diff options
Diffstat (limited to 'src/map')
-rw-r--r-- | src/map/skill.c | 59 | ||||
-rw-r--r-- | src/map/skill.h | 3 | ||||
-rw-r--r-- | src/map/status.c | 762 | ||||
-rw-r--r-- | src/map/status.h | 4 |
4 files changed, 426 insertions, 402 deletions
diff --git a/src/map/skill.c b/src/map/skill.c index cf5a786b5..7735c14af 100644 --- a/src/map/skill.c +++ b/src/map/skill.c @@ -83,7 +83,8 @@ struct s_skill_dbs skilldbs; struct skill_interface *skill; //Since only mob-casted splash skills can hit ice-walls -static inline int splash_target(struct block_list* bl) { +int skill_splash_target(struct block_list* bl) +{ #ifndef RENEWAL return ( bl->type == BL_MOB ) ? BL_SKILL|BL_CHAR : BL_CHAR; #else // Some skills can now hit ground skills(traps, ice wall & etc.) @@ -3744,7 +3745,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 if (!(flag&1) && sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_MONK) { //Becomes a splash attack when Soul Linked. map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv),splash_target(src), + skill->get_splash(skill_id, skill_lv),skill->splash_target(src), src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); } else @@ -3755,7 +3756,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->area_temp[1] = 0; map->foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), + skill->get_splash(skill_id, skill_lv), skill->splash_target(src), BF_WEAPON, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; @@ -3791,7 +3792,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 //line of sight between caster and target. skill->area_temp[1] = bl->id; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), skill->splash_target(src), skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); break; @@ -3802,7 +3803,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 case NPC_THUNDERBREATH: skill->area_temp[1] = bl->id; map->foreachinpath(skill->attack_area,src->m,src->x,src->y,bl->x,bl->y, - skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), splash_target(src), + skill->get_splash(skill_id, skill_lv),skill->get_maxcount(skill_id,skill_lv), skill->splash_target(src), skill->get_type(skill_id),src,src,skill_id,skill_lv,tick,flag,BCT_ENEMY); break; @@ -4005,7 +4006,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 skill->area_temp[0] = map->foreachinrange(skill->area_sub, bl, (skill_id == AS_SPLASHER)?1:skill->get_splash(skill_id, skill_lv), BL_CHAR, src, skill_id, skill_lv, tick, BCT_ENEMY, skill->area_sub_count); // recursive invocation of skill->castend_damage_id() with flag|1 - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); } break; @@ -4086,9 +4087,9 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 // Splash around target cell, but only cells inside area; we first have to check the area is not negative if((max(min_x,tx-1) <= min(max_x,tx+1)) && (max(min_y,ty-1) <= min(max_y,ty+1)) && - (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) { + (map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), skill->splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY, skill->area_sub_count))) { // Recursive call - map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id); + map->foreachinarea(skill->area_sub, bl->m, max(min_x,tx-1), max(min_y,ty-1), min(max_x,tx+1), min(max_y,ty+1), skill->splash_target(src), src, skill_id, skill_lv, tick, (flag|BCT_ENEMY)+1, skill->castend_damage_id); // Self-collision if(bl->x >= min_x && bl->x <= max_x && bl->y >= min_y && bl->y <= max_y) skill->attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,(flag&0xFFF)>0?SD_ANIMATION:0); @@ -4589,7 +4590,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); // Need confirm it. } else { - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, BDT_SKILL); if( sd ) pc->overheat(sd,1); } @@ -4607,7 +4608,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 // Destination area skill->area_temp[4] = x; skill->area_temp[5] = y; - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_damage_id); skill->addtimerskill(src,tick + 800,src->id,x,y,skill_id,skill_lv,0,flag); // To teleport Self clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,BDT_SKILL); } @@ -4666,7 +4667,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); } else{ - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); clif->skill_damage(src, src, tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, BDT_SKILL); } break; @@ -4803,7 +4804,7 @@ int skill_castend_damage_id(struct block_list* src, struct block_list *bl, uint1 if(flag & 1) skill->attack(skill->get_type(skill_id), src, src, bl, skill_id, skill_lv, tick, flag); else { - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src, skill_id, skill_lv, tick, flag | BCT_ENEMY | SD_SPLASH | 1, skill->castend_damage_id); } break; @@ -6259,7 +6260,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin skill->area_temp[1] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), + skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src,skill_id,skill_lv,tick, flag|BCT_ENEMY|1, skill->castend_damage_id); status_change_end(src, SC_HIDING, INVALID_TIMER); @@ -6278,7 +6279,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int count = 0; skill->area_temp[1] = 0; clif->skill_nodamage(src,bl,skill_id,skill_lv,1); - count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), + count = map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_damage_id); if( !count && ( skill_id == NC_AXETORNADO || skill_id == SR_SKYNETBLOW || skill_id == KO_HAPPOKUNAI ) ) clif->skill_damage(src,src,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, BDT_SKILL); @@ -6324,7 +6325,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->skill_nodamage(src,bl,skill_id,skill_lv,1); skill->area_temp[1] = 0; map->foreachinrange(skill->attack_area, src, - skill->get_splash(skill_id, skill_lv), splash_target(src), + skill->get_splash(skill_id, skill_lv), skill->splash_target(src), BF_MAGIC, src, src, skill_id, skill_lv, tick, flag, BCT_ENEMY); break; @@ -6338,7 +6339,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->skill_nodamage(src, src, skill_id, -1, 1); map->delblock(src); //Required to prevent chain-self-destructions hitting back. map->foreachinrange(skill->area_sub, bl, - skill->get_splash(skill_id, skill_lv), splash_target(src), + skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src, skill_id, skill_lv, tick, flag|targetmask, skill->castend_damage_id); map->addblock(src); @@ -8735,7 +8736,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin int failure; if( (failure = sc_start2(src,bl,type,100,skill_lv,src->id,skill->get_time(skill_id,skill_lv))) ) { - map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; + map->foreachinrange(skill->area_sub,src,skill->get_splash(skill_id,skill_lv),skill->splash_target(src),src,skill_id,skill_lv,tick,flag|BCT_ENEMY|SD_SPLASH|1,skill->castend_damage_id);; clif->skill_damage(src,src,tick,status_get_amotion(src),0,-30000,1,skill_id,skill_lv,BDT_SKILL); if (sd) pc->overheat(sd,1); } @@ -9076,7 +9077,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin clif->skill_nodamage(src, bl, skill_id, skill_lv, sp ? 1:0); } else { clif->skill_damage(src,bl,tick, status_get_amotion(src), 0, -30000, 1, skill_id, skill_lv, BDT_SKILL); - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|BCT_SELF|SD_SPLASH|1, skill->castend_nodamage_id); } break; @@ -9768,7 +9769,7 @@ int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl, uin } } else { skill->area_temp[2] = 0; - map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); + map->foreachinrange(skill->area_sub, bl, skill->get_splash(skill_id, skill_lv), skill->splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|SD_SPLASH|1, skill->castend_nodamage_id); } break; @@ -10083,7 +10084,7 @@ int skill_castend_pos(int tid, int64 tick, int id, intptr_t data) } -static int check_npc_chaospanic(struct block_list *bl, va_list args) +int skill_check_npc_chaospanic(struct block_list *bl, va_list args) { const struct npc_data *nd = NULL; @@ -10097,7 +10098,8 @@ static int check_npc_chaospanic(struct block_list *bl, va_list args) return 1; } /* skill count without self */ -static int skill_count_wos(struct block_list *bl,va_list ap) { +int skill_count_wos(struct block_list *bl, va_list ap) +{ struct block_list* src = va_arg(ap, struct block_list*); if( src->id != bl->id ) { return 1; @@ -10339,7 +10341,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case SC_CHAOSPANIC: case SC_MAELSTROM: - if (sd && map->foreachinarea(&check_npc_chaospanic,src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) { + if (sd && map->foreachinarea(skill->check_npc_chaospanic, src->m, x-3, y-3, x+3, y+3, BL_NPC) > 0 ) { clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0); break; } @@ -10481,7 +10483,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui if( sc && sc->data[SC_BASILICA] ) status_change_end(src, SC_BASILICA, INVALID_TIMER); // Cancel Basilica else { // Create Basilica. Start SC on caster. Unit timer start SC on others. - if( map->foreachinrange(skill_count_wos, src, 2, BL_MOB|BL_PC, src) ) { + if( map->foreachinrange(skill->count_wos, src, 2, BL_MOB|BL_PC, src) ) { if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); return 1; @@ -10746,7 +10748,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case RK_DRAGONBREATH: case RK_DRAGONBREATH_WATER: r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,skill->splash_target(src), src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); break; case WM_GREAT_ECHO: @@ -10768,7 +10770,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui break; case SO_ARRULLO: r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,skill->splash_target(src), src, skill_id, skill_lv, tick, flag|BCT_ENEMY|1, skill->castend_nodamage_id); break; /** @@ -10883,7 +10885,7 @@ int skill_castend_pos2(struct block_list* src, int x, int y, uint16 skill_id, ui case LG_RAYOFGENESIS: if( status->charge(src,status_get_max_hp(src)*3*skill_lv / 100,0) ) { r = skill->get_splash(skill_id,skill_lv); - map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,splash_target(src), + map->foreachinarea(skill->area_sub,src->m,x-r,y-r,x+r,y+r,skill->splash_target(src), src,skill_id,skill_lv,tick,flag|BCT_ENEMY|1,skill->castend_damage_id); } else if( sd ) clif->skill_fail(sd,skill_id,USESKILL_FAIL,0); @@ -16672,7 +16674,7 @@ int skill_unit_timer_sub(union DBKey key, struct DBData *data, va_list ap) case UNT_FEINTBOMB: { struct block_list *src = map->id2bl(group->src_id); if( src ) { - map->foreachinrange(skill->area_sub, &su->bl, su->range, splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); + map->foreachinrange(skill->area_sub, &su->bl, su->range, skill->splash_target(src), src, SC_FEINTBOMB, group->skill_lv, tick, BCT_ENEMY|SD_ANIMATION|1, skill->castend_damage_id); status_change_end(src, SC__FEINTBOMB_MASTER, INVALID_TIMER); } skill->delunit(su); @@ -19570,4 +19572,7 @@ void skill_defaults(void) { skill->get_requirement_off_unknown = skill_get_requirement_off_unknown; skill->get_requirement_item_unknown = skill_get_requirement_item_unknown; skill->get_requirement_unknown = skill_get_requirement_unknown; + skill->splash_target = skill_splash_target; + skill->check_npc_chaospanic = skill_check_npc_chaospanic; + skill->count_wos = skill_count_wos; } diff --git a/src/map/skill.h b/src/map/skill.h index 35fddafa4..4719af6a6 100644 --- a/src/map/skill.h +++ b/src/map/skill.h @@ -2100,6 +2100,9 @@ struct skill_interface { bool (*get_requirement_off_unknown) (struct status_change *sc, uint16 *skill_id); bool (*get_requirement_item_unknown) (struct status_change *sc, struct map_session_data* sd, uint16 *skill_id, uint16 *skill_lv, uint16 *idx, int *i); void (*get_requirement_unknown) (struct status_change *sc, struct map_session_data* sd, uint16 *skill_id, uint16 *skill_lv, struct skill_condition *req); + int (*splash_target) (struct block_list* bl); + int (*check_npc_chaospanic) (struct block_list *bl, va_list args); + int (*count_wos) (struct block_list *bl, va_list ap); }; #ifdef HERCULES_CORE diff --git a/src/map/status.c b/src/map/status.c index 59dd40ae9..83d8943c9 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -125,7 +125,8 @@ int status_type2relevant_bl_types(int type) return status->dbs->RelevantBLTypes[type]; } -static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { +void status_set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) +{ uint16 idx; if( (idx = skill->get_index(skill_id)) == 0 ) { ShowError("set_sc: Unsupported skill id %d\n", skill_id); @@ -147,9 +148,9 @@ static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) { } void initChangeTables(void) { -#define add_sc(skill,sc) set_sc((skill),(sc),SI_BLANK,SCB_NONE) +#define add_sc(skill,sc) status->set_sc((skill),(sc),SI_BLANK,SCB_NONE) // indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units -#define set_sc_with_vfx(skill, sc, icon, flag) do { set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->dbs->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0) +#define set_sc_with_vfx(skill, sc, icon, flag) do { status->set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->dbs->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0) int i; @@ -167,83 +168,83 @@ void initChangeTables(void) { memset(status->dbs->DisplayType, 0, sizeof(status->dbs->DisplayType)); //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] - set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); - set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); - set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE ); - set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE ); - set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); - set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); - set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE ); - set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE ); - set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); - set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN ); - set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); + status->set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); + status->set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); + status->set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE ); + status->set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE ); + status->set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); + status->set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); + status->set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE ); + status->set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE ); + status->set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); + status->set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN ); + status->set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); //The main status definitions add_sc( SM_BASH , SC_STUN ); - set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); + status->set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( SM_MAGNUM , SC_SUB_WEAPONPROPERTY ); - set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD ); + status->set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD ); add_sc( MG_SIGHT , SC_SIGHT ); add_sc( MG_SAFETYWALL , SC_SAFETYWALL ); add_sc( MG_FROSTDIVER , SC_FREEZE ); add_sc( MG_STONECURSE , SC_STONE ); add_sc( AL_RUWACH , SC_RUWACH ); add_sc( AL_PNEUMA , SC_PNEUMA ); - set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); - set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); - set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF ); - set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); - set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX ); - set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED ); + status->set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF ); + status->set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); + status->set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX ); + status->set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED ); add_sc( TF_POISON , SC_POISON ); - set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); + status->set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER ); - set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , + status->set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , #ifdef RENEWAL SCB_NONE ); #else SCB_WATK ); #endif - set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); - set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); - set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); - set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN ); - set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); - set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); - set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK ); + status->set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); + status->set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); + status->set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); + status->set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN ); + status->set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); + status->set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); + status->set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK ); add_sc( PR_LEXDIVINA , SC_SILENCE ); - set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SI_LEXAETERNA , SCB_NONE ); + status->set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SI_LEXAETERNA , SCB_NONE ); add_sc( WZ_METEOR , SC_STUN ); add_sc( WZ_VERMILION , SC_BLIND ); add_sc( WZ_FROSTNOVA , SC_FREEZE ); add_sc( WZ_STORMGUST , SC_FREEZE ); - set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); - set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); - set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE ); - set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); - set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN ); + status->set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); + status->set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); + status->set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE ); + status->set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); + status->set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN ); add_sc( HT_LANDMINE , SC_STUN ); - set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE ); + status->set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE ); add_sc( HT_SANDMAN , SC_SLEEP ); add_sc( HT_FLASHER , SC_BLIND ); add_sc( HT_FREEZINGTRAP , SC_FREEZE ); - set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED ); + status->set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED ); add_sc( AS_SONICBLOW , SC_STUN ); - set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE ); - set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); + status->set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE ); + status->set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); add_sc( AS_VENOMDUST , SC_POISON ); add_sc( AS_SPLASHER , SC_SPLASHER ); - set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); - set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); + status->set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); + status->set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); add_sc( TF_SPRINKLESAND , SC_BLIND ); add_sc( TF_THROWSTONE , SC_STUN ); - set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR ); - set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); - set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); + status->set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR ); + status->set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); + status->set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); add_sc( NPC_EMOTION_ON , SC_MODECHANGE ); - set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY , SCB_DEF_ELE ); + status->set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY , SCB_DEF_ELE ); add_sc( NPC_CHANGEWATER , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEGROUND , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEFIRE , SC_ARMOR_PROPERTY ); @@ -260,184 +261,184 @@ void initChangeTables(void) { add_sc( NPC_CURSEATTACK , SC_CURSE ); add_sc( NPC_SLEEPATTACK , SC_SLEEP ); add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK ); - set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF ); + status->set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF ); add_sc( NPC_DARKBLESSING , SC_COMA ); - set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF ); + status->set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF ); add_sc( NPC_DEFENDER , SC_ARMOR ); add_sc( NPC_LICK , SC_STUN ); - set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE ); + status->set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE ); add_sc( NPC_REBIRTH , SC_REBIRTH ); add_sc( RG_RAID , SC_STUN ); #ifdef RENEWAL add_sc( RG_RAID , SC_RAID ); add_sc( RG_BACKSTAP , SC_STUN ); #endif - set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK ); - set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF ); - set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT ); - set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SI_NOEQUIPHELM , SCB_INT ); + status->set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK ); + status->set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF ); + status->set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT ); + status->set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SI_NOEQUIPHELM , SCB_INT ); add_sc( AM_ACIDTERROR , SC_BLOODING ); - set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE ); - set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE ); - set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE ); - set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE ); - set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); + status->set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE ); + status->set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE ); + status->set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE ); + status->set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE ); + status->set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); add_sc( CR_SHIELDCHARGE , SC_STUN ); - set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); + status->set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); add_sc( CR_HOLYCROSS , SC_BLIND ); add_sc( CR_GRANDCROSS , SC_BLIND ); add_sc( CR_DEVOTION , SC_DEVOTION ); - set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL ); - set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); - set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE ); - set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED ); + status->set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL ); + status->set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); + status->set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE ); + status->set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED ); add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT ); add_sc( MO_BLADESTOP , SC_BLADESTOP ); - set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); - set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); + status->set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); + status->set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); #ifdef RENEWAL - set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); + status->set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); #endif add_sc( SA_MAGICROD , SC_MAGICROD ); - set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); - set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE ); - set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE ); - set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE ); - set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE ); - set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK ); - set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP ); - set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_GROUNDMAGIC , SCB_FLEE ); + status->set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); + status->set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE ); + status->set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE ); + status->set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE ); + status->set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE ); + status->set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK ); + status->set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP ); + status->set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_GROUNDMAGIC , SCB_FLEE ); add_sc( SA_REVERSEORCISH , SC_ORCISH ); add_sc( SA_COMA , SC_COMA ); - set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN ); + status->set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN ); add_sc( BD_RICHMANKIM , SC_RICHMANKIM ); - set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 ); - set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF ); - set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK ); + status->set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 ); + status->set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF ); + status->set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK ); add_sc( BD_ROKISWEIL , SC_ROKISWEIL ); add_sc( BD_INTOABYSS , SC_INTOABYSS ); - set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL ); + status->set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL ); add_sc( BA_FROSTJOKER , SC_FREEZE ); - set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 ); - set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD ); + status->set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 ); + status->set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD ); add_sc( BA_POEMBRAGI , SC_POEMBRAGI ); - set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP ); + status->set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP ); add_sc( DC_SCREAM , SC_STUN ); - set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT ); - set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD ); - set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI ); - set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SI_BLANK , SCB_ALL ); + status->set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT ); + status->set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD ); + status->set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI ); + status->set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SI_BLANK , SCB_ALL ); add_sc( NPC_DARKCROSS , SC_BLIND ); add_sc( NPC_GRANDDARKNESS , SC_BLIND ); - set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); - set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); - set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); - set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE ); - set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); - set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE ); + status->set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); + status->set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); + status->set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); + status->set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE ); + status->set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); + status->set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE ); add_sc( NPC_INVISIBLE , SC_CLOAKING ); - set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); - set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); + status->set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); + status->set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); #ifndef RENEWAL - set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2); + status->set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2); #else - set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF); + status->set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF); #endif - set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); - set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); - set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); + status->set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); + status->set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); + status->set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); add_sc( HP_BASILICA , SC_BASILICA ); - set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK ); + status->set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK ); add_sc( PA_SACRIFICE , SC_SACRIFICE ); - set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD ); + status->set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD ); add_sc( PA_GOSPEL , SC_SCRESIST ); add_sc( CH_TIGERFIST , SC_STOP ); - set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE ); - set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); - set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED ); - set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); - set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); - set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED ); - set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE ); + status->set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE ); + status->set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); + status->set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED ); + status->set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); + status->set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); + status->set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED ); + status->set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE ); add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER ); - set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); - set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( LK_SPIRALPIERCE , SC_STOP ); add_sc( LK_HEADCRUSH , SC_BLOODING ); - set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); + status->set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); add_sc( HW_NAPALMVULCAN , SC_CURSE ); - set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 ); + status->set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 ); add_sc( PF_MEMORIZE , SC_MEMORIZE ); add_sc( PF_FOGWALL , SC_FOGWALL ); - set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE ); - set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE ); - set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); - set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR ); - set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE ); - set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SI_DOWNKICK_ON , SCB_NONE ); + status->set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE ); + status->set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE ); + status->set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); + status->set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR ); + status->set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE ); + status->set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SI_DOWNKICK_ON , SCB_NONE ); add_sc( TK_DOWNKICK , SC_STUN ); - set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE ); - set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE ); - set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE ); - set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE ); + status->set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE ); + status->set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE ); + status->set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE ); + status->set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE ); add_sc( TK_SEVENWIND , SC_TK_SEVENWIND ); - set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE ); - set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE ); - set_sc( SG_SUN_WARM , SC_WARM , SI_SG_SUN_WARM , SCB_NONE ); + status->set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE ); + status->set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE ); + status->set_sc( SG_SUN_WARM , SC_WARM , SI_SG_SUN_WARM , SCB_NONE ); add_sc( SG_MOON_WARM , SC_WARM ); add_sc( SG_STAR_WARM , SC_WARM ); - set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); - set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE ); - set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD ); + status->set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); + status->set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE ); + status->set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD ); add_sc( SG_FRIEND , SC_SKILLRATE_UP ); - set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL ); - set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED ); - set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD ); - set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE ); - set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE ); - set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE ); - set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE ); + status->set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL ); + status->set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED ); + status->set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD ); + status->set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE ); + status->set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE ); + status->set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE ); + status->set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE ); add_sc( SL_STUN , SC_STUN ); - set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED ); - set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); - set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD ); - set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE ); - set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); - set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); - set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE ); - set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD ); + status->set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED ); + status->set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); + status->set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD ); + status->set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE ); + status->set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); + status->set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); + status->set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE ); + status->set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD ); add_sc( WS_CARTTERMINATION , SC_STUN ); - set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE ); - set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD ); + status->set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE ); + status->set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD ); add_sc( CG_HERMODE , SC_HERMODE ); - set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE ); - set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); - set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL ); - set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD ); - set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 ); + status->set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE ); + status->set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); + status->set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL ); + status->set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD ); + status->set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 ); add_sc( GS_CRACKER , SC_STUN ); add_sc( GS_DISARM , SC_NOEQUIPWEAPON ); add_sc( GS_PIERCINGSHOT , SC_BLOODING ); - set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_ASPD + status->set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_ASPD #ifndef RENEWAL |SCB_BATK ); #else ); #endif - set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE ); - set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); - set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD + status->set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE ); + status->set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); + status->set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD #ifndef RENEWAL |SCB_BATK ); #else ); #endif - set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE ); - set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED ); + status->set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE ); + status->set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED ); add_sc( NJ_HYOUSYOURAKU , SC_FREEZE ); - set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT ); - set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE ); - set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE ); + status->set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT ); + status->set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE ); + status->set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE ); add_sc( NPC_ICEBREATH , SC_FREEZE ); add_sc( NPC_ACIDBREATH , SC_POISON ); @@ -451,201 +452,201 @@ void initChangeTables(void) { add_sc( NPC_WIDESIGHT , SC_SIGHT ); add_sc( NPC_EVILLAND , SC_BLIND ); add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR ); - set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE ); - set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); - set_sc( NPC_STONESKIN , SC_STONESKIN , SI_BLANK , SCB_DEF|SCB_MDEF ); + status->set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE ); + status->set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); + status->set_sc( NPC_STONESKIN , SC_STONESKIN , SI_BLANK , SCB_DEF|SCB_MDEF ); add_sc( NPC_ANTIMAGIC , SC_STONESKIN ); add_sc( NPC_WIDECURSE , SC_CURSE ); add_sc( NPC_WIDESTUN , SC_STUN ); - set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); - set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); - set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED ); - set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED ); + status->set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); + status->set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); + status->set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED ); + status->set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED ); - set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); - set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); + status->set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); - set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE ); - set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK | SCB_MATK | SCB_MDEF | SCB_DEF); + status->set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE ); + status->set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK | SCB_MATK | SCB_MDEF | SCB_DEF); - set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE ); - set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); - set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); - set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE ); - set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SI_DC_WINKCHARM , SCB_NONE ); + status->set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE ); + status->set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); + status->set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); + status->set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE ); + status->set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SI_DC_WINKCHARM , SCB_NONE ); add_sc( MO_BALKYOUNG , SC_STUN ); add_sc( SA_ELEMENTWATER , SC_ARMOR_PROPERTY ); add_sc( SA_ELEMENTFIRE , SC_ARMOR_PROPERTY ); add_sc( SA_ELEMENTGROUND , SC_ARMOR_PROPERTY ); add_sc( SA_ELEMENTWIND , SC_ARMOR_PROPERTY ); - set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED ); - set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); - set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); - set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE ); - set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF ); - set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); + status->set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED ); + status->set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); + status->set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); + status->set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE ); + status->set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF ); + status->set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); // Homunculus S - set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SI_LIGHT_OF_REGENE , SCB_NONE ); - set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF ); + status->set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SI_LIGHT_OF_REGENE , SCB_NONE ); + status->set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF ); add_sc(MH_STAHL_HORN, SC_STUN); - set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP); - set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP); + status->set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP); + status->set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP); add_sc( MH_STEINWAND, SC_SAFETYWALL ); - set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); - set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE); - set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE); - set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE); + status->set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); + status->set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE); + status->set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE); + status->set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE); add_sc(MH_LAVA_SLIDE, SC_BURNING); - set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2); + status->set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2); add_sc(MH_POISON_MIST, SC_BLIND); - set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD); + status->set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD); - set_sc( MH_SILENT_BREEZE , SC_SILENCE , SI_SILENT_BREEZE , SCB_NONE ); + status->set_sc( MH_SILENT_BREEZE , SC_SILENCE , SI_SILENT_BREEZE , SCB_NONE ); add_sc( MH_STYLE_CHANGE , SC_STYLE_CHANGE); - set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); - set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); + status->set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); + status->set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); add_sc( MER_CRASH , SC_STUN ); - set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); + status->set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( MS_MAGNUM , SC_SUB_WEAPONPROPERTY ); add_sc( MER_SIGHT , SC_SIGHT ); - set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); - set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); + status->set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); add_sc( MER_LEXDIVINA , SC_SILENCE ); add_sc( MA_LANDMINE , SC_STUN ); add_sc( MA_SANDMAN , SC_SLEEP ); add_sc( MA_FREEZINGTRAP , SC_FREEZE ); - set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); - set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); - set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); - set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); - set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); - set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); + status->set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); + status->set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); + status->set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); + status->set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); + status->set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); + status->set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); add_sc( ML_SPIRALPIERCE , SC_STOP ); - set_sc( MER_QUICKEN , SC_MER_QUICKEN , SI_BLANK , SCB_ASPD ); + status->set_sc( MER_QUICKEN , SC_MER_QUICKEN , SI_BLANK , SCB_ASPD ); add_sc( ML_DEVOTION , SC_DEVOTION ); - set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); - set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( MER_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); + status->set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( MER_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); - set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR ); - set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT ); - set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI ); - set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX ); + status->set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR ); + status->set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT ); + status->set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI ); + status->set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX ); - set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); - set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN ); + status->set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN ); /** * Rune Knight **/ - set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); - set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); - set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); - set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); + status->set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); + status->set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); + status->set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); + status->set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); add_sc( RK_DRAGONBREATH , SC_BURNING ); - set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE ); - set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE ); - set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR ); - set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE ); - set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN ); - set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); - set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE ); - set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE ); + status->set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE ); + status->set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE ); + status->set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR ); + status->set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE ); + status->set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN ); + status->set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); + status->set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE ); + status->set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE ); add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY ); /** * GC Guillotine Cross **/ set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE ); - set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); - set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); - set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED ); - set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE ); - set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); + status->set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); + status->set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); + status->set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED ); + status->set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE ); + status->set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE ); /** * Arch Bishop **/ - set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); + status->set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); add_sc( AB_CLEMENTIA , SC_BLESSING ); add_sc( AB_CANTO , SC_INC_AGI ); - set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP ); + status->set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP ); add_sc( AB_PRAEFATIO , SC_KYRIE ); set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE ); - set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT ); - set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK ); - set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN ); - set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE ); - set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE ); - set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); - set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE ); + status->set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT ); + status->set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK ); + status->set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN ); + status->set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE ); + status->set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE ); + status->set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); + status->set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE ); /** * Warlock **/ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON ); set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF ); - set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); - set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); - set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); - set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK ); + status->set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); + status->set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); + status->set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); + status->set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK ); /** * Ranger **/ - set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); - set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); - set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); - set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED ); + status->set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); + status->set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); + status->set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); + status->set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED ); add_sc( RA_MAGENTATRAP , SC_ARMOR_PROPERTY ); add_sc( RA_COBALTTRAP , SC_ARMOR_PROPERTY ); add_sc( RA_MAIZETRAP , SC_ARMOR_PROPERTY ); add_sc( RA_VERDURETRAP , SC_ARMOR_PROPERTY ); add_sc( RA_FIRINGTRAP , SC_BURNING ); add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY ); - set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); + status->set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); /** * Mechanic **/ - set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); - set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); - set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); - set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE ); - set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); - set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE ); - set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF ); - set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE ); + status->set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); + status->set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); + status->set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); + status->set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE ); + status->set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); + status->set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE ); + status->set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF ); + status->set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE ); /** * Royal Guard **/ - set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); - set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP ); - set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); - set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF ); - set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2 - set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); - set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD ); - set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK); - set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE ); + status->set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); + status->set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP ); + status->set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); + status->set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF ); + status->set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2 + status->set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); + status->set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD ); + status->set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK); + status->set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE ); /** * Shadow Chaser **/ - set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); - set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE ); - set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); - set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD ); - set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE ); - set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE ); - set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK ); - set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED ); - set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE ); - set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE ); - set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 ); - set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP ); - set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); + status->set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); + status->set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE ); + status->set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); + status->set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD ); + status->set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE ); + status->set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE ); + status->set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK ); + status->set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED ); + status->set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE ); + status->set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE ); + status->set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 ); + status->set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP ); + status->set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE ); add_sc( SC_CHAOSPANIC , SC__CHAOS ); add_sc( SC_MAELSTROM , SC__MAELSTROM ); @@ -656,113 +657,113 @@ void initChangeTables(void) { **/ add_sc( SR_DRAGONCOMBO , SC_STUN ); add_sc( SR_EARTHSHAKER , SC_STUN ); - set_sc( SR_FALLENEMPIRE , SC_FALLENEMPIRE , SI_FALLENEMPIRE , SCB_NONE ); - set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE ); + status->set_sc( SR_FALLENEMPIRE , SC_FALLENEMPIRE , SI_FALLENEMPIRE , SCB_NONE ); + status->set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE ); set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE ); - set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); - set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); - set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); - set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); - set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN ); - set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK ); + status->set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); + status->set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); + status->set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); + status->set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); + status->set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN ); + status->set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK ); /** * Wanderer / Minstrel **/ - set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); - set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF ); - set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK ); - set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_WATK ); - set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 ); - set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); + status->set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF ); + status->set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK ); + status->set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_WATK ); + status->set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 ); + status->set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); set_sc_with_vfx(WM_POEMOFNETHERWORLD, SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE); set_sc_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SI_SIREN , SCB_NONE ); set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); - set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); - set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); - set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE ); - set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD ); - set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); - set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP ); - set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT ); - set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP ); - set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); - set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP ); + status->set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); + status->set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); + status->set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE ); + status->set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD ); + status->set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); + status->set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP ); + status->set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT ); + status->set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP ); + status->set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); + status->set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP ); /** * Sorcerer **/ - set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); - set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); - set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE ); + status->set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); + status->set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); + status->set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE ); set_sc_with_vfx( SO_DIAMONDDUST , SC_COLD , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it. - set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE ); - set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); + status->set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE ); + status->set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); add_sc( SO_WARMER , SC_WARMER ); // At the moment, no icon on officials - set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE ); - set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); - set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); - set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); - set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); - set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE ); + status->set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); + status->set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); add_sc( SO_ELEMENTAL_SHIELD , SC_SAFETYWALL ); /** * Genetic **/ - set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); - set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE ); + status->set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); + status->set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE ); set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE ); - set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE ); - set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE ); - set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); - set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT ); + status->set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE ); + status->set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE ); + status->set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); + status->set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT ); // Elemental Spirit summoner's 'side' status changes. - set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE ); - set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); - set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); - set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); - set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE ); - set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); - set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); - set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); - set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); - set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL ); - set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); - set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK ); - set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK ); - set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK ); - set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK ); - set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK ); - set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK ); - set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD ); - set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD ); - set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD ); - set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP ); - set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP ); - set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP ); - set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL ); - set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF ); - set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED ); + status->set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE ); + status->set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); + status->set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); + status->set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); + status->set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE ); + status->set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); + status->set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); + status->set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); + status->set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); + status->set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL ); + status->set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); + status->set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK ); + status->set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK ); + status->set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK ); + status->set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK ); + status->set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK ); + status->set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK ); + status->set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD ); + status->set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD ); + status->set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD ); + status->set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP ); + status->set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP ); + status->set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP ); + status->set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL ); + status->set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF ); + status->set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED ); add_sc( KO_YAMIKUMO , SC_HIDING ); set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE ); add_sc( KO_MAKIBISHI , SC_STUN ); - set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE ); - set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE ); + status->set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( KO_JYUSATSU , SC_CURSE ); - set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE ); - set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK ); - set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE ); - set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE ); - set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE ); - set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK ); + status->set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE ); + status->set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK ); + status->set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE ); + status->set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE ); + status->set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE ); + status->set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK ); set_sc_with_vfx( OB_AKAITSUKI, SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE ); - set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE ); + status->set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE ); - set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( ALL_REVERSEORCISH , SC_ORCISH ); - set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN ); + status->set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN ); add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR ); add_sc( NPC_WIDEBODYBURNNING , SC_BURNING ); @@ -1237,7 +1238,7 @@ void initDummyData(void) } //For copying a status_data structure from b to a, without overwriting current Hp and Sp -static inline void status_cpy(struct status_data* a, const struct status_data* b) +void status_copy(struct status_data *a, const struct status_data *b) { memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp))); } @@ -3160,7 +3161,7 @@ int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) { sd->left_weapon.addrace[RC_DEMON] += sc->data[SC_PHI_DEMON]->val1; } } - status_cpy(&sd->battle_status, bstatus); + status->copy(&sd->battle_status, bstatus); // ----- CLIENT-SIDE REFRESH ----- if(!sd->bl.prev) { @@ -3199,7 +3200,7 @@ int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt } status->calc_misc(&md->bl, mstatus, md->db->lv); - status_cpy(&md->battle_status, mstatus); + status->copy(&md->battle_status, mstatus); return 0; } @@ -3237,7 +3238,7 @@ int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt memcpy(&ed->battle_status, estatus, sizeof(struct status_data)); } else { status->calc_misc(&ed->bl, estatus, 0); - status_cpy(&ed->battle_status, estatus); + status->copy(&ed->battle_status, estatus); } return 0; @@ -3274,7 +3275,7 @@ int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt) { nstatus->luk = nd->stat_point; status->calc_misc(&nd->bl, nstatus, nd->level); - status_cpy(&nd->status, nstatus); + status->copy(&nd->status, nstatus); return 0; } @@ -3360,7 +3361,7 @@ int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt) { status->calc_misc(&hd->bl, hstatus, hom->level); - status_cpy(&hd->battle_status, hstatus); + status->copy(&hd->battle_status, hstatus); return 1; } @@ -3610,7 +3611,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { } if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. - status_cpy(st, bst); + status->copy(st, bst); return; } @@ -4300,10 +4301,15 @@ unsigned short status_base_atk(const struct block_list *bl, const struct status_ return cap_value(str, 0, USHRT_MAX); } -#ifndef RENEWAL -static inline unsigned short status_base_matk_min(const struct status_data *st) { return st->int_ + (st->int_ / 7)*(st->int_ / 7); } -#endif // not RENEWAL -static inline unsigned short status_base_matk_max(const struct status_data *st) { return st->int_ + (st->int_ / 5)*(st->int_ / 5); } +unsigned short status_base_matk_min(const struct status_data *st) +{ + return st->int_ + (st->int_ / 7) * (st->int_ / 7); +} + +unsigned short status_base_matk_max(const struct status_data *st) +{ + return st->int_ + (st->int_ / 5)*(st->int_ / 5); +} unsigned short status_base_matk(struct block_list *bl, const struct status_data *st, int level) { #ifdef RENEWAL @@ -4350,8 +4356,8 @@ void status_calc_misc(struct block_list *bl, struct status_data *st, int level) st->mdef2 += (int)(bl->type == BL_PC ? (st->int_ + ((float)level / 4) + ((float)(st->dex + st->vit) / 5)) : ((float)(st->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) } #else // not RENEWAL - st->matk_min = status_base_matk_min(st); - st->matk_max = status_base_matk_max(st); + st->matk_min = status->base_matk_min(st); + st->matk_max = status->base_matk_max(st); st->hit += level + st->dex; st->flee += level + st->agi; st->def2 += st->vit; @@ -4386,7 +4392,7 @@ void status_calc_misc(struct block_list *bl, struct status_data *st, int level) break; case BL_MER: #ifdef RENEWAL - st->matk_min = st->matk_max = status_base_matk_max(st); + st->matk_min = st->matk_max = status->base_matk_max(st); st->def2 = st->vit + level / 10 + st->vit / 5; st->mdef2 = level / 10 + st->int_ / 5; #endif @@ -12110,8 +12116,8 @@ void status_get_matk_sub(struct block_list *bl, int flag, unsigned short *matk_m } #else // not RENEWAL - *matk_min = status_base_matk_min(st) + (sd ? sd->bonus.ematk : 0); - *matk_max = status_base_matk_max(st) + (sd ? sd->bonus.ematk : 0); + *matk_min = status->base_matk_min(st) + (sd ? sd->bonus.ematk : 0); + *matk_max = status->base_matk_max(st) + (sd ? sd->bonus.ematk : 0); #endif if ( sd && sd->matk_rate != 100 ) { @@ -13230,4 +13236,10 @@ void status_defaults(void) { status->readdb_scconfig = status_readdb_scconfig; status->read_job_db = status_read_job_db; status->read_job_db_sub = status_read_job_db_sub; + status->set_sc = status_set_sc; + status->copy = status_copy; +#ifndef RENEWAL + status->base_matk_min = status_base_matk_min; +#endif // RENEWAL + status->base_matk_max = status_base_matk_max; } diff --git a/src/map/status.h b/src/map/status.h index 2f70ee41d..dbb507bd1 100644 --- a/src/map/status.h +++ b/src/map/status.h @@ -2317,6 +2317,10 @@ struct status_interface { bool (*readdb_scconfig) (char *fields[], int columns, int current); void (*read_job_db) (void); void (*read_job_db_sub) (int idx, const char *name, struct config_setting_t *jdb); + void (*set_sc) (uint16 skill_id, sc_type sc, int icon, unsigned int flag); + void (*copy) (struct status_data *a, const struct status_data *b); + unsigned short (*base_matk_min) (const struct status_data *st); + unsigned short (*base_matk_max) (const struct status_data *st); }; #ifdef HERCULES_CORE |