summaryrefslogtreecommitdiff
path: root/src/map/status.c
diff options
context:
space:
mode:
authorMichieru <michieru@0-mail.com>2014-02-14 01:47:39 +0100
committerHaru <haru@dotalux.com>2014-02-14 02:26:58 +0100
commit6f264513874c80b912f47dbad1ec0347c67534e7 (patch)
tree51b684f659608eeca522c8095335340d5b846c95 /src/map/status.c
parent0642abcf9ef6e76861ee7d4b1a0b7f8bcd83f31f (diff)
downloadhercules-6f264513874c80b912f47dbad1ec0347c67534e7.tar.gz
hercules-6f264513874c80b912f47dbad1ec0347c67534e7.tar.bz2
hercules-6f264513874c80b912f47dbad1ec0347c67534e7.tar.xz
hercules-6f264513874c80b912f47dbad1ec0347c67534e7.zip
Renewal mechanics rebalance mega-update
- More info on the forums, at http://hercules.ws/board/topic/4428-michierus-renewal-update/ Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'src/map/status.c')
-rw-r--r--src/map/status.c867
1 files changed, 582 insertions, 285 deletions
diff --git a/src/map/status.c b/src/map/status.c
index df79cee74..65d982829 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -593,21 +593,19 @@ void initChangeTables(void) {
set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
- set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
+ set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
/**
* Royal Guard
**/
set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
- set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
+ set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
- set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
- set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
/**
* Shadow Chaser
@@ -626,8 +624,10 @@ void initChangeTables(void) {
set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
- add_sc( SC_CHAOSPANIC , SC_CONFUSION );
- add_sc( SC_BLOODYLUST , SC_BERSERK );
+ add_sc( SC_CHAOSPANIC , SC__CHAOS );
+ add_sc( SC_MAELSTROM , SC__MAELSTROM );
+ add_sc( SC_BLOODYLUST , SC_BERSERK );
+
/**
* Sura
**/
@@ -646,10 +646,10 @@ void initChangeTables(void) {
set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF );
set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK );
- set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_BATK );
+ set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_WATK );
set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
+ set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE );
set_sc_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SI_SIREN , SCB_NONE );
set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE );
set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
@@ -658,8 +658,8 @@ void initChangeTables(void) {
set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD );
set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP );
- set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
- set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
+ set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
+ set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
@@ -670,7 +670,7 @@ void initChangeTables(void) {
set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
set_sc_with_vfx( SO_DIAMONDDUST , SC_COLD , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
- add_sc( SO_CLOUD_KILL , SC_POISON );
+ set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
@@ -679,6 +679,7 @@ void initChangeTables(void) {
set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ add_sc( SO_ELEMENTAL_SHIELD , SC_SAFETYWALL );
/**
* Genetic
**/
@@ -712,8 +713,8 @@ void initChangeTables(void) {
set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
- set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
- set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
+ set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
+ set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
@@ -854,8 +855,6 @@ void initChangeTables(void) {
status->IconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
status->IconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
- status->IconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
-
status->IconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
status->IconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
@@ -971,10 +970,17 @@ void initChangeTables(void) {
status->ChangeFlagTable[SC_MER_SP] |= SCB_MAXSP;
status->ChangeFlagTable[SC_MER_HIT] |= SCB_HIT;
// Guillotine Cross Poison Effects
- status->ChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
- status->ChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
+ status->ChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
status->ChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
+ status->ChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
+ status->ChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
+ status->ChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
status->ChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
+ // RG status
+ status->ChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
+ status->ChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
+ // Meca status
+ status->ChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
status->ChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
status->ChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
@@ -1026,7 +1032,6 @@ void initChangeTables(void) {
status->DisplayType[SC_CURSEDCIRCLE_TARGET]= true;
status->DisplayType[SC_BLOOD_SUCKER] = true;
status->DisplayType[SC__SHADOWFORM] = true;
- status->DisplayType[SC__MANHOLE] = true;
status->DisplayType[SC_MONSTER_TRANSFORM] = true;
status->DisplayType[SC_MOONSTAR] = true;
status->DisplayType[SC_SUPER_STAR] = true;
@@ -1200,8 +1205,6 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
status_change_end(target, SC_CLOAKING, INVALID_TIMER);
status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
- status_change_end(target, SC_DEEP_SLEEP, INVALID_TIMER);
if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) {
//Endure count is only reduced by non-players on non-gvg maps.
//val4 signals infinite endure. [Skotlex]
@@ -1522,6 +1525,41 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per
return 1;
}
+int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int per_sp) {
+ struct status_data *st;
+ unsigned int hp, sp;
+ if (!status->isdead(bl)) return 0;
+
+ st = status->get_status_data(bl);
+ if (st == &status->dummy)
+ return 0; //Invalid target.
+
+ hp = per_hp;
+ sp = per_sp;
+
+ if(hp > st->max_hp - st->hp)
+ hp = st->max_hp - st->hp;
+ else if (per_hp && !hp)
+ hp = 1;
+
+ if(sp > st->max_sp - st->sp)
+ sp = st->max_sp - st->sp;
+ else if (per_sp && !sp)
+ sp = 1;
+
+ st->hp += hp;
+ st->sp += sp;
+
+ if (bl->prev) //Animation only if character is already on a map.
+ clif->resurrection(bl, 1);
+ switch (bl->type) {
+ case BL_PC: pc->revive((TBL_PC*)bl, hp, sp); break;
+ case BL_MOB: mob->revive((TBL_MOB*)bl, hp); break;
+ case BL_HOM: homun->revive((TBL_HOM*)bl, hp, sp); break;
+ }
+ return 1;
+}
+
/*==========================================
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target. [Skotlex]
@@ -1694,7 +1732,6 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
switch(skill_id) {//##TODO## make this a flag in skill_db?
// Skills that can be used even under Man Hole effects.
case SC_SHADOWFORM:
- case SC_STRIPACCESSARY:
break;
default:
return 0;
@@ -1721,8 +1758,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
return 0;
}
}
- if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
- return 0;
+ if ( sc->option&OPTION_CHASEWALK ) {
+ if ( sc->data[SC__INVISIBILITY] ) {
+ if ( skill_id != 0 && skill_id != SC_INVISIBILITY )
+ return 0;
+ } else if ( skill_id != ST_CHASEWALK )
+ return 0;
+ }
if( sc->data[SC_ALL_RIDING] )
return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
}
@@ -1743,6 +1785,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
return 0;
if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
return 0;
+ if( ( tsc->data[SC_STEALTHFIELD] || tsc->data[SC_CAMOUFLAGE] ) && !(st->mode&(MD_BOSS|MD_DETECTOR)) && flag == 4 )
+ return 0;
}
//If targetting, cloak+hide protect you, otherwise only hiding does.
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
@@ -1770,7 +1814,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
((sd->special_state.perfect_hiding || !is_detect) ||
(tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
return 0;
- if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
+ if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && (!skill_id || (flag == 0 && src && src->type != BL_PC)) )
return 0;
if( tsc->data[SC_STEALTHFIELD] && !is_boss )
return 0;
@@ -1825,20 +1869,17 @@ int status_check_visibility(struct block_list *src, struct block_list *target) {
if( ( tsc = status->get_sc(target) ) ) {
struct status_data *st = status->get_status_data(src);
-
- if( tsc->data[SC_STEALTHFIELD] )
- return 0;
switch (target->type) { //Check for chase-walk/hiding/cloaking opponents.
case BL_PC:
if ( tsc->data[SC_CLOAKINGEXCEED] && !(st->mode&MD_BOSS) )
return 0;
- if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&MD_BOSS) &&
+ if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&MD_BOSS) &&
( ((TBL_PC*)target)->special_state.perfect_hiding || !(st->mode&MD_DETECTOR) ) )
return 0;
break;
default:
- if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&(MD_BOSS|MD_DETECTOR)) )
+ if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&(MD_BOSS|MD_DETECTOR)) )
return 0;
}
@@ -2074,9 +2115,9 @@ int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt) {
if (flag&8 && mbl) {
struct status_data *masterstatus = status->get_base_status(mbl);
if ( masterstatus ) {
- if( battle_config.slaves_inherit_speed&(masterstatus->mode&MD_CANMOVE?1:2) )
+ if (battle_config.slaves_inherit_speed&(masterstatus->mode&MD_CANMOVE ? 1 : 2))
mstatus->speed = masterstatus->speed;
- if( mstatus->speed < 2 ) /* minimum for the unit to function properly */
+ if (mstatus->speed < 2) /* minimum for the unit to function properly */
mstatus->speed = 2;
}
}
@@ -2098,6 +2139,8 @@ int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt) {
mstatus->mode|= MD_CANATTACK|MD_AGGRESSIVE;
}
mstatus->hp = mstatus->max_hp;
+ if( ud->skill_id == NC_SILVERSNIPER )
+ mstatus->rhw.atk = mstatus->rhw.atk2 = 200 * ud->skill_lv;
}
}
@@ -2937,6 +2980,10 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
bstatus->rhw.range += skill_lv;
}
}
+ if( (sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0 )
+ bstatus->hit += 3*skill_lv;
+ if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && ((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0))
+ bstatus->hit += 2*skill_lv;
// ----- FLEE CALCULATION -----
@@ -2955,6 +3002,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
bstatus->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
}
+ if( pc_ismadogear(sd) && (skill_lv = pc->checkskill(sd,NC_MAINFRAME)) > 0 )
+ bstatus->def += 20 + 20 * skill_lv;
+
#ifndef RENEWAL
if (!battle_config.weapon_defense_type && bstatus->def > battle_config.max_def) {
bstatus->def2 += battle_config.over_def_bonus*(bstatus->def -battle_config.max_def);
@@ -3088,6 +3138,17 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
sd->subrace[RC_DRAGON]+=skill_lv;
}
+ if( (skill_lv = pc->checkskill(sd, AB_EUCHARISTICA)) > 0 ) {
+ sd->right_weapon.addrace[RC_DEMON] += skill_lv;
+ sd->right_weapon.addele[ELE_DARK] += skill_lv;
+ sd->left_weapon.addrace[RC_DEMON] += skill_lv;
+ sd->left_weapon.addele[ELE_DARK] += skill_lv;
+ sd->magic_addrace[RC_DEMON] += skill_lv;
+ sd->magic_addele[ELE_DARK] += skill_lv;
+ sd->subrace[RC_DEMON] += skill_lv;
+ sd->subele[ELE_DARK] += skill_lv;
+ }
+
if(sc->count) {
if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data
sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi
@@ -3394,7 +3455,7 @@ void status_calc_regen(struct block_list *bl, struct status_data *st, struct reg
if( (skill_lv=pc->checkskill(sd,NJ_NINPOU)) > 0 )
val += skill_lv*3 + skill_lv*st->max_sp/500;
if( (skill_lv=pc->checkskill(sd,WM_LESSON)) > 0 )
- val += 3 + 3 * skill_lv;
+ val += skill_lv*3 + skill_lv*st->max_sp/500;
sregen->sp = cap_value(val, 0, SHRT_MAX);
@@ -3520,7 +3581,12 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
regen->rate.hp *= 2;
-
+ if( sc->data[SC_VITALITYACTIVATION] )
+ regen->flag &=~RGN_SP;
+ if(sc->data[SC_EXTRACT_WHITE_POTION_Z])
+ regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1/100;
+ if(sc->data[SC_VITATA_500])
+ regen->rate.sp += regen->rate.sp * sc->data[SC_VITATA_500]->val1/100;
}
/// Recalculates parts of an object's battle status according to the specified flags.
/// @param flag bitfield of values from enum scb_flag
@@ -4085,6 +4151,8 @@ unsigned short status_calc_str(struct block_list *bl, struct status_change *sc,
str -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(str,0,USHRT_MAX);
}
+ if(sc->data[SC_BEYOND_OF_WARCRY])
+ str += sc->data[SC_BEYOND_OF_WARCRY]->val3;
if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50)
return 50;
if(sc->data[SC_INCALLSTATUS])
@@ -4248,6 +4316,8 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc,
int_ -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
+ if(sc->data[SC_MELODYOFSINK])
+ int_ -= sc->data[SC_MELODYOFSINK]->val3;
if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50)
return 50;
if(sc->data[SC_INCALLSTATUS])
@@ -4287,10 +4357,12 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_KYOUGAKU])
int_ -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_NOEQUIPHELM])
- int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100;
- if(sc->data[SC__STRIPACCESSARY])
- int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
+ if(bl->type != BL_PC){
+ if(sc->data[SC_NOEQUIPHELM])
+ int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100;
+ if(sc->data[SC__STRIPACCESSARY])
+ int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
+ }
if(sc->data[SC_FULL_THROTTLE])
int_ += int_ * 20 / 100;
@@ -4349,7 +4421,7 @@ unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_MARSHOFABYSS])
dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
- if(sc->data[SC__STRIPACCESSARY])
+ if(sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC)
dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100;
if(sc->data[SC_FULL_THROTTLE])
dex += dex * 20 / 100;
@@ -4397,7 +4469,7 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_LAUDARAMUS])
luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
- if(sc->data[SC__STRIPACCESSARY])
+ if(sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC)
luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100;
if(sc->data[SC_BANANA_BOMB])
luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
@@ -4439,7 +4511,7 @@ unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_FULL_SWING_K])
batk += sc->data[SC_FULL_SWING_K]->val1;
if(sc->data[SC_ODINS_POWER])
- batk += 70;
+ batk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
if(status_get_element(bl) == ELE_WATER) //water type
batk /= 2;
@@ -4474,14 +4546,8 @@ unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc,
batk += batk * sc->data[SC_HLIF_FLEET]->val3/100;
if(sc->data[SC__ENERVATION])
batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
- if(sc->data[SC_RUSH_WINDMILL])
- batk += batk * sc->data[SC_RUSH_WINDMILL]->val2/100;
if(sc->data[SC_SATURDAY_NIGHT_FEVER])
batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1;
- if(sc->data[SC_MELODYOFSINK])
- batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
- if(sc->data[SC_BEYOND_OF_WARCRY])
- batk += batk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;
return (unsigned short)cap_value(batk,0,USHRT_MAX);
}
@@ -4552,16 +4618,16 @@ unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc,
watk += watk * sc->data[SC_PROVOKE]->val3/100;
if(sc->data[SC_SKE])
watk += watk * 3;
- if(sc->data[SC__ENERVATION])
- watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
if(sc->data[SC_HLIF_FLEET])
watk += watk * sc->data[SC_HLIF_FLEET]->val3/100;
if(sc->data[SC_CURSE])
watk -= watk * 25/100;
- if(sc->data[SC_NOEQUIPWEAPON])
+ if(sc->data[SC_NOEQUIPWEAPON] && bl->type != BL_PC)
watk -= watk * sc->data[SC_NOEQUIPWEAPON]->val2/100;
if(sc->data[SC__ENERVATION])
watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
+ if(sc->data[SC_RUSH_WINDMILL])
+ watk += sc->data[SC_RUSH_WINDMILL]->val2;
if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
@@ -4590,6 +4656,8 @@ unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc
matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
if(sc->data[SC_CHILLY_AIR_OPTION])
matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
+ if(sc->data[SC_COOLER_OPTION])
+ matk += sc->data[SC_COOLER_OPTION]->val2;
if(sc->data[SC_WATER_BARRIER])
matk -= sc->data[SC_WATER_BARRIER]->val3;
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
@@ -4625,6 +4693,8 @@ unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc,
matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
if (sc->data[SC_CHILLY_AIR_OPTION])
matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
+ if(sc->data[SC_COOLER_OPTION])
+ matk += sc->data[SC_COOLER_OPTION]->val2;
if (sc->data[SC_WATER_BARRIER])
matk -= sc->data[SC_WATER_BARRIER]->val3;
if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
@@ -4644,14 +4714,9 @@ unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc,
matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
if (sc->data[SC_MOONLIT_SERENADE])
matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100;
- if (sc->data[SC_MELODYOFSINK])
- matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
if (sc->data[SC_MTF_MATK])
matk += matk * 25 / 100;
- if (sc->data[SC_BEYOND_OF_WARCRY])
- matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;
-
return (unsigned short)cap_value(matk,0,USHRT_MAX);
}
@@ -4683,9 +4748,11 @@ signed short status_calc_critical(struct block_list *bl, struct status_change *s
#endif
if(sc->data[SC__INVISIBILITY])
- critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
+ critical += sc->data[SC__INVISIBILITY]->val3;
if(sc->data[SC__UNLUCKY])
critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
+ if(sc->data[SC_BEYOND_OF_WARCRY])
+ critical += 10 * sc->data[SC_BEYOND_OF_WARCRY]->val3;
return (short)cap_value(critical,10,SHRT_MAX);
}
@@ -4714,7 +4781,7 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in
if(sc->data[SC_LKCONCENTRATION])
hit += sc->data[SC_LKCONCENTRATION]->val3;
if(sc->data[SC_INSPIRATION])
- hit += 5 * sc->data[SC_INSPIRATION]->val1;
+ hit += 5 * sc->data[SC_INSPIRATION]->val1 + 25;
if(sc->data[SC_GS_ADJUSTMENT])
hit -= 30;
if(sc->data[SC_GS_ACCURACY])
@@ -4802,19 +4869,19 @@ signed short status_calc_flee(struct block_list *bl, struct status_change *sc, i
if(sc->data[SC_FEAR])
flee -= flee * 20 / 100;
if(sc->data[SC_PARALYSE])
- flee -= flee * 10 / 100; // 10% Flee reduction
+ flee -= flee / 10; // 10% Flee reduction
if(sc->data[SC_INFRAREDSCAN])
flee -= flee * 30 / 100;
if( sc->data[SC__LAZINESS] )
flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
if( sc->data[SC_GLOOMYDAY] )
- flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
+ flee -= flee * ( 20 + 5 * sc->data[SC_GLOOMYDAY]->val1 ) / 100;
if( sc->data[SC_SATURDAY_NIGHT_FEVER] )
flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
if( sc->data[SC_WIND_STEP_OPTION] )
flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
if( sc->data[SC_ZEPHYR] )
- flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
+ flee += sc->data[SC_ZEPHYR]->val2;
if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob
if(status_get_element(bl) == ELE_WATER) //water type
flee /= 2;
@@ -4899,7 +4966,7 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
def >>=1;
if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
def -= def * sc->data[SC_PROVOKE]->val4/100;
- if(sc->data[SC_NOEQUIPSHIELD])
+ if(sc->data[SC_NOEQUIPSHIELD] && bl->type != BL_PC)
def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100;
if (sc->data[SC_FLING])
def -= def * (sc->data[SC_FLING]->val2)/100;
@@ -4909,12 +4976,18 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
if(sc->data[SC_EARTHDRIVE])
def -= def * 25 / 100;
+ if(sc->data[SC_SOLID_SKIN_OPTION])
+ def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
if( sc->data[SC_ROCK_CRUSHER] )
def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
if( sc->data[SC_POWER_OF_GAIA] )
def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
+ if( sc->data[SC_NEUTRALBARRIER] )
+ def += def * (5 * sc->data[SC_NEUTRALBARRIER]->val1 + 10) / 100;
+ if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
+ def += sc->data[SC_SHIELDSPELL_REF]->val2;
if( sc->data[SC_PRESTIGE] )
- def += def * sc->data[SC_PRESTIGE]->val1 / 100;
+ def += sc->data[SC_PRESTIGE]->val1;
if( sc->data[SC_FROSTMISTY] )
def -= def * 10 / 100;
if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
@@ -4955,11 +5028,8 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i
return 0;
if(sc->data[SC_SUN_COMFORT])
def2 += sc->data[SC_SUN_COMFORT]->val2;
- if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
- def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
-
if(sc->data[SC_ANGELUS])
#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
@@ -4984,7 +5054,7 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i
if(sc->data[SC_ANALYZE])
def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
if( sc->data[SC_ECHOSONG] )
- def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
+ def2 += def2 * sc->data[SC_ECHOSONG]->val3/100;
if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
if(status_get_race(bl)==RC_PLANT)
def2 /= 2;
@@ -5040,8 +5110,10 @@ defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int md
mdef += mdef * sc->data[SC_SYMPHONY_LOVE]->val2 / 100;
if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4)
mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100;
+ if(sc->data[SC_NEUTRALBARRIER] )
+ mdef += mdef * (5 * sc->data[SC_NEUTRALBARRIER]->val1 + 10) / 100;
if (sc->data[SC_ODINS_POWER])
- mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
+ mdef -= 20;
if(sc->data[SC_BURNING])
mdef -= mdef *25 / 100;
@@ -5095,7 +5167,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
{
if( sd->ud.skill_id == LG_EXEEDBREAK )
- speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
+ speed_rate = 160 - 10 * sd->ud.skill_lv;
else
speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST);
}
@@ -5144,7 +5216,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
if( sc->data[SC_DEC_AGI] )
val = max( val, 25 );
- if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
+ if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
val = max( val, 50 );
if( sc->data[SC_DONTFORGETME] )
val = max( val, sc->data[SC_DONTFORGETME]->val3 );
@@ -5174,6 +5246,8 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
if( sc->data[SC__GROOMY] )
val = max( val, sc->data[SC__GROOMY]->val2);
+ if( sc->data[SC_GLOOMYDAY] )
+ val = max( val, sc->data[SC_GLOOMYDAY]->val3 ); // Should be 50 (-50% speed)
if( sc->data[SC_STEALTHFIELD_MASTER] )
val = max( val, 30 );
if( sc->data[SC_BANDING_DEFENCE] )
@@ -5226,7 +5300,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
if( sc->data[SC_GN_CARTBOOST] )
val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
if( sc->data[SC_SWING] )
- val = max( val, sc->data[SC_SWING]->val2 );
+ val = max( val, sc->data[SC_SWING]->val3 );
if( sc->data[SC_WIND_STEP_OPTION] )
val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
if( sc->data[SC_FULL_THROTTLE] )
@@ -5335,20 +5409,20 @@ short status_calc_aspd(struct block_list *bl, struct status_change *sc, short fl
if( sc->data[SC_PARALYSE] )
skills2 -= 10;
if( sc->data[SC__BODYPAINT] )
- skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
+ skills2 -= sc->data[SC__BODYPAINT]->val1;
if( sc->data[SC__INVISIBILITY] )
skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
if( sc->data[SC__GROOMY] )
skills2 -= sc->data[SC__GROOMY]->val2;
if( sc->data[SC_GLOOMYDAY] )
- skills2 -= sc->data[SC_GLOOMYDAY]->val3;
+ skills2 -= ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 );
if( sc->data[SC_EARTHDRIVE] )
skills2 -= 25;
if( sc->data[SC_MELON_BOMB] )
skills2 -= sc->data[SC_MELON_BOMB]->val1;
if( sc->data[SC_SWING] )
- skills2 += sc->data[SC_SWING]->val2;
+ skills2 += sc->data[SC_SWING]->val3;
if( sc->data[SC_DANCE_WITH_WUG] )
skills2 += sc->data[SC_DANCE_WITH_WUG]->val3;
if( sc->data[SC_GENTLETOUCH_CHANGE] )
@@ -5514,17 +5588,17 @@ short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int
if( sc->data[SC_PARALYSE] )
aspd_rate += 100;
if( sc->data[SC__BODYPAINT] )
- aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
+ aspd_rate += 10 * 5 * sc->data[SC__BODYPAINT]->val1;
if( sc->data[SC__INVISIBILITY] )
aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
if( sc->data[SC__GROOMY] )
aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
if( sc->data[SC_SWING] )
- aspd_rate -= sc->data[SC_SWING]->val2 * 10;
+ aspd_rate -= sc->data[SC_SWING]->val3 * 10;
if( sc->data[SC_DANCE_WITH_WUG] )
aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10;
if( sc->data[SC_GLOOMYDAY] )
- aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
+ aspd_rate += ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 );
if( sc->data[SC_EARTHDRIVE] )
aspd_rate += 250;
if( sc->data[SC_GENTLETOUCH_CHANGE] )
@@ -5595,11 +5669,13 @@ unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc,
if(sc->data[SC__WEAKNESS])
maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
if(sc->data[SC_LERADS_DEW])
- maxhp += maxhp * sc->data[SC_LERADS_DEW]->val3 / 100;
+ maxhp += sc->data[SC_LERADS_DEW]->val3;
+ if(sc->data[SC_BEYOND_OF_WARCRY])
+ maxhp -= maxhp * sc->data[SC_BEYOND_OF_WARCRY]->val4 / 100;
if(sc->data[SC_FORCEOFVANGUARD])
maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
- if(sc->data[SC_INSPIRATION]) //Custom value.
- maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
+ if(sc->data[SC_INSPIRATION])
+ maxhp += maxhp * 5 * sc->data[SC_INSPIRATION]->val1 / 100 + 600 * sc->data[SC_INSPIRATION]->val1;
if(sc->data[SC_RAISINGDRAGON])
maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] %
@@ -5612,6 +5688,10 @@ unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc,
maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
if(sc->data[SC_PETROLOGY_OPTION])
maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
+ if(sc->data[SC_CURSED_SOIL_OPTION])
+ maxhp += maxhp * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
+ if(sc->data[SC_UPHEAVAL_OPTION])
+ maxhp += maxhp * sc->data[SC_UPHEAVAL_OPTION]->val3 / 100;
if (sc->data[SC_ANGRIFFS_MODUS])
maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
if (sc->data[SC_GOLDENE_FERSE])
@@ -6182,17 +6262,34 @@ void status_change_init(struct block_list *bl) {
//Returns the adjusted duration based on flag values.
//the flag values are the same as in status->change_start.
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) {
+ //Temporary to simulate the source block_list [Playtester]
+ struct block_list *src = bl; // FIXME: This should be passed to the function as argument
+
//Percentual resistance: 10000 = 100% Resist
//Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
int sc_def = 0, tick_def = -1; //-1 = use sc_def
//Linear resistance substracted from rate and tick after percentual resistance was applied
//Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
- int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2
+ int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2 (pre-re only)
+
struct status_data *st;
struct status_change *sc;
struct map_session_data *sd;
nullpo_ret(bl);
+ if(!src)
+ return tick ? tick : 1; // If no source, it can't be resisted (NPC given)
+
+/// Returns the 'bl's level, capped to 'cap'
+#define SCDEF_LVL_CAP(bl, cap) ( (bl) ? (status->get_lv(bl) > (cap) ? (cap) : status->get_lv(bl)) : 0 )
+/// Renewal level modifier.
+/// In renewal, returns the difference between the levels of 'bl' and 'src', both capped to 'maxlv', multiplied by 'factor'
+/// In pre-renewal, returns zero.
+#ifdef RENEWAL
+#define SCDEF_LVL_DIFF(bl, src, maxlv, factor) ( ( SCDEF_LVL_CAP((bl), (maxlv)) - SCDEF_LVL_CAP((src), (maxlv)) ) * (factor) )
+#else
+#define SCDEF_LVL_DIFF(bl, src, laxlv, factor) 0
+#endif
//Status that are blocked by Golden Thief Bug card or Wand of Hermod
if (status->isimmune(bl))
@@ -6234,53 +6331,145 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
sc = status->get_sc(bl);
if( sc && !sc->count )
sc = NULL;
+
+ if (sc && sc->data[SC_KINGS_GRACE]) {
+ // Protects against status effects
+ switch (type) {
+ case SC_POISON:
+ case SC_BLIND:
+ case SC_FREEZE:
+ case SC_STONE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_BLOODING:
+ case SC_CURSE:
+ case SC_CONFUSION:
+ case SC_ILLUSION:
+ case SC_SILENCE:
+ case SC_BURNING:
+ case SC_COLD:
+ case SC_FROSTMISTY:
+ case SC_DEEP_SLEEP:
+ case SC_FEAR:
+ case SC_MANDRAGORA:
+ case SC__CHAOS:
+ return 0;
+ }
+ }
+
switch (type) {
case SC_STUN:
+ sc_def = st->vit*100;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ tick_def2 = st->luk*10;
+#endif
+ break;
case SC_POISON:
- if( sc && sc->data[SC__UNLUCKY] )
- return tick;
case SC_DPOISON:
+ sc_def = st->vit*100;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ if (sd) {
+ //For players: 60000 - 450*vit - 100*luk
+ tick_def = st->vit*75;
+ tick_def2 = st->luk*100;
+ } else {
+ //For monsters: 30000 - 200*vit
+ tick>>=1;
+ tick_def = (st->vit*200)/3;
+ }
+#endif
+ break;
case SC_SILENCE:
+#ifdef RENEWAL
+ sc_def = st->int_*100;
+ sc_def2 = (st->vit + st->luk) * 5 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+ tick_def2 = st->luk * 10;
+#else
+ sc_def = st->vit*100;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#endif
+ break;
case SC_BLOODING:
+#ifdef RENEWAL
+ sc_def = st->agi*100;
+ tick_def2 = st->luk*10;
+#else
sc_def = st->vit*100;
- sc_def2 = st->luk*10;
+#endif
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
break;
case SC_SLEEP:
sc_def = st->int_*100;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ tick_def2 = st->luk*10;
+#endif
break;
case SC_DEEP_SLEEP:
sc_def = st->int_*50;
- tick_def = st->int_*10 + status->get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int.
+ tick_def = 0; // Linear reduction instead
+ tick_def2 = st->int_ * 50 + SCDEF_LVL_CAP(bl, 150) * 50; // kRO balance update lists this formula
break;
case SC_DEC_AGI:
- case SC_ADORAMUS: //Arch Bishop
- if (sd) tick>>=1; //Half duration for players.
+ case SC_ADORAMUS:
+ if (sd) tick >>= 1; //Half duration for players.
+ sc_def = st->mdef*100;
+#ifndef RENEWAL
+ sc_def2 = st->luk*10;
+ tick_def2 = 0; //No duration reduction
+#endif
+ tick_def = 0; //No duration reduction
+ break;
case SC_STONE:
- //Impossible to reduce duration with stats
- tick_def = 0;
- tick_def2 = 0;
+ sc_def = st->mdef*100;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+ tick_def = 0; //No duration reduction
+#ifndef RENEWAL
+ tick_def2 = 0; //No duration reduction
+#endif
+ break;
case SC_FREEZE:
sc_def = st->mdef*100;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+ tick_def = 0; //No duration reduction
+#ifdef RENEWAL
+ tick_def2 = status_get_luk(src) * -10; //Caster can increase final duration with luk
+#else
+ tick_def2 = 0; //No duration reduction
+#endif
break;
case SC_CURSE:
- //Special property: inmunity when luk is greater than level or zero
- if (st->luk > status->get_lv(bl) || st->luk == 0)
+ // Special property: immunity when luk is zero
+ if (st->luk == 0)
+ return 0;
+#ifndef RENEWAL
+ // Special property: immunity when luk is greater than level
+ if (st->luk > status->get_lv(bl))
return 0;
+#endif
sc_def = st->luk*100;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(NULL, src, 99, 10); // Curse only has a level penalty and no resistance
tick_def = st->vit*100;
+#ifdef RENEWAL
+ tick_def2 = st->luk*10;
+#endif
break;
case SC_BLIND:
- if( sc && sc->data[SC__UNLUCKY] )
- return tick;
sc_def = (st->vit + st->int_)*50;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ tick_def2 = st->luk*10;
+#endif
break;
case SC_CONFUSION:
sc_def = (st->str + st->int_)*50;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ sc_def2 = -sc_def2; // Reversed sc_def2
+ tick_def2 = st->luk*10;
+#endif
break;
case SC_ANKLESNARE:
if(st->mode&MD_BOSS) // Lasts 5 times less on bosses
@@ -6291,7 +6480,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
case SC_STONESKIN:
if (sd) //Duration greatly reduced for players.
tick /= 15;
- sc_def2 = status->get_lv(bl)*20 + st->vit*25 + st->agi*10; // Lineal Reduction of Rate
+ sc_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 99) * 20; // Linear Reduction of Rate
tick_def2 = 0; //No duration reduction
break;
case SC_MARSHOFABYSS:
@@ -6302,49 +6491,60 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
tick_def2 = (st->vit + st->dex)*50;
break;
- if( bl->type == BL_PC )
- tick -= (status->get_lv(bl) / 5 + st->vit / 4 + st->agi / 10)*100;
+ case SC_WHITEIMPRISON:
+ if( tick == 5000 ) // 100% on caster
+ break;
+ if (bl->type == BL_PC)
+ tick_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 150) * 20;
else
- tick -= (st->vit + st->luk) / 20 * 1000;
+ tick_def2 = (st->vit + st->luk)*50;
break;
case SC_BURNING:
- tick -= 75 * st->luk + 125 * st->agi;
- tick = max(tick,5000); // Minimum Duration 5s.
+ tick_def2 = 75*st->luk + 125*st->agi;
break;
case SC_FROSTMISTY:
- tick -= 1000 * ((st->vit + st->dex) / 20);
- tick = max(tick,6000); // Minimum Duration 6s.
+ tick_def2 = (st->vit + st->dex)*50;
break;
case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
- sc_def = 100 - ( 100 - st->int_* 8 / 10 );
- sc_def = max(sc_def, 5); // minimum of 5%
+ sc_def = st->int_*80;
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_LEECHESEND:
+ tick_def2 = (st->vit + st->luk) * 500;
break;
case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)}
- rate -= st->agi*100/4;
- rate = max(rate,5000); // minimum of 50%
+ sc_def2 = st->agi*25;
break;
case SC_ELECTRICSHOCKER:
- if( bl->type == BL_MOB )
- tick -= 1000 * (st->agi/10);
+ tick_def2 = (st->vit + st->agi) * 70;
break;
case SC_COLD:
- tick -= (1000*(st->vit/10))+(status->get_lv(bl)/50);
+ tick_def2 = st->vit*100 + status->get_lv(bl)*20;
+ break;
+ case SC_VACUUM_EXTREME:
+ tick_def2 = st->str*50;
+ break;
+ case SC_MANDRAGORA:
+ sc_def = (st->vit + st->luk)*20;
break;
case SC_SIREN:
- tick -= 1000 * ((status->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5));
- tick = max(tick,10000);
+ tick_def2 = (status->get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level : 0);
break;
case SC_KYOUGAKU:
- tick -= 1000 * status_get_int(bl) / 20;
+ tick_def2 = st->int_ * 50;
break;
case SC_NEEDLE_OF_PARALYZE:
- tick -= 50 * (st->vit + st->luk); //(1000/20);
+ tick_def2 = (st->vit + st->luk) * 50;
break;
default:
//Effect that cannot be reduced? Likely a buff.
if (!(rnd()%10000 < rate))
return 0;
- return tick?tick:1;
+ return tick ? tick : 1;
}
if (sd) {
@@ -6384,11 +6584,16 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance.
}
- //When no tick def, reduction is the same for both.
- if(tick_def < 0)
+ //When tick def not set, reduction is the same for both.
+ if(tick_def == -1)
tick_def = sc_def;
- if(tick_def2 < 0)
+ if(tick_def2 == -1) {
+#ifdef RENEWAL
+ tick_def2 = 0;
+#else
tick_def2 = sc_def2;
+#endif
+ }
//Natural resistance
if (!(flag&8)) {
@@ -6397,8 +6602,11 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//Minimum chances
switch (type) {
+ case SC_OBLIVIONCURSE:
+ rate = max(rate,500); //Minimum of 5%
+ break;
case SC_WUGBITE:
- rate = max(rate, 5000); //Minimum of 50%
+ rate = max(rate,5000); //Minimum of 50%
break;
}
@@ -6410,6 +6618,9 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
if( sd->sc.data[SC_TARGET_BLOOD] )
rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100;
}
+
+ //Aegis accuracy
+ if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
}
if (!(rnd()%10000 < rate))
@@ -6428,13 +6639,14 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//Minimum durations
switch (type) {
case SC_ANKLESNARE:
+ case SC_BURNING:
case SC_MARSHOFABYSS:
case SC_STASIS:
+ case SC_DEEP_SLEEP:
tick = max(tick, 5000); //Minimum duration 5s
break;
- case SC_BURNING:
case SC_FROSTMISTY:
- tick = max(tick, 10000); //Minimum duration 10s
+ tick = max(tick, 6000);
break;
default:
//Skills need to trigger even if the duration is reduced below 1ms
@@ -6443,6 +6655,8 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
}
return tick;
+#undef SCDEF_LVL_CAP
+#undef SCDEF_LVL_DIFF
}
/* [Ind/Hercules] fast-checkin sc-display array */
void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
@@ -6549,12 +6763,20 @@ 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_DEEP_SLEEP:
+ case SC__CHAOS:
case SC_BURNING:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_CURSE:
+ case SC_STONE:
+ case SC_POISON:
+ case SC_BLIND:
+ case SC_SILENCE:
+ case SC_BLOODING:
+ case SC_FREEZE:
case SC_FROSTMISTY:
- //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
- case SC_MARSHOFABYSS:
+ case SC_COLD:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
@@ -6562,9 +6784,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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_MARSHOFABYSS:
case SC_MANDRAGORA:
return 0;
}
@@ -6572,22 +6792,37 @@ 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; // 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_POISON:
+ case SC_BLIND:
+ case SC_STUN:
+ case SC_SILENCE:
+ case SC__CHAOS:
+ case SC_STONE:
+ case SC_SLEEP:
+ case SC_BLOODING:
+ case SC_CURSE:
+ case SC_BURNING:
+ case SC_FROSTMISTY:
+ case SC_FREEZE:
+ case SC_COLD:
+ case SC_FEAR:
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_DEEP_SLEEP:
+ case SC_SATURDAY_NIGHT_FEVER:
+ case SC__BODYPAINT:
case SC__ENERVATION:
case SC__GROOMY:
+ case SC__IGNORANCE:
case SC__LAZINESS:
case SC__UNLUCKY:
case SC__WEAKNESS:
- case SC__BODYPAINT:
- case SC__IGNORANCE:
return 0;
}
}
@@ -6616,6 +6851,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
|| (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
)
return 0;
+ case SC_VACUUM_EXTREME:
+ if(sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING])
+ return 0;
+ break;
case SC_STONE:
if(sc->data[SC_POWER_OF_GAIA])
return 0;
@@ -6623,7 +6862,6 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//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:
@@ -6636,7 +6874,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//There all like berserk, do not everlap each other
case SC_BERSERK:
- if( sc->data[SC__BLOODYLUST] || sc->data[SC_SATURDAY_NIGHT_FEVER] )
+ if( sc->data[SC__BLOODYLUST] )
return 0;
break;
@@ -6879,8 +7117,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if(sc->data[i]) return 0;
}
break;
- case SC_SATURDAY_NIGHT_FEVER:
- if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
+ case SC_MAGNETICFIELD:
+ if(sc->data[SC_HOVERING])
return 0;
break;
case SC_OFFERTORIUM:
@@ -6934,6 +7172,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC__WEAKNESS:
case SC__IGNORANCE:
+ // Other Effects
+ case SC_VACUUM_EXTREME:
+
return 0;
}
}
@@ -6958,6 +7199,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
//Also blocks the ones below...
case SC_DEC_AGI:
+ case SC_ADORAMUS:
status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
//Also blocks the ones below...
case SC_DONTFORGETME:
@@ -7022,9 +7264,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
case SC_CARTBOOST:
- if(sc->data[SC_DEC_AGI])
+ if(sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS])
{ //Cancel Decrease Agi, but take no further effect [Skotlex]
status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
return 0;
}
break;
@@ -7093,47 +7336,43 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
break;
+ //Group A Status (doesn't overlap)
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
+ case SC_HARMONIZE:
+ case SC_FRIGG_SONG:
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);
+ if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
break;
+ //Group B Status
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_SIRCLEOFNATURE:
case SC_LERADS_DEW:
case SC_MELODYOFSINK:
case SC_BEYOND_OF_WARCRY:
- case SC_UNLIMITED_HUMMING_VOICE: //group B
+ case SC_UNLIMITED_HUMMING_VOICE:
+ case SC_GLOOMYDAY:
+ case SC_SONG_OF_MANA:
+ case SC_DANCE_WITH_WUG:
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_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, 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_GLOOMYDAY) status_change_end(bl, SC_GLOOMYDAY, 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);
@@ -7145,12 +7384,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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);
+ status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
+ status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
+ status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
break;
case SC_GENTLETOUCH_ENERGYGAIN:
case SC_GENTLETOUCH_CHANGE:
@@ -7208,6 +7444,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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_ABUNDANCE:
+ 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__INVISIBILITY:
case SC__ENERVATION:
case SC__GROOMY:
@@ -7215,6 +7460,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC__LAZINESS:
case SC__WEAKNESS:
case SC__UNLUCKY:
+ case SC__CHAOS:
return 0;
case SC_COMBOATTACK:
case SC_DANCING:
@@ -7281,6 +7527,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
calc_flag = status->ChangeFlagTable[type];
if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
switch(type) {
+ case SC_ADORAMUS:
+ sc_start(bl,SC_BLIND,100,val1,skill->get_time(status->sc2skill(type),val1));
+ // Fall through to SC_INC_AGI
case SC_DEC_AGI:
case SC_INC_AGI:
val2 = 2 + val1; //Agi change
@@ -7335,7 +7584,16 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_KYRIE:
val2 = APPLY_RATE(st->max_hp, (val1 * 2 + 10)); //%Max HP to absorb
- val3 = (val1 / 2 + 5); //Hits
+ // val4 holds current about of party memebers when casting AB_PRAEFATIO,
+ // as Praefatio's barrier has more health and blocks more hits than Kyrie Elesion.
+ if( val4 < 1 ) //== PR_KYRIE
+ val3 = (val1 / 2 + 5); // Hits
+ else { //== AB_PRAEFATIO
+ val2 += val4 * 2; //Increase barrier strength per party member.
+ val3 = 6 + val1;
+ }
+ if( sd )
+ val1 = min(val1,pc->checkskill(sd,PR_KYRIE)); // use skill level to determine barrier health.
break;
case SC_MAGICPOWER:
//val1: Skill lv
@@ -8159,8 +8417,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_WEAPONBLOCKING:
val2 = 10 + 2 * val1; // Chance
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
+ val4 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
break;
case SC_TOXIN:
val4 = tick / 10000;
@@ -8212,7 +8470,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_READING_SB:
// val2 = sp reduction per second
- tick_time = 5000; // [GodLesZ] tick time
+ tick_time = 10000; // [GodLesZ] tick time
break;
case SC_SUMMON1:
case SC_SUMMON2:
@@ -8233,6 +8491,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case 4: val2 = ELE_WATER; break;
}
break;
+ case SC_STEALTHFIELD_MASTER:
+ val4 = tick / 1000;
+ tick_time = 2000 + (1000 * val1);
+ break;
case SC_ELECTRICSHOCKER:
case SC_COLD:
case SC_MEIKYOUSISUI:
@@ -8255,6 +8517,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
tick = -1;
break;
+ case SC__REPRODUCE:
+ val4 = tick / 1000;
+ tick_time = 1000;
+ break;
case SC__SHADOWFORM: {
struct map_session_data * s_sd = map->id2sd(val2);
if( s_sd )
@@ -8269,7 +8535,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC__INVISIBILITY:
val2 = 50 - 10 * val1; // ASPD
- val3 = 20 * val1; // CRITICAL
+ val3 = 200 * val1; // CRITICAL
val4 = tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
break;
@@ -8335,23 +8601,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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.
+ val3 = 5 * val1 + val2;//Movement Speed And ASPD Increase
break;
case SC_SYMPHONY_LOVE:
+ val2 = 12 * val1 + val2 + sd->status.job_level / 4;//MDEF Increase In %
+ case SC_MOONLIT_SERENADE:
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
+ val2 = 6 * val1 + val2 + sd->status.job_level / 5;
break;
- case SC_MOONLIT_SERENADE:
- val2 = 10 * val1;
+ case SC_ECHOSONG:
+ val3 = 6 * val1 + val2 + sd->status.job_level / 4;//DEF Increase In %
break;
case SC_HARMONIZE:
val2 = 5 + 5 * val1;
@@ -8365,34 +8625,36 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick_time = 2000; // [GodLesZ] tick time
break;
case SC_SIRCLEOFNATURE:
- val2 = 1 + val1; //SP consume
- val3 = 40 * val1; //HP recovery
+ val2 = 40 * val1;//HP recovery
+ val3 = 4 * val1;//SP drain
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
+ val3 = 10 + 5 * val2;
+ val4 = tick/5000;
+ tick_time = 5000; // [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
+ /*val2 = 12000 - 2000 * val1;//HP/SP Drain Timer
+ if ( val2 < 1000 )
+ val2 = 1000;//Added to prevent val3 from dividing by 0 when using level 6 or higher through commands. [Rytech]
+ val3 = tick/val2;*/
+ val3 = tick / 3000;
+ tick_time = 3000;// [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);
+ if ( !val2 ) {
+ val2 = (val4 > 0 ? max(15, rnd()%(val4*5)) : 0) + val1 * 10;
+ }
+ if ( rnd()%10000 < val1*100 ) { // 1% per SkillLv chance
+ if ( !val3 )
+ val3 = 50;
+ if( sd ) {
+ 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:
@@ -8404,28 +8666,32 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
break;
case SC_DANCE_WITH_WUG:
- val3 = (5 * val1) + (1 * val2); //Still need official value.
+ val3 = 5 + 5 * val2;//ASPD Increase
+ val4 = 20 + 10 * val2;//Fixed Cast Time Reduction
break;
case SC_LERADS_DEW:
- val3 = (5 * val1) + (1 * val2);
+ val3 = 200 * val1 + 300 * val2;//MaxHP Increase
break;
case SC_MELODYOFSINK:
- val3 = (5 * val1) + (1 * val2);
+ val3 = val1 * (2 + val2);//INT Reduction. Formula Includes Caster And 2nd Performer.
+ val4 = tick/1000;
+ tick_time = 1000;
break;
case SC_BEYOND_OF_WARCRY:
- val3 = (5 * val1) + (1 * val2);
+ val3 = val1 * (2 + val2);//STR And Crit Reduction. Formula Includes Caster And 2nd Performer.
+ val4 = 4 * val1 + 4 * val2;//MaxHP Reduction
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);
+ val3 = 15 - (3 * val2);//Increased SP Cost.
}
break;
case SC_LG_REFLECTDAMAGE:
val2 = 15 + 5 * val1;
- val3 = (val1==5)?20:(val1+4)*2; // SP consumption
+ val3 = 25 + 5 * val1; //Number of Reflects
val4 = tick/10000;
tick_time = 10000; // [GodLesZ] tick time
break;
@@ -8442,11 +8708,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val1 += (sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv) * status->get_lv(bl) / 100;
}
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.
+ case SC_PRESTIGE:
+ val2 = (st->int_ + st->luk) * val1 / 20;// Chance to evade magic damage.
+ val2 = val2 * status->get_lv(bl) / 200;
+ val2 += val1;
val1 *= 15; // Defence added
if( sd )
val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
+ val1 *= status->get_lv(bl) / 100;
break;
case SC_BANDING:
tick_time = 5000; // [GodLesZ] tick time
@@ -8457,16 +8726,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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
+ val2 = 40 * val1 + 3 * sd->status.job_level;// ATK bonus
+ val3 = sd->status.base_level / 10 + sd->status.job_level / 5;// All stat bonus
}
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
+ val4 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
status->change_clear_buffs(bl,3); //Remove buffs/debuffs
break;
- case SC_CRESCENTELBOW:
- val2 = 94 + val1;
- break;
case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
break;
@@ -8492,9 +8758,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
}
break;
+ case SC_PYROTECHNIC_OPTION:
+ val2 = 60;
+ break;
case SC_HEATER_OPTION:
val2 = 120; // Watk. TODO: Renewal (Atk2)
- val3 = 33; // % Increase effects.
+ val3 = (sd ? sd->status.job_level : 0); // % Increase damage.
val4 = 3; // Change into fire element.
break;
case SC_TROPIC_OPTION:
@@ -8505,8 +8774,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 40;
break;
case SC_COOLER_OPTION:
- val2 = 80; // % Freezing chance
- val3 = 33; // % increased damage
+ val2 = 80; // Bonus Matk
+ val3 = (sd ? sd->status.job_level : 0); // % Freezing chance
val4 = 1; // Change into water elemet
break;
case SC_CHILLY_AIR_OPTION:
@@ -8517,7 +8786,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 50; // % Increase speed and flee.
break;
case SC_BLAST_OPTION:
- val2 = 20;
+ val2 = (sd ? sd->status.job_level : 0); // % Increase damage
val3 = ELE_WIND;
break;
case SC_WILD_STORM_OPTION:
@@ -8527,13 +8796,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 5;
val3 = 50;
break;
+ case SC_SOLID_SKIN_OPTION:
+ val2 = 33; // % Increase DEF
+ break;
case SC_CURSED_SOIL_OPTION:
val2 = 10;
- val3 = 33;
+ val3 = (sd ? sd->status.job_level : 0); // % Increase Damage
val4 = 2;
break;
case SC_UPHEAVAL_OPTION:
val2 = WZ_EARTHSPIKE;
+ val3 = 15; // Bonus MaxHP
break;
case SC_CIRCLE_OF_FIRE_OPTION:
val2 = 300;
@@ -8542,7 +8815,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_WATER_DROP_OPTION:
case SC_WIND_CURTAIN_OPTION:
case SC_STONE_SHIELD_OPTION:
- val2 = 20; // Elemental modifier. Not confirmed.
+ val2 = 100; // Elemental modifier.
break;
case SC_CIRCLE_OF_FIRE:
case SC_FIRE_CLOAK:
@@ -8557,10 +8830,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_WATER_BARRIER:
val2 = 40; // Increasement. Mdef1 ???
- val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
+ val3 = 30; // Reductions. Atk2, Flee1, Matk1 ????
break;
case SC_ZEPHYR:
- val2 = 22; // Flee.
+ val2 = 25; // Flee.
break;
case SC_TIDAL_WEAPON:
val2 = 20; // Increase Elemental's attack.
@@ -8684,10 +8957,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_FRIGG_SONG:
val2 = 5 * val1;
- val3 = 1000 + 100 * val1;
- tick_time = 10000;
+ val3 = (20 * val1) + 80;
+ tick_time = 1000;
val4 = tick / tick_time;
break;
+ case SC_DARKCROW:
+ val2 = 30 * val1;
+ break;
case SC_MONSTER_TRANSFORM:
if( !mob->db_checkid(val1) )
val1 = 1002; // default poring
@@ -8862,6 +9138,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//Those that make you stop attacking/walking....
switch (type) {
+ case SC_VACUUM_EXTREME:
+ if(!map_flag_gvg(bl->m))
+ unit->stop_walking(bl,1);
+ break;
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
@@ -8885,11 +9165,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_WUGBITE:
case SC_THORNS_TRAP:
case SC__MANHOLE:
+ case SC__CHAOS:
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:
@@ -8943,7 +9223,6 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
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;
@@ -8954,6 +9233,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
case SC_CRUCIS:
+ case SC__CHAOS:
sc->opt2 |= OPT2_SIGNUMCRUCIS;
break;
@@ -9057,10 +9337,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_CLOAKING:
case SC_CLOAKINGEXCEED:
- case SC__INVISIBILITY:
sc->option |= OPTION_CLOAK;
opt_flag = 2;
break;
+ case SC__INVISIBILITY:
case SC_CHASEWALK:
sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
opt_flag = 2;
@@ -9366,10 +9646,10 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
}
#ifdef ANTI_MAYAP_CHEAT
- if( sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE) )
+ if (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE))
invisible = true;
#endif
-
+
vd = status->get_viewdata(bl);
calc_flag = status->ChangeFlagTable[type];
switch(type) {
@@ -9599,7 +9879,6 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
break;
case SC_BERSERK:
- case SC_SATURDAY_NIGHT_FEVER:
if(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
status_percent_heal(bl, 100, 0);
status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
@@ -9670,9 +9949,10 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
break;
case SC_STOP:
if( sce->val2 ) {
- struct block_list* tbl = map->id2bl(sce->val2);
+ struct block_list *tbl = map->id2bl(sce->val2);
+ struct status_change *tsc = NULL;
sce->val2 = 0;
- if( tbl && (sc = status->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
+ if( tbl && (tsc = status->get_sc(tbl)) && tsc->data[SC_STOP] && tsc->data[SC_STOP]->val2 == bl->id )
status_change_end(tbl, SC_STOP, INVALID_TIMER);
}
break;
@@ -9811,12 +10091,11 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
}
opt_flag = 1;
- switch(type){
+ switch(type) {
case SC_STONE:
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
- case SC_DEEP_SLEEP:
case SC_BURNING:
case SC_WHITEIMPRISON:
case SC_COLD:
@@ -9833,6 +10112,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
sc->opt2 &= ~OPT2_DPOISON;
break;
case SC_CRUCIS:
+ case SC__CHAOS:
sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
break;
@@ -9842,11 +10122,11 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
break;
case SC_CLOAKING:
case SC_CLOAKINGEXCEED:
- case SC__INVISIBILITY:
sc->option &= ~OPTION_CLOAK;
case SC_CAMOUFLAGE:
opt_flag|= 2;
break;
+ case SC__INVISIBILITY:
case SC_CHASEWALK:
sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
opt_flag|= 2;
@@ -9980,11 +10260,11 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
}
#ifdef ANTI_MAYAP_CHEAT
- if( invisible && !(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE)) ) {
+ if (invisible && !(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE))) {
clif->fixpos(bl);
}
#endif
-
+
if (calc_flag&SCB_DYE) { //Restore DYE color
if (vd && !vd->cloth_color && sce->val4)
clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
@@ -10495,7 +10775,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
if( --(sce->val4) > 0 ) {
if( !status->charge(bl,0,3) )
break;
- sc_timer_next(3000+tick,status->change_timer,bl->id,data);
+ sc_timer_next(5000+tick,status->change_timer,bl->id,data);
return 0;
}
break;
@@ -10563,7 +10843,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
status_change_end(bl, (sc_type)i, INVALID_TIMER);
break;
}
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
case SC_ELECTRICSHOCKER:
@@ -10583,10 +10863,13 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
break;
case SC__REPRODUCE:
- if(!status->charge(bl, 0, 1))
- break;
- sc_timer_next(1000+tick, status->change_timer, bl->id, data);
- return 0;
+ if( --(sce->val4) >= 0 ) {
+ if( !status_charge(bl, 0, 9 - (1 + sce->val1) / 2) )
+ break;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
case SC__SHADOWFORM:
if( --(sce->val4) > 0 ) {
@@ -10598,8 +10881,8 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
break;
case SC__INVISIBILITY:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl, 0, (st->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
+ if( --(sce->val4) >= 0 ) {
+ if( !status->charge(bl, 0, status_get_max_sp(bl) * (12 - sce->val1*2) / 100) )
break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
@@ -10614,12 +10897,6 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
return 0;
}
break;
- case SC_VACUUM_EXTREME:
- if( --(sce->val4) > 0 ) {
- sc_timer_next(100 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
case SC_BLOOD_SUCKER:
if( --(sce->val4) > 0 ) {
struct block_list *src = map->id2bl(sce->val2);
@@ -10648,41 +10925,46 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
break;
case SC_DEEP_SLEEP:
- if( --(sce->val4) > 0 ) {
- // Recovers 1% HP/SP every 2 seconds.
- status->heal(bl, st->max_hp / 100, st->max_sp / 100, 2);
+ if( --(sce->val4) >= 0 )
+ {// Recovers 3% of the player's MaxHP/MaxSP every 2 seconds.
+ status->heal(bl, st->max_hp * 3 / 100, st->max_sp * 3 / 100, 2);
sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SIRCLEOFNATURE:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl,0,sce->val2) )
+ if( --(sce->val4) >= 0 ) {
+ if( !status_charge(bl,0,sce->val3) )
break;
- status->heal(bl, sce->val3, 0, 1);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ status->heal(bl, sce->val2, 0, 1);
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
return 0;
}
break;
case SC_SONG_OF_MANA:
- if( --(sce->val4) > 0 ) {
+ if( --(sce->val4) >= 0 ) {
status->heal(bl,0,sce->val3,3);
- sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
case SC_SATURDAY_NIGHT_FEVER:
- // 1% HP/SP drain every val4 seconds [Jobbie]
- if( --(sce->val3) > 0 ) {
- int hp = st->hp / 100;
- int sp = st->sp / 100;
- if( !status->charge(bl, hp, sp) )
- break;
- sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
+ if( --(sce->val3) >= 0 ) {
+ if( !status_charge(bl, st->max_hp * 1 / 100, st->max_sp * 1 / 100) )
+ break;
+ sc_timer_next(3000+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_MELODYOFSINK:
+ if( --(sce->val4) >= 0 ) {
+ status_charge(bl, 0, st->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10696,7 +10978,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
return 0;
}
break;
-
+
case SC_FORCEOFVANGUARD:
if( !status->charge(bl, 0, (24 - 4 * sce->val1)) )
break;
@@ -10712,10 +10994,10 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
break;
case SC_LG_REFLECTDAMAGE:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl,0,sce->val3) )
+ if( --(sce->val4) >= 0 ) {
+ if( !status->charge(bl,0,10) )
break;
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10744,7 +11026,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
if( --(sce->val3) <= 0 )
break; // Time out
if( sce->val2 == bl->id ) {
- if( !status->charge(bl,0,14 + (3 * sce->val1)) )
+ if( !status->charge(bl,0,50) )
break; // No more SP status should end, and in the next second will end for the other affected players
} else {
struct block_list *src = map->id2bl(sce->val2);
@@ -10756,14 +11038,33 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
}
break;
+ case SC_STEALTHFIELD_MASTER:
+ if(--(sce->val4) >= 0) {
+ // 1% SP Upkeep Cost
+ int sp = st->max_sp / 100;
+
+ if( st->sp <= sp )
+ status_change_end(bl,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
+
+ if( !status_charge(bl,0,sp) )
+ break;
+
+ if( !sc->data[SC_STEALTHFIELD_MASTER] )
+ break;
+
+ sc_timer_next((2000 + 1000 * sce->val1)+tick,status->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
case SC_INSPIRATION:
- if(--(sce->val4) > 0) {
- int hp = st->max_hp * (7-sce->val1) / 100;
- int sp = st->max_sp * (9-sce->val1) / 100;
+ if(--(sce->val4) >= 0) {
+ int hp = st->max_hp * (35 - 5 * sce->val1) / 1000;
+ int sp = st->max_sp * (45 - 5 * sce->val1) / 1000;
if( !status->charge(bl,hp,sp) ) break;
- sc_timer_next(1000+tick,status->change_timer,bl->id, data);
+ sc_timer_next(5000+tick,status->change_timer,bl->id, data);
return 0;
}
break;
@@ -10854,7 +11155,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
case SC_FRIGG_SONG:
if( --(sce->val4) > 0 ) {
status->heal(bl, sce->val3, 0, 0);
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
}
break;
@@ -10891,17 +11192,14 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) {
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
break;
case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
- tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
- tsc->data[SC__INVISIBILITY])) {
+ tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
if(battle->check_target( src, bl, BCT_ENEMY ) > 0)
skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
}
@@ -11110,7 +11408,6 @@ int status_change_clear_buffs (struct block_list* bl, int type) {
continue;
break;
case SC_BERSERK:
- case SC_SATURDAY_NIGHT_FEVER:
if(type&4)
continue;
sc->data[i]->val2 = 0;
@@ -11673,7 +11970,7 @@ void status_defaults(void) {
status->set_sp = status_set_sp;
status->heal = status_heal;
status->revive = status_revive;
-
+ status->fixed_revive = status_fixed_revive;
status->get_regen_data = status_get_regen_data;
status->get_status_data = status_get_status_data;
status->get_base_status = status_get_base_status;