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-rw-r--r--src/map/status.c539
1 files changed, 284 insertions, 255 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 74310c740..71de0582e 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -7751,261 +7751,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
}
//Before overlapping fail, one must check for status cured.
- switch (type) {
- case SC_BLESSING:
- //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
- //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
- if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) {
- status_change_end(bl, SC_CURSE, INVALID_TIMER);
- if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- }
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
- status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
- break;
- case SC_INC_AGI:
- status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
- if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
- status_change_end(bl, SC_SOULLINK, 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);
- FALLTHROUGH
- //Also blocks the ones below...
- case SC_DEC_AGI:
- case SC_ADORAMUS:
- status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
- //Also blocks the ones below...
- FALLTHROUGH
- case SC_DONTFORGETME:
- status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
- 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_MAGNIFICAT:
- //Cancels Offertorium
- status_change_end(bl, SC_OFFERTORIUM, INVALID_TIMER);
- break;
- case SC_OFFERTORIUM:
- //Cancels Magnificat
- status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
- break;
- case SC_DELUGE:
- if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC_SILENCE:
- if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
- status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
- break;
- case SC_HIDING:
- status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
- status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
- break;
- case SC_BERSERK:
- if( val3 == SC__BLOODYLUST )
- break;
- if(battle_config.berserk_cancels_buffs) {
- status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
- status_change_end(bl, SC_PARRYING, INVALID_TIMER);
- status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
- status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
- }
- #ifdef RENEWAL
- else {
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- }
- #endif
- break;
- case SC_ASSUMPTIO:
- status_change_end(bl, SC_KYRIE, INVALID_TIMER);
- status_change_end(bl, SC_KAITE, INVALID_TIMER);
- break;
- case SC_KAITE:
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- break;
- case SC_CARTBOOST:
- if (sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS]) {
- //Cancel Decrease Agi, but take no further effect [Skotlex]
- status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
- status_change_end(bl, SC_ADORAMUS, 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, INVALID_TIMER);
- break;
- case SC_FOOD_AGI:
- status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
- break;
- case SC_FOOD_VIT:
- status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
- break;
- case SC_FOOD_INT:
- status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
- break;
- case SC_FOOD_DEX:
- status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
- break;
- case SC_FOOD_LUK:
- status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
- break;
- case SC_FOOD_STR_CASH:
- status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
- status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_AGI_CASH:
- status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
- status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_VIT_CASH:
- status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
- status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_INT_CASH:
- status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
- status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_DEX_CASH:
- status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
- status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_LUK_CASH:
- status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
- status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
- break;
- case SC_GM_BATTLE:
- status_change_end(bl, SC_GM_BATTLE2, INVALID_TIMER);
- break;
- case SC_GM_BATTLE2:
- status_change_end(bl, SC_GM_BATTLE, INVALID_TIMER);
- break;
- case SC_ENDURE:
- if( val4 == 1 )
- status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
- break;
- case SC_FIGHTINGSPIRIT:
- case SC_OVERED_BOOST:
- 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;
- //Group A Status (doesn't overlap)
- case SC_SWING:
- case SC_SYMPHONY_LOVE:
- case SC_MOONLIT_SERENADE:
- case SC_RUSH_WINDMILL:
- case SC_ECHOSONG:
- case SC_HARMONIZE:
- case SC_FRIGG_SONG:
- 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);
- if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
- break;
- //Group B Status
- case SC_SIREN:
- case SC_DEEP_SLEEP:
- case SC_SIRCLEOFNATURE:
- case SC_LERADS_DEW:
- case SC_MELODYOFSINK:
- case SC_BEYOND_OF_WARCRY:
- case SC_UNLIMITED_HUMMING_VOICE:
- case SC_GLOOMYDAY:
- case SC_SONG_OF_MANA:
- case SC_DANCE_WITH_WUG:
- 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_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, 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);
- 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);
- 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);
- status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
- status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
- 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;
- }
+ if (status->end_sc_before_start(bl, st, sc, type, undead_flag, val1, val2, val3, val4))
+ return 0;
//Check for overlapping fails
if( (sce = sc->data[type]) ) {
@@ -10331,6 +10078,287 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t
}
/**
+ * End sc before starting other sc.
+ *
+ * @param bl Status change target bl.
+ * @param st Status change data.
+ * @param sc Current statuses.
+ * @param type Status change type.
+ * @param undead_flag is bl undead.
+ * @param val1 Additional value (meaning depends on type).
+ * @param val2 Additional value (meaning depends on type).
+ * @param val3 Additional value (meaning depends on type).
+ * @param val4 Additional value (meaning depends on type).
+ *
+ * @retval 0 if no status change happened.
+ * @retval 1 if the status change was successfully applied.
+ */
+bool status_end_sc_before_start(struct block_list *bl, struct status_data *st, struct status_change* sc, enum sc_type type, int undead_flag, int val1, int val2, int val3, int val4)
+{
+ nullpo_retr(true, bl);
+ nullpo_retr(true, st);
+ nullpo_retr(true, sc);
+
+ switch (type) {
+ case SC_BLESSING:
+ //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
+ //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
+ if ((!undead_flag && st->race != RC_DEMON) || bl->type == BL_PC) {
+ status_change_end(bl, SC_CURSE, INVALID_TIMER);
+ if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ }
+ if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
+ break;
+ case SC_INC_AGI:
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH)
+ status_change_end(bl, SC_SOULLINK, 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);
+ FALLTHROUGH
+ //Also blocks the ones below...
+ case SC_DEC_AGI:
+ case SC_ADORAMUS:
+ status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
+ //Also blocks the ones below...
+ FALLTHROUGH
+ case SC_DONTFORGETME:
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
+ 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_MAGNIFICAT:
+ //Cancels Offertorium
+ status_change_end(bl, SC_OFFERTORIUM, INVALID_TIMER);
+ break;
+ case SC_OFFERTORIUM:
+ //Cancels Magnificat
+ status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
+ break;
+ case SC_DELUGE:
+ if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ break;
+ case SC_SILENCE:
+ if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
+ status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
+ break;
+ case SC_HIDING:
+ status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
+ status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
+ break;
+ case SC_BERSERK:
+ if (val3 == SC__BLOODYLUST)
+ break;
+ if (battle_config.berserk_cancels_buffs) {
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
+ status_change_end(bl, SC_PARRYING, INVALID_TIMER);
+ status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
+ }
+ #ifdef RENEWAL
+ else {
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ }
+ #endif
+ break;
+ case SC_ASSUMPTIO:
+ status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
+ break;
+ case SC_KAITE:
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
+ break;
+ case SC_CARTBOOST:
+ if (sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS]) {
+ //Cancel Decrease Agi, but take no further effect [Skotlex]
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
+ return true;
+ }
+ 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, INVALID_TIMER);
+ break;
+ case SC_FOOD_AGI:
+ status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
+ break;
+ case SC_FOOD_VIT:
+ status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
+ break;
+ case SC_FOOD_INT:
+ status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
+ break;
+ case SC_FOOD_DEX:
+ status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
+ break;
+ case SC_FOOD_LUK:
+ status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
+ break;
+ case SC_FOOD_STR_CASH:
+ status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_AGI_CASH:
+ status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_VIT_CASH:
+ status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_INT_CASH:
+ status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_DEX_CASH:
+ status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
+ break;
+ case SC_FOOD_LUK_CASH:
+ status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
+ status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
+ break;
+ case SC_GM_BATTLE:
+ status_change_end(bl, SC_GM_BATTLE2, INVALID_TIMER);
+ break;
+ case SC_GM_BATTLE2:
+ status_change_end(bl, SC_GM_BATTLE, INVALID_TIMER);
+ break;
+ case SC_ENDURE:
+ if (val4 == 1)
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
+ break;
+ case SC_FIGHTINGSPIRIT:
+ case SC_OVERED_BOOST:
+ 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;
+ //Group A Status (doesn't overlap)
+ case SC_SWING:
+ case SC_SYMPHONY_LOVE:
+ case SC_MOONLIT_SERENADE:
+ case SC_RUSH_WINDMILL:
+ case SC_ECHOSONG:
+ case SC_HARMONIZE:
+ case SC_FRIGG_SONG:
+ 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);
+ if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
+ break;
+ //Group B Status
+ case SC_SIREN:
+ case SC_DEEP_SLEEP:
+ case SC_SIRCLEOFNATURE:
+ case SC_LERADS_DEW:
+ case SC_MELODYOFSINK:
+ case SC_BEYOND_OF_WARCRY:
+ case SC_UNLIMITED_HUMMING_VOICE:
+ case SC_GLOOMYDAY:
+ case SC_SONG_OF_MANA:
+ case SC_DANCE_WITH_WUG:
+ 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_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, 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);
+ 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);
+ 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);
+ status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
+ status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
+ 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;
+ }
+
+ return false;
+}
+
+/**
* Check is boss resist to given sc.
*
* @param type Status change type.
@@ -13512,6 +13540,7 @@ void status_defaults(void)
status->is_immune_to_status = status_is_immune_to_status;
status->is_boss_resist_sc = status_is_boss_resist_sc;
+ status->end_sc_before_start = status_end_sc_before_start;
status->calc_bl_ = status_calc_bl_;
status->calc_mob_ = status_calc_mob_;
status->calc_pet_ = status_calc_pet_;