= 75;
  5765. if(sc->data[SC_GOLDENMACECLAN])
  5766. luk += 1;
  5767. if(sc->data[SC_JUMPINGCLAN])
  5768. luk += 1;
  5769. if(sc->data[SC_FULL_THROTTLE])
  5770. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5771. if(sc->data[SC_CHEERUP])
  5772. luk += 3;
  5773. if(sc->data[SC_GLASTHEIM_STATE])
  5774. luk += sc->data[SC_GLASTHEIM_STATE]->val1;
  5775. #ifdef RENEWAL
  5776. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ALLSTAT)
  5777. luk += 15;
  5778. #endif
  5779. if (sc->data[SC_UNIVERSESTANCE])
  5780. luk += sc->data[SC_UNIVERSESTANCE]->val2;
  5781. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5782. }
  5783. /**
  5784. * Adds base attack modifications based on status changes
  5785. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5786. * @param sc: Object's status change information
  5787. * @param batk: Initial batk
  5788. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5789. */
  5790. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5791. {
  5792. if(!sc || !sc->count)
  5793. return cap_value(batk,0,USHRT_MAX);
  5794. if(sc->data[SC_ATKPOTION])
  5795. batk += sc->data[SC_ATKPOTION]->val1;
  5796. if(sc->data[SC_BATKFOOD])
  5797. batk += sc->data[SC_BATKFOOD]->val1;
  5798. #ifndef RENEWAL
  5799. if(sc->data[SC_GATLINGFEVER])
  5800. batk += sc->data[SC_GATLINGFEVER]->val3;
  5801. if(sc->data[SC_MADNESSCANCEL])
  5802. batk += 100;
  5803. #endif
  5804. if(sc->data[SC_FULL_SWING_K])
  5805. batk += sc->data[SC_FULL_SWING_K]->val1;
  5806. if(sc->data[SC_ASH])
  5807. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5808. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5809. batk += sc->data[SC_PYROCLASTIC]->val2;
  5810. if (sc->data[SC_ANGRIFFS_MODUS])
  5811. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5812. if(sc->data[SC_2011RWC_SCROLL])
  5813. batk += 30;
  5814. if(sc->data[SC_INCATKRATE])
  5815. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5816. if(sc->data[SC_PROVOKE])
  5817. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5818. #ifndef RENEWAL
  5819. if(sc->data[SC_CONCENTRATION])
  5820. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5821. #endif
  5822. if(sc->data[SC_SKE])
  5823. batk += batk * 3;
  5824. if(sc->data[SC_BLOODLUST])
  5825. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5826. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5827. batk -= batk * 25/100;
  5828. if(sc->data[SC_CURSE])
  5829. batk -= batk * 25/100;
  5830. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5831. if(sc->data[SC_BLEEDING])
  5832. batk -= batk * 25 / 100; */
  5833. if(sc->data[SC_FLEET])
  5834. batk += batk * sc->data[SC_FLEET]->val3/100;
  5835. if(sc->data[SC__ENERVATION])
  5836. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5837. if( sc->data[SC_ZANGETSU] )
  5838. batk += sc->data[SC_ZANGETSU]->val2;
  5839. if(sc->data[SC_QUEST_BUFF1])
  5840. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5841. if(sc->data[SC_QUEST_BUFF2])
  5842. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5843. if(sc->data[SC_QUEST_BUFF3])
  5844. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5845. if (sc->data[SC_SHRIMP])
  5846. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5847. #ifdef RENEWAL
  5848. if (sc->data[SC_LOUD])
  5849. batk += 30;
  5850. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ATKRATE)
  5851. batk += batk * 20 / 100;
  5852. #endif
  5853. if (sc->data[SC_SUNSTANCE])
  5854. batk += batk * sc->data[SC_SUNSTANCE]->val2 / 100;
  5855. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5856. }
  5857. /**
  5858. * Adds weapon attack modifications based on status changes
  5859. * @param bl: Object to change watk [PC]
  5860. * @param sc: Object's status change information
  5861. * @param watk: Initial watk
  5862. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5863. */
  5864. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5865. {
  5866. if(!sc || !sc->count)
  5867. return cap_value(watk,0,USHRT_MAX);
  5868. #ifndef RENEWAL
  5869. if(sc->data[SC_DRUMBATTLE])
  5870. watk += sc->data[SC_DRUMBATTLE]->val2;
  5871. #endif
  5872. if (sc->data[SC_IMPOSITIO])
  5873. watk += sc->data[SC_IMPOSITIO]->val2;
  5874. if(sc->data[SC_WATKFOOD])
  5875. watk += sc->data[SC_WATKFOOD]->val1;
  5876. if(sc->data[SC_VOLCANO])
  5877. watk += sc->data[SC_VOLCANO]->val2;
  5878. if(sc->data[SC_MERC_ATKUP])
  5879. watk += sc->data[SC_MERC_ATKUP]->val2;
  5880. if(sc->data[SC_WATER_BARRIER])
  5881. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5882. #ifndef RENEWAL
  5883. if(sc->data[SC_NIBELUNGEN]) {
  5884. if (bl->type != BL_PC)
  5885. watk += sc->data[SC_NIBELUNGEN]->val2;
  5886. else {
  5887. TBL_PC *sd = (TBL_PC*)bl;
  5888. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5889. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5890. watk += sc->data[SC_NIBELUNGEN]->val2;
  5891. }
  5892. }
  5893. if(sc->data[SC_CONCENTRATION])
  5894. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5895. #endif
  5896. if(sc->data[SC_INCATKRATE])
  5897. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5898. if(sc->data[SC_PROVOKE])
  5899. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5900. if(sc->data[SC_SKE])
  5901. watk += watk * 3;
  5902. if(sc->data[SC_FLEET])
  5903. watk += watk * sc->data[SC_FLEET]->val3/100;
  5904. if(sc->data[SC_CURSE])
  5905. watk -= watk * 25/100;
  5906. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5907. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5908. if(sc->data[SC_FIGHTINGSPIRIT])
  5909. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5910. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5911. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5912. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5913. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5914. if(sc->data[SC_INSPIRATION])
  5915. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5916. if(sc->data[SC_GT_CHANGE])
  5917. watk += sc->data[SC_GT_CHANGE]->val2;
  5918. if(sc->data[SC__ENERVATION])
  5919. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5920. if(sc->data[SC_STRIKING])
  5921. watk += sc->data[SC_STRIKING]->val2;
  5922. if(sc->data[SC_RUSHWINDMILL])
  5923. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5924. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5925. watk += 50;
  5926. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5927. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5928. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5929. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5930. watk += watk * 10 / 100;
  5931. if(sc->data[SC_PYROTECHNIC_OPTION])
  5932. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5933. if(sc->data[SC_HEATER_OPTION])
  5934. watk += sc->data[SC_HEATER_OPTION]->val2;
  5935. if(sc->data[SC_TROPIC_OPTION])
  5936. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5937. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5938. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5939. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5940. watk += sc->data[SC_PYROCLASTIC]->val2;
  5941. if(sc->data[SC_ANGRIFFS_MODUS])
  5942. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5943. if(sc->data[SC_ODINS_POWER])
  5944. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5945. if (sc->data[SC_FLASHCOMBO])
  5946. watk += sc->data[SC_FLASHCOMBO]->val2;
  5947. if (sc->data[SC_CATNIPPOWDER])
  5948. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5949. if (sc->data[SC_CHATTERING])
  5950. watk += sc->data[SC_CHATTERING]->val2;
  5951. if (sc->data[SC_SUNSTANCE])
  5952. watk += watk * sc->data[SC_SUNSTANCE]->val2 / 100;
  5953. if (sc->data[SC_SOULFALCON])
  5954. watk += sc->data[SC_SOULFALCON]->val2;
  5955. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5956. }
  5957. #ifdef RENEWAL
  5958. /**
  5959. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5960. * @param bl: Object to change matk [PC]
  5961. * @param sc: Object's status change information
  5962. * @param matk: Initial matk
  5963. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5964. */
  5965. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5966. {
  5967. if (!sc || !sc->count)
  5968. return cap_value(matk,0,USHRT_MAX);
  5969. if (sc->data[SC_IMPOSITIO])
  5970. matk += sc->data[SC_IMPOSITIO]->val2;
  5971. if (sc->data[SC_MATKPOTION])
  5972. matk += sc->data[SC_MATKPOTION]->val1;
  5973. if (sc->data[SC_MATKFOOD])
  5974. matk += sc->data[SC_MATKFOOD]->val1;
  5975. if(sc->data[SC_MANA_PLUS])
  5976. matk += sc->data[SC_MANA_PLUS]->val1;
  5977. if(sc->data[SC_COOLER_OPTION])
  5978. matk += sc->data[SC_COOLER_OPTION]->val2;
  5979. if(sc->data[SC_AQUAPLAY_OPTION])
  5980. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5981. if(sc->data[SC_CHILLY_AIR_OPTION])
  5982. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5983. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5984. matk += 50;
  5985. if(sc->data[SC_ODINS_POWER])
  5986. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5987. if(sc->data[SC_MOONLITSERENADE])
  5988. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5989. if(sc->data[SC_IZAYOI])
  5990. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5991. if(sc->data[SC_ZANGETSU])
  5992. matk += sc->data[SC_ZANGETSU]->val3;
  5993. if(sc->data[SC_QUEST_BUFF1])
  5994. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5995. if(sc->data[SC_QUEST_BUFF2])
  5996. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5997. if(sc->data[SC_QUEST_BUFF3])
  5998. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5999. if(sc->data[SC_MTF_MATK2])
  6000. matk += sc->data[SC_MTF_MATK2]->val1;
  6001. if(sc->data[SC_2011RWC_SCROLL])
  6002. matk += 30;
  6003. if (sc->data[SC_CATNIPPOWDER])
  6004. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  6005. if (sc->data[SC_CHATTERING])
  6006. matk += sc->data[SC_CHATTERING]->val2;
  6007. if (sc->data[SC_DORAM_MATK])
  6008. matk += sc->data[SC_DORAM_MATK]->val1;
  6009. if (sc->data[SC_SOULFAIRY])
  6010. matk += sc->data[SC_SOULFAIRY]->val2;
  6011. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6012. }
  6013. #endif
  6014. /**
  6015. * Adds magic attack modifications based on status changes
  6016. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  6017. * @param sc: Object's status change information
  6018. * @param matk: Initial matk
  6019. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  6020. */
  6021. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  6022. {
  6023. if(!sc || !sc->count)
  6024. return cap_value(matk,0,USHRT_MAX);
  6025. #ifndef RENEWAL
  6026. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  6027. if (sc->data[SC_MATKPOTION])
  6028. matk += sc->data[SC_MATKPOTION]->val1;
  6029. if (sc->data[SC_MATKFOOD])
  6030. matk += sc->data[SC_MATKFOOD]->val1;
  6031. if (sc->data[SC_MANA_PLUS])
  6032. matk += sc->data[SC_MANA_PLUS]->val1;
  6033. if (sc->data[SC_AQUAPLAY_OPTION])
  6034. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  6035. if (sc->data[SC_CHILLY_AIR_OPTION])
  6036. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  6037. if (sc->data[SC_COOLER_OPTION])
  6038. matk += sc->data[SC_COOLER_OPTION]->val2;
  6039. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  6040. matk += 50;
  6041. if (sc->data[SC_ODINS_POWER])
  6042. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  6043. if (sc->data[SC_IZAYOI])
  6044. matk += 25 * sc->data[SC_IZAYOI]->val1;
  6045. if (sc->data[SC_MTF_MATK2])
  6046. matk += sc->data[SC_MTF_MATK2]->val1;
  6047. if (sc->data[SC_2011RWC_SCROLL])
  6048. matk += 30;
  6049. #endif
  6050. if (sc->data[SC_ZANGETSU])
  6051. matk += sc->data[SC_ZANGETSU]->val3;
  6052. if (sc->data[SC_QUEST_BUFF1])
  6053. matk += sc->data[SC_QUEST_BUFF1]->val1;
  6054. if (sc->data[SC_QUEST_BUFF2])
  6055. matk += sc->data[SC_QUEST_BUFF2]->val1;
  6056. if (sc->data[SC_QUEST_BUFF3])
  6057. matk += sc->data[SC_QUEST_BUFF3]->val1;
  6058. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  6059. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  6060. if (sc->data[SC_MINDBREAKER])
  6061. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  6062. if (sc->data[SC_INCMATKRATE])
  6063. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  6064. if (sc->data[SC_MOONLITSERENADE])
  6065. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  6066. if (sc->data[SC_MTF_MATK])
  6067. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  6068. if(sc->data[SC_2011RWC_SCROLL])
  6069. matk += 30;
  6070. if (sc->data[SC_SHRIMP])
  6071. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  6072. if (sc->data[SC_VOLCANO])
  6073. matk += sc->data[SC_VOLCANO]->val2;
  6074. #ifdef RENEWAL
  6075. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_MATKRATE)
  6076. matk += matk * 20 / 100;
  6077. #endif
  6078. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  6079. }
  6080. /**
  6081. * Adds critical modifications based on status changes
  6082. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  6083. * @param sc: Object's status change information
  6084. * @param critical: Initial critical
  6085. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  6086. */
  6087. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  6088. {
  6089. if(!sc || !sc->count)
  6090. return cap_value(critical,10,SHRT_MAX);
  6091. if (sc->data[SC_INCCRI])
  6092. critical += sc->data[SC_INCCRI]->val2;
  6093. if (sc->data[SC_CRIFOOD])
  6094. critical += sc->data[SC_CRIFOOD]->val1;
  6095. if (sc->data[SC_EXPLOSIONSPIRITS])
  6096. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  6097. if (sc->data[SC_FORTUNE])
  6098. critical += sc->data[SC_FORTUNE]->val2;
  6099. if (sc->data[SC_TRUESIGHT])
  6100. critical += sc->data[SC_TRUESIGHT]->val2;
  6101. if (sc->data[SC_CLOAKING])
  6102. critical += critical;
  6103. if (sc->data[SC_STRIKING])
  6104. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  6105. #ifdef RENEWAL
  6106. if (sc->data[SC_SPEARQUICKEN])
  6107. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  6108. if (sc->data[SC_TWOHANDQUICKEN])
  6109. critical += (2 + sc->data[SC_TWOHANDQUICKEN]->val1) * 10;
  6110. #endif
  6111. if (sc->data[SC__INVISIBILITY])
  6112. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  6113. if (sc->data[SC__UNLUCKY])
  6114. critical -= sc->data[SC__UNLUCKY]->val2;
  6115. if (sc->data[SC_SOULSHADOW])
  6116. critical += 10 * sc->data[SC_SOULSHADOW]->val3;
  6117. if(sc->data[SC_BEYONDOFWARCRY])
  6118. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  6119. return (short)cap_value(critical,10,SHRT_MAX);
  6120. }
  6121. /**
  6122. * Adds hit modifications based on status changes
  6123. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  6124. * @param sc: Object's status change information
  6125. * @param hit: Initial hit
  6126. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  6127. */
  6128. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  6129. {
  6130. if(!sc || !sc->count)
  6131. return cap_value(hit,1,SHRT_MAX);
  6132. if(sc->data[SC_INCHIT])
  6133. hit += sc->data[SC_INCHIT]->val1;
  6134. if(sc->data[SC_HITFOOD])
  6135. hit += sc->data[SC_HITFOOD]->val1;
  6136. if(sc->data[SC_TRUESIGHT])
  6137. hit += sc->data[SC_TRUESIGHT]->val3;
  6138. if(sc->data[SC_HUMMING])
  6139. hit += sc->data[SC_HUMMING]->val2;
  6140. if(sc->data[SC_CONCENTRATION])
  6141. hit += sc->data[SC_CONCENTRATION]->val3;
  6142. if(sc->data[SC_INSPIRATION])
  6143. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  6144. if(sc->data[SC_ADJUSTMENT])
  6145. hit -= 30;
  6146. if(sc->data[SC_INCREASING])
  6147. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  6148. if(sc->data[SC_MERC_HITUP])
  6149. hit += sc->data[SC_MERC_HITUP]->val2;
  6150. if(sc->data[SC_MTF_HITFLEE])
  6151. hit += sc->data[SC_MTF_HITFLEE]->val1;
  6152. if(sc->data[SC_INCHITRATE])
  6153. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  6154. if(sc->data[SC_BLIND])
  6155. hit -= hit * 25/100;
  6156. if(sc->data[SC_HEAT_BARREL])
  6157. hit -= sc->data[SC_HEAT_BARREL]->val4;
  6158. if(sc->data[SC__GROOMY])
  6159. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  6160. if(sc->data[SC_FEAR])
  6161. hit -= hit * 20 / 100;
  6162. if (sc->data[SC_ASH])
  6163. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  6164. if (sc->data[SC_TEARGAS])
  6165. hit -= hit * 50 / 100;
  6166. if(sc->data[SC_ILLUSIONDOPING])
  6167. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  6168. if (sc->data[SC_MTF_ASPD])
  6169. hit += sc->data[SC_MTF_ASPD]->val2;
  6170. #ifdef RENEWAL
  6171. if (sc->data[SC_BLESSING])
  6172. hit += sc->data[SC_BLESSING]->val1 * 2;
  6173. if (sc->data[SC_TWOHANDQUICKEN])
  6174. hit += sc->data[SC_TWOHANDQUICKEN]->val1 * 2;
  6175. if (sc->data[SC_ADRENALINE])
  6176. hit += sc->data[SC_ADRENALINE]->val1 * 3 + 5;
  6177. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_HIT)
  6178. hit += 50;
  6179. #endif
  6180. if (sc->data[SC_SOULFALCON])
  6181. hit += sc->data[SC_SOULFALCON]->val3;
  6182. if (sc->data[SC_SATURDAYNIGHTFEVER])
  6183. hit -= 50 + 50 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6184. return (short)cap_value(hit,1,SHRT_MAX);
  6185. }
  6186. /**
  6187. * Adds flee modifications based on status changes
  6188. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  6189. * @param sc: Object's status change information
  6190. * @param flee: Initial flee
  6191. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  6192. */
  6193. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  6194. {
  6195. if( bl->type == BL_PC ) {
  6196. struct map_data *mapdata = map_getmapdata(bl->m);
  6197. if( mapdata_flag_gvg(mapdata) )
  6198. flee -= flee * battle_config.gvg_flee_penalty/100;
  6199. else if( mapdata->flag[MF_BATTLEGROUND] )
  6200. flee -= flee * battle_config.bg_flee_penalty/100;
  6201. }
  6202. if(!sc || !sc->count)
  6203. return cap_value(flee,1,SHRT_MAX);
  6204. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  6205. return sc->data[SC_OVERED_BOOST]->val2;
  6206. // Fixed value
  6207. if(sc->data[SC_INCFLEE])
  6208. flee += sc->data[SC_INCFLEE]->val1;
  6209. if(sc->data[SC_FLEEFOOD])
  6210. flee += sc->data[SC_FLEEFOOD]->val1;
  6211. if(sc->data[SC_WHISTLE])
  6212. flee += sc->data[SC_WHISTLE]->val2;
  6213. if(sc->data[SC_WINDWALK])
  6214. flee += sc->data[SC_WINDWALK]->val2;
  6215. if(sc->data[SC_VIOLENTGALE])
  6216. flee += sc->data[SC_VIOLENTGALE]->val2;
  6217. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  6218. flee += sc->data[SC_MOON_COMFORT]->val2;
  6219. if(sc->data[SC_CLOSECONFINE])
  6220. flee += 10;
  6221. if (sc->data[SC_ANGRIFFS_MODUS])
  6222. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  6223. if(sc->data[SC_ADJUSTMENT])
  6224. flee += 30;
  6225. if(sc->data[SC_SPEED])
  6226. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  6227. if(sc->data[SC_GATLINGFEVER])
  6228. flee -= sc->data[SC_GATLINGFEVER]->val4;
  6229. if(sc->data[SC_PARTYFLEE])
  6230. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  6231. if(sc->data[SC_MERC_FLEEUP])
  6232. flee += sc->data[SC_MERC_FLEEUP]->val2;
  6233. if( sc->data[SC_HALLUCINATIONWALK] )
  6234. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  6235. if(sc->data[SC_MTF_HITFLEE])
  6236. flee += sc->data[SC_MTF_HITFLEE]->val2;
  6237. if( sc->data[SC_WATER_BARRIER] )
  6238. flee -= sc->data[SC_WATER_BARRIER]->val2;
  6239. if( sc->data[SC_C_MARKER] )
  6240. flee -= sc->data[SC_C_MARKER]->val3;
  6241. #ifdef RENEWAL
  6242. if( sc->data[SC_SPEARQUICKEN] )
  6243. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  6244. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_FLEE)
  6245. flee += 50;
  6246. #endif
  6247. // Rate value
  6248. if(sc->data[SC_INCFLEERATE])
  6249. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  6250. if(sc->data[SC_SPIDERWEB])
  6251. flee -= flee * 50/100;
  6252. if(sc->data[SC_BERSERK])
  6253. flee -= flee * 50/100;
  6254. if(sc->data[SC_BLIND])
  6255. flee -= flee * 25/100;
  6256. if(sc->data[SC_FEAR])
  6257. flee -= flee * 20 / 100;
  6258. if(sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  6259. flee -= flee * 10 / 100;
  6260. if(sc->data[SC_INFRAREDSCAN])
  6261. flee -= flee * 30 / 100;
  6262. if( sc->data[SC__LAZINESS] )
  6263. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  6264. if( sc->data[SC_GLOOMYDAY] )
  6265. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  6266. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  6267. flee -= 20 + 30 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  6268. if( sc->data[SC_WIND_STEP_OPTION] )
  6269. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  6270. if( sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2] )
  6271. flee -= flee * 50 / 100;
  6272. if( sc->data[SC_ZEPHYR] )
  6273. flee += sc->data[SC_ZEPHYR]->val2;
  6274. if(sc->data[SC_ASH])
  6275. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  6276. if (sc->data[SC_GOLDENE_FERSE])
  6277. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  6278. if (sc->data[SC_SMOKEPOWDER])
  6279. flee += flee * 20 / 100;
  6280. if (sc->data[SC_TEARGAS])
  6281. flee -= flee * 50 / 100;
  6282. //if( sc->data[SC_C_MARKER] )
  6283. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  6284. if (sc->data[SC_GROOMING])
  6285. flee += sc->data[SC_GROOMING]->val2;
  6286. return (short)cap_value(flee,1,SHRT_MAX);
  6287. }
  6288. /**
  6289. * Adds perfect flee modifications based on status changes
  6290. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  6291. * @param sc: Object's status change information
  6292. * @param flee2: Initial flee2
  6293. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  6294. */
  6295. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  6296. {
  6297. if(!sc || !sc->count)
  6298. return cap_value(flee2,10,SHRT_MAX);
  6299. if(sc->data[SC_INCFLEE2])
  6300. flee2 += sc->data[SC_INCFLEE2]->val2;
  6301. if(sc->data[SC_WHISTLE])
  6302. flee2 += sc->data[SC_WHISTLE]->val3*10;
  6303. if(sc->data[SC__UNLUCKY])
  6304. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  6305. if (sc->data[SC_HISS])
  6306. flee2 += sc->data[SC_HISS]->val2*10;
  6307. if (sc->data[SC_DORAM_FLEE2])
  6308. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  6309. return (short)cap_value(flee2,10,SHRT_MAX);
  6310. }
  6311. /**
  6312. * Adds defense (left-side) modifications based on status changes
  6313. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  6314. * @param sc: Object's status change information
  6315. * @param def: Initial def
  6316. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  6317. */
  6318. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  6319. {
  6320. if(!sc || !sc->count)
  6321. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6322. if(sc->data[SC_BERSERK])
  6323. return 0;
  6324. if(sc->data[SC_BARRIER])
  6325. return 100;
  6326. if(sc->data[SC_KEEPING])
  6327. return 90;
  6328. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  6329. if(sc->data[SC_STEELBODY])
  6330. return 90;
  6331. #endif
  6332. if (sc->data[SC_NYANGGRASS]) {
  6333. if (bl->type == BL_PC)
  6334. return 0;
  6335. else
  6336. return def >>= 1;
  6337. }
  6338. if(sc->data[SC_DEFSET])
  6339. return sc->data[SC_DEFSET]->val1;
  6340. if(sc->data[SC_DRUMBATTLE])
  6341. def += sc->data[SC_DRUMBATTLE]->val3;
  6342. #ifdef RENEWAL
  6343. if (sc->data[SC_ASSUMPTIO])
  6344. def += sc->data[SC_ASSUMPTIO]->val1 * 50;
  6345. #else
  6346. if(sc->data[SC_DEFENCE])
  6347. def += sc->data[SC_DEFENCE]->val2;
  6348. #endif
  6349. if(sc->data[SC_INCDEFRATE])
  6350. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  6351. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  6352. def += 50;
  6353. if(sc->data[SC_ODINS_POWER])
  6354. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6355. if( sc->data[SC_ANGRIFFS_MODUS] )
  6356. def -= 20 + 10 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  6357. if(sc->data[SC_STONEHARDSKIN])
  6358. def += sc->data[SC_STONEHARDSKIN]->val1;
  6359. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6360. def >>=1;
  6361. if(sc->data[SC_FREEZE])
  6362. def >>=1;
  6363. if(sc->data[SC_SIGNUMCRUCIS])
  6364. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  6365. if(sc->data[SC_CONCENTRATION])
  6366. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  6367. if(sc->data[SC_SKE])
  6368. def >>=1;
  6369. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  6370. def -= def * sc->data[SC_PROVOKE]->val4/100;
  6371. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  6372. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  6373. if (sc->data[SC_FLING])
  6374. def -= def * (sc->data[SC_FLING]->val2)/100;
  6375. if( sc->data[SC_FREEZING] )
  6376. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  6377. if( sc->data[SC_ANALYZE] )
  6378. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6379. if( sc->data[SC_NEUTRALBARRIER] )
  6380. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6381. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  6382. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  6383. if( sc->data[SC_PRESTIGE] )
  6384. def += sc->data[SC_PRESTIGE]->val3;
  6385. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  6386. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  6387. if( sc->data[SC_ECHOSONG] )
  6388. def += sc->data[SC_ECHOSONG]->val3;
  6389. if( sc->data[SC_EARTHDRIVE] )
  6390. def -= def * 25 / 100;
  6391. if( sc->data[SC_CAMOUFLAGE] )
  6392. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6393. if( sc->data[SC_SOLID_SKIN_OPTION] )
  6394. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  6395. if( sc->data[SC_ROCK_CRUSHER] )
  6396. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  6397. if( sc->data[SC_POWER_OF_GAIA] )
  6398. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  6399. if(sc->data[SC_ASH])
  6400. def -= def * sc->data[SC_ASH]->val3/100;
  6401. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  6402. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  6403. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6404. def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
  6405. if (sc->data[SC_SOULGOLEM])
  6406. def += sc->data[SC_SOULGOLEM]->val2;
  6407. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  6408. }
  6409. /**
  6410. * Adds defense (right-side) modifications based on status changes
  6411. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  6412. * @param sc: Object's status change information
  6413. * @param def2: Initial def2
  6414. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  6415. */
  6416. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  6417. {
  6418. if(!sc || !sc->count)
  6419. #ifdef RENEWAL
  6420. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6421. #else
  6422. return (short)cap_value(def2,1,SHRT_MAX);
  6423. #endif
  6424. if(sc->data[SC_BERSERK])
  6425. return 0;
  6426. if(sc->data[SC_ETERNALCHAOS])
  6427. return 0;
  6428. if(sc->data[SC_DEFSET])
  6429. return sc->data[SC_DEFSET]->val1;
  6430. if(sc->data[SC_SUN_COMFORT])
  6431. def2 += sc->data[SC_SUN_COMFORT]->val2;
  6432. #ifdef RENEWAL
  6433. if (sc->data[SC_SKA])
  6434. def2 += 80;
  6435. #endif
  6436. if(sc->data[SC_ANGELUS])
  6437. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  6438. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  6439. #else
  6440. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  6441. if(sc->data[SC_CONCENTRATION])
  6442. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  6443. #endif
  6444. if(sc->data[SC_POISON])
  6445. def2 -= def2 * 25/100;
  6446. if(sc->data[SC_DPOISON])
  6447. def2 -= def2 * 25/100;
  6448. if(sc->data[SC_SKE])
  6449. def2 -= def2 * 50/100;
  6450. if(sc->data[SC_PROVOKE])
  6451. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  6452. if(sc->data[SC_JOINTBEAT])
  6453. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  6454. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  6455. if(sc->data[SC_FLING])
  6456. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  6457. if(sc->data[SC_ANALYZE])
  6458. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6459. if(sc->data[SC_ASH])
  6460. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  6461. if (sc->data[SC_PARALYSIS])
  6462. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  6463. if(sc->data[SC_EQC])
  6464. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  6465. if( sc->data[SC_CAMOUFLAGE] )
  6466. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  6467. #ifdef RENEWAL
  6468. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  6469. #else
  6470. return (short)cap_value(def2,1,SHRT_MAX);
  6471. #endif
  6472. }
  6473. /**
  6474. * Adds magic defense (left-side) modifications based on status changes
  6475. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6476. * @param sc: Object's status change information
  6477. * @param mdef: Initial mdef
  6478. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6479. */
  6480. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  6481. {
  6482. if(!sc || !sc->count)
  6483. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6484. if(sc->data[SC_BERSERK])
  6485. return 0;
  6486. if(sc->data[SC_BARRIER])
  6487. return 100;
  6488. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6489. if(sc->data[SC_STEELBODY])
  6490. return 90;
  6491. #endif
  6492. if (sc->data[SC_NYANGGRASS]) {
  6493. if (bl->type == BL_PC)
  6494. return 0;
  6495. else
  6496. return mdef >>= 1;
  6497. }
  6498. if(sc->data[SC_MDEFSET])
  6499. return sc->data[SC_MDEFSET]->val1;
  6500. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  6501. mdef += 50;
  6502. if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6503. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  6504. if(sc->data[SC_STONEHARDSKIN])
  6505. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  6506. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6507. mdef += 25 * mdef / 100;
  6508. if(sc->data[SC_FREEZE])
  6509. mdef += 25 * mdef / 100;
  6510. if(sc->data[SC_BURNING])
  6511. mdef -= 25 * mdef / 100;
  6512. if( sc->data[SC_NEUTRALBARRIER] )
  6513. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6514. if(sc->data[SC_ANALYZE])
  6515. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  6516. if(sc->data[SC_SYMPHONYOFLOVER])
  6517. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  6518. if (sc->data[SC_ODINS_POWER])
  6519. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6520. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6521. mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
  6522. if (sc->data[SC_SOULGOLEM])
  6523. mdef += sc->data[SC_SOULGOLEM]->val3;
  6524. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6525. }
  6526. /**
  6527. * Adds magic defense (right-side) modifications based on status changes
  6528. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6529. * @param sc: Object's status change information
  6530. * @param mdef2: Initial mdef2
  6531. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6532. */
  6533. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  6534. {
  6535. if(!sc || !sc->count)
  6536. #ifdef RENEWAL
  6537. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6538. #else
  6539. return (short)cap_value(mdef2,1,SHRT_MAX);
  6540. #endif
  6541. if(sc->data[SC_BERSERK])
  6542. return 0;
  6543. if(sc->data[SC_SKA])
  6544. return 90;
  6545. if(sc->data[SC_MDEFSET])
  6546. return sc->data[SC_MDEFSET]->val1;
  6547. if(sc->data[SC_MINDBREAKER])
  6548. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  6549. if(sc->data[SC_BURNING])
  6550. mdef2 -= mdef2 * 25 / 100;
  6551. if(sc->data[SC_ANALYZE])
  6552. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6553. #ifdef RENEWAL
  6554. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6555. #else
  6556. return (short)cap_value(mdef2,1,SHRT_MAX);
  6557. #endif
  6558. }
  6559. /**
  6560. * Adds speed modifications based on status changes
  6561. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6562. * @param sc: Object's status change information
  6563. * @param speed: Initial speed
  6564. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6565. */
  6566. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  6567. {
  6568. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6569. int speed_rate = 100;
  6570. if (sc == NULL || (sd && sd->state.permanent_speed))
  6571. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6572. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6573. int val = 0;
  6574. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6575. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6576. else
  6577. val -= 25;
  6578. if (sc->data[SC_ACCELERATION])
  6579. val -= 25;
  6580. speed += speed * val / 100;
  6581. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6582. }
  6583. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6584. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6585. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6586. else
  6587. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6588. } else {
  6589. int val = 0;
  6590. // GetMoveHasteValue2()
  6591. if( sc->data[SC_FUSION] )
  6592. val = 25;
  6593. else if( sd ) {
  6594. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6595. val = 25; // Same bonus
  6596. else if( pc_isridingwug(sd) )
  6597. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6598. else if( sc->data[SC_ALL_RIDING] )
  6599. val = battle_config.rental_mount_speed_boost;
  6600. }
  6601. speed_rate -= val;
  6602. // GetMoveSlowValue()
  6603. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6604. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6605. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6606. val = sc->data[SC_CHASEWALK]->val3;
  6607. else {
  6608. val = 0;
  6609. // Longing for Freedom/Special Singer cancels song/dance penalty
  6610. #ifdef RENEWAL
  6611. if (sc->data[SC_ENSEMBLEFATIGUE])
  6612. val = max(val, sc->data[SC_ENSEMBLEFATIGUE]->val2);
  6613. #else
  6614. if( sc->data[SC_LONGING] )
  6615. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6616. #endif
  6617. else
  6618. if( sd && sc->data[SC_DANCING] )
  6619. 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)) );
  6620. if( sc->data[SC_DECREASEAGI] )
  6621. val = max( val, 25 );
  6622. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6623. val = max( val, 50 );
  6624. if( sc->data[SC_DONTFORGETME] )
  6625. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6626. if( sc->data[SC_CURSE] )
  6627. val = max( val, 300 );
  6628. if( sc->data[SC_CHASEWALK] )
  6629. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6630. if( sc->data[SC_WEDDING] )
  6631. val = max( val, 100 );
  6632. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6633. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6634. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6635. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6636. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6637. val = max( val, 75 );
  6638. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6639. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6640. if( sc->data[SC_GATLINGFEVER] )
  6641. val = max( val, 100 );
  6642. if( sc->data[SC_SUITON] )
  6643. val = max( val, sc->data[SC_SUITON]->val3 );
  6644. if( sc->data[SC_SWOO] )
  6645. val = max( val, 300 );
  6646. if( sc->data[SC_SKA] )
  6647. val = max( val, 25 );
  6648. if( sc->data[SC_FREEZING] )
  6649. val = max( val, 30 );
  6650. if( sc->data[SC_MARSHOFABYSS] )
  6651. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6652. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6653. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6654. if( sc->data[SC_STEALTHFIELD] )
  6655. val = max( val, 20 );
  6656. if( sc->data[SC__LAZINESS] )
  6657. val = max( val, 25 );
  6658. if( sc->data[SC_BANDING_DEFENCE] )
  6659. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  6660. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6661. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6662. if( sc->data[SC_POWER_OF_GAIA] )
  6663. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6664. if( sc->data[SC_MELON_BOMB] )
  6665. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6666. if( sc->data[SC_REBOUND] )
  6667. val = max( val, 25 );
  6668. if( sc->data[SC_B_TRAP] )
  6669. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6670. if (sc->data[SC_CATNIPPOWDER])
  6671. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6672. if (sc->data[SC_SP_SHA])
  6673. val = max(val, sc->data[SC_SP_SHA]->val2);
  6674. if (sc->data[SC_CREATINGSTAR])
  6675. val = max(val, 90);
  6676. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6677. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6678. }
  6679. speed_rate += val;
  6680. val = 0;
  6681. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6682. speed_rate = 150;
  6683. // GetMoveHasteValue1()
  6684. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6685. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6686. if( sc->data[SC_INCREASEAGI] )
  6687. val = max( val, 25 );
  6688. if( sc->data[SC_WINDWALK] )
  6689. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6690. if( sc->data[SC_CARTBOOST] )
  6691. val = max( val, 20 );
  6692. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6693. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6694. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6695. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6696. if( sc->data[SC_BERSERK] )
  6697. val = max( val, 25 );
  6698. if( sc->data[SC_RUN] )
  6699. val = max( val, 55 );
  6700. if( sc->data[SC_AVOID] )
  6701. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6702. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6703. val = max( val, 75 );
  6704. if( sc->data[SC_CLOAKINGEXCEED] )
  6705. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6706. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 0)
  6707. val = max(val, 50);
  6708. if( sc->data[SC_HOVERING] )
  6709. val = max( val, 10 );
  6710. if( sc->data[SC_GN_CARTBOOST] )
  6711. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6712. if( sc->data[SC_SWINGDANCE] )
  6713. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6714. if( sc->data[SC_WIND_STEP_OPTION] )
  6715. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6716. if( sc->data[SC_FULL_THROTTLE] )
  6717. val = max( val, 25 );
  6718. if (sc->data[SC_ARCLOUSEDASH])
  6719. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6720. if( sc->data[SC_DORAM_WALKSPEED] )
  6721. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6722. if (sc->data[SC_RUSHWINDMILL])
  6723. val = max(val, 25); // !TODO: Confirm bonus movement speed
  6724. // !FIXME: official items use a single bonus for this [ultramage]
  6725. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6726. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6727. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6728. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6729. speed_rate -= val;
  6730. if( speed_rate < 40 )
  6731. speed_rate = 40;
  6732. }
  6733. // GetSpeed()
  6734. if( sd && pc_iscarton(sd) )
  6735. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6736. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  6737. speed += speed * 50 / 100;
  6738. if( speed_rate != 100 )
  6739. speed = speed * speed_rate / 100;
  6740. if( sc->data[SC_STEELBODY] )
  6741. speed = 200;
  6742. if( sc->data[SC_DEFENDER] )
  6743. speed = max(speed, 200);
  6744. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6745. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6746. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6747. }
  6748. #ifdef RENEWAL_ASPD
  6749. /**
  6750. * Renewal attack speed modifiers based on status changes
  6751. * This function only affects RENEWAL players and comes after base calculation
  6752. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6753. * @param sc: Object's status change information
  6754. * @param fixed: True - fixed value [malufett]
  6755. * False - percentage value
  6756. * @return modified aspd
  6757. */
  6758. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6759. {
  6760. int bonus = 0;
  6761. if (!sc || !sc->count)
  6762. return 0;
  6763. if (fixed) {
  6764. enum sc_type sc_val;
  6765. if (!sc->data[SC_QUAGMIRE]) {
  6766. // !TODO: How does Two-Hand Quicken, Adrenaline Rush, and Spear quick change? (+10%)
  6767. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6768. bonus = 7;
  6769. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6770. bonus = 6;
  6771. else if (bonus < 5 && sc->data[SC_FLEET])
  6772. bonus = 5;
  6773. }
  6774. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6775. if (bl->type != BL_PC)
  6776. bonus += sc->data[SC_ASSNCROS]->val2;
  6777. else {
  6778. switch(((TBL_PC*)bl)->status.weapon) {
  6779. case W_BOW:
  6780. case W_REVOLVER:
  6781. case W_RIFLE:
  6782. case W_GATLING:
  6783. case W_SHOTGUN:
  6784. case W_GRENADE:
  6785. break;
  6786. default:
  6787. bonus += sc->data[SC_ASSNCROS]->val2;
  6788. break;
  6789. }
  6790. }
  6791. }
  6792. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6793. bonus = 20;
  6794. else if (bonus < 15 && sc->data[SC_BERSERK])
  6795. bonus = 15;
  6796. if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
  6797. bonus += sc->data[sc_val]->val1;
  6798. if (sc->data[SC_ATTHASTE_CASH])
  6799. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6800. } else {
  6801. if (sc->data[SC_DONTFORGETME])
  6802. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6803. #ifdef RENEWAL
  6804. if (sc->data[SC_ENSEMBLEFATIGUE])
  6805. bonus -= sc->data[SC_ENSEMBLEFATIGUE]->val2 / 10;
  6806. #else
  6807. if (sc->data[SC_LONGING])
  6808. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6809. #endif
  6810. if (sc->data[SC_STEELBODY])
  6811. bonus -= 25;
  6812. if (sc->data[SC_SKA])
  6813. bonus -= 25;
  6814. if (sc->data[SC_DEFENDER])
  6815. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6816. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6817. bonus -= 75;
  6818. #ifndef RENEWAL
  6819. if (sc->data[SC_GRAVITATION])
  6820. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6821. #endif
  6822. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6823. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6824. bonus -= 25;
  6825. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6826. bonus -= 10;
  6827. }
  6828. if (sc->data[SC_FREEZING])
  6829. bonus -= 30;
  6830. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6831. bonus -= 50;
  6832. if (sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1)
  6833. bonus -= 10;
  6834. if (sc->data[SC__BODYPAINT])
  6835. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6836. if (sc->data[SC__INVISIBILITY])
  6837. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6838. if (sc->data[SC__GROOMY])
  6839. bonus -= sc->data[SC__GROOMY]->val2;
  6840. if (sc->data[SC_SWINGDANCE])
  6841. bonus += sc->data[SC_SWINGDANCE]->val3;
  6842. if (sc->data[SC_DANCEWITHWUG])
  6843. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6844. if (sc->data[SC_GLOOMYDAY])
  6845. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6846. if (sc->data[SC_EARTHDRIVE])
  6847. bonus -= 25;
  6848. if (sc->data[SC_GT_CHANGE])
  6849. bonus += sc->data[SC_GT_CHANGE]->val3;
  6850. if (sc->data[SC_MELON_BOMB])
  6851. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6852. if (sc->data[SC_PAIN_KILLER])
  6853. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6854. if (sc->data[SC_BOOST500])
  6855. bonus += sc->data[SC_BOOST500]->val1;
  6856. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6857. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6858. if (sc->data[SC_GOLDENE_FERSE])
  6859. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6860. if (sc->data[SC_INCASPDRATE])
  6861. bonus += sc->data[SC_INCASPDRATE]->val1;
  6862. if (sc->data[SC_GATLINGFEVER])
  6863. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6864. if (sc->data[SC_STAR_COMFORT])
  6865. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6866. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6867. bonus += 10;
  6868. if (sc->data[SC_INCREASEAGI])
  6869. bonus += sc->data[SC_INCREASEAGI]->val1;
  6870. if (sc->data[SC_NIBELUNGEN] && sc->data[SC_NIBELUNGEN]->val2 == RINGNBL_ASPDRATE)
  6871. bonus += 20;
  6872. if (sc->data[SC_STARSTANCE])
  6873. bonus += sc->data[SC_STARSTANCE]->val2;
  6874. struct map_session_data* sd = BL_CAST(BL_PC, bl);
  6875. uint8 skill_lv;
  6876. if (sd && (skill_lv = pc_checkskill(sd, BA_MUSICALLESSON)) > 0)
  6877. bonus += skill_lv;
  6878. }
  6879. return bonus;
  6880. }
  6881. #endif
  6882. /**
  6883. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6884. * A subtraction reduces the delay, meaning an increase in ASPD
  6885. * This comes after the percentage changes and is based on status changes
  6886. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6887. * @param sc: Object's status change information
  6888. * @param aspd: Object's current ASPD
  6889. * @return modified aspd
  6890. */
  6891. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6892. {
  6893. if (!sc || !sc->count)
  6894. return cap_value(aspd, 0, 2000);
  6895. if (sc->data[SC_OVERED_BOOST])
  6896. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6897. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6898. aspd -= 50; // +5 ASPD
  6899. if (sc->data[SC_FIGHTINGSPIRIT])
  6900. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6901. if (sc->data[SC_MTF_ASPD])
  6902. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6903. if (sc->data[SC_MTF_ASPD2])
  6904. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6905. if (sc->data[SC_SOULSHADOW])
  6906. aspd -= 10 * sc->data[SC_SOULSHADOW]->val2;
  6907. if (sc->data[SC_HEAT_BARREL])
  6908. aspd -= sc->data[SC_HEAT_BARREL]->val1 * 10;
  6909. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6910. }
  6911. /**
  6912. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6913. * Note: The scale of aspd_rate is 1000 = 100%
  6914. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6915. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6916. * @param sc: Object's status change information
  6917. * @param aspd_rate: Object's current ASPD
  6918. * @return modified aspd_rate
  6919. */
  6920. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6921. {
  6922. int i;
  6923. if(!sc || !sc->count)
  6924. return cap_value(aspd_rate,0,SHRT_MAX);
  6925. if( !sc->data[SC_QUAGMIRE] ) {
  6926. int max = 0;
  6927. if(sc->data[SC_STAR_COMFORT])
  6928. max = sc->data[SC_STAR_COMFORT]->val2;
  6929. if(sc->data[SC_TWOHANDQUICKEN] &&
  6930. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6931. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6932. if(sc->data[SC_ONEHAND] &&
  6933. max < sc->data[SC_ONEHAND]->val2)
  6934. max = sc->data[SC_ONEHAND]->val2;
  6935. if(sc->data[SC_MERC_QUICKEN] &&
  6936. max < sc->data[SC_MERC_QUICKEN]->val2)
  6937. max = sc->data[SC_MERC_QUICKEN]->val2;
  6938. if(sc->data[SC_ADRENALINE2] &&
  6939. max < sc->data[SC_ADRENALINE2]->val3)
  6940. max = sc->data[SC_ADRENALINE2]->val3;
  6941. if(sc->data[SC_ADRENALINE] &&
  6942. max < sc->data[SC_ADRENALINE]->val3)
  6943. max = sc->data[SC_ADRENALINE]->val3;
  6944. if(sc->data[SC_SPEARQUICKEN] &&
  6945. max < sc->data[SC_SPEARQUICKEN]->val2)
  6946. max = sc->data[SC_SPEARQUICKEN]->val2;
  6947. if(sc->data[SC_GATLINGFEVER] &&
  6948. max < sc->data[SC_GATLINGFEVER]->val2)
  6949. max = sc->data[SC_GATLINGFEVER]->val2;
  6950. if(sc->data[SC_FLEET] &&
  6951. max < sc->data[SC_FLEET]->val2)
  6952. max = sc->data[SC_FLEET]->val2;
  6953. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6954. if (bl->type!=BL_PC)
  6955. max = sc->data[SC_ASSNCROS]->val2;
  6956. else
  6957. switch(((TBL_PC*)bl)->status.weapon) {
  6958. case W_BOW:
  6959. case W_REVOLVER:
  6960. case W_RIFLE:
  6961. case W_GATLING:
  6962. case W_SHOTGUN:
  6963. case W_GRENADE:
  6964. break;
  6965. default:
  6966. max = sc->data[SC_ASSNCROS]->val2;
  6967. }
  6968. }
  6969. aspd_rate -= max;
  6970. if(sc->data[SC_BERSERK])
  6971. aspd_rate -= 300;
  6972. else if(sc->data[SC_MADNESSCANCEL])
  6973. aspd_rate -= 200;
  6974. }
  6975. if( sc->data[i=SC_ASPDPOTION3] ||
  6976. sc->data[i=SC_ASPDPOTION2] ||
  6977. sc->data[i=SC_ASPDPOTION1] ||
  6978. sc->data[i=SC_ASPDPOTION0] )
  6979. aspd_rate -= sc->data[i]->val2;
  6980. if (sc->data[SC_ATTHASTE_CASH])
  6981. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6982. if(sc->data[SC_DONTFORGETME])
  6983. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6984. #ifdef RENEWAL
  6985. if (sc->data[SC_ENSEMBLEFATIGUE])
  6986. aspd_rate += sc->data[SC_ENSEMBLEFATIGUE]->val2;
  6987. #else
  6988. if(sc->data[SC_LONGING])
  6989. aspd_rate += sc->data[SC_LONGING]->val2;
  6990. #endif
  6991. if(sc->data[SC_STEELBODY])
  6992. aspd_rate += 250;
  6993. if(sc->data[SC_SKA])
  6994. aspd_rate += 250;
  6995. if(sc->data[SC_DEFENDER])
  6996. aspd_rate += sc->data[SC_DEFENDER]->val4;
  6997. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6998. aspd_rate += 250;
  6999. #ifndef RENEWAL
  7000. if(sc->data[SC_GRAVITATION])
  7001. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  7002. #endif
  7003. if(sc->data[SC_JOINTBEAT]) {
  7004. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  7005. aspd_rate += 250;
  7006. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  7007. aspd_rate += 100;
  7008. }
  7009. if( sc->data[SC_FREEZING] )
  7010. aspd_rate += 300;
  7011. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  7012. aspd_rate += 500;
  7013. if( sc->data[SC_PARALYSE] && sc->data[SC_PARALYSE]->val3 == 1 )
  7014. aspd_rate += 100;
  7015. if( sc->data[SC__BODYPAINT] )
  7016. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  7017. if( sc->data[SC__INVISIBILITY] )
  7018. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  7019. if( sc->data[SC__GROOMY] )
  7020. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  7021. if( sc->data[SC_SWINGDANCE] )
  7022. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  7023. if( sc->data[SC_DANCEWITHWUG] )
  7024. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  7025. if( sc->data[SC_GLOOMYDAY] )
  7026. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  7027. if( sc->data[SC_EARTHDRIVE] )
  7028. aspd_rate += 250;
  7029. if( sc->data[SC_GT_CHANGE] )
  7030. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  7031. if( sc->data[SC_MELON_BOMB] )
  7032. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  7033. if( sc->data[SC_BOOST500] )
  7034. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  7035. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  7036. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  7037. if( sc->data[SC_INCASPDRATE] )
  7038. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  7039. if( sc->data[SC_PAIN_KILLER])
  7040. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  7041. if( sc->data[SC_GOLDENE_FERSE])
  7042. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  7043. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  7044. aspd_rate -= 100;
  7045. if (sc->data[SC_STARSTANCE])
  7046. aspd_rate -= 10 * sc->data[SC_STARSTANCE]->val2;
  7047. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  7048. }
  7049. /**
  7050. * Modifies the damage delay time based on status changes
  7051. * The lower your delay, the quicker you can act after taking damage
  7052. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7053. * @param sc: Object's status change information
  7054. * @param dmotion: Object's current damage delay
  7055. * @return modified delay rate
  7056. */
  7057. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  7058. {
  7059. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND) )
  7060. return cap_value(dmotion,0,USHRT_MAX);
  7061. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  7062. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  7063. return 0;
  7064. if (bl->type == BL_PC && ((TBL_PC *)bl)->special_state.no_walk_delay)
  7065. return 0;
  7066. if( sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  7067. return 0;
  7068. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  7069. }
  7070. /**
  7071. * Calculates a max HP based on status changes
  7072. * Values can either be percentages or fixed, based on how equations are formulated
  7073. * @param bl: Object's block_list data
  7074. * @param maxhp: Object's current max HP
  7075. * @return modified maxhp
  7076. */
  7077. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  7078. {
  7079. int rate = 100;
  7080. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  7081. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  7082. maxhp = maxhp * rate / 100;
  7083. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  7084. }
  7085. /**
  7086. * Calculates a max SP based on status changes
  7087. * Values can either be percentages or fixed, bas ed on how equations are formulated
  7088. * @param bl: Object's block_list data
  7089. * @param maxsp: Object's current max SP
  7090. * @return modified maxsp
  7091. */
  7092. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  7093. {
  7094. int rate = 100;
  7095. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  7096. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  7097. maxsp = maxsp * rate / 100;
  7098. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  7099. }
  7100. /**
  7101. * Changes a player's element based on status changes
  7102. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7103. * @param sc: Object's status change information
  7104. * @param element: Object's current element
  7105. * @return new element
  7106. */
  7107. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  7108. {
  7109. if(!sc || !sc->count)
  7110. return cap_value(element, 0, UCHAR_MAX);
  7111. if(sc->data[SC_FREEZE])
  7112. return ELE_WATER;
  7113. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7114. return ELE_EARTH;
  7115. if(sc->data[SC_BENEDICTIO])
  7116. return ELE_HOLY;
  7117. if(sc->data[SC_CHANGEUNDEAD])
  7118. return ELE_UNDEAD;
  7119. if(sc->data[SC_ELEMENTALCHANGE])
  7120. return sc->data[SC_ELEMENTALCHANGE]->val2;
  7121. if(sc->data[SC_SHAPESHIFT])
  7122. return sc->data[SC_SHAPESHIFT]->val2;
  7123. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7124. }
  7125. /**
  7126. * Changes a player's element level based on status changes
  7127. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7128. * @param sc: Object's status change information
  7129. * @param lv: Object's current element level
  7130. * @return new element level
  7131. */
  7132. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  7133. {
  7134. if(!sc || !sc->count)
  7135. return cap_value(lv, 1, 4);
  7136. if(sc->data[SC_FREEZE])
  7137. return 1;
  7138. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  7139. return 1;
  7140. if(sc->data[SC_BENEDICTIO])
  7141. return 1;
  7142. if(sc->data[SC_CHANGEUNDEAD])
  7143. return 1;
  7144. if(sc->data[SC_ELEMENTALCHANGE])
  7145. return sc->data[SC_ELEMENTALCHANGE]->val1;
  7146. if(sc->data[SC_SHAPESHIFT])
  7147. return 1;
  7148. if(sc->data[SC__INVISIBILITY])
  7149. return 1;
  7150. return (unsigned char)cap_value(lv,1,4);
  7151. }
  7152. /**
  7153. * Changes a player's attack element based on status changes
  7154. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  7155. * @param sc: Object's status change information
  7156. * @param element: Object's current attack element
  7157. * @return new attack element
  7158. */
  7159. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  7160. {
  7161. if(!sc || !sc->count)
  7162. return cap_value(element, 0, UCHAR_MAX);
  7163. if(sc->data[SC_ENCHANTARMS])
  7164. return sc->data[SC_ENCHANTARMS]->val1;
  7165. if(sc->data[SC_WATERWEAPON]
  7166. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  7167. return ELE_WATER;
  7168. if(sc->data[SC_EARTHWEAPON]
  7169. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  7170. return ELE_EARTH;
  7171. if(sc->data[SC_FIREWEAPON]
  7172. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  7173. return ELE_FIRE;
  7174. if(sc->data[SC_WINDWEAPON]
  7175. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  7176. return ELE_WIND;
  7177. if(sc->data[SC_ENCPOISON])
  7178. return ELE_POISON;
  7179. if(sc->data[SC_ASPERSIO])
  7180. return ELE_HOLY;
  7181. if(sc->data[SC_SHADOWWEAPON])
  7182. return ELE_DARK;
  7183. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  7184. return ELE_GHOST;
  7185. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  7186. return ELE_WATER;
  7187. if(sc->data[SC_PYROCLASTIC])
  7188. return ELE_FIRE;
  7189. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  7190. }
  7191. /**
  7192. * Changes the mode of an object
  7193. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  7194. * @param sc: Object's status change data
  7195. * @param mode: Original mode
  7196. * @return mode with cap_value(mode, 0, INT_MAX)
  7197. */
  7198. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  7199. {
  7200. if(!sc || !sc->count)
  7201. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  7202. if(sc->data[SC_MODECHANGE]) {
  7203. if (sc->data[SC_MODECHANGE]->val2)
  7204. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  7205. if (sc->data[SC_MODECHANGE]->val3)
  7206. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  7207. if (sc->data[SC_MODECHANGE]->val4)
  7208. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  7209. }
  7210. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  7211. }
  7212. /**
  7213. * Changes the mode of a slave mob
  7214. * @param md: Slave mob whose mode to change
  7215. * @param mmd: Master of slave mob
  7216. */
  7217. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  7218. {
  7219. switch (battle_config.slaves_inherit_mode) {
  7220. case 1: //Always aggressive
  7221. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  7222. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7223. break;
  7224. case 2: //Always passive
  7225. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  7226. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7227. break;
  7228. case 4: // Overwrite with slave mode
  7229. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  7230. break;
  7231. default: //Copy master
  7232. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  7233. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  7234. else
  7235. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  7236. break;
  7237. }
  7238. }
  7239. /**
  7240. * Gets the name of the given bl
  7241. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  7242. * @return name or "Unknown" if any other bl->type than noted above
  7243. */
  7244. const char* status_get_name(struct block_list *bl)
  7245. {
  7246. nullpo_ret(bl);
  7247. switch (bl->type) {
  7248. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  7249. case BL_MOB: return ((TBL_MOB*)bl)->name;
  7250. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  7251. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  7252. //case BL_MER: // They only have database names which are global, not specific to GID.
  7253. case BL_NPC: return ((TBL_NPC*)bl)->name;
  7254. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  7255. }
  7256. return "Unknown";
  7257. }
  7258. /**
  7259. * Gets the class/sprite id of the given bl
  7260. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7261. * @return class or 0 if any other bl->type than noted above
  7262. */
  7263. int status_get_class(struct block_list *bl)
  7264. {
  7265. nullpo_ret(bl);
  7266. switch( bl->type ) {
  7267. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  7268. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  7269. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  7270. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  7271. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  7272. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  7273. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  7274. }
  7275. return 0;
  7276. }
  7277. /**
  7278. * Gets the base level of the given bl
  7279. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  7280. * @return base level or 1 if any other bl->type than noted above
  7281. */
  7282. int status_get_lv(struct block_list *bl)
  7283. {
  7284. nullpo_ret(bl);
  7285. switch (bl->type) {
  7286. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  7287. case BL_MOB: return ((TBL_MOB*)bl)->level;
  7288. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  7289. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  7290. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  7291. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  7292. case BL_NPC: return ((TBL_NPC*)bl)->level;
  7293. }
  7294. return 1;
  7295. }
  7296. /**
  7297. * Gets the regeneration info of the given bl
  7298. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  7299. * @return regen data or NULL if any other bl->type than noted above
  7300. */
  7301. struct regen_data *status_get_regen_data(struct block_list *bl)
  7302. {
  7303. nullpo_retr(NULL, bl);
  7304. switch (bl->type) {
  7305. case BL_PC: return &((TBL_PC*)bl)->regen;
  7306. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  7307. case BL_MER: return &((TBL_MER*)bl)->regen;
  7308. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  7309. default:
  7310. return NULL;
  7311. }
  7312. }
  7313. /**
  7314. * Gets the status data of the given bl
  7315. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7316. * @return status or "dummy_status" if any other bl->type than noted above
  7317. */
  7318. struct status_data *status_get_status_data(struct block_list *bl)
  7319. {
  7320. nullpo_retr(&dummy_status, bl);
  7321. switch (bl->type) {
  7322. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  7323. case BL_MOB: return &((TBL_MOB*)bl)->status;
  7324. case BL_PET: return &((TBL_PET*)bl)->status;
  7325. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  7326. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  7327. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  7328. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  7329. default:
  7330. return &dummy_status;
  7331. }
  7332. }
  7333. /**
  7334. * Gets the base status data of the given bl
  7335. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7336. * @return base_status or NULL if any other bl->type than noted above
  7337. */
  7338. struct status_data *status_get_base_status(struct block_list *bl)
  7339. {
  7340. nullpo_retr(NULL, bl);
  7341. switch (bl->type) {
  7342. case BL_PC: return &((TBL_PC*)bl)->base_status;
  7343. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  7344. case BL_PET: return &((TBL_PET*)bl)->db->status;
  7345. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  7346. case BL_MER: return &((TBL_MER*)bl)->base_status;
  7347. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  7348. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  7349. default:
  7350. return NULL;
  7351. }
  7352. }
  7353. /**
  7354. * Gets the defense of the given bl
  7355. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  7356. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  7357. */
  7358. defType status_get_def(struct block_list *bl)
  7359. {
  7360. struct unit_data *ud;
  7361. struct status_data *status = status_get_status_data(bl);
  7362. int def = status?status->def:0;
  7363. ud = unit_bl2ud(bl);
  7364. if (ud && ud->skilltimer != INVALID_TIMER)
  7365. def -= def * skill_get_castdef(ud->skill_id)/100;
  7366. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  7367. }
  7368. /**
  7369. * Gets the walking speed of the given bl
  7370. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7371. * @return speed
  7372. */
  7373. unsigned short status_get_speed(struct block_list *bl)
  7374. {
  7375. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  7376. return ((struct npc_data *)bl)->speed;
  7377. return status_get_status_data(bl)->speed;
  7378. }
  7379. /**
  7380. * Gets the party ID of the given bl
  7381. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  7382. * @return party ID
  7383. */
  7384. int status_get_party_id(struct block_list *bl)
  7385. {
  7386. nullpo_ret(bl);
  7387. switch (bl->type) {
  7388. case BL_PC:
  7389. return ((TBL_PC*)bl)->status.party_id;
  7390. case BL_PET:
  7391. if (((TBL_PET*)bl)->master)
  7392. return ((TBL_PET*)bl)->master->status.party_id;
  7393. break;
  7394. case BL_MOB: {
  7395. struct mob_data *md=(TBL_MOB*)bl;
  7396. if( md->master_id > 0 ) {
  7397. struct map_session_data *msd;
  7398. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7399. return msd->status.party_id;
  7400. return -md->master_id;
  7401. }
  7402. }
  7403. break;
  7404. case BL_HOM:
  7405. if (((TBL_HOM*)bl)->master)
  7406. return ((TBL_HOM*)bl)->master->status.party_id;
  7407. break;
  7408. case BL_MER:
  7409. if (((TBL_MER*)bl)->master)
  7410. return ((TBL_MER*)bl)->master->status.party_id;
  7411. break;
  7412. case BL_SKILL:
  7413. if (((TBL_SKILL*)bl)->group)
  7414. return ((TBL_SKILL*)bl)->group->party_id;
  7415. break;
  7416. case BL_ELEM:
  7417. if (((TBL_ELEM*)bl)->master)
  7418. return ((TBL_ELEM*)bl)->master->status.party_id;
  7419. break;
  7420. }
  7421. return 0;
  7422. }
  7423. /**
  7424. * Gets the guild ID of the given bl
  7425. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7426. * @return guild ID
  7427. */
  7428. int status_get_guild_id(struct block_list *bl)
  7429. {
  7430. nullpo_ret(bl);
  7431. switch (bl->type) {
  7432. case BL_PC:
  7433. return ((TBL_PC*)bl)->status.guild_id;
  7434. case BL_PET:
  7435. if (((TBL_PET*)bl)->master)
  7436. return ((TBL_PET*)bl)->master->status.guild_id;
  7437. break;
  7438. case BL_MOB:
  7439. {
  7440. struct map_session_data *msd;
  7441. struct mob_data *md = (struct mob_data *)bl;
  7442. if (md->guardian_data) // Guardian's guild [Skotlex]
  7443. return md->guardian_data->guild_id;
  7444. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7445. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  7446. }
  7447. break;
  7448. case BL_HOM:
  7449. if (((TBL_HOM*)bl)->master)
  7450. return ((TBL_HOM*)bl)->master->status.guild_id;
  7451. break;
  7452. case BL_MER:
  7453. if (((TBL_MER*)bl)->master)
  7454. return ((TBL_MER*)bl)->master->status.guild_id;
  7455. break;
  7456. case BL_NPC:
  7457. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  7458. return ((TBL_NPC*)bl)->u.scr.guild_id;
  7459. break;
  7460. case BL_SKILL:
  7461. if (((TBL_SKILL*)bl)->group)
  7462. return ((TBL_SKILL*)bl)->group->guild_id;
  7463. break;
  7464. case BL_ELEM:
  7465. if (((TBL_ELEM*)bl)->master)
  7466. return ((TBL_ELEM*)bl)->master->status.guild_id;
  7467. break;
  7468. }
  7469. return 0;
  7470. }
  7471. /**
  7472. * Gets the guild emblem ID of the given bl
  7473. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  7474. * @return guild emblem ID
  7475. */
  7476. int status_get_emblem_id(struct block_list *bl)
  7477. {
  7478. nullpo_ret(bl);
  7479. switch (bl->type) {
  7480. case BL_PC:
  7481. return ((TBL_PC*)bl)->guild_emblem_id;
  7482. case BL_PET:
  7483. if (((TBL_PET*)bl)->master)
  7484. return ((TBL_PET*)bl)->master->guild_emblem_id;
  7485. break;
  7486. case BL_MOB:
  7487. {
  7488. struct map_session_data *msd;
  7489. struct mob_data *md = (struct mob_data *)bl;
  7490. if (md->guardian_data) // Guardian's guild [Skotlex]
  7491. return md->guardian_data->emblem_id;
  7492. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  7493. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  7494. }
  7495. break;
  7496. case BL_HOM:
  7497. if (((TBL_HOM*)bl)->master)
  7498. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  7499. break;
  7500. case BL_MER:
  7501. if (((TBL_MER*)bl)->master)
  7502. return ((TBL_MER*)bl)->master->guild_emblem_id;
  7503. break;
  7504. case BL_NPC:
  7505. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  7506. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  7507. if (g)
  7508. return g->emblem_id;
  7509. }
  7510. break;
  7511. case BL_ELEM:
  7512. if (((TBL_ELEM*)bl)->master)
  7513. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  7514. break;
  7515. }
  7516. return 0;
  7517. }
  7518. /**
  7519. * Gets the race2 of a mob or pet
  7520. * @param bl: Object whose race2 to get [MOB|PET]
  7521. * @return race2
  7522. */
  7523. enum e_race2 status_get_race2(struct block_list *bl)
  7524. {
  7525. nullpo_retr(RC2_NONE,bl);
  7526. if (bl->type == BL_MOB)
  7527. return ((struct mob_data *)bl)->db->race2;
  7528. if (bl->type == BL_PET)
  7529. return ((struct pet_data *)bl)->db->race2;
  7530. return RC2_NONE;
  7531. }
  7532. /**
  7533. * Checks if an object is dead
  7534. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7535. * @return 1: Is dead or 0: Is alive
  7536. */
  7537. int status_isdead(struct block_list *bl)
  7538. {
  7539. nullpo_ret(bl);
  7540. return status_get_status_data(bl)->hp == 0;
  7541. }
  7542. /**
  7543. * Checks if an object is immune to magic
  7544. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7545. * @return value of magic damage to be blocked
  7546. */
  7547. int status_isimmune(struct block_list *bl)
  7548. {
  7549. struct status_change *sc =status_get_sc(bl);
  7550. if (sc && sc->data[SC_HERMODE])
  7551. return 100;
  7552. if (bl->type == BL_PC &&
  7553. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  7554. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  7555. return 0;
  7556. }
  7557. /**
  7558. * Get view data of an object
  7559. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7560. * @return view data structure bl->vd
  7561. */
  7562. struct view_data* status_get_viewdata(struct block_list *bl)
  7563. {
  7564. nullpo_retr(NULL, bl);
  7565. switch (bl->type) {
  7566. case BL_PC: return &((TBL_PC*)bl)->vd;
  7567. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  7568. case BL_PET: return &((TBL_PET*)bl)->vd;
  7569. case BL_NPC: return &((TBL_NPC*)bl)->vd;
  7570. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  7571. case BL_MER: return ((TBL_MER*)bl)->vd;
  7572. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  7573. }
  7574. return NULL;
  7575. }
  7576. /**
  7577. * Set view data of an object
  7578. * This function deals with class, mount, and item views
  7579. * SC views are set in clif_getareachar_unit()
  7580. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7581. * @param class_: class of the object
  7582. */
  7583. void status_set_viewdata(struct block_list *bl, int class_)
  7584. {
  7585. struct view_data* vd;
  7586. nullpo_retv(bl);
  7587. if (mobdb_checkid(class_) || mob_is_clone(class_))
  7588. vd = mob_get_viewdata(class_);
  7589. else if (npcdb_checkid(class_))
  7590. vd = npc_get_viewdata(class_);
  7591. else if (homdb_checkid(class_))
  7592. vd = hom_get_viewdata(class_);
  7593. else if (mercenary_db(class_))
  7594. vd = mercenary_get_viewdata(class_);
  7595. else if (elemental_class(class_))
  7596. vd = elemental_get_viewdata(class_);
  7597. else
  7598. vd = NULL;
  7599. switch (bl->type) {
  7600. case BL_PC:
  7601. {
  7602. TBL_PC* sd = (TBL_PC*)bl;
  7603. if (pcdb_checkid(class_)) {
  7604. if (sd->sc.option&OPTION_RIDING) {
  7605. switch (class_) { // Adapt class to a Mounted one.
  7606. case JOB_KNIGHT:
  7607. class_ = JOB_KNIGHT2;
  7608. break;
  7609. case JOB_CRUSADER:
  7610. class_ = JOB_CRUSADER2;
  7611. break;
  7612. case JOB_LORD_KNIGHT:
  7613. class_ = JOB_LORD_KNIGHT2;
  7614. break;
  7615. case JOB_PALADIN:
  7616. class_ = JOB_PALADIN2;
  7617. break;
  7618. case JOB_BABY_KNIGHT:
  7619. class_ = JOB_BABY_KNIGHT2;
  7620. break;
  7621. case JOB_BABY_CRUSADER:
  7622. class_ = JOB_BABY_CRUSADER2;
  7623. break;
  7624. }
  7625. }
  7626. sd->vd.class_ = class_;
  7627. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  7628. sd->vd.head_top = sd->status.head_top;
  7629. sd->vd.head_mid = sd->status.head_mid;
  7630. sd->vd.head_bottom = sd->status.head_bottom;
  7631. sd->vd.hair_style = cap_value(sd->status.hair, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7632. sd->vd.hair_color = cap_value(sd->status.hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7633. sd->vd.cloth_color = cap_value(sd->status.clothes_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
  7634. sd->vd.body_style = cap_value(sd->status.body, MIN_BODY_STYLE, MAX_BODY_STYLE);
  7635. sd->vd.sex = sd->status.sex;
  7636. if (sd->vd.cloth_color) {
  7637. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  7638. sd->vd.cloth_color = 0;
  7639. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  7640. sd->vd.cloth_color = 0;
  7641. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  7642. sd->vd.cloth_color = 0;
  7643. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  7644. sd->vd.cloth_color = 0;
  7645. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  7646. sd->vd.cloth_color = 0;
  7647. }
  7648. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  7649. sd->vd.body_style = 0;
  7650. } else if (vd)
  7651. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7652. else
  7653. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7654. }
  7655. break;
  7656. case BL_MOB:
  7657. {
  7658. TBL_MOB* md = (TBL_MOB*)bl;
  7659. if (vd){
  7660. mob_free_dynamic_viewdata( md );
  7661. md->vd = vd;
  7662. }else if( pcdb_checkid( class_ ) ){
  7663. mob_set_dynamic_viewdata( md );
  7664. md->vd->class_ = class_;
  7665. md->vd->hair_style = cap_value(md->vd->hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7666. md->vd->hair_color = cap_value(md->vd->hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
  7667. }else
  7668. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7669. }
  7670. break;
  7671. case BL_PET:
  7672. {
  7673. TBL_PET* pd = (TBL_PET*)bl;
  7674. if (vd) {
  7675. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7676. if (!pcdb_checkid(vd->class_)) {
  7677. pd->vd.hair_style = battle_config.pet_hair_style;
  7678. if(pd->pet.equip) {
  7679. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7680. if (!pd->vd.head_bottom)
  7681. pd->vd.head_bottom = pd->pet.equip;
  7682. }
  7683. }
  7684. } else
  7685. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7686. }
  7687. break;
  7688. case BL_NPC:
  7689. {
  7690. TBL_NPC* nd = (TBL_NPC*)bl;
  7691. if (vd)
  7692. memcpy(&nd->vd, vd, sizeof(struct view_data));
  7693. else if (pcdb_checkid(class_)) {
  7694. memset(&nd->vd, 0, sizeof(struct view_data));
  7695. nd->vd.class_ = class_;
  7696. nd->vd.hair_style = cap_value(nd->vd.hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
  7697. } else {
  7698. if (bl->m >= 0)
  7699. ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
  7700. else
  7701. ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
  7702. }
  7703. break;
  7704. }
  7705. break;
  7706. case BL_HOM:
  7707. {
  7708. struct homun_data *hd = (struct homun_data*)bl;
  7709. if (vd)
  7710. hd->vd = vd;
  7711. else
  7712. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7713. }
  7714. break;
  7715. case BL_MER:
  7716. {
  7717. struct mercenary_data *md = (struct mercenary_data*)bl;
  7718. if (vd)
  7719. md->vd = vd;
  7720. else
  7721. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7722. }
  7723. break;
  7724. case BL_ELEM:
  7725. {
  7726. struct elemental_data *ed = (struct elemental_data*)bl;
  7727. if (vd)
  7728. ed->vd = vd;
  7729. else
  7730. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7731. }
  7732. break;
  7733. }
  7734. }
  7735. /**
  7736. * Get status change data of an object
  7737. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7738. * @return status change data structure bl->sc
  7739. */
  7740. struct status_change *status_get_sc(struct block_list *bl)
  7741. {
  7742. if( bl )
  7743. switch (bl->type) {
  7744. case BL_PC: return &((TBL_PC*)bl)->sc;
  7745. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7746. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7747. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7748. case BL_MER: return &((TBL_MER*)bl)->sc;
  7749. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7750. }
  7751. return NULL;
  7752. }
  7753. /**
  7754. * Initiate (memset) the status change data of an object
  7755. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7756. */
  7757. void status_change_init(struct block_list *bl)
  7758. {
  7759. struct status_change *sc = status_get_sc(bl);
  7760. nullpo_retv(sc);
  7761. memset(sc, 0, sizeof (struct status_change));
  7762. }
  7763. /*========================================== [Playtester]
  7764. * Returns the interval for status changes that iterate multiple times
  7765. * through the timer (e.g. those that deal damage in regular intervals)
  7766. * @param type: Status change (SC_*)
  7767. *------------------------------------------*/
  7768. static int status_get_sc_interval(enum sc_type type)
  7769. {
  7770. switch (type) {
  7771. case SC_POISON:
  7772. case SC_LEECHESEND:
  7773. case SC_DPOISON:
  7774. case SC_DEATHHURT:
  7775. return 1000;
  7776. case SC_BURNING:
  7777. case SC_PYREXIA:
  7778. return 3000;
  7779. case SC_MAGICMUSHROOM:
  7780. return 4000;
  7781. case SC_STONE:
  7782. return 5000;
  7783. case SC_BLEEDING:
  7784. case SC_TOXIN:
  7785. return 10000;
  7786. default:
  7787. break;
  7788. }
  7789. return 0;
  7790. }
  7791. /**
  7792. * Applies SC defense to a given status change
  7793. * This function also determines whether or not the status change will be applied
  7794. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7795. * @param bl: Target of the status change
  7796. * @param type: Status change (SC_*)
  7797. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7798. * @param tick: Initial duration that the status change affects bl
  7799. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7800. * @return adjusted duration based on flag values
  7801. */
  7802. t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag)
  7803. {
  7804. /// Resistance rate: 10000 = 100%
  7805. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  7806. /// 5000ms -> tick_def = 5000 -> 2500ms
  7807. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  7808. /// Fixed resistance value (after rate calculation)
  7809. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  7810. /// 2500ms -> tick_def2=2000 -> 500ms
  7811. int sc_def2 = 0, tick_def2 = 0;
  7812. struct status_data *status, *status_src;
  7813. struct status_change *sc;
  7814. struct map_session_data *sd;
  7815. nullpo_ret(bl);
  7816. if (src == NULL)
  7817. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  7818. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  7819. if (status_isimmune(bl)) {
  7820. switch (type) {
  7821. case SC_DECREASEAGI:
  7822. case SC_SILENCE:
  7823. case SC_COMA:
  7824. case SC_INCREASEAGI:
  7825. case SC_BLESSING:
  7826. case SC_SLOWPOISON:
  7827. case SC_IMPOSITIO:
  7828. case SC_AETERNA:
  7829. case SC_SUFFRAGIUM:
  7830. case SC_BENEDICTIO:
  7831. case SC_PROVIDENCE:
  7832. case SC_KYRIE:
  7833. case SC_ASSUMPTIO:
  7834. case SC_ANGELUS:
  7835. case SC_MAGNIFICAT:
  7836. case SC_GLORIA:
  7837. case SC_WINDWALK:
  7838. case SC_MAGICROD:
  7839. case SC_HALLUCINATION:
  7840. case SC_STONE:
  7841. case SC_QUAGMIRE:
  7842. case SC_SUITON:
  7843. case SC_SWINGDANCE:
  7844. case SC_FIRE_INSIGNIA:
  7845. case SC_WATER_INSIGNIA:
  7846. case SC_WIND_INSIGNIA:
  7847. case SC_EARTH_INSIGNIA:
  7848. return 0;
  7849. }
  7850. }
  7851. rate = cap_value(rate, 0, 10000);
  7852. sd = BL_CAST(BL_PC,bl);
  7853. status = status_get_status_data(bl);
  7854. status_src = status_get_status_data(src);
  7855. sc = status_get_sc(bl);
  7856. if( sc && !sc->count )
  7857. sc = NULL;
  7858. switch (type) {
  7859. case SC_POISON:
  7860. case SC_DPOISON:
  7861. sc_def = status->vit*100;
  7862. #ifndef RENEWAL
  7863. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7864. if (sd) {
  7865. // For players: 60000 - 450*vit - 100*luk
  7866. tick_def = status->vit*75;
  7867. tick_def2 = status->luk*100;
  7868. } else {
  7869. // For monsters: 30000 - 200*vit
  7870. tick>>=1;
  7871. tick_def = (status->vit*200)/3;
  7872. }
  7873. #endif
  7874. break;
  7875. case SC_STUN:
  7876. sc_def = status->vit*100;
  7877. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7878. tick_def2 = status->luk*10;
  7879. break;
  7880. case SC_SILENCE:
  7881. #ifndef RENEWAL
  7882. sc_def = status->vit*100;
  7883. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7884. #else
  7885. sc_def = status->int_*100;
  7886. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7887. #endif
  7888. tick_def2 = status->luk*10;
  7889. break;
  7890. case SC_BLEEDING:
  7891. #ifndef RENEWAL
  7892. sc_def = status->vit*100;
  7893. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7894. #else
  7895. sc_def = status->agi*100;
  7896. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7897. #endif
  7898. tick_def2 = status->luk*10;
  7899. break;
  7900. case SC_SLEEP:
  7901. #ifndef RENEWAL
  7902. sc_def = status->int_*100;
  7903. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7904. #else
  7905. sc_def = status->agi*100;
  7906. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7907. #endif
  7908. tick_def2 = status->luk*10;
  7909. break;
  7910. case SC_STONE:
  7911. sc_def = status->mdef*100;
  7912. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7913. tick_def = 0; // No duration reduction
  7914. break;
  7915. case SC_FREEZE:
  7916. sc_def = status->mdef*100;
  7917. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7918. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7919. break;
  7920. case SC_CURSE:
  7921. // Special property: immunity when luk is zero
  7922. if (status->luk == 0)
  7923. return 0;
  7924. sc_def = status->luk*100;
  7925. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7926. tick_def = status->vit*100;
  7927. tick_def2 = status->luk*10;
  7928. break;
  7929. case SC_BLIND:
  7930. sc_def = (status->vit + status->int_)*50;
  7931. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7932. tick_def2 = status->luk*10;
  7933. break;
  7934. case SC_CONFUSION:
  7935. sc_def = (status->str + status->int_)*50;
  7936. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7937. tick_def2 = status->luk*10;
  7938. break;
  7939. case SC_DECREASEAGI:
  7940. if (sd)
  7941. tick >>= 1; // Half duration for players.
  7942. sc_def2 = status->mdef*100;
  7943. break;
  7944. case SC_ANKLE:
  7945. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7946. tick /= 5;
  7947. sc_def = status->agi*50;
  7948. break;
  7949. case SC_JOINTBEAT:
  7950. sc_def2 = 270 * status->str / 100; // 270 * STR / 100
  7951. tick_def2 = (status->luk * 50 + status->agi * 200) / 2; // (50 * LUK / 100 + 20 * AGI / 100) / 2
  7952. break;
  7953. case SC_DEEPSLEEP:
  7954. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7955. break;
  7956. case SC_NETHERWORLD:
  7957. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7958. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7959. break;
  7960. case SC_MARSHOFABYSS:
  7961. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7962. tick_def2 = (status->int_ + status->luk)*50;
  7963. break;
  7964. case SC_STASIS:
  7965. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7966. tick_def2 = (status->vit + status->dex) * 50;
  7967. break;
  7968. case SC_WHITEIMPRISON:
  7969. if( tick == 5000 ) // 100% on caster
  7970. break;
  7971. if( bl->type == BL_PC )
  7972. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7973. else
  7974. tick_def2 = (status->vit + status->luk)*50;
  7975. break;
  7976. case SC_BURNING:
  7977. tick_def2 = 75*status->luk + 125*status->agi;
  7978. break;
  7979. case SC_FREEZING:
  7980. tick_def2 = (status->vit + status->dex)*50;
  7981. break;
  7982. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7983. sc_def = status->int_ * 80;
  7984. sc_def = max(sc_def, 500); // minimum of 5% resist
  7985. tick_def = 0;
  7986. tick_def2 = (status->vit + status->luk) * 500;
  7987. break;
  7988. case SC_TOXIN:
  7989. case SC_PARALYSE:
  7990. case SC_VENOMBLEED:
  7991. case SC_MAGICMUSHROOM:
  7992. case SC_DEATHHURT:
  7993. case SC_PYREXIA:
  7994. case SC_LEECHESEND:
  7995. tick_def2 = (status->vit + status->luk) * 500;
  7996. break;
  7997. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  7998. sc_def2 = status->agi*25;
  7999. break;
  8000. case SC_ELECTRICSHOCKER:
  8001. tick_def2 = (status->vit + status->agi) * 70;
  8002. break;
  8003. case SC_CRYSTALIZE:
  8004. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  8005. break;
  8006. case SC_VACUUM_EXTREME:
  8007. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  8008. break;
  8009. case SC_KYOUGAKU:
  8010. tick_def2 = 30*status->int_;
  8011. break;
  8012. case SC_PARALYSIS:
  8013. tick_def2 = (status->vit + status->luk)*50;
  8014. break;
  8015. case SC_VOICEOFSIREN:
  8016. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  8017. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  8018. break;
  8019. case SC_B_TRAP:
  8020. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  8021. break;
  8022. case SC_NORECOVER_STATE:
  8023. tick_def2 = status->luk * 100;
  8024. break;
  8025. default:
  8026. // Effect that cannot be reduced? Likely a buff.
  8027. if (!(rnd()%10000 < rate))
  8028. return 0;
  8029. return tick ? tick : 1;
  8030. }
  8031. if (sd) {
  8032. if (battle_config.pc_sc_def_rate != 100) {
  8033. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  8034. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  8035. }
  8036. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  8037. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  8038. if (battle_config.pc_sc_def_rate != 100) {
  8039. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  8040. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  8041. }
  8042. } else {
  8043. if (battle_config.mob_sc_def_rate != 100) {
  8044. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  8045. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  8046. }
  8047. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  8048. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  8049. if (battle_config.mob_sc_def_rate != 100) {
  8050. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  8051. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  8052. }
  8053. }
  8054. if (sc) {
  8055. if (sc->data[SC_SCRESIST])
  8056. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  8057. #ifdef RENEWAL
  8058. else if (sc->data[SC_SIEGFRIED] && (type == SC_BLIND || type == SC_STONE || type == SC_FREEZE || type == SC_STUN || type == SC_CURSE || type == SC_SLEEP || type == SC_SILENCE))
  8059. sc_def += sc->data[SC_SIEGFRIED]->val3 * 100; // Status resistance.
  8060. #else
  8061. else if (sc->data[SC_SIEGFRIED])
  8062. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  8063. #endif
  8064. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  8065. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  8066. else if (sc->data[SC_LEECHESEND] && sc->data[SC_LEECHESEND]->val3 == 0) {
  8067. switch (type) {
  8068. case SC_BLIND:
  8069. case SC_STUN:
  8070. return 0; // Immune
  8071. }
  8072. } else if (sc->data[SC_OBLIVIONCURSE] && sc->data[SC_OBLIVIONCURSE]->val3 == 0) {
  8073. switch (type) {
  8074. case SC_SILENCE:
  8075. case SC_CURSE:
  8076. return 0; // Immune
  8077. }
  8078. }
  8079. }
  8080. // When tick def not set, reduction is the same for both.
  8081. if(tick_def == -1)
  8082. tick_def = sc_def;
  8083. // Natural resistance
  8084. if (!(flag&SCSTART_NORATEDEF)) {
  8085. rate -= rate*sc_def/10000;
  8086. rate -= sc_def2;
  8087. // Minimum chances
  8088. switch (type) {
  8089. case SC_BITE:
  8090. rate = max(rate, 5000); // Minimum of 50%
  8091. break;
  8092. }
  8093. // Item resistance (only applies to rate%)
  8094. if (sd) {
  8095. for (const auto &it : sd->reseff) {
  8096. if (it.id == type)
  8097. rate -= rate * it.val / 10000;
  8098. }
  8099. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  8100. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  8101. }
  8102. // Aegis accuracy
  8103. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  8104. }
  8105. if (!(rnd()%10000 < rate))
  8106. return 0;
  8107. // Duration cannot be reduced
  8108. if (flag&SCSTART_NOTICKDEF)
  8109. return i64max(tick, 1);
  8110. tick -= tick*tick_def/10000;
  8111. tick -= tick_def2;
  8112. // Minimum durations
  8113. switch (type) {
  8114. case SC_ANKLE:
  8115. case SC_MARSHOFABYSS:
  8116. tick = i64max(tick, 5000); // Minimum duration 5s
  8117. break;
  8118. case SC_FREEZING:
  8119. tick = i64max(tick, 6000); // Minimum duration 6s
  8120. // NEED AEGIS CHECK: might need to be 10s (http://ro.gnjoy.com/news/notice/View.asp?seq=5352)
  8121. break;
  8122. case SC_BURNING:
  8123. case SC_STASIS:
  8124. case SC_VOICEOFSIREN:
  8125. tick = i64max(tick, 10000); // Minimum duration 10s
  8126. break;
  8127. default:
  8128. // Skills need to trigger even if the duration is reduced below 1ms
  8129. tick = i64max(tick, 1);
  8130. break;
  8131. }
  8132. return tick;
  8133. }
  8134. /**
  8135. * Applies SC effect
  8136. * @param bl: Source to apply effect
  8137. * @param type: Status change (SC_*)
  8138. * @param dval1~3: Depends on type of status change
  8139. * Author: Ind
  8140. */
  8141. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  8142. struct eri *eri;
  8143. struct sc_display_entry **sc_display;
  8144. struct sc_display_entry ***sc_display_ptr;
  8145. struct sc_display_entry *entry;
  8146. int i;
  8147. unsigned char sc_display_count;
  8148. unsigned char *sc_display_count_ptr;
  8149. nullpo_retv(bl);
  8150. switch( bl->type ){
  8151. case BL_PC: {
  8152. struct map_session_data* sd = (struct map_session_data*)bl;
  8153. sc_display_ptr = &sd->sc_display;
  8154. sc_display_count_ptr = &sd->sc_display_count;
  8155. eri = pc_sc_display_ers;
  8156. }
  8157. break;
  8158. case BL_NPC: {
  8159. struct npc_data* nd = (struct npc_data*)bl;
  8160. sc_display_ptr = &nd->sc_display;
  8161. sc_display_count_ptr = &nd->sc_display_count;
  8162. eri = npc_sc_display_ers;
  8163. }
  8164. break;
  8165. default:
  8166. return;
  8167. }
  8168. sc_display = *sc_display_ptr;
  8169. sc_display_count = *sc_display_count_ptr;
  8170. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8171. if( i != sc_display_count ) {
  8172. sc_display[i]->val1 = dval1;
  8173. sc_display[i]->val2 = dval2;
  8174. sc_display[i]->val3 = dval3;
  8175. return;
  8176. }
  8177. entry = ers_alloc(eri, struct sc_display_entry);
  8178. entry->type = type;
  8179. entry->val1 = dval1;
  8180. entry->val2 = dval2;
  8181. entry->val3 = dval3;
  8182. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  8183. sc_display[sc_display_count - 1] = entry;
  8184. *sc_display_ptr = sc_display;
  8185. *sc_display_count_ptr = sc_display_count;
  8186. }
  8187. /**
  8188. * Removes SC effect
  8189. * @param bl: Source to remove effect
  8190. * @param type: Status change (SC_*)
  8191. * Author: Ind
  8192. */
  8193. void status_display_remove(struct block_list *bl, enum sc_type type) {
  8194. struct eri *eri;
  8195. struct sc_display_entry **sc_display;
  8196. struct sc_display_entry ***sc_display_ptr;
  8197. int i;
  8198. unsigned char sc_display_count;
  8199. unsigned char *sc_display_count_ptr;
  8200. nullpo_retv(bl);
  8201. switch( bl->type ){
  8202. case BL_PC: {
  8203. struct map_session_data* sd = (struct map_session_data*)bl;
  8204. sc_display_ptr = &sd->sc_display;
  8205. sc_display_count_ptr = &sd->sc_display_count;
  8206. eri = pc_sc_display_ers;
  8207. }
  8208. break;
  8209. case BL_NPC: {
  8210. struct npc_data* nd = (struct npc_data*)bl;
  8211. sc_display_ptr = &nd->sc_display;
  8212. sc_display_count_ptr = &nd->sc_display_count;
  8213. eri = npc_sc_display_ers;
  8214. }
  8215. break;
  8216. default:
  8217. return;
  8218. }
  8219. sc_display = *sc_display_ptr;
  8220. sc_display_count = *sc_display_count_ptr;
  8221. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  8222. if( i != sc_display_count ) {
  8223. int cursor;
  8224. ers_free(eri, sc_display[i]);
  8225. sc_display[i] = NULL;
  8226. /* The all-mighty compact-o-matic */
  8227. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  8228. if( sc_display[i] == NULL )
  8229. continue;
  8230. if( i != cursor )
  8231. sc_display[cursor] = sc_display[i];
  8232. cursor++;
  8233. }
  8234. if( !(sc_display_count = cursor) ) {
  8235. aFree(sc_display);
  8236. sc_display = NULL;
  8237. }
  8238. *sc_display_ptr = sc_display;
  8239. *sc_display_count_ptr = sc_display_count;
  8240. }
  8241. }
  8242. /**
  8243. * Applies SC defense to a given status change
  8244. * This function also determines whether or not the status change will be applied
  8245. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  8246. * @param bl: Target of the status change (See: enum sc_type)
  8247. * @param type: Status change (SC_*)
  8248. * @param rate: Initial percentage rate of affecting bl (0~10000)
  8249. * @param val1~4: Depends on type of status change
  8250. * @param tick: Initial duration that the status change affects bl
  8251. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  8252. * @return adjusted duration based on flag values
  8253. */
  8254. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,t_tick duration,unsigned char flag) {
  8255. struct map_session_data *sd = NULL;
  8256. struct status_change* sc;
  8257. struct status_change_entry* sce;
  8258. struct status_data *status;
  8259. struct view_data *vd;
  8260. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  8261. bool sc_isnew = true;
  8262. nullpo_ret(bl);
  8263. sc = status_get_sc(bl);
  8264. status = status_get_status_data(bl);
  8265. if( type <= SC_NONE || type >= SC_MAX ) {
  8266. ShowError("status_change_start: invalid status change (%d)!\n", type);
  8267. return 0;
  8268. }
  8269. if( !sc )
  8270. return 0; // Unable to receive status changes
  8271. if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
  8272. return 0;
  8273. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  8274. return 0;
  8275. if (sc->data[SC_GRAVITYCONTROL])
  8276. return 0; // !TODO: Confirm what statuses/conditions (if not all) are blocked.
  8277. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  8278. // if (bl->type == BL_MOB)
  8279. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  8280. if( sc->data[SC_REFRESH] ) {
  8281. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  8282. return 0; // Immune to status ailments
  8283. switch( type ) {
  8284. case SC_DEEPSLEEP:
  8285. case SC_BURNING:
  8286. case SC_FREEZING:
  8287. case SC_CRYSTALIZE:
  8288. case SC_TOXIN:
  8289. case SC_PARALYSE:
  8290. case SC_VENOMBLEED:
  8291. case SC_MAGICMUSHROOM:
  8292. case SC_DEATHHURT:
  8293. case SC_PYREXIA:
  8294. case SC_OBLIVIONCURSE:
  8295. case SC_MARSHOFABYSS:
  8296. case SC_MANDRAGORA:
  8297. return 0;
  8298. }
  8299. }
  8300. if( sc->data[SC_INSPIRATION] ) {
  8301. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  8302. return 0; // Immune to status ailments
  8303. switch( type ) {
  8304. case SC_BURNING:
  8305. case SC_FREEZING:
  8306. case SC_CRYSTALIZE:
  8307. case SC_FEAR:
  8308. case SC_TOXIN:
  8309. case SC_PARALYSE:
  8310. case SC_VENOMBLEED:
  8311. case SC_MAGICMUSHROOM:
  8312. case SC_DEATHHURT:
  8313. case SC_PYREXIA:
  8314. case SC_OBLIVIONCURSE:
  8315. case SC_LEECHESEND:
  8316. case SC_DEEPSLEEP:
  8317. case SC_SATURDAYNIGHTFEVER:
  8318. case SC__BODYPAINT:
  8319. case SC__ENERVATION:
  8320. case SC__GROOMY:
  8321. case SC__IGNORANCE:
  8322. case SC__LAZINESS:
  8323. case SC__UNLUCKY:
  8324. case SC__WEAKNESS:
  8325. return 0;
  8326. }
  8327. }
  8328. if( sc->data[SC_KINGS_GRACE] ) {
  8329. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  8330. return 0; // Immune to status ailments
  8331. switch( type ) {
  8332. case SC_HALLUCINATION:
  8333. case SC_BURNING:
  8334. case SC_CRYSTALIZE:
  8335. case SC_FREEZING:
  8336. case SC_DEEPSLEEP:
  8337. case SC_FEAR:
  8338. case SC_MANDRAGORA:
  8339. return 0;
  8340. }
  8341. }
  8342. // Adjust tick according to status resistances
  8343. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  8344. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  8345. if( !duration )
  8346. return 0;
  8347. }
  8348. int tick = (int)duration;
  8349. sd = BL_CAST(BL_PC, bl);
  8350. vd = status_get_viewdata(bl);
  8351. undead_flag = battle_check_undead(status->race,status->def_ele);
  8352. // Check for immunities / sc fails
  8353. switch (type) {
  8354. case SC_DECREASEAGI:
  8355. case SC_QUAGMIRE:
  8356. case SC_DONTFORGETME:
  8357. case SC_CREATINGSTAR:
  8358. if(sc->data[SC_SPEEDUP1])
  8359. return 0;
  8360. break;
  8361. case SC_ANGRIFFS_MODUS:
  8362. case SC_GOLDENE_FERSE:
  8363. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  8364. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  8365. )
  8366. return 0;
  8367. case SC_VACUUM_EXTREME:
  8368. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  8369. (sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2))) // Ignore post delay from other vacuum (this will make stack effect enabled)
  8370. return 0;
  8371. break;
  8372. case SC_STONE:
  8373. // Undead are immune to Stone
  8374. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8375. return 0;
  8376. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  8377. return 0;
  8378. if (sc->opt1)
  8379. return 0; //Cannot override other OPT1 status changes [Skotlex]
  8380. break;
  8381. case SC_FREEZE:
  8382. // Undead are immune to Freeze
  8383. if (undead_flag && !(flag&SCSTART_NOAVOID))
  8384. return 0;
  8385. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  8386. return 0;
  8387. if (sc->opt1)
  8388. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8389. break;
  8390. case SC_FREEZING:
  8391. case SC_CRYSTALIZE:
  8392. if (sc->data[SC_WARMER])
  8393. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  8394. break;
  8395. case SC_SLEEP:
  8396. if (sc->data[SC_GVG_SLEEP])
  8397. return 0;
  8398. if (sc->opt1)
  8399. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8400. break;
  8401. case SC_STUN:
  8402. if (sc->opt1)
  8403. return 0; // Cannot override other opt1 status changes. [Skotlex]
  8404. if (sc->data[SC_GVG_STUN])
  8405. return 0;
  8406. break;
  8407. case SC_BLIND:
  8408. if (sc->data[SC_FEAR])
  8409. return 0;
  8410. if (sc->data[SC_GVG_BLIND])
  8411. return 0;
  8412. break;
  8413. case SC_CURSE:
  8414. if (sc->data[SC_GVG_CURSE])
  8415. return 0;
  8416. break;
  8417. case SC_SILENCE:
  8418. if (sc->data[SC_GVG_SILENCE])
  8419. return 0;
  8420. break;
  8421. case SC_ALL_RIDING:
  8422. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  8423. return 0;
  8424. if( sc->data[type] )
  8425. { // Already mounted, just dismount.
  8426. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  8427. return 0;
  8428. }
  8429. break;
  8430. // They're all like berserk, do not everlap each other
  8431. case SC_BERSERK:
  8432. if(sc->data[SC_SATURDAYNIGHTFEVER])
  8433. return 0;
  8434. break;
  8435. // Fall through
  8436. case SC_WHITEIMPRISON:
  8437. if (sc->opt1)
  8438. return 0; //Cannot override other OPT1 status changes [Skotlex]
  8439. break;
  8440. case SC_SIGNUMCRUCIS:
  8441. // Only affects demons and undead element (but not players)
  8442. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  8443. return 0;
  8444. break;
  8445. case SC_AETERNA:
  8446. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  8447. return 0;
  8448. break;
  8449. case SC_KYRIE:
  8450. case SC_TUNAPARTY:
  8451. if (bl->type == BL_MOB)
  8452. return 0;
  8453. break;
  8454. case SC_OVERTHRUST:
  8455. if (sc->data[SC_MAXOVERTHRUST])
  8456. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  8457. case SC_MAXOVERTHRUST:
  8458. if( sc->option&OPTION_MADOGEAR )
  8459. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  8460. break;
  8461. case SC_ADRENALINE:
  8462. if (sc->data[SC_QUAGMIRE] ||
  8463. sc->data[SC_DECREASEAGI] ||
  8464. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  8465. )
  8466. return 0;
  8467. break;
  8468. case SC_ADRENALINE2:
  8469. if (sc->data[SC_QUAGMIRE] ||
  8470. sc->data[SC_DECREASEAGI]
  8471. )
  8472. return 0;
  8473. break;
  8474. case SC_MAGNIFICAT:
  8475. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  8476. return 0;
  8477. break;
  8478. case SC_ONEHAND:
  8479. case SC_MERC_QUICKEN:
  8480. case SC_TWOHANDQUICKEN:
  8481. if(sc->data[SC_DECREASEAGI])
  8482. return 0;
  8483. case SC_INCREASEAGI:
  8484. case SC_CONCENTRATE:
  8485. case SC_SPEARQUICKEN:
  8486. case SC_TRUESIGHT:
  8487. case SC_WINDWALK:
  8488. case SC_CARTBOOST:
  8489. case SC_ASSNCROS:
  8490. if (sc->option&OPTION_MADOGEAR)
  8491. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  8492. if (sc->data[SC_QUAGMIRE])
  8493. return 0;
  8494. break;
  8495. case SC_CLOAKING:
  8496. // Avoid cloaking with no wall and low skill level. [Skotlex]
  8497. // Due to the cloaking card, we have to check the wall versus to known
  8498. // skill level rather than the used one. [Skotlex]
  8499. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  8500. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  8501. return 0;
  8502. break;
  8503. case SC_NEWMOON:
  8504. if (sc->data[SC_BITE])
  8505. return 0;
  8506. break;
  8507. case SC_MODECHANGE:
  8508. {
  8509. enum e_mode mode;
  8510. struct status_data *bstatus = status_get_base_status(bl);
  8511. if (!bstatus) return 0;
  8512. if (sc->data[type]) { // Pile up with previous values.
  8513. if(!val2) val2 = sc->data[type]->val2;
  8514. val3 |= sc->data[type]->val3;
  8515. val4 |= sc->data[type]->val4;
  8516. }
  8517. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  8518. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  8519. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  8520. if (mode == bstatus->mode) { // No change.
  8521. if (sc->data[type]) // Abort previous status
  8522. return status_change_end(bl, type, INVALID_TIMER);
  8523. return 0;
  8524. }
  8525. }
  8526. break;
  8527. // Strip skills, need to divest something or it fails.
  8528. case SC_STRIPWEAPON:
  8529. if (val2 == 1)
  8530. val2 = 0; // Brandish Spear/Bowling Bash effet. Do not take weapon off.
  8531. else if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  8532. short i;
  8533. opt_flag = 0; // Reuse to check success condition.
  8534. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  8535. return 0;
  8536. i = sd->equip_index[EQI_HAND_L];
  8537. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8538. opt_flag|=1;
  8539. pc_unequipitem(sd,i,3); // Left-hand weapon
  8540. }
  8541. i = sd->equip_index[EQI_HAND_R];
  8542. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  8543. opt_flag|=2;
  8544. pc_unequipitem(sd,i,3);
  8545. }
  8546. if (!opt_flag) return 0;
  8547. }
  8548. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8549. break;
  8550. case SC_STRIPSHIELD:
  8551. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  8552. else
  8553. if (sd && !(flag&SCSTART_LOADED)) {
  8554. short i;
  8555. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8556. return 0;
  8557. i = sd->equip_index[EQI_HAND_L];
  8558. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8559. return 0;
  8560. pc_unequipitem(sd,i,3);
  8561. }
  8562. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8563. break;
  8564. case SC_STRIPARMOR:
  8565. if (sd && !(flag&SCSTART_LOADED)) {
  8566. short i;
  8567. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8568. return 0;
  8569. i = sd->equip_index[EQI_ARMOR];
  8570. if ( i < 0 || !sd->inventory_data[i] )
  8571. return 0;
  8572. pc_unequipitem(sd,i,3);
  8573. }
  8574. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8575. break;
  8576. case SC_STRIPHELM:
  8577. if (sd && !(flag&SCSTART_LOADED)) {
  8578. short i;
  8579. if(sd->bonus.unstripable_equip&EQP_HELM)
  8580. return 0;
  8581. i = sd->equip_index[EQI_HEAD_TOP];
  8582. if ( i < 0 || !sd->inventory_data[i] )
  8583. return 0;
  8584. pc_unequipitem(sd,i,3);
  8585. }
  8586. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8587. break;
  8588. case SC_MERC_FLEEUP:
  8589. case SC_MERC_ATKUP:
  8590. case SC_MERC_HPUP:
  8591. case SC_MERC_SPUP:
  8592. case SC_MERC_HITUP:
  8593. if( bl->type != BL_MER )
  8594. return 0; // Stats only for Mercenaries
  8595. break;
  8596. case SC_STRFOOD:
  8597. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  8598. return 0;
  8599. break;
  8600. case SC_AGIFOOD:
  8601. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  8602. return 0;
  8603. break;
  8604. case SC_VITFOOD:
  8605. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  8606. return 0;
  8607. break;
  8608. case SC_INTFOOD:
  8609. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  8610. return 0;
  8611. break;
  8612. case SC_DEXFOOD:
  8613. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  8614. return 0;
  8615. break;
  8616. case SC_LUKFOOD:
  8617. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  8618. return 0;
  8619. break;
  8620. case SC_FOOD_STR_CASH:
  8621. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8622. return 0;
  8623. break;
  8624. case SC_FOOD_AGI_CASH:
  8625. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8626. return 0;
  8627. break;
  8628. case SC_FOOD_VIT_CASH:
  8629. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8630. return 0;
  8631. break;
  8632. case SC_FOOD_INT_CASH:
  8633. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8634. return 0;
  8635. break;
  8636. case SC_FOOD_DEX_CASH:
  8637. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8638. return 0;
  8639. break;
  8640. case SC_FOOD_LUK_CASH:
  8641. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8642. return 0;
  8643. break;
  8644. case SC_CAMOUFLAGE:
  8645. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  8646. return 0;
  8647. break;
  8648. case SC__STRIPACCESSORY:
  8649. if( sd ) {
  8650. short i = -1;
  8651. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  8652. i = sd->equip_index[EQI_ACC_L];
  8653. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8654. pc_unequipitem(sd,i,3); // Left-Accessory
  8655. }
  8656. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  8657. i = sd->equip_index[EQI_ACC_R];
  8658. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8659. pc_unequipitem(sd,i,3); // Right-Accessory
  8660. }
  8661. if( i < 0 )
  8662. return 0;
  8663. }
  8664. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8665. break;
  8666. case SC_TOXIN:
  8667. case SC_PARALYSE:
  8668. case SC_VENOMBLEED:
  8669. case SC_MAGICMUSHROOM:
  8670. case SC_DEATHHURT:
  8671. case SC_PYREXIA:
  8672. case SC_OBLIVIONCURSE:
  8673. case SC_LEECHESEND:
  8674. for (int32 i = SC_TOXIN; i <= SC_LEECHESEND; i++) {
  8675. if (sc->data[i] && sc->data[i]->val3 == 1) // It doesn't stack or even renew on the target
  8676. return 0;
  8677. else if (sc->data[i] && sc->data[i]->val3 == 0)
  8678. status_change_end(bl, static_cast<sc_type>(i), INVALID_TIMER); // End the bonus part on the caster
  8679. }
  8680. break;
  8681. case SC_SATURDAYNIGHTFEVER:
  8682. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  8683. return 0;
  8684. break;
  8685. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  8686. if(sc->data[SC_HOVERING])
  8687. return 0;
  8688. break;
  8689. case SC_HEAT_BARREL:
  8690. //kRO Update 2014-02-12
  8691. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  8692. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  8693. return 0;
  8694. break;
  8695. case SC_P_ALTER:
  8696. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  8697. return 0;
  8698. break;
  8699. case SC_MADNESSCANCEL:
  8700. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8701. status_change_end(bl, type, INVALID_TIMER);
  8702. return 0;
  8703. }
  8704. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  8705. return 0;
  8706. break;
  8707. case SC_KINGS_GRACE:
  8708. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  8709. return 0;
  8710. break;
  8711. case SC_GROOMING:
  8712. case SC_CHATTERING:
  8713. if (sc->data[type])
  8714. return 0;
  8715. case SC_WEDDING:
  8716. case SC_XMAS:
  8717. case SC_SUMMER:
  8718. case SC_HANBOK:
  8719. case SC_OKTOBERFEST:
  8720. case SC_DRESSUP:
  8721. if (!vd)
  8722. return 0;
  8723. break;
  8724. }
  8725. // Check for resistances
  8726. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  8727. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  8728. return 0;
  8729. switch (type) {
  8730. case SC_BLESSING:
  8731. case SC_DECREASEAGI:
  8732. case SC_PROVOKE:
  8733. case SC_COMA:
  8734. #ifndef RENEWAL
  8735. case SC_GRAVITATION:
  8736. #endif
  8737. case SC_SUITON:
  8738. case SC_STRIPWEAPON:
  8739. case SC_STRIPARMOR:
  8740. case SC_STRIPSHIELD:
  8741. case SC_STRIPHELM:
  8742. case SC_RICHMANKIM:
  8743. case SC_ROKISWEIL:
  8744. case SC_FOGWALL:
  8745. case SC_WHITEIMPRISON:
  8746. case SC_FEAR:
  8747. case SC_FREEZING:
  8748. case SC_BURNING:
  8749. case SC_MARSHOFABYSS:
  8750. case SC_ADORAMUS:
  8751. case SC_PARALYSIS:
  8752. case SC_DEEPSLEEP:
  8753. case SC_CRYSTALIZE:
  8754. case SC_TEARGAS:
  8755. case SC_TEARGAS_SOB:
  8756. case SC_PYREXIA:
  8757. case SC_DEATHHURT:
  8758. case SC_TOXIN:
  8759. case SC_PARALYSE:
  8760. case SC_VENOMBLEED:
  8761. case SC_MAGICMUSHROOM:
  8762. case SC_OBLIVIONCURSE:
  8763. case SC_LEECHESEND:
  8764. case SC_BANDING_DEFENCE:
  8765. case SC__ENERVATION:
  8766. case SC__GROOMY:
  8767. case SC__IGNORANCE:
  8768. case SC__LAZINESS:
  8769. case SC__UNLUCKY:
  8770. case SC__WEAKNESS:
  8771. case SC_BITE:
  8772. case SC_MAGNETICFIELD:
  8773. case SC_NETHERWORLD:
  8774. case SC_CRESCENTELBOW:
  8775. case SC_VACUUM_EXTREME:
  8776. case SC_CATNIPPOWDER:
  8777. case SC_SV_ROOTTWIST:
  8778. case SC_BITESCAR:
  8779. case SC_SP_SHA:
  8780. case SC_FRESHSHRIMP:
  8781. return 0;
  8782. }
  8783. }
  8784. // Check for mvp resistance // atm only those who OS
  8785. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  8786. switch (type) {
  8787. case SC_COMA:
  8788. // continue list...
  8789. return 0;
  8790. }
  8791. }
  8792. // Before overlapping fail, one must check for status cured.
  8793. switch (type) {
  8794. case SC_BLESSING:
  8795. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  8796. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  8797. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  8798. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  8799. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8800. if (sc->data[SC_CURSE]) {
  8801. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8802. return 1; // End Curse and do not give stat boost
  8803. }
  8804. }
  8805. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8806. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8807. break;
  8808. case SC_INCREASEAGI:
  8809. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8810. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8811. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8812. break;
  8813. case SC_QUAGMIRE:
  8814. status_change_end(bl, SC_LOUD, INVALID_TIMER);
  8815. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  8816. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  8817. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8818. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  8819. // Also blocks the ones below...
  8820. case SC_DECREASEAGI:
  8821. if (type == SC_DECREASEAGI) {
  8822. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8823. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  8824. }
  8825. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  8826. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  8827. // Also blocks the ones below...
  8828. #ifndef RENEWAL
  8829. case SC_DONTFORGETME:
  8830. #endif
  8831. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8832. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8833. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8834. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8835. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8836. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8837. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8838. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8839. break;
  8840. #ifdef RENEWAL
  8841. case SC_RICHMANKIM:
  8842. case SC_ETERNALCHAOS:
  8843. case SC_DRUMBATTLE:
  8844. case SC_NIBELUNGEN:
  8845. case SC_ROKISWEIL:
  8846. case SC_INTOABYSS:
  8847. case SC_SIEGFRIED:
  8848. status_change_end(bl, SC_RICHMANKIM, INVALID_TIMER);
  8849. status_change_end(bl, SC_ETERNALCHAOS, INVALID_TIMER);
  8850. status_change_end(bl, SC_DRUMBATTLE, INVALID_TIMER);
  8851. status_change_end(bl, SC_NIBELUNGEN, INVALID_TIMER);
  8852. status_change_end(bl, SC_ROKISWEIL, INVALID_TIMER);
  8853. status_change_end(bl, SC_INTOABYSS, INVALID_TIMER);
  8854. status_change_end(bl, SC_SIEGFRIED, INVALID_TIMER);
  8855. break;
  8856. case SC_WHISTLE:
  8857. case SC_ASSNCROS:
  8858. case SC_POEMBRAGI:
  8859. case SC_APPLEIDUN:
  8860. status_change_end(bl, SC_WHISTLE, INVALID_TIMER);
  8861. status_change_end(bl, SC_ASSNCROS, INVALID_TIMER);
  8862. status_change_end(bl, SC_POEMBRAGI, INVALID_TIMER);
  8863. status_change_end(bl, SC_APPLEIDUN, INVALID_TIMER);
  8864. break;
  8865. case SC_DONTFORGETME:
  8866. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8867. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8868. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8869. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8870. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8871. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8872. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8873. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8874. case SC_HUMMING:
  8875. case SC_FORTUNE:
  8876. case SC_SERVICE4U:
  8877. status_change_end(bl, SC_DONTFORGETME, INVALID_TIMER);
  8878. status_change_end(bl, SC_HUMMING, INVALID_TIMER);
  8879. status_change_end(bl, SC_FORTUNE, INVALID_TIMER);
  8880. status_change_end(bl, SC_SERVICE4U, INVALID_TIMER);
  8881. break;
  8882. #endif
  8883. case SC_ADORAMUS:
  8884. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8885. break;
  8886. case SC_ONEHAND:
  8887. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  8888. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8889. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8890. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8891. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8892. break;
  8893. case SC_MAXOVERTHRUST:
  8894. // Cancels Normal Overthrust. [Skotlex]
  8895. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  8896. break;
  8897. case SC_SUNSTANCE:
  8898. case SC_LUNARSTANCE:
  8899. case SC_STARSTANCE:
  8900. case SC_UNIVERSESTANCE:
  8901. if (sc->data[type])
  8902. break;
  8903. status_change_end(bl, SC_SUNSTANCE, INVALID_TIMER);
  8904. status_change_end(bl, SC_LUNARSTANCE, INVALID_TIMER);
  8905. status_change_end(bl, SC_STARSTANCE, INVALID_TIMER);
  8906. status_change_end(bl, SC_UNIVERSESTANCE, INVALID_TIMER);
  8907. break;
  8908. case SC_SPIRIT:
  8909. case SC_SOULGOLEM:
  8910. case SC_SOULSHADOW:
  8911. case SC_SOULFALCON:
  8912. case SC_SOULFAIRY:
  8913. if (sc->data[type])
  8914. break;
  8915. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8916. status_change_end(bl, SC_SOULGOLEM, INVALID_TIMER);
  8917. status_change_end(bl, SC_SOULSHADOW, INVALID_TIMER);
  8918. status_change_end(bl, SC_SOULFALCON, INVALID_TIMER);
  8919. status_change_end(bl, SC_SOULFAIRY, INVALID_TIMER);
  8920. break;
  8921. case SC_MAGNIFICAT:
  8922. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  8923. break;
  8924. case SC_OFFERTORIUM:
  8925. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8926. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8927. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8928. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8929. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8930. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8931. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8932. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8933. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8934. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8935. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8936. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8937. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8938. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8939. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8940. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8941. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8942. break;
  8943. #ifndef RENEWAL
  8944. case SC_KYRIE:
  8945. // Cancels Assumptio
  8946. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8947. break;
  8948. #endif
  8949. case SC_DELUGE:
  8950. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8951. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8952. break;
  8953. case SC_SILENCE:
  8954. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8955. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8956. break;
  8957. case SC_FREEZE:
  8958. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  8959. break;
  8960. case SC_HIDING:
  8961. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  8962. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8963. break;
  8964. case SC_BERSERK:
  8965. if( val3 == SC__BLOODYLUST )
  8966. break;
  8967. if(battle_config.berserk_cancels_buffs) {
  8968. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8969. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8970. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  8971. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  8972. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  8973. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8974. }
  8975. #ifdef RENEWAL
  8976. else {
  8977. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8978. }
  8979. #endif
  8980. break;
  8981. case SC_ASSUMPTIO:
  8982. #ifndef RENEWAL
  8983. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  8984. #endif
  8985. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  8986. break;
  8987. case SC_KAITE:
  8988. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8989. break;
  8990. case SC_GN_CARTBOOST:
  8991. case SC_CARTBOOST:
  8992. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  8993. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8994. return 0;
  8995. }
  8996. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  8997. //since Cart Boost don't cancel Slow Grace effect
  8998. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  8999. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  9000. if(sc->data[SC_DONTFORGETME])
  9001. return 0;
  9002. break;
  9003. case SC_FUSION:
  9004. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  9005. break;
  9006. case SC_ADJUSTMENT:
  9007. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  9008. break;
  9009. case SC_MADNESSCANCEL:
  9010. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  9011. break;
  9012. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  9013. case SC_CHANGEUNDEAD:
  9014. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  9015. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9016. break;
  9017. case SC_STRFOOD:
  9018. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  9019. break;
  9020. case SC_AGIFOOD:
  9021. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  9022. break;
  9023. case SC_VITFOOD:
  9024. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  9025. break;
  9026. case SC_INTFOOD:
  9027. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  9028. break;
  9029. case SC_DEXFOOD:
  9030. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  9031. break;
  9032. case SC_LUKFOOD:
  9033. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  9034. break;
  9035. case SC_FOOD_STR_CASH:
  9036. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  9037. break;
  9038. case SC_FOOD_AGI_CASH:
  9039. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  9040. break;
  9041. case SC_FOOD_VIT_CASH:
  9042. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  9043. break;
  9044. case SC_FOOD_INT_CASH:
  9045. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  9046. break;
  9047. case SC_FOOD_DEX_CASH:
  9048. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  9049. break;
  9050. case SC_FOOD_LUK_CASH:
  9051. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  9052. break;
  9053. case SC_MARSHOFABYSS:
  9054. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  9055. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  9056. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  9057. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  9058. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  9059. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  9060. break;
  9061. case SC_SWINGDANCE:
  9062. case SC_SYMPHONYOFLOVER:
  9063. case SC_MOONLITSERENADE:
  9064. case SC_RUSHWINDMILL:
  9065. case SC_ECHOSONG:
  9066. case SC_HARMONIZE: // Group A doesn't overlap
  9067. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  9068. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  9069. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  9070. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  9071. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  9072. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  9073. break;
  9074. case SC_VOICEOFSIREN:
  9075. case SC_DEEPSLEEP:
  9076. case SC_GLOOMYDAY:
  9077. case SC_SONGOFMANA:
  9078. case SC_DANCEWITHWUG:
  9079. case SC_SATURDAYNIGHTFEVER:
  9080. case SC_LERADSDEW:
  9081. case SC_MELODYOFSINK:
  9082. case SC_BEYONDOFWARCRY:
  9083. case SC_UNLIMITEDHUMMINGVOICE:
  9084. case SC_SIRCLEOFNATURE: // Group B
  9085. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  9086. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  9087. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  9088. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  9089. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  9090. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  9091. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  9092. if (type != SC_GLOOMYDAY) {
  9093. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  9094. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  9095. }
  9096. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  9097. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  9098. if (type != SC_SATURDAYNIGHTFEVER) {
  9099. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  9100. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  9101. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  9102. }
  9103. }
  9104. break;
  9105. case SC_REFLECTSHIELD:
  9106. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  9107. break;
  9108. case SC_REFLECTDAMAGE:
  9109. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  9110. break;
  9111. case SC_SHIELDSPELL_DEF:
  9112. case SC_SHIELDSPELL_MDEF:
  9113. case SC_SHIELDSPELL_REF:
  9114. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  9115. if( type != SC_SHIELDSPELL_DEF )
  9116. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  9117. if( type != SC_SHIELDSPELL_MDEF )
  9118. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  9119. if( type != SC_SHIELDSPELL_REF )
  9120. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  9121. break;
  9122. case SC_BANDING:
  9123. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  9124. break;
  9125. case SC_GT_CHANGE:
  9126. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  9127. break;
  9128. case SC_GT_REVITALIZE:
  9129. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  9130. break;
  9131. case SC_WARMER:
  9132. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  9133. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9134. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9135. break;
  9136. case SC_INVINCIBLE:
  9137. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  9138. break;
  9139. case SC_INVINCIBLEOFF:
  9140. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  9141. break;
  9142. case SC_WHITEIMPRISON:
  9143. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  9144. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  9145. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  9146. status_change_end(bl, SC_STONE, INVALID_TIMER);
  9147. break;
  9148. case SC_FEAR:
  9149. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  9150. break;
  9151. case SC_KINGS_GRACE:
  9152. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  9153. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  9154. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  9155. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  9156. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  9157. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  9158. // Fall through
  9159. case SC_GROOMING:
  9160. status_change_end(bl,SC_STUN,INVALID_TIMER);
  9161. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  9162. status_change_end(bl,SC_STONE,INVALID_TIMER);
  9163. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  9164. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  9165. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  9166. status_change_end(bl,SC_POISON,INVALID_TIMER);
  9167. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  9168. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  9169. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  9170. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  9171. break;
  9172. case SC_2011RWC_SCROLL:
  9173. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  9174. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  9175. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  9176. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  9177. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  9178. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  9179. break;
  9180. case SC_FIGHTINGSPIRIT:
  9181. case SC_OVERED_BOOST:
  9182. case SC_MAGICPOWER:
  9183. case SC_IMPOSITIO:
  9184. case SC_KAAHI:
  9185. //These status changes always overwrite themselves even when a lower level is cast
  9186. status_change_end(bl, type, INVALID_TIMER);
  9187. break;
  9188. case SC_ENDURE:
  9189. if (sd && sd->special_state.no_walk_delay)
  9190. return 1;
  9191. break;
  9192. }
  9193. // Check for overlapping fails
  9194. if( (sce = sc->data[type]) ) {
  9195. switch( type ) {
  9196. case SC_MERC_FLEEUP:
  9197. case SC_MERC_ATKUP:
  9198. case SC_MERC_HPUP:
  9199. case SC_MERC_SPUP:
  9200. case SC_MERC_HITUP:
  9201. if( sce->val1 > val1 )
  9202. val1 = sce->val1;
  9203. break;
  9204. case SC_ADRENALINE:
  9205. case SC_ADRENALINE2:
  9206. case SC_WEAPONPERFECTION:
  9207. case SC_OVERTHRUST:
  9208. if (sce->val2 > val2)
  9209. return 0;
  9210. break;
  9211. case SC_S_LIFEPOTION:
  9212. case SC_L_LIFEPOTION:
  9213. case SC_BOSSMAPINFO:
  9214. case SC_STUN:
  9215. case SC_SLEEP:
  9216. case SC_POISON:
  9217. case SC_CURSE:
  9218. case SC_SILENCE:
  9219. case SC_CONFUSION:
  9220. case SC_BLIND:
  9221. case SC_BLEEDING:
  9222. case SC_DPOISON:
  9223. case SC_CLOSECONFINE2: // Can't be re-closed in.
  9224. case SC_TINDER_BREAKER2:
  9225. case SC_MARIONETTE:
  9226. case SC_MARIONETTE2:
  9227. case SC_NOCHAT:
  9228. case SC_ABUNDANCE:
  9229. case SC_FEAR:
  9230. case SC_BURNING:
  9231. case SC_FREEZING:
  9232. case SC_WHITEIMPRISON:
  9233. case SC_TOXIN:
  9234. case SC_PARALYSE:
  9235. case SC_VENOMBLEED:
  9236. case SC_MAGICMUSHROOM:
  9237. case SC_DEATHHURT:
  9238. case SC_PYREXIA:
  9239. case SC_OBLIVIONCURSE:
  9240. case SC_LEECHESEND:
  9241. case SC_CURSEDCIRCLE_TARGET:
  9242. case SC_ELECTRICSHOCKER:
  9243. case SC_BANDING_DEFENCE:
  9244. case SC__ENERVATION:
  9245. case SC__GROOMY:
  9246. case SC__IGNORANCE:
  9247. case SC__LAZINESS:
  9248. case SC__UNLUCKY:
  9249. case SC__WEAKNESS:
  9250. case SC_DEEPSLEEP:
  9251. case SC_NETHERWORLD:
  9252. case SC_CRYSTALIZE:
  9253. case SC_MANDRAGORA:
  9254. case SC_DEFSET:
  9255. case SC_MDEFSET:
  9256. case SC_NORECOVER_STATE:
  9257. case SC_REUSE_LIMIT_A:
  9258. case SC_REUSE_LIMIT_B:
  9259. case SC_REUSE_LIMIT_C:
  9260. case SC_REUSE_LIMIT_D:
  9261. case SC_REUSE_LIMIT_E:
  9262. case SC_REUSE_LIMIT_F:
  9263. case SC_REUSE_LIMIT_G:
  9264. case SC_REUSE_LIMIT_H:
  9265. case SC_REUSE_MILLENNIUMSHIELD:
  9266. case SC_REUSE_CRUSHSTRIKE:
  9267. case SC_REUSE_REFRESH:
  9268. case SC_REUSE_STORMBLAST:
  9269. case SC_ALL_RIDING_REUSE_LIMIT:
  9270. case SC_REUSE_LIMIT_MTF:
  9271. case SC_REUSE_LIMIT_ECL:
  9272. case SC_REUSE_LIMIT_RECALL:
  9273. case SC_REUSE_LIMIT_ASPD_POTION:
  9274. case SC_DORAM_BUF_01:
  9275. case SC_DORAM_BUF_02:
  9276. case SC_REUSE_LIMIT_LUXANIMA:
  9277. return 0;
  9278. case SC_PUSH_CART:
  9279. case SC_COMBO:
  9280. case SC_DANCING:
  9281. case SC_DEVOTION:
  9282. case SC_ASPDPOTION0:
  9283. case SC_ASPDPOTION1:
  9284. case SC_ASPDPOTION2:
  9285. case SC_ASPDPOTION3:
  9286. case SC_ATKPOTION:
  9287. case SC_MATKPOTION:
  9288. case SC_ENCHANTARMS:
  9289. case SC_ARMOR_ELEMENT_WATER:
  9290. case SC_ARMOR_ELEMENT_EARTH:
  9291. case SC_ARMOR_ELEMENT_FIRE:
  9292. case SC_ARMOR_ELEMENT_WIND:
  9293. case SC_ARMOR_RESIST:
  9294. case SC_ATTHASTE_CASH:
  9295. case SC_LHZ_DUN_N1:
  9296. case SC_LHZ_DUN_N2:
  9297. case SC_LHZ_DUN_N3:
  9298. case SC_LHZ_DUN_N4:
  9299. case SC_FLASHKICK:
  9300. case SC_SOULUNITY:
  9301. break;
  9302. case SC_GOSPEL:
  9303. // Must not override a casting gospel char.
  9304. if(sce->val4 == BCT_SELF)
  9305. return 0;
  9306. if(sce->val1 > val1)
  9307. return 1;
  9308. break;
  9309. case SC_ENDURE:
  9310. if(sce->val4 && !val4)
  9311. return 1; // Don't let you override infinite endure.
  9312. if(sce->val1 > val1)
  9313. return 1;
  9314. break;
  9315. case SC_JAILED:
  9316. // When a player is already jailed, do not edit the jail data.
  9317. val2 = sce->val2;
  9318. val3 = sce->val3;
  9319. val4 = sce->val4;
  9320. break;
  9321. case SC_LERADSDEW:
  9322. if (sc && sc->data[SC_BERSERK])
  9323. return 0;
  9324. case SC_SHAPESHIFT:
  9325. case SC_PROPERTYWALK:
  9326. break;
  9327. case SC_LEADERSHIP:
  9328. case SC_GLORYWOUNDS:
  9329. case SC_SOULCOLD:
  9330. case SC_HAWKEYES:
  9331. if( sce->val4 && !val4 ) // You cannot override master guild aura
  9332. return 0;
  9333. break;
  9334. case SC_JOINTBEAT:
  9335. if (sc && sc->data[type]->val2 & BREAK_NECK)
  9336. return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
  9337. val2 |= sce->val2; // Stackable ailments
  9338. default:
  9339. if(sce->val1 > val1)
  9340. return 1; // Return true to not mess up skill animations. [Skotlex]
  9341. }
  9342. }
  9343. calc_flag = StatusChangeFlagTable[type];
  9344. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  9345. switch(type)
  9346. {
  9347. /* Permanent effects */
  9348. case SC_AETERNA:
  9349. case SC_MODECHANGE:
  9350. case SC_WEIGHT50:
  9351. case SC_WEIGHT90:
  9352. case SC_BROKENWEAPON:
  9353. case SC_BROKENARMOR:
  9354. case SC_READYSTORM:
  9355. case SC_READYDOWN:
  9356. case SC_READYCOUNTER:
  9357. case SC_READYTURN:
  9358. case SC_DODGE:
  9359. case SC_PUSH_CART:
  9360. case SC_SPRITEMABLE:
  9361. case SC_CLAN_INFO:
  9362. case SC_DAILYSENDMAILCNT:
  9363. tick = INFINITE_TICK;
  9364. break;
  9365. case SC_KEEPING:
  9366. case SC_BARRIER: {
  9367. unit_data *ud = unit_bl2ud(bl);
  9368. if (ud)
  9369. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick() + tick;
  9370. }
  9371. break;
  9372. case SC_DECREASEAGI:
  9373. case SC_INCREASEAGI:
  9374. case SC_ADORAMUS:
  9375. if (type == SC_ADORAMUS) {
  9376. // 1000% base chance to blind, but still can be resisted
  9377. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  9378. if (sc->data[SC_ADORAMUS])
  9379. return 0; //Adoramus can't refresh itself, but it can cause blind again
  9380. }
  9381. val2 = 2 + val1; // Agi change
  9382. break;
  9383. case SC_ENDURE:
  9384. val2 = 7; // Hit-count [Celest]
  9385. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  9386. struct map_session_data *tsd;
  9387. if( sd ) {
  9388. int i;
  9389. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9390. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9391. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9392. }
  9393. }
  9394. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9395. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9396. }
  9397. if( val4 )
  9398. tick = INFINITE_TICK;
  9399. break;
  9400. case SC_AUTOBERSERK:
  9401. if (status->hp < status->max_hp>>2 &&
  9402. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  9403. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  9404. tick = INFINITE_TICK;
  9405. break;
  9406. case SC_SIGNUMCRUCIS:
  9407. val2 = 10 + 4*val1; // Def reduction
  9408. tick = INFINITE_TICK;
  9409. clif_emotion(bl, ET_SWEAT);
  9410. break;
  9411. case SC_MAXIMIZEPOWER:
  9412. tick_time = val2 = tick>0?tick:60000;
  9413. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9414. break;
  9415. case SC_EDP:
  9416. val2 = val1 + 2; // Chance to Poison enemies.
  9417. #ifndef RENEWAL
  9418. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  9419. #endif
  9420. if (sd) {
  9421. uint16 poison_level = pc_checkskill(sd, GC_RESEARCHNEWPOISON);
  9422. if (poison_level > 0) {
  9423. tick += 30000; // Base of 30 seconds
  9424. tick += poison_level * 15 * 1000; // Additional 15 seconds per level
  9425. }
  9426. }
  9427. break;
  9428. case SC_POISONREACT:
  9429. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  9430. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  9431. break;
  9432. case SC_MAGICROD:
  9433. val2 = val1*20; // SP gained
  9434. break;
  9435. case SC_KYRIE:
  9436. if( val4 ) { // Formulas for Praefatio
  9437. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  9438. val3 = 6 + val1; //Hits
  9439. } else { // Formulas for Kyrie Eleison
  9440. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  9441. val3 = (val1 / 2 + 5);
  9442. }
  9443. break;
  9444. case SC_MAGICPOWER:
  9445. // val1: Skill lv
  9446. val2 = 1; // Lasts 1 invocation
  9447. val3 = 5*val1; // Matk% increase
  9448. val4 = 0; // 0 = ready to be used, 1 = activated and running
  9449. break;
  9450. case SC_SACRIFICE:
  9451. val2 = 5; // Lasts 5 hits
  9452. tick = INFINITE_TICK;
  9453. break;
  9454. case SC_ENCPOISON:
  9455. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  9456. case SC_ASPERSIO:
  9457. case SC_FIREWEAPON:
  9458. case SC_WATERWEAPON:
  9459. case SC_WINDWEAPON:
  9460. case SC_EARTHWEAPON:
  9461. case SC_SHADOWWEAPON:
  9462. case SC_GHOSTWEAPON:
  9463. skill_enchant_elemental_end(bl,type);
  9464. break;
  9465. case SC_ELEMENTALCHANGE:
  9466. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  9467. // val2 : Element (When no element, random one is picked)
  9468. // val3 : 0 = called by skill 1 = called by script (fixed level)
  9469. if( !val2 ) val2 = rnd()%ELE_ALL;
  9470. if( val1 == 1 && val3 == 0 )
  9471. val1 = 1 + rnd()%4;
  9472. else if( val1 > 4 )
  9473. val1 = 4; // Max Level
  9474. val3 = 0; // Not need to keep this info.
  9475. break;
  9476. case SC_PROVIDENCE:
  9477. val2 = val1*5; // Race/Ele resist
  9478. break;
  9479. case SC_REFLECTSHIELD:
  9480. val2 = 10+val1*3; // %Dmg reflected
  9481. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  9482. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  9483. struct map_session_data *tsd;
  9484. if( sd ) {
  9485. int i;
  9486. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9487. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9488. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9489. }
  9490. }
  9491. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9492. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9493. }
  9494. break;
  9495. case SC_STRIPWEAPON:
  9496. if (!sd) // Watk reduction
  9497. val2 = 25;
  9498. break;
  9499. case SC_STRIPSHIELD:
  9500. if (!sd) // Def reduction
  9501. val2 = 15;
  9502. break;
  9503. case SC_STRIPARMOR:
  9504. if (!sd) // Vit reduction
  9505. val2 = 40;
  9506. break;
  9507. case SC_STRIPHELM:
  9508. if (!sd) // Int reduction
  9509. val2 = 40;
  9510. break;
  9511. case SC_AUTOSPELL:
  9512. // Val1 Skill LV of Autospell
  9513. // Val2 Skill ID to cast
  9514. // Val3 Max Lv to cast
  9515. #ifdef RENEWAL
  9516. val4 = val1 * 2; // Chance of casting
  9517. #else
  9518. val4 = 5 + val1*2; // Chance of casting
  9519. #endif
  9520. break;
  9521. case SC_VOLCANO:
  9522. {
  9523. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9524. uint8 i = max((val1-1)%5, 0);
  9525. #ifdef RENEWAL
  9526. val2 = 5 + val1 * 5; // ATK/MATK increase
  9527. #else
  9528. val2 = val1*10; // Watk increase
  9529. if (status->def_ele != ELE_FIRE)
  9530. val2 = 0;
  9531. #endif
  9532. val3 = enchant_eff[i];
  9533. }
  9534. break;
  9535. case SC_VIOLENTGALE:
  9536. {
  9537. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9538. uint8 i = max((val1-1)%5, 0);
  9539. val2 = val1*3; // Flee increase
  9540. #ifndef RENEWAL
  9541. if (status->def_ele != ELE_WIND)
  9542. val2 = 0;
  9543. #endif
  9544. val3 = enchant_eff[i];
  9545. }
  9546. break;
  9547. case SC_DELUGE:
  9548. {
  9549. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  9550. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  9551. uint8 i = max((val1-1)%5, 0);
  9552. val2 = deluge_eff[i]; // HP increase
  9553. #ifndef RENEWAL
  9554. if (status->def_ele != ELE_WATER)
  9555. val2 = 0;
  9556. #endif
  9557. val3 = enchant_eff[i];
  9558. }
  9559. break;
  9560. case SC_SUITON:
  9561. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  9562. // No penalties.
  9563. val2 = 0; // Agi penalty
  9564. val3 = 0; // Walk speed penalty
  9565. break;
  9566. }
  9567. val3 = 50;
  9568. val2 = 3*((val1+1)/3);
  9569. if (val1 > 4) val2--;
  9570. //Suiton is a special case, stop effect is forced and only happens when target enters it
  9571. if (!unit_blown_immune(bl, 0x1))
  9572. unit_stop_walking(bl, 9);
  9573. break;
  9574. case SC_ONEHAND:
  9575. case SC_TWOHANDQUICKEN:
  9576. val2 = 300;
  9577. if (val1 > 10) // For boss casted skills [Skotlex]
  9578. val2 += 20*(val1-10);
  9579. break;
  9580. case SC_MERC_QUICKEN:
  9581. val2 = 300;
  9582. break;
  9583. #ifndef RENEWAL_ASPD
  9584. case SC_SPEARQUICKEN:
  9585. val2 = 200+10*val1;
  9586. break;
  9587. #endif
  9588. case SC_DANCING:
  9589. // val1 : Skill ID + LV
  9590. // val2 : Skill Group of the Dance.
  9591. // val3 : Brings the skill_lv (merged into val1 here)
  9592. // val4 : Partner
  9593. if (val1 == CG_MOONLIT)
  9594. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  9595. val1|= (val3<<16);
  9596. val3 = tick/1000; // Tick duration
  9597. tick_time = 1000; // [GodLesZ] tick time
  9598. break;
  9599. #ifndef RENEWAL
  9600. case SC_LONGING:
  9601. val2 = 500-100*val1; // Aspd penalty.
  9602. break;
  9603. #else
  9604. case SC_ENSEMBLEFATIGUE:
  9605. val2 = 30; // Speed and ASPD penalty
  9606. break;
  9607. case SC_RICHMANKIM:
  9608. val2 = 10 + 10 * val1; // Exp increase bonus
  9609. break;
  9610. case SC_DRUMBATTLE:
  9611. val2 = 15 + val1 * 5; // Atk increase
  9612. val3 = val1 * 15; // Def increase
  9613. break;
  9614. case SC_NIBELUNGEN:
  9615. val2 = rnd() % RINGNBL_MAX; // See e_nibelungen_status
  9616. break;
  9617. case SC_SIEGFRIED:
  9618. val2 = val1 * 3; // Elemental Resistance
  9619. val3 = val1 * 5; // Status ailment resistance
  9620. break;
  9621. case SC_WHISTLE:
  9622. val2 = 18 + 2 * val1; // Flee increase
  9623. val3 = (val1 + 1) / 2; // Perfect dodge increase
  9624. break;
  9625. case SC_ASSNCROS:
  9626. val2 = val1 < 10 ? val1 * 2 - 1 : 20; // ASPD increase
  9627. break;
  9628. case SC_POEMBRAGI:
  9629. val2 = 2 * val1; // Cast time reduction
  9630. val3 = 3 * val1; // After-cast delay reduction
  9631. break;
  9632. case SC_APPLEIDUN:
  9633. val2 = val1 < 10 ? 9 + val1 : 20; // HP rate increase
  9634. val3 = 2 * val1; // Potion recovery rate
  9635. break;
  9636. case SC_HUMMING:
  9637. val2 = 4 * val1; // Hit increase
  9638. break;
  9639. case SC_DONTFORGETME:
  9640. val2 = 1 + 30 * val1; // ASPD decrease
  9641. val3 = 5 + 2 * val1; // Movement speed adjustment.
  9642. break;
  9643. case SC_FORTUNE:
  9644. val2 = val1 * 10; // Critical increase
  9645. break;
  9646. case SC_SERVICE4U:
  9647. val2 = val1 < 10 ? 9 + val1 : 20; // MaxSP percent increase
  9648. val3 = 5 + val1; // SP cost reduction
  9649. break;
  9650. #endif
  9651. case SC_EXPLOSIONSPIRITS:
  9652. val2 = 75 + 25*val1; // Cri bonus
  9653. break;
  9654. case SC_ASPDPOTION0:
  9655. case SC_ASPDPOTION1:
  9656. case SC_ASPDPOTION2:
  9657. case SC_ASPDPOTION3:
  9658. val2 = 50*(2+type-SC_ASPDPOTION0);
  9659. break;
  9660. case SC_ATTHASTE_CASH:
  9661. val2 = 50*val1; // Just custom for pre-re
  9662. break;
  9663. case SC_NOCHAT:
  9664. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  9665. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  9666. // This is done this way because the message that the client displays is hardcoded, and only
  9667. // shows how many minutes are remaining. [Panikon]
  9668. tick = 60000;
  9669. val1 = battle_config.manner_system; // Mute filters.
  9670. if (sd) {
  9671. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  9672. clif_updatestatus(sd,SP_MANNER);
  9673. }
  9674. break;
  9675. case SC_STONE:
  9676. val3 = max(val3, 100); // Incubation time
  9677. val4 = max(tick-val3, 100); // Petrify time
  9678. tick = val3;
  9679. calc_flag = 0; // Actual status changes take effect on petrified state.
  9680. break;
  9681. case SC_DPOISON:
  9682. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  9683. if (status->hp > status->max_hp>>2) {
  9684. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  9685. if (status->hp - diff < status->max_hp>>2)
  9686. diff = status->hp - (status->max_hp>>2);
  9687. status_zap(bl, diff, 0);
  9688. }
  9689. // Fall through
  9690. case SC_POISON:
  9691. case SC_BLEEDING:
  9692. case SC_BURNING:
  9693. tick_time = status_get_sc_interval(type);
  9694. val4 = tick - tick_time; // Remaining time
  9695. break;
  9696. case SC_TOXIN:
  9697. if (val3 == 1) // Target
  9698. tick_time = status_get_sc_interval(type);
  9699. else // Caster
  9700. tick_time = 1000;
  9701. val4 = tick - tick_time; // Remaining time
  9702. break;
  9703. case SC_DEATHHURT:
  9704. if (val3 == 1)
  9705. break;
  9706. tick_time = status_get_sc_interval(type);
  9707. val4 = tick - tick_time; // Remaining time
  9708. case SC_LEECHESEND:
  9709. if (val3 == 0)
  9710. break;
  9711. tick_time = status_get_sc_interval(type);
  9712. val4 = tick - tick_time; // Remaining time
  9713. break;
  9714. case SC_PYREXIA:
  9715. if (val3 == 1) { // Target
  9716. // Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9717. status_change_start(src, bl, SC_BLIND, 10000, val1, 0, 0, 0, tick, SCSTART_NOAVOID | SCSTART_NOTICKDEF | SCSTART_NORATEDEF);
  9718. tick_time = status_get_sc_interval(type);
  9719. val4 = tick - tick_time; // Remaining time
  9720. } else // Caster
  9721. val2 = 15; // CRIT % and ATK % increase
  9722. break;
  9723. case SC_VENOMBLEED:
  9724. if (val3 == 0) // Caster
  9725. val2 = 30; // Reflect damage % reduction
  9726. break;
  9727. case SC_MAGICMUSHROOM:
  9728. if (val3 == 1) { // Target
  9729. tick_time = status_get_sc_interval(type);
  9730. val4 = tick - tick_time; // Remaining time
  9731. } else // Caster
  9732. val2 = 10; // After-cast delay % reduction
  9733. break;
  9734. case SC_CONFUSION:
  9735. if (!val4)
  9736. clif_emotion(bl,ET_QUESTION);
  9737. break;
  9738. case SC_S_LIFEPOTION:
  9739. case SC_L_LIFEPOTION:
  9740. if( val1 == 0 ) return 0;
  9741. // val1 = heal percent/amout
  9742. // val2 = seconds between heals
  9743. // val4 = total of heals
  9744. if( val2 < 1 ) val2 = 1;
  9745. if( (val4 = tick/(val2 * 1000)) < 1 )
  9746. val4 = 1;
  9747. tick_time = val2 * 1000; // [GodLesZ] tick time
  9748. break;
  9749. case SC_BOSSMAPINFO:
  9750. if( sd != NULL ) {
  9751. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  9752. if( boss_md == NULL ) { // No MVP on this map
  9753. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  9754. return 0;
  9755. }
  9756. val1 = boss_md->bl.id;
  9757. tick_time = 1000; // [GodLesZ] tick time
  9758. val4 = tick / tick_time;
  9759. }
  9760. break;
  9761. case SC_HIDING:
  9762. val2 = tick/1000;
  9763. tick_time = 1000; // [GodLesZ] tick time
  9764. val3 = 0; // Unused, previously speed adjustment
  9765. val4 = val1+3; // Seconds before SP substraction happen.
  9766. break;
  9767. case SC_CHASEWALK:
  9768. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9769. val3 = 35 - 5 * val1; // Speed adjustment.
  9770. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  9771. val3 -= 40;
  9772. val4 = 10+val1*2; // SP cost.
  9773. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9774. break;
  9775. case SC_CLOAKING:
  9776. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9777. val1 = 10;
  9778. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  9779. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9780. val3 = 0; // Unused, previously walk speed adjustment
  9781. // val4&1 signals the presence of a wall.
  9782. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9783. // val4&4 makes cloak not end on using skills
  9784. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9785. val4 |= battle_config.pc_cloak_check_type&7;
  9786. else
  9787. val4 |= battle_config.monster_cloak_check_type&7;
  9788. break;
  9789. case SC_SIGHT: /* splash status */
  9790. case SC_RUWACH:
  9791. case SC_SIGHTBLASTER:
  9792. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9793. val2 = tick/20;
  9794. tick_time = 20; // [GodLesZ] tick time
  9795. break;
  9796. case SC_AUTOGUARD:
  9797. if( !(flag&SCSTART_NOAVOID) ) {
  9798. struct map_session_data *tsd;
  9799. int i;
  9800. for( i = val2 = 0; i < val1; i++) {
  9801. int t = 5-(i>>1);
  9802. val2 += (t < 0)? 1:t;
  9803. }
  9804. if( bl->type&(BL_PC|BL_MER) ) {
  9805. if( sd ) {
  9806. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9807. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9808. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9809. }
  9810. }
  9811. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9812. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9813. }
  9814. }
  9815. break;
  9816. case SC_DEFENDER:
  9817. if (!(flag&SCSTART_NOAVOID)) {
  9818. val2 = 5 + 15*val1; // Damage reduction
  9819. val3 = 0; // Unused, previously speed adjustment
  9820. val4 = 250 - 50*val1; // Aspd adjustment
  9821. if (sd) {
  9822. struct map_session_data *tsd;
  9823. int i;
  9824. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9825. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9826. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9827. }
  9828. }
  9829. }
  9830. break;
  9831. case SC_TENSIONRELAX:
  9832. if (sd) {
  9833. pc_setsit(sd);
  9834. skill_sit(sd, true);
  9835. clif_sitting(&sd->bl);
  9836. }
  9837. val2 = 12; // SP cost
  9838. tick_time = 10000; // Decrease at 10secs intervals.
  9839. val3 = tick / tick_time;
  9840. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9841. break;
  9842. case SC_PARRYING:
  9843. val2 = 20 + val1*3; // Block Chance
  9844. break;
  9845. case SC_WINDWALK:
  9846. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9847. break;
  9848. case SC_JOINTBEAT:
  9849. if( val2&BREAK_NECK )
  9850. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  9851. break;
  9852. case SC_BERSERK:
  9853. if( val3 == SC__BLOODYLUST )
  9854. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9855. else
  9856. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9857. // HP healing is performing after the calc_status call.
  9858. // Val2 holds HP penalty
  9859. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9860. if (!val4) val4 = 10000; // Val4 holds damage interval
  9861. val3 = tick/val4; // val3 holds skill duration
  9862. tick_time = val4; // [GodLesZ] tick time
  9863. break;
  9864. case SC_GOSPEL:
  9865. if(val4 == BCT_SELF) { // Self effect
  9866. val2 = tick/10000;
  9867. tick_time = 10000; // [GodLesZ] tick time
  9868. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9869. }
  9870. break;
  9871. case SC_MARIONETTE:
  9872. {
  9873. int stat;
  9874. val3 = 0;
  9875. val4 = 0;
  9876. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9877. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9878. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9879. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9880. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9881. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9882. break;
  9883. }
  9884. case SC_MARIONETTE2:
  9885. {
  9886. int stat,max_stat;
  9887. // Fetch caster information
  9888. struct block_list *pbl = map_id2bl(val1);
  9889. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  9890. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  9891. // Fetch target's stats
  9892. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9893. if (!psce)
  9894. return 0;
  9895. val3 = 0;
  9896. val4 = 0;
  9897. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9898. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9899. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9900. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9901. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9902. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9903. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9904. break;
  9905. }
  9906. case SC_SPIRIT:
  9907. //1st Transcendent Spirit works similar to Marionette Control
  9908. if(sd && val2 == SL_HIGH) {
  9909. int stat,max_stat;
  9910. struct status_data *status2 = status_get_base_status(bl);
  9911. val3 = 0;
  9912. val4 = 0;
  9913. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9914. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9915. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9916. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9917. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9918. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9919. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9920. }
  9921. break;
  9922. case SC_REJECTSWORD:
  9923. val2 = 15*val1; // Reflect chance
  9924. val3 = 3; // Reflections
  9925. tick = INFINITE_TICK;
  9926. break;
  9927. case SC_MEMORIZE:
  9928. val2 = 5; // Memorized casts.
  9929. tick = INFINITE_TICK;
  9930. break;
  9931. #ifndef RENEWAL
  9932. case SC_GRAVITATION:
  9933. val2 = 50*val1; // aspd reduction
  9934. break;
  9935. #endif
  9936. case SC_REGENERATION:
  9937. if (val1 == 1)
  9938. val2 = 2;
  9939. else
  9940. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9941. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9942. // If val4 comes set, this blocks regen rather than increase it.
  9943. break;
  9944. case SC_DEVOTION:
  9945. {
  9946. struct block_list *d_bl;
  9947. struct status_change *d_sc;
  9948. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9949. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9950. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  9951. while( i >= 0 ) {
  9952. enum sc_type type2 = types[i];
  9953. if( d_sc->data[type2] )
  9954. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
  9955. i--;
  9956. }
  9957. }
  9958. break;
  9959. }
  9960. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9961. status_zap(bl, status->hp-1, val2?0:status->sp);
  9962. return 1;
  9963. break;
  9964. case SC_CLOSECONFINE2:
  9965. {
  9966. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9967. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9968. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  9969. if (src2 && sc2) {
  9970. if (!sce2) // Start lock on caster.
  9971. sc_start4(src2,src2,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  9972. else { // Increase count of locked enemies and refresh time.
  9973. (sce2->val2)++;
  9974. delete_timer(sce2->timer, status_change_timer);
  9975. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, SC_CLOSECONFINE);
  9976. }
  9977. } else // Status failed.
  9978. return 0;
  9979. }
  9980. break;
  9981. case SC_KAITE:
  9982. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9983. break;
  9984. case SC_KAUPE:
  9985. switch (val1) {
  9986. case 3: // 33*3 + 1 -> 100%
  9987. val2++;
  9988. case 1:
  9989. case 2: // 33, 66%
  9990. val2 += 33*val1;
  9991. val3 = 1; // Dodge 1 attack total.
  9992. break;
  9993. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9994. val2 = 100;
  9995. val3 = val1-2;
  9996. break;
  9997. }
  9998. break;
  9999. case SC_COMBO:
  10000. {
  10001. // val1: Skill ID
  10002. // val2: When given, target (for autotargetting skills)
  10003. // val3: When set, this combo time should NOT delay attack/movement
  10004. // val3: If set to 2 this combo will delay ONLY attack
  10005. // val3: TK: Last used kick
  10006. // val4: TK: Combo time
  10007. struct unit_data *ud = unit_bl2ud(bl);
  10008. if ( ud && (!val3 || val3 == 2) ) {
  10009. tick += 300 * battle_config.combo_delay_rate/100;
  10010. ud->attackabletime = gettick()+tick;
  10011. if( !val3 )
  10012. unit_set_walkdelay(bl, gettick(), tick, 1);
  10013. }
  10014. val3 = 0;
  10015. val4 = tick;
  10016. break;
  10017. }
  10018. case SC_EARTHSCROLL:
  10019. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  10020. break;
  10021. case SC_RUN:
  10022. {
  10023. //Store time at which you started running.
  10024. t_tick currenttick = gettick();
  10025. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10026. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  10027. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  10028. tick = INFINITE_TICK;
  10029. break;
  10030. }
  10031. case SC_KAAHI:
  10032. val2 = 200*val1; // HP heal
  10033. val3 = 5*val1; // SP cost
  10034. break;
  10035. case SC_BLESSING:
  10036. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  10037. val2 = val1;
  10038. else
  10039. val2 = 0; // 0 -> Half stat.
  10040. break;
  10041. case SC_TRICKDEAD:
  10042. if (vd) vd->dead_sit = 1;
  10043. tick = INFINITE_TICK;
  10044. break;
  10045. case SC_CONCENTRATE:
  10046. val2 = 2 + val1;
  10047. if (sd) { // Store the card-bonus data that should not count in the %
  10048. val3 = sd->param_bonus[1]; // Agi
  10049. val4 = sd->param_bonus[4]; // Dex
  10050. } else
  10051. val3 = val4 = 0;
  10052. break;
  10053. case SC_MAXOVERTHRUST:
  10054. val2 = 20*val1; // Power increase
  10055. break;
  10056. case SC_OVERTHRUST:
  10057. case SC_ADRENALINE2:
  10058. case SC_ADRENALINE:
  10059. case SC_WEAPONPERFECTION:
  10060. {
  10061. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10062. if (type == SC_OVERTHRUST) {
  10063. // val2 holds if it was casted on self, or is bonus received from others
  10064. #ifdef RENEWAL
  10065. val3 = (val2) ? 5 * val1 : (val1 > 4) ? 15 : (val1 > 2) ? 10 : 5; // Power increase
  10066. #else
  10067. val3 = (val2) ? 5 * val1 : 5; // Power increase
  10068. #endif
  10069. }
  10070. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  10071. val3 = (val2) ? 300 : 200; // Aspd increase
  10072. }
  10073. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  10074. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  10075. }
  10076. break;
  10077. case SC_CONCENTRATION:
  10078. #ifdef RENEWAL
  10079. val2 = 5 + val1 * 2; // Batk/Watk Increase
  10080. val4 = 5 + val1 * 2; // Def reduction
  10081. #else
  10082. val2 = 5*val1; // Batk/Watk Increase
  10083. val4 = 5*val1; // Def reduction
  10084. #endif
  10085. val3 = 10*val1; // Hit Increase
  10086. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  10087. break;
  10088. case SC_ANGELUS:
  10089. val2 = 5*val1; // def increase
  10090. break;
  10091. case SC_IMPOSITIO:
  10092. val2 = 5*val1; // WATK/MATK increase
  10093. break;
  10094. case SC_MELTDOWN:
  10095. val2 = 100*val1; // Chance to break weapon
  10096. val3 = 70*val1; // Change to break armor
  10097. break;
  10098. case SC_TRUESIGHT:
  10099. val2 = 10*val1; // Critical increase
  10100. val3 = 3*val1; // Hit increase
  10101. break;
  10102. case SC_SUN_COMFORT:
  10103. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  10104. break;
  10105. case SC_MOON_COMFORT:
  10106. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  10107. break;
  10108. case SC_STAR_COMFORT:
  10109. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  10110. break;
  10111. case SC_QUAGMIRE:
  10112. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  10113. break;
  10114. // gs_something1 [Vicious]
  10115. case SC_GATLINGFEVER:
  10116. val2 = 20*val1; // Aspd increase
  10117. val3 = 20+10*val1; // Atk increase
  10118. val4 = 5*val1; // Flee decrease
  10119. break;
  10120. case SC_FLING:
  10121. if (bl->type == BL_PC)
  10122. val2 = 0; // No armor reduction to players.
  10123. else
  10124. val2 = 5*val1; // Def reduction
  10125. val3 = 5*val1; // Def2 reduction
  10126. break;
  10127. case SC_PROVOKE:
  10128. // val2 signals autoprovoke.
  10129. val3 = 2+3*val1; // Atk increase
  10130. val4 = 5+5*val1; // Def reduction.
  10131. break;
  10132. case SC_AVOID:
  10133. // val2 = 10*val1; // Speed change rate.
  10134. break;
  10135. case SC_DEFENCE:
  10136. #ifdef RENEWAL
  10137. val2 = 5 + (val1 * 5); // Vit bonus
  10138. #else
  10139. val2 = 2*val1; // Def bonus
  10140. #endif
  10141. break;
  10142. case SC_BLOODLUST:
  10143. val2 = 20+10*val1; // Atk rate change.
  10144. val3 = 3*val1; // Leech chance
  10145. val4 = 20; // Leech percent
  10146. break;
  10147. case SC_FLEET:
  10148. val2 = 30*val1; // Aspd change
  10149. val3 = 5+5*val1; // bAtk/wAtk rate change
  10150. break;
  10151. case SC_MINDBREAKER:
  10152. val2 = 20*val1; // matk increase.
  10153. val3 = 12*val1; // mdef2 reduction.
  10154. break;
  10155. case SC_JAILED:
  10156. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  10157. tick = val1>0?1000:250;
  10158. if (sd) {
  10159. if (sd->mapindex != val2) {
  10160. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  10161. map_idx = sd->mapindex; // Current Map
  10162. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  10163. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  10164. // 2. Set restore point (val3 -> return map, val4 return coords
  10165. val3 = map_idx;
  10166. val4 = pos;
  10167. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  10168. val3 = sd->status.save_point.map;
  10169. val4 = (sd->status.save_point.x&0xFFFF)
  10170. |(sd->status.save_point.y<<16);
  10171. }
  10172. }
  10173. break;
  10174. case SC_UTSUSEMI:
  10175. val2=(val1+1)/2; // Number of hits blocked
  10176. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  10177. break;
  10178. case SC_BUNSINJYUTSU:
  10179. val2=(val1+1)/2; // Number of hits blocked
  10180. break;
  10181. case SC_CHANGE:
  10182. val2= 30*val1; // Vit increase
  10183. val3= 20*val1; // Int increase
  10184. break;
  10185. case SC_SWOO:
  10186. if(status_has_mode(status,MD_STATUS_IMMUNE))
  10187. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  10188. break;
  10189. case SC_ARMOR:
  10190. // NPC_DEFENDER:
  10191. val2 = 80; // Damage reduction
  10192. // Attack requirements to be blocked:
  10193. val3 = BF_LONG; // Range
  10194. val4 = BF_WEAPON|BF_MISC; // Type
  10195. break;
  10196. case SC_ENCHANTARMS:
  10197. // end previous enchants
  10198. skill_enchant_elemental_end(bl,type);
  10199. // Make sure the received element is valid.
  10200. if (val1 >= ELE_ALL)
  10201. val1 = val1%ELE_ALL;
  10202. else if (val1 < 0)
  10203. val1 = rnd()%ELE_ALL;
  10204. break;
  10205. case SC_CRITICALWOUND:
  10206. val2 = 20*val1; // Heal effectiveness decrease
  10207. break;
  10208. case SC_MAGICMIRROR:
  10209. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10210. // Level 6 ~ 10 use effect of level 1 ~ 5
  10211. val1 = 1 + ((val1-1)%5);
  10212. case SC_SLOWCAST:
  10213. val2 = 20*val1; // Magic reflection/cast rate
  10214. break;
  10215. case SC_ARMORCHANGE:
  10216. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  10217. val2 =-20;
  10218. val3 = 20;
  10219. } else { // Boost def
  10220. val2 = 20;
  10221. val3 =-20;
  10222. }
  10223. // Level 1 ~ 5 & 6 ~ 10 has different duration
  10224. // Level 6 ~ 10 use effect of level 1 ~ 5
  10225. val1 = 1 + ((val1-1)%5);
  10226. val2 *= val1; // 20% per level
  10227. val3 *= val1;
  10228. break;
  10229. case SC_EXPBOOST:
  10230. case SC_JEXPBOOST:
  10231. case SC_JP_EVENT04:
  10232. if (val1 < 0)
  10233. val1 = 0;
  10234. break;
  10235. case SC_INCFLEE2:
  10236. case SC_INCCRI:
  10237. val2 = val1*10; // Actual boost (since 100% = 1000)
  10238. break;
  10239. case SC_SUFFRAGIUM:
  10240. #ifdef RENEWAL
  10241. val2 = 5 + val1 * 5; // Speed cast decrease
  10242. #else
  10243. val2 = 15 * val1; // Speed cast decrease
  10244. #endif
  10245. break;
  10246. case SC_INCHEALRATE:
  10247. if (val1 < 1)
  10248. val1 = 1;
  10249. break;
  10250. case SC_DOUBLECAST:
  10251. val2 = 30+10*val1; // Trigger rate
  10252. break;
  10253. case SC_KAIZEL:
  10254. val2 = 10*val1; // % of life to be revived with
  10255. break;
  10256. // case SC_ARMOR_ELEMENT_WATER:
  10257. // case SC_ARMOR_ELEMENT_EARTH:
  10258. // case SC_ARMOR_ELEMENT_FIRE:
  10259. // case SC_ARMOR_ELEMENT_WIND:
  10260. // case SC_ARMOR_RESIST:
  10261. // Mod your resistance against elements:
  10262. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  10263. // break;
  10264. // case ????:
  10265. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  10266. // associated, and yet are not wrong/unknown. [Skotlex]
  10267. // break;
  10268. case SC_MERC_FLEEUP:
  10269. case SC_MERC_ATKUP:
  10270. case SC_MERC_HITUP:
  10271. val2 = 15 * val1;
  10272. break;
  10273. case SC_MERC_HPUP:
  10274. case SC_MERC_SPUP:
  10275. val2 = 5 * val1;
  10276. break;
  10277. case SC_REBIRTH:
  10278. val2 = 20*val1; // % of life to be revived with
  10279. break;
  10280. case SC_MANU_DEF:
  10281. case SC_MANU_ATK:
  10282. case SC_MANU_MATK:
  10283. val2 = 1; // Manuk group
  10284. break;
  10285. case SC_SPL_DEF:
  10286. case SC_SPL_ATK:
  10287. case SC_SPL_MATK:
  10288. val2 = 2; // Splendide group
  10289. break;
  10290. /* General */
  10291. case SC_FEAR:
  10292. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10293. break;
  10294. /* Rune Knight */
  10295. case SC_DEATHBOUND:
  10296. val2 = 500 + 100 * val1;
  10297. break;
  10298. case SC_STONEHARDSKIN:
  10299. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  10300. return 0;
  10301. if (sd)
  10302. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  10303. break;
  10304. case SC_REFRESH:
  10305. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  10306. status_change_clear_buffs(bl, SCCB_REFRESH);
  10307. break;
  10308. case SC_MILLENNIUMSHIELD:
  10309. {
  10310. int8 chance = rnd()%100;
  10311. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  10312. val3 = 1000; // Shield HP
  10313. clif_millenniumshield(bl, val2);
  10314. }
  10315. break;
  10316. case SC_ABUNDANCE:
  10317. val4 = tick / 10000;
  10318. tick_time = 10000; // [GodLesZ] tick time
  10319. break;
  10320. case SC_GIANTGROWTH:
  10321. val2 = 30; // Damage success rate and STR increase
  10322. break;
  10323. case SC_LUXANIMA:
  10324. val2 = 15; // Storm Blast success %
  10325. val3 = 30; // Damage/HP/SP % increase
  10326. break;
  10327. /* Arch Bishop */
  10328. case SC_RENOVATIO:
  10329. val4 = tick / 5000;
  10330. tick_time = 5000;
  10331. break;
  10332. case SC_SECRAMENT:
  10333. val2 = 10 * val1;
  10334. break;
  10335. case SC_VENOMIMPRESS:
  10336. val2 = 10 * val1;
  10337. break;
  10338. case SC_WEAPONBLOCKING:
  10339. val2 = 10 + 2 * val1; // Chance
  10340. val4 = tick / 5000;
  10341. tick_time = 5000; // [GodLesZ] tick time
  10342. break;
  10343. case SC_OBLIVIONCURSE:
  10344. if (val3 == 0)
  10345. break;
  10346. val4 = tick / 3000;
  10347. tick_time = 3000; // [GodLesZ] tick time
  10348. break;
  10349. case SC_CLOAKINGEXCEED:
  10350. val2 = (val1 + 1) / 2; // Hits
  10351. val3 = (val1 - 1) * 10; // Walk speed
  10352. if (bl->type == BL_PC)
  10353. val4 |= battle_config.pc_cloak_check_type&7;
  10354. else
  10355. val4 |= battle_config.monster_cloak_check_type&7;
  10356. tick_time = 1000; // [GodLesZ] tick time
  10357. break;
  10358. case SC_HALLUCINATIONWALK:
  10359. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  10360. val3 = 10 * val1; // Evasion rate of magical attacks.
  10361. break;
  10362. case SC_MARSHOFABYSS:
  10363. if( bl->type == BL_PC )
  10364. val2 = 3 * val1; // AGI and DEX Reduction
  10365. else // BL_MOB
  10366. val2 = 6 * val1; // AGI and DEX Reduction
  10367. val3 = 10 * val1; // Movement Speed Reduction
  10368. break;
  10369. case SC_FREEZE_SP:
  10370. // val2 = sp drain per 10 seconds
  10371. tick_time = 10000; // [GodLesZ] tick time
  10372. break;
  10373. case SC_SPHERE_1:
  10374. case SC_SPHERE_2:
  10375. case SC_SPHERE_3:
  10376. case SC_SPHERE_4:
  10377. case SC_SPHERE_5:
  10378. if( !sd )
  10379. return 0; // Should only work on players.
  10380. val4 = tick / 1000;
  10381. if( val4 < 1 )
  10382. val4 = 1;
  10383. tick_time = 1000; // [GodLesZ] tick time
  10384. break;
  10385. case SC_SHAPESHIFT:
  10386. switch( val1 ) {
  10387. case 1: val2 = ELE_FIRE; break;
  10388. case 2: val2 = ELE_EARTH; break;
  10389. case 3: val2 = ELE_WIND; break;
  10390. case 4: val2 = ELE_WATER; break;
  10391. }
  10392. break;
  10393. case SC_ELECTRICSHOCKER:
  10394. case SC_CRYSTALIZE:
  10395. val4 = tick / 1000;
  10396. if( val4 < 1 )
  10397. val4 = 1;
  10398. tick_time = 1000; // [GodLesZ] tick time
  10399. break;
  10400. case SC_MEIKYOUSISUI:
  10401. val2 = val1 * 2; // % HP each sec
  10402. val3 = val1; // % SP each sec
  10403. val4 = tick / 1000;
  10404. if( val4 < 1 )
  10405. val4 = 1;
  10406. tick_time = 1000;
  10407. break;
  10408. case SC_CAMOUFLAGE:
  10409. val4 = tick/1000;
  10410. tick_time = 1000; // [GodLesZ] tick time
  10411. break;
  10412. case SC_WUGDASH:
  10413. {
  10414. //Store time at which you started running.
  10415. t_tick currenttick = gettick();
  10416. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  10417. val3 = (int)(currenttick&0x00000000ffffffffLL);
  10418. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  10419. tick = INFINITE_TICK;
  10420. break;
  10421. }
  10422. case SC__SHADOWFORM:
  10423. {
  10424. struct map_session_data * s_sd = map_id2sd(val2);
  10425. if( s_sd )
  10426. s_sd->shadowform_id = bl->id;
  10427. val4 = tick / 1000;
  10428. tick_time = 1000; // [GodLesZ] tick time
  10429. }
  10430. break;
  10431. case SC__STRIPACCESSORY:
  10432. if (!sd)
  10433. val2 = 20;
  10434. break;
  10435. case SC__INVISIBILITY:
  10436. val2 = 50 - 10 * val1; // ASPD
  10437. val3 = 20 * val1; // CRITICAL
  10438. val4 = tick / 1000;
  10439. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10440. tick_time = 1000; // [GodLesZ] tick time
  10441. break;
  10442. case SC__ENERVATION:
  10443. val2 = 20 + 10 * val1; // ATK Reduction
  10444. if (sd) {
  10445. pc_delspiritball(sd,sd->spiritball,0);
  10446. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  10447. }
  10448. break;
  10449. case SC__GROOMY:
  10450. val2 = 20 + 10 * val1; // ASPD
  10451. val3 = 20 * val1; // HIT
  10452. if( sd ) { // Removes Animals
  10453. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10454. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10455. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  10456. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  10457. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  10458. if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
  10459. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  10460. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  10461. }
  10462. break;
  10463. case SC__LAZINESS:
  10464. val2 = 10 + 10 * val1; // Cast Increase
  10465. val3 = 10 * val1; // Flee Reduction
  10466. break;
  10467. case SC__UNLUCKY:
  10468. {
  10469. sc_type rand_eff;
  10470. switch(rnd() % 3) {
  10471. case 1: rand_eff = SC_BLIND; break;
  10472. case 2: rand_eff = SC_SILENCE; break;
  10473. default: rand_eff = SC_POISON; break;
  10474. }
  10475. val2 = 10 * val1; // Crit and Flee2 Reduction
  10476. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  10477. break;
  10478. }
  10479. case SC__WEAKNESS:
  10480. val2 = 10 * val1;
  10481. // Bypasses coating protection and MADO
  10482. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  10483. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  10484. break;
  10485. case SC_GN_CARTBOOST:
  10486. if( val1 < 3 )
  10487. val2 = 50;
  10488. else if( val1 > 2 && val1 < 5 )
  10489. val2 = 75;
  10490. else
  10491. val2 = 100;
  10492. break;
  10493. case SC_PROPERTYWALK:
  10494. val3 = 0;
  10495. break;
  10496. case SC_STRIKING:
  10497. // val2 = watk bonus already calc
  10498. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  10499. val4 = tick / 1000;
  10500. tick_time = 1000; // [GodLesZ] tick time
  10501. break;
  10502. case SC_WARMER:
  10503. val4 = tick / 3000;
  10504. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  10505. tick_time = 3000;
  10506. break;
  10507. case SC_BLOODSUCKER:
  10508. val4 = tick / 1000;
  10509. tick_time = 1000; // [GodLesZ] tick time
  10510. break;
  10511. case SC_HELLS_PLANT:
  10512. tick_time = 333;
  10513. val4 = tick / tick_time;
  10514. break;
  10515. case SC_SWINGDANCE:
  10516. val3 = 3 * val1 + val2; // Walk speed and aspd reduction.
  10517. break;
  10518. case SC_SYMPHONYOFLOVER:
  10519. val3 = 2 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase
  10520. break;
  10521. case SC_MOONLITSERENADE: // MATK Increase
  10522. case SC_RUSHWINDMILL: // ATK Increase
  10523. val3 = 4 + val1 * 3 + val2 + (sd?sd->status.job_level:50) / 5;
  10524. break;
  10525. case SC_ECHOSONG:
  10526. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase
  10527. break;
  10528. case SC_HARMONIZE:
  10529. val2 = 5 + 5 * val1;
  10530. break;
  10531. case SC_VOICEOFSIREN:
  10532. val4 = tick / 2000;
  10533. tick_time = 2000; // [GodLesZ] tick time
  10534. break;
  10535. case SC_DEEPSLEEP:
  10536. val4 = tick / 2000;
  10537. tick_time = 2000; // [GodLesZ] tick time
  10538. break;
  10539. case SC_SIRCLEOFNATURE:
  10540. val2 = 50 * val1; // HP recovery rate
  10541. break;
  10542. case SC_SONGOFMANA:
  10543. status_heal(bl, 0, status->max_sp * (val1 <= 2 ? 10 : val1 <= 4 ? 15 : 20) / 100, 1);
  10544. val3 = 50 * val1;
  10545. break;
  10546. case SC_SATURDAYNIGHTFEVER:
  10547. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  10548. if (!val4) val4 = 3000;
  10549. val3 = tick/val4;
  10550. tick_time = val4; // [GodLesZ] tick time
  10551. break;
  10552. case SC_GLOOMYDAY:
  10553. val2 = 20 + 5 * val1; // Flee reduction.
  10554. val3 = 15 + 5 * val1; // ASPD reduction.
  10555. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  10556. val4 = 1; // Reduce walk speed by half.
  10557. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  10558. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  10559. }
  10560. break;
  10561. case SC_GLOOMYDAY_SK:
  10562. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  10563. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  10564. break;
  10565. case SC_SITDOWN_FORCE:
  10566. case SC_BANANA_BOMB_SITDOWN:
  10567. if( sd && !pc_issit(sd) ) {
  10568. pc_setsit(sd);
  10569. skill_sit(sd, true);
  10570. clif_sitting(bl);
  10571. }
  10572. break;
  10573. case SC_DANCEWITHWUG:
  10574. val3 = 5 * val1; // ASPD Increase
  10575. val4 = 20 + 10 * val1; // Fixed Cast Time Reduction
  10576. break;
  10577. case SC_LERADSDEW:
  10578. val3 = 2 + 3 * val1 + min(3 * val2, 25); // MaxHP Increase
  10579. break;
  10580. case SC_MELODYOFSINK:
  10581. val2 = 10 * val1; // INT Reduction.
  10582. val3 = 2 + 2 * val1; // MaxSP reduction
  10583. break;
  10584. case SC_BEYONDOFWARCRY:
  10585. val2 = 10 + 10 * val1; // STR Reduction
  10586. val3 = 4 * val1; // MaxHP Reduction
  10587. break;
  10588. case SC_UNLIMITEDHUMMINGVOICE:
  10589. val3 = 4 * val1 + min(3 * val2, 15); // !TODO: What's the Lesson bonus?
  10590. break;
  10591. case SC_REFLECTDAMAGE:
  10592. val2 = 15 + 5 * val1; // Reflect amount
  10593. val3 = val1*5 + 25; // Number of reflects
  10594. val4 = tick/1000; // Number of SP cycles (duration)
  10595. tick_time = 1000; // [GodLesZ] tick time
  10596. break;
  10597. case SC_FORCEOFVANGUARD:
  10598. val2 = 8 + 12 * val1; // Chance
  10599. val3 = 5 + 2 * val1; // Max rage counters
  10600. tick = INFINITE_TICK; // Endless duration in the client
  10601. tick_time = 10000; // [GodLesZ] tick time
  10602. break;
  10603. case SC_EXEEDBREAK:
  10604. val2 = 150 * val1;
  10605. if (sd) { // Players
  10606. short index = sd->equip_index[EQI_HAND_R];
  10607. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  10608. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  10609. } else // Monster
  10610. val2 += 750;
  10611. break;
  10612. case SC_PRESTIGE:
  10613. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  10614. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  10615. break;
  10616. case SC_BANDING:
  10617. val2 = (sd ? skill_banding_count(sd) : 1);
  10618. tick_time = 5000; // [GodLesZ] tick time
  10619. break;
  10620. case SC_MAGNETICFIELD:
  10621. val3 = tick / 1000;
  10622. tick_time = 1000; // [GodLesZ] tick time
  10623. break;
  10624. case SC_INSPIRATION:
  10625. val2 = (sd?sd->status.job_level:50);
  10626. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  10627. val4 = tick / 5000;
  10628. tick_time = 5000; // [GodLesZ] tick time
  10629. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  10630. break;
  10631. case SC_CRESCENTELBOW:
  10632. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  10633. break;
  10634. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  10635. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  10636. break;
  10637. case SC_RAISINGDRAGON:
  10638. val3 = tick / 5000;
  10639. tick_time = 5000; // [GodLesZ] tick time
  10640. break;
  10641. case SC_GT_ENERGYGAIN:
  10642. val2 = 10 + 5 * val1; // Sphere gain chance.
  10643. break;
  10644. case SC_GT_CHANGE:
  10645. // Take note there is no def increase as skill desc says. [malufett]
  10646. val2 = val1 * 8; // ATK increase
  10647. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  10648. break;
  10649. case SC_GT_REVITALIZE:
  10650. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  10651. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  10652. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  10653. // The stat def is not shown in the status window and it is processed differently
  10654. val4 = val1 * 20; // STAT DEF increase
  10655. break;
  10656. case SC_PYROTECHNIC_OPTION:
  10657. val2 = 60; // Eatk Renewal (Atk2)
  10658. break;
  10659. case SC_HEATER_OPTION:
  10660. val2 = 120; // Eatk Renewal (Atk2)
  10661. val3 = ELE_FIRE; // Change into fire element.
  10662. break;
  10663. case SC_TROPIC_OPTION:
  10664. val2 = 180; // Eatk Renewal (Atk2)
  10665. val3 = MG_FIREBOLT;
  10666. break;
  10667. case SC_AQUAPLAY_OPTION:
  10668. val2 = 40;
  10669. break;
  10670. case SC_COOLER_OPTION:
  10671. val2 = 80;
  10672. val3 = ELE_WATER; // Change into water element.
  10673. break;
  10674. case SC_CHILLY_AIR_OPTION:
  10675. val2 = 120; // Matk. Renewal (Matk1)
  10676. val3 = MG_COLDBOLT;
  10677. break;
  10678. case SC_WIND_STEP_OPTION:
  10679. val2 = 50; // % Increase speed and flee.
  10680. break;
  10681. case SC_BLAST_OPTION:
  10682. val2 = 20;
  10683. val3 = ELE_WIND; // Change into wind element.
  10684. break;
  10685. case SC_WILD_STORM_OPTION:
  10686. val2 = MG_LIGHTNINGBOLT;
  10687. break;
  10688. case SC_PETROLOGY_OPTION:
  10689. val2 = 5; //HP Rate bonus
  10690. val3 = 50;
  10691. break;
  10692. case SC_SOLID_SKIN_OPTION:
  10693. val2 = 33; //% Increase DEF
  10694. break;
  10695. case SC_CURSED_SOIL_OPTION:
  10696. val2 = 10; //HP rate bonus
  10697. val3 = ELE_EARTH; // Change into earth element.
  10698. break;
  10699. case SC_UPHEAVAL_OPTION:
  10700. val2 = 15; //HP rate bonus
  10701. val3 = WZ_EARTHSPIKE;
  10702. break;
  10703. case SC_CIRCLE_OF_FIRE_OPTION:
  10704. val2 = 300;
  10705. break;
  10706. case SC_WATER_SCREEN_OPTION:
  10707. tick_time = 10000;
  10708. break;
  10709. case SC_FIRE_CLOAK_OPTION:
  10710. case SC_WATER_DROP_OPTION:
  10711. case SC_WIND_CURTAIN_OPTION:
  10712. case SC_STONE_SHIELD_OPTION:
  10713. val2 = 100; // Elemental modifier.
  10714. break;
  10715. case SC_TROPIC:
  10716. case SC_CHILLY_AIR:
  10717. case SC_WILD_STORM:
  10718. case SC_UPHEAVAL:
  10719. val2 += 10;
  10720. case SC_HEATER:
  10721. case SC_COOLER:
  10722. case SC_BLAST:
  10723. case SC_CURSED_SOIL:
  10724. val2 += 10;
  10725. case SC_PYROTECHNIC:
  10726. case SC_AQUAPLAY:
  10727. case SC_GUST:
  10728. case SC_PETROLOGY:
  10729. val2 += 5;
  10730. val3 += 9000;
  10731. case SC_CIRCLE_OF_FIRE:
  10732. case SC_FIRE_CLOAK:
  10733. case SC_WATER_DROP:
  10734. case SC_WATER_SCREEN:
  10735. case SC_WIND_CURTAIN:
  10736. case SC_WIND_STEP:
  10737. case SC_STONE_SHIELD:
  10738. case SC_SOLID_SKIN:
  10739. val2 += 5;
  10740. val3 += 1000;
  10741. tick_time = val3; // [GodLesZ] tick time
  10742. break;
  10743. case SC_WATER_BARRIER:
  10744. val2 = 30; // Reductions. Atk2 and Flee1
  10745. break;
  10746. case SC_ZEPHYR:
  10747. val2 = 25; // Flee.
  10748. break;
  10749. case SC_TIDAL_WEAPON:
  10750. val2 = 20; // Increase Elemental's attack.
  10751. break;
  10752. case SC_ROCK_CRUSHER:
  10753. case SC_ROCK_CRUSHER_ATK:
  10754. case SC_POWER_OF_GAIA:
  10755. val2 = 33; //Def rate bonus/Speed rate reduction
  10756. val3 = 20; //HP rate bonus
  10757. break;
  10758. case SC_TEARGAS:
  10759. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10760. val4 = tick / 2000;
  10761. tick_time = 2000;
  10762. break;
  10763. case SC_TEARGAS_SOB:
  10764. val4 = tick / 3000;
  10765. tick_time = 3000;
  10766. break;
  10767. case SC_STOMACHACHE:
  10768. val2 = 8; // SP consume.
  10769. val4 = tick / 10000;
  10770. tick_time = 10000; // [GodLesZ] tick time
  10771. break;
  10772. case SC_PROMOTE_HEALTH_RESERCH:
  10773. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10774. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10775. //val3: MaxHP Increase By Fixed Amount
  10776. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10777. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10778. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10779. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10780. if (val3 <= 0) // Prevents a negeative value from happening
  10781. val3 = 0;
  10782. break;
  10783. case SC_ENERGY_DRINK_RESERCH:
  10784. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10785. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10786. //val3: MaxSP Increase By Percentage Amount
  10787. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10788. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10789. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10790. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10791. if (val3 <= 0) // Prevents a negeative value from happening
  10792. val3 = 0;
  10793. break;
  10794. case SC_KYOUGAKU:
  10795. val2 = 2*val1 + rnd()%val1;
  10796. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10797. break;
  10798. case SC_KAGEMUSYA:
  10799. val2 = 20; // Damage increase bonus
  10800. val3 = val1 * 2;
  10801. tick_time = 1000;
  10802. val4 = tick / tick_time;
  10803. break;
  10804. case SC_ZANGETSU:
  10805. if( status_get_hp(bl) % 2 == 0 )
  10806. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10807. else
  10808. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10809. if( status_get_sp(bl) % 2 == 0 )
  10810. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10811. else
  10812. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10813. break;
  10814. case SC_GENSOU:
  10815. {
  10816. int hp = status_get_hp(bl), lv = 5;
  10817. short per = 100 / (status_get_max_hp(bl) / hp);
  10818. if( per <= 15 )
  10819. lv = 1;
  10820. else if( per <= 30 )
  10821. lv = 2;
  10822. else if( per <= 50 )
  10823. lv = 3;
  10824. else if( per <= 75 )
  10825. lv = 4;
  10826. if( hp % 2 == 0)
  10827. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10828. else
  10829. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10830. }
  10831. break;
  10832. case SC_ANGRIFFS_MODUS:
  10833. val2 = 50 + 20 * val1; // atk bonus
  10834. val3 = 25 + 10 * val1; // Flee reduction.
  10835. val4 = tick/1000; // hp/sp reduction timer
  10836. tick_time = 1000;
  10837. break;
  10838. case SC_GOLDENE_FERSE:
  10839. val2 = 10 + 10*val1; // flee bonus
  10840. val3 = 6 + 4 * val1; // Aspd Bonus
  10841. val4 = 2 + 2 * val1; // Chance of holy attack
  10842. break;
  10843. case SC_OVERED_BOOST:
  10844. val2 = 400 + 40 * val1; // flee bonus
  10845. val3 = 180 + 2 * val1; // aspd bonus
  10846. val4 = 50; // def reduc %
  10847. break;
  10848. case SC_GRANITIC_ARMOR:
  10849. val2 = 2*val1; // dmg reduction
  10850. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10851. val4 = 5*val1; // unknow formula
  10852. break;
  10853. case SC_MAGMA_FLOW:
  10854. val2 = 3*val1; // Activation chance
  10855. break;
  10856. case SC_PYROCLASTIC:
  10857. val2 += 10*val1; // atk bonus
  10858. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  10859. break;
  10860. case SC_PARALYSIS: // [Lighta] need real info
  10861. val2 = 2*val1; // def reduction
  10862. val3 = 500*val1; // varcast augmentation
  10863. break;
  10864. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10865. val2 = 20 * val1; // hp reco on death %
  10866. break;
  10867. case SC_PAIN_KILLER: // Yommy leak need confirm
  10868. val2 = 10 * val1; // aspd reduction %
  10869. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10870. if(sc->data[SC_PARALYSIS])
  10871. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10872. break;
  10873. case SC_STYLE_CHANGE:
  10874. tick = INFINITE_TICK; // Infinite duration
  10875. break;
  10876. case SC_CBC:
  10877. val3 = 10; // Drain sp % dmg
  10878. val4 = tick/1000; // dmg each sec
  10879. tick = 1000;
  10880. break;
  10881. case SC_EQC:
  10882. val2 = 5 * val1; // def % reduc
  10883. val3 = 2 * val1; // HP drain %
  10884. break;
  10885. case SC_ASH:
  10886. val2 = 0; // hit % reduc
  10887. val3 = 0; // def % reduc
  10888. val4 = 0; // atk flee & reduc
  10889. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  10890. val2 = 50;
  10891. if (status_get_race(bl) == RC_PLANT) // plant type
  10892. val3 = 50;
  10893. if (status_get_element(bl) == ELE_WATER) // defense water type
  10894. val4 = 50;
  10895. }
  10896. break;
  10897. case SC_FULL_THROTTLE:
  10898. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10899. val3 = 20; //+% AllStats
  10900. tick_time = 1000;
  10901. val4 = tick / tick_time;
  10902. break;
  10903. case SC_REBOUND:
  10904. tick_time = 2000;
  10905. val4 = tick / tick_time;
  10906. clif_emotion(bl, ET_SWEAT);
  10907. break;
  10908. case SC_KINGS_GRACE:
  10909. val2 = 3 + val1; //HP Recover rate
  10910. tick_time = 1000;
  10911. val4 = tick / tick_time;
  10912. break;
  10913. case SC_TELEKINESIS_INTENSE:
  10914. val2 = 10 * val1; // sp consum / casttime reduc %
  10915. val3 = 40 * val1; // magic dmg bonus
  10916. break;
  10917. case SC_OFFERTORIUM:
  10918. val2 = 30 * val1; // heal power bonus
  10919. val3 = 100 + 20 * val1; // sp cost inc
  10920. break;
  10921. case SC_FRIGG_SONG:
  10922. val2 = 5 * val1; // maxhp bonus
  10923. val3 = 80 + 20 * val1; // healing
  10924. tick_time = 1000;
  10925. val4 = tick / tick_time;
  10926. break;
  10927. case SC_FLASHCOMBO:
  10928. val2 = 20 * val1 + 20; // atk bonus
  10929. break;
  10930. case SC_DARKCROW:
  10931. val2 = 30 * val1; // ATK bonus
  10932. break;
  10933. case SC_UNLIMIT:
  10934. val2 = 50 * val1;
  10935. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10936. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10937. break;
  10938. case SC_MONSTER_TRANSFORM:
  10939. case SC_ACTIVE_MONSTER_TRANSFORM:
  10940. if( !mobdb_checkid(val1) )
  10941. val1 = MOBID_PORING; // Default poring
  10942. break;
  10943. #ifndef RENEWAL
  10944. case SC_APPLEIDUN:
  10945. {
  10946. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10947. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10948. if (s_sd)
  10949. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10950. break;
  10951. }
  10952. #endif
  10953. case SC_EPICLESIS:
  10954. val2 = 5 * val1; //HP rate bonus
  10955. break;
  10956. case SC_ILLUSIONDOPING:
  10957. val2 = 50; // -Hit
  10958. break;
  10959. case SC_OVERHEAT:
  10960. case SC_OVERHEAT_LIMITPOINT:
  10961. case SC_STEALTHFIELD:
  10962. tick_time = tick;
  10963. tick = INFINITE_TICK;
  10964. break;
  10965. case SC_STEALTHFIELD_MASTER:
  10966. tick_time = val3 = 2000 + 1000 * val1;
  10967. val4 = tick / tick_time;
  10968. break;
  10969. case SC_VACUUM_EXTREME:
  10970. // Suck target at n second, only if the n second is lower than the duration
  10971. // Does not suck targets on no-knockback maps
  10972. if (val4 < tick && unit_blown_immune(bl, 0x9) == UB_KNOCKABLE) {
  10973. tick_time = val4;
  10974. val4 = tick - tick_time;
  10975. } else
  10976. val4 = 0;
  10977. break;
  10978. case SC_FIRE_INSIGNIA:
  10979. case SC_WATER_INSIGNIA:
  10980. case SC_WIND_INSIGNIA:
  10981. case SC_EARTH_INSIGNIA:
  10982. tick_time = 5000;
  10983. val4 = tick / tick_time;
  10984. break;
  10985. case SC_NEUTRALBARRIER:
  10986. val2 = 10 + val1 * 5; // Def/Mdef
  10987. tick = INFINITE_TICK;
  10988. break;
  10989. /* Rebellion */
  10990. case SC_B_TRAP:
  10991. val2 = src->id;
  10992. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10993. break;
  10994. case SC_C_MARKER:
  10995. // val1 = skill_lv
  10996. // val2 = src_id
  10997. val3 = 10; // -10 flee
  10998. //Start timer to send mark on mini map
  10999. val4 = tick/1000;
  11000. tick_time = 1000; // Sends every 1 seconds
  11001. break;
  11002. case SC_H_MINE:
  11003. val2 = src->id;
  11004. break;
  11005. case SC_HEAT_BARREL:
  11006. {
  11007. uint8 n = 10;
  11008. if (sd)
  11009. n = (uint8)sd->spiritball_old;
  11010. //kRO Update 2016-05-25
  11011. val2 = n * 5; // -fixed casttime
  11012. val3 = (6 + val1 * 2) * n; // ATK
  11013. val4 = 25 + val1 * 5; // -hit
  11014. }
  11015. break;
  11016. case SC_P_ALTER:
  11017. {
  11018. uint8 n = 10;
  11019. if (sd)
  11020. n = (uint8)sd->spiritball_old;
  11021. val2 = 10 * n; // +atk
  11022. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  11023. }
  11024. break;
  11025. case SC_E_CHAIN:
  11026. val2 = 10;
  11027. if (sd)
  11028. val2 = sd->spiritball_old;
  11029. break;
  11030. case SC_ANTI_M_BLAST:
  11031. val2 = val1 * 10;
  11032. break;
  11033. case SC_CATNIPPOWDER:
  11034. val2 = 50; // WATK%, MATK%
  11035. val3 = 25 * val1; // Move speed reduction
  11036. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  11037. val4 = status_get_lv(src) / 12;
  11038. break;
  11039. case SC_BITESCAR: {
  11040. const struct status_data *b_status = status_get_base_status(src); // Base Status
  11041. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  11042. tick_time = 1000;
  11043. val4 = tick / tick_time;
  11044. }
  11045. break;
  11046. case SC_ARCLOUSEDASH:
  11047. val2 = 15 + 5 * val1; // AGI
  11048. val3 = 25; // Move speed increase
  11049. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  11050. val4 = 10; // Ranged ATK increase
  11051. break;
  11052. case SC_SHRIMP:
  11053. val2 = 10; // BATK%, MATK%
  11054. break;
  11055. case SC_FRESHSHRIMP: {
  11056. int min = 0, max = 0;
  11057. #ifdef RENEWAL
  11058. min = status_base_matk_min(src, status, status_get_lv(src));
  11059. max = status_base_matk_max(src, status, status_get_lv(src));
  11060. if (status->rhw.matk > 0) {
  11061. int wMatk, variance;
  11062. wMatk = status->rhw.matk;
  11063. variance = wMatk * status->rhw.wlv / 10;
  11064. min += wMatk - variance;
  11065. max += wMatk + variance;
  11066. }
  11067. #endif
  11068. if (sd && sd->right_weapon.overrefine > 0) {
  11069. min++;
  11070. max += sd->right_weapon.overrefine - 1;
  11071. }
  11072. val2 += min + 178; // Heal
  11073. if (max > min)
  11074. val2 += rnd() % (max - min); // Heal
  11075. if (sd) {
  11076. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  11077. val2 += val2 * 10 / 100;
  11078. if (pc_checkskill_summoner(sd, SUMMONER_POWER_SEA) >= 20)
  11079. val2 += val2 * 20 / 100;
  11080. }
  11081. if (pc_checkskill(sd, SU_SPIRITOFSEA) > 0)
  11082. val2 *= 2; // Doubles HP
  11083. }
  11084. tick_time = 10000 - ((val1 - 1) * 1000);
  11085. val4 = tick / tick_time;
  11086. }
  11087. break;
  11088. case SC_TUNAPARTY:
  11089. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  11090. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  11091. val2 <<= 1; // Double the shield life
  11092. break;
  11093. case SC_HISS:
  11094. val2 = 50; // Perfect Dodge
  11095. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  11096. break;
  11097. case SC_GROOMING:
  11098. val2 = 100; // Flee
  11099. break;
  11100. case SC_CHATTERING:
  11101. val2 = 100; // eATK, eMATK
  11102. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  11103. break;
  11104. case SC_SWORDCLAN:
  11105. case SC_ARCWANDCLAN:
  11106. case SC_GOLDENMACECLAN:
  11107. case SC_CROSSBOWCLAN:
  11108. case SC_JUMPINGCLAN:
  11109. tick = INFINITE_TICK;
  11110. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  11111. break;
  11112. case SC_DORAM_BUF_01:
  11113. case SC_DORAM_BUF_02:
  11114. tick_time = 10000; // every 10 seconds
  11115. if( (val4 = tick/tick_time) < 1 )
  11116. val4 = 1;
  11117. break;
  11118. case SC_GLASTHEIM_ATK:
  11119. val1 = 100; // Undead/Demon MDEF ignore rate
  11120. break;
  11121. case SC_GLASTHEIM_HEAL:
  11122. val1 = 100; // Heal Power rate bonus
  11123. val2 = 50; // Received heal rate bonus
  11124. break;
  11125. case SC_GLASTHEIM_HIDDEN:
  11126. val1 = 90; // Damage rate reduction bonus
  11127. break;
  11128. case SC_GLASTHEIM_STATE:
  11129. val1 = 20; // All-stat bonus
  11130. break;
  11131. case SC_GLASTHEIM_ITEMDEF:
  11132. val1 = 200; // DEF bonus
  11133. val2 = 50; // MDEF bonus
  11134. break;
  11135. case SC_GLASTHEIM_HPSP:
  11136. val1 = 10000; // HP bonus
  11137. val2 = 1000; // SP bonus
  11138. break;
  11139. case SC_ANCILLA:
  11140. val1 = 15; // Heal Power rate bonus
  11141. val2 = 30; // SP Recovery rate bonus
  11142. break;
  11143. case SC_HELPANGEL:
  11144. tick_time = 1000;
  11145. val4 = tick / tick_time;
  11146. break;
  11147. case SC_SUNSTANCE:
  11148. val2 = 2 + val1; // ATK Increase
  11149. tick = INFINITE_TICK;
  11150. break;
  11151. case SC_LUNARSTANCE:
  11152. val2 = 2 + val1; // MaxHP Increase
  11153. tick = INFINITE_TICK;
  11154. break;
  11155. case SC_STARSTANCE:
  11156. val2 = 4 + 2 * val1; // ASPD Increase
  11157. tick = INFINITE_TICK;
  11158. break;
  11159. case SC_UNIVERSESTANCE:
  11160. val2 = 2 + val1; // All Stats Increase
  11161. tick = INFINITE_TICK;
  11162. break;
  11163. case SC_NEWMOON:
  11164. val2 = 7; // Number of Regular Attacks Until Reveal
  11165. tick_time = 1000;
  11166. val4 = tick / tick_time;
  11167. break;
  11168. case SC_FALLINGSTAR:
  11169. val2 = 8 + 2 * (1 + val1) / 2; // Autocast Chance
  11170. if (val1 >= 7)
  11171. val2 += 1; // Make it 15% at level 7.
  11172. break;
  11173. case SC_CREATINGSTAR:
  11174. tick_time = 500;
  11175. val4 = tick / tick_time;
  11176. break;
  11177. case SC_LIGHTOFSUN:
  11178. case SC_LIGHTOFMOON:
  11179. case SC_LIGHTOFSTAR:
  11180. val2 = 5 * val1; // Skill Damage Increase.
  11181. break;
  11182. case SC_SOULGOLEM:
  11183. val2 = 60 * val1; // DEF Increase
  11184. val3 = 15 + 5 * val1; // MDEF Increase
  11185. break;
  11186. case SC_SOULSHADOW:
  11187. val2 = (1 + val1) / 2; // ASPD Increase
  11188. val3 = 10 + 2 * val1; // CRIT Increase
  11189. break;
  11190. case SC_SOULFALCON:
  11191. val2 = 10 * val1; // WATK Increase
  11192. val3 = 10; // HIT Increase
  11193. if (val1 >= 3)
  11194. val3 += 3;
  11195. else if (val1 >= 5)
  11196. val3 += 5;
  11197. break;
  11198. case SC_SOULFAIRY:
  11199. val2 = 10 * val1; // MATK Increase
  11200. val3 = 5; // Variable Cast Time Reduction
  11201. if (val1 >= 3)
  11202. val3 += 2;
  11203. else if (val1 >= 5)
  11204. val3 += 5;
  11205. break;
  11206. case SC_SOULUNITY:
  11207. tick_time = 3000;
  11208. val4 = tick / tick_time;
  11209. break;
  11210. case SC_SOULDIVISION:
  11211. val2 = 10 * val1; // Skill Aftercast Increase
  11212. break;
  11213. case SC_SOULREAPER:
  11214. val2 = 10 + 5 * val1; // Chance of Getting A Soul Sphere.
  11215. break;
  11216. case SC_SOULCOLLECT:
  11217. val2 = 5 + 3 * val2; // Max Soul Sphere's.
  11218. val3 = tick > 0 ? tick : 60000;
  11219. tick_time = tick;
  11220. tick = INFINITE_TICK;
  11221. break;
  11222. case SC_SP_SHA:
  11223. val2 = 50; // Move speed reduction
  11224. break;
  11225. default:
  11226. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == EFST_BLANK ) {
  11227. // Status change with no calc, no icon, and no skill associated...?
  11228. ShowError("UnknownStatusChange [%d]\n", type);
  11229. return 0;
  11230. }
  11231. } else // Special considerations when loading SC data.
  11232. switch( type ) {
  11233. case SC_WEDDING:
  11234. case SC_XMAS:
  11235. case SC_SUMMER:
  11236. case SC_HANBOK:
  11237. case SC_OKTOBERFEST:
  11238. case SC_DRESSUP:
  11239. if( !vd )
  11240. break;
  11241. clif_changelook(bl,LOOK_BASE,vd->class_);
  11242. clif_changelook(bl,LOOK_WEAPON,0);
  11243. clif_changelook(bl,LOOK_SHIELD,0);
  11244. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11245. clif_changelook(bl,LOOK_BODY2,0);
  11246. break;
  11247. case SC_STONE:
  11248. if (val3 > 0)
  11249. break; //Incubation time still active
  11250. //Fall through
  11251. case SC_POISON:
  11252. case SC_DPOISON:
  11253. case SC_BLEEDING:
  11254. case SC_BURNING:
  11255. case SC_TOXIN:
  11256. tick_time = tick;
  11257. tick = tick_time + max(val4, 0);
  11258. break;
  11259. case SC_DEATHHURT:
  11260. if (val3 == 1)
  11261. break;
  11262. tick_time = tick;
  11263. tick = tick_time + max(val4, 0);
  11264. case SC_MAGICMUSHROOM:
  11265. case SC_PYREXIA:
  11266. case SC_LEECHESEND:
  11267. if (val3 == 0)
  11268. break;
  11269. tick_time = tick;
  11270. tick = tick_time + max(val4, 0);
  11271. break;
  11272. case SC_SWORDCLAN:
  11273. case SC_ARCWANDCLAN:
  11274. case SC_GOLDENMACECLAN:
  11275. case SC_CROSSBOWCLAN:
  11276. case SC_JUMPINGCLAN:
  11277. case SC_CLAN_INFO:
  11278. // If the player still has a clan status, but was removed from his clan
  11279. if( sd && sd->status.clan_id == 0 ){
  11280. return 0;
  11281. }
  11282. break;
  11283. }
  11284. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  11285. switch(type) {
  11286. // Start |1 val_flag setting
  11287. case SC_ENCHANTARMS:
  11288. case SC_ROLLINGCUTTER:
  11289. case SC_BANDING:
  11290. case SC_SPHERE_1:
  11291. case SC_SPHERE_2:
  11292. case SC_SPHERE_3:
  11293. case SC_SPHERE_4:
  11294. case SC_SPHERE_5:
  11295. case SC_OVERHEAT:
  11296. case SC_LIGHTNINGWALK:
  11297. case SC_MONSTER_TRANSFORM:
  11298. case SC_ACTIVE_MONSTER_TRANSFORM:
  11299. case SC_EXPBOOST:
  11300. case SC_JEXPBOOST:
  11301. case SC_ITEMBOOST:
  11302. case SC_JP_EVENT04:
  11303. case SC_PUSH_CART:
  11304. case SC_SWORDCLAN:
  11305. case SC_ARCWANDCLAN:
  11306. case SC_GOLDENMACECLAN:
  11307. case SC_CROSSBOWCLAN:
  11308. case SC_JUMPINGCLAN:
  11309. case SC_DRESSUP:
  11310. val_flag |= 1;
  11311. break;
  11312. // Start |1|2 val_flag setting
  11313. case SC_FIGHTINGSPIRIT:
  11314. case SC_VENOMIMPRESS:
  11315. case SC_WEAPONBLOCKING:
  11316. case SC__INVISIBILITY:
  11317. case SC__ENERVATION:
  11318. case SC__WEAKNESS:
  11319. case SC_PROPERTYWALK:
  11320. case SC_PRESTIGE:
  11321. case SC_SHIELDSPELL_DEF:
  11322. case SC_SHIELDSPELL_MDEF:
  11323. case SC_SHIELDSPELL_REF:
  11324. case SC_CRESCENTELBOW:
  11325. case SC_CHILLY_AIR_OPTION:
  11326. case SC_GUST_OPTION:
  11327. case SC_WILD_STORM_OPTION:
  11328. case SC_UPHEAVAL_OPTION:
  11329. case SC_CIRCLE_OF_FIRE_OPTION:
  11330. case SC_CLAN_INFO:
  11331. case SC_DAILYSENDMAILCNT:
  11332. val_flag |= 1|2;
  11333. break;
  11334. // Start |1|2|4 val_flag setting
  11335. case SC_POISONINGWEAPON:
  11336. case SC_CLOAKINGEXCEED:
  11337. case SC_HALLUCINATIONWALK:
  11338. case SC__SHADOWFORM:
  11339. case SC__GROOMY:
  11340. case SC__LAZINESS:
  11341. case SC__UNLUCKY:
  11342. case SC_FORCEOFVANGUARD:
  11343. case SC_SPELLFIST:
  11344. case SC_CURSEDCIRCLE_ATKER:
  11345. case SC_PYROTECHNIC_OPTION:
  11346. case SC_HEATER_OPTION:
  11347. case SC_AQUAPLAY_OPTION:
  11348. case SC_COOLER_OPTION:
  11349. case SC_BLAST_OPTION:
  11350. case SC_PETROLOGY_OPTION:
  11351. case SC_CURSED_SOIL_OPTION:
  11352. case SC_WATER_BARRIER:
  11353. val_flag |= 1|2|4;
  11354. break;
  11355. }
  11356. if (current_equip_combo_pos && tick == INFINITE_TICK) {
  11357. ShowWarning("sc_start: Item combo contains an INFINITE_TICK duration. Skipping bonus.\n");
  11358. return 0;
  11359. }
  11360. /* [Ind] */
  11361. if (StatusDisplayType[type]&bl->type) {
  11362. int dval1 = 0, dval2 = 0, dval3 = 0;
  11363. switch (type) {
  11364. case SC_ALL_RIDING:
  11365. dval1 = 1;
  11366. break;
  11367. case SC_CLAN_INFO:
  11368. dval1 = val1;
  11369. dval2 = val2;
  11370. dval3 = val3;
  11371. break;
  11372. default: /* All others: just copy val1 */
  11373. dval1 = val1;
  11374. break;
  11375. }
  11376. status_display_add(bl,type,dval1,dval2,dval3);
  11377. }
  11378. // Those that make you stop attacking/walking....
  11379. switch (type) {
  11380. case SC_WHITEIMPRISON:
  11381. case SC_DEEPSLEEP:
  11382. case SC_CRYSTALIZE:
  11383. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  11384. pc_setstand(sd, true);
  11385. case SC_FREEZE:
  11386. case SC_STUN:
  11387. case SC_GRAVITYCONTROL:
  11388. if (sc->data[SC_DANCING])
  11389. unit_stop_walking(bl, 1);
  11390. case SC_TRICKDEAD:
  11391. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11392. case SC_SLEEP:
  11393. case SC_STONE:
  11394. // Cancel cast when get status [LuzZza]
  11395. if (battle_config.sc_castcancel&bl->type)
  11396. unit_skillcastcancel(bl, 0);
  11397. // Fall through
  11398. case SC_CURSEDCIRCLE_ATKER:
  11399. case SC_KINGS_GRACE:
  11400. unit_stop_attack(bl);
  11401. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  11402. break;
  11403. // Fall through
  11404. case SC_STOP:
  11405. case SC_CONFUSION:
  11406. case SC_CLOSECONFINE:
  11407. case SC_CLOSECONFINE2:
  11408. case SC_BITE:
  11409. case SC_THORNSTRAP:
  11410. case SC_MEIKYOUSISUI:
  11411. case SC_KYOUGAKU:
  11412. case SC_PARALYSIS:
  11413. //case SC__CHAOS:
  11414. case SC_SV_ROOTTWIST:
  11415. unit_stop_walking(bl,1);
  11416. break;
  11417. case SC_CURSEDCIRCLE_TARGET:
  11418. unit_stop_attack(bl);
  11419. // Fall through
  11420. case SC_ANKLE:
  11421. case SC_SPIDERWEB:
  11422. case SC_ELECTRICSHOCKER:
  11423. case SC_MAGNETICFIELD:
  11424. case SC_NETHERWORLD:
  11425. if (!unit_blown_immune(bl,0x1))
  11426. unit_stop_walking(bl,1);
  11427. break;
  11428. case SC__MANHOLE:
  11429. // Manhole ignores blow_immune, when the enemy is BL_PC
  11430. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  11431. unit_stop_walking(bl,1);
  11432. unit_stop_attack(bl);
  11433. break;
  11434. case SC_VACUUM_EXTREME:
  11435. if (bl->type != BL_PC && unit_blown_immune(bl, 0x1) == UB_KNOCKABLE) {
  11436. unit_stop_walking(bl,1);
  11437. unit_stop_attack(bl);
  11438. }
  11439. break;
  11440. case SC_HIDING:
  11441. case SC_CLOAKING:
  11442. case SC_CLOAKINGEXCEED:
  11443. case SC__FEINTBOMB:
  11444. case SC_CHASEWALK:
  11445. case SC_WEIGHT90:
  11446. case SC_CAMOUFLAGE:
  11447. case SC_STEALTHFIELD:
  11448. case SC_VOICEOFSIREN:
  11449. case SC_WEDDING:
  11450. case SC_XMAS:
  11451. case SC_SUMMER:
  11452. case SC_HANBOK:
  11453. case SC_OKTOBERFEST:
  11454. case SC_DRESSUP:
  11455. case SC_NEWMOON:
  11456. case SC_SUHIDE:
  11457. unit_stop_attack(bl);
  11458. break;
  11459. case SC_SILENCE:
  11460. if (battle_config.sc_castcancel&bl->type)
  11461. unit_skillcastcancel(bl, 0);
  11462. break;
  11463. case SC_ITEMSCRIPT: // Shows Buff Icons
  11464. if (sd && val2 != EFST_BLANK)
  11465. clif_status_change(bl, (enum efst_types)val2, 1, tick, 0, 0, 0);
  11466. break;
  11467. }
  11468. // Set option as needed.
  11469. opt_flag = 1;
  11470. switch(type) {
  11471. // OPT1
  11472. case SC_STONE:
  11473. if (val3 > 0)
  11474. sc->opt1 = OPT1_STONEWAIT;
  11475. else
  11476. sc->opt1 = OPT1_STONE;
  11477. break;
  11478. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  11479. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  11480. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  11481. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  11482. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  11483. // OPT2
  11484. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  11485. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  11486. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  11487. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  11488. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  11489. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  11490. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  11491. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  11492. // OPT3
  11493. case SC_TWOHANDQUICKEN:
  11494. case SC_ONEHAND:
  11495. case SC_SPEARQUICKEN:
  11496. case SC_CONCENTRATION:
  11497. case SC_MERC_QUICKEN:
  11498. sc->opt3 |= OPT3_QUICKEN;
  11499. opt_flag = 0;
  11500. break;
  11501. case SC_MAXOVERTHRUST:
  11502. case SC_OVERTHRUST:
  11503. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  11504. sc->opt3 |= OPT3_OVERTHRUST;
  11505. opt_flag = 0;
  11506. break;
  11507. case SC_ENERGYCOAT:
  11508. case SC_SKE:
  11509. sc->opt3 |= OPT3_ENERGYCOAT;
  11510. opt_flag = 0;
  11511. break;
  11512. case SC_INCATKRATE:
  11513. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  11514. if (bl->type != BL_MOB) {
  11515. opt_flag = 0;
  11516. break;
  11517. }
  11518. case SC_EXPLOSIONSPIRITS:
  11519. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  11520. opt_flag = 0;
  11521. break;
  11522. case SC_STEELBODY:
  11523. case SC_SKA:
  11524. sc->opt3 |= OPT3_STEELBODY;
  11525. opt_flag = 0;
  11526. break;
  11527. case SC_BLADESTOP:
  11528. sc->opt3 |= OPT3_BLADESTOP;
  11529. opt_flag = 0;
  11530. break;
  11531. case SC_AURABLADE:
  11532. sc->opt3 |= OPT3_AURABLADE;
  11533. opt_flag = 0;
  11534. break;
  11535. case SC_BERSERK:
  11536. opt_flag = 0;
  11537. sc->opt3 |= OPT3_BERSERK;
  11538. break;
  11539. // case ???: // doesn't seem to do anything
  11540. // sc->opt3 |= OPT3_LIGHTBLADE;
  11541. // opt_flag = 0;
  11542. // break;
  11543. case SC_DANCING:
  11544. if ((val1&0xFFFF) == CG_MOONLIT)
  11545. sc->opt3 |= OPT3_MOONLIT;
  11546. opt_flag = 0;
  11547. break;
  11548. case SC_MARIONETTE:
  11549. case SC_MARIONETTE2:
  11550. sc->opt3 |= OPT3_MARIONETTE;
  11551. opt_flag = 0;
  11552. break;
  11553. case SC_ASSUMPTIO:
  11554. sc->opt3 |= OPT3_ASSUMPTIO;
  11555. opt_flag = 0;
  11556. break;
  11557. case SC_WARM: // SG skills [Komurka]
  11558. sc->opt3 |= OPT3_WARM;
  11559. opt_flag = 0;
  11560. break;
  11561. case SC_KAITE:
  11562. sc->opt3 |= OPT3_KAITE;
  11563. opt_flag = 0;
  11564. break;
  11565. case SC_BUNSINJYUTSU:
  11566. sc->opt3 |= OPT3_BUNSIN;
  11567. opt_flag = 0;
  11568. break;
  11569. case SC_SPIRIT:
  11570. sc->opt3 |= OPT3_SOULLINK;
  11571. opt_flag = 0;
  11572. break;
  11573. case SC_CHANGEUNDEAD:
  11574. sc->opt3 |= OPT3_UNDEAD;
  11575. opt_flag = 0;
  11576. break;
  11577. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11578. // sc->opt3 |= OPT3_CONTRACT;
  11579. // opt_flag = 0;
  11580. // break;
  11581. // OPTION
  11582. case SC_HIDING:
  11583. sc->option |= OPTION_HIDE;
  11584. opt_flag = 2;
  11585. break;
  11586. case SC_CLOAKING:
  11587. case SC_CLOAKINGEXCEED:
  11588. case SC__INVISIBILITY:
  11589. case SC_NEWMOON:
  11590. sc->option |= OPTION_CLOAK;
  11591. case SC_CAMOUFLAGE:
  11592. case SC_STEALTHFIELD:
  11593. case SC__SHADOWFORM:
  11594. opt_flag = 2;
  11595. break;
  11596. case SC_CHASEWALK:
  11597. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  11598. opt_flag = 2;
  11599. break;
  11600. case SC__FEINTBOMB:
  11601. sc->option |= OPTION_INVISIBLE;
  11602. opt_flag |= 2|4;
  11603. break;
  11604. case SC_SIGHT:
  11605. sc->option |= OPTION_SIGHT;
  11606. break;
  11607. case SC_RUWACH:
  11608. sc->option |= OPTION_RUWACH;
  11609. break;
  11610. case SC_WEDDING:
  11611. sc->option |= OPTION_WEDDING;
  11612. opt_flag |= 0x4;
  11613. break;
  11614. case SC_XMAS:
  11615. sc->option |= OPTION_XMAS;
  11616. opt_flag |= 0x4;
  11617. break;
  11618. case SC_SUMMER:
  11619. sc->option |= OPTION_SUMMER;
  11620. opt_flag |= 0x4;
  11621. break;
  11622. case SC_HANBOK:
  11623. sc->option |= OPTION_HANBOK;
  11624. opt_flag |= 0x4;
  11625. break;
  11626. case SC_OKTOBERFEST:
  11627. sc->option |= OPTION_OKTOBERFEST;
  11628. opt_flag |= 0x4;
  11629. break;
  11630. case SC_DRESSUP:
  11631. sc->option |= OPTION_SUMMER2;
  11632. opt_flag |= 0x4;
  11633. break;
  11634. case SC_ORCISH:
  11635. sc->option |= OPTION_ORCISH;
  11636. break;
  11637. case SC_FUSION:
  11638. sc->option |= OPTION_FLYING;
  11639. break;
  11640. default:
  11641. opt_flag = 0;
  11642. }
  11643. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  11644. if(opt_flag) {
  11645. clif_changeoption(bl);
  11646. if(sd && (opt_flag&0x4)) {
  11647. clif_changelook(bl,LOOK_BASE,vd->class_);
  11648. clif_changelook(bl,LOOK_WEAPON,0);
  11649. clif_changelook(bl,LOOK_SHIELD,0);
  11650. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  11651. }
  11652. }
  11653. if (calc_flag&SCB_DYE) { // Reset DYE color
  11654. if (vd && vd->cloth_color) {
  11655. val4 = vd->cloth_color;
  11656. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  11657. }
  11658. calc_flag&=~SCB_DYE;
  11659. }
  11660. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11661. { //Reset body style
  11662. if (vd && vd->body_style)
  11663. {
  11664. val4 = vd->body_style;
  11665. clif_changelook(bl,LOOK_BODY2,0);
  11666. }
  11667. calc_flag&=~SCB_BODY;
  11668. }*/
  11669. if (!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type])) {
  11670. int status_icon = StatusIconChangeTable[type];
  11671. #if PACKETVER < 20151104
  11672. if (status_icon == EFST_WEAPONPROPERTY)
  11673. status_icon = EFST_ATTACK_PROPERTY_NOTHING + val1; // Assign status icon for older clients
  11674. #endif
  11675. clif_status_change(bl, status_icon, 1, tick, (val_flag & 1) ? val1 : 1, (val_flag & 2) ? val2 : 0, (val_flag & 4) ? val3 : 0);
  11676. }
  11677. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  11678. if( tick_time )
  11679. tick = tick_time;
  11680. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  11681. if((sce=sc->data[type])) { // reuse old sc
  11682. if( sce->timer != INVALID_TIMER )
  11683. delete_timer(sce->timer, status_change_timer);
  11684. sc_isnew = false;
  11685. } else { // New sc
  11686. ++(sc->count);
  11687. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  11688. }
  11689. sce->val1 = val1;
  11690. sce->val2 = val2;
  11691. sce->val3 = val3;
  11692. sce->val4 = val4;
  11693. if (tick >= 0)
  11694. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  11695. else
  11696. sce->timer = INVALID_TIMER; // Infinite duration
  11697. if (calc_flag) {
  11698. if (sd) {
  11699. switch(type) {
  11700. // Statuses that adjust HP/SP and heal after starting
  11701. case SC_BERSERK:
  11702. case SC_MERC_HPUP:
  11703. case SC_MERC_SPUP:
  11704. status_calc_bl_(bl, static_cast<scb_flag>(calc_flag), SCO_FORCE);
  11705. break;
  11706. default:
  11707. status_calc_bl(bl, calc_flag);
  11708. break;
  11709. }
  11710. } else
  11711. status_calc_bl(bl, calc_flag);
  11712. }
  11713. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  11714. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  11715. if (sd && sd->pd)
  11716. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  11717. // 1st thing to execute when loading status
  11718. switch (type) {
  11719. case SC_BERSERK:
  11720. if (!(sce->val2)) { // Don't heal if already set
  11721. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  11722. status_set_sp(bl, 0, 0); // Damage all SP
  11723. }
  11724. sce->val2 = 5 * status->max_hp / 100;
  11725. break;
  11726. case SC_RUN:
  11727. {
  11728. struct unit_data *ud = unit_bl2ud(bl);
  11729. if( ud )
  11730. ud->state.running = unit_run(bl, NULL, SC_RUN);
  11731. }
  11732. break;
  11733. case SC_BOSSMAPINFO:
  11734. if (sd)
  11735. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  11736. break;
  11737. case SC_FULL_THROTTLE:
  11738. case SC_MERC_HPUP:
  11739. status_percent_heal(bl, 100, 0); // Recover Full HP
  11740. break;
  11741. case SC_MERC_SPUP:
  11742. status_percent_heal(bl, 0, 100); // Recover Full SP
  11743. break;
  11744. case SC_WUGDASH:
  11745. {
  11746. struct unit_data *ud = unit_bl2ud(bl);
  11747. if( ud )
  11748. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  11749. }
  11750. break;
  11751. case SC_COMBO:
  11752. switch(sce->val1) {
  11753. case TK_STORMKICK:
  11754. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11755. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  11756. break;
  11757. case TK_DOWNKICK:
  11758. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11759. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  11760. break;
  11761. case TK_TURNKICK:
  11762. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11763. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  11764. break;
  11765. case TK_COUNTER:
  11766. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  11767. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  11768. break;
  11769. default: // Rest just toggle inf to enable autotarget
  11770. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  11771. break;
  11772. }
  11773. break;
  11774. case SC_RAISINGDRAGON:
  11775. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  11776. break;
  11777. case SC_C_MARKER:
  11778. //Send mini-map, don't wait for first timer triggered
  11779. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  11780. clif_crimson_marker(sd, bl, false);
  11781. break;
  11782. case SC_GVG_GIANT:
  11783. case SC_GVG_GOLEM:
  11784. case SC_GVG_STUN:
  11785. case SC_GVG_STONE:
  11786. case SC_GVG_FREEZ:
  11787. case SC_GVG_SLEEP:
  11788. case SC_GVG_CURSE:
  11789. case SC_GVG_SILENCE:
  11790. case SC_GVG_BLIND:
  11791. if (val1 || val2)
  11792. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  11793. break;
  11794. }
  11795. if( opt_flag&2 && sd && !sd->npc_ontouch_.empty() )
  11796. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  11797. return 1;
  11798. }
  11799. /**
  11800. * End all statuses except those listed
  11801. * TODO: May be useful for dispel instead resetting a list there
  11802. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11803. * @param type: Changes behaviour of the function
  11804. * 0: PC killed -> Place here statuses that do not dispel on death.
  11805. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  11806. * 2: Do clif_changeoption()
  11807. * 3: Do not remove some permanent/time-independent effects
  11808. * @return 1: Success 0: Fail
  11809. */
  11810. int status_change_clear(struct block_list* bl, int type)
  11811. {
  11812. struct status_change* sc;
  11813. int i;
  11814. sc = status_get_sc(bl);
  11815. if (!sc)
  11816. return 0;
  11817. // Cleaning all extras vars
  11818. sc->comet_x = 0;
  11819. sc->comet_y = 0;
  11820. #ifndef RENEWAL
  11821. sc->sg_counter = 0;
  11822. #endif
  11823. sc->bs_counter = 0;
  11824. if (!sc->count)
  11825. return 0;
  11826. for(i = 0; i < SC_MAX; i++) {
  11827. if(!sc->data[i])
  11828. continue;
  11829. if(type == 0) {
  11830. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  11831. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  11832. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  11833. break;
  11834. case SC_WEIGHT50:
  11835. case SC_WEIGHT90:
  11836. case SC_EDP:
  11837. case SC_MELTDOWN:
  11838. case SC_WEDDING:
  11839. case SC_XMAS:
  11840. case SC_SUMMER:
  11841. case SC_HANBOK:
  11842. case SC_OKTOBERFEST:
  11843. case SC_DRESSUP:
  11844. case SC_NOCHAT:
  11845. case SC_FUSION:
  11846. case SC_EARTHSCROLL:
  11847. case SC_READYSTORM:
  11848. case SC_READYDOWN:
  11849. case SC_READYCOUNTER:
  11850. case SC_READYTURN:
  11851. case SC_DODGE:
  11852. case SC_MIRACLE:
  11853. case SC_JAILED:
  11854. case SC_EXPBOOST:
  11855. case SC_ITEMBOOST:
  11856. case SC_HELLPOWER:
  11857. case SC_JEXPBOOST:
  11858. case SC_AUTOTRADE:
  11859. case SC_WHISTLE:
  11860. case SC_ASSNCROS:
  11861. case SC_POEMBRAGI:
  11862. case SC_APPLEIDUN:
  11863. case SC_HUMMING:
  11864. case SC_DONTFORGETME:
  11865. case SC_FORTUNE:
  11866. case SC_SERVICE4U:
  11867. case SC_FOOD_STR_CASH:
  11868. case SC_FOOD_AGI_CASH:
  11869. case SC_FOOD_VIT_CASH:
  11870. case SC_FOOD_DEX_CASH:
  11871. case SC_FOOD_INT_CASH:
  11872. case SC_FOOD_LUK_CASH:
  11873. case SC_SAVAGE_STEAK:
  11874. case SC_COCKTAIL_WARG_BLOOD:
  11875. case SC_MINOR_BBQ:
  11876. case SC_SIROMA_ICE_TEA:
  11877. case SC_DROCERA_HERB_STEAMED:
  11878. case SC_PUTTI_TAILS_NOODLES:
  11879. case SC_DEF_RATE:
  11880. case SC_MDEF_RATE:
  11881. case SC_INCHEALRATE:
  11882. case SC_INCFLEE2:
  11883. case SC_INCHIT:
  11884. case SC_ATKPOTION:
  11885. case SC_MATKPOTION:
  11886. case SC_S_LIFEPOTION:
  11887. case SC_L_LIFEPOTION:
  11888. case SC_PUSH_CART:
  11889. case SC_LIGHT_OF_REGENE:
  11890. case SC_STYLE_CHANGE:
  11891. case SC_QUEST_BUFF1:
  11892. case SC_QUEST_BUFF2:
  11893. case SC_QUEST_BUFF3:
  11894. case SC_2011RWC_SCROLL:
  11895. case SC_JP_EVENT04:
  11896. case SC_ATTHASTE_CASH:
  11897. case SC_REUSE_REFRESH:
  11898. case SC_REUSE_LIMIT_A:
  11899. case SC_REUSE_LIMIT_B:
  11900. case SC_REUSE_LIMIT_C:
  11901. case SC_REUSE_LIMIT_D:
  11902. case SC_REUSE_LIMIT_E:
  11903. case SC_REUSE_LIMIT_F:
  11904. case SC_REUSE_LIMIT_G:
  11905. case SC_REUSE_LIMIT_H:
  11906. case SC_REUSE_LIMIT_MTF:
  11907. case SC_REUSE_LIMIT_ECL:
  11908. case SC_REUSE_LIMIT_RECALL:
  11909. case SC_REUSE_LIMIT_ASPD_POTION:
  11910. case SC_REUSE_MILLENNIUMSHIELD:
  11911. case SC_REUSE_CRUSHSTRIKE:
  11912. case SC_REUSE_STORMBLAST:
  11913. case SC_ALL_RIDING_REUSE_LIMIT:
  11914. case SC_SPRITEMABLE:
  11915. case SC_DORAM_BUF_01:
  11916. case SC_DORAM_BUF_02:
  11917. case SC_GEFFEN_MAGIC1:
  11918. case SC_GEFFEN_MAGIC2:
  11919. case SC_GEFFEN_MAGIC3:
  11920. case SC_LHZ_DUN_N1:
  11921. case SC_LHZ_DUN_N2:
  11922. case SC_LHZ_DUN_N3:
  11923. case SC_LHZ_DUN_N4:
  11924. case SC_ENTRY_QUEUE_APPLY_DELAY:
  11925. case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  11926. case SC_REUSE_LIMIT_LUXANIMA:
  11927. // Costumes
  11928. case SC_MOONSTAR:
  11929. case SC_SUPER_STAR:
  11930. case SC_STRANGELIGHTS:
  11931. case SC_DECORATION_OF_MUSIC:
  11932. case SC_LJOSALFAR:
  11933. case SC_MERMAID_LONGING:
  11934. case SC_HAT_EFFECT:
  11935. case SC_FLOWERSMOKE:
  11936. case SC_FSTONE:
  11937. case SC_HAPPINESS_STAR:
  11938. case SC_MAPLE_FALLS:
  11939. case SC_TIME_ACCESSORY:
  11940. case SC_MAGICAL_FEATHER:
  11941. // Clans
  11942. case SC_CLAN_INFO:
  11943. case SC_SWORDCLAN:
  11944. case SC_ARCWANDCLAN:
  11945. case SC_GOLDENMACECLAN:
  11946. case SC_CROSSBOWCLAN:
  11947. case SC_JUMPINGCLAN:
  11948. case SC_DAILYSENDMAILCNT:
  11949. continue;
  11950. }
  11951. }
  11952. if( type == 3 ) {
  11953. switch (i) { // !TODO: This list may be incomplete
  11954. case SC_WEIGHT50:
  11955. case SC_WEIGHT90:
  11956. case SC_NOCHAT:
  11957. case SC_PUSH_CART:
  11958. case SC_ALL_RIDING:
  11959. case SC_STYLE_CHANGE:
  11960. case SC_ENTRY_QUEUE_APPLY_DELAY:
  11961. case SC_ENTRY_QUEUE_NOTIFY_ADMISSION_TIME_OUT:
  11962. // Costumes
  11963. case SC_MOONSTAR:
  11964. case SC_SUPER_STAR:
  11965. case SC_STRANGELIGHTS:
  11966. case SC_DECORATION_OF_MUSIC:
  11967. case SC_LJOSALFAR:
  11968. case SC_MERMAID_LONGING:
  11969. case SC_HAT_EFFECT:
  11970. case SC_FLOWERSMOKE:
  11971. case SC_FSTONE:
  11972. case SC_HAPPINESS_STAR:
  11973. case SC_MAPLE_FALLS:
  11974. case SC_TIME_ACCESSORY:
  11975. case SC_MAGICAL_FEATHER:
  11976. // Clans
  11977. case SC_CLAN_INFO:
  11978. case SC_SWORDCLAN:
  11979. case SC_ARCWANDCLAN:
  11980. case SC_GOLDENMACECLAN:
  11981. case SC_CROSSBOWCLAN:
  11982. case SC_JUMPINGCLAN:
  11983. case SC_DAILYSENDMAILCNT:
  11984. continue;
  11985. }
  11986. }
  11987. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11988. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11989. (sc->count)--;
  11990. if (sc->data[i]->timer != INVALID_TIMER)
  11991. delete_timer(sc->data[i]->timer, status_change_timer);
  11992. ers_free(sc_data_ers, sc->data[i]);
  11993. sc->data[i] = NULL;
  11994. }
  11995. }
  11996. sc->opt1 = 0;
  11997. sc->opt2 = 0;
  11998. sc->opt3 = 0;
  11999. if( type == 0 || type == 2 )
  12000. clif_changeoption(bl);
  12001. return 1;
  12002. }
  12003. /**
  12004. * End a specific status after checking
  12005. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  12006. * @param type: Status change (SC_*)
  12007. * @param tid: Timer
  12008. * @param file: Used for dancing save
  12009. * @param line: Used for dancing save
  12010. * @return 1: Success 0: Fail
  12011. */
  12012. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  12013. {
  12014. struct map_session_data *sd;
  12015. struct status_change *sc;
  12016. struct status_change_entry *sce;
  12017. struct status_data *status;
  12018. struct view_data *vd;
  12019. int opt_flag = 0;
  12020. enum scb_flag calc_flag = SCB_NONE;
  12021. nullpo_ret(bl);
  12022. sc = status_get_sc(bl);
  12023. status = status_get_status_data(bl);
  12024. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  12025. return 0;
  12026. sd = BL_CAST(BL_PC,bl);
  12027. if (sce->timer != tid && tid != INVALID_TIMER)
  12028. return 0;
  12029. if (tid == INVALID_TIMER) {
  12030. if (type == SC_ENDURE && sce->val4)
  12031. // Do not end infinite endure.
  12032. return 0;
  12033. if (type == SC_SPIDERWEB) {
  12034. //Delete the unit group first to expire found in the status change
  12035. struct skill_unit_group *group = NULL, *group2 = NULL;
  12036. t_tick tick = gettick();
  12037. int pos = 1;
  12038. if (sce->val2)
  12039. if (!(group = skill_id2group(sce->val2)))
  12040. sce->val2 = 0;
  12041. if (sce->val3) {
  12042. if (!(group2 = skill_id2group(sce->val3)))
  12043. sce->val3 = 0;
  12044. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12045. group = group2;
  12046. pos = 2;
  12047. }
  12048. }
  12049. if (sce->val4) {
  12050. if (!(group2 = skill_id2group(sce->val4)))
  12051. sce->val4 = 0;
  12052. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  12053. group = group2;
  12054. pos = 3;
  12055. }
  12056. }
  12057. if (pos == 1)
  12058. sce->val2 = 0;
  12059. else if (pos == 2)
  12060. sce->val3 = 0;
  12061. else if (pos == 3)
  12062. sce->val4 = 0;
  12063. if (group)
  12064. skill_delunitgroup(group);
  12065. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  12066. return 0; //Don't end the status change yet as there are still unit groups associated with it
  12067. }
  12068. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  12069. delete_timer(sce->timer,status_change_timer);
  12070. if (sc->opt1)
  12071. switch (type) {
  12072. // "Ugly workaround" [Skotlex]
  12073. // delays status change ending so that a skill that sets opt1 fails to
  12074. // trigger when it also removed one
  12075. case SC_STONE:
  12076. sce->val4 = -1; // Petrify time
  12077. case SC_FREEZE:
  12078. case SC_STUN:
  12079. case SC_SLEEP:
  12080. if (sce->val1) {
  12081. // Removing the 'level' shouldn't affect anything in the code
  12082. // since these SC are not affected by it, and it lets us know
  12083. // if we have already delayed this attack or not.
  12084. sce->val1 = 0;
  12085. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  12086. return 1;
  12087. }
  12088. }
  12089. }
  12090. (sc->count)--;
  12091. if ( StatusChangeStateTable[type] )
  12092. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  12093. sc->data[type] = NULL;
  12094. if (StatusDisplayType[type]&bl->type)
  12095. status_display_remove(bl,type);
  12096. vd = status_get_viewdata(bl);
  12097. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  12098. switch(type) {
  12099. case SC_KEEPING:
  12100. case SC_BARRIER: {
  12101. unit_data *ud = unit_bl2ud(bl);
  12102. if (ud)
  12103. ud->attackabletime = ud->canact_tick = ud->canmove_tick = gettick();
  12104. }
  12105. break;
  12106. case SC_GRANITIC_ARMOR:
  12107. {
  12108. int damage = status->max_hp*sce->val3/100;
  12109. if(status->hp < damage) // to not kill him
  12110. damage = status->hp-1;
  12111. status_damage(NULL,bl,damage,0,0,1,0);
  12112. }
  12113. break;
  12114. case SC_RUN:
  12115. {
  12116. struct unit_data *ud = unit_bl2ud(bl);
  12117. bool begin_spurt = true;
  12118. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  12119. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  12120. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  12121. if (ud) {
  12122. if(!ud->state.running)
  12123. begin_spurt = false;
  12124. ud->state.running = 0;
  12125. if (ud->walktimer != INVALID_TIMER)
  12126. unit_stop_walking(bl,1);
  12127. }
  12128. if (begin_spurt && sce->val1 >= 7 &&
  12129. DIFF_TICK(gettick(), starttick) <= 1000 &&
  12130. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  12131. )
  12132. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  12133. }
  12134. break;
  12135. case SC_AUTOBERSERK:
  12136. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  12137. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  12138. break;
  12139. case SC_ENDURE:
  12140. case SC_DEFENDER:
  12141. case SC_REFLECTSHIELD:
  12142. case SC_AUTOGUARD:
  12143. {
  12144. struct map_session_data *tsd;
  12145. if( bl->type == BL_PC ) { // Clear Status from others
  12146. int i;
  12147. for( i = 0; i < MAX_DEVOTION; i++ ) {
  12148. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  12149. status_change_end(&tsd->bl, type, INVALID_TIMER);
  12150. }
  12151. }
  12152. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  12153. tsd = ((TBL_MER*)bl)->master;
  12154. if( tsd && tsd->sc.data[type] )
  12155. status_change_end(&tsd->bl, type, INVALID_TIMER);
  12156. }
  12157. }
  12158. break;
  12159. case SC_DEVOTION:
  12160. {
  12161. struct block_list *d_bl = map_id2bl(sce->val1);
  12162. if( d_bl ) {
  12163. if( d_bl->type == BL_PC )
  12164. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  12165. else if( d_bl->type == BL_MER )
  12166. ((TBL_MER*)d_bl)->devotion_flag = 0;
  12167. clif_devotion(d_bl, NULL);
  12168. }
  12169. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  12170. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  12171. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  12172. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12173. }
  12174. break;
  12175. case SC_FLASHKICK: {
  12176. map_session_data *tsd;
  12177. if (!(tsd = map_id2sd(sce->val1)))
  12178. break;
  12179. tsd->stellar_mark[sce->val2] = 0;
  12180. }
  12181. break;
  12182. case SC_SOULUNITY: {
  12183. map_session_data *tsd;
  12184. if (!(tsd = map_id2sd(sce->val2)))
  12185. break;
  12186. tsd->united_soul[sce->val3] = 0;
  12187. }
  12188. break;
  12189. case SC_BLADESTOP:
  12190. if(sce->val4) {
  12191. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  12192. struct block_list *tbl = map_id2bl(tid2);
  12193. struct status_change *tsc = status_get_sc(tbl);
  12194. sce->val4 = 0;
  12195. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  12196. tsc->data[SC_BLADESTOP]->val4 = 0;
  12197. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  12198. }
  12199. clif_bladestop(bl, tid2, 0);
  12200. }
  12201. break;
  12202. case SC_DANCING:
  12203. {
  12204. struct map_session_data *dsd;
  12205. struct status_change_entry *dsc;
  12206. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  12207. dsc = dsd->sc.data[SC_DANCING];
  12208. if(dsc) {
  12209. // This will prevent recursive loops.
  12210. dsc->val2 = dsc->val4 = 0;
  12211. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  12212. }
  12213. }
  12214. if(sce->val2) { // Erase associated land skill
  12215. struct skill_unit_group *group;
  12216. group = skill_id2group(sce->val2);
  12217. if( group == NULL ) {
  12218. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d). Please report this!\n",
  12219. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  12220. sd ? sd->status.char_id : 0,
  12221. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y);
  12222. }
  12223. sce->val2 = 0;
  12224. skill_delunitgroup(group);
  12225. }
  12226. if((sce->val1&0xFFFF) == CG_MOONLIT)
  12227. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  12228. #ifdef RENEWAL
  12229. status_change_end(bl, SC_ENSEMBLEFATIGUE, INVALID_TIMER);
  12230. #else
  12231. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  12232. #endif
  12233. }
  12234. break;
  12235. case SC_NOCHAT:
  12236. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  12237. sd->status.manner = 0;
  12238. if (sd && tid == INVALID_TIMER) {
  12239. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12240. clif_updatestatus(sd,SP_MANNER);
  12241. }
  12242. break;
  12243. case SC_SPLASHER:
  12244. case SC_SPORE_EXPLOSION:
  12245. {
  12246. struct block_list *src=map_id2bl(sce->val3);
  12247. if(src && tid != INVALID_TIMER)
  12248. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  12249. }
  12250. break;
  12251. case SC_CLOSECONFINE2:{
  12252. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  12253. struct status_change *sc2 = src?status_get_sc(src):NULL;
  12254. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  12255. // If status was already ended, do nothing.
  12256. // Decrease count
  12257. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) // No more holds, free him up.
  12258. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  12259. }
  12260. }
  12261. case SC_CLOSECONFINE:
  12262. if (sce->val2 > 0) {
  12263. // Caster has been unlocked... nearby chars need to be unlocked.
  12264. int range = 1
  12265. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  12266. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  12267. map_foreachinallarea(status_change_timer_sub,
  12268. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  12269. }
  12270. break;
  12271. case SC_COMBO:
  12272. skill_combo_toggle_inf(bl,sce->val1,0);
  12273. break;
  12274. case SC_MARIONETTE:
  12275. case SC_MARIONETTE2: // Marionette target
  12276. if (sce->val1) { // Check for partner and end their marionette status as well
  12277. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  12278. struct block_list *pbl = map_id2bl(sce->val1);
  12279. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  12280. if (sc2 && sc2->data[type2]) {
  12281. sc2->data[type2]->val1 = 0;
  12282. status_change_end(pbl, type2, INVALID_TIMER);
  12283. }
  12284. }
  12285. break;
  12286. case SC_CONCENTRATION:
  12287. if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
  12288. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12289. break;
  12290. case SC_BERSERK:
  12291. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  12292. status_percent_heal(bl, 100, 0);
  12293. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  12294. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  12295. status_set_hp(bl, 100, 0);
  12296. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
  12297. sc->data[SC_ENDURE]->val4 = 0;
  12298. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  12299. }
  12300. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  12301. break;
  12302. case SC_GOSPEL:
  12303. if (sce->val3) { // Clear the group.
  12304. struct skill_unit_group* group = skill_id2group(sce->val3);
  12305. sce->val3 = 0;
  12306. if (group)
  12307. skill_delunitgroup(group);
  12308. }
  12309. break;
  12310. #ifndef RENEWAL
  12311. case SC_HERMODE:
  12312. if(sce->val3 == BCT_SELF)
  12313. skill_clear_unitgroup(bl);
  12314. break;
  12315. case SC_BASILICA: // Clear the skill area. [Skotlex]
  12316. if (sce->val3 && sce->val4 == bl->id) {
  12317. struct skill_unit_group* group = skill_id2group(sce->val3);
  12318. sce->val3 = 0;
  12319. if (group)
  12320. skill_delunitgroup(group);
  12321. }
  12322. break;
  12323. #endif
  12324. case SC_TRICKDEAD:
  12325. if (vd) vd->dead_sit = 0;
  12326. break;
  12327. case SC_WARM:
  12328. case SC__MANHOLE:
  12329. case SC_BANDING:
  12330. if (sce->val4) { // Clear the group.
  12331. struct skill_unit_group* group = skill_id2group(sce->val4);
  12332. sce->val4 = 0;
  12333. if( group ) // Might have been cleared before status ended, e.g. land protector
  12334. skill_delunitgroup(group);
  12335. }
  12336. break;
  12337. case SC_JAILED:
  12338. if(tid == INVALID_TIMER)
  12339. break;
  12340. // Natural expiration.
  12341. if(sd && sd->mapindex == sce->val2)
  12342. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  12343. break; // Guess hes not in jail :P
  12344. case SC_CHANGE:
  12345. if (tid == INVALID_TIMER)
  12346. break;
  12347. // "lose almost all their HP and SP" on natural expiration.
  12348. status_set_hp(bl, 10, 0);
  12349. status_set_sp(bl, 10, 0);
  12350. break;
  12351. case SC_AUTOTRADE:
  12352. if (tid == INVALID_TIMER)
  12353. break;
  12354. // Vending is not automatically closed for autovenders
  12355. vending_closevending(sd);
  12356. map_quit(sd);
  12357. // Because map_quit calls status_change_end with tid -1
  12358. // from here it's not neccesary to continue
  12359. return 1;
  12360. break;
  12361. case SC_STOP:
  12362. if( sce->val2 ) {
  12363. struct block_list* tbl = map_id2bl(sce->val2);
  12364. sce->val2 = 0;
  12365. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  12366. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  12367. }
  12368. break;
  12369. case SC_TENSIONRELAX:
  12370. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  12371. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  12372. break;
  12373. case SC_MONSTER_TRANSFORM:
  12374. case SC_ACTIVE_MONSTER_TRANSFORM:
  12375. if (sce->val2)
  12376. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  12377. break;
  12378. /* 3rd Stuff */
  12379. case SC_MILLENNIUMSHIELD:
  12380. clif_millenniumshield(bl, 0);
  12381. break;
  12382. case SC_HALLUCINATIONWALK:
  12383. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  12384. break;
  12385. case SC_WHITEIMPRISON:
  12386. {
  12387. struct block_list* src = map_id2bl(sce->val2);
  12388. if( tid == -1 || !src)
  12389. break; // Terminated by Damage
  12390. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false),WL_WHITEIMPRISON);
  12391. }
  12392. break;
  12393. case SC_WUGDASH:
  12394. {
  12395. struct unit_data *ud = unit_bl2ud(bl);
  12396. if (ud) {
  12397. ud->state.running = 0;
  12398. if (ud->walktimer != INVALID_TIMER)
  12399. unit_stop_walking(bl,1);
  12400. }
  12401. }
  12402. break;
  12403. case SC__SHADOWFORM:
  12404. {
  12405. struct map_session_data *s_sd = map_id2sd(sce->val2);
  12406. if (s_sd) s_sd->shadowform_id = 0;
  12407. }
  12408. break;
  12409. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  12410. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  12411. break;
  12412. case SC_NEUTRALBARRIER_MASTER:
  12413. case SC_STEALTHFIELD_MASTER:
  12414. if( sce->val2 ) {
  12415. struct skill_unit_group* group = skill_id2group(sce->val2);
  12416. sce->val2 = 0;
  12417. if( group ) // Might have been cleared before status ended, e.g. land protector
  12418. skill_delunitgroup(group);
  12419. }
  12420. break;
  12421. case SC_CURSEDCIRCLE_ATKER:
  12422. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  12423. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  12424. break;
  12425. case SC_RAISINGDRAGON:
  12426. if( sd && sce->val2 && !pc_isdead(sd) ) {
  12427. int i = min(sd->spiritball,5);
  12428. pc_delspiritball(sd, sd->spiritball, 0);
  12429. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  12430. while( i > 0 ) {
  12431. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  12432. --i;
  12433. }
  12434. }
  12435. break;
  12436. case SC_CURSEDCIRCLE_TARGET:
  12437. {
  12438. struct block_list *src = map_id2bl(sce->val2);
  12439. struct status_change *sc2 = status_get_sc(src);
  12440. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  12441. clif_bladestop(bl, sce->val2, 0);
  12442. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  12443. }
  12444. }
  12445. break;
  12446. case SC_BLOODSUCKER:
  12447. if( sce->val2 ) {
  12448. struct block_list *src = map_id2bl(sce->val2);
  12449. if (src && !status_isdead(src)) {
  12450. struct status_change *sc2 = status_get_sc(src);
  12451. if (sc2)
  12452. sc2->bs_counter--;
  12453. }
  12454. }
  12455. break;
  12456. case SC_TEARGAS:
  12457. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  12458. break;
  12459. case SC_SITDOWN_FORCE:
  12460. case SC_BANANA_BOMB_SITDOWN:
  12461. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  12462. skill_sit(sd, false);
  12463. break;
  12464. case SC_KYOUGAKU:
  12465. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  12466. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  12467. break;
  12468. case SC_INTRAVISION:
  12469. calc_flag = SCB_ALL; // Required for overlapping
  12470. break;
  12471. case SC_SUNSTANCE:
  12472. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  12473. break;
  12474. case SC_LUNARSTANCE:
  12475. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  12476. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  12477. break;
  12478. case SC_STARSTANCE:
  12479. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  12480. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  12481. break;
  12482. case SC_UNIVERSESTANCE:
  12483. status_change_end(bl, SC_LIGHTOFSUN, INVALID_TIMER);
  12484. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  12485. status_change_end(bl, SC_LIGHTOFMOON, INVALID_TIMER);
  12486. status_change_end(bl, SC_FALLINGSTAR, INVALID_TIMER);
  12487. status_change_end(bl, SC_LIGHTOFSTAR, INVALID_TIMER);
  12488. status_change_end(bl, SC_DIMENSION, INVALID_TIMER);
  12489. break;
  12490. case SC_GRAVITYCONTROL:
  12491. status_fix_damage(bl, bl, sce->val2, clif_damage(bl, bl, gettick(), 0, 0, sce->val2, 0, DMG_NORMAL, 0, false), 0);
  12492. clif_specialeffect(bl, 223, AREA);
  12493. clif_specialeffect(bl, 330, AREA);
  12494. break;
  12495. case SC_OVERED_BOOST:
  12496. switch (bl->type) {
  12497. case BL_HOM: {
  12498. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  12499. if( hd )
  12500. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  12501. }
  12502. break;
  12503. case BL_PC:
  12504. status_zap(bl,0,status_get_max_sp(bl) / 2);
  12505. break;
  12506. }
  12507. break;
  12508. case SC_FULL_THROTTLE: {
  12509. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  12510. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  12511. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  12512. }
  12513. break;
  12514. case SC_REBOUND:
  12515. clif_status_load(bl, EFST_DEC_AGI, 0);
  12516. break;
  12517. case SC_ITEMSCRIPT: // Removes Buff Icons
  12518. if (sd && sce->val2 != EFST_BLANK)
  12519. clif_status_load(bl, (enum efst_types)sce->val2, 0);
  12520. break;
  12521. case SC_C_MARKER:
  12522. {
  12523. // Remove mark data from caster
  12524. struct map_session_data *caster = map_id2sd(sce->val2);
  12525. uint8 i = 0;
  12526. if (!caster)
  12527. break;
  12528. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  12529. if (i < MAX_SKILL_CRIMSON_MARKER) {
  12530. caster->c_marker[i] = 0;
  12531. clif_crimson_marker(caster, bl, true);
  12532. }
  12533. }
  12534. break;
  12535. case SC_H_MINE:
  12536. {
  12537. // Drop the material from target if expired
  12538. struct item it;
  12539. struct map_session_data *caster = NULL;
  12540. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  12541. break;
  12542. std::shared_ptr<s_skill_db> skill = skill_db.find(RL_H_MINE);
  12543. if (!itemdb_exists(skill->require.itemid[0]))
  12544. break;
  12545. memset(&it, 0, sizeof(it));
  12546. it.nameid = skill->require.itemid[0];
  12547. it.amount = max(skill->require.amount[0],1);
  12548. it.identify = 1;
  12549. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  12550. }
  12551. break;
  12552. case SC_VACUUM_EXTREME:
  12553. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  12554. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  12555. break;
  12556. case SC_SWORDCLAN:
  12557. case SC_ARCWANDCLAN:
  12558. case SC_GOLDENMACECLAN:
  12559. case SC_CROSSBOWCLAN:
  12560. case SC_JUMPINGCLAN:
  12561. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  12562. break;
  12563. }
  12564. opt_flag = 1;
  12565. switch(type) {
  12566. case SC_STONE:
  12567. case SC_FREEZE:
  12568. case SC_STUN:
  12569. case SC_SLEEP:
  12570. case SC_BURNING:
  12571. case SC_WHITEIMPRISON:
  12572. sc->opt1 = 0;
  12573. break;
  12574. case SC_POISON:
  12575. case SC_CURSE:
  12576. case SC_SILENCE:
  12577. case SC_BLIND:
  12578. sc->opt2 &= ~(1<<(type-SC_POISON));
  12579. break;
  12580. case SC_DPOISON:
  12581. sc->opt2 &= ~OPT2_DPOISON;
  12582. break;
  12583. case SC_SIGNUMCRUCIS:
  12584. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  12585. break;
  12586. case SC_HIDING:
  12587. sc->option &= ~OPTION_HIDE;
  12588. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  12589. break;
  12590. case SC_CLOAKING:
  12591. case SC_CLOAKINGEXCEED:
  12592. case SC__INVISIBILITY:
  12593. case SC_NEWMOON:
  12594. sc->option &= ~OPTION_CLOAK;
  12595. case SC_CAMOUFLAGE:
  12596. case SC_STEALTHFIELD:
  12597. case SC__SHADOWFORM:
  12598. opt_flag |= 2;
  12599. break;
  12600. case SC_CHASEWALK:
  12601. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  12602. opt_flag |= 2;
  12603. break;
  12604. case SC__FEINTBOMB:
  12605. sc->option &= ~OPTION_INVISIBLE;
  12606. opt_flag |= 2|4;
  12607. break;
  12608. case SC_SIGHT:
  12609. sc->option &= ~OPTION_SIGHT;
  12610. break;
  12611. case SC_WEDDING:
  12612. sc->option &= ~OPTION_WEDDING;
  12613. opt_flag |= 0x4;
  12614. break;
  12615. case SC_XMAS:
  12616. sc->option &= ~OPTION_XMAS;
  12617. opt_flag |= 0x4;
  12618. break;
  12619. case SC_SUMMER:
  12620. sc->option &= ~OPTION_SUMMER;
  12621. opt_flag |= 0x4;
  12622. break;
  12623. case SC_HANBOK:
  12624. sc->option &= ~OPTION_HANBOK;
  12625. opt_flag |= 0x4;
  12626. break;
  12627. case SC_OKTOBERFEST:
  12628. sc->option &= ~OPTION_OKTOBERFEST;
  12629. opt_flag |= 0x4;
  12630. break;
  12631. case SC_DRESSUP:
  12632. sc->option &= ~OPTION_SUMMER2;
  12633. opt_flag |= 0x4;
  12634. break;
  12635. case SC_ORCISH:
  12636. sc->option &= ~OPTION_ORCISH;
  12637. break;
  12638. case SC_RUWACH:
  12639. sc->option &= ~OPTION_RUWACH;
  12640. break;
  12641. case SC_FUSION:
  12642. sc->option &= ~OPTION_FLYING;
  12643. break;
  12644. // opt3
  12645. case SC_TWOHANDQUICKEN:
  12646. case SC_ONEHAND:
  12647. case SC_SPEARQUICKEN:
  12648. case SC_CONCENTRATION:
  12649. case SC_MERC_QUICKEN:
  12650. sc->opt3 &= ~OPT3_QUICKEN;
  12651. opt_flag = 0;
  12652. break;
  12653. case SC_OVERTHRUST:
  12654. case SC_MAXOVERTHRUST:
  12655. case SC_SWOO:
  12656. sc->opt3 &= ~OPT3_OVERTHRUST;
  12657. if( type == SC_SWOO )
  12658. opt_flag = 8;
  12659. else
  12660. opt_flag = 0;
  12661. break;
  12662. case SC_ENERGYCOAT:
  12663. case SC_SKE:
  12664. sc->opt3 &= ~OPT3_ENERGYCOAT;
  12665. opt_flag = 0;
  12666. break;
  12667. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  12668. if (bl->type != BL_MOB) {
  12669. opt_flag = 0;
  12670. break;
  12671. }
  12672. case SC_EXPLOSIONSPIRITS:
  12673. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  12674. opt_flag = 0;
  12675. break;
  12676. case SC_STEELBODY:
  12677. case SC_SKA:
  12678. sc->opt3 &= ~OPT3_STEELBODY;
  12679. if (type == SC_SKA)
  12680. opt_flag = 8;
  12681. else
  12682. opt_flag = 0;
  12683. break;
  12684. case SC_BLADESTOP:
  12685. sc->opt3 &= ~OPT3_BLADESTOP;
  12686. opt_flag = 0;
  12687. break;
  12688. case SC_AURABLADE:
  12689. sc->opt3 &= ~OPT3_AURABLADE;
  12690. opt_flag = 0;
  12691. break;
  12692. case SC_BERSERK:
  12693. opt_flag = 0;
  12694. sc->opt3 &= ~OPT3_BERSERK;
  12695. break;
  12696. // case ???: // doesn't seem to do anything
  12697. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  12698. // opt_flag = 0;
  12699. // break;
  12700. case SC_DANCING:
  12701. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  12702. sc->opt3 &= ~OPT3_MOONLIT;
  12703. opt_flag = 0;
  12704. break;
  12705. case SC_MARIONETTE:
  12706. case SC_MARIONETTE2:
  12707. sc->opt3 &= ~OPT3_MARIONETTE;
  12708. opt_flag = 0;
  12709. break;
  12710. case SC_ASSUMPTIO:
  12711. sc->opt3 &= ~OPT3_ASSUMPTIO;
  12712. opt_flag = 0;
  12713. break;
  12714. case SC_WARM: // SG skills [Komurka]
  12715. sc->opt3 &= ~OPT3_WARM;
  12716. opt_flag = 0;
  12717. break;
  12718. case SC_KAITE:
  12719. sc->opt3 &= ~OPT3_KAITE;
  12720. opt_flag = 0;
  12721. break;
  12722. case SC_BUNSINJYUTSU:
  12723. sc->opt3 &= ~OPT3_BUNSIN;
  12724. opt_flag = 0;
  12725. break;
  12726. case SC_SPIRIT:
  12727. sc->opt3 &= ~OPT3_SOULLINK;
  12728. opt_flag = 0;
  12729. break;
  12730. case SC_CHANGEUNDEAD:
  12731. sc->opt3 &= ~OPT3_UNDEAD;
  12732. opt_flag = 0;
  12733. break;
  12734. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  12735. // sc->opt3 &= ~OPT3_CONTRACT;
  12736. // opt_flag = 0;
  12737. // break;
  12738. default:
  12739. opt_flag = 0;
  12740. }
  12741. if (calc_flag&SCB_DYE) { // Restore DYE color
  12742. if (vd && !vd->cloth_color && sce->val4)
  12743. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  12744. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  12745. }
  12746. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  12747. { //Restore body style
  12748. if (vd && !vd->body_style && sce->val4)
  12749. clif_changelook(bl,LOOK_BODY2,sce->val4);
  12750. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  12751. }*/
  12752. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  12753. int status_icon = StatusIconChangeTable[type];
  12754. #if PACKETVER < 20151104
  12755. if (status_icon == EFST_WEAPONPROPERTY)
  12756. status_icon = EFST_ATTACK_PROPERTY_NOTHING + sce->val1; // Assign status icon for older clients
  12757. #endif
  12758. clif_status_change(bl,status_icon,0,0,0,0,0);
  12759. if( opt_flag&8 ) // bugreport:681
  12760. clif_changeoption2(bl);
  12761. else if(opt_flag) {
  12762. clif_changeoption(bl);
  12763. if (sd && (opt_flag&0x4)) {
  12764. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  12765. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  12766. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  12767. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  12768. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  12769. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  12770. }
  12771. }
  12772. if (calc_flag) {
  12773. switch (type) {
  12774. case SC_MAGICPOWER:
  12775. //If Mystical Amplification ends, MATK is immediately recalculated
  12776. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  12777. break;
  12778. default:
  12779. status_calc_bl(bl, calc_flag);
  12780. break;
  12781. }
  12782. }
  12783. if(opt_flag&4) // Out of hiding, invoke on place.
  12784. skill_unit_move(bl,gettick(),1);
  12785. if(opt_flag&2 && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  12786. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  12787. ers_free(sc_data_ers, sce);
  12788. return 1;
  12789. }
  12790. /**
  12791. * Resets timers for statuses
  12792. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  12793. * @param tid: Timer ID
  12794. * @param tick: How long before next call
  12795. * @param id: ID of character
  12796. * @param data: Information passed through the timer call
  12797. * @return 1: Success 0: Fail
  12798. */
  12799. TIMER_FUNC(status_change_timer){
  12800. enum sc_type type = (sc_type)data;
  12801. struct block_list *bl;
  12802. struct map_session_data *sd;
  12803. int interval = status_get_sc_interval(type);
  12804. bool dounlock = false;
  12805. bl = map_id2bl(id);
  12806. if(!bl) {
  12807. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
  12808. return 0;
  12809. }
  12810. struct status_change * const sc = status_get_sc(bl);
  12811. struct status_data * const status = status_get_status_data(bl);
  12812. if(!sc) {
  12813. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12814. return 0;
  12815. }
  12816. struct status_change_entry * const sce = sc->data[type];
  12817. if(!sce) {
  12818. ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
  12819. return 0;
  12820. }
  12821. if( sce->timer != tid ) {
  12822. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  12823. return 0;
  12824. }
  12825. sd = BL_CAST(BL_PC, bl);
  12826. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  12827. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  12828. };
  12829. switch(type) {
  12830. case SC_MAXIMIZEPOWER:
  12831. case SC_CLOAKING:
  12832. if(!status_charge(bl, 0, 1))
  12833. break; // Not enough SP to continue.
  12834. sc_timer_next(sce->val2+tick);
  12835. return 0;
  12836. case SC_CHASEWALK:
  12837. if(!status_charge(bl, 0, sce->val4))
  12838. break; // Not enough SP to continue.
  12839. if (!sc->data[SC_CHASEWALK2]) {
  12840. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  12841. (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  12842. *skill_get_time2(status_sc2skill(type),sce->val1));
  12843. }
  12844. sc_timer_next(sce->val2+tick);
  12845. return 0;
  12846. break;
  12847. case SC_HIDING:
  12848. if(--(sce->val2)>0) {
  12849. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  12850. break; // Fail if it's time to substract SP and there isn't.
  12851. sc_timer_next(1000+tick);
  12852. return 0;
  12853. }
  12854. break;
  12855. case SC_SIGHT:
  12856. case SC_RUWACH:
  12857. case SC_SIGHTBLASTER:
  12858. if(type == SC_SIGHTBLASTER) {
  12859. //Restore trap immunity
  12860. if(sce->val4%2)
  12861. sce->val4--;
  12862. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  12863. } else {
  12864. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  12865. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  12866. }
  12867. if( --(sce->val2)>0 ) {
  12868. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  12869. sc_timer_next(20+tick);
  12870. return 0;
  12871. }
  12872. break;
  12873. case SC_PROVOKE:
  12874. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  12875. sc_timer_next(1000*60+tick);
  12876. return 0;
  12877. }
  12878. break;
  12879. case SC_STONE:
  12880. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  12881. sce->val3 = 0; //Incubation time used up
  12882. unit_stop_attack(bl);
  12883. if (sc->data[SC_DANCING]) {
  12884. unit_stop_walking(bl, 1);
  12885. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  12886. }
  12887. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  12888. sc->opt1 = OPT1_STONE;
  12889. clif_changeoption(bl);
  12890. sc_timer_next(min(sce->val4, interval) + tick);
  12891. sce->val4 -= interval; //Remaining time
  12892. status_calc_bl(bl, StatusChangeFlagTable[type]);
  12893. return 0;
  12894. }
  12895. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  12896. status_percent_damage(NULL, bl, 1, 0, false);
  12897. }
  12898. break;
  12899. case SC_POISON:
  12900. case SC_DPOISON:
  12901. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  12902. unsigned int damage = 0;
  12903. if (sd)
  12904. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12905. else
  12906. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12907. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12908. status_zap(bl, damage, 0);
  12909. }
  12910. break;
  12911. case SC_BLEEDING:
  12912. if (sce->val4 >= 0) {
  12913. int64 damage = rnd() % 600 + 200;
  12914. if (!sd && damage >= status->hp)
  12915. damage = status->hp - 1; // No deadly damage for monsters
  12916. map_freeblock_lock();
  12917. dounlock = true;
  12918. status_zap(bl, damage, 0);
  12919. }
  12920. break;
  12921. case SC_BURNING:
  12922. if (sce->val4 >= 0) {
  12923. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12924. map_freeblock_lock();
  12925. dounlock = true;
  12926. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false),0);
  12927. }
  12928. break;
  12929. case SC_TOXIN:
  12930. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12931. if (sce->val3 == 1) { // Target
  12932. map_freeblock_lock();
  12933. dounlock = true;
  12934. status_damage(bl, bl, 1, status->max_sp * 3 / 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 1, 1, DMG_NORMAL, 0, false), 0, 0);
  12935. } else { // Caster
  12936. interval = 1000; // Assign here since status_get_sc_internval() contains the target interval.
  12937. if (status->sp < status->max_sp)
  12938. status_heal(bl, 0, (int)status->max_sp * 1 / 100, 1);
  12939. }
  12940. }
  12941. break;
  12942. case SC_MAGICMUSHROOM:
  12943. if (sce->val4 >= 0) {
  12944. bool flag = 0;
  12945. int64 damage = status->max_hp * 3 / 100;
  12946. if (status->hp <= damage)
  12947. damage = status->hp - 1; // Cannot Kill
  12948. if (damage > 0) { // 3% Damage each 4 seconds
  12949. map_freeblock_lock();
  12950. status_zap(bl, damage, 0);
  12951. flag = !sc->data[type]; // Killed? Should not
  12952. map_freeblock_unlock();
  12953. }
  12954. if (!flag) { // Random Skill Cast
  12955. if (magic_mushroom_db.size() > 0 && sd && !pc_issit(sd)) { // Can't cast if sit
  12956. auto mushroom_spell = magic_mushroom_db.begin();
  12957. std::advance(mushroom_spell, rnd() % magic_mushroom_db.size());
  12958. uint16 mushroom_skill_id = mushroom_spell->second->skill_id;
  12959. if (!skill_get_index(mushroom_skill_id))
  12960. break;
  12961. unit_stop_attack(bl);
  12962. unit_skillcastcancel(bl, 1);
  12963. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12964. case CAST_GROUND:
  12965. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12966. break;
  12967. case CAST_NODAMAGE:
  12968. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12969. break;
  12970. case CAST_DAMAGE:
  12971. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12972. break;
  12973. }
  12974. }
  12975. clif_emotion(bl, ET_SMILE);
  12976. }
  12977. }
  12978. break;
  12979. case SC_PYREXIA:
  12980. if (sce->val4 >= 0) {
  12981. map_freeblock_lock();
  12982. dounlock = true;
  12983. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false),0);
  12984. }
  12985. break;
  12986. case SC_LEECHESEND:
  12987. if (sce->val4 >= 0) {
  12988. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12989. map_freeblock_lock();
  12990. dounlock = true;
  12991. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false),0);
  12992. unit_skillcastcancel(bl, 2);
  12993. }
  12994. break;
  12995. case SC_DEATHHURT:
  12996. if (sce->val4 >= 0) {
  12997. if (status->hp < status->max_hp)
  12998. status_heal(bl, (int)status->max_hp * 1 / 100, 0, 1);
  12999. }
  13000. break;
  13001. case SC_TENSIONRELAX:
  13002. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  13003. sc_timer_next(10000 + tick);
  13004. return 0;
  13005. }
  13006. break;
  13007. case SC_KNOWLEDGE:
  13008. if (!sd) break;
  13009. if(bl->m == sd->feel_map[0].m ||
  13010. bl->m == sd->feel_map[1].m ||
  13011. bl->m == sd->feel_map[2].m)
  13012. { // Timeout will be handled by pc_setpos
  13013. sce->timer = INVALID_TIMER;
  13014. return 0;
  13015. }
  13016. break;
  13017. case SC_S_LIFEPOTION:
  13018. case SC_L_LIFEPOTION:
  13019. if( --(sce->val4) >= 0 ) {
  13020. // val1 < 0 = per max% | val1 > 0 = exact amount
  13021. int hp = 0;
  13022. if( status->hp < status->max_hp )
  13023. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  13024. status_heal(bl, hp, 0, 2);
  13025. sc_timer_next((sce->val2 * 1000) + tick);
  13026. return 0;
  13027. }
  13028. break;
  13029. case SC_BOSSMAPINFO:
  13030. if( sd && --(sce->val4) >= 0 ) {
  13031. struct mob_data *boss_md = map_id2boss(sce->val1);
  13032. if (boss_md) {
  13033. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  13034. return 0;
  13035. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  13036. sce->val2 = 0;
  13037. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  13038. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  13039. sce->val2 = 1;
  13040. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  13041. }
  13042. }
  13043. sc_timer_next(1000 + tick);
  13044. return 0;
  13045. }
  13046. break;
  13047. case SC_DANCING: // SP consumption by time of dancing skills
  13048. {
  13049. int s = 0;
  13050. int sp = 1;
  13051. if (--sce->val3 <= 0)
  13052. break;
  13053. switch(sce->val1&0xFFFF) {
  13054. #ifndef RENEWAL
  13055. case BD_RICHMANKIM:
  13056. case BD_DRUMBATTLEFIELD:
  13057. case BD_RINGNIBELUNGEN:
  13058. case BD_SIEGFRIED:
  13059. case BA_DISSONANCE:
  13060. case BA_ASSASSINCROSS:
  13061. case DC_UGLYDANCE:
  13062. s=3;
  13063. break;
  13064. case BD_LULLABY:
  13065. case BD_ETERNALCHAOS:
  13066. case BD_ROKISWEIL:
  13067. case DC_FORTUNEKISS:
  13068. s=4;
  13069. break;
  13070. case CG_HERMODE:
  13071. case BD_INTOABYSS:
  13072. case BA_WHISTLE:
  13073. case DC_HUMMING:
  13074. case BA_POEMBRAGI:
  13075. case DC_SERVICEFORYOU:
  13076. s=5;
  13077. break;
  13078. case BA_APPLEIDUN:
  13079. s=6;
  13080. break;
  13081. #endif
  13082. case CG_MOONLIT:
  13083. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  13084. sp= 4*(sce->val1>>16);
  13085. // Upkeep is also every 10 secs.
  13086. #ifndef RENEWAL
  13087. case DC_DONTFORGETME:
  13088. #endif
  13089. s=10;
  13090. break;
  13091. }
  13092. if( s != 0 && sce->val3 % s == 0 ) {
  13093. #ifndef RENEWAL
  13094. if (sc->data[SC_LONGING])
  13095. sp*= 3;
  13096. #endif
  13097. if (!status_charge(bl, 0, sp))
  13098. break;
  13099. }
  13100. sc_timer_next(1000+tick);
  13101. return 0;
  13102. }
  13103. break;
  13104. case SC_BERSERK:
  13105. // 5% every 10 seconds [DracoRPG]
  13106. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  13107. sc_timer_next(sce->val4+tick);
  13108. return 0;
  13109. }
  13110. break;
  13111. case SC_NOCHAT:
  13112. if(sd) {
  13113. sd->status.manner++;
  13114. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  13115. clif_updatestatus(sd,SP_MANNER);
  13116. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  13117. sc_timer_next(60000+tick);
  13118. return 0;
  13119. }
  13120. }
  13121. break;
  13122. case SC_SPLASHER:
  13123. // Custom Venom Splasher countdown timer
  13124. // if (sce->val4 % 1000 == 0) {
  13125. // char timer[10];
  13126. // snprintf (timer, 10, "%d", sce->val4/1000);
  13127. // clif_message(bl, timer);
  13128. // }
  13129. if((sce->val4 -= 500) > 0) {
  13130. sc_timer_next(500 + tick);
  13131. return 0;
  13132. }
  13133. break;
  13134. case SC_MARIONETTE:
  13135. case SC_MARIONETTE2:
  13136. {
  13137. struct block_list *pbl = map_id2bl(sce->val1);
  13138. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  13139. sc_timer_next(1000 + tick);
  13140. return 0;
  13141. }
  13142. }
  13143. break;
  13144. case SC_GOSPEL:
  13145. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  13146. int hp, sp;
  13147. hp = (sce->val1 > 5) ? 45 : 30;
  13148. sp = (sce->val1 > 5) ? 35 : 20;
  13149. if(!status_charge(bl, hp, sp))
  13150. break;
  13151. sc_timer_next(10000+tick);
  13152. return 0;
  13153. }
  13154. break;
  13155. case SC_JAILED:
  13156. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  13157. sc_timer_next(60000+tick);
  13158. return 0;
  13159. }
  13160. break;
  13161. case SC_BLIND:
  13162. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  13163. sc_timer_next(5000+tick);
  13164. return 0;
  13165. }
  13166. break;
  13167. case SC_ABUNDANCE:
  13168. if(--(sce->val4) > 0) {
  13169. status_heal(bl,0,60,0);
  13170. sc_timer_next(10000+tick);
  13171. }
  13172. break;
  13173. case SC_OBLIVIONCURSE:
  13174. if( --(sce->val4) >= 0 ) {
  13175. clif_emotion(bl,ET_QUESTION);
  13176. sc_timer_next(3000 + tick);
  13177. return 0;
  13178. }
  13179. break;
  13180. case SC_WEAPONBLOCKING:
  13181. if( --(sce->val4) >= 0 ) {
  13182. if( !status_charge(bl,0,3) )
  13183. break;
  13184. sc_timer_next(5000+tick);
  13185. return 0;
  13186. }
  13187. break;
  13188. case SC_CLOAKINGEXCEED:
  13189. if(!status_charge(bl,0,10-sce->val1))
  13190. break;
  13191. sc_timer_next(1000 + tick);
  13192. return 0;
  13193. case SC_RENOVATIO:
  13194. if( --(sce->val4) >= 0 ) {
  13195. int heal = status->max_hp * (sce->val1 + 4) / 100;
  13196. if( sc && sc->data[SC_AKAITSUKI] && heal )
  13197. heal = ~heal + 1;
  13198. status_heal(bl, heal, 0, 3);
  13199. sc_timer_next(5000 + tick);
  13200. return 0;
  13201. }
  13202. break;
  13203. case SC_SPHERE_1:
  13204. case SC_SPHERE_2:
  13205. case SC_SPHERE_3:
  13206. case SC_SPHERE_4:
  13207. case SC_SPHERE_5:
  13208. if( --(sce->val4) >= 0 ) {
  13209. if( !status_charge(bl, 0, 1) )
  13210. break;
  13211. sc_timer_next(1000 + tick);
  13212. return 0;
  13213. }
  13214. break;
  13215. case SC_FREEZE_SP:
  13216. if( !status_charge(bl, 0, sce->val2) ) {
  13217. int i;
  13218. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  13219. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13220. break;
  13221. }
  13222. sc_timer_next(10000 + tick);
  13223. return 0;
  13224. case SC_ELECTRICSHOCKER:
  13225. if( --(sce->val4) >= 0 ) {
  13226. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  13227. sc_timer_next(1000 + tick);
  13228. return 0;
  13229. }
  13230. break;
  13231. case SC_CAMOUFLAGE:
  13232. if (!status_charge(bl, 0, 7 - sce->val1))
  13233. break;
  13234. if (--sce->val4 >= 0)
  13235. sce->val3++;
  13236. sc_timer_next(1000 + tick);
  13237. return 0;
  13238. case SC__REPRODUCE:
  13239. if(!status_charge(bl, 0, 1))
  13240. break;
  13241. sc_timer_next(1000+tick);
  13242. return 0;
  13243. case SC__SHADOWFORM:
  13244. if( --(sce->val4) >= 0 ) {
  13245. if( !status_charge(bl, 0, 11 - sce->val1) )
  13246. break;
  13247. sc_timer_next(1000 + tick);
  13248. return 0;
  13249. }
  13250. break;
  13251. case SC__INVISIBILITY:
  13252. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  13253. break;
  13254. sc_timer_next(1000 + tick);
  13255. return 0;
  13256. case SC_STRIKING:
  13257. if( --(sce->val4) >= 0 ) {
  13258. if( !status_charge(bl,0, sce->val3 ) )
  13259. break;
  13260. sc_timer_next(1000 + tick);
  13261. return 0;
  13262. }
  13263. break;
  13264. case SC_WARMER: {
  13265. int hp = 0;
  13266. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  13267. if (ssc && ssc->data[SC_HEATER_OPTION])
  13268. hp = status->max_hp * 3 * sce->val1 / 100;
  13269. else
  13270. hp = status->max_hp * sce->val1 / 100;
  13271. if (sc && sc->data[SC_AKAITSUKI] && hp)
  13272. hp = ~hp + 1;
  13273. if (status->hp != status->max_hp)
  13274. status_heal(bl, hp, 0, 0);
  13275. sc_timer_next(3000 + tick);
  13276. return 0;
  13277. }
  13278. case SC_BLOODSUCKER:
  13279. if( --(sce->val4) >= 0 ) {
  13280. struct block_list *src = map_id2bl(sce->val2);
  13281. int damage;
  13282. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  13283. break;
  13284. map_freeblock_lock();
  13285. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  13286. damage = 1;
  13287. else
  13288. damage = 200 + 100 * sce->val1 + status_get_int(src);
  13289. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0, 0);
  13290. unit_skillcastcancel(bl,1);
  13291. if ( sc->data[type] ) {
  13292. sc_timer_next(1000 + tick);
  13293. }
  13294. map_freeblock_unlock();
  13295. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  13296. return 0;
  13297. }
  13298. break;
  13299. case SC_HELLS_PLANT:
  13300. if (--(sce->val4) > 0) {
  13301. skill_castend_damage_id(bl, bl, GN_HELLS_PLANT_ATK, sce->val1, tick, 0);
  13302. sc_timer_next(333 + tick);
  13303. return 0;
  13304. }
  13305. break;
  13306. case SC_VOICEOFSIREN:
  13307. if( --(sce->val4) >= 0 ) {
  13308. clif_emotion(bl,ET_THROB);
  13309. sc_timer_next(2000 + tick);
  13310. return 0;
  13311. }
  13312. break;
  13313. case SC_DEEPSLEEP:
  13314. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  13315. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  13316. sc_timer_next(2000 + tick);
  13317. return 0;
  13318. }
  13319. break;
  13320. case SC_SATURDAYNIGHTFEVER:
  13321. // 1% HP/SP drain every val4 seconds [Jobbie]
  13322. if( --(sce->val3) >= 0 ) {
  13323. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  13324. break;
  13325. sc_timer_next(sce->val4+tick);
  13326. return 0;
  13327. }
  13328. break;
  13329. case SC_CRYSTALIZE:
  13330. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  13331. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  13332. break;
  13333. sc_timer_next(1000 + tick);
  13334. return 0;
  13335. }
  13336. break;
  13337. case SC_FORCEOFVANGUARD:
  13338. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  13339. break;
  13340. sc_timer_next(10000 + tick);
  13341. return 0;
  13342. case SC_BANDING:
  13343. if( status_charge(bl, 0, 7 - sce->val1) ) {
  13344. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  13345. sc_timer_next(5000 + tick);
  13346. return 0;
  13347. }
  13348. break;
  13349. case SC_REFLECTDAMAGE:
  13350. if( --(sce->val4) > 0 ) {
  13351. if( !status_charge(bl,0,10) )
  13352. break;
  13353. sc_timer_next(1000 + tick);
  13354. return 0;
  13355. }
  13356. break;
  13357. case SC_OVERHEAT_LIMITPOINT:
  13358. if (--(sce->val1) >= 0) { // Cooling
  13359. int16 limit[] = { 150, 200, 280, 360, 450 };
  13360. uint16 skill_lv = (sd ? pc_checkskill(sd, NC_MAINFRAME) : 0);
  13361. if (sc && sc->data[SC_OVERHEAT])
  13362. status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
  13363. if (sce->val1 > limit[skill_lv])
  13364. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
  13365. sc_timer_next(1000 + tick);
  13366. return 0;
  13367. }
  13368. break;
  13369. case SC_OVERHEAT: {
  13370. int damage = status->max_hp / 100; // Suggestion 1% each second
  13371. if (damage >= status->hp)
  13372. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  13373. map_freeblock_lock();
  13374. status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false),0);
  13375. if (sc->data[type]) {
  13376. sc_timer_next(1000 + tick);
  13377. }
  13378. map_freeblock_unlock();
  13379. return 0;
  13380. }
  13381. break;
  13382. case SC_MAGNETICFIELD:
  13383. if (--(sce->val3) >= 0) {
  13384. struct block_list *src = map_id2bl(sce->val2);
  13385. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  13386. break;
  13387. if (!status_charge(bl, 0, 50))
  13388. status_zap(bl, 0, status->sp);
  13389. sc_timer_next(1000 + tick);
  13390. return 0;
  13391. }
  13392. break;
  13393. case SC_INSPIRATION:
  13394. if(--(sce->val4) >= 0) {
  13395. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  13396. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  13397. if( !status_charge(bl,hp,sp) ) break;
  13398. sc_timer_next(5000+tick);
  13399. return 0;
  13400. }
  13401. break;
  13402. case SC_RAISINGDRAGON:
  13403. // 1% every 5 seconds [Jobbie]
  13404. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  13405. if( !sc->data[type] ) return 0;
  13406. sc_timer_next(5000 + tick);
  13407. return 0;
  13408. }
  13409. break;
  13410. case SC_TROPIC:
  13411. case SC_CHILLY_AIR:
  13412. case SC_WILD_STORM:
  13413. case SC_UPHEAVAL:
  13414. case SC_HEATER:
  13415. case SC_COOLER:
  13416. case SC_BLAST:
  13417. case SC_CURSED_SOIL:
  13418. case SC_PYROTECHNIC:
  13419. case SC_AQUAPLAY:
  13420. case SC_GUST:
  13421. case SC_PETROLOGY:
  13422. case SC_CIRCLE_OF_FIRE:
  13423. case SC_FIRE_CLOAK:
  13424. case SC_WATER_DROP:
  13425. case SC_WATER_SCREEN:
  13426. case SC_WIND_CURTAIN:
  13427. case SC_WIND_STEP:
  13428. case SC_STONE_SHIELD:
  13429. case SC_SOLID_SKIN:
  13430. if( !status_charge(bl,0,sce->val2) ) {
  13431. struct block_list *s_bl = battle_get_master(bl);
  13432. if (bl->type == BL_ELEM)
  13433. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  13434. if( s_bl )
  13435. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  13436. status_change_end(bl,type,INVALID_TIMER);
  13437. break;
  13438. }
  13439. sc_timer_next(sce->val3 + tick);
  13440. return 0;
  13441. case SC_WATER_SCREEN_OPTION:
  13442. status_heal(bl,1000,0,2);
  13443. sc_timer_next(10000 + tick);
  13444. return 0;
  13445. case SC_TEARGAS:
  13446. if( --(sce->val4) >= 0 ) {
  13447. struct block_list *src = map_id2bl(sce->val3);
  13448. int damage = sce->val2;
  13449. map_freeblock_lock();
  13450. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  13451. status_damage(src, bl, damage,0, 0, 1, 0);
  13452. if( sc->data[type] ) {
  13453. sc_timer_next(2000 + tick);
  13454. }
  13455. map_freeblock_unlock();
  13456. return 0;
  13457. }
  13458. break;
  13459. case SC_TEARGAS_SOB:
  13460. if( --(sce->val4) >= 0 ) {
  13461. clif_emotion(bl, ET_CRY);
  13462. sc_timer_next(3000 + tick);
  13463. return 0;
  13464. }
  13465. break;
  13466. case SC_STOMACHACHE:
  13467. if( --(sce->val4) >= 0 ) {
  13468. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  13469. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  13470. pc_setsit(sd);
  13471. skill_sit(sd, true);
  13472. clif_sitting(bl);
  13473. }
  13474. sc_timer_next(10000 + tick);
  13475. return 0;
  13476. }
  13477. break;
  13478. case SC_LEADERSHIP:
  13479. case SC_GLORYWOUNDS:
  13480. case SC_SOULCOLD:
  13481. case SC_HAWKEYES:
  13482. // They only end by status_change_end
  13483. sc_timer_next(600000 + tick);
  13484. return 0;
  13485. case SC_MEIKYOUSISUI:
  13486. if( --(sce->val4) >= 0 ) {
  13487. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  13488. sc_timer_next(1000 + tick);
  13489. return 0;
  13490. }
  13491. break;
  13492. case SC_KAGEMUSYA:
  13493. if( --(sce->val4) >= 0 ) {
  13494. if(!status_charge(bl, 0, 1)) break;
  13495. sc_timer_next(1000+tick);
  13496. return 0;
  13497. }
  13498. break;
  13499. case SC_ANGRIFFS_MODUS:
  13500. if(--(sce->val4) >= 0) { // Drain hp/sp
  13501. if( !status_charge(bl,100,20) ) break;
  13502. sc_timer_next(1000+tick);
  13503. return 0;
  13504. }
  13505. break;
  13506. case SC_CBC:
  13507. if(--(sce->val4) >= 0) { // Drain hp/sp
  13508. int hp=0;
  13509. int sp = (status->max_sp * sce->val3) / 100;
  13510. if(bl->type == BL_MOB) hp = sp*10;
  13511. if( !status_charge(bl,hp,sp) )break;
  13512. sc_timer_next(1000+tick);
  13513. return 0;
  13514. }
  13515. break;
  13516. case SC_FULL_THROTTLE:
  13517. if( --(sce->val4) >= 0 ) {
  13518. status_percent_damage(bl, bl, 0, sce->val2, false);
  13519. sc_timer_next(1000 + tick);
  13520. return 0;
  13521. }
  13522. break;
  13523. case SC_REBOUND:
  13524. if( --(sce->val4) >= 0 ) {
  13525. clif_emotion(bl, ET_SWEAT);
  13526. sc_timer_next(2000 + tick);
  13527. return 0;
  13528. }
  13529. break;
  13530. case SC_KINGS_GRACE:
  13531. if( --(sce->val4) >= 0 ) {
  13532. status_percent_heal(bl, sce->val2, 0);
  13533. sc_timer_next(1000 + tick);
  13534. return 0;
  13535. }
  13536. break;
  13537. case SC_FRIGG_SONG:
  13538. if( --(sce->val4) >= 0 ) {
  13539. status_heal(bl, sce->val3, 0, 0);
  13540. sc_timer_next(1000 + tick);
  13541. return 0;
  13542. }
  13543. break;
  13544. case SC_C_MARKER:
  13545. if( --(sce->val4) >= 0 ) {
  13546. TBL_PC *caster = map_id2sd(sce->val2);
  13547. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  13548. break;
  13549. sc_timer_next(1000 + tick);
  13550. clif_crimson_marker(caster, bl, false);
  13551. return 0;
  13552. }
  13553. break;
  13554. case SC_STEALTHFIELD_MASTER:
  13555. if (--(sce->val4) >= 0) {
  13556. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  13557. break;
  13558. sc_timer_next(sce->val3 + tick);
  13559. return 0;
  13560. }
  13561. break;
  13562. case SC_VACUUM_EXTREME:
  13563. if (sce->val4) {
  13564. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  13565. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  13566. clif_fixpos(bl);
  13567. }
  13568. sc_timer_next(tick+sce->val4);
  13569. sce->val4 = 0;
  13570. }
  13571. break;
  13572. case SC_FIRE_INSIGNIA:
  13573. if (--(sce->val4) >= 0) {
  13574. if (status->def_ele == ELE_FIRE)
  13575. status_heal(bl, status->max_hp / 100, 0, 1);
  13576. else if (status->def_ele == ELE_EARTH)
  13577. status_zap(bl, status->max_hp / 100, 0);
  13578. sc_timer_next(5000 + tick);
  13579. return 0;
  13580. }
  13581. break;
  13582. case SC_WATER_INSIGNIA:
  13583. if (--(sce->val4) >= 0) {
  13584. if (status->def_ele == ELE_WATER)
  13585. status_heal(bl, status->max_hp / 100, 0, 1);
  13586. else if (status->def_ele == ELE_FIRE)
  13587. status_zap(bl, status->max_hp / 100, 0);
  13588. sc_timer_next(5000 + tick);
  13589. return 0;
  13590. }
  13591. break;
  13592. case SC_WIND_INSIGNIA:
  13593. if (--(sce->val4) >= 0) {
  13594. if (status->def_ele == ELE_WIND)
  13595. status_heal(bl, status->max_hp / 100, 0, 1);
  13596. else if (status->def_ele == ELE_WATER)
  13597. status_zap(bl, status->max_hp / 100, 0);
  13598. sc_timer_next(5000 + tick);
  13599. return 0;
  13600. }
  13601. break;
  13602. case SC_EARTH_INSIGNIA:
  13603. if (--(sce->val4) >= 0) {
  13604. if (status->def_ele == ELE_EARTH)
  13605. status_heal(bl, status->max_hp / 100, 0, 1);
  13606. else if (status->def_ele == ELE_WIND)
  13607. status_zap(bl, status->max_hp / 100, 0);
  13608. sc_timer_next(5000 + tick);
  13609. return 0;
  13610. }
  13611. break;
  13612. case SC_BITESCAR:
  13613. if (--(sce->val4) >= 0) {
  13614. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  13615. sc_timer_next(1000 + tick);
  13616. return 0;
  13617. }
  13618. break;
  13619. case SC_FRESHSHRIMP:
  13620. if (--(sce->val4) >= 0) {
  13621. status_heal(bl, sce->val2, 0, 3);
  13622. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  13623. return 0;
  13624. }
  13625. break;
  13626. case SC_DORAM_BUF_01:
  13627. if( sd && --(sce->val4) >= 0 ) {
  13628. if( status->hp < status->max_hp )
  13629. status_heal(bl, 10, 0, 2);
  13630. sc_timer_next(10000 + tick);
  13631. return 0;
  13632. }
  13633. break;
  13634. case SC_DORAM_BUF_02:
  13635. if( sd && --(sce->val4) >= 0 ) {
  13636. if( status->sp < status->max_sp )
  13637. status_heal(bl, 0, 5, 2);
  13638. sc_timer_next(10000 + tick);
  13639. return 0;
  13640. }
  13641. break;
  13642. case SC_NEWMOON:
  13643. if (--(sce->val4) >= 0) {
  13644. if (!status_charge(bl, 0, 1))
  13645. break;
  13646. sc_timer_next(1000 + tick);
  13647. return 0;
  13648. }
  13649. break;
  13650. case SC_CREATINGSTAR:
  13651. if (--(sce->val4) >= 0) { // Needed to check who the caster is and what AoE is giving the status.
  13652. struct block_list *star_caster = map_id2bl(sce->val2);
  13653. struct skill_unit *star_aoe = (struct skill_unit *)map_id2bl(sce->val3);
  13654. if (star_caster == nullptr || status_isdead(star_caster) || star_caster->m != bl->m || star_aoe == nullptr)
  13655. break;
  13656. sc_timer_next(500 + tick);
  13657. // Attack after timer to prevent errors
  13658. skill_attack(BF_WEAPON, star_caster, &star_aoe->bl, bl, SJ_BOOKOFCREATINGSTAR, sce->val1, tick, 0);
  13659. return 0;
  13660. }
  13661. break;
  13662. case SC_SOULUNITY:
  13663. if (--(sce->val4) >= 0) { // Needed to check the caster's location for the range check.
  13664. struct block_list *unity_src = map_id2bl(sce->val2);
  13665. if (!unity_src || status_isdead(unity_src) || unity_src->m != bl->m || !check_distance_bl(bl, unity_src, 11))
  13666. break;
  13667. status_heal(bl, 150 * sce->val1, 0, 2);
  13668. sc_timer_next(3000 + tick);
  13669. return 0;
  13670. }
  13671. break;
  13672. case SC_SOULCOLLECT:
  13673. pc_addsoulball(sd, skill_get_time2(SP_SOULCOLLECT, sce->val1), sce->val2);
  13674. if( sd->soulball < sce->val2 ){
  13675. sc_timer_next(sce->val3 + tick);
  13676. return 0;
  13677. }
  13678. break;
  13679. case SC_HELPANGEL:
  13680. if (--(sce->val4) >= 0) {
  13681. status_heal(bl, 1000, 350, 2);
  13682. sc_timer_next(1000 + tick);
  13683. return 0;
  13684. }
  13685. break;
  13686. }
  13687. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  13688. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  13689. sc_timer_next(min(sce->val4,interval)+tick);
  13690. sce->val4 -= interval;
  13691. if (dounlock)
  13692. map_freeblock_unlock();
  13693. return 0;
  13694. }
  13695. if (dounlock)
  13696. map_freeblock_unlock();
  13697. // Default for all non-handled control paths is to end the status
  13698. return status_change_end( bl,type,tid );
  13699. }
  13700. /**
  13701. * For each iteration of repetitive status
  13702. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  13703. * @param ap: va_list arguments (src, sce, type, tick)
  13704. */
  13705. int status_change_timer_sub(struct block_list* bl, va_list ap)
  13706. {
  13707. struct status_change* tsc;
  13708. struct block_list* src = va_arg(ap,struct block_list*);
  13709. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  13710. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  13711. t_tick tick = va_arg(ap,t_tick);
  13712. if (status_isdead(bl))
  13713. return 0;
  13714. tsc = status_get_sc(bl);
  13715. switch( type ) {
  13716. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  13717. case SC_CONCENTRATE:
  13718. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  13719. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13720. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  13721. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13722. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  13723. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13724. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  13725. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13726. break;
  13727. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  13728. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  13729. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_NEWMOON] || tsc->data[SC_CLOAKINGEXCEED])) {
  13730. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  13731. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  13732. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  13733. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  13734. status_change_end(bl, SC_NEWMOON, INVALID_TIMER);
  13735. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  13736. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  13737. }
  13738. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  13739. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  13740. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  13741. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  13742. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  13743. }
  13744. break;
  13745. case SC_SIGHTBLASTER:
  13746. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  13747. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  13748. {
  13749. if (sce) {
  13750. struct skill_unit *su = NULL;
  13751. if(bl->type == BL_SKILL)
  13752. su = (struct skill_unit *)bl;
  13753. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  13754. && (!su || !su->group || !skill_get_inf2(su->group->skill_id, INF2_ISTRAP))) { // The hit is not counted if it's against a trap
  13755. sce->val2 = 0; // This signals it to end.
  13756. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  13757. //Remove trap immunity temporarily so it triggers if you still stand on it
  13758. sce->val4++;
  13759. }
  13760. }
  13761. }
  13762. break;
  13763. case SC_CLOSECONFINE:
  13764. // Lock char has released the hold on everyone...
  13765. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  13766. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  13767. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  13768. }
  13769. break;
  13770. case SC_CURSEDCIRCLE_TARGET:
  13771. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  13772. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  13773. status_change_end(bl, type, INVALID_TIMER);
  13774. }
  13775. break;
  13776. }
  13777. return 0;
  13778. }
  13779. /**
  13780. * Clears buffs/debuffs on an object
  13781. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  13782. * @param type: Type to remove
  13783. * SCCB_BUFFS: Clear Buffs
  13784. * SCCB_DEBUFFS: Clear Debuffs
  13785. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  13786. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  13787. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  13788. */
  13789. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  13790. {
  13791. int i;
  13792. struct status_change *sc= status_get_sc(bl);
  13793. if (!sc || !sc->count)
  13794. return;
  13795. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  13796. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  13797. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13798. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  13799. if(!sc->data[i])
  13800. continue;
  13801. switch (i) {
  13802. // Stuff that cannot be removed
  13803. case SC_WEIGHT50:
  13804. case SC_WEIGHT90:
  13805. case SC_COMBO:
  13806. case SC_SMA:
  13807. case SC_DANCING:
  13808. case SC_LEADERSHIP:
  13809. case SC_GLORYWOUNDS:
  13810. case SC_SOULCOLD:
  13811. case SC_HAWKEYES:
  13812. case SC_SAFETYWALL:
  13813. case SC_PNEUMA:
  13814. case SC_NOCHAT:
  13815. case SC_JAILED:
  13816. case SC_ANKLE:
  13817. case SC_BLADESTOP:
  13818. case SC_STRFOOD:
  13819. case SC_AGIFOOD:
  13820. case SC_VITFOOD:
  13821. case SC_INTFOOD:
  13822. case SC_DEXFOOD:
  13823. case SC_LUKFOOD:
  13824. case SC_FLEEFOOD:
  13825. case SC_HITFOOD:
  13826. case SC_CRIFOOD:
  13827. case SC_BATKFOOD:
  13828. case SC_WATKFOOD:
  13829. case SC_MATKFOOD:
  13830. case SC_FOOD_STR_CASH:
  13831. case SC_FOOD_AGI_CASH:
  13832. case SC_FOOD_VIT_CASH:
  13833. case SC_FOOD_DEX_CASH:
  13834. case SC_FOOD_INT_CASH:
  13835. case SC_FOOD_LUK_CASH:
  13836. case SC_EXPBOOST:
  13837. case SC_JEXPBOOST:
  13838. case SC_ITEMBOOST:
  13839. case SC__MANHOLE:
  13840. case SC_GIANTGROWTH:
  13841. case SC_MILLENNIUMSHIELD:
  13842. case SC_REFRESH:
  13843. case SC_STONEHARDSKIN:
  13844. case SC_VITALITYACTIVATION:
  13845. case SC_FIGHTINGSPIRIT:
  13846. case SC_ABUNDANCE:
  13847. case SC_CRUSHSTRIKE:
  13848. case SC_SAVAGE_STEAK:
  13849. case SC_COCKTAIL_WARG_BLOOD:
  13850. case SC_MINOR_BBQ:
  13851. case SC_SIROMA_ICE_TEA:
  13852. case SC_DROCERA_HERB_STEAMED:
  13853. case SC_PUTTI_TAILS_NOODLES:
  13854. case SC_CURSEDCIRCLE_ATKER:
  13855. case SC_CURSEDCIRCLE_TARGET:
  13856. case SC_PUSH_CART:
  13857. case SC_ALL_RIDING:
  13858. case SC_STYLE_CHANGE:
  13859. case SC_MONSTER_TRANSFORM:
  13860. case SC_ACTIVE_MONSTER_TRANSFORM:
  13861. case SC_MTF_ASPD:
  13862. case SC_MTF_RANGEATK:
  13863. case SC_MTF_MATK:
  13864. case SC_MTF_MLEATKED:
  13865. case SC_MTF_CRIDAMAGE:
  13866. case SC_QUEST_BUFF1:
  13867. case SC_QUEST_BUFF2:
  13868. case SC_QUEST_BUFF3:
  13869. case SC_MTF_ASPD2:
  13870. case SC_MTF_RANGEATK2:
  13871. case SC_MTF_MATK2:
  13872. case SC_2011RWC_SCROLL:
  13873. case SC_JP_EVENT04:
  13874. case SC_MTF_MHP:
  13875. case SC_MTF_MSP:
  13876. case SC_MTF_PUMPKIN:
  13877. case SC_MTF_HITFLEE:
  13878. case SC_ATTHASTE_CASH:
  13879. case SC_REUSE_REFRESH:
  13880. case SC_REUSE_LIMIT_A:
  13881. case SC_REUSE_LIMIT_B:
  13882. case SC_REUSE_LIMIT_C:
  13883. case SC_REUSE_LIMIT_D:
  13884. case SC_REUSE_LIMIT_E:
  13885. case SC_REUSE_LIMIT_F:
  13886. case SC_REUSE_LIMIT_G:
  13887. case SC_REUSE_LIMIT_H:
  13888. case SC_REUSE_LIMIT_MTF:
  13889. case SC_REUSE_LIMIT_ECL:
  13890. case SC_REUSE_LIMIT_RECALL:
  13891. case SC_REUSE_LIMIT_ASPD_POTION:
  13892. case SC_REUSE_MILLENNIUMSHIELD:
  13893. case SC_REUSE_CRUSHSTRIKE:
  13894. case SC_REUSE_STORMBLAST:
  13895. case SC_ALL_RIDING_REUSE_LIMIT:
  13896. case SC_SPRITEMABLE:
  13897. case SC_BITESCAR:
  13898. case SC_DORAM_BUF_01:
  13899. case SC_DORAM_BUF_02:
  13900. case SC_GEFFEN_MAGIC1:
  13901. case SC_GEFFEN_MAGIC2:
  13902. case SC_GEFFEN_MAGIC3:
  13903. case SC_LHZ_DUN_N1:
  13904. case SC_LHZ_DUN_N2:
  13905. case SC_LHZ_DUN_N3:
  13906. case SC_LHZ_DUN_N4:
  13907. case SC_REUSE_LIMIT_LUXANIMA:
  13908. // Clans
  13909. case SC_CLAN_INFO:
  13910. case SC_SWORDCLAN:
  13911. case SC_ARCWANDCLAN:
  13912. case SC_GOLDENMACECLAN:
  13913. case SC_CROSSBOWCLAN:
  13914. case SC_JUMPINGCLAN:
  13915. // RODEX
  13916. case SC_DAILYSENDMAILCNT:
  13917. // Costumes
  13918. case SC_MOONSTAR:
  13919. case SC_SUPER_STAR:
  13920. case SC_STRANGELIGHTS:
  13921. case SC_DECORATION_OF_MUSIC:
  13922. case SC_LJOSALFAR:
  13923. case SC_MERMAID_LONGING:
  13924. case SC_HAT_EFFECT:
  13925. case SC_FLOWERSMOKE:
  13926. case SC_FSTONE:
  13927. case SC_HAPPINESS_STAR:
  13928. case SC_MAPLE_FALLS:
  13929. case SC_TIME_ACCESSORY:
  13930. case SC_MAGICAL_FEATHER:
  13931. continue;
  13932. // Chemical Protection is only removed by some skills
  13933. case SC_CP_WEAPON:
  13934. case SC_CP_SHIELD:
  13935. case SC_CP_ARMOR:
  13936. case SC_CP_HELM:
  13937. if(!(type&SCCB_CHEM_PROTECT))
  13938. continue;
  13939. break;
  13940. // Debuffs that can be removed.
  13941. case SC_DEEPSLEEP:
  13942. case SC_BURNING:
  13943. case SC_FREEZING:
  13944. case SC_CRYSTALIZE:
  13945. case SC_TOXIN:
  13946. case SC_PARALYSE:
  13947. case SC_VENOMBLEED:
  13948. case SC_MAGICMUSHROOM:
  13949. case SC_DEATHHURT:
  13950. case SC_PYREXIA:
  13951. case SC_OBLIVIONCURSE:
  13952. case SC_LEECHESEND:
  13953. case SC_MARSHOFABYSS:
  13954. case SC_MANDRAGORA:
  13955. if(!(type&SCCB_REFRESH))
  13956. continue;
  13957. break;
  13958. case SC_HALLUCINATION:
  13959. case SC_QUAGMIRE:
  13960. case SC_SIGNUMCRUCIS:
  13961. case SC_DECREASEAGI:
  13962. case SC_SLOWDOWN:
  13963. case SC_MINDBREAKER:
  13964. case SC_WINKCHARM:
  13965. case SC_STOP:
  13966. case SC_ORCISH:
  13967. case SC_STRIPWEAPON:
  13968. case SC_STRIPSHIELD:
  13969. case SC_STRIPARMOR:
  13970. case SC_STRIPHELM:
  13971. case SC_BITE:
  13972. case SC_ADORAMUS:
  13973. case SC_VACUUM_EXTREME:
  13974. case SC_FEAR:
  13975. case SC_MAGNETICFIELD:
  13976. case SC_NETHERWORLD:
  13977. case SC_CREATINGSTAR:
  13978. if (!(type&SCCB_DEBUFFS))
  13979. continue;
  13980. break;
  13981. // The rest are buffs that can be removed.
  13982. case SC_BERSERK:
  13983. case SC_SATURDAYNIGHTFEVER:
  13984. if (!(type&SCCB_BUFFS))
  13985. continue;
  13986. sc->data[i]->val2 = 0;
  13987. break;
  13988. default:
  13989. if (!(type&SCCB_BUFFS))
  13990. continue;
  13991. break;
  13992. }
  13993. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13994. }
  13995. //Removes bonus_script
  13996. if (bl->type == BL_PC) {
  13997. i = 0;
  13998. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13999. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  14000. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  14001. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  14002. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  14003. }
  14004. // Cleaning all extras vars
  14005. sc->comet_x = 0;
  14006. sc->comet_y = 0;
  14007. #ifndef RENEWAL
  14008. sc->sg_counter = 0;
  14009. #endif
  14010. sc->bs_counter = 0;
  14011. return;
  14012. }
  14013. /**
  14014. * Infect a user with status effects (SC_DEADLYINFECT)
  14015. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  14016. * @param bl: Object to change
  14017. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  14018. * @return 1: Success 0: Fail
  14019. */
  14020. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  14021. {
  14022. int i, flag = 0;
  14023. struct status_change *sc = status_get_sc(src);
  14024. const struct TimerData *timer = NULL;
  14025. t_tick tick;
  14026. struct status_change_data data;
  14027. if( !sc || !sc->count )
  14028. return 0;
  14029. tick = gettick();
  14030. // Status Immunity resistance
  14031. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  14032. return 0;
  14033. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  14034. if( !sc->data[i] || i == SC_COMMON_MAX )
  14035. continue;
  14036. if (sc->data[i]->timer != INVALID_TIMER) {
  14037. timer = get_timer(sc->data[i]->timer);
  14038. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  14039. continue;
  14040. }
  14041. switch( i ) {
  14042. // Debuffs that can be spread.
  14043. // NOTE: We'll add/delete SCs when we are able to confirm it.
  14044. case SC_DEATHHURT:
  14045. case SC_PARALYSE:
  14046. if (type)
  14047. continue;
  14048. case SC_CURSE:
  14049. case SC_SILENCE:
  14050. case SC_CONFUSION:
  14051. case SC_BLIND:
  14052. case SC_HALLUCINATION:
  14053. case SC_SIGNUMCRUCIS:
  14054. case SC_DECREASEAGI:
  14055. //case SC_SLOWDOWN:
  14056. //case SC_MINDBREAKER:
  14057. //case SC_WINKCHARM:
  14058. //case SC_STOP:
  14059. case SC_ORCISH:
  14060. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  14061. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  14062. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  14063. //case SC_STRIPHELM:
  14064. //case SC__STRIPACCESSORY:
  14065. //case SC_BITE:
  14066. case SC_FEAR:
  14067. case SC_FREEZING:
  14068. case SC_VENOMBLEED:
  14069. if (sc->data[i]->timer != INVALID_TIMER)
  14070. data.tick = DIFF_TICK(timer->tick, tick);
  14071. else
  14072. data.tick = INFINITE_TICK;
  14073. break;
  14074. // Special cases
  14075. case SC_TOXIN:
  14076. case SC_MAGICMUSHROOM:
  14077. case SC_PYREXIA:
  14078. case SC_LEECHESEND:
  14079. if (type)
  14080. continue;
  14081. case SC_POISON:
  14082. case SC_DPOISON:
  14083. case SC_BLEEDING:
  14084. case SC_BURNING:
  14085. if (sc->data[i]->timer != INVALID_TIMER)
  14086. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  14087. else
  14088. data.tick = INFINITE_TICK;
  14089. break;
  14090. default:
  14091. continue;
  14092. }
  14093. if( i ) {
  14094. data.val1 = sc->data[i]->val1;
  14095. data.val2 = sc->data[i]->val2;
  14096. data.val3 = sc->data[i]->val3;
  14097. data.val4 = sc->data[i]->val4;
  14098. status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  14099. flag = 1;
  14100. }
  14101. }
  14102. return flag;
  14103. }
  14104. /**
  14105. * Applying natural heal bonuses (sit, skill, homun, etc...)
  14106. * TODO: the va_list doesn't seem to be used, safe to remove?
  14107. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  14108. * @param args: va_list arguments
  14109. * @return which regeneration bonuses have been applied (flag)
  14110. */
  14111. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  14112. static int status_natural_heal(struct block_list* bl, va_list args)
  14113. {
  14114. struct regen_data *regen;
  14115. struct status_data *status;
  14116. struct status_change *sc;
  14117. struct unit_data *ud;
  14118. struct view_data *vd = NULL;
  14119. struct regen_data_sub *sregen;
  14120. struct map_session_data *sd;
  14121. int rate, multi = 1, flag;
  14122. regen = status_get_regen_data(bl);
  14123. if (!regen)
  14124. return 0;
  14125. status = status_get_status_data(bl);
  14126. sc = status_get_sc(bl);
  14127. if (sc && !sc->count)
  14128. sc = NULL;
  14129. sd = BL_CAST(BL_PC,bl);
  14130. flag = regen->flag;
  14131. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  14132. flag &= ~(RGN_HP|RGN_SHP);
  14133. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  14134. flag &= ~(RGN_SP|RGN_SSP);
  14135. if (flag && (
  14136. status_isdead(bl) ||
  14137. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  14138. ))
  14139. flag = RGN_NONE;
  14140. if (sd) {
  14141. if (sd->hp_loss.value || sd->sp_loss.value)
  14142. pc_bleeding(sd, natural_heal_diff_tick);
  14143. if (sd->hp_regen.value || sd->sp_regen.value || sd->percent_hp_regen.value || sd->percent_sp_regen.value)
  14144. pc_regen(sd, natural_heal_diff_tick);
  14145. }
  14146. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  14147. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  14148. { // Apply sitting regen bonus.
  14149. sregen = regen->ssregen;
  14150. if(flag&(RGN_SHP)) { // Sitting HP regen
  14151. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  14152. if (regen->state.overweight)
  14153. rate >>= 1; // Half as fast when overweight.
  14154. sregen->tick.hp += rate;
  14155. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14156. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  14157. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  14158. flag &= ~(RGN_HP|RGN_SHP);
  14159. break;
  14160. }
  14161. }
  14162. }
  14163. if(flag&(RGN_SSP)) { // Sitting SP regen
  14164. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  14165. if (regen->state.overweight)
  14166. rate >>= 1; // Half as fast when overweight.
  14167. sregen->tick.sp += rate;
  14168. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14169. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14170. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  14171. flag &= ~(RGN_SP|RGN_SSP);
  14172. break;
  14173. }
  14174. }
  14175. }
  14176. }
  14177. if (flag && regen->state.overweight)
  14178. flag = RGN_NONE;
  14179. ud = unit_bl2ud(bl);
  14180. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  14181. flag &= ~(RGN_SHP|RGN_SSP);
  14182. if(!regen->state.walk)
  14183. flag &= ~RGN_HP;
  14184. }
  14185. if (!flag)
  14186. return 0;
  14187. if (flag&(RGN_HP|RGN_SP)) {
  14188. if(!vd)
  14189. vd = status_get_viewdata(bl);
  14190. if(vd && vd->dead_sit == 2)
  14191. multi += 1; //This causes the interval to be halved
  14192. if(regen->state.gc)
  14193. multi += 1; //This causes the interval to be halved
  14194. }
  14195. // Natural Hp regen
  14196. if (flag&RGN_HP) {
  14197. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  14198. if (ud && ud->walktimer != INVALID_TIMER)
  14199. rate /= 2;
  14200. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  14201. if(bl->type == BL_HOM)
  14202. rate *= 2;
  14203. regen->tick.hp += rate;
  14204. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  14205. int val = 0;
  14206. do {
  14207. val += regen->hp;
  14208. regen->tick.hp -= battle_config.natural_healhp_interval;
  14209. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  14210. if (status_heal(bl, val, 0, 1) < val)
  14211. flag &= ~RGN_SHP; // Full.
  14212. }
  14213. }
  14214. // Natural SP regen
  14215. if(flag&RGN_SP) {
  14216. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  14217. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  14218. if(bl->type==BL_HOM)
  14219. rate *= 2;
  14220. #ifdef RENEWAL
  14221. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  14222. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  14223. rate /= 2; // Tick is doubled in Fury state
  14224. #endif
  14225. regen->tick.sp += rate;
  14226. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  14227. int val = 0;
  14228. do {
  14229. val += regen->sp;
  14230. regen->tick.sp -= battle_config.natural_healsp_interval;
  14231. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  14232. if (status_heal(bl, 0, val, 1) < val)
  14233. flag &= ~RGN_SSP; // full.
  14234. }
  14235. }
  14236. if (!regen->sregen)
  14237. return flag;
  14238. // Skill regen
  14239. sregen = regen->sregen;
  14240. if(flag&RGN_SHP) { // Skill HP regen
  14241. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  14242. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14243. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  14244. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  14245. break; // Full
  14246. }
  14247. }
  14248. if(flag&RGN_SSP) { // Skill SP regen
  14249. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  14250. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  14251. int val = sregen->sp;
  14252. if (sd && sd->state.doridori) {
  14253. val *= 2;
  14254. sd->state.doridori = 0;
  14255. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  14256. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  14257. 100,rate,skill_get_time(TK_SPTIME, rate));
  14258. if (
  14259. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  14260. rnd()%10000 < battle_config.sg_angel_skill_ratio
  14261. ) { // Angel of the Sun/Moon/Star
  14262. clif_feel_hate_reset(sd);
  14263. pc_resethate(sd);
  14264. pc_resetfeel(sd);
  14265. }
  14266. }
  14267. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  14268. if(status_heal(bl, 0, val, 3) < val)
  14269. break; // Full
  14270. }
  14271. }
  14272. return flag;
  14273. }
  14274. /**
  14275. * Natural heal main timer
  14276. * @param tid: Timer ID
  14277. * @param tick: Current tick (time)
  14278. * @param id: Object ID to heal
  14279. * @param data: data pushed through timer function
  14280. * @return 0
  14281. */
  14282. static TIMER_FUNC(status_natural_heal_timer){
  14283. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  14284. map_foreachregen(status_natural_heal);
  14285. natural_heal_prev_tick = tick;
  14286. return 0;
  14287. }
  14288. /**
  14289. * Get the chance to upgrade a piece of equipment
  14290. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  14291. * @param refine: The target's refine level
  14292. * @return The chance to refine the item, in percent (0~100)
  14293. */
  14294. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
  14295. {
  14296. if ( refine < 0 || refine >= MAX_REFINE)
  14297. return 0;
  14298. int type = enriched ? 1 : 0;
  14299. if (battle_config.event_refine_chance)
  14300. type |= 2;
  14301. return refine_info[wlv].chance[type][refine];
  14302. }
  14303. /**
  14304. * Check if status is disabled on a map
  14305. * @param type: Status Change data
  14306. * @param mapIsVS: If the map is a map_flag_vs type
  14307. * @param mapisPVP: If the map is a PvP type
  14308. * @param mapIsGVG: If the map is a map_flag_gvg type
  14309. * @param mapIsBG: If the map is a Battleground type
  14310. * @param mapZone: Map Zone type
  14311. * @param mapIsTE: If the map us WOE TE
  14312. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  14313. */
  14314. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  14315. {
  14316. if (type <= SC_NONE || type >= SC_MAX)
  14317. return false;
  14318. if ((!mapIsVS && SCDisabled[type]&1) ||
  14319. (mapIsPVP && SCDisabled[type]&2) ||
  14320. (mapIsGVG && SCDisabled[type]&4) ||
  14321. (mapIsBG && SCDisabled[type]&8) ||
  14322. (mapIsTE && SCDisabled[type]&16) ||
  14323. (SCDisabled[type]&(mapZone)))
  14324. {
  14325. return true;
  14326. }
  14327. return false;
  14328. }
  14329. /**
  14330. * Clear a status if it is disabled on a map
  14331. * @param bl: Block list data
  14332. * @param sc: Status Change data
  14333. */
  14334. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  14335. {
  14336. nullpo_retv(bl);
  14337. if (sc && sc->count) {
  14338. struct map_data *mapdata = map_getmapdata(bl->m);
  14339. unsigned short i;
  14340. bool mapIsVS = mapdata_flag_vs2(mapdata);
  14341. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  14342. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  14343. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  14344. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  14345. for (i = 0; i < SC_MAX; i++) {
  14346. if (!sc->data[i] || !SCDisabled[i])
  14347. continue;
  14348. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
  14349. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  14350. }
  14351. }
  14352. }
  14353. /**
  14354. * Read status_disabled.txt file
  14355. * @param str: Fields passed from sv_readdb
  14356. * @param columns: Columns passed from sv_readdb function call
  14357. * @param current: Current row being read into SCDisabled array
  14358. * @return True - Successfully stored, False - Invalid SC
  14359. */
  14360. static bool status_readdb_status_disabled(char **str, int columns, int current)
  14361. {
  14362. int64 type = SC_NONE;
  14363. if (ISDIGIT(str[0][0]))
  14364. type = atoi(str[0]);
  14365. else {
  14366. if (!script_get_constant(str[0],&type))
  14367. type = SC_NONE;
  14368. }
  14369. if (type <= SC_NONE || type >= SC_MAX) {
  14370. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  14371. return false;
  14372. }
  14373. SCDisabled[type] = (unsigned int)atol(str[1]);
  14374. return true;
  14375. }
  14376. /**
  14377. * Reads and parses an entry from the refine_db
  14378. * @param node: The YAML node containing the entry
  14379. * @param refine_info_index: The sequential index of the current entry
  14380. * @param file_name: File name for displaying only
  14381. * @return True on success or false on failure
  14382. */
  14383. static bool status_yaml_readdb_refine_sub(const YAML::Node &node, int refine_info_index, const std::string &file_name) {
  14384. if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
  14385. return false;
  14386. int bonus_per_level = node["StatsPerLevel"].as<int>();
  14387. int random_bonus_start_level = node["RandomBonusStartLevel"].as<int>();
  14388. int random_bonus = node["RandomBonusValue"].as<int>();
  14389. if (file_name.find("import") != std::string::npos) { // Import file, reset refine bonus before calculation
  14390. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  14391. refine_info[refine_info_index].bonus[refine_level] = 0;
  14392. }
  14393. const YAML::Node &costs = node["Costs"];
  14394. for (const auto costit : costs) {
  14395. int64 idx_tmp = 0;
  14396. const YAML::Node &type = costit;
  14397. int idx = 0, price;
  14398. unsigned short material;
  14399. const std::string keys[] = { "Type", "Price", "Material" };
  14400. for (int i = 0; i < ARRAYLENGTH(keys); i++) {
  14401. if (!type[keys[i]].IsDefined())
  14402. ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", keys[i].c_str(), file_name.c_str());
  14403. }
  14404. std::string refine_cost_const = type["Type"].as<std::string>();
  14405. if (ISDIGIT(refine_cost_const[0]))
  14406. idx = atoi(refine_cost_const.c_str());
  14407. else {
  14408. script_get_constant(refine_cost_const.c_str(), &idx_tmp);
  14409. idx = static_cast<int>(idx_tmp);
  14410. }
  14411. price = type["Price"].as<int>();
  14412. material = type["Material"].as<uint16>();
  14413. refine_info[refine_info_index].cost[idx].nameid = material;
  14414. refine_info[refine_info_index].cost[idx].zeny = price;
  14415. }
  14416. const YAML::Node &rates = node["Rates"];
  14417. for (const auto rateit : rates) {
  14418. const YAML::Node &level = rateit;
  14419. int refine_level = level["Level"].as<int>() - 1;
  14420. if (refine_level >= MAX_REFINE)
  14421. continue;
  14422. if (level["NormalChance"].IsDefined())
  14423. refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = level["NormalChance"].as<int>();
  14424. if (level["EnrichedChance"].IsDefined())
  14425. refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = level["EnrichedChance"].as<int>();
  14426. if (level["EventNormalChance"].IsDefined())
  14427. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = level["EventNormalChance"].as<int>();
  14428. if (level["EventEnrichedChance"].IsDefined())
  14429. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = level["EventEnrichedChance"].as<int>();
  14430. if (level["Bonus"].IsDefined())
  14431. refine_info[refine_info_index].bonus[refine_level] = level["Bonus"].as<int>();
  14432. if (refine_level >= random_bonus_start_level - 1)
  14433. refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
  14434. }
  14435. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  14436. refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
  14437. return true;
  14438. }
  14439. /**
  14440. * Loads refine values from the refine_db
  14441. * @param directory: Location of refine_db file
  14442. * @param file: File name
  14443. */
  14444. static void status_yaml_readdb_refine(const std::string &directory, const std::string &file) {
  14445. int count = 0;
  14446. const std::string labels[] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
  14447. const std::string current_file = directory + "/" + file;
  14448. YAML::Node config;
  14449. try {
  14450. config = YAML::LoadFile(current_file);
  14451. }
  14452. catch (...) {
  14453. ShowError("Failed to read '" CL_WHITE "%s" CL_RESET "'.\n", current_file.c_str());
  14454. return;
  14455. }
  14456. for (int i = 0; i < ARRAYLENGTH(labels); i++) {
  14457. const YAML::Node &node = config[labels[i]];
  14458. if (node.IsDefined() && status_yaml_readdb_refine_sub(node, i, current_file))
  14459. count++;
  14460. }
  14461. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, current_file.c_str());
  14462. }
  14463. /**
  14464. * Returns refine cost (zeny or item) for a weapon level.
  14465. * @param weapon_lv Weapon level
  14466. * @param type Refine type (can be retrieved from refine_cost_type enum)
  14467. * @param what true = returns zeny, false = returns item id
  14468. * @return Refine cost for a weapon level
  14469. */
  14470. int status_get_refine_cost(int weapon_lv, int type, bool what) {
  14471. return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
  14472. }
  14473. /**
  14474. * Read attribute fix database for attack calculations
  14475. * Function stores information in the attr_fix_table
  14476. * @return True
  14477. */
  14478. static bool status_readdb_attrfix(const char *basedir,bool silent)
  14479. {
  14480. FILE *fp;
  14481. char line[512], path[512];
  14482. int entries = 0;
  14483. sprintf(path, "%s/attr_fix.txt", basedir);
  14484. fp = fopen(path,"r");
  14485. if (fp == NULL) {
  14486. if (silent==0)
  14487. ShowError("Can't read %s\n", path);
  14488. return 1;
  14489. }
  14490. while (fgets(line, sizeof(line), fp)) {
  14491. int lv, i, j;
  14492. if (line[0] == '/' && line[1] == '/')
  14493. continue;
  14494. lv = atoi(line);
  14495. if (!CHK_ELEMENT_LEVEL(lv))
  14496. continue;
  14497. for (i = 0; i < ELE_ALL;) {
  14498. char *p;
  14499. if (!fgets(line, sizeof(line), fp))
  14500. break;
  14501. if (line[0]=='/' && line[1]=='/')
  14502. continue;
  14503. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  14504. while (*p == 32) //skipping space (32=' ')
  14505. p++;
  14506. //TODO seem unsafe to continue without check
  14507. attr_fix_table[lv-1][i][j] = atoi(p);
  14508. p = strchr(p,',');
  14509. if(p)
  14510. *p++=0;
  14511. }
  14512. i++;
  14513. }
  14514. entries++;
  14515. }
  14516. fclose(fp);
  14517. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
  14518. return true;
  14519. }
  14520. /**
  14521. * Sets defaults in tables and starts read db functions
  14522. * sv_readdb reads the file, outputting the information line-by-line to
  14523. * previous functions above, separating information by delimiter
  14524. * DBs being read:
  14525. * attr_fix.txt: Attribute adjustment table for attacks
  14526. * size_fix.yml: Size adjustment table for weapons
  14527. * refine_db.txt: Refining data table
  14528. * @return 0
  14529. */
  14530. int status_readdb(void)
  14531. {
  14532. int i, j, k;
  14533. const char* dbsubpath[] = {
  14534. "",
  14535. "/" DBIMPORT,
  14536. //add other path here
  14537. };
  14538. // Initialize databases to default
  14539. memset(SCDisabled, 0, sizeof(SCDisabled));
  14540. // refine_db.yml
  14541. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  14542. {
  14543. memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
  14544. for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
  14545. for(k=0;k<MAX_REFINE; k++)
  14546. {
  14547. refine_info[i].chance[j][k] = 100;
  14548. refine_info[i].bonus[k] = 0;
  14549. refine_info[i].randombonus_max[k] = 0;
  14550. }
  14551. }
  14552. // attr_fix.txt
  14553. for(i=0;i<MAX_ELE_LEVEL;i++)
  14554. for(j=0;j<ELE_ALL;j++)
  14555. for(k=0;k<ELE_ALL;k++)
  14556. attr_fix_table[i][j][k]=100;
  14557. // read databases
  14558. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  14559. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  14560. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  14561. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  14562. char* dbsubpath1 = (char*)aMalloc(n1+1);
  14563. char* dbsubpath2 = (char*)aMalloc(n2+1);
  14564. if(i==0) {
  14565. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14566. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  14567. }
  14568. else {
  14569. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  14570. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  14571. }
  14572. status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
  14573. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  14574. status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
  14575. aFree(dbsubpath1);
  14576. aFree(dbsubpath2);
  14577. }
  14578. size_fix_db.load();
  14579. return 0;
  14580. }
  14581. /**
  14582. * Status db init and destroy.
  14583. */
  14584. int do_init_status(void)
  14585. {
  14586. add_timer_func_list(status_change_timer,"status_change_timer");
  14587. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  14588. initChangeTables();
  14589. initDummyData();
  14590. status_readdb();
  14591. natural_heal_prev_tick = gettick();
  14592. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  14593. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  14594. return 0;
  14595. }
  14596. void do_final_status(void)
  14597. {
  14598. ers_destroy(sc_data_ers);
  14599. }