summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorSusu <bruant.bastien@gmail.com>2013-07-04 12:20:51 +0200
committerSusu <bruant.bastien@gmail.com>2013-07-04 12:20:51 +0200
commitb9889903e89bd4127c7503a512cfe215b9ccc740 (patch)
tree52eb8dffbdf4eb3cc3e8f9c8ce5da13bde188a71
parent38ad0593dd7d6c3357c2a2219fe59122969c84b9 (diff)
downloadhercules-b9889903e89bd4127c7503a512cfe215b9ccc740.tar.gz
hercules-b9889903e89bd4127c7503a512cfe215b9ccc740.tar.bz2
hercules-b9889903e89bd4127c7503a512cfe215b9ccc740.tar.xz
hercules-b9889903e89bd4127c7503a512cfe215b9ccc740.zip
- Added interface iStatus (needed to renamed it because A LOT of variables are already called 'status')
-rw-r--r--src/config/const.h12
-rw-r--r--src/map/atcommand.c32
-rw-r--r--src/map/battle.c272
-rw-r--r--src/map/battleground.c2
-rw-r--r--src/map/chrif.c4
-rw-r--r--src/map/clif.c114
-rw-r--r--src/map/elemental.c14
-rw-r--r--src/map/guild.c2
-rw-r--r--src/map/homunculus.c12
-rw-r--r--src/map/map.c10
-rw-r--r--src/map/mercenary.c4
-rw-r--r--src/map/mob.c46
-rw-r--r--src/map/npc.c14
-rw-r--r--src/map/pc.c92
-rw-r--r--src/map/pc.h2
-rw-r--r--src/map/pet.c20
-rw-r--r--src/map/script.c64
-rw-r--r--src/map/skill.c598
-rw-r--r--src/map/status.c23288
-rw-r--r--src/map/status.h296
-rw-r--r--src/map/unit.c60
21 files changed, 12535 insertions, 12423 deletions
diff --git a/src/config/const.h b/src/config/const.h
index d8e397b1e..3e47c5207 100644
--- a/src/config/const.h
+++ b/src/config/const.h
@@ -70,15 +70,15 @@
/* Renewal's dmg level modifier, used as a macro for a easy way to turn off. */
#ifdef RENEWAL_LVDMG
#define RE_LVL_DMOD(val) \
- if( status_get_lv(src) > 100 && val > 0 ) \
- skillratio = skillratio * status_get_lv(src) / val;
+ if( iStatus->get_lv(src) > 100 && val > 0 ) \
+ skillratio = skillratio * iStatus->get_lv(src) / val;
#define RE_LVL_MDMOD(val) \
- if( status_get_lv(src) > 100 && val > 0) \
- md.damage = md.damage * status_get_lv(src) / val;
+ if( iStatus->get_lv(src) > 100 && val > 0) \
+ md.damage = md.damage * iStatus->get_lv(src) / val;
/* ranger traps special */
#define RE_LVL_TMDMOD() \
- if( status_get_lv(src) > 100 ) \
- md.damage = md.damage * 150 / 100 + md.damage * status_get_lv(src) / 100;
+ if( iStatus->get_lv(src) > 100 ) \
+ md.damage = md.damage * 150 / 100 + md.damage * iStatus->get_lv(src) / 100;
#else
#define RE_LVL_DMOD(val)
#define RE_LVL_MDMOD(val)
diff --git a/src/map/atcommand.c b/src/map/atcommand.c
index f35bf8a12..8423467c6 100644
--- a/src/map/atcommand.c
+++ b/src/map/atcommand.c
@@ -902,9 +902,9 @@ ACMD(hide)
if (sd->sc.option & OPTION_INVISIBLE) {
sd->sc.option &= ~OPTION_INVISIBLE;
if (sd->disguise != -1 )
- status_set_viewdata(&sd->bl, sd->disguise);
+ iStatus->set_viewdata(&sd->bl, sd->disguise);
else
- status_set_viewdata(&sd->bl, sd->status.class_);
+ iStatus->set_viewdata(&sd->bl, sd->status.class_);
clif->message(fd, msg_txt(10)); // Invisible: Off
// increment the number of pvp players on the map
@@ -1018,7 +1018,7 @@ ACMD(kill)
ACMD(alive)
{
nullpo_retr(-1, sd);
- if (!status_revive(&sd->bl, 100, 100))
+ if (!iStatus->revive(&sd->bl, 100, 100))
{
clif->message(fd, msg_txt(667));
return false;
@@ -1087,7 +1087,7 @@ ACMD(heal)
}
if ( hp > 0 && sp >= 0 ) {
- if(!status_heal(&sd->bl, hp, sp, 0))
+ if(!iStatus->heal(&sd->bl, hp, sp, 0))
clif->message(fd, msg_txt(157)); // HP and SP are already with the good value.
else
clif->message(fd, msg_txt(17)); // HP, SP recovered.
@@ -1095,7 +1095,7 @@ ACMD(heal)
}
if ( hp < 0 && sp <= 0 ) {
- status_damage(NULL, &sd->bl, -hp, -sp, 0, 0);
+ iStatus->damage(NULL, &sd->bl, -hp, -sp, 0, 0);
clif->damage(&sd->bl,&sd->bl, iTimer->gettick(), 0, 0, -hp, 0, 4, 0);
clif->message(fd, msg_txt(156)); // HP or/and SP modified.
return true;
@@ -1104,18 +1104,18 @@ ACMD(heal)
//Opposing signs.
if ( hp ) {
if (hp > 0)
- status_heal(&sd->bl, hp, 0, 0);
+ iStatus->heal(&sd->bl, hp, 0, 0);
else {
- status_damage(NULL, &sd->bl, -hp, 0, 0, 0);
+ iStatus->damage(NULL, &sd->bl, -hp, 0, 0, 0);
clif->damage(&sd->bl,&sd->bl, iTimer->gettick(), 0, 0, -hp, 0, 4, 0);
}
}
if ( sp ) {
if (sp > 0)
- status_heal(&sd->bl, 0, sp, 0);
+ iStatus->heal(&sd->bl, 0, sp, 0);
else
- status_damage(NULL, &sd->bl, 0, -sp, 0, 0);
+ iStatus->damage(NULL, &sd->bl, 0, -sp, 0, 0);
}
clif->message(fd, msg_txt(156)); // HP or/and SP modified.
@@ -2985,7 +2985,7 @@ ACMD(doommap)
*------------------------------------------*/
static void atcommand_raise_sub(struct map_session_data* sd) {
- status_revive(&sd->bl, 100, 100);
+ iStatus->revive(&sd->bl, 100, 100);
clif->skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
clif->message(sd->fd, msg_txt(63)); // Mercy has been shown.
@@ -3700,7 +3700,7 @@ ACMD(reloadbattleconf)
*------------------------------------------*/
ACMD(reloadstatusdb)
{
- status_readdb();
+ iStatus->readdb();
clif->message(fd, msg_txt(256));
return true;
}
@@ -4465,7 +4465,7 @@ ACMD(servertime)
}
//Added by Coltaro
-//We're using this function here instead of using time_t so that it only counts player's jail time when he/she's online (and since the idea is to reduce the amount of minutes one by one in status_change_timer...).
+//We're using this function here instead of using time_t so that it only counts player's jail time when he/she's online (and since the idea is to reduce the amount of minutes one by one in iStatus->change_timer...).
//Well, using time_t could still work but for some reason that looks like more coding x_x
static void get_jail_time(int jailtime, int* year, int* month, int* day, int* hour, int* minute)
{
@@ -4693,7 +4693,7 @@ ACMD(jailfor)
break;
}
- sc_start4(&pl_sd->bl,SC_JAILED,100,jailtime,m_index,x,y,jailtime?60000:1000); //jailtime = 0: Time was reset to 0. Wait 1 second to warp player out (since it's done in status_change_timer).
+ sc_start4(&pl_sd->bl,SC_JAILED,100,jailtime,m_index,x,y,jailtime?60000:1000); //jailtime = 0: Time was reset to 0. Wait 1 second to warp player out (since it's done in iStatus->change_timer).
return true;
}
@@ -5454,7 +5454,7 @@ ACMD(displayskill)
clif->message(fd, msg_txt(1166)); // Usage: @displayskill <skill ID> {<skill level>}
return false;
}
- status = status_get_status_data(&sd->bl);
+ status = iStatus->get_status_data(&sd->bl);
tick = iTimer->gettick();
clif->skill_damage(&sd->bl,&sd->bl, tick, status->amotion, status->dmotion, 1, 1, skill_id, skill_lv, 5);
clif->skill_nodamage(&sd->bl, &sd->bl, skill_id, skill_lv, 1);
@@ -5641,7 +5641,7 @@ ACMD(autotrade) {
sd->state.autotrade = 1;
if( battle_config.at_timeout ) {
int timeout = atoi(message);
- status_change_start(&sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,battle_config.at_timeout) : battle_config.at_timeout) * 60000, 0);
+ iStatus->change_start(&sd->bl, SC_AUTOTRADE, 10000, 0, 0, 0, 0, ((timeout > 0) ? min(timeout,battle_config.at_timeout) : battle_config.at_timeout) * 60000, 0);
}
clif->chsys_quit(sd);
@@ -7029,7 +7029,7 @@ ACMD(hominfo)
}
hd = sd->hd;
- status = status_get_status_data(&hd->bl);
+ status = iStatus->get_status_data(&hd->bl);
clif->message(fd, msg_txt(1261)); // Homunculus stats:
snprintf(atcmd_output, sizeof(atcmd_output) ,msg_txt(1262), // HP: %d/%d - SP: %d/%d
diff --git a/src/map/battle.c b/src/map/battle.c
index 1d14c1828..8edc01860 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -130,7 +130,7 @@ int battle_getenemy_sub(struct block_list *bl, va_list ap) {
if (*c >= 24)
return 0;
- if (status_isdead(bl))
+ if (iStatus->isdead(bl))
return 0;
if (battle->check_target(target, bl, BCT_ENEMY) > 0) {
@@ -172,7 +172,7 @@ int battle_getenemyarea_sub(struct block_list *bl, va_list ap) {
if( *c >= 23 )
return 0;
- if( status_isdead(bl) )
+ if( iStatus->isdead(bl) )
return 0;
if( battle->check_target(src, bl, BCT_ENEMY) > 0 ) {// Is Enemy!...
@@ -220,7 +220,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
struct block_list* src;
struct block_list* target = iMap->id2bl(dat->target_id);
- if( !target || status_isdead(target) ) {/* nothing we can do */
+ if( !target || iStatus->isdead(target) ) {/* nothing we can do */
ers_free(delay_damage_ers, dat);
return 0;
}
@@ -233,7 +233,7 @@ int battle_delay_damage_sub(int tid, unsigned int tick, int id, intptr_t data) {
{
iMap->freeblock_lock();
status_fix_damage(src, target, dat->damage, dat->delay);
- if( dat->attack_type && !status_isdead(target) && dat->additional_effects )
+ if( dat->attack_type && !iStatus->isdead(target) && dat->additional_effects )
skill->additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,dat->dmg_lv,tick);
if( dat->dmg_lv > ATK_BLOCK && dat->attack_type )
skill->counter_additional_effect(src,target,dat->skill_id,dat->skill_lv,dat->attack_type,tick);
@@ -258,7 +258,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
nullpo_ret(src);
nullpo_ret(target);
- sc = status_get_sc(target);
+ sc = iStatus->get_sc(target);
if( sc && sc->data[SC_DEVOTION] && damage > 0 && skill_id != PA_PRESSURE && skill_id != CR_REFLECTSHIELD )
damage = 0;
@@ -266,7 +266,7 @@ int battle_delay_damage (unsigned int tick, int amotion, struct block_list *src,
if ( !battle_config.delay_battle_damage || amotion <= 1 ) {
iMap->freeblock_lock();
status_fix_damage(src, target, damage, ddelay); // We have to seperate here between reflect damage and others [icescope]
- if( attack_type && !status_isdead(target) && additional_effects )
+ if( attack_type && !iStatus->isdead(target) && additional_effects )
skill->additional_effect(src, target, skill_id, skill_lv, attack_type, dmg_lv, iTimer->gettick());
if( dmg_lv > ATK_BLOCK && attack_type )
skill->counter_additional_effect(src, target, skill_id, skill_lv, attack_type, iTimer->gettick());
@@ -313,8 +313,8 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
struct status_change *sc=NULL, *tsc=NULL;
int ratio;
- if (src) sc = status_get_sc(src);
- if (target) tsc = status_get_sc(target);
+ if (src) sc = iStatus->get_sc(src);
+ if (target) tsc = iStatus->get_sc(target);
if (atk_elem < 0 || atk_elem >= ELE_MAX)
atk_elem = rnd()%ELE_MAX;
@@ -341,7 +341,7 @@ int battle_attr_fix(struct block_list *src, struct block_list *target, int damag
struct block_list *src;
if( !su || !su->alive || (sg = su->group) == NULL || !sg || sg->val3 == -1 ||
- (src = iMap->id2bl(sg->src_id)) == NULL || status_isdead(src) )
+ (src = iMap->id2bl(sg->src_id)) == NULL || iStatus->isdead(src) )
return 0;
if( sg->unit_id != UNT_FIREWALL ) {
@@ -420,10 +420,10 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin
if( !src || !bl )
return 0;
- sc = status_get_sc(src);
+ sc = iStatus->get_sc(src);
sd = BL_CAST(BL_PC, src);
- damage = status_get_weapon_atk(src, watk, flag);
+ damage = iStatus->get_weapon_atk(src, watk, flag);
if( sd ){
if( type == EQI_HAND_R )
@@ -490,9 +490,9 @@ int battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uin
int battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2)
{
int damage, batk;
- struct status_data *status = status_get_status_data(src);
+ struct status_data *status = iStatus->get_status_data(src);
- batk = battle->calc_elefix(src, bl, skill_id, skill_lv, status_calc_batk(bl, status_get_sc(src), status->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag);
+ batk = battle->calc_elefix(src, bl, skill_id, skill_lv, iStatus->calc_batk(bl, iStatus->get_sc(src), status->batk, false), nk, n_ele, ELE_NEUTRAL, ELE_NEUTRAL, false, flag);
if( type == EQI_HAND_L )
damage = batk + 3 * battle->calc_weapon_damage(src, bl, skill_id, skill_lv, &status->lhw, nk, n_ele, s_ele, s_ele_, status_get_size(bl), type, flag, flag2) / 4;
@@ -593,7 +593,7 @@ int battle_calc_sizefix(struct map_session_data *sd, int damage, int type, int s
int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type)
{
int damage,skill;
- struct status_data *status = status_get_status_data(target);
+ struct status_data *status = iStatus->get_status_data(target);
int weapon;
damage = dmg;
@@ -712,9 +712,9 @@ int battle_calc_masteryfix(struct block_list *src, struct block_list *target, ui
nullpo_ret(src);
nullpo_ret(target);
- sc = status_get_sc(src);
+ sc = iStatus->get_sc(src);
sd = BL_CAST(BL_PC, src);
- tstatus = status_get_status_data(target);
+ tstatus = iStatus->get_status_data(target);
if ( !sd )
return damage;
@@ -809,7 +809,7 @@ int battle_calc_masteryfix(struct block_list *src, struct block_list *target, ui
if ( sc && sc->data[SC_MIRACLE] )
i = 2; //Star anger
else
- ARR_FIND(0, MAX_PC_FEELHATE, i, status_get_class(target) == sd->hate_mob[i]);
+ ARR_FIND(0, MAX_PC_FEELHATE, i, iStatus->get_class(target) == sd->hate_mob[i]);
if ( i < MAX_PC_FEELHATE && (skill=pc->checkskill(sd,sg_info[i].anger_id)) && weapon ){
int ratio = sd->status.base_level + status_get_dex(src) + status_get_luk(src);
if ( i == 2 ) ratio += status_get_str(src); //Star Anger
@@ -836,9 +836,9 @@ int battle_calc_elefix(struct block_list *src, struct block_list *target, uint16
nullpo_ret(src);
nullpo_ret(target);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
- sc = status_get_sc(src);
+ sstatus = iStatus->get_status_data(src);
+ tstatus = iStatus->get_status_data(target);
+ sc = iStatus->get_sc(src);
if( (nk&NK_NO_ELEFIX) && n_ele )
return damage;
@@ -888,11 +888,11 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- t_class = status_get_class(target);
- s_class = status_get_class(src);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
- s_race2 = status_get_race2(src);
+ t_class = iStatus->get_class(target);
+ s_class = iStatus->get_class(src);
+ sstatus = iStatus->get_status_data(src);
+ tstatus = iStatus->get_status_data(target);
+ s_race2 = iStatus->get_race2(src);
switch(attack_type){
case BF_MAGIC:
@@ -958,7 +958,7 @@ int battle_calc_cardfix(int attack_type, struct block_list *src, struct block_li
}
break;
case BF_WEAPON:
- t_race2 = status_get_race2(target);
+ t_race2 = iStatus->get_race2(target);
if( cflag&2 ){
if( sd && !(nk&NK_NO_CARDFIX_ATK) ){
short cardfix_ = 1000;
@@ -1191,10 +1191,10 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
+ sstatus = iStatus->get_status_data(src);
+ tstatus = iStatus->get_status_data(target);
+ sc = iStatus->get_sc(src);
+ tsc = iStatus->get_sc(target);
switch(attack_type){
case BF_WEAPON:
@@ -1203,14 +1203,14 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
* def1 = equip def
* def2 = status def
**/
- defType def1 = status_get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
+ defType def1 = iStatus->get_def(target); //Don't use tstatus->def1 due to skill timer reductions.
short def2 = tstatus->def2, vit_def;
#ifdef RENEWAL
- def1 = status_calc_def2(target, tsc, def1, false); // equip def(RE)
- def2 = status_calc_def(target, tsc, def2, false); // status def(RE)
+ def1 = iStatus->calc_def2(target, tsc, def1, false); // equip def(RE)
+ def2 = iStatus->calc_def(target, tsc, def2, false); // status def(RE)
#else
- def1 = status_calc_def(target, tsc, def1, false); // equip def(RE)
- def2 = status_calc_def2(target, tsc, def2, false); // status def(RE)
+ def1 = iStatus->calc_def(target, tsc, def1, false); // equip def(RE)
+ def2 = iStatus->calc_def2(target, tsc, def2, false); // status def(RE)
#endif
if( sd ){
@@ -1316,11 +1316,11 @@ int battle_calc_defense(int attack_type, struct block_list *src, struct block_li
defType mdef = tstatus->mdef;
short mdef2= tstatus->mdef2;
#ifdef RENEWAL
- mdef2 = status_calc_mdef(target, tsc, mdef2, false); // status mdef(RE)
- mdef = status_calc_mdef2(target, tsc, mdef, false); // equip mde(RE)
+ mdef2 = iStatus->calc_mdef(target, tsc, mdef2, false); // status mdef(RE)
+ mdef = iStatus->calc_mdef2(target, tsc, mdef, false); // equip mde(RE)
#else
- mdef2 = status_calc_mdef2(target, tsc, mdef2, false); // status mdef(RE)
- mdef = status_calc_mdef(target, tsc, mdef, false); // equip mde(RE)
+ mdef2 = iStatus->calc_mdef2(target, tsc, mdef2, false); // status mdef(RE)
+ mdef = iStatus->calc_mdef(target, tsc, mdef, false); // equip mde(RE)
#endif
if( flag&1 )
mdef = 0;
@@ -1367,10 +1367,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
- status = status_get_status_data(src);
- tstatus = status_get_status_data(target);
+ sc = iStatus->get_sc(src);
+ tsc = iStatus->get_sc(target);
+ status = iStatus->get_status_data(src);
+ tstatus = iStatus->get_status_data(target);
addedratio = skillratio - 100;
@@ -1441,7 +1441,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += (tstatus->size!=SZ_BIG?5*skill_lv:-99); //Full damage is dealt on small/medium targets
break;
case SL_SMA:
- skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv%
+ skillratio += -60 + iStatus->get_lv(src); //Base damage is 40% + lv%
break;
case NJ_KOUENKA:
skillratio -= 10;
@@ -1590,7 +1590,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case WL_SUMMON_ATK_WATER:
case WL_SUMMON_ATK_WIND:
case WL_SUMMON_ATK_GROUND:
- skillratio = skill_lv * (status_get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
+ skillratio = skill_lv * (iStatus->get_lv(src) + ( sd ? sd->status.job_level : 50 ));// This is close to official, but lacking a little info to finalize. [Rytech]
RE_LVL_DMOD(100);
break;
case LG_RAYOFGENESIS:
@@ -1604,7 +1604,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield MDEF x 100) + (Casters INT x 2)] %
if( sd ) {
- skillratio = status_get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
+ skillratio = iStatus->get_lv(src) * 4 + sd->bonus.shieldmdef * 100 + status_get_int(src) * 2;
} else
skillratio += 1900; //2000%
break;
@@ -1977,10 +1977,10 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case TK_JUMPKICK:
skillratio += -70 + 10*skill_lv;
if (sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == skill_id)
- skillratio += 10 * status_get_lv(src) / 3; //Tumble bonus
+ skillratio += 10 * iStatus->get_lv(src) / 3; //Tumble bonus
if (flag)
{
- skillratio += 10 * status_get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
+ skillratio += 10 * iStatus->get_lv(src) / 3; //Running bonus (TODO: What is the real bonus?)
if( sc && sc->data[SC_STRUP] ) // Spurt bonus
skillratio *= 2;
}
@@ -2065,7 +2065,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case RK_SONICWAVE:
skillratio += -100 + 100 * (skill_lv + 5);
- skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100;
+ skillratio = skillratio * (100 + (iStatus->get_lv(src)-100) / 2) / 100;
break;
case RK_HUNDREDSPEAR:
skillratio += 500 + (80 * skill_lv);
@@ -2074,7 +2074,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
if( index >= 0 && sd->inventory_data[index]
&& sd->inventory_data[index]->type == IT_WEAPON )
skillratio += (10000 - min(10000, sd->inventory_data[index]->weight)) / 10;
- skillratio = skillratio * (100 + (status_get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE);
+ skillratio = skillratio * (100 + (iStatus->get_lv(src)-100) / 2) / 100 + 50 * pc->checkskill(sd,LK_SPIRALPIERCE);
}
break;
case RK_WINDCUTTER:
@@ -2089,7 +2089,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += 250 * skill_lv;
else
skillratio += 200 * skill_lv;
- skillratio = (skillratio - 100) * (100 + (status_get_lv(src)-100)) / 100;
+ skillratio = (skillratio - 100) * (100 + (iStatus->get_lv(src)-100)) / 100;
if( status->rhw.ele == ELE_FIRE )
skillratio += 100 * skill_lv;
break;
@@ -2251,7 +2251,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
case LG_SHIELDSPELL:// [(Casters Base Level x 4) + (Shield DEF x 10) + (Casters VIT x 2)] %
if( sd ) {
struct item_data *shield_data = sd->inventory_data[sd->equip_index[EQI_HAND_L]];
- skillratio += -100 + status_get_lv(src) * 4 + status_get_vit(src) * 2;
+ skillratio += -100 + iStatus->get_lv(src) * 4 + status_get_vit(src) * 2;
if( shield_data )
skillratio += shield_data->def * 10;
} else
@@ -2332,7 +2332,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
break;
case SR_KNUCKLEARROW:
if( flag&4 ){ // ATK [(Skill Level x 150) + (1000 x Target current weight / Maximum weight) + (Target Base Level x 5) x (Caster Base Level / 150)] %
- skillratio += -100 + 150 * skill_lv + status_get_lv(target) * 5 * (status_get_lv(src) / 100) ;
+ skillratio += -100 + 150 * skill_lv + iStatus->get_lv(target) * 5 * (iStatus->get_lv(src) / 100) ;
if( tsd && tsd->weight )
skillratio += 100 * (tsd->weight / tsd->max_weight);
}else // ATK [(Skill Level x 100 + 500) x Caster Base Level / 100] %
@@ -2340,7 +2340,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
RE_LVL_DMOD(100);
break;
case SR_WINDMILL: // ATK [(Caster Base Level + Caster DEX) x Caster Base Level / 100] %
- skillratio += -100 + status_get_lv(src) + status_get_dex(src);
+ skillratio += -100 + iStatus->get_lv(src) + status_get_dex(src);
RE_LVL_DMOD(100);
break;
case SR_GATEOFHELL:
@@ -2459,7 +2459,7 @@ int battle_calc_skillratio(int attack_type, struct block_list *src, struct block
skillratio += -100 + 150 * skill_lv;
RE_LVL_DMOD(120);
if( tsc && tsc->data[SC_KO_JYUMONJIKIRI] )
- skillratio += status_get_lv(src) * skill_lv;
+ skillratio += iStatus->get_lv(src) * skill_lv;
case KO_HUUMARANKA:
skillratio += -100 + 150 * skill_lv + status_get_agi(src) + status_get_dex(src) + 100 * (sd ? pc->checkskill(sd, NJ_HUUMA) : 0);
break;
@@ -2533,7 +2533,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if(!damage) return 0;
}
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if( sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
return 1;
@@ -2554,7 +2554,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
skill_id == MG_SOULSTRIKE ||
skill_id == WL_SOULEXPANSION ||
(skill_id && skill->get_ele(skill_id, skill_lv) == ELE_GHOST) ||
- (!skill_id && (status_get_status_data(src))->rhw.ele == ELE_GHOST)
+ (!skill_id && (iStatus->get_status_data(src))->rhw.ele == ELE_GHOST)
){
if( skill_id == WL_SOULEXPANSION )
damage <<= 1; // If used against a player in White Imprison, the skill deals double damage.
@@ -2695,7 +2695,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
&& flag&BF_WEAPON && !(skill->get_nk(skill_id)&NK_NO_CARDFIX_ATK)) {
skill->additional_effect (src, bl, skill_id, skill_lv, flag, ATK_BLOCK, iTimer->gettick() );
- if( !status_isdead(src) )
+ if( !iStatus->isdead(src) )
skill->counter_additional_effect( src, bl, skill_id, skill_lv, flag, iTimer->gettick() );
if (sce) {
clif->specialeffect(bl, 462, AREA);
@@ -2817,11 +2817,11 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if(sc->data[SC_ENERGYCOAT] && (flag&BF_WEAPON && skill_id != WS_CARTTERMINATION))
#endif
{
- struct status_data *status = status_get_status_data(bl);
+ struct status_data *status = iStatus->get_status_data(bl);
int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
- if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
+ if (!iStatus->charge(bl, 0, (10+5*per)*status->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
damage -= damage * (6 * (1+per)) / 100;
@@ -2904,7 +2904,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
//(since battle_drain is strictly for players currently)
if ((sce=sc->data[SC_HAMI_BLOODLUST]) && flag&BF_WEAPON && damage > 0 &&
rnd()%100 < sce->val3)
- status_heal(src, damage*sce->val4/100, 0, 3);
+ iStatus->heal(src, damage*sce->val4/100, 0, 3);
if( sd && (sce = sc->data[SC_FORCEOFVANGUARD]) && flag&BF_WEAPON && rnd()%100 < sce->val2 )
pc->addspiritball(sd,skill->get_time(LG_FORCEOFVANGUARD,sce->val1),sce->val3);
@@ -2914,13 +2914,13 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
}
if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
- status_change_spread(bl, src); // Deadly infect attacked side
+ iStatus->change_spread(bl, src); // Deadly infect attacked side
if( sc && sc->data[SC__SHADOWFORM] ) {
struct block_list *s_bl = iMap->id2bl(sc->data[SC__SHADOWFORM]->val2);
if( !s_bl || s_bl->m != bl->m ) { // If the shadow form target is not present remove the sc.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- } else if( status_isdead(s_bl) || !battle->check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
+ } else if( iStatus->isdead(s_bl) || !battle->check_target(src,s_bl,BCT_ENEMY)) { // If the shadow form target is dead or not your enemy remove the sc in both.
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
if( s_bl->type == BL_PC )
((TBL_PC*)s_bl)->shadowform_id = 0;
@@ -2930,7 +2930,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( s_bl->type == BL_PC )
((TBL_PC*)s_bl)->shadowform_id = 0;
} else {
- status_damage(bl, s_bl, damage, 0, clif->damage(s_bl, s_bl, iTimer->gettick(), 500, 500, damage, -1, 0, 0), 0);
+ iStatus->damage(bl, s_bl, damage, 0, clif->damage(s_bl, s_bl, iTimer->gettick(), 500, 500, damage, -1, 0, 0), 0);
return ATK_NONE;
}
}
@@ -2939,7 +2939,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
}
//SC effects from caster side.
- sc = status_get_sc(src);
+ sc = iStatus->get_sc(src);
if (sc && sc->count) {
if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
@@ -2968,7 +2968,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
if( sc->data[SC_POISONINGWEAPON] && skill_id != GC_VENOMPRESSURE && (flag&BF_WEAPON) && damage > 0 && rnd()%100 < sc->data[SC_POISONINGWEAPON]->val3 )
sc_start(bl,sc->data[SC_POISONINGWEAPON]->val2,100,sc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
if( sc->data[SC__DEADLYINFECT] && damage > 0 && rnd()%100 < 65 + 5 * sc->data[SC__DEADLYINFECT]->val1 )
- status_change_spread(src, bl);
+ iStatus->change_spread(src, bl);
if (sc->data[SC_STYLE_CHANGE] && rnd()%2) {
TBL_HOM *hd = BL_CAST(BL_HOM,bl);
if (hd) homun->addspiritball(hd, 10);
@@ -3010,7 +3010,7 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
damage = div_;
}
- if( bl->type == BL_MOB && !status_isdead(bl) && src != bl) {
+ if( bl->type == BL_MOB && !iStatus->isdead(bl) && src != bl) {
if (damage > 0 )
mobskill_event((TBL_MOB*)bl,src,iTimer->gettick(),flag);
if (skill_id)
@@ -3023,12 +3023,12 @@ int battle_calc_damage(struct block_list *src,struct block_list *bl,struct Damag
struct status_data *sstatus = NULL;
if( src->type == BL_PC && ((TBL_PC*)src)->bonus.arrow_ele )
element = ((TBL_PC*)src)->bonus.arrow_ele;
- else if( (sstatus = status_get_status_data(src)) ) {
+ else if( (sstatus = iStatus->get_status_data(src)) ) {
element = sstatus->rhw.ele;
}
}
else if( element == -2 ) //Use enchantment's element
- element = status_get_attack_sc_element(src,status_get_sc(src));
+ element = status_get_attack_sc_element(src,iStatus->get_sc(src));
else if( element == -3 ) //Use random element
element = rnd()%ELE_MAX;
if( element == ELE_FIRE || element == ELE_WATER )
@@ -3063,7 +3063,7 @@ int battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int dam
int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int damage,int div_,uint16 skill_id,uint16 skill_lv,int flag)
{
struct mob_data* md = BL_CAST(BL_MOB, bl);
- int class_ = status_get_class(bl);
+ int class_ = iStatus->get_class(bl);
if (!damage) //No reductions to make.
return 0;
@@ -3082,7 +3082,7 @@ int battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int dama
}
}
if(src->type != BL_MOB) {
- struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild->search(status_get_guild_id(src));
+ struct guild *g = src->type == BL_PC ? ((TBL_PC *)src)->guild : guild->search(iStatus->get_guild_id(src));
if (class_ == MOBID_EMPERIUM && (!g || guild->checkskill(g,GD_APPROVAL) <= 0 ))
return 0;
@@ -3199,8 +3199,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
// TBL_PC *tsd;
struct status_change *sc, *tsc;
struct Damage ad;
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
+ struct status_data *sstatus = iStatus->get_status_data(src);
+ struct status_data *tstatus = iStatus->get_status_data(target);
struct {
unsigned imdef : 1;
unsigned infdef : 1;
@@ -3227,8 +3227,8 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
sd = BL_CAST(BL_PC, src);
// tsd = BL_CAST(BL_PC, target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
+ sc = iStatus->get_sc(src);
+ tsc = iStatus->get_sc(target);
//Initialize variables that will be used afterwards
s_ele = skill->get_ele(skill_id, skill_lv);
@@ -3240,7 +3240,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
if( i < 5 ) s_ele = i;
}
}else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,status_get_sc(src));
+ s_ele = status_get_attack_sc_element(src,iStatus->get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
@@ -3327,16 +3327,16 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
case ALL_RESURRECTION:
case PR_TURNUNDEAD:
//Undead check is on skill_castend_damageid code.
- i = 20*skill_lv + sstatus->luk + sstatus->int_ + status_get_lv(src)
+ i = 20*skill_lv + sstatus->luk + sstatus->int_ + iStatus->get_lv(src)
+ 200 - 200*tstatus->hp/tstatus->max_hp; // there is no changed in success chance in renewal. [malufett]
if(i > 700) i = 700;
if(rnd()%1000 < i && !(tstatus->mode&MD_BOSS))
ad.damage = tstatus->hp;
else {
#ifdef RENEWAL
- MATK_ADD(status_get_matk(src, 2));
+ MATK_ADD(iStatus->get_matk(src, 2));
#else
- ad.damage = status_get_lv(src) + sstatus->int_ + skill_lv * 10;
+ ad.damage = iStatus->get_lv(src) + sstatus->int_ + skill_lv * 10;
#endif
}
break;
@@ -3348,10 +3348,10 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list
**/
case AB_RENOVATIO:
//Damage calculation from iRO wiki. [Jobbie]
- ad.damage = (int)((15 * status_get_lv(src)) + (1.5 * sstatus->int_));
+ ad.damage = (int)((15 * iStatus->get_lv(src)) + (1.5 * sstatus->int_));
break;
default: {
- MATK_ADD( status_get_matk(src, 2) );
+ MATK_ADD( iStatus->get_matk(src, 2) );
if (nk&NK_SPLASHSPLIT) { // Divide MATK in case of multiple targets skill
if(mflag>0)
@@ -3511,11 +3511,11 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
struct map_session_data *sd, *tsd;
struct Damage md; //DO NOT CONFUSE with md of mob_data!
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
- struct status_change *tsc = status_get_sc(target);
+ struct status_data *sstatus = iStatus->get_status_data(src);
+ struct status_data *tstatus = iStatus->get_status_data(target);
+ struct status_change *tsc = iStatus->get_sc(target);
#ifdef RENEWAL
- struct status_change *sc = status_get_sc(src);
+ struct status_change *sc = iStatus->get_sc(src);
#endif
memset(&md,0,sizeof(md));
@@ -3559,7 +3559,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case MA_LANDMINE:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
- md.damage = skill_lv * sstatus->dex * (3+status_get_lv(src)/100) * (1+sstatus->int_/35);
+ md.damage = skill_lv * sstatus->dex * (3+iStatus->get_lv(src)/100) * (1+sstatus->int_/35);
md.damage += md.damage * (rnd()%20-10) / 100;
md.damage += 40 * (sd?pc->checkskill(sd,RA_RESEARCHTRAP):0);
break;
@@ -3621,8 +3621,8 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
#ifdef RENEWAL
{// [malufett]
int matk=0, atk;
- short tdef = status_get_total_def(target);
- short tmdef = status_get_total_mdef(target);
+ short tdef = iStatus->get_total_def(target);
+ short tmdef = iStatus->get_total_mdef(target);
int targetVit = min(120, status_get_vit(target));
short totaldef = (tmdef + tdef - ((uint64)(tmdef + tdef) >> 32)) >> 1;
@@ -3680,7 +3680,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
md.damage=md.damage / 2;
break;
case GS_FLING:
- md.damage = sd?sd->status.job_level:status_get_lv(src);
+ md.damage = sd?sd->status.job_level:iStatus->get_lv(src);
break;
case HVAN_EXPLOSION: //[orn]
md.damage = sstatus->max_hp * (50 + 50 * skill_lv) / 100;
@@ -3693,7 +3693,7 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
#else
int ratio = 300 + 50 * skill_lv;
int matk = battle->calc_magic_attack(src, target, skill_id, skill_lv, mflag).damage;
- short totaldef = status_get_total_def(target) + status_get_total_mdef(target);
+ short totaldef = iStatus->get_total_def(target) + iStatus->get_total_mdef(target);
int atk = battle->calc_base_damage(src, target, skill_id, skill_lv, nk, false, s_ele, ELE_NEUTRAL, EQI_HAND_R, (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0), md.flag);
if( sc && sc->data[SC_EDP] )
@@ -3742,9 +3742,9 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
case NC_SELFDESTRUCTION:
{
#ifdef RENEWAL
- short totaldef = status_get_total_def(target);
+ short totaldef = iStatus->get_total_def(target);
#else
- short totaldef = tstatus->def2 + (short)status_get_def(target);
+ short totaldef = tstatus->def2 + (short)iStatus->get_def(target);
#endif
md.damage = ( (sd?pc->checkskill(sd,NC_MAINFRAME):10) + 8 ) * ( skill_lv + 1 ) * ( status_get_sp(src) + sstatus->vit );
RE_LVL_MDMOD(100);
@@ -3759,15 +3759,15 @@ struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *
break;
case GN_HELLS_PLANT_ATK:
//[{( Hell Plant Skill Level x Casters Base Level ) x 10 } + {( Casters INT x 7 ) / 2 } x { 18 + ( Casters Job Level / 4 )] x ( 5 / ( 10 - Summon Flora Skill Level ))
- md.damage = ( skill_lv * status_get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) );
+ md.damage = ( skill_lv * iStatus->get_lv(src) * 10 ) + ( sstatus->int_ * 7 / 2 ) * ( 18 + (sd?sd->status.job_level:0) / 4 ) * ( 5 / (10 - (sd?pc->checkskill(sd,AM_CANNIBALIZE):0)) );
break;
case KO_HAPPOKUNAI:
{
struct Damage wd = battle->calc_weapon_attack(src,target,skill_id,skill_lv,mflag);
#ifdef RENEWAL
- short totaldef = status_get_total_def(target);
+ short totaldef = iStatus->get_total_def(target);
#else
- short totaldef = tstatus->def2 + (short)status_get_def(target);
+ short totaldef = tstatus->def2 + (short)iStatus->get_def(target);
#endif
md.damage = 3 * wd.damage * (5 + skill_lv) / 5;
md.damage -= totaldef;
@@ -3922,10 +3922,10 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
struct map_session_data *sd, *tsd;
struct Damage wd;
- struct status_change *sc = status_get_sc(src);
- struct status_change *tsc = status_get_sc(target);
- struct status_data *sstatus = status_get_status_data(src);
- struct status_data *tstatus = status_get_status_data(target);
+ struct status_change *sc = iStatus->get_sc(src);
+ struct status_change *tsc = iStatus->get_sc(target);
+ struct status_data *sstatus = iStatus->get_status_data(src);
+ struct status_data *tstatus = iStatus->get_status_data(target);
struct {
unsigned hit : 1; //the attack Hit? (not a miss)
unsigned cri : 1; //Critical hit
@@ -4082,7 +4082,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
return wd;
}
- t_class = status_get_class(target);
+ t_class = iStatus->get_class(target);
s_ele = s_ele_ = skill->get_ele(skill_id, skill_lv);
if( !skill_id || s_ele == -1 )
{ //Take weapon's element
@@ -4199,7 +4199,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
//Therefore, we use the old value 3 on cases when an sd gets attacked by a mob
cri -= tstatus->luk*(!sd&&tsd?3:2);
#else
- cri -= status_get_lv(target) / 15 + 2 * status_get_luk(target);
+ cri -= iStatus->get_lv(target) / 15 + 2 * status_get_luk(target);
#endif
if( tsc && tsc->data[SC_SLEEP] ) {
@@ -4389,7 +4389,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
wd.damage2 = 0;
#else
{
- short totaldef = status_get_total_def(target);
+ short totaldef = iStatus->get_total_def(target);
i = 0;
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
if( sc && sc->data[SC_NJ_BUNSINJYUTSU] && (i=sc->data[SC_NJ_BUNSINJYUTSU]->val2) > 0 )
@@ -4405,11 +4405,11 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
break;
case NJ_SYURIKEN: // [malufett]
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|(sc && sc->data[SC_WEAPONPERFECT]?8:0) );
- wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - status_get_total_def(target);
+ wd.damage += battle->calc_masteryfix(src, target, skill_id, skill_lv, 4 * skill_lv + (sd ? sd->bonus.arrow_atk : 0), wd.div_, 0, flag.weapon) - iStatus->get_total_def(target);
break;
case MO_EXTREMITYFIST: // [malufett]
{
- short totaldef = status_get_total_def(target);
+ short totaldef = iStatus->get_total_def(target);
GET_NORMAL_ATTACK( (sc && sc->data[SC_MAXIMIZEPOWER]?1:0)|8 );
if( wd.damage ){
wd.damage = (250 + 150 * skill_lv) + (10 * (status_get_sp(src)+1) * wd.damage / 100) + (8 * wd.damage);
@@ -4612,7 +4612,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
break;
case GS_MAGICALBULLET:
#ifndef RENEWAL
- ATK_ADD( status_get_matk(src, 2) );
+ ATK_ADD( iStatus->get_matk(src, 2) );
#else
ATK_ADD( battle->calc_magic_attack(src, target, skill_id, skill_lv, wflag).damage );
flag.tdef = 1;
@@ -4626,17 +4626,17 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
ATK_ADD( status_get_agi(src) * 2 + (sd?sd->status.job_level:0) * 4 );
break;
case SR_TIGERCANNON: // (Tiger Cannon skill level x 240) + (Target Base Level x 40)
- ATK_ADD( skill_lv * 240 + status_get_lv(target) * 40 );
+ ATK_ADD( skill_lv * 240 + iStatus->get_lv(target) * 40 );
if( sc && sc->data[SC_COMBOATTACK]
&& sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE ) // (Tiger Cannon skill level x 500) + (Target Base Level x 40)
- ATK_ADD( skill_lv * 500 + status_get_lv(target) * 40 );
+ ATK_ADD( skill_lv * 500 + iStatus->get_lv(target) * 40 );
break;
case SR_FALLENEMPIRE:// [(Target Size value + Skill Level - 1) x Caster STR] + [(Target current weight x Caster DEX / 120)]
ATK_ADD( ((tstatus->size+1)*2 + skill_lv - 1) * sstatus->str);
if( tsd && tsd->weight ){
ATK_ADD( (tsd->weight/10) * sstatus->dex / 120 );
}else{
- ATK_ADD( status_get_lv(target) * 50 ); //mobs
+ ATK_ADD( iStatus->get_lv(target) * 50 ); //mobs
}
break;
case KO_SETSUDAN:
@@ -4885,7 +4885,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
}
#endif
if( flag.infdef ) { //Plants receive 1 damage when hit
- short class_ = status_get_class(target);
+ short class_ = iStatus->get_class(target);
if( flag.hit || wd.damage > 0 )
wd.damage = wd.div_; // In some cases, right hand no need to have a weapon to increase damage
if( flag.lh && (flag.hit || wd.damage2 > 0) )
@@ -4967,7 +4967,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
if( !skill_id ) {
if( sc->data[SC_ENCHANTBLADE] ) { // it also works with bear hands..intended in official
//[( ( Skill Lv x 20 ) + 100 ) x ( casterBaseLevel / 150 )] + casterInt
- ATK_ADD(( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * status_get_lv(src) / 150 + status_get_int(src));
+ ATK_ADD(( sc->data[SC_ENCHANTBLADE]->val1 * 20 + 100 ) * iStatus->get_lv(src) / 150 + status_get_int(src));
}
}
status_change_end(src,SC_CAMOUFLAGE, INVALID_TIMER);
@@ -4983,9 +4983,9 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list
case SR_GATEOFHELL:
ATK_ADD (sstatus->max_hp - status_get_hp(src));
if(sc && sc->data[SC_COMBOATTACK] && sc->data[SC_COMBOATTACK]->val1 == SR_FALLENEMPIRE){
- ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * status_get_lv(src) );
+ ATK_ADD ( (sstatus->max_sp * (1 + skill_lv * 2 / 10)) + 40 * iStatus->get_lv(src) );
}else{
- ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * status_get_lv(src) );
+ ATK_ADD ( (sstatus->sp * (1 + skill_lv * 2 / 10)) + 10 * iStatus->get_lv(src) );
}
break;
}
@@ -5144,21 +5144,21 @@ int battle_calc_return_damage(struct block_list* bl, struct block_list *src, int
int max_reflect_damage;
sd = BL_CAST(BL_PC, bl);
- sc = status_get_sc(bl);
- max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * status_get_lv(bl) / 100);
+ sc = iStatus->get_sc(bl);
+ max_reflect_damage = max(status_get_max_hp(bl), status_get_max_hp(bl) * iStatus->get_lv(bl) / 100);
#define NORMALIZE_RDAMAGE(d){ trdamage += rdamage = max(1, min(max_reflect_damage, d)); }
if( sc && sc->data[SC_CRESCENTELBOW] && !is_boss(src) && rnd()%100 < sc->data[SC_CRESCENTELBOW]->val2 ){
//ATK [{(Target HP / 100) x Skill Level} x Caster Base Level / 125] % + [Received damage x {1 + (Skill Level x 0.2)}]
- int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * status_get_lv(bl) / 125;
+ int ratio = (status_get_hp(src) / 100) * sc->data[SC_CRESCENTELBOW]->val1 * iStatus->get_lv(bl) / 125;
if (ratio > 5000) ratio = 5000; // Maximum of 5000% ATK
rdamage = rdamage * ratio / 100 + (*dmg) * (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10;
skill->blown(bl, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit_getdir(src), 0);
clif->skill_damage(bl, src, iTimer->gettick(), status_get_amotion(src), 0, rdamage,
1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does
clif->damage(src, bl, iTimer->gettick(), status_get_amotion(src)+1000, 0, rdamage/10, 1, 0, 0);
- status_damage(src, bl, status_damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
+ iStatus->damage(src, bl, iStatus->damage(bl, src, rdamage, 0, 0, 1)/10, 0, 0, 1);
status_change_end(bl, SC_CRESCENTELBOW, INVALID_TIMER);
return 0; // Just put here to minimize redundancy
}
@@ -5258,7 +5258,7 @@ void battle_drain(TBL_PC *sd, struct block_list *tbl, int rdamage, int ldamage,
if (!thp && !tsp) return;
- status_heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
+ iStatus->heal(&sd->bl, thp, tsp, battle_config.show_hp_sp_drain?3:1);
if (rhp || rsp)
status_zap(tbl, rhp, rsp);
@@ -5314,11 +5314,11 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, target);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(target);
+ sstatus = iStatus->get_status_data(src);
+ tstatus = iStatus->get_status_data(target);
- sc = status_get_sc(src);
- tsc = status_get_sc(target);
+ sc = iStatus->get_sc(src);
+ tsc = iStatus->get_sc(target);
if (sc && !sc->count) //Avoid sc checks when there's none to check for. [Skotlex]
sc = NULL;
@@ -5368,7 +5368,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
else if (sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4 & 2))
status_change_end(src, SC_CLOAKINGEXCEED, INVALID_TIMER);
}
- if( tsc && tsc->data[SC_AUTOCOUNTER] && status_check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
+ if( tsc && tsc->data[SC_AUTOCOUNTER] && iStatus->check_skilluse(target, src, KN_AUTOCOUNTER, 1) )
{
uint8 dir = iMap->calc_dir(target,src->x,src->y);
int t_dir = unit_getdir(target);
@@ -5457,7 +5457,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
if(tsc && tsc->data[SC_KAAHI] && tsc->data[SC_KAAHI]->val4 == INVALID_TIMER && tstatus->hp < tstatus->max_hp)
- tsc->data[SC_KAAHI]->val4 = iTimer->add_timer(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
+ tsc->data[SC_KAAHI]->val4 = iTimer->add_timer(tick + skill->get_time2(SL_KAAHI,tsc->data[SC_KAAHI]->val1), iStatus->kaahi_heal_timer, target->id, SC_KAAHI); //Activate heal.
wd = battle->calc_attack(BF_WEAPON, src, target, 0, 0, flag);
@@ -5532,9 +5532,9 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
}
} else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) {
struct block_list *e_bl = iMap->id2bl(tsc->data[SC_WATER_SCREEN_OPTION]->val1);
- if( e_bl && !status_isdead(e_bl) ) {
+ if( e_bl && !iStatus->isdead(e_bl) ) {
clif->damage(e_bl,e_bl,tick,wd.amotion,wd.dmotion,damage,wd.div_,wd.type,wd.damage2);
- status_damage(target,e_bl,damage,0,0,0);
+ iStatus->damage(target,e_bl,damage,0,0,0);
// Just show damage in target.
clif->damage(src, target, tick, wd.amotion, wd.dmotion, damage, wd.div_, wd.type, wd.damage2 );
iMap->freeblock_unlock();
@@ -5554,7 +5554,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
if (skill_lv < 1) skill_lv = 1;
sp = skill->get_sp(skill_id,skill_lv) * 2 / 3;
- if (status_charge(src, 0, sp)) {
+ if (iStatus->charge(src, 0, sp)) {
switch (skill->get_casttype(skill_id)) {
case CAST_GROUND:
skill->castend_pos2(src, target->x, target->y, skill_id, skill_lv, tick, flag);
@@ -5640,7 +5640,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t
(rnd()%100 < tsc->data[SC_POISONREACT]->val3
|| sstatus->def_ele == ELE_POISON) &&
// check_distance_bl(src, target, tstatus->rhw.range+1) && Doesn't checks range! o.O;
- status_check_skilluse(target, src, TF_POISON, 0)
+ iStatus->check_skilluse(target, src, TF_POISON, 0)
) { //Poison React
struct status_change_entry *sce = tsc->data[SC_POISONREACT];
if (sstatus->def_ele == ELE_POISON) {
@@ -5758,7 +5758,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
switch( target->type ) { // Checks on actual target
case BL_PC: {
- struct status_change* sc = status_get_sc(src);
+ struct status_change* sc = iStatus->get_sc(src);
if (((TBL_PC*)target)->invincible_timer != INVALID_TIMER || pc_isinvisible((TBL_PC*)target))
return -1; //Cannot be targeted yet.
if( sc && sc->count ) {
@@ -5989,16 +5989,16 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
}
if( flag&(BCT_PARTY|BCT_ENEMY) )
{
- int s_party = status_get_party_id(s_bl);
- if( s_party && s_party == status_get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
+ int s_party = iStatus->get_party_id(s_bl);
+ if( s_party && s_party == iStatus->get_party_id(t_bl) && !(map[m].flag.pvp && map[m].flag.pvp_noparty) && !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && (!map[m].flag.battleground || sbg_id == tbg_id) )
state |= BCT_PARTY;
else
state |= BCT_ENEMY;
}
if( flag&(BCT_GUILD|BCT_ENEMY) )
{
- int s_guild = status_get_guild_id(s_bl);
- int t_guild = status_get_guild_id(t_bl);
+ int s_guild = iStatus->get_guild_id(s_bl);
+ int t_guild = iStatus->get_guild_id(t_bl);
if( !(map[m].flag.pvp && map[m].flag.pvp_noguild) && s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild))) && (!map[m].flag.battleground || sbg_id == tbg_id) )
state |= BCT_GUILD;
else
@@ -6024,14 +6024,14 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
{ //Non pvp/gvg, check party/guild settings.
if( flag&BCT_PARTY || state&BCT_ENEMY )
{
- int s_party = status_get_party_id(s_bl);
- if(s_party && s_party == status_get_party_id(t_bl))
+ int s_party = iStatus->get_party_id(s_bl);
+ if(s_party && s_party == iStatus->get_party_id(t_bl))
state |= BCT_PARTY;
}
if( flag&BCT_GUILD || state&BCT_ENEMY )
{
- int s_guild = status_get_guild_id(s_bl);
- int t_guild = status_get_guild_id(t_bl);
+ int s_guild = iStatus->get_guild_id(s_bl);
+ int t_guild = iStatus->get_guild_id(t_bl);
if(s_guild && t_guild && (s_guild == t_guild || (!(flag&BCT_SAMEGUILD) && guild->isallied(s_guild, t_guild))))
state |= BCT_GUILD;
}
diff --git a/src/map/battleground.c b/src/map/battleground.c
index 4bf0843d5..b557bee8e 100644
--- a/src/map/battleground.c
+++ b/src/map/battleground.c
@@ -148,7 +148,7 @@ int bg_member_respawn(struct map_session_data *sd)
if( bg->mapindex == 0 )
return 0; // Respawn not handled by Core
pc->setpos(sd, bg->mapindex, bg->x, bg->y, CLR_OUTSIGHT);
- status_revive(&sd->bl, 1, 100);
+ iStatus->revive(&sd->bl, 1, 100);
return 1; // Warped
}
diff --git a/src/map/chrif.c b/src/map/chrif.c
index c2067dbd1..0fd14cd28 100644
--- a/src/map/chrif.c
+++ b/src/map/chrif.c
@@ -1184,7 +1184,7 @@ int chrif_save_scdata(struct map_session_data *sd) { //parses the sc_data of the
continue;
if (sc->data[i]->timer != INVALID_TIMER) {
timer = iTimer->get_timer(sc->data[i]->timer);
- if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
+ if (timer == NULL || timer->func != iStatus->change_timer || DIFF_TICK(timer->tick,tick) < 0)
continue;
data.tick = DIFF_TICK(timer->tick,tick); //Duration that is left before ending.
} else
@@ -1237,7 +1237,7 @@ int chrif_load_scdata(int fd) {
for (i = 0; i < count; i++) {
data = (struct status_change_data*)RFIFOP(fd,14 + i*sizeof(struct status_change_data));
- status_change_start(&sd->bl, (sc_type)data->type, 10000, data->val1, data->val2, data->val3, data->val4, data->tick, 15);
+ iStatus->change_start(&sd->bl, (sc_type)data->type, 10000, data->val1, data->val2, data->val3, data->val4, data->tick, 15);
}
#endif
diff --git a/src/map/clif.c b/src/map/clif.c
index 30903872d..8a78edfe9 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -231,13 +231,13 @@ uint32 clif_refresh_ip(void) {
#if PACKETVER >= 20071106
static inline unsigned char clif_bl_type(struct block_list *bl) {
switch (bl->type) {
- case BL_PC: return (disguised(bl) && !pcdb_checkid(status_get_viewdata(bl)->class_))? 0x1:0x0; //PC_TYPE
+ case BL_PC: return (disguised(bl) && !pcdb_checkid(iStatus->get_viewdata(bl)->class_))? 0x1:0x0; //PC_TYPE
case BL_ITEM: return 0x2; //ITEM_TYPE
case BL_SKILL: return 0x3; //SKILL_TYPE
case BL_CHAT: return 0x4; //UNKNOWN_TYPE
- case BL_MOB: return pcdb_checkid(status_get_viewdata(bl)->class_)?0x0:0x5; //NPC_MOB_TYPE
+ case BL_MOB: return pcdb_checkid(iStatus->get_viewdata(bl)->class_)?0x0:0x5; //NPC_MOB_TYPE
case BL_NPC: return 0x6; //NPC_EVT_TYPE
- case BL_PET: return pcdb_checkid(status_get_viewdata(bl)->class_)?0x0:0x7; //NPC_PET_TYPE
+ case BL_PET: return pcdb_checkid(iStatus->get_viewdata(bl)->class_)?0x0:0x7; //NPC_PET_TYPE
case BL_HOM: return 0x8; //NPC_HOM_TYPE
case BL_MER: return 0x9; //NPC_MERSOL_TYPE
case BL_ELEM: return 0xa; //NPC_ELEMENTAL_TYPE
@@ -835,7 +835,7 @@ static int clif_setlevel_sub(int lv) {
}
static int clif_setlevel(struct block_list* bl) {
- int lv = status_get_lv(bl);
+ int lv = iStatus->get_lv(bl);
if( battle_config.client_limit_unit_lv&bl->type )
return clif_setlevel_sub(lv);
switch( bl->type ) {
@@ -852,10 +852,10 @@ static int clif_setlevel(struct block_list* bl) {
*------------------------------------------*/
void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enum send_target target) {
struct map_session_data* sd;
- struct status_change* sc = status_get_sc(bl);
- struct view_data* vd = status_get_viewdata(bl);
+ struct status_change* sc = iStatus->get_sc(bl);
+ struct view_data* vd = iStatus->get_viewdata(bl);
struct packet_idle_unit p;
- int g_id = status_get_guild_id(bl);
+ int g_id = iStatus->get_guild_id(bl);
sd = BL_CAST(BL_PC, bl);
@@ -865,7 +865,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
p.objecttype = clif_bl_type(bl);
#endif
p.GID = bl->id;
- p.speed = status_get_speed(bl);
+ p.speed = iStatus->get_speed(bl);
p.bodyState = (sc) ? sc->opt1 : 0;
p.healthState = (sc) ? sc->opt2 : 0;
p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0;
@@ -890,7 +890,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
p.robe = vd->robe;
#endif
p.GUID = g_id;
- p.GEmblemVer = status_get_emblem_id(bl);
+ p.GEmblemVer = iStatus->get_emblem_id(bl);
p.honor = (sd) ? sd->status.manner : 0;
p.virtue = (sc) ? sc->opt3 : 0;
p.isPKModeON = (sd) ? sd->status.karma : 0;
@@ -918,7 +918,7 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
if( disguised(bl) ) {
#if PACKETVER >= 20071106
- p.objecttype = pcdb_checkid(status_get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
+ p.objecttype = pcdb_checkid(iStatus->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
p.GID = -bl->id;
#else
p.GID = -bl->id;
@@ -931,8 +931,8 @@ void clif_set_unit_idle(struct block_list* bl, struct map_session_data *tsd, enu
int clif_spawn_unit2(struct block_list* bl, enum send_target target) {
return 0;
/*struct map_session_data* sd;
- struct status_change* sc = status_get_sc(bl);
- struct view_data* vd = status_get_viewdata(bl);
+ struct status_change* sc = iStatus->get_sc(bl);
+ struct view_data* vd = iStatus->get_viewdata(bl);
unsigned char *buf = WBUFP(buffer,0);
#if PACKETVER < 20091103
bool type = !pcdb_checkid(vd->class_);
@@ -963,7 +963,7 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) {
#endif
#if PACKETVER >= 20091103
- name = status_get_name(bl);
+ name = iStatus->get_name(bl);
#if PACKETVER < 20110111
WBUFW(buf,2) = (spawn?62:63)+strlen(name);
#else
@@ -980,7 +980,7 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) {
}
#endif
WBUFL(buf, 2) = bl->id;
- WBUFW(buf, 6) = status_get_speed(bl);
+ WBUFW(buf, 6) = iStatus->get_speed(bl);
WBUFW(buf, 8) = (sc)? sc->opt1 : 0;
WBUFW(buf,10) = (sc)? sc->opt2 : 0;
#if PACKETVER < 20091103
@@ -1025,9 +1025,9 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) {
if( bl->type == BL_NPC && vd->class_ == FLAG_CLASS )
{ //The hell, why flags work like this?
- WBUFW(buf,22) = status_get_emblem_id(bl);
- WBUFW(buf,24) = GetWord(status_get_guild_id(bl), 1);
- WBUFW(buf,26) = GetWord(status_get_guild_id(bl), 0);
+ WBUFW(buf,22) = iStatus->get_emblem_id(bl);
+ WBUFW(buf,24) = GetWord(iStatus->get_guild_id(bl), 1);
+ WBUFW(buf,26) = GetWord(iStatus->get_guild_id(bl), 0);
}
WBUFW(buf,28) = vd->hair_color;
@@ -1048,8 +1048,8 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) {
offset+= 2;
buf = WBUFP(buffer,offset);
#endif
- WBUFL(buf,34) = status_get_guild_id(bl);
- WBUFW(buf,38) = status_get_emblem_id(bl);
+ WBUFL(buf,34) = iStatus->get_guild_id(bl);
+ WBUFW(buf,38) = iStatus->get_emblem_id(bl);
WBUFW(buf,40) = (sd)? sd->status.manner : 0;
#if PACKETVER >= 20091103
WBUFL(buf,42) = (sc)? sc->opt3 : 0;
@@ -1094,10 +1094,10 @@ int clif_spawn_unit2(struct block_list* bl, enum send_target target) {
void clif_spawn_unit(struct block_list* bl, enum send_target target) {
struct map_session_data* sd;
- struct status_change* sc = status_get_sc(bl);
- struct view_data* vd = status_get_viewdata(bl);
+ struct status_change* sc = iStatus->get_sc(bl);
+ struct view_data* vd = iStatus->get_viewdata(bl);
struct packet_spawn_unit p;
- int g_id = status_get_guild_id(bl);
+ int g_id = iStatus->get_guild_id(bl);
sd = BL_CAST(BL_PC, bl);
@@ -1107,7 +1107,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
p.objecttype = clif_bl_type(bl);
#endif
p.GID = bl->id;
- p.speed = status_get_speed(bl);
+ p.speed = iStatus->get_speed(bl);
p.bodyState = (sc) ? sc->opt1 : 0;
p.healthState = (sc) ? sc->opt2 : 0;
p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0;
@@ -1132,7 +1132,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
p.robe = vd->robe;
#endif
p.GUID = g_id;
- p.GEmblemVer = status_get_emblem_id(bl);
+ p.GEmblemVer = iStatus->get_emblem_id(bl);
p.honor = (sd) ? sd->status.manner : 0;
p.virtue = (sc) ? sc->opt3 : 0;
p.isPKModeON = (sd) ? sd->status.karma : 0;
@@ -1158,7 +1158,7 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
if( sd->status.class_ != sd->disguise )
clif->send(&p,sizeof(p),bl,target);
#if PACKETVER >= 20071106
- p.objecttype = pcdb_checkid(status_get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
+ p.objecttype = pcdb_checkid(iStatus->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
p.GID = -bl->id;
#else
p.GID = -bl->id;
@@ -1174,10 +1174,10 @@ void clif_spawn_unit(struct block_list* bl, enum send_target target) {
*------------------------------------------*/
void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd, struct unit_data* ud, enum send_target target) {
struct map_session_data* sd;
- struct status_change* sc = status_get_sc(bl);
- struct view_data* vd = status_get_viewdata(bl);
+ struct status_change* sc = iStatus->get_sc(bl);
+ struct view_data* vd = iStatus->get_viewdata(bl);
struct packet_unit_walking p;
- int g_id = status_get_guild_id(bl);
+ int g_id = iStatus->get_guild_id(bl);
sd = BL_CAST(BL_PC, bl);
@@ -1187,7 +1187,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd,
p.objecttype = clif_bl_type(bl);
#endif
p.GID = bl->id;
- p.speed = status_get_speed(bl);
+ p.speed = iStatus->get_speed(bl);
p.bodyState = (sc) ? sc->opt1 : 0;
p.healthState = (sc) ? sc->opt2 : 0;
p.effectState = (sc) ? sc->option : bl->type == BL_NPC ? ((TBL_NPC*)bl)->option : 0;
@@ -1208,7 +1208,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd,
p.robe = vd->robe;
#endif
p.GUID = g_id;
- p.GEmblemVer = status_get_emblem_id(bl);
+ p.GEmblemVer = iStatus->get_emblem_id(bl);
p.honor = (sd) ? sd->status.manner : 0;
p.virtue = (sc) ? sc->opt3 : 0;
p.isPKModeON = (sd) ? sd->status.karma : 0;
@@ -1235,7 +1235,7 @@ void clif_set_unit_walking(struct block_list* bl, struct map_session_data *tsd,
if( disguised(bl) ) {
#if PACKETVER >= 20071106
- p.objecttype = pcdb_checkid(status_get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
+ p.objecttype = pcdb_checkid(iStatus->get_viewdata(bl)->class_) ? 0x0 : 0x5; //PC_TYPE : NPC_MOB_TYPE
p.GID = -bl->id;
#else
p.GID = -bl->id;
@@ -1344,7 +1344,7 @@ int clif_spawn(struct block_list *bl)
{
struct view_data *vd;
- vd = status_get_viewdata(bl);
+ vd = iStatus->get_viewdata(bl);
if( !vd || vd->class_ == INVISIBLE_CLASS )
return 0;
@@ -1623,7 +1623,7 @@ void clif_move(struct unit_data *ud)
struct view_data* vd;
struct block_list* bl = ud->bl;
- vd = status_get_viewdata(bl);
+ vd = iStatus->get_viewdata(bl);
if (!vd || vd->class_ == INVISIBLE_CLASS)
return; //This performance check is needed to keep GM-hidden objects from being notified to bots.
@@ -3240,8 +3240,8 @@ void clif_changelook(struct block_list *bl,int type,int val)
nullpo_retv(bl);
sd = BL_CAST(BL_PC, bl);
- sc = status_get_sc(bl);
- vd = status_get_viewdata(bl);
+ sc = iStatus->get_sc(bl);
+ vd = iStatus->get_viewdata(bl);
//nullpo_ret(vd);
if( vd ) //temp hack to let Warp Portal change appearance
switch(type) {
@@ -3661,7 +3661,7 @@ void clif_changeoption(struct block_list* bl)
nullpo_retv(bl);
- if ( !(sc = status_get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc?
+ if ( !(sc = iStatus->get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc?
sd = BL_CAST(BL_PC, bl);
@@ -3707,7 +3707,7 @@ void clif_changeoption2(struct block_list* bl) {
unsigned char buf[20];
struct status_change *sc;
- if ( !(sc = status_get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc?
+ if ( !(sc = iStatus->get_sc(bl)) && bl->type != BL_NPC ) return; //How can an option change if there's no sc?
WBUFW(buf,0) = 0x28a;
WBUFL(buf,2) = bl->id;
@@ -4357,7 +4357,7 @@ void clif_getareachar_unit(struct map_session_data* sd,struct block_list *bl) {
struct unit_data *ud;
struct view_data *vd;
- vd = status_get_viewdata(bl);
+ vd = iStatus->get_viewdata(bl);
if (!vd || vd->class_ == INVISIBLE_CLASS)
return;
@@ -4490,7 +4490,7 @@ int clif_damage(struct block_list* src, struct block_list* dst, unsigned int tic
nullpo_ret(dst);
type = clif_calc_delay(type,div,damage+damage2,ddelay);
- sc = status_get_sc(dst);
+ sc = iStatus->get_sc(dst);
if(sc && sc->count) {
if(sc->data[SC_ILLUSION]) {
if(damage) damage = damage*(sc->data[SC_ILLUSION]->val2) + rnd()%100;
@@ -4835,13 +4835,13 @@ int clif_outsight(struct block_list *bl,va_list ap)
clif->clearunit_single(bl->id,CLR_OUTSIGHT,tsd->fd);
break;
default:
- if ((vd=status_get_viewdata(bl)) && vd->class_ != INVISIBLE_CLASS)
+ if ((vd=iStatus->get_viewdata(bl)) && vd->class_ != INVISIBLE_CLASS)
clif->clearunit_single(bl->id,CLR_OUTSIGHT,tsd->fd);
break;
}
}
if (sd && sd->fd) { //sd is watching tbl go out of view.
- if (((vd=status_get_viewdata(tbl)) && vd->class_ != INVISIBLE_CLASS) &&
+ if (((vd=iStatus->get_viewdata(tbl)) && vd->class_ != INVISIBLE_CLASS) &&
!(tbl->type == BL_NPC && (((TBL_NPC*)tbl)->option&OPTION_INVISIBLE)))
clif->clearunit_single(tbl->id,CLR_OUTSIGHT,sd->fd);
}
@@ -5168,7 +5168,7 @@ int clif_skill_damage(struct block_list *src,struct block_list *dst,unsigned int
nullpo_ret(dst);
type = clif_calc_delay(type,div,damage,ddelay);
- sc = status_get_sc(dst);
+ sc = iStatus->get_sc(dst);
if(sc && sc->count) {
if(sc->data[SC_ILLUSION] && damage)
damage = damage*(sc->data[SC_ILLUSION]->val2) + rnd()%100;
@@ -5256,7 +5256,7 @@ int clif_skill_damage2(struct block_list *src,struct block_list *dst,unsigned in
type = (type>0)?type:skill_get_hit(skill_id);
type = clif_calc_delay(type,div,damage,ddelay);
- sc = status_get_sc(dst);
+ sc = iStatus->get_sc(dst);
if(sc && sc->count) {
if(sc->data[SC_ILLUSION] && damage)
@@ -5507,11 +5507,11 @@ void clif_skill_estimation(struct map_session_data *sd,struct block_list *dst)
if( dst->type != BL_MOB )
return;
- status = status_get_status_data(dst);
+ status = iStatus->get_status_data(dst);
WBUFW(buf, 0)=0x18c;
- WBUFW(buf, 2)=status_get_class(dst);
- WBUFW(buf, 4)=status_get_lv(dst);
+ WBUFW(buf, 2)=iStatus->get_class(dst);
+ WBUFW(buf, 4)=iStatus->get_lv(dst);
WBUFW(buf, 6)=status->size;
WBUFL(buf, 8)=status->hp;
WBUFW(buf,12)= (battle_config.estimation_type&1?status->def:0)
@@ -5639,7 +5639,7 @@ void clif_status_change_notick(struct block_list *bl,int type,int flag,int tick,
nullpo_retv(bl);
- if (!(status_type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client
+ if (!(iStatus->type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client
return;
if (type == SI_BLANK) //It shows nothing on the client...
@@ -5670,7 +5670,7 @@ void clif_status_change(struct block_list *bl,int type,int flag,int tick,int val
nullpo_retv(bl);
- if (!(status_type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client
+ if (!(iStatus->type2relevant_bl_types(type)&bl->type)) // only send status changes that actually matter to the client
return;
if ( tick < 0 )
@@ -7725,8 +7725,8 @@ void clif_guild_emblem_area(struct block_list* bl)
// (emblem in the flag npcs and emblem over the head in agit maps) [FlavioJS]
WBUFW(buf,0) = 0x1b4;
WBUFL(buf,2) = bl->id;
- WBUFL(buf,6) = status_get_guild_id(bl);
- WBUFW(buf,10) = status_get_emblem_id(bl);
+ WBUFL(buf,6) = iStatus->get_guild_id(bl);
+ WBUFW(buf,10) = iStatus->get_emblem_id(bl);
clif->send(buf, 12, bl, AREA_WOS);
}
@@ -9655,7 +9655,7 @@ void clif_parse_LoadEndAck(int fd,struct map_session_data *sd)
sd->areanpc_id = 0;
/* it broke at some point (e.g. during a crash), so we make it visibly dead again. */
- if( !sd->status.hp && !pc_isdead(sd) && status_isdead(&sd->bl) )
+ if( !sd->status.hp && !pc_isdead(sd) && iStatus->isdead(&sd->bl) )
pc_setdead(sd);
// If player is dead, and is spawned (such as @refresh) send death packet. [Valaris]
@@ -9873,7 +9873,7 @@ void clif_parse_GetCharNameRequest(int fd, struct map_session_data *sd)
// 'see people in GM hide' cheat detection
/* disabled due to false positives (network lag + request name of char that's about to hide = race condition)
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc && sc->option&OPTION_INVISIBLE && !disguised(bl) &&
bl->type != BL_NPC && //Skip hidden NPCs which can be seen using Maya Purple
pc->get_group_level(sd) < battle_config.hack_info_GM_level
@@ -13215,7 +13215,7 @@ void clif_parse_GMKick(int fd, struct map_session_data *sd)
case BL_PC:
{
char command[NAME_LENGTH+6];
- sprintf(command, "%ckick %s", atcommand->at_symbol, status_get_name(target));
+ sprintf(command, "%ckick %s", atcommand->at_symbol, iStatus->get_name(target));
atcommand->parse(fd, sd, command, 1);
}
break;
@@ -13230,7 +13230,7 @@ void clif_parse_GMKick(int fd, struct map_session_data *sd)
clif->GM_kickack(sd, 0);
return;
}
- sprintf(command, "/kick %s (%d)", status_get_name(target), status_get_class(target));
+ sprintf(command, "/kick %s (%d)", iStatus->get_name(target), iStatus->get_class(target));
logs->atcommand(sd, command);
status_percent_damage(&sd->bl, target, 100, 0, true); // can invalidate 'target'
}
@@ -13239,7 +13239,7 @@ void clif_parse_GMKick(int fd, struct map_session_data *sd)
case BL_NPC:
{
char command[NAME_LENGTH+11];
- sprintf(command, "%cunloadnpc %s", atcommand->at_symbol, status_get_name(target));
+ sprintf(command, "%cunloadnpc %s", atcommand->at_symbol, iStatus->get_name(target));
atcommand->parse(fd, sd, command, 1);
}
break;
@@ -13620,7 +13620,7 @@ void clif_parse_NoviceExplosionSpirits(int fd, struct map_session_data *sd)
int percent = (int)( ( (float)sd->status.base_exp/(float)next )*1000. );
if( percent && ( percent%100 ) == 0 ) {// 10.0%, 20.0%, ..., 90.0%
- sc_start(&sd->bl, status_skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex]
+ sc_start(&sd->bl, iStatus->skill2sc(MO_EXPLOSIONSPIRITS), 100, 17, skill->get_time(MO_EXPLOSIONSPIRITS, 5)); //Lv17-> +50 critical (noted by Poki) [Skotlex]
clif->skill_nodamage(&sd->bl, &sd->bl, MO_EXPLOSIONSPIRITS, 5, 1); // prayer always shows successful Lv5 cast and disregards noskill restrictions
}
}
@@ -14263,7 +14263,7 @@ void clif_parse_AutoRevive(int fd, struct map_session_data *sd)
if (sd->sc.data[SC_HELLPOWER]) //Cannot res while under the effect of SC_HELLPOWER.
return;
- if (!status_revive(&sd->bl, 100, 100))
+ if (!iStatus->revive(&sd->bl, 100, 100))
return;
clif->skill_nodamage(&sd->bl,&sd->bl,ALL_RESURRECTION,4,1);
diff --git a/src/map/elemental.c b/src/map/elemental.c
index 53c85577b..839fa3640 100644
--- a/src/map/elemental.c
+++ b/src/map/elemental.c
@@ -244,9 +244,9 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
ed->master = sd;
ed->db = db;
memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
- status_set_viewdata(&ed->bl, ed->elemental.class_);
+ iStatus->set_viewdata(&ed->bl, ed->elemental.class_);
ed->vd->head_mid = 10; // Why?
- status_change_init(&ed->bl);
+ iStatus->change_init(&ed->bl);
unit_dataset(&ed->bl);
ed->ud.dir = sd->ud.dir;
@@ -283,7 +283,7 @@ int elemental_data_received(struct s_elemental *ele, bool flag) {
int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
struct block_list *bl;
- sc_type type = status_skill2sc(skill_id);
+ sc_type type = iStatus->skill2sc(skill_id);
nullpo_ret(ed);
@@ -432,9 +432,9 @@ int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned
ed->ud.skill_lv = skill_lv;
if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
- ed->ud.skilltimer = iTimer->add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
+ ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
else
- ed->ud.skilltimer = iTimer->add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 );
+ ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 );
}
return 1;
@@ -591,7 +591,7 @@ int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
return 0;
- if( !status_check_skilluse(&ed->bl, bl, 0, 0) )
+ if( !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
return 0;
if( ed->target_id == 0 )
@@ -611,7 +611,7 @@ static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap
target = va_arg(ap,struct block_list**);
//If can't seek yet, not an enemy, or you can't attack it, skip.
- if( (*target) == bl || !status_check_skilluse(&ed->bl, bl, 0, 0) )
+ if( (*target) == bl || !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
return 0;
if( battle->check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )
diff --git a/src/map/guild.c b/src/map/guild.c
index aa1d8c7a9..5ff0254dc 100644
--- a/src/map/guild.c
+++ b/src/map/guild.c
@@ -1363,7 +1363,7 @@ int guild_skillupack(int guild_id,uint16 skill_id,int account_id)
void guild_guildaura_refresh(struct map_session_data *sd, uint16 skill_id, uint16 skill_lv) {
struct skill_unit_group* group = NULL;
- int type = status_skill2sc(skill_id);
+ int type = iStatus->skill2sc(skill_id);
if( !(battle_config.guild_aura&((iMap->agit_flag || iMap->agit2_flag)?2:1)) &&
!(battle_config.guild_aura&(map_flag_gvg2(sd->bl.m)?8:4)) )
return;
diff --git a/src/map/homunculus.c b/src/map/homunculus.c
index 0d1b6ebcb..9bf752ef7 100644
--- a/src/map/homunculus.c
+++ b/src/map/homunculus.c
@@ -143,7 +143,7 @@ int homunculus_vaporize(struct map_session_data *sd, int flag) {
if (!hd || hd->homunculus.vaporize)
return 0;
- if (status_isdead(&hd->bl))
+ if (iStatus->isdead(&hd->bl))
return 0; //Can't vaporize a dead homun.
if (flag && get_percentage(hd->battle_status.hp, hd->battle_status.max_hp) < 80)
@@ -364,7 +364,7 @@ int homunculus_change_class(struct homun_data *hd, short class_) {
return 0;
hd->homunculusDB = &homun->db[i];
hd->homunculus.class_ = class_;
- status_set_viewdata(&hd->bl, class_);
+ iStatus->set_viewdata(&hd->bl, class_);
homun->calc_skilltree(hd, 1);
return 1;
}
@@ -743,8 +743,8 @@ bool homunculus_create(struct map_session_data *sd, struct s_homunculus *hom) {
memcpy(&hd->homunculus, hom, sizeof(struct s_homunculus));
hd->exp_next = homun->exptable[hd->homunculus.level - 1];
- status_set_viewdata(&hd->bl, hd->homunculus.class_);
- status_change_init(&hd->bl);
+ iStatus->set_viewdata(&hd->bl, hd->homunculus.class_);
+ iStatus->change_init(&hd->bl);
unit_dataset(&hd->bl);
hd->ud.dir = sd->ud.dir;
@@ -911,7 +911,7 @@ bool homunculus_ressurect(struct map_session_data* sd, unsigned char per, short
if (hd->homunculus.vaporize)
return false; // vaporized homunculi need to be 'called'
- if (!status_isdead(&hd->bl))
+ if (!iStatus->isdead(&hd->bl))
return false; // already alive
homun->init_timers(hd);
@@ -924,7 +924,7 @@ bool homunculus_ressurect(struct map_session_data* sd, unsigned char per, short
iMap->addblock(&hd->bl);
clif->spawn(&hd->bl);
}
- status_revive(&hd->bl, per, 0);
+ iStatus->revive(&hd->bl, per, 0);
return true;
}
diff --git a/src/map/map.c b/src/map/map.c
index 10d413676..2770a8af7 100644
--- a/src/map/map.c
+++ b/src/map/map.c
@@ -357,7 +357,7 @@ int map_moveblock(struct block_list *bl, int x1, int y1, unsigned int tick)
//TODO: Perhaps some outs of bounds checking should be placed here?
if (bl->type&BL_CHAR) {
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
skill->unit_move(bl,tick,2);
status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
@@ -1672,7 +1672,7 @@ int map_quit(struct map_session_data *sd) {
if( sd->sc.count ) {
//Status that are not saved...
for(i=0; i < SC_MAX; i++){
- if ( status_get_sc_type(i)&SC_NO_SAVE ){
+ if ( iStatus->get_sc_type(i)&SC_NO_SAVE ){
if ( !sd->sc.data[i] )
continue;
switch( i ){
@@ -5043,7 +5043,7 @@ void do_final(void)
homun->final();
atcommand->final_msg();
skill->final();
- do_final_status();
+ iStatus->do_final_status();
do_final_unit();
do_final_battleground();
do_final_duel();
@@ -5254,6 +5254,7 @@ void map_hp_symbols(void) {
HPM->share(party,"party");
HPM->share(storage,"storage");
HPM->share(trade,"trade");
+ HPM->share(iStatus,"iStatus");
/* partial */
HPM->share(mapit,"mapit");
/* sql link */
@@ -5289,6 +5290,7 @@ void load_defaults(void) {
party_defaults();
storage_defaults();
trade_defaults();
+ status_defaults();
}
int do_init(int argc, char *argv[])
{
@@ -5476,7 +5478,7 @@ int do_init(int argc, char *argv[])
read_map_zone_db();/* read after item and skill initalization */
do_init_mob();
pc->do_init_pc();
- do_init_status();
+ iStatus->do_init_status();
party->do_init_party();
guild->init();
storage->init();
diff --git a/src/map/mercenary.c b/src/map/mercenary.c
index 566f68409..a08b587e7 100644
--- a/src/map/mercenary.c
+++ b/src/map/mercenary.c
@@ -307,8 +307,8 @@ int merc_data_received(struct s_mercenary *merc, bool flag)
md->master = sd;
md->db = db;
memcpy(&md->mercenary, merc, sizeof(struct s_mercenary));
- status_set_viewdata(&md->bl, md->mercenary.class_);
- status_change_init(&md->bl);
+ iStatus->set_viewdata(&md->bl, md->mercenary.class_);
+ iStatus->change_init(&md->bl);
unit_dataset(&md->bl);
md->ud.dir = sd->ud.dir;
diff --git a/src/map/mob.c b/src/map/mob.c
index 93ef81811..1e79d6b93 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -159,7 +159,7 @@ void mvptomb_create(struct mob_data *md, char *killer, time_t time)
iMap->addnpc(nd->bl.m, nd);
iMap->addblock(&nd->bl);
- status_set_viewdata(&nd->bl, nd->class_);
+ iStatus->set_viewdata(&nd->bl, nd->class_);
clif->spawn(&nd->bl);
}
@@ -284,8 +284,8 @@ struct mob_data* mob_spawn_dataset(struct spawn_data *data) {
md->spawn_timer = INVALID_TIMER;
md->deletetimer = INVALID_TIMER;
md->skill_idx = -1;
- status_set_viewdata(&md->bl, md->class_);
- status_change_init(&md->bl);
+ iStatus->set_viewdata(&md->bl, md->class_);
+ iStatus->change_init(&md->bl);
unit_dataset(&md->bl);
iMap->addiddb(&md->bl);
@@ -413,7 +413,7 @@ bool mob_ksprotected (struct block_list *src, struct block_list *target)
return true;
} while(0);
- status_change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0);
+ iStatus->change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0);
return false;
}
@@ -908,7 +908,7 @@ int mob_spawn (struct mob_data *md)
if (md->spawn && md->class_ != md->spawn->class_)
{
md->class_ = md->spawn->class_;
- status_set_viewdata(&md->bl, md->class_);
+ iStatus->set_viewdata(&md->bl, md->class_);
md->db = mob_db(md->class_);
memcpy(md->name,md->spawn->name,NAME_LENGTH);
}
@@ -1031,7 +1031,7 @@ int mob_target(struct mob_data *md,struct block_list *bl,int dist)
if(md->target_id && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)))
return 0;
- if(!status_check_skilluse(&md->bl, bl, 0, 0))
+ if(!iStatus->check_skilluse(&md->bl, bl, 0, 0))
return 0;
md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
@@ -1059,10 +1059,10 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
mode= va_arg(ap,int);
//If can't seek yet, not an enemy, or you can't attack it, skip.
- if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0))
+ if ((*target) == bl || !iStatus->check_skilluse(&md->bl, bl, 0, 0))
return 0;
- if ((mode&MD_TARGETWEAK) && status_get_lv(bl) >= md->level-5)
+ if ((mode&MD_TARGETWEAK) && iStatus->get_lv(bl) >= md->level-5)
return 0;
if(battle->check_target(&md->bl,bl,BCT_ENEMY)<=0)
@@ -1120,7 +1120,7 @@ static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
//If can't seek yet, not an enemy, or you can't attack it, skip.
if ((*target) == bl ||
battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ||
- !status_check_skilluse(&md->bl, bl, 0, 0))
+ !iStatus->check_skilluse(&md->bl, bl, 0, 0))
return 0;
if(battle->check_range (&md->bl, bl, md->status.rhw.range)) {
@@ -1142,7 +1142,7 @@ static int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) {
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
- if( status_check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
+ if( iStatus->check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
(*target) = bl;
}
return 1;
@@ -1208,7 +1208,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
bl=iMap->id2bl(md->master_id);
- if (!bl || status_isdead(bl)) {
+ if (!bl || iStatus->isdead(bl)) {
status_kill(&md->bl);
return 1;
}
@@ -1268,7 +1268,7 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
if (tbl && battle->check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
tbl = NULL;
}
- if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
+ if (tbl && iStatus->check_skilluse(&md->bl, tbl, 0, 0)) {
md->target_id=tbl->id;
md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
if(md->min_chase>MAX_MINCHASE)
@@ -1361,7 +1361,7 @@ int mob_randomwalk(struct mob_data *md,unsigned int tick)
}
return 0;
}
- speed=status_get_speed(&md->bl);
+ speed=iStatus->get_speed(&md->bl);
for(i=c=0;i<md->ud.walkpath.path_len;i++){ // The next walk start time is calculated.
if(md->ud.walkpath.path[i]&1)
c+=speed*14/10;
@@ -1439,7 +1439,7 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
{ //Check validity of current target. [Skotlex]
tbl = iMap->id2bl(md->target_id);
if (!tbl || tbl->m != md->bl.m ||
- (md->ud.attacktimer == INVALID_TIMER && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
+ (md->ud.attacktimer == INVALID_TIMER && !iStatus->check_skilluse(&md->bl, tbl, 0, 0)) ||
(md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
(
tbl->type == BL_PC &&
@@ -1480,7 +1480,7 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
if( md->bl.m != abl->m || abl->prev == NULL
|| (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area
|| battle->check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
- || (battle_config.mob_ai&0x2 && !status_check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
+ || (battle_config.mob_ai&0x2 && !iStatus->check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
|| (!battle->check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
&& ( // Reach check
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
@@ -1500,7 +1500,7 @@ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
}
}
else
- if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(&md->bl, abl, 0, 0))
+ if (!(battle_config.mob_ai&0x2) && !iStatus->check_skilluse(&md->bl, abl, 0, 0))
{
//Can't attack back, but didn't invoke a rude attacked skill...
}
@@ -1917,7 +1917,7 @@ int mob_respawn(int tid, unsigned int tick, int id, intptr_t data)
struct block_list *bl = iMap->id2bl(id);
if(!bl) return 0;
- status_revive(bl, (uint8)data, 0);
+ iStatus->revive(bl, (uint8)data, 0);
return 1;
}
@@ -2184,7 +2184,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
if (md->sc.data[SC_RICHMANKIM])
bonus += md->sc.data[SC_RICHMANKIM]->val2;
if(sd) {
- temp = status_get_class(&md->bl);
+ temp = iStatus->get_class(&md->bl);
if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets
else
ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] &&
@@ -2625,7 +2625,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
}
- if(!md->spawn) //Tell status_damage to remove it from memory.
+ if(!md->spawn) //Tell iStatus->damage to remove it from memory.
return 5; // Note: Actually, it's 4. Oh well...
// MvP tomb [GreenBox]
@@ -2633,7 +2633,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL));
if( !rebirth ) {
- status_change_clear(&md->bl,1);
+ iStatus->change_clear(&md->bl,1);
mob_setdelayspawn(md); //Set respawning.
}
return 3; //Remove from map.
@@ -2761,7 +2761,7 @@ int mob_class_change (struct mob_data *md, int class_)
mob_stop_attack(md);
mob_stop_walking(md, 0);
unit_skillcastcancel(&md->bl, 0);
- status_set_viewdata(&md->bl, class_);
+ iStatus->set_viewdata(&md->bl, class_);
clif->class_change(&md->bl, md->vd->class_, 1);
status_calc_mob(md, 1);
md->ud.state.speed_changed = 1; //Speed change update.
@@ -3355,7 +3355,7 @@ int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, cons
strcpy(db->sprite,sd->status.name);
strcpy(db->name,sd->status.name);
strcpy(db->jname,sd->status.name);
- db->lv=status_get_lv(&sd->bl);
+ db->lv=iStatus->get_lv(&sd->bl);
memcpy(status, &sd->base_status, sizeof(struct status_data));
status->rhw.atk2= status->dex + status->rhw.atk + status->rhw.atk2; //Max ATK
status->rhw.atk = status->dex; //Min ATK
@@ -3751,7 +3751,7 @@ static bool mob_parse_dbrow(char** str)
data.bl.type = BL_MOB;
data.level = db->lv;
memcpy(&data.status, status, sizeof(struct status_data));
- status_calc_misc(&data.bl, status, db->lv);
+ iStatus->calc_misc(&data.bl, status, db->lv);
// MVP EXP Bonus: MEXP
// Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza]
diff --git a/src/map/npc.c b/src/map/npc.c
index 33d0c48f1..97f84d73d 100644
--- a/src/map/npc.c
+++ b/src/map/npc.c
@@ -2085,7 +2085,7 @@ struct npc_data* npc_add_warp(char* name, short from_mapid, short from_x, short
nd->subtype = WARP;
npc_setcells(nd);
iMap->addblock(&nd->bl);
- status_set_viewdata(&nd->bl, nd->class_);
+ iStatus->set_viewdata(&nd->bl, nd->class_);
nd->ud = &npc_base_ud;
if( map[nd->bl.m].users )
clif->spawn(&nd->bl);
@@ -2150,7 +2150,7 @@ static const char* npc_parse_warp(char* w1, char* w2, char* w3, char* w4, const
nd->subtype = WARP;
npc_setcells(nd);
iMap->addblock(&nd->bl);
- status_set_viewdata(&nd->bl, nd->class_);
+ iStatus->set_viewdata(&nd->bl, nd->class_);
nd->ud = &npc_base_ud;
if( map[nd->bl.m].users )
clif->spawn(&nd->bl);
@@ -2262,7 +2262,7 @@ static const char* npc_parse_shop(char* w1, char* w2, char* w3, char* w4, const
if( m >= 0 ) {// normal shop npc
iMap->addnpc(m,nd);
iMap->addblock(&nd->bl);
- status_set_viewdata(&nd->bl, nd->class_);
+ iStatus->set_viewdata(&nd->bl, nd->class_);
nd->ud = &npc_base_ud;
nd->dir = dir;
if( map[nd->bl.m].users )
@@ -2454,7 +2454,7 @@ static const char* npc_parse_script(char* w1, char* w2, char* w3, char* w4, cons
npc_setcells(nd);
iMap->addblock(&nd->bl);
if( class_ >= 0 ) {
- status_set_viewdata(&nd->bl, nd->class_);
+ iStatus->set_viewdata(&nd->bl, nd->class_);
if( map[nd->bl.m].users )
clif->spawn(&nd->bl);
}
@@ -2610,7 +2610,7 @@ const char* npc_parse_duplicate(char* w1, char* w2, char* w3, char* w4, const ch
npc_setcells(nd);
iMap->addblock(&nd->bl);
if( class_ >= 0 ) {
- status_set_viewdata(&nd->bl, nd->class_);
+ iStatus->set_viewdata(&nd->bl, nd->class_);
if( map[nd->bl.m].users )
clif->spawn(&nd->bl);
}
@@ -2680,7 +2680,7 @@ int npc_duplicate4instance(struct npc_data *snd, int16 m) {
wnd->subtype = WARP;
npc_setcells(wnd);
iMap->addblock(&wnd->bl);
- status_set_viewdata(&wnd->bl, wnd->class_);
+ iStatus->set_viewdata(&wnd->bl, wnd->class_);
wnd->ud = &npc_base_ud;
if( map[wnd->bl.m].users )
clif->spawn(&wnd->bl);
@@ -2813,7 +2813,7 @@ void npc_setclass(struct npc_data* nd, short class_)
if( map[nd->bl.m].users )
clif->clearunit_area(&nd->bl, CLR_OUTSIGHT);// fade out
nd->class_ = class_;
- status_set_viewdata(&nd->bl, class_);
+ iStatus->set_viewdata(&nd->bl, class_);
if( map[nd->bl.m].users )
clif->spawn(&nd->bl);// fade in
}
diff --git a/src/map/pc.c b/src/map/pc.c
index 3ddae9222..bbc63f031 100644
--- a/src/map/pc.c
+++ b/src/map/pc.c
@@ -262,7 +262,7 @@ static int pc_check_banding( struct block_list *bl, va_list ap ) {
if(pc_isdead(tsd))
return 0;
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if( bl == src )
return 0;
@@ -291,10 +291,10 @@ int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
if( c < 1 ) //just recalc status no need to recalc hp
{ // No more Royal Guards in Banding found.
- if( (sc = status_get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] )
+ if( (sc = iStatus->get_sc(&sd->bl)) != NULL && sc->data[SC_BANDING] )
{
sc->data[SC_BANDING]->val2 = 0; // Reset the counter
- status_calc_bl(&sd->bl, status_sc2scb_flag(SC_BANDING));
+ status_calc_bl(&sd->bl, iStatus->sc2scb_flag(SC_BANDING));
}
return 0;
}
@@ -333,11 +333,11 @@ int pc_banding(struct map_session_data *sd, uint16 skill_lv) {
bsd = iMap->id2sd(b_sd[j]);
if( bsd != NULL )
{
- status_set_hp(&bsd->bl,hp,0); // Set hp
- if( (sc = status_get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] )
+ iStatus->set_hp(&bsd->bl,hp,0); // Set hp
+ if( (sc = iStatus->get_sc(&bsd->bl)) != NULL && sc->data[SC_BANDING] )
{
sc->data[SC_BANDING]->val2 = c; // Set the counter. It doesn't count your self.
- status_calc_bl(&bsd->bl, status_sc2scb_flag(SC_BANDING)); // Set atk and def.
+ status_calc_bl(&bsd->bl, iStatus->sc2scb_flag(SC_BANDING)); // Set atk and def.
}
}
}
@@ -403,10 +403,10 @@ int pc_setrestartvalue(struct map_session_data *sd,int type) {
status = &sd->battle_status;
if (type&1) { //Normal resurrection
- status->hp = 1; //Otherwise status_heal may fail if dead.
- status_heal(&sd->bl, b_status->hp, 0, 1);
+ status->hp = 1; //Otherwise iStatus->heal may fail if dead.
+ iStatus->heal(&sd->bl, b_status->hp, 0, 1);
if( status->sp < b_status->sp )
- status_set_sp(&sd->bl, b_status->sp, 1);
+ iStatus->set_sp(&sd->bl, b_status->sp, 1);
} else { //Just for saving on the char-server (with values as if respawned)
sd->status.hp = b_status->hp;
sd->status.sp = (status->sp < b_status->sp)?b_status->sp:status->sp;
@@ -1017,12 +1017,12 @@ bool pc_authok(struct map_session_data *sd, int login_id2, time_t expiration_tim
if( sd->status.option & OPTION_INVISIBLE && !pc->can_use_command(sd, "@hide") )
sd->status.option &=~ OPTION_INVISIBLE;
- status_change_init(&sd->bl);
+ iStatus->change_init(&sd->bl);
sd->sc.option = sd->status.option; //This is the actual option used in battle.
//Set here because we need the inventory data for weapon sprite parsing.
- status_set_viewdata(&sd->bl, sd->status.class_);
+ iStatus->set_viewdata(&sd->bl, sd->status.class_);
unit_dataset(&sd->bl);
sd->guild_x = -1;
@@ -1147,7 +1147,7 @@ int pc_set_hate_mob(struct map_session_data *sd, int pos, struct block_list *bl)
return 0;
}
- class_ = status_get_class(bl);
+ class_ = iStatus->get_class(bl);
if (!pcdb_checkid(class_)) {
unsigned int max_hp = status_get_max_hp(bl);
if ((pos == 1 && max_hp < 6000) || (pos == 2 && max_hp < 20000))
@@ -1685,7 +1685,7 @@ int pc_disguise(struct map_session_data *sd, int class_) {
} else
sd->disguise = class_;
- status_set_viewdata(&sd->bl, class_);
+ iStatus->set_viewdata(&sd->bl, class_);
clif->changeoption(&sd->bl);
if (sd->bl.prev != NULL) {
@@ -3275,7 +3275,7 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell),
- target?-type2:type2, type3, val, 0, current_equip_card_id);
+ target?-type2:type2, type3, val, 0, iStatus->current_equip_card_id);
}
break;
case SP_AUTOSPELL_WHENHIT:
@@ -3284,7 +3284,7 @@ int pc_bonus3(struct map_session_data *sd,int type,int type2,int type3,int val)
int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2),
- target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, current_equip_card_id);
+ target?-type2:type2, type3, val, BF_NORMAL|BF_SKILL, iStatus->current_equip_card_id);
}
break;
case SP_SP_DRAIN_RATE:
@@ -3386,12 +3386,12 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4
switch(type){
case SP_AUTOSPELL:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, current_equip_card_id);
+ pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, 0, iStatus->current_equip_card_id);
break;
case SP_AUTOSPELL_WHENHIT:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, current_equip_card_id);
+ pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, BF_NORMAL|BF_SKILL, iStatus->current_equip_card_id);
break;
case SP_AUTOSPELL_ONSKILL:
@@ -3400,7 +3400,7 @@ int pc_bonus4(struct map_session_data *sd,int type,int type2,int type3,int type4
int target = skill->get_inf(type2); //Support or Self (non-auto-target) skills should pick self.
target = target&INF_SUPPORT_SKILL || (target&INF_SELF_SKILL && !(skill->get_inf2(type2)&INF2_NO_TARGET_SELF));
- pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, current_equip_card_id);
+ pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, target?-type3:type3, type4, val, iStatus->current_equip_card_id);
}
break;
@@ -3428,17 +3428,17 @@ int pc_bonus5(struct map_session_data *sd,int type,int type2,int type3,int type4
switch(type){
case SP_AUTOSPELL:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
+ pc_bonus_autospell(sd->autospell, ARRAYLENGTH(sd->autospell), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, iStatus->current_equip_card_id);
break;
case SP_AUTOSPELL_WHENHIT:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, current_equip_card_id);
+ pc_bonus_autospell(sd->autospell2, ARRAYLENGTH(sd->autospell2), (val&1?type2:-type2), (val&2?-type3:type3), type4, type5, iStatus->current_equip_card_id);
break;
case SP_AUTOSPELL_ONSKILL:
if(sd->state.lr_flag != 2)
- pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, current_equip_card_id);
+ pc_bonus_autospell_onskill(sd->autospell3, ARRAYLENGTH(sd->autospell3), type2, (val&1?-type3:type3), (val&2?-type4:type4), type5, iStatus->current_equip_card_id);
break;
default:
@@ -4312,7 +4312,7 @@ int pc_useitem(struct map_session_data *sd,int n) {
//perform a skill-use check before going through. [Skotlex]
//resurrection was picked as testing skill, as a non-offensive, generic skill, it will do.
//FIXME: Is this really needed here? It'll be checked in unit.c after all and this prevents skill items using when silenced [Inkfish]
- if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !status_check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
+ if( sd->inventory_data[n]->flag.delay_consume && ( sd->ud.skilltimer != INVALID_TIMER /*|| !iStatus->check_skilluse(&sd->bl, &sd->bl, ALL_RESURRECTION, 0)*/ ) )
return 0;
if( sd->inventory_data[n]->delay > 0 ) {
@@ -4610,8 +4610,8 @@ int pc_steal_item(struct map_session_data *sd,struct block_list *bl, uint16 skil
if(md->state.steal_flag == UCHAR_MAX || ( md->sc.opt1 && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) ) //already stolen from / status change check
return 0;
- sd_status= status_get_status_data(&sd->bl);
- md_status= status_get_status_data(bl);
+ sd_status= iStatus->get_status_data(&sd->bl);
+ md_status= iStatus->get_status_data(bl);
if( md->master_id || md_status->mode&MD_BOSS || mob_is_treasure(md) ||
map[bl->m].flag.nomobloot || // check noloot map flag [Lorky]
@@ -4801,8 +4801,8 @@ int pc_setpos(struct map_session_data* sd, unsigned short mapindex, int x, int y
if (sd->sc.data[SC_KNOWLEDGE]) {
struct status_change_entry *sce = sd->sc.data[SC_KNOWLEDGE];
if (sce->timer != INVALID_TIMER)
- iTimer->delete_timer(sce->timer, status_change_timer);
- sce->timer = iTimer->add_timer(iTimer->gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), status_change_timer, sd->bl.id, SC_KNOWLEDGE);
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
+ sce->timer = iTimer->add_timer(iTimer->gettick() + skill->get_time(SG_KNOWLEDGE, sce->val1), iStatus->change_timer, sd->bl.id, SC_KNOWLEDGE);
}
status_change_end(&sd->bl, SC_PROPERTYWALK, INVALID_TIMER);
status_change_end(&sd->bl, SC_CLOAKING, INVALID_TIMER);
@@ -5080,7 +5080,7 @@ int pc_checkallowskill(struct map_session_data *sd)
if( scw_list[i] == SC_DANCING && !battle_config.dancing_weaponswitch_fix )
continue;
if(sd->sc.data[scw_list[i]] &&
- !pc_check_weapontype(sd,skill->get_weapontype(status_sc2skill(scw_list[i]))))
+ !pc_check_weapontype(sd,skill->get_weapontype(iStatus->sc2skill(scw_list[i]))))
status_change_end(&sd->bl, scw_list[i], INVALID_TIMER);
}
@@ -5629,7 +5629,7 @@ int pc_follow_timer(int tid, unsigned int tick, int id, intptr_t data)
sd->followtimer = INVALID_TIMER;
tbl = iMap->id2bl(sd->followtarget);
- if (tbl == NULL || pc_isdead(sd) || status_isdead(tbl))
+ if (tbl == NULL || pc_isdead(sd) || iStatus->isdead(tbl))
{
pc->stop_following(sd);
return 0;
@@ -5711,16 +5711,16 @@ int pc_checkbaselevelup(struct map_session_data *sd) {
status_percent_heal(&sd->bl,100,100);
if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE) {
- sc_start(&sd->bl,status_skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1));
- sc_start(&sd->bl,status_skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1));
- sc_start(&sd->bl,status_skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1));
- sc_start(&sd->bl,status_skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1));
- sc_start(&sd->bl,status_skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1));
+ sc_start(&sd->bl,iStatus->skill2sc(PR_KYRIE),100,1,skill->get_time(PR_KYRIE,1));
+ sc_start(&sd->bl,iStatus->skill2sc(PR_IMPOSITIO),100,1,skill->get_time(PR_IMPOSITIO,1));
+ sc_start(&sd->bl,iStatus->skill2sc(PR_MAGNIFICAT),100,1,skill->get_time(PR_MAGNIFICAT,1));
+ sc_start(&sd->bl,iStatus->skill2sc(PR_GLORIA),100,1,skill->get_time(PR_GLORIA,1));
+ sc_start(&sd->bl,iStatus->skill2sc(PR_SUFFRAGIUM),100,1,skill->get_time(PR_SUFFRAGIUM,1));
if (sd->state.snovice_dead_flag)
sd->state.snovice_dead_flag = 0; //Reenable steelbody resurrection on dead.
} else if( (sd->class_&MAPID_BASEMASK) == MAPID_TAEKWON ) {
- sc_start(&sd->bl,status_skill2sc(AL_INCAGI),100,10,600000);
- sc_start(&sd->bl,status_skill2sc(AL_BLESSING),100,10,600000);
+ sc_start(&sd->bl,iStatus->skill2sc(AL_INCAGI),100,10,600000);
+ sc_start(&sd->bl,iStatus->skill2sc(AL_BLESSING),100,10,600000);
}
clif->misceffect(&sd->bl,0);
npc_script_event(sd, NPCE_BASELVUP); //LORDALFA - LVLUPEVENT
@@ -5782,14 +5782,14 @@ int pc_checkjoblevelup(struct map_session_data *sd)
static void pc_calcexp(struct map_session_data *sd, unsigned int *base_exp, unsigned int *job_exp, struct block_list *src)
{
int bonus = 0;
- struct status_data *status = status_get_status_data(src);
+ struct status_data *status = iStatus->get_status_data(src);
if (sd->expaddrace[status->race])
bonus += sd->expaddrace[status->race];
bonus += sd->expaddrace[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (battle_config.pk_mode &&
- (int)(status_get_lv(src) - sd->status.base_level) >= 20)
+ (int)(iStatus->get_lv(src) - sd->status.base_level) >= 20)
bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
if (sd->sc.data[SC_CASH_PLUSEXP])
@@ -6819,7 +6819,7 @@ int pc_dead(struct map_session_data *sd,struct block_list *src) {
clif->resurrection(&sd->bl, 1);
if(battle_config.pc_invincible_time)
pc->setinvincibletimer(sd, battle_config.pc_invincible_time);
- sc_start(&sd->bl,status_skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1));
+ sc_start(&sd->bl,iStatus->skill2sc(MO_STEELBODY),100,1,skill->get_time(MO_STEELBODY,1));
if(map_flag_gvg(sd->bl.m))
pc_respawn_timer(INVALID_TIMER, iTimer->gettick(), sd->bl.id, 0);
return 0;
@@ -7364,7 +7364,7 @@ int pc_itemheal(struct map_session_data *sd,int itemid, int hp,int sp)
#endif
}
- return status_heal(&sd->bl, hp, sp, 1);
+ return iStatus->heal(&sd->bl, hp, sp, 1);
}
/*==========================================
@@ -7496,7 +7496,7 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
short id;
for(i = 0; i < MAX_SKILL_TREE && (id = skill_tree[class_][i].id) > 0; i++) {
//Remove status specific to your current tree skills.
- enum sc_type sc = status_skill2sc(id);
+ enum sc_type sc = iStatus->skill2sc(id);
if (sc > SC_COMMON_MAX && sd->sc.data[sc])
status_change_end(&sd->bl, sc, INVALID_TIMER);
}
@@ -7538,7 +7538,7 @@ int pc_jobchange(struct map_session_data *sd,int job, int upper)
if (sd->disguise != -1)
pc->disguise(sd, -1);
- status_set_viewdata(&sd->bl, job);
+ iStatus->set_viewdata(&sd->bl, job);
clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_); // move sprite update to prevent client crashes with incompatible equipment [Valaris]
if(sd->vd.cloth_color)
clif->changelook(&sd->bl,LOOK_CLOTHES_COLOR,sd->vd.cloth_color);
@@ -7633,7 +7633,7 @@ int pc_changelook(struct map_session_data *sd,int type,int val)
switch(type){
case LOOK_BASE:
- status_set_viewdata(&sd->bl, val);
+ iStatus->set_viewdata(&sd->bl, val);
clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
if (sd->vd.cloth_color)
@@ -7748,9 +7748,9 @@ int pc_setoption(struct map_session_data *sd,int type)
else if( !(type&OPTION_MADOGEAR) && p_type&OPTION_MADOGEAR )
status_calc_pc(sd, 0);
for( i = 0; i < SC_MAX; i++ ){
- if ( !sd->sc.data[i] || !status_get_sc_type(i) )
+ if ( !sd->sc.data[i] || !iStatus->get_sc_type(i) )
continue;
- if ( status_get_sc_type(i)&SC_MADO_NO_RESET )
+ if ( iStatus->get_sc_type(i)&SC_MADO_NO_RESET )
continue;
switch (i) {
case SC_BERSERK:
@@ -7771,7 +7771,7 @@ int pc_setoption(struct map_session_data *sd,int type)
return 0; //Disguises break sprite changes
if (new_look < 0) { //Restore normal look.
- status_set_viewdata(&sd->bl, sd->status.class_);
+ iStatus->set_viewdata(&sd->bl, sd->status.class_);
new_look = sd->vd.class_;
}
@@ -9172,7 +9172,7 @@ void pc_regen (struct map_session_data *sd, unsigned int diff_tick)
}
if (hp > 0 || sp > 0)
- status_heal(&sd->bl, hp, sp, 0);
+ iStatus->heal(&sd->bl, hp, sp, 0);
return;
}
diff --git a/src/map/pc.h b/src/map/pc.h
index 0bc1f7325..7eedf813c 100644
--- a/src/map/pc.h
+++ b/src/map/pc.h
@@ -659,7 +659,7 @@ enum equip_pos {
#define pc_rightside_def(sd) ((sd)->battle_status.def)
#define pc_leftside_mdef(sd) ((sd)->battle_status.mdef2)
#define pc_rightside_mdef(sd) ((sd)->battle_status.mdef)
-#define pc_leftside_matk(sd) (status_base_matk(status_get_status_data(&(sd)->bl), (sd)->status.base_level))
+#define pc_leftside_matk(sd) (iStatus->base_matk(iStatus->get_status_data(&(sd)->bl), (sd)->status.base_level))
#define pc_rightside_matk(sd) ((sd)->battle_status.rhw.matk+(sd)->battle_status.lhw.matk+(sd)->bonus.ematk)
#else
#define pc_leftside_atk(sd) ((sd)->battle_status.batk + (sd)->battle_status.rhw.atk + (sd)->battle_status.lhw.atk)
diff --git a/src/map/pet.c b/src/map/pet.c
index e6ef0a488..2697e8128 100644
--- a/src/map/pet.c
+++ b/src/map/pet.c
@@ -115,7 +115,7 @@ int pet_attackskill(struct pet_data *pd, int target_id)
struct block_list *bl;
bl=iMap->id2bl(target_id);
- if(bl == NULL || pd->bl.m != bl->m || bl->prev == NULL || status_isdead(bl) ||
+ if(bl == NULL || pd->bl.m != bl->m || bl->prev == NULL || iStatus->isdead(bl) ||
!check_distance_bl(&pd->bl, bl, pd->db->range3))
return 0;
@@ -141,14 +141,14 @@ int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type)
if(bl == NULL || bl->type != BL_MOB || bl->prev == NULL ||
pd->pet.intimate < battle_config.pet_support_min_friendly ||
pd->pet.hungry < 1 ||
- pd->pet.class_ == status_get_class(bl))
+ pd->pet.class_ == iStatus->get_class(bl))
return 0;
if(pd->bl.m != bl->m ||
!check_distance_bl(&pd->bl, bl, pd->db->range2))
return 0;
- if (!status_check_skilluse(&pd->bl, bl, 0, 0))
+ if (!iStatus->check_skilluse(&pd->bl, bl, 0, 0))
return 0;
if(!type) {
@@ -355,7 +355,7 @@ int pet_data_init(struct map_session_data *sd, struct s_pet *pet)
pd->petDB = &pet_db[i];
pd->db = mob_db(pet->class_);
memcpy(&pd->pet, pet, sizeof(struct s_pet));
- status_set_viewdata(&pd->bl, pet->class_);
+ iStatus->set_viewdata(&pd->bl, pet->class_);
unit_dataset(&pd->bl);
pd->ud.dir = sd->ud.dir;
@@ -676,7 +676,7 @@ int pet_equipitem(struct map_session_data *sd,int index)
pc->delitem(sd,index,1,0,0,LOG_TYPE_OTHER);
pd->pet.equip = nameid;
- status_set_viewdata(&pd->bl, pd->pet.class_); //Updates view_data.
+ iStatus->set_viewdata(&pd->bl, pd->pet.class_); //Updates view_data.
clif->send_petdata(NULL, sd->pd, 3, sd->pd->vd.head_bottom);
if (battle_config.pet_equip_required)
{ //Skotlex: start support timers if need
@@ -705,7 +705,7 @@ static int pet_unequipitem(struct map_session_data *sd, struct pet_data *pd)
nameid = pd->pet.equip;
pd->pet.equip = 0;
- status_set_viewdata(&pd->bl, pd->pet.class_);
+ iStatus->set_viewdata(&pd->bl, pd->pet.class_);
clif->send_petdata(NULL, sd->pd, 3, sd->pd->vd.head_bottom);
memset(&tmp_item,0,sizeof(tmp_item));
tmp_item.nameid = nameid;
@@ -877,7 +877,7 @@ static int pet_ai_sub_hard(struct pet_data *pd, struct map_session_data *sd, uns
if (pd->target_id) {
target= iMap->id2bl(pd->target_id);
- if (!target || pd->bl.m != target->m || status_isdead(target) ||
+ if (!target || pd->bl.m != target->m || iStatus->isdead(target) ||
!check_distance_bl(&pd->bl, target, pd->db->range3))
{
target = NULL;
@@ -1139,7 +1139,7 @@ int pet_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
- status = status_get_status_data(&sd->bl);
+ status = iStatus->get_status_data(&sd->bl);
if(pc_isdead(sd) ||
(rate = get_percentage(status->sp, status->max_sp)) > pd->s_skill->sp ||
@@ -1152,7 +1152,7 @@ int pet_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
pet_stop_attack(pd);
pet_stop_walking(pd,1);
clif->skill_nodamage(&pd->bl,&sd->bl,AL_HEAL,pd->s_skill->lv,1);
- status_heal(&sd->bl, pd->s_skill->lv,0, 0);
+ iStatus->heal(&sd->bl, pd->s_skill->lv,0, 0);
pd->s_skill->timer=iTimer->add_timer(tick+pd->s_skill->delay*1000,pet_heal_timer,sd->bl.id,0);
return 0;
}
@@ -1176,7 +1176,7 @@ int pet_skill_support_timer(int tid, unsigned int tick, int id, intptr_t data)
return 0;
}
- status = status_get_status_data(&sd->bl);
+ status = iStatus->get_status_data(&sd->bl);
if (DIFF_TICK(pd->ud.canact_tick, tick) > 0)
{ //Wait until the pet can act again.
diff --git a/src/map/script.c b/src/map/script.c
index ee1143f05..4a90290cf 100644
--- a/src/map/script.c
+++ b/src/map/script.c
@@ -170,7 +170,7 @@ const char* parse_syntax_close_sub(const char* p,int* flag);
const char* parse_syntax(const char* p);
static int parse_syntax_for_flag = 0;
-extern int current_equip_item_index; //for New CARDS Scripts. It contains Inventory Index of the EQUIP_SCRIPT caller item. [Lupus]
+extern int status_current_equip_item_index; //for New CARDS Scripts. It contains Inventory Index of the EQUIP_SCRIPT caller item. [Lupus]
int potion_flag=0; //For use on Alchemist improved potions/Potion Pitcher. [Skotlex]
int potion_hp=0, potion_per_hp=0, potion_sp=0, potion_per_sp=0;
int potion_target=0;
@@ -355,9 +355,9 @@ static void script_reportsrc(struct script_state *st)
break;
default:
if( bl->m >= 0 )
- ShowDebug("Source (Non-NPC type %d): name %s at %s (%d,%d)\n", bl->type, status_get_name(bl), map[bl->m].name, bl->x, bl->y);
+ ShowDebug("Source (Non-NPC type %d): name %s at %s (%d,%d)\n", bl->type, iStatus->get_name(bl), map[bl->m].name, bl->x, bl->y);
else
- ShowDebug("Source (Non-NPC type %d): name %s (invisible/not on a map)\n", bl->type, status_get_name(bl));
+ ShowDebug("Source (Non-NPC type %d): name %s (invisible/not on a map)\n", bl->type, iStatus->get_name(bl));
break;
}
}
@@ -3616,7 +3616,7 @@ void script_run_autobonus(const char *autobonus, int id, int pos)
if( script )
{
- current_equip_item_index = pos;
+ iStatus->current_equip_item_index = pos;
run_script(script,0,id,0);
}
}
@@ -4850,7 +4850,7 @@ BUILDIN(heal)
hp=script_getnum(st,2);
sp=script_getnum(st,3);
- status_heal(&sd->bl, hp, sp, 1);
+ iStatus->heal(&sd->bl, hp, sp, 1);
return true;
}
/*==========================================
@@ -7226,7 +7226,7 @@ BUILDIN(getequippercentrefinery)
if (num > 0 && num <= ARRAYLENGTH(equip))
i=pc->checkequip(sd,equip[num-1]);
if(i >= 0 && sd->status.inventory[i].nameid && sd->status.inventory[i].refine < MAX_REFINE)
- script_pushint(st,status_get_refine_chance(itemdb_wlv(sd->status.inventory[i].nameid), (int)sd->status.inventory[i].refine));
+ script_pushint(st,iStatus->get_refine_chance(itemdb_wlv(sd->status.inventory[i].nameid), (int)sd->status.inventory[i].refine));
else
script_pushint(st,0);
@@ -7516,7 +7516,7 @@ BUILDIN(autobonus)
if( sd == NULL )
return true; // no player attached
- if( sd->state.autobonus&sd->status.inventory[current_equip_item_index].equip )
+ if( sd->state.autobonus&sd->status.inventory[iStatus->current_equip_item_index].equip )
return true;
rate = script_getnum(st,3);
@@ -7531,7 +7531,7 @@ BUILDIN(autobonus)
other_script = script_getstr(st,6);
if( pc->addautobonus(sd->autobonus,ARRAYLENGTH(sd->autobonus),
- bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[current_equip_item_index].equip,false) )
+ bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[iStatus->current_equip_item_index].equip,false) )
{
script_add_autobonus(bonus_script);
if( other_script )
@@ -7553,7 +7553,7 @@ BUILDIN(autobonus2)
if( sd == NULL )
return true; // no player attached
- if( sd->state.autobonus&sd->status.inventory[current_equip_item_index].equip )
+ if( sd->state.autobonus&sd->status.inventory[iStatus->current_equip_item_index].equip )
return true;
rate = script_getnum(st,3);
@@ -7568,7 +7568,7 @@ BUILDIN(autobonus2)
other_script = script_getstr(st,6);
if( pc->addautobonus(sd->autobonus2,ARRAYLENGTH(sd->autobonus2),
- bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[current_equip_item_index].equip,false) )
+ bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[iStatus->current_equip_item_index].equip,false) )
{
script_add_autobonus(bonus_script);
if( other_script )
@@ -7589,7 +7589,7 @@ BUILDIN(autobonus3)
if( sd == NULL )
return true; // no player attached
- if( sd->state.autobonus&sd->status.inventory[current_equip_item_index].equip )
+ if( sd->state.autobonus&sd->status.inventory[iStatus->current_equip_item_index].equip )
return true;
rate = script_getnum(st,3);
@@ -7603,7 +7603,7 @@ BUILDIN(autobonus3)
other_script = script_getstr(st,6);
if( pc->addautobonus(sd->autobonus3,ARRAYLENGTH(sd->autobonus3),
- bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[current_equip_item_index].equip,true) )
+ bonus_script,rate,dur,atk_type,other_script,sd->status.inventory[iStatus->current_equip_item_index].equip,true) )
{
script_add_autobonus(bonus_script);
if( other_script )
@@ -9472,9 +9472,9 @@ BUILDIN(sc_start)
else
bl = iMap->id2bl(st->rid);
- if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && status_sc2skill(type) != 0 )
+ if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && iStatus->sc2skill(type) != 0 )
{// When there isn't a duration specified, try to get it from the skill_db
- tick = skill->get_time(status_sc2skill(type), val1);
+ tick = skill->get_time(iStatus->sc2skill(type), val1);
}
if( potion_flag == 1 && potion_target )
@@ -9485,7 +9485,7 @@ BUILDIN(sc_start)
}
if( bl )
- status_change_start(bl, type, 10000, val1, 0, 0, val4, tick, 2);
+ iStatus->change_start(bl, type, 10000, val1, 0, 0, val4, tick, 2);
return true;
}
@@ -9511,9 +9511,9 @@ BUILDIN(sc_start2)
else
bl = iMap->id2bl(st->rid);
- if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && status_sc2skill(type) != 0 )
+ if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && iStatus->sc2skill(type) != 0 )
{// When there isn't a duration specified, try to get it from the skill_db
- tick = skill->get_time(status_sc2skill(type), val1);
+ tick = skill->get_time(iStatus->sc2skill(type), val1);
}
if( potion_flag == 1 && potion_target )
@@ -9524,7 +9524,7 @@ BUILDIN(sc_start2)
}
if( bl )
- status_change_start(bl, type, rate, val1, 0, 0, val4, tick, 2);
+ iStatus->change_start(bl, type, rate, val1, 0, 0, val4, tick, 2);
return true;
}
@@ -9553,9 +9553,9 @@ BUILDIN(sc_start4)
else
bl = iMap->id2bl(st->rid);
- if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && status_sc2skill(type) != 0 )
+ if( tick == 0 && val1 > 0 && type > SC_NONE && type < SC_MAX && iStatus->sc2skill(type) != 0 )
{// When there isn't a duration specified, try to get it from the skill_db
- tick = skill->get_time(status_sc2skill(type), val1);
+ tick = skill->get_time(iStatus->sc2skill(type), val1);
}
if( potion_flag == 1 && potion_target )
@@ -9565,7 +9565,7 @@ BUILDIN(sc_start4)
}
if( bl )
- status_change_start(bl, type, 10000, val1, val2, val3, val4, tick, 2);
+ iStatus->change_start(bl, type, 10000, val1, val2, val3, val4, tick, 2);
return true;
}
@@ -9592,7 +9592,7 @@ BUILDIN(sc_end)
if (type >= 0 && type < SC_MAX)
{
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
struct status_change_entry *sce = sc ? sc->data[type] : NULL;
if (!sce)
@@ -9616,7 +9616,7 @@ BUILDIN(sc_end)
status_change_end(bl, (sc_type)type, INVALID_TIMER);
}
else
- status_change_clear(bl, 3); // remove all effects
+ iStatus->change_clear(bl, 3); // remove all effects
return true;
}
@@ -9637,7 +9637,7 @@ BUILDIN(getscrate)
bl = iMap->id2bl(st->rid);
if (bl)
- rate = status_get_sc_def(bl, (sc_type)type, 10000, 10000, 0);
+ rate = iStatus->get_sc_def(bl, (sc_type)type, 10000, 10000, 0);
script_pushint(st,rate);
return true;
@@ -9943,7 +9943,7 @@ BUILDIN(changebase)
}
if(sd->disguise == -1 && vclass != sd->vd.class_) {
- status_set_viewdata(&sd->bl, vclass);
+ iStatus->set_viewdata(&sd->bl, vclass);
//Updated client view. Base, Weapon and Cloth Colors.
clif->changelook(&sd->bl,LOOK_BASE,sd->vd.class_);
clif->changelook(&sd->bl,LOOK_WEAPON,sd->status.weapon);
@@ -12322,7 +12322,7 @@ BUILDIN(recovery)
for( sd = (TBL_PC*)mapit->first(iter); mapit->exists(iter); sd = (TBL_PC*)mapit->next(iter) )
{
if(pc_isdead(sd))
- status_revive(&sd->bl, 100, 100);
+ iStatus->revive(&sd->bl, 100, 100);
else
status_percent_heal(&sd->bl, 100, 100);
clif->message(sd->fd,msg_txt(680));
@@ -13065,7 +13065,7 @@ BUILDIN(cardscnt)
if (id <= 0)
continue;
- index = current_equip_item_index; //we get CURRENT WEAPON inventory index from status.c [Lupus]
+ index = iStatus->current_equip_item_index; //we get CURRENT WEAPON inventory index from status.c [Lupus]
if(index < 0) continue;
if(!sd->inventory_data[index])
@@ -13084,7 +13084,7 @@ BUILDIN(cardscnt)
}
}
script_pushint(st,ret);
- // script_pushint(st,current_equip_item_index);
+ // script_pushint(st,iStatus->current_equip_item_index);
return true;
}
@@ -13096,7 +13096,7 @@ BUILDIN(getrefine)
{
TBL_PC *sd;
if ((sd = script_rid2sd(st))!= NULL)
- script_pushint(st,sd->status.inventory[current_equip_item_index].refine);
+ script_pushint(st,sd->status.inventory[iStatus->current_equip_item_index].refine);
else
script_pushint(st,0);
return true;
@@ -15031,7 +15031,7 @@ BUILDIN(unittalk)
{
struct StringBuf sbuf;
StrBuf->Init(&sbuf);
- StrBuf->Printf(&sbuf, "%s : %s", status_get_name(bl), message);
+ StrBuf->Printf(&sbuf, "%s : %s", iStatus->get_name(bl), message);
clif->disp_overhead(bl, StrBuf->Value(&sbuf));
if( bl->type == BL_PC )
clif->message(((TBL_PC*)bl)->fd, StrBuf->Value(&sbuf));
@@ -15396,7 +15396,7 @@ BUILDIN(mercenary_heal)
hp = script_getnum(st,2);
sp = script_getnum(st,3);
- status_heal(&sd->md->bl, hp, sp, 0);
+ iStatus->heal(&sd->md->bl, hp, sp, 0);
return true;
}
@@ -15413,7 +15413,7 @@ BUILDIN(mercenary_sc_start)
tick = script_getnum(st,3);
val1 = script_getnum(st,4);
- status_change_start(&sd->md->bl, type, 10000, val1, 0, 0, 0, tick, 2);
+ iStatus->change_start(&sd->md->bl, type, 10000, val1, 0, 0, 0, tick, 2);
return true;
}
diff --git a/src/map/skill.c b/src/map/skill.c
index d3dc98f14..bbfe88fa7 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -397,9 +397,9 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
* Renewal Heal Formula
* Formula: ( [(Base Level + INT) / 5] ? 30 ) ? (Heal Level / 10) ? (Modifiers) + MATK
**/
- hp = (status_get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
+ hp = (iStatus->get_lv(src) + status_get_int(src)) / 5 * 30 * skill_lv / 10;
#else
- hp = ( status_get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
+ hp = ( iStatus->get_lv(src) + status_get_int(src) ) / 8 * (4 + ( skill_id == AB_HIGHNESSHEAL ? ( sd ? pc->checkskill(sd,AL_HEAL) : 10 ) : skill_lv ) * 8);
#endif
if( sd && ((skill = pc->checkskill(sd, HP_MEDITATIO)) > 0) )
hp += hp * skill * 2 / 100;
@@ -417,7 +417,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
if( tsd && (skill = pc->skillheal2_bonus(tsd, skill_id)) )
hp += hp*skill/100;
- sc = status_get_sc(target);
+ sc = iStatus->get_sc(target);
if( sc && sc->count ) {
if( sc->data[SC_CRITICALWOUND] && heal ) // Critical Wound has no effect on offensive heal. [Inkfish]
hp -= hp * sc->data[SC_CRITICALWOUND]->val2/100;
@@ -438,7 +438,7 @@ int skill_calc_heal(struct block_list *src, struct block_list *target, uint16 sk
case BA_APPLEIDUN: case PR_SANCTUARY:
case NPC_EVILLAND: break;
default:
- hp += status_get_matk(src, 3);
+ hp += iStatus->get_matk(src, 3);
}
#endif
return hp;
@@ -707,10 +707,10 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
dstsd = BL_CAST(BL_PC, bl);
dstmd = BL_CAST(BL_MOB, bl);
- sc = status_get_sc(src);
- tsc = status_get_sc(bl);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(bl);
+ sc = iStatus->get_sc(src);
+ tsc = iStatus->get_sc(bl);
+ sstatus = iStatus->get_status_data(src);
+ tstatus = iStatus->get_status_data(bl);
if (!tsc) //skill additional effect is about adding effects to the target...
//So if the target can't be inflicted with statuses, this is pointless.
return 0;
@@ -743,13 +743,13 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
type = sd->addeff[i].id;
- temp = skill->get_time2(status_sc2skill(type),7);
+ temp = skill->get_time2(iStatus->sc2skill(type),7);
if (sd->addeff[i].flag&ATF_TARGET)
- status_change_start(bl,type,rate,7,0,0,0,temp,0);
+ iStatus->change_start(bl,type,rate,7,0,0,0,temp,0);
if (sd->addeff[i].flag&ATF_SELF)
- status_change_start(src,type,rate,7,0,0,0,temp,0);
+ iStatus->change_start(src,type,rate,7,0,0,0,temp,0);
}
}
@@ -761,12 +761,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
if( skill_id != sd->addeff3[i].skill || !sd->addeff3[i].rate )
continue;
type = sd->addeff3[i].id;
- temp = skill->get_time2(status_sc2skill(type),7);
+ temp = skill->get_time2(iStatus->sc2skill(type),7);
if( sd->addeff3[i].target&ATF_TARGET )
- status_change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ iStatus->change_start(bl,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
if( sd->addeff3[i].target&ATF_SELF )
- status_change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
+ iStatus->change_start(src,type,sd->addeff3[i].rate,7,0,0,0,temp,0);
}
}
}
@@ -829,7 +829,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
struct status_change_entry *sce;
// Enchant Poison gives a chance to poison attacked enemies
if((sce=sc->data[SC_ENCHANTPOISON])) //Don't use sc_start since chance comes in 1/10000 rate.
- status_change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
+ iStatus->change_start(bl,SC_POISON,sce->val2, sce->val1,src->id,0,0,
skill->get_time2(AS_ENCHANTPOISON,sce->val1),0);
// Enchant Deadly Poison gives a chance to deadly poison attacked enemies
if((sce=sc->data[SC_EDP]))
@@ -841,7 +841,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case SM_BASH:
if( sd && skill_lv > 5 && pc->checkskill(sd,SM_FATALBLOW)>0 )
- status_change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
+ iStatus->change_start(bl,SC_STUN,500*(skill_lv-5)*sd->status.base_level/50,
skill_lv,0,0,0,skill->get_time2(SM_FATALBLOW,skill_lv),0);
break;
@@ -1008,7 +1008,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case NPC_PETRIFYATTACK:
- sc_start4(bl,status_skill2sc(skill_id),50+10*skill_lv,
+ sc_start4(bl,iStatus->skill2sc(skill_id),50+10*skill_lv,
skill_lv,0,0,skill->get_time(skill_id,skill_lv),
skill->get_time2(skill_id,skill_lv));
break;
@@ -1019,11 +1019,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
case NPC_HELLPOWER:
- sc_start(bl,status_skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,iStatus->skill2sc(skill_id),50+10*skill_lv,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_ACIDBREATH:
case NPC_ICEBREATH:
- sc_start(bl,status_skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
+ sc_start(bl,iStatus->skill2sc(skill_id),70,skill_lv,skill->get_time2(skill_id,skill_lv));
break;
case NPC_BLEEDING:
sc_start2(bl,SC_BLOODING,(20*skill_lv),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
@@ -1031,7 +1031,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
case NPC_MENTALBREAKER:
{ //Based on observations by Tharis, Mental Breaker should do SP damage
//equal to Matk*skLevel.
- rate = status_get_matk(src, 2);
+ rate = iStatus->get_matk(src, 2);
rate*=skill_lv;
status_zap(bl, 0, rate);
break;
@@ -1074,7 +1074,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case LK_JOINTBEAT:
- status = status_skill2sc(skill_id);
+ status = iStatus->skill2sc(skill_id);
if (tsc->jb_flag) {
sc_start4(bl,status,(5*skill_lv+5),skill_lv,tsc->jb_flag&BREAK_FLAGS,src->id,0,skill->get_time2(skill_id,skill_lv));
tsc->jb_flag = 0;
@@ -1128,7 +1128,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case GS_BULLSEYE: //0.1% coma rate.
if(tstatus->race == RC_BRUTE || tstatus->race == RC_DEMIHUMAN)
- status_change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
+ iStatus->change_start(bl,SC_COMA,10,skill_lv,0,src->id,0,0,0);
break;
case GS_PIERCINGSHOT:
sc_start2(bl,SC_BLOODING,(skill_lv*3),skill_lv,src->id,skill->get_time2(skill_id,skill_lv));
@@ -1185,7 +1185,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
{
// lv 1 & 2 = Strip Helm, lv 3 = Strip Armor, lv 4 = Strip Weapon and lv 5 = Strip Accessory. [malufett]
const int pos[5] = { EQP_HELM, EQP_HELM, EQP_ARMOR, EQP_WEAPON, EQP_ACC };
- skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + status_get_lv(src) / 4 + status_get_dex(src) / 10,
+ skill->strip_equip(bl, pos[skill_lv], 6 * skill_lv + iStatus->get_lv(src) / 4 + status_get_dex(src) / 10,
skill_lv, skill->get_time2(skill_id,skill_lv));
}
break;
@@ -1242,7 +1242,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl, SC_STUN, 30 + 8 * skill_lv, skill_lv, skill->get_time(skill_id,skill_lv));
break;
case LG_PINPOINTATTACK:
- rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + status_get_lv(src))) / 10);
+ rate = 30 + (((5 * (sd?pc->checkskill(sd,LG_PINPOINTATTACK):skill_lv)) + (sstatus->agi + iStatus->get_lv(src))) / 10);
switch( skill_lv ) {
case 1:
sc_start2(bl,SC_BLOODING,rate,skill_lv,src->id,skill->get_time(skill_id,skill_lv));
@@ -1284,7 +1284,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
sc_start(bl, SC_STUN, 100, skill_lv, 1000 + 1000 * (rnd() %3));
break;
case SR_GENTLETOUCH_QUIET: // [(Skill Level x 5) + (Caster?s DEX + Caster?s Base Level) / 10]
- sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + status_get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
+ sc_start(bl, SC_SILENCE, 5 * skill_lv + (sstatus->dex + iStatus->get_lv(src)) / 10, skill_lv, skill->get_time(skill_id, skill_lv));
break;
case SR_EARTHSHAKER:
sc_start(bl,SC_STUN, 25 + 5 * skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
@@ -1367,7 +1367,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
break;
case EL_ROCK_CRUSHER:
case EL_ROCK_CRUSHER_ATK:
- sc_start(bl,status_skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
+ sc_start(bl,iStatus->skill2sc(skill_id),50,skill_lv,skill->get_time(EL_ROCK_CRUSHER,skill_lv));
break;
case EL_TYPOON_MIS:
sc_start(bl,SC_SILENCE,10*skill_lv,skill_lv,skill->get_time(skill_id,skill_lv));
@@ -1403,7 +1403,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
rate += sd->weapon_coma_race[tstatus->race];
rate += sd->weapon_coma_race[tstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
if (rate)
- status_change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
+ iStatus->change_start(bl, SC_COMA, rate, 0, 0, src->id, 0, 0, 0);
}
if( sd && battle_config.equip_self_break_rate )
{ // Self weapon breaking
@@ -1442,7 +1442,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
}
- if( sd && sd->ed && sc && !status_isdead(bl) && !skill_id ){
+ if( sd && sd->ed && sc && !iStatus->isdead(bl) && !skill_id ){
struct unit_data *ud = unit_bl2ud(src);
if( sc->data[SC_WILD_STORM_OPTION] )
@@ -1471,7 +1471,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, uint
}
// Autospell when attacking
- if( sd && !status_isdead(bl) && sd->autospell[0].id )
+ if( sd && !iStatus->isdead(bl) && sd->autospell[0].id )
{
struct block_list *tbl;
struct unit_data *ud;
@@ -1741,13 +1741,13 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
continue; //Range Failed.
}
type = dstsd->addeff2[i].id;
- time = skill->get_time2(status_sc2skill(type),7);
+ time = skill->get_time2(iStatus->sc2skill(type),7);
if (dstsd->addeff2[i].flag&ATF_TARGET)
- status_change_start(src,type,rate,7,0,0,0,time,0);
+ iStatus->change_start(src,type,rate,7,0,0,0,time,0);
- if (dstsd->addeff2[i].flag&ATF_SELF && !status_isdead(bl))
- status_change_start(bl,type,rate,7,0,0,0,time,0);
+ if (dstsd->addeff2[i].flag&ATF_SELF && !iStatus->isdead(bl))
+ iStatus->change_start(bl,type,rate,7,0,0,0,time,0);
}
}
@@ -1777,16 +1777,16 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
rnd()%10000 < battle_config.sg_miracle_skill_ratio) //SG_MIRACLE [Komurka]
sc_start(src,SC_MIRACLE,100,1,battle_config.sg_miracle_skill_duration);
- if(sd && skill_id && attack_type&BF_MAGIC && status_isdead(bl) &&
+ if(sd && skill_id && attack_type&BF_MAGIC && iStatus->isdead(bl) &&
!(skill->get_inf(skill_id)&(INF_GROUND_SKILL|INF_SELF_SKILL)) &&
(rate=pc->checkskill(sd,HW_SOULDRAIN))>0
){ //Soul Drain should only work on targetted spells [Skotlex]
if (pc_issit(sd)) pc->setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
clif->skill_nodamage(src,bl,HW_SOULDRAIN,rate,1);
- status_heal(src, 0, status_get_lv(bl)*(95+15*rate)/100, 2);
+ iStatus->heal(src, 0, iStatus->get_lv(bl)*(95+15*rate)/100, 2);
}
- if( sd && status_isdead(bl) ) {
+ if( sd && iStatus->isdead(bl) ) {
int sp = 0, hp = 0;
if( attack_type&BF_WEAPON ) {
sp += sd->bonus.sp_gain_value;
@@ -1799,7 +1799,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
hp += sd->bonus.magic_hp_gain_value;
if( skill_id == WZ_WATERBALL ) {//(bugreport:5303)
struct status_change *sc = NULL;
- if( ( sc = status_get_sc(src) ) ) {
+ if( ( sc = iStatus->get_sc(src) ) ) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
sc->data[SC_SOULLINK]->val3 == WZ_WATERBALL)
@@ -1808,12 +1808,12 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
}
if( hp || sp ) { // updated to force healing to allow healing through berserk
- status_heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
+ iStatus->heal(src, hp, sp, battle_config.show_hp_sp_gain ? 3 : 1);
}
}
// Trigger counter-spells to retaliate against damage causing skills.
- if(dstsd && !status_isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
+ if(dstsd && !iStatus->isdead(bl) && dstsd->autospell2[0].id && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE)) {
struct block_list *tbl;
struct unit_data *ud;
int i, skill_id, skill_lv, rate, type, notok;
@@ -1904,7 +1904,7 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
}
//Autobonus when attacked
- if( dstsd && !status_isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
+ if( dstsd && !iStatus->isdead(bl) && dstsd->autobonus2[0].rate && !(skill_id && skill->get_nk(skill_id)&NK_NO_DAMAGE) ) {
int i;
for( i = 0; i < ARRAYLENGTH(dstsd->autobonus2); i++ ) {
if( rnd()%1000 >= dstsd->autobonus2[i].rate )
@@ -1931,7 +1931,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
const int where_list[4] = {EQP_WEAPON, EQP_ARMOR, EQP_SHIELD, EQP_HELM};
const enum sc_type scatk[4] = {SC_NOEQUIPWEAPON, SC_NOEQUIPARMOR, SC_NOEQUIPSHIELD, SC_NOEQUIPHELM};
const enum sc_type scdef[4] = {SC_PROTECTWEAPON, SC_PROTECTARMOR, SC_PROTECTSHIELD, SC_PROTECTHELM};
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
int i,j;
TBL_PC *sd;
sd = BL_CAST(BL_PC, bl);
@@ -1973,7 +1973,7 @@ int skill_break_equip (struct block_list *bl, unsigned short where, int rate, in
else if (rnd()%10000 >= rate)
where&=~where_list[i];
else if (!sd && !(status_get_mode(bl)&MD_BOSS)) //Cause Strip effect.
- sc_start(bl,scatk[i],100,0,skill->get_time(status_sc2skill(scatk[i]),1));
+ sc_start(bl,scatk[i],100,0,skill->get_time(iStatus->sc2skill(scatk[i]),1));
}
}
if (!where) //Nothing to break.
@@ -2027,7 +2027,7 @@ int skill_strip_equip(struct block_list *bl, unsigned short where, int rate, int
if (rnd()%100 >= rate)
return 0;
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (!sc || sc->option&OPTION_MADOGEAR ) //Mado Gear cannot be divested [Ind]
return 0;
@@ -2103,7 +2103,7 @@ int skill_blown(struct block_list* src, struct block_list* target, int count, in
//Checks if 'bl' should reflect back a spell cast by 'src'.
//type is the type of magic attack: 0: indirect (aoe), 1: direct (targetted)
int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type) {
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
struct map_session_data* sd = BL_CAST(BL_PC, bl);
if( sc && sc->data[SC_KYOMU] ) // Nullify reflecting ability
@@ -2123,7 +2123,7 @@ int skill_magic_reflect(struct block_list* src, struct block_list* bl, int type)
if( sc->data[SC_MAGICMIRROR] && rnd()%100 < sc->data[SC_MAGICMIRROR]->val2 )
return 1;
- if( sc->data[SC_KAITE] && (src->type == BL_PC || status_get_lv(src) <= 80) )
+ if( sc->data[SC_KAITE] && (src->type == BL_PC || iStatus->get_lv(src) <= 80) )
{// Kaite only works against non-players if they are low-level.
clif->specialeffect(bl, 438, AREA);
if( --sc->data[SC_KAITE]->val2 <= 0 )
@@ -2166,20 +2166,20 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (src != dsrc) {
//When caster is not the src of attack, this is a ground skill, and as such, do the relevant target checking. [Skotlex]
- if (!status_check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
+ if (!iStatus->check_skilluse(battle_config.skill_caster_check?src:NULL, bl, skill_id, 2))
return 0;
} else if ((flag&SD_ANIMATION) && skill->get_nk(skill_id)&NK_SPLASH) {
//Note that splash attacks often only check versus the targetted mob, those around the splash area normally don't get checked for being hidden/cloaked/etc. [Skotlex]
- if (!status_check_skilluse(src, bl, skill_id, 2))
+ if (!iStatus->check_skilluse(src, bl, skill_id, 2))
return 0;
}
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
- sstatus = status_get_status_data(src);
- tstatus = status_get_status_data(bl);
- sc= status_get_sc(bl);
+ sstatus = iStatus->get_status_data(src);
+ tstatus = iStatus->get_status_data(bl);
+ sc= iStatus->get_sc(bl);
if (sc && !sc->count) sc = NULL; //Don't need it.
// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
@@ -2218,7 +2218,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
dsrc = tbl;
sd = BL_CAST(BL_PC, src);
tsd = BL_CAST(BL_PC, bl);
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc && !sc->count)
sc = NULL; //Don't need it.
/* bugreport:2564 flag&2 disables double casting trigger */
@@ -2248,18 +2248,18 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if (s_ele == -1) // the skill takes the weapon's element
s_ele = sstatus->rhw.ele;
else if (s_ele == -2) //Use status element
- s_ele = status_get_attack_sc_element(src,status_get_sc(src));
+ s_ele = status_get_attack_sc_element(src,iStatus->get_sc(src));
else if( s_ele == -3 ) //Use random element
s_ele = rnd()%ELE_MAX;
dmg.damage = battle->attr_fix(bl, bl, dmg.damage, s_ele, status_get_element(bl), status_get_element_level(bl));
if( sc && sc->data[SC_ENERGYCOAT] ) {
- struct status_data *status = status_get_status_data(bl);
+ struct status_data *status = iStatus->get_status_data(bl);
int per = 100*status->sp / status->max_sp -1; //100% should be counted as the 80~99% interval
per /=20; //Uses 20% SP intervals.
//SP Cost: 1% + 0.5% per every 20% SP
- if (!status_charge(bl, 0, (10+5*per)*status->max_sp/1000))
+ if (!iStatus->charge(bl, 0, (10+5*per)*status->max_sp/1000))
status_change_end(bl, SC_ENERGYCOAT, INVALID_TIMER);
//Reduction: 6% + 6% every 20%
dmg.damage -= dmg.damage * (6 * (1+per)) / 100;
@@ -2275,7 +2275,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sp = sp * sc->data[SC_MAGICROD]->val2 / 100;
if(skill_id == WZ_WATERBALL && skill_lv > 1)
sp = sp/((skill_lv|1)*(skill_lv|1)); //Estimate SP cost of a single water-ball
- status_heal(bl, 0, sp, 2);
+ iStatus->heal(bl, 0, sp, 2);
}
}
@@ -2326,8 +2326,8 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
sce->val1 = skill_id; //Update combo-skill
sce->val3 = skill_id;
if( sce->timer != INVALID_TIMER )
- iTimer->delete_timer(sce->timer, status_change_timer);
- sce->timer = iTimer->add_timer(tick+sce->val4, status_change_timer, src->id, SC_COMBOATTACK);
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
+ sce->timer = iTimer->add_timer(tick+sce->val4, iStatus->change_timer, src->id, SC_COMBOATTACK);
break;
}
unit_cancel_combo(src); // Cancel combo wait
@@ -2618,7 +2618,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Instant damage
if( !sc || (!sc->data[SC_DEVOTION] && skill_id != CR_REFLECTSHIELD) )
status_fix_damage(src,bl,damage,dmg.dmotion); //Deal damage before knockback to allow stuff like firewall+storm gust combo.
- if( !status_isdead(bl) && additional_effects )
+ if( !iStatus->isdead(bl) && additional_effects )
skill->additional_effect(src,bl,skill_id,skill_lv,dmg.flag,dmg.dmg_lv,tick);
if( damage > 0 ) //Counter status effects [Skotlex]
skill->counter_additional_effect(src,bl,skill_id,skill_lv,dmg.flag,tick);
@@ -2632,7 +2632,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
//Only knockback if it's still alive, otherwise a "ghost" is left behind. [Skotlex]
//Reflected spells do not bounce back (bl == dsrc since it only happens for direct skills)
- if (dmg.blewcount > 0 && bl!=dsrc && !status_isdead(bl)) {
+ if (dmg.blewcount > 0 && bl!=dsrc && !iStatus->isdead(bl)) {
int8 dir = -1; // default
switch(skill_id) {//direction
case MG_FIREWALL:
@@ -2723,7 +2723,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
if(damage > 0 && !(tstatus->mode&MD_BOSS)) {
if( skill_id == RG_INTIMIDATE ) {
int rate = 50 + skill_lv * 5;
- rate = rate + (status_get_lv(src) - status_get_lv(bl));
+ rate = rate + (iStatus->get_lv(src) - iStatus->get_lv(bl));
if(rnd()%100 < rate)
skill->addtimerskill(src,tick + 800,bl->id,0,0,skill_id,skill_lv,0,flag);
} else if( skill_id == SC_FATALMENACE )
@@ -2752,7 +2752,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
skill->break_equip(src,EQP_WEAPON,2000,BCT_SELF); // 20% chance to destroy the weapon.
break;
case GC_VENOMPRESSURE: {
- struct status_change *ssc = status_get_sc(src);
+ struct status_change *ssc = iStatus->get_sc(src);
if( ssc && ssc->data[SC_POISONINGWEAPON] && rnd()%100 < 70 + 5*skill_lv ) {
sc_start(bl,ssc->data[SC_POISONINGWEAPON]->val2,100,ssc->data[SC_POISONINGWEAPON]->val1,skill->get_time2(GC_POISONINGWEAPON, 1));
status_change_end(src,SC_POISONINGWEAPON,INVALID_TIMER);
@@ -2775,7 +2775,7 @@ int skill_attack (int attack_type, struct block_list* src, struct block_list *ds
(
skill_id == MG_COLDBOLT || skill_id == MG_FIREBOLT || skill_id == MG_LIGHTNINGBOLT
) &&
- (sc = status_get_sc(src)) &&
+ (sc = iStatus->get_sc(src)) &&
sc->data[SC_DOUBLECASTING] &&
rnd() % 100 < sc->data[SC_DOUBLECASTING]->val2)
{
@@ -2906,7 +2906,7 @@ int skill_check_unit_range2_sub (struct block_list *bl, va_list ap) {
skill_id = va_arg(ap,int);
- if( status_isdead(bl) && skill_id != AL_WARP )
+ if( iStatus->isdead(bl) && skill_id != AL_WARP )
return 0;
if( skill_id == HP_BASILICA && bl->type == BL_PC )
@@ -2957,7 +2957,7 @@ int skill_guildaura_sub (struct map_session_data* sd, int id, int strvit, int ag
if( sce->val3 != strvit || sce->val4 != agidex ) {
sce->val3 = strvit;
sce->val4 = agidex;
- status_calc_bl(&sd->bl, status_sc2scb_flag(SC_GUILDAURA));
+ status_calc_bl(&sd->bl, iStatus->sc2scb_flag(SC_GUILDAURA));
}
return 0;
}
@@ -2988,7 +2988,7 @@ int skill_check_condition_mercenary(struct block_list *bl, int skill_id, int lv,
case BL_MER: sd = ((TBL_MER*)bl)->master; break;
}
- status = status_get_status_data(bl);
+ status = iStatus->get_status_data(bl);
if( (idx = skill->get_index(skill_id)) == 0 )
return 0;
@@ -3114,9 +3114,9 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break; // Target not on Map
if(src->m != target->m)
break; // Different Maps
- if(status_isdead(src))
+ if(iStatus->isdead(src))
break; // Caster is Dead
- if(status_isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
+ if(iStatus->isdead(target) && skl->skill_id != RG_INTIMIDATE && skl->skill_id != WZ_WATERBALL)
break;
switch(skl->skill_id) {
@@ -3124,7 +3124,7 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
if (unit_warp(src,-1,-1,-1,CLR_TELEPORT) == 0) {
short x,y;
iMap->search_freecell(src, 0, &x, &y, 1, 1, 0);
- if (target != src && !status_isdead(target))
+ if (target != src && !iStatus->isdead(target))
unit_warp(target, -1, x, y, CLR_TELEPORT);
}
break;
@@ -3144,12 +3144,12 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break;
case WZ_WATERBALL:
skill->toggle_magicpower(src, skl->skill_id); // only the first hit will be amplify
- if (!status_isdead(target))
+ if (!iStatus->isdead(target))
skill->attack(BF_MAGIC,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag);
- if (skl->type>1 && !status_isdead(target) && !status_isdead(src)) {
+ if (skl->type>1 && !iStatus->isdead(target) && !iStatus->isdead(src)) {
skill->addtimerskill(src,tick+125,target->id,0,0,skl->skill_id,skl->skill_lv,skl->type-1,skl->flag);
} else {
- struct status_change *sc = status_get_sc(src);
+ struct status_change *sc = iStatus->get_sc(src);
if(sc) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
@@ -3240,8 +3240,8 @@ int skill_timerskill(int tid, unsigned int tick, int id, intptr_t data) {
break;
case CH_PALMSTRIKE:
{
- struct status_change* tsc = status_get_sc(target);
- struct status_change* sc = status_get_sc(src);
+ struct status_change* tsc = iStatus->get_sc(target);
+ struct status_change* sc = iStatus->get_sc(src);
if( ( tsc && tsc->option&OPTION_HIDE ) ||
( sc && sc->option&OPTION_HIDE ) ){
skill->blown(src,target,skill->get_blewcount(skl->skill_id, skl->skill_lv), -1, 0x0 );
@@ -3380,23 +3380,23 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
sd = BL_CAST(BL_PC, src);
- if (status_isdead(bl))
+ if (iStatus->isdead(bl))
return 1;
- if (skill_id && skill->get_type(skill_id) == BF_MAGIC && status_isimmune(bl) == 100) {
+ if (skill_id && skill->get_type(skill_id) == BF_MAGIC && iStatus->isimmune(bl) == 100) {
//GTB makes all targetted magic display miss with a single bolt.
- sc_type sct = status_skill2sc(skill_id);
+ sc_type sct = iStatus->skill2sc(skill_id);
if(sct != SC_NONE)
status_change_end(bl, sct, INVALID_TIMER);
clif->skill_damage(src, bl, tick, status_get_amotion(src), status_get_dmotion(bl), 0, 1, skill_id, skill_lv, skill->get_hit(skill_id));
return 1;
}
- sc = status_get_sc(src);
+ sc = iStatus->get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
- tstatus = status_get_status_data(bl);
+ tstatus = iStatus->get_status_data(bl);
iMap->freeblock_lock();
@@ -3542,7 +3542,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case 5: flag |= BREAK_NECK; break;
}
//TODO: is there really no cleaner way to do this?
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc) sc->jb_flag = flag;
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
break;
@@ -3659,7 +3659,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
{
mbl = src;
i = 3; // for Asura(from caster)
- status_set_sp(src, 0, 0);
+ iStatus->set_sp(src, 0, 0);
status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
#ifdef RENEWAL
@@ -3668,7 +3668,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
}else{
status_change_end(src, SC_NJ_NEN, INVALID_TIMER);
status_change_end(src, SC_HIDING, INVALID_TIMER);
- status_set_hp(src,
+ iStatus->set_hp(src,
#ifdef RENEWAL
max(status_get_max_hp(src)/100, 1)
#else
@@ -3758,7 +3758,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
heal = skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, sflag);
if( skill_id == NPC_VAMPIRE_GIFT && heal > 0 ) {
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status_heal(src,heal,0,0);
+ iStatus->heal(src,heal,0,0);
}
} else {
switch ( skill_id ) {
@@ -3914,7 +3914,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_MAGICALATTACK:
skill->attack(BF_MAGIC,src,src,bl,skill_id,skill_lv,tick,flag);
- sc_start(src,status_skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(src,iStatus->skill2sc(skill_id),100,skill_lv,skill->get_time(skill_id,skill_lv));
break;
case HVAN_CAPRICE: //[blackhole89]
@@ -3979,7 +3979,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case SL_STIN:
case SL_STUN:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -4008,7 +4008,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case RK_DRAGONBREATH_WATER:
case RK_DRAGONBREATH: {
struct status_change *tsc = NULL;
- if( (tsc = status_get_sc(bl)) && (tsc->data[SC_HIDING] )) {
+ if( (tsc = iStatus->get_sc(bl)) && (tsc->data[SC_HIDING] )) {
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
} else
skill->attack(BF_MISC,src,src,bl,skill_id,skill_lv,tick,flag);
@@ -4017,7 +4017,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case NPC_SELFDESTRUCTION: {
struct status_change *tsc = NULL;
- if( (tsc = status_get_sc(bl)) && tsc->data[SC_HIDING] )
+ if( (tsc = iStatus->get_sc(bl)) && tsc->data[SC_HIDING] )
break;
}
case HVAN_EXPLOSION:
@@ -4047,7 +4047,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
src, src, bl, skill_id, skill_lv, tick, flag);
if (heal > 0){
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
- status_heal(src, heal, 0, 0);
+ iStatus->heal(src, heal, 0, 0);
}
}
break;
@@ -4123,7 +4123,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case GC_PHANTOMMENACE:
if( flag&1 )
{ // Only Hits Invisible Targets
- struct status_change *tsc = status_get_sc(bl);
+ struct status_change *tsc = iStatus->get_sc(bl);
if(tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY]) )
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
}
@@ -4144,7 +4144,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
if( heal && rnd()%100 < rate )
{
- status_heal(src, heal, 0, 0);
+ iStatus->heal(src, heal, 0, 0);
clif->skill_nodamage(NULL, src, AL_HEAL, heal, 1);
}
}
@@ -4280,7 +4280,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case RA_SENSITIVEKEEN:
if( bl->type != BL_SKILL ) { // Only Hits Invisible Targets
- struct status_change * tsc = status_get_sc(bl);
+ struct status_change * tsc = iStatus->get_sc(bl);
if( tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK) ){
skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
@@ -4404,7 +4404,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
break;
case SO_POISON_BUSTER: {
- struct status_change *tsc = status_get_sc(bl);
+ struct status_change *tsc = iStatus->get_sc(bl);
if( tsc && tsc->data[SC_POISON] ) {
skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag);
status_change_end(bl, SC_POISON, INVALID_TIMER);
@@ -4476,9 +4476,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl, uint
case EL_TIDAL_WEAPON:
if( src->type == BL_ELEM ) {
struct elemental_data *ele = BL_CAST(BL_ELEM,src);
- struct status_change *sc = status_get_sc(&ele->bl);
- struct status_change *tsc = status_get_sc(bl);
- sc_type type = status_skill2sc(skill_id), type2;
+ struct status_change *sc = iStatus->get_sc(&ele->bl);
+ struct status_change *tsc = iStatus->get_sc(bl);
+ sc_type type = iStatus->skill2sc(skill_id), type2;
type2 = type-1;
clif->skill_nodamage(src,battle->get_master(src),skill_id,skill_lv,1);
@@ -4629,7 +4629,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
do {
if(!target || target->prev==NULL) break;
- if(src->m != target->m || status_isdead(src)) break;
+ if(src->m != target->m || iStatus->isdead(src)) break;
switch (ud->skill_id) {
//These should become skill_castend_pos
@@ -4664,7 +4664,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
}
if( ud->skill_id == PR_TURNUNDEAD ) {
- struct status_data *tstatus = status_get_status_data(target);
+ struct status_data *tstatus = iStatus->get_status_data(target);
if( !battle->check_undead(tstatus->race, tstatus->def_ele) )
break;
}
@@ -4676,7 +4676,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
if( ud->skill_id == PR_LEXDIVINA || ud->skill_id == MER_LEXDIVINA )
{
- sc = status_get_sc(target);
+ sc = iStatus->get_sc(target);
if( battle->check_target(src,target, BCT_ENEMY) <= 0 && (!sc || !sc->data[SC_SILENCE]) )
{ //If it's not an enemy, and not silenced, you can't use the skill on them. [Skotlex]
clif->skill_nodamage (src, target, ud->skill_id, ud->skill_lv, 0);
@@ -4721,7 +4721,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
}
- if(inf&BCT_ENEMY && (sc = status_get_sc(target)) &&
+ if(inf&BCT_ENEMY && (sc = iStatus->get_sc(target)) &&
sc->data[SC_FOGWALL] &&
rnd() % 100 < 75) { //Fogwall makes all offensive-type targetted skills fail at 75%
if (sd) clif->skill_fail(sd, ud->skill_id, USESKILL_FAIL_LEVEL, 0);
@@ -4730,7 +4730,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
}
//Avoid doing double checks for instant-cast skills.
- if (tid != INVALID_TIMER && !status_check_skilluse(src, target, ud->skill_id, 1))
+ if (tid != INVALID_TIMER && !iStatus->check_skilluse(src, target, ud->skill_id, 1))
break;
if(md) {
@@ -4797,10 +4797,10 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
break;
case CR_GRANDCROSS:
case NPC_GRANDDARKNESS:
- if( (sc = status_get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] )
+ if( (sc = iStatus->get_sc(src)) && sc->data[SC_NOEQUIPSHIELD] )
{
const struct TimerData *timer = iTimer->get_timer(sc->data[SC_NOEQUIPSHIELD]->timer);
- if( timer && timer->func == status_change_timer && DIFF_TICK(timer->tick,iTimer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
+ if( timer && timer->func == iStatus->change_timer && DIFF_TICK(timer->tick,iTimer->gettick()+skill->get_time(ud->skill_id, ud->skill_lv)) > 0 )
break;
}
sc_start2(src, SC_NOEQUIPSHIELD, 100, 0, 1, skill->get_time(ud->skill_id, ud->skill_lv));
@@ -4826,7 +4826,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
else
skill->castend_damage_id(src,target,ud->skill_id,ud->skill_lv,tick,flag);
- sc = status_get_sc(src);
+ sc = iStatus->get_sc(src);
if(sc && sc->count) {
if(sc->data[SC_SOULLINK] &&
sc->data[SC_SOULLINK]->val2 == SL_WIZARD &&
@@ -4855,7 +4855,7 @@ int skill_castend_id(int tid, unsigned int tick, int id, intptr_t data)
{ //When Asura fails... (except when it fails from Fog of Wall)
//Consume SP/spheres
skill->consume_requirement(sd,ud->skill_id, ud->skill_lv,1);
- status_set_sp(src, 0, 0);
+ iStatus->set_sp(src, 0, 0);
sc = &sd->sc;
if (sc->count)
{ //End states
@@ -4931,10 +4931,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(bl->prev == NULL)
return 1;
- if(status_isdead(src))
+ if(iStatus->isdead(src))
return 1;
- if( src != bl && status_isdead(bl) ) {
+ if( src != bl && iStatus->isdead(bl) ) {
/**
* Skills that may be cast on dead targets
**/
@@ -4949,8 +4949,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
}
- tstatus = status_get_status_data(bl);
- sstatus = status_get_status_data(src);
+ tstatus = iStatus->get_status_data(bl);
+ sstatus = iStatus->get_status_data(src);
//Check for undead skills that convert a no-damage skill into a damage one. [Skotlex]
switch (skill_id) {
@@ -5001,7 +5001,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case RK_FIGHTINGSPIRIT:
case RK_ABUNDANCE:
if( sd && !pc->checkskill(sd, RK_RUNEMASTERY) ){
- if( status_change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
+ if( iStatus->change_start(&sd->bl, (sc_type)(rnd()%SC_CONFUSION), 1000, 1, 0, 0, 0, skill->get_time2(skill_id,skill_lv),8) ){
skill->consume_requirement(sd,skill_id,skill_lv,2);
iMap->freeblock_unlock();
return 0;
@@ -5014,8 +5014,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
return skill->castend_pos2(src,bl->x,bl->y,skill_id,skill_lv,tick,0);
}
- type = status_skill2sc(skill_id);
- tsc = status_get_sc(bl);
+ type = iStatus->skill2sc(skill_id);
+ tsc = iStatus->get_sc(bl);
tsce = (tsc && type != -1)?tsc->data[type]:NULL;
if (src!=bl && type > -1 &&
@@ -5039,7 +5039,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( skill_id == AB_HIGHNESSHEAL ) {
heal = heal * ( 15 + 5 * skill_lv ) / 10;
}
- if( status_isimmune(bl) ||
+ if( iStatus->isimmune(bl) ||
(dstmd && (dstmd->class_ == MOBID_EMPERIUM || mob_is_battleground(dstmd))) ||
(dstsd && pc_ismadogear(dstsd)) )//Mado is immune to heal
heal=0;
@@ -5066,7 +5066,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage (src, bl, skill_id, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal && skill_id != HLIF_HEAL )
heal = ~heal + 1;
- heal_get_jobexp = status_heal(bl,heal,0,0);
+ heal_get_jobexp = iStatus->heal(bl,heal,0,0);
if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
@@ -5099,10 +5099,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->updatestatus(sd,SP_BASEEXP);
clif->updatestatus(sd,SP_JOBEXP);
}
- status_set_hp(src, 1, 0);
- status_set_sp(src, 0, 0);
+ iStatus->set_hp(src, 1, 0);
+ iStatus->set_sp(src, 0, 0);
break;
- } else if (status_isdead(bl) && flag&1) { //Revive
+ } else if (iStatus->isdead(bl) && flag&1) { //Revive
skill_area_temp[0]++; //Count it in, then fall-through to the Resurrection code.
skill_lv = 3; //Resurrection level 3 is used
} else //Invalid target, skip resurrection.
@@ -5114,7 +5114,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if (!status_isdead(bl))
+ if (!iStatus->isdead(bl))
break;
{
int per = 0, sper = 0;
@@ -5132,7 +5132,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
if(dstsd && dstsd->special_state.restart_full_recover)
per = sper = 100;
- if (status_revive(bl, per, sper))
+ if (iStatus->revive(bl, per, sper))
{
clif->skill_nodamage(src,bl,ALL_RESURRECTION,skill_lv,1); //Both Redemptio and Res show this skill-animation.
if(sd && dstsd && battle_config.resurrection_exp > 0)
@@ -5157,12 +5157,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case AL_DECAGI:
case MER_DECAGI:
clif->skill_nodamage (src, bl, skill_id, skill_lv,
- sc_start(bl, type, (40 + skill_lv * 2 + (status_get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
+ sc_start(bl, type, (40 + skill_lv * 2 + (iStatus->get_lv(src) + sstatus->int_)/5), skill_lv, skill->get_time(skill_id,skill_lv)));
break;
case AL_CRUCIS:
if (flag&1)
- sc_start(bl,type, 23+skill_lv*4 +status_get_lv(src) -status_get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
+ sc_start(bl,type, 23+skill_lv*4 +iStatus->get_lv(src) -iStatus->get_lv(bl), skill_lv,skill->get_time(skill_id,skill_lv));
else {
iMap->foreachinrange(skill->area_sub, src, skill->get_splash(skill_id, skill_lv), BL_CHAR,
src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id);
@@ -5236,14 +5236,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_FULLRECOVERY:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if (status_isimmune(bl))
+ if (iStatus->isimmune(bl))
break;
status_percent_heal(bl, 100, 100);
break;
case NPC_ALLHEAL:
{
int heal;
- if( status_isimmune(bl) )
+ if( iStatus->isimmune(bl) )
break;
heal = status_percent_heal(bl, 100, 0);
clif->skill_nodamage(NULL, bl, AL_HEAL, heal, 1);
@@ -5264,7 +5264,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_INSTANTDEATH:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- status_set_hp(bl,1,0);
+ iStatus->set_hp(bl,1,0);
break;
case SA_QUESTION:
case SA_GRAVITY:
@@ -5309,7 +5309,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case SA_FORTUNE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
- if(sd) pc->getzeny(sd,status_get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
+ if(sd) pc->getzeny(sd,iStatus->get_lv(bl)*100,LOG_TYPE_STEAL,NULL);
break;
case SA_TAMINGMONSTER:
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -5334,7 +5334,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case CG_MARIONETTE:
{
- struct status_change* sc = status_get_sc(src);
+ struct status_change* sc = iStatus->get_sc(src);
if( sd && dstsd && (dstsd->class_&MAPID_UPPERMASK) == MAPID_BARDDANCER && dstsd->status.sex == sd->status.sex )
{// Cannot cast on another bard/dancer-type class of the same gender as caster
@@ -5686,7 +5686,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- iMap->foreachinrange( status_change_timer_sub, src,
+ iMap->foreachinrange( iStatus->change_timer_sub, src,
skill->get_splash(skill_id, skill_lv), BL_CHAR,
src,NULL,type,tick);
}
@@ -5702,7 +5702,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
//TODO: How much does base level affects? Dummy value of 1% per level difference used. [Skotlex]
clif->skill_nodamage(src,bl,skill_id == SM_SELFPROVOKE ? SM_PROVOKE : skill_id,skill_lv,
- (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + status_get_lv(src) - status_get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
+ (i = sc_start(bl,type, skill_id == SM_SELFPROVOKE ? 100:( 50 + 3*skill_lv + iStatus->get_lv(src) - iStatus->get_lv(bl)), skill_lv, skill->get_time(skill_id,skill_lv))));
if( !i )
{
if( sd )
@@ -5739,7 +5739,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
}
- if( (lv = status_get_lv(src) - dstsd->status.base_level) < 0 )
+ if( (lv = iStatus->get_lv(src) - dstsd->status.base_level) < 0 )
lv = -lv;
if( lv > battle_config.devotion_level_difference || // Level difference requeriments
(dstsd->sc.data[type] && dstsd->sc.data[type]->val1 != src->id) || // Cannot Devote a player devoted from another source
@@ -5826,7 +5826,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
i = 2 * dstmd->level;
mob_target(dstmd,src,0);
}
- if (i) status_heal(src, 0, i, 3);
+ if (i) iStatus->heal(src, 0, i, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,i?1:0);
break;
@@ -5938,7 +5938,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
src, skill_id, skill_lv, tick, flag|i,
skill->castend_damage_id);
iMap->addblock(src);
- status_damage(src, src, sstatus->max_hp,0,0,1);
+ iStatus->damage(src, src, sstatus->max_hp,0,0,1);
break;
case AL_ANGELUS:
@@ -6014,7 +6014,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
dstsd->status.char_id == sd->status.partner_id ||
dstsd->status.char_id == sd->status.child
)) {
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
+ iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,8);
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
@@ -6110,7 +6110,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
else
if( dstmd )
{
- if( status_get_lv(src) > status_get_lv(bl)
+ if( iStatus->get_lv(src) > iStatus->get_lv(bl)
&& (tstatus->race == RC_DEMON || tstatus->race == RC_DEMIHUMAN || tstatus->race == RC_ANGEL)
&& !(tstatus->mode&MD_BOSS) )
clif->skill_nodamage(src,bl,skill_id,skill_lv, sc_start2(bl,type,70,skill_lv,src->id,skill->get_time(skill_id,skill_lv)));
@@ -6152,7 +6152,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(status_isimmune(bl) || !tsc)
+ if(iStatus->isimmune(bl) || !tsc)
break;
if (sd && sd->sc.data[SC_PETROLOGY_OPTION])
@@ -6181,11 +6181,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case NV_FIRSTAID:
clif->skill_nodamage(src,bl,skill_id,5,1);
- status_heal(bl,5,0,0);
+ iStatus->heal(bl,5,0,0);
break;
case AL_CURE:
- if(status_isimmune(bl)) {
+ if(iStatus->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
@@ -6202,7 +6202,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case PR_STRECOVERY:
- if(status_isimmune(bl)) {
+ if(iStatus->isimmune(bl)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
@@ -6215,7 +6215,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
//Is this equation really right? It looks so... special.
if( battle->check_undead(tstatus->race,tstatus->def_ele) ) {
- status_change_start(bl, SC_BLIND,
+ iStatus->change_start(bl, SC_BLIND,
100*(100-(tstatus->int_/2+tstatus->vit/3+tstatus->luk/10)),
1,0,0,0,
skill->get_time2(skill_id, skill_lv) * (100-(tstatus->int_+tstatus->vit)/2)/100,0);
@@ -6258,8 +6258,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case MER_SCAPEGOAT:
if( mer && mer->master )
{
- status_heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
- status_damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
+ iStatus->heal(&mer->master->bl, mer->battle_status.hp, 0, 2);
+ iStatus->damage(src, src, mer->battle_status.max_hp, 0, 0, 1);
}
break;
@@ -6566,7 +6566,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp = 0;
#endif
- status_heal(bl,(int)hp,sp,0);
+ iStatus->heal(bl,(int)hp,sp,0);
}
break;
case AM_CP_WEAPON:
@@ -6634,7 +6634,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(status_isimmune(bl) || !tsc || !tsc->count)
+ if(iStatus->isimmune(bl) || !tsc || !tsc->count)
break;
if( sd && dstsd && !map_flag_vs(sd->bl.m) && sd->status.guild_id == dstsd->status.guild_id ) {
@@ -6647,7 +6647,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if ( !tsc->data[i] )
continue;
if( SC_COMMON_MAX < i ){
- if ( status_get_sc_type(i)&SC_NO_DISPELL )
+ if ( iStatus->get_sc_type(i)&SC_NO_DISPELL )
continue;
}
switch (i) {
@@ -6735,7 +6735,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sp = skill->get_sp(skill_id,skill_lv);
sp = sp * tsc->data[SC_MAGICROD]->val2 / 100;
if(sp < 1) sp = 1;
- status_heal(bl,0,sp,2);
+ iStatus->heal(bl,0,sp,2);
status_percent_damage(bl, src, 0, -20, false); //20% max SP damage.
} else {
struct unit_data *ud = unit_bl2ud(bl);
@@ -6768,7 +6768,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sp = sp*(25*(skill_lv-1))/100;
if(hp || sp)
- status_heal(src, hp, sp, 2);
+ iStatus->heal(src, hp, sp, 2);
}
}
break;
@@ -7007,14 +7007,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
int hp_rate=(!skill_lv)? 0:skill_db[skill_id].hp_rate[skill_lv-1];
int gain_hp= tstatus->max_hp*abs(hp_rate)/100; // The earned is the same % of the target HP than it costed the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,status_heal(bl, gain_hp, 0, 0),1);
+ clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, gain_hp, 0, 0),1);
}
break;
case WE_FEMALE:
{
int sp_rate=(!skill_lv)? 0:skill_db[skill_id].sp_rate[skill_lv-1];
int gain_sp=tstatus->max_sp*abs(sp_rate)/100;// The earned is the same % of the target SP than it costed the caster. [Skotlex]
- clif->skill_nodamage(src,bl,skill_id,status_heal(bl, 0, gain_sp, 0),1);
+ clif->skill_nodamage(src,bl,skill_id,iStatus->heal(bl, 0, gain_sp, 0),1);
}
break;
@@ -7029,7 +7029,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
iMap->freeblock_unlock();
return 0;
}
- status_change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
+ iStatus->change_start(bl,SC_STUN,10000,skill_lv,0,0,0,skill->get_time2(skill_id,skill_lv),8);
if (f_sd) sc_start(&f_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
if (m_sd) sc_start(&m_sd->bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv));
}
@@ -7040,12 +7040,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int hp, sp;
hp = sstatus->max_hp/10;
sp = hp * 10 * skill_lv / 100;
- if (!status_charge(src,hp,0)) {
+ if (!iStatus->charge(src,hp,0)) {
if (sd) clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
- status_heal(bl,0,sp,2);
+ iStatus->heal(bl,0,sp,2);
}
break;
@@ -7203,7 +7203,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
dstmd->state.soul_change_flag = 1;
sp2 = sstatus->max_sp * 3 /100;
- status_heal(src, 0, sp2, 2);
+ iStatus->heal(src, 0, sp2, 2);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
break;
}
@@ -7215,8 +7215,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( tsc && tsc->data[SC_EXTREMITYFIST2] )
sp1 = tstatus->sp;
#endif
- status_set_sp(src, sp2, 3);
- status_set_sp(bl, sp1, 3);
+ iStatus->set_sp(src, sp2, 3);
+ iStatus->set_sp(bl, sp1, 3);
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
}
break;
@@ -7254,7 +7254,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_nodamage(NULL,bl,AL_HEAL,hp,1);
if(sp > 0)
clif->skill_nodamage(NULL,bl,MG_SRECOVERY,sp,1);
- status_heal(bl,hp,sp,0);
+ iStatus->heal(bl,hp,sp,0);
}
break;
// Full Chemical Protection
@@ -7324,13 +7324,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_INCMATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
case 2: // all buffs removed
- status_change_clear_buffs(bl,1);
+ iStatus->change_clear_buffs(bl,1);
break;
case 3: // 1000 damage, random armor destroyed
{
status_fix_damage(src, bl, 1000, 0);
clif->damage(src,bl,tick,0,0,1000,0,0,0);
- if( !status_isdead(bl) ) {
+ if( !iStatus->isdead(bl) ) {
int where[] = { EQP_ARMOR, EQP_SHIELD, EQP_HELM, EQP_SHOES, EQP_GARMENT };
skill->break_equip(bl, where[rnd()%5], 10000, BCT_ENEMY);
}
@@ -7340,7 +7340,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
sc_start(bl,SC_INCATKRATE,100,-50,skill->get_time2(skill_id,skill_lv));
break;
case 5: // 2000HP heal, random teleported
- status_heal(src, 2000, 0, 0);
+ iStatus->heal(src, 2000, 0, 0);
if( !map_flag_vs(bl->m) )
unit_warp(bl, -1,-1,-1, CLR_TELEPORT);
break;
@@ -7439,7 +7439,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (tsce) {
if(sd)
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
+ iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,10000,8);
status_change_end(bl, SC_SWOO, INVALID_TIMER);
break;
}
@@ -7447,7 +7447,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SL_SKE:
if (sd && !battle_config.allow_es_magic_pc && bl->type != BL_MOB) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
- status_change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
+ iStatus->change_start(src,SC_STUN,10000,skill_lv,0,0,0,500,10);
break;
}
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
@@ -7458,9 +7458,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
// New guild skills [Celest]
case GD_BATTLEORDER:
if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
+ if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (status_get_guild_id(src)) {
+ } else if (iStatus->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id, skill_lv), BL_PC,
@@ -7472,9 +7472,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case GD_REGENERATION:
if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
+ if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id, skill_lv));
- } else if (status_get_guild_id(src)) {
+ } else if (iStatus->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id, skill_lv), BL_PC,
@@ -7486,9 +7486,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case GD_RESTORE:
if(flag&1) {
- if (status_get_guild_id(src) == status_get_guild_id(bl))
+ if (iStatus->get_guild_id(src) == iStatus->get_guild_id(bl))
clif->skill_nodamage(src,bl,AL_HEAL,status_percent_heal(bl,90,90),1);
- } else if (status_get_guild_id(src)) {
+ } else if (iStatus->get_guild_id(src)) {
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
iMap->foreachinrange(skill->area_sub, src,
skill->get_splash(skill_id, skill_lv), BL_PC,
@@ -7505,7 +7505,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int j = 0;
struct guild *g;
// i don't know if it actually summons in a circle, but oh well. ;P
- g = sd?sd->state.gmaster_flag:guild->search(status_get_guild_id(src));
+ g = sd?sd->state.gmaster_flag:guild->search(iStatus->get_guild_id(src));
if (!g)
break;
clif->skill_nodamage(src,bl,skill_id,skill_lv,1);
@@ -7623,7 +7623,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
//Eh? why double skill packet?
clif->skill_nodamage(src,bl,AL_HEAL,i,1);
clif->skill_nodamage(src,bl,skill_id,i,1);
- status_heal(bl, i, 0, 0);
+ iStatus->heal(bl, i, 0, 0);
}
break;
//Homun single-target support skills [orn]
@@ -7728,7 +7728,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case RK_ENCHANTBLADE:
clif->skill_nodamage(src,bl,skill_id,skill_lv,// formula not confirmed
- sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+status_get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
+ sc_start2(bl,type,100,skill_lv,100+20*skill_lv/*+sstatus->int_/2+iStatus->get_lv(bl)/10*/,skill->get_time(skill_id,skill_lv)));
break;
case RK_DRAGONHOWLING:
if( flag&1)
@@ -7758,7 +7758,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd )
{
int heal = sstatus->hp / 4; // 25% HP
- if( status_charge(bl,heal,0) )
+ if( iStatus->charge(bl,heal,0) )
clif->skill_nodamage(src,bl,skill_id,skill_lv,sc_start2(bl,type,100,skill_lv,heal,skill->get_time(skill_id,skill_lv)));
else
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
@@ -7769,8 +7769,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int heal = status_get_max_hp(bl) * 25 / 100;
clif->skill_nodamage(src,bl,skill_id,skill_lv,
sc_start(bl,type,100,skill_lv,skill->get_time(skill_id,skill_lv)));
- status_heal(bl,heal,0,1);
- status_change_clear_buffs(bl,4);
+ iStatus->heal(bl,heal,0,1);
+ iStatus->change_clear_buffs(bl,4);
}
break;
@@ -7871,7 +7871,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
}
- if( !status_charge(bl,heal,0) )
+ if( !iStatus->charge(bl,heal,0) )
{
if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL_HP_INSUFFICIENT,0);
break;
@@ -7914,13 +7914,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( sd && tstatus && !battle->check_undead(tstatus->race, tstatus->def_ele) ) {
i = skill->calc_heal(src, bl, AL_HEAL, pc->checkskill(sd, AL_HEAL), true);
- if( (dstsd && pc_ismadogear(dstsd)) || status_isimmune(bl))
+ if( (dstsd && pc_ismadogear(dstsd)) || iStatus->isimmune(bl))
i = 0; // Should heal by 0 or won't do anything?? in iRO it breaks the healing to members.. [malufett]
clif->skill_nodamage(bl, bl, skill_id, i, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && i )
i = ~i + 1;
- status_heal(bl, i, 0, 0);
+ iStatus->heal(bl, i, 0, 0);
}
}
else if( sd )
@@ -7985,14 +7985,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
- if(status_isimmune(bl) || !tsc || !tsc->count)
+ if(iStatus->isimmune(bl) || !tsc || !tsc->count)
break;
for(i = 0; i < SC_MAX; i++)
{
if ( !tsc->data[i] )
continue;
if( SC_COMMON_MAX > i )
- if ( status_get_sc_type(i)&SC_NO_CLEARANCE )
+ if ( iStatus->get_sc_type(i)&SC_NO_CLEARANCE )
continue;
switch (i) {
case SC_ASSUMPTIO:
@@ -8067,12 +8067,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_SIENNAEXECRATE:
if( flag&1 ) {
- if( status_isimmune(bl) || !tsc )
+ if( iStatus->isimmune(bl) || !tsc )
break;
if( tsc && tsc->data[SC_STONE] )
status_change_end(bl,SC_STONE,INVALID_TIMER);
else
- status_change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
+ iStatus->change_start(bl,SC_STONE,10000,skill_lv,0,0,500,skill->get_time(skill_id, skill_lv),2);
} else {
int rate = 45 + 5 * skill_lv;
if( rnd()%100 < rate ){
@@ -8099,7 +8099,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WL_READING_SB:
if( sd ) {
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
for( i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++)
if( sc && !sc->data[i] )
@@ -8181,7 +8181,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
pc->setmadogear(sd, 0);
clif->skill_nodamage(src, bl, skill_id, skill_lv, 1);
skill->castend_damage_id(src, src, skill_id, skill_lv, tick, flag);
- status_set_sp(src, 0, 0);
+ iStatus->set_sp(src, 0, 0);
}
break;
@@ -8209,10 +8209,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( dstsd && pc_ismadogear(dstsd) )
{
heal = dstsd->status.max_hp * (3+3*skill_lv) / 100;
- status_heal(bl,heal,0,2);
+ iStatus->heal(bl,heal,0,2);
} else {
heal = sd->status.max_hp * (3+3*skill_lv) / 100;
- status_heal(src,heal,0,2);
+ iStatus->heal(src,heal,0,2);
}
clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, 6);
@@ -8279,8 +8279,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SC_WEAKNESS:
if( !(tsc && tsc->data[type]) ) {
//((rand(myDEX / 12, myDEX / 4) + myJobLevel + 10 * skLevel) + myLevel / 10) - (targetLevel / 10 + targetLUK / 10 + (targetMaxWeight - targetWeight) / 1000 + rand(targetAGI / 6, targetAGI / 3))
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
- - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10
+ - iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)));
} else if( sd )
@@ -8289,14 +8289,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case SC_IGNORANCE:
if( !(tsc && tsc->data[type]) ) {
- int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + status_get_lv(src)/10
- - status_get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
+ int rate = rnd_value(sstatus->dex/12,sstatus->dex/4) + 10*skill_lv + (sd?sd->status.job_level:0) + iStatus->get_lv(src)/10
+ - iStatus->get_lv(bl)/10 - tstatus->luk/10 - (dstsd?(dstsd->max_weight-dstsd->weight)/10000:0) - rnd_value(tstatus->agi/6,tstatus->agi/3);
rate = cap_value(rate, skill_lv+sstatus->dex/20, 100);
if (clif->skill_nodamage(src,bl,skill_id,0,sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv)))) {
int sp = 200 * skill_lv;
if( dstmd ) sp = dstmd->level * 2;
if( status_zap(bl,0,sp) )
- status_heal(src,0,sp/2,3);
+ iStatus->heal(src,0,sp/2,3);
}
else if( sd ) clif->skill_fail(sd,skill_id,0,0);
} else if( sd )
@@ -8413,7 +8413,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( rate < brate )
{
val = sstatus->max_hp * (11 + it->refine) / 100;
- status_heal(bl, val, 0, 3);
+ iStatus->heal(bl, val, 0, 3);
}
break;
/*case 3:
@@ -8538,16 +8538,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
{
int heal;
- if( status_isimmune(bl) )
+ if( iStatus->isimmune(bl) )
{
clif->skill_nodamage(src,bl,skill_id,skill_lv,0);
break;
}
heal = 120 * skill_lv + status_get_max_hp(bl) * (2 + skill_lv) / 100;
- status_heal(bl, heal, 0, 0);
+ iStatus->heal(bl, heal, 0, 0);
- if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + status_get_lv(src)) / 4) - (1 + (rnd() % 10))) )
+ if( (tsc && tsc->opt1) && (rnd()%100 < ((skill_lv * 5) + (status_get_dex(src) + iStatus->get_lv(src)) / 4) - (1 + (rnd() % 10))) )
{
status_change_end(bl, SC_STONE, INVALID_TIMER);
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
@@ -8602,7 +8602,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_DEADHILLHERE:
if( bl->type == BL_PC ) {
- if( !status_isdead(bl) )
+ if( !iStatus->isdead(bl) )
break;
if( rnd()%100 < 88 + 2 * skill_lv ) {
@@ -8673,7 +8673,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_DANCE_WITH_WUG:
case WM_LERADS_DEW:
if( flag&1 ) { // These affect to to all party members near the caster.
- struct status_change *sc = status_get_sc(src);
+ struct status_change *sc = iStatus->get_sc(src);
if( sc && sc->data[type] ) {
sc_start2(bl,type,100,skill_lv,sc->data[type]->val2,skill->get_time(skill_id,skill_lv));
}
@@ -8799,7 +8799,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case WM_LULLABY_DEEPSLEEP:
if( flag&1 ){
//[(Skill Level x 4) + (Voice Lessons Skill Level x 2) + (Caster?s Base Level / 15) + (Caster?s Job Level / 5)] %
- int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + status_get_lv(src) / 15;
+ int rate = (4 * skill_lv) + ( (sd) ? pc->checkskill(sd,WM_LESSON)*2 + sd->status.job_level/5 : 0 ) + iStatus->get_lv(src) / 15;
if( bl != src )
sc_start(bl,type,rate,skill_lv,skill->get_time(skill_id,skill_lv));
}else {
@@ -8879,13 +8879,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
int e_hp, e_sp;
if( !ed ) break;
- if( !status_charge(&sd->bl,s_hp,s_sp) ) {
+ if( !iStatus->charge(&sd->bl,s_hp,s_sp) ) {
clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
break;
}
e_hp = ed->battle_status.max_hp * 10 / 100;
e_sp = ed->battle_status.max_sp * 10 / 100;
- status_heal(&ed->bl,e_hp,e_sp,3);
+ iStatus->heal(&ed->bl,e_hp,e_sp,3);
clif->skill_nodamage(src,&ed->bl,skill_id,skill_lv,1);
}
break;
@@ -8900,7 +8900,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case GN_BLOOD_SUCKER:
{
- struct status_change *sc = status_get_sc(src);
+ struct status_change *sc = iStatus->get_sc(src);
if( sc && sc->bs_counter < skill->get_maxcount( skill_id , skill_lv) ) {
if( tsc && tsc->data[type] ){
@@ -8994,7 +8994,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
struct elemental_data *ele = BL_CAST(BL_ELEM, src);
if( ele ) {
sc_type type2 = type-1;
- struct status_change *sc = status_get_sc(&ele->bl);
+ struct status_change *sc = iStatus->get_sc(&ele->bl);
if( (sc && sc->data[type2]) || (tsc && tsc->data[type]) ) {
elemental_clean_single_effect(ele, skill_id);
@@ -9022,7 +9022,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
case EL_WATER_SCREEN: {
struct elemental_data *ele = BL_CAST(BL_ELEM, src);
if( ele ) {
- struct status_change *sc = status_get_sc(&ele->bl);
+ struct status_change *sc = iStatus->get_sc(&ele->bl);
sc_type type2 = type-1;
clif->skill_nodamage(src,src,skill_id,skill_lv,1);
@@ -9056,7 +9056,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if(sd){
struct mob_data *md;
- md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), 2308, "", SZ_SMALL, AI_NONE);
+ md = mob_once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), 2308, "", SZ_SMALL, AI_NONE);
if( md )
{
md->master_id = src->id;
@@ -9091,10 +9091,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if( dstsd && tsc && !tsc->data[type] &&
rand()%100 < (10 * (5 * skill_lv - status_get_int(bl) / 2 + 45 + 5 * skill_lv)) ){
clif->skill_nodamage(src, bl, skill_id, skill_lv,
- status_change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
+ iStatus->change_start(bl, type, 10000, skill_lv, 0, 0, 0, skill->get_time(skill_id, skill_lv), 1));
status_zap(bl, tstatus->max_hp * skill_lv * 5 / 100 , 0);
- if( status_get_lv(bl) <= status_get_lv(src) )
- status_change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0);
+ if( iStatus->get_lv(bl) <= iStatus->get_lv(src) )
+ iStatus->change_start(bl, SC_COMA, skill_lv, skill_lv, 0, src->id, 0, 0, 0);
}else if( sd )
clif->skill_fail(sd, skill_id, USESKILL_FAIL_LEVEL, 0);
break;
@@ -9164,7 +9164,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
case MH_SILENT_BREEZE: {
- struct status_change *ssc = status_get_sc(src);
+ struct status_change *ssc = iStatus->get_sc(src);
struct block_list *m_bl = battle->get_master(src);
const enum sc_type scs[] = {
SC_MANDRAGORA, SC_HARMONIZE, SC_DEEP_SLEEP, SC_SIREN, SC_SLEEP, SC_CONFUSION, SC_ILLUSION
@@ -9175,18 +9175,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
if (tsc->data[scs[i]]) status_change_end(bl, scs[i], INVALID_TIMER);
}
if (!tsc->data[SC_SILENCE]) //put inavoidable silence on target
- status_change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ iStatus->change_start(bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
}
heal = status_get_matk_min(src)*4;
- status_heal(bl, heal, 0, 7);
+ iStatus->heal(bl, heal, 0, 7);
//now inflict silence on everyone
if(ssc && !ssc->data[SC_SILENCE]) //put inavoidable silence on homun
- status_change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ iStatus->change_start(src, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
if(m_bl){
- struct status_change *msc = status_get_sc(m_bl);
+ struct status_change *msc = iStatus->get_sc(m_bl);
if(msc && !msc->data[SC_SILENCE]) //put inavoidable silence on master
- status_change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
+ iStatus->change_start(m_bl, SC_SILENCE, 100, skill_lv, 0,0,0, skill->get_time(skill_id, skill_lv),1|2|8);
}
if (hd)
skill->blockhomun_start(hd, skill_id, skill->get_cooldown(skill_id, skill_lv));
@@ -9200,7 +9200,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
else
hd->homunculus.hunger = min(1,hd->homunculus.hunger);
if(s_bl && s_bl->type==BL_PC){
- status_set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
+ iStatus->set_sp(s_bl,status_get_max_sp(s_bl)/2,0); //master drain 50% sp
clif->send_homdata(((TBL_PC *)s_bl), SP_HUNGRY, hd->homunculus.hunger); //refresh hunger info
sc_start(s_bl, type, 100, skill_lv, skill->get_time(skill_id, skill_lv)); //gene bonus
}
@@ -9244,7 +9244,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
break;
for(i=0; i<qty[skill_lv - 1]; i++){ //easy way
- md = mob_once_spawn_sub(src, src->m, src->x, src->y, status_get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
+ md = mob_once_spawn_sub(src, src->m, src->x, src->y, iStatus->get_name(src), summons[skill_lv - 1], "", SZ_SMALL, AI_ATTACK);
if (md) {
md->master_id = src->id;
if (md->deletetimer != INVALID_TIMER)
@@ -9266,7 +9266,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, ui
}
if(skill_id != SR_CURSEDCIRCLE){
- struct status_change *sc = status_get_sc(src);
+ struct status_change *sc = iStatus->get_sc(src);
if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] )//Should only remove after the skill had been casted.
status_change_end(src,SC_CURSEDCIRCLE_ATKER,INVALID_TIMER);
}
@@ -9327,7 +9327,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
ud->skilltimer = INVALID_TIMER;
do {
- if( status_isdead(src) )
+ if( iStatus->isdead(src) )
break;
if( !(src->type&battle_config.skill_reiteration) &&
@@ -9363,7 +9363,7 @@ int skill_castend_pos(int tid, unsigned int tick, int id, intptr_t data)
if(tid != INVALID_TIMER)
{ //Avoid double checks on instant cast skills. [Skotlex]
- if (!status_check_skilluse(src, NULL, ud->skill_id, 1))
+ if (!iStatus->check_skilluse(src, NULL, ud->skill_id, 1))
break;
if(battle_config.skill_add_range &&
!check_distance_blxy(src, ud->skillx, ud->skilly, skill->get_range2(src,ud->skill_id,ud->skill_lv)+battle_config.skill_add_range)) {
@@ -9611,13 +9611,13 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
nullpo_ret(src);
- if(status_isdead(src))
+ if(iStatus->isdead(src))
return 0;
sd = BL_CAST(BL_PC, src);
- sc = status_get_sc(src);
- type = status_skill2sc(skill_id);
+ sc = iStatus->get_sc(src);
+ type = iStatus->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) { //Skill effect.
@@ -9661,7 +9661,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
case HT_DETECTING:
i = skill->get_splash(skill_id, skill_lv);
- iMap->foreachinarea( status_change_timer_sub,
+ iMap->foreachinarea( iStatus->change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
src,NULL,SC_SIGHT,tick);
if(battle_config.traps_setting&1)
@@ -9904,7 +9904,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
struct mob_data *md;
// Correct info, don't change any of this! [celest]
- md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ md = mob_once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE);
if (md) {
md->master_id = src->id;
md->special_state.ai = (skill_id == AM_SPHEREMINE) ? AI_SPHERE : AI_FLORA;
@@ -10037,7 +10037,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
if (!sg) break;
if (sce)
status_change_end(src, type, INVALID_TIMER); //Was under someone else's Gospel. [Skotlex]
- status_change_clear_buffs(src,3);
+ iStatus->change_clear_buffs(src,3);
sc_start4(src,type,100,skill_lv,0,sg->group_id,BCT_SELF,skill->get_time(skill_id,skill_lv));
clif->skill_poseffect(src, skill_id, skill_lv, 0, 0, tick); // PA_GOSPEL music packet
}
@@ -10137,7 +10137,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
int class_ = 2042;
struct mob_data *md;
- md = mob_once_spawn_sub(src, src->m, x, y, status_get_name(src), class_, "", SZ_SMALL, AI_NONE);
+ md = mob_once_spawn_sub(src, src->m, x, y, iStatus->get_name(src), class_, "", SZ_SMALL, AI_NONE);
if( md )
{
md->master_id = src->id;
@@ -10184,7 +10184,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui
break;
case LG_RAYOFGENESIS:
- if( status_charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
+ if( iStatus->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) {
i = skill->get_splash(skill_id,skill_lv);
iMap->foreachinarea(skill->area_sub,src->m,x-i,y-i,x+i,y+i,splash_target(src),
src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id);
@@ -10438,8 +10438,8 @@ struct skill_unit_group* skill_unitsetting (struct block_list *src, uint16 skill
}
sd = BL_CAST(BL_PC, src);
- status = status_get_status_data(src);
- sc = status_get_sc(src); // for traps, firewall and fogwall - celest
+ status = iStatus->get_status_data(src);
+ sc = iStatus->get_sc(src); // for traps, firewall and fogwall - celest
switch( skill_id ) {
case MH_STEINWAND:
@@ -10917,7 +10917,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
nullpo_ret(src);
nullpo_ret(bl);
- if(bl->prev==NULL || !src->alive || status_isdead(bl))
+ if(bl->prev==NULL || !src->alive || iStatus->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
@@ -10926,12 +10926,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
if( skill->get_type(sg->skill_id) == BF_MAGIC && iMap->getcell(bl->m, bl->x, bl->y, CELL_CHKLANDPROTECTOR) && sg->skill_id != SA_LANDPROTECTOR )
return 0; //AoE skills are ineffective. [Skotlex]
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc && sc->option&OPTION_HIDE && sg->skill_id != WZ_HEAVENDRIVE && sg->skill_id != WL_EARTHSTRAIN )
return 0; //Hidden characters are immune to AoE skills except to these. [Skotlex]
- type = status_skill2sc(sg->skill_id);
+ type = iStatus->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
skill_id = sg->skill_id; //In case the group is deleted, we need to return the correct skill id, still.
switch (sg->unit_id) {
@@ -10942,7 +10942,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
break;
} else if( sc && battle->check_target(&sg->unit->bl,bl,sg->target_flag) > 0 ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( status_change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
+ if( iStatus->change_start(bl,type,10000,sg->skill_lv,1,sg->group_id,0,sec,8) ) {
const struct TimerData* td = sc->data[type]?iTimer->get_timer(sc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
@@ -11034,7 +11034,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
case UNT_HERMODE:
if (sg->src_id!=bl->id && battle->check_target(&src->bl,bl,BCT_PARTY|BCT_GUILD) > 0)
- status_change_clear_buffs(bl,1); //Should dispell only allies.
+ iStatus->change_clear_buffs(bl,1); //Should dispell only allies.
case UNT_RICHMANKIM:
case UNT_ETERNALCHAOS:
case UNT_DRUMBATTLEFIELD:
@@ -11065,8 +11065,8 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl, unsigned
else if (sce->val4 == 1) {
//Readjust timers since the effect will not last long.
sce->val4 = 0;
- iTimer->delete_timer(sce->timer, status_change_timer);
- sce->timer = iTimer->add_timer(tick+sg->limit, status_change_timer, bl->id, type);
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
+ sce->timer = iTimer->add_timer(tick+sg->limit, iStatus->change_timer, bl->id, type);
}
break;
@@ -11140,19 +11140,19 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
nullpo_ret(src);
nullpo_ret(bl);
- if (bl->prev==NULL || !src->alive || status_isdead(bl))
+ if (bl->prev==NULL || !src->alive || iStatus->isdead(bl))
return 0;
nullpo_ret(sg=src->group);
nullpo_ret(ss=iMap->id2bl(sg->src_id));
tsd = BL_CAST(BL_PC, bl);
- tsc = status_get_sc(bl);
+ tsc = iStatus->get_sc(bl);
if ( tsc && tsc->data[SC_HOVERING] )
return 0; //Under hovering characters are immune to trap and ground target skills.
- tstatus = status_get_status_data(bl);
- type = status_skill2sc(sg->skill_id);
+ tstatus = iStatus->get_status_data(bl);
+ type = iStatus->skill2sc(sg->skill_id);
skill_id = sg->skill_id;
if (sg->interval == -1) {
@@ -11192,7 +11192,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
do
skill->attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0);
while(--src->val2 && x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl));
+ ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl));
if (src->val2<=0)
skill->delunit(src);
@@ -11215,12 +11215,12 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
if( tstatus->hp >= tstatus->max_hp )
break;
- if( status_isimmune(bl) )
+ if( iStatus->isimmune(bl) )
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
if( tsc && tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
- status_heal(bl, heal, 0, 0);
+ iStatus->heal(bl, heal, 0, 0);
if( diff >= 500 )
sg->val1--;
}
@@ -11238,10 +11238,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
int heal = skill->calc_heal(ss,bl,sg->skill_id,sg->skill_lv,true);
if (tstatus->hp >= tstatus->max_hp)
break;
- if (status_isimmune(bl))
+ if (iStatus->isimmune(bl))
heal = 0;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- status_heal(bl, heal, 0, 0);
+ iStatus->heal(bl, heal, 0, 0);
}
break;
@@ -11267,10 +11267,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( bl->type == BL_PC )
status_zap(bl, 0, 15); // sp damage to players
else // mobs
- if( status_charge(ss, 0, 2) ) // costs 2 SP per hit
+ if( iStatus->charge(ss, 0, 2) ) // costs 2 SP per hit
{
if( !skill->attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick+count*sg->interval,0) )
- status_charge(ss, 0, 8); //costs additional 8 SP if miss
+ iStatus->charge(ss, 0, 8); //costs additional 8 SP if miss
}
else
{ //should end when out of sp.
@@ -11278,7 +11278,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
}
} while( x == bl->x && y == bl->y &&
- ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !status_isdead(bl) );
+ ++count < SKILLUNITTIMER_INTERVAL/sg->interval && !iStatus->isdead(bl) );
}
break;
/**
@@ -11325,7 +11325,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_MANHOLE:
if( sg->val2 == 0 && tsc && (sg->unit_id == UNT_ANKLESNARE || bl->id != sg->src_id) ) {
int sec = skill->get_time2(sg->skill_id,sg->skill_lv);
- if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
+ if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,sec, 8) ) {
const struct TimerData* td = tsc->data[type]?iTimer->get_timer(tsc->data[type]->timer):NULL;
if( td )
sec = DIFF_TICK(td->tick, tick);
@@ -11355,7 +11355,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( bl->id != ss->id ) {
if( status_get_mode(bl)&MD_BOSS )
break;
- if( status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
+ if( iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id, sg->skill_lv), 8) ) {
iMap->moveblock(bl, src->bl.x, src->bl.y, tick);
clif->fixpos(bl);
@@ -11369,7 +11369,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_VENOMDUST:
if(tsc && !tsc->data[type])
- status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
+ iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),0);
break;
@@ -11444,7 +11444,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
if( tsc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
clif->skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
- status_heal(bl, heal, 0, 0);
+ iStatus->heal(bl, heal, 0, 0);
break;
}
@@ -11466,10 +11466,10 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case 0: // Heal 1~9999 HP
heal = rnd() %9999+1;
clif->skill_nodamage(ss,bl,AL_HEAL,heal,1);
- status_heal(bl,heal,0,0);
+ iStatus->heal(bl,heal,0,0);
break;
case 1: // End all negative status
- status_change_clear_buffs(bl,2);
+ iStatus->change_clear_buffs(bl,2);
if (tsd) clif->gospel_info(tsd, 0x15);
break;
case 2: // Immunity to all status
@@ -11609,7 +11609,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
}
hp = tstatus->max_hp * hp / 100;
sp = tstatus->max_sp * sp / 100;
- status_heal(bl, hp, sp, 2);
+ iStatus->heal(bl, hp, sp, 2);
sc_start(bl, type, 100, sg->skill_lv, (sg->interval * 3) + 100);
}
// Reveal hidden players every 5 seconds.
@@ -11698,11 +11698,11 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
break;
case UNT_FIRE_EXPANSION_SMOKE_POWDER:
- sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
+ sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_SMOKE_POWDER), 100, sg->skill_lv, 1000);
break;
case UNT_FIRE_EXPANSION_TEAR_GAS:
- sc_start(bl, status_skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
+ sc_start(bl, iStatus->skill2sc(GN_FIRE_EXPANSION_TEAR_GAS), 100, sg->skill_lv, 1000);
break;
case UNT_HELLS_PLANT:
@@ -11714,21 +11714,21 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_CLOUD_KILL:
if(tsc && !tsc->data[type])
- status_change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
+ iStatus->change_start(bl,type,10000,sg->skill_lv,sg->group_id,0,0,skill->get_time2(sg->skill_id,sg->skill_lv),8);
skill->attack(skill->get_type(sg->skill_id),ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0);
break;
case UNT_WARMER:
if( bl->type == BL_PC && !battle->check_undead(tstatus->race, tstatus->def_ele) && tstatus->race != RC_DEMON ) {
int hp = 125 * sg->skill_lv; // Officially is 125 * skill_lv.
- struct status_change *ssc = status_get_sc(ss);
+ struct status_change *ssc = iStatus->get_sc(ss);
if( ssc && ssc->data[SC_HEATER_OPTION] )
hp += hp * ssc->data[SC_HEATER_OPTION]->val3 / 100;
if( tstatus->hp != tstatus->max_hp )
clif->skill_nodamage(&src->bl, bl, AL_HEAL, hp, 0);
if( tsc && tsc->data[SC_AKAITSUKI] && hp )
hp = ~hp + 1;
- status_heal(bl, hp, 0, 0);
+ iStatus->heal(bl, hp, 0, 0);
sc_start(bl, SC_WARMER, 100, sg->skill_lv, skill->get_time2(sg->skill_id,sg->skill_lv));
}
break;
@@ -11743,13 +11743,13 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
int hp = tstatus->max_hp / 100; //+1% each 5s
if ((sg->val3) % 5) { //each 5s
if (tstatus->def_ele == skill->get_ele(sg->skill_id,sg->skill_lv)){
- status_heal(bl, hp, 0, 2);
+ iStatus->heal(bl, hp, 0, 2);
} else if((sg->unit_id == UNT_FIRE_INSIGNIA && tstatus->def_ele == ELE_EARTH)
||(sg->unit_id == UNT_WATER_INSIGNIA && tstatus->def_ele == ELE_FIRE)
||(sg->unit_id == UNT_WIND_INSIGNIA && tstatus->def_ele == ELE_WATER)
||(sg->unit_id == UNT_EARTH_INSIGNIA && tstatus->def_ele == ELE_WIND)
){
- status_heal(bl, -hp, 0, 0);
+ iStatus->heal(bl, -hp, 0, 0);
}
}
sg->val3++; //timer
@@ -11827,7 +11827,7 @@ int skill_unit_onplace_timer (struct skill_unit *src, struct block_list *bl, uns
case UNT_POISON_MIST:
skill->attack(BF_MAGIC, ss, &src->bl, bl, sg->skill_id, sg->skill_lv, tick, 0);
- status_change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
+ iStatus->change_start(bl, SC_BLIND, rnd() % 100 > sg->skill_lv * 10, sg->skill_lv, sg->skill_id, 0, 0, skill->get_time2(sg->skill_id, sg->skill_lv), 2|8);
break;
}
@@ -11848,12 +11848,12 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl, unsigned in
nullpo_ret(src);
nullpo_ret(bl);
nullpo_ret(sg=src->group);
- sc = status_get_sc(bl);
- type = status_skill2sc(sg->skill_id);
+ sc = iStatus->get_sc(bl);
+ type = iStatus->skill2sc(sg->skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
if( bl->prev==NULL ||
- (status_isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
+ (iStatus->isdead(bl) && sg->unit_id != UNT_ANKLESNARE && sg->unit_id != UNT_SPIDERWEB) ) //Need to delete the trap if the source died.
return 0;
switch(sg->unit_id){
@@ -11898,11 +11898,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
struct status_change_entry *sce;
enum sc_type type;
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc && !sc->count)
sc = NULL;
- type = status_skill2sc(skill_id);
+ type = iStatus->skill2sc(skill_id);
sce = (sc && type != -1)?sc->data[type]:NULL;
switch (skill_id) {
@@ -11953,7 +11953,7 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
case SC_BLOODYLUST:
if (sce) {
status_change_end(bl, type, INVALID_TIMER);
- status_set_sp(bl, 0, 0); //set sp to 0 when quitting zone
+ iStatus->set_sp(bl, 0, 0); //set sp to 0 when quitting zone
}
break;
@@ -11966,11 +11966,11 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
case DC_FORTUNEKISS:
case DC_SERVICEFORYOU:
if (sce) {
- iTimer->delete_timer(sce->timer, status_change_timer);
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
//NOTE: It'd be nice if we could get the skill_lv for a more accurate extra time, but alas...
//not possible on our current implementation.
sce->val4 = 1; //Store the fact that this is a "reduced" duration effect.
- sce->timer = iTimer->add_timer(tick+skill->get_time2(skill_id,1), status_change_timer, bl->id, type);
+ sce->timer = iTimer->add_timer(tick+skill->get_time2(skill_id,1), iStatus->change_timer, bl->id, type);
}
break;
case PF_FOGWALL:
@@ -11980,8 +11980,8 @@ static int skill_unit_onleft (uint16 skill_id, struct block_list *bl, unsigned i
if (bl->type == BL_PC) //Players get blind ended inmediately, others have it still for 30 secs. [Skotlex]
status_change_end(bl, SC_BLIND, INVALID_TIMER);
else {
- iTimer->delete_timer(sce->timer, status_change_timer);
- sce->timer = iTimer->add_timer(30000+tick, status_change_timer, bl->id, SC_BLIND);
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
+ sce->timer = iTimer->add_timer(30000+tick, iStatus->change_timer, bl->id, SC_BLIND);
}
}
}
@@ -12178,13 +12178,13 @@ int skill_check_pc_partner (struct map_session_data *sd, uint16 skill_id, short*
case PR_BENEDICTIO:
for (i = 0; i < c; i++) {
if ((tsd = iMap->id2sd(p_sd[i])) != NULL)
- status_charge(&tsd->bl, 0, 10);
+ iStatus->charge(&tsd->bl, 0, 10);
}
return c;
case AB_ADORAMUS:
if( c > 0 && (tsd = iMap->id2sd(p_sd[0])) != NULL ) {
i = 2 * (*skill_lv);
- status_charge(&tsd->bl, 0, i);
+ iStatus->charge(&tsd->bl, 0, i);
}
break;
case WM_GREAT_ECHO:
@@ -12336,7 +12336,7 @@ int skill_check_condition_castbegin(struct map_session_data* sd, uint16 skill_id
case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case RA_WUGDASH: case KO_YAMIKUMO:
- if( sc && sc->data[status_skill2sc(skill_id)] )
+ if( sc && sc->data[iStatus->skill2sc(skill_id)] )
return 1;
}
@@ -13441,7 +13441,7 @@ struct skill_condition skill_get_requirement(struct map_session_data* sd, uint16
case ML_AUTOGUARD: case CR_DEFENDER: case ML_DEFENDER: case ST_CHASEWALK: case PA_GOSPEL:
case CR_SHRINK: case TK_RUN: case GS_GATLINGFEVER: case TK_READYCOUNTER: case TK_READYDOWN:
case TK_READYSTORM: case TK_READYTURN: case SG_FUSION: case KO_YAMIKUMO:
- if( sc && sc->data[status_skill2sc(skill_id)] )
+ if( sc && sc->data[iStatus->skill2sc(skill_id)] )
return req;
}
@@ -13739,7 +13739,7 @@ int skill_castfix (struct block_list *bl, uint16 skill_id, uint16 skill_lv) {
*------------------------------------------*/
int skill_castfix_sc (struct block_list *bl, int time)
{
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
if( time < 0 )
return 0;
@@ -13774,7 +13774,7 @@ int skill_castfix_sc (struct block_list *bl, int time)
#ifdef RENEWAL_CAST
int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16 skill_lv)
{
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
struct map_session_data *sd = BL_CAST(BL_PC,bl);
int fixed = skill->get_fixed_cast(skill_id, skill_lv), fixcast_r = 0, varcast_r = 0, i = 0;
@@ -13868,7 +13868,7 @@ int skill_vfcastfix (struct block_list *bl, double time, uint16 skill_id, uint16
if( sc->data[SC_SECRAMENT] )
fixcast_r = max(fixcast_r, sc->data[SC_SECRAMENT]->val2);
if( sd && ( skill_lv = pc->checkskill(sd, WL_RADIUS) ) && (skill_id >= WL_WHITEIMPRISON && skill_id < WL_FREEZE_SP) )
- fixcast_r = max(fixcast_r, (status_get_int(bl) + status_get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
+ fixcast_r = max(fixcast_r, (status_get_int(bl) + iStatus->get_lv(bl)) / 15 + skill_lv * 5); // [{(Caster?s INT / 15) + (Caster?s Base Level / 15) + (Radius Skill Level x 5)}] %
// Fixed cast non percentage bonuses
if( sc->data[SC_MANDRAGORA] )
fixed += sc->data[SC_MANDRAGORA]->val1 * 1000 / 2;
@@ -13902,7 +13902,7 @@ int skill_delay_fix (struct block_list *bl, uint16 skill_id, uint16 skill_lv)
int delaynodex = skill->get_delaynodex(skill_id, skill_lv);
int time = skill->get_delay(skill_id, skill_lv);
struct map_session_data *sd;
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
nullpo_ret(bl);
sd = BL_CAST(BL_PC, bl);
@@ -14255,7 +14255,7 @@ void skill_weaponrefine (struct map_session_data *sd, int idx)
return;
}
- per = status_get_refine_chance(ditem->wlv, (int)item->refine) * 10;
+ per = iStatus->get_refine_chance(ditem->wlv, (int)item->refine) * 10;
// Aegis leaked formula. [malufett]
if( sd->status.class_ == JOB_MECHANIC_T )
@@ -14385,8 +14385,8 @@ int skill_sit_in (struct block_list *bl, va_list ap) {
if(type&2 && (pc->checkskill(sd,TK_HPTIME) > 0 || pc->checkskill(sd,TK_SPTIME) > 0 )) {
sd->state.rest=1;
- status_calc_regen(bl, &sd->battle_status, &sd->regen);
- status_calc_regen_rate(bl, &sd->regen, &sd->sc);
+ iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
+ iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
@@ -14400,8 +14400,8 @@ int skill_sit_out (struct block_list *bl, va_list ap) {
sd->state.gangsterparadise=0;
if(sd->state.rest && type&2) {
sd->state.rest=0;
- status_calc_regen(bl, &sd->battle_status, &sd->regen);
- status_calc_regen_rate(bl, &sd->regen, &sd->sc);
+ iStatus->calc_regen(bl, &sd->battle_status, &sd->regen);
+ iStatus->calc_regen_rate(bl, &sd->regen, &sd->sc);
}
return 0;
}
@@ -14460,7 +14460,7 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap) {
if(!skill_lv) return 0;
tick=va_arg(ap,unsigned int);
- if (src == bl || status_isdead(bl))
+ if (src == bl || iStatus->isdead(bl))
return 0;
if (bl->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)bl;
@@ -14497,7 +14497,7 @@ int skill_attack_area (struct block_list *bl, va_list ap)
int atk_type,skill_id,skill_lv,flag,type;
unsigned int tick;
- if(status_isdead(bl))
+ if(iStatus->isdead(bl))
return 0;
atk_type = va_arg(ap,int);
@@ -14514,7 +14514,7 @@ int skill_attack_area (struct block_list *bl, va_list ap)
return skill->attack(atk_type,src,dsrc,bl,skill_id,skill_lv,tick,flag);
if(battle->check_target(dsrc,bl,type) <= 0 ||
- !status_check_skilluse(NULL, bl, skill_id, 2))
+ !iStatus->check_skilluse(NULL, bl, skill_id, 2))
return 0;
@@ -14911,7 +14911,7 @@ int skill_enchant_elemental_end (struct block_list *bl, int type)
const enum sc_type scs[] = { SC_ENCHANTPOISON, SC_ASPERSIO, SC_PROPERTYFIRE, SC_PROPERTYWATER, SC_PROPERTYWIND, SC_PROPERTYGROUND, SC_PROPERTYDARK, SC_PROPERTYTELEKINESIS, SC_ENCHANTARMS, SC_EXEEDBREAK };
int i;
nullpo_ret(bl);
- nullpo_ret(sc= status_get_sc(bl));
+ nullpo_ret(sc= iStatus->get_sc(bl));
if (!sc->count) return 0;
@@ -15089,7 +15089,7 @@ int skill_delunit (struct skill_unit* unit) {
break;
case SC_MANHOLE: // Note : Removing the unit don't remove the status (official info)
if( group->val2 ) { // Someone Traped
- struct status_change *tsc = status_get_sc( iMap->id2bl(group->val2));
+ struct status_change *tsc = iStatus->get_sc( iMap->id2bl(group->val2));
if( tsc && tsc->data[SC__MANHOLE] )
tsc->data[SC__MANHOLE]->val4 = 0; // Remove the Unit ID
}
@@ -15171,8 +15171,8 @@ struct skill_unit_group* skill_initunitgroup (struct block_list* src, int count,
group = ers_alloc(skill_unit_ers, struct skill_unit_group);
group->src_id = src->id;
- group->party_id = status_get_party_id(src);
- group->guild_id = status_get_guild_id(src);
+ group->party_id = iStatus->get_party_id(src);
+ group->guild_id = iStatus->get_guild_id(src);
group->bg_id = bg_team_get_id(src);
group->group_id = skill_get_new_group_id();
group->unit = (struct skill_unit *)aCalloc(count,sizeof(struct skill_unit));
@@ -15221,7 +15221,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
return 0;
}
- if( !status_isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
+ if( !iStatus->isdead(src) && ((TBL_PC*)src)->state.warping && !((TBL_PC*)src)->state.changemap ) {
switch( group->skill_id ) {
case BA_DISSONANCE:
case BA_POEMBRAGI:
@@ -15240,7 +15240,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
if (skill->get_unit_flag(group->skill_id)&(UF_DANCE|UF_SONG|UF_ENSEMBLE))
{
- struct status_change* sc = status_get_sc(src);
+ struct status_change* sc = iStatus->get_sc(src);
if (sc && sc->data[SC_DANCING])
{
sc->data[SC_DANCING]->val2 = 0 ; //This prevents status_change_end attempting to redelete the group. [Skotlex]
@@ -15251,7 +15251,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
// end Gospel's status change on 'src'
// (needs to be done when the group is deleted by other means than skill deactivation)
if (group->unit_id == UNT_GOSPEL) {
- struct status_change *sc = status_get_sc(src);
+ struct status_change *sc = iStatus->get_sc(src);
if(sc && sc->data[SC_GOSPEL]) {
sc->data[SC_GOSPEL]->val3 = 0; //Remove reference to this group. [Skotlex]
status_change_end(src, SC_GOSPEL, INVALID_TIMER);
@@ -15264,7 +15264,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case SG_STAR_WARM:
{
struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) != NULL && sc->data[SC_WARM] ) {
+ if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_WARM] ) {
sc->data[SC_WARM]->val4 = 0;
status_change_end(src, SC_WARM, INVALID_TIMER);
}
@@ -15273,7 +15273,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case NC_NEUTRALBARRIER:
{
struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
+ if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_NEUTRALBARRIER_MASTER] ) {
sc->data[SC_NEUTRALBARRIER_MASTER]->val2 = 0;
status_change_end(src,SC_NEUTRALBARRIER_MASTER,INVALID_TIMER);
}
@@ -15282,7 +15282,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case NC_STEALTHFIELD:
{
struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
+ if( (sc = iStatus->get_sc(src)) != NULL && sc->data[SC_STEALTHFIELD_MASTER] ) {
sc->data[SC_STEALTHFIELD_MASTER]->val2 = 0;
status_change_end(src,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
}
@@ -15291,7 +15291,7 @@ int skill_delunitgroup(struct skill_unit_group *group, const char* file, int lin
case LG_BANDING:
{
struct status_change *sc = NULL;
- if( (sc = status_get_sc(src)) && sc->data[SC_BANDING] ) {
+ if( (sc = iStatus->get_sc(src)) && sc->data[SC_BANDING] ) {
sc->data[SC_BANDING]->val4 = 0;
status_change_end(src,SC_BANDING,INVALID_TIMER);
}
@@ -15541,7 +15541,7 @@ int skill_unit_timer_sub(DBKey key, DBData *data, va_list ap) {
{
struct block_list *src = iMap->id2bl(group->src_id);
struct status_change *sc;
- if( !src || (sc = status_get_sc(src)) == NULL || !sc->data[SC_BANDING] )
+ if( !src || (sc = iStatus->get_sc(src)) == NULL || !sc->data[SC_BANDING] )
{
skill->delunit(unit);
break;
@@ -15933,7 +15933,7 @@ int skill_produce_mix (struct map_session_data *sd, uint16 skill_id, int nameid,
struct item_data* data;
nullpo_ret(sd);
- status = status_get_status_data(&sd->bl);
+ status = iStatus->get_status_data(&sd->bl);
if( sd->skill_id_old == skill_id )
skill_lv = sd->skill_lv_old;
@@ -16577,7 +16577,7 @@ int skill_poisoningweapon( struct map_session_data *sd, int nameid) {
}
void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
// non-offensive and non-magic skills do not affect the status
if (skill->get_nk(skill_id)&NK_NO_DAMAGE || !(skill->get_type(skill_id)&BF_MAGIC))
@@ -16588,7 +16588,7 @@ void skill_toggle_magicpower(struct block_list *bl, uint16 skill_id) {
status_change_end(bl, SC_MAGICPOWER, INVALID_TIMER);
} else {
sc->data[SC_MAGICPOWER]->val4 = 1;
- status_calc_bl(bl, status_sc2scb_flag(SC_MAGICPOWER));
+ status_calc_bl(bl, iStatus->sc2scb_flag(SC_MAGICPOWER));
#ifndef RENEWAL
if(bl->type == BL_PC){// update current display.
clif->updatestatus(((TBL_PC *)bl),SP_MATK1);
@@ -16643,7 +16643,7 @@ int skill_spellbook (struct map_session_data *sd, int nameid) {
nullpo_ret(sd);
- sc = status_get_sc(&sd->bl);
+ sc = iStatus->get_sc(&sd->bl);
status_change_end(&sd->bl, SC_STOP, INVALID_TIMER);
for(i=SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) if( sc && !sc->data[i] ) break;
@@ -17361,7 +17361,7 @@ void skill_init_unit_layout (void) {
int skill_block_check(struct block_list *bl, sc_type type , uint16 skill_id) {
int inf = 0;
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
if( !sc || !bl || !skill_id )
return 0; // Can do it
diff --git a/src/map/status.c b/src/map/status.c
index 64c591b3b..8626b37b5 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -1,11597 +1,11691 @@
-// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
-// See the LICENSE file
-// Portions Copyright (c) Athena Dev Teams
-
-#include "../common/cbasetypes.h"
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/random.h"
-#include "../common/showmsg.h"
-#include "../common/malloc.h"
-#include "../common/utils.h"
-#include "../common/ers.h"
-#include "../common/strlib.h"
-
-#include "map.h"
-#include "path.h"
-#include "pc.h"
-#include "pet.h"
-#include "npc.h"
-#include "mob.h"
-#include "clif.h"
-#include "guild.h"
-#include "skill.h"
-#include "itemdb.h"
-#include "battle.h"
-#include "chrif.h"
-#include "skill.h"
-#include "status.h"
-#include "script.h"
-#include "unit.h"
-#include "homunculus.h"
-#include "mercenary.h"
-#include "elemental.h"
-#include "vending.h"
-
-#include <time.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <memory.h>
-#include <string.h>
-#include <math.h>
-
-//Regen related flags.
-enum e_regen
-{
- RGN_HP = 0x01,
- RGN_SP = 0x02,
- RGN_SHP = 0x04,
- RGN_SSP = 0x08,
-};
-
-static int max_weight_base[CLASS_COUNT];
-static int hp_coefficient[CLASS_COUNT];
-static int hp_coefficient2[CLASS_COUNT];
-static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
-static int sp_coefficient[CLASS_COUNT];
-#ifdef RENEWAL_ASPD
- static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1];
-#else
- static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
-#endif
-
-// bonus values and upgrade chances for refining equipment
-static struct {
- int chance[MAX_REFINE]; // success chance
- int bonus[MAX_REFINE]; // cumulative fixed bonus damage
- int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
-} refine_info[REFINE_TYPE_MAX];
-
-static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt)
-static char job_bonus[CLASS_COUNT][MAX_LEVEL];
-static sc_conf_type sc_conf[SC_MAX];
-
-static struct eri *sc_data_ers; //For sc_data entries
-static struct status_data dummy_status;
-
-int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
-int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
-//we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
-//to avoid cards exploits
-
-/**
- * Returns the status change associated with a skill.
- * @param skill The skill to look up
- * @return The status registered for this skill
- **/
-sc_type status_skill2sc(int skill_id) {
- int idx;
- if( (idx = skill->get_index(skill_id)) == 0 ) {
- ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
- return SC_NONE;
- }
- return SkillStatusChangeTable[idx];
-}
-
-/**
- * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
- * Utilized for various duration lookups. Use with caution!
- * @param sc The status to look up
- * @return A skill associated with the status
- **/
-int status_sc2skill(sc_type sc)
-{
- if( sc < 0 || sc >= SC_MAX ) {
- ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
- return 0;
- }
-
- return StatusSkillChangeTable[sc];
-}
-
-/**
- * Returns the status calculation flag associated with a given status change.
- * @param sc The status to look up
- * @return The scb_flag registered for this status (see enum scb_flag)
- **/
-unsigned int status_sc2scb_flag(sc_type sc)
-{
- if( sc < 0 || sc >= SC_MAX ) {
- ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
- return SCB_NONE;
- }
-
- return StatusChangeFlagTable[sc];
-}
-
-/**
- * Returns the bl types which require a status change packet to be sent for a given client status identifier.
- * @param type The client-side status identifier to look up (see enum si_type)
- * @return The bl types relevant to the type (see enum bl_type)
- **/
-int status_type2relevant_bl_types(int type)
-{
- if( type < 0 || type >= SI_MAX ) {
- ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
- return SI_BLANK;
- }
-
- return StatusRelevantBLTypes[type];
-}
-
-#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
-// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
-#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
-
-static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) {
- uint16 idx;
- if( (idx = skill->get_index(skill_id)) == 0 ) {
- ShowError("set_sc: Unsupported skill id %d\n", skill_id);
- return;
- }
- if( sc < 0 || sc >= SC_MAX ) {
- ShowError("set_sc: Unsupported status change id %d\n", sc);
- return;
- }
-
- if( StatusSkillChangeTable[sc] == 0 )
- StatusSkillChangeTable[sc] = skill_id;
- if( StatusIconChangeTable[sc] == SI_BLANK )
- StatusIconChangeTable[sc] = icon;
- StatusChangeFlagTable[sc] |= flag;
-
- if( SkillStatusChangeTable[idx] == SC_NONE )
- SkillStatusChangeTable[idx] = sc;
-}
-
-void initChangeTables(void) {
- int i;
-
- for (i = 0; i < SC_MAX; i++)
- StatusIconChangeTable[i] = SI_BLANK;
-
- for (i = 0; i < MAX_SKILL; i++)
- SkillStatusChangeTable[i] = SC_NONE;
-
- for (i = 0; i < SI_MAX; i++)
- StatusRelevantBLTypes[i] = BL_PC;
-
- memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
- memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
- memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
-
- //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
- set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
- set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
- set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
- set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
- set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
- set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
- set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
- set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
- set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
- set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN );
- set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
-
- //The main status definitions
- add_sc( SM_BASH , SC_STUN );
- set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
- add_sc( SM_MAGNUM , SC_SUB_WEAPONPROPERTY );
- set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
- add_sc( MG_SIGHT , SC_SIGHT );
- add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
- add_sc( MG_FROSTDIVER , SC_FREEZE );
- add_sc( MG_STONECURSE , SC_STONE );
- add_sc( AL_RUWACH , SC_RUWACH );
- add_sc( AL_PNEUMA , SC_PNEUMA );
- set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED );
- set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED );
- set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF );
- set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
- set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
- set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX );
- set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
- add_sc( TF_POISON , SC_POISON );
- set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
- add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
- set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
-#ifdef RENEWAL
- SCB_NONE );
-#else
- SCB_WATK );
-#endif
- set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
- set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
- set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
- set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
- set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
- set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
- set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
- add_sc( PR_LEXDIVINA , SC_SILENCE );
- set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SI_LEXAETERNA , SCB_NONE );
- add_sc( WZ_METEOR , SC_STUN );
- add_sc( WZ_VERMILION , SC_BLIND );
- add_sc( WZ_FROSTNOVA , SC_FREEZE );
- add_sc( WZ_STORMGUST , SC_FREEZE );
- set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
- set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
- set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE );
- set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
- set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN );
- add_sc( HT_LANDMINE , SC_STUN );
- set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE );
- add_sc( HT_SANDMAN , SC_SLEEP );
- add_sc( HT_FLASHER , SC_BLIND );
- add_sc( HT_FREEZINGTRAP , SC_FREEZE );
- set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
- add_sc( AS_SONICBLOW , SC_STUN );
- set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE );
- set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
- add_sc( AS_VENOMDUST , SC_POISON );
- add_sc( AS_SPLASHER , SC_SPLASHER );
- set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
- set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
- add_sc( TF_SPRINKLESAND , SC_BLIND );
- add_sc( TF_THROWSTONE , SC_STUN );
- set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR );
- set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
- set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
- add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
- set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
- add_sc( NPC_CHANGEWATER , SC_ARMOR_PROPERTY );
- add_sc( NPC_CHANGEGROUND , SC_ARMOR_PROPERTY );
- add_sc( NPC_CHANGEFIRE , SC_ARMOR_PROPERTY );
- add_sc( NPC_CHANGEWIND , SC_ARMOR_PROPERTY );
- add_sc( NPC_CHANGEPOISON , SC_ARMOR_PROPERTY );
- add_sc( NPC_CHANGEHOLY , SC_ARMOR_PROPERTY );
- add_sc( NPC_CHANGEDARKNESS , SC_ARMOR_PROPERTY );
- add_sc( NPC_CHANGETELEKINESIS, SC_ARMOR_PROPERTY );
- add_sc( NPC_POISON , SC_POISON );
- add_sc( NPC_BLINDATTACK , SC_BLIND );
- add_sc( NPC_SILENCEATTACK , SC_SILENCE );
- add_sc( NPC_STUNATTACK , SC_STUN );
- add_sc( NPC_PETRIFYATTACK , SC_STONE );
- add_sc( NPC_CURSEATTACK , SC_CURSE );
- add_sc( NPC_SLEEPATTACK , SC_SLEEP );
- add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
- set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
- add_sc( NPC_DARKBLESSING , SC_COMA );
- set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
- add_sc( NPC_DEFENDER , SC_ARMOR );
- add_sc( NPC_LICK , SC_STUN );
- set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE );
- add_sc( NPC_REBIRTH , SC_REBIRTH );
- add_sc( RG_RAID , SC_STUN );
-#ifdef RENEWAL
- add_sc( RG_RAID , SC_RAID );
- add_sc( RG_BACKSTAP , SC_STUN );
-#endif
- set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK );
- set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF );
- set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT );
- set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SI_NOEQUIPHELM , SCB_INT );
- add_sc( AM_ACIDTERROR , SC_BLOODING );
- set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE );
- set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE );
- set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE );
- set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE );
- set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
- add_sc( CR_SHIELDCHARGE , SC_STUN );
- set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
- add_sc( CR_HOLYCROSS , SC_BLIND );
- add_sc( CR_GRANDCROSS , SC_BLIND );
- add_sc( CR_DEVOTION , SC_DEVOTION );
- set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
- set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
- set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
- set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
- add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
- add_sc( MO_BLADESTOP , SC_BLADESTOP );
- set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
- set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
-#ifdef RENEWAL
- set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
-#endif
- add_sc( SA_MAGICROD , SC_MAGICROD );
- set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
- set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE );
- set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE );
- set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE );
- set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE );
- set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK );
- set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP );
- set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_GROUNDMAGIC , SCB_FLEE );
- add_sc( SA_REVERSEORCISH , SC_ORCISH );
- add_sc( SA_COMA , SC_COMA );
- set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
- add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
- set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
- set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
- set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
- add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
- add_sc( BD_INTOABYSS , SC_INTOABYSS );
- set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
- add_sc( BA_FROSTJOKER , SC_FREEZE );
- set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
- set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
- add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
- set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
- add_sc( DC_SCREAM , SC_STUN );
- set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
- set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
- set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
- set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SI_BLANK , SCB_ALL );
- add_sc( NPC_DARKCROSS , SC_BLIND );
- add_sc( NPC_GRANDDARKNESS , SC_BLIND );
- set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
- set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
- set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
- set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE );
- set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
- set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
- add_sc( NPC_INVISIBLE , SC_CLOAKING );
- set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
- set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
-#ifndef RENEWAL
- set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2);
-#else
- set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF);
-#endif
- set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
- set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
- set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
- add_sc( HP_BASILICA , SC_BASILICA );
- set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
- add_sc( PA_SACRIFICE , SC_SACRIFICE );
- set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
- add_sc( PA_GOSPEL , SC_SCRESIST );
- add_sc( CH_TIGERFIST , SC_STOP );
- set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
- set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
- set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
- set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
- set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
- set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
- set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE );
- add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
- set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- add_sc( LK_SPIRALPIERCE , SC_STOP );
- add_sc( LK_HEADCRUSH , SC_BLOODING );
- set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
- add_sc( HW_NAPALMVULCAN , SC_CURSE );
- set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
- add_sc( PF_MEMORIZE , SC_MEMORIZE );
- add_sc( PF_FOGWALL , SC_FOGWALL );
- set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
- set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE );
- set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
- set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR );
- set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE );
- set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SI_DOWNKICK_ON , SCB_NONE );
- add_sc( TK_DOWNKICK , SC_STUN );
- set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE );
- set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE );
- set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE );
- set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
- add_sc( TK_SEVENWIND , SC_TK_SEVENWIND );
- set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE );
- set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE );
- set_sc( SG_SUN_WARM , SC_WARM , SI_SG_SUN_WARM , SCB_NONE );
- add_sc( SG_MOON_WARM , SC_WARM );
- add_sc( SG_STAR_WARM , SC_WARM );
- set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
- set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
- set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
- add_sc( SG_FRIEND , SC_SKILLRATE_UP );
- set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
- set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
- set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
- set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
- set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
- set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
- set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
- add_sc( SL_STUN , SC_STUN );
- set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
- set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
- set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
- set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE );
- set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
- set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
- set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE );
- set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
- add_sc( WS_CARTTERMINATION , SC_STUN );
- set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE );
- set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
- add_sc( CG_HERMODE , SC_HERMODE );
- set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE );
- set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
- set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL );
- set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD );
- set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
- add_sc( GS_CRACKER , SC_STUN );
- add_sc( GS_DISARM , SC_NOEQUIPWEAPON );
- add_sc( GS_PIERCINGSHOT , SC_BLOODING );
- set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_ASPD
-#ifndef RENEWAL
- |SCB_BATK );
-#else
- );
-#endif
- set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE );
- set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
- set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD
-#ifndef RENEWAL
- |SCB_BATK );
-#else
- );
-#endif
- set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE );
- set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED );
- add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
- set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT );
- set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE );
- set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE );
-
- add_sc( NPC_ICEBREATH , SC_FREEZE );
- add_sc( NPC_ACIDBREATH , SC_POISON );
- add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
- add_sc( NPC_WIDESILENCE , SC_SILENCE );
- add_sc( NPC_WIDEFREEZE , SC_FREEZE );
- add_sc( NPC_WIDEBLEEDING , SC_BLOODING );
- add_sc( NPC_WIDESTONE , SC_STONE );
- add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
- add_sc( NPC_WIDESLEEP , SC_SLEEP );
- add_sc( NPC_WIDESIGHT , SC_SIGHT );
- add_sc( NPC_EVILLAND , SC_BLIND );
- add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
- set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
- set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
- set_sc( NPC_STONESKIN , SC_STONESKIN , SI_BLANK , SCB_DEF|SCB_MDEF );
- add_sc( NPC_ANTIMAGIC , SC_STONESKIN );
- add_sc( NPC_WIDECURSE , SC_CURSE );
- add_sc( NPC_WIDESTUN , SC_STUN );
-
- set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
- set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
- set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
- set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
-
- set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
- set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED );
- set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
-
- set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
- set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
-
- set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE );
- set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE );
- set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE );
- set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE );
- set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SI_DC_WINKCHARM , SCB_NONE );
- add_sc( MO_BALKYOUNG , SC_STUN );
- add_sc( SA_ELEMENTWATER , SC_ARMOR_PROPERTY );
- add_sc( SA_ELEMENTFIRE , SC_ARMOR_PROPERTY );
- add_sc( SA_ELEMENTGROUND , SC_ARMOR_PROPERTY );
- add_sc( SA_ELEMENTWIND , SC_ARMOR_PROPERTY );
-
- set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED );
- set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
- set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
- set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE );
- set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF );
- set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
-
- // Homunculus S
- add_sc(MH_STAHL_HORN, SC_STUN);
- set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
- set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP);
- add_sc( MH_STEINWAND, SC_SAFETYWALL );
- add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER);
- set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD);
- add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE);
- set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE);
- set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE);
- set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE);
- set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE);
- add_sc(MH_LAVA_SLIDE, SC_BURNING);
- set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2);
- add_sc(MH_POISON_MIST, SC_BLIND);
- set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD);
-
- add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE);
- set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE );
- set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE );
-
-
- add_sc( MER_CRASH , SC_STUN );
- set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
- add_sc( MS_MAGNUM , SC_SUB_WEAPONPROPERTY );
- add_sc( MER_SIGHT , SC_SIGHT );
- set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED );
- set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
- add_sc( MER_LEXDIVINA , SC_SILENCE );
- add_sc( MA_LANDMINE , SC_STUN );
- add_sc( MA_SANDMAN , SC_SLEEP );
- add_sc( MA_FREEZINGTRAP , SC_FREEZE );
- set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
- set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
- set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
- set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
- set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
- set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
- add_sc( ML_SPIRALPIERCE , SC_STOP );
- set_sc( MER_QUICKEN , SC_MER_QUICKEN , SI_BLANK , SCB_ASPD );
- add_sc( ML_DEVOTION , SC_DEVOTION );
- set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
- set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
- set_sc( MER_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED );
-
- set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
- set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
- set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
- set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
-
- set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
- set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN );
-
- /**
- * Rune Knight
- **/
- set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
- set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
- set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
- set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
- set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BLANK , SCB_MDEF );
- set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE );
- set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
- set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
- set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
- set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
- set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
- set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
- set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
- add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY );
- /**
- * GC Guillotine Cross
- **/
- set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
- set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
- set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
- set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
- set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
- set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
- set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
- /**
- * Arch Bishop
- **/
- set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
- add_sc( AB_CLEMENTIA , SC_BLESSING );
- add_sc( AB_CANTO , SC_INC_AGI );
- set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
- add_sc( AB_PRAEFATIO , SC_KYRIE );
- set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
- set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
- set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
- set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
- set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
- set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
- set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
- set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
- /**
- * Warlock
- **/
- add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
- set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
- set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX );
- set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
- set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
- set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK );
- /**
- * Ranger
- **/
- set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
- set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
- set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
- set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
- add_sc( RA_MAGENTATRAP , SC_ARMOR_PROPERTY );
- add_sc( RA_COBALTTRAP , SC_ARMOR_PROPERTY );
- add_sc( RA_MAIZETRAP , SC_ARMOR_PROPERTY );
- add_sc( RA_VERDURETRAP , SC_ARMOR_PROPERTY );
- add_sc( RA_FIRINGTRAP , SC_BURNING );
- add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY );
- set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE );
- /**
- * Mechanic
- **/
- set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
- set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
- set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
- set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
- set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
- set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
- set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
- set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
- /**
- * Royal Guard
- **/
- set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
- set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
- set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
- set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
- set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
- set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
- set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
- set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
- set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
- set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
- set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
- /**
- * Shadow Chaser
- **/
- set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
- set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
- set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
- set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
- set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
- set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
- set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
- set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
- set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
- set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
- set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
- set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
- set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
- set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
- add_sc( SC_CHAOSPANIC , SC_CONFUSION );
- set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN );
- /**
- * Sura
- **/
- add_sc( SR_DRAGONCOMBO , SC_STUN );
- add_sc( SR_EARTHSHAKER , SC_STUN );
- set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
- set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
- set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
- set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
- set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
- set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
- set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN );
- /**
- * Wanderer / Minstrel
- **/
- set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
- set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF );
- set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK );
- set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_BATK );
- set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
- set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
- set_sc_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SI_SIREN , SCB_NONE );
- set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE );
- set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
- set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
- set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE );
- set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD );
- set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
- set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP );
- set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
- set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
- set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
- set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
-
- /**
- * Sorcerer
- **/
- set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
- set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
- set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
- set_sc_with_vfx( SO_DIAMONDDUST , SC_COLD , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
- add_sc( SO_CLOUD_KILL , SC_POISON );
- set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
- set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
- set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
- set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE );
- set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
- set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
- set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
- set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
- /**
- * Genetic
- **/
- set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
- set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE );
- set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE );
- set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
- set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
- set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
- set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
-
- // Elemental Spirit summoner's 'side' status changes.
- set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
- set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
- set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
- set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
- set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
- set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
- set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
- set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
- set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
- set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
- set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
- set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
- set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
- set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
- set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
- set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
- set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
- set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
- set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
- set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
- set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
- set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
- set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
- set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
- set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
- set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
-
- add_sc( KO_YAMIKUMO , SC_HIDING );
- set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
- add_sc( KO_MAKIBISHI , SC_STUN );
- set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
- set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- add_sc( KO_JYUSATSU , SC_CURSE );
- set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
- set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
- set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
- set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
- set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
- set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
- set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
- set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
-
- set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
-
- add_sc( ALL_REVERSEORCISH , SC_ORCISH );
- set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN );
-
- add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR );
- add_sc( NPC_WIDEBODYBURNNING , SC_BURNING );
- add_sc( NPC_WIDEFROSTMISTY , SC_FROSTMISTY );
- add_sc( NPC_WIDECOLD , SC_COLD );
- add_sc( NPC_WIDE_DEEP_SLEEP , SC_DEEP_SLEEP );
- add_sc( NPC_WIDESIREN , SC_SIREN );
-
- // Storing the target job rather than simply SC_SOULLINK simplifies code later on.
- SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
- SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
- SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
- SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
- SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
- SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
- SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
- SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
- SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
- SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
- SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
- SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
- SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
- SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
- SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
-
- //Status that don't have a skill associated.
- StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50;
- StatusIconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90;
- StatusIconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1;
- StatusIconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2;
- StatusIconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3;
- StatusIconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY;
- StatusIconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE;
- StatusIconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY;
- StatusIconChangeTable[SC_CHASEWALK2] = SI_INCSTR;
- StatusIconChangeTable[SC_MIRACLE] = SI_SOULLINK;
- StatusIconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE;
- StatusIconChangeTable[SC_FOOD_STR] = SI_FOOD_STR;
- StatusIconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI;
- StatusIconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT;
- StatusIconChangeTable[SC_FOOD_INT] = SI_FOOD_INT;
- StatusIconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX;
- StatusIconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK;
- StatusIconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE;
- StatusIconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT;
- StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
- StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
- StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
- StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
- StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
- StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
- StatusIconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER;
- StatusIconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER;
- //Cash Items
- StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
- StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
- StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
- StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
- StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
- StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
- StatusIconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP;
- StatusIconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM;
- StatusIconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP;
- StatusIconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY;
- StatusIconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM;
- StatusIconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF;
- StatusIconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF;
- StatusIconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT;
- StatusIconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE;
- StatusIconChangeTable[SC_HEALPLUS] = SI_HEALPLUS;
- StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
- StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
- StatusIconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD;
- StatusIconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD;
- // Mercenary Bonus Effects
- StatusIconChangeTable[SC_MER_FLEE] = SI_MER_FLEE;
- StatusIconChangeTable[SC_MER_ATK] = SI_MER_ATK;
- StatusIconChangeTable[SC_MER_HP] = SI_MER_HP;
- StatusIconChangeTable[SC_MER_SP] = SI_MER_SP;
- StatusIconChangeTable[SC_MER_HIT] = SI_MER_HIT;
- // Warlock Spheres
- StatusIconChangeTable[SC_SUMMON1] = SI_SPHERE_1;
- StatusIconChangeTable[SC_SUMMON2] = SI_SPHERE_2;
- StatusIconChangeTable[SC_SUMMON3] = SI_SPHERE_3;
- StatusIconChangeTable[SC_SUMMON4] = SI_SPHERE_4;
- StatusIconChangeTable[SC_SUMMON5] = SI_SPHERE_5;
- // Warlock Preserved spells
- StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
- StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
- StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
- StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
- StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
- StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
- StatusIconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7;
-
- StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
- StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
- StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
- StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
-
- StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
- StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
- StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
- StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
- StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
- StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
- StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
- StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
- StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
-
- StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
- StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
- StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
- StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
-
- StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
-
- StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
-
- StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
- StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
- StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
- StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
- StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
-
- //Genetics New Food Items Status Icons
- StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
- StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
- StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
- StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
- StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
- StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
-
- StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
- StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
- StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
- StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
- StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
- StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
- StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
- StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
-
- // Elemental Spirit's 'side' status change icons.
- StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
- StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
- StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
- StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
- StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
- StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
- StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
- StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
- StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
- StatusIconChangeTable[SC_HEATER] = SI_HEATER;
- StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
- StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
- StatusIconChangeTable[SC_COOLER] = SI_COOLER;
- StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
- StatusIconChangeTable[SC_GUST] = SI_GUST;
- StatusIconChangeTable[SC_BLAST] = SI_BLAST;
- StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
- StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
- StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
- StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
- StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
- StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
- StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
- StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
-
- //Other SC which are not necessarily associated to skills.
- StatusChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD;
- StatusChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD;
- StatusChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD;
- StatusChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD;
- StatusChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED;
- StatusChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED;
- StatusChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK;
- StatusChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK;
- StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
- StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
- StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
- StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
- StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
- StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
- StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
- StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
- StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
- StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
- StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
- StatusChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI;
- StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
- StatusChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2;
- StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
- StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
- StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
- StatusChangeFlagTable[SC_FOOD_STR] |= SCB_STR;
- StatusChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI;
- StatusChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT;
- StatusChangeFlagTable[SC_FOOD_INT] |= SCB_INT;
- StatusChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX;
- StatusChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK;
- StatusChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT;
- StatusChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE;
- StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
- StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
- StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
- StatusChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL;
- StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
- StatusChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL;
- StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
- StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
- // Cash Items
- StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
- StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
- StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
- StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
- StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
- StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
- // Mercenary Bonus Effects
- StatusChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE;
- StatusChangeFlagTable[SC_MER_ATK] |= SCB_WATK;
- StatusChangeFlagTable[SC_MER_HP] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_MER_SP] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_MER_HIT] |= SCB_HIT;
- // Guillotine Cross Poison Effects
- StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
- StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
- StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
-
- StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
- StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
- StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
- StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
- StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
- StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
- StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
- StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
- StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
- StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
- StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
- StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
- StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
- StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
- StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
-
- StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED;
-
- /* StatusDisplayType Table [Ind/Hercules] */
- StatusDisplayType[SC_ALL_RIDING] = true;
- StatusDisplayType[SC_PUSH_CART] = true;
- StatusDisplayType[SC_SUMMON1] = true;
- StatusDisplayType[SC_SUMMON2] = true;
- StatusDisplayType[SC_SUMMON3] = true;
- StatusDisplayType[SC_SUMMON4] = true;
- StatusDisplayType[SC_SUMMON5] = true;
- StatusDisplayType[SC_CAMOUFLAGE] = true;
- StatusDisplayType[SC_DUPLELIGHT] = true;
- StatusDisplayType[SC_ORATIO] = true;
- StatusDisplayType[SC_FROSTMISTY] = true;
- StatusDisplayType[SC_VENOMIMPRESS] = true;
- StatusDisplayType[SC_HALLUCINATIONWALK] = true;
- StatusDisplayType[SC_ROLLINGCUTTER] = true;
- StatusDisplayType[SC_BANDING] = true;
- StatusDisplayType[SC_COLD] = true;
- StatusDisplayType[SC_DEEP_SLEEP] = true;
- StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true;
- StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true;
- StatusDisplayType[SC_BLOOD_SUCKER] = true;
- StatusDisplayType[SC__SHADOWFORM] = true;
- StatusDisplayType[SC__MANHOLE] = true;
- StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
-
-#ifdef RENEWAL_EDP
- // renewal EDP increases your weapon atk
- StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
-#endif
-
- if( !battle_config.display_hallucination ) //Disable Hallucination.
- StatusIconChangeTable[SC_ILLUSION] = SI_BLANK;
-}
-
-static void initDummyData(void)
-{
- memset(&dummy_status, 0, sizeof(dummy_status));
- dummy_status.hp =
- dummy_status.max_hp =
- dummy_status.max_sp =
- dummy_status.str =
- dummy_status.agi =
- dummy_status.vit =
- dummy_status.int_ =
- dummy_status.dex =
- dummy_status.luk =
- dummy_status.hit = 1;
- dummy_status.speed = 2000;
- dummy_status.adelay = 4000;
- dummy_status.amotion = 2000;
- dummy_status.dmotion = 2000;
- dummy_status.ele_lv = 1; //Min elemental level.
- dummy_status.mode = MD_CANMOVE;
-}
-
-
-//For copying a status_data structure from b to a, without overwriting current Hp and Sp
-static inline void status_cpy(struct status_data* a, const struct status_data* b)
-{
- memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
-}
-
-//Sets HP to given value. Flag is the flag passed to 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)
-{
- struct status_data *status;
- if (hp < 1) return 0;
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
-
- if (hp > status->max_hp) hp = status->max_hp;
- if (hp == status->hp) return 0;
- if (hp > status->hp)
- return status_heal(bl, hp - status->hp, 0, 1|flag);
- return status_zap(bl, status->hp - hp, 0);
-}
-
-//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)
-{
- struct status_data *status;
-
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0;
-
- if (sp > status->max_sp) sp = status->max_sp;
- if (sp == status->sp) return 0;
- if (sp > status->sp)
- return status_heal(bl, 0, sp - status->sp, 1|flag);
- return status_zap(bl, 0, status->sp - sp);
-}
-
-int status_charge(struct block_list* bl, int hp, int sp)
-{
- if(!(bl->type&BL_CONSUME))
- return hp+sp; //Assume all was charged so there are no 'not enough' fails.
- return status_damage(NULL, bl, hp, sp, 0, 3);
-}
-
-//Inflicts damage on the target with the according walkdelay.
-//If flag&1, damage is passive and does not triggers cancelling status changes.
-//If flag&2, fail if target does not has enough to substract.
-//If flag&4, if killed, mob must not give exp/loot.
-//flag will be set to &8 when damaging sp of a dead character
-int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
-{
- struct status_data *status;
- struct status_change *sc;
-
- if(sp && !(target->type&BL_CONSUME))
- sp = 0; //Not a valid SP target.
-
- if (hp < 0) { //Assume absorbed damage.
- status_heal(target, -hp, 0, 1);
- hp = 0;
- }
-
- if (sp < 0) {
- status_heal(target, 0, -sp, 1);
- sp = 0;
- }
-
- if (target->type == BL_SKILL)
- return skill->unit_ondamaged((struct skill_unit *)target, src, hp, iTimer->gettick());
-
- status = status_get_status_data(target);
- if( status == &dummy_status )
- return 0;
-
- if ((unsigned int)hp >= status->hp) {
- if (flag&2) return 0;
- hp = status->hp;
- }
-
- if ((unsigned int)sp > status->sp) {
- if (flag&2) return 0;
- sp = status->sp;
- }
-
- if (!hp && !sp)
- return 0;
-
- if( !status->hp )
- flag |= 8;
-
-// Let through. battle.c/skill.c have the whole logic of when it's possible or
-// not to hurt someone (and this check breaks pet catching) [Skotlex]
-// if (!target->prev && !(flag&2))
-// return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
-
- sc = status_get_sc(target);
- if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
- hp = 1;
-
- if( hp && !(flag&1) ) {
- if( sc ) {
- struct status_change_entry *sce;
- if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- status_change_end(target, SC_STONE, INVALID_TIMER);
- status_change_end(target, SC_FREEZE, INVALID_TIMER);
- status_change_end(target, SC_SLEEP, INVALID_TIMER);
- status_change_end(target, SC_DC_WINKCHARM, INVALID_TIMER);
- status_change_end(target, SC_CONFUSION, INVALID_TIMER);
- status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
- status_change_end(target, SC_HIDING, INVALID_TIMER);
- status_change_end(target, SC_CLOAKING, INVALID_TIMER);
- status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
- status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
- status_change_end(target, SC_DEEP_SLEEP, INVALID_TIMER);
- if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) {
- //Endure count is only reduced by non-players on non-gvg maps.
- //val4 signals infinite endure. [Skotlex]
- if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
- status_change_end(target, SC_ENDURE, INVALID_TIMER);
- }
- if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
- struct skill_unit_group* sg = skill->id2group(sce->val4);
- if (sg) {
- skill->del_unitgroup(sg, ALC_MARK);
- sce->val4 = 0;
- status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
- }
- }
- if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
- status_change_end(target, SC_DANCING, INVALID_TIMER);
- if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
- status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
- if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
- status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
- }
- unit_skillcastcancel(target, 2);
- }
-
- status->hp-= hp;
- status->sp-= sp;
-
- if (sc && hp && status->hp) {
- if (sc->data[SC_AUTOBERSERK] &&
- (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
- status->hp < status->max_hp>>2)
- sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
- if (sc->data[SC_BERSERK] && status->hp <= 100)
- status_change_end(target, SC_BERSERK, INVALID_TIMER);
- if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
- status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
- if (sc->data[SC_SATURDAY_NIGHT_FEVER] && status->hp <= 100)
- status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
- if (sc->data[SC__BLOODYLUST] && status->hp <= 100)
- status_change_end(target, SC__BLOODYLUST, INVALID_TIMER);
- }
-
- switch (target->type) {
- case BL_PC: pc->damage((TBL_PC*)target,src,hp,sp); break;
- case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
- case BL_HOM: homun->damaged((TBL_HOM*)target); break;
- case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
- case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
- }
-
- if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug
- unit_stop_walking( target, 1 );
- }
-
- if( status->hp || (flag&8) )
- { //Still lives or has been dead before this damage.
- if (walkdelay)
- unit_set_walkdelay(target, iTimer->gettick(), walkdelay, 0);
- return hp+sp;
- }
-
- status->hp = 1; //To let the dead function cast skills and all that.
- //NOTE: These dead functions should return: [Skotlex]
- //0: Death cancelled, auto-revived.
- //Non-zero: Standard death. Clear status, cancel move/attack, etc
- //&2: Also remove object from map.
- //&4: Also delete object from memory.
- switch (target->type) {
- case BL_PC: flag = pc->dead((TBL_PC*)target,src); break;
- case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
- case BL_HOM: flag = homun->dead((TBL_HOM*)target); break;
- case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
- case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
- default: //Unhandled case, do nothing to object.
- flag = 0;
- break;
- }
-
- if(!flag) //Death cancelled.
- return hp+sp;
-
- //Normal death
- status->hp = 0;
- if (battle_config.clear_unit_ondeath &&
- battle_config.clear_unit_ondeath&target->type)
- skill->clear_unitgroup(target);
-
- if(target->type&BL_REGEN)
- { //Reset regen ticks.
- struct regen_data *regen = status_get_regen_data(target);
- if (regen) {
- memset(&regen->tick, 0, sizeof(regen->tick));
- if (regen->sregen)
- memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
- if (regen->ssregen)
- memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
- }
- }
-
- if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
- { //flag&8 = disable Kaizel
- int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
- //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
- if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
- status_revive(target, 100, 100);
- else
- status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
- status_change_clear(target,0);
- clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1);
- sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
-
- if( target->type == BL_MOB )
- ((TBL_MOB*)target)->state.rebirth = 1;
-
- return hp+sp;
- }
- if(target->type == BL_PC){
- TBL_PC *sd = BL_CAST(BL_PC,target);
- TBL_HOM *hd = sd->hd;
- if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){
- clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage
- clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, status_revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0));
- status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
- return hp + sp;
- }
- }
- if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so.
- status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
- status_change_clear(target,0);
- ((TBL_MOB*)target)->state.rebirth = 1;
-
- return hp+sp;
- }
-
- status_change_clear(target,0);
-
- if(flag&4) //Delete from memory. (also invokes map removal code)
- unit_free(target,CLR_DEAD);
- else
- if(flag&2) //remove from map
- unit_remove_map(target,CLR_DEAD);
- else
- { //Some death states that would normally be handled by unit_remove_map
- unit_stop_attack(target);
- unit_stop_walking(target,1);
- unit_skillcastcancel(target,0);
- clif->clearunit_area(target,CLR_DEAD);
- skill->unit_move(target,iTimer->gettick(),4);
- skill->cleartimerskill(target);
- }
-
- return hp+sp;
-}
-
-//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
-//If flag&2, when the player is healed, show the HP/SP heal effect.
-int status_heal(struct block_list *bl,int hp,int sp, int flag)
-{
- struct status_data *status;
- struct status_change *sc;
-
- status = status_get_status_data(bl);
-
- if (status == &dummy_status || !status->hp)
- return 0;
-
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
-
- if (hp < 0) {
- if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
- status_damage(NULL, bl, -hp, 0, 0, 1);
- hp = 0;
- }
-
- if(hp) {
- if( sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) ) {
- if( flag&1 )
- flag &= ~2;
- else
- hp = 0;
- }
-
- if((unsigned int)hp > status->max_hp - status->hp)
- hp = status->max_hp - status->hp;
- }
-
- if(sp < 0) {
- if (sp==INT_MIN) sp++;
- status_damage(NULL, bl, 0, -sp, 0, 1);
- sp = 0;
- }
-
- if(sp) {
- if((unsigned int)sp > status->max_sp - status->sp)
- sp = status->max_sp - status->sp;
- }
-
- if(!sp && !hp) return 0;
-
- status->hp+= hp;
- status->sp+= sp;
-
- if(hp && sc &&
- sc->data[SC_AUTOBERSERK] &&
- sc->data[SC_PROVOKE] &&
- sc->data[SC_PROVOKE]->val2==1 &&
- status->hp>=status->max_hp>>2
- ) //End auto berserk.
- status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
-
- // send hp update to client
- switch(bl->type) {
- case BL_PC: pc->heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
- case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
- case BL_HOM: homun->healed((TBL_HOM*)bl); break;
- case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
- case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
- }
-
- return hp+sp;
-}
-
-//Does percentual non-flinching damage/heal. If mob is killed this way,
-//no exp/drops will be awarded if there is no src (or src is target)
-//If rates are > 0, percent is of current HP/SP
-//If rates are < 0, percent is of max HP/SP
-//If !flag, this is heal, otherwise it is damage.
-//Furthermore, if flag==2, then the target must not die from the substraction.
-int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
-{
- struct status_data *status;
- unsigned int hp =0, sp = 0;
-
- status = status_get_status_data(target);
-
-
- //It's safe now [MarkZD]
- if (hp_rate > 99)
- hp = status->hp;
- else if (hp_rate > 0)
- hp = status->hp>10000?
- hp_rate*(status->hp/100):
- ((int64)hp_rate*status->hp)/100;
- else if (hp_rate < -99)
- hp = status->max_hp;
- else if (hp_rate < 0)
- hp = status->max_hp>10000?
- (-hp_rate)*(status->max_hp/100):
- ((int64)-hp_rate*status->max_hp)/100;
- if (hp_rate && !hp)
- hp = 1;
-
- if (flag == 2 && hp >= status->hp)
- hp = status->hp-1; //Must not kill target.
-
- if (sp_rate > 99)
- sp = status->sp;
- else if (sp_rate > 0)
- sp = ((int64)sp_rate*status->sp)/100;
- else if (sp_rate < -99)
- sp = status->max_sp;
- else if (sp_rate < 0)
- sp = ((int64)-sp_rate)*status->max_sp/100;
- if (sp_rate && !sp)
- sp = 1;
-
- //Ugly check in case damage dealt is too much for the received args of
- //status_heal / status_damage. [Skotlex]
- if (hp > INT_MAX) {
- hp -= INT_MAX;
- if (flag)
- status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
- else
- status_heal(target, INT_MAX, 0, 0);
- }
- if (sp > INT_MAX) {
- sp -= INT_MAX;
- if (flag)
- status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
- else
- status_heal(target, 0, INT_MAX, 0);
- }
- if (flag)
- return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
- return status_heal(target, hp, sp, 0);
-}
-
-int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
-{
- struct status_data *status;
- unsigned int hp, sp;
- if (!status_isdead(bl)) return 0;
-
- status = status_get_status_data(bl);
- if (status == &dummy_status)
- return 0; //Invalid target.
-
- hp = (int64)status->max_hp * per_hp/100;
- sp = (int64)status->max_sp * per_sp/100;
-
- if(hp > status->max_hp - status->hp)
- hp = status->max_hp - status->hp;
- else if (per_hp && !hp)
- hp = 1;
-
- if(sp > status->max_sp - status->sp)
- sp = status->max_sp - status->sp;
- else if (per_sp && !sp)
- sp = 1;
-
- status->hp += hp;
- status->sp += sp;
-
- if (bl->prev) //Animation only if character is already on a map.
- clif->resurrection(bl, 1);
- switch (bl->type) {
- case BL_PC: pc->revive((TBL_PC*)bl, hp, sp); break;
- case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
- case BL_HOM: homun->revive((TBL_HOM*)bl, hp, sp); break;
- }
- return 1;
-}
-
-/*==========================================
- * Checks whether the src can use the skill on the target,
- * taking into account status/option of both source/target. [Skotlex]
- * flag:
- * 0 - Trying to use skill on target.
- * 1 - Cast bar is done.
- * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
- * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
- * target MAY Be null, in which case the checks are only to see
- * whether the source can cast or not the skill on the ground.
- *------------------------------------------*/
-int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
-{
- struct status_data *status;
- struct status_change *sc=NULL, *tsc;
- int hide_flag;
-
- status = src?status_get_status_data(src):&dummy_status;
-
- if (src && src->type != BL_PC && status_isdead(src))
- return 0;
-
- if (!skill_id) { //Normal attack checks.
- if (!(status->mode&MD_CANATTACK))
- return 0; //This mode is only needed for melee attacking.
- //Dead state is not checked for skills as some skills can be used
- //on dead characters, said checks are left to skill.c [Skotlex]
- if (target && status_isdead(target))
- return 0;
- if( src && (sc = status_get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB)
- return 0;
- }
-
- if( skill_id ) {
-
- if( src && !(src->type == BL_PC && ((TBL_PC*)src)->skillitem)) { // Items that cast skills using 'itemskill' will not be handled by map_zone_db.
- int i;
-
- for(i = 0; i < map[src->m].zone->disabled_skills_count; i++) {
- if( skill_id == map[src->m].zone->disabled_skills[i]->nameid && (map[src->m].zone->disabled_skills[i]->type&src->type) ) {
- if( src->type == BL_PC )
- clif->msg((TBL_PC*)src, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
- else if( src->type == BL_MOB && map[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) {
- if( (status->mode&MD_BOSS) && !(map[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
- break;
- }
- return 0;
- }
- }
- }
-
- switch( skill_id ) {
- case PA_PRESSURE:
- if( flag && target ) {
- //Gloria Avoids pretty much everything....
- tsc = status_get_sc(target);
- if(tsc && tsc->option&OPTION_HIDE)
- return 0;
- }
- break;
- case GN_WALLOFTHORN:
- if( target && status_isdead(target) )
- return 0;
- break;
- case AL_TELEPORT:
- //Should fail when used on top of Land Protector [Skotlex]
- if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
- && !(status->mode&MD_BOSS)
- && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
- return 0;
- break;
- default:
- break;
- }
- }
-
- if ( src ) sc = status_get_sc(src);
-
- if( sc && sc->count ) {
-
- if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc
- if (flag != 1) //Can't cast, casted stuff can't damage.
- return 0;
- if (!(skill->get_inf(skill_id)&INF_GROUND_SKILL))
- return 0; //Targetted spells can't come off.
- }
-
- if (
- (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
- || (sc->data[SC_AUTOCOUNTER] && !flag)
- || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
- || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
- )
- return 0;
-
- if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage
- if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
- unit_walktobl(src, iMap->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1);
- clif->emotion(src, E_LV);
- return 0;
- }
-
- if (sc->data[SC_BLADESTOP]) {
- switch (sc->data[SC_BLADESTOP]->val1)
- {
- case 5: if (skill_id == MO_EXTREMITYFIST) break;
- case 4: if (skill_id == MO_CHAINCOMBO) break;
- case 3: if (skill_id == MO_INVESTIGATE) break;
- case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
- default: return 0;
- }
- }
-
- if (sc->data[SC_DANCING] && flag!=2) {
- if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
- { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
- if( pc->checkskill((TBL_PC*)src,WM_LESSON) < 5 )
- return 0;
- } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
- if (skill_id == BD_ENCORE ||
- skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
- )
- return 0;
- } else {
- switch (skill_id) {
- case BD_ADAPTATION:
- case CG_LONGINGFREEDOM:
- case BA_MUSICALSTRIKE:
- case DC_THROWARROW:
- break;
- default:
- return 0;
- }
- }
- if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
- return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
- }
-
- if (skill_id && //Do not block item-casted skills.
- (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
- ) { //Skills blocked through status changes...
- if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
- sc->data[SC_SILENCE] ||
- sc->data[SC_STEELBODY] ||
- sc->data[SC_BERSERK] ||
- sc->data[SC__BLOODYLUST] ||
- sc->data[SC_OBLIVIONCURSE] ||
- sc->data[SC_WHITEIMPRISON] ||
- sc->data[SC__INVISIBILITY] ||
- (sc->data[SC_COLD] && src->type != BL_MOB) ||
- sc->data[SC__IGNORANCE] ||
- sc->data[SC_DEEP_SLEEP] ||
- sc->data[SC_SATURDAY_NIGHT_FEVER] ||
- sc->data[SC_CURSEDCIRCLE_TARGET] ||
- (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
- (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
- (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) ||
- (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id))
- ))
- return 0;
-
- //Skill blocking.
- if (
- (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
- (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
- (sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) ||
- (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
- )
- return 0;
-
- if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
- switch(skill_id) {//##TODO## make this a flag in skill_db?
- // Skills that can be used even under Man Hole effects.
- case SC_SHADOWFORM:
- case SC_STRIPACCESSARY:
- break;
- default:
- return 0;
- }
- }
-
- }
- }
-
- if (sc && sc->option) {
- if (sc->option&OPTION_HIDE) {
- switch (skill_id) { //Usable skills while hiding.
- case TF_HIDING:
- case AS_GRIMTOOTH:
- case RG_BACKSTAP:
- case RG_RAID:
- case NJ_SHADOWJUMP:
- case NJ_KIRIKAGE:
- case KO_YAMIKUMO:
- break;
- default:
- //Non players can use all skills while hidden.
- if (!skill_id || src->type == BL_PC)
- return 0;
- }
- }
- if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
- return 0;
- if( sc->data[SC_ALL_RIDING] )
- return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
- }
-
- if (target == NULL || target == src) //No further checking needed.
- return 1;
-
- tsc = status_get_sc(target);
-
- if(tsc && tsc->count) {
- /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
- if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
- return 0;
- if(!skill_id && tsc->data[SC_TRICKDEAD])
- return 0;
- if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
- && tsc->data[SC_FREEZE])
- return 0;
- if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
- return 0;
- }
-
- //If targetting, cloak+hide protect you, otherwise only hiding does.
- hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
-
- //You cannot hide from ground skills.
- if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
- hide_flag &= ~OPTION_HIDE;
-
- switch( target->type ) {
- case BL_PC: {
- struct map_session_data *sd = (TBL_PC*) target;
- bool is_boss = (status->mode&MD_BOSS);
- bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
- if (pc_isinvisible(sd))
- return 0;
- if (tsc->option&hide_flag && !is_boss &&
- ((sd->special_state.perfect_hiding || !is_detect) ||
- (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
- return 0;
- if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
- return 0;
- if( tsc->data[SC_STEALTHFIELD] && !is_boss )
- return 0;
- }
- break;
- case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
- //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
- if (status->mode&MD_LOOTER)
- return 1;
- return 0;
- case BL_HOM:
- case BL_MER:
- case BL_ELEM:
- if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src )
- return 0; // Can't use support skills on Homunculus (only Master/Self)
- if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src )
- return 0; // Can't use Weapon endow skills on Mercenary (only Master)
- if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
- return 0; // Can't use Potion Pitcher on Mercenaries
- default:
- //Check for chase-walk/hiding/cloaking opponents.
- if( tsc ) {
- if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
- return 0;
- if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
- return 0;
- }
- }
- return 1;
-}
-
-//Checks whether the source can see and chase target.
-int status_check_visibility(struct block_list *src, struct block_list *target)
-{
- int view_range;
- struct status_data* status = status_get_status_data(src);
- struct status_change* tsc = status_get_sc(target);
- switch (src->type) {
- case BL_MOB:
- view_range = ((TBL_MOB*)src)->min_chase;
- break;
- case BL_PET:
- view_range = ((TBL_PET*)src)->db->range2;
- break;
- default:
- view_range = AREA_SIZE;
- }
-
- if (src->m != target->m || !check_distance_bl(src, target, view_range))
- return 0;
-
- if( tsc && tsc->data[SC_STEALTHFIELD] )
- return 0;
-
- switch (target->type)
- { //Check for chase-walk/hiding/cloaking opponents.
- case BL_PC:
- if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
- return 0;
- if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
- ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
- return 0;
- break;
- default:
- if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
- return 0;
-
- }
-
- return 1;
-}
-
-// Basic ASPD value
-int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
-{
- int amotion;
-#ifdef RENEWAL_ASPD
- short mod = -1;
-
- switch( sd->weapontype2 ){ // adjustment for dual weilding
- case W_DAGGER: mod = 0; break; // 0, 1, 1
- case W_1HSWORD:
- case W_1HAXE: mod = 1;
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
- mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
- }
-
- amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
- ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
- : ((aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
- + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
- - aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]
- + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]);
-
- if ( sd->status.shield )
- amotion += ( 2000 - aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) +
- ( aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );
-
-#else
- // base weapon delay
- amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
- ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
- : (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
-
- // percentual delay reduction from stats
- amotion -= amotion * (4*status->agi + status->dex)/1000;
-#endif
- // raw delay adjustment from bAspd bonus
- amotion += sd->bonus.aspd_add;
-
- return amotion;
-}
-
-static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
-{
- int flag = 0, str, dex,
-#ifdef RENEWAL
- rstr,
-#endif
- dstr;
-
-
- if(!(bl->type&battle_config.enable_baseatk))
- return 0;
-
- if (bl->type == BL_PC)
- switch(((TBL_PC*)bl)->status.weapon){
- case W_BOW:
- case W_MUSICAL:
- case W_WHIP:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- flag = 1;
- }
- if (flag) {
-#ifdef RENEWAL
- rstr =
-#endif
- str = status->dex;
- dex = status->str;
- } else {
-#ifdef RENEWAL
- rstr =
-#endif
- str = status->str;
- dex = status->dex;
- }
- //Normally only players have base-atk, but homunc have a different batk
- // equation, hinting that perhaps non-players should use this for batk.
- // [Skotlex]
- dstr = str/10;
- str += dstr*dstr;
- if (bl->type == BL_PC)
-#ifdef RENEWAL
- str = (int)(rstr + (float)dex/5 + (float)status->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4);
- else if(bl->type == BL_MOB)
- str = rstr + ((TBL_MOB*)bl)->level;
-#else
- str+= dex/5 + status->luk/5;
-#endif
- return cap_value(str, 0, USHRT_MAX);
-}
-
-static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); }
-static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); }
-#ifdef RENEWAL
-unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
-#endif
-
-//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 *status, int level)
-{
- //Non players get the value set, players need to stack with previous bonuses.
- if( bl->type != BL_PC )
- status->batk =
- status->hit = status->flee =
- status->def2 = status->mdef2 =
- status->cri = status->flee2 = 0;
-
-#ifdef RENEWAL // renewal formulas
- status->matk_min = status->matk_max = bl->type == BL_PC ? status_base_matk(status, level) : level + status->int_;
- status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
- status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
- status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
- status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
-#else
- status->matk_min = status_base_matk_min(status);
- status->matk_max = status_base_matk_max(status);
- status->hit += level + status->dex;
- status->flee += level + status->agi;
- status->def2 += status->vit;
- status->mdef2 += status->int_ + (status->vit>>1);
-#endif
-
- if( bl->type&battle_config.enable_critical )
- status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
- else
- status->cri = 0;
-
- if (bl->type&battle_config.enable_perfect_flee)
- status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
- else
- status->flee2 = 0;
-
- if (status->batk) {
- int temp = status->batk + status_base_atk(bl, status);
- status->batk = cap_value(temp, 0, USHRT_MAX);
- } else
- status->batk = status_base_atk(bl, status);
- if (status->cri)
- switch (bl->type) {
- case BL_MOB:
- if(battle_config.mob_critical_rate != 100)
- status->cri = status->cri*battle_config.mob_critical_rate/100;
- if(!status->cri && battle_config.mob_critical_rate)
- status->cri = 10;
- break;
- case BL_PC:
- //Players don't have a critical adjustment setting as of yet.
- break;
- case BL_MER:
-#ifdef RENEWAL
- status->matk_min = status->matk_max = status_base_matk_max(status);
- status->def2 = status->vit + level / 10 + status->vit / 5;
- status->mdef2 = level / 10 + status->int_ / 5;
-#endif
- break;
- default:
- if(battle_config.critical_rate != 100)
- status->cri = status->cri*battle_config.critical_rate/100;
- if (!status->cri && battle_config.critical_rate)
- status->cri = 10;
- }
- if(bl->type&BL_REGEN)
- status_calc_regen(bl, status, status_get_regen_data(bl));
-}
-
-//Skotlex: Calculates the initial status for the given mob
-//first will only be false when the mob leveled up or got a GuardUp level.
-int status_calc_mob_(struct mob_data* md, bool first)
-{
- struct status_data *status;
- struct block_list *mbl = NULL;
- int flag=0;
-
- if(first)
- { //Set basic level on respawn.
- if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
- ;
- else
- md->level = md->db->lv;
- }
-
- //Check if we need custom base-status
- if (battle_config.mobs_level_up && md->level > md->db->lv)
- flag|=1;
-
- if (md->special_state.size)
- flag|=2;
-
- if (md->guardian_data && md->guardian_data->guardup_lv)
- flag|=4;
- if (md->class_ == MOBID_EMPERIUM)
- flag|=4;
-
- if (battle_config.slaves_inherit_speed && md->master_id)
- flag|=8;
-
- if (md->master_id && md->special_state.ai>1)
- flag|=16;
-
- if (!flag)
- { //No special status required.
- if (md->base_status) {
- aFree(md->base_status);
- md->base_status = NULL;
- }
- if(first)
- memcpy(&md->status, &md->db->status, sizeof(struct status_data));
- return 0;
- }
- if (!md->base_status)
- md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
-
- status = md->base_status;
- memcpy(status, &md->db->status, sizeof(struct status_data));
-
- if (flag&(8|16))
- mbl = iMap->id2bl(md->master_id);
-
- if (flag&8 && mbl) {
- struct status_data *mstatus = status_get_base_status(mbl);
- if (mstatus &&
- battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
- status->speed = mstatus->speed;
- if( status->speed < 2 ) /* minimum for the unit to function properly */
- status->speed = 2;
- }
-
- if (flag&16 && mbl)
- { //Max HP setting from Summon Flora/marine Sphere
- struct unit_data *ud = unit_bl2ud(mbl);
- //Remove special AI when this is used by regular mobs.
- if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
- md->special_state.ai = 0;
- if (ud)
- { // different levels of HP according to skill level
- if (ud->skill_id == AM_SPHEREMINE) {
- status->max_hp = 2000 + 400*ud->skill_lv;
- } else if(ud->skill_id == KO_ZANZOU){
- status->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl));
- } else { //AM_CANNIBALIZE
- status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
- status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
- }
- status->hp = status->max_hp;
- }
- }
-
- if (flag&1)
- { // increase from mobs leveling up [Valaris]
- int diff = md->level - md->db->lv;
- status->str+= diff;
- status->agi+= diff;
- status->vit+= diff;
- status->int_+= diff;
- status->dex+= diff;
- status->luk+= diff;
- status->max_hp += diff*status->vit;
- status->max_sp += diff*status->int_;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->speed -= cap_value(diff, 0, status->speed - 10);
- }
-
-
- if (flag&2 && battle_config.mob_size_influence)
- { // change for sized monsters [Valaris]
- if (md->special_state.size==SZ_MEDIUM) {
- status->max_hp>>=1;
- status->max_sp>>=1;
- if (!status->max_hp) status->max_hp = 1;
- if (!status->max_sp) status->max_sp = 1;
- status->hp=status->max_hp;
- status->sp=status->max_sp;
- status->str>>=1;
- status->agi>>=1;
- status->vit>>=1;
- status->int_>>=1;
- status->dex>>=1;
- status->luk>>=1;
- if (!status->str) status->str = 1;
- if (!status->agi) status->agi = 1;
- if (!status->vit) status->vit = 1;
- if (!status->int_) status->int_ = 1;
- if (!status->dex) status->dex = 1;
- if (!status->luk) status->luk = 1;
- } else if (md->special_state.size==SZ_BIG) {
- status->max_hp<<=1;
- status->max_sp<<=1;
- status->hp=status->max_hp;
- status->sp=status->max_sp;
- status->str<<=1;
- status->agi<<=1;
- status->vit<<=1;
- status->int_<<=1;
- status->dex<<=1;
- status->luk<<=1;
- }
- }
-
- status_calc_misc(&md->bl, status, md->level);
-
- if(flag&4)
- { // Strengthen Guardians - custom value +10% / lv
- struct guild_castle *gc;
- gc=guild->mapname2gc(map[md->bl.m].name);
- if (!gc)
- ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
- else
- if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
-#ifdef RENEWAL
- status->max_hp += 50 * gc->defense;
- status->max_sp += 70 * gc->defense;
-#else
- status->max_hp += 1000 * gc->defense;
- status->max_sp += 200 * gc->defense;
-#endif
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- status->def += (gc->defense+2)/3;
- status->mdef += (gc->defense+2)/3;
- }
- if(md->class_ != MOBID_EMPERIUM) {
- status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
- status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
- status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
- status->aspd_rate -= 100*md->guardian_data->guardup_lv;
- }
- }
-
- if( first ) //Initial battle status
- memcpy(&md->status, status, sizeof(struct status_data));
-
- return 1;
-}
-
-//Skotlex: Calculates the stats of the given pet.
-int status_calc_pet_(struct pet_data *pd, bool first)
-{
- nullpo_ret(pd);
-
- if (first) {
- memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
- pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
- pd->status.speed = pd->petDB->speed;
-
- if(battle_config.pet_attack_support || battle_config.pet_damage_support)
- {// attack support requires the pet to be able to attack
- pd->status.mode|= MD_CANATTACK;
- }
- }
-
- if (battle_config.pet_lv_rate && pd->msd)
- {
- struct map_session_data *sd = pd->msd;
- int lv;
-
- lv =sd->status.base_level*battle_config.pet_lv_rate/100;
- if (lv < 0)
- lv = 1;
- if (lv != pd->pet.level || first)
- {
- struct status_data *bstat = &pd->db->status, *status = &pd->status;
- pd->pet.level = lv;
- if (!first) //Lv Up animation
- clif->misceffect(&pd->bl, 0);
- status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
- status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
- status->str = (bstat->str*lv)/pd->db->lv;
- status->agi = (bstat->agi*lv)/pd->db->lv;
- status->vit = (bstat->vit*lv)/pd->db->lv;
- status->int_ = (bstat->int_*lv)/pd->db->lv;
- status->dex = (bstat->dex*lv)/pd->db->lv;
- status->luk = (bstat->luk*lv)/pd->db->lv;
-
- status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
- status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
- status->str = cap_value(status->str,1,battle_config.pet_max_stats);
- status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
- status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
- status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
- status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
- status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
-
- status_calc_misc(&pd->bl, &pd->status, lv);
-
- if (!first) //Not done the first time because the pet is not visible yet
- clif->send_petstatus(sd);
- }
- } else if (first) {
- status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
- if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
- pd->pet.level = pd->db->lv;
- }
-
- //Support rate modifier (1000 = 100%)
- pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
- if(battle_config.pet_support_rate != 100)
- pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
-
- return 1;
-}
-
-/// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
-static void status_calc_sigma(void)
-{
- int i,j;
-
- for(i = 0; i < CLASS_COUNT; i++)
- {
- unsigned int k = 0;
- hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
- for(j = 2; j <= MAX_LEVEL; j++)
- {
- k += (hp_coefficient[i]*j + 50) / 100;
- hp_sigma_val[i][j] = k;
- if (k >= INT_MAX)
- break; //Overflow protection. [Skotlex]
- }
- for(; j <= MAX_LEVEL; j++)
- hp_sigma_val[i][j] = INT_MAX;
- }
-}
-
-/// Calculates base MaxHP value according to class and base level
-/// The recursive equation used to calculate level bonus is (using integer operations)
-/// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
-/// which reduces to something close to
-/// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
-static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
-{
- uint64 val = pc->class2idx(sd->status.class_);
- val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
-
- if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
- val += 100; //Since their HP can't be approximated well enough without this.
- if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON))
- val *= 3; //Triple max HP for top ranking Taekwons over level 90.
- if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
- val += 2000; //Supernovice lvl99 hp bonus.
-
- val += val * status->vit/100; // +1% per each point of VIT
-
- if (sd->class_&JOBL_UPPER)
- val += val * 25/100; //Trans classes get a 25% hp bonus
- else if (sd->class_&JOBL_BABY)
- val -= val * 30/100; //Baby classes get a 30% hp penalty
- return (unsigned int)val;
-}
-
-static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
-{
- uint64 val;
-
- val = 10 + sd->status.base_level*(int64)sp_coefficient[pc->class2idx(sd->status.class_)]/100;
- val += val * status->int_/100;
-
- if (sd->class_&JOBL_UPPER)
- val += val * 25/100;
- else if (sd->class_&JOBL_BABY)
- val -= val * 30/100;
- if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON))
- val *= 3; //Triple max SP for top ranking Taekwons over level 90.
-
- return (unsigned int)val;
-}
-
-//Calculates player data from scratch without counting SC adjustments.
-//Should be invoked whenever players raise stats, learn passive skills or change equipment.
-int status_calc_pc_(struct map_session_data* sd, bool first)
-{
- static int calculating = 0; //Check for recursive call preemption. [Skotlex]
- struct status_data *status; // pointer to the player's base status
- const struct status_change *sc = &sd->sc;
- struct s_skill b_skill[MAX_SKILL]; // previous skill tree
- int b_weight, b_max_weight, b_cart_weight_max, // previous weight
- i, k, index, skill,refinedef=0;
- int64 i64;
-
- if (++calculating > 10) //Too many recursive calls!
- return -1;
-
- // remember player-specific values that are currently being shown to the client (for refresh purposes)
- memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
- b_weight = sd->weight;
- b_max_weight = sd->max_weight;
- b_cart_weight_max = sd->cart_weight_max;
-
- pc->calc_skilltree(sd); // SkillTree calculation
-
- sd->max_weight = max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300;
-
- if(first) {
- //Load Hp/SP from char-received data.
- sd->battle_status.hp = sd->status.hp;
- sd->battle_status.sp = sd->status.sp;
- sd->regen.sregen = &sd->sregen;
- sd->regen.ssregen = &sd->ssregen;
- sd->weight=0;
- for(i=0;i<MAX_INVENTORY;i++){
- if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
- continue;
- sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
- }
- sd->cart_weight=0;
- sd->cart_num=0;
- for(i=0;i<MAX_CART;i++){
- if(sd->status.cart[i].nameid==0)
- continue;
- sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
- sd->cart_num++;
- }
- }
-
- status = &sd->base_status;
- // these are not zeroed. [zzo]
- sd->hprate=100;
- sd->sprate=100;
- sd->castrate=100;
- sd->delayrate=100;
- sd->dsprate=100;
- sd->hprecov_rate = 100;
- sd->sprecov_rate = 100;
- sd->matk_rate = 100;
- sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
- sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
- sd->regen.state.block = 0;
-
- // zeroed arrays, order follows the order in pc.h.
- // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
- memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
- + sizeof(sd->param_equip)
- + sizeof(sd->subele)
- + sizeof(sd->subrace)
- + sizeof(sd->subrace2)
- + sizeof(sd->subsize)
- + sizeof(sd->reseff)
- + sizeof(sd->weapon_coma_ele)
- + sizeof(sd->weapon_coma_race)
- + sizeof(sd->weapon_atk)
- + sizeof(sd->weapon_atk_rate)
- + sizeof(sd->arrow_addele)
- + sizeof(sd->arrow_addrace)
- + sizeof(sd->arrow_addsize)
- + sizeof(sd->magic_addele)
- + sizeof(sd->magic_addrace)
- + sizeof(sd->magic_addsize)
- + sizeof(sd->magic_atk_ele)
- + sizeof(sd->critaddrace)
- + sizeof(sd->expaddrace)
- + sizeof(sd->ignore_mdef)
- + sizeof(sd->ignore_def)
- + sizeof(sd->sp_gain_race)
- + sizeof(sd->sp_gain_race_attack)
- + sizeof(sd->hp_gain_race_attack)
- );
-
- memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
- memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
-
- if (sd->special_state.intravision && !sd->sc.data[SC_CLAIRVOYANCE]) //Clear intravision as long as nothing else is using it
- clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE);
-
- memset(&sd->special_state,0,sizeof(sd->special_state));
- memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
-
- //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
- if (!sd->state.permanent_speed)
- status->speed = DEFAULT_WALK_SPEED;
- //Give them all modes except these (useful for clones)
- status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
-
- status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
- if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus]
- if (sd->class_&JOBL_BABY) {
- if (battle_config.character_size&SZ_BIG)
- status->size++;
- } else
- if(battle_config.character_size&SZ_MEDIUM)
- status->size++;
- }
- status->aspd_rate = 1000;
- status->ele_lv = 1;
- status->race = RC_DEMIHUMAN;
-
- //zero up structures...
- memset(&sd->autospell,0,sizeof(sd->autospell)
- + sizeof(sd->autospell2)
- + sizeof(sd->autospell3)
- + sizeof(sd->addeff)
- + sizeof(sd->addeff2)
- + sizeof(sd->addeff3)
- + sizeof(sd->skillatk)
- + sizeof(sd->skillusesprate)
- + sizeof(sd->skillusesp)
- + sizeof(sd->skillheal)
- + sizeof(sd->skillheal2)
- + sizeof(sd->hp_loss)
- + sizeof(sd->sp_loss)
- + sizeof(sd->hp_regen)
- + sizeof(sd->sp_regen)
- + sizeof(sd->skillblown)
- + sizeof(sd->skillcast)
- + sizeof(sd->add_def)
- + sizeof(sd->add_mdef)
- + sizeof(sd->add_mdmg)
- + sizeof(sd->add_drop)
- + sizeof(sd->itemhealrate)
- + sizeof(sd->subele2)
- + sizeof(sd->skillcooldown)
- + sizeof(sd->skillfixcast)
- + sizeof(sd->skillvarcast)
- + sizeof(sd->skillfixcastrate)
- );
-
- memset (&sd->bonus, 0,sizeof(sd->bonus));
-
- // Autobonus
- pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
- pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
- pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
-
- // Parse equipment.
- for(i=0;i<EQI_MAX-1;i++) {
- current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- if(index < 0)
- continue;
- if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
- continue;
- if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
- continue;
- if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
- continue;
- if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
- continue;
- if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
- continue;
- if(!sd->inventory_data[index])
- continue;
-
- for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) {
- if( map[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) {
- break;
- }
- }
-
- if( k < map[sd->bl.m].zone->disabled_items_count )
- continue;
-
- status->def += sd->inventory_data[index]->def;
-
- if(first && sd->inventory_data[index]->equip_script)
- { //Execute equip-script on login
- run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
-
- // sanitize the refine level in case someone decreased the value inbetween
- if (sd->status.inventory[index].refine > MAX_REFINE)
- sd->status.inventory[index].refine = MAX_REFINE;
-
- if(sd->inventory_data[index]->type == IT_WEAPON) {
- int r,wlv = sd->inventory_data[index]->wlv;
- struct weapon_data *wd;
- struct weapon_atk *wa;
- if (wlv >= REFINE_TYPE_MAX)
- wlv = REFINE_TYPE_MAX - 1;
- if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
- wd = &sd->left_weapon; // Left-hand weapon
- wa = &status->lhw;
- } else {
- wd = &sd->right_weapon;
- wa = &status->rhw;
- }
- wa->atk += sd->inventory_data[index]->atk;
- if ( (r = sd->status.inventory[index].refine) )
- wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
-
-#ifdef RENEWAL
- wa->matk += sd->inventory_data[index]->matk;
- wa->wlv = wlv;
- if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus
- wa->matk += refine_info[wlv].bonus[r-1] / 100;
-#endif
-
- //Overrefine bonus.
- if (r)
- wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
-
- wa->range += sd->inventory_data[index]->range;
- if(sd->inventory_data[index]->script) {
- if (wd == &sd->left_weapon) {
- sd->state.lr_flag = 1;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- } else
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if (!calculating) //Abort, run_script retriggered this. [Skotlex]
- return 1;
- }
-
- if(sd->status.inventory[index].card[0]==CARD0_FORGE)
- { // Forged weapon
- wd->star += (sd->status.inventory[index].card[1]>>8);
- if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
- if(pc->famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
- wd->star += 10;
-
- if (!wa->ele) //Do not overwrite element from previous bonuses.
- wa->ele = (sd->status.inventory[index].card[1]&0x0f);
- }
- }
- else if(sd->inventory_data[index]->type == IT_ARMOR) {
- int r;
- if ( (r = sd->status.inventory[index].refine) )
- refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
- if(sd->inventory_data[index]->script) {
- if( i == EQI_HAND_L ) //Shield
- sd->state.lr_flag = 3;
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- if( i == EQI_HAND_L ) //Shield
- sd->state.lr_flag = 0;
- if (!calculating) //Abort, run_script retriggered this. [Skotlex]
- return 1;
- }
- }
- }
-
- if(sd->equip_index[EQI_AMMO] >= 0){
- index = sd->equip_index[EQI_AMMO];
- if(sd->inventory_data[index]){ // Arrows
- sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
- sd->state.lr_flag = 2;
- if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
- run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
- return 1;
- }
- }
-
- /* we've got combos to process */
- if( sd->combos.count ) {
- for( i = 0; i < sd->combos.count; i++ ) {
- run_script(sd->combos.bonus[i],0,sd->bl.id,0);
- if (!calculating) //Abort, run_script retriggered this.
- return 1;
- }
- }
-
- //Store equipment script bonuses
- memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
- memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
-
- status->def += (refinedef+50)/100;
-
- //Parse Cards
- for(i=0;i<EQI_MAX-1;i++) {
- current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
- if(index < 0)
- continue;
- if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
- continue;
- if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
- continue;
- if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
- continue;
-
- if(sd->inventory_data[index]) {
- int j,c;
- struct item_data *data;
-
- //Card script execution.
- if(itemdb_isspecial(sd->status.inventory[index].card[0]))
- continue;
- for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
- current_equip_card_id= c= sd->status.inventory[index].card[j];
- if(!c)
- continue;
- data = itemdb->exists(c);
- if(!data)
- continue;
-
- for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) {
- if( map[sd->bl.m].zone->disabled_items[k] == data->nameid ) {
- break;
- }
- }
-
- if( k < map[sd->bl.m].zone->disabled_items_count )
- continue;
-
- if(first && data->equip_script) {//Execute equip-script on login
- run_script(data->equip_script,0,sd->bl.id,0);
- if (!calculating)
- return 1;
- }
-
- if(!data->script)
- continue;
-
- if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status.
- sd->state.lr_flag = 1;
- run_script(data->script,0,sd->bl.id,0);
- sd->state.lr_flag = 0;
- } else
- run_script(data->script,0,sd->bl.id,0);
- if (!calculating) //Abort, run_script his function. [Skotlex]
- return 1;
- }
- }
- }
-
- if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
- struct item_data *data = itemdb->exists(sc->data[SC_ITEMSCRIPT]->val1);
- if( data && data->script )
- run_script(data->script,0,sd->bl.id,0);
- }
-
- if( sd->pd ) { // Pet Bonus
- struct pet_data *pd = sd->pd;
- if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
- run_script(pd->petDB->equip_script,0,sd->bl.id,0);
- if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
- pc->bonus(sd,pd->bonus->type, pd->bonus->val);
- }
-
- //param_bonus now holds card bonuses.
- if(status->rhw.range < 1) status->rhw.range = 1;
- if(status->lhw.range < 1) status->lhw.range = 1;
- if(status->rhw.range < status->lhw.range)
- status->rhw.range = status->lhw.range;
-
- sd->bonus.double_rate += sd->bonus.double_add_rate;
- sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
- sd->bonus.splash_range += sd->bonus.splash_add_range;
-
- // Damage modifiers from weapon type
- sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
- sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
- sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
- sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
- sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
- sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
-
- if( (pc_isriding(sd) || pc_isridingdragon(sd)) &&
- (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
- { //When Riding with spear, damage modifier to mid-class becomes
- //same as versus large size.
- sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
- sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
- }
-
-// ----- STATS CALCULATION -----
-
- // Job bonuses
- index = pc->class2idx(sd->status.class_);
- for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
- if(!job_bonus[index][i])
- continue;
- switch(job_bonus[index][i]) {
- case 1: status->str++; break;
- case 2: status->agi++; break;
- case 3: status->vit++; break;
- case 4: status->int_++; break;
- case 5: status->dex++; break;
- case 6: status->luk++; break;
- }
- }
-
- // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
- if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
- status->str += 10;
- status->agi += 10;
- status->vit += 10;
- status->int_+= 10;
- status->dex += 10;
- status->luk += 10;
- }
-
- // Absolute modifiers from passive skills
- if(pc->checkskill(sd,BS_HILTBINDING)>0)
- status->str++;
- if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0)
- status->int_ += (skill+1)/2; // +1 INT / 2 lv
- if((skill=pc->checkskill(sd,AC_OWL))>0)
- status->dex += skill;
- if((skill = pc->checkskill(sd,RA_RESEARCHTRAP))>0)
- status->int_ += skill;
-
- // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
- i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
- status->str = cap_value(i,0,USHRT_MAX);
- i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
- status->agi = cap_value(i,0,USHRT_MAX);
- i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
- status->vit = cap_value(i,0,USHRT_MAX);
- i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
- status->int_ = cap_value(i,0,USHRT_MAX);
- i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
- status->dex = cap_value(i,0,USHRT_MAX);
- i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
- status->luk = cap_value(i,0,USHRT_MAX);
-
-// ------ BASE ATTACK CALCULATION ------
-
- // 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])
- status->batk += sd->weapon_atk[sd->status.weapon];
- // Absolute modifiers from passive skills
-#ifndef RENEWAL
- if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE.
- status->batk += 4;
-#endif
-
-// ----- HP MAX CALCULATION -----
-
- // Basic MaxHP value
- //We hold the standard Max HP here to make it faster to recalculate on vit changes.
- sd->status.max_hp = status_base_pc_maxhp(sd,status);
- //This is done to handle underflows from negative Max HP bonuses
- i64 = sd->status.max_hp + (int)status->max_hp;
- status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);
-
- // Absolute modifiers from passive skills
- if((skill=pc->checkskill(sd,CR_TRUST))>0)
- status->max_hp += skill*200;
-
- // Apply relative modifiers from equipment
- if(sd->hprate < 0)
- sd->hprate = 0;
- if(sd->hprate!=100)
- status->max_hp = (int64)status->max_hp * sd->hprate/100;
- if(battle_config.hp_rate != 100)
- status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;
-
- if(status->max_hp > (unsigned int)battle_config.max_hp)
- status->max_hp = battle_config.max_hp;
- else if(!status->max_hp)
- status->max_hp = 1;
-
-// ----- SP MAX CALCULATION -----
-
- // Basic MaxSP value
- sd->status.max_sp = status_base_pc_maxsp(sd,status);
- //This is done to handle underflows from negative Max SP bonuses
- i64 = sd->status.max_sp + (int)status->max_sp;
- status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);
-
- // Absolute modifiers from passive skills
- if((skill=pc->checkskill(sd,SL_KAINA))>0)
- status->max_sp += 30*skill;
- if((skill=pc->checkskill(sd,HP_MEDITATIO))>0)
- status->max_sp += (int64)status->max_sp * skill/100;
- if((skill=pc->checkskill(sd,HW_SOULDRAIN))>0)
- status->max_sp += (int64)status->max_sp * 2*skill/100;
- if( (skill = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 )
- status->max_sp += 200 + 20 * skill;
- if( (skill = pc->checkskill(sd,WM_LESSON)) > 0 )
- status->max_sp += 30 * skill;
-
-
- // Apply relative modifiers from equipment
- if(sd->sprate < 0)
- sd->sprate = 0;
- if(sd->sprate!=100)
- status->max_sp = (int64)status->max_sp * sd->sprate/100;
- if(battle_config.sp_rate != 100)
- status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;
-
- if(status->max_sp > (unsigned int)battle_config.max_sp)
- status->max_sp = battle_config.max_sp;
- else if(!status->max_sp)
- status->max_sp = 1;
-
-// ----- RESPAWN HP/SP -----
-//
- //Calc respawn hp and store it on base_status
- if (sd->special_state.restart_full_recover)
- {
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- } else {
- if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
- && battle_config.restart_hp_rate < 50)
- status->hp = status->max_hp>>1;
- else
- status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
- if(!status->hp)
- status->hp = 1;
-
- status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
-
- if( !status->sp ) /* the minimum for the respawn setting is SP:1 */
- status->sp = 1;
- }
-
-// ----- MISC CALCULATION -----
- status_calc_misc(&sd->bl, status, sd->status.base_level);
-
- //Equipment modifiers for misc settings
- if(sd->matk_rate < 0)
- sd->matk_rate = 0;
-
- if(sd->matk_rate != 100){
- status->matk_max = status->matk_max * sd->matk_rate/100;
- status->matk_min = status->matk_min * sd->matk_rate/100;
- }
-
- if(sd->hit_rate < 0)
- sd->hit_rate = 0;
- if(sd->hit_rate != 100)
- status->hit = status->hit * sd->hit_rate/100;
-
- if(sd->flee_rate < 0)
- sd->flee_rate = 0;
- if(sd->flee_rate != 100)
- status->flee = status->flee * sd->flee_rate/100;
-
- if(sd->def2_rate < 0)
- sd->def2_rate = 0;
- if(sd->def2_rate != 100)
- status->def2 = status->def2 * sd->def2_rate/100;
-
- if(sd->mdef2_rate < 0)
- sd->mdef2_rate = 0;
- if(sd->mdef2_rate != 100)
- status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
-
- if(sd->critical_rate < 0)
- sd->critical_rate = 0;
- if(sd->critical_rate != 100)
- status->cri = status->cri * sd->critical_rate/100;
-
- if(sd->flee2_rate < 0)
- sd->flee2_rate = 0;
- if(sd->flee2_rate != 100)
- status->flee2 = status->flee2 * sd->flee2_rate/100;
-
-// ----- HIT CALCULATION -----
-
- // Absolute modifiers from passive skills
- if((skill=pc->checkskill(sd,BS_WEAPONRESEARCH))>0)
- status->hit += skill*2;
- if((skill=pc->checkskill(sd,AC_VULTURE))>0){
-#ifndef RENEWAL
- status->hit += skill;
-#endif
- if(sd->status.weapon == W_BOW)
- status->rhw.range += skill;
- }
- if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
- {
- if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0)
- status->hit += 2*skill;
- if((skill=pc->checkskill(sd,GS_SNAKEEYE))>0) {
- status->hit += skill;
- status->rhw.range += skill;
- }
- }
-
-// ----- FLEE CALCULATION -----
-
- // Absolute modifiers from passive skills
- if((skill=pc->checkskill(sd,TF_MISS))>0)
- status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
- if((skill=pc->checkskill(sd,MO_DODGE))>0)
- status->flee += (skill*3)>>1;
-// ----- EQUIPMENT-DEF CALCULATION -----
-
- // Apply relative modifiers from equipment
- if(sd->def_rate < 0)
- sd->def_rate = 0;
- if(sd->def_rate != 100) {
- i = status->def * sd->def_rate/100;
- status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
- }
-
-#ifndef RENEWAL
- if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
- {
- status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
- status->def = (unsigned char)battle_config.max_def;
- }
-#endif
-
-// ----- EQUIPMENT-MDEF CALCULATION -----
-
- // Apply relative modifiers from equipment
- if(sd->mdef_rate < 0)
- sd->mdef_rate = 0;
- if(sd->mdef_rate != 100) {
- i = status->mdef * sd->mdef_rate/100;
- status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
- }
-
-#ifndef RENEWAL
- if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
- {
- status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
- status->mdef = (signed char)battle_config.max_def;
- }
-#endif
-
-// ----- ASPD CALCULATION -----
-// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
-
- // Basic ASPD value
- i = status_base_amotion_pc(sd,status);
- status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
-
- // Relative modifiers from passive skills
-#ifndef RENEWAL_ASPD
- if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- status->aspd_rate -= 5*skill;
- if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
- status->aspd_rate -= 30*skill;
- if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
- (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- status->aspd_rate -= ((skill+1)/2) * 10;
- if(pc_isriding(sd))
- status->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
- else if(pc_isridingdragon(sd))
- status->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
-#else // needs more info
- if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
- status->aspd_rate += 5*skill;
- if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
- status->aspd_rate += 30*skill;
- if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
- (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
- status->aspd_rate += ((skill+1)/2) * 10;
- if(pc_isriding(sd))
- status->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
- else if(pc_isridingdragon(sd))
- status->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
-#endif
- status->adelay = 2*status->amotion;
-
-
-// ----- DMOTION -----
-//
- i = 800-status->agi*4;
- status->dmotion = cap_value(i, 400, 800);
- if(battle_config.pc_damage_delay_rate != 100)
- status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
-
-// ----- MISC CALCULATIONS -----
-
- // Weight
- if((skill=pc->checkskill(sd,MC_INCCARRY))>0)
- sd->max_weight += 2000*skill;
- if(pc_isriding(sd) && pc->checkskill(sd,KN_RIDING)>0)
- sd->max_weight += 10000;
- else if(pc_isridingdragon(sd))
- sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING);
- if(sc->data[SC_KNOWLEDGE])
- sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
- if((skill=pc->checkskill(sd,ALL_INCCARRY))>0)
- sd->max_weight += 2000*skill;
-
- sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000);
-
- if (pc->checkskill(sd,SM_MOVINGRECOVERY)>0)
- sd->regen.state.walk = 1;
- else
- sd->regen.state.walk = 0;
-
- // Skill SP cost
- if((skill=pc->checkskill(sd,HP_MANARECHARGE))>0 )
- sd->dsprate -= 4*skill;
-
- if(sc->data[SC_SERVICEFORYOU])
- sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3;
-
- if(sc->data[SC_ATKER_BLOOD])
- sd->dsprate -= sc->data[SC_ATKER_BLOOD]->val1;
-
- //Underflow protections.
- if(sd->dsprate < 0)
- sd->dsprate = 0;
- if(sd->castrate < 0)
- sd->castrate = 0;
- if(sd->delayrate < 0)
- sd->delayrate = 0;
- if(sd->hprecov_rate < 0)
- sd->hprecov_rate = 0;
- if(sd->sprecov_rate < 0)
- sd->sprecov_rate = 0;
-
- // Anti-element and anti-race
- if((skill=pc->checkskill(sd,CR_TRUST))>0)
- sd->subele[ELE_HOLY] += skill*5;
- if((skill=pc->checkskill(sd,BS_SKINTEMPER))>0) {
- sd->subele[ELE_NEUTRAL] += skill;
- sd->subele[ELE_FIRE] += skill*4;
- }
- if((skill=pc->checkskill(sd,NC_RESEARCHFE))>0) {
- sd->subele[ELE_EARTH] += skill*10;
- sd->subele[ELE_FIRE] += skill*10;
- }
- if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ){
-#ifdef RENEWAL
- skill = skill*2;
-#else
- skill = skill*4;
-#endif
- sd->right_weapon.addrace[RC_DRAGON]+=skill;
- sd->left_weapon.addrace[RC_DRAGON]+=skill;
- sd->magic_addrace[RC_DRAGON]+=skill;
- sd->subrace[RC_DRAGON]+=skill;
- }
-
- if(sc->count){
- if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data
- sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi
- sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex
- }
- if(sc->data[SC_SIEGFRIED]){
- i = sc->data[SC_SIEGFRIED]->val2;
- sd->subele[ELE_WATER] += i;
- sd->subele[ELE_EARTH] += i;
- sd->subele[ELE_FIRE] += i;
- sd->subele[ELE_WIND] += i;
- sd->subele[ELE_POISON] += i;
- sd->subele[ELE_HOLY] += i;
- sd->subele[ELE_DARK] += i;
- sd->subele[ELE_GHOST] += i;
- sd->subele[ELE_UNDEAD] += i;
- }
- if(sc->data[SC_PROVIDENCE]){
- sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
- sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
- }
- if(sc->data[SC_ARMORPROPERTY]) { //This status change should grant card-type elemental resist.
- sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1;
- sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2;
- sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3;
- sd->subele[ELE_WIND] += sc->data[SC_ARMORPROPERTY]->val4;
- }
- if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
- sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
- sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
- sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
- sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
- }
- if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
- i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
- sd->subele[ELE_FIRE] += i;
- sd->subele[ELE_WATER] -= i;
- }
- if( sc->data[SC_WATER_DROP_OPTION] ) {
- i = sc->data[SC_WATER_DROP_OPTION]->val2;
- sd->subele[ELE_WATER] += i;
- sd->subele[ELE_WIND] -= i;
- }
- if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
- i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
- sd->subele[ELE_WIND] += i;
- sd->subele[ELE_EARTH] -= i;
- }
- if( sc->data[SC_STONE_SHIELD_OPTION] ) {
- i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
- sd->subele[ELE_EARTH] += i;
- sd->subele[ELE_FIRE] -= i;
- }
- if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
- sd->magic_addele[ELE_FIRE] += 25;
- if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
- sd->magic_addele[ELE_WATER] += 25;
- if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
- sd->magic_addele[ELE_WIND] += 25;
- if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
- sd->magic_addele[ELE_EARTH] += 25;
- }
- status_cpy(&sd->battle_status, status);
-
-// ----- CLIENT-SIDE REFRESH -----
- if(!sd->bl.prev) {
- //Will update on LoadEndAck
- calculating = 0;
- return 0;
- }
- if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
- clif->skillinfoblock(sd);
- if(b_weight != sd->weight)
- clif->updatestatus(sd,SP_WEIGHT);
- if(b_max_weight != sd->max_weight) {
- clif->updatestatus(sd,SP_MAXWEIGHT);
- pc->updateweightstatus(sd);
- }
- if( b_cart_weight_max != sd->cart_weight_max ) {
- clif->updatestatus(sd,SP_CARTINFO);
- }
-
- calculating = 0;
-
- return 0;
-}
-
-int status_calc_mercenary_(struct mercenary_data *md, bool first)
-{
- struct status_data *status = &md->base_status;
- struct s_mercenary *merc = &md->mercenary;
-
- if( first )
- {
- memcpy(status, &md->db->status, sizeof(struct status_data));
- status->mode = MD_CANMOVE|MD_CANATTACK;
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- md->battle_status.hp = merc->hp;
- md->battle_status.sp = merc->sp;
- }
-
- status_calc_misc(&md->bl, status, md->db->lv);
- status_cpy(&md->battle_status, status);
-
- return 0;
-}
-
-int status_calc_homunculus_(struct homun_data *hd, bool first)
-{
- struct status_data *status = &hd->base_status;
- struct s_homunculus *hom = &hd->homunculus;
- int skill;
- int amotion;
-
- status->str = hom->str / 10;
- status->agi = hom->agi / 10;
- status->vit = hom->vit / 10;
- status->dex = hom->dex / 10;
- status->int_ = hom->int_ / 10;
- status->luk = hom->luk / 10;
-
- if (first) { //[orn]
- const struct s_homunculus_db *db = hd->homunculusDB;
- status->def_ele = db->element;
- status->ele_lv = 1;
- status->race = db->race;
- status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
- status->rhw.range = 1 + status->size;
- status->mode = MD_CANMOVE|MD_CANATTACK;
- status->speed = DEFAULT_WALK_SPEED;
- if (battle_config.hom_setting&0x8 && hd->master)
- status->speed = status_get_speed(&hd->master->bl);
-
- status->hp = 1;
- status->sp = 1;
- }
- skill = hom->level/10 + status->vit/5;
- status->def = cap_value(skill, 0, 99);
-
- skill = hom->level/10 + status->int_/5;
- status->mdef = cap_value(skill, 0, 99);
-
- status->max_hp = hom->max_hp ;
- status->max_sp = hom->max_sp ;
-
- homun->calc_skilltree(hd, 0);
-
- if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0)
- status->def += skill * 4;
-
- if((skill = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) {
- status->int_ += 1 +skill/2 +skill/4 +skill/5;
- status->str += 1 +skill/3 +skill/3 +skill/4;
- }
-
- if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0)
- status->max_hp += skill * 2 * status->max_hp / 100;
-
- if((skill = homun->checkskill(hd,HLIF_BRAIN)) > 0)
- status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
-
- if (first) {
- hd->battle_status.hp = hom->hp ;
- hd->battle_status.sp = hom->sp ;
- }
-
- status->rhw.atk = status->dex;
- status->rhw.atk2 = status->str + hom->level;
-
- status->aspd_rate = 1000;
-
- amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
- status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
- status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
-
- status_calc_misc(&hd->bl, status, hom->level);
-
-#ifdef RENEWAL
- status->matk_max = status->matk_min;
-#endif
-
- status_cpy(&hd->battle_status, status);
- return 1;
-}
-
-int status_calc_elemental_(struct elemental_data *ed, bool first) {
- struct status_data *status = &ed->base_status;
- struct s_elemental *ele = &ed->elemental;
- struct map_session_data *sd = ed->master;
-
- if( !sd )
- return 0;
-
- if( first ) {
- memcpy(status, &ed->db->status, sizeof(struct status_data));
- if( !ele->mode )
- status->mode = EL_MODE_PASSIVE;
- else
- status->mode = ele->mode;
-
- status_calc_misc(&ed->bl, status, 0);
-
- status->max_hp = ele->max_hp;
- status->max_sp = ele->max_sp;
- status->hp = ele->hp;
- status->sp = ele->sp;
- status->rhw.atk = ele->atk;
- status->rhw.atk2 = ele->atk2;
-
- status->matk_min += ele->matk;
- status->def += ele->def;
- status->mdef += ele->mdef;
- status->flee = ele->flee;
- status->hit = ele->hit;
-
- memcpy(&ed->battle_status,status,sizeof(struct status_data));
- } else {
- status_calc_misc(&ed->bl, status, 0);
- status_cpy(&ed->battle_status, status);
- }
-
- return 0;
-}
-
-int status_calc_npc_(struct npc_data *nd, bool first) {
- struct status_data *status = &nd->status;
-
- if (!nd)
- return 0;
-
- if (first) {
- status->hp = 1;
- status->sp = 1;
- status->max_hp = 1;
- status->max_sp = 1;
-
- status->def_ele = ELE_NEUTRAL;
- status->ele_lv = 1;
- status->race = RC_DEMIHUMAN;
- status->size = nd->size;
- status->rhw.range = 1 + status->size;
- status->mode = (MD_CANMOVE|MD_CANATTACK);
- status->speed = nd->speed;
- }
-
- status->str = nd->stat_point;
- status->agi = nd->stat_point;
- status->vit = nd->stat_point;
- status->int_= nd->stat_point;
- status->dex = nd->stat_point;
- status->luk = nd->stat_point;
-
- status_calc_misc(&nd->bl, status, nd->level);
- status_cpy(&nd->status, status);
-
- return 0;
-}
-
-static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_watk(struct block_list *,struct status_change *,int,bool);
-static unsigned short status_calc_matk(struct block_list *,struct status_change *,int,bool);
-static signed short status_calc_hit(struct block_list *,struct status_change *,int,bool);
-static signed short status_calc_critical(struct block_list *,struct status_change *,int,bool);
-static signed short status_calc_flee(struct block_list *,struct status_change *,int,bool);
-static signed short status_calc_flee2(struct block_list *,struct status_change *,int,bool);
-static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
-static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
-static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
-#ifdef RENEWAL_ASPD
-static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
-#endif
-static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
-static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64);
-static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
-static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
-static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
-static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
-#ifdef RENEWAL
-static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
-#else
-static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool);
-#endif
-
-//Calculates base regen values.
-void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
-{
- struct map_session_data *sd;
- int val, skill, reg_flag;
-
- if( !(bl->type&BL_REGEN) || !regen )
- return;
-
- sd = BL_CAST(BL_PC,bl);
- val = 1 + (status->vit/5) + (status->max_hp/200);
-
- if( sd && sd->hprecov_rate != 100 )
- val = val*sd->hprecov_rate/100;
-
- reg_flag = bl->type == BL_PC ? 0 : 1;
-
- regen->hp = cap_value(val, reg_flag, SHRT_MAX);
-
- val = 1 + (status->int_/6) + (status->max_sp/100);
- if( status->int_ >= 120 )
- val += ((status->int_-120)>>1) + 4;
-
- if( sd && sd->sprecov_rate != 100 )
- val = val*sd->sprecov_rate/100;
-
- regen->sp = cap_value(val, reg_flag, SHRT_MAX);
-
- if( sd )
- {
- struct regen_data_sub *sregen;
- if( (skill=pc->checkskill(sd,HP_MEDITATIO)) > 0 )
- {
- val = regen->sp*(100+3*skill)/100;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- //Only players have skill/sitting skill regen for now.
- sregen = regen->sregen;
-
- val = 0;
- if( (skill=pc->checkskill(sd,SM_RECOVERY)) > 0 )
- val += skill*5 + skill*status->max_hp/500;
- sregen->hp = cap_value(val, 0, SHRT_MAX);
-
- val = 0;
- if( (skill=pc->checkskill(sd,MG_SRECOVERY)) > 0 )
- val += skill*3 + skill*status->max_sp/500;
- if( (skill=pc->checkskill(sd,NJ_NINPOU)) > 0 )
- val += skill*3 + skill*status->max_sp/500;
- if( (skill=pc->checkskill(sd,WM_LESSON)) > 0 )
- val += 3 + 3 * skill;
-
- sregen->sp = cap_value(val, 0, SHRT_MAX);
-
- // Skill-related recovery (only when sit)
- sregen = regen->ssregen;
-
- val = 0;
- if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
- val += skill*4 + skill*status->max_hp/500;
-
- if( (skill=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
- val += skill*30 + skill*status->max_hp/500;
- sregen->hp = cap_value(val, 0, SHRT_MAX);
-
- val = 0;
- if( (skill=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
- {
- val += skill*3 + skill*status->max_sp/500;
- if ((skill=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
- val += (30+10*skill)*val/100;
- }
- if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
- val += skill*2 + skill*status->max_sp/500;
- sregen->sp = cap_value(val, 0, SHRT_MAX);
- }
-
- if( bl->type == BL_HOM ) {
- struct homun_data *hd = (TBL_HOM*)bl;
- if( (skill = homun->checkskill(hd,HAMI_SKIN)) > 0 ) {
- val = regen->hp*(100+5*skill)/100;
- regen->hp = cap_value(val, 1, SHRT_MAX);
- }
- if( (skill = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) {
- val = regen->sp*(100+3*skill)/100;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
- } else if( bl->type == BL_MER ) {
- val = (status->max_hp * status->vit / 10000 + 1) * 6;
- regen->hp = cap_value(val, 1, SHRT_MAX);
-
- val = (status->max_sp * (status->int_ + 10) / 750) + 1;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- } else if( bl->type == BL_ELEM ) {
- val = (status->max_hp * status->vit / 10000 + 1) * 6;
- regen->hp = cap_value(val, 1, SHRT_MAX);
-
- val = (status->max_sp * (status->int_ + 10) / 750) + 1;
- regen->sp = cap_value(val, 1, SHRT_MAX);
- }
-}
-
-//Calculates SC related regen rates.
-void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
-{
- if (!(bl->type&BL_REGEN) || !regen)
- return;
-
- regen->flag = RGN_HP|RGN_SP;
- if(regen->sregen)
- {
- if (regen->sregen->hp)
- regen->flag|=RGN_SHP;
-
- if (regen->sregen->sp)
- regen->flag|=RGN_SSP;
- regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
- }
- if (regen->ssregen)
- {
- if (regen->ssregen->hp)
- regen->flag|=RGN_SHP;
-
- if (regen->ssregen->sp)
- regen->flag|=RGN_SSP;
- regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
- }
- regen->rate.hp = regen->rate.sp = 1;
-
- if (!sc || !sc->count)
- return;
-
- if (
- (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
- || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
- || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]
- || sc->data[SC_TRICKDEAD]
- || sc->data[SC_BLOODING]
- || sc->data[SC_MAGICMUSHROOM]
- || sc->data[SC_RAISINGDRAGON]
- || sc->data[SC_SATURDAY_NIGHT_FEVER]
- ) //No regen
- regen->flag = 0;
-
- if (
- sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND]
- || (
- (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
- (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK)))
- )
- ) //No natural SP regen
- regen->flag &=~RGN_SP;
-
- if(
- sc->data[SC_TENSIONRELAX]
- ) {
- regen->rate.hp += 2;
- if (regen->sregen)
- regen->sregen->rate.hp += 3;
- }
- if (sc->data[SC_MAGNIFICAT])
- {
- regen->rate.hp += 1;
- regen->rate.sp += 1;
- }
- if (sc->data[SC_GDSKILL_REGENERATION])
- {
- const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION];
- if (!sce->val4)
- {
- regen->rate.hp += sce->val2;
- regen->rate.sp += sce->val3;
- } else
- regen->flag&=~sce->val4; //Remove regen as specified by val4
- }
- if(sc->data[SC_GENTLETOUCH_REVITALIZE]){
- regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX);
- regen->state.walk= 1;
- }
- if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
- regen->rate.hp *= 2;
-
-}
-/// Recalculates parts of an object's battle status according to the specified flags.
-/// @param flag bitfield of values from enum scb_flag
-void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
-{
- const struct status_data *b_status = status_get_base_status(bl);
- struct status_data *status = status_get_status_data(bl);
- struct status_change *sc = status_get_sc(bl);
- TBL_PC *sd = BL_CAST(BL_PC,bl);
- int temp;
-
- if (!b_status || !status)
- return;
-
- if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
- status_cpy(status, b_status);
- return;
- }
-
- if(flag&SCB_STR) {
- status->str = status_calc_str(bl, sc, b_status->str);
- flag|=SCB_BATK;
- if( bl->type&BL_HOM )
- flag |= SCB_WATK;
- }
-
- if(flag&SCB_AGI) {
- status->agi = status_calc_agi(bl, sc, b_status->agi);
- flag|=SCB_FLEE
-#ifdef RENEWAL
- |SCB_DEF2
-#endif
- ;
- if( bl->type&(BL_PC|BL_HOM) )
- flag |= SCB_ASPD|SCB_DSPD;
- }
-
- if(flag&SCB_VIT) {
- status->vit = status_calc_vit(bl, sc, b_status->vit);
- flag|=SCB_DEF2|SCB_MDEF2;
- if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
- flag |= SCB_MAXHP;
- if( bl->type&BL_HOM )
- flag |= SCB_DEF;
- }
-
- if(flag&SCB_INT) {
- status->int_ = status_calc_int(bl, sc, b_status->int_);
- flag|=SCB_MATK|SCB_MDEF2;
- if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
- flag |= SCB_MAXSP;
- if( bl->type&BL_HOM )
- flag |= SCB_MDEF;
- }
-
- if(flag&SCB_DEX) {
- status->dex = status_calc_dex(bl, sc, b_status->dex);
- flag|=SCB_BATK|SCB_HIT
-#ifdef RENEWAL
- |SCB_MATK|SCB_MDEF2
-#endif
- ;
- if( bl->type&(BL_PC|BL_HOM) )
- flag |= SCB_ASPD;
- if( bl->type&BL_HOM )
- flag |= SCB_WATK;
- }
-
- if(flag&SCB_LUK) {
- status->luk = status_calc_luk(bl, sc, b_status->luk);
- flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
-#ifdef RENEWAL
- |SCB_MATK|SCB_HIT|SCB_FLEE
-#endif
- ;
- }
-
- if(flag&SCB_BATK && b_status->batk) {
- status->batk = status_base_atk(bl,status);
- temp = b_status->batk - status_base_atk(bl,b_status);
- if (temp)
- {
- temp += status->batk;
- status->batk = cap_value(temp, 0, USHRT_MAX);
- }
- status->batk = status_calc_batk(bl, sc, status->batk, true);
- }
-
- if(flag&SCB_WATK) {
- status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk, true);
- if (!sd) //Should not affect weapon refine bonus
- status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2, true);
-
- if(b_status->lhw.atk) {
- if (sd) {
- sd->state.lr_flag = 1;
- status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true);
- sd->state.lr_flag = 0;
- } else {
- status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true);
- status->lhw.atk2 = status_calc_watk(bl, sc, b_status->lhw.atk2, true);
- }
- }
-
- if( bl->type&BL_HOM )
- {
- status->rhw.atk += (status->dex - b_status->dex);
- status->rhw.atk2 += (status->str - b_status->str);
- if( status->rhw.atk2 < status->rhw.atk )
- status->rhw.atk2 = status->rhw.atk;
- }
- }
-
- if(flag&SCB_HIT) {
- if (status->dex == b_status->dex
-#ifdef RENEWAL
- && status->luk == b_status->luk
-#endif
- )
- status->hit = status_calc_hit(bl, sc, b_status->hit, true);
- else
- status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
-#ifdef RENEWAL
- + (status->luk/3 - b_status->luk/3)
-#endif
- , true);
- }
-
- if(flag&SCB_FLEE) {
- if (status->agi == b_status->agi
-#ifdef RENEWAL
- && status->luk == b_status->luk
-#endif
- )
- status->flee = status_calc_flee(bl, sc, b_status->flee, true);
- else
- status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
-#ifdef RENEWAL
- + (status->luk/5 - b_status->luk/5)
-#endif
- , true);
- }
-
- if(flag&SCB_DEF)
- {
- status->def = status_calc_def(bl, sc, b_status->def, true);
-
- if( bl->type&BL_HOM )
- status->def += (status->vit/5 - b_status->vit/5);
- }
-
- if(flag&SCB_DEF2) {
- if (status->vit == b_status->vit
-#ifdef RENEWAL
- && status->agi == b_status->agi
-#endif
- )
- status->def2 = status_calc_def2(bl, sc, b_status->def2, true);
- else
- status->def2 = status_calc_def2(bl, sc, b_status->def2
-#ifdef RENEWAL
- + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
-#else
- + (status->vit - b_status->vit)
-#endif
- , true);
- }
-
- if(flag&SCB_MDEF)
- {
- status->mdef = status_calc_mdef(bl, sc, b_status->mdef, true);
-
- if( bl->type&BL_HOM )
- status->mdef += (status->int_/5 - b_status->int_/5);
- }
-
- if(flag&SCB_MDEF2) {
- if (status->int_ == b_status->int_ && status->vit == b_status->vit
-#ifdef RENEWAL
- && status->dex == b_status->dex
-#endif
- )
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2, true);
- else
- status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
-#ifdef RENEWAL
- + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
-#else
- + ((status->vit - b_status->vit)>>1)
-#endif
- , true);
- }
-
- if(flag&SCB_SPEED) {
- struct unit_data *ud = unit_bl2ud(bl);
- status->speed = status_calc_speed(bl, sc, b_status->speed);
-
- //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
- //because if you step on something while walking, the moment this
- //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
- if (ud)
- ud->state.change_walk_target = ud->state.speed_changed = 1;
-
- if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
- status->speed = battle_config.max_walk_speed;
-
- if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
- status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
-
-
- }
-
- if(flag&SCB_CRI && b_status->cri) {
- if (status->luk == b_status->luk)
- status->cri = status_calc_critical(bl, sc, b_status->cri, true);
- else
- status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk), true);
- /**
- * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
- **/
- if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
- status->cri <<= 1;
-
- }
-
- if(flag&SCB_FLEE2 && b_status->flee2) {
- if (status->luk == b_status->luk)
- status->flee2 = status_calc_flee2(bl, sc, b_status->flee2, true);
- else
- status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk), true);
- }
-
- if(flag&SCB_ATK_ELE) {
- status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
- if (sd) sd->state.lr_flag = 1;
- status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
- if (sd) sd->state.lr_flag = 0;
- }
-
- if(flag&SCB_DEF_ELE) {
- status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
- status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
- }
-
- if(flag&SCB_MODE)
- {
- status->mode = status_calc_mode(bl, sc, b_status->mode);
- //Since mode changed, reset their state.
- if (!(status->mode&MD_CANATTACK))
- unit_stop_attack(bl);
- if (!(status->mode&MD_CANMOVE))
- unit_stop_walking(bl,1);
- }
-
-// No status changes alter these yet.
-// if(flag&SCB_SIZE)
-// if(flag&SCB_RACE)
-// if(flag&SCB_RANGE)
-
- if(flag&SCB_MAXHP) {
- if( bl->type&BL_PC )
- {
- status->max_hp = status_base_pc_maxhp(sd,status);
- status->max_hp += b_status->max_hp - sd->status.max_hp;
-
- status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
-
- if( status->max_hp > (unsigned int)battle_config.max_hp )
- status->max_hp = (unsigned int)battle_config.max_hp;
- }
- else
- {
- status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
- }
-
- if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
- {
- status->hp = status->max_hp;
- if( sd ) clif->updatestatus(sd,SP_HP);
- }
- }
-
- if(flag&SCB_MAXSP) {
- if( bl->type&BL_PC )
- {
- status->max_sp = status_base_pc_maxsp(sd,status);
- status->max_sp += b_status->max_sp - sd->status.max_sp;
-
- status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
-
- if( status->max_sp > (unsigned int)battle_config.max_sp )
- status->max_sp = (unsigned int)battle_config.max_sp;
- }
- else
- {
- status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
- }
-
- if( status->sp > status->max_sp )
- {
- status->sp = status->max_sp;
- if( sd ) clif->updatestatus(sd,SP_SP);
- }
- }
-
- if(flag&SCB_MATK) {
- status_get_matk(bl, 0);
- }
-
- if(flag&SCB_ASPD) {
- int amotion;
- if( bl->type&BL_PC )
- {
- amotion = status_base_amotion_pc(sd,status);
-#ifndef RENEWAL_ASPD
- status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
-
- if(status->aspd_rate != 1000)
- amotion = amotion*status->aspd_rate/1000;
-#else
- // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
- amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
-
- if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
- amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
- * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10;
-
- if(status->aspd_rate != 1000) // absolute percentage modifier
- amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
-#endif
- amotion = status_calc_fix_aspd(bl, sc, amotion);
- status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
-
- status->adelay = 2*status->amotion;
- }
- else
- if( bl->type&BL_HOM )
- {
- amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
- status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
-
- if(status->aspd_rate != 1000)
- amotion = amotion*status->aspd_rate/1000;
-
- amotion = status_calc_fix_aspd(bl, sc, amotion);
- status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
-
- status->adelay = status->amotion;
- }
- else // mercenary and mobs
- {
- amotion = b_status->amotion;
- status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
-
- if(status->aspd_rate != 1000)
- amotion = amotion*status->aspd_rate/1000;
-
- amotion = status_calc_fix_aspd(bl, sc, amotion);
- status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
-
- temp = b_status->adelay*status->aspd_rate/1000;
- status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
- }
- }
-
- if(flag&SCB_DSPD) {
- int dmotion;
- if( bl->type&BL_PC ) {
- if (b_status->agi == status->agi)
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
- else {
- dmotion = 800-status->agi*4;
- status->dmotion = cap_value(dmotion, 400, 800);
- if(battle_config.pc_damage_delay_rate != 100)
- status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
- //It's safe to ignore b_status->dmotion since no bonus affects it.
- status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
- }
- } else if( bl->type&BL_HOM ) {
- dmotion = 800-status->agi*4;
- status->dmotion = cap_value(dmotion, 400, 800);
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
- } else { // mercenary and mobs
- status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
- }
- }
-
- if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
- status_calc_regen(bl, status, status_get_regen_data(bl));
-
- 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
-/// @param first if true, will cause status_calc_* functions to run their base status initialization code
-void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
-{
- struct status_data b_status; // previous battle status
- struct status_data* status; // pointer to current battle status
-
- // remember previous values
- status = status_get_status_data(bl);
- memcpy(&b_status, status, sizeof(struct status_data));
-
- if( flag&SCB_BASE ) {// calculate the object's base status too
- switch( bl->type ) {
- case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
- case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
- case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
- case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
- case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
- case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
- case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
- }
- }
-
- if( bl->type == BL_PET )
- return; // pets are not affected by statuses
-
- if( first && bl->type == BL_MOB )
- return; // assume there will be no statuses active
-
- status_calc_bl_main(bl, flag);
-
- if( first && bl->type == BL_HOM )
- return; // client update handled by caller
-
- // compare against new values and send client updates
- if( bl->type == BL_PC )
- {
- TBL_PC* sd = BL_CAST(BL_PC, bl);
- if(b_status.str != status->str)
- clif->updatestatus(sd,SP_STR);
- if(b_status.agi != status->agi)
- clif->updatestatus(sd,SP_AGI);
- if(b_status.vit != status->vit)
- clif->updatestatus(sd,SP_VIT);
- if(b_status.int_ != status->int_)
- clif->updatestatus(sd,SP_INT);
- if(b_status.dex != status->dex)
- clif->updatestatus(sd,SP_DEX);
- if(b_status.luk != status->luk)
- clif->updatestatus(sd,SP_LUK);
- if(b_status.hit != status->hit)
- clif->updatestatus(sd,SP_HIT);
- if(b_status.flee != status->flee)
- clif->updatestatus(sd,SP_FLEE1);
- if(b_status.amotion != status->amotion)
- clif->updatestatus(sd,SP_ASPD);
- if(b_status.speed != status->speed)
- clif->updatestatus(sd,SP_SPEED);
-
- if(b_status.batk != status->batk
-#ifndef RENEWAL
- || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
-#endif
- )
- clif->updatestatus(sd,SP_ATK1);
-
- if(b_status.def != status->def){
- clif->updatestatus(sd,SP_DEF1);
-#ifdef RENEWAL
- clif->updatestatus(sd,SP_DEF2);
-#endif
- }
-
- if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
-#ifdef RENEWAL
- || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
-#endif
- )
- clif->updatestatus(sd,SP_ATK2);
-
- if(b_status.def2 != status->def2){
- clif->updatestatus(sd,SP_DEF2);
-#ifdef RENEWAL
- clif->updatestatus(sd,SP_DEF1);
-#endif
- }
- if(b_status.flee2 != status->flee2)
- clif->updatestatus(sd,SP_FLEE2);
- if(b_status.cri != status->cri)
- clif->updatestatus(sd,SP_CRITICAL);
-#ifndef RENEWAL
- if(b_status.matk_max != status->matk_max)
- clif->updatestatus(sd,SP_MATK1);
- if(b_status.matk_min != status->matk_min)
- clif->updatestatus(sd,SP_MATK2);
-#else
- if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){
- clif->updatestatus(sd,SP_MATK2);
- clif->updatestatus(sd,SP_MATK1);
- }
-#endif
- if(b_status.mdef != status->mdef){
- clif->updatestatus(sd,SP_MDEF1);
-#ifdef RENEWAL
- clif->updatestatus(sd,SP_MDEF2);
-#endif
- }
- if(b_status.mdef2 != status->mdef2){
- clif->updatestatus(sd,SP_MDEF2);
-#ifdef RENEWAL
- clif->updatestatus(sd,SP_MDEF1);
-#endif
- }
- if(b_status.rhw.range != status->rhw.range)
- clif->updatestatus(sd,SP_ATTACKRANGE);
- if(b_status.max_hp != status->max_hp)
- clif->updatestatus(sd,SP_MAXHP);
- if(b_status.max_sp != status->max_sp)
- clif->updatestatus(sd,SP_MAXSP);
- if(b_status.hp != status->hp)
- clif->updatestatus(sd,SP_HP);
- if(b_status.sp != status->sp)
- clif->updatestatus(sd,SP_SP);
- } else if( bl->type == BL_HOM ) {
- TBL_HOM* hd = BL_CAST(BL_HOM, bl);
- if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
- clif->hominfo(hd->master,hd,0);
- } else if( bl->type == BL_MER ) {
- TBL_MER* md = BL_CAST(BL_MER, bl);
- if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
- clif->mercenary_updatestatus(md->master, SP_ATK1);
- if( b_status.matk_max != status->matk_max )
- clif->mercenary_updatestatus(md->master, SP_MATK1);
- if( b_status.hit != status->hit )
- clif->mercenary_updatestatus(md->master, SP_HIT);
- if( b_status.cri != status->cri )
- clif->mercenary_updatestatus(md->master, SP_CRITICAL);
- if( b_status.def != status->def )
- clif->mercenary_updatestatus(md->master, SP_DEF1);
- if( b_status.mdef != status->mdef )
- clif->mercenary_updatestatus(md->master, SP_MDEF1);
- if( b_status.flee != status->flee )
- clif->mercenary_updatestatus(md->master, SP_MERCFLEE);
- if( b_status.amotion != status->amotion )
- clif->mercenary_updatestatus(md->master, SP_ASPD);
- if( b_status.max_hp != status->max_hp )
- clif->mercenary_updatestatus(md->master, SP_MAXHP);
- if( b_status.max_sp != status->max_sp )
- clif->mercenary_updatestatus(md->master, SP_MAXSP);
- if( b_status.hp != status->hp )
- clif->mercenary_updatestatus(md->master, SP_HP);
- if( b_status.sp != status->sp )
- clif->mercenary_updatestatus(md->master, SP_SP);
- } else if( bl->type == BL_ELEM ) {
- TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
- if( b_status.max_hp != status->max_hp )
- clif->elemental_updatestatus(ed->master, SP_MAXHP);
- if( b_status.max_sp != status->max_sp )
- clif->elemental_updatestatus(ed->master, SP_MAXSP);
- if( b_status.hp != status->hp )
- clif->elemental_updatestatus(ed->master, SP_HP);
- if( b_status.sp != status->sp )
- clif->mercenary_updatestatus(ed->master, SP_SP);
- }
-}
-
-/*==========================================
- * Apply shared stat mods from status changes [DracoRPG]
- *------------------------------------------*/
-static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
-{
- if(!sc || !sc->count)
- return cap_value(str,0,USHRT_MAX);
-
- if(sc->data[SC_HARMONIZE]) {
- str -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(str,0,USHRT_MAX);
- }
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50)
- return 50;
- if(sc->data[SC_INCALLSTATUS])
- str += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_CHASEWALK2])
- str += sc->data[SC_CHASEWALK2]->val1;
- if(sc->data[SC_FOOD_STR])
- str += sc->data[SC_FOOD_STR]->val1;
- if(sc->data[SC_FOOD_STR_CASH])
- str += sc->data[SC_FOOD_STR_CASH]->val1;
- if(sc->data[SC_GDSKILL_BATTLEORDER])
- str += 5;
- if(sc->data[SC_LEADERSHIP])
- str += sc->data[SC_LEADERSHIP]->val1;
- if(sc->data[SC_SHOUT])
- str += 4;
- if(sc->data[SC_TRUESIGHT])
- str += 5;
- if(sc->data[SC_STRUP])
- str += 10;
- if(sc->data[SC_NJ_NEN])
- str += sc->data[SC_NJ_NEN]->val1;
- if(sc->data[SC_BLESSING]){
- if(sc->data[SC_BLESSING]->val2)
- str += sc->data[SC_BLESSING]->val2;
- else
- str >>= 1;
- }
- if(sc->data[SC_MARIONETTE_MASTER])
- str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF;
- if(sc->data[SC_MARIONETTE])
- str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
- if(sc->data[SC_GIANTGROWTH])
- str += 30;
- if(sc->data[SC_SAVAGE_STEAK])
- str += sc->data[SC_SAVAGE_STEAK]->val1;
- if(sc->data[SC_INSPIRATION])
- str += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- str -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- str -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_FULL_THROTTLE])
- str += str * 20 / 100;
-
- return (unsigned short)cap_value(str,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
-{
- if(!sc || !sc->count)
- return cap_value(agi,0,USHRT_MAX);
-
- if(sc->data[SC_HARMONIZE]) {
- agi -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(agi,0,USHRT_MAX);
- }
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50)
- return 50;
- if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
- agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100;
- if(sc->data[SC_INCALLSTATUS])
- agi += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCAGI])
- agi += sc->data[SC_INCAGI]->val1;
- if(sc->data[SC_FOOD_AGI])
- agi += sc->data[SC_FOOD_AGI]->val1;
- if(sc->data[SC_FOOD_AGI_CASH])
- agi += sc->data[SC_FOOD_AGI_CASH]->val1;
- if(sc->data[SC_SOULCOLD])
- agi += sc->data[SC_SOULCOLD]->val1;
- if(sc->data[SC_TRUESIGHT])
- agi += 5;
- if(sc->data[SC_INC_AGI])
- agi += sc->data[SC_INC_AGI]->val2;
- if(sc->data[SC_GS_ACCURACY])
- agi += 4; // added based on skill updates [Reddozen]
- if(sc->data[SC_DEC_AGI])
- agi -= sc->data[SC_DEC_AGI]->val2;
- if(sc->data[SC_QUAGMIRE])
- agi -= sc->data[SC_QUAGMIRE]->val2;
- if(sc->data[SC_NJ_SUITON] && sc->data[SC_NJ_SUITON]->val3)
- agi -= sc->data[SC_NJ_SUITON]->val2;
- if(sc->data[SC_MARIONETTE_MASTER])
- agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF;
- if(sc->data[SC_MARIONETTE])
- agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
- if(sc->data[SC_ADORAMUS])
- agi -= sc->data[SC_ADORAMUS]->val2;
- if(sc->data[SC_DROCERA_HERB_STEAMED])
- agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
- if(sc->data[SC_INSPIRATION])
- agi += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- agi -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- agi -= sc->data[SC_KYOUGAKU]->val2;
-
- if(sc->data[SC_MARSHOFABYSS])
- agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
- if(sc->data[SC_FULL_THROTTLE])
- agi += agi * 20 / 100;
-
- return (unsigned short)cap_value(agi,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
-{
- if(!sc || !sc->count)
- return cap_value(vit,0,USHRT_MAX);
-
- if(sc->data[SC_HARMONIZE]) {
- vit -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(vit,0,USHRT_MAX);
- }
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && vit < 50)
- return 50;
- if(sc->data[SC_INCALLSTATUS])
- vit += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCVIT])
- vit += sc->data[SC_INCVIT]->val1;
- if(sc->data[SC_FOOD_VIT])
- vit += sc->data[SC_FOOD_VIT]->val1;
- if(sc->data[SC_FOOD_VIT_CASH])
- vit += sc->data[SC_FOOD_VIT_CASH]->val1;
- if(sc->data[SC_HLIF_CHANGE])
- vit += sc->data[SC_HLIF_CHANGE]->val2;
- if(sc->data[SC_GLORYWOUNDS])
- vit += sc->data[SC_GLORYWOUNDS]->val1;
- if(sc->data[SC_TRUESIGHT])
- vit += 5;
- if(sc->data[SC_MARIONETTE_MASTER])
- vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF;
- if(sc->data[SC_MARIONETTE])
- vit += sc->data[SC_MARIONETTE]->val3&0xFF;
- if(sc->data[SC_LAUDAAGNUS])
- vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
- if(sc->data[SC_MINOR_BBQ])
- vit += sc->data[SC_MINOR_BBQ]->val1;
- if(sc->data[SC_INSPIRATION])
- vit += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- vit -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- vit -= sc->data[SC_KYOUGAKU]->val2;
-
- if(sc->data[SC_NOEQUIPARMOR])
- vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2/100;
- if(sc->data[SC_FULL_THROTTLE])
- vit += vit * 20 / 100;
-
- return (unsigned short)cap_value(vit,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
-{
- if(!sc || !sc->count)
- return cap_value(int_,0,USHRT_MAX);
-
- if(sc->data[SC_HARMONIZE]) {
- int_ -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(int_,0,USHRT_MAX);
- }
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50)
- return 50;
- if(sc->data[SC_INCALLSTATUS])
- int_ += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCINT])
- int_ += sc->data[SC_INCINT]->val1;
- if(sc->data[SC_FOOD_INT])
- int_ += sc->data[SC_FOOD_INT]->val1;
- if(sc->data[SC_FOOD_INT_CASH])
- int_ += sc->data[SC_FOOD_INT_CASH]->val1;
- if(sc->data[SC_HLIF_CHANGE])
- int_ += sc->data[SC_HLIF_CHANGE]->val3;
- if(sc->data[SC_GDSKILL_BATTLEORDER])
- int_ += 5;
- if(sc->data[SC_TRUESIGHT])
- int_ += 5;
- if(sc->data[SC_BLESSING]){
- if (sc->data[SC_BLESSING]->val2)
- int_ += sc->data[SC_BLESSING]->val2;
- else
- int_ >>= 1;
- }
- if(sc->data[SC_NJ_NEN])
- int_ += sc->data[SC_NJ_NEN]->val1;
- if(sc->data[SC_MARIONETTE_MASTER])
- int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF;
- if(sc->data[SC_MARIONETTE])
- int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
- if(sc->data[SC_MANDRAGORA])
- int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
- if(sc->data[SC_COCKTAIL_WARG_BLOOD])
- int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
- if(sc->data[SC_INSPIRATION])
- int_ += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- int_ -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- int_ -= sc->data[SC_KYOUGAKU]->val2;
-
- if(sc->data[SC_NOEQUIPHELM])
- int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100;
- if(sc->data[SC__STRIPACCESSARY])
- int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
- if(sc->data[SC_FULL_THROTTLE])
- int_ += int_ * 20 / 100;
-
- return (unsigned short)cap_value(int_,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
-{
- if(!sc || !sc->count)
- return cap_value(dex,0,USHRT_MAX);
-
- if(sc->data[SC_HARMONIZE]) {
- dex -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(dex,0,USHRT_MAX);
- }
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50)
- return 50;
- if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
- dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100;
- if(sc->data[SC_INCALLSTATUS])
- dex += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCDEX])
- dex += sc->data[SC_INCDEX]->val1;
- if(sc->data[SC_FOOD_DEX])
- dex += sc->data[SC_FOOD_DEX]->val1;
- if(sc->data[SC_FOOD_DEX_CASH])
- dex += sc->data[SC_FOOD_DEX_CASH]->val1;
- if(sc->data[SC_GDSKILL_BATTLEORDER])
- dex += 5;
- if(sc->data[SC_HAWKEYES])
- dex += sc->data[SC_HAWKEYES]->val1;
- if(sc->data[SC_TRUESIGHT])
- dex += 5;
- if(sc->data[SC_QUAGMIRE])
- dex -= sc->data[SC_QUAGMIRE]->val2;
- if(sc->data[SC_BLESSING]){
- if (sc->data[SC_BLESSING]->val2)
- dex += sc->data[SC_BLESSING]->val2;
- else
- dex >>= 1;
- }
- if(sc->data[SC_GS_ACCURACY])
- dex += 4; // added based on skill updates [Reddozen]
- if(sc->data[SC_MARIONETTE_MASTER])
- dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF;
- if(sc->data[SC_MARIONETTE])
- dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
- if(sc->data[SC_SIROMA_ICE_TEA])
- dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
- if(sc->data[SC_INSPIRATION])
- dex += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- dex -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- dex -= sc->data[SC_KYOUGAKU]->val2;
-
- if(sc->data[SC_MARSHOFABYSS])
- dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
- if(sc->data[SC__STRIPACCESSARY])
- dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100;
- if(sc->data[SC_FULL_THROTTLE])
- dex += dex * 20 / 100;
-
- return (unsigned short)cap_value(dex,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
-{
- if(!sc || !sc->count)
- return cap_value(luk,0,USHRT_MAX);
-
- if(sc->data[SC_HARMONIZE]) {
- luk -= sc->data[SC_HARMONIZE]->val2;
- return (unsigned short)cap_value(luk,0,USHRT_MAX);
- }
- if(sc->data[SC_CURSE])
- return 0;
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && luk < 50)
- return 50;
- if(sc->data[SC_INCALLSTATUS])
- luk += sc->data[SC_INCALLSTATUS]->val1;
- if(sc->data[SC_INCLUK])
- luk += sc->data[SC_INCLUK]->val1;
- if(sc->data[SC_FOOD_LUK])
- luk += sc->data[SC_FOOD_LUK]->val1;
- if(sc->data[SC_FOOD_LUK_CASH])
- luk += sc->data[SC_FOOD_LUK_CASH]->val1;
- if(sc->data[SC_TRUESIGHT])
- luk += 5;
- if(sc->data[SC_GLORIA])
- luk += 30;
- if(sc->data[SC_MARIONETTE_MASTER])
- luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF;
- if(sc->data[SC_MARIONETTE])
- luk += sc->data[SC_MARIONETTE]->val4&0xFF;
- if(sc->data[SC_PUTTI_TAILS_NOODLES])
- luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
- if(sc->data[SC_INSPIRATION])
- luk += sc->data[SC_INSPIRATION]->val3;
- if(sc->data[SC_STOMACHACHE])
- luk -= sc->data[SC_STOMACHACHE]->val1;
- if(sc->data[SC_KYOUGAKU])
- luk -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_LAUDARAMUS])
- luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
-
- if(sc->data[SC__STRIPACCESSARY])
- luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100;
- if(sc->data[SC_BANANA_BOMB])
- luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
- if(sc->data[SC_FULL_THROTTLE])
- luk += luk * 20 / 100;
-
- return (unsigned short)cap_value(luk,0,USHRT_MAX);
-}
-#ifdef RENEWAL
-unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
-#else
-static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
-#endif
-{
- if(!sc || !sc->count)
- return cap_value(batk,0,USHRT_MAX);
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
- if(sc->data[SC_PLUSATTACKPOWER])
- batk += sc->data[SC_PLUSATTACKPOWER]->val1;
- return (unsigned short)cap_value(batk,0,USHRT_MAX);
- }
-#ifndef RENEWAL
- if(sc->data[SC_PLUSATTACKPOWER])
- batk += sc->data[SC_PLUSATTACKPOWER]->val1;
- if(sc->data[SC_GS_MADNESSCANCEL])
- batk += 100;
- if(sc->data[SC_GS_GATLINGFEVER])
- batk += sc->data[SC_GS_GATLINGFEVER]->val3;
-#endif
- if(sc->data[SC_BATKFOOD])
- batk += sc->data[SC_BATKFOOD]->val1;
- if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
- batk += 50;
- if(bl->type == BL_ELEM
- && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
- )
- batk += batk / 5;
- if(sc->data[SC_FULL_SWING_K])
- batk += sc->data[SC_FULL_SWING_K]->val1;
- if(sc->data[SC_ODINS_POWER])
- batk += 70;
- if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
- if(status_get_element(bl) == ELE_WATER) //water type
- batk /= 2;
- }
- if(sc->data[SC_PYROCLASTIC])
- batk += sc->data[SC_PYROCLASTIC]->val2;
- if (sc->data[SC_ANGRIFFS_MODUS])
- batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
-
- if(sc->data[SC_INCATKRATE])
- batk += batk * sc->data[SC_INCATKRATE]->val1/100;
- if(sc->data[SC_PROVOKE])
- batk += batk * sc->data[SC_PROVOKE]->val3/100;
-#ifndef RENEWAL
- if(sc->data[SC_LKCONCENTRATION])
- batk += batk * sc->data[SC_LKCONCENTRATION]->val2/100;
-#endif
- if(sc->data[SC_SKE])
- batk += batk * 3;
- if(sc->data[SC_HAMI_BLOODLUST])
- batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2/100;
- if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
- batk -= batk * 25/100;
- if(sc->data[SC_CURSE])
- batk -= batk * 25/100;
- if( sc->data[SC_ZANGETSU] )
- batk += sc->data[SC_ZANGETSU]->val2;
-//Curse shouldn't effect on this? <- Curse OR Bleeding??
-// if(sc->data[SC_BLOODING])
-// batk -= batk * 25/100;
- if(sc->data[SC_HLIF_FLEET])
- batk += batk * sc->data[SC_HLIF_FLEET]->val3/100;
- if(sc->data[SC__ENERVATION])
- batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
- if(sc->data[SC_RUSH_WINDMILL])
- batk += batk * sc->data[SC_RUSH_WINDMILL]->val2/100;
- if(sc->data[SC_SATURDAY_NIGHT_FEVER])
- batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1;
- if(sc->data[SC_MELODYOFSINK])
- batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
- if(sc->data[SC_BEYOND_OF_WARCRY])
- batk += batk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;
-
- return (unsigned short)cap_value(batk,0,USHRT_MAX);
-}
-
-static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable)
-{
- if(!sc || !sc->count)
- return cap_value(watk,0,USHRT_MAX);
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
- if(sc->data[SC_STRIKING])
- watk += sc->data[SC_STRIKING]->val2;
- if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
- watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
- return (unsigned short)cap_value(watk,0,USHRT_MAX);
- }
-#ifndef RENEWAL
- if(sc->data[SC_IMPOSITIO])
- watk += sc->data[SC_IMPOSITIO]->val2;
- if(sc->data[SC_DRUMBATTLE])
- watk += sc->data[SC_DRUMBATTLE]->val2;
-#endif
- if(sc->data[SC_WATKFOOD])
- watk += sc->data[SC_WATKFOOD]->val1;
- if(sc->data[SC_VOLCANO])
- watk += sc->data[SC_VOLCANO]->val2;
- if(sc->data[SC_MER_ATK])
- watk += sc->data[SC_MER_ATK]->val2;
- if(sc->data[SC_FIGHTINGSPIRIT])
- watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
- if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
- watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
- if(sc->data[SC_INSPIRATION])
- watk += sc->data[SC_INSPIRATION]->val2;
- if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
- watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
- if( sc->data[SC_TROPIC_OPTION] )
- watk += sc->data[SC_TROPIC_OPTION]->val2;
- if( sc->data[SC_HEATER_OPTION] )
- watk += sc->data[SC_HEATER_OPTION]->val2;
- if( sc->data[SC_WATER_BARRIER] )
- watk -= sc->data[SC_WATER_BARRIER]->val3;
- if( sc->data[SC_PYROTECHNIC_OPTION] )
- watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
-
-#ifndef RENEWAL
- if(sc->data[SC_NIBELUNGEN]) {
- if (bl->type != BL_PC)
- watk += sc->data[SC_NIBELUNGEN]->val2;
- else {
- TBL_PC *sd = (TBL_PC*)bl;
- int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
- if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
- watk += sc->data[SC_NIBELUNGEN]->val2;
- }
- }
- if(sc->data[SC_STRIKING])
- watk += sc->data[SC_STRIKING]->val2;
- if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
- watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
- if(sc->data[SC_LKCONCENTRATION])
- watk += watk * sc->data[SC_LKCONCENTRATION]->val2/100;
-#endif
- if(sc->data[SC_INCATKRATE])
- watk += watk * sc->data[SC_INCATKRATE]->val1/100;
- if(sc->data[SC_PROVOKE])
- watk += watk * sc->data[SC_PROVOKE]->val3/100;
- if(sc->data[SC_SKE])
- watk += watk * 3;
- if(sc->data[SC__ENERVATION])
- watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
- if(sc->data[SC_HLIF_FLEET])
- watk += watk * sc->data[SC_HLIF_FLEET]->val3/100;
- if(sc->data[SC_CURSE])
- watk -= watk * 25/100;
- if(sc->data[SC_NOEQUIPWEAPON])
- watk -= watk * sc->data[SC_NOEQUIPWEAPON]->val2/100;
- if(sc->data[SC__ENERVATION])
- watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
- if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
- )
- watk += watk / 10;
- if( sc && sc->data[SC_TIDAL_WEAPON] )
- watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
- if(sc->data[SC_ANGRIFFS_MODUS])
- watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
-
- return (unsigned short)cap_value(watk,0,USHRT_MAX);
-}
-#ifdef RENEWAL
-static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
-{
-
- if (!sc || !sc->count)
- return cap_value(matk,0,USHRT_MAX);
- if (sc->data[SC_PLUSMAGICPOWER])
- matk += sc->data[SC_PLUSMAGICPOWER]->val1;
- if (sc->data[SC_MATKFOOD])
- matk += sc->data[SC_MATKFOOD]->val1;
- if(sc->data[SC_MANA_PLUS])
- matk += sc->data[SC_MANA_PLUS]->val1;
- if(sc->data[SC_AQUAPLAY_OPTION])
- matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
- if(sc->data[SC_CHILLY_AIR_OPTION])
- matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
- if(sc->data[SC_WATER_BARRIER])
- matk -= sc->data[SC_WATER_BARRIER]->val3;
- if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
- matk += 50;
- if(sc->data[SC_ODINS_POWER])
- matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
- if(sc->data[SC_IZAYOI])
- matk += 25 * sc->data[SC_IZAYOI]->val1;
- return (unsigned short)cap_value(matk,0,USHRT_MAX);
-}
-#endif
-static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable)
-{
- if(!sc || !sc->count)
- return cap_value(matk,0,USHRT_MAX);
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
- return (unsigned short)cap_value(matk,0,USHRT_MAX);
- }
-
-#ifndef RENEWAL
- // take note fixed value first before % modifiers
- if (sc->data[SC_PLUSMAGICPOWER])
- matk += sc->data[SC_PLUSMAGICPOWER]->val1;
- if (sc->data[SC_MATKFOOD])
- matk += sc->data[SC_MATKFOOD]->val1;
- if (sc->data[SC_MANA_PLUS])
- matk += sc->data[SC_MANA_PLUS]->val1;
- if (sc->data[SC_AQUAPLAY_OPTION])
- matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
- if (sc->data[SC_CHILLY_AIR_OPTION])
- matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
- if (sc->data[SC_WATER_BARRIER])
- matk -= sc->data[SC_WATER_BARRIER]->val3;
- if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
- matk += 50;
- if (sc->data[SC_ODINS_POWER])
- matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
- if (sc->data[SC_IZAYOI])
- matk += 25 * sc->data[SC_IZAYOI]->val1;
-#endif
- if( sc->data[SC_ZANGETSU] )
- matk += sc->data[SC_ZANGETSU]->val3;
- if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
- matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
- if (sc->data[SC_MINDBREAKER])
- matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
- if (sc->data[SC_INCMATKRATE])
- matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
- if (sc->data[SC_MOONLIT_SERENADE])
- matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100;
- if (sc->data[SC_MELODYOFSINK])
- matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
- if (sc->data[SC_BEYOND_OF_WARCRY])
- matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;
-
- return (unsigned short)cap_value(matk,0,USHRT_MAX);
-}
-
-static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) {
-
- if(!sc || !sc->count)
- return cap_value(critical,10,SHRT_MAX);
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
- return (short)cap_value(critical,10,SHRT_MAX);
- }
-
- if (sc->data[SC_CRITICALPERCENT])
- critical += sc->data[SC_CRITICALPERCENT]->val2;
- if (sc->data[SC_EXPLOSIONSPIRITS])
- critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
- if (sc->data[SC_FORTUNE])
- critical += sc->data[SC_FORTUNE]->val2;
- if (sc->data[SC_TRUESIGHT])
- critical += sc->data[SC_TRUESIGHT]->val2;
- if(sc->data[SC_CLOAKING])
- critical += critical;
- if(sc->data[SC_STRIKING])
- critical += sc->data[SC_STRIKING]->val1;
-#ifdef RENEWAL
- if (sc->data[SC_SPEARQUICKEN])
- critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
-#endif
-
- if(sc->data[SC__INVISIBILITY])
- critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
- if(sc->data[SC__UNLUCKY])
- critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
-
- return (short)cap_value(critical,10,SHRT_MAX);
-}
-
-static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable)
-{
-
- if(!sc || !sc->count)
- return cap_value(hit,1,SHRT_MAX);
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
- return (short)cap_value(hit,1,SHRT_MAX);
- }
-
- if(sc->data[SC_INCHIT])
- hit += sc->data[SC_INCHIT]->val1;
- if(sc->data[SC_FOOD_BASICHIT])
- hit += sc->data[SC_FOOD_BASICHIT]->val1;
- if(sc->data[SC_TRUESIGHT])
- hit += sc->data[SC_TRUESIGHT]->val3;
- if(sc->data[SC_HUMMING])
- hit += sc->data[SC_HUMMING]->val2;
- if(sc->data[SC_LKCONCENTRATION])
- hit += sc->data[SC_LKCONCENTRATION]->val3;
- if(sc->data[SC_INSPIRATION])
- hit += 5 * sc->data[SC_INSPIRATION]->val1;
- if(sc->data[SC_GS_ADJUSTMENT])
- hit -= 30;
- if(sc->data[SC_GS_ACCURACY])
- hit += 20; // RockmanEXE; changed based on updated [Reddozen]
- if(sc->data[SC_MER_HIT])
- hit += sc->data[SC_MER_HIT]->val2;
-
- if(sc->data[SC_INCHITRATE])
- hit += hit * sc->data[SC_INCHITRATE]->val1/100;
- if(sc->data[SC_BLIND])
- hit -= hit * 25/100;
- if(sc->data[SC__GROOMY])
- hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
- if(sc->data[SC_FEAR])
- hit -= hit * 20 / 100;
- if (sc->data[SC_VOLCANIC_ASH])
- hit /= 2;
-
- return (short)cap_value(hit,1,SHRT_MAX);
-}
-
-static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable)
-{
- if( bl->type == BL_PC )
- {
- if( map_flag_gvg(bl->m) )
- flee -= flee * battle_config.gvg_flee_penalty/100;
- else if( map[bl->m].flag.battleground )
- flee -= flee * battle_config.bg_flee_penalty/100;
- }
-
- if(!sc || !sc->count)
- return cap_value(flee,1,SHRT_MAX);
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
- return (short)cap_value(flee,1,SHRT_MAX);
- }
-
- if(sc->data[SC_INCFLEE])
- flee += sc->data[SC_INCFLEE]->val1;
- if(sc->data[SC_FOOD_BASICAVOIDANCE])
- flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1;
- if(sc->data[SC_WHISTLE])
- flee += sc->data[SC_WHISTLE]->val2;
- if(sc->data[SC_WINDWALK])
- flee += sc->data[SC_WINDWALK]->val2;
- if(sc->data[SC_VIOLENTGALE])
- flee += sc->data[SC_VIOLENTGALE]->val2;
- if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
- flee += sc->data[SC_MOON_COMFORT]->val2;
- if(sc->data[SC_RG_CCONFINE_M])
- flee += 10;
- if (sc->data[SC_ANGRIFFS_MODUS])
- flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
- if (sc->data[SC_OVERED_BOOST])
- flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
- if(sc->data[SC_GS_ADJUSTMENT])
- flee += 30;
- if(sc->data[SC_HLIF_SPEED])
- flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10;
- if(sc->data[SC_GS_GATLINGFEVER])
- flee -= sc->data[SC_GS_GATLINGFEVER]->val4;
- if(sc->data[SC_PARTYFLEE])
- flee += sc->data[SC_PARTYFLEE]->val1 * 10;
- if(sc->data[SC_MER_FLEE])
- flee += sc->data[SC_MER_FLEE]->val2;
- if( sc->data[SC_HALLUCINATIONWALK] )
- flee += sc->data[SC_HALLUCINATIONWALK]->val2;
- if( sc->data[SC_WATER_BARRIER] )
- flee -= sc->data[SC_WATER_BARRIER]->val3;
-#ifdef RENEWAL
- if( sc->data[SC_SPEARQUICKEN] )
- flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
-#endif
-
- if(sc->data[SC_INCFLEERATE])
- flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
- if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
- flee -= flee * 50/100;
- if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
- flee -= flee * 50/100;
- if(sc->data[SC_BLIND])
- flee -= flee * 25/100;
- if(sc->data[SC_FEAR])
- flee -= flee * 20 / 100;
- if(sc->data[SC_PARALYSE])
- flee -= flee * 10 / 100; // 10% Flee reduction
- if(sc->data[SC_INFRAREDSCAN])
- flee -= flee * 30 / 100;
- if( sc->data[SC__LAZINESS] )
- flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
- if( sc->data[SC_GLOOMYDAY] )
- flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
- if( sc->data[SC_SATURDAY_NIGHT_FEVER] )
- flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
- if( sc->data[SC_WIND_STEP_OPTION] )
- flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
- if( sc->data[SC_ZEPHYR] )
- flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
- if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob
- if(status_get_element(bl) == ELE_WATER) //water type
- flee /= 2;
- }
-
- return (short)cap_value(flee,1,SHRT_MAX);
-}
-
-static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable)
-{
- if(!sc || !sc->count)
- return cap_value(flee2,10,SHRT_MAX);
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
- return (short)cap_value(flee2,10,SHRT_MAX);
- }
-
- if(sc->data[SC_PLUSAVOIDVALUE])
- flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2;
- if(sc->data[SC_WHISTLE])
- flee2 += sc->data[SC_WHISTLE]->val3*10;
- if(sc->data[SC__UNLUCKY])
- flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
-
- return (short)cap_value(flee2,10,SHRT_MAX);
-}
-defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) {
-
- if(!sc || !sc->count)
- return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
- if( sc && sc->data[SC_CAMOUFLAGE] )
- def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
- if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 )
- def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4;
- return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
- }
-
- if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
- return 0;
- if(sc->data[SC_SKA])
- return sc->data[SC_SKA]->val3;
- if(sc->data[SC_BARRIER])
- return 100;
- if(sc->data[SC_KEEPING])
- return 90;
-#ifndef RENEWAL // does not provide 90 DEF in renewal mode
- if(sc->data[SC_STEELBODY])
- return 90;
-#endif
-
- if(sc->data[SC_STONESKIN])
- def += sc->data[SC_STONESKIN]->val2;
- if(sc->data[SC_DRUMBATTLE])
- def += sc->data[SC_DRUMBATTLE]->val3;
- if(sc->data[SC_HAMI_DEFENCE]) //[orn]
- def += sc->data[SC_HAMI_DEFENCE]->val2 ;
- if(sc->data[SC_INCDEFRATE])
- def += def * sc->data[SC_INCDEFRATE]->val1/100;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
- def += 50;
- if(sc->data[SC_ODINS_POWER])
- def -= 20;
- if( sc->data[SC_ANGRIFFS_MODUS] )
- def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
- if(sc->data[SC_STONEHARDSKIN])
- def += sc->data[SC_STONEHARDSKIN]->val1;
- if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- def >>=1;
- if(sc->data[SC_FREEZE])
- def >>=1;
- if(sc->data[SC_CRUCIS])
- def -= def * sc->data[SC_CRUCIS]->val2/100;
- if(sc->data[SC_LKCONCENTRATION])
- def -= def * sc->data[SC_LKCONCENTRATION]->val4/100;
- if(sc->data[SC_SKE])
- def >>=1;
- if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
- def -= def * sc->data[SC_PROVOKE]->val4/100;
- if(sc->data[SC_NOEQUIPSHIELD])
- def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100;
- if (sc->data[SC_FLING])
- def -= def * (sc->data[SC_FLING]->val2)/100;
- if( sc->data[SC_ANALYZE] )
- def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
- if( sc->data[SC_FORCEOFVANGUARD] )
- def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
- if(sc->data[SC_SATURDAY_NIGHT_FEVER])
- def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
- if(sc->data[SC_EARTHDRIVE])
- def -= def * 25 / 100;
- if( sc->data[SC_ROCK_CRUSHER] )
- def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
- if( sc->data[SC_POWER_OF_GAIA] )
- def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
- if( sc->data[SC_PRESTIGE] )
- def += def * sc->data[SC_PRESTIGE]->val1 / 100;
- if( sc->data[SC_FROSTMISTY] )
- def -= def * 10 / 100;
- if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
- if(status_get_race(bl)==RC_PLANT)
- def /= 2;
- }
-
- return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
-}
-
-signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable)
-{
- if(!sc || !sc->count)
-#ifdef RENEWAL
- return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
-#else
- return (short)cap_value(def2,1,SHRT_MAX);
-#endif
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
-#ifdef RENEWAL
- if( sc && sc->data[SC_ASSUMPTIO] )
- def2 <<= 1;
-#endif
- if( sc && sc->data[SC_CAMOUFLAGE] )
- def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
-#ifdef RENEWAL
- return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
-#else
- return (short)cap_value(def2,1,SHRT_MAX);
-#endif
- }
-
- if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
- return 0;
- if(sc->data[SC_ETERNALCHAOS])
- return 0;
- if(sc->data[SC_SUN_COMFORT])
- def2 += sc->data[SC_SUN_COMFORT]->val2;
- if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
- def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
- if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
- def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
-
- if(sc->data[SC_ANGELUS])
-#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
- def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
-#else
- def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
- if(sc->data[SC_LKCONCENTRATION])
- def2 -= def2 * sc->data[SC_LKCONCENTRATION]->val4/100;
-#endif
- if(sc->data[SC_POISON])
- def2 -= def2 * 25/100;
- if(sc->data[SC_DPOISON])
- def2 -= def2 * 25/100;
- if(sc->data[SC_SKE])
- def2 -= def2 * 50/100;
- if(sc->data[SC_PROVOKE])
- def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
- if(sc->data[SC_JOINTBEAT])
- def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
- + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
- if(sc->data[SC_FLING])
- def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
- if(sc->data[SC_ANALYZE])
- def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
- if( sc->data[SC_ECHOSONG] )
- def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
- if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
- if(status_get_race(bl)==RC_PLANT)
- def2 /= 2;
- }
- if (sc->data[SC_NEEDLE_OF_PARALYZE])
- def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100;
-
-#ifdef RENEWAL
- return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
-#else
- return (short)cap_value(def2,1,SHRT_MAX);
-#endif
-}
-
-
-defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable) {
-
- if(!sc || !sc->count)
- return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
- return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
- }
-
- if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
- return 0;
- if(sc->data[SC_BARRIER])
- return 100;
-
-#ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
- if(sc->data[SC_STEELBODY])
- return 90;
-#endif
-
- if(sc->data[SC_STONESKIN])
- mdef += sc->data[SC_STONESKIN]->val3;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
- mdef += 50;
- if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
- mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
- if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
- mdef += sc->data[SC_STONEHARDSKIN]->val1;
- if(sc->data[SC_WATER_BARRIER])
- mdef += sc->data[SC_WATER_BARRIER]->val2;
- if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- mdef += 25*mdef/100;
- if(sc->data[SC_FREEZE])
- mdef += 25*mdef/100;
- if(sc->data[SC_ANALYZE])
- mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
- if(sc->data[SC_SYMPHONY_LOVE])
- mdef += mdef * sc->data[SC_SYMPHONY_LOVE]->val2 / 100;
- if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4)
- mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100;
- if (sc->data[SC_ODINS_POWER])
- mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
- if(sc->data[SC_BURNING])
- mdef -= mdef *25 / 100;
-
- return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
-}
-
-signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable)
-{
- if(!sc || !sc->count)
-#ifdef RENEWAL
- return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
-#else
- return (short)cap_value(mdef2,1,SHRT_MAX);
-#endif
-
- if( !viewable ){
- /* some statuses that are hidden in the status window */
-#ifdef RENEWAL
- if(sc && sc->data[SC_ASSUMPTIO])
- mdef2 <<= 1;
- return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
-#else
- return (short)cap_value(mdef2,1,SHRT_MAX);
-#endif
- }
-
- if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
- return 0;
- if(sc->data[SC_SKA])
- return 90;
- if(sc->data[SC_MINDBREAKER])
- mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
- if(sc->data[SC_ANALYZE])
- mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
-
-#ifdef RENEWAL
- return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
-#else
- return (short)cap_value(mdef2,1,SHRT_MAX);
-#endif
-}
-
-static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
-{
- TBL_PC* sd = BL_CAST(BL_PC, bl);
- int speed_rate;
-
- if( sc == NULL )
- return cap_value(speed,10,USHRT_MAX);
-
- if (sd && sd->state.permanent_speed)
- return (short)cap_value(speed,10,USHRT_MAX);
-
- if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
- {
- if( sd->ud.skill_id == LG_EXEEDBREAK )
- speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
- else
- speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST);
- }
- else
- {
- speed_rate = 100;
-
- //GetMoveHasteValue2()
- {
- int val = 0;
-
- if( sc->data[SC_FUSION] )
- val = 25;
- else if( sd ) {
- if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON) || sd->sc.data[SC_ALL_RIDING] )
- val = 25;//Same bonus
- else if( pc_isridingwug(sd) )
- val = 15 + 5 * pc->checkskill(sd, RA_WUGRIDER);
- else if( pc_ismadogear(sd) ) {
- val = (- 10 * (5 - pc->checkskill(sd,NC_MADOLICENCE)));
- if( sc->data[SC_ACCELERATION] )
- val += 25;
- }
- }
-
- speed_rate -= val;
- }
-
- //GetMoveSlowValue()
- {
- int val = 0;
-
- if( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 )
- val = 120 - 6 * pc->checkskill(sd,RG_TUNNELDRIVE);
- else
- if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
- val = sc->data[SC_CHASEWALK]->val3;
- else
- {
- // Longing for Freedom cancels song/dance penalty
- if( sc->data[SC_LONGING] )
- val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
- else
- if( sd && sc->data[SC_DANCING] )
- val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
-
- if( sc->data[SC_DEC_AGI] )
- val = max( val, 25 );
- if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
- val = max( val, 50 );
- if( sc->data[SC_DONTFORGETME] )
- val = max( val, sc->data[SC_DONTFORGETME]->val3 );
- if( sc->data[SC_CURSE] )
- val = max( val, 300 );
- if( sc->data[SC_CHASEWALK] )
- val = max( val, sc->data[SC_CHASEWALK]->val3 );
- if( sc->data[SC_WEDDING] )
- val = max( val, 100 );
- if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
- val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
- if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
- val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
- if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
- val = max( val, 75 );
- if( sc->data[SC_SLOWDOWN] ) // Slow Potion
- val = max( val, 100 );
- if( sc->data[SC_GS_GATLINGFEVER] )
- val = max( val, 100 );
- if( sc->data[SC_NJ_SUITON] )
- val = max( val, sc->data[SC_NJ_SUITON]->val3 );
- if( sc->data[SC_SWOO] )
- val = max( val, 300 );
- if( sc->data[SC_FROSTMISTY] )
- val = max( val, 50 );
- if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
- val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
- if( sc->data[SC__GROOMY] )
- val = max( val, sc->data[SC__GROOMY]->val2);
- if( sc->data[SC_STEALTHFIELD_MASTER] )
- val = max( val, 30 );
- if( sc->data[SC_BANDING_DEFENCE] )
- val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
- if( sc->data[SC_ROCK_CRUSHER_ATK] )
- val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
- if( sc->data[SC_POWER_OF_GAIA] )
- val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
- if( sc->data[SC_MELON_BOMB] )
- val = max( val, sc->data[SC_MELON_BOMB]->val1 );
-
- if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end.
- val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
-
- if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup
- val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
- }
-
- speed_rate += val;
- }
-
- //GetMoveHasteValue1()
- {
- int val = 0;
-
- if( sc->data[SC_MOVHASTE_INFINITY] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
- val = max( val, 50 );
- if( sc->data[SC_INC_AGI] )
- val = max( val, 25 );
- if( sc->data[SC_WINDWALK] )
- val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
- if( sc->data[SC_CARTBOOST] )
- val = max( val, 20 );
- if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc->checkskill(sd,TF_MISS) > 0 )
- val = max( val, 1 * pc->checkskill(sd,TF_MISS) );
- if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
- val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
- if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
- val = max( val, 25 );
- if( sc->data[SC_RUN] )
- val = max( val, 55 );
- if( sc->data[SC_HLIF_AVOID] )
- val = max( val, 10 * sc->data[SC_HLIF_AVOID]->val1 );
- if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
- val = max( val, 75 );
- if( sc->data[SC_CLOAKINGEXCEED] )
- val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
- if( sc->data[SC_HOVERING] )
- val = max( val, 10 );
- if( sc->data[SC_GN_CARTBOOST] )
- val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
- if( sc->data[SC_SWING] )
- val = max( val, sc->data[SC_SWING]->val2 );
- if( sc->data[SC_WIND_STEP_OPTION] )
- val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
- if( sc->data[SC_FULL_THROTTLE] )
- val = max( val, 30);
- //FIXME: official items use a single bonus for this [ultramage]
- if( sc->data[SC_MOVHASTE_HORSE] ) // temporary item-based speedup
- val = max( val, 25 );
- if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
- val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
-
- speed_rate -= val;
- }
-
- if( speed_rate < 40 )
- speed_rate = 40;
- }
-
- //GetSpeed()
- {
- if( sd && pc_iscarton(sd) )
- speed += speed * (50 - 5 * pc->checkskill(sd,MC_PUSHCART)) / 100;
- if( sc->data[SC_PARALYSE] )
- speed += speed * 50 / 100;
- if( sc->data[SC_REBOUND] )
- speed += max(speed, 100);
- if( speed_rate != 100 )
- speed = speed * speed_rate / 100;
- if( sc->data[SC_STEELBODY] )
- speed = 200;
- if( sc->data[SC_DEFENDER] )
- speed = max(speed, 200);
- if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
- speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
-
- }
-
- return (short)cap_value(speed,10,USHRT_MAX);
-}
-
-#ifdef RENEWAL_ASPD
-// flag&1 - fixed value [malufett]
-// flag&2 - percentage value
-static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
-{
- int i, pots = 0, skills1 = 0, skills2 = 0;
-
- if(!sc || !sc->count)
- return 0;
-
- if(sc->data[i=SC_ATTHASTE_INFINITY] ||
- sc->data[i=SC_ATTHASTE_POTION3] ||
- sc->data[i=SC_ATTHASTE_POTION2] ||
- sc->data[i=SC_ATTHASTE_POTION1])
- pots += sc->data[i]->val1;
-
- if( !sc->data[SC_QUAGMIRE] ){
- if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
- skills1 = 7;
-
- if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7;
-
- if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info
- skills1 = 7;
-
- if(sc->data[SC_ADRENALINE2] && skills1 < 6)
- skills1 = 6;
-
- if(sc->data[SC_ADRENALINE] && skills1 < 7)
- skills1 = 7;
-
- if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
- skills1 = 7;
-
- if(sc->data[SC_HLIF_FLEET] && skills1 < 5)
- skills1 = 5;
- }
-
- if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15)
- skills1 = 15;
- else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20)
- skills1 = 20;
-
- if(sc->data[SC_DONTFORGETME])
- skills2 -= sc->data[SC_DONTFORGETME]->val2;
- if(sc->data[SC_LONGING])
- skills2 -= sc->data[SC_LONGING]->val2;
- if(sc->data[SC_STEELBODY])
- skills2 -= 25;
- if(sc->data[SC_SKA])
- skills2 -= 25;
- if(sc->data[SC_DEFENDER])
- skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
- if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
- skills2 -= 25;
- if(sc->data[SC_GRAVITATION])
- skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
- if(sc->data[SC_JOINTBEAT]) { // needs more info
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
- skills2 -= 25;
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
- skills2 -= 10;
- }
- if( sc->data[SC_FROSTMISTY] )
- skills2 -= 15;
- if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
- skills2 -= 50;
- if( sc->data[SC_PARALYSE] )
- skills2 -= 10;
- if( sc->data[SC__BODYPAINT] )
- skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
- if( sc->data[SC__INVISIBILITY] )
- skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
- if( sc->data[SC__GROOMY] )
- skills2 -= sc->data[SC__GROOMY]->val2;
- if( sc->data[SC_GLOOMYDAY] )
- skills2 -= sc->data[SC_GLOOMYDAY]->val3;
- if( sc->data[SC_EARTHDRIVE] )
- skills2 -= 25;
- if( sc->data[SC_MELON_BOMB] )
- skills2 -= sc->data[SC_MELON_BOMB]->val1;
-
- if( sc->data[SC_SWING] )
- skills2 += sc->data[SC_SWING]->val2;
- if( sc->data[SC_DANCE_WITH_WUG] )
- skills2 += sc->data[SC_DANCE_WITH_WUG]->val3;
- if( sc->data[SC_GENTLETOUCH_CHANGE] )
- skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3;
- if( sc->data[SC_BOOST500] )
- skills2 += sc->data[SC_BOOST500]->val1;
- if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
- skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
- if( sc->data[SC_INCASPDRATE] )
- skills2 += sc->data[SC_INCASPDRATE]->val1;
- if( sc->data[SC_GS_GATLINGFEVER] )
- skills2 += sc->data[SC_GS_GATLINGFEVER]->val1;
- if( sc->data[SC_STAR_COMFORT] )
- skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1;
- if( sc->data[SC_ASSNCROS] && !skills1){
- if (bl->type!=BL_PC)
- skills2 += sc->data[SC_ASSNCROS]->val2;
- else
- switch(((TBL_PC*)bl)->status.weapon)
- {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- skills2 += sc->data[SC_ASSNCROS]->val2;
- }
- }
- return ( flag&1? (skills1 + pots) : skills2 );
-}
-#endif
-
-static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) {
- if (!sc || !sc->count)
- return cap_value(aspd, 0, 2000);
-
- if (!sc->data[SC_QUAGMIRE]) {
- if (sc->data[SC_OVERED_BOOST])
- aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
- }
-
- if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
- || sc->data[SC_WILD_STORM_OPTION]))
- aspd -= 50; // +5 ASPD
- if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
- aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
-
- return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
-}
-
-/// Calculates an object's ASPD modifier (alters the base amotion value).
-/// Note that the scale of aspd_rate is 1000 = 100%.
-static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
-{
- int i;
-
- if(!sc || !sc->count)
- return cap_value(aspd_rate,0,SHRT_MAX);
-
- if( !sc->data[SC_QUAGMIRE] ){
- int max = 0;
- if(sc->data[SC_STAR_COMFORT])
- max = sc->data[SC_STAR_COMFORT]->val2;
-
- if(sc->data[SC_TWOHANDQUICKEN] &&
- max < sc->data[SC_TWOHANDQUICKEN]->val2)
- max = sc->data[SC_TWOHANDQUICKEN]->val2;
-
- if(sc->data[SC_ONEHANDQUICKEN] &&
- max < sc->data[SC_ONEHANDQUICKEN]->val2)
- max = sc->data[SC_ONEHANDQUICKEN]->val2;
-
- if(sc->data[SC_MER_QUICKEN] &&
- max < sc->data[SC_MER_QUICKEN]->val2)
- max = sc->data[SC_MER_QUICKEN]->val2;
-
- if(sc->data[SC_ADRENALINE2] &&
- max < sc->data[SC_ADRENALINE2]->val3)
- max = sc->data[SC_ADRENALINE2]->val3;
-
- if(sc->data[SC_ADRENALINE] &&
- max < sc->data[SC_ADRENALINE]->val3)
- max = sc->data[SC_ADRENALINE]->val3;
-
- if(sc->data[SC_SPEARQUICKEN] &&
- max < sc->data[SC_SPEARQUICKEN]->val2)
- max = sc->data[SC_SPEARQUICKEN]->val2;
-
- if(sc->data[SC_GS_GATLINGFEVER] &&
- max < sc->data[SC_GS_GATLINGFEVER]->val2)
- max = sc->data[SC_GS_GATLINGFEVER]->val2;
-
- if(sc->data[SC_HLIF_FLEET] &&
- max < sc->data[SC_HLIF_FLEET]->val2)
- max = sc->data[SC_HLIF_FLEET]->val2;
-
- if(sc->data[SC_ASSNCROS] &&
- max < sc->data[SC_ASSNCROS]->val2)
- {
- if (bl->type!=BL_PC)
- max = sc->data[SC_ASSNCROS]->val2;
- else
- switch(((TBL_PC*)bl)->status.weapon)
- {
- case W_BOW:
- case W_REVOLVER:
- case W_RIFLE:
- case W_GATLING:
- case W_SHOTGUN:
- case W_GRENADE:
- break;
- default:
- max = sc->data[SC_ASSNCROS]->val2;
- }
- }
- aspd_rate -= max;
-
- if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
- aspd_rate -= 300;
- else if(sc->data[SC_GS_MADNESSCANCEL])
- aspd_rate -= 200;
- }
-
- if( sc->data[i=SC_ATTHASTE_INFINITY] ||
- sc->data[i=SC_ATTHASTE_POTION3] ||
- sc->data[i=SC_ATTHASTE_POTION2] ||
- sc->data[i=SC_ATTHASTE_POTION1] )
- aspd_rate -= sc->data[i]->val2;
-
- if(sc->data[SC_DONTFORGETME])
- aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
- if(sc->data[SC_LONGING])
- aspd_rate += sc->data[SC_LONGING]->val2;
- if(sc->data[SC_STEELBODY])
- aspd_rate += 250;
- if(sc->data[SC_SKA])
- aspd_rate += 250;
- if(sc->data[SC_DEFENDER])
- aspd_rate += sc->data[SC_DEFENDER]->val4;
- if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
- aspd_rate += 250;
- if(sc->data[SC_GRAVITATION])
- aspd_rate += sc->data[SC_GRAVITATION]->val2;
- if(sc->data[SC_JOINTBEAT]) {
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
- aspd_rate += 250;
- if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
- aspd_rate += 100;
- }
- if( sc->data[SC_FROSTMISTY] )
- aspd_rate += 150;
- if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
- aspd_rate += 500;
- if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
- aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
- if( sc->data[SC_PARALYSE] )
- aspd_rate += 100;
- if( sc->data[SC__BODYPAINT] )
- aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
- if( sc->data[SC__INVISIBILITY] )
- aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
- if( sc->data[SC__GROOMY] )
- aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
- if( sc->data[SC_SWING] )
- aspd_rate -= sc->data[SC_SWING]->val2 * 10;
- if( sc->data[SC_DANCE_WITH_WUG] )
- aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10;
- if( sc->data[SC_GLOOMYDAY] )
- aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
- if( sc->data[SC_EARTHDRIVE] )
- aspd_rate += 250;
- if( sc->data[SC_GENTLETOUCH_CHANGE] )
- aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10;
- if( sc->data[SC_MELON_BOMB] )
- aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
- if( sc->data[SC_BOOST500] )
- aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
- if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
- aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
- if( sc->data[SC_INCASPDRATE] )
- aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
- if( sc->data[SC_PAIN_KILLER])
- aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
- if( sc->data[SC_GOLDENE_FERSE])
- aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
-
- return (short)cap_value(aspd_rate,0,SHRT_MAX);
-}
-
-static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
-{
- if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
- return cap_value(dmotion,0,USHRT_MAX);
- /**
- * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
- **/
- if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
- return 0;
- if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
- return 0;
-
- return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
-}
-
-static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
-{
- if(!sc || !sc->count)
- return (unsigned int)cap_value(maxhp,1,UINT_MAX);
-
- if(sc->data[SC_INCMHPRATE])
- maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
- if(sc->data[SC_INCMHP])
- maxhp += (sc->data[SC_INCMHP]->val1);
- if(sc->data[SC_APPLEIDUN])
- maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
- if(sc->data[SC_DELUGE])
- maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
- if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
- maxhp += maxhp * 2;
- if(sc->data[SC_MARIONETTE_MASTER])
- maxhp -= 1000;
- if(sc->data[SC_SOLID_SKIN_OPTION])
- maxhp += 2000;// Fix amount.
- if(sc->data[SC_POWER_OF_GAIA])
- maxhp += 3000;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
- maxhp += 500;
-
- if(sc->data[SC_MER_HP])
- maxhp += maxhp * sc->data[SC_MER_HP]->val2/100;
-
- if(sc->data[SC_EPICLESIS])
- maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
- if(sc->data[SC_VENOMBLEED])
- maxhp -= maxhp * 15 / 100;
- if(sc->data[SC__WEAKNESS])
- maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
- if(sc->data[SC_LERADS_DEW])
- maxhp += maxhp * sc->data[SC_LERADS_DEW]->val3 / 100;
- if(sc->data[SC_FORCEOFVANGUARD])
- maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
- if(sc->data[SC_INSPIRATION]) //Custom value.
- maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
- if(sc->data[SC_RAISINGDRAGON])
- maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
- if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] %
- maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100;
- if(sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] %
- maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100;
- if(sc->data[SC_MUSTLE_M])
- maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
- if(sc->data[SC_MYSTERIOUS_POWDER])
- maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
- if(sc->data[SC_PETROLOGY_OPTION])
- maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
- if (sc->data[SC_ANGRIFFS_MODUS])
- maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
- if (sc->data[SC_GOLDENE_FERSE])
- maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
- if(sc->data[SC_FRIGG_SONG])
- maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100;
-
- return (unsigned int)cap_value(maxhp,1,UINT_MAX);
-}
-
-static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
-{
- if(!sc || !sc->count)
- return cap_value(maxsp,1,UINT_MAX);
-
- if(sc->data[SC_INCMSPRATE])
- maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
- if(sc->data[SC_INCMSP])
- maxsp += (sc->data[SC_INCMSP]->val1);
- if(sc->data[SC_SERVICEFORYOU])
- maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100;
- if(sc->data[SC_MER_SP])
- maxsp += maxsp * sc->data[SC_MER_SP]->val2/100;
- if(sc->data[SC_RAISINGDRAGON])
- maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
- if(sc->data[SC_LIFE_FORCE_F])
- maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
- if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
- maxsp += 50;
-
- return cap_value(maxsp,1,UINT_MAX);
-}
-
-static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
-{
- if(!sc || !sc->count)
- return element;
-
- if(sc->data[SC_FREEZE])
- return ELE_WATER;
- if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- return ELE_EARTH;
- if(sc->data[SC_BENEDICTIO])
- return ELE_HOLY;
- if(sc->data[SC_PROPERTYUNDEAD])
- return ELE_UNDEAD;
- if(sc->data[SC_ARMOR_PROPERTY])
- return sc->data[SC_ARMOR_PROPERTY]->val2;
- if(sc->data[SC_SHAPESHIFT])
- return sc->data[SC_SHAPESHIFT]->val2;
-
- return (unsigned char)cap_value(element,0,UCHAR_MAX);
-}
-
-static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
-{
- if(!sc || !sc->count)
- return lv;
-
- if(sc->data[SC_FREEZE])
- return 1;
- if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- return 1;
- if(sc->data[SC_BENEDICTIO])
- return 1;
- if(sc->data[SC_PROPERTYUNDEAD])
- return 1;
- if(sc->data[SC_ARMOR_PROPERTY])
- return sc->data[SC_ARMOR_PROPERTY]->val1;
- if(sc->data[SC_SHAPESHIFT])
- return 1;
- if(sc->data[SC__INVISIBILITY])
- return 1;
-
- return (unsigned char)cap_value(lv,1,4);
-}
-
-
-unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
-{
- if(!sc || !sc->count)
- return element;
- if(sc->data[SC_ENCHANTARMS])
- return sc->data[SC_ENCHANTARMS]->val2;
- if(sc->data[SC_PROPERTYWATER]
- || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
- return ELE_WATER;
- if(sc->data[SC_PROPERTYGROUND]
- || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
- return ELE_EARTH;
- if(sc->data[SC_PROPERTYFIRE]
- || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
- return ELE_FIRE;
- if(sc->data[SC_PROPERTYWIND]
- || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
- return ELE_WIND;
- if(sc->data[SC_ENCHANTPOISON])
- return ELE_POISON;
- if(sc->data[SC_ASPERSIO])
- return ELE_HOLY;
- if(sc->data[SC_PROPERTYDARK])
- return ELE_DARK;
- if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY])
- return ELE_GHOST;
- if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
- return ELE_WATER;
- if(sc->data[SC_PYROCLASTIC])
- return ELE_FIRE;
- return (unsigned char)cap_value(element,0,UCHAR_MAX);
-}
-
-static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
-{
- if(!sc || !sc->count)
- return mode;
- if(sc->data[SC_MODECHANGE]) {
- if (sc->data[SC_MODECHANGE]->val2)
- mode = sc->data[SC_MODECHANGE]->val2; //Set mode
- if (sc->data[SC_MODECHANGE]->val3)
- mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
- if (sc->data[SC_MODECHANGE]->val4)
- mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
- }
- return cap_value(mode,0,USHRT_MAX);
-}
-
-const char* status_get_name(struct block_list *bl) {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
- case BL_MOB: return ((TBL_MOB*)bl)->name;
- case BL_PET: return ((TBL_PET*)bl)->pet.name;
- case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
- case BL_NPC: return ((TBL_NPC*)bl)->name;
- }
- return "Unknown";
-}
-
-/*==========================================
- * Get the class of the current bl
- * return
- * 0 = fail
- * class_id = success
- *------------------------------------------*/
-int status_get_class(struct block_list *bl) {
- nullpo_ret(bl);
- switch( bl->type ) {
- case BL_PC: return ((TBL_PC*)bl)->status.class_;
- case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
- case BL_PET: return ((TBL_PET*)bl)->pet.class_;
- case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
- case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
- case BL_NPC: return ((TBL_NPC*)bl)->class_;
- case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
- }
- return 0;
-}
-/*==========================================
- * Get the base level of the current bl
- * return
- * 1 = fail
- * level = success
- *------------------------------------------*/
-int status_get_lv(struct block_list *bl) {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC: return ((TBL_PC*)bl)->status.base_level;
- case BL_MOB: return ((TBL_MOB*)bl)->level;
- case BL_PET: return ((TBL_PET*)bl)->pet.level;
- case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
- case BL_MER: return ((TBL_MER*)bl)->db->lv;
- case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
- case BL_NPC: return ((TBL_NPC*)bl)->level;
- }
- return 1;
-}
-
-struct regen_data *status_get_regen_data(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->regen;
- case BL_HOM: return &((TBL_HOM*)bl)->regen;
- case BL_MER: return &((TBL_MER*)bl)->regen;
- case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
- default:
- return NULL;
- }
-}
-
-struct status_data *status_get_status_data(struct block_list *bl)
-{
- nullpo_retr(&dummy_status, bl);
-
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->battle_status;
- case BL_MOB: return &((TBL_MOB*)bl)->status;
- case BL_PET: return &((TBL_PET*)bl)->status;
- case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
- case BL_MER: return &((TBL_MER*)bl)->battle_status;
- case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
- case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
- default:
- return &dummy_status;
- }
-}
-
-struct status_data *status_get_base_status(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->base_status;
- case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
- case BL_PET: return &((TBL_PET*)bl)->db->status;
- case BL_HOM: return &((TBL_HOM*)bl)->base_status;
- case BL_MER: return &((TBL_MER*)bl)->base_status;
- case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
- case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
- default:
- return NULL;
- }
-}
-defType status_get_def(struct block_list *bl) {
- struct unit_data *ud;
- struct status_data *status = status_get_status_data(bl);
- int def = status?status->def:0;
- ud = unit_bl2ud(bl);
- if (ud && ud->skilltimer != INVALID_TIMER)
- def -= def * skill->get_castdef(ud->skill_id)/100;
-
- return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
-}
-
-unsigned short status_get_speed(struct block_list *bl)
-{
- if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
- return ((struct npc_data *)bl)->speed;
- return status_get_status_data(bl)->speed;
-}
-
-int status_get_party_id(struct block_list *bl) {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->status.party_id;
- case BL_PET:
- if (((TBL_PET*)bl)->msd)
- return ((TBL_PET*)bl)->msd->status.party_id;
- break;
- case BL_MOB: {
- struct mob_data *md=(TBL_MOB*)bl;
- if( md->master_id > 0 ) {
- struct map_session_data *msd;
- if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
- return msd->status.party_id;
- return -md->master_id;
- }
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->status.party_id;
- break;
- case BL_MER:
- if (((TBL_MER*)bl)->master)
- return ((TBL_MER*)bl)->master->status.party_id;
- break;
- case BL_SKILL:
- return ((TBL_SKILL*)bl)->group->party_id;
- case BL_ELEM:
- if (((TBL_ELEM*)bl)->master)
- return ((TBL_ELEM*)bl)->master->status.party_id;
- break;
- }
- return 0;
-}
-
-int status_get_guild_id(struct block_list *bl) {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->status.guild_id;
- case BL_PET:
- if (((TBL_PET*)bl)->msd)
- return ((TBL_PET*)bl)->msd->status.guild_id;
- break;
- case BL_MOB: {
- struct map_session_data *msd;
- struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) //Guardian's guild [Skotlex]
- return md->guardian_data->guild_id;
- if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
- return msd->status.guild_id; //Alchemist's mobs [Skotlex]
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->status.guild_id;
- break;
- case BL_MER:
- if (((TBL_MER*)bl)->master)
- return ((TBL_MER*)bl)->master->status.guild_id;
- break;
- case BL_NPC:
- if (((TBL_NPC*)bl)->subtype == SCRIPT)
- return ((TBL_NPC*)bl)->u.scr.guild_id;
- break;
- case BL_SKILL:
- return ((TBL_SKILL*)bl)->group->guild_id;
- case BL_ELEM:
- if (((TBL_ELEM*)bl)->master)
- return ((TBL_ELEM*)bl)->master->status.guild_id;
- break;
- }
- return 0;
-}
-
-int status_get_emblem_id(struct block_list *bl) {
- nullpo_ret(bl);
- switch (bl->type) {
- case BL_PC:
- return ((TBL_PC*)bl)->guild_emblem_id;
- case BL_PET:
- if (((TBL_PET*)bl)->msd)
- return ((TBL_PET*)bl)->msd->guild_emblem_id;
- break;
- case BL_MOB: {
- struct map_session_data *msd;
- struct mob_data *md = (struct mob_data *)bl;
- if (md->guardian_data) //Guardian's guild [Skotlex]
- return md->guardian_data->emblem_id;
- if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
- return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
- }
- break;
- case BL_HOM:
- if (((TBL_HOM*)bl)->master)
- return ((TBL_HOM*)bl)->master->guild_emblem_id;
- break;
- case BL_MER:
- if (((TBL_MER*)bl)->master)
- return ((TBL_MER*)bl)->master->guild_emblem_id;
- break;
- case BL_NPC:
- if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
- struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id);
- if (g)
- return g->emblem_id;
- }
- break;
- case BL_ELEM:
- if (((TBL_ELEM*)bl)->master)
- return ((TBL_ELEM*)bl)->master->guild_emblem_id;
- break;
- }
- return 0;
-}
-
-int status_get_mexp(struct block_list *bl)
-{
- nullpo_ret(bl);
- if(bl->type==BL_MOB)
- return ((struct mob_data *)bl)->db->mexp;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->mexp;
- return 0;
-}
-int status_get_race2(struct block_list *bl)
-{
- nullpo_ret(bl);
- if(bl->type == BL_MOB)
- return ((struct mob_data *)bl)->db->race2;
- if(bl->type==BL_PET)
- return ((struct pet_data *)bl)->db->race2;
- return 0;
-}
-
-int status_isdead(struct block_list *bl)
-{
- nullpo_ret(bl);
- return status_get_status_data(bl)->hp == 0;
-}
-
-int status_isimmune(struct block_list *bl)
-{
- struct status_change *sc =status_get_sc(bl);
- if (sc && sc->data[SC_HERMODE])
- return 100;
-
- if (bl->type == BL_PC &&
- ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
- return ((TBL_PC*)bl)->special_state.no_magic_damage;
- return 0;
-}
-
-struct view_data* status_get_viewdata(struct block_list *bl)
-{
- nullpo_retr(NULL, bl);
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->vd;
- case BL_MOB: return ((TBL_MOB*)bl)->vd;
- case BL_PET: return &((TBL_PET*)bl)->vd;
- case BL_NPC: return ((TBL_NPC*)bl)->vd;
- case BL_HOM: return ((TBL_HOM*)bl)->vd;
- case BL_MER: return ((TBL_MER*)bl)->vd;
- case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
- }
- return NULL;
-}
-
-void status_set_viewdata(struct block_list *bl, int class_)
-{
- struct view_data* vd;
- nullpo_retv(bl);
- if (mobdb_checkid(class_) || mob_is_clone(class_))
- vd = mob_get_viewdata(class_);
- else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
- vd = npc_get_viewdata(class_);
- else if (homdb_checkid(class_))
- vd = homun->get_viewdata(class_);
- else if (merc_class(class_))
- vd = merc_get_viewdata(class_);
- else if (elemental_class(class_))
- vd = elemental_get_viewdata(class_);
- else
- vd = NULL;
-
- switch (bl->type) {
- case BL_PC:
- {
- TBL_PC* sd = (TBL_PC*)bl;
- if (pcdb_checkid(class_)) {
- if (sd->sc.option&OPTION_RIDING) {
- switch (class_) { //Adapt class to a Mounted one.
- case JOB_KNIGHT:
- class_ = JOB_KNIGHT2;
- break;
- case JOB_CRUSADER:
- class_ = JOB_CRUSADER2;
- break;
- case JOB_LORD_KNIGHT:
- class_ = JOB_LORD_KNIGHT2;
- break;
- case JOB_PALADIN:
- class_ = JOB_PALADIN2;
- break;
- case JOB_BABY_KNIGHT:
- class_ = JOB_BABY_KNIGHT2;
- break;
- case JOB_BABY_CRUSADER:
- class_ = JOB_BABY_CRUSADER2;
- break;
- }
- }
- sd->vd.class_ = class_;
- clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
- sd->vd.head_top = sd->status.head_top;
- sd->vd.head_mid = sd->status.head_mid;
- sd->vd.head_bottom = sd->status.head_bottom;
- sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
- sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
- sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
- sd->vd.robe = sd->status.robe;
- sd->vd.sex = sd->status.sex;
-
- if ( sd->vd.cloth_color ) {
- if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette )
- sd->vd.cloth_color = 0;
- if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette )
- sd->vd.cloth_color = 0;
- if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette )
- sd->vd.cloth_color = 0;
- if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette )
- sd->vd.cloth_color = 0;
- }
- } else if (vd)
- memcpy(&sd->vd, vd, sizeof(struct view_data));
- else
- ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
- }
- break;
- case BL_MOB:
- {
- TBL_MOB* md = (TBL_MOB*)bl;
- if (vd)
- md->vd = vd;
- else
- ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
- }
- break;
- case BL_PET:
- {
- TBL_PET* pd = (TBL_PET*)bl;
- if (vd) {
- memcpy(&pd->vd, vd, sizeof(struct view_data));
- if (!pcdb_checkid(vd->class_)) {
- pd->vd.hair_style = battle_config.pet_hair_style;
- if(pd->pet.equip) {
- pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
- if (!pd->vd.head_bottom)
- pd->vd.head_bottom = pd->pet.equip;
- }
- }
- } else
- ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
- }
- break;
- case BL_NPC:
- {
- TBL_NPC* nd = (TBL_NPC*)bl;
- if (vd)
- nd->vd = vd;
- else
- ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
- }
- break;
- case BL_HOM: //[blackhole89]
- {
- struct homun_data *hd = (struct homun_data*)bl;
- if (vd)
- hd->vd = vd;
- else
- ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
- }
- break;
- case BL_MER:
- {
- struct mercenary_data *md = (struct mercenary_data*)bl;
- if (vd)
- md->vd = vd;
- else
- ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
- }
- break;
- case BL_ELEM:
- {
- struct elemental_data *ed = (struct elemental_data*)bl;
- if (vd)
- ed->vd = vd;
- else
- ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
- }
- break;
- }
-}
-
-/// Returns the status_change data of bl or NULL if it doesn't exist.
-struct status_change *status_get_sc(struct block_list *bl) {
- if( bl ) {
- switch (bl->type) {
- case BL_PC: return &((TBL_PC*)bl)->sc;
- case BL_MOB: return &((TBL_MOB*)bl)->sc;
- case BL_NPC: return NULL;
- case BL_HOM: return &((TBL_HOM*)bl)->sc;
- case BL_MER: return &((TBL_MER*)bl)->sc;
- case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
- }
- }
- return NULL;
-}
-
-void status_change_init(struct block_list *bl)
-{
- struct status_change *sc = status_get_sc(bl);
- nullpo_retv(sc);
- memset(sc, 0, sizeof (struct status_change));
-}
-
-//Applies SC defense to a given status change.
-//Returns the adjusted duration based on flag values.
-//the flag values are the same as in status_change_start.
-int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
-{
- //Percentual resistance: 10000 = 100% Resist
- //Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
- int sc_def = 0, tick_def = -1; //-1 = use sc_def
- //Linear resistance substracted from rate and tick after percentual resistance was applied
- //Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
- int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2
- struct status_data* status;
- struct status_change* sc;
- struct map_session_data *sd;
-
- nullpo_ret(bl);
-
- //Status that are blocked by Golden Thief Bug card or Wand of Hermod
- if (status_isimmune(bl))
- switch (type) {
- case SC_DEC_AGI:
- case SC_SILENCE:
- case SC_COMA:
- case SC_INC_AGI:
- case SC_BLESSING:
- case SC_SLOWPOISON:
- case SC_IMPOSITIO:
- case SC_LEXAETERNA:
- case SC_SUFFRAGIUM:
- case SC_BENEDICTIO:
- case SC_PROVIDENCE:
- case SC_KYRIE:
- case SC_ASSUMPTIO:
- case SC_ANGELUS:
- case SC_MAGNIFICAT:
- case SC_GLORIA:
- case SC_WINDWALK:
- case SC_MAGICROD:
- case SC_ILLUSION:
- case SC_STONE:
- case SC_QUAGMIRE:
- case SC_NJ_SUITON:
- case SC_SWING:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__IGNORANCE:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- case SC__BLOODYLUST:
- return 0;
- }
-
- sd = BL_CAST(BL_PC,bl);
- status = status_get_status_data(bl);
- sc = status_get_sc(bl);
- if( sc && !sc->count )
- sc = NULL;
- switch (type) {
- case SC_STUN:
- case SC_POISON:
- if( sc && sc->data[SC__UNLUCKY] )
- return tick;
- case SC_DPOISON:
- case SC_SILENCE:
- case SC_BLOODING:
- sc_def = status->vit*100;
- sc_def2 = status->luk*10;
- break;
- case SC_SLEEP:
- sc_def = status->int_*100;
- sc_def2 = status->luk*10;
- break;
- case SC_DEEP_SLEEP:
- sc_def = status->int_*50;
- tick_def = status->int_*10 + status_get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int.
- break;
- case SC_DEC_AGI:
- case SC_ADORAMUS: //Arch Bishop
- if (sd) tick>>=1; //Half duration for players.
- case SC_STONE:
- //Impossible to reduce duration with stats
- tick_def = 0;
- tick_def2 = 0;
- case SC_FREEZE:
- sc_def = status->mdef*100;
- sc_def2 = status->luk*10;
- break;
- case SC_CURSE:
- //Special property: inmunity when luk is greater than level or zero
- if (status->luk > status_get_lv(bl) || status->luk == 0)
- return 0;
- sc_def = status->luk*100;
- sc_def2 = status->luk*10;
- tick_def = status->vit*100;
- break;
- case SC_BLIND:
- if( sc && sc->data[SC__UNLUCKY] )
- return tick;
- sc_def = (status->vit + status->int_)*50;
- sc_def2 = status->luk*10;
- break;
- case SC_CONFUSION:
- sc_def = (status->str + status->int_)*50;
- sc_def2 = status->luk*10;
- break;
- case SC_ANKLESNARE:
- if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
- tick /= 5;
- sc_def = status->agi*50;
- break;
- case SC_MAGICMIRROR:
- case SC_STONESKIN:
- if (sd) //Duration greatly reduced for players.
- tick /= 15;
- sc_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
- tick_def2 = 0; //No duration reduction
- break;
- case SC_MARSHOFABYSS:
- //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
- tick_def2 = (status->int_ + status->luk)*50;
- break;
- case SC_STASIS:
- //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
- tick_def2 = (status->vit + status->dex)*50;
- break;
- if( bl->type == BL_PC )
- tick -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100;
- else
- tick -= (status->vit + status->luk) / 20 * 1000;
- break;
- case SC_BURNING:
- tick -= 75 * status->luk + 125 * status->agi;
- tick = max(tick,5000); // Minimum Duration 5s.
- break;
- case SC_FROSTMISTY:
- tick -= 1000 * ((status->vit + status->dex) / 20);
- tick = max(tick,6000); // Minimum Duration 6s.
- break;
- case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
- sc_def = 100 - ( 100 - status->int_* 8 / 10 );
- sc_def = max(sc_def, 5); // minimum of 5%
- break;
- case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)}
- rate -= status->agi*100/4;
- rate = max(rate,5000); // minimum of 50%
- break;
- case SC_ELECTRICSHOCKER:
- if( bl->type == BL_MOB )
- tick -= 1000 * (status->agi/10);
- break;
- case SC_COLD:
- tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
- break;
- case SC_SIREN:
- tick -= 1000 * ((status_get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5));
- tick = max(tick,10000);
- break;
- case SC_MANDRAGORA:
- sc_def = (status->vit+status->luk)/5;
- break;
- case SC_KYOUGAKU:
- tick -= 1000 * status_get_int(bl) / 20;
- break;
- case SC_NEEDLE_OF_PARALYZE:
- tick -= 50 * (status->vit + status->luk); //(1000/20);
- break;
- default:
- //Effect that cannot be reduced? Likely a buff.
- if (!(rnd()%10000 < rate))
- return 0;
- return tick?tick:1;
- }
-
- if (sd) {
-
- if (battle_config.pc_sc_def_rate != 100) {
- sc_def = sc_def*battle_config.pc_sc_def_rate/100;
- sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
- }
-
- sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
- sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
-
- if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
- tick_def = tick_def*battle_config.pc_sc_def_rate/100;
- tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
- }
- } else {
-
- if (battle_config.mob_sc_def_rate != 100) {
- sc_def = sc_def*battle_config.mob_sc_def_rate/100;
- sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
- }
-
- sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
- sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
-
- if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
- tick_def = tick_def*battle_config.mob_sc_def_rate/100;
- tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
- }
- }
-
- if (sc) {
- if (sc->data[SC_SCRESIST])
- sc_def += sc->data[SC_SCRESIST]->val1*100; //Status resist
- else if (sc->data[SC_SIEGFRIED])
- sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance.
- }
-
- //When no tick def, reduction is the same for both.
- if(tick_def < 0)
- tick_def = sc_def;
- if(tick_def2 < 0)
- tick_def2 = sc_def2;
-
- //Natural resistance
- if (!(flag&8)) {
- rate -= rate*sc_def/10000;
- rate -= sc_def2;
-
- //Minimum chances
- switch (type) {
- case SC_WUGBITE:
- rate = max(rate, 5000); //Minimum of 50%
- break;
- }
-
- //Item resistance (only applies to rate%)
- if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
- {
- if( sd->reseff[type-SC_COMMON_MIN] > 0 )
- rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
- if( sd->sc.data[SC_TARGET_BLOOD] )
- rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100;
- }
- }
-
- if (!(rnd()%10000 < rate))
- return 0;
-
- //Even if a status change doesn't have a duration, it should still trigger
- if (tick < 1) return 1;
-
- //Rate reduction
- if (flag&2)
- return tick;
-
- tick -= tick*tick_def/10000;
- tick -= tick_def2;
-
- //Minimum durations
- switch (type) {
- case SC_ANKLESNARE:
- case SC_MARSHOFABYSS:
- case SC_STASIS:
- tick = max(tick, 5000); //Minimum duration 5s
- break;
- case SC_BURNING:
- case SC_FROSTMISTY:
- tick = max(tick, 10000); //Minimum duration 10s
- break;
- default:
- //Skills need to trigger even if the duration is reduced below 1ms
- tick = max(tick, 1);
- break;
- }
-
- return tick;
-}
-/* [Ind/Hercules] fast-checkin sc-display array */
-void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
- struct sc_display_entry *entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
-
- entry->type = type;
- entry->val1 = dval1;
- entry->val2 = dval2;
- entry->val3 = dval3;
-
- RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
- sd->sc_display[ sd->sc_display_count - 1 ] = entry;
-}
-void status_display_remove(struct map_session_data *sd, enum sc_type type) {
- int i;
-
- for( i = 0; i < sd->sc_display_count; i++ ) {
- if( sd->sc_display[i]->type == type )
- break;
- }
-
- if( i != sd->sc_display_count ) {
- int cursor;
-
- ers_free(pc_sc_display_ers, sd->sc_display[i]);
- sd->sc_display[i] = NULL;
-
- /* the all-mighty compact-o-matic */
- for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
- if( sd->sc_display[i] == NULL )
- continue;
-
- if( i != cursor ) {
- sd->sc_display[cursor] = sd->sc_display[i];
- }
-
- cursor++;
- }
-
- if( !(sd->sc_display_count = cursor) ) {
- aFree(sd->sc_display);
- sd->sc_display = NULL;
- }
- }
-}
-/*==========================================
- * Starts a status change.
- * 'type' = type, 'val1~4' depend on the type.
- * 'rate' = base success rate. 10000 = 100%
- * 'tick' is base duration
- * 'flag':
- * &1: Cannot be avoided (it has to start)
- * &2: Tick should not be reduced (by vit, luk, lv, etc)
- * &4: sc_data loaded, no value has to be altered.
- * &8: rate should not be reduced
- *------------------------------------------*/
-int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) {
- struct map_session_data *sd = NULL;
- struct status_change* sc;
- struct status_change_entry* sce;
- struct status_data *status;
- struct view_data *vd;
- int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
-
- nullpo_ret(bl);
- sc = status_get_sc(bl);
- status = status_get_status_data(bl);
-
- if( type <= SC_NONE || type >= SC_MAX )
- {
- ShowError("status_change_start: invalid status change (%d)!\n", type);
- return 0;
- }
-
- if( !sc )
- return 0; //Unable to receive status changes
-
- if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
- return 0;
-
- if( bl->type == BL_MOB)
- {
- struct mob_data *md = BL_CAST(BL_MOB,bl);
- if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
- return 0; //Emperium/BG Monsters can't be afflicted by status changes
- // if(md && mob_is_gvg(md) && status_sc2scb_flag(type)&SCB_MAXHP)
- // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
- }
-
- if( sc->data[SC_REFRESH] ) {
- if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
- return 0; // Immune to status ailements
- switch( type ) {
- case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
- case SC_DEC_AGI:
- case SC_BURNING:
- case SC_FROSTMISTY:
- //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
- case SC_MARSHOFABYSS:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC_COLD: ////08/31/2011 - Class Balance Changes
- case SC_DEEP_SLEEP:
- case SC_MANDRAGORA:
- return 0;
- }
- } else if( sc->data[SC_INSPIRATION] ) {
- if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
- return 0; // Immune to status ailements
- switch( type ) {
- case SC_DEEP_SLEEP:
- case SC_SATURDAY_NIGHT_FEVER:
- case SC_PYREXIA:
- case SC_DEATHHURT:
- case SC_MAGICMUSHROOM:
- case SC_VENOMBLEED:
- case SC_TOXIN:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- case SC__BODYPAINT:
- case SC__IGNORANCE:
- return 0;
- }
- }
-
- sd = BL_CAST(BL_PC, bl);
-
- //Adjust tick according to status resistances
- if( !(flag&(1|4)) )
- {
- tick = status_get_sc_def(bl, type, rate, tick, flag);
- if( !tick ) return 0;
- }
-
- undead_flag = battle->check_undead(status->race,status->def_ele);
- //Check for inmunities / sc fails
- switch (type) {
- case SC_DRUMBATTLE:
- case SC_NIBELUNGEN:
- case SC_INTOABYSS:
- case SC_SIEGFRIED:
- if( bl->type == BL_PC) {
- struct map_session_data *sd = BL_CAST(BL_PC,bl);
- if (!sd->status.party_id) return 0;
- }
- break;
- case SC_ANGRIFFS_MODUS:
- case SC_GOLDENE_FERSE:
- if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
- || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
- )
- return 0;
- case SC_STONE:
- if(sc->data[SC_POWER_OF_GAIA])
- return 0;
- case SC_FREEZE:
- //Undead are immune to Freeze/Stone
- if (undead_flag && !(flag&1))
- return 0;
- case SC_DEEP_SLEEP:
- case SC_SLEEP:
- case SC_STUN:
- case SC_FROSTMISTY:
- case SC_COLD:
- if (sc->opt1)
- return 0; //Cannot override other opt1 status changes. [Skotlex]
- if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
- return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
- break;
-
- //There all like berserk, do not everlap each other
- case SC__BLOODYLUST:
- if(!sd) return 0; //should only affect player
- case SC_BERSERK:
- if (((type == SC_BERSERK) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC__BLOODYLUST]))
- || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC_BERSERK]))
- )
- return 0;
- break;
-
- case SC_BURNING:
- if(sc->opt1 || sc->data[SC_FROSTMISTY])
- return 0;
- break;
-
- case SC_CRUCIS:
- //Only affects demons and undead element (but not players)
- if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
- return 0;
- break;
- case SC_LEXAETERNA:
- if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
- return 0;
- break;
- case SC_KYRIE:
- if (bl->type == BL_MOB)
- return 0;
- break;
- case SC_OVERTHRUST:
- if (sc->data[SC_OVERTHRUSTMAX])
- return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
- case SC_OVERTHRUSTMAX:
- if( sc->option&OPTION_MADOGEAR )
- return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
- break;
- case SC_ADRENALINE:
- if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
- return 0;
- if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DEC_AGI] ||
- sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
- )
- return 0;
- break;
- case SC_ADRENALINE2:
- if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
- return 0;
- if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DEC_AGI]
- )
- return 0;
- break;
- case SC_MAGNIFICAT:
- if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
- return 0;
- break;
- case SC_ONEHANDQUICKEN:
- case SC_MER_QUICKEN:
- case SC_TWOHANDQUICKEN:
- if(sc->data[SC_DEC_AGI])
- return 0;
-
- case SC_INC_AGI:
- if(sd && pc_issit(sd)){
- pc->setstand(sd);
- clif->standing(&sd->bl);
- }
-
- case SC_CONCENTRATION:
- case SC_SPEARQUICKEN:
- case SC_TRUESIGHT:
- case SC_WINDWALK:
- case SC_CARTBOOST:
- case SC_ASSNCROS:
- if (sc->data[SC_QUAGMIRE])
- return 0;
- if(sc->option&OPTION_MADOGEAR)
- return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
- break;
- case SC_CLOAKING:
- //Avoid cloaking with no wall and low skill level. [Skotlex]
- //Due to the cloaking card, we have to check the wall versus to known
- //skill level rather than the used one. [Skotlex]
- //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
- if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) )
- return 0;
- break;
- case SC_MODECHANGE:
- {
- int mode;
- struct status_data *bstatus = status_get_base_status(bl);
- if (!bstatus) return 0;
- if (sc->data[type])
- { //Pile up with previous values.
- if(!val2) val2 = sc->data[type]->val2;
- val3 |= sc->data[type]->val3;
- val4 |= sc->data[type]->val4;
- }
- mode = val2?val2:bstatus->mode; //Base mode
- if (val4) mode&=~val4; //Del mode
- if (val3) mode|= val3; //Add mode
- if (mode == bstatus->mode) { //No change.
- if (sc->data[type]) //Abort previous status
- return status_change_end(bl, type, INVALID_TIMER);
- return 0;
- }
- }
- break;
- //Strip skills, need to divest something or it fails.
- case SC_NOEQUIPWEAPON:
- if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
- int i;
- opt_flag = 0; //Reuse to check success condition.
- if(sd->bonus.unstripable_equip&EQP_WEAPON)
- return 0;
-
- i = sd->equip_index[EQI_HAND_R];
- if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
- opt_flag|=2;
- pc->unequipitem(sd,i,3);
- }
- if (!opt_flag) return 0;
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_NOEQUIPSHIELD:
- if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
- else
- if (sd && !(flag&4)) {
- int i;
- if(sd->bonus.unstripable_equip&EQP_SHIELD)
- return 0;
- i = sd->equip_index[EQI_HAND_L];
- if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
- return 0;
- pc->unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_NOEQUIPARMOR:
- if (sd && !(flag&4)) {
- int i;
- if(sd->bonus.unstripable_equip&EQP_ARMOR)
- return 0;
- i = sd->equip_index[EQI_ARMOR];
- if ( i < 0 || !sd->inventory_data[i] )
- return 0;
- pc->unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_NOEQUIPHELM:
- if (sd && !(flag&4)) {
- int i;
- if(sd->bonus.unstripable_equip&EQP_HELM)
- return 0;
- i = sd->equip_index[EQI_HEAD_TOP];
- if ( i < 0 || !sd->inventory_data[i] )
- return 0;
- pc->unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_MER_FLEE:
- case SC_MER_ATK:
- case SC_MER_HP:
- case SC_MER_SP:
- case SC_MER_HIT:
- if( bl->type != BL_MER )
- return 0; // Stats only for Mercenaries
- break;
- case SC_FOOD_STR:
- if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_AGI:
- if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_VIT:
- if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_INT:
- if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_DEX:
- if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_LUK:
- if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_STR_CASH:
- if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_AGI_CASH:
- if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_VIT_CASH:
- if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_INT_CASH:
- if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_DEX_CASH:
- if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_LUK_CASH:
- if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1)
- return 0;
- break;
- case SC_CAMOUFLAGE:
- if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
- return 0;
- break;
- case SC__STRIPACCESSARY:
- if( sd ) {
- int i = -1;
- if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
- i = sd->equip_index[EQI_ACC_L];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc->unequipitem(sd,i,3); //L-Accessory
- } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) {
- i = sd->equip_index[EQI_ACC_R];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc->unequipitem(sd,i,3); //R-Accessory
- }
- if( i < 0 )
- return 0;
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- { // it doesn't stack or even renewed
- int i = SC_TOXIN;
- for(; i<= SC_LEECHESEND; i++)
- if(sc->data[i]) return 0;
- }
- break;
- case SC_SATURDAY_NIGHT_FEVER:
- if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST])
- return 0;
- break;
- case SC_OFFERTORIUM:
- if (sc->data[SC_MAGNIFICAT])
- return 0;
- break;
- }
-
- //Check for BOSS resistances
- if(status->mode&MD_BOSS && !(flag&1)) {
- if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
- return 0;
- switch (type) {
- case SC_BLESSING:
- case SC_DEC_AGI:
- case SC_PROVOKE:
- case SC_COMA:
- case SC_GRAVITATION:
- case SC_NJ_SUITON:
- case SC_RICHMANKIM:
- case SC_ROKISWEIL:
- case SC_FOGWALL:
- case SC_FROSTMISTY:
- case SC_BURNING:
- case SC_MARSHOFABYSS:
- case SC_ADORAMUS:
- case SC_NEEDLE_OF_PARALYZE:
- case SC_DEEP_SLEEP:
- case SC_COLD:
-
- // Exploit prevention - kRO Fix
- case SC_PYREXIA:
- case SC_DEATHHURT:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
-
- // Ranger Effects
- case SC_WUGBITE:
- case SC_ELECTRICSHOCKER:
- case SC_MAGNETICFIELD:
-
- return 0;
- }
- }
-
- //Before overlapping fail, one must check for status cured.
- switch (type) {
- case SC_BLESSING:
- //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
- //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
- if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
- status_change_end(bl, SC_CURSE, INVALID_TIMER);
- if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- }
- break;
- case SC_INC_AGI:
- status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
- break;
- case SC_QUAGMIRE:
- status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
- status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
- status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
- //Also blocks the ones below...
- case SC_DEC_AGI:
- status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
- //Also blocks the ones below...
- case SC_DONTFORGETME:
- status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
- status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
- break;
- case SC_ONEHANDQUICKEN:
- //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
- status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
- break;
- case SC_OVERTHRUSTMAX:
- //Cancels Normal Overthrust. [Skotlex]
- status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
- break;
- case SC_KYRIE:
- //Cancels Assumptio
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- break;
- case SC_DELUGE:
- if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC_SILENCE:
- if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
- status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
- break;
- case SC_HIDING:
- status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
- status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
- break;
- case SC__BLOODYLUST:
- case SC_BERSERK:
- if(battle_config.berserk_cancels_buffs) {
- status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
- status_change_end(bl, SC_PARRYING, INVALID_TIMER);
- status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
- status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
- }
- #ifdef RENEWAL
- else {
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- }
- #endif
- break;
- case SC_ASSUMPTIO:
- status_change_end(bl, SC_KYRIE, INVALID_TIMER);
- status_change_end(bl, SC_KAITE, INVALID_TIMER);
- break;
- case SC_KAITE:
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- break;
- case SC_CARTBOOST:
- if(sc->data[SC_DEC_AGI])
- { //Cancel Decrease Agi, but take no further effect [Skotlex]
- status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
- return 0;
- }
- break;
- case SC_FUSION:
- status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
- break;
- case SC_GS_ADJUSTMENT:
- status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
- break;
- case SC_GS_MADNESSCANCEL:
- status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
- break;
- //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
- case SC_PROPERTYUNDEAD:
- status_change_end(bl, SC_BLESSING, INVALID_TIMER);
- status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
- break;
- case SC_FOOD_STR:
- status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_AGI:
- status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_VIT:
- status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_INT:
- status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_DEX:
- status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_LUK:
- status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_STR_CASH:
- status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
- break;
- case SC_FOOD_AGI_CASH:
- status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
- break;
- case SC_FOOD_VIT_CASH:
- status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
- break;
- case SC_FOOD_INT_CASH:
- status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
- break;
- case SC_FOOD_DEX_CASH:
- status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
- break;
- case SC_FOOD_LUK_CASH:
- status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
- break;
- case SC_ENDURE:
- if( val4 )
- status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
- break;
- case SC_FIGHTINGSPIRIT:
- status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
- break;
- case SC_MARSHOFABYSS:
- status_change_end(bl, SC_INCAGI, INVALID_TIMER);
- status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
- break;
- case SC_SWING:
- case SC_SYMPHONY_LOVE:
- case SC_MOONLIT_SERENADE:
- case SC_RUSH_WINDMILL:
- case SC_ECHOSONG:
- case SC_HARMONIZE: //group A doesn't overlap
- if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER);
- if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
- if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
- if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
- if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
- if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- break;
- case SC_SIREN:
- case SC_DEEP_SLEEP:
- case SC_GLOOMYDAY:
- case SC_SONG_OF_MANA:
- case SC_DANCE_WITH_WUG:
- case SC_SATURDAY_NIGHT_FEVER:
- case SC_LERADS_DEW:
- case SC_MELODYOFSINK:
- case SC_BEYOND_OF_WARCRY:
- case SC_UNLIMITED_HUMMING_VOICE: //group B
- if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER);
- if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
- if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
- if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
- if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
- if (type != SC_GLOOMYDAY) {
- status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
- status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
- }
- if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
- if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
- if (type != SC_SATURDAY_NIGHT_FEVER) {
- if (sc->data[SC_SATURDAY_NIGHT_FEVER]) {
- sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp
- status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
- }
- }
- break;
- case SC_REFLECTSHIELD:
- status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
- break;
- case SC_LG_REFLECTDAMAGE:
- status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
- break;
- case SC_SHIELDSPELL_DEF:
- case SC_SHIELDSPELL_MDEF:
- case SC_SHIELDSPELL_REF:
- status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_DEF )
- status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_MDEF )
- status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_REF )
- status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
- break;
- case SC_GENTLETOUCH_ENERGYGAIN:
- case SC_GENTLETOUCH_CHANGE:
- case SC_GENTLETOUCH_REVITALIZE:
- if( type != SC_GENTLETOUCH_REVITALIZE )
- status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
- if( type != SC_GENTLETOUCH_ENERGYGAIN )
- status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
- if( type != SC_GENTLETOUCH_CHANGE )
- status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
- break;
- case SC_INVINCIBLE:
- status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
- break;
- case SC_INVINCIBLEOFF:
- status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
- break;
- case SC_MAGICPOWER:
- status_change_end(bl, type, INVALID_TIMER);
- break;
- }
-
- //Check for overlapping fails
- if( (sce = sc->data[type]) ) {
- switch( type ) {
- case SC_MER_FLEE:
- case SC_MER_ATK:
- case SC_MER_HP:
- case SC_MER_SP:
- case SC_MER_HIT:
- if( sce->val1 > val1 )
- val1 = sce->val1;
- break;
- case SC_ADRENALINE:
- case SC_ADRENALINE2:
- case SC_WEAPONPERFECT:
- case SC_OVERTHRUST:
- if (sce->val2 > val2)
- return 0;
- break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- case SC_CASH_BOSS_ALARM:
- case SC_STUN:
- case SC_SLEEP:
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_CONFUSION:
- case SC_BLIND:
- case SC_BLOODING:
- case SC_DPOISON:
- case SC_RG_CCONFINE_S: //Can't be re-closed in.
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE:
- case SC_NOCHAT:
- case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
- case SC__INVISIBILITY:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__IGNORANCE:
- case SC__LAZINESS:
- case SC__WEAKNESS:
- case SC__UNLUCKY:
- return 0;
- case SC_COMBOATTACK:
- case SC_DANCING:
- case SC_DEVOTION:
- case SC_ATTHASTE_POTION1:
- case SC_ATTHASTE_POTION2:
- case SC_ATTHASTE_POTION3:
- case SC_ATTHASTE_INFINITY:
- case SC_PLUSATTACKPOWER:
- case SC_PLUSMAGICPOWER:
- case SC_ENCHANTARMS:
- case SC_ARMORPROPERTY:
- case SC_ARMOR_RESIST:
- break;
- case SC_GOSPEL:
- //Must not override a casting gospel char.
- if(sce->val4 == BCT_SELF)
- return 0;
- if(sce->val1 > val1)
- return 1;
- break;
- case SC_ENDURE:
- if(sce->val4 && !val4)
- return 1; //Don't let you override infinite endure.
- if(sce->val1 > val1)
- return 1;
- break;
- case SC_KAAHI:
- //Kaahi overwrites previous level regardless of existing level.
- //Delete timer if it exists.
- if (sce->val4 != INVALID_TIMER) {
- iTimer->delete_timer(sce->val4,kaahi_heal_timer);
- sce->val4 = INVALID_TIMER;
- }
- break;
- case SC_JAILED:
- //When a player is already jailed, do not edit the jail data.
- val2 = sce->val2;
- val3 = sce->val3;
- val4 = sce->val4;
- break;
- case SC_LERADS_DEW:
- if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
- return 0;
- case SC_SHAPESHIFT:
- case SC_PROPERTYWALK:
- break;
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- if( sce->val4 && !val4 )//you cannot override master guild aura
- return 0;
- break;
- case SC_JOINTBEAT:
- val2 |= sce->val2; // stackable ailments
- default:
- if(sce->val1 > val1)
- return 1; //Return true to not mess up skill animations. [Skotlex]
- }
- }
-
- vd = status_get_viewdata(bl);
- calc_flag = StatusChangeFlagTable[type];
- if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
- switch(type) {
- case SC_DEC_AGI:
- case SC_INC_AGI:
- val2 = 2 + val1; //Agi change
- break;
- case SC_ENDURE:
- val2 = 7; // Hit-count [Celest]
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
- {
- struct map_session_data *tsd;
- if( sd )
- {
- int i;
- for( i = 0; i < 5; i++ )
- {
- if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
- }
- //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
- if( val4 )
- tick = -1;
- break;
- case SC_AUTOBERSERK:
- if (status->hp < status->max_hp>>2 &&
- (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
- sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
- tick = -1;
- break;
- case SC_CRUCIS:
- val2 = 10 + 4*val1; //Def reduction
- tick = -1;
- clif->emotion(bl,E_SWT);
- break;
- case SC_MAXIMIZEPOWER:
- tick_time = val2 = tick>0?tick:60000;
- tick = -1; // duration sent to the client should be infinite
- break;
- case SC_EDP: // [Celest]
- val2 = val1 + 2; //Chance to Poison enemies.
- #ifdef RENEWAL_EDP
- val3 = 50*(val1+3);
- val4 = 100 * ((val1 + 1)/2 + 2);
- #else
- val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
- #endif
- if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
- tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
- break;
- case SC_POISONREACT:
- val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
- val3=50; // + 5*val1; //Chance to counter. [Skotlex]
- break;
- case SC_MAGICROD:
- val2 = val1*20; //SP gained
- break;
- case SC_KYRIE:
- val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
- val3 = (val1 / 2 + 5); //Hits
- break;
- case SC_MAGICPOWER:
- //val1: Skill lv
- val2 = 1; //Lasts 1 invocation
- val3 = 5*val1; //Matk% increase
- val4 = 0; // 0 = ready to be used, 1 = activated and running
- break;
- case SC_SACRIFICE:
- val2 = 5; //Lasts 5 hits
- tick = -1;
- break;
- case SC_ENCHANTPOISON:
- val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
- case SC_ASPERSIO:
- case SC_PROPERTYFIRE:
- case SC_PROPERTYWATER:
- case SC_PROPERTYWIND:
- case SC_PROPERTYGROUND:
- case SC_PROPERTYDARK:
- case SC_PROPERTYTELEKINESIS:
- skill->enchant_elemental_end(bl,type);
- break;
- case SC_ARMOR_PROPERTY:
- // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
- // val2 : Element (When no element, random one is picked)
- // val3 : 0 = called by skill 1 = called by script (fixed level)
- if( !val2 ) val2 = rnd()%ELE_MAX;
-
- if( val1 == 1 && val3 == 0 )
- val1 = 1 + rnd()%4;
- else if( val1 > 4 )
- val1 = 4; // Max Level
- val3 = 0; // Not need to keep this info.
- break;
- case SC_PROVIDENCE:
- val2=val1*5; //Race/Ele resist
- break;
- case SC_REFLECTSHIELD:
- val2=10+val1*3; // %Dmg reflected
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
- {
- struct map_session_data *tsd;
- if( sd )
- {
- int i;
- for( i = 0; i < 5; i++ )
- {
- if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
- }
- break;
- case SC_NOEQUIPWEAPON:
- if (!sd) //Watk reduction
- val2 = 25;
- break;
- case SC_NOEQUIPSHIELD:
- if (!sd) //Def reduction
- val2 = 15;
- break;
- case SC_NOEQUIPARMOR:
- if (!sd) //Vit reduction
- val2 = 40;
- break;
- case SC_NOEQUIPHELM:
- if (!sd) //Int reduction
- val2 = 40;
- break;
- case SC_AUTOSPELL:
- //Val1 Skill LV of Autospell
- //Val2 Skill ID to cast
- //Val3 Max Lv to cast
- val4 = 5 + val1*2; //Chance of casting
- break;
- case SC_VOLCANO:
- val2 = val1*10; //Watk increase
- #ifndef RENEWAL
- if (status->def_ele != ELE_FIRE)
- val2 = 0;
- #endif
- break;
- case SC_VIOLENTGALE:
- val2 = val1*3; //Flee increase
- #ifndef RENEWAL
- if (status->def_ele != ELE_WIND)
- val2 = 0;
- #endif
- break;
- case SC_DELUGE:
- val2 = deluge_eff[val1-1]; //HP increase
- #ifndef RENEWAL
- if(status->def_ele != ELE_WATER)
- val2 = 0;
- #endif
- break;
- case SC_NJ_SUITON:
- if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
- //No penalties.
- val2 = 0; //Agi penalty
- val3 = 0; //Walk speed penalty
- break;
- }
- val3 = 50;
- val2 = 3*((val1+1)/3);
- if (val1 > 4) val2--;
- break;
- case SC_ONEHANDQUICKEN:
- case SC_TWOHANDQUICKEN:
- val2 = 300;
- if (val1 > 10) //For boss casted skills [Skotlex]
- val2 += 20*(val1-10);
- break;
- case SC_MER_QUICKEN:
- val2 = 300;
- break;
- #ifndef RENEWAL_ASPD
- case SC_SPEARQUICKEN:
- val2 = 200+10*val1;
- break;
- #endif
- case SC_DANCING:
- //val1 : Skill ID + LV
- //val2 : Skill Group of the Dance.
- //val3 : Brings the skill_lv (merged into val1 here)
- //val4 : Partner
- if (val1 == CG_MOONLIT)
- clif->status_change(bl,SI_MOON,1,tick,0, 0, 0);
- val1|= (val3<<16);
- val3 = tick/1000; //Tick duration
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_LONGING:
- #ifdef RENEWAL
- val2 = 50 + 10 * val1;
- #else
- val2 = 500-100*val1; //Aspd penalty.
- #endif
- break;
- case SC_EXPLOSIONSPIRITS:
- val2 = 75 + 25*val1; //Cri bonus
- break;
-
- case SC_ATTHASTE_POTION1:
- case SC_ATTHASTE_POTION2:
- case SC_ATTHASTE_POTION3:
- case SC_ATTHASTE_INFINITY:
- val2 = 50*(2+type-SC_ATTHASTE_POTION1);
- break;
-
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- if (!vd) return 0;
- //Store previous values as they could be removed.
- unit_stop_attack(bl);
- break;
- case SC_NOCHAT:
- // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
- tick = 60000;
- val1 = battle_config.manner_system; //Mute filters.
- if (sd)
- {
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
- }
- break;
-
- case SC_STONE:
- val3 = tick/1000; //Petrified HP-damage iterations.
- if(val3 < 1) val3 = 1;
- tick = val4; //Petrifying time.
- if(val4 > 500) // not with WL_SIENNAEXECRATE
- tick = max(tick, 1000); //Min time
- calc_flag = 0; //Actual status changes take effect on petrified state.
- break;
-
- case SC_DPOISON:
- //Lose 10/15% of your life as long as it doesn't brings life below 25%
- if (status->hp > status->max_hp>>2) {
- int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
- if (status->hp - diff < status->max_hp>>2)
- diff = status->hp - (status->max_hp>>2);
- if( val2 && bl->type == BL_MOB ) {
- struct block_list* src = iMap->id2bl(val2);
- if( src )
- mob_log_damage((TBL_MOB*)bl,src,diff);
- }
- status_zap(bl, diff, 0);
- }
- // fall through
- case SC_POISON:
- val3 = tick/1000; //Damage iterations
- if(val3 < 1) val3 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- //val4: HP damage
- if (bl->type == BL_PC)
- val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
- else
- val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
-
- break;
- case SC_CONFUSION:
- clif->emotion(bl,E_WHAT);
- break;
- case SC_BLOODING:
- val4 = tick/10000;
- if (!val4) val4 = 1;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( val1 == 0 ) return 0;
- // val1 = heal percent/amout
- // val2 = seconds between heals
- // val4 = total of heals
- if( val2 < 1 ) val2 = 1;
- if( (val4 = tick/(val2 * 1000)) < 1 )
- val4 = 1;
- tick_time = val2 * 1000; // [GodLesZ] tick time
- break;
- case SC_CASH_BOSS_ALARM:
- if( sd != NULL )
- {
- struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map
- if( boss_md == NULL || boss_md->bl.prev == NULL )
- { // No MVP on this map - MVP is dead
- clif->bossmapinfo(sd->fd, boss_md, 1);
- return 0; // No need to start SC
- }
- val1 = boss_md->bl.id;
- if( (val4 = tick/1000) < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC_HIDING:
- val2 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- val3 = 0; // unused, previously speed adjustment
- val4 = val1+3; //Seconds before SP substraction happen.
- break;
- case SC_CHASEWALK:
- val2 = tick>0?tick:10000; //Interval at which SP is drained.
- val3 = 35 - 5 * val1; //Speed adjustment.
- if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
- val3 -= 40;
- val4 = 10+val1*2; //SP cost.
- if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
- break;
- case SC_CLOAKING:
- if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
- val1 = 10;
- tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
- tick = -1; // duration sent to the client should be infinite
- val3 = 0; // unused, previously walk speed adjustment
- //val4&1 signals the presence of a wall.
- //val4&2 makes cloak not end on normal attacks [Skotlex]
- //val4&4 makes cloak not end on using skills
- if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- break;
- case SC_SIGHT: /* splash status */
- case SC_RUWACH:
- case SC_WZ_SIGHTBLASTER:
- val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
- val2 = tick/250;
- tick_time = 10; // [GodLesZ] tick time
- break;
-
- //Permanent effects.
- case SC_LEXAETERNA:
- case SC_MODECHANGE:
- case SC_WEIGHTOVER50:
- case SC_WEIGHTOVER90:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_STORMKICK_READY:
- case SC_DOWNKICK_READY:
- case SC_COUNTERKICK_READY:
- case SC_TURNKICK_READY:
- case SC_DODGE_READY:
- case SC_PUSH_CART:
- case SC_ALL_RIDING:
- tick = -1;
- break;
-
- case SC_AUTOGUARD:
- if( !(flag&1) )
- {
- struct map_session_data *tsd;
- int i,t;
- for( i = val2 = 0; i < val1; i++)
- {
- t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
- }
-
- if( bl->type&(BL_PC|BL_MER) )
- {
- if( sd )
- {
- for( i = 0; i < 5; i++ )
- {
- if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
- }
- }
- break;
-
- case SC_DEFENDER:
- if (!(flag&1))
- {
- val2 = 5 + 15*val1; //Damage reduction
- val3 = 0; // unused, previously speed adjustment
- val4 = 250 - 50*val1; //Aspd adjustment
-
- if (sd)
- {
- struct map_session_data *tsd;
- int i;
- for (i = 0; i < 5; i++)
- { //See if there are devoted characters, and pass the status to them. [Skotlex]
- if (sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])))
- status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
- }
- }
- }
- break;
-
- case SC_TENSIONRELAX:
- if (sd) {
- pc_setsit(sd);
- clif->sitting(&sd->bl);
- }
- val2 = 12; //SP cost
- val4 = 10000; //Decrease at 10secs intervals.
- val3 = tick/val4;
- tick = -1; // duration sent to the client should be infinite
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_PARRYING:
- val2 = 20 + val1*3; //Block Chance
- break;
-
- case SC_WINDWALK:
- val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
- break;
-
- case SC_JOINTBEAT:
- if( val2&BREAK_NECK )
- sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status_sc2skill(type),val1));
- break;
-
- case SC_BERSERK:
- if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
- sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
- case SC__BLOODYLUST:
- //HP healing is performing after the calc_status call.
- //Val2 holds HP penalty
- if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1);
- if (!val4) val4 = 10000; //Val4 holds damage interval
- val3 = tick/val4; //val3 holds skill duration
- tick_time = val4; // [GodLesZ] tick time
- break;
-
- case SC_GOSPEL:
- if(val4 == BCT_SELF) { // self effect
- val2 = tick/10000;
- tick_time = 10000; // [GodLesZ] tick time
- status_change_clear_buffs(bl,3); //Remove buffs/debuffs
- }
- break;
-
- case SC_MARIONETTE_MASTER:
- {
- int stat;
-
- val3 = 0;
- val4 = 0;
- stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
- stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
- break;
- }
- case SC_MARIONETTE:
- {
- int stat,max_stat;
- // fetch caster information
- struct block_list *pbl = iMap->id2bl(val1);
- struct status_change *psc = pbl?status_get_sc(pbl):NULL;
- struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL;
- // fetch target's stats
- struct status_data* status = status_get_status_data(bl); // battle status
-
- if (!psce)
- return 0;
-
- val3 = 0;
- val4 = 0;
- max_stat = battle_config.max_parameter; //Cap to 99 (default)
- stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
- stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
- break;
- }
- case SC_SWORDREJECT:
- val2 = 15*val1; //Reflect chance
- val3 = 3; //Reflections
- tick = -1;
- break;
-
- case SC_MEMORIZE:
- val2 = 5; //Memorized casts.
- tick = -1;
- break;
-
- case SC_GRAVITATION:
- val2 = 50*val1; //aspd reduction
- break;
-
- case SC_GDSKILL_REGENERATION:
- if (val1 == 1)
- val2 = 2;
- else
- val2 = val1; //HP Regerenation rate: 200% 200% 300%
- val3 = val1; //SP Regeneration Rate: 100% 200% 300%
- //if val4 comes set, this blocks regen rather than increase it.
- break;
-
- case SC_DEVOTION:
- {
- struct block_list *d_bl;
- struct status_change *d_sc;
-
- if( (d_bl = iMap->id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
- { // Inherits Status From Source
- const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
- enum sc_type type2;
- int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
- while( i >= 0 )
- {
- type2 = types[i];
- if( d_sc->data[type2] )
- sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
- i--;
- }
- }
- break;
- }
-
- case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
- if( val3 && bl->type == BL_MOB ) {
- struct block_list* src = iMap->id2bl(val3);
- if( src )
- mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
- }
- status_zap(bl, status->hp-1, val2?0:status->sp);
- return 1;
- break;
- case SC_RG_CCONFINE_S:
- {
- struct block_list *src = val2?iMap->id2bl(val2):NULL;
- struct status_change *sc2 = src?status_get_sc(src):NULL;
- struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL;
- if (src && sc2) {
- if (!sce2) //Start lock on caster.
- sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
- else { //Increase count of locked enemies and refresh time.
- (sce2->val2)++;
- iTimer->delete_timer(sce2->timer, status_change_timer);
- sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, status_change_timer, src->id, SC_RG_CCONFINE_M);
- }
- } else //Status failed.
- return 0;
- }
- break;
- case SC_KAITE:
- val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
- break;
- case SC_KAUPE:
- switch (val1) {
- case 3: //33*3 + 1 -> 100%
- val2++;
- case 1:
- case 2: //33, 66%
- val2 += 33*val1;
- val3 = 1; //Dodge 1 attack total.
- break;
- default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
- val2 = 100;
- val3 = val1-2;
- break;
- }
- break;
-
- case SC_COMBOATTACK: {
- //val1: Skill ID
- //val2: When given, target (for autotargetting skills)
- //val3: When set, this combo time should NOT delay attack/movement
- //val3: TK: Last used kick
- //val4: TK: Combo time
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud && !val3) {
- tick += 300 * battle_config.combo_delay_rate/100;
- ud->attackabletime = iTimer->gettick()+tick;
- unit_set_walkdelay(bl, iTimer->gettick(), tick, 1);
- }
- val3 = 0;
- val4 = tick;
- }
- break;
- case SC_EARTHSCROLL:
- val2 = 11-val1; //Chance to consume: 11-skill_lv%
- break;
- case SC_RUN:
- val4 = iTimer->gettick(); //Store time at which you started running.
- tick = -1;
- break;
- case SC_KAAHI:
- val2 = 200*val1; //HP heal
- val3 = 5*val1; //SP cost
- val4 = INVALID_TIMER; //Kaahi Timer.
- break;
- case SC_BLESSING:
- if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
- val2 = val1;
- else
- val2 = 0; //0 -> Half stat.
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 1;
- tick = -1;
- break;
- case SC_CONCENTRATION:
- val2 = 2 + val1;
- if (sd) { //Store the card-bonus data that should not count in the %
- val3 = sd->param_bonus[1]; //Agi
- val4 = sd->param_bonus[4]; //Dex
- } else {
- val3 = val4 = 0;
- }
- break;
- case SC_OVERTHRUSTMAX:
- val2 = 20*val1; //Power increase
- break;
- case SC_OVERTHRUST:
- //val2 holds if it was casted on self, or is bonus received from others
- val3 = 5*val1; //Power increase
- if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_ADRENALINE2:
- case SC_ADRENALINE:
- val3 = (val2) ? 300 : 200; // aspd increase
- case SC_WEAPONPERFECT:
- if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_LKCONCENTRATION:
- val2 = 5*val1; //Batk/Watk Increase
- val3 = 10*val1; //Hit Increase
- val4 = 5*val1; //Def reduction
- sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect
- break;
- case SC_ANGELUS:
- val2 = 5*val1; //def increase
- break;
- case SC_IMPOSITIO:
- val2 = 5*val1; //watk increase
- break;
- case SC_MELTDOWN:
- val2 = 100*val1; //Chance to break weapon
- val3 = 70*val1; //Change to break armor
- break;
- case SC_TRUESIGHT:
- val2 = 10*val1; //Critical increase
- val3 = 3*val1; //Hit increase
- break;
- case SC_SUN_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
- break;
- case SC_MOON_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
- break;
- case SC_STAR_COMFORT:
- val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
- break;
- case SC_QUAGMIRE:
- val2 = (sd?5:10)*val1; //Agi/Dex decrease.
- break;
-
- // gs_something1 [Vicious]
- case SC_GS_GATLINGFEVER:
- val2 = 20*val1; //Aspd increase
- val4 = 5*val1; //Flee decrease
-#ifndef RENEWAL
- val3 = 20+10*val1; //Batk increase
-#endif
- break;
-
- case SC_FLING:
- if (bl->type == BL_PC)
- val2 = 0; //No armor reduction to players.
- else
- val2 = 5*val1; //Def reduction
- val3 = 5*val1; //Def2 reduction
- break;
- case SC_PROVOKE:
- //val2 signals autoprovoke.
- val3 = 2+3*val1; //Atk increase
- val4 = 5+5*val1; //Def reduction.
- break;
- case SC_HLIF_AVOID:
- //val2 = 10*val1; //Speed change rate.
- break;
- case SC_HAMI_DEFENCE:
- val2 = 2*val1; //Def bonus
- break;
- case SC_HAMI_BLOODLUST:
- val2 = 20+10*val1; //Atk rate change.
- val3 = 3*val1; //Leech chance
- val4 = 20; //Leech percent
- break;
- case SC_HLIF_FLEET:
- val2 = 30*val1; //Aspd change
- val3 = 5+5*val1; //bAtk/wAtk rate change
- break;
- case SC_MINDBREAKER:
- val2 = 20*val1; //matk increase.
- val3 = 12*val1; //mdef2 reduction.
- break;
- case SC_SKA:
- val2 = tick/1000;
- val3 = rnd()%100; //Def changes randomly every second...
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_JAILED:
- //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
- tick = val1>0?1000:250;
- if (sd)
- {
- if (sd->mapindex != val2)
- {
- int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
- map = sd->mapindex; //Current Map
- //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
- pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
- //2. Set restore point (val3 -> return map, val4 return coords
- val3 = map;
- val4 = pos;
- } else if (!val3 || val3 == sd->mapindex) { //Use save point.
- val3 = sd->status.save_point.map;
- val4 = (sd->status.save_point.x&0xFFFF)
- |(sd->status.save_point.y<<16);
- }
- }
- break;
- case SC_NJ_UTSUSEMI:
- val2=(val1+1)/2; // number of hits blocked
- val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
- break;
- case SC_NJ_BUNSINJYUTSU:
- val2=(val1+1)/2; // number of hits blocked
- break;
- case SC_HLIF_CHANGE:
- val2= 30*val1; //Vit increase
- val3= 20*val1; //Int increase
- break;
- case SC_SWOO:
- if(status->mode&MD_BOSS)
- tick /= 5; //TODO: Reduce skill's duration. But for how long?
- break;
- case SC_SPIDERWEB:
- if( bl->type == BL_PC )
- tick /= 2;
- break;
- case SC_ARMOR:
- //NPC_DEFENDER:
- val2 = 80; //Damage reduction
- //Attack requirements to be blocked:
- val3 = BF_LONG; //Range
- val4 = BF_WEAPON|BF_MISC; //Type
- break;
- case SC_ENCHANTARMS:
- //end previous enchants
- skill->enchant_elemental_end(bl,type);
- //Make sure the received element is valid.
- if (val2 >= ELE_MAX)
- val2 = val2%ELE_MAX;
- else if (val2 < 0)
- val2 = rnd()%ELE_MAX;
- break;
- case SC_CRITICALWOUND:
- val2 = 20*val1; //Heal effectiveness decrease
- break;
- case SC_MAGICMIRROR:
- case SC_SLOWCAST:
- val2 = 20*val1; //Magic reflection/cast rate
- break;
-
- case SC_STONESKIN:
- if (val2 == NPC_ANTIMAGIC)
- { //Boost mdef
- val2 =-20;
- val3 = 20;
- } else { //Boost def
- val2 = 20;
- val3 =-20;
- }
- val2*=val1; //20% per level
- val3*=val1;
- break;
- case SC_CASH_PLUSEXP:
- case SC_CASH_PLUSONLYJOBEXP:
- if (val1 < 0)
- val1 = 0;
- break;
- case SC_PLUSAVOIDVALUE:
- case SC_CRITICALPERCENT:
- val2 = val1*10; //Actual boost (since 100% = 1000)
- break;
- case SC_SUFFRAGIUM:
- val2 = 15 * val1; //Speed cast decrease
- break;
- case SC_HEALPLUS:
- if (val1 < 1)
- val1 = 1;
- break;
- case SC_ILLUSION:
- val2 = 5+val1; //Factor by which displayed damage is increased by
- break;
- case SC_DOUBLECASTING:
- val2 = 30+10*val1; //Trigger rate
- break;
- case SC_KAIZEL:
- val2 = 10*val1; //% of life to be revived with
- break;
- // case SC_ARMORPROPERTY:
- // case SC_ARMOR_RESIST:
- // Mod your resistance against elements:
- // val1 = water | val2 = earth | val3 = fire | val4 = wind
- // break;
- //case ????:
- //Place here SCs that have no SCB_* data, no skill associated, no ICON
- //associated, and yet are not wrong/unknown. [Skotlex]
- //break;
-
- case SC_MER_FLEE:
- case SC_MER_ATK:
- case SC_MER_HIT:
- val2 = 15 * val1;
- break;
- case SC_MER_HP:
- case SC_MER_SP:
- val2 = 5 * val1;
- break;
- case SC_REBIRTH:
- val2 = 20*val1; //% of life to be revived with
- break;
-
- case SC_MANU_DEF:
- case SC_MANU_ATK:
- case SC_MANU_MATK:
- val2 = 1; // Manuk group
- break;
- case SC_SPL_DEF:
- case SC_SPL_ATK:
- case SC_SPL_MATK:
- val2 = 2; // Splendide group
- break;
- /**
- * General
- **/
- case SC_FEAR:
- val2 = 2;
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_BURNING:
- val4 = tick / 3000; // Total Ticks to Burn!!
- tick_time = 3000; // [GodLesZ] tick time
- break;
- /**
- * Rune Knight
- **/
- case SC_DEATHBOUND:
- val2 = 500 + 100 * val1;
- break;
- case SC_STONEHARDSKIN:
- if( sd )
- val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
- break;
- case SC_FIGHTINGSPIRIT:
- val_flag |= 1|2;
- break;
- case SC_ABUNDANCE:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_GIANTGROWTH:
- val2 = 10; // Triple damage success rate.
- break;
- /**
- * Arch Bishop
- **/
- case SC_RENOVATIO:
- val4 = tick / 5000;
- tick_time = 5000;
- break;
- case SC_SECRAMENT:
- val2 = 10 * val1;
- break;
- case SC_VENOMIMPRESS:
- val2 = 10 * val1;
- val_flag |= 1|2;
- break;
- case SC_POISONINGWEAPON:
- val_flag |= 1|2|4;
- break;
- case SC_WEAPONBLOCKING:
- val2 = 10 + 2 * val1; // Chance
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- val_flag |= 1|2;
- break;
- case SC_TOXIN:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_MAGICMUSHROOM:
- val4 = tick / 4000;
- tick_time = 4000; // [GodLesZ] tick time
- break;
- case SC_PYREXIA:
- status_change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_LEECHESEND:
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_OBLIVIONCURSE:
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_ROLLINGCUTTER:
- val_flag |= 1;
- break;
- case SC_CLOAKINGEXCEED:
- val2 = ( val1 + 1 ) / 2; // Hits
- val3 = 90 + val1 * 10; // Walk speed
- val_flag |= 1|2|4;
- if (bl->type == BL_PC)
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_HALLUCINATIONWALK:
- val2 = 50 * val1; // Evasion rate of physical attacks. Flee
- val3 = 10 * val1; // Evasion rate of magical attacks.
- val_flag |= 1|2|4;
- break;
- case SC_WHITEIMPRISON:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- break;
- case SC_MARSHOFABYSS:
- val2 = 6 * val1;
- if( sd ) // half on players
- val2 >>= 1;
- break;
- case SC_FROSTMISTY:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- break;
- case SC_READING_SB:
- // val2 = sp reduction per second
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_SUMMON1:
- case SC_SUMMON2:
- case SC_SUMMON3:
- case SC_SUMMON4:
- case SC_SUMMON5:
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- val_flag |= 1;
- break;
- case SC_SHAPESHIFT:
- switch( val1 )
- {
- case 1: val2 = ELE_FIRE; break;
- case 2: val2 = ELE_EARTH; break;
- case 3: val2 = ELE_WIND; break;
- case 4: val2 = ELE_WATER; break;
- }
- break;
- case SC_ELECTRICSHOCKER:
- case SC_COLD:
- case SC_MEIKYOUSISUI:
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_CAMOUFLAGE:
- val4 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_WUGDASH:
- val4 = iTimer->gettick(); //Store time at which you started running.
- tick = -1;
- break;
- case SC__SHADOWFORM: {
- struct map_session_data * s_sd = iMap->id2sd(val2);
- if( s_sd )
- s_sd->shadowform_id = bl->id;
- val4 = tick / 1000;
- val_flag |= 1|2|4;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC__STRIPACCESSARY:
- if (!sd)
- val2 = 20;
- break;
- case SC__INVISIBILITY:
- val2 = 50 - 10 * val1; // ASPD
- val3 = 20 * val1; // CRITICAL
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- val_flag |= 1|2;
- break;
- case SC__ENERVATION:
- val2 = 20 + 10 * val1; // ATK Reduction
- val_flag |= 1|2;
- if( sd ) pc->delspiritball(sd,sd->spiritball,0);
- break;
- case SC__GROOMY:
- val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
- val3 = 20 * val1; //HIT
- val_flag |= 1|2|4;
- if( sd ) { // Removes Animals
- if( pc_isriding(sd) ) pc->setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
- if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG);
- if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
- if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
- if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
- if( homun_alive(sd->hd) ) homun->vaporize(sd,1);
- if( sd->md ) merc_delete(sd->md,3);
- }
- break;
- case SC__LAZINESS:
- val2 = 10 + 10 * val1; // Cast reduction
- val3 = 10 * val1; // Flee Reduction
- val_flag |= 1|2|4;
- break;
- case SC__UNLUCKY:
- val2 = 10 * val1; // Crit and Flee2 Reduction
- val_flag |= 1|2|4;
- break;
- case SC__WEAKNESS:
- val2 = 10 * val1;
- val_flag |= 1|2;
- // bypasses coating protection and MADO
- sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick);
- sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick);
- break;
- break;
- case SC_GN_CARTBOOST:
- if( val1 < 3 )
- val2 = 50;
- else if( val1 < 5 )
- val2 = 75;
- else
- val2 = 100;
- break;
- case SC_PROPERTYWALK:
- val_flag |= 1|2;
- val3 = 0;
- break;
- case SC_WARMER:
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
- status_change_end(bl, SC_COLD, INVALID_TIMER);
- break;
- case SC_STRIKING:
- val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_BLOOD_SUCKER:
- {
- struct block_list *src = iMap->id2bl(val2);
- val3 = 1;
- if(src)
- val3 = 200 + 100 * val1 + status_get_int(src);
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC_VACUUM_EXTREME:
- tick -= (status->str / 20) * 1000;
- val4 = val3 = tick / 100;
- tick_time = 100; // [GodLesZ] tick time
- break;
- case SC_SWING:
- val2 = 4 * val1; // Walk speed and aspd reduction.
- break;
- case SC_SYMPHONY_LOVE:
- case SC_RUSH_WINDMILL:
- case SC_ECHOSONG:
- val2 = 6 * val1;
- val2 += val3; //Adding 1% * Lesson Bonus
- val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
- break;
- case SC_MOONLIT_SERENADE:
- val2 = 10 * val1;
- break;
- case SC_HARMONIZE:
- val2 = 5 + 5 * val1;
- break;
- case SC_SIREN:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_DEEP_SLEEP:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_SIRCLEOFNATURE:
- val2 = 1 + val1; //SP consume
- val3 = 40 * val1; //HP recovery
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_SONG_OF_MANA:
- val3 = 10 + (2 * val2);
- val4 = tick/3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_SATURDAY_NIGHT_FEVER:
- if (!val4) val4 = skill->get_time2(status_sc2skill(type),val1);
- if (!val4) val4 = 3000;
- val3 = tick/val4;
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_GLOOMYDAY:
- val2 = 20 + 5 * val1; // Flee reduction.
- val3 = 15 + 5 * val1; // ASPD reduction.
- if( sd && rand()%100 < val1 ){ // (Skill Lv) %
- val4 = 1; // reduce walk speed by half.
- if( pc_isriding(sd) ) pc->setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
- }
- break;
- case SC_GLOOMYDAY_SK:
- // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
- val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 );
- break;
- case SC_SITDOWN_FORCE:
- case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
- if( sd && !pc_issit(sd) )
- {
- pc_setsit(sd);
- skill->sit(sd,1);
- clif->sitting(bl);
- }
- break;
- case SC_DANCE_WITH_WUG:
- val3 = (5 * val1) + (1 * val2); //Still need official value.
- break;
- case SC_LERADS_DEW:
- val3 = (5 * val1) + (1 * val2);
- break;
- case SC_MELODYOFSINK:
- val3 = (5 * val1) + (1 * val2);
- break;
- case SC_BEYOND_OF_WARCRY:
- val3 = (5 * val1) + (1 * val2);
- break;
- case SC_UNLIMITED_HUMMING_VOICE:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if( ud == NULL ) return 0;
- ud->state.skillcastcancel = 0;
- val3 = 15 - (2 * val2);
- }
- break;
- case SC_LG_REFLECTDAMAGE:
- val2 = 15 + 5 * val1;
- val3 = (val1==5)?20:(val1+4)*2; // SP consumption
- val4 = tick/10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
- val2 = 20 + 12 * (val1 - 1); // Chance
- val3 = 5 + (2 * val1); // Max rage counters
- tick = -1; //endless duration in the client
- tick_time = 6000; // [GodLesZ] tick time
- val_flag |= 1|2|4;
- break;
- case SC_EXEEDBREAK:
- val1 *= 150; // 150 * skill_lv
- if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
- val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status_get_lv(bl) / 100);
- val1 += 15 * (sd ? sd->status.job_level:50) + 100;
- }
- else // Mobs
- val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
- break;
- case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
- val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
- val1 *= 15; // Defence added
- if( sd )
- val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
- val_flag |= 1|2;
- break;
- case SC_BANDING:
- tick_time = 5000; // [GodLesZ] tick time
- val_flag |= 1;
- break;
- case SC_SHIELDSPELL_DEF:
- case SC_SHIELDSPELL_MDEF:
- case SC_SHIELDSPELL_REF:
- val_flag |= 1|2;
- break;
- case SC_MAGNETICFIELD:
- val3 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_INSPIRATION:
- if( sd )
- {
- val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
- val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
- }
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- status_change_clear_buffs(bl,3); //Remove buffs/debuffs
- break;
- case SC_SPELLFIST:
- case SC_CURSEDCIRCLE_ATKER:
- val_flag |= 1|2|4;
- break;
- case SC_CRESCENTELBOW:
- val2 = 94 + val1;
- val_flag |= 1|2;
- break;
- case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
- val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
- val_flag |= 1;
- break;
- case SC_RAISINGDRAGON:
- val3 = tick / 5000;
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_GENTLETOUCH_CHANGE:
- {// take note there is no def increase as skill desc says. [malufett]
- struct block_list * src;
- val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
- if( (src = iMap->id2bl(val2)) ){
- val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
- val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
- }
- }
- break;
- case SC_GENTLETOUCH_REVITALIZE:
- {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
- struct block_list * src;
- val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
- if( (src = iMap->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
- val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
- }
- break;
- case SC_PYROTECHNIC_OPTION:
- val_flag |= 1|2|4;
- break;
- case SC_HEATER_OPTION:
- val2 = 120; // Watk. TODO: Renewal (Atk2)
- val3 = 33; // % Increase effects.
- val4 = 3; // Change into fire element.
- val_flag |= 1|2|4;
- break;
- case SC_TROPIC_OPTION:
- val2 = 180; // Watk. TODO: Renewal (Atk2)
- val3 = MG_FIREBOLT;
- break;
- case SC_AQUAPLAY_OPTION:
- val2 = 40;
- val_flag |= 1|2|4;
- break;
- case SC_COOLER_OPTION:
- val2 = 80; // % Freezing chance
- val3 = 33; // % increased damage
- val4 = 1; // Change into water elemet
- val_flag |= 1|2|4;
- break;
- case SC_CHILLY_AIR_OPTION:
- val2 = 120; // Matk. TODO: Renewal (Matk1)
- val3 = MG_COLDBOLT;
- val_flag |= 1|2;
- break;
- case SC_GUST_OPTION:
- val_flag |= 1|2;
- break;
- case SC_WIND_STEP_OPTION:
- val2 = 50; // % Increase speed and flee.
- break;
- case SC_BLAST_OPTION:
- val2 = 20;
- val3 = ELE_WIND;
- val_flag |= 1|2|4;
- break;
- case SC_WILD_STORM_OPTION:
- val2 = MG_LIGHTNINGBOLT;
- val_flag |= 1|2;
- break;
- case SC_PETROLOGY_OPTION:
- val2 = 5;
- val3 = 50;
- val_flag |= 1|2|4;
- break;
- case SC_CURSED_SOIL_OPTION:
- val2 = 10;
- val3 = 33;
- val4 = 2;
- val_flag |= 1|2|4;
- break;
- case SC_UPHEAVAL_OPTION:
- val2 = WZ_EARTHSPIKE;
- val_flag |= 1|2;
- break;
- case SC_CIRCLE_OF_FIRE_OPTION:
- val2 = 300;
- val_flag |= 1|2;
- break;
- case SC_FIRE_CLOAK_OPTION:
- case SC_WATER_DROP_OPTION:
- case SC_WIND_CURTAIN_OPTION:
- case SC_STONE_SHIELD_OPTION:
- val2 = 20; // Elemental modifier. Not confirmed.
- break;
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- val2 = 10;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_WATER_BARRIER:
- val2 = 40; // Increasement. Mdef1 ???
- val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
- val_flag |= 1|2|4;
- break;
- case SC_ZEPHYR:
- val2 = 22; // Flee.
- break;
- case SC_TIDAL_WEAPON:
- val2 = 20; // Increase Elemental's attack.
- break;
- case SC_ROCK_CRUSHER:
- case SC_ROCK_CRUSHER_ATK:
- case SC_POWER_OF_GAIA:
- val2 = 33;
- break;
- case SC_MELON_BOMB:
- case SC_BANANA_BOMB:
- val1 = 15;
- break;
- case SC_STOMACHACHE:
- val2 = 8; // SP consume.
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_KYOUGAKU:
- val2 = 2*val1 + rand()%(3 * val1);
- clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
- break;
- case SC_KAGEMUSYA:
- val3 = val1 * 2;
- case SC_IZAYOI:
- val2 = tick/1000;
- tick_time = 1000;
- break;
- case SC_ZANGETSU:
- val2 = status_get_lv(bl) / 3 + 20 * val1;
- val3 = status_get_lv(bl) / 2 + 30 * val1;
- val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
- val3 = (!(status_get_sp(bl)%2) ? val2 : -val3);
- break;
- case SC_GENSOU:
- {
- int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
- #define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;}
-
- if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
- return 0;
-
- PER( 100 / (status_get_max_hp(bl) / hp) );
- status_heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);
-
- PER( 100 / (status_get_max_sp(bl) / sp) );
- status_heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
- }
- break;
- case SC_ANGRIFFS_MODUS:
- val2 = 50 + 20 * val1; //atk bonus
- val3 = 40 + 20 * val1; // Flee reduction.
- val4 = tick/1000; // hp/sp reduction timer
- tick_time = 1000;
- break;
- case SC_NEUTRALBARRIER:
- tick_time = tick;
- tick = -1;
- break;
- case SC_GOLDENE_FERSE:
- val2 = 10 + 10*val1; //max hp bonus
- val3 = 6 + 4 * val1; // Aspd Bonus
- val4 = 2 + 2 * val1; // Chance of holy attack
- break;
- case SC_OVERED_BOOST:
- val2 = 300 + 40*val1; //flee bonus
- val3 = 179 + 2*val1; //aspd bonus
- break;
- case SC_GRANITIC_ARMOR:
- val2 = 2*val1; //dmg reduction
- val3 = 6*val1; //dmg on status end
- break;
- case SC_MAGMA_FLOW:
- val2 = 3*val1; //activation chance
- break;
- case SC_PYROCLASTIC:
- val2 += 10*val1; //atk bonus
- break;
- case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info
- val2 = 2*val1; //def reduction
- val3 = 500*val1; //varcast augmentation
- break;
- case SC_PAIN_KILLER: //[Lighta] need real info
- val2 = 2*val1; //aspd reduction %
- val3 = 2*val1; //dmg reduction %
- if(sc->data[SC_NEEDLE_OF_PARALYZE])
- sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
- break;
- case SC_STYLE_CHANGE: //[Lighta] need real info
- tick = -1;
- if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
- else val2 = MH_MD_FIGHTING;
- break;
- case SC_FULL_THROTTLE:
- status_percent_heal(bl,100,0);
- val2 = 7 - val1;
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_KINGS_GRACE:
- val2 = 3 + val1;
- tick_time = 1000;
- val4 = tick / tick_time;
- break;
- case SC_TELEKINESIS_INTENSE:
- val2 = 10 * val1;
- val3 = 40 * val1;
- break;
- case SC_OFFERTORIUM:
- val2 = 30 * val1;
- break;
- case SC_FRIGG_SONG:
- val2 = 5 * val1;
- val3 = 1000 + 100 * val1;
- tick_time = 10000;
- val4 = tick / tick_time;
- break;
- case SC_MONSTER_TRANSFORM:
- if( !mobdb_checkid(val1) )
- val1 = 1002; // default poring
- val_flag |= 1;
- break;
- default:
- if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
- { //Status change with no calc, no icon, and no skill associated...?
- ShowError("UnknownStatusChange [%d]\n", type);
- return 0;
- }
- }
- } else { //Special considerations when loading SC data.
- switch( type ) {
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- if( !vd ) break;
- clif->changelook(bl,LOOK_BASE,vd->class_);
- clif->changelook(bl,LOOK_WEAPON,0);
- clif->changelook(bl,LOOK_SHIELD,0);
- clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- break;
- case SC_KAAHI:
- val4 = INVALID_TIMER;
- break;
- case SC_SUMMON1:
- case SC_SUMMON2:
- case SC_SUMMON3:
- case SC_SUMMON4:
- case SC_SUMMON5:
- case SC_MONSTER_TRANSFORM:
- val_flag |= 1;
- break;
- case SC_KYOUGAKU:
- clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
- break;
- }
- }
-
- /* [Ind/Hercules] */
- if( sd && StatusDisplayType[type] ) {
- int dval1 = 0, dval2 = 0, dval3 = 0;
- switch( type ) {
- case SC_ALL_RIDING:
- dval1 = 1;
- break;
- default: /* all others: just copy val1 */
- dval1 = val1;
- break;
- }
- status_display_add(sd,type,dval1,dval2,dval3);
- }
-
- //Those that make you stop attacking/walking....
- switch (type) {
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_STONE:
- case SC_DEEP_SLEEP:
- if (sd && pc_issit(sd)) //Avoid sprite sync problems.
- pc->setstand(sd);
- case SC_TRICKDEAD:
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- // Cancel cast when get status [LuzZza]
- if (battle_config.sc_castcancel&bl->type)
- unit_skillcastcancel(bl, 0);
- case SC_WHITEIMPRISON:
- unit_stop_attack(bl);
- case SC_STOP:
- case SC_CONFUSION:
- case SC_RG_CCONFINE_M:
- case SC_RG_CCONFINE_S:
- case SC_SPIDERWEB:
- case SC_ELECTRICSHOCKER:
- case SC_WUGBITE:
- case SC_THORNS_TRAP:
- case SC__MANHOLE:
- case SC_COLD:
- case SC_CURSEDCIRCLE_ATKER:
- case SC_CURSEDCIRCLE_TARGET:
- case SC_FEAR:
- case SC_NETHERWORLD:
- case SC_MEIKYOUSISUI:
- case SC_KYOUGAKU:
- case SC_NEEDLE_OF_PARALYZE:
- case SC_DEATHBOUND:
- unit_stop_walking(bl,1);
- break;
- case SC_ANKLESNARE:
- if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
- unit_stop_walking(bl,1);
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC_CHASEWALK:
- case SC_WEIGHTOVER90:
- case SC_CAMOUFLAGE:
- case SC_SIREN:
- unit_stop_attack(bl);
- break;
- case SC_SILENCE:
- if (battle_config.sc_castcancel&bl->type)
- unit_skillcastcancel(bl, 0);
- break;
- /* */
- case SC_ITEMSCRIPT:
- if( sd ) {
- switch( val1 ) {
- //case 4121://Phree
- //case 4047://Ghostring
- case 4302://Gunka
- clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0);
- break;
- case 4132://Mistress
- clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0);
- break;
- case 4143://Orc Hero
- clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0);
- break;
- case 4135://Orc Lord
- clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0);
- break;
- }
- }
- break;
- }
-
- // Set option as needed.
- opt_flag = 1;
- switch(type) {
- //OPT1
- case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
- case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
- case SC_STUN: sc->opt1 = OPT1_STUN; break;
- case SC_DEEP_SLEEP: opt_flag = 0;
- case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
- case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
- case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
- case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
- //OPT2
- case SC_POISON: sc->opt2 |= OPT2_POISON; break;
- case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
- case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
-
- case SC_CRUCIS:
- sc->opt2 |= OPT2_SIGNUMCRUCIS;
- break;
-
- case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
- case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
- case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break;
- case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
- //OPT3
- case SC_TWOHANDQUICKEN:
- case SC_ONEHANDQUICKEN:
- case SC_SPEARQUICKEN:
- case SC_LKCONCENTRATION:
- case SC_MER_QUICKEN:
- sc->opt3 |= OPT3_QUICKEN;
- opt_flag = 0;
- break;
- case SC_OVERTHRUSTMAX:
- case SC_OVERTHRUST:
- case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
- sc->opt3 |= OPT3_OVERTHRUST;
- opt_flag = 0;
- break;
- case SC_ENERGYCOAT:
- case SC_SKE:
- sc->opt3 |= OPT3_ENERGYCOAT;
- opt_flag = 0;
- break;
- case SC_INCATKRATE:
- //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
- if (bl->type != BL_MOB) {
- opt_flag = 0;
- break;
- }
- case SC_EXPLOSIONSPIRITS:
- sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
- opt_flag = 0;
- break;
- case SC_STEELBODY:
- case SC_SKA:
- sc->opt3 |= OPT3_STEELBODY;
- opt_flag = 0;
- break;
- case SC_BLADESTOP:
- sc->opt3 |= OPT3_BLADESTOP;
- opt_flag = 0;
- break;
- case SC_AURABLADE:
- sc->opt3 |= OPT3_AURABLADE;
- opt_flag = 0;
- break;
- case SC_BERSERK:
- opt_flag = 0;
-// case SC__BLOODYLUST:
- sc->opt3 |= OPT3_BERSERK;
- break;
-// case ???: // doesn't seem to do anything
-// sc->opt3 |= OPT3_LIGHTBLADE;
-// opt_flag = 0;
-// break;
- case SC_DANCING:
- if ((val1&0xFFFF) == CG_MOONLIT)
- sc->opt3 |= OPT3_MOONLIT;
- opt_flag = 0;
- break;
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE:
- sc->opt3 |= OPT3_MARIONETTE;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO:
- sc->opt3 |= OPT3_ASSUMPTIO;
- opt_flag = 0;
- break;
- case SC_WARM: //SG skills [Komurka]
- sc->opt3 |= OPT3_WARM;
- opt_flag = 0;
- break;
- case SC_KAITE:
- sc->opt3 |= OPT3_KAITE;
- opt_flag = 0;
- break;
- case SC_NJ_BUNSINJYUTSU:
- sc->opt3 |= OPT3_BUNSIN;
- opt_flag = 0;
- break;
- case SC_SOULLINK:
- sc->opt3 |= OPT3_SOULLINK;
- opt_flag = 0;
- break;
- case SC_PROPERTYUNDEAD:
- sc->opt3 |= OPT3_UNDEAD;
- opt_flag = 0;
- break;
-// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
-// sc->opt3 |= OPT3_CONTRACT;
-// opt_flag = 0;
-// break;
- //OPTION
- case SC_HIDING:
- sc->option |= OPTION_HIDE;
- opt_flag = 2;
- break;
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC__INVISIBILITY:
- sc->option |= OPTION_CLOAK;
- opt_flag = 2;
- break;
- case SC_CHASEWALK:
- sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
- opt_flag = 2;
- break;
- case SC_SIGHT:
- sc->option |= OPTION_SIGHT;
- break;
- case SC_RUWACH:
- sc->option |= OPTION_RUWACH;
- break;
- case SC_WEDDING:
- sc->option |= OPTION_WEDDING;
- opt_flag |= 0x4;
- break;
- case SC_XMAS:
- sc->option |= OPTION_XMAS;
- opt_flag |= 0x4;
- break;
- case SC_SUMMER:
- sc->option |= OPTION_SUMMER;
- opt_flag |= 0x4;
- break;
- case SC_HANBOK:
- sc->option |= OPTION_HANBOK;
- opt_flag |= 0x4;
- break;
- case SC_ORCISH:
- sc->option |= OPTION_ORCISH;
- break;
- case SC_FUSION:
- sc->option |= OPTION_FLYING;
- break;
- default:
- opt_flag = 0;
- }
-
- //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
- if(opt_flag) {
- clif->changeoption(bl);
- if( sd && opt_flag&0x4 ) {
- clif->changelook(bl,LOOK_BASE,vd->class_);
- clif->changelook(bl,LOOK_WEAPON,0);
- clif->changelook(bl,LOOK_SHIELD,0);
- clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
- }
- }
- if (calc_flag&SCB_DYE) { //Reset DYE color
- if (vd && vd->cloth_color) {
- val4 = vd->cloth_color;
- clif->changelook(bl,LOOK_CLOTHES_COLOR,0);
- }
- calc_flag&=~SCB_DYE;
- }
-
- if( !(flag&4 && StatusDisplayType[type]) )
- clif->status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
-
- /**
- * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
- **/
- if( tick_time )
- tick = tick_time;
-
- //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
- if((sce=sc->data[type])) {// reuse old sc
- if( sce->timer != INVALID_TIMER )
- iTimer->delete_timer(sce->timer, status_change_timer);
- } else {// new sc
- ++(sc->count);
- sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
- }
- sce->val1 = val1;
- sce->val2 = val2;
- sce->val3 = val3;
- sce->val4 = val4;
- if (tick >= 0)
- sce->timer = iTimer->add_timer(iTimer->gettick() + tick, status_change_timer, bl->id, type);
- else
- sce->timer = INVALID_TIMER; //Infinite duration
-
- if (calc_flag)
- status_calc_bl(bl,calc_flag);
-
- if(sd && sd->pd)
- pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
-
- switch (type) {
- case SC__BLOODYLUST:
- case SC_BERSERK:
- if (!(sce->val2)) { //don't heal if already set
- status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
- status_set_sp(bl, 0, 0); //Damage all SP
- }
- sce->val2 = 5 * status->max_hp / 100;
- break;
- case SC_HLIF_CHANGE:
- status_percent_heal(bl, 100, 100);
- break;
- case SC_RUN:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if( ud )
- ud->state.running = unit_run(bl);
- }
- break;
- case SC_CASH_BOSS_ALARM:
- clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message
- break;
- case SC_MER_HP:
- status_percent_heal(bl, 100, 0); // Recover Full HP
- break;
- case SC_MER_SP:
- status_percent_heal(bl, 0, 100); // Recover Full SP
- break;
- /**
- * Ranger
- **/
- case SC_WUGDASH:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if( ud )
- ud->state.running = unit_wugdash(bl, sd);
- }
- break;
- case SC_COMBOATTACK:
- switch (sce->val1) {
- case TK_STORMKICK:
- clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
- break;
- case TK_DOWNKICK:
- clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
- break;
- case TK_TURNKICK:
- clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
- break;
- case TK_COUNTER:
- clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
- break;
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- if (sd)
- clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
- break;
- case TK_JUMPKICK:
- if (sd)
- clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
- break;
- case MO_TRIPLEATTACK:
- if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
- clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
- break;
- case SR_FALLENEMPIRE:
- if (sd){
- clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
- clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
- }
- break;
- }
- break;
- case SC_RAISINGDRAGON:
- sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
- break;
- }
-
- if( opt_flag&2 && sd && sd->touching_id )
- npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
-
- return 1;
-}
-
-/*==========================================
- * Ending all status except those listed.
- * @TODO maybe usefull for dispel instead reseting a liste there.
- * type:
- * 0 - PC killed -> Place here statuses that do not dispel on death.
- * 1 - If for some reason status_change_end decides to still keep the status when quitting.
- * 2 - Do clif
- * 3 - Do not remove some permanent/time-independent effects
- *------------------------------------------*/
-int status_change_clear(struct block_list* bl, int type) {
- struct status_change* sc;
- int i;
-
- sc = status_get_sc(bl);
-
- if (!sc || !sc->count)
- return 0;
-
- for(i = 0; i < SC_MAX; i++) {
- if(!sc->data[i])
- continue;
-
- if(type == 0){
- if( status_get_sc_type(i)&SC_NO_REM_DEATH ){
- switch (i) {
- case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
- if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
- break;
- default:
- continue;
- }
- }
- }
- if( type == 3 ) {
- switch (i) {// TODO: This list may be incomplete
- case SC_WEIGHTOVER50:
- case SC_WEIGHTOVER90:
- case SC_NOCHAT:
- case SC_PUSH_CART:
- case SC_JAILED:
- case SC_ALL_RIDING:
- continue;
- }
- }
-
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
-
- if( type == 1 && sc->data[i] ) {
- //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
- (sc->count)--;
- if (sc->data[i]->timer != INVALID_TIMER)
- iTimer->delete_timer(sc->data[i]->timer, status_change_timer);
- ers_free(sc_data_ers, sc->data[i]);
- sc->data[i] = NULL;
- }
- }
-
- sc->opt1 = 0;
- sc->opt2 = 0;
- sc->opt3 = 0;
- sc->bs_counter = 0;
-#ifndef RENEWAL
- sc->sg_counter = 0;
-#endif
-
- if( type == 0 || type == 2 )
- clif->changeoption(bl);
-
- return 1;
-}
-
-/*==========================================
- * Special condition we want to effectuate, check before ending a status.
- *------------------------------------------*/
-int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) {
- struct map_session_data *sd;
- struct status_change *sc;
- struct status_change_entry *sce;
- struct status_data *status;
- struct view_data *vd;
- int opt_flag=0, calc_flag;
-
- nullpo_ret(bl);
-
- sc = status_get_sc(bl);
- status = status_get_status_data(bl);
-
- if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
- return 0;
-
- sd = BL_CAST(BL_PC,bl);
-
- if (sce->timer != tid && tid != INVALID_TIMER)
- return 0;
-
- if (tid == INVALID_TIMER) {
- if (type == SC_ENDURE && sce->val4)
- //Do not end infinite endure.
- return 0;
- if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
- iTimer->delete_timer(sce->timer,status_change_timer);
- if (sc->opt1)
- switch (type) {
- //"Ugly workaround" [Skotlex]
- //delays status change ending so that a skill that sets opt1 fails to
- //trigger when it also removed one
- case SC_STONE:
- sce->val3 = 0; //Petrify time counter.
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- if (sce->val1) {
- //Removing the 'level' shouldn't affect anything in the code
- //since these SC are not affected by it, and it lets us know
- //if we have already delayed this attack or not.
- sce->val1 = 0;
- sce->timer = iTimer->add_timer(iTimer->gettick()+10, status_change_timer, bl->id, type);
- return 1;
- }
- }
- }
-
- (sc->count)--;
-
- sc->data[type] = NULL;
-
- if( sd && StatusDisplayType[type] ) {
- status_display_remove(sd,type);
- }
-
- vd = status_get_viewdata(bl);
- calc_flag = StatusChangeFlagTable[type];
- switch(type) {
- case SC_GRANITIC_ARMOR:{
- int dammage = status->max_hp*sce->val3/100;
- if(status->hp < dammage) //to not kill him
- dammage = status->hp-1;
- status_damage(NULL, bl, dammage,0,0,1);
- break;
- }
- case SC_PYROCLASTIC:
- if(bl->type == BL_PC)
- skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
- break;
- case SC_RUN:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- bool begin_spurt = true;
- if (ud) {
- if(!ud->state.running)
- begin_spurt = false;
- ud->state.running = 0;
- if (ud->walktimer != INVALID_TIMER)
- unit_stop_walking(bl,1);
- }
- if (begin_spurt && sce->val1 >= 7 &&
- DIFF_TICK(iTimer->gettick(), sce->val4) <= 1000 &&
- (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
- )
- sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status_sc2skill(type), sce->val1));
- }
- break;
- case SC_AUTOBERSERK:
- if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
- status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
- break;
-
- case SC_ENDURE:
- case SC_DEFENDER:
- case SC_REFLECTSHIELD:
- case SC_AUTOGUARD:
- {
- struct map_session_data *tsd;
- if( bl->type == BL_PC )
- { // Clear Status from others
- int i;
- for( i = 0; i < 5; i++ )
- {
- if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) && tsd->sc.data[type] )
- status_change_end(&tsd->bl, type, INVALID_TIMER);
- }
- }
- else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
- { // Clear Status from Master
- tsd = ((TBL_MER*)bl)->master;
- if( tsd && tsd->sc.data[type] )
- status_change_end(&tsd->bl, type, INVALID_TIMER);
- }
- }
- break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl = iMap->id2bl(sce->val1);
- if( d_bl )
- {
- if( d_bl->type == BL_PC )
- ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
- else if( d_bl->type == BL_MER )
- ((TBL_MER*)d_bl)->devotion_flag = 0;
- clif->devotion(d_bl, NULL);
- }
-
- status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
- status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
- status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- }
- break;
-
- case SC_BLADESTOP:
- if(sce->val4)
- {
- int tid = sce->val4;
- struct block_list *tbl = iMap->id2bl(tid);
- struct status_change *tsc = status_get_sc(tbl);
- sce->val4 = 0;
- if(tbl && tsc && tsc->data[SC_BLADESTOP])
- {
- tsc->data[SC_BLADESTOP]->val4 = 0;
- status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
- }
- clif->bladestop(bl, tid, 0);
- }
- break;
- case SC_DANCING:
- {
- const char* prevfile = "<unknown>";
- int prevline = 0;
- struct map_session_data *dsd;
- struct status_change_entry *dsc;
- struct skill_unit_group *group;
-
- if( sd )
- {
- if( sd->delunit_prevfile )
- {// initially this is NULL, when a character logs in
- prevfile = sd->delunit_prevfile;
- prevline = sd->delunit_prevline;
- }
- else
- {
- prevfile = "<none>";
- }
- sd->delunit_prevfile = file;
- sd->delunit_prevline = line;
- }
-
- if(sce->val4 && sce->val4 != BCT_SELF && (dsd=iMap->id2sd(sce->val4)))
- {// end status on partner as well
- dsc = dsd->sc.data[SC_DANCING];
- if(dsc) {
-
- //This will prevent recursive loops.
- dsc->val2 = dsc->val4 = 0;
-
- status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
- }
- }
-
- if(sce->val2)
- {// erase associated land skill
- group = skill->id2group(sce->val2);
-
- if( group == NULL )
- {
- ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
- sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
- sd ? sd->status.char_id : 0,
- mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
- prevfile, prevline,
- file, line);
- }
-
- sce->val2 = 0;
- skill->del_unitgroup(group,ALC_MARK);
- }
-
- if((sce->val1&0xFFFF) == CG_MOONLIT)
- clif->sc_end(bl,bl->id,AREA,SI_MOON);
-
- status_change_end(bl, SC_LONGING, INVALID_TIMER);
- }
- break;
- case SC_NOCHAT:
- if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
- sd->status.manner = 0;
- if (sd && tid == INVALID_TIMER)
- {
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
- }
- break;
- case SC_SPLASHER:
- {
- struct block_list *src=iMap->id2bl(sce->val3);
- if(src && tid != INVALID_TIMER)
- skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL );
- }
- break;
- case SC_RG_CCONFINE_S:
- {
- struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL;
- struct status_change *sc2 = src?status_get_sc(src):NULL;
- if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
- //If status was already ended, do nothing.
- //Decrease count
- if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up.
- status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
- }
- }
- case SC_RG_CCONFINE_M:
- if (sce->val2 > 0) {
- //Caster has been unlocked... nearby chars need to be unlocked.
- int range = 1
- +skill->get_range2(bl, status_sc2skill(type), sce->val1)
- +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
- iMap->foreachinarea(status_change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick());
- }
- break;
- case SC_COMBOATTACK:
- if( sd )
- switch (sce->val1) {
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
- break;
- case TK_JUMPKICK:
- clif->skillinfo(sd, TK_JUMPKICK, 0);
- break;
- case MO_TRIPLEATTACK:
- if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
- clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
- break;
- case SR_FALLENEMPIRE:
- clif->skillinfo(sd, SR_GATEOFHELL, 0);
- clif->skillinfo(sd, SR_TIGERCANNON, 0);
- break;
- }
- break;
-
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE: /// Marionette target
- if (sce->val1)
- { // check for partner and end their marionette status as well
- enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
- struct block_list *pbl = iMap->id2bl(sce->val1);
- struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
-
- if (sc2 && sc2->data[type2])
- {
- sc2->data[type2]->val1 = 0;
- status_change_end(pbl, type2, INVALID_TIMER);
- }
- }
- break;
-
- case SC_BERSERK:
- case SC_SATURDAY_NIGHT_FEVER:
- //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
- if (status->hp > 100 && sce->val2)
- status_set_hp(bl, 100, 0);
- if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
- {
- sc->data[SC_ENDURE]->val4 = 0;
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- }
- case SC__BLOODYLUST:
- sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
- if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
- sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
- break;
- case SC_GOSPEL:
- if (sce->val3) { //Clear the group.
- struct skill_unit_group* group = skill->id2group(sce->val3);
- sce->val3 = 0;
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_HERMODE:
- if(sce->val3 == BCT_SELF)
- skill->clear_unitgroup(bl);
- break;
- case SC_BASILICA: //Clear the skill area. [Skotlex]
- skill->clear_unitgroup(bl);
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 0;
- break;
- case SC_WARM:
- case SC__MANHOLE:
- if (sce->val4) { //Clear the group.
- struct skill_unit_group* group = skill->id2group(sce->val4);
- sce->val4 = 0;
- if( group ) /* might have been cleared before status ended, e.g. land protector */
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_KAAHI:
- //Delete timer if it exists.
- if (sce->val4 != INVALID_TIMER)
- iTimer->delete_timer(sce->val4,kaahi_heal_timer);
- break;
- case SC_JAILED:
- if(tid == INVALID_TIMER)
- break;
- //natural expiration.
- if(sd && sd->mapindex == sce->val2)
- pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
- break; //guess hes not in jail :P
- case SC_HLIF_CHANGE:
- if (tid == INVALID_TIMER)
- break;
- // "lose almost all their HP and SP" on natural expiration.
- status_set_hp(bl, 10, 0);
- status_set_sp(bl, 10, 0);
- break;
- case SC_AUTOTRADE:
- if (tid == INVALID_TIMER)
- break;
- // Note: vending/buying is closed by unit_remove_map, no
- // need to do it here.
- iMap->quit(sd);
- // Because iMap->quit calls status_change_end with tid -1
- // from here it's not neccesary to continue
- return 1;
- break;
- case SC_STOP:
- if( sce->val2 )
- {
- struct block_list* tbl = iMap->id2bl(sce->val2);
- sce->val2 = 0;
- if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
- status_change_end(tbl, SC_STOP, INVALID_TIMER);
- }
- break;
- case SC_LKCONCENTRATION:
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- break;
- /**
- * 3rd Stuff
- **/
- case SC_MILLENNIUMSHIELD:
- clif->millenniumshield(sd,0);
- break;
- case SC_HALLUCINATIONWALK:
- sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
- break;
- case SC_WHITEIMPRISON:
- {
- struct block_list* src = iMap->id2bl(sce->val2);
- if( tid == -1 || !src)
- break; // Terminated by Damage
- status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,iTimer->gettick(),0,0,400*sce->val1,0,0,0));
- }
- break;
- case SC_WUGDASH:
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- ud->state.running = 0;
- if (ud->walktimer != -1)
- unit_stop_walking(bl,1);
- }
- }
- break;
- case SC_ADORAMUS:
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC__SHADOWFORM: {
- struct map_session_data *s_sd = iMap->id2sd(sce->val2);
- if( !s_sd )
- break;
- s_sd->shadowform_id = 0;
- }
- break;
- case SC_SITDOWN_FORCE:
- if( sd && pc_issit(sd) ) {
- pc->setstand(sd);
- clif->standing(bl);
- }
- break;
- case SC_NEUTRALBARRIER_MASTER:
- case SC_STEALTHFIELD_MASTER:
- if( sce->val2 ) {
- struct skill_unit_group* group = skill->id2group(sce->val2);
- sce->val2 = 0;
- if( group ) /* might have been cleared before status ended, e.g. land protector */
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_BANDING:
- if(sce->val4) {
- struct skill_unit_group *group = skill->id2group(sce->val4);
- sce->val4 = 0;
- if( group ) /* might have been cleared before status ended, e.g. land protector */
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_CURSEDCIRCLE_ATKER:
- if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
- iMap->foreachinrange(status_change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, iTimer->gettick());
- break;
- case SC_RAISINGDRAGON:
- if( sd && sce->val2 && !pc_isdead(sd) ) {
- int i;
- i = min(sd->spiritball,5);
- pc->delspiritball(sd, sd->spiritball, 0);
- status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
- while( i > 0 ) {
- pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5);
- --i;
- }
- }
- break;
- case SC_CURSEDCIRCLE_TARGET:
- {
- struct block_list *src = iMap->id2bl(sce->val2);
- struct status_change *sc = status_get_sc(src);
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
- status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
- clif->bladestop(bl, sce->val2, 0);
- }
- }
- break;
- case SC_BLOOD_SUCKER:
- if( sce->val2 ){
- struct block_list *src = iMap->id2bl(sce->val2);
- if(src){
- struct status_change *sc = status_get_sc(src);
- sc->bs_counter--;
- }
- }
- break;
- case SC_KYOUGAKU:
- clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
- break;
- case SC_CLAIRVOYANCE:
- calc_flag = SCB_ALL;/* required for overlapping */
- break;
- case SC_FULL_THROTTLE:
- sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1));
- break;
- case SC_ITEMSCRIPT:
- if( sd ) {
- switch( sce->val1 ) {
- //case 4121://Phree
- //case 4047://Ghostring
- case 4302://Gunka
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA);
- break;
- case 4132://Mistress
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS);
- break;
- case 4143://Orc Hero
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO);
- break;
- case 4135://Orc Lord
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD);
- break;
- }
- }
- break;
- }
-
- opt_flag = 1;
- switch(type){
- case SC_STONE:
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_DEEP_SLEEP:
- case SC_BURNING:
- case SC_WHITEIMPRISON:
- case SC_COLD:
- sc->opt1 = 0;
- break;
-
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- sc->opt2 &= ~(1<<(type-SC_POISON));
- break;
- case SC_DPOISON:
- sc->opt2 &= ~OPT2_DPOISON;
- break;
- case SC_CRUCIS:
- sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
- break;
-
- case SC_HIDING:
- sc->option &= ~OPTION_HIDE;
- opt_flag|= 2|4; //Check for warp trigger + AoE trigger
- break;
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC__INVISIBILITY:
- sc->option &= ~OPTION_CLOAK;
- case SC_CAMOUFLAGE:
- opt_flag|= 2;
- break;
- case SC_CHASEWALK:
- sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
- opt_flag|= 2;
- break;
- case SC_SIGHT:
- sc->option &= ~OPTION_SIGHT;
- break;
- case SC_WEDDING:
- sc->option &= ~OPTION_WEDDING;
- opt_flag |= 0x4;
- break;
- case SC_XMAS:
- sc->option &= ~OPTION_XMAS;
- opt_flag |= 0x4;
- break;
- case SC_SUMMER:
- sc->option &= ~OPTION_SUMMER;
- opt_flag |= 0x4;
- break;
- case SC_HANBOK:
- sc->option &= ~OPTION_HANBOK;
- opt_flag |= 0x4;
- break;
- case SC_ORCISH:
- sc->option &= ~OPTION_ORCISH;
- break;
- case SC_RUWACH:
- sc->option &= ~OPTION_RUWACH;
- break;
- case SC_FUSION:
- sc->option &= ~OPTION_FLYING;
- break;
- //opt3
- case SC_TWOHANDQUICKEN:
- case SC_ONEHANDQUICKEN:
- case SC_SPEARQUICKEN:
- case SC_CONCENTRATION:
- case SC_MER_QUICKEN:
- sc->opt3 &= ~OPT3_QUICKEN;
- opt_flag = 0;
- break;
- case SC_OVERTHRUST:
- case SC_OVERTHRUSTMAX:
- case SC_SWOO:
- sc->opt3 &= ~OPT3_OVERTHRUST;
- if( type == SC_SWOO )
- opt_flag = 8;
- else
- opt_flag = 0;
- break;
- case SC_ENERGYCOAT:
- case SC_SKE:
- sc->opt3 &= ~OPT3_ENERGYCOAT;
- opt_flag = 0;
- break;
- case SC_INCATKRATE: //Simulated Explosion spirits effect.
- if (bl->type != BL_MOB)
- {
- opt_flag = 0;
- break;
- }
- case SC_EXPLOSIONSPIRITS:
- sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
- opt_flag = 0;
- break;
- case SC_STEELBODY:
- case SC_SKA:
- sc->opt3 &= ~OPT3_STEELBODY;
- opt_flag = 0;
- break;
- case SC_BLADESTOP:
- sc->opt3 &= ~OPT3_BLADESTOP;
- opt_flag = 0;
- break;
- case SC_AURABLADE:
- sc->opt3 &= ~OPT3_AURABLADE;
- opt_flag = 0;
- break;
- case SC_BERSERK:
- opt_flag = 0;
- // case SC__BLOODYLUST:
- sc->opt3 &= ~OPT3_BERSERK;
- break;
- // case ???: // doesn't seem to do anything
- // sc->opt3 &= ~OPT3_LIGHTBLADE;
- // opt_flag = 0;
- // break;
- case SC_DANCING:
- if ((sce->val1&0xFFFF) == CG_MOONLIT)
- sc->opt3 &= ~OPT3_MOONLIT;
- opt_flag = 0;
- break;
- case SC_MARIONETTE:
- case SC_MARIONETTE_MASTER:
- sc->opt3 &= ~OPT3_MARIONETTE;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO:
- sc->opt3 &= ~OPT3_ASSUMPTIO;
- opt_flag = 0;
- break;
- case SC_WARM: //SG skills [Komurka]
- sc->opt3 &= ~OPT3_WARM;
- opt_flag = 0;
- break;
- case SC_KAITE:
- sc->opt3 &= ~OPT3_KAITE;
- opt_flag = 0;
- break;
- case SC_NJ_BUNSINJYUTSU:
- sc->opt3 &= ~OPT3_BUNSIN;
- opt_flag = 0;
- break;
- case SC_SOULLINK:
- sc->opt3 &= ~OPT3_SOULLINK;
- opt_flag = 0;
- break;
- case SC_PROPERTYUNDEAD:
- sc->opt3 &= ~OPT3_UNDEAD;
- opt_flag = 0;
- break;
- // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
- // sc->opt3 &= ~OPT3_CONTRACT;
- // opt_flag = 0;
- // break;
- default:
- opt_flag = 0;
- }
-
- if (calc_flag&SCB_DYE) { //Restore DYE color
- if (vd && !vd->cloth_color && sce->val4)
- clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
- calc_flag&=~SCB_DYE;
- }
-
- //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
- clif->sc_end(bl,bl->id,AREA,StatusIconChangeTable[type]);
-
- if( opt_flag&8 ) //bugreport:681
- clif->changeoption2(bl);
- else if(opt_flag) {
- clif->changeoption(bl);
- if( sd && opt_flag&0x4 ) {
- clif->changelook(bl,LOOK_BASE,vd->class_);
- clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
- clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon);
- clif->changelook(bl,LOOK_SHIELD,sd->vd.shield);
- clif->changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
- }
- }
-
- if (calc_flag)
- status_calc_bl(bl,calc_flag);
-
- if(opt_flag&4) //Out of hiding, invoke on place.
- skill->unit_move(bl,iTimer->gettick(),1);
-
- if(opt_flag&2 && sd && iMap->getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
- npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
-
- ers_free(sc_data_ers, sce);
- return 1;
-}
-
-int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
-{
- struct block_list *bl;
- struct status_change *sc;
- struct status_change_entry *sce;
- struct status_data *status;
- int hp;
-
- if(!((bl=iMap->id2bl(id))&&
- (sc=status_get_sc(bl)) &&
- (sce = sc->data[SC_KAAHI])))
- return 0;
-
- if(sce->val4 != tid) {
- ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
- sce->val4 = INVALID_TIMER;
- return 0;
- }
-
- status=status_get_status_data(bl);
- if(!status_charge(bl, 0, sce->val3)) {
- sce->val4 = INVALID_TIMER;
- return 0;
- }
-
- hp = status->max_hp - status->hp;
- if (hp > sce->val2)
- hp = sce->val2;
- if (hp)
- status_heal(bl, hp, 0, 2);
- sce->val4 = INVALID_TIMER;
- return 1;
-}
-
-/*==========================================
- * For recusive status, like for each 5s we drop sp etc.
- * Reseting the end timer.
- *------------------------------------------*/
-int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
-{
- enum sc_type type = (sc_type)data;
- struct block_list *bl;
- struct map_session_data *sd;
- struct status_data *status;
- struct status_change *sc;
- struct status_change_entry *sce;
-
- bl = iMap->id2bl(id);
- if(!bl)
- {
- ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
- return 0;
- }
- sc = status_get_sc(bl);
- status = status_get_status_data(bl);
-
- if(!(sc && (sce = sc->data[type])))
- {
- ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
- return 0;
- }
-
- if( sce->timer != tid )
- {
- ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
- return 0;
- }
-
- sd = BL_CAST(BL_PC, bl);
-
-// set the next timer of the sce (don't assume the status still exists)
-#define sc_timer_next(t,f,i,d) \
- if( (sce=sc->data[type]) ) \
- sce->timer = iTimer->add_timer(t,f,i,d); \
- else \
- ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
-
- switch(type)
- {
- case SC_MAXIMIZEPOWER:
- case SC_CLOAKING:
- if(!status_charge(bl, 0, 1))
- break; //Not enough SP to continue.
- sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
- return 0;
-
- case SC_CHASEWALK:
- if(!status_charge(bl, 0, sce->val4))
- break; //Not enough SP to continue.
-
- if (!sc->data[SC_CHASEWALK2]) {
- sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
- (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
- *skill->get_time2(status_sc2skill(type),sce->val1));
- }
- sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
- return 0;
- break;
-
- case SC_SKA:
- if(--(sce->val2)>0){
- sce->val3 = rnd()%100; //Random defense.
- sc_timer_next(1000+tick, status_change_timer,bl->id, data);
- return 0;
- }
- break;
-
- case SC_HIDING:
- if(--(sce->val2)>0){
-
- if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
- break; //Fail if it's time to substract SP and there isn't.
-
- sc_timer_next(1000+tick, status_change_timer,bl->id, data);
- return 0;
- }
- break;
-
- case SC_SIGHT:
- case SC_RUWACH:
- case SC_WZ_SIGHTBLASTER:
- if(type == SC_WZ_SIGHTBLASTER)
- iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
- else
- iMap->foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
-
- if( --(sce->val2)>0 ){
- sce->val4 += 250; // use for Shadow Form 2 seconds checking.
- sc_timer_next(250+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_PROVOKE:
- if(sce->val2) { //Auto-provoke (it is ended in status_heal)
- sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_STONE:
- if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
- sce->val4 = 0;
- unit_stop_walking(bl,1);
- unit_stop_attack(bl);
- sc->opt1 = OPT1_STONE;
- clif->changeoption(bl);
- sc_timer_next(1000+tick,status_change_timer, bl->id, data );
- status_calc_bl(bl, StatusChangeFlagTable[type]);
- return 0;
- }
- if(--(sce->val3) > 0) {
- if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
- status_percent_damage(NULL, bl, 1, 0, false);
- sc_timer_next(1000+tick,status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_POISON:
- if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
- break;
- case SC_DPOISON:
- if (--(sce->val3) > 0) {
- if (!sc->data[SC_SLOWPOISON]) {
- if( sce->val2 && bl->type == BL_MOB ) {
- struct block_list* src = iMap->id2bl(sce->val2);
- if( src )
- mob_log_damage((TBL_MOB*)bl,src,sce->val4);
- }
- iMap->freeblock_lock();
- status_zap(bl, sce->val4, 0);
- if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
- }
- iMap->freeblock_unlock();
- }
- return 0;
- }
- break;
-
- case SC_TENSIONRELAX:
- if(status->max_hp > status->hp && --(sce->val3) > 0){
- sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_KNOWLEDGE:
- if (!sd) break;
- if(bl->m == sd->feel_map[0].m ||
- bl->m == sd->feel_map[1].m ||
- bl->m == sd->feel_map[2].m)
- { //Timeout will be handled by pc->setpos
- sce->timer = INVALID_TIMER;
- return 0;
- }
- break;
-
- case SC_BLOODING:
- if (--(sce->val4) >= 0) {
- int hp = rnd()%600 + 200;
- struct block_list* src = iMap->id2bl(sce->val2);
- if( src && bl && bl->type == BL_MOB ) {
- mob_log_damage((TBL_MOB*)bl,src,sd||hp<status->hp?hp:status->hp-1);
- }
- iMap->freeblock_lock();
- status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
- if( sc->data[type] ) {
- if( status->hp == 1 ) {
- iMap->freeblock_unlock();
- break;
- }
- sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
- }
- iMap->freeblock_unlock();
- return 0;
- }
- break;
-
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( sd && --(sce->val4) >= 0 )
- {
- // val1 < 0 = per max% | val1 > 0 = exact amount
- int hp = 0;
- if( status->hp < status->max_hp )
- hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
- status_heal(bl, hp, 0, 2);
- sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_CASH_BOSS_ALARM:
- if( sd && --(sce->val4) >= 0 )
- {
- struct mob_data *boss_md = iMap->id2boss(sce->val1);
- if( boss_md && sd->bl.m == boss_md->bl.m )
- {
- clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
- if (boss_md->bl.prev != NULL) {
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- }
- break;
-
- case SC_DANCING: //SP consumption by time of dancing skills
- {
- int s = 0;
- int sp = 1;
- if (--sce->val3 <= 0)
- break;
- switch(sce->val1&0xFFFF){
- case BD_RICHMANKIM:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_ASSASSINCROSS:
- case DC_UGLYDANCE:
- s=3;
- break;
- case BD_LULLABY:
- case BD_ETERNALCHAOS:
- case BD_ROKISWEIL:
- case DC_FORTUNEKISS:
- s=4;
- break;
- case CG_HERMODE:
- case BD_INTOABYSS:
- case BA_WHISTLE:
- case DC_HUMMING:
- case BA_POEMBRAGI:
- case DC_SERVICEFORYOU:
- s=5;
- break;
- case BA_APPLEIDUN:
- #ifdef RENEWAL
- s=5;
- #else
- s=6;
- #endif
- break;
- case CG_MOONLIT:
- //Moonlit's cost is 4sp*skill_lv [Skotlex]
- sp= 4*(sce->val1>>16);
- //Upkeep is also every 10 secs.
- case DC_DONTFORGETME:
- s=10;
- break;
- }
- if( s != 0 && sce->val3 % s == 0 )
- {
- if (sc->data[SC_LONGING])
- sp*= 3;
- if (!status_charge(bl, 0, sp))
- break;
- }
- sc_timer_next(1000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC__BLOODYLUST:
- case SC_BERSERK:
- // 5% every 10 seconds [DracoRPG]
- if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
- {
- sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_NOCHAT:
- if(sd){
- sd->status.manner++;
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
- if (sd->status.manner < 0)
- { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
- sc_timer_next(60000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_SPLASHER:
- // custom Venom Splasher countdown timer
- //if (sce->val4 % 1000 == 0) {
- // char timer[10];
- // snprintf (timer, 10, "%d", sce->val4/1000);
- // clif->message(bl, timer);
- //}
- if((sce->val4 -= 500) > 0) {
- sc_timer_next(500 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE:
- {
- struct block_list *pbl = iMap->id2bl(sce->val1);
- if( pbl && check_distance_bl(bl, pbl, 7) )
- {
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- }
- break;
-
- case SC_GOSPEL:
- if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
- {
- int hp, sp;
- hp = (sce->val1 > 5) ? 45 : 30;
- sp = (sce->val1 > 5) ? 35 : 20;
- if(!status_charge(bl, hp, sp))
- break;
- sc_timer_next(10000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_JAILED:
- if(sce->val1 == INT_MAX || --(sce->val1) > 0)
- {
- sc_timer_next(60000+tick, status_change_timer, bl->id,data);
- return 0;
- }
- break;
-
- case SC_BLIND:
- if(sc->data[SC_FOGWALL])
- { //Blind lasts forever while you are standing on the fog.
- sc_timer_next(5000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_ABUNDANCE:
- if(--(sce->val4) > 0) {
- status_heal(bl,0,60,0);
- sc_timer_next(10000+tick, status_change_timer, bl->id, data);
- }
- break;
-
- case SC_PYREXIA:
- if( --(sce->val4) > 0 ) {
- iMap->freeblock_lock();
- clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
- status_fix_damage(NULL,bl,100,0);
- if( sc->data[type] ) {
- sc_timer_next(3000+tick,status_change_timer,bl->id,data);
- }
- iMap->freeblock_unlock();
- return 0;
- }
- break;
-
- case SC_LEECHESEND:
- if( --(sce->val4) > 0 ) {
- int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
- damage += status->vit * (sce->val1 - 3);
- unit_skillcastcancel(bl,2);
- iMap->freeblock_lock();
- status_damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
- if( sc->data[type] ) {
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
- }
- iMap->freeblock_unlock();
- return 0;
- }
- break;
-
- case SC_MAGICMUSHROOM:
- if( --(sce->val4) > 0 ) {
- bool flag = 0;
- int damage = status->max_hp * 3 / 100;
- if( status->hp <= damage )
- damage = status->hp - 1; // Cannot Kill
-
- if( damage > 0 ) { // 3% Damage each 4 seconds
- iMap->freeblock_lock();
- status_zap(bl,damage,0);
- flag = !sc->data[type]; // Killed? Should not
- iMap->freeblock_unlock();
- }
-
- if( !flag ) { // Random Skill Cast
- if (sd && !pc_issit(sd)) { //can't cast if sit
- int mushroom_skill_id = 0, i;
- unit_stop_attack(bl);
- unit_skillcastcancel(bl,1);
- do {
- i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
- mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
- }
- while( mushroom_skill_id == 0 );
-
- switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
- case CAST_GROUND:
- skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
- break;
- case CAST_NODAMAGE:
- skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
- break;
- case CAST_DAMAGE:
- skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
- break;
- }
- }
-
- clif->emotion(bl,E_HEH);
- sc_timer_next(4000+tick,status_change_timer,bl->id,data);
- }
- return 0;
- }
- break;
-
- case SC_TOXIN:
- if( --(sce->val4) > 0 )
- { //Damage is every 10 seconds including 3%sp drain.
- iMap->freeblock_lock();
- clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
- status_damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
- if( sc->data[type] ) {
- sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
- }
- iMap->freeblock_unlock();
- return 0;
- }
- break;
-
- case SC_OBLIVIONCURSE:
- if( --(sce->val4) > 0 )
- {
- clif->emotion(bl,E_WHAT);
- sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
- return 0;
- }
- break;
-
- case SC_WEAPONBLOCKING:
- if( --(sce->val4) > 0 )
- {
- if( !status_charge(bl,0,3) )
- break;
- sc_timer_next(3000+tick,status_change_timer,bl->id,data);
- return 0;
- }
- break;
-
- case SC_CLOAKINGEXCEED:
- if(!status_charge(bl,0,10-sce->val1))
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
-
- case SC_RENOVATIO:
- if( --(sce->val4) > 0 )
- {
- int heal = status->max_hp * 3 / 100;
- if( sc && sc->data[SC_AKAITSUKI] && heal )
- heal = ~heal + 1;
- status_heal(bl, heal, 0, 2);
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_BURNING:
- if( --(sce->val4) > 0 )
- {
- struct block_list *src = iMap->id2bl(sce->val3);
- int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
-
- iMap->freeblock_lock();
- clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
- status_damage(src, bl, damage, 0, 0, 1);
-
- if( sc->data[type]){ // Target still lives. [LimitLine]
- sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
- }
- iMap->freeblock_unlock();
- return 0;
- }
- break;
-
- case SC_FEAR:
- if( --(sce->val4) > 0 )
- {
- if( sce->val2 > 0 )
- sce->val2--;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_SUMMON1:
- case SC_SUMMON2:
- case SC_SUMMON3:
- case SC_SUMMON4:
- case SC_SUMMON5:
- if( --(sce->val4) > 0 )
- {
- if( !status_charge(bl, 0, 1) )
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_READING_SB:
- if( !status_charge(bl, 0, sce->val2) ){
- int i;
- for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- break;
- }
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
-
- case SC_ELECTRICSHOCKER:
- if( --(sce->val4) > 0 )
- {
- status_charge(bl, 0, status->max_sp / 100 * sce->val1 );
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_CAMOUFLAGE:
- if(--(sce->val4) > 0){
- status_charge(bl,0,7 - sce->val1);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC__REPRODUCE:
- if(!status_charge(bl, 0, 1))
- break;
- sc_timer_next(1000+tick, status_change_timer, bl->id, data);
- return 0;
-
- case SC__SHADOWFORM:
- if( --(sce->val4) > 0 )
- {
- if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC__INVISIBILITY:
- if( --(sce->val4) > 0 )
- {
- if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_STRIKING:
- if( --(sce->val4) > 0 )
- {
- if( !status_charge(bl,0, sce->val1 ) )
- break;
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_VACUUM_EXTREME:
- if( --(sce->val4) > 0 ){
- sc_timer_next(100 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_BLOOD_SUCKER:
- if( --(sce->val4) > 0 ) {
- struct block_list *src = iMap->id2bl(sce->val2);
- int damage;
- if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
- break;
- iMap->freeblock_lock();
- damage = sce->val3;
- status_damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1);
- unit_skillcastcancel(bl,1);
- if ( sc->data[type] ) {
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- }
- iMap->freeblock_unlock();
- status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
- return 0;
- }
- break;
-
- case SC_SIREN:
- if( --(sce->val4) > 0 )
- {
- clif->emotion(bl,E_LV);
- sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_DEEP_SLEEP:
- if( --(sce->val4) > 0 )
- { // Recovers 1% HP/SP every 2 seconds.
- status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
- sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_SIRCLEOFNATURE:
- if( --(sce->val4) > 0 )
- {
- if( !status_charge(bl,0,sce->val2) )
- break;
- status_heal(bl, sce->val3, 0, 1);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_SONG_OF_MANA:
- if( --(sce->val4) > 0 )
- {
- status_heal(bl,0,sce->val3,3);
- sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
-
- case SC_SATURDAY_NIGHT_FEVER:
- // 1% HP/SP drain every val4 seconds [Jobbie]
- if( --(sce->val3) > 0 )
- {
- int hp = status->hp / 100;
- int sp = status->sp / 100;
- if( !status_charge(bl, hp, sp) )
- break;
- sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_COLD:
- if( --(sce->val4) > 0 )
- { // Drains 2% of HP and 1% of SP every seconds.
- if( bl->type != BL_MOB) // doesn't work on mobs
- status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_FORCEOFVANGUARD:
- if( !status_charge(bl,0,20) )
- break;
- sc_timer_next(6000 + tick, status_change_timer, bl->id, data);
- return 0;
-
- case SC_BANDING:
- if( status_charge(bl, 0, 7 - sce->val1) )
- {
- if( sd ) pc->banding(sd, sce->val1);
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_LG_REFLECTDAMAGE:
- if( --(sce->val4) > 0 ) {
- if( !status_charge(bl,0,sce->val3) )
- break;
- sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_OVERHEAT_LIMITPOINT:
- if( --(sce->val1) > 0 ) { // Cooling
- sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
- }
- break;
-
- case SC_OVERHEAT:
- {
- int damage = status->max_hp / 100; // Suggestion 1% each second
- if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
- iMap->freeblock_lock();
- status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0));
- if( sc->data[type] ) {
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- }
- iMap->freeblock_unlock();
- }
- break;
-
- case SC_MAGNETICFIELD:
- {
- if( --(sce->val3) <= 0 )
- break; // Time out
- if( sce->val2 == bl->id )
- {
- if( !status_charge(bl,0,14 + (3 * sce->val1)) )
- break; // No more SP status should end, and in the next second will end for the other affected players
- }
- else
- {
- struct block_list *src = iMap->id2bl(sce->val2);
- struct status_change *ssc;
- if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
- break; // Source no more under Magnetic Field
- }
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- }
- break;
-
- case SC_INSPIRATION:
- if(--(sce->val4) > 0)
- {
- int hp = status->max_hp * (7-sce->val1) / 100;
- int sp = status->max_sp * (9-sce->val1) / 100;
-
- if( !status_charge(bl,hp,sp) ) break;
-
- sc_timer_next(1000+tick,status_change_timer,bl->id, data);
- return 0;
- }
- break;
-
- case SC_RAISINGDRAGON:
- // 1% every 5 seconds [Jobbie]
- if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) )
- {
- if( !sc->data[type] ) return 0;
- sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- if( !status_charge(bl,0,sce->val2) ){
- struct block_list *s_bl = battle->get_master(bl);
- if( s_bl )
- status_change_end(s_bl,type+1,INVALID_TIMER);
- status_change_end(bl,type,INVALID_TIMER);
- break;
- }
- sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
- return 0;
-
- case SC_STOMACHACHE:
- if( --(sce->val4) > 0 ){
- status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
- if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
- {
- pc_stop_walking(sd,1|4);
- pc_stop_attack(sd);
- pc_setsit(sd);
- clif->sitting(bl);
- }
- sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- /* they only end by status_change_end */
- sc_timer_next(600000 + tick, status_change_timer, bl->id, data);
- return 0;
- case SC_MEIKYOUSISUI:
- if( --(sce->val4) > 0 ){
- status_heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_IZAYOI:
- case SC_KAGEMUSYA:
- if( --(sce->val2) > 0 ){
- if(!status_charge(bl, 0, 1)) break;
- sc_timer_next(1000+tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_ANGRIFFS_MODUS:
- if(--(sce->val4) > 0) { //drain hp/sp
- if( !status_charge(bl,100,20) ) break;
- sc_timer_next(1000+tick,status_change_timer,bl->id, data);
- return 0;
- }
- break;
- case SC_FULL_THROTTLE:
- if( --(sce->val4) > 0 )
- {
- status_percent_damage(bl, bl, sce->val2, 0, false);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_KINGS_GRACE:
- if( --(sce->val4) > 0 )
- {
- status_percent_heal(bl, sce->val2, 0);
- sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_FRIGG_SONG:
- if( --(sce->val4) > 0 )
- {
- status_heal(bl, sce->val3, 0, 0);
- sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
- return 0;
- }
- break;
- }
-
- // default for all non-handled control paths is to end the status
- return status_change_end( bl,type,tid );
-#undef sc_timer_next
-}
-
-/*==========================================
- * Foreach iteration of repetitive status
- *------------------------------------------*/
-int status_change_timer_sub(struct block_list* bl, va_list ap)
-{
- struct status_change* tsc;
-
- struct block_list* src = va_arg(ap,struct block_list*);
- struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
- enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
- unsigned int tick = va_arg(ap,unsigned int);
-
- if (status_isdead(bl))
- return 0;
-
- tsc = status_get_sc(bl);
-
- switch( type ) {
- case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
- if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
- rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- case SC_CONCENTRATION:
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
- break;
- case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
- if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
- tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
- tsc->data[SC__INVISIBILITY])) {
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
- if(battle->check_target( src, bl, BCT_ENEMY ) > 0)
- skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
- }
- if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
- rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- break;
- case SC_WZ_SIGHTBLASTER:
- if (battle->check_target( src, bl, BCT_ENEMY ) > 0 &&
- status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
- {
- if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
- && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){
- sce->val2 = 0; //This signals it to end.
- }
- }
- break;
- case SC_RG_CCONFINE_M:
- //Lock char has released the hold on everyone...
- if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
- tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
- status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
- }
- break;
- case SC_CURSEDCIRCLE_TARGET:
- if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
- clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
- status_change_end(bl, type, INVALID_TIMER);
- }
- break;
- }
- return 0;
-}
-
-#ifdef RENEWAL
-int status_get_total_def(struct block_list *src){ return status_get_status_data(src)->def2 + (short)status_get_def(src); }
-int status_get_total_mdef(struct block_list *src){ return status_get_status_data(src)->mdef2 + (short)status_get_mdef(src); }
-int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){
- int min = 0, max = 0, dstr;
- float strdex_bonus, variance;
- struct status_change *sc = status_get_sc(bl);
-
- if ( bl->type == BL_PC && watk->atk ){
- if ( flag&2 )
- dstr = status_get_dex(bl);
- else
- dstr = status_get_str(bl);
-
- variance = 5.0f * watk->atk * watk->wlv / 100.0f;
- strdex_bonus = watk->atk * dstr / 200.0f;
-
- min = (watk->atk - (int)(variance + strdex_bonus)) + watk->atk2;
- max = (watk->atk + (int)(variance + strdex_bonus)) + watk->atk2;
- }else if( watk->atk ){
- min = watk->atk * 80 / 100;
- max = watk->atk * 120 / 100;
- }
-
- if( !(flag&1) ){
- if( max > min )
- max = min + rnd()%(max - min);
- else
- max = min;
- }
-
- if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) )
- max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1;
-
- max = status_calc_watk(bl, sc, max, false);
-
- return max;
-}
-#endif
-
-#define GETRANDMATK(){\
- if( status->matk_max > status->matk_min )\
- return status->matk_min + rnd()%(status->matk_max - status->matk_min);\
- else\
- return status->matk_min;\
-}
-
-/*==========================================
- * flag [malufett]
- * 0 - update matk values
- * 1 - get matk w/o SC bonuses
- * 2 - get modified matk
- * 3 - get matk w/o eatk & SC bonuses
- *------------------------------------------*/
-int status_get_matk(struct block_list *bl, int flag){
- struct status_data *status;
- struct status_change *sc;
- struct map_session_data *sd;
-
- if( bl == NULL )
- return 1;
-
- status = status_get_status_data(bl);
- sc = status_get_sc(bl);
- sd = BL_CAST(BL_PC, bl);
-
- if( flag == 2 ) // just get matk
- GETRANDMATK();
-
-#ifndef RENEWAL
- status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
- status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
-#else
- /**
- * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
- * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
- **/
- status->matk_min = status_base_matk(status, status_get_lv(bl));
-
- // Any +MATK you get from skills and cards, including cards in weapon, is added here.
- if( sd && sd->bonus.ematk > 0 && flag != 3 )
- status->matk_min += sd->bonus.ematk;
- if( flag != 3 )
- status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
-
- status->matk_max = status->matk_min;
-
- //This is the only portion in MATK that varies depending on the weapon level and refinement rate.
- if( bl->type&BL_PC && (status->rhw.matk + status->lhw.matk) > 0 ){
- int wMatk = status->rhw.matk + status->lhw.matk; // Left and right matk stacks
- int variance = wMatk * status->rhw.wlv / 10; // Only use right hand weapon level
- status->matk_min += wMatk - variance;
- status->matk_max += wMatk + variance;
- }else if( bl->type&BL_MOB ){
- status->matk_min = status->matk_max = status_get_int(bl) + status_get_lv(bl);
- status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
- status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
- }
-#endif
- if (bl->type&BL_PC && sd->matk_rate != 100) {
- status->matk_max = status->matk_max * sd->matk_rate/100;
- status->matk_min = status->matk_min * sd->matk_rate/100;
- }
-
- if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
- || (sc && sc->data[SC_RECOGNIZEDSPELL]))
- status->matk_min = status->matk_max;
-
-#ifdef RENEWAL
- if( sd && sd->right_weapon.overrefine > 0){
- status->matk_min++;
- status->matk_max += sd->right_weapon.overrefine - 1;
- }
-#endif
-
- if( flag ) // get unmodified from sc matk
- GETRANDMATK();
-
- status->matk_min = status_calc_matk(bl, sc, status->matk_min, true);
- status->matk_max = status_calc_matk(bl, sc, status->matk_max, true);
-
- return 0;
-}
-
-/*==========================================
- * Clears buffs/debuffs of a character.
- * type&1 -> buffs, type&2 -> debuffs
- * type&4 -> especific debuffs(implemented with refresh)
- *------------------------------------------*/
-int status_change_clear_buffs (struct block_list* bl, int type)
-{
- int i;
- struct status_change *sc= status_get_sc(bl);
-
- if (!sc || !sc->count)
- return 0;
-
- if (type&6) //Debuffs
- for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
-
- for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
- {
- if( !sc->data[i] || !status_get_sc_type(i) )
- continue;
-
- if( type&3 && !(status_get_sc_type(i)&SC_BUFF) && !(status_get_sc_type(i)&SC_DEBUFF) )
- continue;
-
- if( !(type&3) ){
- if( type&1 && !(status_get_sc_type(i)&SC_BUFF) )
- continue;
- if( type&2 && !(status_get_sc_type(i)&SC_DEBUFF) )
- continue;
- }
-
- switch (i) {
- case SC_DEEP_SLEEP:
- case SC_FROSTMISTY:
- case SC_COLD:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC_MARSHOFABYSS:
- case SC_MANDRAGORA:
- if(!(type&4))
- continue;
- break;
- case SC__BLOODYLUST:
- case SC_BERSERK:
- case SC_SATURDAY_NIGHT_FEVER:
- if(type&4)
- continue;
- sc->data[i]->val2 = 0;
- break;
- }
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
- }
- return 0;
-}
-
-int status_change_spread( struct block_list *src, struct block_list *bl ) {
- int i, flag = 0;
- struct status_change *sc = status_get_sc(src);
- const struct TimerData *timer;
- unsigned int tick;
- struct status_change_data data;
-
- if( !sc || !sc->count )
- return 0;
-
- tick = iTimer->gettick();
-
- for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
- if( !sc->data[i] || i == SC_COMMON_MAX )
- continue;
-
- switch( i ) {
- //Debuffs that can be spreaded.
- // NOTE: We'll add/delte SCs when we are able to confirm it.
- case SC_CURSE:
- case SC_SILENCE:
- case SC_CONFUSION:
- case SC_BLIND:
- case SC_NOCHAT:
- case SC_ILLUSION:
- case SC_CRUCIS:
- case SC_DEC_AGI:
- case SC_SLOWDOWN:
- case SC_MINDBREAKER:
- case SC_DC_WINKCHARM:
- case SC_STOP:
- case SC_ORCISH:
- //case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically.
- //case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all.
- //case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
- //case SC_NOEQUIPHELM:
- //case SC__STRIPACCESSARY:
- case SC_WUGBITE:
- case SC_FROSTMISTY:
- case SC_VENOMBLEED:
- case SC_DEATHHURT:
- case SC_PARALYSE:
- if( sc->data[i]->timer != INVALID_TIMER ) {
- timer = iTimer->get_timer(sc->data[i]->timer);
- if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
- continue;
- data.tick = DIFF_TICK(timer->tick,tick);
- } else
- data.tick = INVALID_TIMER;
- break;
- // Special cases
- case SC_POISON:
- case SC_DPOISON:
- data.tick = sc->data[i]->val3 * 1000;
- break;
- case SC_FEAR:
- case SC_LEECHESEND:
- data.tick = sc->data[i]->val4 * 1000;
- break;
- case SC_BURNING:
- data.tick = sc->data[i]->val4 * 2000;
- break;
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- data.tick = sc->data[i]->val4 * 3000;
- break;
- case SC_MAGICMUSHROOM:
- data.tick = sc->data[i]->val4 * 4000;
- break;
- case SC_TOXIN:
- case SC_BLOODING:
- data.tick = sc->data[i]->val4 * 10000;
- break;
- default:
- continue;
- break;
- }
- if( i ){
- data.val1 = sc->data[i]->val1;
- data.val2 = sc->data[i]->val2;
- data.val3 = sc->data[i]->val3;
- data.val4 = sc->data[i]->val4;
- status_change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
- flag = 1;
- }
- }
-
- return flag;
-}
-
-//Natural regen related stuff.
-static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
-static int status_natural_heal(struct block_list* bl, va_list args)
-{
- struct regen_data *regen;
- struct status_data *status;
- struct status_change *sc;
- struct unit_data *ud;
- struct view_data *vd = NULL;
- struct regen_data_sub *sregen;
- struct map_session_data *sd;
- int val,rate,bonus = 0,flag;
-
- regen = status_get_regen_data(bl);
- if (!regen) return 0;
- status = status_get_status_data(bl);
- sc = status_get_sc(bl);
- if (sc && !sc->count)
- sc = NULL;
- sd = BL_CAST(BL_PC,bl);
-
- flag = regen->flag;
- if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
- flag&=~(RGN_HP|RGN_SHP);
- if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
- flag&=~(RGN_SP|RGN_SSP);
-
- if (flag && (
- status_isdead(bl) ||
- (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
- ))
- flag=0;
-
- if (sd) {
- if (sd->hp_loss.value || sd->sp_loss.value)
- pc->bleeding(sd, natural_heal_diff_tick);
- if (sd->hp_regen.value || sd->sp_regen.value)
- pc->regen(sd, natural_heal_diff_tick);
- }
-
- if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
- (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
- { //Apply sitting regen bonus.
- sregen = regen->ssregen;
- if(flag&(RGN_SHP))
- { //Sitting HP regen
- val = natural_heal_diff_tick * sregen->rate.hp;
- if (regen->state.overweight)
- val>>=1; //Half as fast when overweight.
- sregen->tick.hp += val;
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
- sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
- { //Full
- flag&=~(RGN_HP|RGN_SHP);
- break;
- }
- }
- }
- if(flag&(RGN_SSP))
- { //Sitting SP regen
- val = natural_heal_diff_tick * sregen->rate.sp;
- if (regen->state.overweight)
- val>>=1; //Half as fast when overweight.
- sregen->tick.sp += val;
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
- sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
- { //Full
- flag&=~(RGN_SP|RGN_SSP);
- break;
- }
- }
- }
- }
-
- if (flag && regen->state.overweight)
- flag=0;
-
- ud = unit_bl2ud(bl);
-
- if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
- {
- flag&=~(RGN_SHP|RGN_SSP);
- if(!regen->state.walk)
- flag&=~RGN_HP;
- }
-
- if (!flag)
- return 0;
-
- if (flag&(RGN_HP|RGN_SP))
- {
- if(!vd) vd = status_get_viewdata(bl);
- if(vd && vd->dead_sit == 2)
- bonus++;
- if(regen->state.gc)
- bonus++;
- }
-
- //Natural Hp regen
- if (flag&RGN_HP)
- {
- rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
- if (ud && ud->walktimer != INVALID_TIMER)
- rate/=2;
- // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
- if(bl->type==BL_HOM) rate *=2;
-
- regen->tick.hp += rate;
-
- if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
- {
- val = 0;
- do {
- val += regen->hp;
- regen->tick.hp -= battle_config.natural_healhp_interval;
- } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
- if (status_heal(bl, val, 0, 1) < val)
- flag&=~RGN_SHP; //full.
- }
- }
-
- //Natural SP regen
- if(flag&RGN_SP)
- {
- rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
- // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
- if(bl->type==BL_HOM) rate *=2;
-
- regen->tick.sp += rate;
-
- if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
- {
- val = 0;
- do {
- val += regen->sp;
- regen->tick.sp -= battle_config.natural_healsp_interval;
- } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
- if (status_heal(bl, 0, val, 1) < val)
- flag&=~RGN_SSP; //full.
- }
- }
-
- if (!regen->sregen)
- return flag;
-
- //Skill regen
- sregen = regen->sregen;
-
- if(flag&RGN_SHP)
- { //Skill HP regen
- sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
-
- while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
- sregen->tick.hp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
- break; //Full
- }
- }
- if(flag&RGN_SSP)
- { //Skill SP regen
- sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
- while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
- {
- val = sregen->sp;
- if (sd && sd->state.doridori) {
- val*=2;
- sd->state.doridori = 0;
- if ((rate = pc->checkskill(sd,TK_SPTIME)))
- sc_start(bl,status_skill2sc(TK_SPTIME),
- 100,rate,skill->get_time(TK_SPTIME, rate));
- if (
- (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
- rnd()%10000 < battle_config.sg_angel_skill_ratio
- ) { //Angel of the Sun/Moon/Star
- clif->feel_hate_reset(sd);
- pc->resethate(sd);
- pc->resetfeel(sd);
- }
- }
- sregen->tick.sp -= battle_config.natural_heal_skill_interval;
- if(status_heal(bl, 0, val, 3) < val)
- break; //Full
- }
- }
- return flag;
-}
-
-//Natural heal main timer.
-static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
-{
- natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
- iMap->map_foreachregen(status_natural_heal);
- natural_heal_prev_tick = tick;
- return 0;
-}
-
-/**
- * Get the chance to upgrade a piece of equipment.
- * @param wlv The weapon type of the item to refine (see see enum refine_type)
- * @param refine The target refine level
- * @return The chance to refine the item, in percent (0~100)
- **/
-int status_get_refine_chance(enum refine_type wlv, int refine) {
-
- if ( refine < 0 || refine >= MAX_REFINE)
- return 0;
-
- return refine_info[wlv].chance[refine];
-}
-
-int status_get_sc_type(sc_type type) {
-
- if( type <= SC_NONE || type >= SC_MAX )
- return 0;
-
- return sc_conf[type];
-}
-
-/*------------------------------------------
- * DB reading.
- * job_db1.txt - weight, hp, sp, aspd
- * job_db2.txt - job level stat bonuses
- * size_fix.txt - size adjustment table for weapons
- * refine_db.txt - refining data table
- *------------------------------------------*/
-static bool status_readdb_job1(char* fields[], int columns, int current)
-{// Job-specific values (weight, HP, SP, ASPD)
- int idx, class_;
- unsigned int i;
-
- class_ = atoi(fields[0]);
-
- if(!pcdb_checkid(class_))
- {
- ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
- return false;
- }
- idx = pc->class2idx(class_);
-
- max_weight_base[idx] = atoi(fields[1]);
- hp_coefficient[idx] = atoi(fields[2]);
- hp_coefficient2[idx] = atoi(fields[3]);
- sp_coefficient[idx] = atoi(fields[4]);
-#ifdef RENEWAL_ASPD
- for(i = 0; i <= MAX_WEAPON_TYPE; i++)
-#else
- for(i = 0; i < MAX_WEAPON_TYPE; i++)
-#endif
- {
- aspd_base[idx][i] = atoi(fields[i+5]);
- }
- return true;
-}
-
-static bool status_readdb_job2(char* fields[], int columns, int current)
-{
- int idx, class_, i;
-
- class_ = atoi(fields[0]);
-
- if(!pcdb_checkid(class_))
- {
- ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
- return false;
- }
- idx = pc->class2idx(class_);
-
- for(i = 1; i < columns; i++)
- {
- job_bonus[idx][i-1] = atoi(fields[i]);
- }
- return true;
-}
-
-static bool status_readdb_sizefix(char* fields[], int columns, int current)
-{
- unsigned int i;
-
- for(i = 0; i < MAX_WEAPON_TYPE; i++)
- {
- atkmods[current][i] = atoi(fields[i]);
- }
- return true;
-}
-
-static bool status_readdb_refine(char* fields[], int columns, int current)
-{
- int i, bonus_per_level, random_bonus, random_bonus_start_level;
-
- current = atoi(fields[0]);
-
- if (current < 0 || current >= REFINE_TYPE_MAX)
- return false;
-
- bonus_per_level = atoi(fields[1]);
- random_bonus_start_level = atoi(fields[2]);
- random_bonus = atoi(fields[3]);
-
- for(i = 0; i < MAX_REFINE; i++)
- {
- char* delim;
-
- if (!(delim = strchr(fields[4+i], ':')))
- return false;
-
- *delim = '\0';
-
- refine_info[current].chance[i] = atoi(fields[4+i]);
-
- if (i >= random_bonus_start_level - 1)
- refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
-
- refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
- if (i > 0)
- refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
- }
- return true;
-}
-
-static bool status_readdb_scconfig(char* fields[], int columns, int current) {
- int val = 0;
- char* type = fields[0];
-
- if( !script->get_constant(type, &val) ){
- ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type);
- return false;
- }
-
- sc_conf[val] = (int)strtol(fields[1], NULL, 0);
-
- return true;
-}
-/*
-* Read status db
-* job1.txt
-* job2.txt
-* size_fixe.txt
-* refine_db.txt
-*/
-int status_readdb(void)
-{
- int i, j;
-
- // initialize databases to default
- //
-
- // reset job_db1.txt data
- memset(max_weight_base, 0, sizeof(max_weight_base));
- memset(hp_coefficient, 0, sizeof(hp_coefficient));
- memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
- memset(sp_coefficient, 0, sizeof(sp_coefficient));
- memset(aspd_base, 0, sizeof(aspd_base));
- // reset job_db2.txt data
- memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
-
- // size_fix.txt
- for(i=0;i<ARRAYLENGTH(atkmods);i++)
- for(j=0;j<MAX_WEAPON_TYPE;j++)
- atkmods[i][j]=100;
-
- // refine_db.txt
- for(i=0;i<ARRAYLENGTH(refine_info);i++)
- {
- for(j=0;j<MAX_REFINE; j++)
- {
- refine_info[i].chance[j] = 100;
- refine_info[i].bonus[j] = 0;
- refine_info[i].randombonus_max[j] = 0;
- }
- }
-
- // read databases
- //
-
-
-#ifdef RENEWAL_ASPD
- sv->readdb(iMap->db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
-#else
- sv->readdb(iMap->db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
-#endif
- sv->readdb(iMap->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
- sv->readdb(iMap->db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
- sv->readdb(iMap->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
- sv->readdb(iMap->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, &status_readdb_scconfig);
-
- return 0;
-}
-
-/*==========================================
- * Status db init and destroy.
- *------------------------------------------*/
-int do_init_status(void)
-{
- iTimer->add_timer_func_list(status_change_timer,"status_change_timer");
- iTimer->add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
- iTimer->add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
- initChangeTables();
- initDummyData();
- status_readdb();
- status_calc_sigma();
- natural_heal_prev_tick = iTimer->gettick();
- sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
- iTimer->add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
- return 0;
-}
-void do_final_status(void)
-{
- ers_destroy(sc_data_ers);
-}
+// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
+// See the LICENSE file
+// Portions Copyright (c) Athena Dev Teams
+
+#include "../common/cbasetypes.h"
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/random.h"
+#include "../common/showmsg.h"
+#include "../common/malloc.h"
+#include "../common/utils.h"
+#include "../common/ers.h"
+#include "../common/strlib.h"
+
+#include "map.h"
+#include "path.h"
+#include "pc.h"
+#include "pet.h"
+#include "npc.h"
+#include "mob.h"
+#include "clif.h"
+#include "guild.h"
+#include "skill.h"
+#include "itemdb.h"
+#include "battle.h"
+#include "chrif.h"
+#include "skill.h"
+#include "status.h"
+#include "script.h"
+#include "unit.h"
+#include "homunculus.h"
+#include "mercenary.h"
+#include "elemental.h"
+#include "vending.h"
+
+#include <time.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <memory.h>
+#include <string.h>
+#include <math.h>
+
+//Regen related flags.
+enum e_regen
+{
+ RGN_HP = 0x01,
+ RGN_SP = 0x02,
+ RGN_SHP = 0x04,
+ RGN_SSP = 0x08,
+};
+
+static int max_weight_base[CLASS_COUNT];
+static int hp_coefficient[CLASS_COUNT];
+static int hp_coefficient2[CLASS_COUNT];
+static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
+static int sp_coefficient[CLASS_COUNT];
+#ifdef RENEWAL_ASPD
+static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE+1];
+#else
+static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
+#endif
+
+// bonus values and upgrade chances for refining equipment
+static struct {
+ int chance[MAX_REFINE]; // success chance
+ int bonus[MAX_REFINE]; // cumulative fixed bonus damage
+ int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage
+} refine_info[REFINE_TYPE_MAX];
+
+static int atkmods[3][MAX_WEAPON_TYPE]; //ATK weapon modification for size (size_fix.txt)
+static char job_bonus[CLASS_COUNT][MAX_LEVEL];
+static sc_conf_type sc_conf[SC_MAX];
+
+static struct eri *sc_data_ers; //For sc_data entries
+static struct status_data dummy_status;
+
+/**
+* Returns the status change associated with a skill.
+* @param skill The skill to look up
+* @return The status registered for this skill
+**/
+sc_type status_skill2sc(int skill_id) {
+ int idx;
+ if( (idx = skill->get_index(skill_id)) == 0 ) {
+ ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
+ return SC_NONE;
+ }
+ return SkillStatusChangeTable[idx];
+}
+
+/**
+* Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
+* Utilized for various duration lookups. Use with caution!
+* @param sc The status to look up
+* @return A skill associated with the status
+**/
+int status_sc2skill(sc_type sc)
+{
+ if( sc < 0 || sc >= SC_MAX ) {
+ ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
+ return 0;
+ }
+
+ return StatusSkillChangeTable[sc];
+}
+
+/**
+* Returns the status calculation flag associated with a given status change.
+* @param sc The status to look up
+* @return The scb_flag registered for this status (see enum scb_flag)
+**/
+unsigned int status_sc2scb_flag(sc_type sc)
+{
+ if( sc < 0 || sc >= SC_MAX ) {
+ ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
+ return SCB_NONE;
+ }
+
+ return StatusChangeFlagTable[sc];
+}
+
+/**
+* Returns the bl types which require a status change packet to be sent for a given client status identifier.
+* @param type The client-side status identifier to look up (see enum si_type)
+* @return The bl types relevant to the type (see enum bl_type)
+**/
+int status_type2relevant_bl_types(int type)
+{
+ if( type < 0 || type >= SI_MAX ) {
+ ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
+ return SI_BLANK;
+ }
+
+ return StatusRelevantBLTypes[type];
+}
+
+#define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
+// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
+#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
+
+static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) {
+ uint16 idx;
+ if( (idx = skill->get_index(skill_id)) == 0 ) {
+ ShowError("set_sc: Unsupported skill id %d\n", skill_id);
+ return;
+ }
+ if( sc < 0 || sc >= SC_MAX ) {
+ ShowError("set_sc: Unsupported status change id %d\n", sc);
+ return;
+ }
+
+ if( StatusSkillChangeTable[sc] == 0 )
+ StatusSkillChangeTable[sc] = skill_id;
+ if( StatusIconChangeTable[sc] == SI_BLANK )
+ StatusIconChangeTable[sc] = icon;
+ StatusChangeFlagTable[sc] |= flag;
+
+ if( SkillStatusChangeTable[idx] == SC_NONE )
+ SkillStatusChangeTable[idx] = sc;
+}
+
+void initChangeTables(void) {
+ int i;
+
+ for (i = 0; i < SC_MAX; i++)
+ StatusIconChangeTable[i] = SI_BLANK;
+
+ for (i = 0; i < MAX_SKILL; i++)
+ SkillStatusChangeTable[i] = SC_NONE;
+
+ for (i = 0; i < SI_MAX; i++)
+ StatusRelevantBLTypes[i] = BL_PC;
+
+ memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
+ memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
+ memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
+
+ //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
+ set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
+ set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
+ set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
+ set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
+ set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
+ set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
+ set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
+ set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
+ set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
+ set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN );
+ set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
+
+ //The main status definitions
+ add_sc( SM_BASH , SC_STUN );
+ set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
+ add_sc( SM_MAGNUM , SC_SUB_WEAPONPROPERTY );
+ set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
+ add_sc( MG_SIGHT , SC_SIGHT );
+ add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
+ add_sc( MG_FROSTDIVER , SC_FREEZE );
+ add_sc( MG_STONECURSE , SC_STONE );
+ add_sc( AL_RUWACH , SC_RUWACH );
+ add_sc( AL_PNEUMA , SC_PNEUMA );
+ set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED );
+ set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED );
+ set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF );
+ set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
+ set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
+ set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX );
+ set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
+ add_sc( TF_POISON , SC_POISON );
+ set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
+ add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
+ set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO ,
+#ifdef RENEWAL
+ SCB_NONE );
+#else
+ SCB_WATK );
+#endif
+ set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
+ set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
+ set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
+ set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
+ set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
+ set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
+ set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
+ add_sc( PR_LEXDIVINA , SC_SILENCE );
+ set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SI_LEXAETERNA , SCB_NONE );
+ add_sc( WZ_METEOR , SC_STUN );
+ add_sc( WZ_VERMILION , SC_BLIND );
+ add_sc( WZ_FROSTNOVA , SC_FREEZE );
+ add_sc( WZ_STORMGUST , SC_FREEZE );
+ set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
+ set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
+ set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE );
+ set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
+ set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN );
+ add_sc( HT_LANDMINE , SC_STUN );
+ set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE );
+ add_sc( HT_SANDMAN , SC_SLEEP );
+ add_sc( HT_FLASHER , SC_BLIND );
+ add_sc( HT_FREEZINGTRAP , SC_FREEZE );
+ set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
+ add_sc( AS_SONICBLOW , SC_STUN );
+ set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE );
+ set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
+ add_sc( AS_VENOMDUST , SC_POISON );
+ add_sc( AS_SPLASHER , SC_SPLASHER );
+ set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
+ set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
+ add_sc( TF_SPRINKLESAND , SC_BLIND );
+ add_sc( TF_THROWSTONE , SC_STUN );
+ set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR );
+ set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
+ set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
+ add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
+ set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
+ add_sc( NPC_CHANGEWATER , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEGROUND , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEFIRE , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEWIND , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEPOISON , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEHOLY , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGEDARKNESS , SC_ARMOR_PROPERTY );
+ add_sc( NPC_CHANGETELEKINESIS, SC_ARMOR_PROPERTY );
+ add_sc( NPC_POISON , SC_POISON );
+ add_sc( NPC_BLINDATTACK , SC_BLIND );
+ add_sc( NPC_SILENCEATTACK , SC_SILENCE );
+ add_sc( NPC_STUNATTACK , SC_STUN );
+ add_sc( NPC_PETRIFYATTACK , SC_STONE );
+ add_sc( NPC_CURSEATTACK , SC_CURSE );
+ add_sc( NPC_SLEEPATTACK , SC_SLEEP );
+ add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
+ set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
+ add_sc( NPC_DARKBLESSING , SC_COMA );
+ set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
+ add_sc( NPC_DEFENDER , SC_ARMOR );
+ add_sc( NPC_LICK , SC_STUN );
+ set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE );
+ add_sc( NPC_REBIRTH , SC_REBIRTH );
+ add_sc( RG_RAID , SC_STUN );
+#ifdef RENEWAL
+ add_sc( RG_RAID , SC_RAID );
+ add_sc( RG_BACKSTAP , SC_STUN );
+#endif
+ set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK );
+ set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF );
+ set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT );
+ set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SI_NOEQUIPHELM , SCB_INT );
+ add_sc( AM_ACIDTERROR , SC_BLOODING );
+ set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE );
+ set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE );
+ set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE );
+ set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE );
+ set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
+ add_sc( CR_SHIELDCHARGE , SC_STUN );
+ set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
+ add_sc( CR_HOLYCROSS , SC_BLIND );
+ add_sc( CR_GRANDCROSS , SC_BLIND );
+ add_sc( CR_DEVOTION , SC_DEVOTION );
+ set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
+ set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
+ set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
+ set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
+ add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
+ add_sc( MO_BLADESTOP , SC_BLADESTOP );
+ set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
+ set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
+#ifdef RENEWAL
+ set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE );
+#endif
+ add_sc( SA_MAGICROD , SC_MAGICROD );
+ set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
+ set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE );
+ set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE );
+ set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE );
+ set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE );
+ set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK );
+ set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP );
+ set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_GROUNDMAGIC , SCB_FLEE );
+ add_sc( SA_REVERSEORCISH , SC_ORCISH );
+ add_sc( SA_COMA , SC_COMA );
+ set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
+ add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
+ set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
+ set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
+ set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
+ add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
+ add_sc( BD_INTOABYSS , SC_INTOABYSS );
+ set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
+ add_sc( BA_FROSTJOKER , SC_FREEZE );
+ set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
+ set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
+ add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
+ set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
+ add_sc( DC_SCREAM , SC_STUN );
+ set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
+ set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
+ set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
+ set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SI_BLANK , SCB_ALL );
+ add_sc( NPC_DARKCROSS , SC_BLIND );
+ add_sc( NPC_GRANDDARKNESS , SC_BLIND );
+ set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
+ set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
+ set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
+ set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE );
+ set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
+ set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
+ add_sc( NPC_INVISIBLE , SC_CLOAKING );
+ set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
+ set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
+#ifndef RENEWAL
+ set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2);
+#else
+ set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF);
+#endif
+ set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
+ set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
+ set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
+ add_sc( HP_BASILICA , SC_BASILICA );
+ set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
+ add_sc( PA_SACRIFICE , SC_SACRIFICE );
+ set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
+ add_sc( PA_GOSPEL , SC_SCRESIST );
+ add_sc( CH_TIGERFIST , SC_STOP );
+ set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
+ set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
+ set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
+ set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
+ set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
+ set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
+ set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE );
+ add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
+ set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ add_sc( LK_SPIRALPIERCE , SC_STOP );
+ add_sc( LK_HEADCRUSH , SC_BLOODING );
+ set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
+ add_sc( HW_NAPALMVULCAN , SC_CURSE );
+ set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
+ add_sc( PF_MEMORIZE , SC_MEMORIZE );
+ add_sc( PF_FOGWALL , SC_FOGWALL );
+ set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
+ set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE );
+ set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
+ set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR );
+ set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE );
+ set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SI_DOWNKICK_ON , SCB_NONE );
+ add_sc( TK_DOWNKICK , SC_STUN );
+ set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE );
+ set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE );
+ set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE );
+ set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
+ add_sc( TK_SEVENWIND , SC_TK_SEVENWIND );
+ set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE );
+ set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE );
+ set_sc( SG_SUN_WARM , SC_WARM , SI_SG_SUN_WARM , SCB_NONE );
+ add_sc( SG_MOON_WARM , SC_WARM );
+ add_sc( SG_STAR_WARM , SC_WARM );
+ set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
+ set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
+ set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
+ add_sc( SG_FRIEND , SC_SKILLRATE_UP );
+ set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
+ set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
+ set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
+ set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
+ set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
+ set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
+ set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
+ add_sc( SL_STUN , SC_STUN );
+ set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
+ set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
+ set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
+ set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE );
+ set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
+ set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
+ set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE );
+ set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
+ add_sc( WS_CARTTERMINATION , SC_STUN );
+ set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE );
+ set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
+ add_sc( CG_HERMODE , SC_HERMODE );
+ set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE );
+ set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
+ set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL );
+ set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD );
+ set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
+ add_sc( GS_CRACKER , SC_STUN );
+ add_sc( GS_DISARM , SC_NOEQUIPWEAPON );
+ add_sc( GS_PIERCINGSHOT , SC_BLOODING );
+ set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_ASPD
+#ifndef RENEWAL
+ |SCB_BATK );
+#else
+ );
+#endif
+ set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE );
+ set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
+ set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD
+#ifndef RENEWAL
+ |SCB_BATK );
+#else
+ );
+#endif
+ set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE );
+ set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED );
+ add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
+ set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT );
+ set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE );
+ set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE );
+
+ add_sc( NPC_ICEBREATH , SC_FREEZE );
+ add_sc( NPC_ACIDBREATH , SC_POISON );
+ add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
+ add_sc( NPC_WIDESILENCE , SC_SILENCE );
+ add_sc( NPC_WIDEFREEZE , SC_FREEZE );
+ add_sc( NPC_WIDEBLEEDING , SC_BLOODING );
+ add_sc( NPC_WIDESTONE , SC_STONE );
+ add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
+ add_sc( NPC_WIDESLEEP , SC_SLEEP );
+ add_sc( NPC_WIDESIGHT , SC_SIGHT );
+ add_sc( NPC_EVILLAND , SC_BLIND );
+ add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
+ set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
+ set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
+ set_sc( NPC_STONESKIN , SC_STONESKIN , SI_BLANK , SCB_DEF|SCB_MDEF );
+ add_sc( NPC_ANTIMAGIC , SC_STONESKIN );
+ add_sc( NPC_WIDECURSE , SC_CURSE );
+ add_sc( NPC_WIDESTUN , SC_STUN );
+
+ set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
+ set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
+ set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
+ set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
+
+ set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
+ set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED );
+ set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
+
+ set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE );
+ set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF );
+
+ set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE );
+ set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE );
+ set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE );
+ set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE );
+ set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SI_DC_WINKCHARM , SCB_NONE );
+ add_sc( MO_BALKYOUNG , SC_STUN );
+ add_sc( SA_ELEMENTWATER , SC_ARMOR_PROPERTY );
+ add_sc( SA_ELEMENTFIRE , SC_ARMOR_PROPERTY );
+ add_sc( SA_ELEMENTGROUND , SC_ARMOR_PROPERTY );
+ add_sc( SA_ELEMENTWIND , SC_ARMOR_PROPERTY );
+
+ set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED );
+ set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
+ set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
+ set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE );
+ set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF );
+ set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
+
+ // Homunculus S
+ add_sc(MH_STAHL_HORN, SC_STUN);
+ set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP);
+ set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP);
+ add_sc( MH_STEINWAND, SC_SAFETYWALL );
+ add_sc(MH_ERASER_CUTTER, SC_ERASER_CUTTER);
+ set_sc(MH_OVERED_BOOST, SC_OVERED_BOOST, SI_BLANK, SCB_FLEE|SCB_ASPD);
+ add_sc(MH_LIGHT_OF_REGENE, SC_LIGHT_OF_REGENE);
+ set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE);
+ set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE);
+ set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE);
+ set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE);
+ add_sc(MH_LAVA_SLIDE, SC_BURNING);
+ set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2);
+ add_sc(MH_POISON_MIST, SC_BLIND);
+ set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD);
+
+ add_sc(MH_STYLE_CHANGE, SC_STYLE_CHANGE);
+ set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE );
+ set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE );
+
+
+ add_sc( MER_CRASH , SC_STUN );
+ set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
+ add_sc( MS_MAGNUM , SC_SUB_WEAPONPROPERTY );
+ add_sc( MER_SIGHT , SC_SIGHT );
+ set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED );
+ set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
+ add_sc( MER_LEXDIVINA , SC_SILENCE );
+ add_sc( MA_LANDMINE , SC_STUN );
+ add_sc( MA_SANDMAN , SC_SLEEP );
+ add_sc( MA_FREEZINGTRAP , SC_FREEZE );
+ set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
+ set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
+ set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
+ set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
+ set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
+ set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
+ add_sc( ML_SPIRALPIERCE , SC_STOP );
+ set_sc( MER_QUICKEN , SC_MER_QUICKEN , SI_BLANK , SCB_ASPD );
+ add_sc( ML_DEVOTION , SC_DEVOTION );
+ set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
+ set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
+ set_sc( MER_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED );
+
+ set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR );
+ set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT );
+ set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI );
+ set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX );
+
+ set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
+ set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN );
+
+ /**
+ * Rune Knight
+ **/
+ set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
+ set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
+ set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
+ set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
+ set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BLANK , SCB_MDEF );
+ set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE );
+ set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
+ set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
+ set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
+ set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
+ set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
+ set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
+ set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE );
+ add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY );
+ /**
+ * GC Guillotine Cross
+ **/
+ set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
+ set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
+ set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
+ set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
+ set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
+ set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
+ set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE );
+ /**
+ * Arch Bishop
+ **/
+ set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
+ add_sc( AB_CLEMENTIA , SC_BLESSING );
+ add_sc( AB_CANTO , SC_INC_AGI );
+ set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
+ add_sc( AB_PRAEFATIO , SC_KYRIE );
+ set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
+ set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
+ set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
+ set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
+ set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
+ set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
+ set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
+ set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE );
+ /**
+ * Warlock
+ **/
+ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
+ set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
+ set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX );
+ set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK);
+ set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
+ set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK );
+ /**
+ * Ranger
+ **/
+ set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
+ set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
+ set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
+ set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED );
+ add_sc( RA_MAGENTATRAP , SC_ARMOR_PROPERTY );
+ add_sc( RA_COBALTTRAP , SC_ARMOR_PROPERTY );
+ add_sc( RA_MAIZETRAP , SC_ARMOR_PROPERTY );
+ add_sc( RA_VERDURETRAP , SC_ARMOR_PROPERTY );
+ add_sc( RA_FIRINGTRAP , SC_BURNING );
+ add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY );
+ set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_NONE );
+ /**
+ * Mechanic
+ **/
+ set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
+ set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
+ set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
+ set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
+ set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
+ set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
+ set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
+ set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
+ /**
+ * Royal Guard
+ **/
+ set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
+ set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
+ set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
+ set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
+ set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
+ set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
+ set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
+ set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
+ set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
+ set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
+ set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
+ /**
+ * Shadow Chaser
+ **/
+ set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
+ set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
+ set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
+ set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD );
+ set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
+ set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
+ set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
+ set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
+ set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
+ set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
+ set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
+ set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
+ set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
+ set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
+ add_sc( SC_CHAOSPANIC , SC_CONFUSION );
+ set_sc_with_vfx( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF | SCB_DEF2 | SCB_MDEF | SCB_MDEF2 | SCB_FLEE | SCB_SPEED | SCB_ASPD | SCB_MAXHP | SCB_REGEN );
+ /**
+ * Sura
+ **/
+ add_sc( SR_DRAGONCOMBO , SC_STUN );
+ add_sc( SR_EARTHSHAKER , SC_STUN );
+ set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
+ set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
+ set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
+ set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
+ set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
+ set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP );
+ set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_REGEN );
+ /**
+ * Wanderer / Minstrel
+ **/
+ set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
+ set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF );
+ set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK );
+ set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_BATK );
+ set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
+ set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
+ set_sc_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SI_SIREN , SCB_NONE );
+ set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE );
+ set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
+ set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
+ set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE );
+ set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD );
+ set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
+ set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP );
+ set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
+ set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
+ set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
+ set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
+
+ /**
+ * Sorcerer
+ **/
+ set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
+ set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
+ set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
+ set_sc_with_vfx( SO_DIAMONDDUST , SC_COLD , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
+ add_sc( SO_CLOUD_KILL , SC_POISON );
+ set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
+ set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
+ set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
+ set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE );
+ set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ /**
+ * Genetic
+ **/
+ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
+ set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE );
+ set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE );
+ set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
+ set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
+ set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
+ set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
+
+ // Elemental Spirit summoner's 'side' status changes.
+ set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
+ set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
+ set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
+ set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
+ set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
+ set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
+ set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
+ set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
+ set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
+ set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
+ set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
+ set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
+ set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
+ set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
+ set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
+ set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
+ set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
+ set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD );
+ set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
+ set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
+ set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
+ set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
+ set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
+ set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
+ set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
+ set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
+
+ add_sc( KO_YAMIKUMO , SC_HIDING );
+ set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
+ add_sc( KO_MAKIBISHI , SC_STUN );
+ set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE );
+ set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+ add_sc( KO_JYUSATSU , SC_CURSE );
+ set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE );
+ set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK );
+ set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE );
+ set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE );
+ set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE );
+ set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK );
+ set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE );
+ set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE );
+
+ set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
+
+ add_sc( ALL_REVERSEORCISH , SC_ORCISH );
+ set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN );
+
+ add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR );
+ add_sc( NPC_WIDEBODYBURNNING , SC_BURNING );
+ add_sc( NPC_WIDEFROSTMISTY , SC_FROSTMISTY );
+ add_sc( NPC_WIDECOLD , SC_COLD );
+ add_sc( NPC_WIDE_DEEP_SLEEP , SC_DEEP_SLEEP );
+ add_sc( NPC_WIDESIREN , SC_SIREN );
+
+ // Storing the target job rather than simply SC_SOULLINK simplifies code later on.
+ SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
+ SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
+ SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
+ SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
+ SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
+ SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
+ SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
+ SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
+ SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
+ SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
+ SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
+ SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
+ SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
+ SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
+ SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
+
+ //Status that don't have a skill associated.
+ StatusIconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50;
+ StatusIconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90;
+ StatusIconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1;
+ StatusIconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2;
+ StatusIconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3;
+ StatusIconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY;
+ StatusIconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE;
+ StatusIconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY;
+ StatusIconChangeTable[SC_CHASEWALK2] = SI_INCSTR;
+ StatusIconChangeTable[SC_MIRACLE] = SI_SOULLINK;
+ StatusIconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE;
+ StatusIconChangeTable[SC_FOOD_STR] = SI_FOOD_STR;
+ StatusIconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI;
+ StatusIconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT;
+ StatusIconChangeTable[SC_FOOD_INT] = SI_FOOD_INT;
+ StatusIconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX;
+ StatusIconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK;
+ StatusIconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE;
+ StatusIconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT;
+ StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
+ StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
+ StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
+ StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
+ StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
+ StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
+ StatusIconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER;
+ StatusIconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER;
+ //Cash Items
+ StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
+ StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
+ StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
+ StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
+ StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
+ StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
+ StatusIconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP;
+ StatusIconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM;
+ StatusIconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP;
+ StatusIconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY;
+ StatusIconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM;
+ StatusIconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF;
+ StatusIconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF;
+ StatusIconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT;
+ StatusIconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE;
+ StatusIconChangeTable[SC_HEALPLUS] = SI_HEALPLUS;
+ StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
+ StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
+ StatusIconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD;
+ StatusIconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD;
+ // Mercenary Bonus Effects
+ StatusIconChangeTable[SC_MER_FLEE] = SI_MER_FLEE;
+ StatusIconChangeTable[SC_MER_ATK] = SI_MER_ATK;
+ StatusIconChangeTable[SC_MER_HP] = SI_MER_HP;
+ StatusIconChangeTable[SC_MER_SP] = SI_MER_SP;
+ StatusIconChangeTable[SC_MER_HIT] = SI_MER_HIT;
+ // Warlock Spheres
+ StatusIconChangeTable[SC_SUMMON1] = SI_SPHERE_1;
+ StatusIconChangeTable[SC_SUMMON2] = SI_SPHERE_2;
+ StatusIconChangeTable[SC_SUMMON3] = SI_SPHERE_3;
+ StatusIconChangeTable[SC_SUMMON4] = SI_SPHERE_4;
+ StatusIconChangeTable[SC_SUMMON5] = SI_SPHERE_5;
+ // Warlock Preserved spells
+ StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1;
+ StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2;
+ StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3;
+ StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4;
+ StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5;
+ StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6;
+ StatusIconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7;
+
+ StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
+ StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
+ StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
+ StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
+
+ StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
+ StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
+ StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
+ StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
+ StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
+ StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
+ StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
+ StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
+ StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
+
+ StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
+ StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
+ StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
+ StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
+
+ StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
+
+ StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
+
+ StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
+ StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
+ StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
+ StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
+ StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
+
+ //Genetics New Food Items Status Icons
+ StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
+ StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
+ StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
+ StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
+ StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
+ StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
+
+ StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
+ StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
+ StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
+ StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
+ StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
+ StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
+ StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
+ StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
+
+ // Elemental Spirit's 'side' status change icons.
+ StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
+ StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
+ StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
+ StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
+ StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
+ StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
+ StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
+ StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
+ StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
+ StatusIconChangeTable[SC_HEATER] = SI_HEATER;
+ StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
+ StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
+ StatusIconChangeTable[SC_COOLER] = SI_COOLER;
+ StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
+ StatusIconChangeTable[SC_GUST] = SI_GUST;
+ StatusIconChangeTable[SC_BLAST] = SI_BLAST;
+ StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
+ StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
+ StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
+ StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
+ StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART;
+ StatusIconChangeTable[SC_REBOUND] = SI_REBOUND;
+ StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
+ StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
+
+ //Other SC which are not necessarily associated to skills.
+ StatusChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD;
+ StatusChangeFlagTable[SC_ATTHASTE_POTION2] = SCB_ASPD;
+ StatusChangeFlagTable[SC_ATTHASTE_POTION3] = SCB_ASPD;
+ StatusChangeFlagTable[SC_ATTHASTE_INFINITY] = SCB_ASPD;
+ StatusChangeFlagTable[SC_MOVHASTE_HORSE] = SCB_SPEED;
+ StatusChangeFlagTable[SC_MOVHASTE_INFINITY] = SCB_SPEED;
+ StatusChangeFlagTable[SC_PLUSATTACKPOWER] = SCB_BATK;
+ StatusChangeFlagTable[SC_PLUSMAGICPOWER] = SCB_MATK;
+ StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
+ StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
+ StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
+ StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
+ StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
+ StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
+ StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
+ StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
+ StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_CRITICALPERCENT] |= SCB_CRI;
+ StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
+ StatusChangeFlagTable[SC_PLUSAVOIDVALUE] |= SCB_FLEE2;
+ StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
+ StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
+ StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
+ StatusChangeFlagTable[SC_FOOD_STR] |= SCB_STR;
+ StatusChangeFlagTable[SC_FOOD_AGI] |= SCB_AGI;
+ StatusChangeFlagTable[SC_FOOD_VIT] |= SCB_VIT;
+ StatusChangeFlagTable[SC_FOOD_INT] |= SCB_INT;
+ StatusChangeFlagTable[SC_FOOD_DEX] |= SCB_DEX;
+ StatusChangeFlagTable[SC_FOOD_LUK] |= SCB_LUK;
+ StatusChangeFlagTable[SC_FOOD_BASICHIT] |= SCB_HIT;
+ StatusChangeFlagTable[SC_FOOD_BASICAVOIDANCE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
+ StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
+ StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
+ StatusChangeFlagTable[SC_ARMORPROPERTY] |= SCB_ALL;
+ StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
+ StatusChangeFlagTable[SC_ATKER_BLOOD] |= SCB_ALL;
+ StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
+ StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
+ // Cash Items
+ StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
+ StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
+ StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
+ StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
+ StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
+ StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
+ // Mercenary Bonus Effects
+ StatusChangeFlagTable[SC_MER_FLEE] |= SCB_FLEE;
+ StatusChangeFlagTable[SC_MER_ATK] |= SCB_WATK;
+ StatusChangeFlagTable[SC_MER_HP] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_MER_SP] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_MER_HIT] |= SCB_HIT;
+ // Guillotine Cross Poison Effects
+ StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
+ StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
+ StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
+
+ StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
+ StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
+ StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
+ StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
+ StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
+ StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
+ StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
+ StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
+ StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
+ StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
+ StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
+ StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
+ StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
+ StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
+ StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
+
+ StatusChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED;
+
+ /* StatusDisplayType Table [Ind/Hercules] */
+ StatusDisplayType[SC_ALL_RIDING] = true;
+ StatusDisplayType[SC_PUSH_CART] = true;
+ StatusDisplayType[SC_SUMMON1] = true;
+ StatusDisplayType[SC_SUMMON2] = true;
+ StatusDisplayType[SC_SUMMON3] = true;
+ StatusDisplayType[SC_SUMMON4] = true;
+ StatusDisplayType[SC_SUMMON5] = true;
+ StatusDisplayType[SC_CAMOUFLAGE] = true;
+ StatusDisplayType[SC_DUPLELIGHT] = true;
+ StatusDisplayType[SC_ORATIO] = true;
+ StatusDisplayType[SC_FROSTMISTY] = true;
+ StatusDisplayType[SC_VENOMIMPRESS] = true;
+ StatusDisplayType[SC_HALLUCINATIONWALK] = true;
+ StatusDisplayType[SC_ROLLINGCUTTER] = true;
+ StatusDisplayType[SC_BANDING] = true;
+ StatusDisplayType[SC_COLD] = true;
+ StatusDisplayType[SC_DEEP_SLEEP] = true;
+ StatusDisplayType[SC_CURSEDCIRCLE_ATKER]= true;
+ StatusDisplayType[SC_CURSEDCIRCLE_TARGET]= true;
+ StatusDisplayType[SC_BLOOD_SUCKER] = true;
+ StatusDisplayType[SC__SHADOWFORM] = true;
+ StatusDisplayType[SC__MANHOLE] = true;
+ StatusDisplayType[SC_MONSTER_TRANSFORM] = true;
+
+#ifdef RENEWAL_EDP
+ // renewal EDP increases your weapon atk
+ StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
+#endif
+
+ if( !battle_config.display_hallucination ) //Disable Hallucination.
+ StatusIconChangeTable[SC_ILLUSION] = SI_BLANK;
+}
+
+static void initDummyData(void)
+{
+ memset(&dummy_status, 0, sizeof(dummy_status));
+ dummy_status.hp =
+ dummy_status.max_hp =
+ dummy_status.max_sp =
+ dummy_status.str =
+ dummy_status.agi =
+ dummy_status.vit =
+ dummy_status.int_ =
+ dummy_status.dex =
+ dummy_status.luk =
+ dummy_status.hit = 1;
+ dummy_status.speed = 2000;
+ dummy_status.adelay = 4000;
+ dummy_status.amotion = 2000;
+ dummy_status.dmotion = 2000;
+ dummy_status.ele_lv = 1; //Min elemental level.
+ dummy_status.mode = MD_CANMOVE;
+}
+
+
+//For copying a status_data structure from b to a, without overwriting current Hp and Sp
+static inline void status_cpy(struct status_data* a, const struct status_data* b)
+{
+ memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
+}
+
+//Sets HP to given value. Flag is the flag passed to iStatus->heal in case
+//final value is higher than current (use 2 to make a healing effect display
+//on players) It will always succeed (overrides Berserk block), but it can't kill.
+int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
+{
+ struct status_data *status;
+ if (hp < 1) return 0;
+ status = iStatus->get_status_data(bl);
+ if (status == &dummy_status)
+ return 0;
+
+ if (hp > status->max_hp) hp = status->max_hp;
+ if (hp == status->hp) return 0;
+ if (hp > status->hp)
+ return iStatus->heal(bl, hp - status->hp, 0, 1|flag);
+ return status_zap(bl, status->hp - hp, 0);
+}
+
+//Sets SP to given value. Flag is the flag passed to iStatus->heal in case
+//final value is higher than current (use 2 to make a healing effect display
+//on players)
+int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
+{
+ struct status_data *status;
+
+ status = iStatus->get_status_data(bl);
+ if (status == &dummy_status)
+ return 0;
+
+ if (sp > status->max_sp) sp = status->max_sp;
+ if (sp == status->sp) return 0;
+ if (sp > status->sp)
+ return iStatus->heal(bl, 0, sp - status->sp, 1|flag);
+ return status_zap(bl, 0, status->sp - sp);
+}
+
+int status_charge(struct block_list* bl, int hp, int sp)
+{
+ if(!(bl->type&BL_CONSUME))
+ return hp+sp; //Assume all was charged so there are no 'not enough' fails.
+ return iStatus->damage(NULL, bl, hp, sp, 0, 3);
+}
+
+//Inflicts damage on the target with the according walkdelay.
+//If flag&1, damage is passive and does not triggers cancelling status changes.
+//If flag&2, fail if target does not has enough to substract.
+//If flag&4, if killed, mob must not give exp/loot.
+//flag will be set to &8 when damaging sp of a dead character
+int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ if(sp && !(target->type&BL_CONSUME))
+ sp = 0; //Not a valid SP target.
+
+ if (hp < 0) { //Assume absorbed damage.
+ iStatus->heal(target, -hp, 0, 1);
+ hp = 0;
+ }
+
+ if (sp < 0) {
+ iStatus->heal(target, 0, -sp, 1);
+ sp = 0;
+ }
+
+ if (target->type == BL_SKILL)
+ return skill->unit_ondamaged((struct skill_unit *)target, src, hp, iTimer->gettick());
+
+ status = iStatus->get_status_data(target);
+ if( status == &dummy_status )
+ return 0;
+
+ if ((unsigned int)hp >= status->hp) {
+ if (flag&2) return 0;
+ hp = status->hp;
+ }
+
+ if ((unsigned int)sp > status->sp) {
+ if (flag&2) return 0;
+ sp = status->sp;
+ }
+
+ if (!hp && !sp)
+ return 0;
+
+ if( !status->hp )
+ flag |= 8;
+
+ // Let through. battle.c/skill.c have the whole logic of when it's possible or
+ // not to hurt someone (and this check breaks pet catching) [Skotlex]
+ // if (!target->prev && !(flag&2))
+ // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
+
+ sc = iStatus->get_sc(target);
+ if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
+ hp = 1;
+
+ if( hp && !(flag&1) ) {
+ if( sc ) {
+ struct status_change_entry *sce;
+ if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ status_change_end(target, SC_STONE, INVALID_TIMER);
+ status_change_end(target, SC_FREEZE, INVALID_TIMER);
+ status_change_end(target, SC_SLEEP, INVALID_TIMER);
+ status_change_end(target, SC_DC_WINKCHARM, INVALID_TIMER);
+ status_change_end(target, SC_CONFUSION, INVALID_TIMER);
+ status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
+ status_change_end(target, SC_HIDING, INVALID_TIMER);
+ status_change_end(target, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
+ status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(target, SC__INVISIBILITY, INVALID_TIMER);
+ status_change_end(target, SC_DEEP_SLEEP, INVALID_TIMER);
+ if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) {
+ //Endure count is only reduced by non-players on non-gvg maps.
+ //val4 signals infinite endure. [Skotlex]
+ if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
+ status_change_end(target, SC_ENDURE, INVALID_TIMER);
+ }
+ if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
+ struct skill_unit_group* sg = skill->id2group(sce->val4);
+ if (sg) {
+ skill->del_unitgroup(sg, ALC_MARK);
+ sce->val4 = 0;
+ status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
+ }
+ }
+ if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
+ status_change_end(target, SC_DANCING, INVALID_TIMER);
+ if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
+ status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
+ status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
+ }
+ unit_skillcastcancel(target, 2);
+ }
+
+ status->hp-= hp;
+ status->sp-= sp;
+
+ if (sc && hp && status->hp) {
+ if (sc->data[SC_AUTOBERSERK] &&
+ (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
+ status->hp < status->max_hp>>2)
+ sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
+ if (sc->data[SC_BERSERK] && status->hp <= 100)
+ status_change_end(target, SC_BERSERK, INVALID_TIMER);
+ if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
+ status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
+ if (sc->data[SC_SATURDAY_NIGHT_FEVER] && status->hp <= 100)
+ status_change_end(target, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
+ if (sc->data[SC__BLOODYLUST] && status->hp <= 100)
+ status_change_end(target, SC__BLOODYLUST, INVALID_TIMER);
+ }
+
+ switch (target->type) {
+ case BL_PC: pc->damage((TBL_PC*)target,src,hp,sp); break;
+ case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
+ case BL_HOM: homun->damaged((TBL_HOM*)target); break;
+ case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
+ case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
+ }
+
+ if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) {// stop walking when attacked in disguise to prevent walk-delay bug
+ unit_stop_walking( target, 1 );
+ }
+
+ if( status->hp || (flag&8) )
+ { //Still lives or has been dead before this damage.
+ if (walkdelay)
+ unit_set_walkdelay(target, iTimer->gettick(), walkdelay, 0);
+ return hp+sp;
+ }
+
+ status->hp = 1; //To let the dead function cast skills and all that.
+ //NOTE: These dead functions should return: [Skotlex]
+ //0: Death cancelled, auto-revived.
+ //Non-zero: Standard death. Clear status, cancel move/attack, etc
+ //&2: Also remove object from map.
+ //&4: Also delete object from memory.
+ switch (target->type) {
+ case BL_PC: flag = pc->dead((TBL_PC*)target,src); break;
+ case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
+ case BL_HOM: flag = homun->dead((TBL_HOM*)target); break;
+ case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
+ case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
+ default: //Unhandled case, do nothing to object.
+ flag = 0;
+ break;
+ }
+
+ if(!flag) //Death cancelled.
+ return hp+sp;
+
+ //Normal death
+ status->hp = 0;
+ if (battle_config.clear_unit_ondeath &&
+ battle_config.clear_unit_ondeath&target->type)
+ skill->clear_unitgroup(target);
+
+ if(target->type&BL_REGEN)
+ { //Reset regen ticks.
+ struct regen_data *regen = iStatus->get_regen_data(target);
+ if (regen) {
+ memset(&regen->tick, 0, sizeof(regen->tick));
+ if (regen->sregen)
+ memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
+ if (regen->ssregen)
+ memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
+ }
+ }
+
+ if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) )
+ { //flag&8 = disable Kaizel
+ int time = skill->get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
+ //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
+ if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
+ iStatus->revive(target, 100, 100);
+ else
+ iStatus->revive(target, sc->data[SC_KAIZEL]->val2, 0);
+ iStatus->change_clear(target,0);
+ clif->skill_nodamage(target,target,ALL_RESURRECTION,1,1);
+ sc_start(target,iStatus->skill2sc(PR_KYRIE),100,10,time);
+
+ if( target->type == BL_MOB )
+ ((TBL_MOB*)target)->state.rebirth = 1;
+
+ return hp+sp;
+ }
+ if(target->type == BL_PC){
+ TBL_PC *sd = BL_CAST(BL_PC,target);
+ TBL_HOM *hd = sd->hd;
+ if(hd && hd->sc.data[SC_LIGHT_OF_REGENE]){
+ clif->skillcasting(&hd->bl, hd->bl.id, target->id, 0,0, MH_LIGHT_OF_REGENE, skill->get_ele(MH_LIGHT_OF_REGENE, 1), 10); //just to display usage
+ clif->skill_nodamage(&sd->bl, target, ALL_RESURRECTION, 1, iStatus->revive(&sd->bl,10*hd->sc.data[SC_LIGHT_OF_REGENE]->val1,0));
+ status_change_end(&sd->hd->bl,SC_LIGHT_OF_REGENE,INVALID_TIMER);
+ return hp + sp;
+ }
+ }
+ if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) {// Ensure the monster has not already rebirthed before doing so.
+ iStatus->revive(target, sc->data[SC_REBIRTH]->val2, 0);
+ iStatus->change_clear(target,0);
+ ((TBL_MOB*)target)->state.rebirth = 1;
+
+ return hp+sp;
+ }
+
+ iStatus->change_clear(target,0);
+
+ if(flag&4) //Delete from memory. (also invokes map removal code)
+ unit_free(target,CLR_DEAD);
+ else
+ if(flag&2) //remove from map
+ unit_remove_map(target,CLR_DEAD);
+ else
+ { //Some death states that would normally be handled by unit_remove_map
+ unit_stop_attack(target);
+ unit_stop_walking(target,1);
+ unit_skillcastcancel(target,0);
+ clif->clearunit_area(target,CLR_DEAD);
+ skill->unit_move(target,iTimer->gettick(),4);
+ skill->cleartimerskill(target);
+ }
+
+ return hp+sp;
+}
+
+//Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
+//If flag&2, when the player is healed, show the HP/SP heal effect.
+int status_heal(struct block_list *bl,int hp,int sp, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc;
+
+ status = iStatus->get_status_data(bl);
+
+ if (status == &dummy_status || !status->hp)
+ return 0;
+
+ sc = iStatus->get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+
+ if (hp < 0) {
+ if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
+ iStatus->damage(NULL, bl, -hp, 0, 0, 1);
+ hp = 0;
+ }
+
+ if(hp) {
+ if( sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) ) {
+ if( flag&1 )
+ flag &= ~2;
+ else
+ hp = 0;
+ }
+
+ if((unsigned int)hp > status->max_hp - status->hp)
+ hp = status->max_hp - status->hp;
+ }
+
+ if(sp < 0) {
+ if (sp==INT_MIN) sp++;
+ iStatus->damage(NULL, bl, 0, -sp, 0, 1);
+ sp = 0;
+ }
+
+ if(sp) {
+ if((unsigned int)sp > status->max_sp - status->sp)
+ sp = status->max_sp - status->sp;
+ }
+
+ if(!sp && !hp) return 0;
+
+ status->hp+= hp;
+ status->sp+= sp;
+
+ if(hp && sc &&
+ sc->data[SC_AUTOBERSERK] &&
+ sc->data[SC_PROVOKE] &&
+ sc->data[SC_PROVOKE]->val2==1 &&
+ status->hp>=status->max_hp>>2
+ ) //End auto berserk.
+ status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
+
+ // send hp update to client
+ switch(bl->type) {
+ case BL_PC: pc->heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
+ case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
+ case BL_HOM: homun->healed((TBL_HOM*)bl); break;
+ case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
+ case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
+ }
+
+ return hp+sp;
+}
+
+//Does percentual non-flinching damage/heal. If mob is killed this way,
+//no exp/drops will be awarded if there is no src (or src is target)
+//If rates are > 0, percent is of current HP/SP
+//If rates are < 0, percent is of max HP/SP
+//If !flag, this is heal, otherwise it is damage.
+//Furthermore, if flag==2, then the target must not die from the substraction.
+int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
+{
+ struct status_data *status;
+ unsigned int hp =0, sp = 0;
+
+ status = iStatus->get_status_data(target);
+
+
+ //It's safe now [MarkZD]
+ if (hp_rate > 99)
+ hp = status->hp;
+ else if (hp_rate > 0)
+ hp = status->hp>10000?
+ hp_rate*(status->hp/100):
+ ((int64)hp_rate*status->hp)/100;
+ else if (hp_rate < -99)
+ hp = status->max_hp;
+ else if (hp_rate < 0)
+ hp = status->max_hp>10000?
+ (-hp_rate)*(status->max_hp/100):
+ ((int64)-hp_rate*status->max_hp)/100;
+ if (hp_rate && !hp)
+ hp = 1;
+
+ if (flag == 2 && hp >= status->hp)
+ hp = status->hp-1; //Must not kill target.
+
+ if (sp_rate > 99)
+ sp = status->sp;
+ else if (sp_rate > 0)
+ sp = ((int64)sp_rate*status->sp)/100;
+ else if (sp_rate < -99)
+ sp = status->max_sp;
+ else if (sp_rate < 0)
+ sp = ((int64)-sp_rate)*status->max_sp/100;
+ if (sp_rate && !sp)
+ sp = 1;
+
+ //Ugly check in case damage dealt is too much for the received args of
+ //iStatus->heal / iStatus->damage. [Skotlex]
+ if (hp > INT_MAX) {
+ hp -= INT_MAX;
+ if (flag)
+ iStatus->damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
+ else
+ iStatus->heal(target, INT_MAX, 0, 0);
+ }
+ if (sp > INT_MAX) {
+ sp -= INT_MAX;
+ if (flag)
+ iStatus->damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
+ else
+ iStatus->heal(target, 0, INT_MAX, 0);
+ }
+ if (flag)
+ return iStatus->damage(src, target, hp, sp, 0, (!src||src==target?5:1));
+ return iStatus->heal(target, hp, sp, 0);
+}
+
+int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
+{
+ struct status_data *status;
+ unsigned int hp, sp;
+ if (!iStatus->isdead(bl)) return 0;
+
+ status = iStatus->get_status_data(bl);
+ if (status == &dummy_status)
+ return 0; //Invalid target.
+
+ hp = (int64)status->max_hp * per_hp/100;
+ sp = (int64)status->max_sp * per_sp/100;
+
+ if(hp > status->max_hp - status->hp)
+ hp = status->max_hp - status->hp;
+ else if (per_hp && !hp)
+ hp = 1;
+
+ if(sp > status->max_sp - status->sp)
+ sp = status->max_sp - status->sp;
+ else if (per_sp && !sp)
+ sp = 1;
+
+ status->hp += hp;
+ status->sp += sp;
+
+ if (bl->prev) //Animation only if character is already on a map.
+ clif->resurrection(bl, 1);
+ switch (bl->type) {
+ case BL_PC: pc->revive((TBL_PC*)bl, hp, sp); break;
+ case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
+ case BL_HOM: homun->revive((TBL_HOM*)bl, hp, sp); break;
+ }
+ return 1;
+}
+
+/*==========================================
+* Checks whether the src can use the skill on the target,
+* taking into account status/option of both source/target. [Skotlex]
+* flag:
+* 0 - Trying to use skill on target.
+* 1 - Cast bar is done.
+* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
+* src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
+* target MAY Be null, in which case the checks are only to see
+* whether the source can cast or not the skill on the ground.
+*------------------------------------------*/
+int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag)
+{
+ struct status_data *status;
+ struct status_change *sc=NULL, *tsc;
+ int hide_flag;
+
+ status = src?iStatus->get_status_data(src):&dummy_status;
+
+ if (src && src->type != BL_PC && iStatus->isdead(src))
+ return 0;
+
+ if (!skill_id) { //Normal attack checks.
+ if (!(status->mode&MD_CANATTACK))
+ return 0; //This mode is only needed for melee attacking.
+ //Dead state is not checked for skills as some skills can be used
+ //on dead characters, said checks are left to skill.c [Skotlex]
+ if (target && iStatus->isdead(target))
+ return 0;
+ if( src && (sc = iStatus->get_sc(src)) && sc->data[SC_COLD] && src->type != BL_MOB)
+ return 0;
+ }
+
+ if( skill_id ) {
+
+ if( src && !(src->type == BL_PC && ((TBL_PC*)src)->skillitem)) { // Items that cast skills using 'itemskill' will not be handled by map_zone_db.
+ int i;
+
+ for(i = 0; i < map[src->m].zone->disabled_skills_count; i++) {
+ if( skill_id == map[src->m].zone->disabled_skills[i]->nameid && (map[src->m].zone->disabled_skills[i]->type&src->type) ) {
+ if( src->type == BL_PC )
+ clif->msg((TBL_PC*)src, SKILL_CANT_USE_AREA); // This skill cannot be used within this area
+ else if( src->type == BL_MOB && map[src->m].zone->disabled_skills[i]->subtype != MZS_NONE ) {
+ if( (status->mode&MD_BOSS) && !(map[src->m].zone->disabled_skills[i]->subtype&MZS_BOSS) )
+ break;
+ }
+ return 0;
+ }
+ }
+ }
+
+ switch( skill_id ) {
+ case PA_PRESSURE:
+ if( flag && target ) {
+ //Gloria Avoids pretty much everything....
+ tsc = iStatus->get_sc(target);
+ if(tsc && tsc->option&OPTION_HIDE)
+ return 0;
+ }
+ break;
+ case GN_WALLOFTHORN:
+ if( target && iStatus->isdead(target) )
+ return 0;
+ break;
+ case AL_TELEPORT:
+ //Should fail when used on top of Land Protector [Skotlex]
+ if (src && iMap->getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
+ && !(status->mode&MD_BOSS)
+ && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
+ return 0;
+ break;
+ default:
+ break;
+ }
+ }
+
+ if ( src ) sc = iStatus->get_sc(src);
+
+ if( sc && sc->count ) {
+
+ if (skill_id != RK_REFRESH && sc->opt1 >0 && !(sc->opt1 == OPT1_CRYSTALIZE && src->type == BL_MOB) && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { //Stuned/Frozen/etc
+ if (flag != 1) //Can't cast, casted stuff can't damage.
+ return 0;
+ if (!(skill->get_inf(skill_id)&INF_GROUND_SKILL))
+ return 0; //Targetted spells can't come off.
+ }
+
+ if (
+ (sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
+ || (sc->data[SC_AUTOCOUNTER] && !flag)
+ || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
+ || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
+ )
+ return 0;
+
+ if (sc->data[SC_DC_WINKCHARM] && target && !flag) { //Prevents skill usage
+ if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER )
+ unit_walktobl(src, iMap->id2bl(sc->data[SC_DC_WINKCHARM]->val2), 3, 1);
+ clif->emotion(src, E_LV);
+ return 0;
+ }
+
+ if (sc->data[SC_BLADESTOP]) {
+ switch (sc->data[SC_BLADESTOP]->val1)
+ {
+ case 5: if (skill_id == MO_EXTREMITYFIST) break;
+ case 4: if (skill_id == MO_CHAINCOMBO) break;
+ case 3: if (skill_id == MO_INVESTIGATE) break;
+ case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
+ default: return 0;
+ }
+ }
+
+ if (sc->data[SC_DANCING] && flag!=2) {
+ if( src->type == BL_PC && skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE )
+ { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
+ if( pc->checkskill((TBL_PC*)src,WM_LESSON) < 5 )
+ return 0;
+ } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex]
+ if (skill_id == BD_ENCORE ||
+ skill->get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
+ )
+ return 0;
+ } else {
+ switch (skill_id) {
+ case BD_ADAPTATION:
+ case CG_LONGINGFREEDOM:
+ case BA_MUSICALSTRIKE:
+ case DC_THROWARROW:
+ break;
+ default:
+ return 0;
+ }
+ }
+ if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
+ return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
+ }
+
+ if (skill_id && //Do not block item-casted skills.
+ (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
+ ) { //Skills blocked through status changes...
+ if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
+ sc->data[SC_SILENCE] ||
+ sc->data[SC_STEELBODY] ||
+ sc->data[SC_BERSERK] ||
+ sc->data[SC__BLOODYLUST] ||
+ sc->data[SC_OBLIVIONCURSE] ||
+ sc->data[SC_WHITEIMPRISON] ||
+ sc->data[SC__INVISIBILITY] ||
+ (sc->data[SC_COLD] && src->type != BL_MOB) ||
+ sc->data[SC__IGNORANCE] ||
+ sc->data[SC_DEEP_SLEEP] ||
+ sc->data[SC_SATURDAY_NIGHT_FEVER] ||
+ sc->data[SC_CURSEDCIRCLE_TARGET] ||
+ (sc->data[SC_MARIONETTE_MASTER] && skill_id != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
+ (sc->data[SC_MARIONETTE] && skill_id == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
+ (sc->data[SC_STASIS] && skill->block_check(src, SC_STASIS, skill_id)) ||
+ (sc->data[SC_KG_KAGEHUMI] && skill->block_check(src, SC_KG_KAGEHUMI, skill_id))
+ ))
+ return 0;
+
+ //Skill blocking.
+ if (
+ (sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
+ (sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
+ (sc->data[SC_HERMODE] && skill->get_inf(skill_id) & INF_SUPPORT_SKILL) ||
+ (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
+ )
+ return 0;
+
+ if( sc->data[SC__MANHOLE] || ((tsc = iStatus->get_sc(target)) && tsc->data[SC__MANHOLE]) ) {
+ switch(skill_id) {//##TODO## make this a flag in skill_db?
+ // Skills that can be used even under Man Hole effects.
+ case SC_SHADOWFORM:
+ case SC_STRIPACCESSARY:
+ break;
+ default:
+ return 0;
+ }
+ }
+
+ }
+ }
+
+ if (sc && sc->option) {
+ if (sc->option&OPTION_HIDE) {
+ switch (skill_id) { //Usable skills while hiding.
+ case TF_HIDING:
+ case AS_GRIMTOOTH:
+ case RG_BACKSTAP:
+ case RG_RAID:
+ case NJ_SHADOWJUMP:
+ case NJ_KIRIKAGE:
+ case KO_YAMIKUMO:
+ break;
+ default:
+ //Non players can use all skills while hidden.
+ if (!skill_id || src->type == BL_PC)
+ return 0;
+ }
+ }
+ if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
+ return 0;
+ if( sc->data[SC_ALL_RIDING] )
+ return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
+ }
+
+ if (target == NULL || target == src) //No further checking needed.
+ return 1;
+
+ tsc = iStatus->get_sc(target);
+
+ if(tsc && tsc->count) {
+ /* attacks in invincible are capped to 1 damage and handled in batte.c; allow spell break and eske for sealed shrine GDB when in INVINCIBLE state. */
+ if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
+ return 0;
+ if(!skill_id && tsc->data[SC_TRICKDEAD])
+ return 0;
+ if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
+ && tsc->data[SC_FREEZE])
+ return 0;
+ if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
+ return 0;
+ }
+
+ //If targetting, cloak+hide protect you, otherwise only hiding does.
+ hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
+
+ //You cannot hide from ground skills.
+ if( skill->get_ele(skill_id,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
+ hide_flag &= ~OPTION_HIDE;
+
+ switch( target->type ) {
+ case BL_PC: {
+ struct map_session_data *sd = (TBL_PC*) target;
+ bool is_boss = (status->mode&MD_BOSS);
+ bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens
+ if (pc_isinvisible(sd))
+ return 0;
+ if (tsc->option&hide_flag && !is_boss &&
+ ((sd->special_state.perfect_hiding || !is_detect) ||
+ (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
+ return 0;
+ if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
+ return 0;
+ if( tsc->data[SC_STEALTHFIELD] && !is_boss )
+ return 0;
+ }
+ break;
+ case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
+ //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
+ if (status->mode&MD_LOOTER)
+ return 1;
+ return 0;
+ case BL_HOM:
+ case BL_MER:
+ case BL_ELEM:
+ if( target->type == BL_HOM && skill_id && battle_config.hom_setting&0x1 && skill->get_inf(skill_id)&INF_SUPPORT_SKILL && battle->get_master(target) != src )
+ return 0; // Can't use support skills on Homunculus (only Master/Self)
+ if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle->get_master(target) != src )
+ return 0; // Can't use Weapon endow skills on Mercenary (only Master)
+ if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
+ return 0; // Can't use Potion Pitcher on Mercenaries
+ default:
+ //Check for chase-walk/hiding/cloaking opponents.
+ if( tsc ) {
+ if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
+ return 0;
+ if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) )
+ return 0;
+ }
+ }
+ return 1;
+}
+
+//Checks whether the source can see and chase target.
+int status_check_visibility(struct block_list *src, struct block_list *target)
+{
+ int view_range;
+ struct status_data* status = iStatus->get_status_data(src);
+ struct status_change* tsc = iStatus->get_sc(target);
+ switch (src->type) {
+ case BL_MOB:
+ view_range = ((TBL_MOB*)src)->min_chase;
+ break;
+ case BL_PET:
+ view_range = ((TBL_PET*)src)->db->range2;
+ break;
+ default:
+ view_range = AREA_SIZE;
+ }
+
+ if (src->m != target->m || !check_distance_bl(src, target, view_range))
+ return 0;
+
+ if( tsc && tsc->data[SC_STEALTHFIELD] )
+ return 0;
+
+ switch (target->type)
+ { //Check for chase-walk/hiding/cloaking opponents.
+ case BL_PC:
+ if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) )
+ return 0;
+ if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
+ ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
+ return 0;
+ break;
+ default:
+ if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
+ return 0;
+
+ }
+
+ return 1;
+}
+
+// Basic ASPD value
+int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
+{
+ int amotion;
+#ifdef RENEWAL_ASPD
+ short mod = -1;
+
+ switch( sd->weapontype2 ){ // adjustment for dual weilding
+ case W_DAGGER: mod = 0; break; // 0, 1, 1
+ case W_1HSWORD:
+ case W_1HAXE: mod = 1;
+ if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
+ mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
+ }
+
+ amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
+ ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
+ : ((aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2] // dual-wield
+ + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]) * 6 / 10 + 10 * mod
+ - aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2]
+ + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1]);
+
+ if ( sd->status.shield )
+ amotion += ( 2000 - aspd_base[pc->class2idx(sd->status.class_)][W_FIST] ) +
+ ( aspd_base[pc->class2idx(sd->status.class_)][MAX_WEAPON_TYPE] - 2000 );
+
+#else
+ // base weapon delay
+ amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
+ ? (aspd_base[pc->class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
+ : (aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc->class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
+
+ // percentual delay reduction from stats
+ amotion -= amotion * (4*status->agi + status->dex)/1000;
+#endif
+ // raw delay adjustment from bAspd bonus
+ amotion += sd->bonus.aspd_add;
+
+ return amotion;
+}
+
+static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
+{
+ int flag = 0, str, dex,
+#ifdef RENEWAL
+ rstr,
+#endif
+ dstr;
+
+
+ if(!(bl->type&battle_config.enable_baseatk))
+ return 0;
+
+ if (bl->type == BL_PC)
+ switch(((TBL_PC*)bl)->status.weapon){
+ case W_BOW:
+ case W_MUSICAL:
+ case W_WHIP:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ flag = 1;
+ }
+ if (flag) {
+#ifdef RENEWAL
+ rstr =
+#endif
+ str = status->dex;
+ dex = status->str;
+ } else {
+#ifdef RENEWAL
+ rstr =
+#endif
+ str = status->str;
+ dex = status->dex;
+ }
+ //Normally only players have base-atk, but homunc have a different batk
+ // equation, hinting that perhaps non-players should use this for batk.
+ // [Skotlex]
+ dstr = str/10;
+ str += dstr*dstr;
+ if (bl->type == BL_PC)
+#ifdef RENEWAL
+ str = (int)(rstr + (float)dex/5 + (float)status->luk/3 + (float)((TBL_PC*)bl)->status.base_level/4);
+ else if(bl->type == BL_MOB)
+ str = rstr + ((TBL_MOB*)bl)->level;
+#else
+ str+= dex/5 + status->luk/5;
+#endif
+ return cap_value(str, 0, USHRT_MAX);
+}
+
+static inline unsigned short status_base_matk_min(const struct status_data* status){ return status->int_+(status->int_/7)*(status->int_/7); }
+static inline unsigned short status_base_matk_max(const struct status_data* status){ return status->int_+(status->int_/5)*(status->int_/5); }
+#ifdef RENEWAL
+unsigned short status_base_matk(const struct status_data* status, int level){ return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(level/4); }
+#endif
+
+//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 *status, int level)
+{
+ //Non players get the value set, players need to stack with previous bonuses.
+ if( bl->type != BL_PC )
+ status->batk =
+ status->hit = status->flee =
+ status->def2 = status->mdef2 =
+ status->cri = status->flee2 = 0;
+
+#ifdef RENEWAL // renewal formulas
+ status->matk_min = status->matk_max = bl->type == BL_PC ? iStatus->base_matk(status, level) : level + status->int_;
+ status->hit += level + status->dex + (bl->type == BL_PC ? status->luk/3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
+ status->flee += level + status->agi + (bl->type == BL_PC ? status->luk/5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
+ status->def2 += (int)(((float)level + status->vit)/2 + ( bl->type == BL_PC ? ((float)status->agi/5) : 0 )); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
+ status->mdef2 += (int)( bl->type == BL_PC ?(status->int_ + ((float)level/4) + ((float)(status->dex+status->vit)/5)):((float)(status->int_ + level)/4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
+#else
+ status->matk_min = status_base_matk_min(status);
+ status->matk_max = status_base_matk_max(status);
+ status->hit += level + status->dex;
+ status->flee += level + status->agi;
+ status->def2 += status->vit;
+ status->mdef2 += status->int_ + (status->vit>>1);
+#endif
+
+ if( bl->type&battle_config.enable_critical )
+ status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical)
+ else
+ status->cri = 0;
+
+ if (bl->type&battle_config.enable_perfect_flee)
+ status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee)
+ else
+ status->flee2 = 0;
+
+ if (status->batk) {
+ int temp = status->batk + status_base_atk(bl, status);
+ status->batk = cap_value(temp, 0, USHRT_MAX);
+ } else
+ status->batk = status_base_atk(bl, status);
+ if (status->cri)
+ switch (bl->type) {
+ case BL_MOB:
+ if(battle_config.mob_critical_rate != 100)
+ status->cri = status->cri*battle_config.mob_critical_rate/100;
+ if(!status->cri && battle_config.mob_critical_rate)
+ status->cri = 10;
+ break;
+ case BL_PC:
+ //Players don't have a critical adjustment setting as of yet.
+ break;
+ case BL_MER:
+#ifdef RENEWAL
+ status->matk_min = status->matk_max = status_base_matk_max(status);
+ status->def2 = status->vit + level / 10 + status->vit / 5;
+ status->mdef2 = level / 10 + status->int_ / 5;
+#endif
+ break;
+ default:
+ if(battle_config.critical_rate != 100)
+ status->cri = status->cri*battle_config.critical_rate/100;
+ if (!status->cri && battle_config.critical_rate)
+ status->cri = 10;
+ }
+ if(bl->type&BL_REGEN)
+ iStatus->calc_regen(bl, status, iStatus->get_regen_data(bl));
+}
+
+//Skotlex: Calculates the initial status for the given mob
+//first will only be false when the mob leveled up or got a GuardUp level.
+int status_calc_mob_(struct mob_data* md, bool first)
+{
+ struct status_data *status;
+ struct block_list *mbl = NULL;
+ int flag=0;
+
+ if(first)
+ { //Set basic level on respawn.
+ if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
+ ;
+ else
+ md->level = md->db->lv;
+ }
+
+ //Check if we need custom base-status
+ if (battle_config.mobs_level_up && md->level > md->db->lv)
+ flag|=1;
+
+ if (md->special_state.size)
+ flag|=2;
+
+ if (md->guardian_data && md->guardian_data->guardup_lv)
+ flag|=4;
+ if (md->class_ == MOBID_EMPERIUM)
+ flag|=4;
+
+ if (battle_config.slaves_inherit_speed && md->master_id)
+ flag|=8;
+
+ if (md->master_id && md->special_state.ai>1)
+ flag|=16;
+
+ if (!flag)
+ { //No special status required.
+ if (md->base_status) {
+ aFree(md->base_status);
+ md->base_status = NULL;
+ }
+ if(first)
+ memcpy(&md->status, &md->db->status, sizeof(struct status_data));
+ return 0;
+ }
+ if (!md->base_status)
+ md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
+
+ status = md->base_status;
+ memcpy(status, &md->db->status, sizeof(struct status_data));
+
+ if (flag&(8|16))
+ mbl = iMap->id2bl(md->master_id);
+
+ if (flag&8 && mbl) {
+ struct status_data *mstatus = iStatus->get_base_status(mbl);
+ if (mstatus &&
+ battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
+ status->speed = mstatus->speed;
+ if( status->speed < 2 ) /* minimum for the unit to function properly */
+ status->speed = 2;
+ }
+
+ if (flag&16 && mbl)
+ { //Max HP setting from Summon Flora/marine Sphere
+ struct unit_data *ud = unit_bl2ud(mbl);
+ //Remove special AI when this is used by regular mobs.
+ if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
+ md->special_state.ai = 0;
+ if (ud)
+ { // different levels of HP according to skill level
+ if (ud->skill_id == AM_SPHEREMINE) {
+ status->max_hp = 2000 + 400*ud->skill_lv;
+ } else if(ud->skill_id == KO_ZANZOU){
+ status->max_hp = 3000 + 3000 * ud->skill_lv + status_get_max_sp(battle->get_master(mbl));
+ } else { //AM_CANNIBALIZE
+ status->max_hp = 1500 + 200*ud->skill_lv + 10*iStatus->get_lv(mbl);
+ status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
+ }
+ status->hp = status->max_hp;
+ }
+ }
+
+ if (flag&1)
+ { // increase from mobs leveling up [Valaris]
+ int diff = md->level - md->db->lv;
+ status->str+= diff;
+ status->agi+= diff;
+ status->vit+= diff;
+ status->int_+= diff;
+ status->dex+= diff;
+ status->luk+= diff;
+ status->max_hp += diff*status->vit;
+ status->max_sp += diff*status->int_;
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ status->speed -= cap_value(diff, 0, status->speed - 10);
+ }
+
+
+ if (flag&2 && battle_config.mob_size_influence)
+ { // change for sized monsters [Valaris]
+ if (md->special_state.size==SZ_MEDIUM) {
+ status->max_hp>>=1;
+ status->max_sp>>=1;
+ if (!status->max_hp) status->max_hp = 1;
+ if (!status->max_sp) status->max_sp = 1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str>>=1;
+ status->agi>>=1;
+ status->vit>>=1;
+ status->int_>>=1;
+ status->dex>>=1;
+ status->luk>>=1;
+ if (!status->str) status->str = 1;
+ if (!status->agi) status->agi = 1;
+ if (!status->vit) status->vit = 1;
+ if (!status->int_) status->int_ = 1;
+ if (!status->dex) status->dex = 1;
+ if (!status->luk) status->luk = 1;
+ } else if (md->special_state.size==SZ_BIG) {
+ status->max_hp<<=1;
+ status->max_sp<<=1;
+ status->hp=status->max_hp;
+ status->sp=status->max_sp;
+ status->str<<=1;
+ status->agi<<=1;
+ status->vit<<=1;
+ status->int_<<=1;
+ status->dex<<=1;
+ status->luk<<=1;
+ }
+ }
+
+ iStatus->calc_misc(&md->bl, status, md->level);
+
+ if(flag&4)
+ { // Strengthen Guardians - custom value +10% / lv
+ struct guild_castle *gc;
+ gc=guild->mapname2gc(map[md->bl.m].name);
+ if (!gc)
+ ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
+ else
+ if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
+#ifdef RENEWAL
+ status->max_hp += 50 * gc->defense;
+ status->max_sp += 70 * gc->defense;
+#else
+ status->max_hp += 1000 * gc->defense;
+ status->max_sp += 200 * gc->defense;
+#endif
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ status->def += (gc->defense+2)/3;
+ status->mdef += (gc->defense+2)/3;
+ }
+ if(md->class_ != MOBID_EMPERIUM) {
+ status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
+ status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
+ status->aspd_rate -= 100*md->guardian_data->guardup_lv;
+ }
+ }
+
+ if( first ) //Initial battle status
+ memcpy(&md->status, status, sizeof(struct status_data));
+
+ return 1;
+}
+
+//Skotlex: Calculates the stats of the given pet.
+int status_calc_pet_(struct pet_data *pd, bool first)
+{
+ nullpo_ret(pd);
+
+ if (first) {
+ memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
+ pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
+ pd->status.speed = pd->petDB->speed;
+
+ if(battle_config.pet_attack_support || battle_config.pet_damage_support)
+ {// attack support requires the pet to be able to attack
+ pd->status.mode|= MD_CANATTACK;
+ }
+ }
+
+ if (battle_config.pet_lv_rate && pd->msd)
+ {
+ struct map_session_data *sd = pd->msd;
+ int lv;
+
+ lv =sd->status.base_level*battle_config.pet_lv_rate/100;
+ if (lv < 0)
+ lv = 1;
+ if (lv != pd->pet.level || first)
+ {
+ struct status_data *bstat = &pd->db->status, *status = &pd->status;
+ pd->pet.level = lv;
+ if (!first) //Lv Up animation
+ clif->misceffect(&pd->bl, 0);
+ status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
+ status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
+ status->str = (bstat->str*lv)/pd->db->lv;
+ status->agi = (bstat->agi*lv)/pd->db->lv;
+ status->vit = (bstat->vit*lv)/pd->db->lv;
+ status->int_ = (bstat->int_*lv)/pd->db->lv;
+ status->dex = (bstat->dex*lv)/pd->db->lv;
+ status->luk = (bstat->luk*lv)/pd->db->lv;
+
+ status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
+ status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
+ status->str = cap_value(status->str,1,battle_config.pet_max_stats);
+ status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
+ status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
+ status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
+ status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
+ status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
+
+ iStatus->calc_misc(&pd->bl, &pd->status, lv);
+
+ if (!first) //Not done the first time because the pet is not visible yet
+ clif->send_petstatus(sd);
+ }
+ } else if (first) {
+ iStatus->calc_misc(&pd->bl, &pd->status, pd->db->lv);
+ if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
+ pd->pet.level = pd->db->lv;
+ }
+
+ //Support rate modifier (1000 = 100%)
+ pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
+ if(battle_config.pet_support_rate != 100)
+ pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
+
+ return 1;
+}
+
+/// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
+static void status_calc_sigma(void)
+{
+ int i,j;
+
+ for(i = 0; i < CLASS_COUNT; i++)
+ {
+ unsigned int k = 0;
+ hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
+ for(j = 2; j <= MAX_LEVEL; j++)
+ {
+ k += (hp_coefficient[i]*j + 50) / 100;
+ hp_sigma_val[i][j] = k;
+ if (k >= INT_MAX)
+ break; //Overflow protection. [Skotlex]
+ }
+ for(; j <= MAX_LEVEL; j++)
+ hp_sigma_val[i][j] = INT_MAX;
+ }
+}
+
+/// Calculates base MaxHP value according to class and base level
+/// The recursive equation used to calculate level bonus is (using integer operations)
+/// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
+/// which reduces to something close to
+/// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
+static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
+{
+ uint64 val = pc->class2idx(sd->status.class_);
+ val = 35 + sd->status.base_level*(int64)hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
+
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
+ val += 100; //Since their HP can't be approximated well enough without this.
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max HP for top ranking Taekwons over level 90.
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
+ val += 2000; //Supernovice lvl99 hp bonus.
+
+ val += val * status->vit/100; // +1% per each point of VIT
+
+ if (sd->class_&JOBL_UPPER)
+ val += val * 25/100; //Trans classes get a 25% hp bonus
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100; //Baby classes get a 30% hp penalty
+ return (unsigned int)val;
+}
+
+static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
+{
+ uint64 val;
+
+ val = 10 + sd->status.base_level*(int64)sp_coefficient[pc->class2idx(sd->status.class_)]/100;
+ val += val * status->int_/100;
+
+ if (sd->class_&JOBL_UPPER)
+ val += val * 25/100;
+ else if (sd->class_&JOBL_BABY)
+ val -= val * 30/100;
+ if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc->famerank(sd->status.char_id, MAPID_TAEKWON))
+ val *= 3; //Triple max SP for top ranking Taekwons over level 90.
+
+ return (unsigned int)val;
+}
+
+//Calculates player data from scratch without counting SC adjustments.
+//Should be invoked whenever players raise stats, learn passive skills or change equipment.
+int status_calc_pc_(struct map_session_data* sd, bool first)
+{
+ static int calculating = 0; //Check for recursive call preemption. [Skotlex]
+ struct status_data *status; // pointer to the player's base status
+ const struct status_change *sc = &sd->sc;
+ struct s_skill b_skill[MAX_SKILL]; // previous skill tree
+ int b_weight, b_max_weight, b_cart_weight_max, // previous weight
+ i, k, index, skill,refinedef=0;
+ int64 i64;
+
+ if (++calculating > 10) //Too many recursive calls!
+ return -1;
+
+ // remember player-specific values that are currently being shown to the client (for refresh purposes)
+ memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
+ b_weight = sd->weight;
+ b_max_weight = sd->max_weight;
+ b_cart_weight_max = sd->cart_weight_max;
+
+ pc->calc_skilltree(sd); // SkillTree calculation
+
+ sd->max_weight = max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300;
+
+ if(first) {
+ //Load Hp/SP from char-received data.
+ sd->battle_status.hp = sd->status.hp;
+ sd->battle_status.sp = sd->status.sp;
+ sd->regen.sregen = &sd->sregen;
+ sd->regen.ssregen = &sd->ssregen;
+ sd->weight=0;
+ for(i=0;i<MAX_INVENTORY;i++){
+ if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
+ continue;
+ sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
+ }
+ sd->cart_weight=0;
+ sd->cart_num=0;
+ for(i=0;i<MAX_CART;i++){
+ if(sd->status.cart[i].nameid==0)
+ continue;
+ sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
+ sd->cart_num++;
+ }
+ }
+
+ status = &sd->base_status;
+ // these are not zeroed. [zzo]
+ sd->hprate=100;
+ sd->sprate=100;
+ sd->castrate=100;
+ sd->delayrate=100;
+ sd->dsprate=100;
+ sd->hprecov_rate = 100;
+ sd->sprecov_rate = 100;
+ sd->matk_rate = 100;
+ sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
+ sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
+ sd->regen.state.block = 0;
+
+ // zeroed arrays, order follows the order in pc.h.
+ // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
+ memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
+ + sizeof(sd->param_equip)
+ + sizeof(sd->subele)
+ + sizeof(sd->subrace)
+ + sizeof(sd->subrace2)
+ + sizeof(sd->subsize)
+ + sizeof(sd->reseff)
+ + sizeof(sd->weapon_coma_ele)
+ + sizeof(sd->weapon_coma_race)
+ + sizeof(sd->weapon_atk)
+ + sizeof(sd->weapon_atk_rate)
+ + sizeof(sd->arrow_addele)
+ + sizeof(sd->arrow_addrace)
+ + sizeof(sd->arrow_addsize)
+ + sizeof(sd->magic_addele)
+ + sizeof(sd->magic_addrace)
+ + sizeof(sd->magic_addsize)
+ + sizeof(sd->magic_atk_ele)
+ + sizeof(sd->critaddrace)
+ + sizeof(sd->expaddrace)
+ + sizeof(sd->ignore_mdef)
+ + sizeof(sd->ignore_def)
+ + sizeof(sd->sp_gain_race)
+ + sizeof(sd->sp_gain_race_attack)
+ + sizeof(sd->hp_gain_race_attack)
+ );
+
+ memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
+ memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
+
+ if (sd->special_state.intravision && !sd->sc.data[SC_CLAIRVOYANCE]) //Clear intravision as long as nothing else is using it
+ clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE);
+
+ memset(&sd->special_state,0,sizeof(sd->special_state));
+ memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
+
+ //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
+ if (!sd->state.permanent_speed)
+ status->speed = DEFAULT_WALK_SPEED;
+ //Give them all modes except these (useful for clones)
+ status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
+
+ status->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
+ if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus]
+ if (sd->class_&JOBL_BABY) {
+ if (battle_config.character_size&SZ_BIG)
+ status->size++;
+ } else
+ if(battle_config.character_size&SZ_MEDIUM)
+ status->size++;
+ }
+ status->aspd_rate = 1000;
+ status->ele_lv = 1;
+ status->race = RC_DEMIHUMAN;
+
+ //zero up structures...
+ memset(&sd->autospell,0,sizeof(sd->autospell)
+ + sizeof(sd->autospell2)
+ + sizeof(sd->autospell3)
+ + sizeof(sd->addeff)
+ + sizeof(sd->addeff2)
+ + sizeof(sd->addeff3)
+ + sizeof(sd->skillatk)
+ + sizeof(sd->skillusesprate)
+ + sizeof(sd->skillusesp)
+ + sizeof(sd->skillheal)
+ + sizeof(sd->skillheal2)
+ + sizeof(sd->hp_loss)
+ + sizeof(sd->sp_loss)
+ + sizeof(sd->hp_regen)
+ + sizeof(sd->sp_regen)
+ + sizeof(sd->skillblown)
+ + sizeof(sd->skillcast)
+ + sizeof(sd->add_def)
+ + sizeof(sd->add_mdef)
+ + sizeof(sd->add_mdmg)
+ + sizeof(sd->add_drop)
+ + sizeof(sd->itemhealrate)
+ + sizeof(sd->subele2)
+ + sizeof(sd->skillcooldown)
+ + sizeof(sd->skillfixcast)
+ + sizeof(sd->skillvarcast)
+ + sizeof(sd->skillfixcastrate)
+ );
+
+ memset (&sd->bonus, 0,sizeof(sd->bonus));
+
+ // Autobonus
+ pc->delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
+ pc->delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
+ pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
+
+ // Parse equipment.
+ for(i=0;i<EQI_MAX-1;i++) {
+ iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+ continue;
+ if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+ continue;
+ if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+ continue;
+ if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index)
+ continue;
+ if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index))
+ continue;
+ if(!sd->inventory_data[index])
+ continue;
+
+ for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) {
+ if( map[sd->bl.m].zone->disabled_items[k] == sd->inventory_data[index]->nameid ) {
+ break;
+ }
+ }
+
+ if( k < map[sd->bl.m].zone->disabled_items_count )
+ continue;
+
+ status->def += sd->inventory_data[index]->def;
+
+ if(first && sd->inventory_data[index]->equip_script)
+ { //Execute equip-script on login
+ run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+
+ // sanitize the refine level in case someone decreased the value inbetween
+ if (sd->status.inventory[index].refine > MAX_REFINE)
+ sd->status.inventory[index].refine = MAX_REFINE;
+
+ if(sd->inventory_data[index]->type == IT_WEAPON) {
+ int r,wlv = sd->inventory_data[index]->wlv;
+ struct weapon_data *wd;
+ struct weapon_atk *wa;
+ if (wlv >= REFINE_TYPE_MAX)
+ wlv = REFINE_TYPE_MAX - 1;
+ if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
+ wd = &sd->left_weapon; // Left-hand weapon
+ wa = &status->lhw;
+ } else {
+ wd = &sd->right_weapon;
+ wa = &status->rhw;
+ }
+ wa->atk += sd->inventory_data[index]->atk;
+ if ( (r = sd->status.inventory[index].refine) )
+ wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
+
+#ifdef RENEWAL
+ wa->matk += sd->inventory_data[index]->matk;
+ wa->wlv = wlv;
+ if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus
+ wa->matk += refine_info[wlv].bonus[r-1] / 100;
+#endif
+
+ //Overrefine bonus.
+ if (r)
+ wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
+
+ wa->range += sd->inventory_data[index]->range;
+ if(sd->inventory_data[index]->script) {
+ if (wd == &sd->left_weapon) {
+ sd->state.lr_flag = 1;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+
+ if(sd->status.inventory[index].card[0]==CARD0_FORGE)
+ { // Forged weapon
+ wd->star += (sd->status.inventory[index].card[1]>>8);
+ if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
+ if(pc->famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
+ wd->star += 10;
+
+ if (!wa->ele) //Do not overwrite element from previous bonuses.
+ wa->ele = (sd->status.inventory[index].card[1]&0x0f);
+ }
+ }
+ else if(sd->inventory_data[index]->type == IT_ARMOR) {
+ int r;
+ if ( (r = sd->status.inventory[index].refine) )
+ refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
+ if(sd->inventory_data[index]->script) {
+ if( i == EQI_HAND_L ) //Shield
+ sd->state.lr_flag = 3;
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ if( i == EQI_HAND_L ) //Shield
+ sd->state.lr_flag = 0;
+ if (!calculating) //Abort, run_script retriggered this. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if(sd->equip_index[EQI_AMMO] >= 0){
+ index = sd->equip_index[EQI_AMMO];
+ if(sd->inventory_data[index]){ // Arrows
+ sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
+ sd->state.lr_flag = 2;
+ if( !itemdb_is_GNthrowable(sd->inventory_data[index]->nameid) ) //don't run scripts on throwable items
+ run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
+ return 1;
+ }
+ }
+
+ /* we've got combos to process */
+ if( sd->combos.count ) {
+ for( i = 0; i < sd->combos.count; i++ ) {
+ run_script(sd->combos.bonus[i],0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script retriggered this.
+ return 1;
+ }
+ }
+
+ //Store equipment script bonuses
+ memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
+ memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
+
+ status->def += (refinedef+50)/100;
+
+ //Parse Cards
+ for(i=0;i<EQI_MAX-1;i++) {
+ iStatus->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to iStatus->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
+ if(index < 0)
+ continue;
+ if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
+ continue;
+ if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
+ continue;
+ if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
+ continue;
+
+ if(sd->inventory_data[index]) {
+ int j,c;
+ struct item_data *data;
+
+ //Card script execution.
+ if(itemdb_isspecial(sd->status.inventory[index].card[0]))
+ continue;
+ for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
+ iStatus->current_equip_card_id= c= sd->status.inventory[index].card[j];
+ if(!c)
+ continue;
+ data = itemdb->exists(c);
+ if(!data)
+ continue;
+
+ for(k = 0; k < map[sd->bl.m].zone->disabled_items_count; k++) {
+ if( map[sd->bl.m].zone->disabled_items[k] == data->nameid ) {
+ break;
+ }
+ }
+
+ if( k < map[sd->bl.m].zone->disabled_items_count )
+ continue;
+
+ if(first && data->equip_script) {//Execute equip-script on login
+ run_script(data->equip_script,0,sd->bl.id,0);
+ if (!calculating)
+ return 1;
+ }
+
+ if(!data->script)
+ continue;
+
+ if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status.
+ sd->state.lr_flag = 1;
+ run_script(data->script,0,sd->bl.id,0);
+ sd->state.lr_flag = 0;
+ } else
+ run_script(data->script,0,sd->bl.id,0);
+ if (!calculating) //Abort, run_script his function. [Skotlex]
+ return 1;
+ }
+ }
+ }
+
+ if( sc->count && sc->data[SC_ITEMSCRIPT] ) {
+ struct item_data *data = itemdb->exists(sc->data[SC_ITEMSCRIPT]->val1);
+ if( data && data->script )
+ run_script(data->script,0,sd->bl.id,0);
+ }
+
+ if( sd->pd ) { // Pet Bonus
+ struct pet_data *pd = sd->pd;
+ if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
+ run_script(pd->petDB->equip_script,0,sd->bl.id,0);
+ if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
+ pc->bonus(sd,pd->bonus->type, pd->bonus->val);
+ }
+
+ //param_bonus now holds card bonuses.
+ if(status->rhw.range < 1) status->rhw.range = 1;
+ if(status->lhw.range < 1) status->lhw.range = 1;
+ if(status->rhw.range < status->lhw.range)
+ status->rhw.range = status->lhw.range;
+
+ sd->bonus.double_rate += sd->bonus.double_add_rate;
+ sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
+ sd->bonus.splash_range += sd->bonus.splash_add_range;
+
+ // Damage modifiers from weapon type
+ sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
+ sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
+ sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
+ sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
+ sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
+ sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
+
+ if( (pc_isriding(sd) || pc_isridingdragon(sd)) &&
+ (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
+ { //When Riding with spear, damage modifier to mid-class becomes
+ //same as versus large size.
+ sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
+ sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
+ }
+
+ // ----- STATS CALCULATION -----
+
+ // Job bonuses
+ index = pc->class2idx(sd->status.class_);
+ for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
+ if(!job_bonus[index][i])
+ continue;
+ switch(job_bonus[index][i]) {
+ case 1: status->str++; break;
+ case 2: status->agi++; break;
+ case 3: status->vit++; break;
+ case 4: status->int_++; break;
+ case 5: status->dex++; break;
+ case 6: status->luk++; break;
+ }
+ }
+
+ // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
+ if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
+ status->str += 10;
+ status->agi += 10;
+ status->vit += 10;
+ status->int_+= 10;
+ status->dex += 10;
+ status->luk += 10;
+ }
+
+ // Absolute modifiers from passive skills
+ if(pc->checkskill(sd,BS_HILTBINDING)>0)
+ status->str++;
+ if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0)
+ status->int_ += (skill+1)/2; // +1 INT / 2 lv
+ if((skill=pc->checkskill(sd,AC_OWL))>0)
+ status->dex += skill;
+ if((skill = pc->checkskill(sd,RA_RESEARCHTRAP))>0)
+ status->int_ += skill;
+
+ // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
+ i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
+ status->str = cap_value(i,0,USHRT_MAX);
+ i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
+ status->agi = cap_value(i,0,USHRT_MAX);
+ i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
+ status->vit = cap_value(i,0,USHRT_MAX);
+ i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
+ status->int_ = cap_value(i,0,USHRT_MAX);
+ i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
+ status->dex = cap_value(i,0,USHRT_MAX);
+ i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
+ status->luk = cap_value(i,0,USHRT_MAX);
+
+ // ------ BASE ATTACK CALCULATION ------
+
+ // Base batk value is set on iStatus->calc_misc
+ // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
+ if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
+ status->batk += sd->weapon_atk[sd->status.weapon];
+ // Absolute modifiers from passive skills
+#ifndef RENEWAL
+ if((skill=pc->checkskill(sd,BS_HILTBINDING))>0) // it doesn't work in RE.
+ status->batk += 4;
+#endif
+
+ // ----- HP MAX CALCULATION -----
+
+ // Basic MaxHP value
+ //We hold the standard Max HP here to make it faster to recalculate on vit changes.
+ sd->status.max_hp = status_base_pc_maxhp(sd,status);
+ //This is done to handle underflows from negative Max HP bonuses
+ i64 = sd->status.max_hp + (int)status->max_hp;
+ status->max_hp = (unsigned int)cap_value(i64, 0, INT_MAX);
+
+ // Absolute modifiers from passive skills
+ if((skill=pc->checkskill(sd,CR_TRUST))>0)
+ status->max_hp += skill*200;
+
+ // Apply relative modifiers from equipment
+ if(sd->hprate < 0)
+ sd->hprate = 0;
+ if(sd->hprate!=100)
+ status->max_hp = (int64)status->max_hp * sd->hprate/100;
+ if(battle_config.hp_rate != 100)
+ status->max_hp = (int64)status->max_hp * battle_config.hp_rate/100;
+
+ if(status->max_hp > (unsigned int)battle_config.max_hp)
+ status->max_hp = battle_config.max_hp;
+ else if(!status->max_hp)
+ status->max_hp = 1;
+
+ // ----- SP MAX CALCULATION -----
+
+ // Basic MaxSP value
+ sd->status.max_sp = status_base_pc_maxsp(sd,status);
+ //This is done to handle underflows from negative Max SP bonuses
+ i64 = sd->status.max_sp + (int)status->max_sp;
+ status->max_sp = (unsigned int)cap_value(i64, 0, INT_MAX);
+
+ // Absolute modifiers from passive skills
+ if((skill=pc->checkskill(sd,SL_KAINA))>0)
+ status->max_sp += 30*skill;
+ if((skill=pc->checkskill(sd,HP_MEDITATIO))>0)
+ status->max_sp += (int64)status->max_sp * skill/100;
+ if((skill=pc->checkskill(sd,HW_SOULDRAIN))>0)
+ status->max_sp += (int64)status->max_sp * 2*skill/100;
+ if( (skill = pc->checkskill(sd,RA_RESEARCHTRAP)) > 0 )
+ status->max_sp += 200 + 20 * skill;
+ if( (skill = pc->checkskill(sd,WM_LESSON)) > 0 )
+ status->max_sp += 30 * skill;
+
+
+ // Apply relative modifiers from equipment
+ if(sd->sprate < 0)
+ sd->sprate = 0;
+ if(sd->sprate!=100)
+ status->max_sp = (int64)status->max_sp * sd->sprate/100;
+ if(battle_config.sp_rate != 100)
+ status->max_sp = (int64)status->max_sp * battle_config.sp_rate/100;
+
+ if(status->max_sp > (unsigned int)battle_config.max_sp)
+ status->max_sp = battle_config.max_sp;
+ else if(!status->max_sp)
+ status->max_sp = 1;
+
+ // ----- RESPAWN HP/SP -----
+ //
+ //Calc respawn hp and store it on base_status
+ if (sd->special_state.restart_full_recover)
+ {
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ } else {
+ if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
+ && battle_config.restart_hp_rate < 50)
+ status->hp = status->max_hp>>1;
+ else
+ status->hp = (int64)status->max_hp * battle_config.restart_hp_rate/100;
+ if(!status->hp)
+ status->hp = 1;
+
+ status->sp = (int64)status->max_sp * battle_config.restart_sp_rate /100;
+
+ if( !status->sp ) /* the minimum for the respawn setting is SP:1 */
+ status->sp = 1;
+ }
+
+ // ----- MISC CALCULATION -----
+ iStatus->calc_misc(&sd->bl, status, sd->status.base_level);
+
+ //Equipment modifiers for misc settings
+ if(sd->matk_rate < 0)
+ sd->matk_rate = 0;
+
+ if(sd->matk_rate != 100){
+ status->matk_max = status->matk_max * sd->matk_rate/100;
+ status->matk_min = status->matk_min * sd->matk_rate/100;
+ }
+
+ if(sd->hit_rate < 0)
+ sd->hit_rate = 0;
+ if(sd->hit_rate != 100)
+ status->hit = status->hit * sd->hit_rate/100;
+
+ if(sd->flee_rate < 0)
+ sd->flee_rate = 0;
+ if(sd->flee_rate != 100)
+ status->flee = status->flee * sd->flee_rate/100;
+
+ if(sd->def2_rate < 0)
+ sd->def2_rate = 0;
+ if(sd->def2_rate != 100)
+ status->def2 = status->def2 * sd->def2_rate/100;
+
+ if(sd->mdef2_rate < 0)
+ sd->mdef2_rate = 0;
+ if(sd->mdef2_rate != 100)
+ status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
+
+ if(sd->critical_rate < 0)
+ sd->critical_rate = 0;
+ if(sd->critical_rate != 100)
+ status->cri = status->cri * sd->critical_rate/100;
+
+ if(sd->flee2_rate < 0)
+ sd->flee2_rate = 0;
+ if(sd->flee2_rate != 100)
+ status->flee2 = status->flee2 * sd->flee2_rate/100;
+
+ // ----- HIT CALCULATION -----
+
+ // Absolute modifiers from passive skills
+ if((skill=pc->checkskill(sd,BS_WEAPONRESEARCH))>0)
+ status->hit += skill*2;
+ if((skill=pc->checkskill(sd,AC_VULTURE))>0){
+#ifndef RENEWAL
+ status->hit += skill;
+#endif
+ if(sd->status.weapon == W_BOW)
+ status->rhw.range += skill;
+ }
+ if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
+ {
+ if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0)
+ status->hit += 2*skill;
+ if((skill=pc->checkskill(sd,GS_SNAKEEYE))>0) {
+ status->hit += skill;
+ status->rhw.range += skill;
+ }
+ }
+
+ // ----- FLEE CALCULATION -----
+
+ // Absolute modifiers from passive skills
+ if((skill=pc->checkskill(sd,TF_MISS))>0)
+ status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
+ if((skill=pc->checkskill(sd,MO_DODGE))>0)
+ status->flee += (skill*3)>>1;
+ // ----- EQUIPMENT-DEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->def_rate < 0)
+ sd->def_rate = 0;
+ if(sd->def_rate != 100) {
+ i = status->def * sd->def_rate/100;
+ status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
+ }
+
+#ifndef RENEWAL
+ if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
+ {
+ status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
+ status->def = (unsigned char)battle_config.max_def;
+ }
+#endif
+
+ // ----- EQUIPMENT-MDEF CALCULATION -----
+
+ // Apply relative modifiers from equipment
+ if(sd->mdef_rate < 0)
+ sd->mdef_rate = 0;
+ if(sd->mdef_rate != 100) {
+ i = status->mdef * sd->mdef_rate/100;
+ status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
+ }
+
+#ifndef RENEWAL
+ if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
+ {
+ status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
+ status->mdef = (signed char)battle_config.max_def;
+ }
+#endif
+
+ // ----- ASPD CALCULATION -----
+ // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
+
+ // Basic ASPD value
+ i = status_base_amotion_pc(sd,status);
+ status->amotion = cap_value(i,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
+
+ // Relative modifiers from passive skills
+#ifndef RENEWAL_ASPD
+ if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate -= 5*skill;
+ if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
+ status->aspd_rate -= 30*skill;
+ if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
+ (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
+ status->aspd_rate -= ((skill+1)/2) * 10;
+ if(pc_isriding(sd))
+ status->aspd_rate += 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
+ else if(pc_isridingdragon(sd))
+ status->aspd_rate += 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
+#else // needs more info
+ if((skill=pc->checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
+ status->aspd_rate += 5*skill;
+ if((skill = pc->checkskill(sd,SG_DEVIL)) > 0 && !pc->nextjobexp(sd))
+ status->aspd_rate += 30*skill;
+ if((skill=pc->checkskill(sd,GS_SINGLEACTION))>0 &&
+ (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
+ status->aspd_rate += ((skill+1)/2) * 10;
+ if(pc_isriding(sd))
+ status->aspd_rate -= 500-100*pc->checkskill(sd,KN_CAVALIERMASTERY);
+ else if(pc_isridingdragon(sd))
+ status->aspd_rate -= 250-50*pc->checkskill(sd,RK_DRAGONTRAINING);
+#endif
+ status->adelay = 2*status->amotion;
+
+
+ // ----- DMOTION -----
+ //
+ i = 800-status->agi*4;
+ status->dmotion = cap_value(i, 400, 800);
+ if(battle_config.pc_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
+
+ // ----- MISC CALCULATIONS -----
+
+ // Weight
+ if((skill=pc->checkskill(sd,MC_INCCARRY))>0)
+ sd->max_weight += 2000*skill;
+ if(pc_isriding(sd) && pc->checkskill(sd,KN_RIDING)>0)
+ sd->max_weight += 10000;
+ else if(pc_isridingdragon(sd))
+ sd->max_weight += 5000+2000*pc->checkskill(sd,RK_DRAGONTRAINING);
+ if(sc->data[SC_KNOWLEDGE])
+ sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
+ if((skill=pc->checkskill(sd,ALL_INCCARRY))>0)
+ sd->max_weight += 2000*skill;
+
+ sd->cart_weight_max = battle_config.max_cart_weight + (pc->checkskill(sd, GN_REMODELING_CART)*5000);
+
+ if (pc->checkskill(sd,SM_MOVINGRECOVERY)>0)
+ sd->regen.state.walk = 1;
+ else
+ sd->regen.state.walk = 0;
+
+ // Skill SP cost
+ if((skill=pc->checkskill(sd,HP_MANARECHARGE))>0 )
+ sd->dsprate -= 4*skill;
+
+ if(sc->data[SC_SERVICEFORYOU])
+ sd->dsprate -= sc->data[SC_SERVICEFORYOU]->val3;
+
+ if(sc->data[SC_ATKER_BLOOD])
+ sd->dsprate -= sc->data[SC_ATKER_BLOOD]->val1;
+
+ //Underflow protections.
+ if(sd->dsprate < 0)
+ sd->dsprate = 0;
+ if(sd->castrate < 0)
+ sd->castrate = 0;
+ if(sd->delayrate < 0)
+ sd->delayrate = 0;
+ if(sd->hprecov_rate < 0)
+ sd->hprecov_rate = 0;
+ if(sd->sprecov_rate < 0)
+ sd->sprecov_rate = 0;
+
+ // Anti-element and anti-race
+ if((skill=pc->checkskill(sd,CR_TRUST))>0)
+ sd->subele[ELE_HOLY] += skill*5;
+ if((skill=pc->checkskill(sd,BS_SKINTEMPER))>0) {
+ sd->subele[ELE_NEUTRAL] += skill;
+ sd->subele[ELE_FIRE] += skill*4;
+ }
+ if((skill=pc->checkskill(sd,NC_RESEARCHFE))>0) {
+ sd->subele[ELE_EARTH] += skill*10;
+ sd->subele[ELE_FIRE] += skill*10;
+ }
+ if((skill=pc->checkskill(sd,SA_DRAGONOLOGY))>0 ){
+#ifdef RENEWAL
+ skill = skill*2;
+#else
+ skill = skill*4;
+#endif
+ sd->right_weapon.addrace[RC_DRAGON]+=skill;
+ sd->left_weapon.addrace[RC_DRAGON]+=skill;
+ sd->magic_addrace[RC_DRAGON]+=skill;
+ sd->subrace[RC_DRAGON]+=skill;
+ }
+
+ if(sc->count){
+ if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data
+ sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi
+ sc->data[SC_CONCENTRATION]->val4 = sd->param_bonus[4]; //Dex
+ }
+ if(sc->data[SC_SIEGFRIED]){
+ i = sc->data[SC_SIEGFRIED]->val2;
+ sd->subele[ELE_WATER] += i;
+ sd->subele[ELE_EARTH] += i;
+ sd->subele[ELE_FIRE] += i;
+ sd->subele[ELE_WIND] += i;
+ sd->subele[ELE_POISON] += i;
+ sd->subele[ELE_HOLY] += i;
+ sd->subele[ELE_DARK] += i;
+ sd->subele[ELE_GHOST] += i;
+ sd->subele[ELE_UNDEAD] += i;
+ }
+ if(sc->data[SC_PROVIDENCE]){
+ sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
+ sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
+ }
+ if(sc->data[SC_ARMORPROPERTY]) { //This status change should grant card-type elemental resist.
+ sd->subele[ELE_WATER] += sc->data[SC_ARMORPROPERTY]->val1;
+ sd->subele[ELE_EARTH] += sc->data[SC_ARMORPROPERTY]->val2;
+ sd->subele[ELE_FIRE] += sc->data[SC_ARMORPROPERTY]->val3;
+ sd->subele[ELE_WIND] += sc->data[SC_ARMORPROPERTY]->val4;
+ }
+ if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
+ sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
+ sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
+ sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
+ sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
+ }
+ if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
+ i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
+ sd->subele[ELE_FIRE] += i;
+ sd->subele[ELE_WATER] -= i;
+ }
+ if( sc->data[SC_WATER_DROP_OPTION] ) {
+ i = sc->data[SC_WATER_DROP_OPTION]->val2;
+ sd->subele[ELE_WATER] += i;
+ sd->subele[ELE_WIND] -= i;
+ }
+ if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
+ i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
+ sd->subele[ELE_WIND] += i;
+ sd->subele[ELE_EARTH] -= i;
+ }
+ if( sc->data[SC_STONE_SHIELD_OPTION] ) {
+ i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
+ sd->subele[ELE_EARTH] += i;
+ sd->subele[ELE_FIRE] -= i;
+ }
+ if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_FIRE] += 25;
+ if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_WATER] += 25;
+ if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_WIND] += 25;
+ if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 )
+ sd->magic_addele[ELE_EARTH] += 25;
+ }
+ status_cpy(&sd->battle_status, status);
+
+ // ----- CLIENT-SIDE REFRESH -----
+ if(!sd->bl.prev) {
+ //Will update on LoadEndAck
+ calculating = 0;
+ return 0;
+ }
+ if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
+ clif->skillinfoblock(sd);
+ if(b_weight != sd->weight)
+ clif->updatestatus(sd,SP_WEIGHT);
+ if(b_max_weight != sd->max_weight) {
+ clif->updatestatus(sd,SP_MAXWEIGHT);
+ pc->updateweightstatus(sd);
+ }
+ if( b_cart_weight_max != sd->cart_weight_max ) {
+ clif->updatestatus(sd,SP_CARTINFO);
+ }
+
+ calculating = 0;
+
+ return 0;
+}
+
+int status_calc_mercenary_(struct mercenary_data *md, bool first)
+{
+ struct status_data *status = &md->base_status;
+ struct s_mercenary *merc = &md->mercenary;
+
+ if( first )
+ {
+ memcpy(status, &md->db->status, sizeof(struct status_data));
+ status->mode = MD_CANMOVE|MD_CANATTACK;
+ status->hp = status->max_hp;
+ status->sp = status->max_sp;
+ md->battle_status.hp = merc->hp;
+ md->battle_status.sp = merc->sp;
+ }
+
+ iStatus->calc_misc(&md->bl, status, md->db->lv);
+ status_cpy(&md->battle_status, status);
+
+ return 0;
+}
+
+int status_calc_homunculus_(struct homun_data *hd, bool first)
+{
+ struct status_data *status = &hd->base_status;
+ struct s_homunculus *hom = &hd->homunculus;
+ int skill;
+ int amotion;
+
+ status->str = hom->str / 10;
+ status->agi = hom->agi / 10;
+ status->vit = hom->vit / 10;
+ status->dex = hom->dex / 10;
+ status->int_ = hom->int_ / 10;
+ status->luk = hom->luk / 10;
+
+ if (first) { //[orn]
+ const struct s_homunculus_db *db = hd->homunculusDB;
+ status->def_ele = db->element;
+ status->ele_lv = 1;
+ status->race = db->race;
+ status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
+ status->rhw.range = 1 + status->size;
+ status->mode = MD_CANMOVE|MD_CANATTACK;
+ status->speed = DEFAULT_WALK_SPEED;
+ if (battle_config.hom_setting&0x8 && hd->master)
+ status->speed = iStatus->get_speed(&hd->master->bl);
+
+ status->hp = 1;
+ status->sp = 1;
+ }
+ skill = hom->level/10 + status->vit/5;
+ status->def = cap_value(skill, 0, 99);
+
+ skill = hom->level/10 + status->int_/5;
+ status->mdef = cap_value(skill, 0, 99);
+
+ status->max_hp = hom->max_hp ;
+ status->max_sp = hom->max_sp ;
+
+ homun->calc_skilltree(hd, 0);
+
+ if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0)
+ status->def += skill * 4;
+
+ if((skill = homun->checkskill(hd,HVAN_INSTRUCT)) > 0) {
+ status->int_ += 1 +skill/2 +skill/4 +skill/5;
+ status->str += 1 +skill/3 +skill/3 +skill/4;
+ }
+
+ if((skill=homun->checkskill(hd,HAMI_SKIN)) > 0)
+ status->max_hp += skill * 2 * status->max_hp / 100;
+
+ if((skill = homun->checkskill(hd,HLIF_BRAIN)) > 0)
+ status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
+
+ if (first) {
+ hd->battle_status.hp = hom->hp ;
+ hd->battle_status.sp = hom->sp ;
+ }
+
+ status->rhw.atk = status->dex;
+ status->rhw.atk2 = status->str + hom->level;
+
+ status->aspd_rate = 1000;
+
+ amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
+ status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
+ status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
+
+ iStatus->calc_misc(&hd->bl, status, hom->level);
+
+#ifdef RENEWAL
+ status->matk_max = status->matk_min;
+#endif
+
+ status_cpy(&hd->battle_status, status);
+ return 1;
+}
+
+int status_calc_elemental_(struct elemental_data *ed, bool first) {
+ struct status_data *status = &ed->base_status;
+ struct s_elemental *ele = &ed->elemental;
+ struct map_session_data *sd = ed->master;
+
+ if( !sd )
+ return 0;
+
+ if( first ) {
+ memcpy(status, &ed->db->status, sizeof(struct status_data));
+ if( !ele->mode )
+ status->mode = EL_MODE_PASSIVE;
+ else
+ status->mode = ele->mode;
+
+ iStatus->calc_misc(&ed->bl, status, 0);
+
+ status->max_hp = ele->max_hp;
+ status->max_sp = ele->max_sp;
+ status->hp = ele->hp;
+ status->sp = ele->sp;
+ status->rhw.atk = ele->atk;
+ status->rhw.atk2 = ele->atk2;
+
+ status->matk_min += ele->matk;
+ status->def += ele->def;
+ status->mdef += ele->mdef;
+ status->flee = ele->flee;
+ status->hit = ele->hit;
+
+ memcpy(&ed->battle_status,status,sizeof(struct status_data));
+ } else {
+ iStatus->calc_misc(&ed->bl, status, 0);
+ status_cpy(&ed->battle_status, status);
+ }
+
+ return 0;
+}
+
+int status_calc_npc_(struct npc_data *nd, bool first) {
+ struct status_data *status = &nd->status;
+
+ if (!nd)
+ return 0;
+
+ if (first) {
+ status->hp = 1;
+ status->sp = 1;
+ status->max_hp = 1;
+ status->max_sp = 1;
+
+ status->def_ele = ELE_NEUTRAL;
+ status->ele_lv = 1;
+ status->race = RC_DEMIHUMAN;
+ status->size = nd->size;
+ status->rhw.range = 1 + status->size;
+ status->mode = (MD_CANMOVE|MD_CANATTACK);
+ status->speed = nd->speed;
+ }
+
+ status->str = nd->stat_point;
+ status->agi = nd->stat_point;
+ status->vit = nd->stat_point;
+ status->int_= nd->stat_point;
+ status->dex = nd->stat_point;
+ status->luk = nd->stat_point;
+
+ iStatus->calc_misc(&nd->bl, status, nd->level);
+ status_cpy(&nd->status, status);
+
+ return 0;
+}
+
+static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_watk(struct block_list *,struct status_change *,int,bool);
+static unsigned short status_calc_matk(struct block_list *,struct status_change *,int,bool);
+static signed short status_calc_hit(struct block_list *,struct status_change *,int,bool);
+static signed short status_calc_critical(struct block_list *,struct status_change *,int,bool);
+static signed short status_calc_flee(struct block_list *,struct status_change *,int,bool);
+static signed short status_calc_flee2(struct block_list *,struct status_change *,int,bool);
+static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
+static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
+#ifdef RENEWAL_ASPD
+static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag);
+#endif
+static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
+static unsigned int status_calc_maxhp(struct block_list *,struct status_change *, uint64);
+static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
+#ifdef RENEWAL
+static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
+#else
+static unsigned short status_calc_batk(struct block_list *,struct status_change *,int,bool);
+#endif
+
+//Calculates base regen values.
+void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
+{
+ struct map_session_data *sd;
+ int val, skill, reg_flag;
+
+ if( !(bl->type&BL_REGEN) || !regen )
+ return;
+
+ sd = BL_CAST(BL_PC,bl);
+ val = 1 + (status->vit/5) + (status->max_hp/200);
+
+ if( sd && sd->hprecov_rate != 100 )
+ val = val*sd->hprecov_rate/100;
+
+ reg_flag = bl->type == BL_PC ? 0 : 1;
+
+ regen->hp = cap_value(val, reg_flag, SHRT_MAX);
+
+ val = 1 + (status->int_/6) + (status->max_sp/100);
+ if( status->int_ >= 120 )
+ val += ((status->int_-120)>>1) + 4;
+
+ if( sd && sd->sprecov_rate != 100 )
+ val = val*sd->sprecov_rate/100;
+
+ regen->sp = cap_value(val, reg_flag, SHRT_MAX);
+
+ if( sd )
+ {
+ struct regen_data_sub *sregen;
+ if( (skill=pc->checkskill(sd,HP_MEDITATIO)) > 0 )
+ {
+ val = regen->sp*(100+3*skill)/100;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+ //Only players have skill/sitting skill regen for now.
+ sregen = regen->sregen;
+
+ val = 0;
+ if( (skill=pc->checkskill(sd,SM_RECOVERY)) > 0 )
+ val += skill*5 + skill*status->max_hp/500;
+ sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+ val = 0;
+ if( (skill=pc->checkskill(sd,MG_SRECOVERY)) > 0 )
+ val += skill*3 + skill*status->max_sp/500;
+ if( (skill=pc->checkskill(sd,NJ_NINPOU)) > 0 )
+ val += skill*3 + skill*status->max_sp/500;
+ if( (skill=pc->checkskill(sd,WM_LESSON)) > 0 )
+ val += 3 + 3 * skill;
+
+ sregen->sp = cap_value(val, 0, SHRT_MAX);
+
+ // Skill-related recovery (only when sit)
+ sregen = regen->ssregen;
+
+ val = 0;
+ if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
+ val += skill*4 + skill*status->max_hp/500;
+
+ if( (skill=pc->checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
+ val += skill*30 + skill*status->max_hp/500;
+ sregen->hp = cap_value(val, 0, SHRT_MAX);
+
+ val = 0;
+ if( (skill=pc->checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
+ {
+ val += skill*3 + skill*status->max_sp/500;
+ if ((skill=pc->checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
+ val += (30+10*skill)*val/100;
+ }
+ if( (skill=pc->checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
+ val += skill*2 + skill*status->max_sp/500;
+ sregen->sp = cap_value(val, 0, SHRT_MAX);
+ }
+
+ if( bl->type == BL_HOM ) {
+ struct homun_data *hd = (TBL_HOM*)bl;
+ if( (skill = homun->checkskill(hd,HAMI_SKIN)) > 0 ) {
+ val = regen->hp*(100+5*skill)/100;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+ }
+ if( (skill = homun->checkskill(hd,HLIF_BRAIN)) > 0 ) {
+ val = regen->sp*(100+3*skill)/100;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+ } else if( bl->type == BL_MER ) {
+ val = (status->max_hp * status->vit / 10000 + 1) * 6;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+
+ val = (status->max_sp * (status->int_ + 10) / 750) + 1;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ } else if( bl->type == BL_ELEM ) {
+ val = (status->max_hp * status->vit / 10000 + 1) * 6;
+ regen->hp = cap_value(val, 1, SHRT_MAX);
+
+ val = (status->max_sp * (status->int_ + 10) / 750) + 1;
+ regen->sp = cap_value(val, 1, SHRT_MAX);
+ }
+}
+
+//Calculates SC related regen rates.
+void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
+{
+ if (!(bl->type&BL_REGEN) || !regen)
+ return;
+
+ regen->flag = RGN_HP|RGN_SP;
+ if(regen->sregen)
+ {
+ if (regen->sregen->hp)
+ regen->flag|=RGN_SHP;
+
+ if (regen->sregen->sp)
+ regen->flag|=RGN_SSP;
+ regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
+ }
+ if (regen->ssregen)
+ {
+ if (regen->ssregen->hp)
+ regen->flag|=RGN_SHP;
+
+ if (regen->ssregen->sp)
+ regen->flag|=RGN_SSP;
+ regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
+ }
+ regen->rate.hp = regen->rate.sp = 1;
+
+ if (!sc || !sc->count)
+ return;
+
+ if (
+ (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
+ || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
+ || sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]
+ || sc->data[SC_TRICKDEAD]
+ || sc->data[SC_BLOODING]
+ || sc->data[SC_MAGICMUSHROOM]
+ || sc->data[SC_RAISINGDRAGON]
+ || sc->data[SC_SATURDAY_NIGHT_FEVER]
+ ) //No regen
+ regen->flag = 0;
+
+ if (
+ sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND]
+ || (
+ (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
+ (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK)))
+ )
+ ) //No natural SP regen
+ regen->flag &=~RGN_SP;
+
+ if(
+ sc->data[SC_TENSIONRELAX]
+ ) {
+ regen->rate.hp += 2;
+ if (regen->sregen)
+ regen->sregen->rate.hp += 3;
+ }
+ if (sc->data[SC_MAGNIFICAT])
+ {
+ regen->rate.hp += 1;
+ regen->rate.sp += 1;
+ }
+ if (sc->data[SC_GDSKILL_REGENERATION])
+ {
+ const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION];
+ if (!sce->val4)
+ {
+ regen->rate.hp += sce->val2;
+ regen->rate.sp += sce->val3;
+ } else
+ regen->flag&=~sce->val4; //Remove regen as specified by val4
+ }
+ if(sc->data[SC_GENTLETOUCH_REVITALIZE]){
+ regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX);
+ regen->state.walk= 1;
+ }
+ if ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) //if insignia lvl 1
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
+ regen->rate.hp *= 2;
+
+}
+/// Recalculates parts of an object's battle status according to the specified flags.
+/// @param flag bitfield of values from enum scb_flag
+void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
+{
+ const struct status_data *b_status = iStatus->get_base_status(bl);
+ struct status_data *status = iStatus->get_status_data(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
+ TBL_PC *sd = BL_CAST(BL_PC,bl);
+ int temp;
+
+ if (!b_status || !status)
+ return;
+
+ if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
+ status_cpy(status, b_status);
+ return;
+ }
+
+ if(flag&SCB_STR) {
+ status->str = status_calc_str(bl, sc, b_status->str);
+ flag|=SCB_BATK;
+ if( bl->type&BL_HOM )
+ flag |= SCB_WATK;
+ }
+
+ if(flag&SCB_AGI) {
+ status->agi = status_calc_agi(bl, sc, b_status->agi);
+ flag|=SCB_FLEE
+#ifdef RENEWAL
+ |SCB_DEF2
+#endif
+ ;
+ if( bl->type&(BL_PC|BL_HOM) )
+ flag |= SCB_ASPD|SCB_DSPD;
+ }
+
+ if(flag&SCB_VIT) {
+ status->vit = status_calc_vit(bl, sc, b_status->vit);
+ flag|=SCB_DEF2|SCB_MDEF2;
+ if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
+ flag |= SCB_MAXHP;
+ if( bl->type&BL_HOM )
+ flag |= SCB_DEF;
+ }
+
+ if(flag&SCB_INT) {
+ status->int_ = status_calc_int(bl, sc, b_status->int_);
+ flag|=SCB_MATK|SCB_MDEF2;
+ if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
+ flag |= SCB_MAXSP;
+ if( bl->type&BL_HOM )
+ flag |= SCB_MDEF;
+ }
+
+ if(flag&SCB_DEX) {
+ status->dex = status_calc_dex(bl, sc, b_status->dex);
+ flag|=SCB_BATK|SCB_HIT
+#ifdef RENEWAL
+ |SCB_MATK|SCB_MDEF2
+#endif
+ ;
+ if( bl->type&(BL_PC|BL_HOM) )
+ flag |= SCB_ASPD;
+ if( bl->type&BL_HOM )
+ flag |= SCB_WATK;
+ }
+
+ if(flag&SCB_LUK) {
+ status->luk = status_calc_luk(bl, sc, b_status->luk);
+ flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
+#ifdef RENEWAL
+ |SCB_MATK|SCB_HIT|SCB_FLEE
+#endif
+ ;
+ }
+
+ if(flag&SCB_BATK && b_status->batk) {
+ status->batk = status_base_atk(bl,status);
+ temp = b_status->batk - status_base_atk(bl,b_status);
+ if (temp)
+ {
+ temp += status->batk;
+ status->batk = cap_value(temp, 0, USHRT_MAX);
+ }
+ status->batk = iStatus->calc_batk(bl, sc, status->batk, true);
+ }
+
+ if(flag&SCB_WATK) {
+ status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk, true);
+ if (!sd) //Should not affect weapon refine bonus
+ status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2, true);
+
+ if(b_status->lhw.atk) {
+ if (sd) {
+ sd->state.lr_flag = 1;
+ status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true);
+ sd->state.lr_flag = 0;
+ } else {
+ status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk, true);
+ status->lhw.atk2 = status_calc_watk(bl, sc, b_status->lhw.atk2, true);
+ }
+ }
+
+ if( bl->type&BL_HOM )
+ {
+ status->rhw.atk += (status->dex - b_status->dex);
+ status->rhw.atk2 += (status->str - b_status->str);
+ if( status->rhw.atk2 < status->rhw.atk )
+ status->rhw.atk2 = status->rhw.atk;
+ }
+ }
+
+ if(flag&SCB_HIT) {
+ if (status->dex == b_status->dex
+#ifdef RENEWAL
+ && status->luk == b_status->luk
+#endif
+ )
+ status->hit = status_calc_hit(bl, sc, b_status->hit, true);
+ else
+ status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
+#ifdef RENEWAL
+ + (status->luk/3 - b_status->luk/3)
+#endif
+ , true);
+ }
+
+ if(flag&SCB_FLEE) {
+ if (status->agi == b_status->agi
+#ifdef RENEWAL
+ && status->luk == b_status->luk
+#endif
+ )
+ status->flee = status_calc_flee(bl, sc, b_status->flee, true);
+ else
+ status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
+#ifdef RENEWAL
+ + (status->luk/5 - b_status->luk/5)
+#endif
+ , true);
+ }
+
+ if(flag&SCB_DEF)
+ {
+ status->def = iStatus->calc_def(bl, sc, b_status->def, true);
+
+ if( bl->type&BL_HOM )
+ status->def += (status->vit/5 - b_status->vit/5);
+ }
+
+ if(flag&SCB_DEF2) {
+ if (status->vit == b_status->vit
+#ifdef RENEWAL
+ && status->agi == b_status->agi
+#endif
+ )
+ status->def2 = iStatus->calc_def2(bl, sc, b_status->def2, true);
+ else
+ status->def2 = iStatus->calc_def2(bl, sc, b_status->def2
+#ifdef RENEWAL
+ + (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
+#else
+ + (status->vit - b_status->vit)
+#endif
+ , true);
+ }
+
+ if(flag&SCB_MDEF)
+ {
+ status->mdef = iStatus->calc_mdef(bl, sc, b_status->mdef, true);
+
+ if( bl->type&BL_HOM )
+ status->mdef += (status->int_/5 - b_status->int_/5);
+ }
+
+ if(flag&SCB_MDEF2) {
+ if (status->int_ == b_status->int_ && status->vit == b_status->vit
+#ifdef RENEWAL
+ && status->dex == b_status->dex
+#endif
+ )
+ status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2, true);
+ else
+ status->mdef2 = iStatus->calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
+#ifdef RENEWAL
+ + (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
+#else
+ + ((status->vit - b_status->vit)>>1)
+#endif
+ , true);
+ }
+
+ if(flag&SCB_SPEED) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ status->speed = status_calc_speed(bl, sc, b_status->speed);
+
+ //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
+ //because if you step on something while walking, the moment this
+ //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
+ if (ud)
+ ud->state.change_walk_target = ud->state.speed_changed = 1;
+
+ if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
+ status->speed = battle_config.max_walk_speed;
+
+ if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
+ status->speed = iStatus->get_speed(&((TBL_HOM*)bl)->master->bl);
+
+
+ }
+
+ if(flag&SCB_CRI && b_status->cri) {
+ if (status->luk == b_status->luk)
+ status->cri = status_calc_critical(bl, sc, b_status->cri, true);
+ else
+ status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk), true);
+ /**
+ * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
+ **/
+ if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
+ status->cri <<= 1;
+
+ }
+
+ if(flag&SCB_FLEE2 && b_status->flee2) {
+ if (status->luk == b_status->luk)
+ status->flee2 = status_calc_flee2(bl, sc, b_status->flee2, true);
+ else
+ status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk), true);
+ }
+
+ if(flag&SCB_ATK_ELE) {
+ status->rhw.ele = iStatus->calc_attack_element(bl, sc, b_status->rhw.ele);
+ if (sd) sd->state.lr_flag = 1;
+ status->lhw.ele = iStatus->calc_attack_element(bl, sc, b_status->lhw.ele);
+ if (sd) sd->state.lr_flag = 0;
+ }
+
+ if(flag&SCB_DEF_ELE) {
+ status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
+ status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
+ }
+
+ if(flag&SCB_MODE)
+ {
+ status->mode = status_calc_mode(bl, sc, b_status->mode);
+ //Since mode changed, reset their state.
+ if (!(status->mode&MD_CANATTACK))
+ unit_stop_attack(bl);
+ if (!(status->mode&MD_CANMOVE))
+ unit_stop_walking(bl,1);
+ }
+
+ // No status changes alter these yet.
+ // if(flag&SCB_SIZE)
+ // if(flag&SCB_RACE)
+ // if(flag&SCB_RANGE)
+
+ if(flag&SCB_MAXHP) {
+ if( bl->type&BL_PC )
+ {
+ status->max_hp = status_base_pc_maxhp(sd,status);
+ status->max_hp += b_status->max_hp - sd->status.max_hp;
+
+ status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
+
+ if( status->max_hp > (unsigned int)battle_config.max_hp )
+ status->max_hp = (unsigned int)battle_config.max_hp;
+ }
+ else
+ {
+ status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
+ }
+
+ if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
+ {
+ status->hp = status->max_hp;
+ if( sd ) clif->updatestatus(sd,SP_HP);
+ }
+ }
+
+ if(flag&SCB_MAXSP) {
+ if( bl->type&BL_PC )
+ {
+ status->max_sp = status_base_pc_maxsp(sd,status);
+ status->max_sp += b_status->max_sp - sd->status.max_sp;
+
+ status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
+
+ if( status->max_sp > (unsigned int)battle_config.max_sp )
+ status->max_sp = (unsigned int)battle_config.max_sp;
+ }
+ else
+ {
+ status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
+ }
+
+ if( status->sp > status->max_sp )
+ {
+ status->sp = status->max_sp;
+ if( sd ) clif->updatestatus(sd,SP_SP);
+ }
+ }
+
+ if(flag&SCB_MATK) {
+ iStatus->get_matk(bl, 0);
+ }
+
+ if(flag&SCB_ASPD) {
+ int amotion;
+ if( bl->type&BL_PC )
+ {
+ amotion = status_base_amotion_pc(sd,status);
+#ifndef RENEWAL_ASPD
+ status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
+
+ if(status->aspd_rate != 1000)
+ amotion = amotion*status->aspd_rate/1000;
+#else
+ // aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200))
+ amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + ((float)status_calc_aspd(bl, sc, 1) * status->agi / 200)) * 10;
+
+ if( (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier
+ amotion -= (( amotion - ((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd) )
+ * (status_calc_aspd(bl, sc, 2) + status->aspd_rate2) / 10 + 5) / 10;
+
+ if(status->aspd_rate != 1000) // absolute percentage modifier
+ amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10;
+#endif
+ amotion = status_calc_fix_aspd(bl, sc, amotion);
+ status->amotion = cap_value(amotion,((sd->class_&JOBL_THIRD) ? battle_config.max_third_aspd : battle_config.max_aspd),2000);
+
+ status->adelay = 2*status->amotion;
+ }
+ else
+ if( bl->type&BL_HOM )
+ {
+ amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
+ status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
+
+ if(status->aspd_rate != 1000)
+ amotion = amotion*status->aspd_rate/1000;
+
+ amotion = status_calc_fix_aspd(bl, sc, amotion);
+ status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
+
+ status->adelay = status->amotion;
+ }
+ else // mercenary and mobs
+ {
+ amotion = b_status->amotion;
+ status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
+
+ if(status->aspd_rate != 1000)
+ amotion = amotion*status->aspd_rate/1000;
+
+ amotion = status_calc_fix_aspd(bl, sc, amotion);
+ status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
+
+ temp = b_status->adelay*status->aspd_rate/1000;
+ status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
+ }
+ }
+
+ if(flag&SCB_DSPD) {
+ int dmotion;
+ if( bl->type&BL_PC ) {
+ if (b_status->agi == status->agi)
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+ else {
+ dmotion = 800-status->agi*4;
+ status->dmotion = cap_value(dmotion, 400, 800);
+ if(battle_config.pc_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
+ //It's safe to ignore b_status->dmotion since no bonus affects it.
+ status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
+ }
+ } else if( bl->type&BL_HOM ) {
+ dmotion = 800-status->agi*4;
+ status->dmotion = cap_value(dmotion, 400, 800);
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+ } else { // mercenary and mobs
+ status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
+ }
+ }
+
+ if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
+ iStatus->calc_regen(bl, status, iStatus->get_regen_data(bl));
+
+ if(flag&SCB_REGEN && bl->type&BL_REGEN)
+ iStatus->calc_regen_rate(bl, iStatus->get_regen_data(bl), sc);
+}
+/// Recalculates parts of an object's base status and battle status according to the specified flags.
+/// Also sends updates to the client wherever applicable.
+/// @param flag bitfield of values from enum scb_flag
+/// @param first if true, will cause status_calc_* functions to run their base status initialization code
+void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
+{
+ struct status_data b_status; // previous battle status
+ struct status_data* status; // pointer to current battle status
+
+ // remember previous values
+ status = iStatus->get_status_data(bl);
+ memcpy(&b_status, status, sizeof(struct status_data));
+
+ if( flag&SCB_BASE ) {// calculate the object's base status too
+ switch( bl->type ) {
+ case BL_PC: iStatus->calc_pc_(BL_CAST(BL_PC,bl), first); break;
+ case BL_MOB: iStatus->calc_mob_(BL_CAST(BL_MOB,bl), first); break;
+ case BL_PET: iStatus->calc_pet_(BL_CAST(BL_PET,bl), first); break;
+ case BL_HOM: iStatus->calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
+ case BL_MER: iStatus->calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
+ case BL_ELEM: iStatus->calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
+ case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), first); break;
+ }
+ }
+
+ if( bl->type == BL_PET )
+ return; // pets are not affected by statuses
+
+ if( first && bl->type == BL_MOB )
+ return; // assume there will be no statuses active
+
+ status_calc_bl_main(bl, flag);
+
+ if( first && bl->type == BL_HOM )
+ return; // client update handled by caller
+
+ // compare against new values and send client updates
+ if( bl->type == BL_PC )
+ {
+ TBL_PC* sd = BL_CAST(BL_PC, bl);
+ if(b_status.str != status->str)
+ clif->updatestatus(sd,SP_STR);
+ if(b_status.agi != status->agi)
+ clif->updatestatus(sd,SP_AGI);
+ if(b_status.vit != status->vit)
+ clif->updatestatus(sd,SP_VIT);
+ if(b_status.int_ != status->int_)
+ clif->updatestatus(sd,SP_INT);
+ if(b_status.dex != status->dex)
+ clif->updatestatus(sd,SP_DEX);
+ if(b_status.luk != status->luk)
+ clif->updatestatus(sd,SP_LUK);
+ if(b_status.hit != status->hit)
+ clif->updatestatus(sd,SP_HIT);
+ if(b_status.flee != status->flee)
+ clif->updatestatus(sd,SP_FLEE1);
+ if(b_status.amotion != status->amotion)
+ clif->updatestatus(sd,SP_ASPD);
+ if(b_status.speed != status->speed)
+ clif->updatestatus(sd,SP_SPEED);
+
+ if(b_status.batk != status->batk
+#ifndef RENEWAL
+ || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
+#endif
+ )
+ clif->updatestatus(sd,SP_ATK1);
+
+ if(b_status.def != status->def){
+ clif->updatestatus(sd,SP_DEF1);
+#ifdef RENEWAL
+ clif->updatestatus(sd,SP_DEF2);
+#endif
+ }
+
+ if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
+#ifdef RENEWAL
+ || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
+#endif
+ )
+ clif->updatestatus(sd,SP_ATK2);
+
+ if(b_status.def2 != status->def2){
+ clif->updatestatus(sd,SP_DEF2);
+#ifdef RENEWAL
+ clif->updatestatus(sd,SP_DEF1);
+#endif
+ }
+ if(b_status.flee2 != status->flee2)
+ clif->updatestatus(sd,SP_FLEE2);
+ if(b_status.cri != status->cri)
+ clif->updatestatus(sd,SP_CRITICAL);
+#ifndef RENEWAL
+ if(b_status.matk_max != status->matk_max)
+ clif->updatestatus(sd,SP_MATK1);
+ if(b_status.matk_min != status->matk_min)
+ clif->updatestatus(sd,SP_MATK2);
+#else
+ if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min){
+ clif->updatestatus(sd,SP_MATK2);
+ clif->updatestatus(sd,SP_MATK1);
+ }
+#endif
+ if(b_status.mdef != status->mdef){
+ clif->updatestatus(sd,SP_MDEF1);
+#ifdef RENEWAL
+ clif->updatestatus(sd,SP_MDEF2);
+#endif
+ }
+ if(b_status.mdef2 != status->mdef2){
+ clif->updatestatus(sd,SP_MDEF2);
+#ifdef RENEWAL
+ clif->updatestatus(sd,SP_MDEF1);
+#endif
+ }
+ if(b_status.rhw.range != status->rhw.range)
+ clif->updatestatus(sd,SP_ATTACKRANGE);
+ if(b_status.max_hp != status->max_hp)
+ clif->updatestatus(sd,SP_MAXHP);
+ if(b_status.max_sp != status->max_sp)
+ clif->updatestatus(sd,SP_MAXSP);
+ if(b_status.hp != status->hp)
+ clif->updatestatus(sd,SP_HP);
+ if(b_status.sp != status->sp)
+ clif->updatestatus(sd,SP_SP);
+ } else if( bl->type == BL_HOM ) {
+ TBL_HOM* hd = BL_CAST(BL_HOM, bl);
+ if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
+ clif->hominfo(hd->master,hd,0);
+ } else if( bl->type == BL_MER ) {
+ TBL_MER* md = BL_CAST(BL_MER, bl);
+ if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
+ clif->mercenary_updatestatus(md->master, SP_ATK1);
+ if( b_status.matk_max != status->matk_max )
+ clif->mercenary_updatestatus(md->master, SP_MATK1);
+ if( b_status.hit != status->hit )
+ clif->mercenary_updatestatus(md->master, SP_HIT);
+ if( b_status.cri != status->cri )
+ clif->mercenary_updatestatus(md->master, SP_CRITICAL);
+ if( b_status.def != status->def )
+ clif->mercenary_updatestatus(md->master, SP_DEF1);
+ if( b_status.mdef != status->mdef )
+ clif->mercenary_updatestatus(md->master, SP_MDEF1);
+ if( b_status.flee != status->flee )
+ clif->mercenary_updatestatus(md->master, SP_MERCFLEE);
+ if( b_status.amotion != status->amotion )
+ clif->mercenary_updatestatus(md->master, SP_ASPD);
+ if( b_status.max_hp != status->max_hp )
+ clif->mercenary_updatestatus(md->master, SP_MAXHP);
+ if( b_status.max_sp != status->max_sp )
+ clif->mercenary_updatestatus(md->master, SP_MAXSP);
+ if( b_status.hp != status->hp )
+ clif->mercenary_updatestatus(md->master, SP_HP);
+ if( b_status.sp != status->sp )
+ clif->mercenary_updatestatus(md->master, SP_SP);
+ } else if( bl->type == BL_ELEM ) {
+ TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
+ if( b_status.max_hp != status->max_hp )
+ clif->elemental_updatestatus(ed->master, SP_MAXHP);
+ if( b_status.max_sp != status->max_sp )
+ clif->elemental_updatestatus(ed->master, SP_MAXSP);
+ if( b_status.hp != status->hp )
+ clif->elemental_updatestatus(ed->master, SP_HP);
+ if( b_status.sp != status->sp )
+ clif->mercenary_updatestatus(ed->master, SP_SP);
+ }
+}
+
+/*==========================================
+* Apply shared stat mods from status changes [DracoRPG]
+*------------------------------------------*/
+static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
+{
+ if(!sc || !sc->count)
+ return cap_value(str,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ str -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(str,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50)
+ return 50;
+ if(sc->data[SC_INCALLSTATUS])
+ str += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_CHASEWALK2])
+ str += sc->data[SC_CHASEWALK2]->val1;
+ if(sc->data[SC_FOOD_STR])
+ str += sc->data[SC_FOOD_STR]->val1;
+ if(sc->data[SC_FOOD_STR_CASH])
+ str += sc->data[SC_FOOD_STR_CASH]->val1;
+ if(sc->data[SC_GDSKILL_BATTLEORDER])
+ str += 5;
+ if(sc->data[SC_LEADERSHIP])
+ str += sc->data[SC_LEADERSHIP]->val1;
+ if(sc->data[SC_SHOUT])
+ str += 4;
+ if(sc->data[SC_TRUESIGHT])
+ str += 5;
+ if(sc->data[SC_STRUP])
+ str += 10;
+ if(sc->data[SC_NJ_NEN])
+ str += sc->data[SC_NJ_NEN]->val1;
+ if(sc->data[SC_BLESSING]){
+ if(sc->data[SC_BLESSING]->val2)
+ str += sc->data[SC_BLESSING]->val2;
+ else
+ str >>= 1;
+ }
+ if(sc->data[SC_MARIONETTE_MASTER])
+ str -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>16)&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ str += ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
+ if(sc->data[SC_GIANTGROWTH])
+ str += 30;
+ if(sc->data[SC_SAVAGE_STEAK])
+ str += sc->data[SC_SAVAGE_STEAK]->val1;
+ if(sc->data[SC_INSPIRATION])
+ str += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ str -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ str -= sc->data[SC_KYOUGAKU]->val2;
+ if(sc->data[SC_FULL_THROTTLE])
+ str += str * 20 / 100;
+
+ return (unsigned short)cap_value(str,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
+{
+ if(!sc || !sc->count)
+ return cap_value(agi,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ agi -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(agi,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && agi < 50)
+ return 50;
+ if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
+ agi += (agi-sc->data[SC_CONCENTRATION]->val3)*sc->data[SC_CONCENTRATION]->val2/100;
+ if(sc->data[SC_INCALLSTATUS])
+ agi += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCAGI])
+ agi += sc->data[SC_INCAGI]->val1;
+ if(sc->data[SC_FOOD_AGI])
+ agi += sc->data[SC_FOOD_AGI]->val1;
+ if(sc->data[SC_FOOD_AGI_CASH])
+ agi += sc->data[SC_FOOD_AGI_CASH]->val1;
+ if(sc->data[SC_SOULCOLD])
+ agi += sc->data[SC_SOULCOLD]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ agi += 5;
+ if(sc->data[SC_INC_AGI])
+ agi += sc->data[SC_INC_AGI]->val2;
+ if(sc->data[SC_GS_ACCURACY])
+ agi += 4; // added based on skill updates [Reddozen]
+ if(sc->data[SC_DEC_AGI])
+ agi -= sc->data[SC_DEC_AGI]->val2;
+ if(sc->data[SC_QUAGMIRE])
+ agi -= sc->data[SC_QUAGMIRE]->val2;
+ if(sc->data[SC_NJ_SUITON] && sc->data[SC_NJ_SUITON]->val3)
+ agi -= sc->data[SC_NJ_SUITON]->val2;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ agi -= ((sc->data[SC_MARIONETTE_MASTER]->val3)>>8)&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ agi += ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
+ if(sc->data[SC_ADORAMUS])
+ agi -= sc->data[SC_ADORAMUS]->val2;
+ if(sc->data[SC_DROCERA_HERB_STEAMED])
+ agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
+ if(sc->data[SC_INSPIRATION])
+ agi += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ agi -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ agi -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC_MARSHOFABYSS])
+ agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
+ if(sc->data[SC_FULL_THROTTLE])
+ agi += agi * 20 / 100;
+
+ return (unsigned short)cap_value(agi,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
+{
+ if(!sc || !sc->count)
+ return cap_value(vit,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ vit -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(vit,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && vit < 50)
+ return 50;
+ if(sc->data[SC_INCALLSTATUS])
+ vit += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCVIT])
+ vit += sc->data[SC_INCVIT]->val1;
+ if(sc->data[SC_FOOD_VIT])
+ vit += sc->data[SC_FOOD_VIT]->val1;
+ if(sc->data[SC_FOOD_VIT_CASH])
+ vit += sc->data[SC_FOOD_VIT_CASH]->val1;
+ if(sc->data[SC_HLIF_CHANGE])
+ vit += sc->data[SC_HLIF_CHANGE]->val2;
+ if(sc->data[SC_GLORYWOUNDS])
+ vit += sc->data[SC_GLORYWOUNDS]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ vit += 5;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ vit -= sc->data[SC_MARIONETTE_MASTER]->val3&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ vit += sc->data[SC_MARIONETTE]->val3&0xFF;
+ if(sc->data[SC_LAUDAAGNUS])
+ vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
+ if(sc->data[SC_MINOR_BBQ])
+ vit += sc->data[SC_MINOR_BBQ]->val1;
+ if(sc->data[SC_INSPIRATION])
+ vit += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ vit -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ vit -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC_NOEQUIPARMOR])
+ vit -= vit * sc->data[SC_NOEQUIPARMOR]->val2/100;
+ if(sc->data[SC_FULL_THROTTLE])
+ vit += vit * 20 / 100;
+
+ return (unsigned short)cap_value(vit,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
+{
+ if(!sc || !sc->count)
+ return cap_value(int_,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ int_ -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(int_,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50)
+ return 50;
+ if(sc->data[SC_INCALLSTATUS])
+ int_ += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCINT])
+ int_ += sc->data[SC_INCINT]->val1;
+ if(sc->data[SC_FOOD_INT])
+ int_ += sc->data[SC_FOOD_INT]->val1;
+ if(sc->data[SC_FOOD_INT_CASH])
+ int_ += sc->data[SC_FOOD_INT_CASH]->val1;
+ if(sc->data[SC_HLIF_CHANGE])
+ int_ += sc->data[SC_HLIF_CHANGE]->val3;
+ if(sc->data[SC_GDSKILL_BATTLEORDER])
+ int_ += 5;
+ if(sc->data[SC_TRUESIGHT])
+ int_ += 5;
+ if(sc->data[SC_BLESSING]){
+ if (sc->data[SC_BLESSING]->val2)
+ int_ += sc->data[SC_BLESSING]->val2;
+ else
+ int_ >>= 1;
+ }
+ if(sc->data[SC_NJ_NEN])
+ int_ += sc->data[SC_NJ_NEN]->val1;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ int_ -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>16)&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ int_ += ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
+ if(sc->data[SC_MANDRAGORA])
+ int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
+ if(sc->data[SC_COCKTAIL_WARG_BLOOD])
+ int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
+ if(sc->data[SC_INSPIRATION])
+ int_ += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ int_ -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ int_ -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC_NOEQUIPHELM])
+ int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100;
+ if(sc->data[SC__STRIPACCESSARY])
+ int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
+ if(sc->data[SC_FULL_THROTTLE])
+ int_ += int_ * 20 / 100;
+
+ return (unsigned short)cap_value(int_,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
+{
+ if(!sc || !sc->count)
+ return cap_value(dex,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ dex -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(dex,0,USHRT_MAX);
+ }
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && dex < 50)
+ return 50;
+ if(sc->data[SC_CONCENTRATION] && !sc->data[SC_QUAGMIRE])
+ dex += (dex-sc->data[SC_CONCENTRATION]->val4)*sc->data[SC_CONCENTRATION]->val2/100;
+ if(sc->data[SC_INCALLSTATUS])
+ dex += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCDEX])
+ dex += sc->data[SC_INCDEX]->val1;
+ if(sc->data[SC_FOOD_DEX])
+ dex += sc->data[SC_FOOD_DEX]->val1;
+ if(sc->data[SC_FOOD_DEX_CASH])
+ dex += sc->data[SC_FOOD_DEX_CASH]->val1;
+ if(sc->data[SC_GDSKILL_BATTLEORDER])
+ dex += 5;
+ if(sc->data[SC_HAWKEYES])
+ dex += sc->data[SC_HAWKEYES]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ dex += 5;
+ if(sc->data[SC_QUAGMIRE])
+ dex -= sc->data[SC_QUAGMIRE]->val2;
+ if(sc->data[SC_BLESSING]){
+ if (sc->data[SC_BLESSING]->val2)
+ dex += sc->data[SC_BLESSING]->val2;
+ else
+ dex >>= 1;
+ }
+ if(sc->data[SC_GS_ACCURACY])
+ dex += 4; // added based on skill updates [Reddozen]
+ if(sc->data[SC_MARIONETTE_MASTER])
+ dex -= ((sc->data[SC_MARIONETTE_MASTER]->val4)>>8)&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ dex += ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
+ if(sc->data[SC_SIROMA_ICE_TEA])
+ dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
+ if(sc->data[SC_INSPIRATION])
+ dex += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ dex -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ dex -= sc->data[SC_KYOUGAKU]->val2;
+
+ if(sc->data[SC_MARSHOFABYSS])
+ dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
+ if(sc->data[SC__STRIPACCESSARY])
+ dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100;
+ if(sc->data[SC_FULL_THROTTLE])
+ dex += dex * 20 / 100;
+
+ return (unsigned short)cap_value(dex,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
+{
+ if(!sc || !sc->count)
+ return cap_value(luk,0,USHRT_MAX);
+
+ if(sc->data[SC_HARMONIZE]) {
+ luk -= sc->data[SC_HARMONIZE]->val2;
+ return (unsigned short)cap_value(luk,0,USHRT_MAX);
+ }
+ if(sc->data[SC_CURSE])
+ return 0;
+ if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && luk < 50)
+ return 50;
+ if(sc->data[SC_INCALLSTATUS])
+ luk += sc->data[SC_INCALLSTATUS]->val1;
+ if(sc->data[SC_INCLUK])
+ luk += sc->data[SC_INCLUK]->val1;
+ if(sc->data[SC_FOOD_LUK])
+ luk += sc->data[SC_FOOD_LUK]->val1;
+ if(sc->data[SC_FOOD_LUK_CASH])
+ luk += sc->data[SC_FOOD_LUK_CASH]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ luk += 5;
+ if(sc->data[SC_GLORIA])
+ luk += 30;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ luk -= sc->data[SC_MARIONETTE_MASTER]->val4&0xFF;
+ if(sc->data[SC_MARIONETTE])
+ luk += sc->data[SC_MARIONETTE]->val4&0xFF;
+ if(sc->data[SC_PUTTI_TAILS_NOODLES])
+ luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
+ if(sc->data[SC_INSPIRATION])
+ luk += sc->data[SC_INSPIRATION]->val3;
+ if(sc->data[SC_STOMACHACHE])
+ luk -= sc->data[SC_STOMACHACHE]->val1;
+ if(sc->data[SC_KYOUGAKU])
+ luk -= sc->data[SC_KYOUGAKU]->val2;
+ if(sc->data[SC_LAUDARAMUS])
+ luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
+
+ if(sc->data[SC__STRIPACCESSARY])
+ luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100;
+ if(sc->data[SC_BANANA_BOMB])
+ luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
+ if(sc->data[SC_FULL_THROTTLE])
+ luk += luk * 20 / 100;
+
+ return (unsigned short)cap_value(luk,0,USHRT_MAX);
+}
+#ifdef RENEWAL
+unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
+#else
+static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable)
+#endif
+{
+ if(!sc || !sc->count)
+ return cap_value(batk,0,USHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ if(sc->data[SC_PLUSATTACKPOWER])
+ batk += sc->data[SC_PLUSATTACKPOWER]->val1;
+ return (unsigned short)cap_value(batk,0,USHRT_MAX);
+ }
+#ifndef RENEWAL
+ if(sc->data[SC_PLUSATTACKPOWER])
+ batk += sc->data[SC_PLUSATTACKPOWER]->val1;
+ if(sc->data[SC_GS_MADNESSCANCEL])
+ batk += 100;
+ if(sc->data[SC_GS_GATLINGFEVER])
+ batk += sc->data[SC_GS_GATLINGFEVER]->val3;
+#endif
+ if(sc->data[SC_BATKFOOD])
+ batk += sc->data[SC_BATKFOOD]->val1;
+ if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
+ batk += 50;
+ if(bl->type == BL_ELEM
+ && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1))
+ )
+ batk += batk / 5;
+ if(sc->data[SC_FULL_SWING_K])
+ batk += sc->data[SC_FULL_SWING_K]->val1;
+ if(sc->data[SC_ODINS_POWER])
+ batk += 70;
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
+ if(status_get_element(bl) == ELE_WATER) //water type
+ batk /= 2;
+ }
+ if(sc->data[SC_PYROCLASTIC])
+ batk += sc->data[SC_PYROCLASTIC]->val2;
+ if (sc->data[SC_ANGRIFFS_MODUS])
+ batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
+
+ if(sc->data[SC_INCATKRATE])
+ batk += batk * sc->data[SC_INCATKRATE]->val1/100;
+ if(sc->data[SC_PROVOKE])
+ batk += batk * sc->data[SC_PROVOKE]->val3/100;
+#ifndef RENEWAL
+ if(sc->data[SC_LKCONCENTRATION])
+ batk += batk * sc->data[SC_LKCONCENTRATION]->val2/100;
+#endif
+ if(sc->data[SC_SKE])
+ batk += batk * 3;
+ if(sc->data[SC_HAMI_BLOODLUST])
+ batk += batk * sc->data[SC_HAMI_BLOODLUST]->val2/100;
+ if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
+ batk -= batk * 25/100;
+ if(sc->data[SC_CURSE])
+ batk -= batk * 25/100;
+ if( sc->data[SC_ZANGETSU] )
+ batk += sc->data[SC_ZANGETSU]->val2;
+ //Curse shouldn't effect on this? <- Curse OR Bleeding??
+ // if(sc->data[SC_BLOODING])
+ // batk -= batk * 25/100;
+ if(sc->data[SC_HLIF_FLEET])
+ batk += batk * sc->data[SC_HLIF_FLEET]->val3/100;
+ if(sc->data[SC__ENERVATION])
+ batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
+ if(sc->data[SC_RUSH_WINDMILL])
+ batk += batk * sc->data[SC_RUSH_WINDMILL]->val2/100;
+ if(sc->data[SC_SATURDAY_NIGHT_FEVER])
+ batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1;
+ if(sc->data[SC_MELODYOFSINK])
+ batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
+ if(sc->data[SC_BEYOND_OF_WARCRY])
+ batk += batk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;
+
+ return (unsigned short)cap_value(batk,0,USHRT_MAX);
+}
+
+static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable)
+{
+ if(!sc || !sc->count)
+ return cap_value(watk,0,USHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ if(sc->data[SC_STRIKING])
+ watk += sc->data[SC_STRIKING]->val2;
+ if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
+ watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
+ return (unsigned short)cap_value(watk,0,USHRT_MAX);
+ }
+#ifndef RENEWAL
+ if(sc->data[SC_IMPOSITIO])
+ watk += sc->data[SC_IMPOSITIO]->val2;
+ if(sc->data[SC_DRUMBATTLE])
+ watk += sc->data[SC_DRUMBATTLE]->val2;
+#endif
+ if(sc->data[SC_WATKFOOD])
+ watk += sc->data[SC_WATKFOOD]->val1;
+ if(sc->data[SC_VOLCANO])
+ watk += sc->data[SC_VOLCANO]->val2;
+ if(sc->data[SC_MER_ATK])
+ watk += sc->data[SC_MER_ATK]->val2;
+ if(sc->data[SC_FIGHTINGSPIRIT])
+ watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
+ if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
+ watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
+ if(sc->data[SC_INSPIRATION])
+ watk += sc->data[SC_INSPIRATION]->val2;
+ if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
+ watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
+ if( sc->data[SC_TROPIC_OPTION] )
+ watk += sc->data[SC_TROPIC_OPTION]->val2;
+ if( sc->data[SC_HEATER_OPTION] )
+ watk += sc->data[SC_HEATER_OPTION]->val2;
+ if( sc->data[SC_WATER_BARRIER] )
+ watk -= sc->data[SC_WATER_BARRIER]->val3;
+ if( sc->data[SC_PYROTECHNIC_OPTION] )
+ watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
+
+#ifndef RENEWAL
+ if(sc->data[SC_NIBELUNGEN]) {
+ if (bl->type != BL_PC)
+ watk += sc->data[SC_NIBELUNGEN]->val2;
+ else {
+ TBL_PC *sd = (TBL_PC*)bl;
+ int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
+ if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
+ watk += sc->data[SC_NIBELUNGEN]->val2;
+ }
+ }
+ if(sc->data[SC_STRIKING])
+ watk += sc->data[SC_STRIKING]->val2;
+ if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2)
+ watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2;
+ if(sc->data[SC_LKCONCENTRATION])
+ watk += watk * sc->data[SC_LKCONCENTRATION]->val2/100;
+#endif
+ if(sc->data[SC_INCATKRATE])
+ watk += watk * sc->data[SC_INCATKRATE]->val1/100;
+ if(sc->data[SC_PROVOKE])
+ watk += watk * sc->data[SC_PROVOKE]->val3/100;
+ if(sc->data[SC_SKE])
+ watk += watk * 3;
+ if(sc->data[SC__ENERVATION])
+ watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
+ if(sc->data[SC_HLIF_FLEET])
+ watk += watk * sc->data[SC_HLIF_FLEET]->val3/100;
+ if(sc->data[SC_CURSE])
+ watk -= watk * 25/100;
+ if(sc->data[SC_NOEQUIPWEAPON])
+ watk -= watk * sc->data[SC_NOEQUIPWEAPON]->val2/100;
+ if(sc->data[SC__ENERVATION])
+ watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
+ if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
+ )
+ watk += watk / 10;
+ if( sc && sc->data[SC_TIDAL_WEAPON] )
+ watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
+ if(sc->data[SC_ANGRIFFS_MODUS])
+ watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
+
+ return (unsigned short)cap_value(watk,0,USHRT_MAX);
+}
+#ifdef RENEWAL
+static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
+{
+
+ if (!sc || !sc->count)
+ return cap_value(matk,0,USHRT_MAX);
+ if (sc->data[SC_PLUSMAGICPOWER])
+ matk += sc->data[SC_PLUSMAGICPOWER]->val1;
+ if (sc->data[SC_MATKFOOD])
+ matk += sc->data[SC_MATKFOOD]->val1;
+ if(sc->data[SC_MANA_PLUS])
+ matk += sc->data[SC_MANA_PLUS]->val1;
+ if(sc->data[SC_AQUAPLAY_OPTION])
+ matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
+ if(sc->data[SC_CHILLY_AIR_OPTION])
+ matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
+ if(sc->data[SC_WATER_BARRIER])
+ matk -= sc->data[SC_WATER_BARRIER]->val3;
+ if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
+ matk += 50;
+ if(sc->data[SC_ODINS_POWER])
+ matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
+ if(sc->data[SC_IZAYOI])
+ matk += 25 * sc->data[SC_IZAYOI]->val1;
+ return (unsigned short)cap_value(matk,0,USHRT_MAX);
+}
+#endif
+static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable)
+{
+ if(!sc || !sc->count)
+ return cap_value(matk,0,USHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (unsigned short)cap_value(matk,0,USHRT_MAX);
+ }
+
+#ifndef RENEWAL
+ // take note fixed value first before % modifiers
+ if (sc->data[SC_PLUSMAGICPOWER])
+ matk += sc->data[SC_PLUSMAGICPOWER]->val1;
+ if (sc->data[SC_MATKFOOD])
+ matk += sc->data[SC_MATKFOOD]->val1;
+ if (sc->data[SC_MANA_PLUS])
+ matk += sc->data[SC_MANA_PLUS]->val1;
+ if (sc->data[SC_AQUAPLAY_OPTION])
+ matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
+ if (sc->data[SC_CHILLY_AIR_OPTION])
+ matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
+ if (sc->data[SC_WATER_BARRIER])
+ matk -= sc->data[SC_WATER_BARRIER]->val3;
+ if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
+ matk += 50;
+ if (sc->data[SC_ODINS_POWER])
+ matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; //70 lvl1, 100lvl2
+ if (sc->data[SC_IZAYOI])
+ matk += 25 * sc->data[SC_IZAYOI]->val1;
+#endif
+ if( sc->data[SC_ZANGETSU] )
+ matk += sc->data[SC_ZANGETSU]->val3;
+ if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
+ matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
+ if (sc->data[SC_MINDBREAKER])
+ matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
+ if (sc->data[SC_INCMATKRATE])
+ matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
+ if (sc->data[SC_MOONLIT_SERENADE])
+ matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100;
+ if (sc->data[SC_MELODYOFSINK])
+ matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
+ if (sc->data[SC_BEYOND_OF_WARCRY])
+ matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;
+
+ return (unsigned short)cap_value(matk,0,USHRT_MAX);
+}
+
+static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) {
+
+ if(!sc || !sc->count)
+ return cap_value(critical,10,SHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (short)cap_value(critical,10,SHRT_MAX);
+ }
+
+ if (sc->data[SC_CRITICALPERCENT])
+ critical += sc->data[SC_CRITICALPERCENT]->val2;
+ if (sc->data[SC_EXPLOSIONSPIRITS])
+ critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
+ if (sc->data[SC_FORTUNE])
+ critical += sc->data[SC_FORTUNE]->val2;
+ if (sc->data[SC_TRUESIGHT])
+ critical += sc->data[SC_TRUESIGHT]->val2;
+ if(sc->data[SC_CLOAKING])
+ critical += critical;
+ if(sc->data[SC_STRIKING])
+ critical += sc->data[SC_STRIKING]->val1;
+#ifdef RENEWAL
+ if (sc->data[SC_SPEARQUICKEN])
+ critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
+#endif
+
+ if(sc->data[SC__INVISIBILITY])
+ critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
+ if(sc->data[SC__UNLUCKY])
+ critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
+
+ return (short)cap_value(critical,10,SHRT_MAX);
+}
+
+static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable)
+{
+
+ if(!sc || !sc->count)
+ return cap_value(hit,1,SHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (short)cap_value(hit,1,SHRT_MAX);
+ }
+
+ if(sc->data[SC_INCHIT])
+ hit += sc->data[SC_INCHIT]->val1;
+ if(sc->data[SC_FOOD_BASICHIT])
+ hit += sc->data[SC_FOOD_BASICHIT]->val1;
+ if(sc->data[SC_TRUESIGHT])
+ hit += sc->data[SC_TRUESIGHT]->val3;
+ if(sc->data[SC_HUMMING])
+ hit += sc->data[SC_HUMMING]->val2;
+ if(sc->data[SC_LKCONCENTRATION])
+ hit += sc->data[SC_LKCONCENTRATION]->val3;
+ if(sc->data[SC_INSPIRATION])
+ hit += 5 * sc->data[SC_INSPIRATION]->val1;
+ if(sc->data[SC_GS_ADJUSTMENT])
+ hit -= 30;
+ if(sc->data[SC_GS_ACCURACY])
+ hit += 20; // RockmanEXE; changed based on updated [Reddozen]
+ if(sc->data[SC_MER_HIT])
+ hit += sc->data[SC_MER_HIT]->val2;
+
+ if(sc->data[SC_INCHITRATE])
+ hit += hit * sc->data[SC_INCHITRATE]->val1/100;
+ if(sc->data[SC_BLIND])
+ hit -= hit * 25/100;
+ if(sc->data[SC__GROOMY])
+ hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
+ if(sc->data[SC_FEAR])
+ hit -= hit * 20 / 100;
+ if (sc->data[SC_VOLCANIC_ASH])
+ hit /= 2;
+
+ return (short)cap_value(hit,1,SHRT_MAX);
+}
+
+static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable)
+{
+ if( bl->type == BL_PC )
+ {
+ if( map_flag_gvg(bl->m) )
+ flee -= flee * battle_config.gvg_flee_penalty/100;
+ else if( map[bl->m].flag.battleground )
+ flee -= flee * battle_config.bg_flee_penalty/100;
+ }
+
+ if(!sc || !sc->count)
+ return cap_value(flee,1,SHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (short)cap_value(flee,1,SHRT_MAX);
+ }
+
+ if(sc->data[SC_INCFLEE])
+ flee += sc->data[SC_INCFLEE]->val1;
+ if(sc->data[SC_FOOD_BASICAVOIDANCE])
+ flee += sc->data[SC_FOOD_BASICAVOIDANCE]->val1;
+ if(sc->data[SC_WHISTLE])
+ flee += sc->data[SC_WHISTLE]->val2;
+ if(sc->data[SC_WINDWALK])
+ flee += sc->data[SC_WINDWALK]->val2;
+ if(sc->data[SC_VIOLENTGALE])
+ flee += sc->data[SC_VIOLENTGALE]->val2;
+ if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
+ flee += sc->data[SC_MOON_COMFORT]->val2;
+ if(sc->data[SC_RG_CCONFINE_M])
+ flee += 10;
+ if (sc->data[SC_ANGRIFFS_MODUS])
+ flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
+ if (sc->data[SC_OVERED_BOOST])
+ flee = max(flee,sc->data[SC_OVERED_BOOST]->val2);
+ if(sc->data[SC_GS_ADJUSTMENT])
+ flee += 30;
+ if(sc->data[SC_HLIF_SPEED])
+ flee += 10 + sc->data[SC_HLIF_SPEED]->val1 * 10;
+ if(sc->data[SC_GS_GATLINGFEVER])
+ flee -= sc->data[SC_GS_GATLINGFEVER]->val4;
+ if(sc->data[SC_PARTYFLEE])
+ flee += sc->data[SC_PARTYFLEE]->val1 * 10;
+ if(sc->data[SC_MER_FLEE])
+ flee += sc->data[SC_MER_FLEE]->val2;
+ if( sc->data[SC_HALLUCINATIONWALK] )
+ flee += sc->data[SC_HALLUCINATIONWALK]->val2;
+ if( sc->data[SC_WATER_BARRIER] )
+ flee -= sc->data[SC_WATER_BARRIER]->val3;
+#ifdef RENEWAL
+ if( sc->data[SC_SPEARQUICKEN] )
+ flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
+#endif
+
+ if(sc->data[SC_INCFLEERATE])
+ flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
+ if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
+ flee -= flee * 50/100;
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ flee -= flee * 50/100;
+ if(sc->data[SC_BLIND])
+ flee -= flee * 25/100;
+ if(sc->data[SC_FEAR])
+ flee -= flee * 20 / 100;
+ if(sc->data[SC_PARALYSE])
+ flee -= flee * 10 / 100; // 10% Flee reduction
+ if(sc->data[SC_INFRAREDSCAN])
+ flee -= flee * 30 / 100;
+ if( sc->data[SC__LAZINESS] )
+ flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
+ if( sc->data[SC_GLOOMYDAY] )
+ flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
+ if( sc->data[SC_SATURDAY_NIGHT_FEVER] )
+ flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
+ if( sc->data[SC_WIND_STEP_OPTION] )
+ flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
+ if( sc->data[SC_ZEPHYR] )
+ flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob
+ if(status_get_element(bl) == ELE_WATER) //water type
+ flee /= 2;
+ }
+
+ return (short)cap_value(flee,1,SHRT_MAX);
+}
+
+static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable)
+{
+ if(!sc || !sc->count)
+ return cap_value(flee2,10,SHRT_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (short)cap_value(flee2,10,SHRT_MAX);
+ }
+
+ if(sc->data[SC_PLUSAVOIDVALUE])
+ flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2;
+ if(sc->data[SC_WHISTLE])
+ flee2 += sc->data[SC_WHISTLE]->val3*10;
+ if(sc->data[SC__UNLUCKY])
+ flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
+
+ return (short)cap_value(flee2,10,SHRT_MAX);
+}
+defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) {
+
+ if(!sc || !sc->count)
+ return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ if( sc && sc->data[SC_CAMOUFLAGE] )
+ def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
+ if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 )
+ def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4;
+ return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
+ }
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_SKA])
+ return sc->data[SC_SKA]->val3;
+ if(sc->data[SC_BARRIER])
+ return 100;
+ if(sc->data[SC_KEEPING])
+ return 90;
+#ifndef RENEWAL // does not provide 90 DEF in renewal mode
+ if(sc->data[SC_STEELBODY])
+ return 90;
+#endif
+
+ if(sc->data[SC_STONESKIN])
+ def += sc->data[SC_STONESKIN]->val2;
+ if(sc->data[SC_DRUMBATTLE])
+ def += sc->data[SC_DRUMBATTLE]->val3;
+ if(sc->data[SC_HAMI_DEFENCE]) //[orn]
+ def += sc->data[SC_HAMI_DEFENCE]->val2 ;
+ if(sc->data[SC_INCDEFRATE])
+ def += def * sc->data[SC_INCDEFRATE]->val1/100;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
+ def += 50;
+ if(sc->data[SC_ODINS_POWER])
+ def -= 20;
+ if( sc->data[SC_ANGRIFFS_MODUS] )
+ def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
+ if(sc->data[SC_STONEHARDSKIN])
+ def += sc->data[SC_STONEHARDSKIN]->val1;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ def >>=1;
+ if(sc->data[SC_FREEZE])
+ def >>=1;
+ if(sc->data[SC_CRUCIS])
+ def -= def * sc->data[SC_CRUCIS]->val2/100;
+ if(sc->data[SC_LKCONCENTRATION])
+ def -= def * sc->data[SC_LKCONCENTRATION]->val4/100;
+ if(sc->data[SC_SKE])
+ def >>=1;
+ if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
+ def -= def * sc->data[SC_PROVOKE]->val4/100;
+ if(sc->data[SC_NOEQUIPSHIELD])
+ def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100;
+ if (sc->data[SC_FLING])
+ def -= def * (sc->data[SC_FLING]->val2)/100;
+ if( sc->data[SC_ANALYZE] )
+ def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
+ if( sc->data[SC_FORCEOFVANGUARD] )
+ def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
+ if(sc->data[SC_SATURDAY_NIGHT_FEVER])
+ def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
+ if(sc->data[SC_EARTHDRIVE])
+ def -= def * 25 / 100;
+ if( sc->data[SC_ROCK_CRUSHER] )
+ def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
+ if( sc->data[SC_POWER_OF_GAIA] )
+ def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
+ if( sc->data[SC_PRESTIGE] )
+ def += def * sc->data[SC_PRESTIGE]->val1 / 100;
+ if( sc->data[SC_FROSTMISTY] )
+ def -= def * 10 / 100;
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
+ if(status_get_race(bl)==RC_PLANT)
+ def /= 2;
+ }
+
+ return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
+}
+
+signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2, bool viewable)
+{
+ if(!sc || !sc->count)
+#ifdef RENEWAL
+ return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(def2,1,SHRT_MAX);
+#endif
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+#ifdef RENEWAL
+ if( sc && sc->data[SC_ASSUMPTIO] )
+ def2 <<= 1;
+#endif
+ if( sc && sc->data[SC_CAMOUFLAGE] )
+ def2 -= def2 * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
+#ifdef RENEWAL
+ return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(def2,1,SHRT_MAX);
+#endif
+ }
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_ETERNALCHAOS])
+ return 0;
+ if(sc->data[SC_SUN_COMFORT])
+ def2 += sc->data[SC_SUN_COMFORT]->val2;
+ if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
+ def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
+ if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
+ def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
+
+ if(sc->data[SC_ANGELUS])
+#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
+ def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
+#else
+ def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
+ if(sc->data[SC_LKCONCENTRATION])
+ def2 -= def2 * sc->data[SC_LKCONCENTRATION]->val4/100;
+#endif
+ if(sc->data[SC_POISON])
+ def2 -= def2 * 25/100;
+ if(sc->data[SC_DPOISON])
+ def2 -= def2 * 25/100;
+ if(sc->data[SC_SKE])
+ def2 -= def2 * 50/100;
+ if(sc->data[SC_PROVOKE])
+ def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
+ if(sc->data[SC_JOINTBEAT])
+ def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
+ + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
+ if(sc->data[SC_FLING])
+ def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
+ if(sc->data[SC_ANALYZE])
+ def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
+ if( sc->data[SC_ECHOSONG] )
+ def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
+ if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
+ if(status_get_race(bl)==RC_PLANT)
+ def2 /= 2;
+ }
+ if (sc->data[SC_NEEDLE_OF_PARALYZE])
+ def2 -= def2 * sc->data[SC_NEEDLE_OF_PARALYZE]->val2 / 100;
+
+#ifdef RENEWAL
+ return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(def2,1,SHRT_MAX);
+#endif
+}
+
+
+defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef, bool viewable) {
+
+ if(!sc || !sc->count)
+ return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+ return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
+ }
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_BARRIER])
+ return 100;
+
+#ifndef RENEWAL // no longer provides 90 MDEF in renewal mode
+ if(sc->data[SC_STEELBODY])
+ return 90;
+#endif
+
+ if(sc->data[SC_STONESKIN])
+ mdef += sc->data[SC_STONESKIN]->val3;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
+ mdef += 50;
+ if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1.
+ mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
+ if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech]
+ mdef += sc->data[SC_STONEHARDSKIN]->val1;
+ if(sc->data[SC_WATER_BARRIER])
+ mdef += sc->data[SC_WATER_BARRIER]->val2;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ mdef += 25*mdef/100;
+ if(sc->data[SC_FREEZE])
+ mdef += 25*mdef/100;
+ if(sc->data[SC_ANALYZE])
+ mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
+ if(sc->data[SC_SYMPHONY_LOVE])
+ mdef += mdef * sc->data[SC_SYMPHONY_LOVE]->val2 / 100;
+ if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4)
+ mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100;
+ if (sc->data[SC_ODINS_POWER])
+ mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
+ if(sc->data[SC_BURNING])
+ mdef -= mdef *25 / 100;
+
+ return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
+}
+
+signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2, bool viewable)
+{
+ if(!sc || !sc->count)
+#ifdef RENEWAL
+ return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(mdef2,1,SHRT_MAX);
+#endif
+
+ if( !viewable ){
+ /* some statuses that are hidden in the status window */
+#ifdef RENEWAL
+ if(sc && sc->data[SC_ASSUMPTIO])
+ mdef2 <<= 1;
+ return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(mdef2,1,SHRT_MAX);
+#endif
+ }
+
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ return 0;
+ if(sc->data[SC_SKA])
+ return 90;
+ if(sc->data[SC_MINDBREAKER])
+ mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
+ if(sc->data[SC_ANALYZE])
+ mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
+
+#ifdef RENEWAL
+ return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
+#else
+ return (short)cap_value(mdef2,1,SHRT_MAX);
+#endif
+}
+
+static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
+{
+ TBL_PC* sd = BL_CAST(BL_PC, bl);
+ int speed_rate;
+
+ if( sc == NULL )
+ return cap_value(speed,10,USHRT_MAX);
+
+ if (sd && sd->state.permanent_speed)
+ return (short)cap_value(speed,10,USHRT_MAX);
+
+ if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
+ {
+ if( sd->ud.skill_id == LG_EXEEDBREAK )
+ speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
+ else
+ speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST);
+ }
+ else
+ {
+ speed_rate = 100;
+
+ //GetMoveHasteValue2()
+ {
+ int val = 0;
+
+ if( sc->data[SC_FUSION] )
+ val = 25;
+ else if( sd ) {
+ if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON) || sd->sc.data[SC_ALL_RIDING] )
+ val = 25;//Same bonus
+ else if( pc_isridingwug(sd) )
+ val = 15 + 5 * pc->checkskill(sd, RA_WUGRIDER);
+ else if( pc_ismadogear(sd) ) {
+ val = (- 10 * (5 - pc->checkskill(sd,NC_MADOLICENCE)));
+ if( sc->data[SC_ACCELERATION] )
+ val += 25;
+ }
+ }
+
+ speed_rate -= val;
+ }
+
+ //GetMoveSlowValue()
+ {
+ int val = 0;
+
+ if( sd && sc->data[SC_HIDING] && pc->checkskill(sd,RG_TUNNELDRIVE) > 0 )
+ val = 120 - 6 * pc->checkskill(sd,RG_TUNNELDRIVE);
+ else
+ if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
+ val = sc->data[SC_CHASEWALK]->val3;
+ else
+ {
+ // Longing for Freedom cancels song/dance penalty
+ if( sc->data[SC_LONGING] )
+ val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
+ else
+ if( sd && sc->data[SC_DANCING] )
+ val = max( val, 500 - (40 + 10 * (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_BARDDANCER)) * pc->checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
+
+ if( sc->data[SC_DEC_AGI] )
+ val = max( val, 25 );
+ if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
+ val = max( val, 50 );
+ if( sc->data[SC_DONTFORGETME] )
+ val = max( val, sc->data[SC_DONTFORGETME]->val3 );
+ if( sc->data[SC_CURSE] )
+ val = max( val, 300 );
+ if( sc->data[SC_CHASEWALK] )
+ val = max( val, sc->data[SC_CHASEWALK]->val3 );
+ if( sc->data[SC_WEDDING] )
+ val = max( val, 100 );
+ if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
+ val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
+ if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
+ val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
+ if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
+ val = max( val, 75 );
+ if( sc->data[SC_SLOWDOWN] ) // Slow Potion
+ val = max( val, 100 );
+ if( sc->data[SC_GS_GATLINGFEVER] )
+ val = max( val, 100 );
+ if( sc->data[SC_NJ_SUITON] )
+ val = max( val, sc->data[SC_NJ_SUITON]->val3 );
+ if( sc->data[SC_SWOO] )
+ val = max( val, 300 );
+ if( sc->data[SC_FROSTMISTY] )
+ val = max( val, 50 );
+ if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
+ val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
+ if( sc->data[SC__GROOMY] )
+ val = max( val, sc->data[SC__GROOMY]->val2);
+ if( sc->data[SC_STEALTHFIELD_MASTER] )
+ val = max( val, 30 );
+ if( sc->data[SC_BANDING_DEFENCE] )
+ val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
+ if( sc->data[SC_ROCK_CRUSHER_ATK] )
+ val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
+ if( sc->data[SC_POWER_OF_GAIA] )
+ val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
+ if( sc->data[SC_MELON_BOMB] )
+ val = max( val, sc->data[SC_MELON_BOMB]->val1 );
+
+ if( sc->data[SC_MARSHOFABYSS] ) // It stacks to other statuses so always put this at the end.
+ val = max( 50, val + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
+
+ if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // permanent item-based speedup
+ val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
+ }
+
+ speed_rate += val;
+ }
+
+ //GetMoveHasteValue1()
+ {
+ int val = 0;
+
+ if( sc->data[SC_MOVHASTE_INFINITY] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
+ val = max( val, 50 );
+ if( sc->data[SC_INC_AGI] )
+ val = max( val, 25 );
+ if( sc->data[SC_WINDWALK] )
+ val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
+ if( sc->data[SC_CARTBOOST] )
+ val = max( val, 20 );
+ if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc->checkskill(sd,TF_MISS) > 0 )
+ val = max( val, 1 * pc->checkskill(sd,TF_MISS) );
+ if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
+ val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ val = max( val, 25 );
+ if( sc->data[SC_RUN] )
+ val = max( val, 55 );
+ if( sc->data[SC_HLIF_AVOID] )
+ val = max( val, 10 * sc->data[SC_HLIF_AVOID]->val1 );
+ if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
+ val = max( val, 75 );
+ if( sc->data[SC_CLOAKINGEXCEED] )
+ val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
+ if( sc->data[SC_HOVERING] )
+ val = max( val, 10 );
+ if( sc->data[SC_GN_CARTBOOST] )
+ val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
+ if( sc->data[SC_SWING] )
+ val = max( val, sc->data[SC_SWING]->val2 );
+ if( sc->data[SC_WIND_STEP_OPTION] )
+ val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
+ if( sc->data[SC_FULL_THROTTLE] )
+ val = max( val, 30);
+ //FIXME: official items use a single bonus for this [ultramage]
+ if( sc->data[SC_MOVHASTE_HORSE] ) // temporary item-based speedup
+ val = max( val, 25 );
+ if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // permanent item-based speedup
+ val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
+
+ speed_rate -= val;
+ }
+
+ if( speed_rate < 40 )
+ speed_rate = 40;
+ }
+
+ //GetSpeed()
+ {
+ if( sd && pc_iscarton(sd) )
+ speed += speed * (50 - 5 * pc->checkskill(sd,MC_PUSHCART)) / 100;
+ if( sc->data[SC_PARALYSE] )
+ speed += speed * 50 / 100;
+ if( sc->data[SC_REBOUND] )
+ speed += max(speed, 100);
+ if( speed_rate != 100 )
+ speed = speed * speed_rate / 100;
+ if( sc->data[SC_STEELBODY] )
+ speed = 200;
+ if( sc->data[SC_DEFENDER] )
+ speed = max(speed, 200);
+ if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
+ speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
+
+ }
+
+ return (short)cap_value(speed,10,USHRT_MAX);
+}
+
+#ifdef RENEWAL_ASPD
+// flag&1 - fixed value [malufett]
+// flag&2 - percentage value
+static short status_calc_aspd(struct block_list *bl, struct status_change *sc, short flag)
+{
+ int i, pots = 0, skills1 = 0, skills2 = 0;
+
+ if(!sc || !sc->count)
+ return 0;
+
+ if(sc->data[i=SC_ATTHASTE_INFINITY] ||
+ sc->data[i=SC_ATTHASTE_POTION3] ||
+ sc->data[i=SC_ATTHASTE_POTION2] ||
+ sc->data[i=SC_ATTHASTE_POTION1])
+ pots += sc->data[i]->val1;
+
+ if( !sc->data[SC_QUAGMIRE] ){
+ if(sc->data[SC_TWOHANDQUICKEN] && skills1 < 7)
+ skills1 = 7;
+
+ if(sc->data[SC_ONEHANDQUICKEN] && skills1 < 7) skills1 = 7;
+
+ if(sc->data[SC_MER_QUICKEN] && skills1 < 7) // needs more info
+ skills1 = 7;
+
+ if(sc->data[SC_ADRENALINE2] && skills1 < 6)
+ skills1 = 6;
+
+ if(sc->data[SC_ADRENALINE] && skills1 < 7)
+ skills1 = 7;
+
+ if(sc->data[SC_SPEARQUICKEN] && skills1 < 7)
+ skills1 = 7;
+
+ if(sc->data[SC_HLIF_FLEET] && skills1 < 5)
+ skills1 = 5;
+ }
+
+ if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]) && skills1 < 15)
+ skills1 = 15;
+ else if(sc->data[SC_GS_MADNESSCANCEL] && skills1 < 20)
+ skills1 = 20;
+
+ if(sc->data[SC_DONTFORGETME])
+ skills2 -= sc->data[SC_DONTFORGETME]->val2;
+ if(sc->data[SC_LONGING])
+ skills2 -= sc->data[SC_LONGING]->val2;
+ if(sc->data[SC_STEELBODY])
+ skills2 -= 25;
+ if(sc->data[SC_SKA])
+ skills2 -= 25;
+ if(sc->data[SC_DEFENDER])
+ skills2 -= sc->data[SC_DEFENDER]->val4 / 10;
+ if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) // needs more info
+ skills2 -= 25;
+ if(sc->data[SC_GRAVITATION])
+ skills2 -= sc->data[SC_GRAVITATION]->val2; // needs more info
+ if(sc->data[SC_JOINTBEAT]) { // needs more info
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
+ skills2 -= 25;
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
+ skills2 -= 10;
+ }
+ if( sc->data[SC_FROSTMISTY] )
+ skills2 -= 15;
+ if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
+ skills2 -= 50;
+ if( sc->data[SC_PARALYSE] )
+ skills2 -= 10;
+ if( sc->data[SC__BODYPAINT] )
+ skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
+ if( sc->data[SC__INVISIBILITY] )
+ skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
+ if( sc->data[SC__GROOMY] )
+ skills2 -= sc->data[SC__GROOMY]->val2;
+ if( sc->data[SC_GLOOMYDAY] )
+ skills2 -= sc->data[SC_GLOOMYDAY]->val3;
+ if( sc->data[SC_EARTHDRIVE] )
+ skills2 -= 25;
+ if( sc->data[SC_MELON_BOMB] )
+ skills2 -= sc->data[SC_MELON_BOMB]->val1;
+
+ if( sc->data[SC_SWING] )
+ skills2 += sc->data[SC_SWING]->val2;
+ if( sc->data[SC_DANCE_WITH_WUG] )
+ skills2 += sc->data[SC_DANCE_WITH_WUG]->val3;
+ if( sc->data[SC_GENTLETOUCH_CHANGE] )
+ skills2 += sc->data[SC_GENTLETOUCH_CHANGE]->val3;
+ if( sc->data[SC_BOOST500] )
+ skills2 += sc->data[SC_BOOST500]->val1;
+ if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
+ skills2 += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
+ if( sc->data[SC_INCASPDRATE] )
+ skills2 += sc->data[SC_INCASPDRATE]->val1;
+ if( sc->data[SC_GS_GATLINGFEVER] )
+ skills2 += sc->data[SC_GS_GATLINGFEVER]->val1;
+ if( sc->data[SC_STAR_COMFORT] )
+ skills2 += 3 * sc->data[SC_STAR_COMFORT]->val1;
+ if( sc->data[SC_ASSNCROS] && !skills1){
+ if (bl->type!=BL_PC)
+ skills2 += sc->data[SC_ASSNCROS]->val2;
+ else
+ switch(((TBL_PC*)bl)->status.weapon)
+ {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ break;
+ default:
+ skills2 += sc->data[SC_ASSNCROS]->val2;
+ }
+ }
+ return ( flag&1? (skills1 + pots) : skills2 );
+}
+#endif
+
+static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd) {
+ if (!sc || !sc->count)
+ return cap_value(aspd, 0, 2000);
+
+ if (!sc->data[SC_QUAGMIRE]) {
+ if (sc->data[SC_OVERED_BOOST])
+ aspd = 2000 - sc->data[SC_OVERED_BOOST]->val3*10;
+ }
+
+ if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION]
+ || sc->data[SC_WILD_STORM_OPTION]))
+ aspd -= 50; // +5 ASPD
+ if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
+ aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
+
+ return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
+}
+
+/// Calculates an object's ASPD modifier (alters the base amotion value).
+/// Note that the scale of aspd_rate is 1000 = 100%.
+static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
+{
+ int i;
+
+ if(!sc || !sc->count)
+ return cap_value(aspd_rate,0,SHRT_MAX);
+
+ if( !sc->data[SC_QUAGMIRE] ){
+ int max = 0;
+ if(sc->data[SC_STAR_COMFORT])
+ max = sc->data[SC_STAR_COMFORT]->val2;
+
+ if(sc->data[SC_TWOHANDQUICKEN] &&
+ max < sc->data[SC_TWOHANDQUICKEN]->val2)
+ max = sc->data[SC_TWOHANDQUICKEN]->val2;
+
+ if(sc->data[SC_ONEHANDQUICKEN] &&
+ max < sc->data[SC_ONEHANDQUICKEN]->val2)
+ max = sc->data[SC_ONEHANDQUICKEN]->val2;
+
+ if(sc->data[SC_MER_QUICKEN] &&
+ max < sc->data[SC_MER_QUICKEN]->val2)
+ max = sc->data[SC_MER_QUICKEN]->val2;
+
+ if(sc->data[SC_ADRENALINE2] &&
+ max < sc->data[SC_ADRENALINE2]->val3)
+ max = sc->data[SC_ADRENALINE2]->val3;
+
+ if(sc->data[SC_ADRENALINE] &&
+ max < sc->data[SC_ADRENALINE]->val3)
+ max = sc->data[SC_ADRENALINE]->val3;
+
+ if(sc->data[SC_SPEARQUICKEN] &&
+ max < sc->data[SC_SPEARQUICKEN]->val2)
+ max = sc->data[SC_SPEARQUICKEN]->val2;
+
+ if(sc->data[SC_GS_GATLINGFEVER] &&
+ max < sc->data[SC_GS_GATLINGFEVER]->val2)
+ max = sc->data[SC_GS_GATLINGFEVER]->val2;
+
+ if(sc->data[SC_HLIF_FLEET] &&
+ max < sc->data[SC_HLIF_FLEET]->val2)
+ max = sc->data[SC_HLIF_FLEET]->val2;
+
+ if(sc->data[SC_ASSNCROS] &&
+ max < sc->data[SC_ASSNCROS]->val2)
+ {
+ if (bl->type!=BL_PC)
+ max = sc->data[SC_ASSNCROS]->val2;
+ else
+ switch(((TBL_PC*)bl)->status.weapon)
+ {
+ case W_BOW:
+ case W_REVOLVER:
+ case W_RIFLE:
+ case W_GATLING:
+ case W_SHOTGUN:
+ case W_GRENADE:
+ break;
+ default:
+ max = sc->data[SC_ASSNCROS]->val2;
+ }
+ }
+ aspd_rate -= max;
+
+ if((sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
+ aspd_rate -= 300;
+ else if(sc->data[SC_GS_MADNESSCANCEL])
+ aspd_rate -= 200;
+ }
+
+ if( sc->data[i=SC_ATTHASTE_INFINITY] ||
+ sc->data[i=SC_ATTHASTE_POTION3] ||
+ sc->data[i=SC_ATTHASTE_POTION2] ||
+ sc->data[i=SC_ATTHASTE_POTION1] )
+ aspd_rate -= sc->data[i]->val2;
+
+ if(sc->data[SC_DONTFORGETME])
+ aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
+ if(sc->data[SC_LONGING])
+ aspd_rate += sc->data[SC_LONGING]->val2;
+ if(sc->data[SC_STEELBODY])
+ aspd_rate += 250;
+ if(sc->data[SC_SKA])
+ aspd_rate += 250;
+ if(sc->data[SC_DEFENDER])
+ aspd_rate += sc->data[SC_DEFENDER]->val4;
+ if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
+ aspd_rate += 250;
+ if(sc->data[SC_GRAVITATION])
+ aspd_rate += sc->data[SC_GRAVITATION]->val2;
+ if(sc->data[SC_JOINTBEAT]) {
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
+ aspd_rate += 250;
+ if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
+ aspd_rate += 100;
+ }
+ if( sc->data[SC_FROSTMISTY] )
+ aspd_rate += 150;
+ if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
+ aspd_rate += 500;
+ if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
+ aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
+ if( sc->data[SC_PARALYSE] )
+ aspd_rate += 100;
+ if( sc->data[SC__BODYPAINT] )
+ aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
+ if( sc->data[SC__INVISIBILITY] )
+ aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
+ if( sc->data[SC__GROOMY] )
+ aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
+ if( sc->data[SC_SWING] )
+ aspd_rate -= sc->data[SC_SWING]->val2 * 10;
+ if( sc->data[SC_DANCE_WITH_WUG] )
+ aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10;
+ if( sc->data[SC_GLOOMYDAY] )
+ aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
+ if( sc->data[SC_EARTHDRIVE] )
+ aspd_rate += 250;
+ if( sc->data[SC_GENTLETOUCH_CHANGE] )
+ aspd_rate -= sc->data[SC_GENTLETOUCH_CHANGE]->val3 * 10;
+ if( sc->data[SC_MELON_BOMB] )
+ aspd_rate += sc->data[SC_MELON_BOMB]->val1 * 10;
+ if( sc->data[SC_BOOST500] )
+ aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
+ if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
+ aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
+ if( sc->data[SC_INCASPDRATE] )
+ aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
+ if( sc->data[SC_PAIN_KILLER])
+ aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
+ if( sc->data[SC_GOLDENE_FERSE])
+ aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
+
+ return (short)cap_value(aspd_rate,0,SHRT_MAX);
+}
+
+static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
+{
+ if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
+ return cap_value(dmotion,0,USHRT_MAX);
+ /**
+ * It has been confirmed on official servers that MvP mobs have no dmotion even without endure
+ **/
+ if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) )
+ return 0;
+ if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
+ return 0;
+
+ return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
+}
+
+static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, uint64 maxhp)
+{
+ if(!sc || !sc->count)
+ return (unsigned int)cap_value(maxhp,1,UINT_MAX);
+
+ if(sc->data[SC_INCMHPRATE])
+ maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
+ if(sc->data[SC_INCMHP])
+ maxhp += (sc->data[SC_INCMHP]->val1);
+ if(sc->data[SC_APPLEIDUN])
+ maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
+ if(sc->data[SC_DELUGE])
+ maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
+ if (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST])
+ maxhp += maxhp * 2;
+ if(sc->data[SC_MARIONETTE_MASTER])
+ maxhp -= 1000;
+ if(sc->data[SC_SOLID_SKIN_OPTION])
+ maxhp += 2000;// Fix amount.
+ if(sc->data[SC_POWER_OF_GAIA])
+ maxhp += 3000;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
+ maxhp += 500;
+
+ if(sc->data[SC_MER_HP])
+ maxhp += maxhp * sc->data[SC_MER_HP]->val2/100;
+
+ if(sc->data[SC_EPICLESIS])
+ maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
+ if(sc->data[SC_VENOMBLEED])
+ maxhp -= maxhp * 15 / 100;
+ if(sc->data[SC__WEAKNESS])
+ maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
+ if(sc->data[SC_LERADS_DEW])
+ maxhp += maxhp * sc->data[SC_LERADS_DEW]->val3 / 100;
+ if(sc->data[SC_FORCEOFVANGUARD])
+ maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
+ if(sc->data[SC_INSPIRATION]) //Custom value.
+ maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
+ if(sc->data[SC_RAISINGDRAGON])
+ maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
+ if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] %
+ maxhp -= maxhp * (4 * sc->data[SC_GENTLETOUCH_CHANGE]->val1) / 100;
+ if(sc->data[SC_GENTLETOUCH_REVITALIZE])// Max HP increase: [Skill Level x 2] %
+ maxhp += maxhp * (2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val1) / 100;
+ if(sc->data[SC_MUSTLE_M])
+ maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
+ if(sc->data[SC_MYSTERIOUS_POWDER])
+ maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
+ if(sc->data[SC_PETROLOGY_OPTION])
+ maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
+ if (sc->data[SC_ANGRIFFS_MODUS])
+ maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
+ if (sc->data[SC_GOLDENE_FERSE])
+ maxhp += maxhp * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
+ if(sc->data[SC_FRIGG_SONG])
+ maxhp += maxhp * sc->data[SC_FRIGG_SONG]->val2 / 100;
+
+ return (unsigned int)cap_value(maxhp,1,UINT_MAX);
+}
+
+static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
+{
+ if(!sc || !sc->count)
+ return cap_value(maxsp,1,UINT_MAX);
+
+ if(sc->data[SC_INCMSPRATE])
+ maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
+ if(sc->data[SC_INCMSP])
+ maxsp += (sc->data[SC_INCMSP]->val1);
+ if(sc->data[SC_SERVICEFORYOU])
+ maxsp += maxsp * sc->data[SC_SERVICEFORYOU]->val2/100;
+ if(sc->data[SC_MER_SP])
+ maxsp += maxsp * sc->data[SC_MER_SP]->val2/100;
+ if(sc->data[SC_RAISINGDRAGON])
+ maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
+ if(sc->data[SC_LIFE_FORCE_F])
+ maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
+ if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
+ maxsp += 50;
+
+ return cap_value(maxsp,1,UINT_MAX);
+}
+
+static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+
+ if(sc->data[SC_FREEZE])
+ return ELE_WATER;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ return ELE_EARTH;
+ if(sc->data[SC_BENEDICTIO])
+ return ELE_HOLY;
+ if(sc->data[SC_PROPERTYUNDEAD])
+ return ELE_UNDEAD;
+ if(sc->data[SC_ARMOR_PROPERTY])
+ return sc->data[SC_ARMOR_PROPERTY]->val2;
+ if(sc->data[SC_SHAPESHIFT])
+ return sc->data[SC_SHAPESHIFT]->val2;
+
+ return (unsigned char)cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
+{
+ if(!sc || !sc->count)
+ return lv;
+
+ if(sc->data[SC_FREEZE])
+ return 1;
+ if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ return 1;
+ if(sc->data[SC_BENEDICTIO])
+ return 1;
+ if(sc->data[SC_PROPERTYUNDEAD])
+ return 1;
+ if(sc->data[SC_ARMOR_PROPERTY])
+ return sc->data[SC_ARMOR_PROPERTY]->val1;
+ if(sc->data[SC_SHAPESHIFT])
+ return 1;
+ if(sc->data[SC__INVISIBILITY])
+ return 1;
+
+ return (unsigned char)cap_value(lv,1,4);
+}
+
+
+unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
+{
+ if(!sc || !sc->count)
+ return element;
+ if(sc->data[SC_ENCHANTARMS])
+ return sc->data[SC_ENCHANTARMS]->val2;
+ if(sc->data[SC_PROPERTYWATER]
+ || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
+ return ELE_WATER;
+ if(sc->data[SC_PROPERTYGROUND]
+ || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
+ return ELE_EARTH;
+ if(sc->data[SC_PROPERTYFIRE]
+ || (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
+ return ELE_FIRE;
+ if(sc->data[SC_PROPERTYWIND]
+ || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
+ return ELE_WIND;
+ if(sc->data[SC_ENCHANTPOISON])
+ return ELE_POISON;
+ if(sc->data[SC_ASPERSIO])
+ return ELE_HOLY;
+ if(sc->data[SC_PROPERTYDARK])
+ return ELE_DARK;
+ if(sc->data[SC_PROPERTYTELEKINESIS] || sc->data[SC__INVISIBILITY])
+ return ELE_GHOST;
+ if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
+ return ELE_WATER;
+ if(sc->data[SC_PYROCLASTIC])
+ return ELE_FIRE;
+ return (unsigned char)cap_value(element,0,UCHAR_MAX);
+}
+
+static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
+{
+ if(!sc || !sc->count)
+ return mode;
+ if(sc->data[SC_MODECHANGE]) {
+ if (sc->data[SC_MODECHANGE]->val2)
+ mode = sc->data[SC_MODECHANGE]->val2; //Set mode
+ if (sc->data[SC_MODECHANGE]->val3)
+ mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
+ if (sc->data[SC_MODECHANGE]->val4)
+ mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
+ }
+ return cap_value(mode,0,USHRT_MAX);
+}
+
+const char* status_get_name(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
+ case BL_MOB: return ((TBL_MOB*)bl)->name;
+ case BL_PET: return ((TBL_PET*)bl)->pet.name;
+ case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
+ case BL_NPC: return ((TBL_NPC*)bl)->name;
+ }
+ return "Unknown";
+}
+
+/*==========================================
+* Get the class of the current bl
+* return
+* 0 = fail
+* class_id = success
+*------------------------------------------*/
+int status_get_class(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch( bl->type ) {
+ case BL_PC: return ((TBL_PC*)bl)->status.class_;
+ case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
+ case BL_PET: return ((TBL_PET*)bl)->pet.class_;
+ case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
+ case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
+ case BL_NPC: return ((TBL_NPC*)bl)->class_;
+ case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
+ }
+ return 0;
+}
+/*==========================================
+* Get the base level of the current bl
+* return
+* 1 = fail
+* level = success
+*------------------------------------------*/
+int status_get_lv(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC: return ((TBL_PC*)bl)->status.base_level;
+ case BL_MOB: return ((TBL_MOB*)bl)->level;
+ case BL_PET: return ((TBL_PET*)bl)->pet.level;
+ case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
+ case BL_MER: return ((TBL_MER*)bl)->db->lv;
+ case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
+ case BL_NPC: return ((TBL_NPC*)bl)->level;
+ }
+ return 1;
+}
+
+struct regen_data *status_get_regen_data(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->regen;
+ case BL_HOM: return &((TBL_HOM*)bl)->regen;
+ case BL_MER: return &((TBL_MER*)bl)->regen;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
+ default:
+ return NULL;
+ }
+}
+
+struct status_data *status_get_status_data(struct block_list *bl)
+{
+ nullpo_retr(&dummy_status, bl);
+
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->battle_status;
+ case BL_MOB: return &((TBL_MOB*)bl)->status;
+ case BL_PET: return &((TBL_PET*)bl)->status;
+ case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
+ case BL_MER: return &((TBL_MER*)bl)->battle_status;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
+ case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
+ default:
+ return &dummy_status;
+ }
+}
+
+struct status_data *status_get_base_status(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->base_status;
+ case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
+ case BL_PET: return &((TBL_PET*)bl)->db->status;
+ case BL_HOM: return &((TBL_HOM*)bl)->base_status;
+ case BL_MER: return &((TBL_MER*)bl)->base_status;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
+ case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
+ default:
+ return NULL;
+ }
+}
+defType status_get_def(struct block_list *bl) {
+ struct unit_data *ud;
+ struct status_data *status = iStatus->get_status_data(bl);
+ int def = status?status->def:0;
+ ud = unit_bl2ud(bl);
+ if (ud && ud->skilltimer != INVALID_TIMER)
+ def -= def * skill->get_castdef(ud->skill_id)/100;
+
+ return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
+}
+
+unsigned short status_get_speed(struct block_list *bl)
+{
+ if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
+ return ((struct npc_data *)bl)->speed;
+ return iStatus->get_status_data(bl)->speed;
+}
+
+int status_get_party_id(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((TBL_PC*)bl)->status.party_id;
+ case BL_PET:
+ if (((TBL_PET*)bl)->msd)
+ return ((TBL_PET*)bl)->msd->status.party_id;
+ break;
+ case BL_MOB: {
+ struct mob_data *md=(TBL_MOB*)bl;
+ if( md->master_id > 0 ) {
+ struct map_session_data *msd;
+ if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
+ return msd->status.party_id;
+ return -md->master_id;
+ }
+ }
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->status.party_id;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)bl)->master)
+ return ((TBL_MER*)bl)->master->status.party_id;
+ break;
+ case BL_SKILL:
+ return ((TBL_SKILL*)bl)->group->party_id;
+ case BL_ELEM:
+ if (((TBL_ELEM*)bl)->master)
+ return ((TBL_ELEM*)bl)->master->status.party_id;
+ break;
+ }
+ return 0;
+}
+
+int status_get_guild_id(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((TBL_PC*)bl)->status.guild_id;
+ case BL_PET:
+ if (((TBL_PET*)bl)->msd)
+ return ((TBL_PET*)bl)->msd->status.guild_id;
+ break;
+ case BL_MOB: {
+ struct map_session_data *msd;
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->guardian_data) //Guardian's guild [Skotlex]
+ return md->guardian_data->guild_id;
+ if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
+ return msd->status.guild_id; //Alchemist's mobs [Skotlex]
+ }
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->status.guild_id;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)bl)->master)
+ return ((TBL_MER*)bl)->master->status.guild_id;
+ break;
+ case BL_NPC:
+ if (((TBL_NPC*)bl)->subtype == SCRIPT)
+ return ((TBL_NPC*)bl)->u.scr.guild_id;
+ break;
+ case BL_SKILL:
+ return ((TBL_SKILL*)bl)->group->guild_id;
+ case BL_ELEM:
+ if (((TBL_ELEM*)bl)->master)
+ return ((TBL_ELEM*)bl)->master->status.guild_id;
+ break;
+ }
+ return 0;
+}
+
+int status_get_emblem_id(struct block_list *bl) {
+ nullpo_ret(bl);
+ switch (bl->type) {
+ case BL_PC:
+ return ((TBL_PC*)bl)->guild_emblem_id;
+ case BL_PET:
+ if (((TBL_PET*)bl)->msd)
+ return ((TBL_PET*)bl)->msd->guild_emblem_id;
+ break;
+ case BL_MOB: {
+ struct map_session_data *msd;
+ struct mob_data *md = (struct mob_data *)bl;
+ if (md->guardian_data) //Guardian's guild [Skotlex]
+ return md->guardian_data->emblem_id;
+ if (md->special_state.ai && (msd = iMap->id2sd(md->master_id)) != NULL)
+ return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
+ }
+ break;
+ case BL_HOM:
+ if (((TBL_HOM*)bl)->master)
+ return ((TBL_HOM*)bl)->master->guild_emblem_id;
+ break;
+ case BL_MER:
+ if (((TBL_MER*)bl)->master)
+ return ((TBL_MER*)bl)->master->guild_emblem_id;
+ break;
+ case BL_NPC:
+ if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
+ struct guild *g = guild->search(((TBL_NPC*)bl)->u.scr.guild_id);
+ if (g)
+ return g->emblem_id;
+ }
+ break;
+ case BL_ELEM:
+ if (((TBL_ELEM*)bl)->master)
+ return ((TBL_ELEM*)bl)->master->guild_emblem_id;
+ break;
+ }
+ return 0;
+}
+
+int status_get_mexp(struct block_list *bl)
+{
+ nullpo_ret(bl);
+ if(bl->type==BL_MOB)
+ return ((struct mob_data *)bl)->db->mexp;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->mexp;
+ return 0;
+}
+int status_get_race2(struct block_list *bl)
+{
+ nullpo_ret(bl);
+ if(bl->type == BL_MOB)
+ return ((struct mob_data *)bl)->db->race2;
+ if(bl->type==BL_PET)
+ return ((struct pet_data *)bl)->db->race2;
+ return 0;
+}
+
+int status_isdead(struct block_list *bl)
+{
+ nullpo_ret(bl);
+ return iStatus->get_status_data(bl)->hp == 0;
+}
+
+int status_isimmune(struct block_list *bl)
+{
+ struct status_change *sc =iStatus->get_sc(bl);
+ if (sc && sc->data[SC_HERMODE])
+ return 100;
+
+ if (bl->type == BL_PC &&
+ ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
+ return ((TBL_PC*)bl)->special_state.no_magic_damage;
+ return 0;
+}
+
+struct view_data* status_get_viewdata(struct block_list *bl)
+{
+ nullpo_retr(NULL, bl);
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->vd;
+ case BL_MOB: return ((TBL_MOB*)bl)->vd;
+ case BL_PET: return &((TBL_PET*)bl)->vd;
+ case BL_NPC: return ((TBL_NPC*)bl)->vd;
+ case BL_HOM: return ((TBL_HOM*)bl)->vd;
+ case BL_MER: return ((TBL_MER*)bl)->vd;
+ case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
+ }
+ return NULL;
+}
+
+void status_set_viewdata(struct block_list *bl, int class_)
+{
+ struct view_data* vd;
+ nullpo_retv(bl);
+ if (mobdb_checkid(class_) || mob_is_clone(class_))
+ vd = mob_get_viewdata(class_);
+ else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
+ vd = npc_get_viewdata(class_);
+ else if (homdb_checkid(class_))
+ vd = homun->get_viewdata(class_);
+ else if (merc_class(class_))
+ vd = merc_get_viewdata(class_);
+ else if (elemental_class(class_))
+ vd = elemental_get_viewdata(class_);
+ else
+ vd = NULL;
+
+ switch (bl->type) {
+ case BL_PC:
+ {
+ TBL_PC* sd = (TBL_PC*)bl;
+ if (pcdb_checkid(class_)) {
+ if (sd->sc.option&OPTION_RIDING) {
+ switch (class_) { //Adapt class to a Mounted one.
+ case JOB_KNIGHT:
+ class_ = JOB_KNIGHT2;
+ break;
+ case JOB_CRUSADER:
+ class_ = JOB_CRUSADER2;
+ break;
+ case JOB_LORD_KNIGHT:
+ class_ = JOB_LORD_KNIGHT2;
+ break;
+ case JOB_PALADIN:
+ class_ = JOB_PALADIN2;
+ break;
+ case JOB_BABY_KNIGHT:
+ class_ = JOB_BABY_KNIGHT2;
+ break;
+ case JOB_BABY_CRUSADER:
+ class_ = JOB_BABY_CRUSADER2;
+ break;
+ }
+ }
+ sd->vd.class_ = class_;
+ clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
+ sd->vd.head_top = sd->status.head_top;
+ sd->vd.head_mid = sd->status.head_mid;
+ sd->vd.head_bottom = sd->status.head_bottom;
+ sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
+ sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
+ sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
+ sd->vd.robe = sd->status.robe;
+ sd->vd.sex = sd->status.sex;
+
+ if ( sd->vd.cloth_color ) {
+ if( sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette )
+ sd->vd.cloth_color = 0;
+ if( sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette )
+ sd->vd.cloth_color = 0;
+ if( sd->sc.option&OPTION_SUMMER && battle_config.summer_ignorepalette )
+ sd->vd.cloth_color = 0;
+ if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette )
+ sd->vd.cloth_color = 0;
+ }
+ } else if (vd)
+ memcpy(&sd->vd, vd, sizeof(struct view_data));
+ else
+ ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_MOB:
+ {
+ TBL_MOB* md = (TBL_MOB*)bl;
+ if (vd)
+ md->vd = vd;
+ else
+ ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_PET:
+ {
+ TBL_PET* pd = (TBL_PET*)bl;
+ if (vd) {
+ memcpy(&pd->vd, vd, sizeof(struct view_data));
+ if (!pcdb_checkid(vd->class_)) {
+ pd->vd.hair_style = battle_config.pet_hair_style;
+ if(pd->pet.equip) {
+ pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
+ if (!pd->vd.head_bottom)
+ pd->vd.head_bottom = pd->pet.equip;
+ }
+ }
+ } else
+ ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_NPC:
+ {
+ TBL_NPC* nd = (TBL_NPC*)bl;
+ if (vd)
+ nd->vd = vd;
+ else
+ ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_HOM: //[blackhole89]
+ {
+ struct homun_data *hd = (struct homun_data*)bl;
+ if (vd)
+ hd->vd = vd;
+ else
+ ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_MER:
+ {
+ struct mercenary_data *md = (struct mercenary_data*)bl;
+ if (vd)
+ md->vd = vd;
+ else
+ ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
+ }
+ break;
+ case BL_ELEM:
+ {
+ struct elemental_data *ed = (struct elemental_data*)bl;
+ if (vd)
+ ed->vd = vd;
+ else
+ ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
+ }
+ break;
+ }
+}
+
+/// Returns the status_change data of bl or NULL if it doesn't exist.
+struct status_change *status_get_sc(struct block_list *bl) {
+ if( bl ) {
+ switch (bl->type) {
+ case BL_PC: return &((TBL_PC*)bl)->sc;
+ case BL_MOB: return &((TBL_MOB*)bl)->sc;
+ case BL_NPC: return NULL;
+ case BL_HOM: return &((TBL_HOM*)bl)->sc;
+ case BL_MER: return &((TBL_MER*)bl)->sc;
+ case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
+ }
+ }
+ return NULL;
+}
+
+void status_change_init(struct block_list *bl)
+{
+ struct status_change *sc = iStatus->get_sc(bl);
+ nullpo_retv(sc);
+ memset(sc, 0, sizeof (struct status_change));
+}
+
+//Applies SC defense to a given status change.
+//Returns the adjusted duration based on flag values.
+//the flag values are the same as in iStatus->change_start.
+int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
+{
+ //Percentual resistance: 10000 = 100% Resist
+ //Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
+ int sc_def = 0, tick_def = -1; //-1 = use sc_def
+ //Linear resistance substracted from rate and tick after percentual resistance was applied
+ //Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
+ int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2
+ struct status_data* status;
+ struct status_change* sc;
+ struct map_session_data *sd;
+
+ nullpo_ret(bl);
+
+ //Status that are blocked by Golden Thief Bug card or Wand of Hermod
+ if (iStatus->isimmune(bl))
+ switch (type) {
+ case SC_DEC_AGI:
+ case SC_SILENCE:
+ case SC_COMA:
+ case SC_INC_AGI:
+ case SC_BLESSING:
+ case SC_SLOWPOISON:
+ case SC_IMPOSITIO:
+ case SC_LEXAETERNA:
+ case SC_SUFFRAGIUM:
+ case SC_BENEDICTIO:
+ case SC_PROVIDENCE:
+ case SC_KYRIE:
+ case SC_ASSUMPTIO:
+ case SC_ANGELUS:
+ case SC_MAGNIFICAT:
+ case SC_GLORIA:
+ case SC_WINDWALK:
+ case SC_MAGICROD:
+ case SC_ILLUSION:
+ case SC_STONE:
+ case SC_QUAGMIRE:
+ case SC_NJ_SUITON:
+ case SC_SWING:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__IGNORANCE:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ case SC__BLOODYLUST:
+ return 0;
+ }
+
+ sd = BL_CAST(BL_PC,bl);
+ status = iStatus->get_status_data(bl);
+ sc = iStatus->get_sc(bl);
+ if( sc && !sc->count )
+ sc = NULL;
+ switch (type) {
+ case SC_STUN:
+ case SC_POISON:
+ if( sc && sc->data[SC__UNLUCKY] )
+ return tick;
+ case SC_DPOISON:
+ case SC_SILENCE:
+ case SC_BLOODING:
+ sc_def = status->vit*100;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_SLEEP:
+ sc_def = status->int_*100;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_DEEP_SLEEP:
+ sc_def = status->int_*50;
+ tick_def = status->int_*10 + iStatus->get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int.
+ break;
+ case SC_DEC_AGI:
+ case SC_ADORAMUS: //Arch Bishop
+ if (sd) tick>>=1; //Half duration for players.
+ case SC_STONE:
+ //Impossible to reduce duration with stats
+ tick_def = 0;
+ tick_def2 = 0;
+ case SC_FREEZE:
+ sc_def = status->mdef*100;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_CURSE:
+ //Special property: inmunity when luk is greater than level or zero
+ if (status->luk > iStatus->get_lv(bl) || status->luk == 0)
+ return 0;
+ sc_def = status->luk*100;
+ sc_def2 = status->luk*10;
+ tick_def = status->vit*100;
+ break;
+ case SC_BLIND:
+ if( sc && sc->data[SC__UNLUCKY] )
+ return tick;
+ sc_def = (status->vit + status->int_)*50;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_CONFUSION:
+ sc_def = (status->str + status->int_)*50;
+ sc_def2 = status->luk*10;
+ break;
+ case SC_ANKLESNARE:
+ if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
+ tick /= 5;
+ sc_def = status->agi*50;
+ break;
+ case SC_MAGICMIRROR:
+ case SC_STONESKIN:
+ if (sd) //Duration greatly reduced for players.
+ tick /= 15;
+ sc_def2 = iStatus->get_lv(bl)*20 + status->vit*25 + status->agi*10; // Lineal Reduction of Rate
+ tick_def2 = 0; //No duration reduction
+ break;
+ case SC_MARSHOFABYSS:
+ //5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
+ tick_def2 = (status->int_ + status->luk)*50;
+ break;
+ case SC_STASIS:
+ //5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
+ tick_def2 = (status->vit + status->dex)*50;
+ break;
+ if( bl->type == BL_PC )
+ tick -= (iStatus->get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100;
+ else
+ tick -= (status->vit + status->luk) / 20 * 1000;
+ break;
+ case SC_BURNING:
+ tick -= 75 * status->luk + 125 * status->agi;
+ tick = max(tick,5000); // Minimum Duration 5s.
+ break;
+ case SC_FROSTMISTY:
+ tick -= 1000 * ((status->vit + status->dex) / 20);
+ tick = max(tick,6000); // Minimum Duration 6s.
+ break;
+ case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
+ sc_def = 100 - ( 100 - status->int_* 8 / 10 );
+ sc_def = max(sc_def, 5); // minimum of 5%
+ break;
+ case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)}
+ rate -= status->agi*100/4;
+ rate = max(rate,5000); // minimum of 50%
+ break;
+ case SC_ELECTRICSHOCKER:
+ if( bl->type == BL_MOB )
+ tick -= 1000 * (status->agi/10);
+ break;
+ case SC_COLD:
+ tick -= (1000*(status->vit/10))+(iStatus->get_lv(bl)/50);
+ break;
+ case SC_SIREN:
+ tick -= 1000 * ((iStatus->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5));
+ tick = max(tick,10000);
+ break;
+ case SC_MANDRAGORA:
+ sc_def = (status->vit+status->luk)/5;
+ break;
+ case SC_KYOUGAKU:
+ tick -= 1000 * status_get_int(bl) / 20;
+ break;
+ case SC_NEEDLE_OF_PARALYZE:
+ tick -= 50 * (status->vit + status->luk); //(1000/20);
+ break;
+ default:
+ //Effect that cannot be reduced? Likely a buff.
+ if (!(rnd()%10000 < rate))
+ return 0;
+ return tick?tick:1;
+ }
+
+ if (sd) {
+
+ if (battle_config.pc_sc_def_rate != 100) {
+ sc_def = sc_def*battle_config.pc_sc_def_rate/100;
+ sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
+ }
+
+ sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
+ sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
+
+ if (tick_def > 0 && battle_config.pc_sc_def_rate != 100) {
+ tick_def = tick_def*battle_config.pc_sc_def_rate/100;
+ tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
+ }
+ } else {
+
+ if (battle_config.mob_sc_def_rate != 100) {
+ sc_def = sc_def*battle_config.mob_sc_def_rate/100;
+ sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
+ }
+
+ sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
+ sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
+
+ if (tick_def > 0 && battle_config.mob_sc_def_rate != 100) {
+ tick_def = tick_def*battle_config.mob_sc_def_rate/100;
+ tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
+ }
+ }
+
+ if (sc) {
+ if (sc->data[SC_SCRESIST])
+ sc_def += sc->data[SC_SCRESIST]->val1*100; //Status resist
+ else if (sc->data[SC_SIEGFRIED])
+ sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance.
+ }
+
+ //When no tick def, reduction is the same for both.
+ if(tick_def < 0)
+ tick_def = sc_def;
+ if(tick_def2 < 0)
+ tick_def2 = sc_def2;
+
+ //Natural resistance
+ if (!(flag&8)) {
+ rate -= rate*sc_def/10000;
+ rate -= sc_def2;
+
+ //Minimum chances
+ switch (type) {
+ case SC_WUGBITE:
+ rate = max(rate, 5000); //Minimum of 50%
+ break;
+ }
+
+ //Item resistance (only applies to rate%)
+ if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
+ {
+ if( sd->reseff[type-SC_COMMON_MIN] > 0 )
+ rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
+ if( sd->sc.data[SC_TARGET_BLOOD] )
+ rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100;
+ }
+ }
+
+ if (!(rnd()%10000 < rate))
+ return 0;
+
+ //Even if a status change doesn't have a duration, it should still trigger
+ if (tick < 1) return 1;
+
+ //Rate reduction
+ if (flag&2)
+ return tick;
+
+ tick -= tick*tick_def/10000;
+ tick -= tick_def2;
+
+ //Minimum durations
+ switch (type) {
+ case SC_ANKLESNARE:
+ case SC_MARSHOFABYSS:
+ case SC_STASIS:
+ tick = max(tick, 5000); //Minimum duration 5s
+ break;
+ case SC_BURNING:
+ case SC_FROSTMISTY:
+ tick = max(tick, 10000); //Minimum duration 10s
+ break;
+ default:
+ //Skills need to trigger even if the duration is reduced below 1ms
+ tick = max(tick, 1);
+ break;
+ }
+
+ return tick;
+}
+/* [Ind/Hercules] fast-checkin sc-display array */
+void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
+ struct sc_display_entry *entry = ers_alloc(pc_sc_display_ers, struct sc_display_entry);
+
+ entry->type = type;
+ entry->val1 = dval1;
+ entry->val2 = dval2;
+ entry->val3 = dval3;
+
+ RECREATE(sd->sc_display, struct sc_display_entry *, ++sd->sc_display_count);
+ sd->sc_display[ sd->sc_display_count - 1 ] = entry;
+}
+void status_display_remove(struct map_session_data *sd, enum sc_type type) {
+ int i;
+
+ for( i = 0; i < sd->sc_display_count; i++ ) {
+ if( sd->sc_display[i]->type == type )
+ break;
+ }
+
+ if( i != sd->sc_display_count ) {
+ int cursor;
+
+ ers_free(pc_sc_display_ers, sd->sc_display[i]);
+ sd->sc_display[i] = NULL;
+
+ /* the all-mighty compact-o-matic */
+ for( i = 0, cursor = 0; i < sd->sc_display_count; i++ ) {
+ if( sd->sc_display[i] == NULL )
+ continue;
+
+ if( i != cursor ) {
+ sd->sc_display[cursor] = sd->sc_display[i];
+ }
+
+ cursor++;
+ }
+
+ if( !(sd->sc_display_count = cursor) ) {
+ aFree(sd->sc_display);
+ sd->sc_display = NULL;
+ }
+ }
+}
+/*==========================================
+* Starts a status change.
+* 'type' = type, 'val1~4' depend on the type.
+* 'rate' = base success rate. 10000 = 100%
+* 'tick' is base duration
+* 'flag':
+* &1: Cannot be avoided (it has to start)
+* &2: Tick should not be reduced (by vit, luk, lv, etc)
+* &4: sc_data loaded, no value has to be altered.
+* &8: rate should not be reduced
+*------------------------------------------*/
+int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) {
+ struct map_session_data *sd = NULL;
+ struct status_change* sc;
+ struct status_change_entry* sce;
+ struct status_data *status;
+ struct view_data *vd;
+ int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0;
+
+ nullpo_ret(bl);
+ sc = iStatus->get_sc(bl);
+ status = iStatus->get_status_data(bl);
+
+ if( type <= SC_NONE || type >= SC_MAX )
+ {
+ ShowError("status_change_start: invalid status change (%d)!\n", type);
+ return 0;
+ }
+
+ if( !sc )
+ return 0; //Unable to receive status changes
+
+ if( iStatus->isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters
+ return 0;
+
+ if( bl->type == BL_MOB)
+ {
+ struct mob_data *md = BL_CAST(BL_MOB,bl);
+ if(md && (md->class_ == MOBID_EMPERIUM || mob_is_battleground(md)) && type != SC_SAFETYWALL && type != SC_PNEUMA)
+ return 0; //Emperium/BG Monsters can't be afflicted by status changes
+ // if(md && mob_is_gvg(md) && iStatus->sc2scb_flag(type)&SCB_MAXHP)
+ // return 0; //prevent status addinh hp to gvg mob (like bloodylust=hp*3 etc...
+ }
+
+ if( sc->data[SC_REFRESH] ) {
+ if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
+ return 0; // Immune to status ailements
+ switch( type ) {
+ case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
+ case SC_DEC_AGI:
+ case SC_BURNING:
+ case SC_FROSTMISTY:
+ //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
+ case SC_MARSHOFABYSS:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC_COLD: ////08/31/2011 - Class Balance Changes
+ case SC_DEEP_SLEEP:
+ case SC_MANDRAGORA:
+ return 0;
+ }
+ } else if( sc->data[SC_INSPIRATION] ) {
+ if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
+ return 0; // Immune to status ailements
+ switch( type ) {
+ case SC_DEEP_SLEEP:
+ case SC_SATURDAY_NIGHT_FEVER:
+ case SC_PYREXIA:
+ case SC_DEATHHURT:
+ case SC_MAGICMUSHROOM:
+ case SC_VENOMBLEED:
+ case SC_TOXIN:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ case SC__BODYPAINT:
+ case SC__IGNORANCE:
+ return 0;
+ }
+ }
+
+ sd = BL_CAST(BL_PC, bl);
+
+ //Adjust tick according to status resistances
+ if( !(flag&(1|4)) )
+ {
+ tick = iStatus->get_sc_def(bl, type, rate, tick, flag);
+ if( !tick ) return 0;
+ }
+
+ undead_flag = battle->check_undead(status->race,status->def_ele);
+ //Check for inmunities / sc fails
+ switch (type) {
+ case SC_DRUMBATTLE:
+ case SC_NIBELUNGEN:
+ case SC_INTOABYSS:
+ case SC_SIEGFRIED:
+ if( bl->type == BL_PC) {
+ struct map_session_data *sd = BL_CAST(BL_PC,bl);
+ if (!sd->status.party_id) return 0;
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ case SC_GOLDENE_FERSE:
+ if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
+ || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
+ )
+ return 0;
+ case SC_STONE:
+ if(sc->data[SC_POWER_OF_GAIA])
+ return 0;
+ case SC_FREEZE:
+ //Undead are immune to Freeze/Stone
+ if (undead_flag && !(flag&1))
+ return 0;
+ case SC_DEEP_SLEEP:
+ case SC_SLEEP:
+ case SC_STUN:
+ case SC_FROSTMISTY:
+ case SC_COLD:
+ if (sc->opt1)
+ return 0; //Cannot override other opt1 status changes. [Skotlex]
+ if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
+ return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
+ break;
+
+ //There all like berserk, do not everlap each other
+ case SC__BLOODYLUST:
+ if(!sd) return 0; //should only affect player
+ case SC_BERSERK:
+ if (((type == SC_BERSERK) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC__BLOODYLUST]))
+ || ((type == SC__BLOODYLUST) && (sc->data[SC_SATURDAY_NIGHT_FEVER] || sc->data[SC_BERSERK]))
+ )
+ return 0;
+ break;
+
+ case SC_BURNING:
+ if(sc->opt1 || sc->data[SC_FROSTMISTY])
+ return 0;
+ break;
+
+ case SC_CRUCIS:
+ //Only affects demons and undead element (but not players)
+ if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
+ return 0;
+ break;
+ case SC_LEXAETERNA:
+ if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
+ return 0;
+ break;
+ case SC_KYRIE:
+ if (bl->type == BL_MOB)
+ return 0;
+ break;
+ case SC_OVERTHRUST:
+ if (sc->data[SC_OVERTHRUSTMAX])
+ return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
+ case SC_OVERTHRUSTMAX:
+ if( sc->option&OPTION_MADOGEAR )
+ return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
+ break;
+ case SC_ADRENALINE:
+ if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DEC_AGI] ||
+ sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
+ )
+ return 0;
+ break;
+ case SC_ADRENALINE2:
+ if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DEC_AGI]
+ )
+ return 0;
+ break;
+ case SC_MAGNIFICAT:
+ if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
+ return 0;
+ break;
+ case SC_ONEHANDQUICKEN:
+ case SC_MER_QUICKEN:
+ case SC_TWOHANDQUICKEN:
+ if(sc->data[SC_DEC_AGI])
+ return 0;
+
+ case SC_INC_AGI:
+ if(sd && pc_issit(sd)){
+ pc->setstand(sd);
+ clif->standing(&sd->bl);
+ }
+
+ case SC_CONCENTRATION:
+ case SC_SPEARQUICKEN:
+ case SC_TRUESIGHT:
+ case SC_WINDWALK:
+ case SC_CARTBOOST:
+ case SC_ASSNCROS:
+ if (sc->data[SC_QUAGMIRE])
+ return 0;
+ if(sc->option&OPTION_MADOGEAR)
+ return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind]
+ break;
+ case SC_CLOAKING:
+ //Avoid cloaking with no wall and low skill level. [Skotlex]
+ //Due to the cloaking card, we have to check the wall versus to known
+ //skill level rather than the used one. [Skotlex]
+ //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
+ if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) )
+ return 0;
+ break;
+ case SC_MODECHANGE:
+ {
+ int mode;
+ struct status_data *bstatus = iStatus->get_base_status(bl);
+ if (!bstatus) return 0;
+ if (sc->data[type])
+ { //Pile up with previous values.
+ if(!val2) val2 = sc->data[type]->val2;
+ val3 |= sc->data[type]->val3;
+ val4 |= sc->data[type]->val4;
+ }
+ mode = val2?val2:bstatus->mode; //Base mode
+ if (val4) mode&=~val4; //Del mode
+ if (val3) mode|= val3; //Add mode
+ if (mode == bstatus->mode) { //No change.
+ if (sc->data[type]) //Abort previous status
+ return status_change_end(bl, type, INVALID_TIMER);
+ return 0;
+ }
+ }
+ break;
+ //Strip skills, need to divest something or it fails.
+ case SC_NOEQUIPWEAPON:
+ if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
+ int i;
+ opt_flag = 0; //Reuse to check success condition.
+ if(sd->bonus.unstripable_equip&EQP_WEAPON)
+ return 0;
+
+ i = sd->equip_index[EQI_HAND_R];
+ if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
+ opt_flag|=2;
+ pc->unequipitem(sd,i,3);
+ }
+ if (!opt_flag) return 0;
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPSHIELD:
+ if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
+ else
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_SHIELD)
+ return 0;
+ i = sd->equip_index[EQI_HAND_L];
+ if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
+ return 0;
+ pc->unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPARMOR:
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_ARMOR)
+ return 0;
+ i = sd->equip_index[EQI_ARMOR];
+ if ( i < 0 || !sd->inventory_data[i] )
+ return 0;
+ pc->unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPHELM:
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_HELM)
+ return 0;
+ i = sd->equip_index[EQI_HEAD_TOP];
+ if ( i < 0 || !sd->inventory_data[i] )
+ return 0;
+ pc->unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HP:
+ case SC_MER_SP:
+ case SC_MER_HIT:
+ if( bl->type != BL_MER )
+ return 0; // Stats only for Mercenaries
+ break;
+ case SC_FOOD_STR:
+ if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_AGI:
+ if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_VIT:
+ if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_INT:
+ if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_DEX:
+ if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_LUK:
+ if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_STR_CASH:
+ if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_AGI_CASH:
+ if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_VIT_CASH:
+ if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_INT_CASH:
+ if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_DEX_CASH:
+ if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_LUK_CASH:
+ if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1)
+ return 0;
+ break;
+ case SC_CAMOUFLAGE:
+ if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
+ return 0;
+ break;
+ case SC__STRIPACCESSARY:
+ if( sd ) {
+ int i = -1;
+ if( !(sd->bonus.unstripable_equip&EQI_ACC_L) ) {
+ i = sd->equip_index[EQI_ACC_L];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc->unequipitem(sd,i,3); //L-Accessory
+ } if( !(sd->bonus.unstripable_equip&EQI_ACC_R) ) {
+ i = sd->equip_index[EQI_ACC_R];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc->unequipitem(sd,i,3); //R-Accessory
+ }
+ if( i < 0 )
+ return 0;
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ { // it doesn't stack or even renewed
+ int i = SC_TOXIN;
+ for(; i<= SC_LEECHESEND; i++)
+ if(sc->data[i]) return 0;
+ }
+ break;
+ case SC_SATURDAY_NIGHT_FEVER:
+ if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION] || sc->data[SC__BLOODYLUST])
+ return 0;
+ break;
+ case SC_OFFERTORIUM:
+ if (sc->data[SC_MAGNIFICAT])
+ return 0;
+ break;
+ }
+
+ //Check for BOSS resistances
+ if(status->mode&MD_BOSS && !(flag&1)) {
+ if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
+ return 0;
+ switch (type) {
+ case SC_BLESSING:
+ case SC_DEC_AGI:
+ case SC_PROVOKE:
+ case SC_COMA:
+ case SC_GRAVITATION:
+ case SC_NJ_SUITON:
+ case SC_RICHMANKIM:
+ case SC_ROKISWEIL:
+ case SC_FOGWALL:
+ case SC_FROSTMISTY:
+ case SC_BURNING:
+ case SC_MARSHOFABYSS:
+ case SC_ADORAMUS:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEEP_SLEEP:
+ case SC_COLD:
+
+ // Exploit prevention - kRO Fix
+ case SC_PYREXIA:
+ case SC_DEATHHURT:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+
+ // Ranger Effects
+ case SC_WUGBITE:
+ case SC_ELECTRICSHOCKER:
+ case SC_MAGNETICFIELD:
+
+ return 0;
+ }
+ }
+
+ //Before overlapping fail, one must check for status cured.
+ switch (type) {
+ case SC_BLESSING:
+ //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
+ //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
+ status_change_end(bl, SC_CURSE, INVALID_TIMER);
+ if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ }
+ break;
+ case SC_INC_AGI:
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ break;
+ case SC_QUAGMIRE:
+ status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
+ status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
+ status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
+ //Also blocks the ones below...
+ case SC_DEC_AGI:
+ status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
+ //Also blocks the ones below...
+ case SC_DONTFORGETME:
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
+ status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
+ break;
+ case SC_ONEHANDQUICKEN:
+ //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
+ status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
+ break;
+ case SC_OVERTHRUSTMAX:
+ //Cancels Normal Overthrust. [Skotlex]
+ status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
+ break;
+ case SC_KYRIE:
+ //Cancels Assumptio
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+ break;
+ case SC_DELUGE:
+ if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ break;
+ case SC_SILENCE:
+ if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
+ status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
+ break;
+ case SC_HIDING:
+ status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
+ status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
+ break;
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ if(battle_config.berserk_cancels_buffs) {
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
+ status_change_end(bl, SC_PARRYING, INVALID_TIMER);
+ status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
+ }
+#ifdef RENEWAL
+ else {
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ }
+#endif
+ break;
+ case SC_ASSUMPTIO:
+ status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
+ break;
+ case SC_KAITE:
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+ break;
+ case SC_CARTBOOST:
+ if(sc->data[SC_DEC_AGI])
+ { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ return 0;
+ }
+ break;
+ case SC_FUSION:
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
+ break;
+ case SC_GS_ADJUSTMENT:
+ status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
+ break;
+ case SC_GS_MADNESSCANCEL:
+ status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
+ break;
+ //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
+ case SC_PROPERTYUNDEAD:
+ status_change_end(bl, SC_BLESSING, INVALID_TIMER);
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
+ break;
+ case SC_FOOD_STR:
+ status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_AGI:
+ status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_VIT:
+ status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_INT:
+ status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_DEX:
+ status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_LUK:
+ status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_STR_CASH:
+ status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
+ break;
+ case SC_FOOD_AGI_CASH:
+ status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
+ break;
+ case SC_FOOD_VIT_CASH:
+ status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
+ break;
+ case SC_FOOD_INT_CASH:
+ status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
+ break;
+ case SC_FOOD_DEX_CASH:
+ status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
+ break;
+ case SC_FOOD_LUK_CASH:
+ status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
+ break;
+ case SC_ENDURE:
+ if( val4 )
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
+ break;
+ case SC_FIGHTINGSPIRIT:
+ status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
+ break;
+ case SC_MARSHOFABYSS:
+ status_change_end(bl, SC_INCAGI, INVALID_TIMER);
+ status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
+ break;
+ case SC_SWING:
+ case SC_SYMPHONY_LOVE:
+ case SC_MOONLIT_SERENADE:
+ case SC_RUSH_WINDMILL:
+ case SC_ECHOSONG:
+ case SC_HARMONIZE: //group A doesn't overlap
+ if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER);
+ if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
+ if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
+ if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
+ if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+ if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+ break;
+ case SC_SIREN:
+ case SC_DEEP_SLEEP:
+ case SC_GLOOMYDAY:
+ case SC_SONG_OF_MANA:
+ case SC_DANCE_WITH_WUG:
+ case SC_SATURDAY_NIGHT_FEVER:
+ case SC_LERADS_DEW:
+ case SC_MELODYOFSINK:
+ case SC_BEYOND_OF_WARCRY:
+ case SC_UNLIMITED_HUMMING_VOICE: //group B
+ if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER);
+ if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
+ if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
+ if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+ if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
+ if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
+ if (type != SC_GLOOMYDAY) {
+ status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
+ status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
+ }
+ if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
+ if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
+ if (type != SC_SATURDAY_NIGHT_FEVER) {
+ if (sc->data[SC_SATURDAY_NIGHT_FEVER]) {
+ sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp
+ status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
+ }
+ }
+ break;
+ case SC_REFLECTSHIELD:
+ status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
+ break;
+ case SC_LG_REFLECTDAMAGE:
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
+ break;
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_DEF )
+ status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_MDEF )
+ status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
+ if( type != SC_SHIELDSPELL_REF )
+ status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
+ break;
+ case SC_GENTLETOUCH_ENERGYGAIN:
+ case SC_GENTLETOUCH_CHANGE:
+ case SC_GENTLETOUCH_REVITALIZE:
+ if( type != SC_GENTLETOUCH_REVITALIZE )
+ status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
+ if( type != SC_GENTLETOUCH_ENERGYGAIN )
+ status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
+ if( type != SC_GENTLETOUCH_CHANGE )
+ status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
+ break;
+ case SC_INVINCIBLE:
+ status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
+ break;
+ case SC_INVINCIBLEOFF:
+ status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
+ break;
+ case SC_MAGICPOWER:
+ status_change_end(bl, type, INVALID_TIMER);
+ break;
+ }
+
+ //Check for overlapping fails
+ if( (sce = sc->data[type]) ) {
+ switch( type ) {
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HP:
+ case SC_MER_SP:
+ case SC_MER_HIT:
+ if( sce->val1 > val1 )
+ val1 = sce->val1;
+ break;
+ case SC_ADRENALINE:
+ case SC_ADRENALINE2:
+ case SC_WEAPONPERFECT:
+ case SC_OVERTHRUST:
+ if (sce->val2 > val2)
+ return 0;
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ case SC_CASH_BOSS_ALARM:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_BLOODING:
+ case SC_DPOISON:
+ case SC_RG_CCONFINE_S: //Can't be re-closed in.
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ case SC_NOCHAT:
+ case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
+ case SC__INVISIBILITY:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__IGNORANCE:
+ case SC__LAZINESS:
+ case SC__WEAKNESS:
+ case SC__UNLUCKY:
+ return 0;
+ case SC_COMBOATTACK:
+ case SC_DANCING:
+ case SC_DEVOTION:
+ case SC_ATTHASTE_POTION1:
+ case SC_ATTHASTE_POTION2:
+ case SC_ATTHASTE_POTION3:
+ case SC_ATTHASTE_INFINITY:
+ case SC_PLUSATTACKPOWER:
+ case SC_PLUSMAGICPOWER:
+ case SC_ENCHANTARMS:
+ case SC_ARMORPROPERTY:
+ case SC_ARMOR_RESIST:
+ break;
+ case SC_GOSPEL:
+ //Must not override a casting gospel char.
+ if(sce->val4 == BCT_SELF)
+ return 0;
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_ENDURE:
+ if(sce->val4 && !val4)
+ return 1; //Don't let you override infinite endure.
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_KAAHI:
+ //Kaahi overwrites previous level regardless of existing level.
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER) {
+ iTimer->delete_timer(sce->val4,iStatus->kaahi_heal_timer);
+ sce->val4 = INVALID_TIMER;
+ }
+ break;
+ case SC_JAILED:
+ //When a player is already jailed, do not edit the jail data.
+ val2 = sce->val2;
+ val3 = sce->val3;
+ val4 = sce->val4;
+ break;
+ case SC_LERADS_DEW:
+ if (sc && (sc->data[SC_BERSERK] || sc->data[SC__BLOODYLUST]))
+ return 0;
+ case SC_SHAPESHIFT:
+ case SC_PROPERTYWALK:
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ if( sce->val4 && !val4 )//you cannot override master guild aura
+ return 0;
+ break;
+ case SC_JOINTBEAT:
+ val2 |= sce->val2; // stackable ailments
+ default:
+ if(sce->val1 > val1)
+ return 1; //Return true to not mess up skill animations. [Skotlex]
+ }
+ }
+
+ vd = iStatus->get_viewdata(bl);
+ calc_flag = StatusChangeFlagTable[type];
+ if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
+ switch(type) {
+ case SC_DEC_AGI:
+ case SC_INC_AGI:
+ val2 = 2 + val1; //Agi change
+ break;
+ case SC_ENDURE:
+ val2 = 7; // Hit-count [Celest]
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
+ {
+ struct map_session_data *tsd;
+ if( sd )
+ {
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
+ //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
+ if( val4 )
+ tick = -1;
+ break;
+ case SC_AUTOBERSERK:
+ if (status->hp < status->max_hp>>2 &&
+ (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
+ sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
+ tick = -1;
+ break;
+ case SC_CRUCIS:
+ val2 = 10 + 4*val1; //Def reduction
+ tick = -1;
+ clif->emotion(bl,E_SWT);
+ break;
+ case SC_MAXIMIZEPOWER:
+ tick_time = val2 = tick>0?tick:60000;
+ tick = -1; // duration sent to the client should be infinite
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; //Chance to Poison enemies.
+#ifdef RENEWAL_EDP
+ val3 = 50*(val1+3);
+ val4 = 100 * ((val1 + 1)/2 + 2);
+#else
+ val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
+#endif
+ if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
+ tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
+ break;
+ case SC_POISONREACT:
+ val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
+ val3=50; // + 5*val1; //Chance to counter. [Skotlex]
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20; //SP gained
+ break;
+ case SC_KYRIE:
+ val2 = (int64)status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
+ val3 = (val1 / 2 + 5); //Hits
+ break;
+ case SC_MAGICPOWER:
+ //val1: Skill lv
+ val2 = 1; //Lasts 1 invocation
+ val3 = 5*val1; //Matk% increase
+ val4 = 0; // 0 = ready to be used, 1 = activated and running
+ break;
+ case SC_SACRIFICE:
+ val2 = 5; //Lasts 5 hits
+ tick = -1;
+ break;
+ case SC_ENCHANTPOISON:
+ val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
+ case SC_ASPERSIO:
+ case SC_PROPERTYFIRE:
+ case SC_PROPERTYWATER:
+ case SC_PROPERTYWIND:
+ case SC_PROPERTYGROUND:
+ case SC_PROPERTYDARK:
+ case SC_PROPERTYTELEKINESIS:
+ skill->enchant_elemental_end(bl,type);
+ break;
+ case SC_ARMOR_PROPERTY:
+ // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
+ // val2 : Element (When no element, random one is picked)
+ // val3 : 0 = called by skill 1 = called by script (fixed level)
+ if( !val2 ) val2 = rnd()%ELE_MAX;
+
+ if( val1 == 1 && val3 == 0 )
+ val1 = 1 + rnd()%4;
+ else if( val1 > 4 )
+ val1 = 4; // Max Level
+ val3 = 0; // Not need to keep this info.
+ break;
+ case SC_PROVIDENCE:
+ val2=val1*5; //Race/Ele resist
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3; // %Dmg reflected
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
+ {
+ struct map_session_data *tsd;
+ if( sd )
+ {
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ break;
+ case SC_NOEQUIPWEAPON:
+ if (!sd) //Watk reduction
+ val2 = 25;
+ break;
+ case SC_NOEQUIPSHIELD:
+ if (!sd) //Def reduction
+ val2 = 15;
+ break;
+ case SC_NOEQUIPARMOR:
+ if (!sd) //Vit reduction
+ val2 = 40;
+ break;
+ case SC_NOEQUIPHELM:
+ if (!sd) //Int reduction
+ val2 = 40;
+ break;
+ case SC_AUTOSPELL:
+ //Val1 Skill LV of Autospell
+ //Val2 Skill ID to cast
+ //Val3 Max Lv to cast
+ val4 = 5 + val1*2; //Chance of casting
+ break;
+ case SC_VOLCANO:
+ val2 = val1*10; //Watk increase
+#ifndef RENEWAL
+ if (status->def_ele != ELE_FIRE)
+ val2 = 0;
+#endif
+ break;
+ case SC_VIOLENTGALE:
+ val2 = val1*3; //Flee increase
+#ifndef RENEWAL
+ if (status->def_ele != ELE_WIND)
+ val2 = 0;
+#endif
+ break;
+ case SC_DELUGE:
+ val2 = deluge_eff[val1-1]; //HP increase
+#ifndef RENEWAL
+ if(status->def_ele != ELE_WATER)
+ val2 = 0;
+#endif
+ break;
+ case SC_NJ_SUITON:
+ if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
+ //No penalties.
+ val2 = 0; //Agi penalty
+ val3 = 0; //Walk speed penalty
+ break;
+ }
+ val3 = 50;
+ val2 = 3*((val1+1)/3);
+ if (val1 > 4) val2--;
+ break;
+ case SC_ONEHANDQUICKEN:
+ case SC_TWOHANDQUICKEN:
+ val2 = 300;
+ if (val1 > 10) //For boss casted skills [Skotlex]
+ val2 += 20*(val1-10);
+ break;
+ case SC_MER_QUICKEN:
+ val2 = 300;
+ break;
+#ifndef RENEWAL_ASPD
+ case SC_SPEARQUICKEN:
+ val2 = 200+10*val1;
+ break;
+#endif
+ case SC_DANCING:
+ //val1 : Skill ID + LV
+ //val2 : Skill Group of the Dance.
+ //val3 : Brings the skill_lv (merged into val1 here)
+ //val4 : Partner
+ if (val1 == CG_MOONLIT)
+ clif->status_change(bl,SI_MOON,1,tick,0, 0, 0);
+ val1|= (val3<<16);
+ val3 = tick/1000; //Tick duration
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_LONGING:
+#ifdef RENEWAL
+ val2 = 50 + 10 * val1;
+#else
+ val2 = 500-100*val1; //Aspd penalty.
+#endif
+ break;
+ case SC_EXPLOSIONSPIRITS:
+ val2 = 75 + 25*val1; //Cri bonus
+ break;
+
+ case SC_ATTHASTE_POTION1:
+ case SC_ATTHASTE_POTION2:
+ case SC_ATTHASTE_POTION3:
+ case SC_ATTHASTE_INFINITY:
+ val2 = 50*(2+type-SC_ATTHASTE_POTION1);
+ break;
+
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ case SC_HANBOK:
+ if (!vd) return 0;
+ //Store previous values as they could be removed.
+ unit_stop_attack(bl);
+ break;
+ case SC_NOCHAT:
+ // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
+ tick = 60000;
+ val1 = battle_config.manner_system; //Mute filters.
+ if (sd)
+ {
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ }
+ break;
+
+ case SC_STONE:
+ val3 = tick/1000; //Petrified HP-damage iterations.
+ if(val3 < 1) val3 = 1;
+ tick = val4; //Petrifying time.
+ if(val4 > 500) // not with WL_SIENNAEXECRATE
+ tick = max(tick, 1000); //Min time
+ calc_flag = 0; //Actual status changes take effect on petrified state.
+ break;
+
+ case SC_DPOISON:
+ //Lose 10/15% of your life as long as it doesn't brings life below 25%
+ if (status->hp > status->max_hp>>2) {
+ int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
+ if (status->hp - diff < status->max_hp>>2)
+ diff = status->hp - (status->max_hp>>2);
+ if( val2 && bl->type == BL_MOB ) {
+ struct block_list* src = iMap->id2bl(val2);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,diff);
+ }
+ status_zap(bl, diff, 0);
+ }
+ // fall through
+ case SC_POISON:
+ val3 = tick/1000; //Damage iterations
+ if(val3 < 1) val3 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ //val4: HP damage
+ if (bl->type == BL_PC)
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
+ else
+ val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
+
+ break;
+ case SC_CONFUSION:
+ clif->emotion(bl,E_WHAT);
+ break;
+ case SC_BLOODING:
+ val4 = tick/10000;
+ if (!val4) val4 = 1;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( val1 == 0 ) return 0;
+ // val1 = heal percent/amout
+ // val2 = seconds between heals
+ // val4 = total of heals
+ if( val2 < 1 ) val2 = 1;
+ if( (val4 = tick/(val2 * 1000)) < 1 )
+ val4 = 1;
+ tick_time = val2 * 1000; // [GodLesZ] tick time
+ break;
+ case SC_CASH_BOSS_ALARM:
+ if( sd != NULL )
+ {
+ struct mob_data *boss_md = iMap->getmob_boss(bl->m); // Search for Boss on this Map
+ if( boss_md == NULL || boss_md->bl.prev == NULL )
+ { // No MVP on this map - MVP is dead
+ clif->bossmapinfo(sd->fd, boss_md, 1);
+ return 0; // No need to start SC
+ }
+ val1 = boss_md->bl.id;
+ if( (val4 = tick/1000) < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC_HIDING:
+ val2 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ val3 = 0; // unused, previously speed adjustment
+ val4 = val1+3; //Seconds before SP substraction happen.
+ break;
+ case SC_CHASEWALK:
+ val2 = tick>0?tick:10000; //Interval at which SP is drained.
+ val3 = 35 - 5 * val1; //Speed adjustment.
+ if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
+ val3 -= 40;
+ val4 = 10+val1*2; //SP cost.
+ if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
+ break;
+ case SC_CLOAKING:
+ if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
+ val1 = 10;
+ tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
+ tick = -1; // duration sent to the client should be infinite
+ val3 = 0; // unused, previously walk speed adjustment
+ //val4&1 signals the presence of a wall.
+ //val4&2 makes cloak not end on normal attacks [Skotlex]
+ //val4&4 makes cloak not end on using skills
+ if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ break;
+ case SC_SIGHT: /* splash status */
+ case SC_RUWACH:
+ case SC_WZ_SIGHTBLASTER:
+ val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
+ val2 = tick/250;
+ tick_time = 10; // [GodLesZ] tick time
+ break;
+
+ //Permanent effects.
+ case SC_LEXAETERNA:
+ case SC_MODECHANGE:
+ case SC_WEIGHTOVER50:
+ case SC_WEIGHTOVER90:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_STORMKICK_READY:
+ case SC_DOWNKICK_READY:
+ case SC_COUNTERKICK_READY:
+ case SC_TURNKICK_READY:
+ case SC_DODGE_READY:
+ case SC_PUSH_CART:
+ case SC_ALL_RIDING:
+ tick = -1;
+ break;
+
+ case SC_AUTOGUARD:
+ if( !(flag&1) )
+ {
+ struct map_session_data *tsd;
+ int i,t;
+ for( i = val2 = 0; i < val1; i++)
+ {
+ t = 5-(i>>1);
+ val2 += (t < 0)? 1:t;
+ }
+
+ if( bl->type&(BL_PC|BL_MER) )
+ {
+ if( sd )
+ {
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
+ iStatus->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ }
+ break;
+
+ case SC_DEFENDER:
+ if (!(flag&1))
+ {
+ val2 = 5 + 15*val1; //Damage reduction
+ val3 = 0; // unused, previously speed adjustment
+ val4 = 250 - 50*val1; //Aspd adjustment
+
+ if (sd)
+ {
+ struct map_session_data *tsd;
+ int i;
+ for (i = 0; i < 5; i++)
+ { //See if there are devoted characters, and pass the status to them. [Skotlex]
+ if (sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])))
+ iStatus->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ }
+ }
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if (sd) {
+ pc_setsit(sd);
+ clif->sitting(&sd->bl);
+ }
+ val2 = 12; //SP cost
+ val4 = 10000; //Decrease at 10secs intervals.
+ val3 = tick/val4;
+ tick = -1; // duration sent to the client should be infinite
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_PARRYING:
+ val2 = 20 + val1*3; //Block Chance
+ break;
+
+ case SC_WINDWALK:
+ val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
+ break;
+
+ case SC_JOINTBEAT:
+ if( val2&BREAK_NECK )
+ sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(iStatus->sc2skill(type),val1));
+ break;
+
+ case SC_BERSERK:
+ if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
+ sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
+ case SC__BLOODYLUST:
+ //HP healing is performing after the calc_status call.
+ //Val2 holds HP penalty
+ if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1);
+ if (!val4) val4 = 10000; //Val4 holds damage interval
+ val3 = tick/val4; //val3 holds skill duration
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+
+ case SC_GOSPEL:
+ if(val4 == BCT_SELF) { // self effect
+ val2 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ }
+ break;
+
+ case SC_MARIONETTE_MASTER:
+ {
+ int stat;
+
+ val3 = 0;
+ val4 = 0;
+ stat = ( sd ? sd->status.str : iStatus->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.agi : iStatus->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.vit : iStatus->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
+ stat = ( sd ? sd->status.int_: iStatus->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.dex : iStatus->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.luk : iStatus->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
+ break;
+ }
+ case SC_MARIONETTE:
+ {
+ int stat,max_stat;
+ // fetch caster information
+ struct block_list *pbl = iMap->id2bl(val1);
+ struct status_change *psc = pbl?iStatus->get_sc(pbl):NULL;
+ struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE_MASTER]:NULL;
+ // fetch target's stats
+ struct status_data* status = iStatus->get_status_data(bl); // battle status
+
+ if (!psce)
+ return 0;
+
+ val3 = 0;
+ val4 = 0;
+ max_stat = battle_config.max_parameter; //Cap to 99 (default)
+ stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
+ stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
+ break;
+ }
+ case SC_SWORDREJECT:
+ val2 = 15*val1; //Reflect chance
+ val3 = 3; //Reflections
+ tick = -1;
+ break;
+
+ case SC_MEMORIZE:
+ val2 = 5; //Memorized casts.
+ tick = -1;
+ break;
+
+ case SC_GRAVITATION:
+ val2 = 50*val1; //aspd reduction
+ break;
+
+ case SC_GDSKILL_REGENERATION:
+ if (val1 == 1)
+ val2 = 2;
+ else
+ val2 = val1; //HP Regerenation rate: 200% 200% 300%
+ val3 = val1; //SP Regeneration Rate: 100% 200% 300%
+ //if val4 comes set, this blocks regen rather than increase it.
+ break;
+
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl;
+ struct status_change *d_sc;
+
+ if( (d_bl = iMap->id2bl(val1)) && (d_sc = iStatus->get_sc(d_bl)) && d_sc->count )
+ { // Inherits Status From Source
+ const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
+ enum sc_type type2;
+ int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
+ while( i >= 0 )
+ {
+ type2 = types[i];
+ if( d_sc->data[type2] )
+ sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(iStatus->sc2skill(type2),d_sc->data[type2]->val1));
+ i--;
+ }
+ }
+ break;
+ }
+
+ case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
+ if( val3 && bl->type == BL_MOB ) {
+ struct block_list* src = iMap->id2bl(val3);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,status->hp - 1);
+ }
+ status_zap(bl, status->hp-1, val2?0:status->sp);
+ return 1;
+ break;
+ case SC_RG_CCONFINE_S:
+ {
+ struct block_list *src = val2?iMap->id2bl(val2):NULL;
+ struct status_change *sc2 = src?iStatus->get_sc(src):NULL;
+ struct status_change_entry *sce2 = sc2?sc2->data[SC_RG_CCONFINE_M]:NULL;
+ if (src && sc2) {
+ if (!sce2) //Start lock on caster.
+ sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
+ else { //Increase count of locked enemies and refresh time.
+ (sce2->val2)++;
+ iTimer->delete_timer(sce2->timer, iStatus->change_timer);
+ sce2->timer = iTimer->add_timer(iTimer->gettick()+tick+1000, iStatus->change_timer, src->id, SC_RG_CCONFINE_M);
+ }
+ } else //Status failed.
+ return 0;
+ }
+ break;
+ case SC_KAITE:
+ val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
+ break;
+ case SC_KAUPE:
+ switch (val1) {
+ case 3: //33*3 + 1 -> 100%
+ val2++;
+ case 1:
+ case 2: //33, 66%
+ val2 += 33*val1;
+ val3 = 1; //Dodge 1 attack total.
+ break;
+ default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
+ val2 = 100;
+ val3 = val1-2;
+ break;
+ }
+ break;
+
+ case SC_COMBOATTACK: {
+ //val1: Skill ID
+ //val2: When given, target (for autotargetting skills)
+ //val3: When set, this combo time should NOT delay attack/movement
+ //val3: TK: Last used kick
+ //val4: TK: Combo time
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud && !val3) {
+ tick += 300 * battle_config.combo_delay_rate/100;
+ ud->attackabletime = iTimer->gettick()+tick;
+ unit_set_walkdelay(bl, iTimer->gettick(), tick, 1);
+ }
+ val3 = 0;
+ val4 = tick;
+ }
+ break;
+ case SC_EARTHSCROLL:
+ val2 = 11-val1; //Chance to consume: 11-skill_lv%
+ break;
+ case SC_RUN:
+ val4 = iTimer->gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC_KAAHI:
+ val2 = 200*val1; //HP heal
+ val3 = 5*val1; //SP cost
+ val4 = INVALID_TIMER; //Kaahi Timer.
+ break;
+ case SC_BLESSING:
+ if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
+ val2 = val1;
+ else
+ val2 = 0; //0 -> Half stat.
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 1;
+ tick = -1;
+ break;
+ case SC_CONCENTRATION:
+ val2 = 2 + val1;
+ if (sd) { //Store the card-bonus data that should not count in the %
+ val3 = sd->param_bonus[1]; //Agi
+ val4 = sd->param_bonus[4]; //Dex
+ } else {
+ val3 = val4 = 0;
+ }
+ break;
+ case SC_OVERTHRUSTMAX:
+ val2 = 20*val1; //Power increase
+ break;
+ case SC_OVERTHRUST:
+ //val2 holds if it was casted on self, or is bonus received from others
+ val3 = 5*val1; //Power increase
+ if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_ADRENALINE2:
+ case SC_ADRENALINE:
+ val3 = (val2) ? 300 : 200; // aspd increase
+ case SC_WEAPONPERFECT:
+ if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_LKCONCENTRATION:
+ val2 = 5*val1; //Batk/Watk Increase
+ val3 = 10*val1; //Hit Increase
+ val4 = 5*val1; //Def reduction
+ sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect
+ break;
+ case SC_ANGELUS:
+ val2 = 5*val1; //def increase
+ break;
+ case SC_IMPOSITIO:
+ val2 = 5*val1; //watk increase
+ break;
+ case SC_MELTDOWN:
+ val2 = 100*val1; //Chance to break weapon
+ val3 = 70*val1; //Change to break armor
+ break;
+ case SC_TRUESIGHT:
+ val2 = 10*val1; //Critical increase
+ val3 = 3*val1; //Hit increase
+ break;
+ case SC_SUN_COMFORT:
+ val2 = (iStatus->get_lv(bl) + status->dex + status->luk)/2; //def increase
+ break;
+ case SC_MOON_COMFORT:
+ val2 = (iStatus->get_lv(bl) + status->dex + status->luk)/10; //flee increase
+ break;
+ case SC_STAR_COMFORT:
+ val2 = (iStatus->get_lv(bl) + status->dex + status->luk); //Aspd increase
+ break;
+ case SC_QUAGMIRE:
+ val2 = (sd?5:10)*val1; //Agi/Dex decrease.
+ break;
+
+ // gs_something1 [Vicious]
+ case SC_GS_GATLINGFEVER:
+ val2 = 20*val1; //Aspd increase
+ val4 = 5*val1; //Flee decrease
+#ifndef RENEWAL
+ val3 = 20+10*val1; //Batk increase
+#endif
+ break;
+
+ case SC_FLING:
+ if (bl->type == BL_PC)
+ val2 = 0; //No armor reduction to players.
+ else
+ val2 = 5*val1; //Def reduction
+ val3 = 5*val1; //Def2 reduction
+ break;
+ case SC_PROVOKE:
+ //val2 signals autoprovoke.
+ val3 = 2+3*val1; //Atk increase
+ val4 = 5+5*val1; //Def reduction.
+ break;
+ case SC_HLIF_AVOID:
+ //val2 = 10*val1; //Speed change rate.
+ break;
+ case SC_HAMI_DEFENCE:
+ val2 = 2*val1; //Def bonus
+ break;
+ case SC_HAMI_BLOODLUST:
+ val2 = 20+10*val1; //Atk rate change.
+ val3 = 3*val1; //Leech chance
+ val4 = 20; //Leech percent
+ break;
+ case SC_HLIF_FLEET:
+ val2 = 30*val1; //Aspd change
+ val3 = 5+5*val1; //bAtk/wAtk rate change
+ break;
+ case SC_MINDBREAKER:
+ val2 = 20*val1; //matk increase.
+ val3 = 12*val1; //mdef2 reduction.
+ break;
+ case SC_SKA:
+ val2 = tick/1000;
+ val3 = rnd()%100; //Def changes randomly every second...
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_JAILED:
+ //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
+ tick = val1>0?1000:250;
+ if (sd)
+ {
+ if (sd->mapindex != val2)
+ {
+ int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
+ map = sd->mapindex; //Current Map
+ //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
+ pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
+ //2. Set restore point (val3 -> return map, val4 return coords
+ val3 = map;
+ val4 = pos;
+ } else if (!val3 || val3 == sd->mapindex) { //Use save point.
+ val3 = sd->status.save_point.map;
+ val4 = (sd->status.save_point.x&0xFFFF)
+ |(sd->status.save_point.y<<16);
+ }
+ }
+ break;
+ case SC_NJ_UTSUSEMI:
+ val2=(val1+1)/2; // number of hits blocked
+ val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
+ break;
+ case SC_NJ_BUNSINJYUTSU:
+ val2=(val1+1)/2; // number of hits blocked
+ break;
+ case SC_HLIF_CHANGE:
+ val2= 30*val1; //Vit increase
+ val3= 20*val1; //Int increase
+ break;
+ case SC_SWOO:
+ if(status->mode&MD_BOSS)
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
+ break;
+ case SC_SPIDERWEB:
+ if( bl->type == BL_PC )
+ tick /= 2;
+ break;
+ case SC_ARMOR:
+ //NPC_DEFENDER:
+ val2 = 80; //Damage reduction
+ //Attack requirements to be blocked:
+ val3 = BF_LONG; //Range
+ val4 = BF_WEAPON|BF_MISC; //Type
+ break;
+ case SC_ENCHANTARMS:
+ //end previous enchants
+ skill->enchant_elemental_end(bl,type);
+ //Make sure the received element is valid.
+ if (val2 >= ELE_MAX)
+ val2 = val2%ELE_MAX;
+ else if (val2 < 0)
+ val2 = rnd()%ELE_MAX;
+ break;
+ case SC_CRITICALWOUND:
+ val2 = 20*val1; //Heal effectiveness decrease
+ break;
+ case SC_MAGICMIRROR:
+ case SC_SLOWCAST:
+ val2 = 20*val1; //Magic reflection/cast rate
+ break;
+
+ case SC_STONESKIN:
+ if (val2 == NPC_ANTIMAGIC)
+ { //Boost mdef
+ val2 =-20;
+ val3 = 20;
+ } else { //Boost def
+ val2 = 20;
+ val3 =-20;
+ }
+ val2*=val1; //20% per level
+ val3*=val1;
+ break;
+ case SC_CASH_PLUSEXP:
+ case SC_CASH_PLUSONLYJOBEXP:
+ if (val1 < 0)
+ val1 = 0;
+ break;
+ case SC_PLUSAVOIDVALUE:
+ case SC_CRITICALPERCENT:
+ val2 = val1*10; //Actual boost (since 100% = 1000)
+ break;
+ case SC_SUFFRAGIUM:
+ val2 = 15 * val1; //Speed cast decrease
+ break;
+ case SC_HEALPLUS:
+ if (val1 < 1)
+ val1 = 1;
+ break;
+ case SC_ILLUSION:
+ val2 = 5+val1; //Factor by which displayed damage is increased by
+ break;
+ case SC_DOUBLECASTING:
+ val2 = 30+10*val1; //Trigger rate
+ break;
+ case SC_KAIZEL:
+ val2 = 10*val1; //% of life to be revived with
+ break;
+ // case SC_ARMORPROPERTY:
+ // case SC_ARMOR_RESIST:
+ // Mod your resistance against elements:
+ // val1 = water | val2 = earth | val3 = fire | val4 = wind
+ // break;
+ //case ????:
+ //Place here SCs that have no SCB_* data, no skill associated, no ICON
+ //associated, and yet are not wrong/unknown. [Skotlex]
+ //break;
+
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HIT:
+ val2 = 15 * val1;
+ break;
+ case SC_MER_HP:
+ case SC_MER_SP:
+ val2 = 5 * val1;
+ break;
+ case SC_REBIRTH:
+ val2 = 20*val1; //% of life to be revived with
+ break;
+
+ case SC_MANU_DEF:
+ case SC_MANU_ATK:
+ case SC_MANU_MATK:
+ val2 = 1; // Manuk group
+ break;
+ case SC_SPL_DEF:
+ case SC_SPL_ATK:
+ case SC_SPL_MATK:
+ val2 = 2; // Splendide group
+ break;
+ /**
+ * General
+ **/
+ case SC_FEAR:
+ val2 = 2;
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BURNING:
+ val4 = tick / 3000; // Total Ticks to Burn!!
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ /**
+ * Rune Knight
+ **/
+ case SC_DEATHBOUND:
+ val2 = 500 + 100 * val1;
+ break;
+ case SC_STONEHARDSKIN:
+ if( sd )
+ val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
+ break;
+ case SC_FIGHTINGSPIRIT:
+ val_flag |= 1|2;
+ break;
+ case SC_ABUNDANCE:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_GIANTGROWTH:
+ val2 = 10; // Triple damage success rate.
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case SC_RENOVATIO:
+ val4 = tick / 5000;
+ tick_time = 5000;
+ break;
+ case SC_SECRAMENT:
+ val2 = 10 * val1;
+ break;
+ case SC_VENOMIMPRESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ break;
+ case SC_POISONINGWEAPON:
+ val_flag |= 1|2|4;
+ break;
+ case SC_WEAPONBLOCKING:
+ val2 = 10 + 2 * val1; // Chance
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC_TOXIN:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_MAGICMUSHROOM:
+ val4 = tick / 4000;
+ tick_time = 4000; // [GodLesZ] tick time
+ break;
+ case SC_PYREXIA:
+ iStatus->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_LEECHESEND:
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_OBLIVIONCURSE:
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_ROLLINGCUTTER:
+ val_flag |= 1;
+ break;
+ case SC_CLOAKINGEXCEED:
+ val2 = ( val1 + 1 ) / 2; // Hits
+ val3 = 90 + val1 * 10; // Walk speed
+ val_flag |= 1|2|4;
+ if (bl->type == BL_PC)
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_HALLUCINATIONWALK:
+ val2 = 50 * val1; // Evasion rate of physical attacks. Flee
+ val3 = 10 * val1; // Evasion rate of magical attacks.
+ val_flag |= 1|2|4;
+ break;
+ case SC_WHITEIMPRISON:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ break;
+ case SC_MARSHOFABYSS:
+ val2 = 6 * val1;
+ if( sd ) // half on players
+ val2 >>= 1;
+ break;
+ case SC_FROSTMISTY:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ break;
+ case SC_READING_SB:
+ // val2 = sp reduction per second
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHAPESHIFT:
+ switch( val1 )
+ {
+ case 1: val2 = ELE_FIRE; break;
+ case 2: val2 = ELE_EARTH; break;
+ case 3: val2 = ELE_WIND; break;
+ case 4: val2 = ELE_WATER; break;
+ }
+ break;
+ case SC_ELECTRICSHOCKER:
+ case SC_COLD:
+ case SC_MEIKYOUSISUI:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_CAMOUFLAGE:
+ val4 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_WUGDASH:
+ val4 = iTimer->gettick(); //Store time at which you started running.
+ tick = -1;
+ break;
+ case SC__SHADOWFORM: {
+ struct map_session_data * s_sd = iMap->id2sd(val2);
+ if( s_sd )
+ s_sd->shadowform_id = bl->id;
+ val4 = tick / 1000;
+ val_flag |= 1|2|4;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC__STRIPACCESSARY:
+ if (!sd)
+ val2 = 20;
+ break;
+ case SC__INVISIBILITY:
+ val2 = 50 - 10 * val1; // ASPD
+ val3 = 20 * val1; // CRITICAL
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ val_flag |= 1|2;
+ break;
+ case SC__ENERVATION:
+ val2 = 20 + 10 * val1; // ATK Reduction
+ val_flag |= 1|2;
+ if( sd ) pc->delspiritball(sd,sd->spiritball,0);
+ break;
+ case SC__GROOMY:
+ val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
+ val3 = 20 * val1; //HIT
+ val_flag |= 1|2|4;
+ if( sd ) { // Removes Animals
+ if( pc_isriding(sd) ) pc->setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG);
+ if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
+ if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
+ if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
+ if( homun_alive(sd->hd) ) homun->vaporize(sd,1);
+ if( sd->md ) merc_delete(sd->md,3);
+ }
+ break;
+ case SC__LAZINESS:
+ val2 = 10 + 10 * val1; // Cast reduction
+ val3 = 10 * val1; // Flee Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__UNLUCKY:
+ val2 = 10 * val1; // Crit and Flee2 Reduction
+ val_flag |= 1|2|4;
+ break;
+ case SC__WEAKNESS:
+ val2 = 10 * val1;
+ val_flag |= 1|2;
+ // bypasses coating protection and MADO
+ sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick);
+ sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick);
+ break;
+ break;
+ case SC_GN_CARTBOOST:
+ if( val1 < 3 )
+ val2 = 50;
+ else if( val1 < 5 )
+ val2 = 75;
+ else
+ val2 = 100;
+ break;
+ case SC_PROPERTYWALK:
+ val_flag |= 1|2;
+ val3 = 0;
+ break;
+ case SC_WARMER:
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ status_change_end(bl, SC_COLD, INVALID_TIMER);
+ break;
+ case SC_STRIKING:
+ val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BLOOD_SUCKER:
+ {
+ struct block_list *src = iMap->id2bl(val2);
+ val3 = 1;
+ if(src)
+ val3 = 200 + 100 * val1 + status_get_int(src);
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC_VACUUM_EXTREME:
+ tick -= (status->str / 20) * 1000;
+ val4 = val3 = tick / 100;
+ tick_time = 100; // [GodLesZ] tick time
+ break;
+ case SC_SWING:
+ val2 = 4 * val1; // Walk speed and aspd reduction.
+ break;
+ case SC_SYMPHONY_LOVE:
+ case SC_RUSH_WINDMILL:
+ case SC_ECHOSONG:
+ val2 = 6 * val1;
+ val2 += val3; //Adding 1% * Lesson Bonus
+ val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
+ break;
+ case SC_MOONLIT_SERENADE:
+ val2 = 10 * val1;
+ break;
+ case SC_HARMONIZE:
+ val2 = 5 + 5 * val1;
+ break;
+ case SC_SIREN:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_DEEP_SLEEP:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_SIRCLEOFNATURE:
+ val2 = 1 + val1; //SP consume
+ val3 = 40 * val1; //HP recovery
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_SONG_OF_MANA:
+ val3 = 10 + (2 * val2);
+ val4 = tick/3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_SATURDAY_NIGHT_FEVER:
+ if (!val4) val4 = skill->get_time2(iStatus->sc2skill(type),val1);
+ if (!val4) val4 = 3000;
+ val3 = tick/val4;
+ tick_time = val4; // [GodLesZ] tick time
+ break;
+ case SC_GLOOMYDAY:
+ val2 = 20 + 5 * val1; // Flee reduction.
+ val3 = 15 + 5 * val1; // ASPD reduction.
+ if( sd && rand()%100 < val1 ){ // (Skill Lv) %
+ val4 = 1; // reduce walk speed by half.
+ if( pc_isriding(sd) ) pc->setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ }
+ break;
+ case SC_GLOOMYDAY_SK:
+ // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
+ val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 );
+ break;
+ case SC_SITDOWN_FORCE:
+ case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
+ if( sd && !pc_issit(sd) )
+ {
+ pc_setsit(sd);
+ skill->sit(sd,1);
+ clif->sitting(bl);
+ }
+ break;
+ case SC_DANCE_WITH_WUG:
+ val3 = (5 * val1) + (1 * val2); //Still need official value.
+ break;
+ case SC_LERADS_DEW:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_MELODYOFSINK:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_BEYOND_OF_WARCRY:
+ val3 = (5 * val1) + (1 * val2);
+ break;
+ case SC_UNLIMITED_HUMMING_VOICE:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud == NULL ) return 0;
+ ud->state.skillcastcancel = 0;
+ val3 = 15 - (2 * val2);
+ }
+ break;
+ case SC_LG_REFLECTDAMAGE:
+ val2 = 15 + 5 * val1;
+ val3 = (val1==5)?20:(val1+4)*2; // SP consumption
+ val4 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
+ val2 = 20 + 12 * (val1 - 1); // Chance
+ val3 = 5 + (2 * val1); // Max rage counters
+ tick = -1; //endless duration in the client
+ tick_time = 6000; // [GodLesZ] tick time
+ val_flag |= 1|2|4;
+ break;
+ case SC_EXEEDBREAK:
+ val1 *= 150; // 150 * skill_lv
+ if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
+ val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * iStatus->get_lv(bl) / 100);
+ val1 += 15 * (sd ? sd->status.job_level:50) + 100;
+ }
+ else // Mobs
+ val1 += (400 * iStatus->get_lv(bl) / 100) + (15 * (iStatus->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
+ break;
+ case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
+ val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
+ val1 *= 15; // Defence added
+ if( sd )
+ val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
+ val_flag |= 1|2;
+ break;
+ case SC_BANDING:
+ tick_time = 5000; // [GodLesZ] tick time
+ val_flag |= 1;
+ break;
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ val_flag |= 1|2;
+ break;
+ case SC_MAGNETICFIELD:
+ val3 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_INSPIRATION:
+ if( sd )
+ {
+ val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
+ val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
+ }
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ iStatus->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ break;
+ case SC_SPELLFIST:
+ case SC_CURSEDCIRCLE_ATKER:
+ val_flag |= 1|2|4;
+ break;
+ case SC_CRESCENTELBOW:
+ val2 = 94 + val1;
+ val_flag |= 1|2;
+ break;
+ case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
+ val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
+ val_flag |= 1;
+ break;
+ case SC_RAISINGDRAGON:
+ val3 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_GENTLETOUCH_CHANGE:
+ {// take note there is no def increase as skill desc says. [malufett]
+ struct block_list * src;
+ val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
+ if( (src = iMap->id2bl(val2)) ){
+ val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
+ val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
+ }
+ }
+ break;
+ case SC_GENTLETOUCH_REVITALIZE:
+ {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
+ struct block_list * src;
+ val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
+ if( (src = iMap->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
+ val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
+ }
+ break;
+ case SC_PYROTECHNIC_OPTION:
+ val_flag |= 1|2|4;
+ break;
+ case SC_HEATER_OPTION:
+ val2 = 120; // Watk. TODO: Renewal (Atk2)
+ val3 = 33; // % Increase effects.
+ val4 = 3; // Change into fire element.
+ val_flag |= 1|2|4;
+ break;
+ case SC_TROPIC_OPTION:
+ val2 = 180; // Watk. TODO: Renewal (Atk2)
+ val3 = MG_FIREBOLT;
+ break;
+ case SC_AQUAPLAY_OPTION:
+ val2 = 40;
+ val_flag |= 1|2|4;
+ break;
+ case SC_COOLER_OPTION:
+ val2 = 80; // % Freezing chance
+ val3 = 33; // % increased damage
+ val4 = 1; // Change into water elemet
+ val_flag |= 1|2|4;
+ break;
+ case SC_CHILLY_AIR_OPTION:
+ val2 = 120; // Matk. TODO: Renewal (Matk1)
+ val3 = MG_COLDBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_GUST_OPTION:
+ val_flag |= 1|2;
+ break;
+ case SC_WIND_STEP_OPTION:
+ val2 = 50; // % Increase speed and flee.
+ break;
+ case SC_BLAST_OPTION:
+ val2 = 20;
+ val3 = ELE_WIND;
+ val_flag |= 1|2|4;
+ break;
+ case SC_WILD_STORM_OPTION:
+ val2 = MG_LIGHTNINGBOLT;
+ val_flag |= 1|2;
+ break;
+ case SC_PETROLOGY_OPTION:
+ val2 = 5;
+ val3 = 50;
+ val_flag |= 1|2|4;
+ break;
+ case SC_CURSED_SOIL_OPTION:
+ val2 = 10;
+ val3 = 33;
+ val4 = 2;
+ val_flag |= 1|2|4;
+ break;
+ case SC_UPHEAVAL_OPTION:
+ val2 = WZ_EARTHSPIKE;
+ val_flag |= 1|2;
+ break;
+ case SC_CIRCLE_OF_FIRE_OPTION:
+ val2 = 300;
+ val_flag |= 1|2;
+ break;
+ case SC_FIRE_CLOAK_OPTION:
+ case SC_WATER_DROP_OPTION:
+ case SC_WIND_CURTAIN_OPTION:
+ case SC_STONE_SHIELD_OPTION:
+ val2 = 20; // Elemental modifier. Not confirmed.
+ break;
+ case SC_CIRCLE_OF_FIRE:
+ case SC_FIRE_CLOAK:
+ case SC_WATER_DROP:
+ case SC_WATER_SCREEN:
+ case SC_WIND_CURTAIN:
+ case SC_WIND_STEP:
+ case SC_STONE_SHIELD:
+ case SC_SOLID_SKIN:
+ val2 = 10;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_WATER_BARRIER:
+ val2 = 40; // Increasement. Mdef1 ???
+ val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
+ val_flag |= 1|2|4;
+ break;
+ case SC_ZEPHYR:
+ val2 = 22; // Flee.
+ break;
+ case SC_TIDAL_WEAPON:
+ val2 = 20; // Increase Elemental's attack.
+ break;
+ case SC_ROCK_CRUSHER:
+ case SC_ROCK_CRUSHER_ATK:
+ case SC_POWER_OF_GAIA:
+ val2 = 33;
+ break;
+ case SC_MELON_BOMB:
+ case SC_BANANA_BOMB:
+ val1 = 15;
+ break;
+ case SC_STOMACHACHE:
+ val2 = 8; // SP consume.
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_KYOUGAKU:
+ val2 = 2*val1 + rand()%(3 * val1);
+ clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ break;
+ case SC_KAGEMUSYA:
+ val3 = val1 * 2;
+ case SC_IZAYOI:
+ val2 = tick/1000;
+ tick_time = 1000;
+ break;
+ case SC_ZANGETSU:
+ val2 = iStatus->get_lv(bl) / 3 + 20 * val1;
+ val3 = iStatus->get_lv(bl) / 2 + 30 * val1;
+ val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
+ val3 = (!(status_get_sp(bl)%2) ? val2 : -val3);
+ break;
+ case SC_GENSOU:
+ {
+ int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
+#define PER( a ) { if( a <= 15 )lv = 1;else if( a <= 30 )lv = 2;else if( a <= 50 )lv = 3;else if( a <= 75 )lv = 4;}
+
+ if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
+ return 0;
+
+ PER( 100 / (status_get_max_hp(bl) / hp) );
+ iStatus->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);
+
+ PER( 100 / (status_get_max_sp(bl) / sp) );
+ iStatus->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ val2 = 50 + 20 * val1; //atk bonus
+ val3 = 40 + 20 * val1; // Flee reduction.
+ val4 = tick/1000; // hp/sp reduction timer
+ tick_time = 1000;
+ break;
+ case SC_NEUTRALBARRIER:
+ tick_time = tick;
+ tick = -1;
+ break;
+ case SC_GOLDENE_FERSE:
+ val2 = 10 + 10*val1; //max hp bonus
+ val3 = 6 + 4 * val1; // Aspd Bonus
+ val4 = 2 + 2 * val1; // Chance of holy attack
+ break;
+ case SC_OVERED_BOOST:
+ val2 = 300 + 40*val1; //flee bonus
+ val3 = 179 + 2*val1; //aspd bonus
+ break;
+ case SC_GRANITIC_ARMOR:
+ val2 = 2*val1; //dmg reduction
+ val3 = 6*val1; //dmg on status end
+ break;
+ case SC_MAGMA_FLOW:
+ val2 = 3*val1; //activation chance
+ break;
+ case SC_PYROCLASTIC:
+ val2 += 10*val1; //atk bonus
+ break;
+ case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info
+ val2 = 2*val1; //def reduction
+ val3 = 500*val1; //varcast augmentation
+ break;
+ case SC_PAIN_KILLER: //[Lighta] need real info
+ val2 = 2*val1; //aspd reduction %
+ val3 = 2*val1; //dmg reduction %
+ if(sc->data[SC_NEEDLE_OF_PARALYZE])
+ sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
+ break;
+ case SC_STYLE_CHANGE: //[Lighta] need real info
+ tick = -1;
+ if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
+ else val2 = MH_MD_FIGHTING;
+ break;
+ case SC_FULL_THROTTLE:
+ status_percent_heal(bl,100,0);
+ val2 = 7 - val1;
+ tick_time = 1000;
+ val4 = tick / tick_time;
+ break;
+ case SC_KINGS_GRACE:
+ val2 = 3 + val1;
+ tick_time = 1000;
+ val4 = tick / tick_time;
+ break;
+ case SC_TELEKINESIS_INTENSE:
+ val2 = 10 * val1;
+ val3 = 40 * val1;
+ break;
+ case SC_OFFERTORIUM:
+ val2 = 30 * val1;
+ break;
+ case SC_FRIGG_SONG:
+ val2 = 5 * val1;
+ val3 = 1000 + 100 * val1;
+ tick_time = 10000;
+ val4 = tick / tick_time;
+ break;
+ case SC_MONSTER_TRANSFORM:
+ if( !mobdb_checkid(val1) )
+ val1 = 1002; // default poring
+ val_flag |= 1;
+ break;
+ default:
+ if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
+ { //Status change with no calc, no icon, and no skill associated...?
+ ShowError("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+ }
+ } else { //Special considerations when loading SC data.
+ switch( type ) {
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ case SC_HANBOK:
+ if( !vd ) break;
+ clif->changelook(bl,LOOK_BASE,vd->class_);
+ clif->changelook(bl,LOOK_WEAPON,0);
+ clif->changelook(bl,LOOK_SHIELD,0);
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ break;
+ case SC_KAAHI:
+ val4 = INVALID_TIMER;
+ break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ case SC_MONSTER_TRANSFORM:
+ val_flag |= 1;
+ break;
+ case SC_KYOUGAKU:
+ clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ break;
+ }
+ }
+
+ /* [Ind/Hercules] */
+ if( sd && StatusDisplayType[type] ) {
+ int dval1 = 0, dval2 = 0, dval3 = 0;
+ switch( type ) {
+ case SC_ALL_RIDING:
+ dval1 = 1;
+ break;
+ default: /* all others: just copy val1 */
+ dval1 = val1;
+ break;
+ }
+ status_display_add(sd,type,dval1,dval2,dval3);
+ }
+
+ //Those that make you stop attacking/walking....
+ switch (type) {
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_STONE:
+ case SC_DEEP_SLEEP:
+ if (sd && pc_issit(sd)) //Avoid sprite sync problems.
+ pc->setstand(sd);
+ case SC_TRICKDEAD:
+ status_change_end(bl, SC_DANCING, INVALID_TIMER);
+ // Cancel cast when get status [LuzZza]
+ if (battle_config.sc_castcancel&bl->type)
+ unit_skillcastcancel(bl, 0);
+ case SC_WHITEIMPRISON:
+ unit_stop_attack(bl);
+ case SC_STOP:
+ case SC_CONFUSION:
+ case SC_RG_CCONFINE_M:
+ case SC_RG_CCONFINE_S:
+ case SC_SPIDERWEB:
+ case SC_ELECTRICSHOCKER:
+ case SC_WUGBITE:
+ case SC_THORNS_TRAP:
+ case SC__MANHOLE:
+ case SC_COLD:
+ case SC_CURSEDCIRCLE_ATKER:
+ case SC_CURSEDCIRCLE_TARGET:
+ case SC_FEAR:
+ case SC_NETHERWORLD:
+ case SC_MEIKYOUSISUI:
+ case SC_KYOUGAKU:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEATHBOUND:
+ unit_stop_walking(bl,1);
+ break;
+ case SC_ANKLESNARE:
+ if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
+ unit_stop_walking(bl,1);
+ break;
+ case SC_HIDING:
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC_CHASEWALK:
+ case SC_WEIGHTOVER90:
+ case SC_CAMOUFLAGE:
+ case SC_SIREN:
+ unit_stop_attack(bl);
+ break;
+ case SC_SILENCE:
+ if (battle_config.sc_castcancel&bl->type)
+ unit_skillcastcancel(bl, 0);
+ break;
+ /* */
+ case SC_ITEMSCRIPT:
+ if( sd ) {
+ switch( val1 ) {
+ //case 4121://Phree
+ //case 4047://Ghostring
+ case 4302://Gunka
+ clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0);
+ break;
+ case 4132://Mistress
+ clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0);
+ break;
+ case 4143://Orc Hero
+ clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0);
+ break;
+ case 4135://Orc Lord
+ clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0);
+ break;
+ }
+ }
+ break;
+ }
+
+ // Set option as needed.
+ opt_flag = 1;
+ switch(type) {
+ //OPT1
+ case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
+ case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
+ case SC_STUN: sc->opt1 = OPT1_STUN; break;
+ case SC_DEEP_SLEEP: opt_flag = 0;
+ case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
+ case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
+ case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
+ case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
+ //OPT2
+ case SC_POISON: sc->opt2 |= OPT2_POISON; break;
+ case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
+ case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
+
+ case SC_CRUCIS:
+ sc->opt2 |= OPT2_SIGNUMCRUCIS;
+ break;
+
+ case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
+ case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
+ case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break;
+ case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
+ //OPT3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHANDQUICKEN:
+ case SC_SPEARQUICKEN:
+ case SC_LKCONCENTRATION:
+ case SC_MER_QUICKEN:
+ sc->opt3 |= OPT3_QUICKEN;
+ opt_flag = 0;
+ break;
+ case SC_OVERTHRUSTMAX:
+ case SC_OVERTHRUST:
+ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+ sc->opt3 |= OPT3_OVERTHRUST;
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ case SC_SKE:
+ sc->opt3 |= OPT3_ENERGYCOAT;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE:
+ //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
+ if (bl->type != BL_MOB) {
+ opt_flag = 0;
+ break;
+ }
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 |= OPT3_STEELBODY;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 |= OPT3_BLADESTOP;
+ opt_flag = 0;
+ break;
+ case SC_AURABLADE:
+ sc->opt3 |= OPT3_AURABLADE;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ opt_flag = 0;
+ // case SC__BLOODYLUST:
+ sc->opt3 |= OPT3_BERSERK;
+ break;
+ // case ???: // doesn't seem to do anything
+ // sc->opt3 |= OPT3_LIGHTBLADE;
+ // opt_flag = 0;
+ // break;
+ case SC_DANCING:
+ if ((val1&0xFFFF) == CG_MOONLIT)
+ sc->opt3 |= OPT3_MOONLIT;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ sc->opt3 |= OPT3_MARIONETTE;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 |= OPT3_ASSUMPTIO;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 |= OPT3_WARM;
+ opt_flag = 0;
+ break;
+ case SC_KAITE:
+ sc->opt3 |= OPT3_KAITE;
+ opt_flag = 0;
+ break;
+ case SC_NJ_BUNSINJYUTSU:
+ sc->opt3 |= OPT3_BUNSIN;
+ opt_flag = 0;
+ break;
+ case SC_SOULLINK:
+ sc->opt3 |= OPT3_SOULLINK;
+ opt_flag = 0;
+ break;
+ case SC_PROPERTYUNDEAD:
+ sc->opt3 |= OPT3_UNDEAD;
+ opt_flag = 0;
+ break;
+ // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+ // sc->opt3 |= OPT3_CONTRACT;
+ // opt_flag = 0;
+ // break;
+ //OPTION
+ case SC_HIDING:
+ sc->option |= OPTION_HIDE;
+ opt_flag = 2;
+ break;
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC__INVISIBILITY:
+ sc->option |= OPTION_CLOAK;
+ opt_flag = 2;
+ break;
+ case SC_CHASEWALK:
+ sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
+ opt_flag = 2;
+ break;
+ case SC_SIGHT:
+ sc->option |= OPTION_SIGHT;
+ break;
+ case SC_RUWACH:
+ sc->option |= OPTION_RUWACH;
+ break;
+ case SC_WEDDING:
+ sc->option |= OPTION_WEDDING;
+ opt_flag |= 0x4;
+ break;
+ case SC_XMAS:
+ sc->option |= OPTION_XMAS;
+ opt_flag |= 0x4;
+ break;
+ case SC_SUMMER:
+ sc->option |= OPTION_SUMMER;
+ opt_flag |= 0x4;
+ break;
+ case SC_HANBOK:
+ sc->option |= OPTION_HANBOK;
+ opt_flag |= 0x4;
+ break;
+ case SC_ORCISH:
+ sc->option |= OPTION_ORCISH;
+ break;
+ case SC_FUSION:
+ sc->option |= OPTION_FLYING;
+ break;
+ default:
+ opt_flag = 0;
+ }
+
+ //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
+ if(opt_flag) {
+ clif->changeoption(bl);
+ if( sd && opt_flag&0x4 ) {
+ clif->changelook(bl,LOOK_BASE,vd->class_);
+ clif->changelook(bl,LOOK_WEAPON,0);
+ clif->changelook(bl,LOOK_SHIELD,0);
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ }
+ }
+ if (calc_flag&SCB_DYE) { //Reset DYE color
+ if (vd && vd->cloth_color) {
+ val4 = vd->cloth_color;
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,0);
+ }
+ calc_flag&=~SCB_DYE;
+ }
+
+ if( !(flag&4 && StatusDisplayType[type]) )
+ clif->status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
+
+ /**
+ * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
+ **/
+ if( tick_time )
+ tick = tick_time;
+
+ //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
+ if((sce=sc->data[type])) {// reuse old sc
+ if( sce->timer != INVALID_TIMER )
+ iTimer->delete_timer(sce->timer, iStatus->change_timer);
+ } else {// new sc
+ ++(sc->count);
+ sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
+ }
+ sce->val1 = val1;
+ sce->val2 = val2;
+ sce->val3 = val3;
+ sce->val4 = val4;
+ if (tick >= 0)
+ sce->timer = iTimer->add_timer(iTimer->gettick() + tick, iStatus->change_timer, bl->id, type);
+ else
+ sce->timer = INVALID_TIMER; //Infinite duration
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ if(sd && sd->pd)
+ pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
+
+ switch (type) {
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ if (!(sce->val2)) { //don't heal if already set
+ iStatus->heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
+ iStatus->set_sp(bl, 0, 0); //Damage all SP
+ }
+ sce->val2 = 5 * status->max_hp / 100;
+ break;
+ case SC_HLIF_CHANGE:
+ status_percent_heal(bl, 100, 100);
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud )
+ ud->state.running = unit_run(bl);
+ }
+ break;
+ case SC_CASH_BOSS_ALARM:
+ clif->bossmapinfo(sd->fd, iMap->id2boss(sce->val1), 0); // First Message
+ break;
+ case SC_MER_HP:
+ status_percent_heal(bl, 100, 0); // Recover Full HP
+ break;
+ case SC_MER_SP:
+ status_percent_heal(bl, 0, 100); // Recover Full SP
+ break;
+ /**
+ * Ranger
+ **/
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if( ud )
+ ud->state.running = unit_wugdash(bl, sd);
+ }
+ break;
+ case SC_COMBOATTACK:
+ switch (sce->val1) {
+ case TK_STORMKICK:
+ clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ break;
+ case TK_DOWNKICK:
+ clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ break;
+ case TK_TURNKICK:
+ clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ break;
+ case TK_COUNTER:
+ clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ break;
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ if (sd)
+ clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
+ break;
+ case TK_JUMPKICK:
+ if (sd)
+ clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
+ break;
+ case MO_TRIPLEATTACK:
+ if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
+ break;
+ case SR_FALLENEMPIRE:
+ if (sd){
+ clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
+ clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
+ }
+ break;
+ }
+ break;
+ case SC_RAISINGDRAGON:
+ sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
+ break;
+ }
+
+ if( opt_flag&2 && sd && sd->touching_id )
+ npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
+
+ return 1;
+}
+
+/*==========================================
+* Ending all status except those listed.
+* @TODO maybe usefull for dispel instead reseting a liste there.
+* type:
+* 0 - PC killed -> Place here statuses that do not dispel on death.
+* 1 - If for some reason status_change_end decides to still keep the status when quitting.
+* 2 - Do clif
+* 3 - Do not remove some permanent/time-independent effects
+*------------------------------------------*/
+int status_change_clear(struct block_list* bl, int type) {
+ struct status_change* sc;
+ int i;
+
+ sc = iStatus->get_sc(bl);
+
+ if (!sc || !sc->count)
+ return 0;
+
+ for(i = 0; i < SC_MAX; i++) {
+ if(!sc->data[i])
+ continue;
+
+ if(type == 0){
+ if( iStatus->get_sc_type(i)&SC_NO_REM_DEATH ){
+ switch (i) {
+ case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
+ if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
+ break;
+ default:
+ continue;
+ }
+ }
+ }
+ if( type == 3 ) {
+ switch (i) {// TODO: This list may be incomplete
+ case SC_WEIGHTOVER50:
+ case SC_WEIGHTOVER90:
+ case SC_NOCHAT:
+ case SC_PUSH_CART:
+ case SC_JAILED:
+ case SC_ALL_RIDING:
+ continue;
+ }
+ }
+
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+
+ if( type == 1 && sc->data[i] ) {
+ //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
+ (sc->count)--;
+ if (sc->data[i]->timer != INVALID_TIMER)
+ iTimer->delete_timer(sc->data[i]->timer, iStatus->change_timer);
+ ers_free(sc_data_ers, sc->data[i]);
+ sc->data[i] = NULL;
+ }
+ }
+
+ sc->opt1 = 0;
+ sc->opt2 = 0;
+ sc->opt3 = 0;
+ sc->bs_counter = 0;
+#ifndef RENEWAL
+ sc->sg_counter = 0;
+#endif
+
+ if( type == 0 || type == 2 )
+ clif->changeoption(bl);
+
+ return 1;
+}
+
+/*==========================================
+* Special condition we want to effectuate, check before ending a status.
+*------------------------------------------*/
+int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) {
+ struct map_session_data *sd;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ struct status_data *status;
+ struct view_data *vd;
+ int opt_flag=0, calc_flag;
+
+ nullpo_ret(bl);
+
+ sc = iStatus->get_sc(bl);
+ status = iStatus->get_status_data(bl);
+
+ if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
+ return 0;
+
+ sd = BL_CAST(BL_PC,bl);
+
+ if (sce->timer != tid && tid != INVALID_TIMER)
+ return 0;
+
+ if (tid == INVALID_TIMER) {
+ if (type == SC_ENDURE && sce->val4)
+ //Do not end infinite endure.
+ return 0;
+ if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
+ iTimer->delete_timer(sce->timer,iStatus->change_timer);
+ if (sc->opt1)
+ switch (type) {
+ //"Ugly workaround" [Skotlex]
+ //delays status change ending so that a skill that sets opt1 fails to
+ //trigger when it also removed one
+ case SC_STONE:
+ sce->val3 = 0; //Petrify time counter.
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ if (sce->val1) {
+ //Removing the 'level' shouldn't affect anything in the code
+ //since these SC are not affected by it, and it lets us know
+ //if we have already delayed this attack or not.
+ sce->val1 = 0;
+ sce->timer = iTimer->add_timer(iTimer->gettick()+10, iStatus->change_timer, bl->id, type);
+ return 1;
+ }
+ }
+ }
+
+ (sc->count)--;
+
+ sc->data[type] = NULL;
+
+ if( sd && StatusDisplayType[type] ) {
+ status_display_remove(sd,type);
+ }
+
+ vd = iStatus->get_viewdata(bl);
+ calc_flag = StatusChangeFlagTable[type];
+ switch(type) {
+ case SC_GRANITIC_ARMOR:{
+ int dammage = status->max_hp*sce->val3/100;
+ if(status->hp < dammage) //to not kill him
+ dammage = status->hp-1;
+ iStatus->damage(NULL, bl, dammage,0,0,1);
+ break;
+ }
+ case SC_PYROCLASTIC:
+ if(bl->type == BL_PC)
+ skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ bool begin_spurt = true;
+ if (ud) {
+ if(!ud->state.running)
+ begin_spurt = false;
+ ud->state.running = 0;
+ if (ud->walktimer != INVALID_TIMER)
+ unit_stop_walking(bl,1);
+ }
+ if (begin_spurt && sce->val1 >= 7 &&
+ DIFF_TICK(iTimer->gettick(), sce->val4) <= 1000 &&
+ (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
+ )
+ sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(iStatus->sc2skill(type), sce->val1));
+ }
+ break;
+ case SC_AUTOBERSERK:
+ if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
+ status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
+ break;
+
+ case SC_ENDURE:
+ case SC_DEFENDER:
+ case SC_REFLECTSHIELD:
+ case SC_AUTOGUARD:
+ {
+ struct map_session_data *tsd;
+ if( bl->type == BL_PC )
+ { // Clear Status from others
+ int i;
+ for( i = 0; i < 5; i++ )
+ {
+ if( sd->devotion[i] && (tsd = iMap->id2sd(sd->devotion[i])) && tsd->sc.data[type] )
+ status_change_end(&tsd->bl, type, INVALID_TIMER);
+ }
+ }
+ else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
+ { // Clear Status from Master
+ tsd = ((TBL_MER*)bl)->master;
+ if( tsd && tsd->sc.data[type] )
+ status_change_end(&tsd->bl, type, INVALID_TIMER);
+ }
+ }
+ break;
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl = iMap->id2bl(sce->val1);
+ if( d_bl )
+ {
+ if( d_bl->type == BL_PC )
+ ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
+ else if( d_bl->type == BL_MER )
+ ((TBL_MER*)d_bl)->devotion_flag = 0;
+ clif->devotion(d_bl, NULL);
+ }
+
+ status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
+ status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ }
+ break;
+
+ case SC_BLADESTOP:
+ if(sce->val4)
+ {
+ int tid = sce->val4;
+ struct block_list *tbl = iMap->id2bl(tid);
+ struct status_change *tsc = iStatus->get_sc(tbl);
+ sce->val4 = 0;
+ if(tbl && tsc && tsc->data[SC_BLADESTOP])
+ {
+ tsc->data[SC_BLADESTOP]->val4 = 0;
+ status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
+ }
+ clif->bladestop(bl, tid, 0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ const char* prevfile = "<unknown>";
+ int prevline = 0;
+ struct map_session_data *dsd;
+ struct status_change_entry *dsc;
+ struct skill_unit_group *group;
+
+ if( sd )
+ {
+ if( sd->delunit_prevfile )
+ {// initially this is NULL, when a character logs in
+ prevfile = sd->delunit_prevfile;
+ prevline = sd->delunit_prevline;
+ }
+ else
+ {
+ prevfile = "<none>";
+ }
+ sd->delunit_prevfile = file;
+ sd->delunit_prevline = line;
+ }
+
+ if(sce->val4 && sce->val4 != BCT_SELF && (dsd=iMap->id2sd(sce->val4)))
+ {// end status on partner as well
+ dsc = dsd->sc.data[SC_DANCING];
+ if(dsc) {
+
+ //This will prevent recursive loops.
+ dsc->val2 = dsc->val4 = 0;
+
+ status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
+ }
+ }
+
+ if(sce->val2)
+ {// erase associated land skill
+ group = skill->id2group(sce->val2);
+
+ if( group == NULL )
+ {
+ ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
+ sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
+ sd ? sd->status.char_id : 0,
+ mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
+ prevfile, prevline,
+ file, line);
+ }
+
+ sce->val2 = 0;
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+
+ if((sce->val1&0xFFFF) == CG_MOONLIT)
+ clif->sc_end(bl,bl->id,AREA,SI_MOON);
+
+ status_change_end(bl, SC_LONGING, INVALID_TIMER);
+ }
+ break;
+ case SC_NOCHAT:
+ if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
+ sd->status.manner = 0;
+ if (sd && tid == INVALID_TIMER)
+ {
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ }
+ break;
+ case SC_SPLASHER:
+ {
+ struct block_list *src=iMap->id2bl(sce->val3);
+ if(src && tid != INVALID_TIMER)
+ skill->castend_damage_id(src, bl, sce->val2, sce->val1, iTimer->gettick(), SD_LEVEL );
+ }
+ break;
+ case SC_RG_CCONFINE_S:
+ {
+ struct block_list *src = sce->val2?iMap->id2bl(sce->val2):NULL;
+ struct status_change *sc2 = src?iStatus->get_sc(src):NULL;
+ if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
+ //If status was already ended, do nothing.
+ //Decrease count
+ if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up.
+ status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
+ }
+ }
+ case SC_RG_CCONFINE_M:
+ if (sce->val2 > 0) {
+ //Caster has been unlocked... nearby chars need to be unlocked.
+ int range = 1
+ +skill->get_range2(bl, iStatus->sc2skill(type), sce->val1)
+ +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
+ iMap->foreachinarea(iStatus->change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,iTimer->gettick());
+ }
+ break;
+ case SC_COMBOATTACK:
+ if( sd )
+ switch (sce->val1) {
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
+ break;
+ case TK_JUMPKICK:
+ clif->skillinfo(sd, TK_JUMPKICK, 0);
+ break;
+ case MO_TRIPLEATTACK:
+ if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
+ break;
+ case SR_FALLENEMPIRE:
+ clif->skillinfo(sd, SR_GATEOFHELL, 0);
+ clif->skillinfo(sd, SR_TIGERCANNON, 0);
+ break;
+ }
+ break;
+
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE: /// Marionette target
+ if (sce->val1)
+ { // check for partner and end their marionette status as well
+ enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
+ struct block_list *pbl = iMap->id2bl(sce->val1);
+ struct status_change* sc2 = pbl?iStatus->get_sc(pbl):NULL;
+
+ if (sc2 && sc2->data[type2])
+ {
+ sc2->data[type2]->val1 = 0;
+ status_change_end(pbl, type2, INVALID_TIMER);
+ }
+ }
+ break;
+
+ case SC_BERSERK:
+ case SC_SATURDAY_NIGHT_FEVER:
+ //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
+ if (status->hp > 100 && sce->val2)
+ iStatus->set_hp(bl, 100, 0);
+ if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
+ {
+ sc->data[SC_ENDURE]->val4 = 0;
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ }
+ case SC__BLOODYLUST:
+ sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
+ if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
+ sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
+ break;
+ case SC_GOSPEL:
+ if (sce->val3) { //Clear the group.
+ struct skill_unit_group* group = skill->id2group(sce->val3);
+ sce->val3 = 0;
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_HERMODE:
+ if(sce->val3 == BCT_SELF)
+ skill->clear_unitgroup(bl);
+ break;
+ case SC_BASILICA: //Clear the skill area. [Skotlex]
+ skill->clear_unitgroup(bl);
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 0;
+ break;
+ case SC_WARM:
+ case SC__MANHOLE:
+ if (sce->val4) { //Clear the group.
+ struct skill_unit_group* group = skill->id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_KAAHI:
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER)
+ iTimer->delete_timer(sce->val4,iStatus->kaahi_heal_timer);
+ break;
+ case SC_JAILED:
+ if(tid == INVALID_TIMER)
+ break;
+ //natural expiration.
+ if(sd && sd->mapindex == sce->val2)
+ pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
+ break; //guess hes not in jail :P
+ case SC_HLIF_CHANGE:
+ if (tid == INVALID_TIMER)
+ break;
+ // "lose almost all their HP and SP" on natural expiration.
+ iStatus->set_hp(bl, 10, 0);
+ iStatus->set_sp(bl, 10, 0);
+ break;
+ case SC_AUTOTRADE:
+ if (tid == INVALID_TIMER)
+ break;
+ // Note: vending/buying is closed by unit_remove_map, no
+ // need to do it here.
+ iMap->quit(sd);
+ // Because iMap->quit calls status_change_end with tid -1
+ // from here it's not neccesary to continue
+ return 1;
+ break;
+ case SC_STOP:
+ if( sce->val2 )
+ {
+ struct block_list* tbl = iMap->id2bl(sce->val2);
+ sce->val2 = 0;
+ if( tbl && (sc = iStatus->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
+ status_change_end(tbl, SC_STOP, INVALID_TIMER);
+ }
+ break;
+ case SC_LKCONCENTRATION:
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ break;
+ /**
+ * 3rd Stuff
+ **/
+ case SC_MILLENNIUMSHIELD:
+ clif->millenniumshield(sd,0);
+ break;
+ case SC_HALLUCINATIONWALK:
+ sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
+ break;
+ case SC_WHITEIMPRISON:
+ {
+ struct block_list* src = iMap->id2bl(sce->val2);
+ if( tid == -1 || !src)
+ break; // Terminated by Damage
+ status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,iTimer->gettick(),0,0,400*sce->val1,0,0,0));
+ }
+ break;
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit_bl2ud(bl);
+ if (ud) {
+ ud->state.running = 0;
+ if (ud->walktimer != -1)
+ unit_stop_walking(bl,1);
+ }
+ }
+ break;
+ case SC_ADORAMUS:
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ break;
+ case SC__SHADOWFORM: {
+ struct map_session_data *s_sd = iMap->id2sd(sce->val2);
+ if( !s_sd )
+ break;
+ s_sd->shadowform_id = 0;
+ }
+ break;
+ case SC_SITDOWN_FORCE:
+ if( sd && pc_issit(sd) ) {
+ pc->setstand(sd);
+ clif->standing(bl);
+ }
+ break;
+ case SC_NEUTRALBARRIER_MASTER:
+ case SC_STEALTHFIELD_MASTER:
+ if( sce->val2 ) {
+ struct skill_unit_group* group = skill->id2group(sce->val2);
+ sce->val2 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_BANDING:
+ if(sce->val4) {
+ struct skill_unit_group *group = skill->id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_CURSEDCIRCLE_ATKER:
+ if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
+ iMap->foreachinrange(iStatus->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, iTimer->gettick());
+ break;
+ case SC_RAISINGDRAGON:
+ if( sd && sce->val2 && !pc_isdead(sd) ) {
+ int i;
+ i = min(sd->spiritball,5);
+ pc->delspiritball(sd, sd->spiritball, 0);
+ status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+ while( i > 0 ) {
+ pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5);
+ --i;
+ }
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ {
+ struct block_list *src = iMap->id2bl(sce->val2);
+ struct status_change *sc = iStatus->get_sc(src);
+ if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
+ status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
+ clif->bladestop(bl, sce->val2, 0);
+ }
+ }
+ break;
+ case SC_BLOOD_SUCKER:
+ if( sce->val2 ){
+ struct block_list *src = iMap->id2bl(sce->val2);
+ if(src){
+ struct status_change *sc = iStatus->get_sc(src);
+ sc->bs_counter--;
+ }
+ }
+ break;
+ case SC_KYOUGAKU:
+ clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
+ break;
+ case SC_CLAIRVOYANCE:
+ calc_flag = SCB_ALL;/* required for overlapping */
+ break;
+ case SC_FULL_THROTTLE:
+ sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1));
+ break;
+ case SC_ITEMSCRIPT:
+ if( sd ) {
+ switch( sce->val1 ) {
+ //case 4121://Phree
+ //case 4047://Ghostring
+ case 4302://Gunka
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA);
+ break;
+ case 4132://Mistress
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS);
+ break;
+ case 4143://Orc Hero
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO);
+ break;
+ case 4135://Orc Lord
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD);
+ break;
+ }
+ }
+ break;
+ }
+
+ opt_flag = 1;
+ switch(type){
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_DEEP_SLEEP:
+ case SC_BURNING:
+ case SC_WHITEIMPRISON:
+ case SC_COLD:
+ sc->opt1 = 0;
+ break;
+
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_BLIND:
+ sc->opt2 &= ~(1<<(type-SC_POISON));
+ break;
+ case SC_DPOISON:
+ sc->opt2 &= ~OPT2_DPOISON;
+ break;
+ case SC_CRUCIS:
+ sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
+ break;
+
+ case SC_HIDING:
+ sc->option &= ~OPTION_HIDE;
+ opt_flag|= 2|4; //Check for warp trigger + AoE trigger
+ break;
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC__INVISIBILITY:
+ sc->option &= ~OPTION_CLOAK;
+ case SC_CAMOUFLAGE:
+ opt_flag|= 2;
+ break;
+ case SC_CHASEWALK:
+ sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
+ opt_flag|= 2;
+ break;
+ case SC_SIGHT:
+ sc->option &= ~OPTION_SIGHT;
+ break;
+ case SC_WEDDING:
+ sc->option &= ~OPTION_WEDDING;
+ opt_flag |= 0x4;
+ break;
+ case SC_XMAS:
+ sc->option &= ~OPTION_XMAS;
+ opt_flag |= 0x4;
+ break;
+ case SC_SUMMER:
+ sc->option &= ~OPTION_SUMMER;
+ opt_flag |= 0x4;
+ break;
+ case SC_HANBOK:
+ sc->option &= ~OPTION_HANBOK;
+ opt_flag |= 0x4;
+ break;
+ case SC_ORCISH:
+ sc->option &= ~OPTION_ORCISH;
+ break;
+ case SC_RUWACH:
+ sc->option &= ~OPTION_RUWACH;
+ break;
+ case SC_FUSION:
+ sc->option &= ~OPTION_FLYING;
+ break;
+ //opt3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHANDQUICKEN:
+ case SC_SPEARQUICKEN:
+ case SC_CONCENTRATION:
+ case SC_MER_QUICKEN:
+ sc->opt3 &= ~OPT3_QUICKEN;
+ opt_flag = 0;
+ break;
+ case SC_OVERTHRUST:
+ case SC_OVERTHRUSTMAX:
+ case SC_SWOO:
+ sc->opt3 &= ~OPT3_OVERTHRUST;
+ if( type == SC_SWOO )
+ opt_flag = 8;
+ else
+ opt_flag = 0;
+ break;
+ case SC_ENERGYCOAT:
+ case SC_SKE:
+ sc->opt3 &= ~OPT3_ENERGYCOAT;
+ opt_flag = 0;
+ break;
+ case SC_INCATKRATE: //Simulated Explosion spirits effect.
+ if (bl->type != BL_MOB)
+ {
+ opt_flag = 0;
+ break;
+ }
+ case SC_EXPLOSIONSPIRITS:
+ sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
+ opt_flag = 0;
+ break;
+ case SC_STEELBODY:
+ case SC_SKA:
+ sc->opt3 &= ~OPT3_STEELBODY;
+ opt_flag = 0;
+ break;
+ case SC_BLADESTOP:
+ sc->opt3 &= ~OPT3_BLADESTOP;
+ opt_flag = 0;
+ break;
+ case SC_AURABLADE:
+ sc->opt3 &= ~OPT3_AURABLADE;
+ opt_flag = 0;
+ break;
+ case SC_BERSERK:
+ opt_flag = 0;
+ // case SC__BLOODYLUST:
+ sc->opt3 &= ~OPT3_BERSERK;
+ break;
+ // case ???: // doesn't seem to do anything
+ // sc->opt3 &= ~OPT3_LIGHTBLADE;
+ // opt_flag = 0;
+ // break;
+ case SC_DANCING:
+ if ((sce->val1&0xFFFF) == CG_MOONLIT)
+ sc->opt3 &= ~OPT3_MOONLIT;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE:
+ case SC_MARIONETTE_MASTER:
+ sc->opt3 &= ~OPT3_MARIONETTE;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 &= ~OPT3_ASSUMPTIO;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 &= ~OPT3_WARM;
+ opt_flag = 0;
+ break;
+ case SC_KAITE:
+ sc->opt3 &= ~OPT3_KAITE;
+ opt_flag = 0;
+ break;
+ case SC_NJ_BUNSINJYUTSU:
+ sc->opt3 &= ~OPT3_BUNSIN;
+ opt_flag = 0;
+ break;
+ case SC_SOULLINK:
+ sc->opt3 &= ~OPT3_SOULLINK;
+ opt_flag = 0;
+ break;
+ case SC_PROPERTYUNDEAD:
+ sc->opt3 &= ~OPT3_UNDEAD;
+ opt_flag = 0;
+ break;
+ // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+ // sc->opt3 &= ~OPT3_CONTRACT;
+ // opt_flag = 0;
+ // break;
+ default:
+ opt_flag = 0;
+ }
+
+ if (calc_flag&SCB_DYE) { //Restore DYE color
+ if (vd && !vd->cloth_color && sce->val4)
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
+ calc_flag&=~SCB_DYE;
+ }
+
+ //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
+ clif->sc_end(bl,bl->id,AREA,StatusIconChangeTable[type]);
+
+ if( opt_flag&8 ) //bugreport:681
+ clif->changeoption2(bl);
+ else if(opt_flag) {
+ clif->changeoption(bl);
+ if( sd && opt_flag&0x4 ) {
+ clif->changelook(bl,LOOK_BASE,vd->class_);
+ clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
+ clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon);
+ clif->changelook(bl,LOOK_SHIELD,sd->vd.shield);
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
+ }
+ }
+
+ if (calc_flag)
+ status_calc_bl(bl,calc_flag);
+
+ if(opt_flag&4) //Out of hiding, invoke on place.
+ skill->unit_move(bl,iTimer->gettick(),1);
+
+ if(opt_flag&2 && sd && iMap->getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
+ npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
+
+ ers_free(sc_data_ers, sce);
+ return 1;
+}
+
+int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
+{
+ struct block_list *bl;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+ struct status_data *status;
+ int hp;
+
+ if(!((bl=iMap->id2bl(id))&&
+ (sc=iStatus->get_sc(bl)) &&
+ (sce = sc->data[SC_KAAHI])))
+ return 0;
+
+ if(sce->val4 != tid) {
+ ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
+ sce->val4 = INVALID_TIMER;
+ return 0;
+ }
+
+ status=iStatus->get_status_data(bl);
+ if(!iStatus->charge(bl, 0, sce->val3)) {
+ sce->val4 = INVALID_TIMER;
+ return 0;
+ }
+
+ hp = status->max_hp - status->hp;
+ if (hp > sce->val2)
+ hp = sce->val2;
+ if (hp)
+ iStatus->heal(bl, hp, 0, 2);
+ sce->val4 = INVALID_TIMER;
+ return 1;
+}
+
+/*==========================================
+* For recusive status, like for each 5s we drop sp etc.
+* Reseting the end timer.
+*------------------------------------------*/
+int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
+{
+ enum sc_type type = (sc_type)data;
+ struct block_list *bl;
+ struct map_session_data *sd;
+ struct status_data *status;
+ struct status_change *sc;
+ struct status_change_entry *sce;
+
+ bl = iMap->id2bl(id);
+ if(!bl)
+ {
+ ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
+ return 0;
+ }
+ sc = iStatus->get_sc(bl);
+ status = iStatus->get_status_data(bl);
+
+ if(!(sc && (sce = sc->data[type])))
+ {
+ ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
+ return 0;
+ }
+
+ if( sce->timer != tid )
+ {
+ ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
+ return 0;
+ }
+
+ sd = BL_CAST(BL_PC, bl);
+
+ // set the next timer of the sce (don't assume the status still exists)
+#define sc_timer_next(t,f,i,d) \
+ if( (sce=sc->data[type]) ) \
+ sce->timer = iTimer->add_timer(t,f,i,d); \
+ else \
+ ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
+
+ switch(type)
+ {
+ case SC_MAXIMIZEPOWER:
+ case SC_CLOAKING:
+ if(!iStatus->charge(bl, 0, 1))
+ break; //Not enough SP to continue.
+ sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_CHASEWALK:
+ if(!iStatus->charge(bl, 0, sce->val4))
+ break; //Not enough SP to continue.
+
+ if (!sc->data[SC_CHASEWALK2]) {
+ sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
+ (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+ *skill->get_time2(iStatus->sc2skill(type),sce->val1));
+ }
+ sc_timer_next(sce->val2+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ break;
+
+ case SC_SKA:
+ if(--(sce->val2)>0){
+ sce->val3 = rnd()%100; //Random defense.
+ sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_HIDING:
+ if(--(sce->val2)>0){
+
+ if(sce->val2 % sce->val4 == 0 && !iStatus->charge(bl, 0, 1))
+ break; //Fail if it's time to substract SP and there isn't.
+
+ sc_timer_next(1000+tick, iStatus->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SIGHT:
+ case SC_RUWACH:
+ case SC_WZ_SIGHTBLASTER:
+ if(type == SC_WZ_SIGHTBLASTER)
+ iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
+ else
+ iMap->foreachinrange( iStatus->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
+
+ if( --(sce->val2)>0 ){
+ sce->val4 += 250; // use for Shadow Form 2 seconds checking.
+ sc_timer_next(250+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_PROVOKE:
+ if(sce->val2) { //Auto-provoke (it is ended in iStatus->heal)
+ sc_timer_next(1000*60+tick,iStatus->change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_STONE:
+ if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
+ sce->val4 = 0;
+ unit_stop_walking(bl,1);
+ unit_stop_attack(bl);
+ sc->opt1 = OPT1_STONE;
+ clif->changeoption(bl);
+ sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data );
+ status_calc_bl(bl, StatusChangeFlagTable[type]);
+ return 0;
+ }
+ if(--(sce->val3) > 0) {
+ if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
+ status_percent_damage(NULL, bl, 1, 0, false);
+ sc_timer_next(1000+tick,iStatus->change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_POISON:
+ if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
+ break;
+ case SC_DPOISON:
+ if (--(sce->val3) > 0) {
+ if (!sc->data[SC_SLOWPOISON]) {
+ if( sce->val2 && bl->type == BL_MOB ) {
+ struct block_list* src = iMap->id2bl(sce->val2);
+ if( src )
+ mob_log_damage((TBL_MOB*)bl,src,sce->val4);
+ }
+ iMap->freeblock_lock();
+ status_zap(bl, sce->val4, 0);
+ if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data );
+ }
+ iMap->freeblock_unlock();
+ }
+ return 0;
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if(status->max_hp > status->hp && --(sce->val3) > 0){
+ sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_KNOWLEDGE:
+ if (!sd) break;
+ if(bl->m == sd->feel_map[0].m ||
+ bl->m == sd->feel_map[1].m ||
+ bl->m == sd->feel_map[2].m)
+ { //Timeout will be handled by pc->setpos
+ sce->timer = INVALID_TIMER;
+ return 0;
+ }
+ break;
+
+ case SC_BLOODING:
+ if (--(sce->val4) >= 0) {
+ int hp = rnd()%600 + 200;
+ struct block_list* src = iMap->id2bl(sce->val2);
+ if( src && bl && bl->type == BL_MOB ) {
+ mob_log_damage((TBL_MOB*)bl,src,sd||hp<status->hp?hp:status->hp-1);
+ }
+ iMap->freeblock_lock();
+ status_fix_damage(src, bl, sd||hp<status->hp?hp:status->hp-1, 1);
+ if( sc->data[type] ) {
+ if( status->hp == 1 ) {
+ iMap->freeblock_unlock();
+ break;
+ }
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( sd && --(sce->val4) >= 0 )
+ {
+ // val1 < 0 = per max% | val1 > 0 = exact amount
+ int hp = 0;
+ if( status->hp < status->max_hp )
+ hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
+ iStatus->heal(bl, hp, 0, 2);
+ sc_timer_next((sce->val2 * 1000) + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CASH_BOSS_ALARM:
+ if( sd && --(sce->val4) >= 0 )
+ {
+ struct mob_data *boss_md = iMap->id2boss(sce->val1);
+ if( boss_md && sd->bl.m == boss_md->bl.m )
+ {
+ clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
+ if (boss_md->bl.prev != NULL) {
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ }
+ break;
+
+ case SC_DANCING: //SP consumption by time of dancing skills
+ {
+ int s = 0;
+ int sp = 1;
+ if (--sce->val3 <= 0)
+ break;
+ switch(sce->val1&0xFFFF){
+ case BD_RICHMANKIM:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_ASSASSINCROSS:
+ case DC_UGLYDANCE:
+ s=3;
+ break;
+ case BD_LULLABY:
+ case BD_ETERNALCHAOS:
+ case BD_ROKISWEIL:
+ case DC_FORTUNEKISS:
+ s=4;
+ break;
+ case CG_HERMODE:
+ case BD_INTOABYSS:
+ case BA_WHISTLE:
+ case DC_HUMMING:
+ case BA_POEMBRAGI:
+ case DC_SERVICEFORYOU:
+ s=5;
+ break;
+ case BA_APPLEIDUN:
+#ifdef RENEWAL
+ s=5;
+#else
+ s=6;
+#endif
+ break;
+ case CG_MOONLIT:
+ //Moonlit's cost is 4sp*skill_lv [Skotlex]
+ sp= 4*(sce->val1>>16);
+ //Upkeep is also every 10 secs.
+ case DC_DONTFORGETME:
+ s=10;
+ break;
+ }
+ if( s != 0 && sce->val3 % s == 0 )
+ {
+ if (sc->data[SC_LONGING])
+ sp*= 3;
+ if (!iStatus->charge(bl, 0, sp))
+ break;
+ }
+ sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ // 5% every 10 seconds [DracoRPG]
+ if( --( sce->val3 ) > 0 && iStatus->charge(bl, sce->val2, 0) && status->hp > 100 )
+ {
+ sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_NOCHAT:
+ if(sd){
+ sd->status.manner++;
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ if (sd->status.manner < 0)
+ { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
+ sc_timer_next(60000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_SPLASHER:
+ // custom Venom Splasher countdown timer
+ //if (sce->val4 % 1000 == 0) {
+ // char timer[10];
+ // snprintf (timer, 10, "%d", sce->val4/1000);
+ // clif->message(bl, timer);
+ //}
+ if((sce->val4 -= 500) > 0) {
+ sc_timer_next(500 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ {
+ struct block_list *pbl = iMap->id2bl(sce->val1);
+ if( pbl && check_distance_bl(bl, pbl, 7) )
+ {
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ break;
+
+ case SC_GOSPEL:
+ if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
+ {
+ int hp, sp;
+ hp = (sce->val1 > 5) ? 45 : 30;
+ sp = (sce->val1 > 5) ? 35 : 20;
+ if(!iStatus->charge(bl, hp, sp))
+ break;
+ sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_JAILED:
+ if(sce->val1 == INT_MAX || --(sce->val1) > 0)
+ {
+ sc_timer_next(60000+tick, iStatus->change_timer, bl->id,data);
+ return 0;
+ }
+ break;
+
+ case SC_BLIND:
+ if(sc->data[SC_FOGWALL])
+ { //Blind lasts forever while you are standing on the fog.
+ sc_timer_next(5000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_ABUNDANCE:
+ if(--(sce->val4) > 0) {
+ iStatus->heal(bl,0,60,0);
+ sc_timer_next(10000+tick, iStatus->change_timer, bl->id, data);
+ }
+ break;
+
+ case SC_PYREXIA:
+ if( --(sce->val4) > 0 ) {
+ iMap->freeblock_lock();
+ clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
+ status_fix_damage(NULL,bl,100,0);
+ if( sc->data[type] ) {
+ sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data);
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_LEECHESEND:
+ if( --(sce->val4) > 0 ) {
+ int damage = status->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
+ damage += status->vit * (sce->val1 - 3);
+ unit_skillcastcancel(bl,2);
+ iMap->freeblock_lock();
+ iStatus->damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data );
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_MAGICMUSHROOM:
+ if( --(sce->val4) > 0 ) {
+ bool flag = 0;
+ int damage = status->max_hp * 3 / 100;
+ if( status->hp <= damage )
+ damage = status->hp - 1; // Cannot Kill
+
+ if( damage > 0 ) { // 3% Damage each 4 seconds
+ iMap->freeblock_lock();
+ status_zap(bl,damage,0);
+ flag = !sc->data[type]; // Killed? Should not
+ iMap->freeblock_unlock();
+ }
+
+ if( !flag ) { // Random Skill Cast
+ if (sd && !pc_issit(sd)) { //can't cast if sit
+ int mushroom_skill_id = 0, i;
+ unit_stop_attack(bl);
+ unit_skillcastcancel(bl,1);
+ do {
+ i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
+ mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
+ }
+ while( mushroom_skill_id == 0 );
+
+ switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
+ case CAST_GROUND:
+ skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_NODAMAGE:
+ skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_DAMAGE:
+ skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ }
+ }
+
+ clif->emotion(bl,E_HEH);
+ sc_timer_next(4000+tick,iStatus->change_timer,bl->id,data);
+ }
+ return 0;
+ }
+ break;
+
+ case SC_TOXIN:
+ if( --(sce->val4) > 0 )
+ { //Damage is every 10 seconds including 3%sp drain.
+ iMap->freeblock_lock();
+ clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
+ iStatus->damage(NULL, bl, 1, status->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
+ if( sc->data[type] ) {
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data );
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_OBLIVIONCURSE:
+ if( --(sce->val4) > 0 )
+ {
+ clif->emotion(bl,E_WHAT);
+ sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data );
+ return 0;
+ }
+ break;
+
+ case SC_WEAPONBLOCKING:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl,0,3) )
+ break;
+ sc_timer_next(3000+tick,iStatus->change_timer,bl->id,data);
+ return 0;
+ }
+ break;
+
+ case SC_CLOAKINGEXCEED:
+ if(!iStatus->charge(bl,0,10-sce->val1))
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_RENOVATIO:
+ if( --(sce->val4) > 0 )
+ {
+ int heal = status->max_hp * 3 / 100;
+ if( sc && sc->data[SC_AKAITSUKI] && heal )
+ heal = ~heal + 1;
+ iStatus->heal(bl, heal, 0, 2);
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_BURNING:
+ if( --(sce->val4) > 0 )
+ {
+ struct block_list *src = iMap->id2bl(sce->val3);
+ int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
+
+ iMap->freeblock_lock();
+ clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
+ iStatus->damage(src, bl, damage, 0, 0, 1);
+
+ if( sc->data[type]){ // Target still lives. [LimitLine]
+ sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ iMap->freeblock_unlock();
+ return 0;
+ }
+ break;
+
+ case SC_FEAR:
+ if( --(sce->val4) > 0 )
+ {
+ if( sce->val2 > 0 )
+ sce->val2--;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl, 0, 1) )
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_READING_SB:
+ if( !iStatus->charge(bl, 0, sce->val2) ){
+ int i;
+ for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ break;
+ }
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_ELECTRICSHOCKER:
+ if( --(sce->val4) > 0 )
+ {
+ iStatus->charge(bl, 0, status->max_sp / 100 * sce->val1 );
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CAMOUFLAGE:
+ if(--(sce->val4) > 0){
+ iStatus->charge(bl,0,7 - sce->val1);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC__REPRODUCE:
+ if(!iStatus->charge(bl, 0, 1))
+ break;
+ sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC__SHADOWFORM:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC__INVISIBILITY:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_STRIKING:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl,0, sce->val1 ) )
+ break;
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_VACUUM_EXTREME:
+ if( --(sce->val4) > 0 ){
+ sc_timer_next(100 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_BLOOD_SUCKER:
+ if( --(sce->val4) > 0 ) {
+ struct block_list *src = iMap->id2bl(sce->val2);
+ int damage;
+ if( !src || (src && (iStatus->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
+ break;
+ iMap->freeblock_lock();
+ damage = sce->val3;
+ iStatus->damage(src, bl, damage, 0, clif->damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,0,0), 1);
+ unit_skillcastcancel(bl,1);
+ if ( sc->data[type] ) {
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ iMap->freeblock_unlock();
+ iStatus->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
+ return 0;
+ }
+ break;
+
+ case SC_SIREN:
+ if( --(sce->val4) > 0 )
+ {
+ clif->emotion(bl,E_LV);
+ sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_DEEP_SLEEP:
+ if( --(sce->val4) > 0 )
+ { // Recovers 1% HP/SP every 2 seconds.
+ iStatus->heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
+ sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SIRCLEOFNATURE:
+ if( --(sce->val4) > 0 )
+ {
+ if( !iStatus->charge(bl,0,sce->val2) )
+ break;
+ iStatus->heal(bl, sce->val3, 0, 1);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_SONG_OF_MANA:
+ if( --(sce->val4) > 0 )
+ {
+ iStatus->heal(bl,0,sce->val3,3);
+ sc_timer_next(3000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+
+ case SC_SATURDAY_NIGHT_FEVER:
+ // 1% HP/SP drain every val4 seconds [Jobbie]
+ if( --(sce->val3) > 0 )
+ {
+ int hp = status->hp / 100;
+ int sp = status->sp / 100;
+ if( !iStatus->charge(bl, hp, sp) )
+ break;
+ sc_timer_next(sce->val4+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_COLD:
+ if( --(sce->val4) > 0 )
+ { // Drains 2% of HP and 1% of SP every seconds.
+ if( bl->type != BL_MOB) // doesn't work on mobs
+ iStatus->charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_FORCEOFVANGUARD:
+ if( !iStatus->charge(bl,0,20) )
+ break;
+ sc_timer_next(6000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_BANDING:
+ if( iStatus->charge(bl, 0, 7 - sce->val1) )
+ {
+ if( sd ) pc->banding(sd, sce->val1);
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_LG_REFLECTDAMAGE:
+ if( --(sce->val4) > 0 ) {
+ if( !iStatus->charge(bl,0,sce->val3) )
+ break;
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_OVERHEAT_LIMITPOINT:
+ if( --(sce->val1) > 0 ) { // Cooling
+ sc_timer_next(30000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ break;
+
+ case SC_OVERHEAT:
+ {
+ int damage = status->max_hp / 100; // Suggestion 1% each second
+ if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
+ iMap->freeblock_lock();
+ status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0));
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ iMap->freeblock_unlock();
+ }
+ break;
+
+ case SC_MAGNETICFIELD:
+ {
+ if( --(sce->val3) <= 0 )
+ break; // Time out
+ if( sce->val2 == bl->id )
+ {
+ if( !iStatus->charge(bl,0,14 + (3 * sce->val1)) )
+ break; // No more SP status should end, and in the next second will end for the other affected players
+ }
+ else
+ {
+ struct block_list *src = iMap->id2bl(sce->val2);
+ struct status_change *ssc;
+ if( !src || (ssc = iStatus->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
+ break; // Source no more under Magnetic Field
+ }
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ }
+ break;
+
+ case SC_INSPIRATION:
+ if(--(sce->val4) > 0)
+ {
+ int hp = status->max_hp * (7-sce->val1) / 100;
+ int sp = status->max_sp * (9-sce->val1) / 100;
+
+ if( !iStatus->charge(bl,hp,sp) ) break;
+
+ sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_RAISINGDRAGON:
+ // 1% every 5 seconds [Jobbie]
+ if( --(sce->val3)>0 && iStatus->charge(bl, sce->val2, 0) )
+ {
+ if( !sc->data[type] ) return 0;
+ sc_timer_next(5000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_CIRCLE_OF_FIRE:
+ case SC_FIRE_CLOAK:
+ case SC_WATER_DROP:
+ case SC_WATER_SCREEN:
+ case SC_WIND_CURTAIN:
+ case SC_WIND_STEP:
+ case SC_STONE_SHIELD:
+ case SC_SOLID_SKIN:
+ if( !iStatus->charge(bl,0,sce->val2) ){
+ struct block_list *s_bl = battle->get_master(bl);
+ if( s_bl )
+ status_change_end(s_bl,type+1,INVALID_TIMER);
+ status_change_end(bl,type,INVALID_TIMER);
+ break;
+ }
+ sc_timer_next(2000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+
+ case SC_STOMACHACHE:
+ if( --(sce->val4) > 0 ){
+ iStatus->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
+ if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
+ {
+ pc_stop_walking(sd,1|4);
+ pc_stop_attack(sd);
+ pc_setsit(sd);
+ clif->sitting(bl);
+ }
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ /* they only end by status_change_end */
+ sc_timer_next(600000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ case SC_MEIKYOUSISUI:
+ if( --(sce->val4) > 0 ){
+ iStatus->heal(bl, status->max_hp * (sce->val1+1) / 100, status->max_sp * sce->val1 / 100, 0);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_IZAYOI:
+ case SC_KAGEMUSYA:
+ if( --(sce->val2) > 0 ){
+ if(!iStatus->charge(bl, 0, 1)) break;
+ sc_timer_next(1000+tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ if(--(sce->val4) > 0) { //drain hp/sp
+ if( !iStatus->charge(bl,100,20) ) break;
+ sc_timer_next(1000+tick,iStatus->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_FULL_THROTTLE:
+ if( --(sce->val4) > 0 )
+ {
+ status_percent_damage(bl, bl, sce->val2, 0, false);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_KINGS_GRACE:
+ if( --(sce->val4) > 0 )
+ {
+ status_percent_heal(bl, sce->val2, 0);
+ sc_timer_next(1000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_FRIGG_SONG:
+ if( --(sce->val4) > 0 )
+ {
+ iStatus->heal(bl, sce->val3, 0, 0);
+ sc_timer_next(10000 + tick, iStatus->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ }
+
+ // default for all non-handled control paths is to end the status
+ return status_change_end( bl,type,tid );
+#undef sc_timer_next
+}
+
+/*==========================================
+* Foreach iteration of repetitive status
+*------------------------------------------*/
+int status_change_timer_sub(struct block_list* bl, va_list ap)
+{
+ struct status_change* tsc;
+
+ struct block_list* src = va_arg(ap,struct block_list*);
+ struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
+ enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
+ unsigned int tick = va_arg(ap,unsigned int);
+
+ if (iStatus->isdead(bl))
+ return 0;
+
+ tsc = iStatus->get_sc(bl);
+
+ switch( type ) {
+ case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ case SC_CONCENTRATION:
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
+ break;
+ case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
+ if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
+ tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
+ tsc->data[SC__INVISIBILITY])) {
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
+ if(battle->check_target( src, bl, BCT_ENEMY ) > 0)
+ skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
+ }
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ break;
+ case SC_WZ_SIGHTBLASTER:
+ if (battle->check_target( src, bl, BCT_ENEMY ) > 0 &&
+ iStatus->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
+ {
+ if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
+ && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)){
+ sce->val2 = 0; //This signals it to end.
+ }
+ }
+ break;
+ case SC_RG_CCONFINE_M:
+ //Lock char has released the hold on everyone...
+ if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
+ tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
+ status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
+ clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
+ status_change_end(bl, type, INVALID_TIMER);
+ }
+ break;
+ }
+ return 0;
+}
+
+#ifdef RENEWAL
+int status_get_total_def(struct block_list *src){ return iStatus->get_status_data(src)->def2 + (short)iStatus->get_def(src); }
+int status_get_total_mdef(struct block_list *src){ return iStatus->get_status_data(src)->mdef2 + (short)status_get_mdef(src); }
+int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, int flag){
+ int min = 0, max = 0, dstr;
+ float strdex_bonus, variance;
+ struct status_change *sc = iStatus->get_sc(bl);
+
+ if ( bl->type == BL_PC && watk->atk ){
+ if ( flag&2 )
+ dstr = status_get_dex(bl);
+ else
+ dstr = status_get_str(bl);
+
+ variance = 5.0f * watk->atk * watk->wlv / 100.0f;
+ strdex_bonus = watk->atk * dstr / 200.0f;
+
+ min = (watk->atk - (int)(variance + strdex_bonus)) + watk->atk2;
+ max = (watk->atk + (int)(variance + strdex_bonus)) + watk->atk2;
+ }else if( watk->atk ){
+ min = watk->atk * 80 / 100;
+ max = watk->atk * 120 / 100;
+ }
+
+ if( !(flag&1) ){
+ if( max > min )
+ max = min + rnd()%(max - min);
+ else
+ max = min;
+ }
+
+ if( bl->type == BL_PC && ((TBL_PC*)bl)->right_weapon.overrefine > 0 && !(flag&2) )
+ max += rnd()%((TBL_PC*)bl)->right_weapon.overrefine + 1;
+
+ max = status_calc_watk(bl, sc, max, false);
+
+ return max;
+}
+#endif
+
+#define GETRANDMATK(){\
+ if( status->matk_max > status->matk_min )\
+ return status->matk_min + rnd()%(status->matk_max - status->matk_min);\
+else\
+ return status->matk_min;\
+}
+
+/*==========================================
+* flag [malufett]
+* 0 - update matk values
+* 1 - get matk w/o SC bonuses
+* 2 - get modified matk
+* 3 - get matk w/o eatk & SC bonuses
+*------------------------------------------*/
+int status_get_matk(struct block_list *bl, int flag){
+ struct status_data *status;
+ struct status_change *sc;
+ struct map_session_data *sd;
+
+ if( bl == NULL )
+ return 1;
+
+ status = iStatus->get_status_data(bl);
+ sc = iStatus->get_sc(bl);
+ sd = BL_CAST(BL_PC, bl);
+
+ if( flag == 2 ) // just get matk
+ GETRANDMATK();
+
+#ifndef RENEWAL
+ status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
+ status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
+#else
+ /**
+ * RE MATK Formula (from irowiki:http://irowiki.org/wiki/MATK)
+ * MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
+ **/
+ status->matk_min = iStatus->base_matk(status, iStatus->get_lv(bl));
+
+ // Any +MATK you get from skills and cards, including cards in weapon, is added here.
+ if( sd && sd->bonus.ematk > 0 && flag != 3 )
+ status->matk_min += sd->bonus.ematk;
+ if( flag != 3 )
+ status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
+
+ status->matk_max = status->matk_min;
+
+ //This is the only portion in MATK that varies depending on the weapon level and refinement rate.
+ if( bl->type&BL_PC && (status->rhw.matk + status->lhw.matk) > 0 ){
+ int wMatk = status->rhw.matk + status->lhw.matk; // Left and right matk stacks
+ int variance = wMatk * status->rhw.wlv / 10; // Only use right hand weapon level
+ status->matk_min += wMatk - variance;
+ status->matk_max += wMatk + variance;
+ }else if( bl->type&BL_MOB ){
+ status->matk_min = status->matk_max = status_get_int(bl) + iStatus->get_lv(bl);
+ status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
+ status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100;
+ }
+#endif
+ if (bl->type&BL_PC && sd->matk_rate != 100) {
+ status->matk_max = status->matk_max * sd->matk_rate/100;
+ status->matk_min = status->matk_min * sd->matk_rate/100;
+ }
+
+ if ((bl->type&BL_HOM && battle_config.hom_setting&0x20) //Hom Min Matk is always the same as Max Matk
+ || (sc && sc->data[SC_RECOGNIZEDSPELL]))
+ status->matk_min = status->matk_max;
+
+#ifdef RENEWAL
+ if( sd && sd->right_weapon.overrefine > 0){
+ status->matk_min++;
+ status->matk_max += sd->right_weapon.overrefine - 1;
+ }
+#endif
+
+ if( flag ) // get unmodified from sc matk
+ GETRANDMATK();
+
+ status->matk_min = status_calc_matk(bl, sc, status->matk_min, true);
+ status->matk_max = status_calc_matk(bl, sc, status->matk_max, true);
+
+ return 0;
+}
+
+/*==========================================
+* Clears buffs/debuffs of a character.
+* type&1 -> buffs, type&2 -> debuffs
+* type&4 -> especific debuffs(implemented with refresh)
+*------------------------------------------*/
+int status_change_clear_buffs (struct block_list* bl, int type)
+{
+ int i;
+ struct status_change *sc= iStatus->get_sc(bl);
+
+ if (!sc || !sc->count)
+ return 0;
+
+ if (type&6) //Debuffs
+ for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+
+ for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
+ {
+ if( !sc->data[i] || !iStatus->get_sc_type(i) )
+ continue;
+
+ if( type&3 && !(iStatus->get_sc_type(i)&SC_BUFF) && !(iStatus->get_sc_type(i)&SC_DEBUFF) )
+ continue;
+
+ if( !(type&3) ){
+ if( type&1 && !(iStatus->get_sc_type(i)&SC_BUFF) )
+ continue;
+ if( type&2 && !(iStatus->get_sc_type(i)&SC_DEBUFF) )
+ continue;
+ }
+
+ switch (i) {
+ case SC_DEEP_SLEEP:
+ case SC_FROSTMISTY:
+ case SC_COLD:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC_MARSHOFABYSS:
+ case SC_MANDRAGORA:
+ if(!(type&4))
+ continue;
+ break;
+ case SC__BLOODYLUST:
+ case SC_BERSERK:
+ case SC_SATURDAY_NIGHT_FEVER:
+ if(type&4)
+ continue;
+ sc->data[i]->val2 = 0;
+ break;
+ }
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ }
+ return 0;
+}
+
+int status_change_spread( struct block_list *src, struct block_list *bl ) {
+ int i, flag = 0;
+ struct status_change *sc = iStatus->get_sc(src);
+ const struct TimerData *timer;
+ unsigned int tick;
+ struct status_change_data data;
+
+ if( !sc || !sc->count )
+ return 0;
+
+ tick = iTimer->gettick();
+
+ for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
+ if( !sc->data[i] || i == SC_COMMON_MAX )
+ continue;
+
+ switch( i ) {
+ //Debuffs that can be spreaded.
+ // NOTE: We'll add/delte SCs when we are able to confirm it.
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_NOCHAT:
+ case SC_ILLUSION:
+ case SC_CRUCIS:
+ case SC_DEC_AGI:
+ case SC_SLOWDOWN:
+ case SC_MINDBREAKER:
+ case SC_DC_WINKCHARM:
+ case SC_STOP:
+ case SC_ORCISH:
+ //case SC_NOEQUIPWEAPON://Omg I got infected and had the urge to strip myself physically.
+ //case SC_NOEQUIPSHIELD://No this is stupid and shouldnt be spreadable at all.
+ //case SC_NOEQUIPARMOR:// Disabled until I can confirm if it does or not. [Rytech]
+ //case SC_NOEQUIPHELM:
+ //case SC__STRIPACCESSARY:
+ case SC_WUGBITE:
+ case SC_FROSTMISTY:
+ case SC_VENOMBLEED:
+ case SC_DEATHHURT:
+ case SC_PARALYSE:
+ if( sc->data[i]->timer != INVALID_TIMER ) {
+ timer = iTimer->get_timer(sc->data[i]->timer);
+ if (timer == NULL || timer->func != iStatus->change_timer || DIFF_TICK(timer->tick,tick) < 0)
+ continue;
+ data.tick = DIFF_TICK(timer->tick,tick);
+ } else
+ data.tick = INVALID_TIMER;
+ break;
+ // Special cases
+ case SC_POISON:
+ case SC_DPOISON:
+ data.tick = sc->data[i]->val3 * 1000;
+ break;
+ case SC_FEAR:
+ case SC_LEECHESEND:
+ data.tick = sc->data[i]->val4 * 1000;
+ break;
+ case SC_BURNING:
+ data.tick = sc->data[i]->val4 * 2000;
+ break;
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ data.tick = sc->data[i]->val4 * 3000;
+ break;
+ case SC_MAGICMUSHROOM:
+ data.tick = sc->data[i]->val4 * 4000;
+ break;
+ case SC_TOXIN:
+ case SC_BLOODING:
+ data.tick = sc->data[i]->val4 * 10000;
+ break;
+ default:
+ continue;
+ break;
+ }
+ if( i ){
+ data.val1 = sc->data[i]->val1;
+ data.val2 = sc->data[i]->val2;
+ data.val3 = sc->data[i]->val3;
+ data.val4 = sc->data[i]->val4;
+ iStatus->change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
+ flag = 1;
+ }
+ }
+
+ return flag;
+}
+
+//Natural regen related stuff.
+static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
+static int status_natural_heal(struct block_list* bl, va_list args)
+{
+ struct regen_data *regen;
+ struct status_data *status;
+ struct status_change *sc;
+ struct unit_data *ud;
+ struct view_data *vd = NULL;
+ struct regen_data_sub *sregen;
+ struct map_session_data *sd;
+ int val,rate,bonus = 0,flag;
+
+ regen = iStatus->get_regen_data(bl);
+ if (!regen) return 0;
+ status = iStatus->get_status_data(bl);
+ sc = iStatus->get_sc(bl);
+ if (sc && !sc->count)
+ sc = NULL;
+ sd = BL_CAST(BL_PC,bl);
+
+ flag = regen->flag;
+ if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
+ flag&=~(RGN_HP|RGN_SHP);
+ if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
+ flag&=~(RGN_SP|RGN_SSP);
+
+ if (flag && (
+ iStatus->isdead(bl) ||
+ (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
+ ))
+ flag=0;
+
+ if (sd) {
+ if (sd->hp_loss.value || sd->sp_loss.value)
+ pc->bleeding(sd, natural_heal_diff_tick);
+ if (sd->hp_regen.value || sd->sp_regen.value)
+ pc->regen(sd, natural_heal_diff_tick);
+ }
+
+ if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
+ (vd = iStatus->get_viewdata(bl)) && vd->dead_sit == 2)
+ { //Apply sitting regen bonus.
+ sregen = regen->ssregen;
+ if(flag&(RGN_SHP))
+ { //Sitting HP regen
+ val = natural_heal_diff_tick * sregen->rate.hp;
+ if (regen->state.overweight)
+ val>>=1; //Half as fast when overweight.
+ sregen->tick.hp += val;
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+ if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp)
+ { //Full
+ flag&=~(RGN_HP|RGN_SHP);
+ break;
+ }
+ }
+ }
+ if(flag&(RGN_SSP))
+ { //Sitting SP regen
+ val = natural_heal_diff_tick * sregen->rate.sp;
+ if (regen->state.overweight)
+ val>>=1; //Half as fast when overweight.
+ sregen->tick.sp += val;
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+ if(iStatus->heal(bl, 0, sregen->sp, 3) < sregen->sp)
+ { //Full
+ flag&=~(RGN_SP|RGN_SSP);
+ break;
+ }
+ }
+ }
+ }
+
+ if (flag && regen->state.overweight)
+ flag=0;
+
+ ud = unit_bl2ud(bl);
+
+ if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
+ {
+ flag&=~(RGN_SHP|RGN_SSP);
+ if(!regen->state.walk)
+ flag&=~RGN_HP;
+ }
+
+ if (!flag)
+ return 0;
+
+ if (flag&(RGN_HP|RGN_SP))
+ {
+ if(!vd) vd = iStatus->get_viewdata(bl);
+ if(vd && vd->dead_sit == 2)
+ bonus++;
+ if(regen->state.gc)
+ bonus++;
+ }
+
+ //Natural Hp regen
+ if (flag&RGN_HP)
+ {
+ rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
+ if (ud && ud->walktimer != INVALID_TIMER)
+ rate/=2;
+ // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
+ if(bl->type==BL_HOM) rate *=2;
+
+ regen->tick.hp += rate;
+
+ if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
+ {
+ val = 0;
+ do {
+ val += regen->hp;
+ regen->tick.hp -= battle_config.natural_healhp_interval;
+ } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
+ if (iStatus->heal(bl, val, 0, 1) < val)
+ flag&=~RGN_SHP; //full.
+ }
+ }
+
+ //Natural SP regen
+ if(flag&RGN_SP)
+ {
+ rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
+ // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
+ if(bl->type==BL_HOM) rate *=2;
+
+ regen->tick.sp += rate;
+
+ if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
+ {
+ val = 0;
+ do {
+ val += regen->sp;
+ regen->tick.sp -= battle_config.natural_healsp_interval;
+ } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
+ if (iStatus->heal(bl, 0, val, 1) < val)
+ flag&=~RGN_SSP; //full.
+ }
+ }
+
+ if (!regen->sregen)
+ return flag;
+
+ //Skill regen
+ sregen = regen->sregen;
+
+ if(flag&RGN_SHP)
+ { //Skill HP regen
+ sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
+
+ while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ sregen->tick.hp -= battle_config.natural_heal_skill_interval;
+ if(iStatus->heal(bl, sregen->hp, 0, 3) < sregen->hp)
+ break; //Full
+ }
+ }
+ if(flag&RGN_SSP)
+ { //Skill SP regen
+ sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
+ while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
+ {
+ val = sregen->sp;
+ if (sd && sd->state.doridori) {
+ val*=2;
+ sd->state.doridori = 0;
+ if ((rate = pc->checkskill(sd,TK_SPTIME)))
+ sc_start(bl,iStatus->skill2sc(TK_SPTIME),
+ 100,rate,skill->get_time(TK_SPTIME, rate));
+ if (
+ (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
+ rnd()%10000 < battle_config.sg_angel_skill_ratio
+ ) { //Angel of the Sun/Moon/Star
+ clif->feel_hate_reset(sd);
+ pc->resethate(sd);
+ pc->resetfeel(sd);
+ }
+ }
+ sregen->tick.sp -= battle_config.natural_heal_skill_interval;
+ if(iStatus->heal(bl, 0, val, 3) < val)
+ break; //Full
+ }
+ }
+ return flag;
+}
+
+//Natural heal main timer.
+static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
+{
+ natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
+ iMap->map_foreachregen(status_natural_heal);
+ natural_heal_prev_tick = tick;
+ return 0;
+}
+
+/**
+* Get the chance to upgrade a piece of equipment.
+* @param wlv The weapon type of the item to refine (see see enum refine_type)
+* @param refine The target refine level
+* @return The chance to refine the item, in percent (0~100)
+**/
+int status_get_refine_chance(enum refine_type wlv, int refine) {
+
+ if ( refine < 0 || refine >= MAX_REFINE)
+ return 0;
+
+ return refine_info[wlv].chance[refine];
+}
+
+int status_get_sc_type(sc_type type) {
+
+ if( type <= SC_NONE || type >= SC_MAX )
+ return 0;
+
+ return sc_conf[type];
+}
+
+/*------------------------------------------
+* DB reading.
+* job_db1.txt - weight, hp, sp, aspd
+* job_db2.txt - job level stat bonuses
+* size_fix.txt - size adjustment table for weapons
+* refine_db.txt - refining data table
+*------------------------------------------*/
+static bool status_readdb_job1(char* fields[], int columns, int current)
+{// Job-specific values (weight, HP, SP, ASPD)
+ int idx, class_;
+ unsigned int i;
+
+ class_ = atoi(fields[0]);
+
+ if(!pcdb_checkid(class_))
+ {
+ ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
+ return false;
+ }
+ idx = pc->class2idx(class_);
+
+ max_weight_base[idx] = atoi(fields[1]);
+ hp_coefficient[idx] = atoi(fields[2]);
+ hp_coefficient2[idx] = atoi(fields[3]);
+ sp_coefficient[idx] = atoi(fields[4]);
+#ifdef RENEWAL_ASPD
+ for(i = 0; i <= MAX_WEAPON_TYPE; i++)
+#else
+ for(i = 0; i < MAX_WEAPON_TYPE; i++)
+#endif
+ {
+ aspd_base[idx][i] = atoi(fields[i+5]);
+ }
+ return true;
+}
+
+static bool status_readdb_job2(char* fields[], int columns, int current)
+{
+ int idx, class_, i;
+
+ class_ = atoi(fields[0]);
+
+ if(!pcdb_checkid(class_))
+ {
+ ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
+ return false;
+ }
+ idx = pc->class2idx(class_);
+
+ for(i = 1; i < columns; i++)
+ {
+ job_bonus[idx][i-1] = atoi(fields[i]);
+ }
+ return true;
+}
+
+static bool status_readdb_sizefix(char* fields[], int columns, int current)
+{
+ unsigned int i;
+
+ for(i = 0; i < MAX_WEAPON_TYPE; i++)
+ {
+ atkmods[current][i] = atoi(fields[i]);
+ }
+ return true;
+}
+
+static bool status_readdb_refine(char* fields[], int columns, int current)
+{
+ int i, bonus_per_level, random_bonus, random_bonus_start_level;
+
+ current = atoi(fields[0]);
+
+ if (current < 0 || current >= REFINE_TYPE_MAX)
+ return false;
+
+ bonus_per_level = atoi(fields[1]);
+ random_bonus_start_level = atoi(fields[2]);
+ random_bonus = atoi(fields[3]);
+
+ for(i = 0; i < MAX_REFINE; i++)
+ {
+ char* delim;
+
+ if (!(delim = strchr(fields[4+i], ':')))
+ return false;
+
+ *delim = '\0';
+
+ refine_info[current].chance[i] = atoi(fields[4+i]);
+
+ if (i >= random_bonus_start_level - 1)
+ refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2);
+
+ refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1);
+ if (i > 0)
+ refine_info[current].bonus[i] += refine_info[current].bonus[i-1];
+ }
+ return true;
+}
+
+static bool status_readdb_scconfig(char* fields[], int columns, int current) {
+ int val = 0;
+ char* type = fields[0];
+
+ if( !script->get_constant(type, &val) ){
+ ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type);
+ return false;
+ }
+
+ sc_conf[val] = (int)strtol(fields[1], NULL, 0);
+
+ return true;
+}
+/*
+* Read status db
+* job1.txt
+* job2.txt
+* size_fixe.txt
+* refine_db.txt
+*/
+int status_readdb(void)
+{
+ int i, j;
+
+ // initialize databases to default
+ //
+
+ // reset job_db1.txt data
+ memset(max_weight_base, 0, sizeof(max_weight_base));
+ memset(hp_coefficient, 0, sizeof(hp_coefficient));
+ memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
+ memset(sp_coefficient, 0, sizeof(sp_coefficient));
+ memset(aspd_base, 0, sizeof(aspd_base));
+ // reset job_db2.txt data
+ memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
+
+ // size_fix.txt
+ for(i=0;i<ARRAYLENGTH(atkmods);i++)
+ for(j=0;j<MAX_WEAPON_TYPE;j++)
+ atkmods[i][j]=100;
+
+ // refine_db.txt
+ for(i=0;i<ARRAYLENGTH(refine_info);i++)
+ {
+ for(j=0;j<MAX_REFINE; j++)
+ {
+ refine_info[i].chance[j] = 100;
+ refine_info[i].bonus[j] = 0;
+ refine_info[i].randombonus_max[j] = 0;
+ }
+ }
+
+ // read databases
+ //
+
+
+#ifdef RENEWAL_ASPD
+ sv->readdb(iMap->db_path, "re/job_db1.txt", ',', 6+MAX_WEAPON_TYPE, 6+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
+#else
+ sv->readdb(iMap->db_path, "pre-re/job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
+#endif
+ sv->readdb(iMap->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
+ sv->readdb(iMap->db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
+ sv->readdb(iMap->db_path, DBPATH"refine_db.txt", ',', 4+MAX_REFINE, 4+MAX_REFINE, ARRAYLENGTH(refine_info), &status_readdb_refine);
+ sv->readdb(iMap->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, &status_readdb_scconfig);
+
+ return 0;
+}
+
+/*==========================================
+* Status db init and destroy.
+*------------------------------------------*/
+int do_init_status(void)
+{
+ iTimer->add_timer_func_list(iStatus->change_timer,"status_change_timer");
+ iTimer->add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
+ iTimer->add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
+ initChangeTables();
+ initDummyData();
+ iStatus->readdb();
+ status_calc_sigma();
+ natural_heal_prev_tick = iTimer->gettick();
+ sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.c::sc_data_ers",ERS_OPT_NONE);
+ iTimer->add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
+ return 0;
+}
+void do_final_status(void)
+{
+ ers_destroy(sc_data_ers);
+}
+
+/*=====================================
+* Default Functions : status.h
+* Generated by HerculesInterfaceMaker
+* created by Susu
+*-------------------------------------*/
+void status_defaults(void) {
+ iStatus = &iStatus_s;
+ /* vars */
+
+ iStatus->current_equip_item_index = 0; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
+ iStatus->current_equip_card_id = 0; //To prevent card-stacking (from jA) [Skotlex]
+ //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
+ //to avoid cards exploits /* funcs */
+
+ iStatus->get_refine_chance = status_get_refine_chance;
+ // for looking up associated data
+ iStatus->skill2sc = status_skill2sc;
+ iStatus->sc2skill = status_sc2skill;
+ iStatus->sc2scb_flag = status_sc2scb_flag;
+ iStatus->type2relevant_bl_types = status_type2relevant_bl_types;
+ iStatus->get_sc_type = status_get_sc_type;
+
+ iStatus->damage = status_damage;
+ //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
+ iStatus->charge = status_charge;
+ iStatus->percent_change = status_percent_change;
+ //Used to set the hp/sp of an object to an absolute value (can't kill)
+ iStatus->set_hp = status_set_hp;
+ iStatus->set_sp = status_set_sp;
+ iStatus->heal = status_heal;
+ iStatus->revive = status_revive;
+
+ iStatus->get_regen_data = status_get_regen_data;
+ iStatus->get_status_data = status_get_status_data;
+ iStatus->get_base_status = status_get_base_status;
+ iStatus->get_name = status_get_name;
+ iStatus->get_class = status_get_class;
+ iStatus->get_lv = status_get_lv;
+ iStatus->get_def = status_get_def;
+ iStatus->get_speed = status_get_speed;
+ iStatus->calc_attack_element = status_calc_attack_element;
+ iStatus->get_party_id = status_get_party_id;
+ iStatus->get_guild_id = status_get_guild_id;
+ iStatus->get_emblem_id = status_get_emblem_id;
+ iStatus->get_mexp = status_get_mexp;
+ iStatus->get_race2 = status_get_race2;
+
+ iStatus->get_viewdata = status_get_viewdata;
+ iStatus->set_viewdata = status_set_viewdata;
+ iStatus->change_init = status_change_init;
+ iStatus->get_sc = status_get_sc;
+
+ iStatus->isdead = status_isdead;
+ iStatus->isimmune = status_isimmune;
+
+ iStatus->get_sc_def = status_get_sc_def;
+
+ iStatus->change_start = status_change_start;
+ iStatus->change_end_ = status_change_end_;
+ iStatus->kaahi_heal_timer = kaahi_heal_timer;
+ iStatus->change_timer = status_change_timer;
+ iStatus->change_timer_sub = status_change_timer_sub;
+ iStatus->change_clear = status_change_clear;
+ iStatus->change_clear_buffs = status_change_clear_buffs;
+
+ iStatus->calc_bl_ = status_calc_bl_;
+ iStatus->calc_mob_ = status_calc_mob_;
+ iStatus->calc_pet_ = status_calc_pet_;
+ iStatus->calc_pc_ = status_calc_pc_;
+ iStatus->calc_homunculus_ = status_calc_homunculus_;
+ iStatus->calc_mercenary_ = status_calc_mercenary_;
+ iStatus->calc_elemental_ = status_calc_elemental_;
+
+ iStatus->calc_misc = status_calc_misc;
+ iStatus->calc_regen = status_calc_regen;
+ iStatus->calc_regen_rate = status_calc_regen_rate;
+
+ iStatus->check_skilluse = status_check_skilluse; // [Skotlex]
+ iStatus->check_visibility = status_check_visibility; //[Skotlex]
+
+ iStatus->change_spread = status_change_spread;
+
+ iStatus->calc_def = status_calc_def;
+ iStatus->calc_def2 = status_calc_def2;
+ iStatus->calc_mdef = status_calc_mdef;
+ iStatus->calc_mdef2 = status_calc_mdef2;
+ iStatus->calc_batk = status_calc_batk;
+ iStatus->base_matk = status_base_matk;
+ iStatus->get_weapon_atk = status_get_weapon_atk;
+ iStatus->get_total_mdef = status_get_total_mdef;
+ iStatus->get_total_def = status_get_total_def;
+
+ iStatus->get_matk = status_get_matk;
+
+ iStatus->readdb = status_readdb;
+ iStatus->do_init_status = do_init_status;
+ iStatus->do_final_status = do_final_status;
+}
diff --git a/src/map/status.h b/src/map/status.h
index 380b49879..3c6365567 100644
--- a/src/map/status.h
+++ b/src/map/status.h
@@ -1,16 +1,13 @@
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
-
#ifndef _STATUS_H_
#define _STATUS_H_
-
struct block_list;
struct mob_data;
struct pet_data;
struct homun_data;
struct mercenary_data;
struct status_change;
-
/**
* Max Refine available to your server
* Changing this limit requires edits to refine_db.txt
@@ -20,17 +17,14 @@ struct status_change;
#else
#define MAX_REFINE 10
#endif
-
enum refine_type {
REFINE_TYPE_ARMOR = 0,
REFINE_TYPE_WEAPON1 = 1,
REFINE_TYPE_WEAPON2 = 2,
REFINE_TYPE_WEAPON3 = 3,
REFINE_TYPE_WEAPON4 = 4,
-
REFINE_TYPE_MAX = 5
};
-
typedef enum sc_conf_type {
SC_NO_REM_DEATH = 0x1,
SC_NO_SAVE = 0x2,
@@ -40,13 +34,9 @@ typedef enum sc_conf_type {
SC_DEBUFF = 0x20,
SC_MADO_NO_RESET = 0x40
} sc_conf_type;
-
-int status_get_refine_chance(enum refine_type wlv, int refine);
-
// Status changes listing. These code are for use by the server.
typedef enum sc_type {
SC_NONE = -1,
-
//First we enumerate common status ailments which are often used around.
SC_STONE = 0,
SC_COMMON_MIN = 0, // begin
@@ -323,7 +313,6 @@ typedef enum sc_type {
SC_PROTECT_DEF,
//SC_SPREGEN,
SC_WALKSPEED = 278,
-
// Mercenary Only Bonus Effects
SC_MER_FLEE,
SC_MER_ATK, //280
@@ -331,7 +320,6 @@ typedef enum sc_type {
SC_MER_SP,
SC_MER_HIT,
SC_MER_QUICKEN,
-
SC_REBIRTH,
//SC_SKILLCASTRATE, //286
//SC_DEFRATIOATK,
@@ -670,13 +658,10 @@ typedef enum sc_type {
SC_ALL_RIDING,
SC_HANBOK,
-
SC_MONSTER_TRANSFORM,
SC_ANGEL_PROTECT,
-
SC_MAX, //Automatically updated max, used in for's to check we are within bounds.
} sc_type;
-
// Official status change ids, used to display status icons on the client.
enum si_type {
SI_BLANK = -1,
@@ -1411,7 +1396,6 @@ enum si_type {
SI_BURNT = 737,
SI_MAX,
};
-
// JOINTBEAT stackable ailments
enum e_joint_break
{
@@ -1424,8 +1408,6 @@ enum e_joint_break
BREAK_FLAGS = BREAK_ANKLE | BREAK_WRIST | BREAK_KNEE | BREAK_SHOULDER | BREAK_WAIST | BREAK_NECK,
};
-extern int current_equip_item_index;
-extern int current_equip_card_id;
//Mode definitions to clear up code reading. [Skotlex]
enum e_mode
@@ -1724,149 +1706,183 @@ struct status_change {
struct status_change_entry *data[SC_MAX];
};
-// for looking up associated data
-sc_type status_skill2sc(int skill);
-int status_sc2skill(sc_type sc);
-unsigned int status_sc2scb_flag(sc_type sc);
-int status_type2relevant_bl_types(int type);
-int status_get_sc_type(sc_type idx);
-int status_damage(struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
//Define for standard HP damage attacks.
-#define status_fix_damage(src, target, hp, walkdelay) status_damage(src, target, hp, 0, walkdelay, 0)
+#define status_fix_damage(src, target, hp, walkdelay) iStatus->damage(src, target, hp, 0, walkdelay, 0)
//Define for standard HP/SP damage triggers.
-#define status_zap(bl, hp, sp) status_damage(NULL, bl, hp, sp, 0, 1)
-//Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
-int status_charge(struct block_list* bl, int hp, int sp);
-int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
-//Easier handling of status_percent_change
-#define status_percent_heal(bl, hp_rate, sp_rate) status_percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
-#define status_percent_damage(src, target, hp_rate, sp_rate, kill) status_percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
+#define status_zap(bl, hp, sp) iStatus->damage(NULL, bl, hp, sp, 0, 1)
+//Easier handling of iStatus->percent_change
+#define status_percent_heal(bl, hp_rate, sp_rate) iStatus->percent_change(NULL, bl, -(hp_rate), -(sp_rate), 0)
+#define status_percent_damage(src, target, hp_rate, sp_rate, kill) iStatus->percent_change(src, target, hp_rate, sp_rate, (kill)?1:2)
//Instant kill with no drops/exp/etc
#define status_kill(bl) status_percent_damage(NULL, bl, 100, 0, true)
-//Used to set the hp/sp of an object to an absolute value (can't kill)
-int status_set_hp(struct block_list *bl, unsigned int hp, int flag);
-int status_set_sp(struct block_list *bl, unsigned int sp, int flag);
-int status_heal(struct block_list *bl,int hp,int sp, int flag);
-int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
-struct regen_data *status_get_regen_data(struct block_list *bl);
-struct status_data *status_get_status_data(struct block_list *bl);
-struct status_data *status_get_base_status(struct block_list *bl);
-const char * status_get_name(struct block_list *bl);
-int status_get_class(struct block_list *bl);
-int status_get_lv(struct block_list *bl);
-#define status_get_range(bl) status_get_status_data(bl)->rhw.range
-#define status_get_hp(bl) status_get_status_data(bl)->hp
-#define status_get_max_hp(bl) status_get_status_data(bl)->max_hp
-#define status_get_sp(bl) status_get_status_data(bl)->sp
-#define status_get_max_sp(bl) status_get_status_data(bl)->max_sp
-#define status_get_str(bl) status_get_status_data(bl)->str
-#define status_get_agi(bl) status_get_status_data(bl)->agi
-#define status_get_vit(bl) status_get_status_data(bl)->vit
-#define status_get_int(bl) status_get_status_data(bl)->int_
-#define status_get_dex(bl) status_get_status_data(bl)->dex
-#define status_get_luk(bl) status_get_status_data(bl)->luk
-#define status_get_hit(bl) status_get_status_data(bl)->hit
-#define status_get_flee(bl) status_get_status_data(bl)->flee
-defType status_get_def(struct block_list *bl);
-#define status_get_mdef(bl) status_get_status_data(bl)->mdef
-#define status_get_flee2(bl) status_get_status_data(bl)->flee2
-#define status_get_def2(bl) status_get_status_data(bl)->def2
-#define status_get_mdef2(bl) status_get_status_data(bl)->mdef2
-#define status_get_critical(bl) status_get_status_data(bl)->cri
-#define status_get_batk(bl) status_get_status_data(bl)->batk
-#define status_get_watk(bl) status_get_status_data(bl)->rhw.atk
-#define status_get_watk2(bl) status_get_status_data(bl)->rhw.atk2
-#define status_get_matk_max(bl) status_get_status_data(bl)->matk_max
-#define status_get_matk_min(bl) status_get_status_data(bl)->matk_min
-#define status_get_lwatk(bl) status_get_status_data(bl)->lhw.atk
-#define status_get_lwatk2(bl) status_get_status_data(bl)->lhw.atk2
-unsigned short status_get_speed(struct block_list *bl);
-#define status_get_adelay(bl) status_get_status_data(bl)->adelay
-#define status_get_amotion(bl) status_get_status_data(bl)->amotion
-#define status_get_dmotion(bl) status_get_status_data(bl)->dmotion
-#define status_get_element(bl) status_get_status_data(bl)->def_ele
-#define status_get_element_level(bl) status_get_status_data(bl)->ele_lv
-unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element);
-#define status_get_attack_sc_element(bl, sc) status_calc_attack_element(bl, sc, 0)
-#define status_get_attack_element(bl) status_get_status_data(bl)->rhw.ele
-#define status_get_attack_lelement(bl) status_get_status_data(bl)->lhw.ele
-#define status_get_race(bl) status_get_status_data(bl)->race
-#define status_get_size(bl) status_get_status_data(bl)->size
-#define status_get_mode(bl) status_get_status_data(bl)->mode
-int status_get_party_id(struct block_list *bl);
-int status_get_guild_id(struct block_list *bl);
-int status_get_emblem_id(struct block_list *bl);
-int status_get_mexp(struct block_list *bl);
-int status_get_race2(struct block_list *bl);
+#define status_get_range(bl) iStatus->get_status_data(bl)->rhw.range
+#define status_get_hp(bl) iStatus->get_status_data(bl)->hp
+#define status_get_max_hp(bl) iStatus->get_status_data(bl)->max_hp
+#define status_get_sp(bl) iStatus->get_status_data(bl)->sp
+#define status_get_max_sp(bl) iStatus->get_status_data(bl)->max_sp
+#define status_get_str(bl) iStatus->get_status_data(bl)->str
+#define status_get_agi(bl) iStatus->get_status_data(bl)->agi
+#define status_get_vit(bl) iStatus->get_status_data(bl)->vit
+#define status_get_int(bl) iStatus->get_status_data(bl)->int_
+#define status_get_dex(bl) iStatus->get_status_data(bl)->dex
+#define status_get_luk(bl) iStatus->get_status_data(bl)->luk
+#define status_get_hit(bl) iStatus->get_status_data(bl)->hit
+#define status_get_flee(bl) iStatus->get_status_data(bl)->flee
+#define status_get_mdef(bl) iStatus->get_status_data(bl)->mdef
+#define status_get_flee2(bl) iStatus->get_status_data(bl)->flee2
+#define status_get_def2(bl) iStatus->get_status_data(bl)->def2
+#define status_get_mdef2(bl) iStatus->get_status_data(bl)->mdef2
+#define status_get_critical(bl) iStatus->get_status_data(bl)->cri
+#define status_get_batk(bl) iStatus->get_status_data(bl)->batk
+#define status_get_watk(bl) iStatus->get_status_data(bl)->rhw.atk
+#define status_get_watk2(bl) iStatus->get_status_data(bl)->rhw.atk2
+#define status_get_matk_max(bl) iStatus->get_status_data(bl)->matk_max
+#define status_get_matk_min(bl) iStatus->get_status_data(bl)->matk_min
+#define status_get_lwatk(bl) iStatus->get_status_data(bl)->lhw.atk
+#define status_get_lwatk2(bl) iStatus->get_status_data(bl)->lhw.atk2
+#define status_get_adelay(bl) iStatus->get_status_data(bl)->adelay
+#define status_get_amotion(bl) iStatus->get_status_data(bl)->amotion
+#define status_get_dmotion(bl) iStatus->get_status_data(bl)->dmotion
+#define status_get_element(bl) iStatus->get_status_data(bl)->def_ele
+#define status_get_element_level(bl) iStatus->get_status_data(bl)->ele_lv
+#define status_get_attack_sc_element(bl, sc) iStatus->calc_attack_element(bl, sc, 0)
+#define status_get_attack_element(bl) iStatus->get_status_data(bl)->rhw.ele
+#define status_get_attack_lelement(bl) iStatus->get_status_data(bl)->lhw.ele
+#define status_get_race(bl) iStatus->get_status_data(bl)->race
+#define status_get_size(bl) iStatus->get_status_data(bl)->size
+#define status_get_mode(bl) iStatus->get_status_data(bl)->mode
-struct view_data *status_get_viewdata(struct block_list *bl);
-void status_set_viewdata(struct block_list *bl, int class_);
-void status_change_init(struct block_list *bl);
-struct status_change *status_get_sc(struct block_list *bl);
-int status_isdead(struct block_list *bl);
-int status_isimmune(struct block_list *bl);
-int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
//Short version, receives rate in 1->100 range, and does not uses a flag setting.
-#define sc_start(bl, type, rate, val1, tick) status_change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
-#define sc_start2(bl, type, rate, val1, val2, tick) status_change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
-#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) status_change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
+#define sc_start(bl, type, rate, val1, tick) iStatus->change_start(bl,type,100*(rate),val1,0,0,0,tick,0)
+#define sc_start2(bl, type, rate, val1, val2, tick) iStatus->change_start(bl,type,100*(rate),val1,val2,0,0,tick,0)
+#define sc_start4(bl, type, rate, val1, val2, val3, val4, tick) iStatus->change_start(bl,type,100*(rate),val1,val2,val3,val4,tick,0)
-int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
-int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
-#define status_change_end(bl,type,tid) status_change_end_(bl,type,tid,__FILE__,__LINE__)
-int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data);
-int status_change_timer(int tid, unsigned int tick, int id, intptr_t data);
-int status_change_timer_sub(struct block_list* bl, va_list ap);
-int status_change_clear(struct block_list* bl, int type);
-int status_change_clear_buffs(struct block_list* bl, int type);
+#define status_change_end(bl,type,tid) iStatus->change_end_(bl,type,tid,__FILE__,__LINE__)
-#define status_calc_bl(bl, flag) status_calc_bl_(bl, (enum scb_flag)(flag), false)
-#define status_calc_mob(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
-#define status_calc_pet(pd, first) status_calc_bl_(&(pd)->bl, SCB_ALL, first)
-#define status_calc_pc(sd, first) status_calc_bl_(&(sd)->bl, SCB_ALL, first)
-#define status_calc_homunculus(hd, first) status_calc_bl_(&(hd)->bl, SCB_ALL, first)
-#define status_calc_mercenary(md, first) status_calc_bl_(&(md)->bl, SCB_ALL, first)
-#define status_calc_elemental(ed, first) status_calc_bl_(&(ed)->bl, SCB_ALL, first)
-#define status_calc_npc(nd, first) status_calc_bl_(&(nd)->bl, SCB_ALL, first)
+#define status_calc_bl(bl, flag) iStatus->calc_bl_(bl, (enum scb_flag)(flag), false)
+#define status_calc_mob(md, first) iStatus->calc_bl_(&(md)->bl, SCB_ALL, first)
+#define status_calc_pet(pd, first) iStatus->calc_bl_(&(pd)->bl, SCB_ALL, first)
+#define status_calc_pc(sd, first) iStatus->calc_bl_(&(sd)->bl, SCB_ALL, first)
+#define status_calc_homunculus(hd, first) iStatus->calc_bl_(&(hd)->bl, SCB_ALL, first)
+#define status_calc_mercenary(md, first) iStatus->calc_bl_(&(md)->bl, SCB_ALL, first)
+#define status_calc_elemental(ed, first) iStatus->calc_bl_(&(ed)->bl, SCB_ALL, first)
+#define status_calc_npc(nd, first) iStatus->calc_bl_(&(nd)->bl, SCB_ALL, first)
-void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first);
-int status_calc_mob_(struct mob_data* md, bool first);
-int status_calc_pet_(struct pet_data* pd, bool first);
-int status_calc_pc_(struct map_session_data* sd, bool first);
-int status_calc_homunculus_(struct homun_data *hd, bool first);
-int status_calc_mercenary_(struct mercenary_data *md, bool first);
-int status_calc_elemental_(struct elemental_data *ed, bool first);
-void status_calc_misc(struct block_list *bl, struct status_data *status, int level);
-void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen);
-void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc);
-int status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag); // [Skotlex]
-int status_check_visibility(struct block_list *src, struct block_list *target); //[Skotlex]
-int status_change_spread( struct block_list *src, struct block_list *bl );
-defType status_calc_def(struct block_list *bl, struct status_change *sc, int, bool);
-signed short status_calc_def2(struct block_list *, struct status_change *, int, bool);
-defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int, bool);
-signed short status_calc_mdef2(struct block_list *, struct status_change *, int, bool);
#ifdef RENEWAL
-unsigned short status_calc_batk(struct block_list *, struct status_change *, int, bool);
-unsigned short status_base_matk(const struct status_data* status, int level);
-int status_get_weapon_atk(struct block_list *src, struct weapon_atk *watk, int flag);
-int status_get_total_mdef(struct block_list *src);
-int status_get_total_def(struct block_list *src);
#endif
-int status_get_matk(struct block_list *src, int flag);
-int status_readdb(void);
-int do_init_status(void);
-void do_final_status(void);
+
+/*=====================================
+* Interface : status.h
+* Generated by HerculesInterfaceMaker
+* created by Susu
+*-------------------------------------*/
+struct status_interface {
+
+ /* vars */
+
+ int current_equip_item_index;
+ int current_equip_card_id;
+
+ /* funcs */
+
+ int (*get_refine_chance) (enum refine_type wlv, int refine);
+ // for looking up associated data
+ sc_type (*skill2sc) (int skill);
+ int (*sc2skill) (sc_type sc);
+ unsigned int (*sc2scb_flag) (sc_type sc);
+ int (*type2relevant_bl_types) (int type);
+ int (*get_sc_type) (sc_type idx);
+
+ int (*damage) (struct block_list *src,struct block_list *target,int hp,int sp, int walkdelay, int flag);
+ //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills)
+ int (*charge) (struct block_list* bl, int hp, int sp);
+ int (*percent_change) (struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag);
+ //Used to set the hp/sp of an object to an absolute value (can't kill)
+ int (*set_hp) (struct block_list *bl, unsigned int hp, int flag);
+ int (*set_sp) (struct block_list *bl, unsigned int sp, int flag);
+ int (*heal) (struct block_list *bl,int hp,int sp, int flag);
+ int (*revive) (struct block_list *bl, unsigned char per_hp, unsigned char per_sp);
+
+ struct regen_data * (*get_regen_data) (struct block_list *bl);
+ struct status_data * (*get_status_data) (struct block_list *bl);
+ struct status_data * (*get_base_status) (struct block_list *bl);
+ const char * (*get_name) (struct block_list *bl);
+ int (*get_class) (struct block_list *bl);
+ int (*get_lv) (struct block_list *bl);
+ defType (*get_def) (struct block_list *bl);
+ unsigned short (*get_speed) (struct block_list *bl);
+ unsigned char (*calc_attack_element) (struct block_list *bl, struct status_change *sc, int element);
+ int (*get_party_id) (struct block_list *bl);
+ int (*get_guild_id) (struct block_list *bl);
+ int (*get_emblem_id) (struct block_list *bl);
+ int (*get_mexp) (struct block_list *bl);
+ int (*get_race2) (struct block_list *bl);
+
+ struct view_data * (*get_viewdata) (struct block_list *bl);
+ void (*set_viewdata) (struct block_list *bl, int class_);
+ void (*change_init) (struct block_list *bl);
+ struct status_change * (*get_sc) (struct block_list *bl);
+
+ int (*isdead) (struct block_list *bl);
+ int (*isimmune) (struct block_list *bl);
+
+ int (*get_sc_def) (struct block_list *bl, enum sc_type type, int rate, int tick, int flag);
+
+ int (*change_start) (struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag);
+ int (*change_end_) (struct block_list* bl, enum sc_type type, int tid, const char* file, int line);
+ int (*kaahi_heal_timer) (int tid, unsigned int tick, int id, intptr_t data);
+ int (*change_timer) (int tid, unsigned int tick, int id, intptr_t data);
+ int (*change_timer_sub) (struct block_list* bl, va_list ap);
+ int (*change_clear) (struct block_list* bl, int type);
+ int (*change_clear_buffs) (struct block_list* bl, int type);
+
+ void (*calc_bl_) (struct block_list *bl, enum scb_flag flag, bool first);
+ int (*calc_mob_) (struct mob_data* md, bool first);
+ int (*calc_pet_) (struct pet_data* pd, bool first);
+ int (*calc_pc_) (struct map_session_data* sd, bool first);
+ int (*calc_homunculus_) (struct homun_data *hd, bool first);
+ int (*calc_mercenary_) (struct mercenary_data *md, bool first);
+ int (*calc_elemental_) (struct elemental_data *ed, bool first);
+
+ void (*calc_misc) (struct block_list *bl, struct status_data *status, int level);
+ void (*calc_regen) (struct block_list *bl, struct status_data *status, struct regen_data *regen);
+ void (*calc_regen_rate) (struct block_list *bl, struct regen_data *regen, struct status_change *sc);
+
+ int (*check_skilluse) (struct block_list *src, struct block_list *target, uint16 skill_id, int flag); // [Skotlex]
+ int (*check_visibility) (struct block_list *src, struct block_list *target); //[Skotlex]
+
+ int (*change_spread) (struct block_list *src, struct block_list *bl);
+
+ defType (*calc_def) (struct block_list *bl, struct status_change *sc, int, bool);
+ short (*calc_def2) (struct block_list *, struct status_change *, int, bool);
+ defType (*calc_mdef) (struct block_list *bl, struct status_change *sc, int, bool);
+ short (*calc_mdef2) (struct block_list *, struct status_change *, int, bool);
+ unsigned short (*calc_batk) (struct block_list *, struct status_change *, int, bool);
+ unsigned short (*base_matk) (const struct status_data* status, int level);
+ int (*get_weapon_atk) (struct block_list *src, struct weapon_atk *watk, int flag);
+ int (*get_total_mdef) (struct block_list *src);
+ int (*get_total_def) (struct block_list *src);
+
+ int (*get_matk) (struct block_list *src, int flag);
+
+ int (*readdb) (void);
+ int (*do_init_status) (void);
+ void (*do_final_status) (void);
+} iStatus_s;
+
+struct status_interface *iStatus;
+
+void status_defaults(void);
#endif /* _STATUS_H_ */
diff --git a/src/map/unit.c b/src/map/unit.c
index e5affb0c2..3e72cd793 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -104,9 +104,9 @@ int unit_walktoxy_sub(struct block_list *bl)
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
- i = status_get_speed(bl)*14/10;
+ i = iStatus->get_speed(bl)*14/10;
else
- i = status_get_speed(bl);
+ i = iStatus->get_speed(bl);
if( i > 0)
ud->walktimer = iTimer->add_timer(iTimer->gettick()+i,unit_walktoxy_timer,bl->id,i);
return 1;
@@ -253,9 +253,9 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data
if(ud->walkpath.path_pos>=ud->walkpath.path_len)
i = -1;
else if(ud->walkpath.path[ud->walkpath.path_pos]&1)
- i = status_get_speed(bl)*14/10;
+ i = iStatus->get_speed(bl)*14/10;
else
- i = status_get_speed(bl);
+ i = iStatus->get_speed(bl);
if(i > 0) {
ud->walktimer = iTimer->add_timer(tick+i,unit_walktoxy_timer,id,i);
@@ -269,7 +269,7 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data
else if (ud->target_to) {
//Update target trajectory.
struct block_list *tbl = iMap->id2bl(ud->target_to);
- if (!tbl || !status_check_visibility(bl, tbl)) { //Cancel chase.
+ if (!tbl || !iStatus->check_visibility(bl, tbl)) { //Cancel chase.
ud->to_x = bl->x;
ud->to_y = bl->y;
if (tbl && bl->type == BL_MOB && mob_warpchase((TBL_MOB*)bl, tbl) )
@@ -349,7 +349,7 @@ int unit_walktoxy( struct block_list *bl, short x, short y, int flag)
ud->to_y = y;
unit_set_target(ud, 0);
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc && sc->data[SC_CONFUSION]) //Randomize the target position
iMap->random_dir(bl, &ud->to_x, &ud->to_y);
@@ -424,7 +424,7 @@ int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int
ud->state.attack_continue = flag&2?1:0; //Chase to attack.
unit_set_target(ud, 0);
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
if (sc && sc->data[SC_CONFUSION]) //Randomize the target position
iMap->random_dir(bl, &ud->to_x, &ud->to_y);
@@ -457,7 +457,7 @@ int unit_walktobl(struct block_list *bl, struct block_list *tbl, int range, int
int unit_run(struct block_list *bl)
{
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
short to_x,to_y,dir_x,dir_y;
int lv;
int i;
@@ -528,7 +528,7 @@ int unit_run(struct block_list *bl)
//Exclusive function to Wug Dash state. [Jobbie/3CeAM]
int unit_wugdash(struct block_list *bl, struct map_session_data *sd) {
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
short to_x,to_y,dir_x,dir_y;
int lv;
int i;
@@ -903,7 +903,7 @@ int unit_can_move(struct block_list *bl) {
nullpo_ret(bl);
ud = unit_bl2ud(bl);
- sc = status_get_sc(bl);
+ sc = iStatus->get_sc(bl);
sd = BL_CAST(BL_PC, bl);
if (!ud)
@@ -988,10 +988,10 @@ int unit_resume_running(int tid, unsigned int tick, int id, intptr_t data)
if(sd && pc_isridingwug(sd))
clif->skill_nodamage(ud->bl,ud->bl,RA_WUGDASH,ud->skill_lv,
- sc_start4(ud->bl,status_skill2sc(RA_WUGDASH),100,ud->skill_lv,unit_getdir(ud->bl),0,0,1));
+ sc_start4(ud->bl,iStatus->skill2sc(RA_WUGDASH),100,ud->skill_lv,unit_getdir(ud->bl),0,0,1));
else
clif->skill_nodamage(ud->bl,ud->bl,TK_RUN,ud->skill_lv,
- sc_start4(ud->bl,status_skill2sc(TK_RUN),100,ud->skill_lv,unit_getdir(ud->bl),0,0,0));
+ sc_start4(ud->bl,iStatus->skill2sc(TK_RUN),100,ud->skill_lv,unit_getdir(ud->bl),0,0,0));
if (sd) clif->walkok(sd);
@@ -1058,14 +1058,14 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
int temp = 0, range;
nullpo_ret(src);
- if(status_isdead(src))
+ if(iStatus->isdead(src))
return 0; //Do not continue source is dead
sd = BL_CAST(BL_PC, src);
ud = unit_bl2ud(src);
if(ud == NULL) return 0;
- sc = status_get_sc(src);
+ sc = iStatus->get_sc(src);
if (sc && !sc->count)
sc = NULL; //Unneeded
@@ -1142,10 +1142,10 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
if(skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF && src->id == target_id)
return 0;
- if(!status_check_skilluse(src, target, skill_id, 0))
+ if(!iStatus->check_skilluse(src, target, skill_id, 0))
return 0;
- tstatus = status_get_status_data(target);
+ tstatus = iStatus->get_status_data(target);
// Record the status of the previous skill)
if(sd) {
@@ -1233,7 +1233,7 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
case ALL_RESURRECTION:
if(battle->check_undead(tstatus->race,tstatus->def_ele)) {
temp = 1;
- } else if (!status_isdead(target))
+ } else if (!iStatus->isdead(target))
return 0; //Can't cast on non-dead characters.
break;
case MO_FINGEROFFENSIVE:
@@ -1417,7 +1417,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
nullpo_ret(src);
if (!src->prev) return 0; // not on the map
- if(status_isdead(src)) return 0;
+ if(iStatus->isdead(src)) return 0;
sd = BL_CAST(BL_PC, src);
ud = unit_bl2ud(src);
@@ -1426,7 +1426,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
if(ud->skilltimer != INVALID_TIMER) //Normally not needed since clif.c checks for it, but at/char/script commands don't! [Skotlex]
return 0;
- sc = status_get_sc(src);
+ sc = iStatus->get_sc(src);
if (sc && !sc->count)
sc = NULL;
@@ -1444,7 +1444,7 @@ int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, ui
}
}
- if (!status_check_skilluse(src, NULL, skill_id, 0))
+ if (!iStatus->check_skilluse(src, NULL, skill_id, 0))
return 0;
if( iMap->getcell(src->m, skill_x, skill_y, CELL_CHKWALL) )
@@ -1591,7 +1591,7 @@ int unit_attack(struct block_list *src,int target_id,int continuous)
nullpo_ret(ud = unit_bl2ud(src));
target = iMap->id2bl(target_id);
- if( target==NULL || status_isdead(target) ) {
+ if( target==NULL || iStatus->isdead(target) ) {
unit_unattackable(src);
return 1;
}
@@ -1607,7 +1607,7 @@ int unit_attack(struct block_list *src,int target_id,int continuous)
return 0;
}
}
- if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !status_check_skilluse(src, target, 0, 0) ) {
+ if( battle->check_target(src,target,BCT_ENEMY) <= 0 || !iStatus->check_skilluse(src, target, 0, 0) ) {
unit_unattackable(src);
return 1;
}
@@ -1791,8 +1791,8 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t
if( src == NULL || src->prev == NULL || target==NULL || target->prev == NULL )
return 0;
- if( status_isdead(src) || status_isdead(target) ||
- battle->check_target(src,target,BCT_ENEMY) <= 0 || !status_check_skilluse(src, target, 0, 0)
+ if( iStatus->isdead(src) || iStatus->isdead(target) ||
+ battle->check_target(src,target,BCT_ENEMY) <= 0 || !iStatus->check_skilluse(src, target, 0, 0)
#ifdef OFFICIAL_WALKPATH
|| !path_search_long(NULL, src->m, src->x, src->y, target->x, target->y, CELL_CHKWALL)
#endif
@@ -1826,7 +1826,7 @@ static int unit_attack_timer_sub(struct block_list* src, int tid, unsigned int t
return 1;
}
- sstatus = status_get_status_data(src);
+ sstatus = iStatus->get_status_data(src);
range = sstatus->rhw.range + 1;
if( unit_is_walking(target) )
@@ -2028,12 +2028,12 @@ int unit_changeviewsize(struct block_list *bl,short size)
* Returns 1 on success. 0 if it couldn't be removed or the bl was free'd
* if clrtype is 1 (death), appropiate cleanup is performed.
* Otherwise it is assumed bl is being warped.
- * On-Kill specific stuff is not performed here, look at status_damage for that.
+ * On-Kill specific stuff is not performed here, look at iStatus->damage for that.
*------------------------------------------*/
int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func)
{
struct unit_data *ud = unit_bl2ud(bl);
- struct status_change *sc = status_get_sc(bl);
+ struct status_change *sc = iStatus->get_sc(bl);
nullpo_ret(ud);
if(bl->prev == NULL)
@@ -2251,7 +2251,7 @@ int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file,
/**
* BL_MOB is handled by mob_dead unless the monster is not dead.
**/
- if( bl->type != BL_MOB || !status_isdead(bl) )
+ if( bl->type != BL_MOB || !iStatus->isdead(bl) )
clif->clearunit_area(bl,clrtype);
iMap->delblock(bl);
iMap->freeblock_unlock();
@@ -2302,7 +2302,7 @@ int unit_free(struct block_list *bl, clr_type clrtype)
struct map_session_data *sd = (struct map_session_data*)bl;
int i;
- if( status_isdead(bl) )
+ if( iStatus->isdead(bl) )
pc->setrestartvalue(sd,2);
pc->delinvincibletimer(sd);
@@ -2535,7 +2535,7 @@ int unit_free(struct block_list *bl, clr_type clrtype)
}
skill->clear_unitgroup(bl);
- status_change_clear(bl,1);
+ iStatus->change_clear(bl,1);
iMap->deliddb(bl);
if( bl->type != BL_PC ) //Players are handled by map_quit
iMap->freeblock(bl);