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-rw-r--r--src/map/status.c2787
1 files changed, 1483 insertions, 1304 deletions
diff --git a/src/map/status.c b/src/map/status.c
index c163135d8..0e1661728 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -69,6 +69,7 @@ static struct {
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;
@@ -189,7 +190,7 @@ void initChangeTables(void) {
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_BLEEDING , SI_BLEEDING , SCB_REGEN );
+ 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
@@ -203,12 +204,12 @@ void initChangeTables(void) {
add_sc( MG_STONECURSE , SC_STONE );
add_sc( AL_RUWACH , SC_RUWACH );
add_sc( AL_PNEUMA , SC_PNEUMA );
- set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
- set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
- set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
+ 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_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|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 );
@@ -222,44 +223,44 @@ void initChangeTables(void) {
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_AETERNA , SI_AETERNA , SCB_NONE );
+ 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_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
- set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
- set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
- add_sc( HT_LANDMINE , SC_STUN );
- add_sc( HT_ANKLESNARE , SC_ANKLE );
+ 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 );
+ set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
add_sc( AS_SONICBLOW , SC_STUN );
- set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
- set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
+ 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 );
+ 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_LOUD , SI_LOUD , 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_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
- add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
- add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
+ 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 );
@@ -273,25 +274,25 @@ void initChangeTables(void) {
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_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
+ 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_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
- set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
- set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
- set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
- add_sc( AM_ACIDTERROR , SC_BLEEDING );
- set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
- set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
- set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
- set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
- set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
+ 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 );
+ 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 );
@@ -304,17 +305,17 @@ void initChangeTables(void) {
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 );
+ 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_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
- set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
- set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
- set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
- set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
- set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
- set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
+ 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 );
@@ -334,19 +335,23 @@ void initChangeTables(void) {
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_SERVICE4U , SI_BLANK , SCB_ALL );
+ 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_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
+ 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 );
- set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
+#ifndef RENEWAL
+ set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2);
+#else
+ set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_CONCENTRATION , 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 );
@@ -362,32 +367,32 @@ void initChangeTables(void) {
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_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
+ set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE );
add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
- set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ 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_BLEEDING );
+ 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_BABY , SCB_NONE );
+ 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_SPURT , SI_SPURT , SCB_STR );
- set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
- set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
+ 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_READYTURN , SI_READYTURN , SCB_NONE );
- set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
- set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
+ 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_SEVENWIND );
- set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
- set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
- set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , 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 );
@@ -405,39 +410,40 @@ void initChangeTables(void) {
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 , SI_SMA , SCB_NONE );
+ 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_DOUBLECAST , SI_DOUBLECAST , 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_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
+ 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_SPIRIT , SI_SPIRIT , SCB_ALL );
- set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
+ 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_STRIPWEAPON );
- add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
- set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
- set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
- set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
- set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
- set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
- set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
+ add_sc( GS_DISARM , SC_NOEQUIPWEAPON );
+ add_sc( GS_PIERCINGSHOT , SC_BLOODING );
+ set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
+ 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_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
+ 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_NEN , SI_NEN , SCB_STR|SCB_INT );
- set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
- set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
+ 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_BLEEDING );
+ add_sc( NPC_WIDEBLEEDING , SC_BLOODING );
add_sc( NPC_WIDESTONE , SC_STONE );
add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
add_sc( NPC_WIDESLEEP , SC_SLEEP );
@@ -446,8 +452,8 @@ void initChangeTables(void) {
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_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
- add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
+ 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 );
@@ -457,29 +463,29 @@ void initChangeTables(void) {
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_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
+ 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_SHRINK , SI_SHRINK , SCB_NONE );
- set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
- set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
- set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
- set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
+ 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_ELEMENTALCHANGE );
- add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
- add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
- add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
-
- set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
- set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
- set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
- set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
- set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
- set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
+ 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);
@@ -489,25 +495,25 @@ void initChangeTables(void) {
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_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE);
+ 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_PARALYSIS, SI_NEEDLE_OF_PARALYZE, SCB_DEF2);
+ 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_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
- set_sc( MH_TINDER_BREAKER , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
+ 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_WATK_ELEMENT );
add_sc( MER_SIGHT , SC_SIGHT );
- set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
+ 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 );
@@ -520,19 +526,19 @@ void initChangeTables(void) {
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_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
+ 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_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
+ 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_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
- set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
+ 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
@@ -541,15 +547,16 @@ void initChangeTables(void) {
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 );
- add_sc( RK_DRAGONBREATH , SC_BURNING );
- set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
+ 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_DEF|SCB_MDEF );
+ 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
**/
@@ -559,12 +566,13 @@ void initChangeTables(void) {
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_INCREASEAGI );
+ 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 );
@@ -574,14 +582,16 @@ void initChangeTables(void) {
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_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
- set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
+ 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
**/
@@ -589,12 +599,13 @@ void initChangeTables(void) {
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_ELEMENTALCHANGE );
- add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
- add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
- add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
- add_sc( RA_FIRINGTRAP , SC_BURNING );
- set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
+ 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
**/
@@ -609,7 +620,7 @@ void initChangeTables(void) {
/**
* Royal Guard
**/
- set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
+ 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 );
@@ -619,6 +630,7 @@ void initChangeTables(void) {
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
**/
@@ -634,7 +646,7 @@ void initChangeTables(void) {
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__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
+ 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 );
@@ -647,30 +659,32 @@ void initChangeTables(void) {
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_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
- set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
- set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN );
+ 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_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
- set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
- set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
- set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , 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_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
- set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , 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_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
- set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
- set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
- set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
- set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
- set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
- set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
+ 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
**/
@@ -682,7 +696,7 @@ void initChangeTables(void) {
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_DEEPSLEEP , SI_DEEPSLEEP , 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 );
@@ -691,11 +705,11 @@ void initChangeTables(void) {
* Genetic
**/
set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
- set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
- set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
+ 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_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
- set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , 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.
@@ -727,7 +741,7 @@ void initChangeTables(void) {
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_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
+ 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 );
@@ -736,12 +750,14 @@ void initChangeTables(void) {
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_KAGEHUMI , SI_KG_KAGEHUMI , 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 );
- // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
+ 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 );
+
+ // 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,
@@ -759,33 +775,33 @@ void initChangeTables(void) {
SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
//Status that don't have a skill associated.
- StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
- StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
- StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
- StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
- StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
- StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
- StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
- StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
- StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
- StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
- StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
- StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
- StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
- StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
- StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
- StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
- StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
- StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
- StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
+ 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_ATKPOTION] = SI_PLUSATTACKPOWER;
- StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER;
+ 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;
@@ -793,32 +809,32 @@ void initChangeTables(void) {
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_EXPBOOST] = SI_EXPBOOST;
- StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
- StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
- StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
- StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
- StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
- StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
- StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
- StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
- StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
+ 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_SPCOST_RATE] = SI_ATKER_BLOOD;
- StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
+ StatusIconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD;
+ StatusIconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD;
// Mercenary Bonus Effects
- StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
- StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
- StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
- StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
- StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
+ 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_SPHERE_1] = SI_SPHERE_1;
- StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
- StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
- StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
- StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
+ 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;
@@ -826,7 +842,7 @@ void initChangeTables(void) {
StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
- StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
+ StatusIconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7;
StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
@@ -856,7 +872,7 @@ void initChangeTables(void) {
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] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
+ StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
//Genetics New Food Items Status Icons
StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
@@ -897,19 +913,20 @@ void initChangeTables(void) {
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;
//Other SC which are not necessarily associated to skills.
- StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
- StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
- StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
- StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
- StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
- StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
- StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
- StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
+ 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_INCSTR] |= SCB_STR;
+ StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
@@ -919,9 +936,9 @@ void initChangeTables(void) {
StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
- StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
+ StatusChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI;
StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
- StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
+ StatusChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2;
StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
@@ -929,20 +946,20 @@ void initChangeTables(void) {
StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
- StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
- StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
- StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
- StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
- StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
- StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
- StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
- StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
+ 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_ARMOR_ELEMENT] |= SCB_ALL;
+ StatusChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL;
StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
- StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
+ StatusChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL;
StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
// Cash Items
@@ -953,11 +970,11 @@ void initChangeTables(void) {
StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
// Mercenary Bonus Effects
- StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
- StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
- StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
+ 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;
@@ -978,30 +995,31 @@ void initChangeTables(void) {
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_SPHERE_1] = true;
- StatusDisplayType[SC_SPHERE_2] = true;
- StatusDisplayType[SC_SPHERE_3] = true;
- StatusDisplayType[SC_SPHERE_4] = true;
- StatusDisplayType[SC_SPHERE_5] = 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_FREEZING] = true;
+ StatusDisplayType[SC_FROSTMISTY] = true;
StatusDisplayType[SC_VENOMIMPRESS] = true;
StatusDisplayType[SC_HALLUCINATIONWALK] = true;
StatusDisplayType[SC_ROLLINGCUTTER] = true;
StatusDisplayType[SC_BANDING] = true;
StatusDisplayType[SC_CRYSTALIZE] = true;
- StatusDisplayType[SC_DEEPSLEEP] = true;
+ StatusDisplayType[SC_DEEP_SLEEP] = true;
StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true;
StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true;
- StatusDisplayType[SC_BLOODSUCKER] = true;
+ StatusDisplayType[SC_BLOOD_SUCKER] = true;
StatusDisplayType[SC__SHADOWFORM] = true;
StatusDisplayType[SC__MANHOLE] = true;
@@ -1011,7 +1029,7 @@ void initChangeTables(void) {
#endif
if( !battle_config.display_hallucination ) //Disable Hallucination.
- StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
+ StatusIconChangeTable[SC_ILLUSION] = SI_BLANK;
}
static void initDummyData(void)
@@ -1147,7 +1165,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
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_WINKCHARM, 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);
@@ -1155,8 +1173,8 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
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_DEEPSLEEP, INVALID_TIMER);
- if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
+ 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)
@@ -1192,8 +1210,8 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s
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_SATURDAYNIGHTFEVER] && status->hp <= 100)
- status_change_end(target, SC_SATURDAYNIGHTFEVER, 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);
}
@@ -1576,9 +1594,9 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
)
return 0;
- if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
+ 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_WINKCHARM]->val2), 3, 1);
+ unit_walktobl(src, iMap->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1);
clif->emotion(src, E_LV);
return 0;
}
@@ -1632,13 +1650,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
sc->data[SC__INVISIBILITY] ||
(sc->data[SC_CRYSTALIZE] && src->type != BL_MOB) ||
sc->data[SC__IGNORANCE] ||
- sc->data[SC_DEEPSLEEP] ||
- sc->data[SC_SATURDAYNIGHTFEVER] ||
+ sc->data[SC_DEEP_SLEEP] ||
+ sc->data[SC_SATURDAY_NIGHT_FEVER] ||
sc->data[SC_CURSEDCIRCLE_TARGET] ||
- (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
- (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
+ (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_KAGEHUMI] && skill->block_check(src, SC_KAGEHUMI, skill_id))
+ (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id))
))
return 0;
@@ -1882,17 +1900,18 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct
str += dstr*dstr;
if (bl->type == BL_PC)
#ifdef RENEWAL
- str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
+ 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);
}
-#ifndef RENEWAL
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); }
-#else
+#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
@@ -1907,11 +1926,11 @@ void status_calc_misc(struct block_list *bl, struct status_data *status, int lev
status->cri = status->flee2 = 0;
#ifdef RENEWAL // renewal formulas
- status->matk_min = status->matk_max = status_base_matk(status, level);
- status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
- status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
- status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
- status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
+ 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);
@@ -1947,6 +1966,13 @@ void status_calc_misc(struct block_list *bl, struct status_data *status, int lev
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;
@@ -2030,7 +2056,7 @@ int status_calc_mob_(struct mob_data* md, bool first)
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->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;
@@ -2352,8 +2378,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
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_INTRAVISION]) //Clear intravision as long as nothing else is using it
- clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_INTRAVISION);
+ 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)));
@@ -2365,7 +2391,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
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)) { //[Lupus]
+ 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++;
@@ -2638,7 +2664,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
- if(pc_isriding(sd) &&
+ 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.
@@ -2704,8 +2730,10 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
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
- if((skill=pc->checkskill(sd,BS_HILTBINDING))>0)
+#ifndef RENEWAL
+ if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE.
status->batk += 4;
+#endif
// ----- HP MAX CALCULATION -----
@@ -2964,11 +2992,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
if((skill=pc->checkskill(sd,HP_MANARECHARGE))>0 )
sd->dsprate -= 4*skill;
- if(sc->data[SC_SERVICE4U])
- sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
+ if(sc->data[SC_SERVICEFORYOU])
+ sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3;
- if(sc->data[SC_SPCOST_RATE])
- sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
+ if(sc->data[SC_ATKER_BLOOD])
+ sd->dsprate -= sc->data[SC_ATKER_BLOOD]->val1;
//Underflow protections.
if(sd->dsprate < 0)
@@ -3002,9 +3030,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
}
if(sc->count){
- if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data
- sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
- sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
+ 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;
@@ -3022,11 +3050,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first)
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
}
- if(sc->data[SC_ARMOR_ELEMENT]) { //This status change should grant card-type elemental resist.
- sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
- sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
- sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
- sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
+ 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;
@@ -3266,17 +3294,13 @@ static unsigned short status_calc_vit(struct block_list *,struct status_change *
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_batk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
-static signed short status_calc_hit(struct block_list *,struct status_change *,int);
-static signed short status_calc_critical(struct block_list *,struct status_change *,int);
-static signed short status_calc_flee(struct block_list *,struct status_change *,int);
-static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
-static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
-static signed short status_calc_def2(struct block_list *,struct status_change *,int);
-static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
-static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool);
+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);
@@ -3430,18 +3454,18 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
|| (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
|| sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]
|| sc->data[SC_TRICKDEAD]
- || sc->data[SC_BLEEDING]
+ || sc->data[SC_BLOODING]
|| sc->data[SC_MAGICMUSHROOM]
|| sc->data[SC_RAISINGDRAGON]
- || sc->data[SC_SATURDAYNIGHTFEVER]
+ || 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_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_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_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;
@@ -3458,9 +3482,9 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
regen->rate.hp += 1;
regen->rate.sp += 1;
}
- if (sc->data[SC_REGENERATION])
+ if (sc->data[SC_GDSKILL_REGENERATION])
{
- const struct status_change_entry *sce = sc->data[SC_REGENERATION];
+ const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION];
if (!sce->val4)
{
regen->rate.hp += sce->val2;
@@ -3468,8 +3492,8 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
} else
regen->flag&=~sce->val4; //Remove regen as specified by val4
}
- if(sc->data[SC_GT_REVITALIZE]){
- regen->hp = cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
+ 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
@@ -3563,23 +3587,22 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
temp += status->batk;
status->batk = cap_value(temp, 0, USHRT_MAX);
}
- status->batk = status_calc_batk(bl, sc, status->batk);
+ 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);
+ 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);
+ 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);
+ 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);
- status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
+ 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);
}
}
@@ -3598,13 +3621,13 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
&& status->luk == b_status->luk
#endif
)
- status->hit = status_calc_hit(bl, sc, b_status->hit);
+ 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) {
@@ -3613,18 +3636,18 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
&& status->luk == b_status->luk
#endif
)
- status->flee = status_calc_flee(bl, sc, b_status->flee);
+ 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);
+ 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);
@@ -3636,7 +3659,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
&& status->agi == b_status->agi
#endif
)
- status->def2 = status_calc_def2(bl, sc, b_status->def2);
+ status->def2 = status_calc_def2(bl, sc, b_status->def2, true);
else
status->def2 = status_calc_def2(bl, sc, b_status->def2
#ifdef RENEWAL
@@ -3644,12 +3667,12 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
#else
+ (status->vit - b_status->vit)
#endif
- );
+ , true);
}
if(flag&SCB_MDEF)
{
- status->mdef = status_calc_mdef(bl, sc, b_status->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);
@@ -3661,7 +3684,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
&& status->dex == b_status->dex
#endif
)
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
+ 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
@@ -3669,7 +3692,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
#else
+ ((status->vit - b_status->vit)>>1)
#endif
- );
+ , true);
}
if(flag&SCB_SPEED) {
@@ -3693,9 +3716,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
if(flag&SCB_CRI && b_status->cri) {
if (status->luk == b_status->luk)
- status->cri = status_calc_critical(bl, sc, b_status->cri);
+ 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));
+ 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
**/
@@ -3706,9 +3729,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
if(flag&SCB_FLEE2 && b_status->flee2) {
if (status->luk == b_status->luk)
- status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
+ 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));
+ status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk), true);
}
if(flag&SCB_ATK_ELE) {
@@ -3784,52 +3807,8 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
}
}
- if(flag&SCB_MATK) {
-#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->matk_max = status_base_matk(status, status_get_lv(bl));
- if( bl->type&BL_PC ){
- // Any +MATK you get from skills and cards, including cards in weapon, is added here.
- if( sd->bonus.ematk > 0 ){
- status->matk_max += sd->bonus.ematk;
- status->matk_min += sd->bonus.ematk;
- }
- status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
- status->matk_max = status_calc_ematk(bl, sc, status->matk_max);
- //This is the only portion in MATK that varies depending on the weapon level and refinement rate.
- if( status->rhw.matk > 0 ){
- int wMatk = status->rhw.matk;
- int variance = wMatk * status->rhw.wlv / 10;
- status->matk_min += wMatk - variance;
- status->matk_max += wMatk + variance;
- }
- }
-#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;
- }
-
- status->matk_min = status_calc_matk(bl, sc, status->matk_min);
- status->matk_max = status_calc_matk(bl, sc, status->matk_max);
-
- if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
- || 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&SCB_MATK) {
+ status_get_matk(bl, 0);
}
if(flag&SCB_ASPD) {
@@ -3844,11 +3823,11 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
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 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
+ 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) / 100;
+ 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;
@@ -4102,38 +4081,38 @@ static unsigned short status_calc_str(struct block_list *bl, struct status_chang
str -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(str,0,USHRT_MAX);
}
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
+ 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_INCSTR])
- str += sc->data[SC_INCSTR]->val1;
- if(sc->data[SC_STRFOOD])
- str += sc->data[SC_STRFOOD]->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_BATTLEORDERS])
+ if(sc->data[SC_GDSKILL_BATTLEORDER])
str += 5;
if(sc->data[SC_LEADERSHIP])
str += sc->data[SC_LEADERSHIP]->val1;
- if(sc->data[SC_LOUD])
+ if(sc->data[SC_SHOUT])
str += 4;
if(sc->data[SC_TRUESIGHT])
str += 5;
- if(sc->data[SC_SPURT])
+ if(sc->data[SC_STRUP])
str += 10;
- if(sc->data[SC_NEN])
- str += sc->data[SC_NEN]->val1;
+ 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_MARIONETTE2])
- str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
+ str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
if(sc->data[SC_GIANTGROWTH])
str += 30;
if(sc->data[SC_SAVAGE_STEAK])
@@ -4144,6 +4123,8 @@ static unsigned short status_calc_str(struct block_list *bl, struct status_chang
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);
}
@@ -4157,36 +4138,36 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
agi -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(agi,0,USHRT_MAX);
}
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50)
return 50;
- if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
- agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
+ 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_AGIFOOD])
- agi += sc->data[SC_AGIFOOD]->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_INCREASEAGI])
- agi += sc->data[SC_INCREASEAGI]->val2;
- if(sc->data[SC_INCREASING])
+ 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_DECREASEAGI])
- agi -= sc->data[SC_DECREASEAGI]->val2;
+ 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_SUITON] && sc->data[SC_SUITON]->val3)
- agi -= sc->data[SC_SUITON]->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_MARIONETTE2])
- agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
+ 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])
@@ -4198,6 +4179,11 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang
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);
}
@@ -4210,26 +4196,26 @@ static unsigned short status_calc_vit(struct block_list *bl, struct status_chang
vit -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(vit,0,USHRT_MAX);
}
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
+ 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_VITFOOD])
- vit += sc->data[SC_VITFOOD]->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_CHANGE])
- vit += sc->data[SC_CHANGE]->val2;
+ 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_MARIONETTE2])
- vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
+ 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])
@@ -4241,8 +4227,10 @@ static unsigned short status_calc_vit(struct block_list *bl, struct status_chang
if(sc->data[SC_KYOUGAKU])
vit -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_STRIPARMOR])
- vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
+ 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);
}
@@ -4256,19 +4244,19 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang
int_ -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
+ 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_INTFOOD])
- int_ += sc->data[SC_INTFOOD]->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_CHANGE])
- int_ += sc->data[SC_CHANGE]->val3;
- if(sc->data[SC_BATTLEORDERS])
+ 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;
@@ -4278,12 +4266,12 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang
else
int_ >>= 1;
}
- if(sc->data[SC_NEN])
- int_ += sc->data[SC_NEN]->val1;
+ 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_MARIONETTE2])
- int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
+ 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])
@@ -4295,10 +4283,12 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang
if(sc->data[SC_KYOUGAKU])
int_ -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_STRIPHELM])
- int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
- if(sc->data[SC__STRIPACCESSORY])
- int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
+ 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);
}
@@ -4312,19 +4302,19 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang
dex -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(dex,0,USHRT_MAX);
}
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50)
return 50;
- if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
- dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
+ 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_DEXFOOD])
- dex += sc->data[SC_DEXFOOD]->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_BATTLEORDERS])
+ if(sc->data[SC_GDSKILL_BATTLEORDER])
dex += 5;
if(sc->data[SC_HAWKEYES])
dex += sc->data[SC_HAWKEYES]->val1;
@@ -4338,12 +4328,12 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang
else
dex >>= 1;
}
- if(sc->data[SC_INCREASING])
+ 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_MARIONETTE2])
- dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
+ 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])
@@ -4353,8 +4343,12 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang
if(sc->data[SC_KYOUGAKU])
dex -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC__STRIPACCESSORY])
- dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
+ 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);
}
@@ -4370,24 +4364,24 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang
}
if(sc->data[SC_CURSE])
return 0;
- if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
+ 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_LUKFOOD])
- luk += sc->data[SC_LUKFOOD]->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_MARIONETTE2])
- luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
+ 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])
@@ -4399,26 +4393,33 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang
if(sc->data[SC_LAUDARAMUS])
luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
- if(sc->data[SC__STRIPACCESSORY])
- luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
+ 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);
}
-static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
+static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
{
if(!sc || !sc->count)
return cap_value(batk,0,USHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (unsigned short)cap_value(batk,0,USHRT_MAX);
+ }
- if(sc->data[SC_ATKPOTION])
- batk += sc->data[SC_ATKPOTION]->val1;
+ if(sc->data[SC_PLUSATTACKPOWER])
+ batk += sc->data[SC_PLUSATTACKPOWER]->val1;
if(sc->data[SC_BATKFOOD])
batk += sc->data[SC_BATKFOOD]->val1;
- if(sc->data[SC_GATLINGFEVER])
- batk += sc->data[SC_GATLINGFEVER]->val3;
- if(sc->data[SC_MADNESSCANCEL])
+ if(sc->data[SC_GS_GATLINGFEVER])
+ batk += sc->data[SC_GS_GATLINGFEVER]->val3;
+ if(sc->data[SC_GS_MADNESSCANCEL])
batk += 100;
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
batk += 50;
@@ -4433,7 +4434,7 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan
batk += sc->data[SC_FULL_SWING_K]->val1;
if(sc->data[SC_ODINS_POWER])
batk += 70;
- if(sc->data[SC_ASH] && (bl->type==BL_MOB)){
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
if(status_get_element(bl) == ELE_WATER) //water type
batk /= 2;
}
@@ -4446,42 +4447,53 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan
batk += batk * sc->data[SC_INCATKRATE]->val1/100;
if(sc->data[SC_PROVOKE])
batk += batk * sc->data[SC_PROVOKE]->val3/100;
- if(sc->data[SC_CONCENTRATION])
- batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
+#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_BLOODLUST])
- batk += batk * sc->data[SC_BLOODLUST]->val2/100;
+ 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_BLEEDING])
+// if(sc->data[SC_BLOODING])
// batk -= batk * 25/100;
- if(sc->data[SC_FLEET])
- batk += batk * sc->data[SC_FLEET]->val3/100;
+ 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_RUSHWINDMILL])
- batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
- if(sc->data[SC_SATURDAYNIGHTFEVER])
- batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
+ 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_BEYONDOFWARCRY])
- batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
- if( sc->data[SC_ZANGETSU] )
- batk += batk * sc->data[SC_ZANGETSU]->val2 / 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)
+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);
+ }
+
if(sc->data[SC_IMPOSITIO])
watk += sc->data[SC_IMPOSITIO]->val2;
if(sc->data[SC_WATKFOOD])
@@ -4490,12 +4502,10 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan
watk += sc->data[SC_DRUMBATTLE]->val2;
if(sc->data[SC_VOLCANO])
watk += sc->data[SC_VOLCANO]->val2;
- if(sc->data[SC_MERC_ATKUP])
- watk += sc->data[SC_MERC_ATKUP]->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_STRIKING])
- watk += sc->data[SC_STRIKING]->val2;
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])
@@ -4522,23 +4532,28 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan
watk += sc->data[SC_NIBELUNGEN]->val2;
}
}
-
+#ifndef RENEWAL
+ 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_CONCENTRATION])
- watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
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_FLEET])
- watk += watk * sc->data[SC_FLEET]->val3/100;
+ 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_STRIPWEAPON])
- watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
+ 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)
@@ -4551,10 +4566,6 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan
watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
if(sc->data[SC_ANGRIFFS_MODUS])
watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
-#ifdef RENEWAL_EDP
- if( sc->data[SC_EDP] )
- watk = watk * (100 + sc->data[SC_EDP]->val1 * 80) / 100;
-#endif
return (unsigned short)cap_value(watk,0,USHRT_MAX);
}
@@ -4564,8 +4575,8 @@ static unsigned short status_calc_ematk(struct block_list *bl, struct status_cha
if (!sc || !sc->count)
return cap_value(matk,0,USHRT_MAX);
- if (sc->data[SC_MATKPOTION])
- matk += sc->data[SC_MATKPOTION]->val1;
+ 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])
@@ -4581,18 +4592,24 @@ static unsigned short status_calc_ematk(struct block_list *bl, struct status_cha
if(sc->data[SC_ODINS_POWER])
matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
if(sc->data[SC_IZAYOI])
- matk += 50 * sc->data[SC_IZAYOI]->val1;
+ 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)
+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_MATKPOTION])
- matk += sc->data[SC_MATKPOTION]->val1;
+ 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])
@@ -4608,33 +4625,38 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan
if (sc->data[SC_ODINS_POWER])
matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
if (sc->data[SC_IZAYOI])
- matk += 50 * sc->data[SC_IZAYOI]->val1;
+ 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_MOONLITSERENADE])
- matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
+ 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_BEYONDOFWARCRY])
- matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
- if( sc->data[SC_ZANGETSU] )
- matk += matk * sc->data[SC_ZANGETSU]->val2 / 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) {
+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 (sc->data[SC_INCCRI])
- critical += sc->data[SC_INCCRI]->val2;
+ 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])
@@ -4658,30 +4680,35 @@ static signed short status_calc_critical(struct block_list *bl, struct status_ch
return (short)cap_value(critical,10,SHRT_MAX);
}
-static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
+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_HITFOOD])
- hit += sc->data[SC_HITFOOD]->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_CONCENTRATION])
- hit += sc->data[SC_CONCENTRATION]->val3;
+ 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_ADJUSTMENT])
+ if(sc->data[SC_GS_ADJUSTMENT])
hit -= 30;
- if(sc->data[SC_INCREASING])
+ if(sc->data[SC_GS_ACCURACY])
hit += 20; // RockmanEXE; changed based on updated [Reddozen]
- if(sc->data[SC_MERC_HITUP])
- hit += sc->data[SC_MERC_HITUP]->val2;
+ 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;
@@ -4691,13 +4718,13 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change
hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
if(sc->data[SC_FEAR])
hit -= hit * 20 / 100;
- if (sc->data[SC_ASH])
+ 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)
+static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable)
{
if( bl->type == BL_PC )
{
@@ -4710,10 +4737,15 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change
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_FLEEFOOD])
- flee += sc->data[SC_FLEEFOOD]->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])
@@ -4722,28 +4754,26 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change
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_CLOSECONFINE])
+ 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_ADJUSTMENT])
+ if(sc->data[SC_GS_ADJUSTMENT])
flee += 30;
- if(sc->data[SC_SPEED])
- flee += 10 + sc->data[SC_SPEED]->val1 * 10;
- if(sc->data[SC_GATLINGFEVER])
- flee -= sc->data[SC_GATLINGFEVER]->val4;
+ 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_MERC_FLEEUP])
- flee += sc->data[SC_MERC_FLEEUP]->val2;
+ 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;
- if( sc->data[SC_MARSHOFABYSS] )
- flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
#ifdef RENEWAL
if( sc->data[SC_SPEARQUICKEN] )
flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
@@ -4767,13 +4797,13 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change
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_SATURDAYNIGHTFEVER] )
- flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
+ if( sc->data[SC_SATURDAY_NIGHT_FEVER] )
+ flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
if( sc->data[SC_WIND_STEP_OPTION] )
flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
if( sc->data[SC_ZEPHYR] )
flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
- if(sc->data[SC_ASH] && (bl->type==BL_MOB)){ //mob
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob
if(status_get_element(bl) == ELE_WATER) //water type
flee /= 2;
}
@@ -4781,13 +4811,18 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change
return (short)cap_value(flee,1,SHRT_MAX);
}
-static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
+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(sc->data[SC_INCFLEE2])
- flee2 += sc->data[SC_INCFLEE2]->val2;
+ 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])
@@ -4795,11 +4830,20 @@ static signed short status_calc_flee2(struct block_list *bl, struct status_chang
return (short)cap_value(flee2,10,SHRT_MAX);
}
-static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) {
+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])
@@ -4813,12 +4857,12 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc,
return 90;
#endif
- if(sc->data[SC_ARMORCHANGE])
- def += sc->data[SC_ARMORCHANGE]->val2;
+ 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_DEFENCE]) //[orn]
- def += sc->data[SC_DEFENCE]->val2 ;
+ 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)
@@ -4833,28 +4877,24 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc,
def >>=1;
if(sc->data[SC_FREEZE])
def >>=1;
- if(sc->data[SC_SIGNUMCRUCIS])
- def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
- if(sc->data[SC_CONCENTRATION])
- def -= def * sc->data[SC_CONCENTRATION]->val4/100;
+ 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_STRIPSHIELD])
- def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
+ 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_FREEZING] )
- def -= def * 10 / 100;
- if( sc->data[SC_MARSHOFABYSS] )
- def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 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_SATURDAYNIGHTFEVER])
- def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->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] )
@@ -4863,15 +4903,17 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc,
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_ASH] && (bl->type==BL_MOB)){
+ 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);;
+ return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
}
-static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
+signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable)
{
if(!sc || !sc->count)
#ifdef RENEWAL
@@ -4880,6 +4922,21 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change
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])
@@ -4896,9 +4953,9 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change
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_CONCENTRATION])
- def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
if(sc->data[SC_POISON])
def2 -= def2 * 25/100;
if(sc->data[SC_DPOISON])
@@ -4912,18 +4969,16 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change
+ 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_FREEZING] )
- def2 -= def2 * 3 / 10;
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_ASH] && (bl->type==BL_MOB)){
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
if(status_get_race(bl)==RC_PLANT)
def2 /= 2;
}
- if (sc->data[SC_PARALYSIS])
- def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
+ 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);
@@ -4933,11 +4988,16 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change
}
-static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) {
+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])
@@ -4948,15 +5008,13 @@ static defType status_calc_mdef(struct block_list *bl, struct status_change *sc,
return 90;
#endif
- if(sc->data[SC_ARMORCHANGE])
- mdef += sc->data[SC_ARMORCHANGE]->val3;
+ 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_CONCENTRATION])
- mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
- if(sc->data[SC_STONEHARDSKIN])
+ 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;
@@ -4964,21 +5022,21 @@ static defType status_calc_mdef(struct block_list *bl, struct status_change *sc,
mdef += 25*mdef/100;
if(sc->data[SC_FREEZE])
mdef += 25*mdef/100;
- if( sc->data[SC_MARSHOFABYSS] )
- mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
if(sc->data[SC_ANALYZE])
mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
- if(sc->data[SC_SYMPHONYOFLOVER])
- mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
- if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4)
- mdef -= mdef * sc->data[SC_GT_CHANGE]->val4 / 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);
}
-static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
+signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable)
{
if(!sc || !sc->count)
#ifdef RENEWAL
@@ -4987,6 +5045,16 @@ static signed short status_calc_mdef2(struct block_list *bl, struct status_chang
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;
@@ -5063,9 +5131,9 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
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_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
+ 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_DECREASEAGI] )
+ 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 );
@@ -5085,16 +5153,14 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
val = max( val, 75 );
if( sc->data[SC_SLOWDOWN] ) // Slow Potion
val = max( val, 100 );
- if( sc->data[SC_GATLINGFEVER] )
+ if( sc->data[SC_GS_GATLINGFEVER] )
val = max( val, 100 );
- if( sc->data[SC_SUITON] )
- val = max( val, sc->data[SC_SUITON]->val3 );
+ 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_FREEZING] )
- val = max( val, 70 );
- if( sc->data[SC_MARSHOFABYSS] )
- val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
+ 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] )
@@ -5109,6 +5175,9 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
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 );
@@ -5121,9 +5190,9 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
{
int val = 0;
- if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
+ if( sc->data[SC_MOVHASTE_INFINITY] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
val = max( val, 50 );
- if( sc->data[SC_INCREASEAGI] )
+ if( sc->data[SC_INC_AGI] )
val = max( val, 25 );
if( sc->data[SC_WINDWALK] )
val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
@@ -5137,8 +5206,8 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
val = max( val, 25 );
if( sc->data[SC_RUN] )
val = max( val, 55 );
- if( sc->data[SC_AVOID] )
- val = max( val, 10 * sc->data[SC_AVOID]->val1 );
+ 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] )
@@ -5147,13 +5216,14 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
val = max( val, 10 );
if( sc->data[SC_GN_CARTBOOST] )
val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
- if( sc->data[SC_SWINGDANCE] )
- val = max( val, sc->data[SC_SWINGDANCE]->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_SPEEDUP0] ) // temporary item-based speedup
+ 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) );
@@ -5171,6 +5241,8 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
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] )
@@ -5179,6 +5251,7 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha
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);
@@ -5194,22 +5267,19 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s
if(!sc || !sc->count)
return 0;
- if(sc->data[i=SC_ASPDPOTION3] ||
- sc->data[i=SC_ASPDPOTION2] ||
- sc->data[i=SC_ASPDPOTION1] ||
- sc->data[i=SC_ASPDPOTION0])
+ 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_STAR_COMFORT])
- skills1 = 5; // needs more info
-
if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
skills1 = 7;
- if(sc->data[SC_ONEHAND] && skills1 < 7) skills1 = 7;
+ if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7;
- if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // needs more info
+ if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info
skills1 = 7;
if(sc->data[SC_ADRENALINE2] && skills1 < 6)
@@ -5221,48 +5291,25 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s
if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
skills1 = 7;
- if(sc->data[SC_GATLINGFEVER] && skills1 < 9) // needs more info
- skills1 = 9;
-
- if(sc->data[SC_FLEET] && skills1 < 5)
+ if(sc->data[SC_HLIF_FLEET] && skills1 < 5)
skills1 = 5;
-
- if(sc->data[SC_ASSNCROS] &&
- skills1 < 5+1*sc->data[SC_ASSNCROS]->val1) // needs more info
- {
- if (bl->type!=BL_PC)
- skills1 = 4+1*sc->data[SC_ASSNCROS]->val1;
- 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:
- skills1 = 5+1*sc->data[SC_ASSNCROS]->val1;
- }
- }
}
if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15)
skills1 = 15;
- else if(sc->data[SC_MADNESSCANCEL] && skills1 < 15) // needs more info
- skills1 = 15;
+ else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20)
+ skills1 = 20;
if(sc->data[SC_DONTFORGETME])
- skills2 -= sc->data[SC_DONTFORGETME]->val2; // needs more info
+ skills2 -= sc->data[SC_DONTFORGETME]->val2;
if(sc->data[SC_LONGING])
- skills2 -= sc->data[SC_LONGING]->val2; // needs more info
+ 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; // needs more info
+ 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])
@@ -5273,8 +5320,8 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s
if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
skills2 -= 10;
}
- if( sc->data[SC_FREEZING] )
- skills2 -= 30;
+ if( sc->data[SC_FROSTMISTY] )
+ skills2 -= 15;
if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
skills2 -= 50;
if( sc->data[SC_PARALYSE] )
@@ -5285,25 +5332,46 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s
skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
if( sc->data[SC__GROOMY] )
skills2 -= sc->data[SC__GROOMY]->val2;
- if( sc->data[SC_SWINGDANCE] )
- skills2 += sc->data[SC_SWINGDANCE]->val2;
- if( sc->data[SC_DANCEWITHWUG] )
- skills2 += sc->data[SC_DANCEWITHWUG]->val3;
if( sc->data[SC_GLOOMYDAY] )
skills2 -= sc->data[SC_GLOOMYDAY]->val3;
if( sc->data[SC_EARTHDRIVE] )
skills2 -= 25;
- if( sc->data[SC_GT_CHANGE] )
- skills2 += sc->data[SC_GT_CHANGE]->val3;
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
@@ -5344,13 +5412,13 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
max < sc->data[SC_TWOHANDQUICKEN]->val2)
max = sc->data[SC_TWOHANDQUICKEN]->val2;
- if(sc->data[SC_ONEHAND] &&
- max < sc->data[SC_ONEHAND]->val2)
- max = sc->data[SC_ONEHAND]->val2;
+ if(sc->data[SC_ONEHANDQUICKEN] &&
+ max < sc->data[SC_ONEHANDQUICKEN]->val2)
+ max = sc->data[SC_ONEHANDQUICKEN]->val2;
- if(sc->data[SC_MERC_QUICKEN] &&
- max < sc->data[SC_MERC_QUICKEN]->val2)
- max = sc->data[SC_MERC_QUICKEN]->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)
@@ -5364,13 +5432,13 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
max < sc->data[SC_SPEARQUICKEN]->val2)
max = sc->data[SC_SPEARQUICKEN]->val2;
- if(sc->data[SC_GATLINGFEVER] &&
- max < sc->data[SC_GATLINGFEVER]->val2)
- max = sc->data[SC_GATLINGFEVER]->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_FLEET] &&
- max < sc->data[SC_FLEET]->val2)
- max = sc->data[SC_FLEET]->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)
@@ -5395,14 +5463,14 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
aspd_rate -= 300;
- else if(sc->data[SC_MADNESSCANCEL])
+ else if(sc->data[SC_GS_MADNESSCANCEL])
aspd_rate -= 200;
}
- if( sc->data[i=SC_ASPDPOTION3] ||
- sc->data[i=SC_ASPDPOTION2] ||
- sc->data[i=SC_ASPDPOTION1] ||
- sc->data[i=SC_ASPDPOTION0] )
+ 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])
@@ -5425,8 +5493,8 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
aspd_rate += 100;
}
- if( sc->data[SC_FREEZING] )
- aspd_rate += 300;
+ 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 )
@@ -5439,16 +5507,16 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change *
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_SWINGDANCE] )
- aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10;
- if( sc->data[SC_DANCEWITHWUG] )
- aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 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_GT_CHANGE] )
- aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
+ 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] )
@@ -5474,8 +5542,6 @@ static unsigned short status_calc_dmotion(struct block_list *bl, struct status_c
**/
if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
return 0;
- if( sc->data[SC_CONCENTRATION] )
- return 0;
if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
return 0;
@@ -5497,7 +5563,7 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang
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])
+ if(sc->data[SC_MARIONETTE_MASTER])
maxhp -= 1000;
if(sc->data[SC_SOLID_SKIN_OPTION])
maxhp += 2000;// Fix amount.
@@ -5506,8 +5572,8 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
maxhp += 500;
- if(sc->data[SC_MERC_HPUP])
- maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
+ 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;
@@ -5515,18 +5581,18 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang
maxhp -= maxhp * 15 / 100;
if(sc->data[SC__WEAKNESS])
maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
- if(sc->data[SC_LERADSDEW])
- maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 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_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] %
- maxhp -= maxhp * (4 * sc->data[SC_GT_CHANGE]->val1) / 100;
- if(sc->data[SC_GT_REVITALIZE])// Max HP increase: [Skill Level x 2] %
- maxhp += maxhp * (2 * sc->data[SC_GT_REVITALIZE]->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])
@@ -5537,6 +5603,8 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang
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);
}
@@ -5550,10 +5618,10 @@ static unsigned int status_calc_maxsp(struct block_list *bl, struct status_chang
maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
if(sc->data[SC_INCMSP])
maxsp += (sc->data[SC_INCMSP]->val1);
- if(sc->data[SC_SERVICE4U])
- maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
- if(sc->data[SC_MERC_SPUP])
- maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
+ 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])
@@ -5575,10 +5643,10 @@ static unsigned char status_calc_element(struct block_list *bl, struct status_ch
return ELE_EARTH;
if(sc->data[SC_BENEDICTIO])
return ELE_HOLY;
- if(sc->data[SC_CHANGEUNDEAD])
+ if(sc->data[SC_PROPERTYUNDEAD])
return ELE_UNDEAD;
- if(sc->data[SC_ELEMENTALCHANGE])
- return sc->data[SC_ELEMENTALCHANGE]->val2;
+ if(sc->data[SC_ARMOR_PROPERTY])
+ return sc->data[SC_ARMOR_PROPERTY]->val2;
if(sc->data[SC_SHAPESHIFT])
return sc->data[SC_SHAPESHIFT]->val2;
@@ -5596,10 +5664,10 @@ static unsigned char status_calc_element_lv(struct block_list *bl, struct status
return 1;
if(sc->data[SC_BENEDICTIO])
return 1;
- if(sc->data[SC_CHANGEUNDEAD])
+ if(sc->data[SC_PROPERTYUNDEAD])
return 1;
- if(sc->data[SC_ELEMENTALCHANGE])
- return sc->data[SC_ELEMENTALCHANGE]->val1;
+ 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])
@@ -5615,25 +5683,25 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch
return element;
if(sc->data[SC_ENCHANTARMS])
return sc->data[SC_ENCHANTARMS]->val2;
- if(sc->data[SC_WATERWEAPON]
+ if(sc->data[SC_PROPERTYWATER]
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
return ELE_WATER;
- if(sc->data[SC_EARTHWEAPON]
+ if(sc->data[SC_PROPERTYGROUND]
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
return ELE_EARTH;
- if(sc->data[SC_FIREWEAPON]
+ if(sc->data[SC_PROPERTYFIRE]
|| (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
return ELE_FIRE;
- if(sc->data[SC_WINDWEAPON]
+ if(sc->data[SC_PROPERTYWIND]
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
return ELE_WIND;
- if(sc->data[SC_ENCPOISON])
+ if(sc->data[SC_ENCHANTPOISON])
return ELE_POISON;
if(sc->data[SC_ASPERSIO])
return ELE_HOLY;
- if(sc->data[SC_SHADOWWEAPON])
+ if(sc->data[SC_PROPERTYDARK])
return ELE_DARK;
- if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
+ 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;
@@ -6119,14 +6187,14 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//Status that are blocked by Golden Thief Bug card or Wand of Hermod
if (status_isimmune(bl))
switch (type) {
- case SC_DECREASEAGI:
+ case SC_DEC_AGI:
case SC_SILENCE:
case SC_COMA:
- case SC_INCREASEAGI:
+ case SC_INC_AGI:
case SC_BLESSING:
case SC_SLOWPOISON:
case SC_IMPOSITIO:
- case SC_AETERNA:
+ case SC_LEXAETERNA:
case SC_SUFFRAGIUM:
case SC_BENEDICTIO:
case SC_PROVIDENCE:
@@ -6137,11 +6205,11 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
case SC_GLORIA:
case SC_WINDWALK:
case SC_MAGICROD:
- case SC_HALLUCINATION:
+ case SC_ILLUSION:
case SC_STONE:
case SC_QUAGMIRE:
- case SC_SUITON:
- case SC_SWINGDANCE:
+ case SC_NJ_SUITON:
+ case SC_SWING:
case SC__ENERVATION:
case SC__GROOMY:
case SC__IGNORANCE:
@@ -6164,7 +6232,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
return tick;
case SC_DPOISON:
case SC_SILENCE:
- case SC_BLEEDING:
+ case SC_BLOODING:
sc_def = status->vit*100;
sc_def2 = status->luk*10;
break;
@@ -6172,11 +6240,11 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
sc_def = status->int_*100;
sc_def2 = status->luk*10;
break;
- case SC_DEEPSLEEP:
+ 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_DECREASEAGI:
+ case SC_DEC_AGI:
case SC_ADORAMUS: //Arch Bishop
if (sd) tick>>=1; //Half duration for players.
case SC_STONE:
@@ -6205,13 +6273,13 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
sc_def = (status->str + status->int_)*50;
sc_def2 = status->luk*10;
break;
- case SC_ANKLE:
+ 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_ARMORCHANGE:
+ 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
@@ -6231,21 +6299,20 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
tick -= (status->vit + status->luk) / 20 * 1000;
break;
case SC_BURNING:
- // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
- tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
- tick = max(tick,10000); // Minimum Duration 10s.
+ tick -= 75 * status->luk + 125 * status->agi;
+ tick = max(tick,5000); // Minimum Duration 5s.
break;
- case SC_FREEZING:
+ case SC_FROSTMISTY:
tick -= 1000 * ((status->vit + status->dex) / 20);
- tick = max(tick,10000); // Minimum Duration 10s.
+ tick = max(tick,6000); // Minimum Duration 10s.
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_BITE: // {(Base Success chance) - (Target's AGI / 4)}
- rate -= status->agi*1000/4;
- rate = max(rate,50000); // minimum of 50%
+ 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 )
@@ -6258,11 +6325,11 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
sc_def = (status->vit+status->luk)/5;
break;
case SC_KYOUGAKU:
- tick -= 30*status->int_;
+ tick -= 1000 * status_get_int(bl) / 20;
break;
- case SC_PARALYSIS:
- tick -= 50 * (status->vit + status->luk); //(1000/20);
- 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))
@@ -6320,7 +6387,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//Minimum chances
switch (type) {
- case SC_BITE:
+ case SC_WUGBITE:
rate = max(rate, 5000); //Minimum of 50%
break;
}
@@ -6330,8 +6397,8 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
{
if( sd->reseff[type-SC_COMMON_MIN] > 0 )
rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
- if( sd->sc.data[SC_COMMONSC_RESIST] )
- rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
+ if( sd->sc.data[SC_TARGET_BLOOD] )
+ rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100;
}
}
@@ -6350,13 +6417,13 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//Minimum durations
switch (type) {
- case SC_ANKLE:
+ case SC_ANKLESNARE:
case SC_MARSHOFABYSS:
case SC_STASIS:
tick = max(tick, 5000); //Minimum duration 5s
break;
case SC_BURNING:
- case SC_FREEZING:
+ case SC_FROSTMISTY:
tick = max(tick, 10000); //Minimum duration 10s
break;
default:
@@ -6460,9 +6527,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
return 0; // Immune to status ailements
switch( type ) {
case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
- case SC_DECREASEAGI:
+ case SC_DEC_AGI:
case SC_BURNING:
- case SC_FREEZING:
+ case SC_FROSTMISTY:
//case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
case SC_MARSHOFABYSS:
case SC_TOXIN:
@@ -6474,7 +6541,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_OBLIVIONCURSE:
case SC_LEECHESEND:
case SC_CRYSTALIZE: ////08/31/2011 - Class Balance Changes
- case SC_DEEPSLEEP:
+ case SC_DEEP_SLEEP:
case SC_MANDRAGORA:
return 0;
}
@@ -6483,8 +6550,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
return 0; // Immune to status ailements
switch( type ) {
- case SC_DEEPSLEEP:
- case SC_SATURDAYNIGHTFEVER:
+ case SC_DEEP_SLEEP:
+ case SC_SATURDAY_NIGHT_FEVER:
case SC_PYREXIA:
case SC_DEATHHURT:
case SC_MAGICMUSHROOM:
@@ -6528,14 +6595,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//Undead are immune to Freeze/Stone
if (undead_flag && !(flag&1))
return 0;
- case SC_DEEPSLEEP:
+ case SC_DEEP_SLEEP:
case SC_SLEEP:
case SC_STUN:
- case SC_FREEZING:
+ case SC_FROSTMISTY:
case SC_CRYSTALIZE:
if (sc->opt1)
return 0; //Cannot override other opt1 status changes. [Skotlex]
- if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
+ if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_CRYSTALIZE) && sc->data[SC_WARMER])
return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
break;
@@ -6543,23 +6610,23 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC__BLOODYLUST:
if(!sd) return 0; //should only affect player
case SC_BERSERK:
- if (((type == SC_BERSERK) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST]))
- || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[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_FREEZING])
+ if(sc->opt1 || sc->data[SC_FROSTMISTY])
return 0;
break;
- case SC_SIGNUMCRUCIS:
+ 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_AETERNA:
+ case SC_LEXAETERNA:
if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
return 0;
break;
@@ -6568,9 +6635,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
return 0;
break;
case SC_OVERTHRUST:
- if (sc->data[SC_MAXOVERTHRUST])
+ if (sc->data[SC_OVERTHRUSTMAX])
return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
- case SC_MAXOVERTHRUST:
+ case SC_OVERTHRUSTMAX:
if( sc->option&OPTION_MADOGEAR )
return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
break;
@@ -6578,7 +6645,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
return 0;
if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DECREASEAGI] ||
+ sc->data[SC_DEC_AGI] ||
sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
)
return 0;
@@ -6587,27 +6654,27 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
return 0;
if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DECREASEAGI]
+ sc->data[SC_DEC_AGI]
)
return 0;
break;
case SC_MAGNIFICAT:
- if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
+ if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
return 0;
break;
- case SC_ONEHAND:
- case SC_MERC_QUICKEN:
+ case SC_ONEHANDQUICKEN:
+ case SC_MER_QUICKEN:
case SC_TWOHANDQUICKEN:
- if(sc->data[SC_DECREASEAGI])
+ if(sc->data[SC_DEC_AGI])
return 0;
- case SC_INCREASEAGI:
+ case SC_INC_AGI:
if(sd && pc_issit(sd)){
pc->setstand(sd);
clif->standing(&sd->bl);
}
- case SC_CONCENTRATE:
+ case SC_CONCENTRATION:
case SC_SPEARQUICKEN:
case SC_TRUESIGHT:
case SC_WINDWALK:
@@ -6648,7 +6715,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
break;
//Strip skills, need to divest something or it fails.
- case SC_STRIPWEAPON:
+ 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.
@@ -6664,7 +6731,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
- case SC_STRIPSHIELD:
+ case SC_NOEQUIPSHIELD:
if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
else
if (sd && !(flag&4)) {
@@ -6678,7 +6745,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
- case SC_STRIPARMOR:
+ case SC_NOEQUIPARMOR:
if (sd && !(flag&4)) {
int i;
if(sd->bonus.unstripable_equip&EQP_ARMOR)
@@ -6690,7 +6757,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
- case SC_STRIPHELM:
+ case SC_NOEQUIPHELM:
if (sd && !(flag&4)) {
int i;
if(sd->bonus.unstripable_equip&EQP_HELM)
@@ -6702,67 +6769,67 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- case SC_MERC_HITUP:
+ 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_STRFOOD:
+ case SC_FOOD_STR:
if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
return 0;
break;
- case SC_AGIFOOD:
+ case SC_FOOD_AGI:
if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
return 0;
break;
- case SC_VITFOOD:
+ case SC_FOOD_VIT:
if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
return 0;
break;
- case SC_INTFOOD:
+ case SC_FOOD_INT:
if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
return 0;
break;
- case SC_DEXFOOD:
+ case SC_FOOD_DEX:
if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
return 0;
break;
- case SC_LUKFOOD:
+ 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_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
+ 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_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
+ 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_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
+ 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_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
+ 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_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
+ 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_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
+ 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__STRIPACCESSORY:
+ case SC__STRIPACCESSARY:
if( sd ) {
int i = -1;
if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
@@ -6793,10 +6860,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if(sc->data[i]) return 0;
}
break;
- case SC_SATURDAYNIGHTFEVER:
+ 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
@@ -6805,20 +6876,20 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
return 0;
switch (type) {
case SC_BLESSING:
- case SC_DECREASEAGI:
+ case SC_DEC_AGI:
case SC_PROVOKE:
case SC_COMA:
case SC_GRAVITATION:
- case SC_SUITON:
+ case SC_NJ_SUITON:
case SC_RICHMANKIM:
case SC_ROKISWEIL:
case SC_FOGWALL:
- case SC_FREEZING:
+ case SC_FROSTMISTY:
case SC_BURNING:
case SC_MARSHOFABYSS:
case SC_ADORAMUS:
- case SC_PARALYSIS:
- case SC_DEEPSLEEP:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEEP_SLEEP:
case SC_CRYSTALIZE:
// Exploit prevention - kRO Fix
@@ -6832,7 +6903,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_LEECHESEND:
// Ranger Effects
- case SC_BITE:
+ case SC_WUGBITE:
case SC_ELECTRICSHOCKER:
case SC_MAGNETICFIELD:
@@ -6851,35 +6922,35 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
status_change_end(bl, SC_STONE, INVALID_TIMER);
}
break;
- case SC_INCREASEAGI:
- status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
+ case SC_INC_AGI:
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
break;
case SC_QUAGMIRE:
- status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
+ 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_DECREASEAGI:
+ 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_INCREASEAGI, INVALID_TIMER);
+ 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_ONEHAND, INVALID_TIMER);
- status_change_end(bl, SC_MERC_QUICKEN, 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_ONEHAND:
+ case SC_ONEHANDQUICKEN:
//Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
- status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION3, 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_MAXOVERTHRUST:
+ case SC_OVERTHRUSTMAX:
//Cancels Normal Overthrust. [Skotlex]
status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
break;
@@ -6896,18 +6967,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
break;
case SC_HIDING:
- status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
- status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
+ 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_ONEHAND, INVALID_TIMER);
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_CONCENTRATION, 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_MERC_QUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
}
#ifdef RENEWAL
else {
@@ -6923,61 +6994,65 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
case SC_CARTBOOST:
- if(sc->data[SC_DECREASEAGI])
+ if(sc->data[SC_DEC_AGI])
{ //Cancel Decrease Agi, but take no further effect [Skotlex]
- status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
return 0;
}
break;
case SC_FUSION:
- status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
break;
- case SC_ADJUSTMENT:
- status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
+ case SC_GS_ADJUSTMENT:
+ status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
break;
- case SC_MADNESSCANCEL:
- status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
+ case SC_GS_MADNESSCANCEL:
+ status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
break;
//NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
- case SC_CHANGEUNDEAD:
+ case SC_PROPERTYUNDEAD:
status_change_end(bl, SC_BLESSING, INVALID_TIMER);
- status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
break;
- case SC_STRFOOD:
+ case SC_FOOD_STR:
status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
break;
- case SC_AGIFOOD:
+ case SC_FOOD_AGI:
status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
break;
- case SC_VITFOOD:
+ case SC_FOOD_VIT:
status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
break;
- case SC_INTFOOD:
+ case SC_FOOD_INT:
status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
break;
- case SC_DEXFOOD:
+ case SC_FOOD_DEX:
status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
break;
- case SC_LUKFOOD:
+ 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_STRFOOD, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
break;
case SC_FOOD_AGI_CASH:
- status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
break;
case SC_FOOD_VIT_CASH:
- status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
break;
case SC_FOOD_INT_CASH:
- status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
break;
case SC_FOOD_DEX_CASH:
- status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
break;
case SC_FOOD_LUK_CASH:
- status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
+ 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.
@@ -6985,57 +7060,57 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_MARSHOFABYSS:
status_change_end(bl, SC_INCAGI, INVALID_TIMER);
status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
- status_change_end(bl, SC_ASPDPOTION3, 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_SWINGDANCE:
- case SC_SYMPHONYOFLOVER:
- case SC_MOONLITSERENADE:
- case SC_RUSHWINDMILL:
+ 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_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
- if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
- if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
- if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
+ 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_VOICEOFSIREN:
- case SC_DEEPSLEEP:
+ case SC_SIREN:
+ case SC_DEEP_SLEEP:
case SC_GLOOMYDAY:
- case SC_SONGOFMANA:
- case SC_DANCEWITHWUG:
- case SC_SATURDAYNIGHTFEVER:
- case SC_LERADSDEW:
+ case SC_SONG_OF_MANA:
+ case SC_DANCE_WITH_WUG:
+ case SC_SATURDAY_NIGHT_FEVER:
+ case SC_LERADS_DEW:
case SC_MELODYOFSINK:
- case SC_BEYONDOFWARCRY:
- case SC_UNLIMITEDHUMMINGVOICE: //group B
- if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
- if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
- if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
+ 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_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
- if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, 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_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
- if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
- if (type != SC_SATURDAYNIGHTFEVER) {
- if (sc->data[SC_SATURDAYNIGHTFEVER]) {
- sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; //mark to not lose hp
- status_change_end(bl, SC_SATURDAYNIGHTFEVER, 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_REFLECTDAMAGE, INVALID_TIMER);
+ status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
break;
- case SC_REFLECTDAMAGE:
+ case SC_LG_REFLECTDAMAGE:
status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
break;
case SC_SHIELDSPELL_DEF:
@@ -7049,15 +7124,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if( type != SC_SHIELDSPELL_REF )
status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
break;
- case SC_GT_ENERGYGAIN:
- case SC_GT_CHANGE:
- case SC_GT_REVITALIZE:
- if( type != SC_GT_REVITALIZE )
- status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
- if( type != SC_GT_ENERGYGAIN )
- status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
- if( type != SC_GT_CHANGE )
- status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
+ 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);
@@ -7073,24 +7148,24 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//Check for overlapping fails
if( (sce = sc->data[type]) ) {
switch( type ) {
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
- case SC_MERC_HITUP:
+ 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_WEAPONPERFECTION:
+ case SC_WEAPONPERFECT:
case SC_OVERTHRUST:
if (sce->val2 > val2)
return 0;
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
- case SC_BOSSMAPINFO:
+ case SC_CASH_BOSS_ALARM:
case SC_STUN:
case SC_SLEEP:
case SC_POISON:
@@ -7098,13 +7173,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_SILENCE:
case SC_CONFUSION:
case SC_BLIND:
- case SC_BLEEDING:
+ case SC_BLOODING:
case SC_DPOISON:
- case SC_CLOSECONFINE2: //Can't be re-closed in.
+ case SC_RG_CCONFINE_S: //Can't be re-closed in.
+ case SC_MARIONETTE_MASTER:
case SC_MARIONETTE:
- case SC_MARIONETTE2:
case SC_NOCHAT:
- case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
+ 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:
@@ -7113,17 +7188,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC__WEAKNESS:
case SC__UNLUCKY:
return 0;
- case SC_COMBO:
+ case SC_COMBOATTACK:
case SC_DANCING:
case SC_DEVOTION:
- case SC_ASPDPOTION0:
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- case SC_ATKPOTION:
- case SC_MATKPOTION:
+ 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_ARMOR_ELEMENT:
+ case SC_ARMORPROPERTY:
case SC_ARMOR_RESIST:
break;
case SC_GOSPEL:
@@ -7153,7 +7228,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val3 = sce->val3;
val4 = sce->val4;
break;
- case SC_LERADSDEW:
+ case SC_LERADS_DEW:
if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
return 0;
case SC_SHAPESHIFT:
@@ -7178,8 +7253,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
calc_flag = StatusChangeFlagTable[type];
if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
switch(type) {
- case SC_DECREASEAGI:
- case SC_INCREASEAGI:
+ case SC_DEC_AGI:
+ case SC_INC_AGI:
val2 = 2 + val1; //Agi change
break;
case SC_ENDURE:
@@ -7209,7 +7284,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
tick = -1;
break;
- case SC_SIGNUMCRUCIS:
+ case SC_CRUCIS:
val2 = 10 + 4*val1; //Def reduction
tick = -1;
clif->emotion(bl,E_SWT);
@@ -7220,7 +7295,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_EDP: // [Celest]
val2 = val1 + 2; //Chance to Poison enemies.
- #ifndef RENEWAL_EDP
+ #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
@@ -7247,18 +7325,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 5; //Lasts 5 hits
tick = -1;
break;
- case SC_ENCPOISON:
+ case SC_ENCHANTPOISON:
val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
case SC_ASPERSIO:
- case SC_FIREWEAPON:
- case SC_WATERWEAPON:
- case SC_WINDWEAPON:
- case SC_EARTHWEAPON:
- case SC_SHADOWWEAPON:
- case SC_GHOSTWEAPON:
+ 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_ELEMENTALCHANGE:
+ 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)
@@ -7291,19 +7369,19 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
break;
- case SC_STRIPWEAPON:
+ case SC_NOEQUIPWEAPON:
if (!sd) //Watk reduction
val2 = 25;
break;
- case SC_STRIPSHIELD:
+ case SC_NOEQUIPSHIELD:
if (!sd) //Def reduction
val2 = 15;
break;
- case SC_STRIPARMOR:
+ case SC_NOEQUIPARMOR:
if (!sd) //Vit reduction
val2 = 40;
break;
- case SC_STRIPHELM:
+ case SC_NOEQUIPHELM:
if (!sd) //Int reduction
val2 = 40;
break;
@@ -7334,7 +7412,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 0;
#endif
break;
- case SC_SUITON:
+ case SC_NJ_SUITON:
if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
//No penalties.
val2 = 0; //Agi penalty
@@ -7345,13 +7423,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 3*((val1+1)/3);
if (val1 > 4) val2--;
break;
- case SC_ONEHAND:
+ case SC_ONEHANDQUICKEN:
case SC_TWOHANDQUICKEN:
val2 = 300;
if (val1 > 10) //For boss casted skills [Skotlex]
val2 += 20*(val1-10);
break;
- case SC_MERC_QUICKEN:
+ case SC_MER_QUICKEN:
val2 = 300;
break;
#ifndef RENEWAL_ASPD
@@ -7365,24 +7443,28 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//val3 : Brings the skill_lv (merged into val1 here)
//val4 : Partner
if (val1 == CG_MOONLIT)
- clif->status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
+ 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_ASPDPOTION0:
- case SC_ASPDPOTION1:
- case SC_ASPDPOTION2:
- case SC_ASPDPOTION3:
- val2 = 50*(2+type-SC_ASPDPOTION0);
- 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:
@@ -7407,7 +7489,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val3 = tick/1000; //Petrified HP-damage iterations.
if(val3 < 1) val3 = 1;
tick = val4; //Petrifying time.
- tick = max(tick, 1000); //Min 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;
@@ -7439,7 +7522,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_CONFUSION:
clif->emotion(bl,E_WHAT);
break;
- case SC_BLEEDING:
+ case SC_BLOODING:
val4 = tick/10000;
if (!val4) val4 = 1;
tick_time = 10000; // [GodLesZ] tick time
@@ -7455,7 +7538,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val4 = 1;
tick_time = val2 * 1000; // [GodLesZ] tick time
break;
- case SC_BOSSMAPINFO:
+ case SC_CASH_BOSS_ALARM:
if( sd != NULL )
{
struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map
@@ -7479,7 +7562,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_CHASEWALK:
val2 = tick>0?tick:10000; //Interval at which SP is drained.
val3 = 35 - 5 * val1; //Speed adjustment.
- if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
+ 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;
@@ -7500,24 +7583,24 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_SIGHT: /* splash status */
case SC_RUWACH:
- case SC_SIGHTBLASTER:
+ 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_AETERNA:
+ case SC_LEXAETERNA:
case SC_MODECHANGE:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
+ case SC_WEIGHTOVER50:
+ case SC_WEIGHTOVER90:
case SC_BROKENWEAPON:
case SC_BROKENARMOR:
- case SC_READYSTORM:
- case SC_READYDOWN:
- case SC_READYCOUNTER:
- case SC_READYTURN:
- case SC_DODGE:
+ 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;
@@ -7591,7 +7674,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_JOINTBEAT:
if( val2&BREAK_NECK )
- sc_start2(bl,SC_BLEEDING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1));
+ sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1));
break;
case SC_BERSERK:
@@ -7614,7 +7697,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
break;
- case SC_MARIONETTE:
+ case SC_MARIONETTE_MASTER:
{
int stat;
@@ -7628,13 +7711,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
break;
}
- case SC_MARIONETTE2:
+ 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]: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
@@ -7652,7 +7735,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
break;
}
- case SC_REJECTSWORD:
+ case SC_SWORDREJECT:
val2 = 15*val1; //Reflect chance
val3 = 3; //Reflections
tick = -1;
@@ -7667,7 +7750,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 50*val1; //aspd reduction
break;
- case SC_REGENERATION:
+ case SC_GDSKILL_REGENERATION:
if (val1 == 1)
val2 = 2;
else
@@ -7706,18 +7789,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
status_zap(bl, status->hp-1, val2?0:status->sp);
return 1;
break;
- case SC_CLOSECONFINE2:
+ 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_CLOSECONFINE]: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_CLOSECONFINE,100,val1,1,0,0,tick+1000);
+ 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_CLOSECONFINE);
+ sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, status_change_timer, src->id, SC_RG_CCONFINE_M);
}
} else //Status failed.
return 0;
@@ -7742,7 +7825,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
break;
- case SC_COMBO: {
+ case SC_COMBOATTACK: {
//val1: Skill ID
//val2: When given, target (for autotargetting skills)
//val3: When set, this combo time should NOT delay attack/movement
@@ -7780,7 +7863,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if (vd) vd->dead_sit = 1;
tick = -1;
break;
- case SC_CONCENTRATE:
+ 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
@@ -7789,7 +7872,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val3 = val4 = 0;
}
break;
- case SC_MAXOVERTHRUST:
+ case SC_OVERTHRUSTMAX:
val2 = 20*val1; //Power increase
break;
case SC_OVERTHRUST:
@@ -7801,14 +7884,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_ADRENALINE2:
case SC_ADRENALINE:
val3 = (val2) ? 300 : 200; // aspd increase
- case SC_WEAPONPERFECTION:
+ case SC_WEAPONPERFECT:
if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
tick += tick / 10;
break;
- case SC_CONCENTRATION:
+ 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
@@ -7838,7 +7922,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
// gs_something1 [Vicious]
- case SC_GATLINGFEVER:
+ case SC_GS_GATLINGFEVER:
val2 = 20*val1; //Aspd increase
val3 = 20+10*val1; //Batk increase
val4 = 5*val1; //Flee decrease
@@ -7856,18 +7940,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val3 = 2+3*val1; //Atk increase
val4 = 5+5*val1; //Def reduction.
break;
- case SC_AVOID:
+ case SC_HLIF_AVOID:
//val2 = 10*val1; //Speed change rate.
break;
- case SC_DEFENCE:
+ case SC_HAMI_DEFENCE:
val2 = 2*val1; //Def bonus
break;
- case SC_BLOODLUST:
+ case SC_HAMI_BLOODLUST:
val2 = 20+10*val1; //Atk rate change.
val3 = 3*val1; //Leech chance
val4 = 20; //Leech percent
break;
- case SC_FLEET:
+ case SC_HLIF_FLEET:
val2 = 30*val1; //Aspd change
val3 = 5+5*val1; //bAtk/wAtk rate change
break;
@@ -7901,14 +7985,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
}
break;
- case SC_UTSUSEMI:
+ case SC_NJ_UTSUSEMI:
val2=(val1+1)/2; // number of hits blocked
val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
break;
- case SC_BUNSINJYUTSU:
+ case SC_NJ_BUNSINJYUTSU:
val2=(val1+1)/2; // number of hits blocked
break;
- case SC_CHANGE:
+ case SC_HLIF_CHANGE:
val2= 30*val1; //Vit increase
val3= 20*val1; //Int increase
break;
@@ -7944,7 +8028,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 20*val1; //Magic reflection/cast rate
break;
- case SC_ARMORCHANGE:
+ case SC_STONESKIN:
if (val2 == NPC_ANTIMAGIC)
{ //Boost mdef
val2 =-20;
@@ -7956,32 +8040,32 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2*=val1; //20% per level
val3*=val1;
break;
- case SC_EXPBOOST:
- case SC_JEXPBOOST:
+ case SC_CASH_PLUSEXP:
+ case SC_CASH_PLUSONLYJOBEXP:
if (val1 < 0)
val1 = 0;
break;
- case SC_INCFLEE2:
- case SC_INCCRI:
+ 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_INCHEALRATE:
+ case SC_HEALPLUS:
if (val1 < 1)
val1 = 1;
break;
- case SC_HALLUCINATION:
+ case SC_ILLUSION:
val2 = 5+val1; //Factor by which displayed damage is increased by
break;
- case SC_DOUBLECAST:
+ 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_ARMOR_ELEMENT:
+ // case SC_ARMORPROPERTY:
// case SC_ARMOR_RESIST:
// Mod your resistance against elements:
// val1 = water | val2 = earth | val3 = fire | val4 = wind
@@ -7991,13 +8075,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//associated, and yet are not wrong/unknown. [Skotlex]
//break;
- case SC_MERC_FLEEUP:
- case SC_MERC_ATKUP:
- case SC_MERC_HITUP:
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HIT:
val2 = 15 * val1;
break;
- case SC_MERC_HPUP:
- case SC_MERC_SPUP:
+ case SC_MER_HP:
+ case SC_MER_SP:
val2 = 5 * val1;
break;
case SC_REBIRTH:
@@ -8023,8 +8107,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick_time = 1000; // [GodLesZ] tick time
break;
case SC_BURNING:
- val4 = tick / 2000; // Total Ticks to Burn!!
- tick_time = 2000; // [GodLesZ] tick time
+ val4 = tick / 3000; // Total Ticks to Burn!!
+ tick_time = 3000; // [GodLesZ] tick time
break;
/**
* Rune Knight
@@ -8110,24 +8194,27 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_WHITEIMPRISON:
status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, 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_FREEZING:
+ 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_SPHERE_1:
- case SC_SPHERE_2:
- case SC_SPHERE_3:
- case SC_SPHERE_4:
- case SC_SPHERE_5:
- if( !sd )
- return 0; // Should only work on players.
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
val4 = tick / 1000;
if( val4 < 1 )
val4 = 1;
@@ -8168,7 +8255,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick_time = 1000; // [GodLesZ] tick time
}
break;
- case SC__STRIPACCESSORY:
+ case SC__STRIPACCESSARY:
if (!sd)
val2 = 20;
break;
@@ -8212,8 +8299,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 10 * val1;
val_flag |= 1|2;
// bypasses coating protection and MADO
- sc_start(bl,SC_STRIPWEAPON,100,val1,tick);
- sc_start(bl,SC_STRIPSHIELD,100,val1,tick);
+ sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick);
+ sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick);
break;
break;
case SC_GN_CARTBOOST:
@@ -8230,7 +8317,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
break;
case SC_WARMER:
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
break;
case SC_STRIKING:
@@ -8238,36 +8325,42 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val4 = tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
break;
- case SC_BLOODSUCKER:
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
+ case SC_BLOOD_SUCKER:
+ {
+ struct block_list *src = iMap->id2bl(sce->val2);
+ val3 = 1;
+ if(src)
+ val3 = 200 + 100 * sce->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_SWINGDANCE:
+ case SC_SWING:
val2 = 4 * val1; // Walk speed and aspd reduction.
break;
- case SC_SYMPHONYOFLOVER:
- case SC_RUSHWINDMILL:
+ 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_MOONLITSERENADE:
+ case SC_MOONLIT_SERENADE:
val2 = 10 * val1;
break;
case SC_HARMONIZE:
val2 = 5 + 5 * val1;
break;
- case SC_VOICEOFSIREN:
+ case SC_SIREN:
val4 = tick / 2000;
tick_time = 2000; // [GodLesZ] tick time
break;
- case SC_DEEPSLEEP:
+ case SC_DEEP_SLEEP:
val4 = tick / 2000;
tick_time = 2000; // [GodLesZ] tick time
break;
@@ -8277,12 +8370,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val4 = tick / 1000;
tick_time = 1000; // [GodLesZ] tick time
break;
- case SC_SONGOFMANA:
+ case SC_SONG_OF_MANA:
val3 = 10 + (2 * val2);
val4 = tick/3000;
tick_time = 3000; // [GodLesZ] tick time
break;
- case SC_SATURDAYNIGHTFEVER:
+ case SC_SATURDAY_NIGHT_FEVER:
if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1);
if (!val4) val4 = 3000;
val3 = tick/val4;
@@ -8302,7 +8395,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 );
break;
case SC_SITDOWN_FORCE:
- case SC_BANANA_BOMB_SITDOWN:
+ case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
if( sd && !pc_issit(sd) )
{
pc_setsit(sd);
@@ -8310,19 +8403,19 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
clif->sitting(bl);
}
break;
- case SC_DANCEWITHWUG:
+ case SC_DANCE_WITH_WUG:
val3 = (5 * val1) + (1 * val2); //Still need official value.
break;
- case SC_LERADSDEW:
+ case SC_LERADS_DEW:
val3 = (5 * val1) + (1 * val2);
break;
case SC_MELODYOFSINK:
val3 = (5 * val1) + (1 * val2);
break;
- case SC_BEYONDOFWARCRY:
+ case SC_BEYOND_OF_WARCRY:
val3 = (5 * val1) + (1 * val2);
break;
- case SC_UNLIMITEDHUMMINGVOICE:
+ case SC_UNLIMITED_HUMMING_VOICE:
{
struct unit_data *ud = unit_bl2ud(bl);
if( ud == NULL ) return 0;
@@ -8330,7 +8423,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val3 = 15 - (2 * val2);
}
break;
- case SC_REFLECTDAMAGE:
+ case SC_LG_REFLECTDAMAGE:
val2 = 15 + 5 * val1;
val3 = (val1==5)?20:(val1+4)*2; // SP consumption
val4 = tick/10000;
@@ -8398,15 +8491,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
val3 = tick / 5000;
tick_time = 5000; // [GodLesZ] tick time
break;
- case SC_GT_CHANGE:
+ 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)) )
+ 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_GT_REVITALIZE:
+ 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] %
@@ -8519,8 +8614,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick_time = 10000; // [GodLesZ] tick time
break;
case SC_KYOUGAKU:
- val2 = 2*val1 + rand()%val1;
- clif->status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
+ 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;
@@ -8529,80 +8624,100 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
tick_time = 1000;
break;
case SC_ZANGETSU:
- if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0)
- val2 = status_get_lv(bl) / 2 + 50;
- else
- val2 -= 50;
+ 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), lv = 5;
- short per = 100 / (status_get_max_hp(bl) / hp);
-
- if( per <= 15 )
- lv = 1;
- else if( per <= 30 )
- lv = 2;
- else if( per <= 50 )
- lv = 3;
- else if( per <= 75 )
- lv = 4;
- if( hp % 2 == 0)
- status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
- else
- status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
+ 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_PARALYSIS: //[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_PARALYSIS])
- 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;
- 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;
- }
+ 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;
+ 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 ) {
@@ -8619,6 +8734,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_KAAHI:
val4 = INVALID_TIMER;
break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ val_flag |= 1;
+ break;
}
}
@@ -8642,7 +8764,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_STUN:
case SC_SLEEP:
case SC_STONE:
- case SC_DEEPSLEEP:
+ case SC_DEEP_SLEEP:
if (sd && pc_issit(sd)) //Avoid sprite sync problems.
pc->setstand(sd);
case SC_TRICKDEAD:
@@ -8654,12 +8776,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
unit_stop_attack(bl);
case SC_STOP:
case SC_CONFUSION:
- case SC_CLOSECONFINE:
- case SC_CLOSECONFINE2:
+ case SC_RG_CCONFINE_M:
+ case SC_RG_CCONFINE_S:
case SC_SPIDERWEB:
case SC_ELECTRICSHOCKER:
- case SC_BITE:
- case SC_THORNSTRAP:
+ case SC_WUGBITE:
+ case SC_THORNS_TRAP:
case SC__MANHOLE:
case SC_CRYSTALIZE:
case SC_CURSEDCIRCLE_ATKER:
@@ -8668,10 +8790,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_NETHERWORLD:
case SC_MEIKYOUSISUI:
case SC_KYOUGAKU:
- case SC_PARALYSIS:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEATHBOUND:
unit_stop_walking(bl,1);
break;
- case SC_ANKLE:
+ case SC_ANKLESNARE:
if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
unit_stop_walking(bl,1);
break;
@@ -8679,9 +8802,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_CLOAKING:
case SC_CLOAKINGEXCEED:
case SC_CHASEWALK:
- case SC_WEIGHT90:
+ case SC_WEIGHTOVER90:
case SC_CAMOUFLAGE:
- case SC_VOICEOFSIREN:
+ case SC_SIREN:
unit_stop_attack(bl);
break;
case SC_SILENCE:
@@ -8697,7 +8820,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
case SC_STUN: sc->opt1 = OPT1_STUN; break;
- case SC_DEEPSLEEP: opt_flag = 0;
+ 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;
@@ -8707,24 +8830,24 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
- case SC_SIGNUMCRUCIS:
+ 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_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
+ case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break;
case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
//OPT3
case SC_TWOHANDQUICKEN:
- case SC_ONEHAND:
+ case SC_ONEHANDQUICKEN:
case SC_SPEARQUICKEN:
- case SC_CONCENTRATION:
- case SC_MERC_QUICKEN:
+ case SC_LKCONCENTRATION:
+ case SC_MER_QUICKEN:
sc->opt3 |= OPT3_QUICKEN;
opt_flag = 0;
break;
- case SC_MAXOVERTHRUST:
+ 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;
@@ -8772,8 +8895,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
sc->opt3 |= OPT3_MOONLIT;
opt_flag = 0;
break;
+ case SC_MARIONETTE_MASTER:
case SC_MARIONETTE:
- case SC_MARIONETTE2:
sc->opt3 |= OPT3_MARIONETTE;
opt_flag = 0;
break;
@@ -8789,15 +8912,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
sc->opt3 |= OPT3_KAITE;
opt_flag = 0;
break;
- case SC_BUNSINJYUTSU:
+ case SC_NJ_BUNSINJYUTSU:
sc->opt3 |= OPT3_BUNSIN;
opt_flag = 0;
break;
- case SC_SPIRIT:
+ case SC_SOULLINK:
sc->opt3 |= OPT3_SOULLINK;
opt_flag = 0;
break;
- case SC_CHANGEUNDEAD:
+ case SC_PROPERTYUNDEAD:
sc->opt3 |= OPT3_UNDEAD;
opt_flag = 0;
break;
@@ -8911,7 +9034,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
}
sce->val2 = 5 * status->max_hp / 100;
break;
- case SC_CHANGE:
+ case SC_HLIF_CHANGE:
status_percent_heal(bl, 100, 100);
break;
case SC_RUN:
@@ -8921,13 +9044,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
ud->state.running = unit_run(bl);
}
break;
- case SC_BOSSMAPINFO:
+ case SC_CASH_BOSS_ALARM:
clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message
break;
- case SC_MERC_HPUP:
+ case SC_MER_HP:
status_percent_heal(bl, 100, 0); // Recover Full HP
break;
- case SC_MERC_SPUP:
+ case SC_MER_SP:
status_percent_heal(bl, 0, 100); // Recover Full SP
break;
/**
@@ -8940,7 +9063,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
ud->state.running = unit_wugdash(bl, sd);
}
break;
- case SC_COMBO:
+ case SC_COMBOATTACK:
switch (sce->val1) {
case TK_STORMKICK:
clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
@@ -9008,68 +9131,25 @@ int status_change_clear(struct block_list* bl, int type) {
for(i = 0; i < SC_MAX; i++) {
if(!sc->data[i])
continue;
-
- if(type == 0) {
- switch (i) { //Type 0: PC killed -> Place here statuses that do not dispel on death.
- case SC_ELEMENTALCHANGE://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;
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_EDP:
- case SC_MELTDOWN:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- case SC_NOCHAT:
- case SC_FUSION:
- case SC_EARTHSCROLL:
- case SC_READYSTORM:
- case SC_READYDOWN:
- case SC_READYCOUNTER:
- case SC_READYTURN:
- case SC_DODGE:
- case SC_JAILED:
- case SC_EXPBOOST:
- case SC_ITEMBOOST:
- case SC_HELLPOWER:
- case SC_JEXPBOOST:
- case SC_AUTOTRADE:
- case SC_WHISTLE:
- case SC_ASSNCROS:
- case SC_POEMBRAGI:
- case SC_APPLEIDUN:
- case SC_HUMMING:
- case SC_DONTFORGETME:
- case SC_FORTUNE:
- case SC_SERVICE4U:
- case SC_FOOD_STR_CASH:
- case SC_FOOD_AGI_CASH:
- case SC_FOOD_VIT_CASH:
- case SC_FOOD_DEX_CASH:
- case SC_FOOD_INT_CASH:
- case SC_FOOD_LUK_CASH:
- case SC_DEF_RATE:
- case SC_MDEF_RATE:
- case SC_INCHEALRATE:
- case SC_INCFLEE2:
- case SC_INCHIT:
- case SC_ATKPOTION:
- case SC_MATKPOTION:
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- case SC_PUSH_CART:
- case SC_ALL_RIDING:
- 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_WEIGHT50:
- case SC_WEIGHT90:
+ case SC_WEIGHTOVER50:
+ case SC_WEIGHTOVER90:
case SC_NOCHAT:
case SC_PUSH_CART:
+ case SC_JAILED:
case SC_ALL_RIDING:
continue;
}
@@ -9094,6 +9174,7 @@ int status_change_clear(struct block_list* bl, int type) {
#ifndef RENEWAL
sc->sg_counter = 0;
#endif
+
if( type == 0 || type == 2 )
clif->changeoption(bl);
@@ -9188,7 +9269,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
DIFF_TICK(iTimer->gettick(), sce->val4) <= 1000 &&
(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
)
- sc_start(bl,SC_SPURT,100,sce->val1,skill->get_time2(status_sc2skill(type), sce->val1));
+ sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status_sc2skill(type), sce->val1));
}
break;
case SC_AUTOBERSERK:
@@ -9307,7 +9388,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
}
if((sce->val1&0xFFFF) == CG_MOONLIT)
- clif->sc_end(bl,bl->id,AREA,SI_MOONLIT);
+ clif->sc_end(bl,bl->id,AREA,SI_MOON);
status_change_end(bl, SC_LONGING, INVALID_TIMER);
}
@@ -9328,18 +9409,18 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL );
}
break;
- case SC_CLOSECONFINE2:
+ 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_CLOSECONFINE]) {
+ if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
//If status was already ended, do nothing.
//Decrease count
- if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
- status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
+ 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_CLOSECONFINE:
+ case SC_RG_CCONFINE_M:
if (sce->val2 > 0) {
//Caster has been unlocked... nearby chars need to be unlocked.
int range = 1
@@ -9349,7 +9430,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick());
}
break;
- case SC_COMBO:
+ case SC_COMBOATTACK:
if( sd )
switch (sce->val1) {
case MO_COMBOFINISH:
@@ -9371,11 +9452,11 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
}
break;
- case SC_MARIONETTE:
- case SC_MARIONETTE2: /// Marionette target
+ 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) ? SC_MARIONETTE2 : SC_MARIONETTE;
+ 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;
@@ -9388,7 +9469,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
break;
case SC_BERSERK:
- case SC_SATURDAYNIGHTFEVER:
+ 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);
@@ -9398,8 +9479,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
}
case SC__BLOODYLUST:
- sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
- if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
+ 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:
@@ -9440,7 +9521,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
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_CHANGE:
+ case SC_HLIF_CHANGE:
if (tid == INVALID_TIMER)
break;
// "lose almost all their HP and SP" on natural expiration.
@@ -9466,6 +9547,9 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
status_change_end(tbl, SC_STOP, INVALID_TIMER);
}
break;
+ case SC_LKCONCENTRATION:
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ break;
/**
* 3rd Stuff
**/
@@ -9552,7 +9636,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
}
}
break;
- case SC_BLOODSUCKER:
+ case SC_BLOOD_SUCKER:
if( sce->val2 ){
struct block_list *src = iMap->id2bl(sce->val2);
if(src){
@@ -9565,10 +9649,13 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_KYOUGAKU);
clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
break;
- case SC_INTRAVISION:
+ 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;
+ }
opt_flag = 1;
switch(type){
@@ -9576,7 +9663,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
- case SC_DEEPSLEEP:
+ case SC_DEEP_SLEEP:
case SC_BURNING:
case SC_WHITEIMPRISON:
case SC_CRYSTALIZE:
@@ -9592,7 +9679,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
case SC_DPOISON:
sc->opt2 &= ~OPT2_DPOISON;
break;
- case SC_SIGNUMCRUCIS:
+ case SC_CRUCIS:
sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
break;
@@ -9641,15 +9728,15 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
break;
//opt3
case SC_TWOHANDQUICKEN:
- case SC_ONEHAND:
+ case SC_ONEHANDQUICKEN:
case SC_SPEARQUICKEN:
case SC_CONCENTRATION:
- case SC_MERC_QUICKEN:
+ case SC_MER_QUICKEN:
sc->opt3 &= ~OPT3_QUICKEN;
opt_flag = 0;
break;
case SC_OVERTHRUST:
- case SC_MAXOVERTHRUST:
+ case SC_OVERTHRUSTMAX:
case SC_SWOO:
sc->opt3 &= ~OPT3_OVERTHRUST;
if( type == SC_SWOO )
@@ -9700,7 +9787,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
opt_flag = 0;
break;
case SC_MARIONETTE:
- case SC_MARIONETTE2:
+ case SC_MARIONETTE_MASTER:
sc->opt3 &= ~OPT3_MARIONETTE;
opt_flag = 0;
break;
@@ -9716,15 +9803,15 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
sc->opt3 &= ~OPT3_KAITE;
opt_flag = 0;
break;
- case SC_BUNSINJYUTSU:
+ case SC_NJ_BUNSINJYUTSU:
sc->opt3 &= ~OPT3_BUNSIN;
opt_flag = 0;
break;
- case SC_SPIRIT:
+ case SC_SOULLINK:
sc->opt3 &= ~OPT3_SOULLINK;
opt_flag = 0;
break;
- case SC_CHANGEUNDEAD:
+ case SC_PROPERTYUNDEAD:
sc->opt3 &= ~OPT3_UNDEAD;
opt_flag = 0;
break;
@@ -9861,9 +9948,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
if(!status_charge(bl, 0, sce->val4))
break; //Not enough SP to continue.
- if (!sc->data[SC_INCSTR]) {
- sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
- (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+ 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);
@@ -9891,8 +9978,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
case SC_SIGHT:
case SC_RUWACH:
- case SC_SIGHTBLASTER:
- if(type == SC_SIGHTBLASTER)
+ 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);
@@ -9970,7 +10057,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
- case SC_BLEEDING:
+ case SC_BLOODING:
if (--(sce->val4) >= 0) {
int hp = rnd()%600 + 200;
struct block_list* src = iMap->id2bl(sce->val2);
@@ -10005,7 +10092,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
- case SC_BOSSMAPINFO:
+ case SC_CASH_BOSS_ALARM:
if( sd && --(sce->val4) >= 0 )
{
struct mob_data *boss_md = iMap->id2boss(sce->val1);
@@ -10112,8 +10199,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
+ case SC_MARIONETTE_MASTER:
case SC_MARIONETTE:
- case SC_MARIONETTE2:
{
struct block_list *pbl = iMap->id2bl(sce->val1);
if( pbl && check_distance_bl(bl, pbl, 7) )
@@ -10160,7 +10247,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_PYREXIA:
- if( --(sce->val4) >= 0 ) {
+ 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);
@@ -10173,7 +10260,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_LEECHESEND:
- if( --(sce->val4) >= 0 ) {
+ 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);
@@ -10188,7 +10275,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_MAGICMUSHROOM:
- if( --(sce->val4) >= 0 ) {
+ if( --(sce->val4) > 0 ) {
bool flag = 0;
int damage = status->max_hp * 3 / 100;
if( status->hp <= damage )
@@ -10233,7 +10320,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_TOXIN:
- if( --(sce->val4) >= 0 )
+ 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);
@@ -10247,7 +10334,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_OBLIVIONCURSE:
- if( --(sce->val4) >= 0 )
+ if( --(sce->val4) > 0 )
{
clif->emotion(bl,E_WHAT);
sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
@@ -10256,7 +10343,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_WEAPONBLOCKING:
- if( --(sce->val4) >= 0 )
+ if( --(sce->val4) > 0 )
{
if( !status_charge(bl,0,3) )
break;
@@ -10272,7 +10359,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
return 0;
case SC_RENOVATIO:
- if( --(sce->val4) >= 0 )
+ if( --(sce->val4) > 0 )
{
int heal = status->max_hp * 3 / 100;
if( sc && sc->data[SC_AKAITSUKI] && heal )
@@ -10284,7 +10371,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_BURNING:
- if( --(sce->val4) >= 0 )
+ 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)
@@ -10294,7 +10381,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
status_damage(src, bl, damage, 0, 0, 1);
if( sc->data[type]){ // Target still lives. [LimitLine]
- sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
+ sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
}
iMap->freeblock_unlock();
return 0;
@@ -10302,7 +10389,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_FEAR:
- if( --(sce->val4) >= 0 )
+ if( --(sce->val4) > 0 )
{
if( sce->val2 > 0 )
sce->val2--;
@@ -10311,12 +10398,12 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
- case SC_SPHERE_1:
- case SC_SPHERE_2:
- case SC_SPHERE_3:
- case SC_SPHERE_4:
- case SC_SPHERE_5:
- if( --(sce->val4) >= 0 )
+ 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;
@@ -10328,7 +10415,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
case SC_READING_SB:
if( !status_charge(bl, 0, sce->val2) ){
int i;
- for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
+ for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
status_change_end(bl, (sc_type)i, INVALID_TIMER);
break;
}
@@ -10336,7 +10423,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
return 0;
case SC_ELECTRICSHOCKER:
- if( --(sce->val4) >= 0 )
+ 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);
@@ -10359,7 +10446,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
return 0;
case SC__SHADOWFORM:
- if( --(sce->val4) >= 0 )
+ if( --(sce->val4) > 0 )
{
if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
break;
@@ -10369,7 +10456,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC__INVISIBILITY:
- if( --(sce->val4) >= 0 )
+ if( --(sce->val4) > 0 )
{
if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
break;
@@ -10379,7 +10466,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_STRIKING:
- if( --(sce->val4) >= 0 )
+ if( --(sce->val4) > 0 )
{
if( !status_charge(bl,0, sce->val1 ) )
break;
@@ -10388,19 +10475,19 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
case SC_VACUUM_EXTREME:
- if( --(sce->val4) >= 0 ){
+ if( --(sce->val4) > 0 ){
sc_timer_next(100 + tick, status_change_timer, bl->id, data);
return 0;
}
break;
- case SC_BLOODSUCKER:
- if( --(sce->val4) >= 0 ) {
+ 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 = 200 + 100 * sce->val1 + status_get_int(src);
+ 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] ) {
@@ -10412,8 +10499,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
- case SC_VOICEOFSIREN:
- if( --(sce->val4) >= 0 )
+ case SC_SIREN:
+ if( --(sce->val4) > 0 )
{
clif->emotion(bl,E_LV);
sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
@@ -10421,8 +10508,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
- case SC_DEEPSLEEP:
- if( --(sce->val4) >= 0 )
+ 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);
@@ -10431,7 +10518,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_SIRCLEOFNATURE:
- if( --(sce->val4) >= 0 )
+ if( --(sce->val4) > 0 )
{
if( !status_charge(bl,0,sce->val2) )
break;
@@ -10441,8 +10528,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
- case SC_SONGOFMANA:
- if( --(sce->val4) >= 0 )
+ 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);
@@ -10451,9 +10538,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
- case SC_SATURDAYNIGHTFEVER:
+ case SC_SATURDAY_NIGHT_FEVER:
// 1% HP/SP drain every val4 seconds [Jobbie]
- if( --(sce->val3) >= 0 )
+ if( --(sce->val3) > 0 )
{
int hp = status->hp / 100;
int sp = status->sp / 100;
@@ -10465,7 +10552,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_CRYSTALIZE:
- if( --(sce->val4) >= 0 )
+ 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);
@@ -10489,8 +10576,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
- case SC_REFLECTDAMAGE:
- if( --(sce->val4) >= 0 ) {
+ 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);
@@ -10538,7 +10625,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
break;
case SC_INSPIRATION:
- if(--(sce->val4) >= 0)
+ if(--(sce->val4) > 0)
{
int hp = status->max_hp * (7-sce->val1) / 100;
int sp = status->max_sp * (9-sce->val1) / 100;
@@ -10615,12 +10702,36 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
}
break;
case SC_ANGRIFFS_MODUS:
- if(--(sce->val4) >= 0) { //drain hp/sp
+ 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
@@ -10650,7 +10761,7 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
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_CONCENTRATE:
+ 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);
@@ -10673,7 +10784,7 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
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_SIGHTBLASTER:
+ case SC_WZ_SIGHTBLASTER:
if (battle->check_target( src, bl, BCT_ENEMY ) > 0 &&
status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
{
@@ -10683,11 +10794,11 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
}
}
break;
- case SC_CLOSECONFINE:
+ case SC_RG_CCONFINE_M:
//Lock char has released the hold on everyone...
- if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
- tsc->data[SC_CLOSECONFINE2]->val2 = 0;
- status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
+ 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:
@@ -10700,6 +10811,131 @@ int status_change_timer_sub(struct block_list* bl, va_list ap)
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);
+ struct status_data *status = status_get_status_data(bl);
+
+ if ( bl->type == BL_PC && watk->atk ){
+ if ( flag&16 )
+ 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)
+ 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->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
@@ -10719,70 +10955,18 @@ int status_change_clear_buffs (struct block_list* bl, int type)
for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
{
- if(!sc->data[i])
+ if( !sc->data[i] || !status_get_sc_type(i) )
continue;
- switch (i) {
- //Stuff that cannot be removed
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_COMBO:
- case SC_SMA:
- case SC_DANCING:
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- case SC_GUILDAURA:
- case SC_SAFETYWALL:
- case SC_PNEUMA:
- case SC_NOCHAT:
- case SC_JAILED:
- case SC_ANKLE:
- case SC_BLADESTOP:
- case SC_CP_WEAPON:
- case SC_CP_SHIELD:
- case SC_CP_ARMOR:
- case SC_CP_HELM:
- case SC_STRFOOD:
- case SC_AGIFOOD:
- case SC_VITFOOD:
- case SC_INTFOOD:
- case SC_DEXFOOD:
- case SC_LUKFOOD:
- case SC_HITFOOD:
- case SC_FLEEFOOD:
- case SC_BATKFOOD:
- case SC_WATKFOOD:
- case SC_MATKFOOD:
- case SC_FOOD_STR_CASH:
- case SC_FOOD_AGI_CASH:
- case SC_FOOD_VIT_CASH:
- case SC_FOOD_DEX_CASH:
- case SC_FOOD_INT_CASH:
- case SC_FOOD_LUK_CASH:
- case SC_EXPBOOST:
- case SC_JEXPBOOST:
- case SC_ITEMBOOST:
- case SC_ELECTRICSHOCKER:
- case SC__MANHOLE:
- case SC_GIANTGROWTH:
- case SC_MILLENNIUMSHIELD:
- case SC_REFRESH:
- case SC_STONEHARDSKIN:
- case SC_VITALITYACTIVATION:
- case SC_FIGHTINGSPIRIT:
- case SC_ABUNDANCE:
- case SC_CURSEDCIRCLE_ATKER:
- case SC_CURSEDCIRCLE_TARGET:
- case SC_PUSH_CART:
- case SC_ALL_RIDING:
- continue;
+ if( type&1 && !(status_get_sc_type(i)&SC_BUFF) )
+ continue;
- //Debuffs that can be removed.
- case SC_DEEPSLEEP:
- case SC_BURNING:
- case SC_FREEZING:
+ if( type&2 && !(status_get_sc_type(i)&SC_DEBUFF) )
+ continue;
+
+ switch (i) {
+ case SC_DEEP_SLEEP:
+ case SC_FROSTMISTY:
case SC_CRYSTALIZE:
case SC_TOXIN:
case SC_PARALYSE:
@@ -10797,40 +10981,13 @@ int status_change_clear_buffs (struct block_list* bl, int type)
if(!(type&4))
continue;
break;
- case SC_HALLUCINATION:
- case SC_QUAGMIRE:
- case SC_SIGNUMCRUCIS:
- case SC_DECREASEAGI:
- case SC_SLOWDOWN:
- case SC_MINDBREAKER:
- case SC_WINKCHARM:
- case SC_STOP:
- case SC_ORCISH:
- case SC_STRIPWEAPON:
- case SC_STRIPSHIELD:
- case SC_STRIPARMOR:
- case SC_STRIPHELM:
- case SC_BITE:
- case SC_ADORAMUS:
- case SC_VACUUM_EXTREME:
- case SC_FEAR:
- case SC_MAGNETICFIELD:
- case SC_NETHERWORLD:
- if (!(type&2))
- continue;
- break;
- //The rest are buffs that can be removed.
case SC__BLOODYLUST:
case SC_BERSERK:
- case SC_SATURDAYNIGHTFEVER:
- if (!(type&1))
+ case SC_SATURDAY_NIGHT_FEVER:
+ if(type&4)
continue;
sc->data[i]->val2 = 0;
break;
- default:
- if (!(type&1))
- continue;
- break;
}
status_change_end(bl, (sc_type)i, INVALID_TIMER);
}
@@ -10861,21 +11018,21 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) {
case SC_CONFUSION:
case SC_BLIND:
case SC_NOCHAT:
- case SC_HALLUCINATION:
- case SC_SIGNUMCRUCIS:
- case SC_DECREASEAGI:
+ case SC_ILLUSION:
+ case SC_CRUCIS:
+ case SC_DEC_AGI:
case SC_SLOWDOWN:
case SC_MINDBREAKER:
- case SC_WINKCHARM:
+ case SC_DC_WINKCHARM:
case SC_STOP:
case SC_ORCISH:
- //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically.
- //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all.
- //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
- //case SC_STRIPHELM:
- //case SC__STRIPACCESSORY:
- case SC_BITE:
- case SC_FREEZING:
+ //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:
@@ -10907,7 +11064,7 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) {
data.tick = sc->data[i]->val4 * 4000;
break;
case SC_TOXIN:
- case SC_BLEEDING:
+ case SC_BLOODING:
data.tick = sc->data[i]->val4 * 10000;
break;
default:
@@ -11142,6 +11299,13 @@ int status_get_refine_chance(enum refine_type wlv, int refine) {
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.
@@ -11244,6 +11408,20 @@ static bool status_readdb_refine(char* fields[], int columns, int current)
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
@@ -11295,6 +11473,7 @@ int status_readdb(void)
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;
}