diff options
author | Michieru <michieru@0-mail.com> | 2014-02-14 01:47:39 +0100 |
---|---|---|
committer | Haru <haru@dotalux.com> | 2014-02-14 02:26:58 +0100 |
commit | 6f264513874c80b912f47dbad1ec0347c67534e7 (patch) | |
tree | 51b684f659608eeca522c8095335340d5b846c95 /src/map/status.c | |
parent | 0642abcf9ef6e76861ee7d4b1a0b7f8bcd83f31f (diff) | |
download | hercules-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.c | 867 |
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; |