diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 20544 |
1 files changed, 10265 insertions, 10279 deletions
diff --git a/src/map/status.c b/src/map/status.c index a24011292..af0b7e148 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -40,12 +40,11 @@ #include <math.h> //Regen related flags. -enum e_regen -{ - RGN_HP = 0x01, - RGN_SP = 0x02, - RGN_SHP = 0x04, - RGN_SSP = 0x08, +enum e_regen { + RGN_HP = 0x01, + RGN_SP = 0x02, + RGN_SHP = 0x04, + RGN_SSP = 0x08, }; static int max_weight_base[CLASS_COUNT]; @@ -56,17 +55,17 @@ 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] +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 + 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 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 @@ -92,12 +91,12 @@ static unsigned int StatusChangeStateTable[SC_MAX]; // status -> flags **/ sc_type status_skill2sc(int skill) { - int sk = skill_get_index(skill); - if( sk == 0 ) { - ShowError("status_skill2sc: Unsupported skill id %d\n", skill); - return SC_NONE; - } - return SkillStatusChangeTable[sk]; + int sk = skill_get_index(skill); + if (sk == 0) { + ShowError("status_skill2sc: Unsupported skill id %d\n", skill); + return SC_NONE; + } + return SkillStatusChangeTable[sk]; } /** @@ -108,12 +107,12 @@ sc_type status_skill2sc(int skill) **/ int status_sc2skill(sc_type sc) { - if( sc < 0 || sc >= SC_MAX ) { - ShowError("status_sc2skill: Unsupported status change id %d\n", sc); - return 0; - } + if (sc < 0 || sc >= SC_MAX) { + ShowError("status_sc2skill: Unsupported status change id %d\n", sc); + return 0; + } - return StatusSkillChangeTable[sc]; + return StatusSkillChangeTable[sc]; } /** @@ -123,12 +122,12 @@ int status_sc2skill(sc_type sc) **/ 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; - } + if (sc < 0 || sc >= SC_MAX) { + ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc); + return SCB_NONE; + } - return StatusChangeFlagTable[sc]; + return StatusChangeFlagTable[sc]; } /** @@ -138,12 +137,12 @@ unsigned int status_sc2scb_flag(sc_type sc) **/ 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; - } + if (type < 0 || type >= SI_MAX) { + ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type); + return SI_BLANK; + } - return StatusRelevantBLTypes[type]; + return StatusRelevantBLTypes[type]; } #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE) @@ -152,932 +151,933 @@ int status_type2relevant_bl_types(int type) static void set_sc(int skill, sc_type sc, int icon, unsigned int flag) { - int sk = skill_get_index(skill); - if( sk == 0 ) { - ShowError("set_sc: Unsupported skill id %d\n", skill); - 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; - if( StatusIconChangeTable[sc] == SI_BLANK ) - StatusIconChangeTable[sc] = icon; - StatusChangeFlagTable[sc] |= flag; - - if( SkillStatusChangeTable[sk] == SC_NONE ) - SkillStatusChangeTable[sk] = sc; + int sk = skill_get_index(skill); + if (sk == 0) { + ShowError("set_sc: Unsupported skill id %d\n", skill); + 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; + if (StatusIconChangeTable[sc] == SI_BLANK) + StatusIconChangeTable[sc] = icon; + StatusChangeFlagTable[sc] |= flag; + + if (SkillStatusChangeTable[sk] == SC_NONE) + SkillStatusChangeTable[sk] = 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 ); +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 ); + 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 ); + 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 ); + 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_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); - 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_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); - - 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); - - - 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 ); - /** - * 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_NONE ); - 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_NONE ); - set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_NONE ); - set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_NONE ); - set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_NONE ); - 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; - //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; + 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_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2); + 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_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2); + + 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); + + + 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); + /** + * 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_NONE); + 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_NONE); + set_sc(EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_NONE); + set_sc(EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_NONE); + set_sc(EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_NONE); + 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; + //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; + // 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; + 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; + 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) +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))); + 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 @@ -1085,17 +1085,17 @@ static inline void status_cpy(struct status_data* a, const struct status_data* b //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); + 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 @@ -1103,24 +1103,24 @@ int status_set_hp(struct block_list *bl, unsigned int hp, int flag) //on players) int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { - struct status_data *status; + struct status_data *status; - status = status_get_status_data(bl); - if (status == &dummy_status) - return 0; + 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); + 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) +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); + 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. @@ -1130,292 +1130,321 @@ int status_charge(struct block_list* bl, int hp, int sp) //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(®en->tick, 0, sizeof(regen->tick)); - if (regen->sregen) - memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); - if (regen->ssregen) - memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); - } - } - - if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) - { //flag&8 = disable Kaizel - int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); - //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally - if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover ) - status_revive(target, 100, 100); - else - status_revive(target, sc->data[SC_KAIZEL]->val2, 0); - status_change_clear(target,0); - clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1); - sc_start(target,status_skill2sc(PR_KYRIE),100,10,time); - - if( target->type == BL_MOB ) - ((TBL_MOB*)target)->state.rebirth = 1; - - return hp+sp; - } - if(target->type == BL_PC){ + 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(®en->tick, 0, sizeof(regen->tick)); + if (regen->sregen) + memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); + if (regen->ssregen) + memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); + } + } + + if (sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m)) { + //flag&8 = disable Kaizel + int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); + //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally + if (target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover) + status_revive(target, 100, 100); + else + status_revive(target, sc->data[SC_KAIZEL]->val2, 0); + status_change_clear(target,0); + clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1); + sc_start(target,status_skill2sc(PR_KYRIE),100,10,time); + + if (target->type == BL_MOB) + ((TBL_MOB *)target)->state.rebirth = 1; + + return hp+sp; + } + if (target->type == BL_PC) { TBL_PC *sd = BL_CAST(BL_PC,target); TBL_HOM *hd = sd->hd; - if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){ + 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. + 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; + 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; + 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, @@ -1426,501 +1455,513 @@ int status_heal(struct block_list *bl,int hp,int sp, int flag) //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); - - //Change the equation when the values are high enough to discard the - //imprecision in exchange of overflow protection [Skotlex] - //Also add 100% checks since those are the most used cases where we don't - //want aproximation errors. - if (hp_rate > 99) - hp = status->hp; - else if (hp_rate > 0) - hp = status->hp>10000? - hp_rate*(status->hp/100): - (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): - (-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. - - //Should be safe to not do overflow protection here, noone should have - //millions upon millions of SP - if (sp_rate > 99) - sp = status->sp; - else if (sp_rate > 0) - sp = (sp_rate*status->sp)/100; - else if (sp_rate < -99) - sp = status->max_sp; - else if (sp_rate < 0) - sp = (-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); + struct status_data *status; + unsigned int hp =0, sp = 0; + + status = status_get_status_data(target); + + //Change the equation when the values are high enough to discard the + //imprecision in exchange of overflow protection [Skotlex] + //Also add 100% checks since those are the most used cases where we don't + //want aproximation errors. + if (hp_rate > 99) + hp = status->hp; + else if (hp_rate > 0) + hp = status->hp>10000? + hp_rate*(status->hp/100): + (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): + (-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. + + //Should be safe to not do overflow protection here, noone should have + //millions upon millions of SP + if (sp_rate > 99) + sp = status->sp; + else if (sp_rate > 0) + sp = (sp_rate*status->sp)/100; + else if (sp_rate < -99) + sp = status->max_sp; + else if (sp_rate < 0) + sp = (-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 = status->max_hp * per_hp/100; - sp = 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; + 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 = status->max_hp * per_hp/100; + sp = 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. + * 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, int skill_num, 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_num) { //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_num ) { - 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_num)) - return 0; - break; - default: - break; - } - - if ( src ) sc = status_get_sc(src); - - if( sc && sc->count ) { - - if( sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE ) { //Stuned/Frozen/etc - if (flag != 1) //Can't cast, casted stuff can't damage. - return 0; - if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL)) - return 0; //Targetted spells can't come off. - } - - if ( - (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD) - || (sc->data[SC_AUTOCOUNTER] && !flag) - || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != 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_num == MO_EXTREMITYFIST) break; - case 4: if (skill_num == MO_CHAINCOMBO) break; - case 3: if (skill_num == MO_INVESTIGATE) break; - case 2: if (skill_num == MO_FINGEROFFENSIVE) break; - default: return 0; - } - } - - if (sc->data[SC_DANCING] && flag!=2) { - if( src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= 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_num == BD_ENCORE || - skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) - ) - return 0; - } else { - switch (skill_num) { - 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_num == BD_ADAPTATION) - return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] - } - - if (skill_num && //Do not block item-casted skills. - (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num) - ) { //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_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it - (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another - (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_num)) || - (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_num)) - )) - return 0; - - //Skill blocking. - if ( - (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) || - (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) || - (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & 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_num) {//##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_num) { //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_num || src->type == BL_PC) - return 0; - } - if (sc->option&OPTION_CHASEWALK && skill_num != 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_num && !(skill_num&(SA_SPELLBREAKER|SL_SKE)) ) - return 0; - if(!skill_num && tsc->data[SC_TRICKDEAD]) - return 0; - if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU) - && tsc->data[SC_FREEZE]) - return 0; - if(skill_num == 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_num,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_num ) - 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_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&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_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src ) - return 0; // Can't use Weapon endow skills on Mercenary (only Master) - if( skill_num == 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; + 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_num) { //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_num) { + 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_num)) + return 0; + break; + default: + break; + } + + if (src) sc = status_get_sc(src); + + if (sc && sc->count) { + + if (sc->opt1 >0 && (sc->opt1 != OPT1_CRYSTALIZE && src->type != BL_MOB) && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc + if (flag != 1) //Can't cast, casted stuff can't damage. + return 0; + if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL)) + return 0; //Targetted spells can't come off. + } + + if ( + (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD) + || (sc->data[SC_AUTOCOUNTER] && !flag) + || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != 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_num == MO_EXTREMITYFIST) break; + case 4: + if (skill_num == MO_CHAINCOMBO) break; + case 3: + if (skill_num == MO_INVESTIGATE) break; + case 2: + if (skill_num == MO_FINGEROFFENSIVE) break; + default: + return 0; + } + } + + if (sc->data[SC_DANCING] && flag!=2) { + if (src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= 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_num == BD_ENCORE || + skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) + ) + return 0; + } else { + switch (skill_num) { + 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_num == BD_ADAPTATION) + return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] + } + + if (skill_num && //Do not block item-casted skills. + (src->type != BL_PC || ((TBL_PC *)src)->skillitem != skill_num) + ) { //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_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it + (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another + (sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_num)) || + (sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_num)) + )) + return 0; + + //Skill blocking. + if ( + (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) || + (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) || + (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & 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_num) { //##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_num) { //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_num || src->type == BL_PC) + return 0; + } + if (sc->option&OPTION_CHASEWALK && skill_num != 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_num && !(skill_num&(SA_SPELLBREAKER|SL_SKE))) + return 0; + if (!skill_num && tsc->data[SC_TRICKDEAD]) + return 0; + if ((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU) + && tsc->data[SC_FREEZE]) + return 0; + if (skill_num == 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_num,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_num) + 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_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&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_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src) + return 0; // Can't use Weapon endow skills on Mercenary (only Master) + if (skill_num == 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; + 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 status_base_amotion_pc(struct map_session_data *sd, struct status_data *status) { - int amotion; + 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 ); + 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 + // 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; + // 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; + // raw delay adjustment from bAspd bonus + amotion += sd->bonus.aspd_add; - return amotion; + return amotion; } static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status) { - int flag = 0, str, dex, + int flag = 0, str, dex, #ifdef RENEWAL - rstr, + 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) { + 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 = + rstr = #endif - str = status->dex; - dex = status->str; - } else { + str = status->dex; + dex = status->str; + } else { #ifdef RENEWAL - rstr = + 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) + 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; + 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; + str+= dex/5 + status->luk/5; #endif - return cap_value(str, 0, USHRT_MAX); + return cap_value(str, 0, USHRT_MAX); } -static inline unsigned short status_base_matk_max(const struct status_data* status) +static inline unsigned short status_base_matk_max(const struct status_data *status) { #ifdef RENEWAL - return status->matk_max; // in RE maximum MATK signs weapon matk, which we store in this var + return status->matk_max; // in RE maximum MATK signs weapon matk, which we store in this var #else - return status->int_+(status->int_/5)*(status->int_/5); + return status->int_+(status->int_/5)*(status->int_/5); #endif } #ifdef RENEWAL -static inline unsigned short status_base_matk_min(const struct status_data* status, int lvl) +static inline unsigned short status_base_matk_min(const struct status_data *status, int lvl) #else -static inline unsigned short status_base_matk_min(const struct status_data* status) +static inline unsigned short status_base_matk_min(const struct status_data *status) #endif { #ifdef RENEWAL - return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(lvl/4); + return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(lvl/4); #else - return status->int_+(status->int_/7)*(status->int_/7); + return status->int_+(status->int_/7)*(status->int_/7); #endif } @@ -1928,323 +1969,318 @@ static inline unsigned short status_base_matk_min(const struct status_data* stat //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; + //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 - status->matk_min = status_base_matk_min(status, level); + status->matk_min = status_base_matk_min(status, level); #else - status->matk_min = status_base_matk_min(status); + status->matk_min = status_base_matk_min(status); #endif - status->matk_max = status_base_matk_max(status); + status->matk_max = status_base_matk_max(status); #ifdef RENEWAL // renewal formulas - status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 - status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 - status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) - status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) + status->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->hit += level + status->dex; - status->flee += level + status->agi; - status->def2 += status->vit; - status->mdef2 += status->int_ + (status->vit>>1); + 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)); + 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) +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->skillid == AM_SPHEREMINE) { - status->max_hp = 2000 + 400*ud->skilllv; - } else if(ud->skillid == KO_ZANZOU){ - status->max_hp = 3000 + 3000 * ud->skilllv; - } else { //AM_CANNIBALIZE - status->max_hp = 1500 + 200*ud->skilllv + 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) { + 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->skillid == AM_SPHEREMINE) { + status->max_hp = 2000 + 400*ud->skilllv; + } else if (ud->skillid == KO_ZANZOU) { + status->max_hp = 3000 + 3000 * ud->skilllv; + } else { //AM_CANNIBALIZE + status->max_hp = 1500 + 200*ud->skilllv + 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; + 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; + 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; + 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; + 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; - } + 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 @@ -2252,1010 +2288,1014 @@ static void status_calc_sigma(void) /// 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) +static unsigned int status_base_pc_maxhp(struct map_session_data *sd, struct status_data *status) { - unsigned int val = pc_class2idx(sd->status.class_); - val = 35 + sd->status.base_level*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 val; + unsigned int val = pc_class2idx(sd->status.class_); + val = 35 + sd->status.base_level*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 val; } -static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status) +static unsigned int status_base_pc_maxsp(struct map_session_data *sd, struct status_data *status) { - unsigned int val; + unsigned int val; - val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100; - val += val * status->int_/100; + val = 10 + sd->status.base_level*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. + 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 val; + return 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) +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 - int i,index; - int skill,refinedef=0; - - 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->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; + 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 + int i,index; + int skill,refinedef=0; + + 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->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 - // in renewal max MATK is the weapon MATK - status->matk_max += sd->inventory_data[index]->matk; + // in renewal max MATK is the weapon MATK + status->matk_max += sd->inventory_data[index]->matk; - if( r ) - {// renewal magic attack refine bonus - status->matk_max += refine_info[wlv].bonus[r-1] / 100; - } + if (r) { + // renewal magic attack refine bonus + status->matk_max += refine_info[wlv].bonus[r-1] / 100; + } - // record the weapon level for future usage - status->wlv = wlv; + // record the weapon level for future usage + status->wlv = wlv; #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; + //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; #ifdef RENEWAL - // increment the weapon ATK using the MATK max value - status->matk_max += sd->bonus.sp_weapon_matk; + // increment the weapon ATK using the MATK max value + status->matk_max += sd->bonus.sp_weapon_matk; #endif - //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 - i = sd->status.max_hp + (int)status->max_hp; - status->max_hp = cap_value(i, 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 = status->max_hp * sd->hprate/100; - if(battle_config.hp_rate != 100) - status->max_hp = 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 - i = sd->status.max_sp + (int)status->max_sp; - status->max_sp = cap_value(i, 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 += status->max_sp * skill/100; - if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) - status->max_sp += 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 = status->max_sp * sd->sprate/100; - if(battle_config.sp_rate != 100) - status->max_sp = 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=status->max_hp * battle_config.restart_hp_rate/100; - if(!status->hp) - status->hp = 1; - - status->sp = 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){ + //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 + i = sd->status.max_hp + (int)status->max_hp; + status->max_hp = cap_value(i, 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 = status->max_hp * sd->hprate/100; + if (battle_config.hp_rate != 100) + status->max_hp = 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 + i = sd->status.max_sp + (int)status->max_sp; + status->max_sp = cap_value(i, 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 += status->max_sp * skill/100; + if ((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) + status->max_sp += 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 = status->max_sp * sd->sprate/100; + if (battle_config.sp_rate != 100) + status->max_sp = 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=status->max_hp * battle_config.restart_hp_rate/100; + if (!status->hp) + status->hp = 1; + + status->sp = 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; + 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); - } + 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; - } + 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 ----- + // ----- 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); - } + // 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; - } + 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 + // ----- 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); + // 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 + // 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); + 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); + 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_EARTH] -= 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_WATER] -= 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; + 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_EARTH] -= 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_WATER] -= 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; + 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); + 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; + status->matk_max = status->matk_min; #endif - status_cpy(&hd->battle_status, status); - return 1; + 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; - - status->str = ele->str; - status->agi = ele->agi; - status->vit = ele->vit; - status->dex = ele->dex; - status->int_ = ele->int_; - status->luk = ele->luk; - - if( first ) { - memcpy(status, &ed->db->status, sizeof(struct status_data)); - status->mode = MD_CANMOVE|MD_CANATTACK; - status->max_hp += 4000 + 500 * pc_checkskill(sd,SO_EL_SYMPATHY); - status->max_sp += 300 + 50 * pc_checkskill(sd,SO_EL_SYMPATHY); - status->hp = status->max_hp; - status->sp = status->max_sp; - status->str += sd->base_status.str * 25 / 100; - status->agi += sd->base_status.agi * 25 / 100; - status->vit += sd->base_status.vit * 25 / 100; - status->int_ += sd->base_status.int_ * 25 / 100; - status->def += sd->base_status.dex * 25 / 100; - status->luk += sd->base_status.luk * 25 / 100; - - status_calc_misc(&ed->bl, status, ed->db->lv); - memcpy(&ed->battle_status,status,sizeof(struct status_data)); - } else { - status_calc_misc(&ed->bl, status, ed->db->lv); - status_cpy(&ed->battle_status, status); - } - - return 0; +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; + + status->str = ele->str; + status->agi = ele->agi; + status->vit = ele->vit; + status->dex = ele->dex; + status->int_ = ele->int_; + status->luk = ele->luk; + + if (first) { + memcpy(status, &ed->db->status, sizeof(struct status_data)); + status->mode = MD_CANMOVE|MD_CANATTACK; + status->max_hp += 4000 + 500 * pc_checkskill(sd,SO_EL_SYMPATHY); + status->max_sp += 300 + 50 * pc_checkskill(sd,SO_EL_SYMPATHY); + status->hp = status->max_hp; + status->sp = status->max_sp; + status->str += sd->base_status.str * 25 / 100; + status->agi += sd->base_status.agi * 25 / 100; + status->vit += sd->base_status.vit * 25 / 100; + status->int_ += sd->base_status.int_ * 25 / 100; + status->def += sd->base_status.dex * 25 / 100; + status->luk += sd->base_status.luk * 25 / 100; + + status_calc_misc(&ed->bl, status, ed->db->lv); + memcpy(&ed->battle_status,status,sizeof(struct status_data)); + } else { + status_calc_misc(&ed->bl, status, ed->db->lv); + status_cpy(&ed->battle_status, status); + } + + return 0; } static unsigned short status_calc_str(struct block_list *,struct status_change *,int); @@ -3291,782 +3331,760 @@ static unsigned short status_calc_mode(struct block_list *bl, struct status_chan //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; - - 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; - - regen->hp = cap_value(val, 1, 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, 1, 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); - } + struct map_session_data *sd; + int val, skill; + + 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; + + regen->hp = cap_value(val, 1, 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, 1, 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; + 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; +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; - 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; - 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; - } - - 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) - 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)); - } - - if(flag&SCB_FLEE) { - if (status->agi == b_status->agi) - 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)); - } - - 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) - status->def2 = status_calc_def2(bl, sc, b_status->def2); - else - status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit)); - } - - 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) - 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_) +((status->vit - b_status->vit)>>1)); - } - - 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) { + 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; + 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; + 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; + } + + 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) + 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)); + } + + if (flag&SCB_FLEE) { + if (status->agi == b_status->agi) + 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)); + } + + 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) + status->def2 = status_calc_def2(bl, sc, b_status->def2); + else + status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit)); + } + + 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) + 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_) +((status->vit - b_status->vit)>>1)); + } + + 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) { #ifdef RENEWAL - status->matk_min = status_base_matk_min(status,status_get_lv(bl)); - if( sd ) - status->matk_min += sd->bonus.sp_base_matk; + status->matk_min = status_base_matk_min(status,status_get_lv(bl)); + if (sd) + status->matk_min += sd->bonus.sp_base_matk; #else - status->matk_min = status_base_matk_min(status); + status->matk_min = status_base_matk_min(status); #endif - status->matk_max = status_base_matk_max(status); + status->matk_max = status_base_matk_max(status); - if( bl->type&BL_PC && sd->matk_rate != 100 ) - { - //Bonuses from previous matk + if (bl->type&BL_PC && sd->matk_rate != 100) { + //Bonuses from previous matk #ifndef RENEWAL // only changed in non-renewal [Ind] - status->matk_max = status->matk_max * sd->matk_rate/100; + status->matk_max = status->matk_max * sd->matk_rate/100; #endif - status->matk_min = status->matk_min * 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_min = status_calc_matk(bl, sc, status->matk_min); #ifndef RENEWAL // only changed in non-renewal [Ind] - status->matk_max = status_calc_matk(bl, sc, status->matk_max); + status->matk_max = status_calc_matk(bl, sc, status->matk_max); #endif - if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk - status->matk_min = status->matk_max; + if (bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk + status->matk_min = status->matk_max; - } + } - if(flag&SCB_ASPD) { - int amotion; - if( bl->type&BL_PC ) - { - amotion = status_base_amotion_pc(sd,status); + 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); + status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); - if(status->aspd_rate != 1000) - amotion = amotion*status->aspd_rate/1000; + 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; + // 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_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; + if (status->aspd_rate != 1000) // absolute percentage modifier + amotion = (200 - (200-amotion/10) * status->aspd_rate / 1000) * 10; #endif - //@TODO move FIGHTINGSPIRIT in fix_aspd - if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) - amotion -= (sd?pc_checkskill(sd, RK_RUNEMASTERY):10) / 10 * 40; - 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); + //@TODO move FIGHTINGSPIRIT in fix_aspd + if (sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2) + amotion -= (sd?pc_checkskill(sd, RK_RUNEMASTERY):10) / 10 * 40; + 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) +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; - } - } - - 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 + 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; + } + } + + 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 + || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk #endif - ) - clif_updatestatus(sd,SP_ATK1); + ) + clif_updatestatus(sd,SP_ATK1); - if(b_status.def != status->def){ - clif_updatestatus(sd,SP_DEF1); + if (b_status.def != status->def) { + clif_updatestatus(sd,SP_DEF1); #ifdef RENEWAL - clif_updatestatus(sd,SP_DEF2); + clif_updatestatus(sd,SP_DEF2); #endif - } + } - if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2 + 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 + || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk #endif - ) - clif_updatestatus(sd,SP_ATK2); + ) + clif_updatestatus(sd,SP_ATK2); - if(b_status.def2 != status->def2){ - clif_updatestatus(sd,SP_DEF2); + if (b_status.def2 != status->def2) { + clif_updatestatus(sd,SP_DEF2); #ifdef RENEWAL - clif_updatestatus(sd,SP_DEF1); + 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); - 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); - if(b_status.mdef != status->mdef){ - clif_updatestatus(sd,SP_MDEF1); + } + if (b_status.flee2 != status->flee2) + clif_updatestatus(sd,SP_FLEE2); + if (b_status.cri != status->cri) + clif_updatestatus(sd,SP_CRITICAL); + 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); + if (b_status.mdef != status->mdef) { + clif_updatestatus(sd,SP_MDEF1); #ifdef RENEWAL - clif_updatestatus(sd,SP_MDEF2); + clif_updatestatus(sd,SP_MDEF2); #endif - } - if(b_status.mdef2 != status->mdef2){ - clif_updatestatus(sd,SP_MDEF2); + } + if (b_status.mdef2 != status->mdef2) { + clif_updatestatus(sd,SP_MDEF2); #ifdef RENEWAL - clif_updatestatus(sd,SP_MDEF1); + 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); - } + } + 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); + } } /*========================================== @@ -4074,1071 +4092,1067 @@ void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) *------------------------------------------*/ 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); + 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); + 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_STRIPARMOR]) - vit -= vit * sc->data[SC_STRIPARMOR]->val2/100; - 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; - - return (unsigned short)cap_value(vit,0,USHRT_MAX); + 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_STRIPARMOR]) + vit -= vit * sc->data[SC_STRIPARMOR]->val2/100; + 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; + + 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_STRIPHELM]) - int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100; - 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__STRIPACCESSORY]) - int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100; - 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; - - return (unsigned short)cap_value(int_,0,USHRT_MAX); + 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_STRIPHELM]) + int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100; + 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__STRIPACCESSORY]) + int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100; + 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; + + 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__STRIPACCESSORY]) - dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100; - 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; - - return (unsigned short)cap_value(dex,0,USHRT_MAX); + 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__STRIPACCESSORY]) + dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100; + 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; + + 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_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_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_BANANA_BOMB]) - luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100; - if(sc->data[SC_KYOUGAKU]) - luk -= sc->data[SC_KYOUGAKU]->val2; - - return (unsigned short)cap_value(luk,0,USHRT_MAX); + 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_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_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_BANANA_BOMB]) + luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100; + if (sc->data[SC_KYOUGAKU]) + luk -= sc->data[SC_KYOUGAKU]->val2; + + 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_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_GATLINGFEVER]) - batk += sc->data[SC_GATLINGFEVER]->val3; - if(sc->data[SC_MADNESSCANCEL]) - batk += 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_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_ZANGETSU] ) - batk += batk * sc->data[SC_ZANGETSU]->val2 / 100; - 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; - - return (unsigned short)cap_value(batk,0,USHRT_MAX); + 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_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_GATLINGFEVER]) + batk += sc->data[SC_GATLINGFEVER]->val3; + if (sc->data[SC_MADNESSCANCEL]) + batk += 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_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_ZANGETSU]) + batk += batk * sc->data[SC_ZANGETSU]->val2 / 100; + 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; + + 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_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_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__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_MERC_ATKUP]) - watk += sc->data[SC_MERC_ATKUP]->val2; - if(sc->data[SC_FIGHTINGSPIRIT]) - watk += sc->data[SC_FIGHTINGSPIRIT]->val1; - if(sc->data[SC__ENERVATION]) - watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; - 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_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; + 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_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_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__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_MERC_ATKUP]) + watk += sc->data[SC_MERC_ATKUP]->val2; + if (sc->data[SC_FIGHTINGSPIRIT]) + watk += sc->data[SC_FIGHTINGSPIRIT]->val1; + if (sc->data[SC__ENERVATION]) + watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; + 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_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; + 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); + return (unsigned short)cap_value(watk,0,USHRT_MAX); } 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); - - 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_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) - matk += matk * sc->data[SC_MAGICPOWER]->val3/100; - if(sc->data[SC_MINDBREAKER]) - matk += matk * sc->data[SC_MINDBREAKER]->val2/100; - if(sc->data[SC_INCMATKRATE]) - matk += matk * sc->data[SC_INCMATKRATE]->val1/100; - if(sc->data[SC_MOONLITSERENADE]) - matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100; - if(sc->data[SC_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_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; - if( sc->data[SC_ZANGETSU] ) - matk += matk * sc->data[SC_ZANGETSU]->val2 / 100; - - return (unsigned short)cap_value(matk,0,USHRT_MAX); + 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_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) + matk += matk * sc->data[SC_MAGICPOWER]->val3/100; + if (sc->data[SC_MINDBREAKER]) + matk += matk * sc->data[SC_MINDBREAKER]->val2/100; + if (sc->data[SC_INCMATKRATE]) + matk += matk * sc->data[SC_INCMATKRATE]->val1/100; + if (sc->data[SC_MOONLITSERENADE]) + matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100; + if (sc->data[SC_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_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; + 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; - 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; +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; + 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; #ifdef RENEWAL - if (sc->data[SC_SPEARQUICKEN]) - critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10; + if (sc->data[SC_SPEARQUICKEN]) + critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10; #endif - return (short)cap_value(critical,10,SHRT_MAX); + 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_INCHITRATE]) - hit += hit * sc->data[SC_INCHITRATE]->val1/100; - if(sc->data[SC_BLIND]) - hit -= hit * 25/100; - 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__GROOMY]) - hit -= hit * sc->data[SC__GROOMY]->val3 / 100; - if(sc->data[SC_FEAR]) - hit -= hit * 20 / 100; - if(sc->data[SC_INSPIRATION]) - hit += 5 * sc->data[SC_INSPIRATION]->val1; - if (sc->data[SC_ASH]) - hit /= 2; - - return (short)cap_value(hit,1,SHRT_MAX); + 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_INCHITRATE]) + hit += hit * sc->data[SC_INCHITRATE]->val1/100; + if (sc->data[SC_BLIND]) + hit -= hit * 25/100; + 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__GROOMY]) + hit -= hit * sc->data[SC__GROOMY]->val3 / 100; + if (sc->data[SC_FEAR]) + hit -= hit * 20 / 100; + if (sc->data[SC_INSPIRATION]) + hit += 5 * sc->data[SC_INSPIRATION]->val1; + 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_INCFLEERATE]) - flee += flee * sc->data[SC_INCFLEERATE]->val1/100; - 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_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_ADJUSTMENT]) - flee += 30; - if(sc->data[SC_GATLINGFEVER]) - flee -= sc->data[SC_GATLINGFEVER]->val4; - if(sc->data[SC_SPEED]) - flee += 10 + sc->data[SC_SPEED]->val1 * 10; - 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_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_HALLUCINATIONWALK] ) - flee += sc->data[SC_HALLUCINATIONWALK]->val2; - if( sc->data[SC_SATURDAYNIGHTFEVER] ) - flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100; - if( sc->data[SC_WATER_BARRIER] ) - flee -= sc->data[SC_WATER_BARRIER]->val3; - 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_MARSHOFABYSS] ) - flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1); + 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_INCFLEERATE]) + flee += flee * sc->data[SC_INCFLEERATE]->val1/100; + 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_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_ADJUSTMENT]) + flee += 30; + if (sc->data[SC_GATLINGFEVER]) + flee -= sc->data[SC_GATLINGFEVER]->val4; + if (sc->data[SC_SPEED]) + flee += 10 + sc->data[SC_SPEED]->val1 * 10; + 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_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_HALLUCINATIONWALK]) + flee += sc->data[SC_HALLUCINATIONWALK]->val2; + if (sc->data[SC_SATURDAYNIGHTFEVER]) + flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100; + if (sc->data[SC_WATER_BARRIER]) + flee -= sc->data[SC_WATER_BARRIER]->val3; + 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_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; + if (sc->data[SC_SPEARQUICKEN]) + flee += 2 * sc->data[SC_SPEARQUICKEN]->val1; #endif - 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_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); + 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_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 || !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; + 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); + 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; +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; + 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_STONE] && sc->opt1 == OPT1_STONE) - def >>=1; - if(sc->data[SC_FREEZE]) - def >>=1; + 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_STONE] && sc->opt1 == OPT1_STONE) + def >>=1; + if (sc->data[SC_FREEZE]) + def >>=1; #ifdef RENEWAL - if(sc->data[SC_ASSUMPTIO]) - def *= 2; + if (sc->data[SC_ASSUMPTIO]) + def *= 2; #endif - 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_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_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_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_ASH] && (bl->type==BL_MOB)){ - if(status_get_race(bl)==RC_PLANT) - def /= 2; - } - - return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);; + 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_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_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_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_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) + if (!sc || !sc->count) #ifdef RENEWAL - return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); + return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); #else - return (short)cap_value(def2,1,SHRT_MAX); + 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_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_ANGELUS]) + 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; + def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100; #else - def2 += def2 * sc->data[SC_ANGELUS]->val2/100; + 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_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; #ifdef RENEWAL - if(sc->data[SC_ASSUMPTIO]) - def2 *= 2; + if (sc->data[SC_ASSUMPTIO]) + def2 *= 2; #endif - 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_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_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; + 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_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_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); + return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); #else - return (short)cap_value(def2,1,SHRT_MAX); + return (short)cap_value(def2,1,SHRT_MAX); #endif } -static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) { +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 || !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; + 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; + if (sc->data[SC_STEELBODY]) + return 90; #endif - if(sc->data[SC_ARMORCHANGE]) - mdef += sc->data[SC_ARMORCHANGE]->val3; - 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_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_ARMORCHANGE]) + mdef += sc->data[SC_ARMORCHANGE]->val3; + 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_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. #ifdef RENEWAL - if(sc->data[SC_ASSUMPTIO]) - mdef *= 2; + if (sc->data[SC_ASSUMPTIO]) + mdef *= 2; #endif - 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_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_WATER_BARRIER]) - mdef += sc->data[SC_WATER_BARRIER]->val2; - if (sc->data[SC_ODINS_POWER]) - mdef -= 20 * sc->data[SC_ODINS_POWER]->val1; - if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) - mdef += 50; - - return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); + 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_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_WATER_BARRIER]) + mdef += sc->data[SC_WATER_BARRIER]->val2; + if (sc->data[SC_ODINS_POWER]) + mdef -= 20 * sc->data[SC_ODINS_POWER]->val1; + if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) + mdef += 50; + + 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) + if (!sc || !sc->count) #ifdef RENEWAL - return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); + return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); #else - return (short)cap_value(mdef2,1,SHRT_MAX); + 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_BERSERK] || sc->data[SC__BLOODYLUST]) + return 0; + if (sc->data[SC_SKA]) + return 90; #ifdef RENEWAL - if(sc->data[SC_ASSUMPTIO]) - mdef2 *= 2; + if (sc->data[SC_ASSUMPTIO]) + mdef2 *= 2; #endif - 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; + 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); + return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); #else - return (short)cap_value(mdef2,1,SHRT_MAX); + 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.skillid == LG_EXEEDBREAK) ) - { - if( sd->ud.skillid == LG_EXEEDBREAK ) - speed_rate = 100 + 60 - (sd->ud.skilllv * 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); + 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.skillid == LG_EXEEDBREAK)) { + if (sd->ud.skillid == LG_EXEEDBREAK) + speed_rate = 100 + 60 - (sd->ud.skilllv * 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 @@ -5146,126 +5160,125 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha // 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 ); + 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) { +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); @@ -5273,15 +5286,15 @@ static short status_calc_fix_aspd(struct block_list *bl, struct status_change *s if (sc->data[SC_FIGHTINGSPIRIT]) aspd += sc->data[SC_FIGHTINGSPIRIT]->val3; if ((sc->data[SC_GUST_OPTION] - || sc->data[SC_BLAST_OPTION] - || sc->data[SC_WILD_STORM_OPTION]) - ) + || sc->data[SC_BLAST_OPTION] + || sc->data[SC_WILD_STORM_OPTION]) + ) aspd -= 50; // ventus passive = +5 ASPD - if (sc->data[SC_OVERED_BOOST]){ - aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10; + if (sc->data[SC_OVERED_BOOST]) { + aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10; } -// if(sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) -// aspd -= (sd?pc_checkskill(sd, RK_RUNEMASTERY):10) * 4; + // if(sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) + // aspd -= (sd?pc_checkskill(sd, RK_RUNEMASTERY):10) * 4; } return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway @@ -5291,768 +5304,809 @@ static short status_calc_fix_aspd(struct block_list *bl, struct status_change *s /// 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); + 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); + 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, unsigned int maxhp) { - if(!sc || !sc->count) - return 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_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_SOLID_SKIN_OPTION]) - maxhp += 2000;// Fix amount. - if(sc->data[SC_POWER_OF_GAIA]) - maxhp += 3000; - if(sc->data[SC_MYSTERIOUS_POWDER]) - maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100; - if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) - maxhp += 500; - 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 cap_value(maxhp,1,UINT_MAX); + if (!sc || !sc->count) + return 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_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_SOLID_SKIN_OPTION]) + maxhp += 2000;// Fix amount. + if (sc->data[SC_POWER_OF_GAIA]) + maxhp += 3000; + if (sc->data[SC_MYSTERIOUS_POWDER]) + maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100; + if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) + maxhp += 500; + 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 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); + 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); + 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); + 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]) + 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; - return (unsigned char)cap_value(element,0,UCHAR_MAX); + 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); + 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"; +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 + * 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; +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 + * 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; - } - return 1; +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; + } + 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 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; - default: - return &dummy_status; - } +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; + 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; - default: - return NULL; - } +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; + 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->skillid)/100; - - return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); +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->skillid)/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; + 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_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_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_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; + 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; + 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; + 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 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; +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; + 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; + 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)); + 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. @@ -6060,227 +6114,226 @@ void status_change_init(struct block_list *bl) //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_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; + 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_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; + 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; } /*========================================== @@ -6294,583 +6347,578 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti * &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) +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://Need confirm. If it protects against nearly every Guillotine poison, it should work on this too right? [Rytech] - case SC_CRYSTALIZE: - 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) { + 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://Need confirm. If it protects against nearly every Guillotine poison, it should work on this too right? [Rytech] + case SC_CRYSTALIZE: + 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]) - ) + 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; + 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: // Place here until we have info about its behavior on Boss-monsters. [pakpil] - case SC_MARSHOFABYSS: - case SC_ADORAMUS: - case SC_PARALYSIS: - - // 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); - } + 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: // Place here until we have info about its behavior on Boss-monsters. [pakpil] + case SC_MARSHOFABYSS: + case SC_ADORAMUS: + case SC_PARALYSIS: + + // 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); - } + 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: + 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); @@ -6908,1930 +6956,1947 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } } 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; - } - - //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. + 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; + } + + //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%) + 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 = 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 + 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 = 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; + 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 + break; + case SC_VIOLENTGALE: + val2 = val1*3; //Flee increase #ifndef RENEWAL - if(status->def_ele != ELE_WATER) - val2 = 0; + if (status->def_ele != ELE_WIND) + 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; + break; + case SC_DELUGE: + val2 = deluge_eff[val1-1]; //HP increase #ifndef RENEWAL - case SC_SPEARQUICKEN: - val2 = 200+10*val1; - break; + if (status->def_ele != ELE_WATER) + val2 = 0; #endif - case SC_DANCING: - //val1 : Skill ID + LV - //val2 : Skill Group of the Dance. - //val3 : Brings the skilllv (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 + skilllv/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-skilllv% - 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: - val2 = 60; // Watk TODO: Renewal (Atk2) - val3 = 11; // % Increase damage. - 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; // Matk. TODO: Renewal (Matk1) - val3 = 33; // % Increase effects. - 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: - val2 = 33; - val_flag |= 1|2; - break; - case SC_WIND_STEP_OPTION: - val2 = 50; // % Increase speed and flee. - break; - case SC_BLAST_OPTION: - val2 = 33; - val3 = 4; - 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 = 33; - 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; - 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: - unit_stop_attack(bl); - 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_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_WHITEIMPRISON: - 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_SLEEP: - case SC_DEEPSLEEP: 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 + 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 skilllv (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 + skilllv/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-skilllv% + 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: + val2 = 60; // Watk TODO: Renewal (Atk2) + val3 = 11; // % Increase damage. + 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; // Matk. TODO: Renewal (Matk1) + val3 = 33; // % Increase effects. + 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: + val2 = 33; + val_flag |= 1|2; + break; + case SC_WIND_STEP_OPTION: + val2 = 50; // % Increase speed and flee. + break; + case SC_BLAST_OPTION: + val2 = 33; + val3 = 4; + 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 = 33; + 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; + 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: + unit_stop_attack(bl); + 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_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_WHITEIMPRISON: + 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) { - 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; + //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_SLEEP: + case SC_DEEPSLEEP: + 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; } /*========================================== @@ -8843,821 +8908,797 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val * 2 - Do clif * 3 - Do not remove some permanent/time-independent effects *------------------------------------------*/ -int status_change_clear(struct block_list* bl, int type) +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; + 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) +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; - } + 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) + 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: - if( tid == -1 ) - break; // Terminated by Damage - status_fix_damage(bl,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; + 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: + if (tid == -1) + break; // Terminated by Damage + status_fix_damage(bl,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; + 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; } /*========================================== @@ -9666,1299 +9707,1249 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) *------------------------------------------*/ 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) + 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: - 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_skillid = 0, i; - unit_stop_attack(bl); - unit_skillcastcancel(bl,1); - do { - i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB; - mushroom_skillid = skill_magicmushroom_db[i].skillid; - } - while( mushroom_skillid == 0 ); - - switch( skill_get_casttype(mushroom_skillid) ) { // Magic Mushroom skills are buffs or area damage - case CAST_GROUND: - skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0); - break; - case CAST_NODAMAGE: - skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0); - break; - case CAST_DAMAGE: - skill_castend_damage_id(bl,bl,mushroom_skillid,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% - skilllv. - 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 ); + 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: + 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_skillid = 0, i; + unit_stop_attack(bl); + unit_skillcastcancel(bl,1); + do { + i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB; + mushroom_skillid = skill_magicmushroom_db[i].skillid; + } while (mushroom_skillid == 0); + + switch (skill_get_casttype(mushroom_skillid)) { // Magic Mushroom skills are buffs or area damage + case CAST_GROUND: + skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0); + break; + case CAST_NODAMAGE: + skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0); + break; + case CAST_DAMAGE: + skill_castend_damage_id(bl,bl,mushroom_skillid,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% - skilllv. + 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) +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) 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; + 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) 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 *------------------------------------------*/ -int status_change_clear_buffs (struct block_list* bl, int type) +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&2) //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_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_BURNING: - 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 i; + struct status_change *sc= status_get_sc(bl); + + if (!sc || !sc->count) + return 0; + + if (type&2) //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_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_BURNING: + 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; +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) +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; + 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; + natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); + map_foreachregen(status_natural_heal); + natural_heal_prev_tick = tick; + return 0; } /** @@ -10967,12 +10958,13 @@ static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_ * @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) { +int status_get_refine_chance(enum refine_type wlv, int refine) +{ - if ( refine < 0 || refine >= MAX_REFINE) - return 0; + if (refine < 0 || refine >= MAX_REFINE) + return 0; - return refine_info[wlv].chance[refine]; + return refine_info[wlv].chance[refine]; } @@ -10983,98 +10975,94 @@ int status_get_refine_chance(enum refine_type wlv, int refine) { * 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]); +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++) + for (i = 0; i <= MAX_WEAPON_TYPE; i++) #else - for(i = 0; i < MAX_WEAPON_TYPE; i++) + for (i = 0; i < MAX_WEAPON_TYPE; i++) #endif - { - aspd_base[idx][i] = atoi(fields[i+5]); - } - return true; + { + aspd_base[idx][i] = atoi(fields[i+5]); + } + return true; } -static bool status_readdb_job2(char* fields[], int columns, int current) +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; + 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) +static bool status_readdb_sizefix(char *fields[], int columns, int current) { - unsigned int i; + unsigned int i; - for(i = 0; i < MAX_WEAPON_TYPE; i++) - { - atkmods[current][i] = atoi(fields[i]); - } - return true; + 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) +static bool status_readdb_refine(char *fields[], int columns, int current) { - int i, bonus_per_level, random_bonus, random_bonus_start_level; + int i, bonus_per_level, random_bonus, random_bonus_start_level; - current = atoi(fields[0]); + current = atoi(fields[0]); - if (current < 0 || current >= REFINE_TYPE_MAX) - return false; + 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]); + 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; + for (i = 0; i < MAX_REFINE; i++) { + char *delim; - if (!(delim = strchr(fields[4+i], ':'))) - return false; + if (!(delim = strchr(fields[4+i], ':'))) + return false; - *delim = '\0'; + *delim = '\0'; - refine_info[current].chance[i] = atoi(fields[4+i]); + 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); + 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; + 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; } /* @@ -11086,50 +11074,48 @@ static bool status_readdb_refine(char* fields[], int columns, int current) */ 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 - // + 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); + 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); + 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); + 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; + return 0; } /*========================================== @@ -11137,19 +11123,19 @@ int status_readdb(void) *------------------------------------------*/ 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; + 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); + ers_destroy(sc_data_ers); } |