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|
/**
* This file is part of Hercules.
* http://herc.ws - http://github.com/HerculesWS/Hercules
*
* Copyright (C) 2012-2020 Hercules Dev Team
* Copyright (C) Athena Dev Teams
*
* Hercules is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef MAP_STATUS_H
#define MAP_STATUS_H
#include "common/hercules.h"
#include "common/mmo.h" // NEW_CARTS
struct block_list;
struct config_setting_t;
struct elemental_data;
struct homun_data;
struct mercenary_data;
struct mob_data;
struct npc_data;
struct pet_data;
//Change the equation when the values are high enough to discard the
//imprecision in exchange of overflow protection [Skotlex]
//Also add 100% checks since those are the most used cases where we don't
//want approximation errors.
#define APPLY_RATE(value, rate) ( \
(rate) == 100 ? \
(value) \
: ( \
(value) > 100000 ? \
(rate) * ( (value) / 100 ) \
: \
(value) * (rate) / 100 \
) \
)
/**
* SC configuration type
* @see db/sc_config.conf for more information
**/
typedef enum sc_conf_type {
SC_NO_REM_DEATH = 0x001,
SC_NO_SAVE = 0x002,
SC_NO_DISPELL = 0x004,
SC_NO_CLEARANCE = 0x008,
SC_BUFF = 0x010,
SC_DEBUFF = 0x020,
SC_MADO_NO_RESET = 0x040,
SC_NO_CLEAR = 0x080,
SC_VISIBLE = 0x100,
SC_NO_BOSS = 0x200
} sc_conf_type;
/**
* Flags to be used with status->change_start
*/
enum scstart_flag {
// Note: When updating this enum, also update the documentation in doc/script_commands.txt and the constants in db/const.txt
SCFLAG_NONE = 0x00, ///< No special behavior.
SCFLAG_NOAVOID = 0x01, ///< Cannot be avoided (it has to start).
SCFLAG_FIXEDTICK = 0x02, ///< Tick should not be reduced (by vit, luk, lv, etc).
SCFLAG_LOADED = 0x04, ///< sc_data was loaded, no value has to be altered.
SCFLAG_FIXEDRATE = 0x08, ///< rate should not be reduced (not evaluated in status_change_start, but in some calls to other functions).
SCFLAG_NOICON = 0x10, ///< Status icon (SI) should not be sent.
SCFLAG_ALL = SCFLAG_NONE|SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_LOADED|SCFLAG_FIXEDRATE|SCFLAG_NOICON
};
/**
* Flags to be used with status->heal() and related functions.
*/
enum status_heal_flag {
STATUS_HEAL_DEFAULT = 0x00, ///< Default
STATUS_HEAL_FORCED = 0x01, ///< Forced healing (bypassing Berserk and similar)
STATUS_HEAL_SHOWEFFECT = 0x02, ///< Show the HP/SP heal effect
STATUS_HEAL_ALLOWREVIVE = 0x04, ///< Force resurrection in case of dead targets.
};
// 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_BLOODING,
SC_DPOISON, //10
SC_FEAR,
SC_COLD,
SC_BURNING,
SC_DEEP_SLEEP,
SC_COMMON_MAX = 14, // 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_CONCENTRATION,
SC_HIDING,
SC_CLOAKING,
SC_ENCHANTPOISON,
SC_POISONREACT,
SC_QUAGMIRE,
SC_ANGELUS,
SC_BLESSING, //30
SC_CRUCIS,
SC_INC_AGI,
SC_DEC_AGI,
SC_SLOWPOISON,
SC_IMPOSITIO ,
SC_SUFFRAGIUM,
SC_ASPERSIO,
SC_BENEDICTIO,
SC_KYRIE,
SC_MAGNIFICAT, //40
SC_GLORIA,
SC_LEXAETERNA,
SC_ADRENALINE,
SC_WEAPONPERFECT,
SC_OVERTHRUST,
SC_MAXIMIZEPOWER,
SC_TRICKDEAD,
SC_SHOUT,
SC_ENERGYCOAT,
SC_BROKENARMOR, //50 - NOTE: These two aren't used anywhere, and they have an icon...
SC_BROKENWEAPON,
SC_ILLUSION,
SC_WEIGHTOVER50,
SC_WEIGHTOVER90,
SC_ATTHASTE_POTION1,
SC_ATTHASTE_POTION2,
SC_ATTHASTE_POTION3,
SC_ATTHASTE_INFINITY,
SC_MOVHASTE_HORSE,
SC_MOVHASTE_INFINITY, //60
SC_PLUSATTACKPOWER,
SC_PLUSMAGICPOWER,
SC_WEDDING,
SC_SLOWDOWN,
SC_ANKLESNARE,
SC_KEEPING,
SC_BARRIER,
SC_NOEQUIPWEAPON,
SC_NOEQUIPSHIELD,
SC_NOEQUIPARMOR, //70
SC_NOEQUIPHELM,
SC_PROTECTWEAPON,
SC_PROTECTSHIELD,
SC_PROTECTARMOR,
SC_PROTECTHELM,
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_COMBOATTACK,
SC_BLADESTOP_WAIT,
SC_BLADESTOP,
SC_PROPERTYFIRE,
SC_PROPERTYWATER,
SC_PROPERTYWIND,
SC_PROPERTYGROUND,
SC_VOLCANO, //100,
SC_DELUGE,
SC_VIOLENTGALE,
SC_SUB_WEAPONPROPERTY,
SC_ARMOR,
SC_ARMORPROPERTY,
SC_NOCHAT,
SC_BABY,
SC_AURABLADE,
SC_PARRYING,
SC_LKCONCENTRATION, //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_SWORDREJECT,
SC_MARIONETTE_MASTER,
SC_MARIONETTE,
SC_PROPERTYUNDEAD,
SC_JOINTBEAT,
SC_MINDBREAKER, //130
SC_MEMORIZE,
SC_FOGWALL,
SC_SPIDERWEB,
SC_DEVOTION,
SC_SACRIFICE,
SC_STEELBODY,
SC_ORCISH,
SC_STORMKICK_READY,
SC_DOWNKICK_READY,
SC_TURNKICK_READY, //140
SC_COUNTERKICK_READY,
SC_DODGE_READY,
SC_RUN,
SC_PROPERTYDARK,
SC_ADRENALINE2,
SC_PROPERTYTELEKINESIS,
SC_KAIZEL,
SC_KAAHI,
SC_KAUPE,
SC_ONEHANDQUICKEN, //150
SC_PRESERVE,
SC_GDSKILL_BATTLEORDER,
SC_GDSKILL_REGENERATION,
SC_DOUBLECASTING,
SC_GRAVITATION,
SC_OVERTHRUSTMAX,
SC_LONGING,
SC_HERMODE,
SC_TAROTCARD,
SC_CR_SHRINK, //160
SC_WZ_SIGHTBLASTER,
SC_DC_WINKCHARM,
SC_RG_CCONFINE_M,
SC_RG_CCONFINE_S,
SC_DANCING,
SC_ARMOR_PROPERTY,
SC_RICHMANKIM,
SC_ETERNALCHAOS,
SC_DRUMBATTLE,
SC_NIBELUNGEN, //170
SC_ROKISWEIL,
SC_INTOABYSS,
SC_SIEGFRIED,
SC_WHISTLE,
SC_ASSNCROS,
SC_POEMBRAGI,
SC_APPLEIDUN,
SC_MODECHANGE,
SC_HUMMING,
SC_DONTFORGETME, //180
SC_FORTUNE,
SC_SERVICEFORYOU,
SC_STOP, //Prevents inflicted chars from walking. [Skotlex]
SC_STRUP,
SC_SOULLINK,
SC_COMA, //Not a real SC_, it makes a char's HP/SP hit 1.
SC_CLAIRVOYANCE,
SC_INCALLSTATUS,
SC_CHASEWALK2,
SC_INCAGI, //190
SC_INCVIT,
SC_INCINT,
SC_INCDEX,
SC_INCLUK,
SC_INCHIT,
SC_INCHITRATE,
SC_INCFLEE,
SC_INCFLEERATE,
SC_INCMHPRATE,
SC_INCMSPRATE, //200
SC_INCATKRATE,
SC_INCMATKRATE,
SC_INCDEFRATE,
SC_FOOD_STR,
SC_FOOD_AGI,
SC_FOOD_VIT,
SC_FOOD_INT,
SC_FOOD_DEX,
SC_FOOD_LUK,
SC_FOOD_BASICHIT, //210
SC_FOOD_BASICAVOIDANCE,
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, //220
SC_FUSION,
SC_SKILLRATE_UP,
SC_SKE,
SC_KAITE,
SC_SWOO, // [marquis007]
SC_SKA, // [marquis007]
SC_EARTHSCROLL,
SC_MIRACLE, //SG 'hidden' skill [Komurka]
SC_GS_MADNESSCANCEL,
SC_GS_ADJUSTMENT, //230
SC_GS_ACCURACY,
SC_GS_GATLINGFEVER,
SC_NJ_TATAMIGAESHI,
SC_NJ_UTSUSEMI,
SC_NJ_BUNSINJYUTSU,
SC_NJ_KAENSIN,
SC_NJ_SUITON,
SC_NJ_NEN,
SC_KNOWLEDGE,
SC_SMA_READY, //240
SC_FLING,
SC_HLIF_AVOID,
SC_HLIF_CHANGE,
SC_HAMI_BLOODLUST,
SC_HLIF_FLEET,
SC_HLIF_SPEED,
SC_HAMI_DEFENCE,
SC_INCASPDRATE,
SC_PLUSAVOIDVALUE,
SC_JAILED, //250
SC_ENCHANTARMS,
SC_MAGICALATTACK,
SC_STONESKIN,
SC_CRITICALWOUND,
SC_MAGICMIRROR,
SC_SLOWCAST,
SC_SUMMER,
SC_CASH_PLUSEXP,
SC_CASH_RECEIVEITEM,
SC_CASH_BOSS_ALARM, //260
SC_CASH_DEATHPENALTY,
SC_CRITICALPERCENT,
//SC_INCDEF,
//SC_INCBASEATK = 264,
//SC_FASTCAST,
SC_PROTECT_MDEF = 266,
//SC_HPREGEN,
SC_HEALPLUS = 268,
SC_PNEUMA,
SC_AUTOTRADE, //270
SC_KSPROTECTED,
SC_ARMOR_RESIST,
SC_ATKER_BLOOD,
SC_TARGET_BLOOD,
SC_TK_SEVENWIND,
SC_PROTECT_DEF,
//SC_SPREGEN,
SC_WALKSPEED = 278,
// Mercenary Only Bonus Effects
SC_MER_FLEE,
SC_MER_ATK, //280
SC_MER_HP,
SC_MER_SP,
SC_MER_HIT,
SC_MER_QUICKEN,
SC_REBIRTH,
//SC_SKILLCASTRATE, //286
//SC_DEFRATIOATK,
//SC_HPDRAIN,
//SC_SKILLATKBONUS,
//SC_ITEMSCRIPT,
SC_S_LIFEPOTION = 291,
SC_L_LIFEPOTION,
SC_CASH_PLUSONLYJOBEXP,
//SC_IGNOREDEF,
SC_HELLPOWER = 295,
SC_INVINCIBLE,
SC_INVINCIBLEOFF,
SC_MANU_ATK,
SC_MANU_DEF,
SC_SPL_ATK, //300
SC_SPL_DEF,
SC_MANU_MATK,
SC_SPL_MATK,
SC_FOOD_STR_CASH,
SC_FOOD_AGI_CASH,
SC_FOOD_VIT_CASH,
SC_FOOD_DEX_CASH,
SC_FOOD_INT_CASH,
SC_FOOD_LUK_CASH,
/**
* 3rd
**/
//SC_FEAR,
SC_FROSTMISTY = 311,
/**
* Rune Knight
**/
SC_ENCHANTBLADE,
SC_DEATHBOUND,
SC_MILLENNIUMSHIELD,
SC_CRUSHSTRIKE,
SC_REFRESH,
SC_REUSE_REFRESH,
SC_GIANTGROWTH,
SC_STONEHARDSKIN,
SC_VITALITYACTIVATION, // 320
SC_STORMBLAST,
SC_FIGHTINGSPIRIT,
SC_ABUNDANCE,
/**
* Arch Bishop
**/
SC_ADORAMUS,
SC_EPICLESIS,
SC_ORATIO,
SC_LAUDAAGNUS,
SC_LAUDARAMUS,
SC_RENOVATIO,
SC_EXPIATIO, // 330
SC_DUPLELIGHT,
SC_SECRAMENT,
/**
* Warlock
**/
SC_WHITEIMPRISON,
SC_MARSHOFABYSS,
SC_RECOGNIZEDSPELL,
SC_STASIS,
SC_SUMMON1,
SC_SUMMON2,
SC_SUMMON3,
SC_SUMMON4, // 340
SC_SUMMON5,
SC_READING_SB,
SC_FREEZINGSP,
/**
* Ranger
**/
SC_FEARBREEZE,
SC_ELECTRICSHOCKER,
SC_WUGDASH,
SC_WUGBITE,
SC_CAMOUFLAGE,
/**
* Mechanic
**/
SC_ACCELERATION,
SC_HOVERING, // 350
SC_SHAPESHIFT,
SC_INFRAREDSCAN,
SC_ANALYZE,
SC_MAGNETICFIELD,
SC_NEUTRALBARRIER,
SC_NEUTRALBARRIER_MASTER,
SC_STEALTHFIELD,
SC_STEALTHFIELD_MASTER,
SC_OVERHEAT,
SC_OVERHEAT_LIMITPOINT, // 360
/**
* Guillotine Cross
**/
SC_VENOMIMPRESS,
SC_POISONINGWEAPON,
SC_WEAPONBLOCKING,
SC_CLOAKINGEXCEED,
SC_HALLUCINATIONWALK,
SC_HALLUCINATIONWALK_POSTDELAY,
SC_ROLLINGCUTTER,
SC_TOXIN,
SC_PARALYSE,
SC_VENOMBLEED, // 370
SC_MAGICMUSHROOM,
SC_DEATHHURT,
SC_PYREXIA,
SC_OBLIVIONCURSE,
SC_LEECHESEND,
/**
* Royal Guard
**/
SC_LG_REFLECTDAMAGE,
SC_FORCEOFVANGUARD,
SC_SHIELDSPELL_DEF,
SC_SHIELDSPELL_MDEF,
SC_SHIELDSPELL_REF, // 380
SC_EXEEDBREAK,
SC_PRESTIGE,
SC_BANDING,
SC_BANDING_DEFENCE,
SC_EARTHDRIVE,
SC_INSPIRATION,
/**
* Sorcerer
**/
SC_SPELLFIST,
//SC_COLD,
SC_STRIKING = 389,
SC_WARMER, // 390
SC_VACUUM_EXTREME,
SC_PROPERTYWALK,
/**
* Minstrel / Wanderer
**/
SC_SWING,
SC_SYMPHONY_LOVE,
SC_MOONLIT_SERENADE,
SC_RUSH_WINDMILL,
SC_ECHOSONG,
SC_HARMONIZE,
SC_SIREN,
//SC_DEEP_SLEEP, // 400
SC_SIRCLEOFNATURE = 401,
SC_GLOOMYDAY,
//SC_GLOOMYDAY_SK,
SC_SONG_OF_MANA = 404,
SC_DANCE_WITH_WUG,
SC_SATURDAY_NIGHT_FEVER,
SC_LERADS_DEW,
SC_MELODYOFSINK,
SC_BEYOND_OF_WARCRY,
SC_UNLIMITED_HUMMING_VOICE, // 410
SC_SITDOWN_FORCE,
SC_NETHERWORLD,
/**
* Sura
**/
SC_CRESCENTELBOW = 413,
SC_CURSEDCIRCLE_ATKER,
SC_CURSEDCIRCLE_TARGET,
SC_LIGHTNINGWALK,
SC_RAISINGDRAGON,
SC_GENTLETOUCH_ENERGYGAIN,
SC_GENTLETOUCH_CHANGE,
SC_GENTLETOUCH_REVITALIZE, // 420
/**
* Genetic
**/
SC_GN_CARTBOOST,
SC_THORNS_TRAP,
SC_BLOOD_SUCKER,
SC_FIRE_EXPANSION_SMOKE_POWDER,
SC_FIRE_EXPANSION_TEAR_GAS,
SC_MANDRAGORA,
SC_STOMACHACHE,
SC_MYSTERIOUS_POWDER,
SC_MELON_BOMB,
SC_BANANA_BOMB, // 430
SC_BANANA_BOMB_SITDOWN_POSTDELAY,
SC_SAVAGE_STEAK,
SC_COCKTAIL_WARG_BLOOD,
SC_MINOR_BBQ,
SC_SIROMA_ICE_TEA,
SC_DROCERA_HERB_STEAMED,
SC_PUTTI_TAILS_NOODLES,
SC_BOOST500,
SC_FULL_SWING_K,
SC_MANA_PLUS, // 440
SC_MUSTLE_M,
SC_LIFE_FORCE_F,
SC_EXTRACT_WHITE_POTION_Z,
SC_VITATA_500,
SC_EXTRACT_SALAMINE_JUICE,
/**
* Shadow Chaser
**/
SC__REPRODUCE,
SC__AUTOSHADOWSPELL,
SC__SHADOWFORM,
SC__BODYPAINT,
SC__INVISIBILITY, // 450
SC__DEADLYINFECT,
SC__ENERVATION,
SC__GROOMY,
SC__IGNORANCE,
SC__LAZINESS,
SC__UNLUCKY,
SC__WEAKNESS,
SC__STRIPACCESSARY,
SC__MANHOLE,
SC__BLOODYLUST, // 460
/**
* Elemental Spirits
**/
SC_CIRCLE_OF_FIRE,
SC_CIRCLE_OF_FIRE_OPTION,
SC_FIRE_CLOAK,
SC_FIRE_CLOAK_OPTION,
SC_WATER_SCREEN,
SC_WATER_SCREEN_OPTION,
SC_WATER_DROP,
SC_WATER_DROP_OPTION,
SC_WATER_BARRIER,
SC_WIND_STEP, // 470
SC_WIND_STEP_OPTION,
SC_WIND_CURTAIN,
SC_WIND_CURTAIN_OPTION,
SC_ZEPHYR,
SC_SOLID_SKIN,
SC_SOLID_SKIN_OPTION,
SC_STONE_SHIELD,
SC_STONE_SHIELD_OPTION,
SC_POWER_OF_GAIA,
SC_PYROTECHNIC, // 480
SC_PYROTECHNIC_OPTION,
SC_HEATER,
SC_HEATER_OPTION,
SC_TROPIC,
SC_TROPIC_OPTION,
SC_AQUAPLAY,
SC_AQUAPLAY_OPTION,
SC_COOLER,
SC_COOLER_OPTION,
SC_CHILLY_AIR, // 490
SC_CHILLY_AIR_OPTION,
SC_GUST,
SC_GUST_OPTION,
SC_BLAST,
SC_BLAST_OPTION,
SC_WILD_STORM,
SC_WILD_STORM_OPTION,
SC_PETROLOGY,
SC_PETROLOGY_OPTION,
SC_CURSED_SOIL, // 500
SC_CURSED_SOIL_OPTION,
SC_UPHEAVAL,
SC_UPHEAVAL_OPTION,
SC_TIDAL_WEAPON,
SC_TIDAL_WEAPON_OPTION,
SC_ROCK_CRUSHER,
SC_ROCK_CRUSHER_ATK,
/* Guild Aura */
SC_LEADERSHIP,
SC_GLORYWOUNDS,
SC_SOULCOLD, // 510
SC_HAWKEYES,
/* ... */
SC_ODINS_POWER,
/* Sorcerer .extra */
SC_FIRE_INSIGNIA,
SC_WATER_INSIGNIA,
SC_WIND_INSIGNIA,
SC_EARTH_INSIGNIA,
/* new pushcart */
SC_PUSH_CART,
/* Warlock Spell books */
SC_SPELLBOOK1,
SC_SPELLBOOK2,
SC_SPELLBOOK3, // 520
SC_SPELLBOOK4,
SC_SPELLBOOK5,
SC_SPELLBOOK6,
/**
* In official server there are only 7 maximum number of spell books that can be memorized
* To increase the maximum value just add another status type before SC_SPELLBOOK7 (ex. SC_SPELLBOOK8, SC_SPELLBOOK9 and so on)
**/
SC_SPELLBOOK7,
/* Max HP & SP */
SC_INCMHP,
SC_INCMSP,
SC_PARTYFLEE,
/**
* Kagerou & Oboro [malufett]
**/
SC_MEIKYOUSISUI,
SC_KO_JYUMONJIKIRI,
SC_KYOUGAKU, // 530
SC_IZAYOI,
SC_ZENKAI,
SC_KG_KAGEHUMI,
SC_KYOMU,
SC_KAGEMUSYA,
SC_ZANGETSU,
SC_GENSOU,
SC_AKAITSUKI,
//homon S
SC_STYLE_CHANGE,
SC_GOLDENE_FERSE, // 540
SC_ANGRIFFS_MODUS,
SC_ERASER_CUTTER,
SC_OVERED_BOOST,
SC_LIGHT_OF_REGENE,
SC_VOLCANIC_ASH,
SC_GRANITIC_ARMOR,
SC_MAGMA_FLOW,
SC_PYROCLASTIC,
SC_NEEDLE_OF_PARALYZE,
SC_PAIN_KILLER, // 550
#ifdef RENEWAL
SC_EXTREMITYFIST2,
SC_RAID,
#endif
SC_DARKCROW = 553,
SC_FULL_THROTTLE,
SC_REBOUND,
SC_UNLIMIT,
SC_KINGS_GRACE,
SC_TELEKINESIS_INTENSE,
SC_OFFERTORIUM,
SC_FRIGG_SONG, // 560
SC_ALL_RIDING,
SC_HANBOK,
SC_MONSTER_TRANSFORM,
SC_ANGEL_PROTECT,
SC_ILLUSIONDOPING,
SC_MTF_ASPD,
SC_MTF_RANGEATK,
SC_MTF_MATK,
SC_MTF_MLEATKED,
SC_MTF_CRIDAMAGE, // 570
SC_MOONSTAR,
SC_SUPER_STAR,
SC_OKTOBERFEST,
SC_STRANGELIGHTS,
SC_DECORATION_OF_MUSIC,
SC__MAELSTROM,
SC__CHAOS,
SC__FEINTBOMB_MASTER,
SC_FALLENEMPIRE,
SC_FLASHCOMBO, // 580
//Vellum Weapon reductions
SC_DEFSET,
SC_MDEFSET,
SC_NO_SWITCH_EQUIP,
// 2014 Halloween Event
SC_MTF_MHP,
SC_MTF_MSP,
SC_MTF_PUMPKIN,
SC_MTF_HITFLEE,
SC_LJOSALFAR,
SC_MERMAID_LONGING,
SC_ACARAJE, // 590
SC_TARGET_ASPD,
// Geffen Scrolls
SC_SKELSCROLL,
SC_DISTRUCTIONSCROLL,
SC_ROYALSCROLL,
SC_IMMUNITYSCROLL,
SC_MYSTICSCROLL,
SC_BATTLESCROLL,
SC_ARMORSCROLL,
SC_FREYJASCROLL,
SC_SOULSCROLL, // 600
// Eden Crystal Synthesis
SC_QUEST_BUFF1,
SC_QUEST_BUFF2,
SC_QUEST_BUFF3,
// Geffen Magic Tournament
SC_GEFFEN_MAGIC1,
SC_GEFFEN_MAGIC2,
SC_GEFFEN_MAGIC3,
SC_FENRIR_CARD,
SC_ATKER_ASPD,
SC_ATKER_MOVESPEED,
SC_FOOD_CRITICALSUCCESSVALUE, // 610
SC_CUP_OF_BOZA,
SC_OVERLAPEXPUP,
SC_MORA_BUFF,
// MVP Scrolls
SC_MVPCARD_TAOGUNKA,
SC_MVPCARD_MISTRESS,
SC_MVPCARD_ORCHERO,
SC_MVPCARD_ORCLORD,
SC_HAT_EFFECT,
SC_FLOWERSMOKE,
SC_FSTONE, // 620
SC_HAPPINESS_STAR,
SC_MAPLE_FALLS,
SC_TIME_ACCESSORY,
SC_MAGICAL_FEATHER,
SC_BLOSSOM_FLUTTERING,
SC_GM_BATTLE,
SC_GM_BATTLE2,
SC_2011RWC,
SC_STR_SCROLL,
SC_INT_SCROLL, // 630
SC_STEAMPACK,
SC_MOVHASTE_POTION,
SC_MOVESLOW_POTION,
SC_BUCHEDENOEL,
SC_PHI_DEMON,
SC_PROMOTE_HEALTH_RESERCH,
SC_ENERGY_DRINK_RESERCH,
SC_MAGIC_CANDY,
SC_M_LIFEPOTION,
SC_G_LIFEPOTION, // 640
SC_MYSTICPOWDER,
// Summoner
SC_SUHIDE,
SC_SU_STOOP,
SC_SPRITEMABLE,
SC_CATNIPPOWDER,
SC_SV_ROOTTWIST,
SC_BITESCAR,
SC_ARCLOUSEDASH,
SC_TUNAPARTY,
SC_SHRIMP, // 650
SC_FRESHSHRIMP,
SC_DRESS_UP,
// Rodex
SC_DAILYSENDMAILCNT,
// Clan System
SC_CLAN_INFO,
SC_SIT,
SC_MOON,
SC_TING,
SC_DEVIL1,
SC_RIDING,
SC_FALCON,
SC_WUGRIDER,
SC_POSTDELAY,
SC_ON_PUSH_CART,
SC_RESIST_PROPERTY_WATER,
SC_RESIST_PROPERTY_GROUND,
SC_RESIST_PROPERTY_FIRE,
SC_RESIST_PROPERTY_WIND,
SC_CLIENT_ONLY_EQUIP_ARROW,
SC_MADOGEAR,
SC_POPECOOKIE,
SC_VITALIZE_POTION,
SC_SKF_MATK,
SC_SKF_ATK,
SC_SKF_ASPD,
SC_SKF_CAST,
SC_ALMIGHTY,
#ifndef SC_MAX
SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
#endif
} sc_type;
/// Official status change ids, used to display status icons in the client.
enum si_type {
SI_BLANK = -1,
};
// JOINTBEAT stackable ailments
enum e_joint_break
{
BREAK_ANKLE = 0x01, // MoveSpeed reduced by 50%
BREAK_WRIST = 0x02, // ASPD reduced by 25%
BREAK_KNEE = 0x04, // MoveSpeed reduced by 30%, ASPD reduced by 10%
BREAK_SHOULDER = 0x08, // DEF reduced by 50%
BREAK_WAIST = 0x10, // DEF reduced by 25%, ATK reduced by 25%
BREAK_NECK = 0x20, // current attack does 2x damage, inflicts 'bleeding' for 30 seconds
BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
};
/**
* Mob mode definitions. [Skotlex]
*
* @see doc/mob_db_mode_list.md for a description of each mode.
*/
enum e_mode
{
MD_NONE = 0x00000000,
MD_CANMOVE = 0x00000001,
MD_LOOTER = 0x00000002,
MD_AGGRESSIVE = 0x00000004,
MD_ASSIST = 0x00000008,
MD_CASTSENSOR_IDLE = 0x00000010,
MD_BOSS = 0x00000020,
MD_PLANT = 0x00000040,
MD_CANATTACK = 0x00000080,
MD_DETECTOR = 0x00000100,
MD_CASTSENSOR_CHASE = 0x00000200,
MD_CHANGECHASE = 0x00000400,
MD_ANGRY = 0x00000800,
MD_CHANGETARGET_MELEE = 0x00001000,
MD_CHANGETARGET_CHASE = 0x00002000,
MD_TARGETWEAK = 0x00004000,
MD_NOKNOCKBACK = 0x00008000,
//MD_RANDOMTARGET = 0x00010000, // Not implemented
// Note: This should be kept within INT_MAX, since it's often cast to int.
MD_MASK = 0x7FFFFFFF,
};
//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 e_opt1 {
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
OPT1_BURNING,
OPT1_IMPRISON,
OPT1_CRYSTALIZE,
};
//opt2: Stackable status changes.
enum e_opt2 {
OPT2_POISON = 0x0001,
OPT2_CURSE = 0x0002,
OPT2_SILENCE = 0x0004,
OPT2_SIGNUMCRUCIS = 0x0008,
OPT2_BLIND = 0x0010,
OPT2_ANGELUS = 0x0020,
OPT2_BLEEDING = 0x0040,
OPT2_DPOISON = 0x0080,
OPT2_FEAR = 0x0100,
};
//opt3: (SHOW_EFST_*)
enum e_opt3 {
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,
};
//Defines for the manner system [Skotlex]
enum manner_flags
{
MANNER_NOCHAT = 0x01,
MANNER_NOSKILL = 0x02,
MANNER_NOCOMMAND = 0x04,
MANNER_NOITEM = 0x08,
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.
#if 0 // Currently No SC use it. Also, when this will be implemented, there will be need to change to 64bit variable
SCB_BODY = 0x80000000, // Force bodysStyle change to 0
#endif
SCB_BATTLE = 0x3FFFFFFE,
SCB_ALL = 0x3FFFFFFF
};
//Regen related flags.
enum e_regen {
RGN_HP = 0x01,
RGN_SP = 0x02,
RGN_SHP = 0x04,
RGN_SSP = 0x08,
};
enum e_status_calc_opt {
SCO_NONE = 0x0,
SCO_FIRST = 0x1, /* trigger the calculations that should take place only onspawn/once */
SCO_FORCE = 0x2, /* only relevant to BL_PC types, ensures call bypasses the queue caused by delayed damage */
};
//Define to determine who gets HP/SP consumed on doing skills/etc. [Skotlex]
#define BL_CONSUME (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who has regen
#define BL_REGEN (BL_PC|BL_HOM|BL_MER|BL_ELEM)
//Define to determine who will receive a clif_status_change packet for effects that require one to display correctly
#define BL_SCEFFECT (BL_PC|BL_HOM|BL_MER|BL_MOB|BL_ELEM)
//Basic damage info of a weapon
//Required because players have two of these, one in status_data
//and another for their left hand weapon.
typedef struct weapon_atk {
unsigned int atk, atk2;
unsigned short range;
unsigned char ele;
#ifdef RENEWAL
unsigned int matk;
unsigned char wlv;
#endif
} weapon_atk;
//For holding basic status (which can be modified by status changes)
struct status_data {
uint32
hp, sp, // see status_cpy before adding members before hp and sp
max_hp, max_sp;
uint16 str, agi, vit, int_, dex, luk;
uint32
batk,
matk_min, matk_max,
speed,
amotion, adelay, dmotion,
mode;
int32 hit, flee, cri, flee2,
def2, mdef2,
#ifdef RENEWAL_ASPD
aspd_rate2,
#endif
aspd_rate;
/**
* defType is RENEWAL dependent and defined in src/map/config/data/const.h
**/
defType def,mdef;
unsigned char
def_ele, ele_lv,
size, race;
struct weapon_atk rhw, lhw; //Right Hand/Left Hand Weapon.
#ifdef RENEWAL
int equip_atk;
#endif
};
//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 sc_display_entry {
enum sc_type type;
int val1,val2,val3;
};
struct status_change_entry {
int timer;
int total_tick;
int val1,val2,val3,val4;
bool infinite_duration;
};
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
//int sg_id; //ID of the previous Storm gust that hit you
short comet_x, comet_y; // Point where src casted Comet - required to calculate damage from this point
/**
* The Storm Gust counter was dropped in renewal
**/
#ifndef RENEWAL
unsigned char sg_counter; //Storm gust counter (previous hits from storm gust)
#endif
unsigned char bs_counter; // Blood Sucker counter
unsigned char fv_counter; // Force of vanguard counter
struct status_change_entry *data[SC_MAX];
};
//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))
//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)
#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)
#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)
#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)
#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)
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
#define sc_start(src, bl, type, rate, val1, tick) (status->change_start((src),(bl),(type),100*(rate),(val1),0,0,0,(tick),SCFLAG_NONE))
#define sc_start2(src, bl, type, rate, val1, val2, tick) (status->change_start((src),(bl),(type),100*(rate),(val1),(val2),0,0,(tick),SCFLAG_NONE))
#define sc_start4(src, bl, type, rate, val1, val2, val3, val4, tick) (status->change_start((src),(bl),(type),100*(rate),(val1),(val2),(val3),(val4),(tick),SCFLAG_NONE))
#define status_change_end(bl,type,tid) (status->change_end_((bl),(type),(tid),__FILE__,__LINE__))
#define status_calc_bl(bl, flag) (status->calc_bl_((bl), (enum scb_flag)(flag), SCO_NONE))
#define status_calc_mob(md, opt) (status->calc_bl_(&(md)->bl, SCB_ALL, (opt)))
#define status_calc_pet(pd, opt) (status->calc_bl_(&(pd)->bl, SCB_ALL, (opt)))
#define status_calc_pc(sd, opt) (status->calc_bl_(&(sd)->bl, SCB_ALL, (opt)))
#define status_calc_homunculus(hd, opt) (status->calc_bl_(&(hd)->bl, SCB_ALL, (opt)))
#define status_calc_mercenary(md, opt) (status->calc_bl_(&(md)->bl, SCB_ALL, (opt)))
#define status_calc_elemental(ed, opt) (status->calc_bl_(&(ed)->bl, SCB_ALL, (opt)))
#define status_calc_npc(nd, opt) (status->calc_bl_(&(nd)->bl, SCB_ALL, (opt)))
struct s_status_dbs {
BEGIN_ZEROED_BLOCK; /* Everything within this block will be memset to 0 when status_defaults() is executed */
int max_weight_base[CLASS_COUNT];
int HP_table[CLASS_COUNT][MAX_LEVEL + 1];
int SP_table[CLASS_COUNT][MAX_LEVEL + 1];
int aspd_base[CLASS_COUNT][MAX_SINGLE_WEAPON_TYPE+1]; // +1 for RENEWAL_ASPD
sc_type Skill2SCTable[MAX_SKILL_DB]; // skill -> status
struct {
int id;
int relevant_bl_types;
} IconChangeTable[SC_MAX];
unsigned int ChangeFlagTable[SC_MAX]; // status -> flags
int SkillChangeTable[SC_MAX]; // status -> skill
bool DisplayType[SC_MAX];
/* */
int atkmods[3][MAX_SINGLE_WEAPON_TYPE];//ATK weapon modification for size (size_fix.txt)
char job_bonus[CLASS_COUNT][MAX_LEVEL];
sc_conf_type sc_conf[SC_MAX];
END_ZEROED_BLOCK; /* End */
};
/*=====================================
* Interface : status.h
* Generated by HerculesInterfaceMaker
* created by Susu
*-------------------------------------*/
struct status_interface {
/* vars */
int current_equip_item_index;
int current_equip_card_id;
int current_equip_option_index;
struct s_status_dbs *dbs;
struct eri *data_ers; //For sc_data entries
struct status_data dummy;
int64 natural_heal_prev_tick;
unsigned int natural_heal_diff_tick;
/* */
int (*init) (bool minimal);
void (*final) (void);
/* funcs */
// for looking up associated data
sc_type (*skill2sc) (int skill_id);
int (*sc2skill) (sc_type sc);
unsigned int (*sc2scb_flag) (sc_type sc);
int (*get_sc_relevant_bl_types) (sc_type type);
int (*get_sc_type) (sc_type idx);
int (*get_sc_icon) (sc_type type);
int (*damage) (struct block_list *src,struct block_list *target,int64 hp,int64 sp, int walkdelay, int flag);
//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
int (*charge) (struct block_list* bl, int64 hp, int64 sp);
int (*percent_change) (struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
//Used to set the hp/sp of an object to an absolute value (can't kill)
int (*set_hp) (struct block_list *bl, unsigned int hp, enum status_heal_flag flag);
int (*set_sp) (struct block_list *bl, unsigned int sp, enum status_heal_flag flag);
int (*heal) (struct block_list *bl,int64 hp,int64 sp, enum status_heal_flag flag);
int (*revive) (struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
int (*fixed_revive) (struct block_list *bl, unsigned int per_hp, unsigned int per_sp);
struct regen_data * (*get_regen_data) (struct block_list *bl);
struct status_data * (*get_status_data) (struct block_list *bl);
struct status_data * (*get_base_status) (struct block_list *bl);
const char *(*get_name) (const struct block_list *bl);
int (*get_class) (const struct block_list *bl);
int (*get_lv) (const struct block_list *bl);
defType (*get_def) (struct block_list *bl);
unsigned short (*get_speed) (struct block_list *bl);
unsigned char (*calc_attack_element) (struct block_list *bl, struct status_change *sc, int element);
int (*get_party_id) (const struct block_list *bl);
int (*get_guild_id) (const struct block_list *bl);
int (*get_emblem_id) (const struct block_list *bl);
int (*get_mexp) (const struct block_list *bl);
int (*get_race2) (const struct block_list *bl);
struct view_data * (*get_viewdata) (struct block_list *bl);
void (*set_viewdata) (struct block_list *bl, int class_);
void (*change_init) (struct block_list *bl);
struct status_change * (*get_sc) (struct block_list *bl);
int (*isdead) (struct block_list *bl);
int (*isimmune) (struct block_list *bl);
int (*get_sc_def) (struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
int (*change_start) (struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int val1, int val2, int val3, int val4, int tick, int flag);
int (*change_start_sub) (struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int val1, int val2, int val3, int val4, int tick, int total_tick, int flag);
int (*change_end_) (struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
bool (*is_immune_to_status) (struct status_change* sc, enum sc_type type);
bool (*is_boss_resist_sc) (enum sc_type type);
bool (*end_sc_before_start) (struct block_list *bl, struct status_data *st, struct status_change* sc, enum sc_type type, int undead_flag, int val1, int val2, int val3, int val4);
void (*change_start_stop_action) (struct block_list *bl, enum sc_type type);
int (*change_start_set_option) (struct block_list *bl, struct status_change* sc, enum sc_type type, int val1, int val2, int val3, int val4);
int (*get_val_flag) (enum sc_type type);
void (*change_start_display) (struct map_session_data *sd, enum sc_type type, int val1, int val2, int val3, int val4);
bool (*change_start_unknown_sc) (struct block_list *src, struct block_list *bl, enum sc_type type, int calc_flag, int rate, int val1, int val2, int val3, int val4, int total_tick, int flag);
int (*kaahi_heal_timer) (int tid, int64 tick, int id, intptr_t data);
int (*change_timer) (int tid, int64 tick, int id, intptr_t data);
int (*change_timer_sub) (struct block_list* bl, va_list ap);
int (*change_clear) (struct block_list* bl, int type);
int (*change_clear_buffs) (struct block_list* bl, int type);
void (*calc_bl_) (struct block_list *bl, enum scb_flag flag, enum e_status_calc_opt opt);
int (*calc_mob_) (struct mob_data* md, enum e_status_calc_opt opt);
int (*calc_pet_) (struct pet_data* pd, enum e_status_calc_opt opt);
int (*calc_pc_) (struct map_session_data* sd, enum e_status_calc_opt opt);
void (*calc_pc_additional) (struct map_session_data* sd, enum e_status_calc_opt opt);
void (*calc_pc_recover_hp) (struct map_session_data* sd, struct status_data *bstatus);
int (*calc_homunculus_) (struct homun_data *hd, enum e_status_calc_opt opt);
int (*calc_mercenary_) (struct mercenary_data *md, enum e_status_calc_opt opt);
int (*calc_elemental_) (struct elemental_data *ed, enum e_status_calc_opt opt);
void (*calc_misc) (struct block_list *bl, struct status_data *st, int level);
void (*calc_regen) (struct block_list *bl, struct status_data *st, struct regen_data *regen);
void (*calc_regen_rate) (struct block_list *bl, struct regen_data *regen, struct status_change *sc);
int (*check_skilluse) (struct block_list *src, struct block_list *target, uint16 skill_id, int flag); // [Skotlex]
int (*check_visibility) (struct block_list *src, struct block_list *target); //[Skotlex]
int (*change_spread) (struct block_list *src, struct block_list *bl);
defType (*calc_def) (struct block_list *bl, struct status_change *sc, int def, bool viewable);
short (*calc_def2) (struct block_list *bl, struct status_change *sc, int def2, bool viewable);
defType (*calc_mdef) (struct block_list *bl, struct status_change *sc, int mdef, bool viewable);
short (*calc_mdef2) (struct block_list *bl, struct status_change *sc, int mdef2, bool viewable);
int (*calc_batk)(struct block_list *bl, struct status_change *sc, int batk, bool viewable);
int (*base_matk) (struct block_list *bl, const struct status_data *st, int level);
int (*get_weapon_atk) (struct block_list *src, struct weapon_atk *watk, int flag);
int (*get_total_mdef) (struct block_list *src);
int (*get_total_def) (struct block_list *src);
int (*get_matk) (struct block_list *src, int flag);
void (*update_matk) ( struct block_list *bl );
int (*readdb) (void);
void (*initChangeTables) (void);
void (*initDummyData) (void);
int (*base_amotion_pc) (struct map_session_data *sd, struct status_data *st);
int (*base_atk) (const struct block_list *bl, const struct status_data *st);
unsigned int (*get_base_maxhp) (const struct map_session_data *sd, const struct status_data *st);
unsigned int (*get_base_maxsp) (const struct map_session_data *sd, const struct status_data *st);
unsigned int (*get_restart_hp) (const struct map_session_data *sd, const struct status_data *st);
unsigned int (*get_restart_sp) (const struct map_session_data *sd, const struct status_data *st);
int (*calc_npc_) (struct npc_data *nd, enum e_status_calc_opt opt);
unsigned short (*calc_str) (struct block_list *bl, struct status_change *sc, int str);
unsigned short (*calc_agi) (struct block_list *bl, struct status_change *sc, int agi);
unsigned short (*calc_vit) (struct block_list *bl, struct status_change *sc, int vit);
unsigned short (*calc_int) (struct block_list *bl, struct status_change *sc, int int_);
unsigned short (*calc_dex) (struct block_list *bl, struct status_change *sc, int dex);
unsigned short (*calc_luk) (struct block_list *bl, struct status_change *sc, int luk);
int (*calc_watk) (struct block_list *bl, struct status_change *sc, int watk, bool viewable);
int (*calc_matk) (struct block_list *bl, struct status_change *sc, int matk, bool viewable);
signed int (*calc_hit) (struct block_list *bl, struct status_change *sc, int hit, bool viewable);
signed int (*calc_critical) (struct block_list *bl, struct status_change *sc, int critical, bool viewable);
signed int (*calc_flee) (struct block_list *bl, struct status_change *sc, int flee, bool viewable);
signed int (*calc_flee2) (struct block_list *bl, struct status_change *sc, int flee2, bool viewable);
unsigned short (*calc_speed) (struct block_list *bl, struct status_change *sc, int speed);
short (*calc_aspd_rate) (struct block_list *bl, struct status_change *sc, int aspd_rate);
unsigned short (*calc_dmotion) (struct block_list *bl, struct status_change *sc, int dmotion);
short (*calc_aspd) (struct block_list *bl, struct status_change *sc, short flag);
short (*calc_fix_aspd) (struct block_list *bl, struct status_change *sc, int aspd);
unsigned int (*calc_maxhp) (struct block_list *bl, struct status_change *sc, uint64 maxhp);
unsigned int (*calc_maxsp) (struct block_list *bl, struct status_change *sc, unsigned int maxsp);
unsigned char (*calc_element) (struct block_list *bl, struct status_change *sc, int element);
unsigned char (*calc_element_lv) (struct block_list *bl, struct status_change *sc, int lv);
uint32 (*calc_mode) (const struct block_list *bl, const struct status_change *sc, uint32 mode);
int (*calc_ematk) (struct block_list *bl, struct status_change *sc, int matk);
void (*calc_bl_main) (struct block_list *bl, int flag);
void (*display_add) (struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3);
void (*display_remove) (struct map_session_data *sd, enum sc_type type);
int (*natural_heal) (struct block_list *bl, va_list args);
int (*natural_heal_timer) (int tid, int64 tick, int id, intptr_t data);
bool (*readdb_job2) (char *fields[], int columns, int current);
bool (*readdb_sizefix) (char *fields[], int columns, int current);
bool (*read_scdb_libconfig) (void);
bool (*read_scdb_libconfig_sub) (struct config_setting_t *it, int idx, const char *source);
bool (*read_scdb_libconfig_sub_flag) (struct config_setting_t *it, int type, const char *source);
bool (*read_scdb_libconfig_sub_flag_additional) (struct config_setting_t *it, int type, const char *source);
void (*read_job_db) (void);
void (*read_job_db_sub) (int idx, const char *name, struct config_setting_t *jdb);
void (*set_sc) (uint16 skill_id, sc_type sc, unsigned int flag);
void (*copy) (struct status_data *a, const struct status_data *b);
int (*base_matk_min) (const struct status_data *st);
int (*base_matk_max) (const struct status_data *st);
};
#ifdef HERCULES_CORE
void status_defaults(void);
#endif // HERCULES_CORE
HPShared struct status_interface *status;
#endif /* MAP_STATUS_H */
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