status.cpp 479 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "status.hpp"
  4. #include <functional>
  5. #include <math.h>
  6. #include <stdlib.h>
  7. #include <string>
  8. #include <yaml-cpp/yaml.h>
  9. #include "../common/cbasetypes.hpp"
  10. #include "../common/ers.hpp"
  11. #include "../common/malloc.hpp"
  12. #include "../common/nullpo.hpp"
  13. #include "../common/random.hpp"
  14. #include "../common/showmsg.hpp"
  15. #include "../common/strlib.hpp"
  16. #include "../common/timer.hpp"
  17. #include "../common/utils.hpp"
  18. #include "battle.hpp"
  19. #include "battleground.hpp"
  20. #include "clif.hpp"
  21. #include "elemental.hpp"
  22. #include "guild.hpp"
  23. #include "homunculus.hpp"
  24. #include "itemdb.hpp"
  25. #include "map.hpp"
  26. #include "mercenary.hpp"
  27. #include "mob.hpp"
  28. #include "npc.hpp"
  29. #include "path.hpp"
  30. #include "pc.hpp"
  31. #include "pc_groups.hpp"
  32. #include "pet.hpp"
  33. #include "script.hpp"
  34. // Regen related flags.
  35. enum e_regen {
  36. RGN_NONE = 0x00,
  37. RGN_HP = 0x01,
  38. RGN_SP = 0x02,
  39. RGN_SHP = 0x04,
  40. RGN_SSP = 0x08,
  41. };
  42. // Bonus values and upgrade chances for refining equipment
  43. static struct {
  44. int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
  45. int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
  46. int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
  47. struct refine_cost cost[REFINE_COST_MAX];
  48. } refine_info[REFINE_TYPE_MAX];
  49. static int atkmods[SZ_ALL][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
  50. static struct eri *sc_data_ers; /// For sc_data entries
  51. static struct status_data dummy_status;
  52. short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  53. unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
  54. int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
  55. bool running_npc_stat_calc_event; /// Indicate if OnPCStatCalcEvent is running.
  56. // We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
  57. short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
  58. unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
  59. sc_type SkillStatusChangeTable[MAX_SKILL];
  60. int StatusIconChangeTable[SC_MAX];
  61. unsigned int StatusChangeFlagTable[SC_MAX];
  62. int StatusSkillChangeTable[SC_MAX];
  63. int StatusRelevantBLTypes[EFST_MAX];
  64. unsigned int StatusChangeStateTable[SC_MAX];
  65. unsigned int StatusDisplayType[SC_MAX];
  66. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  67. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  68. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  69. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  70. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  71. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  72. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  73. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  74. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  75. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  76. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  77. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  78. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  79. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
  80. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  81. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
  82. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  83. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  84. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  85. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  86. #ifdef RENEWAL_ASPD
  87. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
  88. #endif
  89. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
  90. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
  91. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
  92. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  93. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  94. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
  95. #ifdef RENEWAL
  96. static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
  97. #endif
  98. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
  99. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
  100. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
  101. static int status_get_sc_interval(enum sc_type type);
  102. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
  103. #define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
  104. /**
  105. * Returns the status change associated with a skill.
  106. * @param skill The skill to look up
  107. * @return The status registered for this skill
  108. */
  109. sc_type status_skill2sc(int skill)
  110. {
  111. int idx = skill_get_index(skill);
  112. if( idx == 0 ) {
  113. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  114. return SC_NONE;
  115. }
  116. return SkillStatusChangeTable[idx];
  117. }
  118. /**
  119. * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
  120. * Utilized for various duration lookups. Use with caution!
  121. * @param sc The status to look up
  122. * @return A skill associated with the status
  123. */
  124. int status_sc2skill(sc_type sc)
  125. {
  126. if( sc < 0 || sc >= SC_MAX ) {
  127. ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
  128. return 0;
  129. }
  130. return StatusSkillChangeTable[sc];
  131. }
  132. /**
  133. * Returns the status calculation flag associated with a given status change.
  134. * @param sc The status to look up
  135. * @return The scb_flag registered for this status (see enum scb_flag)
  136. */
  137. unsigned int status_sc2scb_flag(sc_type sc)
  138. {
  139. if( sc < 0 || sc >= SC_MAX ) {
  140. ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
  141. return SCB_NONE;
  142. }
  143. return StatusChangeFlagTable[sc];
  144. }
  145. /**
  146. * Returns the bl types which require a status change packet to be sent for a given client status identifier.
  147. * @param type The client-side status identifier to look up (see enum efst_types)
  148. * @return The bl types relevant to the type (see enum bl_type)
  149. */
  150. int status_type2relevant_bl_types(int type)
  151. {
  152. if( type < EFST_BLANK || type >= EFST_MAX ) {
  153. ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
  154. return EFST_BLANK;
  155. }
  156. return StatusRelevantBLTypes[type];
  157. }
  158. #define add_sc(skill,sc) set_sc(skill,sc,EFST_BLANK,SCB_NONE)
  159. // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
  160. #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < EFST_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
  161. static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
  162. {
  163. uint16 idx = skill_get_index(skill_id);
  164. if( idx == 0 ) {
  165. ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
  166. return;
  167. }
  168. if( sc <= SC_NONE || sc >= SC_MAX ) {
  169. ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
  170. return;
  171. }
  172. if( StatusSkillChangeTable[sc] == 0 )
  173. StatusSkillChangeTable[sc] = skill_id;
  174. if( StatusIconChangeTable[sc] == EFST_BLANK )
  175. StatusIconChangeTable[sc] = icon;
  176. StatusChangeFlagTable[sc] |= flag;
  177. if( SkillStatusChangeTable[idx] == SC_NONE )
  178. SkillStatusChangeTable[idx] = sc;
  179. }
  180. static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
  181. if (sc > SC_NONE && sc < SC_MAX) {
  182. if (StatusIconChangeTable[sc] == EFST_BLANK)
  183. StatusIconChangeTable[sc] = icon;
  184. StatusChangeFlagTable[sc] |= flag;
  185. }
  186. if (icon > EFST_BLANK && icon < EFST_MAX)
  187. StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
  188. }
  189. void initChangeTables(void)
  190. {
  191. int i;
  192. for (i = 0; i < SC_MAX; i++)
  193. StatusIconChangeTable[i] = EFST_BLANK;
  194. for (i = 0; i < MAX_SKILL; i++)
  195. SkillStatusChangeTable[i] = SC_NONE;
  196. for (i = 0; i < EFST_MAX; i++)
  197. StatusRelevantBLTypes[i] = BL_PC;
  198. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  199. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  200. memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
  201. memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
  202. memset(SCDisabled, 0, sizeof(SCDisabled));
  203. /* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
  204. set_sc( NPC_PETRIFYATTACK , SC_STONE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  205. set_sc( NPC_WIDEFREEZE , SC_FREEZE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  206. add_sc( NPC_STUNATTACK , SC_STUN );
  207. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  208. set_sc( NPC_POISON , SC_POISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  209. set_sc( NPC_WIDECURSE , SC_CURSE , EFST_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  210. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  211. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  212. set_sc( NPC_BLINDATTACK , SC_BLIND , EFST_BLANK , SCB_HIT|SCB_FLEE );
  213. set_sc( NPC_BLEEDING , SC_BLEEDING , EFST_BLOODING, SCB_REGEN );
  214. set_sc( NPC_POISON , SC_DPOISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
  215. add_sc( ALL_REVERSEORCISH, SC_ORCISH );
  216. /* The main status definitions */
  217. add_sc( SM_BASH , SC_STUN );
  218. set_sc( SM_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  219. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  220. set_sc( SM_ENDURE , SC_ENDURE , EFST_ENDURE , SCB_MDEF|SCB_DSPD );
  221. add_sc( MG_SIGHT , SC_SIGHT );
  222. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  223. add_sc( MG_FROSTDIVER , SC_FREEZE );
  224. add_sc( MG_STONECURSE , SC_STONE );
  225. add_sc( AL_RUWACH , SC_RUWACH );
  226. add_sc( AL_PNEUMA , SC_PNEUMA );
  227. set_sc( AL_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  228. set_sc( AL_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  229. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , EFST_CRUCIS, SCB_DEF );
  230. set_sc( AL_ANGELUS , SC_ANGELUS , EFST_ANGELUS , SCB_DEF2 );
  231. set_sc( AL_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  232. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , EFST_CONCENTRATION, SCB_AGI|SCB_DEX );
  233. set_sc( TF_HIDING , SC_HIDING , EFST_HIDING , SCB_SPEED );
  234. add_sc( TF_POISON , SC_POISON );
  235. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , EFST_TWOHANDQUICKEN , SCB_ASPD );
  236. set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , EFST_AUTOCOUNTER , SCB_NONE );
  237. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , EFST_IMPOSITIO ,
  238. #ifndef RENEWAL
  239. SCB_WATK );
  240. #else
  241. SCB_NONE );
  242. #endif
  243. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , EFST_SUFFRAGIUM , SCB_NONE );
  244. set_sc( PR_ASPERSIO , SC_ASPERSIO , EFST_ASPERSIO , SCB_ATK_ELE );
  245. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  246. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , EFST_SLOWPOISON , SCB_REGEN );
  247. set_sc( PR_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  248. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  249. set_sc( PR_GLORIA , SC_GLORIA , EFST_GLORIA , SCB_LUK );
  250. add_sc( PR_STRECOVERY , SC_BLIND );
  251. add_sc( PR_LEXDIVINA , SC_SILENCE );
  252. set_sc( PR_LEXAETERNA , SC_AETERNA , EFST_LEXAETERNA, SCB_NONE );
  253. add_sc( WZ_METEOR , SC_STUN );
  254. add_sc( WZ_VERMILION , SC_BLIND );
  255. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  256. add_sc( WZ_STORMGUST , SC_FREEZE );
  257. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , EFST_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  258. add_sc( BS_HAMMERFALL , SC_STUN );
  259. set_sc( BS_ADRENALINE , SC_ADRENALINE , EFST_ADRENALINE , SCB_ASPD );
  260. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , EFST_WEAPONPERFECT, SCB_NONE );
  261. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , EFST_OVERTHRUST , SCB_NONE );
  262. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , EFST_MAXIMIZE, SCB_REGEN );
  263. add_sc( HT_LANDMINE , SC_STUN );
  264. set_sc( HT_ANKLESNARE , SC_ANKLE , EFST_ANKLESNARE , SCB_NONE );
  265. add_sc( HT_SANDMAN , SC_SLEEP );
  266. add_sc( HT_FLASHER , SC_BLIND );
  267. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  268. set_sc( AS_CLOAKING , SC_CLOAKING , EFST_CLOAKING , SCB_CRI|SCB_SPEED );
  269. add_sc( AS_SONICBLOW , SC_STUN );
  270. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , EFST_ENCHANTPOISON, SCB_ATK_ELE );
  271. set_sc( AS_POISONREACT , SC_POISONREACT , EFST_POISONREACT , SCB_NONE );
  272. add_sc( AS_VENOMDUST , SC_POISON );
  273. set_sc( AS_SPLASHER , SC_SPLASHER , EFST_SPLASHER , SCB_NONE );
  274. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , EFST_TRICKDEAD , SCB_REGEN );
  275. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  276. add_sc( TF_SPRINKLESAND , SC_BLIND );
  277. add_sc( TF_THROWSTONE , SC_STUN );
  278. set_sc( MC_LOUD , SC_LOUD , EFST_SHOUT, SCB_STR );
  279. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , EFST_ENERGYCOAT , SCB_NONE );
  280. set_sc( NPC_EMOTION , SC_MODECHANGE , EFST_BLANK , SCB_MODE );
  281. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  282. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , EFST_ARMOR_PROPERTY , SCB_DEF_ELE );
  283. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  284. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  285. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  286. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  287. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  288. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  289. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  290. add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
  291. add_sc( NPC_POISON , SC_POISON );
  292. add_sc( NPC_BLINDATTACK , SC_BLIND );
  293. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  294. add_sc( NPC_STUNATTACK , SC_STUN );
  295. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  296. add_sc( NPC_CURSEATTACK , SC_CURSE );
  297. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  298. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  299. set_sc( NPC_KEEPING , SC_KEEPING , EFST_BLANK , SCB_DEF );
  300. add_sc( NPC_DARKBLESSING , SC_COMA );
  301. set_sc( NPC_BARRIER , SC_BARRIER , EFST_BARRIER , SCB_MDEF|SCB_DEF );
  302. add_sc( NPC_DEFENDER , SC_ARMOR );
  303. add_sc( NPC_LICK , SC_STUN );
  304. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , EFST_ILLUSION, SCB_NONE );
  305. add_sc( NPC_REBIRTH , SC_REBIRTH );
  306. add_sc( RG_RAID , SC_STUN );
  307. #ifdef RENEWAL
  308. add_sc( RG_RAID , SC_RAID );
  309. add_sc( RG_BACKSTAP , SC_STUN );
  310. #endif
  311. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , EFST_NOEQUIPWEAPON, SCB_WATK );
  312. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , EFST_NOEQUIPSHIELD, SCB_DEF );
  313. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , EFST_NOEQUIPARMOR, SCB_VIT );
  314. set_sc( RG_STRIPHELM , SC_STRIPHELM , EFST_NOEQUIPHELM, SCB_INT );
  315. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  316. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , EFST_PROTECTWEAPON, SCB_NONE );
  317. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , EFST_PROTECTSHIELD, SCB_NONE );
  318. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , EFST_PROTECTARMOR, SCB_NONE );
  319. set_sc( AM_CP_HELM , SC_CP_HELM , EFST_PROTECTHELM, SCB_NONE );
  320. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  321. add_sc( CR_SHIELDCHARGE , SC_STUN );
  322. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  323. add_sc( CR_HOLYCROSS , SC_BLIND );
  324. add_sc( CR_GRANDCROSS , SC_BLIND );
  325. set_sc( CR_DEVOTION , SC_DEVOTION , EFST_DEVOTION , SCB_NONE);
  326. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , EFST_PROVIDENCE , SCB_ALL );
  327. set_sc( CR_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  328. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , EFST_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
  329. set_sc( MO_STEELBODY , SC_STEELBODY , EFST_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  330. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  331. set_sc( MO_BLADESTOP , SC_BLADESTOP , EFST_BLADESTOP , SCB_NONE );
  332. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , EFST_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
  333. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , EFST_BLANK , SCB_REGEN );
  334. #ifdef RENEWAL
  335. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , EFST_EXTREMITYFIST , SCB_NONE );
  336. #endif
  337. set_sc( SA_MAGICROD , SC_MAGICROD , EFST_MAGICROD , SCB_NONE );
  338. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , EFST_AUTOSPELL , SCB_NONE );
  339. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , EFST_PROPERTYFIRE, SCB_ATK_ELE );
  340. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , EFST_PROPERTYWATER, SCB_ATK_ELE );
  341. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , EFST_PROPERTYWIND, SCB_ATK_ELE );
  342. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , EFST_PROPERTYGROUND, SCB_ATK_ELE );
  343. set_sc( SA_VOLCANO , SC_VOLCANO , EFST_GROUNDMAGIC, SCB_WATK );
  344. set_sc( SA_DELUGE , SC_DELUGE , EFST_GROUNDMAGIC, SCB_MAXHP );
  345. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , EFST_GROUNDMAGIC, SCB_FLEE );
  346. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  347. add_sc( SA_COMA , SC_COMA );
  348. set_sc( BD_ENCORE , SC_DANCING , EFST_BDPLAYING , SCB_SPEED|SCB_REGEN );
  349. set_sc( BD_RICHMANKIM , SC_RICHMANKIM , EFST_RICHMANKIM , SCB_NONE );
  350. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , EFST_ETERNALCHAOS , SCB_DEF2 );
  351. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , EFST_DRUMBATTLEFIELD ,
  352. #ifndef RENEWAL
  353. SCB_WATK|SCB_DEF );
  354. #else
  355. SCB_DEF );
  356. #endif
  357. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , EFST_RINGNIBELUNGEN ,
  358. #ifndef RENEWAL
  359. SCB_WATK );
  360. #else
  361. SCB_NONE );
  362. #endif
  363. set_sc( BD_ROKISWEIL , SC_ROKISWEIL , EFST_ROKISWEIL , SCB_NONE );
  364. set_sc( BD_INTOABYSS , SC_INTOABYSS , EFST_INTOABYSS , SCB_NONE );
  365. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , EFST_SIEGFRIED , SCB_ALL );
  366. add_sc( BA_FROSTJOKER , SC_FREEZE );
  367. set_sc( BA_WHISTLE , SC_WHISTLE , EFST_WHISTLE , SCB_FLEE|SCB_FLEE2 );
  368. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , EFST_ASSASSINCROSS , SCB_ASPD );
  369. set_sc( BA_POEMBRAGI , SC_POEMBRAGI , EFST_POEMBRAGI , SCB_NONE );
  370. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , EFST_APPLEIDUN , SCB_MAXHP );
  371. add_sc( DC_SCREAM , SC_STUN );
  372. set_sc( DC_HUMMING , SC_HUMMING , EFST_HUMMING , SCB_HIT );
  373. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , EFST_DONTFORGETME , SCB_SPEED|SCB_ASPD );
  374. set_sc( DC_FORTUNEKISS , SC_FORTUNE , EFST_FORTUNEKISS , SCB_CRI );
  375. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , EFST_SERVICEFORYOU , SCB_ALL );
  376. add_sc( NPC_DARKCROSS , SC_BLIND );
  377. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  378. set_sc( NPC_STOP , SC_STOP , EFST_STOP , SCB_NONE );
  379. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , EFST_BROKENWEAPON , SCB_NONE );
  380. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , EFST_BROKENARMOR , SCB_NONE );
  381. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , EFST_PROPERTYUNDEAD, SCB_DEF_ELE );
  382. set_sc( NPC_POWERUP , SC_INCHITRATE , EFST_BLANK , SCB_HIT );
  383. set_sc( NPC_AGIUP , SC_INCFLEERATE , EFST_BLANK , SCB_FLEE );
  384. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  385. set_sc( LK_AURABLADE , SC_AURABLADE , EFST_AURABLADE , SCB_NONE );
  386. set_sc( LK_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  387. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , EFST_LKCONCENTRATION ,
  388. #ifndef RENEWAL
  389. SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
  390. #else
  391. SCB_HIT|SCB_DEF );
  392. #endif
  393. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , EFST_TENSIONRELAX , SCB_REGEN );
  394. set_sc( LK_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  395. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
  396. #ifndef RENEWAL
  397. EFST_ASSUMPTIO , SCB_NONE );
  398. #else
  399. EFST_ASSUMPTIO2 , SCB_NONE );
  400. #endif
  401. add_sc( HP_BASILICA , SC_BASILICA );
  402. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , EFST_MAGICPOWER , SCB_MATK );
  403. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  404. set_sc( PA_GOSPEL , SC_GOSPEL , EFST_GOSPEL , SCB_SPEED|SCB_ASPD );
  405. add_sc( PA_GOSPEL , SC_SCRESIST );
  406. add_sc( CH_TIGERFIST , SC_STOP );
  407. set_sc( ASC_EDP , SC_EDP , EFST_EDP , SCB_NONE );
  408. set_sc( SN_SIGHT , SC_TRUESIGHT , EFST_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  409. set_sc( SN_WINDWALK , SC_WINDWALK , EFST_WINDWALK , SCB_FLEE|SCB_SPEED );
  410. set_sc( WS_MELTDOWN , SC_MELTDOWN , EFST_MELTDOWN , SCB_NONE );
  411. set_sc( WS_CARTBOOST , SC_CARTBOOST , EFST_CARTBOOST , SCB_SPEED );
  412. set_sc( ST_CHASEWALK , SC_CHASEWALK , EFST_CHASEWALK , SCB_SPEED );
  413. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , EFST_SWORDREJECT, SCB_NONE );
  414. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  415. set_sc( CG_MARIONETTE , SC_MARIONETTE , EFST_MARIONETTE_MASTER, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  416. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , EFST_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  417. add_sc( LK_SPIRALPIERCE , SC_STOP );
  418. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  419. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , EFST_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  420. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  421. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , EFST_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
  422. set_sc( PF_MEMORIZE , SC_MEMORIZE , EFST_MEMORIZE , SCB_NONE );
  423. set_sc( PF_FOGWALL , SC_FOGWALL , EFST_FOGWALL , SCB_NONE );
  424. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , EFST_SPIDERWEB , SCB_FLEE );
  425. set_sc( WE_BABY , SC_BABY , EFST_PROTECTEXP, SCB_NONE );
  426. set_sc( TK_RUN , SC_RUN , EFST_RUN , SCB_SPEED|SCB_DSPD );
  427. set_sc( TK_RUN , SC_SPURT , EFST_STRUP, SCB_STR );
  428. set_sc( TK_READYSTORM , SC_READYSTORM , EFST_STORMKICK_ON, SCB_NONE );
  429. set_sc( TK_READYDOWN , SC_READYDOWN , EFST_DOWNKICK_ON, SCB_NONE );
  430. add_sc( TK_DOWNKICK , SC_STUN );
  431. set_sc( TK_READYTURN , SC_READYTURN , EFST_TURNKICK_ON, SCB_NONE );
  432. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , EFST_COUNTER_ON, SCB_NONE );
  433. set_sc( TK_DODGE , SC_DODGE , EFST_DODGE_ON, SCB_NONE );
  434. set_sc( TK_SPTIME , SC_EARTHSCROLL , EFST_EARTHSCROLL , SCB_NONE );
  435. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  436. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , EFST_PROPERTYTELEKINESIS, SCB_ATK_ELE );
  437. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , EFST_PROPERTYDARK, SCB_ATK_ELE );
  438. set_sc( SG_SUN_WARM , SC_WARM , EFST_SG_SUN_WARM, SCB_NONE );
  439. set_sc( SG_MOON_WARM , SC_WARM, EFST_SG_MOON_WARM, SCB_NONE);
  440. set_sc( SG_STAR_WARM , SC_WARM, EFST_SG_STAR_WARM, SCB_NONE);
  441. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , EFST_SUN_COMFORT , SCB_DEF2 );
  442. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , EFST_MOON_COMFORT , SCB_FLEE );
  443. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , EFST_STAR_COMFORT , SCB_ASPD );
  444. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  445. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , EFST_BLANK , SCB_ALL );
  446. set_sc( SG_FUSION , SC_FUSION , EFST_BLANK , SCB_SPEED );
  447. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , EFST_ADRENALINE2 , SCB_ASPD );
  448. set_sc( SL_KAIZEL , SC_KAIZEL , EFST_KAIZEL , SCB_NONE );
  449. set_sc( SL_KAAHI , SC_KAAHI , EFST_KAAHI , SCB_NONE );
  450. set_sc( SL_KAUPE , SC_KAUPE , EFST_KAUPE , SCB_NONE );
  451. set_sc( SL_KAITE , SC_KAITE , EFST_KAITE , SCB_NONE );
  452. add_sc( SL_STUN , SC_STUN );
  453. set_sc( SL_SWOO , SC_SWOO , EFST_SWOO , SCB_SPEED );
  454. set_sc( SL_SKE , SC_SKE , EFST_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  455. set_sc( SL_SKA , SC_SKA , EFST_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
  456. set_sc( SL_SMA , SC_SMA , EFST_SMA_READY, SCB_NONE );
  457. set_sc( SM_SELFPROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  458. set_sc( ST_PRESERVE , SC_PRESERVE , EFST_PRESERVE , SCB_NONE );
  459. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , EFST_DOUBLECASTING, SCB_NONE );
  460. set_sc( HW_GRAVITATION , SC_GRAVITATION , EFST_GRAVITATION , SCB_ASPD );
  461. add_sc( WS_CARTTERMINATION , SC_STUN );
  462. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , EFST_OVERTHRUSTMAX, SCB_NONE );
  463. set_sc( CG_LONGINGFREEDOM , SC_LONGING , EFST_LONGING , SCB_SPEED|SCB_ASPD );
  464. set_sc( CG_HERMODE , SC_HERMODE , EFST_HERMODE , SCB_NONE );
  465. set_sc( CG_TAROTCARD , SC_TAROTCARD , EFST_TAROTCARD, SCB_NONE );
  466. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , EFST_BLANK , SCB_ATK_ELE );
  467. set_sc( SL_HIGH , SC_SPIRIT , EFST_SOULLINK, SCB_ALL );
  468. set_sc( KN_ONEHAND , SC_ONEHAND , EFST_ONEHANDQUICKEN, SCB_ASPD );
  469. set_sc( GS_FLING , SC_FLING , EFST_BLANK , SCB_DEF|SCB_DEF2 );
  470. add_sc( GS_CRACKER , SC_STUN );
  471. add_sc( GS_DISARM , SC_STRIPWEAPON );
  472. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  473. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , EFST_GS_MADNESSCANCEL,
  474. #ifndef RENEWAL
  475. SCB_BATK|SCB_ASPD );
  476. #else
  477. SCB_ASPD );
  478. #endif
  479. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , EFST_GS_ADJUSTMENT, SCB_HIT|SCB_FLEE );
  480. set_sc( GS_INCREASING , SC_INCREASING , EFST_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  481. #ifdef RENEWAL
  482. set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , EFST_GS_MAGICAL_BULLET , SCB_NONE );
  483. #endif
  484. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , EFST_GS_GATLINGFEVER,
  485. #ifndef RENEWAL
  486. SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  487. #else
  488. SCB_FLEE|SCB_SPEED|SCB_ASPD );
  489. #endif
  490. add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
  491. set_sc( NJ_SUITON , SC_SUITON , EFST_BLANK , SCB_AGI|SCB_SPEED );
  492. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  493. set_sc( NJ_NEN , SC_NEN , EFST_NJ_NEN, SCB_STR|SCB_INT );
  494. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , EFST_NJ_UTSUSEMI, SCB_NONE );
  495. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , EFST_NJ_BUNSINJYUTSU, SCB_DYE );
  496. add_sc( NPC_ICEBREATH , SC_FREEZE );
  497. add_sc( NPC_ACIDBREATH , SC_POISON );
  498. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  499. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  500. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  501. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  502. add_sc( NPC_WIDESTONE , SC_STONE );
  503. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  504. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  505. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  506. add_sc( NPC_EVILLAND , SC_BLIND );
  507. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  508. set_sc( NPC_SLOWCAST , SC_SLOWCAST , EFST_SLOWCAST , SCB_NONE );
  509. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , EFST_CRITICALWOUND , SCB_NONE );
  510. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , EFST_BLANK , SCB_NONE );
  511. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  512. add_sc( NPC_WIDECURSE , SC_CURSE );
  513. add_sc( NPC_WIDESTUN , SC_STUN );
  514. set_sc( NPC_HELLPOWER , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  515. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
  516. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , EFST_INVINCIBLE , SCB_SPEED );
  517. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , EFST_BLANK , SCB_SPEED );
  518. set_sc( NPC_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  519. set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , EFST_MAXPAIN , SCB_NONE );
  520. add_sc( NPC_JACKFROST , SC_FREEZE );
  521. set_sc( CASH_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  522. set_sc( CASH_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  523. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , EFST_ASSUMPTIO , SCB_NONE );
  524. set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , EFST_PARTYFLEE , SCB_NONE );
  525. set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , EFST_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
  526. set_sc( CR_SHRINK , SC_SHRINK , EFST_CR_SHRINK, SCB_NONE );
  527. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , EFST_RG_CCONFINE_S, SCB_NONE );
  528. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , EFST_RG_CCONFINE_M, SCB_FLEE );
  529. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , EFST_WZ_SIGHTBLASTER, SCB_NONE );
  530. set_sc( DC_WINKCHARM , SC_WINKCHARM , EFST_DC_WINKCHARM, SCB_NONE );
  531. add_sc( MO_BALKYOUNG , SC_STUN );
  532. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  533. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  534. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  535. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  536. set_sc( HLIF_AVOID , SC_AVOID , EFST_BLANK , SCB_SPEED );
  537. set_sc( HLIF_CHANGE , SC_CHANGE , EFST_BLANK , SCB_VIT|SCB_INT );
  538. set_sc( HFLI_FLEET , SC_FLEET , EFST_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  539. set_sc( HFLI_SPEED , SC_SPEED , EFST_BLANK , SCB_FLEE );
  540. set_sc( HAMI_DEFENCE , SC_DEFENCE , EFST_BLANK ,
  541. #ifndef RENEWAL
  542. SCB_DEF );
  543. #else
  544. SCB_VIT );
  545. #endif
  546. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , EFST_BLANK , SCB_BATK|SCB_WATK );
  547. /* Homunculus S */
  548. add_sc(MH_STAHL_HORN , SC_STUN );
  549. set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , EFST_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
  550. set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , EFST_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
  551. add_sc(MH_STEINWAND , SC_SAFETYWALL );
  552. set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , EFST_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
  553. set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, EFST_LIGHT_OF_REGENE, SCB_NONE);
  554. set_sc(MH_VOLCANIC_ASH , SC_ASH , EFST_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
  555. set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , EFST_GRANITIC_ARMOR , SCB_NONE );
  556. set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , EFST_MAGMA_FLOW , SCB_NONE );
  557. set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , EFST_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
  558. set_sc(MH_LAVA_SLIDE , SC_BURNING , EFST_BURNT , SCB_MDEF );
  559. set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , EFST_NEEDLE_OF_PARALYZE , SCB_DEF2 );
  560. add_sc(MH_POISON_MIST , SC_BLIND );
  561. set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , EFST_PAIN_KILLER , SCB_ASPD );
  562. add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
  563. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , EFST_TINDER_BREAKER , SCB_FLEE );
  564. set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , EFST_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
  565. set_sc(MH_CBC , SC_CBC , EFST_CBC , SCB_FLEE );
  566. set_sc(MH_EQC , SC_EQC , EFST_EQC , SCB_DEF2|SCB_MAXHP );
  567. add_sc( MER_CRASH , SC_STUN );
  568. set_sc( MER_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  569. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  570. add_sc( MER_SIGHT , SC_SIGHT );
  571. set_sc( MER_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
  572. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
  573. add_sc( MER_LEXDIVINA , SC_SILENCE );
  574. add_sc( MA_LANDMINE , SC_STUN );
  575. add_sc( MA_SANDMAN , SC_SLEEP );
  576. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  577. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
  578. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
  579. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
  580. set_sc( ML_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
  581. set_sc( MS_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
  582. set_sc( MS_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
  583. add_sc( ML_SPIRALPIERCE , SC_STOP );
  584. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , EFST_BLANK , SCB_ASPD );
  585. add_sc( ML_DEVOTION , SC_DEVOTION );
  586. set_sc( MER_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
  587. set_sc( MER_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  588. set_sc( MER_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
  589. set_sc( MER_INVINCIBLEOFF2 , SC_INVINCIBLEOFF , EFST_BLANK, SCB_SPEED );
  590. set_sc( GD_LEADERSHIP , SC_LEADERSHIP , EFST_BLANK , SCB_STR );
  591. set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , EFST_BLANK , SCB_VIT );
  592. set_sc( GD_SOULCOLD , SC_SOULCOLD , EFST_BLANK , SCB_AGI );
  593. set_sc( GD_HAWKEYES , SC_HAWKEYES , EFST_BLANK , SCB_DEX );
  594. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , EFST_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
  595. set_sc( GD_REGENERATION , SC_REGENERATION , EFST_GDSKILL_REGENERATION , SCB_REGEN );
  596. /* Rune Knight */
  597. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , EFST_ENCHANTBLADE , SCB_NONE );
  598. set_sc( RK_DRAGONHOWLING , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  599. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , EFST_DEATHBOUND , SCB_NONE );
  600. set_sc( RK_WINDCUTTER , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
  601. set_sc( RK_DRAGONBREATH , SC_BURNING , EFST_BURNT , SCB_MDEF );
  602. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , EFST_REUSE_MILLENNIUMSHIELD , SCB_NONE );
  603. set_sc( RK_REFRESH , SC_REFRESH , EFST_REFRESH , SCB_NONE );
  604. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , EFST_GIANTGROWTH , SCB_STR );
  605. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , EFST_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
  606. set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , EFST_VITALITYACTIVATION , SCB_REGEN );
  607. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , EFST_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  608. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , EFST_ABUNDANCE , SCB_NONE );
  609. set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , EFST_CRUSHSTRIKE , SCB_NONE );
  610. set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  611. /* GC Guillotine Cross */
  612. set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , EFST_VENOMIMPRESS , SCB_NONE );
  613. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , EFST_POISONINGWEAPON , SCB_NONE );
  614. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , EFST_WEAPONBLOCKING , SCB_NONE );
  615. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , EFST_CLOAKINGEXCEED , SCB_SPEED );
  616. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , EFST_HALLUCINATIONWALK , SCB_FLEE );
  617. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , EFST_ROLLINGCUTTER , SCB_NONE );
  618. set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , EFST_DARKCROW , SCB_NONE );
  619. /* Arch Bishop */
  620. set_sc( AB_ADORAMUS , SC_ADORAMUS , EFST_ADORAMUS , SCB_AGI|SCB_SPEED );
  621. add_sc( AB_CLEMENTIA , SC_BLESSING );
  622. add_sc( AB_CANTO , SC_INCREASEAGI );
  623. set_sc( AB_EPICLESIS , SC_EPICLESIS , EFST_EPICLESIS , SCB_MAXHP );
  624. add_sc( AB_PRAEFATIO , SC_KYRIE );
  625. set_sc_with_vfx( AB_ORATIO , SC_ORATIO , EFST_ORATIO , SCB_NONE );
  626. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , EFST_LAUDAAGNUS , SCB_MAXHP );
  627. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , EFST_LAUDARAMUS , SCB_ALL );
  628. set_sc( AB_RENOVATIO , SC_RENOVATIO , EFST_RENOVATIO , SCB_REGEN );
  629. set_sc( AB_EXPIATIO , SC_EXPIATIO , EFST_EXPIATIO , SCB_NONE );
  630. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , EFST_DUPLELIGHT , SCB_NONE );
  631. set_sc( AB_SECRAMENT , SC_SECRAMENT , EFST_AB_SECRAMENT, SCB_NONE );
  632. set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , EFST_OFFERTORIUM , SCB_NONE );
  633. add_sc( AB_VITUPERATUM , SC_AETERNA );
  634. /* Warlock */
  635. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  636. set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
  637. add_sc( WL_JACKFROST , SC_FREEZE );
  638. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , EFST_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
  639. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , EFST_RECOGNIZEDSPELL , SCB_MATK);
  640. add_sc( WL_SIENNAEXECRATE , SC_STONE );
  641. set_sc( WL_STASIS , SC_STASIS , EFST_STASIS , SCB_NONE );
  642. add_sc( WL_CRIMSONROCK , SC_STUN );
  643. set_sc( WL_HELLINFERNO , SC_BURNING , EFST_BURNT , SCB_MDEF );
  644. set_sc( WL_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
  645. set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, EFST_TELEKINESIS_INTENSE, SCB_MATK );
  646. /* Ranger */
  647. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , EFST_FEARBREEZE , SCB_NONE );
  648. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , EFST_ELECTRICSHOCKER , SCB_NONE );
  649. set_sc( RA_WUGDASH , SC_WUGDASH , EFST_WUGDASH , SCB_SPEED|SCB_DSPD );
  650. set_sc( RA_WUGBITE , SC_BITE , EFST_WUGBITE , SCB_NONE );
  651. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , EFST_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 );
  652. set_sc( RA_FIRINGTRAP , SC_BURNING , EFST_BURNT , SCB_MDEF );
  653. set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , EFST_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF );
  654. set_sc( RA_UNLIMIT , SC_UNLIMIT , EFST_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  655. /* Mechanic */
  656. set_sc( NC_ACCELERATION , SC_ACCELERATION , EFST_ACCELERATION , SCB_SPEED );
  657. set_sc( NC_HOVERING , SC_HOVERING , EFST_HOVERING , SCB_SPEED );
  658. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , EFST_SHAPESHIFT , SCB_DEF_ELE );
  659. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , EFST_INFRAREDSCAN , SCB_FLEE );
  660. set_sc( NC_ANALYZE , SC_ANALYZE , EFST_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  661. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , EFST_MAGNETICFIELD , SCB_NONE );
  662. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , EFST_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
  663. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , EFST_STEALTHFIELD , SCB_SPEED );
  664. /* Royal Guard */
  665. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , EFST_LG_REFLECTDAMAGE , SCB_NONE );
  666. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , EFST_FORCEOFVANGUARD , SCB_MAXHP );
  667. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , EFST_EXEEDBREAK , SCB_NONE );
  668. set_sc( LG_PRESTIGE , SC_PRESTIGE , EFST_PRESTIGE , SCB_DEF );
  669. set_sc( LG_BANDING , SC_BANDING , EFST_BANDING , SCB_DEF|SCB_WATK|SCB_REGEN );
  670. set_sc( LG_PIETY , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
  671. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , EFST_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  672. set_sc( LG_INSPIRATION , SC_INSPIRATION , EFST_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
  673. set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , EFST_KINGS_GRACE , SCB_NONE );
  674. /* Shadow Chaser */
  675. set_sc( SC_REPRODUCE , SC__REPRODUCE , EFST_REPRODUCE , SCB_NONE );
  676. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , EFST_AUTOSHADOWSPELL , SCB_NONE );
  677. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , EFST_SHADOWFORM , SCB_NONE );
  678. set_sc( SC_BODYPAINT , SC__BODYPAINT , EFST_BODYPAINT , SCB_ASPD );
  679. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , EFST_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  680. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , EFST_DEADLYINFECT , SCB_NONE );
  681. set_sc( SC_ENERVATION , SC__ENERVATION , EFST_ENERVATION , SCB_BATK|SCB_WATK );
  682. set_sc( SC_GROOMY , SC__GROOMY , EFST_GROOMY , SCB_ASPD|SCB_HIT );
  683. set_sc( SC_IGNORANCE , SC__IGNORANCE , EFST_IGNORANCE , SCB_NONE );
  684. set_sc( SC_LAZINESS , SC__LAZINESS , EFST_LAZINESS , SCB_FLEE|SCB_SPEED );
  685. set_sc( SC_UNLUCKY , SC__UNLUCKY , EFST_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  686. set_sc( SC_WEAKNESS , SC__WEAKNESS , EFST_WEAKNESS , SCB_MAXHP );
  687. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , EFST_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
  688. set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , EFST_MANHOLE , SCB_NONE );
  689. add_sc( SC_CHAOSPANIC , SC_CONFUSION );
  690. add_sc( SC_BLOODYLUST , SC_BERSERK );
  691. add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
  692. add_sc( SC_ESCAPE , SC_ANKLE );
  693. /* Sura */
  694. add_sc( SR_DRAGONCOMBO , SC_STUN );
  695. add_sc( SR_EARTHSHAKER , SC_STUN );
  696. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , EFST_CRESCENTELBOW , SCB_NONE );
  697. set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, EFST_CURSEDCIRCLE_TARGET , SCB_NONE );
  698. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , EFST_LIGHTNINGWALK , SCB_NONE );
  699. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , EFST_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
  700. set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , EFST_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
  701. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , EFST_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD );
  702. set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , EFST_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
  703. set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , EFST_FLASHCOMBO , SCB_WATK );
  704. /* Wanderer / Minstrel */
  705. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , EFST_SWING, SCB_SPEED|SCB_ASPD );
  706. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , EFST_SYMPHONY_LOVE, SCB_MDEF );
  707. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , EFST_MOONLIT_SERENADE, SCB_MATK );
  708. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , EFST_RUSH_WINDMILL, SCB_WATK );
  709. set_sc( MI_ECHOSONG , SC_ECHOSONG , EFST_ECHOSONG , SCB_DEF );
  710. set_sc( MI_HARMONIZE , SC_HARMONIZE , EFST_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  711. set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , EFST_NETHERWORLD , SCB_NONE );
  712. set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , EFST_SIREN, SCB_NONE );
  713. set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  714. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , EFST_SIRCLEOFNATURE , SCB_NONE );
  715. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , EFST_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
  716. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , EFST_SONG_OF_MANA, SCB_NONE );
  717. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , EFST_DANCE_WITH_WUG, SCB_ASPD );
  718. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , EFST_SATURDAY_NIGHT_FEVER, SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  719. set_sc( WM_LERADS_DEW , SC_LERADSDEW , EFST_LERADS_DEW, SCB_MAXHP );
  720. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , EFST_MELODYOFSINK , SCB_INT );
  721. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , EFST_BEYOND_OF_WARCRY, SCB_STR|SCB_CRI|SCB_MAXHP );
  722. set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , EFST_UNLIMITED_HUMMING_VOICE, SCB_NONE );
  723. set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , EFST_FRIGG_SONG , SCB_MAXHP );
  724. /* Sorcerer */
  725. set_sc( SO_FIREWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  726. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
  727. set_sc( SO_SPELLFIST , SC_SPELLFIST , EFST_SPELLFIST , SCB_NONE );
  728. set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , EFST_COLD , SCB_NONE );
  729. set_sc( SO_CLOUD_KILL , SC_POISON , EFST_CLOUD_KILL, SCB_NONE );
  730. set_sc( SO_STRIKING , SC_STRIKING , EFST_STRIKING , SCB_WATK|SCB_CRI );
  731. set_sc( SO_WARMER , SC_WARMER , EFST_WARMER , SCB_NONE );
  732. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , EFST_VACUUM_EXTREME , SCB_NONE );
  733. set_sc( SO_ARRULLO , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
  734. set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , EFST_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  735. set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , EFST_WATER_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  736. set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , EFST_WIND_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
  737. set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , EFST_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
  738. /* Genetic */
  739. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED );
  740. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , EFST_THORNS_TRAP, SCB_NONE );
  741. set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , EFST_BLOOD_SUCKER, SCB_NONE );
  742. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , EFST_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
  743. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , EFST_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
  744. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , EFST_MANDRAGORA , SCB_INT );
  745. set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , EFST_ILLUSIONDOPING , SCB_HIT );
  746. /* Elemental spirits' status changes */
  747. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , EFST_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
  748. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , EFST_FIRE_CLOAK_OPTION , SCB_ALL );
  749. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , EFST_WATER_SCREEN_OPTION , SCB_NONE );
  750. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , EFST_WATER_DROP_OPTION , SCB_ALL );
  751. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , EFST_WATER_BARRIER , SCB_WATK|SCB_FLEE );
  752. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , EFST_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  753. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , EFST_WIND_CURTAIN_OPTION , SCB_ALL );
  754. set_sc( EL_ZEPHYR , SC_ZEPHYR , EFST_ZEPHYR , SCB_FLEE );
  755. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , EFST_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  756. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , EFST_STONE_SHIELD_OPTION , SCB_ALL );
  757. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , EFST_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  758. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , EFST_PYROTECHNIC_OPTION , SCB_WATK );
  759. set_sc( EL_HEATER , SC_HEATER_OPTION , EFST_HEATER_OPTION , SCB_WATK );
  760. set_sc( EL_TROPIC , SC_TROPIC_OPTION , EFST_TROPIC_OPTION , SCB_WATK );
  761. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , EFST_AQUAPLAY_OPTION , SCB_MATK );
  762. set_sc( EL_COOLER , SC_COOLER_OPTION , EFST_COOLER_OPTION , SCB_MATK );
  763. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , EFST_CHILLY_AIR_OPTION , SCB_MATK );
  764. set_sc( EL_GUST , SC_GUST_OPTION , EFST_GUST_OPTION , SCB_ASPD );
  765. set_sc( EL_BLAST , SC_BLAST_OPTION , EFST_BLAST_OPTION , SCB_ASPD );
  766. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , EFST_WILD_STORM_OPTION , SCB_ASPD );
  767. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , EFST_PETROLOGY_OPTION , SCB_MAXHP );
  768. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , EFST_CURSED_SOIL_OPTION , SCB_MAXHP );
  769. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , EFST_UPHEAVAL_OPTION , SCB_MAXHP );
  770. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , EFST_TIDAL_WEAPON_OPTION , SCB_ALL );
  771. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , EFST_ROCK_CRUSHER , SCB_DEF );
  772. set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , EFST_ROCK_CRUSHER_ATK , SCB_SPEED );
  773. add_sc( KO_YAMIKUMO , SC_HIDING );
  774. set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , EFST_KO_JYUMONJIKIRI , SCB_NONE );
  775. add_sc( KO_MAKIBISHI , SC_STUN );
  776. set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , EFST_MEIKYOUSISUI , SCB_NONE );
  777. set_sc( KO_KYOUGAKU , SC_KYOUGAKU , EFST_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  778. add_sc( KO_JYUSATSU , SC_CURSE );
  779. set_sc( KO_ZENKAI , SC_ZENKAI , EFST_ZENKAI , SCB_NONE );
  780. set_sc( KO_IZAYOI , SC_IZAYOI , EFST_IZAYOI , SCB_MATK );
  781. set_sc( KG_KYOMU , SC_KYOMU , EFST_KYOMU , SCB_NONE );
  782. set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , EFST_KAGEMUSYA , SCB_NONE );
  783. set_sc( KG_KAGEHUMI , SC_KAGEHUMI , EFST_KG_KAGEHUMI , SCB_NONE );
  784. set_sc( OB_ZANGETSU , SC_ZANGETSU , EFST_ZANGETSU , SCB_MATK|SCB_BATK );
  785. set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , EFST_AKAITSUKI , SCB_NONE );
  786. set_sc( OB_OBOROGENSOU , SC_GENSOU , EFST_GENSOU , SCB_NONE );
  787. set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , EFST_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  788. /* Rebellion */
  789. add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
  790. add_sc( RL_HAMMER_OF_GOD , SC_STUN );
  791. set_sc( RL_H_MINE , SC_H_MINE , EFST_H_MINE , SCB_NONE);
  792. set_sc( RL_B_TRAP , SC_B_TRAP , EFST_B_TRAP , SCB_SPEED );
  793. set_sc( RL_E_CHAIN , SC_E_CHAIN , EFST_E_CHAIN , SCB_NONE );
  794. set_sc( RL_P_ALTER , SC_P_ALTER , EFST_P_ALTER , SCB_NONE );
  795. set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, EFST_BLANK, SCB_NONE );
  796. set_sc( RL_SLUGSHOT , SC_STUN , EFST_SLUGSHOT , SCB_NONE );
  797. set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , EFST_HEAT_BARREL , SCB_HIT|SCB_ASPD );
  798. set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , EFST_C_MARKER , SCB_FLEE );
  799. set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , EFST_ANTI_M_BLAST , SCB_NONE );
  800. // New Mounts
  801. set_sc_with_vfx_noskill( SC_ALL_RIDING , EFST_ALL_RIDING , SCB_SPEED );
  802. // Costumes
  803. set_sc_with_vfx_noskill( SC_MOONSTAR , EFST_MOONSTAR , SCB_NONE );
  804. set_sc_with_vfx_noskill( SC_SUPER_STAR , EFST_SUPER_STAR , SCB_NONE );
  805. set_sc_with_vfx_noskill( SC_STRANGELIGHTS , EFST_STRANGELIGHTS , SCB_NONE );
  806. set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , EFST_DECORATION_OF_MUSIC , SCB_NONE );
  807. set_sc_with_vfx_noskill( SC_LJOSALFAR , EFST_LJOSALFAR , SCB_NONE);
  808. set_sc_with_vfx_noskill( SC_MERMAID_LONGING , EFST_MERMAID_LONGING , SCB_NONE);
  809. set_sc_with_vfx_noskill( SC_HAT_EFFECT , EFST_HAT_EFFECT , SCB_NONE);
  810. set_sc_with_vfx_noskill( SC_FLOWERSMOKE , EFST_FLOWERSMOKE , SCB_NONE);
  811. set_sc_with_vfx_noskill( SC_FSTONE , EFST_FSTONE , SCB_NONE);
  812. set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , EFST_HAPPINESS_STAR , SCB_NONE);
  813. set_sc_with_vfx_noskill( SC_MAPLE_FALLS , EFST_MAPLE_FALLS , SCB_NONE);
  814. set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , EFST_TIME_ACCESSORY , SCB_NONE);
  815. set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , EFST_MAGICAL_FEATHER , SCB_NONE);
  816. /* Summoner */
  817. set_sc( SU_HIDE , SC_SUHIDE , EFST_SUHIDE , SCB_NONE );
  818. add_sc( SU_SCRATCH , SC_BLEEDING );
  819. set_sc( SU_STOOP , SC_SU_STOOP , EFST_SU_STOOP , SCB_NONE );
  820. add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
  821. set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , EFST_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
  822. add_sc( SU_CN_METEOR , SC_CURSE );
  823. set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , EFST_SV_ROOTTWIST , SCB_NONE );
  824. set_sc( SU_SCAROFTAROU , SC_BITESCAR , EFST_BITESCAR , SCB_NONE );
  825. set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , EFST_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
  826. add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
  827. set_sc( SU_TUNAPARTY , SC_TUNAPARTY , EFST_TUNAPARTY , SCB_NONE );
  828. set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , EFST_SHRIMP , SCB_BATK|SCB_MATK );
  829. set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , EFST_FRESHSHRIMP , SCB_NONE );
  830. set_sc( SU_HISS , SC_HISS , EFST_HISS , SCB_FLEE2 );
  831. set_sc( SU_NYANGGRASS , SC_NYANGGRASS , EFST_NYANGGRASS , SCB_DEF|SCB_MDEF );
  832. set_sc( SU_GROOMING , SC_GROOMING , EFST_GROOMING , SCB_FLEE );
  833. add_sc( SU_PURRING , SC_GROOMING );
  834. set_sc( SU_SHRIMPARTY , SC_SHRIMPBLESSING , EFST_PROTECTIONOFSHRIMP , SCB_REGEN );
  835. add_sc( SU_MEOWMEOW , SC_CHATTERING );
  836. set_sc( SU_CHATTERING , SC_CHATTERING , EFST_CHATTERING , SCB_WATK|SCB_MATK );
  837. set_sc( WE_CHEERUP , SC_CHEERUP , EFST_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  838. /* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
  839. SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
  840. SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
  841. SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
  842. SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
  843. SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
  844. SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
  845. SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
  846. SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
  847. SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
  848. SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
  849. SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
  850. SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
  851. SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
  852. SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
  853. SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
  854. /* Status that don't have a skill associated */
  855. StatusIconChangeTable[SC_WEIGHT50] = EFST_WEIGHTOVER50;
  856. StatusIconChangeTable[SC_WEIGHT90] = EFST_WEIGHTOVER90;
  857. StatusIconChangeTable[SC_ASPDPOTION0] = EFST_ATTHASTE_POTION1;
  858. StatusIconChangeTable[SC_ASPDPOTION1] = EFST_ATTHASTE_POTION2;
  859. StatusIconChangeTable[SC_ASPDPOTION2] = EFST_ATTHASTE_POTION3;
  860. StatusIconChangeTable[SC_ASPDPOTION3] = EFST_ATTHASTE_INFINITY;
  861. StatusIconChangeTable[SC_SPEEDUP0] = EFST_MOVHASTE_HORSE;
  862. StatusIconChangeTable[SC_SPEEDUP1] = EFST_MOVHASTE_POTION;
  863. StatusIconChangeTable[SC_CHASEWALK2] = EFST_CHASEWALK2;
  864. StatusIconChangeTable[SC_MIRACLE] = EFST_SOULLINK;
  865. StatusIconChangeTable[SC_INTRAVISION] = EFST_CLAIRVOYANCE;
  866. StatusIconChangeTable[SC_STRFOOD] = EFST_FOOD_STR;
  867. StatusIconChangeTable[SC_AGIFOOD] = EFST_FOOD_AGI;
  868. StatusIconChangeTable[SC_VITFOOD] = EFST_FOOD_VIT;
  869. StatusIconChangeTable[SC_INTFOOD] = EFST_FOOD_INT;
  870. StatusIconChangeTable[SC_DEXFOOD] = EFST_FOOD_DEX;
  871. StatusIconChangeTable[SC_LUKFOOD] = EFST_FOOD_LUK;
  872. StatusIconChangeTable[SC_FLEEFOOD] = EFST_FOOD_BASICAVOIDANCE;
  873. StatusIconChangeTable[SC_HITFOOD] = EFST_FOOD_BASICHIT;
  874. StatusIconChangeTable[SC_CRIFOOD] = EFST_FOOD_CRITICALSUCCESSVALUE;
  875. StatusIconChangeTable[SC_MANU_ATK] = EFST_MANU_ATK;
  876. StatusIconChangeTable[SC_MANU_DEF] = EFST_MANU_DEF;
  877. StatusIconChangeTable[SC_SPL_ATK] = EFST_SPL_ATK;
  878. StatusIconChangeTable[SC_SPL_DEF] = EFST_SPL_DEF;
  879. StatusIconChangeTable[SC_MANU_MATK] = EFST_MANU_MATK;
  880. StatusIconChangeTable[SC_SPL_MATK] = EFST_SPL_MATK;
  881. StatusIconChangeTable[SC_ATKPOTION] = EFST_PLUSATTACKPOWER;
  882. StatusIconChangeTable[SC_MATKPOTION] = EFST_PLUSMAGICPOWER;
  883. /* Cash Items */
  884. StatusIconChangeTable[SC_FOOD_STR_CASH] = EFST_FOOD_STR_CASH;
  885. StatusIconChangeTable[SC_FOOD_AGI_CASH] = EFST_FOOD_AGI_CASH;
  886. StatusIconChangeTable[SC_FOOD_VIT_CASH] = EFST_FOOD_VIT_CASH;
  887. StatusIconChangeTable[SC_FOOD_DEX_CASH] = EFST_FOOD_DEX_CASH;
  888. StatusIconChangeTable[SC_FOOD_INT_CASH] = EFST_FOOD_INT_CASH;
  889. StatusIconChangeTable[SC_FOOD_LUK_CASH] = EFST_FOOD_LUK_CASH;
  890. StatusIconChangeTable[SC_EXPBOOST] = EFST_CASH_PLUSEXP;
  891. StatusIconChangeTable[SC_ITEMBOOST] = EFST_CASH_RECEIVEITEM;
  892. StatusIconChangeTable[SC_JEXPBOOST] = EFST_CASH_PLUSONLYJOBEXP;
  893. StatusIconChangeTable[SC_LIFEINSURANCE] = EFST_CASH_DEATHPENALTY;
  894. StatusIconChangeTable[SC_BOSSMAPINFO] = EFST_CASH_BOSS_ALARM;
  895. StatusIconChangeTable[SC_DEF_RATE] = EFST_PROTECT_DEF;
  896. StatusIconChangeTable[SC_MDEF_RATE] = EFST_PROTECT_MDEF;
  897. StatusIconChangeTable[SC_INCCRI] = EFST_CRITICALPERCENT;
  898. StatusIconChangeTable[SC_INCFLEE2] = EFST_PLUSAVOIDVALUE;
  899. StatusIconChangeTable[SC_INCHEALRATE] = EFST_HEALPLUS;
  900. StatusIconChangeTable[SC_S_LIFEPOTION] = EFST_S_LIFEPOTION;
  901. StatusIconChangeTable[SC_L_LIFEPOTION] = EFST_L_LIFEPOTION;
  902. StatusIconChangeTable[SC_SPCOST_RATE] = EFST_ATKER_BLOOD;
  903. StatusIconChangeTable[SC_COMMONSC_RESIST] = EFST_TARGET_BLOOD;
  904. StatusIconChangeTable[SC_ATTHASTE_CASH] = EFST_ATTHASTE_CASH;
  905. /* Mercenary Bonus Effects */
  906. StatusIconChangeTable[SC_MERC_FLEEUP] = EFST_MER_FLEE;
  907. StatusIconChangeTable[SC_MERC_ATKUP] = EFST_MER_ATK;
  908. StatusIconChangeTable[SC_MERC_HPUP] = EFST_MER_HP;
  909. StatusIconChangeTable[SC_MERC_SPUP] = EFST_MER_SP;
  910. StatusIconChangeTable[SC_MERC_HITUP] = EFST_MER_HIT;
  911. /* Warlock Spheres */
  912. StatusIconChangeTable[SC_SPHERE_1] = EFST_SUMMON1;
  913. StatusIconChangeTable[SC_SPHERE_2] = EFST_SUMMON2;
  914. StatusIconChangeTable[SC_SPHERE_3] = EFST_SUMMON3;
  915. StatusIconChangeTable[SC_SPHERE_4] = EFST_SUMMON4;
  916. StatusIconChangeTable[SC_SPHERE_5] = EFST_SUMMON5;
  917. /* Warlock Preserved spells */
  918. StatusIconChangeTable[SC_SPELLBOOK1] = EFST_SPELLBOOK1;
  919. StatusIconChangeTable[SC_SPELLBOOK2] = EFST_SPELLBOOK2;
  920. StatusIconChangeTable[SC_SPELLBOOK3] = EFST_SPELLBOOK3;
  921. StatusIconChangeTable[SC_SPELLBOOK4] = EFST_SPELLBOOK4;
  922. StatusIconChangeTable[SC_SPELLBOOK5] = EFST_SPELLBOOK5;
  923. StatusIconChangeTable[SC_SPELLBOOK6] = EFST_SPELLBOOK6;
  924. StatusIconChangeTable[SC_MAXSPELLBOOK] = EFST_SPELLBOOK7;
  925. StatusIconChangeTable[SC_FREEZE_SP] = EFST_FREEZE_SP;
  926. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = EFST_NEUTRALBARRIER_MASTER;
  927. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = EFST_STEALTHFIELD_MASTER;
  928. StatusIconChangeTable[SC_OVERHEAT] = EFST_OVERHEAT;
  929. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = EFST_OVERHEAT_LIMITPOINT;
  930. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = EFST_HALLUCINATIONWALK_POSTDELAY;
  931. StatusIconChangeTable[SC_TOXIN] = EFST_TOXIN;
  932. StatusIconChangeTable[SC_PARALYSE] = EFST_PARALYSE;
  933. StatusIconChangeTable[SC_VENOMBLEED] = EFST_VENOMBLEED;
  934. StatusIconChangeTable[SC_MAGICMUSHROOM] = EFST_MAGICMUSHROOM;
  935. StatusIconChangeTable[SC_DEATHHURT] = EFST_DEATHHURT;
  936. StatusIconChangeTable[SC_PYREXIA] = EFST_PYREXIA;
  937. StatusIconChangeTable[SC_OBLIVIONCURSE] = EFST_OBLIVIONCURSE;
  938. StatusIconChangeTable[SC_LEECHESEND] = EFST_LEECHESEND;
  939. StatusIconChangeTable[SC_BANDING_DEFENCE] = EFST_BANDING_DEFENCE;
  940. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = EFST_SHIELDSPELL_DEF;
  941. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = EFST_SHIELDSPELL_MDEF;
  942. StatusIconChangeTable[SC_SHIELDSPELL_REF] = EFST_SHIELDSPELL_REF;
  943. StatusIconChangeTable[SC_GLOOMYDAY_SK] = EFST_GLOOMYDAY;
  944. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = EFST_CURSEDCIRCLE_ATKER;
  945. StatusIconChangeTable[SC__BLOODYLUST] = EFST_BLOODYLUST;
  946. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = EFST_MYSTERIOUS_POWDER;
  947. StatusIconChangeTable[SC_MELON_BOMB] = EFST_MELON_BOMB;
  948. StatusIconChangeTable[SC_BANANA_BOMB] = EFST_BANANA_BOMB;
  949. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = EFST_BANANA_BOMB_SITDOWN_POSTDELAY;
  950. StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = EFST_PROMOTE_HEALTH_RESERCH;
  951. StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = EFST_ENERGY_DRINK_RESERCH;
  952. /* Genetics New Food Items Status Icons */
  953. StatusIconChangeTable[SC_SAVAGE_STEAK] = EFST_SAVAGE_STEAK;
  954. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = EFST_COCKTAIL_WARG_BLOOD;
  955. StatusIconChangeTable[SC_MINOR_BBQ] = EFST_MINOR_BBQ;
  956. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = EFST_SIROMA_ICE_TEA;
  957. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = EFST_DROCERA_HERB_STEAMED;
  958. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = EFST_PUTTI_TAILS_NOODLES;
  959. StatusIconChangeTable[SC_STOMACHACHE] = EFST_STOMACHACHE;
  960. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = EFST_EXTRACT_WHITE_POTION_Z;
  961. StatusIconChangeTable[SC_VITATA_500] = EFST_VITATA_500;
  962. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = EFST_EXTRACT_SALAMINE_JUICE;
  963. StatusIconChangeTable[SC_BOOST500] = EFST_BOOST500;
  964. StatusIconChangeTable[SC_FULL_SWING_K] = EFST_FULL_SWING_K;
  965. StatusIconChangeTable[SC_MANA_PLUS] = EFST_MANA_PLUS;
  966. StatusIconChangeTable[SC_MUSTLE_M] = EFST_MUSTLE_M;
  967. StatusIconChangeTable[SC_LIFE_FORCE_F] = EFST_LIFE_FORCE_F;
  968. /* Elemental Spirit's 'side' status change icons */
  969. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = EFST_CIRCLE_OF_FIRE;
  970. StatusIconChangeTable[SC_FIRE_CLOAK] = EFST_FIRE_CLOAK;
  971. StatusIconChangeTable[SC_WATER_SCREEN] = EFST_WATER_SCREEN;
  972. StatusIconChangeTable[SC_WATER_DROP] = EFST_WATER_DROP;
  973. StatusIconChangeTable[SC_WIND_STEP] = EFST_WIND_STEP;
  974. StatusIconChangeTable[SC_WIND_CURTAIN] = EFST_WIND_CURTAIN;
  975. StatusIconChangeTable[SC_SOLID_SKIN] = EFST_SOLID_SKIN;
  976. StatusIconChangeTable[SC_STONE_SHIELD] = EFST_STONE_SHIELD;
  977. StatusIconChangeTable[SC_PYROTECHNIC] = EFST_PYROTECHNIC;
  978. StatusIconChangeTable[SC_HEATER] = EFST_HEATER;
  979. StatusIconChangeTable[SC_TROPIC] = EFST_TROPIC;
  980. StatusIconChangeTable[SC_AQUAPLAY] = EFST_AQUAPLAY;
  981. StatusIconChangeTable[SC_COOLER] = EFST_COOLER;
  982. StatusIconChangeTable[SC_CHILLY_AIR] = EFST_CHILLY_AIR;
  983. StatusIconChangeTable[SC_GUST] = EFST_GUST;
  984. StatusIconChangeTable[SC_BLAST] = EFST_BLAST;
  985. StatusIconChangeTable[SC_WILD_STORM] = EFST_WILD_STORM;
  986. StatusIconChangeTable[SC_PETROLOGY] = EFST_PETROLOGY;
  987. StatusIconChangeTable[SC_CURSED_SOIL] = EFST_CURSED_SOIL;
  988. StatusIconChangeTable[SC_UPHEAVAL] = EFST_UPHEAVAL;
  989. StatusIconChangeTable[SC_REBOUND] = EFST_REBOUND;
  990. StatusIconChangeTable[SC_DEFSET] = EFST_SET_NUM_DEF;
  991. StatusIconChangeTable[SC_MDEFSET] = EFST_SET_NUM_MDEF;
  992. StatusIconChangeTable[SC_MONSTER_TRANSFORM] = EFST_MONSTER_TRANSFORM;
  993. StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = EFST_ACTIVE_MONSTER_TRANSFORM;
  994. StatusIconChangeTable[SC_ALL_RIDING] = EFST_ALL_RIDING;
  995. StatusIconChangeTable[SC_PUSH_CART] = EFST_ON_PUSH_CART;
  996. StatusIconChangeTable[SC_MTF_ASPD] = EFST_MTF_ASPD;
  997. StatusIconChangeTable[SC_MTF_RANGEATK] = EFST_MTF_RANGEATK;
  998. StatusIconChangeTable[SC_MTF_MATK] = EFST_MTF_MATK;
  999. StatusIconChangeTable[SC_MTF_MLEATKED] = EFST_MTF_MLEATKED;
  1000. StatusIconChangeTable[SC_MTF_CRIDAMAGE] = EFST_MTF_CRIDAMAGE;
  1001. StatusIconChangeTable[SC_QD_SHOT_READY] = EFST_E_QD_SHOT_READY;
  1002. StatusIconChangeTable[SC_QUEST_BUFF1] = EFST_QUEST_BUFF1;
  1003. StatusIconChangeTable[SC_QUEST_BUFF2] = EFST_QUEST_BUFF2;
  1004. StatusIconChangeTable[SC_QUEST_BUFF3] = EFST_QUEST_BUFF3;
  1005. StatusIconChangeTable[SC_MTF_ASPD2] = EFST_MTF_ASPD2;
  1006. StatusIconChangeTable[SC_MTF_RANGEATK2] = EFST_MTF_RANGEATK2;
  1007. StatusIconChangeTable[SC_MTF_MATK2] = EFST_MTF_MATK2;
  1008. StatusIconChangeTable[SC_2011RWC_SCROLL] = EFST_2011RWC_SCROLL;
  1009. StatusIconChangeTable[SC_JP_EVENT04] = EFST_JP_EVENT04;
  1010. StatusIconChangeTable[SC_MTF_HITFLEE] = EFST_MTF_HITFLEE;
  1011. StatusIconChangeTable[SC_MTF_MHP] = EFST_MTF_MHP;
  1012. StatusIconChangeTable[SC_MTF_MSP] = EFST_MTF_MSP;
  1013. StatusIconChangeTable[SC_MTF_PUMPKIN] = EFST_MTF_PUMPKIN;
  1014. StatusIconChangeTable[SC_NORECOVER_STATE] = EFST_HANDICAPSTATE_NORECOVER;
  1015. StatusIconChangeTable[SC_GVG_GIANT] = EFST_GVG_GIANT;
  1016. StatusIconChangeTable[SC_GVG_GOLEM] = EFST_GVG_GOLEM;
  1017. StatusIconChangeTable[SC_GVG_STUN] = EFST_GVG_STUN;
  1018. StatusIconChangeTable[SC_GVG_STONE] = EFST_GVG_STONE;
  1019. StatusIconChangeTable[SC_GVG_FREEZ] = EFST_GVG_FREEZ;
  1020. StatusIconChangeTable[SC_GVG_SLEEP] = EFST_GVG_SLEEP;
  1021. StatusIconChangeTable[SC_GVG_CURSE] = EFST_GVG_CURSE;
  1022. StatusIconChangeTable[SC_GVG_SILENCE] = EFST_GVG_SILENCE;
  1023. StatusIconChangeTable[SC_GVG_BLIND] = EFST_GVG_BLIND;
  1024. StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = EFST_RESIST_PROPERTY_WATER;
  1025. StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = EFST_RESIST_PROPERTY_GROUND;
  1026. StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = EFST_RESIST_PROPERTY_FIRE;
  1027. StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = EFST_RESIST_PROPERTY_WIND;
  1028. // Costumes
  1029. StatusIconChangeTable[SC_MOONSTAR] = EFST_MOONSTAR;
  1030. StatusIconChangeTable[SC_SUPER_STAR] = EFST_SUPER_STAR;
  1031. StatusIconChangeTable[SC_STRANGELIGHTS] = EFST_STRANGELIGHTS;
  1032. StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = EFST_DECORATION_OF_MUSIC;
  1033. StatusIconChangeTable[SC_LJOSALFAR] = EFST_LJOSALFAR;
  1034. StatusIconChangeTable[SC_MERMAID_LONGING] = EFST_MERMAID_LONGING;
  1035. StatusIconChangeTable[SC_HAT_EFFECT] = EFST_HAT_EFFECT;
  1036. StatusIconChangeTable[SC_FLOWERSMOKE] = EFST_FLOWERSMOKE;
  1037. StatusIconChangeTable[SC_FSTONE] = EFST_FSTONE;
  1038. StatusIconChangeTable[SC_HAPPINESS_STAR] = EFST_HAPPINESS_STAR;
  1039. StatusIconChangeTable[SC_MAPLE_FALLS] = EFST_MAPLE_FALLS;
  1040. StatusIconChangeTable[SC_TIME_ACCESSORY] = EFST_TIME_ACCESSORY;
  1041. StatusIconChangeTable[SC_MAGICAL_FEATHER] = EFST_MAGICAL_FEATHER;
  1042. /* Summoners status icons */
  1043. StatusIconChangeTable[SC_SPRITEMABLE] = EFST_SPRITEMABLE;
  1044. StatusIconChangeTable[SC_DORAM_BUF_01] = EFST_DORAM_BUF_01;
  1045. StatusIconChangeTable[SC_DORAM_BUF_02] = EFST_DORAM_BUF_02;
  1046. // Item Reuse Limits
  1047. StatusIconChangeTable[SC_REUSE_REFRESH] = EFST_REUSE_REFRESH;
  1048. StatusIconChangeTable[SC_REUSE_LIMIT_A] = EFST_REUSE_LIMIT_A;
  1049. StatusIconChangeTable[SC_REUSE_LIMIT_B] = EFST_REUSE_LIMIT_B;
  1050. StatusIconChangeTable[SC_REUSE_LIMIT_C] = EFST_REUSE_LIMIT_C;
  1051. StatusIconChangeTable[SC_REUSE_LIMIT_D] = EFST_REUSE_LIMIT_D;
  1052. StatusIconChangeTable[SC_REUSE_LIMIT_E] = EFST_REUSE_LIMIT_E;
  1053. StatusIconChangeTable[SC_REUSE_LIMIT_F] = EFST_REUSE_LIMIT_F;
  1054. StatusIconChangeTable[SC_REUSE_LIMIT_G] = EFST_REUSE_LIMIT_G;
  1055. StatusIconChangeTable[SC_REUSE_LIMIT_H] = EFST_REUSE_LIMIT_H;
  1056. StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = EFST_REUSE_LIMIT_MTF;
  1057. StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = EFST_REUSE_LIMIT_ECL;
  1058. StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = EFST_REUSE_LIMIT_RECALL;
  1059. StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = EFST_REUSE_LIMIT_ASPD_POTION;
  1060. StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = EFST_REUSE_MILLENNIUMSHIELD;
  1061. StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = EFST_REUSE_CRUSHSTRIKE;
  1062. StatusIconChangeTable[SC_REUSE_STORMBLAST] = EFST_REUSE_STORMBLAST;
  1063. StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = EFST_ALL_RIDING_REUSE_LIMIT;
  1064. // Clan System
  1065. StatusIconChangeTable[SC_CLAN_INFO] = EFST_CLAN_INFO;
  1066. StatusIconChangeTable[SC_SWORDCLAN] = EFST_SWORDCLAN;
  1067. StatusIconChangeTable[SC_ARCWANDCLAN] = EFST_ARCWANDCLAN;
  1068. StatusIconChangeTable[SC_GOLDENMACECLAN] = EFST_GOLDENMACECLAN;
  1069. StatusIconChangeTable[SC_CROSSBOWCLAN] = EFST_CROSSBOWCLAN;
  1070. StatusIconChangeTable[SC_JUMPINGCLAN] = EFST_JUMPINGCLAN;
  1071. // Geffen Magic Tournament Buffs
  1072. StatusIconChangeTable[SC_GEFFEN_MAGIC1] = EFST_GEFFEN_MAGIC1;
  1073. StatusIconChangeTable[SC_GEFFEN_MAGIC2] = EFST_GEFFEN_MAGIC2;
  1074. StatusIconChangeTable[SC_GEFFEN_MAGIC3] = EFST_GEFFEN_MAGIC3;
  1075. // RODEX
  1076. StatusIconChangeTable[SC_DAILYSENDMAILCNT] = EFST_DAILYSENDMAILCNT;
  1077. StatusIconChangeTable[SC_DRESSUP] = EFST_DRESS_UP;
  1078. // Old Glast Heim
  1079. StatusIconChangeTable[SC_GLASTHEIM_ATK] = EFST_GLASTHEIM_ATK;
  1080. StatusIconChangeTable[SC_GLASTHEIM_DEF] = EFST_GLASTHEIM_DEF;
  1081. StatusIconChangeTable[SC_GLASTHEIM_HEAL] = EFST_GLASTHEIM_HEAL;
  1082. StatusIconChangeTable[SC_GLASTHEIM_HIDDEN] = EFST_GLASTHEIM_HIDDEN;
  1083. StatusIconChangeTable[SC_GLASTHEIM_STATE] = EFST_GLASTHEIM_STATE;
  1084. StatusIconChangeTable[SC_GLASTHEIM_ITEMDEF] = EFST_GLASTHEIM_ITEMDEF;
  1085. StatusIconChangeTable[SC_GLASTHEIM_HPSP] = EFST_GLASTHEIM_HPSP;
  1086. // Nightmare Biolab
  1087. StatusIconChangeTable[SC_LHZ_DUN_N1] = EFST_LHZ_DUN_N1;
  1088. StatusIconChangeTable[SC_LHZ_DUN_N2] = EFST_LHZ_DUN_N2;
  1089. StatusIconChangeTable[SC_LHZ_DUN_N3] = EFST_LHZ_DUN_N3;
  1090. StatusIconChangeTable[SC_LHZ_DUN_N4] = EFST_LHZ_DUN_N4;
  1091. StatusIconChangeTable[SC_ANCILLA] = EFST_ANCILLA;
  1092. /* Other SC which are not necessarily associated to skills */
  1093. StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
  1094. StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
  1095. StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
  1096. StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
  1097. StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
  1098. StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
  1099. StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
  1100. StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
  1101. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1102. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  1103. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  1104. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  1105. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  1106. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  1107. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  1108. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  1109. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  1110. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  1111. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  1112. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  1113. StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
  1114. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  1115. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  1116. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  1117. StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
  1118. StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
  1119. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  1120. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  1121. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  1122. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  1123. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  1124. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  1125. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  1126. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  1127. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  1128. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  1129. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  1130. StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
  1131. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  1132. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  1133. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  1134. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
  1135. StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
  1136. StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
  1137. StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
  1138. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  1139. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  1140. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  1141. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  1142. StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
  1143. StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
  1144. StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
  1145. StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
  1146. StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
  1147. /* Cash Items */
  1148. StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
  1149. StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
  1150. StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
  1151. StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
  1152. StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
  1153. StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
  1154. StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
  1155. /* Mercenary Bonus Effects */
  1156. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  1157. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  1158. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  1159. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  1160. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  1161. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
  1162. StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
  1163. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  1164. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  1165. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  1166. StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
  1167. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  1168. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  1169. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  1170. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
  1171. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1172. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  1173. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  1174. StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
  1175. StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
  1176. StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
  1177. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  1178. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  1179. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  1180. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  1181. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  1182. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  1183. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  1184. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  1185. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  1186. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  1187. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  1188. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  1189. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
  1190. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  1191. StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
  1192. StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
  1193. StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
  1194. StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
  1195. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  1196. StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
  1197. StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
  1198. StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
  1199. StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
  1200. StatusChangeFlagTable[SC_MTF_CRIDAMAGE] |= SCB_ALL;
  1201. StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
  1202. StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
  1203. StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
  1204. StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
  1205. StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
  1206. StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1207. StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
  1208. StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
  1209. StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
  1210. // Costumes
  1211. StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
  1212. StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
  1213. StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
  1214. StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
  1215. StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
  1216. StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
  1217. StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
  1218. StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
  1219. StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
  1220. StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
  1221. StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
  1222. StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
  1223. StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
  1224. // Clan System
  1225. StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
  1226. StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
  1227. StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
  1228. StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
  1229. StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
  1230. StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  1231. // RODEX
  1232. StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
  1233. // Old Glast Heim
  1234. StatusChangeFlagTable[SC_GLASTHEIM_ATK] |= SCB_ALL;
  1235. StatusChangeFlagTable[SC_GLASTHEIM_STATE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
  1236. StatusChangeFlagTable[SC_GLASTHEIM_ITEMDEF] |= SCB_DEF|SCB_MDEF;
  1237. StatusChangeFlagTable[SC_GLASTHEIM_HPSP] |= SCB_MAXHP|SCB_MAXSP;
  1238. // Summoner
  1239. StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
  1240. StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
  1241. StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
  1242. StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
  1243. StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
  1244. #ifdef RENEWAL
  1245. // renewal EDP increases your weapon atk
  1246. StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
  1247. #endif
  1248. /* StatusDisplayType Table [Ind] */
  1249. StatusDisplayType[SC_ALL_RIDING] = BL_PC;
  1250. StatusDisplayType[SC_PUSH_CART] = BL_PC;
  1251. StatusDisplayType[SC_SPHERE_1] = BL_PC;
  1252. StatusDisplayType[SC_SPHERE_2] = BL_PC;
  1253. StatusDisplayType[SC_SPHERE_3] = BL_PC;
  1254. StatusDisplayType[SC_SPHERE_4] = BL_PC;
  1255. StatusDisplayType[SC_SPHERE_5] = BL_PC;
  1256. StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
  1257. StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
  1258. StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
  1259. StatusDisplayType[SC_ORATIO] = BL_PC;
  1260. StatusDisplayType[SC_FREEZING] = BL_PC;
  1261. StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
  1262. StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
  1263. StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
  1264. StatusDisplayType[SC_BANDING] = BL_PC;
  1265. StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
  1266. StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
  1267. StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
  1268. StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
  1269. StatusDisplayType[SC_NETHERWORLD] = BL_PC;
  1270. StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
  1271. StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
  1272. StatusDisplayType[SC__SHADOWFORM] = BL_PC;
  1273. StatusDisplayType[SC__MANHOLE] = BL_PC;
  1274. StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
  1275. StatusDisplayType[SC_AKAITSUKI] = BL_PC;
  1276. StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
  1277. StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
  1278. StatusDisplayType[SC_DARKCROW] = BL_PC;
  1279. StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
  1280. StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
  1281. StatusDisplayType[SC_UNLIMIT] = BL_PC;
  1282. StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
  1283. StatusDisplayType[SC_C_MARKER] = BL_PC;
  1284. StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
  1285. StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
  1286. StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
  1287. // Costumes
  1288. StatusDisplayType[SC_MOONSTAR] = BL_PC;
  1289. StatusDisplayType[SC_SUPER_STAR] = BL_PC;
  1290. StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
  1291. StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
  1292. StatusDisplayType[SC_LJOSALFAR] = BL_PC;
  1293. StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
  1294. StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
  1295. StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
  1296. StatusDisplayType[SC_FSTONE] = BL_PC;
  1297. StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
  1298. StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
  1299. StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
  1300. StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
  1301. // Clans
  1302. StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
  1303. StatusDisplayType[SC_DRESSUP] = BL_PC;
  1304. /* StatusChangeState (SCS_) NOMOVE */
  1305. StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
  1306. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
  1307. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
  1308. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
  1309. StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
  1310. StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1311. StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1312. StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
  1313. StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
  1314. StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
  1315. StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
  1316. StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
  1317. StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
  1318. StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1319. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
  1320. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
  1321. StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
  1322. StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
  1323. StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
  1324. StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
  1325. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
  1326. StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
  1327. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
  1328. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
  1329. StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
  1330. StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
  1331. StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
  1332. StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
  1333. StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
  1334. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
  1335. StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
  1336. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
  1337. StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
  1338. /* StatusChangeState (SCS_) NOPICKUPITEMS */
  1339. StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
  1340. StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
  1341. StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
  1342. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
  1343. StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
  1344. StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
  1345. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
  1346. StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
  1347. /* StatusChangeState (SCS_) NODROPITEMS */
  1348. StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
  1349. StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
  1350. StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
  1351. /* StatusChangeState (SCS_) NOCAST (skills) */
  1352. StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
  1353. StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
  1354. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
  1355. StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
  1356. StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
  1357. StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
  1358. StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
  1359. StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
  1360. StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
  1361. StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
  1362. StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
  1363. StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
  1364. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
  1365. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
  1366. StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
  1367. StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
  1368. /* StatusChangeState (SCS_) NOCHAT (skills) */
  1369. StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
  1370. StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
  1371. StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
  1372. StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
  1373. }
  1374. static void initDummyData(void)
  1375. {
  1376. memset(&dummy_status, 0, sizeof(dummy_status));
  1377. dummy_status.hp =
  1378. dummy_status.max_hp =
  1379. dummy_status.max_sp =
  1380. dummy_status.str =
  1381. dummy_status.agi =
  1382. dummy_status.vit =
  1383. dummy_status.int_ =
  1384. dummy_status.dex =
  1385. dummy_status.luk =
  1386. dummy_status.hit = 1;
  1387. dummy_status.speed = 2000;
  1388. dummy_status.adelay = 4000;
  1389. dummy_status.amotion = 2000;
  1390. dummy_status.dmotion = 2000;
  1391. dummy_status.ele_lv = 1; // Min elemental level.
  1392. dummy_status.mode = MD_CANMOVE;
  1393. }
  1394. /**
  1395. * For copying a status_data structure from b to a, without overwriting current Hp and Sp
  1396. * @param a: Status data structure to copy from
  1397. * @param b: Status data structure to copy to
  1398. */
  1399. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  1400. {
  1401. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  1402. }
  1403. /**
  1404. * Sets HP to a given value
  1405. * Will always succeed (overrides heal impediment statuses) but can't kill an object
  1406. * @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1407. * @param hp: What the HP is to be set as
  1408. * @param flag: Used in case final value is higher than current
  1409. * Use 2 to display healing effect
  1410. * @return heal or zapped HP if valid
  1411. */
  1412. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  1413. {
  1414. struct status_data *status;
  1415. if (hp < 1)
  1416. return 0;
  1417. status = status_get_status_data(bl);
  1418. if (status == &dummy_status)
  1419. return 0;
  1420. if (hp > status->max_hp)
  1421. hp = status->max_hp;
  1422. if (hp == status->hp)
  1423. return 0;
  1424. if (hp > status->hp)
  1425. return status_heal(bl, hp - status->hp, 0, 1|flag);
  1426. return status_zap(bl, status->hp - hp, 0);
  1427. }
  1428. /**
  1429. * Sets Max HP to a given value
  1430. * @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
  1431. * @param maxhp: What the Max HP is to be set as
  1432. * @param flag: Used in case final value is higher than current
  1433. * Use 2 to display healing effect
  1434. * @return heal or zapped HP if valid
  1435. */
  1436. int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
  1437. {
  1438. struct status_data *status;
  1439. int64 heal;
  1440. if (maxhp < 1)
  1441. return 0;
  1442. status = status_get_status_data(bl);
  1443. if (status == &dummy_status)
  1444. return 0;
  1445. if (maxhp == status->max_hp)
  1446. return 0;
  1447. heal = maxhp - status->max_hp;
  1448. status->max_hp = maxhp;
  1449. if (heal > 0)
  1450. status_heal(bl, heal, 0, 1|flag);
  1451. else
  1452. status_zap(bl, -heal, 0);
  1453. return maxhp;
  1454. }
  1455. /**
  1456. * Sets SP to a given value
  1457. * @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
  1458. * @param sp: What the SP is to be set as
  1459. * @param flag: Used in case final value is higher than current
  1460. * Use 2 to display healing effect
  1461. * @return heal or zapped SP if valid
  1462. */
  1463. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  1464. {
  1465. struct status_data *status;
  1466. status = status_get_status_data(bl);
  1467. if (status == &dummy_status)
  1468. return 0;
  1469. if (sp > status->max_sp)
  1470. sp = status->max_sp;
  1471. if (sp == status->sp)
  1472. return 0;
  1473. if (sp > status->sp)
  1474. return status_heal(bl, 0, sp - status->sp, 1|flag);
  1475. return status_zap(bl, 0, status->sp - sp);
  1476. }
  1477. /**
  1478. * Sets Max SP to a given value
  1479. * @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
  1480. * @param maxsp: What the Max SP is to be set as
  1481. * @param flag: Used in case final value is higher than current
  1482. * Use 2 to display healing effect
  1483. * @return heal or zapped HP if valid
  1484. */
  1485. int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
  1486. {
  1487. struct status_data *status;
  1488. if (maxsp < 1)
  1489. return 0;
  1490. status = status_get_status_data(bl);
  1491. if (status == &dummy_status)
  1492. return 0;
  1493. if (maxsp == status->max_sp)
  1494. return 0;
  1495. if (maxsp > status->max_sp)
  1496. status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
  1497. else
  1498. status_zap(bl, status->max_sp - maxsp, 0);
  1499. status->max_sp = maxsp;
  1500. return maxsp;
  1501. }
  1502. /**
  1503. * Takes HP/SP from an Object
  1504. * @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
  1505. * @param hp: How much HP to charge
  1506. * @param sp: How much SP to charge
  1507. * @return hp+sp through status_damage()
  1508. * Note: HP/SP are integer values, not percentages. Values should be
  1509. * calculated either within function call or before
  1510. */
  1511. int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
  1512. {
  1513. if(!(bl->type&BL_CONSUME))
  1514. return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
  1515. return status_damage(NULL, bl, hp, sp, 0, 3);
  1516. }
  1517. /**
  1518. * Inflicts damage on the target with the according walkdelay.
  1519. * @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
  1520. * @param target: Target of the damage
  1521. * @param dhp: How much damage to HP
  1522. * @param dsp: How much damage to SP
  1523. * @param walkdelay: Amount of time before object can walk again
  1524. * @param flag: Damage flag decides various options
  1525. * flag&1: Passive damage - Does not trigger cancelling status changes
  1526. * flag&2: Fail if there is not enough to subtract
  1527. * flag&4: Mob does not give EXP/Loot if killed
  1528. * flag&8: Used to damage SP of a dead character
  1529. * @return hp+sp
  1530. * Note: HP/SP are integer values, not percentages. Values should be
  1531. * calculated either within function call or before
  1532. */
  1533. int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, t_tick walkdelay, int flag)
  1534. {
  1535. struct status_data *status;
  1536. struct status_change *sc;
  1537. int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
  1538. int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
  1539. nullpo_ret(target);
  1540. if(sp && !(target->type&BL_CONSUME))
  1541. sp = 0; // Not a valid SP target.
  1542. if (hp < 0) { // Assume absorbed damage.
  1543. status_heal(target, -hp, 0, 1);
  1544. hp = 0;
  1545. }
  1546. if (sp < 0) {
  1547. status_heal(target, 0, -sp, 1);
  1548. sp = 0;
  1549. }
  1550. if (target->type == BL_SKILL) {
  1551. if (!src || src->type&battle_config.can_damage_skill)
  1552. return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
  1553. return 0;
  1554. }
  1555. status = status_get_status_data(target);
  1556. if(!status || status == &dummy_status )
  1557. return 0;
  1558. if ((unsigned int)hp >= status->hp) {
  1559. if (flag&2) return 0;
  1560. hp = status->hp;
  1561. }
  1562. if ((unsigned int)sp > status->sp) {
  1563. if (flag&2) return 0;
  1564. sp = status->sp;
  1565. }
  1566. if (!hp && !sp)
  1567. return 0;
  1568. if( !status->hp )
  1569. flag |= 8;
  1570. sc = status_get_sc(target);
  1571. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  1572. hp = 1;
  1573. if( hp && !(flag&1) ) {
  1574. if( sc ) {
  1575. struct status_change_entry *sce;
  1576. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  1577. status_change_end(target, SC_STONE, INVALID_TIMER);
  1578. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  1579. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  1580. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  1581. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1582. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1583. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1584. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1585. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1586. status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
  1587. status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
  1588. status_change_end(target, SC_SUHIDE, INVALID_TIMER);
  1589. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1590. /** [Skotlex]
  1591. * Endure count is only reduced by non-players on non-gvg maps.
  1592. * val4 signals infinite endure.
  1593. **/
  1594. if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
  1595. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1596. }
  1597. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
  1598. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1599. if (sg) {
  1600. skill_delunitgroup(sg);
  1601. sce->val4 = 0;
  1602. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1603. }
  1604. }
  1605. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1606. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1607. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1608. status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
  1609. if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
  1610. status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
  1611. }
  1612. if (target->type == BL_PC)
  1613. pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
  1614. unit_skillcastcancel(target, 2);
  1615. }
  1616. status->hp-= hp;
  1617. status->sp-= sp;
  1618. if (sc && hp && status->hp) {
  1619. if (sc->data[SC_AUTOBERSERK] &&
  1620. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1621. status->hp < status->max_hp>>2)
  1622. sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
  1623. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1624. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1625. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1626. status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
  1627. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1628. status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  1629. }
  1630. switch (target->type) {
  1631. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1632. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1633. case BL_HOM: hom_damage((TBL_HOM*)target); break;
  1634. case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
  1635. case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
  1636. }
  1637. if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
  1638. unit_stop_walking( target, 1 );
  1639. }
  1640. if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
  1641. if (walkdelay)
  1642. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1643. return (int)(hp+sp);
  1644. }
  1645. status->hp = 0;
  1646. /** [Skotlex]
  1647. * NOTE: These dead functions should return:
  1648. * 0: Death cancelled, auto-revived.
  1649. * Non-zero: Standard death. Clear status, cancel move/attack, etc
  1650. * &2: Remove object from map.
  1651. * &4: Delete object from memory. (One time spawn mobs)
  1652. **/
  1653. switch (target->type) {
  1654. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1655. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1656. case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
  1657. case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
  1658. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
  1659. default: // Unhandled case, do nothing to object.
  1660. flag = 0;
  1661. break;
  1662. }
  1663. if(!flag) // Death cancelled.
  1664. return (int)(hp+sp);
  1665. // Normal death
  1666. if (battle_config.clear_unit_ondeath &&
  1667. battle_config.clear_unit_ondeath&target->type)
  1668. skill_clear_unitgroup(target);
  1669. if(target->type&BL_REGEN) { // Reset regen ticks.
  1670. struct regen_data *regen = status_get_regen_data(target);
  1671. if (regen) {
  1672. memset(&regen->tick, 0, sizeof(regen->tick));
  1673. if (regen->sregen)
  1674. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1675. if (regen->ssregen)
  1676. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1677. }
  1678. }
  1679. if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
  1680. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1681. // Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1682. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  1683. status_revive(target, 100, 100);
  1684. else
  1685. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1686. status_change_clear(target,0);
  1687. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1688. sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
  1689. if( target->type == BL_MOB )
  1690. ((TBL_MOB*)target)->state.rebirth = 1;
  1691. return (int)(hp+sp);
  1692. }
  1693. 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.
  1694. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1695. status_change_clear(target,0);
  1696. ((TBL_MOB*)target)->state.rebirth = 1;
  1697. return (int)(hp+sp);
  1698. }
  1699. status_change_clear(target,0);
  1700. if(flag&4) // Delete from memory. (also invokes map removal code)
  1701. unit_free(target,CLR_DEAD);
  1702. else if(flag&2) // remove from map
  1703. unit_remove_map(target,CLR_DEAD);
  1704. else { // Some death states that would normally be handled by unit_remove_map
  1705. unit_stop_attack(target);
  1706. unit_stop_walking(target,1);
  1707. unit_skillcastcancel(target,0);
  1708. clif_clearunit_area(target,CLR_DEAD);
  1709. skill_unit_move(target,gettick(),4);
  1710. skill_cleartimerskill(target);
  1711. }
  1712. // Always run NPC scripts for players last
  1713. //FIXME those ain't always run if a player die if he was resurect meanwhile
  1714. //cf SC_REBIRTH, SC_KAIZEL, pc_dead...
  1715. if(target->type == BL_PC) {
  1716. TBL_PC *sd = BL_CAST(BL_PC,target);
  1717. if( sd->bg_id ) {
  1718. struct battleground_data *bg;
  1719. if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
  1720. npc_event(sd, bg->die_event, 0);
  1721. }
  1722. npc_script_event(sd,NPCE_DIE);
  1723. }
  1724. return (int)(hp+sp);
  1725. }
  1726. /**
  1727. * Heals an object
  1728. * @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
  1729. * @param hhp: How much HP to heal
  1730. * @param hsp: How much SP to heal
  1731. * @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
  1732. * or gives HP(&4) heal effect with 0 heal
  1733. * Forced healing overrides heal impedement statuses (Berserk)
  1734. * @return hp+sp
  1735. */
  1736. int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
  1737. {
  1738. struct status_data *status;
  1739. struct status_change *sc;
  1740. int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
  1741. int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
  1742. status = status_get_status_data(bl);
  1743. if (status == &dummy_status || !status->hp)
  1744. return 0;
  1745. sc = status_get_sc(bl);
  1746. if (sc && !sc->count)
  1747. sc = NULL;
  1748. if (hp < 0) {
  1749. if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
  1750. hp++;
  1751. status_damage(NULL, bl, -hp, 0, 0, 1);
  1752. hp = 0;
  1753. }
  1754. if(hp) {
  1755. if( sc && (sc->data[SC_BERSERK]) ) {
  1756. if( flag&1 )
  1757. flag &= ~2;
  1758. else
  1759. hp = 0;
  1760. }
  1761. if((unsigned int)hp > status->max_hp - status->hp)
  1762. hp = status->max_hp - status->hp;
  1763. }
  1764. if(sp < 0) {
  1765. if (sp == INT_MIN)
  1766. sp++;
  1767. status_damage(NULL, bl, 0, -sp, 0, 1);
  1768. sp = 0;
  1769. }
  1770. if(sp) {
  1771. if((unsigned int)sp > status->max_sp - status->sp)
  1772. sp = status->max_sp - status->sp;
  1773. }
  1774. if(!sp && !hp && !(flag&4))
  1775. return 0;
  1776. status->hp += hp;
  1777. status->sp += sp;
  1778. if(hp && sc &&
  1779. sc->data[SC_AUTOBERSERK] &&
  1780. sc->data[SC_PROVOKE] &&
  1781. sc->data[SC_PROVOKE]->val2==1 &&
  1782. status->hp>=status->max_hp>>2
  1783. ) // End auto berserk.
  1784. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1785. // Send HP update to client
  1786. switch(bl->type) {
  1787. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
  1788. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1789. case BL_HOM: hom_heal((TBL_HOM*)bl); break;
  1790. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1791. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1792. }
  1793. return (int)hp+sp;
  1794. }
  1795. /**
  1796. * Applies percentage based damage to a unit.
  1797. * If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
  1798. * @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
  1799. * @param target: Object to modify HP/SP
  1800. * @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
  1801. * @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
  1802. * @param flag: \n
  1803. * 0: Heal target \n
  1804. * 1: Use status_damage \n
  1805. * 2: Use status_damage and make sure target must not die from subtraction
  1806. * @return hp+sp through status_heal()
  1807. */
  1808. int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
  1809. {
  1810. struct status_data *status;
  1811. unsigned int hp = 0, sp = 0;
  1812. status = status_get_status_data(target);
  1813. // It's safe now [MarkZD]
  1814. if (hp_rate > 99)
  1815. hp = status->hp;
  1816. else if (hp_rate > 0)
  1817. hp = apply_rate(status->hp, hp_rate);
  1818. else if (hp_rate < -99)
  1819. hp = status->max_hp;
  1820. else if (hp_rate < 0)
  1821. hp = (apply_rate(status->max_hp, -hp_rate));
  1822. if (hp_rate && !hp)
  1823. hp = 1;
  1824. if (flag == 2 && hp >= status->hp)
  1825. hp = status->hp-1; // Must not kill target.
  1826. if (sp_rate > 99)
  1827. sp = status->sp;
  1828. else if (sp_rate > 0)
  1829. sp = apply_rate(status->sp, sp_rate);
  1830. else if (sp_rate < -99)
  1831. sp = status->max_sp;
  1832. else if (sp_rate < 0)
  1833. sp = (apply_rate(status->max_sp, -sp_rate));
  1834. if (sp_rate && !sp)
  1835. sp = 1;
  1836. // Ugly check in case damage dealt is too much for the received args of
  1837. // status_heal / status_damage. [Skotlex]
  1838. if (hp > INT_MAX) {
  1839. hp -= INT_MAX;
  1840. if (flag)
  1841. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1842. else
  1843. status_heal(target, INT_MAX, 0, 0);
  1844. }
  1845. if (sp > INT_MAX) {
  1846. sp -= INT_MAX;
  1847. if (flag)
  1848. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1849. else
  1850. status_heal(target, 0, INT_MAX, 0);
  1851. }
  1852. if (flag)
  1853. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1854. return status_heal(target, hp, sp, 0);
  1855. }
  1856. /**
  1857. * Revives a unit
  1858. * @param bl: Object to revive [PC|MOB|HOM]
  1859. * @param per_hp: Percentage of HP to revive with
  1860. * @param per_sp: Percentage of SP to revive with
  1861. * @return Successful (1) or Invalid target (0)
  1862. */
  1863. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1864. {
  1865. struct status_data *status;
  1866. unsigned int hp, sp;
  1867. if (!status_isdead(bl)) return 0;
  1868. status = status_get_status_data(bl);
  1869. if (status == &dummy_status)
  1870. return 0; // Invalid target.
  1871. hp = (int64)status->max_hp * per_hp/100;
  1872. sp = (int64)status->max_sp * per_sp/100;
  1873. if(hp > status->max_hp - status->hp)
  1874. hp = status->max_hp - status->hp;
  1875. else if (per_hp && !hp)
  1876. hp = 1;
  1877. if(sp > status->max_sp - status->sp)
  1878. sp = status->max_sp - status->sp;
  1879. else if (per_sp && !sp)
  1880. sp = 1;
  1881. status->hp += hp;
  1882. status->sp += sp;
  1883. if (bl->prev) // Animation only if character is already on a map.
  1884. clif_resurrection(bl, 1);
  1885. switch (bl->type) {
  1886. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1887. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1888. case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
  1889. }
  1890. return 1;
  1891. }
  1892. /**
  1893. * Checks whether the src can use the skill on the target,
  1894. * taking into account status/option of both source/target
  1895. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  1896. src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
  1897. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  1898. target MAY be NULL, which checks if src can cast skill_id on the ground
  1899. * @param skill_id: Skill ID being used on target
  1900. * @param flag: 0 - Trying to use skill on target
  1901. * 1 - Cast bar is done
  1902. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
  1903. * @return src can use skill (1) or cannot use skill (0)
  1904. * @author [Skotlex]
  1905. */
  1906. bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
  1907. struct status_data *status;
  1908. struct status_change *sc = NULL, *tsc;
  1909. int hide_flag;
  1910. status = src ? status_get_status_data(src) : &dummy_status;
  1911. if (src && src->type != BL_PC && status_isdead(src))
  1912. return false;
  1913. if (!skill_id) { // Normal attack checks.
  1914. // This mode is only needed for melee attacking.
  1915. if (!status_has_mode(status,MD_CANATTACK))
  1916. return false;
  1917. // Dead state is not checked for skills as some skills can be used
  1918. // on dead characters, said checks are left to skill.c [Skotlex]
  1919. if (target && status_isdead(target))
  1920. return false;
  1921. }
  1922. switch( skill_id ) {
  1923. case PA_PRESSURE:
  1924. if( flag && target ) {
  1925. // Gloria Avoids pretty much everything....
  1926. tsc = status_get_sc(target);
  1927. if(tsc && tsc->option&OPTION_HIDE)
  1928. return false;
  1929. }
  1930. break;
  1931. case GN_WALLOFTHORN:
  1932. if( target && status_isdead(target) )
  1933. return false;
  1934. break;
  1935. case AL_TELEPORT:
  1936. case ALL_ODINS_POWER:
  1937. // Should fail when used on top of Land Protector [Skotlex]
  1938. if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1939. && !status_has_mode(status,MD_STATUS_IMMUNE)
  1940. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
  1941. return false;
  1942. break;
  1943. case SC_MANHOLE:
  1944. // Skill is disabled against special racial grouped monsters(GvG and Battleground)
  1945. if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
  1946. return false;
  1947. default:
  1948. break;
  1949. }
  1950. if ( src )
  1951. sc = status_get_sc(src);
  1952. if( sc && sc->count ) {
  1953. if (sc->data[SC_ALL_RIDING])
  1954. return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
  1955. if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
  1956. (sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
  1957. (sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
  1958. )) {
  1959. if (src->type == BL_PC)
  1960. clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
  1961. return false;
  1962. }
  1963. if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
  1964. if (flag != 1) // Can't cast, casted stuff can't damage.
  1965. return false;
  1966. if (skill_get_casttype(skill_id) == CAST_DAMAGE)
  1967. return false; // Damage spells stop casting.
  1968. }
  1969. if (
  1970. (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
  1971. || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
  1972. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
  1973. || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
  1974. )
  1975. return false;
  1976. if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
  1977. if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
  1978. unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
  1979. clif_emotion(src, ET_THROB);
  1980. return false;
  1981. }
  1982. if (sc->data[SC_BLADESTOP]) {
  1983. switch (sc->data[SC_BLADESTOP]->val1) {
  1984. case 5: if (skill_id == MO_EXTREMITYFIST) break;
  1985. case 4: if (skill_id == MO_CHAINCOMBO) break;
  1986. case 3: if (skill_id == MO_INVESTIGATE) break;
  1987. case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
  1988. default: return false;
  1989. }
  1990. }
  1991. if (sc->data[SC_DANCING] && flag!=2) {
  1992. if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
  1993. skill_id == WM_FRIGG_SONG))
  1994. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
  1995. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1996. return false;
  1997. } else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
  1998. if (skill_id == BD_ENCORE ||
  1999. skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  2000. )
  2001. return false;
  2002. } else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
  2003. return false;
  2004. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
  2005. return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
  2006. }
  2007. if (skill_id && // Do not block item-casted skills.
  2008. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
  2009. ) { // Skills blocked through status changes...
  2010. if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
  2011. sc->cant.cast ||
  2012. (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
  2013. (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
  2014. (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
  2015. (sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
  2016. (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
  2017. (sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
  2018. (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
  2019. ))
  2020. return false;
  2021. // Skill blocking.
  2022. if (
  2023. (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
  2024. (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
  2025. (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
  2026. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  2027. )
  2028. return false;
  2029. }
  2030. if (sc->option) {
  2031. if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
  2032. // Non players can use all skills while hidden.
  2033. return false;
  2034. }
  2035. if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
  2036. return false;
  2037. }
  2038. }
  2039. if (target == NULL || target == src) // No further checking needed.
  2040. return true;
  2041. tsc = status_get_sc(target);
  2042. if (tsc && tsc->count) {
  2043. /**
  2044. * Attacks in invincible are capped to 1 damage and handled in batte.c.
  2045. * Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
  2046. **/
  2047. if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
  2048. return false;
  2049. if(!skill_id && tsc->data[SC_TRICKDEAD])
  2050. return false;
  2051. if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
  2052. && tsc->data[SC_FREEZE])
  2053. return false;
  2054. if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  2055. return false;
  2056. if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
  2057. return false;
  2058. }
  2059. // If targetting, cloak+hide protect you, otherwise only hiding does.
  2060. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  2061. // Skill that can hit hidden target
  2062. if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
  2063. hide_flag &= ~OPTION_HIDE;
  2064. switch( target->type ) {
  2065. case BL_PC: {
  2066. struct map_session_data *tsd = (TBL_PC*)target;
  2067. bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
  2068. bool is_detect = status_has_mode(status,MD_DETECTOR);
  2069. if (pc_isinvisible(tsd))
  2070. return false;
  2071. if (tsc) {
  2072. if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
  2073. return false;
  2074. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
  2075. return false; // Works against insect and demon but not against bosses
  2076. if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
  2077. return false; // Works against all
  2078. if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
  2079. return false; // Insect, demon, and boss can detect
  2080. }
  2081. }
  2082. break;
  2083. case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  2084. // !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  2085. if (status_has_mode(status,MD_LOOTER))
  2086. return true;
  2087. return false;
  2088. case BL_HOM:
  2089. case BL_MER:
  2090. case BL_ELEM:
  2091. 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 )
  2092. return false; // Can't use support skills on Homunculus (only Master/Self)
  2093. if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  2094. return false; // Can't use Weapon endow skills on Mercenary (only Master)
  2095. if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
  2096. return false; // Can't use Potion Pitcher on Mercenaries
  2097. default:
  2098. // Check for chase-walk/hiding/cloaking opponents.
  2099. if( tsc ) {
  2100. if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
  2101. return false;
  2102. }
  2103. }
  2104. return true;
  2105. }
  2106. /**
  2107. * Checks whether the src can see the target
  2108. * @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
  2109. * @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
  2110. * @return src can see (1) or target is invisible (0)
  2111. * @author [Skotlex]
  2112. */
  2113. int status_check_visibility(struct block_list *src, struct block_list *target)
  2114. {
  2115. int view_range;
  2116. struct status_data* status = status_get_status_data(src);
  2117. struct status_change* tsc = status_get_sc(target);
  2118. switch (src->type) {
  2119. case BL_MOB:
  2120. view_range = ((TBL_MOB*)src)->min_chase;
  2121. break;
  2122. case BL_PET:
  2123. view_range = ((TBL_PET*)src)->db->range2;
  2124. break;
  2125. default:
  2126. view_range = AREA_SIZE;
  2127. }
  2128. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  2129. return 0;
  2130. if ( src->type == BL_NPC) // NPCs don't care for the rest
  2131. return 1;
  2132. if (tsc) {
  2133. bool is_boss = (status_get_class_(src) == CLASS_BOSS);
  2134. bool is_detector = status_has_mode(status,MD_DETECTOR);
  2135. switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
  2136. case BL_PC: {
  2137. struct map_session_data *tsd = (TBL_PC*)target;
  2138. 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))
  2139. return 0;
  2140. if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
  2141. return 0;
  2142. if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
  2143. return 0;
  2144. }
  2145. break;
  2146. default:
  2147. 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)
  2148. return 0;
  2149. }
  2150. }
  2151. return 1;
  2152. }
  2153. /**
  2154. * Base ASPD value taken from the job tables
  2155. * @param sd: Player object
  2156. * @param status: Player status
  2157. * @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
  2158. * base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
  2159. */
  2160. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  2161. {
  2162. int amotion;
  2163. int classidx = pc_class2idx(sd->status.class_);
  2164. #ifdef RENEWAL_ASPD
  2165. int16 skill_lv, val = 0;
  2166. float temp_aspd = 0;
  2167. amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
  2168. if (sd->status.shield)
  2169. amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
  2170. else if (sd->weapontype2 && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
  2171. amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
  2172. switch(sd->status.weapon) {
  2173. case W_BOW:
  2174. case W_MUSICAL:
  2175. case W_WHIP:
  2176. case W_REVOLVER:
  2177. case W_RIFLE:
  2178. case W_GATLING:
  2179. case W_SHOTGUN:
  2180. case W_GRENADE:
  2181. temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
  2182. break;
  2183. default:
  2184. temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
  2185. break;
  2186. }
  2187. temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
  2188. if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
  2189. val += (skill_lv - 1) / 2 + 1;
  2190. if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2191. val += ((skill_lv + 1) / 2);
  2192. amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
  2193. #else
  2194. // Angra Manyu disregards aspd_base and similar
  2195. if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
  2196. return 0;
  2197. // Base weapon delay
  2198. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  2199. ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
  2200. : (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
  2201. // Percentual delay reduction from stats
  2202. amotion -= amotion * (4 * status->agi + status->dex) / 1000;
  2203. // Raw delay adjustment from bAspd bonus
  2204. amotion += sd->bonus.aspd_add;
  2205. #endif
  2206. return amotion;
  2207. }
  2208. /**
  2209. * Base attack value calculated for units
  2210. * @param bl: Object to get attack for [BL_CHAR|BL_NPC]
  2211. * @param status: Object status
  2212. * @return base attack
  2213. */
  2214. unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
  2215. {
  2216. int flag = 0, str, dex, dstr;
  2217. if(!(bl->type&battle_config.enable_baseatk))
  2218. return 0;
  2219. if (bl->type == BL_PC)
  2220. switch(((TBL_PC*)bl)->status.weapon) {
  2221. case W_BOW:
  2222. case W_MUSICAL:
  2223. case W_WHIP:
  2224. case W_REVOLVER:
  2225. case W_RIFLE:
  2226. case W_GATLING:
  2227. case W_SHOTGUN:
  2228. case W_GRENADE:
  2229. flag = 1;
  2230. }
  2231. if (flag) {
  2232. #ifdef RENEWAL
  2233. dstr =
  2234. #endif
  2235. str = status->dex;
  2236. dex = status->str;
  2237. } else {
  2238. #ifdef RENEWAL
  2239. dstr =
  2240. #endif
  2241. str = status->str;
  2242. dex = status->dex;
  2243. }
  2244. /** [Skotlex]
  2245. * Normally only players have base-atk, but homunc have a different batk
  2246. * equation, hinting that perhaps non-players should use this for batk.
  2247. **/
  2248. switch (bl->type) {
  2249. case BL_HOM:
  2250. #ifdef RENEWAL
  2251. str = 2 * level + status_get_homstr(bl);
  2252. #else
  2253. dstr = str / 10;
  2254. str += dstr*dstr;
  2255. #endif
  2256. break;
  2257. case BL_PC:
  2258. #ifdef RENEWAL
  2259. str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10;
  2260. #else
  2261. dstr = str / 10;
  2262. str += dstr*dstr;
  2263. str += dex / 5 + status->luk / 5;
  2264. #endif
  2265. break;
  2266. default:// Others
  2267. #ifdef RENEWAL
  2268. str = dstr + level;
  2269. #else
  2270. dstr = str / 10;
  2271. str += dstr*dstr;
  2272. str += dex / 5 + status->luk / 5;
  2273. #endif
  2274. break;
  2275. }
  2276. return cap_value(str, 0, USHRT_MAX);
  2277. }
  2278. #ifdef RENEWAL
  2279. /**
  2280. * Weapon attack value calculated for Players
  2281. * @param wa: Weapon attack
  2282. * @param status: Player status
  2283. * @return weapon attack
  2284. */
  2285. unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
  2286. {
  2287. float str = sd->base_status.str;
  2288. int weapon_atk_bonus = 0;
  2289. if (wa.range > 3 && !pc_checkskill(sd, SU_SOULATTACK))
  2290. str = sd->base_status.dex;
  2291. if (sd->bonus.weapon_atk_rate)
  2292. weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
  2293. // wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
  2294. return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
  2295. }
  2296. #endif
  2297. #ifndef RENEWAL
  2298. unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
  2299. unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
  2300. #else
  2301. /*
  2302. * Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
  2303. * status->batk (base attack) will be added in battle_calc_base_damage
  2304. */
  2305. unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
  2306. {
  2307. switch (bl->type) {
  2308. case BL_PET:
  2309. case BL_MOB:
  2310. case BL_MER:
  2311. case BL_ELEM:
  2312. return status->rhw.atk * 80 / 100;
  2313. case BL_HOM:
  2314. return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
  2315. default:
  2316. return status->rhw.atk;
  2317. }
  2318. }
  2319. /*
  2320. * Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
  2321. * status->batk (base attack) will be added in battle_calc_base_damage
  2322. */
  2323. unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
  2324. {
  2325. switch (bl->type) {
  2326. case BL_PET:
  2327. case BL_MOB:
  2328. case BL_MER:
  2329. case BL_ELEM:
  2330. return status->rhw.atk * 120 / 100;
  2331. case BL_HOM:
  2332. return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
  2333. default:
  2334. return status->rhw.atk2;
  2335. }
  2336. }
  2337. /*
  2338. * Calculates minimum magic attack
  2339. */
  2340. unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
  2341. {
  2342. switch (bl->type) {
  2343. case BL_PET:
  2344. case BL_MOB:
  2345. case BL_MER:
  2346. case BL_ELEM:
  2347. return status->int_ + level + status->rhw.matk * 70 / 100;
  2348. case BL_HOM:
  2349. return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
  2350. case BL_PC:
  2351. default:
  2352. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2353. }
  2354. }
  2355. /*
  2356. * Calculates maximum magic attack
  2357. */
  2358. unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
  2359. {
  2360. switch (bl->type) {
  2361. case BL_PET:
  2362. case BL_MOB:
  2363. case BL_MER:
  2364. case BL_ELEM:
  2365. return status->int_ + level + status->rhw.matk * 130 / 100;
  2366. case BL_HOM:
  2367. return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
  2368. case BL_PC:
  2369. default:
  2370. return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
  2371. }
  2372. }
  2373. #endif
  2374. /**
  2375. * Fills in the misc data that can be calculated from the other status info (except for level)
  2376. * @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
  2377. * @param status: Player status
  2378. */
  2379. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  2380. {
  2381. int stat;
  2382. // Non players get the value set, players need to stack with previous bonuses.
  2383. if( bl->type != BL_PC )
  2384. status->batk =
  2385. status->hit = status->flee =
  2386. status->def2 = status->mdef2 =
  2387. status->cri = status->flee2 = 0;
  2388. #ifdef RENEWAL // Renewal formulas
  2389. if (bl->type == BL_HOM) {
  2390. // Def2
  2391. stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
  2392. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2393. // Mdef2
  2394. stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
  2395. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2396. // Def
  2397. stat = status->def;
  2398. stat += status_get_homvit(bl) + level / 2;
  2399. status->def = cap_value(stat, 0, SHRT_MAX);
  2400. // Mdef
  2401. stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
  2402. status->mdef = cap_value(stat, 0, SHRT_MAX);
  2403. // Hit
  2404. stat = level + status->dex + 150;
  2405. status->hit = cap_value(stat, 1, SHRT_MAX);
  2406. // Flee
  2407. stat = level + status_get_homagi(bl);
  2408. status->flee = cap_value(stat, 1, SHRT_MAX);
  2409. } else {
  2410. // Hit
  2411. stat = status->hit;
  2412. 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
  2413. status->hit = cap_value(stat, 1, SHRT_MAX);
  2414. // Flee
  2415. stat = status->flee;
  2416. 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
  2417. status->flee = cap_value(stat, 1, SHRT_MAX);
  2418. // Def2
  2419. if (bl->type == BL_MER)
  2420. stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
  2421. else {
  2422. stat = status->def2;
  2423. 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)
  2424. }
  2425. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2426. // Mdef2
  2427. if (bl->type == BL_MER)
  2428. stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
  2429. else {
  2430. stat = status->mdef2;
  2431. 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)
  2432. }
  2433. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2434. }
  2435. // ATK
  2436. if (bl->type != BL_PC) {
  2437. status->rhw.atk2 = status_base_atk_max(bl, status, level);
  2438. status->rhw.atk = status_base_atk_min(bl, status, level);
  2439. }
  2440. // MAtk
  2441. status->matk_min = status_base_matk_min(bl, status, level);
  2442. status->matk_max = status_base_matk_max(bl, status, level);
  2443. #else
  2444. // Matk
  2445. status->matk_min = status_base_matk_min(status);
  2446. status->matk_max = status_base_matk_max(status);
  2447. // Hit
  2448. stat = status->hit;
  2449. stat += level + status->dex;
  2450. status->hit = cap_value(stat, 1, SHRT_MAX);
  2451. // Flee
  2452. stat = status->flee;
  2453. stat += level + status->agi;
  2454. status->flee = cap_value(stat, 1, SHRT_MAX);
  2455. // Def2
  2456. stat = status->def2;
  2457. stat += status->vit;
  2458. status->def2 = cap_value(stat, 0, SHRT_MAX);
  2459. // Mdef2
  2460. stat = status->mdef2;
  2461. stat += status->int_ + (status->vit>>1);
  2462. status->mdef2 = cap_value(stat, 0, SHRT_MAX);
  2463. #endif
  2464. //Critical
  2465. if( bl->type&battle_config.enable_critical ) {
  2466. stat = status->cri;
  2467. stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
  2468. status->cri = cap_value(stat, 1, SHRT_MAX);
  2469. } else
  2470. status->cri = 0;
  2471. if (bl->type&battle_config.enable_perfect_flee) {
  2472. stat = status->flee2;
  2473. stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
  2474. status->flee2 = cap_value(stat, 0, SHRT_MAX);
  2475. } else
  2476. status->flee2 = 0;
  2477. if (status->batk) {
  2478. int temp = status->batk + status_base_atk(bl, status, level);
  2479. status->batk = cap_value(temp, 0, USHRT_MAX);
  2480. } else
  2481. status->batk = status_base_atk(bl, status, level);
  2482. if (status->cri) {
  2483. switch (bl->type) {
  2484. case BL_MOB:
  2485. if(battle_config.mob_critical_rate != 100)
  2486. status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
  2487. if(!status->cri && battle_config.mob_critical_rate)
  2488. status->cri = 10;
  2489. break;
  2490. case BL_PC:
  2491. // Players don't have a critical adjustment setting as of yet.
  2492. break;
  2493. default:
  2494. if(battle_config.critical_rate != 100)
  2495. status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
  2496. if (!status->cri && battle_config.critical_rate)
  2497. status->cri = 10;
  2498. }
  2499. }
  2500. if(bl->type&BL_REGEN)
  2501. status_calc_regen(bl, status, status_get_regen_data(bl));
  2502. }
  2503. /**
  2504. * Calculates the initial status for the given mob
  2505. * @param md: Mob object
  2506. * @param opt: Whether or not it is the first calculation
  2507. This will only be false when a mob levels up (Regular and WoE Guardians)
  2508. * @return 1 for calculated special statuses or 0 for none
  2509. * @author [Skotlex]
  2510. */
  2511. int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
  2512. {
  2513. struct status_data *status;
  2514. struct block_list *mbl = NULL;
  2515. int flag=0;
  2516. if (opt&SCO_FIRST) { // Set basic level on respawn.
  2517. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
  2518. ;
  2519. else
  2520. md->level = md->db->lv;
  2521. }
  2522. // Check if we need custom base-status
  2523. if (battle_config.mobs_level_up && md->level > md->db->lv)
  2524. flag|=1;
  2525. if (md->special_state.size)
  2526. flag|=2;
  2527. if (md->guardian_data && md->guardian_data->guardup_lv)
  2528. flag|=4;
  2529. if (md->mob_id == MOBID_EMPERIUM)
  2530. flag|=4;
  2531. if (battle_config.slaves_inherit_speed && md->master_id)
  2532. flag|=8;
  2533. if (md->master_id && md->special_state.ai>AI_ATTACK)
  2534. flag|=16;
  2535. if (md->master_id && battle_config.slaves_inherit_mode)
  2536. flag |= 32;
  2537. if (!flag) { // No special status required.
  2538. if (md->base_status) {
  2539. aFree(md->base_status);
  2540. md->base_status = NULL;
  2541. }
  2542. if (opt&SCO_FIRST)
  2543. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  2544. return 0;
  2545. }
  2546. if (!md->base_status)
  2547. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  2548. status = md->base_status;
  2549. memcpy(status, &md->db->status, sizeof(struct status_data));
  2550. if (flag&(8|16))
  2551. mbl = map_id2bl(md->master_id);
  2552. if (flag&8 && mbl) {
  2553. struct status_data *mstatus = status_get_base_status(mbl);
  2554. if (mstatus &&
  2555. battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
  2556. status->speed = mstatus->speed;
  2557. if( status->speed < 2 ) // Minimum for the unit to function properly
  2558. status->speed = 2;
  2559. }
  2560. if (flag&32)
  2561. status_calc_slave_mode(md, map_id2md(md->master_id));
  2562. if (flag&1) { // Increase from mobs leveling up [Valaris]
  2563. int diff = md->level - md->db->lv;
  2564. status->str += diff;
  2565. status->agi += diff;
  2566. status->vit += diff;
  2567. status->int_ += diff;
  2568. status->dex += diff;
  2569. status->luk += diff;
  2570. status->max_hp += diff * status->vit;
  2571. status->max_sp += diff * status->int_;
  2572. status->hp = status->max_hp;
  2573. status->sp = status->max_sp;
  2574. status->speed -= cap_value(diff, 0, status->speed - 10);
  2575. }
  2576. if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
  2577. if (md->special_state.size == SZ_MEDIUM) {
  2578. status->max_hp >>= 1;
  2579. status->max_sp >>= 1;
  2580. if (!status->max_hp) status->max_hp = 1;
  2581. if (!status->max_sp) status->max_sp = 1;
  2582. status->hp = status->max_hp;
  2583. status->sp = status->max_sp;
  2584. status->str >>= 1;
  2585. status->agi >>= 1;
  2586. status->vit >>= 1;
  2587. status->int_ >>= 1;
  2588. status->dex >>= 1;
  2589. status->luk >>= 1;
  2590. if (!status->str) status->str = 1;
  2591. if (!status->agi) status->agi = 1;
  2592. if (!status->vit) status->vit = 1;
  2593. if (!status->int_) status->int_ = 1;
  2594. if (!status->dex) status->dex = 1;
  2595. if (!status->luk) status->luk = 1;
  2596. } else if (md->special_state.size == SZ_BIG) {
  2597. status->max_hp <<= 1;
  2598. status->max_sp <<= 1;
  2599. status->hp = status->max_hp;
  2600. status->sp = status->max_sp;
  2601. status->str <<= 1;
  2602. status->agi <<= 1;
  2603. status->vit <<= 1;
  2604. status->int_ <<= 1;
  2605. status->dex <<= 1;
  2606. status->luk <<= 1;
  2607. }
  2608. }
  2609. status_calc_misc(&md->bl, status, md->level);
  2610. if(flag&4) { // Strengthen Guardians - custom value +10% / lv
  2611. struct guild_castle *gc;
  2612. struct map_data *mapdata = map_getmapdata(md->bl.m);
  2613. gc=guild_mapname2gc(mapdata->name);
  2614. if (!gc)
  2615. ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
  2616. else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
  2617. #ifdef RENEWAL
  2618. status->max_hp += 50 * (gc->defense / 5);
  2619. #else
  2620. status->max_hp += 1000 * gc->defense;
  2621. #endif
  2622. status->hp = status->max_hp;
  2623. status->def += (gc->defense+2)/3;
  2624. status->mdef += (gc->defense+2)/3;
  2625. }
  2626. if(md->mob_id != MOBID_EMPERIUM) {
  2627. status->max_hp += 1000 * gc->defense;
  2628. status->hp = status->max_hp;
  2629. status->batk += 2 * md->guardian_data->guardup_lv + 8;
  2630. status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
  2631. status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
  2632. status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
  2633. }
  2634. }
  2635. if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
  2636. struct unit_data *ud = unit_bl2ud(mbl);
  2637. // Remove special AI when this is used by regular mobs.
  2638. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  2639. md->special_state.ai = AI_NONE;
  2640. if (ud) {
  2641. // Different levels of HP according to skill level
  2642. if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
  2643. ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
  2644. switch(ud->skill_id) {
  2645. case AM_SPHEREMINE:
  2646. status->max_hp = 2000 + 400*ud->skill_lv;
  2647. break;
  2648. case KO_ZANZOU:
  2649. status->max_hp = 3000 + 3000 * ud->skill_lv;
  2650. break;
  2651. case AM_CANNIBALIZE:
  2652. status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
  2653. status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
  2654. break;
  2655. case MH_SUMMON_LEGION:
  2656. {
  2657. int homblvl = status_get_lv(mbl);
  2658. status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
  2659. status->batk = 100 * (ud->skill_lv+5) / 2;
  2660. status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
  2661. // status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
  2662. // status->aspd_rate = max(100,status->aspd_rate);
  2663. break;
  2664. }
  2665. case NC_SILVERSNIPER:
  2666. {
  2667. struct status_data *mstatus = status_get_status_data(mbl);
  2668. if(!mstatus)
  2669. break;
  2670. status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
  2671. status->batk = 200 * ud->skill_lv;
  2672. break;
  2673. }
  2674. case NC_MAGICDECOY:
  2675. {
  2676. struct status_data *mstatus = status_get_status_data(mbl);
  2677. if(!mstatus)
  2678. break;
  2679. status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
  2680. status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
  2681. break;
  2682. }
  2683. }
  2684. status->hp = status->max_hp;
  2685. }
  2686. }
  2687. if (opt&SCO_FIRST) // Initial battle status
  2688. memcpy(&md->status, status, sizeof(struct status_data));
  2689. return 1;
  2690. }
  2691. /**
  2692. * Calculates the stats of the given pet
  2693. * @param pd: Pet object
  2694. * @param opt: Whether or not it is the first calculation
  2695. This will only be false when a pet levels up
  2696. * @return 1
  2697. * @author [Skotlex]
  2698. */
  2699. void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
  2700. {
  2701. nullpo_retv(pd);
  2702. if (opt&SCO_FIRST) {
  2703. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  2704. pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
  2705. pd->status.class_ = CLASS_NORMAL;
  2706. pd->status.speed = pd->get_pet_db()->speed;
  2707. if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
  2708. // Attack support requires the pet to be able to attack
  2709. pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
  2710. }
  2711. }
  2712. if (battle_config.pet_lv_rate && pd->master) {
  2713. struct map_session_data *sd = pd->master;
  2714. int lv;
  2715. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  2716. if (lv < 0)
  2717. lv = 1;
  2718. if (lv != pd->pet.level || opt&SCO_FIRST) {
  2719. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  2720. pd->pet.level = lv;
  2721. if (!(opt&SCO_FIRST)) // Lv Up animation
  2722. clif_misceffect(&pd->bl, 0);
  2723. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  2724. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  2725. status->str = (bstat->str*lv)/pd->db->lv;
  2726. status->agi = (bstat->agi*lv)/pd->db->lv;
  2727. status->vit = (bstat->vit*lv)/pd->db->lv;
  2728. status->int_ = (bstat->int_*lv)/pd->db->lv;
  2729. status->dex = (bstat->dex*lv)/pd->db->lv;
  2730. status->luk = (bstat->luk*lv)/pd->db->lv;
  2731. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  2732. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  2733. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  2734. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  2735. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  2736. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  2737. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  2738. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  2739. status_calc_misc(&pd->bl, &pd->status, lv);
  2740. if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
  2741. clif_send_petstatus(sd);
  2742. }
  2743. } else if (opt&SCO_FIRST) {
  2744. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  2745. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2746. pd->pet.level = pd->db->lv;
  2747. }
  2748. // Support rate modifier (1000 = 100%)
  2749. pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
  2750. pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
  2751. }
  2752. /**
  2753. * Get HP bonus modifiers
  2754. * @param bl: block_list that will be checked
  2755. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2756. * @return bonus: total bonus for HP
  2757. * @author [Cydh]
  2758. */
  2759. static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
  2760. int bonus = 0;
  2761. if (type == STATUS_BONUS_FIX) {
  2762. struct status_change *sc = status_get_sc(bl);
  2763. //Only for BL_PC
  2764. if (bl->type == BL_PC) {
  2765. struct map_session_data *sd = map_id2sd(bl->id);
  2766. uint8 i;
  2767. bonus += sd->bonus.hp;
  2768. if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
  2769. bonus += i * 200;
  2770. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2771. bonus += 1000;
  2772. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2773. bonus += 1000;
  2774. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2775. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2776. bonus += 2000;
  2777. }
  2778. #ifndef HP_SP_TABLES
  2779. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2780. bonus += 2000; // Supernovice lvl99 hp bonus.
  2781. if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
  2782. bonus += 2000; // Supernovice lvl150 hp bonus.
  2783. #endif
  2784. }
  2785. //Bonus by SC
  2786. if (sc) {
  2787. if(sc->data[SC_INCMHP])
  2788. bonus += sc->data[SC_INCMHP]->val1;
  2789. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  2790. bonus += 500;
  2791. if(sc->data[SC_LERADSDEW])
  2792. bonus += sc->data[SC_LERADSDEW]->val3;
  2793. if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
  2794. bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
  2795. if(sc->data[SC_INSPIRATION])
  2796. bonus += (600 * sc->data[SC_INSPIRATION]->val1);
  2797. if(sc->data[SC_SOLID_SKIN_OPTION])
  2798. bonus += 2000;
  2799. if(sc->data[SC_MTF_MHP])
  2800. bonus += sc->data[SC_MTF_MHP]->val1;
  2801. if(sc->data[SC_MARIONETTE])
  2802. bonus -= 1000;
  2803. if(sc->data[SC_SWORDCLAN])
  2804. bonus += 30;
  2805. if(sc->data[SC_ARCWANDCLAN])
  2806. bonus += 30;
  2807. if(sc->data[SC_GOLDENMACECLAN])
  2808. bonus += 30;
  2809. if(sc->data[SC_CROSSBOWCLAN])
  2810. bonus += 30;
  2811. if(sc->data[SC_GLASTHEIM_HPSP])
  2812. bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
  2813. }
  2814. } else if (type == STATUS_BONUS_RATE) {
  2815. struct status_change *sc = status_get_sc(bl);
  2816. //Only for BL_PC
  2817. if (bl->type == BL_PC) {
  2818. struct map_session_data *sd = map_id2sd(bl->id);
  2819. bonus += sd->hprate;
  2820. bonus -= 100; //Default hprate is 100, so it should be add 0%
  2821. }
  2822. //Bonus by SC
  2823. if (sc) {
  2824. //Increasing
  2825. if(sc->data[SC_INCMHPRATE])
  2826. bonus += sc->data[SC_INCMHPRATE]->val1;
  2827. if(sc->data[SC_APPLEIDUN])
  2828. bonus += sc->data[SC_APPLEIDUN]->val2;
  2829. if(sc->data[SC_DELUGE])
  2830. bonus += sc->data[SC_DELUGE]->val2;
  2831. if(sc->data[SC_BERSERK])
  2832. bonus += 200; //+200%
  2833. if(sc->data[SC_MERC_HPUP])
  2834. bonus += sc->data[SC_MERC_HPUP]->val2;
  2835. if(sc->data[SC_EPICLESIS])
  2836. bonus += sc->data[SC_EPICLESIS]->val2;
  2837. if(sc->data[SC_FRIGG_SONG])
  2838. bonus += sc->data[SC_FRIGG_SONG]->val2;
  2839. if(sc->data[SC_FORCEOFVANGUARD])
  2840. bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
  2841. if(sc->data[SC_INSPIRATION])
  2842. bonus += (5 * sc->data[SC_INSPIRATION]->val1);
  2843. if(sc->data[SC_RAISINGDRAGON])
  2844. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2845. if(sc->data[SC_GT_REVITALIZE])
  2846. bonus += sc->data[SC_GT_REVITALIZE]->val2;
  2847. if(sc->data[SC_MUSTLE_M])
  2848. bonus += sc->data[SC_MUSTLE_M]->val1;
  2849. if(sc->data[SC_ANGRIFFS_MODUS])
  2850. bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
  2851. if(sc->data[SC_PETROLOGY_OPTION])
  2852. bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
  2853. if(sc->data[SC_POWER_OF_GAIA])
  2854. bonus += sc->data[SC_POWER_OF_GAIA]->val3;
  2855. if(sc->data[SC_CURSED_SOIL_OPTION])
  2856. bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
  2857. if(sc->data[SC_UPHEAVAL_OPTION])
  2858. bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
  2859. if(sc->data[SC_LAUDAAGNUS])
  2860. bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
  2861. //Decreasing
  2862. if(sc->data[SC_VENOMBLEED])
  2863. bonus -= 15;
  2864. if(sc->data[SC_BEYONDOFWARCRY])
  2865. bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
  2866. if(sc->data[SC__WEAKNESS])
  2867. bonus -= sc->data[SC__WEAKNESS]->val2;
  2868. if(sc->data[SC_MYSTERIOUS_POWDER])
  2869. bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
  2870. if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
  2871. bonus -= (4 * sc->data[SC_GT_CHANGE]->val1);
  2872. if(sc->data[SC_EQC])
  2873. bonus -= sc->data[SC_EQC]->val3;
  2874. }
  2875. // Max rate reduce is -100%
  2876. bonus = cap_value(bonus,-100,INT_MAX);
  2877. }
  2878. return min(bonus,INT_MAX);
  2879. }
  2880. /**
  2881. * Get SP bonus modifiers
  2882. * @param bl: block_list that will be checked
  2883. * @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
  2884. * @return bonus: total bonus for SP
  2885. * @author [Cydh]
  2886. */
  2887. static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
  2888. int bonus = 0;
  2889. if (type == STATUS_BONUS_FIX) {
  2890. struct status_change *sc = status_get_sc(bl);
  2891. //Only for BL_PC
  2892. if (bl->type == BL_PC) {
  2893. struct map_session_data *sd = map_id2sd(bl->id);
  2894. uint8 i;
  2895. bonus += sd->bonus.sp;
  2896. if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
  2897. bonus += 30 * i;
  2898. if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
  2899. bonus += 200 + 20 * i;
  2900. if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
  2901. bonus += 30 * i;
  2902. if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
  2903. bonus += 100;
  2904. if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
  2905. bonus += 100;
  2906. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  2907. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  2908. bonus += 200;
  2909. }
  2910. }
  2911. //Bonus by SC
  2912. if (sc) {
  2913. if(sc->data[SC_INCMSP])
  2914. bonus += sc->data[SC_INCMSP]->val1;
  2915. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  2916. bonus += 50;
  2917. if(sc->data[SC_MTF_MSP])
  2918. bonus += sc->data[SC_MTF_MSP]->val1;
  2919. if(sc->data[SC_SWORDCLAN])
  2920. bonus += 10;
  2921. if(sc->data[SC_ARCWANDCLAN])
  2922. bonus += 10;
  2923. if(sc->data[SC_GOLDENMACECLAN])
  2924. bonus += 10;
  2925. if(sc->data[SC_CROSSBOWCLAN])
  2926. bonus += 10;
  2927. if(sc->data[SC_GLASTHEIM_HPSP])
  2928. bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
  2929. }
  2930. } else if (type == STATUS_BONUS_RATE) {
  2931. struct status_change *sc = status_get_sc(bl);
  2932. //Only for BL_PC
  2933. if (bl->type == BL_PC) {
  2934. struct map_session_data *sd = map_id2sd(bl->id);
  2935. uint8 i;
  2936. bonus += sd->sprate;
  2937. bonus -= 100; //Default sprate is 100, so it should be add 0%
  2938. if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
  2939. bonus += i;
  2940. if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
  2941. bonus += 2 * i;
  2942. }
  2943. //Bonus by SC
  2944. if (sc) {
  2945. if(sc->data[SC_INCMSPRATE])
  2946. bonus += sc->data[SC_INCMSPRATE]->val1;
  2947. if(sc->data[SC_RAISINGDRAGON])
  2948. bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
  2949. if(sc->data[SC_SERVICE4U])
  2950. bonus += sc->data[SC_SERVICE4U]->val2;
  2951. if(sc->data[SC_MERC_SPUP])
  2952. bonus += sc->data[SC_MERC_SPUP]->val2;
  2953. if(sc->data[SC_LIFE_FORCE_F])
  2954. bonus += sc->data[SC_LIFE_FORCE_F]->val1;
  2955. if(sc->data[SC_VITATA_500])
  2956. bonus += sc->data[SC_VITATA_500]->val2;
  2957. if (sc->data[SC_ENERGY_DRINK_RESERCH])
  2958. bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
  2959. }
  2960. // Max rate reduce is -100%
  2961. bonus = cap_value(bonus,-100,INT_MAX);
  2962. }
  2963. return min(bonus,INT_MAX);
  2964. }
  2965. /**
  2966. * Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
  2967. * The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
  2968. * @param sd Player
  2969. * @param stat Vit/Int of player as param modifier
  2970. * @param isHP true - calculates Max HP, false - calculated Max SP
  2971. * @return max The max value of HP or SP
  2972. */
  2973. static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
  2974. double dmax = 0;
  2975. uint16 idx, level, job_id;
  2976. nullpo_ret(sd);
  2977. job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
  2978. idx = pc_class2idx(job_id);
  2979. level = umax(sd->status.base_level,1);
  2980. if (isHP) { //Calculates MaxHP
  2981. 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);
  2982. dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
  2983. dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2984. }
  2985. else { //Calculates MaxSP
  2986. 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);
  2987. dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
  2988. dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
  2989. }
  2990. //Make sure it's not negative before casting to unsigned int
  2991. if(dmax < 1) dmax = 1;
  2992. return cap_value((unsigned int)dmax,1,UINT_MAX);
  2993. }
  2994. /**
  2995. * Calculates player's weight
  2996. * @param sd: Player object
  2997. * @param flag: Calculation type
  2998. * CALCWT_ITEM - Item weight
  2999. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3000. * @return false - failed, true - success
  3001. */
  3002. bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3003. {
  3004. int b_weight, b_max_weight, skill, i;
  3005. struct status_change *sc;
  3006. nullpo_retr(false, sd);
  3007. sc = &sd->sc;
  3008. b_max_weight = sd->max_weight; // Store max weight for later comparison
  3009. b_weight = sd->weight; // Store current weight for later comparison
  3010. sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
  3011. if (flag&CALCWT_ITEM) {
  3012. sd->weight = 0; // Reset current weight
  3013. for(i = 0; i < MAX_INVENTORY; i++) {
  3014. if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
  3015. continue;
  3016. sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
  3017. }
  3018. }
  3019. if (flag&CALCWT_MAXBONUS) {
  3020. // Skill/Status bonus weight increases
  3021. sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
  3022. if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
  3023. sd->max_weight += 2000 * skill;
  3024. if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
  3025. sd->max_weight += 10000;
  3026. else if (pc_isridingdragon(sd))
  3027. sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
  3028. if (sc->data[SC_KNOWLEDGE])
  3029. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  3030. if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
  3031. sd->max_weight += 2000 * skill;
  3032. if (pc_ismadogear(sd))
  3033. sd->max_weight += 15000;
  3034. }
  3035. // Update the client if the new weight calculations don't match
  3036. if (b_weight != sd->weight)
  3037. clif_updatestatus(sd, SP_WEIGHT);
  3038. if (b_max_weight != sd->max_weight) {
  3039. clif_updatestatus(sd, SP_MAXWEIGHT);
  3040. pc_updateweightstatus(sd);
  3041. }
  3042. return true;
  3043. }
  3044. /**
  3045. * Calculates player's cart weight
  3046. * @param sd: Player object
  3047. * @param flag: Calculation type
  3048. * CALCWT_ITEM - Cart item weight
  3049. * CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
  3050. * CALCWT_CARTSTATE - Whether to check for cart state
  3051. * @return false - failed, true - success
  3052. */
  3053. bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
  3054. {
  3055. int b_cart_weight_max, i;
  3056. nullpo_retr(false, sd);
  3057. if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
  3058. return false;
  3059. b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
  3060. sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
  3061. if (flag&CALCWT_ITEM) {
  3062. sd->cart_weight = 0; // Reset current cart weight
  3063. sd->cart_num = 0; // Reset current cart item count
  3064. for(i = 0; i < MAX_CART; i++) {
  3065. if (!sd->cart.u.items_cart[i].nameid)
  3066. continue;
  3067. sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
  3068. sd->cart_num++; // Recalculate current cart item count
  3069. }
  3070. }
  3071. // Skill bonus max weight increases
  3072. if (flag&CALCWT_MAXBONUS)
  3073. sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
  3074. // Update the client if the new weight calculations don't match
  3075. if (b_cart_weight_max != sd->cart_weight_max)
  3076. clif_updatestatus(sd, SP_CARTINFO);
  3077. return true;
  3078. }
  3079. /**
  3080. * Calculates player data from scratch without counting SC adjustments
  3081. * Should be invoked whenever players raise stats, learn passive skills or change equipment
  3082. * @param sd: Player object
  3083. * @param opt: Whether it is first calc (login) or not
  3084. * @return (-1) for too many recursive calls, (1) recursive call, (0) success
  3085. */
  3086. int status_calc_pc_sub(struct map_session_data* sd, enum e_status_calc_opt opt)
  3087. {
  3088. static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
  3089. struct status_data *base_status; ///< Pointer to the player's base status
  3090. const struct status_change *sc = &sd->sc;
  3091. struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
  3092. int i, skill, refinedef = 0;
  3093. short index = -1;
  3094. if (++calculating > 10) // Too many recursive calls!
  3095. return -1;
  3096. // Remember player-specific values that are currently being shown to the client (for refresh purposes)
  3097. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  3098. pc_calc_skilltree(sd); // SkillTree calculation
  3099. if (opt&SCO_FIRST) {
  3100. // Load Hp/SP from char-received data.
  3101. sd->battle_status.hp = sd->status.hp;
  3102. sd->battle_status.sp = sd->status.sp;
  3103. sd->regen.sregen = &sd->sregen;
  3104. sd->regen.ssregen = &sd->ssregen;
  3105. }
  3106. base_status = &sd->base_status;
  3107. // These are not zeroed. [zzo]
  3108. sd->hprate = 100;
  3109. sd->sprate = 100;
  3110. sd->castrate = 100;
  3111. sd->delayrate = 100;
  3112. sd->dsprate = 100;
  3113. sd->hprecov_rate = 100;
  3114. sd->sprecov_rate = 100;
  3115. sd->matk_rate = 100;
  3116. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  3117. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  3118. sd->regen.state.block = 0;
  3119. sd->add_max_weight = 0;
  3120. // Zeroed arrays, order follows the order in pc.hpp.
  3121. // Add new arrays to the end of zeroed area in pc.hpp (see comments) and size here. [zzo]
  3122. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  3123. + sizeof(sd->param_equip)
  3124. + sizeof(sd->subele)
  3125. + sizeof(sd->subele_script)
  3126. + sizeof(sd->subdefele)
  3127. + sizeof(sd->subrace)
  3128. + sizeof(sd->subclass)
  3129. + sizeof(sd->subrace2)
  3130. + sizeof(sd->subsize)
  3131. + sizeof(sd->coma_class)
  3132. + sizeof(sd->coma_race)
  3133. + sizeof(sd->weapon_coma_ele)
  3134. + sizeof(sd->weapon_coma_race)
  3135. + sizeof(sd->weapon_coma_class)
  3136. + sizeof(sd->weapon_atk)
  3137. + sizeof(sd->weapon_damage_rate)
  3138. + sizeof(sd->arrow_addele)
  3139. + sizeof(sd->arrow_addrace)
  3140. + sizeof(sd->arrow_addclass)
  3141. + sizeof(sd->arrow_addsize)
  3142. + sizeof(sd->magic_addele)
  3143. + sizeof(sd->magic_addele_script)
  3144. + sizeof(sd->magic_addrace)
  3145. + sizeof(sd->magic_addclass)
  3146. + sizeof(sd->magic_addsize)
  3147. + sizeof(sd->magic_atk_ele)
  3148. + sizeof(sd->critaddrace)
  3149. + sizeof(sd->expaddrace)
  3150. + sizeof(sd->expaddclass)
  3151. + sizeof(sd->ignore_mdef_by_race)
  3152. + sizeof(sd->ignore_mdef_by_class)
  3153. + sizeof(sd->ignore_def_by_race)
  3154. + sizeof(sd->ignore_def_by_class)
  3155. + sizeof(sd->sp_gain_race)
  3156. + sizeof(sd->magic_addrace2)
  3157. + sizeof(sd->ignore_mdef_by_race2)
  3158. + sizeof(sd->dropaddrace)
  3159. + sizeof(sd->dropaddclass)
  3160. );
  3161. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  3162. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  3163. if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
  3164. clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
  3165. if (sd->special_state.no_walk_delay)
  3166. clif_status_load(&sd->bl, EFST_ENDURE, 0);
  3167. memset(&sd->special_state,0,sizeof(sd->special_state));
  3168. if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
  3169. sd->special_state.no_gemstone = battle_config.vip_gemstone;
  3170. if (!sd->state.permanent_speed) {
  3171. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3172. base_status->speed = DEFAULT_WALK_SPEED;
  3173. } else {
  3174. int pSpeed = base_status->speed;
  3175. memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
  3176. base_status->speed = pSpeed;
  3177. }
  3178. // !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  3179. // Give them all modes except these (useful for clones)
  3180. base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
  3181. base_status->size = (sd->class_&JOBL_BABY || ((battle_config.summoner_trait&2) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)) ? SZ_SMALL : SZ_MEDIUM;
  3182. if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
  3183. if (sd->class_&JOBL_BABY) {
  3184. if (battle_config.character_size&SZ_BIG)
  3185. base_status->size++;
  3186. } else
  3187. if(battle_config.character_size&SZ_MEDIUM)
  3188. base_status->size++;
  3189. }
  3190. base_status->aspd_rate = 1000;
  3191. base_status->ele_lv = 1;
  3192. base_status->race = ((battle_config.summoner_trait&1) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
  3193. base_status->class_ = CLASS_NORMAL;
  3194. sd->autospell.clear();
  3195. sd->autospell2.clear();
  3196. sd->autospell3.clear();
  3197. sd->addeff.clear();
  3198. sd->addeff_atked.clear();
  3199. sd->addeff_onskill.clear();
  3200. sd->skillatk.clear();
  3201. sd->skillusesprate.clear();
  3202. sd->skillusesp.clear();
  3203. sd->skillheal.clear();
  3204. sd->skillheal2.clear();
  3205. sd->skillblown.clear();
  3206. sd->skillcastrate.clear();
  3207. sd->skillfixcastrate.clear();
  3208. sd->subskill.clear();
  3209. sd->skillcooldown.clear();
  3210. sd->skillfixcast.clear();
  3211. sd->skillvarcast.clear();
  3212. sd->add_def.clear();
  3213. sd->add_mdef.clear();
  3214. sd->add_mdmg.clear();
  3215. sd->reseff.clear();
  3216. sd->itemgrouphealrate.clear();
  3217. sd->add_drop.clear();
  3218. sd->itemhealrate.clear();
  3219. sd->subele2.clear();
  3220. sd->skilldelay.clear();
  3221. // Zero up structures...
  3222. memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
  3223. + sizeof(sd->sp_loss)
  3224. + sizeof(sd->hp_regen)
  3225. + sizeof(sd->sp_regen)
  3226. + sizeof(sd->percent_hp_regen)
  3227. + sizeof(sd->percent_sp_regen)
  3228. + sizeof(sd->def_set_race)
  3229. + sizeof(sd->mdef_set_race)
  3230. + sizeof(sd->norecover_state_race)
  3231. + sizeof(sd->hp_vanish_race)
  3232. + sizeof(sd->sp_vanish_race)
  3233. );
  3234. memset(&sd->bonus, 0, sizeof(sd->bonus));
  3235. // Autobonus
  3236. pc_delautobonus(sd, sd->autobonus, true);
  3237. pc_delautobonus(sd, sd->autobonus2, true);
  3238. pc_delautobonus(sd, sd->autobonus3, true);
  3239. running_npc_stat_calc_event = true;
  3240. npc_script_event(sd, NPCE_STATCALC);
  3241. running_npc_stat_calc_event = false;
  3242. // Parse equipment
  3243. for (i = 0; i < EQI_MAX; i++) {
  3244. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3245. current_equip_combo_pos = 0;
  3246. if (index < 0)
  3247. continue;
  3248. if (i == EQI_AMMO)
  3249. continue;
  3250. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3251. continue;
  3252. if (!sd->inventory_data[index])
  3253. continue;
  3254. base_status->def += sd->inventory_data[index]->def;
  3255. // Items may be equipped, their effects however are nullified.
  3256. if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
  3257. || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
  3258. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  3259. if (!calculating)
  3260. return 1;
  3261. }
  3262. // Sanitize the refine level in case someone decreased the value inbetween
  3263. if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
  3264. sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
  3265. if (sd->inventory_data[index]->type == IT_WEAPON) {
  3266. int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
  3267. struct weapon_data *wd;
  3268. struct weapon_atk *wa;
  3269. if(wlv >= REFINE_TYPE_MAX)
  3270. wlv = REFINE_TYPE_MAX - 1;
  3271. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
  3272. wd = &sd->left_weapon; // Left-hand weapon
  3273. wa = &base_status->lhw;
  3274. } else {
  3275. wd = &sd->right_weapon;
  3276. wa = &base_status->rhw;
  3277. }
  3278. wa->atk += sd->inventory_data[index]->atk;
  3279. if(r)
  3280. wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
  3281. #ifdef RENEWAL
  3282. wa->matk += sd->inventory_data[index]->matk;
  3283. wa->wlv = wlv;
  3284. if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
  3285. wa->matk += refine_info[wlv].bonus[r-1] / 100;
  3286. #endif
  3287. if(r) // Overrefine bonus.
  3288. wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
  3289. wa->range += sd->inventory_data[index]->range;
  3290. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3291. if (wd == &sd->left_weapon) {
  3292. sd->state.lr_flag = 1;
  3293. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3294. sd->state.lr_flag = 0;
  3295. } else
  3296. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3297. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3298. return 1;
  3299. }
  3300. #ifdef RENEWAL
  3301. if (sd->bonus.weapon_matk_rate)
  3302. wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
  3303. #endif
  3304. if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
  3305. wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
  3306. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  3307. if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
  3308. wd->star += 10;
  3309. if (!wa->ele) // Do not overwrite element from previous bonuses.
  3310. wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
  3311. }
  3312. } else if(sd->inventory_data[index]->type == IT_ARMOR) {
  3313. int r;
  3314. if ( (r = sd->inventory.u.items_inventory[index].refine) )
  3315. refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
  3316. if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3317. if( i == EQI_HAND_L ) // Shield
  3318. sd->state.lr_flag = 3;
  3319. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3320. if( i == EQI_HAND_L ) // Shield
  3321. sd->state.lr_flag = 0;
  3322. if (!calculating) // Abort, run_script retriggered this. [Skotlex]
  3323. return 1;
  3324. }
  3325. } else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
  3326. if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
  3327. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3328. if( !calculating )
  3329. return 1;
  3330. }
  3331. }
  3332. }
  3333. if(sd->equip_index[EQI_AMMO] >= 0) {
  3334. index = sd->equip_index[EQI_AMMO];
  3335. if(sd->inventory_data[index]) { // Arrows
  3336. sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
  3337. sd->state.lr_flag = 2;
  3338. if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
  3339. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  3340. sd->state.lr_flag = 0;
  3341. if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
  3342. return 1;
  3343. }
  3344. }
  3345. // We've got combos to process and check
  3346. if( sd->combos.count ) {
  3347. for (i = 0; i < sd->combos.count; i++) {
  3348. uint8 j = 0;
  3349. bool no_run = false;
  3350. struct item_combo *combo = NULL;
  3351. current_equip_item_index = -1;
  3352. current_equip_combo_pos = sd->combos.pos[i];
  3353. if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
  3354. continue;
  3355. // Check combo items
  3356. while (j < combo->count) {
  3357. struct item_data *id = itemdb_exists(combo->nameid[j]);
  3358. // Don't run the script if at least one of combo's pair has restriction
  3359. if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
  3360. no_run = true;
  3361. break;
  3362. }
  3363. j++;
  3364. }
  3365. if (no_run)
  3366. continue;
  3367. run_script(sd->combos.bonus[i],0,sd->bl.id,0);
  3368. if (!calculating) // Abort, run_script retriggered this
  3369. return 1;
  3370. }
  3371. }
  3372. // Store equipment script bonuses
  3373. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  3374. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  3375. base_status->def += (refinedef+50)/100;
  3376. // Parse Cards
  3377. for (i = 0; i < EQI_MAX; i++) {
  3378. current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  3379. current_equip_combo_pos = 0;
  3380. if (index < 0)
  3381. continue;
  3382. if (i == EQI_AMMO)
  3383. continue;
  3384. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3385. continue;
  3386. if (sd->inventory_data[index]) {
  3387. int j;
  3388. struct item_data *data;
  3389. // Card script execution.
  3390. if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
  3391. continue;
  3392. for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  3393. int c = sd->inventory.u.items_inventory[index].card[j];
  3394. current_equip_card_id= c;
  3395. if(!c)
  3396. continue;
  3397. data = itemdb_exists(c);
  3398. if(!data)
  3399. continue;
  3400. 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
  3401. run_script(data->equip_script,0,sd->bl.id,0);
  3402. if (!calculating)
  3403. return 1;
  3404. }
  3405. if(!data->script)
  3406. continue;
  3407. if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
  3408. continue;
  3409. if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3410. sd->state.lr_flag = 1;
  3411. run_script(data->script,0,sd->bl.id,0);
  3412. sd->state.lr_flag = 0;
  3413. } else
  3414. run_script(data->script,0,sd->bl.id,0);
  3415. if (!calculating) // Abort, run_script his function. [Skotlex]
  3416. return 1;
  3417. }
  3418. }
  3419. }
  3420. current_equip_card_id = 0; // Clear stored card ID [Secret]
  3421. // Parse random options
  3422. for (i = 0; i < EQI_MAX; i++) {
  3423. current_equip_item_index = index = sd->equip_index[i];
  3424. current_equip_combo_pos = 0;
  3425. current_equip_opt_index = -1;
  3426. if (index < 0)
  3427. continue;
  3428. if (i == EQI_AMMO)
  3429. continue;
  3430. if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
  3431. continue;
  3432. if (sd->inventory_data[index]) {
  3433. int j;
  3434. struct s_random_opt_data *data;
  3435. for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
  3436. short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
  3437. if (!opt_id)
  3438. continue;
  3439. current_equip_opt_index = j;
  3440. data = itemdb_randomopt_exists(opt_id);
  3441. if (!data || !data->script)
  3442. continue;
  3443. if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
  3444. continue;
  3445. if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
  3446. sd->state.lr_flag = 1;
  3447. run_script(data->script, 0, sd->bl.id, 0);
  3448. sd->state.lr_flag = 0;
  3449. }
  3450. else
  3451. run_script(data->script, 0, sd->bl.id, 0);
  3452. if (!calculating)
  3453. return 1;
  3454. }
  3455. }
  3456. current_equip_opt_index = -1;
  3457. }
  3458. if (sc->count && sc->data[SC_ITEMSCRIPT]) {
  3459. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  3460. if (data && data->script)
  3461. run_script(data->script, 0, sd->bl.id, 0);
  3462. }
  3463. pc_bonus_script(sd);
  3464. if( sd->pd ) { // Pet Bonus
  3465. struct pet_data *pd = sd->pd;
  3466. s_pet_db *pet_db_ptr = pd->get_pet_db();
  3467. if( pet_db_ptr != nullptr && pet_db_ptr->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  3468. run_script(pd->get_pet_db()->pet_loyal_script,0,sd->bl.id,0);
  3469. if( pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  3470. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  3471. }
  3472. // param_bonus now holds card bonuses.
  3473. if(base_status->rhw.range < 1) base_status->rhw.range = 1;
  3474. if(base_status->lhw.range < 1) base_status->lhw.range = 1;
  3475. if(base_status->rhw.range < base_status->lhw.range)
  3476. base_status->rhw.range = base_status->lhw.range;
  3477. sd->bonus.double_rate += sd->bonus.double_add_rate;
  3478. sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
  3479. sd->bonus.splash_range += sd->bonus.splash_add_range;
  3480. // Damage modifiers from weapon type
  3481. sd->right_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype1];
  3482. sd->right_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype1];
  3483. sd->right_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype1];
  3484. sd->left_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype2];
  3485. sd->left_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype2];
  3486. sd->left_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype2];
  3487. if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
  3488. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  3489. { // When Riding with spear, damage modifier to mid-class becomes
  3490. // same as versus large size.
  3491. sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
  3492. sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
  3493. }
  3494. // ----- STATS CALCULATION -----
  3495. // Job bonuses
  3496. index = pc_class2idx(sd->status.class_);
  3497. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
  3498. if(!job_info[index].job_bonus[i])
  3499. continue;
  3500. switch(job_info[index].job_bonus[i]) {
  3501. case 1: base_status->str++; break;
  3502. case 2: base_status->agi++; break;
  3503. case 3: base_status->vit++; break;
  3504. case 4: base_status->int_++; break;
  3505. case 5: base_status->dex++; break;
  3506. case 6: base_status->luk++; break;
  3507. }
  3508. }
  3509. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  3510. if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
  3511. base_status->str += 10;
  3512. base_status->agi += 10;
  3513. base_status->vit += 10;
  3514. base_status->int_+= 10;
  3515. base_status->dex += 10;
  3516. base_status->luk += 10;
  3517. }
  3518. // Absolute modifiers from passive skills
  3519. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  3520. base_status->str++;
  3521. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  3522. base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
  3523. if((skill=pc_checkskill(sd,AC_OWL))>0)
  3524. base_status->dex += skill;
  3525. if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
  3526. base_status->int_ += skill;
  3527. if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
  3528. base_status->int_ += 20;
  3529. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  3530. i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  3531. base_status->str = cap_value(i,0,USHRT_MAX);
  3532. i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  3533. base_status->agi = cap_value(i,0,USHRT_MAX);
  3534. i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  3535. base_status->vit = cap_value(i,0,USHRT_MAX);
  3536. i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  3537. base_status->int_ = cap_value(i,0,USHRT_MAX);
  3538. i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  3539. base_status->dex = cap_value(i,0,USHRT_MAX);
  3540. i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  3541. base_status->luk = cap_value(i,0,USHRT_MAX);
  3542. if (sd->special_state.no_walk_delay) {
  3543. if (sc->data[SC_ENDURE]) {
  3544. if (sc->data[SC_ENDURE]->val4)
  3545. sc->data[SC_ENDURE]->val4 = 0;
  3546. status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER);
  3547. }
  3548. clif_status_load(&sd->bl, EFST_ENDURE, 1);
  3549. base_status->mdef++;
  3550. }
  3551. // ------ ATTACK CALCULATION ------
  3552. // Base batk value is set in status_calc_misc
  3553. #ifndef RENEWAL
  3554. // !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
  3555. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  3556. base_status->batk += sd->weapon_atk[sd->status.weapon];
  3557. // Absolute modifiers from passive skills
  3558. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  3559. base_status->batk += 4;
  3560. #else
  3561. base_status->watk = status_weapon_atk(base_status->rhw, sd);
  3562. base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
  3563. base_status->eatk = sd->bonus.eatk;
  3564. #endif
  3565. // ----- HP MAX CALCULATION -----
  3566. base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
  3567. if(battle_config.hp_rate != 100)
  3568. base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
  3569. if (sd->status.base_level < 100)
  3570. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
  3571. else if (sd->status.base_level < 151)
  3572. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
  3573. else
  3574. base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
  3575. // ----- SP MAX CALCULATION -----
  3576. base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
  3577. if(battle_config.sp_rate != 100)
  3578. base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
  3579. base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
  3580. // ----- RESPAWN HP/SP -----
  3581. // Calc respawn hp and store it on base_status
  3582. if (sd->special_state.restart_full_recover) {
  3583. base_status->hp = base_status->max_hp;
  3584. base_status->sp = base_status->max_sp;
  3585. } else {
  3586. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  3587. && battle_config.restart_hp_rate < 50)
  3588. base_status->hp = base_status->max_hp>>1;
  3589. else
  3590. base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
  3591. if(!base_status->hp)
  3592. base_status->hp = 1;
  3593. base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
  3594. if( !base_status->sp ) // The minimum for the respawn setting is SP:1
  3595. base_status->sp = 1;
  3596. }
  3597. // ----- MISC CALCULATION -----
  3598. status_calc_misc(&sd->bl, base_status, sd->status.base_level);
  3599. // Equipment modifiers for misc settings
  3600. if(sd->matk_rate < 0)
  3601. sd->matk_rate = 0;
  3602. if(sd->matk_rate != 100) {
  3603. base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
  3604. base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
  3605. }
  3606. if(sd->hit_rate < 0)
  3607. sd->hit_rate = 0;
  3608. if(sd->hit_rate != 100)
  3609. base_status->hit = base_status->hit * sd->hit_rate/100;
  3610. if(sd->flee_rate < 0)
  3611. sd->flee_rate = 0;
  3612. if(sd->flee_rate != 100)
  3613. base_status->flee = base_status->flee * sd->flee_rate/100;
  3614. if(sd->def2_rate < 0)
  3615. sd->def2_rate = 0;
  3616. if(sd->def2_rate != 100)
  3617. base_status->def2 = base_status->def2 * sd->def2_rate/100;
  3618. if(sd->mdef2_rate < 0)
  3619. sd->mdef2_rate = 0;
  3620. if(sd->mdef2_rate != 100)
  3621. base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
  3622. if(sd->critical_rate < 0)
  3623. sd->critical_rate = 0;
  3624. if(sd->critical_rate != 100)
  3625. base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
  3626. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3627. base_status->cri += 200;
  3628. if(sd->flee2_rate < 0)
  3629. sd->flee2_rate = 0;
  3630. if(sd->flee2_rate != 100)
  3631. base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
  3632. // ----- HIT CALCULATION -----
  3633. // Absolute modifiers from passive skills
  3634. #ifndef RENEWAL
  3635. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  3636. base_status->hit += skill*2;
  3637. #endif
  3638. if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
  3639. #ifndef RENEWAL
  3640. base_status->hit += skill;
  3641. #endif
  3642. if(sd->status.weapon == W_BOW)
  3643. base_status->rhw.range += skill;
  3644. }
  3645. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
  3646. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  3647. base_status->hit += 2*skill;
  3648. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  3649. base_status->hit += skill;
  3650. base_status->rhw.range += skill;
  3651. }
  3652. }
  3653. if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3654. base_status->hit += skill * 3;
  3655. if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
  3656. base_status->hit += skill * 2;
  3657. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3658. base_status->hit += 20;
  3659. if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
  3660. base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
  3661. // ----- FLEE CALCULATION -----
  3662. // Absolute modifiers from passive skills
  3663. if((skill=pc_checkskill(sd,TF_MISS))>0)
  3664. base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  3665. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  3666. base_status->flee += (skill*3)>>1;
  3667. if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
  3668. base_status->flee += 20;
  3669. // ----- EQUIPMENT-DEF CALCULATION -----
  3670. // Apply relative modifiers from equipment
  3671. if(sd->def_rate < 0)
  3672. sd->def_rate = 0;
  3673. if(sd->def_rate != 100) {
  3674. i = base_status->def * sd->def_rate/100;
  3675. base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3676. }
  3677. if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
  3678. base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
  3679. #ifndef RENEWAL
  3680. if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
  3681. base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
  3682. base_status->def = (unsigned char)battle_config.max_def;
  3683. }
  3684. #endif
  3685. // ----- EQUIPMENT-MDEF CALCULATION -----
  3686. // Apply relative modifiers from equipment
  3687. if(sd->mdef_rate < 0)
  3688. sd->mdef_rate = 0;
  3689. if(sd->mdef_rate != 100) {
  3690. i = base_status->mdef * sd->mdef_rate/100;
  3691. base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
  3692. }
  3693. #ifndef RENEWAL
  3694. if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
  3695. base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
  3696. base_status->mdef = (signed char)battle_config.max_def;
  3697. }
  3698. #endif
  3699. // ----- ASPD CALCULATION -----
  3700. /// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  3701. // Basic ASPD value
  3702. i = status_base_amotion_pc(sd,base_status);
  3703. base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
  3704. // Relative modifiers from passive skills
  3705. #ifndef RENEWAL_ASPD
  3706. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  3707. base_status->aspd_rate -= 5*skill;
  3708. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3709. base_status->aspd_rate -= 30*skill;
  3710. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  3711. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  3712. base_status->aspd_rate -= ((skill+1)/2) * 10;
  3713. if(pc_isriding(sd))
  3714. base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3715. else if(pc_isridingdragon(sd))
  3716. base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3717. #else // Needs more info
  3718. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
  3719. base_status->aspd_rate += 30*skill;
  3720. if(pc_isriding(sd))
  3721. base_status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  3722. else if(pc_isridingdragon(sd))
  3723. base_status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
  3724. #endif
  3725. base_status->adelay = 2*base_status->amotion;
  3726. // ----- DMOTION -----
  3727. i = 800-base_status->agi*4;
  3728. base_status->dmotion = cap_value(i, 400, 800);
  3729. if(battle_config.pc_damage_delay_rate != 100)
  3730. base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
  3731. // ----- MISC CALCULATIONS -----
  3732. // Weight
  3733. status_calc_weight(sd, CALCWT_MAXBONUS);
  3734. status_calc_cart_weight(sd, CALCWT_MAXBONUS);
  3735. if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
  3736. sd->regen.state.walk = 1;
  3737. else
  3738. sd->regen.state.walk = 0;
  3739. // Skill SP cost
  3740. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  3741. sd->dsprate -= 4*skill;
  3742. if(sc->data[SC_SERVICE4U])
  3743. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  3744. if(sc->data[SC_SPCOST_RATE])
  3745. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  3746. // Underflow protections.
  3747. if(sd->dsprate < 0)
  3748. sd->dsprate = 0;
  3749. if(sd->castrate < 0)
  3750. sd->castrate = 0;
  3751. if(sd->delayrate < 0)
  3752. sd->delayrate = 0;
  3753. if(sd->hprecov_rate < 0)
  3754. sd->hprecov_rate = 0;
  3755. if(sd->sprecov_rate < 0)
  3756. sd->sprecov_rate = 0;
  3757. // Anti-element and anti-race
  3758. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  3759. sd->subele[ELE_HOLY] += skill*5;
  3760. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  3761. sd->subele[ELE_NEUTRAL] += skill;
  3762. sd->subele[ELE_FIRE] += skill*5;
  3763. }
  3764. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
  3765. #ifdef RENEWAL
  3766. skill = skill * 2;
  3767. #else
  3768. skill = skill * 4;
  3769. #endif
  3770. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  3771. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  3772. sd->magic_addrace[RC_DRAGON]+=skill;
  3773. sd->subrace[RC_DRAGON]+=skill;
  3774. }
  3775. if(sc->count) {
  3776. if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
  3777. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
  3778. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
  3779. }
  3780. if(sc->data[SC_SIEGFRIED]) {
  3781. i = sc->data[SC_SIEGFRIED]->val2;
  3782. sd->subele[ELE_WATER] += i;
  3783. sd->subele[ELE_EARTH] += i;
  3784. sd->subele[ELE_FIRE] += i;
  3785. sd->subele[ELE_WIND] += i;
  3786. sd->subele[ELE_POISON] += i;
  3787. sd->subele[ELE_HOLY] += i;
  3788. sd->subele[ELE_DARK] += i;
  3789. sd->subele[ELE_GHOST] += i;
  3790. sd->subele[ELE_UNDEAD] += i;
  3791. }
  3792. if(sc->data[SC_PROVIDENCE]) {
  3793. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  3794. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  3795. }
  3796. if (sc->data[SC_GEFFEN_MAGIC1]) {
  3797. sd->right_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3798. sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3799. sd->left_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3800. sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
  3801. }
  3802. if (sc->data[SC_GEFFEN_MAGIC2]) {
  3803. sd->magic_addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3804. sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
  3805. }
  3806. if(sc->data[SC_GEFFEN_MAGIC3]) {
  3807. sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3808. sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
  3809. }
  3810. if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
  3811. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
  3812. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
  3813. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
  3814. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
  3815. }
  3816. if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
  3817. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
  3818. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
  3819. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
  3820. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
  3821. }
  3822. if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
  3823. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
  3824. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
  3825. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
  3826. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
  3827. }
  3828. if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
  3829. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
  3830. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
  3831. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
  3832. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
  3833. }
  3834. if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
  3835. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  3836. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  3837. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  3838. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  3839. }
  3840. if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
  3841. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  3842. sd->subele[ELE_FIRE] += i;
  3843. sd->subele[ELE_WATER] -= i;
  3844. }
  3845. if( sc->data[SC_WATER_DROP_OPTION] ) {
  3846. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  3847. sd->subele[ELE_WATER] += i;
  3848. sd->subele[ELE_WIND] -= i;
  3849. }
  3850. if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
  3851. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  3852. sd->subele[ELE_WIND] += i;
  3853. sd->subele[ELE_EARTH] -= i;
  3854. }
  3855. if( sc->data[SC_STONE_SHIELD_OPTION] ) {
  3856. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  3857. sd->subele[ELE_EARTH] += i;
  3858. sd->subele[ELE_FIRE] -= i;
  3859. }
  3860. if (sc->data[SC_MTF_MLEATKED] )
  3861. sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
  3862. if (sc->data[SC_MTF_CRIDAMAGE])
  3863. sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
  3864. if (sc->data[SC_GLASTHEIM_ATK]) {
  3865. sd->ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3866. sd->ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
  3867. }
  3868. if (sc->data[SC_LAUDARAMUS])
  3869. sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
  3870. }
  3871. status_cpy(&sd->battle_status, base_status);
  3872. // ----- CLIENT-SIDE REFRESH -----
  3873. if(!sd->bl.prev) {
  3874. // Will update on LoadEndAck
  3875. calculating = 0;
  3876. return 0;
  3877. }
  3878. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  3879. clif_skillinfoblock(sd);
  3880. // If the skill is learned, the status is infinite.
  3881. if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
  3882. sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
  3883. calculating = 0;
  3884. return 0;
  3885. }
  3886. /// Intermediate function since C++ does not have a try-finally syntax
  3887. int status_calc_pc_( struct map_session_data* sd, enum e_status_calc_opt opt ){
  3888. // Save the old script the player was attached to
  3889. struct script_state* previous_st = sd->st;
  3890. // Store the return value of the original function
  3891. int ret = status_calc_pc_sub( sd, opt );
  3892. // If an old script is present
  3893. if( previous_st ){
  3894. // Reattach the player to it, so that the limitations of that script kick back in
  3895. script_attach_state( previous_st );
  3896. }
  3897. // Return the original return value
  3898. return ret;
  3899. }
  3900. /**
  3901. * Calculates Mercenary data
  3902. * @param md: Mercenary object
  3903. * @param opt: Whether it is first calc or not (0 on level up or status)
  3904. * @return 0
  3905. */
  3906. int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
  3907. {
  3908. struct status_data *status = &md->base_status;
  3909. struct s_mercenary *merc = &md->mercenary;
  3910. if (opt&SCO_FIRST) {
  3911. memcpy(status, &md->db->status, sizeof(struct status_data));
  3912. status->class_ = CLASS_NORMAL;
  3913. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3914. status->hp = status->max_hp;
  3915. status->sp = status->max_sp;
  3916. md->battle_status.hp = merc->hp;
  3917. md->battle_status.sp = merc->sp;
  3918. if (md->master)
  3919. status->speed = status_get_speed(&md->master->bl);
  3920. }
  3921. status_calc_misc(&md->bl, status, md->db->lv);
  3922. status_cpy(&md->battle_status, status);
  3923. return 0;
  3924. }
  3925. /**
  3926. * Calculates Homunculus data
  3927. * @param hd: Homunculus object
  3928. * @param opt: Whether it is first calc or not (0 on level up or status)
  3929. * @return 1
  3930. */
  3931. int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
  3932. {
  3933. struct status_data *status = &hd->base_status;
  3934. struct s_homunculus *hom = &hd->homunculus;
  3935. int skill_lv;
  3936. int amotion;
  3937. status->str = hom->str / 10;
  3938. status->agi = hom->agi / 10;
  3939. status->vit = hom->vit / 10;
  3940. status->dex = hom->dex / 10;
  3941. status->int_ = hom->int_ / 10;
  3942. status->luk = hom->luk / 10;
  3943. APPLY_HOMUN_LEVEL_STATWEIGHT();
  3944. if (opt&SCO_FIRST) {
  3945. const struct s_homunculus_db *db = hd->homunculusDB;
  3946. status->def_ele = db->element;
  3947. status->ele_lv = 1;
  3948. status->race = db->race;
  3949. status->class_ = CLASS_NORMAL;
  3950. status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
  3951. status->rhw.range = 1 + status->size;
  3952. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  3953. status->speed = DEFAULT_WALK_SPEED;
  3954. if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
  3955. status->speed = status_get_speed(&hd->master->bl);
  3956. status->hp = 1;
  3957. status->sp = 1;
  3958. }
  3959. status->aspd_rate = 1000;
  3960. #ifdef RENEWAL
  3961. amotion = hd->homunculusDB->baseASPD;
  3962. amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
  3963. status->def = status->mdef = 0;
  3964. #else
  3965. skill_lv = hom->level / 10 + status->vit / 5;
  3966. status->def = cap_value(skill_lv, 0, 99);
  3967. skill_lv = hom->level / 10 + status->int_ / 5;
  3968. status->mdef = cap_value(skill_lv, 0, 99);
  3969. amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
  3970. #endif
  3971. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  3972. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3973. status->max_hp = hom->max_hp;
  3974. status->max_sp = hom->max_sp;
  3975. hom_calc_skilltree(hd, 0);
  3976. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3977. status->def += skill_lv * 4;
  3978. if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
  3979. status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
  3980. status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
  3981. }
  3982. if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
  3983. status->max_hp += skill_lv * 2 * status->max_hp / 100;
  3984. if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
  3985. status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
  3986. if (opt&SCO_FIRST) {
  3987. hd->battle_status.hp = hom->hp;
  3988. hd->battle_status.sp = hom->sp;
  3989. if(hom->class_ == 6052) // Eleanor
  3990. sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
  3991. }
  3992. #ifndef RENEWAL
  3993. status->rhw.atk = status->dex;
  3994. status->rhw.atk2 = status->str + hom->level;
  3995. #endif
  3996. status_calc_misc(&hd->bl, status, hom->level);
  3997. status_cpy(&hd->battle_status, status);
  3998. return 1;
  3999. }
  4000. /**
  4001. * Calculates Elemental data
  4002. * @param ed: Elemental object
  4003. * @param opt: Whether it is first calc or not (0 on status change)
  4004. * @return 0
  4005. */
  4006. int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
  4007. {
  4008. struct status_data *status = &ed->base_status;
  4009. struct s_elemental *ele = &ed->elemental;
  4010. struct map_session_data *sd = ed->master;
  4011. if( !sd )
  4012. return 0;
  4013. if (opt&SCO_FIRST) {
  4014. memcpy(status, &ed->db->status, sizeof(struct status_data));
  4015. if( !ele->mode )
  4016. status->mode = EL_MODE_PASSIVE;
  4017. else
  4018. status->mode = ele->mode;
  4019. status->class_ = CLASS_NORMAL;
  4020. status_calc_misc(&ed->bl, status, 0);
  4021. status->max_hp = ele->max_hp;
  4022. status->max_sp = ele->max_sp;
  4023. status->hp = ele->hp;
  4024. status->sp = ele->sp;
  4025. status->rhw.atk = ele->atk;
  4026. status->rhw.atk2 = ele->atk2;
  4027. status->matk_min += ele->matk;
  4028. status->def += ele->def;
  4029. status->mdef += ele->mdef;
  4030. status->flee = ele->flee;
  4031. status->hit = ele->hit;
  4032. if (ed->master)
  4033. status->speed = status_get_speed(&ed->master->bl);
  4034. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  4035. } else {
  4036. status_calc_misc(&ed->bl, status, 0);
  4037. status_cpy(&ed->battle_status, status);
  4038. }
  4039. return 0;
  4040. }
  4041. /**
  4042. * Calculates NPC data
  4043. * @param nd: NPC object
  4044. * @param opt: Whether it is first calc or not (what?)
  4045. * @return 0
  4046. */
  4047. int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
  4048. {
  4049. struct status_data *status = &nd->status;
  4050. if (!nd)
  4051. return 0;
  4052. if (opt&SCO_FIRST) {
  4053. status->hp = 1;
  4054. status->sp = 1;
  4055. status->max_hp = 1;
  4056. status->max_sp = 1;
  4057. status->def_ele = ELE_NEUTRAL;
  4058. status->ele_lv = 1;
  4059. status->race = RC_DEMIHUMAN;
  4060. status->class_ = CLASS_NORMAL;
  4061. status->size = nd->size;
  4062. status->rhw.range = 1 + status->size;
  4063. status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
  4064. status->speed = nd->speed;
  4065. }
  4066. status->str = nd->stat_point + nd->params.str;
  4067. status->agi = nd->stat_point + nd->params.agi;
  4068. status->vit = nd->stat_point + nd->params.vit;
  4069. status->int_= nd->stat_point + nd->params.int_;
  4070. status->dex = nd->stat_point + nd->params.dex;
  4071. status->luk = nd->stat_point + nd->params.luk;
  4072. status_calc_misc(&nd->bl, status, nd->level);
  4073. status_cpy(&nd->status, status);
  4074. return 0;
  4075. }
  4076. /**
  4077. * Calculates regeneration values
  4078. * Applies passive skill regeneration additions
  4079. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4080. * @param status: Object's status
  4081. * @param regen: Object's base regeneration data
  4082. */
  4083. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  4084. {
  4085. struct map_session_data *sd;
  4086. struct status_change *sc;
  4087. int val, skill, reg_flag;
  4088. if( !(bl->type&BL_REGEN) || !regen )
  4089. return;
  4090. sd = BL_CAST(BL_PC,bl);
  4091. sc = status_get_sc(bl);
  4092. val = 1 + (status->vit/5) + (status->max_hp/200);
  4093. if( sd && sd->hprecov_rate != 100 )
  4094. val = val*sd->hprecov_rate/100;
  4095. reg_flag = bl->type == BL_PC ? 0 : 1;
  4096. regen->hp = cap_value(val, reg_flag, SHRT_MAX);
  4097. val = 1 + (status->int_/6) + (status->max_sp/100);
  4098. if( status->int_ >= 120 )
  4099. val += ((status->int_-120)>>1) + 4;
  4100. if( sd && sd->sprecov_rate != 100 )
  4101. val = val*sd->sprecov_rate/100;
  4102. regen->sp = cap_value(val, reg_flag, SHRT_MAX);
  4103. if( sd ) {
  4104. struct regen_data_sub *sregen;
  4105. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
  4106. val = regen->sp*(100+3*skill)/100;
  4107. regen->sp = cap_value(val, 1, SHRT_MAX);
  4108. }
  4109. // Only players have skill/sitting skill regen for now.
  4110. sregen = regen->sregen;
  4111. val = 0;
  4112. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  4113. val += skill*5 + skill*status->max_hp/500;
  4114. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4115. val = 0;
  4116. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  4117. val += skill*3 + skill*status->max_sp/500;
  4118. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  4119. val += skill*3 + skill*status->max_sp/500;
  4120. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  4121. val += 3 + 3 * skill;
  4122. if (sc && sc->count) {
  4123. if (sc->data[SC_SHRIMPBLESSING])
  4124. val *= 150 / 100;
  4125. if (sc->data[SC_ANCILLA])
  4126. val += sc->data[SC_ANCILLA]->val2 / 100;
  4127. }
  4128. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4129. // Skill-related recovery (only when sit)
  4130. sregen = regen->ssregen;
  4131. val = 0;
  4132. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4133. val += skill*4 + skill*status->max_hp/500;
  4134. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  4135. val += skill*30 + skill*status->max_hp/500;
  4136. sregen->hp = cap_value(val, 0, SHRT_MAX);
  4137. val = 0;
  4138. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
  4139. val += skill*3 + skill*status->max_sp/500;
  4140. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
  4141. val += (30+10*skill)*val/100;
  4142. }
  4143. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  4144. val += skill*2 + skill*status->max_sp/500;
  4145. sregen->sp = cap_value(val, 0, SHRT_MAX);
  4146. }
  4147. if( bl->type == BL_HOM ) {
  4148. struct homun_data *hd = (TBL_HOM*)bl;
  4149. if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
  4150. val = regen->hp*(100+5*skill)/100;
  4151. regen->hp = cap_value(val, 1, SHRT_MAX);
  4152. }
  4153. if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
  4154. val = regen->sp*(100+3*skill)/100;
  4155. regen->sp = cap_value(val, 1, SHRT_MAX);
  4156. }
  4157. } else if( bl->type == BL_MER ) {
  4158. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4159. regen->hp = cap_value(val, 1, SHRT_MAX);
  4160. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4161. regen->sp = cap_value(val, 1, SHRT_MAX);
  4162. } else if( bl->type == BL_ELEM ) {
  4163. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  4164. regen->hp = cap_value(val, 1, SHRT_MAX);
  4165. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  4166. regen->sp = cap_value(val, 1, SHRT_MAX);
  4167. }
  4168. }
  4169. /**
  4170. * Calculates SC (Status Changes) regeneration values
  4171. * @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
  4172. * @param regen: Object's base regeneration data
  4173. * @param sc: Object's status change data
  4174. */
  4175. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  4176. {
  4177. if (!(bl->type&BL_REGEN) || !regen)
  4178. return;
  4179. regen->flag = RGN_HP|RGN_SP;
  4180. if(regen->sregen) {
  4181. if (regen->sregen->hp)
  4182. regen->flag |= RGN_SHP;
  4183. if (regen->sregen->sp)
  4184. regen->flag |= RGN_SSP;
  4185. regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
  4186. }
  4187. if (regen->ssregen) {
  4188. if (regen->ssregen->hp)
  4189. regen->flag |= RGN_SHP;
  4190. if (regen->ssregen->sp)
  4191. regen->flag |= RGN_SSP;
  4192. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
  4193. }
  4194. regen->rate.hp = regen->rate.sp = 100;
  4195. if (!sc || !sc->count)
  4196. return;
  4197. // No HP or SP regen
  4198. if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  4199. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  4200. || sc->data[SC_BERSERK]
  4201. || sc->data[SC_TRICKDEAD]
  4202. || sc->data[SC_BLEEDING]
  4203. || sc->data[SC_MAGICMUSHROOM]
  4204. || sc->data[SC_SATURDAYNIGHTFEVER]
  4205. || sc->data[SC_REBOUND])
  4206. regen->flag = RGN_NONE;
  4207. // No natural SP regen
  4208. if (sc->data[SC_DANCING] ||
  4209. #ifdef RENEWAL
  4210. sc->data[SC_MAXIMIZEPOWER] ||
  4211. #endif
  4212. #ifndef RENEWAL
  4213. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4214. (sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4215. #else
  4216. (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  4217. sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
  4218. #endif
  4219. sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
  4220. regen->flag &= ~RGN_SP;
  4221. if (sc->data[SC_TENSIONRELAX]) {
  4222. if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
  4223. regen->state.overweight = 0; // 1x HP regen
  4224. else {
  4225. regen->rate.hp += 200;
  4226. if (regen->sregen)
  4227. regen->sregen->rate.hp += 200;
  4228. }
  4229. }
  4230. if (sc->data[SC_MAGNIFICAT])
  4231. regen->rate.sp += 100;
  4232. if (sc->data[SC_REGENERATION]) {
  4233. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  4234. if (!sce->val4) {
  4235. regen->rate.hp += (sce->val2*100);
  4236. regen->rate.sp += (sce->val3*100);
  4237. } else
  4238. regen->flag &= ~sce->val4; // Remove regen as specified by val4
  4239. }
  4240. if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  4241. regen->hp += cap_value(regen->hp * 50 / 100, 1, SHRT_MAX);
  4242. if(sc->data[SC_GT_REVITALIZE]) {
  4243. regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
  4244. regen->state.walk = 1;
  4245. }
  4246. if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
  4247. regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
  4248. if (sc->data[SC_VITATA_500])
  4249. regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
  4250. if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
  4251. int ele_class = status_get_class(bl);
  4252. switch (ele_class) {
  4253. case ELEMENTALID_AGNI_S:
  4254. case ELEMENTALID_AGNI_M:
  4255. case ELEMENTALID_AGNI_L:
  4256. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
  4257. regen->rate.hp += 100;
  4258. break;
  4259. case ELEMENTALID_AQUA_S:
  4260. case ELEMENTALID_AQUA_M:
  4261. case ELEMENTALID_AQUA_L:
  4262. if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
  4263. regen->rate.hp += 100;
  4264. break;
  4265. case ELEMENTALID_VENTUS_S:
  4266. case ELEMENTALID_VENTUS_M:
  4267. case ELEMENTALID_VENTUS_L:
  4268. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
  4269. regen->rate.hp += 100;
  4270. break;
  4271. case ELEMENTALID_TERA_S:
  4272. case ELEMENTALID_TERA_M:
  4273. case ELEMENTALID_TERA_L:
  4274. if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
  4275. regen->rate.hp += 100;
  4276. break;
  4277. }
  4278. }
  4279. if (sc->data[SC_CATNIPPOWDER]) {
  4280. regen->rate.hp *= 2;
  4281. regen->rate.sp *= 2;
  4282. }
  4283. }
  4284. /**
  4285. * Applies a state to a unit - See [StatusChangeStateTable]
  4286. * @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
  4287. * @param sc: Object's status change data
  4288. * @param flag: Which state to apply to bl
  4289. * @param start: (1) start state, (0) remove state
  4290. */
  4291. void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
  4292. {
  4293. /// No sc at all, we can zero without any extra weight over our conciousness
  4294. if( !sc->count ) {
  4295. memset(&sc->cant, 0, sizeof (sc->cant));
  4296. return;
  4297. }
  4298. // Can't move
  4299. if( flag&SCS_NOMOVE ) {
  4300. if( !(flag&SCS_NOMOVECOND) )
  4301. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4302. else if(
  4303. (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
  4304. || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
  4305. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
  4306. || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
  4307. )
  4308. sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
  4309. }
  4310. // Can't use skills
  4311. if( flag&SCS_NOCAST ) {
  4312. if( !(flag&SCS_NOCASTCOND) )
  4313. sc->cant.cast += ( start ? 1 : -1 );
  4314. }
  4315. // Can't chat
  4316. if( flag&SCS_NOCHAT ) {
  4317. if( !(flag&SCS_NOCHATCOND) )
  4318. sc->cant.chat += ( start ? 1 : -1 );
  4319. else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
  4320. sc->cant.chat += ( start ? 1 : -1 );
  4321. }
  4322. // Player-only states
  4323. if( bl->type == BL_PC ) {
  4324. // Can't pick-up items
  4325. if( flag&SCS_NOPICKITEM ) {
  4326. if( !(flag&SCS_NOPICKITEMCOND) )
  4327. sc->cant.pickup += ( start ? 1 : -1 );
  4328. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4329. sc->cant.pickup += ( start ? 1 : -1 );
  4330. }
  4331. // Can't drop items
  4332. if( flag&SCS_NODROPITEM ) {
  4333. if( !(flag&SCS_NODROPITEMCOND) )
  4334. sc->cant.drop += ( start ? 1 : -1 );
  4335. else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
  4336. sc->cant.drop += ( start ? 1 : -1 );
  4337. }
  4338. }
  4339. return;
  4340. }
  4341. /**
  4342. * Recalculates parts of an objects status according to specified flags
  4343. * See [set_sc] [add_sc]
  4344. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4345. * @param flag: Which status has changed on bl
  4346. */
  4347. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  4348. {
  4349. const struct status_data *b_status = status_get_base_status(bl); // Base Status
  4350. struct status_data *status = status_get_status_data(bl); // Battle Status
  4351. struct status_change *sc = status_get_sc(bl);
  4352. TBL_PC *sd = BL_CAST(BL_PC,bl);
  4353. int temp;
  4354. if (!b_status || !status)
  4355. return;
  4356. /** [Playtester]
  4357. * This needs to be done even if there is currently no status change active, because
  4358. * we need to update the speed on the client when the last status change ends.
  4359. **/
  4360. if(flag&SCB_SPEED) {
  4361. struct unit_data *ud = unit_bl2ud(bl);
  4362. /** [Skotlex]
  4363. * Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  4364. * because if you step on something while walking, the moment this
  4365. * piece of code triggers the walk-timer is set on INVALID_TIMER)
  4366. **/
  4367. if (ud)
  4368. ud->state.change_walk_target = ud->state.speed_changed = 1;
  4369. }
  4370. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference.
  4371. status_cpy(status, b_status);
  4372. return;
  4373. }
  4374. if(flag&SCB_STR) {
  4375. status->str = status_calc_str(bl, sc, b_status->str);
  4376. flag|=SCB_BATK;
  4377. if( bl->type&BL_HOM )
  4378. flag |= SCB_WATK;
  4379. }
  4380. if(flag&SCB_AGI) {
  4381. status->agi = status_calc_agi(bl, sc, b_status->agi);
  4382. flag|=SCB_FLEE
  4383. #ifdef RENEWAL
  4384. |SCB_DEF2
  4385. #endif
  4386. ;
  4387. if( bl->type&(BL_PC|BL_HOM) )
  4388. flag |= SCB_ASPD|SCB_DSPD;
  4389. }
  4390. if(flag&SCB_VIT) {
  4391. status->vit = status_calc_vit(bl, sc, b_status->vit);
  4392. flag|=SCB_DEF2|SCB_MDEF2;
  4393. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4394. flag |= SCB_MAXHP;
  4395. if( bl->type&BL_HOM )
  4396. flag |= SCB_DEF;
  4397. }
  4398. if(flag&SCB_INT) {
  4399. status->int_ = status_calc_int(bl, sc, b_status->int_);
  4400. flag|=SCB_MATK|SCB_MDEF2;
  4401. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  4402. flag |= SCB_MAXSP;
  4403. if( bl->type&BL_HOM )
  4404. flag |= SCB_MDEF;
  4405. }
  4406. if(flag&SCB_DEX) {
  4407. status->dex = status_calc_dex(bl, sc, b_status->dex);
  4408. flag|=SCB_BATK|SCB_HIT
  4409. #ifdef RENEWAL
  4410. |SCB_MATK|SCB_MDEF2
  4411. #endif
  4412. ;
  4413. if( bl->type&(BL_PC|BL_HOM) )
  4414. flag |= SCB_ASPD;
  4415. if( bl->type&BL_HOM )
  4416. flag |= SCB_WATK;
  4417. }
  4418. if(flag&SCB_LUK) {
  4419. status->luk = status_calc_luk(bl, sc, b_status->luk);
  4420. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
  4421. #ifdef RENEWAL
  4422. |SCB_MATK|SCB_HIT|SCB_FLEE
  4423. #endif
  4424. ;
  4425. }
  4426. if(flag&SCB_BATK && b_status->batk) {
  4427. int lv = status_get_lv(bl);
  4428. status->batk = status_base_atk(bl, status, lv);
  4429. temp = b_status->batk - status_base_atk(bl, b_status, lv);
  4430. if (temp) {
  4431. temp += status->batk;
  4432. status->batk = cap_value(temp, 0, USHRT_MAX);
  4433. }
  4434. status->batk = status_calc_batk(bl, sc, status->batk);
  4435. }
  4436. if(flag&SCB_WATK) {
  4437. #ifndef RENEWAL
  4438. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  4439. if (!sd) // Should not affect weapon refine bonus
  4440. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  4441. if (sd && sd->bonus.weapon_atk_rate)
  4442. status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
  4443. if(b_status->lhw.atk) {
  4444. if (sd) {
  4445. sd->state.lr_flag = 1;
  4446. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4447. sd->state.lr_flag = 0;
  4448. } else {
  4449. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  4450. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  4451. }
  4452. }
  4453. #else
  4454. if(!b_status->watk) { // We only have left-hand weapon
  4455. status->watk = 0;
  4456. status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
  4457. }
  4458. else status->watk = status_calc_watk(bl, sc, b_status->watk);
  4459. #endif
  4460. }
  4461. if(flag&SCB_HIT) {
  4462. if (status->dex == b_status->dex
  4463. #ifdef RENEWAL
  4464. && status->luk == b_status->luk
  4465. #endif
  4466. )
  4467. status->hit = status_calc_hit(bl, sc, b_status->hit);
  4468. else
  4469. status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
  4470. #ifdef RENEWAL
  4471. + (status->luk/3 - b_status->luk/3)
  4472. #endif
  4473. );
  4474. }
  4475. if(flag&SCB_FLEE) {
  4476. if (status->agi == b_status->agi
  4477. #ifdef RENEWAL
  4478. && status->luk == b_status->luk
  4479. #endif
  4480. )
  4481. status->flee = status_calc_flee(bl, sc, b_status->flee);
  4482. else
  4483. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
  4484. #ifdef RENEWAL
  4485. + (status->luk/5 - b_status->luk/5)
  4486. #endif
  4487. );
  4488. }
  4489. if(flag&SCB_DEF) {
  4490. status->def = status_calc_def(bl, sc, b_status->def);
  4491. if( bl->type&BL_HOM )
  4492. status->def += (status->vit/5 - b_status->vit/5);
  4493. }
  4494. if(flag&SCB_DEF2) {
  4495. if (status->vit == b_status->vit
  4496. #ifdef RENEWAL
  4497. && status->agi == b_status->agi
  4498. #endif
  4499. )
  4500. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  4501. else
  4502. status->def2 = status_calc_def2(bl, sc, b_status->def2
  4503. #ifdef RENEWAL
  4504. + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
  4505. #else
  4506. + (status->vit - b_status->vit)
  4507. #endif
  4508. );
  4509. }
  4510. if(flag&SCB_MDEF) {
  4511. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  4512. if( bl->type&BL_HOM )
  4513. status->mdef += (status->int_/5 - b_status->int_/5);
  4514. }
  4515. if(flag&SCB_MDEF2) {
  4516. if (status->int_ == b_status->int_ && status->vit == b_status->vit
  4517. #ifdef RENEWAL
  4518. && status->dex == b_status->dex
  4519. #endif
  4520. )
  4521. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  4522. else
  4523. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
  4524. #ifdef RENEWAL
  4525. + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
  4526. #else
  4527. + ((status->vit - b_status->vit)>>1)
  4528. #endif
  4529. );
  4530. }
  4531. if(flag&SCB_SPEED) {
  4532. status->speed = status_calc_speed(bl, sc, b_status->speed);
  4533. if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
  4534. status->speed = battle_config.max_walk_speed;
  4535. if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
  4536. status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
  4537. if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
  4538. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  4539. if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
  4540. status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
  4541. if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
  4542. status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
  4543. }
  4544. if(flag&SCB_CRI && b_status->cri) {
  4545. if (status->luk == b_status->luk)
  4546. status->cri = status_calc_critical(bl, sc, b_status->cri);
  4547. else
  4548. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  4549. /// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
  4550. if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
  4551. status->cri <<= 1;
  4552. }
  4553. if(flag&SCB_FLEE2 && b_status->flee2) {
  4554. if (status->luk == b_status->luk)
  4555. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  4556. else
  4557. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  4558. }
  4559. if(flag&SCB_ATK_ELE) {
  4560. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  4561. if (sd) sd->state.lr_flag = 1;
  4562. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  4563. if (sd) sd->state.lr_flag = 0;
  4564. }
  4565. if(flag&SCB_DEF_ELE) {
  4566. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  4567. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  4568. }
  4569. if(flag&SCB_MODE) {
  4570. status->mode = status_calc_mode(bl, sc, b_status->mode);
  4571. // Since mode changed, reset their state.
  4572. if (!status_has_mode(status,MD_CANATTACK))
  4573. unit_stop_attack(bl);
  4574. if (!status_has_mode(status,MD_CANMOVE))
  4575. unit_stop_walking(bl,1);
  4576. }
  4577. /**
  4578. * No status changes alter these yet.
  4579. * if(flag&SCB_SIZE)
  4580. * if(flag&SCB_RACE)
  4581. * if(flag&SCB_RANGE)
  4582. **/
  4583. if(flag&SCB_MAXHP) {
  4584. if( bl->type&BL_PC ) {
  4585. status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
  4586. if(battle_config.hp_rate != 100)
  4587. status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
  4588. if (sd->status.base_level < 100)
  4589. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
  4590. else if (sd->status.base_level < 151)
  4591. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
  4592. else
  4593. status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
  4594. }
  4595. else
  4596. status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
  4597. if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
  4598. status->hp = status->max_hp;
  4599. if( sd ) clif_updatestatus(sd,SP_HP);
  4600. }
  4601. }
  4602. if(flag&SCB_MAXSP) {
  4603. if( bl->type&BL_PC ) {
  4604. status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
  4605. if(battle_config.sp_rate != 100)
  4606. status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
  4607. status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
  4608. }
  4609. else
  4610. status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
  4611. if( status->sp > status->max_sp ) {
  4612. status->sp = status->max_sp;
  4613. if( sd ) clif_updatestatus(sd,SP_SP);
  4614. }
  4615. }
  4616. if(flag&SCB_MATK) {
  4617. #ifndef RENEWAL
  4618. status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
  4619. status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
  4620. #else
  4621. /**
  4622. * RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
  4623. * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
  4624. **/
  4625. int lv = status_get_lv(bl);
  4626. status->matk_min = status_base_matk_min(bl, status, lv);
  4627. status->matk_max = status_base_matk_max(bl, status, lv);
  4628. switch( bl->type ) {
  4629. case BL_PC: {
  4630. int wMatk = 0;
  4631. int variance = 0;
  4632. // Any +MATK you get from skills and cards, including cards in weapon, is added here.
  4633. if (sd) {
  4634. if (sd->bonus.ematk > 0)
  4635. status->matk_min += sd->bonus.ematk;
  4636. if (pc_checkskill(sd, SU_POWEROFLAND) > 0) {
  4637. 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) +
  4638. pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS)) > 19)
  4639. status->matk_min += status->matk_min * 20 / 100;
  4640. }
  4641. }
  4642. status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
  4643. status->matk_max = status->matk_min;
  4644. // This is the only portion in MATK that varies depending on the weapon level and refinement rate.
  4645. if (b_status->lhw.matk) {
  4646. if (sd) {
  4647. //sd->state.lr_flag = 1; //?? why was that set here
  4648. status->lhw.matk = b_status->lhw.matk;
  4649. sd->state.lr_flag = 0;
  4650. } else {
  4651. status->lhw.matk = b_status->lhw.matk;
  4652. }
  4653. }
  4654. if (b_status->rhw.matk) {
  4655. status->rhw.matk = b_status->rhw.matk;
  4656. }
  4657. if (status->rhw.matk) {
  4658. wMatk += status->rhw.matk;
  4659. variance += wMatk * status->rhw.wlv / 10;
  4660. }
  4661. if (status->lhw.matk) {
  4662. wMatk += status->lhw.matk;
  4663. variance += status->lhw.matk * status->lhw.wlv / 10;
  4664. }
  4665. status->matk_min += wMatk - variance;
  4666. status->matk_max += wMatk + variance;
  4667. }
  4668. break;
  4669. }
  4670. #endif
  4671. if (bl->type&BL_PC && sd->matk_rate != 100) {
  4672. status->matk_max = status->matk_max * sd->matk_rate/100;
  4673. status->matk_min = status->matk_min * sd->matk_rate/100;
  4674. }
  4675. if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
  4676. || (sc && sc->data[SC_RECOGNIZEDSPELL]))
  4677. status->matk_min = status->matk_max;
  4678. #ifdef RENEWAL
  4679. if( sd && sd->right_weapon.overrefine > 0) {
  4680. status->matk_min++;
  4681. status->matk_max += sd->right_weapon.overrefine - 1;
  4682. }
  4683. #endif
  4684. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  4685. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  4686. }
  4687. if(flag&SCB_ASPD) {
  4688. int amotion;
  4689. if ( bl->type&BL_HOM ) {
  4690. #ifdef RENEWAL_ASPD
  4691. amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
  4692. amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
  4693. amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
  4694. #else
  4695. amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
  4696. amotion = status_calc_aspd_rate(bl, sc, amotion);
  4697. amotion = amotion * status->aspd_rate / 1000;
  4698. #endif
  4699. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4700. status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
  4701. status->adelay = status->amotion;
  4702. } else if ( bl->type&BL_PC ) {
  4703. uint16 skill_lv;
  4704. amotion = status_base_amotion_pc(sd,status);
  4705. #ifndef RENEWAL_ASPD
  4706. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4707. #endif
  4708. // Absolute ASPD % modifier
  4709. amotion = amotion * status->aspd_rate / 1000;
  4710. if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
  4711. amotion = amotion * 5 * (skill_lv + 10) / 100;
  4712. #ifdef RENEWAL_ASPD
  4713. // RE ASPD % modifier
  4714. amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
  4715. amotion = 10 * (200 - amotion);
  4716. amotion += sd->bonus.aspd_add;
  4717. #endif
  4718. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4719. status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
  4720. status->adelay = 2 * status->amotion;
  4721. } else { // Mercenary and mobs
  4722. amotion = b_status->amotion;
  4723. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  4724. amotion = amotion*status->aspd_rate/1000;
  4725. amotion = status_calc_fix_aspd(bl, sc, amotion);
  4726. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  4727. temp = b_status->adelay*status->aspd_rate/1000;
  4728. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  4729. }
  4730. }
  4731. if(flag&SCB_DSPD) {
  4732. int dmotion;
  4733. if( bl->type&BL_PC ) {
  4734. if (b_status->agi == status->agi)
  4735. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4736. else {
  4737. dmotion = 800-status->agi*4;
  4738. status->dmotion = cap_value(dmotion, 400, 800);
  4739. if(battle_config.pc_damage_delay_rate != 100)
  4740. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  4741. // It's safe to ignore b_status->dmotion since no bonus affects it.
  4742. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  4743. }
  4744. } else if( bl->type&BL_HOM ) {
  4745. dmotion = 800-status->agi*4;
  4746. status->dmotion = cap_value(dmotion, 400, 800);
  4747. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4748. } else { // Mercenary and mobs
  4749. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  4750. }
  4751. }
  4752. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  4753. status_calc_regen(bl, status, status_get_regen_data(bl));
  4754. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  4755. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  4756. }
  4757. /**
  4758. * Recalculates parts of an objects status according to specified flags
  4759. * Also sends updates to the client when necessary
  4760. * See [set_sc] [add_sc]
  4761. * @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
  4762. * @param flag: Which status has changed on bl
  4763. * @param opt: If true, will cause status_calc_* functions to run their base status initialization code
  4764. */
  4765. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
  4766. {
  4767. struct status_data b_status; // Previous battle status
  4768. struct status_data* status; // Pointer to current battle status
  4769. if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
  4770. if (opt&SCO_FORCE)
  4771. ((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
  4772. else {
  4773. ((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
  4774. return;
  4775. }
  4776. }
  4777. // Remember previous values
  4778. status = status_get_status_data(bl);
  4779. memcpy(&b_status, status, sizeof(struct status_data));
  4780. if( flag&SCB_BASE ) { // Calculate the object's base status too
  4781. switch( bl->type ) {
  4782. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
  4783. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
  4784. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
  4785. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
  4786. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
  4787. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
  4788. case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
  4789. }
  4790. }
  4791. if( bl->type == BL_PET )
  4792. return; // Pets are not affected by statuses
  4793. if (opt&SCO_FIRST && bl->type == BL_MOB)
  4794. return; // Assume there will be no statuses active
  4795. status_calc_bl_main(bl, flag);
  4796. if (opt&SCO_FIRST && bl->type == BL_HOM)
  4797. return; // Client update handled by caller
  4798. // Compare against new values and send client updates
  4799. if( bl->type == BL_PC ) {
  4800. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4801. if(b_status.str != status->str)
  4802. clif_updatestatus(sd,SP_STR);
  4803. if(b_status.agi != status->agi)
  4804. clif_updatestatus(sd,SP_AGI);
  4805. if(b_status.vit != status->vit)
  4806. clif_updatestatus(sd,SP_VIT);
  4807. if(b_status.int_ != status->int_)
  4808. clif_updatestatus(sd,SP_INT);
  4809. if(b_status.dex != status->dex)
  4810. clif_updatestatus(sd,SP_DEX);
  4811. if(b_status.luk != status->luk)
  4812. clif_updatestatus(sd,SP_LUK);
  4813. if(b_status.hit != status->hit)
  4814. clif_updatestatus(sd,SP_HIT);
  4815. if(b_status.flee != status->flee)
  4816. clif_updatestatus(sd,SP_FLEE1);
  4817. if(b_status.amotion != status->amotion)
  4818. clif_updatestatus(sd,SP_ASPD);
  4819. if(b_status.speed != status->speed)
  4820. clif_updatestatus(sd,SP_SPEED);
  4821. if(b_status.batk != status->batk
  4822. #ifndef RENEWAL
  4823. || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
  4824. #endif
  4825. )
  4826. clif_updatestatus(sd,SP_ATK1);
  4827. if(b_status.def != status->def) {
  4828. clif_updatestatus(sd,SP_DEF1);
  4829. #ifdef RENEWAL
  4830. clif_updatestatus(sd,SP_DEF2);
  4831. #endif
  4832. }
  4833. if(
  4834. #ifdef RENEWAL
  4835. b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
  4836. #else
  4837. b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
  4838. #endif
  4839. )
  4840. clif_updatestatus(sd,SP_ATK2);
  4841. if(b_status.def2 != status->def2) {
  4842. clif_updatestatus(sd,SP_DEF2);
  4843. #ifdef RENEWAL
  4844. clif_updatestatus(sd,SP_DEF1);
  4845. #endif
  4846. }
  4847. if(b_status.flee2 != status->flee2)
  4848. clif_updatestatus(sd,SP_FLEE2);
  4849. if(b_status.cri != status->cri)
  4850. clif_updatestatus(sd,SP_CRITICAL);
  4851. #ifndef RENEWAL
  4852. if(b_status.matk_max != status->matk_max)
  4853. clif_updatestatus(sd,SP_MATK1);
  4854. if(b_status.matk_min != status->matk_min)
  4855. clif_updatestatus(sd,SP_MATK2);
  4856. #else
  4857. if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
  4858. clif_updatestatus(sd,SP_MATK2);
  4859. clif_updatestatus(sd,SP_MATK1);
  4860. }
  4861. #endif
  4862. if(b_status.mdef != status->mdef) {
  4863. clif_updatestatus(sd,SP_MDEF1);
  4864. #ifdef RENEWAL
  4865. clif_updatestatus(sd,SP_MDEF2);
  4866. #endif
  4867. }
  4868. if(b_status.mdef2 != status->mdef2) {
  4869. clif_updatestatus(sd,SP_MDEF2);
  4870. #ifdef RENEWAL
  4871. clif_updatestatus(sd,SP_MDEF1);
  4872. #endif
  4873. }
  4874. if(b_status.rhw.range != status->rhw.range)
  4875. clif_updatestatus(sd,SP_ATTACKRANGE);
  4876. if(b_status.max_hp != status->max_hp)
  4877. clif_updatestatus(sd,SP_MAXHP);
  4878. if(b_status.max_sp != status->max_sp)
  4879. clif_updatestatus(sd,SP_MAXSP);
  4880. if(b_status.hp != status->hp)
  4881. clif_updatestatus(sd,SP_HP);
  4882. if(b_status.sp != status->sp)
  4883. clif_updatestatus(sd,SP_SP);
  4884. } else if( bl->type == BL_HOM ) {
  4885. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  4886. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  4887. clif_hominfo(hd->master,hd,0);
  4888. } else if( bl->type == BL_MER ) {
  4889. TBL_MER* md = BL_CAST(BL_MER, bl);
  4890. if (!md->master)
  4891. return;
  4892. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  4893. clif_mercenary_updatestatus(md->master, SP_ATK1);
  4894. if( b_status.matk_max != status->matk_max )
  4895. clif_mercenary_updatestatus(md->master, SP_MATK1);
  4896. if( b_status.hit != status->hit )
  4897. clif_mercenary_updatestatus(md->master, SP_HIT);
  4898. if( b_status.cri != status->cri )
  4899. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  4900. if( b_status.def != status->def )
  4901. clif_mercenary_updatestatus(md->master, SP_DEF1);
  4902. if( b_status.mdef != status->mdef )
  4903. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  4904. if( b_status.flee != status->flee )
  4905. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  4906. if( b_status.amotion != status->amotion )
  4907. clif_mercenary_updatestatus(md->master, SP_ASPD);
  4908. if( b_status.max_hp != status->max_hp )
  4909. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  4910. if( b_status.max_sp != status->max_sp )
  4911. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  4912. if( b_status.hp != status->hp )
  4913. clif_mercenary_updatestatus(md->master, SP_HP);
  4914. if( b_status.sp != status->sp )
  4915. clif_mercenary_updatestatus(md->master, SP_SP);
  4916. } else if( bl->type == BL_ELEM ) {
  4917. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  4918. if (!ed->master)
  4919. return;
  4920. if( b_status.max_hp != status->max_hp )
  4921. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  4922. if( b_status.max_sp != status->max_sp )
  4923. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  4924. if( b_status.hp != status->hp )
  4925. clif_elemental_updatestatus(ed->master, SP_HP);
  4926. if( b_status.sp != status->sp )
  4927. clif_mercenary_updatestatus(ed->master, SP_SP);
  4928. }
  4929. }
  4930. /**
  4931. * Adds strength modifications based on status changes
  4932. * @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
  4933. * @param sc: Object's status change information
  4934. * @param str: Initial str
  4935. * @return modified str with cap_value(str,0,USHRT_MAX)
  4936. */
  4937. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  4938. {
  4939. if(!sc || !sc->count)
  4940. return cap_value(str,0,USHRT_MAX);
  4941. if(sc->data[SC_HARMONIZE]) {
  4942. str -= sc->data[SC_HARMONIZE]->val2;
  4943. return (unsigned short)cap_value(str,0,USHRT_MAX);
  4944. }
  4945. if(sc->data[SC_INCALLSTATUS])
  4946. str += sc->data[SC_INCALLSTATUS]->val1;
  4947. if(sc->data[SC_CHASEWALK2])
  4948. str += sc->data[SC_CHASEWALK2]->val1;
  4949. if(sc->data[SC_INCSTR])
  4950. str += sc->data[SC_INCSTR]->val1;
  4951. if(sc->data[SC_STRFOOD])
  4952. str += sc->data[SC_STRFOOD]->val1;
  4953. if(sc->data[SC_FOOD_STR_CASH])
  4954. str += sc->data[SC_FOOD_STR_CASH]->val1;
  4955. if(sc->data[SC_BATTLEORDERS])
  4956. str += 5;
  4957. if(sc->data[SC_LEADERSHIP])
  4958. str += sc->data[SC_LEADERSHIP]->val1;
  4959. if(sc->data[SC_LOUD])
  4960. str += 4;
  4961. if(sc->data[SC_TRUESIGHT])
  4962. str += 5;
  4963. if(sc->data[SC_SPURT])
  4964. str += 10;
  4965. if(sc->data[SC_NEN])
  4966. str += sc->data[SC_NEN]->val1;
  4967. if(sc->data[SC_BLESSING]) {
  4968. if(sc->data[SC_BLESSING]->val2)
  4969. str += sc->data[SC_BLESSING]->val2;
  4970. else
  4971. str >>= 1;
  4972. }
  4973. if(sc->data[SC_MARIONETTE])
  4974. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  4975. if(sc->data[SC_MARIONETTE2])
  4976. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  4977. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  4978. str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
  4979. if(sc->data[SC_GIANTGROWTH])
  4980. str += 30;
  4981. if(sc->data[SC_BEYONDOFWARCRY])
  4982. str -= sc->data[SC_BEYONDOFWARCRY]->val3;
  4983. if(sc->data[SC_SAVAGE_STEAK])
  4984. str += sc->data[SC_SAVAGE_STEAK]->val1;
  4985. if(sc->data[SC_INSPIRATION])
  4986. str += sc->data[SC_INSPIRATION]->val3;
  4987. if(sc->data[SC_2011RWC_SCROLL])
  4988. str += sc->data[SC_2011RWC_SCROLL]->val1;
  4989. if(sc->data[SC_STOMACHACHE])
  4990. str -= sc->data[SC_STOMACHACHE]->val1;
  4991. if(sc->data[SC_KYOUGAKU])
  4992. str -= sc->data[SC_KYOUGAKU]->val2;
  4993. if(sc->data[SC_SWORDCLAN])
  4994. str += 1;
  4995. if(sc->data[SC_JUMPINGCLAN])
  4996. str += 1;
  4997. if(sc->data[SC_FULL_THROTTLE])
  4998. str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  4999. if(sc->data[SC_CHEERUP])
  5000. str += 3;
  5001. if(sc->data[SC_GLASTHEIM_STATE])
  5002. str += sc->data[SC_GLASTHEIM_STATE]->val1;
  5003. return (unsigned short)cap_value(str,0,USHRT_MAX);
  5004. }
  5005. /**
  5006. * Adds agility modifications based on status changes
  5007. * @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
  5008. * @param sc: Object's status change information
  5009. * @param agi: Initial agi
  5010. * @return modified agi with cap_value(agi,0,USHRT_MAX)
  5011. */
  5012. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  5013. {
  5014. if(!sc || !sc->count)
  5015. return cap_value(agi,0,USHRT_MAX);
  5016. if(sc->data[SC_HARMONIZE]) {
  5017. agi -= sc->data[SC_HARMONIZE]->val2;
  5018. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5019. }
  5020. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5021. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  5022. if(sc->data[SC_INCALLSTATUS])
  5023. agi += sc->data[SC_INCALLSTATUS]->val1;
  5024. if(sc->data[SC_INCAGI])
  5025. agi += sc->data[SC_INCAGI]->val1;
  5026. if(sc->data[SC_AGIFOOD])
  5027. agi += sc->data[SC_AGIFOOD]->val1;
  5028. if(sc->data[SC_FOOD_AGI_CASH])
  5029. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  5030. if(sc->data[SC_SOULCOLD])
  5031. agi += sc->data[SC_SOULCOLD]->val1;
  5032. if(sc->data[SC_TRUESIGHT])
  5033. agi += 5;
  5034. if(sc->data[SC_INCREASEAGI])
  5035. agi += sc->data[SC_INCREASEAGI]->val2;
  5036. if(sc->data[SC_INCREASING])
  5037. agi += 4; // Added based on skill updates [Reddozen]
  5038. if(sc->data[SC_2011RWC_SCROLL])
  5039. agi += sc->data[SC_2011RWC_SCROLL]->val1;
  5040. if(sc->data[SC_DECREASEAGI])
  5041. agi -= sc->data[SC_DECREASEAGI]->val2;
  5042. if(sc->data[SC_QUAGMIRE])
  5043. agi -= sc->data[SC_QUAGMIRE]->val2;
  5044. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  5045. agi -= sc->data[SC_SUITON]->val2;
  5046. if(sc->data[SC_MARIONETTE])
  5047. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  5048. if(sc->data[SC_MARIONETTE2])
  5049. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  5050. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5051. agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
  5052. if(sc->data[SC_ADORAMUS])
  5053. agi -= sc->data[SC_ADORAMUS]->val2;
  5054. if(sc->data[SC_MARSHOFABYSS])
  5055. agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5056. if(sc->data[SC_DROCERA_HERB_STEAMED])
  5057. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  5058. if(sc->data[SC_INSPIRATION])
  5059. agi += sc->data[SC_INSPIRATION]->val3;
  5060. if(sc->data[SC_STOMACHACHE])
  5061. agi -= sc->data[SC_STOMACHACHE]->val1;
  5062. if(sc->data[SC_KYOUGAKU])
  5063. agi -= sc->data[SC_KYOUGAKU]->val2;
  5064. if(sc->data[SC_CROSSBOWCLAN])
  5065. agi += 1;
  5066. if(sc->data[SC_JUMPINGCLAN])
  5067. agi += 1;
  5068. if(sc->data[SC_FULL_THROTTLE])
  5069. agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5070. if (sc->data[SC_ARCLOUSEDASH])
  5071. agi += sc->data[SC_ARCLOUSEDASH]->val2;
  5072. if(sc->data[SC_CHEERUP])
  5073. agi += 3;
  5074. if(sc->data[SC_GLASTHEIM_STATE])
  5075. agi += sc->data[SC_GLASTHEIM_STATE]->val1;
  5076. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  5077. }
  5078. /**
  5079. * Adds vitality modifications based on status changes
  5080. * @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
  5081. * @param sc: Object's status change information
  5082. * @param vit: Initial vit
  5083. * @return modified vit with cap_value(vit,0,USHRT_MAX)
  5084. */
  5085. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  5086. {
  5087. if(!sc || !sc->count)
  5088. return cap_value(vit,0,USHRT_MAX);
  5089. if(sc->data[SC_HARMONIZE]) {
  5090. vit -= sc->data[SC_HARMONIZE]->val2;
  5091. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5092. }
  5093. if(sc->data[SC_INCALLSTATUS])
  5094. vit += sc->data[SC_INCALLSTATUS]->val1;
  5095. if(sc->data[SC_INCVIT])
  5096. vit += sc->data[SC_INCVIT]->val1;
  5097. if(sc->data[SC_VITFOOD])
  5098. vit += sc->data[SC_VITFOOD]->val1;
  5099. if(sc->data[SC_FOOD_VIT_CASH])
  5100. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  5101. if(sc->data[SC_CHANGE])
  5102. vit += sc->data[SC_CHANGE]->val2;
  5103. if(sc->data[SC_GLORYWOUNDS])
  5104. vit += sc->data[SC_GLORYWOUNDS]->val1;
  5105. if(sc->data[SC_TRUESIGHT])
  5106. vit += 5;
  5107. if(sc->data[SC_MARIONETTE])
  5108. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  5109. if(sc->data[SC_MARIONETTE2])
  5110. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  5111. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5112. vit += sc->data[SC_SPIRIT]->val3&0xFF;
  5113. if(sc->data[SC_MINOR_BBQ])
  5114. vit += sc->data[SC_MINOR_BBQ]->val1;
  5115. if(sc->data[SC_INSPIRATION])
  5116. vit += sc->data[SC_INSPIRATION]->val3;
  5117. if(sc->data[SC_2011RWC_SCROLL])
  5118. vit += sc->data[SC_2011RWC_SCROLL]->val1;
  5119. if(sc->data[SC_STOMACHACHE])
  5120. vit -= sc->data[SC_STOMACHACHE]->val1;
  5121. if(sc->data[SC_KYOUGAKU])
  5122. vit -= sc->data[SC_KYOUGAKU]->val2;
  5123. if(sc->data[SC_SWORDCLAN])
  5124. vit += 1;
  5125. if(sc->data[SC_JUMPINGCLAN])
  5126. vit += 1;
  5127. if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
  5128. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  5129. if(sc->data[SC_FULL_THROTTLE])
  5130. vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5131. #ifdef RENEWAL
  5132. if(sc->data[SC_DEFENCE])
  5133. vit += sc->data[SC_DEFENCE]->val2;
  5134. #endif
  5135. if(sc->data[SC_CHEERUP])
  5136. vit += 3;
  5137. if(sc->data[SC_GLASTHEIM_STATE])
  5138. vit += sc->data[SC_GLASTHEIM_STATE]->val1;
  5139. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  5140. }
  5141. /**
  5142. * Adds intelligence modifications based on status changes
  5143. * @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
  5144. * @param sc: Object's status change information
  5145. * @param int_: Initial int
  5146. * @return modified int with cap_value(int_,0,USHRT_MAX)
  5147. */
  5148. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  5149. {
  5150. if(!sc || !sc->count)
  5151. return cap_value(int_,0,USHRT_MAX);
  5152. if(sc->data[SC_HARMONIZE]) {
  5153. int_ -= sc->data[SC_HARMONIZE]->val2;
  5154. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5155. }
  5156. if(sc->data[SC_INCALLSTATUS])
  5157. int_ += sc->data[SC_INCALLSTATUS]->val1;
  5158. if(sc->data[SC_INCINT])
  5159. int_ += sc->data[SC_INCINT]->val1;
  5160. if(sc->data[SC_INTFOOD])
  5161. int_ += sc->data[SC_INTFOOD]->val1;
  5162. if(sc->data[SC_FOOD_INT_CASH])
  5163. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  5164. if(sc->data[SC_CHANGE])
  5165. int_ += sc->data[SC_CHANGE]->val3;
  5166. if(sc->data[SC_BATTLEORDERS])
  5167. int_ += 5;
  5168. if(sc->data[SC_TRUESIGHT])
  5169. int_ += 5;
  5170. if(sc->data[SC_BLESSING]) {
  5171. if (sc->data[SC_BLESSING]->val2)
  5172. int_ += sc->data[SC_BLESSING]->val2;
  5173. else
  5174. int_ >>= 1;
  5175. }
  5176. if(sc->data[SC_NEN])
  5177. int_ += sc->data[SC_NEN]->val1;
  5178. if(sc->data[SC_MARIONETTE])
  5179. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  5180. if(sc->data[SC_2011RWC_SCROLL])
  5181. int_ += sc->data[SC_2011RWC_SCROLL]->val1;
  5182. if(sc->data[SC_MARIONETTE2])
  5183. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  5184. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5185. int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
  5186. if(sc->data[SC_INSPIRATION])
  5187. int_ += sc->data[SC_INSPIRATION]->val3;
  5188. if(sc->data[SC_MELODYOFSINK])
  5189. int_ -= sc->data[SC_MELODYOFSINK]->val3;
  5190. if(sc->data[SC_MANDRAGORA])
  5191. int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
  5192. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  5193. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  5194. if(sc->data[SC_STOMACHACHE])
  5195. int_ -= sc->data[SC_STOMACHACHE]->val1;
  5196. if(sc->data[SC_KYOUGAKU])
  5197. int_ -= sc->data[SC_KYOUGAKU]->val2;
  5198. if(sc->data[SC_ARCWANDCLAN])
  5199. int_ += 1;
  5200. if(sc->data[SC_GOLDENMACECLAN])
  5201. int_ += 1;
  5202. if(sc->data[SC_JUMPINGCLAN])
  5203. int_ += 1;
  5204. if(sc->data[SC_FULL_THROTTLE])
  5205. int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5206. if(sc->data[SC_CHEERUP])
  5207. int_ += 3;
  5208. if(sc->data[SC_GLASTHEIM_STATE])
  5209. int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
  5210. if(bl->type != BL_PC) {
  5211. if(sc->data[SC_STRIPHELM])
  5212. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  5213. if(sc->data[SC__STRIPACCESSORY])
  5214. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5215. }
  5216. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  5217. }
  5218. /**
  5219. * Adds dexterity modifications based on status changes
  5220. * @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
  5221. * @param sc: Object's status change information
  5222. * @param dex: Initial dex
  5223. * @return modified dex with cap_value(dex,0,USHRT_MAX)
  5224. */
  5225. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  5226. {
  5227. if(!sc || !sc->count)
  5228. return cap_value(dex,0,USHRT_MAX);
  5229. if(sc->data[SC_HARMONIZE]) {
  5230. dex -= sc->data[SC_HARMONIZE]->val2;
  5231. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5232. }
  5233. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  5234. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  5235. if(sc->data[SC_INCALLSTATUS])
  5236. dex += sc->data[SC_INCALLSTATUS]->val1;
  5237. if(sc->data[SC_INCDEX])
  5238. dex += sc->data[SC_INCDEX]->val1;
  5239. if(sc->data[SC_DEXFOOD])
  5240. dex += sc->data[SC_DEXFOOD]->val1;
  5241. if(sc->data[SC_FOOD_DEX_CASH])
  5242. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  5243. if(sc->data[SC_BATTLEORDERS])
  5244. dex += 5;
  5245. if(sc->data[SC_HAWKEYES])
  5246. dex += sc->data[SC_HAWKEYES]->val1;
  5247. if(sc->data[SC_TRUESIGHT])
  5248. dex += 5;
  5249. if(sc->data[SC_QUAGMIRE])
  5250. dex -= sc->data[SC_QUAGMIRE]->val2;
  5251. if(sc->data[SC_BLESSING]) {
  5252. if (sc->data[SC_BLESSING]->val2)
  5253. dex += sc->data[SC_BLESSING]->val2;
  5254. else
  5255. dex >>= 1;
  5256. }
  5257. if(sc->data[SC_INCREASING])
  5258. dex += 4; // Added based on skill updates [Reddozen]
  5259. if(sc->data[SC_MARIONETTE])
  5260. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  5261. if(sc->data[SC_2011RWC_SCROLL])
  5262. dex += sc->data[SC_2011RWC_SCROLL]->val1;
  5263. if(sc->data[SC_MARIONETTE2])
  5264. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  5265. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5266. dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
  5267. if(sc->data[SC_SIROMA_ICE_TEA])
  5268. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  5269. if(sc->data[SC_INSPIRATION])
  5270. dex += sc->data[SC_INSPIRATION]->val3;
  5271. if(sc->data[SC_STOMACHACHE])
  5272. dex -= sc->data[SC_STOMACHACHE]->val1;
  5273. if(sc->data[SC_KYOUGAKU])
  5274. dex -= sc->data[SC_KYOUGAKU]->val2;
  5275. if(sc->data[SC_ARCWANDCLAN])
  5276. dex += 1;
  5277. if(sc->data[SC_CROSSBOWCLAN])
  5278. dex += 1;
  5279. if(sc->data[SC_JUMPINGCLAN])
  5280. dex += 1;
  5281. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5282. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5283. if(sc->data[SC_MARSHOFABYSS])
  5284. dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
  5285. if(sc->data[SC_FULL_THROTTLE])
  5286. dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5287. if(sc->data[SC_CHEERUP])
  5288. dex += 3;
  5289. if(sc->data[SC_GLASTHEIM_STATE])
  5290. dex += sc->data[SC_GLASTHEIM_STATE]->val1;
  5291. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  5292. }
  5293. /**
  5294. * Adds luck modifications based on status changes
  5295. * @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
  5296. * @param sc: Object's status change information
  5297. * @param luk: Initial luk
  5298. * @return modified luk with cap_value(luk,0,USHRT_MAX)
  5299. */
  5300. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  5301. {
  5302. if(!sc || !sc->count)
  5303. return cap_value(luk,0,USHRT_MAX);
  5304. if(sc->data[SC_HARMONIZE]) {
  5305. luk -= sc->data[SC_HARMONIZE]->val2;
  5306. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5307. }
  5308. if(sc->data[SC_CURSE])
  5309. return 0;
  5310. if(sc->data[SC_INCALLSTATUS])
  5311. luk += sc->data[SC_INCALLSTATUS]->val1;
  5312. if(sc->data[SC_INCLUK])
  5313. luk += sc->data[SC_INCLUK]->val1;
  5314. if(sc->data[SC_LUKFOOD])
  5315. luk += sc->data[SC_LUKFOOD]->val1;
  5316. if(sc->data[SC_FOOD_LUK_CASH])
  5317. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  5318. if(sc->data[SC_TRUESIGHT])
  5319. luk += 5;
  5320. if(sc->data[SC_GLORIA])
  5321. luk += 30;
  5322. if(sc->data[SC_MARIONETTE])
  5323. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  5324. if(sc->data[SC_MARIONETTE2])
  5325. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  5326. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  5327. luk += sc->data[SC_SPIRIT]->val4&0xFF;
  5328. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  5329. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  5330. if(sc->data[SC_INSPIRATION])
  5331. luk += sc->data[SC_INSPIRATION]->val3;
  5332. if(sc->data[SC_STOMACHACHE])
  5333. luk -= sc->data[SC_STOMACHACHE]->val1;
  5334. if(sc->data[SC_KYOUGAKU])
  5335. luk -= sc->data[SC_KYOUGAKU]->val2;
  5336. if(sc->data[SC_2011RWC_SCROLL])
  5337. luk += sc->data[SC_2011RWC_SCROLL]->val1;
  5338. if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
  5339. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  5340. if(sc->data[SC_BANANA_BOMB])
  5341. luk -= 75;
  5342. if(sc->data[SC_GOLDENMACECLAN])
  5343. luk += 1;
  5344. if(sc->data[SC_JUMPINGCLAN])
  5345. luk += 1;
  5346. if(sc->data[SC_FULL_THROTTLE])
  5347. luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
  5348. if(sc->data[SC_CHEERUP])
  5349. luk += 3;
  5350. if(sc->data[SC_GLASTHEIM_STATE])
  5351. luk += sc->data[SC_GLASTHEIM_STATE]->val1;
  5352. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  5353. }
  5354. /**
  5355. * Adds base attack modifications based on status changes
  5356. * @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
  5357. * @param sc: Object's status change information
  5358. * @param batk: Initial batk
  5359. * @return modified batk with cap_value(batk,0,USHRT_MAX)
  5360. */
  5361. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  5362. {
  5363. if(!sc || !sc->count)
  5364. return cap_value(batk,0,USHRT_MAX);
  5365. if(sc->data[SC_ATKPOTION])
  5366. batk += sc->data[SC_ATKPOTION]->val1;
  5367. if(sc->data[SC_BATKFOOD])
  5368. batk += sc->data[SC_BATKFOOD]->val1;
  5369. #ifndef RENEWAL
  5370. if(sc->data[SC_GATLINGFEVER])
  5371. batk += sc->data[SC_GATLINGFEVER]->val3;
  5372. if(sc->data[SC_MADNESSCANCEL])
  5373. batk += 100;
  5374. #endif
  5375. if(sc->data[SC_FULL_SWING_K])
  5376. batk += sc->data[SC_FULL_SWING_K]->val1;
  5377. if(sc->data[SC_ASH])
  5378. batk -= batk * sc->data[SC_ASH]->val4 / 100;
  5379. if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
  5380. batk += sc->data[SC_PYROCLASTIC]->val2;
  5381. if (sc->data[SC_ANGRIFFS_MODUS])
  5382. batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
  5383. if(sc->data[SC_2011RWC_SCROLL])
  5384. batk += 30;
  5385. if(sc->data[SC_INCATKRATE])
  5386. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  5387. if(sc->data[SC_PROVOKE])
  5388. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  5389. #ifndef RENEWAL
  5390. if(sc->data[SC_CONCENTRATION])
  5391. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  5392. #endif
  5393. if(sc->data[SC_SKE])
  5394. batk += batk * 3;
  5395. if(sc->data[SC_BLOODLUST])
  5396. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  5397. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  5398. batk -= batk * 25/100;
  5399. if(sc->data[SC_CURSE])
  5400. batk -= batk * 25/100;
  5401. /* Curse shouldn't effect on this? <- Curse OR Bleeding??
  5402. if(sc->data[SC_BLEEDING])
  5403. batk -= batk * 25 / 100; */
  5404. if(sc->data[SC_FLEET])
  5405. batk += batk * sc->data[SC_FLEET]->val3/100;
  5406. if(sc->data[SC__ENERVATION])
  5407. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  5408. if(sc->data[SC_SATURDAYNIGHTFEVER])
  5409. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  5410. if( sc->data[SC_ZANGETSU] )
  5411. batk += sc->data[SC_ZANGETSU]->val2;
  5412. if(sc->data[SC_QUEST_BUFF1])
  5413. batk += sc->data[SC_QUEST_BUFF1]->val1;
  5414. if(sc->data[SC_QUEST_BUFF2])
  5415. batk += sc->data[SC_QUEST_BUFF2]->val1;
  5416. if(sc->data[SC_QUEST_BUFF3])
  5417. batk += sc->data[SC_QUEST_BUFF3]->val1;
  5418. if (sc->data[SC_SHRIMP])
  5419. batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
  5420. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  5421. }
  5422. /**
  5423. * Adds weapon attack modifications based on status changes
  5424. * @param bl: Object to change watk [PC]
  5425. * @param sc: Object's status change information
  5426. * @param watk: Initial watk
  5427. * @return modified watk with cap_value(watk,0,USHRT_MAX)
  5428. */
  5429. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  5430. {
  5431. if(!sc || !sc->count)
  5432. return cap_value(watk,0,USHRT_MAX);
  5433. #ifndef RENEWAL
  5434. if(sc->data[SC_IMPOSITIO])
  5435. watk += sc->data[SC_IMPOSITIO]->val2;
  5436. if(sc->data[SC_DRUMBATTLE])
  5437. watk += sc->data[SC_DRUMBATTLE]->val2;
  5438. #endif
  5439. if(sc->data[SC_WATKFOOD])
  5440. watk += sc->data[SC_WATKFOOD]->val1;
  5441. if(sc->data[SC_VOLCANO])
  5442. watk += sc->data[SC_VOLCANO]->val2;
  5443. if(sc->data[SC_MERC_ATKUP])
  5444. watk += sc->data[SC_MERC_ATKUP]->val2;
  5445. if(sc->data[SC_WATER_BARRIER])
  5446. watk -= sc->data[SC_WATER_BARRIER]->val2;
  5447. #ifndef RENEWAL
  5448. if(sc->data[SC_NIBELUNGEN]) {
  5449. if (bl->type != BL_PC)
  5450. watk += sc->data[SC_NIBELUNGEN]->val2;
  5451. else {
  5452. TBL_PC *sd = (TBL_PC*)bl;
  5453. short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  5454. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  5455. watk += sc->data[SC_NIBELUNGEN]->val2;
  5456. }
  5457. }
  5458. if(sc->data[SC_CONCENTRATION])
  5459. watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
  5460. #endif
  5461. if(sc->data[SC_INCATKRATE])
  5462. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  5463. if(sc->data[SC_PROVOKE])
  5464. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  5465. if(sc->data[SC_SKE])
  5466. watk += watk * 3;
  5467. if(sc->data[SC_FLEET])
  5468. watk += watk * sc->data[SC_FLEET]->val3/100;
  5469. if(sc->data[SC_CURSE])
  5470. watk -= watk * 25/100;
  5471. if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
  5472. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  5473. if(sc->data[SC_FIGHTINGSPIRIT])
  5474. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  5475. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  5476. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  5477. if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
  5478. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
  5479. if(sc->data[SC_INSPIRATION])
  5480. watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
  5481. if(sc->data[SC_GT_CHANGE])
  5482. watk += sc->data[SC_GT_CHANGE]->val2;
  5483. if(sc->data[SC__ENERVATION])
  5484. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  5485. if(sc->data[SC_STRIKING])
  5486. watk += sc->data[SC_STRIKING]->val2;
  5487. if(sc->data[SC_RUSHWINDMILL])
  5488. watk += sc->data[SC_RUSHWINDMILL]->val3;
  5489. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5490. watk += 50;
  5491. if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
  5492. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
  5493. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  5494. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
  5495. watk += watk * 10 / 100;
  5496. if(sc->data[SC_PYROTECHNIC_OPTION])
  5497. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  5498. if(sc->data[SC_HEATER_OPTION])
  5499. watk += sc->data[SC_HEATER_OPTION]->val2;
  5500. if(sc->data[SC_TROPIC_OPTION])
  5501. watk += sc->data[SC_TROPIC_OPTION]->val2;
  5502. if( sc && sc->data[SC_TIDAL_WEAPON] )
  5503. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  5504. if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
  5505. watk += sc->data[SC_PYROCLASTIC]->val2;
  5506. if(sc->data[SC_ANGRIFFS_MODUS])
  5507. watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
  5508. if(sc->data[SC_ODINS_POWER])
  5509. watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
  5510. if (sc->data[SC_FLASHCOMBO])
  5511. watk += sc->data[SC_FLASHCOMBO]->val2;
  5512. if (sc->data[SC_CATNIPPOWDER])
  5513. watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5514. if (sc->data[SC_CHATTERING])
  5515. watk += sc->data[SC_CHATTERING]->val2;
  5516. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  5517. }
  5518. #ifdef RENEWAL
  5519. /**
  5520. * Adds equip magic attack modifications based on status changes [RENEWAL]
  5521. * @param bl: Object to change matk [PC]
  5522. * @param sc: Object's status change information
  5523. * @param matk: Initial matk
  5524. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5525. */
  5526. static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
  5527. {
  5528. if (!sc || !sc->count)
  5529. return cap_value(matk,0,USHRT_MAX);
  5530. if (sc->data[SC_MATKPOTION])
  5531. matk += sc->data[SC_MATKPOTION]->val1;
  5532. if (sc->data[SC_MATKFOOD])
  5533. matk += sc->data[SC_MATKFOOD]->val1;
  5534. if(sc->data[SC_MANA_PLUS])
  5535. matk += sc->data[SC_MANA_PLUS]->val1;
  5536. if(sc->data[SC_COOLER_OPTION])
  5537. matk += sc->data[SC_COOLER_OPTION]->val2;
  5538. if(sc->data[SC_AQUAPLAY_OPTION])
  5539. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5540. if(sc->data[SC_CHILLY_AIR_OPTION])
  5541. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5542. if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5543. matk += 50;
  5544. if(sc->data[SC_ODINS_POWER])
  5545. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5546. if(sc->data[SC_MOONLITSERENADE])
  5547. matk += sc->data[SC_MOONLITSERENADE]->val3;
  5548. if(sc->data[SC_IZAYOI])
  5549. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5550. if(sc->data[SC_ZANGETSU])
  5551. matk += sc->data[SC_ZANGETSU]->val3;
  5552. if(sc->data[SC_QUEST_BUFF1])
  5553. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5554. if(sc->data[SC_QUEST_BUFF2])
  5555. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5556. if(sc->data[SC_QUEST_BUFF3])
  5557. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5558. if(sc->data[SC_MTF_MATK2])
  5559. matk += sc->data[SC_MTF_MATK2]->val1;
  5560. if(sc->data[SC_2011RWC_SCROLL])
  5561. matk += 30;
  5562. if (sc->data[SC_CATNIPPOWDER])
  5563. matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
  5564. if (sc->data[SC_CHATTERING])
  5565. matk += sc->data[SC_CHATTERING]->val2;
  5566. if (sc->data[SC_DORAM_MATK])
  5567. matk += sc->data[SC_DORAM_MATK]->val1;
  5568. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5569. }
  5570. #endif
  5571. /**
  5572. * Adds magic attack modifications based on status changes
  5573. * @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
  5574. * @param sc: Object's status change information
  5575. * @param matk: Initial matk
  5576. * @return modified matk with cap_value(matk,0,USHRT_MAX)
  5577. */
  5578. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  5579. {
  5580. if(!sc || !sc->count)
  5581. return cap_value(matk,0,USHRT_MAX);
  5582. #ifndef RENEWAL
  5583. /// Take note fixed value first before % modifiers [PRE-RENEWAL]
  5584. if (sc->data[SC_MATKPOTION])
  5585. matk += sc->data[SC_MATKPOTION]->val1;
  5586. if (sc->data[SC_MATKFOOD])
  5587. matk += sc->data[SC_MATKFOOD]->val1;
  5588. if (sc->data[SC_MANA_PLUS])
  5589. matk += sc->data[SC_MANA_PLUS]->val1;
  5590. if (sc->data[SC_AQUAPLAY_OPTION])
  5591. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  5592. if (sc->data[SC_CHILLY_AIR_OPTION])
  5593. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  5594. if (sc->data[SC_COOLER_OPTION])
  5595. matk += sc->data[SC_COOLER_OPTION]->val2;
  5596. if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
  5597. matk += 50;
  5598. if (sc->data[SC_ODINS_POWER])
  5599. matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
  5600. if (sc->data[SC_IZAYOI])
  5601. matk += 25 * sc->data[SC_IZAYOI]->val1;
  5602. if (sc->data[SC_MTF_MATK2])
  5603. matk += sc->data[SC_MTF_MATK2]->val1;
  5604. if (sc->data[SC_2011RWC_SCROLL])
  5605. matk += 30;
  5606. #endif
  5607. if (sc->data[SC_ZANGETSU])
  5608. matk += sc->data[SC_ZANGETSU]->val3;
  5609. if (sc->data[SC_QUEST_BUFF1])
  5610. matk += sc->data[SC_QUEST_BUFF1]->val1;
  5611. if (sc->data[SC_QUEST_BUFF2])
  5612. matk += sc->data[SC_QUEST_BUFF2]->val1;
  5613. if (sc->data[SC_QUEST_BUFF3])
  5614. matk += sc->data[SC_QUEST_BUFF3]->val1;
  5615. if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
  5616. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  5617. if (sc->data[SC_MINDBREAKER])
  5618. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  5619. if (sc->data[SC_INCMATKRATE])
  5620. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  5621. if (sc->data[SC_MOONLITSERENADE])
  5622. matk += sc->data[SC_MOONLITSERENADE]->val3/100;
  5623. if (sc->data[SC_MTF_MATK])
  5624. matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
  5625. if(sc->data[SC_2011RWC_SCROLL])
  5626. matk += 30;
  5627. if (sc->data[SC_SHRIMP])
  5628. matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
  5629. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  5630. }
  5631. /**
  5632. * Adds critical modifications based on status changes
  5633. * @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
  5634. * @param sc: Object's status change information
  5635. * @param critical: Initial critical
  5636. * @return modified critical with cap_value(critical,10,USHRT_MAX)
  5637. */
  5638. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  5639. {
  5640. if(!sc || !sc->count)
  5641. return cap_value(critical,10,SHRT_MAX);
  5642. if (sc->data[SC_INCCRI])
  5643. critical += sc->data[SC_INCCRI]->val2;
  5644. if (sc->data[SC_CRIFOOD])
  5645. critical += sc->data[SC_CRIFOOD]->val1;
  5646. if (sc->data[SC_EXPLOSIONSPIRITS])
  5647. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  5648. if (sc->data[SC_FORTUNE])
  5649. critical += sc->data[SC_FORTUNE]->val2;
  5650. if (sc->data[SC_TRUESIGHT])
  5651. critical += sc->data[SC_TRUESIGHT]->val2;
  5652. if (sc->data[SC_CLOAKING])
  5653. critical += critical;
  5654. if (sc->data[SC_STRIKING])
  5655. critical += critical * sc->data[SC_STRIKING]->val1 / 100;
  5656. #ifdef RENEWAL
  5657. if (sc->data[SC_SPEARQUICKEN])
  5658. critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
  5659. #endif
  5660. if (sc->data[SC__INVISIBILITY])
  5661. critical += sc->data[SC__INVISIBILITY]->val3 * 10;
  5662. if (sc->data[SC__UNLUCKY])
  5663. critical -= sc->data[SC__UNLUCKY]->val2;
  5664. if(sc->data[SC_BEYONDOFWARCRY])
  5665. critical += sc->data[SC_BEYONDOFWARCRY]->val3;
  5666. return (short)cap_value(critical,10,SHRT_MAX);
  5667. }
  5668. /**
  5669. * Adds hit modifications based on status changes
  5670. * @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
  5671. * @param sc: Object's status change information
  5672. * @param hit: Initial hit
  5673. * @return modified hit with cap_value(hit,1,USHRT_MAX)
  5674. */
  5675. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  5676. {
  5677. if(!sc || !sc->count)
  5678. return cap_value(hit,1,SHRT_MAX);
  5679. if(sc->data[SC_INCHIT])
  5680. hit += sc->data[SC_INCHIT]->val1;
  5681. if(sc->data[SC_HITFOOD])
  5682. hit += sc->data[SC_HITFOOD]->val1;
  5683. if(sc->data[SC_TRUESIGHT])
  5684. hit += sc->data[SC_TRUESIGHT]->val3;
  5685. if(sc->data[SC_HUMMING])
  5686. hit += sc->data[SC_HUMMING]->val2;
  5687. if(sc->data[SC_CONCENTRATION])
  5688. hit += sc->data[SC_CONCENTRATION]->val3;
  5689. if(sc->data[SC_INSPIRATION])
  5690. hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
  5691. if(sc->data[SC_ADJUSTMENT])
  5692. hit -= 30;
  5693. if(sc->data[SC_INCREASING])
  5694. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  5695. if(sc->data[SC_MERC_HITUP])
  5696. hit += sc->data[SC_MERC_HITUP]->val2;
  5697. if(sc->data[SC_MTF_HITFLEE])
  5698. hit += sc->data[SC_MTF_HITFLEE]->val1;
  5699. if(sc->data[SC_INCHITRATE])
  5700. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  5701. if(sc->data[SC_BLIND])
  5702. hit -= hit * 25/100;
  5703. if(sc->data[SC_HEAT_BARREL])
  5704. hit -= sc->data[SC_HEAT_BARREL]->val4;
  5705. if(sc->data[SC__GROOMY])
  5706. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  5707. if(sc->data[SC_FEAR])
  5708. hit -= hit * 20 / 100;
  5709. if (sc->data[SC_ASH])
  5710. hit -= hit * sc->data[SC_ASH]->val2 / 100;
  5711. if (sc->data[SC_TEARGAS])
  5712. hit -= hit * 50 / 100;
  5713. if(sc->data[SC_ILLUSIONDOPING])
  5714. hit -= sc->data[SC_ILLUSIONDOPING]->val2;
  5715. if (sc->data[SC_MTF_ASPD])
  5716. hit += sc->data[SC_MTF_ASPD]->val2;
  5717. return (short)cap_value(hit,1,SHRT_MAX);
  5718. }
  5719. /**
  5720. * Adds flee modifications based on status changes
  5721. * @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
  5722. * @param sc: Object's status change information
  5723. * @param flee: Initial flee
  5724. * @return modified flee with cap_value(flee,1,USHRT_MAX)
  5725. */
  5726. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  5727. {
  5728. if( bl->type == BL_PC ) {
  5729. struct map_data *mapdata = map_getmapdata(bl->m);
  5730. if( mapdata_flag_gvg(mapdata) )
  5731. flee -= flee * battle_config.gvg_flee_penalty/100;
  5732. else if( mapdata->flag[MF_BATTLEGROUND] )
  5733. flee -= flee * battle_config.bg_flee_penalty/100;
  5734. }
  5735. if(!sc || !sc->count)
  5736. return cap_value(flee,1,SHRT_MAX);
  5737. if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
  5738. return sc->data[SC_OVERED_BOOST]->val2;
  5739. if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
  5740. return 1; // 1 = min flee
  5741. // Fixed value
  5742. if(sc->data[SC_INCFLEE])
  5743. flee += sc->data[SC_INCFLEE]->val1;
  5744. if(sc->data[SC_FLEEFOOD])
  5745. flee += sc->data[SC_FLEEFOOD]->val1;
  5746. if(sc->data[SC_WHISTLE])
  5747. flee += sc->data[SC_WHISTLE]->val2;
  5748. if(sc->data[SC_WINDWALK])
  5749. flee += sc->data[SC_WINDWALK]->val2;
  5750. if(sc->data[SC_VIOLENTGALE])
  5751. flee += sc->data[SC_VIOLENTGALE]->val2;
  5752. if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
  5753. flee += sc->data[SC_MOON_COMFORT]->val2;
  5754. if(sc->data[SC_CLOSECONFINE])
  5755. flee += 10;
  5756. if (sc->data[SC_ANGRIFFS_MODUS])
  5757. flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
  5758. if(sc->data[SC_ADJUSTMENT])
  5759. flee += 30;
  5760. if(sc->data[SC_SPEED])
  5761. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  5762. if(sc->data[SC_GATLINGFEVER])
  5763. flee -= sc->data[SC_GATLINGFEVER]->val4;
  5764. if(sc->data[SC_PARTYFLEE])
  5765. flee += sc->data[SC_PARTYFLEE]->val1 * 10;
  5766. if(sc->data[SC_MERC_FLEEUP])
  5767. flee += sc->data[SC_MERC_FLEEUP]->val2;
  5768. if( sc->data[SC_HALLUCINATIONWALK] )
  5769. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  5770. if(sc->data[SC_MTF_HITFLEE])
  5771. flee += sc->data[SC_MTF_HITFLEE]->val2;
  5772. if( sc->data[SC_WATER_BARRIER] )
  5773. flee -= sc->data[SC_WATER_BARRIER]->val2;
  5774. if( sc->data[SC_C_MARKER] )
  5775. flee -= sc->data[SC_C_MARKER]->val3;
  5776. #ifdef RENEWAL
  5777. if( sc->data[SC_SPEARQUICKEN] )
  5778. flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
  5779. #endif
  5780. // Rate value
  5781. if(sc->data[SC_INCFLEERATE])
  5782. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  5783. if(sc->data[SC_SPIDERWEB])
  5784. flee -= flee * 50/100;
  5785. if(sc->data[SC_BERSERK])
  5786. flee -= flee * 50/100;
  5787. if(sc->data[SC_BLIND])
  5788. flee -= flee * 25/100;
  5789. if(sc->data[SC_FEAR])
  5790. flee -= flee * 20 / 100;
  5791. if(sc->data[SC_PARALYSE])
  5792. flee -= flee * 10 / 100;
  5793. if(sc->data[SC_INFRAREDSCAN])
  5794. flee -= flee * 30 / 100;
  5795. if( sc->data[SC__LAZINESS] )
  5796. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  5797. if( sc->data[SC_GLOOMYDAY] )
  5798. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  5799. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5800. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5801. if( sc->data[SC_WIND_STEP_OPTION] )
  5802. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  5803. if( sc->data[SC_ZEPHYR] )
  5804. flee += sc->data[SC_ZEPHYR]->val2;
  5805. if(sc->data[SC_ASH])
  5806. flee -= flee * sc->data[SC_ASH]->val4 / 100;
  5807. if (sc->data[SC_GOLDENE_FERSE])
  5808. flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
  5809. if (sc->data[SC_SMOKEPOWDER])
  5810. flee += flee * 20 / 100;
  5811. if (sc->data[SC_TEARGAS])
  5812. flee -= flee * 50 / 100;
  5813. //if( sc->data[SC_C_MARKER] )
  5814. // flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
  5815. if (sc->data[SC_GROOMING])
  5816. flee += sc->data[SC_GROOMING]->val2;
  5817. return (short)cap_value(flee,1,SHRT_MAX);
  5818. }
  5819. /**
  5820. * Adds perfect flee modifications based on status changes
  5821. * @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
  5822. * @param sc: Object's status change information
  5823. * @param flee2: Initial flee2
  5824. * @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
  5825. */
  5826. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  5827. {
  5828. if(!sc || !sc->count)
  5829. return cap_value(flee2,10,SHRT_MAX);
  5830. if(sc->data[SC_INCFLEE2])
  5831. flee2 += sc->data[SC_INCFLEE2]->val2;
  5832. if(sc->data[SC_WHISTLE])
  5833. flee2 += sc->data[SC_WHISTLE]->val3*10;
  5834. if(sc->data[SC__UNLUCKY])
  5835. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  5836. if (sc->data[SC_HISS])
  5837. flee2 += sc->data[SC_HISS]->val2;
  5838. if (sc->data[SC_DORAM_FLEE2])
  5839. flee2 += sc->data[SC_DORAM_FLEE2]->val1;
  5840. return (short)cap_value(flee2,10,SHRT_MAX);
  5841. }
  5842. /**
  5843. * Adds defense (left-side) modifications based on status changes
  5844. * @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
  5845. * @param sc: Object's status change information
  5846. * @param def: Initial def
  5847. * @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
  5848. */
  5849. static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  5850. {
  5851. if(!sc || !sc->count)
  5852. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5853. if(sc->data[SC_BERSERK])
  5854. return 0;
  5855. if(sc->data[SC_BARRIER])
  5856. return 100;
  5857. if(sc->data[SC_KEEPING])
  5858. return 90;
  5859. #ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
  5860. if(sc->data[SC_STEELBODY])
  5861. return 90;
  5862. #endif
  5863. if (sc->data[SC_NYANGGRASS]) {
  5864. if (bl->type == BL_PC)
  5865. return 0;
  5866. else
  5867. return def >>= 1;
  5868. }
  5869. if(sc->data[SC_DEFSET])
  5870. return sc->data[SC_DEFSET]->val1;
  5871. if(sc->data[SC_DRUMBATTLE])
  5872. def += sc->data[SC_DRUMBATTLE]->val3;
  5873. #ifndef RENEWAL
  5874. if(sc->data[SC_DEFENCE])
  5875. def += sc->data[SC_DEFENCE]->val2;
  5876. #endif
  5877. if(sc->data[SC_INCDEFRATE])
  5878. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  5879. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
  5880. def += 50;
  5881. if(sc->data[SC_ODINS_POWER])
  5882. def -= 20 * sc->data[SC_ODINS_POWER]->val1;
  5883. if( sc->data[SC_ANGRIFFS_MODUS] )
  5884. def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
  5885. if(sc->data[SC_STONEHARDSKIN])
  5886. def += sc->data[SC_STONEHARDSKIN]->val1;
  5887. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5888. def >>=1;
  5889. if(sc->data[SC_FREEZE])
  5890. def >>=1;
  5891. if(sc->data[SC_SIGNUMCRUCIS])
  5892. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  5893. if(sc->data[SC_CONCENTRATION])
  5894. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  5895. if(sc->data[SC_SKE])
  5896. def >>=1;
  5897. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  5898. def -= def * sc->data[SC_PROVOKE]->val4/100;
  5899. if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
  5900. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  5901. if (sc->data[SC_FLING])
  5902. def -= def * (sc->data[SC_FLING]->val2)/100;
  5903. if( sc->data[SC_FREEZING] )
  5904. def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
  5905. if( sc->data[SC_ANALYZE] )
  5906. def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5907. if( sc->data[SC_NEUTRALBARRIER] )
  5908. def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  5909. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
  5910. def += sc->data[SC_SHIELDSPELL_REF]->val2;
  5911. if( sc->data[SC_PRESTIGE] )
  5912. def += sc->data[SC_PRESTIGE]->val3;
  5913. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
  5914. def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
  5915. if( sc->data[SC_ECHOSONG] )
  5916. def += def * sc->data[SC_ECHOSONG]->val3 / 100;
  5917. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  5918. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  5919. if( sc->data[SC_EARTHDRIVE] )
  5920. def -= def * 25 / 100;
  5921. if( sc->data[SC_CAMOUFLAGE] )
  5922. def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5923. if( sc->data[SC_SOLID_SKIN_OPTION] )
  5924. def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
  5925. if( sc->data[SC_ROCK_CRUSHER] )
  5926. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  5927. if( sc->data[SC_POWER_OF_GAIA] )
  5928. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  5929. if(sc->data[SC_ASH])
  5930. def -= def * sc->data[SC_ASH]->val3/100;
  5931. if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
  5932. def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
  5933. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  5934. def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
  5935. return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
  5936. }
  5937. /**
  5938. * Adds defense (right-side) modifications based on status changes
  5939. * @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
  5940. * @param sc: Object's status change information
  5941. * @param def2: Initial def2
  5942. * @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
  5943. */
  5944. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  5945. {
  5946. if(!sc || !sc->count)
  5947. #ifdef RENEWAL
  5948. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5949. #else
  5950. return (short)cap_value(def2,1,SHRT_MAX);
  5951. #endif
  5952. if(sc->data[SC_BERSERK])
  5953. return 0;
  5954. if(sc->data[SC_ETERNALCHAOS])
  5955. return 0;
  5956. if(sc->data[SC_DEFSET])
  5957. return sc->data[SC_DEFSET]->val1;
  5958. if(sc->data[SC_SUN_COMFORT])
  5959. def2 += sc->data[SC_SUN_COMFORT]->val2;
  5960. #ifdef RENEWAL
  5961. if (sc->data[SC_SKA])
  5962. def2 += 80;
  5963. #endif
  5964. if(sc->data[SC_ANGELUS])
  5965. #ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
  5966. def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
  5967. #else
  5968. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  5969. if(sc->data[SC_CONCENTRATION])
  5970. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  5971. #endif
  5972. if(sc->data[SC_POISON])
  5973. def2 -= def2 * 25/100;
  5974. if(sc->data[SC_DPOISON])
  5975. def2 -= def2 * 25/100;
  5976. if(sc->data[SC_SKE])
  5977. def2 -= def2 * 50/100;
  5978. if(sc->data[SC_PROVOKE])
  5979. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  5980. if(sc->data[SC_JOINTBEAT])
  5981. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  5982. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  5983. if(sc->data[SC_FLING])
  5984. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  5985. if(sc->data[SC_ANALYZE])
  5986. def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  5987. if(sc->data[SC_ASH])
  5988. def2 -= def2 * sc->data[SC_ASH]->val3/100;
  5989. if (sc->data[SC_PARALYSIS])
  5990. def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
  5991. if(sc->data[SC_EQC])
  5992. def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
  5993. if( sc->data[SC_CAMOUFLAGE] )
  5994. def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
  5995. #ifdef RENEWAL
  5996. return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
  5997. #else
  5998. return (short)cap_value(def2,1,SHRT_MAX);
  5999. #endif
  6000. }
  6001. /**
  6002. * Adds magic defense (left-side) modifications based on status changes
  6003. * @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
  6004. * @param sc: Object's status change information
  6005. * @param mdef: Initial mdef
  6006. * @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
  6007. */
  6008. static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  6009. {
  6010. if(!sc || !sc->count)
  6011. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6012. if(sc->data[SC_BERSERK])
  6013. return 0;
  6014. if(sc->data[SC_BARRIER])
  6015. return 100;
  6016. #ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
  6017. if(sc->data[SC_STEELBODY])
  6018. return 90;
  6019. #endif
  6020. if (sc->data[SC_NYANGGRASS]) {
  6021. if (bl->type == BL_PC)
  6022. return 0;
  6023. else
  6024. return mdef >>= 1;
  6025. }
  6026. if(sc->data[SC_MDEFSET])
  6027. return sc->data[SC_MDEFSET]->val1;
  6028. if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
  6029. mdef += 50;
  6030. if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
  6031. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
  6032. if(sc->data[SC_STONEHARDSKIN])
  6033. mdef += sc->data[SC_STONEHARDSKIN]->val1;
  6034. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6035. mdef += 25 * mdef / 100;
  6036. if(sc->data[SC_FREEZE])
  6037. mdef += 25 * mdef / 100;
  6038. if(sc->data[SC_BURNING])
  6039. mdef -= 25 * mdef / 100;
  6040. if( sc->data[SC_NEUTRALBARRIER] )
  6041. mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
  6042. if(sc->data[SC_ANALYZE])
  6043. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  6044. if(sc->data[SC_SYMPHONYOFLOVER])
  6045. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
  6046. if(sc->data[SC_GT_CHANGE]) {
  6047. mdef -= sc->data[SC_GT_CHANGE]->val4;
  6048. if (mdef < 0)
  6049. return 0;
  6050. }
  6051. if (sc->data[SC_ODINS_POWER])
  6052. mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
  6053. if(sc->data[SC_GLASTHEIM_ITEMDEF])
  6054. mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
  6055. return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
  6056. }
  6057. /**
  6058. * Adds magic defense (right-side) modifications based on status changes
  6059. * @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
  6060. * @param sc: Object's status change information
  6061. * @param mdef2: Initial mdef2
  6062. * @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
  6063. */
  6064. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  6065. {
  6066. if(!sc || !sc->count)
  6067. #ifdef RENEWAL
  6068. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6069. #else
  6070. return (short)cap_value(mdef2,1,SHRT_MAX);
  6071. #endif
  6072. if(sc->data[SC_BERSERK])
  6073. return 0;
  6074. if(sc->data[SC_SKA])
  6075. return 90;
  6076. if(sc->data[SC_MDEFSET])
  6077. return sc->data[SC_MDEFSET]->val1;
  6078. if(sc->data[SC_MINDBREAKER])
  6079. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  6080. if(sc->data[SC_BURNING])
  6081. mdef2 -= mdef2 * 25 / 100;
  6082. if(sc->data[SC_ANALYZE])
  6083. mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
  6084. #ifdef RENEWAL
  6085. return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
  6086. #else
  6087. return (short)cap_value(mdef2,1,SHRT_MAX);
  6088. #endif
  6089. }
  6090. /**
  6091. * Adds speed modifications based on status changes
  6092. * @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
  6093. * @param sc: Object's status change information
  6094. * @param speed: Initial speed
  6095. * @return modified speed with cap_value(speed,10,USHRT_MAX)
  6096. */
  6097. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  6098. {
  6099. TBL_PC* sd = BL_CAST(BL_PC, bl);
  6100. int speed_rate = 100;
  6101. if (sc == NULL || (sd && sd->state.permanent_speed))
  6102. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6103. if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
  6104. int val = 0;
  6105. if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
  6106. val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
  6107. else
  6108. val -= 25;
  6109. if (sc->data[SC_ACCELERATION])
  6110. val -= 25;
  6111. speed += speed * val / 100;
  6112. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6113. }
  6114. if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
  6115. if( sd->ud.skill_id == LG_EXEEDBREAK )
  6116. speed_rate = 160 - 10 * sd->ud.skill_lv;
  6117. else
  6118. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  6119. } else {
  6120. int val = 0;
  6121. // GetMoveHasteValue2()
  6122. if( sc->data[SC_FUSION] )
  6123. val = 25;
  6124. else if( sd ) {
  6125. if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
  6126. val = 25; // Same bonus
  6127. else if( pc_isridingwug(sd) )
  6128. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  6129. else if( sc->data[SC_ALL_RIDING] )
  6130. val = battle_config.rental_mount_speed_boost;
  6131. }
  6132. speed_rate -= val;
  6133. // GetMoveSlowValue()
  6134. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  6135. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  6136. else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  6137. val = sc->data[SC_CHASEWALK]->val3;
  6138. else {
  6139. val = 0;
  6140. // Longing for Freedom cancels song/dance penalty
  6141. if( sc->data[SC_LONGING] )
  6142. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  6143. else
  6144. if( sd && sc->data[SC_DANCING] )
  6145. 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)) );
  6146. if( sc->data[SC_DECREASEAGI] )
  6147. val = max( val, 25 );
  6148. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
  6149. val = max( val, 50 );
  6150. if( sc->data[SC_DONTFORGETME] )
  6151. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  6152. if( sc->data[SC_CURSE] )
  6153. val = max( val, 300 );
  6154. if( sc->data[SC_CHASEWALK] )
  6155. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  6156. if( sc->data[SC_WEDDING] )
  6157. val = max( val, 100 );
  6158. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  6159. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  6160. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  6161. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  6162. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  6163. val = max( val, 75 );
  6164. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  6165. val = max( val, sc->data[SC_SLOWDOWN]->val1 );
  6166. if( sc->data[SC_GATLINGFEVER] )
  6167. val = max( val, 100 );
  6168. if( sc->data[SC_SUITON] )
  6169. val = max( val, sc->data[SC_SUITON]->val3 );
  6170. if( sc->data[SC_SWOO] )
  6171. val = max( val, 300 );
  6172. if( sc->data[SC_SKA] )
  6173. val = max( val, 25 );
  6174. if( sc->data[SC_FREEZING] )
  6175. val = max( val, 30 );
  6176. if( sc->data[SC_MARSHOFABYSS] )
  6177. val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
  6178. if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
  6179. val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
  6180. if( sc->data[SC_STEALTHFIELD] )
  6181. val = max( val, 20 );
  6182. if( sc->data[SC__LAZINESS] )
  6183. val = max( val, 25 );
  6184. if( sc->data[SC_BANDING_DEFENCE] )
  6185. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
  6186. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  6187. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  6188. if( sc->data[SC_POWER_OF_GAIA] )
  6189. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  6190. if( sc->data[SC_MELON_BOMB] )
  6191. val = max( val, sc->data[SC_MELON_BOMB]->val2 );
  6192. if( sc->data[SC_REBOUND] )
  6193. val = max( val, 25 );
  6194. if( sc->data[SC_B_TRAP] )
  6195. val = max( val, sc->data[SC_B_TRAP]->val3 );
  6196. if (sc->data[SC_CATNIPPOWDER])
  6197. val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
  6198. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
  6199. val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
  6200. }
  6201. speed_rate += val;
  6202. val = 0;
  6203. if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
  6204. speed_rate = 150;
  6205. // GetMoveHasteValue1()
  6206. if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
  6207. val = max( val, sc->data[SC_SPEEDUP1]->val1 );
  6208. if( sc->data[SC_INCREASEAGI] )
  6209. val = max( val, 25 );
  6210. if( sc->data[SC_WINDWALK] )
  6211. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  6212. if( sc->data[SC_CARTBOOST] )
  6213. val = max( val, 20 );
  6214. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  6215. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  6216. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  6217. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  6218. if( sc->data[SC_BERSERK] )
  6219. val = max( val, 25 );
  6220. if( sc->data[SC_RUN] )
  6221. val = max( val, 55 );
  6222. if( sc->data[SC_AVOID] )
  6223. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  6224. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  6225. val = max( val, 75 );
  6226. if( sc->data[SC_CLOAKINGEXCEED] )
  6227. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  6228. if( sc->data[SC_HOVERING] )
  6229. val = max( val, 10 );
  6230. if( sc->data[SC_GN_CARTBOOST] )
  6231. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  6232. if( sc->data[SC_SWINGDANCE] )
  6233. val = max( val, sc->data[SC_SWINGDANCE]->val3 );
  6234. if( sc->data[SC_WIND_STEP_OPTION] )
  6235. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  6236. if( sc->data[SC_FULL_THROTTLE] )
  6237. val = max( val, 25 );
  6238. if (sc->data[SC_ARCLOUSEDASH])
  6239. val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
  6240. if( sc->data[SC_DORAM_WALKSPEED] )
  6241. val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
  6242. // !FIXME: official items use a single bonus for this [ultramage]
  6243. if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
  6244. val = max( val, sc->data[SC_SPEEDUP0]->val1 );
  6245. if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
  6246. val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
  6247. speed_rate -= val;
  6248. if( speed_rate < 40 )
  6249. speed_rate = 40;
  6250. }
  6251. // GetSpeed()
  6252. if( sd && pc_iscarton(sd) )
  6253. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  6254. if( sc->data[SC_PARALYSE] )
  6255. speed += speed * 50 / 100;
  6256. if( speed_rate != 100 )
  6257. speed = speed * speed_rate / 100;
  6258. if( sc->data[SC_STEELBODY] )
  6259. speed = 200;
  6260. if( sc->data[SC_DEFENDER] )
  6261. speed = max(speed, 200);
  6262. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  6263. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  6264. return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  6265. }
  6266. #ifdef RENEWAL_ASPD
  6267. /**
  6268. * Renewal attack speed modifiers based on status changes
  6269. * This function only affects RENEWAL players and comes after base calculation
  6270. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6271. * @param sc: Object's status change information
  6272. * @param fixed: True - fixed value [malufett]
  6273. * False - percentage value
  6274. * @return modified aspd
  6275. */
  6276. static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
  6277. {
  6278. int bonus = 0;
  6279. if (!sc || !sc->count)
  6280. return 0;
  6281. if (fixed) {
  6282. enum sc_type sc_val;
  6283. if (!sc->data[SC_QUAGMIRE]) {
  6284. if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
  6285. bonus = 7;
  6286. else if (bonus < 6 && sc->data[SC_ADRENALINE2])
  6287. bonus = 6;
  6288. else if (bonus < 5 && sc->data[SC_FLEET])
  6289. bonus = 5;
  6290. }
  6291. if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
  6292. if (bl->type != BL_PC)
  6293. bonus += sc->data[SC_ASSNCROS]->val2;
  6294. else {
  6295. switch(((TBL_PC*)bl)->status.weapon) {
  6296. case W_BOW:
  6297. case W_REVOLVER:
  6298. case W_RIFLE:
  6299. case W_GATLING:
  6300. case W_SHOTGUN:
  6301. case W_GRENADE:
  6302. break;
  6303. default:
  6304. bonus += sc->data[SC_ASSNCROS]->val2;
  6305. break;
  6306. }
  6307. }
  6308. }
  6309. if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
  6310. bonus = 20;
  6311. else if (bonus < 15 && sc->data[SC_BERSERK])
  6312. bonus = 15;
  6313. 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])
  6314. bonus += sc->data[sc_val]->val1;
  6315. if (sc->data[SC_ATTHASTE_CASH])
  6316. bonus += sc->data[SC_ATTHASTE_CASH]->val1;
  6317. if (sc->data[SC_HEAT_BARREL])
  6318. bonus += sc->data[SC_HEAT_BARREL]->val1;
  6319. } else {
  6320. if (sc->data[SC_DONTFORGETME])
  6321. bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
  6322. if (sc->data[SC_LONGING])
  6323. bonus -= sc->data[SC_LONGING]->val2 / 10;
  6324. if (sc->data[SC_STEELBODY])
  6325. bonus -= 25;
  6326. if (sc->data[SC_SKA])
  6327. bonus -= 25;
  6328. if (sc->data[SC_DEFENDER])
  6329. bonus -= sc->data[SC_DEFENDER]->val4 / 10;
  6330. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6331. bonus -= 75;
  6332. if (sc->data[SC_GRAVITATION])
  6333. bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
  6334. if (sc->data[SC_JOINTBEAT]) { // Needs more info
  6335. if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
  6336. bonus -= 25;
  6337. if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
  6338. bonus -= 10;
  6339. }
  6340. if (sc->data[SC_FREEZING])
  6341. bonus -= 30;
  6342. if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
  6343. bonus -= 50;
  6344. if (sc->data[SC_PARALYSE])
  6345. bonus -= 10;
  6346. if (sc->data[SC__BODYPAINT])
  6347. bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
  6348. if (sc->data[SC__INVISIBILITY])
  6349. bonus -= sc->data[SC__INVISIBILITY]->val2;
  6350. if (sc->data[SC__GROOMY])
  6351. bonus -= sc->data[SC__GROOMY]->val2;
  6352. if (sc->data[SC_SWINGDANCE])
  6353. bonus += sc->data[SC_SWINGDANCE]->val3;
  6354. if (sc->data[SC_DANCEWITHWUG])
  6355. bonus += sc->data[SC_DANCEWITHWUG]->val3;
  6356. if (sc->data[SC_GLOOMYDAY])
  6357. bonus -= sc->data[SC_GLOOMYDAY]->val3;
  6358. if (sc->data[SC_EARTHDRIVE])
  6359. bonus -= 25;
  6360. if (sc->data[SC_GT_CHANGE])
  6361. bonus += sc->data[SC_GT_CHANGE]->val3;
  6362. if (sc->data[SC_MELON_BOMB])
  6363. bonus -= sc->data[SC_MELON_BOMB]->val3;
  6364. if (sc->data[SC_PAIN_KILLER])
  6365. bonus -= sc->data[SC_PAIN_KILLER]->val2;
  6366. if (sc->data[SC_BOOST500])
  6367. bonus += sc->data[SC_BOOST500]->val1;
  6368. if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
  6369. bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
  6370. if (sc->data[SC_GOLDENE_FERSE])
  6371. bonus += sc->data[SC_GOLDENE_FERSE]->val3;
  6372. if (sc->data[SC_INCASPDRATE])
  6373. bonus += sc->data[SC_INCASPDRATE]->val1;
  6374. if (sc->data[SC_GATLINGFEVER])
  6375. bonus += sc->data[SC_GATLINGFEVER]->val1;
  6376. if (sc->data[SC_STAR_COMFORT])
  6377. bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
  6378. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6379. bonus += 10;
  6380. }
  6381. return bonus;
  6382. }
  6383. #endif
  6384. /**
  6385. * Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
  6386. * A subtraction reduces the delay, meaning an increase in ASPD
  6387. * This comes after the percentage changes and is based on status changes
  6388. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6389. * @param sc: Object's status change information
  6390. * @param aspd: Object's current ASPD
  6391. * @return modified aspd
  6392. */
  6393. static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
  6394. {
  6395. if (!sc || !sc->count)
  6396. return cap_value(aspd, 0, 2000);
  6397. if (sc->data[SC_OVERED_BOOST])
  6398. return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
  6399. if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
  6400. aspd -= 50; // +5 ASPD
  6401. if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
  6402. aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  6403. if (sc->data[SC_MTF_ASPD])
  6404. aspd -= sc->data[SC_MTF_ASPD]->val1;
  6405. if (sc->data[SC_MTF_ASPD2])
  6406. aspd -= sc->data[SC_MTF_ASPD2]->val1;
  6407. return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
  6408. }
  6409. /**
  6410. * Calculates an object's ASPD modifier based on status changes (alters amotion value)
  6411. * Note: The scale of aspd_rate is 1000 = 100%
  6412. * Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
  6413. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6414. * @param sc: Object's status change information
  6415. * @param aspd_rate: Object's current ASPD
  6416. * @return modified aspd_rate
  6417. */
  6418. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  6419. {
  6420. int i;
  6421. if(!sc || !sc->count)
  6422. return cap_value(aspd_rate,0,SHRT_MAX);
  6423. if( !sc->data[SC_QUAGMIRE] ) {
  6424. int max = 0;
  6425. if(sc->data[SC_STAR_COMFORT])
  6426. max = sc->data[SC_STAR_COMFORT]->val2;
  6427. if(sc->data[SC_TWOHANDQUICKEN] &&
  6428. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  6429. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  6430. if(sc->data[SC_ONEHAND] &&
  6431. max < sc->data[SC_ONEHAND]->val2)
  6432. max = sc->data[SC_ONEHAND]->val2;
  6433. if(sc->data[SC_MERC_QUICKEN] &&
  6434. max < sc->data[SC_MERC_QUICKEN]->val2)
  6435. max = sc->data[SC_MERC_QUICKEN]->val2;
  6436. if(sc->data[SC_ADRENALINE2] &&
  6437. max < sc->data[SC_ADRENALINE2]->val3)
  6438. max = sc->data[SC_ADRENALINE2]->val3;
  6439. if(sc->data[SC_ADRENALINE] &&
  6440. max < sc->data[SC_ADRENALINE]->val3)
  6441. max = sc->data[SC_ADRENALINE]->val3;
  6442. if(sc->data[SC_SPEARQUICKEN] &&
  6443. max < sc->data[SC_SPEARQUICKEN]->val2)
  6444. max = sc->data[SC_SPEARQUICKEN]->val2;
  6445. if(sc->data[SC_GATLINGFEVER] &&
  6446. max < sc->data[SC_GATLINGFEVER]->val2)
  6447. max = sc->data[SC_GATLINGFEVER]->val2;
  6448. if(sc->data[SC_FLEET] &&
  6449. max < sc->data[SC_FLEET]->val2)
  6450. max = sc->data[SC_FLEET]->val2;
  6451. if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
  6452. if (bl->type!=BL_PC)
  6453. max = sc->data[SC_ASSNCROS]->val2;
  6454. else
  6455. switch(((TBL_PC*)bl)->status.weapon) {
  6456. case W_BOW:
  6457. case W_REVOLVER:
  6458. case W_RIFLE:
  6459. case W_GATLING:
  6460. case W_SHOTGUN:
  6461. case W_GRENADE:
  6462. break;
  6463. default:
  6464. max = sc->data[SC_ASSNCROS]->val2;
  6465. }
  6466. }
  6467. aspd_rate -= max;
  6468. if(sc->data[SC_BERSERK])
  6469. aspd_rate -= 300;
  6470. else if(sc->data[SC_MADNESSCANCEL])
  6471. aspd_rate -= 200;
  6472. }
  6473. if( sc->data[i=SC_ASPDPOTION3] ||
  6474. sc->data[i=SC_ASPDPOTION2] ||
  6475. sc->data[i=SC_ASPDPOTION1] ||
  6476. sc->data[i=SC_ASPDPOTION0] )
  6477. aspd_rate -= sc->data[i]->val2;
  6478. if (sc->data[SC_ATTHASTE_CASH])
  6479. aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
  6480. if(sc->data[SC_DONTFORGETME])
  6481. aspd_rate += sc->data[SC_DONTFORGETME]->val2;
  6482. if(sc->data[SC_LONGING])
  6483. aspd_rate += sc->data[SC_LONGING]->val2;
  6484. if(sc->data[SC_STEELBODY])
  6485. aspd_rate += 250;
  6486. if(sc->data[SC_SKA])
  6487. aspd_rate += 250;
  6488. if(sc->data[SC_DEFENDER])
  6489. aspd_rate += sc->data[SC_DEFENDER]->val4;
  6490. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  6491. aspd_rate += 250;
  6492. if(sc->data[SC_GRAVITATION])
  6493. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  6494. if(sc->data[SC_JOINTBEAT]) {
  6495. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  6496. aspd_rate += 250;
  6497. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  6498. aspd_rate += 100;
  6499. }
  6500. if( sc->data[SC_FREEZING] )
  6501. aspd_rate += 300;
  6502. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  6503. aspd_rate += 500;
  6504. if( sc->data[SC_PARALYSE] )
  6505. aspd_rate += 100;
  6506. if( sc->data[SC__BODYPAINT] )
  6507. aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
  6508. if( sc->data[SC__INVISIBILITY] )
  6509. aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
  6510. if( sc->data[SC__GROOMY] )
  6511. aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
  6512. if( sc->data[SC_SWINGDANCE] )
  6513. aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
  6514. if( sc->data[SC_DANCEWITHWUG] )
  6515. aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
  6516. if( sc->data[SC_GLOOMYDAY] )
  6517. aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
  6518. if( sc->data[SC_EARTHDRIVE] )
  6519. aspd_rate += 250;
  6520. if( sc->data[SC_GT_CHANGE] )
  6521. aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
  6522. if( sc->data[SC_MELON_BOMB] )
  6523. aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
  6524. if( sc->data[SC_BOOST500] )
  6525. aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
  6526. if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
  6527. aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
  6528. if( sc->data[SC_INCASPDRATE] )
  6529. aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
  6530. if( sc->data[SC_PAIN_KILLER])
  6531. aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
  6532. if( sc->data[SC_GOLDENE_FERSE])
  6533. aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
  6534. if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
  6535. aspd_rate -= 100;
  6536. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  6537. }
  6538. /**
  6539. * Modifies the damage delay time based on status changes
  6540. * The lower your delay, the quicker you can act after taking damage
  6541. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6542. * @param sc: Object's status change information
  6543. * @param dmotion: Object's current damage delay
  6544. * @return modified delay rate
  6545. */
  6546. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  6547. {
  6548. if( !sc || !sc->count || map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND) )
  6549. return cap_value(dmotion,0,USHRT_MAX);
  6550. /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
  6551. if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
  6552. return 0;
  6553. if (bl->type == BL_PC && ((TBL_PC *)bl)->special_state.no_walk_delay)
  6554. return 0;
  6555. if( sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  6556. return 0;
  6557. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  6558. }
  6559. /**
  6560. * Calculates a max HP based on status changes
  6561. * Values can either be percentages or fixed, based on how equations are formulated
  6562. * @param bl: Object's block_list data
  6563. * @param maxhp: Object's current max HP
  6564. * @return modified maxhp
  6565. */
  6566. static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
  6567. {
  6568. int rate = 100;
  6569. maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
  6570. if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
  6571. maxhp = maxhp * rate / 100;
  6572. return (unsigned int)cap_value(maxhp,1,UINT_MAX);
  6573. }
  6574. /**
  6575. * Calculates a max SP based on status changes
  6576. * Values can either be percentages or fixed, bas ed on how equations are formulated
  6577. * @param bl: Object's block_list data
  6578. * @param maxsp: Object's current max SP
  6579. * @return modified maxsp
  6580. */
  6581. static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
  6582. {
  6583. int rate = 100;
  6584. maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
  6585. if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
  6586. maxsp = maxsp * rate / 100;
  6587. return (unsigned int)cap_value(maxsp,1,UINT_MAX);
  6588. }
  6589. /**
  6590. * Changes a player's element based on status changes
  6591. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6592. * @param sc: Object's status change information
  6593. * @param element: Object's current element
  6594. * @return new element
  6595. */
  6596. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  6597. {
  6598. if(!sc || !sc->count)
  6599. return cap_value(element, 0, UCHAR_MAX);
  6600. if(sc->data[SC_FREEZE])
  6601. return ELE_WATER;
  6602. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6603. return ELE_EARTH;
  6604. if(sc->data[SC_BENEDICTIO])
  6605. return ELE_HOLY;
  6606. if(sc->data[SC_CHANGEUNDEAD])
  6607. return ELE_UNDEAD;
  6608. if(sc->data[SC_ELEMENTALCHANGE])
  6609. return sc->data[SC_ELEMENTALCHANGE]->val2;
  6610. if(sc->data[SC_SHAPESHIFT])
  6611. return sc->data[SC_SHAPESHIFT]->val2;
  6612. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6613. }
  6614. /**
  6615. * Changes a player's element level based on status changes
  6616. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6617. * @param sc: Object's status change information
  6618. * @param lv: Object's current element level
  6619. * @return new element level
  6620. */
  6621. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  6622. {
  6623. if(!sc || !sc->count)
  6624. return cap_value(lv, 1, 4);
  6625. if(sc->data[SC_FREEZE])
  6626. return 1;
  6627. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6628. return 1;
  6629. if(sc->data[SC_BENEDICTIO])
  6630. return 1;
  6631. if(sc->data[SC_CHANGEUNDEAD])
  6632. return 1;
  6633. if(sc->data[SC_ELEMENTALCHANGE])
  6634. return sc->data[SC_ELEMENTALCHANGE]->val1;
  6635. if(sc->data[SC_SHAPESHIFT])
  6636. return 1;
  6637. if(sc->data[SC__INVISIBILITY])
  6638. return 1;
  6639. return (unsigned char)cap_value(lv,1,4);
  6640. }
  6641. /**
  6642. * Changes a player's attack element based on status changes
  6643. * @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
  6644. * @param sc: Object's status change information
  6645. * @param element: Object's current attack element
  6646. * @return new attack element
  6647. */
  6648. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  6649. {
  6650. if(!sc || !sc->count)
  6651. return cap_value(element, 0, UCHAR_MAX);
  6652. if(sc->data[SC_ENCHANTARMS])
  6653. return sc->data[SC_ENCHANTARMS]->val2;
  6654. if(sc->data[SC_WATERWEAPON]
  6655. || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
  6656. return ELE_WATER;
  6657. if(sc->data[SC_EARTHWEAPON]
  6658. || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
  6659. return ELE_EARTH;
  6660. if(sc->data[SC_FIREWEAPON]
  6661. || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
  6662. return ELE_FIRE;
  6663. if(sc->data[SC_WINDWEAPON]
  6664. || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
  6665. return ELE_WIND;
  6666. if(sc->data[SC_ENCPOISON])
  6667. return ELE_POISON;
  6668. if(sc->data[SC_ASPERSIO])
  6669. return ELE_HOLY;
  6670. if(sc->data[SC_SHADOWWEAPON])
  6671. return ELE_DARK;
  6672. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  6673. return ELE_GHOST;
  6674. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  6675. return ELE_WATER;
  6676. if(sc->data[SC_PYROCLASTIC])
  6677. return ELE_FIRE;
  6678. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  6679. }
  6680. /**
  6681. * Changes the mode of an object
  6682. * @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
  6683. * @param sc: Object's status change data
  6684. * @param mode: Original mode
  6685. * @return mode with cap_value(mode, 0, INT_MAX)
  6686. */
  6687. static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
  6688. {
  6689. if(!sc || !sc->count)
  6690. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6691. if(sc->data[SC_MODECHANGE]) {
  6692. if (sc->data[SC_MODECHANGE]->val2)
  6693. mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
  6694. if (sc->data[SC_MODECHANGE]->val3)
  6695. mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
  6696. if (sc->data[SC_MODECHANGE]->val4)
  6697. mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
  6698. }
  6699. return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
  6700. }
  6701. /**
  6702. * Changes the mode of a slave mob
  6703. * @param md: Slave mob whose mode to change
  6704. * @param mmd: Master of slave mob
  6705. */
  6706. void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
  6707. {
  6708. switch (battle_config.slaves_inherit_mode) {
  6709. case 1: //Always aggressive
  6710. if (!status_has_mode(&md->status,MD_AGGRESSIVE))
  6711. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6712. break;
  6713. case 2: //Always passive
  6714. if (status_has_mode(&md->status,MD_AGGRESSIVE))
  6715. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6716. break;
  6717. case 4: // Overwrite with slave mode
  6718. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
  6719. break;
  6720. default: //Copy master
  6721. if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
  6722. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
  6723. else
  6724. sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
  6725. break;
  6726. }
  6727. }
  6728. /**
  6729. * Gets the name of the given bl
  6730. * @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
  6731. * @return name or "Unknown" if any other bl->type than noted above
  6732. */
  6733. const char* status_get_name(struct block_list *bl)
  6734. {
  6735. nullpo_ret(bl);
  6736. switch (bl->type) {
  6737. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  6738. case BL_MOB: return ((TBL_MOB*)bl)->name;
  6739. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  6740. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  6741. //case BL_MER: // They only have database names which are global, not specific to GID.
  6742. case BL_NPC: return ((TBL_NPC*)bl)->name;
  6743. //case BL_ELEM: // They only have database names which are global, not specific to GID.
  6744. }
  6745. return "Unknown";
  6746. }
  6747. /**
  6748. * Gets the class/sprite id of the given bl
  6749. * @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6750. * @return class or 0 if any other bl->type than noted above
  6751. */
  6752. int status_get_class(struct block_list *bl)
  6753. {
  6754. nullpo_ret(bl);
  6755. switch( bl->type ) {
  6756. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  6757. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
  6758. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  6759. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  6760. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  6761. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  6762. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  6763. }
  6764. return 0;
  6765. }
  6766. /**
  6767. * Gets the base level of the given bl
  6768. * @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
  6769. * @return base level or 1 if any other bl->type than noted above
  6770. */
  6771. int status_get_lv(struct block_list *bl)
  6772. {
  6773. nullpo_ret(bl);
  6774. switch (bl->type) {
  6775. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  6776. case BL_MOB: return ((TBL_MOB*)bl)->level;
  6777. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  6778. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  6779. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  6780. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  6781. case BL_NPC: return ((TBL_NPC*)bl)->level;
  6782. }
  6783. return 1;
  6784. }
  6785. /**
  6786. * Gets the regeneration info of the given bl
  6787. * @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
  6788. * @return regen data or NULL if any other bl->type than noted above
  6789. */
  6790. struct regen_data *status_get_regen_data(struct block_list *bl)
  6791. {
  6792. nullpo_retr(NULL, bl);
  6793. switch (bl->type) {
  6794. case BL_PC: return &((TBL_PC*)bl)->regen;
  6795. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  6796. case BL_MER: return &((TBL_MER*)bl)->regen;
  6797. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  6798. default:
  6799. return NULL;
  6800. }
  6801. }
  6802. /**
  6803. * Gets the status data of the given bl
  6804. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6805. * @return status or "dummy_status" if any other bl->type than noted above
  6806. */
  6807. struct status_data *status_get_status_data(struct block_list *bl)
  6808. {
  6809. nullpo_retr(&dummy_status, bl);
  6810. switch (bl->type) {
  6811. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  6812. case BL_MOB: return &((TBL_MOB*)bl)->status;
  6813. case BL_PET: return &((TBL_PET*)bl)->status;
  6814. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  6815. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  6816. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  6817. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
  6818. default:
  6819. return &dummy_status;
  6820. }
  6821. }
  6822. /**
  6823. * Gets the base status data of the given bl
  6824. * @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6825. * @return base_status or NULL if any other bl->type than noted above
  6826. */
  6827. struct status_data *status_get_base_status(struct block_list *bl)
  6828. {
  6829. nullpo_retr(NULL, bl);
  6830. switch (bl->type) {
  6831. case BL_PC: return &((TBL_PC*)bl)->base_status;
  6832. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  6833. case BL_PET: return &((TBL_PET*)bl)->db->status;
  6834. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  6835. case BL_MER: return &((TBL_MER*)bl)->base_status;
  6836. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  6837. case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
  6838. default:
  6839. return NULL;
  6840. }
  6841. }
  6842. /**
  6843. * Gets the defense of the given bl
  6844. * @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
  6845. * @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
  6846. */
  6847. defType status_get_def(struct block_list *bl)
  6848. {
  6849. struct unit_data *ud;
  6850. struct status_data *status = status_get_status_data(bl);
  6851. int def = status?status->def:0;
  6852. ud = unit_bl2ud(bl);
  6853. if (ud && ud->skilltimer != INVALID_TIMER)
  6854. def -= def * skill_get_castdef(ud->skill_id)/100;
  6855. return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  6856. }
  6857. /**
  6858. * Gets the walking speed of the given bl
  6859. * @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  6860. * @return speed
  6861. */
  6862. unsigned short status_get_speed(struct block_list *bl)
  6863. {
  6864. if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
  6865. return ((struct npc_data *)bl)->speed;
  6866. return status_get_status_data(bl)->speed;
  6867. }
  6868. /**
  6869. * Gets the party ID of the given bl
  6870. * @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
  6871. * @return party ID
  6872. */
  6873. int status_get_party_id(struct block_list *bl)
  6874. {
  6875. nullpo_ret(bl);
  6876. switch (bl->type) {
  6877. case BL_PC:
  6878. return ((TBL_PC*)bl)->status.party_id;
  6879. case BL_PET:
  6880. if (((TBL_PET*)bl)->master)
  6881. return ((TBL_PET*)bl)->master->status.party_id;
  6882. break;
  6883. case BL_MOB: {
  6884. struct mob_data *md=(TBL_MOB*)bl;
  6885. if( md->master_id > 0 ) {
  6886. struct map_session_data *msd;
  6887. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6888. return msd->status.party_id;
  6889. return -md->master_id;
  6890. }
  6891. }
  6892. break;
  6893. case BL_HOM:
  6894. if (((TBL_HOM*)bl)->master)
  6895. return ((TBL_HOM*)bl)->master->status.party_id;
  6896. break;
  6897. case BL_MER:
  6898. if (((TBL_MER*)bl)->master)
  6899. return ((TBL_MER*)bl)->master->status.party_id;
  6900. break;
  6901. case BL_SKILL:
  6902. if (((TBL_SKILL*)bl)->group)
  6903. return ((TBL_SKILL*)bl)->group->party_id;
  6904. break;
  6905. case BL_ELEM:
  6906. if (((TBL_ELEM*)bl)->master)
  6907. return ((TBL_ELEM*)bl)->master->status.party_id;
  6908. break;
  6909. }
  6910. return 0;
  6911. }
  6912. /**
  6913. * Gets the guild ID of the given bl
  6914. * @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6915. * @return guild ID
  6916. */
  6917. int status_get_guild_id(struct block_list *bl)
  6918. {
  6919. nullpo_ret(bl);
  6920. switch (bl->type) {
  6921. case BL_PC:
  6922. return ((TBL_PC*)bl)->status.guild_id;
  6923. case BL_PET:
  6924. if (((TBL_PET*)bl)->master)
  6925. return ((TBL_PET*)bl)->master->status.guild_id;
  6926. break;
  6927. case BL_MOB:
  6928. {
  6929. struct map_session_data *msd;
  6930. struct mob_data *md = (struct mob_data *)bl;
  6931. if (md->guardian_data) // Guardian's guild [Skotlex]
  6932. return md->guardian_data->guild_id;
  6933. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6934. return msd->status.guild_id; // Alchemist's mobs [Skotlex]
  6935. }
  6936. break;
  6937. case BL_HOM:
  6938. if (((TBL_HOM*)bl)->master)
  6939. return ((TBL_HOM*)bl)->master->status.guild_id;
  6940. break;
  6941. case BL_MER:
  6942. if (((TBL_MER*)bl)->master)
  6943. return ((TBL_MER*)bl)->master->status.guild_id;
  6944. break;
  6945. case BL_NPC:
  6946. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
  6947. return ((TBL_NPC*)bl)->u.scr.guild_id;
  6948. break;
  6949. case BL_SKILL:
  6950. if (((TBL_SKILL*)bl)->group)
  6951. return ((TBL_SKILL*)bl)->group->guild_id;
  6952. break;
  6953. case BL_ELEM:
  6954. if (((TBL_ELEM*)bl)->master)
  6955. return ((TBL_ELEM*)bl)->master->status.guild_id;
  6956. break;
  6957. }
  6958. return 0;
  6959. }
  6960. /**
  6961. * Gets the guild emblem ID of the given bl
  6962. * @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
  6963. * @return guild emblem ID
  6964. */
  6965. int status_get_emblem_id(struct block_list *bl)
  6966. {
  6967. nullpo_ret(bl);
  6968. switch (bl->type) {
  6969. case BL_PC:
  6970. return ((TBL_PC*)bl)->guild_emblem_id;
  6971. case BL_PET:
  6972. if (((TBL_PET*)bl)->master)
  6973. return ((TBL_PET*)bl)->master->guild_emblem_id;
  6974. break;
  6975. case BL_MOB:
  6976. {
  6977. struct map_session_data *msd;
  6978. struct mob_data *md = (struct mob_data *)bl;
  6979. if (md->guardian_data) // Guardian's guild [Skotlex]
  6980. return md->guardian_data->emblem_id;
  6981. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  6982. return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
  6983. }
  6984. break;
  6985. case BL_HOM:
  6986. if (((TBL_HOM*)bl)->master)
  6987. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  6988. break;
  6989. case BL_MER:
  6990. if (((TBL_MER*)bl)->master)
  6991. return ((TBL_MER*)bl)->master->guild_emblem_id;
  6992. break;
  6993. case BL_NPC:
  6994. if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  6995. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  6996. if (g)
  6997. return g->emblem_id;
  6998. }
  6999. break;
  7000. case BL_ELEM:
  7001. if (((TBL_ELEM*)bl)->master)
  7002. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  7003. break;
  7004. }
  7005. return 0;
  7006. }
  7007. /**
  7008. * Gets the race2 of a mob or pet
  7009. * @param bl: Object whose race2 to get [MOB|PET]
  7010. * @return race2
  7011. */
  7012. enum e_race2 status_get_race2(struct block_list *bl)
  7013. {
  7014. nullpo_retr(RC2_NONE,bl);
  7015. if (bl->type == BL_MOB)
  7016. return ((struct mob_data *)bl)->db->race2;
  7017. if (bl->type == BL_PET)
  7018. return ((struct pet_data *)bl)->db->race2;
  7019. return RC2_NONE;
  7020. }
  7021. /**
  7022. * Checks if an object is dead
  7023. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7024. * @return 1: Is dead or 0: Is alive
  7025. */
  7026. int status_isdead(struct block_list *bl)
  7027. {
  7028. nullpo_ret(bl);
  7029. return status_get_status_data(bl)->hp == 0;
  7030. }
  7031. /**
  7032. * Checks if an object is immune to magic
  7033. * @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
  7034. * @return value of magic damage to be blocked
  7035. */
  7036. int status_isimmune(struct block_list *bl)
  7037. {
  7038. struct status_change *sc =status_get_sc(bl);
  7039. if (sc && sc->data[SC_HERMODE])
  7040. return 100;
  7041. if (bl->type == BL_PC &&
  7042. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  7043. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  7044. return 0;
  7045. }
  7046. /**
  7047. * Get view data of an object
  7048. * @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7049. * @return view data structure bl->vd
  7050. */
  7051. struct view_data* status_get_viewdata(struct block_list *bl)
  7052. {
  7053. nullpo_retr(NULL, bl);
  7054. switch (bl->type) {
  7055. case BL_PC: return &((TBL_PC*)bl)->vd;
  7056. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  7057. case BL_PET: return &((TBL_PET*)bl)->vd;
  7058. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  7059. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  7060. case BL_MER: return ((TBL_MER*)bl)->vd;
  7061. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  7062. }
  7063. return NULL;
  7064. }
  7065. /**
  7066. * Set view data of an object
  7067. * This function deals with class, mount, and item views
  7068. * SC views are set in clif_getareachar_unit()
  7069. * @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
  7070. * @param class_: class of the object
  7071. */
  7072. void status_set_viewdata(struct block_list *bl, int class_)
  7073. {
  7074. struct view_data* vd;
  7075. nullpo_retv(bl);
  7076. if (mobdb_checkid(class_) || mob_is_clone(class_))
  7077. vd = mob_get_viewdata(class_);
  7078. else if (npcdb_checkid(class_))
  7079. vd = npc_get_viewdata(class_);
  7080. else if (homdb_checkid(class_))
  7081. vd = hom_get_viewdata(class_);
  7082. else if (mercenary_db(class_))
  7083. vd = mercenary_get_viewdata(class_);
  7084. else if (elemental_class(class_))
  7085. vd = elemental_get_viewdata(class_);
  7086. else
  7087. vd = NULL;
  7088. switch (bl->type) {
  7089. case BL_PC:
  7090. {
  7091. TBL_PC* sd = (TBL_PC*)bl;
  7092. if (pcdb_checkid(class_)) {
  7093. if (sd->sc.option&OPTION_RIDING) {
  7094. switch (class_) { // Adapt class to a Mounted one.
  7095. case JOB_KNIGHT:
  7096. class_ = JOB_KNIGHT2;
  7097. break;
  7098. case JOB_CRUSADER:
  7099. class_ = JOB_CRUSADER2;
  7100. break;
  7101. case JOB_LORD_KNIGHT:
  7102. class_ = JOB_LORD_KNIGHT2;
  7103. break;
  7104. case JOB_PALADIN:
  7105. class_ = JOB_PALADIN2;
  7106. break;
  7107. case JOB_BABY_KNIGHT:
  7108. class_ = JOB_BABY_KNIGHT2;
  7109. break;
  7110. case JOB_BABY_CRUSADER:
  7111. class_ = JOB_BABY_CRUSADER2;
  7112. break;
  7113. }
  7114. }
  7115. sd->vd.class_ = class_;
  7116. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  7117. sd->vd.head_top = sd->status.head_top;
  7118. sd->vd.head_mid = sd->status.head_mid;
  7119. sd->vd.head_bottom = sd->status.head_bottom;
  7120. sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
  7121. sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
  7122. sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
  7123. sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
  7124. sd->vd.sex = sd->status.sex;
  7125. if (sd->vd.cloth_color) {
  7126. if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
  7127. sd->vd.cloth_color = 0;
  7128. if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
  7129. sd->vd.cloth_color = 0;
  7130. if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
  7131. sd->vd.cloth_color = 0;
  7132. if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
  7133. sd->vd.cloth_color = 0;
  7134. if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
  7135. sd->vd.cloth_color = 0;
  7136. }
  7137. if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
  7138. sd->vd.body_style = 0;
  7139. } else if (vd)
  7140. memcpy(&sd->vd, vd, sizeof(struct view_data));
  7141. else
  7142. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  7143. }
  7144. break;
  7145. case BL_MOB:
  7146. {
  7147. TBL_MOB* md = (TBL_MOB*)bl;
  7148. if (vd){
  7149. mob_free_dynamic_viewdata( md );
  7150. md->vd = vd;
  7151. }else if( pcdb_checkid( class_ ) ){
  7152. mob_set_dynamic_viewdata( md );
  7153. md->vd->class_ = class_;
  7154. }else
  7155. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  7156. }
  7157. break;
  7158. case BL_PET:
  7159. {
  7160. TBL_PET* pd = (TBL_PET*)bl;
  7161. if (vd) {
  7162. memcpy(&pd->vd, vd, sizeof(struct view_data));
  7163. if (!pcdb_checkid(vd->class_)) {
  7164. pd->vd.hair_style = battle_config.pet_hair_style;
  7165. if(pd->pet.equip) {
  7166. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  7167. if (!pd->vd.head_bottom)
  7168. pd->vd.head_bottom = pd->pet.equip;
  7169. }
  7170. }
  7171. } else
  7172. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  7173. }
  7174. break;
  7175. case BL_NPC:
  7176. {
  7177. TBL_NPC* nd = (TBL_NPC*)bl;
  7178. if (vd)
  7179. nd->vd = vd;
  7180. else
  7181. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  7182. }
  7183. break;
  7184. case BL_HOM:
  7185. {
  7186. struct homun_data *hd = (struct homun_data*)bl;
  7187. if (vd)
  7188. hd->vd = vd;
  7189. else
  7190. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  7191. }
  7192. break;
  7193. case BL_MER:
  7194. {
  7195. struct mercenary_data *md = (struct mercenary_data*)bl;
  7196. if (vd)
  7197. md->vd = vd;
  7198. else
  7199. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  7200. }
  7201. break;
  7202. case BL_ELEM:
  7203. {
  7204. struct elemental_data *ed = (struct elemental_data*)bl;
  7205. if (vd)
  7206. ed->vd = vd;
  7207. else
  7208. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  7209. }
  7210. break;
  7211. }
  7212. }
  7213. /**
  7214. * Get status change data of an object
  7215. * @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
  7216. * @return status change data structure bl->sc
  7217. */
  7218. struct status_change *status_get_sc(struct block_list *bl)
  7219. {
  7220. if( bl )
  7221. switch (bl->type) {
  7222. case BL_PC: return &((TBL_PC*)bl)->sc;
  7223. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  7224. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  7225. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  7226. case BL_MER: return &((TBL_MER*)bl)->sc;
  7227. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  7228. }
  7229. return NULL;
  7230. }
  7231. /**
  7232. * Initiate (memset) the status change data of an object
  7233. * @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
  7234. */
  7235. void status_change_init(struct block_list *bl)
  7236. {
  7237. struct status_change *sc = status_get_sc(bl);
  7238. nullpo_retv(sc);
  7239. memset(sc, 0, sizeof (struct status_change));
  7240. }
  7241. /*========================================== [Playtester]
  7242. * Returns the interval for status changes that iterate multiple times
  7243. * through the timer (e.g. those that deal damage in regular intervals)
  7244. * @param type: Status change (SC_*)
  7245. *------------------------------------------*/
  7246. static int status_get_sc_interval(enum sc_type type)
  7247. {
  7248. switch (type) {
  7249. case SC_POISON:
  7250. case SC_DPOISON:
  7251. case SC_LEECHESEND:
  7252. return 1000;
  7253. case SC_BURNING:
  7254. case SC_PYREXIA:
  7255. return 3000;
  7256. case SC_MAGICMUSHROOM:
  7257. return 4000;
  7258. case SC_STONE:
  7259. return 5000;
  7260. case SC_BLEEDING:
  7261. case SC_TOXIN:
  7262. return 10000;
  7263. default:
  7264. break;
  7265. }
  7266. return 0;
  7267. }
  7268. /**
  7269. * Applies SC defense to a given status change
  7270. * This function also determines whether or not the status change will be applied
  7271. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7272. * @param bl: Target of the status change
  7273. * @param type: Status change (SC_*)
  7274. * @param rate: Initial percentage rate of affecting bl
  7275. * @param tick: Initial duration that the status change affects bl
  7276. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7277. * @return adjusted duration based on flag values
  7278. */
  7279. t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag)
  7280. {
  7281. /// Resistance rate: 10000 = 100%
  7282. /// Example: 50% (5000) -> sc_def = 5000 -> 25%;
  7283. /// 5000ms -> tick_def = 5000 -> 2500ms
  7284. int sc_def = 0, tick_def = -1; // -1 = use sc_def
  7285. /// Fixed resistance value (after rate calculation)
  7286. /// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
  7287. /// 2500ms -> tick_def2=2000 -> 500ms
  7288. int sc_def2 = 0, tick_def2 = 0;
  7289. struct status_data *status, *status_src;
  7290. struct status_change *sc;
  7291. struct map_session_data *sd;
  7292. nullpo_ret(bl);
  7293. if (src == NULL)
  7294. return tick?tick:1; // This should not happen in current implementation, but leave it anyway
  7295. // Status that are blocked by Golden Thief Bug card or Wand of Hermod
  7296. if (status_isimmune(bl)) {
  7297. switch (type) {
  7298. case SC_DECREASEAGI:
  7299. case SC_SILENCE:
  7300. case SC_COMA:
  7301. case SC_INCREASEAGI:
  7302. case SC_BLESSING:
  7303. case SC_SLOWPOISON:
  7304. case SC_IMPOSITIO:
  7305. case SC_AETERNA:
  7306. case SC_SUFFRAGIUM:
  7307. case SC_BENEDICTIO:
  7308. case SC_PROVIDENCE:
  7309. case SC_KYRIE:
  7310. case SC_ASSUMPTIO:
  7311. case SC_ANGELUS:
  7312. case SC_MAGNIFICAT:
  7313. case SC_GLORIA:
  7314. case SC_WINDWALK:
  7315. case SC_MAGICROD:
  7316. case SC_HALLUCINATION:
  7317. case SC_STONE:
  7318. case SC_QUAGMIRE:
  7319. case SC_SUITON:
  7320. case SC_SWINGDANCE:
  7321. case SC_FIRE_INSIGNIA:
  7322. case SC_WATER_INSIGNIA:
  7323. case SC_WIND_INSIGNIA:
  7324. case SC_EARTH_INSIGNIA:
  7325. return 0;
  7326. }
  7327. }
  7328. sd = BL_CAST(BL_PC,bl);
  7329. status = status_get_status_data(bl);
  7330. status_src = status_get_status_data(src);
  7331. sc = status_get_sc(bl);
  7332. if( sc && !sc->count )
  7333. sc = NULL;
  7334. switch (type) {
  7335. case SC_POISON:
  7336. case SC_DPOISON:
  7337. sc_def = status->vit*100;
  7338. #ifndef RENEWAL
  7339. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7340. if (sd) {
  7341. // For players: 60000 - 450*vit - 100*luk
  7342. tick_def = status->vit*75;
  7343. tick_def2 = status->luk*100;
  7344. } else {
  7345. // For monsters: 30000 - 200*vit
  7346. tick>>=1;
  7347. tick_def = (status->vit*200)/3;
  7348. }
  7349. #endif
  7350. break;
  7351. case SC_STUN:
  7352. sc_def = status->vit*100;
  7353. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7354. tick_def2 = status->luk*10;
  7355. break;
  7356. case SC_SILENCE:
  7357. #ifndef RENEWAL
  7358. sc_def = status->vit*100;
  7359. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7360. #else
  7361. sc_def = status->int_*100;
  7362. sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7363. #endif
  7364. tick_def2 = status->luk*10;
  7365. break;
  7366. case SC_BLEEDING:
  7367. #ifndef RENEWAL
  7368. sc_def = status->vit*100;
  7369. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7370. #else
  7371. sc_def = status->agi*100;
  7372. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7373. #endif
  7374. tick_def2 = status->luk*10;
  7375. break;
  7376. case SC_SLEEP:
  7377. #ifndef RENEWAL
  7378. sc_def = status->int_*100;
  7379. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7380. #else
  7381. sc_def = status->agi*100;
  7382. sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7383. #endif
  7384. tick_def2 = status->luk*10;
  7385. break;
  7386. case SC_STONE:
  7387. sc_def = status->mdef*100;
  7388. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7389. tick_def = 0; // No duration reduction
  7390. break;
  7391. case SC_FREEZE:
  7392. sc_def = status->mdef*100;
  7393. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7394. tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
  7395. break;
  7396. case SC_CURSE:
  7397. // Special property: immunity when luk is zero
  7398. if (status->luk == 0)
  7399. return 0;
  7400. sc_def = status->luk*100;
  7401. sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
  7402. tick_def = status->vit*100;
  7403. tick_def2 = status->luk*10;
  7404. break;
  7405. case SC_BLIND:
  7406. sc_def = (status->vit + status->int_)*50;
  7407. sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
  7408. tick_def2 = status->luk*10;
  7409. break;
  7410. case SC_CONFUSION:
  7411. sc_def = (status->str + status->int_)*50;
  7412. sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
  7413. tick_def2 = status->luk*10;
  7414. break;
  7415. case SC_DECREASEAGI:
  7416. if (sd)
  7417. tick >>= 1; // Half duration for players.
  7418. sc_def2 = status->mdef*100;
  7419. break;
  7420. case SC_ANKLE:
  7421. if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
  7422. tick /= 5;
  7423. sc_def = status->agi*50;
  7424. break;
  7425. case SC_DEEPSLEEP:
  7426. tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
  7427. break;
  7428. case SC_NETHERWORLD:
  7429. // Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
  7430. tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
  7431. break;
  7432. case SC_MARSHOFABYSS:
  7433. // 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
  7434. tick_def2 = (status->int_ + status->luk)*50;
  7435. break;
  7436. case SC_STASIS:
  7437. // 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
  7438. tick_def2 = (status->vit + status->dex) * 50;
  7439. break;
  7440. case SC_WHITEIMPRISON:
  7441. if( tick == 5000 ) // 100% on caster
  7442. break;
  7443. if( bl->type == BL_PC )
  7444. tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
  7445. else
  7446. tick_def2 = (status->vit + status->luk)*50;
  7447. break;
  7448. case SC_BURNING:
  7449. tick_def2 = 75*status->luk + 125*status->agi;
  7450. break;
  7451. case SC_FREEZING:
  7452. tick_def2 = (status->vit + status->dex)*50;
  7453. break;
  7454. case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
  7455. sc_def = status->int_*80;
  7456. sc_def = max(sc_def, 500); // minimum of 5% resist
  7457. tick_def = 0;
  7458. //Fall through
  7459. case SC_TOXIN:
  7460. case SC_PARALYSE:
  7461. case SC_VENOMBLEED:
  7462. case SC_MAGICMUSHROOM:
  7463. case SC_DEATHHURT:
  7464. case SC_PYREXIA:
  7465. case SC_LEECHESEND:
  7466. tick_def2 = (status->vit + status->luk) * 500;
  7467. break;
  7468. case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
  7469. sc_def2 = status->agi*25;
  7470. break;
  7471. case SC_ELECTRICSHOCKER:
  7472. tick_def2 = (status->vit + status->agi) * 70;
  7473. break;
  7474. case SC_CRYSTALIZE:
  7475. tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
  7476. break;
  7477. case SC_VACUUM_EXTREME:
  7478. tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
  7479. break;
  7480. case SC_KYOUGAKU:
  7481. tick_def2 = 30*status->int_;
  7482. break;
  7483. case SC_PARALYSIS:
  7484. tick_def2 = (status->vit + status->luk)*50;
  7485. break;
  7486. case SC_VOICEOFSIREN:
  7487. // Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
  7488. tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
  7489. break;
  7490. case SC_B_TRAP:
  7491. tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
  7492. break;
  7493. case SC_NORECOVER_STATE:
  7494. tick_def2 = status->luk * 100;
  7495. break;
  7496. default:
  7497. // Effect that cannot be reduced? Likely a buff.
  7498. if (!(rnd()%10000 < rate))
  7499. return 0;
  7500. return tick ? tick : 1;
  7501. }
  7502. if (sd) {
  7503. if (battle_config.pc_sc_def_rate != 100) {
  7504. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  7505. sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
  7506. }
  7507. sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
  7508. sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
  7509. if (battle_config.pc_sc_def_rate != 100) {
  7510. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  7511. tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
  7512. }
  7513. } else {
  7514. if (battle_config.mob_sc_def_rate != 100) {
  7515. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  7516. sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
  7517. }
  7518. sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
  7519. sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
  7520. if (battle_config.mob_sc_def_rate != 100) {
  7521. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  7522. tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
  7523. }
  7524. }
  7525. if (sc) {
  7526. if (sc->data[SC_SCRESIST])
  7527. sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
  7528. else if (sc->data[SC_SIEGFRIED])
  7529. sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
  7530. else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
  7531. sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
  7532. }
  7533. // When tick def not set, reduction is the same for both.
  7534. if(tick_def == -1)
  7535. tick_def = sc_def;
  7536. // Natural resistance
  7537. if (!(flag&SCSTART_NORATEDEF)) {
  7538. rate -= rate*sc_def/10000;
  7539. rate -= sc_def2;
  7540. // Minimum chances
  7541. switch (type) {
  7542. case SC_BITE:
  7543. rate = max(rate, 5000); // Minimum of 50%
  7544. break;
  7545. }
  7546. // Item resistance (only applies to rate%)
  7547. if (sd) {
  7548. for (const auto &it : sd->reseff) {
  7549. if (it.id == type)
  7550. rate -= rate * it.val / 10000;
  7551. }
  7552. if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  7553. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  7554. }
  7555. // Aegis accuracy
  7556. if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
  7557. }
  7558. if (!(rnd()%10000 < rate))
  7559. return 0;
  7560. // Duration cannot be reduced
  7561. if (flag&SCSTART_NOTICKDEF)
  7562. return i64max(tick, 1);
  7563. tick -= tick*tick_def/10000;
  7564. tick -= tick_def2;
  7565. // Minimum durations
  7566. switch (type) {
  7567. case SC_ANKLE:
  7568. case SC_MARSHOFABYSS:
  7569. tick = i64max(tick, 5000); // Minimum duration 5s
  7570. break;
  7571. case SC_FREEZING:
  7572. tick = i64max(tick, 6000); // Minimum duration 6s
  7573. // NEED AEGIS CHECK: might need to be 10s (http://ro.gnjoy.com/news/notice/View.asp?seq=5352)
  7574. break;
  7575. case SC_BURNING:
  7576. case SC_STASIS:
  7577. case SC_VOICEOFSIREN:
  7578. tick = i64max(tick, 10000); // Minimum duration 10s
  7579. break;
  7580. default:
  7581. // Skills need to trigger even if the duration is reduced below 1ms
  7582. tick = i64max(tick, 1);
  7583. break;
  7584. }
  7585. return tick;
  7586. }
  7587. /**
  7588. * Applies SC effect
  7589. * @param bl: Source to apply effect
  7590. * @param type: Status change (SC_*)
  7591. * @param dval1~3: Depends on type of status change
  7592. * Author: Ind
  7593. */
  7594. void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
  7595. struct eri *eri;
  7596. struct sc_display_entry **sc_display;
  7597. struct sc_display_entry ***sc_display_ptr;
  7598. struct sc_display_entry *entry;
  7599. int i;
  7600. unsigned char sc_display_count;
  7601. unsigned char *sc_display_count_ptr;
  7602. nullpo_retv(bl);
  7603. switch( bl->type ){
  7604. case BL_PC: {
  7605. struct map_session_data* sd = (struct map_session_data*)bl;
  7606. sc_display_ptr = &sd->sc_display;
  7607. sc_display_count_ptr = &sd->sc_display_count;
  7608. eri = pc_sc_display_ers;
  7609. }
  7610. break;
  7611. case BL_NPC: {
  7612. struct npc_data* nd = (struct npc_data*)bl;
  7613. sc_display_ptr = &nd->sc_display;
  7614. sc_display_count_ptr = &nd->sc_display_count;
  7615. eri = npc_sc_display_ers;
  7616. }
  7617. break;
  7618. default:
  7619. return;
  7620. }
  7621. sc_display = *sc_display_ptr;
  7622. sc_display_count = *sc_display_count_ptr;
  7623. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7624. if( i != sc_display_count ) {
  7625. sc_display[i]->val1 = dval1;
  7626. sc_display[i]->val2 = dval2;
  7627. sc_display[i]->val3 = dval3;
  7628. return;
  7629. }
  7630. entry = ers_alloc(eri, struct sc_display_entry);
  7631. entry->type = type;
  7632. entry->val1 = dval1;
  7633. entry->val2 = dval2;
  7634. entry->val3 = dval3;
  7635. RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
  7636. sc_display[sc_display_count - 1] = entry;
  7637. *sc_display_ptr = sc_display;
  7638. *sc_display_count_ptr = sc_display_count;
  7639. }
  7640. /**
  7641. * Removes SC effect
  7642. * @param bl: Source to remove effect
  7643. * @param type: Status change (SC_*)
  7644. * Author: Ind
  7645. */
  7646. void status_display_remove(struct block_list *bl, enum sc_type type) {
  7647. struct eri *eri;
  7648. struct sc_display_entry **sc_display;
  7649. struct sc_display_entry ***sc_display_ptr;
  7650. int i;
  7651. unsigned char sc_display_count;
  7652. unsigned char *sc_display_count_ptr;
  7653. nullpo_retv(bl);
  7654. switch( bl->type ){
  7655. case BL_PC: {
  7656. struct map_session_data* sd = (struct map_session_data*)bl;
  7657. sc_display_ptr = &sd->sc_display;
  7658. sc_display_count_ptr = &sd->sc_display_count;
  7659. eri = pc_sc_display_ers;
  7660. }
  7661. break;
  7662. case BL_NPC: {
  7663. struct npc_data* nd = (struct npc_data*)bl;
  7664. sc_display_ptr = &nd->sc_display;
  7665. sc_display_count_ptr = &nd->sc_display_count;
  7666. eri = npc_sc_display_ers;
  7667. }
  7668. break;
  7669. default:
  7670. return;
  7671. }
  7672. sc_display = *sc_display_ptr;
  7673. sc_display_count = *sc_display_count_ptr;
  7674. ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
  7675. if( i != sc_display_count ) {
  7676. int cursor;
  7677. ers_free(eri, sc_display[i]);
  7678. sc_display[i] = NULL;
  7679. /* The all-mighty compact-o-matic */
  7680. for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
  7681. if( sc_display[i] == NULL )
  7682. continue;
  7683. if( i != cursor )
  7684. sc_display[cursor] = sc_display[i];
  7685. cursor++;
  7686. }
  7687. if( !(sc_display_count = cursor) ) {
  7688. aFree(sc_display);
  7689. sc_display = NULL;
  7690. }
  7691. *sc_display_ptr = sc_display;
  7692. *sc_display_count_ptr = sc_display_count;
  7693. }
  7694. }
  7695. /**
  7696. * Applies SC defense to a given status change
  7697. * This function also determines whether or not the status change will be applied
  7698. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  7699. * @param bl: Target of the status change (See: enum sc_type)
  7700. * @param type: Status change (SC_*)
  7701. * @param rate: Initial percentage rate of affecting bl (0~10000)
  7702. * @param val1~4: Depends on type of status change
  7703. * @param tick: Initial duration that the status change affects bl
  7704. * @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
  7705. * @return adjusted duration based on flag values
  7706. */
  7707. int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,t_tick duration,unsigned char flag) {
  7708. struct map_session_data *sd = NULL;
  7709. struct status_change* sc;
  7710. struct status_change_entry* sce;
  7711. struct status_data *status;
  7712. struct view_data *vd;
  7713. int opt_flag, calc_flag, undead_flag, val_flag = 0, t_tickime = 0;
  7714. bool sc_isnew = true;
  7715. nullpo_ret(bl);
  7716. sc = status_get_sc(bl);
  7717. status = status_get_status_data(bl);
  7718. if( type <= SC_NONE || type >= SC_MAX ) {
  7719. ShowError("status_change_start: invalid status change (%d)!\n", type);
  7720. return 0;
  7721. }
  7722. if( !sc )
  7723. return 0; // Unable to receive status changes
  7724. 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
  7725. return 0;
  7726. if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
  7727. return 0;
  7728. // Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
  7729. // if (bl->type == BL_MOB)
  7730. // if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
  7731. if( sc->data[SC_REFRESH] ) {
  7732. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
  7733. return 0; // Immune to status ailments
  7734. switch( type ) {
  7735. case SC_DEEPSLEEP:
  7736. case SC_BURNING:
  7737. case SC_FREEZING:
  7738. case SC_CRYSTALIZE:
  7739. case SC_TOXIN:
  7740. case SC_PARALYSE:
  7741. case SC_VENOMBLEED:
  7742. case SC_MAGICMUSHROOM:
  7743. case SC_DEATHHURT:
  7744. case SC_PYREXIA:
  7745. case SC_OBLIVIONCURSE:
  7746. case SC_MARSHOFABYSS:
  7747. case SC_MANDRAGORA:
  7748. return 0;
  7749. }
  7750. }
  7751. if( sc->data[SC_INSPIRATION] ) {
  7752. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7753. return 0; // Immune to status ailments
  7754. switch( type ) {
  7755. case SC_BURNING:
  7756. case SC_FREEZING:
  7757. case SC_CRYSTALIZE:
  7758. case SC_FEAR:
  7759. case SC_TOXIN:
  7760. case SC_PARALYSE:
  7761. case SC_VENOMBLEED:
  7762. case SC_MAGICMUSHROOM:
  7763. case SC_DEATHHURT:
  7764. case SC_PYREXIA:
  7765. case SC_OBLIVIONCURSE:
  7766. case SC_LEECHESEND:
  7767. case SC_DEEPSLEEP:
  7768. case SC_SATURDAYNIGHTFEVER:
  7769. case SC__BODYPAINT:
  7770. case SC__ENERVATION:
  7771. case SC__GROOMY:
  7772. case SC__IGNORANCE:
  7773. case SC__LAZINESS:
  7774. case SC__UNLUCKY:
  7775. case SC__WEAKNESS:
  7776. return 0;
  7777. }
  7778. }
  7779. if( sc->data[SC_KINGS_GRACE] ) {
  7780. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  7781. return 0; // Immune to status ailments
  7782. switch( type ) {
  7783. case SC_HALLUCINATION:
  7784. case SC_BURNING:
  7785. case SC_CRYSTALIZE:
  7786. case SC_FREEZING:
  7787. case SC_DEEPSLEEP:
  7788. case SC_FEAR:
  7789. case SC_MANDRAGORA:
  7790. return 0;
  7791. }
  7792. }
  7793. // Adjust tick according to status resistances
  7794. if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
  7795. duration = status_get_sc_def(src, bl, type, rate, duration, flag);
  7796. if( !duration )
  7797. return 0;
  7798. }
  7799. int tick = (int)duration;
  7800. sd = BL_CAST(BL_PC, bl);
  7801. vd = status_get_viewdata(bl);
  7802. undead_flag = battle_check_undead(status->race,status->def_ele);
  7803. // Check for immunities / sc fails
  7804. switch (type) {
  7805. case SC_DECREASEAGI:
  7806. case SC_QUAGMIRE:
  7807. case SC_DONTFORGETME:
  7808. if(sc->data[SC_SPEEDUP1])
  7809. return 0;
  7810. break;
  7811. case SC_ANGRIFFS_MODUS:
  7812. case SC_GOLDENE_FERSE:
  7813. if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
  7814. || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
  7815. )
  7816. return 0;
  7817. case SC_VACUUM_EXTREME:
  7818. if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
  7819. (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)
  7820. return 0;
  7821. break;
  7822. case SC_STONE:
  7823. // Undead are immune to Stone
  7824. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7825. return 0;
  7826. if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
  7827. return 0;
  7828. if (sc->opt1)
  7829. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7830. break;
  7831. case SC_FREEZE:
  7832. // Undead are immune to Freeze
  7833. if (undead_flag && !(flag&SCSTART_NOAVOID))
  7834. return 0;
  7835. if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
  7836. return 0;
  7837. if (sc->opt1)
  7838. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7839. break;
  7840. case SC_FREEZING:
  7841. case SC_CRYSTALIZE:
  7842. if (sc->data[SC_WARMER])
  7843. return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  7844. break;
  7845. case SC_SLEEP:
  7846. if (sc->data[SC_GVG_SLEEP])
  7847. return 0;
  7848. if (sc->opt1)
  7849. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7850. break;
  7851. case SC_STUN:
  7852. if (sc->opt1)
  7853. return 0; // Cannot override other opt1 status changes. [Skotlex]
  7854. if (sc->data[SC_GVG_STUN])
  7855. return 0;
  7856. break;
  7857. case SC_BLIND:
  7858. if (sc->data[SC_FEAR])
  7859. return 0;
  7860. if (sc->data[SC_GVG_BLIND])
  7861. return 0;
  7862. break;
  7863. case SC_CURSE:
  7864. if (sc->data[SC_GVG_CURSE])
  7865. return 0;
  7866. break;
  7867. case SC_SILENCE:
  7868. if (sc->data[SC_GVG_SILENCE])
  7869. return 0;
  7870. break;
  7871. case SC_ALL_RIDING:
  7872. if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
  7873. return 0;
  7874. if( sc->data[type] )
  7875. { // Already mounted, just dismount.
  7876. status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
  7877. return 0;
  7878. }
  7879. break;
  7880. // They're all like berserk, do not everlap each other
  7881. case SC_BERSERK:
  7882. if(sc->data[SC_SATURDAYNIGHTFEVER])
  7883. return 0;
  7884. break;
  7885. // Fall through
  7886. case SC_WHITEIMPRISON:
  7887. if (sc->opt1)
  7888. return 0; //Cannot override other OPT1 status changes [Skotlex]
  7889. break;
  7890. case SC_SIGNUMCRUCIS:
  7891. // Only affects demons and undead element (but not players)
  7892. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7893. return 0;
  7894. break;
  7895. case SC_AETERNA:
  7896. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  7897. return 0;
  7898. break;
  7899. case SC_KYRIE:
  7900. case SC_TUNAPARTY:
  7901. if (bl->type == BL_MOB)
  7902. return 0;
  7903. break;
  7904. case SC_OVERTHRUST:
  7905. if (sc->data[SC_MAXOVERTHRUST])
  7906. return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
  7907. case SC_MAXOVERTHRUST:
  7908. if( sc->option&OPTION_MADOGEAR )
  7909. return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
  7910. break;
  7911. case SC_ADRENALINE:
  7912. if (sc->data[SC_QUAGMIRE] ||
  7913. sc->data[SC_DECREASEAGI] ||
  7914. sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
  7915. )
  7916. return 0;
  7917. break;
  7918. case SC_ADRENALINE2:
  7919. if (sc->data[SC_QUAGMIRE] ||
  7920. sc->data[SC_DECREASEAGI]
  7921. )
  7922. return 0;
  7923. break;
  7924. case SC_MAGNIFICAT:
  7925. if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
  7926. return 0;
  7927. break;
  7928. case SC_ONEHAND:
  7929. case SC_MERC_QUICKEN:
  7930. case SC_TWOHANDQUICKEN:
  7931. if(sc->data[SC_DECREASEAGI])
  7932. return 0;
  7933. case SC_INCREASEAGI:
  7934. case SC_CONCENTRATE:
  7935. case SC_SPEARQUICKEN:
  7936. case SC_TRUESIGHT:
  7937. case SC_WINDWALK:
  7938. case SC_CARTBOOST:
  7939. case SC_ASSNCROS:
  7940. if (sc->option&OPTION_MADOGEAR)
  7941. return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
  7942. if (sc->data[SC_QUAGMIRE])
  7943. return 0;
  7944. break;
  7945. case SC_CLOAKING:
  7946. // Avoid cloaking with no wall and low skill level. [Skotlex]
  7947. // Due to the cloaking card, we have to check the wall versus to known
  7948. // skill level rather than the used one. [Skotlex]
  7949. // if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  7950. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  7951. return 0;
  7952. break;
  7953. case SC_MODECHANGE:
  7954. {
  7955. enum e_mode mode;
  7956. struct status_data *bstatus = status_get_base_status(bl);
  7957. if (!bstatus) return 0;
  7958. if (sc->data[type]) { // Pile up with previous values.
  7959. if(!val2) val2 = sc->data[type]->val2;
  7960. val3 |= sc->data[type]->val3;
  7961. val4 |= sc->data[type]->val4;
  7962. }
  7963. mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
  7964. if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
  7965. if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
  7966. if (mode == bstatus->mode) { // No change.
  7967. if (sc->data[type]) // Abort previous status
  7968. return status_change_end(bl, type, INVALID_TIMER);
  7969. return 0;
  7970. }
  7971. }
  7972. break;
  7973. // Strip skills, need to divest something or it fails.
  7974. case SC_STRIPWEAPON:
  7975. if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
  7976. short i;
  7977. opt_flag = 0; // Reuse to check success condition.
  7978. if(sd->bonus.unstripable_equip&EQP_WEAPON)
  7979. return 0;
  7980. i = sd->equip_index[EQI_HAND_L];
  7981. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7982. opt_flag|=1;
  7983. pc_unequipitem(sd,i,3); // Left-hand weapon
  7984. }
  7985. i = sd->equip_index[EQI_HAND_R];
  7986. if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
  7987. opt_flag|=2;
  7988. pc_unequipitem(sd,i,3);
  7989. }
  7990. if (!opt_flag) return 0;
  7991. }
  7992. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  7993. break;
  7994. case SC_STRIPSHIELD:
  7995. if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
  7996. else
  7997. if (sd && !(flag&SCSTART_LOADED)) {
  7998. short i;
  7999. if(sd->bonus.unstripable_equip&EQP_SHIELD)
  8000. return 0;
  8001. i = sd->equip_index[EQI_HAND_L];
  8002. if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
  8003. return 0;
  8004. pc_unequipitem(sd,i,3);
  8005. }
  8006. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8007. break;
  8008. case SC_STRIPARMOR:
  8009. if (sd && !(flag&SCSTART_LOADED)) {
  8010. short i;
  8011. if(sd->bonus.unstripable_equip&EQP_ARMOR)
  8012. return 0;
  8013. i = sd->equip_index[EQI_ARMOR];
  8014. if ( i < 0 || !sd->inventory_data[i] )
  8015. return 0;
  8016. pc_unequipitem(sd,i,3);
  8017. }
  8018. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8019. break;
  8020. case SC_STRIPHELM:
  8021. if (sd && !(flag&SCSTART_LOADED)) {
  8022. short i;
  8023. if(sd->bonus.unstripable_equip&EQP_HELM)
  8024. return 0;
  8025. i = sd->equip_index[EQI_HEAD_TOP];
  8026. if ( i < 0 || !sd->inventory_data[i] )
  8027. return 0;
  8028. pc_unequipitem(sd,i,3);
  8029. }
  8030. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8031. break;
  8032. case SC_MERC_FLEEUP:
  8033. case SC_MERC_ATKUP:
  8034. case SC_MERC_HPUP:
  8035. case SC_MERC_SPUP:
  8036. case SC_MERC_HITUP:
  8037. if( bl->type != BL_MER )
  8038. return 0; // Stats only for Mercenaries
  8039. break;
  8040. case SC_STRFOOD:
  8041. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  8042. return 0;
  8043. break;
  8044. case SC_AGIFOOD:
  8045. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  8046. return 0;
  8047. break;
  8048. case SC_VITFOOD:
  8049. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  8050. return 0;
  8051. break;
  8052. case SC_INTFOOD:
  8053. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  8054. return 0;
  8055. break;
  8056. case SC_DEXFOOD:
  8057. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  8058. return 0;
  8059. break;
  8060. case SC_LUKFOOD:
  8061. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  8062. return 0;
  8063. break;
  8064. case SC_FOOD_STR_CASH:
  8065. if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8066. return 0;
  8067. break;
  8068. case SC_FOOD_AGI_CASH:
  8069. if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8070. return 0;
  8071. break;
  8072. case SC_FOOD_VIT_CASH:
  8073. if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8074. return 0;
  8075. break;
  8076. case SC_FOOD_INT_CASH:
  8077. if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8078. return 0;
  8079. break;
  8080. case SC_FOOD_DEX_CASH:
  8081. if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8082. return 0;
  8083. break;
  8084. case SC_FOOD_LUK_CASH:
  8085. if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
  8086. return 0;
  8087. break;
  8088. case SC_CAMOUFLAGE:
  8089. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  8090. return 0;
  8091. break;
  8092. case SC__STRIPACCESSORY:
  8093. if( sd ) {
  8094. short i = -1;
  8095. if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
  8096. i = sd->equip_index[EQI_ACC_L];
  8097. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8098. pc_unequipitem(sd,i,3); // Left-Accessory
  8099. }
  8100. if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
  8101. i = sd->equip_index[EQI_ACC_R];
  8102. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  8103. pc_unequipitem(sd,i,3); // Right-Accessory
  8104. }
  8105. if( i < 0 )
  8106. return 0;
  8107. }
  8108. if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
  8109. break;
  8110. case SC_TOXIN:
  8111. case SC_PARALYSE:
  8112. case SC_VENOMBLEED:
  8113. case SC_MAGICMUSHROOM:
  8114. case SC_DEATHHURT:
  8115. case SC_PYREXIA:
  8116. case SC_OBLIVIONCURSE:
  8117. case SC_LEECHESEND:
  8118. { // It doesn't stack or even renew
  8119. int i = SC_TOXIN;
  8120. for(; i<= SC_LEECHESEND; i++)
  8121. if(sc->data[i]) return 0;
  8122. }
  8123. break;
  8124. case SC_SATURDAYNIGHTFEVER:
  8125. if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
  8126. return 0;
  8127. break;
  8128. case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
  8129. if(sc->data[SC_HOVERING])
  8130. return 0;
  8131. break;
  8132. case SC_HEAT_BARREL:
  8133. //kRO Update 2014-02-12
  8134. //- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
  8135. if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
  8136. return 0;
  8137. break;
  8138. case SC_P_ALTER:
  8139. if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
  8140. return 0;
  8141. break;
  8142. case SC_MADNESSCANCEL:
  8143. if (sc->data[type]) { // Toggle the status but still consume requirements.
  8144. status_change_end(bl, type, INVALID_TIMER);
  8145. return 0;
  8146. }
  8147. if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
  8148. return 0;
  8149. break;
  8150. case SC_KINGS_GRACE:
  8151. if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
  8152. return 0;
  8153. break;
  8154. case SC_GROOMING:
  8155. case SC_CHATTERING:
  8156. if (sc->data[type])
  8157. return 0;
  8158. case SC_WEDDING:
  8159. case SC_XMAS:
  8160. case SC_SUMMER:
  8161. case SC_HANBOK:
  8162. case SC_OKTOBERFEST:
  8163. case SC_DRESSUP:
  8164. if (!vd)
  8165. return 0;
  8166. break;
  8167. }
  8168. // Check for resistances
  8169. if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
  8170. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  8171. return 0;
  8172. switch (type) {
  8173. case SC_BLESSING:
  8174. case SC_DECREASEAGI:
  8175. case SC_PROVOKE:
  8176. case SC_COMA:
  8177. case SC_GRAVITATION:
  8178. case SC_SUITON:
  8179. case SC_STRIPWEAPON:
  8180. case SC_STRIPARMOR:
  8181. case SC_STRIPSHIELD:
  8182. case SC_STRIPHELM:
  8183. case SC_RICHMANKIM:
  8184. case SC_ROKISWEIL:
  8185. case SC_FOGWALL:
  8186. case SC_WHITEIMPRISON:
  8187. case SC_FEAR:
  8188. case SC_FREEZING:
  8189. case SC_BURNING:
  8190. case SC_MARSHOFABYSS:
  8191. case SC_ADORAMUS:
  8192. case SC_PARALYSIS:
  8193. case SC_DEEPSLEEP:
  8194. case SC_CRYSTALIZE:
  8195. case SC_TEARGAS:
  8196. case SC_TEARGAS_SOB:
  8197. case SC_PYREXIA:
  8198. case SC_DEATHHURT:
  8199. case SC_TOXIN:
  8200. case SC_PARALYSE:
  8201. case SC_VENOMBLEED:
  8202. case SC_MAGICMUSHROOM:
  8203. case SC_OBLIVIONCURSE:
  8204. case SC_LEECHESEND:
  8205. case SC_BANDING_DEFENCE:
  8206. case SC__ENERVATION:
  8207. case SC__GROOMY:
  8208. case SC__IGNORANCE:
  8209. case SC__LAZINESS:
  8210. case SC__UNLUCKY:
  8211. case SC__WEAKNESS:
  8212. case SC_BITE:
  8213. case SC_MAGNETICFIELD:
  8214. case SC_NETHERWORLD:
  8215. case SC_CRESCENTELBOW:
  8216. case SC_VACUUM_EXTREME:
  8217. case SC_CATNIPPOWDER:
  8218. case SC_SV_ROOTTWIST:
  8219. case SC_BITESCAR:
  8220. case SC_FRESHSHRIMP:
  8221. return 0;
  8222. }
  8223. }
  8224. // Check for mvp resistance // atm only those who OS
  8225. if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
  8226. switch (type) {
  8227. case SC_COMA:
  8228. // continue list...
  8229. return 0;
  8230. }
  8231. }
  8232. // Before overlapping fail, one must check for status cured.
  8233. switch (type) {
  8234. case SC_BLESSING:
  8235. // !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  8236. // !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  8237. if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
  8238. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  8239. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8240. if (sc->data[SC_CURSE]) {
  8241. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8242. return 1; // End Curse and do not give stat boost
  8243. }
  8244. }
  8245. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8246. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8247. break;
  8248. case SC_INCREASEAGI:
  8249. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8250. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
  8251. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8252. break;
  8253. case SC_QUAGMIRE:
  8254. status_change_end(bl, SC_LOUD, INVALID_TIMER);
  8255. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  8256. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  8257. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8258. status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
  8259. // Also blocks the ones below...
  8260. case SC_DECREASEAGI:
  8261. if (type == SC_DECREASEAGI) {
  8262. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8263. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  8264. }
  8265. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  8266. status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
  8267. // Also blocks the ones below...
  8268. case SC_DONTFORGETME:
  8269. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8270. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  8271. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  8272. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  8273. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8274. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8275. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8276. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  8277. break;
  8278. case SC_ADORAMUS:
  8279. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8280. break;
  8281. case SC_ONEHAND:
  8282. // Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  8283. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8284. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8285. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8286. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8287. break;
  8288. case SC_MAXOVERTHRUST:
  8289. // Cancels Normal Overthrust. [Skotlex]
  8290. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  8291. break;
  8292. case SC_MAGNIFICAT:
  8293. status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
  8294. break;
  8295. case SC_OFFERTORIUM:
  8296. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8297. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8298. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  8299. status_change_end(bl, SC_POISON, INVALID_TIMER);
  8300. status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
  8301. status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
  8302. status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
  8303. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8304. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8305. status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
  8306. status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
  8307. status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
  8308. status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
  8309. status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
  8310. status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
  8311. status_change_end(bl, SC_TOXIN, INVALID_TIMER);
  8312. status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
  8313. break;
  8314. case SC_KYRIE:
  8315. // Cancels Assumptio
  8316. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8317. break;
  8318. case SC_DELUGE:
  8319. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  8320. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8321. break;
  8322. case SC_SILENCE:
  8323. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  8324. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  8325. break;
  8326. case SC_FREEZE:
  8327. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  8328. break;
  8329. case SC_HIDING:
  8330. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  8331. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  8332. break;
  8333. case SC_BERSERK:
  8334. if( val3 == SC__BLOODYLUST )
  8335. break;
  8336. if(battle_config.berserk_cancels_buffs) {
  8337. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  8338. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8339. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  8340. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  8341. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  8342. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  8343. }
  8344. #ifdef RENEWAL
  8345. else {
  8346. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  8347. }
  8348. #endif
  8349. break;
  8350. case SC_ASSUMPTIO:
  8351. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  8352. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  8353. break;
  8354. case SC_KAITE:
  8355. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  8356. break;
  8357. case SC_GN_CARTBOOST:
  8358. case SC_CARTBOOST:
  8359. if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
  8360. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  8361. return 0;
  8362. }
  8363. //Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
  8364. //since Cart Boost don't cancel Slow Grace effect
  8365. //http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
  8366. //http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
  8367. if(sc->data[SC_DONTFORGETME])
  8368. return 0;
  8369. break;
  8370. case SC_FUSION:
  8371. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  8372. break;
  8373. case SC_ADJUSTMENT:
  8374. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  8375. break;
  8376. case SC_MADNESSCANCEL:
  8377. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  8378. break;
  8379. // NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  8380. case SC_CHANGEUNDEAD:
  8381. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  8382. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8383. break;
  8384. case SC_STRFOOD:
  8385. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  8386. break;
  8387. case SC_AGIFOOD:
  8388. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  8389. break;
  8390. case SC_VITFOOD:
  8391. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  8392. break;
  8393. case SC_INTFOOD:
  8394. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  8395. break;
  8396. case SC_DEXFOOD:
  8397. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  8398. break;
  8399. case SC_LUKFOOD:
  8400. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  8401. break;
  8402. case SC_FOOD_STR_CASH:
  8403. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  8404. break;
  8405. case SC_FOOD_AGI_CASH:
  8406. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  8407. break;
  8408. case SC_FOOD_VIT_CASH:
  8409. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  8410. break;
  8411. case SC_FOOD_INT_CASH:
  8412. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  8413. break;
  8414. case SC_FOOD_DEX_CASH:
  8415. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  8416. break;
  8417. case SC_FOOD_LUK_CASH:
  8418. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  8419. break;
  8420. case SC_MARSHOFABYSS:
  8421. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  8422. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  8423. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  8424. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  8425. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  8426. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  8427. break;
  8428. case SC_SWINGDANCE:
  8429. case SC_SYMPHONYOFLOVER:
  8430. case SC_MOONLITSERENADE:
  8431. case SC_RUSHWINDMILL:
  8432. case SC_ECHOSONG:
  8433. case SC_HARMONIZE: // Group A doesn't overlap
  8434. if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  8435. if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  8436. if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  8437. if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  8438. if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  8439. if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  8440. break;
  8441. case SC_VOICEOFSIREN:
  8442. case SC_DEEPSLEEP:
  8443. case SC_GLOOMYDAY:
  8444. case SC_SONGOFMANA:
  8445. case SC_DANCEWITHWUG:
  8446. case SC_SATURDAYNIGHTFEVER:
  8447. case SC_LERADSDEW:
  8448. case SC_MELODYOFSINK:
  8449. case SC_BEYONDOFWARCRY:
  8450. case SC_UNLIMITEDHUMMINGVOICE:
  8451. case SC_SIRCLEOFNATURE: // Group B
  8452. if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  8453. if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  8454. if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  8455. if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  8456. if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  8457. if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  8458. if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  8459. if (type != SC_GLOOMYDAY) {
  8460. status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
  8461. status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
  8462. }
  8463. if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  8464. if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  8465. if (type != SC_SATURDAYNIGHTFEVER) {
  8466. if (sc->data[SC_SATURDAYNIGHTFEVER]) {
  8467. sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
  8468. status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
  8469. }
  8470. }
  8471. break;
  8472. case SC_REFLECTSHIELD:
  8473. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  8474. break;
  8475. case SC_REFLECTDAMAGE:
  8476. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8477. break;
  8478. case SC_SHIELDSPELL_DEF:
  8479. case SC_SHIELDSPELL_MDEF:
  8480. case SC_SHIELDSPELL_REF:
  8481. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  8482. if( type != SC_SHIELDSPELL_DEF )
  8483. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  8484. if( type != SC_SHIELDSPELL_MDEF )
  8485. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  8486. if( type != SC_SHIELDSPELL_REF )
  8487. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  8488. break;
  8489. case SC_BANDING:
  8490. status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
  8491. break;
  8492. case SC_GT_ENERGYGAIN:
  8493. case SC_GT_CHANGE:
  8494. case SC_GT_REVITALIZE:
  8495. if( type != SC_GT_REVITALIZE )
  8496. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  8497. if( type != SC_GT_ENERGYGAIN )
  8498. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  8499. if( type != SC_GT_CHANGE )
  8500. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  8501. break;
  8502. case SC_WARMER:
  8503. status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
  8504. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8505. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8506. break;
  8507. case SC_INVINCIBLE:
  8508. status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
  8509. break;
  8510. case SC_INVINCIBLEOFF:
  8511. status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
  8512. break;
  8513. case SC_WHITEIMPRISON:
  8514. status_change_end(bl, SC_BURNING, INVALID_TIMER);
  8515. status_change_end(bl, SC_FREEZING, INVALID_TIMER);
  8516. status_change_end(bl, SC_FREEZE, INVALID_TIMER);
  8517. status_change_end(bl, SC_STONE, INVALID_TIMER);
  8518. break;
  8519. case SC_FEAR:
  8520. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  8521. break;
  8522. case SC_KINGS_GRACE:
  8523. status_change_end(bl,SC_BLIND,INVALID_TIMER);
  8524. status_change_end(bl,SC_CURSE,INVALID_TIMER);
  8525. status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
  8526. status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
  8527. status_change_end(bl,SC_BURNING,INVALID_TIMER);
  8528. status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
  8529. // Fall through
  8530. case SC_GROOMING:
  8531. status_change_end(bl,SC_STUN,INVALID_TIMER);
  8532. status_change_end(bl,SC_FREEZE,INVALID_TIMER);
  8533. status_change_end(bl,SC_STONE,INVALID_TIMER);
  8534. status_change_end(bl,SC_SLEEP,INVALID_TIMER);
  8535. status_change_end(bl,SC_SILENCE,INVALID_TIMER);
  8536. status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
  8537. status_change_end(bl,SC_POISON,INVALID_TIMER);
  8538. status_change_end(bl,SC_FEAR,INVALID_TIMER);
  8539. status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
  8540. status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
  8541. status_change_end(bl,SC_FREEZING,INVALID_TIMER);
  8542. break;
  8543. case SC_2011RWC_SCROLL:
  8544. status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
  8545. status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
  8546. status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
  8547. status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
  8548. status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
  8549. status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
  8550. break;
  8551. case SC_FIGHTINGSPIRIT:
  8552. case SC_OVERED_BOOST:
  8553. case SC_MAGICPOWER:
  8554. case SC_IMPOSITIO:
  8555. case SC_KAAHI:
  8556. //These status changes always overwrite themselves even when a lower level is cast
  8557. status_change_end(bl, type, INVALID_TIMER);
  8558. break;
  8559. case SC_ENDURE:
  8560. if (sd && sd->special_state.no_walk_delay)
  8561. return 1;
  8562. break;
  8563. }
  8564. // Check for overlapping fails
  8565. if( (sce = sc->data[type]) ) {
  8566. switch( type ) {
  8567. case SC_MERC_FLEEUP:
  8568. case SC_MERC_ATKUP:
  8569. case SC_MERC_HPUP:
  8570. case SC_MERC_SPUP:
  8571. case SC_MERC_HITUP:
  8572. if( sce->val1 > val1 )
  8573. val1 = sce->val1;
  8574. break;
  8575. case SC_ADRENALINE:
  8576. case SC_ADRENALINE2:
  8577. case SC_WEAPONPERFECTION:
  8578. case SC_OVERTHRUST:
  8579. if (sce->val2 > val2)
  8580. return 0;
  8581. break;
  8582. case SC_S_LIFEPOTION:
  8583. case SC_L_LIFEPOTION:
  8584. case SC_BOSSMAPINFO:
  8585. case SC_STUN:
  8586. case SC_SLEEP:
  8587. case SC_POISON:
  8588. case SC_CURSE:
  8589. case SC_SILENCE:
  8590. case SC_CONFUSION:
  8591. case SC_BLIND:
  8592. case SC_BLEEDING:
  8593. case SC_DPOISON:
  8594. case SC_CLOSECONFINE2: // Can't be re-closed in.
  8595. case SC_TINDER_BREAKER2:
  8596. case SC_MARIONETTE:
  8597. case SC_MARIONETTE2:
  8598. case SC_NOCHAT:
  8599. case SC_ABUNDANCE:
  8600. case SC_FEAR:
  8601. case SC_BURNING:
  8602. case SC_FREEZING:
  8603. case SC_WHITEIMPRISON:
  8604. case SC_TOXIN:
  8605. case SC_PARALYSE:
  8606. case SC_VENOMBLEED:
  8607. case SC_MAGICMUSHROOM:
  8608. case SC_DEATHHURT:
  8609. case SC_PYREXIA:
  8610. case SC_OBLIVIONCURSE:
  8611. case SC_LEECHESEND:
  8612. case SC_CURSEDCIRCLE_TARGET:
  8613. case SC_ELECTRICSHOCKER:
  8614. case SC_BANDING_DEFENCE:
  8615. case SC__ENERVATION:
  8616. case SC__GROOMY:
  8617. case SC__IGNORANCE:
  8618. case SC__LAZINESS:
  8619. case SC__UNLUCKY:
  8620. case SC__WEAKNESS:
  8621. case SC_DEEPSLEEP:
  8622. case SC_NETHERWORLD:
  8623. case SC_CRYSTALIZE:
  8624. case SC_MANDRAGORA:
  8625. case SC_DEFSET:
  8626. case SC_MDEFSET:
  8627. case SC_NORECOVER_STATE:
  8628. case SC_REUSE_LIMIT_A:
  8629. case SC_REUSE_LIMIT_B:
  8630. case SC_REUSE_LIMIT_C:
  8631. case SC_REUSE_LIMIT_D:
  8632. case SC_REUSE_LIMIT_E:
  8633. case SC_REUSE_LIMIT_F:
  8634. case SC_REUSE_LIMIT_G:
  8635. case SC_REUSE_LIMIT_H:
  8636. case SC_REUSE_MILLENNIUMSHIELD:
  8637. case SC_REUSE_CRUSHSTRIKE:
  8638. case SC_REUSE_REFRESH:
  8639. case SC_REUSE_STORMBLAST:
  8640. case SC_ALL_RIDING_REUSE_LIMIT:
  8641. case SC_REUSE_LIMIT_MTF:
  8642. case SC_REUSE_LIMIT_ECL:
  8643. case SC_REUSE_LIMIT_RECALL:
  8644. case SC_REUSE_LIMIT_ASPD_POTION:
  8645. case SC_DORAM_BUF_01:
  8646. case SC_DORAM_BUF_02:
  8647. return 0;
  8648. case SC_PUSH_CART:
  8649. case SC_COMBO:
  8650. case SC_DANCING:
  8651. case SC_DEVOTION:
  8652. case SC_ASPDPOTION0:
  8653. case SC_ASPDPOTION1:
  8654. case SC_ASPDPOTION2:
  8655. case SC_ASPDPOTION3:
  8656. case SC_ATKPOTION:
  8657. case SC_MATKPOTION:
  8658. case SC_ENCHANTARMS:
  8659. case SC_ARMOR_ELEMENT_WATER:
  8660. case SC_ARMOR_ELEMENT_EARTH:
  8661. case SC_ARMOR_ELEMENT_FIRE:
  8662. case SC_ARMOR_ELEMENT_WIND:
  8663. case SC_ARMOR_RESIST:
  8664. case SC_ATTHASTE_CASH:
  8665. case SC_LHZ_DUN_N1:
  8666. case SC_LHZ_DUN_N2:
  8667. case SC_LHZ_DUN_N3:
  8668. case SC_LHZ_DUN_N4:
  8669. break;
  8670. case SC_GOSPEL:
  8671. // Must not override a casting gospel char.
  8672. if(sce->val4 == BCT_SELF)
  8673. return 0;
  8674. if(sce->val1 > val1)
  8675. return 1;
  8676. break;
  8677. case SC_ENDURE:
  8678. if(sce->val4 && !val4)
  8679. return 1; // Don't let you override infinite endure.
  8680. if(sce->val1 > val1)
  8681. return 1;
  8682. break;
  8683. case SC_JAILED:
  8684. // When a player is already jailed, do not edit the jail data.
  8685. val2 = sce->val2;
  8686. val3 = sce->val3;
  8687. val4 = sce->val4;
  8688. break;
  8689. case SC_LERADSDEW:
  8690. if (sc && sc->data[SC_BERSERK])
  8691. return 0;
  8692. case SC_SHAPESHIFT:
  8693. case SC_PROPERTYWALK:
  8694. break;
  8695. case SC_LEADERSHIP:
  8696. case SC_GLORYWOUNDS:
  8697. case SC_SOULCOLD:
  8698. case SC_HAWKEYES:
  8699. if( sce->val4 && !val4 ) // You cannot override master guild aura
  8700. return 0;
  8701. break;
  8702. case SC_JOINTBEAT:
  8703. val2 |= sce->val2; // Stackable ailments
  8704. default:
  8705. if(sce->val1 > val1)
  8706. return 1; // Return true to not mess up skill animations. [Skotlex]
  8707. }
  8708. }
  8709. calc_flag = StatusChangeFlagTable[type];
  8710. if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
  8711. switch(type)
  8712. {
  8713. /* Permanent effects */
  8714. case SC_AETERNA:
  8715. case SC_MODECHANGE:
  8716. case SC_WEIGHT50:
  8717. case SC_WEIGHT90:
  8718. case SC_BROKENWEAPON:
  8719. case SC_BROKENARMOR:
  8720. case SC_READYSTORM:
  8721. case SC_READYDOWN:
  8722. case SC_READYCOUNTER:
  8723. case SC_READYTURN:
  8724. case SC_DODGE:
  8725. case SC_PUSH_CART:
  8726. case SC_SPRITEMABLE:
  8727. case SC_CLAN_INFO:
  8728. case SC_DAILYSENDMAILCNT:
  8729. tick = INFINITE_TICK;
  8730. break;
  8731. case SC_DECREASEAGI:
  8732. case SC_INCREASEAGI:
  8733. case SC_ADORAMUS:
  8734. if (type == SC_ADORAMUS) {
  8735. // 1000% base chance to blind, but still can be resisted
  8736. sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
  8737. if (sc->data[SC_ADORAMUS])
  8738. return 0; //Adoramus can't refresh itself, but it can cause blind again
  8739. }
  8740. val2 = 2 + val1; // Agi change
  8741. break;
  8742. case SC_ENDURE:
  8743. val2 = 7; // Hit-count [Celest]
  8744. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
  8745. struct map_session_data *tsd;
  8746. if( sd ) {
  8747. int i;
  8748. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8749. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8750. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8751. }
  8752. }
  8753. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8754. status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8755. }
  8756. if( val4 )
  8757. tick = INFINITE_TICK;
  8758. break;
  8759. case SC_AUTOBERSERK:
  8760. if (status->hp < status->max_hp>>2 &&
  8761. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  8762. sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
  8763. tick = INFINITE_TICK;
  8764. break;
  8765. case SC_SIGNUMCRUCIS:
  8766. val2 = 10 + 4*val1; // Def reduction
  8767. tick = INFINITE_TICK;
  8768. clif_emotion(bl, ET_SWEAT);
  8769. break;
  8770. case SC_MAXIMIZEPOWER:
  8771. t_tickime = val2 = tick>0?tick:60000;
  8772. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  8773. break;
  8774. case SC_EDP:
  8775. val2 = val1 + 2; // Chance to Poison enemies.
  8776. #ifndef RENEWAL
  8777. val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
  8778. #endif
  8779. if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
  8780. tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
  8781. break;
  8782. case SC_POISONREACT:
  8783. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  8784. val3=50; // + 5*val1; // Chance to counter. [Skotlex]
  8785. break;
  8786. case SC_MAGICROD:
  8787. val2 = val1*20; // SP gained
  8788. break;
  8789. case SC_KYRIE:
  8790. if( val4 ) { // Formulas for Praefatio
  8791. val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
  8792. val3 = 6 + val1; //Hits
  8793. } else { // Formulas for Kyrie Eleison
  8794. val2 = status->max_hp * (val1 * 2 + 10) / 100;
  8795. val3 = (val1 / 2 + 5);
  8796. }
  8797. break;
  8798. case SC_MAGICPOWER:
  8799. // val1: Skill lv
  8800. val2 = 1; // Lasts 1 invocation
  8801. val3 = 5*val1; // Matk% increase
  8802. val4 = 0; // 0 = ready to be used, 1 = activated and running
  8803. break;
  8804. case SC_SACRIFICE:
  8805. val2 = 5; // Lasts 5 hits
  8806. tick = INFINITE_TICK;
  8807. break;
  8808. case SC_ENCPOISON:
  8809. val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
  8810. case SC_ASPERSIO:
  8811. case SC_FIREWEAPON:
  8812. case SC_WATERWEAPON:
  8813. case SC_WINDWEAPON:
  8814. case SC_EARTHWEAPON:
  8815. case SC_SHADOWWEAPON:
  8816. case SC_GHOSTWEAPON:
  8817. skill_enchant_elemental_end(bl,type);
  8818. break;
  8819. case SC_ELEMENTALCHANGE:
  8820. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  8821. // val2 : Element (When no element, random one is picked)
  8822. // val3 : 0 = called by skill 1 = called by script (fixed level)
  8823. if( !val2 ) val2 = rnd()%ELE_ALL;
  8824. if( val1 == 1 && val3 == 0 )
  8825. val1 = 1 + rnd()%4;
  8826. else if( val1 > 4 )
  8827. val1 = 4; // Max Level
  8828. val3 = 0; // Not need to keep this info.
  8829. break;
  8830. case SC_PROVIDENCE:
  8831. val2 = val1*5; // Race/Ele resist
  8832. break;
  8833. case SC_REFLECTSHIELD:
  8834. val2 = 10+val1*3; // %Dmg reflected
  8835. // val4 used to mark if reflect shield is an inheritance bonus from Devotion
  8836. if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
  8837. struct map_session_data *tsd;
  8838. if( sd ) {
  8839. int i;
  8840. for( i = 0; i < MAX_DEVOTION; i++ ) {
  8841. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  8842. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8843. }
  8844. }
  8845. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  8846. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  8847. }
  8848. break;
  8849. case SC_STRIPWEAPON:
  8850. if (!sd) // Watk reduction
  8851. val2 = 25;
  8852. break;
  8853. case SC_STRIPSHIELD:
  8854. if (!sd) // Def reduction
  8855. val2 = 15;
  8856. break;
  8857. case SC_STRIPARMOR:
  8858. if (!sd) // Vit reduction
  8859. val2 = 40;
  8860. break;
  8861. case SC_STRIPHELM:
  8862. if (!sd) // Int reduction
  8863. val2 = 40;
  8864. break;
  8865. case SC_AUTOSPELL:
  8866. // Val1 Skill LV of Autospell
  8867. // Val2 Skill ID to cast
  8868. // Val3 Max Lv to cast
  8869. val4 = 5 + val1*2; // Chance of casting
  8870. break;
  8871. case SC_VOLCANO:
  8872. {
  8873. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8874. uint8 i = max((val1-1)%5, 0);
  8875. val2 = val1*10; // Watk increase
  8876. #ifndef RENEWAL
  8877. if (status->def_ele != ELE_FIRE)
  8878. val2 = 0;
  8879. #endif
  8880. val3 = enchant_eff[i];
  8881. }
  8882. break;
  8883. case SC_VIOLENTGALE:
  8884. {
  8885. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8886. uint8 i = max((val1-1)%5, 0);
  8887. val2 = val1*3; // Flee increase
  8888. #ifndef RENEWAL
  8889. if (status->def_ele != ELE_WIND)
  8890. val2 = 0;
  8891. #endif
  8892. val3 = enchant_eff[i];
  8893. }
  8894. break;
  8895. case SC_DELUGE:
  8896. {
  8897. int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
  8898. int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
  8899. uint8 i = max((val1-1)%5, 0);
  8900. val2 = deluge_eff[i]; // HP increase
  8901. #ifndef RENEWAL
  8902. if (status->def_ele != ELE_WATER)
  8903. val2 = 0;
  8904. #endif
  8905. val3 = enchant_eff[i];
  8906. }
  8907. break;
  8908. case SC_SUITON:
  8909. if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
  8910. // No penalties.
  8911. val2 = 0; // Agi penalty
  8912. val3 = 0; // Walk speed penalty
  8913. break;
  8914. }
  8915. val3 = 50;
  8916. val2 = 3*((val1+1)/3);
  8917. if (val1 > 4) val2--;
  8918. //Suiton is a special case, stop effect is forced and only happens when target enters it
  8919. if (!unit_blown_immune(bl, 0x1))
  8920. unit_stop_walking(bl, 9);
  8921. break;
  8922. case SC_ONEHAND:
  8923. case SC_TWOHANDQUICKEN:
  8924. val2 = 300;
  8925. if (val1 > 10) // For boss casted skills [Skotlex]
  8926. val2 += 20*(val1-10);
  8927. break;
  8928. case SC_MERC_QUICKEN:
  8929. val2 = 300;
  8930. break;
  8931. #ifndef RENEWAL_ASPD
  8932. case SC_SPEARQUICKEN:
  8933. val2 = 200+10*val1;
  8934. break;
  8935. #endif
  8936. case SC_DANCING:
  8937. // val1 : Skill ID + LV
  8938. // val2 : Skill Group of the Dance.
  8939. // val3 : Brings the skill_lv (merged into val1 here)
  8940. // val4 : Partner
  8941. if (val1 == CG_MOONLIT)
  8942. clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
  8943. val1|= (val3<<16);
  8944. val3 = tick/1000; // Tick duration
  8945. t_tickime = 1000; // [GodLesZ] tick time
  8946. break;
  8947. case SC_LONGING:
  8948. val2 = 500-100*val1; // Aspd penalty.
  8949. break;
  8950. case SC_EXPLOSIONSPIRITS:
  8951. val2 = 75 + 25*val1; // Cri bonus
  8952. break;
  8953. case SC_ASPDPOTION0:
  8954. case SC_ASPDPOTION1:
  8955. case SC_ASPDPOTION2:
  8956. case SC_ASPDPOTION3:
  8957. val2 = 50*(2+type-SC_ASPDPOTION0);
  8958. break;
  8959. case SC_ATTHASTE_CASH:
  8960. val2 = 50*val1; // Just custom for pre-re
  8961. break;
  8962. case SC_NOCHAT:
  8963. // A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
  8964. // mmocharstatus.manner, each negative point results in 1 minute with this status activated.
  8965. // This is done this way because the message that the client displays is hardcoded, and only
  8966. // shows how many minutes are remaining. [Panikon]
  8967. tick = 60000;
  8968. val1 = battle_config.manner_system; // Mute filters.
  8969. if (sd) {
  8970. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  8971. clif_updatestatus(sd,SP_MANNER);
  8972. }
  8973. break;
  8974. case SC_STONE:
  8975. val3 = max(val3, 100); // Incubation time
  8976. val4 = max(tick-val3, 100); // Petrify time
  8977. tick = val3;
  8978. calc_flag = 0; // Actual status changes take effect on petrified state.
  8979. break;
  8980. case SC_DPOISON:
  8981. // Lose 10/15% of your life as long as it doesn't brings life below 25%
  8982. if (status->hp > status->max_hp>>2) {
  8983. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  8984. if (status->hp - diff < status->max_hp>>2)
  8985. diff = status->hp - (status->max_hp>>2);
  8986. status_zap(bl, diff, 0);
  8987. }
  8988. // Fall through
  8989. case SC_POISON:
  8990. case SC_BLEEDING:
  8991. case SC_BURNING:
  8992. case SC_TOXIN:
  8993. case SC_MAGICMUSHROOM:
  8994. case SC_LEECHESEND:
  8995. t_tickime = status_get_sc_interval(type);
  8996. val4 = tick-t_tickime; // Remaining time
  8997. break;
  8998. case SC_PYREXIA:
  8999. //Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
  9000. status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9001. t_tickime = status_get_sc_interval(type);
  9002. val4 = tick-t_tickime; // Remaining time
  9003. break;
  9004. case SC_CONFUSION:
  9005. if (!val4)
  9006. clif_emotion(bl,ET_QUESTION);
  9007. break;
  9008. case SC_S_LIFEPOTION:
  9009. case SC_L_LIFEPOTION:
  9010. if( val1 == 0 ) return 0;
  9011. // val1 = heal percent/amout
  9012. // val2 = seconds between heals
  9013. // val4 = total of heals
  9014. if( val2 < 1 ) val2 = 1;
  9015. if( (val4 = tick/(val2 * 1000)) < 1 )
  9016. val4 = 1;
  9017. t_tickime = val2 * 1000; // [GodLesZ] tick time
  9018. break;
  9019. case SC_BOSSMAPINFO:
  9020. if( sd != NULL ) {
  9021. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  9022. if( boss_md == NULL ) { // No MVP on this map
  9023. clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
  9024. return 0;
  9025. }
  9026. val1 = boss_md->bl.id;
  9027. t_tickime = 1000; // [GodLesZ] tick time
  9028. val4 = tick / t_tickime;
  9029. }
  9030. break;
  9031. case SC_HIDING:
  9032. val2 = tick/1000;
  9033. t_tickime = 1000; // [GodLesZ] tick time
  9034. val3 = 0; // Unused, previously speed adjustment
  9035. val4 = val1+3; // Seconds before SP substraction happen.
  9036. break;
  9037. case SC_CHASEWALK:
  9038. val2 = tick>0?tick:10000; // Interval at which SP is drained.
  9039. val3 = 35 - 5 * val1; // Speed adjustment.
  9040. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  9041. val3 -= 40;
  9042. val4 = 10+val1*2; // SP cost.
  9043. if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
  9044. break;
  9045. case SC_CLOAKING:
  9046. if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
  9047. val1 = 10;
  9048. t_tickime = val2 = tick>0?tick:60000; // SP consumption rate.
  9049. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9050. val3 = 0; // Unused, previously walk speed adjustment
  9051. // val4&1 signals the presence of a wall.
  9052. // val4&2 makes cloak not end on normal attacks [Skotlex]
  9053. // val4&4 makes cloak not end on using skills
  9054. if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
  9055. val4 |= battle_config.pc_cloak_check_type&7;
  9056. else
  9057. val4 |= battle_config.monster_cloak_check_type&7;
  9058. break;
  9059. case SC_SIGHT: /* splash status */
  9060. case SC_RUWACH:
  9061. case SC_SIGHTBLASTER:
  9062. val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
  9063. val2 = tick/20;
  9064. t_tickime = 20; // [GodLesZ] tick time
  9065. break;
  9066. case SC_AUTOGUARD:
  9067. if( !(flag&SCSTART_NOAVOID) ) {
  9068. struct map_session_data *tsd;
  9069. int i;
  9070. for( i = val2 = 0; i < val1; i++) {
  9071. int t = 5-(i>>1);
  9072. val2 += (t < 0)? 1:t;
  9073. }
  9074. if( bl->type&(BL_PC|BL_MER) ) {
  9075. if( sd ) {
  9076. for( i = 0; i < MAX_DEVOTION; i++ ) {
  9077. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  9078. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9079. }
  9080. }
  9081. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  9082. status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
  9083. }
  9084. }
  9085. break;
  9086. case SC_DEFENDER:
  9087. if (!(flag&SCSTART_NOAVOID)) {
  9088. val2 = 5 + 15*val1; // Damage reduction
  9089. val3 = 0; // Unused, previously speed adjustment
  9090. val4 = 250 - 50*val1; // Aspd adjustment
  9091. if (sd) {
  9092. struct map_session_data *tsd;
  9093. int i;
  9094. for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
  9095. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  9096. status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
  9097. }
  9098. }
  9099. }
  9100. break;
  9101. case SC_TENSIONRELAX:
  9102. if (sd) {
  9103. pc_setsit(sd);
  9104. skill_sit(sd, true);
  9105. clif_sitting(&sd->bl);
  9106. }
  9107. val2 = 12; // SP cost
  9108. t_tickime = 10000; // Decrease at 10secs intervals.
  9109. val3 = tick / t_tickime;
  9110. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9111. break;
  9112. case SC_PARRYING:
  9113. val2 = 20 + val1*3; // Block Chance
  9114. break;
  9115. case SC_WINDWALK:
  9116. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  9117. break;
  9118. case SC_JOINTBEAT:
  9119. if( val2&BREAK_NECK )
  9120. sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
  9121. break;
  9122. case SC_BERSERK:
  9123. if( val3 == SC__BLOODYLUST )
  9124. sc_start(src,bl,(sc_type)val3,100,val1,tick);
  9125. else
  9126. sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
  9127. // HP healing is performing after the calc_status call.
  9128. // Val2 holds HP penalty
  9129. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9130. if (!val4) val4 = 10000; // Val4 holds damage interval
  9131. val3 = tick/val4; // val3 holds skill duration
  9132. t_tickime = val4; // [GodLesZ] tick time
  9133. break;
  9134. case SC_GOSPEL:
  9135. if(val4 == BCT_SELF) { // Self effect
  9136. val2 = tick/10000;
  9137. t_tickime = 10000; // [GodLesZ] tick time
  9138. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
  9139. }
  9140. break;
  9141. case SC_MARIONETTE:
  9142. {
  9143. int stat;
  9144. val3 = 0;
  9145. val4 = 0;
  9146. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  9147. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  9148. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  9149. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  9150. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  9151. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  9152. break;
  9153. }
  9154. case SC_MARIONETTE2:
  9155. {
  9156. int stat,max_stat;
  9157. // Fetch caster information
  9158. struct block_list *pbl = map_id2bl(val1);
  9159. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  9160. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  9161. // Fetch target's stats
  9162. struct status_data* status2 = status_get_status_data(bl); // Battle status
  9163. if (!psce)
  9164. return 0;
  9165. val3 = 0;
  9166. val4 = 0;
  9167. max_stat = battle_config.max_parameter; // Cap to 99 (default)
  9168. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  9169. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9170. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9171. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9172. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9173. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9174. break;
  9175. }
  9176. case SC_SPIRIT:
  9177. //1st Transcendent Spirit works similar to Marionette Control
  9178. if(sd && val2 == SL_HIGH) {
  9179. int stat,max_stat;
  9180. struct status_data *status2 = status_get_base_status(bl);
  9181. val3 = 0;
  9182. val4 = 0;
  9183. max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
  9184. stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
  9185. stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  9186. stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
  9187. stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  9188. stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  9189. stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
  9190. }
  9191. break;
  9192. case SC_REJECTSWORD:
  9193. val2 = 15*val1; // Reflect chance
  9194. val3 = 3; // Reflections
  9195. tick = INFINITE_TICK;
  9196. break;
  9197. case SC_MEMORIZE:
  9198. val2 = 5; // Memorized casts.
  9199. tick = INFINITE_TICK;
  9200. break;
  9201. case SC_GRAVITATION:
  9202. val2 = 50*val1; // aspd reduction
  9203. break;
  9204. case SC_REGENERATION:
  9205. if (val1 == 1)
  9206. val2 = 2;
  9207. else
  9208. val2 = val1; // HP Regerenation rate: 200% 200% 300%
  9209. val3 = val1; // SP Regeneration Rate: 100% 200% 300%
  9210. // If val4 comes set, this blocks regen rather than increase it.
  9211. break;
  9212. case SC_DEVOTION:
  9213. {
  9214. struct block_list *d_bl;
  9215. struct status_change *d_sc;
  9216. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
  9217. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  9218. int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
  9219. while( i >= 0 ) {
  9220. enum sc_type type2 = types[i];
  9221. if( d_sc->data[type2] )
  9222. 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);
  9223. i--;
  9224. }
  9225. }
  9226. break;
  9227. }
  9228. case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
  9229. status_zap(bl, status->hp-1, val2?0:status->sp);
  9230. return 1;
  9231. break;
  9232. case SC_TINDER_BREAKER2:
  9233. case SC_CLOSECONFINE2:
  9234. {
  9235. struct block_list *src2 = val2?map_id2bl(val2):NULL;
  9236. struct status_change *sc2 = src2?status_get_sc(src2):NULL;
  9237. enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
  9238. struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
  9239. if (src2 && sc2) {
  9240. if (!sce2) // Start lock on caster.
  9241. sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
  9242. else { // Increase count of locked enemies and refresh time.
  9243. (sce2->val2)++;
  9244. delete_timer(sce2->timer, status_change_timer);
  9245. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
  9246. }
  9247. } else // Status failed.
  9248. return 0;
  9249. }
  9250. break;
  9251. case SC_KAITE:
  9252. val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
  9253. break;
  9254. case SC_KAUPE:
  9255. switch (val1) {
  9256. case 3: // 33*3 + 1 -> 100%
  9257. val2++;
  9258. case 1:
  9259. case 2: // 33, 66%
  9260. val2 += 33*val1;
  9261. val3 = 1; // Dodge 1 attack total.
  9262. break;
  9263. default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  9264. val2 = 100;
  9265. val3 = val1-2;
  9266. break;
  9267. }
  9268. break;
  9269. case SC_COMBO:
  9270. {
  9271. // val1: Skill ID
  9272. // val2: When given, target (for autotargetting skills)
  9273. // val3: When set, this combo time should NOT delay attack/movement
  9274. // val3: If set to 2 this combo will delay ONLY attack
  9275. // val3: TK: Last used kick
  9276. // val4: TK: Combo time
  9277. struct unit_data *ud = unit_bl2ud(bl);
  9278. if ( ud && (!val3 || val3 == 2) ) {
  9279. tick += 300 * battle_config.combo_delay_rate/100;
  9280. ud->attackabletime = gettick()+tick;
  9281. if( !val3 )
  9282. unit_set_walkdelay(bl, gettick(), tick, 1);
  9283. }
  9284. val3 = 0;
  9285. val4 = tick;
  9286. break;
  9287. }
  9288. case SC_EARTHSCROLL:
  9289. val2 = 11-val1; // Chance to consume: 11-skill_lv%
  9290. break;
  9291. case SC_RUN:
  9292. {
  9293. //Store time at which you started running.
  9294. t_tick currenttick = gettick();
  9295. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  9296. val3 = (int)(currenttick & 0x00000000ffffffffLL);
  9297. val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
  9298. tick = INFINITE_TICK;
  9299. break;
  9300. }
  9301. case SC_KAAHI:
  9302. val2 = 200*val1; // HP heal
  9303. val3 = 5*val1; // SP cost
  9304. break;
  9305. case SC_BLESSING:
  9306. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  9307. val2 = val1;
  9308. else
  9309. val2 = 0; // 0 -> Half stat.
  9310. break;
  9311. case SC_TRICKDEAD:
  9312. if (vd) vd->dead_sit = 1;
  9313. tick = INFINITE_TICK;
  9314. break;
  9315. case SC_CONCENTRATE:
  9316. val2 = 2 + val1;
  9317. if (sd) { // Store the card-bonus data that should not count in the %
  9318. val3 = sd->param_bonus[1]; // Agi
  9319. val4 = sd->param_bonus[4]; // Dex
  9320. } else
  9321. val3 = val4 = 0;
  9322. break;
  9323. case SC_MAXOVERTHRUST:
  9324. val2 = 20*val1; // Power increase
  9325. break;
  9326. case SC_OVERTHRUST:
  9327. case SC_ADRENALINE2:
  9328. case SC_ADRENALINE:
  9329. case SC_WEAPONPERFECTION:
  9330. {
  9331. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  9332. if (type == SC_OVERTHRUST) {
  9333. // val2 holds if it was casted on self, or is bonus received from others
  9334. val3 = (val2) ? 5 * val1 : 5; // Power increase
  9335. }
  9336. else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
  9337. val3 = (val2) ? 300 : 200; // Aspd increase
  9338. }
  9339. if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
  9340. tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
  9341. }
  9342. break;
  9343. case SC_CONCENTRATION:
  9344. val2 = 5*val1; // Batk/Watk Increase
  9345. val3 = 10*val1; // Hit Increase
  9346. val4 = 5*val1; // Def reduction
  9347. sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
  9348. break;
  9349. case SC_ANGELUS:
  9350. val2 = 5*val1; // def increase
  9351. break;
  9352. case SC_IMPOSITIO:
  9353. val2 = 5*val1; // Watk increase
  9354. break;
  9355. case SC_MELTDOWN:
  9356. val2 = 100*val1; // Chance to break weapon
  9357. val3 = 70*val1; // Change to break armor
  9358. break;
  9359. case SC_TRUESIGHT:
  9360. val2 = 10*val1; // Critical increase
  9361. val3 = 3*val1; // Hit increase
  9362. break;
  9363. case SC_SUN_COMFORT:
  9364. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
  9365. break;
  9366. case SC_MOON_COMFORT:
  9367. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
  9368. break;
  9369. case SC_STAR_COMFORT:
  9370. val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
  9371. break;
  9372. case SC_QUAGMIRE:
  9373. val2 = (sd?5:10)*val1; // Agi/Dex decrease.
  9374. break;
  9375. // gs_something1 [Vicious]
  9376. case SC_GATLINGFEVER:
  9377. val2 = 20*val1; // Aspd increase
  9378. #ifndef RENEWAL
  9379. val3 = 20+10*val1; // Atk increase
  9380. #endif
  9381. val4 = 5*val1; // Flee decrease
  9382. break;
  9383. case SC_FLING:
  9384. if (bl->type == BL_PC)
  9385. val2 = 0; // No armor reduction to players.
  9386. else
  9387. val2 = 5*val1; // Def reduction
  9388. val3 = 5*val1; // Def2 reduction
  9389. break;
  9390. case SC_PROVOKE:
  9391. // val2 signals autoprovoke.
  9392. val3 = 2+3*val1; // Atk increase
  9393. val4 = 5+5*val1; // Def reduction.
  9394. break;
  9395. case SC_AVOID:
  9396. // val2 = 10*val1; // Speed change rate.
  9397. break;
  9398. case SC_DEFENCE:
  9399. #ifdef RENEWAL
  9400. val2 = 5 + (val1 * 5); // Vit bonus
  9401. #else
  9402. val2 = 2*val1; // Def bonus
  9403. #endif
  9404. break;
  9405. case SC_BLOODLUST:
  9406. val2 = 20+10*val1; // Atk rate change.
  9407. val3 = 3*val1; // Leech chance
  9408. val4 = 20; // Leech percent
  9409. break;
  9410. case SC_FLEET:
  9411. val2 = 30*val1; // Aspd change
  9412. val3 = 5+5*val1; // bAtk/wAtk rate change
  9413. break;
  9414. case SC_MINDBREAKER:
  9415. val2 = 20*val1; // matk increase.
  9416. val3 = 12*val1; // mdef2 reduction.
  9417. break;
  9418. case SC_JAILED:
  9419. // Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  9420. tick = val1>0?1000:250;
  9421. if (sd) {
  9422. if (sd->mapindex != val2) {
  9423. int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
  9424. map_idx = sd->mapindex; // Current Map
  9425. // 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  9426. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  9427. // 2. Set restore point (val3 -> return map, val4 return coords
  9428. val3 = map_idx;
  9429. val4 = pos;
  9430. } else if (!val3 || val3 == sd->mapindex) { // Use save point.
  9431. val3 = sd->status.save_point.map;
  9432. val4 = (sd->status.save_point.x&0xFFFF)
  9433. |(sd->status.save_point.y<<16);
  9434. }
  9435. }
  9436. break;
  9437. case SC_UTSUSEMI:
  9438. val2=(val1+1)/2; // Number of hits blocked
  9439. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
  9440. break;
  9441. case SC_BUNSINJYUTSU:
  9442. val2=(val1+1)/2; // Number of hits blocked
  9443. break;
  9444. case SC_CHANGE:
  9445. val2= 30*val1; // Vit increase
  9446. val3= 20*val1; // Int increase
  9447. break;
  9448. case SC_SWOO:
  9449. if(status_has_mode(status,MD_STATUS_IMMUNE))
  9450. tick /= 5; // !TODO: Reduce skill's duration. But for how long?
  9451. break;
  9452. case SC_ARMOR:
  9453. // NPC_DEFENDER:
  9454. val2 = 80; // Damage reduction
  9455. // Attack requirements to be blocked:
  9456. val3 = BF_LONG; // Range
  9457. val4 = BF_WEAPON|BF_MISC; // Type
  9458. break;
  9459. case SC_ENCHANTARMS:
  9460. // end previous enchants
  9461. skill_enchant_elemental_end(bl,type);
  9462. // Make sure the received element is valid.
  9463. if (val2 >= ELE_ALL)
  9464. val2 = val2%ELE_ALL;
  9465. else if (val2 < 0)
  9466. val2 = rnd()%ELE_ALL;
  9467. break;
  9468. case SC_CRITICALWOUND:
  9469. val2 = 20*val1; // Heal effectiveness decrease
  9470. break;
  9471. case SC_MAGICMIRROR:
  9472. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9473. // Level 6 ~ 10 use effect of level 1 ~ 5
  9474. val1 = 1 + ((val1-1)%5);
  9475. case SC_SLOWCAST:
  9476. val2 = 20*val1; // Magic reflection/cast rate
  9477. break;
  9478. case SC_ARMORCHANGE:
  9479. if (val2 == NPC_ANTIMAGIC) { // Boost mdef
  9480. val2 =-20;
  9481. val3 = 20;
  9482. } else { // Boost def
  9483. val2 = 20;
  9484. val3 =-20;
  9485. }
  9486. // Level 1 ~ 5 & 6 ~ 10 has different duration
  9487. // Level 6 ~ 10 use effect of level 1 ~ 5
  9488. val1 = 1 + ((val1-1)%5);
  9489. val2 *= val1; // 20% per level
  9490. val3 *= val1;
  9491. break;
  9492. case SC_EXPBOOST:
  9493. case SC_JEXPBOOST:
  9494. case SC_JP_EVENT04:
  9495. if (val1 < 0)
  9496. val1 = 0;
  9497. break;
  9498. case SC_INCFLEE2:
  9499. case SC_INCCRI:
  9500. val2 = val1*10; // Actual boost (since 100% = 1000)
  9501. break;
  9502. case SC_SUFFRAGIUM:
  9503. val2 = 15 * val1; // Speed cast decrease
  9504. break;
  9505. case SC_INCHEALRATE:
  9506. if (val1 < 1)
  9507. val1 = 1;
  9508. break;
  9509. case SC_DOUBLECAST:
  9510. val2 = 30+10*val1; // Trigger rate
  9511. break;
  9512. case SC_KAIZEL:
  9513. val2 = 10*val1; // % of life to be revived with
  9514. break;
  9515. // case SC_ARMOR_ELEMENT_WATER:
  9516. // case SC_ARMOR_ELEMENT_EARTH:
  9517. // case SC_ARMOR_ELEMENT_FIRE:
  9518. // case SC_ARMOR_ELEMENT_WIND:
  9519. // case SC_ARMOR_RESIST:
  9520. // Mod your resistance against elements:
  9521. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  9522. // break;
  9523. // case ????:
  9524. // Place here SCs that have no SCB_* data, no skill associated, no ICON
  9525. // associated, and yet are not wrong/unknown. [Skotlex]
  9526. // break;
  9527. case SC_MERC_FLEEUP:
  9528. case SC_MERC_ATKUP:
  9529. case SC_MERC_HITUP:
  9530. val2 = 15 * val1;
  9531. break;
  9532. case SC_MERC_HPUP:
  9533. case SC_MERC_SPUP:
  9534. val2 = 5 * val1;
  9535. break;
  9536. case SC_REBIRTH:
  9537. val2 = 20*val1; // % of life to be revived with
  9538. break;
  9539. case SC_MANU_DEF:
  9540. case SC_MANU_ATK:
  9541. case SC_MANU_MATK:
  9542. val2 = 1; // Manuk group
  9543. break;
  9544. case SC_SPL_DEF:
  9545. case SC_SPL_ATK:
  9546. case SC_SPL_MATK:
  9547. val2 = 2; // Splendide group
  9548. break;
  9549. /* General */
  9550. case SC_FEAR:
  9551. status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9552. break;
  9553. /* Rune Knight */
  9554. case SC_DEATHBOUND:
  9555. val2 = 500 + 100 * val1;
  9556. break;
  9557. case SC_STONEHARDSKIN:
  9558. if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
  9559. return 0;
  9560. if (sd)
  9561. val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
  9562. break;
  9563. case SC_REFRESH:
  9564. status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
  9565. status_change_clear_buffs(bl, SCCB_REFRESH);
  9566. break;
  9567. case SC_MILLENNIUMSHIELD:
  9568. {
  9569. int8 chance = rnd()%100;
  9570. val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
  9571. val3 = 1000; // Shield HP
  9572. clif_millenniumshield(bl, val2);
  9573. }
  9574. break;
  9575. case SC_ABUNDANCE:
  9576. val4 = tick / 10000;
  9577. t_tickime = 10000; // [GodLesZ] tick time
  9578. break;
  9579. case SC_GIANTGROWTH:
  9580. val2 = 15; // Double damage success rate.
  9581. break;
  9582. /* Arch Bishop */
  9583. case SC_RENOVATIO:
  9584. val4 = tick / 5000;
  9585. t_tickime = 5000;
  9586. break;
  9587. case SC_SECRAMENT:
  9588. val2 = 10 * val1;
  9589. break;
  9590. case SC_VENOMIMPRESS:
  9591. val2 = 10 * val1;
  9592. break;
  9593. case SC_WEAPONBLOCKING:
  9594. val2 = 10 + 2 * val1; // Chance
  9595. val4 = tick / 5000;
  9596. t_tickime = 5000; // [GodLesZ] tick time
  9597. break;
  9598. case SC_OBLIVIONCURSE:
  9599. val4 = tick / 3000;
  9600. t_tickime = 3000; // [GodLesZ] tick time
  9601. break;
  9602. case SC_CLOAKINGEXCEED:
  9603. val2 = (val1 + 1) / 2; // Hits
  9604. val3 = (val1 - 1) * 10; // Walk speed
  9605. if (bl->type == BL_PC)
  9606. val4 |= battle_config.pc_cloak_check_type&7;
  9607. else
  9608. val4 |= battle_config.monster_cloak_check_type&7;
  9609. t_tickime = 1000; // [GodLesZ] tick time
  9610. break;
  9611. case SC_HALLUCINATIONWALK:
  9612. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  9613. val3 = 10 * val1; // Evasion rate of magical attacks.
  9614. break;
  9615. case SC_MARSHOFABYSS:
  9616. if( bl->type == BL_PC )
  9617. val2 = 3 * val1; // AGI and DEX Reduction
  9618. else // BL_MOB
  9619. val2 = 6 * val1; // AGI and DEX Reduction
  9620. val3 = 10 * val1; // Movement Speed Reduction
  9621. break;
  9622. case SC_FREEZE_SP:
  9623. // val2 = sp drain per 10 seconds
  9624. t_tickime = 10000; // [GodLesZ] tick time
  9625. break;
  9626. case SC_SPHERE_1:
  9627. case SC_SPHERE_2:
  9628. case SC_SPHERE_3:
  9629. case SC_SPHERE_4:
  9630. case SC_SPHERE_5:
  9631. if( !sd )
  9632. return 0; // Should only work on players.
  9633. val4 = tick / 1000;
  9634. if( val4 < 1 )
  9635. val4 = 1;
  9636. t_tickime = 1000; // [GodLesZ] tick time
  9637. break;
  9638. case SC_SHAPESHIFT:
  9639. switch( val1 ) {
  9640. case 1: val2 = ELE_FIRE; break;
  9641. case 2: val2 = ELE_EARTH; break;
  9642. case 3: val2 = ELE_WIND; break;
  9643. case 4: val2 = ELE_WATER; break;
  9644. }
  9645. break;
  9646. case SC_ELECTRICSHOCKER:
  9647. case SC_CRYSTALIZE:
  9648. val4 = tick / 1000;
  9649. if( val4 < 1 )
  9650. val4 = 1;
  9651. t_tickime = 1000; // [GodLesZ] tick time
  9652. break;
  9653. case SC_MEIKYOUSISUI:
  9654. val2 = val1 * 2; // % HP each sec
  9655. val3 = val1; // % SP each sec
  9656. val4 = tick / 1000;
  9657. if( val4 < 1 )
  9658. val4 = 1;
  9659. t_tickime = 1000;
  9660. break;
  9661. case SC_CAMOUFLAGE:
  9662. val4 = tick/1000;
  9663. t_tickime = 1000; // [GodLesZ] tick time
  9664. break;
  9665. case SC_WUGDASH:
  9666. {
  9667. //Store time at which you started running.
  9668. t_tick currenttick = gettick();
  9669. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  9670. val3 = (int)(currenttick&0x00000000ffffffffLL);
  9671. val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
  9672. tick = INFINITE_TICK;
  9673. break;
  9674. }
  9675. case SC__SHADOWFORM:
  9676. {
  9677. struct map_session_data * s_sd = map_id2sd(val2);
  9678. if( s_sd )
  9679. s_sd->shadowform_id = bl->id;
  9680. val4 = tick / 1000;
  9681. t_tickime = 1000; // [GodLesZ] tick time
  9682. }
  9683. break;
  9684. case SC__STRIPACCESSORY:
  9685. if (!sd)
  9686. val2 = 20;
  9687. break;
  9688. case SC__INVISIBILITY:
  9689. val2 = 50 - 10 * val1; // ASPD
  9690. val3 = 20 * val1; // CRITICAL
  9691. val4 = tick / 1000;
  9692. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9693. t_tickime = 1000; // [GodLesZ] tick time
  9694. break;
  9695. case SC__ENERVATION:
  9696. val2 = 20 + 10 * val1; // ATK Reduction
  9697. if (sd) {
  9698. pc_delspiritball(sd,sd->spiritball,0);
  9699. pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
  9700. }
  9701. break;
  9702. case SC__GROOMY:
  9703. val2 = 20 + 10 * val1; // ASPD
  9704. val3 = 20 * val1; // HIT
  9705. if( sd ) { // Removes Animals
  9706. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9707. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9708. if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  9709. if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
  9710. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  9711. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  9712. if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
  9713. //if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
  9714. }
  9715. break;
  9716. case SC__LAZINESS:
  9717. val2 = 10 + 10 * val1; // Cast Increase
  9718. val3 = 10 * val1; // Flee Reduction
  9719. break;
  9720. case SC__UNLUCKY:
  9721. {
  9722. sc_type rand_eff;
  9723. switch(rnd() % 3) {
  9724. case 1: rand_eff = SC_BLIND; break;
  9725. case 2: rand_eff = SC_SILENCE; break;
  9726. default: rand_eff = SC_POISON; break;
  9727. }
  9728. val2 = 10 * val1; // Crit and Flee2 Reduction
  9729. status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
  9730. break;
  9731. }
  9732. case SC__WEAKNESS:
  9733. val2 = 10 * val1;
  9734. // Bypasses coating protection and MADO
  9735. sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
  9736. sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
  9737. break;
  9738. case SC_GN_CARTBOOST:
  9739. if( val1 < 3 )
  9740. val2 = 50;
  9741. else if( val1 > 2 && val1 < 5 )
  9742. val2 = 75;
  9743. else
  9744. val2 = 100;
  9745. break;
  9746. case SC_PROPERTYWALK:
  9747. val3 = 0;
  9748. break;
  9749. case SC_STRIKING:
  9750. // val2 = watk bonus already calc
  9751. val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
  9752. val4 = tick / 1000;
  9753. t_tickime = 1000; // [GodLesZ] tick time
  9754. break;
  9755. case SC_WARMER:
  9756. val4 = tick / 3000;
  9757. tick = INFINITE_TICK; // Duration sent to the client should be infinite
  9758. t_tickime = 3000;
  9759. break;
  9760. case SC_BLOODSUCKER:
  9761. val4 = tick / 1000;
  9762. t_tickime = 1000; // [GodLesZ] tick time
  9763. break;
  9764. case SC_SWINGDANCE:
  9765. val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
  9766. break;
  9767. case SC_SYMPHONYOFLOVER:
  9768. val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
  9769. break;
  9770. case SC_MOONLITSERENADE: // MATK Increase
  9771. case SC_RUSHWINDMILL: // ATK Increase
  9772. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
  9773. break;
  9774. case SC_ECHOSONG:
  9775. val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
  9776. break;
  9777. case SC_HARMONIZE:
  9778. val2 = 5 + 5 * val1;
  9779. break;
  9780. case SC_VOICEOFSIREN:
  9781. val4 = tick / 2000;
  9782. t_tickime = 2000; // [GodLesZ] tick time
  9783. break;
  9784. case SC_DEEPSLEEP:
  9785. val4 = tick / 2000;
  9786. t_tickime = 2000; // [GodLesZ] tick time
  9787. break;
  9788. case SC_SIRCLEOFNATURE:
  9789. val2 = 40 * val1; // HP recovery
  9790. val3 = 4 * val1; // SP consume
  9791. val4 = tick / 1000;
  9792. t_tickime = 1000; // [GodLesZ] tick time
  9793. break;
  9794. case SC_SONGOFMANA:
  9795. val3 = 10 + min(5 * val2, 35);
  9796. val4 = tick/5000;
  9797. t_tickime = 5000; // [GodLesZ] tick time
  9798. break;
  9799. case SC_SATURDAYNIGHTFEVER:
  9800. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  9801. if (!val4) val4 = 3000;
  9802. val3 = tick/val4;
  9803. t_tickime = val4; // [GodLesZ] tick time
  9804. break;
  9805. case SC_GLOOMYDAY:
  9806. val2 = 20 + 5 * val1; // Flee reduction.
  9807. val3 = 15 + 5 * val1; // ASPD reduction.
  9808. if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
  9809. val4 = 1; // Reduce walk speed by half.
  9810. if( pc_isriding(sd) ) pc_setriding(sd, 0);
  9811. if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
  9812. }
  9813. break;
  9814. case SC_GLOOMYDAY_SK:
  9815. // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
  9816. val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
  9817. break;
  9818. case SC_SITDOWN_FORCE:
  9819. case SC_BANANA_BOMB_SITDOWN:
  9820. if( sd && !pc_issit(sd) ) {
  9821. pc_setsit(sd);
  9822. skill_sit(sd, true);
  9823. clif_sitting(bl);
  9824. }
  9825. break;
  9826. case SC_DANCEWITHWUG:
  9827. val3 = 5 + 5 * val2; // ASPD Increase
  9828. val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
  9829. break;
  9830. case SC_LERADSDEW:
  9831. val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
  9832. break;
  9833. case SC_MELODYOFSINK:
  9834. val3 = val1 * val2; // INT Reduction.
  9835. val4 = tick/1000;
  9836. t_tickime = 1000;
  9837. break;
  9838. case SC_BEYONDOFWARCRY:
  9839. val3 = val1 * val2; // STR and CRIT Reduction
  9840. val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
  9841. break;
  9842. case SC_UNLIMITEDHUMMINGVOICE:
  9843. {
  9844. struct unit_data *ud = unit_bl2ud(bl);
  9845. if( ud == NULL ) return 0;
  9846. ud->state.skillcastcancel = 0;
  9847. val3 = 15 - min(3 * val2, 15);
  9848. }
  9849. break;
  9850. case SC_REFLECTDAMAGE:
  9851. val2 = 15 + 5 * val1; // Reflect amount
  9852. val3 = val1*5 + 25; // Number of reflects
  9853. val4 = tick/1000; // Number of SP cycles (duration)
  9854. t_tickime = 1000; // [GodLesZ] tick time
  9855. break;
  9856. case SC_FORCEOFVANGUARD:
  9857. val2 = 8 + 12 * val1; // Chance
  9858. val3 = 5 + 2 * val1; // Max rage counters
  9859. tick = INFINITE_TICK; // Endless duration in the client
  9860. t_tickime = 10000; // [GodLesZ] tick time
  9861. break;
  9862. case SC_EXEEDBREAK:
  9863. val2 = 150 * val1;
  9864. if (sd) { // Players
  9865. short index = sd->equip_index[EQI_HAND_R];
  9866. if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
  9867. val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
  9868. } else // Monster
  9869. val2 += 750;
  9870. break;
  9871. case SC_PRESTIGE:
  9872. val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
  9873. val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
  9874. break;
  9875. case SC_BANDING:
  9876. val2 = (sd ? skill_banding_count(sd) : 1);
  9877. t_tickime = 5000; // [GodLesZ] tick time
  9878. break;
  9879. case SC_MAGNETICFIELD:
  9880. val3 = tick / 1000;
  9881. t_tickime = 1000; // [GodLesZ] tick time
  9882. break;
  9883. case SC_INSPIRATION:
  9884. val2 = (sd?sd->status.job_level:50);
  9885. val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
  9886. val4 = tick / 5000;
  9887. t_tickime = 5000; // [GodLesZ] tick time
  9888. status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
  9889. break;
  9890. case SC_CRESCENTELBOW:
  9891. val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
  9892. break;
  9893. case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
  9894. val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
  9895. break;
  9896. case SC_RAISINGDRAGON:
  9897. val3 = tick / 5000;
  9898. t_tickime = 5000; // [GodLesZ] tick time
  9899. break;
  9900. case SC_GT_ENERGYGAIN:
  9901. val2 = 10 + 5 * val1; // Sphere gain chance.
  9902. break;
  9903. case SC_GT_CHANGE:
  9904. { // Take note there is no def increase as skill desc says. [malufett]
  9905. int stat = status_get_int(src);
  9906. if (stat <= 0)
  9907. stat = 1; // Prevent divide by zero.
  9908. 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]
  9909. val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
  9910. val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
  9911. }
  9912. break;
  9913. case SC_GT_REVITALIZE:
  9914. // Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
  9915. val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
  9916. val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
  9917. // The stat def is not shown in the status window and it is processed differently
  9918. val4 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
  9919. break;
  9920. case SC_PYROTECHNIC_OPTION:
  9921. val2 = 60; // Eatk Renewal (Atk2)
  9922. break;
  9923. case SC_HEATER_OPTION:
  9924. val2 = 120; // Eatk Renewal (Atk2)
  9925. val3 = ELE_FIRE; // Change into fire element.
  9926. break;
  9927. case SC_TROPIC_OPTION:
  9928. val2 = 180; // Eatk Renewal (Atk2)
  9929. val3 = MG_FIREBOLT;
  9930. break;
  9931. case SC_AQUAPLAY_OPTION:
  9932. val2 = 40;
  9933. break;
  9934. case SC_COOLER_OPTION:
  9935. val2 = 80;
  9936. val3 = ELE_WATER; // Change into water element.
  9937. break;
  9938. case SC_CHILLY_AIR_OPTION:
  9939. val2 = 120; // Matk. Renewal (Matk1)
  9940. val3 = MG_COLDBOLT;
  9941. break;
  9942. case SC_WIND_STEP_OPTION:
  9943. val2 = 50; // % Increase speed and flee.
  9944. break;
  9945. case SC_BLAST_OPTION:
  9946. val2 = 20;
  9947. val3 = ELE_WIND; // Change into wind element.
  9948. break;
  9949. case SC_WILD_STORM_OPTION:
  9950. val2 = MG_LIGHTNINGBOLT;
  9951. break;
  9952. case SC_PETROLOGY_OPTION:
  9953. val2 = 5; //HP Rate bonus
  9954. val3 = 50;
  9955. break;
  9956. case SC_SOLID_SKIN_OPTION:
  9957. val2 = 33; //% Increase DEF
  9958. break;
  9959. case SC_CURSED_SOIL_OPTION:
  9960. val2 = 10; //HP rate bonus
  9961. val3 = ELE_EARTH; // Change into earth element.
  9962. break;
  9963. case SC_UPHEAVAL_OPTION:
  9964. val2 = 15; //HP rate bonus
  9965. val3 = WZ_EARTHSPIKE;
  9966. break;
  9967. case SC_CIRCLE_OF_FIRE_OPTION:
  9968. val2 = 300;
  9969. break;
  9970. case SC_WATER_SCREEN_OPTION:
  9971. t_tickime = 10000;
  9972. break;
  9973. case SC_FIRE_CLOAK_OPTION:
  9974. case SC_WATER_DROP_OPTION:
  9975. case SC_WIND_CURTAIN_OPTION:
  9976. case SC_STONE_SHIELD_OPTION:
  9977. val2 = 100; // Elemental modifier.
  9978. break;
  9979. case SC_TROPIC:
  9980. case SC_CHILLY_AIR:
  9981. case SC_WILD_STORM:
  9982. case SC_UPHEAVAL:
  9983. val2 += 10;
  9984. case SC_HEATER:
  9985. case SC_COOLER:
  9986. case SC_BLAST:
  9987. case SC_CURSED_SOIL:
  9988. val2 += 10;
  9989. case SC_PYROTECHNIC:
  9990. case SC_AQUAPLAY:
  9991. case SC_GUST:
  9992. case SC_PETROLOGY:
  9993. val2 += 5;
  9994. val3 += 9000;
  9995. case SC_CIRCLE_OF_FIRE:
  9996. case SC_FIRE_CLOAK:
  9997. case SC_WATER_DROP:
  9998. case SC_WATER_SCREEN:
  9999. case SC_WIND_CURTAIN:
  10000. case SC_WIND_STEP:
  10001. case SC_STONE_SHIELD:
  10002. case SC_SOLID_SKIN:
  10003. val2 += 5;
  10004. val3 += 1000;
  10005. t_tickime = val3; // [GodLesZ] tick time
  10006. break;
  10007. case SC_WATER_BARRIER:
  10008. val2 = 30; // Reductions. Atk2 and Flee1
  10009. break;
  10010. case SC_ZEPHYR:
  10011. val2 = 25; // Flee.
  10012. break;
  10013. case SC_TIDAL_WEAPON:
  10014. val2 = 20; // Increase Elemental's attack.
  10015. break;
  10016. case SC_ROCK_CRUSHER:
  10017. case SC_ROCK_CRUSHER_ATK:
  10018. case SC_POWER_OF_GAIA:
  10019. val2 = 33; //Def rate bonus/Speed rate reduction
  10020. val3 = 20; //HP rate bonus
  10021. break;
  10022. case SC_TEARGAS:
  10023. val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
  10024. val4 = tick / 2000;
  10025. t_tickime = 2000;
  10026. break;
  10027. case SC_TEARGAS_SOB:
  10028. val4 = tick / 3000;
  10029. t_tickime = 3000;
  10030. break;
  10031. case SC_STOMACHACHE:
  10032. val2 = 8; // SP consume.
  10033. val4 = tick / 10000;
  10034. t_tickime = 10000; // [GodLesZ] tick time
  10035. break;
  10036. case SC_PROMOTE_HEALTH_RESERCH:
  10037. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10038. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10039. //val3: MaxHP Increase By Fixed Amount
  10040. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10041. val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
  10042. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10043. val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
  10044. if (val3 <= 0) // Prevents a negeative value from happening
  10045. val3 = 0;
  10046. break;
  10047. case SC_ENERGY_DRINK_RESERCH:
  10048. //val1: 1 = Regular Potion, 2 = Thrown Potion
  10049. //val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
  10050. //val3: MaxSP Increase By Percentage Amount
  10051. if (val1 == 1) // If potion was normally used, take the user's BaseLv
  10052. val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
  10053. else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
  10054. val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
  10055. if (val3 <= 0) // Prevents a negeative value from happening
  10056. val3 = 0;
  10057. break;
  10058. case SC_KYOUGAKU:
  10059. val2 = 2*val1 + rnd()%val1;
  10060. clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
  10061. break;
  10062. case SC_KAGEMUSYA:
  10063. val2 = tick/1000;
  10064. val3 = val1 * 2;
  10065. t_tickime = 1000;
  10066. break;
  10067. case SC_ZANGETSU:
  10068. if( status_get_hp(bl) % 2 == 0 )
  10069. val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
  10070. else
  10071. val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
  10072. if( status_get_sp(bl) % 2 == 0 )
  10073. val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
  10074. else
  10075. val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
  10076. break;
  10077. case SC_GENSOU:
  10078. {
  10079. int hp = status_get_hp(bl), lv = 5;
  10080. short per = 100 / (status_get_max_hp(bl) / hp);
  10081. if( per <= 15 )
  10082. lv = 1;
  10083. else if( per <= 30 )
  10084. lv = 2;
  10085. else if( per <= 50 )
  10086. lv = 3;
  10087. else if( per <= 75 )
  10088. lv = 4;
  10089. if( hp % 2 == 0)
  10090. status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
  10091. else
  10092. status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
  10093. }
  10094. break;
  10095. case SC_ANGRIFFS_MODUS:
  10096. val2 = 50 + 20 * val1; // atk bonus
  10097. val3 = 40 + 20 * val1; // Flee reduction.
  10098. val4 = tick/1000; // hp/sp reduction timer
  10099. t_tickime = 1000;
  10100. break;
  10101. case SC_GOLDENE_FERSE:
  10102. val2 = 10 + 10*val1; // flee bonus
  10103. val3 = 6 + 4 * val1; // Aspd Bonus
  10104. val4 = 2 + 2 * val1; // Chance of holy attack
  10105. break;
  10106. case SC_OVERED_BOOST:
  10107. val2 = 300 + 40*val1; // flee bonus
  10108. val3 = 179 + 2*val1; // aspd bonus
  10109. val4 = 50; // def reduc %
  10110. break;
  10111. case SC_GRANITIC_ARMOR:
  10112. val2 = 2*val1; // dmg reduction
  10113. val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
  10114. val4 = 5*val1; // unknow formula
  10115. break;
  10116. case SC_MAGMA_FLOW:
  10117. val2 = 3*val1; // Activation chance
  10118. break;
  10119. case SC_PYROCLASTIC:
  10120. val2 += 10*val1; // atk bonus
  10121. val3 = 2*val1; // Chance To AutoCast Hammer Fall %
  10122. break;
  10123. case SC_PARALYSIS: // [Lighta] need real info
  10124. val2 = 2*val1; // def reduction
  10125. val3 = 500*val1; // varcast augmentation
  10126. break;
  10127. case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
  10128. val2 = 20 * val1; // hp reco on death %
  10129. break;
  10130. case SC_PAIN_KILLER: // Yommy leak need confirm
  10131. val2 = 10 * val1; // aspd reduction %
  10132. val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
  10133. if(sc->data[SC_PARALYSIS])
  10134. sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
  10135. break;
  10136. case SC_STYLE_CHANGE:
  10137. tick = INFINITE_TICK; // Infinite duration
  10138. break;
  10139. case SC_CBC:
  10140. val3 = 10; // Drain sp % dmg
  10141. val4 = tick/1000; // dmg each sec
  10142. tick = 1000;
  10143. break;
  10144. case SC_EQC:
  10145. val2 = 5 * val1; // def % reduc
  10146. val3 = 2 * val1; // HP drain %
  10147. break;
  10148. case SC_ASH:
  10149. val2 = 0; // hit % reduc
  10150. val3 = 0; // def % reduc
  10151. val4 = 0; // atk flee & reduc
  10152. if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
  10153. val2 = 50;
  10154. if (status_get_race(bl) == RC_PLANT) // plant type
  10155. val3 = 50;
  10156. if (status_get_element(bl) == ELE_WATER) // defense water type
  10157. val4 = 50;
  10158. }
  10159. break;
  10160. case SC_FULL_THROTTLE:
  10161. val2 = ( val1 == 1 ? 6 : 6 - val1 );
  10162. val3 = 20; //+% AllStats
  10163. t_tickime = 1000;
  10164. val4 = tick / t_tickime;
  10165. break;
  10166. case SC_REBOUND:
  10167. t_tickime = 2000;
  10168. val4 = tick / t_tickime;
  10169. clif_emotion(bl, ET_SWEAT);
  10170. break;
  10171. case SC_KINGS_GRACE:
  10172. val2 = 3 + val1; //HP Recover rate
  10173. t_tickime = 1000;
  10174. val4 = tick / t_tickime;
  10175. break;
  10176. case SC_TELEKINESIS_INTENSE:
  10177. val2 = 10 * val1; // sp consum / casttime reduc %
  10178. val3 = 40 * val1; // magic dmg bonus
  10179. break;
  10180. case SC_OFFERTORIUM:
  10181. val2 = 30 * val1; // heal power bonus
  10182. val3 = 100 + 20 * val1; // sp cost inc
  10183. break;
  10184. case SC_FRIGG_SONG:
  10185. val2 = 5 * val1; // maxhp bonus
  10186. val3 = 80 + 20 * val1; // healing
  10187. t_tickime = 1000;
  10188. val4 = tick / t_tickime;
  10189. break;
  10190. case SC_FLASHCOMBO:
  10191. val2 = 20 * val1 + 20; // atk bonus
  10192. break;
  10193. case SC_DARKCROW:
  10194. val2 = 30 * val1;
  10195. break;
  10196. case SC_UNLIMIT:
  10197. val2 = 50 * val1;
  10198. status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10199. status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
  10200. break;
  10201. case SC_MONSTER_TRANSFORM:
  10202. case SC_ACTIVE_MONSTER_TRANSFORM:
  10203. if( !mobdb_checkid(val1) )
  10204. val1 = MOBID_PORING; // Default poring
  10205. break;
  10206. case SC_APPLEIDUN:
  10207. {
  10208. struct map_session_data * s_sd = BL_CAST(BL_PC, src);
  10209. val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
  10210. if (s_sd)
  10211. val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
  10212. break;
  10213. }
  10214. case SC_EPICLESIS:
  10215. val2 = 5 * val1; //HP rate bonus
  10216. break;
  10217. case SC_ILLUSIONDOPING:
  10218. val2 = 50; // -Hit
  10219. break;
  10220. case SC_OVERHEAT:
  10221. case SC_OVERHEAT_LIMITPOINT:
  10222. case SC_STEALTHFIELD:
  10223. t_tickime = tick;
  10224. tick = INFINITE_TICK;
  10225. break;
  10226. case SC_STEALTHFIELD_MASTER:
  10227. t_tickime = val3 = 2000 + 1000 * val1;
  10228. val4 = tick / t_tickime;
  10229. break;
  10230. case SC_VACUUM_EXTREME:
  10231. // Suck target at n second, only if the n second is lower than the duration
  10232. // Doesn't apply to BL_PC
  10233. if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
  10234. t_tickime = val4;
  10235. val4 = tick - t_tickime;
  10236. }
  10237. else
  10238. val4 = 0;
  10239. break;
  10240. case SC_FIRE_INSIGNIA:
  10241. case SC_WATER_INSIGNIA:
  10242. case SC_WIND_INSIGNIA:
  10243. case SC_EARTH_INSIGNIA:
  10244. t_tickime = 5000;
  10245. val4 = tick / t_tickime;
  10246. break;
  10247. case SC_NEUTRALBARRIER:
  10248. val2 = 10 + val1 * 5; // Def/Mdef
  10249. tick = INFINITE_TICK;
  10250. break;
  10251. /* Rebellion */
  10252. case SC_B_TRAP:
  10253. val2 = src->id;
  10254. val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
  10255. break;
  10256. case SC_C_MARKER:
  10257. // val1 = skill_lv
  10258. // val2 = src_id
  10259. val3 = 10; // -10 flee
  10260. //Start timer to send mark on mini map
  10261. val4 = tick/1000;
  10262. t_tickime = 1000; // Sends every 1 seconds
  10263. break;
  10264. case SC_H_MINE:
  10265. val2 = src->id;
  10266. break;
  10267. case SC_HEAT_BARREL:
  10268. {
  10269. uint8 n = 10;
  10270. if (sd)
  10271. n = (uint8)sd->spiritball_old;
  10272. //kRO Update 2016-05-25
  10273. val2 = n * 5; // -fixed casttime
  10274. val3 = (6 + val1 * 2) * n; // ATK
  10275. val4 = 25 + val1 * 5; // -hit
  10276. }
  10277. break;
  10278. case SC_P_ALTER:
  10279. {
  10280. uint8 n = 10;
  10281. if (sd)
  10282. n = (uint8)sd->spiritball_old;
  10283. val2 = 10 * n; // +atk
  10284. val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
  10285. }
  10286. break;
  10287. case SC_E_CHAIN:
  10288. val2 = 10;
  10289. if (sd)
  10290. val2 = sd->spiritball_old;
  10291. break;
  10292. case SC_ANTI_M_BLAST:
  10293. val2 = val1 * 10;
  10294. break;
  10295. case SC_CATNIPPOWDER:
  10296. val2 = 50; // WATK%, MATK%
  10297. val3 = 25 * val1; // Move speed reduction
  10298. if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
  10299. val4 = status_get_lv(src) / 12;
  10300. break;
  10301. case SC_BITESCAR: {
  10302. const struct status_data *b_status = status_get_base_status(src); // Base Status
  10303. val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
  10304. t_tickime = 1000;
  10305. val4 = tick / t_tickime;
  10306. }
  10307. break;
  10308. case SC_ARCLOUSEDASH:
  10309. val2 = 15 + 5 * val1; // AGI
  10310. val3 = 25; // Move speed increase
  10311. if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
  10312. val4 = 10; // Ranged ATK increase
  10313. break;
  10314. case SC_SHRIMP:
  10315. val2 = 10; // BATK%, MATK%
  10316. break;
  10317. case SC_FRESHSHRIMP: {
  10318. int min = 0, max = 0;
  10319. #ifdef RENEWAL
  10320. min = status_base_matk_min(src, status, status_get_lv(src));
  10321. max = status_base_matk_max(src, status, status_get_lv(src));
  10322. if (status->rhw.matk > 0) {
  10323. int wMatk, variance;
  10324. wMatk = status->rhw.matk;
  10325. variance = wMatk * status->rhw.wlv / 10;
  10326. min += wMatk - variance;
  10327. max += wMatk + variance;
  10328. }
  10329. #endif
  10330. if (sd && sd->right_weapon.overrefine > 0) {
  10331. min++;
  10332. max += sd->right_weapon.overrefine - 1;
  10333. }
  10334. val2 += min + 178; // Heal
  10335. if (max > min)
  10336. val2 += rnd() % (max - min); // Heal
  10337. if (sd) {
  10338. if (pc_checkskill(sd, SU_POWEROFSEA)) {
  10339. val2 += val2 * 10 / 100;
  10340. if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
  10341. pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
  10342. val2 += val2 * 20 / 100;
  10343. }
  10344. if (pc_checkskill(sd, SU_SPIRITOFSEA))
  10345. val2 *= 2; // Doubles HP
  10346. }
  10347. t_tickime = 10000 - ((val1 - 1) * 1000);
  10348. val4 = tick / t_tickime;
  10349. }
  10350. break;
  10351. case SC_TUNAPARTY:
  10352. val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
  10353. if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
  10354. val2 <<= 1; // Double the shield life
  10355. break;
  10356. case SC_HISS:
  10357. val2 = 50; // Perfect Dodge
  10358. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
  10359. break;
  10360. case SC_GROOMING:
  10361. val2 = 100; // Flee
  10362. break;
  10363. case SC_CHATTERING:
  10364. val2 = 100; // eATK, eMATK
  10365. sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
  10366. break;
  10367. case SC_SWORDCLAN:
  10368. case SC_ARCWANDCLAN:
  10369. case SC_GOLDENMACECLAN:
  10370. case SC_CROSSBOWCLAN:
  10371. case SC_JUMPINGCLAN:
  10372. tick = INFINITE_TICK;
  10373. status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
  10374. break;
  10375. case SC_DORAM_BUF_01:
  10376. case SC_DORAM_BUF_02:
  10377. t_tickime = 10000; // every 10 seconds
  10378. if( (val4 = tick/t_tickime) < 1 )
  10379. val4 = 1;
  10380. break;
  10381. case SC_GLASTHEIM_ATK:
  10382. val1 = 100; // Undead/Demon MDEF ignore rate
  10383. break;
  10384. case SC_GLASTHEIM_HEAL:
  10385. val1 = 100; // Heal Power rate bonus
  10386. val2 = 50; // Received heal rate bonus
  10387. break;
  10388. case SC_GLASTHEIM_HIDDEN:
  10389. val1 = 90; // Damage rate reduction bonus
  10390. break;
  10391. case SC_GLASTHEIM_STATE:
  10392. val1 = 20; // All-stat bonus
  10393. break;
  10394. case SC_GLASTHEIM_ITEMDEF:
  10395. val1 = 200; // DEF bonus
  10396. val2 = 50; // MDEF bonus
  10397. break;
  10398. case SC_GLASTHEIM_HPSP:
  10399. val1 = 10000; // HP bonus
  10400. val2 = 1000; // SP bonus
  10401. break;
  10402. case SC_ANCILLA:
  10403. val1 = 15; // Heal Power rate bonus
  10404. val2 = 30; // SP Recovery rate bonus
  10405. break;
  10406. default:
  10407. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == EFST_BLANK ) {
  10408. // Status change with no calc, no icon, and no skill associated...?
  10409. ShowError("UnknownStatusChange [%d]\n", type);
  10410. return 0;
  10411. }
  10412. } else // Special considerations when loading SC data.
  10413. switch( type ) {
  10414. case SC_WEDDING:
  10415. case SC_XMAS:
  10416. case SC_SUMMER:
  10417. case SC_HANBOK:
  10418. case SC_OKTOBERFEST:
  10419. case SC_DRESSUP:
  10420. if( !vd )
  10421. break;
  10422. clif_changelook(bl,LOOK_BASE,vd->class_);
  10423. clif_changelook(bl,LOOK_WEAPON,0);
  10424. clif_changelook(bl,LOOK_SHIELD,0);
  10425. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10426. clif_changelook(bl,LOOK_BODY2,0);
  10427. break;
  10428. case SC_STONE:
  10429. if (val3 > 0)
  10430. break; //Incubation time still active
  10431. //Fall through
  10432. case SC_POISON:
  10433. case SC_DPOISON:
  10434. case SC_BLEEDING:
  10435. case SC_BURNING:
  10436. case SC_TOXIN:
  10437. case SC_MAGICMUSHROOM:
  10438. case SC_PYREXIA:
  10439. case SC_LEECHESEND:
  10440. t_tickime = tick;
  10441. tick = t_tickime + max(val4,0);
  10442. break;
  10443. case SC_SWORDCLAN:
  10444. case SC_ARCWANDCLAN:
  10445. case SC_GOLDENMACECLAN:
  10446. case SC_CROSSBOWCLAN:
  10447. case SC_JUMPINGCLAN:
  10448. case SC_CLAN_INFO:
  10449. // If the player still has a clan status, but was removed from his clan
  10450. if( sd && sd->status.clan_id == 0 ){
  10451. return 0;
  10452. }
  10453. break;
  10454. }
  10455. // Values that must be set regardless of flag&4 e.g. val_flag [Ind]
  10456. switch(type) {
  10457. // Start |1 val_flag setting
  10458. case SC_ROLLINGCUTTER:
  10459. case SC_BANDING:
  10460. case SC_SPHERE_1:
  10461. case SC_SPHERE_2:
  10462. case SC_SPHERE_3:
  10463. case SC_SPHERE_4:
  10464. case SC_SPHERE_5:
  10465. case SC_OVERHEAT:
  10466. case SC_LIGHTNINGWALK:
  10467. case SC_MONSTER_TRANSFORM:
  10468. case SC_ACTIVE_MONSTER_TRANSFORM:
  10469. case SC_EXPBOOST:
  10470. case SC_JEXPBOOST:
  10471. case SC_ITEMBOOST:
  10472. case SC_JP_EVENT04:
  10473. case SC_PUSH_CART:
  10474. case SC_SWORDCLAN:
  10475. case SC_ARCWANDCLAN:
  10476. case SC_GOLDENMACECLAN:
  10477. case SC_CROSSBOWCLAN:
  10478. case SC_JUMPINGCLAN:
  10479. case SC_DRESSUP:
  10480. val_flag |= 1;
  10481. break;
  10482. // Start |1|2 val_flag setting
  10483. case SC_FIGHTINGSPIRIT:
  10484. case SC_VENOMIMPRESS:
  10485. case SC_WEAPONBLOCKING:
  10486. case SC__INVISIBILITY:
  10487. case SC__ENERVATION:
  10488. case SC__WEAKNESS:
  10489. case SC_PROPERTYWALK:
  10490. case SC_PRESTIGE:
  10491. case SC_SHIELDSPELL_DEF:
  10492. case SC_SHIELDSPELL_MDEF:
  10493. case SC_SHIELDSPELL_REF:
  10494. case SC_CRESCENTELBOW:
  10495. case SC_CHILLY_AIR_OPTION:
  10496. case SC_GUST_OPTION:
  10497. case SC_WILD_STORM_OPTION:
  10498. case SC_UPHEAVAL_OPTION:
  10499. case SC_CIRCLE_OF_FIRE_OPTION:
  10500. case SC_CLAN_INFO:
  10501. case SC_DAILYSENDMAILCNT:
  10502. val_flag |= 1|2;
  10503. break;
  10504. // Start |1|2|4 val_flag setting
  10505. case SC_POISONINGWEAPON:
  10506. case SC_CLOAKINGEXCEED:
  10507. case SC_HALLUCINATIONWALK:
  10508. case SC__SHADOWFORM:
  10509. case SC__GROOMY:
  10510. case SC__LAZINESS:
  10511. case SC__UNLUCKY:
  10512. case SC_FORCEOFVANGUARD:
  10513. case SC_SPELLFIST:
  10514. case SC_CURSEDCIRCLE_ATKER:
  10515. case SC_PYROTECHNIC_OPTION:
  10516. case SC_HEATER_OPTION:
  10517. case SC_AQUAPLAY_OPTION:
  10518. case SC_COOLER_OPTION:
  10519. case SC_BLAST_OPTION:
  10520. case SC_PETROLOGY_OPTION:
  10521. case SC_CURSED_SOIL_OPTION:
  10522. case SC_WATER_BARRIER:
  10523. val_flag |= 1|2|4;
  10524. break;
  10525. }
  10526. if (current_equip_combo_pos && tick == INFINITE_TICK) {
  10527. ShowWarning("sc_start: Item combo contains an INFINITE_TICK duration. Skipping bonus.\n");
  10528. return 0;
  10529. }
  10530. /* [Ind] */
  10531. if (StatusDisplayType[type]&bl->type) {
  10532. int dval1 = 0, dval2 = 0, dval3 = 0;
  10533. switch (type) {
  10534. case SC_ALL_RIDING:
  10535. dval1 = 1;
  10536. break;
  10537. case SC_CLAN_INFO:
  10538. dval1 = val1;
  10539. dval2 = val2;
  10540. dval3 = val3;
  10541. break;
  10542. default: /* All others: just copy val1 */
  10543. dval1 = val1;
  10544. break;
  10545. }
  10546. status_display_add(bl,type,dval1,dval2,dval3);
  10547. }
  10548. // Those that make you stop attacking/walking....
  10549. switch (type) {
  10550. case SC_WHITEIMPRISON:
  10551. case SC_DEEPSLEEP:
  10552. case SC_CRYSTALIZE:
  10553. if (sd && pc_issit(sd)) // Avoid sprite sync problems.
  10554. pc_setstand(sd, true);
  10555. case SC_FREEZE:
  10556. case SC_STUN:
  10557. if (sc->data[SC_DANCING])
  10558. unit_stop_walking(bl, 1);
  10559. case SC_TRICKDEAD:
  10560. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  10561. case SC_SLEEP:
  10562. case SC_STONE:
  10563. // Cancel cast when get status [LuzZza]
  10564. if (battle_config.sc_castcancel&bl->type)
  10565. unit_skillcastcancel(bl, 0);
  10566. // Fall through
  10567. case SC_CURSEDCIRCLE_ATKER:
  10568. case SC_KINGS_GRACE:
  10569. unit_stop_attack(bl);
  10570. if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
  10571. break;
  10572. // Fall through
  10573. case SC_STOP:
  10574. case SC_CONFUSION:
  10575. case SC_CLOSECONFINE:
  10576. case SC_CLOSECONFINE2:
  10577. case SC_TINDER_BREAKER:
  10578. case SC_TINDER_BREAKER2:
  10579. case SC_BITE:
  10580. case SC_THORNSTRAP:
  10581. case SC_MEIKYOUSISUI:
  10582. case SC_KYOUGAKU:
  10583. case SC_PARALYSIS:
  10584. //case SC__CHAOS:
  10585. case SC_SV_ROOTTWIST:
  10586. unit_stop_walking(bl,1);
  10587. break;
  10588. case SC_CURSEDCIRCLE_TARGET:
  10589. unit_stop_attack(bl);
  10590. // Fall through
  10591. case SC_ANKLE:
  10592. case SC_SPIDERWEB:
  10593. case SC_ELECTRICSHOCKER:
  10594. case SC_MAGNETICFIELD:
  10595. case SC_NETHERWORLD:
  10596. if (!unit_blown_immune(bl,0x1))
  10597. unit_stop_walking(bl,1);
  10598. break;
  10599. case SC__MANHOLE:
  10600. // Manhole ignores blow_immune, when the enemy is BL_PC
  10601. if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
  10602. unit_stop_walking(bl,1);
  10603. unit_stop_attack(bl);
  10604. break;
  10605. case SC_VACUUM_EXTREME:
  10606. if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
  10607. unit_stop_walking(bl,1);
  10608. unit_stop_attack(bl);
  10609. }
  10610. break;
  10611. case SC_HIDING:
  10612. case SC_CLOAKING:
  10613. case SC_CLOAKINGEXCEED:
  10614. case SC__FEINTBOMB:
  10615. case SC_CHASEWALK:
  10616. case SC_WEIGHT90:
  10617. case SC_CAMOUFLAGE:
  10618. case SC_STEALTHFIELD:
  10619. case SC_VOICEOFSIREN:
  10620. case SC_WEDDING:
  10621. case SC_XMAS:
  10622. case SC_SUMMER:
  10623. case SC_HANBOK:
  10624. case SC_OKTOBERFEST:
  10625. case SC_DRESSUP:
  10626. case SC_SUHIDE:
  10627. unit_stop_attack(bl);
  10628. break;
  10629. case SC_SILENCE:
  10630. if (battle_config.sc_castcancel&bl->type)
  10631. unit_skillcastcancel(bl, 0);
  10632. break;
  10633. case SC_ITEMSCRIPT: // Shows Buff Icons
  10634. if (sd && val2 != EFST_BLANK)
  10635. clif_status_change(bl, (enum efst_types)val2, 1, tick, 0, 0, 0);
  10636. break;
  10637. }
  10638. // Set option as needed.
  10639. opt_flag = 1;
  10640. switch(type) {
  10641. // OPT1
  10642. case SC_STONE:
  10643. if (val3 > 0)
  10644. sc->opt1 = OPT1_STONEWAIT;
  10645. else
  10646. sc->opt1 = OPT1_STONE;
  10647. break;
  10648. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  10649. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  10650. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  10651. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  10652. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  10653. // OPT2
  10654. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  10655. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  10656. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  10657. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  10658. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  10659. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  10660. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  10661. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  10662. // OPT3
  10663. case SC_TWOHANDQUICKEN:
  10664. case SC_ONEHAND:
  10665. case SC_SPEARQUICKEN:
  10666. case SC_CONCENTRATION:
  10667. case SC_MERC_QUICKEN:
  10668. sc->opt3 |= OPT3_QUICKEN;
  10669. opt_flag = 0;
  10670. break;
  10671. case SC_MAXOVERTHRUST:
  10672. case SC_OVERTHRUST:
  10673. case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  10674. sc->opt3 |= OPT3_OVERTHRUST;
  10675. opt_flag = 0;
  10676. break;
  10677. case SC_ENERGYCOAT:
  10678. case SC_SKE:
  10679. sc->opt3 |= OPT3_ENERGYCOAT;
  10680. opt_flag = 0;
  10681. break;
  10682. case SC_INCATKRATE:
  10683. // Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  10684. if (bl->type != BL_MOB) {
  10685. opt_flag = 0;
  10686. break;
  10687. }
  10688. case SC_EXPLOSIONSPIRITS:
  10689. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  10690. opt_flag = 0;
  10691. break;
  10692. case SC_STEELBODY:
  10693. case SC_SKA:
  10694. sc->opt3 |= OPT3_STEELBODY;
  10695. opt_flag = 0;
  10696. break;
  10697. case SC_BLADESTOP:
  10698. sc->opt3 |= OPT3_BLADESTOP;
  10699. opt_flag = 0;
  10700. break;
  10701. case SC_AURABLADE:
  10702. sc->opt3 |= OPT3_AURABLADE;
  10703. opt_flag = 0;
  10704. break;
  10705. case SC_BERSERK:
  10706. opt_flag = 0;
  10707. sc->opt3 |= OPT3_BERSERK;
  10708. break;
  10709. // case ???: // doesn't seem to do anything
  10710. // sc->opt3 |= OPT3_LIGHTBLADE;
  10711. // opt_flag = 0;
  10712. // break;
  10713. case SC_DANCING:
  10714. if ((val1&0xFFFF) == CG_MOONLIT)
  10715. sc->opt3 |= OPT3_MOONLIT;
  10716. opt_flag = 0;
  10717. break;
  10718. case SC_MARIONETTE:
  10719. case SC_MARIONETTE2:
  10720. sc->opt3 |= OPT3_MARIONETTE;
  10721. opt_flag = 0;
  10722. break;
  10723. case SC_ASSUMPTIO:
  10724. sc->opt3 |= OPT3_ASSUMPTIO;
  10725. opt_flag = 0;
  10726. break;
  10727. case SC_WARM: // SG skills [Komurka]
  10728. sc->opt3 |= OPT3_WARM;
  10729. opt_flag = 0;
  10730. break;
  10731. case SC_KAITE:
  10732. sc->opt3 |= OPT3_KAITE;
  10733. opt_flag = 0;
  10734. break;
  10735. case SC_BUNSINJYUTSU:
  10736. sc->opt3 |= OPT3_BUNSIN;
  10737. opt_flag = 0;
  10738. break;
  10739. case SC_SPIRIT:
  10740. sc->opt3 |= OPT3_SOULLINK;
  10741. opt_flag = 0;
  10742. break;
  10743. case SC_CHANGEUNDEAD:
  10744. sc->opt3 |= OPT3_UNDEAD;
  10745. opt_flag = 0;
  10746. break;
  10747. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  10748. // sc->opt3 |= OPT3_CONTRACT;
  10749. // opt_flag = 0;
  10750. // break;
  10751. // OPTION
  10752. case SC_HIDING:
  10753. sc->option |= OPTION_HIDE;
  10754. opt_flag = 2;
  10755. break;
  10756. case SC_CLOAKING:
  10757. case SC_CLOAKINGEXCEED:
  10758. case SC__INVISIBILITY:
  10759. sc->option |= OPTION_CLOAK;
  10760. case SC_CAMOUFLAGE:
  10761. case SC_STEALTHFIELD:
  10762. case SC__SHADOWFORM:
  10763. opt_flag = 2;
  10764. break;
  10765. case SC_CHASEWALK:
  10766. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  10767. opt_flag = 2;
  10768. break;
  10769. case SC__FEINTBOMB:
  10770. sc->option |= OPTION_INVISIBLE;
  10771. opt_flag |= 2|4;
  10772. break;
  10773. case SC_SIGHT:
  10774. sc->option |= OPTION_SIGHT;
  10775. break;
  10776. case SC_RUWACH:
  10777. sc->option |= OPTION_RUWACH;
  10778. break;
  10779. case SC_WEDDING:
  10780. sc->option |= OPTION_WEDDING;
  10781. opt_flag |= 0x4;
  10782. break;
  10783. case SC_XMAS:
  10784. sc->option |= OPTION_XMAS;
  10785. opt_flag |= 0x4;
  10786. break;
  10787. case SC_SUMMER:
  10788. sc->option |= OPTION_SUMMER;
  10789. opt_flag |= 0x4;
  10790. break;
  10791. case SC_HANBOK:
  10792. sc->option |= OPTION_HANBOK;
  10793. opt_flag |= 0x4;
  10794. break;
  10795. case SC_OKTOBERFEST:
  10796. sc->option |= OPTION_OKTOBERFEST;
  10797. opt_flag |= 0x4;
  10798. break;
  10799. case SC_DRESSUP:
  10800. sc->option |= OPTION_SUMMER2;
  10801. opt_flag |= 0x4;
  10802. break;
  10803. case SC_ORCISH:
  10804. sc->option |= OPTION_ORCISH;
  10805. break;
  10806. case SC_FUSION:
  10807. sc->option |= OPTION_FLYING;
  10808. break;
  10809. default:
  10810. opt_flag = 0;
  10811. }
  10812. // On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  10813. if(opt_flag) {
  10814. clif_changeoption(bl);
  10815. if(sd && (opt_flag&0x4)) {
  10816. clif_changelook(bl,LOOK_BASE,vd->class_);
  10817. clif_changelook(bl,LOOK_WEAPON,0);
  10818. clif_changelook(bl,LOOK_SHIELD,0);
  10819. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  10820. }
  10821. }
  10822. if (calc_flag&SCB_DYE) { // Reset DYE color
  10823. if (vd && vd->cloth_color) {
  10824. val4 = vd->cloth_color;
  10825. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  10826. }
  10827. calc_flag&=~SCB_DYE;
  10828. }
  10829. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  10830. { //Reset body style
  10831. if (vd && vd->body_style)
  10832. {
  10833. val4 = vd->body_style;
  10834. clif_changelook(bl,LOOK_BODY2,0);
  10835. }
  10836. calc_flag&=~SCB_BODY;
  10837. }*/
  10838. if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
  10839. clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  10840. // Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
  10841. if( t_tickime )
  10842. tick = t_tickime;
  10843. // Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  10844. if((sce=sc->data[type])) { // reuse old sc
  10845. if( sce->timer != INVALID_TIMER )
  10846. delete_timer(sce->timer, status_change_timer);
  10847. sc_isnew = false;
  10848. } else { // New sc
  10849. ++(sc->count);
  10850. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  10851. }
  10852. sce->val1 = val1;
  10853. sce->val2 = val2;
  10854. sce->val3 = val3;
  10855. sce->val4 = val4;
  10856. if (tick >= 0)
  10857. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  10858. else
  10859. sce->timer = INVALID_TIMER; // Infinite duration
  10860. if (calc_flag)
  10861. status_calc_bl(bl,calc_flag);
  10862. if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
  10863. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
  10864. if(sd) {
  10865. if (sd->pd)
  10866. pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
  10867. switch (type) {
  10868. case SC_BERSERK:
  10869. case SC_MERC_HPUP:
  10870. case SC_MERC_SPUP:
  10871. status_calc_pc(sd, SCO_FORCE);
  10872. break;
  10873. default:
  10874. status_calc_pc(sd, SCO_NONE);
  10875. break;
  10876. }
  10877. }
  10878. // 1st thing to execute when loading status
  10879. switch (type) {
  10880. case SC_FULL_THROTTLE:
  10881. status_percent_heal(bl,100,0);
  10882. break;
  10883. case SC_BERSERK:
  10884. if (!(sce->val2)) { // Don't heal if already set
  10885. status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
  10886. status_set_sp(bl, 0, 0); // Damage all SP
  10887. }
  10888. sce->val2 = 5 * status->max_hp / 100;
  10889. break;
  10890. case SC_RUN:
  10891. {
  10892. struct unit_data *ud = unit_bl2ud(bl);
  10893. if( ud )
  10894. ud->state.running = unit_run(bl, NULL, SC_RUN);
  10895. }
  10896. break;
  10897. case SC_BOSSMAPINFO:
  10898. if (sd)
  10899. clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
  10900. break;
  10901. case SC_MERC_HPUP:
  10902. status_percent_heal(bl, 100, 0); // Recover Full HP
  10903. break;
  10904. case SC_MERC_SPUP:
  10905. status_percent_heal(bl, 0, 100); // Recover Full SP
  10906. break;
  10907. case SC_WUGDASH:
  10908. {
  10909. struct unit_data *ud = unit_bl2ud(bl);
  10910. if( ud )
  10911. ud->state.running = unit_run(bl, sd, SC_WUGDASH);
  10912. }
  10913. break;
  10914. case SC_COMBO:
  10915. switch(sce->val1) {
  10916. case TK_STORMKICK:
  10917. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10918. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  10919. break;
  10920. case TK_DOWNKICK:
  10921. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10922. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  10923. break;
  10924. case TK_TURNKICK:
  10925. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10926. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  10927. break;
  10928. case TK_COUNTER:
  10929. skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
  10930. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  10931. break;
  10932. default: // Rest just toggle inf to enable autotarget
  10933. skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
  10934. break;
  10935. }
  10936. break;
  10937. case SC_RAISINGDRAGON:
  10938. sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
  10939. break;
  10940. case SC_C_MARKER:
  10941. //Send mini-map, don't wait for first timer triggered
  10942. if (src->type == BL_PC && (sd = map_id2sd(src->id)))
  10943. clif_crimson_marker(sd, bl, false);
  10944. break;
  10945. case SC_GVG_GIANT:
  10946. case SC_GVG_GOLEM:
  10947. case SC_GVG_STUN:
  10948. case SC_GVG_STONE:
  10949. case SC_GVG_FREEZ:
  10950. case SC_GVG_SLEEP:
  10951. case SC_GVG_CURSE:
  10952. case SC_GVG_SILENCE:
  10953. case SC_GVG_BLIND:
  10954. if (val1 || val2)
  10955. status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
  10956. break;
  10957. }
  10958. if( opt_flag&2 && sd && sd->touching_id )
  10959. npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
  10960. return 1;
  10961. }
  10962. /**
  10963. * End all statuses except those listed
  10964. * TODO: May be useful for dispel instead resetting a list there
  10965. * @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  10966. * @param type: Changes behaviour of the function
  10967. * 0: PC killed -> Place here statuses that do not dispel on death.
  10968. * 1: If for some reason status_change_end decides to still keep the status when quitting.
  10969. * 2: Do clif_changeoption()
  10970. * 3: Do not remove some permanent/time-independent effects
  10971. * @return 1: Success 0: Fail
  10972. */
  10973. int status_change_clear(struct block_list* bl, int type)
  10974. {
  10975. struct status_change* sc;
  10976. int i;
  10977. sc = status_get_sc(bl);
  10978. if (!sc)
  10979. return 0;
  10980. // Cleaning all extras vars
  10981. sc->comet_x = 0;
  10982. sc->comet_y = 0;
  10983. #ifndef RENEWAL
  10984. sc->sg_counter = 0;
  10985. #endif
  10986. sc->bs_counter = 0;
  10987. if (!sc->count)
  10988. return 0;
  10989. for(i = 0; i < SC_MAX; i++) {
  10990. if(!sc->data[i])
  10991. continue;
  10992. if(type == 0) {
  10993. switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
  10994. case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
  10995. if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
  10996. break;
  10997. case SC_WEIGHT50:
  10998. case SC_WEIGHT90:
  10999. case SC_EDP:
  11000. case SC_MELTDOWN:
  11001. case SC_WEDDING:
  11002. case SC_XMAS:
  11003. case SC_SUMMER:
  11004. case SC_HANBOK:
  11005. case SC_OKTOBERFEST:
  11006. case SC_DRESSUP:
  11007. case SC_NOCHAT:
  11008. case SC_FUSION:
  11009. case SC_EARTHSCROLL:
  11010. case SC_READYSTORM:
  11011. case SC_READYDOWN:
  11012. case SC_READYCOUNTER:
  11013. case SC_READYTURN:
  11014. case SC_DODGE:
  11015. case SC_MIRACLE:
  11016. case SC_JAILED:
  11017. case SC_EXPBOOST:
  11018. case SC_ITEMBOOST:
  11019. case SC_HELLPOWER:
  11020. case SC_JEXPBOOST:
  11021. case SC_AUTOTRADE:
  11022. case SC_WHISTLE:
  11023. case SC_ASSNCROS:
  11024. case SC_POEMBRAGI:
  11025. case SC_APPLEIDUN:
  11026. case SC_HUMMING:
  11027. case SC_DONTFORGETME:
  11028. case SC_FORTUNE:
  11029. case SC_SERVICE4U:
  11030. case SC_FOOD_STR_CASH:
  11031. case SC_FOOD_AGI_CASH:
  11032. case SC_FOOD_VIT_CASH:
  11033. case SC_FOOD_DEX_CASH:
  11034. case SC_FOOD_INT_CASH:
  11035. case SC_FOOD_LUK_CASH:
  11036. case SC_SAVAGE_STEAK:
  11037. case SC_COCKTAIL_WARG_BLOOD:
  11038. case SC_MINOR_BBQ:
  11039. case SC_SIROMA_ICE_TEA:
  11040. case SC_DROCERA_HERB_STEAMED:
  11041. case SC_PUTTI_TAILS_NOODLES:
  11042. case SC_DEF_RATE:
  11043. case SC_MDEF_RATE:
  11044. case SC_INCHEALRATE:
  11045. case SC_INCFLEE2:
  11046. case SC_INCHIT:
  11047. case SC_ATKPOTION:
  11048. case SC_MATKPOTION:
  11049. case SC_S_LIFEPOTION:
  11050. case SC_L_LIFEPOTION:
  11051. case SC_PUSH_CART:
  11052. case SC_LIGHT_OF_REGENE:
  11053. case SC_STYLE_CHANGE:
  11054. case SC_QUEST_BUFF1:
  11055. case SC_QUEST_BUFF2:
  11056. case SC_QUEST_BUFF3:
  11057. case SC_2011RWC_SCROLL:
  11058. case SC_JP_EVENT04:
  11059. case SC_ATTHASTE_CASH:
  11060. case SC_REUSE_REFRESH:
  11061. case SC_REUSE_LIMIT_A:
  11062. case SC_REUSE_LIMIT_B:
  11063. case SC_REUSE_LIMIT_C:
  11064. case SC_REUSE_LIMIT_D:
  11065. case SC_REUSE_LIMIT_E:
  11066. case SC_REUSE_LIMIT_F:
  11067. case SC_REUSE_LIMIT_G:
  11068. case SC_REUSE_LIMIT_H:
  11069. case SC_REUSE_LIMIT_MTF:
  11070. case SC_REUSE_LIMIT_ECL:
  11071. case SC_REUSE_LIMIT_RECALL:
  11072. case SC_REUSE_LIMIT_ASPD_POTION:
  11073. case SC_REUSE_MILLENNIUMSHIELD:
  11074. case SC_REUSE_CRUSHSTRIKE:
  11075. case SC_REUSE_STORMBLAST:
  11076. case SC_ALL_RIDING_REUSE_LIMIT:
  11077. case SC_SPRITEMABLE:
  11078. case SC_DORAM_BUF_01:
  11079. case SC_DORAM_BUF_02:
  11080. case SC_GEFFEN_MAGIC1:
  11081. case SC_GEFFEN_MAGIC2:
  11082. case SC_GEFFEN_MAGIC3:
  11083. case SC_LHZ_DUN_N1:
  11084. case SC_LHZ_DUN_N2:
  11085. case SC_LHZ_DUN_N3:
  11086. case SC_LHZ_DUN_N4:
  11087. // Costumes
  11088. case SC_MOONSTAR:
  11089. case SC_SUPER_STAR:
  11090. case SC_STRANGELIGHTS:
  11091. case SC_DECORATION_OF_MUSIC:
  11092. case SC_LJOSALFAR:
  11093. case SC_MERMAID_LONGING:
  11094. case SC_HAT_EFFECT:
  11095. case SC_FLOWERSMOKE:
  11096. case SC_FSTONE:
  11097. case SC_HAPPINESS_STAR:
  11098. case SC_MAPLE_FALLS:
  11099. case SC_TIME_ACCESSORY:
  11100. case SC_MAGICAL_FEATHER:
  11101. // Clans
  11102. case SC_CLAN_INFO:
  11103. case SC_SWORDCLAN:
  11104. case SC_ARCWANDCLAN:
  11105. case SC_GOLDENMACECLAN:
  11106. case SC_CROSSBOWCLAN:
  11107. case SC_JUMPINGCLAN:
  11108. case SC_DAILYSENDMAILCNT:
  11109. continue;
  11110. }
  11111. }
  11112. if( type == 3 ) {
  11113. switch (i) { // !TODO: This list may be incomplete
  11114. case SC_WEIGHT50:
  11115. case SC_WEIGHT90:
  11116. case SC_NOCHAT:
  11117. case SC_PUSH_CART:
  11118. case SC_ALL_RIDING:
  11119. case SC_STYLE_CHANGE:
  11120. // Costumes
  11121. case SC_MOONSTAR:
  11122. case SC_SUPER_STAR:
  11123. case SC_STRANGELIGHTS:
  11124. case SC_DECORATION_OF_MUSIC:
  11125. case SC_LJOSALFAR:
  11126. case SC_MERMAID_LONGING:
  11127. case SC_HAT_EFFECT:
  11128. case SC_FLOWERSMOKE:
  11129. case SC_FSTONE:
  11130. case SC_HAPPINESS_STAR:
  11131. case SC_MAPLE_FALLS:
  11132. case SC_TIME_ACCESSORY:
  11133. case SC_MAGICAL_FEATHER:
  11134. // Clans
  11135. case SC_CLAN_INFO:
  11136. case SC_SWORDCLAN:
  11137. case SC_ARCWANDCLAN:
  11138. case SC_GOLDENMACECLAN:
  11139. case SC_CROSSBOWCLAN:
  11140. case SC_JUMPINGCLAN:
  11141. case SC_DAILYSENDMAILCNT:
  11142. continue;
  11143. }
  11144. }
  11145. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  11146. if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  11147. (sc->count)--;
  11148. if (sc->data[i]->timer != INVALID_TIMER)
  11149. delete_timer(sc->data[i]->timer, status_change_timer);
  11150. ers_free(sc_data_ers, sc->data[i]);
  11151. sc->data[i] = NULL;
  11152. }
  11153. }
  11154. sc->opt1 = 0;
  11155. sc->opt2 = 0;
  11156. sc->opt3 = 0;
  11157. if( type == 0 || type == 2 )
  11158. clif_changeoption(bl);
  11159. return 1;
  11160. }
  11161. /**
  11162. * End a specific status after checking
  11163. * @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
  11164. * @param type: Status change (SC_*)
  11165. * @param tid: Timer
  11166. * @param file: Used for dancing save
  11167. * @param line: Used for dancing save
  11168. * @return 1: Success 0: Fail
  11169. */
  11170. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  11171. {
  11172. struct map_session_data *sd;
  11173. struct status_change *sc;
  11174. struct status_change_entry *sce;
  11175. struct status_data *status;
  11176. struct view_data *vd;
  11177. int opt_flag = 0;
  11178. enum scb_flag calc_flag = SCB_NONE;
  11179. nullpo_ret(bl);
  11180. sc = status_get_sc(bl);
  11181. status = status_get_status_data(bl);
  11182. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  11183. return 0;
  11184. sd = BL_CAST(BL_PC,bl);
  11185. if (sce->timer != tid && tid != INVALID_TIMER)
  11186. return 0;
  11187. if (tid == INVALID_TIMER) {
  11188. if (type == SC_ENDURE && sce->val4)
  11189. // Do not end infinite endure.
  11190. return 0;
  11191. if (type == SC_SPIDERWEB) {
  11192. //Delete the unit group first to expire found in the status change
  11193. struct skill_unit_group *group = NULL, *group2 = NULL;
  11194. t_tick tick = gettick();
  11195. int pos = 1;
  11196. if (sce->val2)
  11197. if (!(group = skill_id2group(sce->val2)))
  11198. sce->val2 = 0;
  11199. if (sce->val3) {
  11200. if (!(group2 = skill_id2group(sce->val3)))
  11201. sce->val3 = 0;
  11202. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11203. group = group2;
  11204. pos = 2;
  11205. }
  11206. }
  11207. if (sce->val4) {
  11208. if (!(group2 = skill_id2group(sce->val4)))
  11209. sce->val4 = 0;
  11210. else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
  11211. group = group2;
  11212. pos = 3;
  11213. }
  11214. }
  11215. if (pos == 1)
  11216. sce->val2 = 0;
  11217. else if (pos == 2)
  11218. sce->val3 = 0;
  11219. else if (pos == 3)
  11220. sce->val4 = 0;
  11221. if (group)
  11222. skill_delunitgroup(group);
  11223. if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
  11224. return 0; //Don't end the status change yet as there are still unit groups associated with it
  11225. }
  11226. if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
  11227. delete_timer(sce->timer,status_change_timer);
  11228. if (sc->opt1)
  11229. switch (type) {
  11230. // "Ugly workaround" [Skotlex]
  11231. // delays status change ending so that a skill that sets opt1 fails to
  11232. // trigger when it also removed one
  11233. case SC_STONE:
  11234. sce->val4 = -1; // Petrify time
  11235. case SC_FREEZE:
  11236. case SC_STUN:
  11237. case SC_SLEEP:
  11238. if (sce->val1) {
  11239. // Removing the 'level' shouldn't affect anything in the code
  11240. // since these SC are not affected by it, and it lets us know
  11241. // if we have already delayed this attack or not.
  11242. sce->val1 = 0;
  11243. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  11244. return 1;
  11245. }
  11246. }
  11247. }
  11248. (sc->count)--;
  11249. if ( StatusChangeStateTable[type] )
  11250. status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
  11251. sc->data[type] = NULL;
  11252. if (StatusDisplayType[type]&bl->type)
  11253. status_display_remove(bl,type);
  11254. vd = status_get_viewdata(bl);
  11255. calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
  11256. switch(type) {
  11257. case SC_GRANITIC_ARMOR:
  11258. {
  11259. int damage = status->max_hp*sce->val3/100;
  11260. if(status->hp < damage) // to not kill him
  11261. damage = status->hp-1;
  11262. status_damage(NULL,bl,damage,0,0,1);
  11263. }
  11264. break;
  11265. case SC_PYROCLASTIC:
  11266. if(bl->type == BL_PC)
  11267. skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
  11268. break;
  11269. case SC_RUN:
  11270. {
  11271. struct unit_data *ud = unit_bl2ud(bl);
  11272. bool begin_spurt = true;
  11273. // Note: this int64 value is stored in two separate int32 variables (FIXME)
  11274. t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
  11275. starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
  11276. if (ud) {
  11277. if(!ud->state.running)
  11278. begin_spurt = false;
  11279. ud->state.running = 0;
  11280. if (ud->walktimer != INVALID_TIMER)
  11281. unit_stop_walking(bl,1);
  11282. }
  11283. if (begin_spurt && sce->val1 >= 7 &&
  11284. DIFF_TICK(gettick(), starttick) <= 1000 &&
  11285. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  11286. )
  11287. sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  11288. }
  11289. break;
  11290. case SC_AUTOBERSERK:
  11291. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  11292. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  11293. break;
  11294. case SC_ENDURE:
  11295. case SC_DEFENDER:
  11296. case SC_REFLECTSHIELD:
  11297. case SC_AUTOGUARD:
  11298. {
  11299. struct map_session_data *tsd;
  11300. if( bl->type == BL_PC ) { // Clear Status from others
  11301. int i;
  11302. for( i = 0; i < MAX_DEVOTION; i++ ) {
  11303. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  11304. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11305. }
  11306. }
  11307. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
  11308. tsd = ((TBL_MER*)bl)->master;
  11309. if( tsd && tsd->sc.data[type] )
  11310. status_change_end(&tsd->bl, type, INVALID_TIMER);
  11311. }
  11312. }
  11313. break;
  11314. case SC_DEVOTION:
  11315. {
  11316. struct block_list *d_bl = map_id2bl(sce->val1);
  11317. if( d_bl ) {
  11318. if( d_bl->type == BL_PC )
  11319. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  11320. else if( d_bl->type == BL_MER )
  11321. ((TBL_MER*)d_bl)->devotion_flag = 0;
  11322. clif_devotion(d_bl, NULL);
  11323. }
  11324. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  11325. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  11326. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  11327. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11328. }
  11329. break;
  11330. case SC_BLADESTOP:
  11331. if(sce->val4) {
  11332. int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
  11333. struct block_list *tbl = map_id2bl(tid2);
  11334. struct status_change *tsc = status_get_sc(tbl);
  11335. sce->val4 = 0;
  11336. if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
  11337. tsc->data[SC_BLADESTOP]->val4 = 0;
  11338. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  11339. }
  11340. clif_bladestop(bl, tid2, 0);
  11341. }
  11342. break;
  11343. case SC_DANCING:
  11344. {
  11345. struct map_session_data *dsd;
  11346. struct status_change_entry *dsc;
  11347. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
  11348. dsc = dsd->sc.data[SC_DANCING];
  11349. if(dsc) {
  11350. // This will prevent recursive loops.
  11351. dsc->val2 = dsc->val4 = 0;
  11352. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  11353. }
  11354. }
  11355. if(sce->val2) { // Erase associated land skill
  11356. struct skill_unit_group *group;
  11357. group = skill_id2group(sce->val2);
  11358. if( group == NULL ) {
  11359. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d). Please report this!\n",
  11360. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  11361. sd ? sd->status.char_id : 0,
  11362. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y);
  11363. }
  11364. sce->val2 = 0;
  11365. skill_delunitgroup(group);
  11366. }
  11367. if((sce->val1&0xFFFF) == CG_MOONLIT)
  11368. clif_status_change(bl,EFST_MOON,0,0,0,0,0);
  11369. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  11370. }
  11371. break;
  11372. case SC_NOCHAT:
  11373. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  11374. sd->status.manner = 0;
  11375. if (sd && tid == INVALID_TIMER) {
  11376. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  11377. clif_updatestatus(sd,SP_MANNER);
  11378. }
  11379. break;
  11380. case SC_SPLASHER:
  11381. {
  11382. struct block_list *src=map_id2bl(sce->val3);
  11383. if(src && tid != INVALID_TIMER)
  11384. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  11385. }
  11386. break;
  11387. case SC_TINDER_BREAKER2:
  11388. case SC_CLOSECONFINE2:{
  11389. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  11390. struct status_change *sc2 = src?status_get_sc(src):NULL;
  11391. enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
  11392. if (src && sc2 && sc2->data[type2]) {
  11393. // If status was already ended, do nothing.
  11394. // Decrease count
  11395. if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
  11396. status_change_end(src, type2, INVALID_TIMER);
  11397. }
  11398. }
  11399. case SC_TINDER_BREAKER:
  11400. case SC_CLOSECONFINE:
  11401. if (sce->val2 > 0) {
  11402. // Caster has been unlocked... nearby chars need to be unlocked.
  11403. int range = 1
  11404. + skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
  11405. + skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
  11406. map_foreachinallarea(status_change_timer_sub,
  11407. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  11408. }
  11409. break;
  11410. case SC_COMBO:
  11411. skill_combo_toggle_inf(bl,sce->val1,0);
  11412. break;
  11413. case SC_MARIONETTE:
  11414. case SC_MARIONETTE2: // Marionette target
  11415. if (sce->val1) { // Check for partner and end their marionette status as well
  11416. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  11417. struct block_list *pbl = map_id2bl(sce->val1);
  11418. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  11419. if (sc2 && sc2->data[type2]) {
  11420. sc2->data[type2]->val1 = 0;
  11421. status_change_end(pbl, type2, INVALID_TIMER);
  11422. }
  11423. }
  11424. break;
  11425. case SC_CONCENTRATION:
  11426. if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
  11427. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11428. break;
  11429. case SC_BERSERK:
  11430. if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
  11431. status_percent_heal(bl, 100, 0);
  11432. status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
  11433. } else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  11434. status_set_hp(bl, 100, 0);
  11435. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
  11436. sc->data[SC_ENDURE]->val4 = 0;
  11437. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  11438. }
  11439. sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  11440. break;
  11441. case SC_GOSPEL:
  11442. if (sce->val3) { // Clear the group.
  11443. struct skill_unit_group* group = skill_id2group(sce->val3);
  11444. sce->val3 = 0;
  11445. if (group)
  11446. skill_delunitgroup(group);
  11447. }
  11448. break;
  11449. case SC_HERMODE:
  11450. if(sce->val3 == BCT_SELF)
  11451. skill_clear_unitgroup(bl);
  11452. break;
  11453. case SC_BASILICA: // Clear the skill area. [Skotlex]
  11454. if (sce->val3 && sce->val4 == bl->id) {
  11455. struct skill_unit_group* group = skill_id2group(sce->val3);
  11456. sce->val3 = 0;
  11457. if (group)
  11458. skill_delunitgroup(group);
  11459. }
  11460. break;
  11461. case SC_TRICKDEAD:
  11462. if (vd) vd->dead_sit = 0;
  11463. break;
  11464. case SC_WARM:
  11465. case SC__MANHOLE:
  11466. if (sce->val4) { // Clear the group.
  11467. struct skill_unit_group* group = skill_id2group(sce->val4);
  11468. sce->val4 = 0;
  11469. if( group ) // Might have been cleared before status ended, e.g. land protector
  11470. skill_delunitgroup(group);
  11471. }
  11472. break;
  11473. case SC_JAILED:
  11474. if(tid == INVALID_TIMER)
  11475. break;
  11476. // Natural expiration.
  11477. if(sd && sd->mapindex == sce->val2)
  11478. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  11479. break; // Guess hes not in jail :P
  11480. case SC_CHANGE:
  11481. if (tid == INVALID_TIMER)
  11482. break;
  11483. // "lose almost all their HP and SP" on natural expiration.
  11484. status_set_hp(bl, 10, 0);
  11485. status_set_sp(bl, 10, 0);
  11486. break;
  11487. case SC_AUTOTRADE:
  11488. if (tid == INVALID_TIMER)
  11489. break;
  11490. // Vending is not automatically closed for autovenders
  11491. vending_closevending(sd);
  11492. map_quit(sd);
  11493. // Because map_quit calls status_change_end with tid -1
  11494. // from here it's not neccesary to continue
  11495. return 1;
  11496. break;
  11497. case SC_STOP:
  11498. if( sce->val2 ) {
  11499. struct block_list* tbl = map_id2bl(sce->val2);
  11500. sce->val2 = 0;
  11501. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  11502. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  11503. }
  11504. break;
  11505. case SC_TENSIONRELAX:
  11506. if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
  11507. status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
  11508. break;
  11509. case SC_MONSTER_TRANSFORM:
  11510. case SC_ACTIVE_MONSTER_TRANSFORM:
  11511. if (sce->val2)
  11512. status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
  11513. break;
  11514. /* 3rd Stuff */
  11515. case SC_MILLENNIUMSHIELD:
  11516. clif_millenniumshield(bl, 0);
  11517. break;
  11518. case SC_HALLUCINATIONWALK:
  11519. sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  11520. break;
  11521. case SC_WHITEIMPRISON:
  11522. {
  11523. struct block_list* src = map_id2bl(sce->val2);
  11524. if( tid == -1 || !src)
  11525. break; // Terminated by Damage
  11526. status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
  11527. }
  11528. break;
  11529. case SC_WUGDASH:
  11530. {
  11531. struct unit_data *ud = unit_bl2ud(bl);
  11532. if (ud) {
  11533. ud->state.running = 0;
  11534. if (ud->walktimer != INVALID_TIMER)
  11535. unit_stop_walking(bl,1);
  11536. }
  11537. }
  11538. break;
  11539. case SC__SHADOWFORM:
  11540. {
  11541. struct map_session_data *s_sd = map_id2sd(sce->val2);
  11542. if (s_sd) s_sd->shadowform_id = 0;
  11543. }
  11544. break;
  11545. case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  11546. sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  11547. break;
  11548. case SC_NEUTRALBARRIER_MASTER:
  11549. case SC_STEALTHFIELD_MASTER:
  11550. if( sce->val2 ) {
  11551. struct skill_unit_group* group = skill_id2group(sce->val2);
  11552. sce->val2 = 0;
  11553. if( group ) // Might have been cleared before status ended, e.g. land protector
  11554. skill_delunitgroup(group);
  11555. }
  11556. break;
  11557. case SC_BANDING:
  11558. if(sce->val4) {
  11559. struct skill_unit_group *group = skill_id2group(sce->val4);
  11560. sce->val4 = 0;
  11561. if( group ) // Might have been cleared before status ended, e.g. land protector
  11562. skill_delunitgroup(group);
  11563. }
  11564. break;
  11565. case SC_CURSEDCIRCLE_ATKER:
  11566. if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
  11567. map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  11568. break;
  11569. case SC_RAISINGDRAGON:
  11570. if( sd && sce->val2 && !pc_isdead(sd) ) {
  11571. int i = min(sd->spiritball,5);
  11572. pc_delspiritball(sd, sd->spiritball, 0);
  11573. status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
  11574. while( i > 0 ) {
  11575. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  11576. --i;
  11577. }
  11578. }
  11579. break;
  11580. case SC_CURSEDCIRCLE_TARGET:
  11581. {
  11582. struct block_list *src = map_id2bl(sce->val2);
  11583. struct status_change *sc2 = status_get_sc(src);
  11584. if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
  11585. clif_bladestop(bl, sce->val2, 0);
  11586. status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
  11587. }
  11588. }
  11589. break;
  11590. case SC_BLOODSUCKER:
  11591. if( sce->val2 ) {
  11592. struct block_list *src = map_id2bl(sce->val2);
  11593. if(src) {
  11594. struct status_change *sc2 = status_get_sc(src);
  11595. sc2->bs_counter--;
  11596. }
  11597. }
  11598. break;
  11599. case SC_TEARGAS:
  11600. status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
  11601. break;
  11602. case SC_SITDOWN_FORCE:
  11603. case SC_BANANA_BOMB_SITDOWN:
  11604. if( sd && pc_issit(sd) && pc_setstand(sd, false) )
  11605. skill_sit(sd, false);
  11606. break;
  11607. case SC_KYOUGAKU:
  11608. clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
  11609. clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
  11610. break;
  11611. case SC_INTRAVISION:
  11612. calc_flag = SCB_ALL; // Required for overlapping
  11613. break;
  11614. case SC_OVERED_BOOST:
  11615. switch (bl->type) {
  11616. case BL_HOM: {
  11617. struct homun_data *hd = BL_CAST(BL_HOM,bl);
  11618. if( hd )
  11619. hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
  11620. }
  11621. break;
  11622. case BL_PC:
  11623. status_zap(bl,0,status_get_max_sp(bl) / 2);
  11624. break;
  11625. }
  11626. break;
  11627. case SC_FULL_THROTTLE: {
  11628. int sec = skill_get_time2(status_sc2skill(type), sce->val1);
  11629. clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
  11630. sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
  11631. }
  11632. break;
  11633. case SC_REBOUND:
  11634. clif_status_load(bl, EFST_DEC_AGI, 0);
  11635. break;
  11636. case SC_ITEMSCRIPT: // Removes Buff Icons
  11637. if (sd && sce->val2 != EFST_BLANK)
  11638. clif_status_load(bl, (enum efst_types)sce->val2, 0);
  11639. break;
  11640. case SC_C_MARKER:
  11641. {
  11642. // Remove mark data from caster
  11643. struct map_session_data *caster = map_id2sd(sce->val2);
  11644. uint8 i = 0;
  11645. if (!caster)
  11646. break;
  11647. ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
  11648. if (i < MAX_SKILL_CRIMSON_MARKER) {
  11649. caster->c_marker[i] = 0;
  11650. clif_crimson_marker(caster, bl, true);
  11651. }
  11652. }
  11653. break;
  11654. case SC_H_MINE:
  11655. {
  11656. // Drop the material from target if expired
  11657. struct item it;
  11658. struct map_session_data *caster = NULL;
  11659. if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
  11660. break;
  11661. if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
  11662. break;
  11663. memset(&it, 0, sizeof(it));
  11664. it.nameid = skill_get_itemid(RL_H_MINE,0);
  11665. it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
  11666. it.identify = 1;
  11667. map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
  11668. }
  11669. break;
  11670. case SC_VACUUM_EXTREME:
  11671. ///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
  11672. sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
  11673. break;
  11674. case SC_SWORDCLAN:
  11675. case SC_ARCWANDCLAN:
  11676. case SC_GOLDENMACECLAN:
  11677. case SC_CROSSBOWCLAN:
  11678. case SC_JUMPINGCLAN:
  11679. status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
  11680. break;
  11681. }
  11682. opt_flag = 1;
  11683. switch(type) {
  11684. case SC_STONE:
  11685. case SC_FREEZE:
  11686. case SC_STUN:
  11687. case SC_SLEEP:
  11688. case SC_BURNING:
  11689. case SC_WHITEIMPRISON:
  11690. sc->opt1 = 0;
  11691. break;
  11692. case SC_POISON:
  11693. case SC_CURSE:
  11694. case SC_SILENCE:
  11695. case SC_BLIND:
  11696. sc->opt2 &= ~(1<<(type-SC_POISON));
  11697. break;
  11698. case SC_DPOISON:
  11699. sc->opt2 &= ~OPT2_DPOISON;
  11700. break;
  11701. case SC_SIGNUMCRUCIS:
  11702. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  11703. break;
  11704. case SC_HIDING:
  11705. sc->option &= ~OPTION_HIDE;
  11706. opt_flag |= 2|4; // Check for warp trigger + AoE trigger
  11707. break;
  11708. case SC_CLOAKING:
  11709. case SC_CLOAKINGEXCEED:
  11710. case SC__INVISIBILITY:
  11711. sc->option &= ~OPTION_CLOAK;
  11712. case SC_CAMOUFLAGE:
  11713. case SC_STEALTHFIELD:
  11714. case SC__SHADOWFORM:
  11715. opt_flag |= 2;
  11716. break;
  11717. case SC_CHASEWALK:
  11718. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  11719. opt_flag |= 2;
  11720. break;
  11721. case SC__FEINTBOMB:
  11722. sc->option &= ~OPTION_INVISIBLE;
  11723. opt_flag |= 2|4;
  11724. break;
  11725. case SC_SIGHT:
  11726. sc->option &= ~OPTION_SIGHT;
  11727. break;
  11728. case SC_WEDDING:
  11729. sc->option &= ~OPTION_WEDDING;
  11730. opt_flag |= 0x4;
  11731. break;
  11732. case SC_XMAS:
  11733. sc->option &= ~OPTION_XMAS;
  11734. opt_flag |= 0x4;
  11735. break;
  11736. case SC_SUMMER:
  11737. sc->option &= ~OPTION_SUMMER;
  11738. opt_flag |= 0x4;
  11739. break;
  11740. case SC_HANBOK:
  11741. sc->option &= ~OPTION_HANBOK;
  11742. opt_flag |= 0x4;
  11743. break;
  11744. case SC_OKTOBERFEST:
  11745. sc->option &= ~OPTION_OKTOBERFEST;
  11746. opt_flag |= 0x4;
  11747. break;
  11748. case SC_DRESSUP:
  11749. sc->option &= ~OPTION_SUMMER2;
  11750. opt_flag |= 0x4;
  11751. break;
  11752. case SC_ORCISH:
  11753. sc->option &= ~OPTION_ORCISH;
  11754. break;
  11755. case SC_RUWACH:
  11756. sc->option &= ~OPTION_RUWACH;
  11757. break;
  11758. case SC_FUSION:
  11759. sc->option &= ~OPTION_FLYING;
  11760. break;
  11761. // opt3
  11762. case SC_TWOHANDQUICKEN:
  11763. case SC_ONEHAND:
  11764. case SC_SPEARQUICKEN:
  11765. case SC_CONCENTRATION:
  11766. case SC_MERC_QUICKEN:
  11767. sc->opt3 &= ~OPT3_QUICKEN;
  11768. opt_flag = 0;
  11769. break;
  11770. case SC_OVERTHRUST:
  11771. case SC_MAXOVERTHRUST:
  11772. case SC_SWOO:
  11773. sc->opt3 &= ~OPT3_OVERTHRUST;
  11774. if( type == SC_SWOO )
  11775. opt_flag = 8;
  11776. else
  11777. opt_flag = 0;
  11778. break;
  11779. case SC_ENERGYCOAT:
  11780. case SC_SKE:
  11781. sc->opt3 &= ~OPT3_ENERGYCOAT;
  11782. opt_flag = 0;
  11783. break;
  11784. case SC_INCATKRATE: // Simulated Explosion spirits effect.
  11785. if (bl->type != BL_MOB) {
  11786. opt_flag = 0;
  11787. break;
  11788. }
  11789. case SC_EXPLOSIONSPIRITS:
  11790. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  11791. opt_flag = 0;
  11792. break;
  11793. case SC_STEELBODY:
  11794. case SC_SKA:
  11795. sc->opt3 &= ~OPT3_STEELBODY;
  11796. if (type == SC_SKA)
  11797. opt_flag = 8;
  11798. else
  11799. opt_flag = 0;
  11800. break;
  11801. case SC_BLADESTOP:
  11802. sc->opt3 &= ~OPT3_BLADESTOP;
  11803. opt_flag = 0;
  11804. break;
  11805. case SC_AURABLADE:
  11806. sc->opt3 &= ~OPT3_AURABLADE;
  11807. opt_flag = 0;
  11808. break;
  11809. case SC_BERSERK:
  11810. opt_flag = 0;
  11811. sc->opt3 &= ~OPT3_BERSERK;
  11812. break;
  11813. // case ???: // doesn't seem to do anything
  11814. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  11815. // opt_flag = 0;
  11816. // break;
  11817. case SC_DANCING:
  11818. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  11819. sc->opt3 &= ~OPT3_MOONLIT;
  11820. opt_flag = 0;
  11821. break;
  11822. case SC_MARIONETTE:
  11823. case SC_MARIONETTE2:
  11824. sc->opt3 &= ~OPT3_MARIONETTE;
  11825. opt_flag = 0;
  11826. break;
  11827. case SC_ASSUMPTIO:
  11828. sc->opt3 &= ~OPT3_ASSUMPTIO;
  11829. opt_flag = 0;
  11830. break;
  11831. case SC_WARM: // SG skills [Komurka]
  11832. sc->opt3 &= ~OPT3_WARM;
  11833. opt_flag = 0;
  11834. break;
  11835. case SC_KAITE:
  11836. sc->opt3 &= ~OPT3_KAITE;
  11837. opt_flag = 0;
  11838. break;
  11839. case SC_BUNSINJYUTSU:
  11840. sc->opt3 &= ~OPT3_BUNSIN;
  11841. opt_flag = 0;
  11842. break;
  11843. case SC_SPIRIT:
  11844. sc->opt3 &= ~OPT3_SOULLINK;
  11845. opt_flag = 0;
  11846. break;
  11847. case SC_CHANGEUNDEAD:
  11848. sc->opt3 &= ~OPT3_UNDEAD;
  11849. opt_flag = 0;
  11850. break;
  11851. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  11852. // sc->opt3 &= ~OPT3_CONTRACT;
  11853. // opt_flag = 0;
  11854. // break;
  11855. default:
  11856. opt_flag = 0;
  11857. }
  11858. if (calc_flag&SCB_DYE) { // Restore DYE color
  11859. if (vd && !vd->cloth_color && sce->val4)
  11860. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  11861. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
  11862. }
  11863. /*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
  11864. { //Restore body style
  11865. if (vd && !vd->body_style && sce->val4)
  11866. clif_changelook(bl,LOOK_BODY2,sce->val4);
  11867. calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
  11868. }*/
  11869. // On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  11870. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  11871. if( opt_flag&8 ) // bugreport:681
  11872. clif_changeoption2(bl);
  11873. else if(opt_flag) {
  11874. clif_changeoption(bl);
  11875. if (sd && (opt_flag&0x4)) {
  11876. clif_changelook(bl,LOOK_BASE,sd->vd.class_);
  11877. clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
  11878. clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
  11879. clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
  11880. clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
  11881. clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
  11882. }
  11883. }
  11884. if (calc_flag) {
  11885. switch (type) {
  11886. case SC_MAGICPOWER:
  11887. //If Mystical Amplification ends, MATK is immediately recalculated
  11888. status_calc_bl_(bl, calc_flag, SCO_FORCE);
  11889. break;
  11890. default:
  11891. status_calc_bl(bl, calc_flag);
  11892. break;
  11893. }
  11894. }
  11895. if(opt_flag&4) // Out of hiding, invoke on place.
  11896. skill_unit_move(bl,gettick(),1);
  11897. if(opt_flag&2 && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  11898. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
  11899. ers_free(sc_data_ers, sce);
  11900. return 1;
  11901. }
  11902. /**
  11903. * Resets timers for statuses
  11904. * Used with reoccurring status effects, such as dropping SP every 5 seconds
  11905. * @param tid: Timer ID
  11906. * @param tick: How long before next call
  11907. * @param id: ID of character
  11908. * @param data: Information passed through the timer call
  11909. * @return 1: Success 0: Fail
  11910. */
  11911. TIMER_FUNC(status_change_timer){
  11912. enum sc_type type = (sc_type)data;
  11913. struct block_list *bl;
  11914. struct map_session_data *sd;
  11915. int interval = status_get_sc_interval(type);
  11916. bool dounlock = false;
  11917. bl = map_id2bl(id);
  11918. if(!bl) {
  11919. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  11920. return 0;
  11921. }
  11922. struct status_change * const sc = status_get_sc(bl);
  11923. struct status_data * const status = status_get_status_data(bl);
  11924. if(!sc) {
  11925. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11926. return 0;
  11927. }
  11928. struct status_change_entry * const sce = sc->data[type];
  11929. if(!sce) {
  11930. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  11931. return 0;
  11932. }
  11933. if( sce->timer != tid ) {
  11934. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  11935. return 0;
  11936. }
  11937. sd = BL_CAST(BL_PC, bl);
  11938. std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
  11939. sce->timer = add_timer(t, status_change_timer, bl->id, data);
  11940. };
  11941. switch(type) {
  11942. case SC_MAXIMIZEPOWER:
  11943. case SC_CLOAKING:
  11944. if(!status_charge(bl, 0, 1))
  11945. break; // Not enough SP to continue.
  11946. sc_timer_next(sce->val2+tick);
  11947. return 0;
  11948. case SC_CHASEWALK:
  11949. if(!status_charge(bl, 0, sce->val4))
  11950. break; // Not enough SP to continue.
  11951. if (!sc->data[SC_CHASEWALK2]) {
  11952. sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
  11953. (t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
  11954. *skill_get_time2(status_sc2skill(type),sce->val1));
  11955. }
  11956. sc_timer_next(sce->val2+tick);
  11957. return 0;
  11958. break;
  11959. case SC_HIDING:
  11960. if(--(sce->val2)>0) {
  11961. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  11962. break; // Fail if it's time to substract SP and there isn't.
  11963. sc_timer_next(1000+tick);
  11964. return 0;
  11965. }
  11966. break;
  11967. case SC_SIGHT:
  11968. case SC_RUWACH:
  11969. case SC_SIGHTBLASTER:
  11970. if(type == SC_SIGHTBLASTER) {
  11971. //Restore trap immunity
  11972. if(sce->val4%2)
  11973. sce->val4--;
  11974. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
  11975. } else {
  11976. map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  11977. skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
  11978. }
  11979. if( --(sce->val2)>0 ) {
  11980. sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
  11981. sc_timer_next(20+tick);
  11982. return 0;
  11983. }
  11984. break;
  11985. case SC_PROVOKE:
  11986. if(sce->val2) { // Auto-provoke (it is ended in status_heal)
  11987. sc_timer_next(1000*60+tick);
  11988. return 0;
  11989. }
  11990. break;
  11991. case SC_STONE:
  11992. if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
  11993. sce->val3 = 0; //Incubation time used up
  11994. unit_stop_attack(bl);
  11995. if (sc->data[SC_DANCING]) {
  11996. unit_stop_walking(bl, 1);
  11997. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  11998. }
  11999. status_change_end(bl, SC_AETERNA, INVALID_TIMER);
  12000. sc->opt1 = OPT1_STONE;
  12001. clif_changeoption(bl);
  12002. sc_timer_next(min(sce->val4, interval) + tick);
  12003. sce->val4 -= interval; //Remaining time
  12004. status_calc_bl(bl, StatusChangeFlagTable[type]);
  12005. return 0;
  12006. }
  12007. if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
  12008. status_percent_damage(NULL, bl, 1, 0, false);
  12009. }
  12010. break;
  12011. case SC_POISON:
  12012. case SC_DPOISON:
  12013. if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
  12014. unsigned int damage = 0;
  12015. if (sd)
  12016. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
  12017. else
  12018. damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
  12019. if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
  12020. status_zap(bl, damage, 0);
  12021. }
  12022. break;
  12023. case SC_BLEEDING:
  12024. if (sce->val4 >= 0) {
  12025. int64 damage = rnd() % 600 + 200;
  12026. if (!sd && damage >= status->hp)
  12027. damage = status->hp - 1; // No deadly damage for monsters
  12028. map_freeblock_lock();
  12029. dounlock = true;
  12030. status_zap(bl, damage, 0);
  12031. }
  12032. break;
  12033. case SC_BURNING:
  12034. if (sce->val4 >= 0) {
  12035. int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
  12036. map_freeblock_lock();
  12037. dounlock = true;
  12038. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
  12039. }
  12040. break;
  12041. case SC_TOXIN:
  12042. if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
  12043. map_freeblock_lock();
  12044. dounlock = true;
  12045. 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);
  12046. }
  12047. break;
  12048. case SC_MAGICMUSHROOM:
  12049. if (sce->val4 >= 0) {
  12050. bool flag = 0;
  12051. int64 damage = status->max_hp * 3 / 100;
  12052. if (status->hp <= damage)
  12053. damage = status->hp - 1; // Cannot Kill
  12054. if (damage > 0) { // 3% Damage each 4 seconds
  12055. map_freeblock_lock();
  12056. status_zap(bl, damage, 0);
  12057. flag = !sc->data[type]; // Killed? Should not
  12058. map_freeblock_unlock();
  12059. }
  12060. if (!flag) { // Random Skill Cast
  12061. if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
  12062. int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
  12063. unit_stop_attack(bl);
  12064. unit_skillcastcancel(bl, 1);
  12065. do {
  12066. int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
  12067. mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
  12068. } while (checked++ < checked_max && mushroom_skill_id == 0);
  12069. if (!skill_get_index(mushroom_skill_id))
  12070. break;
  12071. switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
  12072. case CAST_GROUND:
  12073. skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
  12074. break;
  12075. case CAST_NODAMAGE:
  12076. skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12077. break;
  12078. case CAST_DAMAGE:
  12079. skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
  12080. break;
  12081. }
  12082. }
  12083. clif_emotion(bl, ET_SMILE);
  12084. }
  12085. }
  12086. break;
  12087. case SC_PYREXIA:
  12088. if (sce->val4 >= 0) {
  12089. map_freeblock_lock();
  12090. dounlock = true;
  12091. status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
  12092. }
  12093. break;
  12094. case SC_LEECHESEND:
  12095. if (sce->val4 >= 0) {
  12096. int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
  12097. map_freeblock_lock();
  12098. dounlock = true;
  12099. status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
  12100. unit_skillcastcancel(bl, 2);
  12101. }
  12102. break;
  12103. case SC_TENSIONRELAX:
  12104. if(status->max_hp > status->hp && --(sce->val3) >= 0) {
  12105. sc_timer_next(10000 + tick);
  12106. return 0;
  12107. }
  12108. break;
  12109. case SC_KNOWLEDGE:
  12110. if (!sd) break;
  12111. if(bl->m == sd->feel_map[0].m ||
  12112. bl->m == sd->feel_map[1].m ||
  12113. bl->m == sd->feel_map[2].m)
  12114. { // Timeout will be handled by pc_setpos
  12115. sce->timer = INVALID_TIMER;
  12116. return 0;
  12117. }
  12118. break;
  12119. case SC_S_LIFEPOTION:
  12120. case SC_L_LIFEPOTION:
  12121. if( --(sce->val4) >= 0 ) {
  12122. // val1 < 0 = per max% | val1 > 0 = exact amount
  12123. int hp = 0;
  12124. if( status->hp < status->max_hp )
  12125. hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
  12126. status_heal(bl, hp, 0, 2);
  12127. sc_timer_next((sce->val2 * 1000) + tick);
  12128. return 0;
  12129. }
  12130. break;
  12131. case SC_BOSSMAPINFO:
  12132. if( sd && --(sce->val4) >= 0 ) {
  12133. struct mob_data *boss_md = map_id2boss(sce->val1);
  12134. if (boss_md) {
  12135. if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
  12136. return 0;
  12137. else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
  12138. sce->val2 = 0;
  12139. clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
  12140. } else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
  12141. sce->val2 = 1;
  12142. clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
  12143. }
  12144. }
  12145. sc_timer_next(1000 + tick);
  12146. return 0;
  12147. }
  12148. break;
  12149. case SC_DANCING: // SP consumption by time of dancing skills
  12150. {
  12151. int s = 0;
  12152. int sp = 1;
  12153. if (--sce->val3 <= 0)
  12154. break;
  12155. switch(sce->val1&0xFFFF) {
  12156. case BD_RICHMANKIM:
  12157. case BD_DRUMBATTLEFIELD:
  12158. case BD_RINGNIBELUNGEN:
  12159. case BD_SIEGFRIED:
  12160. case BA_DISSONANCE:
  12161. case BA_ASSASSINCROSS:
  12162. case DC_UGLYDANCE:
  12163. s=3;
  12164. break;
  12165. case BD_LULLABY:
  12166. case BD_ETERNALCHAOS:
  12167. case BD_ROKISWEIL:
  12168. case DC_FORTUNEKISS:
  12169. s=4;
  12170. break;
  12171. case CG_HERMODE:
  12172. case BD_INTOABYSS:
  12173. case BA_WHISTLE:
  12174. case DC_HUMMING:
  12175. case BA_POEMBRAGI:
  12176. case DC_SERVICEFORYOU:
  12177. s=5;
  12178. break;
  12179. case BA_APPLEIDUN:
  12180. #ifdef RENEWAL
  12181. s=5;
  12182. #else
  12183. s=6;
  12184. #endif
  12185. break;
  12186. case CG_MOONLIT:
  12187. // Moonlit's cost is 4sp*skill_lv [Skotlex]
  12188. sp= 4*(sce->val1>>16);
  12189. // Upkeep is also every 10 secs.
  12190. case DC_DONTFORGETME:
  12191. s=10;
  12192. break;
  12193. }
  12194. if( s != 0 && sce->val3 % s == 0 ) {
  12195. if (sc->data[SC_LONGING])
  12196. sp*= 3;
  12197. if (!status_charge(bl, 0, sp))
  12198. break;
  12199. }
  12200. sc_timer_next(1000+tick);
  12201. return 0;
  12202. }
  12203. break;
  12204. case SC_BERSERK:
  12205. // 5% every 10 seconds [DracoRPG]
  12206. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
  12207. sc_timer_next(sce->val4+tick);
  12208. return 0;
  12209. }
  12210. break;
  12211. case SC_NOCHAT:
  12212. if(sd) {
  12213. sd->status.manner++;
  12214. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  12215. clif_updatestatus(sd,SP_MANNER);
  12216. if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
  12217. sc_timer_next(60000+tick);
  12218. return 0;
  12219. }
  12220. }
  12221. break;
  12222. case SC_SPLASHER:
  12223. // Custom Venom Splasher countdown timer
  12224. // if (sce->val4 % 1000 == 0) {
  12225. // char timer[10];
  12226. // snprintf (timer, 10, "%d", sce->val4/1000);
  12227. // clif_message(bl, timer);
  12228. // }
  12229. if((sce->val4 -= 500) > 0) {
  12230. sc_timer_next(500 + tick);
  12231. return 0;
  12232. }
  12233. break;
  12234. case SC_MARIONETTE:
  12235. case SC_MARIONETTE2:
  12236. {
  12237. struct block_list *pbl = map_id2bl(sce->val1);
  12238. if( pbl && check_distance_bl(bl, pbl, 7) ) {
  12239. sc_timer_next(1000 + tick);
  12240. return 0;
  12241. }
  12242. }
  12243. break;
  12244. case SC_GOSPEL:
  12245. if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
  12246. int hp, sp;
  12247. hp = (sce->val1 > 5) ? 45 : 30;
  12248. sp = (sce->val1 > 5) ? 35 : 20;
  12249. if(!status_charge(bl, hp, sp))
  12250. break;
  12251. sc_timer_next(10000+tick);
  12252. return 0;
  12253. }
  12254. break;
  12255. case SC_JAILED:
  12256. if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
  12257. sc_timer_next(60000+tick);
  12258. return 0;
  12259. }
  12260. break;
  12261. case SC_BLIND:
  12262. if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
  12263. sc_timer_next(5000+tick);
  12264. return 0;
  12265. }
  12266. break;
  12267. case SC_ABUNDANCE:
  12268. if(--(sce->val4) > 0) {
  12269. status_heal(bl,0,60,0);
  12270. sc_timer_next(10000+tick);
  12271. }
  12272. break;
  12273. case SC_OBLIVIONCURSE:
  12274. if( --(sce->val4) >= 0 ) {
  12275. clif_emotion(bl,ET_QUESTION);
  12276. sc_timer_next(3000 + tick);
  12277. return 0;
  12278. }
  12279. break;
  12280. case SC_WEAPONBLOCKING:
  12281. if( --(sce->val4) >= 0 ) {
  12282. if( !status_charge(bl,0,3) )
  12283. break;
  12284. sc_timer_next(5000+tick);
  12285. return 0;
  12286. }
  12287. break;
  12288. case SC_CLOAKINGEXCEED:
  12289. if(!status_charge(bl,0,10-sce->val1))
  12290. break;
  12291. sc_timer_next(1000 + tick);
  12292. return 0;
  12293. case SC_RENOVATIO:
  12294. if( --(sce->val4) >= 0 ) {
  12295. int heal = status->max_hp * 5 / 100;
  12296. if( sc && sc->data[SC_AKAITSUKI] && heal )
  12297. heal = ~heal + 1;
  12298. status_heal(bl, heal, 0, 3);
  12299. sc_timer_next(5000 + tick);
  12300. return 0;
  12301. }
  12302. break;
  12303. case SC_SPHERE_1:
  12304. case SC_SPHERE_2:
  12305. case SC_SPHERE_3:
  12306. case SC_SPHERE_4:
  12307. case SC_SPHERE_5:
  12308. if( --(sce->val4) >= 0 ) {
  12309. if( !status_charge(bl, 0, 1) )
  12310. break;
  12311. sc_timer_next(1000 + tick);
  12312. return 0;
  12313. }
  12314. break;
  12315. case SC_FREEZE_SP:
  12316. if( !status_charge(bl, 0, sce->val2) ) {
  12317. int i;
  12318. for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
  12319. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12320. break;
  12321. }
  12322. sc_timer_next(10000 + tick);
  12323. return 0;
  12324. case SC_ELECTRICSHOCKER:
  12325. if( --(sce->val4) >= 0 ) {
  12326. status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
  12327. sc_timer_next(1000 + tick);
  12328. return 0;
  12329. }
  12330. break;
  12331. case SC_CAMOUFLAGE:
  12332. if (!status_charge(bl, 0, 7 - sce->val1))
  12333. break;
  12334. if (--sce->val4 >= 0)
  12335. sce->val3++;
  12336. sc_timer_next(1000 + tick);
  12337. return 0;
  12338. case SC__REPRODUCE:
  12339. if(!status_charge(bl, 0, 1))
  12340. break;
  12341. sc_timer_next(1000+tick);
  12342. return 0;
  12343. case SC__SHADOWFORM:
  12344. if( --(sce->val4) >= 0 ) {
  12345. if( !status_charge(bl, 0, 11 - sce->val1) )
  12346. break;
  12347. sc_timer_next(1000 + tick);
  12348. return 0;
  12349. }
  12350. break;
  12351. case SC__INVISIBILITY:
  12352. if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
  12353. break;
  12354. sc_timer_next(1000 + tick);
  12355. return 0;
  12356. case SC_STRIKING:
  12357. if( --(sce->val4) >= 0 ) {
  12358. if( !status_charge(bl,0, sce->val3 ) )
  12359. break;
  12360. sc_timer_next(1000 + tick);
  12361. return 0;
  12362. }
  12363. break;
  12364. case SC_WARMER: {
  12365. int hp = 0;
  12366. struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
  12367. if (ssc && ssc->data[SC_HEATER_OPTION])
  12368. hp = status->max_hp * 3 * sce->val1 / 100;
  12369. else
  12370. hp = status->max_hp * sce->val1 / 100;
  12371. if (sc && sc->data[SC_AKAITSUKI] && hp)
  12372. hp = ~hp + 1;
  12373. if (status->hp != status->max_hp)
  12374. status_heal(bl, hp, 0, 0);
  12375. sc_timer_next(3000 + tick);
  12376. return 0;
  12377. }
  12378. case SC_BLOODSUCKER:
  12379. if( --(sce->val4) >= 0 ) {
  12380. struct block_list *src = map_id2bl(sce->val2);
  12381. int damage;
  12382. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  12383. break;
  12384. map_freeblock_lock();
  12385. if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
  12386. damage = 1;
  12387. else
  12388. damage = 200 + 100 * sce->val1 + status_get_int(src);
  12389. status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
  12390. unit_skillcastcancel(bl,1);
  12391. if ( sc->data[type] ) {
  12392. sc_timer_next(1000 + tick);
  12393. }
  12394. map_freeblock_unlock();
  12395. status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
  12396. return 0;
  12397. }
  12398. break;
  12399. case SC_VOICEOFSIREN:
  12400. if( --(sce->val4) >= 0 ) {
  12401. clif_emotion(bl,ET_THROB);
  12402. sc_timer_next(2000 + tick);
  12403. return 0;
  12404. }
  12405. break;
  12406. case SC_DEEPSLEEP:
  12407. if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
  12408. status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
  12409. sc_timer_next(2000 + tick);
  12410. return 0;
  12411. }
  12412. break;
  12413. case SC_SIRCLEOFNATURE:
  12414. if( --(sce->val4) >= 0 ) {
  12415. if( !status_charge(bl,0,sce->val3) )
  12416. break;
  12417. status_heal(bl, sce->val2, 0, 1);
  12418. sc_timer_next(1000 + tick);
  12419. return 0;
  12420. }
  12421. break;
  12422. case SC_SONGOFMANA:
  12423. if( --(sce->val4) >= 0 ) {
  12424. status_heal(bl,0,sce->val3,3);
  12425. sc_timer_next(5000 + tick);
  12426. return 0;
  12427. }
  12428. break;
  12429. case SC_SATURDAYNIGHTFEVER:
  12430. // 1% HP/SP drain every val4 seconds [Jobbie]
  12431. if( --(sce->val3) >= 0 ) {
  12432. if( !status_charge(bl, status->hp / 100, status->sp / 100) )
  12433. break;
  12434. sc_timer_next(sce->val4+tick);
  12435. return 0;
  12436. }
  12437. break;
  12438. case SC_MELODYOFSINK:
  12439. if( --(sce->val4) >= 0 ) {
  12440. status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
  12441. sc_timer_next(1000+tick);
  12442. return 0;
  12443. }
  12444. break;
  12445. case SC_CRYSTALIZE:
  12446. if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
  12447. if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
  12448. break;
  12449. sc_timer_next(1000 + tick);
  12450. return 0;
  12451. }
  12452. break;
  12453. case SC_FORCEOFVANGUARD:
  12454. if( !status_charge(bl,0,24 - 4 * sce->val1) )
  12455. break;
  12456. sc_timer_next(10000 + tick);
  12457. return 0;
  12458. case SC_BANDING:
  12459. if( status_charge(bl, 0, 7 - sce->val1) ) {
  12460. sce->val2 = (sd ? skill_banding_count(sd) : 1);
  12461. sc_timer_next(5000 + tick);
  12462. return 0;
  12463. }
  12464. break;
  12465. case SC_REFLECTDAMAGE:
  12466. if( --(sce->val4) > 0 ) {
  12467. if( !status_charge(bl,0,10) )
  12468. break;
  12469. sc_timer_next(1000 + tick);
  12470. return 0;
  12471. }
  12472. break;
  12473. case SC_OVERHEAT_LIMITPOINT:
  12474. if (--(sce->val1) >= 0) { // Cooling
  12475. int16 limit[] = { 150, 200, 280, 360, 450 };
  12476. uint16 skill_lv = (sd ? pc_checkskill(sd, NC_MAINFRAME) : 0);
  12477. if (sc && sc->data[SC_OVERHEAT])
  12478. status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
  12479. if (sce->val1 > limit[skill_lv])
  12480. sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
  12481. sc_timer_next(1000 + tick);
  12482. return 0;
  12483. }
  12484. break;
  12485. case SC_OVERHEAT: {
  12486. int damage = status->max_hp / 100; // Suggestion 1% each second
  12487. if (damage >= status->hp)
  12488. damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  12489. map_freeblock_lock();
  12490. status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false));
  12491. if (sc->data[type]) {
  12492. sc_timer_next(1000 + tick);
  12493. }
  12494. map_freeblock_unlock();
  12495. return 0;
  12496. }
  12497. break;
  12498. case SC_MAGNETICFIELD:
  12499. if (--(sce->val3) >= 0) {
  12500. struct block_list *src = map_id2bl(sce->val2);
  12501. if (!src || (src && (status_isdead(src) || src->m != bl->m)))
  12502. break;
  12503. if (!status_charge(bl, 0, 50))
  12504. status_zap(bl, 0, status->sp);
  12505. sc_timer_next(1000 + tick);
  12506. return 0;
  12507. }
  12508. break;
  12509. case SC_INSPIRATION:
  12510. if(--(sce->val4) >= 0) {
  12511. int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
  12512. int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
  12513. if( !status_charge(bl,hp,sp) ) break;
  12514. sc_timer_next(5000+tick);
  12515. return 0;
  12516. }
  12517. break;
  12518. case SC_RAISINGDRAGON:
  12519. // 1% every 5 seconds [Jobbie]
  12520. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
  12521. if( !sc->data[type] ) return 0;
  12522. sc_timer_next(5000 + tick);
  12523. return 0;
  12524. }
  12525. break;
  12526. case SC_TROPIC:
  12527. case SC_CHILLY_AIR:
  12528. case SC_WILD_STORM:
  12529. case SC_UPHEAVAL:
  12530. case SC_HEATER:
  12531. case SC_COOLER:
  12532. case SC_BLAST:
  12533. case SC_CURSED_SOIL:
  12534. case SC_PYROTECHNIC:
  12535. case SC_AQUAPLAY:
  12536. case SC_GUST:
  12537. case SC_PETROLOGY:
  12538. case SC_CIRCLE_OF_FIRE:
  12539. case SC_FIRE_CLOAK:
  12540. case SC_WATER_DROP:
  12541. case SC_WATER_SCREEN:
  12542. case SC_WIND_CURTAIN:
  12543. case SC_WIND_STEP:
  12544. case SC_STONE_SHIELD:
  12545. case SC_SOLID_SKIN:
  12546. if( !status_charge(bl,0,sce->val2) ) {
  12547. struct block_list *s_bl = battle_get_master(bl);
  12548. if (bl->type == BL_ELEM)
  12549. elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
  12550. if( s_bl )
  12551. status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
  12552. status_change_end(bl,type,INVALID_TIMER);
  12553. break;
  12554. }
  12555. sc_timer_next(sce->val3 + tick);
  12556. return 0;
  12557. case SC_WATER_SCREEN_OPTION:
  12558. status_heal(bl,1000,0,2);
  12559. sc_timer_next(10000 + tick);
  12560. return 0;
  12561. case SC_TEARGAS:
  12562. if( --(sce->val4) >= 0 ) {
  12563. struct block_list *src = map_id2bl(sce->val3);
  12564. int damage = sce->val2;
  12565. map_freeblock_lock();
  12566. clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
  12567. status_damage(src, bl, damage,0, 0, 1);
  12568. if( sc->data[type] ) {
  12569. sc_timer_next(2000 + tick);
  12570. }
  12571. map_freeblock_unlock();
  12572. return 0;
  12573. }
  12574. break;
  12575. case SC_TEARGAS_SOB:
  12576. if( --(sce->val4) >= 0 ) {
  12577. clif_emotion(bl, ET_CRY);
  12578. sc_timer_next(3000 + tick);
  12579. return 0;
  12580. }
  12581. break;
  12582. case SC_STOMACHACHE:
  12583. if( --(sce->val4) >= 0 ) {
  12584. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  12585. if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
  12586. pc_setsit(sd);
  12587. skill_sit(sd, true);
  12588. clif_sitting(bl);
  12589. }
  12590. sc_timer_next(10000 + tick);
  12591. return 0;
  12592. }
  12593. break;
  12594. case SC_LEADERSHIP:
  12595. case SC_GLORYWOUNDS:
  12596. case SC_SOULCOLD:
  12597. case SC_HAWKEYES:
  12598. // They only end by status_change_end
  12599. sc_timer_next(600000 + tick);
  12600. return 0;
  12601. case SC_MEIKYOUSISUI:
  12602. if( --(sce->val4) >= 0 ) {
  12603. status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
  12604. sc_timer_next(1000 + tick);
  12605. return 0;
  12606. }
  12607. break;
  12608. case SC_KAGEMUSYA:
  12609. if( --(sce->val2) >= 0 ) {
  12610. if(!status_charge(bl, 0, 1)) break;
  12611. sc_timer_next(1000+tick);
  12612. return 0;
  12613. }
  12614. break;
  12615. case SC_ANGRIFFS_MODUS:
  12616. if(--(sce->val4) >= 0) { // Drain hp/sp
  12617. if( !status_charge(bl,100,20) ) break;
  12618. sc_timer_next(1000+tick);
  12619. return 0;
  12620. }
  12621. break;
  12622. case SC_CBC:
  12623. if(--(sce->val4) >= 0) { // Drain hp/sp
  12624. int hp=0;
  12625. int sp = (status->max_sp * sce->val3) / 100;
  12626. if(bl->type == BL_MOB) hp = sp*10;
  12627. if( !status_charge(bl,hp,sp) )break;
  12628. sc_timer_next(1000+tick);
  12629. return 0;
  12630. }
  12631. break;
  12632. case SC_FULL_THROTTLE:
  12633. if( --(sce->val4) >= 0 ) {
  12634. status_percent_damage(bl, bl, 0, sce->val2, false);
  12635. sc_timer_next(1000 + tick);
  12636. return 0;
  12637. }
  12638. break;
  12639. case SC_REBOUND:
  12640. if( --(sce->val4) >= 0 ) {
  12641. clif_emotion(bl, ET_SWEAT);
  12642. sc_timer_next(2000 + tick);
  12643. return 0;
  12644. }
  12645. break;
  12646. case SC_KINGS_GRACE:
  12647. if( --(sce->val4) >= 0 ) {
  12648. status_percent_heal(bl, sce->val2, 0);
  12649. sc_timer_next(1000 + tick);
  12650. return 0;
  12651. }
  12652. break;
  12653. case SC_FRIGG_SONG:
  12654. if( --(sce->val4) >= 0 ) {
  12655. status_heal(bl, sce->val3, 0, 0);
  12656. sc_timer_next(1000 + tick);
  12657. return 0;
  12658. }
  12659. break;
  12660. case SC_C_MARKER:
  12661. if( --(sce->val4) >= 0 ) {
  12662. TBL_PC *caster = map_id2sd(sce->val2);
  12663. if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
  12664. break;
  12665. sc_timer_next(1000 + tick);
  12666. clif_crimson_marker(caster, bl, false);
  12667. return 0;
  12668. }
  12669. break;
  12670. case SC_STEALTHFIELD_MASTER:
  12671. if (--(sce->val4) >= 0) {
  12672. if (!status_charge(bl, 0, status->max_sp * 3 / 100))
  12673. break;
  12674. sc_timer_next(sce->val3 + tick);
  12675. return 0;
  12676. }
  12677. break;
  12678. case SC_VACUUM_EXTREME:
  12679. if (sce->val4) {
  12680. if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
  12681. clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
  12682. clif_fixpos(bl);
  12683. }
  12684. sc_timer_next(tick+sce->val4);
  12685. sce->val4 = 0;
  12686. }
  12687. break;
  12688. case SC_FIRE_INSIGNIA:
  12689. if (--(sce->val4) >= 0) {
  12690. if (status->def_ele == ELE_FIRE)
  12691. status_heal(bl, status->max_hp / 100, 0, 1);
  12692. else if (status->def_ele == ELE_EARTH)
  12693. status_zap(bl, status->max_hp / 100, 0);
  12694. sc_timer_next(5000 + tick);
  12695. return 0;
  12696. }
  12697. break;
  12698. case SC_WATER_INSIGNIA:
  12699. if (--(sce->val4) >= 0) {
  12700. if (status->def_ele == ELE_WATER)
  12701. status_heal(bl, status->max_hp / 100, 0, 1);
  12702. else if (status->def_ele == ELE_FIRE)
  12703. status_zap(bl, status->max_hp / 100, 0);
  12704. sc_timer_next(5000 + tick);
  12705. return 0;
  12706. }
  12707. break;
  12708. case SC_WIND_INSIGNIA:
  12709. if (--(sce->val4) >= 0) {
  12710. if (status->def_ele == ELE_WIND)
  12711. status_heal(bl, status->max_hp / 100, 0, 1);
  12712. else if (status->def_ele == ELE_WATER)
  12713. status_zap(bl, status->max_hp / 100, 0);
  12714. sc_timer_next(5000 + tick);
  12715. return 0;
  12716. }
  12717. break;
  12718. case SC_EARTH_INSIGNIA:
  12719. if (--(sce->val4) >= 0) {
  12720. if (status->def_ele == ELE_EARTH)
  12721. status_heal(bl, status->max_hp / 100, 0, 1);
  12722. else if (status->def_ele == ELE_WIND)
  12723. status_zap(bl, status->max_hp / 100, 0);
  12724. sc_timer_next(5000 + tick);
  12725. return 0;
  12726. }
  12727. break;
  12728. case SC_BITESCAR:
  12729. if (--(sce->val4) >= 0) {
  12730. status_percent_damage(bl, bl, -(sce->val2), 0, 0);
  12731. sc_timer_next(1000 + tick);
  12732. return 0;
  12733. }
  12734. break;
  12735. case SC_FRESHSHRIMP:
  12736. if (--(sce->val4) >= 0) {
  12737. status_heal(bl, sce->val2, 0, 3);
  12738. sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
  12739. return 0;
  12740. }
  12741. break;
  12742. case SC_DORAM_BUF_01:
  12743. if( sd && --(sce->val4) >= 0 ) {
  12744. if( status->hp < status->max_hp )
  12745. status_heal(bl, 10, 0, 2);
  12746. sc_timer_next(10000 + tick);
  12747. return 0;
  12748. }
  12749. break;
  12750. case SC_DORAM_BUF_02:
  12751. if( sd && --(sce->val4) >= 0 ) {
  12752. if( status->sp < status->max_sp )
  12753. status_heal(bl, 0, 5, 2);
  12754. sc_timer_next(10000 + tick);
  12755. return 0;
  12756. }
  12757. break;
  12758. }
  12759. // If status has an interval and there is at least 100ms remaining time, wait for next interval
  12760. if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
  12761. sc_timer_next(min(sce->val4,interval)+tick);
  12762. sce->val4 -= interval;
  12763. if (dounlock)
  12764. map_freeblock_unlock();
  12765. return 0;
  12766. }
  12767. if (dounlock)
  12768. map_freeblock_unlock();
  12769. // Default for all non-handled control paths is to end the status
  12770. return status_change_end( bl,type,tid );
  12771. }
  12772. /**
  12773. * For each iteration of repetitive status
  12774. * @param bl: Object [PC|MOB|HOM|MER|ELEM]
  12775. * @param ap: va_list arguments (src, sce, type, tick)
  12776. */
  12777. int status_change_timer_sub(struct block_list* bl, va_list ap)
  12778. {
  12779. struct status_change* tsc;
  12780. struct block_list* src = va_arg(ap,struct block_list*);
  12781. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  12782. enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
  12783. t_tick tick = va_arg(ap,t_tick);
  12784. if (status_isdead(bl))
  12785. return 0;
  12786. tsc = status_get_sc(bl);
  12787. switch( type ) {
  12788. case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
  12789. case SC_CONCENTRATE:
  12790. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12791. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12792. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12793. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12794. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12795. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
  12796. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12797. break;
  12798. case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
  12799. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
  12800. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
  12801. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  12802. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  12803. status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
  12804. status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
  12805. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  12806. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  12807. }
  12808. if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
  12809. rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
  12810. status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
  12811. if (battle_check_target(src, bl, BCT_ENEMY) > 0)
  12812. skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
  12813. }
  12814. break;
  12815. case SC_SIGHTBLASTER:
  12816. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  12817. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  12818. {
  12819. if (sce) {
  12820. struct skill_unit *su = NULL;
  12821. if(bl->type == BL_SKILL)
  12822. su = (struct skill_unit *)bl;
  12823. if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
  12824. && (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
  12825. sce->val2 = 0; // This signals it to end.
  12826. } else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
  12827. //Remove trap immunity temporarily so it triggers if you still stand on it
  12828. sce->val4++;
  12829. }
  12830. }
  12831. }
  12832. break;
  12833. case SC_TINDER_BREAKER:
  12834. case SC_CLOSECONFINE:{
  12835. enum sc_type type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
  12836. // Lock char has released the hold on everyone...
  12837. if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
  12838. tsc->data[type2]->val2 = 0;
  12839. status_change_end(bl, type2, INVALID_TIMER);
  12840. }
  12841. break;
  12842. }
  12843. case SC_CURSEDCIRCLE_TARGET:
  12844. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
  12845. clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
  12846. status_change_end(bl, type, INVALID_TIMER);
  12847. }
  12848. break;
  12849. }
  12850. return 0;
  12851. }
  12852. /**
  12853. * Clears buffs/debuffs on an object
  12854. * @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
  12855. * @param type: Type to remove
  12856. * SCCB_BUFFS: Clear Buffs
  12857. * SCCB_DEBUFFS: Clear Debuffs
  12858. * SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
  12859. * SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
  12860. * SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
  12861. */
  12862. void status_change_clear_buffs(struct block_list* bl, uint8 type)
  12863. {
  12864. int i;
  12865. struct status_change *sc= status_get_sc(bl);
  12866. if (!sc || !sc->count)
  12867. return;
  12868. if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
  12869. for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
  12870. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  12871. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
  12872. if(!sc->data[i])
  12873. continue;
  12874. switch (i) {
  12875. // Stuff that cannot be removed
  12876. case SC_WEIGHT50:
  12877. case SC_WEIGHT90:
  12878. case SC_COMBO:
  12879. case SC_SMA:
  12880. case SC_DANCING:
  12881. case SC_LEADERSHIP:
  12882. case SC_GLORYWOUNDS:
  12883. case SC_SOULCOLD:
  12884. case SC_HAWKEYES:
  12885. case SC_SAFETYWALL:
  12886. case SC_PNEUMA:
  12887. case SC_NOCHAT:
  12888. case SC_JAILED:
  12889. case SC_ANKLE:
  12890. case SC_BLADESTOP:
  12891. case SC_STRFOOD:
  12892. case SC_AGIFOOD:
  12893. case SC_VITFOOD:
  12894. case SC_INTFOOD:
  12895. case SC_DEXFOOD:
  12896. case SC_LUKFOOD:
  12897. case SC_FLEEFOOD:
  12898. case SC_HITFOOD:
  12899. case SC_CRIFOOD:
  12900. case SC_BATKFOOD:
  12901. case SC_WATKFOOD:
  12902. case SC_MATKFOOD:
  12903. case SC_FOOD_STR_CASH:
  12904. case SC_FOOD_AGI_CASH:
  12905. case SC_FOOD_VIT_CASH:
  12906. case SC_FOOD_DEX_CASH:
  12907. case SC_FOOD_INT_CASH:
  12908. case SC_FOOD_LUK_CASH:
  12909. case SC_EXPBOOST:
  12910. case SC_JEXPBOOST:
  12911. case SC_ITEMBOOST:
  12912. case SC__MANHOLE:
  12913. case SC_GIANTGROWTH:
  12914. case SC_MILLENNIUMSHIELD:
  12915. case SC_REFRESH:
  12916. case SC_STONEHARDSKIN:
  12917. case SC_VITALITYACTIVATION:
  12918. case SC_FIGHTINGSPIRIT:
  12919. case SC_ABUNDANCE:
  12920. case SC_CRUSHSTRIKE:
  12921. case SC_SAVAGE_STEAK:
  12922. case SC_COCKTAIL_WARG_BLOOD:
  12923. case SC_MINOR_BBQ:
  12924. case SC_SIROMA_ICE_TEA:
  12925. case SC_DROCERA_HERB_STEAMED:
  12926. case SC_PUTTI_TAILS_NOODLES:
  12927. case SC_CURSEDCIRCLE_ATKER:
  12928. case SC_CURSEDCIRCLE_TARGET:
  12929. case SC_PUSH_CART:
  12930. case SC_ALL_RIDING:
  12931. case SC_STYLE_CHANGE:
  12932. case SC_MONSTER_TRANSFORM:
  12933. case SC_ACTIVE_MONSTER_TRANSFORM:
  12934. case SC_MTF_ASPD:
  12935. case SC_MTF_RANGEATK:
  12936. case SC_MTF_MATK:
  12937. case SC_MTF_MLEATKED:
  12938. case SC_MTF_CRIDAMAGE:
  12939. case SC_QUEST_BUFF1:
  12940. case SC_QUEST_BUFF2:
  12941. case SC_QUEST_BUFF3:
  12942. case SC_MTF_ASPD2:
  12943. case SC_MTF_RANGEATK2:
  12944. case SC_MTF_MATK2:
  12945. case SC_2011RWC_SCROLL:
  12946. case SC_JP_EVENT04:
  12947. case SC_MTF_MHP:
  12948. case SC_MTF_MSP:
  12949. case SC_MTF_PUMPKIN:
  12950. case SC_MTF_HITFLEE:
  12951. case SC_ATTHASTE_CASH:
  12952. case SC_REUSE_REFRESH:
  12953. case SC_REUSE_LIMIT_A:
  12954. case SC_REUSE_LIMIT_B:
  12955. case SC_REUSE_LIMIT_C:
  12956. case SC_REUSE_LIMIT_D:
  12957. case SC_REUSE_LIMIT_E:
  12958. case SC_REUSE_LIMIT_F:
  12959. case SC_REUSE_LIMIT_G:
  12960. case SC_REUSE_LIMIT_H:
  12961. case SC_REUSE_LIMIT_MTF:
  12962. case SC_REUSE_LIMIT_ECL:
  12963. case SC_REUSE_LIMIT_RECALL:
  12964. case SC_REUSE_LIMIT_ASPD_POTION:
  12965. case SC_REUSE_MILLENNIUMSHIELD:
  12966. case SC_REUSE_CRUSHSTRIKE:
  12967. case SC_REUSE_STORMBLAST:
  12968. case SC_ALL_RIDING_REUSE_LIMIT:
  12969. case SC_SPRITEMABLE:
  12970. case SC_BITESCAR:
  12971. case SC_DORAM_BUF_01:
  12972. case SC_DORAM_BUF_02:
  12973. case SC_GEFFEN_MAGIC1:
  12974. case SC_GEFFEN_MAGIC2:
  12975. case SC_GEFFEN_MAGIC3:
  12976. case SC_LHZ_DUN_N1:
  12977. case SC_LHZ_DUN_N2:
  12978. case SC_LHZ_DUN_N3:
  12979. case SC_LHZ_DUN_N4:
  12980. // Clans
  12981. case SC_CLAN_INFO:
  12982. case SC_SWORDCLAN:
  12983. case SC_ARCWANDCLAN:
  12984. case SC_GOLDENMACECLAN:
  12985. case SC_CROSSBOWCLAN:
  12986. case SC_JUMPINGCLAN:
  12987. // RODEX
  12988. case SC_DAILYSENDMAILCNT:
  12989. // Costumes
  12990. case SC_MOONSTAR:
  12991. case SC_SUPER_STAR:
  12992. case SC_STRANGELIGHTS:
  12993. case SC_DECORATION_OF_MUSIC:
  12994. case SC_LJOSALFAR:
  12995. case SC_MERMAID_LONGING:
  12996. case SC_HAT_EFFECT:
  12997. case SC_FLOWERSMOKE:
  12998. case SC_FSTONE:
  12999. case SC_HAPPINESS_STAR:
  13000. case SC_MAPLE_FALLS:
  13001. case SC_TIME_ACCESSORY:
  13002. case SC_MAGICAL_FEATHER:
  13003. continue;
  13004. // Chemical Protection is only removed by some skills
  13005. case SC_CP_WEAPON:
  13006. case SC_CP_SHIELD:
  13007. case SC_CP_ARMOR:
  13008. case SC_CP_HELM:
  13009. if(!(type&SCCB_CHEM_PROTECT))
  13010. continue;
  13011. break;
  13012. // Debuffs that can be removed.
  13013. case SC_DEEPSLEEP:
  13014. case SC_BURNING:
  13015. case SC_FREEZING:
  13016. case SC_CRYSTALIZE:
  13017. case SC_TOXIN:
  13018. case SC_PARALYSE:
  13019. case SC_VENOMBLEED:
  13020. case SC_MAGICMUSHROOM:
  13021. case SC_DEATHHURT:
  13022. case SC_PYREXIA:
  13023. case SC_OBLIVIONCURSE:
  13024. case SC_LEECHESEND:
  13025. case SC_MARSHOFABYSS:
  13026. case SC_MANDRAGORA:
  13027. if(!(type&SCCB_REFRESH))
  13028. continue;
  13029. break;
  13030. case SC_HALLUCINATION:
  13031. case SC_QUAGMIRE:
  13032. case SC_SIGNUMCRUCIS:
  13033. case SC_DECREASEAGI:
  13034. case SC_SLOWDOWN:
  13035. case SC_MINDBREAKER:
  13036. case SC_WINKCHARM:
  13037. case SC_STOP:
  13038. case SC_ORCISH:
  13039. case SC_STRIPWEAPON:
  13040. case SC_STRIPSHIELD:
  13041. case SC_STRIPARMOR:
  13042. case SC_STRIPHELM:
  13043. case SC_BITE:
  13044. case SC_ADORAMUS:
  13045. case SC_VACUUM_EXTREME:
  13046. case SC_FEAR:
  13047. case SC_MAGNETICFIELD:
  13048. case SC_NETHERWORLD:
  13049. if (!(type&SCCB_DEBUFFS))
  13050. continue;
  13051. break;
  13052. // The rest are buffs that can be removed.
  13053. case SC_BERSERK:
  13054. case SC_SATURDAYNIGHTFEVER:
  13055. if (!(type&SCCB_BUFFS))
  13056. continue;
  13057. sc->data[i]->val2 = 0;
  13058. break;
  13059. default:
  13060. if (!(type&SCCB_BUFFS))
  13061. continue;
  13062. break;
  13063. }
  13064. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13065. }
  13066. //Removes bonus_script
  13067. if (bl->type == BL_PC) {
  13068. i = 0;
  13069. if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
  13070. if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
  13071. if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
  13072. if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
  13073. pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
  13074. }
  13075. // Cleaning all extras vars
  13076. sc->comet_x = 0;
  13077. sc->comet_y = 0;
  13078. #ifndef RENEWAL
  13079. sc->sg_counter = 0;
  13080. #endif
  13081. sc->bs_counter = 0;
  13082. return;
  13083. }
  13084. /**
  13085. * Infect a user with status effects (SC_DEADLYINFECT)
  13086. * @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
  13087. * @param bl: Object to change
  13088. * @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
  13089. * @return 1: Success 0: Fail
  13090. */
  13091. int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
  13092. {
  13093. int i, flag = 0;
  13094. struct status_change *sc = status_get_sc(src);
  13095. const struct TimerData *timer = NULL;
  13096. t_tick tick;
  13097. struct status_change_data data;
  13098. if( !sc || !sc->count )
  13099. return 0;
  13100. tick = gettick();
  13101. // Status Immunity resistance
  13102. if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
  13103. return 0;
  13104. for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
  13105. if( !sc->data[i] || i == SC_COMMON_MAX )
  13106. continue;
  13107. if (sc->data[i]->timer != INVALID_TIMER) {
  13108. timer = get_timer(sc->data[i]->timer);
  13109. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
  13110. continue;
  13111. }
  13112. switch( i ) {
  13113. // Debuffs that can be spread.
  13114. // NOTE: We'll add/delete SCs when we are able to confirm it.
  13115. case SC_DEATHHURT:
  13116. case SC_PARALYSE:
  13117. if (type)
  13118. continue;
  13119. case SC_CURSE:
  13120. case SC_SILENCE:
  13121. case SC_CONFUSION:
  13122. case SC_BLIND:
  13123. case SC_HALLUCINATION:
  13124. case SC_SIGNUMCRUCIS:
  13125. case SC_DECREASEAGI:
  13126. //case SC_SLOWDOWN:
  13127. //case SC_MINDBREAKER:
  13128. //case SC_WINKCHARM:
  13129. //case SC_STOP:
  13130. case SC_ORCISH:
  13131. //case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
  13132. //case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
  13133. //case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
  13134. //case SC_STRIPHELM:
  13135. //case SC__STRIPACCESSORY:
  13136. //case SC_BITE:
  13137. case SC_FEAR:
  13138. case SC_FREEZING:
  13139. case SC_VENOMBLEED:
  13140. if (sc->data[i]->timer != INVALID_TIMER)
  13141. data.tick = DIFF_TICK(timer->tick, tick);
  13142. else
  13143. data.tick = INFINITE_TICK;
  13144. break;
  13145. // Special cases
  13146. case SC_TOXIN:
  13147. case SC_MAGICMUSHROOM:
  13148. case SC_PYREXIA:
  13149. case SC_LEECHESEND:
  13150. if (type)
  13151. continue;
  13152. case SC_POISON:
  13153. case SC_DPOISON:
  13154. case SC_BLEEDING:
  13155. case SC_BURNING:
  13156. if (sc->data[i]->timer != INVALID_TIMER)
  13157. data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
  13158. else
  13159. data.tick = INFINITE_TICK;
  13160. break;
  13161. default:
  13162. continue;
  13163. }
  13164. if( i ) {
  13165. data.val1 = sc->data[i]->val1;
  13166. data.val2 = sc->data[i]->val2;
  13167. data.val3 = sc->data[i]->val3;
  13168. data.val4 = sc->data[i]->val4;
  13169. 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);
  13170. flag = 1;
  13171. }
  13172. }
  13173. return flag;
  13174. }
  13175. /**
  13176. * Applying natural heal bonuses (sit, skill, homun, etc...)
  13177. * TODO: the va_list doesn't seem to be used, safe to remove?
  13178. * @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
  13179. * @param args: va_list arguments
  13180. * @return which regeneration bonuses have been applied (flag)
  13181. */
  13182. static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
  13183. static int status_natural_heal(struct block_list* bl, va_list args)
  13184. {
  13185. struct regen_data *regen;
  13186. struct status_data *status;
  13187. struct status_change *sc;
  13188. struct unit_data *ud;
  13189. struct view_data *vd = NULL;
  13190. struct regen_data_sub *sregen;
  13191. struct map_session_data *sd;
  13192. int rate, multi = 1, flag;
  13193. regen = status_get_regen_data(bl);
  13194. if (!regen)
  13195. return 0;
  13196. status = status_get_status_data(bl);
  13197. sc = status_get_sc(bl);
  13198. if (sc && !sc->count)
  13199. sc = NULL;
  13200. sd = BL_CAST(BL_PC,bl);
  13201. flag = regen->flag;
  13202. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  13203. flag &= ~(RGN_HP|RGN_SHP);
  13204. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  13205. flag &= ~(RGN_SP|RGN_SSP);
  13206. if (flag && (
  13207. status_isdead(bl) ||
  13208. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
  13209. ))
  13210. flag = RGN_NONE;
  13211. if (sd) {
  13212. if (sd->hp_loss.value || sd->sp_loss.value)
  13213. pc_bleeding(sd, natural_heal_diff_tick);
  13214. if (sd->hp_regen.value || sd->sp_regen.value)
  13215. pc_regen(sd, natural_heal_diff_tick);
  13216. }
  13217. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  13218. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  13219. { // Apply sitting regen bonus.
  13220. sregen = regen->ssregen;
  13221. if(flag&(RGN_SHP)) { // Sitting HP regen
  13222. rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13223. if (regen->state.overweight)
  13224. rate >>= 1; // Half as fast when overweight.
  13225. sregen->tick.hp += rate;
  13226. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13227. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13228. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
  13229. flag &= ~(RGN_HP|RGN_SHP);
  13230. break;
  13231. }
  13232. }
  13233. }
  13234. if(flag&(RGN_SSP)) { // Sitting SP regen
  13235. rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
  13236. if (regen->state.overweight)
  13237. rate >>= 1; // Half as fast when overweight.
  13238. sregen->tick.sp += rate;
  13239. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13240. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13241. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
  13242. flag &= ~(RGN_SP|RGN_SSP);
  13243. break;
  13244. }
  13245. }
  13246. }
  13247. }
  13248. if (flag && regen->state.overweight)
  13249. flag = RGN_NONE;
  13250. ud = unit_bl2ud(bl);
  13251. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
  13252. flag &= ~(RGN_SHP|RGN_SSP);
  13253. if(!regen->state.walk)
  13254. flag &= ~RGN_HP;
  13255. }
  13256. if (!flag)
  13257. return 0;
  13258. if (flag&(RGN_HP|RGN_SP)) {
  13259. if(!vd)
  13260. vd = status_get_viewdata(bl);
  13261. if(vd && vd->dead_sit == 2)
  13262. multi += 1; //This causes the interval to be halved
  13263. if(regen->state.gc)
  13264. multi += 1; //This causes the interval to be halved
  13265. }
  13266. // Natural Hp regen
  13267. if (flag&RGN_HP) {
  13268. rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
  13269. if (ud && ud->walktimer != INVALID_TIMER)
  13270. rate /= 2;
  13271. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  13272. if(bl->type == BL_HOM)
  13273. rate *= 2;
  13274. regen->tick.hp += rate;
  13275. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
  13276. int val = 0;
  13277. do {
  13278. val += regen->hp;
  13279. regen->tick.hp -= battle_config.natural_healhp_interval;
  13280. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  13281. if (status_heal(bl, val, 0, 1) < val)
  13282. flag &= ~RGN_SHP; // Full.
  13283. }
  13284. }
  13285. // Natural SP regen
  13286. if(flag&RGN_SP) {
  13287. rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
  13288. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  13289. if(bl->type==BL_HOM)
  13290. rate *= 2;
  13291. #ifdef RENEWAL
  13292. if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  13293. sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
  13294. rate /= 2; // Tick is doubled in Fury state
  13295. #endif
  13296. regen->tick.sp += rate;
  13297. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
  13298. int val = 0;
  13299. do {
  13300. val += regen->sp;
  13301. regen->tick.sp -= battle_config.natural_healsp_interval;
  13302. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  13303. if (status_heal(bl, 0, val, 1) < val)
  13304. flag &= ~RGN_SSP; // full.
  13305. }
  13306. }
  13307. if (!regen->sregen)
  13308. return flag;
  13309. // Skill regen
  13310. sregen = regen->sregen;
  13311. if(flag&RGN_SHP) { // Skill HP regen
  13312. sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
  13313. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13314. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  13315. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  13316. break; // Full
  13317. }
  13318. }
  13319. if(flag&RGN_SSP) { // Skill SP regen
  13320. sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
  13321. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
  13322. int val = sregen->sp;
  13323. if (sd && sd->state.doridori) {
  13324. val *= 2;
  13325. sd->state.doridori = 0;
  13326. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  13327. sc_start(bl,bl,status_skill2sc(TK_SPTIME),
  13328. 100,rate,skill_get_time(TK_SPTIME, rate));
  13329. if (
  13330. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  13331. rnd()%10000 < battle_config.sg_angel_skill_ratio
  13332. ) { // Angel of the Sun/Moon/Star
  13333. clif_feel_hate_reset(sd);
  13334. pc_resethate(sd);
  13335. pc_resetfeel(sd);
  13336. }
  13337. }
  13338. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  13339. if(status_heal(bl, 0, val, 3) < val)
  13340. break; // Full
  13341. }
  13342. }
  13343. return flag;
  13344. }
  13345. /**
  13346. * Natural heal main timer
  13347. * @param tid: Timer ID
  13348. * @param tick: Current tick (time)
  13349. * @param id: Object ID to heal
  13350. * @param data: data pushed through timer function
  13351. * @return 0
  13352. */
  13353. static TIMER_FUNC(status_natural_heal_timer){
  13354. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  13355. map_foreachregen(status_natural_heal);
  13356. natural_heal_prev_tick = tick;
  13357. return 0;
  13358. }
  13359. /**
  13360. * Get the chance to upgrade a piece of equipment
  13361. * @param wlv: The weapon type of the item to refine (see see enum refine_type)
  13362. * @param refine: The target's refine level
  13363. * @return The chance to refine the item, in percent (0~100)
  13364. */
  13365. int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
  13366. {
  13367. if ( refine < 0 || refine >= MAX_REFINE)
  13368. return 0;
  13369. int type = enriched ? 1 : 0;
  13370. if (battle_config.event_refine_chance)
  13371. type |= 2;
  13372. return refine_info[wlv].chance[type][refine];
  13373. }
  13374. /**
  13375. * Check if status is disabled on a map
  13376. * @param type: Status Change data
  13377. * @param mapIsVS: If the map is a map_flag_vs type
  13378. * @param mapisPVP: If the map is a PvP type
  13379. * @param mapIsGVG: If the map is a map_flag_gvg type
  13380. * @param mapIsBG: If the map is a Battleground type
  13381. * @param mapZone: Map Zone type
  13382. * @param mapIsTE: If the map us WOE TE
  13383. * @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
  13384. */
  13385. static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
  13386. {
  13387. if (type <= SC_NONE || type >= SC_MAX)
  13388. return false;
  13389. if ((!mapIsVS && SCDisabled[type]&1) ||
  13390. (mapIsPVP && SCDisabled[type]&2) ||
  13391. (mapIsGVG && SCDisabled[type]&4) ||
  13392. (mapIsBG && SCDisabled[type]&8) ||
  13393. (mapIsTE && SCDisabled[type]&16) ||
  13394. (SCDisabled[type]&(mapZone)))
  13395. {
  13396. return true;
  13397. }
  13398. return false;
  13399. }
  13400. /**
  13401. * Clear a status if it is disabled on a map
  13402. * @param bl: Block list data
  13403. * @param sc: Status Change data
  13404. */
  13405. void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
  13406. {
  13407. nullpo_retv(bl);
  13408. if (sc && sc->count) {
  13409. struct map_data *mapdata = map_getmapdata(bl->m);
  13410. unsigned short i;
  13411. bool mapIsVS = mapdata_flag_vs2(mapdata);
  13412. bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
  13413. bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
  13414. bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
  13415. bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
  13416. unsigned int mapZone = mapdata->zone << 3;
  13417. for (i = 0; i < SC_MAX; i++) {
  13418. if (!sc->data[i] || !SCDisabled[i])
  13419. continue;
  13420. if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapZone, mapIsTE))
  13421. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  13422. }
  13423. }
  13424. }
  13425. /**
  13426. * Read status_disabled.txt file
  13427. * @param str: Fields passed from sv_readdb
  13428. * @param columns: Columns passed from sv_readdb function call
  13429. * @param current: Current row being read into SCDisabled array
  13430. * @return True - Successfully stored, False - Invalid SC
  13431. */
  13432. static bool status_readdb_status_disabled(char **str, int columns, int current)
  13433. {
  13434. int type = SC_NONE;
  13435. if (ISDIGIT(str[0][0]))
  13436. type = atoi(str[0]);
  13437. else {
  13438. if (!script_get_constant(str[0],&type))
  13439. type = SC_NONE;
  13440. }
  13441. if (type <= SC_NONE || type >= SC_MAX) {
  13442. ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
  13443. return false;
  13444. }
  13445. SCDisabled[type] = (unsigned int)atol(str[1]);
  13446. return true;
  13447. }
  13448. /**
  13449. * Read sizefix database for attack calculations
  13450. * @param fields: Fields passed from sv_readdb
  13451. * @param columns: Columns passed from sv_readdb function call
  13452. * @param current: Current row being read into atkmods array
  13453. * @return True
  13454. */
  13455. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  13456. {
  13457. unsigned int i;
  13458. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  13459. atkmods[current][i] = atoi(fields[i]);
  13460. return true;
  13461. }
  13462. /**
  13463. * Reads and parses an entry from the refine_db
  13464. * @param node: The YAML node containing the entry
  13465. * @param refine_info_index: The sequential index of the current entry
  13466. * @param file_name: File name for displaying only
  13467. * @return True on success or false on failure
  13468. */
  13469. static bool status_yaml_readdb_refine_sub(const YAML::Node &node, int refine_info_index, const std::string &file_name) {
  13470. if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
  13471. return false;
  13472. int bonus_per_level = node["StatsPerLevel"].as<int>();
  13473. int random_bonus_start_level = node["RandomBonusStartLevel"].as<int>();
  13474. int random_bonus = node["RandomBonusValue"].as<int>();
  13475. if (file_name.find("import") != std::string::npos) { // Import file, reset refine bonus before calculation
  13476. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13477. refine_info[refine_info_index].bonus[refine_level] = 0;
  13478. }
  13479. const YAML::Node &costs = node["Costs"];
  13480. for (const auto costit : costs) {
  13481. const YAML::Node &type = costit;
  13482. int idx = 0, price;
  13483. unsigned short material;
  13484. const std::string keys[] = { "Type", "Price", "Material" };
  13485. for (int i = 0; i < ARRAYLENGTH(keys); i++) {
  13486. if (!type[keys[i]].IsDefined())
  13487. ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", keys[i].c_str(), file_name.c_str());
  13488. }
  13489. std::string refine_cost_const = type["Type"].as<std::string>();
  13490. if (ISDIGIT(refine_cost_const[0]))
  13491. idx = atoi(refine_cost_const.c_str());
  13492. else
  13493. script_get_constant(refine_cost_const.c_str(), &idx);
  13494. price = type["Price"].as<int>();
  13495. material = type["Material"].as<uint16>();
  13496. refine_info[refine_info_index].cost[idx].nameid = material;
  13497. refine_info[refine_info_index].cost[idx].zeny = price;
  13498. }
  13499. const YAML::Node &rates = node["Rates"];
  13500. for (const auto rateit : rates) {
  13501. const YAML::Node &level = rateit;
  13502. int refine_level = level["Level"].as<int>() - 1;
  13503. if (refine_level >= MAX_REFINE)
  13504. continue;
  13505. if (level["NormalChance"].IsDefined())
  13506. refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = level["NormalChance"].as<int>();
  13507. if (level["EnrichedChance"].IsDefined())
  13508. refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = level["EnrichedChance"].as<int>();
  13509. if (level["EventNormalChance"].IsDefined())
  13510. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = level["EventNormalChance"].as<int>();
  13511. if (level["EventEnrichedChance"].IsDefined())
  13512. refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = level["EventEnrichedChance"].as<int>();
  13513. if (level["Bonus"].IsDefined())
  13514. refine_info[refine_info_index].bonus[refine_level] = level["Bonus"].as<int>();
  13515. if (refine_level >= random_bonus_start_level - 1)
  13516. refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
  13517. }
  13518. for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
  13519. refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
  13520. return true;
  13521. }
  13522. /**
  13523. * Loads refine values from the refine_db
  13524. * @param directory: Location of refine_db file
  13525. * @param file: File name
  13526. */
  13527. static void status_yaml_readdb_refine(const std::string &directory, const std::string &file) {
  13528. int count = 0;
  13529. const std::string labels[] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
  13530. const std::string current_file = directory + "/" + file;
  13531. YAML::Node config;
  13532. try {
  13533. config = YAML::LoadFile(current_file);
  13534. }
  13535. catch (...) {
  13536. ShowError("Failed to read '" CL_WHITE "%s" CL_RESET "'.\n", current_file.c_str());
  13537. return;
  13538. }
  13539. for (int i = 0; i < ARRAYLENGTH(labels); i++) {
  13540. const YAML::Node &node = config[labels[i]];
  13541. if (node.IsDefined() && status_yaml_readdb_refine_sub(node, i, current_file))
  13542. count++;
  13543. }
  13544. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, current_file.c_str());
  13545. }
  13546. /**
  13547. * Returns refine cost (zeny or item) for a weapon level.
  13548. * @param weapon_lv Weapon level
  13549. * @param type Refine type (can be retrieved from refine_cost_type enum)
  13550. * @param what true = returns zeny, false = returns item id
  13551. * @return Refine cost for a weapon level
  13552. */
  13553. int status_get_refine_cost(int weapon_lv, int type, bool what) {
  13554. return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
  13555. }
  13556. /**
  13557. * Read attribute fix database for attack calculations
  13558. * Function stores information in the attr_fix_table
  13559. * @return True
  13560. */
  13561. static bool status_readdb_attrfix(const char *basedir,bool silent)
  13562. {
  13563. FILE *fp;
  13564. char line[512], path[512];
  13565. int entries = 0;
  13566. sprintf(path, "%s/attr_fix.txt", basedir);
  13567. fp = fopen(path,"r");
  13568. if (fp == NULL) {
  13569. if (silent==0)
  13570. ShowError("Can't read %s\n", path);
  13571. return 1;
  13572. }
  13573. while (fgets(line, sizeof(line), fp)) {
  13574. int lv, i, j;
  13575. if (line[0] == '/' && line[1] == '/')
  13576. continue;
  13577. lv = atoi(line);
  13578. if (!CHK_ELEMENT_LEVEL(lv))
  13579. continue;
  13580. for (i = 0; i < ELE_ALL;) {
  13581. char *p;
  13582. if (!fgets(line, sizeof(line), fp))
  13583. break;
  13584. if (line[0]=='/' && line[1]=='/')
  13585. continue;
  13586. for (j = 0, p = line; j < ELE_ALL && p; j++) {
  13587. while (*p == 32) //skipping space (32=' ')
  13588. p++;
  13589. //TODO seem unsafe to continue without check
  13590. attr_fix_table[lv-1][i][j] = atoi(p);
  13591. p = strchr(p,',');
  13592. if(p)
  13593. *p++=0;
  13594. }
  13595. i++;
  13596. }
  13597. entries++;
  13598. }
  13599. fclose(fp);
  13600. ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
  13601. return true;
  13602. }
  13603. /**
  13604. * Sets defaults in tables and starts read db functions
  13605. * sv_readdb reads the file, outputting the information line-by-line to
  13606. * previous functions above, separating information by delimiter
  13607. * DBs being read:
  13608. * attr_fix.txt: Attribute adjustment table for attacks
  13609. * size_fix.txt: Size adjustment table for weapons
  13610. * refine_db.txt: Refining data table
  13611. * @return 0
  13612. */
  13613. int status_readdb(void)
  13614. {
  13615. int i, j, k;
  13616. const char* dbsubpath[] = {
  13617. "",
  13618. "/" DBIMPORT,
  13619. //add other path here
  13620. };
  13621. // Initialize databases to default
  13622. memset(SCDisabled, 0, sizeof(SCDisabled));
  13623. // size_fix.txt
  13624. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  13625. for(j=0;j<MAX_WEAPON_TYPE;j++)
  13626. atkmods[i][j]=100;
  13627. // refine_db.yml
  13628. for(i=0;i<ARRAYLENGTH(refine_info);i++)
  13629. {
  13630. memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
  13631. for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
  13632. for(k=0;k<MAX_REFINE; k++)
  13633. {
  13634. refine_info[i].chance[j][k] = 100;
  13635. refine_info[i].bonus[k] = 0;
  13636. refine_info[i].randombonus_max[k] = 0;
  13637. }
  13638. }
  13639. // attr_fix.txt
  13640. for(i=0;i<MAX_ELE_LEVEL;i++)
  13641. for(j=0;j<ELE_ALL;j++)
  13642. for(k=0;k<ELE_ALL;k++)
  13643. attr_fix_table[i][j][k]=100;
  13644. // read databases
  13645. // path,filename,separator,mincol,maxcol,maxrow,func_parsor
  13646. for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
  13647. size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
  13648. size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
  13649. char* dbsubpath1 = (char*)aMalloc(n1+1);
  13650. char* dbsubpath2 = (char*)aMalloc(n2+1);
  13651. if(i==0) {
  13652. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13653. safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
  13654. }
  13655. else {
  13656. safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
  13657. safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
  13658. }
  13659. status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
  13660. sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
  13661. sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i > 0);
  13662. status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
  13663. aFree(dbsubpath1);
  13664. aFree(dbsubpath2);
  13665. }
  13666. return 0;
  13667. }
  13668. /**
  13669. * Status db init and destroy.
  13670. */
  13671. int do_init_status(void)
  13672. {
  13673. add_timer_func_list(status_change_timer,"status_change_timer");
  13674. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  13675. initChangeTables();
  13676. initDummyData();
  13677. status_readdb();
  13678. natural_heal_prev_tick = gettick();
  13679. sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
  13680. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  13681. return 0;
  13682. }
  13683. void do_final_status(void)
  13684. {
  13685. ers_destroy(sc_data_ers);
  13686. }