diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 23288 |
1 files changed, 11691 insertions, 11597 deletions
diff --git a/src/map/status.c b/src/map/status.c index 64c591b3b..8626b37b5 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -1,11597 +1,11691 @@ -// Copyright (c) Hercules Dev Team, licensed under GNU GPL. -// See the LICENSE file -// Portions Copyright (c) Athena Dev Teams - -#include "../common/cbasetypes.h" -#include "../common/timer.h" -#include "../common/nullpo.h" -#include "../common/random.h" -#include "../common/showmsg.h" -#include "../common/malloc.h" -#include "../common/utils.h" -#include "../common/ers.h" -#include "../common/strlib.h" - -#include "map.h" -#include "path.h" -#include "pc.h" -#include "pet.h" -#include "npc.h" -#include "mob.h" -#include "clif.h" -#include "guild.h" -#include "skill.h" -#include "itemdb.h" -#include "battle.h" -#include "chrif.h" -#include "skill.h" -#include "status.h" -#include "script.h" -#include "unit.h" -#include "homunculus.h" -#include "mercenary.h" -#include "elemental.h" -#include "vending.h" - -#include <time.h> -#include <stdio.h> -#include <stdlib.h> -#include <memory.h> -#include <string.h> -#include <math.h> - -//Regen related flags. -enum e_regen -{ - RGN_HP = 0x01, - RGN_SP = 0x02, - RGN_SHP = 0x04, - RGN_SSP = 0x08, -}; - -static int max_weight_base[CLASS_COUNT]; -static int hp_coefficient[CLASS_COUNT]; -static int hp_coefficient2[CLASS_COUNT]; -static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1]; -static int sp_coefficient[CLASS_COUNT]; -#ifdef RENEWAL_ASPD - static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1]; -#else - static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89] -#endif - -// bonus values and upgrade chances for refining equipment -static struct { - int chance[MAX_REFINE]; // success chance - int bonus[MAX_REFINE]; // cumulative fixed bonus damage - int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage -} refine_info[REFINE_TYPE_MAX]; - -static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt) -static char job_bonus[CLASS_COUNT][MAX_LEVEL]; -static sc_conf_type sc_conf[SC_MAX]; - -static struct eri *sc_data_ers; //For sc_data entries -static struct status_data dummy_status; - -int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] -int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] -//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only -//to avoid cards exploits - -/** - * Returns the status change associated with a skill. - * @param skill The skill to look up - * @return The status registered for this skill - **/ -sc_type status_skill2sc(int skill_id) { - int idx; - if( (idx = skill->get_index(skill_id)) == 0 ) { - ShowError("status_skill2sc: Unsupported skill id %d\n", skill); - return SC_NONE; - } - return SkillStatusChangeTable[idx]; -} - -/** - * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change. - * Utilized for various duration lookups. Use with caution! - * @param sc The status to look up - * @return A skill associated with the status - **/ -int status_sc2skill(sc_type sc) -{ - if( sc < 0 || sc >= SC_MAX ) { - ShowError("status_sc2skill: Unsupported status change id %d\n", sc); - return 0; - } - - return StatusSkillChangeTable[sc]; -} - -/** - * Returns the status calculation flag associated with a given status change. - * @param sc The status to look up - * @return The scb_flag registered for this status (see enum scb_flag) - **/ -unsigned int status_sc2scb_flag(sc_type sc) -{ - if( sc < 0 || sc >= SC_MAX ) { - ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc); - return SCB_NONE; - } - - return StatusChangeFlagTable[sc]; -} - -/** - * Returns the bl types which require a status change packet to be sent for a given client status identifier. - * @param type The client-side status identifier to look up (see enum si_type) - * @return The bl types relevant to the type (see enum bl_type) - **/ -int status_type2relevant_bl_types(int type) -{ - if( type < 0 || type >= SI_MAX ) { - ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type); - return SI_BLANK; - } - - return StatusRelevantBLTypes[type]; -} - -#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE) -// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units -#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT - -static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { - uint16 idx; - if( (idx = skill->get_index(skill_id)) == 0 ) { - ShowError("set_sc: Unsupported skill id %d\n", skill_id); - return; - } - if( sc < 0 || sc >= SC_MAX ) { - ShowError("set_sc: Unsupported status change id %d\n", sc); - return; - } - - if( StatusSkillChangeTable[sc] == 0 ) - StatusSkillChangeTable[sc] = skill_id; - if( StatusIconChangeTable[sc] == SI_BLANK ) - StatusIconChangeTable[sc] = icon; - StatusChangeFlagTable[sc] |= flag; - - if( SkillStatusChangeTable[idx] == SC_NONE ) - SkillStatusChangeTable[idx] = sc; -} - -void initChangeTables(void) { - int i; - - for (i = 0; i < SC_MAX; i++) - StatusIconChangeTable[i] = SI_BLANK; - - for (i = 0; i < MAX_SKILL; i++) - SkillStatusChangeTable[i] = SC_NONE; - - for (i = 0; i < SI_MAX; i++) - StatusRelevantBLTypes[i] = BL_PC; - - memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); - memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable)); - memset(StatusDisplayType, 0, sizeof(StatusDisplayType)); - - //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] - set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); - set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); - set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE ); - set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE ); - set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); - set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); - set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE ); - set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE ); - set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); - set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN ); - set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); - - //The main status definitions - add_sc( SM_BASH , SC_STUN ); - set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); - add_sc( SM_MAGNUM , SC_SUB_WEAPONPROPERTY ); - set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD ); - add_sc( MG_SIGHT , SC_SIGHT ); - add_sc( MG_SAFETYWALL , SC_SAFETYWALL ); - add_sc( MG_FROSTDIVER , SC_FREEZE ); - add_sc( MG_STONECURSE , SC_STONE ); - add_sc( AL_RUWACH , SC_RUWACH ); - add_sc( AL_PNEUMA , SC_PNEUMA ); - set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); - set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); - set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF ); - set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); - set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX ); - set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED ); - add_sc( TF_POISON , SC_POISON ); - set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); - add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER ); - set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , -#ifdef RENEWAL - SCB_NONE ); -#else - SCB_WATK ); -#endif - set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); - set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); - set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); - set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN ); - set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); - set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); - set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK ); - add_sc( PR_LEXDIVINA , SC_SILENCE ); - set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SI_LEXAETERNA , SCB_NONE ); - add_sc( WZ_METEOR , SC_STUN ); - add_sc( WZ_VERMILION , SC_BLIND ); - add_sc( WZ_FROSTNOVA , SC_FREEZE ); - add_sc( WZ_STORMGUST , SC_FREEZE ); - set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); - set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); - set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE ); - set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); - set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN ); - add_sc( HT_LANDMINE , SC_STUN ); - set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE ); - add_sc( HT_SANDMAN , SC_SLEEP ); - add_sc( HT_FLASHER , SC_BLIND ); - add_sc( HT_FREEZINGTRAP , SC_FREEZE ); - set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED ); - add_sc( AS_SONICBLOW , SC_STUN ); - set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE ); - set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); - add_sc( AS_VENOMDUST , SC_POISON ); - add_sc( AS_SPLASHER , SC_SPLASHER ); - set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); - set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); - add_sc( TF_SPRINKLESAND , SC_BLIND ); - add_sc( TF_THROWSTONE , SC_STUN ); - set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR ); - set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); - set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); - add_sc( NPC_EMOTION_ON , SC_MODECHANGE ); - set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY , SCB_DEF_ELE ); - add_sc( NPC_CHANGEWATER , SC_ARMOR_PROPERTY ); - add_sc( NPC_CHANGEGROUND , SC_ARMOR_PROPERTY ); - add_sc( NPC_CHANGEFIRE , SC_ARMOR_PROPERTY ); - add_sc( NPC_CHANGEWIND , SC_ARMOR_PROPERTY ); - add_sc( NPC_CHANGEPOISON , SC_ARMOR_PROPERTY ); - add_sc( NPC_CHANGEHOLY , SC_ARMOR_PROPERTY ); - add_sc( NPC_CHANGEDARKNESS , SC_ARMOR_PROPERTY ); - add_sc( NPC_CHANGETELEKINESIS, SC_ARMOR_PROPERTY ); - add_sc( NPC_POISON , SC_POISON ); - add_sc( NPC_BLINDATTACK , SC_BLIND ); - add_sc( NPC_SILENCEATTACK , SC_SILENCE ); - add_sc( NPC_STUNATTACK , SC_STUN ); - add_sc( NPC_PETRIFYATTACK , SC_STONE ); - add_sc( NPC_CURSEATTACK , SC_CURSE ); - add_sc( NPC_SLEEPATTACK , SC_SLEEP ); - add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK ); - set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF ); - add_sc( NPC_DARKBLESSING , SC_COMA ); - set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF ); - add_sc( NPC_DEFENDER , SC_ARMOR ); - add_sc( NPC_LICK , SC_STUN ); - set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE ); - add_sc( NPC_REBIRTH , SC_REBIRTH ); - add_sc( RG_RAID , SC_STUN ); -#ifdef RENEWAL - add_sc( RG_RAID , SC_RAID ); - add_sc( RG_BACKSTAP , SC_STUN ); -#endif - set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK ); - set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF ); - set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT ); - set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SI_NOEQUIPHELM , SCB_INT ); - add_sc( AM_ACIDTERROR , SC_BLOODING ); - set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE ); - set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE ); - set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE ); - set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE ); - set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); - add_sc( CR_SHIELDCHARGE , SC_STUN ); - set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); - add_sc( CR_HOLYCROSS , SC_BLIND ); - add_sc( CR_GRANDCROSS , SC_BLIND ); - add_sc( CR_DEVOTION , SC_DEVOTION ); - set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL ); - set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); - set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE ); - set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED ); - add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT ); - add_sc( MO_BLADESTOP , SC_BLADESTOP ); - set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); - set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); -#ifdef RENEWAL - set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); -#endif - add_sc( SA_MAGICROD , SC_MAGICROD ); - set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); - set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE ); - set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE ); - set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE ); - set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE ); - set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK ); - set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP ); - set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_GROUNDMAGIC , SCB_FLEE ); - add_sc( SA_REVERSEORCISH , SC_ORCISH ); - add_sc( SA_COMA , SC_COMA ); - set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN ); - add_sc( BD_RICHMANKIM , SC_RICHMANKIM ); - set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 ); - set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF ); - set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK ); - add_sc( BD_ROKISWEIL , SC_ROKISWEIL ); - add_sc( BD_INTOABYSS , SC_INTOABYSS ); - set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL ); - add_sc( BA_FROSTJOKER , SC_FREEZE ); - set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 ); - set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD ); - add_sc( BA_POEMBRAGI , SC_POEMBRAGI ); - set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP ); - add_sc( DC_SCREAM , SC_STUN ); - set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT ); - set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD ); - set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI ); - set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SI_BLANK , SCB_ALL ); - add_sc( NPC_DARKCROSS , SC_BLIND ); - add_sc( NPC_GRANDDARKNESS , SC_BLIND ); - set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); - set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); - set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); - set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE ); - set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); - set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE ); - add_sc( NPC_INVISIBLE , SC_CLOAKING ); - set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); - set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); -#ifndef RENEWAL - set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2); -#else - set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF); -#endif - set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); - set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); - set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); - add_sc( HP_BASILICA , SC_BASILICA ); - set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK ); - add_sc( PA_SACRIFICE , SC_SACRIFICE ); - set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD ); - add_sc( PA_GOSPEL , SC_SCRESIST ); - add_sc( CH_TIGERFIST , SC_STOP ); - set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE ); - set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); - set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED ); - set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); - set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); - set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED ); - set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE ); - add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER ); - set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); - set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); - add_sc( LK_SPIRALPIERCE , SC_STOP ); - add_sc( LK_HEADCRUSH , SC_BLOODING ); - set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); - add_sc( HW_NAPALMVULCAN , SC_CURSE ); - set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 ); - add_sc( PF_MEMORIZE , SC_MEMORIZE ); - add_sc( PF_FOGWALL , SC_FOGWALL ); - set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE ); - set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE ); - set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); - set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR ); - set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE ); - set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SI_DOWNKICK_ON , SCB_NONE ); - add_sc( TK_DOWNKICK , SC_STUN ); - set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE ); - set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE ); - set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE ); - set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE ); - add_sc( TK_SEVENWIND , SC_TK_SEVENWIND ); - set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE ); - set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE ); - set_sc( SG_SUN_WARM , SC_WARM , SI_SG_SUN_WARM , SCB_NONE ); - add_sc( SG_MOON_WARM , SC_WARM ); - add_sc( SG_STAR_WARM , SC_WARM ); - set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); - set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE ); - set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD ); - add_sc( SG_FRIEND , SC_SKILLRATE_UP ); - set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL ); - set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED ); - set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD ); - set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE ); - set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE ); - set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE ); - set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE ); - add_sc( SL_STUN , SC_STUN ); - set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED ); - set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); - set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD ); - set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE ); - set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); - set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); - set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE ); - set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD ); - add_sc( WS_CARTTERMINATION , SC_STUN ); - set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE ); - set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD ); - add_sc( CG_HERMODE , SC_HERMODE ); - set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE ); - set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); - set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL ); - set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD ); - set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 ); - add_sc( GS_CRACKER , SC_STUN ); - add_sc( GS_DISARM , SC_NOEQUIPWEAPON ); - add_sc( GS_PIERCINGSHOT , SC_BLOODING ); - set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_ASPD -#ifndef RENEWAL - |SCB_BATK ); -#else - ); -#endif - set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE ); - set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); - set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD -#ifndef RENEWAL - |SCB_BATK ); -#else - ); -#endif - set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE ); - set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED ); - add_sc( NJ_HYOUSYOURAKU , SC_FREEZE ); - set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT ); - set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE ); - set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE ); - - add_sc( NPC_ICEBREATH , SC_FREEZE ); - add_sc( NPC_ACIDBREATH , SC_POISON ); - add_sc( NPC_HELLJUDGEMENT , SC_CURSE ); - add_sc( NPC_WIDESILENCE , SC_SILENCE ); - add_sc( NPC_WIDEFREEZE , SC_FREEZE ); - add_sc( NPC_WIDEBLEEDING , SC_BLOODING ); - add_sc( NPC_WIDESTONE , SC_STONE ); - add_sc( NPC_WIDECONFUSE , SC_CONFUSION ); - add_sc( NPC_WIDESLEEP , SC_SLEEP ); - add_sc( NPC_WIDESIGHT , SC_SIGHT ); - add_sc( NPC_EVILLAND , SC_BLIND ); - add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR ); - set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE ); - set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); - set_sc( NPC_STONESKIN , SC_STONESKIN , SI_BLANK , SCB_DEF|SCB_MDEF ); - add_sc( NPC_ANTIMAGIC , SC_STONESKIN ); - add_sc( NPC_WIDECURSE , SC_CURSE ); - add_sc( NPC_WIDESTUN , SC_STUN ); - - set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); - set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); - set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED ); - set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED ); - - set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); - set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); - - set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE ); - set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF ); - - set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE ); - set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); - set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); - set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE ); - set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SI_DC_WINKCHARM , SCB_NONE ); - add_sc( MO_BALKYOUNG , SC_STUN ); - add_sc( SA_ELEMENTWATER , SC_ARMOR_PROPERTY ); - add_sc( SA_ELEMENTFIRE , SC_ARMOR_PROPERTY ); - add_sc( SA_ELEMENTGROUND , SC_ARMOR_PROPERTY ); - add_sc( SA_ELEMENTWIND , SC_ARMOR_PROPERTY ); - - set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED ); - set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); - set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); - set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE ); - set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF ); - set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); - - // Homunculus S - add_sc(MH_STAHL_HORN, SC_STUN); - set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP); - set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP); - add_sc( MH_STEINWAND, SC_SAFETYWALL ); - add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER); - set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD); - add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE); - set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); - set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE); - set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE); - set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE); - add_sc(MH_LAVA_SLIDE, SC_BURNING); - set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2); - add_sc(MH_POISON_MIST, SC_BLIND); - set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD); - - add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE); - set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); - set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); - - - add_sc( MER_CRASH , SC_STUN ); - set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); - add_sc( MS_MAGNUM , SC_SUB_WEAPONPROPERTY ); - add_sc( MER_SIGHT , SC_SIGHT ); - set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); - set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); - add_sc( MER_LEXDIVINA , SC_SILENCE ); - add_sc( MA_LANDMINE , SC_STUN ); - add_sc( MA_SANDMAN , SC_SLEEP ); - add_sc( MA_FREEZINGTRAP , SC_FREEZE ); - set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); - set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); - set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); - set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); - set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); - set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); - add_sc( ML_SPIRALPIERCE , SC_STOP ); - set_sc( MER_QUICKEN , SC_MER_QUICKEN , SI_BLANK , SCB_ASPD ); - add_sc( ML_DEVOTION , SC_DEVOTION ); - set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); - set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( MER_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); - - set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR ); - set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT ); - set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI ); - set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX ); - - set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN ); - - /** - * Rune Knight - **/ - set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); - set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); - set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); - set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); - set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BLANK , SCB_MDEF ); - set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE ); - set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE ); - set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR ); - set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE ); - set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN ); - set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); - set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE ); - set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE ); - add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY ); - /** - * GC Guillotine Cross - **/ - set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE ); - set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); - set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); - set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED ); - set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE ); - set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); - set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE ); - /** - * Arch Bishop - **/ - set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); - add_sc( AB_CLEMENTIA , SC_BLESSING ); - add_sc( AB_CANTO , SC_INC_AGI ); - set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP ); - add_sc( AB_PRAEFATIO , SC_KYRIE ); - set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE ); - set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT ); - set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK ); - set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN ); - set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE ); - set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE ); - set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); - set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE ); - /** - * Warlock - **/ - add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON ); - set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF ); - set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); - set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); - set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); - set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK ); - /** - * Ranger - **/ - set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); - set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); - set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); - set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED ); - add_sc( RA_MAGENTATRAP , SC_ARMOR_PROPERTY ); - add_sc( RA_COBALTTRAP , SC_ARMOR_PROPERTY ); - add_sc( RA_MAIZETRAP , SC_ARMOR_PROPERTY ); - add_sc( RA_VERDURETRAP , SC_ARMOR_PROPERTY ); - add_sc( RA_FIRINGTRAP , SC_BURNING ); - add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY ); - set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE ); - /** - * Mechanic - **/ - set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); - set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); - set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); - 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_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_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 - **/ - set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); - set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE ); - set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); - set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD ); - set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE ); - set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE ); - set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK ); - set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED ); - set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE ); - set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE ); - set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 ); - 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 ); - set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN ); - /** - * Sura - **/ - add_sc( SR_DRAGONCOMBO , SC_STUN ); - add_sc( SR_EARTHSHAKER , SC_STUN ); - set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE ); - set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE ); - set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); - set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); - set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); - set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); - set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN ); - /** - * Wanderer / Minstrel - **/ - 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_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_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 ); - set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); - set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE ); - 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_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); - set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP ); - - /** - * Sorcerer - **/ - set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); - 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_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 ); - set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); - set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); - 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 ); - /** - * Genetic - **/ - set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); - set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE ); - set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE ); - set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE ); - set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE ); - set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); - set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT ); - - // Elemental Spirit summoner's 'side' status changes. - set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE ); - set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); - set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); - set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); - set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE ); - set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); - set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); - set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); - set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); - set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL ); - set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); - set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK ); - set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK ); - set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK ); - set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK ); - set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK ); - set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK ); - set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD ); - 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_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 ); - - add_sc( KO_YAMIKUMO , SC_HIDING ); - set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE ); - add_sc( KO_MAKIBISHI , SC_STUN ); - set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE ); - set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); - add_sc( KO_JYUSATSU , SC_CURSE ); - set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE ); - set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK ); - set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE ); - set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE ); - set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE ); - set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK ); - set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE ); - set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE ); - - set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); - - add_sc( ALL_REVERSEORCISH , SC_ORCISH ); - set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN ); - - add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR ); - add_sc( NPC_WIDEBODYBURNNING , SC_BURNING ); - add_sc( NPC_WIDEFROSTMISTY , SC_FROSTMISTY ); - add_sc( NPC_WIDECOLD , SC_COLD ); - add_sc( NPC_WIDE_DEEP_SLEEP , SC_DEEP_SLEEP ); - add_sc( NPC_WIDESIREN , SC_SIREN ); - - // Storing the target job rather than simply SC_SOULLINK simplifies code later on. - SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, - SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK, - SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, - SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE, - SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, - SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, - SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, - SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, - SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, - SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, - SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, - SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, - SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, - SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, - SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, - - //Status that don't have a skill associated. - StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; - StatusIconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; - StatusIconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; - StatusIconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2; - StatusIconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3; - StatusIconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY; - StatusIconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE; - StatusIconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY; - StatusIconChangeTable[SC_CHASEWALK2] = SI_INCSTR; - StatusIconChangeTable[SC_MIRACLE] = SI_SOULLINK; - StatusIconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE; - StatusIconChangeTable[SC_FOOD_STR] = SI_FOOD_STR; - StatusIconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI; - StatusIconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT; - StatusIconChangeTable[SC_FOOD_INT] = SI_FOOD_INT; - StatusIconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX; - StatusIconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK; - StatusIconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE; - StatusIconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT; - StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; - StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; - StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; - StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; - StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; - StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; - StatusIconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER; - StatusIconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER; - //Cash Items - StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; - StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; - StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; - StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; - StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; - StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; - StatusIconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP; - StatusIconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM; - StatusIconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP; - StatusIconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY; - StatusIconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM; - StatusIconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF; - StatusIconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF; - StatusIconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT; - StatusIconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE; - StatusIconChangeTable[SC_HEALPLUS] = SI_HEALPLUS; - StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; - StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; - StatusIconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD; - StatusIconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD; - // Mercenary Bonus Effects - StatusIconChangeTable[SC_MER_FLEE] = SI_MER_FLEE; - StatusIconChangeTable[SC_MER_ATK] = SI_MER_ATK; - StatusIconChangeTable[SC_MER_HP] = SI_MER_HP; - StatusIconChangeTable[SC_MER_SP] = SI_MER_SP; - StatusIconChangeTable[SC_MER_HIT] = SI_MER_HIT; - // Warlock Spheres - StatusIconChangeTable[SC_SUMMON1] = SI_SPHERE_1; - StatusIconChangeTable[SC_SUMMON2] = SI_SPHERE_2; - StatusIconChangeTable[SC_SUMMON3] = SI_SPHERE_3; - StatusIconChangeTable[SC_SUMMON4] = SI_SPHERE_4; - StatusIconChangeTable[SC_SUMMON5] = SI_SPHERE_5; - // Warlock Preserved spells - StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; - StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; - StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3; - StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4; - StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5; - StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6; - StatusIconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7; - - StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; - StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; - StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT; - StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT; - - StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY; - StatusIconChangeTable[SC_TOXIN] = SI_TOXIN; - StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE; - StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED; - StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM; - StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT; - StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA; - StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE; - StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND; - - StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF; - StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF; - StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF; - StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE; - - StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY; - - StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER; - - StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE; - StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; - StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; - StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; - StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; - - //Genetics New Food Items Status Icons - StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; - StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; - StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; - StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA; - StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED; - StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES; - - StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500; - StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K; - StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS; - StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M; - StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F; - StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z; - StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500; - StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE; - - // Elemental Spirit's 'side' status change icons. - StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE; - StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK; - StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN; - StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP; - StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP; - StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN; - StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN; - StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD; - StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC; - StatusIconChangeTable[SC_HEATER] = SI_HEATER; - StatusIconChangeTable[SC_TROPIC] = SI_TROPIC; - StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY; - StatusIconChangeTable[SC_COOLER] = SI_COOLER; - StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR; - StatusIconChangeTable[SC_GUST] = SI_GUST; - StatusIconChangeTable[SC_BLAST] = SI_BLAST; - StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM; - StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY; - StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; - StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; - StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; - StatusIconChangeTable[SC_REBOUND] = SI_REBOUND; - StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; - StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; - - //Other SC which are not necessarily associated to skills. - StatusChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD; - StatusChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD; - StatusChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD; - StatusChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD; - StatusChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED; - StatusChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED; - StatusChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK; - StatusChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK; - StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; - StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR; - StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI; - StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT; - StatusChangeFlagTable[SC_INCINT] |= SCB_INT; - StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX; - StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK; - StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT; - StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; - StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; - StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; - StatusChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI; - StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; - StatusChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2; - StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; - StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; - StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP; - StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP; - StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; - StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; - StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; - StatusChangeFlagTable[SC_FOOD_STR] |= SCB_STR; - StatusChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI; - StatusChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT; - StatusChangeFlagTable[SC_FOOD_INT] |= SCB_INT; - StatusChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX; - StatusChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK; - StatusChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT; - StatusChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE; - StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; - StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; - StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; - StatusChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL; - StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL; - StatusChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL; - StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; - StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL; - // Cash Items - StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR; - StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI; - StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT; - StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX; - StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT; - StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK; - // Mercenary Bonus Effects - StatusChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE; - StatusChangeFlagTable[SC_MER_ATK] |= SCB_WATK; - StatusChangeFlagTable[SC_MER_HP] |= SCB_MAXHP; - StatusChangeFlagTable[SC_MER_SP] |= SCB_MAXSP; - StatusChangeFlagTable[SC_MER_HIT] |= SCB_HIT; - // Guillotine Cross Poison Effects - StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED; - StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN; - StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP; - StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN; - - StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR; - StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT; - StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT; - StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX; - StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI; - StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK; - StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD; - StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK; - StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK; - StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP; - StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP; - StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; - StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; - StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; - StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN; - - StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED; - - /* StatusDisplayType Table [Ind/Hercules] */ - StatusDisplayType[SC_ALL_RIDING] = true; - StatusDisplayType[SC_PUSH_CART] = true; - StatusDisplayType[SC_SUMMON1] = true; - StatusDisplayType[SC_SUMMON2] = true; - StatusDisplayType[SC_SUMMON3] = true; - StatusDisplayType[SC_SUMMON4] = true; - StatusDisplayType[SC_SUMMON5] = true; - StatusDisplayType[SC_CAMOUFLAGE] = true; - StatusDisplayType[SC_DUPLELIGHT] = true; - StatusDisplayType[SC_ORATIO] = true; - StatusDisplayType[SC_FROSTMISTY] = true; - StatusDisplayType[SC_VENOMIMPRESS] = true; - StatusDisplayType[SC_HALLUCINATIONWALK] = true; - StatusDisplayType[SC_ROLLINGCUTTER] = true; - StatusDisplayType[SC_BANDING] = true; - StatusDisplayType[SC_COLD] = true; - StatusDisplayType[SC_DEEP_SLEEP] = true; - StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true; - StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true; - StatusDisplayType[SC_BLOOD_SUCKER] = true; - StatusDisplayType[SC__SHADOWFORM] = true; - StatusDisplayType[SC__MANHOLE] = true; - StatusDisplayType[SC_MONSTER_TRANSFORM] = true; - -#ifdef RENEWAL_EDP - // renewal EDP increases your weapon atk - StatusChangeFlagTable[SC_EDP] |= SCB_WATK; -#endif - - if( !battle_config.display_hallucination ) //Disable Hallucination. - StatusIconChangeTable[SC_ILLUSION] = SI_BLANK; -} - -static void initDummyData(void) -{ - memset(&dummy_status, 0, sizeof(dummy_status)); - dummy_status.hp = - dummy_status.max_hp = - dummy_status.max_sp = - dummy_status.str = - dummy_status.agi = - dummy_status.vit = - dummy_status.int_ = - dummy_status.dex = - dummy_status.luk = - dummy_status.hit = 1; - dummy_status.speed = 2000; - dummy_status.adelay = 4000; - dummy_status.amotion = 2000; - dummy_status.dmotion = 2000; - dummy_status.ele_lv = 1; //Min elemental level. - dummy_status.mode = MD_CANMOVE; -} - - -//For copying a status_data structure from b to a, without overwriting current Hp and Sp -static inline void status_cpy(struct status_data* a, const struct status_data* b) -{ - memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp))); -} - -//Sets HP to given value. Flag is the flag passed to status_heal in case -//final value is higher than current (use 2 to make a healing effect display -//on players) It will always succeed (overrides Berserk block), but it can't kill. -int status_set_hp(struct block_list *bl, unsigned int hp, int flag) -{ - struct status_data *status; - if (hp < 1) return 0; - status = status_get_status_data(bl); - if (status == &dummy_status) - return 0; - - if (hp > status->max_hp) hp = status->max_hp; - if (hp == status->hp) return 0; - if (hp > status->hp) - return status_heal(bl, hp - status->hp, 0, 1|flag); - return status_zap(bl, status->hp - hp, 0); -} - -//Sets SP to given value. Flag is the flag passed to status_heal in case -//final value is higher than current (use 2 to make a healing effect display -//on players) -int status_set_sp(struct block_list *bl, unsigned int sp, int flag) -{ - struct status_data *status; - - status = status_get_status_data(bl); - if (status == &dummy_status) - return 0; - - if (sp > status->max_sp) sp = status->max_sp; - if (sp == status->sp) return 0; - if (sp > status->sp) - return status_heal(bl, 0, sp - status->sp, 1|flag); - return status_zap(bl, 0, status->sp - sp); -} - -int status_charge(struct block_list* bl, int hp, int sp) -{ - if(!(bl->type&BL_CONSUME)) - return hp+sp; //Assume all was charged so there are no 'not enough' fails. - return status_damage(NULL, bl, hp, sp, 0, 3); -} - -//Inflicts damage on the target with the according walkdelay. -//If flag&1, damage is passive and does not triggers cancelling status changes. -//If flag&2, fail if target does not has enough to substract. -//If flag&4, if killed, mob must not give exp/loot. -//flag will be set to &8 when damaging sp of a dead character -int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag) -{ - struct status_data *status; - struct status_change *sc; - - if(sp && !(target->type&BL_CONSUME)) - sp = 0; //Not a valid SP target. - - if (hp < 0) { //Assume absorbed damage. - status_heal(target, -hp, 0, 1); - hp = 0; - } - - if (sp < 0) { - status_heal(target, 0, -sp, 1); - sp = 0; - } - - if (target->type == BL_SKILL) - return skill->unit_ondamaged((struct skill_unit *)target, src, hp, iTimer->gettick()); - - status = status_get_status_data(target); - if( status == &dummy_status ) - return 0; - - if ((unsigned int)hp >= status->hp) { - if (flag&2) return 0; - hp = status->hp; - } - - if ((unsigned int)sp > status->sp) { - if (flag&2) return 0; - sp = status->sp; - } - - if (!hp && !sp) - return 0; - - if( !status->hp ) - flag |= 8; - -// Let through. battle.c/skill.c have the whole logic of when it's possible or -// not to hurt someone (and this check breaks pet catching) [Skotlex] -// if (!target->prev && !(flag&2)) -// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp - - sc = status_get_sc(target); - if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) - hp = 1; - - if( hp && !(flag&1) ) { - if( sc ) { - struct status_change_entry *sce; - if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - status_change_end(target, SC_STONE, INVALID_TIMER); - status_change_end(target, SC_FREEZE, INVALID_TIMER); - status_change_end(target, SC_SLEEP, INVALID_TIMER); - status_change_end(target, SC_DC_WINKCHARM, INVALID_TIMER); - status_change_end(target, SC_CONFUSION, INVALID_TIMER); - status_change_end(target, SC_TRICKDEAD, INVALID_TIMER); - status_change_end(target, SC_HIDING, INVALID_TIMER); - 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] - if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0) - status_change_end(target, SC_ENDURE, INVALID_TIMER); - } - if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) { - struct skill_unit_group* sg = skill->id2group(sce->val4); - if (sg) { - skill->del_unitgroup(sg, ALC_MARK); - sce->val4 = 0; - status_change_end(target, SC_GRAVITATION, INVALID_TIMER); - } - } - if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2) - status_change_end(target, SC_DANCING, INVALID_TIMER); - if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0) - status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER); - if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0) - status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER); - } - unit_skillcastcancel(target, 2); - } - - status->hp-= hp; - status->sp-= sp; - - if (sc && hp && status->hp) { - if (sc->data[SC_AUTOBERSERK] && - (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) && - status->hp < status->max_hp>>2) - sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); - if (sc->data[SC_BERSERK] && status->hp <= 100) - status_change_end(target, SC_BERSERK, INVALID_TIMER); - if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 ) - status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER); - if (sc->data[SC_SATURDAY_NIGHT_FEVER] && status->hp <= 100) - status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - if (sc->data[SC__BLOODYLUST] && status->hp <= 100) - status_change_end(target, SC__BLOODYLUST, INVALID_TIMER); - } - - switch (target->type) { - case BL_PC: pc->damage((TBL_PC*)target,src,hp,sp); break; - case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break; - case BL_HOM: homun->damaged((TBL_HOM*)target); break; - case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break; - case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break; - } - - if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug - unit_stop_walking( target, 1 ); - } - - if( status->hp || (flag&8) ) - { //Still lives or has been dead before this damage. - if (walkdelay) - unit_set_walkdelay(target, iTimer->gettick(), walkdelay, 0); - return hp+sp; - } - - status->hp = 1; //To let the dead function cast skills and all that. - //NOTE: These dead functions should return: [Skotlex] - //0: Death cancelled, auto-revived. - //Non-zero: Standard death. Clear status, cancel move/attack, etc - //&2: Also remove object from map. - //&4: Also delete object from memory. - switch (target->type) { - case BL_PC: flag = pc->dead((TBL_PC*)target,src); break; - case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break; - case BL_HOM: flag = homun->dead((TBL_HOM*)target); break; - case BL_MER: flag = mercenary_dead((TBL_MER*)target); break; - case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break; - default: //Unhandled case, do nothing to object. - flag = 0; - break; - } - - if(!flag) //Death cancelled. - return hp+sp; - - //Normal death - status->hp = 0; - if (battle_config.clear_unit_ondeath && - battle_config.clear_unit_ondeath&target->type) - skill->clear_unitgroup(target); - - if(target->type&BL_REGEN) - { //Reset regen ticks. - struct regen_data *regen = status_get_regen_data(target); - if (regen) { - memset(®en->tick, 0, sizeof(regen->tick)); - if (regen->sregen) - memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); - if (regen->ssregen) - memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); - } - } - - if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) - { //flag&8 = disable Kaizel - int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); - //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally - if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover ) - status_revive(target, 100, 100); - else - status_revive(target, sc->data[SC_KAIZEL]->val2, 0); - status_change_clear(target,0); - clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1); - sc_start(target,status_skill2sc(PR_KYRIE),100,10,time); - - if( target->type == BL_MOB ) - ((TBL_MOB*)target)->state.rebirth = 1; - - return hp+sp; - } - if(target->type == BL_PC){ - TBL_PC *sd = BL_CAST(BL_PC,target); - TBL_HOM *hd = sd->hd; - if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){ - clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage - clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0)); - status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER); - return hp + sp; - } - } - if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so. - status_revive(target, sc->data[SC_REBIRTH]->val2, 0); - status_change_clear(target,0); - ((TBL_MOB*)target)->state.rebirth = 1; - - return hp+sp; - } - - status_change_clear(target,0); - - if(flag&4) //Delete from memory. (also invokes map removal code) - unit_free(target,CLR_DEAD); - else - if(flag&2) //remove from map - unit_remove_map(target,CLR_DEAD); - else - { //Some death states that would normally be handled by unit_remove_map - unit_stop_attack(target); - unit_stop_walking(target,1); - unit_skillcastcancel(target,0); - clif->clearunit_area(target,CLR_DEAD); - skill->unit_move(target,iTimer->gettick(),4); - skill->cleartimerskill(target); - } - - return hp+sp; -} - -//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) -//If flag&2, when the player is healed, show the HP/SP heal effect. -int status_heal(struct block_list *bl,int hp,int sp, int flag) -{ - struct status_data *status; - struct status_change *sc; - - status = status_get_status_data(bl); - - if (status == &dummy_status || !status->hp) - return 0; - - sc = status_get_sc(bl); - if (sc && !sc->count) - sc = NULL; - - if (hp < 0) { - if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures! - status_damage(NULL, bl, -hp, 0, 0, 1); - hp = 0; - } - - if(hp) { - if( sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) ) { - if( flag&1 ) - flag &= ~2; - else - hp = 0; - } - - if((unsigned int)hp > status->max_hp - status->hp) - hp = status->max_hp - status->hp; - } - - if(sp < 0) { - if (sp==INT_MIN) sp++; - status_damage(NULL, bl, 0, -sp, 0, 1); - sp = 0; - } - - if(sp) { - if((unsigned int)sp > status->max_sp - status->sp) - sp = status->max_sp - status->sp; - } - - if(!sp && !hp) return 0; - - status->hp+= hp; - status->sp+= sp; - - if(hp && sc && - sc->data[SC_AUTOBERSERK] && - sc->data[SC_PROVOKE] && - sc->data[SC_PROVOKE]->val2==1 && - status->hp>=status->max_hp>>2 - ) //End auto berserk. - status_change_end(bl, SC_PROVOKE, INVALID_TIMER); - - // send hp update to client - switch(bl->type) { - case BL_PC: pc->heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break; - case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break; - case BL_HOM: homun->healed((TBL_HOM*)bl); break; - case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break; - case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break; - } - - return hp+sp; -} - -//Does percentual non-flinching damage/heal. If mob is killed this way, -//no exp/drops will be awarded if there is no src (or src is target) -//If rates are > 0, percent is of current HP/SP -//If rates are < 0, percent is of max HP/SP -//If !flag, this is heal, otherwise it is damage. -//Furthermore, if flag==2, then the target must not die from the substraction. -int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) -{ - struct status_data *status; - unsigned int hp =0, sp = 0; - - status = status_get_status_data(target); - - - //It's safe now [MarkZD] - if (hp_rate > 99) - hp = status->hp; - else if (hp_rate > 0) - hp = status->hp>10000? - hp_rate*(status->hp/100): - ((int64)hp_rate*status->hp)/100; - else if (hp_rate < -99) - hp = status->max_hp; - else if (hp_rate < 0) - hp = status->max_hp>10000? - (-hp_rate)*(status->max_hp/100): - ((int64)-hp_rate*status->max_hp)/100; - if (hp_rate && !hp) - hp = 1; - - if (flag == 2 && hp >= status->hp) - hp = status->hp-1; //Must not kill target. - - if (sp_rate > 99) - sp = status->sp; - else if (sp_rate > 0) - sp = ((int64)sp_rate*status->sp)/100; - else if (sp_rate < -99) - sp = status->max_sp; - else if (sp_rate < 0) - sp = ((int64)-sp_rate)*status->max_sp/100; - if (sp_rate && !sp) - sp = 1; - - //Ugly check in case damage dealt is too much for the received args of - //status_heal / status_damage. [Skotlex] - if (hp > INT_MAX) { - hp -= INT_MAX; - if (flag) - status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); - else - status_heal(target, INT_MAX, 0, 0); - } - if (sp > INT_MAX) { - sp -= INT_MAX; - if (flag) - status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); - else - status_heal(target, 0, INT_MAX, 0); - } - if (flag) - return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); - return status_heal(target, hp, sp, 0); -} - -int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) -{ - struct status_data *status; - unsigned int hp, sp; - if (!status_isdead(bl)) return 0; - - status = status_get_status_data(bl); - if (status == &dummy_status) - return 0; //Invalid target. - - hp = (int64)status->max_hp * per_hp/100; - sp = (int64)status->max_sp * per_sp/100; - - if(hp > status->max_hp - status->hp) - hp = status->max_hp - status->hp; - else if (per_hp && !hp) - hp = 1; - - if(sp > status->max_sp - status->sp) - sp = status->max_sp - status->sp; - else if (per_sp && !sp) - sp = 1; - - status->hp += hp; - status->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] - * flag: - * 0 - Trying to use skill on target. - * 1 - Cast bar is done. - * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. - * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. - * target MAY Be null, in which case the checks are only to see - * whether the source can cast or not the skill on the ground. - *------------------------------------------*/ -int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) -{ - struct status_data *status; - struct status_change *sc=NULL, *tsc; - int hide_flag; - - status = src?status_get_status_data(src):&dummy_status; - - if (src && src->type != BL_PC && status_isdead(src)) - return 0; - - if (!skill_id) { //Normal attack checks. - if (!(status->mode&MD_CANATTACK)) - return 0; //This mode is only needed for melee attacking. - //Dead state is not checked for skills as some skills can be used - //on dead characters, said checks are left to skill.c [Skotlex] - if (target && status_isdead(target)) - return 0; - if( src && (sc = status_get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB) - return 0; - } - - if( skill_id ) { - - if( src && !(src->type == BL_PC && ((TBL_PC*)src)->skillitem)) { // Items that cast skills using 'itemskill' will not be handled by map_zone_db. - int i; - - for(i = 0; i < map[src->m].zone->disabled_skills_count; i++) { - if( skill_id == map[src->m].zone->disabled_skills[i]->nameid && (map[src->m].zone->disabled_skills[i]->type&src->type) ) { - if( src->type == BL_PC ) - clif->msg((TBL_PC*)src, SKILL_CANT_USE_AREA); // This skill cannot be used within this area - else if( src->type == BL_MOB && map[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) { - if( (status->mode&MD_BOSS) && !(map[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) ) - break; - } - return 0; - } - } - } - - switch( skill_id ) { - case PA_PRESSURE: - if( flag && target ) { - //Gloria Avoids pretty much everything.... - tsc = status_get_sc(target); - if(tsc && tsc->option&OPTION_HIDE) - return 0; - } - break; - case GN_WALLOFTHORN: - if( target && status_isdead(target) ) - return 0; - break; - case AL_TELEPORT: - //Should fail when used on top of Land Protector [Skotlex] - if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) - && !(status->mode&MD_BOSS) - && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)) - return 0; - break; - default: - break; - } - } - - if ( src ) sc = status_get_sc(src); - - if( sc && sc->count ) { - - if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc - if (flag != 1) //Can't cast, casted stuff can't damage. - return 0; - if (!(skill->get_inf(skill_id)&INF_GROUND_SKILL)) - return 0; //Targetted spells can't come off. - } - - if ( - (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD) - || (sc->data[SC_AUTOCOUNTER] && !flag) - || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL) - || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2) - ) - return 0; - - if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage - if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER ) - unit_walktobl(src, iMap->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1); - clif->emotion(src, E_LV); - return 0; - } - - if (sc->data[SC_BLADESTOP]) { - switch (sc->data[SC_BLADESTOP]->val1) - { - case 5: if (skill_id == MO_EXTREMITYFIST) break; - case 4: if (skill_id == MO_CHAINCOMBO) break; - case 3: if (skill_id == MO_INVESTIGATE) break; - case 2: if (skill_id == MO_FINGEROFFENSIVE) break; - default: return 0; - } - } - - if (sc->data[SC_DANCING] && flag!=2) { - if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) - { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v - if( pc->checkskill((TBL_PC*)src,WM_LESSON) < 5 ) - return 0; - } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex] - if (skill_id == BD_ENCORE || - skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) - ) - return 0; - } else { - switch (skill_id) { - case BD_ADAPTATION: - case CG_LONGINGFREEDOM: - case BA_MUSICALSTRIKE: - case DC_THROWARROW: - break; - default: - return 0; - } - } - if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION) - return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] - } - - if (skill_id && //Do not block item-casted skills. - (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id) - ) { //Skills blocked through status changes... - if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through - sc->data[SC_SILENCE] || - sc->data[SC_STEELBODY] || - sc->data[SC_BERSERK] || - sc->data[SC__BLOODYLUST] || - sc->data[SC_OBLIVIONCURSE] || - sc->data[SC_WHITEIMPRISON] || - sc->data[SC__INVISIBILITY] || - (sc->data[SC_COLD] && src->type != BL_MOB) || - sc->data[SC__IGNORANCE] || - sc->data[SC_DEEP_SLEEP] || - sc->data[SC_SATURDAY_NIGHT_FEVER] || - sc->data[SC_CURSEDCIRCLE_TARGET] || - (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it - (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another - (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) || - (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id)) - )) - return 0; - - //Skill blocking. - if ( - (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) || - (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) || - (sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) || - (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) - ) - return 0; - - if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) { - 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; - } - } - - } - } - - if (sc && sc->option) { - if (sc->option&OPTION_HIDE) { - switch (skill_id) { //Usable skills while hiding. - case TF_HIDING: - case AS_GRIMTOOTH: - case RG_BACKSTAP: - case RG_RAID: - case NJ_SHADOWJUMP: - case NJ_KIRIKAGE: - case KO_YAMIKUMO: - break; - default: - //Non players can use all skills while hidden. - if (!skill_id || src->type == BL_PC) - return 0; - } - } - if (sc->option&OPTION_CHASEWALK && 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] - } - - if (target == NULL || target == src) //No further checking needed. - return 1; - - tsc = status_get_sc(target); - - if(tsc && tsc->count) { - /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */ - if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) ) - return 0; - if(!skill_id && tsc->data[SC_TRICKDEAD]) - return 0; - if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU) - && tsc->data[SC_FREEZE]) - return 0; - if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE))) - return 0; - } - - //If targetting, cloak+hide protect you, otherwise only hiding does. - hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); - - //You cannot hide from ground skills. - if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/ - hide_flag &= ~OPTION_HIDE; - - switch( target->type ) { - case BL_PC: { - struct map_session_data *sd = (TBL_PC*) target; - bool is_boss = (status->mode&MD_BOSS); - bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens - if (pc_isinvisible(sd)) - return 0; - if (tsc->option&hide_flag && !is_boss && - ((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 ) - return 0; - if( tsc->data[SC_STEALTHFIELD] && !is_boss ) - return 0; - } - break; - case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). - //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] - if (status->mode&MD_LOOTER) - return 1; - return 0; - case BL_HOM: - case BL_MER: - case BL_ELEM: - if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src ) - return 0; // Can't use support skills on Homunculus (only Master/Self) - if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src ) - return 0; // Can't use Weapon endow skills on Mercenary (only Master) - if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) ) - return 0; // Can't use Potion Pitcher on Mercenaries - default: - //Check for chase-walk/hiding/cloaking opponents. - if( tsc ) { - if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) - return 0; - if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) ) - return 0; - } - } - return 1; -} - -//Checks whether the source can see and chase target. -int status_check_visibility(struct block_list *src, struct block_list *target) -{ - int view_range; - struct status_data* status = status_get_status_data(src); - struct status_change* tsc = status_get_sc(target); - switch (src->type) { - case BL_MOB: - view_range = ((TBL_MOB*)src)->min_chase; - break; - case BL_PET: - view_range = ((TBL_PET*)src)->db->range2; - break; - default: - view_range = AREA_SIZE; - } - - if (src->m != target->m || !check_distance_bl(src, target, view_range)) - return 0; - - if( tsc && tsc->data[SC_STEALTHFIELD] ) - return 0; - - switch (target->type) - { //Check for chase-walk/hiding/cloaking opponents. - case BL_PC: - if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) ) - return 0; - if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) && - ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) ) - return 0; - break; - default: - if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) ) - return 0; - - } - - return 1; -} - -// Basic ASPD value -int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status) -{ - int amotion; -#ifdef RENEWAL_ASPD - short mod = -1; - - switch( sd->weapontype2 ){ // adjustment for dual weilding - case W_DAGGER: mod = 0; break; // 0, 1, 1 - case W_1HSWORD: - case W_1HAXE: mod = 1; - if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3 - mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ; - } - - amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 ) - ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon - : ((aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield - + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod - - aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] - + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]); - - if ( sd->status.shield ) - amotion += ( 2000 - aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) + - ( aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 ); - -#else - // base weapon delay - amotion = (sd->status.weapon < MAX_WEAPON_TYPE) - ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon - : (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield - - // percentual delay reduction from stats - amotion -= amotion * (4*status->agi + status->dex)/1000; -#endif - // raw delay adjustment from bAspd bonus - amotion += sd->bonus.aspd_add; - - return amotion; -} - -static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status) -{ - int flag = 0, str, dex, -#ifdef RENEWAL - rstr, -#endif - dstr; - - - if(!(bl->type&battle_config.enable_baseatk)) - return 0; - - if (bl->type == BL_PC) - switch(((TBL_PC*)bl)->status.weapon){ - case W_BOW: - case W_MUSICAL: - case W_WHIP: - case W_REVOLVER: - case W_RIFLE: - case W_GATLING: - case W_SHOTGUN: - case W_GRENADE: - flag = 1; - } - if (flag) { -#ifdef RENEWAL - rstr = -#endif - str = status->dex; - dex = status->str; - } else { -#ifdef RENEWAL - rstr = -#endif - str = status->str; - dex = status->dex; - } - //Normally only players have base-atk, but homunc have a different batk - // equation, hinting that perhaps non-players should use this for batk. - // [Skotlex] - dstr = str/10; - str += dstr*dstr; - if (bl->type == BL_PC) -#ifdef RENEWAL - str = (int)(rstr + (float)dex/5 + (float)status->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4); - else if(bl->type == BL_MOB) - str = rstr + ((TBL_MOB*)bl)->level; -#else - str+= dex/5 + status->luk/5; -#endif - return cap_value(str, 0, USHRT_MAX); -} - -static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); } -static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); } -#ifdef RENEWAL -unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); } -#endif - -//Fills in the misc data that can be calculated from the other status info (except for level) -void status_calc_misc(struct block_list *bl, struct status_data *status, int level) -{ - //Non players get the value set, players need to stack with previous bonuses. - if( bl->type != BL_PC ) - status->batk = - status->hit = status->flee = - status->def2 = status->mdef2 = - status->cri = status->flee2 = 0; - -#ifdef RENEWAL // renewal formulas - status->matk_min = status->matk_max = bl->type == BL_PC ? status_base_matk(status, level) : level + status->int_; - status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 - status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 - status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) - status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) -#else - status->matk_min = status_base_matk_min(status); - status->matk_max = status_base_matk_max(status); - status->hit += level + status->dex; - status->flee += level + status->agi; - status->def2 += status->vit; - status->mdef2 += status->int_ + (status->vit>>1); -#endif - - if( bl->type&battle_config.enable_critical ) - status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical) - else - status->cri = 0; - - if (bl->type&battle_config.enable_perfect_flee) - status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee) - else - status->flee2 = 0; - - if (status->batk) { - int temp = status->batk + status_base_atk(bl, status); - status->batk = cap_value(temp, 0, USHRT_MAX); - } else - status->batk = status_base_atk(bl, status); - if (status->cri) - switch (bl->type) { - case BL_MOB: - if(battle_config.mob_critical_rate != 100) - status->cri = status->cri*battle_config.mob_critical_rate/100; - if(!status->cri && battle_config.mob_critical_rate) - status->cri = 10; - break; - case BL_PC: - //Players don't have a critical adjustment setting as of yet. - break; - case BL_MER: -#ifdef RENEWAL - status->matk_min = status->matk_max = status_base_matk_max(status); - status->def2 = status->vit + level / 10 + status->vit / 5; - status->mdef2 = level / 10 + status->int_ / 5; -#endif - break; - default: - if(battle_config.critical_rate != 100) - status->cri = status->cri*battle_config.critical_rate/100; - if (!status->cri && battle_config.critical_rate) - status->cri = 10; - } - if(bl->type&BL_REGEN) - status_calc_regen(bl, status, status_get_regen_data(bl)); -} - -//Skotlex: Calculates the initial status for the given mob -//first will only be false when the mob leveled up or got a GuardUp level. -int status_calc_mob_(struct mob_data* md, bool first) -{ - struct status_data *status; - struct block_list *mbl = NULL; - int flag=0; - - if(first) - { //Set basic level on respawn. - if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv) - ; - else - md->level = md->db->lv; - } - - //Check if we need custom base-status - if (battle_config.mobs_level_up && md->level > md->db->lv) - flag|=1; - - if (md->special_state.size) - flag|=2; - - if (md->guardian_data && md->guardian_data->guardup_lv) - flag|=4; - if (md->class_ == MOBID_EMPERIUM) - flag|=4; - - if (battle_config.slaves_inherit_speed && md->master_id) - flag|=8; - - if (md->master_id && md->special_state.ai>1) - flag|=16; - - if (!flag) - { //No special status required. - if (md->base_status) { - aFree(md->base_status); - md->base_status = NULL; - } - if(first) - memcpy(&md->status, &md->db->status, sizeof(struct status_data)); - return 0; - } - if (!md->base_status) - md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data)); - - status = md->base_status; - memcpy(status, &md->db->status, sizeof(struct status_data)); - - if (flag&(8|16)) - mbl = iMap->id2bl(md->master_id); - - if (flag&8 && mbl) { - struct status_data *mstatus = status_get_base_status(mbl); - if (mstatus && - battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2)) - status->speed = mstatus->speed; - if( status->speed < 2 ) /* minimum for the unit to function properly */ - status->speed = 2; - } - - if (flag&16 && mbl) - { //Max HP setting from Summon Flora/marine Sphere - struct unit_data *ud = unit_bl2ud(mbl); - //Remove special AI when this is used by regular mobs. - if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) - md->special_state.ai = 0; - if (ud) - { // different levels of HP according to skill level - if (ud->skill_id == AM_SPHEREMINE) { - status->max_hp = 2000 + 400*ud->skill_lv; - } else if(ud->skill_id == KO_ZANZOU){ - status->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl)); - } else { //AM_CANNIBALIZE - status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl); - status->mode|= MD_CANATTACK|MD_AGGRESSIVE; - } - status->hp = status->max_hp; - } - } - - if (flag&1) - { // increase from mobs leveling up [Valaris] - int diff = md->level - md->db->lv; - status->str+= diff; - status->agi+= diff; - status->vit+= diff; - status->int_+= diff; - status->dex+= diff; - status->luk+= diff; - status->max_hp += diff*status->vit; - status->max_sp += diff*status->int_; - status->hp = status->max_hp; - status->sp = status->max_sp; - status->speed -= cap_value(diff, 0, status->speed - 10); - } - - - if (flag&2 && battle_config.mob_size_influence) - { // change for sized monsters [Valaris] - if (md->special_state.size==SZ_MEDIUM) { - status->max_hp>>=1; - status->max_sp>>=1; - if (!status->max_hp) status->max_hp = 1; - if (!status->max_sp) status->max_sp = 1; - status->hp=status->max_hp; - status->sp=status->max_sp; - status->str>>=1; - status->agi>>=1; - status->vit>>=1; - status->int_>>=1; - status->dex>>=1; - status->luk>>=1; - if (!status->str) status->str = 1; - if (!status->agi) status->agi = 1; - if (!status->vit) status->vit = 1; - if (!status->int_) status->int_ = 1; - if (!status->dex) status->dex = 1; - if (!status->luk) status->luk = 1; - } else if (md->special_state.size==SZ_BIG) { - status->max_hp<<=1; - status->max_sp<<=1; - status->hp=status->max_hp; - status->sp=status->max_sp; - status->str<<=1; - status->agi<<=1; - status->vit<<=1; - status->int_<<=1; - status->dex<<=1; - status->luk<<=1; - } - } - - status_calc_misc(&md->bl, status, md->level); - - if(flag&4) - { // Strengthen Guardians - custom value +10% / lv - struct guild_castle *gc; - gc=guild->mapname2gc(map[md->bl.m].name); - if (!gc) - ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); - else - if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) { -#ifdef RENEWAL - status->max_hp += 50 * gc->defense; - status->max_sp += 70 * gc->defense; -#else - status->max_hp += 1000 * gc->defense; - status->max_sp += 200 * gc->defense; -#endif - status->hp = status->max_hp; - status->sp = status->max_sp; - status->def += (gc->defense+2)/3; - status->mdef += (gc->defense+2)/3; - } - if(md->class_ != MOBID_EMPERIUM) { - status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; - status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; - status->aspd_rate -= 100*md->guardian_data->guardup_lv; - } - } - - if( first ) //Initial battle status - memcpy(&md->status, status, sizeof(struct status_data)); - - return 1; -} - -//Skotlex: Calculates the stats of the given pet. -int status_calc_pet_(struct pet_data *pd, bool first) -{ - nullpo_ret(pd); - - if (first) { - memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); - pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking - pd->status.speed = pd->petDB->speed; - - if(battle_config.pet_attack_support || battle_config.pet_damage_support) - {// attack support requires the pet to be able to attack - pd->status.mode|= MD_CANATTACK; - } - } - - if (battle_config.pet_lv_rate && pd->msd) - { - struct map_session_data *sd = pd->msd; - int lv; - - lv =sd->status.base_level*battle_config.pet_lv_rate/100; - if (lv < 0) - lv = 1; - if (lv != pd->pet.level || first) - { - struct status_data *bstat = &pd->db->status, *status = &pd->status; - pd->pet.level = lv; - if (!first) //Lv Up animation - clif->misceffect(&pd->bl, 0); - status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; - status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; - status->str = (bstat->str*lv)/pd->db->lv; - status->agi = (bstat->agi*lv)/pd->db->lv; - status->vit = (bstat->vit*lv)/pd->db->lv; - status->int_ = (bstat->int_*lv)/pd->db->lv; - status->dex = (bstat->dex*lv)/pd->db->lv; - status->luk = (bstat->luk*lv)/pd->db->lv; - - status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1); - status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2); - status->str = cap_value(status->str,1,battle_config.pet_max_stats); - status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); - status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); - status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); - status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); - status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); - - status_calc_misc(&pd->bl, &pd->status, lv); - - if (!first) //Not done the first time because the pet is not visible yet - clif->send_petstatus(sd); - } - } else if (first) { - status_calc_misc(&pd->bl, &pd->status, pd->db->lv); - if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv) - pd->pet.level = pd->db->lv; - } - - //Support rate modifier (1000 = 100%) - pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500; - if(battle_config.pet_support_rate != 100) - pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100; - - return 1; -} - -/// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array -static void status_calc_sigma(void) -{ - int i,j; - - for(i = 0; i < CLASS_COUNT; i++) - { - unsigned int k = 0; - hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0; - for(j = 2; j <= MAX_LEVEL; j++) - { - k += (hp_coefficient[i]*j + 50) / 100; - hp_sigma_val[i][j] = k; - if (k >= INT_MAX) - break; //Overflow protection. [Skotlex] - } - for(; j <= MAX_LEVEL; j++) - hp_sigma_val[i][j] = INT_MAX; - } -} - -/// Calculates base MaxHP value according to class and base level -/// The recursive equation used to calculate level bonus is (using integer operations) -/// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D -/// which reduces to something close to -/// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D } -static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status) -{ - uint64 val = pc->class2idx(sd->status.class_); - val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level]; - - if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER) - val += 100; //Since their HP can't be approximated well enough without this. - if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON)) - val *= 3; //Triple max HP for top ranking Taekwons over level 90. - if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) - val += 2000; //Supernovice lvl99 hp bonus. - - val += val * status->vit/100; // +1% per each point of VIT - - if (sd->class_&JOBL_UPPER) - val += val * 25/100; //Trans classes get a 25% hp bonus - else if (sd->class_&JOBL_BABY) - val -= val * 30/100; //Baby classes get a 30% hp penalty - return (unsigned int)val; -} - -static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status) -{ - uint64 val; - - val = 10 + sd->status.base_level*(int64)sp_coefficient[pc->class2idx(sd->status.class_)]/100; - val += val * status->int_/100; - - if (sd->class_&JOBL_UPPER) - val += val * 25/100; - else if (sd->class_&JOBL_BABY) - val -= val * 30/100; - if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON)) - val *= 3; //Triple max SP for top ranking Taekwons over level 90. - - return (unsigned int)val; -} - -//Calculates player data from scratch without counting SC adjustments. -//Should be invoked whenever players raise stats, learn passive skills or change equipment. -int status_calc_pc_(struct map_session_data* sd, bool first) -{ - static int calculating = 0; //Check for recursive call preemption. [Skotlex] - struct status_data *status; // pointer to the player's base status - const struct status_change *sc = &sd->sc; - struct s_skill b_skill[MAX_SKILL]; // previous skill tree - int b_weight, b_max_weight, b_cart_weight_max, // previous weight - i, k, index, skill,refinedef=0; - int64 i64; - - if (++calculating > 10) //Too many recursive calls! - return -1; - - // remember player-specific values that are currently being shown to the client (for refresh purposes) - memcpy(b_skill, &sd->status.skill, sizeof(b_skill)); - b_weight = sd->weight; - b_max_weight = sd->max_weight; - b_cart_weight_max = sd->cart_weight_max; - - pc->calc_skilltree(sd); // SkillTree calculation - - sd->max_weight = max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300; - - if(first) { - //Load Hp/SP from char-received data. - sd->battle_status.hp = sd->status.hp; - sd->battle_status.sp = sd->status.sp; - sd->regen.sregen = &sd->sregen; - sd->regen.ssregen = &sd->ssregen; - sd->weight=0; - for(i=0;i<MAX_INVENTORY;i++){ - if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) - continue; - sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; - } - sd->cart_weight=0; - sd->cart_num=0; - for(i=0;i<MAX_CART;i++){ - if(sd->status.cart[i].nameid==0) - continue; - sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; - sd->cart_num++; - } - } - - status = &sd->base_status; - // these are not zeroed. [zzo] - sd->hprate=100; - sd->sprate=100; - sd->castrate=100; - sd->delayrate=100; - sd->dsprate=100; - sd->hprecov_rate = 100; - sd->sprecov_rate = 100; - sd->matk_rate = 100; - sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; - sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; - sd->regen.state.block = 0; - - // zeroed arrays, order follows the order in pc.h. - // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo] - memset (sd->param_bonus, 0, sizeof(sd->param_bonus) - + sizeof(sd->param_equip) - + sizeof(sd->subele) - + sizeof(sd->subrace) - + sizeof(sd->subrace2) - + sizeof(sd->subsize) - + sizeof(sd->reseff) - + sizeof(sd->weapon_coma_ele) - + sizeof(sd->weapon_coma_race) - + sizeof(sd->weapon_atk) - + sizeof(sd->weapon_atk_rate) - + sizeof(sd->arrow_addele) - + sizeof(sd->arrow_addrace) - + sizeof(sd->arrow_addsize) - + sizeof(sd->magic_addele) - + sizeof(sd->magic_addrace) - + sizeof(sd->magic_addsize) - + sizeof(sd->magic_atk_ele) - + sizeof(sd->critaddrace) - + sizeof(sd->expaddrace) - + sizeof(sd->ignore_mdef) - + sizeof(sd->ignore_def) - + sizeof(sd->sp_gain_race) - + sizeof(sd->sp_gain_race_attack) - + sizeof(sd->hp_gain_race_attack) - ); - - memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); - memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); - - if (sd->special_state.intravision && !sd->sc.data[SC_CLAIRVOYANCE]) //Clear intravision as long as nothing else is using it - clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE); - - memset(&sd->special_state,0,sizeof(sd->special_state)); - memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp))); - - //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] - if (!sd->state.permanent_speed) - status->speed = DEFAULT_WALK_SPEED; - //Give them all modes except these (useful for clones) - status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK); - - status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM; - if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus] - if (sd->class_&JOBL_BABY) { - if (battle_config.character_size&SZ_BIG) - status->size++; - } else - if(battle_config.character_size&SZ_MEDIUM) - status->size++; - } - status->aspd_rate = 1000; - status->ele_lv = 1; - status->race = RC_DEMIHUMAN; - - //zero up structures... - memset(&sd->autospell,0,sizeof(sd->autospell) - + sizeof(sd->autospell2) - + sizeof(sd->autospell3) - + sizeof(sd->addeff) - + sizeof(sd->addeff2) - + sizeof(sd->addeff3) - + sizeof(sd->skillatk) - + sizeof(sd->skillusesprate) - + sizeof(sd->skillusesp) - + sizeof(sd->skillheal) - + sizeof(sd->skillheal2) - + sizeof(sd->hp_loss) - + sizeof(sd->sp_loss) - + sizeof(sd->hp_regen) - + sizeof(sd->sp_regen) - + sizeof(sd->skillblown) - + sizeof(sd->skillcast) - + sizeof(sd->add_def) - + sizeof(sd->add_mdef) - + sizeof(sd->add_mdmg) - + sizeof(sd->add_drop) - + sizeof(sd->itemhealrate) - + sizeof(sd->subele2) - + sizeof(sd->skillcooldown) - + sizeof(sd->skillfixcast) - + sizeof(sd->skillvarcast) - + sizeof(sd->skillfixcastrate) - ); - - memset (&sd->bonus, 0,sizeof(sd->bonus)); - - // Autobonus - pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true); - pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true); - pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true); - - // Parse equipment. - for(i=0;i<EQI_MAX-1;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] - if(index < 0) - continue; - if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) - continue; - if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) - continue; - if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) - continue; - if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index) - continue; - if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index)) - continue; - if(!sd->inventory_data[index]) - continue; - - for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) { - if( map[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) { - break; - } - } - - if( k < map[sd->bl.m].zone->disabled_items_count ) - continue; - - status->def += sd->inventory_data[index]->def; - - if(first && sd->inventory_data[index]->equip_script) - { //Execute equip-script on login - run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); - if (!calculating) - return 1; - } - - // sanitize the refine level in case someone decreased the value inbetween - if (sd->status.inventory[index].refine > MAX_REFINE) - sd->status.inventory[index].refine = MAX_REFINE; - - if(sd->inventory_data[index]->type == IT_WEAPON) { - int r,wlv = sd->inventory_data[index]->wlv; - struct weapon_data *wd; - struct weapon_atk *wa; - if (wlv >= REFINE_TYPE_MAX) - wlv = REFINE_TYPE_MAX - 1; - if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { - wd = &sd->left_weapon; // Left-hand weapon - wa = &status->lhw; - } else { - wd = &sd->right_weapon; - wa = &status->rhw; - } - wa->atk += sd->inventory_data[index]->atk; - if ( (r = sd->status.inventory[index].refine) ) - wa->atk2 = refine_info[wlv].bonus[r-1] / 100; - -#ifdef RENEWAL - wa->matk += sd->inventory_data[index]->matk; - wa->wlv = wlv; - if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus - wa->matk += refine_info[wlv].bonus[r-1] / 100; -#endif - - //Overrefine bonus. - if (r) - wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100; - - wa->range += sd->inventory_data[index]->range; - if(sd->inventory_data[index]->script) { - if (wd == &sd->left_weapon) { - sd->state.lr_flag = 1; - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - } else - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - if (!calculating) //Abort, run_script retriggered this. [Skotlex] - return 1; - } - - if(sd->status.inventory[index].card[0]==CARD0_FORGE) - { // Forged weapon - wd->star += (sd->status.inventory[index].card[1]>>8); - if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg - if(pc->famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH)) - wd->star += 10; - - if (!wa->ele) //Do not overwrite element from previous bonuses. - wa->ele = (sd->status.inventory[index].card[1]&0x0f); - } - } - else if(sd->inventory_data[index]->type == IT_ARMOR) { - int r; - if ( (r = sd->status.inventory[index].refine) ) - refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1]; - if(sd->inventory_data[index]->script) { - if( i == EQI_HAND_L ) //Shield - sd->state.lr_flag = 3; - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - if( i == EQI_HAND_L ) //Shield - sd->state.lr_flag = 0; - if (!calculating) //Abort, run_script retriggered this. [Skotlex] - return 1; - } - } - } - - if(sd->equip_index[EQI_AMMO] >= 0){ - index = sd->equip_index[EQI_AMMO]; - if(sd->inventory_data[index]){ // Arrows - sd->bonus.arrow_atk += sd->inventory_data[index]->atk; - sd->state.lr_flag = 2; - if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items - run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] - return 1; - } - } - - /* we've got combos to process */ - if( sd->combos.count ) { - for( i = 0; i < sd->combos.count; i++ ) { - run_script(sd->combos.bonus[i],0,sd->bl.id,0); - if (!calculating) //Abort, run_script retriggered this. - return 1; - } - } - - //Store equipment script bonuses - memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); - memset(sd->param_bonus, 0, sizeof(sd->param_bonus)); - - status->def += (refinedef+50)/100; - - //Parse Cards - for(i=0;i<EQI_MAX-1;i++) { - current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] - if(index < 0) - continue; - if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) - continue; - if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) - continue; - if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) - continue; - - if(sd->inventory_data[index]) { - int j,c; - struct item_data *data; - - //Card script execution. - if(itemdb_isspecial(sd->status.inventory[index].card[0])) - continue; - for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish] - current_equip_card_id= c= sd->status.inventory[index].card[j]; - if(!c) - continue; - data = itemdb->exists(c); - if(!data) - continue; - - for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) { - if( map[sd->bl.m].zone->disabled_items[k] == data->nameid ) { - break; - } - } - - if( k < map[sd->bl.m].zone->disabled_items_count ) - continue; - - if(first && data->equip_script) {//Execute equip-script on login - run_script(data->equip_script,0,sd->bl.id,0); - if (!calculating) - return 1; - } - - if(!data->script) - continue; - - if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status. - sd->state.lr_flag = 1; - run_script(data->script,0,sd->bl.id,0); - sd->state.lr_flag = 0; - } else - run_script(data->script,0,sd->bl.id,0); - if (!calculating) //Abort, run_script his function. [Skotlex] - return 1; - } - } - } - - if( sc->count && sc->data[SC_ITEMSCRIPT] ) { - struct item_data *data = itemdb->exists(sc->data[SC_ITEMSCRIPT]->val1); - if( data && data->script ) - run_script(data->script,0,sd->bl.id,0); - } - - if( sd->pd ) { // Pet Bonus - struct pet_data *pd = sd->pd; - if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly ) - run_script(pd->petDB->equip_script,0,sd->bl.id,0); - if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus ) - pc->bonus(sd,pd->bonus->type, pd->bonus->val); - } - - //param_bonus now holds card bonuses. - if(status->rhw.range < 1) status->rhw.range = 1; - if(status->lhw.range < 1) status->lhw.range = 1; - if(status->rhw.range < status->lhw.range) - status->rhw.range = status->lhw.range; - - sd->bonus.double_rate += sd->bonus.double_add_rate; - sd->bonus.perfect_hit += sd->bonus.perfect_hit_add; - sd->bonus.splash_range += sd->bonus.splash_add_range; - - // Damage modifiers from weapon type - sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; - sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; - sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; - sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; - sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; - sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; - - if( (pc_isriding(sd) || pc_isridingdragon(sd)) && - (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) - { //When Riding with spear, damage modifier to mid-class becomes - //same as versus large size. - sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2]; - sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; - } - -// ----- STATS CALCULATION ----- - - // Job bonuses - index = pc->class2idx(sd->status.class_); - for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){ - if(!job_bonus[index][i]) - continue; - switch(job_bonus[index][i]) { - case 1: status->str++; break; - case 2: status->agi++; break; - case 3: status->vit++; break; - case 4: status->int_++; break; - case 5: status->dex++; break; - case 6: status->luk++; break; - } - } - - // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 - if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){ - status->str += 10; - status->agi += 10; - status->vit += 10; - status->int_+= 10; - status->dex += 10; - status->luk += 10; - } - - // Absolute modifiers from passive skills - if(pc->checkskill(sd,BS_HILTBINDING)>0) - status->str++; - if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0) - status->int_ += (skill+1)/2; // +1 INT / 2 lv - if((skill=pc->checkskill(sd,AC_OWL))>0) - status->dex += skill; - if((skill = pc->checkskill(sd,RA_RESEARCHTRAP))>0) - status->int_ += skill; - - // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. - i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; - status->str = cap_value(i,0,USHRT_MAX); - i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; - status->agi = cap_value(i,0,USHRT_MAX); - i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; - status->vit = cap_value(i,0,USHRT_MAX); - i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; - status->int_ = cap_value(i,0,USHRT_MAX); - i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; - status->dex = cap_value(i,0,USHRT_MAX); - i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; - status->luk = cap_value(i,0,USHRT_MAX); - -// ------ BASE ATTACK CALCULATION ------ - - // Base batk value is set on status_calc_misc - // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) - if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) - status->batk += sd->weapon_atk[sd->status.weapon]; - // Absolute modifiers from passive skills -#ifndef RENEWAL - if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE. - status->batk += 4; -#endif - -// ----- HP MAX CALCULATION ----- - - // Basic MaxHP value - //We hold the standard Max HP here to make it faster to recalculate on vit changes. - sd->status.max_hp = status_base_pc_maxhp(sd,status); - //This is done to handle underflows from negative Max HP bonuses - i64 = sd->status.max_hp + (int)status->max_hp; - status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX); - - // Absolute modifiers from passive skills - if((skill=pc->checkskill(sd,CR_TRUST))>0) - status->max_hp += skill*200; - - // Apply relative modifiers from equipment - if(sd->hprate < 0) - sd->hprate = 0; - if(sd->hprate!=100) - status->max_hp = (int64)status->max_hp * sd->hprate/100; - if(battle_config.hp_rate != 100) - status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100; - - if(status->max_hp > (unsigned int)battle_config.max_hp) - status->max_hp = battle_config.max_hp; - else if(!status->max_hp) - status->max_hp = 1; - -// ----- SP MAX CALCULATION ----- - - // Basic MaxSP value - sd->status.max_sp = status_base_pc_maxsp(sd,status); - //This is done to handle underflows from negative Max SP bonuses - i64 = sd->status.max_sp + (int)status->max_sp; - status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX); - - // Absolute modifiers from passive skills - if((skill=pc->checkskill(sd,SL_KAINA))>0) - status->max_sp += 30*skill; - if((skill=pc->checkskill(sd,HP_MEDITATIO))>0) - status->max_sp += (int64)status->max_sp * skill/100; - if((skill=pc->checkskill(sd,HW_SOULDRAIN))>0) - status->max_sp += (int64)status->max_sp * 2*skill/100; - if( (skill = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 ) - status->max_sp += 200 + 20 * skill; - if( (skill = pc->checkskill(sd,WM_LESSON)) > 0 ) - status->max_sp += 30 * skill; - - - // Apply relative modifiers from equipment - if(sd->sprate < 0) - sd->sprate = 0; - if(sd->sprate!=100) - status->max_sp = (int64)status->max_sp * sd->sprate/100; - if(battle_config.sp_rate != 100) - status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100; - - if(status->max_sp > (unsigned int)battle_config.max_sp) - status->max_sp = battle_config.max_sp; - else if(!status->max_sp) - status->max_sp = 1; - -// ----- RESPAWN HP/SP ----- -// - //Calc respawn hp and store it on base_status - if (sd->special_state.restart_full_recover) - { - status->hp = status->max_hp; - status->sp = status->max_sp; - } else { - if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) - && battle_config.restart_hp_rate < 50) - status->hp = status->max_hp>>1; - else - status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100; - if(!status->hp) - status->hp = 1; - - status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100; - - if( !status->sp ) /* the minimum for the respawn setting is SP:1 */ - status->sp = 1; - } - -// ----- MISC CALCULATION ----- - status_calc_misc(&sd->bl, status, sd->status.base_level); - - //Equipment modifiers for misc settings - if(sd->matk_rate < 0) - sd->matk_rate = 0; - - if(sd->matk_rate != 100){ - status->matk_max = status->matk_max * sd->matk_rate/100; - status->matk_min = status->matk_min * sd->matk_rate/100; - } - - if(sd->hit_rate < 0) - sd->hit_rate = 0; - if(sd->hit_rate != 100) - status->hit = status->hit * sd->hit_rate/100; - - if(sd->flee_rate < 0) - sd->flee_rate = 0; - if(sd->flee_rate != 100) - status->flee = status->flee * sd->flee_rate/100; - - if(sd->def2_rate < 0) - sd->def2_rate = 0; - if(sd->def2_rate != 100) - status->def2 = status->def2 * sd->def2_rate/100; - - if(sd->mdef2_rate < 0) - sd->mdef2_rate = 0; - if(sd->mdef2_rate != 100) - status->mdef2 = status->mdef2 * sd->mdef2_rate/100; - - if(sd->critical_rate < 0) - sd->critical_rate = 0; - if(sd->critical_rate != 100) - status->cri = status->cri * sd->critical_rate/100; - - if(sd->flee2_rate < 0) - sd->flee2_rate = 0; - if(sd->flee2_rate != 100) - status->flee2 = status->flee2 * sd->flee2_rate/100; - -// ----- HIT CALCULATION ----- - - // Absolute modifiers from passive skills - if((skill=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) - status->hit += skill*2; - if((skill=pc->checkskill(sd,AC_VULTURE))>0){ -#ifndef RENEWAL - status->hit += skill; -#endif - if(sd->status.weapon == W_BOW) - status->rhw.range += skill; - } - if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) - { - if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0) - status->hit += 2*skill; - if((skill=pc->checkskill(sd,GS_SNAKEEYE))>0) { - status->hit += skill; - status->rhw.range += skill; - } - } - -// ----- FLEE CALCULATION ----- - - // Absolute modifiers from passive skills - if((skill=pc->checkskill(sd,TF_MISS))>0) - status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); - if((skill=pc->checkskill(sd,MO_DODGE))>0) - status->flee += (skill*3)>>1; -// ----- EQUIPMENT-DEF CALCULATION ----- - - // Apply relative modifiers from equipment - if(sd->def_rate < 0) - sd->def_rate = 0; - if(sd->def_rate != 100) { - i = status->def * sd->def_rate/100; - status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); - } - -#ifndef RENEWAL - if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) - { - status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def); - status->def = (unsigned char)battle_config.max_def; - } -#endif - -// ----- EQUIPMENT-MDEF CALCULATION ----- - - // Apply relative modifiers from equipment - if(sd->mdef_rate < 0) - sd->mdef_rate = 0; - if(sd->mdef_rate != 100) { - i = status->mdef * sd->mdef_rate/100; - status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); - } - -#ifndef RENEWAL - if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) - { - status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def); - status->mdef = (signed char)battle_config.max_def; - } -#endif - -// ----- ASPD CALCULATION ----- -// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied - - // Basic ASPD value - i = status_base_amotion_pc(sd,status); - status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); - - // Relative modifiers from passive skills -#ifndef RENEWAL_ASPD - if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) - status->aspd_rate -= 5*skill; - if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) - status->aspd_rate -= 30*skill; - if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 && - (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) - status->aspd_rate -= ((skill+1)/2) * 10; - if(pc_isriding(sd)) - status->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); - else if(pc_isridingdragon(sd)) - status->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); -#else // needs more info - if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) - status->aspd_rate += 5*skill; - if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) - status->aspd_rate += 30*skill; - if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 && - (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) - status->aspd_rate += ((skill+1)/2) * 10; - if(pc_isriding(sd)) - status->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); - else if(pc_isridingdragon(sd)) - status->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); -#endif - status->adelay = 2*status->amotion; - - -// ----- DMOTION ----- -// - i = 800-status->agi*4; - status->dmotion = cap_value(i, 400, 800); - if(battle_config.pc_damage_delay_rate != 100) - status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; - -// ----- MISC CALCULATIONS ----- - - // Weight - if((skill=pc->checkskill(sd,MC_INCCARRY))>0) - sd->max_weight += 2000*skill; - if(pc_isriding(sd) && pc->checkskill(sd,KN_RIDING)>0) - sd->max_weight += 10000; - else if(pc_isridingdragon(sd)) - sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING); - if(sc->data[SC_KNOWLEDGE]) - sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10; - if((skill=pc->checkskill(sd,ALL_INCCARRY))>0) - sd->max_weight += 2000*skill; - - sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000); - - if (pc->checkskill(sd,SM_MOVINGRECOVERY)>0) - sd->regen.state.walk = 1; - else - sd->regen.state.walk = 0; - - // Skill SP cost - if((skill=pc->checkskill(sd,HP_MANARECHARGE))>0 ) - sd->dsprate -= 4*skill; - - if(sc->data[SC_SERVICEFORYOU]) - sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3; - - if(sc->data[SC_ATKER_BLOOD]) - sd->dsprate -= sc->data[SC_ATKER_BLOOD]->val1; - - //Underflow protections. - if(sd->dsprate < 0) - sd->dsprate = 0; - if(sd->castrate < 0) - sd->castrate = 0; - if(sd->delayrate < 0) - sd->delayrate = 0; - if(sd->hprecov_rate < 0) - sd->hprecov_rate = 0; - if(sd->sprecov_rate < 0) - sd->sprecov_rate = 0; - - // Anti-element and anti-race - if((skill=pc->checkskill(sd,CR_TRUST))>0) - sd->subele[ELE_HOLY] += skill*5; - if((skill=pc->checkskill(sd,BS_SKINTEMPER))>0) { - sd->subele[ELE_NEUTRAL] += skill; - sd->subele[ELE_FIRE] += skill*4; - } - if((skill=pc->checkskill(sd,NC_RESEARCHFE))>0) { - sd->subele[ELE_EARTH] += skill*10; - sd->subele[ELE_FIRE] += skill*10; - } - if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ){ -#ifdef RENEWAL - skill = skill*2; -#else - skill = skill*4; -#endif - sd->right_weapon.addrace[RC_DRAGON]+=skill; - sd->left_weapon.addrace[RC_DRAGON]+=skill; - sd->magic_addrace[RC_DRAGON]+=skill; - sd->subrace[RC_DRAGON]+=skill; - } - - if(sc->count){ - if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data - sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi - sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex - } - if(sc->data[SC_SIEGFRIED]){ - i = sc->data[SC_SIEGFRIED]->val2; - sd->subele[ELE_WATER] += i; - sd->subele[ELE_EARTH] += i; - sd->subele[ELE_FIRE] += i; - sd->subele[ELE_WIND] += i; - sd->subele[ELE_POISON] += i; - sd->subele[ELE_HOLY] += i; - sd->subele[ELE_DARK] += i; - sd->subele[ELE_GHOST] += i; - sd->subele[ELE_UNDEAD] += i; - } - if(sc->data[SC_PROVIDENCE]){ - sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; - sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; - } - if(sc->data[SC_ARMORPROPERTY]) { //This status change should grant card-type elemental resist. - sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1; - sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2; - sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3; - sd->subele[ELE_WIND] += sc->data[SC_ARMORPROPERTY]->val4; - } - if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll - sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; - sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2; - sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3; - sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4; - } - if( sc->data[SC_FIRE_CLOAK_OPTION] ) { - i = sc->data[SC_FIRE_CLOAK_OPTION]->val2; - sd->subele[ELE_FIRE] += i; - sd->subele[ELE_WATER] -= i; - } - if( sc->data[SC_WATER_DROP_OPTION] ) { - i = sc->data[SC_WATER_DROP_OPTION]->val2; - sd->subele[ELE_WATER] += i; - sd->subele[ELE_WIND] -= i; - } - if( sc->data[SC_WIND_CURTAIN_OPTION] ) { - i = sc->data[SC_WIND_CURTAIN_OPTION]->val2; - sd->subele[ELE_WIND] += i; - sd->subele[ELE_EARTH] -= i; - } - if( sc->data[SC_STONE_SHIELD_OPTION] ) { - i = sc->data[SC_STONE_SHIELD_OPTION]->val2; - sd->subele[ELE_EARTH] += i; - sd->subele[ELE_FIRE] -= i; - } - if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 ) - sd->magic_addele[ELE_FIRE] += 25; - if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 ) - sd->magic_addele[ELE_WATER] += 25; - if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 ) - sd->magic_addele[ELE_WIND] += 25; - if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 ) - sd->magic_addele[ELE_EARTH] += 25; - } - status_cpy(&sd->battle_status, status); - -// ----- CLIENT-SIDE REFRESH ----- - if(!sd->bl.prev) { - //Will update on LoadEndAck - calculating = 0; - return 0; - } - if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) - clif->skillinfoblock(sd); - if(b_weight != sd->weight) - clif->updatestatus(sd,SP_WEIGHT); - if(b_max_weight != sd->max_weight) { - clif->updatestatus(sd,SP_MAXWEIGHT); - pc->updateweightstatus(sd); - } - if( b_cart_weight_max != sd->cart_weight_max ) { - clif->updatestatus(sd,SP_CARTINFO); - } - - calculating = 0; - - return 0; -} - -int status_calc_mercenary_(struct mercenary_data *md, bool first) -{ - struct status_data *status = &md->base_status; - struct s_mercenary *merc = &md->mercenary; - - if( first ) - { - memcpy(status, &md->db->status, sizeof(struct status_data)); - status->mode = MD_CANMOVE|MD_CANATTACK; - status->hp = status->max_hp; - status->sp = status->max_sp; - md->battle_status.hp = merc->hp; - md->battle_status.sp = merc->sp; - } - - status_calc_misc(&md->bl, status, md->db->lv); - status_cpy(&md->battle_status, status); - - return 0; -} - -int status_calc_homunculus_(struct homun_data *hd, bool first) -{ - struct status_data *status = &hd->base_status; - struct s_homunculus *hom = &hd->homunculus; - int skill; - int amotion; - - status->str = hom->str / 10; - status->agi = hom->agi / 10; - status->vit = hom->vit / 10; - status->dex = hom->dex / 10; - status->int_ = hom->int_ / 10; - status->luk = hom->luk / 10; - - if (first) { //[orn] - const struct s_homunculus_db *db = hd->homunculusDB; - status->def_ele = db->element; - status->ele_lv = 1; - status->race = db->race; - status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size; - status->rhw.range = 1 + status->size; - status->mode = MD_CANMOVE|MD_CANATTACK; - status->speed = DEFAULT_WALK_SPEED; - if (battle_config.hom_setting&0x8 && hd->master) - status->speed = status_get_speed(&hd->master->bl); - - status->hp = 1; - status->sp = 1; - } - skill = hom->level/10 + status->vit/5; - status->def = cap_value(skill, 0, 99); - - skill = hom->level/10 + status->int_/5; - status->mdef = cap_value(skill, 0, 99); - - status->max_hp = hom->max_hp ; - status->max_sp = hom->max_sp ; - - homun->calc_skilltree(hd, 0); - - if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0) - status->def += skill * 4; - - if((skill = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) { - status->int_ += 1 +skill/2 +skill/4 +skill/5; - status->str += 1 +skill/3 +skill/3 +skill/4; - } - - if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0) - status->max_hp += skill * 2 * status->max_hp / 100; - - if((skill = homun->checkskill(hd,HLIF_BRAIN)) > 0) - status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ; - - if (first) { - hd->battle_status.hp = hom->hp ; - hd->battle_status.sp = hom->sp ; - } - - status->rhw.atk = status->dex; - status->rhw.atk2 = status->str + hom->level; - - status->aspd_rate = 1000; - - amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000; - status->amotion = cap_value(amotion,battle_config.max_aspd,2000); - status->adelay = status->amotion; //It seems adelay = amotion for Homunculus. - - status_calc_misc(&hd->bl, status, hom->level); - -#ifdef RENEWAL - status->matk_max = status->matk_min; -#endif - - status_cpy(&hd->battle_status, status); - return 1; -} - -int status_calc_elemental_(struct elemental_data *ed, bool first) { - struct status_data *status = &ed->base_status; - struct s_elemental *ele = &ed->elemental; - struct map_session_data *sd = ed->master; - - if( !sd ) - return 0; - - if( first ) { - memcpy(status, &ed->db->status, sizeof(struct status_data)); - if( !ele->mode ) - status->mode = EL_MODE_PASSIVE; - else - status->mode = ele->mode; - - status_calc_misc(&ed->bl, status, 0); - - status->max_hp = ele->max_hp; - status->max_sp = ele->max_sp; - status->hp = ele->hp; - status->sp = ele->sp; - status->rhw.atk = ele->atk; - status->rhw.atk2 = ele->atk2; - - status->matk_min += ele->matk; - status->def += ele->def; - status->mdef += ele->mdef; - status->flee = ele->flee; - status->hit = ele->hit; - - memcpy(&ed->battle_status,status,sizeof(struct status_data)); - } else { - status_calc_misc(&ed->bl, status, 0); - status_cpy(&ed->battle_status, status); - } - - return 0; -} - -int status_calc_npc_(struct npc_data *nd, bool first) { - struct status_data *status = &nd->status; - - if (!nd) - return 0; - - if (first) { - status->hp = 1; - status->sp = 1; - status->max_hp = 1; - status->max_sp = 1; - - status->def_ele = ELE_NEUTRAL; - status->ele_lv = 1; - status->race = RC_DEMIHUMAN; - status->size = nd->size; - status->rhw.range = 1 + status->size; - status->mode = (MD_CANMOVE|MD_CANATTACK); - status->speed = nd->speed; - } - - status->str = nd->stat_point; - status->agi = nd->stat_point; - status->vit = nd->stat_point; - status->int_= nd->stat_point; - status->dex = nd->stat_point; - status->luk = nd->stat_point; - - status_calc_misc(&nd->bl, status, nd->level); - status_cpy(&nd->status, status); - - return 0; -} - -static unsigned short status_calc_str(struct block_list *,struct status_change *,int); -static unsigned short status_calc_agi(struct block_list *,struct status_change *,int); -static unsigned short status_calc_vit(struct block_list *,struct status_change *,int); -static unsigned short status_calc_int(struct block_list *,struct status_change *,int); -static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); -static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); -static unsigned short status_calc_watk(struct block_list *,struct status_change *,int,bool); -static unsigned short status_calc_matk(struct block_list *,struct status_change *,int,bool); -static signed short status_calc_hit(struct block_list *,struct status_change *,int,bool); -static signed short status_calc_critical(struct block_list *,struct status_change *,int,bool); -static signed short status_calc_flee(struct block_list *,struct status_change *,int,bool); -static signed short status_calc_flee2(struct block_list *,struct status_change *,int,bool); -static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); -static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); -static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); -#ifdef RENEWAL_ASPD -static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag); -#endif -static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int); -static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64); -static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int); -static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element); -static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv); -static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode); -#ifdef RENEWAL -static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int); -#else -static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool); -#endif - -//Calculates base regen values. -void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) -{ - struct map_session_data *sd; - int val, skill, reg_flag; - - if( !(bl->type&BL_REGEN) || !regen ) - return; - - sd = BL_CAST(BL_PC,bl); - val = 1 + (status->vit/5) + (status->max_hp/200); - - if( sd && sd->hprecov_rate != 100 ) - val = val*sd->hprecov_rate/100; - - reg_flag = bl->type == BL_PC ? 0 : 1; - - regen->hp = cap_value(val, reg_flag, SHRT_MAX); - - val = 1 + (status->int_/6) + (status->max_sp/100); - if( status->int_ >= 120 ) - val += ((status->int_-120)>>1) + 4; - - if( sd && sd->sprecov_rate != 100 ) - val = val*sd->sprecov_rate/100; - - regen->sp = cap_value(val, reg_flag, SHRT_MAX); - - if( sd ) - { - struct regen_data_sub *sregen; - if( (skill=pc->checkskill(sd,HP_MEDITATIO)) > 0 ) - { - val = regen->sp*(100+3*skill)/100; - regen->sp = cap_value(val, 1, SHRT_MAX); - } - //Only players have skill/sitting skill regen for now. - sregen = regen->sregen; - - val = 0; - if( (skill=pc->checkskill(sd,SM_RECOVERY)) > 0 ) - val += skill*5 + skill*status->max_hp/500; - sregen->hp = cap_value(val, 0, SHRT_MAX); - - val = 0; - if( (skill=pc->checkskill(sd,MG_SRECOVERY)) > 0 ) - val += skill*3 + skill*status->max_sp/500; - if( (skill=pc->checkskill(sd,NJ_NINPOU)) > 0 ) - val += skill*3 + skill*status->max_sp/500; - if( (skill=pc->checkskill(sd,WM_LESSON)) > 0 ) - val += 3 + 3 * skill; - - sregen->sp = cap_value(val, 0, SHRT_MAX); - - // Skill-related recovery (only when sit) - sregen = regen->ssregen; - - val = 0; - if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) - val += skill*4 + skill*status->max_hp/500; - - if( (skill=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest ) - val += skill*30 + skill*status->max_hp/500; - sregen->hp = cap_value(val, 0, SHRT_MAX); - - val = 0; - if( (skill=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) - { - val += skill*3 + skill*status->max_sp/500; - if ((skill=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest - val += (30+10*skill)*val/100; - } - if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) - val += skill*2 + skill*status->max_sp/500; - sregen->sp = cap_value(val, 0, SHRT_MAX); - } - - if( bl->type == BL_HOM ) { - struct homun_data *hd = (TBL_HOM*)bl; - if( (skill = homun->checkskill(hd,HAMI_SKIN)) > 0 ) { - val = regen->hp*(100+5*skill)/100; - regen->hp = cap_value(val, 1, SHRT_MAX); - } - if( (skill = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) { - val = regen->sp*(100+3*skill)/100; - regen->sp = cap_value(val, 1, SHRT_MAX); - } - } else if( bl->type == BL_MER ) { - val = (status->max_hp * status->vit / 10000 + 1) * 6; - regen->hp = cap_value(val, 1, SHRT_MAX); - - val = (status->max_sp * (status->int_ + 10) / 750) + 1; - regen->sp = cap_value(val, 1, SHRT_MAX); - } else if( bl->type == BL_ELEM ) { - val = (status->max_hp * status->vit / 10000 + 1) * 6; - regen->hp = cap_value(val, 1, SHRT_MAX); - - val = (status->max_sp * (status->int_ + 10) / 750) + 1; - regen->sp = cap_value(val, 1, SHRT_MAX); - } -} - -//Calculates SC related regen rates. -void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc) -{ - if (!(bl->type&BL_REGEN) || !regen) - return; - - regen->flag = RGN_HP|RGN_SP; - if(regen->sregen) - { - if (regen->sregen->hp) - regen->flag|=RGN_SHP; - - if (regen->sregen->sp) - regen->flag|=RGN_SSP; - regen->sregen->rate.hp = regen->sregen->rate.sp = 1; - } - if (regen->ssregen) - { - if (regen->ssregen->hp) - regen->flag|=RGN_SHP; - - if (regen->ssregen->sp) - regen->flag|=RGN_SSP; - regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1; - } - regen->rate.hp = regen->rate.sp = 1; - - if (!sc || !sc->count) - return; - - if ( - (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) - || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) - || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST] - || sc->data[SC_TRICKDEAD] - || sc->data[SC_BLOODING] - || sc->data[SC_MAGICMUSHROOM] - || sc->data[SC_RAISINGDRAGON] - || sc->data[SC_SATURDAY_NIGHT_FEVER] - ) //No regen - regen->flag = 0; - - if ( - sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND] - || ( - (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && - (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK))) - ) - ) //No natural SP regen - regen->flag &=~RGN_SP; - - if( - sc->data[SC_TENSIONRELAX] - ) { - regen->rate.hp += 2; - if (regen->sregen) - regen->sregen->rate.hp += 3; - } - if (sc->data[SC_MAGNIFICAT]) - { - regen->rate.hp += 1; - regen->rate.sp += 1; - } - if (sc->data[SC_GDSKILL_REGENERATION]) - { - const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION]; - if (!sce->val4) - { - regen->rate.hp += sce->val2; - regen->rate.sp += sce->val3; - } else - regen->flag&=~sce->val4; //Remove regen as specified by val4 - } - if(sc->data[SC_GENTLETOUCH_REVITALIZE]){ - regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX); - regen->state.walk= 1; - } - if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1 - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) - || (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; - -} -/// Recalculates parts of an object's battle status according to the specified flags. -/// @param flag bitfield of values from enum scb_flag -void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) -{ - const struct status_data *b_status = status_get_base_status(bl); - struct status_data *status = status_get_status_data(bl); - struct status_change *sc = status_get_sc(bl); - TBL_PC *sd = BL_CAST(BL_PC,bl); - int temp; - - if (!b_status || !status) - return; - - if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. - status_cpy(status, b_status); - return; - } - - if(flag&SCB_STR) { - status->str = status_calc_str(bl, sc, b_status->str); - flag|=SCB_BATK; - if( bl->type&BL_HOM ) - flag |= SCB_WATK; - } - - if(flag&SCB_AGI) { - status->agi = status_calc_agi(bl, sc, b_status->agi); - flag|=SCB_FLEE -#ifdef RENEWAL - |SCB_DEF2 -#endif - ; - if( bl->type&(BL_PC|BL_HOM) ) - flag |= SCB_ASPD|SCB_DSPD; - } - - if(flag&SCB_VIT) { - status->vit = status_calc_vit(bl, sc, b_status->vit); - flag|=SCB_DEF2|SCB_MDEF2; - if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) - flag |= SCB_MAXHP; - if( bl->type&BL_HOM ) - flag |= SCB_DEF; - } - - if(flag&SCB_INT) { - status->int_ = status_calc_int(bl, sc, b_status->int_); - flag|=SCB_MATK|SCB_MDEF2; - if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) - flag |= SCB_MAXSP; - if( bl->type&BL_HOM ) - flag |= SCB_MDEF; - } - - if(flag&SCB_DEX) { - status->dex = status_calc_dex(bl, sc, b_status->dex); - flag|=SCB_BATK|SCB_HIT -#ifdef RENEWAL - |SCB_MATK|SCB_MDEF2 -#endif - ; - if( bl->type&(BL_PC|BL_HOM) ) - flag |= SCB_ASPD; - if( bl->type&BL_HOM ) - flag |= SCB_WATK; - } - - if(flag&SCB_LUK) { - status->luk = status_calc_luk(bl, sc, b_status->luk); - flag|=SCB_BATK|SCB_CRI|SCB_FLEE2 -#ifdef RENEWAL - |SCB_MATK|SCB_HIT|SCB_FLEE -#endif - ; - } - - if(flag&SCB_BATK && b_status->batk) { - status->batk = status_base_atk(bl,status); - temp = b_status->batk - status_base_atk(bl,b_status); - if (temp) - { - temp += status->batk; - status->batk = cap_value(temp, 0, USHRT_MAX); - } - status->batk = status_calc_batk(bl, sc, status->batk, true); - } - - if(flag&SCB_WATK) { - status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk, true); - if (!sd) //Should not affect weapon refine bonus - status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2, true); - - if(b_status->lhw.atk) { - if (sd) { - sd->state.lr_flag = 1; - status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true); - sd->state.lr_flag = 0; - } else { - status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true); - status->lhw.atk2 = status_calc_watk(bl, sc, b_status->lhw.atk2, true); - } - } - - if( bl->type&BL_HOM ) - { - status->rhw.atk += (status->dex - b_status->dex); - status->rhw.atk2 += (status->str - b_status->str); - if( status->rhw.atk2 < status->rhw.atk ) - status->rhw.atk2 = status->rhw.atk; - } - } - - if(flag&SCB_HIT) { - if (status->dex == b_status->dex -#ifdef RENEWAL - && status->luk == b_status->luk -#endif - ) - status->hit = status_calc_hit(bl, sc, b_status->hit, true); - else - status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex) -#ifdef RENEWAL - + (status->luk/3 - b_status->luk/3) -#endif - , true); - } - - if(flag&SCB_FLEE) { - if (status->agi == b_status->agi -#ifdef RENEWAL - && status->luk == b_status->luk -#endif - ) - status->flee = status_calc_flee(bl, sc, b_status->flee, true); - else - status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi) -#ifdef RENEWAL - + (status->luk/5 - b_status->luk/5) -#endif - , true); - } - - if(flag&SCB_DEF) - { - status->def = status_calc_def(bl, sc, b_status->def, true); - - if( bl->type&BL_HOM ) - status->def += (status->vit/5 - b_status->vit/5); - } - - if(flag&SCB_DEF2) { - if (status->vit == b_status->vit -#ifdef RENEWAL - && status->agi == b_status->agi -#endif - ) - status->def2 = status_calc_def2(bl, sc, b_status->def2, true); - else - status->def2 = status_calc_def2(bl, sc, b_status->def2 -#ifdef RENEWAL - + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) ) -#else - + (status->vit - b_status->vit) -#endif - , true); - } - - if(flag&SCB_MDEF) - { - status->mdef = status_calc_mdef(bl, sc, b_status->mdef, true); - - if( bl->type&BL_HOM ) - status->mdef += (status->int_/5 - b_status->int_/5); - } - - if(flag&SCB_MDEF2) { - if (status->int_ == b_status->int_ && status->vit == b_status->vit -#ifdef RENEWAL - && status->dex == b_status->dex -#endif - ) - status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2, true); - else - status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) -#ifdef RENEWAL - + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) ) -#else - + ((status->vit - b_status->vit)>>1) -#endif - , true); - } - - if(flag&SCB_SPEED) { - struct unit_data *ud = unit_bl2ud(bl); - status->speed = status_calc_speed(bl, sc, b_status->speed); - - //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER - //because if you step on something while walking, the moment this - //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex] - if (ud) - ud->state.change_walk_target = ud->state.speed_changed = 1; - - if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed ) - status->speed = battle_config.max_walk_speed; - - if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master) - status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl); - - - } - - if(flag&SCB_CRI && b_status->cri) { - if (status->luk == b_status->luk) - status->cri = status_calc_critical(bl, sc, b_status->cri, true); - else - status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk), true); - /** - * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 - **/ - if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR ) - status->cri <<= 1; - - } - - if(flag&SCB_FLEE2 && b_status->flee2) { - if (status->luk == b_status->luk) - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2, true); - else - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk), true); - } - - if(flag&SCB_ATK_ELE) { - status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); - if (sd) sd->state.lr_flag = 1; - status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele); - if (sd) sd->state.lr_flag = 0; - } - - if(flag&SCB_DEF_ELE) { - status->def_ele = status_calc_element(bl, sc, b_status->def_ele); - status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); - } - - if(flag&SCB_MODE) - { - status->mode = status_calc_mode(bl, sc, b_status->mode); - //Since mode changed, reset their state. - if (!(status->mode&MD_CANATTACK)) - unit_stop_attack(bl); - if (!(status->mode&MD_CANMOVE)) - unit_stop_walking(bl,1); - } - -// No status changes alter these yet. -// if(flag&SCB_SIZE) -// if(flag&SCB_RACE) -// if(flag&SCB_RANGE) - - if(flag&SCB_MAXHP) { - if( bl->type&BL_PC ) - { - status->max_hp = status_base_pc_maxhp(sd,status); - status->max_hp += b_status->max_hp - sd->status.max_hp; - - status->max_hp = status_calc_maxhp(bl, sc, status->max_hp); - - if( status->max_hp > (unsigned int)battle_config.max_hp ) - status->max_hp = (unsigned int)battle_config.max_hp; - } - else - { - status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp); - } - - if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued? - { - status->hp = status->max_hp; - if( sd ) clif->updatestatus(sd,SP_HP); - } - } - - if(flag&SCB_MAXSP) { - if( bl->type&BL_PC ) - { - status->max_sp = status_base_pc_maxsp(sd,status); - status->max_sp += b_status->max_sp - sd->status.max_sp; - - status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp); - - if( status->max_sp > (unsigned int)battle_config.max_sp ) - status->max_sp = (unsigned int)battle_config.max_sp; - } - else - { - status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp); - } - - if( status->sp > status->max_sp ) - { - status->sp = status->max_sp; - if( sd ) clif->updatestatus(sd,SP_SP); - } - } - - if(flag&SCB_MATK) { - status_get_matk(bl, 0); - } - - if(flag&SCB_ASPD) { - int amotion; - if( bl->type&BL_PC ) - { - amotion = status_base_amotion_pc(sd,status); -#ifndef RENEWAL_ASPD - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); - - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; -#else - // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200)) - amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10; - - if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier - amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) ) - * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10; - - if(status->aspd_rate != 1000) // absolute percentage modifier - amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10; -#endif - amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); - - status->adelay = 2*status->amotion; - } - else - if( bl->type&BL_HOM ) - { - amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000; - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); - - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; - - amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion,battle_config.max_aspd,2000); - - status->adelay = status->amotion; - } - else // mercenary and mobs - { - amotion = b_status->amotion; - status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); - - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; - - amotion = status_calc_fix_aspd(bl, sc, amotion); - status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); - - temp = b_status->adelay*status->aspd_rate/1000; - status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); - } - } - - if(flag&SCB_DSPD) { - int dmotion; - if( bl->type&BL_PC ) { - if (b_status->agi == status->agi) - status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); - else { - dmotion = 800-status->agi*4; - status->dmotion = cap_value(dmotion, 400, 800); - if(battle_config.pc_damage_delay_rate != 100) - status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; - //It's safe to ignore b_status->dmotion since no bonus affects it. - status->dmotion = status_calc_dmotion(bl, sc, status->dmotion); - } - } else if( bl->type&BL_HOM ) { - dmotion = 800-status->agi*4; - status->dmotion = cap_value(dmotion, 400, 800); - status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); - } else { // mercenary and mobs - status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); - } - } - - if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN) - status_calc_regen(bl, status, status_get_regen_data(bl)); - - if(flag&SCB_REGEN && bl->type&BL_REGEN) - status_calc_regen_rate(bl, status_get_regen_data(bl), sc); -} -/// Recalculates parts of an object's base status and battle status according to the specified flags. -/// Also sends updates to the client wherever applicable. -/// @param flag bitfield of values from enum scb_flag -/// @param first if true, will cause status_calc_* functions to run their base status initialization code -void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) -{ - struct status_data b_status; // previous battle status - struct status_data* status; // pointer to current battle status - - // remember previous values - status = status_get_status_data(bl); - memcpy(&b_status, status, sizeof(struct status_data)); - - if( flag&SCB_BASE ) {// calculate the object's base status too - switch( bl->type ) { - case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break; - case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break; - case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break; - case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break; - case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break; - case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break; - case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break; - } - } - - if( bl->type == BL_PET ) - return; // pets are not affected by statuses - - if( first && bl->type == BL_MOB ) - return; // assume there will be no statuses active - - status_calc_bl_main(bl, flag); - - if( first && bl->type == BL_HOM ) - return; // client update handled by caller - - // compare against new values and send client updates - if( bl->type == BL_PC ) - { - TBL_PC* sd = BL_CAST(BL_PC, bl); - if(b_status.str != status->str) - clif->updatestatus(sd,SP_STR); - if(b_status.agi != status->agi) - clif->updatestatus(sd,SP_AGI); - if(b_status.vit != status->vit) - clif->updatestatus(sd,SP_VIT); - if(b_status.int_ != status->int_) - clif->updatestatus(sd,SP_INT); - if(b_status.dex != status->dex) - clif->updatestatus(sd,SP_DEX); - if(b_status.luk != status->luk) - clif->updatestatus(sd,SP_LUK); - if(b_status.hit != status->hit) - clif->updatestatus(sd,SP_HIT); - if(b_status.flee != status->flee) - clif->updatestatus(sd,SP_FLEE1); - if(b_status.amotion != status->amotion) - clif->updatestatus(sd,SP_ASPD); - if(b_status.speed != status->speed) - clif->updatestatus(sd,SP_SPEED); - - if(b_status.batk != status->batk -#ifndef RENEWAL - || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk -#endif - ) - clif->updatestatus(sd,SP_ATK1); - - if(b_status.def != status->def){ - clif->updatestatus(sd,SP_DEF1); -#ifdef RENEWAL - clif->updatestatus(sd,SP_DEF2); -#endif - } - - if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2 -#ifdef RENEWAL - || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk -#endif - ) - clif->updatestatus(sd,SP_ATK2); - - if(b_status.def2 != status->def2){ - clif->updatestatus(sd,SP_DEF2); -#ifdef RENEWAL - clif->updatestatus(sd,SP_DEF1); -#endif - } - if(b_status.flee2 != status->flee2) - clif->updatestatus(sd,SP_FLEE2); - if(b_status.cri != status->cri) - clif->updatestatus(sd,SP_CRITICAL); -#ifndef RENEWAL - if(b_status.matk_max != status->matk_max) - clif->updatestatus(sd,SP_MATK1); - if(b_status.matk_min != status->matk_min) - clif->updatestatus(sd,SP_MATK2); -#else - if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){ - clif->updatestatus(sd,SP_MATK2); - clif->updatestatus(sd,SP_MATK1); - } -#endif - if(b_status.mdef != status->mdef){ - clif->updatestatus(sd,SP_MDEF1); -#ifdef RENEWAL - clif->updatestatus(sd,SP_MDEF2); -#endif - } - if(b_status.mdef2 != status->mdef2){ - clif->updatestatus(sd,SP_MDEF2); -#ifdef RENEWAL - clif->updatestatus(sd,SP_MDEF1); -#endif - } - if(b_status.rhw.range != status->rhw.range) - clif->updatestatus(sd,SP_ATTACKRANGE); - if(b_status.max_hp != status->max_hp) - clif->updatestatus(sd,SP_MAXHP); - if(b_status.max_sp != status->max_sp) - clif->updatestatus(sd,SP_MAXSP); - if(b_status.hp != status->hp) - clif->updatestatus(sd,SP_HP); - if(b_status.sp != status->sp) - clif->updatestatus(sd,SP_SP); - } else if( bl->type == BL_HOM ) { - TBL_HOM* hd = BL_CAST(BL_HOM, bl); - if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 ) - clif->hominfo(hd->master,hd,0); - } else if( bl->type == BL_MER ) { - TBL_MER* md = BL_CAST(BL_MER, bl); - if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 ) - clif->mercenary_updatestatus(md->master, SP_ATK1); - if( b_status.matk_max != status->matk_max ) - clif->mercenary_updatestatus(md->master, SP_MATK1); - if( b_status.hit != status->hit ) - clif->mercenary_updatestatus(md->master, SP_HIT); - if( b_status.cri != status->cri ) - clif->mercenary_updatestatus(md->master, SP_CRITICAL); - if( b_status.def != status->def ) - clif->mercenary_updatestatus(md->master, SP_DEF1); - if( b_status.mdef != status->mdef ) - clif->mercenary_updatestatus(md->master, SP_MDEF1); - if( b_status.flee != status->flee ) - clif->mercenary_updatestatus(md->master, SP_MERCFLEE); - if( b_status.amotion != status->amotion ) - clif->mercenary_updatestatus(md->master, SP_ASPD); - if( b_status.max_hp != status->max_hp ) - clif->mercenary_updatestatus(md->master, SP_MAXHP); - if( b_status.max_sp != status->max_sp ) - clif->mercenary_updatestatus(md->master, SP_MAXSP); - if( b_status.hp != status->hp ) - clif->mercenary_updatestatus(md->master, SP_HP); - if( b_status.sp != status->sp ) - clif->mercenary_updatestatus(md->master, SP_SP); - } else if( bl->type == BL_ELEM ) { - TBL_ELEM* ed = BL_CAST(BL_ELEM, bl); - if( b_status.max_hp != status->max_hp ) - clif->elemental_updatestatus(ed->master, SP_MAXHP); - if( b_status.max_sp != status->max_sp ) - clif->elemental_updatestatus(ed->master, SP_MAXSP); - if( b_status.hp != status->hp ) - clif->elemental_updatestatus(ed->master, SP_HP); - if( b_status.sp != status->sp ) - clif->mercenary_updatestatus(ed->master, SP_SP); - } -} - -/*========================================== - * Apply shared stat mods from status changes [DracoRPG] - *------------------------------------------*/ -static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) -{ - if(!sc || !sc->count) - return cap_value(str,0,USHRT_MAX); - - if(sc->data[SC_HARMONIZE]) { - str -= sc->data[SC_HARMONIZE]->val2; - return (unsigned short)cap_value(str,0,USHRT_MAX); - } - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50) - return 50; - if(sc->data[SC_INCALLSTATUS]) - str += sc->data[SC_INCALLSTATUS]->val1; - if(sc->data[SC_CHASEWALK2]) - str += sc->data[SC_CHASEWALK2]->val1; - if(sc->data[SC_FOOD_STR]) - str += sc->data[SC_FOOD_STR]->val1; - if(sc->data[SC_FOOD_STR_CASH]) - str += sc->data[SC_FOOD_STR_CASH]->val1; - if(sc->data[SC_GDSKILL_BATTLEORDER]) - str += 5; - if(sc->data[SC_LEADERSHIP]) - str += sc->data[SC_LEADERSHIP]->val1; - if(sc->data[SC_SHOUT]) - str += 4; - if(sc->data[SC_TRUESIGHT]) - str += 5; - if(sc->data[SC_STRUP]) - str += 10; - if(sc->data[SC_NJ_NEN]) - str += sc->data[SC_NJ_NEN]->val1; - if(sc->data[SC_BLESSING]){ - if(sc->data[SC_BLESSING]->val2) - str += sc->data[SC_BLESSING]->val2; - else - str >>= 1; - } - if(sc->data[SC_MARIONETTE_MASTER]) - str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF; - if(sc->data[SC_MARIONETTE]) - str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; - if(sc->data[SC_GIANTGROWTH]) - str += 30; - if(sc->data[SC_SAVAGE_STEAK]) - str += sc->data[SC_SAVAGE_STEAK]->val1; - if(sc->data[SC_INSPIRATION]) - str += sc->data[SC_INSPIRATION]->val3; - if(sc->data[SC_STOMACHACHE]) - str -= sc->data[SC_STOMACHACHE]->val1; - if(sc->data[SC_KYOUGAKU]) - str -= sc->data[SC_KYOUGAKU]->val2; - if(sc->data[SC_FULL_THROTTLE]) - str += str * 20 / 100; - - return (unsigned short)cap_value(str,0,USHRT_MAX); -} - -static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) -{ - if(!sc || !sc->count) - return cap_value(agi,0,USHRT_MAX); - - if(sc->data[SC_HARMONIZE]) { - agi -= sc->data[SC_HARMONIZE]->val2; - return (unsigned short)cap_value(agi,0,USHRT_MAX); - } - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50) - return 50; - if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE]) - agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100; - if(sc->data[SC_INCALLSTATUS]) - agi += sc->data[SC_INCALLSTATUS]->val1; - if(sc->data[SC_INCAGI]) - agi += sc->data[SC_INCAGI]->val1; - if(sc->data[SC_FOOD_AGI]) - agi += sc->data[SC_FOOD_AGI]->val1; - if(sc->data[SC_FOOD_AGI_CASH]) - agi += sc->data[SC_FOOD_AGI_CASH]->val1; - if(sc->data[SC_SOULCOLD]) - agi += sc->data[SC_SOULCOLD]->val1; - if(sc->data[SC_TRUESIGHT]) - agi += 5; - if(sc->data[SC_INC_AGI]) - agi += sc->data[SC_INC_AGI]->val2; - if(sc->data[SC_GS_ACCURACY]) - agi += 4; // added based on skill updates [Reddozen] - if(sc->data[SC_DEC_AGI]) - agi -= sc->data[SC_DEC_AGI]->val2; - if(sc->data[SC_QUAGMIRE]) - agi -= sc->data[SC_QUAGMIRE]->val2; - if(sc->data[SC_NJ_SUITON] && sc->data[SC_NJ_SUITON]->val3) - agi -= sc->data[SC_NJ_SUITON]->val2; - if(sc->data[SC_MARIONETTE_MASTER]) - agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF; - if(sc->data[SC_MARIONETTE]) - agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; - if(sc->data[SC_ADORAMUS]) - agi -= sc->data[SC_ADORAMUS]->val2; - if(sc->data[SC_DROCERA_HERB_STEAMED]) - agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1; - if(sc->data[SC_INSPIRATION]) - agi += sc->data[SC_INSPIRATION]->val3; - if(sc->data[SC_STOMACHACHE]) - agi -= sc->data[SC_STOMACHACHE]->val1; - if(sc->data[SC_KYOUGAKU]) - agi -= sc->data[SC_KYOUGAKU]->val2; - - if(sc->data[SC_MARSHOFABYSS]) - agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100; - if(sc->data[SC_FULL_THROTTLE]) - agi += agi * 20 / 100; - - return (unsigned short)cap_value(agi,0,USHRT_MAX); -} - -static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) -{ - if(!sc || !sc->count) - return cap_value(vit,0,USHRT_MAX); - - if(sc->data[SC_HARMONIZE]) { - vit -= sc->data[SC_HARMONIZE]->val2; - return (unsigned short)cap_value(vit,0,USHRT_MAX); - } - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && vit < 50) - return 50; - if(sc->data[SC_INCALLSTATUS]) - vit += sc->data[SC_INCALLSTATUS]->val1; - if(sc->data[SC_INCVIT]) - vit += sc->data[SC_INCVIT]->val1; - if(sc->data[SC_FOOD_VIT]) - vit += sc->data[SC_FOOD_VIT]->val1; - if(sc->data[SC_FOOD_VIT_CASH]) - vit += sc->data[SC_FOOD_VIT_CASH]->val1; - if(sc->data[SC_HLIF_CHANGE]) - vit += sc->data[SC_HLIF_CHANGE]->val2; - if(sc->data[SC_GLORYWOUNDS]) - vit += sc->data[SC_GLORYWOUNDS]->val1; - if(sc->data[SC_TRUESIGHT]) - vit += 5; - if(sc->data[SC_MARIONETTE_MASTER]) - vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF; - if(sc->data[SC_MARIONETTE]) - vit += sc->data[SC_MARIONETTE]->val3&0xFF; - if(sc->data[SC_LAUDAAGNUS]) - vit += 4 + sc->data[SC_LAUDAAGNUS]->val1; - if(sc->data[SC_MINOR_BBQ]) - vit += sc->data[SC_MINOR_BBQ]->val1; - if(sc->data[SC_INSPIRATION]) - vit += sc->data[SC_INSPIRATION]->val3; - if(sc->data[SC_STOMACHACHE]) - vit -= sc->data[SC_STOMACHACHE]->val1; - if(sc->data[SC_KYOUGAKU]) - vit -= sc->data[SC_KYOUGAKU]->val2; - - if(sc->data[SC_NOEQUIPARMOR]) - vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2/100; - if(sc->data[SC_FULL_THROTTLE]) - vit += vit * 20 / 100; - - return (unsigned short)cap_value(vit,0,USHRT_MAX); -} - -static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) -{ - if(!sc || !sc->count) - return cap_value(int_,0,USHRT_MAX); - - if(sc->data[SC_HARMONIZE]) { - int_ -= sc->data[SC_HARMONIZE]->val2; - return (unsigned short)cap_value(int_,0,USHRT_MAX); - } - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50) - return 50; - if(sc->data[SC_INCALLSTATUS]) - int_ += sc->data[SC_INCALLSTATUS]->val1; - if(sc->data[SC_INCINT]) - int_ += sc->data[SC_INCINT]->val1; - if(sc->data[SC_FOOD_INT]) - int_ += sc->data[SC_FOOD_INT]->val1; - if(sc->data[SC_FOOD_INT_CASH]) - int_ += sc->data[SC_FOOD_INT_CASH]->val1; - if(sc->data[SC_HLIF_CHANGE]) - int_ += sc->data[SC_HLIF_CHANGE]->val3; - if(sc->data[SC_GDSKILL_BATTLEORDER]) - int_ += 5; - if(sc->data[SC_TRUESIGHT]) - int_ += 5; - if(sc->data[SC_BLESSING]){ - if (sc->data[SC_BLESSING]->val2) - int_ += sc->data[SC_BLESSING]->val2; - else - int_ >>= 1; - } - if(sc->data[SC_NJ_NEN]) - int_ += sc->data[SC_NJ_NEN]->val1; - if(sc->data[SC_MARIONETTE_MASTER]) - int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF; - if(sc->data[SC_MARIONETTE]) - int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; - if(sc->data[SC_MANDRAGORA]) - int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1; - if(sc->data[SC_COCKTAIL_WARG_BLOOD]) - int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1; - if(sc->data[SC_INSPIRATION]) - int_ += sc->data[SC_INSPIRATION]->val3; - if(sc->data[SC_STOMACHACHE]) - int_ -= sc->data[SC_STOMACHACHE]->val1; - 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(sc->data[SC_FULL_THROTTLE]) - int_ += int_ * 20 / 100; - - return (unsigned short)cap_value(int_,0,USHRT_MAX); -} - -static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) -{ - if(!sc || !sc->count) - return cap_value(dex,0,USHRT_MAX); - - if(sc->data[SC_HARMONIZE]) { - dex -= sc->data[SC_HARMONIZE]->val2; - return (unsigned short)cap_value(dex,0,USHRT_MAX); - } - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50) - return 50; - if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE]) - dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100; - if(sc->data[SC_INCALLSTATUS]) - dex += sc->data[SC_INCALLSTATUS]->val1; - if(sc->data[SC_INCDEX]) - dex += sc->data[SC_INCDEX]->val1; - if(sc->data[SC_FOOD_DEX]) - dex += sc->data[SC_FOOD_DEX]->val1; - if(sc->data[SC_FOOD_DEX_CASH]) - dex += sc->data[SC_FOOD_DEX_CASH]->val1; - if(sc->data[SC_GDSKILL_BATTLEORDER]) - dex += 5; - if(sc->data[SC_HAWKEYES]) - dex += sc->data[SC_HAWKEYES]->val1; - if(sc->data[SC_TRUESIGHT]) - dex += 5; - if(sc->data[SC_QUAGMIRE]) - dex -= sc->data[SC_QUAGMIRE]->val2; - if(sc->data[SC_BLESSING]){ - if (sc->data[SC_BLESSING]->val2) - dex += sc->data[SC_BLESSING]->val2; - else - dex >>= 1; - } - if(sc->data[SC_GS_ACCURACY]) - dex += 4; // added based on skill updates [Reddozen] - if(sc->data[SC_MARIONETTE_MASTER]) - dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF; - if(sc->data[SC_MARIONETTE]) - dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; - if(sc->data[SC_SIROMA_ICE_TEA]) - dex += sc->data[SC_SIROMA_ICE_TEA]->val1; - if(sc->data[SC_INSPIRATION]) - dex += sc->data[SC_INSPIRATION]->val3; - if(sc->data[SC_STOMACHACHE]) - dex -= sc->data[SC_STOMACHACHE]->val1; - if(sc->data[SC_KYOUGAKU]) - dex -= sc->data[SC_KYOUGAKU]->val2; - - if(sc->data[SC_MARSHOFABYSS]) - dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100; - if(sc->data[SC__STRIPACCESSARY]) - dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100; - if(sc->data[SC_FULL_THROTTLE]) - dex += dex * 20 / 100; - - return (unsigned short)cap_value(dex,0,USHRT_MAX); -} - -static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) -{ - if(!sc || !sc->count) - return cap_value(luk,0,USHRT_MAX); - - if(sc->data[SC_HARMONIZE]) { - luk -= sc->data[SC_HARMONIZE]->val2; - return (unsigned short)cap_value(luk,0,USHRT_MAX); - } - if(sc->data[SC_CURSE]) - return 0; - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && luk < 50) - return 50; - if(sc->data[SC_INCALLSTATUS]) - luk += sc->data[SC_INCALLSTATUS]->val1; - if(sc->data[SC_INCLUK]) - luk += sc->data[SC_INCLUK]->val1; - if(sc->data[SC_FOOD_LUK]) - luk += sc->data[SC_FOOD_LUK]->val1; - if(sc->data[SC_FOOD_LUK_CASH]) - luk += sc->data[SC_FOOD_LUK_CASH]->val1; - if(sc->data[SC_TRUESIGHT]) - luk += 5; - if(sc->data[SC_GLORIA]) - luk += 30; - if(sc->data[SC_MARIONETTE_MASTER]) - luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF; - if(sc->data[SC_MARIONETTE]) - luk += sc->data[SC_MARIONETTE]->val4&0xFF; - if(sc->data[SC_PUTTI_TAILS_NOODLES]) - luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1; - if(sc->data[SC_INSPIRATION]) - luk += sc->data[SC_INSPIRATION]->val3; - if(sc->data[SC_STOMACHACHE]) - luk -= sc->data[SC_STOMACHACHE]->val1; - if(sc->data[SC_KYOUGAKU]) - luk -= sc->data[SC_KYOUGAKU]->val2; - if(sc->data[SC_LAUDARAMUS]) - luk += 4 + sc->data[SC_LAUDARAMUS]->val1; - - if(sc->data[SC__STRIPACCESSARY]) - luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100; - if(sc->data[SC_BANANA_BOMB]) - luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100; - if(sc->data[SC_FULL_THROTTLE]) - luk += luk * 20 / 100; - - return (unsigned short)cap_value(luk,0,USHRT_MAX); -} -#ifdef RENEWAL -unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) -#else -static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) -#endif -{ - if(!sc || !sc->count) - return cap_value(batk,0,USHRT_MAX); - - if( !viewable ){ - /* some statuses that are hidden in the status window */ - if(sc->data[SC_PLUSATTACKPOWER]) - batk += sc->data[SC_PLUSATTACKPOWER]->val1; - return (unsigned short)cap_value(batk,0,USHRT_MAX); - } -#ifndef RENEWAL - if(sc->data[SC_PLUSATTACKPOWER]) - batk += sc->data[SC_PLUSATTACKPOWER]->val1; - if(sc->data[SC_GS_MADNESSCANCEL]) - batk += 100; - if(sc->data[SC_GS_GATLINGFEVER]) - batk += sc->data[SC_GS_GATLINGFEVER]->val3; -#endif - if(sc->data[SC_BATKFOOD]) - batk += sc->data[SC_BATKFOOD]->val1; - if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) - batk += 50; - if(bl->type == BL_ELEM - && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)) - ) - batk += batk / 5; - if(sc->data[SC_FULL_SWING_K]) - batk += sc->data[SC_FULL_SWING_K]->val1; - if(sc->data[SC_ODINS_POWER]) - batk += 70; - if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ - if(status_get_element(bl) == ELE_WATER) //water type - batk /= 2; - } - if(sc->data[SC_PYROCLASTIC]) - batk += sc->data[SC_PYROCLASTIC]->val2; - if (sc->data[SC_ANGRIFFS_MODUS]) - batk += sc->data[SC_ANGRIFFS_MODUS]->val2; - - if(sc->data[SC_INCATKRATE]) - batk += batk * sc->data[SC_INCATKRATE]->val1/100; - if(sc->data[SC_PROVOKE]) - batk += batk * sc->data[SC_PROVOKE]->val3/100; -#ifndef RENEWAL - if(sc->data[SC_LKCONCENTRATION]) - batk += batk * sc->data[SC_LKCONCENTRATION]->val2/100; -#endif - if(sc->data[SC_SKE]) - batk += batk * 3; - if(sc->data[SC_HAMI_BLOODLUST]) - batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2/100; - if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) - batk -= batk * 25/100; - if(sc->data[SC_CURSE]) - batk -= batk * 25/100; - if( sc->data[SC_ZANGETSU] ) - batk += sc->data[SC_ZANGETSU]->val2; -//Curse shouldn't effect on this? <- Curse OR Bleeding?? -// if(sc->data[SC_BLOODING]) -// batk -= batk * 25/100; - if(sc->data[SC_HLIF_FLEET]) - 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); -} - -static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable) -{ - if(!sc || !sc->count) - return cap_value(watk,0,USHRT_MAX); - - if( !viewable ){ - /* some statuses that are hidden in the status window */ - if(sc->data[SC_STRIKING]) - watk += sc->data[SC_STRIKING]->val2; - if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2) - watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2; - return (unsigned short)cap_value(watk,0,USHRT_MAX); - } -#ifndef RENEWAL - if(sc->data[SC_IMPOSITIO]) - watk += sc->data[SC_IMPOSITIO]->val2; - if(sc->data[SC_DRUMBATTLE]) - watk += sc->data[SC_DRUMBATTLE]->val2; -#endif - if(sc->data[SC_WATKFOOD]) - watk += sc->data[SC_WATKFOOD]->val1; - if(sc->data[SC_VOLCANO]) - watk += sc->data[SC_VOLCANO]->val2; - if(sc->data[SC_MER_ATK]) - watk += sc->data[SC_MER_ATK]->val2; - if(sc->data[SC_FIGHTINGSPIRIT]) - watk += sc->data[SC_FIGHTINGSPIRIT]->val1; - if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3) - watk += sc->data[SC_SHIELDSPELL_DEF]->val2; - if(sc->data[SC_INSPIRATION]) - watk += sc->data[SC_INSPIRATION]->val2; - if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 ) - watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2); - if( sc->data[SC_TROPIC_OPTION] ) - watk += sc->data[SC_TROPIC_OPTION]->val2; - if( sc->data[SC_HEATER_OPTION] ) - watk += sc->data[SC_HEATER_OPTION]->val2; - if( sc->data[SC_WATER_BARRIER] ) - watk -= sc->data[SC_WATER_BARRIER]->val3; - if( sc->data[SC_PYROTECHNIC_OPTION] ) - watk += sc->data[SC_PYROTECHNIC_OPTION]->val2; - -#ifndef RENEWAL - if(sc->data[SC_NIBELUNGEN]) { - if (bl->type != BL_PC) - watk += sc->data[SC_NIBELUNGEN]->val2; - else { - TBL_PC *sd = (TBL_PC*)bl; - int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R]; - if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) - watk += sc->data[SC_NIBELUNGEN]->val2; - } - } - if(sc->data[SC_STRIKING]) - watk += sc->data[SC_STRIKING]->val2; - if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2) - watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2; - if(sc->data[SC_LKCONCENTRATION]) - watk += watk * sc->data[SC_LKCONCENTRATION]->val2/100; -#endif - if(sc->data[SC_INCATKRATE]) - watk += watk * sc->data[SC_INCATKRATE]->val1/100; - if(sc->data[SC_PROVOKE]) - 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]) - 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_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) - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) - ) - watk += watk / 10; - if( sc && sc->data[SC_TIDAL_WEAPON] ) - watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100; - if(sc->data[SC_ANGRIFFS_MODUS]) - watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100; - - return (unsigned short)cap_value(watk,0,USHRT_MAX); -} -#ifdef RENEWAL -static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) -{ - - if (!sc || !sc->count) - return cap_value(matk,0,USHRT_MAX); - if (sc->data[SC_PLUSMAGICPOWER]) - matk += sc->data[SC_PLUSMAGICPOWER]->val1; - if (sc->data[SC_MATKFOOD]) - matk += sc->data[SC_MATKFOOD]->val1; - if(sc->data[SC_MANA_PLUS]) - matk += sc->data[SC_MANA_PLUS]->val1; - if(sc->data[SC_AQUAPLAY_OPTION]) - 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_WATER_BARRIER]) - matk -= sc->data[SC_WATER_BARRIER]->val3; - if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) - matk += 50; - if(sc->data[SC_ODINS_POWER]) - matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 - if(sc->data[SC_IZAYOI]) - matk += 25 * sc->data[SC_IZAYOI]->val1; - return (unsigned short)cap_value(matk,0,USHRT_MAX); -} -#endif -static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) -{ - if(!sc || !sc->count) - return cap_value(matk,0,USHRT_MAX); - - if( !viewable ){ - /* some statuses that are hidden in the status window */ - return (unsigned short)cap_value(matk,0,USHRT_MAX); - } - -#ifndef RENEWAL - // take note fixed value first before % modifiers - if (sc->data[SC_PLUSMAGICPOWER]) - matk += sc->data[SC_PLUSMAGICPOWER]->val1; - if (sc->data[SC_MATKFOOD]) - matk += sc->data[SC_MATKFOOD]->val1; - if (sc->data[SC_MANA_PLUS]) - matk += sc->data[SC_MANA_PLUS]->val1; - if (sc->data[SC_AQUAPLAY_OPTION]) - 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_WATER_BARRIER]) - matk -= sc->data[SC_WATER_BARRIER]->val3; - if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) - matk += 50; - if (sc->data[SC_ODINS_POWER]) - matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 - if (sc->data[SC_IZAYOI]) - matk += 25 * sc->data[SC_IZAYOI]->val1; -#endif - if( sc->data[SC_ZANGETSU] ) - matk += sc->data[SC_ZANGETSU]->val3; - if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) - matk += matk * sc->data[SC_MAGICPOWER]->val3/100; - if (sc->data[SC_MINDBREAKER]) - matk += matk * sc->data[SC_MINDBREAKER]->val2/100; - if (sc->data[SC_INCMATKRATE]) - 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_BEYOND_OF_WARCRY]) - matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100; - - return (unsigned short)cap_value(matk,0,USHRT_MAX); -} - -static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) { - - if(!sc || !sc->count) - return cap_value(critical,10,SHRT_MAX); - - if( !viewable ){ - /* some statuses that are hidden in the status window */ - return (short)cap_value(critical,10,SHRT_MAX); - } - - if (sc->data[SC_CRITICALPERCENT]) - critical += sc->data[SC_CRITICALPERCENT]->val2; - if (sc->data[SC_EXPLOSIONSPIRITS]) - critical += sc->data[SC_EXPLOSIONSPIRITS]->val2; - if (sc->data[SC_FORTUNE]) - critical += sc->data[SC_FORTUNE]->val2; - if (sc->data[SC_TRUESIGHT]) - critical += sc->data[SC_TRUESIGHT]->val2; - if(sc->data[SC_CLOAKING]) - critical += critical; - if(sc->data[SC_STRIKING]) - critical += sc->data[SC_STRIKING]->val1; -#ifdef RENEWAL - if (sc->data[SC_SPEARQUICKEN]) - critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10; -#endif - - if(sc->data[SC__INVISIBILITY]) - critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100; - if(sc->data[SC__UNLUCKY]) - critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100; - - return (short)cap_value(critical,10,SHRT_MAX); -} - -static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable) -{ - - if(!sc || !sc->count) - return cap_value(hit,1,SHRT_MAX); - - if( !viewable ){ - /* some statuses that are hidden in the status window */ - return (short)cap_value(hit,1,SHRT_MAX); - } - - if(sc->data[SC_INCHIT]) - hit += sc->data[SC_INCHIT]->val1; - if(sc->data[SC_FOOD_BASICHIT]) - hit += sc->data[SC_FOOD_BASICHIT]->val1; - if(sc->data[SC_TRUESIGHT]) - hit += sc->data[SC_TRUESIGHT]->val3; - if(sc->data[SC_HUMMING]) - hit += sc->data[SC_HUMMING]->val2; - if(sc->data[SC_LKCONCENTRATION]) - hit += sc->data[SC_LKCONCENTRATION]->val3; - if(sc->data[SC_INSPIRATION]) - hit += 5 * sc->data[SC_INSPIRATION]->val1; - if(sc->data[SC_GS_ADJUSTMENT]) - hit -= 30; - if(sc->data[SC_GS_ACCURACY]) - hit += 20; // RockmanEXE; changed based on updated [Reddozen] - if(sc->data[SC_MER_HIT]) - hit += sc->data[SC_MER_HIT]->val2; - - if(sc->data[SC_INCHITRATE]) - hit += hit * sc->data[SC_INCHITRATE]->val1/100; - if(sc->data[SC_BLIND]) - hit -= hit * 25/100; - if(sc->data[SC__GROOMY]) - hit -= hit * sc->data[SC__GROOMY]->val3 / 100; - if(sc->data[SC_FEAR]) - hit -= hit * 20 / 100; - if (sc->data[SC_VOLCANIC_ASH]) - hit /= 2; - - return (short)cap_value(hit,1,SHRT_MAX); -} - -static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) -{ - if( bl->type == BL_PC ) - { - if( map_flag_gvg(bl->m) ) - flee -= flee * battle_config.gvg_flee_penalty/100; - else if( map[bl->m].flag.battleground ) - flee -= flee * battle_config.bg_flee_penalty/100; - } - - if(!sc || !sc->count) - return cap_value(flee,1,SHRT_MAX); - - if( !viewable ){ - /* some statuses that are hidden in the status window */ - return (short)cap_value(flee,1,SHRT_MAX); - } - - if(sc->data[SC_INCFLEE]) - flee += sc->data[SC_INCFLEE]->val1; - if(sc->data[SC_FOOD_BASICAVOIDANCE]) - flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1; - if(sc->data[SC_WHISTLE]) - flee += sc->data[SC_WHISTLE]->val2; - if(sc->data[SC_WINDWALK]) - flee += sc->data[SC_WINDWALK]->val2; - if(sc->data[SC_VIOLENTGALE]) - flee += sc->data[SC_VIOLENTGALE]->val2; - if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka] - flee += sc->data[SC_MOON_COMFORT]->val2; - if(sc->data[SC_RG_CCONFINE_M]) - flee += 10; - if (sc->data[SC_ANGRIFFS_MODUS]) - flee -= sc->data[SC_ANGRIFFS_MODUS]->val3; - if (sc->data[SC_OVERED_BOOST]) - flee = max(flee,sc->data[SC_OVERED_BOOST]->val2); - if(sc->data[SC_GS_ADJUSTMENT]) - flee += 30; - if(sc->data[SC_HLIF_SPEED]) - flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10; - if(sc->data[SC_GS_GATLINGFEVER]) - flee -= sc->data[SC_GS_GATLINGFEVER]->val4; - if(sc->data[SC_PARTYFLEE]) - flee += sc->data[SC_PARTYFLEE]->val1 * 10; - if(sc->data[SC_MER_FLEE]) - flee += sc->data[SC_MER_FLEE]->val2; - if( sc->data[SC_HALLUCINATIONWALK] ) - flee += sc->data[SC_HALLUCINATIONWALK]->val2; - if( sc->data[SC_WATER_BARRIER] ) - flee -= sc->data[SC_WATER_BARRIER]->val3; -#ifdef RENEWAL - if( sc->data[SC_SPEARQUICKEN] ) - flee += 2 * sc->data[SC_SPEARQUICKEN]->val1; -#endif - - if(sc->data[SC_INCFLEERATE]) - flee += flee * sc->data[SC_INCFLEERATE]->val1/100; - if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) - flee -= flee * 50/100; - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) - flee -= flee * 50/100; - if(sc->data[SC_BLIND]) - flee -= flee * 25/100; - if(sc->data[SC_FEAR]) - flee -= flee * 20 / 100; - if(sc->data[SC_PARALYSE]) - flee -= flee * 10 / 100; // 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; - 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; - if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob - if(status_get_element(bl) == ELE_WATER) //water type - flee /= 2; - } - - return (short)cap_value(flee,1,SHRT_MAX); -} - -static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable) -{ - if(!sc || !sc->count) - return cap_value(flee2,10,SHRT_MAX); - - if( !viewable ){ - /* some statuses that are hidden in the status window */ - return (short)cap_value(flee2,10,SHRT_MAX); - } - - if(sc->data[SC_PLUSAVOIDVALUE]) - flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2; - if(sc->data[SC_WHISTLE]) - flee2 += sc->data[SC_WHISTLE]->val3*10; - if(sc->data[SC__UNLUCKY]) - flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100; - - return (short)cap_value(flee2,10,SHRT_MAX); -} -defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) { - - if(!sc || !sc->count) - return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); - - if( !viewable ){ - /* some statuses that are hidden in the status window */ - if( sc && sc->data[SC_CAMOUFLAGE] ) - def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100; - if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 ) - def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4; - return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); - } - - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) - return 0; - if(sc->data[SC_SKA]) - return sc->data[SC_SKA]->val3; - if(sc->data[SC_BARRIER]) - return 100; - if(sc->data[SC_KEEPING]) - return 90; -#ifndef RENEWAL // does not provide 90 DEF in renewal mode - if(sc->data[SC_STEELBODY]) - return 90; -#endif - - if(sc->data[SC_STONESKIN]) - def += sc->data[SC_STONESKIN]->val2; - if(sc->data[SC_DRUMBATTLE]) - def += sc->data[SC_DRUMBATTLE]->val3; - if(sc->data[SC_HAMI_DEFENCE]) //[orn] - def += sc->data[SC_HAMI_DEFENCE]->val2 ; - if(sc->data[SC_INCDEFRATE]) - def += def * sc->data[SC_INCDEFRATE]->val1/100; - if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) - def += 50; - if(sc->data[SC_ODINS_POWER]) - def -= 20; - if( sc->data[SC_ANGRIFFS_MODUS] ) - def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1; - if(sc->data[SC_STONEHARDSKIN]) - def += sc->data[SC_STONEHARDSKIN]->val1; - if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - def >>=1; - if(sc->data[SC_FREEZE]) - def >>=1; - if(sc->data[SC_CRUCIS]) - def -= def * sc->data[SC_CRUCIS]->val2/100; - if(sc->data[SC_LKCONCENTRATION]) - def -= def * sc->data[SC_LKCONCENTRATION]->val4/100; - if(sc->data[SC_SKE]) - 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]) - def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100; - if (sc->data[SC_FLING]) - def -= def * (sc->data[SC_FLING]->val2)/100; - if( sc->data[SC_ANALYZE] ) - def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; - if( sc->data[SC_FORCEOFVANGUARD] ) - def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; - if(sc->data[SC_SATURDAY_NIGHT_FEVER]) - 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_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_PRESTIGE] ) - def += def * sc->data[SC_PRESTIGE]->val1 / 100; - if( sc->data[SC_FROSTMISTY] ) - def -= def * 10 / 100; - if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ - if(status_get_race(bl)==RC_PLANT) - def /= 2; - } - - return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); -} - -signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable) -{ - if(!sc || !sc->count) -#ifdef RENEWAL - return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); -#else - return (short)cap_value(def2,1,SHRT_MAX); -#endif - - if( !viewable ){ - /* some statuses that are hidden in the status window */ -#ifdef RENEWAL - if( sc && sc->data[SC_ASSUMPTIO] ) - def2 <<= 1; -#endif - if( sc && sc->data[SC_CAMOUFLAGE] ) - def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100; -#ifdef RENEWAL - return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); -#else - return (short)cap_value(def2,1,SHRT_MAX); -#endif - } - - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) - return 0; - if(sc->data[SC_ETERNALCHAOS]) - 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; -#else - def2 += def2 * sc->data[SC_ANGELUS]->val2/100; - if(sc->data[SC_LKCONCENTRATION]) - def2 -= def2 * sc->data[SC_LKCONCENTRATION]->val4/100; -#endif - if(sc->data[SC_POISON]) - def2 -= def2 * 25/100; - if(sc->data[SC_DPOISON]) - def2 -= def2 * 25/100; - if(sc->data[SC_SKE]) - def2 -= def2 * 50/100; - if(sc->data[SC_PROVOKE]) - def2 -= def2 * sc->data[SC_PROVOKE]->val4/100; - if(sc->data[SC_JOINTBEAT]) - def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100 - + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100; - if(sc->data[SC_FLING]) - def2 -= def2 * (sc->data[SC_FLING]->val3)/100; - 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; - if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ - if(status_get_race(bl)==RC_PLANT) - def2 /= 2; - } - if (sc->data[SC_NEEDLE_OF_PARALYZE]) - def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100; - -#ifdef RENEWAL - return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); -#else - return (short)cap_value(def2,1,SHRT_MAX); -#endif -} - - -defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable) { - - if(!sc || !sc->count) - return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); - - if( !viewable ){ - /* some statuses that are hidden in the status window */ - return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); - } - - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) - return 0; - if(sc->data[SC_BARRIER]) - return 100; - -#ifndef RENEWAL // no longer provides 90 MDEF in renewal mode - if(sc->data[SC_STEELBODY]) - return 90; -#endif - - if(sc->data[SC_STONESKIN]) - mdef += sc->data[SC_STONESKIN]->val3; - if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) - mdef += 50; - if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1. - mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1; - if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech] - mdef += sc->data[SC_STONEHARDSKIN]->val1; - if(sc->data[SC_WATER_BARRIER]) - mdef += sc->data[SC_WATER_BARRIER]->val2; - if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - mdef += 25*mdef/100; - if(sc->data[SC_FREEZE]) - mdef += 25*mdef/100; - if(sc->data[SC_ANALYZE]) - mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; - if(sc->data[SC_SYMPHONY_LOVE]) - 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_ODINS_POWER]) - mdef -= 20 * sc->data[SC_ODINS_POWER]->val1; - if(sc->data[SC_BURNING]) - mdef -= mdef *25 / 100; - - return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); -} - -signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable) -{ - if(!sc || !sc->count) -#ifdef RENEWAL - return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); -#else - return (short)cap_value(mdef2,1,SHRT_MAX); -#endif - - if( !viewable ){ - /* some statuses that are hidden in the status window */ -#ifdef RENEWAL - if(sc && sc->data[SC_ASSUMPTIO]) - mdef2 <<= 1; - return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); -#else - return (short)cap_value(mdef2,1,SHRT_MAX); -#endif - } - - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) - return 0; - if(sc->data[SC_SKA]) - return 90; - if(sc->data[SC_MINDBREAKER]) - mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100; - if(sc->data[SC_ANALYZE]) - mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; - -#ifdef RENEWAL - return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); -#else - return (short)cap_value(mdef2,1,SHRT_MAX); -#endif -} - -static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) -{ - TBL_PC* sd = BL_CAST(BL_PC, bl); - int speed_rate; - - if( sc == NULL ) - return cap_value(speed,10,USHRT_MAX); - - if (sd && sd->state.permanent_speed) - return (short)cap_value(speed,10,USHRT_MAX); - - 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); - else - speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST); - } - else - { - speed_rate = 100; - - //GetMoveHasteValue2() - { - int val = 0; - - if( sc->data[SC_FUSION] ) - val = 25; - else if( sd ) { - if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON) || sd->sc.data[SC_ALL_RIDING] ) - val = 25;//Same bonus - else if( pc_isridingwug(sd) ) - val = 15 + 5 * pc->checkskill(sd, RA_WUGRIDER); - else if( pc_ismadogear(sd) ) { - val = (- 10 * (5 - pc->checkskill(sd,NC_MADOLICENCE))); - if( sc->data[SC_ACCELERATION] ) - val += 25; - } - } - - speed_rate -= val; - } - - //GetMoveSlowValue() - { - int val = 0; - - if( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 ) - val = 120 - 6 * pc->checkskill(sd,RG_TUNNELDRIVE); - else - if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 ) - val = sc->data[SC_CHASEWALK]->val3; - else - { - // Longing for Freedom cancels song/dance penalty - if( sc->data[SC_LONGING] ) - val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 ); - else - if( sd && sc->data[SC_DANCING] ) - val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); - - 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) ) - val = max( val, 50 ); - if( sc->data[SC_DONTFORGETME] ) - val = max( val, sc->data[SC_DONTFORGETME]->val3 ); - if( sc->data[SC_CURSE] ) - val = max( val, 300 ); - if( sc->data[SC_CHASEWALK] ) - val = max( val, sc->data[SC_CHASEWALK]->val3 ); - if( sc->data[SC_WEDDING] ) - val = max( val, 100 ); - if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) ) - val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) ); - if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 ) - val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 ); - if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY ) - val = max( val, 75 ); - if( sc->data[SC_SLOWDOWN] ) // Slow Potion - val = max( val, 100 ); - if( sc->data[SC_GS_GATLINGFEVER] ) - val = max( val, 100 ); - if( sc->data[SC_NJ_SUITON] ) - val = max( val, sc->data[SC_NJ_SUITON]->val3 ); - if( sc->data[SC_SWOO] ) - val = max( val, 300 ); - if( sc->data[SC_FROSTMISTY] ) - val = max( val, 50 ); - if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 ) - 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_STEALTHFIELD_MASTER] ) - val = max( val, 30 ); - if( sc->data[SC_BANDING_DEFENCE] ) - val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed. - if( sc->data[SC_ROCK_CRUSHER_ATK] ) - val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 ); - if( sc->data[SC_POWER_OF_GAIA] ) - val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 ); - if( sc->data[SC_MELON_BOMB] ) - val = max( val, sc->data[SC_MELON_BOMB]->val1 ); - - if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end. - val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 ); - - if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup - val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate ); - } - - speed_rate += val; - } - - //GetMoveHasteValue1() - { - int val = 0; - - if( sc->data[SC_MOVHASTE_INFINITY] ) //FIXME: used both by NPC_AGIUP and Speed Potion script - val = max( val, 50 ); - if( sc->data[SC_INC_AGI] ) - val = max( val, 25 ); - if( sc->data[SC_WINDWALK] ) - val = max( val, 2 * sc->data[SC_WINDWALK]->val1 ); - if( sc->data[SC_CARTBOOST] ) - val = max( val, 20 ); - if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc->checkskill(sd,TF_MISS) > 0 ) - val = max( val, 1 * pc->checkskill(sd,TF_MISS) ); - if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 ) - val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 ); - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) - val = max( val, 25 ); - if( sc->data[SC_RUN] ) - val = max( val, 55 ); - if( sc->data[SC_HLIF_AVOID] ) - val = max( val, 10 * sc->data[SC_HLIF_AVOID]->val1 ); - if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) - val = max( val, 75 ); - if( sc->data[SC_CLOAKINGEXCEED] ) - val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3); - if( sc->data[SC_HOVERING] ) - val = max( val, 10 ); - 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 ); - if( sc->data[SC_WIND_STEP_OPTION] ) - val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 ); - if( sc->data[SC_FULL_THROTTLE] ) - val = max( val, 30); - //FIXME: official items use a single bonus for this [ultramage] - if( sc->data[SC_MOVHASTE_HORSE] ) // temporary item-based speedup - val = max( val, 25 ); - if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup - val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) ); - - speed_rate -= val; - } - - if( speed_rate < 40 ) - speed_rate = 40; - } - - //GetSpeed() - { - if( sd && pc_iscarton(sd) ) - speed += speed * (50 - 5 * pc->checkskill(sd,MC_PUSHCART)) / 100; - if( sc->data[SC_PARALYSE] ) - speed += speed * 50 / 100; - if( sc->data[SC_REBOUND] ) - speed += max(speed, 100); - if( speed_rate != 100 ) - speed = speed * speed_rate / 100; - if( sc->data[SC_STEELBODY] ) - speed = 200; - if( sc->data[SC_DEFENDER] ) - speed = max(speed, 200); - if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed - speed = speed * 100 / sc->data[SC_WALKSPEED]->val1; - - } - - return (short)cap_value(speed,10,USHRT_MAX); -} - -#ifdef RENEWAL_ASPD -// flag&1 - fixed value [malufett] -// flag&2 - percentage value -static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag) -{ - int i, pots = 0, skills1 = 0, skills2 = 0; - - if(!sc || !sc->count) - return 0; - - if(sc->data[i=SC_ATTHASTE_INFINITY] || - sc->data[i=SC_ATTHASTE_POTION3] || - sc->data[i=SC_ATTHASTE_POTION2] || - sc->data[i=SC_ATTHASTE_POTION1]) - pots += sc->data[i]->val1; - - if( !sc->data[SC_QUAGMIRE] ){ - if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7) - skills1 = 7; - - if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7; - - if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info - skills1 = 7; - - if(sc->data[SC_ADRENALINE2] && skills1 < 6) - skills1 = 6; - - if(sc->data[SC_ADRENALINE] && skills1 < 7) - skills1 = 7; - - if(sc->data[SC_SPEARQUICKEN] && skills1 < 7) - skills1 = 7; - - if(sc->data[SC_HLIF_FLEET] && skills1 < 5) - skills1 = 5; - } - - if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15) - skills1 = 15; - else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20) - skills1 = 20; - - if(sc->data[SC_DONTFORGETME]) - skills2 -= sc->data[SC_DONTFORGETME]->val2; - if(sc->data[SC_LONGING]) - skills2 -= sc->data[SC_LONGING]->val2; - if(sc->data[SC_STEELBODY]) - skills2 -= 25; - if(sc->data[SC_SKA]) - skills2 -= 25; - if(sc->data[SC_DEFENDER]) - skills2 -= sc->data[SC_DEFENDER]->val4 / 10; - if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info - skills2 -= 25; - if(sc->data[SC_GRAVITATION]) - skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info - if(sc->data[SC_JOINTBEAT]) { // needs more info - if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) - skills2 -= 25; - if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) - skills2 -= 10; - } - if( sc->data[SC_FROSTMISTY] ) - skills2 -= 15; - if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) - skills2 -= 50; - if( sc->data[SC_PARALYSE] ) - skills2 -= 10; - if( sc->data[SC__BODYPAINT] ) - skills2 -= 2 + 5 * 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; - 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; - if( sc->data[SC_DANCE_WITH_WUG] ) - skills2 += sc->data[SC_DANCE_WITH_WUG]->val3; - if( sc->data[SC_GENTLETOUCH_CHANGE] ) - skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3; - if( sc->data[SC_BOOST500] ) - skills2 += sc->data[SC_BOOST500]->val1; - if( sc->data[SC_EXTRACT_SALAMINE_JUICE] ) - skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1; - if( sc->data[SC_INCASPDRATE] ) - skills2 += sc->data[SC_INCASPDRATE]->val1; - if( sc->data[SC_GS_GATLINGFEVER] ) - skills2 += sc->data[SC_GS_GATLINGFEVER]->val1; - if( sc->data[SC_STAR_COMFORT] ) - skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1; - if( sc->data[SC_ASSNCROS] && !skills1){ - if (bl->type!=BL_PC) - skills2 += sc->data[SC_ASSNCROS]->val2; - else - switch(((TBL_PC*)bl)->status.weapon) - { - case W_BOW: - case W_REVOLVER: - case W_RIFLE: - case W_GATLING: - case W_SHOTGUN: - case W_GRENADE: - break; - default: - skills2 += sc->data[SC_ASSNCROS]->val2; - } - } - return ( flag&1? (skills1 + pots) : skills2 ); -} -#endif - -static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) { - if (!sc || !sc->count) - return cap_value(aspd, 0, 2000); - - if (!sc->data[SC_QUAGMIRE]) { - if (sc->data[SC_OVERED_BOOST]) - aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10; - } - - if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] - || sc->data[SC_WILD_STORM_OPTION])) - aspd -= 50; // +5 ASPD - if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) - aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40; - - return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway -} - -/// Calculates an object's ASPD modifier (alters the base amotion value). -/// Note that the scale of aspd_rate is 1000 = 100%. -static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) -{ - int i; - - if(!sc || !sc->count) - return cap_value(aspd_rate,0,SHRT_MAX); - - if( !sc->data[SC_QUAGMIRE] ){ - int max = 0; - if(sc->data[SC_STAR_COMFORT]) - max = sc->data[SC_STAR_COMFORT]->val2; - - if(sc->data[SC_TWOHANDQUICKEN] && - max < sc->data[SC_TWOHANDQUICKEN]->val2) - max = sc->data[SC_TWOHANDQUICKEN]->val2; - - if(sc->data[SC_ONEHANDQUICKEN] && - max < sc->data[SC_ONEHANDQUICKEN]->val2) - max = sc->data[SC_ONEHANDQUICKEN]->val2; - - if(sc->data[SC_MER_QUICKEN] && - max < sc->data[SC_MER_QUICKEN]->val2) - max = sc->data[SC_MER_QUICKEN]->val2; - - if(sc->data[SC_ADRENALINE2] && - max < sc->data[SC_ADRENALINE2]->val3) - max = sc->data[SC_ADRENALINE2]->val3; - - if(sc->data[SC_ADRENALINE] && - max < sc->data[SC_ADRENALINE]->val3) - max = sc->data[SC_ADRENALINE]->val3; - - if(sc->data[SC_SPEARQUICKEN] && - max < sc->data[SC_SPEARQUICKEN]->val2) - max = sc->data[SC_SPEARQUICKEN]->val2; - - if(sc->data[SC_GS_GATLINGFEVER] && - max < sc->data[SC_GS_GATLINGFEVER]->val2) - max = sc->data[SC_GS_GATLINGFEVER]->val2; - - if(sc->data[SC_HLIF_FLEET] && - max < sc->data[SC_HLIF_FLEET]->val2) - max = sc->data[SC_HLIF_FLEET]->val2; - - if(sc->data[SC_ASSNCROS] && - max < sc->data[SC_ASSNCROS]->val2) - { - if (bl->type!=BL_PC) - max = sc->data[SC_ASSNCROS]->val2; - else - switch(((TBL_PC*)bl)->status.weapon) - { - case W_BOW: - case W_REVOLVER: - case W_RIFLE: - case W_GATLING: - case W_SHOTGUN: - case W_GRENADE: - break; - default: - max = sc->data[SC_ASSNCROS]->val2; - } - } - aspd_rate -= max; - - if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) - aspd_rate -= 300; - else if(sc->data[SC_GS_MADNESSCANCEL]) - aspd_rate -= 200; - } - - if( sc->data[i=SC_ATTHASTE_INFINITY] || - sc->data[i=SC_ATTHASTE_POTION3] || - sc->data[i=SC_ATTHASTE_POTION2] || - sc->data[i=SC_ATTHASTE_POTION1] ) - aspd_rate -= sc->data[i]->val2; - - if(sc->data[SC_DONTFORGETME]) - aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2; - if(sc->data[SC_LONGING]) - aspd_rate += sc->data[SC_LONGING]->val2; - if(sc->data[SC_STEELBODY]) - aspd_rate += 250; - if(sc->data[SC_SKA]) - aspd_rate += 250; - if(sc->data[SC_DEFENDER]) - aspd_rate += sc->data[SC_DEFENDER]->val4; - if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) - aspd_rate += 250; - if(sc->data[SC_GRAVITATION]) - aspd_rate += sc->data[SC_GRAVITATION]->val2; - if(sc->data[SC_JOINTBEAT]) { - if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) - aspd_rate += 250; - if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) - aspd_rate += 100; - } - if( sc->data[SC_FROSTMISTY] ) - aspd_rate += 150; - if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) - aspd_rate += 500; - if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) - aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2; - if( sc->data[SC_PARALYSE] ) - aspd_rate += 100; - if( sc->data[SC__BODYPAINT] ) - aspd_rate += 200 + 50 * 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; - 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; - if( sc->data[SC_EARTHDRIVE] ) - aspd_rate += 250; - if( sc->data[SC_GENTLETOUCH_CHANGE] ) - aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10; - if( sc->data[SC_MELON_BOMB] ) - aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10; - if( sc->data[SC_BOOST500] ) - aspd_rate -= sc->data[SC_BOOST500]->val1 *10; - if( sc->data[SC_EXTRACT_SALAMINE_JUICE] ) - aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10; - if( sc->data[SC_INCASPDRATE] ) - aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10; - if( sc->data[SC_PAIN_KILLER]) - aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10; - if( sc->data[SC_GOLDENE_FERSE]) - aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10; - - return (short)cap_value(aspd_rate,0,SHRT_MAX); -} - -static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) -{ - if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground ) - return cap_value(dmotion,0,USHRT_MAX); - /** - * It has been confirmed on official servers that MvP mobs have no dmotion even without endure - **/ - if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) ) - return 0; - if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] ) - return 0; - - return (unsigned short)cap_value(dmotion,0,USHRT_MAX); -} - -static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp) -{ - if(!sc || !sc->count) - return (unsigned int)cap_value(maxhp,1,UINT_MAX); - - if(sc->data[SC_INCMHPRATE]) - maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100; - if(sc->data[SC_INCMHP]) - maxhp += (sc->data[SC_INCMHP]->val1); - if(sc->data[SC_APPLEIDUN]) - maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; - if(sc->data[SC_DELUGE]) - maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; - if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) - maxhp += maxhp * 2; - if(sc->data[SC_MARIONETTE_MASTER]) - maxhp -= 1000; - if(sc->data[SC_SOLID_SKIN_OPTION]) - maxhp += 2000;// Fix amount. - if(sc->data[SC_POWER_OF_GAIA]) - maxhp += 3000; - if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) - maxhp += 500; - - if(sc->data[SC_MER_HP]) - maxhp += maxhp * sc->data[SC_MER_HP]->val2/100; - - if(sc->data[SC_EPICLESIS]) - maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100; - if(sc->data[SC_VENOMBLEED]) - maxhp -= maxhp * 15 / 100; - 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; - 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_RAISINGDRAGON]) - maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; - if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] % - maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100; - if(sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] % - maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100; - if(sc->data[SC_MUSTLE_M]) - maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100; - if(sc->data[SC_MYSTERIOUS_POWDER]) - 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_ANGRIFFS_MODUS]) - maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100; - if (sc->data[SC_GOLDENE_FERSE]) - maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100; - if(sc->data[SC_FRIGG_SONG]) - maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100; - - return (unsigned int)cap_value(maxhp,1,UINT_MAX); -} - -static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) -{ - if(!sc || !sc->count) - return cap_value(maxsp,1,UINT_MAX); - - if(sc->data[SC_INCMSPRATE]) - maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100; - if(sc->data[SC_INCMSP]) - maxsp += (sc->data[SC_INCMSP]->val1); - if(sc->data[SC_SERVICEFORYOU]) - maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100; - if(sc->data[SC_MER_SP]) - maxsp += maxsp * sc->data[SC_MER_SP]->val2/100; - if(sc->data[SC_RAISINGDRAGON]) - maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; - if(sc->data[SC_LIFE_FORCE_F]) - maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100; - if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) - maxsp += 50; - - return cap_value(maxsp,1,UINT_MAX); -} - -static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) -{ - if(!sc || !sc->count) - return element; - - if(sc->data[SC_FREEZE]) - return ELE_WATER; - if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - return ELE_EARTH; - if(sc->data[SC_BENEDICTIO]) - return ELE_HOLY; - if(sc->data[SC_PROPERTYUNDEAD]) - return ELE_UNDEAD; - if(sc->data[SC_ARMOR_PROPERTY]) - return sc->data[SC_ARMOR_PROPERTY]->val2; - if(sc->data[SC_SHAPESHIFT]) - return sc->data[SC_SHAPESHIFT]->val2; - - return (unsigned char)cap_value(element,0,UCHAR_MAX); -} - -static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) -{ - if(!sc || !sc->count) - return lv; - - if(sc->data[SC_FREEZE]) - return 1; - if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - return 1; - if(sc->data[SC_BENEDICTIO]) - return 1; - if(sc->data[SC_PROPERTYUNDEAD]) - return 1; - if(sc->data[SC_ARMOR_PROPERTY]) - return sc->data[SC_ARMOR_PROPERTY]->val1; - if(sc->data[SC_SHAPESHIFT]) - return 1; - if(sc->data[SC__INVISIBILITY]) - return 1; - - return (unsigned char)cap_value(lv,1,4); -} - - -unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element) -{ - if(!sc || !sc->count) - return element; - if(sc->data[SC_ENCHANTARMS]) - return sc->data[SC_ENCHANTARMS]->val2; - if(sc->data[SC_PROPERTYWATER] - || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) - return ELE_WATER; - if(sc->data[SC_PROPERTYGROUND] - || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) - return ELE_EARTH; - if(sc->data[SC_PROPERTYFIRE] - || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) - return ELE_FIRE; - if(sc->data[SC_PROPERTYWIND] - || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) - return ELE_WIND; - if(sc->data[SC_ENCHANTPOISON]) - return ELE_POISON; - if(sc->data[SC_ASPERSIO]) - return ELE_HOLY; - if(sc->data[SC_PROPERTYDARK]) - return ELE_DARK; - if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY]) - return ELE_GHOST; - if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] ) - return ELE_WATER; - if(sc->data[SC_PYROCLASTIC]) - return ELE_FIRE; - return (unsigned char)cap_value(element,0,UCHAR_MAX); -} - -static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) -{ - if(!sc || !sc->count) - return mode; - if(sc->data[SC_MODECHANGE]) { - if (sc->data[SC_MODECHANGE]->val2) - mode = sc->data[SC_MODECHANGE]->val2; //Set mode - if (sc->data[SC_MODECHANGE]->val3) - mode|= sc->data[SC_MODECHANGE]->val3; //Add mode - if (sc->data[SC_MODECHANGE]->val4) - mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode - } - return cap_value(mode,0,USHRT_MAX); -} - -const char* status_get_name(struct block_list *bl) { - nullpo_ret(bl); - switch (bl->type) { - case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name; - case BL_MOB: return ((TBL_MOB*)bl)->name; - case BL_PET: return ((TBL_PET*)bl)->pet.name; - case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name; - case BL_NPC: return ((TBL_NPC*)bl)->name; - } - return "Unknown"; -} - -/*========================================== - * Get the class of the current bl - * return - * 0 = fail - * class_id = success - *------------------------------------------*/ -int status_get_class(struct block_list *bl) { - nullpo_ret(bl); - switch( bl->type ) { - case BL_PC: return ((TBL_PC*)bl)->status.class_; - case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob. - case BL_PET: return ((TBL_PET*)bl)->pet.class_; - case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_; - case BL_MER: return ((TBL_MER*)bl)->mercenary.class_; - case BL_NPC: return ((TBL_NPC*)bl)->class_; - case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_; - } - return 0; -} -/*========================================== - * Get the base level of the current bl - * return - * 1 = fail - * level = success - *------------------------------------------*/ -int status_get_lv(struct block_list *bl) { - nullpo_ret(bl); - switch (bl->type) { - case BL_PC: return ((TBL_PC*)bl)->status.base_level; - case BL_MOB: return ((TBL_MOB*)bl)->level; - case BL_PET: return ((TBL_PET*)bl)->pet.level; - case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level; - case BL_MER: return ((TBL_MER*)bl)->db->lv; - case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv; - case BL_NPC: return ((TBL_NPC*)bl)->level; - } - return 1; -} - -struct regen_data *status_get_regen_data(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->regen; - case BL_HOM: return &((TBL_HOM*)bl)->regen; - case BL_MER: return &((TBL_MER*)bl)->regen; - case BL_ELEM: return &((TBL_ELEM*)bl)->regen; - default: - return NULL; - } -} - -struct status_data *status_get_status_data(struct block_list *bl) -{ - nullpo_retr(&dummy_status, bl); - - switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->battle_status; - case BL_MOB: return &((TBL_MOB*)bl)->status; - case BL_PET: return &((TBL_PET*)bl)->status; - case BL_HOM: return &((TBL_HOM*)bl)->battle_status; - case BL_MER: return &((TBL_MER*)bl)->battle_status; - case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status; - case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status); - default: - return &dummy_status; - } -} - -struct status_data *status_get_base_status(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->base_status; - case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status; - case BL_PET: return &((TBL_PET*)bl)->db->status; - case BL_HOM: return &((TBL_HOM*)bl)->base_status; - case BL_MER: return &((TBL_MER*)bl)->base_status; - case BL_ELEM: return &((TBL_ELEM*)bl)->base_status; - case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL); - default: - return NULL; - } -} -defType status_get_def(struct block_list *bl) { - struct unit_data *ud; - struct status_data *status = status_get_status_data(bl); - int def = status?status->def:0; - ud = unit_bl2ud(bl); - if (ud && ud->skilltimer != INVALID_TIMER) - def -= def * skill->get_castdef(ud->skill_id)/100; - - return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); -} - -unsigned short status_get_speed(struct block_list *bl) -{ - if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] - return ((struct npc_data *)bl)->speed; - return status_get_status_data(bl)->speed; -} - -int status_get_party_id(struct block_list *bl) { - nullpo_ret(bl); - switch (bl->type) { - case BL_PC: - return ((TBL_PC*)bl)->status.party_id; - case BL_PET: - if (((TBL_PET*)bl)->msd) - return ((TBL_PET*)bl)->msd->status.party_id; - break; - case BL_MOB: { - struct mob_data *md=(TBL_MOB*)bl; - if( md->master_id > 0 ) { - struct map_session_data *msd; - if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) - return msd->status.party_id; - return -md->master_id; - } - } - break; - case BL_HOM: - if (((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->status.party_id; - break; - case BL_MER: - if (((TBL_MER*)bl)->master) - return ((TBL_MER*)bl)->master->status.party_id; - break; - case BL_SKILL: - return ((TBL_SKILL*)bl)->group->party_id; - case BL_ELEM: - if (((TBL_ELEM*)bl)->master) - return ((TBL_ELEM*)bl)->master->status.party_id; - break; - } - return 0; -} - -int status_get_guild_id(struct block_list *bl) { - nullpo_ret(bl); - switch (bl->type) { - case BL_PC: - return ((TBL_PC*)bl)->status.guild_id; - case BL_PET: - if (((TBL_PET*)bl)->msd) - return ((TBL_PET*)bl)->msd->status.guild_id; - break; - case BL_MOB: { - struct map_session_data *msd; - struct mob_data *md = (struct mob_data *)bl; - if (md->guardian_data) //Guardian's guild [Skotlex] - return md->guardian_data->guild_id; - if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) - return msd->status.guild_id; //Alchemist's mobs [Skotlex] - } - break; - case BL_HOM: - if (((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->status.guild_id; - break; - case BL_MER: - if (((TBL_MER*)bl)->master) - return ((TBL_MER*)bl)->master->status.guild_id; - break; - case BL_NPC: - if (((TBL_NPC*)bl)->subtype == SCRIPT) - return ((TBL_NPC*)bl)->u.scr.guild_id; - break; - case BL_SKILL: - return ((TBL_SKILL*)bl)->group->guild_id; - case BL_ELEM: - if (((TBL_ELEM*)bl)->master) - return ((TBL_ELEM*)bl)->master->status.guild_id; - break; - } - return 0; -} - -int status_get_emblem_id(struct block_list *bl) { - nullpo_ret(bl); - switch (bl->type) { - case BL_PC: - return ((TBL_PC*)bl)->guild_emblem_id; - case BL_PET: - if (((TBL_PET*)bl)->msd) - return ((TBL_PET*)bl)->msd->guild_emblem_id; - break; - case BL_MOB: { - struct map_session_data *msd; - struct mob_data *md = (struct mob_data *)bl; - if (md->guardian_data) //Guardian's guild [Skotlex] - return md->guardian_data->emblem_id; - if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) - return msd->guild_emblem_id; //Alchemist's mobs [Skotlex] - } - break; - case BL_HOM: - if (((TBL_HOM*)bl)->master) - return ((TBL_HOM*)bl)->master->guild_emblem_id; - break; - case BL_MER: - if (((TBL_MER*)bl)->master) - return ((TBL_MER*)bl)->master->guild_emblem_id; - break; - case BL_NPC: - if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { - struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id); - if (g) - return g->emblem_id; - } - break; - case BL_ELEM: - if (((TBL_ELEM*)bl)->master) - return ((TBL_ELEM*)bl)->master->guild_emblem_id; - break; - } - return 0; -} - -int status_get_mexp(struct block_list *bl) -{ - nullpo_ret(bl); - if(bl->type==BL_MOB) - return ((struct mob_data *)bl)->db->mexp; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->db->mexp; - return 0; -} -int status_get_race2(struct block_list *bl) -{ - nullpo_ret(bl); - if(bl->type == BL_MOB) - return ((struct mob_data *)bl)->db->race2; - if(bl->type==BL_PET) - return ((struct pet_data *)bl)->db->race2; - return 0; -} - -int status_isdead(struct block_list *bl) -{ - nullpo_ret(bl); - return status_get_status_data(bl)->hp == 0; -} - -int status_isimmune(struct block_list *bl) -{ - struct status_change *sc =status_get_sc(bl); - if (sc && sc->data[SC_HERMODE]) - return 100; - - if (bl->type == BL_PC && - ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity) - return ((TBL_PC*)bl)->special_state.no_magic_damage; - return 0; -} - -struct view_data* status_get_viewdata(struct block_list *bl) -{ - nullpo_retr(NULL, bl); - switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->vd; - case BL_MOB: return ((TBL_MOB*)bl)->vd; - case BL_PET: return &((TBL_PET*)bl)->vd; - case BL_NPC: return ((TBL_NPC*)bl)->vd; - case BL_HOM: return ((TBL_HOM*)bl)->vd; - case BL_MER: return ((TBL_MER*)bl)->vd; - case BL_ELEM: return ((TBL_ELEM*)bl)->vd; - } - return NULL; -} - -void status_set_viewdata(struct block_list *bl, int class_) -{ - struct view_data* vd; - nullpo_retv(bl); - if (mobdb_checkid(class_) || mob_is_clone(class_)) - vd = mob_get_viewdata(class_); - else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS)) - vd = npc_get_viewdata(class_); - else if (homdb_checkid(class_)) - vd = homun->get_viewdata(class_); - else if (merc_class(class_)) - vd = merc_get_viewdata(class_); - else if (elemental_class(class_)) - vd = elemental_get_viewdata(class_); - else - vd = NULL; - - switch (bl->type) { - case BL_PC: - { - TBL_PC* sd = (TBL_PC*)bl; - if (pcdb_checkid(class_)) { - if (sd->sc.option&OPTION_RIDING) { - switch (class_) { //Adapt class to a Mounted one. - case JOB_KNIGHT: - class_ = JOB_KNIGHT2; - break; - case JOB_CRUSADER: - class_ = JOB_CRUSADER2; - break; - case JOB_LORD_KNIGHT: - class_ = JOB_LORD_KNIGHT2; - break; - case JOB_PALADIN: - class_ = JOB_PALADIN2; - break; - case JOB_BABY_KNIGHT: - class_ = JOB_BABY_KNIGHT2; - break; - case JOB_BABY_CRUSADER: - class_ = JOB_BABY_CRUSADER2; - break; - } - } - sd->vd.class_ = class_; - clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); - sd->vd.head_top = sd->status.head_top; - sd->vd.head_mid = sd->status.head_mid; - sd->vd.head_bottom = sd->status.head_bottom; - sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style); - sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color); - sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color); - sd->vd.robe = sd->status.robe; - sd->vd.sex = sd->status.sex; - - if ( sd->vd.cloth_color ) { - if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette ) - sd->vd.cloth_color = 0; - if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette ) - sd->vd.cloth_color = 0; - if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette ) - sd->vd.cloth_color = 0; - if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette ) - sd->vd.cloth_color = 0; - } - } else if (vd) - memcpy(&sd->vd, vd, sizeof(struct view_data)); - else - ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); - } - break; - case BL_MOB: - { - TBL_MOB* md = (TBL_MOB*)bl; - if (vd) - md->vd = vd; - else - ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); - } - break; - case BL_PET: - { - TBL_PET* pd = (TBL_PET*)bl; - if (vd) { - memcpy(&pd->vd, vd, sizeof(struct view_data)); - if (!pcdb_checkid(vd->class_)) { - pd->vd.hair_style = battle_config.pet_hair_style; - if(pd->pet.equip) { - pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); - if (!pd->vd.head_bottom) - pd->vd.head_bottom = pd->pet.equip; - } - } - } else - ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); - } - break; - case BL_NPC: - { - TBL_NPC* nd = (TBL_NPC*)bl; - if (vd) - nd->vd = vd; - else - ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); - } - break; - case BL_HOM: //[blackhole89] - { - struct homun_data *hd = (struct homun_data*)bl; - if (vd) - hd->vd = vd; - else - ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); - } - break; - case BL_MER: - { - struct mercenary_data *md = (struct mercenary_data*)bl; - if (vd) - md->vd = vd; - else - ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); - } - break; - case BL_ELEM: - { - struct elemental_data *ed = (struct elemental_data*)bl; - if (vd) - ed->vd = vd; - else - ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); - } - break; - } -} - -/// Returns the status_change data of bl or NULL if it doesn't exist. -struct status_change *status_get_sc(struct block_list *bl) { - if( bl ) { - switch (bl->type) { - case BL_PC: return &((TBL_PC*)bl)->sc; - case BL_MOB: return &((TBL_MOB*)bl)->sc; - case BL_NPC: return NULL; - case BL_HOM: return &((TBL_HOM*)bl)->sc; - case BL_MER: return &((TBL_MER*)bl)->sc; - case BL_ELEM: return &((TBL_ELEM*)bl)->sc; - } - } - return NULL; -} - -void status_change_init(struct block_list *bl) -{ - struct status_change *sc = status_get_sc(bl); - nullpo_retv(sc); - memset(sc, 0, sizeof (struct status_change)); -} - -//Applies SC defense to a given status change. -//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) -{ - //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 - struct status_data* status; - struct status_change* sc; - struct map_session_data *sd; - - nullpo_ret(bl); - - //Status that are blocked by Golden Thief Bug card or Wand of Hermod - if (status_isimmune(bl)) - switch (type) { - case SC_DEC_AGI: - case SC_SILENCE: - case SC_COMA: - case SC_INC_AGI: - case SC_BLESSING: - case SC_SLOWPOISON: - case SC_IMPOSITIO: - case SC_LEXAETERNA: - case SC_SUFFRAGIUM: - case SC_BENEDICTIO: - case SC_PROVIDENCE: - case SC_KYRIE: - case SC_ASSUMPTIO: - case SC_ANGELUS: - case SC_MAGNIFICAT: - case SC_GLORIA: - case SC_WINDWALK: - case SC_MAGICROD: - case SC_ILLUSION: - case SC_STONE: - case SC_QUAGMIRE: - case SC_NJ_SUITON: - case SC_SWING: - case SC__ENERVATION: - case SC__GROOMY: - case SC__IGNORANCE: - case SC__LAZINESS: - case SC__UNLUCKY: - case SC__WEAKNESS: - case SC__BLOODYLUST: - return 0; - } - - sd = BL_CAST(BL_PC,bl); - status = status_get_status_data(bl); - sc = status_get_sc(bl); - if( sc && !sc->count ) - sc = NULL; - switch (type) { - case SC_STUN: - case SC_POISON: - if( sc && sc->data[SC__UNLUCKY] ) - return tick; - case SC_DPOISON: - case SC_SILENCE: - case SC_BLOODING: - sc_def = status->vit*100; - sc_def2 = status->luk*10; - break; - case SC_SLEEP: - sc_def = status->int_*100; - sc_def2 = status->luk*10; - break; - case SC_DEEP_SLEEP: - sc_def = status->int_*50; - tick_def = status->int_*10 + status_get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int. - break; - case SC_DEC_AGI: - case SC_ADORAMUS: //Arch Bishop - if (sd) tick>>=1; //Half duration for players. - case SC_STONE: - //Impossible to reduce duration with stats - tick_def = 0; - tick_def2 = 0; - case SC_FREEZE: - sc_def = status->mdef*100; - sc_def2 = status->luk*10; - break; - case SC_CURSE: - //Special property: inmunity when luk is greater than level or zero - if (status->luk > status_get_lv(bl) || status->luk == 0) - return 0; - sc_def = status->luk*100; - sc_def2 = status->luk*10; - tick_def = status->vit*100; - break; - case SC_BLIND: - if( sc && sc->data[SC__UNLUCKY] ) - return tick; - sc_def = (status->vit + status->int_)*50; - sc_def2 = status->luk*10; - break; - case SC_CONFUSION: - sc_def = (status->str + status->int_)*50; - sc_def2 = status->luk*10; - break; - case SC_ANKLESNARE: - if(status->mode&MD_BOSS) // Lasts 5 times less on bosses - tick /= 5; - sc_def = status->agi*50; - break; - case SC_MAGICMIRROR: - case SC_STONESKIN: - if (sd) //Duration greatly reduced for players. - tick /= 15; - sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate - tick_def2 = 0; //No duration reduction - break; - case SC_MARSHOFABYSS: - //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second } - tick_def2 = (status->int_ + status->luk)*50; - break; - case SC_STASIS: - //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 } - tick_def2 = (status->vit + status->dex)*50; - break; - if( bl->type == BL_PC ) - tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; - else - tick -= (status->vit + status->luk) / 20 * 1000; - break; - case SC_BURNING: - tick -= 75 * status->luk + 125 * status->agi; - tick = max(tick,5000); // Minimum Duration 5s. - break; - case SC_FROSTMISTY: - tick -= 1000 * ((status->vit + status->dex) / 20); - tick = max(tick,6000); // Minimum Duration 6s. - break; - case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT) - sc_def = 100 - ( 100 - status->int_* 8 / 10 ); - sc_def = max(sc_def, 5); // minimum of 5% - break; - case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)} - rate -= status->agi*100/4; - rate = max(rate,5000); // minimum of 50% - break; - case SC_ELECTRICSHOCKER: - if( bl->type == BL_MOB ) - tick -= 1000 * (status->agi/10); - break; - case SC_COLD: - tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50); - break; - case SC_SIREN: - tick -= 1000 * ((status_get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5)); - tick = max(tick,10000); - break; - case SC_MANDRAGORA: - sc_def = (status->vit+status->luk)/5; - break; - case SC_KYOUGAKU: - tick -= 1000 * status_get_int(bl) / 20; - break; - case SC_NEEDLE_OF_PARALYZE: - tick -= 50 * (status->vit + status->luk); //(1000/20); - break; - default: - //Effect that cannot be reduced? Likely a buff. - if (!(rnd()%10000 < rate)) - return 0; - return tick?tick:1; - } - - if (sd) { - - if (battle_config.pc_sc_def_rate != 100) { - sc_def = sc_def*battle_config.pc_sc_def_rate/100; - sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100; - } - - sc_def = min(sc_def, battle_config.pc_max_sc_def*100); - sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100); - - if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) { - tick_def = tick_def*battle_config.pc_sc_def_rate/100; - tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100; - } - } else { - - if (battle_config.mob_sc_def_rate != 100) { - sc_def = sc_def*battle_config.mob_sc_def_rate/100; - sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100; - } - - sc_def = min(sc_def, battle_config.mob_max_sc_def*100); - sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100); - - if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) { - tick_def = tick_def*battle_config.mob_sc_def_rate/100; - tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100; - } - } - - if (sc) { - if (sc->data[SC_SCRESIST]) - sc_def += sc->data[SC_SCRESIST]->val1*100; //Status resist - else if (sc->data[SC_SIEGFRIED]) - sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance. - } - - //When no tick def, reduction is the same for both. - if(tick_def < 0) - tick_def = sc_def; - if(tick_def2 < 0) - tick_def2 = sc_def2; - - //Natural resistance - if (!(flag&8)) { - rate -= rate*sc_def/10000; - rate -= sc_def2; - - //Minimum chances - switch (type) { - case SC_WUGBITE: - rate = max(rate, 5000); //Minimum of 50% - break; - } - - //Item resistance (only applies to rate%) - if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) - { - if( sd->reseff[type-SC_COMMON_MIN] > 0 ) - rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000; - if( sd->sc.data[SC_TARGET_BLOOD] ) - rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100; - } - } - - if (!(rnd()%10000 < rate)) - return 0; - - //Even if a status change doesn't have a duration, it should still trigger - if (tick < 1) return 1; - - //Rate reduction - if (flag&2) - return tick; - - tick -= tick*tick_def/10000; - tick -= tick_def2; - - //Minimum durations - switch (type) { - case SC_ANKLESNARE: - case SC_MARSHOFABYSS: - case SC_STASIS: - tick = max(tick, 5000); //Minimum duration 5s - break; - case SC_BURNING: - case SC_FROSTMISTY: - tick = max(tick, 10000); //Minimum duration 10s - break; - default: - //Skills need to trigger even if the duration is reduced below 1ms - tick = max(tick, 1); - break; - } - - return tick; -} -/* [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) { - struct sc_display_entry *entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry); - - entry->type = type; - entry->val1 = dval1; - entry->val2 = dval2; - entry->val3 = dval3; - - RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count); - sd->sc_display[ sd->sc_display_count - 1 ] = entry; -} -void status_display_remove(struct map_session_data *sd, enum sc_type type) { - int i; - - for( i = 0; i < sd->sc_display_count; i++ ) { - if( sd->sc_display[i]->type == type ) - break; - } - - if( i != sd->sc_display_count ) { - int cursor; - - ers_free(pc_sc_display_ers, sd->sc_display[i]); - sd->sc_display[i] = NULL; - - /* the all-mighty compact-o-matic */ - for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) { - if( sd->sc_display[i] == NULL ) - continue; - - if( i != cursor ) { - sd->sc_display[cursor] = sd->sc_display[i]; - } - - cursor++; - } - - if( !(sd->sc_display_count = cursor) ) { - aFree(sd->sc_display); - sd->sc_display = NULL; - } - } -} -/*========================================== - * Starts a status change. - * 'type' = type, 'val1~4' depend on the type. - * 'rate' = base success rate. 10000 = 100% - * 'tick' is base duration - * 'flag': - * &1: Cannot be avoided (it has to start) - * &2: Tick should not be reduced (by vit, luk, lv, etc) - * &4: sc_data loaded, no value has to be altered. - * &8: rate should not be reduced - *------------------------------------------*/ -int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) { - struct map_session_data *sd = NULL; - struct status_change* sc; - struct status_change_entry* sce; - struct status_data *status; - struct view_data *vd; - int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0; - - nullpo_ret(bl); - sc = status_get_sc(bl); - status = status_get_status_data(bl); - - if( type <= SC_NONE || type >= SC_MAX ) - { - ShowError("status_change_start: invalid status change (%d)!\n", type); - return 0; - } - - if( !sc ) - return 0; //Unable to receive status changes - - if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters - return 0; - - if( bl->type == BL_MOB) - { - struct mob_data *md = BL_CAST(BL_MOB,bl); - if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA) - return 0; //Emperium/BG Monsters can't be afflicted by status changes - // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP) - // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc... - } - - if( sc->data[SC_REFRESH] ) { - if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed. - return 0; // Immune to status ailements - switch( type ) { - case SC_QUAGMIRE://Tester said it protects against this and decrease agi. - case SC_DEC_AGI: - case SC_BURNING: - case SC_FROSTMISTY: - //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech] - case SC_MARSHOFABYSS: - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - case SC_COLD: ////08/31/2011 - Class Balance Changes - case SC_DEEP_SLEEP: - case SC_MANDRAGORA: - return 0; - } - } else if( sc->data[SC_INSPIRATION] ) { - if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX ) - return 0; // Immune to status ailements - switch( type ) { - case SC_DEEP_SLEEP: - case SC_SATURDAY_NIGHT_FEVER: - case SC_PYREXIA: - case SC_DEATHHURT: - case SC_MAGICMUSHROOM: - case SC_VENOMBLEED: - case SC_TOXIN: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - case SC__ENERVATION: - case SC__GROOMY: - case SC__LAZINESS: - case SC__UNLUCKY: - case SC__WEAKNESS: - case SC__BODYPAINT: - case SC__IGNORANCE: - return 0; - } - } - - sd = BL_CAST(BL_PC, bl); - - //Adjust tick according to status resistances - if( !(flag&(1|4)) ) - { - tick = status_get_sc_def(bl, type, rate, tick, flag); - if( !tick ) return 0; - } - - undead_flag = battle->check_undead(status->race,status->def_ele); - //Check for inmunities / sc fails - switch (type) { - case SC_DRUMBATTLE: - case SC_NIBELUNGEN: - case SC_INTOABYSS: - case SC_SIEGFRIED: - if( bl->type == BL_PC) { - struct map_session_data *sd = BL_CAST(BL_PC,bl); - if (!sd->status.party_id) return 0; - } - break; - case SC_ANGRIFFS_MODUS: - case SC_GOLDENE_FERSE: - if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS]) - || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE]) - ) - return 0; - case SC_STONE: - if(sc->data[SC_POWER_OF_GAIA]) - return 0; - case SC_FREEZE: - //Undead are immune to Freeze/Stone - if (undead_flag && !(flag&1)) - return 0; - case SC_DEEP_SLEEP: - case SC_SLEEP: - case SC_STUN: - case SC_FROSTMISTY: - case SC_COLD: - if (sc->opt1) - return 0; //Cannot override other opt1 status changes. [Skotlex] - if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER]) - return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] - break; - - //There all like berserk, do not everlap each other - case SC__BLOODYLUST: - if(!sd) return 0; //should only affect player - case SC_BERSERK: - if (((type == SC_BERSERK) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC__BLOODYLUST])) - || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC_BERSERK])) - ) - return 0; - break; - - case SC_BURNING: - if(sc->opt1 || sc->data[SC_FROSTMISTY]) - return 0; - break; - - case SC_CRUCIS: - //Only affects demons and undead element (but not players) - if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) - return 0; - break; - case SC_LEXAETERNA: - if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] ) - return 0; - break; - case SC_KYRIE: - if (bl->type == BL_MOB) - return 0; - break; - case SC_OVERTHRUST: - if (sc->data[SC_OVERTHRUSTMAX]) - return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] - case SC_OVERTHRUSTMAX: - if( sc->option&OPTION_MADOGEAR ) - return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind] - break; - case SC_ADRENALINE: - if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE))) - return 0; - if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DEC_AGI] || - sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind] - ) - return 0; - break; - case SC_ADRENALINE2: - if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2))) - return 0; - if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DEC_AGI] - ) - return 0; - break; - case SC_MAGNIFICAT: - if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat - return 0; - break; - case SC_ONEHANDQUICKEN: - case SC_MER_QUICKEN: - case SC_TWOHANDQUICKEN: - if(sc->data[SC_DEC_AGI]) - return 0; - - case SC_INC_AGI: - if(sd && pc_issit(sd)){ - pc->setstand(sd); - clif->standing(&sd->bl); - } - - case SC_CONCENTRATION: - case SC_SPEARQUICKEN: - case SC_TRUESIGHT: - case SC_WINDWALK: - case SC_CARTBOOST: - case SC_ASSNCROS: - if (sc->data[SC_QUAGMIRE]) - return 0; - if(sc->option&OPTION_MADOGEAR) - return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind] - break; - case SC_CLOAKING: - //Avoid cloaking with no wall and low skill level. [Skotlex] - //Due to the cloaking card, we have to check the wall versus to known - //skill level rather than the used one. [Skotlex] - //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) - if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) ) - return 0; - break; - case SC_MODECHANGE: - { - int mode; - struct status_data *bstatus = status_get_base_status(bl); - if (!bstatus) return 0; - if (sc->data[type]) - { //Pile up with previous values. - if(!val2) val2 = sc->data[type]->val2; - val3 |= sc->data[type]->val3; - val4 |= sc->data[type]->val4; - } - mode = val2?val2:bstatus->mode; //Base mode - if (val4) mode&=~val4; //Del mode - if (val3) mode|= val3; //Add mode - if (mode == bstatus->mode) { //No change. - if (sc->data[type]) //Abort previous status - return status_change_end(bl, type, INVALID_TIMER); - return 0; - } - } - break; - //Strip skills, need to divest something or it fails. - case SC_NOEQUIPWEAPON: - if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data - int i; - opt_flag = 0; //Reuse to check success condition. - if(sd->bonus.unstripable_equip&EQP_WEAPON) - return 0; - - i = sd->equip_index[EQI_HAND_R]; - if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { - opt_flag|=2; - pc->unequipitem(sd,i,3); - } - if (!opt_flag) return 0; - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_NOEQUIPSHIELD: - if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. - else - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_SHIELD) - return 0; - i = sd->equip_index[EQI_HAND_L]; - if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR ) - return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_NOEQUIPARMOR: - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_ARMOR) - return 0; - i = sd->equip_index[EQI_ARMOR]; - if ( i < 0 || !sd->inventory_data[i] ) - return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_NOEQUIPHELM: - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_HELM) - return 0; - i = sd->equip_index[EQI_HEAD_TOP]; - if ( i < 0 || !sd->inventory_data[i] ) - return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HP: - case SC_MER_SP: - case SC_MER_HIT: - if( bl->type != BL_MER ) - return 0; // Stats only for Mercenaries - break; - case SC_FOOD_STR: - if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_AGI: - if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_VIT: - if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_INT: - if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_DEX: - if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_LUK: - if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_STR_CASH: - if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1) - return 0; - break; - case SC_FOOD_AGI_CASH: - if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1) - return 0; - break; - case SC_FOOD_VIT_CASH: - if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1) - return 0; - break; - case SC_FOOD_INT_CASH: - if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1) - return 0; - break; - case SC_FOOD_DEX_CASH: - if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1) - return 0; - break; - case SC_FOOD_LUK_CASH: - if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1) - return 0; - break; - case SC_CAMOUFLAGE: - if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) ) - return 0; - break; - case SC__STRIPACCESSARY: - if( sd ) { - int i = -1; - if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) { - i = sd->equip_index[EQI_ACC_L]; - if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) - pc->unequipitem(sd,i,3); //L-Accessory - } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) { - i = sd->equip_index[EQI_ACC_R]; - if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) - pc->unequipitem(sd,i,3); //R-Accessory - } - if( i < 0 ) - return 0; - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - { // it doesn't stack or even renewed - int i = SC_TOXIN; - for(; i<= SC_LEECHESEND; i++) - if(sc->data[i]) return 0; - } - break; - case SC_SATURDAY_NIGHT_FEVER: - if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST]) - return 0; - break; - case SC_OFFERTORIUM: - if (sc->data[SC_MAGNIFICAT]) - return 0; - break; - } - - //Check for BOSS resistances - if(status->mode&MD_BOSS && !(flag&1)) { - if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) - return 0; - switch (type) { - case SC_BLESSING: - case SC_DEC_AGI: - case SC_PROVOKE: - case SC_COMA: - case SC_GRAVITATION: - case SC_NJ_SUITON: - case SC_RICHMANKIM: - case SC_ROKISWEIL: - case SC_FOGWALL: - case SC_FROSTMISTY: - case SC_BURNING: - case SC_MARSHOFABYSS: - case SC_ADORAMUS: - case SC_NEEDLE_OF_PARALYZE: - case SC_DEEP_SLEEP: - case SC_COLD: - - // Exploit prevention - kRO Fix - case SC_PYREXIA: - case SC_DEATHHURT: - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - - // Ranger Effects - case SC_WUGBITE: - case SC_ELECTRICSHOCKER: - case SC_MAGNETICFIELD: - - return 0; - } - } - - //Before overlapping fail, one must check for status cured. - switch (type) { - case SC_BLESSING: - //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM - //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) { - status_change_end(bl, SC_CURSE, INVALID_TIMER); - if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - status_change_end(bl, SC_STONE, INVALID_TIMER); - } - break; - case SC_INC_AGI: - status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); - break; - case SC_QUAGMIRE: - status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); - status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - //Also blocks the ones below... - case SC_DEC_AGI: - status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); - //Also blocks the ones below... - case SC_DONTFORGETME: - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); - status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); - break; - case SC_ONEHANDQUICKEN: - //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); - break; - case SC_OVERTHRUSTMAX: - //Cancels Normal Overthrust. [Skotlex] - status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); - break; - case SC_KYRIE: - //Cancels Assumptio - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - break; - case SC_DELUGE: - if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) - status_change_end(bl, SC_BLIND, INVALID_TIMER); - break; - case SC_SILENCE: - if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) - status_change_end(bl, SC_GOSPEL, INVALID_TIMER); - break; - case SC_HIDING: - status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); - status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); - break; - case SC__BLOODYLUST: - case SC_BERSERK: - if(battle_config.berserk_cancels_buffs) { - status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); - status_change_end(bl, SC_PARRYING, INVALID_TIMER); - status_change_end(bl, SC_AURABLADE, INVALID_TIMER); - status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); - } - #ifdef RENEWAL - else { - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - } - #endif - break; - case SC_ASSUMPTIO: - status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_KAITE, INVALID_TIMER); - break; - case SC_KAITE: - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - break; - case SC_CARTBOOST: - if(sc->data[SC_DEC_AGI]) - { //Cancel Decrease Agi, but take no further effect [Skotlex] - status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); - return 0; - } - break; - case SC_FUSION: - status_change_end(bl, SC_SOULLINK, INVALID_TIMER); - break; - case SC_GS_ADJUSTMENT: - status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); - break; - case SC_GS_MADNESSCANCEL: - status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); - break; - //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up - case SC_PROPERTYUNDEAD: - status_change_end(bl, SC_BLESSING, INVALID_TIMER); - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); - break; - case SC_FOOD_STR: - status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); - break; - case SC_FOOD_AGI: - status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); - break; - case SC_FOOD_VIT: - status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); - break; - case SC_FOOD_INT: - status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); - break; - case SC_FOOD_DEX: - status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); - break; - case SC_FOOD_LUK: - status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); - break; - case SC_FOOD_STR_CASH: - status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); - break; - case SC_FOOD_AGI_CASH: - status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); - break; - case SC_FOOD_VIT_CASH: - status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); - break; - case SC_FOOD_INT_CASH: - status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); - break; - case SC_FOOD_DEX_CASH: - status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); - break; - case SC_FOOD_LUK_CASH: - status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); - break; - case SC_ENDURE: - if( val4 ) - status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); - break; - case SC_FIGHTINGSPIRIT: - status_change_end(bl, type, INVALID_TIMER); // Remove previous one. - break; - case SC_MARSHOFABYSS: - status_change_end(bl, SC_INCAGI, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); - break; - case SC_SWING: - case SC_SYMPHONY_LOVE: - case SC_MOONLIT_SERENADE: - case SC_RUSH_WINDMILL: - case SC_ECHOSONG: - case SC_HARMONIZE: //group A doesn't overlap - if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); - if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - break; - case SC_SIREN: - case SC_DEEP_SLEEP: - case SC_GLOOMYDAY: - case SC_SONG_OF_MANA: - case SC_DANCE_WITH_WUG: - case SC_SATURDAY_NIGHT_FEVER: - case SC_LERADS_DEW: - case SC_MELODYOFSINK: - case SC_BEYOND_OF_WARCRY: - case SC_UNLIMITED_HUMMING_VOICE: //group B - if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); - if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - if (type != SC_GLOOMYDAY) { - status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); - status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER); - } - if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - if (type != SC_SATURDAY_NIGHT_FEVER) { - if (sc->data[SC_SATURDAY_NIGHT_FEVER]) { - sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - } - } - break; - case SC_REFLECTSHIELD: - status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); - break; - case SC_LG_REFLECTDAMAGE: - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); - break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); - if( type != SC_SHIELDSPELL_DEF ) - status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER); - if( type != SC_SHIELDSPELL_MDEF ) - status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER); - if( type != SC_SHIELDSPELL_REF ) - status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); - break; - case SC_GENTLETOUCH_ENERGYGAIN: - case SC_GENTLETOUCH_CHANGE: - case SC_GENTLETOUCH_REVITALIZE: - if( type != SC_GENTLETOUCH_REVITALIZE ) - status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); - if( type != SC_GENTLETOUCH_ENERGYGAIN ) - status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); - if( type != SC_GENTLETOUCH_CHANGE ) - status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); - break; - case SC_INVINCIBLE: - status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); - break; - case SC_INVINCIBLEOFF: - status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); - break; - case SC_MAGICPOWER: - status_change_end(bl, type, INVALID_TIMER); - break; - } - - //Check for overlapping fails - if( (sce = sc->data[type]) ) { - switch( type ) { - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HP: - case SC_MER_SP: - case SC_MER_HIT: - if( sce->val1 > val1 ) - val1 = sce->val1; - break; - case SC_ADRENALINE: - case SC_ADRENALINE2: - case SC_WEAPONPERFECT: - case SC_OVERTHRUST: - if (sce->val2 > val2) - return 0; - break; - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - case SC_CASH_BOSS_ALARM: - case SC_STUN: - case SC_SLEEP: - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_CONFUSION: - case SC_BLIND: - case SC_BLOODING: - case SC_DPOISON: - case SC_RG_CCONFINE_S: //Can't be re-closed in. - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: - case SC_NOCHAT: - case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. - case SC__INVISIBILITY: - case SC__ENERVATION: - case SC__GROOMY: - case SC__IGNORANCE: - case SC__LAZINESS: - case SC__WEAKNESS: - case SC__UNLUCKY: - return 0; - case SC_COMBOATTACK: - case SC_DANCING: - case SC_DEVOTION: - case SC_ATTHASTE_POTION1: - case SC_ATTHASTE_POTION2: - case SC_ATTHASTE_POTION3: - case SC_ATTHASTE_INFINITY: - case SC_PLUSATTACKPOWER: - case SC_PLUSMAGICPOWER: - case SC_ENCHANTARMS: - case SC_ARMORPROPERTY: - case SC_ARMOR_RESIST: - break; - case SC_GOSPEL: - //Must not override a casting gospel char. - if(sce->val4 == BCT_SELF) - return 0; - if(sce->val1 > val1) - return 1; - break; - case SC_ENDURE: - if(sce->val4 && !val4) - return 1; //Don't let you override infinite endure. - if(sce->val1 > val1) - return 1; - break; - case SC_KAAHI: - //Kaahi overwrites previous level regardless of existing level. - //Delete timer if it exists. - if (sce->val4 != INVALID_TIMER) { - iTimer->delete_timer(sce->val4,kaahi_heal_timer); - sce->val4 = INVALID_TIMER; - } - break; - case SC_JAILED: - //When a player is already jailed, do not edit the jail data. - val2 = sce->val2; - val3 = sce->val3; - val4 = sce->val4; - break; - case SC_LERADS_DEW: - if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) - return 0; - case SC_SHAPESHIFT: - case SC_PROPERTYWALK: - break; - case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES: - if( sce->val4 && !val4 )//you cannot override master guild aura - return 0; - break; - case SC_JOINTBEAT: - val2 |= sce->val2; // stackable ailments - default: - if(sce->val1 > val1) - return 1; //Return true to not mess up skill animations. [Skotlex] - } - } - - vd = status_get_viewdata(bl); - calc_flag = StatusChangeFlagTable[type]; - if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs - switch(type) { - case SC_DEC_AGI: - case SC_INC_AGI: - val2 = 2 + val1; //Agi change - break; - case SC_ENDURE: - val2 = 7; // Hit-count [Celest] - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 ) - { - struct map_session_data *tsd; - if( sd ) - { - int i; - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); - } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); - } - //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) - if( val4 ) - tick = -1; - break; - case SC_AUTOBERSERK: - if (status->hp < status->max_hp>>2 && - (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) - sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); - tick = -1; - break; - case SC_CRUCIS: - val2 = 10 + 4*val1; //Def reduction - tick = -1; - clif->emotion(bl,E_SWT); - break; - case SC_MAXIMIZEPOWER: - tick_time = val2 = tick>0?tick:60000; - tick = -1; // duration sent to the client should be infinite - break; - case SC_EDP: // [Celest] - val2 = val1 + 2; //Chance to Poison enemies. - #ifdef RENEWAL_EDP - val3 = 50*(val1+3); - val4 = 100 * ((val1 + 1)/2 + 2); - #else - val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) - #endif - if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds - tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000; - break; - case SC_POISONREACT: - val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] - val3=50; // + 5*val1; //Chance to counter. [Skotlex] - break; - case SC_MAGICROD: - val2 = val1*20; //SP gained - break; - case SC_KYRIE: - val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb - val3 = (val1 / 2 + 5); //Hits - break; - case SC_MAGICPOWER: - //val1: Skill lv - val2 = 1; //Lasts 1 invocation - val3 = 5*val1; //Matk% increase - val4 = 0; // 0 = ready to be used, 1 = activated and running - break; - case SC_SACRIFICE: - val2 = 5; //Lasts 5 hits - tick = -1; - break; - case SC_ENCHANTPOISON: - val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate - case SC_ASPERSIO: - case SC_PROPERTYFIRE: - case SC_PROPERTYWATER: - case SC_PROPERTYWIND: - case SC_PROPERTYGROUND: - case SC_PROPERTYDARK: - case SC_PROPERTYTELEKINESIS: - skill->enchant_elemental_end(bl,type); - break; - case SC_ARMOR_PROPERTY: - // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) - // val2 : Element (When no element, random one is picked) - // val3 : 0 = called by skill 1 = called by script (fixed level) - if( !val2 ) val2 = rnd()%ELE_MAX; - - if( val1 == 1 && val3 == 0 ) - val1 = 1 + rnd()%4; - else if( val1 > 4 ) - val1 = 4; // Max Level - val3 = 0; // Not need to keep this info. - break; - case SC_PROVIDENCE: - val2=val1*5; //Race/Ele resist - break; - case SC_REFLECTSHIELD: - val2=10+val1*3; // %Dmg reflected - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) - { - struct map_session_data *tsd; - if( sd ) - { - int i; - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } - break; - case SC_NOEQUIPWEAPON: - if (!sd) //Watk reduction - val2 = 25; - break; - case SC_NOEQUIPSHIELD: - if (!sd) //Def reduction - val2 = 15; - break; - case SC_NOEQUIPARMOR: - if (!sd) //Vit reduction - val2 = 40; - break; - case SC_NOEQUIPHELM: - if (!sd) //Int reduction - val2 = 40; - break; - case SC_AUTOSPELL: - //Val1 Skill LV of Autospell - //Val2 Skill ID to cast - //Val3 Max Lv to cast - val4 = 5 + val1*2; //Chance of casting - break; - case SC_VOLCANO: - val2 = val1*10; //Watk increase - #ifndef RENEWAL - if (status->def_ele != ELE_FIRE) - val2 = 0; - #endif - break; - case SC_VIOLENTGALE: - val2 = val1*3; //Flee increase - #ifndef RENEWAL - if (status->def_ele != ELE_WIND) - val2 = 0; - #endif - break; - case SC_DELUGE: - val2 = deluge_eff[val1-1]; //HP increase - #ifndef RENEWAL - if(status->def_ele != ELE_WATER) - val2 = 0; - #endif - break; - case SC_NJ_SUITON: - if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { - //No penalties. - val2 = 0; //Agi penalty - val3 = 0; //Walk speed penalty - break; - } - val3 = 50; - val2 = 3*((val1+1)/3); - if (val1 > 4) val2--; - break; - case SC_ONEHANDQUICKEN: - case SC_TWOHANDQUICKEN: - val2 = 300; - if (val1 > 10) //For boss casted skills [Skotlex] - val2 += 20*(val1-10); - break; - case SC_MER_QUICKEN: - val2 = 300; - break; - #ifndef RENEWAL_ASPD - case SC_SPEARQUICKEN: - val2 = 200+10*val1; - break; - #endif - case SC_DANCING: - //val1 : Skill ID + LV - //val2 : Skill Group of the Dance. - //val3 : Brings the skill_lv (merged into val1 here) - //val4 : Partner - if (val1 == CG_MOONLIT) - clif->status_change(bl,SI_MOON,1,tick,0, 0, 0); - val1|= (val3<<16); - val3 = tick/1000; //Tick duration - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_LONGING: - #ifdef RENEWAL - val2 = 50 + 10 * val1; - #else - val2 = 500-100*val1; //Aspd penalty. - #endif - break; - case SC_EXPLOSIONSPIRITS: - val2 = 75 + 25*val1; //Cri bonus - break; - - case SC_ATTHASTE_POTION1: - case SC_ATTHASTE_POTION2: - case SC_ATTHASTE_POTION3: - case SC_ATTHASTE_INFINITY: - val2 = 50*(2+type-SC_ATTHASTE_POTION1); - break; - - case SC_WEDDING: - case SC_XMAS: - case SC_SUMMER: - case SC_HANBOK: - if (!vd) return 0; - //Store previous values as they could be removed. - unit_stop_attack(bl); - break; - case SC_NOCHAT: - // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? - tick = 60000; - val1 = battle_config.manner_system; //Mute filters. - if (sd) - { - clif->changestatus(sd,SP_MANNER,sd->status.manner); - clif->updatestatus(sd,SP_MANNER); - } - break; - - case SC_STONE: - val3 = tick/1000; //Petrified HP-damage iterations. - if(val3 < 1) val3 = 1; - tick = val4; //Petrifying time. - if(val4 > 500) // not with WL_SIENNAEXECRATE - tick = max(tick, 1000); //Min time - calc_flag = 0; //Actual status changes take effect on petrified state. - break; - - case SC_DPOISON: - //Lose 10/15% of your life as long as it doesn't brings life below 25% - if (status->hp > status->max_hp>>2) { - int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; - if (status->hp - diff < status->max_hp>>2) - diff = status->hp - (status->max_hp>>2); - if( val2 && bl->type == BL_MOB ) { - struct block_list* src = iMap->id2bl(val2); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,diff); - } - status_zap(bl, diff, 0); - } - // fall through - case SC_POISON: - val3 = tick/1000; //Damage iterations - if(val3 < 1) val3 = 1; - tick_time = 1000; // [GodLesZ] tick time - //val4: HP damage - if (bl->type == BL_PC) - val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200; - else - val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; - - break; - case SC_CONFUSION: - clif->emotion(bl,E_WHAT); - break; - case SC_BLOODING: - val4 = tick/10000; - if (!val4) val4 = 1; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - if( val1 == 0 ) return 0; - // val1 = heal percent/amout - // val2 = seconds between heals - // val4 = total of heals - if( val2 < 1 ) val2 = 1; - if( (val4 = tick/(val2 * 1000)) < 1 ) - val4 = 1; - tick_time = val2 * 1000; // [GodLesZ] tick time - break; - case SC_CASH_BOSS_ALARM: - if( sd != NULL ) - { - struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map - if( boss_md == NULL || boss_md->bl.prev == NULL ) - { // No MVP on this map - MVP is dead - clif->bossmapinfo(sd->fd, boss_md, 1); - return 0; // No need to start SC - } - val1 = boss_md->bl.id; - if( (val4 = tick/1000) < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - } - break; - case SC_HIDING: - val2 = tick/1000; - tick_time = 1000; // [GodLesZ] tick time - val3 = 0; // unused, previously speed adjustment - val4 = val1+3; //Seconds before SP substraction happen. - break; - case SC_CHASEWALK: - val2 = tick>0?tick:10000; //Interval at which SP is drained. - val3 = 35 - 5 * val1; //Speed adjustment. - if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE) - val3 -= 40; - val4 = 10+val1*2; //SP cost. - if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5; - break; - case SC_CLOAKING: - if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] - val1 = 10; - tick_time = val2 = tick>0?tick:60000; //SP consumption rate. - tick = -1; // duration sent to the client should be infinite - val3 = 0; // unused, previously walk speed adjustment - //val4&1 signals the presence of a wall. - //val4&2 makes cloak not end on normal attacks [Skotlex] - //val4&4 makes cloak not end on using skills - if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking. - val4 |= battle_config.pc_cloak_check_type&7; - else - val4 |= battle_config.monster_cloak_check_type&7; - break; - case SC_SIGHT: /* splash status */ - case SC_RUWACH: - case SC_WZ_SIGHTBLASTER: - val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. - val2 = tick/250; - tick_time = 10; // [GodLesZ] tick time - break; - - //Permanent effects. - case SC_LEXAETERNA: - case SC_MODECHANGE: - case SC_WEIGHTOVER50: - case SC_WEIGHTOVER90: - case SC_BROKENWEAPON: - case SC_BROKENARMOR: - case SC_STORMKICK_READY: - case SC_DOWNKICK_READY: - case SC_COUNTERKICK_READY: - case SC_TURNKICK_READY: - case SC_DODGE_READY: - case SC_PUSH_CART: - case SC_ALL_RIDING: - tick = -1; - break; - - case SC_AUTOGUARD: - if( !(flag&1) ) - { - struct map_session_data *tsd; - int i,t; - for( i = val2 = 0; i < val1; i++) - { - t = 5-(i>>1); - val2 += (t < 0)? 1:t; - } - - if( bl->type&(BL_PC|BL_MER) ) - { - if( sd ) - { - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } - } - break; - - case SC_DEFENDER: - if (!(flag&1)) - { - val2 = 5 + 15*val1; //Damage reduction - val3 = 0; // unused, previously speed adjustment - val4 = 250 - 50*val1; //Aspd adjustment - - if (sd) - { - struct map_session_data *tsd; - int i; - for (i = 0; i < 5; i++) - { //See if there are devoted characters, and pass the status to them. [Skotlex] - if (sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i]))) - status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); - } - } - } - break; - - case SC_TENSIONRELAX: - if (sd) { - pc_setsit(sd); - clif->sitting(&sd->bl); - } - val2 = 12; //SP cost - val4 = 10000; //Decrease at 10secs intervals. - val3 = tick/val4; - tick = -1; // duration sent to the client should be infinite - tick_time = val4; // [GodLesZ] tick time - break; - case SC_PARRYING: - val2 = 20 + val1*3; //Block Chance - break; - - case SC_WINDWALK: - val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 - break; - - case SC_JOINTBEAT: - if( val2&BREAK_NECK ) - sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1)); - break; - - case SC_BERSERK: - if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) - sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); - case SC__BLOODYLUST: - //HP healing is performing after the calc_status call. - //Val2 holds HP penalty - if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); - if (!val4) val4 = 10000; //Val4 holds damage interval - val3 = tick/val4; //val3 holds skill duration - tick_time = val4; // [GodLesZ] tick time - break; - - case SC_GOSPEL: - if(val4 == BCT_SELF) { // self effect - val2 = tick/10000; - tick_time = 10000; // [GodLesZ] tick time - status_change_clear_buffs(bl,3); //Remove buffs/debuffs - } - break; - - case SC_MARIONETTE_MASTER: - { - int stat; - - val3 = 0; - val4 = 0; - stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); - stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); - break; - } - case SC_MARIONETTE: - { - int stat,max_stat; - // fetch caster information - struct block_list *pbl = iMap->id2bl(val1); - struct status_change *psc = pbl?status_get_sc(pbl):NULL; - struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL; - // fetch target's stats - struct status_data* status = status_get_status_data(bl); // battle status - - if (!psce) - return 0; - - val3 = 0; - val4 = 0; - max_stat = battle_config.max_parameter; //Cap to 99 (default) - stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF); - stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF); - break; - } - case SC_SWORDREJECT: - val2 = 15*val1; //Reflect chance - val3 = 3; //Reflections - tick = -1; - break; - - case SC_MEMORIZE: - val2 = 5; //Memorized casts. - tick = -1; - break; - - case SC_GRAVITATION: - val2 = 50*val1; //aspd reduction - break; - - case SC_GDSKILL_REGENERATION: - if (val1 == 1) - val2 = 2; - else - val2 = val1; //HP Regerenation rate: 200% 200% 300% - val3 = val1; //SP Regeneration Rate: 100% 200% 300% - //if val4 comes set, this blocks regen rather than increase it. - break; - - case SC_DEVOTION: - { - struct block_list *d_bl; - struct status_change *d_sc; - - if( (d_bl = iMap->id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) - { // Inherits Status From Source - const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; - enum sc_type type2; - int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3; - while( i >= 0 ) - { - type2 = types[i]; - if( d_sc->data[type2] ) - sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status_sc2skill(type2),d_sc->data[type2]->val1)); - i--; - } - } - break; - } - - case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp - if( val3 && bl->type == BL_MOB ) { - struct block_list* src = iMap->id2bl(val3); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,status->hp - 1); - } - status_zap(bl, status->hp-1, val2?0:status->sp); - return 1; - break; - case SC_RG_CCONFINE_S: - { - struct block_list *src = val2?iMap->id2bl(val2):NULL; - struct status_change *sc2 = src?status_get_sc(src):NULL; - struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL; - if (src && sc2) { - if (!sce2) //Start lock on caster. - sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); - else { //Increase count of locked enemies and refresh time. - (sce2->val2)++; - iTimer->delete_timer(sce2->timer, status_change_timer); - sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, status_change_timer, src->id, SC_RG_CCONFINE_M); - } - } else //Status failed. - return 0; - } - break; - case SC_KAITE: - val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5 - break; - case SC_KAUPE: - switch (val1) { - case 3: //33*3 + 1 -> 100% - val2++; - case 1: - case 2: //33, 66% - val2 += 33*val1; - val3 = 1; //Dodge 1 attack total. - break; - default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] - val2 = 100; - val3 = val1-2; - break; - } - break; - - case SC_COMBOATTACK: { - //val1: Skill ID - //val2: When given, target (for autotargetting skills) - //val3: When set, this combo time should NOT delay attack/movement - //val3: TK: Last used kick - //val4: TK: Combo time - struct unit_data *ud = unit_bl2ud(bl); - if (ud && !val3) { - tick += 300 * battle_config.combo_delay_rate/100; - ud->attackabletime = iTimer->gettick()+tick; - unit_set_walkdelay(bl, iTimer->gettick(), tick, 1); - } - val3 = 0; - val4 = tick; - } - break; - case SC_EARTHSCROLL: - val2 = 11-val1; //Chance to consume: 11-skill_lv% - break; - case SC_RUN: - val4 = iTimer->gettick(); //Store time at which you started running. - tick = -1; - break; - case SC_KAAHI: - val2 = 200*val1; //HP heal - val3 = 5*val1; //SP cost - val4 = INVALID_TIMER; //Kaahi Timer. - break; - case SC_BLESSING: - if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) - val2 = val1; - else - val2 = 0; //0 -> Half stat. - break; - case SC_TRICKDEAD: - if (vd) vd->dead_sit = 1; - tick = -1; - break; - case SC_CONCENTRATION: - val2 = 2 + val1; - if (sd) { //Store the card-bonus data that should not count in the % - val3 = sd->param_bonus[1]; //Agi - val4 = sd->param_bonus[4]; //Dex - } else { - val3 = val4 = 0; - } - break; - case SC_OVERTHRUSTMAX: - val2 = 20*val1; //Power increase - break; - case SC_OVERTHRUST: - //val2 holds if it was casted on self, or is bonus received from others - val3 = 5*val1; //Power increase - if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_ADRENALINE2: - case SC_ADRENALINE: - val3 = (val2) ? 300 : 200; // aspd increase - case SC_WEAPONPERFECT: - if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_LKCONCENTRATION: - val2 = 5*val1; //Batk/Watk Increase - val3 = 10*val1; //Hit Increase - val4 = 5*val1; //Def reduction - sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect - break; - case SC_ANGELUS: - val2 = 5*val1; //def increase - break; - case SC_IMPOSITIO: - val2 = 5*val1; //watk increase - break; - case SC_MELTDOWN: - val2 = 100*val1; //Chance to break weapon - val3 = 70*val1; //Change to break armor - break; - case SC_TRUESIGHT: - val2 = 10*val1; //Critical increase - val3 = 3*val1; //Hit increase - break; - case SC_SUN_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase - break; - case SC_MOON_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase - break; - case SC_STAR_COMFORT: - val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase - break; - case SC_QUAGMIRE: - val2 = (sd?5:10)*val1; //Agi/Dex decrease. - break; - - // gs_something1 [Vicious] - case SC_GS_GATLINGFEVER: - val2 = 20*val1; //Aspd increase - val4 = 5*val1; //Flee decrease -#ifndef RENEWAL - val3 = 20+10*val1; //Batk increase -#endif - break; - - case SC_FLING: - if (bl->type == BL_PC) - val2 = 0; //No armor reduction to players. - else - val2 = 5*val1; //Def reduction - val3 = 5*val1; //Def2 reduction - break; - case SC_PROVOKE: - //val2 signals autoprovoke. - val3 = 2+3*val1; //Atk increase - val4 = 5+5*val1; //Def reduction. - break; - case SC_HLIF_AVOID: - //val2 = 10*val1; //Speed change rate. - break; - case SC_HAMI_DEFENCE: - val2 = 2*val1; //Def bonus - break; - case SC_HAMI_BLOODLUST: - val2 = 20+10*val1; //Atk rate change. - val3 = 3*val1; //Leech chance - val4 = 20; //Leech percent - break; - case SC_HLIF_FLEET: - val2 = 30*val1; //Aspd change - val3 = 5+5*val1; //bAtk/wAtk rate change - break; - case SC_MINDBREAKER: - val2 = 20*val1; //matk increase. - val3 = 12*val1; //mdef2 reduction. - break; - case SC_SKA: - val2 = tick/1000; - val3 = rnd()%100; //Def changes randomly every second... - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_JAILED: - //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. - tick = val1>0?1000:250; - if (sd) - { - if (sd->mapindex != val2) - { - int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates - map = sd->mapindex; //Current Map - //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y - pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); - //2. Set restore point (val3 -> return map, val4 return coords - val3 = map; - val4 = pos; - } else if (!val3 || val3 == sd->mapindex) { //Use save point. - val3 = sd->status.save_point.map; - val4 = (sd->status.save_point.x&0xFFFF) - |(sd->status.save_point.y<<16); - } - } - break; - case SC_NJ_UTSUSEMI: - val2=(val1+1)/2; // number of hits blocked - val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value. - break; - case SC_NJ_BUNSINJYUTSU: - val2=(val1+1)/2; // number of hits blocked - break; - case SC_HLIF_CHANGE: - val2= 30*val1; //Vit increase - val3= 20*val1; //Int increase - break; - case SC_SWOO: - if(status->mode&MD_BOSS) - tick /= 5; //TODO: Reduce skill's duration. But for how long? - break; - case SC_SPIDERWEB: - if( bl->type == BL_PC ) - tick /= 2; - break; - case SC_ARMOR: - //NPC_DEFENDER: - val2 = 80; //Damage reduction - //Attack requirements to be blocked: - val3 = BF_LONG; //Range - val4 = BF_WEAPON|BF_MISC; //Type - break; - case SC_ENCHANTARMS: - //end previous enchants - skill->enchant_elemental_end(bl,type); - //Make sure the received element is valid. - if (val2 >= ELE_MAX) - val2 = val2%ELE_MAX; - else if (val2 < 0) - val2 = rnd()%ELE_MAX; - break; - case SC_CRITICALWOUND: - val2 = 20*val1; //Heal effectiveness decrease - break; - case SC_MAGICMIRROR: - case SC_SLOWCAST: - val2 = 20*val1; //Magic reflection/cast rate - break; - - case SC_STONESKIN: - if (val2 == NPC_ANTIMAGIC) - { //Boost mdef - val2 =-20; - val3 = 20; - } else { //Boost def - val2 = 20; - val3 =-20; - } - val2*=val1; //20% per level - val3*=val1; - break; - case SC_CASH_PLUSEXP: - case SC_CASH_PLUSONLYJOBEXP: - if (val1 < 0) - val1 = 0; - break; - case SC_PLUSAVOIDVALUE: - case SC_CRITICALPERCENT: - val2 = val1*10; //Actual boost (since 100% = 1000) - break; - case SC_SUFFRAGIUM: - val2 = 15 * val1; //Speed cast decrease - break; - case SC_HEALPLUS: - if (val1 < 1) - val1 = 1; - break; - case SC_ILLUSION: - val2 = 5+val1; //Factor by which displayed damage is increased by - break; - case SC_DOUBLECASTING: - val2 = 30+10*val1; //Trigger rate - break; - case SC_KAIZEL: - val2 = 10*val1; //% of life to be revived with - break; - // case SC_ARMORPROPERTY: - // case SC_ARMOR_RESIST: - // Mod your resistance against elements: - // val1 = water | val2 = earth | val3 = fire | val4 = wind - // break; - //case ????: - //Place here SCs that have no SCB_* data, no skill associated, no ICON - //associated, and yet are not wrong/unknown. [Skotlex] - //break; - - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HIT: - val2 = 15 * val1; - break; - case SC_MER_HP: - case SC_MER_SP: - val2 = 5 * val1; - break; - case SC_REBIRTH: - val2 = 20*val1; //% of life to be revived with - break; - - case SC_MANU_DEF: - case SC_MANU_ATK: - case SC_MANU_MATK: - val2 = 1; // Manuk group - break; - case SC_SPL_DEF: - case SC_SPL_ATK: - case SC_SPL_MATK: - val2 = 2; // Splendide group - break; - /** - * General - **/ - case SC_FEAR: - val2 = 2; - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_BURNING: - val4 = tick / 3000; // Total Ticks to Burn!! - tick_time = 3000; // [GodLesZ] tick time - break; - /** - * Rune Knight - **/ - case SC_DEATHBOUND: - val2 = 500 + 100 * val1; - break; - case SC_STONEHARDSKIN: - if( sd ) - val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase - break; - case SC_FIGHTINGSPIRIT: - val_flag |= 1|2; - break; - case SC_ABUNDANCE: - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_GIANTGROWTH: - val2 = 10; // Triple damage success rate. - break; - /** - * Arch Bishop - **/ - case SC_RENOVATIO: - val4 = tick / 5000; - tick_time = 5000; - break; - case SC_SECRAMENT: - val2 = 10 * val1; - break; - case SC_VENOMIMPRESS: - val2 = 10 * val1; - val_flag |= 1|2; - break; - case SC_POISONINGWEAPON: - val_flag |= 1|2|4; - break; - case SC_WEAPONBLOCKING: - val2 = 10 + 2 * val1; // Chance - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - val_flag |= 1|2; - break; - case SC_TOXIN: - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_MAGICMUSHROOM: - val4 = tick / 4000; - tick_time = 4000; // [GodLesZ] tick time - break; - case SC_PYREXIA: - status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_LEECHESEND: - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_OBLIVIONCURSE: - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_ROLLINGCUTTER: - val_flag |= 1; - break; - case SC_CLOAKINGEXCEED: - val2 = ( val1 + 1 ) / 2; // Hits - val3 = 90 + val1 * 10; // Walk speed - val_flag |= 1|2|4; - if (bl->type == BL_PC) - val4 |= battle_config.pc_cloak_check_type&7; - else - val4 |= battle_config.monster_cloak_check_type&7; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_HALLUCINATIONWALK: - val2 = 50 * val1; // Evasion rate of physical attacks. Flee - val3 = 10 * val1; // Evasion rate of magical attacks. - val_flag |= 1|2|4; - break; - case SC_WHITEIMPRISON: - status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - break; - case SC_MARSHOFABYSS: - val2 = 6 * val1; - if( sd ) // half on players - val2 >>= 1; - break; - case SC_FROSTMISTY: - status_change_end(bl, SC_BURNING, INVALID_TIMER); - break; - case SC_READING_SB: - // val2 = sp reduction per second - tick_time = 5000; // [GodLesZ] tick time - break; - case SC_SUMMON1: - case SC_SUMMON2: - case SC_SUMMON3: - case SC_SUMMON4: - case SC_SUMMON5: - val4 = tick / 1000; - if( val4 < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1; - break; - case SC_SHAPESHIFT: - switch( val1 ) - { - case 1: val2 = ELE_FIRE; break; - case 2: val2 = ELE_EARTH; break; - case 3: val2 = ELE_WIND; break; - case 4: val2 = ELE_WATER; break; - } - break; - case SC_ELECTRICSHOCKER: - case SC_COLD: - case SC_MEIKYOUSISUI: - val4 = tick / 1000; - if( val4 < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_CAMOUFLAGE: - val4 = tick/1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_WUGDASH: - val4 = iTimer->gettick(); //Store time at which you started running. - tick = -1; - break; - case SC__SHADOWFORM: { - struct map_session_data * s_sd = iMap->id2sd(val2); - if( s_sd ) - s_sd->shadowform_id = bl->id; - val4 = tick / 1000; - val_flag |= 1|2|4; - tick_time = 1000; // [GodLesZ] tick time - } - break; - case SC__STRIPACCESSARY: - if (!sd) - val2 = 20; - break; - case SC__INVISIBILITY: - val2 = 50 - 10 * val1; // ASPD - val3 = 20 * val1; // CRITICAL - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1|2; - break; - case SC__ENERVATION: - val2 = 20 + 10 * val1; // ATK Reduction - val_flag |= 1|2; - if( sd ) pc->delspiritball(sd,sd->spiritball,0); - break; - case SC__GROOMY: - val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie] - val3 = 20 * val1; //HIT - val_flag |= 1|2|4; - if( sd ) { // Removes Animals - if( pc_isriding(sd) ) pc->setriding(sd, 0); - if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); - if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG); - if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER); - if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON); - if( sd->status.pet_id > 0 ) pet_menu(sd, 3); - if( homun_alive(sd->hd) ) homun->vaporize(sd,1); - if( sd->md ) merc_delete(sd->md,3); - } - break; - case SC__LAZINESS: - val2 = 10 + 10 * val1; // Cast reduction - val3 = 10 * val1; // Flee Reduction - val_flag |= 1|2|4; - break; - case SC__UNLUCKY: - val2 = 10 * val1; // Crit and Flee2 Reduction - val_flag |= 1|2|4; - break; - case SC__WEAKNESS: - val2 = 10 * val1; - val_flag |= 1|2; - // bypasses coating protection and MADO - sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick); - sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick); - break; - break; - case SC_GN_CARTBOOST: - if( val1 < 3 ) - val2 = 50; - else if( val1 < 5 ) - val2 = 75; - else - val2 = 100; - break; - case SC_PROPERTYWALK: - val_flag |= 1|2; - val3 = 0; - break; - case SC_WARMER: - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_COLD, INVALID_TIMER); - break; - case SC_STRIKING: - val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_BLOOD_SUCKER: - { - struct block_list *src = iMap->id2bl(val2); - val3 = 1; - if(src) - val3 = 200 + 100 * val1 + status_get_int(src); - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - } - break; - case SC_VACUUM_EXTREME: - tick -= (status->str / 20) * 1000; - val4 = val3 = tick / 100; - tick_time = 100; // [GodLesZ] tick time - break; - case SC_SWING: - val2 = 4 * val1; // Walk speed and aspd reduction. - break; - case SC_SYMPHONY_LOVE: - case SC_RUSH_WINDMILL: - case SC_ECHOSONG: - val2 = 6 * val1; - val2 += val3; //Adding 1% * Lesson Bonus - val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel - break; - case SC_MOONLIT_SERENADE: - val2 = 10 * val1; - break; - case SC_HARMONIZE: - val2 = 5 + 5 * val1; - break; - case SC_SIREN: - val4 = tick / 2000; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_DEEP_SLEEP: - val4 = tick / 2000; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_SIRCLEOFNATURE: - val2 = 1 + val1; //SP consume - val3 = 40 * val1; //HP recovery - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_SONG_OF_MANA: - val3 = 10 + (2 * val2); - val4 = tick/3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_SATURDAY_NIGHT_FEVER: - if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); - if (!val4) val4 = 3000; - val3 = tick/val4; - tick_time = val4; // [GodLesZ] tick time - break; - case SC_GLOOMYDAY: - val2 = 20 + 5 * val1; // Flee reduction. - val3 = 15 + 5 * val1; // ASPD reduction. - if( sd && rand()%100 < val1 ){ // (Skill Lv) % - val4 = 1; // reduce walk speed by half. - if( pc_isriding(sd) ) pc->setriding(sd, 0); - if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); - } - break; - case SC_GLOOMYDAY_SK: - // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. - val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 ); - break; - case SC_SITDOWN_FORCE: - case SC_BANANA_BOMB_SITDOWN_POSTDELAY: - if( sd && !pc_issit(sd) ) - { - pc_setsit(sd); - skill->sit(sd,1); - clif->sitting(bl); - } - break; - case SC_DANCE_WITH_WUG: - val3 = (5 * val1) + (1 * val2); //Still need official value. - break; - case SC_LERADS_DEW: - val3 = (5 * val1) + (1 * val2); - break; - case SC_MELODYOFSINK: - val3 = (5 * val1) + (1 * val2); - break; - case SC_BEYOND_OF_WARCRY: - val3 = (5 * val1) + (1 * val2); - break; - case SC_UNLIMITED_HUMMING_VOICE: - { - struct unit_data *ud = unit_bl2ud(bl); - if( ud == NULL ) return 0; - ud->state.skillcastcancel = 0; - val3 = 15 - (2 * val2); - } - break; - case SC_LG_REFLECTDAMAGE: - val2 = 15 + 5 * val1; - val3 = (val1==5)?20:(val1+4)*2; // SP consumption - val4 = tick/10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil] - val2 = 20 + 12 * (val1 - 1); // Chance - val3 = 5 + (2 * val1); // Max rage counters - tick = -1; //endless duration in the client - tick_time = 6000; // [GodLesZ] tick time - val_flag |= 1|2|4; - break; - case SC_EXEEDBREAK: - val1 *= 150; // 150 * skill_lv - if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars. - val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100); - val1 += 15 * (sd ? sd->status.job_level:50) + 100; - } - else // Mobs - val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] - break; - case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil] - val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage. - val1 *= 15; // Defence added - if( sd ) - val1 += 10 * pc->checkskill(sd,CR_DEFENDER); - val_flag |= 1|2; - break; - case SC_BANDING: - tick_time = 5000; // [GodLesZ] tick time - val_flag |= 1; - break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - val_flag |= 1|2; - break; - case SC_MAGNETICFIELD: - val3 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_INSPIRATION: - if( sd ) - { - val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus - val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus - } - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - status_change_clear_buffs(bl,3); //Remove buffs/debuffs - break; - case SC_SPELLFIST: - case SC_CURSEDCIRCLE_ATKER: - val_flag |= 1|2|4; - break; - case SC_CRESCENTELBOW: - val2 = 94 + val1; - val_flag |= 1|2; - break; - case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % - val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; - val_flag |= 1; - break; - case SC_RAISINGDRAGON: - val3 = tick / 5000; - tick_time = 5000; // [GodLesZ] tick time - break; - case SC_GENTLETOUCH_CHANGE: - {// take note there is no def increase as skill desc says. [malufett] - struct block_list * src; - val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % - if( (src = iMap->id2bl(val2)) ){ - val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] - val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] - } - } - break; - case SC_GENTLETOUCH_REVITALIZE: - {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] - struct block_list * src; - val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % - if( (src = iMap->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently - val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] - } - break; - case SC_PYROTECHNIC_OPTION: - val_flag |= 1|2|4; - break; - case SC_HEATER_OPTION: - val2 = 120; // Watk. TODO: Renewal (Atk2) - val3 = 33; // % Increase effects. - val4 = 3; // Change into fire element. - val_flag |= 1|2|4; - break; - case SC_TROPIC_OPTION: - val2 = 180; // Watk. TODO: Renewal (Atk2) - val3 = MG_FIREBOLT; - break; - case SC_AQUAPLAY_OPTION: - val2 = 40; - val_flag |= 1|2|4; - break; - case SC_COOLER_OPTION: - val2 = 80; // % Freezing chance - val3 = 33; // % increased damage - val4 = 1; // Change into water elemet - val_flag |= 1|2|4; - break; - case SC_CHILLY_AIR_OPTION: - val2 = 120; // Matk. TODO: Renewal (Matk1) - val3 = MG_COLDBOLT; - val_flag |= 1|2; - break; - case SC_GUST_OPTION: - val_flag |= 1|2; - break; - case SC_WIND_STEP_OPTION: - val2 = 50; // % Increase speed and flee. - break; - case SC_BLAST_OPTION: - val2 = 20; - val3 = ELE_WIND; - val_flag |= 1|2|4; - break; - case SC_WILD_STORM_OPTION: - val2 = MG_LIGHTNINGBOLT; - val_flag |= 1|2; - break; - case SC_PETROLOGY_OPTION: - val2 = 5; - val3 = 50; - val_flag |= 1|2|4; - break; - case SC_CURSED_SOIL_OPTION: - val2 = 10; - val3 = 33; - val4 = 2; - val_flag |= 1|2|4; - break; - case SC_UPHEAVAL_OPTION: - val2 = WZ_EARTHSPIKE; - val_flag |= 1|2; - break; - case SC_CIRCLE_OF_FIRE_OPTION: - val2 = 300; - val_flag |= 1|2; - break; - case SC_FIRE_CLOAK_OPTION: - case SC_WATER_DROP_OPTION: - case SC_WIND_CURTAIN_OPTION: - case SC_STONE_SHIELD_OPTION: - val2 = 20; // Elemental modifier. Not confirmed. - break; - case SC_CIRCLE_OF_FIRE: - case SC_FIRE_CLOAK: - case SC_WATER_DROP: - case SC_WATER_SCREEN: - case SC_WIND_CURTAIN: - case SC_WIND_STEP: - case SC_STONE_SHIELD: - case SC_SOLID_SKIN: - val2 = 10; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_WATER_BARRIER: - val2 = 40; // Increasement. Mdef1 ??? - val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? - val_flag |= 1|2|4; - break; - case SC_ZEPHYR: - val2 = 22; // Flee. - break; - case SC_TIDAL_WEAPON: - val2 = 20; // Increase Elemental's attack. - break; - case SC_ROCK_CRUSHER: - case SC_ROCK_CRUSHER_ATK: - case SC_POWER_OF_GAIA: - val2 = 33; - break; - case SC_MELON_BOMB: - case SC_BANANA_BOMB: - val1 = 15; - break; - case SC_STOMACHACHE: - val2 = 8; // SP consume. - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_KYOUGAKU: - val2 = 2*val1 + rand()%(3 * val1); - clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise - break; - case SC_KAGEMUSYA: - val3 = val1 * 2; - case SC_IZAYOI: - val2 = tick/1000; - tick_time = 1000; - break; - case SC_ZANGETSU: - val2 = status_get_lv(bl) / 3 + 20 * val1; - val3 = status_get_lv(bl) / 2 + 30 * val1; - val2 = (!(status_get_hp(bl)%2) ? val2 : -val3); - val3 = (!(status_get_sp(bl)%2) ? val2 : -val3); - break; - case SC_GENSOU: - { - int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5; - #define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;} - - if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2) - return 0; - - PER( 100 / (status_get_max_hp(bl) / hp) ); - status_heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1); - - PER( 100 / (status_get_max_sp(bl) / sp) ); - status_heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1); - } - break; - case SC_ANGRIFFS_MODUS: - val2 = 50 + 20 * val1; //atk bonus - val3 = 40 + 20 * val1; // Flee reduction. - val4 = tick/1000; // hp/sp reduction timer - tick_time = 1000; - break; - case SC_NEUTRALBARRIER: - tick_time = tick; - tick = -1; - break; - case SC_GOLDENE_FERSE: - val2 = 10 + 10*val1; //max hp bonus - val3 = 6 + 4 * val1; // Aspd Bonus - val4 = 2 + 2 * val1; // Chance of holy attack - break; - case SC_OVERED_BOOST: - val2 = 300 + 40*val1; //flee bonus - val3 = 179 + 2*val1; //aspd bonus - break; - case SC_GRANITIC_ARMOR: - val2 = 2*val1; //dmg reduction - val3 = 6*val1; //dmg on status end - break; - case SC_MAGMA_FLOW: - val2 = 3*val1; //activation chance - break; - case SC_PYROCLASTIC: - val2 += 10*val1; //atk bonus - break; - case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info - val2 = 2*val1; //def reduction - val3 = 500*val1; //varcast augmentation - break; - case SC_PAIN_KILLER: //[Lighta] need real info - val2 = 2*val1; //aspd reduction % - val3 = 2*val1; //dmg reduction % - if(sc->data[SC_NEEDLE_OF_PARALYZE]) - sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration - break; - case SC_STYLE_CHANGE: //[Lighta] need real info - tick = -1; - if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; - else val2 = MH_MD_FIGHTING; - break; - case SC_FULL_THROTTLE: - status_percent_heal(bl,100,0); - val2 = 7 - val1; - tick_time = 1000; - val4 = tick / tick_time; - break; - case SC_KINGS_GRACE: - val2 = 3 + val1; - tick_time = 1000; - val4 = tick / tick_time; - break; - case SC_TELEKINESIS_INTENSE: - val2 = 10 * val1; - val3 = 40 * val1; - break; - case SC_OFFERTORIUM: - val2 = 30 * val1; - break; - case SC_FRIGG_SONG: - val2 = 5 * val1; - val3 = 1000 + 100 * val1; - tick_time = 10000; - val4 = tick / tick_time; - break; - case SC_MONSTER_TRANSFORM: - if( !mobdb_checkid(val1) ) - val1 = 1002; // default poring - val_flag |= 1; - break; - default: - if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) - { //Status change with no calc, no icon, and no skill associated...? - ShowError("UnknownStatusChange [%d]\n", type); - return 0; - } - } - } else { //Special considerations when loading SC data. - switch( type ) { - case SC_WEDDING: - case SC_XMAS: - case SC_SUMMER: - case SC_HANBOK: - if( !vd ) break; - clif->changelook(bl,LOOK_BASE,vd->class_); - clif->changelook(bl,LOOK_WEAPON,0); - clif->changelook(bl,LOOK_SHIELD,0); - clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); - break; - case SC_KAAHI: - val4 = INVALID_TIMER; - break; - case SC_SUMMON1: - case SC_SUMMON2: - case SC_SUMMON3: - case SC_SUMMON4: - case SC_SUMMON5: - case SC_MONSTER_TRANSFORM: - val_flag |= 1; - break; - case SC_KYOUGAKU: - clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise - break; - } - } - - /* [Ind/Hercules] */ - if( sd && StatusDisplayType[type] ) { - int dval1 = 0, dval2 = 0, dval3 = 0; - switch( type ) { - case SC_ALL_RIDING: - dval1 = 1; - break; - default: /* all others: just copy val1 */ - dval1 = val1; - break; - } - status_display_add(sd,type,dval1,dval2,dval3); - } - - //Those that make you stop attacking/walking.... - switch (type) { - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - case SC_STONE: - case SC_DEEP_SLEEP: - if (sd && pc_issit(sd)) //Avoid sprite sync problems. - pc->setstand(sd); - case SC_TRICKDEAD: - status_change_end(bl, SC_DANCING, INVALID_TIMER); - // Cancel cast when get status [LuzZza] - if (battle_config.sc_castcancel&bl->type) - unit_skillcastcancel(bl, 0); - case SC_WHITEIMPRISON: - unit_stop_attack(bl); - case SC_STOP: - case SC_CONFUSION: - case SC_RG_CCONFINE_M: - case SC_RG_CCONFINE_S: - case SC_SPIDERWEB: - case SC_ELECTRICSHOCKER: - case SC_WUGBITE: - case SC_THORNS_TRAP: - case SC__MANHOLE: - case SC_COLD: - case SC_CURSEDCIRCLE_ATKER: - case SC_CURSEDCIRCLE_TARGET: - case SC_FEAR: - case SC_NETHERWORLD: - case SC_MEIKYOUSISUI: - case SC_KYOUGAKU: - case SC_NEEDLE_OF_PARALYZE: - case SC_DEATHBOUND: - unit_stop_walking(bl,1); - break; - case SC_ANKLESNARE: - if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) ) - unit_stop_walking(bl,1); - break; - case SC_HIDING: - case SC_CLOAKING: - case SC_CLOAKINGEXCEED: - case SC_CHASEWALK: - case SC_WEIGHTOVER90: - case SC_CAMOUFLAGE: - case SC_SIREN: - unit_stop_attack(bl); - break; - case SC_SILENCE: - if (battle_config.sc_castcancel&bl->type) - unit_skillcastcancel(bl, 0); - break; - /* */ - case SC_ITEMSCRIPT: - if( sd ) { - switch( val1 ) { - //case 4121://Phree - //case 4047://Ghostring - case 4302://Gunka - clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0); - break; - case 4132://Mistress - clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0); - break; - case 4143://Orc Hero - clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0); - break; - case 4135://Orc Lord - clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0); - break; - } - } - break; - } - - // Set option as needed. - opt_flag = 1; - switch(type) { - //OPT1 - case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break; - case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; - case SC_STUN: sc->opt1 = OPT1_STUN; break; - case SC_DEEP_SLEEP: opt_flag = 0; - case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break; - case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil] - case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break; - case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break; - //OPT2 - case SC_POISON: sc->opt2 |= OPT2_POISON; break; - case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; - case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; - - case SC_CRUCIS: - sc->opt2 |= OPT2_SIGNUMCRUCIS; - break; - - case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; - case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; - case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break; - case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; - //OPT3 - case SC_TWOHANDQUICKEN: - case SC_ONEHANDQUICKEN: - case SC_SPEARQUICKEN: - case SC_LKCONCENTRATION: - case SC_MER_QUICKEN: - sc->opt3 |= OPT3_QUICKEN; - opt_flag = 0; - break; - case SC_OVERTHRUSTMAX: - case SC_OVERTHRUST: - case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... - sc->opt3 |= OPT3_OVERTHRUST; - opt_flag = 0; - break; - case SC_ENERGYCOAT: - case SC_SKE: - sc->opt3 |= OPT3_ENERGYCOAT; - opt_flag = 0; - break; - case SC_INCATKRATE: - //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] - if (bl->type != BL_MOB) { - opt_flag = 0; - break; - } - case SC_EXPLOSIONSPIRITS: - sc->opt3 |= OPT3_EXPLOSIONSPIRITS; - opt_flag = 0; - break; - case SC_STEELBODY: - case SC_SKA: - sc->opt3 |= OPT3_STEELBODY; - opt_flag = 0; - break; - case SC_BLADESTOP: - sc->opt3 |= OPT3_BLADESTOP; - opt_flag = 0; - break; - case SC_AURABLADE: - sc->opt3 |= OPT3_AURABLADE; - opt_flag = 0; - break; - case SC_BERSERK: - opt_flag = 0; -// case SC__BLOODYLUST: - sc->opt3 |= OPT3_BERSERK; - break; -// case ???: // doesn't seem to do anything -// sc->opt3 |= OPT3_LIGHTBLADE; -// opt_flag = 0; -// break; - case SC_DANCING: - if ((val1&0xFFFF) == CG_MOONLIT) - sc->opt3 |= OPT3_MOONLIT; - opt_flag = 0; - break; - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: - sc->opt3 |= OPT3_MARIONETTE; - opt_flag = 0; - break; - case SC_ASSUMPTIO: - sc->opt3 |= OPT3_ASSUMPTIO; - opt_flag = 0; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 |= OPT3_WARM; - opt_flag = 0; - break; - case SC_KAITE: - sc->opt3 |= OPT3_KAITE; - opt_flag = 0; - break; - case SC_NJ_BUNSINJYUTSU: - sc->opt3 |= OPT3_BUNSIN; - opt_flag = 0; - break; - case SC_SOULLINK: - sc->opt3 |= OPT3_SOULLINK; - opt_flag = 0; - break; - case SC_PROPERTYUNDEAD: - sc->opt3 |= OPT3_UNDEAD; - opt_flag = 0; - break; -// case ???: // from DA_CONTRACT (looks like biolab mobs aura) -// sc->opt3 |= OPT3_CONTRACT; -// opt_flag = 0; -// break; - //OPTION - case SC_HIDING: - sc->option |= OPTION_HIDE; - opt_flag = 2; - break; - case SC_CLOAKING: - case SC_CLOAKINGEXCEED: - case SC__INVISIBILITY: - sc->option |= OPTION_CLOAK; - opt_flag = 2; - break; - case SC_CHASEWALK: - sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; - opt_flag = 2; - break; - case SC_SIGHT: - sc->option |= OPTION_SIGHT; - break; - case SC_RUWACH: - sc->option |= OPTION_RUWACH; - break; - case SC_WEDDING: - sc->option |= OPTION_WEDDING; - opt_flag |= 0x4; - break; - case SC_XMAS: - sc->option |= OPTION_XMAS; - opt_flag |= 0x4; - break; - case SC_SUMMER: - sc->option |= OPTION_SUMMER; - opt_flag |= 0x4; - break; - case SC_HANBOK: - sc->option |= OPTION_HANBOK; - opt_flag |= 0x4; - break; - case SC_ORCISH: - sc->option |= OPTION_ORCISH; - break; - case SC_FUSION: - sc->option |= OPTION_FLYING; - break; - default: - opt_flag = 0; - } - - //On Aegis, when turning on a status change, first goes the option packet, then the sc packet. - if(opt_flag) { - clif->changeoption(bl); - if( sd && opt_flag&0x4 ) { - clif->changelook(bl,LOOK_BASE,vd->class_); - clif->changelook(bl,LOOK_WEAPON,0); - clif->changelook(bl,LOOK_SHIELD,0); - clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); - } - } - if (calc_flag&SCB_DYE) { //Reset DYE color - if (vd && vd->cloth_color) { - val4 = vd->cloth_color; - clif->changelook(bl,LOOK_CLOTHES_COLOR,0); - } - calc_flag&=~SCB_DYE; - } - - if( !(flag&4 && StatusDisplayType[type]) ) - clif->status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0); - - /** - * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. - **/ - if( tick_time ) - tick = tick_time; - - //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here. - if((sce=sc->data[type])) {// reuse old sc - if( sce->timer != INVALID_TIMER ) - iTimer->delete_timer(sce->timer, status_change_timer); - } else {// new sc - ++(sc->count); - sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry); - } - sce->val1 = val1; - sce->val2 = val2; - sce->val3 = val3; - sce->val4 = val4; - if (tick >= 0) - sce->timer = iTimer->add_timer(iTimer->gettick() + tick, status_change_timer, bl->id, type); - else - sce->timer = INVALID_TIMER; //Infinite duration - - if (calc_flag) - status_calc_bl(bl,calc_flag); - - if(sd && sd->pd) - pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing - - switch (type) { - case SC__BLOODYLUST: - case SC_BERSERK: - if (!(sce->val2)) { //don't heal if already set - status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. - status_set_sp(bl, 0, 0); //Damage all SP - } - sce->val2 = 5 * status->max_hp / 100; - break; - case SC_HLIF_CHANGE: - status_percent_heal(bl, 100, 100); - break; - case SC_RUN: - { - struct unit_data *ud = unit_bl2ud(bl); - if( ud ) - ud->state.running = unit_run(bl); - } - break; - case SC_CASH_BOSS_ALARM: - clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message - break; - case SC_MER_HP: - status_percent_heal(bl, 100, 0); // Recover Full HP - break; - case SC_MER_SP: - status_percent_heal(bl, 0, 100); // Recover Full SP - break; - /** - * Ranger - **/ - case SC_WUGDASH: - { - struct unit_data *ud = unit_bl2ud(bl); - if( ud ) - ud->state.running = unit_wugdash(bl, sd); - } - break; - case SC_COMBOATTACK: - switch (sce->val1) { - case TK_STORMKICK: - clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1); - break; - case TK_DOWNKICK: - clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1); - break; - case TK_TURNKICK: - clif->skill_nodamage(bl,bl,TK_READYTURN,1,1); - break; - case TK_COUNTER: - clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); - break; - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - if (sd) - clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL); - break; - case TK_JUMPKICK: - if (sd) - clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL); - break; - case MO_TRIPLEATTACK: - if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0) - clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL); - break; - case SR_FALLENEMPIRE: - if (sd){ - clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL); - clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL); - } - break; - } - break; - case SC_RAISINGDRAGON: - sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] - break; - } - - if( opt_flag&2 && sd && sd->touching_id ) - npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range - - return 1; -} - -/*========================================== - * Ending all status except those listed. - * @TODO maybe usefull for dispel instead reseting a liste there. - * type: - * 0 - PC killed -> Place here statuses that do not dispel on death. - * 1 - If for some reason status_change_end decides to still keep the status when quitting. - * 2 - Do clif - * 3 - Do not remove some permanent/time-independent effects - *------------------------------------------*/ -int status_change_clear(struct block_list* bl, int type) { - struct status_change* sc; - int i; - - sc = status_get_sc(bl); - - if (!sc || !sc->count) - return 0; - - for(i = 0; i < SC_MAX; i++) { - if(!sc->data[i]) - continue; - - if(type == 0){ - if( status_get_sc_type(i)&SC_NO_REM_DEATH ){ - switch (i) { - case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death - if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) - break; - default: - continue; - } - } - } - if( type == 3 ) { - switch (i) {// TODO: This list may be incomplete - case SC_WEIGHTOVER50: - case SC_WEIGHTOVER90: - case SC_NOCHAT: - case SC_PUSH_CART: - case SC_JAILED: - case SC_ALL_RIDING: - continue; - } - } - - status_change_end(bl, (sc_type)i, INVALID_TIMER); - - if( type == 1 && sc->data[i] ) { - //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] - (sc->count)--; - if (sc->data[i]->timer != INVALID_TIMER) - iTimer->delete_timer(sc->data[i]->timer, status_change_timer); - ers_free(sc_data_ers, sc->data[i]); - sc->data[i] = NULL; - } - } - - sc->opt1 = 0; - sc->opt2 = 0; - sc->opt3 = 0; - sc->bs_counter = 0; -#ifndef RENEWAL - sc->sg_counter = 0; -#endif - - if( type == 0 || type == 2 ) - clif->changeoption(bl); - - return 1; -} - -/*========================================== - * Special condition we want to effectuate, check before ending a status. - *------------------------------------------*/ -int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) { - struct map_session_data *sd; - struct status_change *sc; - struct status_change_entry *sce; - struct status_data *status; - struct view_data *vd; - int opt_flag=0, calc_flag; - - nullpo_ret(bl); - - sc = status_get_sc(bl); - status = status_get_status_data(bl); - - if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type])) - return 0; - - sd = BL_CAST(BL_PC,bl); - - if (sce->timer != tid && tid != INVALID_TIMER) - return 0; - - if (tid == INVALID_TIMER) { - if (type == SC_ENDURE && sce->val4) - //Do not end infinite endure. - return 0; - if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration - iTimer->delete_timer(sce->timer,status_change_timer); - if (sc->opt1) - switch (type) { - //"Ugly workaround" [Skotlex] - //delays status change ending so that a skill that sets opt1 fails to - //trigger when it also removed one - case SC_STONE: - sce->val3 = 0; //Petrify time counter. - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - if (sce->val1) { - //Removing the 'level' shouldn't affect anything in the code - //since these SC are not affected by it, and it lets us know - //if we have already delayed this attack or not. - sce->val1 = 0; - sce->timer = iTimer->add_timer(iTimer->gettick()+10, status_change_timer, bl->id, type); - return 1; - } - } - } - - (sc->count)--; - - sc->data[type] = NULL; - - if( sd && StatusDisplayType[type] ) { - status_display_remove(sd,type); - } - - vd = status_get_viewdata(bl); - calc_flag = StatusChangeFlagTable[type]; - switch(type) { - case SC_GRANITIC_ARMOR:{ - int dammage = status->max_hp*sce->val3/100; - if(status->hp < dammage) //to not kill him - dammage = status->hp-1; - status_damage(NULL, bl, dammage,0,0,1); - break; - } - case SC_PYROCLASTIC: - if(bl->type == BL_PC) - skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF); - break; - case SC_RUN: - { - struct unit_data *ud = unit_bl2ud(bl); - bool begin_spurt = true; - if (ud) { - if(!ud->state.running) - begin_spurt = false; - ud->state.running = 0; - if (ud->walktimer != INVALID_TIMER) - unit_stop_walking(bl,1); - } - if (begin_spurt && sce->val1 >= 7 && - DIFF_TICK(iTimer->gettick(), sce->val4) <= 1000 && - (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) - ) - sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status_sc2skill(type), sce->val1)); - } - break; - case SC_AUTOBERSERK: - if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1) - status_change_end(bl, SC_PROVOKE, INVALID_TIMER); - break; - - case SC_ENDURE: - case SC_DEFENDER: - case SC_REFLECTSHIELD: - case SC_AUTOGUARD: - { - struct map_session_data *tsd; - if( bl->type == BL_PC ) - { // Clear Status from others - int i; - for( i = 0; i < 5; i++ ) - { - if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) && tsd->sc.data[type] ) - status_change_end(&tsd->bl, type, INVALID_TIMER); - } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) - { // Clear Status from Master - tsd = ((TBL_MER*)bl)->master; - if( tsd && tsd->sc.data[type] ) - status_change_end(&tsd->bl, type, INVALID_TIMER); - } - } - break; - case SC_DEVOTION: - { - struct block_list *d_bl = iMap->id2bl(sce->val1); - if( d_bl ) - { - if( d_bl->type == BL_PC ) - ((TBL_PC*)d_bl)->devotion[sce->val2] = 0; - else if( d_bl->type == BL_MER ) - ((TBL_MER*)d_bl)->devotion_flag = 0; - clif->devotion(d_bl, NULL); - } - - status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); - status_change_end(bl, SC_DEFENDER, INVALID_TIMER); - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); - status_change_end(bl, SC_ENDURE, INVALID_TIMER); - } - break; - - case SC_BLADESTOP: - if(sce->val4) - { - int tid = sce->val4; - struct block_list *tbl = iMap->id2bl(tid); - struct status_change *tsc = status_get_sc(tbl); - sce->val4 = 0; - if(tbl && tsc && tsc->data[SC_BLADESTOP]) - { - tsc->data[SC_BLADESTOP]->val4 = 0; - status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER); - } - clif->bladestop(bl, tid, 0); - } - break; - case SC_DANCING: - { - const char* prevfile = "<unknown>"; - int prevline = 0; - struct map_session_data *dsd; - struct status_change_entry *dsc; - struct skill_unit_group *group; - - if( sd ) - { - if( sd->delunit_prevfile ) - {// initially this is NULL, when a character logs in - prevfile = sd->delunit_prevfile; - prevline = sd->delunit_prevline; - } - else - { - prevfile = "<none>"; - } - sd->delunit_prevfile = file; - sd->delunit_prevline = line; - } - - if(sce->val4 && sce->val4 != BCT_SELF && (dsd=iMap->id2sd(sce->val4))) - {// end status on partner as well - dsc = dsd->sc.data[SC_DANCING]; - if(dsc) { - - //This will prevent recursive loops. - dsc->val2 = dsc->val4 = 0; - - status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER); - } - } - - if(sce->val2) - {// erase associated land skill - group = skill->id2group(sce->val2); - - if( group == NULL ) - { - ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n", - sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid, - sd ? sd->status.char_id : 0, - mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y, - prevfile, prevline, - file, line); - } - - sce->val2 = 0; - skill->del_unitgroup(group,ALC_MARK); - } - - if((sce->val1&0xFFFF) == CG_MOONLIT) - clif->sc_end(bl,bl->id,AREA,SI_MOON); - - status_change_end(bl, SC_LONGING, INVALID_TIMER); - } - break; - case SC_NOCHAT: - if (sd && sd->status.manner < 0 && tid != INVALID_TIMER) - sd->status.manner = 0; - if (sd && tid == INVALID_TIMER) - { - clif->changestatus(sd,SP_MANNER,sd->status.manner); - clif->updatestatus(sd,SP_MANNER); - } - break; - case SC_SPLASHER: - { - struct block_list *src=iMap->id2bl(sce->val3); - if(src && tid != INVALID_TIMER) - skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL ); - } - break; - case SC_RG_CCONFINE_S: - { - struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL; - struct status_change *sc2 = src?status_get_sc(src):NULL; - if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) { - //If status was already ended, do nothing. - //Decrease count - if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up. - status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER); - } - } - case SC_RG_CCONFINE_M: - if (sce->val2 > 0) { - //Caster has been unlocked... nearby chars need to be unlocked. - int range = 1 - +skill->get_range2(bl, status_sc2skill(type), sce->val1) - +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... - iMap->foreachinarea(status_change_timer_sub, - bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick()); - } - break; - case SC_COMBOATTACK: - if( sd ) - switch (sce->val1) { - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - clif->skillinfo(sd, MO_EXTREMITYFIST, 0); - break; - case TK_JUMPKICK: - clif->skillinfo(sd, TK_JUMPKICK, 0); - break; - case MO_TRIPLEATTACK: - if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0) - clif->skillinfo(sd, SR_DRAGONCOMBO, 0); - break; - case SR_FALLENEMPIRE: - clif->skillinfo(sd, SR_GATEOFHELL, 0); - clif->skillinfo(sd, SR_TIGERCANNON, 0); - break; - } - break; - - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: /// Marionette target - if (sce->val1) - { // check for partner and end their marionette status as well - enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER; - struct block_list *pbl = iMap->id2bl(sce->val1); - struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; - - if (sc2 && sc2->data[type2]) - { - sc2->data[type2]->val1 = 0; - status_change_end(pbl, type2, INVALID_TIMER); - } - } - break; - - case SC_BERSERK: - case SC_SATURDAY_NIGHT_FEVER: - //If val2 is removed, no HP penalty (dispelled?) [Skotlex] - if (status->hp > 100 && sce->val2) - status_set_hp(bl, 100, 0); - if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) - { - sc->data[SC_ENDURE]->val4 = 0; - status_change_end(bl, SC_ENDURE, INVALID_TIMER); - } - case SC__BLOODYLUST: - sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); - if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds. - sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); - break; - case SC_GOSPEL: - if (sce->val3) { //Clear the group. - struct skill_unit_group* group = skill->id2group(sce->val3); - sce->val3 = 0; - skill->del_unitgroup(group,ALC_MARK); - } - break; - case SC_HERMODE: - if(sce->val3 == BCT_SELF) - skill->clear_unitgroup(bl); - break; - case SC_BASILICA: //Clear the skill area. [Skotlex] - skill->clear_unitgroup(bl); - break; - case SC_TRICKDEAD: - if (vd) vd->dead_sit = 0; - break; - case SC_WARM: - case SC__MANHOLE: - if (sce->val4) { //Clear the group. - struct skill_unit_group* group = skill->id2group(sce->val4); - sce->val4 = 0; - if( group ) /* might have been cleared before status ended, e.g. land protector */ - skill->del_unitgroup(group,ALC_MARK); - } - break; - case SC_KAAHI: - //Delete timer if it exists. - if (sce->val4 != INVALID_TIMER) - iTimer->delete_timer(sce->val4,kaahi_heal_timer); - break; - case SC_JAILED: - if(tid == INVALID_TIMER) - break; - //natural expiration. - if(sd && sd->mapindex == sce->val2) - pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT); - break; //guess hes not in jail :P - case SC_HLIF_CHANGE: - if (tid == INVALID_TIMER) - break; - // "lose almost all their HP and SP" on natural expiration. - status_set_hp(bl, 10, 0); - status_set_sp(bl, 10, 0); - break; - case SC_AUTOTRADE: - if (tid == INVALID_TIMER) - break; - // Note: vending/buying is closed by unit_remove_map, no - // need to do it here. - iMap->quit(sd); - // Because iMap->quit calls status_change_end with tid -1 - // from here it's not neccesary to continue - return 1; - break; - case SC_STOP: - if( sce->val2 ) - { - struct block_list* tbl = iMap->id2bl(sce->val2); - sce->val2 = 0; - if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id ) - status_change_end(tbl, SC_STOP, INVALID_TIMER); - } - break; - case SC_LKCONCENTRATION: - status_change_end(bl, SC_ENDURE, INVALID_TIMER); - break; - /** - * 3rd Stuff - **/ - case SC_MILLENNIUMSHIELD: - clif->millenniumshield(sd,0); - break; - case SC_HALLUCINATIONWALK: - sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1)); - break; - case SC_WHITEIMPRISON: - { - struct block_list* src = iMap->id2bl(sce->val2); - if( tid == -1 || !src) - break; // Terminated by Damage - status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,iTimer->gettick(),0,0,400*sce->val1,0,0,0)); - } - break; - case SC_WUGDASH: - { - struct unit_data *ud = unit_bl2ud(bl); - if (ud) { - ud->state.running = 0; - if (ud->walktimer != -1) - unit_stop_walking(bl,1); - } - } - break; - case SC_ADORAMUS: - status_change_end(bl, SC_BLIND, INVALID_TIMER); - break; - case SC__SHADOWFORM: { - struct map_session_data *s_sd = iMap->id2sd(sce->val2); - if( !s_sd ) - break; - s_sd->shadowform_id = 0; - } - break; - case SC_SITDOWN_FORCE: - if( sd && pc_issit(sd) ) { - pc->setstand(sd); - clif->standing(bl); - } - break; - case SC_NEUTRALBARRIER_MASTER: - case SC_STEALTHFIELD_MASTER: - if( sce->val2 ) { - struct skill_unit_group* group = skill->id2group(sce->val2); - sce->val2 = 0; - if( group ) /* might have been cleared before status ended, e.g. land protector */ - skill->del_unitgroup(group,ALC_MARK); - } - break; - case SC_BANDING: - if(sce->val4) { - struct skill_unit_group *group = skill->id2group(sce->val4); - sce->val4 = 0; - if( group ) /* might have been cleared before status ended, e.g. land protector */ - skill->del_unitgroup(group,ALC_MARK); - } - break; - case SC_CURSEDCIRCLE_ATKER: - if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target. - iMap->foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, iTimer->gettick()); - break; - case SC_RAISINGDRAGON: - if( sd && sce->val2 && !pc_isdead(sd) ) { - int i; - i = min(sd->spiritball,5); - pc->delspiritball(sd, sd->spiritball, 0); - status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER); - while( i > 0 ) { - pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5); - --i; - } - } - break; - case SC_CURSEDCIRCLE_TARGET: - { - struct block_list *src = iMap->id2bl(sce->val2); - struct status_change *sc = status_get_sc(src); - if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){ - status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); - clif->bladestop(bl, sce->val2, 0); - } - } - break; - case SC_BLOOD_SUCKER: - if( sce->val2 ){ - struct block_list *src = iMap->id2bl(sce->val2); - if(src){ - struct status_change *sc = status_get_sc(src); - sc->bs_counter--; - } - } - break; - case SC_KYOUGAKU: - clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM); - break; - case SC_CLAIRVOYANCE: - calc_flag = SCB_ALL;/* required for overlapping */ - break; - case SC_FULL_THROTTLE: - sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1)); - break; - case SC_ITEMSCRIPT: - if( sd ) { - switch( sce->val1 ) { - //case 4121://Phree - //case 4047://Ghostring - case 4302://Gunka - clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA); - break; - case 4132://Mistress - clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS); - break; - case 4143://Orc Hero - clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO); - break; - case 4135://Orc Lord - clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD); - break; - } - } - break; - } - - opt_flag = 1; - 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: - sc->opt1 = 0; - break; - - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_BLIND: - sc->opt2 &= ~(1<<(type-SC_POISON)); - break; - case SC_DPOISON: - sc->opt2 &= ~OPT2_DPOISON; - break; - case SC_CRUCIS: - sc->opt2 &= ~OPT2_SIGNUMCRUCIS; - break; - - case SC_HIDING: - sc->option &= ~OPTION_HIDE; - opt_flag|= 2|4; //Check for warp trigger + AoE trigger - break; - case SC_CLOAKING: - case SC_CLOAKINGEXCEED: - case SC__INVISIBILITY: - sc->option &= ~OPTION_CLOAK; - case SC_CAMOUFLAGE: - opt_flag|= 2; - break; - case SC_CHASEWALK: - sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); - opt_flag|= 2; - break; - case SC_SIGHT: - sc->option &= ~OPTION_SIGHT; - break; - case SC_WEDDING: - sc->option &= ~OPTION_WEDDING; - opt_flag |= 0x4; - break; - case SC_XMAS: - sc->option &= ~OPTION_XMAS; - opt_flag |= 0x4; - break; - case SC_SUMMER: - sc->option &= ~OPTION_SUMMER; - opt_flag |= 0x4; - break; - case SC_HANBOK: - sc->option &= ~OPTION_HANBOK; - opt_flag |= 0x4; - break; - case SC_ORCISH: - sc->option &= ~OPTION_ORCISH; - break; - case SC_RUWACH: - sc->option &= ~OPTION_RUWACH; - break; - case SC_FUSION: - sc->option &= ~OPTION_FLYING; - break; - //opt3 - case SC_TWOHANDQUICKEN: - case SC_ONEHANDQUICKEN: - case SC_SPEARQUICKEN: - case SC_CONCENTRATION: - case SC_MER_QUICKEN: - sc->opt3 &= ~OPT3_QUICKEN; - opt_flag = 0; - break; - case SC_OVERTHRUST: - case SC_OVERTHRUSTMAX: - case SC_SWOO: - sc->opt3 &= ~OPT3_OVERTHRUST; - if( type == SC_SWOO ) - opt_flag = 8; - else - opt_flag = 0; - break; - case SC_ENERGYCOAT: - case SC_SKE: - sc->opt3 &= ~OPT3_ENERGYCOAT; - opt_flag = 0; - break; - case SC_INCATKRATE: //Simulated Explosion spirits effect. - if (bl->type != BL_MOB) - { - opt_flag = 0; - break; - } - case SC_EXPLOSIONSPIRITS: - sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS; - opt_flag = 0; - break; - case SC_STEELBODY: - case SC_SKA: - sc->opt3 &= ~OPT3_STEELBODY; - opt_flag = 0; - break; - case SC_BLADESTOP: - sc->opt3 &= ~OPT3_BLADESTOP; - opt_flag = 0; - break; - case SC_AURABLADE: - sc->opt3 &= ~OPT3_AURABLADE; - opt_flag = 0; - break; - case SC_BERSERK: - opt_flag = 0; - // case SC__BLOODYLUST: - sc->opt3 &= ~OPT3_BERSERK; - break; - // case ???: // doesn't seem to do anything - // sc->opt3 &= ~OPT3_LIGHTBLADE; - // opt_flag = 0; - // break; - case SC_DANCING: - if ((sce->val1&0xFFFF) == CG_MOONLIT) - sc->opt3 &= ~OPT3_MOONLIT; - opt_flag = 0; - break; - case SC_MARIONETTE: - case SC_MARIONETTE_MASTER: - sc->opt3 &= ~OPT3_MARIONETTE; - opt_flag = 0; - break; - case SC_ASSUMPTIO: - sc->opt3 &= ~OPT3_ASSUMPTIO; - opt_flag = 0; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 &= ~OPT3_WARM; - opt_flag = 0; - break; - case SC_KAITE: - sc->opt3 &= ~OPT3_KAITE; - opt_flag = 0; - break; - case SC_NJ_BUNSINJYUTSU: - sc->opt3 &= ~OPT3_BUNSIN; - opt_flag = 0; - break; - case SC_SOULLINK: - sc->opt3 &= ~OPT3_SOULLINK; - opt_flag = 0; - break; - case SC_PROPERTYUNDEAD: - sc->opt3 &= ~OPT3_UNDEAD; - opt_flag = 0; - break; - // case ???: // from DA_CONTRACT (looks like biolab mobs aura) - // sc->opt3 &= ~OPT3_CONTRACT; - // opt_flag = 0; - // break; - default: - opt_flag = 0; - } - - if (calc_flag&SCB_DYE) { //Restore DYE color - if (vd && !vd->cloth_color && sce->val4) - clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); - calc_flag&=~SCB_DYE; - } - - //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. - clif->sc_end(bl,bl->id,AREA,StatusIconChangeTable[type]); - - if( opt_flag&8 ) //bugreport:681 - clif->changeoption2(bl); - else if(opt_flag) { - clif->changeoption(bl); - if( sd && opt_flag&0x4 ) { - clif->changelook(bl,LOOK_BASE,vd->class_); - clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); - clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon); - clif->changelook(bl,LOOK_SHIELD,sd->vd.shield); - clif->changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color)); - } - } - - if (calc_flag) - status_calc_bl(bl,calc_flag); - - if(opt_flag&4) //Out of hiding, invoke on place. - skill->unit_move(bl,iTimer->gettick(),1); - - if(opt_flag&2 && sd && iMap->getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) - npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event. - - ers_free(sc_data_ers, sce); - return 1; -} - -int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) -{ - struct block_list *bl; - struct status_change *sc; - struct status_change_entry *sce; - struct status_data *status; - int hp; - - if(!((bl=iMap->id2bl(id))&& - (sc=status_get_sc(bl)) && - (sce = sc->data[SC_KAAHI]))) - return 0; - - if(sce->val4 != tid) { - ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4); - sce->val4 = INVALID_TIMER; - return 0; - } - - status=status_get_status_data(bl); - if(!status_charge(bl, 0, sce->val3)) { - sce->val4 = INVALID_TIMER; - return 0; - } - - hp = status->max_hp - status->hp; - if (hp > sce->val2) - hp = sce->val2; - if (hp) - status_heal(bl, hp, 0, 2); - sce->val4 = INVALID_TIMER; - return 1; -} - -/*========================================== - * For recusive status, like for each 5s we drop sp etc. - * Reseting the end timer. - *------------------------------------------*/ -int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) -{ - enum sc_type type = (sc_type)data; - struct block_list *bl; - struct map_session_data *sd; - struct status_data *status; - struct status_change *sc; - struct status_change_entry *sce; - - bl = iMap->id2bl(id); - if(!bl) - { - ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data); - return 0; - } - sc = status_get_sc(bl); - status = status_get_status_data(bl); - - if(!(sc && (sce = sc->data[type]))) - { - ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type); - return 0; - } - - if( sce->timer != tid ) - { - ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id); - return 0; - } - - sd = BL_CAST(BL_PC, bl); - -// set the next timer of the sce (don't assume the status still exists) -#define sc_timer_next(t,f,i,d) \ - if( (sce=sc->data[type]) ) \ - sce->timer = iTimer->add_timer(t,f,i,d); \ - else \ - ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data) - - switch(type) - { - case SC_MAXIMIZEPOWER: - case SC_CLOAKING: - if(!status_charge(bl, 0, 1)) - break; //Not enough SP to continue. - sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); - return 0; - - case SC_CHASEWALK: - if(!status_charge(bl, 0, sce->val4)) - break; //Not enough SP to continue. - - if (!sc->data[SC_CHASEWALK2]) { - sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1), - (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration - *skill->get_time2(status_sc2skill(type),sce->val1)); - } - sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); - return 0; - break; - - case SC_SKA: - if(--(sce->val2)>0){ - sce->val3 = rnd()%100; //Random defense. - sc_timer_next(1000+tick, status_change_timer,bl->id, data); - return 0; - } - break; - - case SC_HIDING: - if(--(sce->val2)>0){ - - if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1)) - break; //Fail if it's time to substract SP and there isn't. - - sc_timer_next(1000+tick, status_change_timer,bl->id, data); - return 0; - } - break; - - case SC_SIGHT: - case SC_RUWACH: - case SC_WZ_SIGHTBLASTER: - if(type == SC_WZ_SIGHTBLASTER) - iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick); - else - iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); - - if( --(sce->val2)>0 ){ - sce->val4 += 250; // use for Shadow Form 2 seconds checking. - sc_timer_next(250+tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_PROVOKE: - if(sce->val2) { //Auto-provoke (it is ended in status_heal) - sc_timer_next(1000*60+tick,status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_STONE: - if(sc->opt1 == OPT1_STONEWAIT && sce->val3) { - sce->val4 = 0; - unit_stop_walking(bl,1); - unit_stop_attack(bl); - sc->opt1 = OPT1_STONE; - clif->changeoption(bl); - sc_timer_next(1000+tick,status_change_timer, bl->id, data ); - status_calc_bl(bl, StatusChangeFlagTable[type]); - return 0; - } - if(--(sce->val3) > 0) { - if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4) - status_percent_damage(NULL, bl, 1, 0, false); - sc_timer_next(1000+tick,status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_POISON: - if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. - break; - case SC_DPOISON: - if (--(sce->val3) > 0) { - if (!sc->data[SC_SLOWPOISON]) { - if( sce->val2 && bl->type == BL_MOB ) { - struct block_list* src = iMap->id2bl(sce->val2); - if( src ) - mob_log_damage((TBL_MOB*)bl,src,sce->val4); - } - iMap->freeblock_lock(); - status_zap(bl, sce->val4, 0); - if (sc->data[type]) { // Check if the status still last ( can be dead since then ). - sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); - } - iMap->freeblock_unlock(); - } - return 0; - } - break; - - case SC_TENSIONRELAX: - if(status->max_hp > status->hp && --(sce->val3) > 0){ - sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_KNOWLEDGE: - if (!sd) break; - if(bl->m == sd->feel_map[0].m || - bl->m == sd->feel_map[1].m || - bl->m == sd->feel_map[2].m) - { //Timeout will be handled by pc->setpos - sce->timer = INVALID_TIMER; - return 0; - } - break; - - case SC_BLOODING: - if (--(sce->val4) >= 0) { - int hp = rnd()%600 + 200; - struct block_list* src = iMap->id2bl(sce->val2); - if( src && bl && bl->type == BL_MOB ) { - mob_log_damage((TBL_MOB*)bl,src,sd||hp<status->hp?hp:status->hp-1); - } - iMap->freeblock_lock(); - status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1); - if( sc->data[type] ) { - if( status->hp == 1 ) { - iMap->freeblock_unlock(); - break; - } - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); - } - iMap->freeblock_unlock(); - return 0; - } - break; - - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - if( sd && --(sce->val4) >= 0 ) - { - // val1 < 0 = per max% | val1 > 0 = exact amount - int hp = 0; - if( status->hp < status->max_hp ) - hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ; - status_heal(bl, hp, 0, 2); - sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_CASH_BOSS_ALARM: - if( sd && --(sce->val4) >= 0 ) - { - struct mob_data *boss_md = iMap->id2boss(sce->val1); - if( boss_md && sd->bl.m == boss_md->bl.m ) - { - clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap - if (boss_md->bl.prev != NULL) { - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; - } - } - } - break; - - case SC_DANCING: //SP consumption by time of dancing skills - { - int s = 0; - int sp = 1; - if (--sce->val3 <= 0) - break; - switch(sce->val1&0xFFFF){ - case BD_RICHMANKIM: - case BD_DRUMBATTLEFIELD: - case BD_RINGNIBELUNGEN: - case BD_SIEGFRIED: - case BA_DISSONANCE: - case BA_ASSASSINCROSS: - case DC_UGLYDANCE: - s=3; - break; - case BD_LULLABY: - case BD_ETERNALCHAOS: - case BD_ROKISWEIL: - case DC_FORTUNEKISS: - s=4; - break; - case CG_HERMODE: - case BD_INTOABYSS: - case BA_WHISTLE: - case DC_HUMMING: - case BA_POEMBRAGI: - case DC_SERVICEFORYOU: - s=5; - break; - case BA_APPLEIDUN: - #ifdef RENEWAL - s=5; - #else - s=6; - #endif - break; - case CG_MOONLIT: - //Moonlit's cost is 4sp*skill_lv [Skotlex] - sp= 4*(sce->val1>>16); - //Upkeep is also every 10 secs. - case DC_DONTFORGETME: - s=10; - break; - } - if( s != 0 && sce->val3 % s == 0 ) - { - if (sc->data[SC_LONGING]) - sp*= 3; - if (!status_charge(bl, 0, sp)) - break; - } - sc_timer_next(1000+tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC__BLOODYLUST: - case SC_BERSERK: - // 5% every 10 seconds [DracoRPG] - if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) - { - sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_NOCHAT: - if(sd){ - sd->status.manner++; - clif->changestatus(sd,SP_MANNER,sd->status.manner); - clif->updatestatus(sd,SP_MANNER); - if (sd->status.manner < 0) - { //Every 60 seconds your manner goes up by 1 until it gets back to 0. - sc_timer_next(60000+tick, status_change_timer, bl->id, data); - return 0; - } - } - break; - - case SC_SPLASHER: - // custom Venom Splasher countdown timer - //if (sce->val4 % 1000 == 0) { - // char timer[10]; - // snprintf (timer, 10, "%d", sce->val4/1000); - // clif->message(bl, timer); - //} - if((sce->val4 -= 500) > 0) { - sc_timer_next(500 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: - { - struct block_list *pbl = iMap->id2bl(sce->val1); - if( pbl && check_distance_bl(bl, pbl, 7) ) - { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - } - break; - - case SC_GOSPEL: - if(sce->val4 == BCT_SELF && --(sce->val2) > 0) - { - int hp, sp; - hp = (sce->val1 > 5) ? 45 : 30; - sp = (sce->val1 > 5) ? 35 : 20; - if(!status_charge(bl, hp, sp)) - break; - sc_timer_next(10000+tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_JAILED: - if(sce->val1 == INT_MAX || --(sce->val1) > 0) - { - sc_timer_next(60000+tick, status_change_timer, bl->id,data); - return 0; - } - break; - - case SC_BLIND: - if(sc->data[SC_FOGWALL]) - { //Blind lasts forever while you are standing on the fog. - sc_timer_next(5000+tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_ABUNDANCE: - if(--(sce->val4) > 0) { - status_heal(bl,0,60,0); - sc_timer_next(10000+tick, status_change_timer, bl->id, data); - } - break; - - case SC_PYREXIA: - if( --(sce->val4) > 0 ) { - iMap->freeblock_lock(); - clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0); - status_fix_damage(NULL,bl,100,0); - if( sc->data[type] ) { - sc_timer_next(3000+tick,status_change_timer,bl->id,data); - } - iMap->freeblock_unlock(); - return 0; - } - break; - - case SC_LEECHESEND: - if( --(sce->val4) > 0 ) { - int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100) - damage += status->vit * (sce->val1 - 3); - unit_skillcastcancel(bl,2); - iMap->freeblock_lock(); - status_damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1); - if( sc->data[type] ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); - } - iMap->freeblock_unlock(); - return 0; - } - break; - - case SC_MAGICMUSHROOM: - if( --(sce->val4) > 0 ) { - bool flag = 0; - int damage = status->max_hp * 3 / 100; - if( status->hp <= damage ) - damage = status->hp - 1; // Cannot Kill - - if( damage > 0 ) { // 3% Damage each 4 seconds - iMap->freeblock_lock(); - status_zap(bl,damage,0); - flag = !sc->data[type]; // Killed? Should not - iMap->freeblock_unlock(); - } - - if( !flag ) { // Random Skill Cast - if (sd && !pc_issit(sd)) { //can't cast if sit - int mushroom_skill_id = 0, i; - unit_stop_attack(bl); - unit_skillcastcancel(bl,1); - do { - i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB; - mushroom_skill_id = skill_magicmushroom_db[i].skill_id; - } - while( mushroom_skill_id == 0 ); - - switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage - case CAST_GROUND: - skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0); - break; - case CAST_NODAMAGE: - skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0); - break; - case CAST_DAMAGE: - skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0); - break; - } - } - - clif->emotion(bl,E_HEH); - sc_timer_next(4000+tick,status_change_timer,bl->id,data); - } - return 0; - } - break; - - case SC_TOXIN: - if( --(sce->val4) > 0 ) - { //Damage is every 10 seconds including 3%sp drain. - iMap->freeblock_lock(); - clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0); - status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable - if( sc->data[type] ) { - sc_timer_next(10000 + tick, status_change_timer, bl->id, data ); - } - iMap->freeblock_unlock(); - return 0; - } - break; - - case SC_OBLIVIONCURSE: - if( --(sce->val4) > 0 ) - { - clif->emotion(bl,E_WHAT); - sc_timer_next(3000 + tick, status_change_timer, bl->id, data ); - return 0; - } - break; - - case SC_WEAPONBLOCKING: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl,0,3) ) - break; - sc_timer_next(3000+tick,status_change_timer,bl->id,data); - return 0; - } - break; - - case SC_CLOAKINGEXCEED: - if(!status_charge(bl,0,10-sce->val1)) - break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - - case SC_RENOVATIO: - if( --(sce->val4) > 0 ) - { - int heal = status->max_hp * 3 / 100; - if( sc && sc->data[SC_AKAITSUKI] && heal ) - heal = ~heal + 1; - status_heal(bl, heal, 0, 2); - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_BURNING: - if( --(sce->val4) > 0 ) - { - struct block_list *src = iMap->id2bl(sce->val3); - int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP) - - iMap->freeblock_lock(); - clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay - status_damage(src, bl, damage, 0, 0, 1); - - if( sc->data[type]){ // Target still lives. [LimitLine] - sc_timer_next(3000 + tick, status_change_timer, bl->id, data); - } - iMap->freeblock_unlock(); - return 0; - } - break; - - case SC_FEAR: - if( --(sce->val4) > 0 ) - { - if( sce->val2 > 0 ) - sce->val2--; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_SUMMON1: - case SC_SUMMON2: - case SC_SUMMON3: - case SC_SUMMON4: - case SC_SUMMON5: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl, 0, 1) ) - break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_READING_SB: - if( !status_charge(bl, 0, sce->val2) ){ - int i; - for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well. - status_change_end(bl, (sc_type)i, INVALID_TIMER); - break; - } - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; - - case SC_ELECTRICSHOCKER: - if( --(sce->val4) > 0 ) - { - status_charge(bl, 0, status->max_sp / 100 * sce->val1 ); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_CAMOUFLAGE: - if(--(sce->val4) > 0){ - status_charge(bl,0,7 - sce->val1); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC__REPRODUCE: - if(!status_charge(bl, 0, 1)) - break; - sc_timer_next(1000+tick, status_change_timer, bl->id, data); - return 0; - - case SC__SHADOWFORM: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) ) - break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC__INVISIBILITY: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv. - break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_STRIKING: - if( --(sce->val4) > 0 ) - { - if( !status_charge(bl,0, sce->val1 ) ) - break; - sc_timer_next(1000 + tick, status_change_timer, bl->id, 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 = iMap->id2bl(sce->val2); - int damage; - if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) ) - break; - iMap->freeblock_lock(); - damage = sce->val3; - status_damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1); - unit_skillcastcancel(bl,1); - if ( sc->data[type] ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - } - iMap->freeblock_unlock(); - status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level - return 0; - } - break; - - case SC_SIREN: - if( --(sce->val4) > 0 ) - { - clif->emotion(bl,E_LV); - sc_timer_next(2000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_DEEP_SLEEP: - if( --(sce->val4) > 0 ) - { // Recovers 1% HP/SP every 2 seconds. - status_heal(bl, status->max_hp / 100, status->max_sp / 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) ) - break; - status_heal(bl, sce->val3, 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 ) - { - status_heal(bl,0,sce->val3,3); - sc_timer_next(3000 + 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 = status->hp / 100; - int sp = status->sp / 100; - if( !status_charge(bl, hp, sp) ) - break; - sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_COLD: - if( --(sce->val4) > 0 ) - { // Drains 2% of HP and 1% of SP every seconds. - if( bl->type != BL_MOB) // doesn't work on mobs - status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_FORCEOFVANGUARD: - if( !status_charge(bl,0,20) ) - break; - sc_timer_next(6000 + tick, status_change_timer, bl->id, data); - return 0; - - case SC_BANDING: - if( status_charge(bl, 0, 7 - sce->val1) ) - { - if( sd ) pc->banding(sd, sce->val1); - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_LG_REFLECTDAMAGE: - if( --(sce->val4) > 0 ) { - if( !status_charge(bl,0,sce->val3) ) - break; - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_OVERHEAT_LIMITPOINT: - if( --(sce->val1) > 0 ) { // Cooling - sc_timer_next(30000 + tick, status_change_timer, bl->id, data); - } - break; - - case SC_OVERHEAT: - { - int damage = status->max_hp / 100; // Suggestion 1% each second - if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum - iMap->freeblock_lock(); - status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0)); - if( sc->data[type] ) { - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - } - iMap->freeblock_unlock(); - } - break; - - case SC_MAGNETICFIELD: - { - if( --(sce->val3) <= 0 ) - break; // Time out - if( sce->val2 == bl->id ) - { - if( !status_charge(bl,0,14 + (3 * sce->val1)) ) - break; // No more SP status should end, and in the next second will end for the other affected players - } - else - { - struct block_list *src = iMap->id2bl(sce->val2); - struct status_change *ssc; - if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] ) - break; // Source no more under Magnetic Field - } - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - } - break; - - case SC_INSPIRATION: - if(--(sce->val4) > 0) - { - int hp = status->max_hp * (7-sce->val1) / 100; - int sp = status->max_sp * (9-sce->val1) / 100; - - if( !status_charge(bl,hp,sp) ) break; - - sc_timer_next(1000+tick,status_change_timer,bl->id, data); - return 0; - } - break; - - case SC_RAISINGDRAGON: - // 1% every 5 seconds [Jobbie] - if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) - { - if( !sc->data[type] ) return 0; - sc_timer_next(5000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - - case SC_CIRCLE_OF_FIRE: - case SC_FIRE_CLOAK: - case SC_WATER_DROP: - case SC_WATER_SCREEN: - case SC_WIND_CURTAIN: - case SC_WIND_STEP: - case SC_STONE_SHIELD: - case SC_SOLID_SKIN: - if( !status_charge(bl,0,sce->val2) ){ - struct block_list *s_bl = battle->get_master(bl); - if( s_bl ) - status_change_end(s_bl,type+1,INVALID_TIMER); - status_change_end(bl,type,INVALID_TIMER); - break; - } - sc_timer_next(2000 + tick, status_change_timer, bl->id, data); - return 0; - - case SC_STOMACHACHE: - if( --(sce->val4) > 0 ){ - status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds. - if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds. - { - pc_stop_walking(sd,1|4); - pc_stop_attack(sd); - pc_setsit(sd); - clif->sitting(bl); - } - sc_timer_next(10000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES: - /* they only end by status_change_end */ - sc_timer_next(600000 + tick, status_change_timer, bl->id, data); - return 0; - case SC_MEIKYOUSISUI: - if( --(sce->val4) > 0 ){ - status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_IZAYOI: - case SC_KAGEMUSYA: - if( --(sce->val2) > 0 ){ - if(!status_charge(bl, 0, 1)) break; - sc_timer_next(1000+tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_ANGRIFFS_MODUS: - if(--(sce->val4) > 0) { //drain hp/sp - if( !status_charge(bl,100,20) ) break; - sc_timer_next(1000+tick,status_change_timer,bl->id, data); - return 0; - } - break; - case SC_FULL_THROTTLE: - if( --(sce->val4) > 0 ) - { - status_percent_damage(bl, bl, sce->val2, 0, false); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - case SC_KINGS_GRACE: - if( --(sce->val4) > 0 ) - { - status_percent_heal(bl, sce->val2, 0); - sc_timer_next(1000 + tick, status_change_timer, bl->id, data); - return 0; - } - break; - 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); - return 0; - } - break; - } - - // default for all non-handled control paths is to end the status - return status_change_end( bl,type,tid ); -#undef sc_timer_next -} - -/*========================================== - * Foreach iteration of repetitive status - *------------------------------------------*/ -int status_change_timer_sub(struct block_list* bl, va_list ap) -{ - struct status_change* tsc; - - struct block_list* src = va_arg(ap,struct block_list*); - struct status_change_entry* sce = va_arg(ap,struct status_change_entry*); - enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int - unsigned int tick = va_arg(ap,unsigned int); - - if (status_isdead(bl)) - return 0; - - tsc = status_get_sc(bl); - - switch( type ) { - case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */ - if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking - rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - case SC_CONCENTRATION: - status_change_end(bl, SC_HIDING, INVALID_TIMER); - 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])) { - 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); - } - if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking - rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % - status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - break; - case SC_WZ_SIGHTBLASTER: - if (battle->check_target( src, bl, BCT_ENEMY ) > 0 && - status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) - { - if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap - && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){ - sce->val2 = 0; //This signals it to end. - } - } - break; - case SC_RG_CCONFINE_M: - //Lock char has released the hold on everyone... - if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) { - tsc->data[SC_RG_CCONFINE_S]->val2 = 0; - status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); - } - break; - case SC_CURSEDCIRCLE_TARGET: - if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) { - clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0); - status_change_end(bl, type, INVALID_TIMER); - } - break; - } - return 0; -} - -#ifdef RENEWAL -int status_get_total_def(struct block_list *src){ return status_get_status_data(src)->def2 + (short)status_get_def(src); } -int status_get_total_mdef(struct block_list *src){ return status_get_status_data(src)->mdef2 + (short)status_get_mdef(src); } -int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){ - int min = 0, max = 0, dstr; - float strdex_bonus, variance; - struct status_change *sc = status_get_sc(bl); - - if ( bl->type == BL_PC && watk->atk ){ - if ( flag&2 ) - dstr = status_get_dex(bl); - else - dstr = status_get_str(bl); - - variance = 5.0f * watk->atk * watk->wlv / 100.0f; - strdex_bonus = watk->atk * dstr / 200.0f; - - min = (watk->atk - (int)(variance + strdex_bonus)) + watk->atk2; - max = (watk->atk + (int)(variance + strdex_bonus)) + watk->atk2; - }else if( watk->atk ){ - min = watk->atk * 80 / 100; - max = watk->atk * 120 / 100; - } - - if( !(flag&1) ){ - if( max > min ) - max = min + rnd()%(max - min); - else - max = min; - } - - if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) ) - max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1; - - max = status_calc_watk(bl, sc, max, false); - - return max; -} -#endif - -#define GETRANDMATK(){\ - if( status->matk_max > status->matk_min )\ - return status->matk_min + rnd()%(status->matk_max - status->matk_min);\ - else\ - return status->matk_min;\ -} - -/*========================================== - * flag [malufett] - * 0 - update matk values - * 1 - get matk w/o SC bonuses - * 2 - get modified matk - * 3 - get matk w/o eatk & SC bonuses - *------------------------------------------*/ -int status_get_matk(struct block_list *bl, int flag){ - struct status_data *status; - struct status_change *sc; - struct map_session_data *sd; - - if( bl == NULL ) - return 1; - - status = status_get_status_data(bl); - sc = status_get_sc(bl); - sd = BL_CAST(BL_PC, bl); - - if( flag == 2 ) // just get matk - GETRANDMATK(); - -#ifndef RENEWAL - status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0); - status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0); -#else - /** - * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK) - * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers - **/ - status->matk_min = status_base_matk(status, status_get_lv(bl)); - - // Any +MATK you get from skills and cards, including cards in weapon, is added here. - if( sd && sd->bonus.ematk > 0 && flag != 3 ) - status->matk_min += sd->bonus.ematk; - if( flag != 3 ) - status->matk_min = status_calc_ematk(bl, sc, status->matk_min); - - status->matk_max = status->matk_min; - - //This is the only portion in MATK that varies depending on the weapon level and refinement rate. - if( bl->type&BL_PC && (status->rhw.matk + status->lhw.matk) > 0 ){ - int wMatk = status->rhw.matk + status->lhw.matk; // Left and right matk stacks - int variance = wMatk * status->rhw.wlv / 10; // Only use right hand weapon level - status->matk_min += wMatk - variance; - status->matk_max += wMatk + variance; - }else if( bl->type&BL_MOB ){ - status->matk_min = status->matk_max = status_get_int(bl) + status_get_lv(bl); - status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; - status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; - } -#endif - if (bl->type&BL_PC && sd->matk_rate != 100) { - status->matk_max = status->matk_max * sd->matk_rate/100; - status->matk_min = status->matk_min * sd->matk_rate/100; - } - - if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk - || (sc && sc->data[SC_RECOGNIZEDSPELL])) - status->matk_min = status->matk_max; - -#ifdef RENEWAL - if( sd && sd->right_weapon.overrefine > 0){ - status->matk_min++; - status->matk_max += sd->right_weapon.overrefine - 1; - } -#endif - - if( flag ) // get unmodified from sc matk - GETRANDMATK(); - - status->matk_min = status_calc_matk(bl, sc, status->matk_min, true); - status->matk_max = status_calc_matk(bl, sc, status->matk_max, true); - - return 0; -} - -/*========================================== - * Clears buffs/debuffs of a character. - * type&1 -> buffs, type&2 -> debuffs - * type&4 -> especific debuffs(implemented with refresh) - *------------------------------------------*/ -int status_change_clear_buffs (struct block_list* bl, int type) -{ - int i; - struct status_change *sc= status_get_sc(bl); - - if (!sc || !sc->count) - return 0; - - if (type&6) //Debuffs - for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) - status_change_end(bl, (sc_type)i, INVALID_TIMER); - - for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) - { - if( !sc->data[i] || !status_get_sc_type(i) ) - continue; - - if( type&3 && !(status_get_sc_type(i)&SC_BUFF) && !(status_get_sc_type(i)&SC_DEBUFF) ) - continue; - - if( !(type&3) ){ - if( type&1 && !(status_get_sc_type(i)&SC_BUFF) ) - continue; - if( type&2 && !(status_get_sc_type(i)&SC_DEBUFF) ) - continue; - } - - switch (i) { - case SC_DEEP_SLEEP: - case SC_FROSTMISTY: - case SC_COLD: - 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_MARSHOFABYSS: - case SC_MANDRAGORA: - if(!(type&4)) - continue; - break; - case SC__BLOODYLUST: - case SC_BERSERK: - case SC_SATURDAY_NIGHT_FEVER: - if(type&4) - continue; - sc->data[i]->val2 = 0; - break; - } - status_change_end(bl, (sc_type)i, INVALID_TIMER); - } - return 0; -} - -int status_change_spread( struct block_list *src, struct block_list *bl ) { - int i, flag = 0; - struct status_change *sc = status_get_sc(src); - const struct TimerData *timer; - unsigned int tick; - struct status_change_data data; - - if( !sc || !sc->count ) - return 0; - - tick = iTimer->gettick(); - - for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) { - if( !sc->data[i] || i == SC_COMMON_MAX ) - continue; - - switch( i ) { - //Debuffs that can be spreaded. - // NOTE: We'll add/delte SCs when we are able to confirm it. - case SC_CURSE: - case SC_SILENCE: - case SC_CONFUSION: - case SC_BLIND: - case SC_NOCHAT: - case SC_ILLUSION: - case SC_CRUCIS: - case SC_DEC_AGI: - case SC_SLOWDOWN: - case SC_MINDBREAKER: - case SC_DC_WINKCHARM: - case SC_STOP: - case SC_ORCISH: - //case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically. - //case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all. - //case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech] - //case SC_NOEQUIPHELM: - //case SC__STRIPACCESSARY: - case SC_WUGBITE: - case SC_FROSTMISTY: - case SC_VENOMBLEED: - case SC_DEATHHURT: - case SC_PARALYSE: - if( sc->data[i]->timer != INVALID_TIMER ) { - timer = iTimer->get_timer(sc->data[i]->timer); - if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0) - continue; - data.tick = DIFF_TICK(timer->tick,tick); - } else - data.tick = INVALID_TIMER; - break; - // Special cases - case SC_POISON: - case SC_DPOISON: - data.tick = sc->data[i]->val3 * 1000; - break; - case SC_FEAR: - case SC_LEECHESEND: - data.tick = sc->data[i]->val4 * 1000; - break; - case SC_BURNING: - data.tick = sc->data[i]->val4 * 2000; - break; - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - data.tick = sc->data[i]->val4 * 3000; - break; - case SC_MAGICMUSHROOM: - data.tick = sc->data[i]->val4 * 4000; - break; - case SC_TOXIN: - case SC_BLOODING: - data.tick = sc->data[i]->val4 * 10000; - break; - default: - continue; - break; - } - if( i ){ - data.val1 = sc->data[i]->val1; - data.val2 = sc->data[i]->val2; - data.val3 = sc->data[i]->val3; - data.val4 = sc->data[i]->val4; - status_change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8); - flag = 1; - } - } - - return flag; -} - -//Natural regen related stuff. -static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; -static int status_natural_heal(struct block_list* bl, va_list args) -{ - struct regen_data *regen; - struct status_data *status; - struct status_change *sc; - struct unit_data *ud; - struct view_data *vd = NULL; - struct regen_data_sub *sregen; - struct map_session_data *sd; - int val,rate,bonus = 0,flag; - - regen = status_get_regen_data(bl); - if (!regen) return 0; - status = status_get_status_data(bl); - sc = status_get_sc(bl); - if (sc && !sc->count) - sc = NULL; - sd = BL_CAST(BL_PC,bl); - - flag = regen->flag; - if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1)) - flag&=~(RGN_HP|RGN_SHP); - if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2)) - flag&=~(RGN_SP|RGN_SSP); - - if (flag && ( - status_isdead(bl) || - (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY])) - )) - flag=0; - - if (sd) { - if (sd->hp_loss.value || sd->sp_loss.value) - pc->bleeding(sd, natural_heal_diff_tick); - if (sd->hp_regen.value || sd->sp_regen.value) - pc->regen(sd, natural_heal_diff_tick); - } - - if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && - (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) - { //Apply sitting regen bonus. - sregen = regen->ssregen; - if(flag&(RGN_SHP)) - { //Sitting HP regen - val = natural_heal_diff_tick * sregen->rate.hp; - if (regen->state.overweight) - val>>=1; //Half as fast when overweight. - sregen->tick.hp += val; - while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) - { - sregen->tick.hp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) - { //Full - flag&=~(RGN_HP|RGN_SHP); - break; - } - } - } - if(flag&(RGN_SSP)) - { //Sitting SP regen - val = natural_heal_diff_tick * sregen->rate.sp; - if (regen->state.overweight) - val>>=1; //Half as fast when overweight. - sregen->tick.sp += val; - while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) - { - sregen->tick.sp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) - { //Full - flag&=~(RGN_SP|RGN_SSP); - break; - } - } - } - } - - if (flag && regen->state.overweight) - flag=0; - - ud = unit_bl2ud(bl); - - if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) - { - flag&=~(RGN_SHP|RGN_SSP); - if(!regen->state.walk) - flag&=~RGN_HP; - } - - if (!flag) - return 0; - - if (flag&(RGN_HP|RGN_SP)) - { - if(!vd) vd = status_get_viewdata(bl); - if(vd && vd->dead_sit == 2) - bonus++; - if(regen->state.gc) - bonus++; - } - - //Natural Hp regen - if (flag&RGN_HP) - { - rate = natural_heal_diff_tick*(regen->rate.hp+bonus); - if (ud && ud->walktimer != INVALID_TIMER) - rate/=2; - // Homun HP regen fix (they should regen as if they were sitting (twice as fast) - if(bl->type==BL_HOM) rate *=2; - - regen->tick.hp += rate; - - if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) - { - val = 0; - do { - val += regen->hp; - regen->tick.hp -= battle_config.natural_healhp_interval; - } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); - if (status_heal(bl, val, 0, 1) < val) - flag&=~RGN_SHP; //full. - } - } - - //Natural SP regen - if(flag&RGN_SP) - { - rate = natural_heal_diff_tick*(regen->rate.sp+bonus); - // Homun SP regen fix (they should regen as if they were sitting (twice as fast) - if(bl->type==BL_HOM) rate *=2; - - regen->tick.sp += rate; - - if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) - { - val = 0; - do { - val += regen->sp; - regen->tick.sp -= battle_config.natural_healsp_interval; - } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); - if (status_heal(bl, 0, val, 1) < val) - flag&=~RGN_SSP; //full. - } - } - - if (!regen->sregen) - return flag; - - //Skill regen - sregen = regen->sregen; - - if(flag&RGN_SHP) - { //Skill HP regen - sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp; - - while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) - { - sregen->tick.hp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) - break; //Full - } - } - if(flag&RGN_SSP) - { //Skill SP regen - sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp; - while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) - { - val = sregen->sp; - if (sd && sd->state.doridori) { - val*=2; - sd->state.doridori = 0; - if ((rate = pc->checkskill(sd,TK_SPTIME))) - sc_start(bl,status_skill2sc(TK_SPTIME), - 100,rate,skill->get_time(TK_SPTIME, rate)); - if ( - (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && - rnd()%10000 < battle_config.sg_angel_skill_ratio - ) { //Angel of the Sun/Moon/Star - clif->feel_hate_reset(sd); - pc->resethate(sd); - pc->resetfeel(sd); - } - } - sregen->tick.sp -= battle_config.natural_heal_skill_interval; - if(status_heal(bl, 0, val, 3) < val) - break; //Full - } - } - return flag; -} - -//Natural heal main timer. -static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data) -{ - natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); - iMap->map_foreachregen(status_natural_heal); - natural_heal_prev_tick = tick; - return 0; -} - -/** - * Get the chance to upgrade a piece of equipment. - * @param wlv The weapon type of the item to refine (see see enum refine_type) - * @param refine The target refine level - * @return The chance to refine the item, in percent (0~100) - **/ -int status_get_refine_chance(enum refine_type wlv, int refine) { - - if ( refine < 0 || refine >= MAX_REFINE) - return 0; - - return refine_info[wlv].chance[refine]; -} - -int status_get_sc_type(sc_type type) { - - if( type <= SC_NONE || type >= SC_MAX ) - return 0; - - return sc_conf[type]; -} - -/*------------------------------------------ - * DB reading. - * job_db1.txt - weight, hp, sp, aspd - * job_db2.txt - job level stat bonuses - * size_fix.txt - size adjustment table for weapons - * refine_db.txt - refining data table - *------------------------------------------*/ -static bool status_readdb_job1(char* fields[], int columns, int current) -{// Job-specific values (weight, HP, SP, ASPD) - int idx, class_; - unsigned int i; - - class_ = atoi(fields[0]); - - if(!pcdb_checkid(class_)) - { - ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_); - return false; - } - idx = pc->class2idx(class_); - - max_weight_base[idx] = atoi(fields[1]); - hp_coefficient[idx] = atoi(fields[2]); - hp_coefficient2[idx] = atoi(fields[3]); - sp_coefficient[idx] = atoi(fields[4]); -#ifdef RENEWAL_ASPD - for(i = 0; i <= MAX_WEAPON_TYPE; i++) -#else - for(i = 0; i < MAX_WEAPON_TYPE; i++) -#endif - { - aspd_base[idx][i] = atoi(fields[i+5]); - } - return true; -} - -static bool status_readdb_job2(char* fields[], int columns, int current) -{ - int idx, class_, i; - - class_ = atoi(fields[0]); - - if(!pcdb_checkid(class_)) - { - ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_); - return false; - } - idx = pc->class2idx(class_); - - for(i = 1; i < columns; i++) - { - job_bonus[idx][i-1] = atoi(fields[i]); - } - return true; -} - -static bool status_readdb_sizefix(char* fields[], int columns, int current) -{ - unsigned int i; - - for(i = 0; i < MAX_WEAPON_TYPE; i++) - { - atkmods[current][i] = atoi(fields[i]); - } - return true; -} - -static bool status_readdb_refine(char* fields[], int columns, int current) -{ - int i, bonus_per_level, random_bonus, random_bonus_start_level; - - current = atoi(fields[0]); - - if (current < 0 || current >= REFINE_TYPE_MAX) - return false; - - bonus_per_level = atoi(fields[1]); - random_bonus_start_level = atoi(fields[2]); - random_bonus = atoi(fields[3]); - - for(i = 0; i < MAX_REFINE; i++) - { - char* delim; - - if (!(delim = strchr(fields[4+i], ':'))) - return false; - - *delim = '\0'; - - refine_info[current].chance[i] = atoi(fields[4+i]); - - if (i >= random_bonus_start_level - 1) - refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2); - - refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1); - if (i > 0) - refine_info[current].bonus[i] += refine_info[current].bonus[i-1]; - } - return true; -} - -static bool status_readdb_scconfig(char* fields[], int columns, int current) { - int val = 0; - char* type = fields[0]; - - if( !script->get_constant(type, &val) ){ - ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type); - return false; - } - - sc_conf[val] = (int)strtol(fields[1], NULL, 0); - - return true; -} -/* -* Read status db -* job1.txt -* job2.txt -* size_fixe.txt -* refine_db.txt -*/ -int status_readdb(void) -{ - int i, j; - - // initialize databases to default - // - - // reset job_db1.txt data - memset(max_weight_base, 0, sizeof(max_weight_base)); - memset(hp_coefficient, 0, sizeof(hp_coefficient)); - memset(hp_coefficient2, 0, sizeof(hp_coefficient2)); - memset(sp_coefficient, 0, sizeof(sp_coefficient)); - memset(aspd_base, 0, sizeof(aspd_base)); - // reset job_db2.txt data - memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus - - // size_fix.txt - for(i=0;i<ARRAYLENGTH(atkmods);i++) - for(j=0;j<MAX_WEAPON_TYPE;j++) - atkmods[i][j]=100; - - // refine_db.txt - for(i=0;i<ARRAYLENGTH(refine_info);i++) - { - for(j=0;j<MAX_REFINE; j++) - { - refine_info[i].chance[j] = 100; - refine_info[i].bonus[j] = 0; - refine_info[i].randombonus_max[j] = 0; - } - } - - // read databases - // - - -#ifdef RENEWAL_ASPD - sv->readdb(iMap->db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1); -#else - sv->readdb(iMap->db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1); -#endif - sv->readdb(iMap->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2); - sv->readdb(iMap->db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix); - sv->readdb(iMap->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine); - sv->readdb(iMap->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, &status_readdb_scconfig); - - return 0; -} - -/*========================================== - * Status db init and destroy. - *------------------------------------------*/ -int do_init_status(void) -{ - iTimer->add_timer_func_list(status_change_timer,"status_change_timer"); - iTimer->add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer"); - iTimer->add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer"); - initChangeTables(); - initDummyData(); - status_readdb(); - status_calc_sigma(); - natural_heal_prev_tick = iTimer->gettick(); - sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE); - iTimer->add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); - return 0; -} -void do_final_status(void) -{ - ers_destroy(sc_data_ers); -} +// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
+// See the LICENSE file
+// Portions Copyright (c) Athena Dev Teams
+
+#include "../common/cbasetypes.h"
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/random.h"
+#include "../common/showmsg.h"
+#include "../common/malloc.h"
+#include "../common/utils.h"
+#include "../common/ers.h"
+#include "../common/strlib.h"
+
+#include "map.h"
+#include "path.h"
+#include "pc.h"
+#include "pet.h"
+#include "npc.h"
+#include "mob.h"
+#include "clif.h"
+#include "guild.h"
+#include "skill.h"
+#include "itemdb.h"
+#include "battle.h"
+#include "chrif.h"
+#include "skill.h"
+#include "status.h"
+#include "script.h"
+#include "unit.h"
+#include "homunculus.h"
+#include "mercenary.h"
+#include "elemental.h"
+#include "vending.h"
+
+#include <time.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <memory.h>
+#include <string.h>
+#include <math.h>
+
+//Regen related flags.
+enum e_regen
+{
+ RGN_HP = 0x01,
+ RGN_SP = 0x02,
+ RGN_SHP = 0x04,
+ RGN_SSP = 0x08,
+};
+
+static int max_weight_base[CLASS_COUNT];
+static int hp_coefficient[CLASS_COUNT];
+static int hp_coefficient2[CLASS_COUNT];
+static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
+static int sp_coefficient[CLASS_COUNT];
+#ifdef RENEWAL_ASPD
+static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1];
+#else
+static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
+#endif
+
+// bonus values and upgrade chances for refining equipment
+static struct {
+ int chance[MAX_REFINE]; // success chance
+ int bonus[MAX_REFINE]; // cumulative fixed bonus damage
+ int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
+} refine_info[REFINE_TYPE_MAX];
+
+static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt)
+static char job_bonus[CLASS_COUNT][MAX_LEVEL];
+static sc_conf_type sc_conf[SC_MAX];
+
+static struct eri *sc_data_ers; //For sc_data entries
+static struct status_data dummy_status;
+
+/**
+* Returns the status change associated with a skill.
+* @param skill The skill to look up
+* @return The status registered for this skill
+**/
+sc_type status_skill2sc(int skill_id) {
+ int idx;
+ if( (idx = skill->get_index(skill_id)) == 0 ) {
+ ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
+ return SC_NONE;
+ }
+ return SkillStatusChangeTable[idx];
+}
+
+/**
+* Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
+* Utilized for various duration lookups. Use with caution!
+* @param sc The status to look up
+* @return A skill associated with the status
+**/
+int status_sc2skill(sc_type sc)
+{
+ if( sc < 0 || sc >= SC_MAX ) {
+ ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
+ return 0;
+ }
+
+ return StatusSkillChangeTable[sc];
+}
+
+/**
+* Returns the status calculation flag associated with a given status change.
+* @param sc The status to look up
+* @return The scb_flag registered for this status (see enum scb_flag)
+**/
+unsigned int status_sc2scb_flag(sc_type sc)
+{
+ if( sc < 0 || sc >= SC_MAX ) {
+ ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
+ return SCB_NONE;
+ }
+
+ return StatusChangeFlagTable[sc];
+}
+
+/**
+* Returns the bl types which require a status change packet to be sent for a given client status identifier.
+* @param type The client-side status identifier to look up (see enum si_type)
+* @return The bl types relevant to the type (see enum bl_type)
+**/
+int status_type2relevant_bl_types(int type)
+{
+ if( type < 0 || type >= SI_MAX ) {
+ ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
+ return SI_BLANK;
+ }
+
+ return StatusRelevantBLTypes[type];
+}
+
+#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
+// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
+#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
+
+static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) {
+ uint16 idx;
+ if( (idx = skill->get_index(skill_id)) == 0 ) {
+ ShowError("set_sc: Unsupported skill id %d\n", skill_id);
+ return;
+ }
+ if( sc < 0 || sc >= SC_MAX ) {
+ ShowError("set_sc: Unsupported status change id %d\n", sc);
+ return;
+ }
+
+ if( StatusSkillChangeTable[sc] == 0 )
+ StatusSkillChangeTable[sc] = skill_id;
+ if( StatusIconChangeTable[sc] == SI_BLANK )
+ StatusIconChangeTable[sc] = icon;
+ StatusChangeFlagTable[sc] |= flag;
+
+ if( SkillStatusChangeTable[idx] == SC_NONE )
+ SkillStatusChangeTable[idx] = sc;
+}
+
+void initChangeTables(void) {
+ int i;
+
+ for (i = 0; i < SC_MAX; i++)
+ StatusIconChangeTable[i] = SI_BLANK;
+
+ for (i = 0; i < MAX_SKILL; i++)
+ SkillStatusChangeTable[i] = SC_NONE;
+
+ for (i = 0; i < SI_MAX; i++)
+ StatusRelevantBLTypes[i] = BL_PC;
+
+ memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
+ memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
+ memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
+
+ //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
+ set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
+ set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
+ set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
+ set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
+ set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
+ set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
+ set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
+ set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
+ set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
+ set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN );
+ set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
+
+ //The main status definitions
+ add_sc( SM_BASH , SC_STUN );
+ set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
+ add_sc( SM_MAGNUM , SC_SUB_WEAPONPROPERTY );
+ set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
+ add_sc( MG_SIGHT , SC_SIGHT );
+ add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
+ add_sc( MG_FROSTDIVER , SC_FREEZE );
+ add_sc( MG_STONECURSE , SC_STONE );
+ add_sc( AL_RUWACH , SC_RUWACH );
+ add_sc( AL_PNEUMA , SC_PNEUMA );
+ set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED );
+ set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED );
+ set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF );
+ set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
+ set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
+ set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX );
+ set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
+ add_sc( TF_POISON , SC_POISON );
+ set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
+ add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
+ set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
+#ifdef RENEWAL
+ SCB_NONE );
+#else
+ SCB_WATK );
+#endif
+ set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
+ set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
+ set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
+ set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
+ set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
+ set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
+ set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
+ add_sc( PR_LEXDIVINA , SC_SILENCE );
+ set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SI_LEXAETERNA , SCB_NONE );
+ add_sc( WZ_METEOR , SC_STUN );
+ add_sc( WZ_VERMILION , SC_BLIND );
+ add_sc( WZ_FROSTNOVA , SC_FREEZE );
+ add_sc( WZ_STORMGUST , SC_FREEZE );
+ set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
+ set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
+ set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE );
+ set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
+ set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN );
+ add_sc( HT_LANDMINE , SC_STUN );
+ set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE );
+ add_sc( HT_SANDMAN , SC_SLEEP );
+ add_sc( HT_FLASHER , SC_BLIND );
+ add_sc( HT_FREEZINGTRAP , SC_FREEZE );
+ set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
+ add_sc( AS_SONICBLOW , SC_STUN );
+ set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE );
+ set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
+ add_sc( AS_VENOMDUST , SC_POISON );
+ add_sc( AS_SPLASHER , SC_SPLASHER );
+ set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
+ set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
+ add_sc( TF_SPRINKLESAND , SC_BLIND );
+ add_sc( TF_THROWSTONE , SC_STUN );
+ set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR );
+ set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
+ set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
+ add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
+ set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
+ add_sc( NPC_CHANGEWATER , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEGROUND , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEFIRE , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEWIND , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEPOISON , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEHOLY , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEDARKNESS , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGETELEKINESIS, SC_ARMOR_PROPERTY );
+ add_sc( NPC_POISON , SC_POISON );
+ add_sc( NPC_BLINDATTACK , SC_BLIND );
+ add_sc( NPC_SILENCEATTACK , SC_SILENCE );
+ add_sc( NPC_STUNATTACK , SC_STUN );
+ add_sc( NPC_PETRIFYATTACK , SC_STONE );
+ add_sc( NPC_CURSEATTACK , SC_CURSE );
+ add_sc( NPC_SLEEPATTACK , SC_SLEEP );
+ add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
+ set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
+ add_sc( NPC_DARKBLESSING , SC_COMA );
+ set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
+ add_sc( NPC_DEFENDER , SC_ARMOR );
+ add_sc( NPC_LICK , SC_STUN );
+ set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE );
+ add_sc( NPC_REBIRTH , SC_REBIRTH );
+ add_sc( RG_RAID , SC_STUN );
+#ifdef RENEWAL
+ add_sc( RG_RAID , SC_RAID );
+ add_sc( RG_BACKSTAP , SC_STUN );
+#endif
+ set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK );
+ set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF );
+ set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT );
+ set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SI_NOEQUIPHELM , SCB_INT );
+ add_sc( AM_ACIDTERROR , SC_BLOODING );
+ set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE );
+ set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE );
+ set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE );
+ set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE );
+ set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
+ add_sc( CR_SHIELDCHARGE , SC_STUN );
+ set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
+ add_sc( CR_HOLYCROSS , SC_BLIND );
+ add_sc( CR_GRANDCROSS , SC_BLIND );
+ add_sc( CR_DEVOTION , SC_DEVOTION );
+ set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
+ set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
+ set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
+ set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
+ add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
+ add_sc( MO_BLADESTOP , SC_BLADESTOP );
+ set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
+ set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
+#ifdef RENEWAL
+ set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
+#endif
+ add_sc( SA_MAGICROD , SC_MAGICROD );
+ set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
+ set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE );
+ set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE );
+ set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE );
+ set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE );
+ set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK );
+ set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP );
+ set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_GROUNDMAGIC , SCB_FLEE );
+ add_sc( SA_REVERSEORCISH , SC_ORCISH );
+ add_sc( SA_COMA , SC_COMA );
+ set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
+ add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
+ set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
+ set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
+ set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
+ add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
+ add_sc( BD_INTOABYSS , SC_INTOABYSS );
+ set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
+ add_sc( BA_FROSTJOKER , SC_FREEZE );
+ set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
+ set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
+ add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
+ set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
+ add_sc( DC_SCREAM , SC_STUN );
+ set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
+ set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
+ set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
+ set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SI_BLANK , SCB_ALL );
+ add_sc( NPC_DARKCROSS , SC_BLIND );
+ add_sc( NPC_GRANDDARKNESS , SC_BLIND );
+ set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
+ set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
+ set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
+ set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE );
+ set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
+ set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
+ add_sc( NPC_INVISIBLE , SC_CLOAKING );
+ set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
+ set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
+#ifndef RENEWAL
+ set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2);
+#else
+ set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF);
+#endif
+ set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
+ set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
+ set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
+ add_sc( HP_BASILICA , SC_BASILICA );
+ set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
+ add_sc( PA_SACRIFICE , SC_SACRIFICE );
+ set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
+ add_sc( PA_GOSPEL , SC_SCRESIST );
+ add_sc( CH_TIGERFIST , SC_STOP );
+ set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
+ set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
+ set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
+ set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
+ set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
+ set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
+ set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE );
+ add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
+ set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ add_sc( LK_SPIRALPIERCE , SC_STOP );
+ add_sc( LK_HEADCRUSH , SC_BLOODING );
+ set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
+ add_sc( HW_NAPALMVULCAN , SC_CURSE );
+ set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
+ add_sc( PF_MEMORIZE , SC_MEMORIZE );
+ add_sc( PF_FOGWALL , SC_FOGWALL );
+ set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
+ set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE );
+ set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
+ set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR );
+ set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE );
+ set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SI_DOWNKICK_ON , SCB_NONE );
+ add_sc( TK_DOWNKICK , SC_STUN );
+ set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE );
+ set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE );
+ set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE );
+ set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
+ add_sc( TK_SEVENWIND , SC_TK_SEVENWIND );
+ set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE );
+ set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE );
+ set_sc( SG_SUN_WARM , SC_WARM , SI_SG_SUN_WARM , SCB_NONE );
+ add_sc( SG_MOON_WARM , SC_WARM );
+ add_sc( SG_STAR_WARM , SC_WARM );
+ set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
+ set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
+ set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
+ add_sc( SG_FRIEND , SC_SKILLRATE_UP );
+ set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
+ set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
+ set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
+ set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
+ set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
+ set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
+ set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
+ add_sc( SL_STUN , SC_STUN );
+ set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
+ set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
+ set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
+ set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE );
+ set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
+ set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
+ set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE );
+ set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
+ add_sc( WS_CARTTERMINATION , SC_STUN );
+ set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE );
+ set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
+ add_sc( CG_HERMODE , SC_HERMODE );
+ set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE );
+ set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
+ set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL );
+ set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD );
+ set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
+ add_sc( GS_CRACKER , SC_STUN );
+ add_sc( GS_DISARM , SC_NOEQUIPWEAPON );
+ add_sc( GS_PIERCINGSHOT , SC_BLOODING );
+ set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_ASPD
+#ifndef RENEWAL
+ |SCB_BATK );
+#else
+ );
+#endif
+ set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE );
+ set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
+ set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD
+#ifndef RENEWAL
+ |SCB_BATK );
+#else
+ );
+#endif
+ set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE );
+ set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED );
+ add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
+ set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT );
+ set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE );
+ set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE );
+
+ add_sc( NPC_ICEBREATH , SC_FREEZE );
+ add_sc( NPC_ACIDBREATH , SC_POISON );
+ add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
+ add_sc( NPC_WIDESILENCE , SC_SILENCE );
+ add_sc( NPC_WIDEFREEZE , SC_FREEZE );
+ add_sc( NPC_WIDEBLEEDING , SC_BLOODING );
+ add_sc( NPC_WIDESTONE , SC_STONE );
+ add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
+ add_sc( NPC_WIDESLEEP , SC_SLEEP );
+ add_sc( NPC_WIDESIGHT , SC_SIGHT );
+ add_sc( NPC_EVILLAND , SC_BLIND );
+ add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
+ set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
+ set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
+ set_sc( NPC_STONESKIN , SC_STONESKIN , SI_BLANK , SCB_DEF|SCB_MDEF );
+ add_sc( NPC_ANTIMAGIC , SC_STONESKIN );
+ add_sc( NPC_WIDECURSE , SC_CURSE );
+ add_sc( NPC_WIDESTUN , SC_STUN );
+
+ set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
+ set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
+ set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
+ set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
+
+ set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
+ set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED );
+ set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
+
+ set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
+ set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
+
+ set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE );
+ set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE );
+ set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE );
+ set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE );
+ set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SI_DC_WINKCHARM , SCB_NONE );
+ add_sc( MO_BALKYOUNG , SC_STUN );
+ add_sc( SA_ELEMENTWATER , SC_ARMOR_PROPERTY );
+ add_sc( SA_ELEMENTFIRE , SC_ARMOR_PROPERTY );
+ add_sc( SA_ELEMENTGROUND , SC_ARMOR_PROPERTY );
+ add_sc( SA_ELEMENTWIND , SC_ARMOR_PROPERTY );
+
+ set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED );
+ set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
+ set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
+ set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE );
+ set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF );
+ set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
+
+ // Homunculus S
+ add_sc(MH_STAHL_HORN, SC_STUN);
+ set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
+ set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP);
+ add_sc( MH_STEINWAND, SC_SAFETYWALL );
+ add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER);
+ set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD);
+ add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE);
+ set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE);
+ set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE);
+ set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE);
+ set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE);
+ add_sc(MH_LAVA_SLIDE, SC_BURNING);
+ set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2);
+ add_sc(MH_POISON_MIST, SC_BLIND);
+ set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD);
+
+ add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE);
+ set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE );
+ set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE );
+
+
+ add_sc( MER_CRASH , SC_STUN );
+ set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
+ add_sc( MS_MAGNUM , SC_SUB_WEAPONPROPERTY );
+ add_sc( MER_SIGHT , SC_SIGHT );
+ set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED );
+ set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
+ add_sc( MER_LEXDIVINA , SC_SILENCE );
+ add_sc( MA_LANDMINE , SC_STUN );
+ add_sc( MA_SANDMAN , SC_SLEEP );
+ add_sc( MA_FREEZINGTRAP , SC_FREEZE );
+ set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
+ set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
+ set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
+ set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
+ set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
+ set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
+ add_sc( ML_SPIRALPIERCE , SC_STOP );
+ set_sc( MER_QUICKEN , SC_MER_QUICKEN , SI_BLANK , SCB_ASPD );
+ add_sc( ML_DEVOTION , SC_DEVOTION );
+ set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
+ set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
+ set_sc( MER_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED );
+
+ set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
+ set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
+ set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
+ set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
+
+ set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
+ set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN );
+
+ /**
+ * Rune Knight
+ **/
+ set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
+ set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
+ set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
+ set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
+ set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BLANK , SCB_MDEF );
+ set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE );
+ set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
+ set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
+ set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
+ set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
+ set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
+ set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
+ set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
+ add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY );
+ /**
+ * GC Guillotine Cross
+ **/
+ set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
+ set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
+ set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
+ set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
+ set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
+ set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
+ set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
+ /**
+ * Arch Bishop
+ **/
+ set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
+ add_sc( AB_CLEMENTIA , SC_BLESSING );
+ add_sc( AB_CANTO , SC_INC_AGI );
+ set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
+ add_sc( AB_PRAEFATIO , SC_KYRIE );
+ set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
+ set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
+ set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
+ set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
+ set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
+ set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
+ set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
+ set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
+ /**
+ * Warlock
+ **/
+ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
+ set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
+ set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX );
+ set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
+ set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
+ set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK );
+ /**
+ * Ranger
+ **/
+ set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
+ set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
+ set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
+ set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
+ add_sc( RA_MAGENTATRAP , SC_ARMOR_PROPERTY );
+ add_sc( RA_COBALTTRAP , SC_ARMOR_PROPERTY );
+ add_sc( RA_MAIZETRAP , SC_ARMOR_PROPERTY );
+ add_sc( RA_VERDURETRAP , SC_ARMOR_PROPERTY );
+ add_sc( RA_FIRINGTRAP , SC_BURNING );
+ add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY );
+ set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE );
+ /**
+ * Mechanic
+ **/
+ set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
+ set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
+ set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
+ 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_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_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
+ **/
+ set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
+ set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
+ set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
+ set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
+ set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
+ set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
+ set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
+ set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
+ set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
+ set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
+ set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
+ 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 );
+ set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN );
+ /**
+ * Sura
+ **/
+ add_sc( SR_DRAGONCOMBO , SC_STUN );
+ add_sc( SR_EARTHSHAKER , SC_STUN );
+ set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
+ set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
+ set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
+ set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
+ set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
+ set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
+ set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN );
+ /**
+ * Wanderer / Minstrel
+ **/
+ 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_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_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 );
+ set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
+ set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE );
+ 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_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
+ set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
+
+ /**
+ * Sorcerer
+ **/
+ set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
+ 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_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 );
+ set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE );
+ set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ 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 );
+ /**
+ * Genetic
+ **/
+ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
+ set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE );
+ set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE );
+ set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
+ set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
+ set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
+ set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
+
+ // Elemental Spirit summoner's 'side' status changes.
+ set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
+ set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
+ set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
+ set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
+ set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
+ set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
+ set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
+ set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
+ set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
+ set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
+ set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
+ set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
+ set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
+ set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
+ set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
+ set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
+ set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
+ set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
+ 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_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 );
+
+ add_sc( KO_YAMIKUMO , SC_HIDING );
+ set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
+ add_sc( KO_MAKIBISHI , SC_STUN );
+ set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
+ set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ add_sc( KO_JYUSATSU , SC_CURSE );
+ set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
+ set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
+ set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
+ set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
+ set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
+ set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
+ set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
+ set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
+
+ set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+
+ add_sc( ALL_REVERSEORCISH , SC_ORCISH );
+ set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN );
+
+ add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR );
+ add_sc( NPC_WIDEBODYBURNNING , SC_BURNING );
+ add_sc( NPC_WIDEFROSTMISTY , SC_FROSTMISTY );
+ add_sc( NPC_WIDECOLD , SC_COLD );
+ add_sc( NPC_WIDE_DEEP_SLEEP , SC_DEEP_SLEEP );
+ add_sc( NPC_WIDESIREN , SC_SIREN );
+
+ // Storing the target job rather than simply SC_SOULLINK simplifies code later on.
+ SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
+ SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
+ SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
+ SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
+ SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
+ SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
+ SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
+ SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
+ SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
+ SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
+ SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
+ SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
+ SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
+ SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
+ SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
+
+ //Status that don't have a skill associated.
+ StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50;
+ StatusIconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90;
+ StatusIconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1;
+ StatusIconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2;
+ StatusIconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3;
+ StatusIconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY;
+ StatusIconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE;
+ StatusIconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY;
+ StatusIconChangeTable[SC_CHASEWALK2] = SI_INCSTR;
+ StatusIconChangeTable[SC_MIRACLE] = SI_SOULLINK;
+ StatusIconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE;
+ StatusIconChangeTable[SC_FOOD_STR] = SI_FOOD_STR;
+ StatusIconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI;
+ StatusIconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT;
+ StatusIconChangeTable[SC_FOOD_INT] = SI_FOOD_INT;
+ StatusIconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX;
+ StatusIconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK;
+ StatusIconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE;
+ StatusIconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT;
+ StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
+ StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
+ StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
+ StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
+ StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
+ StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
+ StatusIconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER;
+ StatusIconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER;
+ //Cash Items
+ StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
+ StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
+ StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
+ StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
+ StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
+ StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
+ StatusIconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP;
+ StatusIconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM;
+ StatusIconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP;
+ StatusIconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY;
+ StatusIconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM;
+ StatusIconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF;
+ StatusIconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF;
+ StatusIconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT;
+ StatusIconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE;
+ StatusIconChangeTable[SC_HEALPLUS] = SI_HEALPLUS;
+ StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
+ StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
+ StatusIconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD;
+ StatusIconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD;
+ // Mercenary Bonus Effects
+ StatusIconChangeTable[SC_MER_FLEE] = SI_MER_FLEE;
+ StatusIconChangeTable[SC_MER_ATK] = SI_MER_ATK;
+ StatusIconChangeTable[SC_MER_HP] = SI_MER_HP;
+ StatusIconChangeTable[SC_MER_SP] = SI_MER_SP;
+ StatusIconChangeTable[SC_MER_HIT] = SI_MER_HIT;
+ // Warlock Spheres
+ StatusIconChangeTable[SC_SUMMON1] = SI_SPHERE_1;
+ StatusIconChangeTable[SC_SUMMON2] = SI_SPHERE_2;
+ StatusIconChangeTable[SC_SUMMON3] = SI_SPHERE_3;
+ StatusIconChangeTable[SC_SUMMON4] = SI_SPHERE_4;
+ StatusIconChangeTable[SC_SUMMON5] = SI_SPHERE_5;
+ // Warlock Preserved spells
+ StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
+ StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
+ StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
+ StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
+ StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
+ StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
+ StatusIconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7;
+
+ StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
+ StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
+ StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
+ StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
+
+ StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
+ StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
+ StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
+ StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
+ StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
+ StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
+ StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
+ StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
+ StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
+
+ StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
+ StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
+ StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
+ StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
+
+ StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
+
+ StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
+
+ StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
+ StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
+ StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
+ StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
+ StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
+
+ //Genetics New Food Items Status Icons
+ StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
+ StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
+ StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
+ StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
+ StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
+ StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
+
+ StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
+ StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
+ StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
+ StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
+ StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
+ StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
+ StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
+ StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
+
+ // Elemental Spirit's 'side' status change icons.
+ StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
+ StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
+ StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
+ StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
+ StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
+ StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
+ StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
+ StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
+ StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
+ StatusIconChangeTable[SC_HEATER] = SI_HEATER;
+ StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
+ StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
+ StatusIconChangeTable[SC_COOLER] = SI_COOLER;
+ StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
+ StatusIconChangeTable[SC_GUST] = SI_GUST;
+ StatusIconChangeTable[SC_BLAST] = SI_BLAST;
+ StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
+ StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
+ StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
+ StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
+ StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
+ StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
+ StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
+ StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
+
+ //Other SC which are not necessarily associated to skills.
+ StatusChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD;
+ StatusChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD;
+ StatusChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD;
+ StatusChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD;
+ StatusChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED;
+ StatusChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED;
+ StatusChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK;
+ StatusChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK;
+ StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
+ StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
+ StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
+ StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
+ StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
+ StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
+ StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
+ StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI;
+ StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
+ StatusChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2;
+ StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
+ StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
+ StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
+ StatusChangeFlagTable[SC_FOOD_STR] |= SCB_STR;
+ StatusChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI;
+ StatusChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT;
+ StatusChangeFlagTable[SC_FOOD_INT] |= SCB_INT;
+ StatusChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX;
+ StatusChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK;
+ StatusChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT;
+ StatusChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
+ StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
+ StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
+ StatusChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL;
+ StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
+ StatusChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL;
+ StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
+ StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
+ // Cash Items
+ StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
+ StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
+ StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
+ StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
+ StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
+ StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
+ // Mercenary Bonus Effects
+ StatusChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_MER_ATK] |= SCB_WATK;
+ StatusChangeFlagTable[SC_MER_HP] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_MER_SP] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_MER_HIT] |= SCB_HIT;
+ // Guillotine Cross Poison Effects
+ StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
+ StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
+ StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
+
+ StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
+ StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
+ StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
+ StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
+ StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
+ StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
+ StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
+ StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
+ StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
+ StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
+ StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
+ StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
+ StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
+
+ StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED;
+
+ /* StatusDisplayType Table [Ind/Hercules] */
+ StatusDisplayType[SC_ALL_RIDING] = true;
+ StatusDisplayType[SC_PUSH_CART] = true;
+ StatusDisplayType[SC_SUMMON1] = true;
+ StatusDisplayType[SC_SUMMON2] = true;
+ StatusDisplayType[SC_SUMMON3] = true;
+ StatusDisplayType[SC_SUMMON4] = true;
+ StatusDisplayType[SC_SUMMON5] = true;
+ StatusDisplayType[SC_CAMOUFLAGE] = true;
+ StatusDisplayType[SC_DUPLELIGHT] = true;
+ StatusDisplayType[SC_ORATIO] = true;
+ StatusDisplayType[SC_FROSTMISTY] = true;
+ StatusDisplayType[SC_VENOMIMPRESS] = true;
+ StatusDisplayType[SC_HALLUCINATIONWALK] = true;
+ StatusDisplayType[SC_ROLLINGCUTTER] = true;
+ StatusDisplayType[SC_BANDING] = true;
+ StatusDisplayType[SC_COLD] = true;
+ StatusDisplayType[SC_DEEP_SLEEP] = true;
+ StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true;
+ StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true;
+ StatusDisplayType[SC_BLOOD_SUCKER] = true;
+ StatusDisplayType[SC__SHADOWFORM] = true;
+ StatusDisplayType[SC__MANHOLE] = true;
+ StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
+
+#ifdef RENEWAL_EDP
+ // renewal EDP increases your weapon atk
+ StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
+#endif
+
+ if( !battle_config.display_hallucination ) //Disable Hallucination.
+ StatusIconChangeTable[SC_ILLUSION] = SI_BLANK;
+}
+
+static void initDummyData(void)
+{
+ memset(&dummy_status, 0, sizeof(dummy_status));
+ dummy_status.hp =
+ dummy_status.max_hp =
+ dummy_status.max_sp =
+ dummy_status.str =
+ dummy_status.agi =
+ dummy_status.vit =
+ dummy_status.int_ =
+ dummy_status.dex =
+ dummy_status.luk =
+ dummy_status.hit = 1;
+ dummy_status.speed = 2000;
+ dummy_status.adelay = 4000;
+ dummy_status.amotion = 2000;
+ dummy_status.dmotion = 2000;
+ dummy_status.ele_lv = 1; //Min elemental level.
+ dummy_status.mode = MD_CANMOVE;
+}
+
+
+//For copying a status_data structure from b to a, without overwriting current Hp and Sp
+static inline void status_cpy(struct status_data* a, const struct status_data* b)
+{
+ memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
+}
+
+//Sets HP to given value. Flag is the flag passed to iStatus->heal in case
+//final value is higher than current (use 2 to make a healing effect display
+//on players) It will always succeed (overrides Berserk block), but it can't kill.
+int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
+{
+ struct status_data *status;
+ if (hp < 1) return 0;
+ status = iStatus->get_status_data(bl);
+ if (status == &dummy_status)
+ return 0;
+
+ if (hp > status->max_hp) hp = status->max_hp;
+ if (hp == status->hp) return 0;
+ if (hp > status->hp)
+ return iStatus->heal(bl, hp - status->hp, 0, 1|flag);
+ return status_zap(bl, status->hp - hp, 0);
+}
+
+//Sets SP to given value. Flag is the flag passed to iStatus->heal in case
+//final value is higher than current (use 2 to make a healing effect display
+//on players)
+int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
+{
+ struct status_data *status;
+
+ status = iStatus->get_status_data(bl);
+ if (status == &dummy_status)
+ return 0;
+
+ if (sp > status->max_sp) sp = status->max_sp;
+ if (sp == status->sp) return 0;
+ if (sp > status->sp)
+ return iStatus->heal(bl, 0, sp - status->sp, 1|flag);
+ return status_zap(bl, 0, status->sp - sp);
+}
+
+int status_charge(struct block_list* bl, int hp, int sp)
+{
+ if(!(bl->type&BL_CONSUME))
+ return hp+sp; //Assume all was charged so there are no 'not enough' fails.
+ return iStatus->damage(NULL, bl, hp, sp, 0, 3);
+}
+
+//Inflicts damage on the target with the according walkdelay.
+//If flag&1, damage is passive and does not triggers cancelling status changes.
+//If flag&2, fail if target does not has enough to substract.
+//If flag&4, if killed, mob must not give exp/loot.
+//flag will be set to &8 when damaging sp of a dead character
+int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ if(sp && !(target->type&BL_CONSUME))
+ sp = 0; //Not a valid SP target.
+
+ if (hp < 0) { //Assume absorbed damage.
+ iStatus->heal(target, -hp, 0, 1);
+ hp = 0;
+ }
+
+ if (sp < 0) {
+ iStatus->heal(target, 0, -sp, 1);
+ sp = 0;
+ }
+
+ if (target->type == BL_SKILL)
+ return skill->unit_ondamaged((struct skill_unit *)target, src, hp, iTimer->gettick());
+
+ status = iStatus->get_status_data(target);
+ if( status == &dummy_status )
+ return 0;
+
+ if ((unsigned int)hp >= status->hp) {
+ if (flag&2) return 0;
+ hp = status->hp;
+ }
+
+ if ((unsigned int)sp > status->sp) {
+ if (flag&2) return 0;
+ sp = status->sp;
+ }
+
+ if (!hp && !sp)
+ return 0;
+
+ if( !status->hp )
+ flag |= 8;
+
+ // Let through. battle.c/skill.c have the whole logic of when it's possible or
+ // not to hurt someone (and this check breaks pet catching) [Skotlex]
+ // if (!target->prev && !(flag&2))
+ // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
+
+ sc = iStatus->get_sc(target);
+ if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
+ hp = 1;
+
+ if( hp && !(flag&1) ) {
+ if( sc ) {
+ struct status_change_entry *sce;
+ if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ status_change_end(target, SC_STONE, INVALID_TIMER);
+ status_change_end(target, SC_FREEZE, INVALID_TIMER);
+ status_change_end(target, SC_SLEEP, INVALID_TIMER);
+ status_change_end(target, SC_DC_WINKCHARM, INVALID_TIMER);
+ status_change_end(target, SC_CONFUSION, INVALID_TIMER);
+ status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
+ status_change_end(target, SC_HIDING, INVALID_TIMER);
+ 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]
+ if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
+ status_change_end(target, SC_ENDURE, INVALID_TIMER);
+ }
+ if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
+ struct skill_unit_group* sg = skill->id2group(sce->val4);
+ if (sg) {
+ skill->del_unitgroup(sg, ALC_MARK);
+ sce->val4 = 0;
+ status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
+ }
+ }
+ if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
+ status_change_end(target, SC_DANCING, INVALID_TIMER);
+ if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
+ status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
+ status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
+ }
+ unit_skillcastcancel(target, 2);
+ }
+
+ status->hp-= hp;
+ status->sp-= sp;
+
+ if (sc && hp && status->hp) {
+ if (sc->data[SC_AUTOBERSERK] &&
+ (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
+ status->hp < status->max_hp>>2)
+ sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
+ if (sc->data[SC_BERSERK] && status->hp <= 100)
+ status_change_end(target, SC_BERSERK, INVALID_TIMER);
+ if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
+ status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
+ if (sc->data[SC_SATURDAY_NIGHT_FEVER] && status->hp <= 100)
+ status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
+ if (sc->data[SC__BLOODYLUST] && status->hp <= 100)
+ status_change_end(target, SC__BLOODYLUST, INVALID_TIMER);
+ }
+
+ switch (target->type) {
+ case BL_PC: pc->damage((TBL_PC*)target,src,hp,sp); break;
+ case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
+ case BL_HOM: homun->damaged((TBL_HOM*)target); break;
+ case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
+ case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
+ }
+
+ if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug
+ unit_stop_walking( target, 1 );
+ }
+
+ if( status->hp || (flag&8) )
+ { //Still lives or has been dead before this damage.
+ if (walkdelay)
+ unit_set_walkdelay(target, iTimer->gettick(), walkdelay, 0);
+ return hp+sp;
+ }
+
+ status->hp = 1; //To let the dead function cast skills and all that.
+ //NOTE: These dead functions should return: [Skotlex]
+ //0: Death cancelled, auto-revived.
+ //Non-zero: Standard death. Clear status, cancel move/attack, etc
+ //&2: Also remove object from map.
+ //&4: Also delete object from memory.
+ switch (target->type) {
+ case BL_PC: flag = pc->dead((TBL_PC*)target,src); break;
+ case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
+ case BL_HOM: flag = homun->dead((TBL_HOM*)target); break;
+ case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
+ case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
+ default: //Unhandled case, do nothing to object.
+ flag = 0;
+ break;
+ }
+
+ if(!flag) //Death cancelled.
+ return hp+sp;
+
+ //Normal death
+ status->hp = 0;
+ if (battle_config.clear_unit_ondeath &&
+ battle_config.clear_unit_ondeath&target->type)
+ skill->clear_unitgroup(target);
+
+ if(target->type&BL_REGEN)
+ { //Reset regen ticks.
+ struct regen_data *regen = iStatus->get_regen_data(target);
+ if (regen) {
+ memset(®en->tick, 0, sizeof(regen->tick));
+ if (regen->sregen)
+ memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick));
+ if (regen->ssregen)
+ memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick));
+ }
+ }
+
+ if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
+ { //flag&8 = disable Kaizel
+ int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
+ //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
+ if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
+ iStatus->revive(target, 100, 100);
+ else
+ iStatus->revive(target, sc->data[SC_KAIZEL]->val2, 0);
+ iStatus->change_clear(target,0);
+ clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1);
+ sc_start(target,iStatus->skill2sc(PR_KYRIE),100,10,time);
+
+ if( target->type == BL_MOB )
+ ((TBL_MOB*)target)->state.rebirth = 1;
+
+ return hp+sp;
+ }
+ if(target->type == BL_PC){
+ TBL_PC *sd = BL_CAST(BL_PC,target);
+ TBL_HOM *hd = sd->hd;
+ if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){
+ clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage
+ clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, iStatus->revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0));
+ status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
+ return hp + sp;
+ }
+ }
+ if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so.
+ iStatus->revive(target, sc->data[SC_REBIRTH]->val2, 0);
+ iStatus->change_clear(target,0);
+ ((TBL_MOB*)target)->state.rebirth = 1;
+
+ return hp+sp;
+ }
+
+ iStatus->change_clear(target,0);
+
+ if(flag&4) //Delete from memory. (also invokes map removal code)
+ unit_free(target,CLR_DEAD);
+ else
+ if(flag&2) //remove from map
+ unit_remove_map(target,CLR_DEAD);
+ else
+ { //Some death states that would normally be handled by unit_remove_map
+ unit_stop_attack(target);
+ unit_stop_walking(target,1);
+ unit_skillcastcancel(target,0);
+ clif->clearunit_area(target,CLR_DEAD);
+ skill->unit_move(target,iTimer->gettick(),4);
+ skill->cleartimerskill(target);
+ }
+
+ return hp+sp;
+}
+
+//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
+//If flag&2, when the player is healed, show the HP/SP heal effect.
+int status_heal(struct block_list *bl,int hp,int sp, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ status = iStatus->get_status_data(bl);
+
+ if (status == &dummy_status || !status->hp)
+ return 0;
+
+ sc = iStatus->get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+
+ if (hp < 0) {
+ if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
+ iStatus->damage(NULL, bl, -hp, 0, 0, 1);
+ hp = 0;
+ }
+
+ if(hp) {
+ if( sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) ) {
+ if( flag&1 )
+ flag &= ~2;
+ else
+ hp = 0;
+ }
+
+ if((unsigned int)hp > status->max_hp - status->hp)
+ hp = status->max_hp - status->hp;
+ }
+
+ if(sp < 0) {
+ if (sp==INT_MIN) sp++;
+ iStatus->damage(NULL, bl, 0, -sp, 0, 1);
+ sp = 0;
+ }
+
+ if(sp) {
+ if((unsigned int)sp > status->max_sp - status->sp)
+ sp = status->max_sp - status->sp;
+ }
+
+ if(!sp && !hp) return 0;
+
+ status->hp+= hp;
+ status->sp+= sp;
+
+ if(hp && sc &&
+ sc->data[SC_AUTOBERSERK] &&
+ sc->data[SC_PROVOKE] &&
+ sc->data[SC_PROVOKE]->val2==1 &&
+ status->hp>=status->max_hp>>2
+ ) //End auto berserk.
+ status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
+
+ // send hp update to client
+ switch(bl->type) {
+ case BL_PC: pc->heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
+ case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
+ case BL_HOM: homun->healed((TBL_HOM*)bl); break;
+ case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
+ case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
+ }
+
+ return hp+sp;
+}
+
+//Does percentual non-flinching damage/heal. If mob is killed this way,
+//no exp/drops will be awarded if there is no src (or src is target)
+//If rates are > 0, percent is of current HP/SP
+//If rates are < 0, percent is of max HP/SP
+//If !flag, this is heal, otherwise it is damage.
+//Furthermore, if flag==2, then the target must not die from the substraction.
+int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
+{
+ struct status_data *status;
+ unsigned int hp =0, sp = 0;
+
+ status = iStatus->get_status_data(target);
+
+
+ //It's safe now [MarkZD]
+ if (hp_rate > 99)
+ hp = status->hp;
+ else if (hp_rate > 0)
+ hp = status->hp>10000?
+ hp_rate*(status->hp/100):
+ ((int64)hp_rate*status->hp)/100;
+ else if (hp_rate < -99)
+ hp = status->max_hp;
+ else if (hp_rate < 0)
+ hp = status->max_hp>10000?
+ (-hp_rate)*(status->max_hp/100):
+ ((int64)-hp_rate*status->max_hp)/100;
+ if (hp_rate && !hp)
+ hp = 1;
+
+ if (flag == 2 && hp >= status->hp)
+ hp = status->hp-1; //Must not kill target.
+
+ if (sp_rate > 99)
+ sp = status->sp;
+ else if (sp_rate > 0)
+ sp = ((int64)sp_rate*status->sp)/100;
+ else if (sp_rate < -99)
+ sp = status->max_sp;
+ else if (sp_rate < 0)
+ sp = ((int64)-sp_rate)*status->max_sp/100;
+ if (sp_rate && !sp)
+ sp = 1;
+
+ //Ugly check in case damage dealt is too much for the received args of
+ //iStatus->heal / iStatus->damage. [Skotlex]
+ if (hp > INT_MAX) {
+ hp -= INT_MAX;
+ if (flag)
+ iStatus->damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
+ else
+ iStatus->heal(target, INT_MAX, 0, 0);
+ }
+ if (sp > INT_MAX) {
+ sp -= INT_MAX;
+ if (flag)
+ iStatus->damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
+ else
+ iStatus->heal(target, 0, INT_MAX, 0);
+ }
+ if (flag)
+ return iStatus->damage(src, target, hp, sp, 0, (!src||src==target?5:1));
+ return iStatus->heal(target, hp, sp, 0);
+}
+
+int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
+{
+ struct status_data *status;
+ unsigned int hp, sp;
+ if (!iStatus->isdead(bl)) return 0;
+
+ status = iStatus->get_status_data(bl);
+ if (status == &dummy_status)
+ return 0; //Invalid target.
+
+ hp = (int64)status->max_hp * per_hp/100;
+ sp = (int64)status->max_sp * per_sp/100;
+
+ if(hp > status->max_hp - status->hp)
+ hp = status->max_hp - status->hp;
+ else if (per_hp && !hp)
+ hp = 1;
+
+ if(sp > status->max_sp - status->sp)
+ sp = status->max_sp - status->sp;
+ else if (per_sp && !sp)
+ sp = 1;
+
+ status->hp += hp;
+ status->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]
+* flag:
+* 0 - Trying to use skill on target.
+* 1 - Cast bar is done.
+* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
+* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
+* target MAY Be null, in which case the checks are only to see
+* whether the source can cast or not the skill on the ground.
+*------------------------------------------*/
+int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc=NULL, *tsc;
+ int hide_flag;
+
+ status = src?iStatus->get_status_data(src):&dummy_status;
+
+ if (src && src->type != BL_PC && iStatus->isdead(src))
+ return 0;
+
+ if (!skill_id) { //Normal attack checks.
+ if (!(status->mode&MD_CANATTACK))
+ return 0; //This mode is only needed for melee attacking.
+ //Dead state is not checked for skills as some skills can be used
+ //on dead characters, said checks are left to skill.c [Skotlex]
+ if (target && iStatus->isdead(target))
+ return 0;
+ if( src && (sc = iStatus->get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB)
+ return 0;
+ }
+
+ if( skill_id ) {
+
+ if( src && !(src->type == BL_PC && ((TBL_PC*)src)->skillitem)) { // Items that cast skills using 'itemskill' will not be handled by map_zone_db.
+ int i;
+
+ for(i = 0; i < map[src->m].zone->disabled_skills_count; i++) {
+ if( skill_id == map[src->m].zone->disabled_skills[i]->nameid && (map[src->m].zone->disabled_skills[i]->type&src->type) ) {
+ if( src->type == BL_PC )
+ clif->msg((TBL_PC*)src, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
+ else if( src->type == BL_MOB && map[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) {
+ if( (status->mode&MD_BOSS) && !(map[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
+ break;
+ }
+ return 0;
+ }
+ }
+ }
+
+ switch( skill_id ) {
+ case PA_PRESSURE:
+ if( flag && target ) {
+ //Gloria Avoids pretty much everything....
+ tsc = iStatus->get_sc(target);
+ if(tsc && tsc->option&OPTION_HIDE)
+ return 0;
+ }
+ break;
+ case GN_WALLOFTHORN:
+ if( target && iStatus->isdead(target) )
+ return 0;
+ break;
+ case AL_TELEPORT:
+ //Should fail when used on top of Land Protector [Skotlex]
+ if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
+ && !(status->mode&MD_BOSS)
+ && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
+ return 0;
+ break;
+ default:
+ break;
+ }
+ }
+
+ if ( src ) sc = iStatus->get_sc(src);
+
+ if( sc && sc->count ) {
+
+ if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc
+ if (flag != 1) //Can't cast, casted stuff can't damage.
+ return 0;
+ if (!(skill->get_inf(skill_id)&INF_GROUND_SKILL))
+ return 0; //Targetted spells can't come off.
+ }
+
+ if (
+ (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
+ || (sc->data[SC_AUTOCOUNTER] && !flag)
+ || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
+ || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
+ )
+ return 0;
+
+ if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage
+ if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
+ unit_walktobl(src, iMap->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1);
+ clif->emotion(src, E_LV);
+ return 0;
+ }
+
+ if (sc->data[SC_BLADESTOP]) {
+ switch (sc->data[SC_BLADESTOP]->val1)
+ {
+ case 5: if (skill_id == MO_EXTREMITYFIST) break;
+ case 4: if (skill_id == MO_CHAINCOMBO) break;
+ case 3: if (skill_id == MO_INVESTIGATE) break;
+ case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
+ default: return 0;
+ }
+ }
+
+ if (sc->data[SC_DANCING] && flag!=2) {
+ if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
+ { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
+ if( pc->checkskill((TBL_PC*)src,WM_LESSON) < 5 )
+ return 0;
+ } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
+ if (skill_id == BD_ENCORE ||
+ skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
+ )
+ return 0;
+ } else {
+ switch (skill_id) {
+ case BD_ADAPTATION:
+ case CG_LONGINGFREEDOM:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ break;
+ default:
+ return 0;
+ }
+ }
+ if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
+ return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
+ }
+
+ if (skill_id && //Do not block item-casted skills.
+ (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
+ ) { //Skills blocked through status changes...
+ if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
+ sc->data[SC_SILENCE] ||
+ sc->data[SC_STEELBODY] ||
+ sc->data[SC_BERSERK] ||
+ sc->data[SC__BLOODYLUST] ||
+ sc->data[SC_OBLIVIONCURSE] ||
+ sc->data[SC_WHITEIMPRISON] ||
+ sc->data[SC__INVISIBILITY] ||
+ (sc->data[SC_COLD] && src->type != BL_MOB) ||
+ sc->data[SC__IGNORANCE] ||
+ sc->data[SC_DEEP_SLEEP] ||
+ sc->data[SC_SATURDAY_NIGHT_FEVER] ||
+ sc->data[SC_CURSEDCIRCLE_TARGET] ||
+ (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
+ (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
+ (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) ||
+ (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id))
+ ))
+ return 0;
+
+ //Skill blocking.
+ if (
+ (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
+ (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
+ (sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) ||
+ (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
+ )
+ return 0;
+
+ if( sc->data[SC__MANHOLE] || ((tsc = iStatus->get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
+ 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;
+ }
+ }
+
+ }
+ }
+
+ if (sc && sc->option) {
+ if (sc->option&OPTION_HIDE) {
+ switch (skill_id) { //Usable skills while hiding.
+ case TF_HIDING:
+ case AS_GRIMTOOTH:
+ case RG_BACKSTAP:
+ case RG_RAID:
+ case NJ_SHADOWJUMP:
+ case NJ_KIRIKAGE:
+ case KO_YAMIKUMO:
+ break;
+ default:
+ //Non players can use all skills while hidden.
+ if (!skill_id || src->type == BL_PC)
+ return 0;
+ }
+ }
+ if (sc->option&OPTION_CHASEWALK && 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]
+ }
+
+ if (target == NULL || target == src) //No further checking needed.
+ return 1;
+
+ tsc = iStatus->get_sc(target);
+
+ if(tsc && tsc->count) {
+ /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
+ if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
+ return 0;
+ if(!skill_id && tsc->data[SC_TRICKDEAD])
+ return 0;
+ if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
+ && tsc->data[SC_FREEZE])
+ return 0;
+ if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
+ return 0;
+ }
+
+ //If targetting, cloak+hide protect you, otherwise only hiding does.
+ hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
+
+ //You cannot hide from ground skills.
+ if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
+ hide_flag &= ~OPTION_HIDE;
+
+ switch( target->type ) {
+ case BL_PC: {
+ struct map_session_data *sd = (TBL_PC*) target;
+ bool is_boss = (status->mode&MD_BOSS);
+ bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
+ if (pc_isinvisible(sd))
+ return 0;
+ if (tsc->option&hide_flag && !is_boss &&
+ ((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 )
+ return 0;
+ if( tsc->data[SC_STEALTHFIELD] && !is_boss )
+ return 0;
+ }
+ break;
+ case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
+ //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
+ if (status->mode&MD_LOOTER)
+ return 1;
+ return 0;
+ case BL_HOM:
+ case BL_MER:
+ case BL_ELEM:
+ if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src )
+ return 0; // Can't use support skills on Homunculus (only Master/Self)
+ if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src )
+ return 0; // Can't use Weapon endow skills on Mercenary (only Master)
+ if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
+ return 0; // Can't use Potion Pitcher on Mercenaries
+ default:
+ //Check for chase-walk/hiding/cloaking opponents.
+ if( tsc ) {
+ if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
+ return 0;
+ if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
+ return 0;
+ }
+ }
+ return 1;
+}
+
+//Checks whether the source can see and chase target.
+int status_check_visibility(struct block_list *src, struct block_list *target)
+{
+ int view_range;
+ struct status_data* status = iStatus->get_status_data(src);
+ struct status_change* tsc = iStatus->get_sc(target);
+ switch (src->type) {
+ case BL_MOB:
+ view_range = ((TBL_MOB*)src)->min_chase;
+ break;
+ case BL_PET:
+ view_range = ((TBL_PET*)src)->db->range2;
+ break;
+ default:
+ view_range = AREA_SIZE;
+ }
+
+ if (src->m != target->m || !check_distance_bl(src, target, view_range))
+ return 0;
+
+ if( tsc && tsc->data[SC_STEALTHFIELD] )
+ return 0;
+
+ switch (target->type)
+ { //Check for chase-walk/hiding/cloaking opponents.
+ case BL_PC:
+ if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
+ return 0;
+ if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
+ ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
+ return 0;
+ break;
+ default:
+ if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
+ return 0;
+
+ }
+
+ return 1;
+}
+
+// Basic ASPD value
+int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
+{
+ int amotion;
+#ifdef RENEWAL_ASPD
+ short mod = -1;
+
+ switch( sd->weapontype2 ){ // adjustment for dual weilding
+ case W_DAGGER: mod = 0; break; // 0, 1, 1
+ case W_1HSWORD:
+ case W_1HAXE: mod = 1;
+ if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
+ mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
+ }
+
+ amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
+ ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
+ : ((aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
+ + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
+ - aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]
+ + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]);
+
+ if ( sd->status.shield )
+ amotion += ( 2000 - aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) +
+ ( aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );
+
+#else
+ // base weapon delay
+ amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
+ ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
+ : (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
+
+ // percentual delay reduction from stats
+ amotion -= amotion * (4*status->agi + status->dex)/1000;
+#endif
+ // raw delay adjustment from bAspd bonus
+ amotion += sd->bonus.aspd_add;
+
+ return amotion;
+}
+
+static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
+{
+ int flag = 0, str, dex,
+#ifdef RENEWAL
+ rstr,
+#endif
+ dstr;
+
+
+ if(!(bl->type&battle_config.enable_baseatk))
+ return 0;
+
+ if (bl->type == BL_PC)
+ switch(((TBL_PC*)bl)->status.weapon){
+ case W_BOW:
+ case W_MUSICAL:
+ case W_WHIP:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ flag = 1;
+ }
+ if (flag) {
+#ifdef RENEWAL
+ rstr =
+#endif
+ str = status->dex;
+ dex = status->str;
+ } else {
+#ifdef RENEWAL
+ rstr =
+#endif
+ str = status->str;
+ dex = status->dex;
+ }
+ //Normally only players have base-atk, but homunc have a different batk
+ // equation, hinting that perhaps non-players should use this for batk.
+ // [Skotlex]
+ dstr = str/10;
+ str += dstr*dstr;
+ if (bl->type == BL_PC)
+#ifdef RENEWAL
+ str = (int)(rstr + (float)dex/5 + (float)status->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4);
+ else if(bl->type == BL_MOB)
+ str = rstr + ((TBL_MOB*)bl)->level;
+#else
+ str+= dex/5 + status->luk/5;
+#endif
+ return cap_value(str, 0, USHRT_MAX);
+}
+
+static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); }
+static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); }
+#ifdef RENEWAL
+unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
+#endif
+
+//Fills in the misc data that can be calculated from the other status info (except for level)
+void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
+{
+ //Non players get the value set, players need to stack with previous bonuses.
+ if( bl->type != BL_PC )
+ status->batk =
+ status->hit = status->flee =
+ status->def2 = status->mdef2 =
+ status->cri = status->flee2 = 0;
+
+#ifdef RENEWAL // renewal formulas
+ status->matk_min = status->matk_max = bl->type == BL_PC ? iStatus->base_matk(status, level) : level + status->int_;
+ status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
+ status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
+ status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
+ status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
+#else
+ status->matk_min = status_base_matk_min(status);
+ status->matk_max = status_base_matk_max(status);
+ status->hit += level + status->dex;
+ status->flee += level + status->agi;
+ status->def2 += status->vit;
+ status->mdef2 += status->int_ + (status->vit>>1);
+#endif
+
+ if( bl->type&battle_config.enable_critical )
+ status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
+ else
+ status->cri = 0;
+
+ if (bl->type&battle_config.enable_perfect_flee)
+ status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
+ else
+ status->flee2 = 0;
+
+ if (status->batk) {
+ int temp = status->batk + status_base_atk(bl, status);
+ status->batk = cap_value(temp, 0, USHRT_MAX);
+ } else
+ status->batk = status_base_atk(bl, status);
+ if (status->cri)
+ switch (bl->type) {
+ case BL_MOB:
+ if(battle_config.mob_critical_rate != 100)
+ status->cri = status->cri*battle_config.mob_critical_rate/100;
+ if(!status->cri && battle_config.mob_critical_rate)
+ status->cri = 10;
+ break;
+ case BL_PC:
+ //Players don't have a critical adjustment setting as of yet.
+ break;
+ case BL_MER:
+#ifdef RENEWAL
+ status->matk_min = status->matk_max = status_base_matk_max(status);
+ status->def2 = status->vit + level / 10 + status->vit / 5;
+ status->mdef2 = level / 10 + status->int_ / 5;
+#endif
+ break;
+ default:
+ if(battle_config.critical_rate != 100)
+ status->cri = status->cri*battle_config.critical_rate/100;
+ if (!status->cri && battle_config.critical_rate)
+ status->cri = 10;
+ }
+ if(bl->type&BL_REGEN)
+ iStatus->calc_regen(bl, status, iStatus->get_regen_data(bl));
+}
+
+//Skotlex: Calculates the initial status for the given mob
+//first will only be false when the mob leveled up or got a GuardUp level.
+int status_calc_mob_(struct mob_data* md, bool first)
+{
+ struct status_data *status;
+ struct block_list *mbl = NULL;
+ int flag=0;
+
+ if(first)
+ { //Set basic level on respawn.
+ if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
+ ;
+ else
+ md->level = md->db->lv;
+ }
+
+ //Check if we need custom base-status
+ if (battle_config.mobs_level_up && md->level > md->db->lv)
+ flag|=1;
+
+ if (md->special_state.size)
+ flag|=2;
+
+ if (md->guardian_data && md->guardian_data->guardup_lv)
+ flag|=4;
+ if (md->class_ == MOBID_EMPERIUM)
+ flag|=4;
+
+ if (battle_config.slaves_inherit_speed && md->master_id)
+ flag|=8;
+
+ if (md->master_id && md->special_state.ai>1)
+ flag|=16;
+
+ if (!flag)
+ { //No special status required.
+ if (md->base_status) {
+ aFree(md->base_status);
+ md->base_status = NULL;
+ }
+ if(first)
+ memcpy(&md->status, &md->db->status, sizeof(struct status_data));
+ return 0;
+ }
+ if (!md->base_status)
+ md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
+
+ status = md->base_status;
+ memcpy(status, &md->db->status, sizeof(struct status_data));
+
+ if (flag&(8|16))
+ mbl = iMap->id2bl(md->master_id);
+
+ if (flag&8 && mbl) {
+ struct status_data *mstatus = iStatus->get_base_status(mbl);
+ if (mstatus &&
+ battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
+ status->speed = mstatus->speed;
+ if( status->speed < 2 ) /* minimum for the unit to function properly */
+ status->speed = 2;
+ }
+
+ if (flag&16 && mbl)
+ { //Max HP setting from Summon Flora/marine Sphere
+ struct unit_data *ud = unit_bl2ud(mbl);
+ //Remove special AI when this is used by regular mobs.
+ if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
+ md->special_state.ai = 0;
+ if (ud)
+ { // different levels of HP according to skill level
+ if (ud->skill_id == AM_SPHEREMINE) {
+ status->max_hp = 2000 + 400*ud->skill_lv;
+ } else if(ud->skill_id == KO_ZANZOU){
+ status->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl));
+ } else { //AM_CANNIBALIZE
+ status->max_hp = 1500 + 200*ud->skill_lv + 10*iStatus->get_lv(mbl);
+ status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
+ }
+ status->hp = status->max_hp;
+ }
+ }
+
+ if (flag&1)
+ { // increase from mobs leveling up [Valaris]
+ int diff = md->level - md->db->lv;
+ status->str+= diff;
+ status->agi+= diff;
+ status->vit+= diff;
+ status->int_+= diff;
+ status->dex+= diff;
+ status->luk+= diff;
+ status->max_hp += diff*status->vit;
+ status->max_sp += diff*status->int_;
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ status->speed -= cap_value(diff, 0, status->speed - 10);
+ }
+
+
+ if (flag&2 && battle_config.mob_size_influence)
+ { // change for sized monsters [Valaris]
+ if (md->special_state.size==SZ_MEDIUM) {
+ status->max_hp>>=1;
+ status->max_sp>>=1;
+ if (!status->max_hp) status->max_hp = 1;
+ if (!status->max_sp) status->max_sp = 1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str>>=1;
+ status->agi>>=1;
+ status->vit>>=1;
+ status->int_>>=1;
+ status->dex>>=1;
+ status->luk>>=1;
+ if (!status->str) status->str = 1;
+ if (!status->agi) status->agi = 1;
+ if (!status->vit) status->vit = 1;
+ if (!status->int_) status->int_ = 1;
+ if (!status->dex) status->dex = 1;
+ if (!status->luk) status->luk = 1;
+ } else if (md->special_state.size==SZ_BIG) {
+ status->max_hp<<=1;
+ status->max_sp<<=1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str<<=1;
+ status->agi<<=1;
+ status->vit<<=1;
+ status->int_<<=1;
+ status->dex<<=1;
+ status->luk<<=1;
+ }
+ }
+
+ iStatus->calc_misc(&md->bl, status, md->level);
+
+ if(flag&4)
+ { // Strengthen Guardians - custom value +10% / lv
+ struct guild_castle *gc;
+ gc=guild->mapname2gc(map[md->bl.m].name);
+ if (!gc)
+ ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
+ else
+ if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
+#ifdef RENEWAL
+ status->max_hp += 50 * gc->defense;
+ status->max_sp += 70 * gc->defense;
+#else
+ status->max_hp += 1000 * gc->defense;
+ status->max_sp += 200 * gc->defense;
+#endif
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ status->def += (gc->defense+2)/3;
+ status->mdef += (gc->defense+2)/3;
+ }
+ if(md->class_ != MOBID_EMPERIUM) {
+ status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
+ status->aspd_rate -= 100*md->guardian_data->guardup_lv;
+ }
+ }
+
+ if( first ) //Initial battle status
+ memcpy(&md->status, status, sizeof(struct status_data));
+
+ return 1;
+}
+
+//Skotlex: Calculates the stats of the given pet.
+int status_calc_pet_(struct pet_data *pd, bool first)
+{
+ nullpo_ret(pd);
+
+ if (first) {
+ memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
+ pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
+ pd->status.speed = pd->petDB->speed;
+
+ if(battle_config.pet_attack_support || battle_config.pet_damage_support)
+ {// attack support requires the pet to be able to attack
+ pd->status.mode|= MD_CANATTACK;
+ }
+ }
+
+ if (battle_config.pet_lv_rate && pd->msd)
+ {
+ struct map_session_data *sd = pd->msd;
+ int lv;
+
+ lv =sd->status.base_level*battle_config.pet_lv_rate/100;
+ if (lv < 0)
+ lv = 1;
+ if (lv != pd->pet.level || first)
+ {
+ struct status_data *bstat = &pd->db->status, *status = &pd->status;
+ pd->pet.level = lv;
+ if (!first) //Lv Up animation
+ clif->misceffect(&pd->bl, 0);
+ status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
+ status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
+ status->str = (bstat->str*lv)/pd->db->lv;
+ status->agi = (bstat->agi*lv)/pd->db->lv;
+ status->vit = (bstat->vit*lv)/pd->db->lv;
+ status->int_ = (bstat->int_*lv)/pd->db->lv;
+ status->dex = (bstat->dex*lv)/pd->db->lv;
+ status->luk = (bstat->luk*lv)/pd->db->lv;
+
+ status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
+ status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
+ status->str = cap_value(status->str,1,battle_config.pet_max_stats);
+ status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
+ status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
+ status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
+ status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
+ status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
+
+ iStatus->calc_misc(&pd->bl, &pd->status, lv);
+
+ if (!first) //Not done the first time because the pet is not visible yet
+ clif->send_petstatus(sd);
+ }
+ } else if (first) {
+ iStatus->calc_misc(&pd->bl, &pd->status, pd->db->lv);
+ if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
+ pd->pet.level = pd->db->lv;
+ }
+
+ //Support rate modifier (1000 = 100%)
+ pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
+ if(battle_config.pet_support_rate != 100)
+ pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
+
+ return 1;
+}
+
+/// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
+static void status_calc_sigma(void)
+{
+ int i,j;
+
+ for(i = 0; i < CLASS_COUNT; i++)
+ {
+ unsigned int k = 0;
+ hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
+ for(j = 2; j <= MAX_LEVEL; j++)
+ {
+ k += (hp_coefficient[i]*j + 50) / 100;
+ hp_sigma_val[i][j] = k;
+ if (k >= INT_MAX)
+ break; //Overflow protection. [Skotlex]
+ }
+ for(; j <= MAX_LEVEL; j++)
+ hp_sigma_val[i][j] = INT_MAX;
+ }
+}
+
+/// Calculates base MaxHP value according to class and base level
+/// The recursive equation used to calculate level bonus is (using integer operations)
+/// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
+/// which reduces to something close to
+/// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
+static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
+{
+ uint64 val = pc->class2idx(sd->status.class_);
+ val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
+
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
+ val += 100; //Since their HP can't be approximated well enough without this.
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max HP for top ranking Taekwons over level 90.
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
+ val += 2000; //Supernovice lvl99 hp bonus.
+
+ val += val * status->vit/100; // +1% per each point of VIT
+
+ if (sd->class_&JOBL_UPPER)
+ val += val * 25/100; //Trans classes get a 25% hp bonus
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100; //Baby classes get a 30% hp penalty
+ return (unsigned int)val;
+}
+
+static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
+{
+ uint64 val;
+
+ val = 10 + sd->status.base_level*(int64)sp_coefficient[pc->class2idx(sd->status.class_)]/100;
+ val += val * status->int_/100;
+
+ if (sd->class_&JOBL_UPPER)
+ val += val * 25/100;
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100;
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max SP for top ranking Taekwons over level 90.
+
+ return (unsigned int)val;
+}
+
+//Calculates player data from scratch without counting SC adjustments.
+//Should be invoked whenever players raise stats, learn passive skills or change equipment.
+int status_calc_pc_(struct map_session_data* sd, bool first)
+{
+ static int calculating = 0; //Check for recursive call preemption. [Skotlex]
+ struct status_data *status; // pointer to the player's base status
+ const struct status_change *sc = &sd->sc;
+ struct s_skill b_skill[MAX_SKILL]; // previous skill tree
+ int b_weight, b_max_weight, b_cart_weight_max, // previous weight
+ i, k, index, skill,refinedef=0;
+ int64 i64;
+
+ if (++calculating > 10) //Too many recursive calls!
+ return -1;
+
+ // remember player-specific values that are currently being shown to the client (for refresh purposes)
+ memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
+ b_weight = sd->weight;
+ b_max_weight = sd->max_weight;
+ b_cart_weight_max = sd->cart_weight_max;
+
+ pc->calc_skilltree(sd); // SkillTree calculation
+
+ sd->max_weight = max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300;
+
+ if(first) {
+ //Load Hp/SP from char-received data.
+ sd->battle_status.hp = sd->status.hp;
+ sd->battle_status.sp = sd->status.sp;
+ sd->regen.sregen = &sd->sregen;
+ sd->regen.ssregen = &sd->ssregen;
+ sd->weight=0;
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
+ continue;
+ sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
+ }
+ sd->cart_weight=0;
+ sd->cart_num=0;
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0)
+ continue;
+ sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
+ sd->cart_num++;
+ }
+ }
+
+ status = &sd->base_status;
+ // these are not zeroed. [zzo]
+ sd->hprate=100;
+ sd->sprate=100;
+ sd->castrate=100;
+ sd->delayrate=100;
+ sd->dsprate=100;
+ sd->hprecov_rate = 100;
+ sd->sprecov_rate = 100;
+ sd->matk_rate = 100;
+ sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
+ sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
+ sd->regen.state.block = 0;
+
+ // zeroed arrays, order follows the order in pc.h.
+ // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
+ memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
+ + sizeof(sd->param_equip)
+ + sizeof(sd->subele)
+ + sizeof(sd->subrace)
+ + sizeof(sd->subrace2)
+ + sizeof(sd->subsize)
+ + sizeof(sd->reseff)
+ + sizeof(sd->weapon_coma_ele)
+ + sizeof(sd->weapon_coma_race)
+ + sizeof(sd->weapon_atk)
+ + sizeof(sd->weapon_atk_rate)
+ + sizeof(sd->arrow_addele)
+ + sizeof(sd->arrow_addrace)
+ + sizeof(sd->arrow_addsize)
+ + sizeof(sd->magic_addele)
+ + sizeof(sd->magic_addrace)
+ + sizeof(sd->magic_addsize)
+ + sizeof(sd->magic_atk_ele)
+ + sizeof(sd->critaddrace)
+ + sizeof(sd->expaddrace)
+ + sizeof(sd->ignore_mdef)
+ + sizeof(sd->ignore_def)
+ + sizeof(sd->sp_gain_race)
+ + sizeof(sd->sp_gain_race_attack)
+ + sizeof(sd->hp_gain_race_attack)
+ );
+
+ memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
+ memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
+
+ if (sd->special_state.intravision && !sd->sc.data[SC_CLAIRVOYANCE]) //Clear intravision as long as nothing else is using it
+ clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE);
+
+ memset(&sd->special_state,0,sizeof(sd->special_state));
+ memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
+
+ //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
+ if (!sd->state.permanent_speed)
+ status->speed = DEFAULT_WALK_SPEED;
+ //Give them all modes except these (useful for clones)
+ status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
+
+ status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
+ if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus]
+ if (sd->class_&JOBL_BABY) {
+ if (battle_config.character_size&SZ_BIG)
+ status->size++;
+ } else
+ if(battle_config.character_size&SZ_MEDIUM)
+ status->size++;
+ }
+ status->aspd_rate = 1000;
+ status->ele_lv = 1;
+ status->race = RC_DEMIHUMAN;
+
+ //zero up structures...
+ memset(&sd->autospell,0,sizeof(sd->autospell)
+ + sizeof(sd->autospell2)
+ + sizeof(sd->autospell3)
+ + sizeof(sd->addeff)
+ + sizeof(sd->addeff2)
+ + sizeof(sd->addeff3)
+ + sizeof(sd->skillatk)
+ + sizeof(sd->skillusesprate)
+ + sizeof(sd->skillusesp)
+ + sizeof(sd->skillheal)
+ + sizeof(sd->skillheal2)
+ + sizeof(sd->hp_loss)
+ + sizeof(sd->sp_loss)
+ + sizeof(sd->hp_regen)
+ + sizeof(sd->sp_regen)
+ + sizeof(sd->skillblown)
+ + sizeof(sd->skillcast)
+ + sizeof(sd->add_def)
+ + sizeof(sd->add_mdef)
+ + sizeof(sd->add_mdmg)
+ + sizeof(sd->add_drop)
+ + sizeof(sd->itemhealrate)
+ + sizeof(sd->subele2)
+ + sizeof(sd->skillcooldown)
+ + sizeof(sd->skillfixcast)
+ + sizeof(sd->skillvarcast)
+ + sizeof(sd->skillfixcastrate)
+ );
+
+ memset (&sd->bonus, 0,sizeof(sd->bonus));
+
+ // Autobonus
+ pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
+ pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
+ pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
+
+ // Parse equipment.
+ for(i=0;i<EQI_MAX-1;i++) {
+ iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+ continue;
+ if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+ continue;
+ if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+ continue;
+ if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
+ continue;
+ if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
+ continue;
+ if(!sd->inventory_data[index])
+ continue;
+
+ for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) {
+ if( map[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) {
+ break;
+ }
+ }
+
+ if( k < map[sd->bl.m].zone->disabled_items_count )
+ continue;
+
+ status->def += sd->inventory_data[index]->def;
+
+ if(first && sd->inventory_data[index]->equip_script)
+ { //Execute equip-script on login
+ run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+
+ // sanitize the refine level in case someone decreased the value inbetween
+ if (sd->status.inventory[index].refine > MAX_REFINE)
+ sd->status.inventory[index].refine = MAX_REFINE;
+
+ if(sd->inventory_data[index]->type == IT_WEAPON) {
+ int r,wlv = sd->inventory_data[index]->wlv;
+ struct weapon_data *wd;
+ struct weapon_atk *wa;
+ if (wlv >= REFINE_TYPE_MAX)
+ wlv = REFINE_TYPE_MAX - 1;
+ if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
+ wd = &sd->left_weapon; // Left-hand weapon
+ wa = &status->lhw;
+ } else {
+ wd = &sd->right_weapon;
+ wa = &status->rhw;
+ }
+ wa->atk += sd->inventory_data[index]->atk;
+ if ( (r = sd->status.inventory[index].refine) )
+ wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
+
+#ifdef RENEWAL
+ wa->matk += sd->inventory_data[index]->matk;
+ wa->wlv = wlv;
+ if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus
+ wa->matk += refine_info[wlv].bonus[r-1] / 100;
+#endif
+
+ //Overrefine bonus.
+ if (r)
+ wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
+
+ wa->range += sd->inventory_data[index]->range;
+ if(sd->inventory_data[index]->script) {
+ if (wd == &sd->left_weapon) {
+ sd->state.lr_flag = 1;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+
+ if(sd->status.inventory[index].card[0]==CARD0_FORGE)
+ { // Forged weapon
+ wd->star += (sd->status.inventory[index].card[1]>>8);
+ if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
+ if(pc->famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
+ wd->star += 10;
+
+ if (!wa->ele) //Do not overwrite element from previous bonuses.
+ wa->ele = (sd->status.inventory[index].card[1]&0x0f);
+ }
+ }
+ else if(sd->inventory_data[index]->type == IT_ARMOR) {
+ int r;
+ if ( (r = sd->status.inventory[index].refine) )
+ refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
+ if(sd->inventory_data[index]->script) {
+ if( i == EQI_HAND_L ) //Shield
+ sd->state.lr_flag = 3;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if( i == EQI_HAND_L ) //Shield
+ sd->state.lr_flag = 0;
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if(sd->equip_index[EQI_AMMO] >= 0){
+ index = sd->equip_index[EQI_AMMO];
+ if(sd->inventory_data[index]){ // Arrows
+ sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
+ sd->state.lr_flag = 2;
+ if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+ return 1;
+ }
+ }
+
+ /* we've got combos to process */
+ if( sd->combos.count ) {
+ for( i = 0; i < sd->combos.count; i++ ) {
+ run_script(sd->combos.bonus[i],0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this.
+ return 1;
+ }
+ }
+
+ //Store equipment script bonuses
+ memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
+ memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
+
+ status->def += (refinedef+50)/100;
+
+ //Parse Cards
+ for(i=0;i<EQI_MAX-1;i++) {
+ iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+ continue;
+ if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+ continue;
+ if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+ continue;
+
+ if(sd->inventory_data[index]) {
+ int j,c;
+ struct item_data *data;
+
+ //Card script execution.
+ if(itemdb_isspecial(sd->status.inventory[index].card[0]))
+ continue;
+ for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
+ iStatus->current_equip_card_id= c= sd->status.inventory[index].card[j];
+ if(!c)
+ continue;
+ data = itemdb->exists(c);
+ if(!data)
+ continue;
+
+ for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) {
+ if( map[sd->bl.m].zone->disabled_items[k] == data->nameid ) {
+ break;
+ }
+ }
+
+ if( k < map[sd->bl.m].zone->disabled_items_count )
+ continue;
+
+ if(first && data->equip_script) {//Execute equip-script on login
+ run_script(data->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+
+ if(!data->script)
+ continue;
+
+ if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status.
+ sd->state.lr_flag = 1;
+ run_script(data->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(data->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script his function. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
+ struct item_data *data = itemdb->exists(sc->data[SC_ITEMSCRIPT]->val1);
+ if( data && data->script )
+ run_script(data->script,0,sd->bl.id,0);
+ }
+
+ if( sd->pd ) { // Pet Bonus
+ struct pet_data *pd = sd->pd;
+ if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
+ run_script(pd->petDB->equip_script,0,sd->bl.id,0);
+ if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
+ pc->bonus(sd,pd->bonus->type, pd->bonus->val);
+ }
+
+ //param_bonus now holds card bonuses.
+ if(status->rhw.range < 1) status->rhw.range = 1;
+ if(status->lhw.range < 1) status->lhw.range = 1;
+ if(status->rhw.range < status->lhw.range)
+ status->rhw.range = status->lhw.range;
+
+ sd->bonus.double_rate += sd->bonus.double_add_rate;
+ sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
+ sd->bonus.splash_range += sd->bonus.splash_add_range;
+
+ // Damage modifiers from weapon type
+ sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
+ sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
+ sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
+ sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
+ sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
+ sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
+
+ if( (pc_isriding(sd) || pc_isridingdragon(sd)) &&
+ (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
+ { //When Riding with spear, damage modifier to mid-class becomes
+ //same as versus large size.
+ sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
+ sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
+ }
+
+ // ----- STATS CALCULATION -----
+
+ // Job bonuses
+ index = pc->class2idx(sd->status.class_);
+ for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
+ if(!job_bonus[index][i])
+ continue;
+ switch(job_bonus[index][i]) {
+ case 1: status->str++; break;
+ case 2: status->agi++; break;
+ case 3: status->vit++; break;
+ case 4: status->int_++; break;
+ case 5: status->dex++; break;
+ case 6: status->luk++; break;
+ }
+ }
+
+ // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
+ status->str += 10;
+ status->agi += 10;
+ status->vit += 10;
+ status->int_+= 10;
+ status->dex += 10;
+ status->luk += 10;
+ }
+
+ // Absolute modifiers from passive skills
+ if(pc->checkskill(sd,BS_HILTBINDING)>0)
+ status->str++;
+ if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0)
+ status->int_ += (skill+1)/2; // +1 INT / 2 lv
+ if((skill=pc->checkskill(sd,AC_OWL))>0)
+ status->dex += skill;
+ if((skill = pc->checkskill(sd,RA_RESEARCHTRAP))>0)
+ status->int_ += skill;
+
+ // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
+ i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
+ status->str = cap_value(i,0,USHRT_MAX);
+ i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
+ status->agi = cap_value(i,0,USHRT_MAX);
+ i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
+ status->vit = cap_value(i,0,USHRT_MAX);
+ i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
+ status->int_ = cap_value(i,0,USHRT_MAX);
+ i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
+ status->dex = cap_value(i,0,USHRT_MAX);
+ i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
+ status->luk = cap_value(i,0,USHRT_MAX);
+
+ // ------ BASE ATTACK CALCULATION ------
+
+ // Base batk value is set on iStatus->calc_misc
+ // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
+ if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
+ status->batk += sd->weapon_atk[sd->status.weapon];
+ // Absolute modifiers from passive skills
+#ifndef RENEWAL
+ if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE.
+ status->batk += 4;
+#endif
+
+ // ----- HP MAX CALCULATION -----
+
+ // Basic MaxHP value
+ //We hold the standard Max HP here to make it faster to recalculate on vit changes.
+ sd->status.max_hp = status_base_pc_maxhp(sd,status);
+ //This is done to handle underflows from negative Max HP bonuses
+ i64 = sd->status.max_hp + (int)status->max_hp;
+ status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);
+
+ // Absolute modifiers from passive skills
+ if((skill=pc->checkskill(sd,CR_TRUST))>0)
+ status->max_hp += skill*200;
+
+ // Apply relative modifiers from equipment
+ if(sd->hprate < 0)
+ sd->hprate = 0;
+ if(sd->hprate!=100)
+ status->max_hp = (int64)status->max_hp * sd->hprate/100;
+ if(battle_config.hp_rate != 100)
+ status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;
+
+ if(status->max_hp > (unsigned int)battle_config.max_hp)
+ status->max_hp = battle_config.max_hp;
+ else if(!status->max_hp)
+ status->max_hp = 1;
+
+ // ----- SP MAX CALCULATION -----
+
+ // Basic MaxSP value
+ sd->status.max_sp = status_base_pc_maxsp(sd,status);
+ //This is done to handle underflows from negative Max SP bonuses
+ i64 = sd->status.max_sp + (int)status->max_sp;
+ status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);
+
+ // Absolute modifiers from passive skills
+ if((skill=pc->checkskill(sd,SL_KAINA))>0)
+ status->max_sp += 30*skill;
+ if((skill=pc->checkskill(sd,HP_MEDITATIO))>0)
+ status->max_sp += (int64)status->max_sp * skill/100;
+ if((skill=pc->checkskill(sd,HW_SOULDRAIN))>0)
+ status->max_sp += (int64)status->max_sp * 2*skill/100;
+ if( (skill = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 )
+ status->max_sp += 200 + 20 * skill;
+ if( (skill = pc->checkskill(sd,WM_LESSON)) > 0 )
+ status->max_sp += 30 * skill;
+
+
+ // Apply relative modifiers from equipment
+ if(sd->sprate < 0)
+ sd->sprate = 0;
+ if(sd->sprate!=100)
+ status->max_sp = (int64)status->max_sp * sd->sprate/100;
+ if(battle_config.sp_rate != 100)
+ status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;
+
+ if(status->max_sp > (unsigned int)battle_config.max_sp)
+ status->max_sp = battle_config.max_sp;
+ else if(!status->max_sp)
+ status->max_sp = 1;
+
+ // ----- RESPAWN HP/SP -----
+ //
+ //Calc respawn hp and store it on base_status
+ if (sd->special_state.restart_full_recover)
+ {
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ } else {
+ if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
+ && battle_config.restart_hp_rate < 50)
+ status->hp = status->max_hp>>1;
+ else
+ status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
+ if(!status->hp)
+ status->hp = 1;
+
+ status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
+
+ if( !status->sp ) /* the minimum for the respawn setting is SP:1 */
+ status->sp = 1;
+ }
+
+ // ----- MISC CALCULATION -----
+ iStatus->calc_misc(&sd->bl, status, sd->status.base_level);
+
+ //Equipment modifiers for misc settings
+ if(sd->matk_rate < 0)
+ sd->matk_rate = 0;
+
+ if(sd->matk_rate != 100){
+ status->matk_max = status->matk_max * sd->matk_rate/100;
+ status->matk_min = status->matk_min * sd->matk_rate/100;
+ }
+
+ if(sd->hit_rate < 0)
+ sd->hit_rate = 0;
+ if(sd->hit_rate != 100)
+ status->hit = status->hit * sd->hit_rate/100;
+
+ if(sd->flee_rate < 0)
+ sd->flee_rate = 0;
+ if(sd->flee_rate != 100)
+ status->flee = status->flee * sd->flee_rate/100;
+
+ if(sd->def2_rate < 0)
+ sd->def2_rate = 0;
+ if(sd->def2_rate != 100)
+ status->def2 = status->def2 * sd->def2_rate/100;
+
+ if(sd->mdef2_rate < 0)
+ sd->mdef2_rate = 0;
+ if(sd->mdef2_rate != 100)
+ status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
+
+ if(sd->critical_rate < 0)
+ sd->critical_rate = 0;
+ if(sd->critical_rate != 100)
+ status->cri = status->cri * sd->critical_rate/100;
+
+ if(sd->flee2_rate < 0)
+ sd->flee2_rate = 0;
+ if(sd->flee2_rate != 100)
+ status->flee2 = status->flee2 * sd->flee2_rate/100;
+
+ // ----- HIT CALCULATION -----
+
+ // Absolute modifiers from passive skills
+ if((skill=pc->checkskill(sd,BS_WEAPONRESEARCH))>0)
+ status->hit += skill*2;
+ if((skill=pc->checkskill(sd,AC_VULTURE))>0){
+#ifndef RENEWAL
+ status->hit += skill;
+#endif
+ if(sd->status.weapon == W_BOW)
+ status->rhw.range += skill;
+ }
+ if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
+ {
+ if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0)
+ status->hit += 2*skill;
+ if((skill=pc->checkskill(sd,GS_SNAKEEYE))>0) {
+ status->hit += skill;
+ status->rhw.range += skill;
+ }
+ }
+
+ // ----- FLEE CALCULATION -----
+
+ // Absolute modifiers from passive skills
+ if((skill=pc->checkskill(sd,TF_MISS))>0)
+ status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
+ if((skill=pc->checkskill(sd,MO_DODGE))>0)
+ status->flee += (skill*3)>>1;
+ // ----- EQUIPMENT-DEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->def_rate < 0)
+ sd->def_rate = 0;
+ if(sd->def_rate != 100) {
+ i = status->def * sd->def_rate/100;
+ status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
+ }
+
+#ifndef RENEWAL
+ if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
+ {
+ status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
+ status->def = (unsigned char)battle_config.max_def;
+ }
+#endif
+
+ // ----- EQUIPMENT-MDEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->mdef_rate < 0)
+ sd->mdef_rate = 0;
+ if(sd->mdef_rate != 100) {
+ i = status->mdef * sd->mdef_rate/100;
+ status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
+ }
+
+#ifndef RENEWAL
+ if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
+ {
+ status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
+ status->mdef = (signed char)battle_config.max_def;
+ }
+#endif
+
+ // ----- ASPD CALCULATION -----
+ // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
+
+ // Basic ASPD value
+ i = status_base_amotion_pc(sd,status);
+ status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
+
+ // Relative modifiers from passive skills
+#ifndef RENEWAL_ASPD
+ if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate -= 5*skill;
+ if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
+ status->aspd_rate -= 30*skill;
+ if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
+ (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
+ status->aspd_rate -= ((skill+1)/2) * 10;
+ if(pc_isriding(sd))
+ status->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
+ else if(pc_isridingdragon(sd))
+ status->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
+#else // needs more info
+ if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate += 5*skill;
+ if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
+ status->aspd_rate += 30*skill;
+ if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
+ (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
+ status->aspd_rate += ((skill+1)/2) * 10;
+ if(pc_isriding(sd))
+ status->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
+ else if(pc_isridingdragon(sd))
+ status->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
+#endif
+ status->adelay = 2*status->amotion;
+
+
+ // ----- DMOTION -----
+ //
+ i = 800-status->agi*4;
+ status->dmotion = cap_value(i, 400, 800);
+ if(battle_config.pc_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
+
+ // ----- MISC CALCULATIONS -----
+
+ // Weight
+ if((skill=pc->checkskill(sd,MC_INCCARRY))>0)
+ sd->max_weight += 2000*skill;
+ if(pc_isriding(sd) && pc->checkskill(sd,KN_RIDING)>0)
+ sd->max_weight += 10000;
+ else if(pc_isridingdragon(sd))
+ sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING);
+ if(sc->data[SC_KNOWLEDGE])
+ sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
+ if((skill=pc->checkskill(sd,ALL_INCCARRY))>0)
+ sd->max_weight += 2000*skill;
+
+ sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000);
+
+ if (pc->checkskill(sd,SM_MOVINGRECOVERY)>0)
+ sd->regen.state.walk = 1;
+ else
+ sd->regen.state.walk = 0;
+
+ // Skill SP cost
+ if((skill=pc->checkskill(sd,HP_MANARECHARGE))>0 )
+ sd->dsprate -= 4*skill;
+
+ if(sc->data[SC_SERVICEFORYOU])
+ sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3;
+
+ if(sc->data[SC_ATKER_BLOOD])
+ sd->dsprate -= sc->data[SC_ATKER_BLOOD]->val1;
+
+ //Underflow protections.
+ if(sd->dsprate < 0)
+ sd->dsprate = 0;
+ if(sd->castrate < 0)
+ sd->castrate = 0;
+ if(sd->delayrate < 0)
+ sd->delayrate = 0;
+ if(sd->hprecov_rate < 0)
+ sd->hprecov_rate = 0;
+ if(sd->sprecov_rate < 0)
+ sd->sprecov_rate = 0;
+
+ // Anti-element and anti-race
+ if((skill=pc->checkskill(sd,CR_TRUST))>0)
+ sd->subele[ELE_HOLY] += skill*5;
+ if((skill=pc->checkskill(sd,BS_SKINTEMPER))>0) {
+ sd->subele[ELE_NEUTRAL] += skill;
+ sd->subele[ELE_FIRE] += skill*4;
+ }
+ if((skill=pc->checkskill(sd,NC_RESEARCHFE))>0) {
+ sd->subele[ELE_EARTH] += skill*10;
+ sd->subele[ELE_FIRE] += skill*10;
+ }
+ if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ){
+#ifdef RENEWAL
+ skill = skill*2;
+#else
+ skill = skill*4;
+#endif
+ sd->right_weapon.addrace[RC_DRAGON]+=skill;
+ sd->left_weapon.addrace[RC_DRAGON]+=skill;
+ sd->magic_addrace[RC_DRAGON]+=skill;
+ sd->subrace[RC_DRAGON]+=skill;
+ }
+
+ if(sc->count){
+ if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data
+ sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi
+ sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex
+ }
+ if(sc->data[SC_SIEGFRIED]){
+ i = sc->data[SC_SIEGFRIED]->val2;
+ sd->subele[ELE_WATER] += i;
+ sd->subele[ELE_EARTH] += i;
+ sd->subele[ELE_FIRE] += i;
+ sd->subele[ELE_WIND] += i;
+ sd->subele[ELE_POISON] += i;
+ sd->subele[ELE_HOLY] += i;
+ sd->subele[ELE_DARK] += i;
+ sd->subele[ELE_GHOST] += i;
+ sd->subele[ELE_UNDEAD] += i;
+ }
+ if(sc->data[SC_PROVIDENCE]){
+ sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
+ sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
+ }
+ if(sc->data[SC_ARMORPROPERTY]) { //This status change should grant card-type elemental resist.
+ sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1;
+ sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2;
+ sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3;
+ sd->subele[ELE_WIND] += sc->data[SC_ARMORPROPERTY]->val4;
+ }
+ if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
+ sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
+ sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
+ sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
+ sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
+ }
+ if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
+ i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
+ sd->subele[ELE_FIRE] += i;
+ sd->subele[ELE_WATER] -= i;
+ }
+ if( sc->data[SC_WATER_DROP_OPTION] ) {
+ i = sc->data[SC_WATER_DROP_OPTION]->val2;
+ sd->subele[ELE_WATER] += i;
+ sd->subele[ELE_WIND] -= i;
+ }
+ if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
+ i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
+ sd->subele[ELE_WIND] += i;
+ sd->subele[ELE_EARTH] -= i;
+ }
+ if( sc->data[SC_STONE_SHIELD_OPTION] ) {
+ i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
+ sd->subele[ELE_EARTH] += i;
+ sd->subele[ELE_FIRE] -= i;
+ }
+ if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_FIRE] += 25;
+ if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_WATER] += 25;
+ if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_WIND] += 25;
+ if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_EARTH] += 25;
+ }
+ status_cpy(&sd->battle_status, status);
+
+ // ----- CLIENT-SIDE REFRESH -----
+ if(!sd->bl.prev) {
+ //Will update on LoadEndAck
+ calculating = 0;
+ return 0;
+ }
+ if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
+ clif->skillinfoblock(sd);
+ if(b_weight != sd->weight)
+ clif->updatestatus(sd,SP_WEIGHT);
+ if(b_max_weight != sd->max_weight) {
+ clif->updatestatus(sd,SP_MAXWEIGHT);
+ pc->updateweightstatus(sd);
+ }
+ if( b_cart_weight_max != sd->cart_weight_max ) {
+ clif->updatestatus(sd,SP_CARTINFO);
+ }
+
+ calculating = 0;
+
+ return 0;
+}
+
+int status_calc_mercenary_(struct mercenary_data *md, bool first)
+{
+ struct status_data *status = &md->base_status;
+ struct s_mercenary *merc = &md->mercenary;
+
+ if( first )
+ {
+ memcpy(status, &md->db->status, sizeof(struct status_data));
+ status->mode = MD_CANMOVE|MD_CANATTACK;
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ md->battle_status.hp = merc->hp;
+ md->battle_status.sp = merc->sp;
+ }
+
+ iStatus->calc_misc(&md->bl, status, md->db->lv);
+ status_cpy(&md->battle_status, status);
+
+ return 0;
+}
+
+int status_calc_homunculus_(struct homun_data *hd, bool first)
+{
+ struct status_data *status = &hd->base_status;
+ struct s_homunculus *hom = &hd->homunculus;
+ int skill;
+ int amotion;
+
+ status->str = hom->str / 10;
+ status->agi = hom->agi / 10;
+ status->vit = hom->vit / 10;
+ status->dex = hom->dex / 10;
+ status->int_ = hom->int_ / 10;
+ status->luk = hom->luk / 10;
+
+ if (first) { //[orn]
+ const struct s_homunculus_db *db = hd->homunculusDB;
+ status->def_ele = db->element;
+ status->ele_lv = 1;
+ status->race = db->race;
+ status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
+ status->rhw.range = 1 + status->size;
+ status->mode = MD_CANMOVE|MD_CANATTACK;
+ status->speed = DEFAULT_WALK_SPEED;
+ if (battle_config.hom_setting&0x8 && hd->master)
+ status->speed = iStatus->get_speed(&hd->master->bl);
+
+ status->hp = 1;
+ status->sp = 1;
+ }
+ skill = hom->level/10 + status->vit/5;
+ status->def = cap_value(skill, 0, 99);
+
+ skill = hom->level/10 + status->int_/5;
+ status->mdef = cap_value(skill, 0, 99);
+
+ status->max_hp = hom->max_hp ;
+ status->max_sp = hom->max_sp ;
+
+ homun->calc_skilltree(hd, 0);
+
+ if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0)
+ status->def += skill * 4;
+
+ if((skill = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) {
+ status->int_ += 1 +skill/2 +skill/4 +skill/5;
+ status->str += 1 +skill/3 +skill/3 +skill/4;
+ }
+
+ if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0)
+ status->max_hp += skill * 2 * status->max_hp / 100;
+
+ if((skill = homun->checkskill(hd,HLIF_BRAIN)) > 0)
+ status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
+
+ if (first) {
+ hd->battle_status.hp = hom->hp ;
+ hd->battle_status.sp = hom->sp ;
+ }
+
+ status->rhw.atk = status->dex;
+ status->rhw.atk2 = status->str + hom->level;
+
+ status->aspd_rate = 1000;
+
+ amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
+ status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
+ status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
+
+ iStatus->calc_misc(&hd->bl, status, hom->level);
+
+#ifdef RENEWAL
+ status->matk_max = status->matk_min;
+#endif
+
+ status_cpy(&hd->battle_status, status);
+ return 1;
+}
+
+int status_calc_elemental_(struct elemental_data *ed, bool first) {
+ struct status_data *status = &ed->base_status;
+ struct s_elemental *ele = &ed->elemental;
+ struct map_session_data *sd = ed->master;
+
+ if( !sd )
+ return 0;
+
+ if( first ) {
+ memcpy(status, &ed->db->status, sizeof(struct status_data));
+ if( !ele->mode )
+ status->mode = EL_MODE_PASSIVE;
+ else
+ status->mode = ele->mode;
+
+ iStatus->calc_misc(&ed->bl, status, 0);
+
+ status->max_hp = ele->max_hp;
+ status->max_sp = ele->max_sp;
+ status->hp = ele->hp;
+ status->sp = ele->sp;
+ status->rhw.atk = ele->atk;
+ status->rhw.atk2 = ele->atk2;
+
+ status->matk_min += ele->matk;
+ status->def += ele->def;
+ status->mdef += ele->mdef;
+ status->flee = ele->flee;
+ status->hit = ele->hit;
+
+ memcpy(&ed->battle_status,status,sizeof(struct status_data));
+ } else {
+ iStatus->calc_misc(&ed->bl, status, 0);
+ status_cpy(&ed->battle_status, status);
+ }
+
+ return 0;
+}
+
+int status_calc_npc_(struct npc_data *nd, bool first) {
+ struct status_data *status = &nd->status;
+
+ if (!nd)
+ return 0;
+
+ if (first) {
+ status->hp = 1;
+ status->sp = 1;
+ status->max_hp = 1;
+ status->max_sp = 1;
+
+ status->def_ele = ELE_NEUTRAL;
+ status->ele_lv = 1;
+ status->race = RC_DEMIHUMAN;
+ status->size = nd->size;
+ status->rhw.range = 1 + status->size;
+ status->mode = (MD_CANMOVE|MD_CANATTACK);
+ status->speed = nd->speed;
+ }
+
+ status->str = nd->stat_point;
+ status->agi = nd->stat_point;
+ status->vit = nd->stat_point;
+ status->int_= nd->stat_point;
+ status->dex = nd->stat_point;
+ status->luk = nd->stat_point;
+
+ iStatus->calc_misc(&nd->bl, status, nd->level);
+ status_cpy(&nd->status, status);
+
+ return 0;
+}
+
+static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_watk(struct block_list *,struct status_change *,int,bool);
+static unsigned short status_calc_matk(struct block_list *,struct status_change *,int,bool);
+static signed short status_calc_hit(struct block_list *,struct status_change *,int,bool);
+static signed short status_calc_critical(struct block_list *,struct status_change *,int,bool);
+static signed short status_calc_flee(struct block_list *,struct status_change *,int,bool);
+static signed short status_calc_flee2(struct block_list *,struct status_change *,int,bool);
+static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
+static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
+#ifdef RENEWAL_ASPD
+static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
+#endif
+static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
+static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64);
+static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
+#ifdef RENEWAL
+static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
+#else
+static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool);
+#endif
+
+//Calculates base regen values.
+void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
+{
+ struct map_session_data *sd;
+ int val, skill, reg_flag;
+
+ if( !(bl->type&BL_REGEN) || !regen )
+ return;
+
+ sd = BL_CAST(BL_PC,bl);
+ val = 1 + (status->vit/5) + (status->max_hp/200);
+
+ if( sd && sd->hprecov_rate != 100 )
+ val = val*sd->hprecov_rate/100;
+
+ reg_flag = bl->type == BL_PC ? 0 : 1;
+
+ regen->hp = cap_value(val, reg_flag, SHRT_MAX);
+
+ val = 1 + (status->int_/6) + (status->max_sp/100);
+ if( status->int_ >= 120 )
+ val += ((status->int_-120)>>1) + 4;
+
+ if( sd && sd->sprecov_rate != 100 )
+ val = val*sd->sprecov_rate/100;
+
+ regen->sp = cap_value(val, reg_flag, SHRT_MAX);
+
+ if( sd )
+ {
+ struct regen_data_sub *sregen;
+ if( (skill=pc->checkskill(sd,HP_MEDITATIO)) > 0 )
+ {
+ val = regen->sp*(100+3*skill)/100;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+ //Only players have skill/sitting skill regen for now.
+ sregen = regen->sregen;
+
+ val = 0;
+ if( (skill=pc->checkskill(sd,SM_RECOVERY)) > 0 )
+ val += skill*5 + skill*status->max_hp/500;
+ sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+ val = 0;
+ if( (skill=pc->checkskill(sd,MG_SRECOVERY)) > 0 )
+ val += skill*3 + skill*status->max_sp/500;
+ if( (skill=pc->checkskill(sd,NJ_NINPOU)) > 0 )
+ val += skill*3 + skill*status->max_sp/500;
+ if( (skill=pc->checkskill(sd,WM_LESSON)) > 0 )
+ val += 3 + 3 * skill;
+
+ sregen->sp = cap_value(val, 0, SHRT_MAX);
+
+ // Skill-related recovery (only when sit)
+ sregen = regen->ssregen;
+
+ val = 0;
+ if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
+ val += skill*4 + skill*status->max_hp/500;
+
+ if( (skill=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
+ val += skill*30 + skill*status->max_hp/500;
+ sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+ val = 0;
+ if( (skill=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
+ {
+ val += skill*3 + skill*status->max_sp/500;
+ if ((skill=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
+ val += (30+10*skill)*val/100;
+ }
+ if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
+ val += skill*2 + skill*status->max_sp/500;
+ sregen->sp = cap_value(val, 0, SHRT_MAX);
+ }
+
+ if( bl->type == BL_HOM ) {
+ struct homun_data *hd = (TBL_HOM*)bl;
+ if( (skill = homun->checkskill(hd,HAMI_SKIN)) > 0 ) {
+ val = regen->hp*(100+5*skill)/100;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+ }
+ if( (skill = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) {
+ val = regen->sp*(100+3*skill)/100;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+ } else if( bl->type == BL_MER ) {
+ val = (status->max_hp * status->vit / 10000 + 1) * 6;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+
+ val = (status->max_sp * (status->int_ + 10) / 750) + 1;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ } else if( bl->type == BL_ELEM ) {
+ val = (status->max_hp * status->vit / 10000 + 1) * 6;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+
+ val = (status->max_sp * (status->int_ + 10) / 750) + 1;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+}
+
+//Calculates SC related regen rates.
+void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
+{
+ if (!(bl->type&BL_REGEN) || !regen)
+ return;
+
+ regen->flag = RGN_HP|RGN_SP;
+ if(regen->sregen)
+ {
+ if (regen->sregen->hp)
+ regen->flag|=RGN_SHP;
+
+ if (regen->sregen->sp)
+ regen->flag|=RGN_SSP;
+ regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
+ }
+ if (regen->ssregen)
+ {
+ if (regen->ssregen->hp)
+ regen->flag|=RGN_SHP;
+
+ if (regen->ssregen->sp)
+ regen->flag|=RGN_SSP;
+ regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
+ }
+ regen->rate.hp = regen->rate.sp = 1;
+
+ if (!sc || !sc->count)
+ return;
+
+ if (
+ (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
+ || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
+ || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]
+ || sc->data[SC_TRICKDEAD]
+ || sc->data[SC_BLOODING]
+ || sc->data[SC_MAGICMUSHROOM]
+ || sc->data[SC_RAISINGDRAGON]
+ || sc->data[SC_SATURDAY_NIGHT_FEVER]
+ ) //No regen
+ regen->flag = 0;
+
+ if (
+ sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND]
+ || (
+ (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
+ (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK)))
+ )
+ ) //No natural SP regen
+ regen->flag &=~RGN_SP;
+
+ if(
+ sc->data[SC_TENSIONRELAX]
+ ) {
+ regen->rate.hp += 2;
+ if (regen->sregen)
+ regen->sregen->rate.hp += 3;
+ }
+ if (sc->data[SC_MAGNIFICAT])
+ {
+ regen->rate.hp += 1;
+ regen->rate.sp += 1;
+ }
+ if (sc->data[SC_GDSKILL_REGENERATION])
+ {
+ const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION];
+ if (!sce->val4)
+ {
+ regen->rate.hp += sce->val2;
+ regen->rate.sp += sce->val3;
+ } else
+ regen->flag&=~sce->val4; //Remove regen as specified by val4
+ }
+ if(sc->data[SC_GENTLETOUCH_REVITALIZE]){
+ regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX);
+ regen->state.walk= 1;
+ }
+ if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
+ || (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;
+
+}
+/// Recalculates parts of an object's battle status according to the specified flags.
+/// @param flag bitfield of values from enum scb_flag
+void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
+{
+ const struct status_data *b_status = iStatus->get_base_status(bl);
+ struct status_data *status = iStatus->get_status_data(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
+ TBL_PC *sd = BL_CAST(BL_PC,bl);
+ int temp;
+
+ if (!b_status || !status)
+ return;
+
+ if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
+ status_cpy(status, b_status);
+ return;
+ }
+
+ if(flag&SCB_STR) {
+ status->str = status_calc_str(bl, sc, b_status->str);
+ flag|=SCB_BATK;
+ if( bl->type&BL_HOM )
+ flag |= SCB_WATK;
+ }
+
+ if(flag&SCB_AGI) {
+ status->agi = status_calc_agi(bl, sc, b_status->agi);
+ flag|=SCB_FLEE
+#ifdef RENEWAL
+ |SCB_DEF2
+#endif
+ ;
+ if( bl->type&(BL_PC|BL_HOM) )
+ flag |= SCB_ASPD|SCB_DSPD;
+ }
+
+ if(flag&SCB_VIT) {
+ status->vit = status_calc_vit(bl, sc, b_status->vit);
+ flag|=SCB_DEF2|SCB_MDEF2;
+ if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
+ flag |= SCB_MAXHP;
+ if( bl->type&BL_HOM )
+ flag |= SCB_DEF;
+ }
+
+ if(flag&SCB_INT) {
+ status->int_ = status_calc_int(bl, sc, b_status->int_);
+ flag|=SCB_MATK|SCB_MDEF2;
+ if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
+ flag |= SCB_MAXSP;
+ if( bl->type&BL_HOM )
+ flag |= SCB_MDEF;
+ }
+
+ if(flag&SCB_DEX) {
+ status->dex = status_calc_dex(bl, sc, b_status->dex);
+ flag|=SCB_BATK|SCB_HIT
+#ifdef RENEWAL
+ |SCB_MATK|SCB_MDEF2
+#endif
+ ;
+ if( bl->type&(BL_PC|BL_HOM) )
+ flag |= SCB_ASPD;
+ if( bl->type&BL_HOM )
+ flag |= SCB_WATK;
+ }
+
+ if(flag&SCB_LUK) {
+ status->luk = status_calc_luk(bl, sc, b_status->luk);
+ flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
+#ifdef RENEWAL
+ |SCB_MATK|SCB_HIT|SCB_FLEE
+#endif
+ ;
+ }
+
+ if(flag&SCB_BATK && b_status->batk) {
+ status->batk = status_base_atk(bl,status);
+ temp = b_status->batk - status_base_atk(bl,b_status);
+ if (temp)
+ {
+ temp += status->batk;
+ status->batk = cap_value(temp, 0, USHRT_MAX);
+ }
+ status->batk = iStatus->calc_batk(bl, sc, status->batk, true);
+ }
+
+ if(flag&SCB_WATK) {
+ status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk, true);
+ if (!sd) //Should not affect weapon refine bonus
+ status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2, true);
+
+ if(b_status->lhw.atk) {
+ if (sd) {
+ sd->state.lr_flag = 1;
+ status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true);
+ sd->state.lr_flag = 0;
+ } else {
+ status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true);
+ status->lhw.atk2 = status_calc_watk(bl, sc, b_status->lhw.atk2, true);
+ }
+ }
+
+ if( bl->type&BL_HOM )
+ {
+ status->rhw.atk += (status->dex - b_status->dex);
+ status->rhw.atk2 += (status->str - b_status->str);
+ if( status->rhw.atk2 < status->rhw.atk )
+ status->rhw.atk2 = status->rhw.atk;
+ }
+ }
+
+ if(flag&SCB_HIT) {
+ if (status->dex == b_status->dex
+#ifdef RENEWAL
+ && status->luk == b_status->luk
+#endif
+ )
+ status->hit = status_calc_hit(bl, sc, b_status->hit, true);
+ else
+ status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
+#ifdef RENEWAL
+ + (status->luk/3 - b_status->luk/3)
+#endif
+ , true);
+ }
+
+ if(flag&SCB_FLEE) {
+ if (status->agi == b_status->agi
+#ifdef RENEWAL
+ && status->luk == b_status->luk
+#endif
+ )
+ status->flee = status_calc_flee(bl, sc, b_status->flee, true);
+ else
+ status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
+#ifdef RENEWAL
+ + (status->luk/5 - b_status->luk/5)
+#endif
+ , true);
+ }
+
+ if(flag&SCB_DEF)
+ {
+ status->def = iStatus->calc_def(bl, sc, b_status->def, true);
+
+ if( bl->type&BL_HOM )
+ status->def += (status->vit/5 - b_status->vit/5);
+ }
+
+ if(flag&SCB_DEF2) {
+ if (status->vit == b_status->vit
+#ifdef RENEWAL
+ && status->agi == b_status->agi
+#endif
+ )
+ status->def2 = iStatus->calc_def2(bl, sc, b_status->def2, true);
+ else
+ status->def2 = iStatus->calc_def2(bl, sc, b_status->def2
+#ifdef RENEWAL
+ + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
+#else
+ + (status->vit - b_status->vit)
+#endif
+ , true);
+ }
+
+ if(flag&SCB_MDEF)
+ {
+ status->mdef = iStatus->calc_mdef(bl, sc, b_status->mdef, true);
+
+ if( bl->type&BL_HOM )
+ status->mdef += (status->int_/5 - b_status->int_/5);
+ }
+
+ if(flag&SCB_MDEF2) {
+ if (status->int_ == b_status->int_ && status->vit == b_status->vit
+#ifdef RENEWAL
+ && status->dex == b_status->dex
+#endif
+ )
+ status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2, true);
+ else
+ status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
+#ifdef RENEWAL
+ + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
+#else
+ + ((status->vit - b_status->vit)>>1)
+#endif
+ , true);
+ }
+
+ if(flag&SCB_SPEED) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ status->speed = status_calc_speed(bl, sc, b_status->speed);
+
+ //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
+ //because if you step on something while walking, the moment this
+ //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
+ if (ud)
+ ud->state.change_walk_target = ud->state.speed_changed = 1;
+
+ if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
+ status->speed = battle_config.max_walk_speed;
+
+ if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
+ status->speed = iStatus->get_speed(&((TBL_HOM*)bl)->master->bl);
+
+
+ }
+
+ if(flag&SCB_CRI && b_status->cri) {
+ if (status->luk == b_status->luk)
+ status->cri = status_calc_critical(bl, sc, b_status->cri, true);
+ else
+ status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk), true);
+ /**
+ * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
+ **/
+ if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
+ status->cri <<= 1;
+
+ }
+
+ if(flag&SCB_FLEE2 && b_status->flee2) {
+ if (status->luk == b_status->luk)
+ status->flee2 = status_calc_flee2(bl, sc, b_status->flee2, true);
+ else
+ status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk), true);
+ }
+
+ if(flag&SCB_ATK_ELE) {
+ status->rhw.ele = iStatus->calc_attack_element(bl, sc, b_status->rhw.ele);
+ if (sd) sd->state.lr_flag = 1;
+ status->lhw.ele = iStatus->calc_attack_element(bl, sc, b_status->lhw.ele);
+ if (sd) sd->state.lr_flag = 0;
+ }
+
+ if(flag&SCB_DEF_ELE) {
+ status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
+ status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
+ }
+
+ if(flag&SCB_MODE)
+ {
+ status->mode = status_calc_mode(bl, sc, b_status->mode);
+ //Since mode changed, reset their state.
+ if (!(status->mode&MD_CANATTACK))
+ unit_stop_attack(bl);
+ if (!(status->mode&MD_CANMOVE))
+ unit_stop_walking(bl,1);
+ }
+
+ // No status changes alter these yet.
+ // if(flag&SCB_SIZE)
+ // if(flag&SCB_RACE)
+ // if(flag&SCB_RANGE)
+
+ if(flag&SCB_MAXHP) {
+ if( bl->type&BL_PC )
+ {
+ status->max_hp = status_base_pc_maxhp(sd,status);
+ status->max_hp += b_status->max_hp - sd->status.max_hp;
+
+ status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
+
+ if( status->max_hp > (unsigned int)battle_config.max_hp )
+ status->max_hp = (unsigned int)battle_config.max_hp;
+ }
+ else
+ {
+ status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
+ }
+
+ if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
+ {
+ status->hp = status->max_hp;
+ if( sd ) clif->updatestatus(sd,SP_HP);
+ }
+ }
+
+ if(flag&SCB_MAXSP) {
+ if( bl->type&BL_PC )
+ {
+ status->max_sp = status_base_pc_maxsp(sd,status);
+ status->max_sp += b_status->max_sp - sd->status.max_sp;
+
+ status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
+
+ if( status->max_sp > (unsigned int)battle_config.max_sp )
+ status->max_sp = (unsigned int)battle_config.max_sp;
+ }
+ else
+ {
+ status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
+ }
+
+ if( status->sp > status->max_sp )
+ {
+ status->sp = status->max_sp;
+ if( sd ) clif->updatestatus(sd,SP_SP);
+ }
+ }
+
+ if(flag&SCB_MATK) {
+ iStatus->get_matk(bl, 0);
+ }
+
+ if(flag&SCB_ASPD) {
+ int amotion;
+ if( bl->type&BL_PC )
+ {
+ amotion = status_base_amotion_pc(sd,status);
+#ifndef RENEWAL_ASPD
+ status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
+
+ if(status->aspd_rate != 1000)
+ amotion = amotion*status->aspd_rate/1000;
+#else
+ // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
+ amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
+
+ if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
+ amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
+ * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10;
+
+ if(status->aspd_rate != 1000) // absolute percentage modifier
+ amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
+#endif
+ amotion = status_calc_fix_aspd(bl, sc, amotion);
+ status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
+
+ status->adelay = 2*status->amotion;
+ }
+ else
+ if( bl->type&BL_HOM )
+ {
+ amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
+ status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
+
+ if(status->aspd_rate != 1000)
+ amotion = amotion*status->aspd_rate/1000;
+
+ amotion = status_calc_fix_aspd(bl, sc, amotion);
+ status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
+
+ status->adelay = status->amotion;
+ }
+ else // mercenary and mobs
+ {
+ amotion = b_status->amotion;
+ status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
+
+ if(status->aspd_rate != 1000)
+ amotion = amotion*status->aspd_rate/1000;
+
+ amotion = status_calc_fix_aspd(bl, sc, amotion);
+ status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
+
+ temp = b_status->adelay*status->aspd_rate/1000;
+ status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
+ }
+ }
+
+ if(flag&SCB_DSPD) {
+ int dmotion;
+ if( bl->type&BL_PC ) {
+ if (b_status->agi == status->agi)
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+ else {
+ dmotion = 800-status->agi*4;
+ status->dmotion = cap_value(dmotion, 400, 800);
+ if(battle_config.pc_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
+ //It's safe to ignore b_status->dmotion since no bonus affects it.
+ status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
+ }
+ } else if( bl->type&BL_HOM ) {
+ dmotion = 800-status->agi*4;
+ status->dmotion = cap_value(dmotion, 400, 800);
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+ } else { // mercenary and mobs
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+ }
+ }
+
+ if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
+ iStatus->calc_regen(bl, status, iStatus->get_regen_data(bl));
+
+ if(flag&SCB_REGEN && bl->type&BL_REGEN)
+ iStatus->calc_regen_rate(bl, iStatus->get_regen_data(bl), sc);
+}
+/// Recalculates parts of an object's base status and battle status according to the specified flags.
+/// Also sends updates to the client wherever applicable.
+/// @param flag bitfield of values from enum scb_flag
+/// @param first if true, will cause status_calc_* functions to run their base status initialization code
+void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
+{
+ struct status_data b_status; // previous battle status
+ struct status_data* status; // pointer to current battle status
+
+ // remember previous values
+ status = iStatus->get_status_data(bl);
+ memcpy(&b_status, status, sizeof(struct status_data));
+
+ if( flag&SCB_BASE ) {// calculate the object's base status too
+ switch( bl->type ) {
+ case BL_PC: iStatus->calc_pc_(BL_CAST(BL_PC,bl), first); break;
+ case BL_MOB: iStatus->calc_mob_(BL_CAST(BL_MOB,bl), first); break;
+ case BL_PET: iStatus->calc_pet_(BL_CAST(BL_PET,bl), first); break;
+ case BL_HOM: iStatus->calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
+ case BL_MER: iStatus->calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
+ case BL_ELEM: iStatus->calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
+ case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
+ }
+ }
+
+ if( bl->type == BL_PET )
+ return; // pets are not affected by statuses
+
+ if( first && bl->type == BL_MOB )
+ return; // assume there will be no statuses active
+
+ status_calc_bl_main(bl, flag);
+
+ if( first && bl->type == BL_HOM )
+ return; // client update handled by caller
+
+ // compare against new values and send client updates
+ if( bl->type == BL_PC )
+ {
+ TBL_PC* sd = BL_CAST(BL_PC, bl);
+ if(b_status.str != status->str)
+ clif->updatestatus(sd,SP_STR);
+ if(b_status.agi != status->agi)
+ clif->updatestatus(sd,SP_AGI);
+ if(b_status.vit != status->vit)
+ clif->updatestatus(sd,SP_VIT);
+ if(b_status.int_ != status->int_)
+ clif->updatestatus(sd,SP_INT);
+ if(b_status.dex != status->dex)
+ clif->updatestatus(sd,SP_DEX);
+ if(b_status.luk != status->luk)
+ clif->updatestatus(sd,SP_LUK);
+ if(b_status.hit != status->hit)
+ clif->updatestatus(sd,SP_HIT);
+ if(b_status.flee != status->flee)
+ clif->updatestatus(sd,SP_FLEE1);
+ if(b_status.amotion != status->amotion)
+ clif->updatestatus(sd,SP_ASPD);
+ if(b_status.speed != status->speed)
+ clif->updatestatus(sd,SP_SPEED);
+
+ if(b_status.batk != status->batk
+#ifndef RENEWAL
+ || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
+#endif
+ )
+ clif->updatestatus(sd,SP_ATK1);
+
+ if(b_status.def != status->def){
+ clif->updatestatus(sd,SP_DEF1);
+#ifdef RENEWAL
+ clif->updatestatus(sd,SP_DEF2);
+#endif
+ }
+
+ if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
+#ifdef RENEWAL
+ || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
+#endif
+ )
+ clif->updatestatus(sd,SP_ATK2);
+
+ if(b_status.def2 != status->def2){
+ clif->updatestatus(sd,SP_DEF2);
+#ifdef RENEWAL
+ clif->updatestatus(sd,SP_DEF1);
+#endif
+ }
+ if(b_status.flee2 != status->flee2)
+ clif->updatestatus(sd,SP_FLEE2);
+ if(b_status.cri != status->cri)
+ clif->updatestatus(sd,SP_CRITICAL);
+#ifndef RENEWAL
+ if(b_status.matk_max != status->matk_max)
+ clif->updatestatus(sd,SP_MATK1);
+ if(b_status.matk_min != status->matk_min)
+ clif->updatestatus(sd,SP_MATK2);
+#else
+ if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){
+ clif->updatestatus(sd,SP_MATK2);
+ clif->updatestatus(sd,SP_MATK1);
+ }
+#endif
+ if(b_status.mdef != status->mdef){
+ clif->updatestatus(sd,SP_MDEF1);
+#ifdef RENEWAL
+ clif->updatestatus(sd,SP_MDEF2);
+#endif
+ }
+ if(b_status.mdef2 != status->mdef2){
+ clif->updatestatus(sd,SP_MDEF2);
+#ifdef RENEWAL
+ clif->updatestatus(sd,SP_MDEF1);
+#endif
+ }
+ if(b_status.rhw.range != status->rhw.range)
+ clif->updatestatus(sd,SP_ATTACKRANGE);
+ if(b_status.max_hp != status->max_hp)
+ clif->updatestatus(sd,SP_MAXHP);
+ if(b_status.max_sp != status->max_sp)
+ clif->updatestatus(sd,SP_MAXSP);
+ if(b_status.hp != status->hp)
+ clif->updatestatus(sd,SP_HP);
+ if(b_status.sp != status->sp)
+ clif->updatestatus(sd,SP_SP);
+ } else if( bl->type == BL_HOM ) {
+ TBL_HOM* hd = BL_CAST(BL_HOM, bl);
+ if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
+ clif->hominfo(hd->master,hd,0);
+ } else if( bl->type == BL_MER ) {
+ TBL_MER* md = BL_CAST(BL_MER, bl);
+ if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
+ clif->mercenary_updatestatus(md->master, SP_ATK1);
+ if( b_status.matk_max != status->matk_max )
+ clif->mercenary_updatestatus(md->master, SP_MATK1);
+ if( b_status.hit != status->hit )
+ clif->mercenary_updatestatus(md->master, SP_HIT);
+ if( b_status.cri != status->cri )
+ clif->mercenary_updatestatus(md->master, SP_CRITICAL);
+ if( b_status.def != status->def )
+ clif->mercenary_updatestatus(md->master, SP_DEF1);
+ if( b_status.mdef != status->mdef )
+ clif->mercenary_updatestatus(md->master, SP_MDEF1);
+ if( b_status.flee != status->flee )
+ clif->mercenary_updatestatus(md->master, SP_MERCFLEE);
+ if( b_status.amotion != status->amotion )
+ clif->mercenary_updatestatus(md->master, SP_ASPD);
+ if( b_status.max_hp != status->max_hp )
+ clif->mercenary_updatestatus(md->master, SP_MAXHP);
+ if( b_status.max_sp != status->max_sp )
+ clif->mercenary_updatestatus(md->master, SP_MAXSP);
+ if( b_status.hp != status->hp )
+ clif->mercenary_updatestatus(md->master, SP_HP);
+ if( b_status.sp != status->sp )
+ clif->mercenary_updatestatus(md->master, SP_SP);
+ } else if( bl->type == BL_ELEM ) {
+ TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
+ if( b_status.max_hp != status->max_hp )
+ clif->elemental_updatestatus(ed->master, SP_MAXHP);
+ if( b_status.max_sp != status->max_sp )
+ clif->elemental_updatestatus(ed->master, SP_MAXSP);
+ if( b_status.hp != status->hp )
+ clif->elemental_updatestatus(ed->master, SP_HP);
+ if( b_status.sp != status->sp )
+ clif->mercenary_updatestatus(ed->master, SP_SP);
+ }
+}
+
+/*==========================================
+* Apply shared stat mods from status changes [DracoRPG]
+*------------------------------------------*/
+static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
+{
+ if(!sc || !sc->count)
+ return cap_value(str,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ str -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(str,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50)
+ return 50;
+ if(sc->data[SC_INCALLSTATUS])
+ str += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_CHASEWALK2])
+ str += sc->data[SC_CHASEWALK2]->val1;
+ if(sc->data[SC_FOOD_STR])
+ str += sc->data[SC_FOOD_STR]->val1;
+ if(sc->data[SC_FOOD_STR_CASH])
+ str += sc->data[SC_FOOD_STR_CASH]->val1;
+ if(sc->data[SC_GDSKILL_BATTLEORDER])
+ str += 5;
+ if(sc->data[SC_LEADERSHIP])
+ str += sc->data[SC_LEADERSHIP]->val1;
+ if(sc->data[SC_SHOUT])
+ str += 4;
+ if(sc->data[SC_TRUESIGHT])
+ str += 5;
+ if(sc->data[SC_STRUP])
+ str += 10;
+ if(sc->data[SC_NJ_NEN])
+ str += sc->data[SC_NJ_NEN]->val1;
+ if(sc->data[SC_BLESSING]){
+ if(sc->data[SC_BLESSING]->val2)
+ str += sc->data[SC_BLESSING]->val2;
+ else
+ str >>= 1;
+ }
+ if(sc->data[SC_MARIONETTE_MASTER])
+ str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
+ if(sc->data[SC_GIANTGROWTH])
+ str += 30;
+ if(sc->data[SC_SAVAGE_STEAK])
+ str += sc->data[SC_SAVAGE_STEAK]->val1;
+ if(sc->data[SC_INSPIRATION])
+ str += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ str -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ str -= sc->data[SC_KYOUGAKU]->val2;
+ if(sc->data[SC_FULL_THROTTLE])
+ str += str * 20 / 100;
+
+ return (unsigned short)cap_value(str,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
+{
+ if(!sc || !sc->count)
+ return cap_value(agi,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ agi -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(agi,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50)
+ return 50;
+ if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
+ agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100;
+ if(sc->data[SC_INCALLSTATUS])
+ agi += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCAGI])
+ agi += sc->data[SC_INCAGI]->val1;
+ if(sc->data[SC_FOOD_AGI])
+ agi += sc->data[SC_FOOD_AGI]->val1;
+ if(sc->data[SC_FOOD_AGI_CASH])
+ agi += sc->data[SC_FOOD_AGI_CASH]->val1;
+ if(sc->data[SC_SOULCOLD])
+ agi += sc->data[SC_SOULCOLD]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ agi += 5;
+ if(sc->data[SC_INC_AGI])
+ agi += sc->data[SC_INC_AGI]->val2;
+ if(sc->data[SC_GS_ACCURACY])
+ agi += 4; // added based on skill updates [Reddozen]
+ if(sc->data[SC_DEC_AGI])
+ agi -= sc->data[SC_DEC_AGI]->val2;
+ if(sc->data[SC_QUAGMIRE])
+ agi -= sc->data[SC_QUAGMIRE]->val2;
+ if(sc->data[SC_NJ_SUITON] && sc->data[SC_NJ_SUITON]->val3)
+ agi -= sc->data[SC_NJ_SUITON]->val2;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
+ if(sc->data[SC_ADORAMUS])
+ agi -= sc->data[SC_ADORAMUS]->val2;
+ if(sc->data[SC_DROCERA_HERB_STEAMED])
+ agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
+ if(sc->data[SC_INSPIRATION])
+ agi += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ agi -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ agi -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC_MARSHOFABYSS])
+ agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
+ if(sc->data[SC_FULL_THROTTLE])
+ agi += agi * 20 / 100;
+
+ return (unsigned short)cap_value(agi,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
+{
+ if(!sc || !sc->count)
+ return cap_value(vit,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ vit -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(vit,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && vit < 50)
+ return 50;
+ if(sc->data[SC_INCALLSTATUS])
+ vit += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCVIT])
+ vit += sc->data[SC_INCVIT]->val1;
+ if(sc->data[SC_FOOD_VIT])
+ vit += sc->data[SC_FOOD_VIT]->val1;
+ if(sc->data[SC_FOOD_VIT_CASH])
+ vit += sc->data[SC_FOOD_VIT_CASH]->val1;
+ if(sc->data[SC_HLIF_CHANGE])
+ vit += sc->data[SC_HLIF_CHANGE]->val2;
+ if(sc->data[SC_GLORYWOUNDS])
+ vit += sc->data[SC_GLORYWOUNDS]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ vit += 5;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ vit += sc->data[SC_MARIONETTE]->val3&0xFF;
+ if(sc->data[SC_LAUDAAGNUS])
+ vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
+ if(sc->data[SC_MINOR_BBQ])
+ vit += sc->data[SC_MINOR_BBQ]->val1;
+ if(sc->data[SC_INSPIRATION])
+ vit += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ vit -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ vit -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC_NOEQUIPARMOR])
+ vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2/100;
+ if(sc->data[SC_FULL_THROTTLE])
+ vit += vit * 20 / 100;
+
+ return (unsigned short)cap_value(vit,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
+{
+ if(!sc || !sc->count)
+ return cap_value(int_,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ int_ -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(int_,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50)
+ return 50;
+ if(sc->data[SC_INCALLSTATUS])
+ int_ += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCINT])
+ int_ += sc->data[SC_INCINT]->val1;
+ if(sc->data[SC_FOOD_INT])
+ int_ += sc->data[SC_FOOD_INT]->val1;
+ if(sc->data[SC_FOOD_INT_CASH])
+ int_ += sc->data[SC_FOOD_INT_CASH]->val1;
+ if(sc->data[SC_HLIF_CHANGE])
+ int_ += sc->data[SC_HLIF_CHANGE]->val3;
+ if(sc->data[SC_GDSKILL_BATTLEORDER])
+ int_ += 5;
+ if(sc->data[SC_TRUESIGHT])
+ int_ += 5;
+ if(sc->data[SC_BLESSING]){
+ if (sc->data[SC_BLESSING]->val2)
+ int_ += sc->data[SC_BLESSING]->val2;
+ else
+ int_ >>= 1;
+ }
+ if(sc->data[SC_NJ_NEN])
+ int_ += sc->data[SC_NJ_NEN]->val1;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
+ if(sc->data[SC_MANDRAGORA])
+ int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
+ if(sc->data[SC_COCKTAIL_WARG_BLOOD])
+ int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
+ if(sc->data[SC_INSPIRATION])
+ int_ += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ int_ -= sc->data[SC_STOMACHACHE]->val1;
+ 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(sc->data[SC_FULL_THROTTLE])
+ int_ += int_ * 20 / 100;
+
+ return (unsigned short)cap_value(int_,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
+{
+ if(!sc || !sc->count)
+ return cap_value(dex,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ dex -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(dex,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50)
+ return 50;
+ if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
+ dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100;
+ if(sc->data[SC_INCALLSTATUS])
+ dex += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCDEX])
+ dex += sc->data[SC_INCDEX]->val1;
+ if(sc->data[SC_FOOD_DEX])
+ dex += sc->data[SC_FOOD_DEX]->val1;
+ if(sc->data[SC_FOOD_DEX_CASH])
+ dex += sc->data[SC_FOOD_DEX_CASH]->val1;
+ if(sc->data[SC_GDSKILL_BATTLEORDER])
+ dex += 5;
+ if(sc->data[SC_HAWKEYES])
+ dex += sc->data[SC_HAWKEYES]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ dex += 5;
+ if(sc->data[SC_QUAGMIRE])
+ dex -= sc->data[SC_QUAGMIRE]->val2;
+ if(sc->data[SC_BLESSING]){
+ if (sc->data[SC_BLESSING]->val2)
+ dex += sc->data[SC_BLESSING]->val2;
+ else
+ dex >>= 1;
+ }
+ if(sc->data[SC_GS_ACCURACY])
+ dex += 4; // added based on skill updates [Reddozen]
+ if(sc->data[SC_MARIONETTE_MASTER])
+ dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
+ if(sc->data[SC_SIROMA_ICE_TEA])
+ dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
+ if(sc->data[SC_INSPIRATION])
+ dex += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ dex -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ dex -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC_MARSHOFABYSS])
+ dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
+ if(sc->data[SC__STRIPACCESSARY])
+ dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100;
+ if(sc->data[SC_FULL_THROTTLE])
+ dex += dex * 20 / 100;
+
+ return (unsigned short)cap_value(dex,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
+{
+ if(!sc || !sc->count)
+ return cap_value(luk,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ luk -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(luk,0,USHRT_MAX);
+ }
+ if(sc->data[SC_CURSE])
+ return 0;
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && luk < 50)
+ return 50;
+ if(sc->data[SC_INCALLSTATUS])
+ luk += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCLUK])
+ luk += sc->data[SC_INCLUK]->val1;
+ if(sc->data[SC_FOOD_LUK])
+ luk += sc->data[SC_FOOD_LUK]->val1;
+ if(sc->data[SC_FOOD_LUK_CASH])
+ luk += sc->data[SC_FOOD_LUK_CASH]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ luk += 5;
+ if(sc->data[SC_GLORIA])
+ luk += 30;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ luk += sc->data[SC_MARIONETTE]->val4&0xFF;
+ if(sc->data[SC_PUTTI_TAILS_NOODLES])
+ luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
+ if(sc->data[SC_INSPIRATION])
+ luk += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ luk -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ luk -= sc->data[SC_KYOUGAKU]->val2;
+ if(sc->data[SC_LAUDARAMUS])
+ luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
+
+ if(sc->data[SC__STRIPACCESSARY])
+ luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100;
+ if(sc->data[SC_BANANA_BOMB])
+ luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
+ if(sc->data[SC_FULL_THROTTLE])
+ luk += luk * 20 / 100;
+
+ return (unsigned short)cap_value(luk,0,USHRT_MAX);
+}
+#ifdef RENEWAL
+unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
+#else
+static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
+#endif
+{
+ if(!sc || !sc->count)
+ return cap_value(batk,0,USHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ if(sc->data[SC_PLUSATTACKPOWER])
+ batk += sc->data[SC_PLUSATTACKPOWER]->val1;
+ return (unsigned short)cap_value(batk,0,USHRT_MAX);
+ }
+#ifndef RENEWAL
+ if(sc->data[SC_PLUSATTACKPOWER])
+ batk += sc->data[SC_PLUSATTACKPOWER]->val1;
+ if(sc->data[SC_GS_MADNESSCANCEL])
+ batk += 100;
+ if(sc->data[SC_GS_GATLINGFEVER])
+ batk += sc->data[SC_GS_GATLINGFEVER]->val3;
+#endif
+ if(sc->data[SC_BATKFOOD])
+ batk += sc->data[SC_BATKFOOD]->val1;
+ if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
+ batk += 50;
+ if(bl->type == BL_ELEM
+ && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
+ )
+ batk += batk / 5;
+ if(sc->data[SC_FULL_SWING_K])
+ batk += sc->data[SC_FULL_SWING_K]->val1;
+ if(sc->data[SC_ODINS_POWER])
+ batk += 70;
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
+ if(status_get_element(bl) == ELE_WATER) //water type
+ batk /= 2;
+ }
+ if(sc->data[SC_PYROCLASTIC])
+ batk += sc->data[SC_PYROCLASTIC]->val2;
+ if (sc->data[SC_ANGRIFFS_MODUS])
+ batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
+
+ if(sc->data[SC_INCATKRATE])
+ batk += batk * sc->data[SC_INCATKRATE]->val1/100;
+ if(sc->data[SC_PROVOKE])
+ batk += batk * sc->data[SC_PROVOKE]->val3/100;
+#ifndef RENEWAL
+ if(sc->data[SC_LKCONCENTRATION])
+ batk += batk * sc->data[SC_LKCONCENTRATION]->val2/100;
+#endif
+ if(sc->data[SC_SKE])
+ batk += batk * 3;
+ if(sc->data[SC_HAMI_BLOODLUST])
+ batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2/100;
+ if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
+ batk -= batk * 25/100;
+ if(sc->data[SC_CURSE])
+ batk -= batk * 25/100;
+ if( sc->data[SC_ZANGETSU] )
+ batk += sc->data[SC_ZANGETSU]->val2;
+ //Curse shouldn't effect on this? <- Curse OR Bleeding??
+ // if(sc->data[SC_BLOODING])
+ // batk -= batk * 25/100;
+ if(sc->data[SC_HLIF_FLEET])
+ 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);
+}
+
+static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable)
+{
+ if(!sc || !sc->count)
+ return cap_value(watk,0,USHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ if(sc->data[SC_STRIKING])
+ watk += sc->data[SC_STRIKING]->val2;
+ if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
+ watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
+ return (unsigned short)cap_value(watk,0,USHRT_MAX);
+ }
+#ifndef RENEWAL
+ if(sc->data[SC_IMPOSITIO])
+ watk += sc->data[SC_IMPOSITIO]->val2;
+ if(sc->data[SC_DRUMBATTLE])
+ watk += sc->data[SC_DRUMBATTLE]->val2;
+#endif
+ if(sc->data[SC_WATKFOOD])
+ watk += sc->data[SC_WATKFOOD]->val1;
+ if(sc->data[SC_VOLCANO])
+ watk += sc->data[SC_VOLCANO]->val2;
+ if(sc->data[SC_MER_ATK])
+ watk += sc->data[SC_MER_ATK]->val2;
+ if(sc->data[SC_FIGHTINGSPIRIT])
+ watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
+ if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
+ watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
+ if(sc->data[SC_INSPIRATION])
+ watk += sc->data[SC_INSPIRATION]->val2;
+ if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
+ watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
+ if( sc->data[SC_TROPIC_OPTION] )
+ watk += sc->data[SC_TROPIC_OPTION]->val2;
+ if( sc->data[SC_HEATER_OPTION] )
+ watk += sc->data[SC_HEATER_OPTION]->val2;
+ if( sc->data[SC_WATER_BARRIER] )
+ watk -= sc->data[SC_WATER_BARRIER]->val3;
+ if( sc->data[SC_PYROTECHNIC_OPTION] )
+ watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
+
+#ifndef RENEWAL
+ if(sc->data[SC_NIBELUNGEN]) {
+ if (bl->type != BL_PC)
+ watk += sc->data[SC_NIBELUNGEN]->val2;
+ else {
+ TBL_PC *sd = (TBL_PC*)bl;
+ int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ watk += sc->data[SC_NIBELUNGEN]->val2;
+ }
+ }
+ if(sc->data[SC_STRIKING])
+ watk += sc->data[SC_STRIKING]->val2;
+ if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
+ watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
+ if(sc->data[SC_LKCONCENTRATION])
+ watk += watk * sc->data[SC_LKCONCENTRATION]->val2/100;
+#endif
+ if(sc->data[SC_INCATKRATE])
+ watk += watk * sc->data[SC_INCATKRATE]->val1/100;
+ if(sc->data[SC_PROVOKE])
+ 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])
+ 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_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)
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
+ )
+ watk += watk / 10;
+ if( sc && sc->data[SC_TIDAL_WEAPON] )
+ watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
+ if(sc->data[SC_ANGRIFFS_MODUS])
+ watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
+
+ return (unsigned short)cap_value(watk,0,USHRT_MAX);
+}
+#ifdef RENEWAL
+static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
+{
+
+ if (!sc || !sc->count)
+ return cap_value(matk,0,USHRT_MAX);
+ if (sc->data[SC_PLUSMAGICPOWER])
+ matk += sc->data[SC_PLUSMAGICPOWER]->val1;
+ if (sc->data[SC_MATKFOOD])
+ matk += sc->data[SC_MATKFOOD]->val1;
+ if(sc->data[SC_MANA_PLUS])
+ matk += sc->data[SC_MANA_PLUS]->val1;
+ if(sc->data[SC_AQUAPLAY_OPTION])
+ 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_WATER_BARRIER])
+ matk -= sc->data[SC_WATER_BARRIER]->val3;
+ if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
+ matk += 50;
+ if(sc->data[SC_ODINS_POWER])
+ matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
+ if(sc->data[SC_IZAYOI])
+ matk += 25 * sc->data[SC_IZAYOI]->val1;
+ return (unsigned short)cap_value(matk,0,USHRT_MAX);
+}
+#endif
+static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable)
+{
+ if(!sc || !sc->count)
+ return cap_value(matk,0,USHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (unsigned short)cap_value(matk,0,USHRT_MAX);
+ }
+
+#ifndef RENEWAL
+ // take note fixed value first before % modifiers
+ if (sc->data[SC_PLUSMAGICPOWER])
+ matk += sc->data[SC_PLUSMAGICPOWER]->val1;
+ if (sc->data[SC_MATKFOOD])
+ matk += sc->data[SC_MATKFOOD]->val1;
+ if (sc->data[SC_MANA_PLUS])
+ matk += sc->data[SC_MANA_PLUS]->val1;
+ if (sc->data[SC_AQUAPLAY_OPTION])
+ 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_WATER_BARRIER])
+ matk -= sc->data[SC_WATER_BARRIER]->val3;
+ if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
+ matk += 50;
+ if (sc->data[SC_ODINS_POWER])
+ matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
+ if (sc->data[SC_IZAYOI])
+ matk += 25 * sc->data[SC_IZAYOI]->val1;
+#endif
+ if( sc->data[SC_ZANGETSU] )
+ matk += sc->data[SC_ZANGETSU]->val3;
+ if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
+ matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
+ if (sc->data[SC_MINDBREAKER])
+ matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
+ if (sc->data[SC_INCMATKRATE])
+ 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_BEYOND_OF_WARCRY])
+ matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;
+
+ return (unsigned short)cap_value(matk,0,USHRT_MAX);
+}
+
+static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) {
+
+ if(!sc || !sc->count)
+ return cap_value(critical,10,SHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (short)cap_value(critical,10,SHRT_MAX);
+ }
+
+ if (sc->data[SC_CRITICALPERCENT])
+ critical += sc->data[SC_CRITICALPERCENT]->val2;
+ if (sc->data[SC_EXPLOSIONSPIRITS])
+ critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
+ if (sc->data[SC_FORTUNE])
+ critical += sc->data[SC_FORTUNE]->val2;
+ if (sc->data[SC_TRUESIGHT])
+ critical += sc->data[SC_TRUESIGHT]->val2;
+ if(sc->data[SC_CLOAKING])
+ critical += critical;
+ if(sc->data[SC_STRIKING])
+ critical += sc->data[SC_STRIKING]->val1;
+#ifdef RENEWAL
+ if (sc->data[SC_SPEARQUICKEN])
+ critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
+#endif
+
+ if(sc->data[SC__INVISIBILITY])
+ critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
+ if(sc->data[SC__UNLUCKY])
+ critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
+
+ return (short)cap_value(critical,10,SHRT_MAX);
+}
+
+static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable)
+{
+
+ if(!sc || !sc->count)
+ return cap_value(hit,1,SHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (short)cap_value(hit,1,SHRT_MAX);
+ }
+
+ if(sc->data[SC_INCHIT])
+ hit += sc->data[SC_INCHIT]->val1;
+ if(sc->data[SC_FOOD_BASICHIT])
+ hit += sc->data[SC_FOOD_BASICHIT]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ hit += sc->data[SC_TRUESIGHT]->val3;
+ if(sc->data[SC_HUMMING])
+ hit += sc->data[SC_HUMMING]->val2;
+ if(sc->data[SC_LKCONCENTRATION])
+ hit += sc->data[SC_LKCONCENTRATION]->val3;
+ if(sc->data[SC_INSPIRATION])
+ hit += 5 * sc->data[SC_INSPIRATION]->val1;
+ if(sc->data[SC_GS_ADJUSTMENT])
+ hit -= 30;
+ if(sc->data[SC_GS_ACCURACY])
+ hit += 20; // RockmanEXE; changed based on updated [Reddozen]
+ if(sc->data[SC_MER_HIT])
+ hit += sc->data[SC_MER_HIT]->val2;
+
+ if(sc->data[SC_INCHITRATE])
+ hit += hit * sc->data[SC_INCHITRATE]->val1/100;
+ if(sc->data[SC_BLIND])
+ hit -= hit * 25/100;
+ if(sc->data[SC__GROOMY])
+ hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
+ if(sc->data[SC_FEAR])
+ hit -= hit * 20 / 100;
+ if (sc->data[SC_VOLCANIC_ASH])
+ hit /= 2;
+
+ return (short)cap_value(hit,1,SHRT_MAX);
+}
+
+static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable)
+{
+ if( bl->type == BL_PC )
+ {
+ if( map_flag_gvg(bl->m) )
+ flee -= flee * battle_config.gvg_flee_penalty/100;
+ else if( map[bl->m].flag.battleground )
+ flee -= flee * battle_config.bg_flee_penalty/100;
+ }
+
+ if(!sc || !sc->count)
+ return cap_value(flee,1,SHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (short)cap_value(flee,1,SHRT_MAX);
+ }
+
+ if(sc->data[SC_INCFLEE])
+ flee += sc->data[SC_INCFLEE]->val1;
+ if(sc->data[SC_FOOD_BASICAVOIDANCE])
+ flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1;
+ if(sc->data[SC_WHISTLE])
+ flee += sc->data[SC_WHISTLE]->val2;
+ if(sc->data[SC_WINDWALK])
+ flee += sc->data[SC_WINDWALK]->val2;
+ if(sc->data[SC_VIOLENTGALE])
+ flee += sc->data[SC_VIOLENTGALE]->val2;
+ if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
+ flee += sc->data[SC_MOON_COMFORT]->val2;
+ if(sc->data[SC_RG_CCONFINE_M])
+ flee += 10;
+ if (sc->data[SC_ANGRIFFS_MODUS])
+ flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
+ if (sc->data[SC_OVERED_BOOST])
+ flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
+ if(sc->data[SC_GS_ADJUSTMENT])
+ flee += 30;
+ if(sc->data[SC_HLIF_SPEED])
+ flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10;
+ if(sc->data[SC_GS_GATLINGFEVER])
+ flee -= sc->data[SC_GS_GATLINGFEVER]->val4;
+ if(sc->data[SC_PARTYFLEE])
+ flee += sc->data[SC_PARTYFLEE]->val1 * 10;
+ if(sc->data[SC_MER_FLEE])
+ flee += sc->data[SC_MER_FLEE]->val2;
+ if( sc->data[SC_HALLUCINATIONWALK] )
+ flee += sc->data[SC_HALLUCINATIONWALK]->val2;
+ if( sc->data[SC_WATER_BARRIER] )
+ flee -= sc->data[SC_WATER_BARRIER]->val3;
+#ifdef RENEWAL
+ if( sc->data[SC_SPEARQUICKEN] )
+ flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
+#endif
+
+ if(sc->data[SC_INCFLEERATE])
+ flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
+ if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
+ flee -= flee * 50/100;
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ flee -= flee * 50/100;
+ if(sc->data[SC_BLIND])
+ flee -= flee * 25/100;
+ if(sc->data[SC_FEAR])
+ flee -= flee * 20 / 100;
+ if(sc->data[SC_PARALYSE])
+ flee -= flee * 10 / 100; // 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;
+ 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;
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob
+ if(status_get_element(bl) == ELE_WATER) //water type
+ flee /= 2;
+ }
+
+ return (short)cap_value(flee,1,SHRT_MAX);
+}
+
+static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable)
+{
+ if(!sc || !sc->count)
+ return cap_value(flee2,10,SHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (short)cap_value(flee2,10,SHRT_MAX);
+ }
+
+ if(sc->data[SC_PLUSAVOIDVALUE])
+ flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2;
+ if(sc->data[SC_WHISTLE])
+ flee2 += sc->data[SC_WHISTLE]->val3*10;
+ if(sc->data[SC__UNLUCKY])
+ flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
+
+ return (short)cap_value(flee2,10,SHRT_MAX);
+}
+defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) {
+
+ if(!sc || !sc->count)
+ return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ if( sc && sc->data[SC_CAMOUFLAGE] )
+ def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
+ if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 )
+ def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4;
+ return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
+ }
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_SKA])
+ return sc->data[SC_SKA]->val3;
+ if(sc->data[SC_BARRIER])
+ return 100;
+ if(sc->data[SC_KEEPING])
+ return 90;
+#ifndef RENEWAL // does not provide 90 DEF in renewal mode
+ if(sc->data[SC_STEELBODY])
+ return 90;
+#endif
+
+ if(sc->data[SC_STONESKIN])
+ def += sc->data[SC_STONESKIN]->val2;
+ if(sc->data[SC_DRUMBATTLE])
+ def += sc->data[SC_DRUMBATTLE]->val3;
+ if(sc->data[SC_HAMI_DEFENCE]) //[orn]
+ def += sc->data[SC_HAMI_DEFENCE]->val2 ;
+ if(sc->data[SC_INCDEFRATE])
+ def += def * sc->data[SC_INCDEFRATE]->val1/100;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
+ def += 50;
+ if(sc->data[SC_ODINS_POWER])
+ def -= 20;
+ if( sc->data[SC_ANGRIFFS_MODUS] )
+ def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
+ if(sc->data[SC_STONEHARDSKIN])
+ def += sc->data[SC_STONEHARDSKIN]->val1;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ def >>=1;
+ if(sc->data[SC_FREEZE])
+ def >>=1;
+ if(sc->data[SC_CRUCIS])
+ def -= def * sc->data[SC_CRUCIS]->val2/100;
+ if(sc->data[SC_LKCONCENTRATION])
+ def -= def * sc->data[SC_LKCONCENTRATION]->val4/100;
+ if(sc->data[SC_SKE])
+ 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])
+ def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100;
+ if (sc->data[SC_FLING])
+ def -= def * (sc->data[SC_FLING]->val2)/100;
+ if( sc->data[SC_ANALYZE] )
+ def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
+ if( sc->data[SC_FORCEOFVANGUARD] )
+ def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
+ if(sc->data[SC_SATURDAY_NIGHT_FEVER])
+ 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_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_PRESTIGE] )
+ def += def * sc->data[SC_PRESTIGE]->val1 / 100;
+ if( sc->data[SC_FROSTMISTY] )
+ def -= def * 10 / 100;
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
+ if(status_get_race(bl)==RC_PLANT)
+ def /= 2;
+ }
+
+ return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
+}
+
+signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable)
+{
+ if(!sc || !sc->count)
+#ifdef RENEWAL
+ return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(def2,1,SHRT_MAX);
+#endif
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+#ifdef RENEWAL
+ if( sc && sc->data[SC_ASSUMPTIO] )
+ def2 <<= 1;
+#endif
+ if( sc && sc->data[SC_CAMOUFLAGE] )
+ def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
+#ifdef RENEWAL
+ return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(def2,1,SHRT_MAX);
+#endif
+ }
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_ETERNALCHAOS])
+ 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;
+#else
+ def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
+ if(sc->data[SC_LKCONCENTRATION])
+ def2 -= def2 * sc->data[SC_LKCONCENTRATION]->val4/100;
+#endif
+ if(sc->data[SC_POISON])
+ def2 -= def2 * 25/100;
+ if(sc->data[SC_DPOISON])
+ def2 -= def2 * 25/100;
+ if(sc->data[SC_SKE])
+ def2 -= def2 * 50/100;
+ if(sc->data[SC_PROVOKE])
+ def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
+ if(sc->data[SC_JOINTBEAT])
+ def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
+ + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
+ if(sc->data[SC_FLING])
+ def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
+ 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;
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
+ if(status_get_race(bl)==RC_PLANT)
+ def2 /= 2;
+ }
+ if (sc->data[SC_NEEDLE_OF_PARALYZE])
+ def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100;
+
+#ifdef RENEWAL
+ return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(def2,1,SHRT_MAX);
+#endif
+}
+
+
+defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable) {
+
+ if(!sc || !sc->count)
+ return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
+ }
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_BARRIER])
+ return 100;
+
+#ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
+ if(sc->data[SC_STEELBODY])
+ return 90;
+#endif
+
+ if(sc->data[SC_STONESKIN])
+ mdef += sc->data[SC_STONESKIN]->val3;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
+ mdef += 50;
+ if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
+ mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
+ if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
+ mdef += sc->data[SC_STONEHARDSKIN]->val1;
+ if(sc->data[SC_WATER_BARRIER])
+ mdef += sc->data[SC_WATER_BARRIER]->val2;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ mdef += 25*mdef/100;
+ if(sc->data[SC_FREEZE])
+ mdef += 25*mdef/100;
+ if(sc->data[SC_ANALYZE])
+ mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
+ if(sc->data[SC_SYMPHONY_LOVE])
+ 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_ODINS_POWER])
+ mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
+ if(sc->data[SC_BURNING])
+ mdef -= mdef *25 / 100;
+
+ return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
+}
+
+signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable)
+{
+ if(!sc || !sc->count)
+#ifdef RENEWAL
+ return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(mdef2,1,SHRT_MAX);
+#endif
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+#ifdef RENEWAL
+ if(sc && sc->data[SC_ASSUMPTIO])
+ mdef2 <<= 1;
+ return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(mdef2,1,SHRT_MAX);
+#endif
+ }
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_SKA])
+ return 90;
+ if(sc->data[SC_MINDBREAKER])
+ mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
+ if(sc->data[SC_ANALYZE])
+ mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
+
+#ifdef RENEWAL
+ return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(mdef2,1,SHRT_MAX);
+#endif
+}
+
+static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
+{
+ TBL_PC* sd = BL_CAST(BL_PC, bl);
+ int speed_rate;
+
+ if( sc == NULL )
+ return cap_value(speed,10,USHRT_MAX);
+
+ if (sd && sd->state.permanent_speed)
+ return (short)cap_value(speed,10,USHRT_MAX);
+
+ 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);
+ else
+ speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST);
+ }
+ else
+ {
+ speed_rate = 100;
+
+ //GetMoveHasteValue2()
+ {
+ int val = 0;
+
+ if( sc->data[SC_FUSION] )
+ val = 25;
+ else if( sd ) {
+ if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON) || sd->sc.data[SC_ALL_RIDING] )
+ val = 25;//Same bonus
+ else if( pc_isridingwug(sd) )
+ val = 15 + 5 * pc->checkskill(sd, RA_WUGRIDER);
+ else if( pc_ismadogear(sd) ) {
+ val = (- 10 * (5 - pc->checkskill(sd,NC_MADOLICENCE)));
+ if( sc->data[SC_ACCELERATION] )
+ val += 25;
+ }
+ }
+
+ speed_rate -= val;
+ }
+
+ //GetMoveSlowValue()
+ {
+ int val = 0;
+
+ if( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 )
+ val = 120 - 6 * pc->checkskill(sd,RG_TUNNELDRIVE);
+ else
+ if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
+ val = sc->data[SC_CHASEWALK]->val3;
+ else
+ {
+ // Longing for Freedom cancels song/dance penalty
+ if( sc->data[SC_LONGING] )
+ val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
+ else
+ if( sd && sc->data[SC_DANCING] )
+ val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
+
+ 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) )
+ val = max( val, 50 );
+ if( sc->data[SC_DONTFORGETME] )
+ val = max( val, sc->data[SC_DONTFORGETME]->val3 );
+ if( sc->data[SC_CURSE] )
+ val = max( val, 300 );
+ if( sc->data[SC_CHASEWALK] )
+ val = max( val, sc->data[SC_CHASEWALK]->val3 );
+ if( sc->data[SC_WEDDING] )
+ val = max( val, 100 );
+ if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
+ val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
+ if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
+ val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
+ if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
+ val = max( val, 75 );
+ if( sc->data[SC_SLOWDOWN] ) // Slow Potion
+ val = max( val, 100 );
+ if( sc->data[SC_GS_GATLINGFEVER] )
+ val = max( val, 100 );
+ if( sc->data[SC_NJ_SUITON] )
+ val = max( val, sc->data[SC_NJ_SUITON]->val3 );
+ if( sc->data[SC_SWOO] )
+ val = max( val, 300 );
+ if( sc->data[SC_FROSTMISTY] )
+ val = max( val, 50 );
+ if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
+ 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_STEALTHFIELD_MASTER] )
+ val = max( val, 30 );
+ if( sc->data[SC_BANDING_DEFENCE] )
+ val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
+ if( sc->data[SC_ROCK_CRUSHER_ATK] )
+ val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
+ if( sc->data[SC_POWER_OF_GAIA] )
+ val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
+ if( sc->data[SC_MELON_BOMB] )
+ val = max( val, sc->data[SC_MELON_BOMB]->val1 );
+
+ if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end.
+ val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
+
+ if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup
+ val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
+ }
+
+ speed_rate += val;
+ }
+
+ //GetMoveHasteValue1()
+ {
+ int val = 0;
+
+ if( sc->data[SC_MOVHASTE_INFINITY] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
+ val = max( val, 50 );
+ if( sc->data[SC_INC_AGI] )
+ val = max( val, 25 );
+ if( sc->data[SC_WINDWALK] )
+ val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
+ if( sc->data[SC_CARTBOOST] )
+ val = max( val, 20 );
+ if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc->checkskill(sd,TF_MISS) > 0 )
+ val = max( val, 1 * pc->checkskill(sd,TF_MISS) );
+ if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
+ val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ val = max( val, 25 );
+ if( sc->data[SC_RUN] )
+ val = max( val, 55 );
+ if( sc->data[SC_HLIF_AVOID] )
+ val = max( val, 10 * sc->data[SC_HLIF_AVOID]->val1 );
+ if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
+ val = max( val, 75 );
+ if( sc->data[SC_CLOAKINGEXCEED] )
+ val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
+ if( sc->data[SC_HOVERING] )
+ val = max( val, 10 );
+ 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 );
+ if( sc->data[SC_WIND_STEP_OPTION] )
+ val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
+ if( sc->data[SC_FULL_THROTTLE] )
+ val = max( val, 30);
+ //FIXME: official items use a single bonus for this [ultramage]
+ if( sc->data[SC_MOVHASTE_HORSE] ) // temporary item-based speedup
+ val = max( val, 25 );
+ if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
+ val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
+
+ speed_rate -= val;
+ }
+
+ if( speed_rate < 40 )
+ speed_rate = 40;
+ }
+
+ //GetSpeed()
+ {
+ if( sd && pc_iscarton(sd) )
+ speed += speed * (50 - 5 * pc->checkskill(sd,MC_PUSHCART)) / 100;
+ if( sc->data[SC_PARALYSE] )
+ speed += speed * 50 / 100;
+ if( sc->data[SC_REBOUND] )
+ speed += max(speed, 100);
+ if( speed_rate != 100 )
+ speed = speed * speed_rate / 100;
+ if( sc->data[SC_STEELBODY] )
+ speed = 200;
+ if( sc->data[SC_DEFENDER] )
+ speed = max(speed, 200);
+ if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
+ speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
+
+ }
+
+ return (short)cap_value(speed,10,USHRT_MAX);
+}
+
+#ifdef RENEWAL_ASPD
+// flag&1 - fixed value [malufett]
+// flag&2 - percentage value
+static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
+{
+ int i, pots = 0, skills1 = 0, skills2 = 0;
+
+ if(!sc || !sc->count)
+ return 0;
+
+ if(sc->data[i=SC_ATTHASTE_INFINITY] ||
+ sc->data[i=SC_ATTHASTE_POTION3] ||
+ sc->data[i=SC_ATTHASTE_POTION2] ||
+ sc->data[i=SC_ATTHASTE_POTION1])
+ pots += sc->data[i]->val1;
+
+ if( !sc->data[SC_QUAGMIRE] ){
+ if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
+ skills1 = 7;
+
+ if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7;
+
+ if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info
+ skills1 = 7;
+
+ if(sc->data[SC_ADRENALINE2] && skills1 < 6)
+ skills1 = 6;
+
+ if(sc->data[SC_ADRENALINE] && skills1 < 7)
+ skills1 = 7;
+
+ if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
+ skills1 = 7;
+
+ if(sc->data[SC_HLIF_FLEET] && skills1 < 5)
+ skills1 = 5;
+ }
+
+ if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15)
+ skills1 = 15;
+ else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20)
+ skills1 = 20;
+
+ if(sc->data[SC_DONTFORGETME])
+ skills2 -= sc->data[SC_DONTFORGETME]->val2;
+ if(sc->data[SC_LONGING])
+ skills2 -= sc->data[SC_LONGING]->val2;
+ if(sc->data[SC_STEELBODY])
+ skills2 -= 25;
+ if(sc->data[SC_SKA])
+ skills2 -= 25;
+ if(sc->data[SC_DEFENDER])
+ skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
+ if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
+ skills2 -= 25;
+ if(sc->data[SC_GRAVITATION])
+ skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
+ if(sc->data[SC_JOINTBEAT]) { // needs more info
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
+ skills2 -= 25;
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
+ skills2 -= 10;
+ }
+ if( sc->data[SC_FROSTMISTY] )
+ skills2 -= 15;
+ if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
+ skills2 -= 50;
+ if( sc->data[SC_PARALYSE] )
+ skills2 -= 10;
+ if( sc->data[SC__BODYPAINT] )
+ skills2 -= 2 + 5 * 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;
+ 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;
+ if( sc->data[SC_DANCE_WITH_WUG] )
+ skills2 += sc->data[SC_DANCE_WITH_WUG]->val3;
+ if( sc->data[SC_GENTLETOUCH_CHANGE] )
+ skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3;
+ if( sc->data[SC_BOOST500] )
+ skills2 += sc->data[SC_BOOST500]->val1;
+ if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
+ skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
+ if( sc->data[SC_INCASPDRATE] )
+ skills2 += sc->data[SC_INCASPDRATE]->val1;
+ if( sc->data[SC_GS_GATLINGFEVER] )
+ skills2 += sc->data[SC_GS_GATLINGFEVER]->val1;
+ if( sc->data[SC_STAR_COMFORT] )
+ skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1;
+ if( sc->data[SC_ASSNCROS] && !skills1){
+ if (bl->type!=BL_PC)
+ skills2 += sc->data[SC_ASSNCROS]->val2;
+ else
+ switch(((TBL_PC*)bl)->status.weapon)
+ {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ break;
+ default:
+ skills2 += sc->data[SC_ASSNCROS]->val2;
+ }
+ }
+ return ( flag&1? (skills1 + pots) : skills2 );
+}
+#endif
+
+static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) {
+ if (!sc || !sc->count)
+ return cap_value(aspd, 0, 2000);
+
+ if (!sc->data[SC_QUAGMIRE]) {
+ if (sc->data[SC_OVERED_BOOST])
+ aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
+ }
+
+ if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
+ || sc->data[SC_WILD_STORM_OPTION]))
+ aspd -= 50; // +5 ASPD
+ if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
+ aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
+
+ return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
+}
+
+/// Calculates an object's ASPD modifier (alters the base amotion value).
+/// Note that the scale of aspd_rate is 1000 = 100%.
+static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
+{
+ int i;
+
+ if(!sc || !sc->count)
+ return cap_value(aspd_rate,0,SHRT_MAX);
+
+ if( !sc->data[SC_QUAGMIRE] ){
+ int max = 0;
+ if(sc->data[SC_STAR_COMFORT])
+ max = sc->data[SC_STAR_COMFORT]->val2;
+
+ if(sc->data[SC_TWOHANDQUICKEN] &&
+ max < sc->data[SC_TWOHANDQUICKEN]->val2)
+ max = sc->data[SC_TWOHANDQUICKEN]->val2;
+
+ if(sc->data[SC_ONEHANDQUICKEN] &&
+ max < sc->data[SC_ONEHANDQUICKEN]->val2)
+ max = sc->data[SC_ONEHANDQUICKEN]->val2;
+
+ if(sc->data[SC_MER_QUICKEN] &&
+ max < sc->data[SC_MER_QUICKEN]->val2)
+ max = sc->data[SC_MER_QUICKEN]->val2;
+
+ if(sc->data[SC_ADRENALINE2] &&
+ max < sc->data[SC_ADRENALINE2]->val3)
+ max = sc->data[SC_ADRENALINE2]->val3;
+
+ if(sc->data[SC_ADRENALINE] &&
+ max < sc->data[SC_ADRENALINE]->val3)
+ max = sc->data[SC_ADRENALINE]->val3;
+
+ if(sc->data[SC_SPEARQUICKEN] &&
+ max < sc->data[SC_SPEARQUICKEN]->val2)
+ max = sc->data[SC_SPEARQUICKEN]->val2;
+
+ if(sc->data[SC_GS_GATLINGFEVER] &&
+ max < sc->data[SC_GS_GATLINGFEVER]->val2)
+ max = sc->data[SC_GS_GATLINGFEVER]->val2;
+
+ if(sc->data[SC_HLIF_FLEET] &&
+ max < sc->data[SC_HLIF_FLEET]->val2)
+ max = sc->data[SC_HLIF_FLEET]->val2;
+
+ if(sc->data[SC_ASSNCROS] &&
+ max < sc->data[SC_ASSNCROS]->val2)
+ {
+ if (bl->type!=BL_PC)
+ max = sc->data[SC_ASSNCROS]->val2;
+ else
+ switch(((TBL_PC*)bl)->status.weapon)
+ {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ break;
+ default:
+ max = sc->data[SC_ASSNCROS]->val2;
+ }
+ }
+ aspd_rate -= max;
+
+ if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
+ aspd_rate -= 300;
+ else if(sc->data[SC_GS_MADNESSCANCEL])
+ aspd_rate -= 200;
+ }
+
+ if( sc->data[i=SC_ATTHASTE_INFINITY] ||
+ sc->data[i=SC_ATTHASTE_POTION3] ||
+ sc->data[i=SC_ATTHASTE_POTION2] ||
+ sc->data[i=SC_ATTHASTE_POTION1] )
+ aspd_rate -= sc->data[i]->val2;
+
+ if(sc->data[SC_DONTFORGETME])
+ aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
+ if(sc->data[SC_LONGING])
+ aspd_rate += sc->data[SC_LONGING]->val2;
+ if(sc->data[SC_STEELBODY])
+ aspd_rate += 250;
+ if(sc->data[SC_SKA])
+ aspd_rate += 250;
+ if(sc->data[SC_DEFENDER])
+ aspd_rate += sc->data[SC_DEFENDER]->val4;
+ if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
+ aspd_rate += 250;
+ if(sc->data[SC_GRAVITATION])
+ aspd_rate += sc->data[SC_GRAVITATION]->val2;
+ if(sc->data[SC_JOINTBEAT]) {
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
+ aspd_rate += 250;
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
+ aspd_rate += 100;
+ }
+ if( sc->data[SC_FROSTMISTY] )
+ aspd_rate += 150;
+ if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
+ aspd_rate += 500;
+ if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
+ aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
+ if( sc->data[SC_PARALYSE] )
+ aspd_rate += 100;
+ if( sc->data[SC__BODYPAINT] )
+ aspd_rate += 200 + 50 * 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;
+ 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;
+ if( sc->data[SC_EARTHDRIVE] )
+ aspd_rate += 250;
+ if( sc->data[SC_GENTLETOUCH_CHANGE] )
+ aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10;
+ if( sc->data[SC_MELON_BOMB] )
+ aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
+ if( sc->data[SC_BOOST500] )
+ aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
+ if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
+ aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
+ if( sc->data[SC_INCASPDRATE] )
+ aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
+ if( sc->data[SC_PAIN_KILLER])
+ aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
+ if( sc->data[SC_GOLDENE_FERSE])
+ aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
+
+ return (short)cap_value(aspd_rate,0,SHRT_MAX);
+}
+
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
+{
+ if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
+ return cap_value(dmotion,0,USHRT_MAX);
+ /**
+ * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
+ **/
+ if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
+ return 0;
+ if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
+ return 0;
+
+ return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
+}
+
+static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
+{
+ if(!sc || !sc->count)
+ return (unsigned int)cap_value(maxhp,1,UINT_MAX);
+
+ if(sc->data[SC_INCMHPRATE])
+ maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
+ if(sc->data[SC_INCMHP])
+ maxhp += (sc->data[SC_INCMHP]->val1);
+ if(sc->data[SC_APPLEIDUN])
+ maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
+ if(sc->data[SC_DELUGE])
+ maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ maxhp += maxhp * 2;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ maxhp -= 1000;
+ if(sc->data[SC_SOLID_SKIN_OPTION])
+ maxhp += 2000;// Fix amount.
+ if(sc->data[SC_POWER_OF_GAIA])
+ maxhp += 3000;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
+ maxhp += 500;
+
+ if(sc->data[SC_MER_HP])
+ maxhp += maxhp * sc->data[SC_MER_HP]->val2/100;
+
+ if(sc->data[SC_EPICLESIS])
+ maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
+ if(sc->data[SC_VENOMBLEED])
+ maxhp -= maxhp * 15 / 100;
+ 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;
+ 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_RAISINGDRAGON])
+ maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
+ if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] %
+ maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100;
+ if(sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] %
+ maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100;
+ if(sc->data[SC_MUSTLE_M])
+ maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
+ if(sc->data[SC_MYSTERIOUS_POWDER])
+ 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_ANGRIFFS_MODUS])
+ maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
+ if (sc->data[SC_GOLDENE_FERSE])
+ maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
+ if(sc->data[SC_FRIGG_SONG])
+ maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100;
+
+ return (unsigned int)cap_value(maxhp,1,UINT_MAX);
+}
+
+static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
+{
+ if(!sc || !sc->count)
+ return cap_value(maxsp,1,UINT_MAX);
+
+ if(sc->data[SC_INCMSPRATE])
+ maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
+ if(sc->data[SC_INCMSP])
+ maxsp += (sc->data[SC_INCMSP]->val1);
+ if(sc->data[SC_SERVICEFORYOU])
+ maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100;
+ if(sc->data[SC_MER_SP])
+ maxsp += maxsp * sc->data[SC_MER_SP]->val2/100;
+ if(sc->data[SC_RAISINGDRAGON])
+ maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
+ if(sc->data[SC_LIFE_FORCE_F])
+ maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
+ maxsp += 50;
+
+ return cap_value(maxsp,1,UINT_MAX);
+}
+
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+
+ if(sc->data[SC_FREEZE])
+ return ELE_WATER;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ return ELE_EARTH;
+ if(sc->data[SC_BENEDICTIO])
+ return ELE_HOLY;
+ if(sc->data[SC_PROPERTYUNDEAD])
+ return ELE_UNDEAD;
+ if(sc->data[SC_ARMOR_PROPERTY])
+ return sc->data[SC_ARMOR_PROPERTY]->val2;
+ if(sc->data[SC_SHAPESHIFT])
+ return sc->data[SC_SHAPESHIFT]->val2;
+
+ return (unsigned char)cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
+{
+ if(!sc || !sc->count)
+ return lv;
+
+ if(sc->data[SC_FREEZE])
+ return 1;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ return 1;
+ if(sc->data[SC_BENEDICTIO])
+ return 1;
+ if(sc->data[SC_PROPERTYUNDEAD])
+ return 1;
+ if(sc->data[SC_ARMOR_PROPERTY])
+ return sc->data[SC_ARMOR_PROPERTY]->val1;
+ if(sc->data[SC_SHAPESHIFT])
+ return 1;
+ if(sc->data[SC__INVISIBILITY])
+ return 1;
+
+ return (unsigned char)cap_value(lv,1,4);
+}
+
+
+unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+ if(sc->data[SC_ENCHANTARMS])
+ return sc->data[SC_ENCHANTARMS]->val2;
+ if(sc->data[SC_PROPERTYWATER]
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
+ return ELE_WATER;
+ if(sc->data[SC_PROPERTYGROUND]
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
+ return ELE_EARTH;
+ if(sc->data[SC_PROPERTYFIRE]
+ || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
+ return ELE_FIRE;
+ if(sc->data[SC_PROPERTYWIND]
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
+ return ELE_WIND;
+ if(sc->data[SC_ENCHANTPOISON])
+ return ELE_POISON;
+ if(sc->data[SC_ASPERSIO])
+ return ELE_HOLY;
+ if(sc->data[SC_PROPERTYDARK])
+ return ELE_DARK;
+ if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY])
+ return ELE_GHOST;
+ if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
+ return ELE_WATER;
+ if(sc->data[SC_PYROCLASTIC])
+ return ELE_FIRE;
+ return (unsigned char)cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
+{
+ if(!sc || !sc->count)
+ return mode;
+ if(sc->data[SC_MODECHANGE]) {
+ if (sc->data[SC_MODECHANGE]->val2)
+ mode = sc->data[SC_MODECHANGE]->val2; //Set mode
+ if (sc->data[SC_MODECHANGE]->val3)
+ mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
+ if (sc->data[SC_MODECHANGE]->val4)
+ mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
+ }
+ return cap_value(mode,0,USHRT_MAX);
+}
+
+const char* status_get_name(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
+ case BL_MOB: return ((TBL_MOB*)bl)->name;
+ case BL_PET: return ((TBL_PET*)bl)->pet.name;
+ case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
+ case BL_NPC: return ((TBL_NPC*)bl)->name;
+ }
+ return "Unknown";
+}
+
+/*==========================================
+* Get the class of the current bl
+* return
+* 0 = fail
+* class_id = success
+*------------------------------------------*/
+int status_get_class(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch( bl->type ) {
+ case BL_PC: return ((TBL_PC*)bl)->status.class_;
+ case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
+ case BL_PET: return ((TBL_PET*)bl)->pet.class_;
+ case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
+ case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
+ case BL_NPC: return ((TBL_NPC*)bl)->class_;
+ case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
+ }
+ return 0;
+}
+/*==========================================
+* Get the base level of the current bl
+* return
+* 1 = fail
+* level = success
+*------------------------------------------*/
+int status_get_lv(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC: return ((TBL_PC*)bl)->status.base_level;
+ case BL_MOB: return ((TBL_MOB*)bl)->level;
+ case BL_PET: return ((TBL_PET*)bl)->pet.level;
+ case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
+ case BL_MER: return ((TBL_MER*)bl)->db->lv;
+ case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
+ case BL_NPC: return ((TBL_NPC*)bl)->level;
+ }
+ return 1;
+}
+
+struct regen_data *status_get_regen_data(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->regen;
+ case BL_HOM: return &((TBL_HOM*)bl)->regen;
+ case BL_MER: return &((TBL_MER*)bl)->regen;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
+ default:
+ return NULL;
+ }
+}
+
+struct status_data *status_get_status_data(struct block_list *bl)
+{
+ nullpo_retr(&dummy_status, bl);
+
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->battle_status;
+ case BL_MOB: return &((TBL_MOB*)bl)->status;
+ case BL_PET: return &((TBL_PET*)bl)->status;
+ case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
+ case BL_MER: return &((TBL_MER*)bl)->battle_status;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
+ case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
+ default:
+ return &dummy_status;
+ }
+}
+
+struct status_data *status_get_base_status(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->base_status;
+ case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
+ case BL_PET: return &((TBL_PET*)bl)->db->status;
+ case BL_HOM: return &((TBL_HOM*)bl)->base_status;
+ case BL_MER: return &((TBL_MER*)bl)->base_status;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
+ case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
+ default:
+ return NULL;
+ }
+}
+defType status_get_def(struct block_list *bl) {
+ struct unit_data *ud;
+ struct status_data *status = iStatus->get_status_data(bl);
+ int def = status?status->def:0;
+ ud = unit_bl2ud(bl);
+ if (ud && ud->skilltimer != INVALID_TIMER)
+ def -= def * skill->get_castdef(ud->skill_id)/100;
+
+ return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
+}
+
+unsigned short status_get_speed(struct block_list *bl)
+{
+ if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
+ return ((struct npc_data *)bl)->speed;
+ return iStatus->get_status_data(bl)->speed;
+}
+
+int status_get_party_id(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((TBL_PC*)bl)->status.party_id;
+ case BL_PET:
+ if (((TBL_PET*)bl)->msd)
+ return ((TBL_PET*)bl)->msd->status.party_id;
+ break;
+ case BL_MOB: {
+ struct mob_data *md=(TBL_MOB*)bl;
+ if( md->master_id > 0 ) {
+ struct map_session_data *msd;
+ if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
+ return msd->status.party_id;
+ return -md->master_id;
+ }
+ }
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->status.party_id;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)bl)->master)
+ return ((TBL_MER*)bl)->master->status.party_id;
+ break;
+ case BL_SKILL:
+ return ((TBL_SKILL*)bl)->group->party_id;
+ case BL_ELEM:
+ if (((TBL_ELEM*)bl)->master)
+ return ((TBL_ELEM*)bl)->master->status.party_id;
+ break;
+ }
+ return 0;
+}
+
+int status_get_guild_id(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((TBL_PC*)bl)->status.guild_id;
+ case BL_PET:
+ if (((TBL_PET*)bl)->msd)
+ return ((TBL_PET*)bl)->msd->status.guild_id;
+ break;
+ case BL_MOB: {
+ struct map_session_data *msd;
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->guardian_data) //Guardian's guild [Skotlex]
+ return md->guardian_data->guild_id;
+ if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
+ return msd->status.guild_id; //Alchemist's mobs [Skotlex]
+ }
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->status.guild_id;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)bl)->master)
+ return ((TBL_MER*)bl)->master->status.guild_id;
+ break;
+ case BL_NPC:
+ if (((TBL_NPC*)bl)->subtype == SCRIPT)
+ return ((TBL_NPC*)bl)->u.scr.guild_id;
+ break;
+ case BL_SKILL:
+ return ((TBL_SKILL*)bl)->group->guild_id;
+ case BL_ELEM:
+ if (((TBL_ELEM*)bl)->master)
+ return ((TBL_ELEM*)bl)->master->status.guild_id;
+ break;
+ }
+ return 0;
+}
+
+int status_get_emblem_id(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((TBL_PC*)bl)->guild_emblem_id;
+ case BL_PET:
+ if (((TBL_PET*)bl)->msd)
+ return ((TBL_PET*)bl)->msd->guild_emblem_id;
+ break;
+ case BL_MOB: {
+ struct map_session_data *msd;
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->guardian_data) //Guardian's guild [Skotlex]
+ return md->guardian_data->emblem_id;
+ if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
+ return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
+ }
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->guild_emblem_id;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)bl)->master)
+ return ((TBL_MER*)bl)->master->guild_emblem_id;
+ break;
+ case BL_NPC:
+ if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
+ struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id);
+ if (g)
+ return g->emblem_id;
+ }
+ break;
+ case BL_ELEM:
+ if (((TBL_ELEM*)bl)->master)
+ return ((TBL_ELEM*)bl)->master->guild_emblem_id;
+ break;
+ }
+ return 0;
+}
+
+int status_get_mexp(struct block_list *bl)
+{
+ nullpo_ret(bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->db->mexp;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->mexp;
+ return 0;
+}
+int status_get_race2(struct block_list *bl)
+{
+ nullpo_ret(bl);
+ if(bl->type == BL_MOB)
+ return ((struct mob_data *)bl)->db->race2;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->race2;
+ return 0;
+}
+
+int status_isdead(struct block_list *bl)
+{
+ nullpo_ret(bl);
+ return iStatus->get_status_data(bl)->hp == 0;
+}
+
+int status_isimmune(struct block_list *bl)
+{
+ struct status_change *sc =iStatus->get_sc(bl);
+ if (sc && sc->data[SC_HERMODE])
+ return 100;
+
+ if (bl->type == BL_PC &&
+ ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
+ return ((TBL_PC*)bl)->special_state.no_magic_damage;
+ return 0;
+}
+
+struct view_data* status_get_viewdata(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->vd;
+ case BL_MOB: return ((TBL_MOB*)bl)->vd;
+ case BL_PET: return &((TBL_PET*)bl)->vd;
+ case BL_NPC: return ((TBL_NPC*)bl)->vd;
+ case BL_HOM: return ((TBL_HOM*)bl)->vd;
+ case BL_MER: return ((TBL_MER*)bl)->vd;
+ case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
+ }
+ return NULL;
+}
+
+void status_set_viewdata(struct block_list *bl, int class_)
+{
+ struct view_data* vd;
+ nullpo_retv(bl);
+ if (mobdb_checkid(class_) || mob_is_clone(class_))
+ vd = mob_get_viewdata(class_);
+ else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
+ vd = npc_get_viewdata(class_);
+ else if (homdb_checkid(class_))
+ vd = homun->get_viewdata(class_);
+ else if (merc_class(class_))
+ vd = merc_get_viewdata(class_);
+ else if (elemental_class(class_))
+ vd = elemental_get_viewdata(class_);
+ else
+ vd = NULL;
+
+ switch (bl->type) {
+ case BL_PC:
+ {
+ TBL_PC* sd = (TBL_PC*)bl;
+ if (pcdb_checkid(class_)) {
+ if (sd->sc.option&OPTION_RIDING) {
+ switch (class_) { //Adapt class to a Mounted one.
+ case JOB_KNIGHT:
+ class_ = JOB_KNIGHT2;
+ break;
+ case JOB_CRUSADER:
+ class_ = JOB_CRUSADER2;
+ break;
+ case JOB_LORD_KNIGHT:
+ class_ = JOB_LORD_KNIGHT2;
+ break;
+ case JOB_PALADIN:
+ class_ = JOB_PALADIN2;
+ break;
+ case JOB_BABY_KNIGHT:
+ class_ = JOB_BABY_KNIGHT2;
+ break;
+ case JOB_BABY_CRUSADER:
+ class_ = JOB_BABY_CRUSADER2;
+ break;
+ }
+ }
+ sd->vd.class_ = class_;
+ clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
+ sd->vd.head_top = sd->status.head_top;
+ sd->vd.head_mid = sd->status.head_mid;
+ sd->vd.head_bottom = sd->status.head_bottom;
+ sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
+ sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
+ sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
+ sd->vd.robe = sd->status.robe;
+ sd->vd.sex = sd->status.sex;
+
+ if ( sd->vd.cloth_color ) {
+ if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette )
+ sd->vd.cloth_color = 0;
+ if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette )
+ sd->vd.cloth_color = 0;
+ if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette )
+ sd->vd.cloth_color = 0;
+ if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette )
+ sd->vd.cloth_color = 0;
+ }
+ } else if (vd)
+ memcpy(&sd->vd, vd, sizeof(struct view_data));
+ else
+ ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_MOB:
+ {
+ TBL_MOB* md = (TBL_MOB*)bl;
+ if (vd)
+ md->vd = vd;
+ else
+ ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_PET:
+ {
+ TBL_PET* pd = (TBL_PET*)bl;
+ if (vd) {
+ memcpy(&pd->vd, vd, sizeof(struct view_data));
+ if (!pcdb_checkid(vd->class_)) {
+ pd->vd.hair_style = battle_config.pet_hair_style;
+ if(pd->pet.equip) {
+ pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
+ if (!pd->vd.head_bottom)
+ pd->vd.head_bottom = pd->pet.equip;
+ }
+ }
+ } else
+ ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_NPC:
+ {
+ TBL_NPC* nd = (TBL_NPC*)bl;
+ if (vd)
+ nd->vd = vd;
+ else
+ ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_HOM: //[blackhole89]
+ {
+ struct homun_data *hd = (struct homun_data*)bl;
+ if (vd)
+ hd->vd = vd;
+ else
+ ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_MER:
+ {
+ struct mercenary_data *md = (struct mercenary_data*)bl;
+ if (vd)
+ md->vd = vd;
+ else
+ ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_ELEM:
+ {
+ struct elemental_data *ed = (struct elemental_data*)bl;
+ if (vd)
+ ed->vd = vd;
+ else
+ ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
+ }
+ break;
+ }
+}
+
+/// Returns the status_change data of bl or NULL if it doesn't exist.
+struct status_change *status_get_sc(struct block_list *bl) {
+ if( bl ) {
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->sc;
+ case BL_MOB: return &((TBL_MOB*)bl)->sc;
+ case BL_NPC: return NULL;
+ case BL_HOM: return &((TBL_HOM*)bl)->sc;
+ case BL_MER: return &((TBL_MER*)bl)->sc;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
+ }
+ }
+ return NULL;
+}
+
+void status_change_init(struct block_list *bl)
+{
+ struct status_change *sc = iStatus->get_sc(bl);
+ nullpo_retv(sc);
+ memset(sc, 0, sizeof (struct status_change));
+}
+
+//Applies SC defense to a given status change.
+//Returns the adjusted duration based on flag values.
+//the flag values are the same as in iStatus->change_start.
+int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
+{
+ //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
+ struct status_data* status;
+ struct status_change* sc;
+ struct map_session_data *sd;
+
+ nullpo_ret(bl);
+
+ //Status that are blocked by Golden Thief Bug card or Wand of Hermod
+ if (iStatus->isimmune(bl))
+ switch (type) {
+ case SC_DEC_AGI:
+ case SC_SILENCE:
+ case SC_COMA:
+ case SC_INC_AGI:
+ case SC_BLESSING:
+ case SC_SLOWPOISON:
+ case SC_IMPOSITIO:
+ case SC_LEXAETERNA:
+ case SC_SUFFRAGIUM:
+ case SC_BENEDICTIO:
+ case SC_PROVIDENCE:
+ case SC_KYRIE:
+ case SC_ASSUMPTIO:
+ case SC_ANGELUS:
+ case SC_MAGNIFICAT:
+ case SC_GLORIA:
+ case SC_WINDWALK:
+ case SC_MAGICROD:
+ case SC_ILLUSION:
+ case SC_STONE:
+ case SC_QUAGMIRE:
+ case SC_NJ_SUITON:
+ case SC_SWING:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__IGNORANCE:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ case SC__BLOODYLUST:
+ return 0;
+ }
+
+ sd = BL_CAST(BL_PC,bl);
+ status = iStatus->get_status_data(bl);
+ sc = iStatus->get_sc(bl);
+ if( sc && !sc->count )
+ sc = NULL;
+ switch (type) {
+ case SC_STUN:
+ case SC_POISON:
+ if( sc && sc->data[SC__UNLUCKY] )
+ return tick;
+ case SC_DPOISON:
+ case SC_SILENCE:
+ case SC_BLOODING:
+ sc_def = status->vit*100;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_SLEEP:
+ sc_def = status->int_*100;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_DEEP_SLEEP:
+ sc_def = status->int_*50;
+ tick_def = status->int_*10 + iStatus->get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int.
+ break;
+ case SC_DEC_AGI:
+ case SC_ADORAMUS: //Arch Bishop
+ if (sd) tick>>=1; //Half duration for players.
+ case SC_STONE:
+ //Impossible to reduce duration with stats
+ tick_def = 0;
+ tick_def2 = 0;
+ case SC_FREEZE:
+ sc_def = status->mdef*100;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_CURSE:
+ //Special property: inmunity when luk is greater than level or zero
+ if (status->luk > iStatus->get_lv(bl) || status->luk == 0)
+ return 0;
+ sc_def = status->luk*100;
+ sc_def2 = status->luk*10;
+ tick_def = status->vit*100;
+ break;
+ case SC_BLIND:
+ if( sc && sc->data[SC__UNLUCKY] )
+ return tick;
+ sc_def = (status->vit + status->int_)*50;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_CONFUSION:
+ sc_def = (status->str + status->int_)*50;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_ANKLESNARE:
+ if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
+ tick /= 5;
+ sc_def = status->agi*50;
+ break;
+ case SC_MAGICMIRROR:
+ case SC_STONESKIN:
+ if (sd) //Duration greatly reduced for players.
+ tick /= 15;
+ sc_def2 = iStatus->get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
+ tick_def2 = 0; //No duration reduction
+ break;
+ case SC_MARSHOFABYSS:
+ //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
+ tick_def2 = (status->int_ + status->luk)*50;
+ break;
+ case SC_STASIS:
+ //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
+ tick_def2 = (status->vit + status->dex)*50;
+ break;
+ if( bl->type == BL_PC )
+ tick -= (iStatus->get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100;
+ else
+ tick -= (status->vit + status->luk) / 20 * 1000;
+ break;
+ case SC_BURNING:
+ tick -= 75 * status->luk + 125 * status->agi;
+ tick = max(tick,5000); // Minimum Duration 5s.
+ break;
+ case SC_FROSTMISTY:
+ tick -= 1000 * ((status->vit + status->dex) / 20);
+ tick = max(tick,6000); // Minimum Duration 6s.
+ break;
+ case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
+ sc_def = 100 - ( 100 - status->int_* 8 / 10 );
+ sc_def = max(sc_def, 5); // minimum of 5%
+ break;
+ case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)}
+ rate -= status->agi*100/4;
+ rate = max(rate,5000); // minimum of 50%
+ break;
+ case SC_ELECTRICSHOCKER:
+ if( bl->type == BL_MOB )
+ tick -= 1000 * (status->agi/10);
+ break;
+ case SC_COLD:
+ tick -= (1000*(status->vit/10))+(iStatus->get_lv(bl)/50);
+ break;
+ case SC_SIREN:
+ tick -= 1000 * ((iStatus->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5));
+ tick = max(tick,10000);
+ break;
+ case SC_MANDRAGORA:
+ sc_def = (status->vit+status->luk)/5;
+ break;
+ case SC_KYOUGAKU:
+ tick -= 1000 * status_get_int(bl) / 20;
+ break;
+ case SC_NEEDLE_OF_PARALYZE:
+ tick -= 50 * (status->vit + status->luk); //(1000/20);
+ break;
+ default:
+ //Effect that cannot be reduced? Likely a buff.
+ if (!(rnd()%10000 < rate))
+ return 0;
+ return tick?tick:1;
+ }
+
+ if (sd) {
+
+ if (battle_config.pc_sc_def_rate != 100) {
+ sc_def = sc_def*battle_config.pc_sc_def_rate/100;
+ sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
+ }
+
+ sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
+ sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
+
+ if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
+ tick_def = tick_def*battle_config.pc_sc_def_rate/100;
+ tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
+ }
+ } else {
+
+ if (battle_config.mob_sc_def_rate != 100) {
+ sc_def = sc_def*battle_config.mob_sc_def_rate/100;
+ sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
+ }
+
+ sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
+ sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
+
+ if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
+ tick_def = tick_def*battle_config.mob_sc_def_rate/100;
+ tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
+ }
+ }
+
+ if (sc) {
+ if (sc->data[SC_SCRESIST])
+ sc_def += sc->data[SC_SCRESIST]->val1*100; //Status resist
+ else if (sc->data[SC_SIEGFRIED])
+ sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance.
+ }
+
+ //When no tick def, reduction is the same for both.
+ if(tick_def < 0)
+ tick_def = sc_def;
+ if(tick_def2 < 0)
+ tick_def2 = sc_def2;
+
+ //Natural resistance
+ if (!(flag&8)) {
+ rate -= rate*sc_def/10000;
+ rate -= sc_def2;
+
+ //Minimum chances
+ switch (type) {
+ case SC_WUGBITE:
+ rate = max(rate, 5000); //Minimum of 50%
+ break;
+ }
+
+ //Item resistance (only applies to rate%)
+ if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
+ {
+ if( sd->reseff[type-SC_COMMON_MIN] > 0 )
+ rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
+ if( sd->sc.data[SC_TARGET_BLOOD] )
+ rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100;
+ }
+ }
+
+ if (!(rnd()%10000 < rate))
+ return 0;
+
+ //Even if a status change doesn't have a duration, it should still trigger
+ if (tick < 1) return 1;
+
+ //Rate reduction
+ if (flag&2)
+ return tick;
+
+ tick -= tick*tick_def/10000;
+ tick -= tick_def2;
+
+ //Minimum durations
+ switch (type) {
+ case SC_ANKLESNARE:
+ case SC_MARSHOFABYSS:
+ case SC_STASIS:
+ tick = max(tick, 5000); //Minimum duration 5s
+ break;
+ case SC_BURNING:
+ case SC_FROSTMISTY:
+ tick = max(tick, 10000); //Minimum duration 10s
+ break;
+ default:
+ //Skills need to trigger even if the duration is reduced below 1ms
+ tick = max(tick, 1);
+ break;
+ }
+
+ return tick;
+}
+/* [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) {
+ struct sc_display_entry *entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
+
+ entry->type = type;
+ entry->val1 = dval1;
+ entry->val2 = dval2;
+ entry->val3 = dval3;
+
+ RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
+ sd->sc_display[ sd->sc_display_count - 1 ] = entry;
+}
+void status_display_remove(struct map_session_data *sd, enum sc_type type) {
+ int i;
+
+ for( i = 0; i < sd->sc_display_count; i++ ) {
+ if( sd->sc_display[i]->type == type )
+ break;
+ }
+
+ if( i != sd->sc_display_count ) {
+ int cursor;
+
+ ers_free(pc_sc_display_ers, sd->sc_display[i]);
+ sd->sc_display[i] = NULL;
+
+ /* the all-mighty compact-o-matic */
+ for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
+ if( sd->sc_display[i] == NULL )
+ continue;
+
+ if( i != cursor ) {
+ sd->sc_display[cursor] = sd->sc_display[i];
+ }
+
+ cursor++;
+ }
+
+ if( !(sd->sc_display_count = cursor) ) {
+ aFree(sd->sc_display);
+ sd->sc_display = NULL;
+ }
+ }
+}
+/*==========================================
+* Starts a status change.
+* 'type' = type, 'val1~4' depend on the type.
+* 'rate' = base success rate. 10000 = 100%
+* 'tick' is base duration
+* 'flag':
+* &1: Cannot be avoided (it has to start)
+* &2: Tick should not be reduced (by vit, luk, lv, etc)
+* &4: sc_data loaded, no value has to be altered.
+* &8: rate should not be reduced
+*------------------------------------------*/
+int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) {
+ struct map_session_data *sd = NULL;
+ struct status_change* sc;
+ struct status_change_entry* sce;
+ struct status_data *status;
+ struct view_data *vd;
+ int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
+
+ nullpo_ret(bl);
+ sc = iStatus->get_sc(bl);
+ status = iStatus->get_status_data(bl);
+
+ if( type <= SC_NONE || type >= SC_MAX )
+ {
+ ShowError("status_change_start: invalid status change (%d)!\n", type);
+ return 0;
+ }
+
+ if( !sc )
+ return 0; //Unable to receive status changes
+
+ if( iStatus->isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
+ return 0;
+
+ if( bl->type == BL_MOB)
+ {
+ struct mob_data *md = BL_CAST(BL_MOB,bl);
+ if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
+ return 0; //Emperium/BG Monsters can't be afflicted by status changes
+ // if(md && mob_is_gvg(md) && iStatus->sc2scb_flag(type)&SCB_MAXHP)
+ // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
+ }
+
+ if( sc->data[SC_REFRESH] ) {
+ if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
+ return 0; // Immune to status ailements
+ switch( type ) {
+ case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
+ case SC_DEC_AGI:
+ case SC_BURNING:
+ case SC_FROSTMISTY:
+ //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
+ case SC_MARSHOFABYSS:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC_COLD: ////08/31/2011 - Class Balance Changes
+ case SC_DEEP_SLEEP:
+ case SC_MANDRAGORA:
+ return 0;
+ }
+ } else if( sc->data[SC_INSPIRATION] ) {
+ if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
+ return 0; // Immune to status ailements
+ switch( type ) {
+ case SC_DEEP_SLEEP:
+ case SC_SATURDAY_NIGHT_FEVER:
+ case SC_PYREXIA:
+ case SC_DEATHHURT:
+ case SC_MAGICMUSHROOM:
+ case SC_VENOMBLEED:
+ case SC_TOXIN:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ case SC__BODYPAINT:
+ case SC__IGNORANCE:
+ return 0;
+ }
+ }
+
+ sd = BL_CAST(BL_PC, bl);
+
+ //Adjust tick according to status resistances
+ if( !(flag&(1|4)) )
+ {
+ tick = iStatus->get_sc_def(bl, type, rate, tick, flag);
+ if( !tick ) return 0;
+ }
+
+ undead_flag = battle->check_undead(status->race,status->def_ele);
+ //Check for inmunities / sc fails
+ switch (type) {
+ case SC_DRUMBATTLE:
+ case SC_NIBELUNGEN:
+ case SC_INTOABYSS:
+ case SC_SIEGFRIED:
+ if( bl->type == BL_PC) {
+ struct map_session_data *sd = BL_CAST(BL_PC,bl);
+ if (!sd->status.party_id) return 0;
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ case SC_GOLDENE_FERSE:
+ if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
+ || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
+ )
+ return 0;
+ case SC_STONE:
+ if(sc->data[SC_POWER_OF_GAIA])
+ return 0;
+ case SC_FREEZE:
+ //Undead are immune to Freeze/Stone
+ if (undead_flag && !(flag&1))
+ return 0;
+ case SC_DEEP_SLEEP:
+ case SC_SLEEP:
+ case SC_STUN:
+ case SC_FROSTMISTY:
+ case SC_COLD:
+ if (sc->opt1)
+ return 0; //Cannot override other opt1 status changes. [Skotlex]
+ if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
+ return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
+ break;
+
+ //There all like berserk, do not everlap each other
+ case SC__BLOODYLUST:
+ if(!sd) return 0; //should only affect player
+ case SC_BERSERK:
+ if (((type == SC_BERSERK) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC__BLOODYLUST]))
+ || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC_BERSERK]))
+ )
+ return 0;
+ break;
+
+ case SC_BURNING:
+ if(sc->opt1 || sc->data[SC_FROSTMISTY])
+ return 0;
+ break;
+
+ case SC_CRUCIS:
+ //Only affects demons and undead element (but not players)
+ if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
+ return 0;
+ break;
+ case SC_LEXAETERNA:
+ if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
+ return 0;
+ break;
+ case SC_KYRIE:
+ if (bl->type == BL_MOB)
+ return 0;
+ break;
+ case SC_OVERTHRUST:
+ if (sc->data[SC_OVERTHRUSTMAX])
+ return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
+ case SC_OVERTHRUSTMAX:
+ if( sc->option&OPTION_MADOGEAR )
+ return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
+ break;
+ case SC_ADRENALINE:
+ if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DEC_AGI] ||
+ sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
+ )
+ return 0;
+ break;
+ case SC_ADRENALINE2:
+ if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DEC_AGI]
+ )
+ return 0;
+ break;
+ case SC_MAGNIFICAT:
+ if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
+ return 0;
+ break;
+ case SC_ONEHANDQUICKEN:
+ case SC_MER_QUICKEN:
+ case SC_TWOHANDQUICKEN:
+ if(sc->data[SC_DEC_AGI])
+ return 0;
+
+ case SC_INC_AGI:
+ if(sd && pc_issit(sd)){
+ pc->setstand(sd);
+ clif->standing(&sd->bl);
+ }
+
+ case SC_CONCENTRATION:
+ case SC_SPEARQUICKEN:
+ case SC_TRUESIGHT:
+ case SC_WINDWALK:
+ case SC_CARTBOOST:
+ case SC_ASSNCROS:
+ if (sc->data[SC_QUAGMIRE])
+ return 0;
+ if(sc->option&OPTION_MADOGEAR)
+ return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
+ break;
+ case SC_CLOAKING:
+ //Avoid cloaking with no wall and low skill level. [Skotlex]
+ //Due to the cloaking card, we have to check the wall versus to known
+ //skill level rather than the used one. [Skotlex]
+ //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
+ if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) )
+ return 0;
+ break;
+ case SC_MODECHANGE:
+ {
+ int mode;
+ struct status_data *bstatus = iStatus->get_base_status(bl);
+ if (!bstatus) return 0;
+ if (sc->data[type])
+ { //Pile up with previous values.
+ if(!val2) val2 = sc->data[type]->val2;
+ val3 |= sc->data[type]->val3;
+ val4 |= sc->data[type]->val4;
+ }
+ mode = val2?val2:bstatus->mode; //Base mode
+ if (val4) mode&=~val4; //Del mode
+ if (val3) mode|= val3; //Add mode
+ if (mode == bstatus->mode) { //No change.
+ if (sc->data[type]) //Abort previous status
+ return status_change_end(bl, type, INVALID_TIMER);
+ return 0;
+ }
+ }
+ break;
+ //Strip skills, need to divest something or it fails.
+ case SC_NOEQUIPWEAPON:
+ if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
+ int i;
+ opt_flag = 0; //Reuse to check success condition.
+ if(sd->bonus.unstripable_equip&EQP_WEAPON)
+ return 0;
+
+ i = sd->equip_index[EQI_HAND_R];
+ if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
+ opt_flag|=2;
+ pc->unequipitem(sd,i,3);
+ }
+ if (!opt_flag) return 0;
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPSHIELD:
+ if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
+ else
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_SHIELD)
+ return 0;
+ i = sd->equip_index[EQI_HAND_L];
+ if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
+ return 0;
+ pc->unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPARMOR:
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_ARMOR)
+ return 0;
+ i = sd->equip_index[EQI_ARMOR];
+ if ( i < 0 || !sd->inventory_data[i] )
+ return 0;
+ pc->unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPHELM:
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_HELM)
+ return 0;
+ i = sd->equip_index[EQI_HEAD_TOP];
+ if ( i < 0 || !sd->inventory_data[i] )
+ return 0;
+ pc->unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HP:
+ case SC_MER_SP:
+ case SC_MER_HIT:
+ if( bl->type != BL_MER )
+ return 0; // Stats only for Mercenaries
+ break;
+ case SC_FOOD_STR:
+ if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_AGI:
+ if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_VIT:
+ if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_INT:
+ if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_DEX:
+ if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_LUK:
+ if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_STR_CASH:
+ if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_AGI_CASH:
+ if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_VIT_CASH:
+ if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_INT_CASH:
+ if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_DEX_CASH:
+ if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_LUK_CASH:
+ if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1)
+ return 0;
+ break;
+ case SC_CAMOUFLAGE:
+ if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
+ return 0;
+ break;
+ case SC__STRIPACCESSARY:
+ if( sd ) {
+ int i = -1;
+ if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
+ i = sd->equip_index[EQI_ACC_L];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc->unequipitem(sd,i,3); //L-Accessory
+ } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) {
+ i = sd->equip_index[EQI_ACC_R];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc->unequipitem(sd,i,3); //R-Accessory
+ }
+ if( i < 0 )
+ return 0;
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ { // it doesn't stack or even renewed
+ int i = SC_TOXIN;
+ for(; i<= SC_LEECHESEND; i++)
+ if(sc->data[i]) return 0;
+ }
+ break;
+ case SC_SATURDAY_NIGHT_FEVER:
+ if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST])
+ return 0;
+ break;
+ case SC_OFFERTORIUM:
+ if (sc->data[SC_MAGNIFICAT])
+ return 0;
+ break;
+ }
+
+ //Check for BOSS resistances
+ if(status->mode&MD_BOSS && !(flag&1)) {
+ if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
+ return 0;
+ switch (type) {
+ case SC_BLESSING:
+ case SC_DEC_AGI:
+ case SC_PROVOKE:
+ case SC_COMA:
+ case SC_GRAVITATION:
+ case SC_NJ_SUITON:
+ case SC_RICHMANKIM:
+ case SC_ROKISWEIL:
+ case SC_FOGWALL:
+ case SC_FROSTMISTY:
+ case SC_BURNING:
+ case SC_MARSHOFABYSS:
+ case SC_ADORAMUS:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEEP_SLEEP:
+ case SC_COLD:
+
+ // Exploit prevention - kRO Fix
+ case SC_PYREXIA:
+ case SC_DEATHHURT:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+
+ // Ranger Effects
+ case SC_WUGBITE:
+ case SC_ELECTRICSHOCKER:
+ case SC_MAGNETICFIELD:
+
+ return 0;
+ }
+ }
+
+ //Before overlapping fail, one must check for status cured.
+ switch (type) {
+ case SC_BLESSING:
+ //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
+ //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
+ status_change_end(bl, SC_CURSE, INVALID_TIMER);
+ if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ }
+ break;
+ case SC_INC_AGI:
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ break;
+ case SC_QUAGMIRE:
+ status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
+ status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
+ status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
+ //Also blocks the ones below...
+ case SC_DEC_AGI:
+ status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
+ //Also blocks the ones below...
+ case SC_DONTFORGETME:
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
+ status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
+ break;
+ case SC_ONEHANDQUICKEN:
+ //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
+ status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
+ break;
+ case SC_OVERTHRUSTMAX:
+ //Cancels Normal Overthrust. [Skotlex]
+ status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
+ break;
+ case SC_KYRIE:
+ //Cancels Assumptio
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+ break;
+ case SC_DELUGE:
+ if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ break;
+ case SC_SILENCE:
+ if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
+ status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
+ break;
+ case SC_HIDING:
+ status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
+ status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
+ break;
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ if(battle_config.berserk_cancels_buffs) {
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
+ status_change_end(bl, SC_PARRYING, INVALID_TIMER);
+ status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
+ }
+#ifdef RENEWAL
+ else {
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ }
+#endif
+ break;
+ case SC_ASSUMPTIO:
+ status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
+ break;
+ case SC_KAITE:
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+ break;
+ case SC_CARTBOOST:
+ if(sc->data[SC_DEC_AGI])
+ { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ return 0;
+ }
+ break;
+ case SC_FUSION:
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
+ break;
+ case SC_GS_ADJUSTMENT:
+ status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
+ break;
+ case SC_GS_MADNESSCANCEL:
+ status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
+ break;
+ //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
+ case SC_PROPERTYUNDEAD:
+ status_change_end(bl, SC_BLESSING, INVALID_TIMER);
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
+ break;
+ case SC_FOOD_STR:
+ status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_AGI:
+ status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_VIT:
+ status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_INT:
+ status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_DEX:
+ status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_LUK:
+ status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_STR_CASH:
+ status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
+ break;
+ case SC_FOOD_AGI_CASH:
+ status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
+ break;
+ case SC_FOOD_VIT_CASH:
+ status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
+ break;
+ case SC_FOOD_INT_CASH:
+ status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
+ break;
+ case SC_FOOD_DEX_CASH:
+ status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
+ break;
+ case SC_FOOD_LUK_CASH:
+ status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
+ break;
+ case SC_ENDURE:
+ if( val4 )
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
+ break;
+ case SC_FIGHTINGSPIRIT:
+ status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
+ break;
+ case SC_MARSHOFABYSS:
+ status_change_end(bl, SC_INCAGI, INVALID_TIMER);
+ status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
+ break;
+ case SC_SWING:
+ case SC_SYMPHONY_LOVE:
+ case SC_MOONLIT_SERENADE:
+ case SC_RUSH_WINDMILL:
+ case SC_ECHOSONG:
+ case SC_HARMONIZE: //group A doesn't overlap
+ if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER);
+ if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
+ if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
+ if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
+ if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+ if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+ break;
+ case SC_SIREN:
+ case SC_DEEP_SLEEP:
+ case SC_GLOOMYDAY:
+ case SC_SONG_OF_MANA:
+ case SC_DANCE_WITH_WUG:
+ case SC_SATURDAY_NIGHT_FEVER:
+ case SC_LERADS_DEW:
+ case SC_MELODYOFSINK:
+ case SC_BEYOND_OF_WARCRY:
+ case SC_UNLIMITED_HUMMING_VOICE: //group B
+ if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER);
+ if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
+ if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
+ if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+ if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
+ if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
+ if (type != SC_GLOOMYDAY) {
+ status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
+ status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
+ }
+ if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
+ if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
+ if (type != SC_SATURDAY_NIGHT_FEVER) {
+ if (sc->data[SC_SATURDAY_NIGHT_FEVER]) {
+ sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp
+ status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
+ }
+ }
+ break;
+ case SC_REFLECTSHIELD:
+ status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
+ break;
+ case SC_LG_REFLECTDAMAGE:
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
+ break;
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_DEF )
+ status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_MDEF )
+ status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_REF )
+ status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
+ break;
+ case SC_GENTLETOUCH_ENERGYGAIN:
+ case SC_GENTLETOUCH_CHANGE:
+ case SC_GENTLETOUCH_REVITALIZE:
+ if( type != SC_GENTLETOUCH_REVITALIZE )
+ status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
+ if( type != SC_GENTLETOUCH_ENERGYGAIN )
+ status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
+ if( type != SC_GENTLETOUCH_CHANGE )
+ status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
+ break;
+ case SC_INVINCIBLE:
+ status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
+ break;
+ case SC_INVINCIBLEOFF:
+ status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
+ break;
+ case SC_MAGICPOWER:
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+ }
+
+ //Check for overlapping fails
+ if( (sce = sc->data[type]) ) {
+ switch( type ) {
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HP:
+ case SC_MER_SP:
+ case SC_MER_HIT:
+ if( sce->val1 > val1 )
+ val1 = sce->val1;
+ break;
+ case SC_ADRENALINE:
+ case SC_ADRENALINE2:
+ case SC_WEAPONPERFECT:
+ case SC_OVERTHRUST:
+ if (sce->val2 > val2)
+ return 0;
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ case SC_CASH_BOSS_ALARM:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_BLOODING:
+ case SC_DPOISON:
+ case SC_RG_CCONFINE_S: //Can't be re-closed in.
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ case SC_NOCHAT:
+ case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
+ case SC__INVISIBILITY:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__IGNORANCE:
+ case SC__LAZINESS:
+ case SC__WEAKNESS:
+ case SC__UNLUCKY:
+ return 0;
+ case SC_COMBOATTACK:
+ case SC_DANCING:
+ case SC_DEVOTION:
+ case SC_ATTHASTE_POTION1:
+ case SC_ATTHASTE_POTION2:
+ case SC_ATTHASTE_POTION3:
+ case SC_ATTHASTE_INFINITY:
+ case SC_PLUSATTACKPOWER:
+ case SC_PLUSMAGICPOWER:
+ case SC_ENCHANTARMS:
+ case SC_ARMORPROPERTY:
+ case SC_ARMOR_RESIST:
+ break;
+ case SC_GOSPEL:
+ //Must not override a casting gospel char.
+ if(sce->val4 == BCT_SELF)
+ return 0;
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_ENDURE:
+ if(sce->val4 && !val4)
+ return 1; //Don't let you override infinite endure.
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_KAAHI:
+ //Kaahi overwrites previous level regardless of existing level.
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER) {
+ iTimer->delete_timer(sce->val4,iStatus->kaahi_heal_timer);
+ sce->val4 = INVALID_TIMER;
+ }
+ break;
+ case SC_JAILED:
+ //When a player is already jailed, do not edit the jail data.
+ val2 = sce->val2;
+ val3 = sce->val3;
+ val4 = sce->val4;
+ break;
+ case SC_LERADS_DEW:
+ if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
+ return 0;
+ case SC_SHAPESHIFT:
+ case SC_PROPERTYWALK:
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ if( sce->val4 && !val4 )//you cannot override master guild aura
+ return 0;
+ break;
+ case SC_JOINTBEAT:
+ val2 |= sce->val2; // stackable ailments
+ default:
+ if(sce->val1 > val1)
+ return 1; //Return true to not mess up skill animations. [Skotlex]
+ }
+ }
+
+ vd = iStatus->get_viewdata(bl);
+ calc_flag = StatusChangeFlagTable[type];
+ if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
+ switch(type) {
+ case SC_DEC_AGI:
+ case SC_INC_AGI:
+ val2 = 2 + val1; //Agi change
+ break;
+ case SC_ENDURE:
+ val2 = 7; // Hit-count [Celest]
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
+ {
+ struct map_session_data *tsd;
+ if( sd )
+ {
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
+ //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
+ if( val4 )
+ tick = -1;
+ break;
+ case SC_AUTOBERSERK:
+ if (status->hp < status->max_hp>>2 &&
+ (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
+ sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
+ tick = -1;
+ break;
+ case SC_CRUCIS:
+ val2 = 10 + 4*val1; //Def reduction
+ tick = -1;
+ clif->emotion(bl,E_SWT);
+ break;
+ case SC_MAXIMIZEPOWER:
+ tick_time = val2 = tick>0?tick:60000;
+ tick = -1; // duration sent to the client should be infinite
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; //Chance to Poison enemies.
+#ifdef RENEWAL_EDP
+ val3 = 50*(val1+3);
+ val4 = 100 * ((val1 + 1)/2 + 2);
+#else
+ val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
+#endif
+ if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
+ tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
+ break;
+ case SC_POISONREACT:
+ val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
+ val3=50; // + 5*val1; //Chance to counter. [Skotlex]
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20; //SP gained
+ break;
+ case SC_KYRIE:
+ val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
+ val3 = (val1 / 2 + 5); //Hits
+ break;
+ case SC_MAGICPOWER:
+ //val1: Skill lv
+ val2 = 1; //Lasts 1 invocation
+ val3 = 5*val1; //Matk% increase
+ val4 = 0; // 0 = ready to be used, 1 = activated and running
+ break;
+ case SC_SACRIFICE:
+ val2 = 5; //Lasts 5 hits
+ tick = -1;
+ break;
+ case SC_ENCHANTPOISON:
+ val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
+ case SC_ASPERSIO:
+ case SC_PROPERTYFIRE:
+ case SC_PROPERTYWATER:
+ case SC_PROPERTYWIND:
+ case SC_PROPERTYGROUND:
+ case SC_PROPERTYDARK:
+ case SC_PROPERTYTELEKINESIS:
+ skill->enchant_elemental_end(bl,type);
+ break;
+ case SC_ARMOR_PROPERTY:
+ // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
+ // val2 : Element (When no element, random one is picked)
+ // val3 : 0 = called by skill 1 = called by script (fixed level)
+ if( !val2 ) val2 = rnd()%ELE_MAX;
+
+ if( val1 == 1 && val3 == 0 )
+ val1 = 1 + rnd()%4;
+ else if( val1 > 4 )
+ val1 = 4; // Max Level
+ val3 = 0; // Not need to keep this info.
+ break;
+ case SC_PROVIDENCE:
+ val2=val1*5; //Race/Ele resist
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3; // %Dmg reflected
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
+ {
+ struct map_session_data *tsd;
+ if( sd )
+ {
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ break;
+ case SC_NOEQUIPWEAPON:
+ if (!sd) //Watk reduction
+ val2 = 25;
+ break;
+ case SC_NOEQUIPSHIELD:
+ if (!sd) //Def reduction
+ val2 = 15;
+ break;
+ case SC_NOEQUIPARMOR:
+ if (!sd) //Vit reduction
+ val2 = 40;
+ break;
+ case SC_NOEQUIPHELM:
+ if (!sd) //Int reduction
+ val2 = 40;
+ break;
+ case SC_AUTOSPELL:
+ //Val1 Skill LV of Autospell
+ //Val2 Skill ID to cast
+ //Val3 Max Lv to cast
+ val4 = 5 + val1*2; //Chance of casting
+ break;
+ case SC_VOLCANO:
+ val2 = val1*10; //Watk increase
+#ifndef RENEWAL
+ if (status->def_ele != ELE_FIRE)
+ val2 = 0;
+#endif
+ break;
+ case SC_VIOLENTGALE:
+ val2 = val1*3; //Flee increase
+#ifndef RENEWAL
+ if (status->def_ele != ELE_WIND)
+ val2 = 0;
+#endif
+ break;
+ case SC_DELUGE:
+ val2 = deluge_eff[val1-1]; //HP increase
+#ifndef RENEWAL
+ if(status->def_ele != ELE_WATER)
+ val2 = 0;
+#endif
+ break;
+ case SC_NJ_SUITON:
+ if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
+ //No penalties.
+ val2 = 0; //Agi penalty
+ val3 = 0; //Walk speed penalty
+ break;
+ }
+ val3 = 50;
+ val2 = 3*((val1+1)/3);
+ if (val1 > 4) val2--;
+ break;
+ case SC_ONEHANDQUICKEN:
+ case SC_TWOHANDQUICKEN:
+ val2 = 300;
+ if (val1 > 10) //For boss casted skills [Skotlex]
+ val2 += 20*(val1-10);
+ break;
+ case SC_MER_QUICKEN:
+ val2 = 300;
+ break;
+#ifndef RENEWAL_ASPD
+ case SC_SPEARQUICKEN:
+ val2 = 200+10*val1;
+ break;
+#endif
+ case SC_DANCING:
+ //val1 : Skill ID + LV
+ //val2 : Skill Group of the Dance.
+ //val3 : Brings the skill_lv (merged into val1 here)
+ //val4 : Partner
+ if (val1 == CG_MOONLIT)
+ clif->status_change(bl,SI_MOON,1,tick,0, 0, 0);
+ val1|= (val3<<16);
+ val3 = tick/1000; //Tick duration
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_LONGING:
+#ifdef RENEWAL
+ val2 = 50 + 10 * val1;
+#else
+ val2 = 500-100*val1; //Aspd penalty.
+#endif
+ break;
+ case SC_EXPLOSIONSPIRITS:
+ val2 = 75 + 25*val1; //Cri bonus
+ break;
+
+ case SC_ATTHASTE_POTION1:
+ case SC_ATTHASTE_POTION2:
+ case SC_ATTHASTE_POTION3:
+ case SC_ATTHASTE_INFINITY:
+ val2 = 50*(2+type-SC_ATTHASTE_POTION1);
+ break;
+
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ case SC_HANBOK:
+ if (!vd) return 0;
+ //Store previous values as they could be removed.
+ unit_stop_attack(bl);
+ break;
+ case SC_NOCHAT:
+ // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
+ tick = 60000;
+ val1 = battle_config.manner_system; //Mute filters.
+ if (sd)
+ {
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ }
+ break;
+
+ case SC_STONE:
+ val3 = tick/1000; //Petrified HP-damage iterations.
+ if(val3 < 1) val3 = 1;
+ tick = val4; //Petrifying time.
+ if(val4 > 500) // not with WL_SIENNAEXECRATE
+ tick = max(tick, 1000); //Min time
+ calc_flag = 0; //Actual status changes take effect on petrified state.
+ break;
+
+ case SC_DPOISON:
+ //Lose 10/15% of your life as long as it doesn't brings life below 25%
+ if (status->hp > status->max_hp>>2) {
+ int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
+ if (status->hp - diff < status->max_hp>>2)
+ diff = status->hp - (status->max_hp>>2);
+ if( val2 && bl->type == BL_MOB ) {
+ struct block_list* src = iMap->id2bl(val2);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,diff);
+ }
+ status_zap(bl, diff, 0);
+ }
+ // fall through
+ case SC_POISON:
+ val3 = tick/1000; //Damage iterations
+ if(val3 < 1) val3 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ //val4: HP damage
+ if (bl->type == BL_PC)
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
+ else
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
+
+ break;
+ case SC_CONFUSION:
+ clif->emotion(bl,E_WHAT);
+ break;
+ case SC_BLOODING:
+ val4 = tick/10000;
+ if (!val4) val4 = 1;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( val1 == 0 ) return 0;
+ // val1 = heal percent/amout
+ // val2 = seconds between heals
+ // val4 = total of heals
+ if( val2 < 1 ) val2 = 1;
+ if( (val4 = tick/(val2 * 1000)) < 1 )
+ val4 = 1;
+ tick_time = val2 * 1000; // [GodLesZ] tick time
+ break;
+ case SC_CASH_BOSS_ALARM:
+ if( sd != NULL )
+ {
+ struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map
+ if( boss_md == NULL || boss_md->bl.prev == NULL )
+ { // No MVP on this map - MVP is dead
+ clif->bossmapinfo(sd->fd, boss_md, 1);
+ return 0; // No need to start SC
+ }
+ val1 = boss_md->bl.id;
+ if( (val4 = tick/1000) < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC_HIDING:
+ val2 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ val3 = 0; // unused, previously speed adjustment
+ val4 = val1+3; //Seconds before SP substraction happen.
+ break;
+ case SC_CHASEWALK:
+ val2 = tick>0?tick:10000; //Interval at which SP is drained.
+ val3 = 35 - 5 * val1; //Speed adjustment.
+ if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
+ val3 -= 40;
+ val4 = 10+val1*2; //SP cost.
+ if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
+ break;
+ case SC_CLOAKING:
+ if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
+ val1 = 10;
+ tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
+ tick = -1; // duration sent to the client should be infinite
+ val3 = 0; // unused, previously walk speed adjustment
+ //val4&1 signals the presence of a wall.
+ //val4&2 makes cloak not end on normal attacks [Skotlex]
+ //val4&4 makes cloak not end on using skills
+ if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ break;
+ case SC_SIGHT: /* splash status */
+ case SC_RUWACH:
+ case SC_WZ_SIGHTBLASTER:
+ val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
+ val2 = tick/250;
+ tick_time = 10; // [GodLesZ] tick time
+ break;
+
+ //Permanent effects.
+ case SC_LEXAETERNA:
+ case SC_MODECHANGE:
+ case SC_WEIGHTOVER50:
+ case SC_WEIGHTOVER90:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_STORMKICK_READY:
+ case SC_DOWNKICK_READY:
+ case SC_COUNTERKICK_READY:
+ case SC_TURNKICK_READY:
+ case SC_DODGE_READY:
+ case SC_PUSH_CART:
+ case SC_ALL_RIDING:
+ tick = -1;
+ break;
+
+ case SC_AUTOGUARD:
+ if( !(flag&1) )
+ {
+ struct map_session_data *tsd;
+ int i,t;
+ for( i = val2 = 0; i < val1; i++)
+ {
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+
+ if( bl->type&(BL_PC|BL_MER) )
+ {
+ if( sd )
+ {
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ break;
+
+ case SC_DEFENDER:
+ if (!(flag&1))
+ {
+ val2 = 5 + 15*val1; //Damage reduction
+ val3 = 0; // unused, previously speed adjustment
+ val4 = 250 - 50*val1; //Aspd adjustment
+
+ if (sd)
+ {
+ struct map_session_data *tsd;
+ int i;
+ for (i = 0; i < 5; i++)
+ { //See if there are devoted characters, and pass the status to them. [Skotlex]
+ if (sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])))
+ iStatus->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ }
+ }
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if (sd) {
+ pc_setsit(sd);
+ clif->sitting(&sd->bl);
+ }
+ val2 = 12; //SP cost
+ val4 = 10000; //Decrease at 10secs intervals.
+ val3 = tick/val4;
+ tick = -1; // duration sent to the client should be infinite
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_PARRYING:
+ val2 = 20 + val1*3; //Block Chance
+ break;
+
+ case SC_WINDWALK:
+ val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
+ break;
+
+ case SC_JOINTBEAT:
+ if( val2&BREAK_NECK )
+ sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(iStatus->sc2skill(type),val1));
+ break;
+
+ case SC_BERSERK:
+ if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
+ sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
+ case SC__BLOODYLUST:
+ //HP healing is performing after the calc_status call.
+ //Val2 holds HP penalty
+ if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1);
+ if (!val4) val4 = 10000; //Val4 holds damage interval
+ val3 = tick/val4; //val3 holds skill duration
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+
+ case SC_GOSPEL:
+ if(val4 == BCT_SELF) { // self effect
+ val2 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ }
+ break;
+
+ case SC_MARIONETTE_MASTER:
+ {
+ int stat;
+
+ val3 = 0;
+ val4 = 0;
+ stat = ( sd ? sd->status.str : iStatus->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.agi : iStatus->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.vit : iStatus->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
+ stat = ( sd ? sd->status.int_: iStatus->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.dex : iStatus->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.luk : iStatus->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
+ break;
+ }
+ case SC_MARIONETTE:
+ {
+ int stat,max_stat;
+ // fetch caster information
+ struct block_list *pbl = iMap->id2bl(val1);
+ struct status_change *psc = pbl?iStatus->get_sc(pbl):NULL;
+ struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL;
+ // fetch target's stats
+ struct status_data* status = iStatus->get_status_data(bl); // battle status
+
+ if (!psce)
+ return 0;
+
+ val3 = 0;
+ val4 = 0;
+ max_stat = battle_config.max_parameter; //Cap to 99 (default)
+ stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
+ stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
+ break;
+ }
+ case SC_SWORDREJECT:
+ val2 = 15*val1; //Reflect chance
+ val3 = 3; //Reflections
+ tick = -1;
+ break;
+
+ case SC_MEMORIZE:
+ val2 = 5; //Memorized casts.
+ tick = -1;
+ break;
+
+ case SC_GRAVITATION:
+ val2 = 50*val1; //aspd reduction
+ break;
+
+ case SC_GDSKILL_REGENERATION:
+ if (val1 == 1)
+ val2 = 2;
+ else
+ val2 = val1; //HP Regerenation rate: 200% 200% 300%
+ val3 = val1; //SP Regeneration Rate: 100% 200% 300%
+ //if val4 comes set, this blocks regen rather than increase it.
+ break;
+
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl;
+ struct status_change *d_sc;
+
+ if( (d_bl = iMap->id2bl(val1)) && (d_sc = iStatus->get_sc(d_bl)) && d_sc->count )
+ { // Inherits Status From Source
+ const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
+ enum sc_type type2;
+ int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
+ while( i >= 0 )
+ {
+ type2 = types[i];
+ if( d_sc->data[type2] )
+ sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(iStatus->sc2skill(type2),d_sc->data[type2]->val1));
+ i--;
+ }
+ }
+ break;
+ }
+
+ case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
+ if( val3 && bl->type == BL_MOB ) {
+ struct block_list* src = iMap->id2bl(val3);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
+ }
+ status_zap(bl, status->hp-1, val2?0:status->sp);
+ return 1;
+ break;
+ case SC_RG_CCONFINE_S:
+ {
+ struct block_list *src = val2?iMap->id2bl(val2):NULL;
+ struct status_change *sc2 = src?iStatus->get_sc(src):NULL;
+ struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL;
+ if (src && sc2) {
+ if (!sce2) //Start lock on caster.
+ sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
+ else { //Increase count of locked enemies and refresh time.
+ (sce2->val2)++;
+ iTimer->delete_timer(sce2->timer, iStatus->change_timer);
+ sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, iStatus->change_timer, src->id, SC_RG_CCONFINE_M);
+ }
+ } else //Status failed.
+ return 0;
+ }
+ break;
+ case SC_KAITE:
+ val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
+ break;
+ case SC_KAUPE:
+ switch (val1) {
+ case 3: //33*3 + 1 -> 100%
+ val2++;
+ case 1:
+ case 2: //33, 66%
+ val2 += 33*val1;
+ val3 = 1; //Dodge 1 attack total.
+ break;
+ default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
+ val2 = 100;
+ val3 = val1-2;
+ break;
+ }
+ break;
+
+ case SC_COMBOATTACK: {
+ //val1: Skill ID
+ //val2: When given, target (for autotargetting skills)
+ //val3: When set, this combo time should NOT delay attack/movement
+ //val3: TK: Last used kick
+ //val4: TK: Combo time
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud && !val3) {
+ tick += 300 * battle_config.combo_delay_rate/100;
+ ud->attackabletime = iTimer->gettick()+tick;
+ unit_set_walkdelay(bl, iTimer->gettick(), tick, 1);
+ }
+ val3 = 0;
+ val4 = tick;
+ }
+ break;
+ case SC_EARTHSCROLL:
+ val2 = 11-val1; //Chance to consume: 11-skill_lv%
+ break;
+ case SC_RUN:
+ val4 = iTimer->gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC_KAAHI:
+ val2 = 200*val1; //HP heal
+ val3 = 5*val1; //SP cost
+ val4 = INVALID_TIMER; //Kaahi Timer.
+ break;
+ case SC_BLESSING:
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
+ val2 = val1;
+ else
+ val2 = 0; //0 -> Half stat.
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 1;
+ tick = -1;
+ break;
+ case SC_CONCENTRATION:
+ val2 = 2 + val1;
+ if (sd) { //Store the card-bonus data that should not count in the %
+ val3 = sd->param_bonus[1]; //Agi
+ val4 = sd->param_bonus[4]; //Dex
+ } else {
+ val3 = val4 = 0;
+ }
+ break;
+ case SC_OVERTHRUSTMAX:
+ val2 = 20*val1; //Power increase
+ break;
+ case SC_OVERTHRUST:
+ //val2 holds if it was casted on self, or is bonus received from others
+ val3 = 5*val1; //Power increase
+ if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_ADRENALINE2:
+ case SC_ADRENALINE:
+ val3 = (val2) ? 300 : 200; // aspd increase
+ case SC_WEAPONPERFECT:
+ if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_LKCONCENTRATION:
+ val2 = 5*val1; //Batk/Watk Increase
+ val3 = 10*val1; //Hit Increase
+ val4 = 5*val1; //Def reduction
+ sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect
+ break;
+ case SC_ANGELUS:
+ val2 = 5*val1; //def increase
+ break;
+ case SC_IMPOSITIO:
+ val2 = 5*val1; //watk increase
+ break;
+ case SC_MELTDOWN:
+ val2 = 100*val1; //Chance to break weapon
+ val3 = 70*val1; //Change to break armor
+ break;
+ case SC_TRUESIGHT:
+ val2 = 10*val1; //Critical increase
+ val3 = 3*val1; //Hit increase
+ break;
+ case SC_SUN_COMFORT:
+ val2 = (iStatus->get_lv(bl) + status->dex + status->luk)/2; //def increase
+ break;
+ case SC_MOON_COMFORT:
+ val2 = (iStatus->get_lv(bl) + status->dex + status->luk)/10; //flee increase
+ break;
+ case SC_STAR_COMFORT:
+ val2 = (iStatus->get_lv(bl) + status->dex + status->luk); //Aspd increase
+ break;
+ case SC_QUAGMIRE:
+ val2 = (sd?5:10)*val1; //Agi/Dex decrease.
+ break;
+
+ // gs_something1 [Vicious]
+ case SC_GS_GATLINGFEVER:
+ val2 = 20*val1; //Aspd increase
+ val4 = 5*val1; //Flee decrease
+#ifndef RENEWAL
+ val3 = 20+10*val1; //Batk increase
+#endif
+ break;
+
+ case SC_FLING:
+ if (bl->type == BL_PC)
+ val2 = 0; //No armor reduction to players.
+ else
+ val2 = 5*val1; //Def reduction
+ val3 = 5*val1; //Def2 reduction
+ break;
+ case SC_PROVOKE:
+ //val2 signals autoprovoke.
+ val3 = 2+3*val1; //Atk increase
+ val4 = 5+5*val1; //Def reduction.
+ break;
+ case SC_HLIF_AVOID:
+ //val2 = 10*val1; //Speed change rate.
+ break;
+ case SC_HAMI_DEFENCE:
+ val2 = 2*val1; //Def bonus
+ break;
+ case SC_HAMI_BLOODLUST:
+ val2 = 20+10*val1; //Atk rate change.
+ val3 = 3*val1; //Leech chance
+ val4 = 20; //Leech percent
+ break;
+ case SC_HLIF_FLEET:
+ val2 = 30*val1; //Aspd change
+ val3 = 5+5*val1; //bAtk/wAtk rate change
+ break;
+ case SC_MINDBREAKER:
+ val2 = 20*val1; //matk increase.
+ val3 = 12*val1; //mdef2 reduction.
+ break;
+ case SC_SKA:
+ val2 = tick/1000;
+ val3 = rnd()%100; //Def changes randomly every second...
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_JAILED:
+ //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
+ tick = val1>0?1000:250;
+ if (sd)
+ {
+ if (sd->mapindex != val2)
+ {
+ int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
+ map = sd->mapindex; //Current Map
+ //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
+ pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
+ //2. Set restore point (val3 -> return map, val4 return coords
+ val3 = map;
+ val4 = pos;
+ } else if (!val3 || val3 == sd->mapindex) { //Use save point.
+ val3 = sd->status.save_point.map;
+ val4 = (sd->status.save_point.x&0xFFFF)
+ |(sd->status.save_point.y<<16);
+ }
+ }
+ break;
+ case SC_NJ_UTSUSEMI:
+ val2=(val1+1)/2; // number of hits blocked
+ val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
+ break;
+ case SC_NJ_BUNSINJYUTSU:
+ val2=(val1+1)/2; // number of hits blocked
+ break;
+ case SC_HLIF_CHANGE:
+ val2= 30*val1; //Vit increase
+ val3= 20*val1; //Int increase
+ break;
+ case SC_SWOO:
+ if(status->mode&MD_BOSS)
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
+ break;
+ case SC_SPIDERWEB:
+ if( bl->type == BL_PC )
+ tick /= 2;
+ break;
+ case SC_ARMOR:
+ //NPC_DEFENDER:
+ val2 = 80; //Damage reduction
+ //Attack requirements to be blocked:
+ val3 = BF_LONG; //Range
+ val4 = BF_WEAPON|BF_MISC; //Type
+ break;
+ case SC_ENCHANTARMS:
+ //end previous enchants
+ skill->enchant_elemental_end(bl,type);
+ //Make sure the received element is valid.
+ if (val2 >= ELE_MAX)
+ val2 = val2%ELE_MAX;
+ else if (val2 < 0)
+ val2 = rnd()%ELE_MAX;
+ break;
+ case SC_CRITICALWOUND:
+ val2 = 20*val1; //Heal effectiveness decrease
+ break;
+ case SC_MAGICMIRROR:
+ case SC_SLOWCAST:
+ val2 = 20*val1; //Magic reflection/cast rate
+ break;
+
+ case SC_STONESKIN:
+ if (val2 == NPC_ANTIMAGIC)
+ { //Boost mdef
+ val2 =-20;
+ val3 = 20;
+ } else { //Boost def
+ val2 = 20;
+ val3 =-20;
+ }
+ val2*=val1; //20% per level
+ val3*=val1;
+ break;
+ case SC_CASH_PLUSEXP:
+ case SC_CASH_PLUSONLYJOBEXP:
+ if (val1 < 0)
+ val1 = 0;
+ break;
+ case SC_PLUSAVOIDVALUE:
+ case SC_CRITICALPERCENT:
+ val2 = val1*10; //Actual boost (since 100% = 1000)
+ break;
+ case SC_SUFFRAGIUM:
+ val2 = 15 * val1; //Speed cast decrease
+ break;
+ case SC_HEALPLUS:
+ if (val1 < 1)
+ val1 = 1;
+ break;
+ case SC_ILLUSION:
+ val2 = 5+val1; //Factor by which displayed damage is increased by
+ break;
+ case SC_DOUBLECASTING:
+ val2 = 30+10*val1; //Trigger rate
+ break;
+ case SC_KAIZEL:
+ val2 = 10*val1; //% of life to be revived with
+ break;
+ // case SC_ARMORPROPERTY:
+ // case SC_ARMOR_RESIST:
+ // Mod your resistance against elements:
+ // val1 = water | val2 = earth | val3 = fire | val4 = wind
+ // break;
+ //case ????:
+ //Place here SCs that have no SCB_* data, no skill associated, no ICON
+ //associated, and yet are not wrong/unknown. [Skotlex]
+ //break;
+
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HIT:
+ val2 = 15 * val1;
+ break;
+ case SC_MER_HP:
+ case SC_MER_SP:
+ val2 = 5 * val1;
+ break;
+ case SC_REBIRTH:
+ val2 = 20*val1; //% of life to be revived with
+ break;
+
+ case SC_MANU_DEF:
+ case SC_MANU_ATK:
+ case SC_MANU_MATK:
+ val2 = 1; // Manuk group
+ break;
+ case SC_SPL_DEF:
+ case SC_SPL_ATK:
+ case SC_SPL_MATK:
+ val2 = 2; // Splendide group
+ break;
+ /**
+ * General
+ **/
+ case SC_FEAR:
+ val2 = 2;
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BURNING:
+ val4 = tick / 3000; // Total Ticks to Burn!!
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ /**
+ * Rune Knight
+ **/
+ case SC_DEATHBOUND:
+ val2 = 500 + 100 * val1;
+ break;
+ case SC_STONEHARDSKIN:
+ if( sd )
+ val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
+ break;
+ case SC_FIGHTINGSPIRIT:
+ val_flag |= 1|2;
+ break;
+ case SC_ABUNDANCE:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_GIANTGROWTH:
+ val2 = 10; // Triple damage success rate.
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case SC_RENOVATIO:
+ val4 = tick / 5000;
+ tick_time = 5000;
+ break;
+ case SC_SECRAMENT:
+ val2 = 10 * val1;
+ break;
+ case SC_VENOMIMPRESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ break;
+ case SC_POISONINGWEAPON:
+ val_flag |= 1|2|4;
+ break;
+ case SC_WEAPONBLOCKING:
+ val2 = 10 + 2 * val1; // Chance
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC_TOXIN:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_MAGICMUSHROOM:
+ val4 = tick / 4000;
+ tick_time = 4000; // [GodLesZ] tick time
+ break;
+ case SC_PYREXIA:
+ iStatus->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_LEECHESEND:
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_OBLIVIONCURSE:
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_ROLLINGCUTTER:
+ val_flag |= 1;
+ break;
+ case SC_CLOAKINGEXCEED:
+ val2 = ( val1 + 1 ) / 2; // Hits
+ val3 = 90 + val1 * 10; // Walk speed
+ val_flag |= 1|2|4;
+ if (bl->type == BL_PC)
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_HALLUCINATIONWALK:
+ val2 = 50 * val1; // Evasion rate of physical attacks. Flee
+ val3 = 10 * val1; // Evasion rate of magical attacks.
+ val_flag |= 1|2|4;
+ break;
+ case SC_WHITEIMPRISON:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ break;
+ case SC_MARSHOFABYSS:
+ val2 = 6 * val1;
+ if( sd ) // half on players
+ val2 >>= 1;
+ break;
+ case SC_FROSTMISTY:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ break;
+ case SC_READING_SB:
+ // val2 = sp reduction per second
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHAPESHIFT:
+ switch( val1 )
+ {
+ case 1: val2 = ELE_FIRE; break;
+ case 2: val2 = ELE_EARTH; break;
+ case 3: val2 = ELE_WIND; break;
+ case 4: val2 = ELE_WATER; break;
+ }
+ break;
+ case SC_ELECTRICSHOCKER:
+ case SC_COLD:
+ case SC_MEIKYOUSISUI:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_CAMOUFLAGE:
+ val4 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_WUGDASH:
+ val4 = iTimer->gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC__SHADOWFORM: {
+ struct map_session_data * s_sd = iMap->id2sd(val2);
+ if( s_sd )
+ s_sd->shadowform_id = bl->id;
+ val4 = tick / 1000;
+ val_flag |= 1|2|4;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC__STRIPACCESSARY:
+ if (!sd)
+ val2 = 20;
+ break;
+ case SC__INVISIBILITY:
+ val2 = 50 - 10 * val1; // ASPD
+ val3 = 20 * val1; // CRITICAL
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC__ENERVATION:
+ val2 = 20 + 10 * val1; // ATK Reduction
+ val_flag |= 1|2;
+ if( sd ) pc->delspiritball(sd,sd->spiritball,0);
+ break;
+ case SC__GROOMY:
+ val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
+ val3 = 20 * val1; //HIT
+ val_flag |= 1|2|4;
+ if( sd ) { // Removes Animals
+ if( pc_isriding(sd) ) pc->setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG);
+ if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
+ if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
+ if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
+ if( homun_alive(sd->hd) ) homun->vaporize(sd,1);
+ if( sd->md ) merc_delete(sd->md,3);
+ }
+ break;
+ case SC__LAZINESS:
+ val2 = 10 + 10 * val1; // Cast reduction
+ val3 = 10 * val1; // Flee Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__UNLUCKY:
+ val2 = 10 * val1; // Crit and Flee2 Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__WEAKNESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ // bypasses coating protection and MADO
+ sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick);
+ sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick);
+ break;
+ break;
+ case SC_GN_CARTBOOST:
+ if( val1 < 3 )
+ val2 = 50;
+ else if( val1 < 5 )
+ val2 = 75;
+ else
+ val2 = 100;
+ break;
+ case SC_PROPERTYWALK:
+ val_flag |= 1|2;
+ val3 = 0;
+ break;
+ case SC_WARMER:
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ status_change_end(bl, SC_COLD, INVALID_TIMER);
+ break;
+ case SC_STRIKING:
+ val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BLOOD_SUCKER:
+ {
+ struct block_list *src = iMap->id2bl(val2);
+ val3 = 1;
+ if(src)
+ val3 = 200 + 100 * val1 + status_get_int(src);
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC_VACUUM_EXTREME:
+ tick -= (status->str / 20) * 1000;
+ val4 = val3 = tick / 100;
+ tick_time = 100; // [GodLesZ] tick time
+ break;
+ case SC_SWING:
+ val2 = 4 * val1; // Walk speed and aspd reduction.
+ break;
+ case SC_SYMPHONY_LOVE:
+ case SC_RUSH_WINDMILL:
+ case SC_ECHOSONG:
+ val2 = 6 * val1;
+ val2 += val3; //Adding 1% * Lesson Bonus
+ val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
+ break;
+ case SC_MOONLIT_SERENADE:
+ val2 = 10 * val1;
+ break;
+ case SC_HARMONIZE:
+ val2 = 5 + 5 * val1;
+ break;
+ case SC_SIREN:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_DEEP_SLEEP:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_SIRCLEOFNATURE:
+ val2 = 1 + val1; //SP consume
+ val3 = 40 * val1; //HP recovery
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_SONG_OF_MANA:
+ val3 = 10 + (2 * val2);
+ val4 = tick/3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_SATURDAY_NIGHT_FEVER:
+ if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1);
+ if (!val4) val4 = 3000;
+ val3 = tick/val4;
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_GLOOMYDAY:
+ val2 = 20 + 5 * val1; // Flee reduction.
+ val3 = 15 + 5 * val1; // ASPD reduction.
+ if( sd && rand()%100 < val1 ){ // (Skill Lv) %
+ val4 = 1; // reduce walk speed by half.
+ if( pc_isriding(sd) ) pc->setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ }
+ break;
+ case SC_GLOOMYDAY_SK:
+ // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
+ val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 );
+ break;
+ case SC_SITDOWN_FORCE:
+ case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
+ if( sd && !pc_issit(sd) )
+ {
+ pc_setsit(sd);
+ skill->sit(sd,1);
+ clif->sitting(bl);
+ }
+ break;
+ case SC_DANCE_WITH_WUG:
+ val3 = (5 * val1) + (1 * val2); //Still need official value.
+ break;
+ case SC_LERADS_DEW:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_MELODYOFSINK:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_BEYOND_OF_WARCRY:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_UNLIMITED_HUMMING_VOICE:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud == NULL ) return 0;
+ ud->state.skillcastcancel = 0;
+ val3 = 15 - (2 * val2);
+ }
+ break;
+ case SC_LG_REFLECTDAMAGE:
+ val2 = 15 + 5 * val1;
+ val3 = (val1==5)?20:(val1+4)*2; // SP consumption
+ val4 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
+ val2 = 20 + 12 * (val1 - 1); // Chance
+ val3 = 5 + (2 * val1); // Max rage counters
+ tick = -1; //endless duration in the client
+ tick_time = 6000; // [GodLesZ] tick time
+ val_flag |= 1|2|4;
+ break;
+ case SC_EXEEDBREAK:
+ val1 *= 150; // 150 * skill_lv
+ if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
+ val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * iStatus->get_lv(bl) / 100);
+ val1 += 15 * (sd ? sd->status.job_level:50) + 100;
+ }
+ else // Mobs
+ val1 += (400 * iStatus->get_lv(bl) / 100) + (15 * (iStatus->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
+ break;
+ case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
+ val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
+ val1 *= 15; // Defence added
+ if( sd )
+ val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
+ val_flag |= 1|2;
+ break;
+ case SC_BANDING:
+ tick_time = 5000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ val_flag |= 1|2;
+ break;
+ case SC_MAGNETICFIELD:
+ val3 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_INSPIRATION:
+ if( sd )
+ {
+ val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
+ val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
+ }
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ break;
+ case SC_SPELLFIST:
+ case SC_CURSEDCIRCLE_ATKER:
+ val_flag |= 1|2|4;
+ break;
+ case SC_CRESCENTELBOW:
+ val2 = 94 + val1;
+ val_flag |= 1|2;
+ break;
+ case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
+ val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
+ val_flag |= 1;
+ break;
+ case SC_RAISINGDRAGON:
+ val3 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_GENTLETOUCH_CHANGE:
+ {// take note there is no def increase as skill desc says. [malufett]
+ struct block_list * src;
+ val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
+ if( (src = iMap->id2bl(val2)) ){
+ val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
+ val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
+ }
+ }
+ break;
+ case SC_GENTLETOUCH_REVITALIZE:
+ {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
+ struct block_list * src;
+ val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
+ if( (src = iMap->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
+ val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
+ }
+ break;
+ case SC_PYROTECHNIC_OPTION:
+ val_flag |= 1|2|4;
+ break;
+ case SC_HEATER_OPTION:
+ val2 = 120; // Watk. TODO: Renewal (Atk2)
+ val3 = 33; // % Increase effects.
+ val4 = 3; // Change into fire element.
+ val_flag |= 1|2|4;
+ break;
+ case SC_TROPIC_OPTION:
+ val2 = 180; // Watk. TODO: Renewal (Atk2)
+ val3 = MG_FIREBOLT;
+ break;
+ case SC_AQUAPLAY_OPTION:
+ val2 = 40;
+ val_flag |= 1|2|4;
+ break;
+ case SC_COOLER_OPTION:
+ val2 = 80; // % Freezing chance
+ val3 = 33; // % increased damage
+ val4 = 1; // Change into water elemet
+ val_flag |= 1|2|4;
+ break;
+ case SC_CHILLY_AIR_OPTION:
+ val2 = 120; // Matk. TODO: Renewal (Matk1)
+ val3 = MG_COLDBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_GUST_OPTION:
+ val_flag |= 1|2;
+ break;
+ case SC_WIND_STEP_OPTION:
+ val2 = 50; // % Increase speed and flee.
+ break;
+ case SC_BLAST_OPTION:
+ val2 = 20;
+ val3 = ELE_WIND;
+ val_flag |= 1|2|4;
+ break;
+ case SC_WILD_STORM_OPTION:
+ val2 = MG_LIGHTNINGBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_PETROLOGY_OPTION:
+ val2 = 5;
+ val3 = 50;
+ val_flag |= 1|2|4;
+ break;
+ case SC_CURSED_SOIL_OPTION:
+ val2 = 10;
+ val3 = 33;
+ val4 = 2;
+ val_flag |= 1|2|4;
+ break;
+ case SC_UPHEAVAL_OPTION:
+ val2 = WZ_EARTHSPIKE;
+ val_flag |= 1|2;
+ break;
+ case SC_CIRCLE_OF_FIRE_OPTION:
+ val2 = 300;
+ val_flag |= 1|2;
+ break;
+ case SC_FIRE_CLOAK_OPTION:
+ case SC_WATER_DROP_OPTION:
+ case SC_WIND_CURTAIN_OPTION:
+ case SC_STONE_SHIELD_OPTION:
+ val2 = 20; // Elemental modifier. Not confirmed.
+ break;
+ case SC_CIRCLE_OF_FIRE:
+ case SC_FIRE_CLOAK:
+ case SC_WATER_DROP:
+ case SC_WATER_SCREEN:
+ case SC_WIND_CURTAIN:
+ case SC_WIND_STEP:
+ case SC_STONE_SHIELD:
+ case SC_SOLID_SKIN:
+ val2 = 10;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_WATER_BARRIER:
+ val2 = 40; // Increasement. Mdef1 ???
+ val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
+ val_flag |= 1|2|4;
+ break;
+ case SC_ZEPHYR:
+ val2 = 22; // Flee.
+ break;
+ case SC_TIDAL_WEAPON:
+ val2 = 20; // Increase Elemental's attack.
+ break;
+ case SC_ROCK_CRUSHER:
+ case SC_ROCK_CRUSHER_ATK:
+ case SC_POWER_OF_GAIA:
+ val2 = 33;
+ break;
+ case SC_MELON_BOMB:
+ case SC_BANANA_BOMB:
+ val1 = 15;
+ break;
+ case SC_STOMACHACHE:
+ val2 = 8; // SP consume.
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_KYOUGAKU:
+ val2 = 2*val1 + rand()%(3 * val1);
+ clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ break;
+ case SC_KAGEMUSYA:
+ val3 = val1 * 2;
+ case SC_IZAYOI:
+ val2 = tick/1000;
+ tick_time = 1000;
+ break;
+ case SC_ZANGETSU:
+ val2 = iStatus->get_lv(bl) / 3 + 20 * val1;
+ val3 = iStatus->get_lv(bl) / 2 + 30 * val1;
+ val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
+ val3 = (!(status_get_sp(bl)%2) ? val2 : -val3);
+ break;
+ case SC_GENSOU:
+ {
+ int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
+#define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;}
+
+ if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
+ return 0;
+
+ PER( 100 / (status_get_max_hp(bl) / hp) );
+ iStatus->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);
+
+ PER( 100 / (status_get_max_sp(bl) / sp) );
+ iStatus->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ val2 = 50 + 20 * val1; //atk bonus
+ val3 = 40 + 20 * val1; // Flee reduction.
+ val4 = tick/1000; // hp/sp reduction timer
+ tick_time = 1000;
+ break;
+ case SC_NEUTRALBARRIER:
+ tick_time = tick;
+ tick = -1;
+ break;
+ case SC_GOLDENE_FERSE:
+ val2 = 10 + 10*val1; //max hp bonus
+ val3 = 6 + 4 * val1; // Aspd Bonus
+ val4 = 2 + 2 * val1; // Chance of holy attack
+ break;
+ case SC_OVERED_BOOST:
+ val2 = 300 + 40*val1; //flee bonus
+ val3 = 179 + 2*val1; //aspd bonus
+ break;
+ case SC_GRANITIC_ARMOR:
+ val2 = 2*val1; //dmg reduction
+ val3 = 6*val1; //dmg on status end
+ break;
+ case SC_MAGMA_FLOW:
+ val2 = 3*val1; //activation chance
+ break;
+ case SC_PYROCLASTIC:
+ val2 += 10*val1; //atk bonus
+ break;
+ case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info
+ val2 = 2*val1; //def reduction
+ val3 = 500*val1; //varcast augmentation
+ break;
+ case SC_PAIN_KILLER: //[Lighta] need real info
+ val2 = 2*val1; //aspd reduction %
+ val3 = 2*val1; //dmg reduction %
+ if(sc->data[SC_NEEDLE_OF_PARALYZE])
+ sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
+ break;
+ case SC_STYLE_CHANGE: //[Lighta] need real info
+ tick = -1;
+ if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
+ else val2 = MH_MD_FIGHTING;
+ break;
+ case SC_FULL_THROTTLE:
+ status_percent_heal(bl,100,0);
+ val2 = 7 - val1;
+ tick_time = 1000;
+ val4 = tick / tick_time;
+ break;
+ case SC_KINGS_GRACE:
+ val2 = 3 + val1;
+ tick_time = 1000;
+ val4 = tick / tick_time;
+ break;
+ case SC_TELEKINESIS_INTENSE:
+ val2 = 10 * val1;
+ val3 = 40 * val1;
+ break;
+ case SC_OFFERTORIUM:
+ val2 = 30 * val1;
+ break;
+ case SC_FRIGG_SONG:
+ val2 = 5 * val1;
+ val3 = 1000 + 100 * val1;
+ tick_time = 10000;
+ val4 = tick / tick_time;
+ break;
+ case SC_MONSTER_TRANSFORM:
+ if( !mobdb_checkid(val1) )
+ val1 = 1002; // default poring
+ val_flag |= 1;
+ break;
+ default:
+ if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
+ { //Status change with no calc, no icon, and no skill associated...?
+ ShowError("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+ }
+ } else { //Special considerations when loading SC data.
+ switch( type ) {
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ case SC_HANBOK:
+ if( !vd ) break;
+ clif->changelook(bl,LOOK_BASE,vd->class_);
+ clif->changelook(bl,LOOK_WEAPON,0);
+ clif->changelook(bl,LOOK_SHIELD,0);
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ break;
+ case SC_KAAHI:
+ val4 = INVALID_TIMER;
+ break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ case SC_MONSTER_TRANSFORM:
+ val_flag |= 1;
+ break;
+ case SC_KYOUGAKU:
+ clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ break;
+ }
+ }
+
+ /* [Ind/Hercules] */
+ if( sd && StatusDisplayType[type] ) {
+ int dval1 = 0, dval2 = 0, dval3 = 0;
+ switch( type ) {
+ case SC_ALL_RIDING:
+ dval1 = 1;
+ break;
+ default: /* all others: just copy val1 */
+ dval1 = val1;
+ break;
+ }
+ status_display_add(sd,type,dval1,dval2,dval3);
+ }
+
+ //Those that make you stop attacking/walking....
+ switch (type) {
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_STONE:
+ case SC_DEEP_SLEEP:
+ if (sd && pc_issit(sd)) //Avoid sprite sync problems.
+ pc->setstand(sd);
+ case SC_TRICKDEAD:
+ status_change_end(bl, SC_DANCING, INVALID_TIMER);
+ // Cancel cast when get status [LuzZza]
+ if (battle_config.sc_castcancel&bl->type)
+ unit_skillcastcancel(bl, 0);
+ case SC_WHITEIMPRISON:
+ unit_stop_attack(bl);
+ case SC_STOP:
+ case SC_CONFUSION:
+ case SC_RG_CCONFINE_M:
+ case SC_RG_CCONFINE_S:
+ case SC_SPIDERWEB:
+ case SC_ELECTRICSHOCKER:
+ case SC_WUGBITE:
+ case SC_THORNS_TRAP:
+ case SC__MANHOLE:
+ case SC_COLD:
+ case SC_CURSEDCIRCLE_ATKER:
+ case SC_CURSEDCIRCLE_TARGET:
+ case SC_FEAR:
+ case SC_NETHERWORLD:
+ case SC_MEIKYOUSISUI:
+ case SC_KYOUGAKU:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEATHBOUND:
+ unit_stop_walking(bl,1);
+ break;
+ case SC_ANKLESNARE:
+ if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
+ unit_stop_walking(bl,1);
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC_CHASEWALK:
+ case SC_WEIGHTOVER90:
+ case SC_CAMOUFLAGE:
+ case SC_SIREN:
+ unit_stop_attack(bl);
+ break;
+ case SC_SILENCE:
+ if (battle_config.sc_castcancel&bl->type)
+ unit_skillcastcancel(bl, 0);
+ break;
+ /* */
+ case SC_ITEMSCRIPT:
+ if( sd ) {
+ switch( val1 ) {
+ //case 4121://Phree
+ //case 4047://Ghostring
+ case 4302://Gunka
+ clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0);
+ break;
+ case 4132://Mistress
+ clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0);
+ break;
+ case 4143://Orc Hero
+ clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0);
+ break;
+ case 4135://Orc Lord
+ clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0);
+ break;
+ }
+ }
+ break;
+ }
+
+ // Set option as needed.
+ opt_flag = 1;
+ switch(type) {
+ //OPT1
+ case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
+ case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
+ case SC_STUN: sc->opt1 = OPT1_STUN; break;
+ case SC_DEEP_SLEEP: opt_flag = 0;
+ case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
+ case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
+ case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
+ case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
+ //OPT2
+ case SC_POISON: sc->opt2 |= OPT2_POISON; break;
+ case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
+ case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
+
+ case SC_CRUCIS:
+ sc->opt2 |= OPT2_SIGNUMCRUCIS;
+ break;
+
+ case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
+ case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
+ case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break;
+ case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
+ //OPT3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHANDQUICKEN:
+ case SC_SPEARQUICKEN:
+ case SC_LKCONCENTRATION:
+ case SC_MER_QUICKEN:
+ sc->opt3 |= OPT3_QUICKEN;
+ opt_flag = 0;
+ break;
+ case SC_OVERTHRUSTMAX:
+ case SC_OVERTHRUST:
+ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+ sc->opt3 |= OPT3_OVERTHRUST;
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ case SC_SKE:
+ sc->opt3 |= OPT3_ENERGYCOAT;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE:
+ //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
+ if (bl->type != BL_MOB) {
+ opt_flag = 0;
+ break;
+ }
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 |= OPT3_STEELBODY;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 |= OPT3_BLADESTOP;
+ opt_flag = 0;
+ break;
+ case SC_AURABLADE:
+ sc->opt3 |= OPT3_AURABLADE;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ opt_flag = 0;
+ // case SC__BLOODYLUST:
+ sc->opt3 |= OPT3_BERSERK;
+ break;
+ // case ???: // doesn't seem to do anything
+ // sc->opt3 |= OPT3_LIGHTBLADE;
+ // opt_flag = 0;
+ // break;
+ case SC_DANCING:
+ if ((val1&0xFFFF) == CG_MOONLIT)
+ sc->opt3 |= OPT3_MOONLIT;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ sc->opt3 |= OPT3_MARIONETTE;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 |= OPT3_ASSUMPTIO;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 |= OPT3_WARM;
+ opt_flag = 0;
+ break;
+ case SC_KAITE:
+ sc->opt3 |= OPT3_KAITE;
+ opt_flag = 0;
+ break;
+ case SC_NJ_BUNSINJYUTSU:
+ sc->opt3 |= OPT3_BUNSIN;
+ opt_flag = 0;
+ break;
+ case SC_SOULLINK:
+ sc->opt3 |= OPT3_SOULLINK;
+ opt_flag = 0;
+ break;
+ case SC_PROPERTYUNDEAD:
+ sc->opt3 |= OPT3_UNDEAD;
+ opt_flag = 0;
+ break;
+ // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+ // sc->opt3 |= OPT3_CONTRACT;
+ // opt_flag = 0;
+ // break;
+ //OPTION
+ case SC_HIDING:
+ sc->option |= OPTION_HIDE;
+ opt_flag = 2;
+ break;
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC__INVISIBILITY:
+ sc->option |= OPTION_CLOAK;
+ opt_flag = 2;
+ break;
+ case SC_CHASEWALK:
+ sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
+ opt_flag = 2;
+ break;
+ case SC_SIGHT:
+ sc->option |= OPTION_SIGHT;
+ break;
+ case SC_RUWACH:
+ sc->option |= OPTION_RUWACH;
+ break;
+ case SC_WEDDING:
+ sc->option |= OPTION_WEDDING;
+ opt_flag |= 0x4;
+ break;
+ case SC_XMAS:
+ sc->option |= OPTION_XMAS;
+ opt_flag |= 0x4;
+ break;
+ case SC_SUMMER:
+ sc->option |= OPTION_SUMMER;
+ opt_flag |= 0x4;
+ break;
+ case SC_HANBOK:
+ sc->option |= OPTION_HANBOK;
+ opt_flag |= 0x4;
+ break;
+ case SC_ORCISH:
+ sc->option |= OPTION_ORCISH;
+ break;
+ case SC_FUSION:
+ sc->option |= OPTION_FLYING;
+ break;
+ default:
+ opt_flag = 0;
+ }
+
+ //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
+ if(opt_flag) {
+ clif->changeoption(bl);
+ if( sd && opt_flag&0x4 ) {
+ clif->changelook(bl,LOOK_BASE,vd->class_);
+ clif->changelook(bl,LOOK_WEAPON,0);
+ clif->changelook(bl,LOOK_SHIELD,0);
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ }
+ }
+ if (calc_flag&SCB_DYE) { //Reset DYE color
+ if (vd && vd->cloth_color) {
+ val4 = vd->cloth_color;
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,0);
+ }
+ calc_flag&=~SCB_DYE;
+ }
+
+ if( !(flag&4 && StatusDisplayType[type]) )
+ clif->status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
+
+ /**
+ * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
+ **/
+ if( tick_time )
+ tick = tick_time;
+
+ //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
+ if((sce=sc->data[type])) {// reuse old sc
+ if( sce->timer != INVALID_TIMER )
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
+ } else {// new sc
+ ++(sc->count);
+ sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
+ }
+ sce->val1 = val1;
+ sce->val2 = val2;
+ sce->val3 = val3;
+ sce->val4 = val4;
+ if (tick >= 0)
+ sce->timer = iTimer->add_timer(iTimer->gettick() + tick, iStatus->change_timer, bl->id, type);
+ else
+ sce->timer = INVALID_TIMER; //Infinite duration
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ if(sd && sd->pd)
+ pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
+
+ switch (type) {
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ if (!(sce->val2)) { //don't heal if already set
+ iStatus->heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
+ iStatus->set_sp(bl, 0, 0); //Damage all SP
+ }
+ sce->val2 = 5 * status->max_hp / 100;
+ break;
+ case SC_HLIF_CHANGE:
+ status_percent_heal(bl, 100, 100);
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud )
+ ud->state.running = unit_run(bl);
+ }
+ break;
+ case SC_CASH_BOSS_ALARM:
+ clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message
+ break;
+ case SC_MER_HP:
+ status_percent_heal(bl, 100, 0); // Recover Full HP
+ break;
+ case SC_MER_SP:
+ status_percent_heal(bl, 0, 100); // Recover Full SP
+ break;
+ /**
+ * Ranger
+ **/
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud )
+ ud->state.running = unit_wugdash(bl, sd);
+ }
+ break;
+ case SC_COMBOATTACK:
+ switch (sce->val1) {
+ case TK_STORMKICK:
+ clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ break;
+ case TK_DOWNKICK:
+ clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ break;
+ case TK_TURNKICK:
+ clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ break;
+ case TK_COUNTER:
+ clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ break;
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ if (sd)
+ clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
+ break;
+ case TK_JUMPKICK:
+ if (sd)
+ clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
+ break;
+ case MO_TRIPLEATTACK:
+ if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
+ break;
+ case SR_FALLENEMPIRE:
+ if (sd){
+ clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
+ clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
+ }
+ break;
+ }
+ break;
+ case SC_RAISINGDRAGON:
+ sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
+ break;
+ }
+
+ if( opt_flag&2 && sd && sd->touching_id )
+ npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
+
+ return 1;
+}
+
+/*==========================================
+* Ending all status except those listed.
+* @TODO maybe usefull for dispel instead reseting a liste there.
+* type:
+* 0 - PC killed -> Place here statuses that do not dispel on death.
+* 1 - If for some reason status_change_end decides to still keep the status when quitting.
+* 2 - Do clif
+* 3 - Do not remove some permanent/time-independent effects
+*------------------------------------------*/
+int status_change_clear(struct block_list* bl, int type) {
+ struct status_change* sc;
+ int i;
+
+ sc = iStatus->get_sc(bl);
+
+ if (!sc || !sc->count)
+ return 0;
+
+ for(i = 0; i < SC_MAX; i++) {
+ if(!sc->data[i])
+ continue;
+
+ if(type == 0){
+ if( iStatus->get_sc_type(i)&SC_NO_REM_DEATH ){
+ switch (i) {
+ case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
+ if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
+ break;
+ default:
+ continue;
+ }
+ }
+ }
+ if( type == 3 ) {
+ switch (i) {// TODO: This list may be incomplete
+ case SC_WEIGHTOVER50:
+ case SC_WEIGHTOVER90:
+ case SC_NOCHAT:
+ case SC_PUSH_CART:
+ case SC_JAILED:
+ case SC_ALL_RIDING:
+ continue;
+ }
+ }
+
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+
+ if( type == 1 && sc->data[i] ) {
+ //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
+ (sc->count)--;
+ if (sc->data[i]->timer != INVALID_TIMER)
+ iTimer->delete_timer(sc->data[i]->timer, iStatus->change_timer);
+ ers_free(sc_data_ers, sc->data[i]);
+ sc->data[i] = NULL;
+ }
+ }
+
+ sc->opt1 = 0;
+ sc->opt2 = 0;
+ sc->opt3 = 0;
+ sc->bs_counter = 0;
+#ifndef RENEWAL
+ sc->sg_counter = 0;
+#endif
+
+ if( type == 0 || type == 2 )
+ clif->changeoption(bl);
+
+ return 1;
+}
+
+/*==========================================
+* Special condition we want to effectuate, check before ending a status.
+*------------------------------------------*/
+int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) {
+ struct map_session_data *sd;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ struct status_data *status;
+ struct view_data *vd;
+ int opt_flag=0, calc_flag;
+
+ nullpo_ret(bl);
+
+ sc = iStatus->get_sc(bl);
+ status = iStatus->get_status_data(bl);
+
+ if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
+ return 0;
+
+ sd = BL_CAST(BL_PC,bl);
+
+ if (sce->timer != tid && tid != INVALID_TIMER)
+ return 0;
+
+ if (tid == INVALID_TIMER) {
+ if (type == SC_ENDURE && sce->val4)
+ //Do not end infinite endure.
+ return 0;
+ if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
+ iTimer->delete_timer(sce->timer,iStatus->change_timer);
+ if (sc->opt1)
+ switch (type) {
+ //"Ugly workaround" [Skotlex]
+ //delays status change ending so that a skill that sets opt1 fails to
+ //trigger when it also removed one
+ case SC_STONE:
+ sce->val3 = 0; //Petrify time counter.
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ if (sce->val1) {
+ //Removing the 'level' shouldn't affect anything in the code
+ //since these SC are not affected by it, and it lets us know
+ //if we have already delayed this attack or not.
+ sce->val1 = 0;
+ sce->timer = iTimer->add_timer(iTimer->gettick()+10, iStatus->change_timer, bl->id, type);
+ return 1;
+ }
+ }
+ }
+
+ (sc->count)--;
+
+ sc->data[type] = NULL;
+
+ if( sd && StatusDisplayType[type] ) {
+ status_display_remove(sd,type);
+ }
+
+ vd = iStatus->get_viewdata(bl);
+ calc_flag = StatusChangeFlagTable[type];
+ switch(type) {
+ case SC_GRANITIC_ARMOR:{
+ int dammage = status->max_hp*sce->val3/100;
+ if(status->hp < dammage) //to not kill him
+ dammage = status->hp-1;
+ iStatus->damage(NULL, bl, dammage,0,0,1);
+ break;
+ }
+ case SC_PYROCLASTIC:
+ if(bl->type == BL_PC)
+ skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ bool begin_spurt = true;
+ if (ud) {
+ if(!ud->state.running)
+ begin_spurt = false;
+ ud->state.running = 0;
+ if (ud->walktimer != INVALID_TIMER)
+ unit_stop_walking(bl,1);
+ }
+ if (begin_spurt && sce->val1 >= 7 &&
+ DIFF_TICK(iTimer->gettick(), sce->val4) <= 1000 &&
+ (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
+ )
+ sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(iStatus->sc2skill(type), sce->val1));
+ }
+ break;
+ case SC_AUTOBERSERK:
+ if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
+ status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
+ break;
+
+ case SC_ENDURE:
+ case SC_DEFENDER:
+ case SC_REFLECTSHIELD:
+ case SC_AUTOGUARD:
+ {
+ struct map_session_data *tsd;
+ if( bl->type == BL_PC )
+ { // Clear Status from others
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) && tsd->sc.data[type] )
+ status_change_end(&tsd->bl, type, INVALID_TIMER);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
+ { // Clear Status from Master
+ tsd = ((TBL_MER*)bl)->master;
+ if( tsd && tsd->sc.data[type] )
+ status_change_end(&tsd->bl, type, INVALID_TIMER);
+ }
+ }
+ break;
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl = iMap->id2bl(sce->val1);
+ if( d_bl )
+ {
+ if( d_bl->type == BL_PC )
+ ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
+ else if( d_bl->type == BL_MER )
+ ((TBL_MER*)d_bl)->devotion_flag = 0;
+ clif->devotion(d_bl, NULL);
+ }
+
+ status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
+ status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ }
+ break;
+
+ case SC_BLADESTOP:
+ if(sce->val4)
+ {
+ int tid = sce->val4;
+ struct block_list *tbl = iMap->id2bl(tid);
+ struct status_change *tsc = iStatus->get_sc(tbl);
+ sce->val4 = 0;
+ if(tbl && tsc && tsc->data[SC_BLADESTOP])
+ {
+ tsc->data[SC_BLADESTOP]->val4 = 0;
+ status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
+ }
+ clif->bladestop(bl, tid, 0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ const char* prevfile = "<unknown>";
+ int prevline = 0;
+ struct map_session_data *dsd;
+ struct status_change_entry *dsc;
+ struct skill_unit_group *group;
+
+ if( sd )
+ {
+ if( sd->delunit_prevfile )
+ {// initially this is NULL, when a character logs in
+ prevfile = sd->delunit_prevfile;
+ prevline = sd->delunit_prevline;
+ }
+ else
+ {
+ prevfile = "<none>";
+ }
+ sd->delunit_prevfile = file;
+ sd->delunit_prevline = line;
+ }
+
+ if(sce->val4 && sce->val4 != BCT_SELF && (dsd=iMap->id2sd(sce->val4)))
+ {// end status on partner as well
+ dsc = dsd->sc.data[SC_DANCING];
+ if(dsc) {
+
+ //This will prevent recursive loops.
+ dsc->val2 = dsc->val4 = 0;
+
+ status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
+ }
+ }
+
+ if(sce->val2)
+ {// erase associated land skill
+ group = skill->id2group(sce->val2);
+
+ if( group == NULL )
+ {
+ ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
+ sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
+ sd ? sd->status.char_id : 0,
+ mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
+ prevfile, prevline,
+ file, line);
+ }
+
+ sce->val2 = 0;
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+
+ if((sce->val1&0xFFFF) == CG_MOONLIT)
+ clif->sc_end(bl,bl->id,AREA,SI_MOON);
+
+ status_change_end(bl, SC_LONGING, INVALID_TIMER);
+ }
+ break;
+ case SC_NOCHAT:
+ if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
+ sd->status.manner = 0;
+ if (sd && tid == INVALID_TIMER)
+ {
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ }
+ break;
+ case SC_SPLASHER:
+ {
+ struct block_list *src=iMap->id2bl(sce->val3);
+ if(src && tid != INVALID_TIMER)
+ skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL );
+ }
+ break;
+ case SC_RG_CCONFINE_S:
+ {
+ struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL;
+ struct status_change *sc2 = src?iStatus->get_sc(src):NULL;
+ if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
+ //If status was already ended, do nothing.
+ //Decrease count
+ if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up.
+ status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
+ }
+ }
+ case SC_RG_CCONFINE_M:
+ if (sce->val2 > 0) {
+ //Caster has been unlocked... nearby chars need to be unlocked.
+ int range = 1
+ +skill->get_range2(bl, iStatus->sc2skill(type), sce->val1)
+ +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
+ iMap->foreachinarea(iStatus->change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick());
+ }
+ break;
+ case SC_COMBOATTACK:
+ if( sd )
+ switch (sce->val1) {
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
+ break;
+ case TK_JUMPKICK:
+ clif->skillinfo(sd, TK_JUMPKICK, 0);
+ break;
+ case MO_TRIPLEATTACK:
+ if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
+ break;
+ case SR_FALLENEMPIRE:
+ clif->skillinfo(sd, SR_GATEOFHELL, 0);
+ clif->skillinfo(sd, SR_TIGERCANNON, 0);
+ break;
+ }
+ break;
+
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE: /// Marionette target
+ if (sce->val1)
+ { // check for partner and end their marionette status as well
+ enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
+ struct block_list *pbl = iMap->id2bl(sce->val1);
+ struct status_change* sc2 = pbl?iStatus->get_sc(pbl):NULL;
+
+ if (sc2 && sc2->data[type2])
+ {
+ sc2->data[type2]->val1 = 0;
+ status_change_end(pbl, type2, INVALID_TIMER);
+ }
+ }
+ break;
+
+ case SC_BERSERK:
+ case SC_SATURDAY_NIGHT_FEVER:
+ //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
+ if (status->hp > 100 && sce->val2)
+ iStatus->set_hp(bl, 100, 0);
+ if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
+ {
+ sc->data[SC_ENDURE]->val4 = 0;
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ }
+ case SC__BLOODYLUST:
+ sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
+ if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
+ sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
+ break;
+ case SC_GOSPEL:
+ if (sce->val3) { //Clear the group.
+ struct skill_unit_group* group = skill->id2group(sce->val3);
+ sce->val3 = 0;
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_HERMODE:
+ if(sce->val3 == BCT_SELF)
+ skill->clear_unitgroup(bl);
+ break;
+ case SC_BASILICA: //Clear the skill area. [Skotlex]
+ skill->clear_unitgroup(bl);
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 0;
+ break;
+ case SC_WARM:
+ case SC__MANHOLE:
+ if (sce->val4) { //Clear the group.
+ struct skill_unit_group* group = skill->id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_KAAHI:
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER)
+ iTimer->delete_timer(sce->val4,iStatus->kaahi_heal_timer);
+ break;
+ case SC_JAILED:
+ if(tid == INVALID_TIMER)
+ break;
+ //natural expiration.
+ if(sd && sd->mapindex == sce->val2)
+ pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
+ break; //guess hes not in jail :P
+ case SC_HLIF_CHANGE:
+ if (tid == INVALID_TIMER)
+ break;
+ // "lose almost all their HP and SP" on natural expiration.
+ iStatus->set_hp(bl, 10, 0);
+ iStatus->set_sp(bl, 10, 0);
+ break;
+ case SC_AUTOTRADE:
+ if (tid == INVALID_TIMER)
+ break;
+ // Note: vending/buying is closed by unit_remove_map, no
+ // need to do it here.
+ iMap->quit(sd);
+ // Because iMap->quit calls status_change_end with tid -1
+ // from here it's not neccesary to continue
+ return 1;
+ break;
+ case SC_STOP:
+ if( sce->val2 )
+ {
+ struct block_list* tbl = iMap->id2bl(sce->val2);
+ sce->val2 = 0;
+ if( tbl && (sc = iStatus->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
+ status_change_end(tbl, SC_STOP, INVALID_TIMER);
+ }
+ break;
+ case SC_LKCONCENTRATION:
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ break;
+ /**
+ * 3rd Stuff
+ **/
+ case SC_MILLENNIUMSHIELD:
+ clif->millenniumshield(sd,0);
+ break;
+ case SC_HALLUCINATIONWALK:
+ sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
+ break;
+ case SC_WHITEIMPRISON:
+ {
+ struct block_list* src = iMap->id2bl(sce->val2);
+ if( tid == -1 || !src)
+ break; // Terminated by Damage
+ status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,iTimer->gettick(),0,0,400*sce->val1,0,0,0));
+ }
+ break;
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud) {
+ ud->state.running = 0;
+ if (ud->walktimer != -1)
+ unit_stop_walking(bl,1);
+ }
+ }
+ break;
+ case SC_ADORAMUS:
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ break;
+ case SC__SHADOWFORM: {
+ struct map_session_data *s_sd = iMap->id2sd(sce->val2);
+ if( !s_sd )
+ break;
+ s_sd->shadowform_id = 0;
+ }
+ break;
+ case SC_SITDOWN_FORCE:
+ if( sd && pc_issit(sd) ) {
+ pc->setstand(sd);
+ clif->standing(bl);
+ }
+ break;
+ case SC_NEUTRALBARRIER_MASTER:
+ case SC_STEALTHFIELD_MASTER:
+ if( sce->val2 ) {
+ struct skill_unit_group* group = skill->id2group(sce->val2);
+ sce->val2 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_BANDING:
+ if(sce->val4) {
+ struct skill_unit_group *group = skill->id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_CURSEDCIRCLE_ATKER:
+ if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
+ iMap->foreachinrange(iStatus->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, iTimer->gettick());
+ break;
+ case SC_RAISINGDRAGON:
+ if( sd && sce->val2 && !pc_isdead(sd) ) {
+ int i;
+ i = min(sd->spiritball,5);
+ pc->delspiritball(sd, sd->spiritball, 0);
+ status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+ while( i > 0 ) {
+ pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5);
+ --i;
+ }
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ {
+ struct block_list *src = iMap->id2bl(sce->val2);
+ struct status_change *sc = iStatus->get_sc(src);
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
+ status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
+ clif->bladestop(bl, sce->val2, 0);
+ }
+ }
+ break;
+ case SC_BLOOD_SUCKER:
+ if( sce->val2 ){
+ struct block_list *src = iMap->id2bl(sce->val2);
+ if(src){
+ struct status_change *sc = iStatus->get_sc(src);
+ sc->bs_counter--;
+ }
+ }
+ break;
+ case SC_KYOUGAKU:
+ clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
+ break;
+ case SC_CLAIRVOYANCE:
+ calc_flag = SCB_ALL;/* required for overlapping */
+ break;
+ case SC_FULL_THROTTLE:
+ sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1));
+ break;
+ case SC_ITEMSCRIPT:
+ if( sd ) {
+ switch( sce->val1 ) {
+ //case 4121://Phree
+ //case 4047://Ghostring
+ case 4302://Gunka
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA);
+ break;
+ case 4132://Mistress
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS);
+ break;
+ case 4143://Orc Hero
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO);
+ break;
+ case 4135://Orc Lord
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD);
+ break;
+ }
+ }
+ break;
+ }
+
+ opt_flag = 1;
+ 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:
+ sc->opt1 = 0;
+ break;
+
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ sc->opt2 &= ~(1<<(type-SC_POISON));
+ break;
+ case SC_DPOISON:
+ sc->opt2 &= ~OPT2_DPOISON;
+ break;
+ case SC_CRUCIS:
+ sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
+ break;
+
+ case SC_HIDING:
+ sc->option &= ~OPTION_HIDE;
+ opt_flag|= 2|4; //Check for warp trigger + AoE trigger
+ break;
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC__INVISIBILITY:
+ sc->option &= ~OPTION_CLOAK;
+ case SC_CAMOUFLAGE:
+ opt_flag|= 2;
+ break;
+ case SC_CHASEWALK:
+ sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
+ opt_flag|= 2;
+ break;
+ case SC_SIGHT:
+ sc->option &= ~OPTION_SIGHT;
+ break;
+ case SC_WEDDING:
+ sc->option &= ~OPTION_WEDDING;
+ opt_flag |= 0x4;
+ break;
+ case SC_XMAS:
+ sc->option &= ~OPTION_XMAS;
+ opt_flag |= 0x4;
+ break;
+ case SC_SUMMER:
+ sc->option &= ~OPTION_SUMMER;
+ opt_flag |= 0x4;
+ break;
+ case SC_HANBOK:
+ sc->option &= ~OPTION_HANBOK;
+ opt_flag |= 0x4;
+ break;
+ case SC_ORCISH:
+ sc->option &= ~OPTION_ORCISH;
+ break;
+ case SC_RUWACH:
+ sc->option &= ~OPTION_RUWACH;
+ break;
+ case SC_FUSION:
+ sc->option &= ~OPTION_FLYING;
+ break;
+ //opt3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHANDQUICKEN:
+ case SC_SPEARQUICKEN:
+ case SC_CONCENTRATION:
+ case SC_MER_QUICKEN:
+ sc->opt3 &= ~OPT3_QUICKEN;
+ opt_flag = 0;
+ break;
+ case SC_OVERTHRUST:
+ case SC_OVERTHRUSTMAX:
+ case SC_SWOO:
+ sc->opt3 &= ~OPT3_OVERTHRUST;
+ if( type == SC_SWOO )
+ opt_flag = 8;
+ else
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ case SC_SKE:
+ sc->opt3 &= ~OPT3_ENERGYCOAT;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE: //Simulated Explosion spirits effect.
+ if (bl->type != BL_MOB)
+ {
+ opt_flag = 0;
+ break;
+ }
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 &= ~OPT3_STEELBODY;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 &= ~OPT3_BLADESTOP;
+ opt_flag = 0;
+ break;
+ case SC_AURABLADE:
+ sc->opt3 &= ~OPT3_AURABLADE;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ opt_flag = 0;
+ // case SC__BLOODYLUST:
+ sc->opt3 &= ~OPT3_BERSERK;
+ break;
+ // case ???: // doesn't seem to do anything
+ // sc->opt3 &= ~OPT3_LIGHTBLADE;
+ // opt_flag = 0;
+ // break;
+ case SC_DANCING:
+ if ((sce->val1&0xFFFF) == CG_MOONLIT)
+ sc->opt3 &= ~OPT3_MOONLIT;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE:
+ case SC_MARIONETTE_MASTER:
+ sc->opt3 &= ~OPT3_MARIONETTE;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 &= ~OPT3_ASSUMPTIO;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 &= ~OPT3_WARM;
+ opt_flag = 0;
+ break;
+ case SC_KAITE:
+ sc->opt3 &= ~OPT3_KAITE;
+ opt_flag = 0;
+ break;
+ case SC_NJ_BUNSINJYUTSU:
+ sc->opt3 &= ~OPT3_BUNSIN;
+ opt_flag = 0;
+ break;
+ case SC_SOULLINK:
+ sc->opt3 &= ~OPT3_SOULLINK;
+ opt_flag = 0;
+ break;
+ case SC_PROPERTYUNDEAD:
+ sc->opt3 &= ~OPT3_UNDEAD;
+ opt_flag = 0;
+ break;
+ // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+ // sc->opt3 &= ~OPT3_CONTRACT;
+ // opt_flag = 0;
+ // break;
+ default:
+ opt_flag = 0;
+ }
+
+ if (calc_flag&SCB_DYE) { //Restore DYE color
+ if (vd && !vd->cloth_color && sce->val4)
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
+ calc_flag&=~SCB_DYE;
+ }
+
+ //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
+ clif->sc_end(bl,bl->id,AREA,StatusIconChangeTable[type]);
+
+ if( opt_flag&8 ) //bugreport:681
+ clif->changeoption2(bl);
+ else if(opt_flag) {
+ clif->changeoption(bl);
+ if( sd && opt_flag&0x4 ) {
+ clif->changelook(bl,LOOK_BASE,vd->class_);
+ clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
+ clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon);
+ clif->changelook(bl,LOOK_SHIELD,sd->vd.shield);
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
+ }
+ }
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ if(opt_flag&4) //Out of hiding, invoke on place.
+ skill->unit_move(bl,iTimer->gettick(),1);
+
+ if(opt_flag&2 && sd && iMap->getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
+ npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
+
+ ers_free(sc_data_ers, sce);
+ return 1;
+}
+
+int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
+{
+ struct block_list *bl;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ struct status_data *status;
+ int hp;
+
+ if(!((bl=iMap->id2bl(id))&&
+ (sc=iStatus->get_sc(bl)) &&
+ (sce = sc->data[SC_KAAHI])))
+ return 0;
+
+ if(sce->val4 != tid) {
+ ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
+ sce->val4 = INVALID_TIMER;
+ return 0;
+ }
+
+ status=iStatus->get_status_data(bl);
+ if(!iStatus->charge(bl, 0, sce->val3)) {
+ sce->val4 = INVALID_TIMER;
+ return 0;
+ }
+
+ hp = status->max_hp - status->hp;
+ if (hp > sce->val2)
+ hp = sce->val2;
+ if (hp)
+ iStatus->heal(bl, hp, 0, 2);
+ sce->val4 = INVALID_TIMER;
+ return 1;
+}
+
+/*==========================================
+* For recusive status, like for each 5s we drop sp etc.
+* Reseting the end timer.
+*------------------------------------------*/
+int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
+{
+ enum sc_type type = (sc_type)data;
+ struct block_list *bl;
+ struct map_session_data *sd;
+ struct status_data *status;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+
+ bl = iMap->id2bl(id);
+ if(!bl)
+ {
+ ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
+ return 0;
+ }
+ sc = iStatus->get_sc(bl);
+ status = iStatus->get_status_data(bl);
+
+ if(!(sc && (sce = sc->data[type])))
+ {
+ ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
+ return 0;
+ }
+
+ if( sce->timer != tid )
+ {
+ ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
+ return 0;
+ }
+
+ sd = BL_CAST(BL_PC, bl);
+
+ // set the next timer of the sce (don't assume the status still exists)
+#define sc_timer_next(t,f,i,d) \
+ if( (sce=sc->data[type]) ) \
+ sce->timer = iTimer->add_timer(t,f,i,d); \
+ else \
+ ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
+
+ switch(type)
+ {
+ case SC_MAXIMIZEPOWER:
+ case SC_CLOAKING:
+ if(!iStatus->charge(bl, 0, 1))
+ break; //Not enough SP to continue.
+ sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_CHASEWALK:
+ if(!iStatus->charge(bl, 0, sce->val4))
+ break; //Not enough SP to continue.
+
+ if (!sc->data[SC_CHASEWALK2]) {
+ sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
+ (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+ *skill->get_time2(iStatus->sc2skill(type),sce->val1));
+ }
+ sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ break;
+
+ case SC_SKA:
+ if(--(sce->val2)>0){
+ sce->val3 = rnd()%100; //Random defense.
+ sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_HIDING:
+ if(--(sce->val2)>0){
+
+ if(sce->val2 % sce->val4 == 0 && !iStatus->charge(bl, 0, 1))
+ break; //Fail if it's time to substract SP and there isn't.
+
+ sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SIGHT:
+ case SC_RUWACH:
+ case SC_WZ_SIGHTBLASTER:
+ if(type == SC_WZ_SIGHTBLASTER)
+ iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
+ else
+ iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
+
+ if( --(sce->val2)>0 ){
+ sce->val4 += 250; // use for Shadow Form 2 seconds checking.
+ sc_timer_next(250+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_PROVOKE:
+ if(sce->val2) { //Auto-provoke (it is ended in iStatus->heal)
+ sc_timer_next(1000*60+tick,iStatus->change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_STONE:
+ if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
+ sce->val4 = 0;
+ unit_stop_walking(bl,1);
+ unit_stop_attack(bl);
+ sc->opt1 = OPT1_STONE;
+ clif->changeoption(bl);
+ sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data );
+ status_calc_bl(bl, StatusChangeFlagTable[type]);
+ return 0;
+ }
+ if(--(sce->val3) > 0) {
+ if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
+ status_percent_damage(NULL, bl, 1, 0, false);
+ sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_POISON:
+ if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
+ break;
+ case SC_DPOISON:
+ if (--(sce->val3) > 0) {
+ if (!sc->data[SC_SLOWPOISON]) {
+ if( sce->val2 && bl->type == BL_MOB ) {
+ struct block_list* src = iMap->id2bl(sce->val2);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,sce->val4);
+ }
+ iMap->freeblock_lock();
+ status_zap(bl, sce->val4, 0);
+ if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data );
+ }
+ iMap->freeblock_unlock();
+ }
+ return 0;
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if(status->max_hp > status->hp && --(sce->val3) > 0){
+ sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_KNOWLEDGE:
+ if (!sd) break;
+ if(bl->m == sd->feel_map[0].m ||
+ bl->m == sd->feel_map[1].m ||
+ bl->m == sd->feel_map[2].m)
+ { //Timeout will be handled by pc->setpos
+ sce->timer = INVALID_TIMER;
+ return 0;
+ }
+ break;
+
+ case SC_BLOODING:
+ if (--(sce->val4) >= 0) {
+ int hp = rnd()%600 + 200;
+ struct block_list* src = iMap->id2bl(sce->val2);
+ if( src && bl && bl->type == BL_MOB ) {
+ mob_log_damage((TBL_MOB*)bl,src,sd||hp<status->hp?hp:status->hp-1);
+ }
+ iMap->freeblock_lock();
+ status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
+ if( sc->data[type] ) {
+ if( status->hp == 1 ) {
+ iMap->freeblock_unlock();
+ break;
+ }
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( sd && --(sce->val4) >= 0 )
+ {
+ // val1 < 0 = per max% | val1 > 0 = exact amount
+ int hp = 0;
+ if( status->hp < status->max_hp )
+ hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
+ iStatus->heal(bl, hp, 0, 2);
+ sc_timer_next((sce->val2 * 1000) + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CASH_BOSS_ALARM:
+ if( sd && --(sce->val4) >= 0 )
+ {
+ struct mob_data *boss_md = iMap->id2boss(sce->val1);
+ if( boss_md && sd->bl.m == boss_md->bl.m )
+ {
+ clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
+ if (boss_md->bl.prev != NULL) {
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ }
+ break;
+
+ case SC_DANCING: //SP consumption by time of dancing skills
+ {
+ int s = 0;
+ int sp = 1;
+ if (--sce->val3 <= 0)
+ break;
+ switch(sce->val1&0xFFFF){
+ case BD_RICHMANKIM:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_ASSASSINCROSS:
+ case DC_UGLYDANCE:
+ s=3;
+ break;
+ case BD_LULLABY:
+ case BD_ETERNALCHAOS:
+ case BD_ROKISWEIL:
+ case DC_FORTUNEKISS:
+ s=4;
+ break;
+ case CG_HERMODE:
+ case BD_INTOABYSS:
+ case BA_WHISTLE:
+ case DC_HUMMING:
+ case BA_POEMBRAGI:
+ case DC_SERVICEFORYOU:
+ s=5;
+ break;
+ case BA_APPLEIDUN:
+#ifdef RENEWAL
+ s=5;
+#else
+ s=6;
+#endif
+ break;
+ case CG_MOONLIT:
+ //Moonlit's cost is 4sp*skill_lv [Skotlex]
+ sp= 4*(sce->val1>>16);
+ //Upkeep is also every 10 secs.
+ case DC_DONTFORGETME:
+ s=10;
+ break;
+ }
+ if( s != 0 && sce->val3 % s == 0 )
+ {
+ if (sc->data[SC_LONGING])
+ sp*= 3;
+ if (!iStatus->charge(bl, 0, sp))
+ break;
+ }
+ sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ // 5% every 10 seconds [DracoRPG]
+ if( --( sce->val3 ) > 0 && iStatus->charge(bl, sce->val2, 0) && status->hp > 100 )
+ {
+ sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_NOCHAT:
+ if(sd){
+ sd->status.manner++;
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ if (sd->status.manner < 0)
+ { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
+ sc_timer_next(60000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SPLASHER:
+ // custom Venom Splasher countdown timer
+ //if (sce->val4 % 1000 == 0) {
+ // char timer[10];
+ // snprintf (timer, 10, "%d", sce->val4/1000);
+ // clif->message(bl, timer);
+ //}
+ if((sce->val4 -= 500) > 0) {
+ sc_timer_next(500 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ {
+ struct block_list *pbl = iMap->id2bl(sce->val1);
+ if( pbl && check_distance_bl(bl, pbl, 7) )
+ {
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_GOSPEL:
+ if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
+ {
+ int hp, sp;
+ hp = (sce->val1 > 5) ? 45 : 30;
+ sp = (sce->val1 > 5) ? 35 : 20;
+ if(!iStatus->charge(bl, hp, sp))
+ break;
+ sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_JAILED:
+ if(sce->val1 == INT_MAX || --(sce->val1) > 0)
+ {
+ sc_timer_next(60000+tick, iStatus->change_timer, bl->id,data);
+ return 0;
+ }
+ break;
+
+ case SC_BLIND:
+ if(sc->data[SC_FOGWALL])
+ { //Blind lasts forever while you are standing on the fog.
+ sc_timer_next(5000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_ABUNDANCE:
+ if(--(sce->val4) > 0) {
+ iStatus->heal(bl,0,60,0);
+ sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data);
+ }
+ break;
+
+ case SC_PYREXIA:
+ if( --(sce->val4) > 0 ) {
+ iMap->freeblock_lock();
+ clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
+ status_fix_damage(NULL,bl,100,0);
+ if( sc->data[type] ) {
+ sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data);
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_LEECHESEND:
+ if( --(sce->val4) > 0 ) {
+ int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
+ damage += status->vit * (sce->val1 - 3);
+ unit_skillcastcancel(bl,2);
+ iMap->freeblock_lock();
+ iStatus->damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data );
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_MAGICMUSHROOM:
+ if( --(sce->val4) > 0 ) {
+ bool flag = 0;
+ int damage = status->max_hp * 3 / 100;
+ if( status->hp <= damage )
+ damage = status->hp - 1; // Cannot Kill
+
+ if( damage > 0 ) { // 3% Damage each 4 seconds
+ iMap->freeblock_lock();
+ status_zap(bl,damage,0);
+ flag = !sc->data[type]; // Killed? Should not
+ iMap->freeblock_unlock();
+ }
+
+ if( !flag ) { // Random Skill Cast
+ if (sd && !pc_issit(sd)) { //can't cast if sit
+ int mushroom_skill_id = 0, i;
+ unit_stop_attack(bl);
+ unit_skillcastcancel(bl,1);
+ do {
+ i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
+ mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
+ }
+ while( mushroom_skill_id == 0 );
+
+ switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
+ case CAST_GROUND:
+ skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_NODAMAGE:
+ skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_DAMAGE:
+ skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ }
+ }
+
+ clif->emotion(bl,E_HEH);
+ sc_timer_next(4000+tick,iStatus->change_timer,bl->id,data);
+ }
+ return 0;
+ }
+ break;
+
+ case SC_TOXIN:
+ if( --(sce->val4) > 0 )
+ { //Damage is every 10 seconds including 3%sp drain.
+ iMap->freeblock_lock();
+ clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
+ iStatus->damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
+ if( sc->data[type] ) {
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data );
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_OBLIVIONCURSE:
+ if( --(sce->val4) > 0 )
+ {
+ clif->emotion(bl,E_WHAT);
+ sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_WEAPONBLOCKING:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl,0,3) )
+ break;
+ sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data);
+ return 0;
+ }
+ break;
+
+ case SC_CLOAKINGEXCEED:
+ if(!iStatus->charge(bl,0,10-sce->val1))
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_RENOVATIO:
+ if( --(sce->val4) > 0 )
+ {
+ int heal = status->max_hp * 3 / 100;
+ if( sc && sc->data[SC_AKAITSUKI] && heal )
+ heal = ~heal + 1;
+ iStatus->heal(bl, heal, 0, 2);
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_BURNING:
+ if( --(sce->val4) > 0 )
+ {
+ struct block_list *src = iMap->id2bl(sce->val3);
+ int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
+
+ iMap->freeblock_lock();
+ clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
+ iStatus->damage(src, bl, damage, 0, 0, 1);
+
+ if( sc->data[type]){ // Target still lives. [LimitLine]
+ sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_FEAR:
+ if( --(sce->val4) > 0 )
+ {
+ if( sce->val2 > 0 )
+ sce->val2--;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl, 0, 1) )
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_READING_SB:
+ if( !iStatus->charge(bl, 0, sce->val2) ){
+ int i;
+ for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ break;
+ }
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_ELECTRICSHOCKER:
+ if( --(sce->val4) > 0 )
+ {
+ iStatus->charge(bl, 0, status->max_sp / 100 * sce->val1 );
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CAMOUFLAGE:
+ if(--(sce->val4) > 0){
+ iStatus->charge(bl,0,7 - sce->val1);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC__REPRODUCE:
+ if(!iStatus->charge(bl, 0, 1))
+ break;
+ sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC__SHADOWFORM:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC__INVISIBILITY:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_STRIKING:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl,0, sce->val1 ) )
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_VACUUM_EXTREME:
+ if( --(sce->val4) > 0 ){
+ sc_timer_next(100 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_BLOOD_SUCKER:
+ if( --(sce->val4) > 0 ) {
+ struct block_list *src = iMap->id2bl(sce->val2);
+ int damage;
+ if( !src || (src && (iStatus->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
+ break;
+ iMap->freeblock_lock();
+ damage = sce->val3;
+ iStatus->damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1);
+ unit_skillcastcancel(bl,1);
+ if ( sc->data[type] ) {
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ iMap->freeblock_unlock();
+ iStatus->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
+ return 0;
+ }
+ break;
+
+ case SC_SIREN:
+ if( --(sce->val4) > 0 )
+ {
+ clif->emotion(bl,E_LV);
+ sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_DEEP_SLEEP:
+ if( --(sce->val4) > 0 )
+ { // Recovers 1% HP/SP every 2 seconds.
+ iStatus->heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
+ sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SIRCLEOFNATURE:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl,0,sce->val2) )
+ break;
+ iStatus->heal(bl, sce->val3, 0, 1);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SONG_OF_MANA:
+ if( --(sce->val4) > 0 )
+ {
+ iStatus->heal(bl,0,sce->val3,3);
+ sc_timer_next(3000 + tick, iStatus->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 = status->hp / 100;
+ int sp = status->sp / 100;
+ if( !iStatus->charge(bl, hp, sp) )
+ break;
+ sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_COLD:
+ if( --(sce->val4) > 0 )
+ { // Drains 2% of HP and 1% of SP every seconds.
+ if( bl->type != BL_MOB) // doesn't work on mobs
+ iStatus->charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_FORCEOFVANGUARD:
+ if( !iStatus->charge(bl,0,20) )
+ break;
+ sc_timer_next(6000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_BANDING:
+ if( iStatus->charge(bl, 0, 7 - sce->val1) )
+ {
+ if( sd ) pc->banding(sd, sce->val1);
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_LG_REFLECTDAMAGE:
+ if( --(sce->val4) > 0 ) {
+ if( !iStatus->charge(bl,0,sce->val3) )
+ break;
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_OVERHEAT_LIMITPOINT:
+ if( --(sce->val1) > 0 ) { // Cooling
+ sc_timer_next(30000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ break;
+
+ case SC_OVERHEAT:
+ {
+ int damage = status->max_hp / 100; // Suggestion 1% each second
+ if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
+ iMap->freeblock_lock();
+ status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0));
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ iMap->freeblock_unlock();
+ }
+ break;
+
+ case SC_MAGNETICFIELD:
+ {
+ if( --(sce->val3) <= 0 )
+ break; // Time out
+ if( sce->val2 == bl->id )
+ {
+ if( !iStatus->charge(bl,0,14 + (3 * sce->val1)) )
+ break; // No more SP status should end, and in the next second will end for the other affected players
+ }
+ else
+ {
+ struct block_list *src = iMap->id2bl(sce->val2);
+ struct status_change *ssc;
+ if( !src || (ssc = iStatus->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
+ break; // Source no more under Magnetic Field
+ }
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ break;
+
+ case SC_INSPIRATION:
+ if(--(sce->val4) > 0)
+ {
+ int hp = status->max_hp * (7-sce->val1) / 100;
+ int sp = status->max_sp * (9-sce->val1) / 100;
+
+ if( !iStatus->charge(bl,hp,sp) ) break;
+
+ sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_RAISINGDRAGON:
+ // 1% every 5 seconds [Jobbie]
+ if( --(sce->val3)>0 && iStatus->charge(bl, sce->val2, 0) )
+ {
+ if( !sc->data[type] ) return 0;
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CIRCLE_OF_FIRE:
+ case SC_FIRE_CLOAK:
+ case SC_WATER_DROP:
+ case SC_WATER_SCREEN:
+ case SC_WIND_CURTAIN:
+ case SC_WIND_STEP:
+ case SC_STONE_SHIELD:
+ case SC_SOLID_SKIN:
+ if( !iStatus->charge(bl,0,sce->val2) ){
+ struct block_list *s_bl = battle->get_master(bl);
+ if( s_bl )
+ status_change_end(s_bl,type+1,INVALID_TIMER);
+ status_change_end(bl,type,INVALID_TIMER);
+ break;
+ }
+ sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_STOMACHACHE:
+ if( --(sce->val4) > 0 ){
+ iStatus->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
+ if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
+ {
+ pc_stop_walking(sd,1|4);
+ pc_stop_attack(sd);
+ pc_setsit(sd);
+ clif->sitting(bl);
+ }
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ /* they only end by status_change_end */
+ sc_timer_next(600000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ case SC_MEIKYOUSISUI:
+ if( --(sce->val4) > 0 ){
+ iStatus->heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_IZAYOI:
+ case SC_KAGEMUSYA:
+ if( --(sce->val2) > 0 ){
+ if(!iStatus->charge(bl, 0, 1)) break;
+ sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ if(--(sce->val4) > 0) { //drain hp/sp
+ if( !iStatus->charge(bl,100,20) ) break;
+ sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_FULL_THROTTLE:
+ if( --(sce->val4) > 0 )
+ {
+ status_percent_damage(bl, bl, sce->val2, 0, false);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_KINGS_GRACE:
+ if( --(sce->val4) > 0 )
+ {
+ status_percent_heal(bl, sce->val2, 0);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_FRIGG_SONG:
+ if( --(sce->val4) > 0 )
+ {
+ iStatus->heal(bl, sce->val3, 0, 0);
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ }
+
+ // default for all non-handled control paths is to end the status
+ return status_change_end( bl,type,tid );
+#undef sc_timer_next
+}
+
+/*==========================================
+* Foreach iteration of repetitive status
+*------------------------------------------*/
+int status_change_timer_sub(struct block_list* bl, va_list ap)
+{
+ struct status_change* tsc;
+
+ struct block_list* src = va_arg(ap,struct block_list*);
+ struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
+ enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
+ unsigned int tick = va_arg(ap,unsigned int);
+
+ if (iStatus->isdead(bl))
+ return 0;
+
+ tsc = iStatus->get_sc(bl);
+
+ switch( type ) {
+ case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ case SC_CONCENTRATION:
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ 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])) {
+ 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);
+ }
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ break;
+ case SC_WZ_SIGHTBLASTER:
+ if (battle->check_target( src, bl, BCT_ENEMY ) > 0 &&
+ iStatus->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
+ {
+ if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
+ && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){
+ sce->val2 = 0; //This signals it to end.
+ }
+ }
+ break;
+ case SC_RG_CCONFINE_M:
+ //Lock char has released the hold on everyone...
+ if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
+ tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
+ status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
+ clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
+ status_change_end(bl, type, INVALID_TIMER);
+ }
+ break;
+ }
+ return 0;
+}
+
+#ifdef RENEWAL
+int status_get_total_def(struct block_list *src){ return iStatus->get_status_data(src)->def2 + (short)iStatus->get_def(src); }
+int status_get_total_mdef(struct block_list *src){ return iStatus->get_status_data(src)->mdef2 + (short)status_get_mdef(src); }
+int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){
+ int min = 0, max = 0, dstr;
+ float strdex_bonus, variance;
+ struct status_change *sc = iStatus->get_sc(bl);
+
+ if ( bl->type == BL_PC && watk->atk ){
+ if ( flag&2 )
+ dstr = status_get_dex(bl);
+ else
+ dstr = status_get_str(bl);
+
+ variance = 5.0f * watk->atk * watk->wlv / 100.0f;
+ strdex_bonus = watk->atk * dstr / 200.0f;
+
+ min = (watk->atk - (int)(variance + strdex_bonus)) + watk->atk2;
+ max = (watk->atk + (int)(variance + strdex_bonus)) + watk->atk2;
+ }else if( watk->atk ){
+ min = watk->atk * 80 / 100;
+ max = watk->atk * 120 / 100;
+ }
+
+ if( !(flag&1) ){
+ if( max > min )
+ max = min + rnd()%(max - min);
+ else
+ max = min;
+ }
+
+ if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) )
+ max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1;
+
+ max = status_calc_watk(bl, sc, max, false);
+
+ return max;
+}
+#endif
+
+#define GETRANDMATK(){\
+ if( status->matk_max > status->matk_min )\
+ return status->matk_min + rnd()%(status->matk_max - status->matk_min);\
+else\
+ return status->matk_min;\
+}
+
+/*==========================================
+* flag [malufett]
+* 0 - update matk values
+* 1 - get matk w/o SC bonuses
+* 2 - get modified matk
+* 3 - get matk w/o eatk & SC bonuses
+*------------------------------------------*/
+int status_get_matk(struct block_list *bl, int flag){
+ struct status_data *status;
+ struct status_change *sc;
+ struct map_session_data *sd;
+
+ if( bl == NULL )
+ return 1;
+
+ status = iStatus->get_status_data(bl);
+ sc = iStatus->get_sc(bl);
+ sd = BL_CAST(BL_PC, bl);
+
+ if( flag == 2 ) // just get matk
+ GETRANDMATK();
+
+#ifndef RENEWAL
+ status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
+ status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
+#else
+ /**
+ * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
+ * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
+ **/
+ status->matk_min = iStatus->base_matk(status, iStatus->get_lv(bl));
+
+ // Any +MATK you get from skills and cards, including cards in weapon, is added here.
+ if( sd && sd->bonus.ematk > 0 && flag != 3 )
+ status->matk_min += sd->bonus.ematk;
+ if( flag != 3 )
+ status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
+
+ status->matk_max = status->matk_min;
+
+ //This is the only portion in MATK that varies depending on the weapon level and refinement rate.
+ if( bl->type&BL_PC && (status->rhw.matk + status->lhw.matk) > 0 ){
+ int wMatk = status->rhw.matk + status->lhw.matk; // Left and right matk stacks
+ int variance = wMatk * status->rhw.wlv / 10; // Only use right hand weapon level
+ status->matk_min += wMatk - variance;
+ status->matk_max += wMatk + variance;
+ }else if( bl->type&BL_MOB ){
+ status->matk_min = status->matk_max = status_get_int(bl) + iStatus->get_lv(bl);
+ status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
+ status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
+ }
+#endif
+ if (bl->type&BL_PC && sd->matk_rate != 100) {
+ status->matk_max = status->matk_max * sd->matk_rate/100;
+ status->matk_min = status->matk_min * sd->matk_rate/100;
+ }
+
+ if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
+ || (sc && sc->data[SC_RECOGNIZEDSPELL]))
+ status->matk_min = status->matk_max;
+
+#ifdef RENEWAL
+ if( sd && sd->right_weapon.overrefine > 0){
+ status->matk_min++;
+ status->matk_max += sd->right_weapon.overrefine - 1;
+ }
+#endif
+
+ if( flag ) // get unmodified from sc matk
+ GETRANDMATK();
+
+ status->matk_min = status_calc_matk(bl, sc, status->matk_min, true);
+ status->matk_max = status_calc_matk(bl, sc, status->matk_max, true);
+
+ return 0;
+}
+
+/*==========================================
+* Clears buffs/debuffs of a character.
+* type&1 -> buffs, type&2 -> debuffs
+* type&4 -> especific debuffs(implemented with refresh)
+*------------------------------------------*/
+int status_change_clear_buffs (struct block_list* bl, int type)
+{
+ int i;
+ struct status_change *sc= iStatus->get_sc(bl);
+
+ if (!sc || !sc->count)
+ return 0;
+
+ if (type&6) //Debuffs
+ for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+
+ for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
+ {
+ if( !sc->data[i] || !iStatus->get_sc_type(i) )
+ continue;
+
+ if( type&3 && !(iStatus->get_sc_type(i)&SC_BUFF) && !(iStatus->get_sc_type(i)&SC_DEBUFF) )
+ continue;
+
+ if( !(type&3) ){
+ if( type&1 && !(iStatus->get_sc_type(i)&SC_BUFF) )
+ continue;
+ if( type&2 && !(iStatus->get_sc_type(i)&SC_DEBUFF) )
+ continue;
+ }
+
+ switch (i) {
+ case SC_DEEP_SLEEP:
+ case SC_FROSTMISTY:
+ case SC_COLD:
+ 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_MARSHOFABYSS:
+ case SC_MANDRAGORA:
+ if(!(type&4))
+ continue;
+ break;
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ case SC_SATURDAY_NIGHT_FEVER:
+ if(type&4)
+ continue;
+ sc->data[i]->val2 = 0;
+ break;
+ }
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ }
+ return 0;
+}
+
+int status_change_spread( struct block_list *src, struct block_list *bl ) {
+ int i, flag = 0;
+ struct status_change *sc = iStatus->get_sc(src);
+ const struct TimerData *timer;
+ unsigned int tick;
+ struct status_change_data data;
+
+ if( !sc || !sc->count )
+ return 0;
+
+ tick = iTimer->gettick();
+
+ for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
+ if( !sc->data[i] || i == SC_COMMON_MAX )
+ continue;
+
+ switch( i ) {
+ //Debuffs that can be spreaded.
+ // NOTE: We'll add/delte SCs when we are able to confirm it.
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_NOCHAT:
+ case SC_ILLUSION:
+ case SC_CRUCIS:
+ case SC_DEC_AGI:
+ case SC_SLOWDOWN:
+ case SC_MINDBREAKER:
+ case SC_DC_WINKCHARM:
+ case SC_STOP:
+ case SC_ORCISH:
+ //case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically.
+ //case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all.
+ //case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
+ //case SC_NOEQUIPHELM:
+ //case SC__STRIPACCESSARY:
+ case SC_WUGBITE:
+ case SC_FROSTMISTY:
+ case SC_VENOMBLEED:
+ case SC_DEATHHURT:
+ case SC_PARALYSE:
+ if( sc->data[i]->timer != INVALID_TIMER ) {
+ timer = iTimer->get_timer(sc->data[i]->timer);
+ if (timer == NULL || timer->func != iStatus->change_timer || DIFF_TICK(timer->tick,tick) < 0)
+ continue;
+ data.tick = DIFF_TICK(timer->tick,tick);
+ } else
+ data.tick = INVALID_TIMER;
+ break;
+ // Special cases
+ case SC_POISON:
+ case SC_DPOISON:
+ data.tick = sc->data[i]->val3 * 1000;
+ break;
+ case SC_FEAR:
+ case SC_LEECHESEND:
+ data.tick = sc->data[i]->val4 * 1000;
+ break;
+ case SC_BURNING:
+ data.tick = sc->data[i]->val4 * 2000;
+ break;
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ data.tick = sc->data[i]->val4 * 3000;
+ break;
+ case SC_MAGICMUSHROOM:
+ data.tick = sc->data[i]->val4 * 4000;
+ break;
+ case SC_TOXIN:
+ case SC_BLOODING:
+ data.tick = sc->data[i]->val4 * 10000;
+ break;
+ default:
+ continue;
+ break;
+ }
+ if( i ){
+ data.val1 = sc->data[i]->val1;
+ data.val2 = sc->data[i]->val2;
+ data.val3 = sc->data[i]->val3;
+ data.val4 = sc->data[i]->val4;
+ iStatus->change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
+ flag = 1;
+ }
+ }
+
+ return flag;
+}
+
+//Natural regen related stuff.
+static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
+static int status_natural_heal(struct block_list* bl, va_list args)
+{
+ struct regen_data *regen;
+ struct status_data *status;
+ struct status_change *sc;
+ struct unit_data *ud;
+ struct view_data *vd = NULL;
+ struct regen_data_sub *sregen;
+ struct map_session_data *sd;
+ int val,rate,bonus = 0,flag;
+
+ regen = iStatus->get_regen_data(bl);
+ if (!regen) return 0;
+ status = iStatus->get_status_data(bl);
+ sc = iStatus->get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+ sd = BL_CAST(BL_PC,bl);
+
+ flag = regen->flag;
+ if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
+ flag&=~(RGN_HP|RGN_SHP);
+ if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
+ flag&=~(RGN_SP|RGN_SSP);
+
+ if (flag && (
+ iStatus->isdead(bl) ||
+ (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
+ ))
+ flag=0;
+
+ if (sd) {
+ if (sd->hp_loss.value || sd->sp_loss.value)
+ pc->bleeding(sd, natural_heal_diff_tick);
+ if (sd->hp_regen.value || sd->sp_regen.value)
+ pc->regen(sd, natural_heal_diff_tick);
+ }
+
+ if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
+ (vd = iStatus->get_viewdata(bl)) && vd->dead_sit == 2)
+ { //Apply sitting regen bonus.
+ sregen = regen->ssregen;
+ if(flag&(RGN_SHP))
+ { //Sitting HP regen
+ val = natural_heal_diff_tick * sregen->rate.hp;
+ if (regen->state.overweight)
+ val>>=1; //Half as fast when overweight.
+ sregen->tick.hp += val;
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+ if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp)
+ { //Full
+ flag&=~(RGN_HP|RGN_SHP);
+ break;
+ }
+ }
+ }
+ if(flag&(RGN_SSP))
+ { //Sitting SP regen
+ val = natural_heal_diff_tick * sregen->rate.sp;
+ if (regen->state.overweight)
+ val>>=1; //Half as fast when overweight.
+ sregen->tick.sp += val;
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+ if(iStatus->heal(bl, 0, sregen->sp, 3) < sregen->sp)
+ { //Full
+ flag&=~(RGN_SP|RGN_SSP);
+ break;
+ }
+ }
+ }
+ }
+
+ if (flag && regen->state.overweight)
+ flag=0;
+
+ ud = unit_bl2ud(bl);
+
+ if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
+ {
+ flag&=~(RGN_SHP|RGN_SSP);
+ if(!regen->state.walk)
+ flag&=~RGN_HP;
+ }
+
+ if (!flag)
+ return 0;
+
+ if (flag&(RGN_HP|RGN_SP))
+ {
+ if(!vd) vd = iStatus->get_viewdata(bl);
+ if(vd && vd->dead_sit == 2)
+ bonus++;
+ if(regen->state.gc)
+ bonus++;
+ }
+
+ //Natural Hp regen
+ if (flag&RGN_HP)
+ {
+ rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
+ if (ud && ud->walktimer != INVALID_TIMER)
+ rate/=2;
+ // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
+ if(bl->type==BL_HOM) rate *=2;
+
+ regen->tick.hp += rate;
+
+ if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
+ {
+ val = 0;
+ do {
+ val += regen->hp;
+ regen->tick.hp -= battle_config.natural_healhp_interval;
+ } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
+ if (iStatus->heal(bl, val, 0, 1) < val)
+ flag&=~RGN_SHP; //full.
+ }
+ }
+
+ //Natural SP regen
+ if(flag&RGN_SP)
+ {
+ rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
+ // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
+ if(bl->type==BL_HOM) rate *=2;
+
+ regen->tick.sp += rate;
+
+ if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
+ {
+ val = 0;
+ do {
+ val += regen->sp;
+ regen->tick.sp -= battle_config.natural_healsp_interval;
+ } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
+ if (iStatus->heal(bl, 0, val, 1) < val)
+ flag&=~RGN_SSP; //full.
+ }
+ }
+
+ if (!regen->sregen)
+ return flag;
+
+ //Skill regen
+ sregen = regen->sregen;
+
+ if(flag&RGN_SHP)
+ { //Skill HP regen
+ sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
+
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+ if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp)
+ break; //Full
+ }
+ }
+ if(flag&RGN_SSP)
+ { //Skill SP regen
+ sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ val = sregen->sp;
+ if (sd && sd->state.doridori) {
+ val*=2;
+ sd->state.doridori = 0;
+ if ((rate = pc->checkskill(sd,TK_SPTIME)))
+ sc_start(bl,iStatus->skill2sc(TK_SPTIME),
+ 100,rate,skill->get_time(TK_SPTIME, rate));
+ if (
+ (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
+ rnd()%10000 < battle_config.sg_angel_skill_ratio
+ ) { //Angel of the Sun/Moon/Star
+ clif->feel_hate_reset(sd);
+ pc->resethate(sd);
+ pc->resetfeel(sd);
+ }
+ }
+ sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+ if(iStatus->heal(bl, 0, val, 3) < val)
+ break; //Full
+ }
+ }
+ return flag;
+}
+
+//Natural heal main timer.
+static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
+{
+ natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
+ iMap->map_foreachregen(status_natural_heal);
+ natural_heal_prev_tick = tick;
+ return 0;
+}
+
+/**
+* Get the chance to upgrade a piece of equipment.
+* @param wlv The weapon type of the item to refine (see see enum refine_type)
+* @param refine The target refine level
+* @return The chance to refine the item, in percent (0~100)
+**/
+int status_get_refine_chance(enum refine_type wlv, int refine) {
+
+ if ( refine < 0 || refine >= MAX_REFINE)
+ return 0;
+
+ return refine_info[wlv].chance[refine];
+}
+
+int status_get_sc_type(sc_type type) {
+
+ if( type <= SC_NONE || type >= SC_MAX )
+ return 0;
+
+ return sc_conf[type];
+}
+
+/*------------------------------------------
+* DB reading.
+* job_db1.txt - weight, hp, sp, aspd
+* job_db2.txt - job level stat bonuses
+* size_fix.txt - size adjustment table for weapons
+* refine_db.txt - refining data table
+*------------------------------------------*/
+static bool status_readdb_job1(char* fields[], int columns, int current)
+{// Job-specific values (weight, HP, SP, ASPD)
+ int idx, class_;
+ unsigned int i;
+
+ class_ = atoi(fields[0]);
+
+ if(!pcdb_checkid(class_))
+ {
+ ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
+ return false;
+ }
+ idx = pc->class2idx(class_);
+
+ max_weight_base[idx] = atoi(fields[1]);
+ hp_coefficient[idx] = atoi(fields[2]);
+ hp_coefficient2[idx] = atoi(fields[3]);
+ sp_coefficient[idx] = atoi(fields[4]);
+#ifdef RENEWAL_ASPD
+ for(i = 0; i <= MAX_WEAPON_TYPE; i++)
+#else
+ for(i = 0; i < MAX_WEAPON_TYPE; i++)
+#endif
+ {
+ aspd_base[idx][i] = atoi(fields[i+5]);
+ }
+ return true;
+}
+
+static bool status_readdb_job2(char* fields[], int columns, int current)
+{
+ int idx, class_, i;
+
+ class_ = atoi(fields[0]);
+
+ if(!pcdb_checkid(class_))
+ {
+ ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
+ return false;
+ }
+ idx = pc->class2idx(class_);
+
+ for(i = 1; i < columns; i++)
+ {
+ job_bonus[idx][i-1] = atoi(fields[i]);
+ }
+ return true;
+}
+
+static bool status_readdb_sizefix(char* fields[], int columns, int current)
+{
+ unsigned int i;
+
+ for(i = 0; i < MAX_WEAPON_TYPE; i++)
+ {
+ atkmods[current][i] = atoi(fields[i]);
+ }
+ return true;
+}
+
+static bool status_readdb_refine(char* fields[], int columns, int current)
+{
+ int i, bonus_per_level, random_bonus, random_bonus_start_level;
+
+ current = atoi(fields[0]);
+
+ if (current < 0 || current >= REFINE_TYPE_MAX)
+ return false;
+
+ bonus_per_level = atoi(fields[1]);
+ random_bonus_start_level = atoi(fields[2]);
+ random_bonus = atoi(fields[3]);
+
+ for(i = 0; i < MAX_REFINE; i++)
+ {
+ char* delim;
+
+ if (!(delim = strchr(fields[4+i], ':')))
+ return false;
+
+ *delim = '\0';
+
+ refine_info[current].chance[i] = atoi(fields[4+i]);
+
+ if (i >= random_bonus_start_level - 1)
+ refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
+
+ refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
+ if (i > 0)
+ refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
+ }
+ return true;
+}
+
+static bool status_readdb_scconfig(char* fields[], int columns, int current) {
+ int val = 0;
+ char* type = fields[0];
+
+ if( !script->get_constant(type, &val) ){
+ ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type);
+ return false;
+ }
+
+ sc_conf[val] = (int)strtol(fields[1], NULL, 0);
+
+ return true;
+}
+/*
+* Read status db
+* job1.txt
+* job2.txt
+* size_fixe.txt
+* refine_db.txt
+*/
+int status_readdb(void)
+{
+ int i, j;
+
+ // initialize databases to default
+ //
+
+ // reset job_db1.txt data
+ memset(max_weight_base, 0, sizeof(max_weight_base));
+ memset(hp_coefficient, 0, sizeof(hp_coefficient));
+ memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
+ memset(sp_coefficient, 0, sizeof(sp_coefficient));
+ memset(aspd_base, 0, sizeof(aspd_base));
+ // reset job_db2.txt data
+ memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
+
+ // size_fix.txt
+ for(i=0;i<ARRAYLENGTH(atkmods);i++)
+ for(j=0;j<MAX_WEAPON_TYPE;j++)
+ atkmods[i][j]=100;
+
+ // refine_db.txt
+ for(i=0;i<ARRAYLENGTH(refine_info);i++)
+ {
+ for(j=0;j<MAX_REFINE; j++)
+ {
+ refine_info[i].chance[j] = 100;
+ refine_info[i].bonus[j] = 0;
+ refine_info[i].randombonus_max[j] = 0;
+ }
+ }
+
+ // read databases
+ //
+
+
+#ifdef RENEWAL_ASPD
+ sv->readdb(iMap->db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
+#else
+ sv->readdb(iMap->db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
+#endif
+ sv->readdb(iMap->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
+ sv->readdb(iMap->db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
+ sv->readdb(iMap->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
+ sv->readdb(iMap->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, &status_readdb_scconfig);
+
+ return 0;
+}
+
+/*==========================================
+* Status db init and destroy.
+*------------------------------------------*/
+int do_init_status(void)
+{
+ iTimer->add_timer_func_list(iStatus->change_timer,"status_change_timer");
+ iTimer->add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
+ iTimer->add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
+ initChangeTables();
+ initDummyData();
+ iStatus->readdb();
+ status_calc_sigma();
+ natural_heal_prev_tick = iTimer->gettick();
+ sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
+ iTimer->add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
+ return 0;
+}
+void do_final_status(void)
+{
+ ers_destroy(sc_data_ers);
+}
+
+/*=====================================
+* Default Functions : status.h
+* Generated by HerculesInterfaceMaker
+* created by Susu
+*-------------------------------------*/
+void status_defaults(void) {
+ iStatus = &iStatus_s;
+
/* vars */
+
+ iStatus->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
+ iStatus->current_equip_card_id = 0; //To prevent card-stacking (from jA) [Skotlex]
+ //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
+ //to avoid cards exploits
/* funcs */
+
+ iStatus->get_refine_chance = status_get_refine_chance;
+ // for looking up associated data
+ iStatus->skill2sc = status_skill2sc;
+ iStatus->sc2skill = status_sc2skill;
+ iStatus->sc2scb_flag = status_sc2scb_flag;
+ iStatus->type2relevant_bl_types = status_type2relevant_bl_types;
+ iStatus->get_sc_type = status_get_sc_type;
+
+ iStatus->damage = status_damage;
+ //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
+ iStatus->charge = status_charge;
+ iStatus->percent_change = status_percent_change;
+ //Used to set the hp/sp of an object to an absolute value (can't kill)
+ iStatus->set_hp = status_set_hp;
+ iStatus->set_sp = status_set_sp;
+ iStatus->heal = status_heal;
+ iStatus->revive = status_revive;
+
+ iStatus->get_regen_data = status_get_regen_data;
+ iStatus->get_status_data = status_get_status_data;
+ iStatus->get_base_status = status_get_base_status;
+ iStatus->get_name = status_get_name;
+ iStatus->get_class = status_get_class;
+ iStatus->get_lv = status_get_lv;
+ iStatus->get_def = status_get_def;
+ iStatus->get_speed = status_get_speed;
+ iStatus->calc_attack_element = status_calc_attack_element;
+ iStatus->get_party_id = status_get_party_id;
+ iStatus->get_guild_id = status_get_guild_id;
+ iStatus->get_emblem_id = status_get_emblem_id;
+ iStatus->get_mexp = status_get_mexp;
+ iStatus->get_race2 = status_get_race2;
+
+ iStatus->get_viewdata = status_get_viewdata;
+ iStatus->set_viewdata = status_set_viewdata;
+ iStatus->change_init = status_change_init;
+ iStatus->get_sc = status_get_sc;
+
+ iStatus->isdead = status_isdead;
+ iStatus->isimmune = status_isimmune;
+
+ iStatus->get_sc_def = status_get_sc_def;
+
+ iStatus->change_start = status_change_start;
+ iStatus->change_end_ = status_change_end_;
+ iStatus->kaahi_heal_timer = kaahi_heal_timer;
+ iStatus->change_timer = status_change_timer;
+ iStatus->change_timer_sub = status_change_timer_sub;
+ iStatus->change_clear = status_change_clear;
+ iStatus->change_clear_buffs = status_change_clear_buffs;
+
+ iStatus->calc_bl_ = status_calc_bl_;
+ iStatus->calc_mob_ = status_calc_mob_;
+ iStatus->calc_pet_ = status_calc_pet_;
+ iStatus->calc_pc_ = status_calc_pc_;
+ iStatus->calc_homunculus_ = status_calc_homunculus_;
+ iStatus->calc_mercenary_ = status_calc_mercenary_;
+ iStatus->calc_elemental_ = status_calc_elemental_;
+
+ iStatus->calc_misc = status_calc_misc;
+ iStatus->calc_regen = status_calc_regen;
+ iStatus->calc_regen_rate = status_calc_regen_rate;
+
+ iStatus->check_skilluse = status_check_skilluse; // [Skotlex]
+ iStatus->check_visibility = status_check_visibility; //[Skotlex]
+
+ iStatus->change_spread = status_change_spread;
+
+ iStatus->calc_def = status_calc_def;
+ iStatus->calc_def2 = status_calc_def2;
+ iStatus->calc_mdef = status_calc_mdef;
+ iStatus->calc_mdef2 = status_calc_mdef2;
+ iStatus->calc_batk = status_calc_batk;
+ iStatus->base_matk = status_base_matk;
+ iStatus->get_weapon_atk = status_get_weapon_atk;
+ iStatus->get_total_mdef = status_get_total_mdef;
+ iStatus->get_total_def = status_get_total_def;
+
+ iStatus->get_matk = status_get_matk;
+
+ iStatus->readdb = status_readdb;
+ iStatus->do_init_status = do_init_status;
+ iStatus->do_final_status = do_final_status;
+}
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