// Copyright (c) Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Portions Copyright (c) Athena Dev Teams #include "../common/cbasetypes.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/random.h" #include "../common/showmsg.h" #include "../common/malloc.h" #include "../common/utils.h" #include "../common/ers.h" #include "../common/strlib.h" #include "map.h" #include "path.h" #include "pc.h" #include "pet.h" #include "npc.h" #include "mob.h" #include "clif.h" #include "guild.h" #include "skill.h" #include "itemdb.h" #include "battle.h" #include "chrif.h" #include "skill.h" #include "status.h" #include "script.h" #include "unit.h" #include "homunculus.h" #include "mercenary.h" #include "elemental.h" #include "vending.h" #include #include #include #include #include #include //Regen related flags. enum e_regen { RGN_HP = 0x01, RGN_SP = 0x02, RGN_SHP = 0x04, RGN_SSP = 0x08, }; static int max_weight_base[CLASS_COUNT]; static int hp_coefficient[CLASS_COUNT]; static int hp_coefficient2[CLASS_COUNT]; static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1]; static int sp_coefficient[CLASS_COUNT]; #ifdef RENEWAL_ASPD static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1]; #else static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89] #endif // bonus values and upgrade chances for refining equipment static struct { int chance[MAX_REFINE]; // success chance int bonus[MAX_REFINE]; // cumulative fixed bonus damage int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage } refine_info[REFINE_TYPE_MAX]; static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt) static char job_bonus[CLASS_COUNT][MAX_LEVEL]; static sc_conf_type sc_conf[SC_MAX]; static struct eri *sc_data_ers; //For sc_data entries static struct status_data dummy_status; /** * Returns the status change associated with a skill. * @param skill The skill to look up * @return The status registered for this skill **/ sc_type status_skill2sc(int skill_id) { int idx; if( (idx = skill->get_index(skill_id)) == 0 ) { ShowError("status_skill2sc: Unsupported skill id %d\n", skill_id); return SC_NONE; } return SkillStatusChangeTable[idx]; } /** * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change. * Utilized for various duration lookups. Use with caution! * @param sc The status to look up * @return A skill associated with the status **/ int status_sc2skill(sc_type sc) { if( sc < 0 || sc >= SC_MAX ) { ShowError("status_sc2skill: Unsupported status change id %d\n", sc); return 0; } return StatusSkillChangeTable[sc]; } /** * Returns the status calculation flag associated with a given status change. * @param sc The status to look up * @return The scb_flag registered for this status (see enum scb_flag) **/ unsigned int status_sc2scb_flag(sc_type sc) { if( sc < 0 || sc >= SC_MAX ) { ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc); return SCB_NONE; } return StatusChangeFlagTable[sc]; } /** * Returns the bl types which require a status change packet to be sent for a given client status identifier. * @param type The client-side status identifier to look up (see enum si_type) * @return The bl types relevant to the type (see enum bl_type) **/ int status_type2relevant_bl_types(int type) { if( type < 0 || type >= SI_MAX ) { ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type); return SI_BLANK; } return StatusRelevantBLTypes[type]; } #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE) // indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { uint16 idx; if( (idx = skill->get_index(skill_id)) == 0 ) { ShowError("set_sc: Unsupported skill id %d\n", skill_id); return; } if( sc < 0 || sc >= SC_MAX ) { ShowError("set_sc: Unsupported status change id %d\n", sc); return; } if( StatusSkillChangeTable[sc] == 0 ) StatusSkillChangeTable[sc] = skill_id; if( StatusIconChangeTable[sc] == SI_BLANK ) StatusIconChangeTable[sc] = icon; StatusChangeFlagTable[sc] |= flag; if( SkillStatusChangeTable[idx] == SC_NONE ) SkillStatusChangeTable[idx] = sc; } void initChangeTables(void) { int i; for (i = 0; i < SC_MAX; i++) StatusIconChangeTable[i] = SI_BLANK; for (i = 0; i < MAX_SKILL; i++) SkillStatusChangeTable[i] = SC_NONE; for (i = 0; i < SI_MAX; i++) StatusRelevantBLTypes[i] = BL_PC; memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable)); memset(StatusDisplayType, 0, sizeof(StatusDisplayType)); //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE ); set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE ); set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE ); set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE ); set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN ); set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); //The main status definitions add_sc( SM_BASH , SC_STUN ); set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( SM_MAGNUM , SC_SUB_WEAPONPROPERTY ); set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD ); add_sc( MG_SIGHT , SC_SIGHT ); add_sc( MG_SAFETYWALL , SC_SAFETYWALL ); add_sc( MG_FROSTDIVER , SC_FREEZE ); add_sc( MG_STONECURSE , SC_STONE ); add_sc( AL_RUWACH , SC_RUWACH ); add_sc( AL_PNEUMA , SC_PNEUMA ); set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF ); set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX ); set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED ); add_sc( TF_POISON , SC_POISON ); set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER ); set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , #ifdef RENEWAL SCB_NONE ); #else SCB_WATK ); #endif set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN ); set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK ); add_sc( PR_LEXDIVINA , SC_SILENCE ); set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SI_LEXAETERNA , SCB_NONE ); add_sc( WZ_METEOR , SC_STUN ); add_sc( WZ_VERMILION , SC_BLIND ); add_sc( WZ_FROSTNOVA , SC_FREEZE ); add_sc( WZ_STORMGUST , SC_FREEZE ); set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE ); set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN ); add_sc( HT_LANDMINE , SC_STUN ); set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE ); add_sc( HT_SANDMAN , SC_SLEEP ); add_sc( HT_FLASHER , SC_BLIND ); add_sc( HT_FREEZINGTRAP , SC_FREEZE ); set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED ); add_sc( AS_SONICBLOW , SC_STUN ); set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE ); set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); add_sc( AS_VENOMDUST , SC_POISON ); add_sc( AS_SPLASHER , SC_SPLASHER ); set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); add_sc( TF_SPRINKLESAND , SC_BLIND ); add_sc( TF_THROWSTONE , SC_STUN ); set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR ); set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); add_sc( NPC_EMOTION_ON , SC_MODECHANGE ); set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY , SCB_DEF_ELE ); add_sc( NPC_CHANGEWATER , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEGROUND , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEFIRE , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEWIND , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEPOISON , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEHOLY , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEDARKNESS , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGETELEKINESIS, SC_ARMOR_PROPERTY ); add_sc( NPC_POISON , SC_POISON ); add_sc( NPC_BLINDATTACK , SC_BLIND ); add_sc( NPC_SILENCEATTACK , SC_SILENCE ); add_sc( NPC_STUNATTACK , SC_STUN ); add_sc( NPC_PETRIFYATTACK , SC_STONE ); add_sc( NPC_CURSEATTACK , SC_CURSE ); add_sc( NPC_SLEEPATTACK , SC_SLEEP ); add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK ); set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF ); add_sc( NPC_DARKBLESSING , SC_COMA ); set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF ); add_sc( NPC_DEFENDER , SC_ARMOR ); add_sc( NPC_LICK , SC_STUN ); set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE ); add_sc( NPC_REBIRTH , SC_REBIRTH ); add_sc( RG_RAID , SC_STUN ); #ifdef RENEWAL add_sc( RG_RAID , SC_RAID ); add_sc( RG_BACKSTAP , SC_STUN ); #endif set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK ); set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF ); set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT ); set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SI_NOEQUIPHELM , SCB_INT ); add_sc( AM_ACIDTERROR , SC_BLOODING ); set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE ); set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE ); set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE ); set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE ); set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); add_sc( CR_SHIELDCHARGE , SC_STUN ); set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); add_sc( CR_HOLYCROSS , SC_BLIND ); add_sc( CR_GRANDCROSS , SC_BLIND ); add_sc( CR_DEVOTION , SC_DEVOTION ); set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL ); set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE ); set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED ); add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT ); add_sc( MO_BLADESTOP , SC_BLADESTOP ); set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); #ifdef RENEWAL set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); #endif add_sc( SA_MAGICROD , SC_MAGICROD ); set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE ); set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE ); set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE ); set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE ); set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK ); set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP ); set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_GROUNDMAGIC , SCB_FLEE ); add_sc( SA_REVERSEORCISH , SC_ORCISH ); add_sc( SA_COMA , SC_COMA ); set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN ); add_sc( BD_RICHMANKIM , SC_RICHMANKIM ); set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 ); set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF ); set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK ); add_sc( BD_ROKISWEIL , SC_ROKISWEIL ); add_sc( BD_INTOABYSS , SC_INTOABYSS ); set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL ); add_sc( BA_FROSTJOKER , SC_FREEZE ); set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 ); set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD ); add_sc( BA_POEMBRAGI , SC_POEMBRAGI ); set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP ); add_sc( DC_SCREAM , SC_STUN ); set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT ); set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD ); set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI ); set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SI_BLANK , SCB_ALL ); add_sc( NPC_DARKCROSS , SC_BLIND ); add_sc( NPC_GRANDDARKNESS , SC_BLIND ); set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE ); set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE ); add_sc( NPC_INVISIBLE , SC_CLOAKING ); set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); #ifndef RENEWAL set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2); #else set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF); #endif set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); add_sc( HP_BASILICA , SC_BASILICA ); set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK ); add_sc( PA_SACRIFICE , SC_SACRIFICE ); set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD ); add_sc( PA_GOSPEL , SC_SCRESIST ); add_sc( CH_TIGERFIST , SC_STOP ); set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE ); set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED ); set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED ); set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE ); add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER ); set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( LK_SPIRALPIERCE , SC_STOP ); add_sc( LK_HEADCRUSH , SC_BLOODING ); set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); add_sc( HW_NAPALMVULCAN , SC_CURSE ); set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 ); add_sc( PF_MEMORIZE , SC_MEMORIZE ); add_sc( PF_FOGWALL , SC_FOGWALL ); set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE ); set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE ); set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR ); set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE ); set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SI_DOWNKICK_ON , SCB_NONE ); add_sc( TK_DOWNKICK , SC_STUN ); set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE ); set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE ); set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE ); set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE ); add_sc( TK_SEVENWIND , SC_TK_SEVENWIND ); set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE ); set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE ); set_sc( SG_SUN_WARM , SC_WARM , SI_SG_SUN_WARM , SCB_NONE ); add_sc( SG_MOON_WARM , SC_WARM ); add_sc( SG_STAR_WARM , SC_WARM ); set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE ); set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD ); add_sc( SG_FRIEND , SC_SKILLRATE_UP ); set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL ); set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED ); set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD ); set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE ); set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE ); set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE ); set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE ); add_sc( SL_STUN , SC_STUN ); set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED ); set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD ); set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE ); set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE ); set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD ); add_sc( WS_CARTTERMINATION , SC_STUN ); set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE ); set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD ); add_sc( CG_HERMODE , SC_HERMODE ); set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE ); set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL ); set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD ); set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 ); add_sc( GS_CRACKER , SC_STUN ); add_sc( GS_DISARM , SC_NOEQUIPWEAPON ); add_sc( GS_PIERCINGSHOT , SC_BLOODING ); set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_ASPD #ifndef RENEWAL |SCB_BATK ); #else ); #endif set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE ); set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD #ifndef RENEWAL |SCB_BATK ); #else ); #endif set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE ); set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED ); add_sc( NJ_HYOUSYOURAKU , SC_FREEZE ); set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT ); set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE ); set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE ); add_sc( NPC_ICEBREATH , SC_FREEZE ); add_sc( NPC_ACIDBREATH , SC_POISON ); add_sc( NPC_HELLJUDGEMENT , SC_CURSE ); add_sc( NPC_WIDESILENCE , SC_SILENCE ); add_sc( NPC_WIDEFREEZE , SC_FREEZE ); add_sc( NPC_WIDEBLEEDING , SC_BLOODING ); add_sc( NPC_WIDESTONE , SC_STONE ); add_sc( NPC_WIDECONFUSE , SC_CONFUSION ); add_sc( NPC_WIDESLEEP , SC_SLEEP ); add_sc( NPC_WIDESIGHT , SC_SIGHT ); add_sc( NPC_EVILLAND , SC_BLIND ); add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR ); set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE ); set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); set_sc( NPC_STONESKIN , SC_STONESKIN , SI_BLANK , SCB_DEF|SCB_MDEF ); add_sc( NPC_ANTIMAGIC , SC_STONESKIN ); add_sc( NPC_WIDECURSE , SC_CURSE ); add_sc( NPC_WIDESTUN , SC_STUN ); set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED ); set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED ); set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE ); set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF ); set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE ); set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE ); set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SI_DC_WINKCHARM , SCB_NONE ); add_sc( MO_BALKYOUNG , SC_STUN ); add_sc( SA_ELEMENTWATER , SC_ARMOR_PROPERTY ); add_sc( SA_ELEMENTFIRE , SC_ARMOR_PROPERTY ); add_sc( SA_ELEMENTGROUND , SC_ARMOR_PROPERTY ); add_sc( SA_ELEMENTWIND , SC_ARMOR_PROPERTY ); set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED ); set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE ); set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF ); set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); // Homunculus S add_sc(MH_STAHL_HORN, SC_STUN); set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP); set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP); add_sc( MH_STEINWAND, SC_SAFETYWALL ); add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER); set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD); add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE); set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE); set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE); set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE); add_sc(MH_LAVA_SLIDE, SC_BURNING); set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2); add_sc(MH_POISON_MIST, SC_BLIND); set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD); add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE); set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); add_sc( MER_CRASH , SC_STUN ); set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( MS_MAGNUM , SC_SUB_WEAPONPROPERTY ); add_sc( MER_SIGHT , SC_SIGHT ); set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); add_sc( MER_LEXDIVINA , SC_SILENCE ); add_sc( MA_LANDMINE , SC_STUN ); add_sc( MA_SANDMAN , SC_SLEEP ); add_sc( MA_FREEZINGTRAP , SC_FREEZE ); set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); add_sc( ML_SPIRALPIERCE , SC_STOP ); set_sc( MER_QUICKEN , SC_MER_QUICKEN , SI_BLANK , SCB_ASPD ); add_sc( ML_DEVOTION , SC_DEVOTION ); set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); set_sc( MER_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR ); set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT ); set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI ); set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX ); set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN ); /** * Rune Knight **/ set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BLANK , SCB_MDEF ); set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE ); set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE ); set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR ); set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE ); set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN ); set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE ); set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE ); add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY ); /** * GC Guillotine Cross **/ set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE ); set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED ); set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE ); set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE ); /** * Arch Bishop **/ set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); add_sc( AB_CLEMENTIA , SC_BLESSING ); add_sc( AB_CANTO , SC_INC_AGI ); set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP ); add_sc( AB_PRAEFATIO , SC_KYRIE ); set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE ); set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT ); set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK ); set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN ); set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE ); set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE ); set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE ); /** * Warlock **/ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON ); set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF ); set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK ); /** * Ranger **/ set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED ); add_sc( RA_MAGENTATRAP , SC_ARMOR_PROPERTY ); add_sc( RA_COBALTTRAP , SC_ARMOR_PROPERTY ); add_sc( RA_MAIZETRAP , SC_ARMOR_PROPERTY ); add_sc( RA_VERDURETRAP , SC_ARMOR_PROPERTY ); add_sc( RA_FIRINGTRAP , SC_BURNING ); add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY ); set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE ); /** * Mechanic **/ set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE ); set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE ); set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE ); set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE ); /** * Royal Guard **/ set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF ); set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF ); set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2 set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD ); set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK); set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK ); set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF ); set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE ); /** * Shadow Chaser **/ set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE ); set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD ); set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE ); set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE ); set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK ); set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED ); set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE ); set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE ); set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 ); set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP ); set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE ); add_sc( SC_CHAOSPANIC , SC_CONFUSION ); add_sc( SC_BLOODYLUST , SC_BERSERK ); /** * Sura **/ add_sc( SR_DRAGONCOMBO , SC_STUN ); add_sc( SR_EARTHSHAKER , SC_STUN ); set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE ); set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE ); set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN ); /** * Wanderer / Minstrel **/ set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF ); set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK ); set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_BATK ); set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 ); set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE ); set_sc_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SI_SIREN , SCB_NONE ); set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE ); set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD ); set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP ); set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK ); set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK ); set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP ); /** * Sorcerer **/ set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE ); set_sc_with_vfx( SO_DIAMONDDUST , SC_COLD , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it. add_sc( SO_CLOUD_KILL , SC_POISON ); set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE ); set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE ); set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); /** * Genetic **/ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE ); set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE ); set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE ); set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE ); set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT ); // Elemental Spirit summoner's 'side' status changes. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE ); set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE ); set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL ); set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK ); set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK ); set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK ); set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK ); set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK ); set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK ); set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD ); set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD ); set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD ); set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP ); set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE ); set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE ); set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL ); set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF ); set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED ); add_sc( KO_YAMIKUMO , SC_HIDING ); set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE ); add_sc( KO_MAKIBISHI , SC_STUN ); set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE ); set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( KO_JYUSATSU , SC_CURSE ); set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE ); set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK ); set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE ); set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE ); set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE ); set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK ); set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE ); set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE ); set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( ALL_REVERSEORCISH , SC_ORCISH ); set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN ); add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR ); add_sc( NPC_WIDEBODYBURNNING , SC_BURNING ); add_sc( NPC_WIDEFROSTMISTY , SC_FROSTMISTY ); add_sc( NPC_WIDECOLD , SC_COLD ); add_sc( NPC_WIDE_DEEP_SLEEP , SC_DEEP_SLEEP ); add_sc( NPC_WIDESIREN , SC_SIREN ); set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT ); // Storing the target job rather than simply SC_SOULLINK simplifies code later on. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK, SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE, SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, //Status that don't have a skill associated. StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; StatusIconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; StatusIconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; StatusIconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2; StatusIconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3; StatusIconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY; StatusIconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE; StatusIconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY; StatusIconChangeTable[SC_CHASEWALK2] = SI_INCSTR; StatusIconChangeTable[SC_MIRACLE] = SI_SOULLINK; StatusIconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE; StatusIconChangeTable[SC_FOOD_STR] = SI_FOOD_STR; StatusIconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI; StatusIconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT; StatusIconChangeTable[SC_FOOD_INT] = SI_FOOD_INT; StatusIconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX; StatusIconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK; StatusIconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE; StatusIconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT; StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; StatusIconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER; StatusIconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER; //Cash Items StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; StatusIconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP; StatusIconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM; StatusIconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP; StatusIconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY; StatusIconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM; StatusIconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF; StatusIconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF; StatusIconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT; StatusIconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE; StatusIconChangeTable[SC_HEALPLUS] = SI_HEALPLUS; StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; StatusIconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD; StatusIconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD; // Mercenary Bonus Effects StatusIconChangeTable[SC_MER_FLEE] = SI_MER_FLEE; StatusIconChangeTable[SC_MER_ATK] = SI_MER_ATK; StatusIconChangeTable[SC_MER_HP] = SI_MER_HP; StatusIconChangeTable[SC_MER_SP] = SI_MER_SP; StatusIconChangeTable[SC_MER_HIT] = SI_MER_HIT; // Warlock Spheres StatusIconChangeTable[SC_SUMMON1] = SI_SPHERE_1; StatusIconChangeTable[SC_SUMMON2] = SI_SPHERE_2; StatusIconChangeTable[SC_SUMMON3] = SI_SPHERE_3; StatusIconChangeTable[SC_SUMMON4] = SI_SPHERE_4; StatusIconChangeTable[SC_SUMMON5] = SI_SPHERE_5; // Warlock Preserved spells StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3; StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4; StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5; StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6; StatusIconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7; StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT; StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT; StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY; StatusIconChangeTable[SC_TOXIN] = SI_TOXIN; StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE; StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED; StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM; StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT; StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA; StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE; StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND; StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF; StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF; StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF; StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE; StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY; StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER; StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE; StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; //Genetics New Food Items Status Icons StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA; StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED; StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES; StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500; StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K; StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS; StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M; StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F; StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z; StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500; StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE; // Elemental Spirit's 'side' status change icons. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE; StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK; StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN; StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP; StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP; StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN; StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN; StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD; StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC; StatusIconChangeTable[SC_HEATER] = SI_HEATER; StatusIconChangeTable[SC_TROPIC] = SI_TROPIC; StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY; StatusIconChangeTable[SC_COOLER] = SI_COOLER; StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR; StatusIconChangeTable[SC_GUST] = SI_GUST; StatusIconChangeTable[SC_BLAST] = SI_BLAST; StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM; StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY; StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; StatusIconChangeTable[SC_REBOUND] = SI_REBOUND; StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; //Other SC which are not necessarily associated to skills. StatusChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD; StatusChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD; StatusChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD; StatusChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD; StatusChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED; StatusChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED; StatusChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK; StatusChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK; StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR; StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI; StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT; StatusChangeFlagTable[SC_INCINT] |= SCB_INT; StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX; StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK; StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT; StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; StatusChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI; StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; StatusChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2; StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP; StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP; StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; StatusChangeFlagTable[SC_FOOD_STR] |= SCB_STR; StatusChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI; StatusChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT; StatusChangeFlagTable[SC_FOOD_INT] |= SCB_INT; StatusChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX; StatusChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK; StatusChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT; StatusChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE; StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; StatusChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL; StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL; StatusChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL; StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL; // Cash Items StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR; StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI; StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT; StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX; StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT; StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK; // Mercenary Bonus Effects StatusChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE; StatusChangeFlagTable[SC_MER_ATK] |= SCB_WATK; StatusChangeFlagTable[SC_MER_HP] |= SCB_MAXHP; StatusChangeFlagTable[SC_MER_SP] |= SCB_MAXSP; StatusChangeFlagTable[SC_MER_HIT] |= SCB_HIT; // Guillotine Cross Poison Effects StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED; StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN; StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP; StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN; StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR; StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT; StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT; StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX; StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI; StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK; StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD; StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK; StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK; StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP; StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP; StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN; StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED; StatusChangeFlagTable[SC_WEDDING] = SCB_SPEED; /* StatusDisplayType Table [Ind/Hercules] */ StatusDisplayType[SC_ALL_RIDING] = true; StatusDisplayType[SC_PUSH_CART] = true; StatusDisplayType[SC_SUMMON1] = true; StatusDisplayType[SC_SUMMON2] = true; StatusDisplayType[SC_SUMMON3] = true; StatusDisplayType[SC_SUMMON4] = true; StatusDisplayType[SC_SUMMON5] = true; StatusDisplayType[SC_CAMOUFLAGE] = true; StatusDisplayType[SC_DUPLELIGHT] = true; StatusDisplayType[SC_ORATIO] = true; StatusDisplayType[SC_FROSTMISTY] = true; StatusDisplayType[SC_VENOMIMPRESS] = true; StatusDisplayType[SC_HALLUCINATIONWALK] = true; StatusDisplayType[SC_ROLLINGCUTTER] = true; StatusDisplayType[SC_BANDING] = true; StatusDisplayType[SC_COLD] = true; StatusDisplayType[SC_DEEP_SLEEP] = true; StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true; StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true; StatusDisplayType[SC_BLOOD_SUCKER] = true; StatusDisplayType[SC__SHADOWFORM] = true; StatusDisplayType[SC__MANHOLE] = true; StatusDisplayType[SC_MONSTER_TRANSFORM] = true; #ifdef RENEWAL_EDP // renewal EDP increases your weapon atk StatusChangeFlagTable[SC_EDP] |= SCB_WATK; #endif if( !battle_config.display_hallucination ) //Disable Hallucination. StatusIconChangeTable[SC_ILLUSION] = SI_BLANK; } static void initDummyData(void) { memset(&dummy_status, 0, sizeof(dummy_status)); dummy_status.hp = dummy_status.max_hp = dummy_status.max_sp = dummy_status.str = dummy_status.agi = dummy_status.vit = dummy_status.int_ = dummy_status.dex = dummy_status.luk = dummy_status.hit = 1; dummy_status.speed = 2000; dummy_status.adelay = 4000; dummy_status.amotion = 2000; dummy_status.dmotion = 2000; dummy_status.ele_lv = 1; //Min elemental level. dummy_status.mode = MD_CANMOVE; } //For copying a status_data structure from b to a, without overwriting current Hp and Sp static inline void status_cpy(struct status_data* a, const struct status_data* b) { memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp))); } //Sets HP to given value. Flag is the flag passed to iStatus->heal in case //final value is higher than current (use 2 to make a healing effect display //on players) It will always succeed (overrides Berserk block), but it can't kill. int status_set_hp(struct block_list *bl, unsigned int hp, int flag) { struct status_data *st; if (hp < 1) return 0; st = iStatus->get_status_data(bl); if (st == &dummy_status) return 0; if (hp > st->max_hp) hp = st->max_hp; if (hp == st->hp) return 0; if (hp > st->hp) return iStatus->heal(bl, hp - st->hp, 0, 1|flag); return status_zap(bl, st->hp - hp, 0); } //Sets SP to given value. Flag is the flag passed to iStatus->heal in case //final value is higher than current (use 2 to make a healing effect display //on players) int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { struct status_data *st; st = iStatus->get_status_data(bl); if (st == &dummy_status) return 0; if (sp > st->max_sp) sp = st->max_sp; if (sp == st->sp) return 0; if (sp > st->sp) return iStatus->heal(bl, 0, sp - st->sp, 1|flag); return status_zap(bl, 0, st->sp - sp); } int status_charge(struct block_list* bl, int64 hp, int64 sp) { if(!(bl->type&BL_CONSUME)) return (int)(hp+sp); //Assume all was charged so there are no 'not enough' fails. return iStatus->damage(NULL, bl, hp, sp, 0, 3); } //Inflicts damage on the target with the according walkdelay. //If flag&1, damage is passive and does not triggers cancelling status changes. //If flag&2, fail if target does not has enough to substract. //If flag&4, if killed, mob must not give exp/loot. //flag will be set to &8 when damaging sp of a dead character int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, int64 in_sp, int walkdelay, int flag) { struct status_data *st; struct status_change *sc; int hp,sp; /* here onwards we consider it a 32-type, the client does not support higher and from here onwards the value doesn't get thru percentage modifiers */ hp = (int)cap_value(in_hp,INT_MIN,INT_MAX); sp = (int)cap_value(in_sp,INT_MIN,INT_MAX); if(sp && !(target->type&BL_CONSUME)) sp = 0; //Not a valid SP target. if (hp < 0) { //Assume absorbed damage. iStatus->heal(target, -hp, 0, 1); hp = 0; } if (sp < 0) { iStatus->heal(target, 0, -sp, 1); sp = 0; } if (target->type == BL_SKILL) return skill->unit_ondamaged((struct skill_unit *)target, src, hp, timer->gettick()); st = iStatus->get_status_data(target); if( st == &dummy_status ) return 0; if ((unsigned int)hp >= st->hp) { if (flag&2) return 0; hp = st->hp; } if ((unsigned int)sp > st->sp) { if (flag&2) return 0; sp = st->sp; } if (!hp && !sp) return 0; if( !st->hp ) flag |= 8; // Let through. battle.c/skill.c have the whole logic of when it's possible or // not to hurt someone (and this check breaks pet catching) [Skotlex] // if (!target->prev && !(flag&2)) // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp sc = iStatus->get_sc(target); if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) hp = 1; if( hp && !(flag&1) ) { if( sc ) { struct status_change_entry *sce; if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(target, SC_STONE, INVALID_TIMER); status_change_end(target, SC_FREEZE, INVALID_TIMER); status_change_end(target, SC_SLEEP, INVALID_TIMER); status_change_end(target, SC_DC_WINKCHARM, INVALID_TIMER); status_change_end(target, SC_CONFUSION, INVALID_TIMER); status_change_end(target, SC_TRICKDEAD, INVALID_TIMER); status_change_end(target, SC_HIDING, INVALID_TIMER); status_change_end(target, SC_CLOAKING, INVALID_TIMER); status_change_end(target, SC_CHASEWALK, INVALID_TIMER); status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(target, SC__INVISIBILITY, INVALID_TIMER); status_change_end(target, SC_DEEP_SLEEP, INVALID_TIMER); if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) { //Endure count is only reduced by non-players on non-gvg maps. //val4 signals infinite endure. [Skotlex] if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !maplist[target->m].flag.battleground && --(sce->val2) < 0) status_change_end(target, SC_ENDURE, INVALID_TIMER); } if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) { struct skill_unit_group* sg = skill->id2group(sce->val4); if (sg) { skill->del_unitgroup(sg, ALC_MARK); sce->val4 = 0; status_change_end(target, SC_GRAVITATION, INVALID_TIMER); } } if(sc->data[SC_DANCING] && (unsigned int)hp > st->max_hp>>2) status_change_end(target, SC_DANCING, INVALID_TIMER); if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0) status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER); if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0) status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER); } unit->skillcastcancel(target, 2); } st->hp-= hp; st->sp-= sp; if (sc && hp && st->hp) { if (sc->data[SC_AUTOBERSERK] && (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) && st->hp < st->max_hp>>2) sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); if (sc->data[SC_BERSERK] && st->hp <= 100) status_change_end(target, SC_BERSERK, INVALID_TIMER); if( sc->data[SC_RAISINGDRAGON] && st->hp <= 1000 ) status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER); if (sc->data[SC_SATURDAY_NIGHT_FEVER] && st->hp <= 100) status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); } switch (target->type) { case BL_PC: pc->damage((TBL_PC*)target,src,hp,sp); break; case BL_MOB: mob->damage((TBL_MOB*)target, src, hp); break; case BL_HOM: homun->damaged((TBL_HOM*)target); break; case BL_MER: mercenary->heal((TBL_MER*)target,hp,sp); break; case BL_ELEM: elemental->heal((TBL_ELEM*)target,hp,sp); break; } if( src && target->type == BL_PC && (((TBL_PC*)target)->disguise) > 0 ) {// stop walking when attacked in disguise to prevent walk-delay bug unit->stop_walking( target, 1 ); } if( st->hp || (flag&8) ) { //Still lives or has been dead before this damage. if (walkdelay) unit->set_walkdelay(target, timer->gettick(), walkdelay, 0); return (int)(hp+sp); } st->hp = 1; //To let the dead function cast skills and all that. //NOTE: These dead functions should return: [Skotlex] //0: Death cancelled, auto-revived. //Non-zero: Standard death. Clear status, cancel move/attack, etc //&2: Also remove object from map. //&4: Also delete object from memory. switch (target->type) { case BL_PC: flag = pc->dead((TBL_PC*)target,src); break; case BL_MOB: flag = mob->dead((TBL_MOB*)target, src, flag&4?3:0); break; case BL_HOM: flag = homun->dead((TBL_HOM*)target); break; case BL_MER: flag = mercenary->dead((TBL_MER*)target); break; case BL_ELEM: flag = elemental->dead((TBL_ELEM*)target); break; default: //Unhandled case, do nothing to object. flag = 0; break; } if(!flag) //Death cancelled. return (int)(hp+sp); //Normal death st->hp = 0; if (battle_config.clear_unit_ondeath && battle_config.clear_unit_ondeath&target->type) skill->clear_unitgroup(target); if(target->type&BL_REGEN) { //Reset regen ticks. struct regen_data *regen = iStatus->get_regen_data(target); if (regen) { memset(®en->tick, 0, sizeof(regen->tick)); if (regen->sregen) memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); if (regen->ssregen) memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); } } if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { //flag&8 = disable Kaizel int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover ) iStatus->revive(target, 100, 100); else iStatus->revive(target, sc->data[SC_KAIZEL]->val2, 0); iStatus->change_clear(target,0); clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1); sc_start(target,iStatus->skill2sc(PR_KYRIE),100,10,time); if( target->type == BL_MOB ) ((TBL_MOB*)target)->state.rebirth = 1; return (int)(hp+sp); } if(target->type == BL_PC){ TBL_PC *sd = BL_CAST(BL_PC,target); TBL_HOM *hd = sd->hd; if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){ clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, iStatus->revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0)); status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER); return (int)(hp + sp); } } if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so. iStatus->revive(target, sc->data[SC_REBIRTH]->val2, 0); iStatus->change_clear(target,0); ((TBL_MOB*)target)->state.rebirth = 1; return (int)(hp+sp); } iStatus->change_clear(target,0); if(flag&4) //Delete from memory. (also invokes map removal code) unit->free(target,CLR_DEAD); else if(flag&2) //remove from map unit->remove_map(target,CLR_DEAD,ALC_MARK); else { //Some death states that would normally be handled by unit_remove_map unit->stop_attack(target); unit->stop_walking(target,1); unit->skillcastcancel(target,0); clif->clearunit_area(target,CLR_DEAD); skill->unit_move(target,timer->gettick(),4); skill->cleartimerskill(target); } return (int)(hp+sp); } //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) //If flag&2, when the player is healed, show the HP/SP heal effect. int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) { struct status_data *st; struct status_change *sc; int hp,sp; st = iStatus->get_status_data(bl); if (st == &dummy_status || !st->hp) return 0; /* here onwards we consider it a 32-type, the client does not support higher and from here onwards the value doesn't get thru percentage modifiers */ hp = (int)cap_value(in_hp,INT_MIN,INT_MAX); sp = (int)cap_value(in_sp,INT_MIN,INT_MAX); sc = iStatus->get_sc(bl); if (sc && !sc->count) sc = NULL; if (hp < 0) { if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures! iStatus->damage(NULL, bl, -hp, 0, 0, 1); hp = 0; } if(hp) { if( sc && sc->data[SC_BERSERK] ) { if( flag&1 ) flag &= ~2; else hp = 0; } if((unsigned int)hp > st->max_hp - st->hp) hp = st->max_hp - st->hp; } if(sp < 0) { if (sp==INT_MIN) sp++; iStatus->damage(NULL, bl, 0, -sp, 0, 1); sp = 0; } if(sp) { if((unsigned int)sp > st->max_sp - st->sp) sp = st->max_sp - st->sp; } if(!sp && !hp) return 0; st->hp+= hp; st->sp+= sp; if( hp && sc && sc->data[SC_AUTOBERSERK] && sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2==1 && st->hp>=st->max_hp>>2 ) //End auto berserk. status_change_end(bl, SC_PROVOKE, INVALID_TIMER); // send hp update to client switch(bl->type) { case BL_PC: pc->heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break; case BL_MOB: mob->heal((TBL_MOB*)bl,hp); break; case BL_HOM: homun->healed((TBL_HOM*)bl); break; case BL_MER: mercenary->heal((TBL_MER*)bl,hp,sp); break; case BL_ELEM: elemental->heal((TBL_ELEM*)bl,hp,sp); break; } return (int)(hp+sp); } //Does percentual non-flinching damage/heal. If mob is killed this way, //no exp/drops will be awarded if there is no src (or src is target) //If rates are > 0, percent is of current HP/SP //If rates are < 0, percent is of max HP/SP //If !flag, this is heal, otherwise it is damage. //Furthermore, if flag==2, then the target must not die from the substraction. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) { struct status_data *st; unsigned int hp = 0, sp = 0; st = iStatus->get_status_data(target); //It's safe now [MarkZD] if (hp_rate > 99) hp = st->hp; else if (hp_rate > 0) hp = st->hp>10000? hp_rate*(st->hp/100): ((int64)hp_rate*st->hp)/100; else if (hp_rate < -99) hp = st->max_hp; else if (hp_rate < 0) hp = st->max_hp>10000? (-hp_rate)*(st->max_hp/100): ((int64)-hp_rate*st->max_hp)/100; if (hp_rate && !hp) hp = 1; if (flag == 2 && hp >= st->hp) hp = st->hp-1; //Must not kill target. if (sp_rate > 99) sp = st->sp; else if (sp_rate > 0) sp = ((int64)sp_rate*st->sp)/100; else if (sp_rate < -99) sp = st->max_sp; else if (sp_rate < 0) sp = ((int64)-sp_rate)*st->max_sp/100; if (sp_rate && !sp) sp = 1; //Ugly check in case damage dealt is too much for the received args of //iStatus->heal / iStatus->damage. [Skotlex] if (hp > INT_MAX) { hp -= INT_MAX; if (flag) iStatus->damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); else iStatus->heal(target, INT_MAX, 0, 0); } if (sp > INT_MAX) { sp -= INT_MAX; if (flag) iStatus->damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); else iStatus->heal(target, 0, INT_MAX, 0); } if (flag) return iStatus->damage(src, target, hp, sp, 0, (!src||src==target?5:1)); return iStatus->heal(target, hp, sp, 0); } int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) { struct status_data *st; unsigned int hp, sp; if (!iStatus->isdead(bl)) return 0; st = iStatus->get_status_data(bl); if (st == &dummy_status) return 0; //Invalid target. hp = (int64)st->max_hp * per_hp/100; sp = (int64)st->max_sp * per_sp/100; if(hp > st->max_hp - st->hp) hp = st->max_hp - st->hp; else if (per_hp && !hp) hp = 1; if(sp > st->max_sp - st->sp) sp = st->max_sp - st->sp; else if (per_sp && !sp) sp = 1; st->hp += hp; st->sp += sp; if (bl->prev) //Animation only if character is already on a map. clif->resurrection(bl, 1); switch (bl->type) { case BL_PC: pc->revive((TBL_PC*)bl, hp, sp); break; case BL_MOB: mob->revive((TBL_MOB*)bl, hp); break; case BL_HOM: homun->revive((TBL_HOM*)bl, hp, sp); break; } return 1; } /*========================================== * Checks whether the src can use the skill on the target, * taking into account status/option of both source/target. [Skotlex] * flag: * 0 - Trying to use skill on target. * 1 - Cast bar is done. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. * target MAY Be null, in which case the checks are only to see * whether the source can cast or not the skill on the ground. *------------------------------------------*/ int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) { struct status_data *st; struct status_change *sc=NULL, *tsc; int hide_flag; st = src ? iStatus->get_status_data(src) : &dummy_status; if (src && src->type != BL_PC && iStatus->isdead(src)) return 0; if (!skill_id) { //Normal attack checks. if (!(st->mode&MD_CANATTACK)) return 0; //This mode is only needed for melee attacking. //Dead state is not checked for skills as some skills can be used //on dead characters, said checks are left to skill.c [Skotlex] if (target && iStatus->isdead(target)) return 0; if( src && (sc = iStatus->get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB) return 0; } if( skill_id ) { if( src && !(src->type == BL_PC && ((TBL_PC*)src)->skillitem)) { // Items that cast skills using 'itemskill' will not be handled by map_zone_db. int i; for(i = 0; i < maplist[src->m].zone->disabled_skills_count; i++) { if( skill_id == maplist[src->m].zone->disabled_skills[i]->nameid && (maplist[src->m].zone->disabled_skills[i]->type&src->type) ) { if( src->type == BL_PC ) clif->msg((TBL_PC*)src, SKILL_CANT_USE_AREA); // This skill cannot be used within this area else if( src->type == BL_MOB && maplist[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) { if( (st->mode&MD_BOSS) && !(maplist[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) ) break; } return 0; } } } switch( skill_id ) { case PA_PRESSURE: if( flag && target ) { //Gloria Avoids pretty much everything.... tsc = iStatus->get_sc(target); if(tsc && tsc->option&OPTION_HIDE) return 0; } break; case GN_WALLOFTHORN: if( target && iStatus->isdead(target) ) return 0; break; case AL_TELEPORT: //Should fail when used on top of Land Protector [Skotlex] if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) && !(st->mode&MD_BOSS) && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)) return 0; break; default: break; } } if ( src ) sc = iStatus->get_sc(src); if( sc && sc->count ) { if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc if (flag != 1) //Can't cast, casted stuff can't damage. return 0; if (!(skill->get_inf(skill_id)&INF_GROUND_SKILL)) return 0; //Targetted spells can't come off. } if ( (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD) || (sc->data[SC_AUTOCOUNTER] && !flag) || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL) || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2) ) return 0; if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage if( unit->bl2ud(src) && (unit->bl2ud(src))->walktimer == INVALID_TIMER ) unit->walktobl(src, iMap->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1); clif->emotion(src, E_LV); return 0; } if (sc->data[SC_BLADESTOP]) { switch (sc->data[SC_BLADESTOP]->val1) { case 5: if (skill_id == MO_EXTREMITYFIST) break; case 4: if (skill_id == MO_CHAINCOMBO) break; case 3: if (skill_id == MO_INVESTIGATE) break; case 2: if (skill_id == MO_FINGEROFFENSIVE) break; default: return 0; } } if (sc->data[SC_DANCING] && flag!=2) { if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v if( pc->checkskill((TBL_PC*)src,WM_LESSON) < 5 ) return 0; } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex] if (skill_id == BD_ENCORE || skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) ) return 0; } else { switch (skill_id) { case BD_ADAPTATION: case CG_LONGINGFREEDOM: case BA_MUSICALSTRIKE: case DC_THROWARROW: break; default: return 0; } } if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION) return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] } if (skill_id && //Do not block item-casted skills. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id) ) { //Skills blocked through status changes... if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through sc->data[SC_SILENCE] || sc->data[SC_STEELBODY] || sc->data[SC_BERSERK] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_WHITEIMPRISON] || sc->data[SC__INVISIBILITY] || (sc->data[SC_COLD] && src->type != BL_MOB) || sc->data[SC__IGNORANCE] || sc->data[SC_DEEP_SLEEP] || sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC_CURSEDCIRCLE_TARGET] || (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) || (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id)) )) return 0; //Skill blocking. if ( (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) || (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) || (sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) || (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) ) return 0; if( sc->data[SC__MANHOLE] || ((tsc = iStatus->get_sc(target)) && tsc->data[SC__MANHOLE]) ) { switch(skill_id) {//##TODO## make this a flag in skill_db? // Skills that can be used even under Man Hole effects. case SC_SHADOWFORM: case SC_STRIPACCESSARY: break; default: return 0; } } } } if (sc && sc->option) { if (sc->option&OPTION_HIDE) { switch (skill_id) { //Usable skills while hiding. case TF_HIDING: case AS_GRIMTOOTH: case RG_BACKSTAP: case RG_RAID: case NJ_SHADOWJUMP: case NJ_KIRIKAGE: case KO_YAMIKUMO: break; default: //Non players can use all skills while hidden. if (!skill_id || src->type == BL_PC) return 0; } } if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK) return 0; if( sc->data[SC_ALL_RIDING] ) return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind] } if (target == NULL || target == src) //No further checking needed. return 1; tsc = iStatus->get_sc(target); if(tsc && tsc->count) { /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */ if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) ) return 0; if(!skill_id && tsc->data[SC_TRICKDEAD]) return 0; if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU) && tsc->data[SC_FREEZE]) return 0; if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE))) return 0; } //If targetting, cloak+hide protect you, otherwise only hiding does. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); //You cannot hide from ground skills. if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/ hide_flag &= ~OPTION_HIDE; else { switch ( skill_id ) { case LG_OVERBRAND: case LG_OVERBRAND_BRANDISH: case LG_OVERBRAND_PLUSATK: hide_flag &=~ OPTION_CLOAK|OPTION_CHASEWALK; break; } } switch( target->type ) { case BL_PC: { struct map_session_data *sd = (TBL_PC*) target; bool is_boss = (st->mode&MD_BOSS); bool is_detect = ((st->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens if (pc_isinvisible(sd)) return 0; if (tsc->option&hide_flag && !is_boss && ((sd->special_state.perfect_hiding || !is_detect) || (tsc->data[SC_CLOAKINGEXCEED] && is_detect))) return 0; if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id ) return 0; if( tsc->data[SC_STEALTHFIELD] && !is_boss ) return 0; } break; case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] if (st->mode&MD_LOOTER) return 1; return 0; case BL_HOM: case BL_MER: case BL_ELEM: if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src ) return 0; // Can't use support skills on Homunculus (only Master/Self) if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src ) return 0; // Can't use Weapon endow skills on Mercenary (only Master) if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) ) return 0; // Can't use Potion Pitcher on Mercenaries default: //Check for chase-walk/hiding/cloaking opponents. if( tsc ) { if( tsc->option&hide_flag && !(st->mode&(MD_BOSS|MD_DETECTOR))) return 0; if( tsc->data[SC_STEALTHFIELD] && !(st->mode&MD_BOSS) ) return 0; } } return 1; } //Checks whether the source can see and chase target. int status_check_visibility(struct block_list *src, struct block_list *target) { int view_range; struct status_data *st = iStatus->get_status_data(src); struct status_change *tsc = iStatus->get_sc(target); switch (src->type) { case BL_MOB: view_range = ((TBL_MOB*)src)->min_chase; break; case BL_PET: view_range = ((TBL_PET*)src)->db->range2; break; default: view_range = AREA_SIZE; } if (src->m != target->m || !check_distance_bl(src, target, view_range)) return 0; if( tsc && tsc->data[SC_STEALTHFIELD] ) return 0; switch (target->type) { //Check for chase-walk/hiding/cloaking opponents. case BL_PC: if ( tsc->data[SC_CLOAKINGEXCEED] && !(st->mode&MD_BOSS) ) return 0; if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&MD_BOSS) && ( ((TBL_PC*)target)->special_state.perfect_hiding || !(st->mode&MD_DETECTOR) ) ) return 0; break; default: if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&(MD_BOSS|MD_DETECTOR)) ) return 0; } return 1; } // Basic ASPD value int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) { int amotion; #ifdef RENEWAL_ASPD short mod = -1; switch( sd->weapontype2 ){ // adjustment for dual weilding case W_DAGGER: mod = 0; break; // 0, 1, 1 case W_1HSWORD: case W_1HAXE: mod = 1; if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3 mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ; } amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 ) ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon : ((aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod - aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]); if ( sd->status.shield ) amotion += ( 2000 - aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) + ( aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 ); #else // base weapon delay amotion = (sd->status.weapon < MAX_WEAPON_TYPE) ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon : (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield // percentual delay reduction from stats amotion -= amotion * (4*st->agi + st->dex)/1000; #endif // raw delay adjustment from bAspd bonus amotion += sd->bonus.aspd_add; return amotion; } static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *st) { int flag = 0, str, dex, #ifdef RENEWAL rstr, #endif dstr; if(!(bl->type&battle_config.enable_baseatk)) return 0; if (bl->type == BL_PC) switch(((TBL_PC*)bl)->status.weapon){ case W_BOW: case W_MUSICAL: case W_WHIP: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: flag = 1; } if (flag) { #ifdef RENEWAL rstr = #endif str = st->dex; dex = st->str; } else { #ifdef RENEWAL rstr = #endif str = st->str; dex = st->dex; } //Normally only players have base-atk, but homunc have a different batk // equation, hinting that perhaps non-players should use this for batk. // [Skotlex] dstr = str/10; str += dstr*dstr; if (bl->type == BL_PC) #ifdef RENEWAL str = (int)(rstr + (float)dex/5 + (float)st->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 + st->luk/5; #endif return cap_value(str, 0, USHRT_MAX); } static inline unsigned short status_base_matk_min(const struct status_data *st){ return st->int_+(st->int_/7)*(st->int_/7); } static inline unsigned short status_base_matk_max(const struct status_data *st){ return st->int_+(st->int_/5)*(st->int_/5); } #ifdef RENEWAL unsigned short status_base_matk(const struct status_data *st, int level){ return st->int_+(st->int_/2)+(st->dex/5)+(st->luk/3)+(level/4); } #endif //Fills in the misc data that can be calculated from the other status info (except for level) void status_calc_misc(struct block_list *bl, struct status_data *st, int level) { //Non players get the value set, players need to stack with previous bonuses. if( bl->type != BL_PC ) st->batk = st->hit = st->flee = st->def2 = st->mdef2 = st->cri = st->flee2 = 0; #ifdef RENEWAL // renewal formulas st->matk_min = st->matk_max = bl->type == BL_PC ? iStatus->base_matk(st, level) : level + st->int_; st->hit += level + st->dex + (bl->type == BL_PC ? st->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 st->flee += level + st->agi + (bl->type == BL_PC ? st->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 st->def2 += (int)(((float)level + st->vit)/2 + ( bl->type == BL_PC ? ((float)st->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def) st->mdef2 += (int)( bl->type == BL_PC ?(st->int_ + ((float)level/4) + ((float)(st->dex+st->vit)/5)):((float)(st->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 st->matk_min = status_base_matk_min(st); st->matk_max = status_base_matk_max(st); st->hit += level + st->dex; st->flee += level + st->agi; st->def2 += st->vit; st->mdef2 += st->int_ + (st->vit>>1); #endif if( bl->type&battle_config.enable_critical ) st->cri += 10 + (st->luk*10/3); //(every 1 luk = +0.3 critical) else st->cri = 0; if (bl->type&battle_config.enable_perfect_flee) st->flee2 += st->luk + 10; //(every 10 luk = +1 perfect flee) else st->flee2 = 0; if (st->batk) { int temp = st->batk + status_base_atk(bl, st); st->batk = cap_value(temp, 0, USHRT_MAX); } else st->batk = status_base_atk(bl, st); if (st->cri) switch (bl->type) { case BL_MOB: if(battle_config.mob_critical_rate != 100) st->cri = st->cri*battle_config.mob_critical_rate/100; if(!st->cri && battle_config.mob_critical_rate) st->cri = 10; break; case BL_PC: //Players don't have a critical adjustment setting as of yet. break; case BL_MER: #ifdef RENEWAL st->matk_min = st->matk_max = status_base_matk_max(st); st->def2 = st->vit + level / 10 + st->vit / 5; st->mdef2 = level / 10 + st->int_ / 5; #endif break; default: if(battle_config.critical_rate != 100) st->cri = st->cri*battle_config.critical_rate/100; if (!st->cri && battle_config.critical_rate) st->cri = 10; } if(bl->type&BL_REGEN) iStatus->calc_regen(bl, st, iStatus->get_regen_data(bl)); } //Skotlex: Calculates the initial status for the given mob //first will only be false when the mob leveled up or got a GuardUp level. int status_calc_mob_(struct mob_data* md, bool first) { struct status_data *mstatus; struct block_list *mbl = NULL; int flag=0; if(first) { //Set basic level on respawn. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv) ; else md->level = md->db->lv; } //Check if we need custom base-status if (battle_config.mobs_level_up && md->level > md->db->lv) flag|=1; if (md->special_state.size) flag|=2; if (md->guardian_data && md->guardian_data->guardup_lv) flag|=4; if (md->class_ == MOBID_EMPERIUM) flag|=4; if (battle_config.slaves_inherit_speed && md->master_id) flag|=8; if (md->master_id && md->special_state.ai>1) flag|=16; if (!flag) { //No special status required. if (md->base_status) { aFree(md->base_status); md->base_status = NULL; } if(first) memcpy(&md->status, &md->db->status, sizeof(struct status_data)); return 0; } if (!md->base_status) md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data)); mstatus = md->base_status; memcpy(mstatus, &md->db->status, sizeof(struct status_data)); if (flag&(8|16)) mbl = iMap->id2bl(md->master_id); if (flag&8 && mbl) { struct status_data *mstatus = iStatus->get_base_status(mbl); if (mstatus && battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2)) mstatus->speed = mstatus->speed; if( mstatus->speed < 2 ) /* minimum for the unit to function properly */ mstatus->speed = 2; } if (flag&16 && mbl) { //Max HP setting from Summon Flora/marine Sphere struct unit_data *ud = unit->bl2ud(mbl); //Remove special AI when this is used by regular mobs. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) md->special_state.ai = 0; if (ud) { // different levels of HP according to skill level if (ud->skill_id == AM_SPHEREMINE) { mstatus->max_hp = 2000 + 400*ud->skill_lv; } else if(ud->skill_id == KO_ZANZOU) { mstatus->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl)); } else { //AM_CANNIBALIZE mstatus->max_hp = 1500 + 200*ud->skill_lv + 10*iStatus->get_lv(mbl); mstatus->mode|= MD_CANATTACK|MD_AGGRESSIVE; } mstatus->hp = mstatus->max_hp; } } if (flag&1) { // increase from mobs leveling up [Valaris] int diff = md->level - md->db->lv; mstatus->str+= diff; mstatus->agi+= diff; mstatus->vit+= diff; mstatus->int_+= diff; mstatus->dex+= diff; mstatus->luk+= diff; mstatus->max_hp += diff*mstatus->vit; mstatus->max_sp += diff*mstatus->int_; mstatus->hp = mstatus->max_hp; mstatus->sp = mstatus->max_sp; mstatus->speed -= cap_value(diff, 0, mstatus->speed - 10); } if (flag&2 && battle_config.mob_size_influence) { // change for sized monsters [Valaris] if (md->special_state.size==SZ_MEDIUM) { mstatus->max_hp>>=1; mstatus->max_sp>>=1; if (!mstatus->max_hp) mstatus->max_hp = 1; if (!mstatus->max_sp) mstatus->max_sp = 1; mstatus->hp=mstatus->max_hp; mstatus->sp=mstatus->max_sp; mstatus->str>>=1; mstatus->agi>>=1; mstatus->vit>>=1; mstatus->int_>>=1; mstatus->dex>>=1; mstatus->luk>>=1; if (!mstatus->str) mstatus->str = 1; if (!mstatus->agi) mstatus->agi = 1; if (!mstatus->vit) mstatus->vit = 1; if (!mstatus->int_) mstatus->int_ = 1; if (!mstatus->dex) mstatus->dex = 1; if (!mstatus->luk) mstatus->luk = 1; } else if (md->special_state.size==SZ_BIG) { mstatus->max_hp<<=1; mstatus->max_sp<<=1; mstatus->hp=mstatus->max_hp; mstatus->sp=mstatus->max_sp; mstatus->str<<=1; mstatus->agi<<=1; mstatus->vit<<=1; mstatus->int_<<=1; mstatus->dex<<=1; mstatus->luk<<=1; } } iStatus->calc_misc(&md->bl, mstatus, md->level); if(flag&4) { // Strengthen Guardians - custom value +10% / lv struct guild_castle *gc; gc=guild->mapname2gc(maplist[md->bl.m].name); if (!gc) ShowError("status_calc_mob: No castle set at map %s\n", maplist[md->bl.m].name); else if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) { #ifdef RENEWAL mstatus->max_hp += 50 * gc->defense; mstatus->max_sp += 70 * gc->defense; #else mstatus->max_hp += 1000 * gc->defense; mstatus->max_sp += 200 * gc->defense; #endif mstatus->hp = mstatus->max_hp; mstatus->sp = mstatus->max_sp; mstatus->def += (gc->defense+2)/3; mstatus->mdef += (gc->defense+2)/3; } if(md->class_ != MOBID_EMPERIUM) { mstatus->batk += mstatus->batk * 10*md->guardian_data->guardup_lv/100; mstatus->rhw.atk += mstatus->rhw.atk * 10*md->guardian_data->guardup_lv/100; mstatus->rhw.atk2 += mstatus->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; mstatus->aspd_rate -= 100*md->guardian_data->guardup_lv; } } if( first ) //Initial battle status memcpy(&md->status, mstatus, sizeof(struct status_data)); return 1; } //Skotlex: Calculates the stats of the given pet. int status_calc_pet_(struct pet_data *pd, bool first) { nullpo_ret(pd); if (first) { memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking pd->status.speed = pd->petDB->speed; if(battle_config.pet_attack_support || battle_config.pet_damage_support) {// attack support requires the pet to be able to attack pd->status.mode|= MD_CANATTACK; } } if (battle_config.pet_lv_rate && pd->msd) { struct map_session_data *sd = pd->msd; int lv; lv =sd->status.base_level*battle_config.pet_lv_rate/100; if (lv < 0) lv = 1; if (lv != pd->pet.level || first) { struct status_data *bstat = &pd->db->status, *pstatus = &pd->status; pd->pet.level = lv; if (!first) //Lv Up animation clif->misceffect(&pd->bl, 0); pstatus->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; pstatus->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; pstatus->str = (bstat->str*lv)/pd->db->lv; pstatus->agi = (bstat->agi*lv)/pd->db->lv; pstatus->vit = (bstat->vit*lv)/pd->db->lv; pstatus->int_ = (bstat->int_*lv)/pd->db->lv; pstatus->dex = (bstat->dex*lv)/pd->db->lv; pstatus->luk = (bstat->luk*lv)/pd->db->lv; pstatus->rhw.atk = cap_value(pstatus->rhw.atk, 1, battle_config.pet_max_atk1); pstatus->rhw.atk2 = cap_value(pstatus->rhw.atk2, 2, battle_config.pet_max_atk2); pstatus->str = cap_value(pstatus->str,1,battle_config.pet_max_stats); pstatus->agi = cap_value(pstatus->agi,1,battle_config.pet_max_stats); pstatus->vit = cap_value(pstatus->vit,1,battle_config.pet_max_stats); pstatus->int_= cap_value(pstatus->int_,1,battle_config.pet_max_stats); pstatus->dex = cap_value(pstatus->dex,1,battle_config.pet_max_stats); pstatus->luk = cap_value(pstatus->luk,1,battle_config.pet_max_stats); iStatus->calc_misc(&pd->bl, &pd->status, lv); if (!first) //Not done the first time because the pet is not visible yet clif->send_petstatus(sd); } } else if (first) { iStatus->calc_misc(&pd->bl, &pd->status, pd->db->lv); if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv) pd->pet.level = pd->db->lv; } //Support rate modifier (1000 = 100%) pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500; if(battle_config.pet_support_rate != 100) pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100; return 1; } /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array static void status_calc_sigma(void) { int i,j; for(i = 0; i < CLASS_COUNT; i++) { unsigned int k = 0; hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0; for(j = 2; j <= MAX_LEVEL; j++) { k += (hp_coefficient[i]*j + 50) / 100; hp_sigma_val[i][j] = k; if (k >= INT_MAX) break; //Overflow protection. [Skotlex] } for(; j <= MAX_LEVEL; j++) hp_sigma_val[i][j] = INT_MAX; } } /// Calculates base MaxHP value according to class and base level /// The recursive equation used to calculate level bonus is (using integer operations) /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D /// which reduces to something close to /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D } static unsigned int status_base_pc_maxhp(struct map_session_data *sd, struct status_data *st) { uint64 val = pc->class2idx(sd->status.class_); val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level]; if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER || (sd->class_&MAPID_UPPERMASK) == MAPID_REBELLION) val += 100; //Since their HP can't be approximated well enough without this. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON)) val *= 3; //Triple max HP for top ranking Taekwons over level 90. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) val += 2000; //Supernovice lvl99 hp bonus. val += val * st->vit/100; // +1% per each point of VIT if (sd->class_&JOBL_UPPER) val += val * 25/100; //Trans classes get a 25% hp bonus else if (sd->class_&JOBL_BABY) val -= val * 30/100; //Baby classes get a 30% hp penalty return (unsigned int)val; } static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *st) { uint64 val; val = 10 + sd->status.base_level*(int64)sp_coefficient[pc->class2idx(sd->status.class_)]/100; val += val * st->int_/100; if (sd->class_&JOBL_UPPER) val += val * 25/100; else if (sd->class_&JOBL_BABY) val -= val * 30/100; if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON)) val *= 3; //Triple max SP for top ranking Taekwons over level 90. return (unsigned int)val; } //Calculates player data from scratch without counting SC adjustments. //Should be invoked whenever players raise stats, learn passive skills or change equipment. int status_calc_pc_(struct map_session_data* sd, bool first) { static int calculating = 0; //Check for recursive call preemption. [Skotlex] struct status_data *bstatus; // pointer to the player's base status const struct status_change *sc = &sd->sc; struct s_skill b_skill[MAX_SKILL]; // previous skill tree int b_weight, b_max_weight, b_cart_weight_max, // previous weight i, k, index, skill_lv,refinedef=0; int64 i64; if (++calculating > 10) //Too many recursive calls! return -1; // remember player-specific values that are currently being shown to the client (for refresh purposes) memcpy(b_skill, &sd->status.skill, sizeof(b_skill)); b_weight = sd->weight; b_max_weight = sd->max_weight; b_cart_weight_max = sd->cart_weight_max; pc->calc_skilltree(sd); // SkillTree calculation sd->max_weight = max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300; if(first) { //Load Hp/SP from char-received data. sd->battle_status.hp = sd->status.hp; sd->battle_status.sp = sd->status.sp; sd->regen.sregen = &sd->sregen; sd->regen.ssregen = &sd->ssregen; sd->weight=0; for(i=0;istatus.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) continue; sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; } sd->cart_weight=0; sd->cart_num=0; for(i=0;istatus.cart[i].nameid==0) continue; sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; sd->cart_num++; } } bstatus = &sd->base_status; // these are not zeroed. [zzo] sd->hprate=100; sd->sprate=100; sd->castrate=100; sd->delayrate=100; sd->dsprate=100; sd->hprecov_rate = 100; sd->sprecov_rate = 100; sd->matk_rate = 100; sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; sd->regen.state.block = 0; // zeroed arrays, order follows the order in pc.h. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo] memset (sd->param_bonus, 0, sizeof(sd->param_bonus) + sizeof(sd->param_equip) + sizeof(sd->subele) + sizeof(sd->subrace) + sizeof(sd->subrace2) + sizeof(sd->subsize) + sizeof(sd->reseff) + sizeof(sd->weapon_coma_ele) + sizeof(sd->weapon_coma_race) + sizeof(sd->weapon_atk) + sizeof(sd->weapon_atk_rate) + sizeof(sd->arrow_addele) + sizeof(sd->arrow_addrace) + sizeof(sd->arrow_addsize) + sizeof(sd->magic_addele) + sizeof(sd->magic_addrace) + sizeof(sd->magic_addsize) + sizeof(sd->magic_atk_ele) + sizeof(sd->critaddrace) + sizeof(sd->expaddrace) + sizeof(sd->ignore_mdef) + sizeof(sd->ignore_def) + sizeof(sd->sp_gain_race) + sizeof(sd->sp_gain_race_attack) + sizeof(sd->hp_gain_race_attack) ); memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); if (sd->special_state.intravision && !sd->sc.data[SC_CLAIRVOYANCE]) //Clear intravision as long as nothing else is using it clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE); memset(&sd->special_state,0,sizeof(sd->special_state)); memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp))); //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] if (!sd->state.permanent_speed) bstatus->speed = DEFAULT_WALK_SPEED; //Give them all modes except these (useful for clones) bstatus->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK); bstatus->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM; if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus] if (sd->class_&JOBL_BABY) { if (battle_config.character_size&SZ_BIG) bstatus->size++; } else if(battle_config.character_size&SZ_MEDIUM) bstatus->size++; } bstatus->aspd_rate = 1000; bstatus->ele_lv = 1; bstatus->race = RC_DEMIHUMAN; //zero up structures... memset(&sd->autospell,0,sizeof(sd->autospell) + sizeof(sd->autospell2) + sizeof(sd->autospell3) + sizeof(sd->addeff) + sizeof(sd->addeff2) + sizeof(sd->addeff3) + sizeof(sd->skillatk) + sizeof(sd->skillusesprate) + sizeof(sd->skillusesp) + sizeof(sd->skillheal) + sizeof(sd->skillheal2) + sizeof(sd->hp_loss) + sizeof(sd->sp_loss) + sizeof(sd->hp_regen) + sizeof(sd->sp_regen) + sizeof(sd->skillblown) + sizeof(sd->skillcast) + sizeof(sd->add_def) + sizeof(sd->add_mdef) + sizeof(sd->add_mdmg) + sizeof(sd->add_drop) + sizeof(sd->itemhealrate) + sizeof(sd->subele2) + sizeof(sd->skillcooldown) + sizeof(sd->skillfixcast) + sizeof(sd->skillvarcast) + sizeof(sd->skillfixcastrate) ); memset (&sd->bonus, 0,sizeof(sd->bonus)); // Autobonus pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true); pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true); pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true); // Parse equipment. for(i=0;icurrent_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) continue; if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) continue; if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) continue; if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index) continue; if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index)) continue; if(!sd->inventory_data[index]) continue; for(k = 0; k < maplist[sd->bl.m].zone->disabled_items_count; k++) { if( maplist[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) { break; } } if( k < maplist[sd->bl.m].zone->disabled_items_count ) continue; bstatus->def += sd->inventory_data[index]->def; if(first && sd->inventory_data[index]->equip_script) { //Execute equip-script on login script->run(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } // sanitize the refine level in case someone decreased the value inbetween if (sd->status.inventory[index].refine > MAX_REFINE) sd->status.inventory[index].refine = MAX_REFINE; if(sd->inventory_data[index]->type == IT_WEAPON) { int r,wlv = sd->inventory_data[index]->wlv; struct weapon_data *wd; struct weapon_atk *wa; if (wlv >= REFINE_TYPE_MAX) wlv = REFINE_TYPE_MAX - 1; if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { wd = &sd->left_weapon; // Left-hand weapon wa = &bstatus->lhw; } else { wd = &sd->right_weapon; wa = &bstatus->rhw; } wa->atk += sd->inventory_data[index]->atk; if ( (r = sd->status.inventory[index].refine) ) wa->atk2 = refine_info[wlv].bonus[r-1] / 100; #ifdef RENEWAL wa->matk += sd->inventory_data[index]->matk; wa->wlv = wlv; if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus wa->matk += refine_info[wlv].bonus[r-1] / 100; #endif //Overrefine bonus. if (r) wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100; wa->range += sd->inventory_data[index]->range; if(sd->inventory_data[index]->script) { if (wd == &sd->left_weapon) { sd->state.lr_flag = 1; script->run(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else script->run(sd->inventory_data[index]->script,0,sd->bl.id,0); if (!calculating) //Abort, script->run retriggered this. [Skotlex] return 1; } if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon wd->star += (sd->status.inventory[index].card[1]>>8); if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg if(pc->famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH)) wd->star += 10; if (!wa->ele) //Do not overwrite element from previous bonuses. wa->ele = (sd->status.inventory[index].card[1]&0x0f); } } else if(sd->inventory_data[index]->type == IT_ARMOR) { int r; if ( (r = sd->status.inventory[index].refine) ) refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1]; if(sd->inventory_data[index]->script) { if( i == EQI_HAND_L ) //Shield sd->state.lr_flag = 3; script->run(sd->inventory_data[index]->script,0,sd->bl.id,0); if( i == EQI_HAND_L ) //Shield sd->state.lr_flag = 0; if (!calculating) //Abort, script->run retriggered this. [Skotlex] return 1; } } } if(sd->equip_index[EQI_AMMO] >= 0){ index = sd->equip_index[EQI_AMMO]; if(sd->inventory_data[index]){ // Arrows sd->bonus.arrow_atk += sd->inventory_data[index]->atk; sd->state.lr_flag = 2; if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items script->run(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; if (!calculating) //Abort, script->run retriggered status_calc_pc. [Skotlex] return 1; } } /* we've got combos to process */ if( sd->combos.count ) { for( i = 0; i < sd->combos.count; i++ ) { script->run(sd->combos.bonus[i],0,sd->bl.id,0); if (!calculating) //Abort, script->run retriggered this. return 1; } } //Store equipment script bonuses memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); memset(sd->param_bonus, 0, sizeof(sd->param_bonus)); bstatus->def += (refinedef+50)/100; //Parse Cards for(i=0;icurrent_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) continue; if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) continue; if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) continue; if(sd->inventory_data[index]) { int j,c; struct item_data *data; //Card script execution. if(itemdb_isspecial(sd->status.inventory[index].card[0])) continue; for(j=0;jcurrent_equip_card_id= c= sd->status.inventory[index].card[j]; if(!c) continue; data = itemdb->exists(c); if(!data) continue; for(k = 0; k < maplist[sd->bl.m].zone->disabled_items_count; k++) { if( maplist[sd->bl.m].zone->disabled_items[k] == data->nameid ) { break; } } if( k < maplist[sd->bl.m].zone->disabled_items_count ) continue; if(first && data->equip_script) {//Execute equip-script on login script->run(data->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } if(!data->script) continue; if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status. sd->state.lr_flag = 1; script->run(data->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else script->run(data->script,0,sd->bl.id,0); if (!calculating) //Abort, script->run his function. [Skotlex] return 1; } } } if( sc->count && sc->data[SC_ITEMSCRIPT] ) { struct item_data *data = itemdb->exists(sc->data[SC_ITEMSCRIPT]->val1); if( data && data->script ) script->run(data->script,0,sd->bl.id,0); } if( sd->pd ) { // Pet Bonus struct pet_data *pd = sd->pd; if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly ) script->run(pd->petDB->equip_script,0,sd->bl.id,0); if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus ) pc->bonus(sd,pd->bonus->type, pd->bonus->val); } //param_bonus now holds card bonuses. if(bstatus->rhw.range < 1) bstatus->rhw.range = 1; if(bstatus->lhw.range < 1) bstatus->lhw.range = 1; if(bstatus->rhw.range < bstatus->lhw.range) bstatus->rhw.range = bstatus->lhw.range; sd->bonus.double_rate += sd->bonus.double_add_rate; sd->bonus.perfect_hit += sd->bonus.perfect_hit_add; sd->bonus.splash_range += sd->bonus.splash_add_range; // Damage modifiers from weapon type sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; if( (pc_isriding(sd) || pc_isridingdragon(sd)) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) { //When Riding with spear, damage modifier to mid-class becomes //same as versus large size. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2]; sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; } // ----- STATS CALCULATION ----- // Job bonuses index = pc->class2idx(sd->status.class_); for(i=0;i<(int)sd->status.job_level && istr++; break; case 2: bstatus->agi++; break; case 3: bstatus->vit++; break; case 4: bstatus->int_++; break; case 5: bstatus->dex++; break; case 6: bstatus->luk++; break; } } // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70) { bstatus->str += 10; bstatus->agi += 10; bstatus->vit += 10; bstatus->int_+= 10; bstatus->dex += 10; bstatus->luk += 10; } // Absolute modifiers from passive skills if(pc->checkskill(sd,BS_HILTBINDING)>0) bstatus->str++; if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0) bstatus->int_ += (skill_lv+1)/2; // +1 INT / 2 lv if((skill_lv=pc->checkskill(sd,AC_OWL))>0) bstatus->dex += skill_lv; if((skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP))>0) bstatus->int_ += skill_lv; // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. i = bstatus->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; bstatus->str = cap_value(i,0,USHRT_MAX); i = bstatus->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; bstatus->agi = cap_value(i,0,USHRT_MAX); i = bstatus->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; bstatus->vit = cap_value(i,0,USHRT_MAX); i = bstatus->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; bstatus->int_ = cap_value(i,0,USHRT_MAX); i = bstatus->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; bstatus->dex = cap_value(i,0,USHRT_MAX); i = bstatus->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; bstatus->luk = cap_value(i,0,USHRT_MAX); // ------ BASE ATTACK CALCULATION ------ // Base batk value is set on iStatus->calc_misc // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) bstatus->batk += sd->weapon_atk[sd->status.weapon]; // Absolute modifiers from passive skills #ifndef RENEWAL if((skill_lv=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE. bstatus->batk += 4; #endif // ----- HP MAX CALCULATION ----- // Basic MaxHP value //We hold the standard Max HP here to make it faster to recalculate on vit changes. sd->status.max_hp = status_base_pc_maxhp(sd,bstatus); //This is done to handle underflows from negative Max HP bonuses i64 = sd->status.max_hp + (int)bstatus->max_hp; bstatus->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX); // Absolute modifiers from passive skills if((skill_lv=pc->checkskill(sd,CR_TRUST))>0) bstatus->max_hp += skill_lv*200; // Apply relative modifiers from equipment if(sd->hprate < 0) sd->hprate = 0; if(sd->hprate!=100) bstatus->max_hp = (int64)bstatus->max_hp * sd->hprate/100; if(battle_config.hp_rate != 100) bstatus->max_hp = (int64)bstatus->max_hp * battle_config.hp_rate/100; if(bstatus->max_hp > (unsigned int)battle_config.max_hp) bstatus->max_hp = battle_config.max_hp; else if(!bstatus->max_hp) bstatus->max_hp = 1; // ----- SP MAX CALCULATION ----- // Basic MaxSP value sd->status.max_sp = status_base_pc_maxsp(sd,bstatus); //This is done to handle underflows from negative Max SP bonuses i64 = sd->status.max_sp + (int)bstatus->max_sp; bstatus->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX); // Absolute modifiers from passive skills if((skill_lv=pc->checkskill(sd,SL_KAINA))>0) bstatus->max_sp += 30*skill_lv; if((skill_lv=pc->checkskill(sd,HP_MEDITATIO))>0) bstatus->max_sp += (int64)bstatus->max_sp * skill_lv/100; if((skill_lv=pc->checkskill(sd,HW_SOULDRAIN))>0) bstatus->max_sp += (int64)bstatus->max_sp * 2*skill_lv/100; if( (skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 ) bstatus->max_sp += 200 + 20 * skill_lv; if( (skill_lv = pc->checkskill(sd,WM_LESSON)) > 0 ) bstatus->max_sp += 30 * skill_lv; // Apply relative modifiers from equipment if(sd->sprate < 0) sd->sprate = 0; if(sd->sprate!=100) bstatus->max_sp = (int64)bstatus->max_sp * sd->sprate/100; if(battle_config.sp_rate != 100) bstatus->max_sp = (int64)bstatus->max_sp * battle_config.sp_rate/100; if(bstatus->max_sp > (unsigned int)battle_config.max_sp) bstatus->max_sp = battle_config.max_sp; else if(!bstatus->max_sp) bstatus->max_sp = 1; // ----- RESPAWN HP/SP ----- // //Calc respawn hp and store it on base_status if (sd->special_state.restart_full_recover) { bstatus->hp = bstatus->max_hp; bstatus->sp = bstatus->max_sp; } else { if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) bstatus->hp = bstatus->max_hp>>1; else bstatus->hp = (int64)bstatus->max_hp * battle_config.restart_hp_rate/100; if(!bstatus->hp) bstatus->hp = 1; bstatus->sp = (int64)bstatus->max_sp * battle_config.restart_sp_rate /100; if( !bstatus->sp ) /* the minimum for the respawn setting is SP:1 */ bstatus->sp = 1; } // ----- MISC CALCULATION ----- iStatus->calc_misc(&sd->bl, bstatus, sd->status.base_level); //Equipment modifiers for misc settings if(sd->matk_rate < 0) sd->matk_rate = 0; if(sd->matk_rate != 100){ bstatus->matk_max = bstatus->matk_max * sd->matk_rate/100; bstatus->matk_min = bstatus->matk_min * sd->matk_rate/100; } if(sd->hit_rate < 0) sd->hit_rate = 0; if(sd->hit_rate != 100) bstatus->hit = bstatus->hit * sd->hit_rate/100; if(sd->flee_rate < 0) sd->flee_rate = 0; if(sd->flee_rate != 100) bstatus->flee = bstatus->flee * sd->flee_rate/100; if(sd->def2_rate < 0) sd->def2_rate = 0; if(sd->def2_rate != 100) bstatus->def2 = bstatus->def2 * sd->def2_rate/100; if(sd->mdef2_rate < 0) sd->mdef2_rate = 0; if(sd->mdef2_rate != 100) bstatus->mdef2 = bstatus->mdef2 * sd->mdef2_rate/100; if(sd->critical_rate < 0) sd->critical_rate = 0; if(sd->critical_rate != 100) bstatus->cri = bstatus->cri * sd->critical_rate/100; if(sd->flee2_rate < 0) sd->flee2_rate = 0; if(sd->flee2_rate != 100) bstatus->flee2 = bstatus->flee2 * sd->flee2_rate/100; // ----- HIT CALCULATION ----- // Absolute modifiers from passive skills #ifndef RENEWAL if((skill_lv=pc->checkskill(sd,BS_WEAPONRESEARCH))>0) // is this correct in pre? there is already hitrate bonus in battle.c bstatus->hit += skill_lv*2; #endif if((skill_lv=pc->checkskill(sd,AC_VULTURE))>0) { #ifndef RENEWAL bstatus->hit += skill_lv; #endif if(sd->status.weapon == W_BOW) bstatus->rhw.range += skill_lv; } if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) { if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0) bstatus->hit += 2*skill_lv; if((skill_lv=pc->checkskill(sd,GS_SNAKEEYE))>0) { bstatus->hit += skill_lv; bstatus->rhw.range += skill_lv; } } // ----- FLEE CALCULATION ----- // Absolute modifiers from passive skills if((skill_lv=pc->checkskill(sd,TF_MISS))>0) bstatus->flee += skill_lv*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); if((skill_lv=pc->checkskill(sd,MO_DODGE))>0) bstatus->flee += (skill_lv*3)>>1; // ----- EQUIPMENT-DEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->def_rate < 0) sd->def_rate = 0; if(sd->def_rate != 100) { i = bstatus->def * sd->def_rate/100; bstatus->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } #ifndef RENEWAL if (!battle_config.weapon_defense_type && bstatus->def > battle_config.max_def) { bstatus->def2 += battle_config.over_def_bonus*(bstatus->def -battle_config.max_def); bstatus->def = (unsigned char)battle_config.max_def; } #endif // ----- EQUIPMENT-MDEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->mdef_rate < 0) sd->mdef_rate = 0; if(sd->mdef_rate != 100) { i = bstatus->mdef * sd->mdef_rate/100; bstatus->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } #ifndef RENEWAL if (!battle_config.magic_defense_type && bstatus->mdef > battle_config.max_def) { bstatus->mdef2 += battle_config.over_def_bonus*(bstatus->mdef -battle_config.max_def); bstatus->mdef = (signed char)battle_config.max_def; } #endif // ----- ASPD CALCULATION ----- // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value i = status_base_amotion_pc(sd,bstatus); bstatus->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); // Relative modifiers from passive skills #ifndef RENEWAL_ASPD if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) bstatus->aspd_rate -= 5*skill_lv; if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) bstatus->aspd_rate -= 30*skill_lv; if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) bstatus->aspd_rate -= ((skill_lv+1)/2) * 10; if(pc_isriding(sd)) bstatus->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); else if(pc_isridingdragon(sd)) bstatus->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); #else // needs more info if((skill_lv=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) bstatus->aspd_rate += 5*skill_lv; if((skill_lv = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd)) bstatus->aspd_rate += 30*skill_lv; if((skill_lv=pc->checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) bstatus->aspd_rate += ((skill_lv+1)/2) * 10; if(pc_isriding(sd)) bstatus->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY); else if(pc_isridingdragon(sd)) bstatus->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING); #endif bstatus->adelay = 2*bstatus->amotion; // ----- DMOTION ----- // i = 800-bstatus->agi*4; bstatus->dmotion = cap_value(i, 400, 800); if(battle_config.pc_damage_delay_rate != 100) bstatus->dmotion = bstatus->dmotion*battle_config.pc_damage_delay_rate/100; // ----- MISC CALCULATIONS ----- // Weight if((skill_lv=pc->checkskill(sd,MC_INCCARRY))>0) sd->max_weight += 2000*skill_lv; if(pc_isriding(sd) && pc->checkskill(sd,KN_RIDING)>0) sd->max_weight += 10000; else if(pc_isridingdragon(sd)) sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING); if(sc->data[SC_KNOWLEDGE]) sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10; if((skill_lv=pc->checkskill(sd,ALL_INCCARRY))>0) sd->max_weight += 2000*skill_lv; sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000); if (pc->checkskill(sd,SM_MOVINGRECOVERY)>0) sd->regen.state.walk = 1; else sd->regen.state.walk = 0; // Skill SP cost if((skill_lv=pc->checkskill(sd,HP_MANARECHARGE))>0 ) sd->dsprate -= 4*skill_lv; if(sc->data[SC_SERVICEFORYOU]) sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3; if(sc->data[SC_ATKER_BLOOD]) sd->dsprate -= sc->data[SC_ATKER_BLOOD]->val1; //Underflow protections. if(sd->dsprate < 0) sd->dsprate = 0; if(sd->castrate < 0) sd->castrate = 0; if(sd->delayrate < 0) sd->delayrate = 0; if(sd->hprecov_rate < 0) sd->hprecov_rate = 0; if(sd->sprecov_rate < 0) sd->sprecov_rate = 0; // Anti-element and anti-race if((skill_lv=pc->checkskill(sd,CR_TRUST))>0) sd->subele[ELE_HOLY] += skill_lv*5; if((skill_lv=pc->checkskill(sd,BS_SKINTEMPER))>0) { sd->subele[ELE_NEUTRAL] += skill_lv; sd->subele[ELE_FIRE] += skill_lv*4; } if((skill_lv=pc->checkskill(sd,NC_RESEARCHFE))>0) { sd->subele[ELE_EARTH] += skill_lv*10; sd->subele[ELE_FIRE] += skill_lv*10; } if((skill_lv=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ) { #ifdef RENEWAL skill_lv = skill_lv*2; #else skill_lv = skill_lv*4; #endif sd->right_weapon.addrace[RC_DRAGON]+=skill_lv; sd->left_weapon.addrace[RC_DRAGON]+=skill_lv; sd->magic_addrace[RC_DRAGON]+=skill_lv; sd->subrace[RC_DRAGON]+=skill_lv; } if(sc->count) { if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex } if(sc->data[SC_SIEGFRIED]){ i = sc->data[SC_SIEGFRIED]->val2; sd->subele[ELE_WATER] += i; sd->subele[ELE_EARTH] += i; sd->subele[ELE_FIRE] += i; sd->subele[ELE_WIND] += i; sd->subele[ELE_POISON] += i; sd->subele[ELE_HOLY] += i; sd->subele[ELE_DARK] += i; sd->subele[ELE_GHOST] += i; sd->subele[ELE_UNDEAD] += i; } if(sc->data[SC_PROVIDENCE]){ sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; } if(sc->data[SC_ARMORPROPERTY]) { //This status change should grant card-type elemental resist. sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1; sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2; sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3; sd->subele[ELE_WIND] += sc->data[SC_ARMORPROPERTY]->val4; } if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2; sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3; sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4; } if( sc->data[SC_FIRE_CLOAK_OPTION] ) { i = sc->data[SC_FIRE_CLOAK_OPTION]->val2; sd->subele[ELE_FIRE] += i; sd->subele[ELE_WATER] -= i; } if( sc->data[SC_WATER_DROP_OPTION] ) { i = sc->data[SC_WATER_DROP_OPTION]->val2; sd->subele[ELE_WATER] += i; sd->subele[ELE_WIND] -= i; } if( sc->data[SC_WIND_CURTAIN_OPTION] ) { i = sc->data[SC_WIND_CURTAIN_OPTION]->val2; sd->subele[ELE_WIND] += i; sd->subele[ELE_EARTH] -= i; } if( sc->data[SC_STONE_SHIELD_OPTION] ) { i = sc->data[SC_STONE_SHIELD_OPTION]->val2; sd->subele[ELE_EARTH] += i; sd->subele[ELE_FIRE] -= i; } if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_FIRE] += 25; if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_WATER] += 25; if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_WIND] += 25; if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_EARTH] += 25; } status_cpy(&sd->battle_status, bstatus); // ----- CLIENT-SIDE REFRESH ----- if(!sd->bl.prev) { //Will update on LoadEndAck calculating = 0; return 0; } if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) clif->skillinfoblock(sd); if(b_weight != sd->weight) clif->updatestatus(sd,SP_WEIGHT); if(b_max_weight != sd->max_weight) { clif->updatestatus(sd,SP_MAXWEIGHT); pc->updateweightstatus(sd); } if( b_cart_weight_max != sd->cart_weight_max ) { clif->updatestatus(sd,SP_CARTINFO); } calculating = 0; return 0; } int status_calc_mercenary_(struct mercenary_data *md, bool first) { struct status_data *mstatus = &md->base_status; struct s_mercenary *merc = &md->mercenary; if( first ) { memcpy(mstatus, &md->db->status, sizeof(struct status_data)); mstatus->mode = MD_CANMOVE|MD_CANATTACK; mstatus->hp = mstatus->max_hp; mstatus->sp = mstatus->max_sp; md->battle_status.hp = merc->hp; md->battle_status.sp = merc->sp; } iStatus->calc_misc(&md->bl, mstatus, md->db->lv); status_cpy(&md->battle_status, mstatus); return 0; } int status_calc_homunculus_(struct homun_data *hd, bool first) { struct status_data *hstatus = &hd->base_status; struct s_homunculus *hom = &hd->homunculus; int skill_lv; int amotion; hstatus->str = hom->str / 10; hstatus->agi = hom->agi / 10; hstatus->vit = hom->vit / 10; hstatus->dex = hom->dex / 10; hstatus->int_ = hom->int_ / 10; hstatus->luk = hom->luk / 10; if (first) { //[orn] const struct s_homunculus_db *db = hd->homunculusDB; hstatus->def_ele = db->element; hstatus->ele_lv = 1; hstatus->race = db->race; hstatus->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size; hstatus->rhw.range = 1 + hstatus->size; hstatus->mode = MD_CANMOVE|MD_CANATTACK; hstatus->speed = DEFAULT_WALK_SPEED; if (battle_config.hom_setting&0x8 && hd->master) hstatus->speed = iStatus->get_speed(&hd->master->bl); hstatus->hp = 1; hstatus->sp = 1; } skill_lv = hom->level/10 + hstatus->vit/5; hstatus->def = cap_value(skill_lv, 0, 99); skill_lv = hom->level/10 + hstatus->int_/5; hstatus->mdef = cap_value(skill_lv, 0, 99); hstatus->max_hp = hom->max_hp; hstatus->max_sp = hom->max_sp; homun->calc_skilltree(hd, 0); if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0) hstatus->def += skill_lv * 4; if((skill_lv = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) { hstatus->int_ += 1 +skill_lv/2 +skill_lv/4 +skill_lv/5; hstatus->str += 1 +skill_lv/3 +skill_lv/3 +skill_lv/4; } if((skill_lv=homun->checkskill(hd,HAMI_SKIN)) > 0) hstatus->max_hp += skill_lv * 2 * hstatus->max_hp / 100; if((skill_lv = homun->checkskill(hd,HLIF_BRAIN)) > 0) hstatus->max_sp += (1 +skill_lv/2 -skill_lv/4 +skill_lv/5) * hstatus->max_sp / 100; if (first) { hd->battle_status.hp = hom->hp; hd->battle_status.sp = hom->sp; } hstatus->rhw.atk = hstatus->dex; hstatus->rhw.atk2 = hstatus->str + hom->level; hstatus->aspd_rate = 1000; amotion = (1000 -4*hstatus->agi -hstatus->dex) * hd->homunculusDB->baseASPD/1000; hstatus->amotion = cap_value(amotion,battle_config.max_aspd,2000); hstatus->adelay = hstatus->amotion; //It seems adelay = amotion for Homunculus. iStatus->calc_misc(&hd->bl, hstatus, hom->level); #ifdef RENEWAL hstatus->matk_max = hstatus->matk_min; #endif status_cpy(&hd->battle_status, hstatus); return 1; } int status_calc_elemental_(struct elemental_data *ed, bool first) { struct status_data *estatus = &ed->base_status; struct s_elemental *ele = &ed->elemental; struct map_session_data *sd = ed->master; if( !sd ) return 0; if( first ) { memcpy(estatus, &ed->db->status, sizeof(struct status_data)); if( !ele->mode ) estatus->mode = EL_MODE_PASSIVE; else estatus->mode = ele->mode; iStatus->calc_misc(&ed->bl, estatus, 0); estatus->max_hp = ele->max_hp; estatus->max_sp = ele->max_sp; estatus->hp = ele->hp; estatus->sp = ele->sp; estatus->rhw.atk = ele->atk; estatus->rhw.atk2 = ele->atk2; estatus->matk_min += ele->matk; estatus->def += ele->def; estatus->mdef += ele->mdef; estatus->flee = ele->flee; estatus->hit = ele->hit; memcpy(&ed->battle_status,estatus,sizeof(struct status_data)); } else { iStatus->calc_misc(&ed->bl, estatus, 0); status_cpy(&ed->battle_status, estatus); } return 0; } int status_calc_npc_(struct npc_data *nd, bool first) { struct status_data *nstatus = &nd->status; if (!nd) return 0; if (first) { nstatus->hp = 1; nstatus->sp = 1; nstatus->max_hp = 1; nstatus->max_sp = 1; nstatus->def_ele = ELE_NEUTRAL; nstatus->ele_lv = 1; nstatus->race = RC_DEMIHUMAN; nstatus->size = nd->size; nstatus->rhw.range = 1 + nstatus->size; nstatus->mode = (MD_CANMOVE|MD_CANATTACK); nstatus->speed = nd->speed; } nstatus->str = nd->stat_point; nstatus->agi = nd->stat_point; nstatus->vit = nd->stat_point; nstatus->int_= nd->stat_point; nstatus->dex = nd->stat_point; nstatus->luk = nd->stat_point; iStatus->calc_misc(&nd->bl, nstatus, nd->level); status_cpy(&nd->status, nstatus); return 0; } static unsigned short status_calc_str(struct block_list *,struct status_change *,int); static unsigned short status_calc_agi(struct block_list *,struct status_change *,int); static unsigned short status_calc_vit(struct block_list *,struct status_change *,int); static unsigned short status_calc_int(struct block_list *,struct status_change *,int); static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); static unsigned short status_calc_watk(struct block_list *,struct status_change *,int,bool); static unsigned short status_calc_matk(struct block_list *,struct status_change *,int,bool); static signed short status_calc_hit(struct block_list *,struct status_change *,int,bool); static signed short status_calc_critical(struct block_list *,struct status_change *,int,bool); static signed short status_calc_flee(struct block_list *,struct status_change *,int,bool); static signed short status_calc_flee2(struct block_list *,struct status_change *,int,bool); static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); #ifdef RENEWAL_ASPD static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag); #endif static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int); static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64); static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int); static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element); static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv); static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode); #ifdef RENEWAL static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int); #else static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool); #endif //Calculates base regen values. void status_calc_regen(struct block_list *bl, struct status_data *st, struct regen_data *regen) { struct map_session_data *sd; int val, skill_lv, reg_flag; if( !(bl->type&BL_REGEN) || !regen ) return; sd = BL_CAST(BL_PC,bl); val = 1 + (st->vit/5) + (st->max_hp/200); if( sd && sd->hprecov_rate != 100 ) val = val*sd->hprecov_rate/100; reg_flag = bl->type == BL_PC ? 0 : 1; regen->hp = cap_value(val, reg_flag, SHRT_MAX); val = 1 + (st->int_/6) + (st->max_sp/100); if( st->int_ >= 120 ) val += ((st->int_-120)>>1) + 4; if( sd && sd->sprecov_rate != 100 ) val = val*sd->sprecov_rate/100; regen->sp = cap_value(val, reg_flag, SHRT_MAX); if( sd ) { struct regen_data_sub *sregen; if( (skill_lv=pc->checkskill(sd,HP_MEDITATIO)) > 0 ) { val = regen->sp*(100+3*skill_lv)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } //Only players have skill/sitting skill regen for now. sregen = regen->sregen; val = 0; if( (skill_lv=pc->checkskill(sd,SM_RECOVERY)) > 0 ) val += skill_lv*5 + skill_lv*st->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if( (skill_lv=pc->checkskill(sd,MG_SRECOVERY)) > 0 ) val += skill_lv*3 + skill_lv*st->max_sp/500; if( (skill_lv=pc->checkskill(sd,NJ_NINPOU)) > 0 ) val += skill_lv*3 + skill_lv*st->max_sp/500; if( (skill_lv=pc->checkskill(sd,WM_LESSON)) > 0 ) val += 3 + 3 * skill_lv; sregen->sp = cap_value(val, 0, SHRT_MAX); // Skill-related recovery (only when sit) sregen = regen->ssregen; val = 0; if( (skill_lv=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) val += skill_lv*4 + skill_lv*st->max_hp/500; if( (skill_lv=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest ) val += skill_lv*30 + skill_lv*st->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if( (skill_lv=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) { val += skill_lv*3 + skill_lv*st->max_sp/500; if ((skill_lv=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest val += (30+10*skill_lv)*val/100; } if( (skill_lv=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) val += skill_lv*2 + skill_lv*st->max_sp/500; sregen->sp = cap_value(val, 0, SHRT_MAX); } if( bl->type == BL_HOM ) { struct homun_data *hd = (TBL_HOM*)bl; if( (skill_lv = homun->checkskill(hd,HAMI_SKIN)) > 0 ) { val = regen->hp*(100+5*skill_lv)/100; regen->hp = cap_value(val, 1, SHRT_MAX); } if( (skill_lv = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) { val = regen->sp*(100+3*skill_lv)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } } else if( bl->type == BL_MER ) { val = (st->max_hp * st->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); val = (st->max_sp * (st->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } else if( bl->type == BL_ELEM ) { val = (st->max_hp * st->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); val = (st->max_sp * (st->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } } //Calculates SC related regen rates. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc) { if (!(bl->type&BL_REGEN) || !regen) return; regen->flag = RGN_HP|RGN_SP; if(regen->sregen) { if (regen->sregen->hp) regen->flag|=RGN_SHP; if (regen->sregen->sp) regen->flag|=RGN_SSP; regen->sregen->rate.hp = regen->sregen->rate.sp = 1; } if (regen->ssregen) { if (regen->ssregen->hp) regen->flag|=RGN_SHP; if (regen->ssregen->sp) regen->flag|=RGN_SSP; regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1; } regen->rate.hp = regen->rate.sp = 1; if (!sc || !sc->count) return; if ( (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) || sc->data[SC_BERSERK] || sc->data[SC_TRICKDEAD] || sc->data[SC_BLOODING] || sc->data[SC_MAGICMUSHROOM] || sc->data[SC_RAISINGDRAGON] || sc->data[SC_SATURDAY_NIGHT_FEVER] ) //No regen regen->flag = 0; if ( sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND] || ( (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK))) ) ) //No natural SP regen regen->flag &=~RGN_SP; if( sc->data[SC_TENSIONRELAX] ) { regen->rate.hp += 2; if (regen->sregen) regen->sregen->rate.hp += 3; } if (sc->data[SC_MAGNIFICAT]) { regen->rate.hp += 1; regen->rate.sp += 1; } if (sc->data[SC_GDSKILL_REGENERATION]) { const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION]; if (!sce->val4) { regen->rate.hp += sce->val2; regen->rate.sp += sce->val3; } else regen->flag&=~sce->val4; //Remove regen as specified by val4 } if(sc->data[SC_GENTLETOUCH_REVITALIZE]){ regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX); regen->state.walk= 1; } if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1 || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1) || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)) regen->rate.hp *= 2; } /// Recalculates parts of an object's battle status according to the specified flags. /// @param flag bitfield of values from enum scb_flag void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { const struct status_data *bst = iStatus->get_base_status(bl); struct status_data *st = iStatus->get_status_data(bl); struct status_change *sc = iStatus->get_sc(bl); TBL_PC *sd = BL_CAST(BL_PC,bl); int temp; if (!bst || !st) return; if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. status_cpy(st, bst); return; } if(flag&SCB_STR) { st->str = status_calc_str(bl, sc, bst->str); flag|=SCB_BATK; if( bl->type&BL_HOM ) flag |= SCB_WATK; } if(flag&SCB_AGI) { st->agi = status_calc_agi(bl, sc, bst->agi); flag|=SCB_FLEE #ifdef RENEWAL |SCB_DEF2 #endif ; if( bl->type&(BL_PC|BL_HOM) ) flag |= SCB_ASPD|SCB_DSPD; } if(flag&SCB_VIT) { st->vit = status_calc_vit(bl, sc, bst->vit); flag|=SCB_DEF2|SCB_MDEF2; if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) flag |= SCB_MAXHP; if( bl->type&BL_HOM ) flag |= SCB_DEF; } if(flag&SCB_INT) { st->int_ = status_calc_int(bl, sc, bst->int_); flag|=SCB_MATK|SCB_MDEF2; if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) flag |= SCB_MAXSP; if( bl->type&BL_HOM ) flag |= SCB_MDEF; } if(flag&SCB_DEX) { st->dex = status_calc_dex(bl, sc, bst->dex); flag|=SCB_BATK|SCB_HIT #ifdef RENEWAL |SCB_MATK|SCB_MDEF2 #endif ; if( bl->type&(BL_PC|BL_HOM) ) flag |= SCB_ASPD; if( bl->type&BL_HOM ) flag |= SCB_WATK; } if(flag&SCB_LUK) { st->luk = status_calc_luk(bl, sc, bst->luk); flag|=SCB_BATK|SCB_CRI|SCB_FLEE2 #ifdef RENEWAL |SCB_MATK|SCB_HIT|SCB_FLEE #endif ; } if(flag&SCB_BATK && bst->batk) { st->batk = status_base_atk(bl,st); temp = bst->batk - status_base_atk(bl,bst); if (temp) { temp += st->batk; st->batk = cap_value(temp, 0, USHRT_MAX); } st->batk = iStatus->calc_batk(bl, sc, st->batk, true); } if(flag&SCB_WATK) { st->rhw.atk = status_calc_watk(bl, sc, bst->rhw.atk, true); if (!sd) //Should not affect weapon refine bonus st->rhw.atk2 = status_calc_watk(bl, sc, bst->rhw.atk2, true); if(bst->lhw.atk) { if (sd) { sd->state.lr_flag = 1; st->lhw.atk = status_calc_watk(bl, sc, bst->lhw.atk, true); sd->state.lr_flag = 0; } else { st->lhw.atk = status_calc_watk(bl, sc, bst->lhw.atk, true); st->lhw.atk2 = status_calc_watk(bl, sc, bst->lhw.atk2, true); } } if( bl->type&BL_HOM ) { st->rhw.atk += (st->dex - bst->dex); st->rhw.atk2 += (st->str - bst->str); if( st->rhw.atk2 < st->rhw.atk ) st->rhw.atk2 = st->rhw.atk; } } if(flag&SCB_HIT) { if (st->dex == bst->dex #ifdef RENEWAL && st->luk == bst->luk #endif ) st->hit = status_calc_hit(bl, sc, bst->hit, true); else st->hit = status_calc_hit(bl, sc, bst->hit + (st->dex - bst->dex) #ifdef RENEWAL + (st->luk/3 - bst->luk/3) #endif , true); } if(flag&SCB_FLEE) { if (st->agi == bst->agi #ifdef RENEWAL && st->luk == bst->luk #endif ) st->flee = status_calc_flee(bl, sc, bst->flee, true); else st->flee = status_calc_flee(bl, sc, bst->flee +(st->agi - bst->agi) #ifdef RENEWAL + (st->luk/5 - bst->luk/5) #endif , true); } if(flag&SCB_DEF) { st->def = iStatus->calc_def(bl, sc, bst->def, true); if( bl->type&BL_HOM ) st->def += (st->vit/5 - bst->vit/5); } if(flag&SCB_DEF2) { if (st->vit == bst->vit #ifdef RENEWAL && st->agi == bst->agi #endif ) st->def2 = iStatus->calc_def2(bl, sc, bst->def2, true); else st->def2 = iStatus->calc_def2(bl, sc, bst->def2 #ifdef RENEWAL + (int)( ((float)st->vit/2 - (float)bst->vit/2) + ((float)st->agi/5 - (float)bst->agi/5) ) #else + (st->vit - bst->vit) #endif , true); } if(flag&SCB_MDEF) { st->mdef = iStatus->calc_mdef(bl, sc, bst->mdef, true); if( bl->type&BL_HOM ) st->mdef += (st->int_/5 - bst->int_/5); } if(flag&SCB_MDEF2) { if (st->int_ == bst->int_ && st->vit == bst->vit #ifdef RENEWAL && st->dex == bst->dex #endif ) st->mdef2 = iStatus->calc_mdef2(bl, sc, bst->mdef2, true); else st->mdef2 = iStatus->calc_mdef2(bl, sc, bst->mdef2 +(st->int_ - bst->int_) #ifdef RENEWAL + (int)( ((float)st->dex/5 - (float)bst->dex/5) + ((float)st->vit/5 - (float)bst->vit/5) ) #else + ((st->vit - bst->vit)>>1) #endif , true); } if(flag&SCB_SPEED) { struct unit_data *ud = unit->bl2ud(bl); st->speed = status_calc_speed(bl, sc, bst->speed); //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER //because if you step on something while walking, the moment this //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex] if (ud) ud->state.change_walk_target = ud->state.speed_changed = 1; if( bl->type&BL_PC && st->speed < battle_config.max_walk_speed ) st->speed = battle_config.max_walk_speed; if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master) st->speed = iStatus->get_speed(&((TBL_HOM*)bl)->master->bl); } if(flag&SCB_CRI && bst->cri) { if (st->luk == bst->luk) st->cri = status_calc_critical(bl, sc, bst->cri, true); else st->cri = status_calc_critical(bl, sc, bst->cri + 3*(st->luk - bst->luk), true); /** * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 **/ if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR ) st->cri <<= 1; } if(flag&SCB_FLEE2 && bst->flee2) { if (st->luk == bst->luk) st->flee2 = status_calc_flee2(bl, sc, bst->flee2, true); else st->flee2 = status_calc_flee2(bl, sc, bst->flee2 +(st->luk - bst->luk), true); } if(flag&SCB_ATK_ELE) { st->rhw.ele = iStatus->calc_attack_element(bl, sc, bst->rhw.ele); if (sd) sd->state.lr_flag = 1; st->lhw.ele = iStatus->calc_attack_element(bl, sc, bst->lhw.ele); if (sd) sd->state.lr_flag = 0; } if(flag&SCB_DEF_ELE) { st->def_ele = status_calc_element(bl, sc, bst->def_ele); st->ele_lv = status_calc_element_lv(bl, sc, bst->ele_lv); } if(flag&SCB_MODE) { st->mode = status_calc_mode(bl, sc, bst->mode); //Since mode changed, reset their state. if (!(st->mode&MD_CANATTACK)) unit->stop_attack(bl); if (!(st->mode&MD_CANMOVE)) unit->stop_walking(bl,1); } // No status changes alter these yet. // if(flag&SCB_SIZE) // if(flag&SCB_RACE) // if(flag&SCB_RANGE) if(flag&SCB_MAXHP) { if( bl->type&BL_PC ) { st->max_hp = status_base_pc_maxhp(sd,st); st->max_hp += bst->max_hp - sd->status.max_hp; st->max_hp = status_calc_maxhp(bl, sc, st->max_hp); if( st->max_hp > (unsigned int)battle_config.max_hp ) st->max_hp = (unsigned int)battle_config.max_hp; } else { st->max_hp = status_calc_maxhp(bl, sc, bst->max_hp); } if( st->hp > st->max_hp ) { //FIXME: Should perhaps a status_zap should be issued? st->hp = st->max_hp; if( sd ) clif->updatestatus(sd,SP_HP); } } if(flag&SCB_MAXSP) { if( bl->type&BL_PC ) { st->max_sp = status_base_pc_maxsp(sd,st); st->max_sp += bst->max_sp - sd->status.max_sp; st->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, st->max_sp); if( st->max_sp > (unsigned int)battle_config.max_sp ) st->max_sp = (unsigned int)battle_config.max_sp; } else { st->max_sp = status_calc_maxsp(bl, sc, bst->max_sp); } if( st->sp > st->max_sp ) { st->sp = st->max_sp; if( sd ) clif->updatestatus(sd,SP_SP); } } if(flag&SCB_MATK) { iStatus->get_matk(bl, 0); } if(flag&SCB_ASPD) { int amotion; if( bl->type&BL_PC ) { amotion = status_base_amotion_pc(sd,st); #ifndef RENEWAL_ASPD st->aspd_rate = status_calc_aspd_rate(bl, sc, bst->aspd_rate); if(st->aspd_rate != 1000) amotion = amotion*st->aspd_rate/1000; #else // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200)) amotion -= (int)(sqrt( (pow(st->agi, 2) / 2) + (pow(st->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * st->agi / 200)) * 10; if( (status_calc_aspd(bl, sc, 2) + st->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) + st->aspd_rate2) / 10 + 5) / 10; if(st->aspd_rate != 1000) // absolute percentage modifier amotion = ( 200 - (200-amotion/10) * st->aspd_rate / 1000 ) * 10; #endif amotion = status_calc_fix_aspd(bl, sc, amotion); st->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000); st->adelay = 2*st->amotion; } else if( bl->type&BL_HOM ) { amotion = (1000 - 4*st->agi - st->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000; st->aspd_rate = status_calc_aspd_rate(bl, sc, bst->aspd_rate); if(st->aspd_rate != 1000) amotion = amotion*st->aspd_rate/1000; amotion = status_calc_fix_aspd(bl, sc, amotion); st->amotion = cap_value(amotion,battle_config.max_aspd,2000); st->adelay = st->amotion; } else { // mercenary and mobs amotion = bst->amotion; st->aspd_rate = status_calc_aspd_rate(bl, sc, bst->aspd_rate); if(st->aspd_rate != 1000) amotion = amotion*st->aspd_rate/1000; amotion = status_calc_fix_aspd(bl, sc, amotion); st->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); temp = bst->adelay*st->aspd_rate/1000; st->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); } } if(flag&SCB_DSPD) { int dmotion; if( bl->type&BL_PC ) { if (bst->agi == st->agi) st->dmotion = status_calc_dmotion(bl, sc, bst->dmotion); else { dmotion = 800-st->agi*4; st->dmotion = cap_value(dmotion, 400, 800); if(battle_config.pc_damage_delay_rate != 100) st->dmotion = st->dmotion*battle_config.pc_damage_delay_rate/100; //It's safe to ignore bst->dmotion since no bonus affects it. st->dmotion = status_calc_dmotion(bl, sc, st->dmotion); } } else if( bl->type&BL_HOM ) { dmotion = 800-st->agi*4; st->dmotion = cap_value(dmotion, 400, 800); st->dmotion = status_calc_dmotion(bl, sc, bst->dmotion); } else { // mercenary and mobs st->dmotion = status_calc_dmotion(bl, sc, bst->dmotion); } } if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN) iStatus->calc_regen(bl, st, iStatus->get_regen_data(bl)); if(flag&SCB_REGEN && bl->type&BL_REGEN) iStatus->calc_regen_rate(bl, iStatus->get_regen_data(bl), sc); } /// Recalculates parts of an object's base status and battle status according to the specified flags. /// Also sends updates to the client wherever applicable. /// @param flag bitfield of values from enum scb_flag /// @param first if true, will cause status_calc_* functions to run their base status initialization code void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first) { struct status_data bst; // previous battle status struct status_data *st; // pointer to current battle status if( bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0 ) { ((TBL_PC*)bl)->state.hold_recalc = 1; return; } // remember previous values st = iStatus->get_status_data(bl); memcpy(&bst, st, sizeof(struct status_data)); if( flag&SCB_BASE ) {// calculate the object's base status too switch( bl->type ) { case BL_PC: iStatus->calc_pc_(BL_CAST(BL_PC,bl), first); break; case BL_MOB: iStatus->calc_mob_(BL_CAST(BL_MOB,bl), first); break; case BL_PET: iStatus->calc_pet_(BL_CAST(BL_PET,bl), first); break; case BL_HOM: iStatus->calc_homunculus_(BL_CAST(BL_HOM,bl), first); break; case BL_MER: iStatus->calc_mercenary_(BL_CAST(BL_MER,bl), first); break; case BL_ELEM: iStatus->calc_elemental_(BL_CAST(BL_ELEM,bl), first); break; case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break; } } if( bl->type == BL_PET ) return; // pets are not affected by statuses if( first && bl->type == BL_MOB ) return; // assume there will be no statuses active status_calc_bl_main(bl, flag); if( first && bl->type == BL_HOM ) return; // client update handled by caller // compare against new values and send client updates if( bl->type == BL_PC ) { TBL_PC* sd = BL_CAST(BL_PC, bl); if(bst.str != st->str) clif->updatestatus(sd,SP_STR); if(bst.agi != st->agi) clif->updatestatus(sd,SP_AGI); if(bst.vit != st->vit) clif->updatestatus(sd,SP_VIT); if(bst.int_ != st->int_) clif->updatestatus(sd,SP_INT); if(bst.dex != st->dex) clif->updatestatus(sd,SP_DEX); if(bst.luk != st->luk) clif->updatestatus(sd,SP_LUK); if(bst.hit != st->hit) clif->updatestatus(sd,SP_HIT); if(bst.flee != st->flee) clif->updatestatus(sd,SP_FLEE1); if(bst.amotion != st->amotion) clif->updatestatus(sd,SP_ASPD); if(bst.speed != st->speed) clif->updatestatus(sd,SP_SPEED); if(bst.batk != st->batk #ifndef RENEWAL || bst.rhw.atk != st->rhw.atk || bst.lhw.atk != st->lhw.atk #endif ) clif->updatestatus(sd,SP_ATK1); if(bst.def != st->def) { clif->updatestatus(sd,SP_DEF1); #ifdef RENEWAL clif->updatestatus(sd,SP_DEF2); #endif } if(bst.rhw.atk2 != st->rhw.atk2 || bst.lhw.atk2 != st->lhw.atk2 #ifdef RENEWAL || bst.rhw.atk != st->rhw.atk || bst.lhw.atk != st->lhw.atk #endif ) clif->updatestatus(sd,SP_ATK2); if(bst.def2 != st->def2){ clif->updatestatus(sd,SP_DEF2); #ifdef RENEWAL clif->updatestatus(sd,SP_DEF1); #endif } if(bst.flee2 != st->flee2) clif->updatestatus(sd,SP_FLEE2); if(bst.cri != st->cri) clif->updatestatus(sd,SP_CRITICAL); #ifndef RENEWAL if(bst.matk_max != st->matk_max) clif->updatestatus(sd,SP_MATK1); if(bst.matk_min != st->matk_min) clif->updatestatus(sd,SP_MATK2); #else if(bst.matk_max != st->matk_max || bst.matk_min != st->matk_min){ clif->updatestatus(sd,SP_MATK2); clif->updatestatus(sd,SP_MATK1); } #endif if(bst.mdef != st->mdef) { clif->updatestatus(sd,SP_MDEF1); #ifdef RENEWAL clif->updatestatus(sd,SP_MDEF2); #endif } if(bst.mdef2 != st->mdef2) { clif->updatestatus(sd,SP_MDEF2); #ifdef RENEWAL clif->updatestatus(sd,SP_MDEF1); #endif } if(bst.rhw.range != st->rhw.range) clif->updatestatus(sd,SP_ATTACKRANGE); if(bst.max_hp != st->max_hp) clif->updatestatus(sd,SP_MAXHP); if(bst.max_sp != st->max_sp) clif->updatestatus(sd,SP_MAXSP); if(bst.hp != st->hp) clif->updatestatus(sd,SP_HP); if(bst.sp != st->sp) clif->updatestatus(sd,SP_SP); #ifdef RENEWAL if(bst.equip_atk != st->equip_atk) clif->updatestatus(sd,SP_ATK2); #endif } else if( bl->type == BL_HOM ) { TBL_HOM* hd = BL_CAST(BL_HOM, bl); if( hd->master && memcmp(&bst, st, sizeof(struct status_data)) != 0 ) clif->hominfo(hd->master,hd,0); } else if( bl->type == BL_MER ) { TBL_MER* md = BL_CAST(BL_MER, bl); if( bst.rhw.atk != st->rhw.atk || bst.rhw.atk2 != st->rhw.atk2 ) clif->mercenary_updatestatus(md->master, SP_ATK1); if( bst.matk_max != st->matk_max ) clif->mercenary_updatestatus(md->master, SP_MATK1); if( bst.hit != st->hit ) clif->mercenary_updatestatus(md->master, SP_HIT); if( bst.cri != st->cri ) clif->mercenary_updatestatus(md->master, SP_CRITICAL); if( bst.def != st->def ) clif->mercenary_updatestatus(md->master, SP_DEF1); if( bst.mdef != st->mdef ) clif->mercenary_updatestatus(md->master, SP_MDEF1); if( bst.flee != st->flee ) clif->mercenary_updatestatus(md->master, SP_MERCFLEE); if( bst.amotion != st->amotion ) clif->mercenary_updatestatus(md->master, SP_ASPD); if( bst.max_hp != st->max_hp ) clif->mercenary_updatestatus(md->master, SP_MAXHP); if( bst.max_sp != st->max_sp ) clif->mercenary_updatestatus(md->master, SP_MAXSP); if( bst.hp != st->hp ) clif->mercenary_updatestatus(md->master, SP_HP); if( bst.sp != st->sp ) clif->mercenary_updatestatus(md->master, SP_SP); } else if( bl->type == BL_ELEM ) { TBL_ELEM* ed = BL_CAST(BL_ELEM, bl); if( bst.max_hp != st->max_hp ) clif->elemental_updatestatus(ed->master, SP_MAXHP); if( bst.max_sp != st->max_sp ) clif->elemental_updatestatus(ed->master, SP_MAXSP); if( bst.hp != st->hp ) clif->elemental_updatestatus(ed->master, SP_HP); if( bst.sp != st->sp ) clif->mercenary_updatestatus(ed->master, SP_SP); } } /*========================================== * Apply shared stat mods from status changes [DracoRPG] *------------------------------------------*/ static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) { if(!sc || !sc->count) return cap_value(str,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { str -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(str,0,USHRT_MAX); } if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50) return 50; if(sc->data[SC_INCALLSTATUS]) str += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_CHASEWALK2]) str += sc->data[SC_CHASEWALK2]->val1; if(sc->data[SC_FOOD_STR]) str += sc->data[SC_FOOD_STR]->val1; if(sc->data[SC_FOOD_STR_CASH]) str += sc->data[SC_FOOD_STR_CASH]->val1; if(sc->data[SC_GDSKILL_BATTLEORDER]) str += 5; if(sc->data[SC_LEADERSHIP]) str += sc->data[SC_LEADERSHIP]->val1; if(sc->data[SC_SHOUT]) str += 4; if(sc->data[SC_TRUESIGHT]) str += 5; if(sc->data[SC_STRUP]) str += 10; if(sc->data[SC_NJ_NEN]) str += sc->data[SC_NJ_NEN]->val1; if(sc->data[SC_BLESSING]){ if(sc->data[SC_BLESSING]->val2) str += sc->data[SC_BLESSING]->val2; else str >>= 1; } if(sc->data[SC_MARIONETTE_MASTER]) str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF; if(sc->data[SC_MARIONETTE]) str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; if(sc->data[SC_GIANTGROWTH]) str += 30; if(sc->data[SC_SAVAGE_STEAK]) str += sc->data[SC_SAVAGE_STEAK]->val1; if(sc->data[SC_INSPIRATION]) str += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) str -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) str -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_FULL_THROTTLE]) str += str * 20 / 100; return (unsigned short)cap_value(str,0,USHRT_MAX); } static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) { if(!sc || !sc->count) return cap_value(agi,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { agi -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(agi,0,USHRT_MAX); } if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50) return 50; if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE]) agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_INCALLSTATUS]) agi += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCAGI]) agi += sc->data[SC_INCAGI]->val1; if(sc->data[SC_FOOD_AGI]) agi += sc->data[SC_FOOD_AGI]->val1; if(sc->data[SC_FOOD_AGI_CASH]) agi += sc->data[SC_FOOD_AGI_CASH]->val1; if(sc->data[SC_SOULCOLD]) agi += sc->data[SC_SOULCOLD]->val1; if(sc->data[SC_TRUESIGHT]) agi += 5; if(sc->data[SC_INC_AGI]) agi += sc->data[SC_INC_AGI]->val2; if(sc->data[SC_GS_ACCURACY]) agi += 4; // added based on skill updates [Reddozen] if(sc->data[SC_DEC_AGI]) agi -= sc->data[SC_DEC_AGI]->val2; if(sc->data[SC_QUAGMIRE]) agi -= sc->data[SC_QUAGMIRE]->val2; if(sc->data[SC_NJ_SUITON] && sc->data[SC_NJ_SUITON]->val3) agi -= sc->data[SC_NJ_SUITON]->val2; if(sc->data[SC_MARIONETTE_MASTER]) agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF; if(sc->data[SC_MARIONETTE]) agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; if(sc->data[SC_ADORAMUS]) agi -= sc->data[SC_ADORAMUS]->val2; if(sc->data[SC_DROCERA_HERB_STEAMED]) agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1; if(sc->data[SC_INSPIRATION]) agi += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) agi -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) agi -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_MARSHOFABYSS]) agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100; if(sc->data[SC_FULL_THROTTLE]) agi += agi * 20 / 100; return (unsigned short)cap_value(agi,0,USHRT_MAX); } static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) { if(!sc || !sc->count) return cap_value(vit,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { vit -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(vit,0,USHRT_MAX); } if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && vit < 50) return 50; if(sc->data[SC_INCALLSTATUS]) vit += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCVIT]) vit += sc->data[SC_INCVIT]->val1; if(sc->data[SC_FOOD_VIT]) vit += sc->data[SC_FOOD_VIT]->val1; if(sc->data[SC_FOOD_VIT_CASH]) vit += sc->data[SC_FOOD_VIT_CASH]->val1; if(sc->data[SC_HLIF_CHANGE]) vit += sc->data[SC_HLIF_CHANGE]->val2; if(sc->data[SC_GLORYWOUNDS]) vit += sc->data[SC_GLORYWOUNDS]->val1; if(sc->data[SC_TRUESIGHT]) vit += 5; if(sc->data[SC_MARIONETTE_MASTER]) vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF; if(sc->data[SC_MARIONETTE]) vit += sc->data[SC_MARIONETTE]->val3&0xFF; if(sc->data[SC_LAUDAAGNUS]) vit += 4 + sc->data[SC_LAUDAAGNUS]->val1; if(sc->data[SC_MINOR_BBQ]) vit += sc->data[SC_MINOR_BBQ]->val1; if(sc->data[SC_INSPIRATION]) vit += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) vit -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) vit -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_NOEQUIPARMOR]) vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2/100; if(sc->data[SC_FULL_THROTTLE]) vit += vit * 20 / 100; return (unsigned short)cap_value(vit,0,USHRT_MAX); } static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) { if(!sc || !sc->count) return cap_value(int_,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { int_ -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(int_,0,USHRT_MAX); } if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50) return 50; if(sc->data[SC_INCALLSTATUS]) int_ += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCINT]) int_ += sc->data[SC_INCINT]->val1; if(sc->data[SC_FOOD_INT]) int_ += sc->data[SC_FOOD_INT]->val1; if(sc->data[SC_FOOD_INT_CASH]) int_ += sc->data[SC_FOOD_INT_CASH]->val1; if(sc->data[SC_HLIF_CHANGE]) int_ += sc->data[SC_HLIF_CHANGE]->val3; if(sc->data[SC_GDSKILL_BATTLEORDER]) int_ += 5; if(sc->data[SC_TRUESIGHT]) int_ += 5; if(sc->data[SC_BLESSING]){ if (sc->data[SC_BLESSING]->val2) int_ += sc->data[SC_BLESSING]->val2; else int_ >>= 1; } if(sc->data[SC_NJ_NEN]) int_ += sc->data[SC_NJ_NEN]->val1; if(sc->data[SC_MARIONETTE_MASTER]) int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF; if(sc->data[SC_MARIONETTE]) int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; if(sc->data[SC_MANDRAGORA]) int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1; if(sc->data[SC_COCKTAIL_WARG_BLOOD]) int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1; if(sc->data[SC_INSPIRATION]) int_ += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) int_ -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) int_ -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_NOEQUIPHELM]) int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100; if(sc->data[SC__STRIPACCESSARY]) int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100; if(sc->data[SC_FULL_THROTTLE]) int_ += int_ * 20 / 100; return (unsigned short)cap_value(int_,0,USHRT_MAX); } static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) { if(!sc || !sc->count) return cap_value(dex,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { dex -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(dex,0,USHRT_MAX); } if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50) return 50; if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE]) dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_INCALLSTATUS]) dex += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCDEX]) dex += sc->data[SC_INCDEX]->val1; if(sc->data[SC_FOOD_DEX]) dex += sc->data[SC_FOOD_DEX]->val1; if(sc->data[SC_FOOD_DEX_CASH]) dex += sc->data[SC_FOOD_DEX_CASH]->val1; if(sc->data[SC_GDSKILL_BATTLEORDER]) dex += 5; if(sc->data[SC_HAWKEYES]) dex += sc->data[SC_HAWKEYES]->val1; if(sc->data[SC_TRUESIGHT]) dex += 5; if(sc->data[SC_QUAGMIRE]) dex -= sc->data[SC_QUAGMIRE]->val2; if(sc->data[SC_BLESSING]){ if (sc->data[SC_BLESSING]->val2) dex += sc->data[SC_BLESSING]->val2; else dex >>= 1; } if(sc->data[SC_GS_ACCURACY]) dex += 4; // added based on skill updates [Reddozen] if(sc->data[SC_MARIONETTE_MASTER]) dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF; if(sc->data[SC_MARIONETTE]) dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; if(sc->data[SC_SIROMA_ICE_TEA]) dex += sc->data[SC_SIROMA_ICE_TEA]->val1; if(sc->data[SC_INSPIRATION]) dex += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) dex -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) dex -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_MARSHOFABYSS]) dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100; if(sc->data[SC__STRIPACCESSARY]) dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100; if(sc->data[SC_FULL_THROTTLE]) dex += dex * 20 / 100; return (unsigned short)cap_value(dex,0,USHRT_MAX); } static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) { if(!sc || !sc->count) return cap_value(luk,0,USHRT_MAX); if(sc->data[SC_HARMONIZE]) { luk -= sc->data[SC_HARMONIZE]->val2; return (unsigned short)cap_value(luk,0,USHRT_MAX); } if(sc->data[SC_CURSE]) return 0; if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && luk < 50) return 50; if(sc->data[SC_INCALLSTATUS]) luk += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCLUK]) luk += sc->data[SC_INCLUK]->val1; if(sc->data[SC_FOOD_LUK]) luk += sc->data[SC_FOOD_LUK]->val1; if(sc->data[SC_FOOD_LUK_CASH]) luk += sc->data[SC_FOOD_LUK_CASH]->val1; if(sc->data[SC_TRUESIGHT]) luk += 5; if(sc->data[SC_GLORIA]) luk += 30; if(sc->data[SC_MARIONETTE_MASTER]) luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF; if(sc->data[SC_MARIONETTE]) luk += sc->data[SC_MARIONETTE]->val4&0xFF; if(sc->data[SC_PUTTI_TAILS_NOODLES]) luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1; if(sc->data[SC_INSPIRATION]) luk += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) luk -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_KYOUGAKU]) luk -= sc->data[SC_KYOUGAKU]->val2; if(sc->data[SC_LAUDARAMUS]) luk += 4 + sc->data[SC_LAUDARAMUS]->val1; if(sc->data[SC__STRIPACCESSARY]) luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100; if(sc->data[SC_BANANA_BOMB]) luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100; if(sc->data[SC_FULL_THROTTLE]) luk += luk * 20 / 100; return (unsigned short)cap_value(luk,0,USHRT_MAX); } #ifdef RENEWAL unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) #else static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) #endif { if(!sc || !sc->count) return cap_value(batk,0,USHRT_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ if(sc->data[SC_PLUSATTACKPOWER]) batk += sc->data[SC_PLUSATTACKPOWER]->val1; return (unsigned short)cap_value(batk,0,USHRT_MAX); } #ifndef RENEWAL if(sc->data[SC_PLUSATTACKPOWER]) batk += sc->data[SC_PLUSATTACKPOWER]->val1; if(sc->data[SC_GS_MADNESSCANCEL]) batk += 100; if(sc->data[SC_GS_GATLINGFEVER]) batk += sc->data[SC_GS_GATLINGFEVER]->val3; #endif if(sc->data[SC_BATKFOOD]) batk += sc->data[SC_BATKFOOD]->val1; if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) batk += 50; if(bl->type == BL_ELEM && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)) ) batk += batk / 5; if(sc->data[SC_FULL_SWING_K]) batk += sc->data[SC_FULL_SWING_K]->val1; if(sc->data[SC_ODINS_POWER]) batk += 70; if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ if(status_get_element(bl) == ELE_WATER) //water type batk /= 2; } if(sc->data[SC_PYROCLASTIC]) batk += sc->data[SC_PYROCLASTIC]->val2; if (sc->data[SC_ANGRIFFS_MODUS]) batk += sc->data[SC_ANGRIFFS_MODUS]->val2; if(sc->data[SC_INCATKRATE]) batk += batk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) batk += batk * sc->data[SC_PROVOKE]->val3/100; #ifndef RENEWAL if(sc->data[SC_LKCONCENTRATION]) batk += batk * sc->data[SC_LKCONCENTRATION]->val2/100; #endif if(sc->data[SC_SKE]) batk += batk * 3; if(sc->data[SC_HAMI_BLOODLUST]) batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2/100; if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) batk -= batk * 25/100; if(sc->data[SC_CURSE]) batk -= batk * 25/100; if( sc->data[SC_ZANGETSU] ) batk += sc->data[SC_ZANGETSU]->val2; //Curse shouldn't effect on this? <- Curse OR Bleeding?? // if(sc->data[SC_BLOODING]) // batk -= batk * 25/100; if(sc->data[SC_HLIF_FLEET]) batk += batk * sc->data[SC_HLIF_FLEET]->val3/100; if(sc->data[SC__ENERVATION]) batk -= batk * sc->data[SC__ENERVATION]->val2 / 100; if(sc->data[SC_RUSH_WINDMILL]) batk += batk * sc->data[SC_RUSH_WINDMILL]->val2/100; if(sc->data[SC_SATURDAY_NIGHT_FEVER]) batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1; if(sc->data[SC_MELODYOFSINK]) batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100; if(sc->data[SC_BEYOND_OF_WARCRY]) batk += batk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100; return (unsigned short)cap_value(batk,0,USHRT_MAX); } static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable) { if(!sc || !sc->count) return cap_value(watk,0,USHRT_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ if(sc->data[SC_STRIKING]) watk += sc->data[SC_STRIKING]->val2; if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2) watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2; return (unsigned short)cap_value(watk,0,USHRT_MAX); } #ifndef RENEWAL if(sc->data[SC_IMPOSITIO]) watk += sc->data[SC_IMPOSITIO]->val2; if(sc->data[SC_DRUMBATTLE]) watk += sc->data[SC_DRUMBATTLE]->val2; #endif if(sc->data[SC_WATKFOOD]) watk += sc->data[SC_WATKFOOD]->val1; if(sc->data[SC_VOLCANO]) watk += sc->data[SC_VOLCANO]->val2; if(sc->data[SC_MER_ATK]) watk += sc->data[SC_MER_ATK]->val2; if(sc->data[SC_FIGHTINGSPIRIT]) watk += sc->data[SC_FIGHTINGSPIRIT]->val1; if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3) watk += sc->data[SC_SHIELDSPELL_DEF]->val2; if(sc->data[SC_INSPIRATION]) watk += sc->data[SC_INSPIRATION]->val2; if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 ) watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2); if( sc->data[SC_TROPIC_OPTION] ) watk += sc->data[SC_TROPIC_OPTION]->val2; if( sc->data[SC_HEATER_OPTION] ) watk += sc->data[SC_HEATER_OPTION]->val2; if( sc->data[SC_WATER_BARRIER] ) watk -= sc->data[SC_WATER_BARRIER]->val3; if( sc->data[SC_PYROTECHNIC_OPTION] ) watk += sc->data[SC_PYROTECHNIC_OPTION]->val2; #ifndef RENEWAL if(sc->data[SC_NIBELUNGEN]) { if (bl->type != BL_PC) watk += sc->data[SC_NIBELUNGEN]->val2; else { TBL_PC *sd = (TBL_PC*)bl; int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) watk += sc->data[SC_NIBELUNGEN]->val2; } } if(sc->data[SC_STRIKING]) watk += sc->data[SC_STRIKING]->val2; if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2) watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2; if(sc->data[SC_LKCONCENTRATION]) watk += watk * sc->data[SC_LKCONCENTRATION]->val2/100; #endif if(sc->data[SC_INCATKRATE]) watk += watk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) watk += watk * sc->data[SC_PROVOKE]->val3/100; if(sc->data[SC_SKE]) watk += watk * 3; if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; if(sc->data[SC_HLIF_FLEET]) watk += watk * sc->data[SC_HLIF_FLEET]->val3/100; if(sc->data[SC_CURSE]) watk -= watk * 25/100; if(sc->data[SC_NOEQUIPWEAPON]) watk -= watk * sc->data[SC_NOEQUIPWEAPON]->val2/100; if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) watk += watk / 10; if( sc && sc->data[SC_TIDAL_WEAPON] ) watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100; if(sc->data[SC_ANGRIFFS_MODUS]) watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100; return (unsigned short)cap_value(watk,0,USHRT_MAX); } #ifdef RENEWAL static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) { if (!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); if (sc->data[SC_PLUSMAGICPOWER]) matk += sc->data[SC_PLUSMAGICPOWER]->val1; if (sc->data[SC_MATKFOOD]) matk += sc->data[SC_MATKFOOD]->val1; if(sc->data[SC_MANA_PLUS]) matk += sc->data[SC_MANA_PLUS]->val1; if(sc->data[SC_AQUAPLAY_OPTION]) matk += sc->data[SC_AQUAPLAY_OPTION]->val2; if(sc->data[SC_CHILLY_AIR_OPTION]) matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; if(sc->data[SC_WATER_BARRIER]) matk -= sc->data[SC_WATER_BARRIER]->val3; if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) matk += 50; if(sc->data[SC_ODINS_POWER]) matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 if(sc->data[SC_IZAYOI]) matk += 25 * sc->data[SC_IZAYOI]->val1; return (unsigned short)cap_value(matk,0,USHRT_MAX); } #endif static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) { if(!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ return (unsigned short)cap_value(matk,0,USHRT_MAX); } #ifndef RENEWAL // take note fixed value first before % modifiers if (sc->data[SC_PLUSMAGICPOWER]) matk += sc->data[SC_PLUSMAGICPOWER]->val1; if (sc->data[SC_MATKFOOD]) matk += sc->data[SC_MATKFOOD]->val1; if (sc->data[SC_MANA_PLUS]) matk += sc->data[SC_MANA_PLUS]->val1; if (sc->data[SC_AQUAPLAY_OPTION]) matk += sc->data[SC_AQUAPLAY_OPTION]->val2; if (sc->data[SC_CHILLY_AIR_OPTION]) matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; if (sc->data[SC_WATER_BARRIER]) matk -= sc->data[SC_WATER_BARRIER]->val3; if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) matk += 50; if (sc->data[SC_ODINS_POWER]) matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 if (sc->data[SC_IZAYOI]) matk += 25 * sc->data[SC_IZAYOI]->val1; #endif if( sc->data[SC_ZANGETSU] ) matk += sc->data[SC_ZANGETSU]->val3; if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) matk += matk * sc->data[SC_MAGICPOWER]->val3/100; if (sc->data[SC_MINDBREAKER]) matk += matk * sc->data[SC_MINDBREAKER]->val2/100; if (sc->data[SC_INCMATKRATE]) matk += matk * sc->data[SC_INCMATKRATE]->val1/100; if (sc->data[SC_MOONLIT_SERENADE]) matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100; if (sc->data[SC_MELODYOFSINK]) matk += matk * sc->data[SC_MELODYOFSINK]->val3/100; if (sc->data[SC_BEYOND_OF_WARCRY]) matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100; return (unsigned short)cap_value(matk,0,USHRT_MAX); } static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) { if(!sc || !sc->count) return cap_value(critical,10,SHRT_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ return (short)cap_value(critical,10,SHRT_MAX); } if (sc->data[SC_CRITICALPERCENT]) critical += sc->data[SC_CRITICALPERCENT]->val2; if (sc->data[SC_EXPLOSIONSPIRITS]) critical += sc->data[SC_EXPLOSIONSPIRITS]->val2; if (sc->data[SC_FORTUNE]) critical += sc->data[SC_FORTUNE]->val2; if (sc->data[SC_TRUESIGHT]) critical += sc->data[SC_TRUESIGHT]->val2; if(sc->data[SC_CLOAKING]) critical += critical; if(sc->data[SC_STRIKING]) critical += sc->data[SC_STRIKING]->val1; #ifdef RENEWAL if (sc->data[SC_SPEARQUICKEN]) critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10; #endif if(sc->data[SC__INVISIBILITY]) critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100; if(sc->data[SC__UNLUCKY]) critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100; return (short)cap_value(critical,10,SHRT_MAX); } static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable) { if(!sc || !sc->count) return cap_value(hit,1,SHRT_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ return (short)cap_value(hit,1,SHRT_MAX); } if(sc->data[SC_INCHIT]) hit += sc->data[SC_INCHIT]->val1; if(sc->data[SC_FOOD_BASICHIT]) hit += sc->data[SC_FOOD_BASICHIT]->val1; if(sc->data[SC_TRUESIGHT]) hit += sc->data[SC_TRUESIGHT]->val3; if(sc->data[SC_HUMMING]) hit += sc->data[SC_HUMMING]->val2; if(sc->data[SC_LKCONCENTRATION]) hit += sc->data[SC_LKCONCENTRATION]->val3; if(sc->data[SC_INSPIRATION]) hit += 5 * sc->data[SC_INSPIRATION]->val1; if(sc->data[SC_GS_ADJUSTMENT]) hit -= 30; if(sc->data[SC_GS_ACCURACY]) hit += 20; // RockmanEXE; changed based on updated [Reddozen] if(sc->data[SC_MER_HIT]) hit += sc->data[SC_MER_HIT]->val2; if(sc->data[SC_INCHITRATE]) hit += hit * sc->data[SC_INCHITRATE]->val1/100; if(sc->data[SC_BLIND]) hit -= hit * 25/100; if(sc->data[SC__GROOMY]) hit -= hit * sc->data[SC__GROOMY]->val3 / 100; if(sc->data[SC_FEAR]) hit -= hit * 20 / 100; if (sc->data[SC_VOLCANIC_ASH]) hit /= 2; if(sc->data[SC_ILLUSIONDOPING]) hit -= hit * (5 + sc->data[SC_ILLUSIONDOPING]->val1) / 100; //custom return (short)cap_value(hit,1,SHRT_MAX); } static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) { if( bl->type == BL_PC ) { if( map_flag_gvg2(bl->m) ) flee -= flee * battle_config.gvg_flee_penalty/100; else if( maplist[bl->m].flag.battleground ) flee -= flee * battle_config.bg_flee_penalty/100; } if(!sc || !sc->count) return cap_value(flee,1,SHRT_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ return (short)cap_value(flee,1,SHRT_MAX); } if(sc->data[SC_INCFLEE]) flee += sc->data[SC_INCFLEE]->val1; if(sc->data[SC_FOOD_BASICAVOIDANCE]) flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1; if(sc->data[SC_WHISTLE]) flee += sc->data[SC_WHISTLE]->val2; if(sc->data[SC_WINDWALK]) flee += sc->data[SC_WINDWALK]->val2; if(sc->data[SC_VIOLENTGALE]) flee += sc->data[SC_VIOLENTGALE]->val2; if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka] flee += sc->data[SC_MOON_COMFORT]->val2; if(sc->data[SC_RG_CCONFINE_M]) flee += 10; if (sc->data[SC_ANGRIFFS_MODUS]) flee -= sc->data[SC_ANGRIFFS_MODUS]->val3; if (sc->data[SC_OVERED_BOOST]) flee = max(flee,sc->data[SC_OVERED_BOOST]->val2); if(sc->data[SC_GS_ADJUSTMENT]) flee += 30; if(sc->data[SC_HLIF_SPEED]) flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10; if(sc->data[SC_GS_GATLINGFEVER]) flee -= sc->data[SC_GS_GATLINGFEVER]->val4; if(sc->data[SC_PARTYFLEE]) flee += sc->data[SC_PARTYFLEE]->val1 * 10; if(sc->data[SC_MER_FLEE]) flee += sc->data[SC_MER_FLEE]->val2; if( sc->data[SC_HALLUCINATIONWALK] ) flee += sc->data[SC_HALLUCINATIONWALK]->val2; if( sc->data[SC_WATER_BARRIER] ) flee -= sc->data[SC_WATER_BARRIER]->val3; #ifdef RENEWAL if( sc->data[SC_SPEARQUICKEN] ) flee += 2 * sc->data[SC_SPEARQUICKEN]->val1; #endif if(sc->data[SC_INCFLEERATE]) flee += flee * sc->data[SC_INCFLEERATE]->val1/100; if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) flee -= flee * 50/100; if (sc->data[SC_BERSERK]) flee -= flee * 50/100; if(sc->data[SC_BLIND]) flee -= flee * 25/100; if(sc->data[SC_FEAR]) flee -= flee * 20 / 100; if(sc->data[SC_PARALYSE]) flee -= flee * 10 / 100; // 10% Flee reduction if(sc->data[SC_INFRAREDSCAN]) flee -= flee * 30 / 100; if( sc->data[SC__LAZINESS] ) flee -= flee * sc->data[SC__LAZINESS]->val3 / 100; if( sc->data[SC_GLOOMYDAY] ) flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100; if( sc->data[SC_SATURDAY_NIGHT_FEVER] ) flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100; if( sc->data[SC_WIND_STEP_OPTION] ) flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100; if( sc->data[SC_ZEPHYR] ) flee += flee * sc->data[SC_ZEPHYR]->val2 / 100; if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob if(status_get_element(bl) == ELE_WATER) //water type flee /= 2; } return (short)cap_value(flee,1,SHRT_MAX); } static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable) { if(!sc || !sc->count) return cap_value(flee2,10,SHRT_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ return (short)cap_value(flee2,10,SHRT_MAX); } if(sc->data[SC_PLUSAVOIDVALUE]) flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2; if(sc->data[SC_WHISTLE]) flee2 += sc->data[SC_WHISTLE]->val3*10; if(sc->data[SC__UNLUCKY]) flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100; return (short)cap_value(flee2,10,SHRT_MAX); } defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) { if(!sc || !sc->count) return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ if( sc && sc->data[SC_CAMOUFLAGE] ) def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100; if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 ) def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4; return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); } if (sc->data[SC_BERSERK]) return 0; if(sc->data[SC_SKA]) return sc->data[SC_SKA]->val3; if(sc->data[SC_BARRIER]) return 100; if(sc->data[SC_KEEPING]) return 90; #ifndef RENEWAL // does not provide 90 DEF in renewal mode if(sc->data[SC_STEELBODY]) return 90; #endif if(sc->data[SC_STONESKIN]) def += sc->data[SC_STONESKIN]->val2; if(sc->data[SC_DRUMBATTLE]) def += sc->data[SC_DRUMBATTLE]->val3; if(sc->data[SC_HAMI_DEFENCE]) //[orn] def += sc->data[SC_HAMI_DEFENCE]->val2 ; if(sc->data[SC_INCDEFRATE]) def += def * sc->data[SC_INCDEFRATE]->val1/100; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) def += 50; if(sc->data[SC_ODINS_POWER]) def -= 20; if( sc->data[SC_ANGRIFFS_MODUS] ) def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1; if(sc->data[SC_STONEHARDSKIN]) def += sc->data[SC_STONEHARDSKIN]->val1; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) def >>=1; if(sc->data[SC_FREEZE]) def >>=1; if(sc->data[SC_CRUCIS]) def -= def * sc->data[SC_CRUCIS]->val2/100; if(sc->data[SC_LKCONCENTRATION]) def -= def * sc->data[SC_LKCONCENTRATION]->val4/100; if(sc->data[SC_SKE]) def >>=1; if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense-> def -= def * sc->data[SC_PROVOKE]->val4/100; if(sc->data[SC_NOEQUIPSHIELD]) def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100; if (sc->data[SC_FLING]) def -= def * (sc->data[SC_FLING]->val2)/100; if( sc->data[SC_ANALYZE] ) def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if( sc->data[SC_FORCEOFVANGUARD] ) def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; if(sc->data[SC_SATURDAY_NIGHT_FEVER]) def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100; if(sc->data[SC_EARTHDRIVE]) def -= def * 25 / 100; if( sc->data[SC_ROCK_CRUSHER] ) def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100; if( sc->data[SC_POWER_OF_GAIA] ) def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100; if( sc->data[SC_PRESTIGE] ) def += def * sc->data[SC_PRESTIGE]->val1 / 100; if( sc->data[SC_FROSTMISTY] ) def -= def * 10 / 100; if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ if(status_get_race(bl)==RC_PLANT) def /= 2; } return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); } signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable) { if(!sc || !sc->count) #ifdef RENEWAL return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(def2,1,SHRT_MAX); #endif if( !viewable ){ /* some statuses that are hidden in the status window */ #ifdef RENEWAL if( sc && sc->data[SC_ASSUMPTIO] ) def2 <<= 1; #endif if( sc && sc->data[SC_CAMOUFLAGE] ) def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100; #ifdef RENEWAL return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(def2,1,SHRT_MAX); #endif } if (sc->data[SC_BERSERK]) return 0; if(sc->data[SC_ETERNALCHAOS]) return 0; if(sc->data[SC_SUN_COMFORT]) def2 += sc->data[SC_SUN_COMFORT]->val2; if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 ) def2 += sc->data[SC_SHIELDSPELL_REF]->val2; if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 ) def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2); if(sc->data[SC_ANGELUS]) #ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100; #else def2 += def2 * sc->data[SC_ANGELUS]->val2/100; if(sc->data[SC_LKCONCENTRATION]) def2 -= def2 * sc->data[SC_LKCONCENTRATION]->val4/100; #endif if(sc->data[SC_POISON]) def2 -= def2 * 25/100; if(sc->data[SC_DPOISON]) def2 -= def2 * 25/100; if(sc->data[SC_SKE]) def2 -= def2 * 50/100; if(sc->data[SC_PROVOKE]) def2 -= def2 * sc->data[SC_PROVOKE]->val4/100; if(sc->data[SC_JOINTBEAT]) def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100 + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100; if(sc->data[SC_FLING]) def2 -= def2 * (sc->data[SC_FLING]->val3)/100; if(sc->data[SC_ANALYZE]) def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if( sc->data[SC_ECHOSONG] ) def2 += def2 * sc->data[SC_ECHOSONG]->val2/100; if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ if(status_get_race(bl)==RC_PLANT) def2 /= 2; } if (sc->data[SC_NEEDLE_OF_PARALYZE]) def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100; #ifdef RENEWAL return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(def2,1,SHRT_MAX); #endif } defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable) { if(!sc || !sc->count) return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); if( !viewable ){ /* some statuses that are hidden in the status window */ return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); } if (sc->data[SC_BERSERK]) return 0; if(sc->data[SC_BARRIER]) return 100; #ifndef RENEWAL // no longer provides 90 MDEF in renewal mode if(sc->data[SC_STEELBODY]) return 90; #endif if(sc->data[SC_STONESKIN]) mdef += sc->data[SC_STONESKIN]->val3; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) mdef += 50; if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1; if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech] mdef += sc->data[SC_STONEHARDSKIN]->val1; if(sc->data[SC_WATER_BARRIER]) mdef += sc->data[SC_WATER_BARRIER]->val2; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) mdef += 25*mdef/100; if(sc->data[SC_FREEZE]) mdef += 25*mdef/100; if(sc->data[SC_ANALYZE]) mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if(sc->data[SC_SYMPHONY_LOVE]) mdef += mdef * sc->data[SC_SYMPHONY_LOVE]->val2 / 100; if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4) mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100; if (sc->data[SC_ODINS_POWER]) mdef -= 20 * sc->data[SC_ODINS_POWER]->val1; if(sc->data[SC_BURNING]) mdef -= mdef *25 / 100; return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); } signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable) { if(!sc || !sc->count) #ifdef RENEWAL return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(mdef2,1,SHRT_MAX); #endif if( !viewable ){ /* some statuses that are hidden in the status window */ #ifdef RENEWAL if(sc && sc->data[SC_ASSUMPTIO]) mdef2 <<= 1; return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(mdef2,1,SHRT_MAX); #endif } if (sc->data[SC_BERSERK]) return 0; if(sc->data[SC_SKA]) return 90; if(sc->data[SC_MINDBREAKER]) mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100; if(sc->data[SC_ANALYZE]) mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; #ifdef RENEWAL return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX); #else return (short)cap_value(mdef2,1,SHRT_MAX); #endif } static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) { TBL_PC* sd = BL_CAST(BL_PC, bl); int speed_rate; if( sc == NULL ) return cap_value(speed,10,USHRT_MAX); if (sd && sd->state.permanent_speed) return (short)cap_value(speed,10,USHRT_MAX); if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) { if( sd->ud.skill_id == LG_EXEEDBREAK ) speed_rate = 100 + 60 - (sd->ud.skill_lv * 10); else speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST); } else { speed_rate = 100; //GetMoveHasteValue2() { int val = 0; if( sc->data[SC_FUSION] ) val = 25; else if( sd ) { if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON) || sd->sc.data[SC_ALL_RIDING] ) val = 25;//Same bonus else if( pc_isridingwug(sd) ) val = 15 + 5 * pc->checkskill(sd, RA_WUGRIDER); else if( pc_ismadogear(sd) ) { val = (- 10 * (5 - pc->checkskill(sd,NC_MADOLICENCE))); if( sc->data[SC_ACCELERATION] ) val += 25; } } speed_rate -= val; } //GetMoveSlowValue() { int val = 0; if( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 ) val = 120 - 6 * pc->checkskill(sd,RG_TUNNELDRIVE); else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 ) val = sc->data[SC_CHASEWALK]->val3; else { // Longing for Freedom cancels song/dance penalty if( sc->data[SC_LONGING] ) val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 ); else if( sd && sc->data[SC_DANCING] ) val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); if( sc->data[SC_DEC_AGI] ) val = max( val, 25 ); if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) ) val = max( val, 50 ); if( sc->data[SC_DONTFORGETME] ) val = max( val, sc->data[SC_DONTFORGETME]->val3 ); if( sc->data[SC_CURSE] ) val = max( val, 300 ); if( sc->data[SC_CHASEWALK] ) val = max( val, sc->data[SC_CHASEWALK]->val3 ); if( sc->data[SC_WEDDING] ) val = max( val, 100 ); if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) ) val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) ); if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 ) val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 ); if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY ) val = max( val, 75 ); if( sc->data[SC_SLOWDOWN] ) // Slow Potion val = max( val, 100 ); if( sc->data[SC_GS_GATLINGFEVER] ) val = max( val, 100 ); if( sc->data[SC_NJ_SUITON] ) val = max( val, sc->data[SC_NJ_SUITON]->val3 ); if( sc->data[SC_SWOO] ) val = max( val, 300 ); if( sc->data[SC_FROSTMISTY] ) val = max( val, 50 ); if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 ) val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) ); if( sc->data[SC__GROOMY] ) val = max( val, sc->data[SC__GROOMY]->val2); if( sc->data[SC_STEALTHFIELD_MASTER] ) val = max( val, 30 ); if( sc->data[SC_BANDING_DEFENCE] ) val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed. if( sc->data[SC_ROCK_CRUSHER_ATK] ) val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 ); if( sc->data[SC_POWER_OF_GAIA] ) val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 ); if( sc->data[SC_MELON_BOMB] ) val = max( val, sc->data[SC_MELON_BOMB]->val1 ); if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end. val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 ); if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate ); } speed_rate += val; } //GetMoveHasteValue1() { int val = 0; if( sc->data[SC_MOVHASTE_INFINITY] ) //FIXME: used both by NPC_AGIUP and Speed Potion script val = max( val, 50 ); if( sc->data[SC_INC_AGI] ) val = max( val, 25 ); if( sc->data[SC_WINDWALK] ) val = max( val, 2 * sc->data[SC_WINDWALK]->val1 ); if( sc->data[SC_CARTBOOST] ) val = max( val, 20 ); if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc->checkskill(sd,TF_MISS) > 0 ) val = max( val, 1 * pc->checkskill(sd,TF_MISS) ); if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 ) val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 ); if (sc->data[SC_BERSERK]) val = max( val, 25 ); if( sc->data[SC_RUN] ) val = max( val, 55 ); if( sc->data[SC_HLIF_AVOID] ) val = max( val, 10 * sc->data[SC_HLIF_AVOID]->val1 ); if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) val = max( val, 75 ); if( sc->data[SC_CLOAKINGEXCEED] ) val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3); if( sc->data[SC_HOVERING] ) val = max( val, 10 ); if( sc->data[SC_GN_CARTBOOST] ) val = max( val, sc->data[SC_GN_CARTBOOST]->val2 ); if( sc->data[SC_SWING] ) val = max( val, sc->data[SC_SWING]->val2 ); if( sc->data[SC_WIND_STEP_OPTION] ) val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 ); if( sc->data[SC_FULL_THROTTLE] ) val = max( val, 30); //FIXME: official items use a single bonus for this [ultramage] if( sc->data[SC_MOVHASTE_HORSE] ) // temporary item-based speedup val = max( val, 25 ); if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) ); speed_rate -= val; } if( speed_rate < 40 ) speed_rate = 40; } //GetSpeed() { if( sd && pc_iscarton(sd) ) speed += speed * (50 - 5 * pc->checkskill(sd,MC_PUSHCART)) / 100; if( sc->data[SC_PARALYSE] ) speed += speed * 50 / 100; if( sc->data[SC_REBOUND] ) speed += max(speed, 100); if( speed_rate != 100 ) speed = speed * speed_rate / 100; if( sc->data[SC_STEELBODY] ) speed = 200; if( sc->data[SC_DEFENDER] ) speed = max(speed, 200); if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed speed = speed * 100 / sc->data[SC_WALKSPEED]->val1; } return (short)cap_value(speed,10,USHRT_MAX); } #ifdef RENEWAL_ASPD // flag&1 - fixed value [malufett] // flag&2 - percentage value static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag) { int i, pots = 0, skills1 = 0, skills2 = 0; if(!sc || !sc->count) return 0; if(sc->data[i=SC_ATTHASTE_INFINITY] || sc->data[i=SC_ATTHASTE_POTION3] || sc->data[i=SC_ATTHASTE_POTION2] || sc->data[i=SC_ATTHASTE_POTION1]) pots += sc->data[i]->val1; if( !sc->data[SC_QUAGMIRE] ){ if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7) skills1 = 7; if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7; if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info skills1 = 7; if(sc->data[SC_ADRENALINE2] && skills1 < 6) skills1 = 6; if(sc->data[SC_ADRENALINE] && skills1 < 7) skills1 = 7; if(sc->data[SC_SPEARQUICKEN] && skills1 < 7) skills1 = 7; if(sc->data[SC_HLIF_FLEET] && skills1 < 5) skills1 = 5; } if((sc->data[SC_BERSERK]) && skills1 < 15) skills1 = 15; else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20) skills1 = 20; if(sc->data[SC_DONTFORGETME]) skills2 -= sc->data[SC_DONTFORGETME]->val2; if(sc->data[SC_LONGING]) skills2 -= sc->data[SC_LONGING]->val2; if(sc->data[SC_STEELBODY]) skills2 -= 25; if(sc->data[SC_SKA]) skills2 -= 25; if(sc->data[SC_DEFENDER]) skills2 -= sc->data[SC_DEFENDER]->val4 / 10; if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info skills2 -= 25; if(sc->data[SC_GRAVITATION]) skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info if(sc->data[SC_JOINTBEAT]) { // needs more info if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) skills2 -= 25; if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) skills2 -= 10; } if( sc->data[SC_FROSTMISTY] ) skills2 -= 15; if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) skills2 -= 50; if( sc->data[SC_PARALYSE] ) skills2 -= 10; if( sc->data[SC__BODYPAINT] ) skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1; if( sc->data[SC__INVISIBILITY] ) skills2 -= sc->data[SC__INVISIBILITY]->val2 ; if( sc->data[SC__GROOMY] ) skills2 -= sc->data[SC__GROOMY]->val2; if( sc->data[SC_GLOOMYDAY] ) skills2 -= sc->data[SC_GLOOMYDAY]->val3; if( sc->data[SC_EARTHDRIVE] ) skills2 -= 25; if( sc->data[SC_MELON_BOMB] ) skills2 -= sc->data[SC_MELON_BOMB]->val1; if( sc->data[SC_SWING] ) skills2 += sc->data[SC_SWING]->val2; if( sc->data[SC_DANCE_WITH_WUG] ) skills2 += sc->data[SC_DANCE_WITH_WUG]->val3; if( sc->data[SC_GENTLETOUCH_CHANGE] ) skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3; if( sc->data[SC_BOOST500] ) skills2 += sc->data[SC_BOOST500]->val1; if( sc->data[SC_EXTRACT_SALAMINE_JUICE] ) skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1; if( sc->data[SC_INCASPDRATE] ) skills2 += sc->data[SC_INCASPDRATE]->val1; if( sc->data[SC_GS_GATLINGFEVER] ) skills2 += sc->data[SC_GS_GATLINGFEVER]->val1; if( sc->data[SC_STAR_COMFORT] ) skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1; if( sc->data[SC_ASSNCROS] && !skills1){ if (bl->type!=BL_PC) skills2 += sc->data[SC_ASSNCROS]->val2; else switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: break; default: skills2 += sc->data[SC_ASSNCROS]->val2; } } return ( flag&1? (skills1 + pots) : skills2 ); } #endif static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) { if (!sc || !sc->count) return cap_value(aspd, 0, 2000); if (!sc->data[SC_QUAGMIRE]) { if (sc->data[SC_OVERED_BOOST]) aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10; } if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION])) aspd -= 50; // +5 ASPD if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40; return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway } /// Calculates an object's ASPD modifier (alters the base amotion value). /// Note that the scale of aspd_rate is 1000 = 100%. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) { int i; if(!sc || !sc->count) return cap_value(aspd_rate,0,SHRT_MAX); if( !sc->data[SC_QUAGMIRE] ){ int max = 0; if(sc->data[SC_STAR_COMFORT]) max = sc->data[SC_STAR_COMFORT]->val2; if(sc->data[SC_TWOHANDQUICKEN] && max < sc->data[SC_TWOHANDQUICKEN]->val2) max = sc->data[SC_TWOHANDQUICKEN]->val2; if(sc->data[SC_ONEHANDQUICKEN] && max < sc->data[SC_ONEHANDQUICKEN]->val2) max = sc->data[SC_ONEHANDQUICKEN]->val2; if(sc->data[SC_MER_QUICKEN] && max < sc->data[SC_MER_QUICKEN]->val2) max = sc->data[SC_MER_QUICKEN]->val2; if(sc->data[SC_ADRENALINE2] && max < sc->data[SC_ADRENALINE2]->val3) max = sc->data[SC_ADRENALINE2]->val3; if(sc->data[SC_ADRENALINE] && max < sc->data[SC_ADRENALINE]->val3) max = sc->data[SC_ADRENALINE]->val3; if(sc->data[SC_SPEARQUICKEN] && max < sc->data[SC_SPEARQUICKEN]->val2) max = sc->data[SC_SPEARQUICKEN]->val2; if(sc->data[SC_GS_GATLINGFEVER] && max < sc->data[SC_GS_GATLINGFEVER]->val2) max = sc->data[SC_GS_GATLINGFEVER]->val2; if(sc->data[SC_HLIF_FLEET] && max < sc->data[SC_HLIF_FLEET]->val2) max = sc->data[SC_HLIF_FLEET]->val2; if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) { if (bl->type!=BL_PC) max = sc->data[SC_ASSNCROS]->val2; else switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: break; default: max = sc->data[SC_ASSNCROS]->val2; } } aspd_rate -= max; if(sc->data[SC_BERSERK]) aspd_rate -= 300; else if(sc->data[SC_GS_MADNESSCANCEL]) aspd_rate -= 200; } if( sc->data[i=SC_ATTHASTE_INFINITY] || sc->data[i=SC_ATTHASTE_POTION3] || sc->data[i=SC_ATTHASTE_POTION2] || sc->data[i=SC_ATTHASTE_POTION1] ) aspd_rate -= sc->data[i]->val2; if(sc->data[SC_DONTFORGETME]) aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2; if(sc->data[SC_LONGING]) aspd_rate += sc->data[SC_LONGING]->val2; if(sc->data[SC_STEELBODY]) aspd_rate += 250; if(sc->data[SC_SKA]) aspd_rate += 250; if(sc->data[SC_DEFENDER]) aspd_rate += sc->data[SC_DEFENDER]->val4; if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) aspd_rate += 250; if(sc->data[SC_GRAVITATION]) aspd_rate += sc->data[SC_GRAVITATION]->val2; if(sc->data[SC_JOINTBEAT]) { if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) aspd_rate += 250; if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) aspd_rate += 100; } if( sc->data[SC_FROSTMISTY] ) aspd_rate += 150; if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) aspd_rate += 500; if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2; if( sc->data[SC_PARALYSE] ) aspd_rate += 100; if( sc->data[SC__BODYPAINT] ) aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1; if( sc->data[SC__INVISIBILITY] ) aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ; if( sc->data[SC__GROOMY] ) aspd_rate += sc->data[SC__GROOMY]->val2 * 10; if( sc->data[SC_SWING] ) aspd_rate -= sc->data[SC_SWING]->val2 * 10; if( sc->data[SC_DANCE_WITH_WUG] ) aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10; if( sc->data[SC_GLOOMYDAY] ) aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10; if( sc->data[SC_EARTHDRIVE] ) aspd_rate += 250; if( sc->data[SC_GENTLETOUCH_CHANGE] ) aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10; if( sc->data[SC_MELON_BOMB] ) aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10; if( sc->data[SC_BOOST500] ) aspd_rate -= sc->data[SC_BOOST500]->val1 *10; if( sc->data[SC_EXTRACT_SALAMINE_JUICE] ) aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10; if( sc->data[SC_INCASPDRATE] ) aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10; if( sc->data[SC_PAIN_KILLER]) aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10; if( sc->data[SC_GOLDENE_FERSE]) aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10; return (short)cap_value(aspd_rate,0,SHRT_MAX); } static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) { if( !sc || !sc->count || map_flag_gvg2(bl->m) || maplist[bl->m].flag.battleground ) return cap_value(dmotion,0,USHRT_MAX); /** * It has been confirmed on official servers that MvP mobs have no dmotion even without endure **/ if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) ) return 0; if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] ) return 0; return (unsigned short)cap_value(dmotion,0,USHRT_MAX); } static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp) { if(!sc || !sc->count) return (unsigned int)cap_value(maxhp,1,UINT_MAX); if(sc->data[SC_INCMHPRATE]) maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100; if(sc->data[SC_INCMHP]) maxhp += (sc->data[SC_INCMHP]->val1); if(sc->data[SC_APPLEIDUN]) maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; if(sc->data[SC_DELUGE]) maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; if(sc->data[SC_BERSERK]) maxhp += maxhp * 2; if(sc->data[SC_MARIONETTE_MASTER]) maxhp -= 1000; if(sc->data[SC_SOLID_SKIN_OPTION]) maxhp += 2000;// Fix amount. if(sc->data[SC_POWER_OF_GAIA]) maxhp += 3000; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) maxhp += 500; if(sc->data[SC_MER_HP]) maxhp += maxhp * sc->data[SC_MER_HP]->val2/100; if(sc->data[SC_EPICLESIS]) maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100; if(sc->data[SC_VENOMBLEED]) maxhp -= maxhp * 15 / 100; if(sc->data[SC__WEAKNESS]) maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100; if(sc->data[SC_LERADS_DEW]) maxhp += maxhp * sc->data[SC_LERADS_DEW]->val3 / 100; if(sc->data[SC_FORCEOFVANGUARD]) maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; if(sc->data[SC_INSPIRATION]) //Custom value. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100; if(sc->data[SC_RAISINGDRAGON]) maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] % maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100; if(sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] % maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100; if(sc->data[SC_MUSTLE_M]) maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100; if(sc->data[SC_MYSTERIOUS_POWDER]) maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100; if(sc->data[SC_PETROLOGY_OPTION]) maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100; if (sc->data[SC_ANGRIFFS_MODUS]) maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100; if (sc->data[SC_GOLDENE_FERSE]) maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100; if(sc->data[SC_FRIGG_SONG]) maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100; return (unsigned int)cap_value(maxhp,1,UINT_MAX); } static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) { if(!sc || !sc->count) return cap_value(maxsp,1,UINT_MAX); if(sc->data[SC_INCMSPRATE]) maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100; if(sc->data[SC_INCMSP]) maxsp += (sc->data[SC_INCMSP]->val1); if(sc->data[SC_SERVICEFORYOU]) maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100; if(sc->data[SC_MER_SP]) maxsp += maxsp * sc->data[SC_MER_SP]->val2/100; if(sc->data[SC_RAISINGDRAGON]) maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; if(sc->data[SC_LIFE_FORCE_F]) maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100; if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3) maxsp += 50; return cap_value(maxsp,1,UINT_MAX); } static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) { if(!sc || !sc->count) return element; if(sc->data[SC_FREEZE]) return ELE_WATER; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return ELE_EARTH; if(sc->data[SC_BENEDICTIO]) return ELE_HOLY; if(sc->data[SC_PROPERTYUNDEAD]) return ELE_UNDEAD; if(sc->data[SC_ARMOR_PROPERTY]) return sc->data[SC_ARMOR_PROPERTY]->val2; if(sc->data[SC_SHAPESHIFT]) return sc->data[SC_SHAPESHIFT]->val2; return (unsigned char)cap_value(element,0,UCHAR_MAX); } static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) { if(!sc || !sc->count) return lv; if(sc->data[SC_FREEZE]) return 1; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return 1; if(sc->data[SC_BENEDICTIO]) return 1; if(sc->data[SC_PROPERTYUNDEAD]) return 1; if(sc->data[SC_ARMOR_PROPERTY]) return sc->data[SC_ARMOR_PROPERTY]->val1; if(sc->data[SC_SHAPESHIFT]) return 1; if(sc->data[SC__INVISIBILITY]) return 1; return (unsigned char)cap_value(lv,1,4); } unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element) { if(!sc || !sc->count) return element; if(sc->data[SC_ENCHANTARMS]) return sc->data[SC_ENCHANTARMS]->val2; if(sc->data[SC_PROPERTYWATER] || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) ) return ELE_WATER; if(sc->data[SC_PROPERTYGROUND] || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) ) return ELE_EARTH; if(sc->data[SC_PROPERTYFIRE] || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) ) return ELE_FIRE; if(sc->data[SC_PROPERTYWIND] || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) ) return ELE_WIND; if(sc->data[SC_ENCHANTPOISON]) return ELE_POISON; if(sc->data[SC_ASPERSIO]) return ELE_HOLY; if(sc->data[SC_PROPERTYDARK]) return ELE_DARK; if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY]) return ELE_GHOST; if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] ) return ELE_WATER; if(sc->data[SC_PYROCLASTIC]) return ELE_FIRE; return (unsigned char)cap_value(element,0,UCHAR_MAX); } static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) { if(!sc || !sc->count) return mode; if(sc->data[SC_MODECHANGE]) { if (sc->data[SC_MODECHANGE]->val2) mode = sc->data[SC_MODECHANGE]->val2; //Set mode if (sc->data[SC_MODECHANGE]->val3) mode|= sc->data[SC_MODECHANGE]->val3; //Add mode if (sc->data[SC_MODECHANGE]->val4) mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode } return cap_value(mode,0,USHRT_MAX); } const char* status_get_name(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name; case BL_MOB: return ((TBL_MOB*)bl)->name; case BL_PET: return ((TBL_PET*)bl)->pet.name; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name; case BL_NPC: return ((TBL_NPC*)bl)->name; } return "Unknown"; } /*========================================== * Get the class of the current bl * return * 0 = fail * class_id = success *------------------------------------------*/ int status_get_class(struct block_list *bl) { nullpo_ret(bl); switch( bl->type ) { case BL_PC: return ((TBL_PC*)bl)->status.class_; case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob. case BL_PET: return ((TBL_PET*)bl)->pet.class_; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_; case BL_MER: return ((TBL_MER*)bl)->mercenary.class_; case BL_NPC: return ((TBL_NPC*)bl)->class_; case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_; } return 0; } /*========================================== * Get the base level of the current bl * return * 1 = fail * level = success *------------------------------------------*/ int status_get_lv(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.base_level; case BL_MOB: return ((TBL_MOB*)bl)->level; case BL_PET: return ((TBL_PET*)bl)->pet.level; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level; case BL_MER: return ((TBL_MER*)bl)->db->lv; case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv; case BL_NPC: return ((TBL_NPC*)bl)->level; } return 1; } struct regen_data *status_get_regen_data(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->regen; case BL_HOM: return &((TBL_HOM*)bl)->regen; case BL_MER: return &((TBL_MER*)bl)->regen; case BL_ELEM: return &((TBL_ELEM*)bl)->regen; default: return NULL; } } struct status_data *status_get_status_data(struct block_list *bl) { nullpo_retr(&dummy_status, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->battle_status; case BL_MOB: return &((TBL_MOB*)bl)->status; case BL_PET: return &((TBL_PET*)bl)->status; case BL_HOM: return &((TBL_HOM*)bl)->battle_status; case BL_MER: return &((TBL_MER*)bl)->battle_status; case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status; case BL_NPC: return ((mob->db_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status); default: return &dummy_status; } } struct status_data *status_get_base_status(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->base_status; case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status; case BL_PET: return &((TBL_PET*)bl)->db->status; case BL_HOM: return &((TBL_HOM*)bl)->base_status; case BL_MER: return &((TBL_MER*)bl)->base_status; case BL_ELEM: return &((TBL_ELEM*)bl)->base_status; case BL_NPC: return ((mob->db_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL); default: return NULL; } } defType status_get_def(struct block_list *bl) { struct unit_data *ud; struct status_data *st = iStatus->get_status_data(bl); int def = st ? st->def : 0; ud = unit->bl2ud(bl); if (ud && ud->skilltimer != INVALID_TIMER) def -= def * skill->get_castdef(ud->skill_id)/100; return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); } unsigned short status_get_speed(struct block_list *bl) { if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] return ((struct npc_data *)bl)->speed; return iStatus->get_status_data(bl)->speed; } int status_get_party_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.party_id; case BL_PET: if (((TBL_PET*)bl)->msd) return ((TBL_PET*)bl)->msd->status.party_id; break; case BL_MOB: { struct mob_data *md=(TBL_MOB*)bl; if( md->master_id > 0 ) { struct map_session_data *msd; if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) return msd->status.party_id; return -md->master_id; } } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->status.party_id; break; case BL_MER: if (((TBL_MER*)bl)->master) return ((TBL_MER*)bl)->master->status.party_id; break; case BL_SKILL: return ((TBL_SKILL*)bl)->group->party_id; case BL_ELEM: if (((TBL_ELEM*)bl)->master) return ((TBL_ELEM*)bl)->master->status.party_id; break; } return 0; } int status_get_guild_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.guild_id; case BL_PET: if (((TBL_PET*)bl)->msd) return ((TBL_PET*)bl)->msd->status.guild_id; break; case BL_MOB: { struct map_session_data *msd; struct mob_data *md = (struct mob_data *)bl; if (md->guardian_data) //Guardian's guild [Skotlex] return md->guardian_data->guild_id; if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) return msd->status.guild_id; //Alchemist's mobs [Skotlex] } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->status.guild_id; break; case BL_MER: if (((TBL_MER*)bl)->master) return ((TBL_MER*)bl)->master->status.guild_id; break; case BL_NPC: if (((TBL_NPC*)bl)->subtype == SCRIPT) return ((TBL_NPC*)bl)->u.scr.guild_id; break; case BL_SKILL: return ((TBL_SKILL*)bl)->group->guild_id; case BL_ELEM: if (((TBL_ELEM*)bl)->master) return ((TBL_ELEM*)bl)->master->status.guild_id; break; } return 0; } int status_get_emblem_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->guild_emblem_id; case BL_PET: if (((TBL_PET*)bl)->msd) return ((TBL_PET*)bl)->msd->guild_emblem_id; break; case BL_MOB: { struct map_session_data *msd; struct mob_data *md = (struct mob_data *)bl; if (md->guardian_data) //Guardian's guild [Skotlex] return md->guardian_data->emblem_id; if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL) return msd->guild_emblem_id; //Alchemist's mobs [Skotlex] } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->guild_emblem_id; break; case BL_MER: if (((TBL_MER*)bl)->master) return ((TBL_MER*)bl)->master->guild_emblem_id; break; case BL_NPC: if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id); if (g) return g->emblem_id; } break; case BL_ELEM: if (((TBL_ELEM*)bl)->master) return ((TBL_ELEM*)bl)->master->guild_emblem_id; break; } return 0; } int status_get_mexp(struct block_list *bl) { nullpo_ret(bl); if(bl->type==BL_MOB) return ((struct mob_data *)bl)->db->mexp; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->mexp; return 0; } int status_get_race2(struct block_list *bl) { nullpo_ret(bl); if(bl->type == BL_MOB) return ((struct mob_data *)bl)->db->race2; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->race2; return 0; } int status_isdead(struct block_list *bl) { nullpo_ret(bl); return iStatus->get_status_data(bl)->hp == 0; } int status_isimmune(struct block_list *bl) { struct status_change *sc =iStatus->get_sc(bl); if (sc && sc->data[SC_HERMODE]) return 100; if (bl->type == BL_PC && ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity) return ((TBL_PC*)bl)->special_state.no_magic_damage; return 0; } struct view_data* status_get_viewdata(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->vd; case BL_MOB: return ((TBL_MOB*)bl)->vd; case BL_PET: return &((TBL_PET*)bl)->vd; case BL_NPC: return ((TBL_NPC*)bl)->vd; case BL_HOM: return ((TBL_HOM*)bl)->vd; case BL_MER: return ((TBL_MER*)bl)->vd; case BL_ELEM: return ((TBL_ELEM*)bl)->vd; } return NULL; } void status_set_viewdata(struct block_list *bl, int class_) { struct view_data* vd; nullpo_retv(bl); if (mob->db_checkid(class_) || mob->is_clone(class_)) vd = mob->get_viewdata(class_); else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS)) vd = npc->get_viewdata(class_); else if (homdb_checkid(class_)) vd = homun->get_viewdata(class_); else if (mercenary->class(class_)) vd = mercenary->get_viewdata(class_); else if (elemental->class(class_)) vd = elemental->get_viewdata(class_); else vd = NULL; switch (bl->type) { case BL_PC: { TBL_PC* sd = (TBL_PC*)bl; if (pcdb_checkid(class_)) { if (sd->sc.option&OPTION_RIDING) { switch (class_) { //Adapt class to a Mounted one. case JOB_KNIGHT: class_ = JOB_KNIGHT2; break; case JOB_CRUSADER: class_ = JOB_CRUSADER2; break; case JOB_LORD_KNIGHT: class_ = JOB_LORD_KNIGHT2; break; case JOB_PALADIN: class_ = JOB_PALADIN2; break; case JOB_BABY_KNIGHT: class_ = JOB_BABY_KNIGHT2; break; case JOB_BABY_CRUSADER: class_ = JOB_BABY_CRUSADER2; break; } } sd->vd.class_ = class_; clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); sd->vd.head_top = sd->status.head_top; sd->vd.head_mid = sd->status.head_mid; sd->vd.head_bottom = sd->status.head_bottom; sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style); sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color); sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color); sd->vd.robe = sd->status.robe; sd->vd.sex = sd->status.sex; if ( sd->vd.cloth_color ) { if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette ) sd->vd.cloth_color = 0; if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette ) sd->vd.cloth_color = 0; if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette ) sd->vd.cloth_color = 0; if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette ) sd->vd.cloth_color = 0; } } else if (vd) memcpy(&sd->vd, vd, sizeof(struct view_data)); else ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); } break; case BL_MOB: { TBL_MOB* md = (TBL_MOB*)bl; if (vd) md->vd = vd; else ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); } break; case BL_PET: { TBL_PET* pd = (TBL_PET*)bl; if (vd) { memcpy(&pd->vd, vd, sizeof(struct view_data)); if (!pcdb_checkid(vd->class_)) { pd->vd.hair_style = battle_config.pet_hair_style; if(pd->pet.equip) { pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); if (!pd->vd.head_bottom) pd->vd.head_bottom = pd->pet.equip; } } } else ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); } break; case BL_NPC: { TBL_NPC* nd = (TBL_NPC*)bl; if (vd) nd->vd = vd; else ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); } break; case BL_HOM: //[blackhole89] { struct homun_data *hd = (struct homun_data*)bl; if (vd) hd->vd = vd; else ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); } break; case BL_MER: { struct mercenary_data *md = (struct mercenary_data*)bl; if (vd) md->vd = vd; else ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); } break; case BL_ELEM: { struct elemental_data *ed = (struct elemental_data*)bl; if (vd) ed->vd = vd; else ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); } break; } } /// Returns the status_change data of bl or NULL if it doesn't exist. struct status_change *status_get_sc(struct block_list *bl) { if( bl ) { switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->sc; case BL_MOB: return &((TBL_MOB*)bl)->sc; case BL_NPC: return NULL; case BL_HOM: return &((TBL_HOM*)bl)->sc; case BL_MER: return &((TBL_MER*)bl)->sc; case BL_ELEM: return &((TBL_ELEM*)bl)->sc; } } return NULL; } void status_change_init(struct block_list *bl) { struct status_change *sc = iStatus->get_sc(bl); nullpo_retv(sc); memset(sc, 0, sizeof (struct status_change)); } //Applies SC defense to a given status change. //Returns the adjusted duration based on flag values. //the flag values are the same as in iStatus->change_start. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) { //Percentual resistance: 10000 = 100% Resist //Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms int sc_def = 0, tick_def = -1; //-1 = use sc_def //Linear resistance substracted from rate and tick after percentual resistance was applied //Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2 struct status_data *st; struct status_change *sc; struct map_session_data *sd; nullpo_ret(bl); //Status that are blocked by Golden Thief Bug card or Wand of Hermod if (iStatus->isimmune(bl)) switch (type) { case SC_DEC_AGI: case SC_SILENCE: case SC_COMA: case SC_INC_AGI: case SC_BLESSING: case SC_SLOWPOISON: case SC_IMPOSITIO: case SC_LEXAETERNA: case SC_SUFFRAGIUM: case SC_BENEDICTIO: case SC_PROVIDENCE: case SC_KYRIE: case SC_ASSUMPTIO: case SC_ANGELUS: case SC_MAGNIFICAT: case SC_GLORIA: case SC_WINDWALK: case SC_MAGICROD: case SC_ILLUSION: case SC_STONE: case SC_QUAGMIRE: case SC_NJ_SUITON: case SC_SWING: case SC__ENERVATION: case SC__GROOMY: case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY: case SC__WEAKNESS: return 0; } sd = BL_CAST(BL_PC,bl); st = iStatus->get_status_data(bl); sc = iStatus->get_sc(bl); if( sc && !sc->count ) sc = NULL; switch (type) { case SC_STUN: case SC_POISON: if( sc && sc->data[SC__UNLUCKY] ) return tick; case SC_DPOISON: case SC_SILENCE: case SC_BLOODING: sc_def = st->vit*100; sc_def2 = st->luk*10; break; case SC_SLEEP: sc_def = st->int_*100; sc_def2 = st->luk*10; break; case SC_DEEP_SLEEP: sc_def = st->int_*50; tick_def = st->int_*10 + iStatus->get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int. break; case SC_DEC_AGI: case SC_ADORAMUS: //Arch Bishop if (sd) tick>>=1; //Half duration for players. case SC_STONE: //Impossible to reduce duration with stats tick_def = 0; tick_def2 = 0; case SC_FREEZE: sc_def = st->mdef*100; sc_def2 = st->luk*10; break; case SC_CURSE: //Special property: inmunity when luk is greater than level or zero if (st->luk > iStatus->get_lv(bl) || st->luk == 0) return 0; sc_def = st->luk*100; sc_def2 = st->luk*10; tick_def = st->vit*100; break; case SC_BLIND: if( sc && sc->data[SC__UNLUCKY] ) return tick; sc_def = (st->vit + st->int_)*50; sc_def2 = st->luk*10; break; case SC_CONFUSION: sc_def = (st->str + st->int_)*50; sc_def2 = st->luk*10; break; case SC_ANKLESNARE: if(st->mode&MD_BOSS) // Lasts 5 times less on bosses tick /= 5; sc_def = st->agi*50; break; case SC_MAGICMIRROR: case SC_STONESKIN: if (sd) //Duration greatly reduced for players. tick /= 15; sc_def2 = iStatus->get_lv(bl)*20 + st->vit*25 + st->agi*10; // Lineal Reduction of Rate tick_def2 = 0; //No duration reduction break; case SC_MARSHOFABYSS: //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second } tick_def2 = (st->int_ + st->luk)*50; break; case SC_STASIS: //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 } tick_def2 = (st->vit + st->dex)*50; break; if( bl->type == BL_PC ) tick -= (iStatus->get_lv(bl) / 5 + st->vit / 4 + st->agi / 10)*100; else tick -= (st->vit + st->luk) / 20 * 1000; break; case SC_BURNING: tick -= 75 * st->luk + 125 * st->agi; tick = max(tick,5000); // Minimum Duration 5s. break; case SC_FROSTMISTY: tick -= 1000 * ((st->vit + st->dex) / 20); tick = max(tick,6000); // Minimum Duration 6s. break; case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT) sc_def = 100 - ( 100 - st->int_* 8 / 10 ); sc_def = max(sc_def, 5); // minimum of 5% break; case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)} rate -= st->agi*100/4; rate = max(rate,5000); // minimum of 50% break; case SC_ELECTRICSHOCKER: if( bl->type == BL_MOB ) tick -= 1000 * (st->agi/10); break; case SC_COLD: tick -= (1000*(st->vit/10))+(iStatus->get_lv(bl)/50); break; case SC_SIREN: tick -= 1000 * ((iStatus->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5)); tick = max(tick,10000); break; case SC_MANDRAGORA: sc_def = (st->vit+st->luk)/5; break; case SC_KYOUGAKU: tick -= 1000 * status_get_int(bl) / 20; break; case SC_NEEDLE_OF_PARALYZE: tick -= 50 * (st->vit + st->luk); //(1000/20); break; default: //Effect that cannot be reduced? Likely a buff. if (!(rnd()%10000 < rate)) return 0; return tick?tick:1; } if (sd) { if (battle_config.pc_sc_def_rate != 100) { sc_def = sc_def*battle_config.pc_sc_def_rate/100; sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100; } sc_def = min(sc_def, battle_config.pc_max_sc_def*100); sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100); if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) { tick_def = tick_def*battle_config.pc_sc_def_rate/100; tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100; } } else { if (battle_config.mob_sc_def_rate != 100) { sc_def = sc_def*battle_config.mob_sc_def_rate/100; sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100; } sc_def = min(sc_def, battle_config.mob_max_sc_def*100); sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100); if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) { tick_def = tick_def*battle_config.mob_sc_def_rate/100; tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100; } } if (sc) { if (sc->data[SC_SCRESIST]) sc_def += sc->data[SC_SCRESIST]->val1*100; //Status resist else if (sc->data[SC_SIEGFRIED]) sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance. } //When no tick def, reduction is the same for both. if(tick_def < 0) tick_def = sc_def; if(tick_def2 < 0) tick_def2 = sc_def2; //Natural resistance if (!(flag&8)) { rate -= rate*sc_def/10000; rate -= sc_def2; //Minimum chances switch (type) { case SC_WUGBITE: rate = max(rate, 5000); //Minimum of 50% break; } //Item resistance (only applies to rate%) if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) { if( sd->reseff[type-SC_COMMON_MIN] > 0 ) rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000; if( sd->sc.data[SC_TARGET_BLOOD] ) rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100; } } if (!(rnd()%10000 < rate)) return 0; //Even if a status change doesn't have a duration, it should still trigger if (tick < 1) return 1; //Rate reduction if (flag&2) return tick; tick -= tick*tick_def/10000; tick -= tick_def2; //Minimum durations switch (type) { case SC_ANKLESNARE: case SC_MARSHOFABYSS: case SC_STASIS: tick = max(tick, 5000); //Minimum duration 5s break; case SC_BURNING: case SC_FROSTMISTY: tick = max(tick, 10000); //Minimum duration 10s break; default: //Skills need to trigger even if the duration is reduced below 1ms tick = max(tick, 1); break; } return tick; } /* [Ind/Hercules] fast-checkin sc-display array */ void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) { struct sc_display_entry *entry; int i; for( i = 0; i < sd->sc_display_count; i++ ) { if( sd->sc_display[i]->type == type ) break; } if( i != sd->sc_display_count ) { sd->sc_display[i]->val1 = dval1; sd->sc_display[i]->val2 = dval2; sd->sc_display[i]->val3 = dval3; return; } entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry); entry->type = type; entry->val1 = dval1; entry->val2 = dval2; entry->val3 = dval3; RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count); sd->sc_display[ sd->sc_display_count - 1 ] = entry; } void status_display_remove(struct map_session_data *sd, enum sc_type type) { int i; for( i = 0; i < sd->sc_display_count; i++ ) { if( sd->sc_display[i]->type == type ) break; } if( i != sd->sc_display_count ) { int cursor; ers_free(pc_sc_display_ers, sd->sc_display[i]); sd->sc_display[i] = NULL; /* the all-mighty compact-o-matic */ for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) { if( sd->sc_display[i] == NULL ) continue; if( i != cursor ) { sd->sc_display[cursor] = sd->sc_display[i]; } cursor++; } if( !(sd->sc_display_count = cursor) ) { aFree(sd->sc_display); sd->sc_display = NULL; } } } /*========================================== * Starts a status change. * 'type' = type, 'val1~4' depend on the type. * 'rate' = base success rate. 10000 = 100% * 'tick' is base duration * 'flag': * &1: Cannot be avoided (it has to start) * &2: Tick should not be reduced (by vit, luk, lv, etc) * &4: sc_data loaded, no value has to be altered. * &8: rate should not be reduced *------------------------------------------*/ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) { struct map_session_data *sd = NULL; struct status_change* sc; struct status_change_entry* sce; struct status_data *st; struct view_data *vd; int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0; nullpo_ret(bl); sc = iStatus->get_sc(bl); st = iStatus->get_status_data(bl); if( type <= SC_NONE || type >= SC_MAX ) { ShowError("status_change_start: invalid status change (%d)!\n", type); return 0; } if( !sc ) return 0; //Unable to receive status changes if( iStatus->isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters return 0; if( bl->type == BL_MOB) { struct mob_data *md = BL_CAST(BL_MOB,bl); if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA) return 0; //Emperium/BG Monsters can't be afflicted by status changes // if(md && mob_is_gvg(md) && iStatus->sc2scb_flag(type)&SCB_MAXHP) // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc... } if( sc->data[SC_REFRESH] ) { if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed. return 0; // Immune to status ailements switch( type ) { case SC_QUAGMIRE://Tester said it protects against this and decrease agi. case SC_DEC_AGI: case SC_BURNING: case SC_FROSTMISTY: //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech] case SC_MARSHOFABYSS: case SC_TOXIN: case SC_PARALYSE: case SC_VENOMBLEED: case SC_MAGICMUSHROOM: case SC_DEATHHURT: case SC_PYREXIA: case SC_OBLIVIONCURSE: case SC_LEECHESEND: case SC_COLD: ////08/31/2011 - Class Balance Changes case SC_DEEP_SLEEP: case SC_MANDRAGORA: return 0; } } else if( sc->data[SC_INSPIRATION] ) { if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX ) return 0; // Immune to status ailements switch( type ) { case SC_DEEP_SLEEP: case SC_SATURDAY_NIGHT_FEVER: case SC_PYREXIA: case SC_DEATHHURT: case SC_MAGICMUSHROOM: case SC_VENOMBLEED: case SC_TOXIN: case SC_OBLIVIONCURSE: case SC_LEECHESEND: case SC__ENERVATION: case SC__GROOMY: case SC__LAZINESS: case SC__UNLUCKY: case SC__WEAKNESS: case SC__BODYPAINT: case SC__IGNORANCE: return 0; } } sd = BL_CAST(BL_PC, bl); //Adjust tick according to status resistances if( !(flag&(1|4)) ) { tick = iStatus->get_sc_def(bl, type, rate, tick, flag); if( !tick ) return 0; } undead_flag = battle->check_undead(st->race,st->def_ele); //Check for inmunities / sc fails switch (type) { case SC_DRUMBATTLE: case SC_NIBELUNGEN: case SC_INTOABYSS: case SC_SIEGFRIED: if( bl->type == BL_PC) { struct map_session_data *sd = BL_CAST(BL_PC,bl); if (!sd->status.party_id) return 0; } break; case SC_ANGRIFFS_MODUS: case SC_GOLDENE_FERSE: if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS]) || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE]) ) return 0; case SC_STONE: if(sc->data[SC_POWER_OF_GAIA]) return 0; case SC_FREEZE: //Undead are immune to Freeze/Stone if (undead_flag && !(flag&1)) return 0; case SC_DEEP_SLEEP: case SC_SLEEP: case SC_STUN: case SC_FROSTMISTY: case SC_COLD: if (sc->opt1) return 0; //Cannot override other opt1 status changes. [Skotlex] if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER]) return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] break; //There all like berserk, do not everlap each other case SC_BERSERK: if( sc->data[SC__BLOODYLUST] || sc->data[SC_SATURDAY_NIGHT_FEVER] ) return 0; break; case SC_BURNING: if(sc->opt1 || sc->data[SC_FROSTMISTY]) return 0; break; case SC_CRUCIS: //Only affects demons and undead element (but not players) if((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) return 0; break; case SC_LEXAETERNA: if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] ) return 0; break; case SC_KYRIE: if (bl->type == BL_MOB) return 0; break; case SC_OVERTHRUST: if (sc->data[SC_OVERTHRUSTMAX]) return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] case SC_OVERTHRUSTMAX: if( sc->option&OPTION_MADOGEAR ) return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind] break; case SC_ADRENALINE: if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE))) return 0; if (sc->data[SC_QUAGMIRE] || sc->data[SC_DEC_AGI] || sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind] ) return 0; break; case SC_ADRENALINE2: if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2))) return 0; if (sc->data[SC_QUAGMIRE] || sc->data[SC_DEC_AGI] ) return 0; break; case SC_MAGNIFICAT: if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat return 0; break; case SC_ONEHANDQUICKEN: case SC_MER_QUICKEN: case SC_TWOHANDQUICKEN: if(sc->data[SC_DEC_AGI]) return 0; case SC_CONCENTRATION: case SC_SPEARQUICKEN: case SC_TRUESIGHT: case SC_WINDWALK: case SC_CARTBOOST: case SC_ASSNCROS: if(sc->option&OPTION_MADOGEAR) return 0;//Mado is immune to wind walk, cart boost, etc (others above) [Ind] case SC_INC_AGI: if (sc->data[SC_QUAGMIRE]) return 0; break; case SC_CLOAKING: //Avoid cloaking with no wall and low skill level. [Skotlex] //Due to the cloaking card, we have to check the wall versus to known //skill level rather than the used one. [Skotlex] //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) ) return 0; break; case SC_MODECHANGE: { int mode; struct status_data *bst = iStatus->get_base_status(bl); if (!bst) return 0; if (sc->data[type]) { //Pile up with previous values. if(!val2) val2 = sc->data[type]->val2; val3 |= sc->data[type]->val3; val4 |= sc->data[type]->val4; } mode = val2 ? val2 : bst->mode; //Base mode if (val4) mode&=~val4; //Del mode if (val3) mode|= val3; //Add mode if (mode == bst->mode) { //No change. if (sc->data[type]) //Abort previous status return status_change_end(bl, type, INVALID_TIMER); return 0; } } break; //Strip skills, need to divest something or it fails. case SC_NOEQUIPWEAPON: if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data int i; opt_flag = 0; //Reuse to check success condition. if(sd->bonus.unstripable_equip&EQP_WEAPON) return 0; i = sd->equip_index[EQI_HAND_R]; if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { opt_flag|=2; pc->unequipitem(sd,i,3); } if (!opt_flag) return 0; } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_NOEQUIPSHIELD: if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. else if (sd && !(flag&4)) { int i; if(sd->bonus.unstripable_equip&EQP_SHIELD) return 0; i = sd->equip_index[EQI_HAND_L]; if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR ) return 0; pc->unequipitem(sd,i,3); } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_NOEQUIPARMOR: if (sd && !(flag&4)) { int i; if(sd->bonus.unstripable_equip&EQP_ARMOR) return 0; i = sd->equip_index[EQI_ARMOR]; if ( i < 0 || !sd->inventory_data[i] ) return 0; pc->unequipitem(sd,i,3); } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_NOEQUIPHELM: if (sd && !(flag&4)) { int i; if(sd->bonus.unstripable_equip&EQP_HELM) return 0; i = sd->equip_index[EQI_HEAD_TOP]; if ( i < 0 || !sd->inventory_data[i] ) return 0; pc->unequipitem(sd,i,3); } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_MER_FLEE: case SC_MER_ATK: case SC_MER_HP: case SC_MER_SP: case SC_MER_HIT: if( bl->type != BL_MER ) return 0; // Stats only for Mercenaries break; case SC_FOOD_STR: if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) return 0; break; case SC_FOOD_AGI: if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) return 0; break; case SC_FOOD_VIT: if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) return 0; break; case SC_FOOD_INT: if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) return 0; break; case SC_FOOD_DEX: if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) return 0; break; case SC_FOOD_LUK: if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) return 0; break; case SC_FOOD_STR_CASH: if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1) return 0; break; case SC_FOOD_AGI_CASH: if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1) return 0; break; case SC_FOOD_VIT_CASH: if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1) return 0; break; case SC_FOOD_INT_CASH: if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1) return 0; break; case SC_FOOD_DEX_CASH: if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1) return 0; break; case SC_FOOD_LUK_CASH: if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1) return 0; break; case SC_CAMOUFLAGE: if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) ) return 0; break; case SC__STRIPACCESSARY: if( sd ) { int i = -1; if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) { i = sd->equip_index[EQI_ACC_L]; if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) pc->unequipitem(sd,i,3); //L-Accessory } if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) { i = sd->equip_index[EQI_ACC_R]; if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) pc->unequipitem(sd,i,3); //R-Accessory } if( i < 0 ) return 0; } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_TOXIN: case SC_PARALYSE: case SC_VENOMBLEED: case SC_MAGICMUSHROOM: case SC_DEATHHURT: case SC_PYREXIA: case SC_OBLIVIONCURSE: case SC_LEECHESEND: { // it doesn't stack or even renewed int i = SC_TOXIN; for(; i<= SC_LEECHESEND; i++) if(sc->data[i]) return 0; } break; case SC_SATURDAY_NIGHT_FEVER: if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION]) return 0; break; case SC_OFFERTORIUM: if (sc->data[SC_MAGNIFICAT]) return 0; break; } //Check for BOSS resistances if(st->mode&MD_BOSS && !(flag&1)) { if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) return 0; switch (type) { case SC_BLESSING: case SC_DEC_AGI: case SC_PROVOKE: case SC_COMA: case SC_GRAVITATION: case SC_NJ_SUITON: case SC_RICHMANKIM: case SC_ROKISWEIL: case SC_FOGWALL: case SC_FROSTMISTY: case SC_BURNING: case SC_MARSHOFABYSS: case SC_ADORAMUS: case SC_NEEDLE_OF_PARALYZE: case SC_DEEP_SLEEP: case SC_COLD: // Exploit prevention - kRO Fix case SC_PYREXIA: case SC_DEATHHURT: case SC_TOXIN: case SC_PARALYSE: case SC_VENOMBLEED: case SC_MAGICMUSHROOM: case SC_OBLIVIONCURSE: case SC_LEECHESEND: // Ranger Effects case SC_WUGBITE: case SC_ELECTRICSHOCKER: case SC_MAGNETICFIELD: // Masquerades case SC__ENERVATION: case SC__GROOMY: case SC__LAZINESS: case SC__UNLUCKY: case SC__WEAKNESS: case SC__IGNORANCE: return 0; } } //Before overlapping fail, one must check for status cured. switch (type) { case SC_BLESSING: //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) { status_change_end(bl, SC_CURSE, INVALID_TIMER); if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(bl, SC_STONE, INVALID_TIMER); } break; case SC_INC_AGI: status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); break; case SC_QUAGMIRE: status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); status_change_end(bl, SC_WINDWALK, INVALID_TIMER); //Also blocks the ones below... case SC_DEC_AGI: status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); //Also blocks the ones below... case SC_DONTFORGETME: status_change_end(bl, SC_INC_AGI, INVALID_TIMER); status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); break; case SC_ONEHANDQUICKEN: //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); break; case SC_OVERTHRUSTMAX: //Cancels Normal Overthrust. [Skotlex] status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); break; case SC_KYRIE: //Cancels Assumptio status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); break; case SC_DELUGE: if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) status_change_end(bl, SC_BLIND, INVALID_TIMER); break; case SC_SILENCE: if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) status_change_end(bl, SC_GOSPEL, INVALID_TIMER); break; case SC_HIDING: status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); break; case SC_BERSERK: if( val3 == SC__BLOODYLUST ) break; if(battle_config.berserk_cancels_buffs) { status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); status_change_end(bl, SC_PARRYING, INVALID_TIMER); status_change_end(bl, SC_AURABLADE, INVALID_TIMER); status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); } #ifdef RENEWAL else { status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); } #endif break; case SC_ASSUMPTIO: status_change_end(bl, SC_KYRIE, INVALID_TIMER); status_change_end(bl, SC_KAITE, INVALID_TIMER); break; case SC_KAITE: status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); break; case SC_CARTBOOST: if(sc->data[SC_DEC_AGI]) { //Cancel Decrease Agi, but take no further effect [Skotlex] status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); return 0; } break; case SC_FUSION: status_change_end(bl, SC_SOULLINK, INVALID_TIMER); break; case SC_GS_ADJUSTMENT: status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); break; case SC_GS_MADNESSCANCEL: status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); break; //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up case SC_PROPERTYUNDEAD: status_change_end(bl, SC_BLESSING, INVALID_TIMER); status_change_end(bl, SC_INC_AGI, INVALID_TIMER); break; case SC_FOOD_STR: status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); break; case SC_FOOD_AGI: status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); break; case SC_FOOD_VIT: status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); break; case SC_FOOD_INT: status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); break; case SC_FOOD_DEX: status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); break; case SC_FOOD_LUK: status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); break; case SC_FOOD_STR_CASH: status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); break; case SC_FOOD_AGI_CASH: status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); break; case SC_FOOD_VIT_CASH: status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); break; case SC_FOOD_INT_CASH: status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); break; case SC_FOOD_DEX_CASH: status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); break; case SC_FOOD_LUK_CASH: status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); break; case SC_ENDURE: if( val4 ) status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); break; case SC_FIGHTINGSPIRIT: status_change_end(bl, type, INVALID_TIMER); // Remove previous one. break; case SC_MARSHOFABYSS: status_change_end(bl, SC_INCAGI, INVALID_TIMER); status_change_end(bl, SC_WINDWALK, INVALID_TIMER); status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); break; case SC_SWING: case SC_SYMPHONY_LOVE: case SC_MOONLIT_SERENADE: case SC_RUSH_WINDMILL: case SC_ECHOSONG: case SC_HARMONIZE: //group A doesn't overlap if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); break; case SC_SIREN: case SC_DEEP_SLEEP: case SC_GLOOMYDAY: case SC_SONG_OF_MANA: case SC_DANCE_WITH_WUG: case SC_SATURDAY_NIGHT_FEVER: case SC_LERADS_DEW: case SC_MELODYOFSINK: case SC_BEYOND_OF_WARCRY: case SC_UNLIMITED_HUMMING_VOICE: //group B if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); if (type != SC_GLOOMYDAY) { status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER); } if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); if (type != SC_SATURDAY_NIGHT_FEVER) { if (sc->data[SC_SATURDAY_NIGHT_FEVER]) { sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); } } break; case SC_REFLECTSHIELD: status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); break; case SC_LG_REFLECTDAMAGE: status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); break; case SC_SHIELDSPELL_DEF: case SC_SHIELDSPELL_MDEF: case SC_SHIELDSPELL_REF: status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); if( type != SC_SHIELDSPELL_DEF ) status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER); if( type != SC_SHIELDSPELL_MDEF ) status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER); if( type != SC_SHIELDSPELL_REF ) status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); break; case SC_GENTLETOUCH_ENERGYGAIN: case SC_GENTLETOUCH_CHANGE: case SC_GENTLETOUCH_REVITALIZE: if( type != SC_GENTLETOUCH_REVITALIZE ) status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); if( type != SC_GENTLETOUCH_ENERGYGAIN ) status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); if( type != SC_GENTLETOUCH_CHANGE ) status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); break; case SC_INVINCIBLE: status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); break; case SC_INVINCIBLEOFF: status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); break; case SC_MAGICPOWER: status_change_end(bl, type, INVALID_TIMER); break; } //Check for overlapping fails if( (sce = sc->data[type]) ) { switch( type ) { case SC_MER_FLEE: case SC_MER_ATK: case SC_MER_HP: case SC_MER_SP: case SC_MER_HIT: if( sce->val1 > val1 ) val1 = sce->val1; break; case SC_ADRENALINE: case SC_ADRENALINE2: case SC_WEAPONPERFECT: case SC_OVERTHRUST: if (sce->val2 > val2) return 0; break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: case SC_CASH_BOSS_ALARM: case SC_STUN: case SC_SLEEP: case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_CONFUSION: case SC_BLIND: case SC_BLOODING: case SC_DPOISON: case SC_RG_CCONFINE_S: //Can't be re-closed in. case SC_MARIONETTE_MASTER: case SC_MARIONETTE: case SC_NOCHAT: case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. case SC__INVISIBILITY: case SC__ENERVATION: case SC__GROOMY: case SC__IGNORANCE: case SC__LAZINESS: case SC__WEAKNESS: case SC__UNLUCKY: return 0; case SC_COMBOATTACK: case SC_DANCING: case SC_DEVOTION: case SC_ATTHASTE_POTION1: case SC_ATTHASTE_POTION2: case SC_ATTHASTE_POTION3: case SC_ATTHASTE_INFINITY: case SC_PLUSATTACKPOWER: case SC_PLUSMAGICPOWER: case SC_ENCHANTARMS: case SC_ARMORPROPERTY: case SC_ARMOR_RESIST: break; case SC_GOSPEL: //Must not override a casting gospel char. if(sce->val4 == BCT_SELF) return 0; if(sce->val1 > val1) return 1; break; case SC_ENDURE: if(sce->val4 && !val4) return 1; //Don't let you override infinite endure. if(sce->val1 > val1) return 1; break; case SC_KAAHI: //Kaahi overwrites previous level regardless of existing level. //Delete timer if it exists. if (sce->val4 != INVALID_TIMER) { timer->delete(sce->val4,iStatus->kaahi_heal_timer); sce->val4 = INVALID_TIMER; } break; case SC_JAILED: //When a player is already jailed, do not edit the jail data. val2 = sce->val2; val3 = sce->val3; val4 = sce->val4; break; case SC_LERADS_DEW: if (sc && sc->data[SC_BERSERK]) return 0; case SC_SHAPESHIFT: case SC_PROPERTYWALK: break; case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: if( sce->val4 && !val4 )//you cannot override master guild aura return 0; break; case SC_JOINTBEAT: val2 |= sce->val2; // stackable ailments default: if(sce->val1 > val1) return 1; //Return true to not mess up skill animations. [Skotlex] } } vd = iStatus->get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs switch(type) { case SC_DEC_AGI: case SC_INC_AGI: val2 = 2 + val1; //Agi change break; case SC_ENDURE: val2 = 7; // Hit-count [Celest] if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !maplist[bl->m].flag.battleground && !val4 ) { struct map_session_data *tsd; if( sd ) { int i; for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); } //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) if( val4 ) tick = -1; break; case SC_AUTOBERSERK: if (st->hp < st->max_hp>>2 && (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); tick = -1; break; case SC_CRUCIS: val2 = 10 + 4*val1; //Def reduction tick = -1; clif->emotion(bl,E_SWT); break; case SC_MAXIMIZEPOWER: tick_time = val2 = tick>0?tick:60000; tick = -1; // duration sent to the client should be infinite break; case SC_EDP: // [Celest] val2 = val1 + 2; //Chance to Poison enemies. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) #ifdef RENEWAL_EDP val4 = 100 * ((val1 + 1)/2 + 2); #endif if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000; break; case SC_POISONREACT: val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] val3=50; // + 5*val1; //Chance to counter. [Skotlex] break; case SC_MAGICROD: val2 = val1*20; //SP gained break; case SC_KYRIE: val2 = (int64)st->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb val3 = (val1 / 2 + 5); //Hits break; case SC_MAGICPOWER: //val1: Skill lv val2 = 1; //Lasts 1 invocation val3 = 5*val1; //Matk% increase val4 = 0; // 0 = ready to be used, 1 = activated and running break; case SC_SACRIFICE: val2 = 5; //Lasts 5 hits tick = -1; break; case SC_ENCHANTPOISON: val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate case SC_ASPERSIO: case SC_PROPERTYFIRE: case SC_PROPERTYWATER: case SC_PROPERTYWIND: case SC_PROPERTYGROUND: case SC_PROPERTYDARK: case SC_PROPERTYTELEKINESIS: skill->enchant_elemental_end(bl,type); break; case SC_ARMOR_PROPERTY: // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) // val2 : Element (When no element, random one is picked) // val3 : 0 = called by skill 1 = called by script (fixed level) if( !val2 ) val2 = rnd()%ELE_MAX; if( val1 == 1 && val3 == 0 ) val1 = 1 + rnd()%4; else if( val1 > 4 ) val1 = 4; // Max Level val3 = 0; // Not need to keep this info. break; case SC_PROVIDENCE: val2=val1*5; //Race/Ele resist break; case SC_REFLECTSHIELD: val2=10+val1*3; // %Dmg reflected if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) { struct map_session_data *tsd; if( sd ) { int i; for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } break; case SC_NOEQUIPWEAPON: if (!sd) //Watk reduction val2 = 25; break; case SC_NOEQUIPSHIELD: if (!sd) //Def reduction val2 = 15; break; case SC_NOEQUIPARMOR: if (!sd) //Vit reduction val2 = 40; break; case SC_NOEQUIPHELM: if (!sd) //Int reduction val2 = 40; break; case SC_AUTOSPELL: //Val1 Skill LV of Autospell //Val2 Skill ID to cast //Val3 Max Lv to cast val4 = 5 + val1*2; //Chance of casting break; case SC_VOLCANO: val2 = val1*10; //Watk increase #ifndef RENEWAL if (st->def_ele != ELE_FIRE) val2 = 0; #endif break; case SC_VIOLENTGALE: val2 = val1*3; //Flee increase #ifndef RENEWAL if (st->def_ele != ELE_WIND) val2 = 0; #endif break; case SC_DELUGE: val2 = deluge_eff[val1-1]; //HP increase #ifndef RENEWAL if(st->def_ele != ELE_WATER) val2 = 0; #endif break; case SC_NJ_SUITON: if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { //No penalties. val2 = 0; //Agi penalty val3 = 0; //Walk speed penalty break; } val3 = 50; val2 = 3*((val1+1)/3); if (val1 > 4) val2--; break; case SC_ONEHANDQUICKEN: case SC_TWOHANDQUICKEN: val2 = 300; if (val1 > 10) //For boss casted skills [Skotlex] val2 += 20*(val1-10); break; case SC_MER_QUICKEN: val2 = 300; break; #ifndef RENEWAL_ASPD case SC_SPEARQUICKEN: val2 = 200+10*val1; break; #endif case SC_DANCING: //val1 : Skill ID + LV //val2 : Skill Group of the Dance. //val3 : Brings the skill_lv (merged into val1 here) //val4 : Partner if (val1 == CG_MOONLIT) clif->status_change(bl,SI_MOON,1,tick,0, 0, 0); val1|= (val3<<16); val3 = tick/1000; //Tick duration tick_time = 1000; // [GodLesZ] tick time break; case SC_LONGING: #ifdef RENEWAL val2 = 50 + 10 * val1; #else val2 = 500-100*val1; //Aspd penalty. #endif break; case SC_EXPLOSIONSPIRITS: val2 = 75 + 25*val1; //Cri bonus break; case SC_ATTHASTE_POTION1: case SC_ATTHASTE_POTION2: case SC_ATTHASTE_POTION3: case SC_ATTHASTE_INFINITY: val2 = 50*(2+type-SC_ATTHASTE_POTION1); break; case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: if (!vd) return 0; //Store previous values as they could be removed. unit->stop_attack(bl); break; case SC_NOCHAT: // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? tick = 60000; val1 = battle_config.manner_system; //Mute filters. if (sd) { clif->changestatus(sd,SP_MANNER,sd->status.manner); clif->updatestatus(sd,SP_MANNER); } break; case SC_STONE: val3 = tick/1000; //Petrified HP-damage iterations. if(val3 < 1) val3 = 1; tick = val4; //Petrifying time. if(val4 > 500) // not with WL_SIENNAEXECRATE tick = max(tick, 1000); //Min time calc_flag = 0; //Actual status changes take effect on petrified state. break; case SC_DPOISON: //Lose 10/15% of your life as long as it doesn't brings life below 25% if (st->hp > st->max_hp>>2) { int diff = st->max_hp*(bl->type==BL_PC?10:15)/100; if (st->hp - diff < st->max_hp>>2) diff = st->hp - (st->max_hp>>2); if( val2 && bl->type == BL_MOB ) { struct block_list* src = iMap->id2bl(val2); if( src ) mob->log_damage((TBL_MOB*)bl,src,diff); } status_zap(bl, diff, 0); } // fall through case SC_POISON: val3 = tick/1000; //Damage iterations if(val3 < 1) val3 = 1; tick_time = 1000; // [GodLesZ] tick time //val4: HP damage if (bl->type == BL_PC) val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200; else val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200; break; case SC_CONFUSION: clif->emotion(bl,E_WHAT); break; case SC_BLOODING: val4 = tick/10000; if (!val4) val4 = 1; tick_time = 10000; // [GodLesZ] tick time break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: if( val1 == 0 ) return 0; // val1 = heal percent/amout // val2 = seconds between heals // val4 = total of heals if( val2 < 1 ) val2 = 1; if( (val4 = tick/(val2 * 1000)) < 1 ) val4 = 1; tick_time = val2 * 1000; // [GodLesZ] tick time break; case SC_CASH_BOSS_ALARM: if( sd != NULL ) { struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead clif->bossmapinfo(sd->fd, boss_md, 1); return 0; // No need to start SC } val1 = boss_md->bl.id; if( (val4 = tick/1000) < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time } break; case SC_HIDING: val2 = tick/1000; tick_time = 1000; // [GodLesZ] tick time val3 = 0; // unused, previously speed adjustment val4 = val1+3; //Seconds before SP substraction happen. break; case SC_CHASEWALK: val2 = tick>0?tick:10000; //Interval at which SP is drained. val3 = 35 - 5 * val1; //Speed adjustment. if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE) val3 -= 40; val4 = 10+val1*2; //SP cost. if (map_flag_gvg(bl->m) || maplist[bl->m].flag.battleground) val4 *= 5; break; case SC_CLOAKING: if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] val1 = 10; tick_time = val2 = tick>0?tick:60000; //SP consumption rate. tick = -1; // duration sent to the client should be infinite val3 = 0; // unused, previously walk speed adjustment //val4&1 signals the presence of a wall. //val4&2 makes cloak not end on normal attacks [Skotlex] //val4&4 makes cloak not end on using skills if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking. val4 |= battle_config.pc_cloak_check_type&7; else val4 |= battle_config.monster_cloak_check_type&7; break; case SC_SIGHT: /* splash status */ case SC_RUWACH: case SC_WZ_SIGHTBLASTER: val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. val2 = tick/250; tick_time = 10; // [GodLesZ] tick time break; //Permanent effects. case SC_LEXAETERNA: case SC_MODECHANGE: case SC_WEIGHTOVER50: case SC_WEIGHTOVER90: case SC_BROKENWEAPON: case SC_BROKENARMOR: case SC_STORMKICK_READY: case SC_DOWNKICK_READY: case SC_COUNTERKICK_READY: case SC_TURNKICK_READY: case SC_DODGE_READY: case SC_PUSH_CART: case SC_ALL_RIDING: tick = -1; break; case SC_AUTOGUARD: if( !(flag&1) ) { struct map_session_data *tsd; int i,t; for( i = val2 = 0; i < val1; i++) { t = 5-(i>>1); val2 += (t < 0)? 1:t; } if( bl->type&(BL_PC|BL_MER) ) { if( sd ) { for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) ) iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } } break; case SC_DEFENDER: if (!(flag&1)) { val2 = 5 + 15*val1; //Damage reduction val3 = 0; // unused, previously speed adjustment val4 = 250 - 50*val1; //Aspd adjustment if (sd) { struct map_session_data *tsd; int i; for (i = 0; i < 5; i++) { //See if there are devoted characters, and pass the status to them. [Skotlex] if (sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i]))) iStatus->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); } } } break; case SC_TENSIONRELAX: if (sd) { pc_setsit(sd); clif->sitting(&sd->bl); } val2 = 12; //SP cost val4 = 10000; //Decrease at 10secs intervals. val3 = tick/val4; tick = -1; // duration sent to the client should be infinite tick_time = val4; // [GodLesZ] tick time break; case SC_PARRYING: val2 = 20 + val1*3; //Block Chance break; case SC_WINDWALK: val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 break; case SC_JOINTBEAT: if( val2&BREAK_NECK ) sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(iStatus->sc2skill(type),val1)); break; case SC_BERSERK: if( val3 == SC__BLOODYLUST ) sc_start(bl,(sc_type)val3,100,val1,tick); if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) ) sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); //HP healing is performing after the calc_status call. //Val2 holds HP penalty if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1); if (!val4) val4 = 10000; //Val4 holds damage interval val3 = tick/val4; //val3 holds skill duration tick_time = val4; // [GodLesZ] tick time break; case SC_GOSPEL: if(val4 == BCT_SELF) { // self effect val2 = tick/10000; tick_time = 10000; // [GodLesZ] tick time iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs } break; case SC_MARIONETTE_MASTER: { int stat; val3 = 0; val4 = 0; stat = ( sd ? sd->status.str : iStatus->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; stat = ( sd ? sd->status.agi : iStatus->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; stat = ( sd ? sd->status.vit : iStatus->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); stat = ( sd ? sd->status.int_: iStatus->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; stat = ( sd ? sd->status.dex : iStatus->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; stat = ( sd ? sd->status.luk : iStatus->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); break; } case SC_MARIONETTE: { int stat,max_stat; // fetch caster information struct block_list *pbl = iMap->id2bl(val1); struct status_change *psc = pbl?iStatus->get_sc(pbl):NULL; struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL; // fetch target's stats struct status_data* tst = iStatus->get_status_data(bl); // battle status if (!psce) return 0; val3 = 0; val4 = 0; max_stat = battle_config.max_parameter; //Cap to 99 (default) stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16; stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8; stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF); stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16; stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8; stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF); break; } case SC_SWORDREJECT: val2 = 15*val1; //Reflect chance val3 = 3; //Reflections tick = -1; break; case SC_MEMORIZE: val2 = 5; //Memorized casts. tick = -1; break; case SC_GRAVITATION: val2 = 50*val1; //aspd reduction break; case SC_GDSKILL_REGENERATION: if (val1 == 1) val2 = 2; else val2 = val1; //HP Regerenation rate: 200% 200% 300% val3 = val1; //SP Regeneration Rate: 100% 200% 300% //if val4 comes set, this blocks regen rather than increase it. break; case SC_DEVOTION: { struct block_list *d_bl; struct status_change *d_sc; if( (d_bl = iMap->id2bl(val1)) && (d_sc = iStatus->get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; enum sc_type type2; int i = (map_flag_gvg(bl->m) || maplist[bl->m].flag.battleground)?2:3; while( i >= 0 ) { type2 = types[i]; if( d_sc->data[type2] ) sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(iStatus->sc2skill(type2),d_sc->data[type2]->val1)); i--; } } break; } case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp if( val3 && bl->type == BL_MOB ) { struct block_list* src = iMap->id2bl(val3); if( src ) mob->log_damage((TBL_MOB*)bl,src,st->hp - 1); } status_zap(bl, st->hp-1, val2 ? 0 : st->sp); return 1; break; case SC_RG_CCONFINE_S: { struct block_list *src = val2?iMap->id2bl(val2):NULL; struct status_change *sc2 = src?iStatus->get_sc(src):NULL; struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL; if (src && sc2) { if (!sce2) //Start lock on caster. sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); else { //Increase count of locked enemies and refresh time. (sce2->val2)++; timer->delete(sce2->timer, iStatus->change_timer); sce2->timer = timer->add(timer->gettick()+tick+1000, iStatus->change_timer, src->id, SC_RG_CCONFINE_M); } } else //Status failed. return 0; } break; case SC_KAITE: val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5 break; case SC_KAUPE: switch (val1) { case 3: //33*3 + 1 -> 100% val2++; case 1: case 2: //33, 66% val2 += 33*val1; val3 = 1; //Dodge 1 attack total. break; default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] val2 = 100; val3 = val1-2; break; } break; case SC_COMBOATTACK: { //val1: Skill ID //val2: When given, target (for autotargetting skills) //val3: When set, this combo time should NOT delay attack/movement //val3: TK: Last used kick //val4: TK: Combo time struct unit_data *ud = unit->bl2ud(bl); if (ud && !val3) { tick += 300 * battle_config.combo_delay_rate/100; ud->attackabletime = timer->gettick()+tick; unit->set_walkdelay(bl, timer->gettick(), tick, 1); } val3 = 0; val4 = tick; } break; case SC_EARTHSCROLL: val2 = 11-val1; //Chance to consume: 11-skill_lv% break; case SC_RUN: val4 = timer->gettick(); //Store time at which you started running. tick = -1; break; case SC_KAAHI: val2 = 200*val1; //HP heal val3 = 5*val1; //SP cost val4 = INVALID_TIMER; //Kaahi Timer. break; case SC_BLESSING: if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) val2 = val1; else val2 = 0; //0 -> Half stat. break; case SC_TRICKDEAD: if (vd) vd->dead_sit = 1; tick = -1; break; case SC_CONCENTRATION: val2 = 2 + val1; if (sd) { //Store the card-bonus data that should not count in the % val3 = sd->param_bonus[1]; //Agi val4 = sd->param_bonus[4]; //Dex } else { val3 = val4 = 0; } break; case SC_OVERTHRUSTMAX: val2 = 20*val1; //Power increase break; case SC_OVERTHRUST: //val2 holds if it was casted on self, or is bonus received from others val3 = 5*val1; //Power increase if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; case SC_ADRENALINE2: case SC_ADRENALINE: val3 = (val2) ? 300 : 200; // aspd increase case SC_WEAPONPERFECT: if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; case SC_LKCONCENTRATION: val2 = 5*val1; //Batk/Watk Increase val3 = 10*val1; //Hit Increase val4 = 5*val1; //Def reduction sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect break; case SC_ANGELUS: val2 = 5*val1; //def increase break; case SC_IMPOSITIO: val2 = 5*val1; //watk increase break; case SC_MELTDOWN: val2 = 100*val1; //Chance to break weapon val3 = 70*val1; //Change to break armor break; case SC_TRUESIGHT: val2 = 10*val1; //Critical increase val3 = 3*val1; //Hit increase break; case SC_SUN_COMFORT: val2 = (iStatus->get_lv(bl) + st->dex + st->luk)/2; //def increase break; case SC_MOON_COMFORT: val2 = (iStatus->get_lv(bl) + st->dex + st->luk)/10; //flee increase break; case SC_STAR_COMFORT: val2 = (iStatus->get_lv(bl) + st->dex + st->luk); //Aspd increase break; case SC_QUAGMIRE: val2 = (sd?5:10)*val1; //Agi/Dex decrease. break; // gs_something1 [Vicious] case SC_GS_GATLINGFEVER: val2 = 20*val1; //Aspd increase val4 = 5*val1; //Flee decrease #ifndef RENEWAL val3 = 20+10*val1; //Batk increase #endif break; case SC_FLING: if (bl->type == BL_PC) val2 = 0; //No armor reduction to players. else val2 = 5*val1; //Def reduction val3 = 5*val1; //Def2 reduction break; case SC_PROVOKE: //val2 signals autoprovoke. val3 = 2+3*val1; //Atk increase val4 = 5+5*val1; //Def reduction. break; case SC_HLIF_AVOID: //val2 = 10*val1; //Speed change rate. break; case SC_HAMI_DEFENCE: val2 = 2*val1; //Def bonus break; case SC_HAMI_BLOODLUST: val2 = 20+10*val1; //Atk rate change. val3 = 3*val1; //Leech chance val4 = 20; //Leech percent break; case SC_HLIF_FLEET: val2 = 30*val1; //Aspd change val3 = 5+5*val1; //bAtk/wAtk rate change break; case SC_MINDBREAKER: val2 = 20*val1; //matk increase. val3 = 12*val1; //mdef2 reduction. break; case SC_SKA: val2 = tick/1000; val3 = rnd()%100; //Def changes randomly every second... tick_time = 1000; // [GodLesZ] tick time break; case SC_JAILED: //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. tick = val1>0?1000:250; if (sd) { if (sd->mapindex != val2) { int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates int mapindex = sd->mapindex; /// Current Map //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); //2. Set restore point (val3 -> return map, val4 return coords val3 = mapindex; val4 = pos; } else if (!val3 || val3 == sd->mapindex) { //Use save point. val3 = sd->status.save_point.map; val4 = (sd->status.save_point.x&0xFFFF) |(sd->status.save_point.y<<16); } } break; case SC_NJ_UTSUSEMI: val2=(val1+1)/2; // number of hits blocked val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value. break; case SC_NJ_BUNSINJYUTSU: val2=(val1+1)/2; // number of hits blocked break; case SC_HLIF_CHANGE: val2= 30*val1; //Vit increase val3= 20*val1; //Int increase break; case SC_SWOO: if(st->mode&MD_BOSS) tick /= 5; //TODO: Reduce skill's duration. But for how long? break; case SC_SPIDERWEB: if( bl->type == BL_PC ) tick /= 2; break; case SC_ARMOR: //NPC_DEFENDER: val2 = 80; //Damage reduction //Attack requirements to be blocked: val3 = BF_LONG; //Range val4 = BF_WEAPON|BF_MISC; //Type break; case SC_ENCHANTARMS: //end previous enchants skill->enchant_elemental_end(bl,type); //Make sure the received element is valid. if (val2 >= ELE_MAX) val2 = val2%ELE_MAX; else if (val2 < 0) val2 = rnd()%ELE_MAX; break; case SC_CRITICALWOUND: val2 = 20*val1; //Heal effectiveness decrease break; case SC_MAGICMIRROR: case SC_SLOWCAST: val2 = 20*val1; //Magic reflection/cast rate break; case SC_STONESKIN: if (val2 == NPC_ANTIMAGIC) { //Boost mdef val2 =-20; val3 = 20; } else { //Boost def val2 = 20; val3 =-20; } val2*=val1; //20% per level val3*=val1; break; case SC_CASH_PLUSEXP: case SC_CASH_PLUSONLYJOBEXP: if (val1 < 0) val1 = 0; break; case SC_PLUSAVOIDVALUE: case SC_CRITICALPERCENT: val2 = val1*10; //Actual boost (since 100% = 1000) break; case SC_SUFFRAGIUM: val2 = 15 * val1; //Speed cast decrease break; case SC_HEALPLUS: if (val1 < 1) val1 = 1; break; case SC_ILLUSION: val2 = 5+val1; //Factor by which displayed damage is increased by break; case SC_DOUBLECASTING: val2 = 30+10*val1; //Trigger rate break; case SC_KAIZEL: val2 = 10*val1; //% of life to be revived with break; // case SC_ARMORPROPERTY: // case SC_ARMOR_RESIST: // Mod your resistance against elements: // val1 = water | val2 = earth | val3 = fire | val4 = wind // break; //case ????: //Place here SCs that have no SCB_* data, no skill associated, no ICON //associated, and yet are not wrong/unknown. [Skotlex] //break; case SC_MER_FLEE: case SC_MER_ATK: case SC_MER_HIT: val2 = 15 * val1; break; case SC_MER_HP: case SC_MER_SP: val2 = 5 * val1; break; case SC_REBIRTH: val2 = 20*val1; //% of life to be revived with break; case SC_MANU_DEF: case SC_MANU_ATK: case SC_MANU_MATK: val2 = 1; // Manuk group break; case SC_SPL_DEF: case SC_SPL_ATK: case SC_SPL_MATK: val2 = 2; // Splendide group break; /** * General **/ case SC_FEAR: val2 = 2; val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_BURNING: val4 = tick / 3000; // Total Ticks to Burn!! tick_time = 3000; // [GodLesZ] tick time break; /** * Rune Knight **/ case SC_DEATHBOUND: val2 = 500 + 100 * val1; break; case SC_STONEHARDSKIN: if( sd ) val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase break; case SC_FIGHTINGSPIRIT: val_flag |= 1|2; break; case SC_ABUNDANCE: val4 = tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; /** * Arch Bishop **/ case SC_RENOVATIO: val4 = tick / 5000; tick_time = 5000; break; case SC_SECRAMENT: val2 = 10 * val1; break; case SC_VENOMIMPRESS: val2 = 10 * val1; val_flag |= 1|2; break; case SC_POISONINGWEAPON: val_flag |= 1|2|4; break; case SC_WEAPONBLOCKING: val2 = 10 + 2 * val1; // Chance val4 = tick / 3000; tick_time = 3000; // [GodLesZ] tick time val_flag |= 1|2; break; case SC_TOXIN: val4 = tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; case SC_MAGICMUSHROOM: val4 = tick / 4000; tick_time = 4000; // [GodLesZ] tick time break; case SC_PYREXIA: iStatus->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds val4 = tick / 3000; tick_time = 3000; // [GodLesZ] tick time break; case SC_LEECHESEND: val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_OBLIVIONCURSE: val4 = tick / 3000; tick_time = 3000; // [GodLesZ] tick time break; case SC_ROLLINGCUTTER: val_flag |= 1; break; case SC_CLOAKINGEXCEED: val2 = ( val1 + 1 ) / 2; // Hits val3 = 90 + val1 * 10; // Walk speed val_flag |= 1|2|4; if (bl->type == BL_PC) val4 |= battle_config.pc_cloak_check_type&7; else val4 |= battle_config.monster_cloak_check_type&7; tick_time = 1000; // [GodLesZ] tick time break; case SC_HALLUCINATIONWALK: val2 = 50 * val1; // Evasion rate of physical attacks. Flee val3 = 10 * val1; // Evasion rate of magical attacks. val_flag |= 1|2|4; break; case SC_WHITEIMPRISON: status_change_end(bl, SC_BURNING, INVALID_TIMER); status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_STONE, INVALID_TIMER); break; case SC_MARSHOFABYSS: val2 = 6 * val1; if( sd ) // half on players val2 >>= 1; break; case SC_FROSTMISTY: status_change_end(bl, SC_BURNING, INVALID_TIMER); break; case SC_READING_SB: // val2 = sp reduction per second tick_time = 5000; // [GodLesZ] tick time break; case SC_SUMMON1: case SC_SUMMON2: case SC_SUMMON3: case SC_SUMMON4: case SC_SUMMON5: val4 = tick / 1000; if( val4 < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time val_flag |= 1; break; case SC_SHAPESHIFT: switch( val1 ) { case 1: val2 = ELE_FIRE; break; case 2: val2 = ELE_EARTH; break; case 3: val2 = ELE_WIND; break; case 4: val2 = ELE_WATER; break; } break; case SC_ELECTRICSHOCKER: case SC_COLD: case SC_MEIKYOUSISUI: val4 = tick / 1000; if( val4 < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time break; case SC_CAMOUFLAGE: val4 = tick/1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_WUGDASH: val4 = timer->gettick(); //Store time at which you started running. tick = -1; break; case SC__SHADOWFORM: { struct map_session_data * s_sd = iMap->id2sd(val2); if( s_sd ) s_sd->shadowform_id = bl->id; val4 = tick / 1000; val_flag |= 1|2|4; tick_time = 1000; // [GodLesZ] tick time } break; case SC__STRIPACCESSARY: if (!sd) val2 = 20; break; case SC__INVISIBILITY: val2 = 50 - 10 * val1; // ASPD val3 = 20 * val1; // CRITICAL val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time val_flag |= 1|2; break; case SC__ENERVATION: val2 = 20 + 10 * val1; // ATK Reduction val_flag |= 1|2; if( sd ) pc->delspiritball(sd,sd->spiritball,0); break; case SC__GROOMY: val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie] val3 = 20 * val1; //HIT val_flag |= 1|2|4; if( sd ) { // Removes Animals if( pc_isriding(sd) ) pc->setriding(sd, 0); if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG); if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER); if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON); if( sd->status.pet_id > 0 ) pet->menu(sd, 3); if( homun_alive(sd->hd) ) homun->vaporize(sd,1); if( sd->md ) mercenary->delete(sd->md,3); } break; case SC__LAZINESS: val2 = 10 + 10 * val1; // Cast reduction val3 = 10 * val1; // Flee Reduction val_flag |= 1|2|4; break; case SC__UNLUCKY: val2 = 10 * val1; // Crit and Flee2 Reduction val_flag |= 1|2|4; break; case SC__WEAKNESS: val2 = 10 * val1; val_flag |= 1|2; // bypasses coating protection and MADO sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick); sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick); break; case SC_GN_CARTBOOST: if( val1 < 3 ) val2 = 50; else if( val1 < 5 ) val2 = 75; else val2 = 100; break; case SC_PROPERTYWALK: val_flag |= 1|2; val3 = 0; break; case SC_WARMER: status_change_end(bl, SC_FREEZE, INVALID_TIMER); status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); status_change_end(bl, SC_COLD, INVALID_TIMER); break; case SC_STRIKING: val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_BLOOD_SUCKER: { struct block_list *src = iMap->id2bl(val2); val3 = 1; if(src) val3 = 200 + 100 * val1 + status_get_int(src); val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time } break; case SC_VACUUM_EXTREME: tick -= (st->str / 20) * 1000; val4 = val3 = tick / 100; tick_time = 100; // [GodLesZ] tick time break; case SC_SWING: val2 = 4 * val1; // Walk speed and aspd reduction. break; case SC_SYMPHONY_LOVE: case SC_RUSH_WINDMILL: case SC_ECHOSONG: val2 = 6 * val1; val2 += val3; //Adding 1% * Lesson Bonus val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel break; case SC_MOONLIT_SERENADE: val2 = 10 * val1; break; case SC_HARMONIZE: val2 = 5 + 5 * val1; break; case SC_SIREN: val4 = tick / 2000; tick_time = 2000; // [GodLesZ] tick time break; case SC_DEEP_SLEEP: val4 = tick / 2000; tick_time = 2000; // [GodLesZ] tick time break; case SC_SIRCLEOFNATURE: val2 = 1 + val1; //SP consume val3 = 40 * val1; //HP recovery val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_SONG_OF_MANA: val3 = 10 + (2 * val2); val4 = tick/3000; tick_time = 3000; // [GodLesZ] tick time break; case SC_SATURDAY_NIGHT_FEVER: if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1); if (!val4) val4 = 3000; val3 = tick/val4; tick_time = val4; // [GodLesZ] tick time break; case SC_GLOOMYDAY: val2 = 20 + 5 * val1; // Flee reduction. val3 = 15 + 5 * val1; // ASPD reduction. if( sd && rand()%100 < val1 ){ // (Skill Lv) % val4 = 1; // reduce walk speed by half. if( pc_isriding(sd) ) pc->setriding(sd, 0); if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); } break; case SC_GLOOMYDAY_SK: // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 ); break; case SC_SITDOWN_FORCE: case SC_BANANA_BOMB_SITDOWN_POSTDELAY: if( sd && !pc_issit(sd) ) { pc_setsit(sd); skill->sit(sd,1); clif->sitting(bl); } break; case SC_DANCE_WITH_WUG: val3 = (5 * val1) + (1 * val2); //Still need official value. break; case SC_LERADS_DEW: val3 = (5 * val1) + (1 * val2); break; case SC_MELODYOFSINK: val3 = (5 * val1) + (1 * val2); break; case SC_BEYOND_OF_WARCRY: val3 = (5 * val1) + (1 * val2); break; case SC_UNLIMITED_HUMMING_VOICE: { struct unit_data *ud = unit->bl2ud(bl); if( ud == NULL ) return 0; ud->state.skillcastcancel = 0; val3 = 15 - (2 * val2); } break; case SC_LG_REFLECTDAMAGE: val2 = 15 + 5 * val1; val3 = (val1==5)?20:(val1+4)*2; // SP consumption val4 = tick/10000; tick_time = 10000; // [GodLesZ] tick time break; case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil] val2 = 20 + 12 * (val1 - 1); // Chance val3 = 5 + (2 * val1); // Max rage counters tick = -1; //endless duration in the client tick_time = 6000; // [GodLesZ] tick time val_flag |= 1|2|4; break; case SC_EXEEDBREAK: val1 *= 150; // 150 * skill_lv if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars. val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * iStatus->get_lv(bl) / 100); val1 += 15 * (sd ? sd->status.job_level:50) + 100; } else // Mobs val1 += (400 * iStatus->get_lv(bl) / 100) + (15 * (iStatus->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] break; case SC_PRESTIGE: // Based on suggested formula in iRO Wiki and some test, still need more test. [pakpil] val2 = ((st->int_ + st->luk) / 6) + 5; // Chance to evade magic damage. val1 *= 15; // Defence added if( sd ) val1 += 10 * pc->checkskill(sd,CR_DEFENDER); val_flag |= 1|2; break; case SC_BANDING: tick_time = 5000; // [GodLesZ] tick time val_flag |= 1; break; case SC_SHIELDSPELL_DEF: case SC_SHIELDSPELL_MDEF: case SC_SHIELDSPELL_REF: val_flag |= 1|2; break; case SC_MAGNETICFIELD: val3 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_INSPIRATION: if( sd ) { val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus } val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs break; case SC_SPELLFIST: case SC_CURSEDCIRCLE_ATKER: val_flag |= 1|2|4; break; case SC_CRESCENTELBOW: val2 = 94 + val1; val_flag |= 1|2; break; case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; val_flag |= 1; break; case SC_RAISINGDRAGON: val3 = tick / 5000; tick_time = 5000; // [GodLesZ] tick time break; case SC_GENTLETOUCH_CHANGE: {// take note there is no def increase as skill desc says. [malufett] struct block_list * src; val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % if( (src = iMap->id2bl(val2)) ){ val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] } } break; case SC_GENTLETOUCH_REVITALIZE: {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] struct block_list * src; val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % if( (src = iMap->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] } break; case SC_PYROTECHNIC_OPTION: val_flag |= 1|2|4; break; case SC_HEATER_OPTION: val2 = 120; // Watk. TODO: Renewal (Atk2) val3 = 33; // % Increase effects. val4 = 3; // Change into fire element. val_flag |= 1|2|4; break; case SC_TROPIC_OPTION: val2 = 180; // Watk. TODO: Renewal (Atk2) val3 = MG_FIREBOLT; break; case SC_AQUAPLAY_OPTION: val2 = 40; val_flag |= 1|2|4; break; case SC_COOLER_OPTION: val2 = 80; // % Freezing chance val3 = 33; // % increased damage val4 = 1; // Change into water elemet val_flag |= 1|2|4; break; case SC_CHILLY_AIR_OPTION: val2 = 120; // Matk. TODO: Renewal (Matk1) val3 = MG_COLDBOLT; val_flag |= 1|2; break; case SC_GUST_OPTION: val_flag |= 1|2; break; case SC_WIND_STEP_OPTION: val2 = 50; // % Increase speed and flee. break; case SC_BLAST_OPTION: val2 = 20; val3 = ELE_WIND; val_flag |= 1|2|4; break; case SC_WILD_STORM_OPTION: val2 = MG_LIGHTNINGBOLT; val_flag |= 1|2; break; case SC_PETROLOGY_OPTION: val2 = 5; val3 = 50; val_flag |= 1|2|4; break; case SC_CURSED_SOIL_OPTION: val2 = 10; val3 = 33; val4 = 2; val_flag |= 1|2|4; break; case SC_UPHEAVAL_OPTION: val2 = WZ_EARTHSPIKE; val_flag |= 1|2; break; case SC_CIRCLE_OF_FIRE_OPTION: val2 = 300; val_flag |= 1|2; break; case SC_FIRE_CLOAK_OPTION: case SC_WATER_DROP_OPTION: case SC_WIND_CURTAIN_OPTION: case SC_STONE_SHIELD_OPTION: val2 = 20; // Elemental modifier. Not confirmed. break; case SC_CIRCLE_OF_FIRE: case SC_FIRE_CLOAK: case SC_WATER_DROP: case SC_WATER_SCREEN: case SC_WIND_CURTAIN: case SC_WIND_STEP: case SC_STONE_SHIELD: case SC_SOLID_SKIN: val2 = 10; tick_time = 2000; // [GodLesZ] tick time break; case SC_WATER_BARRIER: val2 = 40; // Increasement. Mdef1 ??? val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? val_flag |= 1|2|4; break; case SC_ZEPHYR: val2 = 22; // Flee. break; case SC_TIDAL_WEAPON: val2 = 20; // Increase Elemental's attack. break; case SC_ROCK_CRUSHER: case SC_ROCK_CRUSHER_ATK: case SC_POWER_OF_GAIA: val2 = 33; break; case SC_MELON_BOMB: case SC_BANANA_BOMB: val1 = 15; break; case SC_STOMACHACHE: val2 = 8; // SP consume. val4 = tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; case SC_KYOUGAKU: val2 = 2*val1 + rand()%(3 * val1); clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise break; case SC_KAGEMUSYA: val3 = val1 * 2; case SC_IZAYOI: val2 = tick/1000; tick_time = 1000; break; case SC_ZANGETSU: val2 = val4 = iStatus->get_lv(bl) / 3 + 20 * val1; val3 = iStatus->get_lv(bl) / 2 + 30 * val1; val2 = (!(status_get_hp(bl)%2) ? val2 : -val3); val3 = (!(status_get_sp(bl)%2) ? val4 : -val3); break; case SC_GENSOU: { int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5; #define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;} if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2) return 0; PER( 100 / (status_get_max_hp(bl) / hp) ); iStatus->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1); PER( 100 / (status_get_max_sp(bl) / sp) ); iStatus->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1); } break; case SC_ANGRIFFS_MODUS: val2 = 50 + 20 * val1; //atk bonus val3 = 40 + 20 * val1; // Flee reduction. val4 = tick/1000; // hp/sp reduction timer tick_time = 1000; break; case SC_NEUTRALBARRIER: tick_time = tick; tick = -1; break; case SC_GOLDENE_FERSE: val2 = 10 + 10*val1; //max hp bonus val3 = 6 + 4 * val1; // Aspd Bonus val4 = 2 + 2 * val1; // Chance of holy attack break; case SC_OVERED_BOOST: val2 = 300 + 40*val1; //flee bonus val3 = 179 + 2*val1; //aspd bonus break; case SC_GRANITIC_ARMOR: val2 = 2*val1; //dmg reduction val3 = 6*val1; //dmg on status end break; case SC_MAGMA_FLOW: val2 = 3*val1; //activation chance break; case SC_PYROCLASTIC: val2 += 10*val1; //atk bonus break; case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info val2 = 2*val1; //def reduction val3 = 500*val1; //varcast augmentation break; case SC_PAIN_KILLER: //[Lighta] need real info val2 = 2*val1; //aspd reduction % val3 = 2*val1; //dmg reduction % if(sc->data[SC_NEEDLE_OF_PARALYZE]) sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration break; case SC_STYLE_CHANGE: //[Lighta] need real info tick = -1; if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; else val2 = MH_MD_FIGHTING; break; case SC_FULL_THROTTLE: status_percent_heal(bl,100,0); val2 = 7 - val1; tick_time = 1000; val4 = tick / tick_time; break; case SC_KINGS_GRACE: val2 = 3 + val1; tick_time = 1000; val4 = tick / tick_time; break; case SC_TELEKINESIS_INTENSE: val2 = 10 * val1; val3 = 40 * val1; break; case SC_OFFERTORIUM: val2 = 30 * val1; break; case SC_FRIGG_SONG: val2 = 5 * val1; val3 = 1000 + 100 * val1; tick_time = 10000; val4 = tick / tick_time; break; case SC_MONSTER_TRANSFORM: if( !mob->db_checkid(val1) ) val1 = 1002; // default poring val_flag |= 1; break; default: if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 ) { //Status change with no calc, no icon, and no skill associated...? ShowError("UnknownStatusChange [%d]\n", type); return 0; } } } else { //Special considerations when loading SC data. switch( type ) { case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: if( !vd ) break; clif->changelook(bl,LOOK_BASE,vd->class_); clif->changelook(bl,LOOK_WEAPON,0); clif->changelook(bl,LOOK_SHIELD,0); clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); break; case SC_KAAHI: val4 = INVALID_TIMER; break; case SC_SUMMON1: case SC_SUMMON2: case SC_SUMMON3: case SC_SUMMON4: case SC_SUMMON5: case SC_MONSTER_TRANSFORM: val_flag |= 1; break; case SC_KYOUGAKU: clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise break; } } /* [Ind/Hercules] */ if( sd && StatusDisplayType[type] ) { int dval1 = 0, dval2 = 0, dval3 = 0; switch( type ) { case SC_ALL_RIDING: dval1 = 1; break; default: /* all others: just copy val1 */ dval1 = val1; break; } status_display_add(sd,type,dval1,dval2,dval3); } //Those that make you stop attacking/walking.... switch (type) { case SC_FREEZE: case SC_STUN: case SC_SLEEP: case SC_STONE: case SC_DEEP_SLEEP: if (sd && pc_issit(sd)) //Avoid sprite sync problems. pc->setstand(sd); case SC_TRICKDEAD: status_change_end(bl, SC_DANCING, INVALID_TIMER); // Cancel cast when get status [LuzZza] if (battle_config.sc_castcancel&bl->type) unit->skillcastcancel(bl, 0); case SC_WHITEIMPRISON: unit->stop_attack(bl); case SC_STOP: case SC_CONFUSION: case SC_RG_CCONFINE_M: case SC_RG_CCONFINE_S: case SC_SPIDERWEB: case SC_ELECTRICSHOCKER: case SC_WUGBITE: case SC_THORNS_TRAP: case SC__MANHOLE: case SC_COLD: case SC_CURSEDCIRCLE_ATKER: case SC_CURSEDCIRCLE_TARGET: case SC_FEAR: case SC_NETHERWORLD: case SC_MEIKYOUSISUI: case SC_KYOUGAKU: case SC_NEEDLE_OF_PARALYZE: case SC_DEATHBOUND: unit->stop_walking(bl,1); break; case SC_ANKLESNARE: if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) ) unit->stop_walking(bl,1); break; case SC_HIDING: case SC_CLOAKING: case SC_CLOAKINGEXCEED: case SC_CHASEWALK: case SC_WEIGHTOVER90: case SC_CAMOUFLAGE: case SC_SIREN: unit->stop_attack(bl); break; case SC_SILENCE: if (battle_config.sc_castcancel&bl->type) unit->skillcastcancel(bl, 0); break; /* */ case SC_ITEMSCRIPT: if( sd ) { switch( val1 ) { //case 4121://Phree //case 4047://Ghostring case 4302://Gunka clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0); break; case 4132://Mistress clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0); break; case 4143://Orc Hero clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0); break; case 4135://Orc Lord clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0); break; } } break; } // Set option as needed. opt_flag = 1; switch(type) { //OPT1 case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break; case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; case SC_STUN: sc->opt1 = OPT1_STUN; break; case SC_DEEP_SLEEP: opt_flag = 0; case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break; case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil] case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break; case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break; //OPT2 case SC_POISON: sc->opt2 |= OPT2_POISON; break; case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; case SC_CRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break; case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break; case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; //OPT3 case SC_TWOHANDQUICKEN: case SC_ONEHANDQUICKEN: case SC_SPEARQUICKEN: case SC_LKCONCENTRATION: case SC_MER_QUICKEN: sc->opt3 |= OPT3_QUICKEN; opt_flag = 0; break; case SC_OVERTHRUSTMAX: case SC_OVERTHRUST: case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... sc->opt3 |= OPT3_OVERTHRUST; opt_flag = 0; break; case SC_ENERGYCOAT: case SC_SKE: sc->opt3 |= OPT3_ENERGYCOAT; opt_flag = 0; break; case SC_INCATKRATE: //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] if (bl->type != BL_MOB) { opt_flag = 0; break; } case SC_EXPLOSIONSPIRITS: sc->opt3 |= OPT3_EXPLOSIONSPIRITS; opt_flag = 0; break; case SC_STEELBODY: case SC_SKA: sc->opt3 |= OPT3_STEELBODY; opt_flag = 0; break; case SC_BLADESTOP: sc->opt3 |= OPT3_BLADESTOP; opt_flag = 0; break; case SC_AURABLADE: sc->opt3 |= OPT3_AURABLADE; opt_flag = 0; break; case SC_BERSERK: opt_flag = 0; sc->opt3 |= OPT3_BERSERK; break; // case ???: // doesn't seem to do anything // sc->opt3 |= OPT3_LIGHTBLADE; // opt_flag = 0; // break; case SC_DANCING: if ((val1&0xFFFF) == CG_MOONLIT) sc->opt3 |= OPT3_MOONLIT; opt_flag = 0; break; case SC_MARIONETTE_MASTER: case SC_MARIONETTE: sc->opt3 |= OPT3_MARIONETTE; opt_flag = 0; break; case SC_ASSUMPTIO: sc->opt3 |= OPT3_ASSUMPTIO; opt_flag = 0; break; case SC_WARM: //SG skills [Komurka] sc->opt3 |= OPT3_WARM; opt_flag = 0; break; case SC_KAITE: sc->opt3 |= OPT3_KAITE; opt_flag = 0; break; case SC_NJ_BUNSINJYUTSU: sc->opt3 |= OPT3_BUNSIN; opt_flag = 0; break; case SC_SOULLINK: sc->opt3 |= OPT3_SOULLINK; opt_flag = 0; break; case SC_PROPERTYUNDEAD: sc->opt3 |= OPT3_UNDEAD; opt_flag = 0; break; // case ???: // from DA_CONTRACT (looks like biolab mobs aura) // sc->opt3 |= OPT3_CONTRACT; // opt_flag = 0; // break; //OPTION case SC_HIDING: sc->option |= OPTION_HIDE; opt_flag = 2; break; case SC_CLOAKING: case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: sc->option |= OPTION_CLOAK; opt_flag = 2; break; case SC_CHASEWALK: sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; opt_flag = 2; break; case SC_SIGHT: sc->option |= OPTION_SIGHT; break; case SC_RUWACH: sc->option |= OPTION_RUWACH; break; case SC_WEDDING: sc->option |= OPTION_WEDDING; opt_flag |= 0x4; break; case SC_XMAS: sc->option |= OPTION_XMAS; opt_flag |= 0x4; break; case SC_SUMMER: sc->option |= OPTION_SUMMER; opt_flag |= 0x4; break; case SC_HANBOK: sc->option |= OPTION_HANBOK; opt_flag |= 0x4; break; case SC_ORCISH: sc->option |= OPTION_ORCISH; break; case SC_FUSION: sc->option |= OPTION_FLYING; break; default: opt_flag = 0; } //On Aegis, when turning on a status change, first goes the option packet, then the sc packet. if(opt_flag) { clif->changeoption(bl); if( sd && opt_flag&0x4 ) { clif->changelook(bl,LOOK_BASE,vd->class_); clif->changelook(bl,LOOK_WEAPON,0); clif->changelook(bl,LOOK_SHIELD,0); clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); } } if (calc_flag&SCB_DYE) { //Reset DYE color if (vd && vd->cloth_color) { val4 = vd->cloth_color; clif->changelook(bl,LOOK_CLOTHES_COLOR,0); } calc_flag&=~SCB_DYE; } if( !(flag&4 && StatusDisplayType[type]) ) clif->status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0); /** * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. **/ if( tick_time ) tick = tick_time; //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here. if((sce=sc->data[type])) {// reuse old sc if( sce->timer != INVALID_TIMER ) timer->delete(sce->timer, iStatus->change_timer); } else {// new sc ++(sc->count); sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry); } sce->val1 = val1; sce->val2 = val2; sce->val3 = val3; sce->val4 = val4; if (tick >= 0) sce->timer = timer->add(timer->gettick() + tick, iStatus->change_timer, bl->id, type); else sce->timer = INVALID_TIMER; //Infinite duration if (calc_flag) status_calc_bl(bl,calc_flag); if(sd && sd->pd) pet->sc_check(sd, type); //Skotlex: Pet Status Effect Healing switch (type) { case SC_BERSERK: if (!(sce->val2)) { //don't heal if already set iStatus->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. iStatus->set_sp(bl, 0, 0); //Damage all SP } sce->val2 = 5 * st->max_hp / 100; break; case SC_HLIF_CHANGE: status_percent_heal(bl, 100, 100); break; case SC_RUN: { struct unit_data *ud = unit->bl2ud(bl); if( ud ) ud->state.running = unit->run(bl); } break; case SC_CASH_BOSS_ALARM: clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message break; case SC_MER_HP: status_percent_heal(bl, 100, 0); // Recover Full HP break; case SC_MER_SP: status_percent_heal(bl, 0, 100); // Recover Full SP break; /** * Ranger **/ case SC_WUGDASH: { struct unit_data *ud = unit->bl2ud(bl); if( ud ) ud->state.running = unit->wugdash(bl, sd); } break; case SC_COMBOATTACK: switch (sce->val1) { case TK_STORMKICK: clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1); break; case TK_DOWNKICK: clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1); break; case TK_TURNKICK: clif->skill_nodamage(bl,bl,TK_READYTURN,1,1); break; case TK_COUNTER: clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); break; case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: if (sd) clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL); break; case TK_JUMPKICK: if (sd) clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL); break; case MO_TRIPLEATTACK: if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0) clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL); break; case SR_FALLENEMPIRE: if (sd){ clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL); clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL); } break; } break; case SC_RAISINGDRAGON: sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] break; } if( opt_flag&2 && sd && sd->touching_id ) npc->touchnext_areanpc(sd,false); // run OnTouch_ on next char in range return 1; } /*========================================== * Ending all status except those listed. * @TODO maybe usefull for dispel instead reseting a liste there. * type: * 0 - PC killed -> Place here statuses that do not dispel on death. * 1 - If for some reason status_change_end decides to still keep the status when quitting. * 2 - Do clif * 3 - Do not remove some permanent/time-independent effects *------------------------------------------*/ int status_change_clear(struct block_list* bl, int type) { struct status_change* sc; int i; sc = iStatus->get_sc(bl); if (!sc || !sc->count) return 0; for(i = 0; i < SC_MAX; i++) { if(!sc->data[i]) continue; if(type == 0){ if( iStatus->get_sc_type(i)&SC_NO_REM_DEATH ){ switch (i) { case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) break; default: continue; } } } if( type == 3 ) { switch (i) {// TODO: This list may be incomplete case SC_WEIGHTOVER50: case SC_WEIGHTOVER90: case SC_NOCHAT: case SC_PUSH_CART: case SC_JAILED: case SC_ALL_RIDING: continue; } } status_change_end(bl, (sc_type)i, INVALID_TIMER); if( type == 1 && sc->data[i] ) { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] (sc->count)--; if (sc->data[i]->timer != INVALID_TIMER) timer->delete(sc->data[i]->timer, iStatus->change_timer); ers_free(sc_data_ers, sc->data[i]); sc->data[i] = NULL; } } sc->opt1 = 0; sc->opt2 = 0; sc->opt3 = 0; sc->bs_counter = 0; #ifndef RENEWAL sc->sg_counter = 0; #endif if( type == 0 || type == 2 ) clif->changeoption(bl); return 1; } /*========================================== * Special condition we want to effectuate, check before ending a status. *------------------------------------------*/ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) { struct map_session_data *sd; struct status_change *sc; struct status_change_entry *sce; struct status_data *st; struct view_data *vd; int opt_flag=0, calc_flag; nullpo_ret(bl); sc = iStatus->get_sc(bl); st = iStatus->get_status_data(bl); if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type])) return 0; sd = BL_CAST(BL_PC,bl); if (sce->timer != tid && tid != INVALID_TIMER) return 0; if (tid == INVALID_TIMER) { if (type == SC_ENDURE && sce->val4) //Do not end infinite endure. return 0; if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration timer->delete(sce->timer,iStatus->change_timer); if (sc->opt1) switch (type) { //"Ugly workaround" [Skotlex] //delays status change ending so that a skill that sets opt1 fails to //trigger when it also removed one case SC_STONE: sce->val3 = 0; //Petrify time counter. case SC_FREEZE: case SC_STUN: case SC_SLEEP: if (sce->val1) { //Removing the 'level' shouldn't affect anything in the code //since these SC are not affected by it, and it lets us know //if we have already delayed this attack or not. sce->val1 = 0; sce->timer = timer->add(timer->gettick()+10, iStatus->change_timer, bl->id, type); return 1; } } } (sc->count)--; sc->data[type] = NULL; if( sd && StatusDisplayType[type] ) { status_display_remove(sd,type); } vd = iStatus->get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; switch(type) { case SC_GRANITIC_ARMOR: { int damage = st->max_hp*sce->val3/100; if(st->hp < damage) //to not kill him damage = st->hp-1; iStatus->damage(NULL, bl, damage,0,0,1); } break; case SC_PYROCLASTIC: if(bl->type == BL_PC) skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF); break; case SC_RUN: { struct unit_data *ud = unit->bl2ud(bl); bool begin_spurt = true; if (ud) { if(!ud->state.running) begin_spurt = false; ud->state.running = 0; if (ud->walktimer != INVALID_TIMER) unit->stop_walking(bl,1); } if (begin_spurt && sce->val1 >= 7 && DIFF_TICK(timer->gettick(), sce->val4) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) ) sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(iStatus->sc2skill(type), sce->val1)); } break; case SC_AUTOBERSERK: if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1) status_change_end(bl, SC_PROVOKE, INVALID_TIMER); break; case SC_ENDURE: case SC_DEFENDER: case SC_REFLECTSHIELD: case SC_AUTOGUARD: { struct map_session_data *tsd; if( bl->type == BL_PC ) { // Clear Status from others int i; for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) && tsd->sc.data[type] ) status_change_end(&tsd->bl, type, INVALID_TIMER); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master tsd = ((TBL_MER*)bl)->master; if( tsd && tsd->sc.data[type] ) status_change_end(&tsd->bl, type, INVALID_TIMER); } } break; case SC_DEVOTION: { struct block_list *d_bl = iMap->id2bl(sce->val1); if( d_bl ) { if( d_bl->type == BL_PC ) ((TBL_PC*)d_bl)->devotion[sce->val2] = 0; else if( d_bl->type == BL_MER ) ((TBL_MER*)d_bl)->devotion_flag = 0; clif->devotion(d_bl, NULL); } status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); status_change_end(bl, SC_DEFENDER, INVALID_TIMER); status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); status_change_end(bl, SC_ENDURE, INVALID_TIMER); } break; case SC_BLADESTOP: if(sce->val4) { int tid = sce->val4; struct block_list *tbl = iMap->id2bl(tid); struct status_change *tsc = iStatus->get_sc(tbl); sce->val4 = 0; if(tbl && tsc && tsc->data[SC_BLADESTOP]) { tsc->data[SC_BLADESTOP]->val4 = 0; status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER); } clif->bladestop(bl, tid, 0); } break; case SC_DANCING: { const char* prevfile = ""; int prevline = 0; struct map_session_data *dsd; struct status_change_entry *dsc; struct skill_unit_group *group; if( sd ) { if( sd->delunit_prevfile ) {// initially this is NULL, when a character logs in prevfile = sd->delunit_prevfile; prevline = sd->delunit_prevline; } else { prevfile = ""; } sd->delunit_prevfile = file; sd->delunit_prevline = line; } if(sce->val4 && sce->val4 != BCT_SELF && (dsd=iMap->id2sd(sce->val4))) {// end status on partner as well dsc = dsd->sc.data[SC_DANCING]; if(dsc) { //This will prevent recursive loops. dsc->val2 = dsc->val4 = 0; status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER); } } if(sce->val2) {// erase associated land skill group = skill->id2group(sce->val2); if( group == NULL ) { ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n", sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid, sd ? sd->status.char_id : 0, mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y, prevfile, prevline, file, line); } sce->val2 = 0; skill->del_unitgroup(group,ALC_MARK); } if((sce->val1&0xFFFF) == CG_MOONLIT) clif->sc_end(bl,bl->id,AREA,SI_MOON); status_change_end(bl, SC_LONGING, INVALID_TIMER); } break; case SC_NOCHAT: if (sd && sd->status.manner < 0 && tid != INVALID_TIMER) sd->status.manner = 0; if (sd && tid == INVALID_TIMER) { clif->changestatus(sd,SP_MANNER,sd->status.manner); clif->updatestatus(sd,SP_MANNER); } break; case SC_SPLASHER: { struct block_list *src=iMap->id2bl(sce->val3); if(src && tid != INVALID_TIMER) skill->castend_damage_id(src, bl, sce->val2, sce->val1, timer->gettick(), SD_LEVEL ); } break; case SC_RG_CCONFINE_S: { struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL; struct status_change *sc2 = src?iStatus->get_sc(src):NULL; if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) { //If status was already ended, do nothing. //Decrease count if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up. status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER); } } case SC_RG_CCONFINE_M: if (sce->val2 > 0) { //Caster has been unlocked... nearby chars need to be unlocked. int range = 1 +skill->get_range2(bl, iStatus->sc2skill(type), sce->val1) +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... iMap->foreachinarea(iStatus->change_timer_sub, bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,timer->gettick()); } break; case SC_COMBOATTACK: if( sd ) switch (sce->val1) { case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: clif->skillinfo(sd, MO_EXTREMITYFIST, 0); break; case TK_JUMPKICK: clif->skillinfo(sd, TK_JUMPKICK, 0); break; case MO_TRIPLEATTACK: if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0) clif->skillinfo(sd, SR_DRAGONCOMBO, 0); break; case SR_FALLENEMPIRE: clif->skillinfo(sd, SR_GATEOFHELL, 0); clif->skillinfo(sd, SR_TIGERCANNON, 0); break; } break; case SC_MARIONETTE_MASTER: case SC_MARIONETTE: /// Marionette target if (sce->val1) { // check for partner and end their marionette status as well enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER; struct block_list *pbl = iMap->id2bl(sce->val1); struct status_change* sc2 = pbl?iStatus->get_sc(pbl):NULL; if (sc2 && sc2->data[type2]) { sc2->data[type2]->val1 = 0; status_change_end(pbl, type2, INVALID_TIMER); } } break; case SC_BERSERK: case SC_SATURDAY_NIGHT_FEVER: if(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) { status_percent_heal(bl, 100, 0); status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER); } else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex] iStatus->set_hp(bl, 100, 0); if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) { sc->data[SC_ENDURE]->val4 = 0; status_change_end(bl, SC_ENDURE, INVALID_TIMER); } sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1)); if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds. sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); break; case SC_GOSPEL: if (sce->val3) { //Clear the group. struct skill_unit_group* group = skill->id2group(sce->val3); sce->val3 = 0; skill->del_unitgroup(group,ALC_MARK); } break; case SC_HERMODE: if(sce->val3 == BCT_SELF) skill->clear_unitgroup(bl); break; case SC_BASILICA: //Clear the skill area. [Skotlex] skill->clear_unitgroup(bl); break; case SC_TRICKDEAD: if (vd) vd->dead_sit = 0; break; case SC_WARM: case SC__MANHOLE: if (sce->val4) { //Clear the group. struct skill_unit_group* group = skill->id2group(sce->val4); sce->val4 = 0; if( group ) /* might have been cleared before status ended, e.g. land protector */ skill->del_unitgroup(group,ALC_MARK); } break; case SC_KAAHI: //Delete timer if it exists. if (sce->val4 != INVALID_TIMER) timer->delete(sce->val4,iStatus->kaahi_heal_timer); break; case SC_JAILED: if(tid == INVALID_TIMER) break; //natural expiration. if(sd && sd->mapindex == sce->val2) pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT); break; //guess hes not in jail :P case SC_HLIF_CHANGE: if (tid == INVALID_TIMER) break; // "lose almost all their HP and SP" on natural expiration. iStatus->set_hp(bl, 10, 0); iStatus->set_sp(bl, 10, 0); break; case SC_AUTOTRADE: if (tid == INVALID_TIMER) break; // Note: vending/buying is closed by unit_remove_map, no // need to do it here. iMap->quit(sd); // Because iMap->quit calls status_change_end with tid -1 // from here it's not neccesary to continue return 1; break; case SC_STOP: if( sce->val2 ) { struct block_list* tbl = iMap->id2bl(sce->val2); sce->val2 = 0; if( tbl && (sc = iStatus->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id ) status_change_end(tbl, SC_STOP, INVALID_TIMER); } break; case SC_LKCONCENTRATION: status_change_end(bl, SC_ENDURE, INVALID_TIMER); break; /** * 3rd Stuff **/ case SC_MILLENNIUMSHIELD: clif->millenniumshield(sd,0); break; case SC_HALLUCINATIONWALK: sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1)); break; case SC_WHITEIMPRISON: { struct block_list* src = iMap->id2bl(sce->val2); if( tid == -1 || !src) break; // Terminated by Damage status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,timer->gettick(),0,0,400*sce->val1,0,0,0)); } break; case SC_WUGDASH: { struct unit_data *ud = unit->bl2ud(bl); if (ud) { ud->state.running = 0; if (ud->walktimer != -1) unit->stop_walking(bl,1); } } break; case SC_ADORAMUS: status_change_end(bl, SC_BLIND, INVALID_TIMER); break; case SC__SHADOWFORM: { struct map_session_data *s_sd = iMap->id2sd(sce->val2); if( !s_sd ) break; s_sd->shadowform_id = 0; } break; case SC_SITDOWN_FORCE: if( sd && pc_issit(sd) ) { pc->setstand(sd); clif->standing(bl); } break; case SC_NEUTRALBARRIER_MASTER: case SC_STEALTHFIELD_MASTER: if( sce->val2 ) { struct skill_unit_group* group = skill->id2group(sce->val2); sce->val2 = 0; if( group ) /* might have been cleared before status ended, e.g. land protector */ skill->del_unitgroup(group,ALC_MARK); } break; case SC_BANDING: if(sce->val4) { struct skill_unit_group *group = skill->id2group(sce->val4); sce->val4 = 0; if( group ) /* might have been cleared before status ended, e.g. land protector */ skill->del_unitgroup(group,ALC_MARK); } break; case SC_CURSEDCIRCLE_ATKER: if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target. iMap->foreachinrange(iStatus->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick()); break; case SC_RAISINGDRAGON: if( sd && sce->val2 && !pc_isdead(sd) ) { int i; i = min(sd->spiritball,5); pc->delspiritball(sd, sd->spiritball, 0); status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER); while( i > 0 ) { pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5); --i; } } break; case SC_CURSEDCIRCLE_TARGET: { struct block_list *src = iMap->id2bl(sce->val2); struct status_change *sc = iStatus->get_sc(src); if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){ status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER); clif->bladestop(bl, sce->val2, 0); } } break; case SC_BLOOD_SUCKER: if( sce->val2 ){ struct block_list *src = iMap->id2bl(sce->val2); if(src){ struct status_change *sc = iStatus->get_sc(src); sc->bs_counter--; } } break; case SC_KYOUGAKU: clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM); break; case SC_CLAIRVOYANCE: calc_flag = SCB_ALL;/* required for overlapping */ break; case SC_FULL_THROTTLE: sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1)); break; case SC_ITEMSCRIPT: if( sd ) { switch( sce->val1 ) { //case 4121://Phree //case 4047://Ghostring case 4302://Gunka clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA); break; case 4132://Mistress clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS); break; case 4143://Orc Hero clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO); break; case 4135://Orc Lord clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD); break; } } break; } opt_flag = 1; switch(type){ case SC_STONE: case SC_FREEZE: case SC_STUN: case SC_SLEEP: case SC_DEEP_SLEEP: case SC_BURNING: case SC_WHITEIMPRISON: case SC_COLD: sc->opt1 = 0; break; case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_BLIND: sc->opt2 &= ~(1<<(type-SC_POISON)); break; case SC_DPOISON: sc->opt2 &= ~OPT2_DPOISON; break; case SC_CRUCIS: sc->opt2 &= ~OPT2_SIGNUMCRUCIS; break; case SC_HIDING: sc->option &= ~OPTION_HIDE; opt_flag|= 2|4; //Check for warp trigger + AoE trigger break; case SC_CLOAKING: case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: sc->option &= ~OPTION_CLOAK; case SC_CAMOUFLAGE: opt_flag|= 2; break; case SC_CHASEWALK: sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK); opt_flag|= 2; break; case SC_SIGHT: sc->option &= ~OPTION_SIGHT; break; case SC_WEDDING: sc->option &= ~OPTION_WEDDING; opt_flag |= 0x4; break; case SC_XMAS: sc->option &= ~OPTION_XMAS; opt_flag |= 0x4; break; case SC_SUMMER: sc->option &= ~OPTION_SUMMER; opt_flag |= 0x4; break; case SC_HANBOK: sc->option &= ~OPTION_HANBOK; opt_flag |= 0x4; break; case SC_ORCISH: sc->option &= ~OPTION_ORCISH; break; case SC_RUWACH: sc->option &= ~OPTION_RUWACH; break; case SC_FUSION: sc->option &= ~OPTION_FLYING; break; //opt3 case SC_TWOHANDQUICKEN: case SC_ONEHANDQUICKEN: case SC_SPEARQUICKEN: case SC_CONCENTRATION: case SC_MER_QUICKEN: sc->opt3 &= ~OPT3_QUICKEN; opt_flag = 0; break; case SC_OVERTHRUST: case SC_OVERTHRUSTMAX: case SC_SWOO: sc->opt3 &= ~OPT3_OVERTHRUST; if( type == SC_SWOO ) opt_flag = 8; else opt_flag = 0; break; case SC_ENERGYCOAT: case SC_SKE: sc->opt3 &= ~OPT3_ENERGYCOAT; opt_flag = 0; break; case SC_INCATKRATE: //Simulated Explosion spirits effect. if (bl->type != BL_MOB) { opt_flag = 0; break; } case SC_EXPLOSIONSPIRITS: sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS; opt_flag = 0; break; case SC_STEELBODY: case SC_SKA: sc->opt3 &= ~OPT3_STEELBODY; opt_flag = 0; break; case SC_BLADESTOP: sc->opt3 &= ~OPT3_BLADESTOP; opt_flag = 0; break; case SC_AURABLADE: sc->opt3 &= ~OPT3_AURABLADE; opt_flag = 0; break; case SC_BERSERK: opt_flag = 0; sc->opt3 &= ~OPT3_BERSERK; break; // case ???: // doesn't seem to do anything // sc->opt3 &= ~OPT3_LIGHTBLADE; // opt_flag = 0; // break; case SC_DANCING: if ((sce->val1&0xFFFF) == CG_MOONLIT) sc->opt3 &= ~OPT3_MOONLIT; opt_flag = 0; break; case SC_MARIONETTE: case SC_MARIONETTE_MASTER: sc->opt3 &= ~OPT3_MARIONETTE; opt_flag = 0; break; case SC_ASSUMPTIO: sc->opt3 &= ~OPT3_ASSUMPTIO; opt_flag = 0; break; case SC_WARM: //SG skills [Komurka] sc->opt3 &= ~OPT3_WARM; opt_flag = 0; break; case SC_KAITE: sc->opt3 &= ~OPT3_KAITE; opt_flag = 0; break; case SC_NJ_BUNSINJYUTSU: sc->opt3 &= ~OPT3_BUNSIN; opt_flag = 0; break; case SC_SOULLINK: sc->opt3 &= ~OPT3_SOULLINK; opt_flag = 0; break; case SC_PROPERTYUNDEAD: sc->opt3 &= ~OPT3_UNDEAD; opt_flag = 0; break; // case ???: // from DA_CONTRACT (looks like biolab mobs aura) // sc->opt3 &= ~OPT3_CONTRACT; // opt_flag = 0; // break; default: opt_flag = 0; } if (calc_flag&SCB_DYE) { //Restore DYE color if (vd && !vd->cloth_color && sce->val4) clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); calc_flag&=~SCB_DYE; } //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. clif->sc_end(bl,bl->id,AREA,StatusIconChangeTable[type]); if( opt_flag&8 ) //bugreport:681 clif->changeoption2(bl); else if(opt_flag) { clif->changeoption(bl); if( sd && opt_flag&0x4 ) { clif->changelook(bl,LOOK_BASE,vd->class_); clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon); clif->changelook(bl,LOOK_SHIELD,sd->vd.shield); clif->changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color)); } } if (calc_flag) status_calc_bl(bl,calc_flag); if(opt_flag&4) //Out of hiding, invoke on place. skill->unit_move(bl,timer->gettick(),1); if(opt_flag&2 && sd && iMap->getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) npc->touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event. ers_free(sc_data_ers, sce); return 1; } int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl; struct status_change *sc; struct status_change_entry *sce; struct status_data *st; int hp; if(!((bl=iMap->id2bl(id))&& (sc=iStatus->get_sc(bl)) && (sce = sc->data[SC_KAAHI]))) return 0; if(sce->val4 != tid) { ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4); sce->val4 = INVALID_TIMER; return 0; } st=iStatus->get_status_data(bl); if(!iStatus->charge(bl, 0, sce->val3)) { sce->val4 = INVALID_TIMER; return 0; } hp = st->max_hp - st->hp; if (hp > sce->val2) hp = sce->val2; if (hp) iStatus->heal(bl, hp, 0, 2); sce->val4 = INVALID_TIMER; return 1; } /*========================================== * For recusive status, like for each 5s we drop sp etc. * Reseting the end timer. *------------------------------------------*/ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { enum sc_type type = (sc_type)data; struct block_list *bl; struct map_session_data *sd; struct status_data *st; struct status_change *sc; struct status_change_entry *sce; bl = iMap->id2bl(id); if(!bl) { ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data); return 0; } sc = iStatus->get_sc(bl); st = iStatus->get_status_data(bl); if(!(sc && (sce = sc->data[type]))) { ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type); return 0; } if( sce->timer != tid ) { ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id); return 0; } sd = BL_CAST(BL_PC, bl); // set the next timer of the sce (don't assume the status still exists) #define sc_timer_next(t,f,i,d) \ if( (sce=sc->data[type]) ) \ sce->timer = timer->add(t,f,i,d); \ else \ ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data) switch(type) { case SC_MAXIMIZEPOWER: case SC_CLOAKING: if(!iStatus->charge(bl, 0, 1)) break; //Not enough SP to continue. sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data); return 0; case SC_CHASEWALK: if(!iStatus->charge(bl, 0, sce->val4)) break; //Not enough SP to continue. if (!sc->data[SC_CHASEWALK2]) { sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1), (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration *skill->get_time2(iStatus->sc2skill(type),sce->val1)); } sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data); return 0; break; case SC_SKA: if(--(sce->val2)>0){ sce->val3 = rnd()%100; //Random defense. sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data); return 0; } break; case SC_HIDING: if(--(sce->val2)>0){ if(sce->val2 % sce->val4 == 0 && !iStatus->charge(bl, 0, 1)) break; //Fail if it's time to substract SP and there isn't. sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data); return 0; } break; case SC_SIGHT: case SC_RUWACH: case SC_WZ_SIGHTBLASTER: if(type == SC_WZ_SIGHTBLASTER) iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick); else iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); if( --(sce->val2)>0 ){ sce->val4 += 250; // use for Shadow Form 2 seconds checking. sc_timer_next(250+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_PROVOKE: if(sce->val2) { //Auto-provoke (it is ended in iStatus->heal) sc_timer_next(1000*60+tick,iStatus->change_timer, bl->id, data ); return 0; } break; case SC_STONE: if(sc->opt1 == OPT1_STONEWAIT && sce->val3) { sce->val4 = 0; unit->stop_walking(bl,1); unit->stop_attack(bl); sc->opt1 = OPT1_STONE; clif->changeoption(bl); sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data ); status_calc_bl(bl, StatusChangeFlagTable[type]); return 0; } if(--(sce->val3) > 0) { if(++(sce->val4)%5 == 0 && st->hp > st->max_hp/4) status_percent_damage(NULL, bl, 1, 0, false); sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data ); return 0; } break; case SC_POISON: if(st->hp <= max(st->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. break; case SC_DPOISON: if (--(sce->val3) > 0) { if (!sc->data[SC_SLOWPOISON]) { if( sce->val2 && bl->type == BL_MOB ) { struct block_list* src = iMap->id2bl(sce->val2); if( src ) mob->log_damage((TBL_MOB*)bl,src,sce->val4); } iMap->freeblock_lock(); status_zap(bl, sce->val4, 0); if (sc->data[type]) { // Check if the status still last ( can be dead since then ). sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data ); } iMap->freeblock_unlock(); } return 0; } break; case SC_TENSIONRELAX: if(st->max_hp > st->hp && --(sce->val3) > 0){ sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_KNOWLEDGE: if (!sd) break; if(bl->m == sd->feel_map[0].m || bl->m == sd->feel_map[1].m || bl->m == sd->feel_map[2].m) { //Timeout will be handled by pc->setpos sce->timer = INVALID_TIMER; return 0; } break; case SC_BLOODING: if (--(sce->val4) >= 0) { int hp = rnd()%600 + 200; struct block_list* src = iMap->id2bl(sce->val2); if( src && bl && bl->type == BL_MOB ) { mob->log_damage((TBL_MOB*)bl,src,sd||hphp?hp:st->hp-1); } iMap->freeblock_lock(); status_fix_damage(src, bl, sd||hphp?hp:st->hp-1, 1); if( sc->data[type] ) { if( st->hp == 1 ) { iMap->freeblock_unlock(); break; } sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data); } iMap->freeblock_unlock(); return 0; } break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: if( sd && --(sce->val4) >= 0 ) { // val1 < 0 = per max% | val1 > 0 = exact amount int hp = 0; if( st->hp < st->max_hp ) hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ; iStatus->heal(bl, hp, 0, 2); sc_timer_next((sce->val2 * 1000) + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_CASH_BOSS_ALARM: if( sd && --(sce->val4) >= 0 ) { struct mob_data *boss_md = iMap->id2boss(sce->val1); if( boss_md && sd->bl.m == boss_md->bl.m ) { clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap if (boss_md->bl.prev != NULL) { sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; } } } break; case SC_DANCING: //SP consumption by time of dancing skills { int s = 0; int sp = 1; if (--sce->val3 <= 0) break; switch(sce->val1&0xFFFF){ case BD_RICHMANKIM: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: case BD_SIEGFRIED: case BA_DISSONANCE: case BA_ASSASSINCROSS: case DC_UGLYDANCE: s=3; break; case BD_LULLABY: case BD_ETERNALCHAOS: case BD_ROKISWEIL: case DC_FORTUNEKISS: s=4; break; case CG_HERMODE: case BD_INTOABYSS: case BA_WHISTLE: case DC_HUMMING: case BA_POEMBRAGI: case DC_SERVICEFORYOU: s=5; break; case BA_APPLEIDUN: #ifdef RENEWAL s=5; #else s=6; #endif break; case CG_MOONLIT: //Moonlit's cost is 4sp*skill_lv [Skotlex] sp= 4*(sce->val1>>16); //Upkeep is also every 10 secs. case DC_DONTFORGETME: s=10; break; } if( s != 0 && sce->val3 % s == 0 ) { if (sc->data[SC_LONGING]) sp*= 3; if (!iStatus->charge(bl, 0, sp)) break; } sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_BERSERK: // 5% every 10 seconds [DracoRPG] if( --( sce->val3 ) > 0 && iStatus->charge(bl, sce->val2, 0) && st->hp > 100 ) { sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_NOCHAT: if(sd){ sd->status.manner++; clif->changestatus(sd,SP_MANNER,sd->status.manner); clif->updatestatus(sd,SP_MANNER); if (sd->status.manner < 0) { //Every 60 seconds your manner goes up by 1 until it gets back to 0. sc_timer_next(60000+tick, iStatus->change_timer, bl->id, data); return 0; } } break; case SC_SPLASHER: // custom Venom Splasher countdown timer //if (sce->val4 % 1000 == 0) { // char counter[10]; // snprintf (counter, 10, "%d", sce->val4/1000); // clif->message(bl, counter); //} if((sce->val4 -= 500) > 0) { sc_timer_next(500 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_MARIONETTE_MASTER: case SC_MARIONETTE: { struct block_list *pbl = iMap->id2bl(sce->val1); if( pbl && check_distance_bl(bl, pbl, 7) ) { sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } } break; case SC_GOSPEL: if(sce->val4 == BCT_SELF && --(sce->val2) > 0) { int hp, sp; hp = (sce->val1 > 5) ? 45 : 30; sp = (sce->val1 > 5) ? 35 : 20; if(!iStatus->charge(bl, hp, sp)) break; sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_JAILED: if(sce->val1 == INT_MAX || --(sce->val1) > 0) { sc_timer_next(60000+tick, iStatus->change_timer, bl->id,data); return 0; } break; case SC_BLIND: if(sc->data[SC_FOGWALL]) { //Blind lasts forever while you are standing on the fog. sc_timer_next(5000+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_ABUNDANCE: if(--(sce->val4) > 0) { iStatus->heal(bl,0,60,0); sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data); } break; case SC_PYREXIA: if( --(sce->val4) > 0 ) { iMap->freeblock_lock(); clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0); status_fix_damage(NULL,bl,100,0); if( sc->data[type] ) { sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data); } iMap->freeblock_unlock(); return 0; } break; case SC_LEECHESEND: if( --(sce->val4) > 0 ) { int damage = st->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100) damage += st->vit * (sce->val1 - 3); unit->skillcastcancel(bl,2); iMap->freeblock_lock(); iStatus->damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1); if( sc->data[type] ) { sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data ); } iMap->freeblock_unlock(); return 0; } break; case SC_MAGICMUSHROOM: if( --(sce->val4) > 0 ) { bool flag = 0; int damage = st->max_hp * 3 / 100; if( st->hp <= damage ) damage = st->hp - 1; // Cannot Kill if( damage > 0 ) { // 3% Damage each 4 seconds iMap->freeblock_lock(); status_zap(bl,damage,0); flag = !sc->data[type]; // Killed? Should not iMap->freeblock_unlock(); } if( !flag ) { // Random Skill Cast if (sd && !pc_issit(sd)) { //can't cast if sit int mushroom_skill_id = 0, i; unit->stop_attack(bl); unit->skillcastcancel(bl,1); do { i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB; mushroom_skill_id = skill_magicmushroom_db[i].skill_id; } while( mushroom_skill_id == 0 ); switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage case CAST_GROUND: skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0); break; case CAST_NODAMAGE: skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0); break; case CAST_DAMAGE: skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0); break; } } clif->emotion(bl,E_HEH); sc_timer_next(4000+tick,iStatus->change_timer,bl->id,data); } return 0; } break; case SC_TOXIN: if( --(sce->val4) > 0 ) { //Damage is every 10 seconds including 3%sp drain. iMap->freeblock_lock(); clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0); iStatus->damage(NULL, bl, 1, st->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable if( sc->data[type] ) { sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data ); } iMap->freeblock_unlock(); return 0; } break; case SC_OBLIVIONCURSE: if( --(sce->val4) > 0 ) { clif->emotion(bl,E_WHAT); sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data ); return 0; } break; case SC_WEAPONBLOCKING: if( --(sce->val4) > 0 ) { if( !iStatus->charge(bl,0,3) ) break; sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data); return 0; } break; case SC_CLOAKINGEXCEED: if(!iStatus->charge(bl,0,10-sce->val1)) break; sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_RENOVATIO: if( --(sce->val4) > 0 ) { int heal = st->max_hp * 3 / 100; if( sc && sc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; iStatus->heal(bl, heal, 0, 2); sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_BURNING: if( --(sce->val4) > 0 ) { struct block_list *src = iMap->id2bl(sce->val3); int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP) iMap->freeblock_lock(); clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay iStatus->damage(src, bl, damage, 0, 0, 1); if( sc->data[type]){ // Target still lives. [LimitLine] sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data); } iMap->freeblock_unlock(); return 0; } break; case SC_FEAR: if( --(sce->val4) > 0 ) { if( sce->val2 > 0 ) sce->val2--; sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_SUMMON1: case SC_SUMMON2: case SC_SUMMON3: case SC_SUMMON4: case SC_SUMMON5: if( --(sce->val4) > 0 ) { if( !iStatus->charge(bl, 0, 1) ) break; sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_READING_SB: if( !iStatus->charge(bl, 0, sce->val2) ){ int i; for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well. status_change_end(bl, (sc_type)i, INVALID_TIMER); break; } sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_ELECTRICSHOCKER: if( --(sce->val4) > 0 ) { iStatus->charge(bl, 0, st->max_sp / 100 * sce->val1 ); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_CAMOUFLAGE: if(--(sce->val4) > 0){ iStatus->charge(bl,0,7 - sce->val1); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC__REPRODUCE: if(!iStatus->charge(bl, 0, 1)) break; sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data); return 0; case SC__SHADOWFORM: if( --(sce->val4) > 0 ) { if( !iStatus->charge(bl, 0, sce->val1 - (sce->val1 - 1)) ) break; sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC__INVISIBILITY: if( --(sce->val4) > 0 ) { if( !iStatus->charge(bl, 0, (st->sp * 6 - sce->val1) / 100) )// 6% - skill_lv. break; sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_STRIKING: if( --(sce->val4) > 0 ) { if( !iStatus->charge(bl,0, sce->val1 ) ) break; sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_VACUUM_EXTREME: if( --(sce->val4) > 0 ){ sc_timer_next(100 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_BLOOD_SUCKER: if( --(sce->val4) > 0 ) { struct block_list *src = iMap->id2bl(sce->val2); int damage; if( !src || (src && (iStatus->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) ) break; iMap->freeblock_lock(); damage = sce->val3; iStatus->damage(src, bl, damage, 0, clif->damage(bl,bl,tick,st->amotion,st->dmotion+200,damage,1,0,0), 1); unit->skillcastcancel(bl,1); if ( sc->data[type] ) { sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); } iMap->freeblock_unlock(); iStatus->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level return 0; } break; case SC_SIREN: if( --(sce->val4) > 0 ) { clif->emotion(bl,E_LV); sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_DEEP_SLEEP: if( --(sce->val4) > 0 ) { // Recovers 1% HP/SP every 2 seconds. iStatus->heal(bl, st->max_hp / 100, st->max_sp / 100, 2); sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_SIRCLEOFNATURE: if( --(sce->val4) > 0 ) { if( !iStatus->charge(bl,0,sce->val2) ) break; iStatus->heal(bl, sce->val3, 0, 1); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_SONG_OF_MANA: if( --(sce->val4) > 0 ) { iStatus->heal(bl,0,sce->val3,3); sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_SATURDAY_NIGHT_FEVER: // 1% HP/SP drain every val4 seconds [Jobbie] if( --(sce->val3) > 0 ) { int hp = st->hp / 100; int sp = st->sp / 100; if( !iStatus->charge(bl, hp, sp) ) break; sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_COLD: if( --(sce->val4) > 0 ) { // Drains 2% of HP and 1% of SP every seconds. if( bl->type != BL_MOB) // doesn't work on mobs iStatus->charge(bl, st->max_hp * 2 / 100, st->max_sp / 100); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_FORCEOFVANGUARD: if( !iStatus->charge(bl,0,20) ) break; sc_timer_next(6000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_BANDING: if( iStatus->charge(bl, 0, 7 - sce->val1) ) { if( sd ) pc->banding(sd, sce->val1); sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_LG_REFLECTDAMAGE: if( --(sce->val4) > 0 ) { if( !iStatus->charge(bl,0,sce->val3) ) break; sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_OVERHEAT_LIMITPOINT: if( --(sce->val1) > 0 ) { // Cooling sc_timer_next(30000 + tick, iStatus->change_timer, bl->id, data); } break; case SC_OVERHEAT: { int damage = st->max_hp / 100; // Suggestion 1% each second if( damage >= st->hp ) damage = st->hp - 1; // Do not kill, just keep you with 1 hp minimum iMap->freeblock_lock(); status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0)); if( sc->data[type] ) { sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); } iMap->freeblock_unlock(); } break; case SC_MAGNETICFIELD: { if( --(sce->val3) <= 0 ) break; // Time out if( sce->val2 == bl->id ) { if( !iStatus->charge(bl,0,14 + (3 * sce->val1)) ) break; // No more SP status should end, and in the next second will end for the other affected players } else { struct block_list *src = iMap->id2bl(sce->val2); struct status_change *ssc; if( !src || (ssc = iStatus->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] ) break; // Source no more under Magnetic Field } sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); } break; case SC_INSPIRATION: if(--(sce->val4) > 0) { int hp = st->max_hp * (7-sce->val1) / 100; int sp = st->max_sp * (9-sce->val1) / 100; if( !iStatus->charge(bl,hp,sp) ) break; sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data); return 0; } break; case SC_RAISINGDRAGON: // 1% every 5 seconds [Jobbie] if( --(sce->val3)>0 && iStatus->charge(bl, sce->val2, 0) ) { if( !sc->data[type] ) return 0; sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_CIRCLE_OF_FIRE: case SC_FIRE_CLOAK: case SC_WATER_DROP: case SC_WATER_SCREEN: case SC_WIND_CURTAIN: case SC_WIND_STEP: case SC_STONE_SHIELD: case SC_SOLID_SKIN: if( !iStatus->charge(bl,0,sce->val2) ){ struct block_list *s_bl = battle->get_master(bl); if( s_bl ) status_change_end(s_bl,type+1,INVALID_TIMER); status_change_end(bl,type,INVALID_TIMER); break; } sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_STOMACHACHE: if( --(sce->val4) > 0 ){ iStatus->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds. { pc_stop_walking(sd,1|4); pc_stop_attack(sd); pc_setsit(sd); clif->sitting(bl); } sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: /* they only end by status_change_end */ sc_timer_next(600000 + tick, iStatus->change_timer, bl->id, data); return 0; case SC_MEIKYOUSISUI: if( --(sce->val4) > 0 ) { iStatus->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, 0); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_IZAYOI: case SC_KAGEMUSYA: if( --(sce->val2) > 0 ){ if(!iStatus->charge(bl, 0, 1)) break; sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_ANGRIFFS_MODUS: if(--(sce->val4) > 0) { //drain hp/sp if( !iStatus->charge(bl,100,20) ) break; sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data); return 0; } break; case SC_FULL_THROTTLE: if( --(sce->val4) > 0 ) { status_percent_damage(bl, bl, sce->val2, 0, false); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_KINGS_GRACE: if( --(sce->val4) > 0 ) { status_percent_heal(bl, sce->val2, 0); sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; case SC_FRIGG_SONG: if( --(sce->val4) > 0 ) { iStatus->heal(bl, sce->val3, 0, 0); sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data); return 0; } break; } // default for all non-handled control paths is to end the status return status_change_end( bl,type,tid ); #undef sc_timer_next } /*========================================== * Foreach iteration of repetitive status *------------------------------------------*/ int status_change_timer_sub(struct block_list* bl, va_list ap) { struct status_change* tsc; struct block_list* src = va_arg(ap,struct block_list*); struct status_change_entry* sce = va_arg(ap,struct status_change_entry*); enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int unsigned int tick = va_arg(ap,unsigned int); if (iStatus->isdead(bl)) return 0; tsc = iStatus->get_sc(bl); switch( type ) { case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); case SC_CONCENTRATION: status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); break; case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */ if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY])) { status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); if(battle->check_target( src, bl, BCT_ENEMY ) > 0) skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); } if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] % status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER); break; case SC_WZ_SIGHTBLASTER: if (battle->check_target( src, bl, BCT_ENEMY ) > 0 && iStatus->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) { if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){ sce->val2 = 0; //This signals it to end. } } break; case SC_RG_CCONFINE_M: //Lock char has released the hold on everyone... if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) { tsc->data[SC_RG_CCONFINE_S]->val2 = 0; status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); } break; case SC_CURSEDCIRCLE_TARGET: if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) { clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0); status_change_end(bl, type, INVALID_TIMER); } break; } return 0; } int status_get_total_def(struct block_list *src){ return iStatus->get_status_data(src)->def2 + (short)iStatus->get_def(src); } int status_get_total_mdef(struct block_list *src){ return iStatus->get_status_data(src)->mdef2 + (short)status_get_mdef(src); } #ifdef RENEWAL int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){ int min = 0, max = 0, dstr; float strdex_bonus, variance; struct status_change *sc = iStatus->get_sc(bl); if ( bl->type == BL_PC && watk->atk ){ if ( flag&2 ) dstr = status_get_dex(bl); else dstr = status_get_str(bl); variance = 5.0f * watk->atk * watk->wlv / 100.0f; strdex_bonus = watk->atk * dstr / 200.0f; min = (int)(watk->atk - variance + strdex_bonus) + watk->atk2; max = (int)(watk->atk + variance + strdex_bonus) + watk->atk2; }else if( watk->atk ){ min = watk->atk * 80 / 100; max = watk->atk * 120 / 100; } if( !(flag&1) ){ if( max > min ) max = min + rnd()%(max - min); else max = min; } if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) ) max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1; max = status_calc_watk(bl, sc, max, false); return max; } #endif #define GETRANDMATK(st) do {\ if( (st)->matk_max > (st)->matk_min ) \ return (st)->matk_min + rnd()%((st)->matk_max - (st)->matk_min); \ else \ return (st)->matk_min; \ } while(0) /*========================================== * 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 *st; struct status_change *sc; struct map_session_data *sd; if( bl == NULL ) return 1; st = iStatus->get_status_data(bl); sc = iStatus->get_sc(bl); sd = BL_CAST(BL_PC, bl); if( flag == 2 ) // just get matk GETRANDMATK(st); #ifndef RENEWAL st->matk_min = status_base_matk_min(st) + (sd?sd->bonus.ematk:0); st->matk_max = status_base_matk_max(st) + (sd?sd->bonus.ematk:0); #else /** * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK) * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers **/ st->matk_min = iStatus->base_matk(st, iStatus->get_lv(bl)); // Any +MATK you get from skills and cards, including cards in weapon, is added here. if( sd && sd->bonus.ematk > 0 && flag != 3 ) st->matk_min += sd->bonus.ematk; if( flag != 3 ) st->matk_min = status_calc_ematk(bl, sc, st->matk_min); st->matk_max = st->matk_min; //This is the only portion in MATK that varies depending on the weapon level and refinement rate. if( bl->type&BL_PC && (st->rhw.matk + st->lhw.matk) > 0 ){ int wMatk = st->rhw.matk + st->lhw.matk; // Left and right matk stacks int variance = wMatk * st->rhw.wlv / 10; // Only use right hand weapon level st->matk_min += wMatk - variance; st->matk_max += wMatk + variance; }else if( bl->type&BL_MOB ){ st->matk_min = st->matk_max = status_get_int(bl) + iStatus->get_lv(bl); st->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; st->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; } #endif if (bl->type&BL_PC && sd->matk_rate != 100) { st->matk_max = st->matk_max * sd->matk_rate/100; st->matk_min = st->matk_min * sd->matk_rate/100; } if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk || (sc && sc->data[SC_RECOGNIZEDSPELL])) st->matk_min = st->matk_max; #ifdef RENEWAL if( sd && sd->right_weapon.overrefine > 0){ st->matk_min++; st->matk_max += sd->right_weapon.overrefine - 1; } #endif if( flag ) // get unmodified from sc matk GETRANDMATK(st); st->matk_min = status_calc_matk(bl, sc, st->matk_min, true); st->matk_max = status_calc_matk(bl, sc, st->matk_max, true); return 0; } /*========================================== * Clears buffs/debuffs of a character. * type&1 -> buffs, type&2 -> debuffs * type&4 -> especific debuffs(implemented with refresh) *------------------------------------------*/ int status_change_clear_buffs (struct block_list* bl, int type) { int i; struct status_change *sc= iStatus->get_sc(bl); if (!sc || !sc->count) return 0; if (type&6) //Debuffs for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) status_change_end(bl, (sc_type)i, INVALID_TIMER); for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) { if( !sc->data[i] || !iStatus->get_sc_type(i) ) continue; if( type&3 && !(iStatus->get_sc_type(i)&SC_BUFF) && !(iStatus->get_sc_type(i)&SC_DEBUFF) ) continue; if( type < 3 ){ if( type&1 && !(iStatus->get_sc_type(i)&SC_BUFF) ) continue; if( type&2 && !(iStatus->get_sc_type(i)&SC_DEBUFF) ) continue; } switch (i) { case SC_DEEP_SLEEP: case SC_FROSTMISTY: case SC_COLD: case SC_TOXIN: case SC_PARALYSE: case SC_VENOMBLEED: case SC_MAGICMUSHROOM: case SC_DEATHHURT: case SC_PYREXIA: case SC_OBLIVIONCURSE: case SC_LEECHESEND: case SC_MARSHOFABYSS: case SC_MANDRAGORA: if(!(type&4)) continue; break; case SC_BERSERK: case SC_SATURDAY_NIGHT_FEVER: if(type&4) continue; sc->data[i]->val2 = 0; break; default: if(type&4) continue; } status_change_end(bl, (sc_type)i, INVALID_TIMER); } return 0; } int status_change_spread( struct block_list *src, struct block_list *bl ) { int i, flag = 0; struct status_change *sc = iStatus->get_sc(src); unsigned int tick; struct status_change_data data; if( !sc || !sc->count ) return 0; tick = timer->gettick(); for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) { if( !sc->data[i] || i == SC_COMMON_MAX ) continue; switch( i ) { //Debuffs that can be spreaded. // NOTE: We'll add/delte SCs when we are able to confirm it. case SC_CURSE: case SC_SILENCE: case SC_CONFUSION: case SC_BLIND: case SC_NOCHAT: case SC_ILLUSION: case SC_CRUCIS: case SC_DEC_AGI: case SC_SLOWDOWN: case SC_MINDBREAKER: case SC_DC_WINKCHARM: case SC_STOP: case SC_ORCISH: //case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically. //case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all. //case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech] //case SC_NOEQUIPHELM: //case SC__STRIPACCESSARY: case SC_WUGBITE: case SC_FROSTMISTY: case SC_VENOMBLEED: case SC_DEATHHURT: case SC_PARALYSE: if( sc->data[i]->timer != INVALID_TIMER ) { const struct TimerData *td = timer->get(sc->data[i]->timer); if (td == NULL || td->func != iStatus->change_timer || DIFF_TICK(td->tick,tick) < 0) continue; data.tick = DIFF_TICK(td->tick,tick); } else data.tick = INVALID_TIMER; break; // Special cases case SC_POISON: case SC_DPOISON: data.tick = sc->data[i]->val3 * 1000; break; case SC_FEAR: case SC_LEECHESEND: data.tick = sc->data[i]->val4 * 1000; break; case SC_BURNING: data.tick = sc->data[i]->val4 * 2000; break; case SC_PYREXIA: case SC_OBLIVIONCURSE: data.tick = sc->data[i]->val4 * 3000; break; case SC_MAGICMUSHROOM: data.tick = sc->data[i]->val4 * 4000; break; case SC_TOXIN: case SC_BLOODING: data.tick = sc->data[i]->val4 * 10000; break; default: continue; break; } if( i ){ data.val1 = sc->data[i]->val1; data.val2 = sc->data[i]->val2; data.val3 = sc->data[i]->val3; data.val4 = sc->data[i]->val4; iStatus->change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8); flag = 1; } } return flag; } //Natural regen related stuff. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; static int status_natural_heal(struct block_list* bl, va_list args) { struct regen_data *regen; struct status_data *st; struct status_change *sc; struct unit_data *ud; struct view_data *vd = NULL; struct regen_data_sub *sregen; struct map_session_data *sd; int val,rate,bonus = 0,flag; regen = iStatus->get_regen_data(bl); if (!regen) return 0; st = iStatus->get_status_data(bl); sc = iStatus->get_sc(bl); if (sc && !sc->count) sc = NULL; sd = BL_CAST(BL_PC,bl); flag = regen->flag; if (flag&RGN_HP && (st->hp >= st->max_hp || regen->state.block&1)) flag&=~(RGN_HP|RGN_SHP); if (flag&RGN_SP && (st->sp >= st->max_sp || regen->state.block&2)) flag&=~(RGN_SP|RGN_SSP); if (flag && ( iStatus->isdead(bl) || (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY])) )) flag=0; if (sd) { if (sd->hp_loss.value || sd->sp_loss.value) pc->bleeding(sd, natural_heal_diff_tick); if (sd->hp_regen.value || sd->sp_regen.value) pc->regen(sd, natural_heal_diff_tick); } if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && (vd = iStatus->get_viewdata(bl)) && vd->dead_sit == 2) { //Apply sitting regen bonus. sregen = regen->ssregen; if(flag&(RGN_SHP)) { //Sitting HP regen val = natural_heal_diff_tick * sregen->rate.hp; if (regen->state.overweight) val>>=1; //Half as fast when overweight. sregen->tick.hp += val; while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp) { //Full flag&=~(RGN_HP|RGN_SHP); break; } } } if(flag&(RGN_SSP)) { //Sitting SP regen val = natural_heal_diff_tick * sregen->rate.sp; if (regen->state.overweight) val>>=1; //Half as fast when overweight. sregen->tick.sp += val; while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(iStatus->heal(bl, 0, sregen->sp, 3) < sregen->sp) { //Full flag&=~(RGN_SP|RGN_SSP); break; } } } } if (flag && regen->state.overweight) flag=0; ud = unit->bl2ud(bl); if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) { flag&=~(RGN_SHP|RGN_SSP); if(!regen->state.walk) flag&=~RGN_HP; } if (!flag) return 0; if (flag&(RGN_HP|RGN_SP)) { if(!vd) vd = iStatus->get_viewdata(bl); if(vd && vd->dead_sit == 2) bonus++; if(regen->state.gc) bonus++; } //Natural Hp regen if (flag&RGN_HP) { rate = natural_heal_diff_tick*(regen->rate.hp+bonus); if (ud && ud->walktimer != INVALID_TIMER) rate/=2; // Homun HP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *=2; regen->tick.hp += rate; if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) { val = 0; do { val += regen->hp; regen->tick.hp -= battle_config.natural_healhp_interval; } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); if (iStatus->heal(bl, val, 0, 1) < val) flag&=~RGN_SHP; //full. } } //Natural SP regen if(flag&RGN_SP) { rate = natural_heal_diff_tick*(regen->rate.sp+bonus); // Homun SP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *=2; regen->tick.sp += rate; if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) { val = 0; do { val += regen->sp; regen->tick.sp -= battle_config.natural_healsp_interval; } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); if (iStatus->heal(bl, 0, val, 1) < val) flag&=~RGN_SSP; //full. } } if (!regen->sregen) return flag; //Skill regen sregen = regen->sregen; if(flag&RGN_SHP) { //Skill HP regen sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp; while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp) break; //Full } } if(flag&RGN_SSP) { //Skill SP regen sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp; while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { val = sregen->sp; if (sd && sd->state.doridori) { val*=2; sd->state.doridori = 0; if ((rate = pc->checkskill(sd,TK_SPTIME))) sc_start(bl,iStatus->skill2sc(TK_SPTIME), 100,rate,skill->get_time(TK_SPTIME, rate)); if ( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rnd()%10000 < battle_config.sg_angel_skill_ratio ) { //Angel of the Sun/Moon/Star clif->feel_hate_reset(sd); pc->resethate(sd); pc->resetfeel(sd); } } sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(iStatus->heal(bl, 0, val, 3) < val) break; //Full } } return flag; } //Natural heal main timer. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data) { natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); iMap->map_foreachregen(status_natural_heal); natural_heal_prev_tick = tick; return 0; } /** * Get the chance to upgrade a piece of equipment. * @param wlv The weapon type of the item to refine (see see enum refine_type) * @param refine The target refine level * @return The chance to refine the item, in percent (0~100) **/ int status_get_refine_chance(enum refine_type wlv, int refine) { if ( refine < 0 || refine >= MAX_REFINE) return 0; return refine_info[wlv].chance[refine]; } int status_get_sc_type(sc_type type) { if( type <= SC_NONE || type >= SC_MAX ) return 0; return sc_conf[type]; } /*------------------------------------------ * DB reading. * job_db1.txt - weight, hp, sp, aspd * job_db2.txt - job level stat bonuses * size_fix.txt - size adjustment table for weapons * refine_db.txt - refining data table *------------------------------------------*/ static bool status_readdb_job1(char* fields[], int columns, int current) {// Job-specific values (weight, HP, SP, ASPD) int idx, class_; unsigned int i; class_ = atoi(fields[0]); if(!pcdb_checkid(class_)) { ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_); return false; } idx = pc->class2idx(class_); max_weight_base[idx] = atoi(fields[1]); hp_coefficient[idx] = atoi(fields[2]); hp_coefficient2[idx] = atoi(fields[3]); sp_coefficient[idx] = atoi(fields[4]); #ifdef RENEWAL_ASPD for(i = 0; i <= MAX_WEAPON_TYPE; i++) #else for(i = 0; i < MAX_WEAPON_TYPE; i++) #endif { aspd_base[idx][i] = atoi(fields[i+5]); } return true; } static bool status_readdb_job2(char* fields[], int columns, int current) { int idx, class_, i; class_ = atoi(fields[0]); if(!pcdb_checkid(class_)) { ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_); return false; } idx = pc->class2idx(class_); for(i = 1; i < columns; i++) { job_bonus[idx][i-1] = atoi(fields[i]); } return true; } static bool status_readdb_sizefix(char* fields[], int columns, int current) { unsigned int i; for(i = 0; i < MAX_WEAPON_TYPE; i++) { atkmods[current][i] = atoi(fields[i]); } return true; } static bool status_readdb_refine(char* fields[], int columns, int current) { int i, bonus_per_level, random_bonus, random_bonus_start_level; current = atoi(fields[0]); if (current < 0 || current >= REFINE_TYPE_MAX) return false; bonus_per_level = atoi(fields[1]); random_bonus_start_level = atoi(fields[2]); random_bonus = atoi(fields[3]); for(i = 0; i < MAX_REFINE; i++) { char* delim; if (!(delim = strchr(fields[4+i], ':'))) return false; *delim = '\0'; refine_info[current].chance[i] = atoi(fields[4+i]); if (i >= random_bonus_start_level - 1) refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2); refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1); if (i > 0) refine_info[current].bonus[i] += refine_info[current].bonus[i-1]; } return true; } static bool status_readdb_scconfig(char* fields[], int columns, int current) { int val = 0; char* type = fields[0]; if( !script->get_constant(type, &val) ){ ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type); return false; } sc_conf[val] = (int)strtol(fields[1], NULL, 0); return true; } /* * Read status db * job1.txt * job2.txt * size_fixe.txt * refine_db.txt */ int status_readdb(void) { int i, j; // initialize databases to default // // reset job_db1.txt data memset(max_weight_base, 0, sizeof(max_weight_base)); memset(hp_coefficient, 0, sizeof(hp_coefficient)); memset(hp_coefficient2, 0, sizeof(hp_coefficient2)); memset(sp_coefficient, 0, sizeof(sp_coefficient)); memset(aspd_base, 0, sizeof(aspd_base)); // reset job_db2.txt data memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus // size_fix.txt for(i=0;ireaddb(iMap->db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1); #else sv->readdb(iMap->db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1); #endif sv->readdb(iMap->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2); sv->readdb(iMap->db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix); sv->readdb(iMap->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine); sv->readdb(iMap->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, &status_readdb_scconfig); return 0; } /*========================================== * Status db init and destroy. *------------------------------------------*/ int do_init_status(void) { timer->add_func_list(iStatus->change_timer,"status_change_timer"); timer->add_func_list(kaahi_heal_timer,"kaahi_heal_timer"); timer->add_func_list(status_natural_heal_timer,"status_natural_heal_timer"); initChangeTables(); initDummyData(); iStatus->readdb(); status_calc_sigma(); natural_heal_prev_tick = timer->gettick(); sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE); timer->add_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); return 0; } void do_final_status(void) { ers_destroy(sc_data_ers); } /*===================================== * Default Functions : status.h * Generated by HerculesInterfaceMaker * created by Susu *-------------------------------------*/ void status_defaults(void) { iStatus = &iStatus_s; /* vars */ iStatus->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] iStatus->current_equip_card_id = 0; //To prevent card-stacking (from jA) [Skotlex] //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only //to avoid cards exploits /* funcs */ iStatus->get_refine_chance = status_get_refine_chance; // for looking up associated data iStatus->skill2sc = status_skill2sc; iStatus->sc2skill = status_sc2skill; iStatus->sc2scb_flag = status_sc2scb_flag; iStatus->type2relevant_bl_types = status_type2relevant_bl_types; iStatus->get_sc_type = status_get_sc_type; iStatus->damage = status_damage; //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills) iStatus->charge = status_charge; iStatus->percent_change = status_percent_change; //Used to set the hp/sp of an object to an absolute value (can't kill) iStatus->set_hp = status_set_hp; iStatus->set_sp = status_set_sp; iStatus->heal = status_heal; iStatus->revive = status_revive; iStatus->get_regen_data = status_get_regen_data; iStatus->get_status_data = status_get_status_data; iStatus->get_base_status = status_get_base_status; iStatus->get_name = status_get_name; iStatus->get_class = status_get_class; iStatus->get_lv = status_get_lv; iStatus->get_def = status_get_def; iStatus->get_speed = status_get_speed; iStatus->calc_attack_element = status_calc_attack_element; iStatus->get_party_id = status_get_party_id; iStatus->get_guild_id = status_get_guild_id; iStatus->get_emblem_id = status_get_emblem_id; iStatus->get_mexp = status_get_mexp; iStatus->get_race2 = status_get_race2; iStatus->get_viewdata = status_get_viewdata; iStatus->set_viewdata = status_set_viewdata; iStatus->change_init = status_change_init; iStatus->get_sc = status_get_sc; iStatus->isdead = status_isdead; iStatus->isimmune = status_isimmune; iStatus->get_sc_def = status_get_sc_def; iStatus->change_start = status_change_start; iStatus->change_end_ = status_change_end_; iStatus->kaahi_heal_timer = kaahi_heal_timer; iStatus->change_timer = status_change_timer; iStatus->change_timer_sub = status_change_timer_sub; iStatus->change_clear = status_change_clear; iStatus->change_clear_buffs = status_change_clear_buffs; iStatus->calc_bl_ = status_calc_bl_; iStatus->calc_mob_ = status_calc_mob_; iStatus->calc_pet_ = status_calc_pet_; iStatus->calc_pc_ = status_calc_pc_; iStatus->calc_homunculus_ = status_calc_homunculus_; iStatus->calc_mercenary_ = status_calc_mercenary_; iStatus->calc_elemental_ = status_calc_elemental_; iStatus->calc_misc = status_calc_misc; iStatus->calc_regen = status_calc_regen; iStatus->calc_regen_rate = status_calc_regen_rate; iStatus->check_skilluse = status_check_skilluse; // [Skotlex] iStatus->check_visibility = status_check_visibility; //[Skotlex] iStatus->change_spread = status_change_spread; iStatus->calc_def = status_calc_def; iStatus->calc_def2 = status_calc_def2; iStatus->calc_mdef = status_calc_mdef; iStatus->calc_mdef2 = status_calc_mdef2; iStatus->calc_batk = status_calc_batk; #ifdef RENEWAL iStatus->base_matk = status_base_matk; iStatus->get_weapon_atk = status_get_weapon_atk; #endif iStatus->get_total_mdef = status_get_total_mdef; iStatus->get_total_def = status_get_total_def; iStatus->get_matk = status_get_matk; iStatus->readdb = status_readdb; iStatus->do_init_status = do_init_status; iStatus->do_final_status = do_final_status; }