diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 1927 |
1 files changed, 1149 insertions, 778 deletions
diff --git a/src/map/status.c b/src/map/status.c index 879f10efb..7982b15eb 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -2,7 +2,7 @@ * This file is part of Hercules. * http://herc.ws - http://github.com/HerculesWS/Hercules * - * Copyright (C) 2012-2015 Hercules Dev Team + * Copyright (C) 2012-2016 Hercules Dev Team * Copyright (C) Athena Dev Teams * * Hercules is free software: you can redistribute it and/or modify @@ -70,7 +70,8 @@ struct status_interface *status; * @param skill The skill to look up * @return The status registered for this skill **/ -sc_type status_skill2sc(int skill_id) { +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); @@ -125,7 +126,8 @@ int status_type2relevant_bl_types(int type) return status->dbs->RelevantBLTypes[type]; } -static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { +void status_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); @@ -146,10 +148,11 @@ static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { status->dbs->Skill2SCTable[idx] = sc; } -void initChangeTables(void) { -#define add_sc(skill,sc) set_sc((skill),(sc),SI_BLANK,SCB_NONE) +void initChangeTables(void) +{ +#define add_sc(skill,sc) status->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) do { set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->dbs->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0) +#define set_sc_with_vfx(skill, sc, icon, flag) do { status->set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->dbs->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0) int i; @@ -167,83 +170,83 @@ void initChangeTables(void) { memset(status->dbs->DisplayType, 0, sizeof(status->dbs->DisplayType)); //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 ); + status->set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); + status->set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); + status->set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE ); + status->set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE ); + status->set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); + status->set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); + status->set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE ); + status->set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE ); + status->set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); + status->set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN ); + status->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 ); + status->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 ); + status->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 ); + status->set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF ); + status->set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); + status->set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX ); + status->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 ); + status->set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER ); - set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , + status->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 ); + status->set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); + status->set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); + status->set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); + status->set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN ); + status->set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); + status->set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); + status->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 ); + status->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 ); + status->set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); + status->set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); + status->set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE ); + status->set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); + status->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 ); + status->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 ); + status->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 ); + status->set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE ); + status->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 ); + status->set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); + status->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 ); + status->set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR ); + status->set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); + status->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 ); + status->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 ); @@ -260,184 +263,184 @@ void initChangeTables(void) { 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 ); + status->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 ); + status->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 ); + status->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 ); + status->set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK ); + status->set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF ); + status->set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT ); + status->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 ); + status->set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE ); + status->set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE ); + status->set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE ); + status->set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE ); + status->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 ); + status->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 ); + status->set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL ); + status->set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); + status->set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE ); + status->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 ); + status->set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); + status->set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); #ifdef RENEWAL - set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); + status->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 ); + status->set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); + status->set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE ); + status->set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE ); + status->set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE ); + status->set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE ); + status->set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK ); + status->set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP ); + status->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 ); + status->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 ); + status->set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 ); + status->set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF ); + status->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 ); + status->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 ); + status->set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 ); + status->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 ); + status->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 ); + status->set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT ); + status->set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD ); + status->set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI ); + status->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 ); + status->set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); + status->set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); + status->set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); + status->set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE ); + status->set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); + status->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 ); + status->set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); + status->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); + status->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); + status->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 ); + status->set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); + status->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 ); + status->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 ); + status->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 ); + status->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 ); + status->set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE ); + status->set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); + status->set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED ); + status->set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); + status->set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); + status->set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED ); + status->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 ); + status->set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->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 ); + status->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 ); + status->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 ); + status->set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE ); + status->set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE ); + status->set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); + status->set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR ); + status->set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE ); + status->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 ); + status->set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE ); + status->set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE ); + status->set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE ); + status->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 ); + status->set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE ); + status->set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE ); + status->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 ); + status->set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); + status->set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE ); + status->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 ); + status->set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL ); + status->set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED ); + status->set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD ); + status->set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE ); + status->set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE ); + status->set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE ); + status->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 ); + status->set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED ); + status->set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); + status->set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD ); + status->set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE ); + status->set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); + status->set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); + status->set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE ); + status->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 ); + status->set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE ); + status->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 ); + status->set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE ); + status->set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); + status->set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL ); + status->set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD ); + status->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 + status->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 + status->set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE ); + status->set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); + status->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 ); + status->set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE ); + status->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 ); + status->set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT ); + status->set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE ); + status->set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE ); add_sc( NPC_ICEBREATH , SC_FREEZE ); add_sc( NPC_ACIDBREATH , SC_POISON ); @@ -451,201 +454,201 @@ void initChangeTables(void) { 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 ); + status->set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE ); + status->set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); + status->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 ); + status->set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); + status->set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); + status->set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED ); + status->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 ); + status->set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); + status->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_WATK | SCB_MATK | SCB_MDEF | SCB_DEF); + status->set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE ); + status->set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK | SCB_MATK | 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 ); + status->set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE ); + status->set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); + status->set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); + status->set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE ); + status->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 ); + status->set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED ); + status->set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); + status->set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); + status->set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE ); + status->set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF ); + status->set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); // Homunculus S - set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SI_LIGHT_OF_REGENE , SCB_NONE ); - set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF ); + status->set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SI_LIGHT_OF_REGENE , SCB_NONE ); + status->set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF ); 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); + status->set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP); + status->set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP); add_sc( MH_STEINWAND, SC_SAFETYWALL ); - 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); + status->set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); + status->set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE); + status->set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE); + status->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); + status->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); + status->set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD); - set_sc( MH_SILENT_BREEZE , SC_SILENCE , SI_SILENT_BREEZE , SCB_NONE ); + status->set_sc( MH_SILENT_BREEZE , SC_SILENCE , SI_SILENT_BREEZE , SCB_NONE ); 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 ); + status->set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); + status->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 ); + status->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 ); + status->set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); + status->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 ); + status->set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); + status->set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); + status->set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); + status->set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); + status->set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); + status->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 ); + status->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 ); + status->set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); + status->set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); + status->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 ); + status->set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR ); + status->set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT ); + status->set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI ); + status->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 ); + status->set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); + status->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 ); + status->set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); + status->set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); + status->set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); + status->set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); add_sc( RK_DRAGONBREATH , SC_BURNING ); - set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_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 ); + status->set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE ); + status->set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE ); + status->set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR ); + status->set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE ); + status->set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN ); + status->set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); + status->set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE ); + status->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 ); + status->set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); + status->set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); + status->set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED ); + status->set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE ); + status->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 ); + status->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 ); + status->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 ); + status->set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT ); + status->set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK ); + status->set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN ); + status->set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE ); + status->set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE ); + status->set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); + status->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 ); + status->set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); + status->set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); + status->set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); + status->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 ); + status->set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); + status->set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); + status->set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); + status->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_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); + status->set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); /** * 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_DEF|SCB_MDEF ); - set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE ); + status->set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); + status->set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); + status->set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); + status->set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE ); + status->set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); + status->set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE ); + status->set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF ); + status->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 ); - 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_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE ); + status->set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); + status->set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP ); + status->set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); + status->set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF ); + status->set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2 + status->set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); + status->set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD ); + status->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); + status->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 ); + status->set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); + status->set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE ); + status->set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); + status->set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD ); + status->set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE ); + status->set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE ); + status->set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK ); + status->set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED ); + status->set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE ); + status->set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE ); + status->set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 ); + status->set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP ); + status->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__CHAOS ); add_sc( SC_MAELSTROM , SC__MAELSTROM ); @@ -656,113 +659,131 @@ void initChangeTables(void) { **/ add_sc( SR_DRAGONCOMBO , SC_STUN ); add_sc( SR_EARTHSHAKER , SC_STUN ); - set_sc( SR_FALLENEMPIRE , SC_FALLENEMPIRE , SI_FALLENEMPIRE , SCB_NONE ); - set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE ); + status->set_sc( SR_FALLENEMPIRE , SC_FALLENEMPIRE , SI_FALLENEMPIRE , SCB_NONE ); + status->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_DEF2|SCB_REGEN ); - set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK ); + status->set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); + status->set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); + status->set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); + status->set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); + status->set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN ); + status->set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK ); /** * 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_WATK ); - 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 ); + status->set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); + status->set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF ); + status->set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK ); + status->set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_WATK ); + status->set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 ); + status->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_INT ); - set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP ); - 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 ); + status->set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); + status->set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); + status->set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE ); + status->set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD ); + status->set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); + status->set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP ); + status->set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT ); + status->set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP ); + status->set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); + status->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 ); + status->set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); + status->set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); + status->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. - set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE ); - set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); + status->set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE ); + status->set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); add_sc( SO_WARMER , SC_WARMER ); // At the moment, no icon on officials - 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 ); + status->set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE ); + status->set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); + status->set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->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 ); add_sc( SO_ELEMENTAL_SHIELD , SC_SAFETYWALL ); /** * Genetic **/ - set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); - set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE ); + status->set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); + status->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 ); + status->set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE ); + status->set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE ); + status->set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); + status->set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT ); + + /** + * Summoner + */ + status->set_sc(SU_HIDE, SC_SUHIDE, SI_SUHIDE, SCB_SPEED); + add_sc(SU_SCRATCH, SC_BLOODING); + status->set_sc(SU_STOOP, SC_SU_STOOP, SI_SU_STOOP, SCB_NONE); + status->set_sc(SU_FRESHSHRIMP, SC_FRESHSHRIMP, SI_FRESHSHRIMP, SCB_NONE); + add_sc(SU_SV_STEMSPEAR, SC_BLOODING); + status->set_sc(SU_CN_POWDERING, SC_CATNIPPOWDER, SI_CATNIPPOWDER, SCB_WATK | SCB_SPEED | SCB_REGEN); + add_sc(SU_CN_METEOR, SC_CURSE); + set_sc_with_vfx(SU_SV_ROOTTWIST, SC_SV_ROOTTWIST, SI_SV_ROOTTWIST, SCB_NONE); + add_sc(SU_SCAROFTAROU, SC_STUN ); + status->set_sc(SU_SCAROFTAROU, SC_BITESCAR, SI_BITESCAR, SCB_NONE); + status->set_sc(SU_ARCLOUSEDASH, SC_ARCLOUSEDASH, SI_ARCLOUSEDASH, SCB_AGI | SCB_SPEED); + add_sc(SU_LUNATICCARROTBEAT, SC_STUN); + status->set_sc(SU_TUNAPARTY, SC_TUNAPARTY, SI_TUNAPARTY, SCB_NONE); + status->set_sc(SU_BUNCHOFSHRIMP, SC_SHRIMP, SI_SHRIMP, SCB_BATK | SCB_MATK); // 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_WATK|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_MAXHP ); - set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP ); - 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 ); + status->set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE ); + status->set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); + status->set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); + status->set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); + status->set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE ); + status->set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); + status->set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); + status->set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); + status->set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); + status->set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL ); + status->set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); + status->set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK ); + status->set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK ); + status->set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK ); + status->set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK ); + status->set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK ); + status->set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK ); + status->set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD ); + status->set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD ); + status->set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD ); + status->set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP ); + status->set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP ); + status->set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP ); + status->set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL ); + status->set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF ); + status->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 ); + status->set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE ); + status->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 ); + status->set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE ); + status->set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK ); + status->set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE ); + status->set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE ); + status->set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE ); + status->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 ); + status->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 ); + status->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 ); + status->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 ); @@ -979,6 +1000,7 @@ void initChangeTables(void) { status->dbs->IconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; // Costumes + status->dbs->IconChangeTable[SC_DRESS_UP] = SI_DRESS_UP; status->dbs->IconChangeTable[SC_MOONSTAR] = SI_MOONSTAR; status->dbs->IconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR; status->dbs->IconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS; @@ -994,6 +1016,9 @@ void initChangeTables(void) { status->dbs->IconChangeTable[SC_MAGICAL_FEATHER] = SI_MAGICAL_FEATHER; status->dbs->IconChangeTable[SC_BLOSSOM_FLUTTERING] = SI_BLOSSOM_FLUTTERING; + // Summoner + status->dbs->IconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE; + // Other SC which are not necessarily associated to skills. status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION1] |= SCB_ASPD; status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION2] |= SCB_ASPD; @@ -1154,6 +1179,7 @@ void initChangeTables(void) { status->dbs->ChangeFlagTable[SC_MVPCARD_ORCLORD] |= SCB_ALL; // Costumes + status->dbs->ChangeFlagTable[SC_DRESS_UP] |= SCB_NONE; status->dbs->ChangeFlagTable[SC_MOONSTAR] |= SCB_NONE; status->dbs->ChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE; status->dbs->ChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE; @@ -1169,46 +1195,6 @@ void initChangeTables(void) { status->dbs->ChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE; status->dbs->ChangeFlagTable[SC_BLOSSOM_FLUTTERING] |= SCB_NONE; - /* status->dbs->DisplayType Table [Ind/Hercules] */ - status->dbs->DisplayType[SC_ALL_RIDING] = true; - status->dbs->DisplayType[SC_PUSH_CART] = true; - status->dbs->DisplayType[SC_SUMMON1] = true; - status->dbs->DisplayType[SC_SUMMON2] = true; - status->dbs->DisplayType[SC_SUMMON3] = true; - status->dbs->DisplayType[SC_SUMMON4] = true; - status->dbs->DisplayType[SC_SUMMON5] = true; - status->dbs->DisplayType[SC_CAMOUFLAGE] = true; - status->dbs->DisplayType[SC_DUPLELIGHT] = true; - status->dbs->DisplayType[SC_ORATIO] = true; - status->dbs->DisplayType[SC_FROSTMISTY] = true; - status->dbs->DisplayType[SC_VENOMIMPRESS] = true; - status->dbs->DisplayType[SC_HALLUCINATIONWALK] = true; - status->dbs->DisplayType[SC_ROLLINGCUTTER] = true; - status->dbs->DisplayType[SC_BANDING] = true; - status->dbs->DisplayType[SC_COLD] = true; - status->dbs->DisplayType[SC_DEEP_SLEEP] = true; - status->dbs->DisplayType[SC_CURSEDCIRCLE_ATKER] = true; - status->dbs->DisplayType[SC_CURSEDCIRCLE_TARGET] = true; - status->dbs->DisplayType[SC_BLOOD_SUCKER] = true; - status->dbs->DisplayType[SC__SHADOWFORM] = true; - status->dbs->DisplayType[SC_MONSTER_TRANSFORM] = true; - - // Costumes - status->dbs->DisplayType[SC_MOONSTAR] = true; - status->dbs->DisplayType[SC_SUPER_STAR] = true; - status->dbs->DisplayType[SC_STRANGELIGHTS] = true; - status->dbs->DisplayType[SC_DECORATION_OF_MUSIC] = true; - status->dbs->DisplayType[SC_LJOSALFAR] = true; - status->dbs->DisplayType[SC_MERMAID_LONGING] = true; - status->dbs->DisplayType[SC_HAT_EFFECT] = true; - status->dbs->DisplayType[SC_FLOWERSMOKE] = true; - status->dbs->DisplayType[SC_FSTONE] = true; - status->dbs->DisplayType[SC_HAPPINESS_STAR] = true; - status->dbs->DisplayType[SC_MAPLE_FALLS] = true; - status->dbs->DisplayType[SC_TIME_ACCESSORY] = true; - status->dbs->DisplayType[SC_MAGICAL_FEATHER] = true; - status->dbs->DisplayType[SC_BLOSSOM_FLUTTERING] = true; - if( !battle_config.display_hallucination ) //Disable Hallucination. status->dbs->IconChangeTable[SC_ILLUSION] = SI_BLANK; #undef add_sc @@ -1237,15 +1223,18 @@ void initDummyData(void) } //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) +void status_copy(struct status_data *a, const struct status_data *b) { + nullpo_retv(a); + nullpo_retv(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 status->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) { +int status_set_hp(struct block_list *bl, unsigned int hp, int flag) +{ struct status_data *st; if (hp < 1) return 0; st = status->get_status_data(bl); @@ -1262,7 +1251,8 @@ int status_set_hp(struct block_list *bl, unsigned int hp, int flag) { //Sets SP to given value. Flag is the flag passed to status->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) { +int status_set_sp(struct block_list *bl, unsigned int sp, int flag) +{ struct status_data *st; st = status->get_status_data(bl); @@ -1276,7 +1266,9 @@ int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { return status_zap(bl, 0, st->sp - sp); } -int status_charge(struct block_list* bl, int64 hp, int64 sp) { +int status_charge(struct block_list* bl, int64 hp, int64 sp) +{ + nullpo_retr((int)(hp + sp), bl); if(!(bl->type&BL_CONSUME)) return (int)(hp+sp); //Assume all was charged so there are no 'not enough' fails. return status->damage(NULL, bl, hp, sp, 0, 3); @@ -1287,11 +1279,13 @@ int status_charge(struct block_list* bl, int64 hp, int64 sp) { //If flag&2, fail if target does not has enough to subtract. //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) { +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; + nullpo_ret(target); /* From here onwards, we consider it a 32-type as the client does not support higher and the value doesn't get through percentage modifiers */ hp = (int)cap_value(in_hp,INT_MIN,INT_MAX); sp = (int)cap_value(in_sp,INT_MIN,INT_MAX); @@ -1376,6 +1370,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, 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_SUHIDE, 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] @@ -1524,11 +1519,13 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp, //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) { +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; + nullpo_ret(bl); st = status->get_status_data(bl); if (st == &status->dummy || !st->hp) @@ -1602,7 +1599,8 @@ int status_heal(struct block_list *bl,int64 in_hp,int64 in_sp, int flag) { //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 subtraction. -int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) { +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; @@ -1654,9 +1652,12 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe return status->heal(target, hp, sp, 0); } -int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) { +int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) +{ struct status_data *st; unsigned int hp, sp; + + nullpo_ret(bl); if (!status->isdead(bl)) return 0; st = status->get_status_data(bl); @@ -1690,11 +1691,13 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per return 1; } -int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int per_sp) { +int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int per_sp) +{ struct status_data *st; unsigned int hp, sp; if (!status->isdead(bl)) return 0; + nullpo_ret(bl); st = status->get_status_data(bl); if (st == &status->dummy) return 0; //Invalid target. @@ -1736,7 +1739,8 @@ int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int * 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) { +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; @@ -1822,6 +1826,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD) || (sc->data[SC_AUTOCOUNTER] && !flag && skill_id) || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL) + || (sc->data[SC_SUHIDE] && skill_id != SU_HIDE) ) return 0; @@ -1841,9 +1846,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin switch (sc->data[SC_BLADESTOP]->val1) { case 5: if (skill_id == MO_EXTREMITYFIST) break; + FALLTHROUGH case 4: if (skill_id == MO_CHAINCOMBO) break; + FALLTHROUGH case 3: if (skill_id == MO_INVESTIGATE) break; + FALLTHROUGH case 2: if (skill_id == MO_FINGEROFFENSIVE) break; + FALLTHROUGH default: return 0; } } @@ -1985,7 +1994,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin || (tsc->data[SC_CLOAKINGEXCEED] != NULL && is_detect) )) return 0; - if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && (!skill_id || (flag == 0 && src && src->type != BL_PC))) + if (tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && flag == 0) return 0; if (tsc->data[SC_STEALTHFIELD] && !is_boss) return 0; @@ -2007,6 +2016,7 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin 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 + FALLTHROUGH default: //Check for chase-walk/hiding/cloaking opponents. if( tsc ) { @@ -2022,12 +2032,14 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin //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, enum e_status_calc_opt opt) { +int status_calc_mob_(struct mob_data *md, enum e_status_calc_opt opt) +{ struct status_data *mstatus; struct block_list *mbl = NULL; int flag=0; int guardup_lv = 0; + nullpo_retr(1, md); if(opt&SCO_FIRST) { //Set basic level on respawn. if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv) ; @@ -2095,7 +2107,7 @@ int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt) { 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*status->get_lv(mbl); - mstatus->mode|= MD_CANATTACK|MD_AGGRESSIVE; + mstatus->mode |= MD_CANATTACK|MD_AGGRESSIVE; } mstatus->hp = mstatus->max_hp; if( ud->skill_id == NC_SILVERSNIPER ) @@ -2200,17 +2212,15 @@ int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt) 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_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; + int lv = sd->status.base_level * battle_config.pet_lv_rate / 100; if (lv < 0) lv = 1; if (lv != pd->pet.level || opt&SCO_FIRST) { @@ -2255,16 +2265,20 @@ int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt) return 1; } -unsigned int status_get_base_maxsp(struct map_session_data* sd, struct status_data *st) { - uint64 val = pc->class2idx(sd->status.class_); +unsigned int status_get_base_maxsp(const struct map_session_data *sd, const struct status_data *st) +{ + uint64 val; + nullpo_ret(sd); + nullpo_ret(st); + val = pc->class2idx(sd->status.class); val = status->dbs->SP_table[val][sd->status.base_level]; - if ( sd->class_&JOBL_UPPER ) + if ((sd->job & JOBL_UPPER) != 0) val += val * 25 / 100; - else if ( sd->class_&JOBL_BABY ) + else if ((sd->job & JOBL_BABY) != 0) val = val * 70 / 100; - if ( (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) ) + if ((sd->job & MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->fame_rank(sd->status.char_id, RANKTYPE_TAEKWON) > 0) val *= 3; //Triple max SP for top ranking Taekwons over level 90. val += val * st->int_ / 100; @@ -2272,22 +2286,26 @@ unsigned int status_get_base_maxsp(struct map_session_data* sd, struct status_da return (unsigned int)cap_value(val, 0, UINT_MAX); } -unsigned int status_get_base_maxhp(struct map_session_data *sd, struct status_data *st) { - uint64 val = pc->class2idx(sd->status.class_); +unsigned int status_get_base_maxhp(const struct map_session_data *sd, const struct status_data *st) +{ + uint64 val; + nullpo_ret(sd); + nullpo_ret(st); + val = pc->class2idx(sd->status.class); val = status->dbs->HP_table[val][sd->status.base_level]; - if ( (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99 ) + if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) val += 2000; //Supernovice lvl99 hp bonus. - if ( (sd->class_&MAPID_THIRDMASK) == MAPID_SUPER_NOVICE_E && sd->status.base_level >= 150 ) + if ((sd->job & MAPID_THIRDMASK) == MAPID_SUPER_NOVICE_E && sd->status.base_level >= 150) val += 2000; //Extented Supernovice lvl150 hp bonus. - if ( sd->class_&JOBL_UPPER ) + if ((sd->job & JOBL_UPPER) != 0) val += val * 25 / 100; //Trans classes get a 25% hp bonus - else if ( sd->class_&JOBL_BABY ) + else if ((sd->job & JOBL_BABY) != 0) val = val * 70 / 100; //Baby classes get a 30% hp penalty - if ( (sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON) ) + if ((sd->job & MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->fame_rank(sd->status.char_id, RANKTYPE_TAEKWON)) val *= 3; //Triple max HP for top ranking Taekwons over level 90. val += val * st->vit / 100; // +1% per each point of VIT @@ -2295,22 +2313,26 @@ unsigned int status_get_base_maxhp(struct map_session_data *sd, struct status_da return (unsigned int)cap_value(val,0,UINT_MAX); } -void status_calc_pc_additional(struct map_session_data* sd, enum e_status_calc_opt opt) { +void status_calc_pc_additional(struct map_session_data* sd, enum e_status_calc_opt opt) +{ /* Just used for Plugin to give bonuses. */ return; } //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, enum e_status_calc_opt opt) { +int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) +{ 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; + const struct status_change *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; + nullpo_retr(-1, sd); + sc = &sd->sc; if (++calculating > 10) //Too many recursive calls! return -1; @@ -2322,7 +2344,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { pc->calc_skilltree(sd); // SkillTree calculation - sd->max_weight = status->dbs->max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300; + sd->max_weight = status->dbs->max_weight_base[pc->class2idx(sd->status.class)]+sd->status.str*300; if(opt&SCO_FIRST) { //Load Hp/SP from char-received data. @@ -2380,13 +2402,13 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { bstatus->speed = pSpeed; } - //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] - //Give them all modes except these (useful for clones) + // FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] + // 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; + bstatus->size = ((sd->job & JOBL_BABY) != 0 || (sd->job & MAPID_BASEMASK) == MAPID_SUMMONER)?SZ_SMALL:SZ_MEDIUM; if (battle_config.character_size && (pc_isridingpeco(sd) || pc_isridingdragon(sd))) { //[Lupus] - if (sd->class_&JOBL_BABY) { + if ((sd->job & JOBL_BABY) != 0) { if (battle_config.character_size&SZ_BIG) bstatus->size++; } else { @@ -2396,7 +2418,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { } bstatus->aspd_rate = 1000; bstatus->ele_lv = 1; - bstatus->race = RC_PLAYER; + bstatus->race = ((sd->job & MAPID_BASEMASK) == MAPID_SUMMONER)?RC_BRUTE:RC_PLAYER; // Autobonus pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true); @@ -2490,8 +2512,9 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { 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)) + if (wd->star >= 15) + wd->star = 40; // 3 Star Crumbs now give +40 dmg + if (pc->fame_rank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]), RANKTYPE_BLACKSMITH) > 0) wd->star += 10; if (!wa->ele) //Do not overwrite element from previous bonuses. @@ -2625,6 +2648,39 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { } } } + + /* parse item options [Smokexyz] */ + for (i = 0; i < EQI_MAX; i++) { + status->current_equip_item_index = index = sd->equip_index[i]; + status->current_equip_option_index = -1; + + if (i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) + continue; + else if (i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) + continue; + else if (i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) + continue; + + if (index >= 0 && sd->inventory_data[index]) { + int j = 0; + for (j = 0; j < MAX_ITEM_OPTIONS; j++) { + int16 option_index = sd->status.inventory[index].option[j].index; + struct item_option *ito = NULL; + + if (option_index == 0 || (ito = itemdb->option_exists(option_index)) == NULL || ito->script == NULL) + continue; + + status->current_equip_option_index = j; + script->run(ito->script, 0, sd->bl.id, 0); + + if (calculating == 0) //Abort, script->run his function. [Skotlex] + return 1; + } + } + } + + status->current_equip_option_index = -1; + status->current_equip_item_index = -1; status->calc_pc_additional(sd, opt); @@ -2666,8 +2722,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { // ----- STATS CALCULATION ----- // Job bonuses - index = pc->class2idx(sd->status.class_); - for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){ + index = pc->class2idx(sd->status.class); + for (i = 0; i < sd->status.job_level && i < MAX_LEVEL; i++) { if(!status->dbs->job_bonus[index][i]) continue; switch(status->dbs->job_bonus[index][i]) { @@ -2681,7 +2737,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { } // 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) { + if ((sd->job & MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70) { bstatus->str += 10; bstatus->agi += 10; bstatus->vit += 10; @@ -2699,6 +2755,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { bstatus->dex += skill_lv; if((skill_lv = pc->checkskill(sd,RA_RESEARCHTRAP))>0) bstatus->int_ += skill_lv; + if ((pc->checkskill(sd,SU_POWEROFLAND)) > 0) + bstatus->int_ += 20; // 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]; @@ -2718,7 +2776,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { // Base batk value is set on status->calc_misc // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) - if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) + if (sd->status.weapon < MAX_SINGLE_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) bstatus->batk += sd->weapon_atk[sd->status.weapon]; // Absolute modifiers from passive skills #ifndef RENEWAL @@ -2736,9 +2794,12 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { 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) + if ((skill_lv=pc->checkskill(sd,CR_TRUST)) > 0) bstatus->max_hp += skill_lv*200; + if ((pc->checkskill(sd,SU_SPRITEMABLE)) > 0) + bstatus->max_hp += 1000; + // Apply relative modifiers from equipment if(sd->hprate < 0) sd->hprate = 0; @@ -2771,6 +2832,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { bstatus->max_sp += 200 + 20 * skill_lv; if( (skill_lv = pc->checkskill(sd,WM_LESSON)) > 0 ) bstatus->max_sp += 30 * skill_lv; + if ((pc->checkskill(sd,SU_SPRITEMABLE)) > 0) + bstatus->max_sp += 100; // Apply relative modifiers from equipment if(sd->sprate < 0) @@ -2793,7 +2856,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { bstatus->hp = bstatus->max_hp; bstatus->sp = bstatus->max_sp; } else { - if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) + if ((sd->job & MAPID_BASEMASK) == MAPID_NOVICE && (sd->job & JOBL_2) == 0 && battle_config.restart_hp_rate < 50) bstatus->hp = bstatus->max_hp>>1; else @@ -2843,6 +2906,8 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { sd->critical_rate = 0; if(sd->critical_rate != 100) bstatus->cri = bstatus->cri * sd->critical_rate/100; + if (pc->checkskill(sd, SU_POWEROFLIFE) > 0) + bstatus->cri += 20; if(sd->flee2_rate < 0) sd->flee2_rate = 0; @@ -2875,14 +2940,18 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { bstatus->hit += 3*skill_lv; if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0) bstatus->hit += 2*skill_lv; + if (pc->checkskill(sd, SU_POWEROFLIFE) > 0) + bstatus->hit += 20; // ----- 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); + bstatus->flee += skill_lv*((sd->job & JOBL_2) != 0 && (sd->job & MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); if((skill_lv=pc->checkskill(sd,MO_DODGE))>0) bstatus->flee += (skill_lv*3)>>1; + if (pc->checkskill(sd, SU_POWEROFLIFE) > 0) + bstatus->flee += 20; // ----- EQUIPMENT-DEF CALCULATION ----- // Apply relative modifiers from equipment @@ -2925,7 +2994,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { // 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); + bstatus->amotion = cap_value(i,((sd->job & JOBL_THIRD) != 0 ? battle_config.max_third_aspd : battle_config.max_aspd),2000); // Relative modifiers from passive skills #ifndef RENEWAL_ASPD @@ -3158,7 +3227,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { sd->left_weapon.addrace[RC_DEMON] += sc->data[SC_PHI_DEMON]->val1; } } - status_cpy(&sd->battle_status, bstatus); + status->copy(&sd->battle_status, bstatus); // ----- CLIENT-SIDE REFRESH ----- if(!sd->bl.prev) { @@ -3178,15 +3247,25 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { clif->updatestatus(sd,SP_CARTINFO); } + // Spirit Marble status activates automatically for a infinite + // amount of time when the skill is learned. Felt this was the + // best place to put this. [Rytech] + if (pc->checkskill(sd, SU_SPRITEMABLE)) + sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_DURATION); + calculating = 0; return 0; } -int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt) { - struct status_data *mstatus = &md->base_status; - struct s_mercenary *merc = &md->mercenary; +int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt) +{ + struct status_data *mstatus; + struct s_mercenary *merc; + nullpo_ret(md); + mstatus = &md->base_status; + merc = &md->mercenary; if( opt&SCO_FIRST ) { memcpy(mstatus, &md->db->status, sizeof(struct status_data)); mstatus->mode = MD_CANMOVE|MD_CANATTACK; @@ -3197,22 +3276,27 @@ int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt } status->calc_misc(&md->bl, mstatus, md->db->lv); - status_cpy(&md->battle_status, mstatus); + status->copy(&md->battle_status, mstatus); return 0; } -int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt) { - struct status_data *estatus = &ed->base_status; - struct s_elemental *ele = &ed->elemental; - struct map_session_data *sd = ed->master; +int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt) +{ + struct status_data *estatus; + struct s_elemental *ele; + struct map_session_data *sd; - if ( !sd ) + nullpo_ret(ed); + estatus = &ed->base_status; + ele = &ed->elemental; + sd = ed->master; + if (sd == NULL) return 0; if ( opt&SCO_FIRST ) { memcpy(estatus, &ed->db->status, sizeof(struct status_data)); - if ( !ele->mode ) + if (ele->mode == MD_NONE) estatus->mode = EL_MODE_PASSIVE; else estatus->mode = ele->mode; @@ -3235,13 +3319,14 @@ int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt memcpy(&ed->battle_status, estatus, sizeof(struct status_data)); } else { status->calc_misc(&ed->bl, estatus, 0); - status_cpy(&ed->battle_status, estatus); + status->copy(&ed->battle_status, estatus); } return 0; } -int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt) { +int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt) +{ struct status_data *nstatus; if (!nd) @@ -3272,17 +3357,21 @@ int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt) { nstatus->luk = nd->stat_point; status->calc_misc(&nd->bl, nstatus, nd->level); - status_cpy(&nd->status, nstatus); + status->copy(&nd->status, nstatus); return 0; } -int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt) { - struct status_data *hstatus = &hd->base_status; - struct s_homunculus *hom = &hd->homunculus; +int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt) +{ + struct status_data *hstatus; + struct s_homunculus *hom; int skill_lv; int amotion; + nullpo_retr(1, hd); + hstatus = &hd->base_status; + hom = &hd->homunculus; hstatus->str = hom->str / 10; hstatus->agi = hom->agi / 10; hstatus->vit = hom->vit / 10; @@ -3358,12 +3447,13 @@ int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt) { status->calc_misc(&hd->bl, hstatus, hom->level); - status_cpy(&hd->battle_status, hstatus); + status->copy(&hd->battle_status, hstatus); return 1; } //Calculates base regen values. -void status_calc_regen(struct block_list *bl, struct status_data *st, struct regen_data *regen) { +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; nullpo_retv(bl); @@ -3465,6 +3555,7 @@ void status_calc_regen(struct block_list *bl, struct status_data *st, struct reg //Calculates SC related regen rates. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc) { + nullpo_retv(bl); if (!(bl->type&BL_REGEN) || !regen) return; @@ -3507,7 +3598,7 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str || sc->data[SC_OBLIVIONCURSE] != NULL || sc->data[SC_MAXIMIZEPOWER] != NULL || sc->data[SC_REBOUND] != NULL - || (bl->type == BL_PC && (BL_UCAST(BL_PC, bl)->class_&MAPID_UPPERMASK) == MAPID_MONK + || (bl->type == BL_PC && (BL_UCAST(BL_PC, bl)->job & MAPID_UPPERMASK) == MAPID_MONK && (sc->data[SC_EXTREMITYFIST] != NULL || (sc->data[SC_EXPLOSIONSPIRITS] != NULL && (sc->data[SC_SOULLINK] == NULL || sc->data[SC_SOULLINK]->val2 != SL_MONK) @@ -3518,15 +3609,27 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str regen->flag &=~RGN_SP; //No natural SP regen } + + // Tension relax allows the user to recover HP while overweight + // at 1x speed. Other SC ignored? [csnv] if (sc->data[SC_TENSIONRELAX]) { - regen->rate.hp += 2; - if (regen->sregen) - regen->sregen->rate.hp += 3; + if (sc->data[SC_WEIGHTOVER50] || sc->data[SC_WEIGHTOVER90]) { + regen->flag &= ~RGN_SP; + regen->rate.hp = 1; + } else { + regen->rate.hp += 2; + if (regen->sregen) + regen->sregen->rate.hp += 3; + } } + if (sc->data[SC_MAGNIFICAT]) { +#ifndef RENEWAL // HP Regen applies only in Pre-renewal regen->rate.hp += 1; +#endif regen->rate.sp += 1; } + if (sc->data[SC_GDSKILL_REGENERATION]) { const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION]; if (!sce->val4) { @@ -3559,6 +3662,10 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str regen->rate.hp += regen->rate.hp * sc->data[SC_BUCHEDENOEL]->val1 / 100; regen->rate.sp += regen->rate.sp * sc->data[SC_BUCHEDENOEL]->val2 / 100; } + if (sc->data[SC_CATNIPPOWDER]) { + regen->rate.hp *= 2; + regen->rate.sp *= 2; + } } #define status_get_homstr(st, hd) ((st)->str + (hd)->homunculus.str_value) @@ -3570,13 +3677,16 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str /// 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) { +void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) +{ const struct status_data *bst = status->get_base_status(bl); struct status_data *st = status->get_status_data(bl); struct status_change *sc = status->get_sc(bl); struct map_session_data *sd = BL_CAST(BL_PC,bl); int temp; + nullpo_retv(bl); + if (!bst || !st) return; @@ -3596,7 +3706,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { } if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. - status_cpy(st, bst); + status->copy(st, bst); return; } @@ -3778,13 +3888,15 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { } if(flag&SCB_CRI && bst->cri) { - if (st->luk == bst->luk) + if (st->luk == bst->luk) { st->cri = status->calc_critical(bl, sc, bst->cri, true); - else + } else { st->cri = status->calc_critical(bl, sc, bst->cri + 3*(st->luk - bst->luk), true); + } + if (battle_config.show_katar_crit_bonus && bl->type == BL_PC && BL_UCAST(BL_PC, bl)->status.weapon == W_KATAR) { + st->cri *= 2; + } } - if (battle_config.show_katar_crit_bonus && bl->type == BL_PC && BL_UCAST(BL_PC, bl)->status.weapon == W_KATAR) - st->cri <<= 1; if(flag&SCB_FLEE2 && bst->flee2) { if (st->luk == bst->luk) @@ -3843,10 +3955,10 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { if(flag&SCB_MAXSP) { if( bl->type&BL_PC ) { st->max_sp = status->get_base_maxsp(sd,st); - if (sd) + if (sd != NULL) { st->max_sp += bst->max_sp - sd->status.max_sp; - - st->max_sp = status->calc_maxsp(&sd->bl, &sd->sc, st->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; @@ -3913,14 +4025,29 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { #endif if ( st->aspd_rate != 1000 ) // absolute percentage modifier amotion = amotion * st->aspd_rate / 1000; - if ( sd && sd->ud.skilltimer != INVALID_TIMER && pc->checkskill(sd, SA_FREECAST) > 0 ) - amotion = amotion * 5 * (pc->checkskill(sd, SA_FREECAST) + 10) / 100; + if (sd && sd->ud.skilltimer != INVALID_TIMER) { + if (pc->checkskill(sd, SA_FREECAST) > 0) { + amotion = amotion * 5 * (pc->checkskill(sd, SA_FREECAST) + 10) / 100; + } else { + struct unit_data *ud = unit->bl2ud(bl); + if (ud && (skill->get_inf2(ud->skill_id) & INF2_FREE_CAST_REDUCED) != 0) { + amotion = amotion * 5 * (ud->skill_lv + 10) / 100; + } + } + } #ifdef RENEWAL_ASPD amotion += (max(0xc3 - amotion, 2) * (st->aspd_rate2 + status->calc_aspd(bl, sc, 2))) / 100; - amotion = 10 * (200 - amotion) + sd->bonus.aspd_add; + amotion = 10 * (200 - amotion); + if (sd != NULL) { + amotion += sd->bonus.aspd_add; + } #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); + if (sd != NULL) { + st->amotion = cap_value(amotion, ((sd->job & JOBL_THIRD) != 0 ? battle_config.max_third_aspd : battle_config.max_aspd), 2000); + } else { + st->amotion = cap_value(amotion, battle_config.max_aspd, 2000); + } st->adelay = 2 * st->amotion; } else { // mercenary and mobs @@ -3944,6 +4071,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { if(flag&SCB_REGEN && bl->type&BL_REGEN) status->calc_regen_rate(bl, status->get_regen_data(bl), sc); } + /// Recalculates parts of an object's base status and battle status according to the specified flags. /// Also sends updates to the client wherever applicable. /// @param flag bitfield of values from enum scb_flag @@ -3953,6 +4081,7 @@ void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_ca struct status_data bst; // previous battle status struct status_data *st; // pointer to current battle status + nullpo_retv(bl); if (bl->type == BL_PC) { struct map_session_data *sd = BL_UCAST(BL_PC, bl); if (sd->delayed_damage != 0) { @@ -4130,11 +4259,16 @@ void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_ca clif->mercenary_updatestatus(ed->master, SP_SP); } } + //Checks whether the source can see and chase target. -int status_check_visibility(struct block_list *src, struct block_list *target) { +int status_check_visibility(struct block_list *src, struct block_list *target) +{ int view_range; struct status_change *tsc = NULL; + nullpo_ret(src); + nullpo_ret(target); + switch ( src->type ) { case BL_MOB: view_range = BL_UCCAST(BL_MOB, src)->min_chase; @@ -4179,16 +4313,21 @@ int status_check_visibility(struct block_list *src, struct block_list *target) { } // Basic ASPD value -int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) { +int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) +{ int amotion; #ifdef RENEWAL_ASPD /* [malufett/Hercules] */ float temp; int skill_lv, val = 0; - amotion = status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]; - if ( sd->status.weapon > MAX_WEAPON_TYPE ) - amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] / 4; + + nullpo_ret(sd); + nullpo_ret(st); + + amotion = status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype1]; + if ( sd->status.weapon > MAX_SINGLE_WEAPON_TYPE) + amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype2] / 4; if ( sd->status.shield ) - amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE]; + amotion += status->dbs->aspd_base[pc->class2idx(sd->status.class)][MAX_SINGLE_WEAPON_TYPE]; switch ( sd->status.weapon ) { case W_BOW: case W_MUSICAL: @@ -4211,9 +4350,9 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) amotion = ((int)(temp + ((float)(status->calc_aspd(&sd->bl, &sd->sc, 1) + val) * st->agi / 200)) - min(amotion, 200)); #else // base weapon delay - amotion = (sd->status.weapon < MAX_WEAPON_TYPE) - ? (status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon - : (status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + status->dbs->aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 7 / 10; // dual-wield + amotion = (sd->status.weapon < MAX_SINGLE_WEAPON_TYPE) + ? (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->status.weapon]) // single weapon + : (status->dbs->aspd_base[pc->class2idx(sd->status.class)][sd->weapontype1] + status->dbs->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; @@ -4229,9 +4368,12 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st) return amotion; } -unsigned short status_base_atk(const struct block_list *bl, const struct status_data *st) { +unsigned short status_base_atk(const struct block_list *bl, const struct status_data *st) +{ int flag = 0, str, dex, dstr; + nullpo_ret(bl); + nullpo_ret(st); if ( !(bl->type&battle_config.enable_baseatk) ) return 0; @@ -4286,13 +4428,23 @@ unsigned short status_base_atk(const struct block_list *bl, const struct status_ return cap_value(str, 0, USHRT_MAX); } -#ifndef RENEWAL -static inline unsigned short status_base_matk_min(const struct status_data *st) { return st->int_ + (st->int_ / 7)*(st->int_ / 7); } -#endif // not RENEWAL -static inline unsigned short status_base_matk_max(const struct status_data *st) { return st->int_ + (st->int_ / 5)*(st->int_ / 5); } +unsigned short status_base_matk_min(const struct status_data *st) +{ + nullpo_ret(st); + return st->int_ + (st->int_ / 7) * (st->int_ / 7); +} + +unsigned short status_base_matk_max(const struct status_data *st) +{ + nullpo_ret(st); + return st->int_ + (st->int_ / 5)*(st->int_ / 5); +} -unsigned short status_base_matk(struct block_list *bl, const struct status_data *st, int level) { +unsigned short status_base_matk(struct block_list *bl, const struct status_data *st, int level) +{ #ifdef RENEWAL + nullpo_ret(bl); + nullpo_ret(st); switch ( bl->type ) { case BL_MOB: return st->int_ + level; @@ -4310,7 +4462,10 @@ unsigned short status_base_matk(struct block_list *bl, const struct status_data } //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) { +void status_calc_misc(struct block_list *bl, struct status_data *st, int level) +{ + nullpo_retv(bl); + nullpo_retv(st); //Non players get the value set, players need to stack with previous bonuses. if ( bl->type != BL_PC ) st->batk = @@ -4336,8 +4491,8 @@ void status_calc_misc(struct block_list *bl, struct status_data *st, int level) 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 // not RENEWAL - st->matk_min = status_base_matk_min(st); - st->matk_max = status_base_matk_max(st); + 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; @@ -4372,7 +4527,7 @@ void status_calc_misc(struct block_list *bl, struct status_data *st, int level) break; case BL_MER: #ifdef RENEWAL - st->matk_min = st->matk_max = status_base_matk_max(st); + 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 @@ -4508,9 +4663,12 @@ unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, if (sc->data[SC_2011RWC]) agi += sc->data[SC_2011RWC]->val1; - if(sc->data[SC_MARSHOFABYSS]) + if (sc->data[SC_MARSHOFABYSS]) agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100; + if (sc->data[SC_ARCLOUSEDASH]) + agi += sc->data[SC_ARCLOUSEDASH]->val2; + return (unsigned short)cap_value(agi,0,USHRT_MAX); } @@ -4567,6 +4725,7 @@ unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) { + nullpo_ret(bl); if(!sc || !sc->count) return cap_value(int_,0,USHRT_MAX); @@ -4633,6 +4792,7 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) { + nullpo_ret(bl); if(!sc || !sc->count) return cap_value(dex,0,USHRT_MAX); @@ -4693,7 +4853,9 @@ unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, return (unsigned short)cap_value(dex,0,USHRT_MAX); } -unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) { +unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) +{ + nullpo_ret(bl); if (!sc || !sc->count) return cap_value(luk, 0, USHRT_MAX); @@ -4745,8 +4907,10 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, return (unsigned short)cap_value(luk, 0, USHRT_MAX); } + unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) { + nullpo_ret(bl); if(!sc || !sc->count) return cap_value(batk,0,USHRT_MAX); @@ -4837,11 +5001,15 @@ unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, if (sc->data[SC_STEAMPACK]) batk += sc->data[SC_STEAMPACK]->val1; + if (sc->data[SC_SHRIMP]) + batk += batk * sc->data[SC_SHRIMP]->val2 / 100; + return (unsigned short)cap_value(batk,0,USHRT_MAX); } unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable) { + nullpo_ret(bl); if(!sc || !sc->count) return cap_value(watk,0,USHRT_MAX); @@ -4928,12 +5096,15 @@ unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100; if( sc->data[SC_FLASHCOMBO] ) watk += sc->data[SC_FLASHCOMBO]->val2; + if (sc->data[SC_CATNIPPOWDER]) + watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100; return (unsigned short)cap_value(watk,0,USHRT_MAX); } -unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) { -#ifdef RENEWAL +unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) +{ +#ifdef RENEWAL if (!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); if (sc->data[SC_PLUSMAGICPOWER]) @@ -4954,13 +5125,16 @@ unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2 if(sc->data[SC_IZAYOI]) matk += 25 * sc->data[SC_IZAYOI]->val1; + if (sc->data[SC_SHRIMP]) + matk += matk * sc->data[SC_SHRIMP]->val2 / 100; return (unsigned short)cap_value(matk,0,USHRT_MAX); #else return 0; #endif } -unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) { +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); @@ -5029,8 +5203,8 @@ unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, return (unsigned short)cap_value(matk, 0, USHRT_MAX); } -signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) { - +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); @@ -5125,7 +5299,9 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in return (short)cap_value(hit, 1, SHRT_MAX); } -signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) { +signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) +{ + nullpo_retr(1, bl); if (bl->type == BL_PC) { if (map_flag_gvg2(bl->m)) @@ -5241,8 +5417,10 @@ signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, return (short)cap_value(flee2,10,SHRT_MAX); } + defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) { + nullpo_retr(DEFTYPE_MIN, bl); if (!sc || !sc->count) return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); @@ -5347,6 +5525,7 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable) { + nullpo_retr(1, bl); if(!sc || !sc->count) #ifdef RENEWAL return (short)cap_value(def2,SHRT_MIN,SHRT_MAX); @@ -5421,7 +5600,8 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i #endif } -defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable) { +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); @@ -5519,19 +5699,22 @@ signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) { struct map_session_data *sd = BL_CAST(BL_PC, bl); - int speed_rate; + int speed_rate = -1; if( sc == NULL || ( sd && sd->state.permanent_speed ) ) return (unsigned short)cap_value(speed,MIN_WALK_SPEED,MAX_WALK_SPEED); - if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) + if (sd && sd->ud.skilltimer != INVALID_TIMER) { - if( sd->ud.skill_id == LG_EXEEDBREAK ) + if (sd->ud.skill_id == LG_EXEEDBREAK) { speed_rate = 160 - 10 * sd->ud.skill_lv; - else + } else if ((skill->get_inf2(sd->ud.skill_id) & INF2_FREE_CAST_REDUCED) != 0) { + speed_rate = 175 - 5 * sd->ud.skill_lv; + } else if (pc->checkskill(sd, SA_FREECAST) > 0) { speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST); + } } - else + if (speed_rate == -1) { speed_rate = 100; @@ -5562,9 +5745,9 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc { int val = 0; - if( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 ) + if ( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 ) { val = 120 - 6 * pc->checkskill(sd,RG_TUNNELDRIVE); - else + } else { if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 ) val = sc->data[SC_CHASEWALK]->val3; else @@ -5630,12 +5813,14 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc if (sc->data[SC_DEC_AGI] || sc->data[SC_QUAGMIRE] || sc->data[SC_DONTFORGETME]) return 0; } + if (sc->data[SC_CATNIPPOWDER]) + val = max(val, sc->data[SC_CATNIPPOWDER]->val3); 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; + } + speed_rate += val; } //GetMoveHasteValue1() @@ -5652,7 +5837,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc 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 ) + if (sd != NULL && (sd->job & 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 ); @@ -5680,6 +5865,8 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc val = max(val, sc->data[SC_MOVHASTE_HORSE]->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) ); + if (sc->data[SC_ARCLOUSEDASH]) + val = max(val, sc->data[SC_ARCLOUSEDASH]->val3); speed_rate -= val; } @@ -5712,10 +5899,12 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc // flag&1 - fixed value [malufett] // flag&2 - percentage value -short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag) { +short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag) +{ #ifdef RENEWAL_ASPD int pots = 0, bonus = 0; + nullpo_ret(bl); if (!sc || !sc->count) return 0; @@ -5842,7 +6031,9 @@ short status_calc_aspd(struct block_list *bl, struct status_change *sc, short fl #endif } -short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) { +short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) +{ + nullpo_ret(bl); if (!sc || !sc->count) return cap_value(aspd, 0, 2000); @@ -5864,6 +6055,7 @@ short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int { int i; + nullpo_ret(bl); if(!sc || !sc->count) return cap_value(aspd_rate,0,SHRT_MAX); @@ -6004,6 +6196,7 @@ short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) { + nullpo_ret(bl); // It has been confirmed on official servers that MvP mobs have no dmotion even without endure if (bl->type == BL_MOB && (BL_UCCAST(BL_MOB, bl)->status.mode&MD_BOSS)) return 0; @@ -6019,7 +6212,8 @@ unsigned short status_calc_dmotion(struct block_list *bl, struct status_change * return (unsigned short)cap_value(dmotion,0,USHRT_MAX); } -unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp) { +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); @@ -6098,8 +6292,8 @@ unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, return (unsigned int)cap_value(maxhp, 1, UINT_MAX); } -unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) { - +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); @@ -6214,22 +6408,36 @@ unsigned char status_calc_attack_element(struct block_list *bl, struct status_ch return (unsigned char)cap_value(element,0,UCHAR_MAX); } -unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) +/** + * Calculates the new mode, based on status changes. + * + * @param bl The current unit. + * @param sc The current status change list. + * @param mode The starting mode. + * @return The calculated mode. + */ +uint32 status_calc_mode(const struct block_list *bl, const struct status_change *sc, uint32 mode) { - if(!sc || !sc->count) - return mode; - if(sc->data[SC_MODECHANGE]) { - if (sc->data[SC_MODECHANGE]->val2) + if (sc == NULL || sc->count == 0) + return mode & MD_MASK; + if (sc->data[SC_MODECHANGE] != NULL) { + if (sc->data[SC_MODECHANGE]->val2 != 0) mode = sc->data[SC_MODECHANGE]->val2; //Set mode if (sc->data[SC_MODECHANGE]->val3) - mode|= sc->data[SC_MODECHANGE]->val3; //Add mode + mode |= sc->data[SC_MODECHANGE]->val3; //Add mode if (sc->data[SC_MODECHANGE]->val4) - mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode + mode &= ~sc->data[SC_MODECHANGE]->val4; //Del mode } - return cap_value(mode,0,USHRT_MAX); + return mode & MD_MASK; } -const char *status_get_name(struct block_list *bl) +/** + * Returns the name of the given bl. + * + * @param bl The requested bl. + * @return The bl's name or NULL if not available. + */ +const char *status_get_name(const struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { @@ -6245,7 +6453,7 @@ const char *status_get_name(struct block_list *bl) case BL_HOM: return BL_UCCAST(BL_HOM, bl)->homunculus.name; case BL_NPC: return BL_UCCAST(BL_NPC, bl)->name; } - return "Unknown"; + return NULL; } /*========================================== @@ -6254,12 +6462,12 @@ const char *status_get_name(struct block_list *bl) * 0 = fail * class_id = success *------------------------------------------*/ -int status_get_class(struct block_list *bl) +int status_get_class(const struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { - case BL_PC: return BL_UCCAST(BL_PC, bl)->status.class_; - case BL_MOB: return BL_UCCAST(BL_MOB, bl)->vd->class_; //Class used on all code should be the view class of the mob. + case BL_PC: return BL_UCCAST(BL_PC, bl)->status.class; + case BL_MOB: return BL_UCCAST(BL_MOB, bl)->vd->class; //Class used on all code should be the view class of the mob. case BL_PET: return BL_UCCAST(BL_PET, bl)->pet.class_; case BL_HOM: return BL_UCCAST(BL_HOM, bl)->homunculus.class_; case BL_MER: return BL_UCCAST(BL_MER, bl)->mercenary.class_; @@ -6274,7 +6482,7 @@ int status_get_class(struct block_list *bl) * 1 = fail * level = success *------------------------------------------*/ -int status_get_lv(struct block_list *bl) +int status_get_lv(const struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { @@ -6346,7 +6554,9 @@ struct status_data *status_get_base_status(struct block_list *bl) return NULL; } } -defType status_get_def(struct block_list *bl) { + +defType status_get_def(struct block_list *bl) +{ struct unit_data *ud; struct status_data *st = status->get_status_data(bl); int def = st ? st->def : 0; @@ -6359,12 +6569,14 @@ defType status_get_def(struct block_list *bl) { unsigned short status_get_speed(struct block_list *bl) { + nullpo_ret(bl); if (bl->type == BL_NPC) //Only BL with speed data but no status_data [Skotlex] return BL_UCCAST(BL_NPC, bl)->speed; return status->get_status_data(bl)->speed; } -int status_get_party_id(struct block_list *bl) { +int status_get_party_id(const struct block_list *bl) +{ nullpo_ret(bl); switch (bl->type) { case BL_PC: @@ -6419,7 +6631,7 @@ int status_get_party_id(struct block_list *bl) { return 0; } -int status_get_guild_id(struct block_list *bl) +int status_get_guild_id(const struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { @@ -6485,7 +6697,8 @@ int status_get_guild_id(struct block_list *bl) return 0; } -int status_get_emblem_id(struct block_list *bl) { +int status_get_emblem_id(const struct block_list *bl) +{ nullpo_ret(bl); switch (bl->type) { case BL_PC: @@ -6546,7 +6759,7 @@ int status_get_emblem_id(struct block_list *bl) { return 0; } -int status_get_mexp(struct block_list *bl) +int status_get_mexp(const struct block_list *bl) { nullpo_ret(bl); if (bl->type == BL_MOB) @@ -6556,7 +6769,7 @@ int status_get_mexp(struct block_list *bl) return 0; } -int status_get_race2(struct block_list *bl) +int status_get_race2(const struct block_list *bl) { nullpo_ret(bl); if (bl->type == BL_MOB) @@ -6566,7 +6779,8 @@ int status_get_race2(struct block_list *bl) return 0; } -int status_isdead(struct block_list *bl) { +int status_isdead(struct block_list *bl) +{ nullpo_ret(bl); return status->get_status_data(bl)->hp == 0; } @@ -6648,7 +6862,7 @@ void status_set_viewdata(struct block_list *bl, int class_) break; } } - sd->vd.class_ = class_; + 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; @@ -6661,23 +6875,20 @@ void status_set_viewdata(struct block_list *bl, int class_) 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; - if (sd->sc.option&OPTION_OKTOBERFEST /* TODO: config? */) + if ((sd->sc.option & OPTION_WEDDING) != 0 && battle_config.wedding_ignorepalette == true) + sd->vd.cloth_color = 0; + if ((sd->sc.option & OPTION_XMAS) != 0 && battle_config.xmas_ignorepalette == true) + sd->vd.cloth_color = 0; + if ((sd->sc.option & OPTION_SUMMER) != 0 && battle_config.summer_ignorepalette == true) + sd->vd.cloth_color = 0; + if ((sd->sc.option & OPTION_HANBOK) != 0 && battle_config.hanbok_ignorepalette == true) + sd->vd.cloth_color = 0; + if ((sd->sc.option & OPTION_OKTOBERFEST) != 0 && battle_config.oktoberfest_ignorepalette == true) + sd->vd.cloth_color = 0; + if ((sd->sc.option & OPTION_SUMMER2) != 0 && battle_config.summer2_ignorepalette == true) sd->vd.cloth_color = 0; } - if (sd->vd.body_style - && (sd->sc.option&OPTION_WEDDING - || sd->sc.option&OPTION_XMAS - || sd->sc.option&OPTION_SUMMER - || sd->sc.option&OPTION_HANBOK - || sd->sc.option&OPTION_OKTOBERFEST)) + if (sd->vd.body_style != 0 && (sd->sc.option & OPTION_COSTUME) != 0) sd->vd.body_style = 0; } else if (vd != NULL) { memcpy(&sd->vd, vd, sizeof(struct view_data)); @@ -6700,7 +6911,7 @@ void status_set_viewdata(struct block_list *bl, int class_) struct pet_data *pd = BL_UCAST(BL_PET, bl); if (vd != NULL) { memcpy(&pd->vd, vd, sizeof(struct view_data)); - if (!pc->db_checkid(vd->class_)) { + if (!pc->db_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); @@ -6768,7 +6979,8 @@ struct status_change *status_get_sc(struct block_list *bl) return NULL; } -void status_change_init(struct block_list *bl) { +void status_change_init(struct block_list *bl) +{ struct status_change *sc = status->get_sc(bl); nullpo_retv(sc); memset(sc, 0, sizeof (struct status_change)); @@ -6780,7 +6992,8 @@ void status_change_init(struct block_list *bl) { * @see status_change_start for the expected parameters. * @return the adjusted duration based on flag values. */ -int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag) { +int status_get_sc_def(struct block_list *src, 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 @@ -6834,6 +7047,7 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ sd = BL_CAST(BL_PC,bl); st = status->get_status_data(bl); bst = status->get_base_status(bl); + nullpo_ret(bst); sc = status->get_sc(bl); if( sc && !sc->count ) sc = NULL; @@ -7137,11 +7351,14 @@ int status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_typ #undef SCDEF_LVL_CAP #undef SCDEF_LVL_DIFF } + /* [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) { +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; + nullpo_retv(sd); for( i = 0; i < sd->sc_display_count; i++ ) { if( sd->sc_display[i]->type == type ) break; @@ -7164,9 +7381,12 @@ void status_display_add(struct map_session_data *sd, enum sc_type type, int dval 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) { + +void status_display_remove(struct map_session_data *sd, enum sc_type type) +{ int i; + nullpo_retv(sd); for( i = 0; i < sd->sc_display_count; i++ ) { if( sd->sc_display[i]->type == type ) break; @@ -7213,7 +7433,8 @@ void status_display_remove(struct map_session_data *sd, enum sc_type type) { * @retval 0 if no status change happened. * @retval 1 if the status change was successfully applied. */ -int status_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 status_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) +{ struct map_session_data *sd = NULL; struct status_change* sc; struct status_change_entry* sce; @@ -7336,8 +7557,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t 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; + } + FALLTHROUGH case SC_VACUUM_EXTREME: if(sc->data[SC_HALLUCINATIONWALK]) return 0; @@ -7345,10 +7568,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_STONE: if(sc->data[SC_POWER_OF_GAIA]) return 0; + FALLTHROUGH case SC_FREEZE: //Undead are immune to Freeze/Stone if (undead_flag && !(flag&SCFLAG_NOAVOID)) return 0; + FALLTHROUGH case SC_SLEEP: case SC_STUN: case SC_FROSTMISTY: @@ -7375,12 +7600,14 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t return 0; break; case SC_KYRIE: + case SC_TUNAPARTY: 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] + FALLTHROUGH case SC_OVERTHRUSTMAX: if (sc->option&OPTION_MADOGEAR) return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind] @@ -7398,7 +7625,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t return 0; break; case SC_MAGNIFICAT: - if (sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR) // Mado is immune to magnificat + if (sc->option&OPTION_MADOGEAR) // Mado is immune to magnificat return 0; break; case SC_ONEHANDQUICKEN: @@ -7406,6 +7633,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_TWOHANDQUICKEN: if (sc->data[SC_DEC_AGI]) return 0; + FALLTHROUGH case SC_CONCENTRATION: case SC_SPEARQUICKEN: case SC_TRUESIGHT: @@ -7414,6 +7642,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_ASSNCROS: if (sc->option&OPTION_MADOGEAR) return 0; // Mado is immune to wind walk, cart boost, etc (others above) [Ind] + FALLTHROUGH case SC_INC_AGI: if (sc->data[SC_QUAGMIRE]) return 0; @@ -7424,20 +7653,24 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t break; case SC_MODECHANGE: { - int mode; - struct status_data *bst = status->get_base_status(bl); - if (!bst) return 0; - if (sc->data[type]) { - //Pile up with previous values. - if(!val2) val2 = sc->data[type]->val2; + uint32 mode = MD_NONE; + const struct status_data *bst = status->get_base_status(bl); + if (bst == NULL) + return 0; + if (sc->data[type] != NULL) { + // Pile up with previous values. + if (val2 == 0) + 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 + mode = val2 != 0 ? val2 : bst->mode; // Base mode + if (val4 != 0) + mode &= ~val4; //Del mode + if (val3 != 0) + mode |= val3; //Add mode if (mode == bst->mode) { //No change. - if (sc->data[type]) //Abort previous status + if (sc->data[type] != NULL) //Abort previous status return status_change_end(bl, type, INVALID_TIMER); return 0; } @@ -7461,8 +7694,9 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t 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 (val2 == 1) { + val2 = 0; //GX effect. Do not take shield off.. + } else { if (sd && !(flag&SCFLAG_LOADED)) { int i; if(sd->bonus.unstripable_equip&EQP_SHIELD) @@ -7472,8 +7706,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t return 0; pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE); } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; + } + if (tick == 1) + return 1; //Minimal duration: Only strip without causing the SC + break; case SC_NOEQUIPARMOR: if (sd && !(flag&SCFLAG_LOADED)) { int i; @@ -7530,30 +7766,6 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t 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; @@ -7594,10 +7806,6 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t if(sc->data[SC_HOVERING]) return 0; break; - case SC_OFFERTORIUM: - if (sc->data[SC_MAGNIFICAT]) - return 0; - break; } //Check for BOSS resistances @@ -7632,12 +7840,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_OBLIVIONCURSE: case SC_LEECHESEND: - // Ranger Effects + // Ranger Effects case SC_WUGBITE: case SC_ELECTRICSHOCKER: case SC_MAGNETICFIELD: - // Masquerades + // Masquerades case SC__ENERVATION: case SC__GROOMY: case SC__LAZINESS: @@ -7648,7 +7856,9 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t // Other Effects case SC_VACUUM_EXTREME: case SC_NETHERWORLD: - + case SC_FRESHSHRIMP: + case SC_SV_ROOTTWIST: + case SC_BITESCAR: return 0; } } @@ -7675,11 +7885,13 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + FALLTHROUGH //Also blocks the ones below... case SC_DEC_AGI: case SC_ADORAMUS: status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); //Also blocks the ones below... + FALLTHROUGH case SC_DONTFORGETME: status_change_end(bl, SC_INC_AGI, INVALID_TIMER); status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); @@ -7705,6 +7917,14 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t //Cancels Assumptio status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); break; + case SC_MAGNIFICAT: + //Cancels Offertorium + status_change_end(bl, SC_OFFERTORIUM, INVALID_TIMER); + break; + case SC_OFFERTORIUM: + //Cancels Magnificat + status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); + break; case SC_DELUGE: if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) status_change_end(bl, SC_BLIND, INVALID_TIMER); @@ -7764,40 +7984,46 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t status_change_end(bl, SC_INC_AGI, INVALID_TIMER); break; case SC_FOOD_STR: - status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); + status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); break; case SC_FOOD_AGI: - status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); + status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); break; case SC_FOOD_VIT: - status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); + status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); break; case SC_FOOD_INT: - status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); + status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); break; case SC_FOOD_DEX: - status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); + status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); break; case SC_FOOD_LUK: - status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); + status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); break; case SC_FOOD_STR_CASH: status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); + status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); break; case SC_FOOD_AGI_CASH: status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); + status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); break; case SC_FOOD_VIT_CASH: status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); + status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); break; case SC_FOOD_INT_CASH: status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); + status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); break; case SC_FOOD_DEX_CASH: status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); + status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); break; case SC_FOOD_LUK_CASH: status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); + status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); break; case SC_GM_BATTLE: status_change_end(bl, SC_GM_BATTLE2, INVALID_TIMER); @@ -7992,6 +8218,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_LERADS_DEW: if (sc && sc->data[SC_BERSERK]) return 0; + FALLTHROUGH case SC_SHAPESHIFT: case SC_PROPERTYWALK: break; @@ -8004,6 +8231,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t break; case SC_JOINTBEAT: val2 |= sce->val2; // stackable ailments + FALLTHROUGH default: if(sce->val1 > val1) return 1; //Return true to not mess up skill animations. [Skotlex] @@ -8017,6 +8245,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_ADORAMUS: sc_start(src,bl,SC_BLIND,100,val1,skill->get_time(status->sc2skill(type),val1)); // Fall through to SC_INC_AGI + FALLTHROUGH case SC_DEC_AGI: case SC_INC_AGI: val2 = 2 + val1; //Agi change @@ -8029,33 +8258,33 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t int i; for( i = 0; i < MAX_PC_DEVOTION; i++ ) { if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL) - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_ALL); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } else if (bl->type == BL_MER) { struct mercenary_data *mc = BL_UCAST(BL_MER, bl); if (mc->devotion_flag && (tsd = mc->master) != NULL) { - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_ALL); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } } //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) - if( val4 ) - tick = -1; + if (val4) + tick = INFINITE_DURATION; break; case SC_AUTOBERSERK: if (st->hp < st->max_hp>>2 && (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000); - tick = -1; + tick = INFINITE_DURATION; break; case SC_CRUCIS: val2 = 10 + 4*val1; //Def reduction - tick = -1; + tick = INFINITE_DURATION; 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 + tick = INFINITE_DURATION; // duration sent to the client should be infinite break; case SC_EDP: // [Celest] //Chance to Poison enemies. @@ -8096,10 +8325,11 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t break; case SC_SACRIFICE: val2 = 5; //Lasts 5 hits - tick = -1; + tick = INFINITE_DURATION; break; case SC_ENCHANTPOISON: val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate + FALLTHROUGH case SC_ASPERSIO: case SC_PROPERTYFIRE: case SC_PROPERTYWATER: @@ -8132,12 +8362,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t int i; for( i = 0; i < MAX_PC_DEVOTION; i++ ) { if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL) - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_ALL); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } else if (bl->type == BL_MER) { struct mercenary_data *mc = BL_UCAST(BL_MER, bl); if (mc->devotion_flag && (tsd = mc->master) != NULL) { - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_ALL); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } } @@ -8186,7 +8416,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t #endif break; case SC_NJ_SUITON: - if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { + if (val2 == 0 || (sd != NULL && (sd->job & MAPID_BASEMASK) == MAPID_NINJA)) { //No penalties. val2 = 0; //Agi penalty val3 = 0; //Walk speed penalty @@ -8244,8 +8474,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_SUMMER: case SC_HANBOK: case SC_OKTOBERFEST: - if (!vd) return 0; - //Store previous values as they could be removed. + case SC_DRESS_UP: + if (vd == NULL) + return 0; + // Store previous values as they could be removed. unit->stop_attack(bl); break; case SC_NOCHAT: @@ -8349,7 +8581,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t 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 + tick = INFINITE_DURATION; // 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] @@ -8380,7 +8612,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_TURNKICK_READY: case SC_DODGE_READY: case SC_PUSH_CART: - tick = -1; + tick = INFINITE_DURATION; break; case SC_AUTOGUARD: @@ -8396,12 +8628,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t if( sd ) { for( i = 0; i < MAX_PC_DEVOTION; i++ ) { if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL) - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_ALL); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } else if (bl->type == BL_MER) { struct mercenary_data *mc = BL_UCAST(BL_MER, bl); if (mc->devotion_flag && (tsd = mc->master) != NULL) { - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_ALL); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } } @@ -8434,7 +8666,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t val2 = 12; //SP cost val4 = 10000; //Decrease at 10secs intervals. val3 = tick/val4; - tick = -1; // duration sent to the client should be infinite + tick = INFINITE_DURATION; // duration sent to the client should be infinite tick_time = val4; // [GodLesZ] tick time break; case SC_PARRYING: @@ -8530,12 +8762,12 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_SWORDREJECT: val2 = 15*val1; //Reflect chance val3 = 3; //Reflections - tick = -1; + tick = INFINITE_DURATION; break; case SC_MEMORIZE: val2 = 5; //Memorized casts. - tick = -1; + tick = INFINITE_DURATION; break; case SC_GRAVITATION: @@ -8606,6 +8838,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t switch (val1) { case 3: //33*3 + 1 -> 100% val2++; + FALLTHROUGH case 1: case 2: //33, 66% val2 += 33*val1; @@ -8648,7 +8881,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t val3 = (int)(currenttick&0x00000000ffffffffLL); val4 = (int)((currenttick&0xffffffff00000000LL)>>32); } - tick = -1; + tick = INFINITE_DURATION; break; case SC_KAAHI: val2 = 200*val1; //HP heal @@ -8663,7 +8896,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t break; case SC_TRICKDEAD: if (vd) vd->dead_sit = 1; - tick = -1; + tick = INFINITE_DURATION; break; case SC_CONCENTRATION: val2 = 2 + val1; @@ -8686,6 +8919,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_ADRENALINE2: case SC_ADRENALINE: val3 = (val2) ? 300 : 200; // aspd increase + FALLTHROUGH case SC_WEAPONPERFECT: if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; @@ -9056,7 +9290,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t val3 = (int)(currenttick&0x00000000ffffffffLL); val4 = (int)((currenttick&0xffffffff00000000LL)>>32); } - tick = -1; + tick = INFINITE_DURATION; break; case SC__REPRODUCE: val4 = tick / 1000; @@ -9253,7 +9487,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_FORCEOFVANGUARD: val2 = 8 + 12 * val1; // Chance val3 = 5 + 2 * val1; // Max rage counters - tick = -1; //endless duration in the client + tick = INFINITE_DURATION; //endless duration in the client break; case SC_EXEEDBREAK: if( sd ){ @@ -9381,17 +9615,20 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_WILD_STORM: case SC_UPHEAVAL: val2 += 10; + FALLTHROUGH case SC_HEATER: case SC_COOLER: case SC_BLAST: case SC_CURSED_SOIL: val2 += 10; + FALLTHROUGH case SC_PYROTECHNIC: case SC_AQUAPLAY: case SC_GUST: case SC_PETROLOGY: val2 += 5; val3 += 9000; + FALLTHROUGH case SC_CIRCLE_OF_FIRE: case SC_WATER_SCREEN: case SC_WIND_STEP: @@ -9473,6 +9710,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t break; case SC_KAGEMUSYA: val3 = val1 * 2; + FALLTHROUGH case SC_IZAYOI: val2 = tick/1000; tick_time = 1000; @@ -9519,7 +9757,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t break; case SC_NEUTRALBARRIER: tick_time = tick; - tick = -1; + tick = INFINITE_DURATION; break; case SC_GOLDENE_FERSE: val2 = 10 + 10*val1; //max hp bonus @@ -9551,7 +9789,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t sc_start(src, bl, SC_ENDURE, 100, val1, tick); //start endure for same duration break; case SC_STYLE_CHANGE: //[Lighta] need real info - tick = -1; + tick = INFINITE_DURATION; if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; else val2 = MH_MD_FIGHTING; break; @@ -9586,8 +9824,9 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t if (!mob->db_checkid(val1)) val1 = MOBID_PORING; break; + case SC_SPRITEMABLE: case SC_ALL_RIDING: - tick = -1; + tick = INFINITE_DURATION; break; case SC_FLASHCOMBO: /** @@ -9596,6 +9835,36 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t **/ val2 = 20+(20*val1); break; + /** + * Summoner + */ + case SC_FRESHSHRIMP: + val4 = tick / (10000 - ((val1 - 1) * 1000)); + tick_time = 10000 - ((val1 - 1) * 1000); + if (val4 <= 0) // Prevents a negeative value from happening + val4 = 0; + break; + case SC_ARCLOUSEDASH: + val2 = 15 + 5 * val1; // AGI + val3 = 25; // Move speed increase + if (sd != NULL && (sd->job & MAPID_BASEMASK) == MAPID_SUMMONER) + val4 = 10; // Ranged ATK increase + break; + case SC_TUNAPARTY: + val2 = (st->max_hp * (val1 * 10) / 100); // %Max HP to absorb + break; + case SC_BITESCAR: + val2 = 2 * val1; // MHP% damage + val4 = tick / 1000; + tick_time = 1000; + break; + case SC_SHRIMP: + val2 = 10; // BATK%, MATK% + break; + case SC_CATNIPPOWDER: + val2 = 50; // WATK%, MATK% + val3 = 25 * val1; // Move speed reduction + break; default: if (calc_flag == SCB_NONE && status->dbs->SkillChangeTable[type] == 0 && status->dbs->IconChangeTable[type] == 0) { //Status change with no calc, no icon, and no skill associated...? @@ -9603,19 +9872,21 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t return 0; } } - } else { //Special considerations when loading SC data. - switch( type ) { + } else { // Special considerations when loading SC data. + switch (type) { case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: case SC_OKTOBERFEST: - 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); - clif->changelook(bl,LOOK_BODY2,0); + case SC_DRESS_UP: + if (vd == NULL) + 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); + clif->changelook(bl, LOOK_BODY2, 0); break; case SC_KAAHI: val4 = INVALID_TIMER; @@ -9779,14 +10050,17 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_DEEP_SLEEP: if (sd && pc_issit(sd)) //Avoid sprite sync problems. pc->setstand(sd); + FALLTHROUGH 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); + FALLTHROUGH case SC_FALLENEMPIRE: case SC_WHITEIMPRISON: unit->stop_attack(bl); + FALLTHROUGH case SC_STOP: case SC_CONFUSION: case SC_RG_CCONFINE_M: @@ -9805,6 +10079,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_NEEDLE_OF_PARALYZE: case SC_DEATHBOUND: case SC_NETHERWORLD: + case SC_SV_ROOTTWIST: unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS); break; case SC_ANKLESNARE: @@ -9819,6 +10094,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t case SC_CAMOUFLAGE: case SC_SIREN: case SC_ALL_RIDING: + case SC_SUHIDE: unit->stop_attack(bl); break; case SC_SILENCE: @@ -9878,6 +10154,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t opt_flag = 0; break; } + FALLTHROUGH case SC_EXPLOSIONSPIRITS: sc->opt3 |= OPT3_EXPLOSIONSPIRITS; opt_flag = 0; @@ -9992,6 +10269,10 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t sc->option |= OPTION_OKTOBERFEST; opt_flag |= 0x4; break; + case SC_DRESS_UP: + sc->option |= OPTION_SUMMER2; + opt_flag |= 0x4; + break; case SC__FEINTBOMB_MASTER: sc->option |= OPTION_INVISIBLE; opt_flag |= 0x4; @@ -10005,7 +10286,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t clif->changeoption(bl); if( sd && opt_flag&0x4 ) { if (vd) - clif->changelook(bl,LOOK_BASE,vd->class_); + clif->changelook(bl, LOOK_BASE, vd->class); clif->changelook(bl,LOOK_WEAPON,0); clif->changelook(bl,LOOK_SHIELD,0); if (vd) @@ -10161,6 +10442,7 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t return 1; } + /*========================================== * Ending all status except those listed. * @TODO maybe usefull for dispel instead reseting a liste there. @@ -10170,7 +10452,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t * 2 - Do clif * 3 - Do not remove some permanent/time-independent effects *------------------------------------------*/ -int status_change_clear(struct block_list* bl, int type) { +int status_change_clear(struct block_list* bl, int type) +{ struct status_change* sc; int i; @@ -10189,6 +10472,7 @@ int status_change_clear(struct block_list* bl, int type) { 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; + FALLTHROUGH default: continue; } @@ -10227,7 +10511,8 @@ int status_change_clear(struct block_list* bl, int type) { /*========================================== * Special condition we want to effectuate, check before ending a status. *------------------------------------------*/ -int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) { +int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) +{ struct map_session_data *sd; struct status_change *sc; struct status_change_entry *sce; @@ -10268,6 +10553,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const //trigger when it also removed one case SC_STONE: sce->val3 = 0; //Petrify time counter. + FALLTHROUGH case SC_FREEZE: case SC_STUN: case SC_SLEEP: @@ -10345,10 +10631,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const struct map_session_data *tsd; if( bl->type == BL_PC ) { // Clear Status from others - int i; - for( i = 0; i < MAX_PC_DEVOTION; i++ ) { - if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL && tsd->sc.data[type]) - status_change_end(&tsd->bl, type, INVALID_TIMER); + if (sd != NULL ) { + int i; + for( i = 0; i < MAX_PC_DEVOTION; i++ ) { + if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL && tsd->sc.data[type]) + status_change_end(&tsd->bl, type, INVALID_TIMER); + } } } else if (bl->type == BL_MER) { struct mercenary_data *mc = BL_UCAST(BL_MER, bl); @@ -10590,7 +10878,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const // need to do it here. if( sd ) { map->quit(sd); - // Because map->quit calls status_change_end with tid -1 + // Because map->quit calls status_change_end with tid INVALID_TIMER // from here it's not neccesary to continue return 1; } @@ -10620,7 +10908,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const case SC_WHITEIMPRISON: { struct block_list* src = map->id2bl(sce->val2); - if( tid == -1 || !src) + if (tid == INVALID_TIMER || src == NULL) break; // Terminated by Damage status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,0,0,400*sce->val1,0,BDT_NORMAL,0)); } @@ -10630,7 +10918,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const struct unit_data *ud = unit->bl2ud(bl); if (ud) { ud->state.running = 0; - if (ud->walktimer != -1) + if (ud->walktimer != INVALID_TIMER) unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS); } } @@ -10654,10 +10942,11 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const break; case SC_NEUTRALBARRIER_MASTER: case SC_STEALTHFIELD_MASTER: - if( sce->val2 ) { + case SC_SV_ROOTTWIST: + 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 */ + if (group) /* might have been cleared before status ended, e.g. land protector */ skill->del_unitgroup(group,ALC_MARK); } break; @@ -10792,6 +11081,10 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const sc->option &= ~OPTION_OKTOBERFEST; opt_flag |= 0x4; break; + case SC_DRESS_UP: + sc->option &= ~OPTION_SUMMER2; + opt_flag |= 0x4; + break; case SC__FEINTBOMB_MASTER: sc->option &= ~OPTION_INVISIBLE; opt_flag |= 0x4; @@ -10834,6 +11127,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const opt_flag = 0; break; } + FALLTHROUGH case SC_EXPLOSIONSPIRITS: sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS; opt_flag = 0; @@ -10934,7 +11228,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const else if(opt_flag) { clif->changeoption(bl); if( sd && opt_flag&0x4 ) { - clif->changelook(bl,LOOK_BASE,sd->vd.class_); + clif->changelook(bl, LOOK_BASE, sd->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); @@ -10995,7 +11289,8 @@ int kaahi_heal_timer(int tid, int64 tick, int id, intptr_t data) { * For recusive status, like for each 5s we drop sp etc. * Reseting the end timer. *------------------------------------------*/ -int status_change_timer(int tid, int64 tick, int id, intptr_t data) { +int status_change_timer(int tid, int64 tick, int id, intptr_t data) +{ enum sc_type type = (sc_type)data; struct block_list *bl; struct map_session_data *sd; @@ -11012,7 +11307,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { st = status->get_status_data(bl); if (!sc || (sce = sc->data[type]) == NULL) { - ShowDebug("status_change_timer: Null pointer id: %d data: %"PRIdPTR" bl-type: %d\n", id, data, bl->type); + ShowDebug("status_change_timer: Null pointer id: %d data: %"PRIdPTR" bl-type: %u\n", id, data, bl->type); return 0; } @@ -11118,6 +11413,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { case SC_POISON: if(st->hp <= max(st->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. break; + FALLTHROUGH case SC_DPOISON: if (--(sce->val3) > 0) { if (!sc->data[SC_SLOWPOISON]) { @@ -11248,6 +11544,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { //Moonlit's cost is 4sp*skill_lv [Skotlex] sp= 4*(sce->val1>>16); //Upkeep is also every 10 secs. + FALLTHROUGH case DC_DONTFORGETME: s=10; break; @@ -11395,17 +11692,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { mushroom_skill_id = skill->dbs->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; - } + skill->castend_type(skill->get_casttype(mushroom_skill_id), bl, bl, mushroom_skill_id, 1, tick, 0); } clif->emotion(bl,E_HEH); @@ -11576,7 +11863,7 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { if( --(sce->val4) > 0 ) { struct block_list *src = map->id2bl(sce->val2); int damage; - if( !src || (src && (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) ) + if (src == NULL || (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) break; map->freeblock_lock(); damage = sce->val3; @@ -11855,6 +12142,19 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { return 0; } break; + case SC_FRESHSHRIMP: + if (--(sce->val4) >= 0) { + status_heal(bl, st->max_hp / 100, 0, 2); + sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick, status->change_timer, bl->id, data); + } + break; + case SC_BITESCAR: + if (--(sce->val4) >= 0) { + status_percent_damage(bl, bl, -(sce->val2), 0, 0); + sc_timer_next(1000 + tick, status->change_timer, bl->id, data); + return 0; + } + break; } // default for all non-handled control paths is to end the status @@ -11865,7 +12165,8 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) { /*========================================== * Foreach iteration of repetitive status *------------------------------------------*/ -int status_change_timer_sub(struct block_list* bl, va_list ap) { +int status_change_timer_sub(struct block_list* bl, va_list ap) +{ struct status_change* tsc; struct block_list* src = va_arg(ap,struct block_list*); @@ -11873,6 +12174,8 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) { enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int int64 tick = va_arg(ap, int64); + nullpo_ret(bl); + if (status->isdead(bl)) return 0; @@ -11923,13 +12226,13 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) { 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) { + if (tsc != NULL && src != NULL && 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 ) { + if (tsc != NULL && src != NULL && 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); } @@ -11940,12 +12243,15 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) { int status_get_total_def(struct block_list *src) { return status->get_status_data(src)->def2 + (short)status->get_def(src); } int status_get_total_mdef(struct block_list *src) { return status->get_status_data(src)->mdef2 + (short)status_get_mdef(src); } + int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag) { #ifdef RENEWAL int min = 0, max = 0; struct status_change *sc = status->get_sc(bl); + nullpo_ret(bl); + nullpo_ret(watk); if (bl->type == BL_PC && watk->atk) { float strdex_bonus, variance; int dstr; @@ -12007,7 +12313,8 @@ int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int fl * 1 - Get MATK w/o SC bonuses * 3 - Get MATK w/o EATK & SC bonuses **/ -void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_max, unsigned short *matk_min) { +void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_max, unsigned short *matk_min) +{ struct status_data *st; struct status_change *sc; struct map_session_data *sd; @@ -12034,6 +12341,10 @@ void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_m // Any +MATK you get from skills and cards, including cards in weapon, is added here. if ( sd && sd->bonus.ematk > 0 && flag != 3 ) *matk_min += sd->bonus.ematk; + if (sd && pc->checkskill(sd, SU_POWEROFLAND) > 0) { + if (pc->checkskill(sd, SU_SV_STEMSPEAR) == 5 && pc->checkskill(sd, SU_CN_POWDERING) == 5 && pc->checkskill(sd, SU_CN_METEOR) == 5 && pc->checkskill(sd, SU_SV_ROOTTWIST) == 5) + *matk_min += *matk_min * 20 / 100; + } if ( flag != 3 ) *matk_min = status->calc_ematk(bl, sc, *matk_min); @@ -12045,6 +12356,8 @@ void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_m if ( (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 + if (sc != NULL && sc->data[SC_CATNIPPOWDER]) + wMatk -= wMatk * sc->data[SC_CATNIPPOWDER]->val2 / 100; *matk_min += wMatk - variance; *matk_max += wMatk + variance; } @@ -12073,8 +12386,8 @@ void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_m } #else // not RENEWAL - *matk_min = status_base_matk_min(st) + (sd ? sd->bonus.ematk : 0); - *matk_max = status_base_matk_max(st) + (sd ? sd->bonus.ematk : 0); + *matk_min = status->base_matk_min(st) + (sd ? sd->bonus.ematk : 0); + *matk_max = status->base_matk_max(st) + (sd ? sd->bonus.ematk : 0); #endif if ( sd && sd->matk_rate != 100 ) { @@ -12114,7 +12427,8 @@ void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_m /** * Gets a random matk value depending on min matk and max matk **/ -unsigned short status_get_rand_matk(unsigned short matk_max, unsigned short matk_min) { +unsigned short status_get_rand_matk(unsigned short matk_max, unsigned short matk_min) +{ if ( matk_max > matk_min ) return matk_min + rnd() % (matk_max - matk_min); else @@ -12132,7 +12446,8 @@ unsigned short status_get_rand_matk(unsigned short matk_max, unsigned short matk * * Shouldn't change _any_ value! [Panikon] **/ -int status_get_matk(struct block_list *bl, int flag) { +int status_get_matk(struct block_list *bl, int flag) +{ struct status_data *st; unsigned short matk_max, matk_min; @@ -12160,7 +12475,8 @@ int status_get_matk(struct block_list *bl, int flag) { /** * Updates bl's MATK values **/ -void status_update_matk(struct block_list *bl) { +void status_update_matk(struct block_list *bl) +{ struct status_data *st; struct status_change *sc; unsigned short matk_max, matk_min; @@ -12188,7 +12504,8 @@ void status_update_matk(struct block_list *bl) { * 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 status_change_clear_buffs (struct block_list* bl, int type) +{ int i; struct status_change *sc= status->get_sc(bl); @@ -12249,7 +12566,8 @@ int status_change_clear_buffs (struct block_list* bl, int type) { return 0; } -int status_change_spread( struct block_list *src, struct block_list *bl ) { +int status_change_spread(struct block_list *src, struct block_list *bl) +{ int i, flag = 0; struct status_change *sc = status->get_sc(src); int64 tick; @@ -12295,8 +12613,9 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { if (td == NULL || td->func != status->change_timer || DIFF_TICK(td->tick,tick) < 0) continue; data.tick = DIFF_TICK32(td->tick,tick); - } else - data.tick = INVALID_TIMER; + } else { + data.tick = INFINITE_DURATION; + } break; // Special cases case SC_POISON: @@ -12338,7 +12657,8 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) { } //Natural regen related stuff. -int status_natural_heal(struct block_list* bl, va_list args) { +int status_natural_heal(struct block_list* bl, va_list args) +{ struct regen_data *regen; struct status_data *st; struct status_change *sc; @@ -12348,6 +12668,7 @@ int status_natural_heal(struct block_list* bl, va_list args) { struct map_session_data *sd; int val,rate,bonus = 0,flag; + nullpo_ret(bl); regen = status->get_regen_data(bl); if (!regen) return 0; st = status->get_status_data(bl); @@ -12415,8 +12736,10 @@ int status_natural_heal(struct block_list* bl, va_list args) { } } - if (flag && regen->state.overweight) - flag=0; + // SC_TENSIONRELAX allows HP to be recovered even when overweight. [csnv] + if (flag && regen->state.overweight && (sc == NULL || sc->data[SC_TENSIONRELAX] == NULL)) { + flag = 0; + } ud = unit->bl2ud(bl); @@ -12504,7 +12827,7 @@ int status_natural_heal(struct block_list* bl, va_list args) { if ((rate = pc->checkskill(sd,TK_SPTIME))) sc_start(bl,bl,status->skill2sc(TK_SPTIME), 100,rate,skill->get_time(TK_SPTIME, rate)); - if ((sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR + if ((sd->job & MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&rnd()%10000 < battle_config.sg_angel_skill_ratio ) { //Angel of the Sun/Moon/Star @@ -12522,7 +12845,8 @@ int status_natural_heal(struct block_list* bl, va_list args) { } //Natural heal main timer. -int status_natural_heal_timer(int tid, int64 tick, int id, intptr_t data) { +int status_natural_heal_timer(int tid, int64 tick, int id, intptr_t data) +{ // This difference is always positive and lower than UINT_MAX (~24 days) status->natural_heal_diff_tick = (unsigned int)cap_value(DIFF_TICK(tick,status->natural_heal_prev_tick), 0, UINT_MAX); map->foreachregen(status->natural_heal); @@ -12536,15 +12860,21 @@ int status_natural_heal_timer(int tid, int64 tick, int id, intptr_t data) { * @param refine The target refine level * @return The chance to refine the item, in percent (0~100) **/ -int status_get_refine_chance(enum refine_type wlv, int refine) { +int status_get_refine_chance(enum refine_type wlv, int refine, enum refine_chance_type type) +{ + Assert_ret((int)wlv >= REFINE_TYPE_ARMOR && wlv < REFINE_TYPE_MAX); - if ( refine < 0 || refine >= MAX_REFINE) - return 0; + if (refine < 0 || refine >= MAX_REFINE) + return 0; - return status->dbs->refine_info[wlv].chance[refine]; + if (type >= REFINE_CHANCE_TYPE_MAX) + return 0; + + return status->dbs->refine_info[wlv].chance[type][refine]; } -int status_get_sc_type(sc_type type) { +int status_get_sc_type(sc_type type) +{ if( type <= SC_NONE || type >= SC_MAX ) return 0; @@ -12552,9 +12882,9 @@ int status_get_sc_type(sc_type type) { return status->dbs->sc_conf[type]; } -void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) +void status_read_job_db_sub(int idx, const char *name, struct config_setting_t *jdb) { - config_setting_t *temp = NULL; + struct config_setting_t *temp = NULL; int i32 = 0; struct { @@ -12586,7 +12916,7 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) { "FuumaShuriken", W_HUUMA }, { "TwoHandRod", W_2HSTAFF }, #ifdef RENEWAL_ASPD - { "Shield", MAX_WEAPON_TYPE } + { "Shield", MAX_SINGLE_WEAPON_TYPE } #endif }; @@ -12694,7 +13024,7 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) if ((temp = libconfig->setting_get_member(jdb, "BaseASPD"))) { int widx = 0; - config_setting_t *wpn = NULL; + struct config_setting_t *wpn = NULL; while ((wpn = libconfig->setting_get_elem(temp, widx++))) { int w, wlen = ARRAYLENGTH(wnames); const char *wname = config_setting_name(wpn); @@ -12710,7 +13040,7 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) if ((temp = libconfig->setting_get_member(jdb, "HPTable"))) { int level = 0, avg_increment, base; - config_setting_t *hp = NULL; + struct config_setting_t *hp = NULL; while (level <= MAX_LEVEL && (hp = libconfig->setting_get_elem(temp, level)) != NULL) { i32 = libconfig->setting_get_int(hp); status->dbs->HP_table[idx][++level] = min(i32, battle_config.max_hp); @@ -12730,7 +13060,7 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) if ((temp = libconfig->setting_get_member(jdb, "SPTable"))) { int level = 0, avg_increment, base; - config_setting_t *sp = NULL; + struct config_setting_t *sp = NULL; while (level <= MAX_LEVEL && (sp = libconfig->setting_get_elem(temp, level)) != NULL) { i32 = libconfig->setting_get_int(sp); status->dbs->SP_table[idx][++level] = min(i32, battle_config.max_sp); @@ -12756,30 +13086,30 @@ void status_read_job_db_sub(int idx, const char *name, config_setting_t *jdb) * size_fix.txt - size adjustment table for weapons * refine_db.txt - refining data table *------------------------------------------*/ -void status_read_job_db(void) { /* [malufett/Hercules] */ +void status_read_job_db(void) /* [malufett/Hercules] */ +{ int i = 0; - config_t job_db_conf; - config_setting_t *jdb = NULL; + struct config_t job_db_conf; + struct config_setting_t *jdb = NULL; #ifdef RENEWAL_ASPD const char *config_filename = "db/re/job_db.conf"; #else const char *config_filename = "db/pre-re/job_db.conf"; #endif - if ( libconfig->read_file(&job_db_conf, config_filename) ) { - ShowError("can't read %s\n", config_filename); + if (!libconfig->load_file(&job_db_conf, config_filename)) return; - } + while ( (jdb = libconfig->setting_get_elem(job_db_conf.root, i++)) ) { - int class_, idx; + int class, idx; const char *name = config_setting_name(jdb); - if ( (class_ = pc->check_job_name(name)) == -1 ) { + if ((class = pc->check_job_name(name)) == -1) { ShowWarning("pc_read_job_db: '%s' unknown job name!\n", name); continue; } - idx = pc->class2idx(class_); + idx = pc->class2idx(class); status->read_job_db_sub(idx, name, jdb); } ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", i, config_filename); @@ -12788,16 +13118,16 @@ void status_read_job_db(void) { /* [malufett/Hercules] */ bool status_readdb_job2(char* fields[], int columns, int current) { - int idx, class_, i; + int idx, class, i; - class_ = atoi(fields[0]); + nullpo_retr(false, fields); + class = atoi(fields[0]); - if(!pc->db_checkid(class_)) - { - ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_); + if (!pc->db_checkid(class)) { + ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class); return false; } - idx = pc->class2idx(class_); + idx = pc->class2idx(class); for(i = 1; i < columns; i++) { @@ -12810,7 +13140,8 @@ bool status_readdb_sizefix(char* fields[], int columns, int current) { unsigned int i; - for(i = 0; i < MAX_WEAPON_TYPE; i++) + nullpo_retr(false, fields); + for(i = 0; i < MAX_SINGLE_WEAPON_TYPE; i++) { status->dbs->atkmods[current][i] = atoi(fields[i]); } @@ -12829,9 +13160,9 @@ bool status_readdb_sizefix(char* fields[], int columns, int current) * validation errors. * @return # of the validated entry, or 0 in case of failure. */ -int status_readdb_refine_libconfig_sub(config_setting_t *r, const char *name, const char *source) +int status_readdb_refine_libconfig_sub(struct config_setting_t *r, const char *name, const char *source) { - config_setting_t *rate = NULL; + struct config_setting_t *rate = NULL; int type = REFINE_TYPE_ARMOR, bonus_per_level = 0, rnd_bonus_v = 0, rnd_bonus_lv = 0; char lv[4]; nullpo_ret(r); @@ -12862,56 +13193,86 @@ int status_readdb_refine_libconfig_sub(config_setting_t *r, const char *name, co } if ((rate=libconfig->setting_get_member(r, "Rates")) != NULL && config_setting_is_group(rate)) { - config_setting_t *t = NULL; + struct config_setting_t *t = NULL; bool duplicate[MAX_REFINE]; - int bonus[MAX_REFINE], rnd_bonus[MAX_REFINE], chance[MAX_REFINE]; - int i; + int bonus[MAX_REFINE], rnd_bonus[MAX_REFINE]; + int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; + int i, j; + memset(&duplicate, 0, sizeof(duplicate)); memset(&bonus, 0, sizeof(bonus)); memset(&rnd_bonus, 0, sizeof(rnd_bonus)); - for (i = 0; i < MAX_REFINE; i++) { - chance[i] = 100; - } + for (i = 0; i < REFINE_CHANCE_TYPE_MAX; i++) + for (j = 0; j < MAX_REFINE; j++) + chance[i][j] = 100; // default value for all rates. + i = 0; + j = 0; while ((t = libconfig->setting_get_elem(rate,i++)) != NULL && config_setting_is_group(t)) { int level = 0, i32; char *rlvl = config_setting_name(t); memset(&lv, 0, sizeof(lv)); - if (!strspn(&rlvl[strlen(rlvl)-1], "0123456789") || (level = atoi(strncpy(lv, rlvl+2, 3))) <= 0) { + + if (!strspn(&rlvl[strlen(rlvl) - 1], "0123456789") || (level = atoi(strncpy(lv, rlvl + 2, 3))) <= 0) { ShowError("status_readdb_refine_libconfig_sub: Invalid refine level format '%s' for entry %s in \"%s\"... skipping.\n", rlvl, name, source); continue; } + if (level <= 0 || level > MAX_REFINE) { ShowError("status_readdb_refine_libconfig_sub: Out of range refine level '%s' for entry %s in \"%s\"... skipping.\n", rlvl, name, source); continue; } + level--; + if (duplicate[level]) { ShowWarning("status_readdb_refine_libconfig_sub: duplicate rate '%s' for entry %s in \"%s\", overwriting previous entry...\n", rlvl, name, source); } else { duplicate[level] = true; } - if (libconfig->setting_lookup_int(t, "Chance", &i32)) - chance[level] = i32; + + if (libconfig->setting_lookup_int(t, "NormalChance", &i32) != 0) + chance[REFINE_CHANCE_TYPE_NORMAL][level] = i32; + else + chance[REFINE_CHANCE_TYPE_NORMAL][level] = 100; + + if (libconfig->setting_lookup_int(t, "EnrichedChance", &i32) != 0) + chance[REFINE_CHANCE_TYPE_ENRICHED][level] = i32; else - chance[level] = 100; - if (libconfig->setting_lookup_int(t, "Bonus", &i32)) + chance[REFINE_CHANCE_TYPE_ENRICHED][level] = level > 10 ? 0 : 100; // enriched ores up to +10 only. + + if (libconfig->setting_lookup_int(t, "EventNormalChance", &i32) != 0) + chance[REFINE_CHANCE_TYPE_E_NORMAL][level] = i32; + else + chance[REFINE_CHANCE_TYPE_E_NORMAL][level] = 100; + + if (libconfig->setting_lookup_int(t, "EventEnrichedChance", &i32) != 0) + chance[REFINE_CHANCE_TYPE_E_ENRICHED][level] = i32; + else + chance[REFINE_CHANCE_TYPE_E_ENRICHED][level] = level > 10 ? 0 : 100; // enriched ores up to +10 only. + + if (libconfig->setting_lookup_int(t, "Bonus", &i32) != 0) bonus[level] += i32; + if (level >= rnd_bonus_lv - 1) rnd_bonus[level] = rnd_bonus_v * (level - rnd_bonus_lv + 2); } for (i = 0; i < MAX_REFINE; i++) { - status->dbs->refine_info[type].chance[i] = chance[i]; + status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_NORMAL][i] = chance[REFINE_CHANCE_TYPE_NORMAL][i]; + status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_E_NORMAL][i] = chance[REFINE_CHANCE_TYPE_E_NORMAL][i]; + status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_ENRICHED][i] = chance[REFINE_CHANCE_TYPE_ENRICHED][i]; + status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_E_ENRICHED][i] = chance[REFINE_CHANCE_TYPE_E_ENRICHED][i]; status->dbs->refine_info[type].randombonus_max[i] = rnd_bonus[i]; - bonus[i] += bonus_per_level + (i > 0 ? bonus[i-1] : 0); + bonus[i] += bonus_per_level + (i > 0 ? bonus[i - 1] : 0); status->dbs->refine_info[type].bonus[i] = bonus[i]; } } else { ShowWarning("status_readdb_refine_libconfig_sub: Missing refine rates for entry '%s' in \"%s\", skipping.\n", name, source); return 0; } - return type+1; + + return type + 1; } /** @@ -12920,26 +13281,29 @@ int status_readdb_refine_libconfig_sub(config_setting_t *r, const char *name, co * @param *filename File name, relative to the database path. * @return The number of found entries. */ -int status_readdb_refine_libconfig(const char *filename) { +int status_readdb_refine_libconfig(const char *filename) +{ bool duplicate[REFINE_TYPE_MAX]; - config_t refine_db_conf; - config_setting_t *r; + struct config_t refine_db_conf; + struct config_setting_t *r; char filepath[256]; - int i = 0, count = 0,type = 0; + int i = 0, count = 0; sprintf(filepath, "%s/%s", map->db_path, filename); - memset(&duplicate,0,sizeof(duplicate)); - if( libconfig->read_file(&refine_db_conf, filepath) ) { - ShowError("can't read %s\n", filepath); + if (!libconfig->load_file(&refine_db_conf, filepath)) return 0; - } + + memset(&duplicate,0,sizeof(duplicate)); while((r = libconfig->setting_get_elem(refine_db_conf.root,i++))) { char *name = config_setting_name(r); - if((type=status->readdb_refine_libconfig_sub(r, name, filename))) { - if( duplicate[type-1] ) { + int type = status->readdb_refine_libconfig_sub(r, name, filename); + if (type != 0) { + if (duplicate[type-1]) { ShowWarning("status_readdb_refine_libconfig: duplicate entry for %s in \"%s\", overwriting previous entry...\n", name, filename); - } else duplicate[type-1] = true; + } else { + duplicate[type-1] = true; + } count++; } } @@ -12949,16 +13313,22 @@ int status_readdb_refine_libconfig(const char *filename) { return count; } -bool status_readdb_scconfig(char* fields[], int columns, int current) { +bool status_readdb_scconfig(char* fields[], int columns, int current) +{ int val = 0; char* type = fields[0]; + nullpo_retr(false, fields); if( !script->get_constant(type, &val) ){ ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type); return false; } status->dbs->sc_conf[val] = (int)strtol(fields[1], NULL, 0); + if (status->dbs->sc_conf[val] & SC_VISIBLE) + { + status->dbs->DisplayType[val] = true; + } return true; } @@ -12984,31 +13354,22 @@ int status_readdb(void) memset(status->dbs->job_bonus,0,sizeof(status->dbs->job_bonus)); // Job-specific stats bonus } for ( i = 0; i < CLASS_COUNT; i++ ) { - for ( j = 0; j < MAX_WEAPON_TYPE; j++ ) + for ( j = 0; j < MAX_SINGLE_WEAPON_TYPE; j++ ) status->dbs->aspd_base[i][j] = 2000; #ifdef RENEWAL_ASPD - status->dbs->aspd_base[i][MAX_WEAPON_TYPE] = 0; + status->dbs->aspd_base[i][MAX_SINGLE_WEAPON_TYPE] = 0; #endif } // size_fix.txt for(i = 0; i < ARRAYLENGTH(status->dbs->atkmods); i++) - for(j = 0; j < MAX_WEAPON_TYPE; j++) + for(j = 0; j < MAX_SINGLE_WEAPON_TYPE; j++) status->dbs->atkmods[i][j] = 100; - // refine_db.txt - for(i=0;i<ARRAYLENGTH(status->dbs->refine_info);i++) { - for(j=0;j<MAX_REFINE; j++) { - status->dbs->refine_info[i].chance[j] = 100; - status->dbs->refine_info[i].bonus[j] = 0; - status->dbs->refine_info[i].randombonus_max[j] = 0; - } - } - // read databases // sv->readdb(map->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, status->readdb_job2); - sv->readdb(map->db_path, DBPATH"size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(status->dbs->atkmods), status->readdb_sizefix); + sv->readdb(map->db_path, DBPATH"size_fix.txt", ',', MAX_SINGLE_WEAPON_TYPE, MAX_SINGLE_WEAPON_TYPE, ARRAYLENGTH(status->dbs->atkmods), status->readdb_sizefix); status->readdb_refine_libconfig(DBPATH"refine_db.conf"); sv->readdb(map->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, status->readdb_scconfig); status->read_job_db(); @@ -13019,7 +13380,8 @@ int status_readdb(void) /*========================================== * Status db init and destroy. *------------------------------------------*/ -int do_init_status(bool minimal) { +int do_init_status(bool minimal) +{ if (minimal) return 0; @@ -13034,7 +13396,9 @@ int do_init_status(bool minimal) { timer->add_interval(status->natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status->natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL); return 0; } -void do_final_status(void) { + +void do_final_status(void) +{ ers_destroy(status->data_ers); } @@ -13043,7 +13407,8 @@ void do_final_status(void) { * Generated by HerculesInterfaceMaker * created by Susu *-------------------------------------*/ -void status_defaults(void) { +void status_defaults(void) +{ status = &status_s; status->dbs = &statusdbs; @@ -13189,4 +13554,10 @@ void status_defaults(void) { status->readdb_scconfig = status_readdb_scconfig; status->read_job_db = status_read_job_db; status->read_job_db_sub = status_read_job_db_sub; + status->set_sc = status_set_sc; + status->copy = status_copy; +#ifndef RENEWAL + status->base_matk_min = status_base_matk_min; +#endif // RENEWAL + status->base_matk_max = status_base_matk_max; } |