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-rw-r--r--src/map/status.c11294
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diff --git a/src/map/status.c b/src/map/status.c
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+++ b/src/map/status.c
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+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include "../common/cbasetypes.h"
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/random.h"
+#include "../common/showmsg.h"
+#include "../common/malloc.h"
+#include "../common/utils.h"
+#include "../common/ers.h"
+#include "../common/strlib.h"
+
+#include "map.h"
+#include "path.h"
+#include "pc.h"
+#include "pet.h"
+#include "npc.h"
+#include "mob.h"
+#include "clif.h"
+#include "guild.h"
+#include "skill.h"
+#include "itemdb.h"
+#include "battle.h"
+#include "chrif.h"
+#include "skill.h"
+#include "status.h"
+#include "script.h"
+#include "unit.h"
+#include "homunculus.h"
+#include "mercenary.h"
+#include "elemental.h"
+#include "vending.h"
+
+#include <time.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <memory.h>
+#include <string.h>
+#include <math.h>
+
+//Regen related flags.
+enum e_regen
+{
+ RGN_HP = 0x01,
+ RGN_SP = 0x02,
+ RGN_SHP = 0x04,
+ RGN_SSP = 0x08,
+};
+
+static int max_weight_base[CLASS_COUNT];
+static int hp_coefficient[CLASS_COUNT];
+static int hp_coefficient2[CLASS_COUNT];
+static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
+static int sp_coefficient[CLASS_COUNT];
+#ifdef RENEWAL_ASPD
+static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1];
+#else
+static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
+#endif
+
+// bonus values and upgrade chances for refining equipment
+static struct {
+ int chance[MAX_REFINE]; // success chance
+ int bonus[MAX_REFINE]; // cumulative fixed bonus damage
+ int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
+} refine_info[REFINE_TYPE_MAX];
+
+static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt)
+static char job_bonus[CLASS_COUNT][MAX_LEVEL];
+
+static struct eri *sc_data_ers; //For sc_data entries
+static struct status_data dummy_status;
+
+int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
+int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
+//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
+//to avoid cards exploits
+
+static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
+static int StatusIconChangeTable[SC_MAX]; // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated)
+static unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags
+static int StatusSkillChangeTable[SC_MAX]; // status -> skill
+static int StatusRelevantBLTypes[SI_MAX]; // "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets)
+static unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags
+
+
+/**
+ * Returns the status change associated with a skill.
+ * @param skill The skill to look up
+ * @return The status registered for this skill
+ **/
+sc_type status_skill2sc(int skill)
+{
+ int idx = skill_get_index(skill);
+ if( idx == 0 ) {
+ ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
+ return SC_NONE;
+ }
+ return SkillStatusChangeTable[idx];
+}
+
+/**
+ * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
+ * Utilized for various duration lookups. Use with caution!
+ * @param sc The status to look up
+ * @return A skill associated with the status
+ **/
+int status_sc2skill(sc_type sc)
+{
+ if( sc < 0 || sc >= SC_MAX ) {
+ ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
+ return 0;
+ }
+
+ return StatusSkillChangeTable[sc];
+}
+
+/**
+ * Returns the status calculation flag associated with a given status change.
+ * @param sc The status to look up
+ * @return The scb_flag registered for this status (see enum scb_flag)
+ **/
+unsigned int status_sc2scb_flag(sc_type sc)
+{
+ if( sc < 0 || sc >= SC_MAX ) {
+ ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
+ return SCB_NONE;
+ }
+
+ return StatusChangeFlagTable[sc];
+}
+
+/**
+ * Returns the bl types which require a status change packet to be sent for a given client status identifier.
+ * @param type The client-side status identifier to look up (see enum si_type)
+ * @return The bl types relevant to the type (see enum bl_type)
+ **/
+int status_type2relevant_bl_types(int type)
+{
+ if( type < 0 || type >= SI_MAX ) {
+ ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
+ return SI_BLANK;
+ }
+
+ return StatusRelevantBLTypes[type];
+}
+
+#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
+// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
+#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
+
+static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
+{
+ uint16 idx = skill_get_index(skill_id);
+ if( idx == 0 ) {
+ ShowError("set_sc: Unsupported skill id %d\n", skill_id);
+ return;
+ }
+ if( sc < 0 || sc >= SC_MAX ) {
+ ShowError("set_sc: Unsupported status change id %d\n", sc);
+ return;
+ }
+
+ if( StatusSkillChangeTable[sc] == 0 )
+ StatusSkillChangeTable[sc] = skill_id;
+ if( StatusIconChangeTable[sc] == SI_BLANK )
+ StatusIconChangeTable[sc] = icon;
+ StatusChangeFlagTable[sc] |= flag;
+
+ if( SkillStatusChangeTable[idx] == SC_NONE )
+ SkillStatusChangeTable[idx] = sc;
+}
+
+void initChangeTables(void) {
+ int i;
+
+ for (i = 0; i < SC_MAX; i++)
+ StatusIconChangeTable[i] = SI_BLANK;
+
+ for (i = 0; i < MAX_SKILL; i++)
+ SkillStatusChangeTable[i] = SC_NONE;
+
+ for (i = 0; i < SI_MAX; i++)
+ StatusRelevantBLTypes[i] = BL_PC;
+
+ memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
+ memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
+ memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
+
+
+ //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
+ set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
+ set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
+ set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
+ set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
+ set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
+ set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
+ set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
+ set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
+ set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
+ set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
+ set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
+
+ //The main status definitions
+ add_sc( SM_BASH , SC_STUN );
+ set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
+ add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
+ set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
+ add_sc( MG_SIGHT , SC_SIGHT );
+ add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
+ add_sc( MG_FROSTDIVER , SC_FREEZE );
+ add_sc( MG_STONECURSE , SC_STONE );
+ add_sc( AL_RUWACH , SC_RUWACH );
+ add_sc( AL_PNEUMA , SC_PNEUMA );
+ set_sc( AL_INCAGI , SC_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_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( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
+ add_sc( TF_POISON , SC_POISON );
+ set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
+ add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
+ set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
+ set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
+ set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
+ set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
+ set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
+ set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
+ set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
+ set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
+ add_sc( PR_LEXDIVINA , SC_SILENCE );
+ set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , 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 );
+ add_sc( HT_SANDMAN , SC_SLEEP );
+ add_sc( HT_FLASHER , SC_BLIND );
+ add_sc( HT_FREEZINGTRAP , SC_FREEZE );
+ set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
+ add_sc( AS_SONICBLOW , SC_STUN );
+ set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
+ set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
+ add_sc( AS_VENOMDUST , SC_POISON );
+ add_sc( AS_SPLASHER , SC_SPLASHER );
+ set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
+ set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
+ add_sc( TF_SPRINKLESAND , SC_BLIND );
+ add_sc( TF_THROWSTONE , SC_STUN );
+ set_sc( MC_LOUD , SC_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 );
+ add_sc( NPC_POISON , SC_POISON );
+ add_sc( NPC_BLINDATTACK , SC_BLIND );
+ add_sc( NPC_SILENCEATTACK , SC_SILENCE );
+ add_sc( NPC_STUNATTACK , SC_STUN );
+ add_sc( NPC_PETRIFYATTACK , SC_STONE );
+ add_sc( NPC_CURSEATTACK , SC_CURSE );
+ add_sc( NPC_SLEEPATTACK , SC_SLEEP );
+ add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
+ set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
+ add_sc( NPC_DARKBLESSING , SC_COMA );
+ set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
+ add_sc( NPC_DEFENDER , SC_ARMOR );
+ add_sc( NPC_LICK , SC_STUN );
+ set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , 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 );
+ add_sc( CR_SHIELDCHARGE , SC_STUN );
+ set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
+ add_sc( CR_HOLYCROSS , SC_BLIND );
+ add_sc( CR_GRANDCROSS , SC_BLIND );
+ add_sc( CR_DEVOTION , SC_DEVOTION );
+ set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
+ set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
+ set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
+ set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
+ add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
+ add_sc( MO_BLADESTOP , SC_BLADESTOP );
+ set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
+ set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
+#ifdef RENEWAL
+ set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
+#endif
+ add_sc( SA_MAGICROD , SC_MAGICROD );
+ set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
+ set_sc( SA_FLAMELAUNCHER , SC_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 );
+ add_sc( SA_REVERSEORCISH , SC_ORCISH );
+ add_sc( SA_COMA , SC_COMA );
+ set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
+ add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
+ set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
+ set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
+ set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
+ add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
+ add_sc( BD_INTOABYSS , SC_INTOABYSS );
+ set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
+ add_sc( BA_FROSTJOKER , SC_FREEZE );
+ set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
+ set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
+ add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
+ set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
+ add_sc( DC_SCREAM , SC_STUN );
+ set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
+ set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
+ set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
+ set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , 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_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 );
+ set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
+ set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
+ set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
+ add_sc( HP_BASILICA , SC_BASILICA );
+ set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
+ add_sc( PA_SACRIFICE , SC_SACRIFICE );
+ set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
+ add_sc( PA_GOSPEL , SC_SCRESIST );
+ add_sc( CH_TIGERFIST , SC_STOP );
+ set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
+ set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
+ set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
+ set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
+ set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
+ set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
+ set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , 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 );
+ add_sc( LK_SPIRALPIERCE , SC_STOP );
+ add_sc( LK_HEADCRUSH , SC_BLEEDING );
+ 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( 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 );
+ 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_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( SG_MOON_WARM , SC_WARM );
+ add_sc( SG_STAR_WARM , SC_WARM );
+ set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
+ set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
+ set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
+ add_sc( SG_FRIEND , SC_SKILLRATE_UP );
+ set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
+ set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
+ set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
+ set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
+ set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
+ set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
+ set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
+ add_sc( SL_STUN , SC_STUN );
+ set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
+ set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
+ set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
+ set_sc( SL_SMA , SC_SMA , SI_SMA , 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( 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( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
+ add_sc( CG_HERMODE , SC_HERMODE );
+ 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( 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( 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 );
+
+ 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_WIDESTONE , SC_STONE );
+ add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
+ add_sc( NPC_WIDESLEEP , SC_SLEEP );
+ add_sc( NPC_WIDESIGHT , SC_SIGHT );
+ add_sc( NPC_EVILLAND , SC_BLIND );
+ add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
+ set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
+ set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
+ set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
+ add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
+ add_sc( NPC_WIDECURSE , SC_CURSE );
+ add_sc( NPC_WIDESTUN , SC_STUN );
+
+ set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
+ set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
+ set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
+ set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
+
+ set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
+ set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , 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 );
+ 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 );
+
+ // Homunculus S
+ add_sc(MH_STAHL_HORN, SC_STUN);
+ set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
+ set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP);
+ add_sc( MH_STEINWAND, SC_SAFETYWALL );
+ add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER);
+ set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD);
+ add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE);
+ set_sc(MH_VOLCANIC_ASH, SC_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);
+ 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 );
+
+
+ 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_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
+ add_sc( MER_LEXDIVINA , SC_SILENCE );
+ add_sc( MA_LANDMINE , SC_STUN );
+ add_sc( MA_SANDMAN , SC_SLEEP );
+ add_sc( MA_FREEZINGTRAP , SC_FREEZE );
+ set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
+ set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
+ set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
+ set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
+ set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
+ set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
+ add_sc( ML_SPIRALPIERCE , SC_STOP );
+ set_sc( MER_QUICKEN , SC_MERC_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( 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 );
+
+ /**
+ * Rune Knight
+ **/
+ set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
+ set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
+ set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
+ set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
+ add_sc( RK_DRAGONBREATH , SC_BURNING );
+ set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE );
+ set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
+ set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
+ set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
+ set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
+ set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
+ set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
+ set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
+ /**
+ * GC Guillotine Cross
+ **/
+ set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
+ set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
+ set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
+ set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
+ set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
+ set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
+ /**
+ * 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 );
+ set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
+ add_sc( AB_PRAEFATIO , SC_KYRIE );
+ set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
+ set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
+ set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
+ set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
+ set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
+ set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
+ set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
+ /**
+ * 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(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
+ set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
+ /**
+ * Ranger
+ **/
+ set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
+ set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
+ set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
+ set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
+ add_sc( RA_MAGENTATRAP , SC_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 );
+ /**
+ * Mechanic
+ **/
+ set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
+ set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
+ set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
+ set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
+ set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
+ set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
+ set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
+ set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
+ /**
+ * Royal Guard
+ **/
+ set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
+ set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
+ set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
+ set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
+ set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
+ set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
+ set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
+ set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
+ set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
+ set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
+ /**
+ * Shadow Chaser
+ **/
+ set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
+ set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
+ set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
+ set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
+ set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
+ set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
+ set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
+ set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
+ set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
+ set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
+ set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
+ set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
+ set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
+ set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
+ add_sc( SC_CHAOSPANIC , SC_CONFUSION );
+ set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN );
+ /**
+ * Sura
+ **/
+ add_sc( SR_DRAGONCOMBO , SC_STUN );
+ add_sc( SR_EARTHSHAKER , SC_STUN );
+ set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
+ set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
+ set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
+ set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
+ set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_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 );
+ /**
+ * 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 );
+ /**
+ * Sorcerer
+ **/
+ set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
+ set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
+ set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
+ set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
+ add_sc( SO_CLOUD_KILL , SC_POISON );
+ set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
+ set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
+ set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
+ set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
+ set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ /**
+ * Genetic
+ **/
+ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
+ set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
+ set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , 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_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
+
+ // Elemental Spirit summoner's 'side' status changes.
+ set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
+ set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
+ set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
+ set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
+ set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
+ set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
+ set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
+ set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
+ set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
+ set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
+ set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
+ set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
+ set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
+ set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
+ set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
+ set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
+ set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
+ set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
+ set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
+ set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
+ set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
+ set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
+ set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
+ set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
+ set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
+ set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
+
+ add_sc( KO_YAMIKUMO , SC_HIDING );
+ set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
+ add_sc( KO_MAKIBISHI , SC_STUN );
+ set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
+ set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ add_sc( KO_JYUSATSU , SC_CURSE );
+ set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
+ set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
+ set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
+ set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
+ set_sc( KG_KAGEHUMI , SC_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.
+ SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
+ SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
+ SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
+ SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
+ SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
+ SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
+ SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
+ SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
+ SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
+ SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
+ SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
+ SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
+ SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
+ SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
+ SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
+
+ //Status that don't have a skill associated.
+ StatusIconChangeTable[SC_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_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;
+ //Cash Items
+ StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
+ StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
+ StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
+ StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
+ StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
+ StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
+ StatusIconChangeTable[SC_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_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;
+ // 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;
+ // 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;
+ // Warlock Preserved spells
+ StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
+ StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
+ StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
+ StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
+ StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
+ StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
+ StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7;
+
+ StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
+ StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
+ StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
+ StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
+
+ StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
+ StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
+ StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
+ StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
+ StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
+ StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
+ StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
+ StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
+ StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
+
+ StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
+ StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
+ StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
+ StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
+
+ StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
+
+ StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
+
+ StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
+ StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
+ StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
+ StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
+ StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
+
+ //Genetics New Food Items Status Icons
+ StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
+ StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
+ StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
+ StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
+ StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
+ StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
+
+ StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
+ StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
+ StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
+ StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
+ StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
+ StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
+ StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
+ StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
+
+ // Elemental Spirit's 'side' status change icons.
+ StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
+ StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
+ StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
+ StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
+ StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
+ StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
+ StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
+ StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
+ StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
+ StatusIconChangeTable[SC_HEATER] = SI_HEATER;
+ StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
+ StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
+ StatusIconChangeTable[SC_COOLER] = SI_COOLER;
+ StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
+ StatusIconChangeTable[SC_GUST] = SI_GUST;
+ StatusIconChangeTable[SC_BLAST] = SI_BLAST;
+ StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
+ StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
+ StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
+ StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
+ StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
+
+ //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_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
+ StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
+ StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
+ StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
+ StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
+ StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
+ StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
+ StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
+ StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
+ StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
+ StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
+ StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
+ StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
+ StatusChangeFlagTable[SC_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_BATKFOOD] |= SCB_BATK;
+ StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
+ StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
+ StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
+ StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
+ StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
+ StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
+ StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
+ // Cash Items
+ StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
+ StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
+ StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
+ StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
+ StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
+ StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
+ // Mercenary Bonus Effects
+ StatusChangeFlagTable[SC_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;
+ // Guillotine Cross Poison Effects
+ StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
+ StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
+ StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
+
+ StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
+ StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
+ StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
+ StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
+ StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
+ StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
+ StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
+ StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
+ StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
+ StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
+ StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
+ StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
+
+#ifdef RENEWAL_EDP
+ // renewal EDP increases your weapon atk
+ StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
+#endif
+
+ if( !battle_config.display_hallucination ) //Disable Hallucination.
+ StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
+
+ /* StatusChangeState (SCS_) NOMOVE */
+ StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
+ StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
+ StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
+ StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE|SCS_NOMOVECOND;
+ StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
+ StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
+ StatusChangeStateTable[SC_KYOUGAKU] |= SCS_NOMOVE;
+
+ /* StatusChangeState (SCS_) NOPICKUPITEMS */
+ StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
+ StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
+ StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
+ StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
+ StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
+ StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
+
+ /* StatusChangeState (SCS_) NODROPITEMS */
+ StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
+ StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
+ StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
+
+ /* StatusChangeState (SCS_) NOCAST (skills) */
+ StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
+ StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
+ StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
+ StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
+ StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
+ StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
+ StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
+ StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST|SCS_NOCASTCOND;
+ StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
+ StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
+ StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
+ StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
+ StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
+
+ //Homon S
+ StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
+
+}
+
+static void initDummyData(void)
+{
+ memset(&dummy_status, 0, sizeof(dummy_status));
+ dummy_status.hp =
+ dummy_status.max_hp =
+ dummy_status.max_sp =
+ dummy_status.str =
+ dummy_status.agi =
+ dummy_status.vit =
+ dummy_status.int_ =
+ dummy_status.dex =
+ dummy_status.luk =
+ dummy_status.hit = 1;
+ dummy_status.speed = 2000;
+ dummy_status.adelay = 4000;
+ dummy_status.amotion = 2000;
+ dummy_status.dmotion = 2000;
+ dummy_status.ele_lv = 1; //Min elemental level.
+ dummy_status.mode = MD_CANMOVE;
+}
+
+
+//For copying a status_data structure from b to a, without overwriting current Hp and Sp
+static inline void status_cpy(struct status_data* a, const struct status_data* b)
+{
+ memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
+}
+
+//Sets HP to given value. Flag is the flag passed to status_heal in case
+//final value is higher than current (use 2 to make a healing effect display
+//on players) It will always succeed (overrides Berserk block), but it can't kill.
+int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
+{
+ struct status_data *status;
+ if (hp < 1) return 0;
+ status = status_get_status_data(bl);
+ if (status == &dummy_status)
+ return 0;
+
+ if (hp > status->max_hp) hp = status->max_hp;
+ if (hp == status->hp) return 0;
+ if (hp > status->hp)
+ return status_heal(bl, hp - status->hp, 0, 1|flag);
+ return status_zap(bl, status->hp - hp, 0);
+}
+
+//Sets SP to given value. Flag is the flag passed to status_heal in case
+//final value is higher than current (use 2 to make a healing effect display
+//on players)
+int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
+{
+ struct status_data *status;
+
+ status = status_get_status_data(bl);
+ if (status == &dummy_status)
+ return 0;
+
+ if (sp > status->max_sp) sp = status->max_sp;
+ if (sp == status->sp) return 0;
+ if (sp > status->sp)
+ return status_heal(bl, 0, sp - status->sp, 1|flag);
+ return status_zap(bl, 0, status->sp - sp);
+}
+
+int status_charge(struct block_list* bl, int hp, int sp)
+{
+ if(!(bl->type&BL_CONSUME))
+ return hp+sp; //Assume all was charged so there are no 'not enough' fails.
+ return status_damage(NULL, bl, hp, sp, 0, 3);
+}
+
+//Inflicts damage on the target with the according walkdelay.
+//If flag&1, damage is passive and does not triggers cancelling status changes.
+//If flag&2, fail if target does not has enough to substract.
+//If flag&4, if killed, mob must not give exp/loot.
+//flag will be set to &8 when damaging sp of a dead character
+int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ if(sp && !(target->type&BL_CONSUME))
+ sp = 0; //Not a valid SP target.
+
+ if (hp < 0) { //Assume absorbed damage.
+ status_heal(target, -hp, 0, 1);
+ hp = 0;
+ }
+
+ if (sp < 0) {
+ status_heal(target, 0, -sp, 1);
+ sp = 0;
+ }
+
+ if (target->type == BL_SKILL)
+ return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
+
+ status = status_get_status_data(target);
+ if( status == &dummy_status )
+ return 0;
+
+ if ((unsigned int)hp >= status->hp) {
+ if (flag&2) return 0;
+ hp = status->hp;
+ }
+
+ if ((unsigned int)sp > status->sp) {
+ if (flag&2) return 0;
+ sp = status->sp;
+ }
+
+ if (!hp && !sp)
+ return 0;
+
+ if( !status->hp )
+ flag |= 8;
+
+// Let through. battle.c/skill.c have the whole logic of when it's possible or
+// not to hurt someone (and this check breaks pet catching) [Skotlex]
+// if (!target->prev && !(flag&2))
+// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
+
+ sc = status_get_sc(target);
+ if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
+ hp = 1;
+
+ if( hp && !(flag&1) ) {
+ if( sc ) {
+ struct status_change_entry *sce;
+ if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ status_change_end(target, SC_STONE, INVALID_TIMER);
+ status_change_end(target, SC_FREEZE, INVALID_TIMER);
+ status_change_end(target, SC_SLEEP, INVALID_TIMER);
+ status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
+ status_change_end(target, SC_CONFUSION, INVALID_TIMER);
+ status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
+ status_change_end(target, SC_HIDING, INVALID_TIMER);
+ status_change_end(target, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
+ status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
+ status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
+ if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
+ //Endure count is only reduced by non-players on non-gvg maps.
+ //val4 signals infinite endure. [Skotlex]
+ if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
+ status_change_end(target, SC_ENDURE, INVALID_TIMER);
+ }
+ if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
+ struct skill_unit_group* sg = skill_id2group(sce->val4);
+ if (sg) {
+ skill_delunitgroup(sg);
+ sce->val4 = 0;
+ status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
+ }
+ }
+ if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
+ status_change_end(target, SC_DANCING, INVALID_TIMER);
+ if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
+ status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
+ status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
+ }
+ unit_skillcastcancel(target, 2);
+ }
+
+ status->hp-= hp;
+ status->sp-= sp;
+
+ if (sc && hp && status->hp) {
+ if (sc->data[SC_AUTOBERSERK] &&
+ (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
+ status->hp < status->max_hp>>2)
+ sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
+ if (sc->data[SC_BERSERK] && status->hp <= 100)
+ status_change_end(target, SC_BERSERK, INVALID_TIMER);
+ if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
+ status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
+ if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
+ status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
+ if (sc->data[SC__BLOODYLUST] && status->hp <= 100)
+ status_change_end(target, SC__BLOODYLUST, INVALID_TIMER);
+ }
+
+ switch (target->type) {
+ case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
+ case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
+ case BL_HOM: merc_damage((TBL_HOM*)target); break;
+ case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
+ case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
+ }
+
+ if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug
+ unit_stop_walking( target, 1 );
+ }
+
+ if( status->hp || (flag&8) )
+ { //Still lives or has been dead before this damage.
+ if (walkdelay)
+ unit_set_walkdelay(target, gettick(), walkdelay, 0);
+ return hp+sp;
+ }
+
+ status->hp = 1; //To let the dead function cast skills and all that.
+ //NOTE: These dead functions should return: [Skotlex]
+ //0: Death cancelled, auto-revived.
+ //Non-zero: Standard death. Clear status, cancel move/attack, etc
+ //&2: Also remove object from map.
+ //&4: Also delete object from memory.
+ switch (target->type) {
+ case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
+ case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
+ case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target); break;
+ case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
+ case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
+ default: //Unhandled case, do nothing to object.
+ flag = 0;
+ break;
+ }
+
+ if(!flag) //Death cancelled.
+ return hp+sp;
+
+ //Normal death
+ status->hp = 0;
+ if (battle_config.clear_unit_ondeath &&
+ battle_config.clear_unit_ondeath&target->type)
+ skill_clear_unitgroup(target);
+
+ if(target->type&BL_REGEN)
+ { //Reset regen ticks.
+ struct regen_data *regen = status_get_regen_data(target);
+ if (regen) {
+ memset(&regen->tick, 0, sizeof(regen->tick));
+ if (regen->sregen)
+ memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
+ if (regen->ssregen)
+ memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
+ }
+ }
+
+ if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
+ { //flag&8 = disable Kaizel
+ int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
+ //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
+ if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
+ status_revive(target, 100, 100);
+ else
+ status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
+ status_change_clear(target,0);
+ clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
+ sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
+
+ if( target->type == BL_MOB )
+ ((TBL_MOB*)target)->state.rebirth = 1;
+
+ return hp+sp;
+ }
+ if(target->type == BL_PC){
+ TBL_PC *sd = BL_CAST(BL_PC,target);
+ TBL_HOM *hd = sd->hd;
+ if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){
+ clif_skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill_get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage
+ clif_skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0));
+ status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
+ return hp + sp;
+ }
+ }
+ if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so.
+ status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
+ status_change_clear(target,0);
+ ((TBL_MOB*)target)->state.rebirth = 1;
+
+ return hp+sp;
+ }
+
+ status_change_clear(target,0);
+
+ if(flag&4) //Delete from memory. (also invokes map removal code)
+ unit_free(target,CLR_DEAD);
+ else
+ if(flag&2) //remove from map
+ unit_remove_map(target,CLR_DEAD);
+ else
+ { //Some death states that would normally be handled by unit_remove_map
+ unit_stop_attack(target);
+ unit_stop_walking(target,1);
+ unit_skillcastcancel(target,0);
+ clif_clearunit_area(target,CLR_DEAD);
+ skill_unit_move(target,gettick(),4);
+ skill_cleartimerskill(target);
+ }
+
+ return hp+sp;
+}
+
+//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
+//If flag&2, when the player is healed, show the HP/SP heal effect.
+int status_heal(struct block_list *bl,int hp,int sp, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ status = status_get_status_data(bl);
+
+ if (status == &dummy_status || !status->hp)
+ return 0;
+
+ sc = status_get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+
+ if (hp < 0) {
+ if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
+ status_damage(NULL, bl, -hp, 0, 0, 1);
+ hp = 0;
+ }
+
+ if(hp) {
+ if( sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) ) {
+ if( flag&1 )
+ flag &= ~2;
+ else
+ hp = 0;
+ }
+
+ if((unsigned int)hp > status->max_hp - status->hp)
+ hp = status->max_hp - status->hp;
+ }
+
+ if(sp < 0) {
+ if (sp==INT_MIN) sp++;
+ status_damage(NULL, bl, 0, -sp, 0, 1);
+ sp = 0;
+ }
+
+ if(sp) {
+ if((unsigned int)sp > status->max_sp - status->sp)
+ sp = status->max_sp - status->sp;
+ }
+
+ if(!sp && !hp) return 0;
+
+ status->hp+= hp;
+ status->sp+= sp;
+
+ if(hp && sc &&
+ sc->data[SC_AUTOBERSERK] &&
+ sc->data[SC_PROVOKE] &&
+ sc->data[SC_PROVOKE]->val2==1 &&
+ status->hp>=status->max_hp>>2
+ ) //End auto berserk.
+ status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
+
+ // send hp update to client
+ switch(bl->type) {
+ case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
+ case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
+ case BL_HOM: merc_hom_heal((TBL_HOM*)bl); break;
+ case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
+ case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
+ }
+
+ return hp+sp;
+}
+
+//Does percentual non-flinching damage/heal. If mob is killed this way,
+//no exp/drops will be awarded if there is no src (or src is target)
+//If rates are > 0, percent is of current HP/SP
+//If rates are < 0, percent is of max HP/SP
+//If !flag, this is heal, otherwise it is damage.
+//Furthermore, if flag==2, then the target must not die from the substraction.
+int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
+{
+ struct status_data *status;
+ unsigned int hp =0, sp = 0;
+
+ status = status_get_status_data(target);
+
+
+ //It's safe now [MarkZD]
+ if (hp_rate > 99)
+ hp = status->hp;
+ else if (hp_rate > 0)
+ hp = status->hp>10000?
+ hp_rate*(status->hp/100):
+ ((int64)hp_rate*status->hp)/100;
+ else if (hp_rate < -99)
+ hp = status->max_hp;
+ else if (hp_rate < 0)
+ hp = status->max_hp>10000?
+ (-hp_rate)*(status->max_hp/100):
+ ((int64)-hp_rate*status->max_hp)/100;
+ if (hp_rate && !hp)
+ hp = 1;
+
+ if (flag == 2 && hp >= status->hp)
+ hp = status->hp-1; //Must not kill target.
+
+ if (sp_rate > 99)
+ sp = status->sp;
+ else if (sp_rate > 0)
+ sp = ((int64)sp_rate*status->sp)/100;
+ else if (sp_rate < -99)
+ sp = status->max_sp;
+ else if (sp_rate < 0)
+ sp = ((int64)-sp_rate)*status->max_sp/100;
+ if (sp_rate && !sp)
+ sp = 1;
+
+ //Ugly check in case damage dealt is too much for the received args of
+ //status_heal / status_damage. [Skotlex]
+ if (hp > INT_MAX) {
+ hp -= INT_MAX;
+ if (flag)
+ status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
+ else
+ status_heal(target, INT_MAX, 0, 0);
+ }
+ if (sp > INT_MAX) {
+ sp -= INT_MAX;
+ if (flag)
+ status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
+ else
+ status_heal(target, 0, INT_MAX, 0);
+ }
+ if (flag)
+ return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
+ return status_heal(target, hp, sp, 0);
+}
+
+int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
+{
+ struct status_data *status;
+ unsigned int hp, sp;
+ if (!status_isdead(bl)) return 0;
+
+ status = status_get_status_data(bl);
+ if (status == &dummy_status)
+ return 0; //Invalid target.
+
+ hp = (int64)status->max_hp * per_hp/100;
+ sp = (int64)status->max_sp * per_sp/100;
+
+ if(hp > status->max_hp - status->hp)
+ hp = status->max_hp - status->hp;
+ else if (per_hp && !hp)
+ hp = 1;
+
+ if(sp > status->max_sp - status->sp)
+ sp = status->max_sp - status->sp;
+ else if (per_sp && !sp)
+ sp = 1;
+
+ status->hp += hp;
+ status->sp += sp;
+
+ if (bl->prev) //Animation only if character is already on a map.
+ clif_resurrection(bl, 1);
+ switch (bl->type) {
+ case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
+ case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
+ case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
+ }
+ return 1;
+}
+
+/*==========================================
+ * Checks whether the src can use the skill on the target,
+ * taking into account status/option of both source/target. [Skotlex]
+ * flag:
+ * 0 - Trying to use skill on target.
+ * 1 - Cast bar is done.
+ * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
+ * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
+ * target MAY Be null, in which case the checks are only to see
+ * whether the source can cast or not the skill on the ground.
+ *------------------------------------------*/
+int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc=NULL, *tsc;
+ int hide_flag;
+
+ status = src?status_get_status_data(src):&dummy_status;
+
+ if (src && src->type != BL_PC && status_isdead(src))
+ return 0;
+
+ if (!skill_id) { //Normal attack checks.
+ if (!(status->mode&MD_CANATTACK))
+ return 0; //This mode is only needed for melee attacking.
+ //Dead state is not checked for skills as some skills can be used
+ //on dead characters, said checks are left to skill.c [Skotlex]
+ if (target && status_isdead(target))
+ return 0;
+ if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] && src->type != BL_MOB)
+ return 0;
+ }
+
+ switch( skill_id ) {
+ case PA_PRESSURE:
+ if( flag && target ) {
+ //Gloria Avoids pretty much everything....
+ tsc = status_get_sc(target);
+ if(tsc && tsc->option&OPTION_HIDE)
+ return 0;
+ }
+ break;
+ case GN_WALLOFTHORN:
+ if( target && status_isdead(target) )
+ return 0;
+ break;
+ case AL_TELEPORT:
+ //Should fail when used on top of Land Protector [Skotlex]
+ if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
+ && !(status->mode&MD_BOSS)
+ && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
+ return 0;
+ break;
+ default:
+ break;
+ }
+
+ if ( src ) sc = status_get_sc(src);
+
+ if( sc && sc->count ) {
+
+ if (skill_id != RK_REFRESH && sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc
+ if (flag != 1) //Can't cast, casted stuff can't damage.
+ return 0;
+ if (!(skill_get_inf(skill_id)&INF_GROUND_SKILL))
+ return 0; //Targetted spells can't come off.
+ }
+
+ if (
+ (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
+ || (sc->data[SC_AUTOCOUNTER] && !flag)
+ || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
+ || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
+ )
+ return 0;
+
+ if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage
+ if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
+ unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
+ clif_emotion(src, E_LV);
+ return 0;
+ }
+
+ if (sc->data[SC_BLADESTOP]) {
+ switch (sc->data[SC_BLADESTOP]->val1)
+ {
+ case 5: if (skill_id == MO_EXTREMITYFIST) break;
+ case 4: if (skill_id == MO_CHAINCOMBO) break;
+ case 3: if (skill_id == MO_INVESTIGATE) break;
+ case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
+ default: return 0;
+ }
+ }
+
+ if (sc->data[SC_DANCING] && flag!=2) {
+ if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
+ { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
+ if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
+ return 0;
+ } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
+ if (skill_id == BD_ENCORE ||
+ skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
+ )
+ return 0;
+ } else {
+ switch (skill_id) {
+ case BD_ADAPTATION:
+ case CG_LONGINGFREEDOM:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ break;
+ default:
+ return 0;
+ }
+ }
+ if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
+ return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
+ }
+
+ if (skill_id && //Do not block item-casted skills.
+ (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
+ ) { //Skills blocked through status changes...
+ if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
+ sc->cant.cast ||
+ (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_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
+ (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
+ ))
+ return 0;
+
+ //Skill blocking.
+ if (
+ (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
+ (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
+ (sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
+ (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
+ )
+ return 0;
+
+ if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
+ switch(skill_id) {//##TODO## make this a flag in skill_db?
+ // Skills that can be used even under Man Hole effects.
+ case SC_SHADOWFORM:
+ case SC_STRIPACCESSARY:
+ break;
+ default:
+ return 0;
+ }
+ }
+
+ }
+ }
+
+ if (sc && sc->option)
+ {
+ if (sc->option&OPTION_HIDE)
+ switch (skill_id) { //Usable skills while hiding.
+ case TF_HIDING:
+ case AS_GRIMTOOTH:
+ case RG_BACKSTAP:
+ case RG_RAID:
+ case NJ_SHADOWJUMP:
+ case NJ_KIRIKAGE:
+ case KO_YAMIKUMO:
+ break;
+ default:
+ //Non players can use all skills while hidden.
+ if (!skill_id || src->type == BL_PC)
+ return 0;
+ }
+ if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
+ return 0;
+ if(sc->option&OPTION_MOUNTING)
+ return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
+ }
+
+ if (target == NULL || target == src) //No further checking needed.
+ return 1;
+
+ tsc = status_get_sc(target);
+
+ if(tsc && tsc->count) {
+ /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
+ if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
+ return 0;
+ if(!skill_id && tsc->data[SC_TRICKDEAD])
+ return 0;
+ if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
+ && tsc->data[SC_FREEZE])
+ return 0;
+ if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
+ return 0;
+ }
+
+ //If targetting, cloak+hide protect you, otherwise only hiding does.
+ hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
+
+ //You cannot hide from ground skills.
+ if( skill_get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
+ hide_flag &= ~OPTION_HIDE;
+
+ switch( target->type ) {
+ case BL_PC: {
+ struct map_session_data *sd = (TBL_PC*) target;
+ bool is_boss = (status->mode&MD_BOSS);
+ bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
+ if (pc_isinvisible(sd))
+ return 0;
+ if (tsc->option&hide_flag && !is_boss &&
+ ((sd->special_state.perfect_hiding || !is_detect) ||
+ (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
+ return 0;
+ if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
+ return 0;
+ if( tsc->data[SC_STEALTHFIELD] && !is_boss )
+ return 0;
+ }
+ break;
+ case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
+ //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
+ if (status->mode&MD_LOOTER)
+ return 1;
+ return 0;
+ case BL_HOM:
+ case BL_MER:
+ case BL_ELEM:
+ if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
+ return 0; // Can't use support skills on Homunculus (only Master/Self)
+ if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
+ return 0; // Can't use Weapon endow skills on Mercenary (only Master)
+ if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
+ return 0; // Can't use Potion Pitcher on Mercenaries
+ default:
+ //Check for chase-walk/hiding/cloaking opponents.
+ if( tsc ) {
+ if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
+ return 0;
+ if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
+ return 0;
+ }
+ }
+ return 1;
+}
+
+//Checks whether the source can see and chase target.
+int status_check_visibility(struct block_list *src, struct block_list *target)
+{
+ int view_range;
+ struct status_data* status = status_get_status_data(src);
+ struct status_change* tsc = status_get_sc(target);
+ switch (src->type) {
+ case BL_MOB:
+ view_range = ((TBL_MOB*)src)->min_chase;
+ break;
+ case BL_PET:
+ view_range = ((TBL_PET*)src)->db->range2;
+ break;
+ default:
+ view_range = AREA_SIZE;
+ }
+
+ if (src->m != target->m || !check_distance_bl(src, target, view_range))
+ return 0;
+
+ if( tsc && tsc->data[SC_STEALTHFIELD] )
+ return 0;
+
+ switch (target->type)
+ { //Check for chase-walk/hiding/cloaking opponents.
+ case BL_PC:
+ if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
+ return 0;
+ if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
+ ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
+ return 0;
+ break;
+ default:
+ if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
+ return 0;
+
+ }
+
+ return 1;
+}
+
+// Basic ASPD value
+int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
+{
+ int amotion;
+#ifdef RENEWAL_ASPD
+ short mod = -1;
+
+ switch( sd->weapontype2 ){ // adjustment for dual weilding
+ case W_DAGGER: mod = 0; break; // 0, 1, 1
+ case W_1HSWORD:
+ case W_1HAXE: mod = 1;
+ if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
+ mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
+ }
+
+ amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
+ ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
+ : ((aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
+ + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
+ - aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2]
+ + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1]);
+
+ if ( sd->status.shield )
+ amotion += ( 2000 - aspd_base[pc_class2idx(sd->status.class_)][W_FIST] ) +
+ ( aspd_base[pc_class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );
+
+#else
+ // base weapon delay
+ amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
+ ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
+ : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
+
+ // percentual delay reduction from stats
+ amotion -= amotion * (4*status->agi + status->dex)/1000;
+#endif
+ // raw delay adjustment from bAspd bonus
+ amotion += sd->bonus.aspd_add;
+
+ return amotion;
+}
+
+static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
+{
+ int flag = 0, str, dex,
+#ifdef RENEWAL
+ rstr,
+#endif
+ dstr;
+
+
+ if(!(bl->type&battle_config.enable_baseatk))
+ return 0;
+
+ if (bl->type == BL_PC)
+ switch(((TBL_PC*)bl)->status.weapon){
+ case W_BOW:
+ case W_MUSICAL:
+ case W_WHIP:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ flag = 1;
+ }
+ if (flag) {
+#ifdef RENEWAL
+ rstr =
+#endif
+ str = status->dex;
+ dex = status->str;
+ } else {
+#ifdef RENEWAL
+ rstr =
+#endif
+ str = status->str;
+ dex = status->dex;
+ }
+ //Normally only players have base-atk, but homunc have a different batk
+ // equation, hinting that perhaps non-players should use this for batk.
+ // [Skotlex]
+ dstr = str/10;
+ str += dstr*dstr;
+ if (bl->type == BL_PC)
+#ifdef RENEWAL
+ str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10;
+#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
+unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
+#endif
+
+//Fills in the misc data that can be calculated from the other status info (except for level)
+void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
+{
+ //Non players get the value set, players need to stack with previous bonuses.
+ if( bl->type != BL_PC )
+ status->batk =
+ status->hit = status->flee =
+ status->def2 = status->mdef2 =
+ status->cri = status->flee2 = 0;
+
+#ifdef RENEWAL // renewal formulas
+ status->matk_min = status->matk_max = 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)
+#else
+ status->matk_min = status_base_matk_min(status);
+ status->matk_max = status_base_matk_max(status);
+ status->hit += level + status->dex;
+ status->flee += level + status->agi;
+ status->def2 += status->vit;
+ status->mdef2 += status->int_ + (status->vit>>1);
+#endif
+
+ if( bl->type&battle_config.enable_critical )
+ status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
+ else
+ status->cri = 0;
+
+ if (bl->type&battle_config.enable_perfect_flee)
+ status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
+ else
+ status->flee2 = 0;
+
+ if (status->batk) {
+ int temp = status->batk + status_base_atk(bl, status);
+ status->batk = cap_value(temp, 0, USHRT_MAX);
+ } else
+ status->batk = status_base_atk(bl, status);
+ if (status->cri)
+ switch (bl->type) {
+ case BL_MOB:
+ if(battle_config.mob_critical_rate != 100)
+ status->cri = status->cri*battle_config.mob_critical_rate/100;
+ if(!status->cri && battle_config.mob_critical_rate)
+ status->cri = 10;
+ break;
+ case BL_PC:
+ //Players don't have a critical adjustment setting as of yet.
+ break;
+ default:
+ if(battle_config.critical_rate != 100)
+ status->cri = status->cri*battle_config.critical_rate/100;
+ if (!status->cri && battle_config.critical_rate)
+ status->cri = 10;
+ }
+ if(bl->type&BL_REGEN)
+ status_calc_regen(bl, status, status_get_regen_data(bl));
+}
+
+//Skotlex: Calculates the initial status for the given mob
+//first will only be false when the mob leveled up or got a GuardUp level.
+int status_calc_mob_(struct mob_data* md, bool first)
+{
+ struct status_data *status;
+ struct block_list *mbl = NULL;
+ int flag=0;
+
+ if(first)
+ { //Set basic level on respawn.
+ if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
+ ;
+ else
+ md->level = md->db->lv;
+ }
+
+ //Check if we need custom base-status
+ if (battle_config.mobs_level_up && md->level > md->db->lv)
+ flag|=1;
+
+ if (md->special_state.size)
+ flag|=2;
+
+ if (md->guardian_data && md->guardian_data->guardup_lv)
+ flag|=4;
+ if (md->class_ == MOBID_EMPERIUM)
+ flag|=4;
+
+ if (battle_config.slaves_inherit_speed && md->master_id)
+ flag|=8;
+
+ if (md->master_id && md->special_state.ai>1)
+ flag|=16;
+
+ if (!flag)
+ { //No special status required.
+ if (md->base_status) {
+ aFree(md->base_status);
+ md->base_status = NULL;
+ }
+ if(first)
+ memcpy(&md->status, &md->db->status, sizeof(struct status_data));
+ return 0;
+ }
+ if (!md->base_status)
+ md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
+
+ status = md->base_status;
+ memcpy(status, &md->db->status, sizeof(struct status_data));
+
+ if (flag&(8|16))
+ mbl = map_id2bl(md->master_id);
+
+ if (flag&8 && mbl) {
+ struct status_data *mstatus = status_get_base_status(mbl);
+ if (mstatus &&
+ battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
+ status->speed = mstatus->speed;
+ if( status->speed < 2 ) /* minimum for the unit to function properly */
+ status->speed = 2;
+ }
+
+ if (flag&16 && mbl)
+ { //Max HP setting from Summon Flora/marine Sphere
+ struct unit_data *ud = unit_bl2ud(mbl);
+ //Remove special AI when this is used by regular mobs.
+ if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
+ md->special_state.ai = 0;
+ if (ud)
+ { // different levels of HP according to skill level
+ if (ud->skill_id == AM_SPHEREMINE) {
+ status->max_hp = 2000 + 400*ud->skill_lv;
+ } else if(ud->skill_id == KO_ZANZOU){
+ status->max_hp = 3000 + 3000 * ud->skill_lv;
+ } else { //AM_CANNIBALIZE
+ status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
+ status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
+ }
+ status->hp = status->max_hp;
+ }
+ }
+
+ if (flag&1)
+ { // increase from mobs leveling up [Valaris]
+ int diff = md->level - md->db->lv;
+ status->str+= diff;
+ status->agi+= diff;
+ status->vit+= diff;
+ status->int_+= diff;
+ status->dex+= diff;
+ status->luk+= diff;
+ status->max_hp += diff*status->vit;
+ status->max_sp += diff*status->int_;
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ status->speed -= cap_value(diff, 0, status->speed - 10);
+ }
+
+
+ if (flag&2 && battle_config.mob_size_influence)
+ { // change for sized monsters [Valaris]
+ if (md->special_state.size==SZ_MEDIUM) {
+ status->max_hp>>=1;
+ status->max_sp>>=1;
+ if (!status->max_hp) status->max_hp = 1;
+ if (!status->max_sp) status->max_sp = 1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str>>=1;
+ status->agi>>=1;
+ status->vit>>=1;
+ status->int_>>=1;
+ status->dex>>=1;
+ status->luk>>=1;
+ if (!status->str) status->str = 1;
+ if (!status->agi) status->agi = 1;
+ if (!status->vit) status->vit = 1;
+ if (!status->int_) status->int_ = 1;
+ if (!status->dex) status->dex = 1;
+ if (!status->luk) status->luk = 1;
+ } else if (md->special_state.size==SZ_BIG) {
+ status->max_hp<<=1;
+ status->max_sp<<=1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str<<=1;
+ status->agi<<=1;
+ status->vit<<=1;
+ status->int_<<=1;
+ status->dex<<=1;
+ status->luk<<=1;
+ }
+ }
+
+ status_calc_misc(&md->bl, status, md->level);
+
+ if(flag&4)
+ { // Strengthen Guardians - custom value +10% / lv
+ struct guild_castle *gc;
+ gc=guild_mapname2gc(map[md->bl.m].name);
+ if (!gc)
+ ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
+ else
+ if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
+#ifdef RENEWAL
+ status->max_hp += 50 * gc->defense;
+ status->max_sp += 70 * gc->defense;
+#else
+ status->max_hp += 1000 * gc->defense;
+ status->max_sp += 200 * gc->defense;
+#endif
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ status->def += (gc->defense+2)/3;
+ status->mdef += (gc->defense+2)/3;
+ }
+ if(md->class_ != MOBID_EMPERIUM) {
+ status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
+ status->aspd_rate -= 100*md->guardian_data->guardup_lv;
+ }
+ }
+
+ if( first ) //Initial battle status
+ memcpy(&md->status, status, sizeof(struct status_data));
+
+ return 1;
+}
+
+//Skotlex: Calculates the stats of the given pet.
+int status_calc_pet_(struct pet_data *pd, bool first)
+{
+ nullpo_ret(pd);
+
+ if (first) {
+ memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
+ pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
+ pd->status.speed = pd->petDB->speed;
+
+ if(battle_config.pet_attack_support || battle_config.pet_damage_support)
+ {// attack support requires the pet to be able to attack
+ pd->status.mode|= MD_CANATTACK;
+ }
+ }
+
+ if (battle_config.pet_lv_rate && pd->msd)
+ {
+ struct map_session_data *sd = pd->msd;
+ int lv;
+
+ lv =sd->status.base_level*battle_config.pet_lv_rate/100;
+ if (lv < 0)
+ lv = 1;
+ if (lv != pd->pet.level || first)
+ {
+ struct status_data *bstat = &pd->db->status, *status = &pd->status;
+ pd->pet.level = lv;
+ if (!first) //Lv Up animation
+ clif_misceffect(&pd->bl, 0);
+ status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
+ status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
+ status->str = (bstat->str*lv)/pd->db->lv;
+ status->agi = (bstat->agi*lv)/pd->db->lv;
+ status->vit = (bstat->vit*lv)/pd->db->lv;
+ status->int_ = (bstat->int_*lv)/pd->db->lv;
+ status->dex = (bstat->dex*lv)/pd->db->lv;
+ status->luk = (bstat->luk*lv)/pd->db->lv;
+
+ status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
+ status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
+ status->str = cap_value(status->str,1,battle_config.pet_max_stats);
+ status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
+ status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
+ status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
+ status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
+ status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
+
+ status_calc_misc(&pd->bl, &pd->status, lv);
+
+ if (!first) //Not done the first time because the pet is not visible yet
+ clif_send_petstatus(sd);
+ }
+ } else if (first) {
+ status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
+ if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
+ pd->pet.level = pd->db->lv;
+ }
+
+ //Support rate modifier (1000 = 100%)
+ pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
+ if(battle_config.pet_support_rate != 100)
+ pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
+
+ return 1;
+}
+
+/// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
+static void status_calc_sigma(void)
+{
+ int i,j;
+
+ for(i = 0; i < CLASS_COUNT; i++)
+ {
+ unsigned int k = 0;
+ hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
+ for(j = 2; j <= MAX_LEVEL; j++)
+ {
+ k += (hp_coefficient[i]*j + 50) / 100;
+ hp_sigma_val[i][j] = k;
+ if (k >= INT_MAX)
+ break; //Overflow protection. [Skotlex]
+ }
+ for(; j <= MAX_LEVEL; j++)
+ hp_sigma_val[i][j] = INT_MAX;
+ }
+}
+
+/// Calculates base MaxHP value according to class and base level
+/// The recursive equation used to calculate level bonus is (using integer operations)
+/// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
+/// which reduces to something close to
+/// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
+static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
+{
+ uint64 val = pc_class2idx(sd->status.class_);
+ val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
+
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
+ val += 100; //Since their HP can't be approximated well enough without this.
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max HP for top ranking Taekwons over level 90.
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
+ val += 2000; //Supernovice lvl99 hp bonus.
+
+ val += val * status->vit/100; // +1% per each point of VIT
+
+ if (sd->class_&JOBL_UPPER)
+ val += val * 25/100; //Trans classes get a 25% hp bonus
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100; //Baby classes get a 30% hp penalty
+ return (unsigned int)val;
+}
+
+static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
+{
+ uint64 val;
+
+ val = 10 + sd->status.base_level*(int64)sp_coefficient[pc_class2idx(sd->status.class_)]/100;
+ val += val * status->int_/100;
+
+ if (sd->class_&JOBL_UPPER)
+ val += val * 25/100;
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100;
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max SP for top ranking Taekwons over level 90.
+
+ return (unsigned int)val;
+}
+
+//Calculates player data from scratch without counting SC adjustments.
+//Should be invoked whenever players raise stats, learn passive skills or change equipment.
+int status_calc_pc_(struct map_session_data* sd, bool first)
+{
+ static int calculating = 0; //Check for recursive call preemption. [Skotlex]
+ struct status_data *status; // pointer to the player's base status
+ const struct status_change *sc = &sd->sc;
+ struct s_skill b_skill[MAX_SKILL]; // previous skill tree
+ int b_weight, b_max_weight, b_cart_weight_max, // previous weight
+ i, index, skill,refinedef=0;
+ int64 i64;
+
+ if (++calculating > 10) //Too many recursive calls!
+ return -1;
+
+ // remember player-specific values that are currently being shown to the client (for refresh purposes)
+ memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
+ b_weight = sd->weight;
+ b_max_weight = sd->max_weight;
+ b_cart_weight_max = sd->cart_weight_max;
+
+ pc_calc_skilltree(sd); // SkillTree calculation
+
+ sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
+
+ if(first) {
+ //Load Hp/SP from char-received data.
+ sd->battle_status.hp = sd->status.hp;
+ sd->battle_status.sp = sd->status.sp;
+ sd->regen.sregen = &sd->sregen;
+ sd->regen.ssregen = &sd->ssregen;
+ sd->weight=0;
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
+ continue;
+ sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
+ }
+ sd->cart_weight=0;
+ sd->cart_num=0;
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0)
+ continue;
+ sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
+ sd->cart_num++;
+ }
+ }
+
+ status = &sd->base_status;
+ // these are not zeroed. [zzo]
+ sd->hprate=100;
+ sd->sprate=100;
+ sd->castrate=100;
+ sd->delayrate=100;
+ sd->dsprate=100;
+ sd->hprecov_rate = 100;
+ sd->sprecov_rate = 100;
+ sd->matk_rate = 100;
+ sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
+ sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
+ sd->regen.state.block = 0;
+
+ // zeroed arrays, order follows the order in pc.h.
+ // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
+ memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
+ + sizeof(sd->param_equip)
+ + sizeof(sd->subele)
+ + sizeof(sd->subrace)
+ + sizeof(sd->subrace2)
+ + sizeof(sd->subsize)
+ + sizeof(sd->reseff)
+ + sizeof(sd->weapon_coma_ele)
+ + sizeof(sd->weapon_coma_race)
+ + sizeof(sd->weapon_atk)
+ + sizeof(sd->weapon_atk_rate)
+ + sizeof(sd->arrow_addele)
+ + sizeof(sd->arrow_addrace)
+ + sizeof(sd->arrow_addsize)
+ + sizeof(sd->magic_addele)
+ + sizeof(sd->magic_addrace)
+ + sizeof(sd->magic_addsize)
+ + sizeof(sd->magic_atk_ele)
+ + sizeof(sd->critaddrace)
+ + sizeof(sd->expaddrace)
+ + sizeof(sd->ignore_mdef)
+ + sizeof(sd->ignore_def)
+ + sizeof(sd->itemgrouphealrate)
+ + sizeof(sd->sp_gain_race)
+ + sizeof(sd->sp_gain_race_attack)
+ + sizeof(sd->hp_gain_race_attack)
+ );
+
+ memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
+ memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
+
+ if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) //Clear intravision as long as nothing else is using it
+ clif_status_load(&sd->bl, SI_INTRAVISION, 0);
+
+ memset(&sd->special_state,0,sizeof(sd->special_state));
+ memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
+
+ //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
+ status->speed = DEFAULT_WALK_SPEED;
+ //Give them all modes except these (useful for clones)
+ status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
+
+ status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
+ if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
+ if (sd->class_&JOBL_BABY) {
+ if (battle_config.character_size&SZ_BIG)
+ status->size++;
+ } else
+ if(battle_config.character_size&SZ_MEDIUM)
+ status->size++;
+ }
+ status->aspd_rate = 1000;
+ status->ele_lv = 1;
+ status->race = RC_DEMIHUMAN;
+
+ //zero up structures...
+ memset(&sd->autospell,0,sizeof(sd->autospell)
+ + sizeof(sd->autospell2)
+ + sizeof(sd->autospell3)
+ + sizeof(sd->addeff)
+ + sizeof(sd->addeff2)
+ + sizeof(sd->addeff3)
+ + sizeof(sd->skillatk)
+ + sizeof(sd->skillusesprate)
+ + sizeof(sd->skillusesp)
+ + sizeof(sd->skillheal)
+ + sizeof(sd->skillheal2)
+ + sizeof(sd->hp_loss)
+ + sizeof(sd->sp_loss)
+ + sizeof(sd->hp_regen)
+ + sizeof(sd->sp_regen)
+ + sizeof(sd->skillblown)
+ + sizeof(sd->skillcast)
+ + sizeof(sd->add_def)
+ + sizeof(sd->add_mdef)
+ + sizeof(sd->add_mdmg)
+ + sizeof(sd->add_drop)
+ + sizeof(sd->itemhealrate)
+ + sizeof(sd->subele2)
+ + sizeof(sd->skillcooldown)
+ + sizeof(sd->skillfixcast)
+ + sizeof(sd->skillvarcast)
+ );
+
+ memset (&sd->bonus, 0,sizeof(sd->bonus));
+
+ // Autobonus
+ pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
+ pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
+ pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
+
+ // Parse equipment.
+ for(i=0;i<EQI_MAX-1;i++) {
+ current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+ continue;
+ if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+ continue;
+ if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+ continue;
+ if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
+ continue;
+ if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
+ continue;
+ if(!sd->inventory_data[index])
+ continue;
+
+ status->def += sd->inventory_data[index]->def;
+
+ if(first && sd->inventory_data[index]->equip_script)
+ { //Execute equip-script on login
+ run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+
+ // sanitize the refine level in case someone decreased the value inbetween
+ if (sd->status.inventory[index].refine > MAX_REFINE)
+ sd->status.inventory[index].refine = MAX_REFINE;
+
+ if(sd->inventory_data[index]->type == IT_WEAPON) {
+ int r,wlv = sd->inventory_data[index]->wlv;
+ struct weapon_data *wd;
+ struct weapon_atk *wa;
+ if (wlv >= REFINE_TYPE_MAX)
+ wlv = REFINE_TYPE_MAX - 1;
+ if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
+ wd = &sd->left_weapon; // Left-hand weapon
+ wa = &status->lhw;
+ } else {
+ wd = &sd->right_weapon;
+ wa = &status->rhw;
+ }
+ wa->atk += sd->inventory_data[index]->atk;
+ if ( (r = sd->status.inventory[index].refine) )
+ wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
+
+#ifdef RENEWAL
+ wa->matk += sd->inventory_data[index]->matk;
+ wa->wlv = wlv;
+ if( r ) // renewal magic attack refine bonus
+ wa->matk += refine_info[wlv].bonus[r-1] / 100;
+#endif
+
+ //Overrefine bonus.
+ if (r)
+ wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
+
+ wa->range += sd->inventory_data[index]->range;
+ if(sd->inventory_data[index]->script) {
+ if (wd == &sd->left_weapon) {
+ sd->state.lr_flag = 1;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+
+ if(sd->status.inventory[index].card[0]==CARD0_FORGE)
+ { // Forged weapon
+ wd->star += (sd->status.inventory[index].card[1]>>8);
+ if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
+ if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
+ wd->star += 10;
+
+ if (!wa->ele) //Do not overwrite element from previous bonuses.
+ wa->ele = (sd->status.inventory[index].card[1]&0x0f);
+ }
+ }
+ else if(sd->inventory_data[index]->type == IT_ARMOR) {
+ int r;
+ if ( (r = sd->status.inventory[index].refine) )
+ refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
+ if(sd->inventory_data[index]->script) {
+ if( i == EQI_HAND_L ) //Shield
+ sd->state.lr_flag = 3;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if( i == EQI_HAND_L ) //Shield
+ sd->state.lr_flag = 0;
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if(sd->equip_index[EQI_AMMO] >= 0){
+ index = sd->equip_index[EQI_AMMO];
+ if(sd->inventory_data[index]){ // Arrows
+ sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
+ sd->state.lr_flag = 2;
+ if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+ return 1;
+ }
+ }
+
+ /* we've got combos to process */
+ if( sd->combos.count ) {
+ for( i = 0; i < sd->combos.count; i++ ) {
+ run_script(sd->combos.bonus[i],0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this.
+ return 1;
+ }
+ }
+
+ //Store equipment script bonuses
+ memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
+ memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
+
+ status->def += (refinedef+50)/100;
+
+ //Parse Cards
+ for(i=0;i<EQI_MAX-1;i++) {
+ current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+ continue;
+ if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+ continue;
+ if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+ continue;
+
+ if(sd->inventory_data[index]) {
+ int j,c;
+ struct item_data *data;
+
+ //Card script execution.
+ if(itemdb_isspecial(sd->status.inventory[index].card[0]))
+ continue;
+ for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
+ current_equip_card_id= c= sd->status.inventory[index].card[j];
+ if(!c)
+ continue;
+ data = itemdb_exists(c);
+ if(!data)
+ continue;
+ if(first && data->equip_script)
+ { //Execute equip-script on login
+ run_script(data->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+ if(!data->script)
+ continue;
+ if(data->flag.no_equip) { //Card restriction checks.
+ if(map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone))
+ continue;
+ if(!map_flag_vs(sd->bl.m) && data->flag.no_equip&1)
+ continue;
+ if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2)
+ continue;
+ if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4)
+ continue;
+ if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8)
+ continue;
+ }
+ if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
+ { //Left hand status.
+ sd->state.lr_flag = 1;
+ run_script(data->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(data->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script his function. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if( sc->count && sc->data[SC_ITEMSCRIPT] )
+ {
+ struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
+ if( data && data->script )
+ run_script(data->script,0,sd->bl.id,0);
+ }
+
+ if( sd->pd )
+ { // Pet Bonus
+ struct pet_data *pd = sd->pd;
+ if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
+ run_script(pd->petDB->equip_script,0,sd->bl.id,0);
+ if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
+ pc_bonus(sd,pd->bonus->type, pd->bonus->val);
+ }
+
+ //param_bonus now holds card bonuses.
+ if(status->rhw.range < 1) status->rhw.range = 1;
+ if(status->lhw.range < 1) status->lhw.range = 1;
+ if(status->rhw.range < status->lhw.range)
+ status->rhw.range = status->lhw.range;
+
+ sd->bonus.double_rate += sd->bonus.double_add_rate;
+ sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
+ sd->bonus.splash_range += sd->bonus.splash_add_range;
+
+ // Damage modifiers from weapon type
+ sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
+ sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
+ sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
+ sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
+ sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
+ sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
+
+ if(pc_isriding(sd) &&
+ (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
+ { //When Riding with spear, damage modifier to mid-class becomes
+ //same as versus large size.
+ sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
+ sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
+ }
+
+// ----- STATS CALCULATION -----
+
+ // Job bonuses
+ index = pc_class2idx(sd->status.class_);
+ for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
+ if(!job_bonus[index][i])
+ continue;
+ switch(job_bonus[index][i]) {
+ case 1: status->str++; break;
+ case 2: status->agi++; break;
+ case 3: status->vit++; break;
+ case 4: status->int_++; break;
+ case 5: status->dex++; break;
+ case 6: status->luk++; break;
+ }
+ }
+
+ // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
+ status->str += 10;
+ status->agi += 10;
+ status->vit += 10;
+ status->int_+= 10;
+ status->dex += 10;
+ status->luk += 10;
+ }
+
+ // Absolute modifiers from passive skills
+ if(pc_checkskill(sd,BS_HILTBINDING)>0)
+ status->str++;
+ if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
+ status->int_ += (skill+1)/2; // +1 INT / 2 lv
+ if((skill=pc_checkskill(sd,AC_OWL))>0)
+ status->dex += skill;
+ if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
+ status->int_ += skill;
+
+ // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
+ i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
+ status->str = cap_value(i,0,USHRT_MAX);
+ i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
+ status->agi = cap_value(i,0,USHRT_MAX);
+ i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
+ status->vit = cap_value(i,0,USHRT_MAX);
+ i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
+ status->int_ = cap_value(i,0,USHRT_MAX);
+ i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
+ status->dex = cap_value(i,0,USHRT_MAX);
+ i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
+ status->luk = cap_value(i,0,USHRT_MAX);
+
+// ------ BASE ATTACK CALCULATION ------
+
+ // Base batk value is set on status_calc_misc
+ // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
+ if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
+ status->batk += sd->weapon_atk[sd->status.weapon];
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
+ status->batk += 4;
+
+// ----- HP MAX CALCULATION -----
+
+ // Basic MaxHP value
+ //We hold the standard Max HP here to make it faster to recalculate on vit changes.
+ sd->status.max_hp = status_base_pc_maxhp(sd,status);
+ //This is done to handle underflows from negative Max HP bonuses
+ i64 = sd->status.max_hp + (int)status->max_hp;
+ status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,CR_TRUST))>0)
+ status->max_hp += skill*200;
+
+ // Apply relative modifiers from equipment
+ if(sd->hprate < 0)
+ sd->hprate = 0;
+ if(sd->hprate!=100)
+ status->max_hp = (int64)status->max_hp * sd->hprate/100;
+ if(battle_config.hp_rate != 100)
+ status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;
+
+ if(status->max_hp > (unsigned int)battle_config.max_hp)
+ status->max_hp = battle_config.max_hp;
+ else if(!status->max_hp)
+ status->max_hp = 1;
+
+// ----- SP MAX CALCULATION -----
+
+ // Basic MaxSP value
+ sd->status.max_sp = status_base_pc_maxsp(sd,status);
+ //This is done to handle underflows from negative Max SP bonuses
+ i64 = sd->status.max_sp + (int)status->max_sp;
+ status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,SL_KAINA))>0)
+ status->max_sp += 30*skill;
+ if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
+ status->max_sp += (int64)status->max_sp * skill/100;
+ if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
+ status->max_sp += (int64)status->max_sp * 2*skill/100;
+ if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
+ status->max_sp += 200 + 20 * skill;
+ if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 )
+ status->max_sp += 30 * skill;
+
+
+ // Apply relative modifiers from equipment
+ if(sd->sprate < 0)
+ sd->sprate = 0;
+ if(sd->sprate!=100)
+ status->max_sp = (int64)status->max_sp * sd->sprate/100;
+ if(battle_config.sp_rate != 100)
+ status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;
+
+ if(status->max_sp > (unsigned int)battle_config.max_sp)
+ status->max_sp = battle_config.max_sp;
+ else if(!status->max_sp)
+ status->max_sp = 1;
+
+// ----- RESPAWN HP/SP -----
+//
+ //Calc respawn hp and store it on base_status
+ if (sd->special_state.restart_full_recover)
+ {
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ } else {
+ if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
+ && battle_config.restart_hp_rate < 50)
+ status->hp = status->max_hp>>1;
+ else
+ status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
+ if(!status->hp)
+ status->hp = 1;
+
+ status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
+
+ if( !status->sp ) /* the minimum for the respawn setting is SP:1 */
+ status->sp = 1;
+ }
+
+// ----- MISC CALCULATION -----
+ status_calc_misc(&sd->bl, status, sd->status.base_level);
+
+ //Equipment modifiers for misc settings
+ if(sd->matk_rate < 0)
+ sd->matk_rate = 0;
+
+ if(sd->matk_rate != 100){
+ status->matk_max = status->matk_max * sd->matk_rate/100;
+ status->matk_min = status->matk_min * sd->matk_rate/100;
+ }
+
+ if(sd->hit_rate < 0)
+ sd->hit_rate = 0;
+ if(sd->hit_rate != 100)
+ status->hit = status->hit * sd->hit_rate/100;
+
+ if(sd->flee_rate < 0)
+ sd->flee_rate = 0;
+ if(sd->flee_rate != 100)
+ status->flee = status->flee * sd->flee_rate/100;
+
+ if(sd->def2_rate < 0)
+ sd->def2_rate = 0;
+ if(sd->def2_rate != 100)
+ status->def2 = status->def2 * sd->def2_rate/100;
+
+ if(sd->mdef2_rate < 0)
+ sd->mdef2_rate = 0;
+ if(sd->mdef2_rate != 100)
+ status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
+
+ if(sd->critical_rate < 0)
+ sd->critical_rate = 0;
+ if(sd->critical_rate != 100)
+ status->cri = status->cri * sd->critical_rate/100;
+
+ if(sd->flee2_rate < 0)
+ sd->flee2_rate = 0;
+ if(sd->flee2_rate != 100)
+ status->flee2 = status->flee2 * sd->flee2_rate/100;
+
+// ----- HIT CALCULATION -----
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
+ status->hit += skill*2;
+ if((skill=pc_checkskill(sd,AC_VULTURE))>0){
+#ifndef RENEWAL
+ status->hit += skill;
+#endif
+ if(sd->status.weapon == W_BOW)
+ status->rhw.range += skill;
+ }
+ if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
+ {
+ if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
+ status->hit += 2*skill;
+ if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
+ status->hit += skill;
+ status->rhw.range += skill;
+ }
+ }
+
+// ----- FLEE CALCULATION -----
+
+ // Absolute modifiers from passive skills
+ if((skill=pc_checkskill(sd,TF_MISS))>0)
+ status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
+ if((skill=pc_checkskill(sd,MO_DODGE))>0)
+ status->flee += (skill*3)>>1;
+// ----- EQUIPMENT-DEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->def_rate < 0)
+ sd->def_rate = 0;
+ if(sd->def_rate != 100) {
+ i = status->def * sd->def_rate/100;
+ status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
+ }
+
+#ifndef RENEWAL
+ if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
+ {
+ status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
+ status->def = (unsigned char)battle_config.max_def;
+ }
+#endif
+
+// ----- EQUIPMENT-MDEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->mdef_rate < 0)
+ sd->mdef_rate = 0;
+ if(sd->mdef_rate != 100) {
+ i = status->mdef * sd->mdef_rate/100;
+ status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
+ }
+
+#ifndef RENEWAL
+ if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
+ {
+ status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
+ status->mdef = (signed char)battle_config.max_def;
+ }
+#endif
+
+// ----- ASPD CALCULATION -----
+// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
+
+ // Basic ASPD value
+ i = status_base_amotion_pc(sd,status);
+ status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
+
+ // Relative modifiers from passive skills
+#ifndef RENEWAL_ASPD
+ if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate -= 5*skill;
+ if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
+ status->aspd_rate -= 30*skill;
+ if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
+ (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
+ status->aspd_rate -= ((skill+1)/2) * 10;
+ if(pc_isriding(sd))
+ status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
+ else if(pc_isridingdragon(sd))
+ status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
+#else // needs more info
+ if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate += 5*skill;
+ if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
+ status->aspd_rate += 30*skill;
+ if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
+ (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
+ status->aspd_rate += ((skill+1)/2) * 10;
+ if(pc_isriding(sd))
+ status->aspd_rate -= 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
+ else if(pc_isridingdragon(sd))
+ status->aspd_rate -= 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
+#endif
+ status->adelay = 2*status->amotion;
+
+
+// ----- DMOTION -----
+//
+ i = 800-status->agi*4;
+ status->dmotion = cap_value(i, 400, 800);
+ if(battle_config.pc_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
+
+// ----- MISC CALCULATIONS -----
+
+ // Weight
+ if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
+ sd->max_weight += 2000*skill;
+ if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
+ sd->max_weight += 10000;
+ else if(pc_isridingdragon(sd))
+ sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING);
+ if(sc->data[SC_KNOWLEDGE])
+ sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
+ if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
+ sd->max_weight += 2000*skill;
+
+ sd->cart_weight_max = battle_config.max_cart_weight + (pc_checkskill(sd, GN_REMODELING_CART)*5000);
+
+ if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
+ sd->regen.state.walk = 1;
+ else
+ sd->regen.state.walk = 0;
+
+ // Skill SP cost
+ if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
+ sd->dsprate -= 4*skill;
+
+ if(sc->data[SC_SERVICE4U])
+ sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
+
+ if(sc->data[SC_SPCOST_RATE])
+ sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
+
+ //Underflow protections.
+ if(sd->dsprate < 0)
+ sd->dsprate = 0;
+ if(sd->castrate < 0)
+ sd->castrate = 0;
+ if(sd->delayrate < 0)
+ sd->delayrate = 0;
+ if(sd->hprecov_rate < 0)
+ sd->hprecov_rate = 0;
+ if(sd->sprecov_rate < 0)
+ sd->sprecov_rate = 0;
+
+ // Anti-element and anti-race
+ if((skill=pc_checkskill(sd,CR_TRUST))>0)
+ sd->subele[ELE_HOLY] += skill*5;
+ if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
+ sd->subele[ELE_NEUTRAL] += skill;
+ sd->subele[ELE_FIRE] += skill*4;
+ }
+ if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
+ skill = skill*4;
+ sd->right_weapon.addrace[RC_DRAGON]+=skill;
+ sd->left_weapon.addrace[RC_DRAGON]+=skill;
+ sd->magic_addrace[RC_DRAGON]+=skill;
+ sd->subrace[RC_DRAGON]+=skill;
+ }
+
+ if(sc->count){
+ if(sc->data[SC_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_SIEGFRIED]){
+ i = sc->data[SC_SIEGFRIED]->val2;
+ sd->subele[ELE_WATER] += i;
+ sd->subele[ELE_EARTH] += i;
+ sd->subele[ELE_FIRE] += i;
+ sd->subele[ELE_WIND] += i;
+ sd->subele[ELE_POISON] += i;
+ sd->subele[ELE_HOLY] += i;
+ sd->subele[ELE_DARK] += i;
+ sd->subele[ELE_GHOST] += i;
+ sd->subele[ELE_UNDEAD] += i;
+ }
+ if(sc->data[SC_PROVIDENCE]){
+ sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
+ sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
+ }
+ if(sc->data[SC_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_ARMOR_RESIST]) { // Undead Scroll
+ sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
+ sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
+ sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
+ sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
+ }
+ if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
+ i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
+ sd->subele[ELE_FIRE] += i;
+ sd->subele[ELE_WATER] -= i;
+ }
+ if( sc->data[SC_WATER_DROP_OPTION] ) {
+ i = sc->data[SC_WATER_DROP_OPTION]->val2;
+ sd->subele[ELE_WATER] += i;
+ sd->subele[ELE_WIND] -= i;
+ }
+ if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
+ i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
+ sd->subele[ELE_WIND] += i;
+ sd->subele[ELE_EARTH] -= i;
+ }
+ if( sc->data[SC_STONE_SHIELD_OPTION] ) {
+ i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
+ sd->subele[ELE_EARTH] += i;
+ sd->subele[ELE_FIRE] -= i;
+ }
+ if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_FIRE] += 25;
+ if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_WATER] += 25;
+ if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_WIND] += 25;
+ if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_EARTH] += 25;
+ }
+ status_cpy(&sd->battle_status, status);
+
+// ----- CLIENT-SIDE REFRESH -----
+ if(!sd->bl.prev) {
+ //Will update on LoadEndAck
+ calculating = 0;
+ return 0;
+ }
+ if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
+ clif_skillinfoblock(sd);
+ if(b_weight != sd->weight)
+ clif_updatestatus(sd,SP_WEIGHT);
+ if(b_max_weight != sd->max_weight) {
+ clif_updatestatus(sd,SP_MAXWEIGHT);
+ pc_updateweightstatus(sd);
+ }
+ if( b_cart_weight_max != sd->cart_weight_max ) {
+ clif_updatestatus(sd,SP_CARTINFO);
+ }
+
+ calculating = 0;
+
+ return 0;
+}
+
+int status_calc_mercenary_(struct mercenary_data *md, bool first)
+{
+ struct status_data *status = &md->base_status;
+ struct s_mercenary *merc = &md->mercenary;
+
+ if( first )
+ {
+ memcpy(status, &md->db->status, sizeof(struct status_data));
+ status->mode = MD_CANMOVE|MD_CANATTACK;
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ md->battle_status.hp = merc->hp;
+ md->battle_status.sp = merc->sp;
+ }
+
+ status_calc_misc(&md->bl, status, md->db->lv);
+ status_cpy(&md->battle_status, status);
+
+ return 0;
+}
+
+int status_calc_homunculus_(struct homun_data *hd, bool first)
+{
+ struct status_data *status = &hd->base_status;
+ struct s_homunculus *hom = &hd->homunculus;
+ int skill;
+ int amotion;
+
+ status->str = hom->str / 10;
+ status->agi = hom->agi / 10;
+ status->vit = hom->vit / 10;
+ status->dex = hom->dex / 10;
+ status->int_ = hom->int_ / 10;
+ status->luk = hom->luk / 10;
+
+ if (first) { //[orn]
+ const struct s_homunculus_db *db = hd->homunculusDB;
+ status->def_ele = db->element;
+ status->ele_lv = 1;
+ status->race = db->race;
+ status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
+ status->rhw.range = 1 + status->size;
+ status->mode = MD_CANMOVE|MD_CANATTACK;
+ status->speed = DEFAULT_WALK_SPEED;
+ if (battle_config.hom_setting&0x8 && hd->master)
+ status->speed = status_get_speed(&hd->master->bl);
+
+ status->hp = 1;
+ status->sp = 1;
+ }
+ skill = hom->level/10 + status->vit/5;
+ status->def = cap_value(skill, 0, 99);
+
+ skill = hom->level/10 + status->int_/5;
+ status->mdef = cap_value(skill, 0, 99);
+
+ status->max_hp = hom->max_hp ;
+ status->max_sp = hom->max_sp ;
+
+ merc_hom_calc_skilltree(hd, 0);
+
+ if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
+ status->def += skill * 4;
+
+ if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
+ {
+ status->int_ += 1 +skill/2 +skill/4 +skill/5;
+ status->str += 1 +skill/3 +skill/3 +skill/4;
+ }
+
+ if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
+ status->max_hp += skill * 2 * status->max_hp / 100;
+
+ if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
+ status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
+
+ if (first) {
+ hd->battle_status.hp = hom->hp ;
+ hd->battle_status.sp = hom->sp ;
+ }
+
+ status->rhw.atk = status->dex;
+ status->rhw.atk2 = status->str + hom->level;
+
+ status->aspd_rate = 1000;
+
+ amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
+ status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
+ status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
+
+ status_calc_misc(&hd->bl, status, hom->level);
+
+#ifdef RENEWAL
+ status->matk_max = status->matk_min;
+#endif
+
+ status_cpy(&hd->battle_status, status);
+ return 1;
+}
+
+int status_calc_elemental_(struct elemental_data *ed, bool first) {
+ struct status_data *status = &ed->base_status;
+ struct s_elemental *ele = &ed->elemental;
+ struct map_session_data *sd = ed->master;
+
+ if( !sd )
+ return 0;
+
+ if( first ) {
+ memcpy(status, &ed->db->status, sizeof(struct status_data));
+ if( !ele->mode )
+ status->mode = EL_MODE_PASSIVE;
+ else
+ status->mode = ele->mode;
+
+ status_calc_misc(&ed->bl, status, 0);
+
+ status->max_hp = ele->max_hp;
+ status->max_sp = ele->max_sp;
+ status->hp = ele->hp;
+ status->sp = ele->sp;
+ status->rhw.atk = ele->atk;
+ status->rhw.atk2 = ele->atk2;
+
+ status->matk_min += ele->matk;
+ status->def += ele->def;
+ status->mdef += ele->mdef;
+ status->flee = ele->flee;
+ status->hit = ele->hit;
+
+ memcpy(&ed->battle_status,status,sizeof(struct status_data));
+ } else {
+ status_calc_misc(&ed->bl, status, 0);
+ status_cpy(&ed->battle_status, status);
+ }
+
+ return 0;
+}
+
+int status_calc_npc_(struct npc_data *nd, bool first) {
+ struct status_data *status = &nd->status;
+
+ if (!nd)
+ return 0;
+
+ if (first) {
+ status->hp = 1;
+ status->sp = 1;
+ status->max_hp = 1;
+ status->max_sp = 1;
+
+ status->def_ele = ELE_NEUTRAL;
+ status->ele_lv = 1;
+ status->race = RC_DEMIHUMAN;
+ status->size = nd->size;
+ status->rhw.range = 1 + status->size;
+ status->mode = MD_CANMOVE|MD_CANATTACK;
+ status->speed = nd->speed;
+ }
+
+ status->str = nd->stat_point;
+ status->agi = nd->stat_point;
+ status->vit = nd->stat_point;
+ status->int_= nd->stat_point;
+ status->dex = nd->stat_point;
+ status->luk = nd->stat_point;
+
+ status_calc_misc(&nd->bl, status, nd->level);
+ status_cpy(&nd->status, status);
+
+ return 0;
+}
+
+static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_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_speed(struct block_list *,struct status_change *,int);
+static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
+#ifdef RENEWAL_ASPD
+static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
+#endif
+static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
+static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64);
+static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
+#ifdef RENEWAL
+static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
+#endif
+
+//Calculates base regen values.
+void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
+{
+ struct map_session_data *sd;
+ int val, skill, reg_flag;
+
+ if( !(bl->type&BL_REGEN) || !regen )
+ return;
+
+ sd = BL_CAST(BL_PC,bl);
+ val = 1 + (status->vit/5) + (status->max_hp/200);
+
+ if( sd && sd->hprecov_rate != 100 )
+ val = val*sd->hprecov_rate/100;
+
+ reg_flag = bl->type == BL_PC ? 0 : 1;
+
+ regen->hp = cap_value(val, reg_flag, SHRT_MAX);
+
+ val = 1 + (status->int_/6) + (status->max_sp/100);
+ if( status->int_ >= 120 )
+ val += ((status->int_-120)>>1) + 4;
+
+ if( sd && sd->sprecov_rate != 100 )
+ val = val*sd->sprecov_rate/100;
+
+ regen->sp = cap_value(val, reg_flag, SHRT_MAX);
+
+ if( sd )
+ {
+ struct regen_data_sub *sregen;
+ if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
+ {
+ val = regen->sp*(100+3*skill)/100;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+ //Only players have skill/sitting skill regen for now.
+ sregen = regen->sregen;
+
+ val = 0;
+ if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
+ val += skill*5 + skill*status->max_hp/500;
+ sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+ val = 0;
+ if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
+ val += skill*3 + skill*status->max_sp/500;
+ if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
+ val += skill*3 + skill*status->max_sp/500;
+ if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
+ val += 3 + 3 * skill;
+
+ sregen->sp = cap_value(val, 0, SHRT_MAX);
+
+ // Skill-related recovery (only when sit)
+ sregen = regen->ssregen;
+
+ val = 0;
+ if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
+ val += skill*4 + skill*status->max_hp/500;
+
+ if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
+ val += skill*30 + skill*status->max_hp/500;
+ sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+ val = 0;
+ if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
+ {
+ val += skill*3 + skill*status->max_sp/500;
+ if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
+ val += (30+10*skill)*val/100;
+ }
+ if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
+ val += skill*2 + skill*status->max_sp/500;
+ sregen->sp = cap_value(val, 0, SHRT_MAX);
+ }
+
+ if( bl->type == BL_HOM ) {
+ struct homun_data *hd = (TBL_HOM*)bl;
+ if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
+ val = regen->hp*(100+5*skill)/100;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+ }
+ if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
+ val = regen->sp*(100+3*skill)/100;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+ } else if( bl->type == BL_MER ) {
+ val = (status->max_hp * status->vit / 10000 + 1) * 6;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+
+ val = (status->max_sp * (status->int_ + 10) / 750) + 1;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ } else if( bl->type == BL_ELEM ) {
+ val = (status->max_hp * status->vit / 10000 + 1) * 6;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+
+ val = (status->max_sp * (status->int_ + 10) / 750) + 1;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+}
+
+//Calculates SC related regen rates.
+void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
+{
+ if (!(bl->type&BL_REGEN) || !regen)
+ return;
+
+ regen->flag = RGN_HP|RGN_SP;
+ if(regen->sregen)
+ {
+ if (regen->sregen->hp)
+ regen->flag|=RGN_SHP;
+
+ if (regen->sregen->sp)
+ regen->flag|=RGN_SSP;
+ regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
+ }
+ if (regen->ssregen)
+ {
+ if (regen->ssregen->hp)
+ regen->flag|=RGN_SHP;
+
+ if (regen->ssregen->sp)
+ regen->flag|=RGN_SSP;
+ regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
+ }
+ regen->rate.hp = regen->rate.sp = 1;
+
+ if (!sc || !sc->count)
+ return;
+
+ if (
+ (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
+ || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
+ || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]
+ || sc->data[SC_TRICKDEAD]
+ || sc->data[SC_BLEEDING]
+ || sc->data[SC_MAGICMUSHROOM]
+ || sc->data[SC_RAISINGDRAGON]
+ || sc->data[SC_SATURDAYNIGHTFEVER]
+ ) //No regen
+ regen->flag = 0;
+
+ if (
+ sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER]
+ || (
+ (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)))
+ )
+ ) //No natural SP regen
+ regen->flag &=~RGN_SP;
+
+ if(
+ sc->data[SC_TENSIONRELAX]
+ ) {
+ regen->rate.hp += 2;
+ if (regen->sregen)
+ regen->sregen->rate.hp += 3;
+ }
+ if (sc->data[SC_MAGNIFICAT])
+ {
+ regen->rate.hp += 1;
+ regen->rate.sp += 1;
+ }
+ if (sc->data[SC_REGENERATION])
+ {
+ const struct status_change_entry *sce = sc->data[SC_REGENERATION];
+ if (!sce->val4)
+ {
+ regen->rate.hp += sce->val2;
+ regen->rate.sp += sce->val3;
+ } else
+ regen->flag&=~sce->val4; //Remove regen as specified by val4
+ }
+ if(sc->data[SC_GT_REVITALIZE]){
+ regen->hp = cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
+ regen->state.walk= 1;
+ }
+ if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
+ regen->rate.hp *= 2;
+
+}
+void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start ) {
+
+ /* no sc at all, we can zero without any extra weight over our conciousness */
+ if( !sc->count ) {
+ memset(&sc->cant, 0, sizeof (sc->cant));
+ return;
+ }
+
+ /* can move? */
+ if( flag&SCS_NOMOVE ) {
+ if( !(flag&SCS_NOMOVECOND) ) {
+ sc->cant.move += ( start ? 1 : -1 );
+ } else if(
+ (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
+ || (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
+ || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
+ || (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB)
+ || (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3
+ && !(sc->data[SC_CAMOUFLAGE]->val3&1))
+ ) {
+ sc->cant.move += ( start ? 1 : -1 );
+ }
+ }
+
+ /* can't use skills */
+ if( flag&SCS_NOCAST ) {
+ if( !(flag&SCS_NOCASTCOND) ) {
+ sc->cant.cast += ( start ? 1 : -1 );
+ } else if( (sc->data[SC_CRYSTALIZE] && bl->type != BL_MOB) ){
+ sc->cant.cast += ( start ? 1 : -1 );
+ }
+ }
+
+ /* player-only states */
+ if( bl->type == BL_PC ) {
+
+ /* can pick items? */
+ if( flag&SCS_NOPICKITEM ) {
+ if( !(flag&SCS_NOPICKITEMCOND) ) {
+ sc->cant.pickup += ( start ? 1 : -1 );
+ } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
+ sc->cant.pickup += ( start ? 1 : -1 );
+ }
+ }
+
+ /* can drop items? */
+ if( flag&SCS_NODROPITEM ) {
+ if( !(flag&SCS_NODROPITEMCOND) ) {
+ sc->cant.drop += ( start ? 1 : -1 );
+ } else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) ) {
+ sc->cant.drop += ( start ? 1 : -1 );
+ }
+ }
+ }
+
+ return;
+}
+/// Recalculates parts of an object's battle status according to the specified flags.
+/// @param flag bitfield of values from enum scb_flag
+void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
+{
+ const struct status_data *b_status = status_get_base_status(bl);
+ struct status_data *status = status_get_status_data(bl);
+ struct status_change *sc = status_get_sc(bl);
+ TBL_PC *sd = BL_CAST(BL_PC,bl);
+ int temp;
+
+ if (!b_status || !status)
+ return;
+
+ if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
+ status_cpy(status, b_status);
+ return;
+ }
+
+ if(flag&SCB_STR) {
+ status->str = status_calc_str(bl, sc, b_status->str);
+ flag|=SCB_BATK;
+ if( bl->type&BL_HOM )
+ flag |= SCB_WATK;
+ }
+
+ if(flag&SCB_AGI) {
+ status->agi = status_calc_agi(bl, sc, b_status->agi);
+ flag|=SCB_FLEE
+#ifdef RENEWAL
+ |SCB_DEF2
+#endif
+ ;
+ if( bl->type&(BL_PC|BL_HOM) )
+ flag |= SCB_ASPD|SCB_DSPD;
+ }
+
+ if(flag&SCB_VIT) {
+ status->vit = status_calc_vit(bl, sc, b_status->vit);
+ flag|=SCB_DEF2|SCB_MDEF2;
+ if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
+ flag |= SCB_MAXHP;
+ if( bl->type&BL_HOM )
+ flag |= SCB_DEF;
+ }
+
+ if(flag&SCB_INT) {
+ status->int_ = status_calc_int(bl, sc, b_status->int_);
+ flag|=SCB_MATK|SCB_MDEF2;
+ if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
+ flag |= SCB_MAXSP;
+ if( bl->type&BL_HOM )
+ flag |= SCB_MDEF;
+ }
+
+ if(flag&SCB_DEX) {
+ status->dex = status_calc_dex(bl, sc, b_status->dex);
+ flag|=SCB_BATK|SCB_HIT
+#ifdef RENEWAL
+ |SCB_MATK|SCB_MDEF2
+#endif
+ ;
+ if( bl->type&(BL_PC|BL_HOM) )
+ flag |= SCB_ASPD;
+ if( bl->type&BL_HOM )
+ flag |= SCB_WATK;
+ }
+
+ if(flag&SCB_LUK) {
+ status->luk = status_calc_luk(bl, sc, b_status->luk);
+ flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
+#ifdef RENEWAL
+ |SCB_MATK|SCB_HIT|SCB_FLEE
+#endif
+ ;
+ }
+
+ if(flag&SCB_BATK && b_status->batk) {
+ status->batk = status_base_atk(bl,status);
+ temp = b_status->batk - status_base_atk(bl,b_status);
+ if (temp)
+ {
+ temp += status->batk;
+ status->batk = cap_value(temp, 0, USHRT_MAX);
+ }
+ status->batk = status_calc_batk(bl, sc, status->batk);
+ }
+
+ if(flag&SCB_WATK) {
+
+ status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
+ if (!sd) //Should not affect weapon refine bonus
+ status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
+
+ if(b_status->lhw.atk) {
+ if (sd) {
+ sd->state.lr_flag = 1;
+ status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
+ 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);
+ }
+ }
+
+ if( bl->type&BL_HOM )
+ {
+ status->rhw.atk += (status->dex - b_status->dex);
+ status->rhw.atk2 += (status->str - b_status->str);
+ if( status->rhw.atk2 < status->rhw.atk )
+ status->rhw.atk2 = status->rhw.atk;
+ }
+ }
+
+ if(flag&SCB_HIT) {
+ if (status->dex == b_status->dex
+#ifdef RENEWAL
+ && status->luk == b_status->luk
+#endif
+ )
+ status->hit = status_calc_hit(bl, sc, b_status->hit);
+ 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
+ );
+ }
+
+ if(flag&SCB_FLEE) {
+ if (status->agi == b_status->agi
+#ifdef RENEWAL
+ && status->luk == b_status->luk
+#endif
+ )
+ status->flee = status_calc_flee(bl, sc, b_status->flee);
+ 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
+ );
+ }
+
+ if(flag&SCB_DEF)
+ {
+ status->def = status_calc_def(bl, sc, b_status->def);
+
+ if( bl->type&BL_HOM )
+ status->def += (status->vit/5 - b_status->vit/5);
+ }
+
+ if(flag&SCB_DEF2) {
+ if (status->vit == b_status->vit
+#ifdef RENEWAL
+ && status->agi == b_status->agi
+#endif
+ )
+ status->def2 = status_calc_def2(bl, sc, b_status->def2);
+ else
+ status->def2 = status_calc_def2(bl, sc, b_status->def2
+#ifdef RENEWAL
+ + (int)( ((float)status->vit/2 + (float)b_status->vit/2) + ((float)status->agi/5 + (float)b_status->agi/5) )
+#else
+ + (status->vit - b_status->vit)
+#endif
+ );
+ }
+
+ if(flag&SCB_MDEF)
+ {
+ status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
+
+ if( bl->type&BL_HOM )
+ status->mdef += (status->int_/5 - b_status->int_/5);
+ }
+
+ if(flag&SCB_MDEF2) {
+ if (status->int_ == b_status->int_ && status->vit == b_status->vit
+#ifdef RENEWAL
+ && status->dex == b_status->dex
+#endif
+ )
+ status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
+ else
+ status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
+#ifdef RENEWAL
+ + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 + (float)b_status->vit/5) )
+#else
+ + ((status->vit - b_status->vit)>>1)
+#endif
+ );
+ }
+
+ if(flag&SCB_SPEED) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ status->speed = status_calc_speed(bl, sc, b_status->speed);
+
+ //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
+ //because if you step on something while walking, the moment this
+ //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
+ if (ud)
+ ud->state.change_walk_target = ud->state.speed_changed = 1;
+
+ if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
+ status->speed = battle_config.max_walk_speed;
+
+ if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
+ status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
+
+
+ }
+
+ if(flag&SCB_CRI && b_status->cri) {
+ if (status->luk == b_status->luk)
+ status->cri = status_calc_critical(bl, sc, b_status->cri);
+ else
+ status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
+ /**
+ * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
+ **/
+ if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
+ status->cri <<= 1;
+
+ }
+
+ if(flag&SCB_FLEE2 && b_status->flee2) {
+ if (status->luk == b_status->luk)
+ status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
+ else
+ status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
+ }
+
+ if(flag&SCB_ATK_ELE) {
+ status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
+ if (sd) sd->state.lr_flag = 1;
+ status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
+ if (sd) sd->state.lr_flag = 0;
+ }
+
+ if(flag&SCB_DEF_ELE) {
+ status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
+ status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
+ }
+
+ if(flag&SCB_MODE)
+ {
+ status->mode = status_calc_mode(bl, sc, b_status->mode);
+ //Since mode changed, reset their state.
+ if (!(status->mode&MD_CANATTACK))
+ unit_stop_attack(bl);
+ if (!(status->mode&MD_CANMOVE))
+ unit_stop_walking(bl,1);
+ }
+
+// No status changes alter these yet.
+// if(flag&SCB_SIZE)
+// if(flag&SCB_RACE)
+// if(flag&SCB_RANGE)
+
+ if(flag&SCB_MAXHP) {
+ if( bl->type&BL_PC )
+ {
+ status->max_hp = status_base_pc_maxhp(sd,status);
+ status->max_hp += b_status->max_hp - sd->status.max_hp;
+
+ status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
+
+ if( status->max_hp > (unsigned int)battle_config.max_hp )
+ status->max_hp = (unsigned int)battle_config.max_hp;
+ }
+ else
+ {
+ status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
+ }
+
+ if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
+ {
+ status->hp = status->max_hp;
+ if( sd ) clif_updatestatus(sd,SP_HP);
+ }
+ }
+
+ if(flag&SCB_MAXSP) {
+ if( bl->type&BL_PC )
+ {
+ status->max_sp = status_base_pc_maxsp(sd,status);
+ status->max_sp += b_status->max_sp - sd->status.max_sp;
+
+ status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
+
+ if( status->max_sp > (unsigned int)battle_config.max_sp )
+ status->max_sp = (unsigned int)battle_config.max_sp;
+ }
+ else
+ {
+ status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
+ }
+
+ if( status->sp > status->max_sp )
+ {
+ status->sp = status->max_sp;
+ if( sd ) clif_updatestatus(sd,SP_SP);
+ }
+ }
+
+ if(flag&SCB_MATK) {
+#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_ASPD) {
+ int amotion;
+ if( bl->type&BL_PC )
+ {
+ amotion = status_base_amotion_pc(sd,status);
+#ifndef RENEWAL_ASPD
+ status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
+
+ if(status->aspd_rate != 1000)
+ amotion = amotion*status->aspd_rate/1000;
+#else
+ // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
+ amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (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;
+
+ if(status->aspd_rate != 1000) // absolute percentage modifier
+ amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
+#endif
+ amotion = status_calc_fix_aspd(bl, sc, amotion);
+ status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
+
+ status->adelay = 2*status->amotion;
+ }
+ else
+ if( bl->type&BL_HOM )
+ {
+ amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
+ status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
+
+ if(status->aspd_rate != 1000)
+ amotion = amotion*status->aspd_rate/1000;
+
+ amotion = status_calc_fix_aspd(bl, sc, amotion);
+ status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
+
+ status->adelay = status->amotion;
+ }
+ else // mercenary and mobs
+ {
+ amotion = b_status->amotion;
+ status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
+
+ if(status->aspd_rate != 1000)
+ amotion = amotion*status->aspd_rate/1000;
+
+ amotion = status_calc_fix_aspd(bl, sc, amotion);
+ status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
+
+ temp = b_status->adelay*status->aspd_rate/1000;
+ status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
+ }
+ }
+
+ if(flag&SCB_DSPD) {
+ int dmotion;
+ if( bl->type&BL_PC )
+ {
+ if (b_status->agi == status->agi)
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+ else {
+ dmotion = 800-status->agi*4;
+ status->dmotion = cap_value(dmotion, 400, 800);
+ if(battle_config.pc_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
+ //It's safe to ignore b_status->dmotion since no bonus affects it.
+ status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
+ }
+ }
+ else
+ if( bl->type&BL_HOM )
+ {
+ dmotion = 800-status->agi*4;
+ status->dmotion = cap_value(dmotion, 400, 800);
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+ }
+ else // mercenary and mobs
+ {
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+ }
+ }
+
+ if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
+ status_calc_regen(bl, status, status_get_regen_data(bl));
+
+ if(flag&SCB_REGEN && bl->type&BL_REGEN)
+ status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
+}
+/// Recalculates parts of an object's base status and battle status according to the specified flags.
+/// Also sends updates to the client wherever applicable.
+/// @param flag bitfield of values from enum scb_flag
+/// @param first if true, will cause status_calc_* functions to run their base status initialization code
+void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
+{
+ struct status_data b_status; // previous battle status
+ struct status_data* status; // pointer to current battle status
+
+ // remember previous values
+ status = status_get_status_data(bl);
+ memcpy(&b_status, status, sizeof(struct status_data));
+
+ if( flag&SCB_BASE ) {// calculate the object's base status too
+ switch( bl->type ) {
+ case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
+ case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
+ case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
+ case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
+ case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
+ case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
+ case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
+ }
+ }
+
+ if( bl->type == BL_PET )
+ return; // pets are not affected by statuses
+
+ if( first && bl->type == BL_MOB )
+ return; // assume there will be no statuses active
+
+ status_calc_bl_main(bl, flag);
+
+ if( first && bl->type == BL_HOM )
+ return; // client update handled by caller
+
+ // compare against new values and send client updates
+ if( bl->type == BL_PC )
+ {
+ TBL_PC* sd = BL_CAST(BL_PC, bl);
+ if(b_status.str != status->str)
+ clif_updatestatus(sd,SP_STR);
+ if(b_status.agi != status->agi)
+ clif_updatestatus(sd,SP_AGI);
+ if(b_status.vit != status->vit)
+ clif_updatestatus(sd,SP_VIT);
+ if(b_status.int_ != status->int_)
+ clif_updatestatus(sd,SP_INT);
+ if(b_status.dex != status->dex)
+ clif_updatestatus(sd,SP_DEX);
+ if(b_status.luk != status->luk)
+ clif_updatestatus(sd,SP_LUK);
+ if(b_status.hit != status->hit)
+ clif_updatestatus(sd,SP_HIT);
+ if(b_status.flee != status->flee)
+ clif_updatestatus(sd,SP_FLEE1);
+ if(b_status.amotion != status->amotion)
+ clif_updatestatus(sd,SP_ASPD);
+ if(b_status.speed != status->speed)
+ clif_updatestatus(sd,SP_SPEED);
+
+ if(b_status.batk != status->batk
+#ifndef RENEWAL
+ || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
+#endif
+ )
+ clif_updatestatus(sd,SP_ATK1);
+
+ if(b_status.def != status->def){
+ clif_updatestatus(sd,SP_DEF1);
+#ifdef RENEWAL
+ clif_updatestatus(sd,SP_DEF2);
+#endif
+ }
+
+ if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
+#ifdef RENEWAL
+ || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
+#endif
+ )
+ clif_updatestatus(sd,SP_ATK2);
+
+ if(b_status.def2 != status->def2){
+ clif_updatestatus(sd,SP_DEF2);
+#ifdef RENEWAL
+ clif_updatestatus(sd,SP_DEF1);
+#endif
+ }
+ if(b_status.flee2 != status->flee2)
+ clif_updatestatus(sd,SP_FLEE2);
+ if(b_status.cri != status->cri)
+ clif_updatestatus(sd,SP_CRITICAL);
+#ifndef RENEWAL
+ if(b_status.matk_max != status->matk_max)
+ clif_updatestatus(sd,SP_MATK1);
+ if(b_status.matk_min != status->matk_min)
+ clif_updatestatus(sd,SP_MATK2);
+#else
+ if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){
+ clif_updatestatus(sd,SP_MATK2);
+ clif_updatestatus(sd,SP_MATK1);
+ }
+#endif
+ if(b_status.mdef != status->mdef){
+ clif_updatestatus(sd,SP_MDEF1);
+#ifdef RENEWAL
+ clif_updatestatus(sd,SP_MDEF2);
+#endif
+ }
+ if(b_status.mdef2 != status->mdef2){
+ clif_updatestatus(sd,SP_MDEF2);
+#ifdef RENEWAL
+ clif_updatestatus(sd,SP_MDEF1);
+#endif
+ }
+ if(b_status.rhw.range != status->rhw.range)
+ clif_updatestatus(sd,SP_ATTACKRANGE);
+ if(b_status.max_hp != status->max_hp)
+ clif_updatestatus(sd,SP_MAXHP);
+ if(b_status.max_sp != status->max_sp)
+ clif_updatestatus(sd,SP_MAXSP);
+ if(b_status.hp != status->hp)
+ clif_updatestatus(sd,SP_HP);
+ if(b_status.sp != status->sp)
+ clif_updatestatus(sd,SP_SP);
+ } else if( bl->type == BL_HOM ) {
+ TBL_HOM* hd = BL_CAST(BL_HOM, bl);
+ if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
+ clif_hominfo(hd->master,hd,0);
+ } else if( bl->type == BL_MER ) {
+ TBL_MER* md = BL_CAST(BL_MER, bl);
+ if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
+ clif_mercenary_updatestatus(md->master, SP_ATK1);
+ if( b_status.matk_max != status->matk_max )
+ clif_mercenary_updatestatus(md->master, SP_MATK1);
+ if( b_status.hit != status->hit )
+ clif_mercenary_updatestatus(md->master, SP_HIT);
+ if( b_status.cri != status->cri )
+ clif_mercenary_updatestatus(md->master, SP_CRITICAL);
+ if( b_status.def != status->def )
+ clif_mercenary_updatestatus(md->master, SP_DEF1);
+ if( b_status.mdef != status->mdef )
+ clif_mercenary_updatestatus(md->master, SP_MDEF1);
+ if( b_status.flee != status->flee )
+ clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
+ if( b_status.amotion != status->amotion )
+ clif_mercenary_updatestatus(md->master, SP_ASPD);
+ if( b_status.max_hp != status->max_hp )
+ clif_mercenary_updatestatus(md->master, SP_MAXHP);
+ if( b_status.max_sp != status->max_sp )
+ clif_mercenary_updatestatus(md->master, SP_MAXSP);
+ if( b_status.hp != status->hp )
+ clif_mercenary_updatestatus(md->master, SP_HP);
+ if( b_status.sp != status->sp )
+ clif_mercenary_updatestatus(md->master, SP_SP);
+ } else if( bl->type == BL_ELEM ) {
+ TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
+ if( b_status.max_hp != status->max_hp )
+ clif_elemental_updatestatus(ed->master, SP_MAXHP);
+ if( b_status.max_sp != status->max_sp )
+ clif_elemental_updatestatus(ed->master, SP_MAXSP);
+ if( b_status.hp != status->hp )
+ clif_elemental_updatestatus(ed->master, SP_HP);
+ if( b_status.sp != status->sp )
+ clif_mercenary_updatestatus(ed->master, SP_SP);
+ }
+}
+
+/*==========================================
+ * Apply shared stat mods from status changes [DracoRPG]
+ *------------------------------------------*/
+static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
+{
+ if(!sc || !sc->count)
+ return cap_value(str,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ str -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(str,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->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_FOOD_STR_CASH])
+ str += sc->data[SC_FOOD_STR_CASH]->val1;
+ if(sc->data[SC_BATTLEORDERS])
+ str += 5;
+ if(sc->data[SC_LEADERSHIP])
+ str += sc->data[SC_LEADERSHIP]->val1;
+ if(sc->data[SC_LOUD])
+ str += 4;
+ if(sc->data[SC_TRUESIGHT])
+ str += 5;
+ if(sc->data[SC_SPURT])
+ str += 10;
+ if(sc->data[SC_NEN])
+ str += sc->data[SC_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])
+ str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
+ if(sc->data[SC_MARIONETTE2])
+ str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
+ if(sc->data[SC_GIANTGROWTH])
+ str += 30;
+ if(sc->data[SC_SAVAGE_STEAK])
+ str += sc->data[SC_SAVAGE_STEAK]->val1;
+ if(sc->data[SC_INSPIRATION])
+ str += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ str -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ str -= sc->data[SC_KYOUGAKU]->val2;
+
+ return (unsigned short)cap_value(str,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
+{
+ if(!sc || !sc->count)
+ return cap_value(agi,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ agi -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(agi,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->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_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_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])
+ agi += 4; // added based on skill updates [Reddozen]
+ if(sc->data[SC_DECREASEAGI])
+ agi -= sc->data[SC_DECREASEAGI]->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_MARIONETTE])
+ agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
+ if(sc->data[SC_MARIONETTE2])
+ agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
+ if(sc->data[SC_ADORAMUS])
+ agi -= sc->data[SC_ADORAMUS]->val2;
+ if(sc->data[SC_DROCERA_HERB_STEAMED])
+ agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
+ if(sc->data[SC_INSPIRATION])
+ agi += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ agi -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ agi -= sc->data[SC_KYOUGAKU]->val2;
+
+ return (unsigned short)cap_value(agi,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
+{
+ if(!sc || !sc->count)
+ return cap_value(vit,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ vit -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(vit,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->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_CASH])
+ vit += sc->data[SC_FOOD_VIT_CASH]->val1;
+ if(sc->data[SC_CHANGE])
+ vit += sc->data[SC_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])
+ vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
+ if(sc->data[SC_MARIONETTE2])
+ vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
+ if(sc->data[SC_LAUDAAGNUS])
+ vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
+ if(sc->data[SC_MINOR_BBQ])
+ vit += sc->data[SC_MINOR_BBQ]->val1;
+ if(sc->data[SC_INSPIRATION])
+ vit += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ vit -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ vit -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC_STRIPARMOR])
+ vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
+
+ return (unsigned short)cap_value(vit,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
+{
+ if(!sc || !sc->count)
+ return cap_value(int_,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ int_ -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(int_,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->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_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])
+ int_ += 5;
+ if(sc->data[SC_TRUESIGHT])
+ int_ += 5;
+ if(sc->data[SC_BLESSING]){
+ if (sc->data[SC_BLESSING]->val2)
+ int_ += sc->data[SC_BLESSING]->val2;
+ else
+ int_ >>= 1;
+ }
+ if(sc->data[SC_NEN])
+ int_ += sc->data[SC_NEN]->val1;
+ 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;
+ if(sc->data[SC_MANDRAGORA])
+ int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
+ if(sc->data[SC_COCKTAIL_WARG_BLOOD])
+ int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
+ if(sc->data[SC_INSPIRATION])
+ int_ += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ int_ -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ int_ -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC_STRIPHELM])
+ int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
+ if(sc->data[SC__STRIPACCESSORY])
+ int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
+
+ return (unsigned short)cap_value(int_,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
+{
+ if(!sc || !sc->count)
+ return cap_value(dex,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ dex -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(dex,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->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_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_CASH])
+ dex += sc->data[SC_FOOD_DEX_CASH]->val1;
+ if(sc->data[SC_BATTLEORDERS])
+ dex += 5;
+ if(sc->data[SC_HAWKEYES])
+ dex += sc->data[SC_HAWKEYES]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ dex += 5;
+ if(sc->data[SC_QUAGMIRE])
+ dex -= sc->data[SC_QUAGMIRE]->val2;
+ if(sc->data[SC_BLESSING]){
+ if (sc->data[SC_BLESSING]->val2)
+ dex += sc->data[SC_BLESSING]->val2;
+ else
+ dex >>= 1;
+ }
+ if(sc->data[SC_INCREASING])
+ dex += 4; // added based on skill updates [Reddozen]
+ 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;
+ if(sc->data[SC_SIROMA_ICE_TEA])
+ dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
+ if(sc->data[SC_INSPIRATION])
+ dex += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ dex -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ dex -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC__STRIPACCESSORY])
+ dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
+
+ return (unsigned short)cap_value(dex,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
+{
+ if(!sc || !sc->count)
+ return cap_value(luk,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ luk -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(luk,0,USHRT_MAX);
+ }
+ if(sc->data[SC_CURSE])
+ return 0;
+ if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->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_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])
+ luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
+ if(sc->data[SC_MARIONETTE2])
+ luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
+ if(sc->data[SC_PUTTI_TAILS_NOODLES])
+ luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
+ if(sc->data[SC_INSPIRATION])
+ luk += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ luk -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ luk -= sc->data[SC_KYOUGAKU]->val2;
+ if(sc->data[SC_LAUDARAMUS])
+ luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
+
+ if(sc->data[SC__STRIPACCESSORY])
+ luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
+ if(sc->data[SC_BANANA_BOMB])
+ luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 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)
+{
+ if(!sc || !sc->count)
+ return cap_value(batk,0,USHRT_MAX);
+
+ if(sc->data[SC_ATKPOTION])
+ batk += sc->data[SC_ATKPOTION]->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])
+ batk += 100;
+ if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
+ batk += 50;
+ if(bl->type == BL_ELEM
+ && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
+ )
+ batk += batk / 5;
+ if(sc->data[SC_FULL_SWING_K])
+ batk += sc->data[SC_FULL_SWING_K]->val1;
+ if(sc->data[SC_ODINS_POWER])
+ batk += 70;
+ if(sc->data[SC_ASH] && (bl->type==BL_MOB)){
+ if(status_get_element(bl) == ELE_WATER) //water type
+ batk /= 2;
+ }
+ if(sc->data[SC_PYROCLASTIC])
+ batk += sc->data[SC_PYROCLASTIC]->val2;
+ if (sc->data[SC_ANGRIFFS_MODUS])
+ batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
+
+ if(sc->data[SC_INCATKRATE])
+ batk += batk * sc->data[SC_INCATKRATE]->val1/100;
+ if(sc->data[SC_PROVOKE])
+ batk += batk * sc->data[SC_PROVOKE]->val3/100;
+ if(sc->data[SC_CONCENTRATION])
+ batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
+ 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_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
+ batk -= batk * 25/100;
+ if(sc->data[SC_CURSE])
+ batk -= batk * 25/100;
+//Curse shouldn't effect on this? <- Curse OR Bleeding??
+// if(sc->data[SC_BLEEDING])
+// batk -= batk * 25/100;
+ if(sc->data[SC_FLEET])
+ batk += batk * sc->data[SC_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_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;
+
+ 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)
+{
+ if(!sc || !sc->count)
+ return cap_value(watk,0,USHRT_MAX);
+
+ if(sc->data[SC_IMPOSITIO])
+ watk += sc->data[SC_IMPOSITIO]->val2;
+ if(sc->data[SC_WATKFOOD])
+ watk += sc->data[SC_WATKFOOD]->val1;
+ if(sc->data[SC_DRUMBATTLE])
+ 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_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])
+ watk += sc->data[SC_INSPIRATION]->val2;
+ if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
+ watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
+ if( sc->data[SC_TROPIC_OPTION] )
+ watk += sc->data[SC_TROPIC_OPTION]->val2;
+ if( sc->data[SC_HEATER_OPTION] )
+ watk += sc->data[SC_HEATER_OPTION]->val2;
+ if( sc->data[SC_WATER_BARRIER] )
+ watk -= sc->data[SC_WATER_BARRIER]->val3;
+ if( sc->data[SC_PYROTECHNIC_OPTION] )
+ watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
+ if(sc->data[SC_NIBELUNGEN]) {
+ if (bl->type != BL_PC)
+ watk += sc->data[SC_NIBELUNGEN]->val2;
+ else {
+ #ifndef RENEWAL
+ TBL_PC *sd = (TBL_PC*)bl;
+ int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ #endif
+ watk += sc->data[SC_NIBELUNGEN]->val2;
+ }
+ }
+
+ 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_CURSE])
+ watk -= watk * 25/100;
+ if(sc->data[SC_STRIPWEAPON])
+ watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
+ if(sc->data[SC__ENERVATION])
+ watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
+ if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
+ )
+ watk += watk / 10;
+ if( sc && sc->data[SC_TIDAL_WEAPON] )
+ watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
+ if(sc->data[SC_ANGRIFFS_MODUS])
+ watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
+#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);
+}
+#ifdef RENEWAL
+static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
+{
+
+ if (!sc || !sc->count)
+ return cap_value(matk,0,USHRT_MAX);
+ if (sc->data[SC_MATKPOTION])
+ matk += sc->data[SC_MATKPOTION]->val1;
+ if (sc->data[SC_MATKFOOD])
+ matk += sc->data[SC_MATKFOOD]->val1;
+ if(sc->data[SC_MANA_PLUS])
+ matk += sc->data[SC_MANA_PLUS]->val1;
+ if(sc->data[SC_AQUAPLAY_OPTION])
+ matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
+ if(sc->data[SC_CHILLY_AIR_OPTION])
+ matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
+ if(sc->data[SC_WATER_BARRIER])
+ matk -= sc->data[SC_WATER_BARRIER]->val3;
+ if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
+ matk += 50;
+ if(sc->data[SC_ODINS_POWER])
+ matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
+ if(sc->data[SC_IZAYOI])
+ matk += 50 * 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)
+{
+ if(!sc || !sc->count)
+ return 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_MATKFOOD])
+ matk += sc->data[SC_MATKFOOD]->val1;
+ if (sc->data[SC_MANA_PLUS])
+ matk += sc->data[SC_MANA_PLUS]->val1;
+ if (sc->data[SC_AQUAPLAY_OPTION])
+ matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
+ if (sc->data[SC_CHILLY_AIR_OPTION])
+ matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
+ if (sc->data[SC_WATER_BARRIER])
+ matk -= sc->data[SC_WATER_BARRIER]->val3;
+ if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
+ matk += 50;
+ if (sc->data[SC_ODINS_POWER])
+ matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
+ if (sc->data[SC_IZAYOI])
+ matk += 50 * sc->data[SC_IZAYOI]->val1;
+#endif
+ if (sc->data[SC_MAGICPOWER])
+ 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_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;
+
+ 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) {
+
+ if(!sc || !sc->count)
+ return cap_value(critical,10,SHRT_MAX);
+
+ if (sc->data[SC_INCCRI])
+ critical += sc->data[SC_INCCRI]->val2;
+ if (sc->data[SC_EXPLOSIONSPIRITS])
+ critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
+ if (sc->data[SC_FORTUNE])
+ critical += sc->data[SC_FORTUNE]->val2;
+ if (sc->data[SC_TRUESIGHT])
+ critical += sc->data[SC_TRUESIGHT]->val2;
+ if(sc->data[SC_CLOAKING])
+ critical += critical;
+ if(sc->data[SC_STRIKING])
+ critical += sc->data[SC_STRIKING]->val1;
+#ifdef RENEWAL
+ if (sc->data[SC_SPEARQUICKEN])
+ critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
+#endif
+
+ if(sc->data[SC__INVISIBILITY])
+ critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
+ if(sc->data[SC__UNLUCKY])
+ critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
+
+ return (short)cap_value(critical,10,SHRT_MAX);
+}
+
+static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
+{
+
+ if(!sc || !sc->count)
+ return 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_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_INSPIRATION])
+ hit += 5 * sc->data[SC_INSPIRATION]->val1;
+ if(sc->data[SC_ADJUSTMENT])
+ hit -= 30;
+ if(sc->data[SC_INCREASING])
+ 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_INCHITRATE])
+ hit += hit * sc->data[SC_INCHITRATE]->val1/100;
+ if(sc->data[SC_BLIND])
+ hit -= hit * 25/100;
+ if(sc->data[SC__GROOMY])
+ hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
+ if(sc->data[SC_FEAR])
+ hit -= hit * 20 / 100;
+ if (sc->data[SC_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)
+{
+ if( bl->type == BL_PC )
+ {
+ if( map_flag_gvg(bl->m) )
+ flee -= flee * battle_config.gvg_flee_penalty/100;
+ else if( map[bl->m].flag.battleground )
+ flee -= flee * battle_config.bg_flee_penalty/100;
+ }
+
+ if(!sc || !sc->count)
+ return cap_value(flee,1,SHRT_MAX);
+
+ if(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_WHISTLE])
+ flee += sc->data[SC_WHISTLE]->val2;
+ if(sc->data[SC_WINDWALK])
+ flee += sc->data[SC_WINDWALK]->val2;
+ if(sc->data[SC_VIOLENTGALE])
+ flee += sc->data[SC_VIOLENTGALE]->val2;
+ if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
+ flee += sc->data[SC_MOON_COMFORT]->val2;
+ if(sc->data[SC_CLOSECONFINE])
+ 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])
+ 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_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_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;
+#endif
+
+ if(sc->data[SC_INCFLEERATE])
+ flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
+ if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
+ flee -= flee * 50/100;
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ flee -= flee * 50/100;
+ if(sc->data[SC_BLIND])
+ flee -= flee * 25/100;
+ if(sc->data[SC_FEAR])
+ flee -= flee * 20 / 100;
+ if(sc->data[SC_PARALYSE])
+ flee -= flee * 10 / 100; // 10% Flee reduction
+ if(sc->data[SC_INFRAREDSCAN])
+ flee -= flee * 30 / 100;
+ if( sc->data[SC__LAZINESS] )
+ flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
+ if( sc->data[SC_GLOOMYDAY] )
+ flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
+ if( sc->data[SC_SATURDAYNIGHTFEVER] )
+ flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->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(status_get_element(bl) == ELE_WATER) //water type
+ flee /= 2;
+ }
+
+ return (short)cap_value(flee,1,SHRT_MAX);
+}
+
+static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
+{
+ if(!sc || !sc->count)
+ return cap_value(flee2,10,SHRT_MAX);
+
+ if(sc->data[SC_INCFLEE2])
+ flee2 += sc->data[SC_INCFLEE2]->val2;
+ if(sc->data[SC_WHISTLE])
+ flee2 += sc->data[SC_WHISTLE]->val3*10;
+ if(sc->data[SC__UNLUCKY])
+ flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
+
+ return (short)cap_value(flee2,10,SHRT_MAX);
+}
+static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) {
+
+ if(!sc || !sc->count)
+ return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_SKA])
+ return sc->data[SC_SKA]->val3;
+ if(sc->data[SC_BARRIER])
+ return 100;
+ if(sc->data[SC_KEEPING])
+ return 90;
+#ifndef RENEWAL // does not provide 90 DEF in renewal mode
+ if(sc->data[SC_STEELBODY])
+ return 90;
+#endif
+
+ if(sc->data[SC_ARMORCHANGE])
+ def += sc->data[SC_ARMORCHANGE]->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_INCDEFRATE])
+ def += def * sc->data[SC_INCDEFRATE]->val1/100;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
+ def += 50;
+ if(sc->data[SC_ODINS_POWER])
+ def -= 20;
+ if( sc->data[SC_ANGRIFFS_MODUS] )
+ def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
+ if(sc->data[SC_STONEHARDSKIN])// Final DEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
+ def += sc->data[SC_STONEHARDSKIN]->val1;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ def >>=1;
+ if(sc->data[SC_FREEZE])
+ def >>=1;
+ if(sc->data[SC_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_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_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_EARTHDRIVE])
+ def -= def * 25 / 100;
+ if( sc->data[SC_ROCK_CRUSHER] )
+ def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
+ if( sc->data[SC_POWER_OF_GAIA] )
+ def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
+ if( sc->data[SC_PRESTIGE] )
+ def += def * sc->data[SC_PRESTIGE]->val1 / 100;
+ if(sc->data[SC_ASH] && (bl->type==BL_MOB)){
+ if(status_get_race(bl)==RC_PLANT)
+ def /= 2;
+ }
+
+ 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)
+{
+ if(!sc || !sc->count)
+#ifdef RENEWAL
+ return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(def2,1,SHRT_MAX);
+#endif
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_ETERNALCHAOS])
+ return 0;
+ if(sc->data[SC_SUN_COMFORT])
+ def2 += sc->data[SC_SUN_COMFORT]->val2;
+ if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
+ def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
+ if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
+ def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
+
+ if(sc->data[SC_ANGELUS])
+#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
+ def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
+#else
+ def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
+#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])
+ def2 -= def2 * 25/100;
+ if(sc->data[SC_SKE])
+ def2 -= def2 * 50/100;
+ if(sc->data[SC_PROVOKE])
+ def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
+ if(sc->data[SC_JOINTBEAT])
+ def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
+ + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
+ if(sc->data[SC_FLING])
+ def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
+ if( sc->data[SC_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_GT_REVITALIZE] && sc->data[SC_GT_REVITALIZE]->val4)
+ def2 += def2 * sc->data[SC_GT_REVITALIZE]->val4 / 100;
+ if(sc->data[SC_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;
+
+#ifdef RENEWAL
+ return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(def2,1,SHRT_MAX);
+#endif
+}
+
+
+static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) {
+
+ if(!sc || !sc->count)
+ return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_BARRIER])
+ return 100;
+
+#ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
+ if(sc->data[SC_STEELBODY])
+ return 90;
+#endif
+
+ if(sc->data[SC_ARMORCHANGE])
+ mdef += sc->data[SC_ARMORCHANGE]->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])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
+ mdef += sc->data[SC_STONEHARDSKIN]->val1;
+ if(sc->data[SC_WATER_BARRIER])
+ mdef += sc->data[SC_WATER_BARRIER]->val2;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ mdef += 25*mdef/100;
+ if(sc->data[SC_FREEZE])
+ mdef += 25*mdef/100;
+ if( sc->data[SC_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_ODINS_POWER])
+ mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
+
+ 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)
+{
+ if(!sc || !sc->count)
+#ifdef RENEWAL
+ return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(mdef2,1,SHRT_MAX);
+#endif
+
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_SKA])
+ return 90;
+ if(sc->data[SC_MINDBREAKER])
+ mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
+ if(sc->data[SC_ANALYZE])
+ mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
+
+#ifdef RENEWAL
+ return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(mdef2,1,SHRT_MAX);
+#endif
+}
+
+static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
+{
+ TBL_PC* sd = BL_CAST(BL_PC, bl);
+ int speed_rate;
+
+ if( sc == NULL )
+ return cap_value(speed,10,USHRT_MAX);
+
+ if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
+ {
+ if( sd->ud.skill_id == LG_EXEEDBREAK )
+ speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
+ else
+ speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
+ }
+ else
+ {
+ speed_rate = 100;
+
+ //GetMoveHasteValue2()
+ {
+ int val = 0;
+
+ if( sc->data[SC_FUSION] )
+ val = 25;
+ else if( sd ) {
+ if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) )
+ val = 25;//Same bonus
+ else if( pc_isridingwug(sd) )
+ val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
+ else if( pc_ismadogear(sd) ) {
+ val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE)));
+ if( sc->data[SC_ACCELERATION] )
+ val += 25;
+ }
+ }
+
+ speed_rate -= val;
+ }
+
+ //GetMoveSlowValue()
+ {
+ int val = 0;
+
+ if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
+ val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
+ else
+ if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
+ val = sc->data[SC_CHASEWALK]->val3;
+ else
+ {
+ // Longing for Freedom cancels song/dance penalty
+ if( sc->data[SC_LONGING] )
+ val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
+ else
+ if( sd && sc->data[SC_DANCING] )
+ val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
+
+ if( sc->data[SC_DECREASEAGI] )
+ val = max( val, 25 );
+ if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
+ val = max( val, 50 );
+ if( sc->data[SC_DONTFORGETME] )
+ val = max( val, sc->data[SC_DONTFORGETME]->val3 );
+ if( sc->data[SC_CURSE] )
+ val = max( val, 300 );
+ if( sc->data[SC_CHASEWALK] )
+ val = max( val, sc->data[SC_CHASEWALK]->val3 );
+ if( sc->data[SC_WEDDING] )
+ val = max( val, 100 );
+ if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
+ val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
+ if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
+ val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
+ if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
+ val = max( val, 75 );
+ if( sc->data[SC_SLOWDOWN] ) // Slow Potion
+ val = max( val, 100 );
+ if( sc->data[SC_GATLINGFEVER] )
+ val = max( val, 100 );
+ if( sc->data[SC_SUITON] )
+ val = max( val, sc->data[SC_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_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
+ val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
+ if( sc->data[SC__GROOMY] )
+ val = max( val, sc->data[SC__GROOMY]->val2);
+ if( sc->data[SC_STEALTHFIELD_MASTER] )
+ val = max( val, 30 );
+ if( sc->data[SC_BANDING_DEFENCE] )
+ val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
+ if( sc->data[SC_ROCK_CRUSHER_ATK] )
+ val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
+ if( sc->data[SC_POWER_OF_GAIA] )
+ val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
+ if( sc->data[SC_MELON_BOMB] )
+ val = max( val, sc->data[SC_MELON_BOMB]->val1 );
+
+ if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup
+ val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
+ }
+
+ speed_rate += val;
+ }
+
+ //GetMoveHasteValue1()
+ {
+ int val = 0;
+
+ if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
+ val = max( val, 50 );
+ if( sc->data[SC_INCREASEAGI] )
+ val = max( val, 25 );
+ if( sc->data[SC_WINDWALK] )
+ val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
+ if( sc->data[SC_CARTBOOST] )
+ val = max( val, 20 );
+ if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
+ val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
+ if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
+ val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ val = max( val, 25 );
+ if( sc->data[SC_RUN] )
+ val = max( val, 55 );
+ if( sc->data[SC_AVOID] )
+ val = max( val, 10 * sc->data[SC_AVOID]->val1 );
+ if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
+ val = max( val, 75 );
+ if( sc->data[SC_CLOAKINGEXCEED] )
+ val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
+ if( sc->data[SC_HOVERING] )
+ val = max( val, 10 );
+ if( sc->data[SC_GN_CARTBOOST] )
+ val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
+ if( sc->data[SC_SWINGDANCE] )
+ val = max( val, sc->data[SC_SWINGDANCE]->val2 );
+ if( sc->data[SC_WIND_STEP_OPTION] )
+ val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
+
+ //FIXME: official items use a single bonus for this [ultramage]
+ if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
+ val = max( val, 25 );
+ if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
+ val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
+
+ speed_rate -= val;
+ }
+
+ if( speed_rate < 40 )
+ speed_rate = 40;
+ }
+
+ //GetSpeed()
+ {
+ if( sd && pc_iscarton(sd) )
+ speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
+ if( sc->data[SC_PARALYSE] )
+ speed += speed * 50 / 100;
+ if( speed_rate != 100 )
+ speed = speed * speed_rate / 100;
+ if( sc->data[SC_STEELBODY] )
+ speed = 200;
+ if( sc->data[SC_DEFENDER] )
+ speed = max(speed, 200);
+ if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
+ speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
+ }
+
+ return (short)cap_value(speed,10,USHRT_MAX);
+}
+
+#ifdef RENEWAL_ASPD
+// flag&1 - fixed value [malufett]
+// flag&2 - percentage value
+static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
+{
+ int i, pots = 0, skills1 = 0, skills2 = 0;
+
+ if(!sc || !sc->count)
+ return 0;
+
+ if(sc->data[i=SC_ASPDPOTION3] ||
+ sc->data[i=SC_ASPDPOTION2] ||
+ sc->data[i=SC_ASPDPOTION1] ||
+ sc->data[i=SC_ASPDPOTION0])
+ 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_MERC_QUICKEN] && skills1 < 7) // needs more info
+ skills1 = 7;
+
+ if(sc->data[SC_ADRENALINE2] && skills1 < 6)
+ skills1 = 6;
+
+ if(sc->data[SC_ADRENALINE] && skills1 < 7)
+ skills1 = 7;
+
+ if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
+ skills1 = 7;
+
+ if(sc->data[SC_GATLINGFEVER] && skills1 < 9) // needs more info
+ skills1 = 9;
+
+ if(sc->data[SC_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;
+
+ if(sc->data[SC_DONTFORGETME])
+ skills2 -= sc->data[SC_DONTFORGETME]->val2; // needs more info
+ if(sc->data[SC_LONGING])
+ skills2 -= sc->data[SC_LONGING]->val2; // needs more info
+ 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
+ if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
+ skills2 -= 25;
+ if(sc->data[SC_GRAVITATION])
+ skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
+ if(sc->data[SC_JOINTBEAT]) { // needs more info
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
+ skills2 -= 25;
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
+ skills2 -= 10;
+ }
+ if( sc->data[SC_FREEZING] )
+ skills2 -= 30;
+ if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
+ skills2 -= 50;
+ if( sc->data[SC_PARALYSE] )
+ skills2 -= 10;
+ if( sc->data[SC__BODYPAINT] )
+ skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
+ if( sc->data[SC__INVISIBILITY] )
+ skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
+ if( sc->data[SC__GROOMY] )
+ skills2 -= sc->data[SC__GROOMY]->val2;
+ if( sc->data[SC_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_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;
+
+ return ( flag&1? (skills1 + pots) : skills2 );
+}
+#endif
+
+static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) {
+ if (!sc || !sc->count)
+ return cap_value(aspd, 0, 2000);
+
+ if (!sc->data[SC_QUAGMIRE]) {
+ if (sc->data[SC_OVERED_BOOST])
+ aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
+ }
+
+ if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
+ || sc->data[SC_WILD_STORM_OPTION]))
+ aspd -= 50; // +5 ASPD
+ if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
+ aspd -= (bl->type==BL_PC?pc_checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
+
+ return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
+}
+
+/// Calculates an object's ASPD modifier (alters the base amotion value).
+/// Note that the scale of aspd_rate is 1000 = 100%.
+static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
+{
+ int i;
+
+ if(!sc || !sc->count)
+ return cap_value(aspd_rate,0,SHRT_MAX);
+
+ if( !sc->data[SC_QUAGMIRE] ){
+ int max = 0;
+ if(sc->data[SC_STAR_COMFORT])
+ max = sc->data[SC_STAR_COMFORT]->val2;
+
+ if(sc->data[SC_TWOHANDQUICKEN] &&
+ max < sc->data[SC_TWOHANDQUICKEN]->val2)
+ max = sc->data[SC_TWOHANDQUICKEN]->val2;
+
+ if(sc->data[SC_ONEHAND] &&
+ max < sc->data[SC_ONEHAND]->val2)
+ max = sc->data[SC_ONEHAND]->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_ADRENALINE2] &&
+ max < sc->data[SC_ADRENALINE2]->val3)
+ max = sc->data[SC_ADRENALINE2]->val3;
+
+ if(sc->data[SC_ADRENALINE] &&
+ max < sc->data[SC_ADRENALINE]->val3)
+ max = sc->data[SC_ADRENALINE]->val3;
+
+ if(sc->data[SC_SPEARQUICKEN] &&
+ max < sc->data[SC_SPEARQUICKEN]->val2)
+ max = sc->data[SC_SPEARQUICKEN]->val2;
+
+ if(sc->data[SC_GATLINGFEVER] &&
+ max < sc->data[SC_GATLINGFEVER]->val2)
+ max = sc->data[SC_GATLINGFEVER]->val2;
+
+ if(sc->data[SC_FLEET] &&
+ max < sc->data[SC_FLEET]->val2)
+ max = sc->data[SC_FLEET]->val2;
+
+ if(sc->data[SC_ASSNCROS] &&
+ max < sc->data[SC_ASSNCROS]->val2)
+ {
+ if (bl->type!=BL_PC)
+ max = sc->data[SC_ASSNCROS]->val2;
+ else
+ switch(((TBL_PC*)bl)->status.weapon)
+ {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ break;
+ default:
+ max = sc->data[SC_ASSNCROS]->val2;
+ }
+ }
+ aspd_rate -= max;
+
+ if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
+ aspd_rate -= 300;
+ else if(sc->data[SC_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] )
+ aspd_rate -= sc->data[i]->val2;
+
+ if(sc->data[SC_DONTFORGETME])
+ aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
+ if(sc->data[SC_LONGING])
+ aspd_rate += sc->data[SC_LONGING]->val2;
+ if(sc->data[SC_STEELBODY])
+ aspd_rate += 250;
+ if(sc->data[SC_SKA])
+ aspd_rate += 250;
+ if(sc->data[SC_DEFENDER])
+ aspd_rate += sc->data[SC_DEFENDER]->val4;
+ if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
+ aspd_rate += 250;
+ if(sc->data[SC_GRAVITATION])
+ aspd_rate += sc->data[SC_GRAVITATION]->val2;
+ if(sc->data[SC_JOINTBEAT]) {
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
+ aspd_rate += 250;
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
+ aspd_rate += 100;
+ }
+ if( sc->data[SC_FREEZING] )
+ aspd_rate += 300;
+ if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
+ aspd_rate += 500;
+ if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
+ aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
+ if( sc->data[SC_PARALYSE] )
+ aspd_rate += 100;
+ if( sc->data[SC__BODYPAINT] )
+ aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
+ if( sc->data[SC__INVISIBILITY] )
+ aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
+ if( sc->data[SC__GROOMY] )
+ aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
+ if( sc->data[SC_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_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_MELON_BOMB] )
+ aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
+ if( sc->data[SC_BOOST500] )
+ aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
+ if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
+ aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
+ if( sc->data[SC_INCASPDRATE] )
+ aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
+ if( sc->data[SC_PAIN_KILLER])
+ aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
+ if( sc->data[SC_GOLDENE_FERSE])
+ aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
+
+ return (short)cap_value(aspd_rate,0,SHRT_MAX);
+}
+
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
+{
+ if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
+ return cap_value(dmotion,0,USHRT_MAX);
+ /**
+ * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
+ **/
+ if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
+ return 0;
+ if( sc->data[SC_CONCENTRATION] )
+ return 0;
+ if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
+ return 0;
+
+ return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
+}
+
+static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
+{
+ if(!sc || !sc->count)
+ return (unsigned int)cap_value(maxhp,1,UINT_MAX);
+
+ if(sc->data[SC_INCMHPRATE])
+ maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
+ if(sc->data[SC_INCMHP])
+ maxhp += (sc->data[SC_INCMHP]->val1);
+ if(sc->data[SC_APPLEIDUN])
+ maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
+ if(sc->data[SC_DELUGE])
+ maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ maxhp += maxhp * 2;
+ if(sc->data[SC_MARIONETTE])
+ maxhp -= 1000;
+ if(sc->data[SC_SOLID_SKIN_OPTION])
+ maxhp += 2000;// Fix amount.
+ if(sc->data[SC_POWER_OF_GAIA])
+ maxhp += 3000;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
+ maxhp += 500;
+
+ if(sc->data[SC_MERC_HPUP])
+ maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
+
+ if(sc->data[SC_EPICLESIS])
+ maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
+ if(sc->data[SC_VENOMBLEED])
+ maxhp -= maxhp * 15 / 100;
+ if(sc->data[SC__WEAKNESS])
+ maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
+ if(sc->data[SC_LERADSDEW])
+ maxhp += maxhp * sc->data[SC_LERADSDEW]->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_MUSTLE_M])
+ maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
+ if(sc->data[SC_MYSTERIOUS_POWDER])
+ maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
+ if(sc->data[SC_PETROLOGY_OPTION])
+ maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
+ if (sc->data[SC_ANGRIFFS_MODUS])
+ maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
+ if (sc->data[SC_GOLDENE_FERSE])
+ maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
+
+ return (unsigned int)cap_value(maxhp,1,UINT_MAX);
+}
+
+static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
+{
+ if(!sc || !sc->count)
+ return cap_value(maxsp,1,UINT_MAX);
+
+ if(sc->data[SC_INCMSPRATE])
+ maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
+ if(sc->data[SC_INCMSP])
+ maxsp += (sc->data[SC_INCMSP]->val1);
+ if(sc->data[SC_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_RAISINGDRAGON])
+ maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
+ if(sc->data[SC_LIFE_FORCE_F])
+ maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
+ maxsp += 50;
+
+ return cap_value(maxsp,1,UINT_MAX);
+}
+
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+
+ if(sc->data[SC_FREEZE])
+ return ELE_WATER;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ return ELE_EARTH;
+ if(sc->data[SC_BENEDICTIO])
+ return ELE_HOLY;
+ if(sc->data[SC_CHANGEUNDEAD])
+ return ELE_UNDEAD;
+ if(sc->data[SC_ELEMENTALCHANGE])
+ return sc->data[SC_ELEMENTALCHANGE]->val2;
+ if(sc->data[SC_SHAPESHIFT])
+ return sc->data[SC_SHAPESHIFT]->val2;
+
+ return (unsigned char)cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
+{
+ if(!sc || !sc->count)
+ return lv;
+
+ if(sc->data[SC_FREEZE])
+ return 1;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ return 1;
+ if(sc->data[SC_BENEDICTIO])
+ return 1;
+ if(sc->data[SC_CHANGEUNDEAD])
+ return 1;
+ if(sc->data[SC_ELEMENTALCHANGE])
+ return sc->data[SC_ELEMENTALCHANGE]->val1;
+ if(sc->data[SC_SHAPESHIFT])
+ return 1;
+ if(sc->data[SC__INVISIBILITY])
+ return 1;
+
+ return (unsigned char)cap_value(lv,1,4);
+}
+
+
+unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+ if(sc->data[SC_ENCHANTARMS])
+ return sc->data[SC_ENCHANTARMS]->val2;
+ if(sc->data[SC_WATERWEAPON]
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
+ return ELE_WATER;
+ if(sc->data[SC_EARTHWEAPON]
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
+ return ELE_EARTH;
+ if(sc->data[SC_FIREWEAPON]
+ || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
+ return ELE_FIRE;
+ if(sc->data[SC_WINDWEAPON]
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
+ return ELE_WIND;
+ if(sc->data[SC_ENCPOISON])
+ return ELE_POISON;
+ if(sc->data[SC_ASPERSIO])
+ return ELE_HOLY;
+ if(sc->data[SC_SHADOWWEAPON])
+ return ELE_DARK;
+ if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
+ return ELE_GHOST;
+ if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
+ return ELE_WATER;
+ if(sc->data[SC_PYROCLASTIC])
+ return ELE_FIRE;
+ return (unsigned char)cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
+{
+ if(!sc || !sc->count)
+ return mode;
+ if(sc->data[SC_MODECHANGE]) {
+ if (sc->data[SC_MODECHANGE]->val2)
+ mode = sc->data[SC_MODECHANGE]->val2; //Set mode
+ if (sc->data[SC_MODECHANGE]->val3)
+ mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
+ if (sc->data[SC_MODECHANGE]->val4)
+ mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
+ }
+ return cap_value(mode,0,USHRT_MAX);
+}
+
+const char* status_get_name(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
+ case BL_MOB: return ((TBL_MOB*)bl)->name;
+ case BL_PET: return ((TBL_PET*)bl)->pet.name;
+ case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
+ case BL_NPC: return ((TBL_NPC*)bl)->name;
+ }
+ return "Unknown";
+}
+
+/*==========================================
+ * Get the class of the current bl
+ * return
+ * 0 = fail
+ * class_id = success
+ *------------------------------------------*/
+int status_get_class(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch( bl->type ) {
+ case BL_PC: return ((TBL_PC*)bl)->status.class_;
+ case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
+ case BL_PET: return ((TBL_PET*)bl)->pet.class_;
+ case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
+ case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
+ case BL_NPC: return ((TBL_NPC*)bl)->class_;
+ case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
+ }
+ return 0;
+}
+/*==========================================
+ * Get the base level of the current bl
+ * return
+ * 1 = fail
+ * level = success
+ *------------------------------------------*/
+int status_get_lv(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC: return ((TBL_PC*)bl)->status.base_level;
+ case BL_MOB: return ((TBL_MOB*)bl)->level;
+ case BL_PET: return ((TBL_PET*)bl)->pet.level;
+ case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
+ case BL_MER: return ((TBL_MER*)bl)->db->lv;
+ case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
+ case BL_NPC: return ((TBL_NPC*)bl)->level;
+ }
+ return 1;
+}
+
+struct regen_data *status_get_regen_data(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->regen;
+ case BL_HOM: return &((TBL_HOM*)bl)->regen;
+ case BL_MER: return &((TBL_MER*)bl)->regen;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
+ default:
+ return NULL;
+ }
+}
+
+struct status_data *status_get_status_data(struct block_list *bl)
+{
+ nullpo_retr(&dummy_status, bl);
+
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->battle_status;
+ case BL_MOB: return &((TBL_MOB*)bl)->status;
+ case BL_PET: return &((TBL_PET*)bl)->status;
+ case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
+ case BL_MER: return &((TBL_MER*)bl)->battle_status;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
+ case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
+ default:
+ return &dummy_status;
+ }
+}
+
+struct status_data *status_get_base_status(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->base_status;
+ case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
+ case BL_PET: return &((TBL_PET*)bl)->db->status;
+ case BL_HOM: return &((TBL_HOM*)bl)->base_status;
+ case BL_MER: return &((TBL_MER*)bl)->base_status;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
+ case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
+ default:
+ return NULL;
+ }
+}
+defType status_get_def(struct block_list *bl) {
+ struct unit_data *ud;
+ struct status_data *status = status_get_status_data(bl);
+ int def = status?status->def:0;
+ ud = unit_bl2ud(bl);
+ if (ud && ud->skilltimer != INVALID_TIMER)
+ def -= def * skill_get_castdef(ud->skill_id)/100;
+
+ return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
+}
+
+unsigned short status_get_speed(struct block_list *bl)
+{
+ if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
+ return ((struct npc_data *)bl)->speed;
+ return status_get_status_data(bl)->speed;
+}
+
+int status_get_party_id(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((TBL_PC*)bl)->status.party_id;
+ case BL_PET:
+ if (((TBL_PET*)bl)->msd)
+ return ((TBL_PET*)bl)->msd->status.party_id;
+ break;
+ case BL_MOB: {
+ struct mob_data *md=(TBL_MOB*)bl;
+ if( md->master_id > 0 ) {
+ struct map_session_data *msd;
+ if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+ return msd->status.party_id;
+ return -md->master_id;
+ }
+ }
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->status.party_id;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)bl)->master)
+ return ((TBL_MER*)bl)->master->status.party_id;
+ break;
+ case BL_SKILL:
+ return ((TBL_SKILL*)bl)->group->party_id;
+ case BL_ELEM:
+ if (((TBL_ELEM*)bl)->master)
+ return ((TBL_ELEM*)bl)->master->status.party_id;
+ break;
+ }
+ return 0;
+}
+
+int status_get_guild_id(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((TBL_PC*)bl)->status.guild_id;
+ case BL_PET:
+ if (((TBL_PET*)bl)->msd)
+ return ((TBL_PET*)bl)->msd->status.guild_id;
+ break;
+ case BL_MOB: {
+ struct map_session_data *msd;
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->guardian_data) //Guardian's guild [Skotlex]
+ return md->guardian_data->guild_id;
+ if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+ return msd->status.guild_id; //Alchemist's mobs [Skotlex]
+ }
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->status.guild_id;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)bl)->master)
+ return ((TBL_MER*)bl)->master->status.guild_id;
+ break;
+ case BL_NPC:
+ if (((TBL_NPC*)bl)->subtype == SCRIPT)
+ return ((TBL_NPC*)bl)->u.scr.guild_id;
+ break;
+ case BL_SKILL:
+ return ((TBL_SKILL*)bl)->group->guild_id;
+ case BL_ELEM:
+ if (((TBL_ELEM*)bl)->master)
+ return ((TBL_ELEM*)bl)->master->status.guild_id;
+ break;
+ }
+ return 0;
+}
+
+int status_get_emblem_id(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((TBL_PC*)bl)->guild_emblem_id;
+ case BL_PET:
+ if (((TBL_PET*)bl)->msd)
+ return ((TBL_PET*)bl)->msd->guild_emblem_id;
+ break;
+ case BL_MOB: {
+ struct map_session_data *msd;
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->guardian_data) //Guardian's guild [Skotlex]
+ return md->guardian_data->emblem_id;
+ if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
+ return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
+ }
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->guild_emblem_id;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)bl)->master)
+ return ((TBL_MER*)bl)->master->guild_emblem_id;
+ break;
+ case BL_NPC:
+ if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
+ struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
+ if (g)
+ return g->emblem_id;
+ }
+ break;
+ case BL_ELEM:
+ if (((TBL_ELEM*)bl)->master)
+ return ((TBL_ELEM*)bl)->master->guild_emblem_id;
+ break;
+ }
+ return 0;
+}
+
+int status_get_mexp(struct block_list *bl)
+{
+ nullpo_ret(bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->db->mexp;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->mexp;
+ return 0;
+}
+int status_get_race2(struct block_list *bl)
+{
+ nullpo_ret(bl);
+ if(bl->type == BL_MOB)
+ return ((struct mob_data *)bl)->db->race2;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->race2;
+ return 0;
+}
+
+int status_isdead(struct block_list *bl)
+{
+ nullpo_ret(bl);
+ return status_get_status_data(bl)->hp == 0;
+}
+
+int status_isimmune(struct block_list *bl)
+{
+ struct status_change *sc =status_get_sc(bl);
+ if (sc && sc->data[SC_HERMODE])
+ return 100;
+
+ if (bl->type == BL_PC &&
+ ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
+ return ((TBL_PC*)bl)->special_state.no_magic_damage;
+ return 0;
+}
+
+struct view_data* status_get_viewdata(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->vd;
+ case BL_MOB: return ((TBL_MOB*)bl)->vd;
+ case BL_PET: return &((TBL_PET*)bl)->vd;
+ case BL_NPC: return ((TBL_NPC*)bl)->vd;
+ case BL_HOM: return ((TBL_HOM*)bl)->vd;
+ case BL_MER: return ((TBL_MER*)bl)->vd;
+ case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
+ }
+ return NULL;
+}
+
+void status_set_viewdata(struct block_list *bl, int class_)
+{
+ struct view_data* vd;
+ nullpo_retv(bl);
+ if (mobdb_checkid(class_) || mob_is_clone(class_))
+ vd = mob_get_viewdata(class_);
+ else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
+ vd = npc_get_viewdata(class_);
+ else if (homdb_checkid(class_))
+ vd = merc_get_hom_viewdata(class_);
+ else if (merc_class(class_))
+ vd = merc_get_viewdata(class_);
+ else if (elemental_class(class_))
+ vd = elemental_get_viewdata(class_);
+ else
+ vd = NULL;
+
+ switch (bl->type) {
+ case BL_PC:
+ {
+ TBL_PC* sd = (TBL_PC*)bl;
+ if (pcdb_checkid(class_)) {
+ if (sd->sc.option&OPTION_WEDDING)
+ class_ = JOB_WEDDING;
+ else if (sd->sc.option&OPTION_SUMMER)
+ class_ = JOB_SUMMER;
+ else if (sd->sc.option&OPTION_XMAS)
+ class_ = JOB_XMAS;
+ else if (sd->sc.option&OPTION_RIDING) {
+ switch (class_) { //Adapt class to a Mounted one.
+ case JOB_KNIGHT:
+ class_ = JOB_KNIGHT2;
+ break;
+ case JOB_CRUSADER:
+ class_ = JOB_CRUSADER2;
+ break;
+ case JOB_LORD_KNIGHT:
+ class_ = JOB_LORD_KNIGHT2;
+ break;
+ case JOB_PALADIN:
+ class_ = JOB_PALADIN2;
+ break;
+ case JOB_BABY_KNIGHT:
+ class_ = JOB_BABY_KNIGHT2;
+ break;
+ case JOB_BABY_CRUSADER:
+ class_ = JOB_BABY_CRUSADER2;
+ break;
+ }
+ }
+ sd->vd.class_ = class_;
+ clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
+ sd->vd.head_top = sd->status.head_top;
+ sd->vd.head_mid = sd->status.head_mid;
+ sd->vd.head_bottom = sd->status.head_bottom;
+ sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
+ sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
+ sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
+ sd->vd.sex = sd->status.sex;
+ } else if (vd)
+ memcpy(&sd->vd, vd, sizeof(struct view_data));
+ else
+ ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_MOB:
+ {
+ TBL_MOB* md = (TBL_MOB*)bl;
+ if (vd)
+ md->vd = vd;
+ else
+ ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_PET:
+ {
+ TBL_PET* pd = (TBL_PET*)bl;
+ if (vd) {
+ memcpy(&pd->vd, vd, sizeof(struct view_data));
+ if (!pcdb_checkid(vd->class_)) {
+ pd->vd.hair_style = battle_config.pet_hair_style;
+ if(pd->pet.equip) {
+ pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
+ if (!pd->vd.head_bottom)
+ pd->vd.head_bottom = pd->pet.equip;
+ }
+ }
+ } else
+ ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_NPC:
+ {
+ TBL_NPC* nd = (TBL_NPC*)bl;
+ if (vd)
+ nd->vd = vd;
+ else
+ ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_HOM: //[blackhole89]
+ {
+ struct homun_data *hd = (struct homun_data*)bl;
+ if (vd)
+ hd->vd = vd;
+ else
+ ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_MER:
+ {
+ struct mercenary_data *md = (struct mercenary_data*)bl;
+ if (vd)
+ md->vd = vd;
+ else
+ ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_ELEM:
+ {
+ struct elemental_data *ed = (struct elemental_data*)bl;
+ if (vd)
+ ed->vd = vd;
+ else
+ ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
+ }
+ break;
+ }
+ vd = status_get_viewdata(bl);
+ if (vd && vd->cloth_color && (
+ (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
+ || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
+ || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
+ ))
+ vd->cloth_color = 0;
+}
+
+/// Returns the status_change data of bl or NULL if it doesn't exist.
+struct status_change *status_get_sc(struct block_list *bl) {
+ if( bl )
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->sc;
+ case BL_MOB: return &((TBL_MOB*)bl)->sc;
+ case BL_NPC: return &((TBL_NPC*)bl)->sc;
+ case BL_HOM: return &((TBL_HOM*)bl)->sc;
+ case BL_MER: return &((TBL_MER*)bl)->sc;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
+ }
+ return NULL;
+}
+
+void status_change_init(struct block_list *bl)
+{
+ struct status_change *sc = status_get_sc(bl);
+ nullpo_retv(sc);
+ memset(sc, 0, sizeof (struct status_change));
+}
+
+//Applies SC defense to a given status change.
+//Returns the adjusted duration based on flag values.
+//the flag values are the same as in status_change_start.
+int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
+{
+ int sc_def = 0, tick_def = 0;
+ struct status_data* status;
+ struct status_change* sc;
+ struct map_session_data *sd;
+
+ nullpo_ret(bl);
+
+ //Status that are blocked by Golden Thief Bug card or Wand of Hermod
+ if (status_isimmune(bl))
+ switch (type) {
+ case SC_DECREASEAGI:
+ case SC_SILENCE:
+ case SC_COMA:
+ case SC_INCREASEAGI:
+ case SC_BLESSING:
+ case SC_SLOWPOISON:
+ case SC_IMPOSITIO:
+ case SC_AETERNA:
+ case SC_SUFFRAGIUM:
+ case SC_BENEDICTIO:
+ case SC_PROVIDENCE:
+ case SC_KYRIE:
+ case SC_ASSUMPTIO:
+ case SC_ANGELUS:
+ case SC_MAGNIFICAT:
+ case SC_GLORIA:
+ case SC_WINDWALK:
+ case SC_MAGICROD:
+ case SC_HALLUCINATION:
+ case SC_STONE:
+ case SC_QUAGMIRE:
+ case SC_SUITON:
+ case SC_SWINGDANCE:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__IGNORANCE:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ case SC__BLOODYLUST:
+ return 0;
+ }
+
+ sd = BL_CAST(BL_PC,bl);
+ status = status_get_status_data(bl);
+ sc = status_get_sc(bl);
+ if( sc && !sc->count )
+ sc = NULL;
+ switch (type) {
+ case SC_STUN:
+ case SC_POISON:
+ if( sc && sc->data[SC__UNLUCKY] )
+ return tick;
+ case SC_DPOISON:
+ case SC_SILENCE:
+ case SC_BLEEDING:
+ sc_def = 3 +status->vit;
+ break;
+ case SC_SLEEP:
+ sc_def = 3 +status->int_;
+ break;
+ case SC_DEEPSLEEP:
+ tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int.
+ sc_def = 5 * status->int_ /10;
+ break;
+ case SC_DECREASEAGI:
+ case SC_ADORAMUS://Arch Bishop
+ if (sd) tick>>=1; //Half duration for players.
+ case SC_STONE:
+ case SC_FREEZE:
+ sc_def = 3 +status->mdef;
+ break;
+ case SC_CURSE:
+ //Special property: inmunity when luk is greater than level or zero
+ if (status->luk > status_get_lv(bl) || status->luk == 0)
+ return 0;
+ else
+ sc_def = 3 +status->luk;
+ tick_def = status->vit;
+ break;
+ case SC_BLIND:
+ if( sc && sc->data[SC__UNLUCKY] )
+ return tick;
+ sc_def = 3 +(status->vit + status->int_)/2;
+ break;
+ case SC_CONFUSION:
+ sc_def = 3 +(status->str + status->int_)/2;
+ break;
+ case SC_ANKLE:
+ if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
+ tick /= 5;
+ sc_def = status->agi / 2;
+ break;
+ case SC_MAGICMIRROR:
+ case SC_ARMORCHANGE:
+ if (sd) //Duration greatly reduced for players.
+ tick /= 15;
+ //No defense against it (buff).
+ rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
+ break;
+ case SC_MARSHOFABYSS:
+ //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
+ tick -= (status->int_ + status->luk) / 20 * 1000;
+ break;
+ case SC_STASIS:
+ //5 second (fixed) + { Stasis Skill level * 5 - (Target�s VIT + DEX) / 20 }
+ tick -= (status->vit + status->dex) / 20 * 1000;
+ break;
+ case SC_WHITEIMPRISON:
+ if( tick == 5000 ) // 100% on caster
+ break;
+ if( bl->type == BL_PC )
+ tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100;
+ else
+ tick -= (status->vit + status->luk) / 20 * 1000;
+ break;
+ case SC_BURNING:
+ // 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.
+ break;
+ case SC_FREEZING:
+ tick -= 1000 * ((status->vit + status->dex) / 20);
+ tick = max(tick,10000); // 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%
+ break;
+ case SC_ELECTRICSHOCKER:
+ if( bl->type == BL_MOB )
+ tick -= 1000 * (status->agi/10);
+ break;
+ case SC_CRYSTALIZE:
+ tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
+ break;
+ case SC_MANDRAGORA:
+ sc_def = (status->vit+status->luk)/5;
+ break;
+ case SC_KYOUGAKU:
+ tick -= 30*status->int_;
+ break;
+ case SC_PARALYSIS:
+ tick -= 50 * (status->vit + status->luk); //(1000/20);
+ break;
+ default:
+ //Effect that cannot be reduced? Likely a buff.
+ if (!(rnd()%10000 < rate))
+ return 0;
+ return tick?tick:1;
+ }
+
+ if (sd) {
+
+ if (battle_config.pc_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.pc_sc_def_rate/100;
+
+ if (sc_def < battle_config.pc_max_sc_def)
+ sc_def += (battle_config.pc_max_sc_def - sc_def)*
+ status->luk/battle_config.pc_luk_sc_def;
+ else
+ sc_def = battle_config.pc_max_sc_def;
+
+ if (tick_def) {
+ if (battle_config.pc_sc_def_rate != 100)
+ tick_def = tick_def*battle_config.pc_sc_def_rate/100;
+ }
+
+ } else {
+
+ if (battle_config.mob_sc_def_rate != 100)
+ sc_def = sc_def*battle_config.mob_sc_def_rate/100;
+
+ if (sc_def < battle_config.mob_max_sc_def)
+ sc_def += (battle_config.mob_max_sc_def - sc_def)*
+ status->luk/battle_config.mob_luk_sc_def;
+ else
+ sc_def = battle_config.mob_max_sc_def;
+
+ if (tick_def) {
+ if (battle_config.mob_sc_def_rate != 100)
+ tick_def = tick_def*battle_config.mob_sc_def_rate/100;
+ }
+ }
+
+ if (sc) {
+ if (sc->data[SC_SCRESIST])
+ sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
+ else if (sc->data[SC_SIEGFRIED])
+ sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
+ }
+
+ //When no tick def, reduction is the same for both.
+ if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
+ tick_def = sc_def;
+
+ //Natural resistance
+ if (!(flag&8)) {
+ rate -= rate*sc_def/100;
+
+ //Item resistance (only applies to rate%)
+ if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
+ {
+ if( sd->reseff[type-SC_COMMON_MIN] > 0 )
+ rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
+ if( sd->sc.data[SC_COMMONSC_RESIST] )
+ rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
+ }
+ }
+ if (!(rnd()%10000 < rate))
+ return 0;
+
+ //Why would a status start with no duration? Presume it has
+ //duration defined elsewhere.
+ if (!tick) return 1;
+
+ //Rate reduction
+ if (flag&2)
+ return tick;
+
+ tick -= tick*tick_def/100;
+ // Changed to 5 seconds according to recent tests [Playtester]
+ if (type == SC_ANKLE && tick < 5000)
+ tick = 5000;
+ return tick<=0?0:tick;
+}
+
+/*==========================================
+ * Starts a status change.
+ * 'type' = type, 'val1~4' depend on the type.
+ * 'rate' = base success rate. 10000 = 100%
+ * 'tick' is base duration
+ * 'flag':
+ * &1: Cannot be avoided (it has to start)
+ * &2: Tick should not be reduced (by vit, luk, lv, etc)
+ * &4: sc_data loaded, no value has to be altered.
+ * &8: rate should not be reduced
+ *------------------------------------------*/
+int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
+{
+ struct map_session_data *sd = NULL;
+ struct status_change* sc;
+ struct status_change_entry* sce;
+ struct status_data *status;
+ struct view_data *vd;
+ int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
+ bool sc_isnew = true;
+
+ nullpo_ret(bl);
+ sc = status_get_sc(bl);
+ status = status_get_status_data(bl);
+
+ if( type <= SC_NONE || type >= SC_MAX )
+ {
+ ShowError("status_change_start: invalid status change (%d)!\n", type);
+ return 0;
+ }
+
+ if( !sc )
+ return 0; //Unable to receive status changes
+
+ if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
+ return 0;
+
+ if( bl->type == BL_MOB)
+ {
+ struct mob_data *md = BL_CAST(BL_MOB,bl);
+ if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
+ return 0; //Emperium/BG Monsters can't be afflicted by status changes
+ // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP)
+ // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
+ }
+
+ if( sc->data[SC_REFRESH] ) {
+ if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
+ return 0; // Immune to status ailements
+ switch( type ) {
+ case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
+ case SC_DECREASEAGI:
+ case SC_BURNING:
+ case SC_FREEZING:
+ //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
+ case SC_MARSHOFABYSS:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC_CRYSTALIZE: ////08/31/2011 - Class Balance Changes
+ case SC_DEEPSLEEP:
+ case SC_MANDRAGORA:
+ return 0;
+ }
+ }
+ else if( sc->data[SC_INSPIRATION] ) {
+ if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
+ return 0; // Immune to status ailements
+ switch( type ) {
+ case SC_DEEPSLEEP:
+ case SC_SATURDAYNIGHTFEVER:
+ case SC_PYREXIA:
+ case SC_DEATHHURT:
+ case SC_MAGICMUSHROOM:
+ case SC_VENOMBLEED:
+ case SC_TOXIN:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ case SC__BODYPAINT:
+ case SC__IGNORANCE:
+ return 0;
+ }
+ }
+
+ sd = BL_CAST(BL_PC, bl);
+
+ //Adjust tick according to status resistances
+ if( !(flag&(1|4)) )
+ {
+ tick = status_get_sc_def(bl, type, rate, tick, flag);
+ if( !tick ) return 0;
+ }
+
+ undead_flag = battle_check_undead(status->race,status->def_ele);
+ //Check for inmunities / sc fails
+ switch (type) {
+ case SC_ANGRIFFS_MODUS:
+ case SC_GOLDENE_FERSE:
+ if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
+ || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
+ )
+ return 0;
+ case SC_STONE:
+ if(sc->data[SC_POWER_OF_GAIA])
+ return 0;
+ case SC_FREEZE:
+ //Undead are immune to Freeze/Stone
+ if (undead_flag && !(flag&1))
+ return 0;
+ case SC_DEEPSLEEP:
+ case SC_SLEEP:
+ case SC_STUN:
+ case SC_FREEZING:
+ 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])
+ return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
+ break;
+
+ //There all like berserk, do not everlap each other
+ case SC__BLOODYLUST:
+ if(!sd) return 0; //should only affect player
+ case SC_BERSERK:
+ if (((type == SC_BERSERK) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST]))
+ || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC_BERSERK]))
+ )
+ return 0;
+ break;
+
+ case SC_BURNING:
+ if(sc->opt1 || sc->data[SC_FREEZING])
+ return 0;
+ break;
+
+ case SC_SIGNUMCRUCIS:
+ //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:
+ if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
+ return 0;
+ break;
+ case SC_KYRIE:
+ if (bl->type == BL_MOB)
+ return 0;
+ break;
+ case SC_OVERTHRUST:
+ if (sc->data[SC_MAXOVERTHRUST])
+ return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
+ case SC_MAXOVERTHRUST:
+ if( sc->option&OPTION_MADOGEAR )
+ return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
+ break;
+ case SC_ADRENALINE:
+ if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DECREASEAGI] ||
+ sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
+ )
+ return 0;
+ break;
+ case SC_ADRENALINE2:
+ if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DECREASEAGI]
+ )
+ return 0;
+ break;
+ case SC_MAGNIFICAT:
+ if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
+ return 0;
+ break;
+ case SC_ONEHAND:
+ case SC_MERC_QUICKEN:
+ case SC_TWOHANDQUICKEN:
+ if(sc->data[SC_DECREASEAGI])
+ return 0;
+
+ case SC_INCREASEAGI:
+ if(sd && pc_issit(sd)){
+ pc_setstand(sd);
+ }
+
+ case SC_CONCENTRATE:
+ case SC_SPEARQUICKEN:
+ case SC_TRUESIGHT:
+ case SC_WINDWALK:
+ case SC_CARTBOOST:
+ case SC_ASSNCROS:
+ if (sc->data[SC_QUAGMIRE])
+ return 0;
+ if(sc->option&OPTION_MADOGEAR)
+ return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
+ break;
+ case SC_CLOAKING:
+ //Avoid cloaking with no wall and low skill level. [Skotlex]
+ //Due to the cloaking card, we have to check the wall versus to known
+ //skill level rather than the used one. [Skotlex]
+ //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
+ if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
+ return 0;
+ break;
+ case SC_MODECHANGE:
+ {
+ int mode;
+ struct status_data *bstatus = status_get_base_status(bl);
+ if (!bstatus) return 0;
+ if (sc->data[type])
+ { //Pile up with previous values.
+ if(!val2) val2 = sc->data[type]->val2;
+ val3 |= sc->data[type]->val3;
+ val4 |= sc->data[type]->val4;
+ }
+ mode = val2?val2:bstatus->mode; //Base mode
+ if (val4) mode&=~val4; //Del mode
+ if (val3) mode|= val3; //Add mode
+ if (mode == bstatus->mode) { //No change.
+ if (sc->data[type]) //Abort previous status
+ return status_change_end(bl, type, INVALID_TIMER);
+ return 0;
+ }
+ }
+ break;
+ //Strip skills, need to divest something or it fails.
+ case SC_STRIPWEAPON:
+ if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
+ int i;
+ opt_flag = 0; //Reuse to check success condition.
+ if(sd->bonus.unstripable_equip&EQP_WEAPON)
+ return 0;
+ i = sd->equip_index[EQI_HAND_L];
+ if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
+ opt_flag|=1;
+ pc_unequipitem(sd,i,3); //L-hand weapon
+ }
+
+ i = sd->equip_index[EQI_HAND_R];
+ if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
+ opt_flag|=2;
+ pc_unequipitem(sd,i,3);
+ }
+ if (!opt_flag) return 0;
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_STRIPSHIELD:
+ if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
+ else
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_SHIELD)
+ return 0;
+ i = sd->equip_index[EQI_HAND_L];
+ if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
+ return 0;
+ pc_unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_STRIPARMOR:
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_ARMOR)
+ return 0;
+ i = sd->equip_index[EQI_ARMOR];
+ if ( i < 0 || !sd->inventory_data[i] )
+ return 0;
+ pc_unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_STRIPHELM:
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_HELM)
+ return 0;
+ i = sd->equip_index[EQI_HEAD_TOP];
+ if ( i < 0 || !sd->inventory_data[i] )
+ return 0;
+ pc_unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_MERC_FLEEUP:
+ case SC_MERC_ATKUP:
+ case SC_MERC_HPUP:
+ case SC_MERC_SPUP:
+ case SC_MERC_HITUP:
+ if( bl->type != BL_MER )
+ return 0; // Stats only for Mercenaries
+ break;
+ case SC_STRFOOD:
+ if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_AGIFOOD:
+ if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_VITFOOD:
+ if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_INTFOOD:
+ if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_DEXFOOD:
+ if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_LUKFOOD:
+ 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)
+ return 0;
+ break;
+ case SC_FOOD_AGI_CASH:
+ if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_VIT_CASH:
+ if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_INT_CASH:
+ if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_DEX_CASH:
+ if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_LUK_CASH:
+ if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->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:
+ if( sd ) {
+ int i = -1;
+ if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
+ i = sd->equip_index[EQI_ACC_L];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc_unequipitem(sd,i,3); //L-Accessory
+ } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) {
+ i = sd->equip_index[EQI_ACC_R];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc_unequipitem(sd,i,3); //R-Accessory
+ }
+ if( i < 0 )
+ return 0;
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ { // it doesn't stack or even renewed
+ int i = SC_TOXIN;
+ for(; i<= SC_LEECHESEND; i++)
+ if(sc->data[i]) return 0;
+ }
+ break;
+ case SC_SATURDAYNIGHTFEVER:
+ if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST])
+ return 0;
+ break;
+ }
+
+ //Check for BOSS resistances
+ if(status->mode&MD_BOSS && !(flag&1)) {
+ if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
+ return 0;
+ switch (type) {
+ case SC_BLESSING:
+ case SC_DECREASEAGI:
+ case SC_PROVOKE:
+ case SC_COMA:
+ case SC_GRAVITATION:
+ case SC_SUITON:
+ case SC_RICHMANKIM:
+ case SC_ROKISWEIL:
+ case SC_FOGWALL:
+ case SC_FREEZING:
+ case SC_BURNING:
+ case SC_MARSHOFABYSS:
+ case SC_ADORAMUS:
+ case SC_PARALYSIS:
+ case SC_DEEPSLEEP:
+ case SC_CRYSTALIZE:
+
+ // Exploit prevention - kRO Fix
+ case SC_PYREXIA:
+ case SC_DEATHHURT:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+
+ // Ranger Effects
+ case SC_BITE:
+ case SC_ELECTRICSHOCKER:
+ case SC_MAGNETICFIELD:
+
+ return 0;
+ }
+ }
+
+ //Before overlapping fail, one must check for status cured.
+ switch (type) {
+ case SC_BLESSING:
+ //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
+ //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
+ status_change_end(bl, SC_CURSE, INVALID_TIMER);
+ if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ }
+ break;
+ case SC_INCREASEAGI:
+ status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
+ break;
+ case SC_QUAGMIRE:
+ status_change_end(bl, SC_CONCENTRATE, 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:
+ 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_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_ACCELERATION, INVALID_TIMER);
+ break;
+ case SC_ONEHAND:
+ //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);
+ break;
+ case SC_MAXOVERTHRUST:
+ //Cancels Normal Overthrust. [Skotlex]
+ status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
+ break;
+ case SC_KYRIE:
+ //Cancels Assumptio
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+ break;
+ case SC_DELUGE:
+ if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ break;
+ case SC_SILENCE:
+ if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
+ status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
+ break;
+ case SC_HIDING:
+ status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
+ status_change_end(bl, SC_CLOSECONFINE2, 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_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_CONCENTRATION, 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);
+ }
+#ifdef RENEWAL
+ else {
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ }
+#endif
+ break;
+ case SC_ASSUMPTIO:
+ status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
+ break;
+ case SC_KAITE:
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+ break;
+ case SC_CARTBOOST:
+ if(sc->data[SC_DECREASEAGI])
+ { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
+ return 0;
+ }
+ break;
+ case SC_FUSION:
+ status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
+ break;
+ case SC_ADJUSTMENT:
+ status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
+ break;
+ case SC_MADNESSCANCEL:
+ status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
+ break;
+ //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
+ case SC_CHANGEUNDEAD:
+ status_change_end(bl, SC_BLESSING, INVALID_TIMER);
+ status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
+ break;
+ case SC_STRFOOD:
+ status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
+ break;
+ case SC_AGIFOOD:
+ status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
+ break;
+ case SC_VITFOOD:
+ status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
+ break;
+ case SC_INTFOOD:
+ status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
+ break;
+ case SC_DEXFOOD:
+ status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
+ break;
+ case SC_LUKFOOD:
+ status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_STR_CASH:
+ status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
+ break;
+ case SC_FOOD_AGI_CASH:
+ status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
+ break;
+ case SC_FOOD_VIT_CASH:
+ status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
+ break;
+ case SC_FOOD_INT_CASH:
+ status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
+ break;
+ case SC_FOOD_DEX_CASH:
+ status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
+ break;
+ case SC_FOOD_LUK_CASH:
+ status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
+ break;
+ case SC_FIGHTINGSPIRIT:
+ status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
+ break;
+ case SC_MARSHOFABYSS:
+ status_change_end(bl, SC_INCAGI, INVALID_TIMER);
+ status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
+ status_change_end(bl, SC_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);
+ break;
+ case SC_SWINGDANCE:
+ case SC_SYMPHONYOFLOVER:
+ case SC_MOONLITSERENADE:
+ case SC_RUSHWINDMILL:
+ 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_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_GLOOMYDAY:
+ case SC_SONGOFMANA:
+ case SC_DANCEWITHWUG:
+ case SC_SATURDAYNIGHTFEVER:
+ case SC_LERADSDEW:
+ 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);
+ 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_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);
+ }
+ }
+ break;
+ case SC_REFLECTSHIELD:
+ status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
+ break;
+ case SC_REFLECTDAMAGE:
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
+ break;
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_DEF )
+ status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_MDEF )
+ status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_REF )
+ status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
+ break;
+ case SC_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);
+ break;
+ case SC_INVINCIBLE:
+ status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
+ break;
+ case SC_INVINCIBLEOFF:
+ status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
+ break;
+ case SC_MAGICPOWER:
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+ }
+
+ //Check for overlapping fails
+ if( (sce = sc->data[type]) ) {
+ switch( type ) {
+ case SC_MERC_FLEEUP:
+ case SC_MERC_ATKUP:
+ case SC_MERC_HPUP:
+ case SC_MERC_SPUP:
+ case SC_MERC_HITUP:
+ if( sce->val1 > val1 )
+ val1 = sce->val1;
+ break;
+ case SC_ADRENALINE:
+ case SC_ADRENALINE2:
+ case SC_WEAPONPERFECTION:
+ case SC_OVERTHRUST:
+ if (sce->val2 > val2)
+ return 0;
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ case SC_BOSSMAPINFO:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_BLEEDING:
+ case SC_DPOISON:
+ case SC_CLOSECONFINE2: //Can't be re-closed in.
+ 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__INVISIBILITY:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__IGNORANCE:
+ case SC__LAZINESS:
+ case SC__WEAKNESS:
+ case SC__UNLUCKY:
+ return 0;
+ case SC_COMBO:
+ 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_ENCHANTARMS:
+ case SC_ARMOR_ELEMENT:
+ case SC_ARMOR_RESIST:
+ break;
+ case SC_GOSPEL:
+ //Must not override a casting gospel char.
+ if(sce->val4 == BCT_SELF)
+ return 0;
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_ENDURE:
+ if(sce->val4 && !val4)
+ return 1; //Don't let you override infinite endure.
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_KAAHI:
+ //Kaahi overwrites previous level regardless of existing level.
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER) {
+ delete_timer(sce->val4,kaahi_heal_timer);
+ sce->val4 = INVALID_TIMER;
+ }
+ break;
+ case SC_JAILED:
+ //When a player is already jailed, do not edit the jail data.
+ val2 = sce->val2;
+ val3 = sce->val3;
+ val4 = sce->val4;
+ break;
+ case SC_LERADSDEW:
+ if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
+ return 0;
+ case SC_SHAPESHIFT:
+ case SC_PROPERTYWALK:
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ if( sce->val4 && !val4 )//you cannot override master guild aura
+ return 0;
+ break;
+ case SC_JOINTBEAT:
+ val2 |= sce->val2; // stackable ailments
+ default:
+ if(sce->val1 > val1)
+ return 1; //Return true to not mess up skill animations. [Skotlex]
+ }
+ }
+
+ vd = status_get_viewdata(bl);
+ calc_flag = StatusChangeFlagTable[type];
+ if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
+ switch(type)
+ {
+ case SC_DECREASEAGI:
+ case SC_INCREASEAGI:
+ val2 = 2 + val1; //Agi change
+ break;
+ case SC_ENDURE:
+ val2 = 7; // Hit-count [Celest]
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
+ {
+ struct map_session_data *tsd;
+ if( sd )
+ {
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
+ //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
+ if( val4 )
+ tick = -1;
+ break;
+ case SC_AUTOBERSERK:
+ if (status->hp < status->max_hp>>2 &&
+ (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
+ sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
+ tick = -1;
+ break;
+ case SC_SIGNUMCRUCIS:
+ val2 = 10 + 4*val1; //Def reduction
+ tick = -1;
+ clif_emotion(bl,E_SWT);
+ break;
+ case SC_MAXIMIZEPOWER:
+ tick_time = val2 = tick>0?tick:60000;
+ tick = -1; // duration sent to the client should be infinite
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; //Chance to Poison enemies.
+#ifndef RENEWAL_EDP
+ val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
+#endif
+ if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
+ tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
+ break;
+ case SC_POISONREACT:
+ val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
+ val3=50; // + 5*val1; //Chance to counter. [Skotlex]
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20; //SP gained
+ break;
+ case SC_KYRIE:
+ val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
+ val3 = (val1 / 2 + 5); //Hits
+ break;
+ case SC_MAGICPOWER:
+ //val1: Skill lv
+ val2 = 1; //Lasts 1 invocation
+ val3 = 5*val1; //Matk% increase
+ val4 = 0; // 0 = ready to be used, 1 = activated and running
+ break;
+ case SC_SACRIFICE:
+ val2 = 5; //Lasts 5 hits
+ tick = -1;
+ break;
+ case SC_ENCPOISON:
+ 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:
+ skill_enchant_elemental_end(bl,type);
+ break;
+ case SC_ELEMENTALCHANGE:
+ // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
+ // val2 : Element (When no element, random one is picked)
+ // val3 : 0 = called by skill 1 = called by script (fixed level)
+ if( !val2 ) val2 = rnd()%ELE_MAX;
+
+ if( val1 == 1 && val3 == 0 )
+ val1 = 1 + rnd()%4;
+ else if( val1 > 4 )
+ val1 = 4; // Max Level
+ val3 = 0; // Not need to keep this info.
+ break;
+ case SC_PROVIDENCE:
+ val2=val1*5; //Race/Ele resist
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3; // %Dmg reflected
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
+ {
+ struct map_session_data *tsd;
+ if( sd )
+ {
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ break;
+ case SC_STRIPWEAPON:
+ if (!sd) //Watk reduction
+ val2 = 25;
+ break;
+ case SC_STRIPSHIELD:
+ if (!sd) //Def reduction
+ val2 = 15;
+ break;
+ case SC_STRIPARMOR:
+ if (!sd) //Vit reduction
+ val2 = 40;
+ break;
+ case SC_STRIPHELM:
+ if (!sd) //Int reduction
+ val2 = 40;
+ break;
+ case SC_AUTOSPELL:
+ //Val1 Skill LV of Autospell
+ //Val2 Skill ID to cast
+ //Val3 Max Lv to cast
+ val4 = 5 + val1*2; //Chance of casting
+ break;
+ case SC_VOLCANO:
+ val2 = val1*10; //Watk increase
+#ifndef RENEWAL
+ if (status->def_ele != ELE_FIRE)
+ val2 = 0;
+#endif
+ break;
+ case SC_VIOLENTGALE:
+ val2 = val1*3; //Flee increase
+ #ifndef RENEWAL
+ if (status->def_ele != ELE_WIND)
+ val2 = 0;
+ #endif
+ break;
+ case SC_DELUGE:
+ val2 = deluge_eff[val1-1]; //HP increase
+#ifndef RENEWAL
+ if(status->def_ele != ELE_WATER)
+ val2 = 0;
+#endif
+ break;
+ case SC_SUITON:
+ if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
+ //No penalties.
+ val2 = 0; //Agi penalty
+ val3 = 0; //Walk speed penalty
+ break;
+ }
+ val3 = 50;
+ val2 = 3*((val1+1)/3);
+ if (val1 > 4) val2--;
+ break;
+ case SC_ONEHAND:
+ case SC_TWOHANDQUICKEN:
+ val2 = 300;
+ if (val1 > 10) //For boss casted skills [Skotlex]
+ val2 += 20*(val1-10);
+ break;
+ case SC_MERC_QUICKEN:
+ val2 = 300;
+ break;
+#ifndef RENEWAL
+ case SC_SPEARQUICKEN:
+ val2 = 200+10*val1;
+ break;
+#endif
+ case SC_DANCING:
+ //val1 : Skill ID + LV
+ //val2 : Skill Group of the Dance.
+ //val3 : Brings the skill_lv (merged into val1 here)
+ //val4 : Partner
+ if (val1 == CG_MOONLIT)
+ clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0);
+ val1|= (val3<<16);
+ val3 = tick/1000; //Tick duration
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_LONGING:
+ val2 = 500-100*val1; //Aspd penalty.
+ 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_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ if (!vd) return 0;
+ //Store previous values as they could be removed.
+ val1 = vd->class_;
+ val2 = vd->weapon;
+ val3 = vd->shield;
+ val4 = vd->cloth_color;
+ unit_stop_attack(bl);
+ clif_changelook(bl,LOOK_WEAPON,0);
+ clif_changelook(bl,LOOK_SHIELD,0);
+ clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ break;
+ case SC_NOCHAT:
+ // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
+ tick = 60000;
+ val1 = battle_config.manner_system; //Mute filters.
+ if (sd)
+ {
+ clif_changestatus(sd,SP_MANNER,sd->status.manner);
+ clif_updatestatus(sd,SP_MANNER);
+ }
+ break;
+
+ case SC_STONE:
+ val3 = tick/1000; //Petrified HP-damage iterations.
+ if(val3 < 1) val3 = 1;
+ tick = val4; //Petrifying time.
+ tick = max(tick, 1000); //Min time
+ calc_flag = 0; //Actual status changes take effect on petrified state.
+ break;
+
+ case SC_DPOISON:
+ //Lose 10/15% of your life as long as it doesn't brings life below 25%
+ if (status->hp > status->max_hp>>2) {
+ int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
+ if (status->hp - diff < status->max_hp>>2)
+ diff = status->hp - (status->max_hp>>2);
+ if( val2 && bl->type == BL_MOB ) {
+ struct block_list* src = map_id2bl(val2);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,diff);
+ }
+ status_zap(bl, diff, 0);
+ }
+ // fall through
+ case SC_POISON:
+ val3 = tick/1000; //Damage iterations
+ if(val3 < 1) val3 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ //val4: HP damage
+ if (bl->type == BL_PC)
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
+ else
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
+
+ break;
+ case SC_CONFUSION:
+ clif_emotion(bl,E_WHAT);
+ break;
+ case SC_BLEEDING:
+ val4 = tick/10000;
+ if (!val4) val4 = 1;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( val1 == 0 ) return 0;
+ // val1 = heal percent/amout
+ // val2 = seconds between heals
+ // val4 = total of heals
+ if( val2 < 1 ) val2 = 1;
+ if( (val4 = tick/(val2 * 1000)) < 1 )
+ val4 = 1;
+ tick_time = val2 * 1000; // [GodLesZ] tick time
+ break;
+ case SC_BOSSMAPINFO:
+ if( sd != NULL )
+ {
+ struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
+ if( boss_md == NULL || boss_md->bl.prev == NULL )
+ { // No MVP on this map - MVP is dead
+ clif_bossmapinfo(sd->fd, boss_md, 1);
+ return 0; // No need to start SC
+ }
+ val1 = boss_md->bl.id;
+ if( (val4 = tick/1000) < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC_HIDING:
+ val2 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ val3 = 0; // unused, previously speed adjustment
+ val4 = val1+3; //Seconds before SP substraction happen.
+ break;
+ case SC_CHASEWALK:
+ val2 = tick>0?tick:10000; //Interval at which SP is drained.
+ val3 = 35 - 5 * val1; //Speed adjustment.
+ if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
+ val3 -= 40;
+ val4 = 10+val1*2; //SP cost.
+ if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
+ break;
+ case SC_CLOAKING:
+ if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
+ val1 = 10;
+ tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
+ tick = -1; // duration sent to the client should be infinite
+ val3 = 0; // unused, previously walk speed adjustment
+ //val4&1 signals the presence of a wall.
+ //val4&2 makes cloak not end on normal attacks [Skotlex]
+ //val4&4 makes cloak not end on using skills
+ if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ break;
+ case SC_SIGHT: /* splash status */
+ case SC_RUWACH:
+ case SC_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_MODECHANGE:
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_READYSTORM:
+ case SC_READYDOWN:
+ case SC_READYCOUNTER:
+ case SC_READYTURN:
+ case SC_DODGE:
+ case SC_PUSH_CART:
+ tick = -1;
+ break;
+
+ case SC_AUTOGUARD:
+ if( !(flag&1) )
+ {
+ struct map_session_data *tsd;
+ int i,t;
+ for( i = val2 = 0; i < val1; i++)
+ {
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+
+ if( bl->type&(BL_PC|BL_MER) )
+ {
+ if( sd )
+ {
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ break;
+
+ case SC_DEFENDER:
+ if (!(flag&1))
+ {
+ val2 = 5 + 15*val1; //Damage reduction
+ val3 = 0; // unused, previously speed adjustment
+ val4 = 250 - 50*val1; //Aspd adjustment
+
+ if (sd)
+ {
+ struct map_session_data *tsd;
+ int i;
+ for (i = 0; i < 5; i++)
+ { //See if there are devoted characters, and pass the status to them. [Skotlex]
+ if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
+ status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ }
+ }
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if (sd) {
+ pc_setsit(sd);
+ clif_sitting(&sd->bl);
+ }
+ val2 = 12; //SP cost
+ val4 = 10000; //Decrease at 10secs intervals.
+ val3 = tick/val4;
+ tick = -1; // duration sent to the client should be infinite
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_PARRYING:
+ val2 = 20 + val1*3; //Block Chance
+ break;
+
+ case SC_WINDWALK:
+ val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
+ break;
+
+ case SC_JOINTBEAT:
+ if( val2&BREAK_NECK )
+ sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
+ break;
+
+ case SC_BERSERK:
+ if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
+ sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
+ case SC__BLOODYLUST:
+ //HP healing is performing after the calc_status call.
+ //Val2 holds HP penalty
+ if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
+ if (!val4) val4 = 10000; //Val4 holds damage interval
+ val3 = tick/val4; //val3 holds skill duration
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+
+ case SC_GOSPEL:
+ if(val4 == BCT_SELF) { // self effect
+ val2 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ status_change_clear_buffs(bl,3); //Remove buffs/debuffs
+ }
+ break;
+
+ case SC_MARIONETTE:
+ {
+ int stat;
+
+ val3 = 0;
+ val4 = 0;
+ stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
+ stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
+ break;
+ }
+ case SC_MARIONETTE2:
+ {
+ int stat,max_stat;
+ // fetch caster information
+ struct block_list *pbl = map_id2bl(val1);
+ struct status_change *psc = pbl?status_get_sc(pbl):NULL;
+ struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
+ // fetch target's stats
+ struct status_data* status = status_get_status_data(bl); // battle status
+
+ if (!psce)
+ return 0;
+
+ val3 = 0;
+ val4 = 0;
+ max_stat = battle_config.max_parameter; //Cap to 99 (default)
+ stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
+ stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
+ break;
+ }
+ case SC_REJECTSWORD:
+ val2 = 15*val1; //Reflect chance
+ val3 = 3; //Reflections
+ tick = -1;
+ break;
+
+ case SC_MEMORIZE:
+ val2 = 5; //Memorized casts.
+ tick = -1;
+ break;
+
+ case SC_GRAVITATION:
+ val2 = 50*val1; //aspd reduction
+ break;
+
+ case SC_REGENERATION:
+ if (val1 == 1)
+ val2 = 2;
+ else
+ val2 = val1; //HP Regerenation rate: 200% 200% 300%
+ val3 = val1; //SP Regeneration Rate: 100% 200% 300%
+ //if val4 comes set, this blocks regen rather than increase it.
+ break;
+
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl;
+ struct status_change *d_sc;
+
+ if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
+ { // Inherits Status From Source
+ const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
+ enum sc_type type2;
+ int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
+ while( i >= 0 )
+ {
+ type2 = types[i];
+ if( d_sc->data[type2] )
+ sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
+ i--;
+ }
+ }
+ break;
+ }
+
+ case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
+ if( val3 && bl->type == BL_MOB ) {
+ struct block_list* src = map_id2bl(val3);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
+ }
+ status_zap(bl, status->hp-1, val2?0:status->sp);
+ return 1;
+ break;
+ case SC_CLOSECONFINE2:
+ {
+ struct block_list *src = val2?map_id2bl(val2):NULL;
+ struct status_change *sc2 = src?status_get_sc(src):NULL;
+ struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
+ if (src && sc2) {
+ if (!sce2) //Start lock on caster.
+ sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
+ else { //Increase count of locked enemies and refresh time.
+ (sce2->val2)++;
+ delete_timer(sce2->timer, status_change_timer);
+ sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
+ }
+ } else //Status failed.
+ return 0;
+ }
+ break;
+ case SC_KAITE:
+ val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
+ break;
+ case SC_KAUPE:
+ switch (val1) {
+ case 3: //33*3 + 1 -> 100%
+ val2++;
+ case 1:
+ case 2: //33, 66%
+ val2 += 33*val1;
+ val3 = 1; //Dodge 1 attack total.
+ break;
+ default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
+ val2 = 100;
+ val3 = val1-2;
+ break;
+ }
+ break;
+
+ case SC_COMBO: {
+ //val1: Skill ID
+ //val2: When given, target (for autotargetting skills)
+ //val3: When set, this combo time should NOT delay attack/movement
+ //val3: TK: Last used kick
+ //val4: TK: Combo time
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud && !val3) {
+ tick += 300 * battle_config.combo_delay_rate/100;
+ ud->attackabletime = gettick()+tick;
+ unit_set_walkdelay(bl, gettick(), tick, 1);
+ }
+ val3 = 0;
+ val4 = tick;
+ }
+ break;
+ case SC_EARTHSCROLL:
+ val2 = 11-val1; //Chance to consume: 11-skill_lv%
+ break;
+ case SC_RUN:
+ val4 = gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC_KAAHI:
+ val2 = 200*val1; //HP heal
+ val3 = 5*val1; //SP cost
+ val4 = INVALID_TIMER; //Kaahi Timer.
+ break;
+ case SC_BLESSING:
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
+ val2 = val1;
+ else
+ val2 = 0; //0 -> Half stat.
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 1;
+ tick = -1;
+ break;
+ case SC_CONCENTRATE:
+ val2 = 2 + val1;
+ if (sd) { //Store the card-bonus data that should not count in the %
+ val3 = sd->param_bonus[1]; //Agi
+ val4 = sd->param_bonus[4]; //Dex
+ } else {
+ val3 = val4 = 0;
+ }
+ break;
+ case SC_MAXOVERTHRUST:
+ val2 = 20*val1; //Power increase
+ break;
+ case SC_OVERTHRUST:
+ //val2 holds if it was casted on self, or is bonus received from others
+ val3 = 5*val1; //Power increase
+ if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_ADRENALINE2:
+ case SC_ADRENALINE:
+ val3 = (val2) ? 300 : 200; // aspd increase
+ case SC_WEAPONPERFECTION:
+ if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_CONCENTRATION:
+ val2 = 5*val1; //Batk/Watk Increase
+ val3 = 10*val1; //Hit Increase
+ val4 = 5*val1; //Def reduction
+ break;
+ case SC_ANGELUS:
+ val2 = 5*val1; //def increase
+ break;
+ case SC_IMPOSITIO:
+ val2 = 5*val1; //watk increase
+ break;
+ case SC_MELTDOWN:
+ val2 = 100*val1; //Chance to break weapon
+ val3 = 70*val1; //Change to break armor
+ break;
+ case SC_TRUESIGHT:
+ val2 = 10*val1; //Critical increase
+ val3 = 3*val1; //Hit increase
+ break;
+ case SC_SUN_COMFORT:
+ val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
+ break;
+ case SC_MOON_COMFORT:
+ val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
+ break;
+ case SC_STAR_COMFORT:
+ val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
+ break;
+ case SC_QUAGMIRE:
+ val2 = (sd?5:10)*val1; //Agi/Dex decrease.
+ break;
+
+ // gs_something1 [Vicious]
+ case SC_GATLINGFEVER:
+ val2 = 20*val1; //Aspd increase
+ val3 = 20+10*val1; //Batk increase
+ val4 = 5*val1; //Flee decrease
+ break;
+
+ case SC_FLING:
+ if (bl->type == BL_PC)
+ val2 = 0; //No armor reduction to players.
+ else
+ val2 = 5*val1; //Def reduction
+ val3 = 5*val1; //Def2 reduction
+ break;
+ case SC_PROVOKE:
+ //val2 signals autoprovoke.
+ val3 = 2+3*val1; //Atk increase
+ val4 = 5+5*val1; //Def reduction.
+ break;
+ case SC_AVOID:
+ //val2 = 10*val1; //Speed change rate.
+ break;
+ case SC_DEFENCE:
+ val2 = 2*val1; //Def bonus
+ break;
+ case SC_BLOODLUST:
+ val2 = 20+10*val1; //Atk rate change.
+ val3 = 3*val1; //Leech chance
+ val4 = 20; //Leech percent
+ break;
+ case SC_FLEET:
+ val2 = 30*val1; //Aspd change
+ val3 = 5+5*val1; //bAtk/wAtk rate change
+ break;
+ case SC_MINDBREAKER:
+ val2 = 20*val1; //matk increase.
+ val3 = 12*val1; //mdef2 reduction.
+ break;
+ case SC_SKA:
+ val2 = tick/1000;
+ val3 = rnd()%100; //Def changes randomly every second...
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_JAILED:
+ //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
+ tick = val1>0?1000:250;
+ if (sd)
+ {
+ if (sd->mapindex != val2)
+ {
+ int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
+ map = sd->mapindex; //Current Map
+ //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
+ pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
+ //2. Set restore point (val3 -> return map, val4 return coords
+ val3 = map;
+ val4 = pos;
+ } else if (!val3 || val3 == sd->mapindex) { //Use save point.
+ val3 = sd->status.save_point.map;
+ val4 = (sd->status.save_point.x&0xFFFF)
+ |(sd->status.save_point.y<<16);
+ }
+ }
+ break;
+ case SC_UTSUSEMI:
+ val2=(val1+1)/2; // number of hits blocked
+ val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
+ break;
+ case SC_BUNSINJYUTSU:
+ val2=(val1+1)/2; // number of hits blocked
+ break;
+ case SC_CHANGE:
+ val2= 30*val1; //Vit increase
+ val3= 20*val1; //Int increase
+ break;
+ case SC_SWOO:
+ if(status->mode&MD_BOSS)
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
+ break;
+ case SC_SPIDERWEB:
+ if( bl->type == BL_PC )
+ tick /= 2;
+ break;
+ case SC_ARMOR:
+ //NPC_DEFENDER:
+ val2 = 80; //Damage reduction
+ //Attack requirements to be blocked:
+ val3 = BF_LONG; //Range
+ val4 = BF_WEAPON|BF_MISC; //Type
+ break;
+ case SC_ENCHANTARMS:
+ //end previous enchants
+ skill_enchant_elemental_end(bl,type);
+ //Make sure the received element is valid.
+ if (val2 >= ELE_MAX)
+ val2 = val2%ELE_MAX;
+ else if (val2 < 0)
+ val2 = rnd()%ELE_MAX;
+ break;
+ case SC_CRITICALWOUND:
+ val2 = 20*val1; //Heal effectiveness decrease
+ break;
+ case SC_MAGICMIRROR:
+ case SC_SLOWCAST:
+ val2 = 20*val1; //Magic reflection/cast rate
+ break;
+
+ case SC_ARMORCHANGE:
+ if (val2 == NPC_ANTIMAGIC)
+ { //Boost mdef
+ val2 =-20;
+ val3 = 20;
+ } else { //Boost def
+ val2 = 20;
+ val3 =-20;
+ }
+ val2*=val1; //20% per level
+ val3*=val1;
+ break;
+ case SC_EXPBOOST:
+ case SC_JEXPBOOST:
+ if (val1 < 0)
+ val1 = 0;
+ break;
+ case SC_INCFLEE2:
+ case SC_INCCRI:
+ val2 = val1*10; //Actual boost (since 100% = 1000)
+ break;
+ case SC_SUFFRAGIUM:
+ val2 = 15 * val1; //Speed cast decrease
+ break;
+ case SC_INCHEALRATE:
+ if (val1 < 1)
+ val1 = 1;
+ break;
+ case SC_HALLUCINATION:
+ val2 = 5+val1; //Factor by which displayed damage is increased by
+ break;
+ case SC_DOUBLECAST:
+ 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_ARMOR_RESIST:
+ // Mod your resistance against elements:
+ // val1 = water | val2 = earth | val3 = fire | val4 = wind
+ // break;
+ //case ????:
+ //Place here SCs that have no SCB_* data, no skill associated, no ICON
+ //associated, and yet are not wrong/unknown. [Skotlex]
+ //break;
+
+ case SC_MERC_FLEEUP:
+ case SC_MERC_ATKUP:
+ case SC_MERC_HITUP:
+ val2 = 15 * val1;
+ break;
+ case SC_MERC_HPUP:
+ case SC_MERC_SPUP:
+ val2 = 5 * val1;
+ break;
+ case SC_REBIRTH:
+ val2 = 20*val1; //% of life to be revived with
+ break;
+
+ case SC_MANU_DEF:
+ case SC_MANU_ATK:
+ case SC_MANU_MATK:
+ val2 = 1; // Manuk group
+ break;
+ case SC_SPL_DEF:
+ case SC_SPL_ATK:
+ case SC_SPL_MATK:
+ val2 = 2; // Splendide group
+ break;
+ /**
+ * General
+ **/
+ case SC_FEAR:
+ val2 = 2;
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BURNING:
+ val4 = tick / 2000; // Total Ticks to Burn!!
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ /**
+ * Rune Knight
+ **/
+ case SC_DEATHBOUND:
+ val2 = 500 + 100 * val1;
+ break;
+ case SC_FIGHTINGSPIRIT:
+ val_flag |= 1|2;
+ break;
+ case SC_ABUNDANCE:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_GIANTGROWTH:
+ val2 = 10; // Triple damage success rate.
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case SC_RENOVATIO:
+ val4 = tick / 5000;
+ tick_time = 5000;
+ break;
+ case SC_SECRAMENT:
+ val2 = 10 * val1;
+ break;
+ case SC_VENOMIMPRESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ break;
+ case SC_POISONINGWEAPON:
+ val_flag |= 1|2|4;
+ break;
+ case SC_WEAPONBLOCKING:
+ val2 = 10 + 2 * val1; // Chance
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC_TOXIN:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_MAGICMUSHROOM:
+ val4 = tick / 4000;
+ tick_time = 4000; // [GodLesZ] tick time
+ break;
+ case SC_PYREXIA:
+ status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_LEECHESEND:
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_OBLIVIONCURSE:
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_ROLLINGCUTTER:
+ val_flag |= 1;
+ break;
+ case SC_CLOAKINGEXCEED:
+ val2 = ( val1 + 1 ) / 2; // Hits
+ val3 = 90 + val1 * 10; // Walk speed
+ val_flag |= 1|2|4;
+ if (bl->type == BL_PC)
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_HALLUCINATIONWALK:
+ val2 = 50 * val1; // Evasion rate of physical attacks. Flee
+ val3 = 10 * val1; // Evasion rate of magical attacks.
+ val_flag |= 1|2|4;
+ break;
+ case SC_WHITEIMPRISON:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ break;
+ case SC_FREEZING:
+ 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.
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHAPESHIFT:
+ switch( val1 )
+ {
+ case 1: val2 = ELE_FIRE; break;
+ case 2: val2 = ELE_EARTH; break;
+ case 3: val2 = ELE_WIND; break;
+ case 4: val2 = ELE_WATER; break;
+ }
+ break;
+ case SC_ELECTRICSHOCKER:
+ case SC_CRYSTALIZE:
+ case SC_MEIKYOUSISUI:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_CAMOUFLAGE:
+ val4 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_WUGDASH:
+ val4 = gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC__SHADOWFORM: {
+ struct map_session_data * s_sd = map_id2sd(val2);
+ if( s_sd )
+ s_sd->shadowform_id = bl->id;
+ val4 = tick / 1000;
+ val_flag |= 1|2|4;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC__STRIPACCESSORY:
+ if (!sd)
+ val2 = 20;
+ break;
+ case SC__INVISIBILITY:
+ val2 = 50 - 10 * val1; // ASPD
+ val3 = 20 * val1; // CRITICAL
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC__ENERVATION:
+ val2 = 20 + 10 * val1; // ATK Reduction
+ val_flag |= 1|2;
+ if( sd ) pc_delspiritball(sd,sd->spiritball,0);
+ break;
+ case SC__GROOMY:
+ val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
+ val3 = 20 * val1; //HIT
+ val_flag |= 1|2|4;
+ if( sd )
+ { // Removes Animals
+ if( pc_isriding(sd) ) pc_setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
+ if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
+ if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
+ if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
+ if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
+ if( sd->md ) merc_delete(sd->md,3);
+ }
+ break;
+ case SC__LAZINESS:
+ val2 = 10 + 10 * val1; // Cast reduction
+ val3 = 10 * val1; // Flee Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__UNLUCKY:
+ val2 = 10 * val1; // Crit and Flee2 Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__WEAKNESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ // bypasses coating protection and MADO
+ sc_start(bl,SC_STRIPWEAPON,100,val1,tick);
+ sc_start(bl,SC_STRIPSHIELD,100,val1,tick);
+ break;
+ break;
+ case SC_GN_CARTBOOST:
+ if( val1 < 3 )
+ val2 = 50;
+ else if( val1 < 5 )
+ val2 = 75;
+ else
+ val2 = 100;
+ break;
+ case SC_PROPERTYWALK:
+ val_flag |= 1|2;
+ val3 = 0;
+ break;
+ case SC_WARMER:
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZING, INVALID_TIMER);
+ status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
+ break;
+ case SC_STRIKING:
+ val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BLOODSUCKER:
+ 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:
+ val2 = 4 * val1; // Walk speed and aspd reduction.
+ break;
+ case SC_SYMPHONYOFLOVER:
+ case SC_RUSHWINDMILL:
+ 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:
+ val2 = 10 * val1;
+ break;
+ case SC_HARMONIZE:
+ val2 = 5 + 5 * val1;
+ break;
+ case SC_VOICEOFSIREN:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_DEEPSLEEP:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_SIRCLEOFNATURE:
+ val2 = 1 + val1; //SP consume
+ val3 = 40 * val1; //HP recovery
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_SONGOFMANA:
+ val3 = 10 + (2 * val2);
+ val4 = tick/3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_SATURDAYNIGHTFEVER:
+ if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
+ if (!val4) val4 = 3000;
+ val3 = tick/val4;
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_GLOOMYDAY:
+ val2 = 20 + 5 * val1; // Flee reduction.
+ val3 = 15 + 5 * val1; // ASPD reduction.
+ if( sd && rand()%100 < val1 ){ // (Skill Lv) %
+ val4 = 1; // reduce walk speed by half.
+ if( pc_isriding(sd) ) pc_setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ }
+ break;
+ case SC_GLOOMYDAY_SK:
+ // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
+ val2 = 15 + rand()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
+ break;
+ case SC_SITDOWN_FORCE:
+ case SC_BANANA_BOMB_SITDOWN:
+ if( sd && !pc_issit(sd) )
+ {
+ pc_setsit(sd);
+ skill_sit(sd,1);
+ clif_sitting(bl);
+ }
+ break;
+ case SC_DANCEWITHWUG:
+ val3 = (5 * val1) + (1 * val2); //Still need official value.
+ break;
+ case SC_LERADSDEW:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_MELODYOFSINK:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_BEYONDOFWARCRY:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_UNLIMITEDHUMMINGVOICE:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud == NULL ) return 0;
+ ud->state.skillcastcancel = 0;
+ val3 = 15 - (2 * val2);
+ }
+ break;
+ case SC_REFLECTDAMAGE:
+ val2 = 15 + 5 * val1;
+ val3 = (val1==5)?20:(val1+4)*2; // SP consumption
+ val4 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
+ val2 = 20 + 12 * (val1 - 1); // Chance
+ val3 = 5 + (2 * val1); // Max rage counters
+ tick = -1; //endless duration in the client
+ tick_time = 6000; // [GodLesZ] tick time
+ val_flag |= 1|2|4;
+ break;
+ case SC_EXEEDBREAK:
+ val1 *= 150; // 150 * skill_lv
+ if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
+ val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
+ val1 += 15 * (sd ? sd->status.job_level:50) + 100;
+ }
+ else // Mobs
+ val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
+ break;
+ case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
+ val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
+ val1 *= 15; // Defence added
+ if( sd )
+ val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
+ val_flag |= 1|2;
+ break;
+ case SC_BANDING:
+ tick_time = 5000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ val_flag |= 1|2;
+ break;
+ case SC_MAGNETICFIELD:
+ val3 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_INSPIRATION:
+ if( sd )
+ {
+ val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
+ val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
+ }
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ status_change_clear_buffs(bl,3); //Remove buffs/debuffs
+ break;
+ case SC_SPELLFIST:
+ case SC_CURSEDCIRCLE_ATKER:
+ val_flag |= 1|2|4;
+ break;
+ case SC_CRESCENTELBOW:
+ val2 = 94 + val1;
+ val_flag |= 1|2;
+ break;
+ case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
+ val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
+ val_flag |= 1;
+ break;
+ case SC_RAISINGDRAGON:
+ val3 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_GT_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 = map_id2bl(val2)) )
+ val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
+ }
+ break;
+ case SC_GT_REVITALIZE:
+ {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
+ struct block_list * src;
+ val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
+ if( (src = map_id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
+ val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
+ }
+ break;
+ case SC_PYROTECHNIC_OPTION:
+ val_flag |= 1|2|4;
+ break;
+ case SC_HEATER_OPTION:
+ val2 = 120; // Watk. TODO: Renewal (Atk2)
+ val3 = 33; // % Increase effects.
+ val4 = 3; // Change into fire element.
+ val_flag |= 1|2|4;
+ break;
+ case SC_TROPIC_OPTION:
+ val2 = 180; // Watk. TODO: Renewal (Atk2)
+ val3 = MG_FIREBOLT;
+ break;
+ case SC_AQUAPLAY_OPTION:
+ val2 = 40;
+ val_flag |= 1|2|4;
+ break;
+ case SC_COOLER_OPTION:
+ val2 = 80; // % Freezing chance
+ val3 = 33; // % increased damage
+ val4 = 1; // Change into water elemet
+ val_flag |= 1|2|4;
+ break;
+ case SC_CHILLY_AIR_OPTION:
+ val2 = 120; // Matk. TODO: Renewal (Matk1)
+ val3 = MG_COLDBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_GUST_OPTION:
+ val_flag |= 1|2;
+ break;
+ case SC_WIND_STEP_OPTION:
+ val2 = 50; // % Increase speed and flee.
+ break;
+ case SC_BLAST_OPTION:
+ val2 = 20;
+ val3 = ELE_WIND;
+ val_flag |= 1|2|4;
+ break;
+ case SC_WILD_STORM_OPTION:
+ val2 = MG_LIGHTNINGBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_PETROLOGY_OPTION:
+ val2 = 5;
+ val3 = 50;
+ val_flag |= 1|2|4;
+ break;
+ case SC_CURSED_SOIL_OPTION:
+ val2 = 10;
+ val3 = 33;
+ val4 = 2;
+ val_flag |= 1|2|4;
+ break;
+ case SC_UPHEAVAL_OPTION:
+ val2 = WZ_EARTHSPIKE;
+ val_flag |= 1|2;
+ break;
+ case SC_CIRCLE_OF_FIRE_OPTION:
+ val2 = 300;
+ val_flag |= 1|2;
+ break;
+ case SC_FIRE_CLOAK_OPTION:
+ case SC_WATER_DROP_OPTION:
+ case SC_WIND_CURTAIN_OPTION:
+ case SC_STONE_SHIELD_OPTION:
+ val2 = 20; // Elemental modifier. Not confirmed.
+ break;
+ case SC_CIRCLE_OF_FIRE:
+ case SC_FIRE_CLOAK:
+ case SC_WATER_DROP:
+ case SC_WATER_SCREEN:
+ case SC_WIND_CURTAIN:
+ case SC_WIND_STEP:
+ case SC_STONE_SHIELD:
+ case SC_SOLID_SKIN:
+ val2 = 10;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_WATER_BARRIER:
+ val2 = 40; // Increasement. Mdef1 ???
+ val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
+ val_flag |= 1|2|4;
+ break;
+ case SC_ZEPHYR:
+ val2 = 22; // Flee.
+ break;
+ case SC_TIDAL_WEAPON:
+ val2 = 20; // Increase Elemental's attack.
+ break;
+ case SC_ROCK_CRUSHER:
+ case SC_ROCK_CRUSHER_ATK:
+ case SC_POWER_OF_GAIA:
+ val2 = 33;
+ break;
+ case SC_MELON_BOMB:
+ case SC_BANANA_BOMB:
+ val1 = 15;
+ break;
+ case SC_STOMACHACHE:
+ val2 = 8; // SP consume.
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_KYOUGAKU:
+ val2 = 2*val1 + rand()%val1;
+ clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
+ break;
+ case SC_KAGEMUSYA:
+ val3 = val1 * 2;
+ case SC_IZAYOI:
+ val2 = tick/1000;
+ 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;
+ 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);
+ }
+ 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_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;
+ }
+ }
+ else //Special considerations when loading SC data.
+ switch( type )
+ {
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ clif_changelook(bl,LOOK_WEAPON,0);
+ clif_changelook(bl,LOOK_SHIELD,0);
+ clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
+ break;
+ case SC_KAAHI:
+ val4 = INVALID_TIMER;
+ break;
+ }
+
+ //Those that make you stop attacking/walking....
+ switch (type) {
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_STONE:
+ case SC_DEEPSLEEP:
+ if (sd && pc_issit(sd)) //Avoid sprite sync problems.
+ pc_setstand(sd);
+ case SC_TRICKDEAD:
+ status_change_end(bl, SC_DANCING, INVALID_TIMER);
+ // Cancel cast when get status [LuzZza]
+ if (battle_config.sc_castcancel&bl->type)
+ unit_skillcastcancel(bl, 0);
+ case SC_WHITEIMPRISON:
+ unit_stop_attack(bl);
+ case SC_STOP:
+ case SC_CONFUSION:
+ case SC_CLOSECONFINE:
+ case SC_CLOSECONFINE2:
+ case SC_ANKLE:
+ case SC_SPIDERWEB:
+ case SC_ELECTRICSHOCKER:
+ case SC_BITE:
+ case SC_THORNSTRAP:
+ case SC__MANHOLE:
+ case SC_CRYSTALIZE:
+ case SC_CURSEDCIRCLE_ATKER:
+ case SC_CURSEDCIRCLE_TARGET:
+ case SC_FEAR:
+ case SC_NETHERWORLD:
+ case SC_MEIKYOUSISUI:
+ case SC_KYOUGAKU:
+ case SC_PARALYSIS:
+ unit_stop_walking(bl,1);
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC_CHASEWALK:
+ case SC_WEIGHT90:
+ case SC_CAMOUFLAGE:
+ case SC_VOICEOFSIREN:
+ unit_stop_attack(bl);
+ break;
+ case SC_SILENCE:
+ if (battle_config.sc_castcancel&bl->type)
+ unit_skillcastcancel(bl, 0);
+ break;
+ }
+
+ // Set option as needed.
+ opt_flag = 1;
+ switch(type)
+ {
+ //OPT1
+ case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
+ case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
+ case SC_STUN: sc->opt1 = OPT1_STUN; break;
+ case SC_DEEPSLEEP: opt_flag = 0;
+ case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
+ case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
+ case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
+ case SC_CRYSTALIZE: sc->opt1 = OPT1_CRYSTALIZE; break;
+ //OPT2
+ case SC_POISON: sc->opt2 |= OPT2_POISON; break;
+ case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
+ case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
+
+ case SC_SIGNUMCRUCIS:
+ 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_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
+ //OPT3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHAND:
+ case SC_SPEARQUICKEN:
+ case SC_CONCENTRATION:
+ case SC_MERC_QUICKEN:
+ sc->opt3 |= OPT3_QUICKEN;
+ opt_flag = 0;
+ break;
+ case SC_MAXOVERTHRUST:
+ case SC_OVERTHRUST:
+ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+ sc->opt3 |= OPT3_OVERTHRUST;
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ case SC_SKE:
+ sc->opt3 |= OPT3_ENERGYCOAT;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE:
+ //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
+ if (bl->type != BL_MOB) {
+ opt_flag = 0;
+ break;
+ }
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 |= OPT3_STEELBODY;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 |= OPT3_BLADESTOP;
+ opt_flag = 0;
+ break;
+ case SC_AURABLADE:
+ sc->opt3 |= OPT3_AURABLADE;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ opt_flag = 0;
+// case SC__BLOODYLUST:
+ sc->opt3 |= OPT3_BERSERK;
+ break;
+// case ???: // doesn't seem to do anything
+// sc->opt3 |= OPT3_LIGHTBLADE;
+// opt_flag = 0;
+// break;
+ case SC_DANCING:
+ if ((val1&0xFFFF) == CG_MOONLIT)
+ sc->opt3 |= OPT3_MOONLIT;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ sc->opt3 |= OPT3_MARIONETTE;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 |= OPT3_ASSUMPTIO;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 |= OPT3_WARM;
+ opt_flag = 0;
+ break;
+ case SC_KAITE:
+ sc->opt3 |= OPT3_KAITE;
+ opt_flag = 0;
+ break;
+ case SC_BUNSINJYUTSU:
+ sc->opt3 |= OPT3_BUNSIN;
+ opt_flag = 0;
+ break;
+ case SC_SPIRIT:
+ sc->opt3 |= OPT3_SOULLINK;
+ opt_flag = 0;
+ break;
+ case SC_CHANGEUNDEAD:
+ sc->opt3 |= OPT3_UNDEAD;
+ opt_flag = 0;
+ break;
+// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+// sc->opt3 |= OPT3_CONTRACT;
+// opt_flag = 0;
+// break;
+ //OPTION
+ case SC_HIDING:
+ sc->option |= OPTION_HIDE;
+ opt_flag = 2;
+ break;
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC__INVISIBILITY:
+ sc->option |= OPTION_CLOAK;
+ opt_flag = 2;
+ break;
+ case SC_CHASEWALK:
+ sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
+ opt_flag = 2;
+ break;
+ case SC_SIGHT:
+ sc->option |= OPTION_SIGHT;
+ break;
+ case SC_RUWACH:
+ sc->option |= OPTION_RUWACH;
+ break;
+ case SC_WEDDING:
+ sc->option |= OPTION_WEDDING;
+ break;
+ case SC_XMAS:
+ sc->option |= OPTION_XMAS;
+ break;
+ case SC_SUMMER:
+ sc->option |= OPTION_SUMMER;
+ break;
+ case SC_ORCISH:
+ sc->option |= OPTION_ORCISH;
+ break;
+ case SC_FUSION:
+ sc->option |= OPTION_FLYING;
+ break;
+ default:
+ opt_flag = 0;
+ }
+
+ //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
+ if(opt_flag)
+ clif_changeoption(bl);
+
+ if (calc_flag&SCB_DYE)
+ { //Reset DYE color
+ if (vd && vd->cloth_color)
+ {
+ val4 = vd->cloth_color;
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
+ }
+ calc_flag&=~SCB_DYE;
+ }
+
+ clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
+
+ /**
+ * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
+ **/
+ if( tick_time )
+ tick = tick_time;
+
+ //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
+ if((sce=sc->data[type])) {// reuse old sc
+ if( sce->timer != INVALID_TIMER )
+ delete_timer(sce->timer, status_change_timer);
+ sc_isnew = false;
+ } else {// new sc
+ ++(sc->count);
+ sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
+ }
+ sce->val1 = val1;
+ sce->val2 = val2;
+ sce->val3 = val3;
+ sce->val4 = val4;
+ if (tick >= 0)
+ sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
+ else
+ sce->timer = INVALID_TIMER; //Infinite duration
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ if ( sc_isnew && StatusChangeStateTable[type] ) /* non-zero */
+ status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
+
+
+ if(sd && sd->pd)
+ pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
+
+ switch (type) {
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ if (!(sce->val2)) { //don't heal if already set
+ status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
+ status_set_sp(bl, 0, 0); //Damage all SP
+ }
+ sce->val2 = 5 * status->max_hp / 100;
+ break;
+ case SC_CHANGE:
+ status_percent_heal(bl, 100, 100);
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud )
+ ud->state.running = unit_run(bl);
+ }
+ break;
+ case SC_BOSSMAPINFO:
+ clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
+ break;
+ case SC_MERC_HPUP:
+ status_percent_heal(bl, 100, 0); // Recover Full HP
+ break;
+ case SC_MERC_SPUP:
+ status_percent_heal(bl, 0, 100); // Recover Full SP
+ break;
+ /**
+ * Ranger
+ **/
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud )
+ ud->state.running = unit_wugdash(bl, sd);
+ }
+ break;
+ case SC_COMBO:
+ switch (sce->val1) {
+ case TK_STORMKICK:
+ clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ break;
+ case TK_DOWNKICK:
+ clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ break;
+ case TK_TURNKICK:
+ clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ break;
+ case TK_COUNTER:
+ clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ break;
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ if (sd)
+ clif_skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
+ break;
+ case TK_JUMPKICK:
+ if (sd)
+ clif_skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
+ break;
+ case MO_TRIPLEATTACK:
+ if (sd && pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif_skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
+ break;
+ case SR_FALLENEMPIRE:
+ if (sd){
+ clif_skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
+ clif_skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
+ }
+ break;
+ }
+ break;
+ case SC_RAISINGDRAGON:
+ sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
+ break;
+ }
+
+ if( opt_flag&2 && sd && sd->touching_id )
+ npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
+
+ return 1;
+}
+
+/*==========================================
+ * Ending all status except those listed.
+ * @TODO maybe usefull for dispel instead reseting a liste there.
+ * type:
+ * 0 - PC killed -> Place here statuses that do not dispel on death.
+ * 1 - If for some reason status_change_end decides to still keep the status when quitting.
+ * 2 - Do clif
+ * 3 - Do not remove some permanent/time-independent effects
+ *------------------------------------------*/
+int status_change_clear(struct block_list* bl, int type)
+{
+ struct status_change* sc;
+ int i;
+
+ sc = status_get_sc(bl);
+
+ if (!sc || !sc->count)
+ return 0;
+
+ for(i = 0; i < SC_MAX; i++)
+ {
+ if(!sc->data[i])
+ continue;
+
+ if(type == 0)
+ 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_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:
+ continue;
+
+ }
+
+ if( type == 3 )
+ {
+ switch (i)
+ {// TODO: This list may be incomplete
+ case SC_WEIGHT50:
+ case SC_WEIGHT90:
+ case SC_NOCHAT:
+ case SC_PUSH_CART:
+ continue;
+ }
+ }
+
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+
+ if( type == 1 && sc->data[i] )
+ { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
+ (sc->count)--;
+ if (sc->data[i]->timer != INVALID_TIMER)
+ delete_timer(sc->data[i]->timer, status_change_timer);
+ ers_free(sc_data_ers, sc->data[i]);
+ sc->data[i] = NULL;
+ }
+ }
+
+ sc->opt1 = 0;
+ sc->opt2 = 0;
+ sc->opt3 = 0;
+ sc->option &= OPTION_MASK;
+
+ if( type == 0 || type == 2 )
+ clif_changeoption(bl);
+
+ return 1;
+}
+
+/*==========================================
+ * Special condition we want to effectuate, check before ending a status.
+ *------------------------------------------*/
+int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
+{
+ struct map_session_data *sd;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ struct status_data *status;
+ struct view_data *vd;
+ int opt_flag=0, calc_flag;
+
+ nullpo_ret(bl);
+
+ sc = status_get_sc(bl);
+ status = status_get_status_data(bl);
+
+ if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
+ return 0;
+
+ sd = BL_CAST(BL_PC,bl);
+
+ if (sce->timer != tid && tid != INVALID_TIMER)
+ return 0;
+
+ if (tid == INVALID_TIMER) {
+ if (type == SC_ENDURE && sce->val4)
+ //Do not end infinite endure.
+ return 0;
+ if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
+ delete_timer(sce->timer,status_change_timer);
+ if (sc->opt1)
+ switch (type) {
+ //"Ugly workaround" [Skotlex]
+ //delays status change ending so that a skill that sets opt1 fails to
+ //trigger when it also removed one
+ case SC_STONE:
+ sce->val3 = 0; //Petrify time counter.
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ if (sce->val1) {
+ //Removing the 'level' shouldn't affect anything in the code
+ //since these SC are not affected by it, and it lets us know
+ //if we have already delayed this attack or not.
+ sce->val1 = 0;
+ sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
+ return 1;
+ }
+ }
+ }
+
+ (sc->count)--;
+
+ if ( StatusChangeStateTable[type] )
+ status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
+
+ sc->data[type] = NULL;
+
+ vd = status_get_viewdata(bl);
+ calc_flag = StatusChangeFlagTable[type];
+ switch(type){
+ case SC_GRANITIC_ARMOR:{
+ int dammage = status->max_hp*sce->val3/100;
+ if(status->hp < dammage) //to not kill him
+ dammage = status->hp-1;
+ status_damage(NULL, bl, dammage,0,0,1);
+ break;
+ }
+ case SC_PYROCLASTIC:
+ if(bl->type == BL_PC)
+ skill_break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
+ break;
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ if (!vd) break;
+ if (sd)
+ { //Load data from sd->status.* as the stored values could have changed.
+ //Must remove OPTION to prevent class being rechanged.
+ sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
+ clif_changeoption(&sd->bl);
+ status_set_viewdata(bl, sd->status.class_);
+ } else {
+ vd->class_ = sce->val1;
+ vd->weapon = sce->val2;
+ vd->shield = sce->val3;
+ vd->cloth_color = sce->val4;
+ }
+ clif_changelook(bl,LOOK_BASE,vd->class_);
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ clif_changelook(bl,LOOK_WEAPON,vd->weapon);
+ clif_changelook(bl,LOOK_SHIELD,vd->shield);
+ if(sd) clif_skillinfoblock(sd);
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ bool begin_spurt = true;
+ if (ud) {
+ if(!ud->state.running)
+ begin_spurt = false;
+ ud->state.running = 0;
+ if (ud->walktimer != INVALID_TIMER)
+ unit_stop_walking(bl,1);
+ }
+ if (begin_spurt && sce->val1 >= 7 &&
+ DIFF_TICK(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));
+ }
+ break;
+ case SC_AUTOBERSERK:
+ if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
+ status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
+ break;
+
+ case SC_ENDURE:
+ case SC_DEFENDER:
+ case SC_REFLECTSHIELD:
+ case SC_AUTOGUARD:
+ {
+ struct map_session_data *tsd;
+ if( bl->type == BL_PC )
+ { // Clear Status from others
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
+ status_change_end(&tsd->bl, type, INVALID_TIMER);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
+ { // Clear Status from Master
+ tsd = ((TBL_MER*)bl)->master;
+ if( tsd && tsd->sc.data[type] )
+ status_change_end(&tsd->bl, type, INVALID_TIMER);
+ }
+ }
+ break;
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl = map_id2bl(sce->val1);
+ if( d_bl )
+ {
+ if( d_bl->type == BL_PC )
+ ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
+ else if( d_bl->type == BL_MER )
+ ((TBL_MER*)d_bl)->devotion_flag = 0;
+ clif_devotion(d_bl, NULL);
+ }
+
+ status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
+ status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ }
+ break;
+
+ case SC_BLADESTOP:
+ if(sce->val4)
+ {
+ int tid = sce->val4;
+ struct block_list *tbl = map_id2bl(tid);
+ struct status_change *tsc = status_get_sc(tbl);
+ sce->val4 = 0;
+ if(tbl && tsc && tsc->data[SC_BLADESTOP])
+ {
+ tsc->data[SC_BLADESTOP]->val4 = 0;
+ status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
+ }
+ clif_bladestop(bl, tid, 0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ const char* prevfile = "<unknown>";
+ int prevline = 0;
+ struct map_session_data *dsd;
+ struct status_change_entry *dsc;
+ struct skill_unit_group *group;
+
+ if( sd )
+ {
+ if( sd->delunit_prevfile )
+ {// initially this is NULL, when a character logs in
+ prevfile = sd->delunit_prevfile;
+ prevline = sd->delunit_prevline;
+ }
+ else
+ {
+ prevfile = "<none>";
+ }
+ sd->delunit_prevfile = file;
+ sd->delunit_prevline = line;
+ }
+
+ if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
+ {// end status on partner as well
+ dsc = dsd->sc.data[SC_DANCING];
+ if(dsc) {
+
+ //This will prevent recursive loops.
+ dsc->val2 = dsc->val4 = 0;
+
+ status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
+ }
+ }
+
+ if(sce->val2)
+ {// erase associated land skill
+ group = skill_id2group(sce->val2);
+
+ if( group == NULL )
+ {
+ ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
+ sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
+ sd ? sd->status.char_id : 0,
+ mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
+ prevfile, prevline,
+ file, line);
+ }
+
+ sce->val2 = 0;
+ skill_delunitgroup(group);
+ }
+
+ if((sce->val1&0xFFFF) == CG_MOONLIT)
+ clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
+
+ status_change_end(bl, SC_LONGING, INVALID_TIMER);
+ }
+ break;
+ case SC_NOCHAT:
+ if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
+ sd->status.manner = 0;
+ if (sd && tid == INVALID_TIMER)
+ {
+ clif_changestatus(sd,SP_MANNER,sd->status.manner);
+ clif_updatestatus(sd,SP_MANNER);
+ }
+ break;
+ case SC_SPLASHER:
+ {
+ struct block_list *src=map_id2bl(sce->val3);
+ if(src && tid != INVALID_TIMER)
+ skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
+ }
+ break;
+ case SC_CLOSECONFINE2:
+ {
+ struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
+ struct status_change *sc2 = src?status_get_sc(src):NULL;
+ if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
+ //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);
+ }
+ }
+ case SC_CLOSECONFINE:
+ if (sce->val2 > 0) {
+ //Caster has been unlocked... nearby chars need to be unlocked.
+ int range = 1
+ +skill_get_range2(bl, status_sc2skill(type), sce->val1)
+ +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
+ map_foreachinarea(status_change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
+ }
+ break;
+ case SC_COMBO:
+ if( sd )
+ switch (sce->val1) {
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ clif_skillinfo(sd, MO_EXTREMITYFIST, 0);
+ break;
+ case TK_JUMPKICK:
+ clif_skillinfo(sd, TK_JUMPKICK, 0);
+ break;
+ case MO_TRIPLEATTACK:
+ if (pc_checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif_skillinfo(sd, SR_DRAGONCOMBO, 0);
+ break;
+ case SR_FALLENEMPIRE:
+ clif_skillinfo(sd, SR_GATEOFHELL, 0);
+ clif_skillinfo(sd, SR_TIGERCANNON, 0);
+ break;
+ }
+ break;
+
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2: /// 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;
+ struct block_list *pbl = map_id2bl(sce->val1);
+ struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
+
+ if (sc2 && sc2->data[type2])
+ {
+ sc2->data[type2]->val1 = 0;
+ status_change_end(pbl, type2, INVALID_TIMER);
+ }
+ }
+ break;
+
+ case SC_BERSERK:
+ case SC_SATURDAYNIGHTFEVER:
+ //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
+ if (status->hp > 100 && sce->val2)
+ status_set_hp(bl, 100, 0);
+ if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
+ {
+ sc->data[SC_ENDURE]->val4 = 0;
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ }
+ case SC__BLOODYLUST:
+ sc_start4(bl, SC_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_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
+ break;
+ case SC_GOSPEL:
+ if (sce->val3) { //Clear the group.
+ struct skill_unit_group* group = skill_id2group(sce->val3);
+ sce->val3 = 0;
+ skill_delunitgroup(group);
+ }
+ break;
+ case SC_HERMODE:
+ if(sce->val3 == BCT_SELF)
+ skill_clear_unitgroup(bl);
+ break;
+ case SC_BASILICA: //Clear the skill area. [Skotlex]
+ skill_clear_unitgroup(bl);
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 0;
+ break;
+ case SC_WARM:
+ case SC__MANHOLE:
+ if (sce->val4) { //Clear the group.
+ struct skill_unit_group* group = skill_id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill_delunitgroup(group);
+ }
+ break;
+ case SC_KAAHI:
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER)
+ delete_timer(sce->val4,kaahi_heal_timer);
+ break;
+ case SC_JAILED:
+ if(tid == INVALID_TIMER)
+ break;
+ //natural expiration.
+ if(sd && sd->mapindex == sce->val2)
+ pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
+ break; //guess hes not in jail :P
+ case SC_CHANGE:
+ if (tid == INVALID_TIMER)
+ break;
+ // "lose almost all their HP and SP" on natural expiration.
+ status_set_hp(bl, 10, 0);
+ status_set_sp(bl, 10, 0);
+ break;
+ case SC_AUTOTRADE:
+ if (tid == INVALID_TIMER)
+ break;
+ // Note: vending/buying is closed by unit_remove_map, no
+ // need to do it here.
+ map_quit(sd);
+ // Because map_quit calls status_change_end with tid -1
+ // from here it's not neccesary to continue
+ return 1;
+ break;
+ case SC_STOP:
+ if( sce->val2 )
+ {
+ struct block_list* tbl = map_id2bl(sce->val2);
+ sce->val2 = 0;
+ if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
+ status_change_end(tbl, SC_STOP, INVALID_TIMER);
+ }
+ break;
+ /**
+ * 3rd Stuff
+ **/
+ case SC_MILLENNIUMSHIELD:
+ clif_millenniumshield(sd,0);
+ break;
+ case SC_HALLUCINATIONWALK:
+ sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
+ break;
+ case SC_WHITEIMPRISON:
+ {
+ struct block_list* src = map_id2bl(sce->val2);
+ if( tid == -1 || !src)
+ break; // Terminated by Damage
+ status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0));
+ }
+ break;
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud) {
+ ud->state.running = 0;
+ if (ud->walktimer != -1)
+ unit_stop_walking(bl,1);
+ }
+ }
+ break;
+ case SC_ADORAMUS:
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ break;
+ case SC__SHADOWFORM: {
+ struct map_session_data *s_sd = map_id2sd(sce->val2);
+ if( !s_sd )
+ break;
+ s_sd->shadowform_id = 0;
+ }
+ break;
+ case SC_SITDOWN_FORCE:
+ if( sd && pc_issit(sd) ) {
+ pc_setstand(sd);
+ clif_standing(bl);
+ }
+ break;
+ case SC_NEUTRALBARRIER_MASTER:
+ case SC_STEALTHFIELD_MASTER:
+ if( sce->val2 ) {
+ struct skill_unit_group* group = skill_id2group(sce->val2);
+ sce->val2 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill_delunitgroup(group);
+ }
+ break;
+ case SC_BANDING:
+ if(sce->val4) {
+ struct skill_unit_group *group = skill_id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill_delunitgroup(group);
+ }
+ break;
+ case SC_CURSEDCIRCLE_ATKER:
+ if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
+ map_foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
+ break;
+ case SC_RAISINGDRAGON:
+ if( sd && sce->val2 && !pc_isdead(sd) ) {
+ int i;
+ i = min(sd->spiritball,5);
+ pc_delspiritball(sd, sd->spiritball, 0);
+ status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+ while( i > 0 ) {
+ pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
+ --i;
+ }
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ {
+ struct block_list *src = map_id2bl(sce->val2);
+ struct status_change *sc = status_get_sc(src);
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
+ status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
+ clif_bladestop(bl, sce->val2, 0);
+ }
+ }
+ break;
+ case SC_BLOODSUCKER:
+ if( sce->val2 ){
+ struct block_list *src = map_id2bl(sce->val2);
+ if(src){
+ struct status_change *sc = status_get_sc(src);
+ sc->bs_counter--;
+ }
+ }
+ break;
+ case SC_VACUUM_EXTREME:
+ if(sc && sc->cant.move > 0) sc->cant.move--;
+ break;
+ case SC_KYOUGAKU:
+ clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash
+ clif_status_load(bl, SI_ACTIVE_MONSTER_TRANSFORM, 0);
+ break;
+ case SC_INTRAVISION:
+ calc_flag = SCB_ALL;/* required for overlapping */
+ break;
+ }
+
+ opt_flag = 1;
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_DEEPSLEEP:
+ case SC_BURNING:
+ case SC_WHITEIMPRISON:
+ case SC_CRYSTALIZE:
+ sc->opt1 = 0;
+ break;
+
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ sc->opt2 &= ~(1<<(type-SC_POISON));
+ break;
+ case SC_DPOISON:
+ sc->opt2 &= ~OPT2_DPOISON;
+ break;
+ case SC_SIGNUMCRUCIS:
+ sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
+ break;
+
+ case SC_HIDING:
+ sc->option &= ~OPTION_HIDE;
+ opt_flag|= 2|4; //Check for warp trigger + AoE trigger
+ break;
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC__INVISIBILITY:
+ sc->option &= ~OPTION_CLOAK;
+ case SC_CAMOUFLAGE:
+ opt_flag|= 2;
+ break;
+ case SC_CHASEWALK:
+ sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
+ opt_flag|= 2;
+ break;
+ case SC_SIGHT:
+ sc->option &= ~OPTION_SIGHT;
+ break;
+ case SC_WEDDING:
+ sc->option &= ~OPTION_WEDDING;
+ break;
+ case SC_XMAS:
+ sc->option &= ~OPTION_XMAS;
+ break;
+ case SC_SUMMER:
+ sc->option &= ~OPTION_SUMMER;
+ break;
+ case SC_ORCISH:
+ sc->option &= ~OPTION_ORCISH;
+ break;
+ case SC_RUWACH:
+ sc->option &= ~OPTION_RUWACH;
+ break;
+ case SC_FUSION:
+ sc->option &= ~OPTION_FLYING;
+ break;
+ //opt3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHAND:
+ case SC_SPEARQUICKEN:
+ case SC_CONCENTRATION:
+ case SC_MERC_QUICKEN:
+ sc->opt3 &= ~OPT3_QUICKEN;
+ opt_flag = 0;
+ break;
+ case SC_OVERTHRUST:
+ case SC_MAXOVERTHRUST:
+ case SC_SWOO:
+ sc->opt3 &= ~OPT3_OVERTHRUST;
+ if( type == SC_SWOO )
+ opt_flag = 8;
+ else
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ case SC_SKE:
+ sc->opt3 &= ~OPT3_ENERGYCOAT;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE: //Simulated Explosion spirits effect.
+ if (bl->type != BL_MOB)
+ {
+ opt_flag = 0;
+ break;
+ }
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 &= ~OPT3_STEELBODY;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 &= ~OPT3_BLADESTOP;
+ opt_flag = 0;
+ break;
+ case SC_AURABLADE:
+ sc->opt3 &= ~OPT3_AURABLADE;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ opt_flag = 0;
+// case SC__BLOODYLUST:
+ sc->opt3 &= ~OPT3_BERSERK;
+ break;
+// case ???: // doesn't seem to do anything
+// sc->opt3 &= ~OPT3_LIGHTBLADE;
+// opt_flag = 0;
+// break;
+ case SC_DANCING:
+ if ((sce->val1&0xFFFF) == CG_MOONLIT)
+ sc->opt3 &= ~OPT3_MOONLIT;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ sc->opt3 &= ~OPT3_MARIONETTE;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 &= ~OPT3_ASSUMPTIO;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 &= ~OPT3_WARM;
+ opt_flag = 0;
+ break;
+ case SC_KAITE:
+ sc->opt3 &= ~OPT3_KAITE;
+ opt_flag = 0;
+ break;
+ case SC_BUNSINJYUTSU:
+ sc->opt3 &= ~OPT3_BUNSIN;
+ opt_flag = 0;
+ break;
+ case SC_SPIRIT:
+ sc->opt3 &= ~OPT3_SOULLINK;
+ opt_flag = 0;
+ break;
+ case SC_CHANGEUNDEAD:
+ sc->opt3 &= ~OPT3_UNDEAD;
+ opt_flag = 0;
+ break;
+// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+// sc->opt3 &= ~OPT3_CONTRACT;
+// opt_flag = 0;
+// break;
+ default:
+ opt_flag = 0;
+ }
+
+ if (calc_flag&SCB_DYE)
+ { //Restore DYE color
+ if (vd && !vd->cloth_color && sce->val4)
+ clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
+ calc_flag&=~SCB_DYE;
+ }
+
+ //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
+ clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
+
+ if( opt_flag&8 ) //bugreport:681
+ clif_changeoption2(bl);
+ else if(opt_flag)
+ clif_changeoption(bl);
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ if(opt_flag&4) //Out of hiding, invoke on place.
+ skill_unit_move(bl,gettick(),1);
+
+ if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
+ npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
+
+ ers_free(sc_data_ers, sce);
+ return 1;
+}
+
+int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
+{
+ struct block_list *bl;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ struct status_data *status;
+ int hp;
+
+ if(!((bl=map_id2bl(id))&&
+ (sc=status_get_sc(bl)) &&
+ (sce = sc->data[SC_KAAHI])))
+ return 0;
+
+ if(sce->val4 != tid) {
+ ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
+ sce->val4 = INVALID_TIMER;
+ return 0;
+ }
+
+ status=status_get_status_data(bl);
+ if(!status_charge(bl, 0, sce->val3)) {
+ sce->val4 = INVALID_TIMER;
+ return 0;
+ }
+
+ hp = status->max_hp - status->hp;
+ if (hp > sce->val2)
+ hp = sce->val2;
+ if (hp)
+ status_heal(bl, hp, 0, 2);
+ sce->val4 = INVALID_TIMER;
+ return 1;
+}
+
+/*==========================================
+ * For recusive status, like for each 5s we drop sp etc.
+ * Reseting the end timer.
+ *------------------------------------------*/
+int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
+{
+ enum sc_type type = (sc_type)data;
+ struct block_list *bl;
+ struct map_session_data *sd;
+ struct status_data *status;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+
+ bl = map_id2bl(id);
+ if(!bl)
+ {
+ ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
+ return 0;
+ }
+ sc = status_get_sc(bl);
+ status = status_get_status_data(bl);
+
+ if(!(sc && (sce = sc->data[type])))
+ {
+ ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
+ return 0;
+ }
+
+ if( sce->timer != tid )
+ {
+ ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
+ return 0;
+ }
+
+ sd = BL_CAST(BL_PC, bl);
+
+// set the next timer of the sce (don't assume the status still exists)
+#define sc_timer_next(t,f,i,d) \
+ if( (sce=sc->data[type]) ) \
+ sce->timer = add_timer(t,f,i,d); \
+ else \
+ ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
+
+ switch(type)
+ {
+ case SC_MAXIMIZEPOWER:
+ case SC_CLOAKING:
+ if(!status_charge(bl, 0, 1))
+ break; //Not enough SP to continue.
+ sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
+ return 0;
+
+ case SC_CHASEWALK:
+ if(!status_charge(bl, 0, sce->val4))
+ break; //Not enough SP to continue.
+
+ if (!sc->data[SC_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
+ *skill_get_time2(status_sc2skill(type),sce->val1));
+ }
+ sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
+ return 0;
+ break;
+
+ case SC_SKA:
+ if(--(sce->val2)>0){
+ sce->val3 = rnd()%100; //Random defense.
+ sc_timer_next(1000+tick, status_change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_HIDING:
+ if(--(sce->val2)>0){
+
+ if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
+ break; //Fail if it's time to substract SP and there isn't.
+
+ sc_timer_next(1000+tick, status_change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SIGHT:
+ case SC_RUWACH:
+ case SC_SIGHTBLASTER:
+ if(type == SC_SIGHTBLASTER)
+ map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
+ else
+ map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
+
+ if( --(sce->val2)>0 ){
+ sce->val4 += 250; // use for Shadow Form 2 seconds checking.
+ sc_timer_next(250+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_PROVOKE:
+ if(sce->val2) { //Auto-provoke (it is ended in status_heal)
+ sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_STONE:
+ if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
+ sce->val4 = 0;
+ unit_stop_walking(bl,1);
+ unit_stop_attack(bl);
+ sc->opt1 = OPT1_STONE;
+ clif_changeoption(bl);
+ sc_timer_next(1000+tick,status_change_timer, bl->id, data );
+ status_calc_bl(bl, StatusChangeFlagTable[type]);
+ return 0;
+ }
+ if(--(sce->val3) > 0) {
+ if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
+ status_percent_damage(NULL, bl, 1, 0, false);
+ sc_timer_next(1000+tick,status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_POISON:
+ if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
+ break;
+ case SC_DPOISON:
+ if (--(sce->val3) > 0) {
+ if (!sc->data[SC_SLOWPOISON]) {
+ if( sce->val2 && bl->type == BL_MOB ) {
+ struct block_list* src = map_id2bl(sce->val2);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,sce->val4);
+ }
+ map_freeblock_lock();
+ status_zap(bl, sce->val4, 0);
+ if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
+ }
+ map_freeblock_unlock();
+ }
+ return 0;
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if(status->max_hp > status->hp && --(sce->val3) > 0){
+ sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_KNOWLEDGE:
+ if (!sd) break;
+ if(bl->m == sd->feel_map[0].m ||
+ bl->m == sd->feel_map[1].m ||
+ bl->m == sd->feel_map[2].m)
+ { //Timeout will be handled by pc_setpos
+ sce->timer = INVALID_TIMER;
+ return 0;
+ }
+ break;
+
+ case SC_BLEEDING:
+ if (--(sce->val4) >= 0) {
+ int hp = rnd()%600 + 200;
+ map_freeblock_lock();
+ status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 1);
+ if( sc->data[type] ) {
+ if( status->hp == 1 ) {
+ map_freeblock_unlock();
+ break;
+ }
+ sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
+ }
+ map_freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( sd && --(sce->val4) >= 0 )
+ {
+ // val1 < 0 = per max% | val1 > 0 = exact amount
+ int hp = 0;
+ if( status->hp < status->max_hp )
+ hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
+ status_heal(bl, hp, 0, 2);
+ sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_BOSSMAPINFO:
+ if( sd && --(sce->val4) >= 0 )
+ {
+ struct mob_data *boss_md = map_id2boss(sce->val1);
+ if( boss_md && sd->bl.m == boss_md->bl.m )
+ {
+ clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
+ if (boss_md->bl.prev != NULL) {
+ sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ }
+ break;
+
+ case SC_DANCING: //SP consumption by time of dancing skills
+ {
+ int s = 0;
+ int sp = 1;
+ if (--sce->val3 <= 0)
+ break;
+ switch(sce->val1&0xFFFF){
+ case BD_RICHMANKIM:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_ASSASSINCROSS:
+ case DC_UGLYDANCE:
+ s=3;
+ break;
+ case BD_LULLABY:
+ case BD_ETERNALCHAOS:
+ case BD_ROKISWEIL:
+ case DC_FORTUNEKISS:
+ s=4;
+ break;
+ case CG_HERMODE:
+ case BD_INTOABYSS:
+ case BA_WHISTLE:
+ case DC_HUMMING:
+ case BA_POEMBRAGI:
+ case DC_SERVICEFORYOU:
+ s=5;
+ break;
+ case BA_APPLEIDUN:
+ #ifdef RENEWAL
+ s=5;
+ #else
+ s=6;
+ #endif
+ break;
+ case CG_MOONLIT:
+ //Moonlit's cost is 4sp*skill_lv [Skotlex]
+ sp= 4*(sce->val1>>16);
+ //Upkeep is also every 10 secs.
+ case DC_DONTFORGETME:
+ s=10;
+ break;
+ }
+ if( s != 0 && sce->val3 % s == 0 )
+ {
+ if (sc->data[SC_LONGING])
+ sp*= 3;
+ if (!status_charge(bl, 0, sp))
+ break;
+ }
+ sc_timer_next(1000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ // 5% every 10 seconds [DracoRPG]
+ if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
+ {
+ sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_NOCHAT:
+ if(sd){
+ sd->status.manner++;
+ clif_changestatus(sd,SP_MANNER,sd->status.manner);
+ clif_updatestatus(sd,SP_MANNER);
+ if (sd->status.manner < 0)
+ { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
+ sc_timer_next(60000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SPLASHER:
+ // custom Venom Splasher countdown timer
+ //if (sce->val4 % 1000 == 0) {
+ // char timer[10];
+ // snprintf (timer, 10, "%d", sce->val4/1000);
+ // clif_message(bl, timer);
+ //}
+ if((sce->val4 -= 500) > 0) {
+ sc_timer_next(500 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_MARIONETTE:
+ case SC_MARIONETTE2:
+ {
+ struct block_list *pbl = map_id2bl(sce->val1);
+ if( pbl && check_distance_bl(bl, pbl, 7) )
+ {
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_GOSPEL:
+ if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
+ {
+ int hp, sp;
+ hp = (sce->val1 > 5) ? 45 : 30;
+ sp = (sce->val1 > 5) ? 35 : 20;
+ if(!status_charge(bl, hp, sp))
+ break;
+ sc_timer_next(10000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_JAILED:
+ if(sce->val1 == INT_MAX || --(sce->val1) > 0)
+ {
+ sc_timer_next(60000+tick, status_change_timer, bl->id,data);
+ return 0;
+ }
+ break;
+
+ case SC_BLIND:
+ if(sc->data[SC_FOGWALL])
+ { //Blind lasts forever while you are standing on the fog.
+ sc_timer_next(5000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_ABUNDANCE:
+ if(--(sce->val4) > 0) {
+ status_heal(bl,0,60,0);
+ sc_timer_next(10000+tick, status_change_timer, bl->id, data);
+ }
+ break;
+
+ case SC_PYREXIA:
+ if( --(sce->val4) >= 0 ) {
+ map_freeblock_lock();
+ clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
+ status_fix_damage(NULL,bl,100,0);
+ if( sc->data[type] ) {
+ sc_timer_next(3000+tick,status_change_timer,bl->id,data);
+ }
+ map_freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_LEECHESEND:
+ if( --(sce->val4) >= 0 ) {
+ int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
+ damage += status->vit * (sce->val1 - 3);
+ unit_skillcastcancel(bl,2);
+ map_freeblock_lock();
+ status_damage(bl, bl, damage, 0, clif_damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
+ }
+ map_freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_MAGICMUSHROOM:
+ if( --(sce->val4) >= 0 ) {
+ bool flag = 0;
+ int damage = status->max_hp * 3 / 100;
+ if( status->hp <= damage )
+ damage = status->hp - 1; // Cannot Kill
+
+ if( damage > 0 ) { // 3% Damage each 4 seconds
+ map_freeblock_lock();
+ status_zap(bl,damage,0);
+ flag = !sc->data[type]; // Killed? Should not
+ map_freeblock_unlock();
+ }
+
+ if( !flag ) { // Random Skill Cast
+ if (sd && !pc_issit(sd)) { //can't cast if sit
+ int mushroom_skill_id = 0, i;
+ unit_stop_attack(bl);
+ unit_skillcastcancel(bl,1);
+ do {
+ i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
+ mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
+ }
+ while( mushroom_skill_id == 0 );
+
+ switch( skill_get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
+ case CAST_GROUND:
+ skill_castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_NODAMAGE:
+ skill_castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_DAMAGE:
+ skill_castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ }
+ }
+
+ clif_emotion(bl,E_HEH);
+ sc_timer_next(4000+tick,status_change_timer,bl->id,data);
+ }
+ return 0;
+ }
+ break;
+
+ case SC_TOXIN:
+ if( --(sce->val4) >= 0 )
+ { //Damage is every 10 seconds including 3%sp drain.
+ map_freeblock_lock();
+ clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
+ status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
+ if( sc->data[type] ) {
+ sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
+ }
+ map_freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_OBLIVIONCURSE:
+ if( --(sce->val4) >= 0 )
+ {
+ clif_emotion(bl,E_WHAT);
+ sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_WEAPONBLOCKING:
+ if( --(sce->val4) >= 0 )
+ {
+ if( !status_charge(bl,0,3) )
+ break;
+ sc_timer_next(3000+tick,status_change_timer,bl->id,data);
+ return 0;
+ }
+ break;
+
+ case SC_CLOAKINGEXCEED:
+ if(!status_charge(bl,0,10-sce->val1))
+ break;
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+
+ case SC_RENOVATIO:
+ if( --(sce->val4) >= 0 )
+ {
+ int heal = status->max_hp * 3 / 100;
+ if( sc && sc->data[SC_AKAITSUKI] && heal )
+ heal = ~heal + 1;
+ status_heal(bl, heal, 0, 2);
+ sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_BURNING:
+ if( --(sce->val4) >= 0 )
+ {
+ struct block_list *src = map_id2bl(sce->val3);
+ int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
+
+ map_freeblock_lock();
+ clif_damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
+ status_damage(src, bl, damage, 0, 0, 1);
+
+ if( sc->data[type]){ // Target still lives. [LimitLine]
+ sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
+ }
+ map_freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_FEAR:
+ if( --(sce->val4) >= 0 )
+ {
+ if( sce->val2 > 0 )
+ sce->val2--;
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SPHERE_1:
+ case SC_SPHERE_2:
+ case SC_SPHERE_3:
+ case SC_SPHERE_4:
+ case SC_SPHERE_5:
+ if( --(sce->val4) >= 0 )
+ {
+ if( !status_charge(bl, 0, 1) )
+ break;
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_READING_SB:
+ if( !status_charge(bl, 0, sce->val2) ){
+ int i;
+ for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ break;
+ }
+ sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
+ return 0;
+
+ case SC_ELECTRICSHOCKER:
+ if( --(sce->val4) >= 0 )
+ {
+ status_charge(bl, 0, status->max_sp / 100 * sce->val1 );
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CAMOUFLAGE:
+ if(--(sce->val4) > 0){
+ status_charge(bl,0,7 - sce->val1);
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC__REPRODUCE:
+ if(!status_charge(bl, 0, 1))
+ break;
+ sc_timer_next(1000+tick, status_change_timer, bl->id, data);
+ return 0;
+
+ case SC__SHADOWFORM:
+ if( --(sce->val4) >= 0 )
+ {
+ if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
+ break;
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC__INVISIBILITY:
+ if( --(sce->val4) >= 0 )
+ {
+ if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
+ break;
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_STRIKING:
+ if( --(sce->val4) >= 0 )
+ {
+ if( !status_charge(bl,0, sce->val1 ) )
+ break;
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_VACUUM_EXTREME:
+ if( --(sce->val4) >= 0 ){
+ if( !unit_is_walking(bl) && !sce->val2 ){
+ sc->cant.move++;
+ sce->val2 = 1;
+ }
+ sc_timer_next(100 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_BLOODSUCKER:
+ if( --(sce->val4) >= 0 ) {
+ struct block_list *src = map_id2bl(sce->val2);
+ int damage;
+ if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
+ break;
+ map_freeblock_lock();
+ damage = 200 + 100 * sce->val1 + status_get_int(src);
+ status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1);
+ unit_skillcastcancel(bl,1);
+ if ( sc->data[type] ) {
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ }
+ map_freeblock_unlock();
+ status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
+ return 0;
+ }
+ break;
+
+ case SC_VOICEOFSIREN:
+ if( --(sce->val4) >= 0 )
+ {
+ clif_emotion(bl,E_LV);
+ sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_DEEPSLEEP:
+ if( --(sce->val4) >= 0 )
+ { // Recovers 1% HP/SP every 2 seconds.
+ status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
+ sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SIRCLEOFNATURE:
+ if( --(sce->val4) >= 0 )
+ {
+ if( !status_charge(bl,0,sce->val2) )
+ break;
+ status_heal(bl, sce->val3, 0, 1);
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SONGOFMANA:
+ if( --(sce->val4) >= 0 )
+ {
+ status_heal(bl,0,sce->val3,3);
+ sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+
+ case SC_SATURDAYNIGHTFEVER:
+ // 1% HP/SP drain every val4 seconds [Jobbie]
+ if( --(sce->val3) >= 0 )
+ {
+ int hp = status->hp / 100;
+ int sp = status->sp / 100;
+ if( !status_charge(bl, hp, sp) )
+ break;
+ sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CRYSTALIZE:
+ if( --(sce->val4) >= 0 )
+ { // Drains 2% of HP and 1% of SP every seconds.
+ if( bl->type != BL_MOB) // doesn't work on mobs
+ status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_FORCEOFVANGUARD:
+ if( !status_charge(bl,0,20) )
+ break;
+ sc_timer_next(6000 + tick, status_change_timer, bl->id, data);
+ return 0;
+
+ case SC_BANDING:
+ if( status_charge(bl, 0, 7 - sce->val1) )
+ {
+ if( sd ) pc_banding(sd, sce->val1);
+ sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_REFLECTDAMAGE:
+ if( --(sce->val4) >= 0 ) {
+ if( !status_charge(bl,0,sce->val3) )
+ break;
+ sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_OVERHEAT_LIMITPOINT:
+ if( --(sce->val1) > 0 ) { // Cooling
+ sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
+ }
+ break;
+
+ case SC_OVERHEAT:
+ {
+ int damage = status->max_hp / 100; // Suggestion 1% each second
+ if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
+ map_freeblock_lock();
+ status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ }
+ map_freeblock_unlock();
+ }
+ break;
+
+ case SC_MAGNETICFIELD:
+ {
+ if( --(sce->val3) <= 0 )
+ break; // Time out
+ if( sce->val2 == bl->id )
+ {
+ if( !status_charge(bl,0,14 + (3 * sce->val1)) )
+ break; // No more SP status should end, and in the next second will end for the other affected players
+ }
+ else
+ {
+ struct block_list *src = map_id2bl(sce->val2);
+ struct status_change *ssc;
+ if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
+ break; // Source no more under Magnetic Field
+ }
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ }
+ break;
+
+ case SC_INSPIRATION:
+ if(--(sce->val4) >= 0)
+ {
+ int hp = status->max_hp * (7-sce->val1) / 100;
+ int sp = status->max_sp * (9-sce->val1) / 100;
+
+ if( !status_charge(bl,hp,sp) ) break;
+
+ sc_timer_next(1000+tick,status_change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_RAISINGDRAGON:
+ // 1% every 5 seconds [Jobbie]
+ if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) )
+ {
+ if( !sc->data[type] ) return 0;
+ sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CIRCLE_OF_FIRE:
+ case SC_FIRE_CLOAK:
+ case SC_WATER_DROP:
+ case SC_WATER_SCREEN:
+ case SC_WIND_CURTAIN:
+ case SC_WIND_STEP:
+ case SC_STONE_SHIELD:
+ case SC_SOLID_SKIN:
+ if( !status_charge(bl,0,sce->val2) ){
+ struct block_list *s_bl = battle_get_master(bl);
+ if( s_bl )
+ status_change_end(s_bl,type+1,INVALID_TIMER);
+ status_change_end(bl,type,INVALID_TIMER);
+ break;
+ }
+ sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
+ return 0;
+
+ case SC_STOMACHACHE:
+ if( --(sce->val4) > 0 ){
+ status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
+ if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
+ {
+ pc_stop_walking(sd,1|4);
+ pc_stop_attack(sd);
+ pc_setsit(sd);
+ clif_sitting(bl);
+ }
+ sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ /* they only end by status_change_end */
+ sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ case SC_MEIKYOUSISUI:
+ if( --(sce->val4) > 0 ){
+ status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_IZAYOI:
+ case SC_KAGEMUSYA:
+ if( --(sce->val2) > 0 ){
+ if(!status_charge(bl, 0, 1)) break;
+ sc_timer_next(1000+tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ if(--(sce->val4) >= 0) { //drain hp/sp
+ if( !status_charge(bl,100,20) ) break;
+ sc_timer_next(1000+tick,status_change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+ }
+
+ // default for all non-handled control paths is to end the status
+ return status_change_end( bl,type,tid );
+#undef sc_timer_next
+}
+
+/*==========================================
+ * Foreach iteration of repetitive status
+ *------------------------------------------*/
+int status_change_timer_sub(struct block_list* bl, va_list ap)
+{
+ struct status_change* tsc;
+
+ struct block_list* src = va_arg(ap,struct block_list*);
+ struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
+ enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
+ unsigned int tick = va_arg(ap,unsigned int);
+
+ if (status_isdead(bl))
+ return 0;
+
+ tsc = status_get_sc(bl);
+
+ switch( type ) {
+ case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ case SC_CONCENTRATE:
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
+ break;
+ case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
+ if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
+ tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
+ tsc->data[SC__INVISIBILITY])) {
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
+ if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
+ skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
+ }
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ break;
+ case SC_SIGHTBLASTER:
+ if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
+ status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
+ {
+ skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
+ if (sce && !(bl->type&BL_SKILL)) //The hit is not counted if it's against a trap
+ sce->val2 = 0; //This signals it to end.
+ }
+ break;
+ case SC_CLOSECONFINE:
+ //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);
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
+ clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
+ status_change_end(bl, type, INVALID_TIMER);
+ }
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Clears buffs/debuffs of a character.
+ * type&1 -> buffs, type&2 -> debuffs
+ * type&4 -> especific debuffs(implemented with refresh)
+ *------------------------------------------*/
+int status_change_clear_buffs (struct block_list* bl, int type)
+{
+ int i;
+ struct status_change *sc= status_get_sc(bl);
+
+ if (!sc || !sc->count)
+ return 0;
+
+ if (type&6) //Debuffs
+ for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+
+ for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
+ {
+ if(!sc->data[i])
+ 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:
+ continue;
+
+ //Debuffs that can be removed.
+ case SC_DEEPSLEEP:
+ case SC_BURNING:
+ case SC_FREEZING:
+ case SC_CRYSTALIZE:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC_MARSHOFABYSS:
+ case SC_MANDRAGORA:
+ if(!(type&4))
+ continue;
+ break;
+ case SC_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))
+ continue;
+ sc->data[i]->val2 = 0;
+ break;
+ default:
+ if (!(type&1))
+ continue;
+ break;
+ }
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ }
+ return 0;
+}
+
+int status_change_spread( struct block_list *src, struct block_list *bl ) {
+ int i, flag = 0;
+ struct status_change *sc = status_get_sc(src);
+ const struct TimerData *timer;
+ unsigned int tick;
+ struct status_change_data data;
+
+ if( !sc || !sc->count )
+ return 0;
+
+ tick = gettick();
+
+ for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
+ if( !sc->data[i] || i == SC_COMMON_MAX )
+ continue;
+
+ switch( i ) {
+ //Debuffs that can be spreaded.
+ // NOTE: We'll add/delte SCs when we are able to confirm it.
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_NOCHAT:
+ case SC_HALLUCINATION:
+ case SC_SIGNUMCRUCIS:
+ case SC_DECREASEAGI:
+ case SC_SLOWDOWN:
+ case SC_MINDBREAKER:
+ case SC_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_VENOMBLEED:
+ case SC_DEATHHURT:
+ case SC_PARALYSE:
+ if( sc->data[i]->timer != INVALID_TIMER ) {
+ timer = get_timer(sc->data[i]->timer);
+ if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
+ continue;
+ data.tick = DIFF_TICK(timer->tick,tick);
+ } else
+ data.tick = INVALID_TIMER;
+ break;
+ // Special cases
+ case SC_POISON:
+ case SC_DPOISON:
+ data.tick = sc->data[i]->val3 * 1000;
+ break;
+ case SC_FEAR:
+ case SC_LEECHESEND:
+ data.tick = sc->data[i]->val4 * 1000;
+ break;
+ case SC_BURNING:
+ data.tick = sc->data[i]->val4 * 2000;
+ break;
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ data.tick = sc->data[i]->val4 * 3000;
+ break;
+ case SC_MAGICMUSHROOM:
+ data.tick = sc->data[i]->val4 * 4000;
+ break;
+ case SC_TOXIN:
+ case SC_BLEEDING:
+ data.tick = sc->data[i]->val4 * 10000;
+ break;
+ default:
+ continue;
+ break;
+ }
+ if( i ){
+ data.val1 = sc->data[i]->val1;
+ data.val2 = sc->data[i]->val2;
+ data.val3 = sc->data[i]->val3;
+ data.val4 = sc->data[i]->val4;
+ status_change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
+ flag = 1;
+ }
+ }
+
+ return flag;
+}
+
+//Natural regen related stuff.
+static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
+static int status_natural_heal(struct block_list* bl, va_list args)
+{
+ struct regen_data *regen;
+ struct status_data *status;
+ struct status_change *sc;
+ struct unit_data *ud;
+ struct view_data *vd = NULL;
+ struct regen_data_sub *sregen;
+ struct map_session_data *sd;
+ int val,rate,bonus = 0,flag;
+
+ regen = status_get_regen_data(bl);
+ if (!regen) return 0;
+ status = status_get_status_data(bl);
+ sc = status_get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+ sd = BL_CAST(BL_PC,bl);
+
+ flag = regen->flag;
+ if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
+ flag&=~(RGN_HP|RGN_SHP);
+ if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
+ flag&=~(RGN_SP|RGN_SSP);
+
+ if (flag && (
+ status_isdead(bl) ||
+ (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
+ ))
+ flag=0;
+
+ if (sd) {
+ if (sd->hp_loss.value || sd->sp_loss.value)
+ pc_bleeding(sd, natural_heal_diff_tick);
+ if (sd->hp_regen.value || sd->sp_regen.value)
+ pc_regen(sd, natural_heal_diff_tick);
+ }
+
+ if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
+ (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
+ { //Apply sitting regen bonus.
+ sregen = regen->ssregen;
+ if(flag&(RGN_SHP))
+ { //Sitting HP regen
+ val = natural_heal_diff_tick * sregen->rate.hp;
+ if (regen->state.overweight)
+ val>>=1; //Half as fast when overweight.
+ sregen->tick.hp += val;
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+ if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
+ { //Full
+ flag&=~(RGN_HP|RGN_SHP);
+ break;
+ }
+ }
+ }
+ if(flag&(RGN_SSP))
+ { //Sitting SP regen
+ val = natural_heal_diff_tick * sregen->rate.sp;
+ if (regen->state.overweight)
+ val>>=1; //Half as fast when overweight.
+ sregen->tick.sp += val;
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+ if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
+ { //Full
+ flag&=~(RGN_SP|RGN_SSP);
+ break;
+ }
+ }
+ }
+ }
+
+ if (flag && regen->state.overweight)
+ flag=0;
+
+ ud = unit_bl2ud(bl);
+
+ if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
+ {
+ flag&=~(RGN_SHP|RGN_SSP);
+ if(!regen->state.walk)
+ flag&=~RGN_HP;
+ }
+
+ if (!flag)
+ return 0;
+
+ if (flag&(RGN_HP|RGN_SP))
+ {
+ if(!vd) vd = status_get_viewdata(bl);
+ if(vd && vd->dead_sit == 2)
+ bonus++;
+ if(regen->state.gc)
+ bonus++;
+ }
+
+ //Natural Hp regen
+ if (flag&RGN_HP)
+ {
+ rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
+ if (ud && ud->walktimer != INVALID_TIMER)
+ rate/=2;
+ // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
+ if(bl->type==BL_HOM) rate *=2;
+
+ regen->tick.hp += rate;
+
+ if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
+ {
+ val = 0;
+ do {
+ val += regen->hp;
+ regen->tick.hp -= battle_config.natural_healhp_interval;
+ } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
+ if (status_heal(bl, val, 0, 1) < val)
+ flag&=~RGN_SHP; //full.
+ }
+ }
+
+ //Natural SP regen
+ if(flag&RGN_SP)
+ {
+ rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
+ // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
+ if(bl->type==BL_HOM) rate *=2;
+
+ regen->tick.sp += rate;
+
+ if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
+ {
+ val = 0;
+ do {
+ val += regen->sp;
+ regen->tick.sp -= battle_config.natural_healsp_interval;
+ } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
+ if (status_heal(bl, 0, val, 1) < val)
+ flag&=~RGN_SSP; //full.
+ }
+ }
+
+ if (!regen->sregen)
+ return flag;
+
+ //Skill regen
+ sregen = regen->sregen;
+
+ if(flag&RGN_SHP)
+ { //Skill HP regen
+ sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
+
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+ if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
+ break; //Full
+ }
+ }
+ if(flag&RGN_SSP)
+ { //Skill SP regen
+ sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ val = sregen->sp;
+ if (sd && sd->state.doridori) {
+ val*=2;
+ sd->state.doridori = 0;
+ if ((rate = pc_checkskill(sd,TK_SPTIME)))
+ sc_start(bl,status_skill2sc(TK_SPTIME),
+ 100,rate,skill_get_time(TK_SPTIME, rate));
+ if (
+ (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
+ rnd()%10000 < battle_config.sg_angel_skill_ratio
+ ) { //Angel of the Sun/Moon/Star
+ clif_feel_hate_reset(sd);
+ pc_resethate(sd);
+ pc_resetfeel(sd);
+ }
+ }
+ sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+ if(status_heal(bl, 0, val, 3) < val)
+ break; //Full
+ }
+ }
+ return flag;
+}
+
+//Natural heal main timer.
+static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
+{
+ natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
+ map_foreachregen(status_natural_heal);
+ natural_heal_prev_tick = tick;
+ return 0;
+}
+
+/**
+ * Get the chance to upgrade a piece of equipment.
+ * @param wlv The weapon type of the item to refine (see see enum refine_type)
+ * @param refine The target refine level
+ * @return The chance to refine the item, in percent (0~100)
+ **/
+int status_get_refine_chance(enum refine_type wlv, int refine) {
+
+ if ( refine < 0 || refine >= MAX_REFINE)
+ return 0;
+
+ return refine_info[wlv].chance[refine];
+}
+
+
+/*------------------------------------------
+ * DB reading.
+ * job_db1.txt - weight, hp, sp, aspd
+ * job_db2.txt - job level stat bonuses
+ * size_fix.txt - size adjustment table for weapons
+ * refine_db.txt - refining data table
+ *------------------------------------------*/
+static bool status_readdb_job1(char* fields[], int columns, int current)
+{// Job-specific values (weight, HP, SP, ASPD)
+ int idx, class_;
+ unsigned int i;
+
+ class_ = atoi(fields[0]);
+
+ if(!pcdb_checkid(class_))
+ {
+ ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
+ return false;
+ }
+ idx = pc_class2idx(class_);
+
+ max_weight_base[idx] = atoi(fields[1]);
+ hp_coefficient[idx] = atoi(fields[2]);
+ hp_coefficient2[idx] = atoi(fields[3]);
+ sp_coefficient[idx] = atoi(fields[4]);
+#ifdef RENEWAL_ASPD
+ for(i = 0; i <= MAX_WEAPON_TYPE; i++)
+#else
+ for(i = 0; i < MAX_WEAPON_TYPE; i++)
+#endif
+ {
+ aspd_base[idx][i] = atoi(fields[i+5]);
+ }
+ return true;
+}
+
+static bool status_readdb_job2(char* fields[], int columns, int current)
+{
+ int idx, class_, i;
+
+ class_ = atoi(fields[0]);
+
+ if(!pcdb_checkid(class_))
+ {
+ ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
+ return false;
+ }
+ idx = pc_class2idx(class_);
+
+ for(i = 1; i < columns; i++)
+ {
+ job_bonus[idx][i-1] = atoi(fields[i]);
+ }
+ return true;
+}
+
+static bool status_readdb_sizefix(char* fields[], int columns, int current)
+{
+ unsigned int i;
+
+ for(i = 0; i < MAX_WEAPON_TYPE; i++)
+ {
+ atkmods[current][i] = atoi(fields[i]);
+ }
+ return true;
+}
+
+static bool status_readdb_refine(char* fields[], int columns, int current)
+{
+ int i, bonus_per_level, random_bonus, random_bonus_start_level;
+
+ current = atoi(fields[0]);
+
+ if (current < 0 || current >= REFINE_TYPE_MAX)
+ return false;
+
+ bonus_per_level = atoi(fields[1]);
+ random_bonus_start_level = atoi(fields[2]);
+ random_bonus = atoi(fields[3]);
+
+ for(i = 0; i < MAX_REFINE; i++)
+ {
+ char* delim;
+
+ if (!(delim = strchr(fields[4+i], ':')))
+ return false;
+
+ *delim = '\0';
+
+ refine_info[current].chance[i] = atoi(fields[4+i]);
+
+ if (i >= random_bonus_start_level - 1)
+ refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
+
+ refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
+ if (i > 0)
+ refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
+ }
+ return true;
+}
+
+/*
+* Read status db
+* job1.txt
+* job2.txt
+* size_fixe.txt
+* refine_db.txt
+*/
+int status_readdb(void)
+{
+ int i, j;
+
+ // initialize databases to default
+ //
+
+ // reset job_db1.txt data
+ memset(max_weight_base, 0, sizeof(max_weight_base));
+ memset(hp_coefficient, 0, sizeof(hp_coefficient));
+ memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
+ memset(sp_coefficient, 0, sizeof(sp_coefficient));
+ memset(aspd_base, 0, sizeof(aspd_base));
+ // reset job_db2.txt data
+ memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
+
+ // size_fix.txt
+ for(i=0;i<ARRAYLENGTH(atkmods);i++)
+ for(j=0;j<MAX_WEAPON_TYPE;j++)
+ atkmods[i][j]=100;
+
+ // refine_db.txt
+ for(i=0;i<ARRAYLENGTH(refine_info);i++)
+ {
+ for(j=0;j<MAX_REFINE; j++)
+ {
+ refine_info[i].chance[j] = 100;
+ refine_info[i].bonus[j] = 0;
+ refine_info[i].randombonus_max[j] = 0;
+ }
+ }
+
+ // read databases
+ //
+
+
+#ifdef RENEWAL_ASPD
+ sv_readdb(db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
+#else
+ sv_readdb(db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
+#endif
+ sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
+ sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
+ sv_readdb(db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
+
+ return 0;
+}
+
+/*==========================================
+ * Status db init and destroy.
+ *------------------------------------------*/
+int do_init_status(void)
+{
+ add_timer_func_list(status_change_timer,"status_change_timer");
+ add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
+ add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
+ initChangeTables();
+ initDummyData();
+ status_readdb();
+ status_calc_sigma();
+ natural_heal_prev_tick = gettick();
+ sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
+ add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
+ return 0;
+}
+void do_final_status(void)
+{
+ ers_destroy(sc_data_ers);
+}