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authorshennetsind <ind@henn.et>2013-10-21 04:24:39 -0200
committershennetsind <ind@henn.et>2013-10-21 04:24:39 -0200
commitfb7c7c46a893e4b8ee8f94ae7be38735c9df3e0d (patch)
tree0f81885d88fd3de80cbe503db3184e02b074e1eb
parentffe24e0c6a144011b7eb3287130d0c577e4c04a3 (diff)
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Minor identation fixes on status_change_start
Signed-off-by: shennetsind <ind@henn.et>
-rw-r--r--src/map/status.c4696
1 files changed, 2348 insertions, 2348 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 8a2ac7cd6..30728a8fd 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -6497,46 +6497,46 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
return 0; // Immune to status ailements
switch( type ) {
- case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
- case SC_DEC_AGI:
- case SC_BURNING:
- case SC_FROSTMISTY:
+ case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
+ case SC_DEC_AGI:
+ case SC_BURNING:
+ case SC_FROSTMISTY:
//case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
- case SC_MARSHOFABYSS:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC_COLD: ////08/31/2011 - Class Balance Changes
- case SC_DEEP_SLEEP:
- case SC_MANDRAGORA:
- return 0;
+ case SC_MARSHOFABYSS:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC_COLD: ////08/31/2011 - Class Balance Changes
+ case SC_DEEP_SLEEP:
+ case SC_MANDRAGORA:
+ return 0;
}
} else if( sc->data[SC_INSPIRATION] ) {
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
return 0; // Immune to status ailements
switch( type ) {
- case SC_DEEP_SLEEP:
- case SC_SATURDAY_NIGHT_FEVER:
- case SC_PYREXIA:
- case SC_DEATHHURT:
- case SC_MAGICMUSHROOM:
- case SC_VENOMBLEED:
- case SC_TOXIN:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- case SC__BODYPAINT:
- case SC__IGNORANCE:
- return 0;
+ case SC_DEEP_SLEEP:
+ case SC_SATURDAY_NIGHT_FEVER:
+ case SC_PYREXIA:
+ case SC_DEATHHURT:
+ case SC_MAGICMUSHROOM:
+ case SC_VENOMBLEED:
+ case SC_TOXIN:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ case SC__BODYPAINT:
+ case SC__IGNORANCE:
+ return 0;
}
}
@@ -6551,292 +6551,292 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
undead_flag = battle->check_undead(st->race,st->def_ele);
//Check for inmunities / sc fails
switch (type) {
- case SC_DRUMBATTLE:
- case SC_NIBELUNGEN:
- case SC_INTOABYSS:
- case SC_SIEGFRIED:
- if( bl->type == BL_PC) {
- struct map_session_data *sd = BL_CAST(BL_PC,bl);
- if (!sd->status.party_id) return 0;
- }
- break;
- case SC_ANGRIFFS_MODUS:
- case SC_GOLDENE_FERSE:
- if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
- || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
- )
- return 0;
- case SC_STONE:
- if(sc->data[SC_POWER_OF_GAIA])
- return 0;
- case SC_FREEZE:
- //Undead are immune to Freeze/Stone
- if (undead_flag && !(flag&1))
- return 0;
- case SC_DEEP_SLEEP:
- case SC_SLEEP:
- case SC_STUN:
- case SC_FROSTMISTY:
- case SC_COLD:
- if (sc->opt1)
- return 0; //Cannot override other opt1 status changes. [Skotlex]
- if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
- return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
- break;
+ case SC_DRUMBATTLE:
+ case SC_NIBELUNGEN:
+ case SC_INTOABYSS:
+ case SC_SIEGFRIED:
+ if( bl->type == BL_PC) {
+ struct map_session_data *sd = BL_CAST(BL_PC,bl);
+ if (!sd->status.party_id) return 0;
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ case SC_GOLDENE_FERSE:
+ if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
+ || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
+ )
+ return 0;
+ case SC_STONE:
+ if(sc->data[SC_POWER_OF_GAIA])
+ return 0;
+ case SC_FREEZE:
+ //Undead are immune to Freeze/Stone
+ if (undead_flag && !(flag&1))
+ return 0;
+ case SC_DEEP_SLEEP:
+ case SC_SLEEP:
+ case SC_STUN:
+ case SC_FROSTMISTY:
+ case SC_COLD:
+ if (sc->opt1)
+ return 0; //Cannot override other opt1 status changes. [Skotlex]
+ if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
+ return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
+ break;
- //There all like berserk, do not everlap each other
- case SC_BERSERK:
- if( sc->data[SC__BLOODYLUST] || sc->data[SC_SATURDAY_NIGHT_FEVER] )
- return 0;
- break;
+ //There all like berserk, do not everlap each other
+ case SC_BERSERK:
+ if( sc->data[SC__BLOODYLUST] || sc->data[SC_SATURDAY_NIGHT_FEVER] )
+ return 0;
+ break;
- case SC_BURNING:
- if(sc->opt1 || sc->data[SC_FROSTMISTY])
- return 0;
- break;
+ case SC_BURNING:
+ if(sc->opt1 || sc->data[SC_FROSTMISTY])
+ return 0;
+ break;
- case SC_CRUCIS:
- //Only affects demons and undead element (but not players)
- if((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
- return 0;
- break;
- case SC_LEXAETERNA:
- if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
- return 0;
- break;
- case SC_KYRIE:
- if (bl->type == BL_MOB)
- return 0;
- break;
- case SC_OVERTHRUST:
- if (sc->data[SC_OVERTHRUSTMAX])
- return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
- case SC_OVERTHRUSTMAX:
- if( sc->option&OPTION_MADOGEAR )
- return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
- break;
- case SC_ADRENALINE:
- if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
- return 0;
- if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DEC_AGI] ||
- sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
+ case SC_CRUCIS:
+ //Only affects demons and undead element (but not players)
+ if((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
+ return 0;
+ break;
+ case SC_LEXAETERNA:
+ if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
+ return 0;
+ break;
+ case SC_KYRIE:
+ if (bl->type == BL_MOB)
+ return 0;
+ break;
+ case SC_OVERTHRUST:
+ if (sc->data[SC_OVERTHRUSTMAX])
+ return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
+ case SC_OVERTHRUSTMAX:
+ if( sc->option&OPTION_MADOGEAR )
+ return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
+ break;
+ case SC_ADRENALINE:
+ if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DEC_AGI] ||
+ sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
+ )
+ return 0;
+ break;
+ case SC_ADRENALINE2:
+ if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DEC_AGI]
)
- return 0;
- break;
- case SC_ADRENALINE2:
- if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
- return 0;
- if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DEC_AGI]
- )
- return 0;
- break;
- case SC_MAGNIFICAT:
- if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
- return 0;
- break;
- case SC_ONEHANDQUICKEN:
- case SC_MER_QUICKEN:
- case SC_TWOHANDQUICKEN:
- if(sc->data[SC_DEC_AGI])
- return 0;
+ return 0;
+ break;
+ case SC_MAGNIFICAT:
+ if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
+ return 0;
+ break;
+ case SC_ONEHANDQUICKEN:
+ case SC_MER_QUICKEN:
+ case SC_TWOHANDQUICKEN:
+ if(sc->data[SC_DEC_AGI])
+ return 0;
- case SC_CONCENTRATION:
- case SC_SPEARQUICKEN:
- case SC_TRUESIGHT:
- case SC_WINDWALK:
- case SC_CARTBOOST:
- case SC_ASSNCROS:
- if(sc->option&OPTION_MADOGEAR)
- return 0;//Mado is immune to wind walk, cart boost, etc (others above) [Ind]
- case SC_INC_AGI:
- if (sc->data[SC_QUAGMIRE])
- return 0;
- break;
- case SC_CLOAKING:
- //Avoid cloaking with no wall and low skill level. [Skotlex]
- //Due to the cloaking card, we have to check the wall versus to known
- //skill level rather than the used one. [Skotlex]
- //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
- if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) )
- return 0;
- break;
- case SC_MODECHANGE:
- {
- int mode;
- struct status_data *bst = status->get_base_status(bl);
- if (!bst) return 0;
- if (sc->data[type]) {
- //Pile up with previous values.
- if(!val2) val2 = sc->data[type]->val2;
- val3 |= sc->data[type]->val3;
- val4 |= sc->data[type]->val4;
- }
- mode = val2 ? val2 : bst->mode; //Base mode
- if (val4) mode&=~val4; //Del mode
- if (val3) mode|= val3; //Add mode
- if (mode == bst->mode) { //No change.
- if (sc->data[type]) //Abort previous status
- return status_change_end(bl, type, INVALID_TIMER);
- return 0;
- }
- }
- break;
- //Strip skills, need to divest something or it fails.
- case SC_NOEQUIPWEAPON:
- if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
- int i;
- opt_flag = 0; //Reuse to check success condition.
- if(sd->bonus.unstripable_equip&EQP_WEAPON)
+ case SC_CONCENTRATION:
+ case SC_SPEARQUICKEN:
+ case SC_TRUESIGHT:
+ case SC_WINDWALK:
+ case SC_CARTBOOST:
+ case SC_ASSNCROS:
+ if(sc->option&OPTION_MADOGEAR)
+ return 0;//Mado is immune to wind walk, cart boost, etc (others above) [Ind]
+ case SC_INC_AGI:
+ if (sc->data[SC_QUAGMIRE])
+ return 0;
+ break;
+ case SC_CLOAKING:
+ //Avoid cloaking with no wall and low skill level. [Skotlex]
+ //Due to the cloaking card, we have to check the wall versus to known
+ //skill level rather than the used one. [Skotlex]
+ //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
+ if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) )
return 0;
+ break;
+ case SC_MODECHANGE:
+ {
+ int mode;
+ struct status_data *bst = status->get_base_status(bl);
+ if (!bst) return 0;
+ if (sc->data[type]) {
+ //Pile up with previous values.
+ if(!val2) val2 = sc->data[type]->val2;
+ val3 |= sc->data[type]->val3;
+ val4 |= sc->data[type]->val4;
+ }
+ mode = val2 ? val2 : bst->mode; //Base mode
+ if (val4) mode&=~val4; //Del mode
+ if (val3) mode|= val3; //Add mode
+ if (mode == bst->mode) { //No change.
+ if (sc->data[type]) //Abort previous status
+ return status_change_end(bl, type, INVALID_TIMER);
+ return 0;
+ }
+ }
+ break;
+ //Strip skills, need to divest something or it fails.
+ case SC_NOEQUIPWEAPON:
+ if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
+ int i;
+ opt_flag = 0; //Reuse to check success condition.
+ if(sd->bonus.unstripable_equip&EQP_WEAPON)
+ return 0;
- i = sd->equip_index[EQI_HAND_R];
- if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
- opt_flag|=2;
+ i = sd->equip_index[EQI_HAND_R];
+ if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
+ opt_flag|=2;
+ pc->unequipitem(sd,i,3);
+ }
+ if (!opt_flag) return 0;
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPSHIELD:
+ if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
+ else
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_SHIELD)
+ return 0;
+ i = sd->equip_index[EQI_HAND_L];
+ if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
+ return 0;
+ pc->unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPARMOR:
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_ARMOR)
+ return 0;
+ i = sd->equip_index[EQI_ARMOR];
+ if ( i < 0 || !sd->inventory_data[i] )
+ return 0;
pc->unequipitem(sd,i,3);
}
- if (!opt_flag) return 0;
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_NOEQUIPSHIELD:
- if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
- else
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPHELM:
if (sd && !(flag&4)) {
int i;
- if(sd->bonus.unstripable_equip&EQP_SHIELD)
+ if(sd->bonus.unstripable_equip&EQP_HELM)
return 0;
- i = sd->equip_index[EQI_HAND_L];
- if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
+ i = sd->equip_index[EQI_HEAD_TOP];
+ if ( i < 0 || !sd->inventory_data[i] )
return 0;
pc->unequipitem(sd,i,3);
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
- case SC_NOEQUIPARMOR:
- if (sd && !(flag&4)) {
- int i;
- if(sd->bonus.unstripable_equip&EQP_ARMOR)
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HP:
+ case SC_MER_SP:
+ case SC_MER_HIT:
+ if( bl->type != BL_MER )
+ return 0; // Stats only for Mercenaries
+ break;
+ case SC_FOOD_STR:
+ if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
return 0;
- i = sd->equip_index[EQI_ARMOR];
- if ( i < 0 || !sd->inventory_data[i] )
+ break;
+ case SC_FOOD_AGI:
+ if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
return 0;
- pc->unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_NOEQUIPHELM:
- if (sd && !(flag&4)) {
- int i;
- if(sd->bonus.unstripable_equip&EQP_HELM)
+ break;
+ case SC_FOOD_VIT:
+ if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
return 0;
- i = sd->equip_index[EQI_HEAD_TOP];
- if ( i < 0 || !sd->inventory_data[i] )
+ break;
+ case SC_FOOD_INT:
+ if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
return 0;
- pc->unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_MER_FLEE:
- case SC_MER_ATK:
- case SC_MER_HP:
- case SC_MER_SP:
- case SC_MER_HIT:
- if( bl->type != BL_MER )
- return 0; // Stats only for Mercenaries
- break;
- case SC_FOOD_STR:
- if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_AGI:
- if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_VIT:
- if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_INT:
- if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_DEX:
- if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_LUK:
- if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_STR_CASH:
- if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_AGI_CASH:
- if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_VIT_CASH:
- if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_INT_CASH:
- if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_DEX_CASH:
- if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_LUK_CASH:
- if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1)
- return 0;
- break;
- case SC_CAMOUFLAGE:
- if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
- return 0;
- break;
- case SC__STRIPACCESSARY:
- if( sd ) {
- int i = -1;
- if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
- i = sd->equip_index[EQI_ACC_L];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc->unequipitem(sd,i,3); //L-Accessory
- } if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
- i = sd->equip_index[EQI_ACC_R];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc->unequipitem(sd,i,3); //R-Accessory
+ break;
+ case SC_FOOD_DEX:
+ if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_LUK:
+ if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_STR_CASH:
+ if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_AGI_CASH:
+ if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_VIT_CASH:
+ if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_INT_CASH:
+ if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_DEX_CASH:
+ if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_LUK_CASH:
+ if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1)
+ return 0;
+ break;
+ case SC_CAMOUFLAGE:
+ if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
+ return 0;
+ break;
+ case SC__STRIPACCESSARY:
+ if( sd ) {
+ int i = -1;
+ if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
+ i = sd->equip_index[EQI_ACC_L];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc->unequipitem(sd,i,3); //L-Accessory
+ } if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
+ i = sd->equip_index[EQI_ACC_R];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc->unequipitem(sd,i,3); //R-Accessory
+ }
+ if( i < 0 )
+ return 0;
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ { // it doesn't stack or even renewed
+ int i = SC_TOXIN;
+ for(; i<= SC_LEECHESEND; i++)
+ if(sc->data[i]) return 0;
}
- if( i < 0 )
+ break;
+ case SC_SATURDAY_NIGHT_FEVER:
+ if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
return 0;
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- { // it doesn't stack or even renewed
- int i = SC_TOXIN;
- for(; i<= SC_LEECHESEND; i++)
- if(sc->data[i]) return 0;
- }
- break;
- case SC_SATURDAY_NIGHT_FEVER:
- if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
- return 0;
- break;
- case SC_OFFERTORIUM:
- if (sc->data[SC_MAGNIFICAT])
- return 0;
- break;
+ break;
+ case SC_OFFERTORIUM:
+ if (sc->data[SC_MAGNIFICAT])
+ return 0;
+ break;
}
//Check for BOSS resistances
@@ -6844,2129 +6844,2129 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
return 0;
switch (type) {
- case SC_BLESSING:
- case SC_DEC_AGI:
- case SC_PROVOKE:
- case SC_COMA:
- case SC_GRAVITATION:
- case SC_NJ_SUITON:
- case SC_RICHMANKIM:
- case SC_ROKISWEIL:
- case SC_FOGWALL:
- case SC_FROSTMISTY:
- case SC_BURNING:
- case SC_MARSHOFABYSS:
- case SC_ADORAMUS:
- case SC_NEEDLE_OF_PARALYZE:
- case SC_DEEP_SLEEP:
- case SC_COLD:
-
- // Exploit prevention - kRO Fix
- case SC_PYREXIA:
- case SC_DEATHHURT:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
+ case SC_BLESSING:
+ case SC_DEC_AGI:
+ case SC_PROVOKE:
+ case SC_COMA:
+ case SC_GRAVITATION:
+ case SC_NJ_SUITON:
+ case SC_RICHMANKIM:
+ case SC_ROKISWEIL:
+ case SC_FOGWALL:
+ case SC_FROSTMISTY:
+ case SC_BURNING:
+ case SC_MARSHOFABYSS:
+ case SC_ADORAMUS:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEEP_SLEEP:
+ case SC_COLD:
+
+ // Exploit prevention - kRO Fix
+ case SC_PYREXIA:
+ case SC_DEATHHURT:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+
+ // Ranger Effects
+ case SC_WUGBITE:
+ case SC_ELECTRICSHOCKER:
+ case SC_MAGNETICFIELD:
+
+ // Masquerades
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ case SC__IGNORANCE:
- // Ranger Effects
- case SC_WUGBITE:
- case SC_ELECTRICSHOCKER:
- case SC_MAGNETICFIELD:
-
- // Masquerades
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- case SC__IGNORANCE:
-
- return 0;
+ return 0;
}
}
//Before overlapping fail, one must check for status cured.
switch (type) {
- case SC_BLESSING:
- //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
- //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
- if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) {
- status_change_end(bl, SC_CURSE, INVALID_TIMER);
- if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- }
- break;
- case SC_INC_AGI:
- status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
- break;
- case SC_QUAGMIRE:
- status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
- status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
- status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
- //Also blocks the ones below...
- case SC_DEC_AGI:
- status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
- //Also blocks the ones below...
- case SC_DONTFORGETME:
- status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
- status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
- break;
- case SC_ONEHANDQUICKEN:
- //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
- status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
- break;
- case SC_OVERTHRUSTMAX:
- //Cancels Normal Overthrust. [Skotlex]
- status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
- break;
- case SC_KYRIE:
- //Cancels Assumptio
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- break;
- case SC_DELUGE:
- if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC_SILENCE:
- if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
- status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
- break;
- case SC_HIDING:
- status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
- status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
- break;
- case SC_BERSERK:
- if( val3 == SC__BLOODYLUST )
+ case SC_BLESSING:
+ //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
+ //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
+ if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) {
+ status_change_end(bl, SC_CURSE, INVALID_TIMER);
+ if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ }
break;
- if(battle_config.berserk_cancels_buffs) {
- status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
- status_change_end(bl, SC_PARRYING, INVALID_TIMER);
- status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
- status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
- }
-#ifdef RENEWAL
- else {
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- }
-#endif
- break;
- case SC_ASSUMPTIO:
- status_change_end(bl, SC_KYRIE, INVALID_TIMER);
- status_change_end(bl, SC_KAITE, INVALID_TIMER);
- break;
- case SC_KAITE:
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- break;
- case SC_CARTBOOST:
- if(sc->data[SC_DEC_AGI])
- { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ case SC_INC_AGI:
status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
- return 0;
- }
- break;
- case SC_FUSION:
- status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
- break;
- case SC_GS_ADJUSTMENT:
- status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
- break;
- case SC_GS_MADNESSCANCEL:
- status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
- break;
- //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
- case SC_PROPERTYUNDEAD:
- status_change_end(bl, SC_BLESSING, INVALID_TIMER);
- status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
- break;
- case SC_FOOD_STR:
- status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_AGI:
- status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_VIT:
- status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_INT:
- status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_DEX:
- status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_LUK:
- status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_STR_CASH:
- status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
- break;
- case SC_FOOD_AGI_CASH:
- status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
- break;
- case SC_FOOD_VIT_CASH:
- status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
- break;
- case SC_FOOD_INT_CASH:
- status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
- break;
- case SC_FOOD_DEX_CASH:
- status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
- break;
- case SC_FOOD_LUK_CASH:
- status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
- break;
- case SC_ENDURE:
- if( val4 )
- status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
- break;
- case SC_FIGHTINGSPIRIT:
- status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
- break;
- case SC_MARSHOFABYSS:
- status_change_end(bl, SC_INCAGI, INVALID_TIMER);
- status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
- break;
- case SC_SWING:
- case SC_SYMPHONY_LOVE:
- case SC_MOONLIT_SERENADE:
- case SC_RUSH_WINDMILL:
- case SC_ECHOSONG:
- case SC_HARMONIZE: //group A doesn't overlap
- if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER);
- if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
- if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
- if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
- if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
- if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- break;
- case SC_SIREN:
- case SC_DEEP_SLEEP:
- case SC_GLOOMYDAY:
- case SC_SONG_OF_MANA:
- case SC_DANCE_WITH_WUG:
- case SC_SATURDAY_NIGHT_FEVER:
- case SC_LERADS_DEW:
- case SC_MELODYOFSINK:
- case SC_BEYOND_OF_WARCRY:
- case SC_UNLIMITED_HUMMING_VOICE: //group B
- if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER);
- if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
- if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
- if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
- if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
- if (type != SC_GLOOMYDAY) {
- status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
- status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
- }
- if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
- if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
- if (type != SC_SATURDAY_NIGHT_FEVER) {
- if (sc->data[SC_SATURDAY_NIGHT_FEVER]) {
- sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp
- status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
- }
- }
- break;
- case SC_REFLECTSHIELD:
- status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
- break;
- case SC_LG_REFLECTDAMAGE:
- status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
- break;
- case SC_SHIELDSPELL_DEF:
- case SC_SHIELDSPELL_MDEF:
- case SC_SHIELDSPELL_REF:
- status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_DEF )
- status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_MDEF )
- status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_REF )
- status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
- break;
- case SC_GENTLETOUCH_ENERGYGAIN:
- case SC_GENTLETOUCH_CHANGE:
- case SC_GENTLETOUCH_REVITALIZE:
- if( type != SC_GENTLETOUCH_REVITALIZE )
- status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
- if( type != SC_GENTLETOUCH_ENERGYGAIN )
- status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
- if( type != SC_GENTLETOUCH_CHANGE )
- status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
- break;
- case SC_INVINCIBLE:
- status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
- break;
- case SC_INVINCIBLEOFF:
- status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
- break;
- case SC_MAGICPOWER:
- status_change_end(bl, type, INVALID_TIMER);
- break;
- }
-
- //Check for overlapping fails
- if( (sce = sc->data[type]) ) {
- switch( type ) {
- case SC_MER_FLEE:
- case SC_MER_ATK:
- case SC_MER_HP:
- case SC_MER_SP:
- case SC_MER_HIT:
- if( sce->val1 > val1 )
- val1 = sce->val1;
break;
- case SC_ADRENALINE:
- case SC_ADRENALINE2:
- case SC_WEAPONPERFECT:
- case SC_OVERTHRUST:
- if (sce->val2 > val2)
- return 0;
+ case SC_QUAGMIRE:
+ status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
+ status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
+ status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
+ //Also blocks the ones below...
+ case SC_DEC_AGI:
+ status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
+ //Also blocks the ones below...
+ case SC_DONTFORGETME:
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
+ status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- case SC_CASH_BOSS_ALARM:
- case SC_STUN:
- case SC_SLEEP:
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_CONFUSION:
- case SC_BLIND:
- case SC_BLOODING:
- case SC_DPOISON:
- case SC_RG_CCONFINE_S: //Can't be re-closed in.
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE:
- case SC_NOCHAT:
- case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
- case SC__INVISIBILITY:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__IGNORANCE:
- case SC__LAZINESS:
- case SC__WEAKNESS:
- case SC__UNLUCKY:
- return 0;
- case SC_COMBOATTACK:
- case SC_DANCING:
- case SC_DEVOTION:
- case SC_ATTHASTE_POTION1:
- case SC_ATTHASTE_POTION2:
- case SC_ATTHASTE_POTION3:
- case SC_ATTHASTE_INFINITY:
- case SC_PLUSATTACKPOWER:
- case SC_PLUSMAGICPOWER:
- case SC_ENCHANTARMS:
- case SC_ARMORPROPERTY:
- case SC_ARMOR_RESIST:
- break;
- case SC_GOSPEL:
- //Must not override a casting gospel char.
- if(sce->val4 == BCT_SELF)
- return 0;
- if(sce->val1 > val1)
- return 1;
+ case SC_ONEHANDQUICKEN:
+ //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
+ status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
break;
- case SC_ENDURE:
- if(sce->val4 && !val4)
- return 1; //Don't let you override infinite endure.
- if(sce->val1 > val1)
- return 1;
+ case SC_OVERTHRUSTMAX:
+ //Cancels Normal Overthrust. [Skotlex]
+ status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
break;
- case SC_KAAHI:
- //Kaahi overwrites previous level regardless of existing level.
- //Delete timer if it exists.
- if (sce->val4 != INVALID_TIMER) {
- timer->delete(sce->val4,status->kaahi_heal_timer);
- sce->val4 = INVALID_TIMER;
- }
+ case SC_KYRIE:
+ //Cancels Assumptio
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
- case SC_JAILED:
- //When a player is already jailed, do not edit the jail data.
- val2 = sce->val2;
- val3 = sce->val3;
- val4 = sce->val4;
+ case SC_DELUGE:
+ if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
break;
- case SC_LERADS_DEW:
- if (sc && sc->data[SC_BERSERK])
- return 0;
- case SC_SHAPESHIFT:
- case SC_PROPERTYWALK:
- break;
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- if( sce->val4 && !val4 )//you cannot override master guild aura
- return 0;
+ case SC_SILENCE:
+ if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
+ status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
break;
- case SC_JOINTBEAT:
- val2 |= sce->val2; // stackable ailments
- default:
- if(sce->val1 > val1)
- return 1; //Return true to not mess up skill animations. [Skotlex]
- }
- }
-
- vd = status->get_viewdata(bl);
- calc_flag = status->ChangeFlagTable[type];
- if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
- switch(type) {
- case SC_DEC_AGI:
- case SC_INC_AGI:
- val2 = 2 + val1; //Agi change
+ case SC_HIDING:
+ status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
+ status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
break;
- case SC_ENDURE:
- val2 = 7; // Hit-count [Celest]
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) {
- struct map_session_data *tsd;
- if( sd ) {
- int i;
- for( i = 0; i < 5; i++ ) {
- if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
- status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
- }
- } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ case SC_BERSERK:
+ if( val3 == SC__BLOODYLUST )
+ break;
+ if(battle_config.berserk_cancels_buffs) {
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
+ status_change_end(bl, SC_PARRYING, INVALID_TIMER);
+ status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
}
- //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
- if( val4 )
- tick = -1;
- break;
- case SC_AUTOBERSERK:
- if (st->hp < st->max_hp>>2 &&
- (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
- sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
- tick = -1;
- break;
- case SC_CRUCIS:
- val2 = 10 + 4*val1; //Def reduction
- tick = -1;
- clif->emotion(bl,E_SWT);
- break;
- case SC_MAXIMIZEPOWER:
- tick_time = val2 = tick>0?tick:60000;
- tick = -1; // duration sent to the client should be infinite
+ #ifdef RENEWAL
+ else {
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ }
+ #endif
break;
- case SC_EDP: // [Celest]
- val2 = val1 + 2; //Chance to Poison enemies.
- val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
-#ifdef RENEWAL_EDP
- val4 = 100 * ((val1 + 1)/2 + 2);
-#endif
- if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
- tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
+ case SC_ASSUMPTIO:
+ status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
break;
- case SC_POISONREACT:
- val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
- val3=50; // + 5*val1; //Chance to counter. [Skotlex]
+ case SC_KAITE:
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
- case SC_MAGICROD:
- val2 = val1*20; //SP gained
+ case SC_CARTBOOST:
+ if(sc->data[SC_DEC_AGI])
+ { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ return 0;
+ }
break;
- case SC_KYRIE:
- val2 = (int64)st->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
- val3 = (val1 / 2 + 5); //Hits
+ case SC_FUSION:
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
break;
- case SC_MAGICPOWER:
- //val1: Skill lv
- val2 = 1; //Lasts 1 invocation
- val3 = 5*val1; //Matk% increase
- val4 = 0; // 0 = ready to be used, 1 = activated and running
- break;
- case SC_SACRIFICE:
- val2 = 5; //Lasts 5 hits
- tick = -1;
- break;
- case SC_ENCHANTPOISON:
- val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
- case SC_ASPERSIO:
- case SC_PROPERTYFIRE:
- case SC_PROPERTYWATER:
- case SC_PROPERTYWIND:
- case SC_PROPERTYGROUND:
- case SC_PROPERTYDARK:
- case SC_PROPERTYTELEKINESIS:
- skill->enchant_elemental_end(bl,type);
- break;
- case SC_ARMOR_PROPERTY:
- // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
- // val2 : Element (When no element, random one is picked)
- // val3 : 0 = called by skill 1 = called by script (fixed level)
- if( !val2 ) val2 = rnd()%ELE_MAX;
-
- if( val1 == 1 && val3 == 0 )
- val1 = 1 + rnd()%4;
- else if( val1 > 4 )
- val1 = 4; // Max Level
- val3 = 0; // Not need to keep this info.
+ case SC_GS_ADJUSTMENT:
+ status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
break;
- case SC_PROVIDENCE:
- val2=val1*5; //Race/Ele resist
+ case SC_GS_MADNESSCANCEL:
+ status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
break;
- case SC_REFLECTSHIELD:
- val2=10+val1*3; // %Dmg reflected
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
- struct map_session_data *tsd;
- if( sd ) {
- int i;
- for( i = 0; i < 5; i++ ) {
- if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
- status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
- }
- } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
- }
+ //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
+ case SC_PROPERTYUNDEAD:
+ status_change_end(bl, SC_BLESSING, INVALID_TIMER);
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
break;
- case SC_NOEQUIPWEAPON:
- if (!sd) //Watk reduction
- val2 = 25;
+ case SC_FOOD_STR:
+ status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
break;
- case SC_NOEQUIPSHIELD:
- if (!sd) //Def reduction
- val2 = 15;
+ case SC_FOOD_AGI:
+ status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
break;
- case SC_NOEQUIPARMOR:
- if (!sd) //Vit reduction
- val2 = 40;
+ case SC_FOOD_VIT:
+ status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
break;
- case SC_NOEQUIPHELM:
- if (!sd) //Int reduction
- val2 = 40;
+ case SC_FOOD_INT:
+ status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
break;
- case SC_AUTOSPELL:
- //Val1 Skill LV of Autospell
- //Val2 Skill ID to cast
- //Val3 Max Lv to cast
- val4 = 5 + val1*2; //Chance of casting
+ case SC_FOOD_DEX:
+ status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
break;
- case SC_VOLCANO:
- val2 = val1*10; //Watk increase
-#ifndef RENEWAL
- if (st->def_ele != ELE_FIRE)
- val2 = 0;
-#endif
+ case SC_FOOD_LUK:
+ status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
break;
- case SC_VIOLENTGALE:
- val2 = val1*3; //Flee increase
-#ifndef RENEWAL
- if (st->def_ele != ELE_WIND)
- val2 = 0;
-#endif
+ case SC_FOOD_STR_CASH:
+ status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
break;
- case SC_DELUGE:
- val2 = skill->deluge_eff[val1-1]; //HP increase
-#ifndef RENEWAL
- if(st->def_ele != ELE_WATER)
- val2 = 0;
-#endif
+ case SC_FOOD_AGI_CASH:
+ status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
break;
- case SC_NJ_SUITON:
- if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
- //No penalties.
- val2 = 0; //Agi penalty
- val3 = 0; //Walk speed penalty
- break;
- }
- val3 = 50;
- val2 = 3*((val1+1)/3);
- if (val1 > 4) val2--;
+ case SC_FOOD_VIT_CASH:
+ status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
break;
- case SC_ONEHANDQUICKEN:
- case SC_TWOHANDQUICKEN:
- val2 = 300;
- if (val1 > 10) //For boss casted skills [Skotlex]
- val2 += 20*(val1-10);
+ case SC_FOOD_INT_CASH:
+ status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
break;
- case SC_MER_QUICKEN:
- val2 = 300;
+ case SC_FOOD_DEX_CASH:
+ status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
break;
-#ifndef RENEWAL_ASPD
- case SC_SPEARQUICKEN:
- val2 = 200+10*val1;
+ case SC_FOOD_LUK_CASH:
+ status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
break;
-#endif
- case SC_DANCING:
- //val1 : Skill ID + LV
- //val2 : Skill Group of the Dance.
- //val3 : Brings the skill_lv (merged into val1 here)
- //val4 : Partner
- if (val1 == CG_MOONLIT)
- clif->status_change(bl,SI_MOON,1,tick,0, 0, 0);
- val1|= (val3<<16);
- val3 = tick/1000; //Tick duration
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_LONGING:
-#ifdef RENEWAL
- val2 = 50 + 10 * val1;
-#else
- val2 = 500-100*val1; //Aspd penalty.
-#endif
+ case SC_ENDURE:
+ if( val4 )
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
break;
- case SC_EXPLOSIONSPIRITS:
- val2 = 75 + 25*val1; //Cri bonus
+ case SC_FIGHTINGSPIRIT:
+ status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
break;
-
- case SC_ATTHASTE_POTION1:
- case SC_ATTHASTE_POTION2:
- case SC_ATTHASTE_POTION3:
- case SC_ATTHASTE_INFINITY:
- val2 = 50*(2+type-SC_ATTHASTE_POTION1);
+ case SC_MARSHOFABYSS:
+ status_change_end(bl, SC_INCAGI, INVALID_TIMER);
+ status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
break;
-
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- if (!vd) return 0;
- //Store previous values as they could be removed.
- unit->stop_attack(bl);
+ case SC_SWING:
+ case SC_SYMPHONY_LOVE:
+ case SC_MOONLIT_SERENADE:
+ case SC_RUSH_WINDMILL:
+ case SC_ECHOSONG:
+ case SC_HARMONIZE: //group A doesn't overlap
+ if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER);
+ if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
+ if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
+ if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
+ if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+ if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
break;
- case SC_NOCHAT:
- // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
- tick = 60000;
- val1 = battle_config.manner_system; //Mute filters.
- if (sd)
- {
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
+ case SC_SIREN:
+ case SC_DEEP_SLEEP:
+ case SC_GLOOMYDAY:
+ case SC_SONG_OF_MANA:
+ case SC_DANCE_WITH_WUG:
+ case SC_SATURDAY_NIGHT_FEVER:
+ case SC_LERADS_DEW:
+ case SC_MELODYOFSINK:
+ case SC_BEYOND_OF_WARCRY:
+ case SC_UNLIMITED_HUMMING_VOICE: //group B
+ if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER);
+ if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
+ if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
+ if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+ if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
+ if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
+ if (type != SC_GLOOMYDAY) {
+ status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
+ status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
}
- break;
-
- case SC_STONE:
- val3 = tick/1000; //Petrified HP-damage iterations.
- if(val3 < 1) val3 = 1;
- tick = val4; //Petrifying time.
- if(val4 > 500) // not with WL_SIENNAEXECRATE
- tick = max(tick, 1000); //Min time
- calc_flag = 0; //Actual status changes take effect on petrified state.
- break;
-
- case SC_DPOISON:
- //Lose 10/15% of your life as long as it doesn't brings life below 25%
- if (st->hp > st->max_hp>>2) {
- int diff = st->max_hp*(bl->type==BL_PC?10:15)/100;
- if (st->hp - diff < st->max_hp>>2)
- diff = st->hp - (st->max_hp>>2);
- if( val2 && bl->type == BL_MOB ) {
- struct block_list* src = map->id2bl(val2);
- if( src )
- mob->log_damage((TBL_MOB*)bl,src,diff);
+ if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
+ if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
+ if (type != SC_SATURDAY_NIGHT_FEVER) {
+ if (sc->data[SC_SATURDAY_NIGHT_FEVER]) {
+ sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp
+ status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
}
- status_zap(bl, diff, 0);
}
- // fall through
- case SC_POISON:
- val3 = tick/1000; //Damage iterations
- if(val3 < 1) val3 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- //val4: HP damage
- if (bl->type == BL_PC)
- val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200;
- else
- val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200;
-
- break;
- case SC_CONFUSION:
- clif->emotion(bl,E_WHAT);
break;
- case SC_BLOODING:
- val4 = tick/10000;
- if (!val4) val4 = 1;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( val1 == 0 ) return 0;
- // val1 = heal percent/amout
- // val2 = seconds between heals
- // val4 = total of heals
- if( val2 < 1 ) val2 = 1;
- if( (val4 = tick/(val2 * 1000)) < 1 )
- val4 = 1;
- tick_time = val2 * 1000; // [GodLesZ] tick time
+ case SC_REFLECTSHIELD:
+ status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
break;
- case SC_CASH_BOSS_ALARM:
- if( sd != NULL ) {
- struct mob_data *boss_md = map->getmob_boss(bl->m); // Search for Boss on this Map
- if( boss_md == NULL || boss_md->bl.prev == NULL ) {
- // No MVP on this map - MVP is dead
- clif->bossmapinfo(sd->fd, boss_md, 1);
- return 0; // No need to start SC
- }
- val1 = boss_md->bl.id;
- if( (val4 = tick/1000) < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- }
+ case SC_LG_REFLECTDAMAGE:
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
break;
- case SC_HIDING:
- val2 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- val3 = 0; // unused, previously speed adjustment
- val4 = val1+3; //Seconds before SP substraction happen.
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_DEF )
+ status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_MDEF )
+ status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_REF )
+ status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
+ break;
+ case SC_GENTLETOUCH_ENERGYGAIN:
+ case SC_GENTLETOUCH_CHANGE:
+ case SC_GENTLETOUCH_REVITALIZE:
+ if( type != SC_GENTLETOUCH_REVITALIZE )
+ status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
+ if( type != SC_GENTLETOUCH_ENERGYGAIN )
+ status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
+ if( type != SC_GENTLETOUCH_CHANGE )
+ status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
break;
- case SC_CHASEWALK:
- val2 = tick>0?tick:10000; //Interval at which SP is drained.
- val3 = 35 - 5 * val1; //Speed adjustment.
- if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
- val3 -= 40;
- val4 = 10+val1*2; //SP cost.
- if (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground) val4 *= 5;
+ case SC_INVINCIBLE:
+ status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
break;
- case SC_CLOAKING:
- if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
- val1 = 10;
- tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
- tick = -1; // duration sent to the client should be infinite
- val3 = 0; // unused, previously walk speed adjustment
- //val4&1 signals the presence of a wall.
- //val4&2 makes cloak not end on normal attacks [Skotlex]
- //val4&4 makes cloak not end on using skills
- if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
+ case SC_INVINCIBLEOFF:
+ status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
break;
- case SC_SIGHT: /* splash status */
- case SC_RUWACH:
- case SC_WZ_SIGHTBLASTER:
- val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
- val2 = tick/250;
- tick_time = 10; // [GodLesZ] tick time
+ case SC_MAGICPOWER:
+ status_change_end(bl, type, INVALID_TIMER);
break;
+ }
- //Permanent effects.
- case SC_LEXAETERNA:
- case SC_MODECHANGE:
- case SC_WEIGHTOVER50:
- case SC_WEIGHTOVER90:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_STORMKICK_READY:
- case SC_DOWNKICK_READY:
- case SC_COUNTERKICK_READY:
- case SC_TURNKICK_READY:
- case SC_DODGE_READY:
- case SC_PUSH_CART:
- case SC_ALL_RIDING:
- tick = -1;
- break;
-
- case SC_AUTOGUARD:
- if( !(flag&1) ) {
- struct map_session_data *tsd;
- int i,t;
- for( i = val2 = 0; i < val1; i++) {
- t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
+ //Check for overlapping fails
+ if( (sce = sc->data[type]) ) {
+ switch( type ) {
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HP:
+ case SC_MER_SP:
+ case SC_MER_HIT:
+ if( sce->val1 > val1 )
+ val1 = sce->val1;
+ break;
+ case SC_ADRENALINE:
+ case SC_ADRENALINE2:
+ case SC_WEAPONPERFECT:
+ case SC_OVERTHRUST:
+ if (sce->val2 > val2)
+ return 0;
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ case SC_CASH_BOSS_ALARM:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_BLOODING:
+ case SC_DPOISON:
+ case SC_RG_CCONFINE_S: //Can't be re-closed in.
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ case SC_NOCHAT:
+ case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
+ case SC__INVISIBILITY:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__IGNORANCE:
+ case SC__LAZINESS:
+ case SC__WEAKNESS:
+ case SC__UNLUCKY:
+ return 0;
+ case SC_COMBOATTACK:
+ case SC_DANCING:
+ case SC_DEVOTION:
+ case SC_ATTHASTE_POTION1:
+ case SC_ATTHASTE_POTION2:
+ case SC_ATTHASTE_POTION3:
+ case SC_ATTHASTE_INFINITY:
+ case SC_PLUSATTACKPOWER:
+ case SC_PLUSMAGICPOWER:
+ case SC_ENCHANTARMS:
+ case SC_ARMORPROPERTY:
+ case SC_ARMOR_RESIST:
+ break;
+ case SC_GOSPEL:
+ //Must not override a casting gospel char.
+ if(sce->val4 == BCT_SELF)
+ return 0;
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_ENDURE:
+ if(sce->val4 && !val4)
+ return 1; //Don't let you override infinite endure.
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_KAAHI:
+ //Kaahi overwrites previous level regardless of existing level.
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER) {
+ timer->delete(sce->val4,status->kaahi_heal_timer);
+ sce->val4 = INVALID_TIMER;
}
+ break;
+ case SC_JAILED:
+ //When a player is already jailed, do not edit the jail data.
+ val2 = sce->val2;
+ val3 = sce->val3;
+ val4 = sce->val4;
+ break;
+ case SC_LERADS_DEW:
+ if (sc && sc->data[SC_BERSERK])
+ return 0;
+ case SC_SHAPESHIFT:
+ case SC_PROPERTYWALK:
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ if( sce->val4 && !val4 )//you cannot override master guild aura
+ return 0;
+ break;
+ case SC_JOINTBEAT:
+ val2 |= sce->val2; // stackable ailments
+ default:
+ if(sce->val1 > val1)
+ return 1; //Return true to not mess up skill animations. [Skotlex]
+ }
+ }
- if( bl->type&(BL_PC|BL_MER) ) {
+ vd = status->get_viewdata(bl);
+ calc_flag = status->ChangeFlagTable[type];
+ if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
+ switch(type) {
+ case SC_DEC_AGI:
+ case SC_INC_AGI:
+ val2 = 2 + val1; //Agi change
+ break;
+ case SC_ENDURE:
+ val2 = 7; // Hit-count [Celest]
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) {
+ struct map_session_data *tsd;
if( sd ) {
+ int i;
+ for( i = 0; i < 5; i++ ) {
+ if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
+ status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
+ } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
+ //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
+ if( val4 )
+ tick = -1;
+ break;
+ case SC_AUTOBERSERK:
+ if (st->hp < st->max_hp>>2 &&
+ (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
+ sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
+ tick = -1;
+ break;
+ case SC_CRUCIS:
+ val2 = 10 + 4*val1; //Def reduction
+ tick = -1;
+ clif->emotion(bl,E_SWT);
+ break;
+ case SC_MAXIMIZEPOWER:
+ tick_time = val2 = tick>0?tick:60000;
+ tick = -1; // duration sent to the client should be infinite
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; //Chance to Poison enemies.
+ val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
+ #ifdef RENEWAL_EDP
+ val4 = 100 * ((val1 + 1)/2 + 2);
+ #endif
+ if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
+ tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
+ break;
+ case SC_POISONREACT:
+ val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
+ val3=50; // + 5*val1; //Chance to counter. [Skotlex]
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20; //SP gained
+ break;
+ case SC_KYRIE:
+ val2 = (int64)st->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
+ val3 = (val1 / 2 + 5); //Hits
+ break;
+ case SC_MAGICPOWER:
+ //val1: Skill lv
+ val2 = 1; //Lasts 1 invocation
+ val3 = 5*val1; //Matk% increase
+ val4 = 0; // 0 = ready to be used, 1 = activated and running
+ break;
+ case SC_SACRIFICE:
+ val2 = 5; //Lasts 5 hits
+ tick = -1;
+ break;
+ case SC_ENCHANTPOISON:
+ val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
+ case SC_ASPERSIO:
+ case SC_PROPERTYFIRE:
+ case SC_PROPERTYWATER:
+ case SC_PROPERTYWIND:
+ case SC_PROPERTYGROUND:
+ case SC_PROPERTYDARK:
+ case SC_PROPERTYTELEKINESIS:
+ skill->enchant_elemental_end(bl,type);
+ break;
+ case SC_ARMOR_PROPERTY:
+ // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
+ // val2 : Element (When no element, random one is picked)
+ // val3 : 0 = called by skill 1 = called by script (fixed level)
+ if( !val2 ) val2 = rnd()%ELE_MAX;
+
+ if( val1 == 1 && val3 == 0 )
+ val1 = 1 + rnd()%4;
+ else if( val1 > 4 )
+ val1 = 4; // Max Level
+ val3 = 0; // Not need to keep this info.
+ break;
+ case SC_PROVIDENCE:
+ val2=val1*5; //Race/Ele resist
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3; // %Dmg reflected
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
+ struct map_session_data *tsd;
+ if( sd ) {
+ int i;
for( i = 0; i < 5; i++ ) {
if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
- }
- break;
+ break;
+ case SC_NOEQUIPWEAPON:
+ if (!sd) //Watk reduction
+ val2 = 25;
+ break;
+ case SC_NOEQUIPSHIELD:
+ if (!sd) //Def reduction
+ val2 = 15;
+ break;
+ case SC_NOEQUIPARMOR:
+ if (!sd) //Vit reduction
+ val2 = 40;
+ break;
+ case SC_NOEQUIPHELM:
+ if (!sd) //Int reduction
+ val2 = 40;
+ break;
+ case SC_AUTOSPELL:
+ //Val1 Skill LV of Autospell
+ //Val2 Skill ID to cast
+ //Val3 Max Lv to cast
+ val4 = 5 + val1*2; //Chance of casting
+ break;
+ case SC_VOLCANO:
+ val2 = val1*10; //Watk increase
+ #ifndef RENEWAL
+ if (st->def_ele != ELE_FIRE)
+ val2 = 0;
+ #endif
+ break;
+ case SC_VIOLENTGALE:
+ val2 = val1*3; //Flee increase
+ #ifndef RENEWAL
+ if (st->def_ele != ELE_WIND)
+ val2 = 0;
+ #endif
+ break;
+ case SC_DELUGE:
+ val2 = skill->deluge_eff[val1-1]; //HP increase
+ #ifndef RENEWAL
+ if(st->def_ele != ELE_WATER)
+ val2 = 0;
+ #endif
+ break;
+ case SC_NJ_SUITON:
+ if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
+ //No penalties.
+ val2 = 0; //Agi penalty
+ val3 = 0; //Walk speed penalty
+ break;
+ }
+ val3 = 50;
+ val2 = 3*((val1+1)/3);
+ if (val1 > 4) val2--;
+ break;
+ case SC_ONEHANDQUICKEN:
+ case SC_TWOHANDQUICKEN:
+ val2 = 300;
+ if (val1 > 10) //For boss casted skills [Skotlex]
+ val2 += 20*(val1-10);
+ break;
+ case SC_MER_QUICKEN:
+ val2 = 300;
+ break;
+ #ifndef RENEWAL_ASPD
+ case SC_SPEARQUICKEN:
+ val2 = 200+10*val1;
+ break;
+ #endif
+ case SC_DANCING:
+ //val1 : Skill ID + LV
+ //val2 : Skill Group of the Dance.
+ //val3 : Brings the skill_lv (merged into val1 here)
+ //val4 : Partner
+ if (val1 == CG_MOONLIT)
+ clif->status_change(bl,SI_MOON,1,tick,0, 0, 0);
+ val1|= (val3<<16);
+ val3 = tick/1000; //Tick duration
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_LONGING:
+ #ifdef RENEWAL
+ val2 = 50 + 10 * val1;
+ #else
+ val2 = 500-100*val1; //Aspd penalty.
+ #endif
+ break;
+ case SC_EXPLOSIONSPIRITS:
+ val2 = 75 + 25*val1; //Cri bonus
+ break;
+
+ case SC_ATTHASTE_POTION1:
+ case SC_ATTHASTE_POTION2:
+ case SC_ATTHASTE_POTION3:
+ case SC_ATTHASTE_INFINITY:
+ val2 = 50*(2+type-SC_ATTHASTE_POTION1);
+ break;
+
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ case SC_HANBOK:
+ if (!vd) return 0;
+ //Store previous values as they could be removed.
+ unit->stop_attack(bl);
+ break;
+ case SC_NOCHAT:
+ // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
+ tick = 60000;
+ val1 = battle_config.manner_system; //Mute filters.
+ if (sd)
+ {
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ }
+ break;
+
+ case SC_STONE:
+ val3 = tick/1000; //Petrified HP-damage iterations.
+ if(val3 < 1) val3 = 1;
+ tick = val4; //Petrifying time.
+ if(val4 > 500) // not with WL_SIENNAEXECRATE
+ tick = max(tick, 1000); //Min time
+ calc_flag = 0; //Actual status changes take effect on petrified state.
+ break;
+
+ case SC_DPOISON:
+ //Lose 10/15% of your life as long as it doesn't brings life below 25%
+ if (st->hp > st->max_hp>>2) {
+ int diff = st->max_hp*(bl->type==BL_PC?10:15)/100;
+ if (st->hp - diff < st->max_hp>>2)
+ diff = st->hp - (st->max_hp>>2);
+ if( val2 && bl->type == BL_MOB ) {
+ struct block_list* src = map->id2bl(val2);
+ if( src )
+ mob->log_damage((TBL_MOB*)bl,src,diff);
+ }
+ status_zap(bl, diff, 0);
+ }
+ // fall through
+ case SC_POISON:
+ val3 = tick/1000; //Damage iterations
+ if(val3 < 1) val3 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ //val4: HP damage
+ if (bl->type == BL_PC)
+ val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200;
+ else
+ val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200;
- case SC_DEFENDER:
- if (!(flag&1)) {
- val2 = 5 + 15*val1; //Damage reduction
+ break;
+ case SC_CONFUSION:
+ clif->emotion(bl,E_WHAT);
+ break;
+ case SC_BLOODING:
+ val4 = tick/10000;
+ if (!val4) val4 = 1;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( val1 == 0 ) return 0;
+ // val1 = heal percent/amout
+ // val2 = seconds between heals
+ // val4 = total of heals
+ if( val2 < 1 ) val2 = 1;
+ if( (val4 = tick/(val2 * 1000)) < 1 )
+ val4 = 1;
+ tick_time = val2 * 1000; // [GodLesZ] tick time
+ break;
+ case SC_CASH_BOSS_ALARM:
+ if( sd != NULL ) {
+ struct mob_data *boss_md = map->getmob_boss(bl->m); // Search for Boss on this Map
+ if( boss_md == NULL || boss_md->bl.prev == NULL ) {
+ // No MVP on this map - MVP is dead
+ clif->bossmapinfo(sd->fd, boss_md, 1);
+ return 0; // No need to start SC
+ }
+ val1 = boss_md->bl.id;
+ if( (val4 = tick/1000) < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC_HIDING:
+ val2 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
val3 = 0; // unused, previously speed adjustment
- val4 = 250 - 50*val1; //Aspd adjustment
+ val4 = val1+3; //Seconds before SP substraction happen.
+ break;
+ case SC_CHASEWALK:
+ val2 = tick>0?tick:10000; //Interval at which SP is drained.
+ val3 = 35 - 5 * val1; //Speed adjustment.
+ if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
+ val3 -= 40;
+ val4 = 10+val1*2; //SP cost.
+ if (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground) val4 *= 5;
+ break;
+ case SC_CLOAKING:
+ if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
+ val1 = 10;
+ tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
+ tick = -1; // duration sent to the client should be infinite
+ val3 = 0; // unused, previously walk speed adjustment
+ //val4&1 signals the presence of a wall.
+ //val4&2 makes cloak not end on normal attacks [Skotlex]
+ //val4&4 makes cloak not end on using skills
+ if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ break;
+ case SC_SIGHT: /* splash status */
+ case SC_RUWACH:
+ case SC_WZ_SIGHTBLASTER:
+ val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
+ val2 = tick/250;
+ tick_time = 10; // [GodLesZ] tick time
+ break;
- if (sd) {
+ //Permanent effects.
+ case SC_LEXAETERNA:
+ case SC_MODECHANGE:
+ case SC_WEIGHTOVER50:
+ case SC_WEIGHTOVER90:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_STORMKICK_READY:
+ case SC_DOWNKICK_READY:
+ case SC_COUNTERKICK_READY:
+ case SC_TURNKICK_READY:
+ case SC_DODGE_READY:
+ case SC_PUSH_CART:
+ case SC_ALL_RIDING:
+ tick = -1;
+ break;
+
+ case SC_AUTOGUARD:
+ if( !(flag&1) ) {
struct map_session_data *tsd;
- int i;
- for (i = 0; i < 5; i++) {
- //See if there are devoted characters, and pass the status to them. [Skotlex]
- if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])))
- status->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ int i,t;
+ for( i = val2 = 0; i < val1; i++) {
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+
+ if( bl->type&(BL_PC|BL_MER) ) {
+ if( sd ) {
+ for( i = 0; i < 5; i++ ) {
+ if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
+ status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
}
- }
- break;
+ break;
- case SC_TENSIONRELAX:
- if (sd) {
- pc_setsit(sd);
- clif->sitting(&sd->bl);
- }
- val2 = 12; //SP cost
- val4 = 10000; //Decrease at 10secs intervals.
- val3 = tick/val4;
- tick = -1; // duration sent to the client should be infinite
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_PARRYING:
- val2 = 20 + val1*3; //Block Chance
- break;
+ case SC_DEFENDER:
+ if (!(flag&1)) {
+ val2 = 5 + 15*val1; //Damage reduction
+ val3 = 0; // unused, previously speed adjustment
+ val4 = 250 - 50*val1; //Aspd adjustment
+
+ if (sd) {
+ struct map_session_data *tsd;
+ int i;
+ for (i = 0; i < 5; i++) {
+ //See if there are devoted characters, and pass the status to them. [Skotlex]
+ if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])))
+ status->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ }
+ }
+ }
+ break;
- case SC_WINDWALK:
- val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
- break;
+ case SC_TENSIONRELAX:
+ if (sd) {
+ pc_setsit(sd);
+ clif->sitting(&sd->bl);
+ }
+ val2 = 12; //SP cost
+ val4 = 10000; //Decrease at 10secs intervals.
+ val3 = tick/val4;
+ tick = -1; // duration sent to the client should be infinite
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_PARRYING:
+ val2 = 20 + val1*3; //Block Chance
+ break;
- case SC_JOINTBEAT:
- if( val2&BREAK_NECK )
- sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1));
- break;
+ case SC_WINDWALK:
+ val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
+ break;
- case SC_BERSERK:
- if( val3 == SC__BLOODYLUST )
- sc_start(bl,(sc_type)val3,100,val1,tick);
- if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) )
- sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
- //HP healing is performing after the calc_status call.
- //Val2 holds HP penalty
- if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1);
- if (!val4) val4 = 10000; //Val4 holds damage interval
- val3 = tick/val4; //val3 holds skill duration
- tick_time = val4; // [GodLesZ] tick time
- break;
-
- case SC_GOSPEL:
- if(val4 == BCT_SELF) {
- // self effect
- val2 = tick/10000;
- tick_time = 10000; // [GodLesZ] tick time
- status->change_clear_buffs(bl,3); //Remove buffs/debuffs
- }
- break;
+ case SC_JOINTBEAT:
+ if( val2&BREAK_NECK )
+ sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1));
+ break;
- case SC_MARIONETTE_MASTER:
- {
- int stat;
+ case SC_BERSERK:
+ if( val3 == SC__BLOODYLUST )
+ sc_start(bl,(sc_type)val3,100,val1,tick);
+ if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) )
+ sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
+ //HP healing is performing after the calc_status call.
+ //Val2 holds HP penalty
+ if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1);
+ if (!val4) val4 = 10000; //Val4 holds damage interval
+ val3 = tick/val4; //val3 holds skill duration
+ tick_time = val4; // [GodLesZ] tick time
+ break;
- val3 = 0;
- val4 = 0;
- stat = ( sd ? sd->status.str : status->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.agi : status->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.vit : status->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
- stat = ( sd ? sd->status.int_: status->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.dex : status->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.luk : status->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
- }
- break;
- case SC_MARIONETTE:
- {
- int stat,max_stat;
- // fetch caster information
- struct block_list *pbl = map->id2bl(val1);
- struct status_change *psc = pbl ? status->get_sc(pbl) : NULL;
- struct status_change_entry *psce = psc ? psc->data[SC_MARIONETTE_MASTER] : NULL;
- // fetch target's stats
- struct status_data* tst = status->get_status_data(bl); // battle status
-
- if (!psce)
- return 0;
+ case SC_GOSPEL:
+ if(val4 == BCT_SELF) {
+ // self effect
+ val2 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ status->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ }
+ break;
- val3 = 0;
- val4 = 0;
- max_stat = battle_config.max_parameter; //Cap to 99 (default)
- stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF);
- stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF);
- }
- break;
- case SC_SWORDREJECT:
- val2 = 15*val1; //Reflect chance
- val3 = 3; //Reflections
- tick = -1;
- break;
+ case SC_MARIONETTE_MASTER:
+ {
+ int stat;
+
+ val3 = 0;
+ val4 = 0;
+ stat = ( sd ? sd->status.str : status->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.agi : status->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.vit : status->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
+ stat = ( sd ? sd->status.int_: status->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.dex : status->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.luk : status->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
+ }
+ break;
+ case SC_MARIONETTE:
+ {
+ int stat,max_stat;
+ // fetch caster information
+ struct block_list *pbl = map->id2bl(val1);
+ struct status_change *psc = pbl ? status->get_sc(pbl) : NULL;
+ struct status_change_entry *psce = psc ? psc->data[SC_MARIONETTE_MASTER] : NULL;
+ // fetch target's stats
+ struct status_data* tst = status->get_status_data(bl); // battle status
+
+ if (!psce)
+ return 0;
- case SC_MEMORIZE:
- val2 = 5; //Memorized casts.
- tick = -1;
- break;
+ val3 = 0;
+ val4 = 0;
+ max_stat = battle_config.max_parameter; //Cap to 99 (default)
+ stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF);
+ stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF);
+ }
+ break;
+ case SC_SWORDREJECT:
+ val2 = 15*val1; //Reflect chance
+ val3 = 3; //Reflections
+ tick = -1;
+ break;
- case SC_GRAVITATION:
- val2 = 50*val1; //aspd reduction
- break;
+ case SC_MEMORIZE:
+ val2 = 5; //Memorized casts.
+ tick = -1;
+ break;
- case SC_GDSKILL_REGENERATION:
- if (val1 == 1)
- val2 = 2;
- else
- val2 = val1; //HP Regerenation rate: 200% 200% 300%
- val3 = val1; //SP Regeneration Rate: 100% 200% 300%
- //if val4 comes set, this blocks regen rather than increase it.
- break;
+ case SC_GRAVITATION:
+ val2 = 50*val1; //aspd reduction
+ break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl;
- struct status_change *d_sc;
-
- if( (d_bl = map->id2bl(val1)) && (d_sc = status->get_sc(d_bl)) && d_sc->count ) {
- // Inherits Status From Source
- const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
- enum sc_type type2;
- int i = (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground)?2:3;
- while( i >= 0 ) {
- type2 = types[i];
- if( d_sc->data[type2] )
- sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1));
- i--;
+ case SC_GDSKILL_REGENERATION:
+ if (val1 == 1)
+ val2 = 2;
+ else
+ val2 = val1; //HP Regerenation rate: 200% 200% 300%
+ val3 = val1; //SP Regeneration Rate: 100% 200% 300%
+ //if val4 comes set, this blocks regen rather than increase it.
+ break;
+
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl;
+ struct status_change *d_sc;
+
+ if( (d_bl = map->id2bl(val1)) && (d_sc = status->get_sc(d_bl)) && d_sc->count ) {
+ // Inherits Status From Source
+ const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
+ enum sc_type type2;
+ int i = (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground)?2:3;
+ while( i >= 0 ) {
+ type2 = types[i];
+ if( d_sc->data[type2] )
+ sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1));
+ i--;
+ }
}
+ break;
}
- break;
- }
- case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
- if( val3 && bl->type == BL_MOB ) {
- struct block_list* src = map->id2bl(val3);
- if( src )
- mob->log_damage((TBL_MOB*)bl,src,st->hp - 1);
+ case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
+ if( val3 && bl->type == BL_MOB ) {
+ struct block_list* src = map->id2bl(val3);
+ if( src )
+ mob->log_damage((TBL_MOB*)bl,src,st->hp - 1);
+ }
+ status_zap(bl, st->hp-1, val2 ? 0 : st->sp);
+ return 1;
+ break;
+ case SC_RG_CCONFINE_S:
+ {
+ struct block_list *src = val2 ? map->id2bl(val2) : NULL;
+ struct status_change *sc2 = src ? status->get_sc(src) : NULL;
+ struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL;
+ if (src && sc2) {
+ if (!sce2) //Start lock on caster.
+ sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
+ else { //Increase count of locked enemies and refresh time.
+ (sce2->val2)++;
+ timer->delete(sce2->timer, status->change_timer);
+ sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src->id, SC_RG_CCONFINE_M);
+ }
+ } else //Status failed.
+ return 0;
}
- status_zap(bl, st->hp-1, val2 ? 0 : st->sp);
- return 1;
- break;
- case SC_RG_CCONFINE_S:
- {
- struct block_list *src = val2 ? map->id2bl(val2) : NULL;
- struct status_change *sc2 = src ? status->get_sc(src) : NULL;
- struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL;
- if (src && sc2) {
- if (!sce2) //Start lock on caster.
- sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
- else { //Increase count of locked enemies and refresh time.
- (sce2->val2)++;
- timer->delete(sce2->timer, status->change_timer);
- sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src->id, SC_RG_CCONFINE_M);
+ break;
+ case SC_KAITE:
+ val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
+ break;
+ case SC_KAUPE:
+ switch (val1) {
+ case 3: //33*3 + 1 -> 100%
+ val2++;
+ case 1:
+ case 2: //33, 66%
+ val2 += 33*val1;
+ val3 = 1; //Dodge 1 attack total.
+ break;
+ default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
+ val2 = 100;
+ val3 = val1-2;
+ break;
}
- } else //Status failed.
- return 0;
- }
- break;
- case SC_KAITE:
- val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
- break;
- case SC_KAUPE:
- switch (val1) {
- case 3: //33*3 + 1 -> 100%
- val2++;
- case 1:
- case 2: //33, 66%
- val2 += 33*val1;
- val3 = 1; //Dodge 1 attack total.
break;
- default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
- val2 = 100;
- val3 = val1-2;
+
+ case SC_COMBOATTACK: {
+ //val1: Skill ID
+ //val2: When given, target (for autotargetting skills)
+ //val3: When set, this combo time should NOT delay attack/movement
+ //val3: TK: Last used kick
+ //val4: TK: Combo time
+ struct unit_data *ud = unit->bl2ud(bl);
+ if (ud && !val3) {
+ tick += 300 * battle_config.combo_delay_rate/100;
+ ud->attackabletime = timer->gettick()+tick;
+ unit->set_walkdelay(bl, timer->gettick(), tick, 1);
+ }
+ val3 = 0;
+ val4 = tick;
+ }
+ break;
+ case SC_EARTHSCROLL:
+ val2 = 11-val1; //Chance to consume: 11-skill_lv%
+ break;
+ case SC_RUN:
+ val4 = timer->gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC_KAAHI:
+ val2 = 200*val1; //HP heal
+ val3 = 5*val1; //SP cost
+ val4 = INVALID_TIMER; //Kaahi Timer.
+ break;
+ case SC_BLESSING:
+ if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
+ val2 = val1;
+ else
+ val2 = 0; //0 -> Half stat.
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 1;
+ tick = -1;
+ break;
+ case SC_CONCENTRATION:
+ val2 = 2 + val1;
+ if (sd) { //Store the card-bonus data that should not count in the %
+ val3 = sd->param_bonus[1]; //Agi
+ val4 = sd->param_bonus[4]; //Dex
+ } else {
+ val3 = val4 = 0;
+ }
+ break;
+ case SC_OVERTHRUSTMAX:
+ val2 = 20*val1; //Power increase
+ break;
+ case SC_OVERTHRUST:
+ //val2 holds if it was casted on self, or is bonus received from others
+ val3 = 5*val1; //Power increase
+ if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_ADRENALINE2:
+ case SC_ADRENALINE:
+ val3 = (val2) ? 300 : 200; // aspd increase
+ case SC_WEAPONPERFECT:
+ if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_LKCONCENTRATION:
+ val2 = 5*val1; //Batk/Watk Increase
+ val3 = 10*val1; //Hit Increase
+ val4 = 5*val1; //Def reduction
+ sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect
+ break;
+ case SC_ANGELUS:
+ val2 = 5*val1; //def increase
+ break;
+ case SC_IMPOSITIO:
+ val2 = 5*val1; //watk increase
+ break;
+ case SC_MELTDOWN:
+ val2 = 100*val1; //Chance to break weapon
+ val3 = 70*val1; //Change to break armor
+ break;
+ case SC_TRUESIGHT:
+ val2 = 10*val1; //Critical increase
+ val3 = 3*val1; //Hit increase
+ break;
+ case SC_SUN_COMFORT:
+ val2 = (status->get_lv(bl) + st->dex + st->luk)/2; //def increase
+ break;
+ case SC_MOON_COMFORT:
+ val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase
+ break;
+ case SC_STAR_COMFORT:
+ val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase
+ break;
+ case SC_QUAGMIRE:
+ val2 = (sd?5:10)*val1; //Agi/Dex decrease.
break;
- }
- break;
- case SC_COMBOATTACK: {
- //val1: Skill ID
- //val2: When given, target (for autotargetting skills)
- //val3: When set, this combo time should NOT delay attack/movement
- //val3: TK: Last used kick
- //val4: TK: Combo time
- struct unit_data *ud = unit->bl2ud(bl);
- if (ud && !val3) {
- tick += 300 * battle_config.combo_delay_rate/100;
- ud->attackabletime = timer->gettick()+tick;
- unit->set_walkdelay(bl, timer->gettick(), tick, 1);
- }
- val3 = 0;
- val4 = tick;
- }
- break;
- case SC_EARTHSCROLL:
- val2 = 11-val1; //Chance to consume: 11-skill_lv%
- break;
- case SC_RUN:
- val4 = timer->gettick(); //Store time at which you started running.
- tick = -1;
- break;
- case SC_KAAHI:
- val2 = 200*val1; //HP heal
- val3 = 5*val1; //SP cost
- val4 = INVALID_TIMER; //Kaahi Timer.
- break;
- case SC_BLESSING:
- if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
- val2 = val1;
- else
- val2 = 0; //0 -> Half stat.
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 1;
- tick = -1;
- break;
- case SC_CONCENTRATION:
- val2 = 2 + val1;
- if (sd) { //Store the card-bonus data that should not count in the %
- val3 = sd->param_bonus[1]; //Agi
- val4 = sd->param_bonus[4]; //Dex
- } else {
- val3 = val4 = 0;
- }
- break;
- case SC_OVERTHRUSTMAX:
- val2 = 20*val1; //Power increase
- break;
- case SC_OVERTHRUST:
- //val2 holds if it was casted on self, or is bonus received from others
- val3 = 5*val1; //Power increase
- if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_ADRENALINE2:
- case SC_ADRENALINE:
- val3 = (val2) ? 300 : 200; // aspd increase
- case SC_WEAPONPERFECT:
- if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_LKCONCENTRATION:
- val2 = 5*val1; //Batk/Watk Increase
- val3 = 10*val1; //Hit Increase
- val4 = 5*val1; //Def reduction
- sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect
- break;
- case SC_ANGELUS:
- val2 = 5*val1; //def increase
- break;
- case SC_IMPOSITIO:
- val2 = 5*val1; //watk increase
- break;
- case SC_MELTDOWN:
- val2 = 100*val1; //Chance to break weapon
- val3 = 70*val1; //Change to break armor
- break;
- case SC_TRUESIGHT:
- val2 = 10*val1; //Critical increase
- val3 = 3*val1; //Hit increase
- break;
- case SC_SUN_COMFORT:
- val2 = (status->get_lv(bl) + st->dex + st->luk)/2; //def increase
- break;
- case SC_MOON_COMFORT:
- val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase
- break;
- case SC_STAR_COMFORT:
- val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase
- break;
- case SC_QUAGMIRE:
- val2 = (sd?5:10)*val1; //Agi/Dex decrease.
- break;
+ // gs_something1 [Vicious]
+ case SC_GS_GATLINGFEVER:
+ val2 = 20*val1; //Aspd increase
+ val4 = 5*val1; //Flee decrease
+ #ifndef RENEWAL
+ val3 = 20+10*val1; //Batk increase
+ #endif
+ break;
- // gs_something1 [Vicious]
- case SC_GS_GATLINGFEVER:
- val2 = 20*val1; //Aspd increase
- val4 = 5*val1; //Flee decrease
-#ifndef RENEWAL
- val3 = 20+10*val1; //Batk increase
-#endif
- break;
+ case SC_FLING:
+ if (bl->type == BL_PC)
+ val2 = 0; //No armor reduction to players.
+ else
+ val2 = 5*val1; //Def reduction
+ val3 = 5*val1; //Def2 reduction
+ break;
+ case SC_PROVOKE:
+ //val2 signals autoprovoke.
+ val3 = 2+3*val1; //Atk increase
+ val4 = 5+5*val1; //Def reduction.
+ break;
+ case SC_HLIF_AVOID:
+ //val2 = 10*val1; //Speed change rate.
+ break;
+ case SC_HAMI_DEFENCE:
+ val2 = 2*val1; //Def bonus
+ break;
+ case SC_HAMI_BLOODLUST:
+ val2 = 20+10*val1; //Atk rate change.
+ val3 = 3*val1; //Leech chance
+ val4 = 20; //Leech percent
+ break;
+ case SC_HLIF_FLEET:
+ val2 = 30*val1; //Aspd change
+ val3 = 5+5*val1; //bAtk/wAtk rate change
+ break;
+ case SC_MINDBREAKER:
+ val2 = 20*val1; //matk increase.
+ val3 = 12*val1; //mdef2 reduction.
+ break;
+ case SC_SKA:
+ val2 = tick/1000;
+ val3 = rnd()%100; //Def changes randomly every second...
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_JAILED:
+ //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
+ tick = val1>0?1000:250;
+ if (sd)
+ {
+ if (sd->mapindex != val2)
+ {
+ int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates
+ int mapindex = sd->mapindex; /// Current Map
+ //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
+ pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
+ //2. Set restore point (val3 -> return map, val4 return coords
+ val3 = mapindex;
+ val4 = pos;
+ } else if (!val3 || val3 == sd->mapindex) { //Use save point.
+ val3 = sd->status.save_point.map;
+ val4 = (sd->status.save_point.x&0xFFFF)
+ |(sd->status.save_point.y<<16);
+ }
+ }
+ break;
+ case SC_NJ_UTSUSEMI:
+ val2=(val1+1)/2; // number of hits blocked
+ val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
+ break;
+ case SC_NJ_BUNSINJYUTSU:
+ val2=(val1+1)/2; // number of hits blocked
+ break;
+ case SC_HLIF_CHANGE:
+ val2= 30*val1; //Vit increase
+ val3= 20*val1; //Int increase
+ break;
+ case SC_SWOO:
+ if(st->mode&MD_BOSS)
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
+ break;
+ case SC_SPIDERWEB:
+ if( bl->type == BL_PC )
+ tick /= 2;
+ break;
+ case SC_ARMOR:
+ //NPC_DEFENDER:
+ val2 = 80; //Damage reduction
+ //Attack requirements to be blocked:
+ val3 = BF_LONG; //Range
+ val4 = BF_WEAPON|BF_MISC; //Type
+ break;
+ case SC_ENCHANTARMS:
+ //end previous enchants
+ skill->enchant_elemental_end(bl,type);
+ //Make sure the received element is valid.
+ if (val2 >= ELE_MAX)
+ val2 = val2%ELE_MAX;
+ else if (val2 < 0)
+ val2 = rnd()%ELE_MAX;
+ break;
+ case SC_CRITICALWOUND:
+ val2 = 20*val1; //Heal effectiveness decrease
+ break;
+ case SC_MAGICMIRROR:
+ case SC_SLOWCAST:
+ val2 = 20*val1; //Magic reflection/cast rate
+ break;
- case SC_FLING:
- if (bl->type == BL_PC)
- val2 = 0; //No armor reduction to players.
- else
- val2 = 5*val1; //Def reduction
- val3 = 5*val1; //Def2 reduction
- break;
- case SC_PROVOKE:
- //val2 signals autoprovoke.
- val3 = 2+3*val1; //Atk increase
- val4 = 5+5*val1; //Def reduction.
- break;
- case SC_HLIF_AVOID:
- //val2 = 10*val1; //Speed change rate.
- break;
- case SC_HAMI_DEFENCE:
- val2 = 2*val1; //Def bonus
- break;
- case SC_HAMI_BLOODLUST:
- val2 = 20+10*val1; //Atk rate change.
- val3 = 3*val1; //Leech chance
- val4 = 20; //Leech percent
- break;
- case SC_HLIF_FLEET:
- val2 = 30*val1; //Aspd change
- val3 = 5+5*val1; //bAtk/wAtk rate change
- break;
- case SC_MINDBREAKER:
- val2 = 20*val1; //matk increase.
- val3 = 12*val1; //mdef2 reduction.
- break;
- case SC_SKA:
- val2 = tick/1000;
- val3 = rnd()%100; //Def changes randomly every second...
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_JAILED:
- //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
- tick = val1>0?1000:250;
- if (sd)
+ case SC_STONESKIN:
+ if (val2 == NPC_ANTIMAGIC)
+ { //Boost mdef
+ val2 =-20;
+ val3 = 20;
+ } else { //Boost def
+ val2 = 20;
+ val3 =-20;
+ }
+ val2*=val1; //20% per level
+ val3*=val1;
+ break;
+ case SC_CASH_PLUSEXP:
+ case SC_CASH_PLUSONLYJOBEXP:
+ if (val1 < 0)
+ val1 = 0;
+ break;
+ case SC_PLUSAVOIDVALUE:
+ case SC_CRITICALPERCENT:
+ val2 = val1*10; //Actual boost (since 100% = 1000)
+ break;
+ case SC_SUFFRAGIUM:
+ val2 = 15 * val1; //Speed cast decrease
+ break;
+ case SC_HEALPLUS:
+ if (val1 < 1)
+ val1 = 1;
+ break;
+ case SC_ILLUSION:
+ val2 = 5+val1; //Factor by which displayed damage is increased by
+ break;
+ case SC_DOUBLECASTING:
+ val2 = 30+10*val1; //Trigger rate
+ break;
+ case SC_KAIZEL:
+ val2 = 10*val1; //% of life to be revived with
+ break;
+ // case SC_ARMORPROPERTY:
+ // case SC_ARMOR_RESIST:
+ // Mod your resistance against elements:
+ // val1 = water | val2 = earth | val3 = fire | val4 = wind
+ // break;
+ //case ????:
+ //Place here SCs that have no SCB_* data, no skill associated, no ICON
+ //associated, and yet are not wrong/unknown. [Skotlex]
+ //break;
+
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HIT:
+ val2 = 15 * val1;
+ break;
+ case SC_MER_HP:
+ case SC_MER_SP:
+ val2 = 5 * val1;
+ break;
+ case SC_REBIRTH:
+ val2 = 20*val1; //% of life to be revived with
+ break;
+
+ case SC_MANU_DEF:
+ case SC_MANU_ATK:
+ case SC_MANU_MATK:
+ val2 = 1; // Manuk group
+ break;
+ case SC_SPL_DEF:
+ case SC_SPL_ATK:
+ case SC_SPL_MATK:
+ val2 = 2; // Splendide group
+ break;
+ /**
+ * General
+ **/
+ case SC_FEAR:
+ val2 = 2;
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BURNING:
+ val4 = tick / 3000; // Total Ticks to Burn!!
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ /**
+ * Rune Knight
+ **/
+ case SC_DEATHBOUND:
+ val2 = 500 + 100 * val1;
+ break;
+ case SC_STONEHARDSKIN:
+ if( sd )
+ val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
+ break;
+ case SC_FIGHTINGSPIRIT:
+ val_flag |= 1|2;
+ break;
+ case SC_ABUNDANCE:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case SC_RENOVATIO:
+ val4 = tick / 5000;
+ tick_time = 5000;
+ break;
+ case SC_SECRAMENT:
+ val2 = 10 * val1;
+ break;
+ case SC_VENOMIMPRESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ break;
+ case SC_POISONINGWEAPON:
+ val_flag |= 1|2|4;
+ break;
+ case SC_WEAPONBLOCKING:
+ val2 = 10 + 2 * val1; // Chance
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC_TOXIN:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_MAGICMUSHROOM:
+ val4 = tick / 4000;
+ tick_time = 4000; // [GodLesZ] tick time
+ break;
+ case SC_PYREXIA:
+ status->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_LEECHESEND:
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_OBLIVIONCURSE:
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_ROLLINGCUTTER:
+ val_flag |= 1;
+ break;
+ case SC_CLOAKINGEXCEED:
+ val2 = ( val1 + 1 ) / 2; // Hits
+ val3 = 90 + val1 * 10; // Walk speed
+ val_flag |= 1|2|4;
+ if (bl->type == BL_PC)
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_HALLUCINATIONWALK:
+ val2 = 50 * val1; // Evasion rate of physical attacks. Flee
+ val3 = 10 * val1; // Evasion rate of magical attacks.
+ val_flag |= 1|2|4;
+ break;
+ case SC_WHITEIMPRISON:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ break;
+ case SC_MARSHOFABYSS:
+ val2 = 6 * val1;
+ if( sd ) // half on players
+ val2 >>= 1;
+ break;
+ case SC_FROSTMISTY:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ break;
+ case SC_READING_SB:
+ // val2 = sp reduction per second
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHAPESHIFT:
+ switch( val1 )
+ {
+ case 1: val2 = ELE_FIRE; break;
+ case 2: val2 = ELE_EARTH; break;
+ case 3: val2 = ELE_WIND; break;
+ case 4: val2 = ELE_WATER; break;
+ }
+ break;
+ case SC_ELECTRICSHOCKER:
+ case SC_COLD:
+ case SC_MEIKYOUSISUI:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_CAMOUFLAGE:
+ val4 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_WUGDASH:
+ val4 = timer->gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC__SHADOWFORM: {
+ struct map_session_data * s_sd = map->id2sd(val2);
+ if( s_sd )
+ s_sd->shadowform_id = bl->id;
+ val4 = tick / 1000;
+ val_flag |= 1|2|4;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC__STRIPACCESSARY:
+ if (!sd)
+ val2 = 20;
+ break;
+ case SC__INVISIBILITY:
+ val2 = 50 - 10 * val1; // ASPD
+ val3 = 20 * val1; // CRITICAL
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC__ENERVATION:
+ val2 = 20 + 10 * val1; // ATK Reduction
+ val_flag |= 1|2;
+ if( sd ) pc->delspiritball(sd,sd->spiritball,0);
+ break;
+ case SC__GROOMY:
+ val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
+ val3 = 20 * val1; //HIT
+ val_flag |= 1|2|4;
+ if( sd ) { // Removes Animals
+ if( pc_isriding(sd) ) pc->setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG);
+ if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
+ if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
+ if( sd->status.pet_id > 0 ) pet->menu(sd, 3);
+ if( homun_alive(sd->hd) ) homun->vaporize(sd,HOM_ST_REST);
+ if( sd->md ) mercenary->delete(sd->md,3);
+ }
+ break;
+ case SC__LAZINESS:
+ val2 = 10 + 10 * val1; // Cast reduction
+ val3 = 10 * val1; // Flee Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__UNLUCKY:
+ val2 = 10 * val1; // Crit and Flee2 Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__WEAKNESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ // bypasses coating protection and MADO
+ sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick);
+ sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick);
+ break;
+ case SC_GN_CARTBOOST:
+ if( val1 < 3 )
+ val2 = 50;
+ else if( val1 < 5 )
+ val2 = 75;
+ else
+ val2 = 100;
+ break;
+ case SC_PROPERTYWALK:
+ val_flag |= 1|2;
+ val3 = 0;
+ break;
+ case SC_WARMER:
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ status_change_end(bl, SC_COLD, INVALID_TIMER);
+ break;
+ case SC_STRIKING:
+ val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BLOOD_SUCKER:
{
- if (sd->mapindex != val2)
+ struct block_list *src = map->id2bl(val2);
+ val3 = 1;
+ if(src)
+ val3 = 200 + 100 * val1 + status_get_int(src);
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC_VACUUM_EXTREME:
+ tick -= (st->str / 20) * 1000;
+ val4 = val3 = tick / 100;
+ tick_time = 100; // [GodLesZ] tick time
+ break;
+ case SC_SWING:
+ val2 = 4 * val1; // Walk speed and aspd reduction.
+ break;
+ case SC_SYMPHONY_LOVE:
+ case SC_RUSH_WINDMILL:
+ case SC_ECHOSONG:
+ val2 = 6 * val1;
+ val2 += val3; //Adding 1% * Lesson Bonus
+ val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
+ break;
+ case SC_MOONLIT_SERENADE:
+ val2 = 10 * val1;
+ break;
+ case SC_HARMONIZE:
+ val2 = 5 + 5 * val1;
+ break;
+ case SC_SIREN:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_DEEP_SLEEP:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_SIRCLEOFNATURE:
+ val2 = 1 + val1; //SP consume
+ val3 = 40 * val1; //HP recovery
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_SONG_OF_MANA:
+ val3 = 10 + (2 * val2);
+ val4 = tick/3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_SATURDAY_NIGHT_FEVER:
+ if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1);
+ if (!val4) val4 = 3000;
+ val3 = tick/val4;
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_GLOOMYDAY:
+ val2 = 20 + 5 * val1; // Flee reduction.
+ val3 = 15 + 5 * val1; // ASPD reduction.
+ if( sd && rand()%100 < val1 ){ // (Skill Lv) %
+ val4 = 1; // reduce walk speed by half.
+ if( pc_isriding(sd) ) pc->setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ }
+ break;
+ case SC_GLOOMYDAY_SK:
+ // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
+ val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 );
+ break;
+ case SC_SITDOWN_FORCE:
+ case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
+ if( sd && !pc_issit(sd) )
{
- int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates
- int mapindex = sd->mapindex; /// Current Map
- //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
- pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
- //2. Set restore point (val3 -> return map, val4 return coords
- val3 = mapindex;
- val4 = pos;
- } else if (!val3 || val3 == sd->mapindex) { //Use save point.
- val3 = sd->status.save_point.map;
- val4 = (sd->status.save_point.x&0xFFFF)
- |(sd->status.save_point.y<<16);
+ pc_setsit(sd);
+ skill->sit(sd,1);
+ clif->sitting(bl);
+ }
+ break;
+ case SC_DANCE_WITH_WUG:
+ val3 = (5 * val1) + (1 * val2); //Still need official value.
+ break;
+ case SC_LERADS_DEW:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_MELODYOFSINK:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_BEYOND_OF_WARCRY:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_UNLIMITED_HUMMING_VOICE:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ if( ud == NULL ) return 0;
+ ud->state.skillcastcancel = 0;
+ val3 = 15 - (2 * val2);
+ }
+ break;
+ case SC_LG_REFLECTDAMAGE:
+ val2 = 15 + 5 * val1;
+ val3 = (val1==5)?20:(val1+4)*2; // SP consumption
+ val4 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
+ val2 = 20 + 12 * (val1 - 1); // Chance
+ val3 = 5 + (2 * val1); // Max rage counters
+ tick = -1; //endless duration in the client
+ tick_time = 6000; // [GodLesZ] tick time
+ val_flag |= 1|2|4;
+ break;
+ case SC_EXEEDBREAK:
+ val1 *= 150; // 150 * skill_lv
+ if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
+ val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status->get_lv(bl) / 100);
+ val1 += 15 * (sd ? sd->status.job_level:50) + 100;
+ } else // Mobs
+ val1 += (400 * status->get_lv(bl) / 100) + (15 * (status->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
+ break;
+ case SC_PRESTIGE: // Based on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
+ val2 = ((st->int_ + st->luk) / 6) + 5; // Chance to evade magic damage.
+ val1 *= 15; // Defence added
+ if( sd )
+ val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
+ val_flag |= 1|2;
+ break;
+ case SC_BANDING:
+ tick_time = 5000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ val_flag |= 1|2;
+ break;
+ case SC_MAGNETICFIELD:
+ val3 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_INSPIRATION:
+ if( sd ) {
+ val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
+ val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
+ }
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ status->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ break;
+ case SC_SPELLFIST:
+ case SC_CURSEDCIRCLE_ATKER:
+ val_flag |= 1|2|4;
+ break;
+ case SC_CRESCENTELBOW:
+ val2 = 94 + val1;
+ val_flag |= 1|2;
+ break;
+ case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
+ val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
+ val_flag |= 1;
+ break;
+ case SC_RAISINGDRAGON:
+ val3 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_GENTLETOUCH_CHANGE:
+ {// take note there is no def increase as skill desc says. [malufett]
+ struct block_list * src;
+ val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
+ if( (src = map->id2bl(val2)) ){
+ val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
+ 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]
}
}
- break;
- case SC_NJ_UTSUSEMI:
- val2=(val1+1)/2; // number of hits blocked
- val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
- break;
- case SC_NJ_BUNSINJYUTSU:
- val2=(val1+1)/2; // number of hits blocked
- break;
- case SC_HLIF_CHANGE:
- val2= 30*val1; //Vit increase
- val3= 20*val1; //Int increase
- break;
- case SC_SWOO:
- if(st->mode&MD_BOSS)
- tick /= 5; //TODO: Reduce skill's duration. But for how long?
- break;
- case SC_SPIDERWEB:
- if( bl->type == BL_PC )
- tick /= 2;
- break;
- case SC_ARMOR:
- //NPC_DEFENDER:
- val2 = 80; //Damage reduction
- //Attack requirements to be blocked:
- val3 = BF_LONG; //Range
- val4 = BF_WEAPON|BF_MISC; //Type
- break;
- case SC_ENCHANTARMS:
- //end previous enchants
- skill->enchant_elemental_end(bl,type);
- //Make sure the received element is valid.
- if (val2 >= ELE_MAX)
- val2 = val2%ELE_MAX;
- else if (val2 < 0)
- val2 = rnd()%ELE_MAX;
- break;
- case SC_CRITICALWOUND:
- val2 = 20*val1; //Heal effectiveness decrease
- break;
- case SC_MAGICMIRROR:
- case SC_SLOWCAST:
- val2 = 20*val1; //Magic reflection/cast rate
- break;
-
- case SC_STONESKIN:
- if (val2 == NPC_ANTIMAGIC)
- { //Boost mdef
- val2 =-20;
- val3 = 20;
- } else { //Boost def
- val2 = 20;
- val3 =-20;
+ break;
+ case SC_GENTLETOUCH_REVITALIZE:
+ {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
+ struct block_list * src;
+ val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
+ if( (src = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
+ val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
}
- val2*=val1; //20% per level
- val3*=val1;
- break;
- case SC_CASH_PLUSEXP:
- case SC_CASH_PLUSONLYJOBEXP:
- if (val1 < 0)
- val1 = 0;
- break;
- case SC_PLUSAVOIDVALUE:
- case SC_CRITICALPERCENT:
- val2 = val1*10; //Actual boost (since 100% = 1000)
- break;
- case SC_SUFFRAGIUM:
- val2 = 15 * val1; //Speed cast decrease
- break;
- case SC_HEALPLUS:
- if (val1 < 1)
- val1 = 1;
- break;
- case SC_ILLUSION:
- val2 = 5+val1; //Factor by which displayed damage is increased by
- break;
- case SC_DOUBLECASTING:
- val2 = 30+10*val1; //Trigger rate
- break;
- case SC_KAIZEL:
- val2 = 10*val1; //% of life to be revived with
- break;
- // case SC_ARMORPROPERTY:
- // case SC_ARMOR_RESIST:
- // Mod your resistance against elements:
- // val1 = water | val2 = earth | val3 = fire | val4 = wind
- // break;
- //case ????:
- //Place here SCs that have no SCB_* data, no skill associated, no ICON
- //associated, and yet are not wrong/unknown. [Skotlex]
- //break;
+ break;
+ case SC_PYROTECHNIC_OPTION:
+ val_flag |= 1|2|4;
+ break;
+ case SC_HEATER_OPTION:
+ val2 = 120; // Watk. TODO: Renewal (Atk2)
+ val3 = 33; // % Increase effects.
+ val4 = 3; // Change into fire element.
+ val_flag |= 1|2|4;
+ break;
+ case SC_TROPIC_OPTION:
+ val2 = 180; // Watk. TODO: Renewal (Atk2)
+ val3 = MG_FIREBOLT;
+ break;
+ case SC_AQUAPLAY_OPTION:
+ val2 = 40;
+ val_flag |= 1|2|4;
+ break;
+ case SC_COOLER_OPTION:
+ val2 = 80; // % Freezing chance
+ val3 = 33; // % increased damage
+ val4 = 1; // Change into water elemet
+ val_flag |= 1|2|4;
+ break;
+ case SC_CHILLY_AIR_OPTION:
+ val2 = 120; // Matk. TODO: Renewal (Matk1)
+ val3 = MG_COLDBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_GUST_OPTION:
+ val_flag |= 1|2;
+ break;
+ case SC_WIND_STEP_OPTION:
+ val2 = 50; // % Increase speed and flee.
+ break;
+ case SC_BLAST_OPTION:
+ val2 = 20;
+ val3 = ELE_WIND;
+ val_flag |= 1|2|4;
+ break;
+ case SC_WILD_STORM_OPTION:
+ val2 = MG_LIGHTNINGBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_PETROLOGY_OPTION:
+ val2 = 5;
+ val3 = 50;
+ val_flag |= 1|2|4;
+ break;
+ case SC_CURSED_SOIL_OPTION:
+ val2 = 10;
+ val3 = 33;
+ val4 = 2;
+ val_flag |= 1|2|4;
+ break;
+ case SC_UPHEAVAL_OPTION:
+ val2 = WZ_EARTHSPIKE;
+ val_flag |= 1|2;
+ break;
+ case SC_CIRCLE_OF_FIRE_OPTION:
+ val2 = 300;
+ val_flag |= 1|2;
+ break;
+ case SC_FIRE_CLOAK_OPTION:
+ case SC_WATER_DROP_OPTION:
+ case SC_WIND_CURTAIN_OPTION:
+ case SC_STONE_SHIELD_OPTION:
+ val2 = 20; // Elemental modifier. Not confirmed.
+ break;
+ case SC_CIRCLE_OF_FIRE:
+ case SC_FIRE_CLOAK:
+ case SC_WATER_DROP:
+ case SC_WATER_SCREEN:
+ case SC_WIND_CURTAIN:
+ case SC_WIND_STEP:
+ case SC_STONE_SHIELD:
+ case SC_SOLID_SKIN:
+ val2 = 10;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_WATER_BARRIER:
+ val2 = 40; // Increasement. Mdef1 ???
+ val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
+ val_flag |= 1|2|4;
+ break;
+ case SC_ZEPHYR:
+ val2 = 22; // Flee.
+ break;
+ case SC_TIDAL_WEAPON:
+ val2 = 20; // Increase Elemental's attack.
+ break;
+ case SC_ROCK_CRUSHER:
+ case SC_ROCK_CRUSHER_ATK:
+ case SC_POWER_OF_GAIA:
+ val2 = 33;
+ break;
+ case SC_MELON_BOMB:
+ case SC_BANANA_BOMB:
+ val1 = 15;
+ break;
+ case SC_STOMACHACHE:
+ val2 = 8; // SP consume.
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_KYOUGAKU:
+ val2 = 2*val1 + rand()%(3 * val1);
+ clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ break;
+ case SC_KAGEMUSYA:
+ val3 = val1 * 2;
+ case SC_IZAYOI:
+ val2 = tick/1000;
+ tick_time = 1000;
+ break;
+ case SC_ZANGETSU:
+ val2 = val4 = status->get_lv(bl) / 3 + 20 * val1;
+ val3 = status->get_lv(bl) / 2 + 30 * val1;
+ val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
+ val3 = (!(status_get_sp(bl)%2) ? val4 : -val3);
+ break;
+ case SC_GENSOU:
- case SC_MER_FLEE:
- case SC_MER_ATK:
- case SC_MER_HIT:
- val2 = 15 * val1;
- break;
- case SC_MER_HP:
- case SC_MER_SP:
- val2 = 5 * val1;
- break;
- case SC_REBIRTH:
- val2 = 20*val1; //% of life to be revived with
- break;
+ #define PER( a ) do { \
+ if( a <= 15 ) lv = 1; \
+ else if( a <= 30 ) lv = 2; \
+ else if( a <= 50 ) lv = 3; \
+ else if( a <= 75 ) lv = 4; \
+ } while(0)
- case SC_MANU_DEF:
- case SC_MANU_ATK:
- case SC_MANU_MATK:
- val2 = 1; // Manuk group
- break;
- case SC_SPL_DEF:
- case SC_SPL_ATK:
- case SC_SPL_MATK:
- val2 = 2; // Splendide group
- break;
- /**
- * General
- **/
- case SC_FEAR:
- val2 = 2;
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_BURNING:
- val4 = tick / 3000; // Total Ticks to Burn!!
- tick_time = 3000; // [GodLesZ] tick time
- break;
- /**
- * Rune Knight
- **/
- case SC_DEATHBOUND:
- val2 = 500 + 100 * val1;
- break;
- case SC_STONEHARDSKIN:
- if( sd )
- val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
- break;
- case SC_FIGHTINGSPIRIT:
- val_flag |= 1|2;
- break;
- case SC_ABUNDANCE:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- /**
- * Arch Bishop
- **/
- case SC_RENOVATIO:
- val4 = tick / 5000;
- tick_time = 5000;
- break;
- case SC_SECRAMENT:
- val2 = 10 * val1;
- break;
- case SC_VENOMIMPRESS:
- val2 = 10 * val1;
- val_flag |= 1|2;
- break;
- case SC_POISONINGWEAPON:
- val_flag |= 1|2|4;
- break;
- case SC_WEAPONBLOCKING:
- val2 = 10 + 2 * val1; // Chance
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- val_flag |= 1|2;
- break;
- case SC_TOXIN:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_MAGICMUSHROOM:
- val4 = tick / 4000;
- tick_time = 4000; // [GodLesZ] tick time
- break;
- case SC_PYREXIA:
- status->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_LEECHESEND:
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_OBLIVIONCURSE:
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_ROLLINGCUTTER:
- val_flag |= 1;
- break;
- case SC_CLOAKINGEXCEED:
- val2 = ( val1 + 1 ) / 2; // Hits
- val3 = 90 + val1 * 10; // Walk speed
- val_flag |= 1|2|4;
- if (bl->type == BL_PC)
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_HALLUCINATIONWALK:
- val2 = 50 * val1; // Evasion rate of physical attacks. Flee
- val3 = 10 * val1; // Evasion rate of magical attacks.
- val_flag |= 1|2|4;
- break;
- case SC_WHITEIMPRISON:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- break;
- case SC_MARSHOFABYSS:
- val2 = 6 * val1;
- if( sd ) // half on players
- val2 >>= 1;
- break;
- case SC_FROSTMISTY:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- break;
- case SC_READING_SB:
- // val2 = sp reduction per second
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_SUMMON1:
- case SC_SUMMON2:
- case SC_SUMMON3:
- case SC_SUMMON4:
- case SC_SUMMON5:
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- val_flag |= 1;
- break;
- case SC_SHAPESHIFT:
- switch( val1 )
{
- case 1: val2 = ELE_FIRE; break;
- case 2: val2 = ELE_EARTH; break;
- case 3: val2 = ELE_WIND; break;
- case 4: val2 = ELE_WATER; break;
+ int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
+
+ if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
+ return 0;
+
+ PER( 100 / (status_get_max_hp(bl) / hp) );
+ status->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);
+
+ PER( 100 / (status_get_max_sp(bl) / sp) );
+ status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
}
- break;
+ #undef PER
+ break;
+ case SC_ANGRIFFS_MODUS:
+ val2 = 50 + 20 * val1; //atk bonus
+ val3 = 40 + 20 * val1; // Flee reduction.
+ val4 = tick/1000; // hp/sp reduction timer
+ tick_time = 1000;
+ break;
+ case SC_NEUTRALBARRIER:
+ tick_time = tick;
+ tick = -1;
+ break;
+ case SC_GOLDENE_FERSE:
+ val2 = 10 + 10*val1; //max hp bonus
+ val3 = 6 + 4 * val1; // Aspd Bonus
+ val4 = 2 + 2 * val1; // Chance of holy attack
+ break;
+ case SC_OVERED_BOOST:
+ val2 = 300 + 40*val1; //flee bonus
+ val3 = 179 + 2*val1; //aspd bonus
+ break;
+ case SC_GRANITIC_ARMOR:
+ val2 = 2*val1; //dmg reduction
+ val3 = 6*val1; //dmg on status end
+ break;
+ case SC_MAGMA_FLOW:
+ val2 = 3*val1; //activation chance
+ break;
+ case SC_PYROCLASTIC:
+ val2 += 10*val1; //atk bonus
+ break;
+ case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info
+ val2 = 2*val1; //def reduction
+ val3 = 500*val1; //varcast augmentation
+ break;
+ case SC_PAIN_KILLER: //[Lighta] need real info
+ val2 = 2*val1; //aspd reduction %
+ val3 = 2*val1; //dmg reduction %
+ if(sc->data[SC_NEEDLE_OF_PARALYZE])
+ sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
+ break;
+ case SC_STYLE_CHANGE: //[Lighta] need real info
+ tick = -1;
+ if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
+ else val2 = MH_MD_FIGHTING;
+ break;
+ case SC_FULL_THROTTLE:
+ status_percent_heal(bl,100,0);
+ val2 = 7 - val1;
+ tick_time = 1000;
+ val4 = tick / tick_time;
+ break;
+ case SC_KINGS_GRACE:
+ val2 = 3 + val1;
+ tick_time = 1000;
+ val4 = tick / tick_time;
+ break;
+ case SC_TELEKINESIS_INTENSE:
+ val2 = 10 * val1;
+ val3 = 40 * val1;
+ break;
+ case SC_OFFERTORIUM:
+ val2 = 30 * val1;
+ break;
+ case SC_FRIGG_SONG:
+ val2 = 5 * val1;
+ val3 = 1000 + 100 * val1;
+ tick_time = 10000;
+ val4 = tick / tick_time;
+ break;
+ case SC_MONSTER_TRANSFORM:
+ if( !mob->db_checkid(val1) )
+ val1 = 1002; // default poring
+ val_flag |= 1;
+ break;
+ default:
+ if( calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0 )
+ { //Status change with no calc, no icon, and no skill associated...?
+ ShowError("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+ }
+ } else { //Special considerations when loading SC data.
+ switch( type ) {
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ case SC_HANBOK:
+ if( !vd ) break;
+ clif->changelook(bl,LOOK_BASE,vd->class_);
+ clif->changelook(bl,LOOK_WEAPON,0);
+ clif->changelook(bl,LOOK_SHIELD,0);
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ break;
+ case SC_KAAHI:
+ val4 = INVALID_TIMER;
+ break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ case SC_MONSTER_TRANSFORM:
+ val_flag |= 1;
+ break;
+ case SC_KYOUGAKU:
+ clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ break;
+ }
+ }
+
+ /* [Ind/Hercules] */
+ if( sd && status->DisplayType[type] ) {
+ int dval1 = 0, dval2 = 0, dval3 = 0;
+ switch( type ) {
+ case SC_ALL_RIDING:
+ dval1 = 1;
+ break;
+ default: /* all others: just copy val1 */
+ dval1 = val1;
+ break;
+ }
+ status->display_add(sd,type,dval1,dval2,dval3);
+ }
+
+ //Those that make you stop attacking/walking....
+ switch (type) {
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_STONE:
+ case SC_DEEP_SLEEP:
+ if (sd && pc_issit(sd)) //Avoid sprite sync problems.
+ pc->setstand(sd);
+ case SC_TRICKDEAD:
+ status_change_end(bl, SC_DANCING, INVALID_TIMER);
+ // Cancel cast when get status [LuzZza]
+ if (battle_config.sc_castcancel&bl->type)
+ unit->skillcastcancel(bl, 0);
+ case SC_WHITEIMPRISON:
+ unit->stop_attack(bl);
+ case SC_STOP:
+ case SC_CONFUSION:
+ case SC_RG_CCONFINE_M:
+ case SC_RG_CCONFINE_S:
+ case SC_SPIDERWEB:
case SC_ELECTRICSHOCKER:
+ case SC_WUGBITE:
+ case SC_THORNS_TRAP:
+ case SC__MANHOLE:
case SC_COLD:
+ case SC_CURSEDCIRCLE_ATKER:
+ case SC_CURSEDCIRCLE_TARGET:
+ case SC_FEAR:
+ case SC_NETHERWORLD:
case SC_MEIKYOUSISUI:
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_CAMOUFLAGE:
- val4 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_WUGDASH:
- val4 = timer->gettick(); //Store time at which you started running.
- tick = -1;
- break;
- case SC__SHADOWFORM: {
- struct map_session_data * s_sd = map->id2sd(val2);
- if( s_sd )
- s_sd->shadowform_id = bl->id;
- val4 = tick / 1000;
- val_flag |= 1|2|4;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC__STRIPACCESSARY:
- if (!sd)
- val2 = 20;
- break;
- case SC__INVISIBILITY:
- val2 = 50 - 10 * val1; // ASPD
- val3 = 20 * val1; // CRITICAL
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- val_flag |= 1|2;
- break;
- case SC__ENERVATION:
- val2 = 20 + 10 * val1; // ATK Reduction
- val_flag |= 1|2;
- if( sd ) pc->delspiritball(sd,sd->spiritball,0);
- break;
- case SC__GROOMY:
- val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
- val3 = 20 * val1; //HIT
- val_flag |= 1|2|4;
- if( sd ) { // Removes Animals
- if( pc_isriding(sd) ) pc->setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
- if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG);
- if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
- if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
- if( sd->status.pet_id > 0 ) pet->menu(sd, 3);
- if( homun_alive(sd->hd) ) homun->vaporize(sd,HOM_ST_REST);
- if( sd->md ) mercenary->delete(sd->md,3);
- }
- break;
- case SC__LAZINESS:
- val2 = 10 + 10 * val1; // Cast reduction
- val3 = 10 * val1; // Flee Reduction
- val_flag |= 1|2|4;
- break;
- case SC__UNLUCKY:
- val2 = 10 * val1; // Crit and Flee2 Reduction
- val_flag |= 1|2|4;
- break;
- case SC__WEAKNESS:
- val2 = 10 * val1;
- val_flag |= 1|2;
- // bypasses coating protection and MADO
- sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick);
- sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick);
- break;
- case SC_GN_CARTBOOST:
- if( val1 < 3 )
- val2 = 50;
- else if( val1 < 5 )
- val2 = 75;
- else
- val2 = 100;
- break;
- case SC_PROPERTYWALK:
- val_flag |= 1|2;
- val3 = 0;
- break;
- case SC_WARMER:
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
- status_change_end(bl, SC_COLD, INVALID_TIMER);
- break;
- case SC_STRIKING:
- val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_BLOOD_SUCKER:
- {
- struct block_list *src = map->id2bl(val2);
- val3 = 1;
- if(src)
- val3 = 200 + 100 * val1 + status_get_int(src);
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC_VACUUM_EXTREME:
- tick -= (st->str / 20) * 1000;
- val4 = val3 = tick / 100;
- tick_time = 100; // [GodLesZ] tick time
- break;
- case SC_SWING:
- val2 = 4 * val1; // Walk speed and aspd reduction.
- break;
- case SC_SYMPHONY_LOVE:
- case SC_RUSH_WINDMILL:
- case SC_ECHOSONG:
- val2 = 6 * val1;
- val2 += val3; //Adding 1% * Lesson Bonus
- val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
- break;
- case SC_MOONLIT_SERENADE:
- val2 = 10 * val1;
+ case SC_KYOUGAKU:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEATHBOUND:
+ unit->stop_walking(bl,1);
break;
- case SC_HARMONIZE:
- val2 = 5 + 5 * val1;
+ case SC_ANKLESNARE:
+ if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
+ unit->stop_walking(bl,1);
break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC_CHASEWALK:
+ case SC_WEIGHTOVER90:
+ case SC_CAMOUFLAGE:
case SC_SIREN:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_DEEP_SLEEP:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_SIRCLEOFNATURE:
- val2 = 1 + val1; //SP consume
- val3 = 40 * val1; //HP recovery
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_SONG_OF_MANA:
- val3 = 10 + (2 * val2);
- val4 = tick/3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_SATURDAY_NIGHT_FEVER:
- if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1);
- if (!val4) val4 = 3000;
- val3 = tick/val4;
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_GLOOMYDAY:
- val2 = 20 + 5 * val1; // Flee reduction.
- val3 = 15 + 5 * val1; // ASPD reduction.
- if( sd && rand()%100 < val1 ){ // (Skill Lv) %
- val4 = 1; // reduce walk speed by half.
- if( pc_isriding(sd) ) pc->setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
- }
+ unit->stop_attack(bl);
break;
- case SC_GLOOMYDAY_SK:
- // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
- val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 );
+ case SC_SILENCE:
+ if (battle_config.sc_castcancel&bl->type)
+ unit->skillcastcancel(bl, 0);
break;
- case SC_SITDOWN_FORCE:
- case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
- if( sd && !pc_issit(sd) )
- {
- pc_setsit(sd);
- skill->sit(sd,1);
- clif->sitting(bl);
+ /* */
+ case SC_ITEMSCRIPT:
+ if( sd ) {
+ switch( val1 ) {
+ //case 4121://Phree
+ //case 4047://Ghostring
+ case 4302://Gunka
+ clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0);
+ break;
+ case 4132://Mistress
+ clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0);
+ break;
+ case 4143://Orc Hero
+ clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0);
+ break;
+ case 4135://Orc Lord
+ clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0);
+ break;
+ }
}
break;
- case SC_DANCE_WITH_WUG:
- val3 = (5 * val1) + (1 * val2); //Still need official value.
+ }
+
+ // Set option as needed.
+ opt_flag = 1;
+ switch(type) {
+ //OPT1
+ case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
+ case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
+ case SC_STUN: sc->opt1 = OPT1_STUN; break;
+ case SC_DEEP_SLEEP: opt_flag = 0;
+ case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
+ case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
+ case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
+ case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
+ //OPT2
+ case SC_POISON: sc->opt2 |= OPT2_POISON; break;
+ case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
+ case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
+
+ case SC_CRUCIS:
+ sc->opt2 |= OPT2_SIGNUMCRUCIS;
break;
- case SC_LERADS_DEW:
- val3 = (5 * val1) + (1 * val2);
+
+ case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
+ case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
+ case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break;
+ case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
+ //OPT3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHANDQUICKEN:
+ case SC_SPEARQUICKEN:
+ case SC_LKCONCENTRATION:
+ case SC_MER_QUICKEN:
+ sc->opt3 |= OPT3_QUICKEN;
+ opt_flag = 0;
break;
- case SC_MELODYOFSINK:
- val3 = (5 * val1) + (1 * val2);
+ case SC_OVERTHRUSTMAX:
+ case SC_OVERTHRUST:
+ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+ sc->opt3 |= OPT3_OVERTHRUST;
+ opt_flag = 0;
break;
- case SC_BEYOND_OF_WARCRY:
- val3 = (5 * val1) + (1 * val2);
+ case SC_ENERGYCOAT:
+ case SC_SKE:
+ sc->opt3 |= OPT3_ENERGYCOAT;
+ opt_flag = 0;
break;
- case SC_UNLIMITED_HUMMING_VOICE:
- {
- struct unit_data *ud = unit->bl2ud(bl);
- if( ud == NULL ) return 0;
- ud->state.skillcastcancel = 0;
- val3 = 15 - (2 * val2);
+ case SC_INCATKRATE:
+ //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
+ if (bl->type != BL_MOB) {
+ opt_flag = 0;
+ break;
}
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
+ opt_flag = 0;
break;
- case SC_LG_REFLECTDAMAGE:
- val2 = 15 + 5 * val1;
- val3 = (val1==5)?20:(val1+4)*2; // SP consumption
- val4 = tick/10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
- val2 = 20 + 12 * (val1 - 1); // Chance
- val3 = 5 + (2 * val1); // Max rage counters
- tick = -1; //endless duration in the client
- tick_time = 6000; // [GodLesZ] tick time
- val_flag |= 1|2|4;
- break;
- case SC_EXEEDBREAK:
- val1 *= 150; // 150 * skill_lv
- if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
- val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status->get_lv(bl) / 100);
- val1 += 15 * (sd ? sd->status.job_level:50) + 100;
- } else // Mobs
- val1 += (400 * status->get_lv(bl) / 100) + (15 * (status->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
- break;
- case SC_PRESTIGE: // Based on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
- val2 = ((st->int_ + st->luk) / 6) + 5; // Chance to evade magic damage.
- val1 *= 15; // Defence added
- if( sd )
- val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
- val_flag |= 1|2;
- break;
- case SC_BANDING:
- tick_time = 5000; // [GodLesZ] tick time
- val_flag |= 1;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 |= OPT3_STEELBODY;
+ opt_flag = 0;
break;
- case SC_SHIELDSPELL_DEF:
- case SC_SHIELDSPELL_MDEF:
- case SC_SHIELDSPELL_REF:
- val_flag |= 1|2;
+ case SC_BLADESTOP:
+ sc->opt3 |= OPT3_BLADESTOP;
+ opt_flag = 0;
break;
- case SC_MAGNETICFIELD:
- val3 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
+ case SC_AURABLADE:
+ sc->opt3 |= OPT3_AURABLADE;
+ opt_flag = 0;
break;
- case SC_INSPIRATION:
- if( sd ) {
- val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
- val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
- }
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- status->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ case SC_BERSERK:
+ opt_flag = 0;
+ sc->opt3 |= OPT3_BERSERK;
break;
- case SC_SPELLFIST:
- case SC_CURSEDCIRCLE_ATKER:
- val_flag |= 1|2|4;
+// case ???: // doesn't seem to do anything
+// sc->opt3 |= OPT3_LIGHTBLADE;
+// opt_flag = 0;
+// break;
+ case SC_DANCING:
+ if ((val1&0xFFFF) == CG_MOONLIT)
+ sc->opt3 |= OPT3_MOONLIT;
+ opt_flag = 0;
break;
- case SC_CRESCENTELBOW:
- val2 = 94 + val1;
- val_flag |= 1|2;
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ sc->opt3 |= OPT3_MARIONETTE;
+ opt_flag = 0;
break;
- case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
- val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
- val_flag |= 1;
+ case SC_ASSUMPTIO:
+ sc->opt3 |= OPT3_ASSUMPTIO;
+ opt_flag = 0;
break;
- case SC_RAISINGDRAGON:
- val3 = tick / 5000;
- tick_time = 5000; // [GodLesZ] tick time
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 |= OPT3_WARM;
+ opt_flag = 0;
break;
- case SC_GENTLETOUCH_CHANGE:
- {// take note there is no def increase as skill desc says. [malufett]
- struct block_list * src;
- val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
- if( (src = map->id2bl(val2)) ){
- val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
- 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]
- }
- }
+ case SC_KAITE:
+ sc->opt3 |= OPT3_KAITE;
+ opt_flag = 0;
break;
- case SC_GENTLETOUCH_REVITALIZE:
- {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
- struct block_list * src;
- val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
- if( (src = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
- val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
- }
- break;
- case SC_PYROTECHNIC_OPTION:
- val_flag |= 1|2|4;
- break;
- case SC_HEATER_OPTION:
- val2 = 120; // Watk. TODO: Renewal (Atk2)
- val3 = 33; // % Increase effects.
- val4 = 3; // Change into fire element.
- val_flag |= 1|2|4;
- break;
- case SC_TROPIC_OPTION:
- val2 = 180; // Watk. TODO: Renewal (Atk2)
- val3 = MG_FIREBOLT;
- break;
- case SC_AQUAPLAY_OPTION:
- val2 = 40;
- val_flag |= 1|2|4;
- break;
- case SC_COOLER_OPTION:
- val2 = 80; // % Freezing chance
- val3 = 33; // % increased damage
- val4 = 1; // Change into water elemet
- val_flag |= 1|2|4;
- break;
- case SC_CHILLY_AIR_OPTION:
- val2 = 120; // Matk. TODO: Renewal (Matk1)
- val3 = MG_COLDBOLT;
- val_flag |= 1|2;
- break;
- case SC_GUST_OPTION:
- val_flag |= 1|2;
- break;
- case SC_WIND_STEP_OPTION:
- val2 = 50; // % Increase speed and flee.
- break;
- case SC_BLAST_OPTION:
- val2 = 20;
- val3 = ELE_WIND;
- val_flag |= 1|2|4;
- break;
- case SC_WILD_STORM_OPTION:
- val2 = MG_LIGHTNINGBOLT;
- val_flag |= 1|2;
- break;
- case SC_PETROLOGY_OPTION:
- val2 = 5;
- val3 = 50;
- val_flag |= 1|2|4;
- break;
- case SC_CURSED_SOIL_OPTION:
- val2 = 10;
- val3 = 33;
- val4 = 2;
- val_flag |= 1|2|4;
- break;
- case SC_UPHEAVAL_OPTION:
- val2 = WZ_EARTHSPIKE;
- val_flag |= 1|2;
- break;
- case SC_CIRCLE_OF_FIRE_OPTION:
- val2 = 300;
- val_flag |= 1|2;
- break;
- case SC_FIRE_CLOAK_OPTION:
- case SC_WATER_DROP_OPTION:
- case SC_WIND_CURTAIN_OPTION:
- case SC_STONE_SHIELD_OPTION:
- val2 = 20; // Elemental modifier. Not confirmed.
- break;
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- val2 = 10;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_WATER_BARRIER:
- val2 = 40; // Increasement. Mdef1 ???
- val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
- val_flag |= 1|2|4;
- break;
- case SC_ZEPHYR:
- val2 = 22; // Flee.
- break;
- case SC_TIDAL_WEAPON:
- val2 = 20; // Increase Elemental's attack.
- break;
- case SC_ROCK_CRUSHER:
- case SC_ROCK_CRUSHER_ATK:
- case SC_POWER_OF_GAIA:
- val2 = 33;
- break;
- case SC_MELON_BOMB:
- case SC_BANANA_BOMB:
- val1 = 15;
- break;
- case SC_STOMACHACHE:
- val2 = 8; // SP consume.
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
+ case SC_NJ_BUNSINJYUTSU:
+ sc->opt3 |= OPT3_BUNSIN;
+ opt_flag = 0;
break;
- case SC_KYOUGAKU:
- val2 = 2*val1 + rand()%(3 * val1);
- clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
- break;
- case SC_KAGEMUSYA:
- val3 = val1 * 2;
- case SC_IZAYOI:
- val2 = tick/1000;
- tick_time = 1000;
- break;
- case SC_ZANGETSU:
- val2 = val4 = status->get_lv(bl) / 3 + 20 * val1;
- val3 = status->get_lv(bl) / 2 + 30 * val1;
- val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
- val3 = (!(status_get_sp(bl)%2) ? val4 : -val3);
- break;
- case SC_GENSOU:
-
-#define PER( a ) do { \
- if( a <= 15 ) lv = 1; \
- else if( a <= 30 ) lv = 2; \
- else if( a <= 50 ) lv = 3; \
- else if( a <= 75 ) lv = 4; \
-} while(0)
-
- {
- int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
-
- if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
- return 0;
-
- PER( 100 / (status_get_max_hp(bl) / hp) );
- status->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);
-
- PER( 100 / (status_get_max_sp(bl) / sp) );
- status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
- }
-#undef PER
+ case SC_SOULLINK:
+ sc->opt3 |= OPT3_SOULLINK;
+ opt_flag = 0;
break;
- case SC_ANGRIFFS_MODUS:
- val2 = 50 + 20 * val1; //atk bonus
- val3 = 40 + 20 * val1; // Flee reduction.
- val4 = tick/1000; // hp/sp reduction timer
- tick_time = 1000;
+ case SC_PROPERTYUNDEAD:
+ sc->opt3 |= OPT3_UNDEAD;
+ opt_flag = 0;
break;
- case SC_NEUTRALBARRIER:
- tick_time = tick;
- tick = -1;
+// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+// sc->opt3 |= OPT3_CONTRACT;
+// opt_flag = 0;
+// break;
+ //OPTION
+ case SC_HIDING:
+ sc->option |= OPTION_HIDE;
+ opt_flag = 2;
break;
- case SC_GOLDENE_FERSE:
- val2 = 10 + 10*val1; //max hp bonus
- val3 = 6 + 4 * val1; // Aspd Bonus
- val4 = 2 + 2 * val1; // Chance of holy attack
- break;
- case SC_OVERED_BOOST:
- val2 = 300 + 40*val1; //flee bonus
- val3 = 179 + 2*val1; //aspd bonus
- break;
- case SC_GRANITIC_ARMOR:
- val2 = 2*val1; //dmg reduction
- val3 = 6*val1; //dmg on status end
- break;
- case SC_MAGMA_FLOW:
- val2 = 3*val1; //activation chance
- break;
- case SC_PYROCLASTIC:
- val2 += 10*val1; //atk bonus
- break;
- case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info
- val2 = 2*val1; //def reduction
- val3 = 500*val1; //varcast augmentation
- break;
- case SC_PAIN_KILLER: //[Lighta] need real info
- val2 = 2*val1; //aspd reduction %
- val3 = 2*val1; //dmg reduction %
- if(sc->data[SC_NEEDLE_OF_PARALYZE])
- sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
- break;
- case SC_STYLE_CHANGE: //[Lighta] need real info
- tick = -1;
- if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
- else val2 = MH_MD_FIGHTING;
- break;
- case SC_FULL_THROTTLE:
- status_percent_heal(bl,100,0);
- val2 = 7 - val1;
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_KINGS_GRACE:
- val2 = 3 + val1;
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_TELEKINESIS_INTENSE:
- val2 = 10 * val1;
- val3 = 40 * val1;
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC__INVISIBILITY:
+ sc->option |= OPTION_CLOAK;
+ opt_flag = 2;
break;
- case SC_OFFERTORIUM:
- val2 = 30 * val1;
+ case SC_CHASEWALK:
+ sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
+ opt_flag = 2;
break;
- case SC_FRIGG_SONG:
- val2 = 5 * val1;
- val3 = 1000 + 100 * val1;
- tick_time = 10000;
- val4 = tick / tick_time;
+ case SC_SIGHT:
+ sc->option |= OPTION_SIGHT;
break;
- case SC_MONSTER_TRANSFORM:
- if( !mob->db_checkid(val1) )
- val1 = 1002; // default poring
- val_flag |= 1;
+ case SC_RUWACH:
+ sc->option |= OPTION_RUWACH;
break;
- default:
- if( calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0 )
- { //Status change with no calc, no icon, and no skill associated...?
- ShowError("UnknownStatusChange [%d]\n", type);
- return 0;
- }
- }
- } else { //Special considerations when loading SC data.
- switch( type ) {
case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- if( !vd ) break;
- clif->changelook(bl,LOOK_BASE,vd->class_);
- clif->changelook(bl,LOOK_WEAPON,0);
- clif->changelook(bl,LOOK_SHIELD,0);
- clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ sc->option |= OPTION_WEDDING;
+ opt_flag |= 0x4;
break;
- case SC_KAAHI:
- val4 = INVALID_TIMER;
+ case SC_XMAS:
+ sc->option |= OPTION_XMAS;
+ opt_flag |= 0x4;
break;
- case SC_SUMMON1:
- case SC_SUMMON2:
- case SC_SUMMON3:
- case SC_SUMMON4:
- case SC_SUMMON5:
- case SC_MONSTER_TRANSFORM:
- val_flag |= 1;
+ case SC_SUMMER:
+ sc->option |= OPTION_SUMMER;
+ opt_flag |= 0x4;
break;
- case SC_KYOUGAKU:
- clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ case SC_HANBOK:
+ sc->option |= OPTION_HANBOK;
+ opt_flag |= 0x4;
break;
- }
- }
-
- /* [Ind/Hercules] */
- if( sd && status->DisplayType[type] ) {
- int dval1 = 0, dval2 = 0, dval3 = 0;
- switch( type ) {
- case SC_ALL_RIDING:
- dval1 = 1;
+ case SC_ORCISH:
+ sc->option |= OPTION_ORCISH;
break;
- default: /* all others: just copy val1 */
- dval1 = val1;
+ case SC_FUSION:
+ sc->option |= OPTION_FLYING;
break;
- }
- status->display_add(sd,type,dval1,dval2,dval3);
- }
-
- //Those that make you stop attacking/walking....
- switch (type) {
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_STONE:
- case SC_DEEP_SLEEP:
- if (sd && pc_issit(sd)) //Avoid sprite sync problems.
- pc->setstand(sd);
- case SC_TRICKDEAD:
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- // Cancel cast when get status [LuzZza]
- if (battle_config.sc_castcancel&bl->type)
- unit->skillcastcancel(bl, 0);
- case SC_WHITEIMPRISON:
- unit->stop_attack(bl);
- case SC_STOP:
- case SC_CONFUSION:
- case SC_RG_CCONFINE_M:
- case SC_RG_CCONFINE_S:
- case SC_SPIDERWEB:
- case SC_ELECTRICSHOCKER:
- case SC_WUGBITE:
- case SC_THORNS_TRAP:
- case SC__MANHOLE:
- case SC_COLD:
- case SC_CURSEDCIRCLE_ATKER:
- case SC_CURSEDCIRCLE_TARGET:
- case SC_FEAR:
- case SC_NETHERWORLD:
- case SC_MEIKYOUSISUI:
- case SC_KYOUGAKU:
- case SC_NEEDLE_OF_PARALYZE:
- case SC_DEATHBOUND:
- unit->stop_walking(bl,1);
- break;
- case SC_ANKLESNARE:
- if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
- unit->stop_walking(bl,1);
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC_CHASEWALK:
- case SC_WEIGHTOVER90:
- case SC_CAMOUFLAGE:
- case SC_SIREN:
- unit->stop_attack(bl);
- break;
- case SC_SILENCE:
- if (battle_config.sc_castcancel&bl->type)
- unit->skillcastcancel(bl, 0);
- break;
- /* */
- case SC_ITEMSCRIPT:
- if( sd ) {
- switch( val1 ) {
- //case 4121://Phree
- //case 4047://Ghostring
- case 4302://Gunka
- clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0);
- break;
- case 4132://Mistress
- clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0);
- break;
- case 4143://Orc Hero
- clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0);
- break;
- case 4135://Orc Lord
- clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0);
- break;
- }
- }
- break;
- }
-
- // Set option as needed.
- opt_flag = 1;
- switch(type) {
- //OPT1
- case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
- case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
- case SC_STUN: sc->opt1 = OPT1_STUN; break;
- case SC_DEEP_SLEEP: opt_flag = 0;
- case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
- case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
- case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
- case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
- //OPT2
- case SC_POISON: sc->opt2 |= OPT2_POISON; break;
- case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
- case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
-
- case SC_CRUCIS:
- sc->opt2 |= OPT2_SIGNUMCRUCIS;
- break;
-
- case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
- case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
- case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break;
- case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
- //OPT3
- case SC_TWOHANDQUICKEN:
- case SC_ONEHANDQUICKEN:
- case SC_SPEARQUICKEN:
- case SC_LKCONCENTRATION:
- case SC_MER_QUICKEN:
- sc->opt3 |= OPT3_QUICKEN;
- opt_flag = 0;
- break;
- case SC_OVERTHRUSTMAX:
- case SC_OVERTHRUST:
- case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
- sc->opt3 |= OPT3_OVERTHRUST;
- opt_flag = 0;
- break;
- case SC_ENERGYCOAT:
- case SC_SKE:
- sc->opt3 |= OPT3_ENERGYCOAT;
- opt_flag = 0;
- break;
- case SC_INCATKRATE:
- //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
- if (bl->type != BL_MOB) {
+ default:
opt_flag = 0;
- break;
- }
- case SC_EXPLOSIONSPIRITS:
- sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
- opt_flag = 0;
- break;
- case SC_STEELBODY:
- case SC_SKA:
- sc->opt3 |= OPT3_STEELBODY;
- opt_flag = 0;
- break;
- case SC_BLADESTOP:
- sc->opt3 |= OPT3_BLADESTOP;
- opt_flag = 0;
- break;
- case SC_AURABLADE:
- sc->opt3 |= OPT3_AURABLADE;
- opt_flag = 0;
- break;
- case SC_BERSERK:
- opt_flag = 0;
- sc->opt3 |= OPT3_BERSERK;
- break;
- // case ???: // doesn't seem to do anything
- // sc->opt3 |= OPT3_LIGHTBLADE;
- // opt_flag = 0;
- // break;
- case SC_DANCING:
- if ((val1&0xFFFF) == CG_MOONLIT)
- sc->opt3 |= OPT3_MOONLIT;
- opt_flag = 0;
- break;
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE:
- sc->opt3 |= OPT3_MARIONETTE;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO:
- sc->opt3 |= OPT3_ASSUMPTIO;
- opt_flag = 0;
- break;
- case SC_WARM: //SG skills [Komurka]
- sc->opt3 |= OPT3_WARM;
- opt_flag = 0;
- break;
- case SC_KAITE:
- sc->opt3 |= OPT3_KAITE;
- opt_flag = 0;
- break;
- case SC_NJ_BUNSINJYUTSU:
- sc->opt3 |= OPT3_BUNSIN;
- opt_flag = 0;
- break;
- case SC_SOULLINK:
- sc->opt3 |= OPT3_SOULLINK;
- opt_flag = 0;
- break;
- case SC_PROPERTYUNDEAD:
- sc->opt3 |= OPT3_UNDEAD;
- opt_flag = 0;
- break;
- // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
- // sc->opt3 |= OPT3_CONTRACT;
- // opt_flag = 0;
- // break;
- //OPTION
- case SC_HIDING:
- sc->option |= OPTION_HIDE;
- opt_flag = 2;
- break;
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC__INVISIBILITY:
- sc->option |= OPTION_CLOAK;
- opt_flag = 2;
- break;
- case SC_CHASEWALK:
- sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
- opt_flag = 2;
- break;
- case SC_SIGHT:
- sc->option |= OPTION_SIGHT;
- break;
- case SC_RUWACH:
- sc->option |= OPTION_RUWACH;
- break;
- case SC_WEDDING:
- sc->option |= OPTION_WEDDING;
- opt_flag |= 0x4;
- break;
- case SC_XMAS:
- sc->option |= OPTION_XMAS;
- opt_flag |= 0x4;
- break;
- case SC_SUMMER:
- sc->option |= OPTION_SUMMER;
- opt_flag |= 0x4;
- break;
- case SC_HANBOK:
- sc->option |= OPTION_HANBOK;
- opt_flag |= 0x4;
- break;
- case SC_ORCISH:
- sc->option |= OPTION_ORCISH;
- break;
- case SC_FUSION:
- sc->option |= OPTION_FLYING;
- break;
- default:
- opt_flag = 0;
}
//On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
@@ -9020,81 +9020,81 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
pet->sc_check(sd, type); //Skotlex: Pet Status Effect Healing
switch (type) {
- case SC_BERSERK:
- if (!(sce->val2)) { //don't heal if already set
- status->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
- status->set_sp(bl, 0, 0); //Damage all SP
- }
- sce->val2 = 5 * st->max_hp / 100;
- break;
- case SC_HLIF_CHANGE:
- status_percent_heal(bl, 100, 100);
- break;
- case SC_RUN:
- {
- struct unit_data *ud = unit->bl2ud(bl);
- if( ud )
- ud->state.running = unit->run(bl);
- }
- break;
- case SC_CASH_BOSS_ALARM:
- clif->bossmapinfo(sd->fd, map->id2boss(sce->val1), 0); // First Message
- break;
- case SC_MER_HP:
- status_percent_heal(bl, 100, 0); // Recover Full HP
- break;
- case SC_MER_SP:
- status_percent_heal(bl, 0, 100); // Recover Full SP
- break;
- /**
- * Ranger
- **/
- case SC_WUGDASH:
- {
- struct unit_data *ud = unit->bl2ud(bl);
- if( ud )
- ud->state.running = unit->wugdash(bl, sd);
- }
- break;
- case SC_COMBOATTACK:
- switch (sce->val1) {
- case TK_STORMKICK:
- clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ case SC_BERSERK:
+ if (!(sce->val2)) { //don't heal if already set
+ status->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
+ status->set_sp(bl, 0, 0); //Damage all SP
+ }
+ sce->val2 = 5 * st->max_hp / 100;
break;
- case TK_DOWNKICK:
- clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ case SC_HLIF_CHANGE:
+ status_percent_heal(bl, 100, 100);
break;
- case TK_TURNKICK:
- clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ if( ud )
+ ud->state.running = unit->run(bl);
+ }
break;
- case TK_COUNTER:
- clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ case SC_CASH_BOSS_ALARM:
+ clif->bossmapinfo(sd->fd, map->id2boss(sce->val1), 0); // First Message
break;
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- if (sd)
- clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
+ case SC_MER_HP:
+ status_percent_heal(bl, 100, 0); // Recover Full HP
break;
- case TK_JUMPKICK:
- if (sd)
- clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
+ case SC_MER_SP:
+ status_percent_heal(bl, 0, 100); // Recover Full SP
break;
- case MO_TRIPLEATTACK:
- if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
- clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
+ /**
+ * Ranger
+ **/
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ if( ud )
+ ud->state.running = unit->wugdash(bl, sd);
+ }
break;
- case SR_FALLENEMPIRE:
- if (sd){
- clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
- clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
+ case SC_COMBOATTACK:
+ switch (sce->val1) {
+ case TK_STORMKICK:
+ clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ break;
+ case TK_DOWNKICK:
+ clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ break;
+ case TK_TURNKICK:
+ clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ break;
+ case TK_COUNTER:
+ clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ break;
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ if (sd)
+ clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
+ break;
+ case TK_JUMPKICK:
+ if (sd)
+ clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
+ break;
+ case MO_TRIPLEATTACK:
+ if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
+ break;
+ case SR_FALLENEMPIRE:
+ if (sd){
+ clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
+ clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
+ }
+ break;
}
break;
- }
- break;
- case SC_RAISINGDRAGON:
- sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
- break;
+ case SC_RAISINGDRAGON:
+ sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
+ break;
}
if( opt_flag&2 && sd && sd->touching_id )