status.c 471 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/timer.h"
  5. #include "../common/nullpo.h"
  6. #include "../common/random.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12. #include "../common/yamlwrapper.h"
  13. #include "battle.h"
  14. #include "itemdb.h"
  15. #include "map.h"
  16. #include "path.h"
  17. #include "pc.h"
  18. #include "pet.h"
  19. #include "battleground.h"
  20. #include "homunculus.h"
  21. #include "mercenary.h"
  22. #include "elemental.h"
  23. #include "script.h"
  24. #include <stdlib.h>
  25. #include <math.h>
  26. // Regen related flags.
  27. enum e_regen {
  28. RGN_NONE = 0x00,
  29. RGN_HP = 0x01,
  30. RGN_SP = 0x02,
  31. RGN_SHP = 0x04,
  32. RGN_SSP = 0x08,
  33. };
  34. // Bonus values and upgrade chances for refining equipment
  35. static struct {
  36. int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
  37. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  38. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  39. struct refine_cost cost[REFINE_COST_MAX];
  40. } refine_info[REFINE_TYPE_MAX];
  41. static int atkmods[3][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  42. static struct eri *sc_data_ers; /// For sc_data entries
  43. static struct status_data dummy_status;
  44. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  45. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  46. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  47. bool running_npc_stat_calc_event; /// Indicate if OnPCStatCalcEvent is running.
  48. // 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
  49. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  50. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  51. sc_type SkillStatusChangeTable[MAX_SKILL];
  52. int StatusIconChangeTable[SC_MAX];
  53. unsigned int StatusChangeFlagTable[SC_MAX];
  54. int StatusSkillChangeTable[SC_MAX];
  55. int StatusRelevantBLTypes[SI_MAX];
  56. unsigned int StatusChangeStateTable[SC_MAX];
  57. unsigned int StatusDisplayType[SC_MAX];
  58. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  59. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  60. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  61. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  62. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  63. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  64. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  65. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  66. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  67. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  68. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  69. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  70. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  71. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  72. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  73. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  74. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  75. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  76. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  77. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  78. #ifdef RENEWAL_ASPD
  79. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  80. #endif
  81. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  82. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  83. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  84. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  85. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  86. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  87. #ifdef RENEWAL
  88. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  89. #endif
  90. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  91. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  92. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  93. static int status_get_sc_interval(enum sc_type type);
  94. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  95. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), map_flag_vs2((m)), map[(m)].flag.pvp, map_flag_gvg2_no_te((m)), map[(m)].flag.battleground, map[(m)].zone << 3, map_flag_gvg2_te((m))) )
  96. /**
  97. * Returns the status change associated with a skill.
  98. * @param skill The skill to look up
  99. * @return The status registered for this skill
  100. */
  101. sc_type status_skill2sc(int skill)
  102. {
  103. int idx = skill_get_index(skill);
  104. if( idx == 0 ) {
  105. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  106. return SC_NONE;
  107. }
  108. return SkillStatusChangeTable[idx];
  109. }
  110. /**
  111. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  112. * Utilized for various duration lookups. Use with caution!
  113. * @param sc The status to look up
  114. * @return A skill associated with the status
  115. */
  116. int status_sc2skill(sc_type sc)
  117. {
  118. if( sc < 0 || sc >= SC_MAX ) {
  119. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  120. return 0;
  121. }
  122. return StatusSkillChangeTable[sc];
  123. }
  124. /**
  125. * Returns the status calculation flag associated with a given status change.
  126. * @param sc The status to look up
  127. * @return The scb_flag registered for this status (see enum scb_flag)
  128. */
  129. unsigned int status_sc2scb_flag(sc_type sc)
  130. {
  131. if( sc < 0 || sc >= SC_MAX ) {
  132. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  133. return SCB_NONE;
  134. }
  135. return StatusChangeFlagTable[sc];
  136. }
  137. /**
  138. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  139. * @param type The client-side status identifier to look up (see enum si_type)
  140. * @return The bl types relevant to the type (see enum bl_type)
  141. */
  142. int status_type2relevant_bl_types(int type)
  143. {
  144. if( type < 0 || type >= SI_MAX ) {
  145. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  146. return SI_BLANK;
  147. }
  148. return StatusRelevantBLTypes[type];
  149. }
  150. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  151. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  152. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  153. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  154. {
  155. uint16 idx = skill_get_index(skill_id);
  156. if( idx == 0 ) {
  157. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  158. return;
  159. }
  160. if( sc < 0 || sc >= SC_MAX ) {
  161. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  162. return;
  163. }
  164. if( StatusSkillChangeTable[sc] == 0 )
  165. StatusSkillChangeTable[sc] = skill_id;
  166. if( StatusIconChangeTable[sc] == SI_BLANK )
  167. StatusIconChangeTable[sc] = icon;
  168. StatusChangeFlagTable[sc] |= flag;
  169. if( SkillStatusChangeTable[idx] == SC_NONE )
  170. SkillStatusChangeTable[idx] = sc;
  171. }
  172. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  173. if (sc > SC_NONE && sc < SC_MAX) {
  174. if (StatusIconChangeTable[sc] == SI_BLANK)
  175. StatusIconChangeTable[sc] = icon;
  176. StatusChangeFlagTable[sc] |= flag;
  177. }
  178. if (icon > SI_BLANK && icon < SI_MAX)
  179. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  180. }
  181. void initChangeTables(void)
  182. {
  183. int i;
  184. for (i = 0; i < SC_MAX; i++)
  185. StatusIconChangeTable[i] = SI_BLANK;
  186. for (i = 0; i < MAX_SKILL; i++)
  187. SkillStatusChangeTable[i] = SC_NONE;
  188. for (i = 0; i < SI_MAX; i++)
  189. StatusRelevantBLTypes[i] = BL_PC;
  190. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  191. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  192. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  193. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  194. memset(SCDisabled, 0, sizeof(SCDisabled));
  195. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  196. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  197. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  198. add_sc( NPC_STUNATTACK , SC_STUN );
  199. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  200. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  201. set_sc( NPC_WIDECURSE , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  202. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  203. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  204. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  205. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  206. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  207. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  208. /* The main status definitions */
  209. add_sc( SM_BASH , SC_STUN );
  210. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  211. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  212. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  213. add_sc( MG_SIGHT , SC_SIGHT );
  214. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  215. add_sc( MG_FROSTDIVER , SC_FREEZE );
  216. add_sc( MG_STONECURSE , SC_STONE );
  217. add_sc( AL_RUWACH , SC_RUWACH );
  218. add_sc( AL_PNEUMA , SC_PNEUMA );
  219. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  220. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  221. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  222. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  223. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  224. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  225. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  226. add_sc( TF_POISON , SC_POISON );
  227. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  228. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE );
  229. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
  230. #ifndef RENEWAL
  231. SCB_WATK );
  232. #else
  233. SCB_NONE );
  234. #endif
  235. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  236. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  237. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  238. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  239. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  240. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  241. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  242. add_sc( PR_STRECOVERY , SC_BLIND );
  243. add_sc( PR_LEXDIVINA , SC_SILENCE );
  244. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  245. add_sc( WZ_METEOR , SC_STUN );
  246. add_sc( WZ_VERMILION , SC_BLIND );
  247. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  248. add_sc( WZ_STORMGUST , SC_FREEZE );
  249. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  250. add_sc( BS_HAMMERFALL , SC_STUN );
  251. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  252. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE );
  253. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  254. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  255. add_sc( HT_LANDMINE , SC_STUN );
  256. set_sc( HT_ANKLESNARE , SC_ANKLE , SI_ANKLESNARE , SCB_NONE );
  257. add_sc( HT_SANDMAN , SC_SLEEP );
  258. add_sc( HT_FLASHER , SC_BLIND );
  259. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  260. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  261. add_sc( AS_SONICBLOW , SC_STUN );
  262. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  263. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  264. add_sc( AS_VENOMDUST , SC_POISON );
  265. set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE );
  266. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  267. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  268. add_sc( TF_SPRINKLESAND , SC_BLIND );
  269. add_sc( TF_THROWSTONE , SC_STUN );
  270. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  271. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  272. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  273. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  274. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  275. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  276. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  277. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  278. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  279. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  280. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  281. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  282. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  283. add_sc( NPC_POISON , SC_POISON );
  284. add_sc( NPC_BLINDATTACK , SC_BLIND );
  285. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  286. add_sc( NPC_STUNATTACK , SC_STUN );
  287. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  288. add_sc( NPC_CURSEATTACK , SC_CURSE );
  289. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  290. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  291. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  292. add_sc( NPC_DARKBLESSING , SC_COMA );
  293. set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF );
  294. add_sc( NPC_DEFENDER , SC_ARMOR );
  295. add_sc( NPC_LICK , SC_STUN );
  296. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  297. add_sc( NPC_REBIRTH , SC_REBIRTH );
  298. add_sc( RG_RAID , SC_STUN );
  299. #ifdef RENEWAL
  300. add_sc( RG_RAID , SC_RAID );
  301. add_sc( RG_BACKSTAP , SC_STUN );
  302. #endif
  303. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  304. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  305. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  306. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  307. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  308. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  309. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  310. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  311. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  312. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  313. add_sc( CR_SHIELDCHARGE , SC_STUN );
  314. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  315. add_sc( CR_HOLYCROSS , SC_BLIND );
  316. add_sc( CR_GRANDCROSS , SC_BLIND );
  317. set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE);
  318. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  319. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  320. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  321. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  322. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  323. set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE );
  324. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  325. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  326. #ifdef RENEWAL
  327. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
  328. #endif
  329. set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE );
  330. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  331. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  332. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  333. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  334. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  335. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  336. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  337. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  338. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  339. add_sc( SA_COMA , SC_COMA );
  340. set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN );
  341. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE );
  342. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 );
  343. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD ,
  344. #ifndef RENEWAL
  345. SCB_WATK|SCB_DEF );
  346. #else
  347. SCB_DEF );
  348. #endif
  349. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN ,
  350. #ifndef RENEWAL
  351. SCB_WATK );
  352. #else
  353. SCB_NONE );
  354. #endif
  355. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE );
  356. set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE );
  357. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL );
  358. add_sc( BA_FROSTJOKER , SC_FREEZE );
  359. set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  360. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD );
  361. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE );
  362. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP );
  363. add_sc( DC_SCREAM , SC_STUN );
  364. set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT );
  365. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  366. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI );
  367. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL );
  368. add_sc( NPC_DARKCROSS , SC_BLIND );
  369. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  370. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  371. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  372. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  373. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  374. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  375. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  376. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  377. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  378. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  379. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION ,
  380. #ifndef RENEWAL
  381. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  382. #else
  383. SCB_HIT|SCB_DEF );
  384. #endif
  385. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  386. set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  387. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  388. #ifndef RENEWAL
  389. SI_ASSUMPTIO , SCB_NONE );
  390. #else
  391. SI_ASSUMPTIO2 , SCB_NONE );
  392. #endif
  393. add_sc( HP_BASILICA , SC_BASILICA );
  394. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  395. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  396. set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD );
  397. add_sc( PA_GOSPEL , SC_SCRESIST );
  398. add_sc( CH_TIGERFIST , SC_STOP );
  399. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  400. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  401. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  402. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  403. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  404. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED );
  405. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  406. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  407. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  408. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  409. add_sc( LK_SPIRALPIERCE , SC_STOP );
  410. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  411. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  412. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  413. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  414. set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE );
  415. set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE );
  416. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE );
  417. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  418. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  419. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  420. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  421. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  422. add_sc( TK_DOWNKICK , SC_STUN );
  423. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  424. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  425. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  426. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  427. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  428. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  429. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  430. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  431. add_sc( SG_MOON_WARM , SC_WARM );
  432. add_sc( SG_STAR_WARM , SC_WARM );
  433. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  434. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  435. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  436. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  437. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  438. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  439. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  440. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  441. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  442. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  443. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  444. add_sc( SL_STUN , SC_STUN );
  445. set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED );
  446. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  447. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  448. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  449. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  450. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  451. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  452. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD );
  453. add_sc( WS_CARTTERMINATION , SC_STUN );
  454. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  455. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD );
  456. set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE );
  457. set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROT , SCB_NONE );
  458. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  459. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  460. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  461. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  462. add_sc( GS_CRACKER , SC_STUN );
  463. add_sc( GS_DISARM , SC_STRIPWEAPON );
  464. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  465. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL ,
  466. #ifndef RENEWAL
  467. SCB_BATK|SCB_ASPD );
  468. #else
  469. SCB_ASPD );
  470. #endif
  471. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  472. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  473. #ifdef RENEWAL
  474. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , SI_GS_MAGICAL_BULLET , SCB_NONE );
  475. #endif
  476. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER ,
  477. #ifndef RENEWAL
  478. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  479. #else
  480. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  481. #endif
  482. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  483. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  484. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  485. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  486. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  487. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  488. add_sc( NPC_ICEBREATH , SC_FREEZE );
  489. add_sc( NPC_ACIDBREATH , SC_POISON );
  490. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  491. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  492. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  493. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  494. add_sc( NPC_WIDESTONE , SC_STONE );
  495. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  496. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  497. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  498. add_sc( NPC_EVILLAND , SC_BLIND );
  499. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  500. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  501. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  502. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_NONE );
  503. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  504. add_sc( NPC_WIDECURSE , SC_CURSE );
  505. add_sc( NPC_WIDESTUN , SC_STUN );
  506. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  507. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  508. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  509. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  510. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , SI_MAXPAIN , SCB_NONE );
  511. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  512. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  513. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  514. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
  515. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  516. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  517. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  518. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  519. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  520. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  521. add_sc( MO_BALKYOUNG , SC_STUN );
  522. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  523. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  524. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  525. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  526. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  527. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  528. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  529. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  530. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK ,
  531. #ifndef RENEWAL
  532. SCB_DEF );
  533. #else
  534. SCB_VIT );
  535. #endif
  536. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  537. /* Homunculus S */
  538. add_sc(MH_STAHL_HORN , SC_STUN );
  539. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  540. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  541. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  542. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  543. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE);
  544. set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  545. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE );
  546. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE );
  547. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  548. set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF );
  549. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  550. add_sc(MH_POISON_MIST , SC_BLIND );
  551. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD );
  552. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  553. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE );
  554. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  555. set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE );
  556. set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_MAXHP );
  557. add_sc( MER_CRASH , SC_STUN );
  558. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  559. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  560. add_sc( MER_SIGHT , SC_SIGHT );
  561. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  562. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  563. add_sc( MER_LEXDIVINA , SC_SILENCE );
  564. add_sc( MA_LANDMINE , SC_STUN );
  565. add_sc( MA_SANDMAN , SC_SLEEP );
  566. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  567. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  568. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  569. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  570. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  571. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  572. set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  573. add_sc( ML_SPIRALPIERCE , SC_STOP );
  574. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  575. add_sc( ML_DEVOTION , SC_DEVOTION );
  576. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  577. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  578. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  579. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
  580. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
  581. set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
  582. set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
  583. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  584. set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN );
  585. /* Rune Knight */
  586. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  587. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  588. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  589. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  590. set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF );
  591. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  592. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  593. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  594. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  595. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN );
  596. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  597. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  598. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
  599. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  600. /* GC Guillotine Cross */
  601. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  602. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  603. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  604. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  605. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE );
  606. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  607. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
  608. /* Arch Bishop */
  609. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  610. add_sc( AB_CLEMENTIA , SC_BLESSING );
  611. add_sc( AB_CANTO , SC_INCREASEAGI );
  612. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  613. add_sc( AB_PRAEFATIO , SC_KYRIE );
  614. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  615. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  616. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  617. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  618. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE );
  619. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  620. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  621. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
  622. /* Warlock */
  623. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  624. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  625. add_sc( WL_JACKFROST , SC_FREEZE );
  626. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  627. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
  628. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  629. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  630. add_sc( WL_CRIMSONROCK , SC_STUN );
  631. set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF );
  632. set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF );
  633. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK );
  634. /* Ranger */
  635. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  636. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  637. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD );
  638. set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE );
  639. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
  640. set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF );
  641. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 );
  642. set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  643. /* Mechanic */
  644. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  645. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  646. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  647. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  648. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  649. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  650. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  651. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_SPEED );
  652. /* Royal Guard */
  653. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE );
  654. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
  655. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  656. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
  657. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );
  658. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  659. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  660. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  661. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
  662. /* Shadow Chaser */
  663. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  664. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE );
  665. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  666. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
  667. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  668. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  669. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK );
  670. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT );
  671. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  672. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED );
  673. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  674. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP );
  675. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  676. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  677. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  678. add_sc( SC_BLOODYLUST , SC_BERSERK );
  679. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  680. add_sc( SC_ESCAPE , SC_ANKLE );
  681. /* Sura */
  682. add_sc( SR_DRAGONCOMBO , SC_STUN );
  683. add_sc( SR_EARTHSHAKER , SC_STUN );
  684. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  685. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  686. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  687. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  688. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  689. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
  690. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  691. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK );
  692. /* Wanderer / Minstrel */
  693. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  694. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  695. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  696. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK );
  697. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF );
  698. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  699. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
  700. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  701. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  702. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  703. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  704. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  705. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  706. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  707. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  708. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
  709. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
  710. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE );
  711. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
  712. /* Sorcerer */
  713. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  714. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  715. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  716. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );
  717. set_sc( SO_CLOUD_KILL , SC_CLOUD_KILL , SI_CLOUDKILL , SCB_NONE );
  718. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  719. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  720. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  721. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  722. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  723. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  724. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  725. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  726. /* Genetic */
  727. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED );
  728. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  729. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  730. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  731. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  732. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  733. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT );
  734. /* Elemental spirits' status changes */
  735. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  736. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  737. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  738. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  739. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  740. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  741. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  742. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  743. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  744. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  745. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  746. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  747. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  748. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  749. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  750. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  751. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  752. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
  753. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
  754. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
  755. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
  756. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
  757. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
  758. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  759. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  760. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  761. add_sc( KO_YAMIKUMO , SC_HIDING );
  762. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  763. add_sc( KO_MAKIBISHI , SC_STUN );
  764. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
  765. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  766. add_sc( KO_JYUSATSU , SC_CURSE );
  767. set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
  768. set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
  769. set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
  770. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
  771. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
  772. set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
  773. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
  774. set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
  775. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  776. /* Rebellion */
  777. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  778. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  779. set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE);
  780. set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED );
  781. set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE );
  782. set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE );
  783. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, SI_BLANK, SCB_NONE );
  784. set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE );
  785. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  786. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE );
  787. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE );
  788. // New Mounts
  789. set_sc_with_vfx_noskill( SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED );
  790. // Costumes
  791. set_sc_with_vfx_noskill( SC_MOONSTAR , SI_MOONSTAR , SCB_NONE );
  792. set_sc_with_vfx_noskill( SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE );
  793. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , SI_STRANGELIGHTS , SCB_NONE );
  794. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , SI_DECORATION_OF_MUSIC , SCB_NONE );
  795. set_sc_with_vfx_noskill( SC_LJOSALFAR , SI_LJOSALFAR , SCB_NONE);
  796. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , SI_MERMAID_LONGING , SCB_NONE);
  797. set_sc_with_vfx_noskill( SC_HAT_EFFECT , SI_HAT_EFFECT , SCB_NONE);
  798. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , SI_FLOWERSMOKE , SCB_NONE);
  799. set_sc_with_vfx_noskill( SC_FSTONE , SI_FSTONE , SCB_NONE);
  800. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , SI_HAPPINESS_STAR , SCB_NONE);
  801. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , SI_MAPLE_FALLS , SCB_NONE);
  802. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , SI_TIME_ACCESSORY , SCB_NONE);
  803. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , SI_MAGICAL_FEATHER , SCB_NONE);
  804. /* Summoner */
  805. set_sc( SU_HIDE , SC_SUHIDE , SI_SUHIDE , SCB_NONE );
  806. add_sc( SU_SCRATCH , SC_BLEEDING );
  807. set_sc( SU_STOOP , SC_SU_STOOP , SI_SU_STOOP , SCB_NONE );
  808. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  809. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , SI_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  810. add_sc( SU_CN_METEOR , SC_CURSE );
  811. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , SI_SV_ROOTTWIST , SCB_NONE );
  812. set_sc( SU_SCAROFTAROU , SC_BITESCAR , SI_BITESCAR , SCB_NONE );
  813. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , SI_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  814. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  815. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , SI_TUNAPARTY , SCB_NONE );
  816. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , SI_SHRIMP , SCB_BATK|SCB_MATK );
  817. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , SI_FRESHSHRIMP , SCB_NONE );
  818. set_sc( SU_HISS , SC_HISS , SI_HISS , SCB_FLEE2 );
  819. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , SI_NYANGGRASS , SCB_DEF|SCB_MDEF );
  820. set_sc( SU_GROOMING , SC_GROOMING , SI_GROOMING , SCB_FLEE );
  821. add_sc( SU_PURRING , SC_GROOMING );
  822. add_sc( SU_SHRIMPARTY , SC_FRESHSHRIMP );
  823. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  824. set_sc( SU_CHATTERING , SC_CHATTERING , SI_CHATTERING , SCB_WATK|SCB_MATK );
  825. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  826. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  827. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  828. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  829. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  830. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  831. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  832. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  833. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  834. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  835. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  836. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  837. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  838. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  839. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  840. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  841. /* Status that don't have a skill associated */
  842. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  843. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  844. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  845. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  846. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  847. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  848. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  849. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  850. StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2;
  851. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  852. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  853. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  854. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  855. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  856. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  857. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  858. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  859. StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE;
  860. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  861. StatusIconChangeTable[SC_CRIFOOD] = SI_FOODCRI;
  862. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  863. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  864. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  865. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  866. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  867. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  868. StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER;
  869. StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
  870. /* Cash Items */
  871. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  872. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  873. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  874. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  875. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  876. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  877. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  878. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  879. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  880. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  881. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  882. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  883. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  884. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  885. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  886. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  887. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  888. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  889. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  890. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  891. StatusIconChangeTable[SC_ATTHASTE_CASH] = SI_ATTHASTE_CASH;
  892. /* Mercenary Bonus Effects */
  893. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  894. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  895. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  896. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  897. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  898. /* Warlock Spheres */
  899. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  900. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  901. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  902. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  903. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  904. /* Warlock Preserved spells */
  905. StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
  906. StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
  907. StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
  908. StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
  909. StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
  910. StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
  911. StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
  912. StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP;
  913. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  914. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  915. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  916. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  917. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  918. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  919. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  920. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  921. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  922. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  923. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  924. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  925. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  926. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  927. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  928. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  929. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  930. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  931. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  932. StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST;
  933. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  934. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  935. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  936. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  937. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH;
  938. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH;
  939. /* Genetics New Food Items Status Icons */
  940. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  941. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  942. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  943. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  944. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  945. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  946. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  947. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z;
  948. StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500;
  949. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE;
  950. StatusIconChangeTable[SC_BOOST500] = SI_BOOST500;
  951. StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K;
  952. StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS;
  953. StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M;
  954. StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F;
  955. /* Elemental Spirit's 'side' status change icons */
  956. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  957. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  958. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  959. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  960. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  961. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  962. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  963. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  964. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  965. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  966. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  967. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  968. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  969. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  970. StatusIconChangeTable[SC_GUST] = SI_GUST;
  971. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  972. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  973. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  974. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  975. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  976. StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
  977. StatusIconChangeTable[SC_DEFSET] = SI_SET_NUM_DEF;
  978. StatusIconChangeTable[SC_MDEFSET] = SI_SET_NUM_MDEF;
  979. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
  980. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = SI_ACTIVE_MONSTER_TRANSFORM;
  981. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  982. StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
  983. StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD;
  984. StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK;
  985. StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK;
  986. StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED;
  987. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE;
  988. StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY;
  989. StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1;
  990. StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2;
  991. StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3;
  992. StatusIconChangeTable[SC_MTF_ASPD2] = SI_MTF_ASPD2;
  993. StatusIconChangeTable[SC_MTF_RANGEATK2] = SI_MTF_RANGEATK2;
  994. StatusIconChangeTable[SC_MTF_MATK2] = SI_MTF_MATK2;
  995. StatusIconChangeTable[SC_2011RWC_SCROLL] = SI_2011RWC_SCROLL;
  996. StatusIconChangeTable[SC_JP_EVENT04] = SI_JP_EVENT04;
  997. StatusIconChangeTable[SC_MTF_HITFLEE] = SI_MTF_HITFLEE;
  998. StatusIconChangeTable[SC_MTF_MHP] = SI_MTF_MHP;
  999. StatusIconChangeTable[SC_MTF_MSP] = SI_MTF_MSP;
  1000. StatusIconChangeTable[SC_MTF_PUMPKIN] = SI_MTF_PUMPKIN;
  1001. StatusIconChangeTable[SC_NORECOVER_STATE] = SI_HANDICAPSTATE_NORECOVER;
  1002. StatusIconChangeTable[SC_GVG_GIANT] = SI_GVG_GIANT;
  1003. StatusIconChangeTable[SC_GVG_GOLEM] = SI_GVG_GOLEM;
  1004. StatusIconChangeTable[SC_GVG_STUN] = SI_GVG_STUN;
  1005. StatusIconChangeTable[SC_GVG_STONE] = SI_GVG_STONE;
  1006. StatusIconChangeTable[SC_GVG_FREEZ] = SI_GVG_FREEZ;
  1007. StatusIconChangeTable[SC_GVG_SLEEP] = SI_GVG_SLEEP;
  1008. StatusIconChangeTable[SC_GVG_CURSE] = SI_GVG_CURSE;
  1009. StatusIconChangeTable[SC_GVG_SILENCE] = SI_GVG_SILENCE;
  1010. StatusIconChangeTable[SC_GVG_BLIND] = SI_GVG_BLIND;
  1011. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = SI_RESIST_PROPERTY_WATER;
  1012. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = SI_RESIST_PROPERTY_GROUND;
  1013. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = SI_RESIST_PROPERTY_FIRE;
  1014. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = SI_RESIST_PROPERTY_WIND;
  1015. // Costumes
  1016. StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
  1017. StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
  1018. StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
  1019. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
  1020. StatusIconChangeTable[SC_LJOSALFAR] = SI_LJOSALFAR;
  1021. StatusIconChangeTable[SC_MERMAID_LONGING] = SI_MERMAID_LONGING;
  1022. StatusIconChangeTable[SC_HAT_EFFECT] = SI_HAT_EFFECT;
  1023. StatusIconChangeTable[SC_FLOWERSMOKE] = SI_FLOWERSMOKE;
  1024. StatusIconChangeTable[SC_FSTONE] = SI_FSTONE;
  1025. StatusIconChangeTable[SC_HAPPINESS_STAR] = SI_HAPPINESS_STAR;
  1026. StatusIconChangeTable[SC_MAPLE_FALLS] = SI_MAPLE_FALLS;
  1027. StatusIconChangeTable[SC_TIME_ACCESSORY] = SI_TIME_ACCESSORY;
  1028. StatusIconChangeTable[SC_MAGICAL_FEATHER] = SI_MAGICAL_FEATHER;
  1029. /* Summoners status icons */
  1030. StatusIconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE;
  1031. StatusIconChangeTable[SC_SHRIMPBLESSING] = SI_PROTECTIONOFSHRIMP;
  1032. StatusIconChangeTable[SC_DORAM_BUF_01] = SI_DORAM_BUF_01;
  1033. StatusIconChangeTable[SC_DORAM_BUF_02] = SI_DORAM_BUF_02;
  1034. // Item Reuse Limits
  1035. StatusIconChangeTable[SC_REUSE_REFRESH] = SI_REUSE_REFRESH;
  1036. StatusIconChangeTable[SC_REUSE_LIMIT_A] = SI_REUSE_LIMIT_A;
  1037. StatusIconChangeTable[SC_REUSE_LIMIT_B] = SI_REUSE_LIMIT_B;
  1038. StatusIconChangeTable[SC_REUSE_LIMIT_C] = SI_REUSE_LIMIT_C;
  1039. StatusIconChangeTable[SC_REUSE_LIMIT_D] = SI_REUSE_LIMIT_D;
  1040. StatusIconChangeTable[SC_REUSE_LIMIT_E] = SI_REUSE_LIMIT_E;
  1041. StatusIconChangeTable[SC_REUSE_LIMIT_F] = SI_REUSE_LIMIT_F;
  1042. StatusIconChangeTable[SC_REUSE_LIMIT_G] = SI_REUSE_LIMIT_G;
  1043. StatusIconChangeTable[SC_REUSE_LIMIT_H] = SI_REUSE_LIMIT_H;
  1044. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = SI_REUSE_LIMIT_MTF;
  1045. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = SI_REUSE_LIMIT_ECL;
  1046. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = SI_REUSE_LIMIT_RECALL;
  1047. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = SI_REUSE_LIMIT_ASPD_POTION;
  1048. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = SI_REUSE_MILLENNIUMSHIELD;
  1049. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = SI_REUSE_CRUSHSTRIKE;
  1050. StatusIconChangeTable[SC_REUSE_STORMBLAST] = SI_REUSE_STORMBLAST;
  1051. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = SI_ALL_RIDING_REUSE_LIMIT;
  1052. // Clan System
  1053. StatusIconChangeTable[SC_CLAN_INFO] = SI_CLAN_INFO;
  1054. StatusIconChangeTable[SC_SWORDCLAN] = SI_SWORDCLAN;
  1055. StatusIconChangeTable[SC_ARCWANDCLAN] = SI_ARCWANDCLAN;
  1056. StatusIconChangeTable[SC_GOLDENMACECLAN] = SI_GOLDENMACECLAN;
  1057. StatusIconChangeTable[SC_CROSSBOWCLAN] = SI_CROSSBOWCLAN;
  1058. StatusIconChangeTable[SC_JUMPINGCLAN] = SI_JUMPINGCLAN;
  1059. // Geffen Magic Tournament Buffs
  1060. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = SI_GEFFEN_MAGIC1;
  1061. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = SI_GEFFEN_MAGIC2;
  1062. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = SI_GEFFEN_MAGIC3;
  1063. // RODEX
  1064. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = SI_DAILYSENDMAILCNT;
  1065. /* Other SC which are not necessarily associated to skills */
  1066. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1067. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1068. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1069. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1070. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1071. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1072. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1073. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1074. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1075. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1076. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1077. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1078. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1079. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1080. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1081. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1082. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1083. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1084. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1085. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1086. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1087. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1088. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1089. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1090. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1091. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1092. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1093. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1094. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1095. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1096. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1097. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1098. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1099. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1100. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1101. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1102. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1103. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1104. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1105. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1106. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1107. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1108. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1109. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1110. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1111. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1112. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1113. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1114. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1115. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1116. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1117. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1118. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1119. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1120. /* Cash Items */
  1121. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1122. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1123. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1124. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1125. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1126. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1127. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1128. /* Mercenary Bonus Effects */
  1129. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1130. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1131. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1132. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1133. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1134. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1135. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1136. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1137. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1138. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1139. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1140. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1141. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1142. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1143. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1144. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1145. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1146. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1147. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1148. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1149. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1150. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1151. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1152. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1153. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1154. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1155. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1156. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1157. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1158. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1159. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1160. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1161. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1162. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1163. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1164. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1165. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1166. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1167. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1168. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1169. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1170. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1171. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1172. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1173. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1174. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1175. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1176. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1177. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1178. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1179. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1180. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1181. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1182. // Costumes
  1183. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1184. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1185. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1186. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1187. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1188. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1189. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1190. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1191. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1192. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1193. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1194. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1195. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1196. // Clan System
  1197. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1198. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1199. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1200. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1201. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1202. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1203. // RODEX
  1204. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1205. // Summoner
  1206. StatusChangeFlagTable[SC_SHRIMPBLESSING] |= SCB_REGEN;
  1207. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1208. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1209. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1210. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1211. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1212. #ifdef RENEWAL
  1213. // renewal EDP increases your weapon atk
  1214. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1215. #endif
  1216. /* StatusDisplayType Table [Ind] */
  1217. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1218. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1219. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1220. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1221. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1222. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1223. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1224. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1225. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1226. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1227. StatusDisplayType[SC_ORATIO] = BL_PC;
  1228. StatusDisplayType[SC_FREEZING] = BL_PC;
  1229. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1230. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1231. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1232. StatusDisplayType[SC_BANDING] = BL_PC;
  1233. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1234. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1235. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1236. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1237. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1238. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1239. StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
  1240. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1241. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1242. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1243. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1244. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1245. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1246. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1247. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1248. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1249. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1250. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1251. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1252. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1253. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1254. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1255. // Costumes
  1256. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1257. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1258. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1259. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1260. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1261. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1262. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1263. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1264. StatusDisplayType[SC_FSTONE] = BL_PC;
  1265. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1266. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1267. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1268. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1269. // Clans
  1270. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1271. /* StatusChangeState (SCS_) NOMOVE */
  1272. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1273. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1274. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1275. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1276. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1277. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1278. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1279. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1280. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1281. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1282. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1283. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1284. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1285. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1286. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1287. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1288. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1289. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1290. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1291. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1292. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1293. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1294. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1295. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1296. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1297. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1298. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1299. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1300. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1301. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1302. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1303. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1304. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1305. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1306. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1307. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1308. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1309. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1310. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1311. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1312. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1313. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1314. /* StatusChangeState (SCS_) NODROPITEMS */
  1315. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1316. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1317. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1318. /* StatusChangeState (SCS_) NOCAST (skills) */
  1319. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1320. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1321. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1322. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1323. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1324. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1325. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1326. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1327. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1328. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1329. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1330. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1331. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOCAST;
  1332. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1333. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1334. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1335. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1336. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1337. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1338. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1339. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1340. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1341. }
  1342. static void initDummyData(void)
  1343. {
  1344. memset(&dummy_status, 0, sizeof(dummy_status));
  1345. dummy_status.hp =
  1346. dummy_status.max_hp =
  1347. dummy_status.max_sp =
  1348. dummy_status.str =
  1349. dummy_status.agi =
  1350. dummy_status.vit =
  1351. dummy_status.int_ =
  1352. dummy_status.dex =
  1353. dummy_status.luk =
  1354. dummy_status.hit = 1;
  1355. dummy_status.speed = 2000;
  1356. dummy_status.adelay = 4000;
  1357. dummy_status.amotion = 2000;
  1358. dummy_status.dmotion = 2000;
  1359. dummy_status.ele_lv = 1; // Min elemental level.
  1360. dummy_status.mode = MD_CANMOVE;
  1361. }
  1362. /**
  1363. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1364. * @param a: Status data structure to copy from
  1365. * @param b: Status data structure to copy to
  1366. */
  1367. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1368. {
  1369. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1370. }
  1371. /**
  1372. * Sets HP to a given value
  1373. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1374. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1375. * @param hp: What the HP is to be set as
  1376. * @param flag: Used in case final value is higher than current
  1377. * Use 2 to display healing effect
  1378. * @return heal or zapped HP if valid
  1379. */
  1380. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1381. {
  1382. struct status_data *status;
  1383. if (hp < 1)
  1384. return 0;
  1385. status = status_get_status_data(bl);
  1386. if (status == &dummy_status)
  1387. return 0;
  1388. if (hp > status->max_hp)
  1389. hp = status->max_hp;
  1390. if (hp == status->hp)
  1391. return 0;
  1392. if (hp > status->hp)
  1393. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1394. return status_zap(bl, status->hp - hp, 0);
  1395. }
  1396. /**
  1397. * Sets Max HP to a given value
  1398. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1399. * @param maxhp: What the Max HP is to be set as
  1400. * @param flag: Used in case final value is higher than current
  1401. * Use 2 to display healing effect
  1402. * @return heal or zapped HP if valid
  1403. */
  1404. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1405. {
  1406. struct status_data *status;
  1407. int64 heal;
  1408. if (maxhp < 1)
  1409. return 0;
  1410. status = status_get_status_data(bl);
  1411. if (status == &dummy_status)
  1412. return 0;
  1413. if (maxhp == status->max_hp)
  1414. return 0;
  1415. heal = maxhp - status->max_hp;
  1416. status->max_hp = maxhp;
  1417. if (heal > 0)
  1418. status_heal(bl, heal, 0, 1|flag);
  1419. else
  1420. status_zap(bl, -heal, 0);
  1421. return maxhp;
  1422. }
  1423. /**
  1424. * Sets SP to a given value
  1425. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1426. * @param sp: What the SP is to be set as
  1427. * @param flag: Used in case final value is higher than current
  1428. * Use 2 to display healing effect
  1429. * @return heal or zapped SP if valid
  1430. */
  1431. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1432. {
  1433. struct status_data *status;
  1434. status = status_get_status_data(bl);
  1435. if (status == &dummy_status)
  1436. return 0;
  1437. if (sp > status->max_sp)
  1438. sp = status->max_sp;
  1439. if (sp == status->sp)
  1440. return 0;
  1441. if (sp > status->sp)
  1442. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1443. return status_zap(bl, 0, status->sp - sp);
  1444. }
  1445. /**
  1446. * Sets Max SP to a given value
  1447. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1448. * @param maxsp: What the Max SP is to be set as
  1449. * @param flag: Used in case final value is higher than current
  1450. * Use 2 to display healing effect
  1451. * @return heal or zapped HP if valid
  1452. */
  1453. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1454. {
  1455. struct status_data *status;
  1456. if (maxsp < 1)
  1457. return 0;
  1458. status = status_get_status_data(bl);
  1459. if (status == &dummy_status)
  1460. return 0;
  1461. if (maxsp == status->max_sp)
  1462. return 0;
  1463. if (maxsp > status->max_sp)
  1464. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1465. else
  1466. status_zap(bl, status->max_sp - maxsp, 0);
  1467. status->max_sp = maxsp;
  1468. return maxsp;
  1469. }
  1470. /**
  1471. * Takes HP/SP from an Object
  1472. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1473. * @param hp: How much HP to charge
  1474. * @param sp: How much SP to charge
  1475. * @return hp+sp through status_damage()
  1476. * Note: HP/SP are integer values, not percentages. Values should be
  1477. * calculated either within function call or before
  1478. */
  1479. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1480. {
  1481. if(!(bl->type&BL_CONSUME))
  1482. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1483. return status_damage(NULL, bl, hp, sp, 0, 3);
  1484. }
  1485. /**
  1486. * Inflicts damage on the target with the according walkdelay.
  1487. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1488. * @param target: Target of the damage
  1489. * @param dhp: How much damage to HP
  1490. * @param dsp: How much damage to SP
  1491. * @param walkdelay: Amount of time before object can walk again
  1492. * @param flag: Damage flag decides various options
  1493. * flag&1: Passive damage - Does not trigger cancelling status changes
  1494. * flag&2: Fail if there is not enough to subtract
  1495. * flag&4: Mob does not give EXP/Loot if killed
  1496. * flag&8: Used to damage SP of a dead character
  1497. * @return hp+sp
  1498. * Note: HP/SP are integer values, not percentages. Values should be
  1499. * calculated either within function call or before
  1500. */
  1501. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, int walkdelay, int flag)
  1502. {
  1503. struct status_data *status;
  1504. struct status_change *sc;
  1505. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1506. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1507. nullpo_ret(target);
  1508. if(sp && !(target->type&BL_CONSUME))
  1509. sp = 0; // Not a valid SP target.
  1510. if (hp < 0) { // Assume absorbed damage.
  1511. status_heal(target, -hp, 0, 1);
  1512. hp = 0;
  1513. }
  1514. if (sp < 0) {
  1515. status_heal(target, 0, -sp, 1);
  1516. sp = 0;
  1517. }
  1518. if (target->type == BL_SKILL) {
  1519. if (!src || src->type&battle_config.can_damage_skill)
  1520. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1521. return 0;
  1522. }
  1523. status = status_get_status_data(target);
  1524. if(!status || status == &dummy_status )
  1525. return 0;
  1526. if ((unsigned int)hp >= status->hp) {
  1527. if (flag&2) return 0;
  1528. hp = status->hp;
  1529. }
  1530. if ((unsigned int)sp > status->sp) {
  1531. if (flag&2) return 0;
  1532. sp = status->sp;
  1533. }
  1534. if (!hp && !sp)
  1535. return 0;
  1536. if( !status->hp )
  1537. flag |= 8;
  1538. sc = status_get_sc(target);
  1539. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1540. hp = 1;
  1541. if( hp && !(flag&1) ) {
  1542. if( sc ) {
  1543. struct status_change_entry *sce;
  1544. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1545. status_change_end(target, SC_STONE, INVALID_TIMER);
  1546. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1547. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1548. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1549. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1550. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1551. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1552. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1553. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1554. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1555. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1556. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1557. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1558. /** [Skotlex]
  1559. * Endure count is only reduced by non-players on non-gvg maps.
  1560. * val4 signals infinite endure.
  1561. **/
  1562. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map[target->m].flag.battleground && --(sce->val2) <= 0)
  1563. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1564. }
  1565. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1566. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1567. if (sg) {
  1568. skill_delunitgroup(sg);
  1569. sce->val4 = 0;
  1570. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1571. }
  1572. }
  1573. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1574. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1575. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1576. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1577. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1578. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1579. }
  1580. if (target->type == BL_PC)
  1581. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1582. unit_skillcastcancel(target, 2);
  1583. }
  1584. status->hp-= hp;
  1585. status->sp-= sp;
  1586. if (sc && hp && status->hp) {
  1587. if (sc->data[SC_AUTOBERSERK] &&
  1588. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1589. status->hp < status->max_hp>>2)
  1590. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1591. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1592. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1593. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1594. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1595. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1596. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1597. }
  1598. switch (target->type) {
  1599. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1600. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1601. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1602. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1603. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1604. }
  1605. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1606. unit_stop_walking( target, 1 );
  1607. }
  1608. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1609. if (walkdelay)
  1610. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1611. return (int)(hp+sp);
  1612. }
  1613. status->hp = 0;
  1614. /** [Skotlex]
  1615. * NOTE: These dead functions should return:
  1616. * 0: Death cancelled, auto-revived.
  1617. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1618. * &2: Remove object from map.
  1619. * &4: Delete object from memory. (One time spawn mobs)
  1620. **/
  1621. switch (target->type) {
  1622. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1623. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1624. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1625. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1626. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1627. default: // Unhandled case, do nothing to object.
  1628. flag = 0;
  1629. break;
  1630. }
  1631. if(!flag) // Death cancelled.
  1632. return (int)(hp+sp);
  1633. // Normal death
  1634. if (battle_config.clear_unit_ondeath &&
  1635. battle_config.clear_unit_ondeath&target->type)
  1636. skill_clear_unitgroup(target);
  1637. if(target->type&BL_REGEN) { // Reset regen ticks.
  1638. struct regen_data *regen = status_get_regen_data(target);
  1639. if (regen) {
  1640. memset(&regen->tick, 0, sizeof(regen->tick));
  1641. if (regen->sregen)
  1642. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1643. if (regen->ssregen)
  1644. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1645. }
  1646. }
  1647. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1648. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1649. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1650. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1651. status_revive(target, 100, 100);
  1652. else
  1653. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1654. status_change_clear(target,0);
  1655. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1656. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1657. if( target->type == BL_MOB )
  1658. ((TBL_MOB*)target)->state.rebirth = 1;
  1659. return (int)(hp+sp);
  1660. }
  1661. 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.
  1662. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1663. status_change_clear(target,0);
  1664. ((TBL_MOB*)target)->state.rebirth = 1;
  1665. return (int)(hp+sp);
  1666. }
  1667. status_change_clear(target,0);
  1668. if(flag&4) // Delete from memory. (also invokes map removal code)
  1669. unit_free(target,CLR_DEAD);
  1670. else if(flag&2) // remove from map
  1671. unit_remove_map(target,CLR_DEAD);
  1672. else { // Some death states that would normally be handled by unit_remove_map
  1673. unit_stop_attack(target);
  1674. unit_stop_walking(target,1);
  1675. unit_skillcastcancel(target,0);
  1676. clif_clearunit_area(target,CLR_DEAD);
  1677. skill_unit_move(target,gettick(),4);
  1678. skill_cleartimerskill(target);
  1679. }
  1680. // Always run NPC scripts for players last
  1681. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1682. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1683. if(target->type == BL_PC) {
  1684. TBL_PC *sd = BL_CAST(BL_PC,target);
  1685. if( sd->bg_id ) {
  1686. struct battleground_data *bg;
  1687. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1688. npc_event(sd, bg->die_event, 0);
  1689. }
  1690. npc_script_event(sd,NPCE_DIE);
  1691. }
  1692. return (int)(hp+sp);
  1693. }
  1694. /**
  1695. * Heals an object
  1696. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1697. * @param hhp: How much HP to heal
  1698. * @param hsp: How much SP to heal
  1699. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  1700. * or gives HP(&4) heal effect with 0 heal
  1701. * Forced healing overrides heal impedement statuses (Berserk)
  1702. * @return hp+sp
  1703. */
  1704. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1705. {
  1706. struct status_data *status;
  1707. struct status_change *sc;
  1708. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1709. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1710. status = status_get_status_data(bl);
  1711. if (status == &dummy_status || !status->hp)
  1712. return 0;
  1713. sc = status_get_sc(bl);
  1714. if (sc && !sc->count)
  1715. sc = NULL;
  1716. if (hp < 0) {
  1717. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1718. hp++;
  1719. status_damage(NULL, bl, -hp, 0, 0, 1);
  1720. hp = 0;
  1721. }
  1722. if(hp) {
  1723. if( sc && (sc->data[SC_BERSERK]) ) {
  1724. if( flag&1 )
  1725. flag &= ~2;
  1726. else
  1727. hp = 0;
  1728. }
  1729. if((unsigned int)hp > status->max_hp - status->hp)
  1730. hp = status->max_hp - status->hp;
  1731. }
  1732. if(sp < 0) {
  1733. if (sp == INT_MIN)
  1734. sp++;
  1735. status_damage(NULL, bl, 0, -sp, 0, 1);
  1736. sp = 0;
  1737. }
  1738. if(sp) {
  1739. if((unsigned int)sp > status->max_sp - status->sp)
  1740. sp = status->max_sp - status->sp;
  1741. }
  1742. if(!sp && !hp && !(flag&4))
  1743. return 0;
  1744. status->hp += hp;
  1745. status->sp += sp;
  1746. if(hp && sc &&
  1747. sc->data[SC_AUTOBERSERK] &&
  1748. sc->data[SC_PROVOKE] &&
  1749. sc->data[SC_PROVOKE]->val2==1 &&
  1750. status->hp>=status->max_hp>>2
  1751. ) // End auto berserk.
  1752. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1753. // Send HP update to client
  1754. switch(bl->type) {
  1755. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  1756. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1757. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1758. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1759. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1760. }
  1761. return (int)hp+sp;
  1762. }
  1763. /**
  1764. * Applies percentage based damage to a unit.
  1765. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1766. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1767. * @param target: Object to modify HP/SP
  1768. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1769. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1770. * @param flag: \n
  1771. * 0: Heal target \n
  1772. * 1: Use status_damage \n
  1773. * 2: Use status_damage and make sure target must not die from subtraction
  1774. * @return hp+sp through status_heal()
  1775. */
  1776. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1777. {
  1778. struct status_data *status;
  1779. unsigned int hp = 0, sp = 0;
  1780. status = status_get_status_data(target);
  1781. // It's safe now [MarkZD]
  1782. if (hp_rate > 99)
  1783. hp = status->hp;
  1784. else if (hp_rate > 0)
  1785. hp = apply_rate(status->hp, hp_rate);
  1786. else if (hp_rate < -99)
  1787. hp = status->max_hp;
  1788. else if (hp_rate < 0)
  1789. hp = (apply_rate(status->max_hp, -hp_rate));
  1790. if (hp_rate && !hp)
  1791. hp = 1;
  1792. if (flag == 2 && hp >= status->hp)
  1793. hp = status->hp-1; // Must not kill target.
  1794. if (sp_rate > 99)
  1795. sp = status->sp;
  1796. else if (sp_rate > 0)
  1797. sp = apply_rate(status->sp, sp_rate);
  1798. else if (sp_rate < -99)
  1799. sp = status->max_sp;
  1800. else if (sp_rate < 0)
  1801. sp = (apply_rate(status->max_sp, -sp_rate));
  1802. if (sp_rate && !sp)
  1803. sp = 1;
  1804. // Ugly check in case damage dealt is too much for the received args of
  1805. // status_heal / status_damage. [Skotlex]
  1806. if (hp > INT_MAX) {
  1807. hp -= INT_MAX;
  1808. if (flag)
  1809. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1810. else
  1811. status_heal(target, INT_MAX, 0, 0);
  1812. }
  1813. if (sp > INT_MAX) {
  1814. sp -= INT_MAX;
  1815. if (flag)
  1816. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1817. else
  1818. status_heal(target, 0, INT_MAX, 0);
  1819. }
  1820. if (flag)
  1821. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1822. return status_heal(target, hp, sp, 0);
  1823. }
  1824. /**
  1825. * Revives a unit
  1826. * @param bl: Object to revive [PC|MOB|HOM]
  1827. * @param per_hp: Percentage of HP to revive with
  1828. * @param per_sp: Percentage of SP to revive with
  1829. * @return Successful (1) or Invalid target (0)
  1830. */
  1831. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1832. {
  1833. struct status_data *status;
  1834. unsigned int hp, sp;
  1835. if (!status_isdead(bl)) return 0;
  1836. status = status_get_status_data(bl);
  1837. if (status == &dummy_status)
  1838. return 0; // Invalid target.
  1839. hp = (int64)status->max_hp * per_hp/100;
  1840. sp = (int64)status->max_sp * per_sp/100;
  1841. if(hp > status->max_hp - status->hp)
  1842. hp = status->max_hp - status->hp;
  1843. else if (per_hp && !hp)
  1844. hp = 1;
  1845. if(sp > status->max_sp - status->sp)
  1846. sp = status->max_sp - status->sp;
  1847. else if (per_sp && !sp)
  1848. sp = 1;
  1849. status->hp += hp;
  1850. status->sp += sp;
  1851. if (bl->prev) // Animation only if character is already on a map.
  1852. clif_resurrection(bl, 1);
  1853. switch (bl->type) {
  1854. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1855. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1856. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1857. }
  1858. return 1;
  1859. }
  1860. /**
  1861. * Checks whether the src can use the skill on the target,
  1862. * taking into account status/option of both source/target
  1863. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1864. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1865. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1866. target MAY be NULL, which checks if src can cast skill_id on the ground
  1867. * @param skill_id: Skill ID being used on target
  1868. * @param flag: 0 - Trying to use skill on target
  1869. * 1 - Cast bar is done
  1870. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1871. * @return src can use skill (1) or cannot use skill (0)
  1872. * @author [Skotlex]
  1873. */
  1874. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1875. struct status_data *status;
  1876. struct status_change *sc = NULL, *tsc;
  1877. int hide_flag;
  1878. status = src ? status_get_status_data(src) : &dummy_status;
  1879. if (src && src->type != BL_PC && status_isdead(src))
  1880. return false;
  1881. if (!skill_id) { // Normal attack checks.
  1882. // This mode is only needed for melee attacking.
  1883. if (!status_has_mode(status,MD_CANATTACK))
  1884. return false;
  1885. // Dead state is not checked for skills as some skills can be used
  1886. // on dead characters, said checks are left to skill.c [Skotlex]
  1887. if (target && status_isdead(target))
  1888. return false;
  1889. }
  1890. switch( skill_id ) {
  1891. case PA_PRESSURE:
  1892. if( flag && target ) {
  1893. // Gloria Avoids pretty much everything....
  1894. tsc = status_get_sc(target);
  1895. if(tsc && tsc->option&OPTION_HIDE)
  1896. return false;
  1897. }
  1898. break;
  1899. case GN_WALLOFTHORN:
  1900. if( target && status_isdead(target) )
  1901. return false;
  1902. break;
  1903. case AL_TELEPORT:
  1904. case ALL_ODINS_POWER:
  1905. // Should fail when used on top of Land Protector [Skotlex]
  1906. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1907. && !status_has_mode(status,MD_STATUS_IMMUNE)
  1908. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1909. return false;
  1910. break;
  1911. case SC_MANHOLE:
  1912. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1913. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  1914. return false;
  1915. default:
  1916. break;
  1917. }
  1918. if ( src )
  1919. sc = status_get_sc(src);
  1920. if( sc && sc->count ) {
  1921. if (sc->data[SC_ALL_RIDING])
  1922. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1923. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1924. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1925. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1926. )) {
  1927. if (src->type == BL_PC)
  1928. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1929. return false;
  1930. }
  1931. if (flag == 1 && sc->data[SC_CURSEDCIRCLE_TARGET] && skill_id == MO_ABSORBSPIRITS) // Absorb Spirits fails to go through
  1932. return false;
  1933. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1934. if (flag != 1) // Can't cast, casted stuff can't damage.
  1935. return false;
  1936. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1937. return false; // Damage spells stop casting.
  1938. }
  1939. if (
  1940. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1941. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1942. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1943. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1944. )
  1945. return false;
  1946. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1947. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1948. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1949. clif_emotion(src, E_LV);
  1950. return false;
  1951. }
  1952. if (sc->data[SC_BLADESTOP]) {
  1953. switch (sc->data[SC_BLADESTOP]->val1) {
  1954. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1955. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1956. case 3: if (skill_id == MO_INVESTIGATE) break;
  1957. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1958. default: return false;
  1959. }
  1960. }
  1961. if (sc->data[SC_DANCING] && flag!=2) {
  1962. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1963. skill_id == WM_FRIGG_SONG))
  1964. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1965. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1966. return false;
  1967. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1968. if (skill_id == BD_ENCORE ||
  1969. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1970. )
  1971. return false;
  1972. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  1973. return false;
  1974. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  1975. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  1976. }
  1977. if (skill_id && // Do not block item-casted skills.
  1978. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  1979. ) { // Skills blocked through status changes...
  1980. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  1981. sc->cant.cast ||
  1982. (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
  1983. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  1984. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  1985. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  1986. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  1987. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  1988. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  1989. ))
  1990. return false;
  1991. // Skill blocking.
  1992. if (
  1993. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  1994. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  1995. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  1996. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1997. )
  1998. return false;
  1999. }
  2000. if (sc->option) {
  2001. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  2002. // Non players can use all skills while hidden.
  2003. return false;
  2004. }
  2005. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2006. return false;
  2007. }
  2008. }
  2009. if (target == NULL || target == src) // No further checking needed.
  2010. return true;
  2011. tsc = status_get_sc(target);
  2012. if (tsc && tsc->count) {
  2013. /**
  2014. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  2015. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2016. **/
  2017. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2018. return false;
  2019. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2020. return false;
  2021. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2022. && tsc->data[SC_FREEZE])
  2023. return false;
  2024. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2025. return false;
  2026. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  2027. return false;
  2028. }
  2029. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2030. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2031. // Skill that can hit hidden target
  2032. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  2033. hide_flag &= ~OPTION_HIDE;
  2034. switch( target->type ) {
  2035. case BL_PC: {
  2036. struct map_session_data *tsd = (TBL_PC*)target;
  2037. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2038. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2039. if (pc_isinvisible(tsd))
  2040. return false;
  2041. if (tsc) {
  2042. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2043. return false;
  2044. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2045. return false; // Works against insect and demon but not against bosses
  2046. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2047. return false; // Works against all
  2048. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2049. return false; // Insect, demon, and boss can detect
  2050. }
  2051. }
  2052. break;
  2053. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2054. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2055. if (status_has_mode(status,MD_LOOTER))
  2056. return true;
  2057. return false;
  2058. case BL_HOM:
  2059. case BL_MER:
  2060. case BL_ELEM:
  2061. 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 )
  2062. return false; // Can't use support skills on Homunculus (only Master/Self)
  2063. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2064. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2065. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2066. return false; // Can't use Potion Pitcher on Mercenaries
  2067. default:
  2068. // Check for chase-walk/hiding/cloaking opponents.
  2069. if( tsc ) {
  2070. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2071. return false;
  2072. }
  2073. }
  2074. return true;
  2075. }
  2076. /**
  2077. * Checks whether the src can see the target
  2078. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2079. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2080. * @return src can see (1) or target is invisible (0)
  2081. * @author [Skotlex]
  2082. */
  2083. int status_check_visibility(struct block_list *src, struct block_list *target)
  2084. {
  2085. int view_range;
  2086. struct status_data* status = status_get_status_data(src);
  2087. struct status_change* tsc = status_get_sc(target);
  2088. switch (src->type) {
  2089. case BL_MOB:
  2090. view_range = ((TBL_MOB*)src)->min_chase;
  2091. break;
  2092. case BL_PET:
  2093. view_range = ((TBL_PET*)src)->db->range2;
  2094. break;
  2095. default:
  2096. view_range = AREA_SIZE;
  2097. }
  2098. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2099. return 0;
  2100. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2101. return 1;
  2102. if (tsc) {
  2103. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2104. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2105. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2106. case BL_PC: {
  2107. struct map_session_data *tsd = (TBL_PC*)target;
  2108. 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))
  2109. return 0;
  2110. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2111. return 0;
  2112. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2113. return 0;
  2114. }
  2115. break;
  2116. default:
  2117. 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)
  2118. return 0;
  2119. }
  2120. }
  2121. return 1;
  2122. }
  2123. /**
  2124. * Base ASPD value taken from the job tables
  2125. * @param sd: Player object
  2126. * @param status: Player status
  2127. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2128. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2129. */
  2130. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2131. {
  2132. int amotion;
  2133. int classidx = pc_class2idx(sd->status.class_);
  2134. #ifdef RENEWAL_ASPD
  2135. short mod = -1;
  2136. switch( sd->weapontype2 ) { // Adjustment for dual weilding
  2137. case W_DAGGER: mod = 0; break; // 0, 1, 1
  2138. case W_1HSWORD:
  2139. case W_1HAXE: mod = 1;
  2140. if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
  2141. mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
  2142. }
  2143. amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
  2144. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2145. : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield
  2146. + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod
  2147. - job_info[classidx].aspd_base[sd->weapontype2]
  2148. + job_info[classidx].aspd_base[sd->weapontype1]);
  2149. if ( sd->status.shield )
  2150. amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) +
  2151. ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 );
  2152. #else
  2153. // Base weapon delay
  2154. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2155. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2156. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2])*7/10; // Dual-wield
  2157. // Percentual delay reduction from stats
  2158. amotion -= amotion * (4*status->agi + status->dex)/1000;
  2159. #endif
  2160. // Raw delay adjustment from bAspd bonus
  2161. amotion += sd->bonus.aspd_add;
  2162. return amotion;
  2163. }
  2164. /**
  2165. * Base attack value calculated for units
  2166. * @param bl: Object to get attack for [PC|HOM]
  2167. * @param status: Object status
  2168. * @return base attack
  2169. * Note: Function only calculates Homunculus bATK in RENEWAL
  2170. */
  2171. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  2172. {
  2173. int flag = 0, str, dex, dstr;
  2174. if(!(bl->type&battle_config.enable_baseatk))
  2175. return 0;
  2176. if (bl->type == BL_PC)
  2177. switch(((TBL_PC*)bl)->status.weapon) {
  2178. case W_BOW:
  2179. case W_MUSICAL:
  2180. case W_WHIP:
  2181. case W_REVOLVER:
  2182. case W_RIFLE:
  2183. case W_GATLING:
  2184. case W_SHOTGUN:
  2185. case W_GRENADE:
  2186. flag = 1;
  2187. }
  2188. if (flag) {
  2189. #ifdef RENEWAL
  2190. dstr =
  2191. #endif
  2192. str = status->dex;
  2193. dex = status->str;
  2194. } else {
  2195. #ifdef RENEWAL
  2196. dstr =
  2197. #endif
  2198. str = status->str;
  2199. dex = status->dex;
  2200. }
  2201. /** [Skotlex]
  2202. * Normally only players have base-atk, but homunc have a different batk
  2203. * equation, hinting that perhaps non-players should use this for batk.
  2204. **/
  2205. #ifdef RENEWAL
  2206. if (bl->type == BL_HOM)
  2207. str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl));
  2208. #else
  2209. dstr = str/10;
  2210. str += dstr*dstr;
  2211. #endif
  2212. if (bl->type == BL_PC)
  2213. #ifdef RENEWAL
  2214. str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
  2215. else if (bl->type == BL_MOB || bl->type == BL_MER)
  2216. str = dstr + ((TBL_MOB*)bl)->level;
  2217. #else
  2218. str+= dex/5 + status->luk/5;
  2219. #endif
  2220. return cap_value(str, 0, USHRT_MAX);
  2221. }
  2222. #ifdef RENEWAL
  2223. /**
  2224. * Weapon attack value calculated for Players
  2225. * @param wa: Weapon attack
  2226. * @param status: Player status
  2227. * @return weapon attack
  2228. */
  2229. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2230. {
  2231. float str = sd->base_status.str;
  2232. int weapon_atk_bonus = 0;
  2233. if (wa.range > 3 && !pc_checkskill(sd, SU_SOULATTACK))
  2234. str = sd->base_status.dex;
  2235. if (sd->bonus.weapon_atk_rate)
  2236. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2237. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2238. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2239. }
  2240. #endif
  2241. #ifndef RENEWAL
  2242. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2243. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2244. #endif
  2245. #ifdef RENEWAL
  2246. unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level)
  2247. {
  2248. switch (bl->type) {
  2249. case BL_MOB:
  2250. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2251. //return status->int_ + level;
  2252. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2253. case BL_HOM:
  2254. return status_get_homint(bl) + level;
  2255. case BL_MER:
  2256. return status->int_ + status->int_ / 5 * status->int_ / 5;
  2257. case BL_PC:
  2258. default:
  2259. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2260. }
  2261. }
  2262. #endif
  2263. /**
  2264. * Fills in the misc data that can be calculated from the other status info (except for level)
  2265. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2266. * @param status: Player status
  2267. */
  2268. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2269. {
  2270. int stat;
  2271. // Non players get the value set, players need to stack with previous bonuses.
  2272. if( bl->type != BL_PC )
  2273. status->batk =
  2274. status->hit = status->flee =
  2275. status->def2 = status->mdef2 =
  2276. status->cri = status->flee2 = 0;
  2277. #ifdef RENEWAL // Renewal formulas
  2278. if (bl->type == BL_HOM) {
  2279. // Def2
  2280. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2281. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2282. // Mdef2
  2283. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2284. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2285. // Def
  2286. stat = status->def;
  2287. stat += status_get_homvit(bl) + level / 2;
  2288. status->def = cap_value(stat, 0, SHRT_MAX);
  2289. // Mdef
  2290. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2291. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2292. // Hit
  2293. stat = level + status->dex + 150;
  2294. status->hit = cap_value(stat, 1, SHRT_MAX);
  2295. // Flee
  2296. stat = level + status_get_homagi(bl);
  2297. status->flee = cap_value(stat, 1, SHRT_MAX);
  2298. // Atk
  2299. stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2300. status->rhw.atk = cap_value(stat, 0, SHRT_MAX);
  2301. // Atk2
  2302. stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2303. status->rhw.atk2 = cap_value(stat, 0, SHRT_MAX);
  2304. } else {
  2305. // Hit
  2306. stat = status->hit;
  2307. 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
  2308. status->hit = cap_value(stat, 1, SHRT_MAX);
  2309. // Flee
  2310. stat = status->flee;
  2311. 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
  2312. status->flee = cap_value(stat, 1, SHRT_MAX);
  2313. // Def2
  2314. if (bl->type == BL_MER)
  2315. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2316. else {
  2317. stat = status->def2;
  2318. 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)
  2319. }
  2320. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2321. // Mdef2
  2322. if (bl->type == BL_MER)
  2323. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2324. else {
  2325. stat = status->mdef2;
  2326. 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)
  2327. }
  2328. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2329. }
  2330. // MAtk
  2331. status->matk_min = status->matk_max = status_base_matk(bl, status, level);
  2332. ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated.
  2333. //switch (bl->type) {
  2334. // case BL_MOB:
  2335. // status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2336. // status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
  2337. // break;
  2338. // case BL_MER:
  2339. // status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2340. // status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100;
  2341. // break;
  2342. //}
  2343. #else
  2344. // Matk
  2345. status->matk_min = status_base_matk_min(status);
  2346. status->matk_max = status_base_matk_max(status);
  2347. // Hit
  2348. stat = status->hit;
  2349. stat += level + status->dex;
  2350. status->hit = cap_value(stat, 1, SHRT_MAX);
  2351. // Flee
  2352. stat = status->flee;
  2353. stat += level + status->agi;
  2354. status->flee = cap_value(stat, 1, SHRT_MAX);
  2355. // Def2
  2356. stat = status->def2;
  2357. stat += status->vit;
  2358. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2359. // Mdef2
  2360. stat = status->mdef2;
  2361. stat += status->int_ + (status->vit>>1);
  2362. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2363. #endif
  2364. //Critical
  2365. if( bl->type&battle_config.enable_critical ) {
  2366. stat = status->cri;
  2367. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2368. status->cri = cap_value(stat, 1, SHRT_MAX);
  2369. } else
  2370. status->cri = 0;
  2371. if (bl->type&battle_config.enable_perfect_flee) {
  2372. stat = status->flee2;
  2373. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2374. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2375. } else
  2376. status->flee2 = 0;
  2377. if (status->batk) {
  2378. int temp = status->batk + status_base_atk(bl, status);
  2379. status->batk = cap_value(temp, 0, USHRT_MAX);
  2380. } else
  2381. status->batk = status_base_atk(bl, status);
  2382. if (status->cri) {
  2383. switch (bl->type) {
  2384. case BL_MOB:
  2385. if(battle_config.mob_critical_rate != 100)
  2386. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2387. if(!status->cri && battle_config.mob_critical_rate)
  2388. status->cri = 10;
  2389. break;
  2390. case BL_PC:
  2391. // Players don't have a critical adjustment setting as of yet.
  2392. break;
  2393. default:
  2394. if(battle_config.critical_rate != 100)
  2395. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2396. if (!status->cri && battle_config.critical_rate)
  2397. status->cri = 10;
  2398. }
  2399. }
  2400. if(bl->type&BL_REGEN)
  2401. status_calc_regen(bl, status, status_get_regen_data(bl));
  2402. }
  2403. /**
  2404. * Calculates the initial status for the given mob
  2405. * @param md: Mob object
  2406. * @param opt: Whether or not it is the first calculation
  2407. This will only be false when a mob levels up (Regular and WoE Guardians)
  2408. * @return 1 for calculated special statuses or 0 for none
  2409. * @author [Skotlex]
  2410. */
  2411. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2412. {
  2413. struct status_data *status;
  2414. struct block_list *mbl = NULL;
  2415. int flag=0;
  2416. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2417. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2418. ;
  2419. else
  2420. md->level = md->db->lv;
  2421. }
  2422. // Check if we need custom base-status
  2423. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2424. flag|=1;
  2425. if (md->special_state.size)
  2426. flag|=2;
  2427. if (md->guardian_data && md->guardian_data->guardup_lv)
  2428. flag|=4;
  2429. if (md->mob_id == MOBID_EMPERIUM)
  2430. flag|=4;
  2431. if (battle_config.slaves_inherit_speed && md->master_id)
  2432. flag|=8;
  2433. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2434. flag|=16;
  2435. if (md->master_id && battle_config.slaves_inherit_mode)
  2436. flag |= 32;
  2437. if (!flag) { // No special status required.
  2438. if (md->base_status) {
  2439. aFree(md->base_status);
  2440. md->base_status = NULL;
  2441. }
  2442. if (opt&SCO_FIRST)
  2443. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2444. return 0;
  2445. }
  2446. if (!md->base_status)
  2447. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2448. status = md->base_status;
  2449. memcpy(status, &md->db->status, sizeof(struct status_data));
  2450. if (flag&(8|16))
  2451. mbl = map_id2bl(md->master_id);
  2452. if (flag&8 && mbl) {
  2453. struct status_data *mstatus = status_get_base_status(mbl);
  2454. if (mstatus &&
  2455. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2456. status->speed = mstatus->speed;
  2457. if( status->speed < 2 ) // Minimum for the unit to function properly
  2458. status->speed = 2;
  2459. }
  2460. if (flag&32)
  2461. status_calc_slave_mode(md, map_id2md(md->master_id));
  2462. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2463. int diff = md->level - md->db->lv;
  2464. status->str += diff;
  2465. status->agi += diff;
  2466. status->vit += diff;
  2467. status->int_ += diff;
  2468. status->dex += diff;
  2469. status->luk += diff;
  2470. status->max_hp += diff * status->vit;
  2471. status->max_sp += diff * status->int_;
  2472. status->hp = status->max_hp;
  2473. status->sp = status->max_sp;
  2474. status->speed -= cap_value(diff, 0, status->speed - 10);
  2475. }
  2476. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2477. if (md->special_state.size == SZ_MEDIUM) {
  2478. status->max_hp >>= 1;
  2479. status->max_sp >>= 1;
  2480. if (!status->max_hp) status->max_hp = 1;
  2481. if (!status->max_sp) status->max_sp = 1;
  2482. status->hp = status->max_hp;
  2483. status->sp = status->max_sp;
  2484. status->str >>= 1;
  2485. status->agi >>= 1;
  2486. status->vit >>= 1;
  2487. status->int_ >>= 1;
  2488. status->dex >>= 1;
  2489. status->luk >>= 1;
  2490. if (!status->str) status->str = 1;
  2491. if (!status->agi) status->agi = 1;
  2492. if (!status->vit) status->vit = 1;
  2493. if (!status->int_) status->int_ = 1;
  2494. if (!status->dex) status->dex = 1;
  2495. if (!status->luk) status->luk = 1;
  2496. } else if (md->special_state.size == SZ_BIG) {
  2497. status->max_hp <<= 1;
  2498. status->max_sp <<= 1;
  2499. status->hp = status->max_hp;
  2500. status->sp = status->max_sp;
  2501. status->str <<= 1;
  2502. status->agi <<= 1;
  2503. status->vit <<= 1;
  2504. status->int_ <<= 1;
  2505. status->dex <<= 1;
  2506. status->luk <<= 1;
  2507. }
  2508. }
  2509. status_calc_misc(&md->bl, status, md->level);
  2510. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2511. struct guild_castle *gc;
  2512. gc=guild_mapname2gc(map[md->bl.m].name);
  2513. if (!gc)
  2514. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  2515. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2516. #ifdef RENEWAL
  2517. status->max_hp += 50 * gc->defense;
  2518. status->max_sp += 70 * gc->defense;
  2519. #else
  2520. status->max_hp += 1000 * gc->defense;
  2521. status->max_sp += 200 * gc->defense;
  2522. #endif
  2523. status->hp = status->max_hp;
  2524. status->sp = status->max_sp;
  2525. status->def += (gc->defense+2)/3;
  2526. status->mdef += (gc->defense+2)/3;
  2527. }
  2528. if(md->mob_id != MOBID_EMPERIUM) {
  2529. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  2530. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  2531. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  2532. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  2533. }
  2534. }
  2535. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2536. struct unit_data *ud = unit_bl2ud(mbl);
  2537. // Remove special AI when this is used by regular mobs.
  2538. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2539. md->special_state.ai = AI_NONE;
  2540. if (ud) {
  2541. // Different levels of HP according to skill level
  2542. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2543. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2544. switch(ud->skill_id) {
  2545. case AM_SPHEREMINE:
  2546. status->max_hp = 2000 + 400*ud->skill_lv;
  2547. break;
  2548. case KO_ZANZOU:
  2549. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2550. break;
  2551. case AM_CANNIBALIZE:
  2552. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2553. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  2554. break;
  2555. case MH_SUMMON_LEGION:
  2556. {
  2557. int homblvl = status_get_lv(mbl);
  2558. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2559. status->batk = 100 * (ud->skill_lv+5) / 2;
  2560. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2561. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2562. // status->aspd_rate = max(100,status->aspd_rate);
  2563. break;
  2564. }
  2565. case NC_SILVERSNIPER:
  2566. {
  2567. struct status_data *mstatus = status_get_status_data(mbl);
  2568. if(!mstatus)
  2569. break;
  2570. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2571. status->batk = 200 * ud->skill_lv;
  2572. break;
  2573. }
  2574. case NC_MAGICDECOY:
  2575. {
  2576. struct status_data *mstatus = status_get_status_data(mbl);
  2577. if(!mstatus)
  2578. break;
  2579. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2580. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2581. break;
  2582. }
  2583. }
  2584. status->hp = status->max_hp;
  2585. }
  2586. }
  2587. if (opt&SCO_FIRST) // Initial battle status
  2588. memcpy(&md->status, status, sizeof(struct status_data));
  2589. return 1;
  2590. }
  2591. /**
  2592. * Calculates the stats of the given pet
  2593. * @param pd: Pet object
  2594. * @param opt: Whether or not it is the first calculation
  2595. This will only be false when a pet levels up
  2596. * @return 1
  2597. * @author [Skotlex]
  2598. */
  2599. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2600. {
  2601. nullpo_retv(pd);
  2602. if (opt&SCO_FIRST) {
  2603. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2604. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2605. pd->status.class_ = CLASS_NORMAL;
  2606. pd->status.speed = pd->petDB->speed;
  2607. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2608. // Attack support requires the pet to be able to attack
  2609. pd->status.mode |= MD_CANATTACK;
  2610. }
  2611. }
  2612. if (battle_config.pet_lv_rate && pd->master) {
  2613. struct map_session_data *sd = pd->master;
  2614. int lv;
  2615. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2616. if (lv < 0)
  2617. lv = 1;
  2618. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2619. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2620. pd->pet.level = lv;
  2621. if (!(opt&SCO_FIRST)) // Lv Up animation
  2622. clif_misceffect(&pd->bl, 0);
  2623. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2624. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2625. status->str = (bstat->str*lv)/pd->db->lv;
  2626. status->agi = (bstat->agi*lv)/pd->db->lv;
  2627. status->vit = (bstat->vit*lv)/pd->db->lv;
  2628. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2629. status->dex = (bstat->dex*lv)/pd->db->lv;
  2630. status->luk = (bstat->luk*lv)/pd->db->lv;
  2631. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2632. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2633. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2634. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2635. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2636. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2637. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2638. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2639. status_calc_misc(&pd->bl, &pd->status, lv);
  2640. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2641. clif_send_petstatus(sd);
  2642. }
  2643. } else if (opt&SCO_FIRST) {
  2644. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2645. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2646. pd->pet.level = pd->db->lv;
  2647. }
  2648. // Support rate modifier (1000 = 100%)
  2649. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2650. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2651. }
  2652. /**
  2653. * Get HP bonus modifiers
  2654. * @param bl: block_list that will be checked
  2655. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2656. * @return bonus: total bonus for HP
  2657. * @author [Cydh]
  2658. */
  2659. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2660. int bonus = 0;
  2661. if (type == STATUS_BONUS_FIX) {
  2662. struct status_change *sc = status_get_sc(bl);
  2663. //Only for BL_PC
  2664. if (bl->type == BL_PC) {
  2665. struct map_session_data *sd = map_id2sd(bl->id);
  2666. uint8 i;
  2667. bonus += sd->bonus.hp;
  2668. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2669. bonus += i * 200;
  2670. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2671. bonus += 1000;
  2672. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2673. bonus += 1000;
  2674. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2675. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2676. bonus += 2000;
  2677. }
  2678. #ifndef HP_SP_TABLES
  2679. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2680. bonus += 2000; // Supernovice lvl99 hp bonus.
  2681. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2682. bonus += 2000; // Supernovice lvl150 hp bonus.
  2683. #endif
  2684. }
  2685. //Bonus by SC
  2686. if (sc) {
  2687. if(sc->data[SC_INCMHP])
  2688. bonus += sc->data[SC_INCMHP]->val1;
  2689. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2690. bonus += 500;
  2691. if(sc->data[SC_LERADSDEW])
  2692. bonus += sc->data[SC_LERADSDEW]->val3;
  2693. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2694. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val4;
  2695. if(sc->data[SC_INSPIRATION])
  2696. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2697. if(sc->data[SC_SOLID_SKIN_OPTION])
  2698. bonus += 2000;
  2699. if(sc->data[SC_MTF_MHP])
  2700. bonus += sc->data[SC_MTF_MHP]->val1;
  2701. if(sc->data[SC_MARIONETTE])
  2702. bonus -= 1000;
  2703. if(sc->data[SC_SWORDCLAN])
  2704. bonus += 30;
  2705. if(sc->data[SC_ARCWANDCLAN])
  2706. bonus += 30;
  2707. if(sc->data[SC_GOLDENMACECLAN])
  2708. bonus += 30;
  2709. if(sc->data[SC_CROSSBOWCLAN])
  2710. bonus += 30;
  2711. }
  2712. } else if (type == STATUS_BONUS_RATE) {
  2713. struct status_change *sc = status_get_sc(bl);
  2714. //Only for BL_PC
  2715. if (bl->type == BL_PC) {
  2716. struct map_session_data *sd = map_id2sd(bl->id);
  2717. bonus += sd->hprate;
  2718. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2719. }
  2720. //Bonus by SC
  2721. if (sc) {
  2722. //Increasing
  2723. if(sc->data[SC_INCMHPRATE])
  2724. bonus += sc->data[SC_INCMHPRATE]->val1;
  2725. if(sc->data[SC_APPLEIDUN])
  2726. bonus += sc->data[SC_APPLEIDUN]->val2;
  2727. if(sc->data[SC_DELUGE])
  2728. bonus += sc->data[SC_DELUGE]->val2;
  2729. if(sc->data[SC_BERSERK])
  2730. bonus += 200; //+200%
  2731. if(sc->data[SC_MERC_HPUP])
  2732. bonus += sc->data[SC_MERC_HPUP]->val2;
  2733. if(sc->data[SC_EPICLESIS])
  2734. bonus += sc->data[SC_EPICLESIS]->val2;
  2735. if(sc->data[SC_FRIGG_SONG])
  2736. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2737. if(sc->data[SC_FORCEOFVANGUARD])
  2738. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2739. if(sc->data[SC_INSPIRATION])
  2740. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2741. if(sc->data[SC_RAISINGDRAGON])
  2742. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2743. if(sc->data[SC_GT_REVITALIZE])
  2744. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2745. if(sc->data[SC_MUSTLE_M])
  2746. bonus += sc->data[SC_MUSTLE_M]->val1;
  2747. if(sc->data[SC_ANGRIFFS_MODUS])
  2748. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2749. if(sc->data[SC_PETROLOGY_OPTION])
  2750. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2751. if(sc->data[SC_POWER_OF_GAIA])
  2752. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2753. if(sc->data[SC_CURSED_SOIL_OPTION])
  2754. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2755. if(sc->data[SC_UPHEAVAL_OPTION])
  2756. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2757. //Decreasing
  2758. if(sc->data[SC_VENOMBLEED])
  2759. bonus -= 15;
  2760. if(sc->data[SC_BEYONDOFWARCRY])
  2761. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2762. if(sc->data[SC__WEAKNESS])
  2763. bonus -= sc->data[SC__WEAKNESS]->val2;
  2764. if(sc->data[SC_MYSTERIOUS_POWDER])
  2765. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2766. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2767. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2768. if(sc->data[SC_EQC])
  2769. bonus -= sc->data[SC_EQC]->val3;
  2770. }
  2771. // Max rate reduce is -100%
  2772. bonus = cap_value(bonus,-100,INT_MAX);
  2773. }
  2774. return min(bonus,INT_MAX);
  2775. }
  2776. /**
  2777. * Get SP bonus modifiers
  2778. * @param bl: block_list that will be checked
  2779. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2780. * @return bonus: total bonus for SP
  2781. * @author [Cydh]
  2782. */
  2783. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2784. int bonus = 0;
  2785. if (type == STATUS_BONUS_FIX) {
  2786. struct status_change *sc = status_get_sc(bl);
  2787. //Only for BL_PC
  2788. if (bl->type == BL_PC) {
  2789. struct map_session_data *sd = map_id2sd(bl->id);
  2790. uint8 i;
  2791. bonus += sd->bonus.sp;
  2792. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2793. bonus += 30 * i;
  2794. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2795. bonus += 200 + 20 * i;
  2796. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2797. bonus += 30 * i;
  2798. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2799. bonus += 100;
  2800. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2801. bonus += 100;
  2802. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2803. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2804. bonus += 200;
  2805. }
  2806. }
  2807. //Bonus by SC
  2808. if (sc) {
  2809. if(sc->data[SC_INCMSP])
  2810. bonus += sc->data[SC_INCMSP]->val1;
  2811. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2812. bonus += 50;
  2813. if(sc->data[SC_MTF_MSP])
  2814. bonus += sc->data[SC_MTF_MSP]->val1;
  2815. if(sc->data[SC_SWORDCLAN])
  2816. bonus += 10;
  2817. if(sc->data[SC_ARCWANDCLAN])
  2818. bonus += 10;
  2819. if(sc->data[SC_GOLDENMACECLAN])
  2820. bonus += 10;
  2821. if(sc->data[SC_CROSSBOWCLAN])
  2822. bonus += 10;
  2823. }
  2824. } else if (type == STATUS_BONUS_RATE) {
  2825. struct status_change *sc = status_get_sc(bl);
  2826. //Only for BL_PC
  2827. if (bl->type == BL_PC) {
  2828. struct map_session_data *sd = map_id2sd(bl->id);
  2829. uint8 i;
  2830. bonus += sd->sprate;
  2831. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2832. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2833. bonus += i;
  2834. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2835. bonus += 2 * i;
  2836. }
  2837. //Bonus by SC
  2838. if (sc) {
  2839. if(sc->data[SC_INCMSPRATE])
  2840. bonus += sc->data[SC_INCMSPRATE]->val1;
  2841. if(sc->data[SC_RAISINGDRAGON])
  2842. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2843. if(sc->data[SC_SERVICE4U])
  2844. bonus += sc->data[SC_SERVICE4U]->val2;
  2845. if(sc->data[SC_MERC_SPUP])
  2846. bonus += sc->data[SC_MERC_SPUP]->val2;
  2847. if(sc->data[SC_LIFE_FORCE_F])
  2848. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2849. if(sc->data[SC_VITATA_500])
  2850. bonus += sc->data[SC_VITATA_500]->val2;
  2851. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2852. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val4;
  2853. }
  2854. // Max rate reduce is -100%
  2855. bonus = cap_value(bonus,-100,INT_MAX);
  2856. }
  2857. return min(bonus,INT_MAX);
  2858. }
  2859. /**
  2860. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2861. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2862. * @param sd Player
  2863. * @param stat Vit/Int of player as param modifier
  2864. * @param isHP true - calculates Max HP, false - calculated Max SP
  2865. * @return max The max value of HP or SP
  2866. */
  2867. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2868. double dmax = 0;
  2869. uint16 idx, level, job_id;
  2870. nullpo_ret(sd);
  2871. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2872. idx = pc_class2idx(job_id);
  2873. level = umax(sd->status.base_level,1);
  2874. if (isHP) { //Calculates MaxHP
  2875. 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);
  2876. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2877. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2878. }
  2879. else { //Calculates MaxSP
  2880. 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);
  2881. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2882. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2883. }
  2884. //Make sure it's not negative before casting to unsigned int
  2885. if(dmax < 1) dmax = 1;
  2886. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2887. }
  2888. /**
  2889. * Calculates player's weight
  2890. * @param sd: Player object
  2891. * @param flag: Calculation type
  2892. * CALCWT_ITEM - Item weight
  2893. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2894. * @return false - failed, true - success
  2895. */
  2896. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2897. {
  2898. int b_weight, b_max_weight, skill, i;
  2899. struct status_change *sc;
  2900. nullpo_retr(false, sd);
  2901. sc = &sd->sc;
  2902. b_max_weight = sd->max_weight; // Store max weight for later comparison
  2903. b_weight = sd->weight; // Store current weight for later comparison
  2904. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  2905. if (flag&CALCWT_ITEM) {
  2906. sd->weight = 0; // Reset current weight
  2907. for(i = 0; i < MAX_INVENTORY; i++) {
  2908. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  2909. continue;
  2910. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  2911. }
  2912. }
  2913. if (flag&CALCWT_MAXBONUS) {
  2914. // Skill/Status bonus weight increases
  2915. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  2916. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  2917. sd->max_weight += 2000 * skill;
  2918. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  2919. sd->max_weight += 10000;
  2920. else if (pc_isridingdragon(sd))
  2921. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  2922. if (sc->data[SC_KNOWLEDGE])
  2923. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  2924. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  2925. sd->max_weight += 2000 * skill;
  2926. }
  2927. // Update the client if the new weight calculations don't match
  2928. if (b_weight != sd->weight)
  2929. clif_updatestatus(sd, SP_WEIGHT);
  2930. if (b_max_weight != sd->max_weight) {
  2931. clif_updatestatus(sd, SP_MAXWEIGHT);
  2932. pc_updateweightstatus(sd);
  2933. }
  2934. return true;
  2935. }
  2936. /**
  2937. * Calculates player's cart weight
  2938. * @param sd: Player object
  2939. * @param flag: Calculation type
  2940. * CALCWT_ITEM - Cart item weight
  2941. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  2942. * CALCWT_CARTSTATE - Whether to check for cart state
  2943. * @return false - failed, true - success
  2944. */
  2945. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  2946. {
  2947. int b_cart_weight_max, i;
  2948. nullpo_retr(false, sd);
  2949. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  2950. return false;
  2951. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  2952. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  2953. if (flag&CALCWT_ITEM) {
  2954. sd->cart_weight = 0; // Reset current cart weight
  2955. sd->cart_num = 0; // Reset current cart item count
  2956. for(i = 0; i < MAX_CART; i++) {
  2957. if (!sd->cart.u.items_cart[i].nameid)
  2958. continue;
  2959. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  2960. sd->cart_num++; // Recalculate current cart item count
  2961. }
  2962. }
  2963. // Skill bonus max weight increases
  2964. if (flag&CALCWT_MAXBONUS)
  2965. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  2966. // Update the client if the new weight calculations don't match
  2967. if (b_cart_weight_max != sd->cart_weight_max)
  2968. clif_updatestatus(sd, SP_CARTINFO);
  2969. return true;
  2970. }
  2971. /**
  2972. * Calculates player data from scratch without counting SC adjustments
  2973. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  2974. * @param sd: Player object
  2975. * @param opt: Whether it is first calc (login) or not
  2976. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  2977. */
  2978. int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt)
  2979. {
  2980. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  2981. struct status_data *base_status; ///< Pointer to the player's base status
  2982. const struct status_change *sc = &sd->sc;
  2983. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  2984. int i, skill, refinedef = 0;
  2985. short index = -1;
  2986. if (++calculating > 10) // Too many recursive calls!
  2987. return -1;
  2988. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  2989. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2990. pc_calc_skilltree(sd); // SkillTree calculation
  2991. if (opt&SCO_FIRST) {
  2992. // Load Hp/SP from char-received data.
  2993. sd->battle_status.hp = sd->status.hp;
  2994. sd->battle_status.sp = sd->status.sp;
  2995. sd->regen.sregen = &sd->sregen;
  2996. sd->regen.ssregen = &sd->ssregen;
  2997. }
  2998. base_status = &sd->base_status;
  2999. // These are not zeroed. [zzo]
  3000. sd->hprate = 100;
  3001. sd->sprate = 100;
  3002. sd->castrate = 100;
  3003. sd->delayrate = 100;
  3004. sd->dsprate = 100;
  3005. sd->hprecov_rate = 100;
  3006. sd->sprecov_rate = 100;
  3007. sd->matk_rate = 100;
  3008. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3009. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3010. sd->regen.state.block = 0;
  3011. sd->add_max_weight = 0;
  3012. // Zeroed arrays, order follows the order in pc.h.
  3013. // Add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  3014. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  3015. + sizeof(sd->param_equip)
  3016. + sizeof(sd->subele)
  3017. + sizeof(sd->subele_script)
  3018. + sizeof(sd->subdefele)
  3019. + sizeof(sd->subrace)
  3020. + sizeof(sd->subclass)
  3021. + sizeof(sd->subrace2)
  3022. + sizeof(sd->subsize)
  3023. + sizeof(sd->reseff)
  3024. + sizeof(sd->coma_class)
  3025. + sizeof(sd->coma_race)
  3026. + sizeof(sd->weapon_coma_ele)
  3027. + sizeof(sd->weapon_coma_race)
  3028. + sizeof(sd->weapon_coma_class)
  3029. + sizeof(sd->weapon_atk)
  3030. + sizeof(sd->weapon_damage_rate)
  3031. + sizeof(sd->arrow_addele)
  3032. + sizeof(sd->arrow_addrace)
  3033. + sizeof(sd->arrow_addclass)
  3034. + sizeof(sd->arrow_addsize)
  3035. + sizeof(sd->magic_addele)
  3036. + sizeof(sd->magic_addele_script)
  3037. + sizeof(sd->magic_addrace)
  3038. + sizeof(sd->magic_addclass)
  3039. + sizeof(sd->magic_addsize)
  3040. + sizeof(sd->magic_atk_ele)
  3041. + sizeof(sd->critaddrace)
  3042. + sizeof(sd->expaddrace)
  3043. + sizeof(sd->expaddclass)
  3044. + sizeof(sd->ignore_mdef_by_race)
  3045. + sizeof(sd->ignore_mdef_by_class)
  3046. + sizeof(sd->ignore_def_by_race)
  3047. + sizeof(sd->ignore_def_by_class)
  3048. + sizeof(sd->sp_gain_race)
  3049. + sizeof(sd->magic_addrace2)
  3050. + sizeof(sd->ignore_mdef_by_race2)
  3051. + sizeof(sd->dropaddrace)
  3052. + sizeof(sd->dropaddclass)
  3053. );
  3054. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3055. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3056. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3057. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  3058. memset(&sd->special_state,0,sizeof(sd->special_state));
  3059. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3060. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3061. if (!sd->state.permanent_speed) {
  3062. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3063. base_status->speed = DEFAULT_WALK_SPEED;
  3064. } else {
  3065. int pSpeed = base_status->speed;
  3066. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3067. base_status->speed = pSpeed;
  3068. }
  3069. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3070. // Give them all modes except these (useful for clones)
  3071. base_status->mode = MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  3072. base_status->size = (sd->class_&JOBL_BABY || (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? SZ_SMALL : SZ_MEDIUM;
  3073. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3074. if (sd->class_&JOBL_BABY) {
  3075. if (battle_config.character_size&SZ_BIG)
  3076. base_status->size++;
  3077. } else
  3078. if(battle_config.character_size&SZ_MEDIUM)
  3079. base_status->size++;
  3080. }
  3081. base_status->aspd_rate = 1000;
  3082. base_status->ele_lv = 1;
  3083. base_status->race = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  3084. base_status->class_ = CLASS_NORMAL;
  3085. // Zero up structures...
  3086. memset(&sd->autospell, 0, sizeof(sd->autospell)
  3087. + sizeof(sd->autospell2)
  3088. + sizeof(sd->autospell3)
  3089. + sizeof(sd->addeff)
  3090. + sizeof(sd->addeff_atked)
  3091. + sizeof(sd->addeff_onskill)
  3092. + sizeof(sd->skillatk)
  3093. + sizeof(sd->skillusesprate)
  3094. + sizeof(sd->skillusesp)
  3095. + sizeof(sd->skillheal)
  3096. + sizeof(sd->skillheal2)
  3097. + sizeof(sd->skillblown)
  3098. + sizeof(sd->skillcastrate)
  3099. + sizeof(sd->skillfixcastrate)
  3100. + sizeof(sd->subskill)
  3101. + sizeof(sd->skillcooldown)
  3102. + sizeof(sd->skillfixcast)
  3103. + sizeof(sd->skillvarcast)
  3104. + sizeof(sd->hp_loss)
  3105. + sizeof(sd->sp_loss)
  3106. + sizeof(sd->hp_regen)
  3107. + sizeof(sd->sp_regen)
  3108. + sizeof(sd->percent_hp_regen)
  3109. + sizeof(sd->percent_sp_regen)
  3110. + sizeof(sd->add_def)
  3111. + sizeof(sd->add_mdef)
  3112. + sizeof(sd->add_mdmg)
  3113. + sizeof(sd->add_drop)
  3114. + sizeof(sd->itemhealrate)
  3115. + sizeof(sd->subele2)
  3116. + sizeof(sd->def_set_race)
  3117. + sizeof(sd->mdef_set_race)
  3118. + sizeof(sd->norecover_state_race)
  3119. + sizeof(sd->hp_vanish_race)
  3120. + sizeof(sd->sp_vanish_race)
  3121. );
  3122. memset (&sd->bonus, 0, sizeof(sd->bonus));
  3123. // Autobonus
  3124. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  3125. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  3126. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  3127. pc_itemgrouphealrate_clear(sd);
  3128. running_npc_stat_calc_event = true;
  3129. npc_script_event(sd, NPCE_STATCALC);
  3130. running_npc_stat_calc_event = false;
  3131. // Parse equipment
  3132. for (i = 0; i < EQI_MAX; i++) {
  3133. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3134. current_equip_combo_pos = 0;
  3135. if (index < 0)
  3136. continue;
  3137. if (i == EQI_AMMO)
  3138. continue;
  3139. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3140. continue;
  3141. if (!sd->inventory_data[index])
  3142. continue;
  3143. base_status->def += sd->inventory_data[index]->def;
  3144. // Items may be equipped, their effects however are nullified.
  3145. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3146. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3147. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3148. if (!calculating)
  3149. return 1;
  3150. }
  3151. // Sanitize the refine level in case someone decreased the value inbetween
  3152. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3153. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3154. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3155. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3156. struct weapon_data *wd;
  3157. struct weapon_atk *wa;
  3158. if(wlv >= REFINE_TYPE_MAX)
  3159. wlv = REFINE_TYPE_MAX - 1;
  3160. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3161. wd = &sd->left_weapon; // Left-hand weapon
  3162. wa = &base_status->lhw;
  3163. } else {
  3164. wd = &sd->right_weapon;
  3165. wa = &base_status->rhw;
  3166. }
  3167. wa->atk += sd->inventory_data[index]->atk;
  3168. if(r)
  3169. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3170. #ifdef RENEWAL
  3171. wa->matk += sd->inventory_data[index]->matk;
  3172. wa->wlv = wlv;
  3173. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3174. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3175. #endif
  3176. if(r) // Overrefine bonus.
  3177. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3178. wa->range += sd->inventory_data[index]->range;
  3179. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3180. if (wd == &sd->left_weapon) {
  3181. sd->state.lr_flag = 1;
  3182. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3183. sd->state.lr_flag = 0;
  3184. } else
  3185. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3186. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3187. return 1;
  3188. }
  3189. #ifdef RENEWAL
  3190. if (sd->bonus.weapon_matk_rate)
  3191. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3192. #endif
  3193. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3194. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3195. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3196. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3197. wd->star += 10;
  3198. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3199. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3200. }
  3201. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3202. int r;
  3203. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3204. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3205. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3206. if( i == EQI_HAND_L ) // Shield
  3207. sd->state.lr_flag = 3;
  3208. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3209. if( i == EQI_HAND_L ) // Shield
  3210. sd->state.lr_flag = 0;
  3211. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3212. return 1;
  3213. }
  3214. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3215. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3216. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3217. if( !calculating )
  3218. return 1;
  3219. }
  3220. }
  3221. }
  3222. if(sd->equip_index[EQI_AMMO] >= 0) {
  3223. index = sd->equip_index[EQI_AMMO];
  3224. if(sd->inventory_data[index]) { // Arrows
  3225. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3226. sd->state.lr_flag = 2;
  3227. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3228. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3229. sd->state.lr_flag = 0;
  3230. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3231. return 1;
  3232. }
  3233. }
  3234. // We've got combos to process and check
  3235. if( sd->combos.count ) {
  3236. for (i = 0; i < sd->combos.count; i++) {
  3237. uint8 j = 0;
  3238. bool no_run = false;
  3239. struct item_combo *combo = NULL;
  3240. current_equip_item_index = -1;
  3241. current_equip_combo_pos = sd->combos.pos[i];
  3242. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3243. continue;
  3244. // Check combo items
  3245. while (j < combo->count) {
  3246. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3247. // Don't run the script if at least one of combo's pair has restriction
  3248. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3249. no_run = true;
  3250. break;
  3251. }
  3252. j++;
  3253. }
  3254. if (no_run)
  3255. continue;
  3256. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3257. if (!calculating) // Abort, run_script retriggered this
  3258. return 1;
  3259. }
  3260. }
  3261. // Store equipment script bonuses
  3262. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3263. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3264. base_status->def += (refinedef+50)/100;
  3265. // Parse Cards
  3266. for (i = 0; i < EQI_MAX; i++) {
  3267. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3268. current_equip_combo_pos = 0;
  3269. if (index < 0)
  3270. continue;
  3271. if (i == EQI_AMMO)
  3272. continue;
  3273. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3274. continue;
  3275. if (sd->inventory_data[index]) {
  3276. int j;
  3277. struct item_data *data;
  3278. // Card script execution.
  3279. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3280. continue;
  3281. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3282. int c = sd->inventory.u.items_inventory[index].card[j];
  3283. current_equip_card_id= c;
  3284. if(!c)
  3285. continue;
  3286. data = itemdb_exists(c);
  3287. if(!data)
  3288. continue;
  3289. 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
  3290. run_script(data->equip_script,0,sd->bl.id,0);
  3291. if (!calculating)
  3292. return 1;
  3293. }
  3294. if(!data->script)
  3295. continue;
  3296. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3297. continue;
  3298. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3299. sd->state.lr_flag = 1;
  3300. run_script(data->script,0,sd->bl.id,0);
  3301. sd->state.lr_flag = 0;
  3302. } else
  3303. run_script(data->script,0,sd->bl.id,0);
  3304. if (!calculating) // Abort, run_script his function. [Skotlex]
  3305. return 1;
  3306. }
  3307. }
  3308. }
  3309. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3310. // Parse random options
  3311. for (i = 0; i < EQI_MAX; i++) {
  3312. current_equip_item_index = index = sd->equip_index[i];
  3313. current_equip_combo_pos = 0;
  3314. current_equip_opt_index = -1;
  3315. if (index < 0)
  3316. continue;
  3317. if (i == EQI_AMMO)
  3318. continue;
  3319. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3320. continue;
  3321. if (sd->inventory_data[index]) {
  3322. int j;
  3323. struct s_random_opt_data *data;
  3324. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3325. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3326. if (!opt_id)
  3327. continue;
  3328. current_equip_opt_index = j;
  3329. data = itemdb_randomopt_exists(opt_id);
  3330. if (!data || !data->script)
  3331. continue;
  3332. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3333. continue;
  3334. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3335. sd->state.lr_flag = 1;
  3336. run_script(data->script, 0, sd->bl.id, 0);
  3337. sd->state.lr_flag = 0;
  3338. }
  3339. else
  3340. run_script(data->script, 0, sd->bl.id, 0);
  3341. if (!calculating)
  3342. return 1;
  3343. }
  3344. }
  3345. current_equip_opt_index = -1;
  3346. }
  3347. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3348. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3349. if (data && data->script)
  3350. run_script(data->script, 0, sd->bl.id, 0);
  3351. }
  3352. pc_bonus_script(sd);
  3353. if( sd->pd ) { // Pet Bonus
  3354. struct pet_data *pd = sd->pd;
  3355. if( pd && pd->petDB && pd->petDB->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  3356. run_script(pd->petDB->pet_loyal_script,0,sd->bl.id,0);
  3357. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  3358. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3359. }
  3360. // param_bonus now holds card bonuses.
  3361. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3362. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3363. if(base_status->rhw.range < base_status->lhw.range)
  3364. base_status->rhw.range = base_status->lhw.range;
  3365. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3366. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3367. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3368. // Damage modifiers from weapon type
  3369. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  3370. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  3371. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  3372. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  3373. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  3374. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  3375. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3376. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3377. { // When Riding with spear, damage modifier to mid-class becomes
  3378. // same as versus large size.
  3379. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  3380. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  3381. }
  3382. // ----- STATS CALCULATION -----
  3383. // Job bonuses
  3384. index = pc_class2idx(sd->status.class_);
  3385. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3386. if(!job_info[index].job_bonus[i])
  3387. continue;
  3388. switch(job_info[index].job_bonus[i]) {
  3389. case 1: base_status->str++; break;
  3390. case 2: base_status->agi++; break;
  3391. case 3: base_status->vit++; break;
  3392. case 4: base_status->int_++; break;
  3393. case 5: base_status->dex++; break;
  3394. case 6: base_status->luk++; break;
  3395. }
  3396. }
  3397. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3398. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3399. base_status->str += 10;
  3400. base_status->agi += 10;
  3401. base_status->vit += 10;
  3402. base_status->int_+= 10;
  3403. base_status->dex += 10;
  3404. base_status->luk += 10;
  3405. }
  3406. // Absolute modifiers from passive skills
  3407. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3408. base_status->str++;
  3409. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3410. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3411. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3412. base_status->dex += skill;
  3413. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3414. base_status->int_ += skill;
  3415. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3416. base_status->int_ += 20;
  3417. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3418. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3419. base_status->str = cap_value(i,0,USHRT_MAX);
  3420. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3421. base_status->agi = cap_value(i,0,USHRT_MAX);
  3422. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3423. base_status->vit = cap_value(i,0,USHRT_MAX);
  3424. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3425. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3426. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3427. base_status->dex = cap_value(i,0,USHRT_MAX);
  3428. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3429. base_status->luk = cap_value(i,0,USHRT_MAX);
  3430. // ------ ATTACK CALCULATION ------
  3431. // Base batk value is set in status_calc_misc
  3432. #ifndef RENEWAL
  3433. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3434. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3435. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3436. // Absolute modifiers from passive skills
  3437. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3438. base_status->batk += 4;
  3439. #else
  3440. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3441. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3442. base_status->eatk = sd->bonus.eatk;
  3443. #endif
  3444. // ----- HP MAX CALCULATION -----
  3445. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3446. if(battle_config.hp_rate != 100)
  3447. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3448. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3449. // ----- SP MAX CALCULATION -----
  3450. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3451. if(battle_config.sp_rate != 100)
  3452. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3453. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3454. // ----- RESPAWN HP/SP -----
  3455. // Calc respawn hp and store it on base_status
  3456. if (sd->special_state.restart_full_recover) {
  3457. base_status->hp = base_status->max_hp;
  3458. base_status->sp = base_status->max_sp;
  3459. } else {
  3460. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3461. && battle_config.restart_hp_rate < 50)
  3462. base_status->hp = base_status->max_hp>>1;
  3463. else
  3464. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3465. if(!base_status->hp)
  3466. base_status->hp = 1;
  3467. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3468. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3469. base_status->sp = 1;
  3470. }
  3471. // ----- MISC CALCULATION -----
  3472. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3473. // Equipment modifiers for misc settings
  3474. if(sd->matk_rate < 0)
  3475. sd->matk_rate = 0;
  3476. if(sd->matk_rate != 100) {
  3477. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3478. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3479. }
  3480. if(sd->hit_rate < 0)
  3481. sd->hit_rate = 0;
  3482. if(sd->hit_rate != 100)
  3483. base_status->hit = base_status->hit * sd->hit_rate/100;
  3484. if(sd->flee_rate < 0)
  3485. sd->flee_rate = 0;
  3486. if(sd->flee_rate != 100)
  3487. base_status->flee = base_status->flee * sd->flee_rate/100;
  3488. if(sd->def2_rate < 0)
  3489. sd->def2_rate = 0;
  3490. if(sd->def2_rate != 100)
  3491. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3492. if(sd->mdef2_rate < 0)
  3493. sd->mdef2_rate = 0;
  3494. if(sd->mdef2_rate != 100)
  3495. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3496. if(sd->critical_rate < 0)
  3497. sd->critical_rate = 0;
  3498. if(sd->critical_rate != 100)
  3499. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3500. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3501. base_status->cri += 200;
  3502. if(sd->flee2_rate < 0)
  3503. sd->flee2_rate = 0;
  3504. if(sd->flee2_rate != 100)
  3505. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3506. // ----- HIT CALCULATION -----
  3507. // Absolute modifiers from passive skills
  3508. #ifndef RENEWAL
  3509. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3510. base_status->hit += skill*2;
  3511. #endif
  3512. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3513. #ifndef RENEWAL
  3514. base_status->hit += skill;
  3515. #endif
  3516. if(sd->status.weapon == W_BOW)
  3517. base_status->rhw.range += skill;
  3518. }
  3519. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3520. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3521. base_status->hit += 2*skill;
  3522. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3523. base_status->hit += skill;
  3524. base_status->rhw.range += skill;
  3525. }
  3526. }
  3527. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3528. base_status->hit += skill * 3;
  3529. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3530. base_status->hit += skill * 2;
  3531. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3532. base_status->hit += 20;
  3533. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3534. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3535. // ----- FLEE CALCULATION -----
  3536. // Absolute modifiers from passive skills
  3537. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3538. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3539. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3540. base_status->flee += (skill*3)>>1;
  3541. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3542. base_status->flee += 20;
  3543. // ----- EQUIPMENT-DEF CALCULATION -----
  3544. // Apply relative modifiers from equipment
  3545. if(sd->def_rate < 0)
  3546. sd->def_rate = 0;
  3547. if(sd->def_rate != 100) {
  3548. i = base_status->def * sd->def_rate/100;
  3549. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3550. }
  3551. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3552. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3553. #ifndef RENEWAL
  3554. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3555. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3556. base_status->def = (unsigned char)battle_config.max_def;
  3557. }
  3558. #endif
  3559. // ----- EQUIPMENT-MDEF CALCULATION -----
  3560. // Apply relative modifiers from equipment
  3561. if(sd->mdef_rate < 0)
  3562. sd->mdef_rate = 0;
  3563. if(sd->mdef_rate != 100) {
  3564. i = base_status->mdef * sd->mdef_rate/100;
  3565. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3566. }
  3567. #ifndef RENEWAL
  3568. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3569. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3570. base_status->mdef = (signed char)battle_config.max_def;
  3571. }
  3572. #endif
  3573. // ----- ASPD CALCULATION -----
  3574. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3575. // Basic ASPD value
  3576. i = status_base_amotion_pc(sd,base_status);
  3577. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3578. // Relative modifiers from passive skills
  3579. #ifndef RENEWAL_ASPD
  3580. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3581. base_status->aspd_rate -= 5*skill;
  3582. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3583. base_status->aspd_rate -= 30*skill;
  3584. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3585. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3586. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3587. if(pc_isriding(sd))
  3588. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3589. else if(pc_isridingdragon(sd))
  3590. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3591. #else // Needs more info
  3592. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3593. base_status->aspd_rate += 5*skill;
  3594. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3595. base_status->aspd_rate += 30*skill;
  3596. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3597. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3598. base_status->aspd_rate += ((skill+1)/2) * 10;
  3599. if(pc_isriding(sd))
  3600. base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3601. else if(pc_isridingdragon(sd))
  3602. base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3603. #endif
  3604. base_status->adelay = 2*base_status->amotion;
  3605. // ----- DMOTION -----
  3606. i = 800-base_status->agi*4;
  3607. base_status->dmotion = cap_value(i, 400, 800);
  3608. if(battle_config.pc_damage_delay_rate != 100)
  3609. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3610. // ----- MISC CALCULATIONS -----
  3611. // Weight
  3612. status_calc_weight(sd, CALCWT_MAXBONUS);
  3613. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3614. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  3615. sd->regen.state.walk = 1;
  3616. else
  3617. sd->regen.state.walk = 0;
  3618. // Skill SP cost
  3619. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3620. sd->dsprate -= 4*skill;
  3621. if(sc->data[SC_SERVICE4U])
  3622. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3623. if(sc->data[SC_SPCOST_RATE])
  3624. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3625. // Underflow protections.
  3626. if(sd->dsprate < 0)
  3627. sd->dsprate = 0;
  3628. if(sd->castrate < 0)
  3629. sd->castrate = 0;
  3630. if(sd->delayrate < 0)
  3631. sd->delayrate = 0;
  3632. if(sd->hprecov_rate < 0)
  3633. sd->hprecov_rate = 0;
  3634. if(sd->sprecov_rate < 0)
  3635. sd->sprecov_rate = 0;
  3636. // Anti-element and anti-race
  3637. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3638. sd->subele[ELE_HOLY] += skill*5;
  3639. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3640. sd->subele[ELE_NEUTRAL] += skill;
  3641. sd->subele[ELE_FIRE] += skill*4;
  3642. }
  3643. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3644. #ifdef RENEWAL
  3645. skill = skill * 2;
  3646. #else
  3647. skill = skill * 4;
  3648. #endif
  3649. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3650. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3651. sd->magic_addrace[RC_DRAGON]+=skill;
  3652. sd->subrace[RC_DRAGON]+=skill;
  3653. }
  3654. if((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) {
  3655. sd->right_weapon.addrace[RC_DEMON] += skill;
  3656. sd->right_weapon.addele[ELE_DARK] += skill;
  3657. sd->left_weapon.addrace[RC_DEMON] += skill;
  3658. sd->left_weapon.addele[ELE_DARK] += skill;
  3659. sd->magic_addrace[RC_DEMON] += skill;
  3660. sd->magic_addele[ELE_DARK] += skill;
  3661. sd->subrace[RC_DEMON] += skill;
  3662. sd->subele[ELE_DARK] += skill;
  3663. }
  3664. if(sc->count) {
  3665. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3666. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3667. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3668. }
  3669. if(sc->data[SC_SIEGFRIED]) {
  3670. i = sc->data[SC_SIEGFRIED]->val2;
  3671. sd->subele[ELE_WATER] += i;
  3672. sd->subele[ELE_EARTH] += i;
  3673. sd->subele[ELE_FIRE] += i;
  3674. sd->subele[ELE_WIND] += i;
  3675. sd->subele[ELE_POISON] += i;
  3676. sd->subele[ELE_HOLY] += i;
  3677. sd->subele[ELE_DARK] += i;
  3678. sd->subele[ELE_GHOST] += i;
  3679. sd->subele[ELE_UNDEAD] += i;
  3680. }
  3681. if(sc->data[SC_PROVIDENCE]) {
  3682. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3683. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3684. }
  3685. if (sc->data[SC_GEFFEN_MAGIC1]) {
  3686. sd->right_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3687. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3688. sd->left_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3689. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3690. }
  3691. if (sc->data[SC_GEFFEN_MAGIC2]) {
  3692. sd->magic_addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3693. sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3694. }
  3695. if(sc->data[SC_GEFFEN_MAGIC3]) {
  3696. sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3697. sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3698. }
  3699. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  3700. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  3701. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  3702. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  3703. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  3704. }
  3705. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  3706. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  3707. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  3708. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  3709. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  3710. }
  3711. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  3712. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  3713. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  3714. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  3715. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  3716. }
  3717. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  3718. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  3719. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  3720. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  3721. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  3722. }
  3723. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3724. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3725. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3726. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3727. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3728. }
  3729. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3730. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3731. sd->subele[ELE_FIRE] += i;
  3732. sd->subele[ELE_WATER] -= i;
  3733. }
  3734. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3735. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3736. sd->subele[ELE_WATER] += i;
  3737. sd->subele[ELE_WIND] -= i;
  3738. }
  3739. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3740. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3741. sd->subele[ELE_WIND] += i;
  3742. sd->subele[ELE_EARTH] -= i;
  3743. }
  3744. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3745. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3746. sd->subele[ELE_EARTH] += i;
  3747. sd->subele[ELE_FIRE] -= i;
  3748. }
  3749. if (sc->data[SC_MTF_MLEATKED] )
  3750. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3751. if (sc->data[SC_MTF_CRIDAMAGE])
  3752. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3753. if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
  3754. sd->magic_addele[ELE_FIRE] += 25;
  3755. if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
  3756. sd->magic_addele[ELE_WATER] += 25;
  3757. if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
  3758. sd->magic_addele[ELE_WIND] += 25;
  3759. if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
  3760. sd->magic_addele[ELE_EARTH] += 25;
  3761. }
  3762. status_cpy(&sd->battle_status, base_status);
  3763. // ----- CLIENT-SIDE REFRESH -----
  3764. if(!sd->bl.prev) {
  3765. // Will update on LoadEndAck
  3766. calculating = 0;
  3767. return 0;
  3768. }
  3769. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3770. clif_skillinfoblock(sd);
  3771. // If the skill is learned, the status is infinite.
  3772. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  3773. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, -1);
  3774. calculating = 0;
  3775. return 0;
  3776. }
  3777. /**
  3778. * Calculates Mercenary data
  3779. * @param md: Mercenary object
  3780. * @param opt: Whether it is first calc or not (0 on level up or status)
  3781. * @return 0
  3782. */
  3783. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3784. {
  3785. struct status_data *status = &md->base_status;
  3786. struct s_mercenary *merc = &md->mercenary;
  3787. if (opt&SCO_FIRST) {
  3788. memcpy(status, &md->db->status, sizeof(struct status_data));
  3789. status->class_ = CLASS_NORMAL;
  3790. status->mode = MD_CANMOVE|MD_CANATTACK;
  3791. status->hp = status->max_hp;
  3792. status->sp = status->max_sp;
  3793. md->battle_status.hp = merc->hp;
  3794. md->battle_status.sp = merc->sp;
  3795. if (md->master)
  3796. status->speed = status_get_speed(&md->master->bl);
  3797. }
  3798. status_calc_misc(&md->bl, status, md->db->lv);
  3799. status_cpy(&md->battle_status, status);
  3800. return 0;
  3801. }
  3802. /**
  3803. * Calculates Homunculus data
  3804. * @param hd: Homunculus object
  3805. * @param opt: Whether it is first calc or not (0 on level up or status)
  3806. * @return 1
  3807. */
  3808. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3809. {
  3810. struct status_data *status = &hd->base_status;
  3811. struct s_homunculus *hom = &hd->homunculus;
  3812. int skill_lv;
  3813. int amotion;
  3814. status->str = hom->str / 10;
  3815. status->agi = hom->agi / 10;
  3816. status->vit = hom->vit / 10;
  3817. status->dex = hom->dex / 10;
  3818. status->int_ = hom->int_ / 10;
  3819. status->luk = hom->luk / 10;
  3820. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3821. if (opt&SCO_FIRST) {
  3822. const struct s_homunculus_db *db = hd->homunculusDB;
  3823. status->def_ele = db->element;
  3824. status->ele_lv = 1;
  3825. status->race = db->race;
  3826. status->class_ = CLASS_NORMAL;
  3827. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3828. status->rhw.range = 1 + status->size;
  3829. status->mode = MD_CANMOVE|MD_CANATTACK;
  3830. status->speed = DEFAULT_WALK_SPEED;
  3831. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3832. status->speed = status_get_speed(&hd->master->bl);
  3833. status->hp = 1;
  3834. status->sp = 1;
  3835. }
  3836. status->aspd_rate = 1000;
  3837. #ifdef RENEWAL
  3838. amotion = hd->homunculusDB->baseASPD;
  3839. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3840. status->def = status->mdef = 0;
  3841. #else
  3842. skill_lv = hom->level / 10 + status->vit / 5;
  3843. status->def = cap_value(skill_lv, 0, 99);
  3844. skill_lv = hom->level / 10 + status->int_ / 5;
  3845. status->mdef = cap_value(skill_lv, 0, 99);
  3846. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3847. #endif
  3848. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3849. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3850. status->max_hp = hom->max_hp;
  3851. status->max_sp = hom->max_sp;
  3852. hom_calc_skilltree(hd, 0);
  3853. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3854. status->def += skill_lv * 4;
  3855. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3856. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3857. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3858. }
  3859. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3860. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3861. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3862. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3863. if (opt&SCO_FIRST) {
  3864. hd->battle_status.hp = hom->hp;
  3865. hd->battle_status.sp = hom->sp;
  3866. if(hom->class_ == 6052) // Eleanor
  3867. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, -1);
  3868. }
  3869. #ifndef RENEWAL
  3870. status->rhw.atk = status->dex;
  3871. status->rhw.atk2 = status->str + hom->level;
  3872. #endif
  3873. status_calc_misc(&hd->bl, status, hom->level);
  3874. status_cpy(&hd->battle_status, status);
  3875. return 1;
  3876. }
  3877. /**
  3878. * Calculates Elemental data
  3879. * @param ed: Elemental object
  3880. * @param opt: Whether it is first calc or not (0 on status change)
  3881. * @return 0
  3882. */
  3883. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  3884. {
  3885. struct status_data *status = &ed->base_status;
  3886. struct s_elemental *ele = &ed->elemental;
  3887. struct map_session_data *sd = ed->master;
  3888. if( !sd )
  3889. return 0;
  3890. if (opt&SCO_FIRST) {
  3891. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3892. if( !ele->mode )
  3893. status->mode = EL_MODE_PASSIVE;
  3894. else
  3895. status->mode = ele->mode;
  3896. status->class_ = CLASS_NORMAL;
  3897. status_calc_misc(&ed->bl, status, 0);
  3898. status->max_hp = ele->max_hp;
  3899. status->max_sp = ele->max_sp;
  3900. status->hp = ele->hp;
  3901. status->sp = ele->sp;
  3902. status->rhw.atk = ele->atk;
  3903. status->rhw.atk2 = ele->atk2;
  3904. status->matk_min += ele->matk;
  3905. status->def += ele->def;
  3906. status->mdef += ele->mdef;
  3907. status->flee = ele->flee;
  3908. status->hit = ele->hit;
  3909. if (ed->master)
  3910. status->speed = status_get_speed(&ed->master->bl);
  3911. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3912. } else {
  3913. status_calc_misc(&ed->bl, status, 0);
  3914. status_cpy(&ed->battle_status, status);
  3915. }
  3916. return 0;
  3917. }
  3918. /**
  3919. * Calculates NPC data
  3920. * @param nd: NPC object
  3921. * @param opt: Whether it is first calc or not (what?)
  3922. * @return 0
  3923. */
  3924. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  3925. {
  3926. struct status_data *status = &nd->status;
  3927. if (!nd)
  3928. return 0;
  3929. if (opt&SCO_FIRST) {
  3930. status->hp = 1;
  3931. status->sp = 1;
  3932. status->max_hp = 1;
  3933. status->max_sp = 1;
  3934. status->def_ele = ELE_NEUTRAL;
  3935. status->ele_lv = 1;
  3936. status->race = RC_DEMIHUMAN;
  3937. status->class_ = CLASS_NORMAL;
  3938. status->size = nd->size;
  3939. status->rhw.range = 1 + status->size;
  3940. status->mode = (MD_CANMOVE|MD_CANATTACK);
  3941. status->speed = nd->speed;
  3942. }
  3943. status->str = nd->stat_point + nd->params.str;
  3944. status->agi = nd->stat_point + nd->params.agi;
  3945. status->vit = nd->stat_point + nd->params.vit;
  3946. status->int_= nd->stat_point + nd->params.int_;
  3947. status->dex = nd->stat_point + nd->params.dex;
  3948. status->luk = nd->stat_point + nd->params.luk;
  3949. status_calc_misc(&nd->bl, status, nd->level);
  3950. status_cpy(&nd->status, status);
  3951. return 0;
  3952. }
  3953. /**
  3954. * Calculates regeneration values
  3955. * Applies passive skill regeneration additions
  3956. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  3957. * @param status: Object's status
  3958. * @param regen: Object's base regeneration data
  3959. */
  3960. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3961. {
  3962. struct map_session_data *sd;
  3963. struct status_change *sc;
  3964. int val, skill, reg_flag;
  3965. if( !(bl->type&BL_REGEN) || !regen )
  3966. return;
  3967. sd = BL_CAST(BL_PC,bl);
  3968. sc = status_get_sc(bl);
  3969. val = 1 + (status->vit/5) + (status->max_hp/200);
  3970. if( sd && sd->hprecov_rate != 100 )
  3971. val = val*sd->hprecov_rate/100;
  3972. reg_flag = bl->type == BL_PC ? 0 : 1;
  3973. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  3974. val = 1 + (status->int_/6) + (status->max_sp/100);
  3975. if( status->int_ >= 120 )
  3976. val += ((status->int_-120)>>1) + 4;
  3977. if( sd && sd->sprecov_rate != 100 )
  3978. val = val*sd->sprecov_rate/100;
  3979. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  3980. if( sd ) {
  3981. struct regen_data_sub *sregen;
  3982. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  3983. val = regen->sp*(100+3*skill)/100;
  3984. regen->sp = cap_value(val, 1, SHRT_MAX);
  3985. }
  3986. // Only players have skill/sitting skill regen for now.
  3987. sregen = regen->sregen;
  3988. val = 0;
  3989. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3990. val += skill*5 + skill*status->max_hp/500;
  3991. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3992. val = 0;
  3993. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3994. val += skill*3 + skill*status->max_sp/500;
  3995. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3996. val += skill*3 + skill*status->max_sp/500;
  3997. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3998. val += 3 + 3 * skill;
  3999. if (sc && sc->count && sc->data[SC_SHRIMPBLESSING])
  4000. val += 150 / 100;
  4001. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4002. // Skill-related recovery (only when sit)
  4003. sregen = regen->ssregen;
  4004. val = 0;
  4005. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4006. val += skill*4 + skill*status->max_hp/500;
  4007. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4008. val += skill*30 + skill*status->max_hp/500;
  4009. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4010. val = 0;
  4011. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4012. val += skill*3 + skill*status->max_sp/500;
  4013. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4014. val += (30+10*skill)*val/100;
  4015. }
  4016. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4017. val += skill*2 + skill*status->max_sp/500;
  4018. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4019. }
  4020. if( bl->type == BL_HOM ) {
  4021. struct homun_data *hd = (TBL_HOM*)bl;
  4022. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4023. val = regen->hp*(100+5*skill)/100;
  4024. regen->hp = cap_value(val, 1, SHRT_MAX);
  4025. }
  4026. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4027. val = regen->sp*(100+3*skill)/100;
  4028. regen->sp = cap_value(val, 1, SHRT_MAX);
  4029. }
  4030. } else if( bl->type == BL_MER ) {
  4031. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4032. regen->hp = cap_value(val, 1, SHRT_MAX);
  4033. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4034. regen->sp = cap_value(val, 1, SHRT_MAX);
  4035. } else if( bl->type == BL_ELEM ) {
  4036. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4037. regen->hp = cap_value(val, 1, SHRT_MAX);
  4038. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4039. regen->sp = cap_value(val, 1, SHRT_MAX);
  4040. }
  4041. }
  4042. /**
  4043. * Calculates SC (Status Changes) regeneration values
  4044. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4045. * @param regen: Object's base regeneration data
  4046. * @param sc: Object's status change data
  4047. */
  4048. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4049. {
  4050. if (!(bl->type&BL_REGEN) || !regen)
  4051. return;
  4052. regen->flag = RGN_HP|RGN_SP;
  4053. if(regen->sregen) {
  4054. if (regen->sregen->hp)
  4055. regen->flag |= RGN_SHP;
  4056. if (regen->sregen->sp)
  4057. regen->flag |= RGN_SSP;
  4058. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4059. }
  4060. if (regen->ssregen) {
  4061. if (regen->ssregen->hp)
  4062. regen->flag |= RGN_SHP;
  4063. if (regen->ssregen->sp)
  4064. regen->flag |= RGN_SSP;
  4065. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4066. }
  4067. regen->rate.hp = regen->rate.sp = 100;
  4068. if (!sc || !sc->count)
  4069. return;
  4070. // No HP or SP regen
  4071. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4072. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4073. || sc->data[SC_BERSERK]
  4074. || sc->data[SC_TRICKDEAD]
  4075. || sc->data[SC_BLEEDING]
  4076. || sc->data[SC_MAGICMUSHROOM]
  4077. || sc->data[SC_SATURDAYNIGHTFEVER]
  4078. || sc->data[SC_REBOUND])
  4079. regen->flag = RGN_NONE;
  4080. // No natural SP regen
  4081. if (sc->data[SC_DANCING] ||
  4082. #ifdef RENEWAL
  4083. sc->data[SC_MAXIMIZEPOWER] ||
  4084. #endif
  4085. #ifndef RENEWAL
  4086. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4087. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4088. #else
  4089. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4090. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4091. #endif
  4092. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  4093. regen->flag &= ~RGN_SP;
  4094. if (sc->data[SC_TENSIONRELAX]) {
  4095. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4096. regen->state.overweight = 0; // 1x HP regen
  4097. else {
  4098. regen->rate.hp += 200;
  4099. if (regen->sregen)
  4100. regen->sregen->rate.hp += 200;
  4101. }
  4102. }
  4103. if (sc->data[SC_MAGNIFICAT])
  4104. regen->rate.sp += 100;
  4105. if (sc->data[SC_REGENERATION]) {
  4106. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4107. if (!sce->val4) {
  4108. regen->rate.hp += (sce->val2*100);
  4109. regen->rate.sp += (sce->val3*100);
  4110. } else
  4111. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4112. }
  4113. if(sc->data[SC_GT_REVITALIZE]) {
  4114. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4115. regen->state.walk = 1;
  4116. }
  4117. if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1
  4118. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4119. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4120. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
  4121. regen->rate.hp *= 2;
  4122. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4123. regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.);
  4124. if (sc->data[SC_VITATA_500])
  4125. regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.);
  4126. if (sc->data[SC_CATNIPPOWDER]) {
  4127. regen->rate.hp *= 2;
  4128. regen->rate.sp *= 2;
  4129. }
  4130. }
  4131. /**
  4132. * Applies a state to a unit - See [StatusChangeStateTable]
  4133. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4134. * @param sc: Object's status change data
  4135. * @param flag: Which state to apply to bl
  4136. * @param start: (1) start state, (0) remove state
  4137. */
  4138. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4139. {
  4140. /// No sc at all, we can zero without any extra weight over our conciousness
  4141. if( !sc->count ) {
  4142. memset(&sc->cant, 0, sizeof (sc->cant));
  4143. return;
  4144. }
  4145. // Can't move
  4146. if( flag&SCS_NOMOVE ) {
  4147. if( !(flag&SCS_NOMOVECOND) )
  4148. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4149. else if(
  4150. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4151. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4152. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4153. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4154. )
  4155. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4156. }
  4157. // Can't use skills
  4158. if( flag&SCS_NOCAST ) {
  4159. if( !(flag&SCS_NOCASTCOND) )
  4160. sc->cant.cast += ( start ? 1 : -1 );
  4161. }
  4162. // Can't chat
  4163. if( flag&SCS_NOCHAT ) {
  4164. if( !(flag&SCS_NOCHATCOND) )
  4165. sc->cant.chat += ( start ? 1 : -1 );
  4166. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4167. sc->cant.chat += ( start ? 1 : -1 );
  4168. }
  4169. // Player-only states
  4170. if( bl->type == BL_PC ) {
  4171. // Can't pick-up items
  4172. if( flag&SCS_NOPICKITEM ) {
  4173. if( !(flag&SCS_NOPICKITEMCOND) )
  4174. sc->cant.pickup += ( start ? 1 : -1 );
  4175. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4176. sc->cant.pickup += ( start ? 1 : -1 );
  4177. }
  4178. // Can't drop items
  4179. if( flag&SCS_NODROPITEM ) {
  4180. if( !(flag&SCS_NODROPITEMCOND) )
  4181. sc->cant.drop += ( start ? 1 : -1 );
  4182. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4183. sc->cant.drop += ( start ? 1 : -1 );
  4184. }
  4185. }
  4186. return;
  4187. }
  4188. /**
  4189. * Recalculates parts of an objects status according to specified flags
  4190. * See [set_sc] [add_sc]
  4191. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4192. * @param flag: Which status has changed on bl
  4193. */
  4194. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4195. {
  4196. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4197. struct status_data *status = status_get_status_data(bl); // Battle Status
  4198. struct status_change *sc = status_get_sc(bl);
  4199. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4200. int temp;
  4201. if (!b_status || !status)
  4202. return;
  4203. /** [Playtester]
  4204. * This needs to be done even if there is currently no status change active, because
  4205. * we need to update the speed on the client when the last status change ends.
  4206. **/
  4207. if(flag&SCB_SPEED) {
  4208. struct unit_data *ud = unit_bl2ud(bl);
  4209. /** [Skotlex]
  4210. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4211. * because if you step on something while walking, the moment this
  4212. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4213. **/
  4214. if (ud)
  4215. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4216. }
  4217. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  4218. status_cpy(status, b_status);
  4219. return;
  4220. }
  4221. if(flag&SCB_STR) {
  4222. status->str = status_calc_str(bl, sc, b_status->str);
  4223. flag|=SCB_BATK;
  4224. if( bl->type&BL_HOM )
  4225. flag |= SCB_WATK;
  4226. }
  4227. if(flag&SCB_AGI) {
  4228. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4229. flag|=SCB_FLEE
  4230. #ifdef RENEWAL
  4231. |SCB_DEF2
  4232. #endif
  4233. ;
  4234. if( bl->type&(BL_PC|BL_HOM) )
  4235. flag |= SCB_ASPD|SCB_DSPD;
  4236. }
  4237. if(flag&SCB_VIT) {
  4238. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4239. flag|=SCB_DEF2|SCB_MDEF2;
  4240. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4241. flag |= SCB_MAXHP;
  4242. if( bl->type&BL_HOM )
  4243. flag |= SCB_DEF;
  4244. }
  4245. if(flag&SCB_INT) {
  4246. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4247. flag|=SCB_MATK|SCB_MDEF2;
  4248. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4249. flag |= SCB_MAXSP;
  4250. if( bl->type&BL_HOM )
  4251. flag |= SCB_MDEF;
  4252. }
  4253. if(flag&SCB_DEX) {
  4254. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4255. flag|=SCB_BATK|SCB_HIT
  4256. #ifdef RENEWAL
  4257. |SCB_MATK|SCB_MDEF2
  4258. #endif
  4259. ;
  4260. if( bl->type&(BL_PC|BL_HOM) )
  4261. flag |= SCB_ASPD;
  4262. if( bl->type&BL_HOM )
  4263. flag |= SCB_WATK;
  4264. }
  4265. if(flag&SCB_LUK) {
  4266. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4267. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4268. #ifdef RENEWAL
  4269. |SCB_MATK|SCB_HIT|SCB_FLEE
  4270. #endif
  4271. ;
  4272. }
  4273. if(flag&SCB_BATK && b_status->batk) {
  4274. status->batk = status_base_atk(bl,status);
  4275. temp = b_status->batk - status_base_atk(bl,b_status);
  4276. if (temp) {
  4277. temp += status->batk;
  4278. status->batk = cap_value(temp, 0, USHRT_MAX);
  4279. }
  4280. status->batk = status_calc_batk(bl, sc, status->batk);
  4281. }
  4282. if(flag&SCB_WATK) {
  4283. #ifndef RENEWAL
  4284. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4285. if (!sd) // Should not affect weapon refine bonus
  4286. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4287. if (sd && sd->bonus.weapon_atk_rate)
  4288. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4289. if(b_status->lhw.atk) {
  4290. if (sd) {
  4291. sd->state.lr_flag = 1;
  4292. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4293. sd->state.lr_flag = 0;
  4294. } else {
  4295. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4296. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4297. }
  4298. }
  4299. #else
  4300. if(!b_status->watk) { // We only have left-hand weapon
  4301. status->watk = 0;
  4302. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4303. }
  4304. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4305. #endif
  4306. }
  4307. if(flag&SCB_HIT) {
  4308. if (status->dex == b_status->dex
  4309. #ifdef RENEWAL
  4310. && status->luk == b_status->luk
  4311. #endif
  4312. )
  4313. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4314. else
  4315. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4316. #ifdef RENEWAL
  4317. + (status->luk/3 - b_status->luk/3)
  4318. #endif
  4319. );
  4320. }
  4321. if(flag&SCB_FLEE) {
  4322. if (status->agi == b_status->agi
  4323. #ifdef RENEWAL
  4324. && status->luk == b_status->luk
  4325. #endif
  4326. )
  4327. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4328. else
  4329. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4330. #ifdef RENEWAL
  4331. + (status->luk/5 - b_status->luk/5)
  4332. #endif
  4333. );
  4334. }
  4335. if(flag&SCB_DEF) {
  4336. status->def = status_calc_def(bl, sc, b_status->def);
  4337. if( bl->type&BL_HOM )
  4338. status->def += (status->vit/5 - b_status->vit/5);
  4339. }
  4340. if(flag&SCB_DEF2) {
  4341. if (status->vit == b_status->vit
  4342. #ifdef RENEWAL
  4343. && status->agi == b_status->agi
  4344. #endif
  4345. )
  4346. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4347. else
  4348. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4349. #ifdef RENEWAL
  4350. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4351. #else
  4352. + (status->vit - b_status->vit)
  4353. #endif
  4354. );
  4355. }
  4356. if(flag&SCB_MDEF) {
  4357. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4358. if( bl->type&BL_HOM )
  4359. status->mdef += (status->int_/5 - b_status->int_/5);
  4360. }
  4361. if(flag&SCB_MDEF2) {
  4362. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4363. #ifdef RENEWAL
  4364. && status->dex == b_status->dex
  4365. #endif
  4366. )
  4367. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4368. else
  4369. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4370. #ifdef RENEWAL
  4371. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4372. #else
  4373. + ((status->vit - b_status->vit)>>1)
  4374. #endif
  4375. );
  4376. }
  4377. if(flag&SCB_SPEED) {
  4378. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4379. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4380. status->speed = battle_config.max_walk_speed;
  4381. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4382. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4383. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4384. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4385. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4386. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4387. }
  4388. if(flag&SCB_CRI && b_status->cri) {
  4389. if (status->luk == b_status->luk)
  4390. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4391. else
  4392. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4393. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4394. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4395. status->cri <<= 1;
  4396. }
  4397. if(flag&SCB_FLEE2 && b_status->flee2) {
  4398. if (status->luk == b_status->luk)
  4399. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4400. else
  4401. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4402. }
  4403. if(flag&SCB_ATK_ELE) {
  4404. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4405. if (sd) sd->state.lr_flag = 1;
  4406. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4407. if (sd) sd->state.lr_flag = 0;
  4408. }
  4409. if(flag&SCB_DEF_ELE) {
  4410. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4411. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4412. }
  4413. if(flag&SCB_MODE) {
  4414. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4415. // Since mode changed, reset their state.
  4416. if (!status_has_mode(status,MD_CANATTACK))
  4417. unit_stop_attack(bl);
  4418. if (!status_has_mode(status,MD_CANMOVE))
  4419. unit_stop_walking(bl,1);
  4420. }
  4421. /**
  4422. * No status changes alter these yet.
  4423. * if(flag&SCB_SIZE)
  4424. * if(flag&SCB_RACE)
  4425. * if(flag&SCB_RANGE)
  4426. **/
  4427. if(flag&SCB_MAXHP) {
  4428. if( bl->type&BL_PC ) {
  4429. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4430. if(battle_config.hp_rate != 100)
  4431. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4432. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4433. }
  4434. else
  4435. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4436. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4437. status->hp = status->max_hp;
  4438. if( sd ) clif_updatestatus(sd,SP_HP);
  4439. }
  4440. }
  4441. if(flag&SCB_MAXSP) {
  4442. if( bl->type&BL_PC ) {
  4443. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4444. if(battle_config.sp_rate != 100)
  4445. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4446. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4447. }
  4448. else
  4449. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4450. if( status->sp > status->max_sp ) {
  4451. status->sp = status->max_sp;
  4452. if( sd ) clif_updatestatus(sd,SP_SP);
  4453. }
  4454. }
  4455. if(flag&SCB_MATK) {
  4456. #ifndef RENEWAL
  4457. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4458. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4459. #else
  4460. /**
  4461. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4462. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4463. **/
  4464. status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl));
  4465. switch( bl->type ) {
  4466. case BL_PC: {
  4467. int wMatk = 0;
  4468. int variance = 0;
  4469. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4470. if (sd) {
  4471. if (sd->bonus.ematk > 0)
  4472. status->matk_min += sd->bonus.ematk;
  4473. if (pc_checkskill(sd, SU_POWEROFLAND) > 0) {
  4474. if ((pc_checkskill(sd, SU_SV_STEMSPEAR) + pc_checkskill(sd, SU_CN_POWDERING) + pc_checkskill(sd, SU_CN_METEOR) + pc_checkskill(sd, SU_SV_ROOTTWIST) +
  4475. pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS)) > 19)
  4476. status->matk_min += status->matk_min * 20 / 100;
  4477. }
  4478. }
  4479. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4480. status->matk_max = status->matk_min;
  4481. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4482. if (b_status->lhw.matk) {
  4483. if (sd) {
  4484. //sd->state.lr_flag = 1; //?? why was that set here
  4485. status->lhw.matk = b_status->lhw.matk;
  4486. sd->state.lr_flag = 0;
  4487. } else {
  4488. status->lhw.matk = b_status->lhw.matk;
  4489. }
  4490. }
  4491. if (b_status->rhw.matk) {
  4492. status->rhw.matk = b_status->rhw.matk;
  4493. }
  4494. if (status->rhw.matk) {
  4495. wMatk += status->rhw.matk;
  4496. variance += wMatk * status->rhw.wlv / 10;
  4497. }
  4498. if (status->lhw.matk) {
  4499. wMatk += status->lhw.matk;
  4500. variance += status->lhw.matk * status->lhw.wlv / 10;
  4501. }
  4502. status->matk_min += wMatk - variance;
  4503. status->matk_max += wMatk + variance;
  4504. }
  4505. break;
  4506. case BL_HOM:
  4507. status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  4508. status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  4509. break;
  4510. }
  4511. #endif
  4512. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4513. status->matk_max = status->matk_max * sd->matk_rate/100;
  4514. status->matk_min = status->matk_min * sd->matk_rate/100;
  4515. }
  4516. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4517. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4518. status->matk_min = status->matk_max;
  4519. #ifdef RENEWAL
  4520. if( sd && sd->right_weapon.overrefine > 0) {
  4521. status->matk_min++;
  4522. status->matk_max += sd->right_weapon.overrefine - 1;
  4523. }
  4524. #endif
  4525. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4526. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4527. }
  4528. if(flag&SCB_ASPD) {
  4529. int amotion;
  4530. if ( bl->type&BL_HOM ) {
  4531. #ifdef RENEWAL_ASPD
  4532. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4533. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4534. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  4535. #else
  4536. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4537. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4538. if (status->aspd_rate != 1000)
  4539. amotion = amotion * status->aspd_rate / 1000;
  4540. #endif
  4541. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4542. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4543. status->adelay = status->amotion;
  4544. } else if ( bl->type&BL_PC ) {
  4545. amotion = status_base_amotion_pc(sd,status);
  4546. #ifndef RENEWAL_ASPD
  4547. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4548. if(status->aspd_rate != 1000)
  4549. amotion = amotion*status->aspd_rate/1000;
  4550. #else
  4551. /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
  4552. amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, true) * status->agi / 200)) * 10;
  4553. if( (status_calc_aspd(bl, sc, false) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
  4554. amotion -= ( amotion - pc_maxaspd(sd) ) * (status_calc_aspd(bl, sc, false) + status->aspd_rate2) / 100;
  4555. if(status->aspd_rate != 1000) // Absolute percentage modifier
  4556. amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
  4557. #endif
  4558. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4559. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4560. status->adelay = 2*status->amotion;
  4561. } else { // Mercenary and mobs
  4562. amotion = b_status->amotion;
  4563. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4564. if(status->aspd_rate != 1000)
  4565. amotion = amotion*status->aspd_rate/1000;
  4566. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4567. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4568. temp = b_status->adelay*status->aspd_rate/1000;
  4569. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4570. }
  4571. }
  4572. if(flag&SCB_DSPD) {
  4573. int dmotion;
  4574. if( bl->type&BL_PC ) {
  4575. if (b_status->agi == status->agi)
  4576. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4577. else {
  4578. dmotion = 800-status->agi*4;
  4579. status->dmotion = cap_value(dmotion, 400, 800);
  4580. if(battle_config.pc_damage_delay_rate != 100)
  4581. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4582. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4583. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4584. }
  4585. } else if( bl->type&BL_HOM ) {
  4586. dmotion = 800-status->agi*4;
  4587. status->dmotion = cap_value(dmotion, 400, 800);
  4588. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4589. } else { // Mercenary and mobs
  4590. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4591. }
  4592. }
  4593. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4594. status_calc_regen(bl, status, status_get_regen_data(bl));
  4595. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4596. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4597. }
  4598. /**
  4599. * Recalculates parts of an objects status according to specified flags
  4600. * Also sends updates to the client when necessary
  4601. * See [set_sc] [add_sc]
  4602. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4603. * @param flag: Which status has changed on bl
  4604. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4605. */
  4606. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4607. {
  4608. struct status_data b_status; // Previous battle status
  4609. struct status_data* status; // Pointer to current battle status
  4610. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4611. if (opt&SCO_FORCE)
  4612. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4613. else {
  4614. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4615. return;
  4616. }
  4617. }
  4618. // Remember previous values
  4619. status = status_get_status_data(bl);
  4620. memcpy(&b_status, status, sizeof(struct status_data));
  4621. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4622. switch( bl->type ) {
  4623. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4624. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4625. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4626. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4627. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4628. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4629. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4630. }
  4631. }
  4632. if( bl->type == BL_PET )
  4633. return; // Pets are not affected by statuses
  4634. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4635. return; // Assume there will be no statuses active
  4636. status_calc_bl_main(bl, flag);
  4637. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4638. return; // Client update handled by caller
  4639. // Compare against new values and send client updates
  4640. if( bl->type == BL_PC ) {
  4641. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4642. if(b_status.str != status->str)
  4643. clif_updatestatus(sd,SP_STR);
  4644. if(b_status.agi != status->agi)
  4645. clif_updatestatus(sd,SP_AGI);
  4646. if(b_status.vit != status->vit)
  4647. clif_updatestatus(sd,SP_VIT);
  4648. if(b_status.int_ != status->int_)
  4649. clif_updatestatus(sd,SP_INT);
  4650. if(b_status.dex != status->dex)
  4651. clif_updatestatus(sd,SP_DEX);
  4652. if(b_status.luk != status->luk)
  4653. clif_updatestatus(sd,SP_LUK);
  4654. if(b_status.hit != status->hit)
  4655. clif_updatestatus(sd,SP_HIT);
  4656. if(b_status.flee != status->flee)
  4657. clif_updatestatus(sd,SP_FLEE1);
  4658. if(b_status.amotion != status->amotion)
  4659. clif_updatestatus(sd,SP_ASPD);
  4660. if(b_status.speed != status->speed)
  4661. clif_updatestatus(sd,SP_SPEED);
  4662. if(b_status.batk != status->batk
  4663. #ifndef RENEWAL
  4664. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4665. #endif
  4666. )
  4667. clif_updatestatus(sd,SP_ATK1);
  4668. if(b_status.def != status->def) {
  4669. clif_updatestatus(sd,SP_DEF1);
  4670. #ifdef RENEWAL
  4671. clif_updatestatus(sd,SP_DEF2);
  4672. #endif
  4673. }
  4674. if(
  4675. #ifdef RENEWAL
  4676. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4677. #else
  4678. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4679. #endif
  4680. )
  4681. clif_updatestatus(sd,SP_ATK2);
  4682. if(b_status.def2 != status->def2) {
  4683. clif_updatestatus(sd,SP_DEF2);
  4684. #ifdef RENEWAL
  4685. clif_updatestatus(sd,SP_DEF1);
  4686. #endif
  4687. }
  4688. if(b_status.flee2 != status->flee2)
  4689. clif_updatestatus(sd,SP_FLEE2);
  4690. if(b_status.cri != status->cri)
  4691. clif_updatestatus(sd,SP_CRITICAL);
  4692. #ifndef RENEWAL
  4693. if(b_status.matk_max != status->matk_max)
  4694. clif_updatestatus(sd,SP_MATK1);
  4695. if(b_status.matk_min != status->matk_min)
  4696. clif_updatestatus(sd,SP_MATK2);
  4697. #else
  4698. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4699. clif_updatestatus(sd,SP_MATK2);
  4700. clif_updatestatus(sd,SP_MATK1);
  4701. }
  4702. #endif
  4703. if(b_status.mdef != status->mdef) {
  4704. clif_updatestatus(sd,SP_MDEF1);
  4705. #ifdef RENEWAL
  4706. clif_updatestatus(sd,SP_MDEF2);
  4707. #endif
  4708. }
  4709. if(b_status.mdef2 != status->mdef2) {
  4710. clif_updatestatus(sd,SP_MDEF2);
  4711. #ifdef RENEWAL
  4712. clif_updatestatus(sd,SP_MDEF1);
  4713. #endif
  4714. }
  4715. if(b_status.rhw.range != status->rhw.range)
  4716. clif_updatestatus(sd,SP_ATTACKRANGE);
  4717. if(b_status.max_hp != status->max_hp)
  4718. clif_updatestatus(sd,SP_MAXHP);
  4719. if(b_status.max_sp != status->max_sp)
  4720. clif_updatestatus(sd,SP_MAXSP);
  4721. if(b_status.hp != status->hp)
  4722. clif_updatestatus(sd,SP_HP);
  4723. if(b_status.sp != status->sp)
  4724. clif_updatestatus(sd,SP_SP);
  4725. } else if( bl->type == BL_HOM ) {
  4726. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4727. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4728. clif_hominfo(hd->master,hd,0);
  4729. } else if( bl->type == BL_MER ) {
  4730. TBL_MER* md = BL_CAST(BL_MER, bl);
  4731. if (!md->master)
  4732. return;
  4733. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4734. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4735. if( b_status.matk_max != status->matk_max )
  4736. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4737. if( b_status.hit != status->hit )
  4738. clif_mercenary_updatestatus(md->master, SP_HIT);
  4739. if( b_status.cri != status->cri )
  4740. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4741. if( b_status.def != status->def )
  4742. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4743. if( b_status.mdef != status->mdef )
  4744. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4745. if( b_status.flee != status->flee )
  4746. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4747. if( b_status.amotion != status->amotion )
  4748. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4749. if( b_status.max_hp != status->max_hp )
  4750. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4751. if( b_status.max_sp != status->max_sp )
  4752. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4753. if( b_status.hp != status->hp )
  4754. clif_mercenary_updatestatus(md->master, SP_HP);
  4755. if( b_status.sp != status->sp )
  4756. clif_mercenary_updatestatus(md->master, SP_SP);
  4757. } else if( bl->type == BL_ELEM ) {
  4758. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4759. if (!ed->master)
  4760. return;
  4761. if( b_status.max_hp != status->max_hp )
  4762. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4763. if( b_status.max_sp != status->max_sp )
  4764. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4765. if( b_status.hp != status->hp )
  4766. clif_elemental_updatestatus(ed->master, SP_HP);
  4767. if( b_status.sp != status->sp )
  4768. clif_mercenary_updatestatus(ed->master, SP_SP);
  4769. }
  4770. }
  4771. /**
  4772. * Adds strength modifications based on status changes
  4773. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4774. * @param sc: Object's status change information
  4775. * @param str: Initial str
  4776. * @return modified str with cap_value(str,0,USHRT_MAX)
  4777. */
  4778. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4779. {
  4780. if(!sc || !sc->count)
  4781. return cap_value(str,0,USHRT_MAX);
  4782. if(sc->data[SC_HARMONIZE]) {
  4783. str -= sc->data[SC_HARMONIZE]->val2;
  4784. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4785. }
  4786. if(sc->data[SC_INCALLSTATUS])
  4787. str += sc->data[SC_INCALLSTATUS]->val1;
  4788. if(sc->data[SC_CHASEWALK2])
  4789. str += sc->data[SC_CHASEWALK2]->val1;
  4790. if(sc->data[SC_INCSTR])
  4791. str += sc->data[SC_INCSTR]->val1;
  4792. if(sc->data[SC_STRFOOD])
  4793. str += sc->data[SC_STRFOOD]->val1;
  4794. if(sc->data[SC_FOOD_STR_CASH])
  4795. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4796. if(sc->data[SC_BATTLEORDERS])
  4797. str += 5;
  4798. if(sc->data[SC_LEADERSHIP])
  4799. str += sc->data[SC_LEADERSHIP]->val1;
  4800. if(sc->data[SC_LOUD])
  4801. str += 4;
  4802. if(sc->data[SC_TRUESIGHT])
  4803. str += 5;
  4804. if(sc->data[SC_SPURT])
  4805. str += 10;
  4806. if(sc->data[SC_NEN])
  4807. str += sc->data[SC_NEN]->val1;
  4808. if(sc->data[SC_BLESSING]) {
  4809. if(sc->data[SC_BLESSING]->val2)
  4810. str += sc->data[SC_BLESSING]->val2;
  4811. else
  4812. str >>= 1;
  4813. }
  4814. if(sc->data[SC_MARIONETTE])
  4815. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4816. if(sc->data[SC_MARIONETTE2])
  4817. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4818. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4819. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4820. if(sc->data[SC_GIANTGROWTH])
  4821. str += 30;
  4822. if(sc->data[SC_BEYONDOFWARCRY])
  4823. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4824. if(sc->data[SC_SAVAGE_STEAK])
  4825. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4826. if(sc->data[SC_INSPIRATION])
  4827. str += sc->data[SC_INSPIRATION]->val3;
  4828. if(sc->data[SC_2011RWC_SCROLL])
  4829. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4830. if(sc->data[SC_STOMACHACHE])
  4831. str -= sc->data[SC_STOMACHACHE]->val1;
  4832. if(sc->data[SC_KYOUGAKU])
  4833. str -= sc->data[SC_KYOUGAKU]->val2;
  4834. if(sc->data[SC_SWORDCLAN])
  4835. str += 1;
  4836. if(sc->data[SC_JUMPINGCLAN])
  4837. str += 1;
  4838. if(sc->data[SC_FULL_THROTTLE])
  4839. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4840. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4841. }
  4842. /**
  4843. * Adds agility modifications based on status changes
  4844. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  4845. * @param sc: Object's status change information
  4846. * @param agi: Initial agi
  4847. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  4848. */
  4849. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  4850. {
  4851. if(!sc || !sc->count)
  4852. return cap_value(agi,0,USHRT_MAX);
  4853. if(sc->data[SC_HARMONIZE]) {
  4854. agi -= sc->data[SC_HARMONIZE]->val2;
  4855. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4856. }
  4857. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  4858. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  4859. if(sc->data[SC_INCALLSTATUS])
  4860. agi += sc->data[SC_INCALLSTATUS]->val1;
  4861. if(sc->data[SC_INCAGI])
  4862. agi += sc->data[SC_INCAGI]->val1;
  4863. if(sc->data[SC_AGIFOOD])
  4864. agi += sc->data[SC_AGIFOOD]->val1;
  4865. if(sc->data[SC_FOOD_AGI_CASH])
  4866. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  4867. if(sc->data[SC_SOULCOLD])
  4868. agi += sc->data[SC_SOULCOLD]->val1;
  4869. if(sc->data[SC_TRUESIGHT])
  4870. agi += 5;
  4871. if(sc->data[SC_INCREASEAGI])
  4872. agi += sc->data[SC_INCREASEAGI]->val2;
  4873. if(sc->data[SC_INCREASING])
  4874. agi += 4; // Added based on skill updates [Reddozen]
  4875. if(sc->data[SC_2011RWC_SCROLL])
  4876. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  4877. if(sc->data[SC_DECREASEAGI])
  4878. agi -= sc->data[SC_DECREASEAGI]->val2;
  4879. if(sc->data[SC_QUAGMIRE])
  4880. agi -= sc->data[SC_QUAGMIRE]->val2;
  4881. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  4882. agi -= sc->data[SC_SUITON]->val2;
  4883. if(sc->data[SC_MARIONETTE])
  4884. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  4885. if(sc->data[SC_MARIONETTE2])
  4886. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  4887. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4888. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  4889. if(sc->data[SC_ADORAMUS])
  4890. agi -= sc->data[SC_ADORAMUS]->val2;
  4891. if(sc->data[SC_MARSHOFABYSS])
  4892. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  4893. if(sc->data[SC_DROCERA_HERB_STEAMED])
  4894. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  4895. if(sc->data[SC_INSPIRATION])
  4896. agi += sc->data[SC_INSPIRATION]->val3;
  4897. if(sc->data[SC_STOMACHACHE])
  4898. agi -= sc->data[SC_STOMACHACHE]->val1;
  4899. if(sc->data[SC_KYOUGAKU])
  4900. agi -= sc->data[SC_KYOUGAKU]->val2;
  4901. if(sc->data[SC_CROSSBOWCLAN])
  4902. agi += 1;
  4903. if(sc->data[SC_JUMPINGCLAN])
  4904. agi += 1;
  4905. if(sc->data[SC_FULL_THROTTLE])
  4906. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4907. if (sc->data[SC_ARCLOUSEDASH])
  4908. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  4909. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  4910. }
  4911. /**
  4912. * Adds vitality modifications based on status changes
  4913. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  4914. * @param sc: Object's status change information
  4915. * @param vit: Initial vit
  4916. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  4917. */
  4918. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  4919. {
  4920. if(!sc || !sc->count)
  4921. return cap_value(vit,0,USHRT_MAX);
  4922. if(sc->data[SC_HARMONIZE]) {
  4923. vit -= sc->data[SC_HARMONIZE]->val2;
  4924. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4925. }
  4926. if(sc->data[SC_INCALLSTATUS])
  4927. vit += sc->data[SC_INCALLSTATUS]->val1;
  4928. if(sc->data[SC_INCVIT])
  4929. vit += sc->data[SC_INCVIT]->val1;
  4930. if(sc->data[SC_VITFOOD])
  4931. vit += sc->data[SC_VITFOOD]->val1;
  4932. if(sc->data[SC_FOOD_VIT_CASH])
  4933. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  4934. if(sc->data[SC_CHANGE])
  4935. vit += sc->data[SC_CHANGE]->val2;
  4936. if(sc->data[SC_GLORYWOUNDS])
  4937. vit += sc->data[SC_GLORYWOUNDS]->val1;
  4938. if(sc->data[SC_TRUESIGHT])
  4939. vit += 5;
  4940. if(sc->data[SC_MARIONETTE])
  4941. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  4942. if(sc->data[SC_MARIONETTE2])
  4943. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  4944. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4945. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  4946. if(sc->data[SC_LAUDAAGNUS])
  4947. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  4948. if(sc->data[SC_MINOR_BBQ])
  4949. vit += sc->data[SC_MINOR_BBQ]->val1;
  4950. if(sc->data[SC_INSPIRATION])
  4951. vit += sc->data[SC_INSPIRATION]->val3;
  4952. if(sc->data[SC_2011RWC_SCROLL])
  4953. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  4954. if(sc->data[SC_STOMACHACHE])
  4955. vit -= sc->data[SC_STOMACHACHE]->val1;
  4956. if(sc->data[SC_KYOUGAKU])
  4957. vit -= sc->data[SC_KYOUGAKU]->val2;
  4958. if(sc->data[SC_SWORDCLAN])
  4959. vit += 1;
  4960. if(sc->data[SC_JUMPINGCLAN])
  4961. vit += 1;
  4962. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  4963. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  4964. if(sc->data[SC_FULL_THROTTLE])
  4965. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4966. #ifdef RENEWAL
  4967. if(sc->data[SC_DEFENCE])
  4968. vit += sc->data[SC_DEFENCE]->val2;
  4969. #endif
  4970. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  4971. }
  4972. /**
  4973. * Adds intelligence modifications based on status changes
  4974. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  4975. * @param sc: Object's status change information
  4976. * @param int_: Initial int
  4977. * @return modified int with cap_value(int_,0,USHRT_MAX)
  4978. */
  4979. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  4980. {
  4981. if(!sc || !sc->count)
  4982. return cap_value(int_,0,USHRT_MAX);
  4983. if(sc->data[SC_HARMONIZE]) {
  4984. int_ -= sc->data[SC_HARMONIZE]->val2;
  4985. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  4986. }
  4987. if(sc->data[SC_INCALLSTATUS])
  4988. int_ += sc->data[SC_INCALLSTATUS]->val1;
  4989. if(sc->data[SC_INCINT])
  4990. int_ += sc->data[SC_INCINT]->val1;
  4991. if(sc->data[SC_INTFOOD])
  4992. int_ += sc->data[SC_INTFOOD]->val1;
  4993. if(sc->data[SC_FOOD_INT_CASH])
  4994. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  4995. if(sc->data[SC_CHANGE])
  4996. int_ += sc->data[SC_CHANGE]->val3;
  4997. if(sc->data[SC_BATTLEORDERS])
  4998. int_ += 5;
  4999. if(sc->data[SC_TRUESIGHT])
  5000. int_ += 5;
  5001. if(sc->data[SC_BLESSING]) {
  5002. if (sc->data[SC_BLESSING]->val2)
  5003. int_ += sc->data[SC_BLESSING]->val2;
  5004. else
  5005. int_ >>= 1;
  5006. }
  5007. if(sc->data[SC_NEN])
  5008. int_ += sc->data[SC_NEN]->val1;
  5009. if(sc->data[SC_MARIONETTE])
  5010. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5011. if(sc->data[SC_2011RWC_SCROLL])
  5012. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5013. if(sc->data[SC_MARIONETTE2])
  5014. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5015. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5016. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5017. if(sc->data[SC_INSPIRATION])
  5018. int_ += sc->data[SC_INSPIRATION]->val3;
  5019. if(sc->data[SC_MELODYOFSINK])
  5020. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  5021. if(sc->data[SC_MANDRAGORA])
  5022. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5023. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5024. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5025. if(sc->data[SC_STOMACHACHE])
  5026. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5027. if(sc->data[SC_KYOUGAKU])
  5028. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5029. if(sc->data[SC_ARCWANDCLAN])
  5030. int_ += 1;
  5031. if(sc->data[SC_GOLDENMACECLAN])
  5032. int_ += 1;
  5033. if(sc->data[SC_JUMPINGCLAN])
  5034. int_ += 1;
  5035. if(sc->data[SC_FULL_THROTTLE])
  5036. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5037. if(bl->type != BL_PC) {
  5038. if(sc->data[SC_STRIPHELM])
  5039. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5040. if(sc->data[SC__STRIPACCESSORY])
  5041. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5042. }
  5043. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5044. }
  5045. /**
  5046. * Adds dexterity modifications based on status changes
  5047. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5048. * @param sc: Object's status change information
  5049. * @param dex: Initial dex
  5050. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5051. */
  5052. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5053. {
  5054. if(!sc || !sc->count)
  5055. return cap_value(dex,0,USHRT_MAX);
  5056. if(sc->data[SC_HARMONIZE]) {
  5057. dex -= sc->data[SC_HARMONIZE]->val2;
  5058. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5059. }
  5060. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5061. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5062. if(sc->data[SC_INCALLSTATUS])
  5063. dex += sc->data[SC_INCALLSTATUS]->val1;
  5064. if(sc->data[SC_INCDEX])
  5065. dex += sc->data[SC_INCDEX]->val1;
  5066. if(sc->data[SC_DEXFOOD])
  5067. dex += sc->data[SC_DEXFOOD]->val1;
  5068. if(sc->data[SC_FOOD_DEX_CASH])
  5069. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5070. if(sc->data[SC_BATTLEORDERS])
  5071. dex += 5;
  5072. if(sc->data[SC_HAWKEYES])
  5073. dex += sc->data[SC_HAWKEYES]->val1;
  5074. if(sc->data[SC_TRUESIGHT])
  5075. dex += 5;
  5076. if(sc->data[SC_QUAGMIRE])
  5077. dex -= sc->data[SC_QUAGMIRE]->val2;
  5078. if(sc->data[SC_BLESSING]) {
  5079. if (sc->data[SC_BLESSING]->val2)
  5080. dex += sc->data[SC_BLESSING]->val2;
  5081. else
  5082. dex >>= 1;
  5083. }
  5084. if(sc->data[SC_INCREASING])
  5085. dex += 4; // Added based on skill updates [Reddozen]
  5086. if(sc->data[SC_MARIONETTE])
  5087. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5088. if(sc->data[SC_2011RWC_SCROLL])
  5089. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5090. if(sc->data[SC_MARIONETTE2])
  5091. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5092. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5093. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5094. if(sc->data[SC_SIROMA_ICE_TEA])
  5095. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5096. if(sc->data[SC_INSPIRATION])
  5097. dex += sc->data[SC_INSPIRATION]->val3;
  5098. if(sc->data[SC_STOMACHACHE])
  5099. dex -= sc->data[SC_STOMACHACHE]->val1;
  5100. if(sc->data[SC_KYOUGAKU])
  5101. dex -= sc->data[SC_KYOUGAKU]->val2;
  5102. if(sc->data[SC_ARCWANDCLAN])
  5103. dex += 1;
  5104. if(sc->data[SC_CROSSBOWCLAN])
  5105. dex += 1;
  5106. if(sc->data[SC_JUMPINGCLAN])
  5107. dex += 1;
  5108. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5109. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5110. if(sc->data[SC_MARSHOFABYSS])
  5111. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5112. if(sc->data[SC_FULL_THROTTLE])
  5113. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5114. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5115. }
  5116. /**
  5117. * Adds luck modifications based on status changes
  5118. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5119. * @param sc: Object's status change information
  5120. * @param luk: Initial luk
  5121. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5122. */
  5123. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5124. {
  5125. if(!sc || !sc->count)
  5126. return cap_value(luk,0,USHRT_MAX);
  5127. if(sc->data[SC_HARMONIZE]) {
  5128. luk -= sc->data[SC_HARMONIZE]->val2;
  5129. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5130. }
  5131. if(sc->data[SC_CURSE])
  5132. return 0;
  5133. if(sc->data[SC_INCALLSTATUS])
  5134. luk += sc->data[SC_INCALLSTATUS]->val1;
  5135. if(sc->data[SC_INCLUK])
  5136. luk += sc->data[SC_INCLUK]->val1;
  5137. if(sc->data[SC_LUKFOOD])
  5138. luk += sc->data[SC_LUKFOOD]->val1;
  5139. if(sc->data[SC_FOOD_LUK_CASH])
  5140. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5141. if(sc->data[SC_TRUESIGHT])
  5142. luk += 5;
  5143. if(sc->data[SC_GLORIA])
  5144. luk += 30;
  5145. if(sc->data[SC_MARIONETTE])
  5146. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5147. if(sc->data[SC_MARIONETTE2])
  5148. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5149. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5150. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5151. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5152. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5153. if(sc->data[SC_INSPIRATION])
  5154. luk += sc->data[SC_INSPIRATION]->val3;
  5155. if(sc->data[SC_STOMACHACHE])
  5156. luk -= sc->data[SC_STOMACHACHE]->val1;
  5157. if(sc->data[SC_KYOUGAKU])
  5158. luk -= sc->data[SC_KYOUGAKU]->val2;
  5159. if(sc->data[SC_LAUDARAMUS])
  5160. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  5161. if(sc->data[SC_2011RWC_SCROLL])
  5162. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5163. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5164. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5165. if(sc->data[SC_BANANA_BOMB])
  5166. luk -= 75;
  5167. if(sc->data[SC_GOLDENMACECLAN])
  5168. luk += 1;
  5169. if(sc->data[SC_JUMPINGCLAN])
  5170. luk += 1;
  5171. if(sc->data[SC_FULL_THROTTLE])
  5172. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5173. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5174. }
  5175. /**
  5176. * Adds base attack modifications based on status changes
  5177. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5178. * @param sc: Object's status change information
  5179. * @param batk: Initial batk
  5180. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5181. */
  5182. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5183. {
  5184. if(!sc || !sc->count)
  5185. return cap_value(batk,0,USHRT_MAX);
  5186. if(sc->data[SC_ATKPOTION])
  5187. batk += sc->data[SC_ATKPOTION]->val1;
  5188. if(sc->data[SC_BATKFOOD])
  5189. batk += sc->data[SC_BATKFOOD]->val1;
  5190. #ifndef RENEWAL
  5191. if(sc->data[SC_GATLINGFEVER])
  5192. batk += sc->data[SC_GATLINGFEVER]->val3;
  5193. if(sc->data[SC_MADNESSCANCEL])
  5194. batk += 100;
  5195. #endif
  5196. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5197. batk += 50;
  5198. if(bl->type == BL_ELEM
  5199. && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  5200. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  5201. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  5202. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
  5203. )
  5204. batk += batk / 5;
  5205. if(sc->data[SC_FULL_SWING_K])
  5206. batk += sc->data[SC_FULL_SWING_K]->val1;
  5207. if(sc->data[SC_ASH])
  5208. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5209. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5210. batk += sc->data[SC_PYROCLASTIC]->val2;
  5211. if (sc->data[SC_ANGRIFFS_MODUS])
  5212. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5213. if(sc->data[SC_2011RWC_SCROLL])
  5214. batk += 30;
  5215. if(sc->data[SC_INCATKRATE])
  5216. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5217. if(sc->data[SC_PROVOKE])
  5218. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5219. #ifndef RENEWAL
  5220. if(sc->data[SC_CONCENTRATION])
  5221. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5222. #endif
  5223. if(sc->data[SC_SKE])
  5224. batk += batk * 3;
  5225. if(sc->data[SC_BLOODLUST])
  5226. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5227. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5228. batk -= batk * 25/100;
  5229. if(sc->data[SC_CURSE])
  5230. batk -= batk * 25/100;
  5231. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5232. if(sc->data[SC_BLEEDING])
  5233. batk -= batk * 25 / 100; */
  5234. if(sc->data[SC_FLEET])
  5235. batk += batk * sc->data[SC_FLEET]->val3/100;
  5236. if(sc->data[SC__ENERVATION])
  5237. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5238. if(sc->data[SC_SATURDAYNIGHTFEVER])
  5239. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  5240. if( sc->data[SC_ZANGETSU] )
  5241. batk += sc->data[SC_ZANGETSU]->val2;
  5242. if(sc->data[SC_QUEST_BUFF1])
  5243. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5244. if(sc->data[SC_QUEST_BUFF2])
  5245. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5246. if(sc->data[SC_QUEST_BUFF3])
  5247. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5248. if (sc->data[SC_SHRIMP])
  5249. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5250. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5251. }
  5252. /**
  5253. * Adds weapon attack modifications based on status changes
  5254. * @param bl: Object to change watk [PC]
  5255. * @param sc: Object's status change information
  5256. * @param watk: Initial watk
  5257. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5258. */
  5259. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5260. {
  5261. if(!sc || !sc->count)
  5262. return cap_value(watk,0,USHRT_MAX);
  5263. #ifndef RENEWAL
  5264. if(sc->data[SC_IMPOSITIO])
  5265. watk += sc->data[SC_IMPOSITIO]->val2;
  5266. if(sc->data[SC_DRUMBATTLE])
  5267. watk += sc->data[SC_DRUMBATTLE]->val2;
  5268. #endif
  5269. if(sc->data[SC_WATKFOOD])
  5270. watk += sc->data[SC_WATKFOOD]->val1;
  5271. if(sc->data[SC_VOLCANO])
  5272. watk += sc->data[SC_VOLCANO]->val2;
  5273. if(sc->data[SC_MERC_ATKUP])
  5274. watk += sc->data[SC_MERC_ATKUP]->val2;
  5275. if(sc->data[SC_WATER_BARRIER])
  5276. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5277. #ifndef RENEWAL
  5278. if(sc->data[SC_NIBELUNGEN]) {
  5279. if (bl->type != BL_PC)
  5280. watk += sc->data[SC_NIBELUNGEN]->val2;
  5281. else {
  5282. TBL_PC *sd = (TBL_PC*)bl;
  5283. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5284. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5285. watk += sc->data[SC_NIBELUNGEN]->val2;
  5286. }
  5287. }
  5288. if(sc->data[SC_CONCENTRATION])
  5289. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5290. #endif
  5291. if(sc->data[SC_INCATKRATE])
  5292. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5293. if(sc->data[SC_PROVOKE])
  5294. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5295. if(sc->data[SC_SKE])
  5296. watk += watk * 3;
  5297. if(sc->data[SC_FLEET])
  5298. watk += watk * sc->data[SC_FLEET]->val3/100;
  5299. if(sc->data[SC_CURSE])
  5300. watk -= watk * 25/100;
  5301. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5302. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5303. if(sc->data[SC_FIGHTINGSPIRIT])
  5304. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5305. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5306. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5307. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5308. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5309. if(sc->data[SC_INSPIRATION])
  5310. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5311. if(sc->data[SC_GT_CHANGE])
  5312. watk += sc->data[SC_GT_CHANGE]->val2;
  5313. if(sc->data[SC__ENERVATION])
  5314. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5315. if(sc->data[SC_STRIKING])
  5316. watk += sc->data[SC_STRIKING]->val2;
  5317. if(sc->data[SC_RUSHWINDMILL])
  5318. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5319. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5320. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5321. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5322. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5323. watk += watk / 10;
  5324. if(sc->data[SC_PYROTECHNIC_OPTION])
  5325. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5326. if(sc->data[SC_HEATER_OPTION])
  5327. watk += sc->data[SC_HEATER_OPTION]->val2;
  5328. if(sc->data[SC_TROPIC_OPTION])
  5329. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5330. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5331. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5332. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5333. watk += sc->data[SC_PYROCLASTIC]->val2;
  5334. if(sc->data[SC_ANGRIFFS_MODUS])
  5335. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5336. if(sc->data[SC_ODINS_POWER])
  5337. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5338. if (sc->data[SC_FLASHCOMBO])
  5339. watk += sc->data[SC_FLASHCOMBO]->val2;
  5340. if (sc->data[SC_CATNIPPOWDER])
  5341. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5342. if (sc->data[SC_CHATTERING])
  5343. watk += sc->data[SC_CHATTERING]->val2;
  5344. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5345. }
  5346. #ifdef RENEWAL
  5347. /**
  5348. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5349. * @param bl: Object to change matk [PC]
  5350. * @param sc: Object's status change information
  5351. * @param matk: Initial matk
  5352. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5353. */
  5354. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5355. {
  5356. if (!sc || !sc->count)
  5357. return cap_value(matk,0,USHRT_MAX);
  5358. if (sc->data[SC_MATKPOTION])
  5359. matk += sc->data[SC_MATKPOTION]->val1;
  5360. if (sc->data[SC_MATKFOOD])
  5361. matk += sc->data[SC_MATKFOOD]->val1;
  5362. if(sc->data[SC_MANA_PLUS])
  5363. matk += sc->data[SC_MANA_PLUS]->val1;
  5364. if(sc->data[SC_COOLER_OPTION])
  5365. matk += sc->data[SC_COOLER_OPTION]->val2;
  5366. if(sc->data[SC_AQUAPLAY_OPTION])
  5367. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5368. if(sc->data[SC_CHILLY_AIR_OPTION])
  5369. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5370. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5371. matk += 50;
  5372. if(sc->data[SC_ODINS_POWER])
  5373. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5374. if(sc->data[SC_MOONLITSERENADE])
  5375. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5376. if(sc->data[SC_IZAYOI])
  5377. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5378. if(sc->data[SC_ZANGETSU])
  5379. matk += sc->data[SC_ZANGETSU]->val3;
  5380. if(sc->data[SC_QUEST_BUFF1])
  5381. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5382. if(sc->data[SC_QUEST_BUFF2])
  5383. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5384. if(sc->data[SC_QUEST_BUFF3])
  5385. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5386. if(sc->data[SC_MTF_MATK2])
  5387. matk += sc->data[SC_MTF_MATK2]->val1;
  5388. if(sc->data[SC_2011RWC_SCROLL])
  5389. matk += 30;
  5390. if (sc->data[SC_CATNIPPOWDER])
  5391. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5392. if (sc->data[SC_CHATTERING])
  5393. matk += sc->data[SC_CHATTERING]->val2;
  5394. if (sc->data[SC_DORAM_MATK])
  5395. matk += sc->data[SC_DORAM_MATK]->val1;
  5396. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5397. }
  5398. #endif
  5399. /**
  5400. * Adds magic attack modifications based on status changes
  5401. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5402. * @param sc: Object's status change information
  5403. * @param matk: Initial matk
  5404. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5405. */
  5406. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5407. {
  5408. if(!sc || !sc->count)
  5409. return cap_value(matk,0,USHRT_MAX);
  5410. #ifndef RENEWAL
  5411. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5412. if (sc->data[SC_MATKPOTION])
  5413. matk += sc->data[SC_MATKPOTION]->val1;
  5414. if (sc->data[SC_MATKFOOD])
  5415. matk += sc->data[SC_MATKFOOD]->val1;
  5416. if (sc->data[SC_MANA_PLUS])
  5417. matk += sc->data[SC_MANA_PLUS]->val1;
  5418. if (sc->data[SC_AQUAPLAY_OPTION])
  5419. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5420. if (sc->data[SC_CHILLY_AIR_OPTION])
  5421. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5422. if (sc->data[SC_COOLER_OPTION])
  5423. matk += sc->data[SC_COOLER_OPTION]->val2;
  5424. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5425. matk += 50;
  5426. if (sc->data[SC_ODINS_POWER])
  5427. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5428. if (sc->data[SC_IZAYOI])
  5429. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5430. if (sc->data[SC_MTF_MATK2])
  5431. matk += sc->data[SC_MTF_MATK2]->val1;
  5432. if (sc->data[SC_2011RWC_SCROLL])
  5433. matk += 30;
  5434. #endif
  5435. if (sc->data[SC_ZANGETSU])
  5436. matk += sc->data[SC_ZANGETSU]->val3;
  5437. if (sc->data[SC_QUEST_BUFF1])
  5438. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5439. if (sc->data[SC_QUEST_BUFF2])
  5440. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5441. if (sc->data[SC_QUEST_BUFF3])
  5442. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5443. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5444. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5445. if (sc->data[SC_MINDBREAKER])
  5446. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5447. if (sc->data[SC_INCMATKRATE])
  5448. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5449. if (sc->data[SC_MOONLITSERENADE])
  5450. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5451. if (sc->data[SC_MTF_MATK])
  5452. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5453. if(sc->data[SC_2011RWC_SCROLL])
  5454. matk += 30;
  5455. if (sc->data[SC_SHRIMP])
  5456. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  5457. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5458. }
  5459. /**
  5460. * Adds critical modifications based on status changes
  5461. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5462. * @param sc: Object's status change information
  5463. * @param critical: Initial critical
  5464. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5465. */
  5466. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5467. {
  5468. if(!sc || !sc->count)
  5469. return cap_value(critical,10,SHRT_MAX);
  5470. if (sc->data[SC_INCCRI])
  5471. critical += sc->data[SC_INCCRI]->val2;
  5472. if (sc->data[SC_CRIFOOD])
  5473. critical += sc->data[SC_CRIFOOD]->val1;
  5474. if (sc->data[SC_EXPLOSIONSPIRITS])
  5475. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5476. if (sc->data[SC_FORTUNE])
  5477. critical += sc->data[SC_FORTUNE]->val2;
  5478. if (sc->data[SC_TRUESIGHT])
  5479. critical += sc->data[SC_TRUESIGHT]->val2;
  5480. if (sc->data[SC_CLOAKING])
  5481. critical += critical;
  5482. if (sc->data[SC_STRIKING])
  5483. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5484. #ifdef RENEWAL
  5485. if (sc->data[SC_SPEARQUICKEN])
  5486. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5487. #endif
  5488. if (sc->data[SC__INVISIBILITY])
  5489. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  5490. if (sc->data[SC__UNLUCKY])
  5491. critical -= sc->data[SC__UNLUCKY]->val2;
  5492. if(sc->data[SC_BEYONDOFWARCRY])
  5493. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5494. return (short)cap_value(critical,10,SHRT_MAX);
  5495. }
  5496. /**
  5497. * Adds hit modifications based on status changes
  5498. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5499. * @param sc: Object's status change information
  5500. * @param hit: Initial hit
  5501. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5502. */
  5503. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5504. {
  5505. if(!sc || !sc->count)
  5506. return cap_value(hit,1,SHRT_MAX);
  5507. if(sc->data[SC_INCHIT])
  5508. hit += sc->data[SC_INCHIT]->val1;
  5509. if(sc->data[SC_HITFOOD])
  5510. hit += sc->data[SC_HITFOOD]->val1;
  5511. if(sc->data[SC_TRUESIGHT])
  5512. hit += sc->data[SC_TRUESIGHT]->val3;
  5513. if(sc->data[SC_HUMMING])
  5514. hit += sc->data[SC_HUMMING]->val2;
  5515. if(sc->data[SC_CONCENTRATION])
  5516. hit += sc->data[SC_CONCENTRATION]->val3;
  5517. if(sc->data[SC_INSPIRATION])
  5518. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5519. if(sc->data[SC_ADJUSTMENT])
  5520. hit -= 30;
  5521. if(sc->data[SC_INCREASING])
  5522. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5523. if(sc->data[SC_MERC_HITUP])
  5524. hit += sc->data[SC_MERC_HITUP]->val2;
  5525. if(sc->data[SC_MTF_HITFLEE])
  5526. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5527. if(sc->data[SC_INCHITRATE])
  5528. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5529. if(sc->data[SC_BLIND])
  5530. hit -= hit * 25/100;
  5531. if(sc->data[SC_HEAT_BARREL])
  5532. hit -= sc->data[SC_HEAT_BARREL]->val4;
  5533. if(sc->data[SC__GROOMY])
  5534. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5535. if(sc->data[SC_FEAR])
  5536. hit -= hit * 20 / 100;
  5537. if (sc->data[SC_ASH])
  5538. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5539. if (sc->data[SC_TEARGAS])
  5540. hit -= hit * 50 / 100;
  5541. if(sc->data[SC_ILLUSIONDOPING])
  5542. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5543. if (sc->data[SC_MTF_ASPD])
  5544. hit += sc->data[SC_MTF_ASPD]->val2;
  5545. return (short)cap_value(hit,1,SHRT_MAX);
  5546. }
  5547. /**
  5548. * Adds flee modifications based on status changes
  5549. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5550. * @param sc: Object's status change information
  5551. * @param flee: Initial flee
  5552. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5553. */
  5554. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5555. {
  5556. if( bl->type == BL_PC ) {
  5557. if( map_flag_gvg(bl->m) )
  5558. flee -= flee * battle_config.gvg_flee_penalty/100;
  5559. else if( map[bl->m].flag.battleground )
  5560. flee -= flee * battle_config.bg_flee_penalty/100;
  5561. }
  5562. if(!sc || !sc->count)
  5563. return cap_value(flee,1,SHRT_MAX);
  5564. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5565. return sc->data[SC_OVERED_BOOST]->val2;
  5566. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5567. return 1; // 1 = min flee
  5568. // Fixed value
  5569. if(sc->data[SC_INCFLEE])
  5570. flee += sc->data[SC_INCFLEE]->val1;
  5571. if(sc->data[SC_FLEEFOOD])
  5572. flee += sc->data[SC_FLEEFOOD]->val1;
  5573. if(sc->data[SC_WHISTLE])
  5574. flee += sc->data[SC_WHISTLE]->val2;
  5575. if(sc->data[SC_WINDWALK])
  5576. flee += sc->data[SC_WINDWALK]->val2;
  5577. if(sc->data[SC_VIOLENTGALE])
  5578. flee += sc->data[SC_VIOLENTGALE]->val2;
  5579. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5580. flee += sc->data[SC_MOON_COMFORT]->val2;
  5581. if(sc->data[SC_CLOSECONFINE])
  5582. flee += 10;
  5583. if (sc->data[SC_ANGRIFFS_MODUS])
  5584. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5585. if(sc->data[SC_ADJUSTMENT])
  5586. flee += 30;
  5587. if(sc->data[SC_SPEED])
  5588. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5589. if(sc->data[SC_GATLINGFEVER])
  5590. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5591. if(sc->data[SC_PARTYFLEE])
  5592. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5593. if(sc->data[SC_MERC_FLEEUP])
  5594. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5595. if( sc->data[SC_HALLUCINATIONWALK] )
  5596. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5597. if(sc->data[SC_MTF_HITFLEE])
  5598. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5599. if( sc->data[SC_WATER_BARRIER] )
  5600. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5601. if( sc->data[SC_C_MARKER] )
  5602. flee -= sc->data[SC_C_MARKER]->val3;
  5603. #ifdef RENEWAL
  5604. if( sc->data[SC_SPEARQUICKEN] )
  5605. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5606. #endif
  5607. // Rate value
  5608. if(sc->data[SC_INCFLEERATE])
  5609. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5610. if(sc->data[SC_SPIDERWEB])
  5611. flee -= flee * 50/100;
  5612. if(sc->data[SC_BERSERK])
  5613. flee -= flee * 50/100;
  5614. if(sc->data[SC_BLIND])
  5615. flee -= flee * 25/100;
  5616. if(sc->data[SC_FEAR])
  5617. flee -= flee * 20 / 100;
  5618. if(sc->data[SC_PARALYSE])
  5619. flee -= flee * 10 / 100;
  5620. if(sc->data[SC_INFRAREDSCAN])
  5621. flee -= flee * 30 / 100;
  5622. if( sc->data[SC__LAZINESS] )
  5623. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5624. if( sc->data[SC_GLOOMYDAY] )
  5625. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5626. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5627. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5628. if( sc->data[SC_WIND_STEP_OPTION] )
  5629. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5630. if( sc->data[SC_ZEPHYR] )
  5631. flee += sc->data[SC_ZEPHYR]->val2;
  5632. if(sc->data[SC_ASH])
  5633. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5634. if (sc->data[SC_GOLDENE_FERSE])
  5635. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5636. if (sc->data[SC_SMOKEPOWDER])
  5637. flee += flee * 20 / 100;
  5638. if (sc->data[SC_TEARGAS])
  5639. flee -= flee * 50 / 100;
  5640. //if( sc->data[SC_C_MARKER] )
  5641. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5642. if (sc->data[SC_GROOMING])
  5643. flee += sc->data[SC_GROOMING]->val2;
  5644. return (short)cap_value(flee,1,SHRT_MAX);
  5645. }
  5646. /**
  5647. * Adds perfect flee modifications based on status changes
  5648. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5649. * @param sc: Object's status change information
  5650. * @param flee2: Initial flee2
  5651. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5652. */
  5653. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5654. {
  5655. if(!sc || !sc->count)
  5656. return cap_value(flee2,10,SHRT_MAX);
  5657. if(sc->data[SC_INCFLEE2])
  5658. flee2 += sc->data[SC_INCFLEE2]->val2;
  5659. if(sc->data[SC_WHISTLE])
  5660. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5661. if(sc->data[SC__UNLUCKY])
  5662. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5663. if (sc->data[SC_HISS])
  5664. flee2 += sc->data[SC_HISS]->val2;
  5665. if (sc->data[SC_DORAM_FLEE2])
  5666. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  5667. return (short)cap_value(flee2,10,SHRT_MAX);
  5668. }
  5669. /**
  5670. * Adds defense (left-side) modifications based on status changes
  5671. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5672. * @param sc: Object's status change information
  5673. * @param def: Initial def
  5674. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5675. */
  5676. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5677. {
  5678. if(!sc || !sc->count)
  5679. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5680. if(sc->data[SC_BERSERK])
  5681. return 0;
  5682. if(sc->data[SC_BARRIER])
  5683. return 100;
  5684. if(sc->data[SC_KEEPING])
  5685. return 90;
  5686. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5687. if(sc->data[SC_STEELBODY])
  5688. return 90;
  5689. #endif
  5690. if (sc->data[SC_NYANGGRASS]) {
  5691. if (bl->type == BL_PC)
  5692. return 0;
  5693. else
  5694. return def >>= 1;
  5695. }
  5696. if(sc->data[SC_DEFSET])
  5697. return sc->data[SC_DEFSET]->val1;
  5698. if(sc->data[SC_DRUMBATTLE])
  5699. def += sc->data[SC_DRUMBATTLE]->val3;
  5700. #ifndef RENEWAL
  5701. if(sc->data[SC_DEFENCE])
  5702. def += sc->data[SC_DEFENCE]->val2;
  5703. #endif
  5704. if(sc->data[SC_INCDEFRATE])
  5705. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5706. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5707. def += 50;
  5708. if(sc->data[SC_ODINS_POWER])
  5709. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5710. if( sc->data[SC_ANGRIFFS_MODUS] )
  5711. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5712. if(sc->data[SC_STONEHARDSKIN])
  5713. def += sc->data[SC_STONEHARDSKIN]->val1;
  5714. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5715. def >>=1;
  5716. if(sc->data[SC_FREEZE])
  5717. def >>=1;
  5718. if(sc->data[SC_SIGNUMCRUCIS])
  5719. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5720. if(sc->data[SC_CONCENTRATION])
  5721. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5722. if(sc->data[SC_SKE])
  5723. def >>=1;
  5724. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5725. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5726. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5727. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5728. if (sc->data[SC_FLING])
  5729. def -= def * (sc->data[SC_FLING]->val2)/100;
  5730. if( sc->data[SC_FREEZING] )
  5731. def -= def * 10 / 100;
  5732. if( sc->data[SC_ANALYZE] )
  5733. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5734. if( sc->data[SC_NEUTRALBARRIER] )
  5735. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5736. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5737. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5738. if( sc->data[SC_PRESTIGE] )
  5739. def += sc->data[SC_PRESTIGE]->val3;
  5740. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5741. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5742. if( sc->data[SC_ECHOSONG] )
  5743. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5744. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5745. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5746. if( sc->data[SC_EARTHDRIVE] )
  5747. def -= def * 25 / 100;
  5748. if( sc->data[SC_CAMOUFLAGE] )
  5749. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5750. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5751. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5752. if( sc->data[SC_ROCK_CRUSHER] )
  5753. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5754. if( sc->data[SC_POWER_OF_GAIA] )
  5755. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5756. if(sc->data[SC_ASH])
  5757. def -= def * sc->data[SC_ASH]->val3/100;
  5758. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5759. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5760. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);;
  5761. }
  5762. /**
  5763. * Adds defense (right-side) modifications based on status changes
  5764. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5765. * @param sc: Object's status change information
  5766. * @param def2: Initial def2
  5767. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5768. */
  5769. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5770. {
  5771. if(!sc || !sc->count)
  5772. #ifdef RENEWAL
  5773. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5774. #else
  5775. return (short)cap_value(def2,1,SHRT_MAX);
  5776. #endif
  5777. if(sc->data[SC_BERSERK])
  5778. return 0;
  5779. if(sc->data[SC_ETERNALCHAOS])
  5780. return 0;
  5781. if(sc->data[SC_DEFSET])
  5782. return sc->data[SC_DEFSET]->val1;
  5783. if(sc->data[SC_SUN_COMFORT])
  5784. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5785. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5786. def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5787. #ifdef RENEWAL
  5788. if (sc->data[SC_SKA])
  5789. def2 += 80;
  5790. #endif
  5791. if(sc->data[SC_ANGELUS])
  5792. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5793. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5794. #else
  5795. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5796. if(sc->data[SC_CONCENTRATION])
  5797. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5798. #endif
  5799. if(sc->data[SC_POISON])
  5800. def2 -= def2 * 25/100;
  5801. if(sc->data[SC_DPOISON])
  5802. def2 -= def2 * 25/100;
  5803. if(sc->data[SC_SKE])
  5804. def2 -= def2 * 50/100;
  5805. if(sc->data[SC_PROVOKE])
  5806. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5807. if(sc->data[SC_JOINTBEAT])
  5808. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5809. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5810. if(sc->data[SC_FLING])
  5811. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5812. if( sc->data[SC_FREEZING] )
  5813. def2 -= def2 * 10 / 100;
  5814. if(sc->data[SC_ANALYZE])
  5815. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5816. if(sc->data[SC_ASH])
  5817. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5818. if (sc->data[SC_PARALYSIS])
  5819. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5820. if(sc->data[SC_EQC])
  5821. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5822. if( sc->data[SC_CAMOUFLAGE] )
  5823. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5824. #ifdef RENEWAL
  5825. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5826. #else
  5827. return (short)cap_value(def2,1,SHRT_MAX);
  5828. #endif
  5829. }
  5830. /**
  5831. * Adds magic defense (left-side) modifications based on status changes
  5832. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  5833. * @param sc: Object's status change information
  5834. * @param mdef: Initial mdef
  5835. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  5836. */
  5837. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  5838. {
  5839. if(!sc || !sc->count)
  5840. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5841. if(sc->data[SC_BERSERK])
  5842. return 0;
  5843. if(sc->data[SC_BARRIER])
  5844. return 100;
  5845. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  5846. if(sc->data[SC_STEELBODY])
  5847. return 90;
  5848. #endif
  5849. if (sc->data[SC_NYANGGRASS]) {
  5850. if (bl->type == BL_PC)
  5851. return 0;
  5852. else
  5853. return mdef >>= 1;
  5854. }
  5855. if(sc->data[SC_MDEFSET])
  5856. return sc->data[SC_MDEFSET]->val1;
  5857. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  5858. mdef += 50;
  5859. if(sc->data[SC_ENDURE]) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  5860. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  5861. if(sc->data[SC_STONEHARDSKIN])
  5862. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  5863. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5864. mdef += 25 * mdef / 100;
  5865. if(sc->data[SC_FREEZE])
  5866. mdef += 25 * mdef / 100;
  5867. if(sc->data[SC_BURNING])
  5868. mdef -= 25 * mdef / 100;
  5869. if( sc->data[SC_NEUTRALBARRIER] )
  5870. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5871. if(sc->data[SC_ANALYZE])
  5872. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  5873. if(sc->data[SC_SYMPHONYOFLOVER])
  5874. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  5875. if(sc->data[SC_GT_CHANGE]) {
  5876. mdef -= sc->data[SC_GT_CHANGE]->val4;
  5877. if (mdef < 0)
  5878. return 0;
  5879. }
  5880. if (sc->data[SC_ODINS_POWER])
  5881. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5882. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  5883. }
  5884. /**
  5885. * Adds magic defense (right-side) modifications based on status changes
  5886. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  5887. * @param sc: Object's status change information
  5888. * @param mdef2: Initial mdef2
  5889. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  5890. */
  5891. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  5892. {
  5893. if(!sc || !sc->count)
  5894. #ifdef RENEWAL
  5895. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5896. #else
  5897. return (short)cap_value(mdef2,1,SHRT_MAX);
  5898. #endif
  5899. if(sc->data[SC_BERSERK])
  5900. return 0;
  5901. if(sc->data[SC_SKA])
  5902. return 90;
  5903. if(sc->data[SC_MDEFSET])
  5904. return sc->data[SC_MDEFSET]->val1;
  5905. if(sc->data[SC_MINDBREAKER])
  5906. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  5907. if(sc->data[SC_BURNING])
  5908. mdef2 -= mdef2 * 25 / 100;
  5909. if(sc->data[SC_ANALYZE])
  5910. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5911. #ifdef RENEWAL
  5912. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  5913. #else
  5914. return (short)cap_value(mdef2,1,SHRT_MAX);
  5915. #endif
  5916. }
  5917. /**
  5918. * Adds speed modifications based on status changes
  5919. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  5920. * @param sc: Object's status change information
  5921. * @param speed: Initial speed
  5922. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  5923. */
  5924. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  5925. {
  5926. TBL_PC* sd = BL_CAST(BL_PC, bl);
  5927. int speed_rate = 100;
  5928. if (sc == NULL || (sd && sd->state.permanent_speed))
  5929. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  5930. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  5931. if( sd->ud.skill_id == LG_EXEEDBREAK )
  5932. speed_rate = 160 - 10 * sd->ud.skill_lv;
  5933. else
  5934. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  5935. } else {
  5936. int val = 0;
  5937. // GetMoveHasteValue2()
  5938. if( sc->data[SC_FUSION] )
  5939. val = 25;
  5940. else if( sd ) {
  5941. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  5942. val = 25; // Same bonus
  5943. else if( pc_isridingwug(sd) )
  5944. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  5945. else if( pc_ismadogear(sd) ) {
  5946. val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE));
  5947. if( sc->data[SC_ACCELERATION] )
  5948. val += 25;
  5949. }
  5950. else if( sc->data[SC_ALL_RIDING] )
  5951. val = battle_config.rental_mount_speed_boost;
  5952. }
  5953. speed_rate -= val;
  5954. // GetMoveSlowValue()
  5955. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  5956. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  5957. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  5958. val = sc->data[SC_CHASEWALK]->val3;
  5959. else {
  5960. val = 0;
  5961. // Longing for Freedom cancels song/dance penalty
  5962. if( sc->data[SC_LONGING] )
  5963. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  5964. else
  5965. if( sd && sc->data[SC_DANCING] )
  5966. 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)) );
  5967. if( sc->data[SC_DECREASEAGI] )
  5968. val = max( val, 25 );
  5969. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  5970. val = max( val, 50 );
  5971. if( sc->data[SC_DONTFORGETME] )
  5972. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  5973. if( sc->data[SC_CURSE] )
  5974. val = max( val, 300 );
  5975. if( sc->data[SC_CHASEWALK] )
  5976. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  5977. if( sc->data[SC_WEDDING] )
  5978. val = max( val, 100 );
  5979. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  5980. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  5981. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  5982. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  5983. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  5984. val = max( val, 75 );
  5985. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  5986. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  5987. if( sc->data[SC_GATLINGFEVER] )
  5988. val = max( val, 100 );
  5989. if( sc->data[SC_SUITON] )
  5990. val = max( val, sc->data[SC_SUITON]->val3 );
  5991. if( sc->data[SC_SWOO] )
  5992. val = max( val, 300 );
  5993. if( sc->data[SC_SKA] )
  5994. val = max( val, 25 );
  5995. if( sc->data[SC_FREEZING] )
  5996. val = max( val, 50 );
  5997. if( sc->data[SC_MARSHOFABYSS] )
  5998. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  5999. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6000. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6001. if( sc->data[SC_STEALTHFIELD] )
  6002. val = max( val, 20 );
  6003. if( sc->data[SC__LAZINESS] )
  6004. val = max( val, 25 );
  6005. if( sc->data[SC_BANDING_DEFENCE] )
  6006. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  6007. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6008. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6009. if( sc->data[SC_POWER_OF_GAIA] )
  6010. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6011. if( sc->data[SC_MELON_BOMB] )
  6012. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6013. if( sc->data[SC_REBOUND] )
  6014. val = max( val, 25 );
  6015. if( sc->data[SC_B_TRAP] )
  6016. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6017. if (sc->data[SC_CATNIPPOWDER])
  6018. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6019. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6020. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6021. }
  6022. speed_rate += val;
  6023. val = 0;
  6024. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6025. speed_rate = 150;
  6026. // GetMoveHasteValue1()
  6027. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6028. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6029. if( sc->data[SC_INCREASEAGI] )
  6030. val = max( val, 25 );
  6031. if( sc->data[SC_WINDWALK] )
  6032. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6033. if( sc->data[SC_CARTBOOST] )
  6034. val = max( val, 20 );
  6035. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6036. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6037. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6038. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6039. if( sc->data[SC_BERSERK] )
  6040. val = max( val, 25 );
  6041. if( sc->data[SC_RUN] )
  6042. val = max( val, 55 );
  6043. if( sc->data[SC_AVOID] )
  6044. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6045. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6046. val = max( val, 75 );
  6047. if( sc->data[SC_CLOAKINGEXCEED] )
  6048. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6049. if( sc->data[SC_HOVERING] )
  6050. val = max( val, 10 );
  6051. if( sc->data[SC_GN_CARTBOOST] )
  6052. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6053. if( sc->data[SC_SWINGDANCE] )
  6054. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6055. if( sc->data[SC_WIND_STEP_OPTION] )
  6056. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6057. if( sc->data[SC_FULL_THROTTLE] )
  6058. val = max( val, 25 );
  6059. if (sc->data[SC_ARCLOUSEDASH])
  6060. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6061. if( sc->data[SC_DORAM_WALKSPEED] )
  6062. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6063. // !FIXME: official items use a single bonus for this [ultramage]
  6064. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6065. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6066. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6067. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6068. speed_rate -= val;
  6069. if( speed_rate < 40 )
  6070. speed_rate = 40;
  6071. }
  6072. // GetSpeed()
  6073. if( sd && pc_iscarton(sd) )
  6074. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6075. if( sc->data[SC_PARALYSE] )
  6076. speed += speed * 50 / 100;
  6077. if( speed_rate != 100 )
  6078. speed = speed * speed_rate / 100;
  6079. if( sc->data[SC_STEELBODY] )
  6080. speed = 200;
  6081. if( sc->data[SC_DEFENDER] )
  6082. speed = max(speed, 200);
  6083. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6084. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6085. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6086. }
  6087. #ifdef RENEWAL_ASPD
  6088. /**
  6089. * Renewal attack speed modifiers based on status changes
  6090. * This function only affects RENEWAL players and comes after base calculation
  6091. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6092. * @param sc: Object's status change information
  6093. * @param fixed: True - fixed value [malufett]
  6094. * False - percentage value
  6095. * @return modified aspd
  6096. */
  6097. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6098. {
  6099. int bonus = 0;
  6100. if (!sc || !sc->count)
  6101. return 0;
  6102. if (fixed) {
  6103. enum sc_type sc_val;
  6104. if (!sc->data[SC_QUAGMIRE]) {
  6105. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6106. bonus = 7;
  6107. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6108. bonus = 6;
  6109. else if (bonus < 5 && sc->data[SC_FLEET])
  6110. bonus = 5;
  6111. }
  6112. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6113. if (bl->type != BL_PC)
  6114. bonus += sc->data[SC_ASSNCROS]->val2;
  6115. else {
  6116. switch(((TBL_PC*)bl)->status.weapon) {
  6117. case W_BOW:
  6118. case W_REVOLVER:
  6119. case W_RIFLE:
  6120. case W_GATLING:
  6121. case W_SHOTGUN:
  6122. case W_GRENADE:
  6123. break;
  6124. default:
  6125. bonus += sc->data[SC_ASSNCROS]->val2;
  6126. break;
  6127. }
  6128. }
  6129. }
  6130. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6131. bonus = 20;
  6132. else if (bonus < 15 && sc->data[SC_BERSERK])
  6133. bonus = 15;
  6134. 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])
  6135. bonus += sc->data[sc_val]->val1;
  6136. if (sc->data[SC_ATTHASTE_CASH])
  6137. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6138. if (sc->data[SC_HEAT_BARREL])
  6139. bonus += sc->data[SC_HEAT_BARREL]->val1;
  6140. } else {
  6141. if (sc->data[SC_DONTFORGETME])
  6142. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6143. if (sc->data[SC_LONGING])
  6144. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6145. if (sc->data[SC_STEELBODY])
  6146. bonus -= 25;
  6147. if (sc->data[SC_SKA])
  6148. bonus -= 25;
  6149. if (sc->data[SC_DEFENDER])
  6150. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6151. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6152. bonus -= 75;
  6153. if (sc->data[SC_GRAVITATION])
  6154. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6155. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6156. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6157. bonus -= 25;
  6158. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6159. bonus -= 10;
  6160. }
  6161. if (sc->data[SC_FREEZING])
  6162. bonus -= 15;
  6163. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6164. bonus -= 50;
  6165. if (sc->data[SC_PARALYSE])
  6166. bonus -= 10;
  6167. if (sc->data[SC__BODYPAINT])
  6168. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6169. if (sc->data[SC__INVISIBILITY])
  6170. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6171. if (sc->data[SC__GROOMY])
  6172. bonus -= sc->data[SC__GROOMY]->val2;
  6173. if (sc->data[SC_SWINGDANCE])
  6174. bonus += sc->data[SC_SWINGDANCE]->val3;
  6175. if (sc->data[SC_DANCEWITHWUG])
  6176. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6177. if (sc->data[SC_GLOOMYDAY])
  6178. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6179. if (sc->data[SC_EARTHDRIVE])
  6180. bonus -= 25;
  6181. if (sc->data[SC_GT_CHANGE])
  6182. bonus += sc->data[SC_GT_CHANGE]->val3;
  6183. if (sc->data[SC_MELON_BOMB])
  6184. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6185. if (sc->data[SC_PAIN_KILLER])
  6186. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6187. if (sc->data[SC_BOOST500])
  6188. bonus += sc->data[SC_BOOST500]->val1;
  6189. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6190. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6191. if (sc->data[SC_GOLDENE_FERSE])
  6192. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6193. if (sc->data[SC_INCASPDRATE])
  6194. bonus += sc->data[SC_INCASPDRATE]->val1;
  6195. if (sc->data[SC_GATLINGFEVER])
  6196. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6197. if (sc->data[SC_STAR_COMFORT])
  6198. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6199. }
  6200. return bonus;
  6201. }
  6202. #endif
  6203. /**
  6204. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6205. * A subtraction reduces the delay, meaning an increase in ASPD
  6206. * This comes after the percentage changes and is based on status changes
  6207. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6208. * @param sc: Object's status change information
  6209. * @param aspd: Object's current ASPD
  6210. * @return modified aspd
  6211. */
  6212. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6213. {
  6214. if (!sc || !sc->count)
  6215. return cap_value(aspd, 0, 2000);
  6216. if (sc->data[SC_OVERED_BOOST])
  6217. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6218. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6219. aspd -= 50; // +5 ASPD
  6220. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  6221. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6222. if (sc->data[SC_MTF_ASPD])
  6223. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6224. if (sc->data[SC_MTF_ASPD2])
  6225. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6226. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6227. }
  6228. /**
  6229. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6230. * Note: The scale of aspd_rate is 1000 = 100%
  6231. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6232. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6233. * @param sc: Object's status change information
  6234. * @param aspd_rate: Object's current ASPD
  6235. * @return modified aspd_rate
  6236. */
  6237. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6238. {
  6239. int i;
  6240. if(!sc || !sc->count)
  6241. return cap_value(aspd_rate,0,SHRT_MAX);
  6242. if( !sc->data[SC_QUAGMIRE] ) {
  6243. int max = 0;
  6244. if(sc->data[SC_STAR_COMFORT])
  6245. max = sc->data[SC_STAR_COMFORT]->val2;
  6246. if(sc->data[SC_TWOHANDQUICKEN] &&
  6247. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6248. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6249. if(sc->data[SC_ONEHAND] &&
  6250. max < sc->data[SC_ONEHAND]->val2)
  6251. max = sc->data[SC_ONEHAND]->val2;
  6252. if(sc->data[SC_MERC_QUICKEN] &&
  6253. max < sc->data[SC_MERC_QUICKEN]->val2)
  6254. max = sc->data[SC_MERC_QUICKEN]->val2;
  6255. if(sc->data[SC_ADRENALINE2] &&
  6256. max < sc->data[SC_ADRENALINE2]->val3)
  6257. max = sc->data[SC_ADRENALINE2]->val3;
  6258. if(sc->data[SC_ADRENALINE] &&
  6259. max < sc->data[SC_ADRENALINE]->val3)
  6260. max = sc->data[SC_ADRENALINE]->val3;
  6261. if(sc->data[SC_SPEARQUICKEN] &&
  6262. max < sc->data[SC_SPEARQUICKEN]->val2)
  6263. max = sc->data[SC_SPEARQUICKEN]->val2;
  6264. if(sc->data[SC_GATLINGFEVER] &&
  6265. max < sc->data[SC_GATLINGFEVER]->val2)
  6266. max = sc->data[SC_GATLINGFEVER]->val2;
  6267. if(sc->data[SC_FLEET] &&
  6268. max < sc->data[SC_FLEET]->val2)
  6269. max = sc->data[SC_FLEET]->val2;
  6270. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6271. if (bl->type!=BL_PC)
  6272. max = sc->data[SC_ASSNCROS]->val2;
  6273. else
  6274. switch(((TBL_PC*)bl)->status.weapon) {
  6275. case W_BOW:
  6276. case W_REVOLVER:
  6277. case W_RIFLE:
  6278. case W_GATLING:
  6279. case W_SHOTGUN:
  6280. case W_GRENADE:
  6281. break;
  6282. default:
  6283. max = sc->data[SC_ASSNCROS]->val2;
  6284. }
  6285. }
  6286. aspd_rate -= max;
  6287. if(sc->data[SC_BERSERK])
  6288. aspd_rate -= 300;
  6289. else if(sc->data[SC_MADNESSCANCEL])
  6290. aspd_rate -= 200;
  6291. }
  6292. if( sc->data[i=SC_ASPDPOTION3] ||
  6293. sc->data[i=SC_ASPDPOTION2] ||
  6294. sc->data[i=SC_ASPDPOTION1] ||
  6295. sc->data[i=SC_ASPDPOTION0] )
  6296. aspd_rate -= sc->data[i]->val2;
  6297. if (sc->data[SC_ATTHASTE_CASH])
  6298. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6299. if(sc->data[SC_DONTFORGETME])
  6300. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6301. if(sc->data[SC_LONGING])
  6302. aspd_rate += sc->data[SC_LONGING]->val2;
  6303. if(sc->data[SC_STEELBODY])
  6304. aspd_rate += 250;
  6305. if(sc->data[SC_SKA])
  6306. aspd_rate += 250;
  6307. if(sc->data[SC_DEFENDER])
  6308. aspd_rate += sc->data[SC_DEFENDER]->val4;
  6309. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6310. aspd_rate += 250;
  6311. if(sc->data[SC_GRAVITATION])
  6312. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  6313. if(sc->data[SC_JOINTBEAT]) {
  6314. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  6315. aspd_rate += 250;
  6316. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  6317. aspd_rate += 100;
  6318. }
  6319. if( sc->data[SC_FREEZING] )
  6320. aspd_rate += 150;
  6321. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  6322. aspd_rate += 500;
  6323. if( sc->data[SC_PARALYSE] )
  6324. aspd_rate += 100;
  6325. if( sc->data[SC__BODYPAINT] )
  6326. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  6327. if( sc->data[SC__INVISIBILITY] )
  6328. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  6329. if( sc->data[SC__GROOMY] )
  6330. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  6331. if( sc->data[SC_SWINGDANCE] )
  6332. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  6333. if( sc->data[SC_DANCEWITHWUG] )
  6334. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  6335. if( sc->data[SC_GLOOMYDAY] )
  6336. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  6337. if( sc->data[SC_EARTHDRIVE] )
  6338. aspd_rate += 250;
  6339. if( sc->data[SC_GT_CHANGE] )
  6340. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  6341. if( sc->data[SC_MELON_BOMB] )
  6342. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  6343. if( sc->data[SC_BOOST500] )
  6344. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  6345. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  6346. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  6347. if( sc->data[SC_INCASPDRATE] )
  6348. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  6349. if( sc->data[SC_PAIN_KILLER])
  6350. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  6351. if( sc->data[SC_GOLDENE_FERSE])
  6352. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  6353. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  6354. }
  6355. /**
  6356. * Modifies the damage delay time based on status changes
  6357. * The lower your delay, the quicker you can act after taking damage
  6358. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6359. * @param sc: Object's status change information
  6360. * @param dmotion: Object's current damage delay
  6361. * @return modified delay rate
  6362. */
  6363. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  6364. {
  6365. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map[bl->m].flag.battleground )
  6366. return cap_value(dmotion,0,USHRT_MAX);
  6367. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  6368. if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS ) )
  6369. return 0;
  6370. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  6371. return 0;
  6372. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  6373. }
  6374. /**
  6375. * Calculates a max HP based on status changes
  6376. * Values can either be percentages or fixed, based on how equations are formulated
  6377. * @param bl: Object's block_list data
  6378. * @param maxhp: Object's current max HP
  6379. * @return modified maxhp
  6380. */
  6381. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  6382. {
  6383. int rate = 100;
  6384. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  6385. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  6386. maxhp = maxhp * rate / 100;
  6387. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  6388. }
  6389. /**
  6390. * Calculates a max SP based on status changes
  6391. * Values can either be percentages or fixed, bas ed on how equations are formulated
  6392. * @param bl: Object's block_list data
  6393. * @param maxsp: Object's current max SP
  6394. * @return modified maxsp
  6395. */
  6396. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  6397. {
  6398. int rate = 100;
  6399. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  6400. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  6401. maxsp = maxsp * rate / 100;
  6402. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  6403. }
  6404. /**
  6405. * Changes a player's element based on status changes
  6406. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6407. * @param sc: Object's status change information
  6408. * @param element: Object's current element
  6409. * @return new element
  6410. */
  6411. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6412. {
  6413. if(!sc || !sc->count)
  6414. return cap_value(element, 0, UCHAR_MAX);
  6415. if(sc->data[SC_FREEZE])
  6416. return ELE_WATER;
  6417. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6418. return ELE_EARTH;
  6419. if(sc->data[SC_BENEDICTIO])
  6420. return ELE_HOLY;
  6421. if(sc->data[SC_CHANGEUNDEAD])
  6422. return ELE_UNDEAD;
  6423. if(sc->data[SC_ELEMENTALCHANGE])
  6424. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6425. if(sc->data[SC_SHAPESHIFT])
  6426. return sc->data[SC_SHAPESHIFT]->val2;
  6427. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6428. }
  6429. /**
  6430. * Changes a player's element level based on status changes
  6431. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6432. * @param sc: Object's status change information
  6433. * @param lv: Object's current element level
  6434. * @return new element level
  6435. */
  6436. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6437. {
  6438. if(!sc || !sc->count)
  6439. return cap_value(lv, 1, 4);
  6440. if(sc->data[SC_FREEZE])
  6441. return 1;
  6442. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6443. return 1;
  6444. if(sc->data[SC_BENEDICTIO])
  6445. return 1;
  6446. if(sc->data[SC_CHANGEUNDEAD])
  6447. return 1;
  6448. if(sc->data[SC_ELEMENTALCHANGE])
  6449. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6450. if(sc->data[SC_SHAPESHIFT])
  6451. return 1;
  6452. if(sc->data[SC__INVISIBILITY])
  6453. return 1;
  6454. return (unsigned char)cap_value(lv,1,4);
  6455. }
  6456. /**
  6457. * Changes a player's attack element based on status changes
  6458. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6459. * @param sc: Object's status change information
  6460. * @param element: Object's current attack element
  6461. * @return new attack element
  6462. */
  6463. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6464. {
  6465. if(!sc || !sc->count)
  6466. return cap_value(element, 0, UCHAR_MAX);
  6467. if(sc->data[SC_ENCHANTARMS])
  6468. return sc->data[SC_ENCHANTARMS]->val2;
  6469. if(sc->data[SC_WATERWEAPON]
  6470. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6471. return ELE_WATER;
  6472. if(sc->data[SC_EARTHWEAPON]
  6473. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6474. return ELE_EARTH;
  6475. if(sc->data[SC_FIREWEAPON]
  6476. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6477. return ELE_FIRE;
  6478. if(sc->data[SC_WINDWEAPON]
  6479. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6480. return ELE_WIND;
  6481. if(sc->data[SC_ENCPOISON])
  6482. return ELE_POISON;
  6483. if(sc->data[SC_ASPERSIO])
  6484. return ELE_HOLY;
  6485. if(sc->data[SC_SHADOWWEAPON])
  6486. return ELE_DARK;
  6487. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6488. return ELE_GHOST;
  6489. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6490. return ELE_WATER;
  6491. if(sc->data[SC_PYROCLASTIC])
  6492. return ELE_FIRE;
  6493. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6494. }
  6495. /**
  6496. * Changes the mode of an object
  6497. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6498. * @param sc: Object's status change data
  6499. * @param mode: Original mode
  6500. * @return mode with cap_value(mode, 0, INT_MAX)
  6501. */
  6502. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6503. {
  6504. if(!sc || !sc->count)
  6505. return cap_value(mode, 0, INT_MAX);
  6506. if(sc->data[SC_MODECHANGE]) {
  6507. if (sc->data[SC_MODECHANGE]->val2)
  6508. mode = (mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2; // Set mode
  6509. if (sc->data[SC_MODECHANGE]->val3)
  6510. mode|= sc->data[SC_MODECHANGE]->val3; // Add mode
  6511. if (sc->data[SC_MODECHANGE]->val4)
  6512. mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode
  6513. }
  6514. return cap_value(mode, 0, INT_MAX);
  6515. }
  6516. /**
  6517. * Changes the mode of a slave mob
  6518. * @param md: Slave mob whose mode to change
  6519. * @param mmd: Master of slave mob
  6520. */
  6521. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  6522. {
  6523. switch (battle_config.slaves_inherit_mode) {
  6524. case 1: //Always aggressive
  6525. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  6526. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6527. break;
  6528. case 2: //Always passive
  6529. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  6530. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6531. break;
  6532. case 4: // Overwrite with slave mode
  6533. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  6534. break;
  6535. default: //Copy master
  6536. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  6537. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6538. else
  6539. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6540. break;
  6541. }
  6542. }
  6543. /**
  6544. * Gets the name of the given bl
  6545. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6546. * @return name or "Unknown" if any other bl->type than noted above
  6547. */
  6548. const char* status_get_name(struct block_list *bl)
  6549. {
  6550. nullpo_ret(bl);
  6551. switch (bl->type) {
  6552. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6553. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6554. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6555. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6556. //case BL_MER: // They only have database names which are global, not specific to GID.
  6557. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6558. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6559. }
  6560. return "Unknown";
  6561. }
  6562. /**
  6563. * Gets the class/sprite id of the given bl
  6564. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6565. * @return class or 0 if any other bl->type than noted above
  6566. */
  6567. int status_get_class(struct block_list *bl)
  6568. {
  6569. nullpo_ret(bl);
  6570. switch( bl->type ) {
  6571. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6572. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6573. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6574. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6575. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6576. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6577. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6578. }
  6579. return 0;
  6580. }
  6581. /**
  6582. * Gets the base level of the given bl
  6583. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6584. * @return base level or 1 if any other bl->type than noted above
  6585. */
  6586. int status_get_lv(struct block_list *bl)
  6587. {
  6588. nullpo_ret(bl);
  6589. switch (bl->type) {
  6590. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6591. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6592. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6593. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6594. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6595. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6596. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6597. }
  6598. return 1;
  6599. }
  6600. /**
  6601. * Gets the regeneration info of the given bl
  6602. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6603. * @return regen data or NULL if any other bl->type than noted above
  6604. */
  6605. struct regen_data *status_get_regen_data(struct block_list *bl)
  6606. {
  6607. nullpo_retr(NULL, bl);
  6608. switch (bl->type) {
  6609. case BL_PC: return &((TBL_PC*)bl)->regen;
  6610. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6611. case BL_MER: return &((TBL_MER*)bl)->regen;
  6612. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6613. default:
  6614. return NULL;
  6615. }
  6616. }
  6617. /**
  6618. * Gets the status data of the given bl
  6619. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6620. * @return status or "dummy_status" if any other bl->type than noted above
  6621. */
  6622. struct status_data *status_get_status_data(struct block_list *bl)
  6623. {
  6624. nullpo_retr(&dummy_status, bl);
  6625. switch (bl->type) {
  6626. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6627. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6628. case BL_PET: return &((TBL_PET*)bl)->status;
  6629. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6630. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6631. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6632. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6633. default:
  6634. return &dummy_status;
  6635. }
  6636. }
  6637. /**
  6638. * Gets the base status data of the given bl
  6639. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6640. * @return base_status or NULL if any other bl->type than noted above
  6641. */
  6642. struct status_data *status_get_base_status(struct block_list *bl)
  6643. {
  6644. nullpo_retr(NULL, bl);
  6645. switch (bl->type) {
  6646. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6647. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6648. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6649. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6650. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6651. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6652. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6653. default:
  6654. return NULL;
  6655. }
  6656. }
  6657. /**
  6658. * Gets the defense of the given bl
  6659. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6660. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6661. */
  6662. defType status_get_def(struct block_list *bl)
  6663. {
  6664. struct unit_data *ud;
  6665. struct status_data *status = status_get_status_data(bl);
  6666. int def = status?status->def:0;
  6667. ud = unit_bl2ud(bl);
  6668. if (ud && ud->skilltimer != INVALID_TIMER)
  6669. def -= def * skill_get_castdef(ud->skill_id)/100;
  6670. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6671. }
  6672. /**
  6673. * Gets the walking speed of the given bl
  6674. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6675. * @return speed
  6676. */
  6677. unsigned short status_get_speed(struct block_list *bl)
  6678. {
  6679. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6680. return ((struct npc_data *)bl)->speed;
  6681. return status_get_status_data(bl)->speed;
  6682. }
  6683. /**
  6684. * Gets the party ID of the given bl
  6685. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6686. * @return party ID
  6687. */
  6688. int status_get_party_id(struct block_list *bl)
  6689. {
  6690. nullpo_ret(bl);
  6691. switch (bl->type) {
  6692. case BL_PC:
  6693. return ((TBL_PC*)bl)->status.party_id;
  6694. case BL_PET:
  6695. if (((TBL_PET*)bl)->master)
  6696. return ((TBL_PET*)bl)->master->status.party_id;
  6697. break;
  6698. case BL_MOB: {
  6699. struct mob_data *md=(TBL_MOB*)bl;
  6700. if( md->master_id > 0 ) {
  6701. struct map_session_data *msd;
  6702. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6703. return msd->status.party_id;
  6704. return -md->master_id;
  6705. }
  6706. }
  6707. break;
  6708. case BL_HOM:
  6709. if (((TBL_HOM*)bl)->master)
  6710. return ((TBL_HOM*)bl)->master->status.party_id;
  6711. break;
  6712. case BL_MER:
  6713. if (((TBL_MER*)bl)->master)
  6714. return ((TBL_MER*)bl)->master->status.party_id;
  6715. break;
  6716. case BL_SKILL:
  6717. if (((TBL_SKILL*)bl)->group)
  6718. return ((TBL_SKILL*)bl)->group->party_id;
  6719. break;
  6720. case BL_ELEM:
  6721. if (((TBL_ELEM*)bl)->master)
  6722. return ((TBL_ELEM*)bl)->master->status.party_id;
  6723. break;
  6724. }
  6725. return 0;
  6726. }
  6727. /**
  6728. * Gets the guild ID of the given bl
  6729. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6730. * @return guild ID
  6731. */
  6732. int status_get_guild_id(struct block_list *bl)
  6733. {
  6734. nullpo_ret(bl);
  6735. switch (bl->type) {
  6736. case BL_PC:
  6737. return ((TBL_PC*)bl)->status.guild_id;
  6738. case BL_PET:
  6739. if (((TBL_PET*)bl)->master)
  6740. return ((TBL_PET*)bl)->master->status.guild_id;
  6741. break;
  6742. case BL_MOB:
  6743. {
  6744. struct map_session_data *msd;
  6745. struct mob_data *md = (struct mob_data *)bl;
  6746. if (md->guardian_data) // Guardian's guild [Skotlex]
  6747. return md->guardian_data->guild_id;
  6748. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6749. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6750. }
  6751. break;
  6752. case BL_HOM:
  6753. if (((TBL_HOM*)bl)->master)
  6754. return ((TBL_HOM*)bl)->master->status.guild_id;
  6755. break;
  6756. case BL_MER:
  6757. if (((TBL_MER*)bl)->master)
  6758. return ((TBL_MER*)bl)->master->status.guild_id;
  6759. break;
  6760. case BL_NPC:
  6761. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6762. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6763. break;
  6764. case BL_SKILL:
  6765. if (((TBL_SKILL*)bl)->group)
  6766. return ((TBL_SKILL*)bl)->group->guild_id;
  6767. break;
  6768. case BL_ELEM:
  6769. if (((TBL_ELEM*)bl)->master)
  6770. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6771. break;
  6772. }
  6773. return 0;
  6774. }
  6775. /**
  6776. * Gets the guild emblem ID of the given bl
  6777. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6778. * @return guild emblem ID
  6779. */
  6780. int status_get_emblem_id(struct block_list *bl)
  6781. {
  6782. nullpo_ret(bl);
  6783. switch (bl->type) {
  6784. case BL_PC:
  6785. return ((TBL_PC*)bl)->guild_emblem_id;
  6786. case BL_PET:
  6787. if (((TBL_PET*)bl)->master)
  6788. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6789. break;
  6790. case BL_MOB:
  6791. {
  6792. struct map_session_data *msd;
  6793. struct mob_data *md = (struct mob_data *)bl;
  6794. if (md->guardian_data) // Guardian's guild [Skotlex]
  6795. return md->guardian_data->emblem_id;
  6796. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6797. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6798. }
  6799. break;
  6800. case BL_HOM:
  6801. if (((TBL_HOM*)bl)->master)
  6802. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6803. break;
  6804. case BL_MER:
  6805. if (((TBL_MER*)bl)->master)
  6806. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6807. break;
  6808. case BL_NPC:
  6809. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6810. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6811. if (g)
  6812. return g->emblem_id;
  6813. }
  6814. break;
  6815. case BL_ELEM:
  6816. if (((TBL_ELEM*)bl)->master)
  6817. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  6818. break;
  6819. }
  6820. return 0;
  6821. }
  6822. /**
  6823. * Gets the race2 of a mob or pet
  6824. * @param bl: Object whose race2 to get [MOB|PET]
  6825. * @return race2
  6826. */
  6827. enum e_race2 status_get_race2(struct block_list *bl)
  6828. {
  6829. nullpo_retr(RC2_NONE,bl);
  6830. if (bl->type == BL_MOB)
  6831. return ((struct mob_data *)bl)->db->race2;
  6832. if (bl->type == BL_PET)
  6833. return ((struct pet_data *)bl)->db->race2;
  6834. return RC2_NONE;
  6835. }
  6836. /**
  6837. * Checks if an object is dead
  6838. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6839. * @return 1: Is dead or 0: Is alive
  6840. */
  6841. int status_isdead(struct block_list *bl)
  6842. {
  6843. nullpo_ret(bl);
  6844. return status_get_status_data(bl)->hp == 0;
  6845. }
  6846. /**
  6847. * Checks if an object is immune to magic
  6848. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  6849. * @return value of magic damage to be blocked
  6850. */
  6851. int status_isimmune(struct block_list *bl)
  6852. {
  6853. struct status_change *sc =status_get_sc(bl);
  6854. if (sc && sc->data[SC_HERMODE])
  6855. return 100;
  6856. if (bl->type == BL_PC &&
  6857. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  6858. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  6859. return 0;
  6860. }
  6861. /**
  6862. * Get view data of an object
  6863. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6864. * @return view data structure bl->vd
  6865. */
  6866. struct view_data* status_get_viewdata(struct block_list *bl)
  6867. {
  6868. nullpo_retr(NULL, bl);
  6869. switch (bl->type) {
  6870. case BL_PC: return &((TBL_PC*)bl)->vd;
  6871. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  6872. case BL_PET: return &((TBL_PET*)bl)->vd;
  6873. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  6874. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  6875. case BL_MER: return ((TBL_MER*)bl)->vd;
  6876. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  6877. }
  6878. return NULL;
  6879. }
  6880. /**
  6881. * Set view data of an object
  6882. * This function deals with class, mount, and item views
  6883. * SC views are set in clif_getareachar_unit()
  6884. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6885. * @param class_: class of the object
  6886. */
  6887. void status_set_viewdata(struct block_list *bl, int class_)
  6888. {
  6889. struct view_data* vd;
  6890. nullpo_retv(bl);
  6891. if (mobdb_checkid(class_) || mob_is_clone(class_))
  6892. vd = mob_get_viewdata(class_);
  6893. else if (npcdb_checkid(class_))
  6894. vd = npc_get_viewdata(class_);
  6895. else if (homdb_checkid(class_))
  6896. vd = hom_get_viewdata(class_);
  6897. else if (mercenary_class(class_))
  6898. vd = mercenary_get_viewdata(class_);
  6899. else if (elemental_class(class_))
  6900. vd = elemental_get_viewdata(class_);
  6901. else
  6902. vd = NULL;
  6903. switch (bl->type) {
  6904. case BL_PC:
  6905. {
  6906. TBL_PC* sd = (TBL_PC*)bl;
  6907. if (pcdb_checkid(class_)) {
  6908. if (sd->sc.option&OPTION_RIDING) {
  6909. switch (class_) { // Adapt class to a Mounted one.
  6910. case JOB_KNIGHT:
  6911. class_ = JOB_KNIGHT2;
  6912. break;
  6913. case JOB_CRUSADER:
  6914. class_ = JOB_CRUSADER2;
  6915. break;
  6916. case JOB_LORD_KNIGHT:
  6917. class_ = JOB_LORD_KNIGHT2;
  6918. break;
  6919. case JOB_PALADIN:
  6920. class_ = JOB_PALADIN2;
  6921. break;
  6922. case JOB_BABY_KNIGHT:
  6923. class_ = JOB_BABY_KNIGHT2;
  6924. break;
  6925. case JOB_BABY_CRUSADER:
  6926. class_ = JOB_BABY_CRUSADER2;
  6927. break;
  6928. }
  6929. }
  6930. sd->vd.class_ = class_;
  6931. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  6932. sd->vd.head_top = sd->status.head_top;
  6933. sd->vd.head_mid = sd->status.head_mid;
  6934. sd->vd.head_bottom = sd->status.head_bottom;
  6935. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  6936. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  6937. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  6938. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  6939. sd->vd.sex = sd->status.sex;
  6940. if (sd->vd.cloth_color) {
  6941. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  6942. sd->vd.cloth_color = 0;
  6943. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  6944. sd->vd.cloth_color = 0;
  6945. if(sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette)
  6946. sd->vd.cloth_color = 0;
  6947. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  6948. sd->vd.cloth_color = 0;
  6949. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  6950. sd->vd.cloth_color = 0;
  6951. }
  6952. if ( sd->vd.body_style && (
  6953. sd->sc.option&OPTION_WEDDING || sd->sc.option&OPTION_XMAS ||
  6954. sd->sc.option&OPTION_SUMMER || sd->sc.option&OPTION_HANBOK ||
  6955. sd->sc.option&OPTION_OKTOBERFEST))
  6956. sd->vd.body_style = 0;
  6957. } else if (vd)
  6958. memcpy(&sd->vd, vd, sizeof(struct view_data));
  6959. else
  6960. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  6961. }
  6962. break;
  6963. case BL_MOB:
  6964. {
  6965. TBL_MOB* md = (TBL_MOB*)bl;
  6966. if (vd){
  6967. mob_free_dynamic_viewdata( md );
  6968. md->vd = vd;
  6969. }else if( pcdb_checkid( class_ ) ){
  6970. mob_set_dynamic_viewdata( md );
  6971. md->vd->class_ = class_;
  6972. }else
  6973. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  6974. }
  6975. break;
  6976. case BL_PET:
  6977. {
  6978. TBL_PET* pd = (TBL_PET*)bl;
  6979. if (vd) {
  6980. memcpy(&pd->vd, vd, sizeof(struct view_data));
  6981. if (!pcdb_checkid(vd->class_)) {
  6982. pd->vd.hair_style = battle_config.pet_hair_style;
  6983. if(pd->pet.equip) {
  6984. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  6985. if (!pd->vd.head_bottom)
  6986. pd->vd.head_bottom = pd->pet.equip;
  6987. }
  6988. }
  6989. } else
  6990. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  6991. }
  6992. break;
  6993. case BL_NPC:
  6994. {
  6995. TBL_NPC* nd = (TBL_NPC*)bl;
  6996. if (vd)
  6997. nd->vd = vd;
  6998. else
  6999. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  7000. }
  7001. break;
  7002. case BL_HOM:
  7003. {
  7004. struct homun_data *hd = (struct homun_data*)bl;
  7005. if (vd)
  7006. hd->vd = vd;
  7007. else
  7008. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7009. }
  7010. break;
  7011. case BL_MER:
  7012. {
  7013. struct mercenary_data *md = (struct mercenary_data*)bl;
  7014. if (vd)
  7015. md->vd = vd;
  7016. else
  7017. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7018. }
  7019. break;
  7020. case BL_ELEM:
  7021. {
  7022. struct elemental_data *ed = (struct elemental_data*)bl;
  7023. if (vd)
  7024. ed->vd = vd;
  7025. else
  7026. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7027. }
  7028. break;
  7029. }
  7030. }
  7031. /**
  7032. * Get status change data of an object
  7033. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7034. * @return status change data structure bl->sc
  7035. */
  7036. struct status_change *status_get_sc(struct block_list *bl)
  7037. {
  7038. if( bl )
  7039. switch (bl->type) {
  7040. case BL_PC: return &((TBL_PC*)bl)->sc;
  7041. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7042. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7043. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7044. case BL_MER: return &((TBL_MER*)bl)->sc;
  7045. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7046. }
  7047. return NULL;
  7048. }
  7049. /**
  7050. * Initiate (memset) the status change data of an object
  7051. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7052. */
  7053. void status_change_init(struct block_list *bl)
  7054. {
  7055. struct status_change *sc = status_get_sc(bl);
  7056. nullpo_retv(sc);
  7057. memset(sc, 0, sizeof (struct status_change));
  7058. }
  7059. /*========================================== [Playtester]
  7060. * Returns the interval for status changes that iterate multiple times
  7061. * through the timer (e.g. those that deal damage in regular intervals)
  7062. * @param type: Status change (SC_*)
  7063. *------------------------------------------*/
  7064. static int status_get_sc_interval(enum sc_type type)
  7065. {
  7066. switch (type) {
  7067. case SC_POISON:
  7068. case SC_DPOISON:
  7069. case SC_LEECHESEND:
  7070. return 1000;
  7071. case SC_BURNING:
  7072. case SC_PYREXIA:
  7073. return 3000;
  7074. case SC_MAGICMUSHROOM:
  7075. return 4000;
  7076. case SC_STONE:
  7077. return 5000;
  7078. case SC_BLEEDING:
  7079. case SC_TOXIN:
  7080. return 10000;
  7081. default:
  7082. break;
  7083. }
  7084. return 0;
  7085. }
  7086. /**
  7087. * Applies SC defense to a given status change
  7088. * This function also determines whether or not the status change will be applied
  7089. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7090. * @param bl: Target of the status change
  7091. * @param type: Status change (SC_*)
  7092. * @param rate: Initial percentage rate of affecting bl
  7093. * @param tick: Initial duration that the status change affects bl
  7094. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7095. * @return adjusted duration based on flag values
  7096. */
  7097. int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, unsigned char flag)
  7098. {
  7099. /// Resistance rate: 10000 = 100%
  7100. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  7101. /// 5000ms -> tick_def = 5000 -> 2500ms
  7102. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  7103. /// Fixed resistance value (after rate calculation)
  7104. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  7105. /// 2500ms -> tick_def2=2000 -> 500ms
  7106. int sc_def2 = 0, tick_def2 = 0;
  7107. struct status_data *status, *status_src;
  7108. struct status_change *sc;
  7109. struct map_session_data *sd;
  7110. nullpo_ret(bl);
  7111. if (src == NULL)
  7112. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  7113. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  7114. if (status_isimmune(bl)) {
  7115. switch (type) {
  7116. case SC_DECREASEAGI:
  7117. case SC_SILENCE:
  7118. case SC_COMA:
  7119. case SC_INCREASEAGI:
  7120. case SC_BLESSING:
  7121. case SC_SLOWPOISON:
  7122. case SC_IMPOSITIO:
  7123. case SC_AETERNA:
  7124. case SC_SUFFRAGIUM:
  7125. case SC_BENEDICTIO:
  7126. case SC_PROVIDENCE:
  7127. case SC_KYRIE:
  7128. case SC_ASSUMPTIO:
  7129. case SC_ANGELUS:
  7130. case SC_MAGNIFICAT:
  7131. case SC_GLORIA:
  7132. case SC_WINDWALK:
  7133. case SC_MAGICROD:
  7134. case SC_HALLUCINATION:
  7135. case SC_STONE:
  7136. case SC_QUAGMIRE:
  7137. case SC_SUITON:
  7138. case SC_SWINGDANCE:
  7139. return 0;
  7140. }
  7141. }
  7142. sd = BL_CAST(BL_PC,bl);
  7143. status = status_get_status_data(bl);
  7144. status_src = status_get_status_data(src);
  7145. sc = status_get_sc(bl);
  7146. if( sc && !sc->count )
  7147. sc = NULL;
  7148. switch (type) {
  7149. case SC_POISON:
  7150. case SC_DPOISON:
  7151. sc_def = status->vit*100;
  7152. #ifndef RENEWAL
  7153. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7154. if (sd) {
  7155. // For players: 60000 - 450*vit - 100*luk
  7156. tick_def = status->vit*75;
  7157. tick_def2 = status->luk*100;
  7158. } else {
  7159. // For monsters: 30000 - 200*vit
  7160. tick>>=1;
  7161. tick_def = (status->vit*200)/3;
  7162. }
  7163. #endif
  7164. break;
  7165. case SC_STUN:
  7166. sc_def = status->vit*100;
  7167. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7168. tick_def2 = status->luk*10;
  7169. break;
  7170. case SC_SILENCE:
  7171. #ifndef RENEWAL
  7172. sc_def = status->vit*100;
  7173. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7174. #else
  7175. sc_def = status->int_*100;
  7176. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7177. #endif
  7178. tick_def2 = status->luk*10;
  7179. break;
  7180. case SC_BLEEDING:
  7181. #ifndef RENEWAL
  7182. sc_def = status->vit*100;
  7183. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7184. #else
  7185. sc_def = status->agi*100;
  7186. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7187. #endif
  7188. tick_def2 = status->luk*10;
  7189. break;
  7190. case SC_SLEEP:
  7191. #ifndef RENEWAL
  7192. sc_def = status->int_*100;
  7193. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7194. #else
  7195. sc_def = status->agi*100;
  7196. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7197. #endif
  7198. tick_def2 = status->luk*10;
  7199. break;
  7200. case SC_STONE:
  7201. sc_def = status->mdef*100;
  7202. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7203. tick_def = 0; // No duration reduction
  7204. break;
  7205. case SC_FREEZE:
  7206. sc_def = status->mdef*100;
  7207. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7208. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7209. break;
  7210. case SC_CURSE:
  7211. // Special property: immunity when luk is zero
  7212. if (status->luk == 0)
  7213. return 0;
  7214. sc_def = status->luk*100;
  7215. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7216. tick_def = status->vit*100;
  7217. tick_def2 = status->luk*10;
  7218. break;
  7219. case SC_BLIND:
  7220. sc_def = (status->vit + status->int_)*50;
  7221. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7222. tick_def2 = status->luk*10;
  7223. break;
  7224. case SC_CONFUSION:
  7225. sc_def = (status->str + status->int_)*50;
  7226. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7227. tick_def2 = status->luk*10;
  7228. break;
  7229. case SC_DECREASEAGI:
  7230. if (sd)
  7231. tick >>= 1; // Half duration for players.
  7232. sc_def2 = status->mdef*100;
  7233. break;
  7234. case SC_ANKLE:
  7235. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7236. tick /= 5;
  7237. sc_def = status->agi*50;
  7238. break;
  7239. case SC_DEEPSLEEP:
  7240. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7241. break;
  7242. case SC_NETHERWORLD:
  7243. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7244. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7245. break;
  7246. case SC_MARSHOFABYSS:
  7247. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7248. tick_def2 = (status->int_ + status->luk)*50;
  7249. break;
  7250. case SC_STASIS:
  7251. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7252. tick_def2 = (status->vit + status->dex) * 50;
  7253. break;
  7254. case SC_WHITEIMPRISON:
  7255. if( tick == 5000 ) // 100% on caster
  7256. break;
  7257. if( bl->type == BL_PC )
  7258. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7259. else
  7260. tick_def2 = (status->vit + status->luk)*50;
  7261. break;
  7262. case SC_BURNING:
  7263. tick_def2 = 75*status->luk + 125*status->agi;
  7264. break;
  7265. case SC_FREEZING:
  7266. tick_def2 = (status->vit + status->dex)*50;
  7267. break;
  7268. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7269. sc_def = status->int_*80;
  7270. sc_def = max(sc_def, 500); // minimum of 5% resist
  7271. tick_def = 0;
  7272. //Fall through
  7273. case SC_TOXIN:
  7274. case SC_PARALYSE:
  7275. case SC_VENOMBLEED:
  7276. case SC_MAGICMUSHROOM:
  7277. case SC_DEATHHURT:
  7278. case SC_PYREXIA:
  7279. case SC_LEECHESEND:
  7280. tick_def2 = (status->vit + status->luk) * 500;
  7281. break;
  7282. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  7283. sc_def2 = status->agi*25;
  7284. break;
  7285. case SC_ELECTRICSHOCKER:
  7286. tick_def2 = (status->vit + status->agi) * 70;
  7287. break;
  7288. case SC_CRYSTALIZE:
  7289. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  7290. break;
  7291. case SC_VACUUM_EXTREME:
  7292. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  7293. break;
  7294. case SC_KYOUGAKU:
  7295. tick_def2 = 30*status->int_;
  7296. break;
  7297. case SC_PARALYSIS:
  7298. tick_def2 = (status->vit + status->luk)*50;
  7299. break;
  7300. case SC_VOICEOFSIREN:
  7301. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  7302. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  7303. break;
  7304. case SC_B_TRAP:
  7305. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  7306. break;
  7307. case SC_NORECOVER_STATE:
  7308. tick_def2 = status->luk * 100;
  7309. break;
  7310. default:
  7311. // Effect that cannot be reduced? Likely a buff.
  7312. if (!(rnd()%10000 < rate))
  7313. return 0;
  7314. return tick ? tick : 1;
  7315. }
  7316. if (sd) {
  7317. if (battle_config.pc_sc_def_rate != 100) {
  7318. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  7319. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  7320. }
  7321. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  7322. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  7323. if (battle_config.pc_sc_def_rate != 100) {
  7324. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  7325. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  7326. }
  7327. } else {
  7328. if (battle_config.mob_sc_def_rate != 100) {
  7329. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  7330. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  7331. }
  7332. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  7333. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  7334. if (battle_config.mob_sc_def_rate != 100) {
  7335. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  7336. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  7337. }
  7338. }
  7339. if (sc) {
  7340. if (sc->data[SC_SCRESIST])
  7341. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  7342. else if (sc->data[SC_SIEGFRIED])
  7343. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  7344. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  7345. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  7346. }
  7347. // When tick def not set, reduction is the same for both.
  7348. if(tick_def == -1)
  7349. tick_def = sc_def;
  7350. // Natural resistance
  7351. if (!(flag&SCSTART_NORATEDEF)) {
  7352. rate -= rate*sc_def/10000;
  7353. rate -= sc_def2;
  7354. // Minimum chances
  7355. switch (type) {
  7356. case SC_BITE:
  7357. rate = max(rate, 5000); // Minimum of 50%
  7358. break;
  7359. }
  7360. // Item resistance (only applies to rate%)
  7361. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) {
  7362. if( sd->reseff[type-SC_COMMON_MIN] )
  7363. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  7364. if( sd->sc.data[SC_COMMONSC_RESIST] )
  7365. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  7366. }
  7367. // Aegis accuracy
  7368. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  7369. }
  7370. if (!(rnd()%10000 < rate))
  7371. return 0;
  7372. // Duration cannot be reduced
  7373. if (flag&SCSTART_NOTICKDEF)
  7374. return max(tick, 1);
  7375. tick -= tick*tick_def/10000;
  7376. tick -= tick_def2;
  7377. // Minimum durations
  7378. switch (type) {
  7379. case SC_ANKLE:
  7380. case SC_MARSHOFABYSS:
  7381. tick = max(tick, 5000); // Minimum duration 5s
  7382. break;
  7383. case SC_FREEZING:
  7384. tick = max(tick, 6000); // Minimum duration 6s
  7385. break;
  7386. case SC_BURNING:
  7387. case SC_STASIS:
  7388. case SC_VOICEOFSIREN:
  7389. tick = max(tick, 10000); // Minimum duration 10s
  7390. break;
  7391. default:
  7392. // Skills need to trigger even if the duration is reduced below 1ms
  7393. tick = max(tick, 1);
  7394. break;
  7395. }
  7396. return tick;
  7397. }
  7398. /**
  7399. * Applies SC effect
  7400. * @param bl: Source to apply effect
  7401. * @param type: Status change (SC_*)
  7402. * @param dval1~3: Depends on type of status change
  7403. * Author: Ind
  7404. */
  7405. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  7406. struct eri *eri;
  7407. struct sc_display_entry **sc_display;
  7408. struct sc_display_entry ***sc_display_ptr;
  7409. struct sc_display_entry *entry;
  7410. int i;
  7411. unsigned char sc_display_count;
  7412. unsigned char *sc_display_count_ptr;
  7413. nullpo_retv(bl);
  7414. switch( bl->type ){
  7415. case BL_PC: {
  7416. struct map_session_data* sd = (struct map_session_data*)bl;
  7417. sc_display_ptr = &sd->sc_display;
  7418. sc_display_count_ptr = &sd->sc_display_count;
  7419. eri = pc_sc_display_ers;
  7420. }
  7421. break;
  7422. case BL_NPC: {
  7423. struct npc_data* nd = (struct npc_data*)bl;
  7424. sc_display_ptr = &nd->sc_display;
  7425. sc_display_count_ptr = &nd->sc_display_count;
  7426. eri = npc_sc_display_ers;
  7427. }
  7428. break;
  7429. default:
  7430. return;
  7431. }
  7432. sc_display = *sc_display_ptr;
  7433. sc_display_count = *sc_display_count_ptr;
  7434. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7435. if( i != sc_display_count ) {
  7436. sc_display[i]->val1 = dval1;
  7437. sc_display[i]->val2 = dval2;
  7438. sc_display[i]->val3 = dval3;
  7439. return;
  7440. }
  7441. entry = ers_alloc(eri, struct sc_display_entry);
  7442. entry->type = type;
  7443. entry->val1 = dval1;
  7444. entry->val2 = dval2;
  7445. entry->val3 = dval3;
  7446. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  7447. sc_display[sc_display_count - 1] = entry;
  7448. *sc_display_ptr = sc_display;
  7449. *sc_display_count_ptr = sc_display_count;
  7450. }
  7451. /**
  7452. * Removes SC effect
  7453. * @param bl: Source to remove effect
  7454. * @param type: Status change (SC_*)
  7455. * Author: Ind
  7456. */
  7457. void status_display_remove(struct block_list *bl, enum sc_type type) {
  7458. struct eri *eri;
  7459. struct sc_display_entry **sc_display;
  7460. struct sc_display_entry ***sc_display_ptr;
  7461. int i;
  7462. unsigned char sc_display_count;
  7463. unsigned char *sc_display_count_ptr;
  7464. nullpo_retv(bl);
  7465. switch( bl->type ){
  7466. case BL_PC: {
  7467. struct map_session_data* sd = (struct map_session_data*)bl;
  7468. sc_display_ptr = &sd->sc_display;
  7469. sc_display_count_ptr = &sd->sc_display_count;
  7470. eri = pc_sc_display_ers;
  7471. }
  7472. break;
  7473. case BL_NPC: {
  7474. struct npc_data* nd = (struct npc_data*)bl;
  7475. sc_display_ptr = &nd->sc_display;
  7476. sc_display_count_ptr = &nd->sc_display_count;
  7477. eri = npc_sc_display_ers;
  7478. }
  7479. break;
  7480. default:
  7481. return;
  7482. }
  7483. sc_display = *sc_display_ptr;
  7484. sc_display_count = *sc_display_count_ptr;
  7485. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7486. if( i != sc_display_count ) {
  7487. int cursor;
  7488. ers_free(eri, sc_display[i]);
  7489. sc_display[i] = NULL;
  7490. /* The all-mighty compact-o-matic */
  7491. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  7492. if( sc_display[i] == NULL )
  7493. continue;
  7494. if( i != cursor )
  7495. sc_display[cursor] = sc_display[i];
  7496. cursor++;
  7497. }
  7498. if( !(sc_display_count = cursor) ) {
  7499. aFree(sc_display);
  7500. sc_display = NULL;
  7501. }
  7502. *sc_display_ptr = sc_display;
  7503. *sc_display_count_ptr = sc_display_count;
  7504. }
  7505. }
  7506. /**
  7507. * Applies SC defense to a given status change
  7508. * This function also determines whether or not the status change will be applied
  7509. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7510. * @param bl: Target of the status change (See: enum sc_type)
  7511. * @param type: Status change (SC_*)
  7512. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7513. * @param val1~4: Depends on type of status change
  7514. * @param tick: Initial duration that the status change affects bl
  7515. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7516. * @return adjusted duration based on flag values
  7517. */
  7518. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,unsigned char flag) {
  7519. struct map_session_data *sd = NULL;
  7520. struct status_change* sc;
  7521. struct status_change_entry* sce;
  7522. struct status_data *status;
  7523. struct view_data *vd;
  7524. int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
  7525. bool sc_isnew = true;
  7526. nullpo_ret(bl);
  7527. sc = status_get_sc(bl);
  7528. status = status_get_status_data(bl);
  7529. if( type <= SC_NONE || type >= SC_MAX ) {
  7530. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7531. return 0;
  7532. }
  7533. if( !sc )
  7534. return 0; // Unable to receive status changes
  7535. 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
  7536. return 0;
  7537. if (status_change_isDisabledOnMap(type, bl->m))
  7538. return 0;
  7539. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7540. // if (bl->type == BL_MOB)
  7541. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7542. if( sc->data[SC_REFRESH] ) {
  7543. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7544. return 0; // Immune to status ailments
  7545. switch( type ) {
  7546. case SC_DEEPSLEEP:
  7547. case SC_BURNING:
  7548. case SC_FREEZING:
  7549. case SC_CRYSTALIZE:
  7550. case SC_TOXIN:
  7551. case SC_PARALYSE:
  7552. case SC_VENOMBLEED:
  7553. case SC_MAGICMUSHROOM:
  7554. case SC_DEATHHURT:
  7555. case SC_PYREXIA:
  7556. case SC_OBLIVIONCURSE:
  7557. case SC_MARSHOFABYSS:
  7558. case SC_MANDRAGORA:
  7559. return 0;
  7560. }
  7561. }
  7562. if( sc->data[SC_INSPIRATION] ) {
  7563. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7564. return 0; // Immune to status ailments
  7565. switch( type ) {
  7566. case SC_BURNING:
  7567. case SC_FREEZING:
  7568. case SC_CRYSTALIZE:
  7569. case SC_FEAR:
  7570. case SC_TOXIN:
  7571. case SC_PARALYSE:
  7572. case SC_VENOMBLEED:
  7573. case SC_MAGICMUSHROOM:
  7574. case SC_DEATHHURT:
  7575. case SC_PYREXIA:
  7576. case SC_OBLIVIONCURSE:
  7577. case SC_LEECHESEND:
  7578. case SC_DEEPSLEEP:
  7579. case SC_SATURDAYNIGHTFEVER:
  7580. case SC__BODYPAINT:
  7581. case SC__ENERVATION:
  7582. case SC__GROOMY:
  7583. case SC__IGNORANCE:
  7584. case SC__LAZINESS:
  7585. case SC__UNLUCKY:
  7586. case SC__WEAKNESS:
  7587. return 0;
  7588. }
  7589. }
  7590. if( sc->data[SC_KINGS_GRACE] ) {
  7591. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7592. return 0; // Immune to status ailments
  7593. switch( type ) {
  7594. case SC_HALLUCINATION:
  7595. case SC_BURNING:
  7596. case SC_CRYSTALIZE:
  7597. case SC_FREEZING:
  7598. case SC_DEEPSLEEP:
  7599. case SC_FEAR:
  7600. case SC_MANDRAGORA:
  7601. return 0;
  7602. }
  7603. }
  7604. // Adjust tick according to status resistances
  7605. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7606. tick = status_get_sc_def(src, bl, type, rate, tick, flag);
  7607. if( !tick )
  7608. return 0;
  7609. }
  7610. sd = BL_CAST(BL_PC, bl);
  7611. vd = status_get_viewdata(bl);
  7612. undead_flag = battle_check_undead(status->race,status->def_ele);
  7613. // Check for immunities / sc fails
  7614. switch (type) {
  7615. case SC_DECREASEAGI:
  7616. case SC_QUAGMIRE:
  7617. case SC_DONTFORGETME:
  7618. if(sc->data[SC_SPEEDUP1])
  7619. return 0;
  7620. break;
  7621. case SC_ANGRIFFS_MODUS:
  7622. case SC_GOLDENE_FERSE:
  7623. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7624. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7625. )
  7626. return 0;
  7627. case SC_VACUUM_EXTREME:
  7628. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7629. (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)
  7630. return 0;
  7631. break;
  7632. case SC_STONE:
  7633. // Undead are immune to Stone
  7634. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7635. return 0;
  7636. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  7637. return 0;
  7638. if (sc->opt1)
  7639. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7640. break;
  7641. case SC_FREEZE:
  7642. // Undead are immune to Freeze
  7643. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7644. return 0;
  7645. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  7646. return 0;
  7647. if (sc->opt1)
  7648. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7649. break;
  7650. case SC_FREEZING:
  7651. case SC_CRYSTALIZE:
  7652. if ((type == SC_FREEZING && sc->data[SC_BURNING]) || sc->data[SC_WARMER])
  7653. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7654. break;
  7655. case SC_SLEEP:
  7656. if (sc->data[SC_GVG_SLEEP])
  7657. return 0;
  7658. if (sc->opt1)
  7659. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7660. break;
  7661. case SC_STUN:
  7662. if (sc->opt1)
  7663. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7664. if (sc->data[SC_GVG_STUN])
  7665. return 0;
  7666. break;
  7667. case SC_BLIND:
  7668. if (sc->data[SC_FEAR])
  7669. return 0;
  7670. if (sc->data[SC_GVG_BLIND])
  7671. return 0;
  7672. break;
  7673. case SC_CURSE:
  7674. if (sc->data[SC_GVG_CURSE])
  7675. return 0;
  7676. break;
  7677. case SC_SILENCE:
  7678. if (sc->data[SC_GVG_SILENCE])
  7679. return 0;
  7680. break;
  7681. case SC_ALL_RIDING:
  7682. if( !sd || !&sd->sc || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7683. return 0;
  7684. if( sc->data[type] )
  7685. { // Already mounted, just dismount.
  7686. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7687. return 0;
  7688. }
  7689. break;
  7690. // They're all like berserk, do not everlap each other
  7691. case SC_BERSERK:
  7692. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7693. return 0;
  7694. break;
  7695. case SC_BURNING:
  7696. if (sc->data[SC_FREEZING])
  7697. return 0;
  7698. // Fall through
  7699. case SC_WHITEIMPRISON:
  7700. if (sc->opt1)
  7701. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7702. break;
  7703. case SC_SIGNUMCRUCIS:
  7704. // Only affects demons and undead element (but not players)
  7705. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7706. return 0;
  7707. break;
  7708. case SC_AETERNA:
  7709. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7710. return 0;
  7711. break;
  7712. case SC_KYRIE:
  7713. case SC_TUNAPARTY:
  7714. if (bl->type == BL_MOB)
  7715. return 0;
  7716. break;
  7717. case SC_OVERTHRUST:
  7718. if (sc->data[SC_MAXOVERTHRUST])
  7719. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7720. case SC_MAXOVERTHRUST:
  7721. if( sc->option&OPTION_MADOGEAR )
  7722. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7723. break;
  7724. case SC_ADRENALINE:
  7725. if (sc->data[SC_QUAGMIRE] ||
  7726. sc->data[SC_DECREASEAGI] ||
  7727. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7728. )
  7729. return 0;
  7730. break;
  7731. case SC_ADRENALINE2:
  7732. if (sc->data[SC_QUAGMIRE] ||
  7733. sc->data[SC_DECREASEAGI]
  7734. )
  7735. return 0;
  7736. break;
  7737. case SC_MAGNIFICAT:
  7738. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7739. return 0;
  7740. break;
  7741. case SC_ONEHAND:
  7742. case SC_MERC_QUICKEN:
  7743. case SC_TWOHANDQUICKEN:
  7744. if(sc->data[SC_DECREASEAGI])
  7745. return 0;
  7746. case SC_INCREASEAGI:
  7747. case SC_CONCENTRATE:
  7748. case SC_SPEARQUICKEN:
  7749. case SC_TRUESIGHT:
  7750. case SC_WINDWALK:
  7751. case SC_CARTBOOST:
  7752. case SC_ASSNCROS:
  7753. if (sc->option&OPTION_MADOGEAR)
  7754. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7755. if (sc->data[SC_QUAGMIRE])
  7756. return 0;
  7757. break;
  7758. case SC_CLOAKING:
  7759. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7760. // Due to the cloaking card, we have to check the wall versus to known
  7761. // skill level rather than the used one. [Skotlex]
  7762. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7763. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7764. return 0;
  7765. break;
  7766. case SC_MODECHANGE:
  7767. {
  7768. enum e_mode mode;
  7769. struct status_data *bstatus = status_get_base_status(bl);
  7770. if (!bstatus) return 0;
  7771. if (sc->data[type]) { // Pile up with previous values.
  7772. if(!val2) val2 = sc->data[type]->val2;
  7773. val3 |= sc->data[type]->val3;
  7774. val4 |= sc->data[type]->val4;
  7775. }
  7776. mode = val2 ? ((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  7777. if (val4) mode&=~val4; // Del mode
  7778. if (val3) mode|= val3; // Add mode
  7779. if (mode == bstatus->mode) { // No change.
  7780. if (sc->data[type]) // Abort previous status
  7781. return status_change_end(bl, type, INVALID_TIMER);
  7782. return 0;
  7783. }
  7784. }
  7785. break;
  7786. // Strip skills, need to divest something or it fails.
  7787. case SC_STRIPWEAPON:
  7788. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7789. short i;
  7790. opt_flag = 0; // Reuse to check success condition.
  7791. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7792. return 0;
  7793. i = sd->equip_index[EQI_HAND_L];
  7794. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7795. opt_flag|=1;
  7796. pc_unequipitem(sd,i,3); // Left-hand weapon
  7797. }
  7798. i = sd->equip_index[EQI_HAND_R];
  7799. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7800. opt_flag|=2;
  7801. pc_unequipitem(sd,i,3);
  7802. }
  7803. if (!opt_flag) return 0;
  7804. }
  7805. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7806. break;
  7807. case SC_STRIPSHIELD:
  7808. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7809. else
  7810. if (sd && !(flag&SCSTART_LOADED)) {
  7811. short i;
  7812. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  7813. return 0;
  7814. i = sd->equip_index[EQI_HAND_L];
  7815. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  7816. return 0;
  7817. pc_unequipitem(sd,i,3);
  7818. }
  7819. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7820. break;
  7821. case SC_STRIPARMOR:
  7822. if (sd && !(flag&SCSTART_LOADED)) {
  7823. short i;
  7824. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  7825. return 0;
  7826. i = sd->equip_index[EQI_ARMOR];
  7827. if ( i < 0 || !sd->inventory_data[i] )
  7828. return 0;
  7829. pc_unequipitem(sd,i,3);
  7830. }
  7831. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7832. break;
  7833. case SC_STRIPHELM:
  7834. if (sd && !(flag&SCSTART_LOADED)) {
  7835. short i;
  7836. if(sd->bonus.unstripable_equip&EQP_HELM)
  7837. return 0;
  7838. i = sd->equip_index[EQI_HEAD_TOP];
  7839. if ( i < 0 || !sd->inventory_data[i] )
  7840. return 0;
  7841. pc_unequipitem(sd,i,3);
  7842. }
  7843. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7844. break;
  7845. case SC_MERC_FLEEUP:
  7846. case SC_MERC_ATKUP:
  7847. case SC_MERC_HPUP:
  7848. case SC_MERC_SPUP:
  7849. case SC_MERC_HITUP:
  7850. if( bl->type != BL_MER )
  7851. return 0; // Stats only for Mercenaries
  7852. break;
  7853. case SC_STRFOOD:
  7854. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  7855. return 0;
  7856. break;
  7857. case SC_AGIFOOD:
  7858. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  7859. return 0;
  7860. break;
  7861. case SC_VITFOOD:
  7862. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  7863. return 0;
  7864. break;
  7865. case SC_INTFOOD:
  7866. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  7867. return 0;
  7868. break;
  7869. case SC_DEXFOOD:
  7870. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  7871. return 0;
  7872. break;
  7873. case SC_LUKFOOD:
  7874. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  7875. return 0;
  7876. break;
  7877. case SC_FOOD_STR_CASH:
  7878. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7879. return 0;
  7880. break;
  7881. case SC_FOOD_AGI_CASH:
  7882. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7883. return 0;
  7884. break;
  7885. case SC_FOOD_VIT_CASH:
  7886. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7887. return 0;
  7888. break;
  7889. case SC_FOOD_INT_CASH:
  7890. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7891. return 0;
  7892. break;
  7893. case SC_FOOD_DEX_CASH:
  7894. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7895. return 0;
  7896. break;
  7897. case SC_FOOD_LUK_CASH:
  7898. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  7899. return 0;
  7900. break;
  7901. case SC_CAMOUFLAGE:
  7902. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  7903. return 0;
  7904. break;
  7905. case SC__STRIPACCESSORY:
  7906. if( sd ) {
  7907. short i = -1;
  7908. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  7909. i = sd->equip_index[EQI_ACC_L];
  7910. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7911. pc_unequipitem(sd,i,3); // Left-Accessory
  7912. }
  7913. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  7914. i = sd->equip_index[EQI_ACC_R];
  7915. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  7916. pc_unequipitem(sd,i,3); // Right-Accessory
  7917. }
  7918. if( i < 0 )
  7919. return 0;
  7920. }
  7921. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7922. break;
  7923. case SC_TOXIN:
  7924. case SC_PARALYSE:
  7925. case SC_VENOMBLEED:
  7926. case SC_MAGICMUSHROOM:
  7927. case SC_DEATHHURT:
  7928. case SC_PYREXIA:
  7929. case SC_OBLIVIONCURSE:
  7930. case SC_LEECHESEND:
  7931. { // It doesn't stack or even renew
  7932. int i = SC_TOXIN;
  7933. for(; i<= SC_LEECHESEND; i++)
  7934. if(sc->data[i]) return 0;
  7935. }
  7936. break;
  7937. case SC_SATURDAYNIGHTFEVER:
  7938. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  7939. return 0;
  7940. break;
  7941. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  7942. if(sc->data[SC_HOVERING])
  7943. return 0;
  7944. break;
  7945. case SC_HEAT_BARREL:
  7946. //kRO Update 2014-02-12
  7947. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  7948. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  7949. return 0;
  7950. break;
  7951. case SC_P_ALTER:
  7952. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  7953. return 0;
  7954. break;
  7955. case SC_MADNESSCANCEL:
  7956. if (sc->data[type]) { // Toggle the status but still consume requirements.
  7957. status_change_end(bl, type, INVALID_TIMER);
  7958. return 0;
  7959. }
  7960. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  7961. return 0;
  7962. break;
  7963. case SC_KINGS_GRACE:
  7964. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  7965. return 0;
  7966. break;
  7967. case SC_GROOMING:
  7968. case SC_CHATTERING:
  7969. if (sc->data[type])
  7970. return 0;
  7971. case SC_WEDDING:
  7972. case SC_XMAS:
  7973. case SC_SUMMER:
  7974. case SC_HANBOK:
  7975. case SC_OKTOBERFEST:
  7976. if (!vd)
  7977. return 0;
  7978. break;
  7979. }
  7980. // Check for resistances
  7981. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  7982. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  7983. return 0;
  7984. switch (type) {
  7985. case SC_BLESSING:
  7986. case SC_DECREASEAGI:
  7987. case SC_PROVOKE:
  7988. case SC_COMA:
  7989. case SC_GRAVITATION:
  7990. case SC_SUITON:
  7991. case SC_STRIPWEAPON:
  7992. case SC_STRIPARMOR:
  7993. case SC_STRIPSHIELD:
  7994. case SC_STRIPHELM:
  7995. case SC_RICHMANKIM:
  7996. case SC_ROKISWEIL:
  7997. case SC_FOGWALL:
  7998. case SC_WHITEIMPRISON:
  7999. case SC_FEAR:
  8000. case SC_FREEZING:
  8001. case SC_BURNING:
  8002. case SC_MARSHOFABYSS:
  8003. case SC_ADORAMUS:
  8004. case SC_PARALYSIS:
  8005. case SC_DEEPSLEEP:
  8006. case SC_CRYSTALIZE:
  8007. case SC_TEARGAS:
  8008. case SC_TEARGAS_SOB:
  8009. case SC_PYREXIA:
  8010. case SC_DEATHHURT:
  8011. case SC_TOXIN:
  8012. case SC_PARALYSE:
  8013. case SC_VENOMBLEED:
  8014. case SC_MAGICMUSHROOM:
  8015. case SC_OBLIVIONCURSE:
  8016. case SC_LEECHESEND:
  8017. case SC_BANDING_DEFENCE:
  8018. case SC_BITE:
  8019. case SC_ELECTRICSHOCKER:
  8020. case SC_MAGNETICFIELD:
  8021. case SC_NETHERWORLD:
  8022. case SC_CRESCENTELBOW:
  8023. case SC_VACUUM_EXTREME:
  8024. case SC_CATNIPPOWDER:
  8025. case SC_SV_ROOTTWIST:
  8026. case SC_BITESCAR:
  8027. case SC_FRESHSHRIMP:
  8028. return 0;
  8029. }
  8030. }
  8031. // Check for mvp resistance // atm only those who OS
  8032. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  8033. switch (type) {
  8034. case SC_COMA:
  8035. // continue list...
  8036. return 0;
  8037. }
  8038. }
  8039. // Before overlapping fail, one must check for status cured.
  8040. switch (type) {
  8041. case SC_BLESSING:
  8042. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  8043. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  8044. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  8045. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  8046. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8047. if (sc->data[SC_CURSE]) {
  8048. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8049. return 1; // End Curse and do not give stat boost
  8050. }
  8051. }
  8052. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8053. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8054. break;
  8055. case SC_INCREASEAGI:
  8056. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8057. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8058. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8059. break;
  8060. case SC_QUAGMIRE:
  8061. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  8062. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  8063. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8064. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  8065. // Also blocks the ones below...
  8066. case SC_DECREASEAGI:
  8067. if (type == SC_DECREASEAGI) {
  8068. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8069. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  8070. }
  8071. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  8072. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  8073. // Also blocks the ones below...
  8074. case SC_DONTFORGETME:
  8075. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8076. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8077. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8078. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8079. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8080. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8081. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8082. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8083. break;
  8084. case SC_ADORAMUS:
  8085. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8086. break;
  8087. case SC_ONEHAND:
  8088. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  8089. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8090. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8091. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8092. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8093. break;
  8094. case SC_MAXOVERTHRUST:
  8095. // Cancels Normal Overthrust. [Skotlex]
  8096. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  8097. break;
  8098. case SC_MAGNIFICAT:
  8099. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  8100. break;
  8101. case SC_OFFERTORIUM:
  8102. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8103. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8104. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8105. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8106. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8107. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8108. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8109. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8110. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8111. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8112. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8113. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8114. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8115. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8116. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8117. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8118. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8119. break;
  8120. case SC_KYRIE:
  8121. // Cancels Assumptio
  8122. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8123. break;
  8124. case SC_DELUGE:
  8125. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8126. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8127. break;
  8128. case SC_SILENCE:
  8129. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8130. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8131. break;
  8132. case SC_FREEZE:
  8133. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  8134. break;
  8135. case SC_HIDING:
  8136. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  8137. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8138. break;
  8139. case SC_BERSERK:
  8140. if( val3 == SC__BLOODYLUST )
  8141. break;
  8142. if(battle_config.berserk_cancels_buffs) {
  8143. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8144. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8145. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  8146. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  8147. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  8148. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8149. }
  8150. #ifdef RENEWAL
  8151. else {
  8152. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8153. }
  8154. #endif
  8155. break;
  8156. case SC_ASSUMPTIO:
  8157. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  8158. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  8159. break;
  8160. case SC_KAITE:
  8161. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8162. break;
  8163. case SC_GN_CARTBOOST:
  8164. case SC_CARTBOOST:
  8165. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  8166. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8167. return 0;
  8168. }
  8169. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  8170. //since Cart Boost don't cancel Slow Grace effect
  8171. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  8172. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  8173. if(sc->data[SC_DONTFORGETME])
  8174. return 0;
  8175. break;
  8176. case SC_FUSION:
  8177. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8178. break;
  8179. case SC_ADJUSTMENT:
  8180. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  8181. break;
  8182. case SC_MADNESSCANCEL:
  8183. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  8184. break;
  8185. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  8186. case SC_CHANGEUNDEAD:
  8187. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  8188. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8189. break;
  8190. case SC_STRFOOD:
  8191. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  8192. break;
  8193. case SC_AGIFOOD:
  8194. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  8195. break;
  8196. case SC_VITFOOD:
  8197. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  8198. break;
  8199. case SC_INTFOOD:
  8200. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  8201. break;
  8202. case SC_DEXFOOD:
  8203. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  8204. break;
  8205. case SC_LUKFOOD:
  8206. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  8207. break;
  8208. case SC_FOOD_STR_CASH:
  8209. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  8210. break;
  8211. case SC_FOOD_AGI_CASH:
  8212. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  8213. break;
  8214. case SC_FOOD_VIT_CASH:
  8215. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  8216. break;
  8217. case SC_FOOD_INT_CASH:
  8218. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  8219. break;
  8220. case SC_FOOD_DEX_CASH:
  8221. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  8222. break;
  8223. case SC_FOOD_LUK_CASH:
  8224. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  8225. break;
  8226. case SC_MARSHOFABYSS:
  8227. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8228. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8229. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8230. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8231. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8232. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8233. break;
  8234. case SC_SWINGDANCE:
  8235. case SC_SYMPHONYOFLOVER:
  8236. case SC_MOONLITSERENADE:
  8237. case SC_RUSHWINDMILL:
  8238. case SC_ECHOSONG:
  8239. case SC_HARMONIZE: // Group A doesn't overlap
  8240. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  8241. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  8242. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  8243. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  8244. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  8245. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8246. break;
  8247. case SC_VOICEOFSIREN:
  8248. case SC_DEEPSLEEP:
  8249. case SC_GLOOMYDAY:
  8250. case SC_SONGOFMANA:
  8251. case SC_DANCEWITHWUG:
  8252. case SC_SATURDAYNIGHTFEVER:
  8253. case SC_LERADSDEW:
  8254. case SC_MELODYOFSINK:
  8255. case SC_BEYONDOFWARCRY:
  8256. case SC_UNLIMITEDHUMMINGVOICE:
  8257. case SC_SIRCLEOFNATURE: // Group B
  8258. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  8259. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8260. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  8261. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  8262. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  8263. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  8264. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  8265. if (type != SC_GLOOMYDAY) {
  8266. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  8267. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  8268. }
  8269. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  8270. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  8271. if (type != SC_SATURDAYNIGHTFEVER) {
  8272. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  8273. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  8274. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  8275. }
  8276. }
  8277. break;
  8278. case SC_REFLECTSHIELD:
  8279. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  8280. break;
  8281. case SC_REFLECTDAMAGE:
  8282. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8283. break;
  8284. case SC_SHIELDSPELL_DEF:
  8285. case SC_SHIELDSPELL_MDEF:
  8286. case SC_SHIELDSPELL_REF:
  8287. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8288. if( type != SC_SHIELDSPELL_DEF )
  8289. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  8290. if( type != SC_SHIELDSPELL_MDEF )
  8291. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  8292. if( type != SC_SHIELDSPELL_REF )
  8293. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  8294. break;
  8295. case SC_BANDING:
  8296. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  8297. break;
  8298. case SC_GT_ENERGYGAIN:
  8299. case SC_GT_CHANGE:
  8300. case SC_GT_REVITALIZE:
  8301. if( type != SC_GT_REVITALIZE )
  8302. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  8303. if( type != SC_GT_ENERGYGAIN )
  8304. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  8305. if( type != SC_GT_CHANGE )
  8306. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  8307. break;
  8308. case SC_WARMER:
  8309. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8310. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8311. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8312. break;
  8313. case SC_INVINCIBLE:
  8314. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  8315. break;
  8316. case SC_INVINCIBLEOFF:
  8317. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  8318. break;
  8319. case SC_WHITEIMPRISON:
  8320. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8321. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8322. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8323. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8324. break;
  8325. case SC_FEAR:
  8326. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8327. break;
  8328. case SC_KINGS_GRACE:
  8329. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  8330. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  8331. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  8332. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  8333. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  8334. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  8335. // Fall through
  8336. case SC_GROOMING:
  8337. status_change_end(bl,SC_STUN,INVALID_TIMER);
  8338. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  8339. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8340. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  8341. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  8342. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  8343. status_change_end(bl,SC_POISON,INVALID_TIMER);
  8344. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  8345. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  8346. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  8347. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  8348. break;
  8349. case SC_2011RWC_SCROLL:
  8350. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  8351. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  8352. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  8353. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  8354. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  8355. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  8356. break;
  8357. case SC_FIGHTINGSPIRIT:
  8358. case SC_OVERED_BOOST:
  8359. case SC_MAGICPOWER:
  8360. case SC_IMPOSITIO:
  8361. case SC_KAAHI:
  8362. //These status changes always overwrite themselves even when a lower level is cast
  8363. status_change_end(bl, type, INVALID_TIMER);
  8364. break;
  8365. }
  8366. // Check for overlapping fails
  8367. if( (sce = sc->data[type]) ) {
  8368. switch( type ) {
  8369. case SC_MERC_FLEEUP:
  8370. case SC_MERC_ATKUP:
  8371. case SC_MERC_HPUP:
  8372. case SC_MERC_SPUP:
  8373. case SC_MERC_HITUP:
  8374. if( sce->val1 > val1 )
  8375. val1 = sce->val1;
  8376. break;
  8377. case SC_ADRENALINE:
  8378. case SC_ADRENALINE2:
  8379. case SC_WEAPONPERFECTION:
  8380. case SC_OVERTHRUST:
  8381. if (sce->val2 > val2)
  8382. return 0;
  8383. break;
  8384. case SC_S_LIFEPOTION:
  8385. case SC_L_LIFEPOTION:
  8386. case SC_BOSSMAPINFO:
  8387. case SC_STUN:
  8388. case SC_SLEEP:
  8389. case SC_POISON:
  8390. case SC_CURSE:
  8391. case SC_SILENCE:
  8392. case SC_CONFUSION:
  8393. case SC_BLIND:
  8394. case SC_BLEEDING:
  8395. case SC_DPOISON:
  8396. case SC_CLOSECONFINE2: // Can't be re-closed in.
  8397. case SC_TINDER_BREAKER2:
  8398. case SC_MARIONETTE:
  8399. case SC_MARIONETTE2:
  8400. case SC_NOCHAT:
  8401. case SC_ABUNDANCE:
  8402. case SC_FEAR:
  8403. case SC_BURNING:
  8404. case SC_FREEZING:
  8405. case SC_WHITEIMPRISON:
  8406. case SC_TOXIN:
  8407. case SC_PARALYSE:
  8408. case SC_VENOMBLEED:
  8409. case SC_MAGICMUSHROOM:
  8410. case SC_DEATHHURT:
  8411. case SC_PYREXIA:
  8412. case SC_OBLIVIONCURSE:
  8413. case SC_LEECHESEND:
  8414. case SC_CURSEDCIRCLE_TARGET:
  8415. case SC__ENERVATION:
  8416. case SC__GROOMY:
  8417. case SC__IGNORANCE:
  8418. case SC__LAZINESS:
  8419. case SC__UNLUCKY:
  8420. case SC__WEAKNESS:
  8421. case SC_DEEPSLEEP:
  8422. case SC_NETHERWORLD:
  8423. case SC_CRYSTALIZE:
  8424. case SC_MANDRAGORA:
  8425. case SC_DEFSET:
  8426. case SC_MDEFSET:
  8427. case SC_NORECOVER_STATE:
  8428. case SC_REUSE_LIMIT_A:
  8429. case SC_REUSE_LIMIT_B:
  8430. case SC_REUSE_LIMIT_C:
  8431. case SC_REUSE_LIMIT_D:
  8432. case SC_REUSE_LIMIT_E:
  8433. case SC_REUSE_LIMIT_F:
  8434. case SC_REUSE_LIMIT_G:
  8435. case SC_REUSE_LIMIT_H:
  8436. case SC_REUSE_MILLENNIUMSHIELD:
  8437. case SC_REUSE_CRUSHSTRIKE:
  8438. case SC_REUSE_REFRESH:
  8439. case SC_REUSE_STORMBLAST:
  8440. case SC_ALL_RIDING_REUSE_LIMIT:
  8441. case SC_REUSE_LIMIT_MTF:
  8442. case SC_REUSE_LIMIT_ECL:
  8443. case SC_REUSE_LIMIT_RECALL:
  8444. case SC_REUSE_LIMIT_ASPD_POTION:
  8445. case SC_DORAM_BUF_01:
  8446. case SC_DORAM_BUF_02:
  8447. return 0;
  8448. case SC_PUSH_CART:
  8449. case SC_COMBO:
  8450. case SC_DANCING:
  8451. case SC_DEVOTION:
  8452. case SC_ASPDPOTION0:
  8453. case SC_ASPDPOTION1:
  8454. case SC_ASPDPOTION2:
  8455. case SC_ASPDPOTION3:
  8456. case SC_ATKPOTION:
  8457. case SC_MATKPOTION:
  8458. case SC_ENCHANTARMS:
  8459. case SC_ARMOR_ELEMENT_WATER:
  8460. case SC_ARMOR_ELEMENT_EARTH:
  8461. case SC_ARMOR_ELEMENT_FIRE:
  8462. case SC_ARMOR_ELEMENT_WIND:
  8463. case SC_ARMOR_RESIST:
  8464. case SC_ATTHASTE_CASH:
  8465. break;
  8466. case SC_GOSPEL:
  8467. // Must not override a casting gospel char.
  8468. if(sce->val4 == BCT_SELF)
  8469. return 0;
  8470. if(sce->val1 > val1)
  8471. return 1;
  8472. break;
  8473. case SC_ENDURE:
  8474. if(sce->val4 && !val4)
  8475. return 1; // Don't let you override infinite endure.
  8476. if(sce->val1 > val1)
  8477. return 1;
  8478. break;
  8479. case SC_JAILED:
  8480. // When a player is already jailed, do not edit the jail data.
  8481. val2 = sce->val2;
  8482. val3 = sce->val3;
  8483. val4 = sce->val4;
  8484. break;
  8485. case SC_LERADSDEW:
  8486. if (sc && sc->data[SC_BERSERK])
  8487. return 0;
  8488. case SC_SHAPESHIFT:
  8489. case SC_PROPERTYWALK:
  8490. break;
  8491. case SC_LEADERSHIP:
  8492. case SC_GLORYWOUNDS:
  8493. case SC_SOULCOLD:
  8494. case SC_HAWKEYES:
  8495. if( sce->val4 && !val4 ) // You cannot override master guild aura
  8496. return 0;
  8497. break;
  8498. case SC_JOINTBEAT:
  8499. val2 |= sce->val2; // Stackable ailments
  8500. default:
  8501. if(sce->val1 > val1)
  8502. return 1; // Return true to not mess up skill animations. [Skotlex]
  8503. }
  8504. }
  8505. calc_flag = StatusChangeFlagTable[type];
  8506. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  8507. switch(type)
  8508. {
  8509. /* Permanent effects */
  8510. case SC_AETERNA:
  8511. case SC_MODECHANGE:
  8512. case SC_WEIGHT50:
  8513. case SC_WEIGHT90:
  8514. case SC_BROKENWEAPON:
  8515. case SC_BROKENARMOR:
  8516. case SC_READYSTORM:
  8517. case SC_READYDOWN:
  8518. case SC_READYCOUNTER:
  8519. case SC_READYTURN:
  8520. case SC_DODGE:
  8521. case SC_PUSH_CART:
  8522. case SC_SPRITEMABLE:
  8523. case SC_CLAN_INFO:
  8524. case SC_DAILYSENDMAILCNT:
  8525. tick = -1;
  8526. break;
  8527. case SC_DECREASEAGI:
  8528. case SC_INCREASEAGI:
  8529. case SC_ADORAMUS:
  8530. if (type == SC_ADORAMUS) {
  8531. // 1000% base chance to blind, but still can be resisted
  8532. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  8533. if (sc->data[SC_ADORAMUS])
  8534. return 0; //Adoramus can't refresh itself, but it can cause blind again
  8535. }
  8536. val2 = 2 + val1; // Agi change
  8537. break;
  8538. case SC_ENDURE:
  8539. val2 = 7; // Hit-count [Celest]
  8540. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map[bl->m].flag.battleground && !val4 ) {
  8541. struct map_session_data *tsd;
  8542. if( sd ) {
  8543. int i;
  8544. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8545. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8546. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8547. }
  8548. }
  8549. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8550. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8551. }
  8552. // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  8553. if( val4 )
  8554. tick = -1;
  8555. break;
  8556. case SC_AUTOBERSERK:
  8557. if (status->hp < status->max_hp>>2 &&
  8558. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8559. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8560. tick = -1;
  8561. break;
  8562. case SC_SIGNUMCRUCIS:
  8563. val2 = 10 + 4*val1; // Def reduction
  8564. tick = -1;
  8565. clif_emotion(bl,E_SWT);
  8566. break;
  8567. case SC_MAXIMIZEPOWER:
  8568. tick_time = val2 = tick>0?tick:60000;
  8569. tick = -1; // Duration sent to the client should be infinite
  8570. break;
  8571. case SC_EDP:
  8572. val2 = val1 + 2; // Chance to Poison enemies.
  8573. #ifndef RENEWAL
  8574. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8575. #endif
  8576. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8577. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8578. break;
  8579. case SC_POISONREACT:
  8580. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8581. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8582. break;
  8583. case SC_MAGICROD:
  8584. val2 = val1*20; // SP gained
  8585. break;
  8586. case SC_KYRIE:
  8587. if( val4 ) { // Formulas for Praefatio
  8588. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8589. val3 = 6 + val1; //Hits
  8590. } else { // Formulas for Kyrie Eleison
  8591. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8592. val3 = (val1 / 2 + 5);
  8593. }
  8594. break;
  8595. case SC_MAGICPOWER:
  8596. // val1: Skill lv
  8597. val2 = 1; // Lasts 1 invocation
  8598. val3 = 5*val1; // Matk% increase
  8599. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8600. break;
  8601. case SC_SACRIFICE:
  8602. val2 = 5; // Lasts 5 hits
  8603. tick = -1;
  8604. break;
  8605. case SC_ENCPOISON:
  8606. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8607. case SC_ASPERSIO:
  8608. case SC_FIREWEAPON:
  8609. case SC_WATERWEAPON:
  8610. case SC_WINDWEAPON:
  8611. case SC_EARTHWEAPON:
  8612. case SC_SHADOWWEAPON:
  8613. case SC_GHOSTWEAPON:
  8614. skill_enchant_elemental_end(bl,type);
  8615. break;
  8616. case SC_ELEMENTALCHANGE:
  8617. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8618. // val2 : Element (When no element, random one is picked)
  8619. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8620. if( !val2 ) val2 = rnd()%ELE_ALL;
  8621. if( val1 == 1 && val3 == 0 )
  8622. val1 = 1 + rnd()%4;
  8623. else if( val1 > 4 )
  8624. val1 = 4; // Max Level
  8625. val3 = 0; // Not need to keep this info.
  8626. break;
  8627. case SC_PROVIDENCE:
  8628. val2 = val1*5; // Race/Ele resist
  8629. break;
  8630. case SC_REFLECTSHIELD:
  8631. val2 = 10+val1*3; // %Dmg reflected
  8632. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8633. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8634. struct map_session_data *tsd;
  8635. if( sd ) {
  8636. int i;
  8637. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8638. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8639. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8640. }
  8641. }
  8642. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8643. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8644. }
  8645. break;
  8646. case SC_STRIPWEAPON:
  8647. if (!sd) // Watk reduction
  8648. val2 = 25;
  8649. break;
  8650. case SC_STRIPSHIELD:
  8651. if (!sd) // Def reduction
  8652. val2 = 15;
  8653. break;
  8654. case SC_STRIPARMOR:
  8655. if (!sd) // Vit reduction
  8656. val2 = 40;
  8657. break;
  8658. case SC_STRIPHELM:
  8659. if (!sd) // Int reduction
  8660. val2 = 40;
  8661. break;
  8662. case SC_AUTOSPELL:
  8663. // Val1 Skill LV of Autospell
  8664. // Val2 Skill ID to cast
  8665. // Val3 Max Lv to cast
  8666. val4 = 5 + val1*2; // Chance of casting
  8667. break;
  8668. case SC_VOLCANO:
  8669. {
  8670. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8671. uint8 i = max((val1-1)%5, 0);
  8672. val2 = val1*10; // Watk increase
  8673. #ifndef RENEWAL
  8674. if (status->def_ele != ELE_FIRE)
  8675. val2 = 0;
  8676. #endif
  8677. val3 = enchant_eff[i];
  8678. }
  8679. break;
  8680. case SC_VIOLENTGALE:
  8681. {
  8682. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8683. uint8 i = max((val1-1)%5, 0);
  8684. val2 = val1*3; // Flee increase
  8685. #ifndef RENEWAL
  8686. if (status->def_ele != ELE_WIND)
  8687. val2 = 0;
  8688. #endif
  8689. val3 = enchant_eff[i];
  8690. }
  8691. break;
  8692. case SC_DELUGE:
  8693. {
  8694. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8695. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8696. uint8 i = max((val1-1)%5, 0);
  8697. val2 = deluge_eff[i]; // HP increase
  8698. #ifndef RENEWAL
  8699. if (status->def_ele != ELE_WATER)
  8700. val2 = 0;
  8701. #endif
  8702. val3 = enchant_eff[i];
  8703. }
  8704. break;
  8705. case SC_SUITON:
  8706. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8707. // No penalties.
  8708. val2 = 0; // Agi penalty
  8709. val3 = 0; // Walk speed penalty
  8710. break;
  8711. }
  8712. val3 = 50;
  8713. val2 = 3*((val1+1)/3);
  8714. if (val1 > 4) val2--;
  8715. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8716. if (!unit_blown_immune(bl, 0x1))
  8717. unit_stop_walking(bl, 9);
  8718. break;
  8719. case SC_ONEHAND:
  8720. case SC_TWOHANDQUICKEN:
  8721. val2 = 300;
  8722. if (val1 > 10) // For boss casted skills [Skotlex]
  8723. val2 += 20*(val1-10);
  8724. break;
  8725. case SC_MERC_QUICKEN:
  8726. val2 = 300;
  8727. break;
  8728. #ifndef RENEWAL_ASPD
  8729. case SC_SPEARQUICKEN:
  8730. val2 = 200+10*val1;
  8731. break;
  8732. #endif
  8733. case SC_DANCING:
  8734. // val1 : Skill ID + LV
  8735. // val2 : Skill Group of the Dance.
  8736. // val3 : Brings the skill_lv (merged into val1 here)
  8737. // val4 : Partner
  8738. if (val1 == CG_MOONLIT)
  8739. clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
  8740. val1|= (val3<<16);
  8741. val3 = tick/1000; // Tick duration
  8742. tick_time = 1000; // [GodLesZ] tick time
  8743. break;
  8744. case SC_LONGING:
  8745. val2 = 500-100*val1; // Aspd penalty.
  8746. break;
  8747. case SC_EXPLOSIONSPIRITS:
  8748. val2 = 75 + 25*val1; // Cri bonus
  8749. break;
  8750. case SC_ASPDPOTION0:
  8751. case SC_ASPDPOTION1:
  8752. case SC_ASPDPOTION2:
  8753. case SC_ASPDPOTION3:
  8754. val2 = 50*(2+type-SC_ASPDPOTION0);
  8755. break;
  8756. case SC_ATTHASTE_CASH:
  8757. val2 = 50*val1; // Just custom for pre-re
  8758. break;
  8759. case SC_NOCHAT:
  8760. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8761. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8762. // This is done this way because the message that the client displays is hardcoded, and only
  8763. // shows how many minutes are remaining. [Panikon]
  8764. tick = 60000;
  8765. val1 = battle_config.manner_system; // Mute filters.
  8766. if (sd) {
  8767. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8768. clif_updatestatus(sd,SP_MANNER);
  8769. }
  8770. break;
  8771. case SC_STONE:
  8772. val3 = max(val3, 100); // Incubation time
  8773. val4 = max(tick-val3, 100); // Petrify time
  8774. tick = val3;
  8775. calc_flag = 0; // Actual status changes take effect on petrified state.
  8776. break;
  8777. case SC_DPOISON:
  8778. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  8779. if (status->hp > status->max_hp>>2) {
  8780. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  8781. if (status->hp - diff < status->max_hp>>2)
  8782. diff = status->hp - (status->max_hp>>2);
  8783. status_zap(bl, diff, 0);
  8784. }
  8785. // Fall through
  8786. case SC_POISON:
  8787. case SC_BLEEDING:
  8788. case SC_BURNING:
  8789. case SC_TOXIN:
  8790. case SC_MAGICMUSHROOM:
  8791. case SC_LEECHESEND:
  8792. tick_time = status_get_sc_interval(type);
  8793. val4 = tick-tick_time; // Remaining time
  8794. break;
  8795. case SC_PYREXIA:
  8796. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  8797. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  8798. tick_time = status_get_sc_interval(type);
  8799. val4 = tick-tick_time; // Remaining time
  8800. break;
  8801. case SC_CONFUSION:
  8802. if (!val4)
  8803. clif_emotion(bl,E_WHAT);
  8804. break;
  8805. case SC_S_LIFEPOTION:
  8806. case SC_L_LIFEPOTION:
  8807. if( val1 == 0 ) return 0;
  8808. // val1 = heal percent/amout
  8809. // val2 = seconds between heals
  8810. // val4 = total of heals
  8811. if( val2 < 1 ) val2 = 1;
  8812. if( (val4 = tick/(val2 * 1000)) < 1 )
  8813. val4 = 1;
  8814. tick_time = val2 * 1000; // [GodLesZ] tick time
  8815. break;
  8816. case SC_BOSSMAPINFO:
  8817. if( sd != NULL ) {
  8818. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  8819. if( boss_md == NULL ) { // No MVP on this map
  8820. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  8821. return 0;
  8822. }
  8823. val1 = boss_md->bl.id;
  8824. tick_time = 1000; // [GodLesZ] tick time
  8825. val4 = tick / tick_time;
  8826. }
  8827. break;
  8828. case SC_HIDING:
  8829. val2 = tick/1000;
  8830. tick_time = 1000; // [GodLesZ] tick time
  8831. val3 = 0; // Unused, previously speed adjustment
  8832. val4 = val1+3; // Seconds before SP substraction happen.
  8833. break;
  8834. case SC_CHASEWALK:
  8835. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  8836. val3 = 35 - 5 * val1; // Speed adjustment.
  8837. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  8838. val3 -= 40;
  8839. val4 = 10+val1*2; // SP cost.
  8840. if (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  8841. break;
  8842. case SC_CLOAKING:
  8843. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  8844. val1 = 10;
  8845. tick_time = val2 = tick>0?tick:60000; // SP consumption rate.
  8846. tick = -1; // Duration sent to the client should be infinite
  8847. val3 = 0; // Unused, previously walk speed adjustment
  8848. // val4&1 signals the presence of a wall.
  8849. // val4&2 makes cloak not end on normal attacks [Skotlex]
  8850. // val4&4 makes cloak not end on using skills
  8851. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  8852. val4 |= battle_config.pc_cloak_check_type&7;
  8853. else
  8854. val4 |= battle_config.monster_cloak_check_type&7;
  8855. break;
  8856. case SC_SIGHT: /* splash status */
  8857. case SC_RUWACH:
  8858. case SC_SIGHTBLASTER:
  8859. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  8860. val2 = tick/20;
  8861. tick_time = 20; // [GodLesZ] tick time
  8862. break;
  8863. case SC_AUTOGUARD:
  8864. if( !(flag&SCSTART_NOAVOID) ) {
  8865. struct map_session_data *tsd;
  8866. int i;
  8867. for( i = val2 = 0; i < val1; i++) {
  8868. int t = 5-(i>>1);
  8869. val2 += (t < 0)? 1:t;
  8870. }
  8871. if( bl->type&(BL_PC|BL_MER) ) {
  8872. if( sd ) {
  8873. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8874. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8875. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8876. }
  8877. }
  8878. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8879. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8880. }
  8881. }
  8882. break;
  8883. case SC_DEFENDER:
  8884. if (!(flag&SCSTART_NOAVOID)) {
  8885. val2 = 5 + 15*val1; // Damage reduction
  8886. val3 = 0; // Unused, previously speed adjustment
  8887. val4 = 250 - 50*val1; // Aspd adjustment
  8888. if (sd) {
  8889. struct map_session_data *tsd;
  8890. int i;
  8891. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  8892. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  8893. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  8894. }
  8895. }
  8896. }
  8897. break;
  8898. case SC_TENSIONRELAX:
  8899. if (sd) {
  8900. pc_setsit(sd);
  8901. skill_sit(sd, 1);
  8902. clif_sitting(&sd->bl);
  8903. }
  8904. val2 = 12; // SP cost
  8905. tick_time = 10000; // Decrease at 10secs intervals.
  8906. val3 = tick / tick_time;
  8907. tick = -1; // Duration sent to the client should be infinite
  8908. break;
  8909. case SC_PARRYING:
  8910. val2 = 20 + val1*3; // Block Chance
  8911. break;
  8912. case SC_WINDWALK:
  8913. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  8914. break;
  8915. case SC_JOINTBEAT:
  8916. if( val2&BREAK_NECK )
  8917. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  8918. break;
  8919. case SC_BERSERK:
  8920. if( val3 == SC__BLOODYLUST )
  8921. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  8922. if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4))
  8923. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick);
  8924. // HP healing is performing after the calc_status call.
  8925. // Val2 holds HP penalty
  8926. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  8927. if (!val4) val4 = 10000; // Val4 holds damage interval
  8928. val3 = tick/val4; // val3 holds skill duration
  8929. tick_time = val4; // [GodLesZ] tick time
  8930. break;
  8931. case SC_GOSPEL:
  8932. if(val4 == BCT_SELF) { // Self effect
  8933. val2 = tick/10000;
  8934. tick_time = 10000; // [GodLesZ] tick time
  8935. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  8936. }
  8937. break;
  8938. case SC_MARIONETTE:
  8939. {
  8940. int stat;
  8941. val3 = 0;
  8942. val4 = 0;
  8943. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  8944. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  8945. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  8946. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  8947. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  8948. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  8949. break;
  8950. }
  8951. case SC_MARIONETTE2:
  8952. {
  8953. int stat,max_stat;
  8954. // Fetch caster information
  8955. struct block_list *pbl = map_id2bl(val1);
  8956. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  8957. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  8958. // Fetch target's stats
  8959. struct status_data* status2 = status_get_status_data(bl); // Battle status
  8960. if (!psce)
  8961. return 0;
  8962. val3 = 0;
  8963. val4 = 0;
  8964. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  8965. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  8966. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8967. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8968. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8969. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8970. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8971. break;
  8972. }
  8973. case SC_SPIRIT:
  8974. //1st Transcendent Spirit works similar to Marionette Control
  8975. if(sd && val2 == SL_HIGH) {
  8976. int stat,max_stat;
  8977. struct status_data *status2 = status_get_base_status(bl);
  8978. val3 = 0;
  8979. val4 = 0;
  8980. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  8981. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  8982. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  8983. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  8984. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  8985. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  8986. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  8987. }
  8988. break;
  8989. case SC_REJECTSWORD:
  8990. val2 = 15*val1; // Reflect chance
  8991. val3 = 3; // Reflections
  8992. tick = -1;
  8993. break;
  8994. case SC_MEMORIZE:
  8995. val2 = 5; // Memorized casts.
  8996. tick = -1;
  8997. break;
  8998. case SC_GRAVITATION:
  8999. val2 = 50*val1; // aspd reduction
  9000. break;
  9001. case SC_REGENERATION:
  9002. if (val1 == 1)
  9003. val2 = 2;
  9004. else
  9005. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9006. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9007. // If val4 comes set, this blocks regen rather than increase it.
  9008. break;
  9009. case SC_DEVOTION:
  9010. {
  9011. struct block_list *d_bl;
  9012. struct status_change *d_sc;
  9013. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9014. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9015. int i = (map_flag_gvg2(bl->m) || map[bl->m].flag.battleground)?2:3;
  9016. while( i >= 0 ) {
  9017. enum sc_type type2 = types[i];
  9018. if( d_sc->data[type2] )
  9019. status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? 1 : SCSTART_NOAVOID|SCSTART_NOICON);
  9020. i--;
  9021. }
  9022. }
  9023. break;
  9024. }
  9025. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9026. status_zap(bl, status->hp-1, val2?0:status->sp);
  9027. return 1;
  9028. break;
  9029. case SC_TINDER_BREAKER2:
  9030. case SC_CLOSECONFINE2:
  9031. {
  9032. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9033. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9034. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  9035. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  9036. if (src2 && sc2) {
  9037. if (!sce2) // Start lock on caster.
  9038. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  9039. else { // Increase count of locked enemies and refresh time.
  9040. (sce2->val2)++;
  9041. delete_timer(sce2->timer, status_change_timer);
  9042. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  9043. }
  9044. } else // Status failed.
  9045. return 0;
  9046. }
  9047. break;
  9048. case SC_KAITE:
  9049. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9050. break;
  9051. case SC_KAUPE:
  9052. switch (val1) {
  9053. case 3: // 33*3 + 1 -> 100%
  9054. val2++;
  9055. case 1:
  9056. case 2: // 33, 66%
  9057. val2 += 33*val1;
  9058. val3 = 1; // Dodge 1 attack total.
  9059. break;
  9060. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9061. val2 = 100;
  9062. val3 = val1-2;
  9063. break;
  9064. }
  9065. break;
  9066. case SC_COMBO:
  9067. {
  9068. // val1: Skill ID
  9069. // val2: When given, target (for autotargetting skills)
  9070. // val3: When set, this combo time should NOT delay attack/movement
  9071. // val3: If set to 2 this combo will delay ONLY attack
  9072. // val3: TK: Last used kick
  9073. // val4: TK: Combo time
  9074. struct unit_data *ud = unit_bl2ud(bl);
  9075. if ( ud && (!val3 || val3 == 2) ) {
  9076. tick += 300 * battle_config.combo_delay_rate/100;
  9077. ud->attackabletime = gettick()+tick;
  9078. if( !val3 )
  9079. unit_set_walkdelay(bl, gettick(), tick, 1);
  9080. }
  9081. val3 = 0;
  9082. val4 = tick;
  9083. break;
  9084. }
  9085. case SC_EARTHSCROLL:
  9086. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9087. break;
  9088. case SC_RUN:
  9089. val4 = gettick(); // Store time at which you started running.
  9090. tick = -1;
  9091. break;
  9092. case SC_KAAHI:
  9093. val2 = 200*val1; // HP heal
  9094. val3 = 5*val1; // SP cost
  9095. break;
  9096. case SC_BLESSING:
  9097. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9098. val2 = val1;
  9099. else
  9100. val2 = 0; // 0 -> Half stat.
  9101. break;
  9102. case SC_TRICKDEAD:
  9103. if (vd) vd->dead_sit = 1;
  9104. tick = -1;
  9105. break;
  9106. case SC_CONCENTRATE:
  9107. val2 = 2 + val1;
  9108. if (sd) { // Store the card-bonus data that should not count in the %
  9109. val3 = sd->param_bonus[1]; // Agi
  9110. val4 = sd->param_bonus[4]; // Dex
  9111. } else
  9112. val3 = val4 = 0;
  9113. break;
  9114. case SC_MAXOVERTHRUST:
  9115. val2 = 20*val1; // Power increase
  9116. break;
  9117. case SC_OVERTHRUST:
  9118. case SC_ADRENALINE2:
  9119. case SC_ADRENALINE:
  9120. case SC_WEAPONPERFECTION:
  9121. {
  9122. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  9123. if (type == SC_OVERTHRUST) {
  9124. // val2 holds if it was casted on self, or is bonus received from others
  9125. val3 = (val2) ? 5 * val1 : 5; // Power increase
  9126. }
  9127. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  9128. val3 = (val2) ? 300 : 200; // Aspd increase
  9129. }
  9130. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  9131. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  9132. }
  9133. break;
  9134. case SC_CONCENTRATION:
  9135. val2 = 5*val1; // Batk/Watk Increase
  9136. val3 = 10*val1; // Hit Increase
  9137. val4 = 5*val1; // Def reduction
  9138. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  9139. break;
  9140. case SC_ANGELUS:
  9141. val2 = 5*val1; // def increase
  9142. break;
  9143. case SC_IMPOSITIO:
  9144. val2 = 5*val1; // Watk increase
  9145. break;
  9146. case SC_MELTDOWN:
  9147. val2 = 100*val1; // Chance to break weapon
  9148. val3 = 70*val1; // Change to break armor
  9149. break;
  9150. case SC_TRUESIGHT:
  9151. val2 = 10*val1; // Critical increase
  9152. val3 = 3*val1; // Hit increase
  9153. break;
  9154. case SC_SUN_COMFORT:
  9155. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  9156. break;
  9157. case SC_MOON_COMFORT:
  9158. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  9159. break;
  9160. case SC_STAR_COMFORT:
  9161. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  9162. break;
  9163. case SC_QUAGMIRE:
  9164. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  9165. break;
  9166. // gs_something1 [Vicious]
  9167. case SC_GATLINGFEVER:
  9168. val2 = 20*val1; // Aspd increase
  9169. #ifndef RENEWAL
  9170. val3 = 20+10*val1; // Atk increase
  9171. #endif
  9172. val4 = 5*val1; // Flee decrease
  9173. break;
  9174. case SC_FLING:
  9175. if (bl->type == BL_PC)
  9176. val2 = 0; // No armor reduction to players.
  9177. else
  9178. val2 = 5*val1; // Def reduction
  9179. val3 = 5*val1; // Def2 reduction
  9180. break;
  9181. case SC_PROVOKE:
  9182. // val2 signals autoprovoke.
  9183. val3 = 2+3*val1; // Atk increase
  9184. val4 = 5+5*val1; // Def reduction.
  9185. break;
  9186. case SC_AVOID:
  9187. // val2 = 10*val1; // Speed change rate.
  9188. break;
  9189. case SC_DEFENCE:
  9190. #ifdef RENEWAL
  9191. val2 = 5 + (val1 * 5); // Vit bonus
  9192. #else
  9193. val2 = 2*val1; // Def bonus
  9194. #endif
  9195. break;
  9196. case SC_BLOODLUST:
  9197. val2 = 20+10*val1; // Atk rate change.
  9198. val3 = 3*val1; // Leech chance
  9199. val4 = 20; // Leech percent
  9200. break;
  9201. case SC_FLEET:
  9202. val2 = 30*val1; // Aspd change
  9203. val3 = 5+5*val1; // bAtk/wAtk rate change
  9204. break;
  9205. case SC_MINDBREAKER:
  9206. val2 = 20*val1; // matk increase.
  9207. val3 = 12*val1; // mdef2 reduction.
  9208. break;
  9209. case SC_JAILED:
  9210. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  9211. tick = val1>0?1000:250;
  9212. if (sd) {
  9213. if (sd->mapindex != val2) {
  9214. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  9215. map_idx = sd->mapindex; // Current Map
  9216. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  9217. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  9218. // 2. Set restore point (val3 -> return map, val4 return coords
  9219. val3 = map_idx;
  9220. val4 = pos;
  9221. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  9222. val3 = sd->status.save_point.map;
  9223. val4 = (sd->status.save_point.x&0xFFFF)
  9224. |(sd->status.save_point.y<<16);
  9225. }
  9226. }
  9227. break;
  9228. case SC_UTSUSEMI:
  9229. val2=(val1+1)/2; // Number of hits blocked
  9230. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  9231. break;
  9232. case SC_BUNSINJYUTSU:
  9233. val2=(val1+1)/2; // Number of hits blocked
  9234. break;
  9235. case SC_CHANGE:
  9236. val2= 30*val1; // Vit increase
  9237. val3= 20*val1; // Int increase
  9238. break;
  9239. case SC_SWOO:
  9240. if(status_has_mode(status,MD_STATUS_IMMUNE))
  9241. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  9242. break;
  9243. case SC_ARMOR:
  9244. // NPC_DEFENDER:
  9245. val2 = 80; // Damage reduction
  9246. // Attack requirements to be blocked:
  9247. val3 = BF_LONG; // Range
  9248. val4 = BF_WEAPON|BF_MISC; // Type
  9249. break;
  9250. case SC_ENCHANTARMS:
  9251. // end previous enchants
  9252. skill_enchant_elemental_end(bl,type);
  9253. // Make sure the received element is valid.
  9254. if (val2 >= ELE_ALL)
  9255. val2 = val2%ELE_ALL;
  9256. else if (val2 < 0)
  9257. val2 = rnd()%ELE_ALL;
  9258. break;
  9259. case SC_CRITICALWOUND:
  9260. val2 = 20*val1; // Heal effectiveness decrease
  9261. break;
  9262. case SC_MAGICMIRROR:
  9263. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9264. // Level 6 ~ 10 use effect of level 1 ~ 5
  9265. val1 = 1 + ((val1-1)%5);
  9266. case SC_SLOWCAST:
  9267. val2 = 20*val1; // Magic reflection/cast rate
  9268. break;
  9269. case SC_ARMORCHANGE:
  9270. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  9271. val2 =-20;
  9272. val3 = 20;
  9273. } else { // Boost def
  9274. val2 = 20;
  9275. val3 =-20;
  9276. }
  9277. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9278. // Level 6 ~ 10 use effect of level 1 ~ 5
  9279. val1 = 1 + ((val1-1)%5);
  9280. val2 *= val1; // 20% per level
  9281. val3 *= val1;
  9282. break;
  9283. case SC_EXPBOOST:
  9284. case SC_JEXPBOOST:
  9285. case SC_JP_EVENT04:
  9286. if (val1 < 0)
  9287. val1 = 0;
  9288. break;
  9289. case SC_INCFLEE2:
  9290. case SC_INCCRI:
  9291. val2 = val1*10; // Actual boost (since 100% = 1000)
  9292. break;
  9293. case SC_SUFFRAGIUM:
  9294. val2 = 15 * val1; // Speed cast decrease
  9295. break;
  9296. case SC_INCHEALRATE:
  9297. if (val1 < 1)
  9298. val1 = 1;
  9299. break;
  9300. case SC_DOUBLECAST:
  9301. val2 = 30+10*val1; // Trigger rate
  9302. break;
  9303. case SC_KAIZEL:
  9304. val2 = 10*val1; // % of life to be revived with
  9305. break;
  9306. // case SC_ARMOR_ELEMENT_WATER:
  9307. // case SC_ARMOR_ELEMENT_EARTH:
  9308. // case SC_ARMOR_ELEMENT_FIRE:
  9309. // case SC_ARMOR_ELEMENT_WIND:
  9310. // case SC_ARMOR_RESIST:
  9311. // Mod your resistance against elements:
  9312. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  9313. // break;
  9314. // case ????:
  9315. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  9316. // associated, and yet are not wrong/unknown. [Skotlex]
  9317. // break;
  9318. case SC_MERC_FLEEUP:
  9319. case SC_MERC_ATKUP:
  9320. case SC_MERC_HITUP:
  9321. val2 = 15 * val1;
  9322. break;
  9323. case SC_MERC_HPUP:
  9324. case SC_MERC_SPUP:
  9325. val2 = 5 * val1;
  9326. break;
  9327. case SC_REBIRTH:
  9328. val2 = 20*val1; // % of life to be revived with
  9329. break;
  9330. case SC_MANU_DEF:
  9331. case SC_MANU_ATK:
  9332. case SC_MANU_MATK:
  9333. val2 = 1; // Manuk group
  9334. break;
  9335. case SC_SPL_DEF:
  9336. case SC_SPL_ATK:
  9337. case SC_SPL_MATK:
  9338. val2 = 2; // Splendide group
  9339. break;
  9340. /* General */
  9341. case SC_FEAR:
  9342. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9343. break;
  9344. /* Rune Knight */
  9345. case SC_DEATHBOUND:
  9346. val2 = 500 + 100 * val1;
  9347. break;
  9348. case SC_STONEHARDSKIN:
  9349. {
  9350. int hp = status->hp / 5; // 20% of HP
  9351. if (sd)
  9352. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  9353. if (!status_charge(bl, hp, 0))
  9354. return 0;
  9355. val2 = hp;
  9356. }
  9357. break;
  9358. case SC_REFRESH:
  9359. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  9360. status_change_clear_buffs(bl, SCCB_REFRESH);
  9361. break;
  9362. case SC_MILLENNIUMSHIELD:
  9363. {
  9364. int8 chance = rnd()%100;
  9365. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  9366. val3 = 1000; // Shield HP
  9367. clif_millenniumshield(bl, val2);
  9368. }
  9369. break;
  9370. case SC_ABUNDANCE:
  9371. val4 = tick / 10000;
  9372. tick_time = 10000; // [GodLesZ] tick time
  9373. break;
  9374. case SC_GIANTGROWTH:
  9375. val2 = 15; // Triple damage success rate.
  9376. break;
  9377. /* Arch Bishop */
  9378. case SC_RENOVATIO:
  9379. val4 = tick / 5000;
  9380. tick_time = 5000;
  9381. break;
  9382. case SC_SECRAMENT:
  9383. val2 = 10 * val1;
  9384. break;
  9385. case SC_VENOMIMPRESS:
  9386. val2 = 10 * val1;
  9387. break;
  9388. case SC_WEAPONBLOCKING:
  9389. val2 = 10 + 2 * val1; // Chance
  9390. val4 = tick / 5000;
  9391. tick_time = 5000; // [GodLesZ] tick time
  9392. break;
  9393. case SC_OBLIVIONCURSE:
  9394. val4 = tick / 3000;
  9395. tick_time = 3000; // [GodLesZ] tick time
  9396. break;
  9397. case SC_CLOAKINGEXCEED:
  9398. val2 = (val1 + 1) / 2; // Hits
  9399. val3 = (val1 - 1) * 10; // Walk speed
  9400. if (bl->type == BL_PC)
  9401. val4 |= battle_config.pc_cloak_check_type&7;
  9402. else
  9403. val4 |= battle_config.monster_cloak_check_type&7;
  9404. tick_time = 1000; // [GodLesZ] tick time
  9405. break;
  9406. case SC_HALLUCINATIONWALK:
  9407. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  9408. val3 = 10 * val1; // Evasion rate of magical attacks.
  9409. break;
  9410. case SC_MARSHOFABYSS:
  9411. if( bl->type == BL_PC )
  9412. val2 = 3 * val1; // AGI and DEX Reduction
  9413. else // BL_MOB
  9414. val2 = 6 * val1; // AGI and DEX Reduction
  9415. val3 = 10 * val1; // Movement Speed Reduction
  9416. break;
  9417. case SC_FREEZE_SP:
  9418. // val2 = sp drain per 10 seconds
  9419. tick_time = 10000; // [GodLesZ] tick time
  9420. break;
  9421. case SC_SPHERE_1:
  9422. case SC_SPHERE_2:
  9423. case SC_SPHERE_3:
  9424. case SC_SPHERE_4:
  9425. case SC_SPHERE_5:
  9426. if( !sd )
  9427. return 0; // Should only work on players.
  9428. val4 = tick / 1000;
  9429. if( val4 < 1 )
  9430. val4 = 1;
  9431. tick_time = 1000; // [GodLesZ] tick time
  9432. break;
  9433. case SC_SHAPESHIFT:
  9434. switch( val1 ) {
  9435. case 1: val2 = ELE_FIRE; break;
  9436. case 2: val2 = ELE_EARTH; break;
  9437. case 3: val2 = ELE_WIND; break;
  9438. case 4: val2 = ELE_WATER; break;
  9439. }
  9440. break;
  9441. case SC_ELECTRICSHOCKER:
  9442. case SC_CRYSTALIZE:
  9443. val4 = tick / 1000;
  9444. if( val4 < 1 )
  9445. val4 = 1;
  9446. tick_time = 1000; // [GodLesZ] tick time
  9447. break;
  9448. case SC_MEIKYOUSISUI:
  9449. val2 = val1 * 2; // % HP each sec
  9450. val3 = val1; // % SP each sec
  9451. val4 = tick / 1000;
  9452. if( val4 < 1 )
  9453. val4 = 1;
  9454. tick_time = 1000;
  9455. break;
  9456. case SC_CAMOUFLAGE:
  9457. val4 = tick/1000;
  9458. tick_time = 1000; // [GodLesZ] tick time
  9459. break;
  9460. case SC_WUGDASH:
  9461. val4 = gettick(); // Store time at which you started running.
  9462. tick = -1;
  9463. break;
  9464. case SC__SHADOWFORM:
  9465. {
  9466. struct map_session_data * s_sd = map_id2sd(val2);
  9467. if( s_sd )
  9468. s_sd->shadowform_id = bl->id;
  9469. val4 = tick / 1000;
  9470. tick_time = 1000; // [GodLesZ] tick time
  9471. }
  9472. break;
  9473. case SC__STRIPACCESSORY:
  9474. if (!sd)
  9475. val2 = 20;
  9476. break;
  9477. case SC__INVISIBILITY:
  9478. val2 = 50 - 10 * val1; // ASPD
  9479. val3 = 20 * val1; // CRITICAL
  9480. val4 = tick / 1000;
  9481. tick = -1; // Duration sent to the client should be infinite
  9482. tick_time = 1000; // [GodLesZ] tick time
  9483. break;
  9484. case SC__ENERVATION:
  9485. val2 = 20 + 10 * val1; // ATK Reduction
  9486. if (sd) {
  9487. pc_delspiritball(sd,sd->spiritball,0);
  9488. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  9489. }
  9490. break;
  9491. case SC__GROOMY:
  9492. val2 = 20 + 10 * val1; // ASPD
  9493. val3 = 20 * val1; // HIT
  9494. if( sd ) { // Removes Animals
  9495. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9496. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9497. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  9498. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  9499. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  9500. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  9501. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  9502. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  9503. }
  9504. break;
  9505. case SC__LAZINESS:
  9506. val2 = 10 + 10 * val1; // Cast Increase
  9507. val3 = 10 * val1; // Flee Reduction
  9508. break;
  9509. case SC__UNLUCKY:
  9510. {
  9511. sc_type rand_eff;
  9512. switch(rnd() % 3) {
  9513. case 1: rand_eff = SC_BLIND; break;
  9514. case 2: rand_eff = SC_SILENCE; break;
  9515. default: rand_eff = SC_POISON; break;
  9516. }
  9517. val2 = 10 * val1; // Crit and Flee2 Reduction
  9518. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9519. break;
  9520. }
  9521. case SC__WEAKNESS:
  9522. val2 = 10 * val1;
  9523. // Bypasses coating protection and MADO
  9524. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  9525. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  9526. break;
  9527. case SC_GN_CARTBOOST:
  9528. if( val1 < 3 )
  9529. val2 = 50;
  9530. else if( val1 > 2 && val1 < 5 )
  9531. val2 = 75;
  9532. else
  9533. val2 = 100;
  9534. break;
  9535. case SC_PROPERTYWALK:
  9536. val3 = 0;
  9537. break;
  9538. case SC_CLOUD_KILL:
  9539. val4 = tick / 500;
  9540. tick = -1; // Duration sent to the client should be infinite
  9541. tick_time = 500;
  9542. break;
  9543. case SC_STRIKING:
  9544. // val2 = watk bonus already calc
  9545. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  9546. val4 = tick / 1000;
  9547. tick_time = 1000; // [GodLesZ] tick time
  9548. break;
  9549. case SC_WARMER:
  9550. val4 = tick / 3000;
  9551. tick = -1; // Duration sent to the client should be infinite
  9552. tick_time = 3000;
  9553. break;
  9554. case SC_BLOODSUCKER:
  9555. val4 = tick / 1000;
  9556. tick_time = 1000; // [GodLesZ] tick time
  9557. break;
  9558. case SC_SWINGDANCE:
  9559. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  9560. break;
  9561. case SC_SYMPHONYOFLOVER:
  9562. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  9563. break;
  9564. case SC_MOONLITSERENADE: // MATK Increase
  9565. case SC_RUSHWINDMILL: // ATK Increase
  9566. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9567. break;
  9568. case SC_ECHOSONG:
  9569. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9570. break;
  9571. case SC_HARMONIZE:
  9572. val2 = 5 + 5 * val1;
  9573. break;
  9574. case SC_VOICEOFSIREN:
  9575. val4 = tick / 2000;
  9576. tick_time = 2000; // [GodLesZ] tick time
  9577. break;
  9578. case SC_DEEPSLEEP:
  9579. val4 = tick / 2000;
  9580. tick_time = 2000; // [GodLesZ] tick time
  9581. break;
  9582. case SC_SIRCLEOFNATURE:
  9583. val2 = 40 * val1; // HP recovery
  9584. val3 = 4 * val1; // SP consume
  9585. val4 = tick / 1000;
  9586. tick_time = 1000; // [GodLesZ] tick time
  9587. break;
  9588. case SC_SONGOFMANA:
  9589. val3 = 10 + min(5 * val2, 35);
  9590. val4 = tick/5000;
  9591. tick_time = 5000; // [GodLesZ] tick time
  9592. break;
  9593. case SC_SATURDAYNIGHTFEVER:
  9594. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9595. if (!val4) val4 = 3000;
  9596. val3 = tick/val4;
  9597. tick_time = val4; // [GodLesZ] tick time
  9598. break;
  9599. case SC_GLOOMYDAY:
  9600. val2 = 20 + 5 * val1; // Flee reduction.
  9601. val3 = 15 + 5 * val1; // ASPD reduction.
  9602. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9603. val4 = 1; // Reduce walk speed by half.
  9604. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9605. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9606. }
  9607. break;
  9608. case SC_GLOOMYDAY_SK:
  9609. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9610. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9611. break;
  9612. case SC_SITDOWN_FORCE:
  9613. case SC_BANANA_BOMB_SITDOWN:
  9614. if( sd && !pc_issit(sd) ) {
  9615. pc_setsit(sd);
  9616. skill_sit(sd, 1);
  9617. clif_sitting(bl);
  9618. }
  9619. break;
  9620. case SC_DANCEWITHWUG:
  9621. val3 = 5 + 5 * val2; // ASPD Increase
  9622. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9623. break;
  9624. case SC_LERADSDEW:
  9625. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9626. break;
  9627. case SC_MELODYOFSINK:
  9628. val3 = val1 * val2; // INT Reduction.
  9629. val4 = tick/1000;
  9630. tick_time = 1000;
  9631. break;
  9632. case SC_BEYONDOFWARCRY:
  9633. val3 = val1 * val2; // STR and CRIT Reduction
  9634. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9635. break;
  9636. case SC_UNLIMITEDHUMMINGVOICE:
  9637. {
  9638. struct unit_data *ud = unit_bl2ud(bl);
  9639. if( ud == NULL ) return 0;
  9640. ud->state.skillcastcancel = 0;
  9641. val3 = 15 - min(3 * val2, 15);
  9642. }
  9643. break;
  9644. case SC_REFLECTDAMAGE:
  9645. val2 = 15 + 5 * val1; // Reflect amount
  9646. val3 = val1*5 + 25; // Number of reflects
  9647. val4 = tick/1000; // Number of SP cycles (duration)
  9648. tick_time = 1000; // [GodLesZ] tick time
  9649. break;
  9650. case SC_FORCEOFVANGUARD:
  9651. val2 = 8 + 12 * val1; // Chance
  9652. val3 = 5 + 2 * val1; // Max rage counters
  9653. tick = -1; // Endless duration in the client
  9654. tick_time = 10000; // [GodLesZ] tick time
  9655. break;
  9656. case SC_EXEEDBREAK:
  9657. val2 = 150 * val1;
  9658. if (sd) { // Players
  9659. short index = sd->equip_index[EQI_HAND_R];
  9660. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9661. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9662. } else // Monster
  9663. val2 += 750;
  9664. break;
  9665. case SC_PRESTIGE:
  9666. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9667. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9668. break;
  9669. case SC_BANDING:
  9670. tick_time = 5000; // [GodLesZ] tick time
  9671. break;
  9672. case SC_MAGNETICFIELD:
  9673. val3 = tick / 1000;
  9674. tick_time = 1000; // [GodLesZ] tick time
  9675. break;
  9676. case SC_INSPIRATION:
  9677. val2 = (sd?sd->status.job_level:50);
  9678. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9679. val4 = tick / 5000;
  9680. tick_time = 5000; // [GodLesZ] tick time
  9681. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  9682. break;
  9683. case SC_CRESCENTELBOW:
  9684. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9685. break;
  9686. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9687. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9688. break;
  9689. case SC_RAISINGDRAGON:
  9690. val3 = tick / 5000;
  9691. tick_time = 5000; // [GodLesZ] tick time
  9692. break;
  9693. case SC_GT_ENERGYGAIN:
  9694. val2 = 10 + 5 * val1; // Sphere gain chance.
  9695. break;
  9696. case SC_GT_CHANGE:
  9697. { // Take note there is no def increase as skill desc says. [malufett]
  9698. int stat = status_get_int(src);
  9699. if (stat <= 0)
  9700. stat = 1; // Prevent divide by zero.
  9701. val2 = (status_get_dex(src) / 4 + status_get_str(src) / 2) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
  9702. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9703. val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  9704. }
  9705. break;
  9706. case SC_GT_REVITALIZE:
  9707. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9708. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9709. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9710. // The stat def is not shown in the status window and it is processed differently
  9711. val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  9712. break;
  9713. case SC_PYROTECHNIC_OPTION:
  9714. val2 = 60; // Eatk Renewal (Atk2)
  9715. break;
  9716. case SC_HEATER_OPTION:
  9717. val2 = 120; // Eatk Renewal (Atk2)
  9718. val3 = ELE_FIRE; // Change into fire element.
  9719. break;
  9720. case SC_TROPIC_OPTION:
  9721. val2 = 180; // Eatk Renewal (Atk2)
  9722. val3 = MG_FIREBOLT;
  9723. break;
  9724. case SC_AQUAPLAY_OPTION:
  9725. val2 = 40;
  9726. break;
  9727. case SC_COOLER_OPTION:
  9728. val2 = 80;
  9729. val3 = ELE_WATER; // Change into water element.
  9730. break;
  9731. case SC_CHILLY_AIR_OPTION:
  9732. val2 = 120; // Matk. Renewal (Matk1)
  9733. val3 = MG_COLDBOLT;
  9734. break;
  9735. case SC_WIND_STEP_OPTION:
  9736. val2 = 50; // % Increase speed and flee.
  9737. break;
  9738. case SC_BLAST_OPTION:
  9739. val2 = 20;
  9740. val3 = ELE_WIND; // Change into wind element.
  9741. break;
  9742. case SC_WILD_STORM_OPTION:
  9743. val2 = MG_LIGHTNINGBOLT;
  9744. break;
  9745. case SC_PETROLOGY_OPTION:
  9746. val2 = 5; //HP Rate bonus
  9747. val3 = 50;
  9748. break;
  9749. case SC_SOLID_SKIN_OPTION:
  9750. val2 = 33; //% Increase DEF
  9751. break;
  9752. case SC_CURSED_SOIL_OPTION:
  9753. val2 = 10; //HP rate bonus
  9754. val3 = ELE_EARTH; // Change into earth element.
  9755. break;
  9756. case SC_UPHEAVAL_OPTION:
  9757. val2 = 15; //HP rate bonus
  9758. val3 = WZ_EARTHSPIKE;
  9759. break;
  9760. case SC_CIRCLE_OF_FIRE_OPTION:
  9761. val2 = 300;
  9762. break;
  9763. case SC_WATER_SCREEN_OPTION:
  9764. tick_time = 10000;
  9765. break;
  9766. case SC_FIRE_CLOAK_OPTION:
  9767. case SC_WATER_DROP_OPTION:
  9768. case SC_WIND_CURTAIN_OPTION:
  9769. case SC_STONE_SHIELD_OPTION:
  9770. val2 = 100; // Elemental modifier.
  9771. break;
  9772. case SC_TROPIC:
  9773. case SC_CHILLY_AIR:
  9774. case SC_WILD_STORM:
  9775. case SC_UPHEAVAL:
  9776. val2 += 10;
  9777. case SC_HEATER:
  9778. case SC_COOLER:
  9779. case SC_BLAST:
  9780. case SC_CURSED_SOIL:
  9781. val2 += 10;
  9782. case SC_PYROTECHNIC:
  9783. case SC_AQUAPLAY:
  9784. case SC_GUST:
  9785. case SC_PETROLOGY:
  9786. val2 += 5;
  9787. val3 += 9000;
  9788. case SC_CIRCLE_OF_FIRE:
  9789. case SC_FIRE_CLOAK:
  9790. case SC_WATER_DROP:
  9791. case SC_WATER_SCREEN:
  9792. case SC_WIND_CURTAIN:
  9793. case SC_WIND_STEP:
  9794. case SC_STONE_SHIELD:
  9795. case SC_SOLID_SKIN:
  9796. val2 += 5;
  9797. val3 += 1000;
  9798. tick_time = val3; // [GodLesZ] tick time
  9799. break;
  9800. case SC_WATER_BARRIER:
  9801. val2 = 30; // Reductions. Atk2 and Flee1
  9802. break;
  9803. case SC_ZEPHYR:
  9804. val2 = 25; // Flee.
  9805. break;
  9806. case SC_TIDAL_WEAPON:
  9807. val2 = 20; // Increase Elemental's attack.
  9808. break;
  9809. case SC_ROCK_CRUSHER:
  9810. case SC_ROCK_CRUSHER_ATK:
  9811. case SC_POWER_OF_GAIA:
  9812. val2 = 33; //Def rate bonus/Speed rate reduction
  9813. val3 = 20; //HP rate bonus
  9814. break;
  9815. case SC_TEARGAS:
  9816. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  9817. val4 = tick / 2000;
  9818. tick_time = 2000;
  9819. break;
  9820. case SC_TEARGAS_SOB:
  9821. val4 = tick / 3000;
  9822. tick_time = 3000;
  9823. break;
  9824. case SC_STOMACHACHE:
  9825. val2 = 8; // SP consume.
  9826. val4 = tick / 10000;
  9827. tick_time = 10000; // [GodLesZ] tick time
  9828. break;
  9829. case SC_PROMOTE_HEALTH_RESERCH:
  9830. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9831. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9832. //val3: BaseLV of Thrower For Thrown Potions
  9833. //val4: MaxHP Increase By Fixed Amount
  9834. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9835. val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  9836. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9837. val4 = 1000 * val2 - 500 + val3 * 10 / 3;
  9838. if (val4 <= 0) // Prevents a negeative value from happening
  9839. val4 = 0;
  9840. break;
  9841. case SC_ENERGY_DRINK_RESERCH:
  9842. //val1: 1 = Regular Potion, 2 = Thrown Potion
  9843. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  9844. //val3: BaseLV of Thrower For Thrown Potions
  9845. //val4: MaxSP Increase By Percentage Amount
  9846. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  9847. val4 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  9848. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  9849. val4 = val3 / 10 + 5 * val2 - 10;
  9850. if (val4 <= 0) // Prevents a negeative value from happening
  9851. val4 = 0;
  9852. break;
  9853. case SC_KYOUGAKU:
  9854. val2 = 2*val1 + rnd()%val1;
  9855. clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  9856. break;
  9857. case SC_KAGEMUSYA:
  9858. val2 = tick/1000;
  9859. val3 = val1 * 2;
  9860. tick_time = 1000;
  9861. break;
  9862. case SC_ZANGETSU:
  9863. if( status_get_hp(bl) % 2 == 0 )
  9864. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  9865. else
  9866. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  9867. if( status_get_sp(bl) % 2 == 0 )
  9868. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  9869. else
  9870. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  9871. break;
  9872. case SC_GENSOU:
  9873. {
  9874. int hp = status_get_hp(bl), lv = 5;
  9875. short per = 100 / (status_get_max_hp(bl) / hp);
  9876. if( per <= 15 )
  9877. lv = 1;
  9878. else if( per <= 30 )
  9879. lv = 2;
  9880. else if( per <= 50 )
  9881. lv = 3;
  9882. else if( per <= 75 )
  9883. lv = 4;
  9884. if( hp % 2 == 0)
  9885. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  9886. else
  9887. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  9888. }
  9889. break;
  9890. case SC_ANGRIFFS_MODUS:
  9891. val2 = 50 + 20 * val1; // atk bonus
  9892. val3 = 40 + 20 * val1; // Flee reduction.
  9893. val4 = tick/1000; // hp/sp reduction timer
  9894. tick_time = 1000;
  9895. break;
  9896. case SC_GOLDENE_FERSE:
  9897. val2 = 10 + 10*val1; // flee bonus
  9898. val3 = 6 + 4 * val1; // Aspd Bonus
  9899. val4 = 2 + 2 * val1; // Chance of holy attack
  9900. break;
  9901. case SC_OVERED_BOOST:
  9902. val2 = 300 + 40*val1; // flee bonus
  9903. val3 = 179 + 2*val1; // aspd bonus
  9904. val4 = 50; // def reduc %
  9905. break;
  9906. case SC_GRANITIC_ARMOR:
  9907. val2 = 2*val1; // dmg reduction
  9908. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  9909. val4 = 5*val1; // unknow formula
  9910. break;
  9911. case SC_MAGMA_FLOW:
  9912. val2 = 3*val1; // Activation chance
  9913. break;
  9914. case SC_PYROCLASTIC:
  9915. val2 += 10*val1; // atk bonus
  9916. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  9917. break;
  9918. case SC_PARALYSIS: // [Lighta] need real info
  9919. val2 = 2*val1; // def reduction
  9920. val3 = 500*val1; // varcast augmentation
  9921. break;
  9922. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  9923. val2 = 20 * val1; // hp reco on death %
  9924. break;
  9925. case SC_PAIN_KILLER: // Yommy leak need confirm
  9926. val2 = 10 * val1; // aspd reduction %
  9927. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  9928. if(sc->data[SC_PARALYSIS])
  9929. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  9930. break;
  9931. case SC_STYLE_CHANGE:
  9932. tick = -1; // Infinite duration
  9933. break;
  9934. case SC_CBC:
  9935. val3 = 10; // Drain sp % dmg
  9936. val4 = tick/1000; // dmg each sec
  9937. tick = 1000;
  9938. break;
  9939. case SC_EQC:
  9940. val2 = 5 * val1; // def % reduc
  9941. val3 = 2 * val1; // HP drain %
  9942. break;
  9943. case SC_ASH:
  9944. val2 = 0; // hit % reduc
  9945. val3 = 0; // def % reduc
  9946. val4 = 0; // atk flee & reduc
  9947. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  9948. val2 = 50;
  9949. if (status_get_race(bl) == RC_PLANT) // plant type
  9950. val3 = 50;
  9951. if (status_get_element(bl) == ELE_WATER) // defense water type
  9952. val4 = 50;
  9953. }
  9954. break;
  9955. case SC_FULL_THROTTLE:
  9956. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  9957. val3 = 20; //+% AllStats
  9958. tick_time = 1000;
  9959. val4 = tick / tick_time;
  9960. break;
  9961. case SC_REBOUND:
  9962. tick_time = 2000;
  9963. val4 = tick / tick_time;
  9964. clif_emotion(bl, E_SWT);
  9965. break;
  9966. case SC_KINGS_GRACE:
  9967. val2 = 3 + val1; //HP Recover rate
  9968. tick_time = 1000;
  9969. val4 = tick / tick_time;
  9970. break;
  9971. case SC_TELEKINESIS_INTENSE:
  9972. val2 = 10 * val1; // sp consum / casttime reduc %
  9973. val3 = 40 * val1; // magic dmg bonus
  9974. break;
  9975. case SC_OFFERTORIUM:
  9976. val2 = 30 * val1; // heal power bonus
  9977. val3 = 100 + 20 * val1; // sp cost inc
  9978. break;
  9979. case SC_FRIGG_SONG:
  9980. val2 = 5 * val1; // maxhp bonus
  9981. val3 = 80 + 20 * val1; // healing
  9982. tick_time = 1000;
  9983. val4 = tick / tick_time;
  9984. break;
  9985. case SC_FLASHCOMBO:
  9986. val2 = 20 * val1 + 20; // atk bonus
  9987. break;
  9988. case SC_DARKCROW:
  9989. val2 = 30 * val1;
  9990. break;
  9991. case SC_UNLIMIT:
  9992. val2 = 50 * val1;
  9993. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  9994. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  9995. break;
  9996. case SC_MONSTER_TRANSFORM:
  9997. case SC_ACTIVE_MONSTER_TRANSFORM:
  9998. if( !mobdb_checkid(val1) )
  9999. val1 = MOBID_PORING; // Default poring
  10000. break;
  10001. case SC_APPLEIDUN:
  10002. {
  10003. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10004. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10005. if (s_sd)
  10006. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10007. break;
  10008. }
  10009. case SC_EPICLESIS:
  10010. val2 = 5 * val1; //HP rate bonus
  10011. break;
  10012. case SC_ILLUSIONDOPING:
  10013. val2 = 50; // -Hit
  10014. break;
  10015. case SC_STEALTHFIELD:
  10016. tick_time = tick;
  10017. tick = -1;
  10018. break;
  10019. case SC_STEALTHFIELD_MASTER:
  10020. tick_time = val3 = 2000 + 1000 * val1;
  10021. val4 = tick / tick_time;
  10022. break;
  10023. case SC_VACUUM_EXTREME:
  10024. // Suck target at n second, only if the n second is lower than the duration
  10025. // Doesn't apply to BL_PC
  10026. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
  10027. tick_time = val4;
  10028. val4 = tick - tick_time;
  10029. }
  10030. else
  10031. val4 = 0;
  10032. break;
  10033. case SC_NEUTRALBARRIER:
  10034. val2 = 10 + val1 * 5; // Def/Mdef
  10035. tick = -1;
  10036. break;
  10037. /* Rebellion */
  10038. case SC_B_TRAP:
  10039. val2 = src->id;
  10040. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10041. break;
  10042. case SC_C_MARKER:
  10043. // val1 = skill_lv
  10044. // val2 = src_id
  10045. val3 = 10; // -10 flee
  10046. //Start timer to send mark on mini map
  10047. val4 = tick/1000;
  10048. tick_time = 1000; // Sends every 1 seconds
  10049. break;
  10050. case SC_H_MINE:
  10051. val2 = src->id;
  10052. break;
  10053. case SC_HEAT_BARREL:
  10054. //kRO Update 2016-05-25
  10055. val2 = val1 * 5; // -fixed casttime
  10056. val3 = 6 + val1 * 2; // ATK
  10057. val4 = 25 + val1 * 5; // -hit
  10058. break;
  10059. case SC_P_ALTER:
  10060. {
  10061. uint8 n = 10;
  10062. if (sd)
  10063. n = (uint8)sd->spiritball_old;
  10064. val2 = 10 * n; // +atk
  10065. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10066. }
  10067. break;
  10068. case SC_E_CHAIN:
  10069. val2 = 10;
  10070. if (sd)
  10071. val2 = sd->spiritball_old;
  10072. break;
  10073. case SC_ANTI_M_BLAST:
  10074. val2 = val1 * 10;
  10075. break;
  10076. case SC_CATNIPPOWDER:
  10077. val2 = 50; // WATK%, MATK%
  10078. val3 = 25 * val1; // Move speed reduction
  10079. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10080. val4 = status_get_lv(src) / 12;
  10081. break;
  10082. case SC_BITESCAR: {
  10083. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10084. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10085. tick_time = 1000;
  10086. val4 = tick / tick_time;
  10087. }
  10088. break;
  10089. case SC_ARCLOUSEDASH:
  10090. val2 = 15 + 5 * val1; // AGI
  10091. val3 = 25; // Move speed increase
  10092. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10093. val4 = 10; // Ranged ATK increase
  10094. break;
  10095. case SC_SHRIMP:
  10096. val2 = 10; // BATK%, MATK%
  10097. break;
  10098. case SC_FRESHSHRIMP: {
  10099. int min = 0, max = 0;
  10100. #ifdef RENEWAL
  10101. min = max = status_base_matk(src, status, status_get_lv(src));
  10102. if (status->rhw.matk > 0) {
  10103. int wMatk, variance;
  10104. wMatk = status->rhw.matk;
  10105. variance = wMatk * status->rhw.wlv / 10;
  10106. min += wMatk - variance;
  10107. max += wMatk + variance;
  10108. }
  10109. #endif
  10110. if (sd && sd->right_weapon.overrefine > 0) {
  10111. min++;
  10112. max += sd->right_weapon.overrefine - 1;
  10113. }
  10114. val2 += min + 178; // Heal
  10115. if (max > min)
  10116. val2 += rnd() % (max - min); // Heal
  10117. if (sd) {
  10118. if (pc_checkskill(sd, SU_POWEROFSEA)) {
  10119. val2 += val2 * 10 / 100;
  10120. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  10121. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  10122. val2 += val2 * 20 / 100;
  10123. }
  10124. if (pc_checkskill(sd, SU_SPIRITOFSEA))
  10125. val2 *= 2; // Doubles HP
  10126. }
  10127. tick_time = 10000 - ((val1 - 1) * 1000);
  10128. val4 = tick / tick_time;
  10129. }
  10130. break;
  10131. case SC_TUNAPARTY:
  10132. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  10133. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  10134. val2 <<= 1; // Double the shield life
  10135. break;
  10136. case SC_HISS:
  10137. val2 = 50; // Perfect Dodge
  10138. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  10139. break;
  10140. case SC_GROOMING:
  10141. val2 = 100; // Flee
  10142. break;
  10143. case SC_CHATTERING:
  10144. val2 = 100; // eATK, eMATK
  10145. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  10146. break;
  10147. case SC_SWORDCLAN:
  10148. case SC_ARCWANDCLAN:
  10149. case SC_GOLDENMACECLAN:
  10150. case SC_CROSSBOWCLAN:
  10151. case SC_JUMPINGCLAN:
  10152. tick = -1;
  10153. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,-1,flag);
  10154. break;
  10155. case SC_DORAM_BUF_01:
  10156. case SC_DORAM_BUF_02:
  10157. tick_time = 10000; // every 10 seconds
  10158. if( (val4 = tick/tick_time) < 1 )
  10159. val4 = 1;
  10160. break;
  10161. default:
  10162. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_BLANK ) {
  10163. // Status change with no calc, no icon, and no skill associated...?
  10164. ShowError("UnknownStatusChange [%d]\n", type);
  10165. return 0;
  10166. }
  10167. } else // Special considerations when loading SC data.
  10168. switch( type ) {
  10169. case SC_WEDDING:
  10170. case SC_XMAS:
  10171. case SC_SUMMER:
  10172. case SC_HANBOK:
  10173. case SC_OKTOBERFEST:
  10174. if( !vd )
  10175. break;
  10176. clif_changelook(bl,LOOK_BASE,vd->class_);
  10177. clif_changelook(bl,LOOK_WEAPON,0);
  10178. clif_changelook(bl,LOOK_SHIELD,0);
  10179. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10180. clif_changelook(bl,LOOK_BODY2,0);
  10181. break;
  10182. case SC_STONE:
  10183. if (val3 > 0)
  10184. break; //Incubation time still active
  10185. //Fall through
  10186. case SC_POISON:
  10187. case SC_DPOISON:
  10188. case SC_BLEEDING:
  10189. case SC_BURNING:
  10190. case SC_TOXIN:
  10191. case SC_MAGICMUSHROOM:
  10192. case SC_PYREXIA:
  10193. case SC_LEECHESEND:
  10194. tick_time = tick;
  10195. tick = tick_time + max(val4,0);
  10196. break;
  10197. case SC_SWORDCLAN:
  10198. case SC_ARCWANDCLAN:
  10199. case SC_GOLDENMACECLAN:
  10200. case SC_CROSSBOWCLAN:
  10201. case SC_JUMPINGCLAN:
  10202. case SC_CLAN_INFO:
  10203. // If the player still has a clan status, but was removed from his clan
  10204. if( sd && sd->status.clan_id == 0 ){
  10205. return 0;
  10206. }
  10207. break;
  10208. }
  10209. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  10210. switch(type) {
  10211. // Start |1 val_flag setting
  10212. case SC_ROLLINGCUTTER:
  10213. case SC_BANDING:
  10214. case SC_SPHERE_1:
  10215. case SC_SPHERE_2:
  10216. case SC_SPHERE_3:
  10217. case SC_SPHERE_4:
  10218. case SC_SPHERE_5:
  10219. case SC_LIGHTNINGWALK:
  10220. case SC_MONSTER_TRANSFORM:
  10221. case SC_ACTIVE_MONSTER_TRANSFORM:
  10222. case SC_EXPBOOST:
  10223. case SC_JEXPBOOST:
  10224. case SC_ITEMBOOST:
  10225. case SC_JP_EVENT04:
  10226. case SC_PUSH_CART:
  10227. case SC_SWORDCLAN:
  10228. case SC_ARCWANDCLAN:
  10229. case SC_GOLDENMACECLAN:
  10230. case SC_CROSSBOWCLAN:
  10231. case SC_JUMPINGCLAN:
  10232. val_flag |= 1;
  10233. break;
  10234. // Start |1|2 val_flag setting
  10235. case SC_FIGHTINGSPIRIT:
  10236. case SC_VENOMIMPRESS:
  10237. case SC_WEAPONBLOCKING:
  10238. case SC__INVISIBILITY:
  10239. case SC__ENERVATION:
  10240. case SC__WEAKNESS:
  10241. case SC_PROPERTYWALK:
  10242. case SC_PRESTIGE:
  10243. case SC_SHIELDSPELL_DEF:
  10244. case SC_SHIELDSPELL_MDEF:
  10245. case SC_SHIELDSPELL_REF:
  10246. case SC_CRESCENTELBOW:
  10247. case SC_CHILLY_AIR_OPTION:
  10248. case SC_GUST_OPTION:
  10249. case SC_WILD_STORM_OPTION:
  10250. case SC_UPHEAVAL_OPTION:
  10251. case SC_CIRCLE_OF_FIRE_OPTION:
  10252. case SC_CLAN_INFO:
  10253. case SC_DAILYSENDMAILCNT:
  10254. val_flag |= 1|2;
  10255. break;
  10256. // Start |1|2|4 val_flag setting
  10257. case SC_POISONINGWEAPON:
  10258. case SC_CLOAKINGEXCEED:
  10259. case SC_HALLUCINATIONWALK:
  10260. case SC__SHADOWFORM:
  10261. case SC__GROOMY:
  10262. case SC__LAZINESS:
  10263. case SC__UNLUCKY:
  10264. case SC_FORCEOFVANGUARD:
  10265. case SC_SPELLFIST:
  10266. case SC_CURSEDCIRCLE_ATKER:
  10267. case SC_PYROTECHNIC_OPTION:
  10268. case SC_HEATER_OPTION:
  10269. case SC_AQUAPLAY_OPTION:
  10270. case SC_COOLER_OPTION:
  10271. case SC_BLAST_OPTION:
  10272. case SC_PETROLOGY_OPTION:
  10273. case SC_CURSED_SOIL_OPTION:
  10274. case SC_WATER_BARRIER:
  10275. val_flag |= 1|2|4;
  10276. break;
  10277. }
  10278. /* [Ind] */
  10279. if (StatusDisplayType[type]&bl->type) {
  10280. int dval1 = 0, dval2 = 0, dval3 = 0;
  10281. switch (type) {
  10282. case SC_ALL_RIDING:
  10283. dval1 = 1;
  10284. break;
  10285. case SC_CLAN_INFO:
  10286. dval1 = val1;
  10287. dval2 = val2;
  10288. dval3 = val3;
  10289. break;
  10290. default: /* All others: just copy val1 */
  10291. dval1 = val1;
  10292. break;
  10293. }
  10294. status_display_add(bl,type,dval1,dval2,dval3);
  10295. clif_efst_status_change_sub(bl, bl, AREA);
  10296. }
  10297. // Those that make you stop attacking/walking....
  10298. switch (type) {
  10299. case SC_WHITEIMPRISON:
  10300. case SC_DEEPSLEEP:
  10301. case SC_CRYSTALIZE:
  10302. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  10303. pc_setstand(sd, true);
  10304. case SC_FREEZE:
  10305. case SC_STUN:
  10306. if (sc->data[SC_DANCING])
  10307. unit_stop_walking(bl, 1);
  10308. case SC_TRICKDEAD:
  10309. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10310. case SC_SLEEP:
  10311. case SC_STONE:
  10312. // Cancel cast when get status [LuzZza]
  10313. if (battle_config.sc_castcancel&bl->type)
  10314. unit_skillcastcancel(bl, 0);
  10315. // Fall through
  10316. case SC_CURSEDCIRCLE_ATKER:
  10317. case SC_KINGS_GRACE:
  10318. unit_stop_attack(bl);
  10319. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  10320. break;
  10321. // Fall through
  10322. case SC_STOP:
  10323. case SC_CONFUSION:
  10324. case SC_CLOSECONFINE:
  10325. case SC_CLOSECONFINE2:
  10326. case SC_TINDER_BREAKER:
  10327. case SC_TINDER_BREAKER2:
  10328. case SC_BITE:
  10329. case SC_THORNSTRAP:
  10330. case SC_MEIKYOUSISUI:
  10331. case SC_KYOUGAKU:
  10332. case SC_PARALYSIS:
  10333. //case SC__CHAOS:
  10334. case SC_SV_ROOTTWIST:
  10335. unit_stop_walking(bl,1);
  10336. break;
  10337. case SC_CURSEDCIRCLE_TARGET:
  10338. unit_stop_attack(bl);
  10339. // Fall through
  10340. case SC_ANKLE:
  10341. case SC_SPIDERWEB:
  10342. case SC_ELECTRICSHOCKER:
  10343. case SC_MAGNETICFIELD:
  10344. case SC_NETHERWORLD:
  10345. if (!unit_blown_immune(bl,0x1))
  10346. unit_stop_walking(bl,1);
  10347. break;
  10348. case SC__MANHOLE:
  10349. // Manhole ignores blow_immune, when the enemy is BL_PC
  10350. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  10351. unit_stop_walking(bl,1);
  10352. unit_stop_attack(bl);
  10353. break;
  10354. case SC_VACUUM_EXTREME:
  10355. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  10356. unit_stop_walking(bl,1);
  10357. unit_stop_attack(bl);
  10358. }
  10359. break;
  10360. case SC_HIDING:
  10361. case SC_CLOAKING:
  10362. case SC_CLOAKINGEXCEED:
  10363. case SC__FEINTBOMB:
  10364. case SC_CHASEWALK:
  10365. case SC_WEIGHT90:
  10366. case SC_CAMOUFLAGE:
  10367. case SC_STEALTHFIELD:
  10368. case SC_VOICEOFSIREN:
  10369. case SC_WEDDING:
  10370. case SC_XMAS:
  10371. case SC_SUMMER:
  10372. case SC_HANBOK:
  10373. case SC_OKTOBERFEST:
  10374. case SC_SUHIDE:
  10375. unit_stop_attack(bl);
  10376. break;
  10377. case SC_SILENCE:
  10378. if (battle_config.sc_castcancel&bl->type)
  10379. unit_skillcastcancel(bl, 0);
  10380. break;
  10381. case SC_ITEMSCRIPT: // Shows Buff Icons
  10382. if (sd && val2 != SI_BLANK)
  10383. clif_status_change(bl, (enum si_type)val2, 1, tick, 0, 0, 0);
  10384. break;
  10385. }
  10386. // Set option as needed.
  10387. opt_flag = 1;
  10388. switch(type) {
  10389. // OPT1
  10390. case SC_STONE:
  10391. if (val3 > 0)
  10392. sc->opt1 = OPT1_STONEWAIT;
  10393. else
  10394. sc->opt1 = OPT1_STONE;
  10395. break;
  10396. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  10397. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  10398. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  10399. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  10400. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  10401. // OPT2
  10402. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  10403. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  10404. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  10405. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  10406. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  10407. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  10408. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  10409. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  10410. // OPT3
  10411. case SC_TWOHANDQUICKEN:
  10412. case SC_ONEHAND:
  10413. case SC_SPEARQUICKEN:
  10414. case SC_CONCENTRATION:
  10415. case SC_MERC_QUICKEN:
  10416. sc->opt3 |= OPT3_QUICKEN;
  10417. opt_flag = 0;
  10418. break;
  10419. case SC_MAXOVERTHRUST:
  10420. case SC_OVERTHRUST:
  10421. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  10422. sc->opt3 |= OPT3_OVERTHRUST;
  10423. opt_flag = 0;
  10424. break;
  10425. case SC_ENERGYCOAT:
  10426. case SC_SKE:
  10427. sc->opt3 |= OPT3_ENERGYCOAT;
  10428. opt_flag = 0;
  10429. break;
  10430. case SC_INCATKRATE:
  10431. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  10432. if (bl->type != BL_MOB) {
  10433. opt_flag = 0;
  10434. break;
  10435. }
  10436. case SC_EXPLOSIONSPIRITS:
  10437. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  10438. opt_flag = 0;
  10439. break;
  10440. case SC_STEELBODY:
  10441. case SC_SKA:
  10442. sc->opt3 |= OPT3_STEELBODY;
  10443. opt_flag = 0;
  10444. break;
  10445. case SC_BLADESTOP:
  10446. sc->opt3 |= OPT3_BLADESTOP;
  10447. opt_flag = 0;
  10448. break;
  10449. case SC_AURABLADE:
  10450. sc->opt3 |= OPT3_AURABLADE;
  10451. opt_flag = 0;
  10452. break;
  10453. case SC_BERSERK:
  10454. opt_flag = 0;
  10455. sc->opt3 |= OPT3_BERSERK;
  10456. break;
  10457. // case ???: // doesn't seem to do anything
  10458. // sc->opt3 |= OPT3_LIGHTBLADE;
  10459. // opt_flag = 0;
  10460. // break;
  10461. case SC_DANCING:
  10462. if ((val1&0xFFFF) == CG_MOONLIT)
  10463. sc->opt3 |= OPT3_MOONLIT;
  10464. opt_flag = 0;
  10465. break;
  10466. case SC_MARIONETTE:
  10467. case SC_MARIONETTE2:
  10468. sc->opt3 |= OPT3_MARIONETTE;
  10469. opt_flag = 0;
  10470. break;
  10471. case SC_ASSUMPTIO:
  10472. sc->opt3 |= OPT3_ASSUMPTIO;
  10473. opt_flag = 0;
  10474. break;
  10475. case SC_WARM: // SG skills [Komurka]
  10476. sc->opt3 |= OPT3_WARM;
  10477. opt_flag = 0;
  10478. break;
  10479. case SC_KAITE:
  10480. sc->opt3 |= OPT3_KAITE;
  10481. opt_flag = 0;
  10482. break;
  10483. case SC_BUNSINJYUTSU:
  10484. sc->opt3 |= OPT3_BUNSIN;
  10485. opt_flag = 0;
  10486. break;
  10487. case SC_SPIRIT:
  10488. sc->opt3 |= OPT3_SOULLINK;
  10489. opt_flag = 0;
  10490. break;
  10491. case SC_CHANGEUNDEAD:
  10492. sc->opt3 |= OPT3_UNDEAD;
  10493. opt_flag = 0;
  10494. break;
  10495. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10496. // sc->opt3 |= OPT3_CONTRACT;
  10497. // opt_flag = 0;
  10498. // break;
  10499. // OPTION
  10500. case SC_HIDING:
  10501. sc->option |= OPTION_HIDE;
  10502. opt_flag = 2;
  10503. break;
  10504. case SC_CLOAKING:
  10505. case SC_CLOAKINGEXCEED:
  10506. case SC__INVISIBILITY:
  10507. sc->option |= OPTION_CLOAK;
  10508. case SC_CAMOUFLAGE:
  10509. case SC_STEALTHFIELD:
  10510. case SC__SHADOWFORM:
  10511. opt_flag = 2;
  10512. break;
  10513. case SC_CHASEWALK:
  10514. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  10515. opt_flag = 2;
  10516. break;
  10517. case SC__FEINTBOMB:
  10518. sc->option |= OPTION_INVISIBLE;
  10519. opt_flag |= 2|4;
  10520. break;
  10521. case SC_SIGHT:
  10522. sc->option |= OPTION_SIGHT;
  10523. break;
  10524. case SC_RUWACH:
  10525. sc->option |= OPTION_RUWACH;
  10526. break;
  10527. case SC_WEDDING:
  10528. sc->option |= OPTION_WEDDING;
  10529. opt_flag |= 0x4;
  10530. break;
  10531. case SC_XMAS:
  10532. sc->option |= OPTION_XMAS;
  10533. opt_flag |= 0x4;
  10534. break;
  10535. case SC_SUMMER:
  10536. sc->option |= OPTION_SUMMER;
  10537. opt_flag |= 0x4;
  10538. break;
  10539. case SC_HANBOK:
  10540. sc->option |= OPTION_HANBOK;
  10541. opt_flag |= 0x4;
  10542. break;
  10543. case SC_OKTOBERFEST:
  10544. sc->option |= OPTION_OKTOBERFEST;
  10545. opt_flag |= 0x4;
  10546. break;
  10547. case SC_ORCISH:
  10548. sc->option |= OPTION_ORCISH;
  10549. break;
  10550. case SC_FUSION:
  10551. sc->option |= OPTION_FLYING;
  10552. break;
  10553. default:
  10554. opt_flag = 0;
  10555. }
  10556. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  10557. if(opt_flag) {
  10558. clif_changeoption(bl);
  10559. if(sd && (opt_flag&0x4)) {
  10560. clif_changelook(bl,LOOK_BASE,vd->class_);
  10561. clif_changelook(bl,LOOK_WEAPON,0);
  10562. clif_changelook(bl,LOOK_SHIELD,0);
  10563. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10564. }
  10565. }
  10566. if (calc_flag&SCB_DYE) { // Reset DYE color
  10567. if (vd && vd->cloth_color) {
  10568. val4 = vd->cloth_color;
  10569. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  10570. }
  10571. calc_flag&=~SCB_DYE;
  10572. }
  10573. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10574. { //Reset body style
  10575. if (vd && vd->body_style)
  10576. {
  10577. val4 = vd->body_style;
  10578. clif_changelook(bl,LOOK_BODY2,0);
  10579. }
  10580. calc_flag&=~SCB_BODY;
  10581. }*/
  10582. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  10583. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  10584. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  10585. if( tick_time )
  10586. tick = tick_time;
  10587. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  10588. if((sce=sc->data[type])) { // reuse old sc
  10589. if( sce->timer != INVALID_TIMER )
  10590. delete_timer(sce->timer, status_change_timer);
  10591. sc_isnew = false;
  10592. } else { // New sc
  10593. ++(sc->count);
  10594. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  10595. }
  10596. sce->val1 = val1;
  10597. sce->val2 = val2;
  10598. sce->val3 = val3;
  10599. sce->val4 = val4;
  10600. if (tick >= 0)
  10601. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  10602. else
  10603. sce->timer = INVALID_TIMER; // Infinite duration
  10604. if (calc_flag)
  10605. status_calc_bl(bl,calc_flag);
  10606. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  10607. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  10608. if(sd) {
  10609. if (sd->pd)
  10610. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  10611. switch (type) {
  10612. case SC_BERSERK:
  10613. case SC_MERC_HPUP:
  10614. case SC_MERC_SPUP:
  10615. status_calc_pc(sd, SCO_FORCE);
  10616. break;
  10617. default:
  10618. status_calc_pc(sd, SCO_NONE);
  10619. break;
  10620. }
  10621. }
  10622. // 1st thing to execute when loading status
  10623. switch (type) {
  10624. case SC_FULL_THROTTLE:
  10625. status_percent_heal(bl,100,0);
  10626. break;
  10627. case SC_BERSERK:
  10628. if (!(sce->val2)) { // Don't heal if already set
  10629. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  10630. status_set_sp(bl, 0, 0); // Damage all SP
  10631. }
  10632. sce->val2 = 5 * status->max_hp / 100;
  10633. break;
  10634. case SC_RUN:
  10635. {
  10636. struct unit_data *ud = unit_bl2ud(bl);
  10637. if( ud )
  10638. ud->state.running = unit_run(bl, NULL, SC_RUN);
  10639. }
  10640. break;
  10641. case SC_BOSSMAPINFO:
  10642. if (sd)
  10643. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  10644. break;
  10645. case SC_MERC_HPUP:
  10646. status_percent_heal(bl, 100, 0); // Recover Full HP
  10647. break;
  10648. case SC_MERC_SPUP:
  10649. status_percent_heal(bl, 0, 100); // Recover Full SP
  10650. break;
  10651. case SC_WUGDASH:
  10652. {
  10653. struct unit_data *ud = unit_bl2ud(bl);
  10654. if( ud )
  10655. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  10656. }
  10657. break;
  10658. case SC_COMBO:
  10659. switch(sce->val1) {
  10660. case TK_STORMKICK:
  10661. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10662. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  10663. break;
  10664. case TK_DOWNKICK:
  10665. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10666. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  10667. break;
  10668. case TK_TURNKICK:
  10669. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10670. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  10671. break;
  10672. case TK_COUNTER:
  10673. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10674. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  10675. break;
  10676. default: // Rest just toggle inf to enable autotarget
  10677. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  10678. break;
  10679. }
  10680. break;
  10681. case SC_RAISINGDRAGON:
  10682. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10683. break;
  10684. case SC_C_MARKER:
  10685. //Send mini-map, don't wait for first timer triggered
  10686. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10687. clif_crimson_marker(sd, bl, false);
  10688. break;
  10689. case SC_GVG_GIANT:
  10690. case SC_GVG_GOLEM:
  10691. case SC_GVG_STUN:
  10692. case SC_GVG_STONE:
  10693. case SC_GVG_FREEZ:
  10694. case SC_GVG_SLEEP:
  10695. case SC_GVG_CURSE:
  10696. case SC_GVG_SILENCE:
  10697. case SC_GVG_BLIND:
  10698. if (val1 || val2)
  10699. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  10700. break;
  10701. }
  10702. if( opt_flag&2 && sd && sd->touching_id )
  10703. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10704. return 1;
  10705. }
  10706. /**
  10707. * End all statuses except those listed
  10708. * TODO: May be useful for dispel instead resetting a list there
  10709. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10710. * @param type: Changes behaviour of the function
  10711. * 0: PC killed -> Place here statuses that do not dispel on death.
  10712. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10713. * 2: Do clif_changeoption()
  10714. * 3: Do not remove some permanent/time-independent effects
  10715. * @return 1: Success 0: Fail
  10716. */
  10717. int status_change_clear(struct block_list* bl, int type)
  10718. {
  10719. struct status_change* sc;
  10720. int i;
  10721. sc = status_get_sc(bl);
  10722. if (!sc)
  10723. return 0;
  10724. // Cleaning all extras vars
  10725. sc->comet_x = 0;
  10726. sc->comet_y = 0;
  10727. #ifndef RENEWAL
  10728. sc->sg_counter = 0;
  10729. #endif
  10730. sc->bs_counter = 0;
  10731. if (!sc->count)
  10732. return 0;
  10733. for(i = 0; i < SC_MAX; i++) {
  10734. if(!sc->data[i])
  10735. continue;
  10736. if(type == 0) {
  10737. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  10738. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  10739. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  10740. break;
  10741. case SC_WEIGHT50:
  10742. case SC_WEIGHT90:
  10743. case SC_EDP:
  10744. case SC_MELTDOWN:
  10745. case SC_WEDDING:
  10746. case SC_XMAS:
  10747. case SC_SUMMER:
  10748. case SC_HANBOK:
  10749. case SC_OKTOBERFEST:
  10750. case SC_NOCHAT:
  10751. case SC_FUSION:
  10752. case SC_EARTHSCROLL:
  10753. case SC_READYSTORM:
  10754. case SC_READYDOWN:
  10755. case SC_READYCOUNTER:
  10756. case SC_READYTURN:
  10757. case SC_DODGE:
  10758. case SC_MIRACLE:
  10759. case SC_JAILED:
  10760. case SC_EXPBOOST:
  10761. case SC_ITEMBOOST:
  10762. case SC_HELLPOWER:
  10763. case SC_JEXPBOOST:
  10764. case SC_AUTOTRADE:
  10765. case SC_WHISTLE:
  10766. case SC_ASSNCROS:
  10767. case SC_POEMBRAGI:
  10768. case SC_APPLEIDUN:
  10769. case SC_HUMMING:
  10770. case SC_DONTFORGETME:
  10771. case SC_FORTUNE:
  10772. case SC_SERVICE4U:
  10773. case SC_FOOD_STR_CASH:
  10774. case SC_FOOD_AGI_CASH:
  10775. case SC_FOOD_VIT_CASH:
  10776. case SC_FOOD_DEX_CASH:
  10777. case SC_FOOD_INT_CASH:
  10778. case SC_FOOD_LUK_CASH:
  10779. case SC_SAVAGE_STEAK:
  10780. case SC_COCKTAIL_WARG_BLOOD:
  10781. case SC_MINOR_BBQ:
  10782. case SC_SIROMA_ICE_TEA:
  10783. case SC_DROCERA_HERB_STEAMED:
  10784. case SC_PUTTI_TAILS_NOODLES:
  10785. case SC_DEF_RATE:
  10786. case SC_MDEF_RATE:
  10787. case SC_INCHEALRATE:
  10788. case SC_INCFLEE2:
  10789. case SC_INCHIT:
  10790. case SC_ATKPOTION:
  10791. case SC_MATKPOTION:
  10792. case SC_S_LIFEPOTION:
  10793. case SC_L_LIFEPOTION:
  10794. case SC_PUSH_CART:
  10795. case SC_LIGHT_OF_REGENE:
  10796. case SC_STYLE_CHANGE:
  10797. case SC_QUEST_BUFF1:
  10798. case SC_QUEST_BUFF2:
  10799. case SC_QUEST_BUFF3:
  10800. case SC_2011RWC_SCROLL:
  10801. case SC_JP_EVENT04:
  10802. case SC_ATTHASTE_CASH:
  10803. case SC_REUSE_REFRESH:
  10804. case SC_REUSE_LIMIT_A:
  10805. case SC_REUSE_LIMIT_B:
  10806. case SC_REUSE_LIMIT_C:
  10807. case SC_REUSE_LIMIT_D:
  10808. case SC_REUSE_LIMIT_E:
  10809. case SC_REUSE_LIMIT_F:
  10810. case SC_REUSE_LIMIT_G:
  10811. case SC_REUSE_LIMIT_H:
  10812. case SC_REUSE_LIMIT_MTF:
  10813. case SC_REUSE_LIMIT_ECL:
  10814. case SC_REUSE_LIMIT_RECALL:
  10815. case SC_REUSE_LIMIT_ASPD_POTION:
  10816. case SC_REUSE_MILLENNIUMSHIELD:
  10817. case SC_REUSE_CRUSHSTRIKE:
  10818. case SC_REUSE_STORMBLAST:
  10819. case SC_ALL_RIDING_REUSE_LIMIT:
  10820. case SC_SPRITEMABLE:
  10821. case SC_DORAM_BUF_01:
  10822. case SC_DORAM_BUF_02:
  10823. case SC_GEFFEN_MAGIC1:
  10824. case SC_GEFFEN_MAGIC2:
  10825. case SC_GEFFEN_MAGIC3:
  10826. // Costumes
  10827. case SC_MOONSTAR:
  10828. case SC_SUPER_STAR:
  10829. case SC_STRANGELIGHTS:
  10830. case SC_DECORATION_OF_MUSIC:
  10831. case SC_LJOSALFAR:
  10832. case SC_MERMAID_LONGING:
  10833. case SC_HAT_EFFECT:
  10834. case SC_FLOWERSMOKE:
  10835. case SC_FSTONE:
  10836. case SC_HAPPINESS_STAR:
  10837. case SC_MAPLE_FALLS:
  10838. case SC_TIME_ACCESSORY:
  10839. case SC_MAGICAL_FEATHER:
  10840. // Clans
  10841. case SC_CLAN_INFO:
  10842. case SC_SWORDCLAN:
  10843. case SC_ARCWANDCLAN:
  10844. case SC_GOLDENMACECLAN:
  10845. case SC_CROSSBOWCLAN:
  10846. case SC_JUMPINGCLAN:
  10847. case SC_DAILYSENDMAILCNT:
  10848. continue;
  10849. }
  10850. }
  10851. if( type == 3 ) {
  10852. switch (i) { // !TODO: This list may be incomplete
  10853. case SC_WEIGHT50:
  10854. case SC_WEIGHT90:
  10855. case SC_NOCHAT:
  10856. case SC_PUSH_CART:
  10857. case SC_ALL_RIDING:
  10858. case SC_STYLE_CHANGE:
  10859. // Costumes
  10860. case SC_MOONSTAR:
  10861. case SC_SUPER_STAR:
  10862. case SC_STRANGELIGHTS:
  10863. case SC_DECORATION_OF_MUSIC:
  10864. case SC_LJOSALFAR:
  10865. case SC_MERMAID_LONGING:
  10866. case SC_HAT_EFFECT:
  10867. case SC_FLOWERSMOKE:
  10868. case SC_FSTONE:
  10869. case SC_HAPPINESS_STAR:
  10870. case SC_MAPLE_FALLS:
  10871. case SC_TIME_ACCESSORY:
  10872. case SC_MAGICAL_FEATHER:
  10873. // Clans
  10874. case SC_CLAN_INFO:
  10875. case SC_SWORDCLAN:
  10876. case SC_ARCWANDCLAN:
  10877. case SC_GOLDENMACECLAN:
  10878. case SC_CROSSBOWCLAN:
  10879. case SC_JUMPINGCLAN:
  10880. case SC_DAILYSENDMAILCNT:
  10881. continue;
  10882. }
  10883. }
  10884. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  10885. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  10886. (sc->count)--;
  10887. if (sc->data[i]->timer != INVALID_TIMER)
  10888. delete_timer(sc->data[i]->timer, status_change_timer);
  10889. ers_free(sc_data_ers, sc->data[i]);
  10890. sc->data[i] = NULL;
  10891. }
  10892. }
  10893. sc->opt1 = 0;
  10894. sc->opt2 = 0;
  10895. sc->opt3 = 0;
  10896. if( type == 0 || type == 2 )
  10897. clif_changeoption(bl);
  10898. return 1;
  10899. }
  10900. /**
  10901. * End a specific status after checking
  10902. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10903. * @param type: Status change (SC_*)
  10904. * @param tid: Timer
  10905. * @param file: Used for dancing save
  10906. * @param line: Used for dancing save
  10907. * @return 1: Success 0: Fail
  10908. */
  10909. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  10910. {
  10911. struct map_session_data *sd;
  10912. struct status_change *sc;
  10913. struct status_change_entry *sce;
  10914. struct status_data *status;
  10915. struct view_data *vd;
  10916. int opt_flag = 0, calc_flag;
  10917. nullpo_ret(bl);
  10918. sc = status_get_sc(bl);
  10919. status = status_get_status_data(bl);
  10920. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  10921. return 0;
  10922. sd = BL_CAST(BL_PC,bl);
  10923. if (sce->timer != tid && tid != INVALID_TIMER)
  10924. return 0;
  10925. if (tid == INVALID_TIMER) {
  10926. if (type == SC_ENDURE && sce->val4)
  10927. // Do not end infinite endure.
  10928. return 0;
  10929. if (type == SC_SPIDERWEB) {
  10930. //Delete the unit group first to expire found in the status change
  10931. struct skill_unit_group *group = NULL, *group2 = NULL;
  10932. unsigned int tick = gettick();
  10933. int pos = 1;
  10934. if (sce->val2)
  10935. if (!(group = skill_id2group(sce->val2)))
  10936. sce->val2 = 0;
  10937. if (sce->val3) {
  10938. if (!(group2 = skill_id2group(sce->val3)))
  10939. sce->val3 = 0;
  10940. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  10941. group = group2;
  10942. pos = 2;
  10943. }
  10944. }
  10945. if (sce->val4) {
  10946. if (!(group2 = skill_id2group(sce->val4)))
  10947. sce->val4 = 0;
  10948. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  10949. group = group2;
  10950. pos = 3;
  10951. }
  10952. }
  10953. if (pos == 1)
  10954. sce->val2 = 0;
  10955. else if (pos == 2)
  10956. sce->val3 = 0;
  10957. else if (pos == 3)
  10958. sce->val4 = 0;
  10959. if (group)
  10960. skill_delunitgroup(group);
  10961. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  10962. return 0; //Don't end the status change yet as there are still unit groups associated with it
  10963. }
  10964. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  10965. delete_timer(sce->timer,status_change_timer);
  10966. if (sc->opt1)
  10967. switch (type) {
  10968. // "Ugly workaround" [Skotlex]
  10969. // delays status change ending so that a skill that sets opt1 fails to
  10970. // trigger when it also removed one
  10971. case SC_STONE:
  10972. sce->val4 = -1; // Petrify time
  10973. case SC_FREEZE:
  10974. case SC_STUN:
  10975. case SC_SLEEP:
  10976. if (sce->val1) {
  10977. // Removing the 'level' shouldn't affect anything in the code
  10978. // since these SC are not affected by it, and it lets us know
  10979. // if we have already delayed this attack or not.
  10980. sce->val1 = 0;
  10981. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  10982. return 1;
  10983. }
  10984. }
  10985. }
  10986. (sc->count)--;
  10987. if ( StatusChangeStateTable[type] )
  10988. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  10989. sc->data[type] = NULL;
  10990. if (StatusDisplayType[type]&bl->type)
  10991. status_display_remove(bl,type);
  10992. vd = status_get_viewdata(bl);
  10993. calc_flag = StatusChangeFlagTable[type];
  10994. switch(type) {
  10995. case SC_GRANITIC_ARMOR:
  10996. {
  10997. int damage = status->max_hp*sce->val3/100;
  10998. if(status->hp < damage) // to not kill him
  10999. damage = status->hp-1;
  11000. status_damage(NULL,bl,damage,0,0,1);
  11001. }
  11002. break;
  11003. case SC_PYROCLASTIC:
  11004. if(bl->type == BL_PC)
  11005. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  11006. break;
  11007. case SC_RUN:
  11008. {
  11009. struct unit_data *ud = unit_bl2ud(bl);
  11010. bool begin_spurt = true;
  11011. if (ud) {
  11012. if(!ud->state.running)
  11013. begin_spurt = false;
  11014. ud->state.running = 0;
  11015. if (ud->walktimer != INVALID_TIMER)
  11016. unit_stop_walking(bl,1);
  11017. }
  11018. if (begin_spurt && sce->val1 >= 7 &&
  11019. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  11020. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  11021. )
  11022. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  11023. }
  11024. break;
  11025. case SC_AUTOBERSERK:
  11026. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  11027. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  11028. break;
  11029. case SC_ENDURE:
  11030. case SC_DEFENDER:
  11031. case SC_REFLECTSHIELD:
  11032. case SC_AUTOGUARD:
  11033. {
  11034. struct map_session_data *tsd;
  11035. if( bl->type == BL_PC ) { // Clear Status from others
  11036. int i;
  11037. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11038. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  11039. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11040. }
  11041. }
  11042. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11043. tsd = ((TBL_MER*)bl)->master;
  11044. if( tsd && tsd->sc.data[type] )
  11045. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11046. }
  11047. }
  11048. break;
  11049. case SC_DEVOTION:
  11050. {
  11051. struct block_list *d_bl = map_id2bl(sce->val1);
  11052. if( d_bl ) {
  11053. if( d_bl->type == BL_PC )
  11054. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11055. else if( d_bl->type == BL_MER )
  11056. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11057. clif_devotion(d_bl, NULL);
  11058. }
  11059. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  11060. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  11061. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  11062. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11063. }
  11064. break;
  11065. case SC_BLADESTOP:
  11066. if(sce->val4) {
  11067. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11068. struct block_list *tbl = map_id2bl(tid2);
  11069. struct status_change *tsc = status_get_sc(tbl);
  11070. sce->val4 = 0;
  11071. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  11072. tsc->data[SC_BLADESTOP]->val4 = 0;
  11073. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  11074. }
  11075. clif_bladestop(bl, tid2, 0);
  11076. }
  11077. break;
  11078. case SC_DANCING:
  11079. {
  11080. const char* prevfile = "<unknown>";
  11081. int prevline = 0;
  11082. struct map_session_data *dsd;
  11083. struct status_change_entry *dsc;
  11084. if( sd ) {
  11085. if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in
  11086. prevfile = sd->delunit_prevfile;
  11087. prevline = sd->delunit_prevline;
  11088. } else
  11089. prevfile = "<none>";
  11090. sd->delunit_prevfile = file;
  11091. sd->delunit_prevline = line;
  11092. }
  11093. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11094. dsc = dsd->sc.data[SC_DANCING];
  11095. if(dsc) {
  11096. // This will prevent recursive loops.
  11097. dsc->val2 = dsc->val4 = 0;
  11098. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  11099. }
  11100. }
  11101. if(sce->val2) { // Erase associated land skill
  11102. struct skill_unit_group *group;
  11103. group = skill_id2group(sce->val2);
  11104. if( group == NULL ) {
  11105. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
  11106. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  11107. sd ? sd->status.char_id : 0,
  11108. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  11109. prevfile, prevline,
  11110. file, line);
  11111. }
  11112. sce->val2 = 0;
  11113. skill_delunitgroup(group);
  11114. }
  11115. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11116. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  11117. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  11118. }
  11119. break;
  11120. case SC_NOCHAT:
  11121. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11122. sd->status.manner = 0;
  11123. if (sd && tid == INVALID_TIMER) {
  11124. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11125. clif_updatestatus(sd,SP_MANNER);
  11126. }
  11127. break;
  11128. case SC_SPLASHER:
  11129. {
  11130. struct block_list *src=map_id2bl(sce->val3);
  11131. if(src && tid != INVALID_TIMER)
  11132. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11133. }
  11134. break;
  11135. case SC_TINDER_BREAKER2:
  11136. case SC_CLOSECONFINE2:{
  11137. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11138. struct status_change *sc2 = src?status_get_sc(src):NULL;
  11139. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  11140. if (src && sc2 && sc2->data[type2]) {
  11141. // If status was already ended, do nothing.
  11142. // Decrease count
  11143. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  11144. status_change_end(src, type2, INVALID_TIMER);
  11145. }
  11146. }
  11147. case SC_TINDER_BREAKER:
  11148. case SC_CLOSECONFINE:
  11149. if (sce->val2 > 0) {
  11150. // Caster has been unlocked... nearby chars need to be unlocked.
  11151. int range = 1
  11152. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  11153. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11154. map_foreachinallarea(status_change_timer_sub,
  11155. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11156. }
  11157. break;
  11158. case SC_COMBO:
  11159. skill_combo_toggle_inf(bl,sce->val1,0);
  11160. break;
  11161. case SC_MARIONETTE:
  11162. case SC_MARIONETTE2: // Marionette target
  11163. if (sce->val1) { // Check for partner and end their marionette status as well
  11164. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11165. struct block_list *pbl = map_id2bl(sce->val1);
  11166. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11167. if (sc2 && sc2->data[type2]) {
  11168. sc2->data[type2]->val1 = 0;
  11169. status_change_end(pbl, type2, INVALID_TIMER);
  11170. }
  11171. }
  11172. break;
  11173. case SC_CONCENTRATION:
  11174. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11175. break;
  11176. case SC_BERSERK:
  11177. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  11178. status_percent_heal(bl, 100, 0);
  11179. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  11180. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11181. status_set_hp(bl, 100, 0);
  11182. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
  11183. sc->data[SC_ENDURE]->val4 = 0;
  11184. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11185. }
  11186. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11187. break;
  11188. case SC_GOSPEL:
  11189. if (sce->val3) { // Clear the group.
  11190. struct skill_unit_group* group = skill_id2group(sce->val3);
  11191. sce->val3 = 0;
  11192. if (group)
  11193. skill_delunitgroup(group);
  11194. }
  11195. break;
  11196. case SC_HERMODE:
  11197. if(sce->val3 == BCT_SELF)
  11198. skill_clear_unitgroup(bl);
  11199. break;
  11200. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11201. if (sce->val3 && sce->val4 == bl->id) {
  11202. struct skill_unit_group* group = skill_id2group(sce->val3);
  11203. sce->val3 = 0;
  11204. if (group)
  11205. skill_delunitgroup(group);
  11206. }
  11207. break;
  11208. case SC_TRICKDEAD:
  11209. if (vd) vd->dead_sit = 0;
  11210. break;
  11211. case SC_WARM:
  11212. case SC__MANHOLE:
  11213. if (sce->val4) { // Clear the group.
  11214. struct skill_unit_group* group = skill_id2group(sce->val4);
  11215. sce->val4 = 0;
  11216. if( group ) // Might have been cleared before status ended, e.g. land protector
  11217. skill_delunitgroup(group);
  11218. }
  11219. break;
  11220. case SC_JAILED:
  11221. if(tid == INVALID_TIMER)
  11222. break;
  11223. // Natural expiration.
  11224. if(sd && sd->mapindex == sce->val2)
  11225. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  11226. break; // Guess hes not in jail :P
  11227. case SC_CHANGE:
  11228. if (tid == INVALID_TIMER)
  11229. break;
  11230. // "lose almost all their HP and SP" on natural expiration.
  11231. status_set_hp(bl, 10, 0);
  11232. status_set_sp(bl, 10, 0);
  11233. break;
  11234. case SC_AUTOTRADE:
  11235. if (tid == INVALID_TIMER)
  11236. break;
  11237. // Vending is not automatically closed for autovenders
  11238. vending_closevending(sd);
  11239. map_quit(sd);
  11240. // Because map_quit calls status_change_end with tid -1
  11241. // from here it's not neccesary to continue
  11242. return 1;
  11243. break;
  11244. case SC_STOP:
  11245. if( sce->val2 ) {
  11246. struct block_list* tbl = map_id2bl(sce->val2);
  11247. sce->val2 = 0;
  11248. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  11249. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  11250. }
  11251. break;
  11252. case SC_TENSIONRELAX:
  11253. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  11254. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  11255. break;
  11256. case SC_MONSTER_TRANSFORM:
  11257. case SC_ACTIVE_MONSTER_TRANSFORM:
  11258. if (sce->val2)
  11259. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  11260. break;
  11261. /* 3rd Stuff */
  11262. case SC_MILLENNIUMSHIELD:
  11263. clif_millenniumshield(bl, 0);
  11264. break;
  11265. case SC_HALLUCINATIONWALK:
  11266. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  11267. break;
  11268. case SC_WHITEIMPRISON:
  11269. {
  11270. struct block_list* src = map_id2bl(sce->val2);
  11271. if( tid == -1 || !src)
  11272. break; // Terminated by Damage
  11273. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
  11274. }
  11275. break;
  11276. case SC_WUGDASH:
  11277. {
  11278. struct unit_data *ud = unit_bl2ud(bl);
  11279. if (ud) {
  11280. ud->state.running = 0;
  11281. if (ud->walktimer != INVALID_TIMER)
  11282. unit_stop_walking(bl,1);
  11283. }
  11284. }
  11285. break;
  11286. case SC__SHADOWFORM:
  11287. {
  11288. struct map_session_data *s_sd = map_id2sd(sce->val2);
  11289. if (s_sd) s_sd->shadowform_id = 0;
  11290. }
  11291. break;
  11292. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  11293. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  11294. break;
  11295. case SC_NEUTRALBARRIER_MASTER:
  11296. case SC_STEALTHFIELD_MASTER:
  11297. if( sce->val2 ) {
  11298. struct skill_unit_group* group = skill_id2group(sce->val2);
  11299. sce->val2 = 0;
  11300. if( group ) // Might have been cleared before status ended, e.g. land protector
  11301. skill_delunitgroup(group);
  11302. }
  11303. break;
  11304. case SC_BANDING:
  11305. if(sce->val4) {
  11306. struct skill_unit_group *group = skill_id2group(sce->val4);
  11307. sce->val4 = 0;
  11308. if( group ) // Might have been cleared before status ended, e.g. land protector
  11309. skill_delunitgroup(group);
  11310. }
  11311. break;
  11312. case SC_CURSEDCIRCLE_ATKER:
  11313. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  11314. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  11315. break;
  11316. case SC_RAISINGDRAGON:
  11317. if( sd && sce->val2 && !pc_isdead(sd) ) {
  11318. int i = min(sd->spiritball,5);
  11319. pc_delspiritball(sd, sd->spiritball, 0);
  11320. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11321. while( i > 0 ) {
  11322. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  11323. --i;
  11324. }
  11325. }
  11326. break;
  11327. case SC_CURSEDCIRCLE_TARGET:
  11328. {
  11329. struct block_list *src = map_id2bl(sce->val2);
  11330. struct status_change *sc2 = status_get_sc(src);
  11331. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  11332. clif_bladestop(bl, sce->val2, 0);
  11333. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  11334. }
  11335. }
  11336. break;
  11337. case SC_BLOODSUCKER:
  11338. if( sce->val2 ) {
  11339. struct block_list *src = map_id2bl(sce->val2);
  11340. if(src) {
  11341. struct status_change *sc2 = status_get_sc(src);
  11342. sc2->bs_counter--;
  11343. }
  11344. }
  11345. break;
  11346. case SC_TEARGAS:
  11347. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  11348. break;
  11349. case SC_SITDOWN_FORCE:
  11350. case SC_BANANA_BOMB_SITDOWN:
  11351. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  11352. skill_sit(sd,0);
  11353. break;
  11354. case SC_KYOUGAKU:
  11355. clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
  11356. clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
  11357. break;
  11358. case SC_INTRAVISION:
  11359. calc_flag = SCB_ALL; // Required for overlapping
  11360. break;
  11361. case SC_OVERED_BOOST:
  11362. switch (bl->type) {
  11363. case BL_HOM: {
  11364. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  11365. if( hd )
  11366. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  11367. }
  11368. break;
  11369. case BL_PC:
  11370. status_zap(bl,0,status_get_max_sp(bl) / 2);
  11371. break;
  11372. }
  11373. break;
  11374. case SC_FULL_THROTTLE: {
  11375. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  11376. clif_status_change(bl, SI_DECREASEAGI, 1, sec, 0, 0, 0);
  11377. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  11378. }
  11379. break;
  11380. case SC_REBOUND:
  11381. clif_status_load(bl, SI_DECREASEAGI, 0);
  11382. break;
  11383. case SC_ITEMSCRIPT: // Removes Buff Icons
  11384. if (sd && sce->val2 != SI_BLANK)
  11385. clif_status_load(bl, (enum si_type)sce->val2, 0);
  11386. break;
  11387. case SC_C_MARKER:
  11388. {
  11389. // Remove mark data from caster
  11390. struct map_session_data *caster = map_id2sd(sce->val2);
  11391. uint8 i = 0;
  11392. if (!caster)
  11393. break;
  11394. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  11395. if (i < MAX_SKILL_CRIMSON_MARKER) {
  11396. caster->c_marker[i] = 0;
  11397. clif_crimson_marker(caster, bl, true);
  11398. }
  11399. }
  11400. break;
  11401. case SC_H_MINE:
  11402. {
  11403. // Drop the material from target if expired
  11404. struct item it;
  11405. struct map_session_data *caster = NULL;
  11406. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  11407. break;
  11408. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  11409. break;
  11410. memset(&it, 0, sizeof(it));
  11411. it.nameid = skill_get_itemid(RL_H_MINE,0);
  11412. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  11413. it.identify = 1;
  11414. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  11415. }
  11416. break;
  11417. case SC_VACUUM_EXTREME:
  11418. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  11419. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  11420. break;
  11421. case SC_SWORDCLAN:
  11422. case SC_ARCWANDCLAN:
  11423. case SC_GOLDENMACECLAN:
  11424. case SC_CROSSBOWCLAN:
  11425. case SC_JUMPINGCLAN:
  11426. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  11427. break;
  11428. }
  11429. opt_flag = 1;
  11430. switch(type) {
  11431. case SC_STONE:
  11432. case SC_FREEZE:
  11433. case SC_STUN:
  11434. case SC_SLEEP:
  11435. case SC_BURNING:
  11436. case SC_WHITEIMPRISON:
  11437. sc->opt1 = 0;
  11438. break;
  11439. case SC_POISON:
  11440. case SC_CURSE:
  11441. case SC_SILENCE:
  11442. case SC_BLIND:
  11443. sc->opt2 &= ~(1<<(type-SC_POISON));
  11444. break;
  11445. case SC_DPOISON:
  11446. sc->opt2 &= ~OPT2_DPOISON;
  11447. break;
  11448. case SC_SIGNUMCRUCIS:
  11449. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  11450. break;
  11451. case SC_HIDING:
  11452. sc->option &= ~OPTION_HIDE;
  11453. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  11454. break;
  11455. case SC_CLOAKING:
  11456. case SC_CLOAKINGEXCEED:
  11457. case SC__INVISIBILITY:
  11458. sc->option &= ~OPTION_CLOAK;
  11459. case SC_CAMOUFLAGE:
  11460. case SC_STEALTHFIELD:
  11461. case SC__SHADOWFORM:
  11462. opt_flag |= 2;
  11463. break;
  11464. case SC_CHASEWALK:
  11465. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  11466. opt_flag |= 2;
  11467. break;
  11468. case SC__FEINTBOMB:
  11469. sc->option &= ~OPTION_INVISIBLE;
  11470. opt_flag |= 2|4;
  11471. break;
  11472. case SC_SIGHT:
  11473. sc->option &= ~OPTION_SIGHT;
  11474. break;
  11475. case SC_WEDDING:
  11476. sc->option &= ~OPTION_WEDDING;
  11477. opt_flag |= 0x4;
  11478. break;
  11479. case SC_XMAS:
  11480. sc->option &= ~OPTION_XMAS;
  11481. opt_flag |= 0x4;
  11482. break;
  11483. case SC_SUMMER:
  11484. sc->option &= ~OPTION_SUMMER;
  11485. opt_flag |= 0x4;
  11486. break;
  11487. case SC_HANBOK:
  11488. sc->option &= ~OPTION_HANBOK;
  11489. opt_flag |= 0x4;
  11490. break;
  11491. case SC_OKTOBERFEST:
  11492. sc->option &= ~OPTION_OKTOBERFEST;
  11493. opt_flag |= 0x4;
  11494. break;
  11495. case SC_ORCISH:
  11496. sc->option &= ~OPTION_ORCISH;
  11497. break;
  11498. case SC_RUWACH:
  11499. sc->option &= ~OPTION_RUWACH;
  11500. break;
  11501. case SC_FUSION:
  11502. sc->option &= ~OPTION_FLYING;
  11503. break;
  11504. // opt3
  11505. case SC_TWOHANDQUICKEN:
  11506. case SC_ONEHAND:
  11507. case SC_SPEARQUICKEN:
  11508. case SC_CONCENTRATION:
  11509. case SC_MERC_QUICKEN:
  11510. sc->opt3 &= ~OPT3_QUICKEN;
  11511. opt_flag = 0;
  11512. break;
  11513. case SC_OVERTHRUST:
  11514. case SC_MAXOVERTHRUST:
  11515. case SC_SWOO:
  11516. sc->opt3 &= ~OPT3_OVERTHRUST;
  11517. if( type == SC_SWOO )
  11518. opt_flag = 8;
  11519. else
  11520. opt_flag = 0;
  11521. break;
  11522. case SC_ENERGYCOAT:
  11523. case SC_SKE:
  11524. sc->opt3 &= ~OPT3_ENERGYCOAT;
  11525. opt_flag = 0;
  11526. break;
  11527. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  11528. if (bl->type != BL_MOB) {
  11529. opt_flag = 0;
  11530. break;
  11531. }
  11532. case SC_EXPLOSIONSPIRITS:
  11533. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  11534. opt_flag = 0;
  11535. break;
  11536. case SC_STEELBODY:
  11537. case SC_SKA:
  11538. sc->opt3 &= ~OPT3_STEELBODY;
  11539. if (type == SC_SKA)
  11540. opt_flag = 8;
  11541. else
  11542. opt_flag = 0;
  11543. break;
  11544. case SC_BLADESTOP:
  11545. sc->opt3 &= ~OPT3_BLADESTOP;
  11546. opt_flag = 0;
  11547. break;
  11548. case SC_AURABLADE:
  11549. sc->opt3 &= ~OPT3_AURABLADE;
  11550. opt_flag = 0;
  11551. break;
  11552. case SC_BERSERK:
  11553. opt_flag = 0;
  11554. sc->opt3 &= ~OPT3_BERSERK;
  11555. break;
  11556. // case ???: // doesn't seem to do anything
  11557. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  11558. // opt_flag = 0;
  11559. // break;
  11560. case SC_DANCING:
  11561. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  11562. sc->opt3 &= ~OPT3_MOONLIT;
  11563. opt_flag = 0;
  11564. break;
  11565. case SC_MARIONETTE:
  11566. case SC_MARIONETTE2:
  11567. sc->opt3 &= ~OPT3_MARIONETTE;
  11568. opt_flag = 0;
  11569. break;
  11570. case SC_ASSUMPTIO:
  11571. sc->opt3 &= ~OPT3_ASSUMPTIO;
  11572. opt_flag = 0;
  11573. break;
  11574. case SC_WARM: // SG skills [Komurka]
  11575. sc->opt3 &= ~OPT3_WARM;
  11576. opt_flag = 0;
  11577. break;
  11578. case SC_KAITE:
  11579. sc->opt3 &= ~OPT3_KAITE;
  11580. opt_flag = 0;
  11581. break;
  11582. case SC_BUNSINJYUTSU:
  11583. sc->opt3 &= ~OPT3_BUNSIN;
  11584. opt_flag = 0;
  11585. break;
  11586. case SC_SPIRIT:
  11587. sc->opt3 &= ~OPT3_SOULLINK;
  11588. opt_flag = 0;
  11589. break;
  11590. case SC_CHANGEUNDEAD:
  11591. sc->opt3 &= ~OPT3_UNDEAD;
  11592. opt_flag = 0;
  11593. break;
  11594. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11595. // sc->opt3 &= ~OPT3_CONTRACT;
  11596. // opt_flag = 0;
  11597. // break;
  11598. default:
  11599. opt_flag = 0;
  11600. }
  11601. if (calc_flag&SCB_DYE) { // Restore DYE color
  11602. if (vd && !vd->cloth_color && sce->val4)
  11603. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  11604. calc_flag&=~SCB_DYE;
  11605. }
  11606. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11607. { //Restore body style
  11608. if (vd && !vd->body_style && sce->val4)
  11609. clif_changelook(bl,LOOK_BODY2,sce->val4);
  11610. calc_flag&=~SCB_BODY;
  11611. }*/
  11612. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  11613. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  11614. if( opt_flag&8 ) // bugreport:681
  11615. clif_changeoption2(bl);
  11616. else if(opt_flag) {
  11617. clif_changeoption(bl);
  11618. if (sd && (opt_flag&0x4)) {
  11619. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  11620. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  11621. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  11622. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  11623. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  11624. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  11625. }
  11626. }
  11627. if (calc_flag) {
  11628. switch (type) {
  11629. case SC_MAGICPOWER:
  11630. //If Mystical Amplification ends, MATK is immediately recalculated
  11631. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11632. break;
  11633. default:
  11634. status_calc_bl(bl, calc_flag);
  11635. break;
  11636. }
  11637. }
  11638. if(opt_flag&4) // Out of hiding, invoke on place.
  11639. skill_unit_move(bl,gettick(),1);
  11640. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  11641. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  11642. ers_free(sc_data_ers, sce);
  11643. return 1;
  11644. }
  11645. /**
  11646. * Resets timers for statuses
  11647. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  11648. * @param tid: Timer ID
  11649. * @param tick: How long before next call
  11650. * @param id: ID of character
  11651. * @param data: Information passed through the timer call
  11652. * @return 1: Success 0: Fail
  11653. */
  11654. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  11655. {
  11656. enum sc_type type = (sc_type)data;
  11657. struct block_list *bl;
  11658. struct map_session_data *sd;
  11659. struct status_data *status;
  11660. struct status_change *sc;
  11661. struct status_change_entry *sce;
  11662. int interval = status_get_sc_interval(type);
  11663. bool dounlock = false;
  11664. bl = map_id2bl(id);
  11665. if(!bl) {
  11666. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  11667. return 0;
  11668. }
  11669. sc = status_get_sc(bl);
  11670. status = status_get_status_data(bl);
  11671. if(!(sc && (sce = sc->data[type]))) {
  11672. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11673. return 0;
  11674. }
  11675. if( sce->timer != tid ) {
  11676. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  11677. return 0;
  11678. }
  11679. sd = BL_CAST(BL_PC, bl);
  11680. // Set the next timer of the sce (don't assume the status still exists)
  11681. #define sc_timer_next(t,f,i,d) \
  11682. if( (sce=sc->data[type]) ) \
  11683. sce->timer = add_timer(t,f,i,d); \
  11684. else \
  11685. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  11686. switch(type) {
  11687. case SC_MAXIMIZEPOWER:
  11688. case SC_CLOAKING:
  11689. if(!status_charge(bl, 0, 1))
  11690. break; // Not enough SP to continue.
  11691. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  11692. return 0;
  11693. case SC_CHASEWALK:
  11694. if(!status_charge(bl, 0, sce->val4))
  11695. break; // Not enough SP to continue.
  11696. if (!sc->data[SC_CHASEWALK2]) {
  11697. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  11698. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  11699. *skill_get_time2(status_sc2skill(type),sce->val1));
  11700. }
  11701. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  11702. return 0;
  11703. break;
  11704. case SC_HIDING:
  11705. if(--(sce->val2)>0) {
  11706. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  11707. break; // Fail if it's time to substract SP and there isn't.
  11708. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  11709. return 0;
  11710. }
  11711. break;
  11712. case SC_SIGHT:
  11713. case SC_RUWACH:
  11714. case SC_SIGHTBLASTER:
  11715. if(type == SC_SIGHTBLASTER) {
  11716. //Restore trap immunity
  11717. if(sce->val4%2)
  11718. sce->val4--;
  11719. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  11720. } else {
  11721. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  11722. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  11723. }
  11724. if( --(sce->val2)>0 ) {
  11725. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  11726. sc_timer_next(20+tick, status_change_timer, bl->id, data);
  11727. return 0;
  11728. }
  11729. break;
  11730. case SC_PROVOKE:
  11731. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  11732. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  11733. return 0;
  11734. }
  11735. break;
  11736. case SC_STONE:
  11737. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  11738. sce->val3 = 0; //Incubation time used up
  11739. unit_stop_attack(bl);
  11740. if (sc->data[SC_DANCING]) {
  11741. unit_stop_walking(bl, 1);
  11742. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11743. }
  11744. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  11745. sc->opt1 = OPT1_STONE;
  11746. clif_changeoption(bl);
  11747. sc_timer_next(min(sce->val4, interval) + tick, status_change_timer, bl->id, data);
  11748. sce->val4 -= interval; //Remaining time
  11749. status_calc_bl(bl, StatusChangeFlagTable[type]);
  11750. return 0;
  11751. }
  11752. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  11753. status_percent_damage(NULL, bl, 1, 0, false);
  11754. }
  11755. break;
  11756. case SC_POISON:
  11757. case SC_DPOISON:
  11758. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  11759. int64 damage = 0;
  11760. if (sd)
  11761. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  11762. else
  11763. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  11764. if (status->hp > max(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  11765. status_zap(bl, damage, 0);
  11766. }
  11767. break;
  11768. case SC_BLEEDING:
  11769. if (sce->val4 >= 0) {
  11770. int64 damage = rnd() % 600 + 200;
  11771. if (!sd && damage >= status->hp)
  11772. damage = status->hp - 1; // No deadly damage for monsters
  11773. map_freeblock_lock();
  11774. dounlock = true;
  11775. status_zap(bl, damage, 0);
  11776. }
  11777. break;
  11778. case SC_BURNING:
  11779. if (sce->val4 >= 0) {
  11780. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  11781. map_freeblock_lock();
  11782. dounlock = true;
  11783. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
  11784. }
  11785. break;
  11786. case SC_TOXIN:
  11787. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  11788. map_freeblock_lock();
  11789. dounlock = true;
  11790. 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);
  11791. }
  11792. break;
  11793. case SC_MAGICMUSHROOM:
  11794. if (sce->val4 >= 0) {
  11795. bool flag = 0;
  11796. int64 damage = status->max_hp * 3 / 100;
  11797. if (status->hp <= damage)
  11798. damage = status->hp - 1; // Cannot Kill
  11799. if (damage > 0) { // 3% Damage each 4 seconds
  11800. map_freeblock_lock();
  11801. status_zap(bl, damage, 0);
  11802. flag = !sc->data[type]; // Killed? Should not
  11803. map_freeblock_unlock();
  11804. }
  11805. if (!flag) { // Random Skill Cast
  11806. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  11807. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  11808. unit_stop_attack(bl);
  11809. unit_skillcastcancel(bl, 1);
  11810. do {
  11811. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  11812. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  11813. } while (checked++ < checked_max && mushroom_skill_id == 0);
  11814. if (!skill_get_index(mushroom_skill_id))
  11815. break;
  11816. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  11817. case CAST_GROUND:
  11818. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  11819. break;
  11820. case CAST_NODAMAGE:
  11821. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11822. break;
  11823. case CAST_DAMAGE:
  11824. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  11825. break;
  11826. }
  11827. }
  11828. clif_emotion(bl, E_HEH);
  11829. }
  11830. }
  11831. break;
  11832. case SC_PYREXIA:
  11833. if (sce->val4 >= 0) {
  11834. map_freeblock_lock();
  11835. dounlock = true;
  11836. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
  11837. }
  11838. break;
  11839. case SC_LEECHESEND:
  11840. if (sce->val4 >= 0) {
  11841. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  11842. map_freeblock_lock();
  11843. dounlock = true;
  11844. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
  11845. unit_skillcastcancel(bl, 2);
  11846. }
  11847. break;
  11848. case SC_TENSIONRELAX:
  11849. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  11850. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  11851. return 0;
  11852. }
  11853. break;
  11854. case SC_KNOWLEDGE:
  11855. if (!sd) break;
  11856. if(bl->m == sd->feel_map[0].m ||
  11857. bl->m == sd->feel_map[1].m ||
  11858. bl->m == sd->feel_map[2].m)
  11859. { // Timeout will be handled by pc_setpos
  11860. sce->timer = INVALID_TIMER;
  11861. return 0;
  11862. }
  11863. break;
  11864. case SC_S_LIFEPOTION:
  11865. case SC_L_LIFEPOTION:
  11866. if( sd && --(sce->val4) >= 0 ) {
  11867. // val1 < 0 = per max% | val1 > 0 = exact amount
  11868. int hp = 0;
  11869. if( status->hp < status->max_hp )
  11870. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  11871. status_heal(bl, hp, 0, 2);
  11872. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  11873. return 0;
  11874. }
  11875. break;
  11876. case SC_BOSSMAPINFO:
  11877. if( sd && --(sce->val4) >= 0 ) {
  11878. struct mob_data *boss_md = map_id2boss(sce->val1);
  11879. if (boss_md) {
  11880. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  11881. return 0;
  11882. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  11883. sce->val2 = 0;
  11884. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  11885. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  11886. sce->val2 = 1;
  11887. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  11888. }
  11889. }
  11890. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11891. return 0;
  11892. }
  11893. break;
  11894. case SC_DANCING: // SP consumption by time of dancing skills
  11895. {
  11896. int s = 0;
  11897. int sp = 1;
  11898. if (--sce->val3 <= 0)
  11899. break;
  11900. switch(sce->val1&0xFFFF) {
  11901. case BD_RICHMANKIM:
  11902. case BD_DRUMBATTLEFIELD:
  11903. case BD_RINGNIBELUNGEN:
  11904. case BD_SIEGFRIED:
  11905. case BA_DISSONANCE:
  11906. case BA_ASSASSINCROSS:
  11907. case DC_UGLYDANCE:
  11908. s=3;
  11909. break;
  11910. case BD_LULLABY:
  11911. case BD_ETERNALCHAOS:
  11912. case BD_ROKISWEIL:
  11913. case DC_FORTUNEKISS:
  11914. s=4;
  11915. break;
  11916. case CG_HERMODE:
  11917. case BD_INTOABYSS:
  11918. case BA_WHISTLE:
  11919. case DC_HUMMING:
  11920. case BA_POEMBRAGI:
  11921. case DC_SERVICEFORYOU:
  11922. s=5;
  11923. break;
  11924. case BA_APPLEIDUN:
  11925. #ifdef RENEWAL
  11926. s=5;
  11927. #else
  11928. s=6;
  11929. #endif
  11930. break;
  11931. case CG_MOONLIT:
  11932. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  11933. sp= 4*(sce->val1>>16);
  11934. // Upkeep is also every 10 secs.
  11935. case DC_DONTFORGETME:
  11936. s=10;
  11937. break;
  11938. }
  11939. if( s != 0 && sce->val3 % s == 0 ) {
  11940. if (sc->data[SC_LONGING])
  11941. sp*= 3;
  11942. if (!status_charge(bl, 0, sp))
  11943. break;
  11944. }
  11945. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  11946. return 0;
  11947. }
  11948. break;
  11949. case SC_BERSERK:
  11950. // 5% every 10 seconds [DracoRPG]
  11951. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  11952. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  11953. return 0;
  11954. }
  11955. break;
  11956. case SC_NOCHAT:
  11957. if(sd) {
  11958. sd->status.manner++;
  11959. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11960. clif_updatestatus(sd,SP_MANNER);
  11961. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  11962. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  11963. return 0;
  11964. }
  11965. }
  11966. break;
  11967. case SC_SPLASHER:
  11968. // Custom Venom Splasher countdown timer
  11969. // if (sce->val4 % 1000 == 0) {
  11970. // char timer[10];
  11971. // snprintf (timer, 10, "%d", sce->val4/1000);
  11972. // clif_message(bl, timer);
  11973. // }
  11974. if((sce->val4 -= 500) > 0) {
  11975. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  11976. return 0;
  11977. }
  11978. break;
  11979. case SC_MARIONETTE:
  11980. case SC_MARIONETTE2:
  11981. {
  11982. struct block_list *pbl = map_id2bl(sce->val1);
  11983. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  11984. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  11985. return 0;
  11986. }
  11987. }
  11988. break;
  11989. case SC_GOSPEL:
  11990. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  11991. int hp, sp;
  11992. hp = (sce->val1 > 5) ? 45 : 30;
  11993. sp = (sce->val1 > 5) ? 35 : 20;
  11994. if(!status_charge(bl, hp, sp))
  11995. break;
  11996. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  11997. return 0;
  11998. }
  11999. break;
  12000. case SC_JAILED:
  12001. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12002. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  12003. return 0;
  12004. }
  12005. break;
  12006. case SC_BLIND:
  12007. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  12008. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  12009. return 0;
  12010. }
  12011. break;
  12012. case SC_ABUNDANCE:
  12013. if(--(sce->val4) > 0) {
  12014. status_heal(bl,0,60,0);
  12015. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  12016. }
  12017. break;
  12018. case SC_OBLIVIONCURSE:
  12019. if( --(sce->val4) >= 0 ) {
  12020. clif_emotion(bl,E_WHAT);
  12021. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  12022. return 0;
  12023. }
  12024. break;
  12025. case SC_WEAPONBLOCKING:
  12026. if( --(sce->val4) >= 0 ) {
  12027. if( !status_charge(bl,0,3) )
  12028. break;
  12029. sc_timer_next(5000+tick,status_change_timer,bl->id,data);
  12030. return 0;
  12031. }
  12032. break;
  12033. case SC_CLOAKINGEXCEED:
  12034. if(!status_charge(bl,0,10-sce->val1))
  12035. break;
  12036. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12037. return 0;
  12038. case SC_RENOVATIO:
  12039. if( --(sce->val4) >= 0 ) {
  12040. int heal = status->max_hp * 3 / 100;
  12041. if( sc && sc->data[SC_AKAITSUKI] && heal )
  12042. heal = ~heal + 1;
  12043. status_heal(bl, heal, 0, 3);
  12044. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  12045. return 0;
  12046. }
  12047. break;
  12048. case SC_SPHERE_1:
  12049. case SC_SPHERE_2:
  12050. case SC_SPHERE_3:
  12051. case SC_SPHERE_4:
  12052. case SC_SPHERE_5:
  12053. if( --(sce->val4) >= 0 ) {
  12054. if( !status_charge(bl, 0, 1) )
  12055. break;
  12056. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12057. return 0;
  12058. }
  12059. break;
  12060. case SC_FREEZE_SP:
  12061. if( !status_charge(bl, 0, sce->val2) ) {
  12062. int i;
  12063. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12064. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12065. break;
  12066. }
  12067. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12068. return 0;
  12069. case SC_ELECTRICSHOCKER:
  12070. if( --(sce->val4) >= 0 ) {
  12071. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12072. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12073. return 0;
  12074. }
  12075. break;
  12076. case SC_CAMOUFLAGE:
  12077. if (!status_charge(bl, 0, 7 - sce->val1))
  12078. break;
  12079. if (--sce->val4 >= 0)
  12080. sce->val3++;
  12081. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12082. return 0;
  12083. case SC__REPRODUCE:
  12084. if(!status_charge(bl, 0, 1))
  12085. break;
  12086. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  12087. return 0;
  12088. case SC__SHADOWFORM:
  12089. if( --(sce->val4) >= 0 ) {
  12090. if( !status_charge(bl, 0, 11 - sce->val1) )
  12091. break;
  12092. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12093. return 0;
  12094. }
  12095. break;
  12096. case SC__INVISIBILITY:
  12097. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12098. break;
  12099. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12100. return 0;
  12101. case SC_STRIKING:
  12102. if( --(sce->val4) >= 0 ) {
  12103. if( !status_charge(bl,0, sce->val3 ) )
  12104. break;
  12105. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12106. return 0;
  12107. }
  12108. break;
  12109. case SC_CLOUD_KILL: {
  12110. struct block_list *src = map_id2bl(sce->val2), *unit_bl = map_id2bl(sce->val3);
  12111. if (src && unit_bl){
  12112. map_freeblock_lock();
  12113. dounlock = true;
  12114. skill_attack(skill_get_type(status_sc2skill(type)), src, unit_bl, bl, SO_CLOUD_KILL, sce->val1, tick, 0);
  12115. if (!status_isdead(bl)) {
  12116. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  12117. }
  12118. }
  12119. }
  12120. break;
  12121. case SC_WARMER: {
  12122. int hp = 0;
  12123. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12124. if (ssc && ssc->data[SC_HEATER_OPTION])
  12125. hp = status->max_hp * 3 * sce->val1 / 100;
  12126. else
  12127. hp = status->max_hp * sce->val1 / 100;
  12128. if (sc && sc->data[SC_AKAITSUKI] && hp)
  12129. hp = ~hp + 1;
  12130. if (status->hp != status->max_hp)
  12131. status_heal(bl, hp, 0, 0);
  12132. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  12133. return 0;
  12134. }
  12135. case SC_BLOODSUCKER:
  12136. if( --(sce->val4) >= 0 ) {
  12137. struct block_list *src = map_id2bl(sce->val2);
  12138. int damage;
  12139. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  12140. break;
  12141. map_freeblock_lock();
  12142. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  12143. damage = 1;
  12144. else
  12145. damage = 200 + 100 * sce->val1 + status_get_int(src);
  12146. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
  12147. unit_skillcastcancel(bl,1);
  12148. if ( sc->data[type] ) {
  12149. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12150. }
  12151. map_freeblock_unlock();
  12152. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  12153. return 0;
  12154. }
  12155. break;
  12156. case SC_VOICEOFSIREN:
  12157. if( --(sce->val4) >= 0 ) {
  12158. clif_emotion(bl,E_LV);
  12159. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12160. return 0;
  12161. }
  12162. break;
  12163. case SC_DEEPSLEEP:
  12164. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12165. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12166. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12167. return 0;
  12168. }
  12169. break;
  12170. case SC_SIRCLEOFNATURE:
  12171. if( --(sce->val4) >= 0 ) {
  12172. if( !status_charge(bl,0,sce->val3) )
  12173. break;
  12174. status_heal(bl, sce->val2, 0, 1);
  12175. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12176. return 0;
  12177. }
  12178. break;
  12179. case SC_SONGOFMANA:
  12180. if( --(sce->val4) >= 0 ) {
  12181. status_heal(bl,0,sce->val3,3);
  12182. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  12183. return 0;
  12184. }
  12185. break;
  12186. case SC_SATURDAYNIGHTFEVER:
  12187. // 1% HP/SP drain every val4 seconds [Jobbie]
  12188. if( --(sce->val3) >= 0 ) {
  12189. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12190. break;
  12191. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  12192. return 0;
  12193. }
  12194. break;
  12195. case SC_MELODYOFSINK:
  12196. if( --(sce->val4) >= 0 ) {
  12197. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  12198. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  12199. return 0;
  12200. }
  12201. break;
  12202. case SC_CRYSTALIZE:
  12203. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12204. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12205. break;
  12206. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12207. return 0;
  12208. }
  12209. break;
  12210. case SC_FORCEOFVANGUARD:
  12211. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12212. break;
  12213. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12214. return 0;
  12215. case SC_BANDING:
  12216. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12217. if( sd ) pc_banding(sd, sce->val1);
  12218. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  12219. return 0;
  12220. }
  12221. break;
  12222. case SC_REFLECTDAMAGE:
  12223. if( --(sce->val4) > 0 ) {
  12224. if( !status_charge(bl,0,10) )
  12225. break;
  12226. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12227. return 0;
  12228. }
  12229. break;
  12230. case SC_OVERHEAT_LIMITPOINT:
  12231. if( --(sce->val1) > 0 ) { // Cooling
  12232. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  12233. }
  12234. break;
  12235. case SC_OVERHEAT:
  12236. {
  12237. int damage = status->max_hp / 100; // Suggestion 1% each second
  12238. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12239. map_freeblock_lock();
  12240. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,DMG_NORMAL,0,false));
  12241. if( sc->data[type] ) {
  12242. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12243. }
  12244. map_freeblock_unlock();
  12245. }
  12246. break;
  12247. case SC_MAGNETICFIELD:
  12248. if (--(sce->val3) >= 0) {
  12249. struct block_list *src = map_id2bl(sce->val2);
  12250. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12251. break;
  12252. if (!status_charge(bl, 0, 50))
  12253. status_zap(bl, 0, status->sp);
  12254. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12255. return 0;
  12256. }
  12257. break;
  12258. case SC_INSPIRATION:
  12259. if(--(sce->val4) >= 0) {
  12260. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  12261. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  12262. if( !status_charge(bl,hp,sp) ) break;
  12263. sc_timer_next(5000+tick,status_change_timer,bl->id, data);
  12264. return 0;
  12265. }
  12266. break;
  12267. case SC_RAISINGDRAGON:
  12268. // 1% every 5 seconds [Jobbie]
  12269. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  12270. if( !sc->data[type] ) return 0;
  12271. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  12272. return 0;
  12273. }
  12274. break;
  12275. case SC_TROPIC:
  12276. case SC_CHILLY_AIR:
  12277. case SC_WILD_STORM:
  12278. case SC_UPHEAVAL:
  12279. case SC_HEATER:
  12280. case SC_COOLER:
  12281. case SC_BLAST:
  12282. case SC_CURSED_SOIL:
  12283. case SC_PYROTECHNIC:
  12284. case SC_AQUAPLAY:
  12285. case SC_GUST:
  12286. case SC_PETROLOGY:
  12287. case SC_CIRCLE_OF_FIRE:
  12288. case SC_FIRE_CLOAK:
  12289. case SC_WATER_DROP:
  12290. case SC_WATER_SCREEN:
  12291. case SC_WIND_CURTAIN:
  12292. case SC_WIND_STEP:
  12293. case SC_STONE_SHIELD:
  12294. case SC_SOLID_SKIN:
  12295. if( !status_charge(bl,0,sce->val2) ) {
  12296. struct block_list *s_bl = battle_get_master(bl);
  12297. if (bl->type == BL_ELEM)
  12298. elemental_change_mode(BL_CAST(BL_ELEM, bl), MAX_ELESKILLTREE);
  12299. if( s_bl )
  12300. status_change_end(s_bl,type+1,INVALID_TIMER);
  12301. status_change_end(bl,type,INVALID_TIMER);
  12302. break;
  12303. }
  12304. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  12305. return 0;
  12306. case SC_WATER_SCREEN_OPTION:
  12307. status_heal(bl,1000,0,2);
  12308. sc_timer_next(10000 + tick,status_change_timer,bl->id,data);
  12309. return 0;
  12310. case SC_TEARGAS:
  12311. if( --(sce->val4) >= 0 ) {
  12312. struct block_list *src = map_id2bl(sce->val3);
  12313. int damage = sce->val2;
  12314. map_freeblock_lock();
  12315. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12316. status_damage(src, bl, damage,0, 0, 1);
  12317. if( sc->data[type] ) {
  12318. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12319. }
  12320. map_freeblock_unlock();
  12321. return 0;
  12322. }
  12323. break;
  12324. case SC_TEARGAS_SOB:
  12325. if( --(sce->val4) >= 0 ) {
  12326. clif_emotion(bl, E_SOB);
  12327. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  12328. return 0;
  12329. }
  12330. break;
  12331. case SC_STOMACHACHE:
  12332. if( --(sce->val4) >= 0 ) {
  12333. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12334. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12335. pc_setsit(sd);
  12336. skill_sit(sd, 1);
  12337. clif_sitting(bl);
  12338. }
  12339. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12340. return 0;
  12341. }
  12342. break;
  12343. case SC_LEADERSHIP:
  12344. case SC_GLORYWOUNDS:
  12345. case SC_SOULCOLD:
  12346. case SC_HAWKEYES:
  12347. // They only end by status_change_end
  12348. sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
  12349. return 0;
  12350. case SC_MEIKYOUSISUI:
  12351. if( --(sce->val4) >= 0 ) {
  12352. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12353. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12354. return 0;
  12355. }
  12356. break;
  12357. case SC_KAGEMUSYA:
  12358. if( --(sce->val2) >= 0 ) {
  12359. if(!status_charge(bl, 0, 1)) break;
  12360. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  12361. return 0;
  12362. }
  12363. break;
  12364. case SC_ANGRIFFS_MODUS:
  12365. if(--(sce->val4) >= 0) { // Drain hp/sp
  12366. if( !status_charge(bl,100,20) ) break;
  12367. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  12368. return 0;
  12369. }
  12370. break;
  12371. case SC_CBC:
  12372. if(--(sce->val4) >= 0) { // Drain hp/sp
  12373. int hp=0;
  12374. int sp = (status->max_sp * sce->val3) / 100;
  12375. if(bl->type == BL_MOB) hp = sp*10;
  12376. if( !status_charge(bl,hp,sp) )break;
  12377. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  12378. return 0;
  12379. }
  12380. break;
  12381. case SC_FULL_THROTTLE:
  12382. if( --(sce->val4) >= 0 ) {
  12383. status_percent_damage(bl, bl, 0, sce->val2, false);
  12384. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12385. return 0;
  12386. }
  12387. break;
  12388. case SC_REBOUND:
  12389. if( --(sce->val4) >= 0 ) {
  12390. clif_emotion(bl, E_SWT);
  12391. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  12392. return 0;
  12393. }
  12394. break;
  12395. case SC_KINGS_GRACE:
  12396. if( --(sce->val4) >= 0 ) {
  12397. status_percent_heal(bl, sce->val2, 0);
  12398. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12399. return 0;
  12400. }
  12401. break;
  12402. case SC_FRIGG_SONG:
  12403. if( --(sce->val4) >= 0 ) {
  12404. status_heal(bl, sce->val3, 0, 0);
  12405. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12406. return 0;
  12407. }
  12408. break;
  12409. case SC_C_MARKER:
  12410. if( --(sce->val4) >= 0 ) {
  12411. TBL_PC *caster = map_id2sd(sce->val2);
  12412. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  12413. break;
  12414. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12415. clif_crimson_marker(caster, bl, false);
  12416. return 0;
  12417. }
  12418. break;
  12419. case SC_STEALTHFIELD_MASTER:
  12420. if (--(sce->val4) >= 0) {
  12421. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  12422. break;
  12423. sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data);
  12424. return 0;
  12425. }
  12426. break;
  12427. case SC_VACUUM_EXTREME:
  12428. if (sce->val4) {
  12429. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  12430. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  12431. clif_fixpos(bl);
  12432. }
  12433. sc_timer_next(tick+sce->val4, status_change_timer, bl->id, data);
  12434. sce->val4 = 0;
  12435. }
  12436. break;
  12437. case SC_BITESCAR:
  12438. if (--(sce->val4) >= 0) {
  12439. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  12440. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  12441. return 0;
  12442. }
  12443. break;
  12444. case SC_FRESHSHRIMP:
  12445. if (--(sce->val4) >= 0) {
  12446. status_heal(bl, sce->val2, 0, 3);
  12447. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick, status_change_timer, bl->id, data);
  12448. return 0;
  12449. }
  12450. break;
  12451. case SC_DORAM_BUF_01:
  12452. if( sd && --(sce->val4) >= 0 ) {
  12453. if( status->hp < status->max_hp )
  12454. status_heal(bl, 10, 0, 2);
  12455. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12456. return 0;
  12457. }
  12458. break;
  12459. case SC_DORAM_BUF_02:
  12460. if( sd && --(sce->val4) >= 0 ) {
  12461. if( status->sp < status->max_sp )
  12462. status_heal(bl, 0, 5, 2);
  12463. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  12464. return 0;
  12465. }
  12466. break;
  12467. }
  12468. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  12469. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  12470. sc_timer_next(min(sce->val4,interval)+tick, status_change_timer, bl->id, data);
  12471. sce->val4 -= interval;
  12472. if (dounlock)
  12473. map_freeblock_unlock();
  12474. return 0;
  12475. }
  12476. if (dounlock)
  12477. map_freeblock_unlock();
  12478. // Default for all non-handled control paths is to end the status
  12479. return status_change_end( bl,type,tid );
  12480. #undef sc_timer_next
  12481. }
  12482. /**
  12483. * For each iteration of repetitive status
  12484. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  12485. * @param ap: va_list arguments (src, sce, type, tick)
  12486. */
  12487. int status_change_timer_sub(struct block_list* bl, va_list ap)
  12488. {
  12489. struct status_change* tsc;
  12490. struct block_list* src = va_arg(ap,struct block_list*);
  12491. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  12492. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  12493. unsigned int tick = va_arg(ap,unsigned int);
  12494. if (status_isdead(bl))
  12495. return 0;
  12496. tsc = status_get_sc(bl);
  12497. switch( type ) {
  12498. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  12499. case SC_CONCENTRATE:
  12500. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12501. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12502. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12503. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12504. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12505. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12506. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12507. break;
  12508. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  12509. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  12510. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  12511. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12512. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12513. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12514. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12515. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  12516. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  12517. }
  12518. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12519. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  12520. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12521. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  12522. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  12523. }
  12524. break;
  12525. case SC_SIGHTBLASTER:
  12526. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  12527. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  12528. {
  12529. if (sce) {
  12530. struct skill_unit *su = NULL;
  12531. if(bl->type == BL_SKILL)
  12532. su = (struct skill_unit *)bl;
  12533. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  12534. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  12535. sce->val2 = 0; // This signals it to end.
  12536. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  12537. //Remove trap immunity temporarily so it triggers if you still stand on it
  12538. sce->val4++;
  12539. }
  12540. }
  12541. }
  12542. break;
  12543. case SC_TINDER_BREAKER:
  12544. case SC_CLOSECONFINE:{
  12545. int type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  12546. // Lock char has released the hold on everyone...
  12547. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  12548. tsc->data[type2]->val2 = 0;
  12549. status_change_end(bl, type2, INVALID_TIMER);
  12550. }
  12551. break;
  12552. }
  12553. case SC_CURSEDCIRCLE_TARGET:
  12554. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  12555. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  12556. status_change_end(bl, type, INVALID_TIMER);
  12557. }
  12558. break;
  12559. }
  12560. return 0;
  12561. }
  12562. /**
  12563. * Clears buffs/debuffs on an object
  12564. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  12565. * @param type: Type to remove
  12566. * SCCB_BUFFS: Clear Buffs
  12567. * SCCB_DEBUFFS: Clear Debuffs
  12568. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  12569. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  12570. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  12571. */
  12572. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  12573. {
  12574. int i;
  12575. struct status_change *sc= status_get_sc(bl);
  12576. if (!sc || !sc->count)
  12577. return;
  12578. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  12579. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  12580. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12581. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  12582. if(!sc->data[i])
  12583. continue;
  12584. switch (i) {
  12585. // Stuff that cannot be removed
  12586. case SC_WEIGHT50:
  12587. case SC_WEIGHT90:
  12588. case SC_COMBO:
  12589. case SC_SMA:
  12590. case SC_DANCING:
  12591. case SC_LEADERSHIP:
  12592. case SC_GLORYWOUNDS:
  12593. case SC_SOULCOLD:
  12594. case SC_HAWKEYES:
  12595. case SC_SAFETYWALL:
  12596. case SC_PNEUMA:
  12597. case SC_NOCHAT:
  12598. case SC_JAILED:
  12599. case SC_ANKLE:
  12600. case SC_BLADESTOP:
  12601. case SC_STRFOOD:
  12602. case SC_AGIFOOD:
  12603. case SC_VITFOOD:
  12604. case SC_INTFOOD:
  12605. case SC_DEXFOOD:
  12606. case SC_LUKFOOD:
  12607. case SC_FLEEFOOD:
  12608. case SC_HITFOOD:
  12609. case SC_CRIFOOD:
  12610. case SC_BATKFOOD:
  12611. case SC_WATKFOOD:
  12612. case SC_MATKFOOD:
  12613. case SC_FOOD_STR_CASH:
  12614. case SC_FOOD_AGI_CASH:
  12615. case SC_FOOD_VIT_CASH:
  12616. case SC_FOOD_DEX_CASH:
  12617. case SC_FOOD_INT_CASH:
  12618. case SC_FOOD_LUK_CASH:
  12619. case SC_EXPBOOST:
  12620. case SC_JEXPBOOST:
  12621. case SC_ITEMBOOST:
  12622. case SC_ELECTRICSHOCKER:
  12623. case SC__MANHOLE:
  12624. case SC_GIANTGROWTH:
  12625. case SC_MILLENNIUMSHIELD:
  12626. case SC_REFRESH:
  12627. case SC_STONEHARDSKIN:
  12628. case SC_VITALITYACTIVATION:
  12629. case SC_FIGHTINGSPIRIT:
  12630. case SC_ABUNDANCE:
  12631. case SC_CRUSHSTRIKE:
  12632. case SC_SAVAGE_STEAK:
  12633. case SC_COCKTAIL_WARG_BLOOD:
  12634. case SC_MINOR_BBQ:
  12635. case SC_SIROMA_ICE_TEA:
  12636. case SC_DROCERA_HERB_STEAMED:
  12637. case SC_PUTTI_TAILS_NOODLES:
  12638. case SC_CURSEDCIRCLE_ATKER:
  12639. case SC_CURSEDCIRCLE_TARGET:
  12640. case SC_PUSH_CART:
  12641. case SC_ALL_RIDING:
  12642. case SC_STYLE_CHANGE:
  12643. case SC_MONSTER_TRANSFORM:
  12644. case SC_ACTIVE_MONSTER_TRANSFORM:
  12645. case SC_MTF_ASPD:
  12646. case SC_MTF_RANGEATK:
  12647. case SC_MTF_MATK:
  12648. case SC_MTF_MLEATKED:
  12649. case SC_MTF_CRIDAMAGE:
  12650. case SC_QUEST_BUFF1:
  12651. case SC_QUEST_BUFF2:
  12652. case SC_QUEST_BUFF3:
  12653. case SC_MTF_ASPD2:
  12654. case SC_MTF_RANGEATK2:
  12655. case SC_MTF_MATK2:
  12656. case SC_2011RWC_SCROLL:
  12657. case SC_JP_EVENT04:
  12658. case SC_MTF_MHP:
  12659. case SC_MTF_MSP:
  12660. case SC_MTF_PUMPKIN:
  12661. case SC_MTF_HITFLEE:
  12662. case SC_ATTHASTE_CASH:
  12663. case SC_REUSE_REFRESH:
  12664. case SC_REUSE_LIMIT_A:
  12665. case SC_REUSE_LIMIT_B:
  12666. case SC_REUSE_LIMIT_C:
  12667. case SC_REUSE_LIMIT_D:
  12668. case SC_REUSE_LIMIT_E:
  12669. case SC_REUSE_LIMIT_F:
  12670. case SC_REUSE_LIMIT_G:
  12671. case SC_REUSE_LIMIT_H:
  12672. case SC_REUSE_LIMIT_MTF:
  12673. case SC_REUSE_LIMIT_ECL:
  12674. case SC_REUSE_LIMIT_RECALL:
  12675. case SC_REUSE_LIMIT_ASPD_POTION:
  12676. case SC_REUSE_MILLENNIUMSHIELD:
  12677. case SC_REUSE_CRUSHSTRIKE:
  12678. case SC_REUSE_STORMBLAST:
  12679. case SC_ALL_RIDING_REUSE_LIMIT:
  12680. case SC_SPRITEMABLE:
  12681. case SC_BITESCAR:
  12682. case SC_GEFFEN_MAGIC1:
  12683. case SC_GEFFEN_MAGIC2:
  12684. case SC_GEFFEN_MAGIC3:
  12685. // Costumes
  12686. case SC_MOONSTAR:
  12687. case SC_SUPER_STAR:
  12688. case SC_STRANGELIGHTS:
  12689. case SC_DECORATION_OF_MUSIC:
  12690. case SC_LJOSALFAR:
  12691. case SC_MERMAID_LONGING:
  12692. case SC_HAT_EFFECT:
  12693. case SC_FLOWERSMOKE:
  12694. case SC_FSTONE:
  12695. case SC_HAPPINESS_STAR:
  12696. case SC_MAPLE_FALLS:
  12697. case SC_TIME_ACCESSORY:
  12698. case SC_MAGICAL_FEATHER:
  12699. continue;
  12700. // Chemical Protection is only removed by some skills
  12701. case SC_CP_WEAPON:
  12702. case SC_CP_SHIELD:
  12703. case SC_CP_ARMOR:
  12704. case SC_CP_HELM:
  12705. if(!(type&SCCB_CHEM_PROTECT))
  12706. continue;
  12707. break;
  12708. // Debuffs that can be removed.
  12709. case SC_DEEPSLEEP:
  12710. case SC_BURNING:
  12711. case SC_FREEZING:
  12712. case SC_CRYSTALIZE:
  12713. case SC_TOXIN:
  12714. case SC_PARALYSE:
  12715. case SC_VENOMBLEED:
  12716. case SC_MAGICMUSHROOM:
  12717. case SC_DEATHHURT:
  12718. case SC_PYREXIA:
  12719. case SC_OBLIVIONCURSE:
  12720. case SC_LEECHESEND:
  12721. case SC_MARSHOFABYSS:
  12722. case SC_MANDRAGORA:
  12723. if(!(type&SCCB_REFRESH))
  12724. continue;
  12725. break;
  12726. case SC_HALLUCINATION:
  12727. case SC_QUAGMIRE:
  12728. case SC_SIGNUMCRUCIS:
  12729. case SC_DECREASEAGI:
  12730. case SC_SLOWDOWN:
  12731. case SC_MINDBREAKER:
  12732. case SC_WINKCHARM:
  12733. case SC_STOP:
  12734. case SC_ORCISH:
  12735. case SC_STRIPWEAPON:
  12736. case SC_STRIPSHIELD:
  12737. case SC_STRIPARMOR:
  12738. case SC_STRIPHELM:
  12739. case SC_BITE:
  12740. case SC_ADORAMUS:
  12741. case SC_VACUUM_EXTREME:
  12742. case SC_FEAR:
  12743. case SC_MAGNETICFIELD:
  12744. case SC_NETHERWORLD:
  12745. if (!(type&SCCB_DEBUFFS))
  12746. continue;
  12747. break;
  12748. // The rest are buffs that can be removed.
  12749. case SC_BERSERK:
  12750. case SC_SATURDAYNIGHTFEVER:
  12751. if (!(type&SCCB_BUFFS))
  12752. continue;
  12753. sc->data[i]->val2 = 0;
  12754. break;
  12755. default:
  12756. if (!(type&SCCB_BUFFS))
  12757. continue;
  12758. break;
  12759. }
  12760. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12761. }
  12762. //Removes bonus_script
  12763. if (bl->type == BL_PC) {
  12764. i = 0;
  12765. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  12766. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  12767. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  12768. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  12769. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  12770. }
  12771. // Cleaning all extras vars
  12772. sc->comet_x = 0;
  12773. sc->comet_y = 0;
  12774. #ifndef RENEWAL
  12775. sc->sg_counter = 0;
  12776. #endif
  12777. sc->bs_counter = 0;
  12778. return;
  12779. }
  12780. /**
  12781. * Infect a user with status effects (SC_DEADLYINFECT)
  12782. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  12783. * @param bl: Object to change
  12784. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  12785. * @return 1: Success 0: Fail
  12786. */
  12787. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  12788. {
  12789. int i, flag = 0;
  12790. struct status_change *sc = status_get_sc(src);
  12791. const struct TimerData *timer = NULL;
  12792. unsigned int tick;
  12793. struct status_change_data data;
  12794. if( !sc || !sc->count )
  12795. return 0;
  12796. tick = gettick();
  12797. // Status Immunity resistance
  12798. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  12799. return 0;
  12800. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  12801. if( !sc->data[i] || i == SC_COMMON_MAX )
  12802. continue;
  12803. if (sc->data[i]->timer != INVALID_TIMER) {
  12804. timer = get_timer(sc->data[i]->timer);
  12805. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  12806. continue;
  12807. }
  12808. switch( i ) {
  12809. // Debuffs that can be spread.
  12810. // NOTE: We'll add/delete SCs when we are able to confirm it.
  12811. case SC_DEATHHURT:
  12812. case SC_PARALYSE:
  12813. if (type)
  12814. continue;
  12815. case SC_CURSE:
  12816. case SC_SILENCE:
  12817. case SC_CONFUSION:
  12818. case SC_BLIND:
  12819. case SC_HALLUCINATION:
  12820. case SC_SIGNUMCRUCIS:
  12821. case SC_DECREASEAGI:
  12822. //case SC_SLOWDOWN:
  12823. //case SC_MINDBREAKER:
  12824. //case SC_WINKCHARM:
  12825. //case SC_STOP:
  12826. case SC_ORCISH:
  12827. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  12828. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  12829. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  12830. //case SC_STRIPHELM:
  12831. //case SC__STRIPACCESSORY:
  12832. //case SC_BITE:
  12833. case SC_FEAR:
  12834. case SC_FREEZING:
  12835. case SC_VENOMBLEED:
  12836. if (sc->data[i]->timer != INVALID_TIMER)
  12837. data.tick = DIFF_TICK(timer->tick, tick);
  12838. else
  12839. data.tick = INVALID_TIMER;
  12840. break;
  12841. // Special cases
  12842. case SC_TOXIN:
  12843. case SC_MAGICMUSHROOM:
  12844. case SC_PYREXIA:
  12845. case SC_LEECHESEND:
  12846. if (type)
  12847. continue;
  12848. case SC_POISON:
  12849. case SC_DPOISON:
  12850. case SC_BLEEDING:
  12851. case SC_BURNING:
  12852. if (sc->data[i]->timer != INVALID_TIMER)
  12853. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  12854. else
  12855. data.tick = INVALID_TIMER;
  12856. break;
  12857. default:
  12858. continue;
  12859. }
  12860. if( i ) {
  12861. data.val1 = sc->data[i]->val1;
  12862. data.val2 = sc->data[i]->val2;
  12863. data.val3 = sc->data[i]->val3;
  12864. data.val4 = sc->data[i]->val4;
  12865. 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);
  12866. flag = 1;
  12867. }
  12868. }
  12869. return flag;
  12870. }
  12871. /**
  12872. * Applying natural heal bonuses (sit, skill, homun, etc...)
  12873. * TODO: the va_list doesn't seem to be used, safe to remove?
  12874. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  12875. * @param args: va_list arguments
  12876. * @return which regeneration bonuses have been applied (flag)
  12877. */
  12878. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  12879. static int status_natural_heal(struct block_list* bl, va_list args)
  12880. {
  12881. struct regen_data *regen;
  12882. struct status_data *status;
  12883. struct status_change *sc;
  12884. struct unit_data *ud;
  12885. struct view_data *vd = NULL;
  12886. struct regen_data_sub *sregen;
  12887. struct map_session_data *sd;
  12888. int rate, multi = 1, flag;
  12889. regen = status_get_regen_data(bl);
  12890. if (!regen)
  12891. return 0;
  12892. status = status_get_status_data(bl);
  12893. sc = status_get_sc(bl);
  12894. if (sc && !sc->count)
  12895. sc = NULL;
  12896. sd = BL_CAST(BL_PC,bl);
  12897. flag = regen->flag;
  12898. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  12899. flag &= ~(RGN_HP|RGN_SHP);
  12900. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  12901. flag &= ~(RGN_SP|RGN_SSP);
  12902. if (flag && (
  12903. status_isdead(bl) ||
  12904. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  12905. ))
  12906. flag = RGN_NONE;
  12907. if (sd) {
  12908. if (sd->hp_loss.value || sd->sp_loss.value)
  12909. pc_bleeding(sd, natural_heal_diff_tick);
  12910. if (sd->hp_regen.value || sd->sp_regen.value)
  12911. pc_regen(sd, natural_heal_diff_tick);
  12912. }
  12913. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  12914. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  12915. { // Apply sitting regen bonus.
  12916. sregen = regen->ssregen;
  12917. if(flag&(RGN_SHP)) { // Sitting HP regen
  12918. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  12919. if (regen->state.overweight)
  12920. rate >>= 1; // Half as fast when overweight.
  12921. sregen->tick.hp += rate;
  12922. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12923. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  12924. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  12925. flag &= ~(RGN_HP|RGN_SHP);
  12926. break;
  12927. }
  12928. }
  12929. }
  12930. if(flag&(RGN_SSP)) { // Sitting SP regen
  12931. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  12932. if (regen->state.overweight)
  12933. rate >>= 1; // Half as fast when overweight.
  12934. sregen->tick.sp += rate;
  12935. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  12936. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  12937. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  12938. flag &= ~(RGN_SP|RGN_SSP);
  12939. break;
  12940. }
  12941. }
  12942. }
  12943. }
  12944. if (flag && regen->state.overweight)
  12945. flag = RGN_NONE;
  12946. ud = unit_bl2ud(bl);
  12947. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  12948. flag &= ~(RGN_SHP|RGN_SSP);
  12949. if(!regen->state.walk)
  12950. flag &= ~RGN_HP;
  12951. }
  12952. if (!flag)
  12953. return 0;
  12954. if (flag&(RGN_HP|RGN_SP)) {
  12955. if(!vd)
  12956. vd = status_get_viewdata(bl);
  12957. if(vd && vd->dead_sit == 2)
  12958. multi += 1; //This causes the interval to be halved
  12959. if(regen->state.gc)
  12960. multi += 1; //This causes the interval to be halved
  12961. }
  12962. // Natural Hp regen
  12963. if (flag&RGN_HP) {
  12964. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  12965. if (ud && ud->walktimer != INVALID_TIMER)
  12966. rate /= 2;
  12967. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  12968. if(bl->type == BL_HOM)
  12969. rate *= 2;
  12970. regen->tick.hp += rate;
  12971. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  12972. int val = 0;
  12973. do {
  12974. val += regen->hp;
  12975. regen->tick.hp -= battle_config.natural_healhp_interval;
  12976. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  12977. if (status_heal(bl, val, 0, 1) < val)
  12978. flag &= ~RGN_SHP; // Full.
  12979. }
  12980. }
  12981. // Natural SP regen
  12982. if(flag&RGN_SP) {
  12983. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  12984. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  12985. if(bl->type==BL_HOM)
  12986. rate *= 2;
  12987. #ifdef RENEWAL
  12988. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  12989. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  12990. rate /= 2; // Tick is doubled in Fury state
  12991. #endif
  12992. regen->tick.sp += rate;
  12993. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  12994. int val = 0;
  12995. do {
  12996. val += regen->sp;
  12997. regen->tick.sp -= battle_config.natural_healsp_interval;
  12998. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  12999. if (status_heal(bl, 0, val, 1) < val)
  13000. flag &= ~RGN_SSP; // full.
  13001. }
  13002. }
  13003. if (!regen->sregen)
  13004. return flag;
  13005. // Skill regen
  13006. sregen = regen->sregen;
  13007. if(flag&RGN_SHP) { // Skill HP regen
  13008. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13009. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13010. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13011. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13012. break; // Full
  13013. }
  13014. }
  13015. if(flag&RGN_SSP) { // Skill SP regen
  13016. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13017. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13018. int val = sregen->sp;
  13019. if (sd && sd->state.doridori) {
  13020. val *= 2;
  13021. sd->state.doridori = 0;
  13022. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13023. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  13024. 100,rate,skill_get_time(TK_SPTIME, rate));
  13025. if (
  13026. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13027. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13028. ) { // Angel of the Sun/Moon/Star
  13029. clif_feel_hate_reset(sd);
  13030. pc_resethate(sd);
  13031. pc_resetfeel(sd);
  13032. }
  13033. }
  13034. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13035. if(status_heal(bl, 0, val, 3) < val)
  13036. break; // Full
  13037. }
  13038. }
  13039. return flag;
  13040. }
  13041. /**
  13042. * Natural heal main timer
  13043. * @param tid: Timer ID
  13044. * @param tick: Current tick (time)
  13045. * @param id: Object ID to heal
  13046. * @param data: data pushed through timer function
  13047. * @return 0
  13048. */
  13049. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  13050. {
  13051. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13052. map_foreachregen(status_natural_heal);
  13053. natural_heal_prev_tick = tick;
  13054. return 0;
  13055. }
  13056. /**
  13057. * Get the chance to upgrade a piece of equipment
  13058. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  13059. * @param refine: The target's refine level
  13060. * @return The chance to refine the item, in percent (0~100)
  13061. */
  13062. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
  13063. {
  13064. if ( refine < 0 || refine >= MAX_REFINE)
  13065. return 0;
  13066. int type = enriched ? 1 : 0;
  13067. if (battle_config.event_refine_chance)
  13068. type |= 2;
  13069. return refine_info[wlv].chance[type][refine];
  13070. }
  13071. /**
  13072. * Check if status is disabled on a map
  13073. * @param type: Status Change data
  13074. * @param mapIsVS: If the map is a map_flag_vs type
  13075. * @param mapisPVP: If the map is a PvP type
  13076. * @param mapIsGVG: If the map is a map_flag_gvg type
  13077. * @param mapIsBG: If the map is a Battleground type
  13078. * @param mapZone: Map Zone type
  13079. * @param mapIsTE: If the map us WOE TE
  13080. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13081. */
  13082. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13083. {
  13084. if (type <= SC_NONE || type >= SC_MAX)
  13085. return false;
  13086. if ((!mapIsVS && SCDisabled[type]&1) ||
  13087. (mapIsPVP && SCDisabled[type]&2) ||
  13088. (mapIsGVG && SCDisabled[type]&4) ||
  13089. (mapIsBG && SCDisabled[type]&8) ||
  13090. (mapIsTE && SCDisabled[type]&16) ||
  13091. (SCDisabled[type]&(mapZone)))
  13092. {
  13093. return true;
  13094. }
  13095. return false;
  13096. }
  13097. /**
  13098. * Clear a status if it is disabled on a map
  13099. * @param bl: Block list data
  13100. * @param sc: Status Change data
  13101. */
  13102. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  13103. {
  13104. nullpo_retv(bl);
  13105. if (sc && sc->count) {
  13106. unsigned short i;
  13107. bool mapIsVS = map_flag_vs2(bl->m);
  13108. bool mapIsPVP = map[bl->m].flag.pvp;
  13109. bool mapIsGVG = map_flag_gvg2_no_te(bl->m);
  13110. bool mapIsBG = map[bl->m].flag.battleground;
  13111. bool mapIsTE = map_flag_gvg2_te(bl->m);
  13112. unsigned int mapZone = map[bl->m].zone << 3;
  13113. for (i = 0; i < SC_MAX; i++) {
  13114. if (!sc->data[i] || !SCDisabled[i])
  13115. continue;
  13116. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone, mapIsTE))
  13117. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13118. }
  13119. }
  13120. }
  13121. /**
  13122. * Read status_disabled.txt file
  13123. * @param str: Fields passed from sv_readdb
  13124. * @param columns: Columns passed from sv_readdb function call
  13125. * @param current: Current row being read into SCDisabled array
  13126. * @return True - Successfully stored, False - Invalid SC
  13127. */
  13128. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13129. {
  13130. int type = SC_NONE;
  13131. if (ISDIGIT(str[0][0]))
  13132. type = atoi(str[0]);
  13133. else {
  13134. if (!script_get_constant(str[0],&type))
  13135. type = SC_NONE;
  13136. }
  13137. if (type <= SC_NONE || type >= SC_MAX) {
  13138. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13139. return false;
  13140. }
  13141. SCDisabled[type] = (unsigned int)atol(str[1]);
  13142. return true;
  13143. }
  13144. /**
  13145. * Read sizefix database for attack calculations
  13146. * @param fields: Fields passed from sv_readdb
  13147. * @param columns: Columns passed from sv_readdb function call
  13148. * @param current: Current row being read into atkmods array
  13149. * @return True
  13150. */
  13151. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  13152. {
  13153. unsigned int i;
  13154. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  13155. atkmods[current][i] = atoi(fields[i]);
  13156. return true;
  13157. }
  13158. /**
  13159. * Reads and parses an entry from the refine_db
  13160. * @param wrapper: The YAML wrapper containing the entry
  13161. * @param refine_info_index: The sequential index of the current entry
  13162. * @param file_name: File name for displaying only
  13163. * @return True on success or false on failure
  13164. */
  13165. static bool status_yaml_readdb_refine_sub(yamlwrapper* wrapper, int refine_info_index, char* file_name) {
  13166. if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
  13167. return false;
  13168. int bonus_per_level = yaml_get_int(wrapper, "StatsPerLevel");
  13169. int random_bonus_start_level = yaml_get_int(wrapper, "RandomBonusStartLevel");
  13170. int random_bonus = yaml_get_int(wrapper, "RandomBonusValue");
  13171. yamlwrapper* costs = yaml_get_subnode(wrapper, "Costs");
  13172. yamliterator* it = yaml_get_iterator(costs);
  13173. if (yaml_iterator_is_valid(it)) {
  13174. for (yamlwrapper* type = yaml_iterator_first(it); yaml_iterator_has_next(it); type = yaml_iterator_next(it)) {
  13175. int idx = 0, price;
  13176. unsigned short material;
  13177. static char* keys[] = {"Type", "Price", "Material" };
  13178. char* result;
  13179. if ((result = yaml_verify_nodes(type, ARRAYLENGTH(keys), keys)) != NULL) {
  13180. ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", result, file_name);
  13181. yaml_destroy_wrapper(type);
  13182. continue;
  13183. }
  13184. char* refine_cost_const = yaml_get_c_string(type, "Type");
  13185. if (ISDIGIT(refine_cost_const[0]))
  13186. idx = atoi(refine_cost_const);
  13187. else
  13188. script_get_constant(refine_cost_const, &idx);
  13189. price = yaml_get_int(type, "Price");
  13190. material = yaml_get_uint16(type, "Material");
  13191. refine_info[refine_info_index].cost[idx].nameid = material;
  13192. refine_info[refine_info_index].cost[idx].zeny = price;
  13193. aFree(refine_cost_const);
  13194. yaml_destroy_wrapper(type);
  13195. }
  13196. }
  13197. yaml_destroy_wrapper(costs);
  13198. yaml_iterator_destroy(it);
  13199. yamlwrapper* rates = yaml_get_subnode(wrapper, "Rates");
  13200. it = yaml_get_iterator(rates);
  13201. if (yaml_iterator_is_valid(it)) {
  13202. for (yamlwrapper* level = yaml_iterator_first(it); yaml_iterator_has_next(it); level = yaml_iterator_next(it)) {
  13203. int refine_level = yaml_get_int(level, "Level") - 1;
  13204. if (refine_level >= MAX_REFINE) {
  13205. yaml_destroy_wrapper(level);
  13206. continue;
  13207. }
  13208. if (yaml_node_is_defined(level, "NormalChance"))
  13209. refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = yaml_get_int(level, "NormalChance");
  13210. if (yaml_node_is_defined(level, "EnrichedChance"))
  13211. refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = yaml_get_int(level, "EnrichedChance");
  13212. if (yaml_node_is_defined(level, "EventNormalChance"))
  13213. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = yaml_get_int(level, "EventNormalChance");
  13214. if (yaml_node_is_defined(level, "EventEnrichedChance"))
  13215. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = yaml_get_int(level, "EventEnrichedChance");
  13216. if (yaml_node_is_defined(level, "Bonus"))
  13217. refine_info[refine_info_index].bonus[refine_level] = yaml_get_int(level, "Bonus");
  13218. if (refine_level >= random_bonus_start_level - 1)
  13219. refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
  13220. yaml_destroy_wrapper(level);
  13221. }
  13222. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level) {
  13223. refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
  13224. }
  13225. }
  13226. yaml_destroy_wrapper(rates);
  13227. yaml_iterator_destroy(it);
  13228. return true;
  13229. }
  13230. /**
  13231. * Loads refine values from the refine_db
  13232. * @param directory: Location of refine_db file
  13233. * @param file: File name
  13234. */
  13235. static void status_yaml_readdb_refine(const char* directory, const char* file) {
  13236. int count = 0;
  13237. const char* labels[6] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
  13238. size_t str_size = strlen(directory) + strlen(file) + 2;
  13239. char* buf = (char*)aCalloc(1, str_size);
  13240. sprintf(buf, "%s/%s", directory, file);
  13241. yamlwrapper* root_node, *sub_node;
  13242. if ((root_node = yaml_load_file(buf)) == NULL) {
  13243. ShowError("Failed to read '%s'.\n", buf);
  13244. aFree(buf);
  13245. return;
  13246. }
  13247. for (int i = 0; i < ARRAYLENGTH(labels); i++) {
  13248. if (yaml_node_is_defined(root_node, labels[i])) {
  13249. sub_node = yaml_get_subnode(root_node, labels[i]);
  13250. if (status_yaml_readdb_refine_sub(sub_node, i, buf))
  13251. count++;
  13252. yaml_destroy_wrapper(sub_node);
  13253. }
  13254. }
  13255. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, buf);
  13256. yaml_destroy_wrapper(root_node);
  13257. aFree(buf);
  13258. }
  13259. /**
  13260. * Returns refine cost (zeny or item) for a weapon level.
  13261. * @param weapon_lv Weapon level
  13262. * @param type Refine type (can be retrieved from refine_cost_type enum)
  13263. * @param what true = returns zeny, false = returns item id
  13264. * @return Refine cost for a weapon level
  13265. */
  13266. int status_get_refine_cost(int weapon_lv, int type, bool what) {
  13267. return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
  13268. }
  13269. /**
  13270. * Read attribute fix database for attack calculations
  13271. * Function stores information in the attr_fix_table
  13272. * @return True
  13273. */
  13274. static bool status_readdb_attrfix(const char *basedir,bool silent)
  13275. {
  13276. FILE *fp;
  13277. char line[512], path[512];
  13278. int entries = 0;
  13279. sprintf(path, "%s/attr_fix.txt", basedir);
  13280. fp = fopen(path,"r");
  13281. if (fp == NULL) {
  13282. if (silent==0)
  13283. ShowError("Can't read %s\n", path);
  13284. return 1;
  13285. }
  13286. while (fgets(line, sizeof(line), fp)) {
  13287. int lv, i, j;
  13288. if (line[0] == '/' && line[1] == '/')
  13289. continue;
  13290. lv = atoi(line);
  13291. if (!CHK_ELEMENT_LEVEL(lv))
  13292. continue;
  13293. for (i = 0; i < ELE_ALL;) {
  13294. char *p;
  13295. if (!fgets(line, sizeof(line), fp))
  13296. break;
  13297. if (line[0]=='/' && line[1]=='/')
  13298. continue;
  13299. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  13300. while (*p == 32) //skipping space (32=' ')
  13301. p++;
  13302. //TODO seem unsafe to continue without check
  13303. attr_fix_table[lv-1][i][j] = atoi(p);
  13304. p = strchr(p,',');
  13305. if(p)
  13306. *p++=0;
  13307. }
  13308. i++;
  13309. }
  13310. entries++;
  13311. }
  13312. fclose(fp);
  13313. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", entries, path);
  13314. return true;
  13315. }
  13316. /**
  13317. * Sets defaults in tables and starts read db functions
  13318. * sv_readdb reads the file, outputting the information line-by-line to
  13319. * previous functions above, separating information by delimiter
  13320. * DBs being read:
  13321. * attr_fix.txt: Attribute adjustment table for attacks
  13322. * size_fix.txt: Size adjustment table for weapons
  13323. * refine_db.txt: Refining data table
  13324. * @return 0
  13325. */
  13326. int status_readdb(void)
  13327. {
  13328. int i, j, k;
  13329. const char* dbsubpath[] = {
  13330. "",
  13331. "/"DBIMPORT,
  13332. //add other path here
  13333. };
  13334. // Initialize databases to default
  13335. memset(SCDisabled, 0, sizeof(SCDisabled));
  13336. // size_fix.txt
  13337. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  13338. for(j=0;j<MAX_WEAPON_TYPE;j++)
  13339. atkmods[i][j]=100;
  13340. // refine_db.yml
  13341. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  13342. {
  13343. memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
  13344. for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
  13345. for(k=0;k<MAX_REFINE; k++)
  13346. {
  13347. refine_info[i].chance[j][k] = 100;
  13348. refine_info[i].bonus[k] = 0;
  13349. refine_info[i].randombonus_max[k] = 0;
  13350. }
  13351. }
  13352. // attr_fix.txt
  13353. for(i=0;i<4;i++)
  13354. for(j=0;j<ELE_ALL;j++)
  13355. for(k=0;k<ELE_ALL;k++)
  13356. attr_fix_table[i][j][k]=100;
  13357. // read databases
  13358. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  13359. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  13360. int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  13361. int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  13362. char* dbsubpath1 = (char*)aMalloc(n1+1);
  13363. char* dbsubpath2 = (char*)aMalloc(n2+1);
  13364. if(i==0) {
  13365. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13366. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  13367. }
  13368. else {
  13369. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13370. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  13371. }
  13372. status_readdb_attrfix(dbsubpath2,i); // !TODO use sv_readdb ?
  13373. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i);
  13374. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i);
  13375. status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
  13376. aFree(dbsubpath1);
  13377. aFree(dbsubpath2);
  13378. }
  13379. return 0;
  13380. }
  13381. /**
  13382. * Status db init and destroy.
  13383. */
  13384. int do_init_status(void)
  13385. {
  13386. add_timer_func_list(status_change_timer,"status_change_timer");
  13387. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  13388. initChangeTables();
  13389. initDummyData();
  13390. status_readdb();
  13391. natural_heal_prev_tick = gettick();
  13392. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
  13393. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  13394. return 0;
  13395. }
  13396. void do_final_status(void)
  13397. {
  13398. ers_destroy(sc_data_ers);
  13399. }