From 0395610469ffcd3b71c93ef90861f73e0ab8d16f Mon Sep 17 00:00:00 2001 From: malufett Date: Thu, 13 Jun 2013 01:56:21 +0800 Subject: Hercules Renewal Phase : Renewal Rename SC names to eagis standard. Implement SC Configuration.(see db/sc_config.txt) Skill updates and fixes. Some code optimization. Signed-off-by: malufett --- src/map/status.c | 2787 +++++++++++++++++++++++++++++------------------------- 1 file changed, 1483 insertions(+), 1304 deletions(-) (limited to 'src/map/status.c') diff --git a/src/map/status.c b/src/map/status.c index c163135d8..0e1661728 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -69,6 +69,7 @@ static struct { static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt) static char job_bonus[CLASS_COUNT][MAX_LEVEL]; +static sc_conf_type sc_conf[SC_MAX]; static struct eri *sc_data_ers; //For sc_data entries static struct status_data dummy_status; @@ -189,7 +190,7 @@ void initChangeTables(void) { set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE ); set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE ); set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); - set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN ); + set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN ); set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); //The main status definitions @@ -203,12 +204,12 @@ void initChangeTables(void) { add_sc( MG_STONECURSE , SC_STONE ); add_sc( AL_RUWACH , SC_RUWACH ); add_sc( AL_PNEUMA , SC_PNEUMA ); - set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); - set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED ); - set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF ); + set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); + set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); + set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF ); set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX ); + set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX ); set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED ); add_sc( TF_POISON , SC_POISON ); set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); @@ -222,44 +223,44 @@ void initChangeTables(void) { set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK ); add_sc( PR_LEXDIVINA , SC_SILENCE ); - set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE ); + set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SI_LEXAETERNA , SCB_NONE ); add_sc( WZ_METEOR , SC_STUN ); add_sc( WZ_VERMILION , SC_BLIND ); add_sc( WZ_FROSTNOVA , SC_FREEZE ); add_sc( WZ_STORMGUST , SC_FREEZE ); - set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); - set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); - set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE ); - set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); - set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN ); - add_sc( HT_LANDMINE , SC_STUN ); - add_sc( HT_ANKLESNARE , SC_ANKLE ); + set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); + set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); + set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE ); + set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); + set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN ); + add_sc( HT_LANDMINE , SC_STUN ); + set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE ); add_sc( HT_SANDMAN , SC_SLEEP ); add_sc( HT_FLASHER , SC_BLIND ); add_sc( HT_FREEZINGTRAP , SC_FREEZE ); - set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED ); + set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED ); add_sc( AS_SONICBLOW , SC_STUN ); - set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE ); - set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); + set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE ); + set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); add_sc( AS_VENOMDUST , SC_POISON ); add_sc( AS_SPLASHER , SC_SPLASHER ); - set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); - set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); + set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); + set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); add_sc( TF_SPRINKLESAND , SC_BLIND ); add_sc( TF_THROWSTONE , SC_STUN ); - set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR ); - set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); - set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); - add_sc( NPC_EMOTION_ON , SC_MODECHANGE ); - set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE ); - add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE ); - add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE ); - add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE ); - add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE ); - add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE ); - add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE ); - add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE ); - add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE ); + set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR ); + set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); + set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); + add_sc( NPC_EMOTION_ON , SC_MODECHANGE ); + set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY , SCB_DEF_ELE ); + add_sc( NPC_CHANGEWATER , SC_ARMOR_PROPERTY ); + add_sc( NPC_CHANGEGROUND , SC_ARMOR_PROPERTY ); + add_sc( NPC_CHANGEFIRE , SC_ARMOR_PROPERTY ); + add_sc( NPC_CHANGEWIND , SC_ARMOR_PROPERTY ); + add_sc( NPC_CHANGEPOISON , SC_ARMOR_PROPERTY ); + add_sc( NPC_CHANGEHOLY , SC_ARMOR_PROPERTY ); + add_sc( NPC_CHANGEDARKNESS , SC_ARMOR_PROPERTY ); + add_sc( NPC_CHANGETELEKINESIS, SC_ARMOR_PROPERTY ); add_sc( NPC_POISON , SC_POISON ); add_sc( NPC_BLINDATTACK , SC_BLIND ); add_sc( NPC_SILENCEATTACK , SC_SILENCE ); @@ -273,25 +274,25 @@ void initChangeTables(void) { set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF ); add_sc( NPC_DEFENDER , SC_ARMOR ); add_sc( NPC_LICK , SC_STUN ); - set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE ); + set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE ); add_sc( NPC_REBIRTH , SC_REBIRTH ); add_sc( RG_RAID , SC_STUN ); #ifdef RENEWAL add_sc( RG_RAID , SC_RAID ); add_sc( RG_BACKSTAP , SC_STUN ); #endif - set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK ); - set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF ); - set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT ); - set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT ); - add_sc( AM_ACIDTERROR , SC_BLEEDING ); - set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE ); - set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE ); - set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE ); - set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE ); - set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); + set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK ); + set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF ); + set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT ); + set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SI_NOEQUIPHELM , SCB_INT ); + add_sc( AM_ACIDTERROR , SC_BLOODING ); + set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE ); + set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE ); + set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE ); + set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE ); + set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); add_sc( CR_SHIELDCHARGE , SC_STUN ); - set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); + set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); add_sc( CR_HOLYCROSS , SC_BLIND ); add_sc( CR_GRANDCROSS , SC_BLIND ); add_sc( CR_DEVOTION , SC_DEVOTION ); @@ -304,17 +305,17 @@ void initChangeTables(void) { set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); #ifdef RENEWAL - set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); + set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); #endif add_sc( SA_MAGICROD , SC_MAGICROD ); set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); - set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE ); - set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE ); - set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE ); - set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE ); - set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK ); - set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP ); - set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE ); + set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE ); + set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE ); + set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE ); + set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE ); + set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK ); + set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP ); + set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_GROUNDMAGIC , SCB_FLEE ); add_sc( SA_REVERSEORCISH , SC_ORCISH ); add_sc( SA_COMA , SC_COMA ); set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN ); @@ -334,19 +335,23 @@ void initChangeTables(void) { set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT ); set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD ); set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI ); - set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL ); + set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SI_BLANK , SCB_ALL ); add_sc( NPC_DARKCROSS , SC_BLIND ); add_sc( NPC_GRANDDARKNESS , SC_BLIND ); set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); - set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE ); + set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE ); set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE ); add_sc( NPC_INVISIBLE , SC_CLOAKING ); set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); - set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD ); +#ifndef RENEWAL + set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2); +#else + set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_CONCENTRATION , SCB_HIT|SCB_DEF); +#endif set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); @@ -362,32 +367,32 @@ void initChangeTables(void) { set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED ); - set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE ); + set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE ); add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER ); - set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); - set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( LK_SPIRALPIERCE , SC_STOP ); - add_sc( LK_HEADCRUSH , SC_BLEEDING ); + add_sc( LK_HEADCRUSH , SC_BLOODING ); set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); add_sc( HW_NAPALMVULCAN , SC_CURSE ); set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 ); add_sc( PF_MEMORIZE , SC_MEMORIZE ); add_sc( PF_FOGWALL , SC_FOGWALL ); set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE ); - set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE ); + set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE ); set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); - set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR ); - set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE ); - set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE ); + set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR ); + set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE ); + set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SI_DOWNKICK_ON , SCB_NONE ); add_sc( TK_DOWNKICK , SC_STUN ); - set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE ); - set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE ); - set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE ); + set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE ); + set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE ); + set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE ); set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE ); - add_sc( TK_SEVENWIND , SC_SEVENWIND ); - set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE ); - set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE ); - set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE ); + add_sc( TK_SEVENWIND , SC_TK_SEVENWIND ); + set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE ); + set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE ); + set_sc( SG_SUN_WARM , SC_WARM , SI_SG_SUN_WARM , SCB_NONE ); add_sc( SG_MOON_WARM , SC_WARM ); add_sc( SG_STAR_WARM , SC_WARM ); set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); @@ -405,39 +410,40 @@ void initChangeTables(void) { set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED ); set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD ); - set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE ); + set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE ); set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); - set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE ); + set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE ); set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD ); add_sc( WS_CARTTERMINATION , SC_STUN ); - set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE ); + set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE ); set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD ); add_sc( CG_HERMODE , SC_HERMODE ); + set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE ); set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); - set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL ); - set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD ); + set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL ); + set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD ); set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 ); add_sc( GS_CRACKER , SC_STUN ); - add_sc( GS_DISARM , SC_STRIPWEAPON ); - add_sc( GS_PIERCINGSHOT , SC_BLEEDING ); - set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD ); - set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE ); - set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); - set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD ); - set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE ); - set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED ); + add_sc( GS_DISARM , SC_NOEQUIPWEAPON ); + add_sc( GS_PIERCINGSHOT , SC_BLOODING ); + set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_BATK|SCB_ASPD ); + set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE ); + set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); + set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD ); + set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE ); + set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED ); add_sc( NJ_HYOUSYOURAKU , SC_FREEZE ); - set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT ); - set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE ); - set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE ); + set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT ); + set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE ); + set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE ); add_sc( NPC_ICEBREATH , SC_FREEZE ); add_sc( NPC_ACIDBREATH , SC_POISON ); add_sc( NPC_HELLJUDGEMENT , SC_CURSE ); add_sc( NPC_WIDESILENCE , SC_SILENCE ); add_sc( NPC_WIDEFREEZE , SC_FREEZE ); - add_sc( NPC_WIDEBLEEDING , SC_BLEEDING ); + add_sc( NPC_WIDEBLEEDING , SC_BLOODING ); add_sc( NPC_WIDESTONE , SC_STONE ); add_sc( NPC_WIDECONFUSE , SC_CONFUSION ); add_sc( NPC_WIDESLEEP , SC_SLEEP ); @@ -446,8 +452,8 @@ void initChangeTables(void) { add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR ); set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE ); set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); - set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF ); - add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE ); + set_sc( NPC_STONESKIN , SC_STONESKIN , SI_BLANK , SCB_DEF|SCB_MDEF ); + add_sc( NPC_ANTIMAGIC , SC_STONESKIN ); add_sc( NPC_WIDECURSE , SC_CURSE ); add_sc( NPC_WIDESTUN , SC_STUN ); @@ -457,29 +463,29 @@ void initChangeTables(void) { set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED ); set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); + set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE ); set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF ); - set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE ); - set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE ); - set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE ); - set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE ); - set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE ); + set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE ); + set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); + set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); + set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE ); + set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SI_DC_WINKCHARM , SCB_NONE ); add_sc( MO_BALKYOUNG , SC_STUN ); - add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE ); - add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE ); - add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE ); - add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE ); - - set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED ); - set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); - set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); - set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE ); - set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF ); - set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); + add_sc( SA_ELEMENTWATER , SC_ARMOR_PROPERTY ); + add_sc( SA_ELEMENTFIRE , SC_ARMOR_PROPERTY ); + add_sc( SA_ELEMENTGROUND , SC_ARMOR_PROPERTY ); + add_sc( SA_ELEMENTWIND , SC_ARMOR_PROPERTY ); + + set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED ); + set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); + set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); + set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE ); + set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF ); + set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); // Homunculus S add_sc(MH_STAHL_HORN, SC_STUN); @@ -489,25 +495,25 @@ void initChangeTables(void) { add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER); set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD); add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE); - set_sc(MH_VOLCANIC_ASH, SC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); + set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE); set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE); set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE); add_sc(MH_LAVA_SLIDE, SC_BURNING); - set_sc(MH_NEEDLE_OF_PARALYZE, SC_PARALYSIS, SI_NEEDLE_OF_PARALYZE, SCB_DEF2); + set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2); add_sc(MH_POISON_MIST, SC_BLIND); set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD); add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE); - set_sc( MH_TINDER_BREAKER , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE ); - set_sc( MH_TINDER_BREAKER , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE ); + set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); + set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); add_sc( MER_CRASH , SC_STUN ); set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( MS_MAGNUM , SC_WATK_ELEMENT ); add_sc( MER_SIGHT , SC_SIGHT ); - set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED ); + set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); add_sc( MER_LEXDIVINA , SC_SILENCE ); add_sc( MA_LANDMINE , SC_STUN ); @@ -520,19 +526,19 @@ void initChangeTables(void) { set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); add_sc( ML_SPIRALPIERCE , SC_STOP ); - set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD ); + set_sc( MER_QUICKEN , SC_MER_QUICKEN , SI_BLANK , SCB_ASPD ); add_sc( ML_DEVOTION , SC_DEVOTION ); set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); + set_sc( MER_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR ); set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT ); set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI ); set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX ); - set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN ); + set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); + set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN ); /** * Rune Knight @@ -541,15 +547,16 @@ void initChangeTables(void) { set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); - add_sc( RK_DRAGONBREATH , SC_BURNING ); - set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE ); + set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BLANK , SCB_MDEF ); + set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE ); set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE ); set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR ); - set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF ); + set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE ); set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN ); set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE ); set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE ); + add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY ); /** * GC Guillotine Cross **/ @@ -559,12 +566,13 @@ void initChangeTables(void) { set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED ); set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE ); set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); + set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE ); /** * Arch Bishop **/ set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); add_sc( AB_CLEMENTIA , SC_BLESSING ); - add_sc( AB_CANTO , SC_INCREASEAGI ); + add_sc( AB_CANTO , SC_INC_AGI ); set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP ); add_sc( AB_PRAEFATIO , SC_KYRIE ); set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE ); @@ -574,14 +582,16 @@ void initChangeTables(void) { set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE ); set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE ); set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); + set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE ); /** * Warlock **/ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON ); - set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 ); - set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF ); + set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF ); + set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); + set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK ); /** * Ranger **/ @@ -589,12 +599,13 @@ void initChangeTables(void) { set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED ); - add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE ); - add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE ); - add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE ); - add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE ); - add_sc( RA_FIRINGTRAP , SC_BURNING ); - set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE ); + add_sc( RA_MAGENTATRAP , SC_ARMOR_PROPERTY ); + add_sc( RA_COBALTTRAP , SC_ARMOR_PROPERTY ); + add_sc( RA_MAIZETRAP , SC_ARMOR_PROPERTY ); + add_sc( RA_VERDURETRAP , SC_ARMOR_PROPERTY ); + add_sc( RA_FIRINGTRAP , SC_BURNING ); + add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY ); + set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE ); /** * Mechanic **/ @@ -609,7 +620,7 @@ void initChangeTables(void) { /** * Royal Guard **/ - set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); + set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF ); set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF ); @@ -619,6 +630,7 @@ void initChangeTables(void) { set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK); set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK ); set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF ); + set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE ); /** * Shadow Chaser **/ @@ -634,7 +646,7 @@ void initChangeTables(void) { set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE ); set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 ); set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP ); - set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); + set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE ); add_sc( SC_CHAOSPANIC , SC_CONFUSION ); set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN ); @@ -647,30 +659,32 @@ void initChangeTables(void) { set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE ); set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); - set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); - set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); - set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN ); + set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); + set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); + set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN ); /** * Wanderer / Minstrel **/ - set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); - set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF ); - set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK ); - set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK ); - set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 ); - set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); - set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE ); - set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE ); - set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE ); - set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); - set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); - set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE ); - set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD ); - set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); - set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP ); - set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK ); - set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK ); - set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); + set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); + set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF ); + set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK ); + set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_BATK ); + set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 ); + set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE ); + set_sc_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SI_SIREN , SCB_NONE ); + set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); + set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); + set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); + set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE ); + set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD ); + set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); + set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP ); + set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK ); + set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK ); + set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); + set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP ); + /** * Sorcerer **/ @@ -682,7 +696,7 @@ void initChangeTables(void) { set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE ); set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE ); - set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE ); + set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); @@ -691,11 +705,11 @@ void initChangeTables(void) { * Genetic **/ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); - set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE ); - set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE ); + set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE ); + set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE ); set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE ); - set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE ); - set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); + set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE ); + set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT ); // Elemental Spirit summoner's 'side' status changes. @@ -727,7 +741,7 @@ void initChangeTables(void) { set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED ); add_sc( KO_YAMIKUMO , SC_HIDING ); - set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE ); + set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE ); add_sc( KO_MAKIBISHI , SC_STUN ); set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE ); set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); @@ -736,12 +750,14 @@ void initChangeTables(void) { set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK ); set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE ); set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE ); - set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE ); + set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE ); set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK ); set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE ); set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE ); - // Storing the target job rather than simply SC_SPIRIT simplifies code later on. + set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + + // Storing the target job rather than simply SC_SOULLINK simplifies code later on. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK, SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, @@ -759,33 +775,33 @@ void initChangeTables(void) { SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, //Status that don't have a skill associated. - StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50; - StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90; - StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0; - StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1; - StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2; - StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY; - StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE; - StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1; - StatusIconChangeTable[SC_INCSTR] = SI_INCSTR; - StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; - StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION; - StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR; - StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI; - StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT; - StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT; - StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX; - StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK; - StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE; - StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT; + StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; + StatusIconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; + StatusIconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; + StatusIconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2; + StatusIconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3; + StatusIconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY; + StatusIconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE; + StatusIconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY; + StatusIconChangeTable[SC_CHASEWALK2] = SI_INCSTR; + StatusIconChangeTable[SC_MIRACLE] = SI_SOULLINK; + StatusIconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE; + StatusIconChangeTable[SC_FOOD_STR] = SI_FOOD_STR; + StatusIconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI; + StatusIconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT; + StatusIconChangeTable[SC_FOOD_INT] = SI_FOOD_INT; + StatusIconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX; + StatusIconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK; + StatusIconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE; + StatusIconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT; StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; - StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER; - StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER; + StatusIconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER; + StatusIconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER; //Cash Items StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; @@ -793,32 +809,32 @@ void initChangeTables(void) { StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; - StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST; - StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST; - StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP; - StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE; - StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO; - StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE; - StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE; - StatusIconChangeTable[SC_INCCRI] = SI_INCCRI; - StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE; - StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE; + StatusIconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP; + StatusIconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM; + StatusIconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP; + StatusIconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY; + StatusIconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM; + StatusIconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF; + StatusIconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF; + StatusIconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT; + StatusIconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE; + StatusIconChangeTable[SC_HEALPLUS] = SI_HEALPLUS; StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; - StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD; - StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD; + StatusIconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD; + StatusIconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD; // Mercenary Bonus Effects - StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP; - StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP; - StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP; - StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP; - StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP; + StatusIconChangeTable[SC_MER_FLEE] = SI_MER_FLEE; + StatusIconChangeTable[SC_MER_ATK] = SI_MER_ATK; + StatusIconChangeTable[SC_MER_HP] = SI_MER_HP; + StatusIconChangeTable[SC_MER_SP] = SI_MER_SP; + StatusIconChangeTable[SC_MER_HIT] = SI_MER_HIT; // Warlock Spheres - StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1; - StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2; - StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3; - StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4; - StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5; + StatusIconChangeTable[SC_SUMMON1] = SI_SPHERE_1; + StatusIconChangeTable[SC_SUMMON2] = SI_SPHERE_2; + StatusIconChangeTable[SC_SUMMON3] = SI_SPHERE_3; + StatusIconChangeTable[SC_SUMMON4] = SI_SPHERE_4; + StatusIconChangeTable[SC_SUMMON5] = SI_SPHERE_5; // Warlock Preserved spells StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; @@ -826,7 +842,7 @@ void initChangeTables(void) { StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4; StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5; StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6; - StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7; + StatusIconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7; StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; @@ -856,7 +872,7 @@ void initChangeTables(void) { StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; - StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; + StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; //Genetics New Food Items Status Icons StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; @@ -897,19 +913,20 @@ void initChangeTables(void) { StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; + StatusIconChangeTable[SC_REBOUND] = SI_REBOUND; StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; //Other SC which are not necessarily associated to skills. - StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD; - StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD; - StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD; - StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD; - StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED; - StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED; - StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK; - StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK; + StatusChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD; + StatusChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD; + StatusChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD; + StatusChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD; + StatusChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED; + StatusChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED; + StatusChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK; + StatusChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK; StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; - StatusChangeFlagTable[SC_INCSTR] |= SCB_STR; + StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR; StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI; StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT; StatusChangeFlagTable[SC_INCINT] |= SCB_INT; @@ -919,9 +936,9 @@ void initChangeTables(void) { StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; - StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI; + StatusChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI; StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; - StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2; + StatusChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2; StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP; @@ -929,20 +946,20 @@ void initChangeTables(void) { StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; - StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR; - StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI; - StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT; - StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT; - StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX; - StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK; - StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT; - StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE; + StatusChangeFlagTable[SC_FOOD_STR] |= SCB_STR; + StatusChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI; + StatusChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT; + StatusChangeFlagTable[SC_FOOD_INT] |= SCB_INT; + StatusChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX; + StatusChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK; + StatusChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT; + StatusChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE; StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; - StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL; + StatusChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL; StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL; - StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL; + StatusChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL; StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL; // Cash Items @@ -953,11 +970,11 @@ void initChangeTables(void) { StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT; StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK; // Mercenary Bonus Effects - StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE; - StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK; - StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP; - StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP; - StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT; + StatusChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE; + StatusChangeFlagTable[SC_MER_ATK] |= SCB_WATK; + StatusChangeFlagTable[SC_MER_HP] |= SCB_MAXHP; + StatusChangeFlagTable[SC_MER_SP] |= SCB_MAXSP; + StatusChangeFlagTable[SC_MER_HIT] |= SCB_HIT; // Guillotine Cross Poison Effects StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED; StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN; @@ -978,30 +995,31 @@ void initChangeTables(void) { StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; + StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN; StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED; /* StatusDisplayType Table [Ind/Hercules] */ StatusDisplayType[SC_ALL_RIDING] = true; StatusDisplayType[SC_PUSH_CART] = true; - StatusDisplayType[SC_SPHERE_1] = true; - StatusDisplayType[SC_SPHERE_2] = true; - StatusDisplayType[SC_SPHERE_3] = true; - StatusDisplayType[SC_SPHERE_4] = true; - StatusDisplayType[SC_SPHERE_5] = true; + StatusDisplayType[SC_SUMMON1] = true; + StatusDisplayType[SC_SUMMON2] = true; + StatusDisplayType[SC_SUMMON3] = true; + StatusDisplayType[SC_SUMMON4] = true; + StatusDisplayType[SC_SUMMON5] = true; StatusDisplayType[SC_CAMOUFLAGE] = true; StatusDisplayType[SC_DUPLELIGHT] = true; StatusDisplayType[SC_ORATIO] = true; - StatusDisplayType[SC_FREEZING] = true; + StatusDisplayType[SC_FROSTMISTY] = true; StatusDisplayType[SC_VENOMIMPRESS] = true; StatusDisplayType[SC_HALLUCINATIONWALK] = true; StatusDisplayType[SC_ROLLINGCUTTER] = true; StatusDisplayType[SC_BANDING] = true; StatusDisplayType[SC_CRYSTALIZE] = true; - StatusDisplayType[SC_DEEPSLEEP] = true; + StatusDisplayType[SC_DEEP_SLEEP] = true; StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true; StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true; - StatusDisplayType[SC_BLOODSUCKER] = true; + StatusDisplayType[SC_BLOOD_SUCKER] = true; StatusDisplayType[SC__SHADOWFORM] = true; StatusDisplayType[SC__MANHOLE] = true; @@ -1011,7 +1029,7 @@ void initChangeTables(void) { #endif if( !battle_config.display_hallucination ) //Disable Hallucination. - StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; + StatusIconChangeTable[SC_ILLUSION] = SI_BLANK; } static void initDummyData(void) @@ -1147,7 +1165,7 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s status_change_end(target, SC_STONE, INVALID_TIMER); status_change_end(target, SC_FREEZE, INVALID_TIMER); status_change_end(target, SC_SLEEP, INVALID_TIMER); - status_change_end(target, SC_WINKCHARM, INVALID_TIMER); + status_change_end(target, SC_DC_WINKCHARM, INVALID_TIMER); status_change_end(target, SC_CONFUSION, INVALID_TIMER); status_change_end(target, SC_TRICKDEAD, INVALID_TIMER); status_change_end(target, SC_HIDING, INVALID_TIMER); @@ -1155,8 +1173,8 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s status_change_end(target, SC_CHASEWALK, INVALID_TIMER); status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(target, SC__INVISIBILITY, INVALID_TIMER); - status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER); - if ((sce=sc->data[SC_ENDURE]) && !sce->val4) { + status_change_end(target, SC_DEEP_SLEEP, INVALID_TIMER); + if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) { //Endure count is only reduced by non-players on non-gvg maps. //val4 signals infinite endure. [Skotlex] if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0) @@ -1192,8 +1210,8 @@ int status_damage(struct block_list *src,struct block_list *target,int hp, int s status_change_end(target, SC_BERSERK, INVALID_TIMER); if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 ) status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER); - if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100) - status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER); + if (sc->data[SC_SATURDAY_NIGHT_FEVER] && status->hp <= 100) + status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); if (sc->data[SC__BLOODYLUST] && status->hp <= 100) status_change_end(target, SC__BLOODYLUST, INVALID_TIMER); } @@ -1576,9 +1594,9 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin ) return 0; - if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage + if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER ) - unit_walktobl(src, iMap->id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1); + unit_walktobl(src, iMap->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1); clif->emotion(src, E_LV); return 0; } @@ -1632,13 +1650,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin sc->data[SC__INVISIBILITY] || (sc->data[SC_CRYSTALIZE] && src->type != BL_MOB) || sc->data[SC__IGNORANCE] || - sc->data[SC_DEEPSLEEP] || - sc->data[SC_SATURDAYNIGHTFEVER] || + sc->data[SC_DEEP_SLEEP] || + sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC_CURSEDCIRCLE_TARGET] || - (sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it - (sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another + (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it + (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) || - (sc->data[SC_KAGEHUMI] && skill->block_check(src, SC_KAGEHUMI, skill_id)) + (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id)) )) return 0; @@ -1882,17 +1900,18 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct str += dstr*dstr; if (bl->type == BL_PC) #ifdef RENEWAL - str = (rstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10; + str = (int)(rstr + (float)dex/5 + (float)status->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4); + else if(bl->type == BL_MOB) + str = rstr + ((TBL_MOB*)bl)->level; #else str+= dex/5 + status->luk/5; #endif return cap_value(str, 0, USHRT_MAX); } -#ifndef RENEWAL static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); } static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); } -#else +#ifdef RENEWAL unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); } #endif @@ -1907,11 +1926,11 @@ void status_calc_misc(struct block_list *bl, struct status_data *status, int lev status->cri = status->flee2 = 0; #ifdef RENEWAL // renewal formulas - status->matk_min = status->matk_max = status_base_matk(status, level); - status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 - status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 - status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) - status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) + status->matk_min = status->matk_max = bl->type == BL_PC ? status_base_matk(status, level) : level + status->int_; + status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 + status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 + status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) + status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) #else status->matk_min = status_base_matk_min(status); status->matk_max = status_base_matk_max(status); @@ -1947,6 +1966,13 @@ void status_calc_misc(struct block_list *bl, struct status_data *status, int lev case BL_PC: //Players don't have a critical adjustment setting as of yet. break; + case BL_MER: +#ifdef RENEWAL + status->matk_min = status->matk_max = status_base_matk_max(status); + status->def2 = status->vit + level / 10 + status->vit / 5; + status->mdef2 = level / 10 + status->int_ / 5; +#endif + break; default: if(battle_config.critical_rate != 100) status->cri = status->cri*battle_config.critical_rate/100; @@ -2030,7 +2056,7 @@ int status_calc_mob_(struct mob_data* md, bool first) if (ud->skill_id == AM_SPHEREMINE) { status->max_hp = 2000 + 400*ud->skill_lv; } else if(ud->skill_id == KO_ZANZOU){ - status->max_hp = 3000 + 3000 * ud->skill_lv; + status->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl)); } else { //AM_CANNIBALIZE status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl); status->mode|= MD_CANATTACK|MD_AGGRESSIVE; @@ -2352,8 +2378,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first) memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); - if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) //Clear intravision as long as nothing else is using it - clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_INTRAVISION); + if (sd->special_state.intravision && !sd->sc.data[SC_CLAIRVOYANCE]) //Clear intravision as long as nothing else is using it + clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE); memset(&sd->special_state,0,sizeof(sd->special_state)); memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp))); @@ -2365,7 +2391,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK); status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM; - if (battle_config.character_size && pc_isriding(sd)) { //[Lupus] + if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus] if (sd->class_&JOBL_BABY) { if (battle_config.character_size&SZ_BIG) status->size++; @@ -2638,7 +2664,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; - if(pc_isriding(sd) && + if( (pc_isriding(sd) || pc_isridingdragon(sd)) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) { //When Riding with spear, damage modifier to mid-class becomes //same as versus large size. @@ -2704,8 +2730,10 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) status->batk += sd->weapon_atk[sd->status.weapon]; // Absolute modifiers from passive skills - if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) +#ifndef RENEWAL + if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE. status->batk += 4; +#endif // ----- HP MAX CALCULATION ----- @@ -2964,11 +2992,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first) if((skill=pc->checkskill(sd,HP_MANARECHARGE))>0 ) sd->dsprate -= 4*skill; - if(sc->data[SC_SERVICE4U]) - sd->dsprate -= sc->data[SC_SERVICE4U]->val3; + if(sc->data[SC_SERVICEFORYOU]) + sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3; - if(sc->data[SC_SPCOST_RATE]) - sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1; + if(sc->data[SC_ATKER_BLOOD]) + sd->dsprate -= sc->data[SC_ATKER_BLOOD]->val1; //Underflow protections. if(sd->dsprate < 0) @@ -3002,9 +3030,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) } if(sc->count){ - if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data - sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi - sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex + if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data + sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi + sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex } if(sc->data[SC_SIEGFRIED]){ i = sc->data[SC_SIEGFRIED]->val2; @@ -3022,11 +3050,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first) sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; } - if(sc->data[SC_ARMOR_ELEMENT]) { //This status change should grant card-type elemental resist. - sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1; - sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2; - sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3; - sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4; + if(sc->data[SC_ARMORPROPERTY]) { //This status change should grant card-type elemental resist. + sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1; + sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2; + sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3; + sd->subele[ELE_WIND] += sc->data[SC_ARMORPROPERTY]->val4; } if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; @@ -3266,17 +3294,13 @@ static unsigned short status_calc_vit(struct block_list *,struct status_change * static unsigned short status_calc_int(struct block_list *,struct status_change *,int); static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); -static unsigned short status_calc_batk(struct block_list *,struct status_change *,int); -static unsigned short status_calc_watk(struct block_list *,struct status_change *,int); -static unsigned short status_calc_matk(struct block_list *,struct status_change *,int); -static signed short status_calc_hit(struct block_list *,struct status_change *,int); -static signed short status_calc_critical(struct block_list *,struct status_change *,int); -static signed short status_calc_flee(struct block_list *,struct status_change *,int); -static signed short status_calc_flee2(struct block_list *,struct status_change *,int); -static defType status_calc_def(struct block_list *bl, struct status_change *sc, int); -static signed short status_calc_def2(struct block_list *,struct status_change *,int); -static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int); -static signed short status_calc_mdef2(struct block_list *,struct status_change *,int); +static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool); +static unsigned short status_calc_watk(struct block_list *,struct status_change *,int,bool); +static unsigned short status_calc_matk(struct block_list *,struct status_change *,int,bool); +static signed short status_calc_hit(struct block_list *,struct status_change *,int,bool); +static signed short status_calc_critical(struct block_list *,struct status_change *,int,bool); +static signed short status_calc_flee(struct block_list *,struct status_change *,int,bool); +static signed short status_calc_flee2(struct block_list *,struct status_change *,int,bool); static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); @@ -3430,18 +3454,18 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST] || sc->data[SC_TRICKDEAD] - || sc->data[SC_BLEEDING] + || sc->data[SC_BLOODING] || sc->data[SC_MAGICMUSHROOM] || sc->data[SC_RAISINGDRAGON] - || sc->data[SC_SATURDAYNIGHTFEVER] + || sc->data[SC_SATURDAY_NIGHT_FEVER] ) //No regen regen->flag = 0; if ( - sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] + sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND] || ( (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && - (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))) + (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK))) ) ) //No natural SP regen regen->flag &=~RGN_SP; @@ -3458,9 +3482,9 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str regen->rate.hp += 1; regen->rate.sp += 1; } - if (sc->data[SC_REGENERATION]) + if (sc->data[SC_GDSKILL_REGENERATION]) { - const struct status_change_entry *sce = sc->data[SC_REGENERATION]; + const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION]; if (!sce->val4) { regen->rate.hp += sce->val2; @@ -3468,8 +3492,8 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str } else regen->flag&=~sce->val4; //Remove regen as specified by val4 } - if(sc->data[SC_GT_REVITALIZE]){ - regen->hp = cap_value(regen->hp*sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX); + if(sc->data[SC_GENTLETOUCH_REVITALIZE]){ + regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX); regen->state.walk= 1; } if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1 @@ -3563,23 +3587,22 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) temp += status->batk; status->batk = cap_value(temp, 0, USHRT_MAX); } - status->batk = status_calc_batk(bl, sc, status->batk); + status->batk = status_calc_batk(bl, sc, status->batk, true); } - if(flag&SCB_WATK) { - - status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk); + if(flag&SCB_WATK) { + status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk, true); if (!sd) //Should not affect weapon refine bonus - status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2); + status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2, true); if(b_status->lhw.atk) { if (sd) { sd->state.lr_flag = 1; - status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); + status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true); sd->state.lr_flag = 0; } else { - status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); - status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2); + status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true); + status->lhw.atk2 = status_calc_watk(bl, sc, b_status->lhw.atk2, true); } } @@ -3598,13 +3621,13 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) && status->luk == b_status->luk #endif ) - status->hit = status_calc_hit(bl, sc, b_status->hit); + status->hit = status_calc_hit(bl, sc, b_status->hit, true); else status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex) #ifdef RENEWAL + (status->luk/3 - b_status->luk/3) #endif - ); + , true); } if(flag&SCB_FLEE) { @@ -3613,18 +3636,18 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) && status->luk == b_status->luk #endif ) - status->flee = status_calc_flee(bl, sc, b_status->flee); + status->flee = status_calc_flee(bl, sc, b_status->flee, true); else status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi) #ifdef RENEWAL + (status->luk/5 - b_status->luk/5) #endif - ); + , true); } if(flag&SCB_DEF) { - status->def = status_calc_def(bl, sc, b_status->def); + status->def = status_calc_def(bl, sc, b_status->def, true); if( bl->type&BL_HOM ) status->def += (status->vit/5 - b_status->vit/5); @@ -3636,7 +3659,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) && status->agi == b_status->agi #endif ) - status->def2 = status_calc_def2(bl, sc, b_status->def2); + status->def2 = status_calc_def2(bl, sc, b_status->def2, true); else status->def2 = status_calc_def2(bl, sc, b_status->def2 #ifdef RENEWAL @@ -3644,12 +3667,12 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) #else + (status->vit - b_status->vit) #endif - ); + , true); } if(flag&SCB_MDEF) { - status->mdef = status_calc_mdef(bl, sc, b_status->mdef); + status->mdef = status_calc_mdef(bl, sc, b_status->mdef, true); if( bl->type&BL_HOM ) status->mdef += (status->int_/5 - b_status->int_/5); @@ -3661,7 +3684,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) && status->dex == b_status->dex #endif ) - status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2); + status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2, true); else status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) #ifdef RENEWAL @@ -3669,7 +3692,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) #else + ((status->vit - b_status->vit)>>1) #endif - ); + , true); } if(flag&SCB_SPEED) { @@ -3693,9 +3716,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) if(flag&SCB_CRI && b_status->cri) { if (status->luk == b_status->luk) - status->cri = status_calc_critical(bl, sc, b_status->cri); + status->cri = status_calc_critical(bl, sc, b_status->cri, true); else - status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk)); + status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk), true); /** * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 **/ @@ -3706,9 +3729,9 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) if(flag&SCB_FLEE2 && b_status->flee2) { if (status->luk == b_status->luk) - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2); + status->flee2 = status_calc_flee2(bl, sc, b_status->flee2, true); else - status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk)); + status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk), true); } if(flag&SCB_ATK_ELE) { @@ -3784,52 +3807,8 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) } } - if(flag&SCB_MATK) { -#ifndef RENEWAL - status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0); - status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0); -#else - /** - * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK) - * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers - **/ - status->matk_min = status->matk_max = status_base_matk(status, status_get_lv(bl)); - if( bl->type&BL_PC ){ - // Any +MATK you get from skills and cards, including cards in weapon, is added here. - if( sd->bonus.ematk > 0 ){ - status->matk_max += sd->bonus.ematk; - status->matk_min += sd->bonus.ematk; - } - status->matk_min = status_calc_ematk(bl, sc, status->matk_min); - status->matk_max = status_calc_ematk(bl, sc, status->matk_max); - //This is the only portion in MATK that varies depending on the weapon level and refinement rate. - if( status->rhw.matk > 0 ){ - int wMatk = status->rhw.matk; - int variance = wMatk * status->rhw.wlv / 10; - status->matk_min += wMatk - variance; - status->matk_max += wMatk + variance; - } - } -#endif - if (bl->type&BL_PC && sd->matk_rate != 100) { - status->matk_max = status->matk_max * sd->matk_rate/100; - status->matk_min = status->matk_min * sd->matk_rate/100; - } - - status->matk_min = status_calc_matk(bl, sc, status->matk_min); - status->matk_max = status_calc_matk(bl, sc, status->matk_max); - - if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk - || sc->data[SC_RECOGNIZEDSPELL]) - status->matk_min = status->matk_max; - -#ifdef RENEWAL - if( sd && sd->right_weapon.overrefine > 0){ - status->matk_min++; - status->matk_max += sd->right_weapon.overrefine - 1; - } -#endif - + if(flag&SCB_MATK) { + status_get_matk(bl, 0); } if(flag&SCB_ASPD) { @@ -3844,11 +3823,11 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) amotion = amotion*status->aspd_rate/1000; #else // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200)) - amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10; + amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10; if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier - amotion -= ( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) ) - * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 100; + amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) ) + * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10; if(status->aspd_rate != 1000) // absolute percentage modifier amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10; @@ -4102,38 +4081,38 @@ static unsigned short status_calc_str(struct block_list *bl, struct status_chang str -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(str,0,USHRT_MAX); } - if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50) + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50) return 50; if(sc->data[SC_INCALLSTATUS]) str += sc->data[SC_INCALLSTATUS]->val1; - if(sc->data[SC_INCSTR]) - str += sc->data[SC_INCSTR]->val1; - if(sc->data[SC_STRFOOD]) - str += sc->data[SC_STRFOOD]->val1; + if(sc->data[SC_CHASEWALK2]) + str += sc->data[SC_CHASEWALK2]->val1; + if(sc->data[SC_FOOD_STR]) + str += sc->data[SC_FOOD_STR]->val1; if(sc->data[SC_FOOD_STR_CASH]) str += sc->data[SC_FOOD_STR_CASH]->val1; - if(sc->data[SC_BATTLEORDERS]) + if(sc->data[SC_GDSKILL_BATTLEORDER]) str += 5; if(sc->data[SC_LEADERSHIP]) str += sc->data[SC_LEADERSHIP]->val1; - if(sc->data[SC_LOUD]) + if(sc->data[SC_SHOUT]) str += 4; if(sc->data[SC_TRUESIGHT]) str += 5; - if(sc->data[SC_SPURT]) + if(sc->data[SC_STRUP]) str += 10; - if(sc->data[SC_NEN]) - str += sc->data[SC_NEN]->val1; + if(sc->data[SC_NJ_NEN]) + str += sc->data[SC_NJ_NEN]->val1; if(sc->data[SC_BLESSING]){ if(sc->data[SC_BLESSING]->val2) str += sc->data[SC_BLESSING]->val2; else str >>= 1; } + if(sc->data[SC_MARIONETTE_MASTER]) + str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF; if(sc->data[SC_MARIONETTE]) - str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; - if(sc->data[SC_MARIONETTE2]) - str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF; + str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; if(sc->data[SC_GIANTGROWTH]) str += 30; if(sc->data[SC_SAVAGE_STEAK]) @@ -4144,6 +4123,8 @@ static unsigned short status_calc_str(struct block_list *bl, struct status_chang str -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) str -= sc->data[SC_KYOUGAKU]->val2; + if(sc->data[SC_FULL_THROTTLE]) + str += str * 20 / 100; return (unsigned short)cap_value(str,0,USHRT_MAX); } @@ -4157,36 +4138,36 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang agi -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(agi,0,USHRT_MAX); } - if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50) + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50) return 50; - if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) - agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100; + if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE]) + agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_INCALLSTATUS]) agi += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCAGI]) agi += sc->data[SC_INCAGI]->val1; - if(sc->data[SC_AGIFOOD]) - agi += sc->data[SC_AGIFOOD]->val1; + if(sc->data[SC_FOOD_AGI]) + agi += sc->data[SC_FOOD_AGI]->val1; if(sc->data[SC_FOOD_AGI_CASH]) agi += sc->data[SC_FOOD_AGI_CASH]->val1; if(sc->data[SC_SOULCOLD]) agi += sc->data[SC_SOULCOLD]->val1; if(sc->data[SC_TRUESIGHT]) agi += 5; - if(sc->data[SC_INCREASEAGI]) - agi += sc->data[SC_INCREASEAGI]->val2; - if(sc->data[SC_INCREASING]) + if(sc->data[SC_INC_AGI]) + agi += sc->data[SC_INC_AGI]->val2; + if(sc->data[SC_GS_ACCURACY]) agi += 4; // added based on skill updates [Reddozen] - if(sc->data[SC_DECREASEAGI]) - agi -= sc->data[SC_DECREASEAGI]->val2; + if(sc->data[SC_DEC_AGI]) + agi -= sc->data[SC_DEC_AGI]->val2; if(sc->data[SC_QUAGMIRE]) agi -= sc->data[SC_QUAGMIRE]->val2; - if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3) - agi -= sc->data[SC_SUITON]->val2; + if(sc->data[SC_NJ_SUITON] && sc->data[SC_NJ_SUITON]->val3) + agi -= sc->data[SC_NJ_SUITON]->val2; + if(sc->data[SC_MARIONETTE_MASTER]) + agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF; if(sc->data[SC_MARIONETTE]) - agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; - if(sc->data[SC_MARIONETTE2]) - agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF; + agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; if(sc->data[SC_ADORAMUS]) agi -= sc->data[SC_ADORAMUS]->val2; if(sc->data[SC_DROCERA_HERB_STEAMED]) @@ -4198,6 +4179,11 @@ static unsigned short status_calc_agi(struct block_list *bl, struct status_chang if(sc->data[SC_KYOUGAKU]) agi -= sc->data[SC_KYOUGAKU]->val2; + if(sc->data[SC_MARSHOFABYSS]) + agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100; + if(sc->data[SC_FULL_THROTTLE]) + agi += agi * 20 / 100; + return (unsigned short)cap_value(agi,0,USHRT_MAX); } @@ -4210,26 +4196,26 @@ static unsigned short status_calc_vit(struct block_list *bl, struct status_chang vit -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(vit,0,USHRT_MAX); } - if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50) + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && vit < 50) return 50; if(sc->data[SC_INCALLSTATUS]) vit += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCVIT]) vit += sc->data[SC_INCVIT]->val1; - if(sc->data[SC_VITFOOD]) - vit += sc->data[SC_VITFOOD]->val1; + if(sc->data[SC_FOOD_VIT]) + vit += sc->data[SC_FOOD_VIT]->val1; if(sc->data[SC_FOOD_VIT_CASH]) vit += sc->data[SC_FOOD_VIT_CASH]->val1; - if(sc->data[SC_CHANGE]) - vit += sc->data[SC_CHANGE]->val2; + if(sc->data[SC_HLIF_CHANGE]) + vit += sc->data[SC_HLIF_CHANGE]->val2; if(sc->data[SC_GLORYWOUNDS]) vit += sc->data[SC_GLORYWOUNDS]->val1; if(sc->data[SC_TRUESIGHT]) vit += 5; + if(sc->data[SC_MARIONETTE_MASTER]) + vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF; if(sc->data[SC_MARIONETTE]) - vit -= sc->data[SC_MARIONETTE]->val3&0xFF; - if(sc->data[SC_MARIONETTE2]) - vit += sc->data[SC_MARIONETTE2]->val3&0xFF; + vit += sc->data[SC_MARIONETTE]->val3&0xFF; if(sc->data[SC_LAUDAAGNUS]) vit += 4 + sc->data[SC_LAUDAAGNUS]->val1; if(sc->data[SC_MINOR_BBQ]) @@ -4241,8 +4227,10 @@ static unsigned short status_calc_vit(struct block_list *bl, struct status_chang if(sc->data[SC_KYOUGAKU]) vit -= sc->data[SC_KYOUGAKU]->val2; - if(sc->data[SC_STRIPARMOR]) - vit -= vit * sc->data[SC_STRIPARMOR]->val2/100; + if(sc->data[SC_NOEQUIPARMOR]) + vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2/100; + if(sc->data[SC_FULL_THROTTLE]) + vit += vit * 20 / 100; return (unsigned short)cap_value(vit,0,USHRT_MAX); } @@ -4256,19 +4244,19 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang int_ -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(int_,0,USHRT_MAX); } - if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50) + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50) return 50; if(sc->data[SC_INCALLSTATUS]) int_ += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCINT]) int_ += sc->data[SC_INCINT]->val1; - if(sc->data[SC_INTFOOD]) - int_ += sc->data[SC_INTFOOD]->val1; + if(sc->data[SC_FOOD_INT]) + int_ += sc->data[SC_FOOD_INT]->val1; if(sc->data[SC_FOOD_INT_CASH]) int_ += sc->data[SC_FOOD_INT_CASH]->val1; - if(sc->data[SC_CHANGE]) - int_ += sc->data[SC_CHANGE]->val3; - if(sc->data[SC_BATTLEORDERS]) + if(sc->data[SC_HLIF_CHANGE]) + int_ += sc->data[SC_HLIF_CHANGE]->val3; + if(sc->data[SC_GDSKILL_BATTLEORDER]) int_ += 5; if(sc->data[SC_TRUESIGHT]) int_ += 5; @@ -4278,12 +4266,12 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang else int_ >>= 1; } - if(sc->data[SC_NEN]) - int_ += sc->data[SC_NEN]->val1; + if(sc->data[SC_NJ_NEN]) + int_ += sc->data[SC_NJ_NEN]->val1; + if(sc->data[SC_MARIONETTE_MASTER]) + int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF; if(sc->data[SC_MARIONETTE]) - int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; - if(sc->data[SC_MARIONETTE2]) - int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF; + int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; if(sc->data[SC_MANDRAGORA]) int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1; if(sc->data[SC_COCKTAIL_WARG_BLOOD]) @@ -4295,10 +4283,12 @@ static unsigned short status_calc_int(struct block_list *bl, struct status_chang if(sc->data[SC_KYOUGAKU]) int_ -= sc->data[SC_KYOUGAKU]->val2; - if(sc->data[SC_STRIPHELM]) - int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100; - if(sc->data[SC__STRIPACCESSORY]) - int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100; + if(sc->data[SC_NOEQUIPHELM]) + int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100; + if(sc->data[SC__STRIPACCESSARY]) + int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100; + if(sc->data[SC_FULL_THROTTLE]) + int_ += int_ * 20 / 100; return (unsigned short)cap_value(int_,0,USHRT_MAX); } @@ -4312,19 +4302,19 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang dex -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(dex,0,USHRT_MAX); } - if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50) + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50) return 50; - if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) - dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100; + if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE]) + dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_INCALLSTATUS]) dex += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCDEX]) dex += sc->data[SC_INCDEX]->val1; - if(sc->data[SC_DEXFOOD]) - dex += sc->data[SC_DEXFOOD]->val1; + if(sc->data[SC_FOOD_DEX]) + dex += sc->data[SC_FOOD_DEX]->val1; if(sc->data[SC_FOOD_DEX_CASH]) dex += sc->data[SC_FOOD_DEX_CASH]->val1; - if(sc->data[SC_BATTLEORDERS]) + if(sc->data[SC_GDSKILL_BATTLEORDER]) dex += 5; if(sc->data[SC_HAWKEYES]) dex += sc->data[SC_HAWKEYES]->val1; @@ -4338,12 +4328,12 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang else dex >>= 1; } - if(sc->data[SC_INCREASING]) + if(sc->data[SC_GS_ACCURACY]) dex += 4; // added based on skill updates [Reddozen] + if(sc->data[SC_MARIONETTE_MASTER]) + dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF; if(sc->data[SC_MARIONETTE]) - dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; - if(sc->data[SC_MARIONETTE2]) - dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF; + dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; if(sc->data[SC_SIROMA_ICE_TEA]) dex += sc->data[SC_SIROMA_ICE_TEA]->val1; if(sc->data[SC_INSPIRATION]) @@ -4353,8 +4343,12 @@ static unsigned short status_calc_dex(struct block_list *bl, struct status_chang if(sc->data[SC_KYOUGAKU]) dex -= sc->data[SC_KYOUGAKU]->val2; - if(sc->data[SC__STRIPACCESSORY]) - dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100; + if(sc->data[SC_MARSHOFABYSS]) + dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100; + if(sc->data[SC__STRIPACCESSARY]) + dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100; + if(sc->data[SC_FULL_THROTTLE]) + dex += dex * 20 / 100; return (unsigned short)cap_value(dex,0,USHRT_MAX); } @@ -4370,24 +4364,24 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang } if(sc->data[SC_CURSE]) return 0; - if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50) + if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && luk < 50) return 50; if(sc->data[SC_INCALLSTATUS]) luk += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCLUK]) luk += sc->data[SC_INCLUK]->val1; - if(sc->data[SC_LUKFOOD]) - luk += sc->data[SC_LUKFOOD]->val1; + if(sc->data[SC_FOOD_LUK]) + luk += sc->data[SC_FOOD_LUK]->val1; if(sc->data[SC_FOOD_LUK_CASH]) luk += sc->data[SC_FOOD_LUK_CASH]->val1; if(sc->data[SC_TRUESIGHT]) luk += 5; if(sc->data[SC_GLORIA]) luk += 30; + if(sc->data[SC_MARIONETTE_MASTER]) + luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF; if(sc->data[SC_MARIONETTE]) - luk -= sc->data[SC_MARIONETTE]->val4&0xFF; - if(sc->data[SC_MARIONETTE2]) - luk += sc->data[SC_MARIONETTE2]->val4&0xFF; + luk += sc->data[SC_MARIONETTE]->val4&0xFF; if(sc->data[SC_PUTTI_TAILS_NOODLES]) luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1; if(sc->data[SC_INSPIRATION]) @@ -4399,26 +4393,33 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang if(sc->data[SC_LAUDARAMUS]) luk += 4 + sc->data[SC_LAUDARAMUS]->val1; - if(sc->data[SC__STRIPACCESSORY]) - luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100; + if(sc->data[SC__STRIPACCESSARY]) + luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100; if(sc->data[SC_BANANA_BOMB]) luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100; + if(sc->data[SC_FULL_THROTTLE]) + luk += luk * 20 / 100; return (unsigned short)cap_value(luk,0,USHRT_MAX); } -static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk) +static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) { if(!sc || !sc->count) return cap_value(batk,0,USHRT_MAX); + + if( !viewable ){ + /* some statuses that are hidden in the status window */ + return (unsigned short)cap_value(batk,0,USHRT_MAX); + } - if(sc->data[SC_ATKPOTION]) - batk += sc->data[SC_ATKPOTION]->val1; + if(sc->data[SC_PLUSATTACKPOWER]) + batk += sc->data[SC_PLUSATTACKPOWER]->val1; if(sc->data[SC_BATKFOOD]) batk += sc->data[SC_BATKFOOD]->val1; - if(sc->data[SC_GATLINGFEVER]) - batk += sc->data[SC_GATLINGFEVER]->val3; - if(sc->data[SC_MADNESSCANCEL]) + if(sc->data[SC_GS_GATLINGFEVER]) + batk += sc->data[SC_GS_GATLINGFEVER]->val3; + if(sc->data[SC_GS_MADNESSCANCEL]) batk += 100; if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) batk += 50; @@ -4433,7 +4434,7 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan batk += sc->data[SC_FULL_SWING_K]->val1; if(sc->data[SC_ODINS_POWER]) batk += 70; - if(sc->data[SC_ASH] && (bl->type==BL_MOB)){ + if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ if(status_get_element(bl) == ELE_WATER) //water type batk /= 2; } @@ -4446,42 +4447,53 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan batk += batk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) batk += batk * sc->data[SC_PROVOKE]->val3/100; - if(sc->data[SC_CONCENTRATION]) - batk += batk * sc->data[SC_CONCENTRATION]->val2/100; +#ifndef RENEWAL + if(sc->data[SC_LKCONCENTRATION]) + batk += batk * sc->data[SC_LKCONCENTRATION]->val2/100; +#endif if(sc->data[SC_SKE]) batk += batk * 3; - if(sc->data[SC_BLOODLUST]) - batk += batk * sc->data[SC_BLOODLUST]->val2/100; + if(sc->data[SC_HAMI_BLOODLUST]) + batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2/100; if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) batk -= batk * 25/100; if(sc->data[SC_CURSE]) batk -= batk * 25/100; + if( sc->data[SC_ZANGETSU] ) + batk += sc->data[SC_ZANGETSU]->val2; //Curse shouldn't effect on this? <- Curse OR Bleeding?? -// if(sc->data[SC_BLEEDING]) +// if(sc->data[SC_BLOODING]) // batk -= batk * 25/100; - if(sc->data[SC_FLEET]) - batk += batk * sc->data[SC_FLEET]->val3/100; + if(sc->data[SC_HLIF_FLEET]) + batk += batk * sc->data[SC_HLIF_FLEET]->val3/100; if(sc->data[SC__ENERVATION]) batk -= batk * sc->data[SC__ENERVATION]->val2 / 100; - if(sc->data[SC_RUSHWINDMILL]) - batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100; - if(sc->data[SC_SATURDAYNIGHTFEVER]) - batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1; + if(sc->data[SC_RUSH_WINDMILL]) + batk += batk * sc->data[SC_RUSH_WINDMILL]->val2/100; + if(sc->data[SC_SATURDAY_NIGHT_FEVER]) + batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1; if(sc->data[SC_MELODYOFSINK]) batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100; - if(sc->data[SC_BEYONDOFWARCRY]) - batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100; - if( sc->data[SC_ZANGETSU] ) - batk += batk * sc->data[SC_ZANGETSU]->val2 / 100; + if(sc->data[SC_BEYOND_OF_WARCRY]) + batk += batk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100; return (unsigned short)cap_value(batk,0,USHRT_MAX); } -static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk) +static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable) { if(!sc || !sc->count) return cap_value(watk,0,USHRT_MAX); + if( !viewable ){ + /* some statuses that are hidden in the status window */ + if(sc->data[SC_STRIKING]) + watk += sc->data[SC_STRIKING]->val2; + if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2) + watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2; + return (unsigned short)cap_value(watk,0,USHRT_MAX); + } + if(sc->data[SC_IMPOSITIO]) watk += sc->data[SC_IMPOSITIO]->val2; if(sc->data[SC_WATKFOOD]) @@ -4490,12 +4502,10 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan watk += sc->data[SC_DRUMBATTLE]->val2; if(sc->data[SC_VOLCANO]) watk += sc->data[SC_VOLCANO]->val2; - if(sc->data[SC_MERC_ATKUP]) - watk += sc->data[SC_MERC_ATKUP]->val2; + if(sc->data[SC_MER_ATK]) + watk += sc->data[SC_MER_ATK]->val2; if(sc->data[SC_FIGHTINGSPIRIT]) watk += sc->data[SC_FIGHTINGSPIRIT]->val1; - if(sc->data[SC_STRIKING]) - watk += sc->data[SC_STRIKING]->val2; if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3) watk += sc->data[SC_SHIELDSPELL_DEF]->val2; if(sc->data[SC_INSPIRATION]) @@ -4522,23 +4532,28 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan watk += sc->data[SC_NIBELUNGEN]->val2; } } - +#ifndef RENEWAL + if(sc->data[SC_STRIKING]) + watk += sc->data[SC_STRIKING]->val2; + if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2) + watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2; + if(sc->data[SC_LKCONCENTRATION]) + watk += watk * sc->data[SC_LKCONCENTRATION]->val2/100; +#endif if(sc->data[SC_INCATKRATE]) watk += watk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) watk += watk * sc->data[SC_PROVOKE]->val3/100; - if(sc->data[SC_CONCENTRATION]) - watk += watk * sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_SKE]) watk += watk * 3; if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; - if(sc->data[SC_FLEET]) - watk += watk * sc->data[SC_FLEET]->val3/100; + if(sc->data[SC_HLIF_FLEET]) + watk += watk * sc->data[SC_HLIF_FLEET]->val3/100; if(sc->data[SC_CURSE]) watk -= watk * 25/100; - if(sc->data[SC_STRIPWEAPON]) - watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100; + if(sc->data[SC_NOEQUIPWEAPON]) + watk -= watk * sc->data[SC_NOEQUIPWEAPON]->val2/100; if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) @@ -4551,10 +4566,6 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100; if(sc->data[SC_ANGRIFFS_MODUS]) watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100; -#ifdef RENEWAL_EDP - if( sc->data[SC_EDP] ) - watk = watk * (100 + sc->data[SC_EDP]->val1 * 80) / 100; -#endif return (unsigned short)cap_value(watk,0,USHRT_MAX); } @@ -4564,8 +4575,8 @@ static unsigned short status_calc_ematk(struct block_list *bl, struct status_cha if (!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); - if (sc->data[SC_MATKPOTION]) - matk += sc->data[SC_MATKPOTION]->val1; + if (sc->data[SC_PLUSMAGICPOWER]) + matk += sc->data[SC_PLUSMAGICPOWER]->val1; if (sc->data[SC_MATKFOOD]) matk += sc->data[SC_MATKFOOD]->val1; if(sc->data[SC_MANA_PLUS]) @@ -4581,18 +4592,24 @@ static unsigned short status_calc_ematk(struct block_list *bl, struct status_cha if(sc->data[SC_ODINS_POWER]) matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 if(sc->data[SC_IZAYOI]) - matk += 50 * sc->data[SC_IZAYOI]->val1; + matk += 25 * sc->data[SC_IZAYOI]->val1; return (unsigned short)cap_value(matk,0,USHRT_MAX); } #endif -static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk) +static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) { if(!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); + + if( !viewable ){ + /* some statuses that are hidden in the status window */ + return (unsigned short)cap_value(matk,0,USHRT_MAX); + } + #ifndef RENEWAL // take note fixed value first before % modifiers - if (sc->data[SC_MATKPOTION]) - matk += sc->data[SC_MATKPOTION]->val1; + if (sc->data[SC_PLUSMAGICPOWER]) + matk += sc->data[SC_PLUSMAGICPOWER]->val1; if (sc->data[SC_MATKFOOD]) matk += sc->data[SC_MATKFOOD]->val1; if (sc->data[SC_MANA_PLUS]) @@ -4608,33 +4625,38 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan if (sc->data[SC_ODINS_POWER]) matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 if (sc->data[SC_IZAYOI]) - matk += 50 * sc->data[SC_IZAYOI]->val1; + matk += 25 * sc->data[SC_IZAYOI]->val1; #endif + if( sc->data[SC_ZANGETSU] ) + matk += sc->data[SC_ZANGETSU]->val3; if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) matk += matk * sc->data[SC_MAGICPOWER]->val3/100; if (sc->data[SC_MINDBREAKER]) matk += matk * sc->data[SC_MINDBREAKER]->val2/100; if (sc->data[SC_INCMATKRATE]) matk += matk * sc->data[SC_INCMATKRATE]->val1/100; - if (sc->data[SC_MOONLITSERENADE]) - matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100; + if (sc->data[SC_MOONLIT_SERENADE]) + matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100; if (sc->data[SC_MELODYOFSINK]) matk += matk * sc->data[SC_MELODYOFSINK]->val3/100; - if (sc->data[SC_BEYONDOFWARCRY]) - matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100; - if( sc->data[SC_ZANGETSU] ) - matk += matk * sc->data[SC_ZANGETSU]->val2 / 100; + if (sc->data[SC_BEYOND_OF_WARCRY]) + matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100; return (unsigned short)cap_value(matk,0,USHRT_MAX); } -static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) { +static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) { if(!sc || !sc->count) return cap_value(critical,10,SHRT_MAX); - if (sc->data[SC_INCCRI]) - critical += sc->data[SC_INCCRI]->val2; + if( !viewable ){ + /* some statuses that are hidden in the status window */ + return (short)cap_value(critical,10,SHRT_MAX); + } + + if (sc->data[SC_CRITICALPERCENT]) + critical += sc->data[SC_CRITICALPERCENT]->val2; if (sc->data[SC_EXPLOSIONSPIRITS]) critical += sc->data[SC_EXPLOSIONSPIRITS]->val2; if (sc->data[SC_FORTUNE]) @@ -4658,30 +4680,35 @@ static signed short status_calc_critical(struct block_list *bl, struct status_ch return (short)cap_value(critical,10,SHRT_MAX); } -static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit) +static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable) { if(!sc || !sc->count) return cap_value(hit,1,SHRT_MAX); + if( !viewable ){ + /* some statuses that are hidden in the status window */ + return (short)cap_value(hit,1,SHRT_MAX); + } + if(sc->data[SC_INCHIT]) hit += sc->data[SC_INCHIT]->val1; - if(sc->data[SC_HITFOOD]) - hit += sc->data[SC_HITFOOD]->val1; + if(sc->data[SC_FOOD_BASICHIT]) + hit += sc->data[SC_FOOD_BASICHIT]->val1; if(sc->data[SC_TRUESIGHT]) hit += sc->data[SC_TRUESIGHT]->val3; if(sc->data[SC_HUMMING]) hit += sc->data[SC_HUMMING]->val2; - if(sc->data[SC_CONCENTRATION]) - hit += sc->data[SC_CONCENTRATION]->val3; + if(sc->data[SC_LKCONCENTRATION]) + hit += sc->data[SC_LKCONCENTRATION]->val3; if(sc->data[SC_INSPIRATION]) hit += 5 * sc->data[SC_INSPIRATION]->val1; - if(sc->data[SC_ADJUSTMENT]) + if(sc->data[SC_GS_ADJUSTMENT]) hit -= 30; - if(sc->data[SC_INCREASING]) + if(sc->data[SC_GS_ACCURACY]) hit += 20; // RockmanEXE; changed based on updated [Reddozen] - if(sc->data[SC_MERC_HITUP]) - hit += sc->data[SC_MERC_HITUP]->val2; + if(sc->data[SC_MER_HIT]) + hit += sc->data[SC_MER_HIT]->val2; if(sc->data[SC_INCHITRATE]) hit += hit * sc->data[SC_INCHITRATE]->val1/100; @@ -4691,13 +4718,13 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change hit -= hit * sc->data[SC__GROOMY]->val3 / 100; if(sc->data[SC_FEAR]) hit -= hit * 20 / 100; - if (sc->data[SC_ASH]) + if (sc->data[SC_VOLCANIC_ASH]) hit /= 2; return (short)cap_value(hit,1,SHRT_MAX); } -static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee) +static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) { if( bl->type == BL_PC ) { @@ -4710,10 +4737,15 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change if(!sc || !sc->count) return cap_value(flee,1,SHRT_MAX); + if( !viewable ){ + /* some statuses that are hidden in the status window */ + return (short)cap_value(flee,1,SHRT_MAX); + } + if(sc->data[SC_INCFLEE]) flee += sc->data[SC_INCFLEE]->val1; - if(sc->data[SC_FLEEFOOD]) - flee += sc->data[SC_FLEEFOOD]->val1; + if(sc->data[SC_FOOD_BASICAVOIDANCE]) + flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1; if(sc->data[SC_WHISTLE]) flee += sc->data[SC_WHISTLE]->val2; if(sc->data[SC_WINDWALK]) @@ -4722,28 +4754,26 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change flee += sc->data[SC_VIOLENTGALE]->val2; if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka] flee += sc->data[SC_MOON_COMFORT]->val2; - if(sc->data[SC_CLOSECONFINE]) + if(sc->data[SC_RG_CCONFINE_M]) flee += 10; if (sc->data[SC_ANGRIFFS_MODUS]) flee -= sc->data[SC_ANGRIFFS_MODUS]->val3; if (sc->data[SC_OVERED_BOOST]) flee = max(flee,sc->data[SC_OVERED_BOOST]->val2); - if(sc->data[SC_ADJUSTMENT]) + if(sc->data[SC_GS_ADJUSTMENT]) flee += 30; - if(sc->data[SC_SPEED]) - flee += 10 + sc->data[SC_SPEED]->val1 * 10; - if(sc->data[SC_GATLINGFEVER]) - flee -= sc->data[SC_GATLINGFEVER]->val4; + if(sc->data[SC_HLIF_SPEED]) + flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10; + if(sc->data[SC_GS_GATLINGFEVER]) + flee -= sc->data[SC_GS_GATLINGFEVER]->val4; if(sc->data[SC_PARTYFLEE]) flee += sc->data[SC_PARTYFLEE]->val1 * 10; - if(sc->data[SC_MERC_FLEEUP]) - flee += sc->data[SC_MERC_FLEEUP]->val2; + if(sc->data[SC_MER_FLEE]) + flee += sc->data[SC_MER_FLEE]->val2; if( sc->data[SC_HALLUCINATIONWALK] ) flee += sc->data[SC_HALLUCINATIONWALK]->val2; if( sc->data[SC_WATER_BARRIER] ) flee -= sc->data[SC_WATER_BARRIER]->val3; - if( sc->data[SC_MARSHOFABYSS] ) - flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1); #ifdef RENEWAL if( sc->data[SC_SPEARQUICKEN] ) flee += 2 * sc->data[SC_SPEARQUICKEN]->val1; @@ -4767,13 +4797,13 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change flee -= flee * sc->data[SC__LAZINESS]->val3 / 100; if( sc->data[SC_GLOOMYDAY] ) flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100; - if( sc->data[SC_SATURDAYNIGHTFEVER] ) - flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100; + if( sc->data[SC_SATURDAY_NIGHT_FEVER] ) + flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100; if( sc->data[SC_WIND_STEP_OPTION] ) flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100; if( sc->data[SC_ZEPHYR] ) flee += flee * sc->data[SC_ZEPHYR]->val2 / 100; - if(sc->data[SC_ASH] && (bl->type==BL_MOB)){ //mob + if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob if(status_get_element(bl) == ELE_WATER) //water type flee /= 2; } @@ -4781,13 +4811,18 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change return (short)cap_value(flee,1,SHRT_MAX); } -static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2) +static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable) { if(!sc || !sc->count) return cap_value(flee2,10,SHRT_MAX); - if(sc->data[SC_INCFLEE2]) - flee2 += sc->data[SC_INCFLEE2]->val2; + if( !viewable ){ + /* some statuses that are hidden in the status window */ + return (short)cap_value(flee2,10,SHRT_MAX); + } + + if(sc->data[SC_PLUSAVOIDVALUE]) + flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2; if(sc->data[SC_WHISTLE]) flee2 += sc->data[SC_WHISTLE]->val3*10; if(sc->data[SC__UNLUCKY]) @@ -4795,11 +4830,20 @@ static signed short status_calc_flee2(struct block_list *bl, struct status_chang return (short)cap_value(flee2,10,SHRT_MAX); } -static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) { +defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) { if(!sc || !sc->count) return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); + if( !viewable ){ + /* some statuses that are hidden in the status window */ + if( sc && sc->data[SC_CAMOUFLAGE] ) + def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100; + if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 ) + def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4; + return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); + } + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) return 0; if(sc->data[SC_SKA]) @@ -4813,12 +4857,12 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc, return 90; #endif - if(sc->data[SC_ARMORCHANGE]) - def += sc->data[SC_ARMORCHANGE]->val2; + if(sc->data[SC_STONESKIN]) + def += sc->data[SC_STONESKIN]->val2; if(sc->data[SC_DRUMBATTLE]) def += sc->data[SC_DRUMBATTLE]->val3; - if(sc->data[SC_DEFENCE]) //[orn] - def += sc->data[SC_DEFENCE]->val2 ; + if(sc->data[SC_HAMI_DEFENCE]) //[orn] + def += sc->data[SC_HAMI_DEFENCE]->val2 ; if(sc->data[SC_INCDEFRATE]) def += def * sc->data[SC_INCDEFRATE]->val1/100; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) @@ -4833,28 +4877,24 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc, def >>=1; if(sc->data[SC_FREEZE]) def >>=1; - if(sc->data[SC_SIGNUMCRUCIS]) - def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100; - if(sc->data[SC_CONCENTRATION]) - def -= def * sc->data[SC_CONCENTRATION]->val4/100; + if(sc->data[SC_CRUCIS]) + def -= def * sc->data[SC_CRUCIS]->val2/100; + if(sc->data[SC_LKCONCENTRATION]) + def -= def * sc->data[SC_LKCONCENTRATION]->val4/100; if(sc->data[SC_SKE]) def >>=1; if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense-> def -= def * sc->data[SC_PROVOKE]->val4/100; - if(sc->data[SC_STRIPSHIELD]) - def -= def * sc->data[SC_STRIPSHIELD]->val2/100; + if(sc->data[SC_NOEQUIPSHIELD]) + def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100; if (sc->data[SC_FLING]) def -= def * (sc->data[SC_FLING]->val2)/100; - if( sc->data[SC_FREEZING] ) - def -= def * 10 / 100; - if( sc->data[SC_MARSHOFABYSS] ) - def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100; if( sc->data[SC_ANALYZE] ) def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if( sc->data[SC_FORCEOFVANGUARD] ) def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; - if(sc->data[SC_SATURDAYNIGHTFEVER]) - def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100; + if(sc->data[SC_SATURDAY_NIGHT_FEVER]) + def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100; if(sc->data[SC_EARTHDRIVE]) def -= def * 25 / 100; if( sc->data[SC_ROCK_CRUSHER] ) @@ -4863,15 +4903,17 @@ static defType status_calc_def(struct block_list *bl, struct status_change *sc, def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100; if( sc->data[SC_PRESTIGE] ) def += def * sc->data[SC_PRESTIGE]->val1 / 100; - if(sc->data[SC_ASH] && (bl->type==BL_MOB)){ + if( sc->data[SC_FROSTMISTY] ) + def -= def * 10 / 100; + if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ if(status_get_race(bl)==RC_PLANT) def /= 2; } - return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);; + return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); } -static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2) +signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable) { if(!sc || !sc->count) #ifdef RENEWAL @@ -4880,6 +4922,21 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change return (short)cap_value(def2,1,SHRT_MAX); #endif + if( !viewable ){ + /* some statuses that are hidden in the status window */ +#ifdef RENEWAL + if( sc && sc->data[SC_ASSUMPTIO] ) + def2 <<= 1; +#endif + if( sc && sc->data[SC_CAMOUFLAGE] ) + def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100; +#ifdef RENEWAL + return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); +#else + return (short)cap_value(def2,1,SHRT_MAX); +#endif + } + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) return 0; if(sc->data[SC_ETERNALCHAOS]) @@ -4896,9 +4953,9 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100; #else def2 += def2 * sc->data[SC_ANGELUS]->val2/100; + if(sc->data[SC_LKCONCENTRATION]) + def2 -= def2 * sc->data[SC_LKCONCENTRATION]->val4/100; #endif - if(sc->data[SC_CONCENTRATION]) - def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100; if(sc->data[SC_POISON]) def2 -= def2 * 25/100; if(sc->data[SC_DPOISON]) @@ -4912,18 +4969,16 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100; if(sc->data[SC_FLING]) def2 -= def2 * (sc->data[SC_FLING]->val3)/100; - if( sc->data[SC_FREEZING] ) - def2 -= def2 * 3 / 10; if(sc->data[SC_ANALYZE]) def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if( sc->data[SC_ECHOSONG] ) def2 += def2 * sc->data[SC_ECHOSONG]->val2/100; - if(sc->data[SC_ASH] && (bl->type==BL_MOB)){ + if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ if(status_get_race(bl)==RC_PLANT) def2 /= 2; } - if (sc->data[SC_PARALYSIS]) - def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100; + if (sc->data[SC_NEEDLE_OF_PARALYZE]) + def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100; #ifdef RENEWAL return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); @@ -4933,11 +4988,16 @@ static signed short status_calc_def2(struct block_list *bl, struct status_change } -static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) { +defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable) { if(!sc || !sc->count) return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); + if( !viewable ){ + /* some statuses that are hidden in the status window */ + return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); + } + if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) return 0; if(sc->data[SC_BARRIER]) @@ -4948,15 +5008,13 @@ static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, return 90; #endif - if(sc->data[SC_ARMORCHANGE]) - mdef += sc->data[SC_ARMORCHANGE]->val3; + if(sc->data[SC_STONESKIN]) + mdef += sc->data[SC_STONESKIN]->val3; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) mdef += 50; if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1; - if(sc->data[SC_CONCENTRATION]) - mdef += 1; //Skill info says it adds a fixed 1 Mdef point. - if(sc->data[SC_STONEHARDSKIN]) + if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech] mdef += sc->data[SC_STONEHARDSKIN]->val1; if(sc->data[SC_WATER_BARRIER]) mdef += sc->data[SC_WATER_BARRIER]->val2; @@ -4964,21 +5022,21 @@ static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, mdef += 25*mdef/100; if(sc->data[SC_FREEZE]) mdef += 25*mdef/100; - if( sc->data[SC_MARSHOFABYSS] ) - mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100; if(sc->data[SC_ANALYZE]) mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; - if(sc->data[SC_SYMPHONYOFLOVER]) - mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100; - if(sc->data[SC_GT_CHANGE] && sc->data[SC_GT_CHANGE]->val4) - mdef -= mdef * sc->data[SC_GT_CHANGE]->val4 / 100; + if(sc->data[SC_SYMPHONY_LOVE]) + mdef += mdef * sc->data[SC_SYMPHONY_LOVE]->val2 / 100; + if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4) + mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100; if (sc->data[SC_ODINS_POWER]) mdef -= 20 * sc->data[SC_ODINS_POWER]->val1; + if(sc->data[SC_BURNING]) + mdef -= mdef *25 / 100; return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); } -static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2) +signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable) { if(!sc || !sc->count) #ifdef RENEWAL @@ -4987,6 +5045,16 @@ static signed short status_calc_mdef2(struct block_list *bl, struct status_chang return (short)cap_value(mdef2,1,SHRT_MAX); #endif + if( !viewable ){ + /* some statuses that are hidden in the status window */ +#ifdef RENEWAL + if(sc && sc->data[SC_ASSUMPTIO]) + mdef2 <<= 1; + return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); +#else + return (short)cap_value(mdef2,1,SHRT_MAX); +#endif + } if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) return 0; @@ -5063,9 +5131,9 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 ); else if( sd && sc->data[SC_DANCING] ) - val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); + val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); - if( sc->data[SC_DECREASEAGI] ) + if( sc->data[SC_DEC_AGI] ) val = max( val, 25 ); if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) ) val = max( val, 50 ); @@ -5085,16 +5153,14 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha val = max( val, 75 ); if( sc->data[SC_SLOWDOWN] ) // Slow Potion val = max( val, 100 ); - if( sc->data[SC_GATLINGFEVER] ) + if( sc->data[SC_GS_GATLINGFEVER] ) val = max( val, 100 ); - if( sc->data[SC_SUITON] ) - val = max( val, sc->data[SC_SUITON]->val3 ); + if( sc->data[SC_NJ_SUITON] ) + val = max( val, sc->data[SC_NJ_SUITON]->val3 ); if( sc->data[SC_SWOO] ) val = max( val, 300 ); - if( sc->data[SC_FREEZING] ) - val = max( val, 70 ); - if( sc->data[SC_MARSHOFABYSS] ) - val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 ); + if( sc->data[SC_FROSTMISTY] ) + val = max( val, 50 ); if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 ) val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) ); if( sc->data[SC__GROOMY] ) @@ -5109,6 +5175,9 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 ); if( sc->data[SC_MELON_BOMB] ) val = max( val, sc->data[SC_MELON_BOMB]->val1 ); + + if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end. + val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 ); if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate ); @@ -5121,9 +5190,9 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha { int val = 0; - if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script + if( sc->data[SC_MOVHASTE_INFINITY] ) //FIXME: used both by NPC_AGIUP and Speed Potion script val = max( val, 50 ); - if( sc->data[SC_INCREASEAGI] ) + if( sc->data[SC_INC_AGI] ) val = max( val, 25 ); if( sc->data[SC_WINDWALK] ) val = max( val, 2 * sc->data[SC_WINDWALK]->val1 ); @@ -5137,8 +5206,8 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha val = max( val, 25 ); if( sc->data[SC_RUN] ) val = max( val, 55 ); - if( sc->data[SC_AVOID] ) - val = max( val, 10 * sc->data[SC_AVOID]->val1 ); + if( sc->data[SC_HLIF_AVOID] ) + val = max( val, 10 * sc->data[SC_HLIF_AVOID]->val1 ); if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) val = max( val, 75 ); if( sc->data[SC_CLOAKINGEXCEED] ) @@ -5147,13 +5216,14 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha val = max( val, 10 ); if( sc->data[SC_GN_CARTBOOST] ) val = max( val, sc->data[SC_GN_CARTBOOST]->val2 ); - if( sc->data[SC_SWINGDANCE] ) - val = max( val, sc->data[SC_SWINGDANCE]->val2 ); + if( sc->data[SC_SWING] ) + val = max( val, sc->data[SC_SWING]->val2 ); if( sc->data[SC_WIND_STEP_OPTION] ) val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 ); - + if( sc->data[SC_FULL_THROTTLE] ) + val = max( val, 30); //FIXME: official items use a single bonus for this [ultramage] - if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup + if( sc->data[SC_MOVHASTE_HORSE] ) // temporary item-based speedup val = max( val, 25 ); if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) ); @@ -5171,6 +5241,8 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha speed += speed * (50 - 5 * pc->checkskill(sd,MC_PUSHCART)) / 100; if( sc->data[SC_PARALYSE] ) speed += speed * 50 / 100; + if( sc->data[SC_REBOUND] ) + speed += max(speed, 100); if( speed_rate != 100 ) speed = speed * speed_rate / 100; if( sc->data[SC_STEELBODY] ) @@ -5179,6 +5251,7 @@ static unsigned short status_calc_speed(struct block_list *bl, struct status_cha speed = max(speed, 200); if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed speed = speed * 100 / sc->data[SC_WALKSPEED]->val1; + } return (short)cap_value(speed,10,USHRT_MAX); @@ -5194,22 +5267,19 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s if(!sc || !sc->count) return 0; - if(sc->data[i=SC_ASPDPOTION3] || - sc->data[i=SC_ASPDPOTION2] || - sc->data[i=SC_ASPDPOTION1] || - sc->data[i=SC_ASPDPOTION0]) + if(sc->data[i=SC_ATTHASTE_INFINITY] || + sc->data[i=SC_ATTHASTE_POTION3] || + sc->data[i=SC_ATTHASTE_POTION2] || + sc->data[i=SC_ATTHASTE_POTION1]) pots += sc->data[i]->val1; if( !sc->data[SC_QUAGMIRE] ){ - if(sc->data[SC_STAR_COMFORT]) - skills1 = 5; // needs more info - if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7) skills1 = 7; - if(sc->data[SC_ONEHAND] && skills1 < 7) skills1 = 7; + if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7; - if(sc->data[SC_MERC_QUICKEN] && skills1 < 7) // needs more info + if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info skills1 = 7; if(sc->data[SC_ADRENALINE2] && skills1 < 6) @@ -5221,48 +5291,25 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s if(sc->data[SC_SPEARQUICKEN] && skills1 < 7) skills1 = 7; - if(sc->data[SC_GATLINGFEVER] && skills1 < 9) // needs more info - skills1 = 9; - - if(sc->data[SC_FLEET] && skills1 < 5) + if(sc->data[SC_HLIF_FLEET] && skills1 < 5) skills1 = 5; - - if(sc->data[SC_ASSNCROS] && - skills1 < 5+1*sc->data[SC_ASSNCROS]->val1) // needs more info - { - if (bl->type!=BL_PC) - skills1 = 4+1*sc->data[SC_ASSNCROS]->val1; - else - switch(((TBL_PC*)bl)->status.weapon) - { - case W_BOW: - case W_REVOLVER: - case W_RIFLE: - case W_GATLING: - case W_SHOTGUN: - case W_GRENADE: - break; - default: - skills1 = 5+1*sc->data[SC_ASSNCROS]->val1; - } - } } if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15) skills1 = 15; - else if(sc->data[SC_MADNESSCANCEL] && skills1 < 15) // needs more info - skills1 = 15; + else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20) + skills1 = 20; if(sc->data[SC_DONTFORGETME]) - skills2 -= sc->data[SC_DONTFORGETME]->val2; // needs more info + skills2 -= sc->data[SC_DONTFORGETME]->val2; if(sc->data[SC_LONGING]) - skills2 -= sc->data[SC_LONGING]->val2; // needs more info + skills2 -= sc->data[SC_LONGING]->val2; if(sc->data[SC_STEELBODY]) skills2 -= 25; if(sc->data[SC_SKA]) skills2 -= 25; if(sc->data[SC_DEFENDER]) - skills2 -= sc->data[SC_DEFENDER]->val4; // needs more info + skills2 -= sc->data[SC_DEFENDER]->val4 / 10; if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info skills2 -= 25; if(sc->data[SC_GRAVITATION]) @@ -5273,8 +5320,8 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) skills2 -= 10; } - if( sc->data[SC_FREEZING] ) - skills2 -= 30; + if( sc->data[SC_FROSTMISTY] ) + skills2 -= 15; if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) skills2 -= 50; if( sc->data[SC_PARALYSE] ) @@ -5285,25 +5332,46 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s skills2 -= sc->data[SC__INVISIBILITY]->val2 ; if( sc->data[SC__GROOMY] ) skills2 -= sc->data[SC__GROOMY]->val2; - if( sc->data[SC_SWINGDANCE] ) - skills2 += sc->data[SC_SWINGDANCE]->val2; - if( sc->data[SC_DANCEWITHWUG] ) - skills2 += sc->data[SC_DANCEWITHWUG]->val3; if( sc->data[SC_GLOOMYDAY] ) skills2 -= sc->data[SC_GLOOMYDAY]->val3; if( sc->data[SC_EARTHDRIVE] ) skills2 -= 25; - if( sc->data[SC_GT_CHANGE] ) - skills2 += sc->data[SC_GT_CHANGE]->val3; if( sc->data[SC_MELON_BOMB] ) skills2 -= sc->data[SC_MELON_BOMB]->val1; + + if( sc->data[SC_SWING] ) + skills2 += sc->data[SC_SWING]->val2; + if( sc->data[SC_DANCE_WITH_WUG] ) + skills2 += sc->data[SC_DANCE_WITH_WUG]->val3; + if( sc->data[SC_GENTLETOUCH_CHANGE] ) + skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3; if( sc->data[SC_BOOST500] ) skills2 += sc->data[SC_BOOST500]->val1; if( sc->data[SC_EXTRACT_SALAMINE_JUICE] ) skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1; if( sc->data[SC_INCASPDRATE] ) skills2 += sc->data[SC_INCASPDRATE]->val1; - + if( sc->data[SC_GS_GATLINGFEVER] ) + skills2 += sc->data[SC_GS_GATLINGFEVER]->val1; + if( sc->data[SC_STAR_COMFORT] ) + skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1; + if( sc->data[SC_ASSNCROS] && !skills1){ + if (bl->type!=BL_PC) + skills2 += sc->data[SC_ASSNCROS]->val2; + else + switch(((TBL_PC*)bl)->status.weapon) + { + case W_BOW: + case W_REVOLVER: + case W_RIFLE: + case W_GATLING: + case W_SHOTGUN: + case W_GRENADE: + break; + default: + skills2 += sc->data[SC_ASSNCROS]->val2; + } + } return ( flag&1? (skills1 + pots) : skills2 ); } #endif @@ -5344,13 +5412,13 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * max < sc->data[SC_TWOHANDQUICKEN]->val2) max = sc->data[SC_TWOHANDQUICKEN]->val2; - if(sc->data[SC_ONEHAND] && - max < sc->data[SC_ONEHAND]->val2) - max = sc->data[SC_ONEHAND]->val2; + if(sc->data[SC_ONEHANDQUICKEN] && + max < sc->data[SC_ONEHANDQUICKEN]->val2) + max = sc->data[SC_ONEHANDQUICKEN]->val2; - if(sc->data[SC_MERC_QUICKEN] && - max < sc->data[SC_MERC_QUICKEN]->val2) - max = sc->data[SC_MERC_QUICKEN]->val2; + if(sc->data[SC_MER_QUICKEN] && + max < sc->data[SC_MER_QUICKEN]->val2) + max = sc->data[SC_MER_QUICKEN]->val2; if(sc->data[SC_ADRENALINE2] && max < sc->data[SC_ADRENALINE2]->val3) @@ -5364,13 +5432,13 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * max < sc->data[SC_SPEARQUICKEN]->val2) max = sc->data[SC_SPEARQUICKEN]->val2; - if(sc->data[SC_GATLINGFEVER] && - max < sc->data[SC_GATLINGFEVER]->val2) - max = sc->data[SC_GATLINGFEVER]->val2; + if(sc->data[SC_GS_GATLINGFEVER] && + max < sc->data[SC_GS_GATLINGFEVER]->val2) + max = sc->data[SC_GS_GATLINGFEVER]->val2; - if(sc->data[SC_FLEET] && - max < sc->data[SC_FLEET]->val2) - max = sc->data[SC_FLEET]->val2; + if(sc->data[SC_HLIF_FLEET] && + max < sc->data[SC_HLIF_FLEET]->val2) + max = sc->data[SC_HLIF_FLEET]->val2; if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) @@ -5395,14 +5463,14 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) aspd_rate -= 300; - else if(sc->data[SC_MADNESSCANCEL]) + else if(sc->data[SC_GS_MADNESSCANCEL]) aspd_rate -= 200; } - if( sc->data[i=SC_ASPDPOTION3] || - sc->data[i=SC_ASPDPOTION2] || - sc->data[i=SC_ASPDPOTION1] || - sc->data[i=SC_ASPDPOTION0] ) + if( sc->data[i=SC_ATTHASTE_INFINITY] || + sc->data[i=SC_ATTHASTE_POTION3] || + sc->data[i=SC_ATTHASTE_POTION2] || + sc->data[i=SC_ATTHASTE_POTION1] ) aspd_rate -= sc->data[i]->val2; if(sc->data[SC_DONTFORGETME]) @@ -5425,8 +5493,8 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) aspd_rate += 100; } - if( sc->data[SC_FREEZING] ) - aspd_rate += 300; + if( sc->data[SC_FROSTMISTY] ) + aspd_rate += 150; if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) aspd_rate += 500; if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) @@ -5439,16 +5507,16 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ; if( sc->data[SC__GROOMY] ) aspd_rate += sc->data[SC__GROOMY]->val2 * 10; - if( sc->data[SC_SWINGDANCE] ) - aspd_rate -= sc->data[SC_SWINGDANCE]->val2 * 10; - if( sc->data[SC_DANCEWITHWUG] ) - aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10; + if( sc->data[SC_SWING] ) + aspd_rate -= sc->data[SC_SWING]->val2 * 10; + if( sc->data[SC_DANCE_WITH_WUG] ) + aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10; if( sc->data[SC_GLOOMYDAY] ) aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10; if( sc->data[SC_EARTHDRIVE] ) aspd_rate += 250; - if( sc->data[SC_GT_CHANGE] ) - aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10; + if( sc->data[SC_GENTLETOUCH_CHANGE] ) + aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10; if( sc->data[SC_MELON_BOMB] ) aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10; if( sc->data[SC_BOOST500] ) @@ -5474,8 +5542,6 @@ static unsigned short status_calc_dmotion(struct block_list *bl, struct status_c **/ if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) ) return 0; - if( sc->data[SC_CONCENTRATION] ) - return 0; if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] ) return 0; @@ -5497,7 +5563,7 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) maxhp += maxhp * 2; - if(sc->data[SC_MARIONETTE]) + if(sc->data[SC_MARIONETTE_MASTER]) maxhp -= 1000; if(sc->data[SC_SOLID_SKIN_OPTION]) maxhp += 2000;// Fix amount. @@ -5506,8 +5572,8 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) maxhp += 500; - if(sc->data[SC_MERC_HPUP]) - maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100; + if(sc->data[SC_MER_HP]) + maxhp += maxhp * sc->data[SC_MER_HP]->val2/100; if(sc->data[SC_EPICLESIS]) maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100; @@ -5515,18 +5581,18 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang maxhp -= maxhp * 15 / 100; if(sc->data[SC__WEAKNESS]) maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100; - if(sc->data[SC_LERADSDEW]) - maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100; + if(sc->data[SC_LERADS_DEW]) + maxhp += maxhp * sc->data[SC_LERADS_DEW]->val3 / 100; if(sc->data[SC_FORCEOFVANGUARD]) maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; if(sc->data[SC_INSPIRATION]) //Custom value. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100; if(sc->data[SC_RAISINGDRAGON]) maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; - if(sc->data[SC_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] % - maxhp -= maxhp * (4 * sc->data[SC_GT_CHANGE]->val1) / 100; - if(sc->data[SC_GT_REVITALIZE])// Max HP increase: [Skill Level x 2] % - maxhp += maxhp * (2 * sc->data[SC_GT_REVITALIZE]->val1) / 100; + if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] % + maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100; + if(sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] % + maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100; if(sc->data[SC_MUSTLE_M]) maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100; if(sc->data[SC_MYSTERIOUS_POWDER]) @@ -5537,6 +5603,8 @@ static unsigned int status_calc_maxhp(struct block_list *bl, struct status_chang maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100; if (sc->data[SC_GOLDENE_FERSE]) maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100; + if(sc->data[SC_FRIGG_SONG]) + maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100; return (unsigned int)cap_value(maxhp,1,UINT_MAX); } @@ -5550,10 +5618,10 @@ static unsigned int status_calc_maxsp(struct block_list *bl, struct status_chang maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100; if(sc->data[SC_INCMSP]) maxsp += (sc->data[SC_INCMSP]->val1); - if(sc->data[SC_SERVICE4U]) - maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100; - if(sc->data[SC_MERC_SPUP]) - maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100; + if(sc->data[SC_SERVICEFORYOU]) + maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100; + if(sc->data[SC_MER_SP]) + maxsp += maxsp * sc->data[SC_MER_SP]->val2/100; if(sc->data[SC_RAISINGDRAGON]) maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; if(sc->data[SC_LIFE_FORCE_F]) @@ -5575,10 +5643,10 @@ static unsigned char status_calc_element(struct block_list *bl, struct status_ch return ELE_EARTH; if(sc->data[SC_BENEDICTIO]) return ELE_HOLY; - if(sc->data[SC_CHANGEUNDEAD]) + if(sc->data[SC_PROPERTYUNDEAD]) return ELE_UNDEAD; - if(sc->data[SC_ELEMENTALCHANGE]) - return sc->data[SC_ELEMENTALCHANGE]->val2; + if(sc->data[SC_ARMOR_PROPERTY]) + return sc->data[SC_ARMOR_PROPERTY]->val2; if(sc->data[SC_SHAPESHIFT]) return sc->data[SC_SHAPESHIFT]->val2; @@ -5596,10 +5664,10 @@ static unsigned char status_calc_element_lv(struct block_list *bl, struct status return 1; if(sc->data[SC_BENEDICTIO]) return 1; - if(sc->data[SC_CHANGEUNDEAD]) + if(sc->data[SC_PROPERTYUNDEAD]) return 1; - if(sc->data[SC_ELEMENTALCHANGE]) - return sc->data[SC_ELEMENTALCHANGE]->val1; + if(sc->data[SC_ARMOR_PROPERTY]) + return sc->data[SC_ARMOR_PROPERTY]->val1; if(sc->data[SC_SHAPESHIFT]) return 1; if(sc->data[SC__INVISIBILITY]) @@ -5615,25 +5683,25 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch return element; if(sc->data[SC_ENCHANTARMS]) return sc->data[SC_ENCHANTARMS]->val2; - if(sc->data[SC_WATERWEAPON] + if(sc->data[SC_PROPERTYWATER] || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) return ELE_WATER; - if(sc->data[SC_EARTHWEAPON] + if(sc->data[SC_PROPERTYGROUND] || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) return ELE_EARTH; - if(sc->data[SC_FIREWEAPON] + if(sc->data[SC_PROPERTYFIRE] || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) return ELE_FIRE; - if(sc->data[SC_WINDWEAPON] + if(sc->data[SC_PROPERTYWIND] || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) return ELE_WIND; - if(sc->data[SC_ENCPOISON]) + if(sc->data[SC_ENCHANTPOISON]) return ELE_POISON; if(sc->data[SC_ASPERSIO]) return ELE_HOLY; - if(sc->data[SC_SHADOWWEAPON]) + if(sc->data[SC_PROPERTYDARK]) return ELE_DARK; - if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY]) + if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY]) return ELE_GHOST; if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] ) return ELE_WATER; @@ -6119,14 +6187,14 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti //Status that are blocked by Golden Thief Bug card or Wand of Hermod if (status_isimmune(bl)) switch (type) { - case SC_DECREASEAGI: + case SC_DEC_AGI: case SC_SILENCE: case SC_COMA: - case SC_INCREASEAGI: + case SC_INC_AGI: case SC_BLESSING: case SC_SLOWPOISON: case SC_IMPOSITIO: - case SC_AETERNA: + case SC_LEXAETERNA: case SC_SUFFRAGIUM: case SC_BENEDICTIO: case SC_PROVIDENCE: @@ -6137,11 +6205,11 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti case SC_GLORIA: case SC_WINDWALK: case SC_MAGICROD: - case SC_HALLUCINATION: + case SC_ILLUSION: case SC_STONE: case SC_QUAGMIRE: - case SC_SUITON: - case SC_SWINGDANCE: + case SC_NJ_SUITON: + case SC_SWING: case SC__ENERVATION: case SC__GROOMY: case SC__IGNORANCE: @@ -6164,7 +6232,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti return tick; case SC_DPOISON: case SC_SILENCE: - case SC_BLEEDING: + case SC_BLOODING: sc_def = status->vit*100; sc_def2 = status->luk*10; break; @@ -6172,11 +6240,11 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti sc_def = status->int_*100; sc_def2 = status->luk*10; break; - case SC_DEEPSLEEP: + case SC_DEEP_SLEEP: sc_def = status->int_*50; tick_def = status->int_*10 + status_get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int. break; - case SC_DECREASEAGI: + case SC_DEC_AGI: case SC_ADORAMUS: //Arch Bishop if (sd) tick>>=1; //Half duration for players. case SC_STONE: @@ -6205,13 +6273,13 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti sc_def = (status->str + status->int_)*50; sc_def2 = status->luk*10; break; - case SC_ANKLE: + case SC_ANKLESNARE: if(status->mode&MD_BOSS) // Lasts 5 times less on bosses tick /= 5; sc_def = status->agi*50; break; case SC_MAGICMIRROR: - case SC_ARMORCHANGE: + case SC_STONESKIN: if (sd) //Duration greatly reduced for players. tick /= 15; sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate @@ -6231,21 +6299,20 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti tick -= (status->vit + status->luk) / 20 * 1000; break; case SC_BURNING: - // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583 - tick -= 50*status->luk + 60*status->int_ + 170*status->vit; - tick = max(tick,10000); // Minimum Duration 10s. + tick -= 75 * status->luk + 125 * status->agi; + tick = max(tick,5000); // Minimum Duration 5s. break; - case SC_FREEZING: + case SC_FROSTMISTY: tick -= 1000 * ((status->vit + status->dex) / 20); - tick = max(tick,10000); // Minimum Duration 10s. + tick = max(tick,6000); // Minimum Duration 10s. break; case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT) sc_def = 100 - ( 100 - status->int_* 8 / 10 ); sc_def = max(sc_def, 5); // minimum of 5% break; - case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)} - rate -= status->agi*1000/4; - rate = max(rate,50000); // minimum of 50% + case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)} + rate -= status->agi*100/4; + rate = max(rate,5000); // minimum of 50% break; case SC_ELECTRICSHOCKER: if( bl->type == BL_MOB ) @@ -6258,11 +6325,11 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti sc_def = (status->vit+status->luk)/5; break; case SC_KYOUGAKU: - tick -= 30*status->int_; + tick -= 1000 * status_get_int(bl) / 20; break; - case SC_PARALYSIS: - tick -= 50 * (status->vit + status->luk); //(1000/20); - break; + case SC_NEEDLE_OF_PARALYZE: + tick -= 50 * (status->vit + status->luk); //(1000/20); + break; default: //Effect that cannot be reduced? Likely a buff. if (!(rnd()%10000 < rate)) @@ -6320,7 +6387,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti //Minimum chances switch (type) { - case SC_BITE: + case SC_WUGBITE: rate = max(rate, 5000); //Minimum of 50% break; } @@ -6330,8 +6397,8 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti { if( sd->reseff[type-SC_COMMON_MIN] > 0 ) rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000; - if( sd->sc.data[SC_COMMONSC_RESIST] ) - rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100; + if( sd->sc.data[SC_TARGET_BLOOD] ) + rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100; } } @@ -6350,13 +6417,13 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti //Minimum durations switch (type) { - case SC_ANKLE: + case SC_ANKLESNARE: case SC_MARSHOFABYSS: case SC_STASIS: tick = max(tick, 5000); //Minimum duration 5s break; case SC_BURNING: - case SC_FREEZING: + case SC_FROSTMISTY: tick = max(tick, 10000); //Minimum duration 10s break; default: @@ -6460,9 +6527,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val return 0; // Immune to status ailements switch( type ) { case SC_QUAGMIRE://Tester said it protects against this and decrease agi. - case SC_DECREASEAGI: + case SC_DEC_AGI: case SC_BURNING: - case SC_FREEZING: + case SC_FROSTMISTY: //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech] case SC_MARSHOFABYSS: case SC_TOXIN: @@ -6474,7 +6541,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_OBLIVIONCURSE: case SC_LEECHESEND: case SC_CRYSTALIZE: ////08/31/2011 - Class Balance Changes - case SC_DEEPSLEEP: + case SC_DEEP_SLEEP: case SC_MANDRAGORA: return 0; } @@ -6483,8 +6550,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX ) return 0; // Immune to status ailements switch( type ) { - case SC_DEEPSLEEP: - case SC_SATURDAYNIGHTFEVER: + case SC_DEEP_SLEEP: + case SC_SATURDAY_NIGHT_FEVER: case SC_PYREXIA: case SC_DEATHHURT: case SC_MAGICMUSHROOM: @@ -6528,14 +6595,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val //Undead are immune to Freeze/Stone if (undead_flag && !(flag&1)) return 0; - case SC_DEEPSLEEP: + case SC_DEEP_SLEEP: case SC_SLEEP: case SC_STUN: - case SC_FREEZING: + case SC_FROSTMISTY: case SC_CRYSTALIZE: if (sc->opt1) return 0; //Cannot override other opt1 status changes. [Skotlex] - if((type == SC_FREEZE || type == SC_FREEZING || type == SC_CRYSTALIZE) && sc->data[SC_WARMER]) + if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_CRYSTALIZE) && sc->data[SC_WARMER]) return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] break; @@ -6543,23 +6610,23 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC__BLOODYLUST: if(!sd) return 0; //should only affect player case SC_BERSERK: - if (((type == SC_BERSERK) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC__BLOODYLUST])) - || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC_BERSERK])) + if (((type == SC_BERSERK) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC__BLOODYLUST])) + || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC_BERSERK])) ) return 0; break; case SC_BURNING: - if(sc->opt1 || sc->data[SC_FREEZING]) + if(sc->opt1 || sc->data[SC_FROSTMISTY]) return 0; break; - case SC_SIGNUMCRUCIS: + case SC_CRUCIS: //Only affects demons and undead element (but not players) if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) return 0; break; - case SC_AETERNA: + case SC_LEXAETERNA: if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] ) return 0; break; @@ -6568,9 +6635,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val return 0; break; case SC_OVERTHRUST: - if (sc->data[SC_MAXOVERTHRUST]) + if (sc->data[SC_OVERTHRUSTMAX]) return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] - case SC_MAXOVERTHRUST: + case SC_OVERTHRUSTMAX: if( sc->option&OPTION_MADOGEAR ) return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind] break; @@ -6578,7 +6645,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE))) return 0; if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DECREASEAGI] || + sc->data[SC_DEC_AGI] || sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind] ) return 0; @@ -6587,27 +6654,27 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2))) return 0; if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DECREASEAGI] + sc->data[SC_DEC_AGI] ) return 0; break; case SC_MAGNIFICAT: - if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat + if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat return 0; break; - case SC_ONEHAND: - case SC_MERC_QUICKEN: + case SC_ONEHANDQUICKEN: + case SC_MER_QUICKEN: case SC_TWOHANDQUICKEN: - if(sc->data[SC_DECREASEAGI]) + if(sc->data[SC_DEC_AGI]) return 0; - case SC_INCREASEAGI: + case SC_INC_AGI: if(sd && pc_issit(sd)){ pc->setstand(sd); clif->standing(&sd->bl); } - case SC_CONCENTRATE: + case SC_CONCENTRATION: case SC_SPEARQUICKEN: case SC_TRUESIGHT: case SC_WINDWALK: @@ -6648,7 +6715,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } break; //Strip skills, need to divest something or it fails. - case SC_STRIPWEAPON: + case SC_NOEQUIPWEAPON: if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data int i; opt_flag = 0; //Reuse to check success condition. @@ -6664,7 +6731,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; - case SC_STRIPSHIELD: + case SC_NOEQUIPSHIELD: if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. else if (sd && !(flag&4)) { @@ -6678,7 +6745,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; - case SC_STRIPARMOR: + case SC_NOEQUIPARMOR: if (sd && !(flag&4)) { int i; if(sd->bonus.unstripable_equip&EQP_ARMOR) @@ -6690,7 +6757,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; - case SC_STRIPHELM: + case SC_NOEQUIPHELM: if (sd && !(flag&4)) { int i; if(sd->bonus.unstripable_equip&EQP_HELM) @@ -6702,67 +6769,67 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; - case SC_MERC_FLEEUP: - case SC_MERC_ATKUP: - case SC_MERC_HPUP: - case SC_MERC_SPUP: - case SC_MERC_HITUP: + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HP: + case SC_MER_SP: + case SC_MER_HIT: if( bl->type != BL_MER ) return 0; // Stats only for Mercenaries break; - case SC_STRFOOD: + case SC_FOOD_STR: if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) return 0; break; - case SC_AGIFOOD: + case SC_FOOD_AGI: if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) return 0; break; - case SC_VITFOOD: + case SC_FOOD_VIT: if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) return 0; break; - case SC_INTFOOD: + case SC_FOOD_INT: if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) return 0; break; - case SC_DEXFOOD: + case SC_FOOD_DEX: if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) return 0; break; - case SC_LUKFOOD: + case SC_FOOD_LUK: if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) return 0; break; case SC_FOOD_STR_CASH: - if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) + if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1) return 0; break; case SC_FOOD_AGI_CASH: - if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) + if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1) return 0; break; case SC_FOOD_VIT_CASH: - if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) + if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1) return 0; break; case SC_FOOD_INT_CASH: - if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) + if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1) return 0; break; case SC_FOOD_DEX_CASH: - if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) + if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1) return 0; break; case SC_FOOD_LUK_CASH: - if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) + if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1) return 0; break; case SC_CAMOUFLAGE: if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) ) return 0; break; - case SC__STRIPACCESSORY: + case SC__STRIPACCESSARY: if( sd ) { int i = -1; if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) { @@ -6793,10 +6860,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if(sc->data[i]) return 0; } break; - case SC_SATURDAYNIGHTFEVER: + case SC_SATURDAY_NIGHT_FEVER: if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST]) return 0; break; + case SC_OFFERTORIUM: + if (sc->data[SC_MAGNIFICAT]) + return 0; + break; } //Check for BOSS resistances @@ -6805,20 +6876,20 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val return 0; switch (type) { case SC_BLESSING: - case SC_DECREASEAGI: + case SC_DEC_AGI: case SC_PROVOKE: case SC_COMA: case SC_GRAVITATION: - case SC_SUITON: + case SC_NJ_SUITON: case SC_RICHMANKIM: case SC_ROKISWEIL: case SC_FOGWALL: - case SC_FREEZING: + case SC_FROSTMISTY: case SC_BURNING: case SC_MARSHOFABYSS: case SC_ADORAMUS: - case SC_PARALYSIS: - case SC_DEEPSLEEP: + case SC_NEEDLE_OF_PARALYZE: + case SC_DEEP_SLEEP: case SC_CRYSTALIZE: // Exploit prevention - kRO Fix @@ -6832,7 +6903,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_LEECHESEND: // Ranger Effects - case SC_BITE: + case SC_WUGBITE: case SC_ELECTRICSHOCKER: case SC_MAGNETICFIELD: @@ -6851,35 +6922,35 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val status_change_end(bl, SC_STONE, INVALID_TIMER); } break; - case SC_INCREASEAGI: - status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER); + case SC_INC_AGI: + status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); break; case SC_QUAGMIRE: - status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER); + status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); status_change_end(bl, SC_WINDWALK, INVALID_TIMER); //Also blocks the ones below... - case SC_DECREASEAGI: + case SC_DEC_AGI: status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); //Also blocks the ones below... case SC_DONTFORGETME: - status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER); + status_change_end(bl, SC_INC_AGI, INVALID_TIMER); status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ONEHAND, INVALID_TIMER); - status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); break; - case SC_ONEHAND: + case SC_ONEHANDQUICKEN: //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] - status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER); - status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER); - status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER); - status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); break; - case SC_MAXOVERTHRUST: + case SC_OVERTHRUSTMAX: //Cancels Normal Overthrust. [Skotlex] status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); break; @@ -6896,18 +6967,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val status_change_end(bl, SC_GOSPEL, INVALID_TIMER); break; case SC_HIDING: - status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER); - status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER); + status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); + status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); break; case SC__BLOODYLUST: case SC_BERSERK: if(battle_config.berserk_cancels_buffs) { - status_change_end(bl, SC_ONEHAND, INVALID_TIMER); + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); + status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); status_change_end(bl, SC_PARRYING, INVALID_TIMER); status_change_end(bl, SC_AURABLADE, INVALID_TIMER); - status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER); + status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); } #ifdef RENEWAL else { @@ -6923,61 +6994,65 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); break; case SC_CARTBOOST: - if(sc->data[SC_DECREASEAGI]) + if(sc->data[SC_DEC_AGI]) { //Cancel Decrease Agi, but take no further effect [Skotlex] - status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER); + status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); return 0; } break; case SC_FUSION: - status_change_end(bl, SC_SPIRIT, INVALID_TIMER); + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); break; - case SC_ADJUSTMENT: - status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER); + case SC_GS_ADJUSTMENT: + status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); break; - case SC_MADNESSCANCEL: - status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER); + case SC_GS_MADNESSCANCEL: + status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); break; //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up - case SC_CHANGEUNDEAD: + case SC_PROPERTYUNDEAD: status_change_end(bl, SC_BLESSING, INVALID_TIMER); - status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER); + status_change_end(bl, SC_INC_AGI, INVALID_TIMER); break; - case SC_STRFOOD: + case SC_FOOD_STR: status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); break; - case SC_AGIFOOD: + case SC_FOOD_AGI: status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); break; - case SC_VITFOOD: + case SC_FOOD_VIT: status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); break; - case SC_INTFOOD: + case SC_FOOD_INT: status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); break; - case SC_DEXFOOD: + case SC_FOOD_DEX: status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); break; - case SC_LUKFOOD: + case SC_FOOD_LUK: status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); break; case SC_FOOD_STR_CASH: - status_change_end(bl, SC_STRFOOD, INVALID_TIMER); + status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); break; case SC_FOOD_AGI_CASH: - status_change_end(bl, SC_AGIFOOD, INVALID_TIMER); + status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); break; case SC_FOOD_VIT_CASH: - status_change_end(bl, SC_VITFOOD, INVALID_TIMER); + status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); break; case SC_FOOD_INT_CASH: - status_change_end(bl, SC_INTFOOD, INVALID_TIMER); + status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); break; case SC_FOOD_DEX_CASH: - status_change_end(bl, SC_DEXFOOD, INVALID_TIMER); + status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); break; case SC_FOOD_LUK_CASH: - status_change_end(bl, SC_LUKFOOD, INVALID_TIMER); + status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); + break; + case SC_ENDURE: + if( val4 ) + status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); break; case SC_FIGHTINGSPIRIT: status_change_end(bl, type, INVALID_TIMER); // Remove previous one. @@ -6985,57 +7060,57 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_MARSHOFABYSS: status_change_end(bl, SC_INCAGI, INVALID_TIMER); status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER); - status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER); - status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER); - status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); break; - case SC_SWINGDANCE: - case SC_SYMPHONYOFLOVER: - case SC_MOONLITSERENADE: - case SC_RUSHWINDMILL: + case SC_SWING: + case SC_SYMPHONY_LOVE: + case SC_MOONLIT_SERENADE: + case SC_RUSH_WINDMILL: case SC_ECHOSONG: case SC_HARMONIZE: //group A doesn't overlap - if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); - if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); - if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); - if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); + if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); + if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); break; - case SC_VOICEOFSIREN: - case SC_DEEPSLEEP: + case SC_SIREN: + case SC_DEEP_SLEEP: case SC_GLOOMYDAY: - case SC_SONGOFMANA: - case SC_DANCEWITHWUG: - case SC_SATURDAYNIGHTFEVER: - case SC_LERADSDEW: + case SC_SONG_OF_MANA: + case SC_DANCE_WITH_WUG: + case SC_SATURDAY_NIGHT_FEVER: + case SC_LERADS_DEW: case SC_MELODYOFSINK: - case SC_BEYONDOFWARCRY: - case SC_UNLIMITEDHUMMINGVOICE: //group B - if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER); - if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER); - if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); + case SC_BEYOND_OF_WARCRY: + case SC_UNLIMITED_HUMMING_VOICE: //group B + if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); + if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); - if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); + if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); if (type != SC_GLOOMYDAY) { status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER); } - if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER); - if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); - if (type != SC_SATURDAYNIGHTFEVER) { - if (sc->data[SC_SATURDAYNIGHTFEVER]) { - sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; //mark to not lose hp - status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER); + if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + if (type != SC_SATURDAY_NIGHT_FEVER) { + if (sc->data[SC_SATURDAY_NIGHT_FEVER]) { + sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); } } break; case SC_REFLECTSHIELD: - status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER); + status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); break; - case SC_REFLECTDAMAGE: + case SC_LG_REFLECTDAMAGE: status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); break; case SC_SHIELDSPELL_DEF: @@ -7049,15 +7124,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( type != SC_SHIELDSPELL_REF ) status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); break; - case SC_GT_ENERGYGAIN: - case SC_GT_CHANGE: - case SC_GT_REVITALIZE: - if( type != SC_GT_REVITALIZE ) - status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER); - if( type != SC_GT_ENERGYGAIN ) - status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER); - if( type != SC_GT_CHANGE ) - status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER); + case SC_GENTLETOUCH_ENERGYGAIN: + case SC_GENTLETOUCH_CHANGE: + case SC_GENTLETOUCH_REVITALIZE: + if( type != SC_GENTLETOUCH_REVITALIZE ) + status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); + if( type != SC_GENTLETOUCH_ENERGYGAIN ) + status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); + if( type != SC_GENTLETOUCH_CHANGE ) + status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); break; case SC_INVINCIBLE: status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); @@ -7073,24 +7148,24 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val //Check for overlapping fails if( (sce = sc->data[type]) ) { switch( type ) { - case SC_MERC_FLEEUP: - case SC_MERC_ATKUP: - case SC_MERC_HPUP: - case SC_MERC_SPUP: - case SC_MERC_HITUP: + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HP: + case SC_MER_SP: + case SC_MER_HIT: if( sce->val1 > val1 ) val1 = sce->val1; break; case SC_ADRENALINE: case SC_ADRENALINE2: - case SC_WEAPONPERFECTION: + case SC_WEAPONPERFECT: case SC_OVERTHRUST: if (sce->val2 > val2) return 0; break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: - case SC_BOSSMAPINFO: + case SC_CASH_BOSS_ALARM: case SC_STUN: case SC_SLEEP: case SC_POISON: @@ -7098,13 +7173,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_SILENCE: case SC_CONFUSION: case SC_BLIND: - case SC_BLEEDING: + case SC_BLOODING: case SC_DPOISON: - case SC_CLOSECONFINE2: //Can't be re-closed in. + case SC_RG_CCONFINE_S: //Can't be re-closed in. + case SC_MARIONETTE_MASTER: case SC_MARIONETTE: - case SC_MARIONETTE2: case SC_NOCHAT: - case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. + case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. case SC__INVISIBILITY: case SC__ENERVATION: case SC__GROOMY: @@ -7113,17 +7188,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC__WEAKNESS: case SC__UNLUCKY: return 0; - case SC_COMBO: + case SC_COMBOATTACK: case SC_DANCING: case SC_DEVOTION: - case SC_ASPDPOTION0: - case SC_ASPDPOTION1: - case SC_ASPDPOTION2: - case SC_ASPDPOTION3: - case SC_ATKPOTION: - case SC_MATKPOTION: + case SC_ATTHASTE_POTION1: + case SC_ATTHASTE_POTION2: + case SC_ATTHASTE_POTION3: + case SC_ATTHASTE_INFINITY: + case SC_PLUSATTACKPOWER: + case SC_PLUSMAGICPOWER: case SC_ENCHANTARMS: - case SC_ARMOR_ELEMENT: + case SC_ARMORPROPERTY: case SC_ARMOR_RESIST: break; case SC_GOSPEL: @@ -7153,7 +7228,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = sce->val3; val4 = sce->val4; break; - case SC_LERADSDEW: + case SC_LERADS_DEW: if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])) return 0; case SC_SHAPESHIFT: @@ -7178,8 +7253,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val calc_flag = StatusChangeFlagTable[type]; if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs switch(type) { - case SC_DECREASEAGI: - case SC_INCREASEAGI: + case SC_DEC_AGI: + case SC_INC_AGI: val2 = 2 + val1; //Agi change break; case SC_ENDURE: @@ -7209,7 +7284,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); tick = -1; break; - case SC_SIGNUMCRUCIS: + case SC_CRUCIS: val2 = 10 + 4*val1; //Def reduction tick = -1; clif->emotion(bl,E_SWT); @@ -7220,7 +7295,10 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_EDP: // [Celest] val2 = val1 + 2; //Chance to Poison enemies. - #ifndef RENEWAL_EDP + #ifdef RENEWAL_EDP + val3 = 50*(val1+3); + val4 = 100 * ((val1 + 1)/2 + 2); + #else val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) #endif if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds @@ -7247,18 +7325,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 5; //Lasts 5 hits tick = -1; break; - case SC_ENCPOISON: + case SC_ENCHANTPOISON: val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate case SC_ASPERSIO: - case SC_FIREWEAPON: - case SC_WATERWEAPON: - case SC_WINDWEAPON: - case SC_EARTHWEAPON: - case SC_SHADOWWEAPON: - case SC_GHOSTWEAPON: + case SC_PROPERTYFIRE: + case SC_PROPERTYWATER: + case SC_PROPERTYWIND: + case SC_PROPERTYGROUND: + case SC_PROPERTYDARK: + case SC_PROPERTYTELEKINESIS: skill->enchant_elemental_end(bl,type); break; - case SC_ELEMENTALCHANGE: + case SC_ARMOR_PROPERTY: // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) // val2 : Element (When no element, random one is picked) // val3 : 0 = called by skill 1 = called by script (fixed level) @@ -7291,19 +7369,19 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } break; - case SC_STRIPWEAPON: + case SC_NOEQUIPWEAPON: if (!sd) //Watk reduction val2 = 25; break; - case SC_STRIPSHIELD: + case SC_NOEQUIPSHIELD: if (!sd) //Def reduction val2 = 15; break; - case SC_STRIPARMOR: + case SC_NOEQUIPARMOR: if (!sd) //Vit reduction val2 = 40; break; - case SC_STRIPHELM: + case SC_NOEQUIPHELM: if (!sd) //Int reduction val2 = 40; break; @@ -7334,7 +7412,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 0; #endif break; - case SC_SUITON: + case SC_NJ_SUITON: if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { //No penalties. val2 = 0; //Agi penalty @@ -7345,13 +7423,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 3*((val1+1)/3); if (val1 > 4) val2--; break; - case SC_ONEHAND: + case SC_ONEHANDQUICKEN: case SC_TWOHANDQUICKEN: val2 = 300; if (val1 > 10) //For boss casted skills [Skotlex] val2 += 20*(val1-10); break; - case SC_MERC_QUICKEN: + case SC_MER_QUICKEN: val2 = 300; break; #ifndef RENEWAL_ASPD @@ -7365,24 +7443,28 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val //val3 : Brings the skill_lv (merged into val1 here) //val4 : Partner if (val1 == CG_MOONLIT) - clif->status_change(bl,SI_MOONLIT,1,tick,0, 0, 0); + clif->status_change(bl,SI_MOON,1,tick,0, 0, 0); val1|= (val3<<16); val3 = tick/1000; //Tick duration tick_time = 1000; // [GodLesZ] tick time break; case SC_LONGING: + #ifdef RENEWAL + val2 = 50 + 10 * val1; + #else val2 = 500-100*val1; //Aspd penalty. + #endif break; case SC_EXPLOSIONSPIRITS: val2 = 75 + 25*val1; //Cri bonus break; - case SC_ASPDPOTION0: - case SC_ASPDPOTION1: - case SC_ASPDPOTION2: - case SC_ASPDPOTION3: - val2 = 50*(2+type-SC_ASPDPOTION0); - break; + case SC_ATTHASTE_POTION1: + case SC_ATTHASTE_POTION2: + case SC_ATTHASTE_POTION3: + case SC_ATTHASTE_INFINITY: + val2 = 50*(2+type-SC_ATTHASTE_POTION1); + break; case SC_WEDDING: case SC_XMAS: @@ -7407,7 +7489,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = tick/1000; //Petrified HP-damage iterations. if(val3 < 1) val3 = 1; tick = val4; //Petrifying time. - tick = max(tick, 1000); //Min time + if(val4 > 500) // not with WL_SIENNAEXECRATE + tick = max(tick, 1000); //Min time calc_flag = 0; //Actual status changes take effect on petrified state. break; @@ -7439,7 +7522,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_CONFUSION: clif->emotion(bl,E_WHAT); break; - case SC_BLEEDING: + case SC_BLOODING: val4 = tick/10000; if (!val4) val4 = 1; tick_time = 10000; // [GodLesZ] tick time @@ -7455,7 +7538,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = 1; tick_time = val2 * 1000; // [GodLesZ] tick time break; - case SC_BOSSMAPINFO: + case SC_CASH_BOSS_ALARM: if( sd != NULL ) { struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map @@ -7479,7 +7562,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_CHASEWALK: val2 = tick>0?tick:10000; //Interval at which SP is drained. val3 = 35 - 5 * val1; //Speed adjustment. - if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE) + if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE) val3 -= 40; val4 = 10+val1*2; //SP cost. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5; @@ -7500,24 +7583,24 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_SIGHT: /* splash status */ case SC_RUWACH: - case SC_SIGHTBLASTER: + case SC_WZ_SIGHTBLASTER: val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. val2 = tick/250; tick_time = 10; // [GodLesZ] tick time break; //Permanent effects. - case SC_AETERNA: + case SC_LEXAETERNA: case SC_MODECHANGE: - case SC_WEIGHT50: - case SC_WEIGHT90: + case SC_WEIGHTOVER50: + case SC_WEIGHTOVER90: case SC_BROKENWEAPON: case SC_BROKENARMOR: - case SC_READYSTORM: - case SC_READYDOWN: - case SC_READYCOUNTER: - case SC_READYTURN: - case SC_DODGE: + case SC_STORMKICK_READY: + case SC_DOWNKICK_READY: + case SC_COUNTERKICK_READY: + case SC_TURNKICK_READY: + case SC_DODGE_READY: case SC_PUSH_CART: case SC_ALL_RIDING: tick = -1; @@ -7591,7 +7674,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_JOINTBEAT: if( val2&BREAK_NECK ) - sc_start2(bl,SC_BLEEDING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1)); + sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1)); break; case SC_BERSERK: @@ -7614,7 +7697,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } break; - case SC_MARIONETTE: + case SC_MARIONETTE_MASTER: { int stat; @@ -7628,13 +7711,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); break; } - case SC_MARIONETTE2: + case SC_MARIONETTE: { int stat,max_stat; // fetch caster information struct block_list *pbl = iMap->id2bl(val1); struct status_change *psc = pbl?status_get_sc(pbl):NULL; - struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL; + struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL; // fetch target's stats struct status_data* status = status_get_status_data(bl); // battle status @@ -7652,7 +7735,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF); break; } - case SC_REJECTSWORD: + case SC_SWORDREJECT: val2 = 15*val1; //Reflect chance val3 = 3; //Reflections tick = -1; @@ -7667,7 +7750,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 50*val1; //aspd reduction break; - case SC_REGENERATION: + case SC_GDSKILL_REGENERATION: if (val1 == 1) val2 = 2; else @@ -7706,18 +7789,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val status_zap(bl, status->hp-1, val2?0:status->sp); return 1; break; - case SC_CLOSECONFINE2: + case SC_RG_CCONFINE_S: { struct block_list *src = val2?iMap->id2bl(val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; - struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL; + struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL; if (src && sc2) { if (!sce2) //Start lock on caster. - sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000); + sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); else { //Increase count of locked enemies and refresh time. (sce2->val2)++; iTimer->delete_timer(sce2->timer, status_change_timer); - sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); + sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, status_change_timer, src->id, SC_RG_CCONFINE_M); } } else //Status failed. return 0; @@ -7742,7 +7825,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } break; - case SC_COMBO: { + case SC_COMBOATTACK: { //val1: Skill ID //val2: When given, target (for autotargetting skills) //val3: When set, this combo time should NOT delay attack/movement @@ -7780,7 +7863,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if (vd) vd->dead_sit = 1; tick = -1; break; - case SC_CONCENTRATE: + case SC_CONCENTRATION: val2 = 2 + val1; if (sd) { //Store the card-bonus data that should not count in the % val3 = sd->param_bonus[1]; //Agi @@ -7789,7 +7872,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = val4 = 0; } break; - case SC_MAXOVERTHRUST: + case SC_OVERTHRUSTMAX: val2 = 20*val1; //Power increase break; case SC_OVERTHRUST: @@ -7801,14 +7884,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_ADRENALINE2: case SC_ADRENALINE: val3 = (val2) ? 300 : 200; // aspd increase - case SC_WEAPONPERFECTION: + case SC_WEAPONPERFECT: if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; - case SC_CONCENTRATION: + case SC_LKCONCENTRATION: val2 = 5*val1; //Batk/Watk Increase val3 = 10*val1; //Hit Increase val4 = 5*val1; //Def reduction + sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect break; case SC_ANGELUS: val2 = 5*val1; //def increase @@ -7838,7 +7922,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; // gs_something1 [Vicious] - case SC_GATLINGFEVER: + case SC_GS_GATLINGFEVER: val2 = 20*val1; //Aspd increase val3 = 20+10*val1; //Batk increase val4 = 5*val1; //Flee decrease @@ -7856,18 +7940,18 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = 2+3*val1; //Atk increase val4 = 5+5*val1; //Def reduction. break; - case SC_AVOID: + case SC_HLIF_AVOID: //val2 = 10*val1; //Speed change rate. break; - case SC_DEFENCE: + case SC_HAMI_DEFENCE: val2 = 2*val1; //Def bonus break; - case SC_BLOODLUST: + case SC_HAMI_BLOODLUST: val2 = 20+10*val1; //Atk rate change. val3 = 3*val1; //Leech chance val4 = 20; //Leech percent break; - case SC_FLEET: + case SC_HLIF_FLEET: val2 = 30*val1; //Aspd change val3 = 5+5*val1; //bAtk/wAtk rate change break; @@ -7901,14 +7985,14 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } } break; - case SC_UTSUSEMI: + case SC_NJ_UTSUSEMI: val2=(val1+1)/2; // number of hits blocked val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value. break; - case SC_BUNSINJYUTSU: + case SC_NJ_BUNSINJYUTSU: val2=(val1+1)/2; // number of hits blocked break; - case SC_CHANGE: + case SC_HLIF_CHANGE: val2= 30*val1; //Vit increase val3= 20*val1; //Int increase break; @@ -7944,7 +8028,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 20*val1; //Magic reflection/cast rate break; - case SC_ARMORCHANGE: + case SC_STONESKIN: if (val2 == NPC_ANTIMAGIC) { //Boost mdef val2 =-20; @@ -7956,32 +8040,32 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2*=val1; //20% per level val3*=val1; break; - case SC_EXPBOOST: - case SC_JEXPBOOST: + case SC_CASH_PLUSEXP: + case SC_CASH_PLUSONLYJOBEXP: if (val1 < 0) val1 = 0; break; - case SC_INCFLEE2: - case SC_INCCRI: + case SC_PLUSAVOIDVALUE: + case SC_CRITICALPERCENT: val2 = val1*10; //Actual boost (since 100% = 1000) break; case SC_SUFFRAGIUM: val2 = 15 * val1; //Speed cast decrease break; - case SC_INCHEALRATE: + case SC_HEALPLUS: if (val1 < 1) val1 = 1; break; - case SC_HALLUCINATION: + case SC_ILLUSION: val2 = 5+val1; //Factor by which displayed damage is increased by break; - case SC_DOUBLECAST: + case SC_DOUBLECASTING: val2 = 30+10*val1; //Trigger rate break; case SC_KAIZEL: val2 = 10*val1; //% of life to be revived with break; - // case SC_ARMOR_ELEMENT: + // case SC_ARMORPROPERTY: // case SC_ARMOR_RESIST: // Mod your resistance against elements: // val1 = water | val2 = earth | val3 = fire | val4 = wind @@ -7991,13 +8075,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val //associated, and yet are not wrong/unknown. [Skotlex] //break; - case SC_MERC_FLEEUP: - case SC_MERC_ATKUP: - case SC_MERC_HITUP: + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HIT: val2 = 15 * val1; break; - case SC_MERC_HPUP: - case SC_MERC_SPUP: + case SC_MER_HP: + case SC_MER_SP: val2 = 5 * val1; break; case SC_REBIRTH: @@ -8023,8 +8107,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 1000; // [GodLesZ] tick time break; case SC_BURNING: - val4 = tick / 2000; // Total Ticks to Burn!! - tick_time = 2000; // [GodLesZ] tick time + val4 = tick / 3000; // Total Ticks to Burn!! + tick_time = 3000; // [GodLesZ] tick time break; /** * Rune Knight @@ -8110,24 +8194,27 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_WHITEIMPRISON: status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FREEZING, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STONE, INVALID_TIMER); break; - case SC_FREEZING: + case SC_MARSHOFABYSS: + val2 = 6 * val1; + if( sd ) // half on players + val2 >>= 1; + break; + case SC_FROSTMISTY: status_change_end(bl, SC_BURNING, INVALID_TIMER); break; case SC_READING_SB: // val2 = sp reduction per second tick_time = 5000; // [GodLesZ] tick time break; - case SC_SPHERE_1: - case SC_SPHERE_2: - case SC_SPHERE_3: - case SC_SPHERE_4: - case SC_SPHERE_5: - if( !sd ) - return 0; // Should only work on players. + case SC_SUMMON1: + case SC_SUMMON2: + case SC_SUMMON3: + case SC_SUMMON4: + case SC_SUMMON5: val4 = tick / 1000; if( val4 < 1 ) val4 = 1; @@ -8168,7 +8255,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 1000; // [GodLesZ] tick time } break; - case SC__STRIPACCESSORY: + case SC__STRIPACCESSARY: if (!sd) val2 = 20; break; @@ -8212,8 +8299,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 10 * val1; val_flag |= 1|2; // bypasses coating protection and MADO - sc_start(bl,SC_STRIPWEAPON,100,val1,tick); - sc_start(bl,SC_STRIPSHIELD,100,val1,tick); + sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick); + sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick); break; break; case SC_GN_CARTBOOST: @@ -8230,7 +8317,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val break; case SC_WARMER: status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_FREEZING, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER); break; case SC_STRIKING: @@ -8238,36 +8325,42 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; - case SC_BLOODSUCKER: - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time + case SC_BLOOD_SUCKER: + { + struct block_list *src = iMap->id2bl(sce->val2); + val3 = 1; + if(src) + val3 = 200 + 100 * sce->val1 + status_get_int(src); + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + } break; case SC_VACUUM_EXTREME: tick -= (status->str / 20) * 1000; val4 = val3 = tick / 100; tick_time = 100; // [GodLesZ] tick time break; - case SC_SWINGDANCE: + case SC_SWING: val2 = 4 * val1; // Walk speed and aspd reduction. break; - case SC_SYMPHONYOFLOVER: - case SC_RUSHWINDMILL: + case SC_SYMPHONY_LOVE: + case SC_RUSH_WINDMILL: case SC_ECHOSONG: val2 = 6 * val1; val2 += val3; //Adding 1% * Lesson Bonus val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel break; - case SC_MOONLITSERENADE: + case SC_MOONLIT_SERENADE: val2 = 10 * val1; break; case SC_HARMONIZE: val2 = 5 + 5 * val1; break; - case SC_VOICEOFSIREN: + case SC_SIREN: val4 = tick / 2000; tick_time = 2000; // [GodLesZ] tick time break; - case SC_DEEPSLEEP: + case SC_DEEP_SLEEP: val4 = tick / 2000; tick_time = 2000; // [GodLesZ] tick time break; @@ -8277,12 +8370,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; - case SC_SONGOFMANA: + case SC_SONG_OF_MANA: val3 = 10 + (2 * val2); val4 = tick/3000; tick_time = 3000; // [GodLesZ] tick time break; - case SC_SATURDAYNIGHTFEVER: + case SC_SATURDAY_NIGHT_FEVER: if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1); if (!val4) val4 = 3000; val3 = tick/val4; @@ -8302,7 +8395,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 ); break; case SC_SITDOWN_FORCE: - case SC_BANANA_BOMB_SITDOWN: + case SC_BANANA_BOMB_SITDOWN_POSTDELAY: if( sd && !pc_issit(sd) ) { pc_setsit(sd); @@ -8310,19 +8403,19 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val clif->sitting(bl); } break; - case SC_DANCEWITHWUG: + case SC_DANCE_WITH_WUG: val3 = (5 * val1) + (1 * val2); //Still need official value. break; - case SC_LERADSDEW: + case SC_LERADS_DEW: val3 = (5 * val1) + (1 * val2); break; case SC_MELODYOFSINK: val3 = (5 * val1) + (1 * val2); break; - case SC_BEYONDOFWARCRY: + case SC_BEYOND_OF_WARCRY: val3 = (5 * val1) + (1 * val2); break; - case SC_UNLIMITEDHUMMINGVOICE: + case SC_UNLIMITED_HUMMING_VOICE: { struct unit_data *ud = unit_bl2ud(bl); if( ud == NULL ) return 0; @@ -8330,7 +8423,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = 15 - (2 * val2); } break; - case SC_REFLECTDAMAGE: + case SC_LG_REFLECTDAMAGE: val2 = 15 + 5 * val1; val3 = (val1==5)?20:(val1+4)*2; // SP consumption val4 = tick/10000; @@ -8398,15 +8491,17 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val val3 = tick / 5000; tick_time = 5000; // [GodLesZ] tick time break; - case SC_GT_CHANGE: + case SC_GENTLETOUCH_CHANGE: {// take note there is no def increase as skill desc says. [malufett] struct block_list * src; val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % - if( (src = iMap->id2bl(val2)) ) + if( (src = iMap->id2bl(val2)) ){ val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] + val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] + } } break; - case SC_GT_REVITALIZE: + case SC_GENTLETOUCH_REVITALIZE: {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] struct block_list * src; val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % @@ -8519,8 +8614,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 10000; // [GodLesZ] tick time break; case SC_KYOUGAKU: - val2 = 2*val1 + rand()%val1; - clif->status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0); + val2 = 2*val1 + rand()%(3 * val1); + clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise break; case SC_KAGEMUSYA: val3 = val1 * 2; @@ -8529,80 +8624,100 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val tick_time = 1000; break; case SC_ZANGETSU: - if( (status_get_hp(bl)+status_get_sp(bl)) % 2 == 0) - val2 = status_get_lv(bl) / 2 + 50; - else - val2 -= 50; + val2 = status_get_lv(bl) / 3 + 20 * val1; + val3 = status_get_lv(bl) / 2 + 30 * val1; + val2 = (!(status_get_hp(bl)%2) ? val2 : -val3); + val3 = (!(status_get_sp(bl)%2) ? val2 : -val3); break; case SC_GENSOU: { - int hp = status_get_hp(bl), lv = 5; - short per = 100 / (status_get_max_hp(bl) / hp); - - if( per <= 15 ) - lv = 1; - else if( per <= 30 ) - lv = 2; - else if( per <= 50 ) - lv = 3; - else if( per <= 75 ) - lv = 4; - if( hp % 2 == 0) - status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1); - else - status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100); + int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5; + #define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;} + + if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2) + return 0; + + PER( 100 / (status_get_max_hp(bl) / hp) ); + status_heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1); + + PER( 100 / (status_get_max_sp(bl) / sp) ); + status_heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1); } break; - case SC_ANGRIFFS_MODUS: - val2 = 50 + 20 * val1; //atk bonus - val3 = 40 + 20 * val1; // Flee reduction. - val4 = tick/1000; // hp/sp reduction timer - tick_time = 1000; - break; - case SC_NEUTRALBARRIER: - tick_time = tick; - tick = -1; - break; - case SC_GOLDENE_FERSE: - val2 = 10 + 10*val1; //max hp bonus - val3 = 6 + 4 * val1; // Aspd Bonus - val4 = 2 + 2 * val1; // Chance of holy attack - break; - case SC_OVERED_BOOST: - val2 = 300 + 40*val1; //flee bonus - val3 = 179 + 2*val1; //aspd bonus - break; - case SC_GRANITIC_ARMOR: - val2 = 2*val1; //dmg reduction - val3 = 6*val1; //dmg on status end - break; - case SC_MAGMA_FLOW: - val2 = 3*val1; //activation chance - break; - case SC_PYROCLASTIC: - val2 += 10*val1; //atk bonus - break; - case SC_PARALYSIS: //[Lighta] need real info - val2 = 2*val1; //def reduction - val3 = 500*val1; //varcast augmentation - break; - case SC_PAIN_KILLER: //[Lighta] need real info - val2 = 2*val1; //aspd reduction % - val3 = 2*val1; //dmg reduction % - if(sc->data[SC_PARALYSIS]) - sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration - break; - case SC_STYLE_CHANGE: //[Lighta] need real info - tick = -1; - if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; - else val2 = MH_MD_FIGHTING; - break; - default: - if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) - { //Status change with no calc, no icon, and no skill associated...? - ShowError("UnknownStatusChange [%d]\n", type); - return 0; - } + case SC_ANGRIFFS_MODUS: + val2 = 50 + 20 * val1; //atk bonus + val3 = 40 + 20 * val1; // Flee reduction. + val4 = tick/1000; // hp/sp reduction timer + tick_time = 1000; + break; + case SC_NEUTRALBARRIER: + tick_time = tick; + tick = -1; + break; + case SC_GOLDENE_FERSE: + val2 = 10 + 10*val1; //max hp bonus + val3 = 6 + 4 * val1; // Aspd Bonus + val4 = 2 + 2 * val1; // Chance of holy attack + break; + case SC_OVERED_BOOST: + val2 = 300 + 40*val1; //flee bonus + val3 = 179 + 2*val1; //aspd bonus + break; + case SC_GRANITIC_ARMOR: + val2 = 2*val1; //dmg reduction + val3 = 6*val1; //dmg on status end + break; + case SC_MAGMA_FLOW: + val2 = 3*val1; //activation chance + break; + case SC_PYROCLASTIC: + val2 += 10*val1; //atk bonus + break; + case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info + val2 = 2*val1; //def reduction + val3 = 500*val1; //varcast augmentation + break; + case SC_PAIN_KILLER: //[Lighta] need real info + val2 = 2*val1; //aspd reduction % + val3 = 2*val1; //dmg reduction % + if(sc->data[SC_NEEDLE_OF_PARALYZE]) + sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration + break; + case SC_STYLE_CHANGE: //[Lighta] need real info + tick = -1; + if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; + else val2 = MH_MD_FIGHTING; + break; + case SC_FULL_THROTTLE: + status_percent_heal(bl,100,0); + val2 = 7 - val1; + tick_time = 1000; + val4 = tick / tick_time; + break; + case SC_KINGS_GRACE: + val2 = 3 + val1; + tick_time = 1000; + val4 = tick / tick_time; + break; + case SC_TELEKINESIS_INTENSE: + val2 = 10 * val1; + val3 = 40 * val1; + break; + case SC_OFFERTORIUM: + val2 = 30 * val1; + break; + case SC_FRIGG_SONG: + val2 = 5 * val1; + val3 = 1000 + 100 * val1; + tick_time = 10000; + val4 = tick / tick_time; + break; + default: + if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) + { //Status change with no calc, no icon, and no skill associated...? + ShowError("UnknownStatusChange [%d]\n", type); + return 0; + } } } else { //Special considerations when loading SC data. switch( type ) { @@ -8619,6 +8734,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_KAAHI: val4 = INVALID_TIMER; break; + case SC_SUMMON1: + case SC_SUMMON2: + case SC_SUMMON3: + case SC_SUMMON4: + case SC_SUMMON5: + val_flag |= 1; + break; } } @@ -8642,7 +8764,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_STUN: case SC_SLEEP: case SC_STONE: - case SC_DEEPSLEEP: + case SC_DEEP_SLEEP: if (sd && pc_issit(sd)) //Avoid sprite sync problems. pc->setstand(sd); case SC_TRICKDEAD: @@ -8654,12 +8776,12 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val unit_stop_attack(bl); case SC_STOP: case SC_CONFUSION: - case SC_CLOSECONFINE: - case SC_CLOSECONFINE2: + case SC_RG_CCONFINE_M: + case SC_RG_CCONFINE_S: case SC_SPIDERWEB: case SC_ELECTRICSHOCKER: - case SC_BITE: - case SC_THORNSTRAP: + case SC_WUGBITE: + case SC_THORNS_TRAP: case SC__MANHOLE: case SC_CRYSTALIZE: case SC_CURSEDCIRCLE_ATKER: @@ -8668,10 +8790,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_NETHERWORLD: case SC_MEIKYOUSISUI: case SC_KYOUGAKU: - case SC_PARALYSIS: + case SC_NEEDLE_OF_PARALYZE: + case SC_DEATHBOUND: unit_stop_walking(bl,1); break; - case SC_ANKLE: + case SC_ANKLESNARE: if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) ) unit_stop_walking(bl,1); break; @@ -8679,9 +8802,9 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_CLOAKING: case SC_CLOAKINGEXCEED: case SC_CHASEWALK: - case SC_WEIGHT90: + case SC_WEIGHTOVER90: case SC_CAMOUFLAGE: - case SC_VOICEOFSIREN: + case SC_SIREN: unit_stop_attack(bl); break; case SC_SILENCE: @@ -8697,7 +8820,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break; case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; case SC_STUN: sc->opt1 = OPT1_STUN; break; - case SC_DEEPSLEEP: opt_flag = 0; + case SC_DEEP_SLEEP: opt_flag = 0; case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break; case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil] case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break; @@ -8707,24 +8830,24 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; - case SC_SIGNUMCRUCIS: + case SC_CRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break; case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; - case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break; + case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break; case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; //OPT3 case SC_TWOHANDQUICKEN: - case SC_ONEHAND: + case SC_ONEHANDQUICKEN: case SC_SPEARQUICKEN: - case SC_CONCENTRATION: - case SC_MERC_QUICKEN: + case SC_LKCONCENTRATION: + case SC_MER_QUICKEN: sc->opt3 |= OPT3_QUICKEN; opt_flag = 0; break; - case SC_MAXOVERTHRUST: + case SC_OVERTHRUSTMAX: case SC_OVERTHRUST: case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... sc->opt3 |= OPT3_OVERTHRUST; @@ -8772,8 +8895,8 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val sc->opt3 |= OPT3_MOONLIT; opt_flag = 0; break; + case SC_MARIONETTE_MASTER: case SC_MARIONETTE: - case SC_MARIONETTE2: sc->opt3 |= OPT3_MARIONETTE; opt_flag = 0; break; @@ -8789,15 +8912,15 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val sc->opt3 |= OPT3_KAITE; opt_flag = 0; break; - case SC_BUNSINJYUTSU: + case SC_NJ_BUNSINJYUTSU: sc->opt3 |= OPT3_BUNSIN; opt_flag = 0; break; - case SC_SPIRIT: + case SC_SOULLINK: sc->opt3 |= OPT3_SOULLINK; opt_flag = 0; break; - case SC_CHANGEUNDEAD: + case SC_PROPERTYUNDEAD: sc->opt3 |= OPT3_UNDEAD; opt_flag = 0; break; @@ -8911,7 +9034,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val } sce->val2 = 5 * status->max_hp / 100; break; - case SC_CHANGE: + case SC_HLIF_CHANGE: status_percent_heal(bl, 100, 100); break; case SC_RUN: @@ -8921,13 +9044,13 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val ud->state.running = unit_run(bl); } break; - case SC_BOSSMAPINFO: + case SC_CASH_BOSS_ALARM: clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message break; - case SC_MERC_HPUP: + case SC_MER_HP: status_percent_heal(bl, 100, 0); // Recover Full HP break; - case SC_MERC_SPUP: + case SC_MER_SP: status_percent_heal(bl, 0, 100); // Recover Full SP break; /** @@ -8940,7 +9063,7 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val ud->state.running = unit_wugdash(bl, sd); } break; - case SC_COMBO: + case SC_COMBOATTACK: switch (sce->val1) { case TK_STORMKICK: clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1); @@ -9008,68 +9131,25 @@ int status_change_clear(struct block_list* bl, int type) { for(i = 0; i < SC_MAX; i++) { if(!sc->data[i]) continue; - - if(type == 0) { - switch (i) { //Type 0: PC killed -> Place here statuses that do not dispel on death. - case SC_ELEMENTALCHANGE://Only when its Holy or Dark that it doesn't dispell on death - if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) - break; - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_EDP: - case SC_MELTDOWN: - case SC_XMAS: - case SC_SUMMER: - case SC_HANBOK: - case SC_NOCHAT: - case SC_FUSION: - case SC_EARTHSCROLL: - case SC_READYSTORM: - case SC_READYDOWN: - case SC_READYCOUNTER: - case SC_READYTURN: - case SC_DODGE: - case SC_JAILED: - case SC_EXPBOOST: - case SC_ITEMBOOST: - case SC_HELLPOWER: - case SC_JEXPBOOST: - case SC_AUTOTRADE: - case SC_WHISTLE: - case SC_ASSNCROS: - case SC_POEMBRAGI: - case SC_APPLEIDUN: - case SC_HUMMING: - case SC_DONTFORGETME: - case SC_FORTUNE: - case SC_SERVICE4U: - case SC_FOOD_STR_CASH: - case SC_FOOD_AGI_CASH: - case SC_FOOD_VIT_CASH: - case SC_FOOD_DEX_CASH: - case SC_FOOD_INT_CASH: - case SC_FOOD_LUK_CASH: - case SC_DEF_RATE: - case SC_MDEF_RATE: - case SC_INCHEALRATE: - case SC_INCFLEE2: - case SC_INCHIT: - case SC_ATKPOTION: - case SC_MATKPOTION: - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - case SC_PUSH_CART: - case SC_ALL_RIDING: - continue; + + if(type == 0){ + if( status_get_sc_type(i)&SC_NO_REM_DEATH ){ + switch (i) { + case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death + if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) + break; + default: + continue; + } } } - if( type == 3 ) { switch (i) {// TODO: This list may be incomplete - case SC_WEIGHT50: - case SC_WEIGHT90: + case SC_WEIGHTOVER50: + case SC_WEIGHTOVER90: case SC_NOCHAT: case SC_PUSH_CART: + case SC_JAILED: case SC_ALL_RIDING: continue; } @@ -9094,6 +9174,7 @@ int status_change_clear(struct block_list* bl, int type) { #ifndef RENEWAL sc->sg_counter = 0; #endif + if( type == 0 || type == 2 ) clif->changeoption(bl); @@ -9188,7 +9269,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const DIFF_TICK(iTimer->gettick(), sce->val4) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) ) - sc_start(bl,SC_SPURT,100,sce->val1,skill->get_time2(status_sc2skill(type), sce->val1)); + sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status_sc2skill(type), sce->val1)); } break; case SC_AUTOBERSERK: @@ -9307,7 +9388,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const } if((sce->val1&0xFFFF) == CG_MOONLIT) - clif->sc_end(bl,bl->id,AREA,SI_MOONLIT); + clif->sc_end(bl,bl->id,AREA,SI_MOON); status_change_end(bl, SC_LONGING, INVALID_TIMER); } @@ -9328,18 +9409,18 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL ); } break; - case SC_CLOSECONFINE2: + case SC_RG_CCONFINE_S: { struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; - if (src && sc2 && sc2->data[SC_CLOSECONFINE]) { + if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) { //If status was already ended, do nothing. //Decrease count - if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up. - status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER); + if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up. + status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER); } } - case SC_CLOSECONFINE: + case SC_RG_CCONFINE_M: if (sce->val2 > 0) { //Caster has been unlocked... nearby chars need to be unlocked. int range = 1 @@ -9349,7 +9430,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick()); } break; - case SC_COMBO: + case SC_COMBOATTACK: if( sd ) switch (sce->val1) { case MO_COMBOFINISH: @@ -9371,11 +9452,11 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const } break; - case SC_MARIONETTE: - case SC_MARIONETTE2: /// Marionette target + case SC_MARIONETTE_MASTER: + case SC_MARIONETTE: /// Marionette target if (sce->val1) { // check for partner and end their marionette status as well - enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; + enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER; struct block_list *pbl = iMap->id2bl(sce->val1); struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; @@ -9388,7 +9469,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_BERSERK: - case SC_SATURDAYNIGHTFEVER: + case SC_SATURDAY_NIGHT_FEVER: //If val2 is removed, no HP penalty (dispelled?) [Skotlex] if (status->hp > 100 && sce->val2) status_set_hp(bl, 100, 0); @@ -9398,8 +9479,8 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const status_change_end(bl, SC_ENDURE, INVALID_TIMER); } case SC__BLOODYLUST: - sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); - if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds. + sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); + if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds. sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); break; case SC_GOSPEL: @@ -9440,7 +9521,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const if(sd && sd->mapindex == sce->val2) pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT); break; //guess hes not in jail :P - case SC_CHANGE: + case SC_HLIF_CHANGE: if (tid == INVALID_TIMER) break; // "lose almost all their HP and SP" on natural expiration. @@ -9466,6 +9547,9 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const status_change_end(tbl, SC_STOP, INVALID_TIMER); } break; + case SC_LKCONCENTRATION: + status_change_end(bl, SC_ENDURE, INVALID_TIMER); + break; /** * 3rd Stuff **/ @@ -9552,7 +9636,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const } } break; - case SC_BLOODSUCKER: + case SC_BLOOD_SUCKER: if( sce->val2 ){ struct block_list *src = iMap->id2bl(sce->val2); if(src){ @@ -9565,10 +9649,13 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_KYOUGAKU); clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM); break; - case SC_INTRAVISION: + case SC_CLAIRVOYANCE: calc_flag = SCB_ALL;/* required for overlapping */ break; - } + case SC_FULL_THROTTLE: + sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1)); + break; + } opt_flag = 1; switch(type){ @@ -9576,7 +9663,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const case SC_FREEZE: case SC_STUN: case SC_SLEEP: - case SC_DEEPSLEEP: + case SC_DEEP_SLEEP: case SC_BURNING: case SC_WHITEIMPRISON: case SC_CRYSTALIZE: @@ -9592,7 +9679,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const case SC_DPOISON: sc->opt2 &= ~OPT2_DPOISON; break; - case SC_SIGNUMCRUCIS: + case SC_CRUCIS: sc->opt2 &= ~OPT2_SIGNUMCRUCIS; break; @@ -9641,15 +9728,15 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; //opt3 case SC_TWOHANDQUICKEN: - case SC_ONEHAND: + case SC_ONEHANDQUICKEN: case SC_SPEARQUICKEN: case SC_CONCENTRATION: - case SC_MERC_QUICKEN: + case SC_MER_QUICKEN: sc->opt3 &= ~OPT3_QUICKEN; opt_flag = 0; break; case SC_OVERTHRUST: - case SC_MAXOVERTHRUST: + case SC_OVERTHRUSTMAX: case SC_SWOO: sc->opt3 &= ~OPT3_OVERTHRUST; if( type == SC_SWOO ) @@ -9700,7 +9787,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const opt_flag = 0; break; case SC_MARIONETTE: - case SC_MARIONETTE2: + case SC_MARIONETTE_MASTER: sc->opt3 &= ~OPT3_MARIONETTE; opt_flag = 0; break; @@ -9716,15 +9803,15 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const sc->opt3 &= ~OPT3_KAITE; opt_flag = 0; break; - case SC_BUNSINJYUTSU: + case SC_NJ_BUNSINJYUTSU: sc->opt3 &= ~OPT3_BUNSIN; opt_flag = 0; break; - case SC_SPIRIT: + case SC_SOULLINK: sc->opt3 &= ~OPT3_SOULLINK; opt_flag = 0; break; - case SC_CHANGEUNDEAD: + case SC_PROPERTYUNDEAD: sc->opt3 &= ~OPT3_UNDEAD; opt_flag = 0; break; @@ -9861,9 +9948,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) if(!status_charge(bl, 0, sce->val4)) break; //Not enough SP to continue. - if (!sc->data[SC_INCSTR]) { - sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1), - (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration + if (!sc->data[SC_CHASEWALK2]) { + sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1), + (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration *skill->get_time2(status_sc2skill(type),sce->val1)); } sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); @@ -9891,8 +9978,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_SIGHT: case SC_RUWACH: - case SC_SIGHTBLASTER: - if(type == SC_SIGHTBLASTER) + case SC_WZ_SIGHTBLASTER: + if(type == SC_WZ_SIGHTBLASTER) iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick); else iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); @@ -9970,7 +10057,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - case SC_BLEEDING: + case SC_BLOODING: if (--(sce->val4) >= 0) { int hp = rnd()%600 + 200; struct block_list* src = iMap->id2bl(sce->val2); @@ -10005,7 +10092,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - case SC_BOSSMAPINFO: + case SC_CASH_BOSS_ALARM: if( sd && --(sce->val4) >= 0 ) { struct mob_data *boss_md = iMap->id2boss(sce->val1); @@ -10112,8 +10199,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; + case SC_MARIONETTE_MASTER: case SC_MARIONETTE: - case SC_MARIONETTE2: { struct block_list *pbl = iMap->id2bl(sce->val1); if( pbl && check_distance_bl(bl, pbl, 7) ) @@ -10160,7 +10247,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_PYREXIA: - if( --(sce->val4) >= 0 ) { + if( --(sce->val4) > 0 ) { iMap->freeblock_lock(); clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0); status_fix_damage(NULL,bl,100,0); @@ -10173,7 +10260,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_LEECHESEND: - if( --(sce->val4) >= 0 ) { + if( --(sce->val4) > 0 ) { int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100) damage += status->vit * (sce->val1 - 3); unit_skillcastcancel(bl,2); @@ -10188,7 +10275,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_MAGICMUSHROOM: - if( --(sce->val4) >= 0 ) { + if( --(sce->val4) > 0 ) { bool flag = 0; int damage = status->max_hp * 3 / 100; if( status->hp <= damage ) @@ -10233,7 +10320,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_TOXIN: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { //Damage is every 10 seconds including 3%sp drain. iMap->freeblock_lock(); clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0); @@ -10247,7 +10334,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_OBLIVIONCURSE: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { clif->emotion(bl,E_WHAT); sc_timer_next(3000 + tick, status_change_timer, bl->id, data ); @@ -10256,7 +10343,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_WEAPONBLOCKING: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { if( !status_charge(bl,0,3) ) break; @@ -10272,7 +10359,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; case SC_RENOVATIO: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { int heal = status->max_hp * 3 / 100; if( sc && sc->data[SC_AKAITSUKI] && heal ) @@ -10284,7 +10371,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_BURNING: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { struct block_list *src = iMap->id2bl(sce->val3); int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP) @@ -10294,7 +10381,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) status_damage(src, bl, damage, 0, 0, 1); if( sc->data[type]){ // Target still lives. [LimitLine] - sc_timer_next(2000 + tick, status_change_timer, bl->id, data); + sc_timer_next(3000 + tick, status_change_timer, bl->id, data); } iMap->freeblock_unlock(); return 0; @@ -10302,7 +10389,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_FEAR: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { if( sce->val2 > 0 ) sce->val2--; @@ -10311,12 +10398,12 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - case SC_SPHERE_1: - case SC_SPHERE_2: - case SC_SPHERE_3: - case SC_SPHERE_4: - case SC_SPHERE_5: - if( --(sce->val4) >= 0 ) + case SC_SUMMON1: + case SC_SUMMON2: + case SC_SUMMON3: + case SC_SUMMON4: + case SC_SUMMON5: + if( --(sce->val4) > 0 ) { if( !status_charge(bl, 0, 1) ) break; @@ -10328,7 +10415,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) case SC_READING_SB: if( !status_charge(bl, 0, sce->val2) ){ int i; - for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well. + for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well. status_change_end(bl, (sc_type)i, INVALID_TIMER); break; } @@ -10336,7 +10423,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; case SC_ELECTRICSHOCKER: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { status_charge(bl, 0, status->max_sp / 100 * sce->val1 ); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); @@ -10359,7 +10446,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) return 0; case SC__SHADOWFORM: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) ) break; @@ -10369,7 +10456,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC__INVISIBILITY: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv. break; @@ -10379,7 +10466,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_STRIKING: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { if( !status_charge(bl,0, sce->val1 ) ) break; @@ -10388,19 +10475,19 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; case SC_VACUUM_EXTREME: - if( --(sce->val4) >= 0 ){ + if( --(sce->val4) > 0 ){ sc_timer_next(100 + tick, status_change_timer, bl->id, data); return 0; } break; - case SC_BLOODSUCKER: - if( --(sce->val4) >= 0 ) { + case SC_BLOOD_SUCKER: + if( --(sce->val4) > 0 ) { struct block_list *src = iMap->id2bl(sce->val2); int damage; if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) ) break; iMap->freeblock_lock(); - damage = 200 + 100 * sce->val1 + status_get_int(src); + damage = sce->val3; status_damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1); unit_skillcastcancel(bl,1); if ( sc->data[type] ) { @@ -10412,8 +10499,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - case SC_VOICEOFSIREN: - if( --(sce->val4) >= 0 ) + case SC_SIREN: + if( --(sce->val4) > 0 ) { clif->emotion(bl,E_LV); sc_timer_next(2000 + tick, status_change_timer, bl->id, data); @@ -10421,8 +10508,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - case SC_DEEPSLEEP: - if( --(sce->val4) >= 0 ) + case SC_DEEP_SLEEP: + if( --(sce->val4) > 0 ) { // Recovers 1% HP/SP every 2 seconds. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2); sc_timer_next(2000 + tick, status_change_timer, bl->id, data); @@ -10431,7 +10518,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_SIRCLEOFNATURE: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { if( !status_charge(bl,0,sce->val2) ) break; @@ -10441,8 +10528,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - case SC_SONGOFMANA: - if( --(sce->val4) >= 0 ) + case SC_SONG_OF_MANA: + if( --(sce->val4) > 0 ) { status_heal(bl,0,sce->val3,3); sc_timer_next(3000 + tick, status_change_timer, bl->id, data); @@ -10451,9 +10538,9 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; - case SC_SATURDAYNIGHTFEVER: + case SC_SATURDAY_NIGHT_FEVER: // 1% HP/SP drain every val4 seconds [Jobbie] - if( --(sce->val3) >= 0 ) + if( --(sce->val3) > 0 ) { int hp = status->hp / 100; int sp = status->sp / 100; @@ -10465,7 +10552,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_CRYSTALIZE: - if( --(sce->val4) >= 0 ) + if( --(sce->val4) > 0 ) { // Drains 2% of HP and 1% of SP every seconds. if( bl->type != BL_MOB) // doesn't work on mobs status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100); @@ -10489,8 +10576,8 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; - case SC_REFLECTDAMAGE: - if( --(sce->val4) >= 0 ) { + case SC_LG_REFLECTDAMAGE: + if( --(sce->val4) > 0 ) { if( !status_charge(bl,0,sce->val3) ) break; sc_timer_next(10000 + tick, status_change_timer, bl->id, data); @@ -10538,7 +10625,7 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) break; case SC_INSPIRATION: - if(--(sce->val4) >= 0) + if(--(sce->val4) > 0) { int hp = status->max_hp * (7-sce->val1) / 100; int sp = status->max_sp * (9-sce->val1) / 100; @@ -10615,12 +10702,36 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) } break; case SC_ANGRIFFS_MODUS: - if(--(sce->val4) >= 0) { //drain hp/sp + if(--(sce->val4) > 0) { //drain hp/sp if( !status_charge(bl,100,20) ) break; sc_timer_next(1000+tick,status_change_timer,bl->id, data); return 0; } break; + case SC_FULL_THROTTLE: + if( --(sce->val4) > 0 ) + { + status_percent_damage(bl, bl, sce->val2, 0, false); + sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + return 0; + } + break; + case SC_KINGS_GRACE: + if( --(sce->val4) > 0 ) + { + status_percent_heal(bl, sce->val2, 0); + sc_timer_next(1000 + tick, status_change_timer, bl->id, data); + return 0; + } + break; + case SC_FRIGG_SONG: + if( --(sce->val4) > 0 ) + { + status_heal(bl, sce->val3, 0, 0); + sc_timer_next(10000 + tick, status_change_timer, bl->id, data); + return 0; + } + break; } // default for all non-handled control paths is to end the status @@ -10650,7 +10761,7 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); - case SC_CONCENTRATE: + case SC_CONCENTRATION: status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); @@ -10673,7 +10784,7 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); break; - case SC_SIGHTBLASTER: + case SC_WZ_SIGHTBLASTER: if (battle->check_target( src, bl, BCT_ENEMY ) > 0 && status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) { @@ -10683,11 +10794,11 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) } } break; - case SC_CLOSECONFINE: + case SC_RG_CCONFINE_M: //Lock char has released the hold on everyone... - if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) { - tsc->data[SC_CLOSECONFINE2]->val2 = 0; - status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER); + if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) { + tsc->data[SC_RG_CCONFINE_S]->val2 = 0; + status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); } break; case SC_CURSEDCIRCLE_TARGET: @@ -10700,6 +10811,131 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) return 0; } +#ifdef RENEWAL +int status_get_total_def(struct block_list *src){ return status_get_status_data(src)->def2 + (short)status_get_def(src); } +int status_get_total_mdef(struct block_list *src){ return status_get_status_data(src)->mdef2 + (short)status_get_mdef(src); } +int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){ + int min = 0, max = 0, dstr; + float strdex_bonus, variance; + struct status_change *sc = status_get_sc(bl); + struct status_data *status = status_get_status_data(bl); + + if ( bl->type == BL_PC && watk->atk ){ + if ( flag&16 ) + dstr = status_get_dex(bl); + else + dstr = status_get_str(bl); + + variance = 5.0f * watk->atk * watk->wlv / 100.0f; + strdex_bonus = watk->atk * dstr / 200.0f; + + min = (watk->atk - (int)(variance + strdex_bonus)) + watk->atk2; + max = (watk->atk + (int)(variance + strdex_bonus)) + watk->atk2; + }else if( watk->atk ){ + min = watk->atk * 80 / 100; + max = watk->atk * 120 / 100; + } + + if( !(flag&1) ){ + if( max > min ) + max = min + rnd()%(max - min); + else + max = min; + } + + if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0) + max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1; + + max = status_calc_watk(bl, sc, max, false); + + return max; +} +#endif + +#define GETRANDMATK(){\ + if( status->matk_max > status->matk_min )\ + return status->matk_min + rnd()%(status->matk_max - status->matk_min);\ + else\ + return status->matk_min;\ +} + +/*========================================== + * flag [malufett] + * 0 - update matk values + * 1 - get matk w/o SC bonuses + * 2 - get modified matk + * 3 - get matk w/o eatk & SC bonuses + *------------------------------------------*/ +int status_get_matk(struct block_list *bl, int flag){ + struct status_data *status; + struct status_change *sc; + struct map_session_data *sd; + + if( bl == NULL ) + return 1; + + status = status_get_status_data(bl); + sc = status_get_sc(bl); + sd = BL_CAST(BL_PC, bl); + + if( flag == 2 ) // just get matk + GETRANDMATK(); + +#ifndef RENEWAL + status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0); + status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0); +#else + /** + * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK) + * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers + **/ + status->matk_min = status_base_matk(status, status_get_lv(bl)); + + // Any +MATK you get from skills and cards, including cards in weapon, is added here. + if( sd && sd->bonus.ematk > 0 && flag != 3 ) + status->matk_min += sd->bonus.ematk; + if( flag != 3 ) + status->matk_min = status_calc_ematk(bl, sc, status->matk_min); + + status->matk_max = status->matk_min; + + //This is the only portion in MATK that varies depending on the weapon level and refinement rate. + if( bl->type&BL_PC && (status->rhw.matk + status->lhw.matk) > 0 ){ + int wMatk = status->rhw.matk + status->lhw.matk; // Left and right matk stacks + int variance = wMatk * status->rhw.wlv / 10; // Only use right hand weapon level + status->matk_min += wMatk - variance; + status->matk_max += wMatk + variance; + }else if( bl->type&BL_MOB ){ + status->matk_min = status->matk_max = status_get_int(bl) + status_get_lv(bl); + status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; + status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; + } +#endif + if (bl->type&BL_PC && sd->matk_rate != 100) { + status->matk_max = status->matk_max * sd->matk_rate/100; + status->matk_min = status->matk_min * sd->matk_rate/100; + } + + if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk + || sc->data[SC_RECOGNIZEDSPELL]) + status->matk_min = status->matk_max; + +#ifdef RENEWAL + if( sd && sd->right_weapon.overrefine > 0){ + status->matk_min++; + status->matk_max += sd->right_weapon.overrefine - 1; + } +#endif + + if( flag ) // get unmodified from sc matk + GETRANDMATK(); + + status->matk_min = status_calc_matk(bl, sc, status->matk_min, true); + status->matk_max = status_calc_matk(bl, sc, status->matk_max, true); + + return 0; +} + /*========================================== * Clears buffs/debuffs of a character. * type&1 -> buffs, type&2 -> debuffs @@ -10719,70 +10955,18 @@ int status_change_clear_buffs (struct block_list* bl, int type) for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) { - if(!sc->data[i]) + if( !sc->data[i] || !status_get_sc_type(i) ) continue; - switch (i) { - //Stuff that cannot be removed - case SC_WEIGHT50: - case SC_WEIGHT90: - case SC_COMBO: - case SC_SMA: - case SC_DANCING: - case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES: - case SC_GUILDAURA: - case SC_SAFETYWALL: - case SC_PNEUMA: - case SC_NOCHAT: - case SC_JAILED: - case SC_ANKLE: - case SC_BLADESTOP: - case SC_CP_WEAPON: - case SC_CP_SHIELD: - case SC_CP_ARMOR: - case SC_CP_HELM: - case SC_STRFOOD: - case SC_AGIFOOD: - case SC_VITFOOD: - case SC_INTFOOD: - case SC_DEXFOOD: - case SC_LUKFOOD: - case SC_HITFOOD: - case SC_FLEEFOOD: - case SC_BATKFOOD: - case SC_WATKFOOD: - case SC_MATKFOOD: - case SC_FOOD_STR_CASH: - case SC_FOOD_AGI_CASH: - case SC_FOOD_VIT_CASH: - case SC_FOOD_DEX_CASH: - case SC_FOOD_INT_CASH: - case SC_FOOD_LUK_CASH: - case SC_EXPBOOST: - case SC_JEXPBOOST: - case SC_ITEMBOOST: - case SC_ELECTRICSHOCKER: - case SC__MANHOLE: - case SC_GIANTGROWTH: - case SC_MILLENNIUMSHIELD: - case SC_REFRESH: - case SC_STONEHARDSKIN: - case SC_VITALITYACTIVATION: - case SC_FIGHTINGSPIRIT: - case SC_ABUNDANCE: - case SC_CURSEDCIRCLE_ATKER: - case SC_CURSEDCIRCLE_TARGET: - case SC_PUSH_CART: - case SC_ALL_RIDING: - continue; + if( type&1 && !(status_get_sc_type(i)&SC_BUFF) ) + continue; - //Debuffs that can be removed. - case SC_DEEPSLEEP: - case SC_BURNING: - case SC_FREEZING: + if( type&2 && !(status_get_sc_type(i)&SC_DEBUFF) ) + continue; + + switch (i) { + case SC_DEEP_SLEEP: + case SC_FROSTMISTY: case SC_CRYSTALIZE: case SC_TOXIN: case SC_PARALYSE: @@ -10797,40 +10981,13 @@ int status_change_clear_buffs (struct block_list* bl, int type) if(!(type&4)) continue; break; - case SC_HALLUCINATION: - case SC_QUAGMIRE: - case SC_SIGNUMCRUCIS: - case SC_DECREASEAGI: - case SC_SLOWDOWN: - case SC_MINDBREAKER: - case SC_WINKCHARM: - case SC_STOP: - case SC_ORCISH: - case SC_STRIPWEAPON: - case SC_STRIPSHIELD: - case SC_STRIPARMOR: - case SC_STRIPHELM: - case SC_BITE: - case SC_ADORAMUS: - case SC_VACUUM_EXTREME: - case SC_FEAR: - case SC_MAGNETICFIELD: - case SC_NETHERWORLD: - if (!(type&2)) - continue; - break; - //The rest are buffs that can be removed. case SC__BLOODYLUST: case SC_BERSERK: - case SC_SATURDAYNIGHTFEVER: - if (!(type&1)) + case SC_SATURDAY_NIGHT_FEVER: + if(type&4) continue; sc->data[i]->val2 = 0; break; - default: - if (!(type&1)) - continue; - break; } status_change_end(bl, (sc_type)i, INVALID_TIMER); } @@ -10861,21 +11018,21 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { case SC_CONFUSION: case SC_BLIND: case SC_NOCHAT: - case SC_HALLUCINATION: - case SC_SIGNUMCRUCIS: - case SC_DECREASEAGI: + case SC_ILLUSION: + case SC_CRUCIS: + case SC_DEC_AGI: case SC_SLOWDOWN: case SC_MINDBREAKER: - case SC_WINKCHARM: + case SC_DC_WINKCHARM: case SC_STOP: case SC_ORCISH: - //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically. - //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all. - //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech] - //case SC_STRIPHELM: - //case SC__STRIPACCESSORY: - case SC_BITE: - case SC_FREEZING: + //case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically. + //case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all. + //case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech] + //case SC_NOEQUIPHELM: + //case SC__STRIPACCESSARY: + case SC_WUGBITE: + case SC_FROSTMISTY: case SC_VENOMBLEED: case SC_DEATHHURT: case SC_PARALYSE: @@ -10907,7 +11064,7 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { data.tick = sc->data[i]->val4 * 4000; break; case SC_TOXIN: - case SC_BLEEDING: + case SC_BLOODING: data.tick = sc->data[i]->val4 * 10000; break; default: @@ -11142,6 +11299,13 @@ int status_get_refine_chance(enum refine_type wlv, int refine) { return refine_info[wlv].chance[refine]; } +int status_get_sc_type(sc_type type) { + + if( type <= SC_NONE || type >= SC_MAX ) + return 0; + + return sc_conf[type]; +} /*------------------------------------------ * DB reading. @@ -11244,6 +11408,20 @@ static bool status_readdb_refine(char* fields[], int columns, int current) return true; } +static bool status_readdb_scconfig(char* fields[], int columns, int current) +{ + int val = 0; + char* type = fields[0]; + + if( !script_get_constant(type, &val) ){ + ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type); + return false; + } + + sc_conf[val] = (int)strtol(fields[1], NULL, 0); + + return true; +} /* * Read status db * job1.txt @@ -11295,6 +11473,7 @@ int status_readdb(void) sv->readdb(iMap->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2); sv->readdb(iMap->db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix); sv->readdb(iMap->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine); + sv->readdb(iMap->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, &status_readdb_scconfig); return 0; } -- cgit v1.2.3-70-g09d2