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|
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _STATUS_H_
#define _STATUS_H_
struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct status_change;
//Use this to refer the max refinery level [Skotlex]
#define MAX_REFINE 10
#define MAX_REFINE_BONUS 5
extern unsigned long StatusChangeFlagTable[];
// Status changes listing. These code are for use by the server.
typedef enum sc_type {
SC_NONE = -1,
//First we enumerate common status ailments which are often used around.
SC_STONE = 0,
SC_COMMON_MIN = 0, // begin
SC_FREEZE,
SC_STUN,
SC_SLEEP,
SC_POISON,
SC_CURSE,
SC_SILENCE,
SC_CONFUSION,
SC_BLIND,
SC_BLEEDING,
SC_DPOISON, //10
SC_COMMON_MAX = 10, // end
//Next up, we continue on 20, to leave enough room for additional "common" ailments in the future.
SC_PROVOKE = 20,
SC_ENDURE,
SC_TWOHANDQUICKEN,
SC_CONCENTRATE,
SC_HIDING,
SC_CLOAKING,
SC_ENCPOISON,
SC_POISONREACT,
SC_QUAGMIRE,
SC_ANGELUS,
SC_BLESSING, //30
SC_SIGNUMCRUCIS,
SC_INCREASEAGI,
SC_DECREASEAGI,
SC_SLOWPOISON,
SC_IMPOSITIO ,
SC_SUFFRAGIUM,
SC_ASPERSIO,
SC_BENEDICTIO,
SC_KYRIE,
SC_MAGNIFICAT, //40
SC_GLORIA,
SC_AETERNA,
SC_ADRENALINE,
SC_WEAPONPERFECTION,
SC_OVERTHRUST,
SC_MAXIMIZEPOWER,
SC_TRICKDEAD,
SC_LOUD,
SC_ENERGYCOAT,
SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
SC_BROKENWEAPON,
SC_HALLUCINATION,
SC_WEIGHT50,
SC_WEIGHT90,
SC_ASPDPOTION0,
SC_ASPDPOTION1,
SC_ASPDPOTION2,
SC_ASPDPOTION3,
SC_SPEEDUP0,
SC_SPEEDUP1, //60
SC_ATKPOTION,
SC_MATKPOTION,
SC_WEDDING,
SC_SLOWDOWN,
SC_ANKLE,
SC_KEEPING,
SC_BARRIER,
SC_STRIPWEAPON,
SC_STRIPSHIELD,
SC_STRIPARMOR, //70
SC_STRIPHELM,
SC_CP_WEAPON,
SC_CP_SHIELD,
SC_CP_ARMOR,
SC_CP_HELM,
SC_AUTOGUARD,
SC_REFLECTSHIELD,
SC_SPLASHER,
SC_PROVIDENCE,
SC_DEFENDER, //80
SC_MAGICROD,
SC_SPELLBREAKER,
SC_AUTOSPELL,
SC_SIGHTTRASHER,
SC_AUTOBERSERK,
SC_SPEARQUICKEN,
SC_AUTOCOUNTER,
SC_SIGHT,
SC_SAFETYWALL,
SC_RUWACH, //90
SC_EXTREMITYFIST,
SC_EXPLOSIONSPIRITS,
SC_COMBO,
SC_BLADESTOP_WAIT,
SC_BLADESTOP,
SC_FIREWEAPON,
SC_WATERWEAPON,
SC_WINDWEAPON,
SC_EARTHWEAPON,
SC_VOLCANO, //100,
SC_DELUGE,
SC_VIOLENTGALE,
SC_WATK_ELEMENT,
SC_ARMOR,
SC_ARMOR_ELEMENT,
SC_NOCHAT,
SC_BABY,
SC_AURABLADE,
SC_PARRYING,
SC_CONCENTRATION, //110
SC_TENSIONRELAX,
SC_BERSERK,
SC_FURY,
SC_GOSPEL,
SC_ASSUMPTIO,
SC_BASILICA,
SC_GUILDAURA,
SC_MAGICPOWER,
SC_EDP,
SC_TRUESIGHT, //120
SC_WINDWALK,
SC_MELTDOWN,
SC_CARTBOOST,
SC_CHASEWALK,
SC_REJECTSWORD,
SC_MARIONETTE,
SC_MARIONETTE2,
SC_CHANGEUNDEAD,
SC_JOINTBEAT,
SC_MINDBREAKER, //130
SC_MEMORIZE,
SC_FOGWALL,
SC_SPIDERWEB,
SC_DEVOTION,
SC_SACRIFICE,
SC_STEELBODY,
SC_ORCISH,
SC_READYSTORM,
SC_READYDOWN,
SC_READYTURN, //140
SC_READYCOUNTER,
SC_DODGE,
SC_RUN,
SC_SHADOWWEAPON,
SC_ADRENALINE2,
SC_GHOSTWEAPON,
SC_KAIZEL,
SC_KAAHI,
SC_KAUPE,
SC_ONEHAND, //150
SC_PRESERVE,
SC_BATTLEORDERS,
SC_REGENERATION,
SC_DOUBLECAST,
SC_GRAVITATION,
SC_MAXOVERTHRUST,
SC_LONGING,
SC_HERMODE,
SC_SHRINK,
SC_SIGHTBLASTER, //160
SC_WINKCHARM,
SC_CLOSECONFINE,
SC_CLOSECONFINE2,
SC_DANCING,
SC_ELEMENTALCHANGE,
SC_RICHMANKIM,
SC_ETERNALCHAOS,
SC_DRUMBATTLE,
SC_NIBELUNGEN,
SC_ROKISWEIL, //170
SC_INTOABYSS,
SC_SIEGFRIED,
SC_WHISTLE,
SC_ASSNCROS,
SC_POEMBRAGI,
SC_APPLEIDUN,
SC_MODECHANGE,
SC_HUMMING,
SC_DONTFORGETME,
SC_FORTUNE, //180
SC_SERVICE4U,
SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
SC_SPURT,
SC_SPIRIT,
SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
SC_INTRAVISION,
SC_INCALLSTATUS,
SC_INCSTR,
SC_INCAGI,
SC_INCVIT, //190
SC_INCINT,
SC_INCDEX,
SC_INCLUK,
SC_INCHIT,
SC_INCHITRATE,
SC_INCFLEE,
SC_INCFLEERATE,
SC_INCMHPRATE,
SC_INCMSPRATE,
SC_INCATKRATE, //200
SC_INCMATKRATE,
SC_INCDEFRATE,
SC_STRFOOD,
SC_AGIFOOD,
SC_VITFOOD,
SC_INTFOOD,
SC_DEXFOOD,
SC_LUKFOOD,
SC_HITFOOD,
SC_FLEEFOOD, //210
SC_BATKFOOD,
SC_WATKFOOD,
SC_MATKFOOD,
SC_SCRESIST, //Increases resistance to status changes.
SC_XMAS, // Xmas Suit [Valaris]
SC_WARM, //SG skills [Komurka]
SC_SUN_COMFORT,
SC_MOON_COMFORT,
SC_STAR_COMFORT,
SC_FUSION, //220
SC_SKILLRATE_UP,
SC_SKE,
SC_KAITE,
SC_SWOO, // [marquis007]
SC_SKA, // [marquis007]
SC_EARTHSCROLL,
SC_MIRACLE, //SG 'hidden' skill [Komurka]
SC_MADNESSCANCEL,
SC_ADJUSTMENT,
SC_INCREASING, //230
SC_GATLINGFEVER,
SC_TATAMIGAESHI,
SC_UTSUSEMI,
SC_BUNSINJYUTSU,
SC_KAENSIN,
SC_SUITON,
SC_NEN,
SC_KNOWLEDGE,
SC_SMA,
SC_FLING, //240
SC_AVOID,
SC_CHANGE,
SC_BLOODLUST,
SC_FLEET,
SC_SPEED,
SC_DEFENCE,
//SC_INCASPDRATE,
SC_INCFLEE2 = 248,
SC_JAILED,
SC_ENCHANTARMS, //250
SC_MAGICALATTACK,
SC_ARMORCHANGE,
SC_CRITICALWOUND,
SC_MAGICMIRROR,
SC_SLOWCAST,
SC_SUMMER,
SC_EXPBOOST,
SC_ITEMBOOST,
SC_BOSSMAPINFO,
SC_LIFEINSURANCE, //260
SC_INCCRI,
//SC_INCDEF,
//SC_INCBASEATK = 263,
//SC_FASTCAST,
SC_MDEF_RATE = 265,
//SC_HPREGEN,
SC_INCHEALRATE = 267,
SC_PNEUMA,
SC_AUTOTRADE,
SC_KSPROTECTED, //270
SC_ARMOR_RESIST = 271,
SC_SPCOST_RATE,
SC_COMMONSC_RESIST,
SC_SEVENWIND,
SC_DEF_RATE,
//SC_SPREGEN,
SC_WALKSPEED = 277,
// Mercenary Only Bonus Effects
SC_MERC_FLEEUP,
SC_MERC_ATKUP,
SC_MERC_HPUP, //280
SC_MERC_SPUP,
SC_MERC_HITUP,
SC_MERC_QUICKEN,
SC_REBIRTH,
//SC_SKILLCASTRATE, //285
//SC_DEFRATIOATK,
//SC_HPDRAIN,
//SC_SKILLATKBONUS,
SC_ITEMSCRIPT = 289,
SC_S_LIFEPOTION, //290
SC_L_LIFEPOTION,
SC_JEXPBOOST,
//SC_IGNOREDEF,
SC_HELLPOWER = 294,
SC_INVINCIBLE, //295
SC_INVINCIBLEOFF,
SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
} sc_type;
// Official status change ids, used to display status icons on the client.
enum si_type {
SI_BLANK = -1,
SI_PROVOKE = 0,
SI_ENDURE = 1,
SI_TWOHANDQUICKEN = 2,
SI_CONCENTRATE = 3,
SI_HIDING = 4,
SI_CLOAKING = 5,
SI_ENCPOISON = 6,
SI_POISONREACT = 7,
SI_QUAGMIRE = 8,
SI_ANGELUS = 9,
SI_BLESSING = 10,
SI_SIGNUMCRUCIS = 11,
SI_INCREASEAGI = 12,
SI_DECREASEAGI = 13,
SI_SLOWPOISON = 14,
SI_IMPOSITIO = 15,
SI_SUFFRAGIUM = 16,
SI_ASPERSIO = 17,
SI_BENEDICTIO = 18,
SI_KYRIE = 19,
SI_MAGNIFICAT = 20,
SI_GLORIA = 21,
SI_AETERNA = 22,
SI_ADRENALINE = 23,
SI_WEAPONPERFECTION = 24,
SI_OVERTHRUST = 25,
SI_MAXIMIZEPOWER = 26,
SI_RIDING = 27,
SI_FALCON = 28,
SI_TRICKDEAD = 29,
SI_LOUD = 30,
SI_ENERGYCOAT = 31,
SI_BROKENARMOR = 32,
SI_BROKENWEAPON = 33,
SI_HALLUCINATION = 34,
SI_WEIGHT50 = 35,
SI_WEIGHT90 = 36,
SI_ASPDPOTION0 = 37,
SI_ASPDPOTION1 = 38,
SI_ASPDPOTION2 = 39,
SI_ASPDPOTIONINFINITY = 40,
SI_SPEEDPOTION1 = 41,
SI_SPEEDPOTION2 = 42,
// SI_AUTOCOUNTER = 43,
// SI_SPLASHER = 44,
// SI_ANKLESNARE = 45,
SI_ACTIONDELAY = 46,
// SI_NOACTION = 47,
// SI_IMPOSSIBLEPICKUP = 48,
// SI_BARRIER = 49,
SI_STRIPWEAPON = 50,
SI_STRIPSHIELD = 51,
SI_STRIPARMOR = 52,
SI_STRIPHELM = 53,
SI_CP_WEAPON = 54,
SI_CP_SHIELD = 55,
SI_CP_ARMOR = 56,
SI_CP_HELM = 57,
SI_AUTOGUARD = 58,
SI_REFLECTSHIELD = 59,
// SI_DEVOTION = 60,
SI_PROVIDENCE = 61,
SI_DEFENDER = 62,
// SI_MAGICROD = 63,
// SI_WEAPONPROPERTY = 64,
SI_AUTOSPELL = 65,
// SI_SPECIALZONE = 66,
// SI_MASK = 67,
SI_SPEARQUICKEN = 68,
// SI_BDPLAYING = 69,
// SI_WHISTLE = 70,
// SI_ASSASSINCROSS = 71,
// SI_POEMBRAGI = 72,
// SI_APPLEIDUN = 73,
// SI_HUMMING = 74,
// SI_DONTFORGETME = 75,
// SI_FORTUNEKISS = 76,
// SI_SERVICEFORYOU = 77,
// SI_RICHMANKIM = 78,
// SI_ETERNALCHAOS = 79,
// SI_DRUMBATTLEFIELD = 80,
// SI_RINGNIBELUNGEN = 81,
// SI_ROKISWEIL = 82,
// SI_INTOABYSS = 83,
// SI_SIEGFRIED = 84,
// SI_BLADESTOP = 85,
SI_EXPLOSIONSPIRITS = 86,
SI_STEELBODY = 87,
// SI_EXTREMITYFIST = 88,
// SI_COMBOATTACK = 89,
SI_FIREWEAPON = 90,
SI_WATERWEAPON = 91,
SI_WINDWEAPON = 92,
SI_EARTHWEAPON = 93,
// SI_MAGICATTACK = 94,
SI_STOP = 95,
// SI_WEAPONBRAKER = 96,
SI_UNDEAD = 97,
// SI_POWERUP = 98,
// SI_AGIUP = 99,
// SI_SIEGEMODE = 100,
// SI_INVISIBLE = 101,
// SI_STATUSONE = 102,
SI_AURABLADE = 103,
SI_PARRYING = 104,
SI_CONCENTRATION = 105,
SI_TENSIONRELAX = 106,
SI_BERSERK = 107,
// SI_SACRIFICE = 108,
// SI_GOSPEL = 109,
SI_ASSUMPTIO = 110,
// SI_BASILICA = 111,
SI_LANDENDOW = 112,
SI_MAGICPOWER = 113,
SI_EDP = 114,
SI_TRUESIGHT = 115,
SI_WINDWALK = 116,
SI_MELTDOWN = 117,
SI_CARTBOOST = 118,
// SI_CHASEWALK = 119,
SI_REJECTSWORD = 120,
SI_MARIONETTE = 121,
SI_MARIONETTE2 = 122,
SI_MOONLIT = 123,
SI_BLEEDING = 124,
SI_JOINTBEAT = 125,
// SI_MINDBREAKER = 126,
// SI_MEMORIZE = 127,
// SI_FOGWALL = 128,
// SI_SPIDERWEB = 129,
SI_BABY = 130,
// SI_SUB_WEAPONPROPERTY = 131,
SI_AUTOBERSERK = 132,
SI_RUN = 133,
SI_BUMP = 134,
SI_READYSTORM = 135,
// SI_STORMKICK_READY = 136,
SI_READYDOWN = 137,
// SI_DOWNKICK_READY = 138,
SI_READYTURN = 139,
// SI_TURNKICK_READY = 140,
SI_READYCOUNTER = 141,
// SI_COUNTER_READY = 142,
SI_DODGE = 143,
// SI_DODGE_READY = 144,
SI_SPURT = 145,
SI_SHADOWWEAPON = 146,
SI_ADRENALINE2 = 147,
SI_GHOSTWEAPON = 148,
SI_SPIRIT = 149,
// SI_PLUSATTACKPOWER = 150,
// SI_PLUSMAGICPOWER = 151,
SI_DEVIL = 152,
SI_KAITE = 153,
// SI_SWOO = 154,
// SI_STAR2 = 155,
SI_KAIZEL = 156,
SI_KAAHI = 157,
SI_KAUPE = 158,
SI_SMA = 159,
SI_NIGHT = 160,
SI_ONEHAND = 161,
// SI_FRIEND = 162,
// SI_FRIENDUP = 163,
// SI_SG_WARM = 164,
SI_WARM = 165,
// 166 | The three show the exact same display: ultra red character (165, 166, 167)
// 167 | Their names would be SI_SG_SUN_WARM, SI_SG_MOON_WARM, SI_SG_STAR_WARM
// SI_EMOTION = 168,
SI_SUN_COMFORT = 169,
SI_MOON_COMFORT = 170,
SI_STAR_COMFORT = 171,
// SI_EXPUP = 172,
// SI_GDSKILL_BATTLEORDER = 173,
// SI_GDSKILL_REGENERATION = 174,
// SI_GDSKILL_POSTDELAY = 175,
// SI_RESISTHANDICAP = 176,
// SI_MAXHPPERCENT = 177,
// SI_MAXSPPERCENT = 178,
// SI_DEFENCE = 179,
// SI_SLOWDOWN = 180,
SI_PRESERVE = 181,
SI_INCSTR = 182,
// SI_NOT_EXTREMITYFIST = 183,
SI_INTRAVISION = 184,
// SI_MOVESLOW_POTION = 185,
SI_DOUBLECAST = 186,
// SI_GRAVITATION = 187,
SI_MAXOVERTHRUST = 188,
// SI_LONGING = 189,
// SI_HERMODE = 190,
SI_TAROT = 191, // the icon allows no doubt... but what is it really used for ?? [DracoRPG]
// SI_HLIF_AVOID = 192,
// SI_HFLI_FLEET = 193,
// SI_HFLI_SPEED = 194,
// SI_HLIF_CHANGE = 195,
// SI_HAMI_BLOODLUST = 196,
SI_SHRINK = 197,
SI_SIGHTBLASTER = 198,
SI_WINKCHARM = 199,
SI_CLOSECONFINE = 200,
SI_CLOSECONFINE2 = 201,
// SI_DISABLEMOVE = 202,
SI_MADNESSCANCEL = 203, //[blackhole89]
SI_GATLINGFEVER = 204,
// SI_EARTHSCROLL = 205,
SI_UTSUSEMI = 206,
SI_BUNSINJYUTSU = 207,
SI_NEN = 208,
SI_ADJUSTMENT = 209,
SI_ACCURACY = 210,
// SI_NJ_SUITON = 211,
// SI_PET = 212,
// SI_MENTAL = 213,
// SI_EXPMEMORY = 214,
// SI_PERFORMANCE = 215,
// SI_GAIN = 216,
// SI_GRIFFON = 217,
// SI_DRIFT = 218,
// SI_WALLSHIFT = 219,
// SI_REINCARNATION = 220,
// SI_PATTACK = 221,
// SI_PSPEED = 222,
// SI_PDEFENSE = 223,
// SI_PCRITICAL = 224,
// SI_RANKING = 225,
// SI_PTRIPLE = 226,
// SI_DENERGY = 227,
// SI_WAVE1 = 228,
// SI_WAVE2 = 229,
// SI_WAVE3 = 230,
// SI_WAVE4 = 231,
// SI_DAURA = 232,
// SI_DFREEZER = 233,
// SI_DPUNISH = 234,
// SI_DBARRIER = 235,
// SI_DWARNING = 236,
// SI_MOUSEWHEEL = 237,
// SI_DGAUGE = 238,
// SI_DACCEL = 239,
// SI_DBLOCK = 240,
SI_FOODSTR = 241,
SI_FOODAGI = 242,
SI_FOODVIT = 243,
SI_FOODDEX = 244,
SI_FOODINT = 245,
SI_FOODLUK = 246,
SI_FOODFLEE = 247,
SI_FOODHIT = 248,
SI_FOODCRI = 249,
SI_EXPBOOST = 250,
SI_LIFEINSURANCE = 251,
SI_ITEMBOOST = 252,
SI_BOSSMAPINFO = 253,
// SI_DA_ENERGY = 254,
// SI_DA_FIRSTSLOT = 255,
// SI_DA_HEADDEF = 256,
// SI_DA_SPACE = 257,
// SI_DA_TRANSFORM = 258,
// SI_DA_ITEMREBUILD = 259,
// SI_DA_ILLUSION = 260, //All mobs display as Turtle General
// SI_DA_DARKPOWER = 261,
// SI_DA_EARPLUG = 262,
// SI_DA_CONTRACT = 263, //Bio Mob effect on you and SI_TRICKDEAD icon
// SI_DA_BLACK = 264, //For short time blurry screen
// SI_DA_MAGICCART = 265,
// SI_CRYSTAL = 266,
// SI_DA_REBUILD = 267,
// SI_DA_EDARKNESS = 268,
// SI_DA_EGUARDIAN = 269,
// SI_DA_TIMEOUT = 270,
// SI_FOOD_STR_CASH = 271,
// SI_FOOD_AGI_CASH = 272,
// SI_FOOD_VIT_CASH = 273,
// SI_FOOD_DEX_CASH = 274,
// SI_FOOD_INT_CASH = 275,
// SI_FOOD_LUK_CASH = 276,
SI_MERC_FLEEUP = 277,
SI_MERC_ATKUP = 278,
SI_MERC_HPUP = 279,
SI_MERC_SPUP = 280,
SI_MERC_HITUP = 281,
SI_SLOWCAST = 282,
// SI_MAGICMIRROR = 283,
// SI_STONESKIN = 284,
// SI_ANTIMAGIC = 285,
SI_CRITICALWOUND = 286,
// SI_NPC_DEFENDER = 287,
// SI_NOACTION_WAIT = 288,
// SI_MOVHASTE_HORSE = 289,
SI_DEF_RATE = 290,
SI_MDEF_RATE = 291,
SI_INCHEALRATE = 292,
SI_S_LIFEPOTION = 293,
SI_L_LIFEPOTION = 294,
SI_INCCRI = 295,
SI_PLUSAVOIDVALUE = 296,
// SI_ATKER_ASPD = 297,
// SI_TARGET_ASPD = 298,
// SI_ATKER_MOVESPEED = 299,
SI_ATKER_BLOOD = 300,
SI_TARGET_BLOOD = 301,
SI_ARMOR_PROPERTY = 302,
// SI_REUSE_LIMIT_A = 303,
SI_HELLPOWER = 304,
// SI_STEAMPACK = 305,
// SI_REUSE_LIMIT_B = 306,
// SI_REUSE_LIMIT_C = 307,
// SI_REUSE_LIMIT_D = 308,
// SI_REUSE_LIMIT_E = 309,
// SI_REUSE_LIMIT_F = 310,
SI_INVINCIBLE = 311,
SI_CASH_PLUSONLYJOBEXP = 312,
// SI_PARTYFLEE = 313,
// SI_ANGEL_PROTECT = 314,
};
// JOINTBEAT stackable ailments
#define BREAK_ANKLE 0x01 // MoveSpeed reduced by 50%
#define BREAK_WRIST 0x02 // ASPD reduced by 25%
#define BREAK_KNEE 0x04 // MoveSpeed reduced by 30%, ASPD reduced by 10%
#define BREAK_SHOULDER 0x08 // DEF reduced by 50%
#define BREAK_WAIST 0x10 // DEF reduced by 25%, ATK reduced by 25%
#define BREAK_NECK 0x20 // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
#define BREAK_FLAGS ( BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK )
extern int current_equip_item_index;
extern int current_equip_card_id;
extern int percentrefinery[5][MAX_REFINE+1]; //The last slot always has a 0% success chance [Skotlex]
//Mode definitions to clear up code reading. [Skotlex]
#define MD_CANMOVE 0x0001
#define MD_LOOTER 0x0002
#define MD_AGGRESSIVE 0x0004
#define MD_ASSIST 0x0008
#define MD_CASTSENSOR_IDLE 0x0010
#define MD_BOSS 0x0020
#define MD_PLANT 0x0040
#define MD_CANATTACK 0x0080
#define MD_DETECTOR 0x0100
#define MD_CASTSENSOR_CHASE 0x0200
#define MD_CHANGECHASE 0x0400
#define MD_ANGRY 0x0800
#define MD_CHANGETARGET_MELEE 0x1000
#define MD_CHANGETARGET_CHASE 0x2000
#define MD_TARGETWEAK 0x4000
#define MD_MASK 0xFFFF
//Status change option definitions (options are what makes status changes visible to chars
//who were not on your field of sight when it happened)
//opt1: Non stackable status changes.
enum {
OPT1_STONE = 1, //Petrified
OPT1_FREEZE,
OPT1_STUN,
OPT1_SLEEP,
//Aegis uses OPT1 = 5 to identify undead enemies (which also grants them immunity to the other opt1 changes)
OPT1_STONEWAIT=6 //Petrifying
};
//opt2: Stackable status changes.
enum {
OPT2_POISON = 0x0001,
OPT2_CURSE = 0x0002,
OPT2_SILENCE = 0x0004,
OPT2_SIGNUMCRUCIS = 0x0008,
OPT2_BLIND = 0x0010,
OPT2_ANGELUS = 0x0020,
OPT2_BLEEDING = 0x0040,
OPT2_DPOISON = 0x0080,
};
//opt3: (SHOW_EFST_*)
enum {
OPT3_NORMAL = 0x00000000,
OPT3_QUICKEN = 0x00000001,
OPT3_OVERTHRUST = 0x00000002,
OPT3_ENERGYCOAT = 0x00000004,
OPT3_EXPLOSIONSPIRITS = 0x00000008,
OPT3_STEELBODY = 0x00000010,
OPT3_BLADESTOP = 0x00000020,
OPT3_AURABLADE = 0x00000040,
OPT3_BERSERK = 0x00000080,
OPT3_LIGHTBLADE = 0x00000100,
OPT3_MOONLIT = 0x00000200,
OPT3_MARIONETTE = 0x00000400,
OPT3_ASSUMPTIO = 0x00000800,
OPT3_WARM = 0x00001000,
OPT3_KAITE = 0x00002000,
OPT3_BUNSIN = 0x00004000,
OPT3_SOULLINK = 0x00008000,
OPT3_UNDEAD = 0x00010000,
OPT3_CONTRACT = 0x00020000,
};
enum {
OPTION_NOTHING = 0x00000000,
OPTION_SIGHT = 0x00000001,
OPTION_HIDE = 0x00000002,
OPTION_CLOAK = 0x00000004,
OPTION_CART1 = 0x00000008,
OPTION_FALCON = 0x00000010,
OPTION_RIDING = 0x00000020,
OPTION_INVISIBLE = 0x00000040,
OPTION_CART2 = 0x00000080,
OPTION_CART3 = 0x00000100,
OPTION_CART4 = 0x00000200,
OPTION_CART5 = 0x00000400,
OPTION_ORCISH = 0x00000800,
OPTION_WEDDING = 0x00001000,
OPTION_RUWACH = 0x00002000,
OPTION_CHASEWALK = 0x00004000,
OPTION_FLYING = 0x00008000, //Note that clientside Flying and Xmas are 0x8000 for clients prior to 2007.
OPTION_XMAS = 0x00010000,
OPTION_TRANSFORM = 0x00020000,
OPTION_SUMMER = 0x00040000,
};
#define OPTION_CART (OPTION_CART1|OPTION_CART2|OPTION_CART3|OPTION_CART4|OPTION_CART5)
#define OPTION_MASK ~0x40
//Defines for the manner system [Skotlex]
#define MANNER_NOCHAT 0x01
#define MANNER_NOSKILL 0x02
#define MANNER_NOCOMMAND 0x04
#define MANNER_NOITEM 0x08
#define MANNER_NOROOM 0x10
//Define flags for the status_calc_bl function. [Skotlex]
enum scb_flag
{
SCB_NONE = 0x00000000,
SCB_BASE = 0x00000001,
SCB_MAXHP = 0x00000002,
SCB_MAXSP = 0x00000004,
SCB_STR = 0x00000008,
SCB_AGI = 0x00000010,
SCB_VIT = 0x00000020,
SCB_INT = 0x00000040,
SCB_DEX = 0x00000080,
SCB_LUK = 0x00000100,
SCB_BATK = 0x00000200,
SCB_WATK = 0x00000400,
SCB_MATK = 0x00000800,
SCB_HIT = 0x00001000,
SCB_FLEE = 0x00002000,
SCB_DEF = 0x00004000,
SCB_DEF2 = 0x00008000,
SCB_MDEF = 0x00010000,
SCB_MDEF2 = 0x00020000,
SCB_SPEED = 0x00040000,
SCB_ASPD = 0x00080000,
SCB_DSPD = 0x00100000,
SCB_CRI = 0x00200000,
SCB_FLEE2 = 0x00400000,
SCB_ATK_ELE = 0x00800000,
SCB_DEF_ELE = 0x01000000,
SCB_MODE = 0x02000000,
SCB_SIZE = 0x04000000,
SCB_RACE = 0x08000000,
SCB_RANGE = 0x10000000,
SCB_REGEN = 0x20000000,
SCB_DYE = 0x40000000, // force cloth-dye change to 0 to avoid client crashes.
SCB_BATTLE = 0x3FFFFFFE,
SCB_ALL = 0x3FFFFFFF
};
//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER)
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM|BL_MER)
//Basic damage info of a weapon
//Required because players have two of these, one in status_data
//and another for their left hand weapon.
struct weapon_atk {
unsigned short atk, atk2;
unsigned short range;
unsigned char ele;
};
//For holding basic status (which can be modified by status changes)
struct status_data {
unsigned int
hp, sp,
max_hp, max_sp;
unsigned short
str, agi, vit, int_, dex, luk,
batk,
matk_min, matk_max,
speed,
amotion, adelay, dmotion,
mode;
short
hit, flee, cri, flee2,
def2, mdef2,
aspd_rate;
unsigned char
def_ele, ele_lv,
size, race;
signed char
def, mdef;
struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
};
//Additional regen data that only players have.
struct regen_data_sub {
unsigned short
hp,sp;
//tick accumulation before healing.
struct {
unsigned int hp,sp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char hp,sp;
} rate;
};
struct regen_data {
unsigned short flag; //Marks what stuff you may heal or not.
unsigned short
hp,sp,shp,ssp;
//tick accumulation before healing.
struct {
unsigned int hp,sp,shp,ssp;
} tick;
//Regen rates (where every 1 means +100% regen)
struct {
unsigned char
hp,sp,shp,ssp;
} rate;
struct {
unsigned walk:1; //Can you regen even when walking?
unsigned gc:1; //Tags when you should have double regen due to GVG castle
unsigned overweight :2; //overweight state (1: 50%, 2: 90%)
unsigned block :2; //Block regen flag (1: Hp, 2: Sp)
} state;
//skill-regen, sitting-skill-regen (since not all chars with regen need it)
struct regen_data_sub *sregen, *ssregen;
};
struct status_change_entry {
int timer;
int val1,val2,val3,val4;
};
struct status_change {
unsigned int option;// effect state (bitfield)
unsigned int opt3;// skill state (bitfield)
unsigned short opt1;// body state
unsigned short opt2;// health state (bitfield)
unsigned char count;
//TODO: See if it is possible to implement the following SC's without requiring extra parameters while the SC is inactive.
unsigned char jb_flag; //Joint Beat type flag
unsigned short mp_matk_min, mp_matk_max; //Previous matk min/max for ground spells (Amplify magic power)
int sg_id; //ID of the previous Storm gust that hit you
unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
struct status_change_entry *data[SC_MAX];
};
// for looking up associated data
sc_type status_skill2sc(int skill);
int status_sc2skill(sc_type sc);
int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
//Define for standard HP damage attacks.
#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
//Define for standard HP/SP damage triggers.
#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
int status_charge(struct block_list* bl, int hp, int sp);
int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
//Easier handling of status_percent_change
#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
//Instant kill with no drops/exp/etc
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
//Used to set the hp/sp of an object to an absolute value (can't kill)
int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
int status_heal(struct block_list *bl,int hp,int sp, int flag);
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
//Define for copying a status_data structure from b to a, without overwriting current Hp and Sp
#define status_cpy(a, b) \
memcpy(&((a)->max_hp), &((b)->max_hp), sizeof(struct status_data)-(sizeof((a)->hp)+sizeof((a)->sp)))
struct regen_data *status_get_regen_data(struct block_list *bl);
struct status_data *status_get_status_data(struct block_list *bl);
struct status_data *status_get_base_status(struct block_list *bl);
const char * status_get_name(struct block_list *bl);
int status_get_class(struct block_list *bl);
int status_get_lv(struct block_list *bl);
#define status_get_range(bl) status_get_status_data(bl)->rhw.range
#define status_get_hp(bl) status_get_status_data(bl)->hp
#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
#define status_get_sp(bl) status_get_status_data(bl)->sp
#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
#define status_get_str(bl) status_get_status_data(bl)->str
#define status_get_agi(bl) status_get_status_data(bl)->agi
#define status_get_vit(bl) status_get_status_data(bl)->vit
#define status_get_int(bl) status_get_status_data(bl)->int_
#define status_get_dex(bl) status_get_status_data(bl)->dex
#define status_get_luk(bl) status_get_status_data(bl)->luk
#define status_get_hit(bl) status_get_status_data(bl)->hit
#define status_get_flee(bl) status_get_status_data(bl)->flee
signed char status_get_def(struct block_list *bl);
#define status_get_mdef(bl) status_get_status_data(bl)->mdef
#define status_get_flee2(bl) status_get_status_data(bl)->flee2
#define status_get_def2(bl) status_get_status_data(bl)->def2
#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
#define status_get_critical(bl) status_get_status_data(bl)->cri
#define status_get_batk(bl) status_get_status_data(bl)->batk
#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
unsigned short status_get_speed(struct block_list *bl);
#define status_get_adelay(bl) status_get_status_data(bl)->adelay
#define status_get_amotion(bl) status_get_status_data(bl)->amotion
#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
#define status_get_element(bl) status_get_status_data(bl)->def_ele
#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
#define status_get_race(bl) status_get_status_data(bl)->race
#define status_get_size(bl) status_get_status_data(bl)->size
#define status_get_mode(bl) status_get_status_data(bl)->mode
int status_get_party_id(struct block_list *bl);
int status_get_guild_id(struct block_list *bl);
int status_get_emblem_id(struct block_list *bl);
int status_get_mexp(struct block_list *bl);
int status_get_race2(struct block_list *bl);
struct view_data *status_get_viewdata(struct block_list *bl);
void status_set_viewdata(struct block_list *bl, int class_);
void status_change_init(struct block_list *bl);
struct status_change *status_get_sc(struct block_list *bl);
int status_isdead(struct block_list *bl);
int status_isimmune(struct block_list *bl);
int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
#define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
int status_change_end(struct block_list* bl, enum sc_type type, int tid);
int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data);
int status_change_timer(int tid, unsigned int tick, int id, intptr data);
int status_change_timer_sub(struct block_list* bl, va_list ap);
int status_change_clear(struct block_list* bl, int type);
int status_change_clear_buffs(struct block_list* bl, int type);
#define status_calc_bl(bl, flag) status_calc_bl_(bl, flag, false)
#define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
#define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
#define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
#define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
#define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
int status_calc_mob_(struct mob_data* md, bool first);
int status_calc_pet_(struct pet_data* pd, bool first);
int status_calc_pc_(struct map_session_data* sd, bool first);
int status_calc_homunculus_(struct homun_data *hd, bool first);
int status_calc_mercenary_(struct mercenary_data *md, bool first);
void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
int status_getrefinebonus(int lv,int type);
int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag); // [Skotlex]
int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]
int status_readdb(void);
int do_init_status(void);
void do_final_status(void);
#endif /* _STATUS_H_ */
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