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-rw-r--r--src/config/secure.h11
-rw-r--r--src/map/clif.c28
-rw-r--r--src/map/status.c2271
-rw-r--r--src/map/unit.c27
4 files changed, 1185 insertions, 1152 deletions
diff --git a/src/config/secure.h b/src/config/secure.h
index 7f16ba55a..5742ae30b 100644
--- a/src/config/secure.h
+++ b/src/config/secure.h
@@ -47,4 +47,15 @@
**/
#define SECURE_NPCTIMEOUT_INTERVAL 1
+/**
+ * Uncomment to disable
+ * while enabled, movement of invisible (cloaking, hide, etca [not chase walk]) units is not informed to nearby foes,
+ * rendering any client-side cheat, that would otherwise make these units visible, to
+ * - "Why is this a setting?" because theres a cost, while enabled if a hidden character uses a skill with cast time,
+ * - for example "cloaking -> walk a bit -> soul break another player" the character display will be momentarily abrupted
+ * - on the action of unhiding (its a quick effect, ~0.007s in duration), and due to the nature of the skill cast on the client
+ * - it was not possible to work around this, and thus why it is optional, comment the line to disable.
+ **/
+#define ANTI_MAYAP_CHEAT
+
#endif // _CONFIG_SECURE_H_
diff --git a/src/map/clif.c b/src/map/clif.c
index fe3e7cfe9..9ae88200c 100644
--- a/src/map/clif.c
+++ b/src/map/clif.c
@@ -1550,11 +1550,12 @@ void clif_walkok(struct map_session_data *sd)
void clif_move2(struct block_list *bl, struct view_data *vd, struct unit_data *ud) {
+#ifdef ANTI_MAYAP_CHEAT
struct status_change *sc = NULL;
- if( (sc = status->get_sc(bl)) && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE|OPTION_CHASEWALK) )
+ if( (sc = status->get_sc(bl)) && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE) )
clif->ally_only = true;
-
+#endif
clif->set_unit_walking(bl,NULL,ud,AREA_WOS);
if(vd->cloth_color)
@@ -1585,8 +1586,9 @@ void clif_move2(struct block_list *bl, struct view_data *vd, struct unit_data *u
clif->send_petdata(NULL, (TBL_PET*)bl, 3, vd->head_bottom);
break;
}
-
+#ifdef ANTI_MAYAP_CHEAT
clif->ally_only = false;
+#endif
}
@@ -1598,9 +1600,11 @@ void clif_move(struct unit_data *ud)
unsigned char buf[16];
struct view_data *vd;
struct block_list *bl = ud->bl;
+#ifdef ANTI_MAYAP_CHEAT
struct status_change *sc = NULL;
- vd = status->get_viewdata(bl);
- if (!vd || vd->class_ == INVISIBLE_CLASS)
+#endif
+
+ if ( !(vd = status->get_viewdata(bl)) || vd->class_ == INVISIBLE_CLASS )
return; //This performance check is needed to keep GM-hidden objects from being notified to bots.
/**
@@ -1616,21 +1620,27 @@ void clif_move(struct unit_data *ud)
clif->move2(bl, vd, ud);
return;
}
-
- if( (sc = status->get_sc(bl)) && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE|OPTION_CHASEWALK) )
- clif->ally_only = true;
+#ifdef ANTI_MAYAP_CHEAT
+ if( (sc = status->get_sc(bl)) && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE) )
+ clif->ally_only = true;
+#endif
+
WBUFW(buf,0)=0x86;
WBUFL(buf,2)=bl->id;
WBUFPOS2(buf,6,bl->x,bl->y,ud->to_x,ud->to_y,8,8);
WBUFL(buf,12)=(unsigned int)timer->gettick();
+
clif->send(buf, packet_len(0x86), bl, AREA_WOS);
+
if (disguised(bl)) {
WBUFL(buf,2)=-bl->id;
clif->send(buf, packet_len(0x86), bl, SELF);
}
-
+
+#ifdef ANTI_MAYAP_CHEAT
clif->ally_only = false;
+#endif
}
diff --git a/src/map/status.c b/src/map/status.c
index e89f8d331..74b2571e1 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -9215,7 +9215,6 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
return 1;
}
-
/*==========================================
* Ending all status except those listed.
* @TODO maybe usefull for dispel instead reseting a liste there.
@@ -9241,11 +9240,11 @@ int status_change_clear(struct block_list* bl, int type) {
if(type == 0){
if( status->get_sc_type(i)&SC_NO_REM_DEATH ) {
switch (i) {
- case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
- if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
- break;
- default:
- continue;
+ case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
+ if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
+ break;
+ default:
+ continue;
}
}
}
@@ -9289,7 +9288,10 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
struct status_data *st;
struct view_data *vd;
int opt_flag=0, calc_flag;
-
+#ifdef ANTI_MAYAP_CHEAT
+ bool invisible = false;
+#endif
+
nullpo_ret(bl);
sc = status->get_sc(bl);
@@ -9314,19 +9316,19 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
//"Ugly workaround" [Skotlex]
//delays status change ending so that a skill that sets opt1 fails to
//trigger when it also removed one
- case SC_STONE:
- sce->val3 = 0; //Petrify time counter.
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- if (sce->val1) {
- //Removing the 'level' shouldn't affect anything in the code
- //since these SC are not affected by it, and it lets us know
- //if we have already delayed this attack or not.
- sce->val1 = 0;
- sce->timer = timer->add(timer->gettick()+10, status->change_timer, bl->id, type);
- return 1;
- }
+ case SC_STONE:
+ sce->val3 = 0; //Petrify time counter.
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ if (sce->val1) {
+ //Removing the 'level' shouldn't affect anything in the code
+ //since these SC are not affected by it, and it lets us know
+ //if we have already delayed this attack or not.
+ sce->val1 = 0;
+ sce->timer = timer->add(timer->gettick()+10, status->change_timer, bl->id, type);
+ return 1;
+ }
}
}
@@ -9338,444 +9340,449 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
status->display_remove(sd,type);
}
+#ifdef ANTI_MAYAP_CHEAT
+ if( sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE) )
+ invisible = true;
+#endif
+
vd = status->get_viewdata(bl);
calc_flag = status->ChangeFlagTable[type];
switch(type) {
- case SC_GRANITIC_ARMOR:
- {
- int damage = st->max_hp*sce->val3/100;
- if(st->hp < damage) //to not kill him
- damage = st->hp-1;
- status->damage(NULL, bl, damage,0,0,1);
- }
- break;
- case SC_PYROCLASTIC:
- if(bl->type == BL_PC)
- skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
- break;
- case SC_RUN:
+ case SC_GRANITIC_ARMOR:
{
- struct unit_data *ud = unit->bl2ud(bl);
- bool begin_spurt = true;
- // Note: this int64 value is stored in two separate int32 variables (FIXME)
- int64 starttick = (int64)sce->val3&0x00000000ffffffffLL;
- starttick |= ((int64)sce->val4<<32)&0xffffffff00000000LL;
-
- if (ud) {
- if(!ud->state.running)
- begin_spurt = false;
- ud->state.running = 0;
- if (ud->walktimer != INVALID_TIMER)
- unit->stop_walking(bl,1);
- }
- if (begin_spurt && sce->val1 >= 7
- && DIFF_TICK(timer->gettick(), starttick) <= 1000
- && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
- )
- sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1));
+ int damage = st->max_hp*sce->val3/100;
+ if(st->hp < damage) //to not kill him
+ damage = st->hp-1;
+ status->damage(NULL, bl, damage,0,0,1);
}
- break;
- case SC_AUTOBERSERK:
- if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
- status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
- break;
+ break;
+ case SC_PYROCLASTIC:
+ if(bl->type == BL_PC)
+ skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ bool begin_spurt = true;
+ // Note: this int64 value is stored in two separate int32 variables (FIXME)
+ int64 starttick = (int64)sce->val3&0x00000000ffffffffLL;
+ starttick |= ((int64)sce->val4<<32)&0xffffffff00000000LL;
+
+ if (ud) {
+ if(!ud->state.running)
+ begin_spurt = false;
+ ud->state.running = 0;
+ if (ud->walktimer != INVALID_TIMER)
+ unit->stop_walking(bl,1);
+ }
+ if (begin_spurt && sce->val1 >= 7
+ && DIFF_TICK(timer->gettick(), starttick) <= 1000
+ && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
+ )
+ sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1));
+ }
+ break;
+ case SC_AUTOBERSERK:
+ if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
+ status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
+ break;
- case SC_ENDURE:
- case SC_DEFENDER:
- case SC_REFLECTSHIELD:
- case SC_AUTOGUARD:
- {
- struct map_session_data *tsd;
- if( bl->type == BL_PC ) {
- // Clear Status from others
- int i;
- for( i = 0; i < 5; i++ ) {
- if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) && tsd->sc.data[type] )
+ case SC_ENDURE:
+ case SC_DEFENDER:
+ case SC_REFLECTSHIELD:
+ case SC_AUTOGUARD:
+ {
+ struct map_session_data *tsd;
+ if( bl->type == BL_PC ) {
+ // Clear Status from others
+ int i;
+ for( i = 0; i < 5; i++ ) {
+ if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) && tsd->sc.data[type] )
+ status_change_end(&tsd->bl, type, INVALID_TIMER);
+ }
+ } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) {
+ // Clear Status from Master
+ tsd = ((TBL_MER*)bl)->master;
+ if( tsd && tsd->sc.data[type] )
status_change_end(&tsd->bl, type, INVALID_TIMER);
}
- } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) {
- // Clear Status from Master
- tsd = ((TBL_MER*)bl)->master;
- if( tsd && tsd->sc.data[type] )
- status_change_end(&tsd->bl, type, INVALID_TIMER);
- }
- }
- break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl = map->id2bl(sce->val1);
- if( d_bl ) {
- if( d_bl->type == BL_PC )
- ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
- else if( d_bl->type == BL_MER )
- ((TBL_MER*)d_bl)->devotion_flag = 0;
- clif->devotion(d_bl, NULL);
}
+ break;
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl = map->id2bl(sce->val1);
+ if( d_bl ) {
+ if( d_bl->type == BL_PC )
+ ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
+ else if( d_bl->type == BL_MER )
+ ((TBL_MER*)d_bl)->devotion_flag = 0;
+ clif->devotion(d_bl, NULL);
+ }
- status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
- status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
- status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- }
- break;
-
- case SC_BLADESTOP:
- if(sce->val4) {
- int target_id = sce->val4;
- struct block_list *tbl = map->id2bl(target_id);
- struct status_change *tsc = status->get_sc(tbl);
- sce->val4 = 0;
- if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
- tsc->data[SC_BLADESTOP]->val4 = 0;
- status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
- }
- clif->bladestop(bl, target_id, 0);
- }
- break;
- case SC_DANCING:
- {
- const char* prevfile = "<unknown>";
- int prevline = 0;
- struct map_session_data *dsd;
- struct status_change_entry *dsc;
- struct skill_unit_group *group;
+ status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
+ status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ }
+ break;
- if( sd )
- {
- if( sd->delunit_prevfile )
- {// initially this is NULL, when a character logs in
- prevfile = sd->delunit_prevfile;
- prevline = sd->delunit_prevline;
+ case SC_BLADESTOP:
+ if(sce->val4) {
+ int target_id = sce->val4;
+ struct block_list *tbl = map->id2bl(target_id);
+ struct status_change *tsc = status->get_sc(tbl);
+ sce->val4 = 0;
+ if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
+ tsc->data[SC_BLADESTOP]->val4 = 0;
+ status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
}
- else
+ clif->bladestop(bl, target_id, 0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ const char* prevfile = "<unknown>";
+ int prevline = 0;
+ struct map_session_data *dsd;
+ struct status_change_entry *dsc;
+ struct skill_unit_group *group;
+
+ if( sd )
{
- prevfile = "<none>";
+ if( sd->delunit_prevfile )
+ {// initially this is NULL, when a character logs in
+ prevfile = sd->delunit_prevfile;
+ prevline = sd->delunit_prevline;
+ }
+ else
+ {
+ prevfile = "<none>";
+ }
+ sd->delunit_prevfile = file;
+ sd->delunit_prevline = line;
}
- sd->delunit_prevfile = file;
- sd->delunit_prevline = line;
- }
- if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map->id2sd(sce->val4)))
- {// end status on partner as well
- dsc = dsd->sc.data[SC_DANCING];
- if(dsc) {
+ if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map->id2sd(sce->val4)))
+ {// end status on partner as well
+ dsc = dsd->sc.data[SC_DANCING];
+ if(dsc) {
- //This will prevent recursive loops.
- dsc->val2 = dsc->val4 = 0;
+ //This will prevent recursive loops.
+ dsc->val2 = dsc->val4 = 0;
- status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
+ status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
+ }
}
- }
- if(sce->val2)
- {// erase associated land skill
- group = skill->id2group(sce->val2);
+ if(sce->val2)
+ {// erase associated land skill
+ group = skill->id2group(sce->val2);
- if( group == NULL )
- {
- ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
- sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
- sd ? sd->status.char_id : 0,
- mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
- prevfile, prevline,
- file, line);
+ if( group == NULL )
+ {
+ ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
+ sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
+ sd ? sd->status.char_id : 0,
+ mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
+ prevfile, prevline,
+ file, line);
+ }
+
+ sce->val2 = 0;
+ skill->del_unitgroup(group,ALC_MARK);
}
- sce->val2 = 0;
- skill->del_unitgroup(group,ALC_MARK);
+ if((sce->val1&0xFFFF) == CG_MOONLIT)
+ clif->sc_end(bl,bl->id,AREA,SI_MOON);
+
+ status_change_end(bl, SC_LONGING, INVALID_TIMER);
+ }
+ break;
+ case SC_NOCHAT:
+ if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
+ sd->status.manner = 0;
+ if (sd && tid == INVALID_TIMER)
+ {
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ }
+ break;
+ case SC_SPLASHER:
+ {
+ struct block_list *src=map->id2bl(sce->val3);
+ if(src && tid != INVALID_TIMER)
+ skill->castend_damage_id(src, bl, sce->val2, sce->val1, timer->gettick(), SD_LEVEL );
+ }
+ break;
+ case SC_RG_CCONFINE_S:
+ {
+ struct block_list *src = sce->val2 ? map->id2bl(sce->val2) : NULL;
+ struct status_change *sc2 = src ? status->get_sc(src) : NULL;
+ if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
+ //If status was already ended, do nothing.
+ //Decrease count
+ if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up.
+ status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
+ }
+ }
+ case SC_RG_CCONFINE_M:
+ if (sce->val2 > 0) {
+ //Caster has been unlocked... nearby chars need to be unlocked.
+ int range = 1
+ +skill->get_range2(bl, status->sc2skill(type), sce->val1)
+ +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
+ map->foreachinarea(status->change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,timer->gettick());
}
+ break;
+ case SC_COMBOATTACK:
+ if( sd )
+ switch (sce->val1) {
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
+ break;
+ case TK_JUMPKICK:
+ clif->skillinfo(sd, TK_JUMPKICK, 0);
+ break;
+ case MO_TRIPLEATTACK:
+ if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
+ break;
+ case SR_FALLENEMPIRE:
+ clif->skillinfo(sd, SR_GATEOFHELL, 0);
+ clif->skillinfo(sd, SR_TIGERCANNON, 0);
+ break;
+ }
+ break;
- if((sce->val1&0xFFFF) == CG_MOONLIT)
- clif->sc_end(bl,bl->id,AREA,SI_MOON);
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE: /// Marionette target
+ if (sce->val1) {
+ // check for partner and end their marionette status as well
+ enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
+ struct block_list *pbl = map->id2bl(sce->val1);
+ struct status_change* sc2 = pbl ? status->get_sc(pbl) : NULL;
+
+ if (sc2 && sc2->data[type2])
+ {
+ sc2->data[type2]->val1 = 0;
+ status_change_end(pbl, type2, INVALID_TIMER);
+ }
+ }
+ break;
- status_change_end(bl, SC_LONGING, INVALID_TIMER);
- }
- break;
- case SC_NOCHAT:
- if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
- sd->status.manner = 0;
- if (sd && tid == INVALID_TIMER)
- {
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
- }
- break;
- case SC_SPLASHER:
- {
- struct block_list *src=map->id2bl(sce->val3);
- if(src && tid != INVALID_TIMER)
- skill->castend_damage_id(src, bl, sce->val2, sce->val1, timer->gettick(), SD_LEVEL );
- }
- break;
- case SC_RG_CCONFINE_S:
- {
- struct block_list *src = sce->val2 ? map->id2bl(sce->val2) : NULL;
- struct status_change *sc2 = src ? status->get_sc(src) : NULL;
- if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
- //If status was already ended, do nothing.
- //Decrease count
- if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up.
- status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
+ case SC_BERSERK:
+ case SC_SATURDAY_NIGHT_FEVER:
+ if(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
+ status_percent_heal(bl, 100, 0);
+ status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
+ } else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
+ status->set_hp(bl, 100, 0);
+ if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
+ sc->data[SC_ENDURE]->val4 = 0;
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
}
- }
- case SC_RG_CCONFINE_M:
- if (sce->val2 > 0) {
- //Caster has been unlocked... nearby chars need to be unlocked.
- int range = 1
- +skill->get_range2(bl, status->sc2skill(type), sce->val1)
- +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
- map->foreachinarea(status->change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,timer->gettick());
- }
- break;
- case SC_COMBOATTACK:
- if( sd )
- switch (sce->val1) {
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
- break;
- case TK_JUMPKICK:
- clif->skillinfo(sd, TK_JUMPKICK, 0);
+ sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
+ if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
+ sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
+ break;
+ case SC_GOSPEL:
+ if (sce->val3) { //Clear the group.
+ struct skill_unit_group* group = skill->id2group(sce->val3);
+ sce->val3 = 0;
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_HERMODE:
+ if(sce->val3 == BCT_SELF)
+ skill->clear_unitgroup(bl);
+ break;
+ case SC_BASILICA: //Clear the skill area. [Skotlex]
+ skill->clear_unitgroup(bl);
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 0;
+ break;
+ case SC_WARM:
+ case SC__MANHOLE:
+ if (sce->val4) { //Clear the group.
+ struct skill_unit_group* group = skill->id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_KAAHI:
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER)
+ timer->delete(sce->val4,status->kaahi_heal_timer);
+ break;
+ case SC_JAILED:
+ if(tid == INVALID_TIMER)
break;
- case MO_TRIPLEATTACK:
- if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
- clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
+ //natural expiration.
+ if(sd && sd->mapindex == sce->val2)
+ pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
+ break; //guess hes not in jail :P
+ case SC_HLIF_CHANGE:
+ if (tid == INVALID_TIMER)
break;
- case SR_FALLENEMPIRE:
- clif->skillinfo(sd, SR_GATEOFHELL, 0);
- clif->skillinfo(sd, SR_TIGERCANNON, 0);
+ // "lose almost all their HP and SP" on natural expiration.
+ status->set_hp(bl, 10, 0);
+ status->set_sp(bl, 10, 0);
+ break;
+ case SC_AUTOTRADE:
+ if (tid == INVALID_TIMER)
break;
- }
- break;
-
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE: /// Marionette target
- if (sce->val1) {
- // check for partner and end their marionette status as well
- enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
- struct block_list *pbl = map->id2bl(sce->val1);
- struct status_change* sc2 = pbl ? status->get_sc(pbl) : NULL;
-
- if (sc2 && sc2->data[type2])
- {
- sc2->data[type2]->val1 = 0;
- status_change_end(pbl, type2, INVALID_TIMER);
+ // Note: vending/buying is closed by unit_remove_map, no
+ // need to do it here.
+ map->quit(sd);
+ // Because map->quit calls status_change_end with tid -1
+ // from here it's not neccesary to continue
+ return 1;
+ break;
+ case SC_STOP:
+ if( sce->val2 ) {
+ struct block_list* tbl = map->id2bl(sce->val2);
+ sce->val2 = 0;
+ if( tbl && (sc = status->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
+ status_change_end(tbl, SC_STOP, INVALID_TIMER);
}
- }
- break;
-
- case SC_BERSERK:
- case SC_SATURDAY_NIGHT_FEVER:
- if(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
- status_percent_heal(bl, 100, 0);
- status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
- } else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
- status->set_hp(bl, 100, 0);
- if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
- sc->data[SC_ENDURE]->val4 = 0;
+ break;
+ case SC_LKCONCENTRATION:
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- }
- sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
- if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
- sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
- break;
- case SC_GOSPEL:
- if (sce->val3) { //Clear the group.
- struct skill_unit_group* group = skill->id2group(sce->val3);
- sce->val3 = 0;
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_HERMODE:
- if(sce->val3 == BCT_SELF)
- skill->clear_unitgroup(bl);
- break;
- case SC_BASILICA: //Clear the skill area. [Skotlex]
- skill->clear_unitgroup(bl);
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 0;
- break;
- case SC_WARM:
- case SC__MANHOLE:
- if (sce->val4) { //Clear the group.
- struct skill_unit_group* group = skill->id2group(sce->val4);
- sce->val4 = 0;
- if( group ) /* might have been cleared before status ended, e.g. land protector */
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_KAAHI:
- //Delete timer if it exists.
- if (sce->val4 != INVALID_TIMER)
- timer->delete(sce->val4,status->kaahi_heal_timer);
- break;
- case SC_JAILED:
- if(tid == INVALID_TIMER)
- break;
- //natural expiration.
- if(sd && sd->mapindex == sce->val2)
- pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
- break; //guess hes not in jail :P
- case SC_HLIF_CHANGE:
- if (tid == INVALID_TIMER)
- break;
- // "lose almost all their HP and SP" on natural expiration.
- status->set_hp(bl, 10, 0);
- status->set_sp(bl, 10, 0);
- break;
- case SC_AUTOTRADE:
- if (tid == INVALID_TIMER)
- break;
- // Note: vending/buying is closed by unit_remove_map, no
- // need to do it here.
- map->quit(sd);
- // Because map->quit calls status_change_end with tid -1
- // from here it's not neccesary to continue
- return 1;
- break;
- case SC_STOP:
- if( sce->val2 ) {
- struct block_list* tbl = map->id2bl(sce->val2);
- sce->val2 = 0;
- if( tbl && (sc = status->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
- status_change_end(tbl, SC_STOP, INVALID_TIMER);
- }
- break;
- case SC_LKCONCENTRATION:
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- break;
- /**
- * 3rd Stuff
- **/
- case SC_MILLENNIUMSHIELD:
- clif->millenniumshield(sd,0);
- break;
- case SC_HALLUCINATIONWALK:
- sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
- break;
- case SC_WHITEIMPRISON:
- {
- struct block_list* src = map->id2bl(sce->val2);
- if( tid == -1 || !src)
- break; // Terminated by Damage
- status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,0,0,400*sce->val1,0,0,0));
- }
- break;
- case SC_WUGDASH:
- {
- struct unit_data *ud = unit->bl2ud(bl);
- if (ud) {
- ud->state.running = 0;
- if (ud->walktimer != -1)
- unit->stop_walking(bl,1);
+ break;
+ /**
+ * 3rd Stuff
+ **/
+ case SC_MILLENNIUMSHIELD:
+ clif->millenniumshield(sd,0);
+ break;
+ case SC_HALLUCINATIONWALK:
+ sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
+ break;
+ case SC_WHITEIMPRISON:
+ {
+ struct block_list* src = map->id2bl(sce->val2);
+ if( tid == -1 || !src)
+ break; // Terminated by Damage
+ status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,0,0,400*sce->val1,0,0,0));
}
- }
- break;
- case SC_ADORAMUS:
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC__SHADOWFORM:
- {
- struct map_session_data *s_sd = map->id2sd(sce->val2);
- if( !s_sd )
- break;
- s_sd->shadowform_id = 0;
- }
- break;
- case SC_SITDOWN_FORCE:
- if( sd && pc_issit(sd) ) {
- pc->setstand(sd);
- clif->standing(bl);
- }
- break;
- case SC_NEUTRALBARRIER_MASTER:
- case SC_STEALTHFIELD_MASTER:
- if( sce->val2 ) {
- struct skill_unit_group* group = skill->id2group(sce->val2);
- sce->val2 = 0;
- if( group ) /* might have been cleared before status ended, e.g. land protector */
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_BANDING:
- if(sce->val4) {
- struct skill_unit_group *group = skill->id2group(sce->val4);
- sce->val4 = 0;
- if( group ) /* might have been cleared before status ended, e.g. land protector */
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_CURSEDCIRCLE_ATKER:
- if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
- map->foreachinrange(status->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick());
- break;
- case SC_RAISINGDRAGON:
- if( sd && sce->val2 && !pc_isdead(sd) ) {
- int i;
- i = min(sd->spiritball,5);
- pc->delspiritball(sd, sd->spiritball, 0);
- status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
- while( i > 0 ) {
- pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5);
- --i;
+ break;
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ if (ud) {
+ ud->state.running = 0;
+ if (ud->walktimer != -1)
+ unit->stop_walking(bl,1);
+ }
}
- }
- break;
- case SC_CURSEDCIRCLE_TARGET:
- {
- struct block_list *src = map->id2bl(sce->val2);
- struct status_change *ssc = status->get_sc(src);
- if( ssc && ssc->data[SC_CURSEDCIRCLE_ATKER] && --(ssc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
- status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
- clif->bladestop(bl, sce->val2, 0);
- }
- }
- break;
- case SC_BLOOD_SUCKER:
- if( sce->val2 ){
+ break;
+ case SC_ADORAMUS:
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ break;
+ case SC__SHADOWFORM:
+ {
+ struct map_session_data *s_sd = map->id2sd(sce->val2);
+ if( !s_sd )
+ break;
+ s_sd->shadowform_id = 0;
+ }
+ break;
+ case SC_SITDOWN_FORCE:
+ if( sd && pc_issit(sd) ) {
+ pc->setstand(sd);
+ clif->standing(bl);
+ }
+ break;
+ case SC_NEUTRALBARRIER_MASTER:
+ case SC_STEALTHFIELD_MASTER:
+ if( sce->val2 ) {
+ struct skill_unit_group* group = skill->id2group(sce->val2);
+ sce->val2 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_BANDING:
+ if(sce->val4) {
+ struct skill_unit_group *group = skill->id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_CURSEDCIRCLE_ATKER:
+ if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
+ map->foreachinrange(status->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick());
+ break;
+ case SC_RAISINGDRAGON:
+ if( sd && sce->val2 && !pc_isdead(sd) ) {
+ int i;
+ i = min(sd->spiritball,5);
+ pc->delspiritball(sd, sd->spiritball, 0);
+ status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+ while( i > 0 ) {
+ pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5);
+ --i;
+ }
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ {
struct block_list *src = map->id2bl(sce->val2);
- if(src) {
- struct status_change *ssc = status->get_sc(src);
- ssc->bs_counter--;
+ struct status_change *ssc = status->get_sc(src);
+ if( ssc && ssc->data[SC_CURSEDCIRCLE_ATKER] && --(ssc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
+ status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
+ clif->bladestop(bl, sce->val2, 0);
}
}
- break;
- case SC_KYOUGAKU:
- clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
- break;
- case SC_CLAIRVOYANCE:
- calc_flag = SCB_ALL;/* required for overlapping */
- break;
- case SC_FULL_THROTTLE:
- sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1));
- break;
- case SC_MONSTER_TRANSFORM:
- if( sce->val2 )
- status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
- break;
- case SC_ITEMSCRIPT:
- if( sd ) {
- switch( sce->val1 ) {
- //case ITEMID_PHREEONI_CARD:
- //case ITEMID_GHOSTRING_CARD:
- case ITEMID_TAO_GUNKA_CARD:
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA);
- break;
- case ITEMID_MISTRESS_CARD:
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS);
- break;
- case ITEMID_ORC_HERO_CARD:
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO);
- break;
- case ITEMID_ORC_LOAD_CARD:
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD);
- break;
+ break;
+ case SC_BLOOD_SUCKER:
+ if( sce->val2 ){
+ struct block_list *src = map->id2bl(sce->val2);
+ if(src) {
+ struct status_change *ssc = status->get_sc(src);
+ ssc->bs_counter--;
+ }
}
- }
- break;
+ break;
+ case SC_KYOUGAKU:
+ clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
+ break;
+ case SC_CLAIRVOYANCE:
+ calc_flag = SCB_ALL;/* required for overlapping */
+ break;
+ case SC_FULL_THROTTLE:
+ sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1));
+ break;
+ case SC_MONSTER_TRANSFORM:
+ if( sce->val2 )
+ status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
+ break;
+ case SC_ITEMSCRIPT:
+ if( sd ) {
+ switch( sce->val1 ) {
+ //case ITEMID_PHREEONI_CARD:
+ //case ITEMID_GHOSTRING_CARD:
+ case ITEMID_TAO_GUNKA_CARD:
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA);
+ break;
+ case ITEMID_MISTRESS_CARD:
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS);
+ break;
+ case ITEMID_ORC_HERO_CARD:
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO);
+ break;
+ case ITEMID_ORC_LOAD_CARD:
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD);
+ break;
+ }
+ }
+ break;
}
opt_flag = 1;
@@ -9947,6 +9954,12 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
opt_flag = 0;
}
+#ifdef ANTI_MAYAP_CHEAT
+ if( invisible && !(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE)) ) {
+ clif->fixpos(bl);
+ }
+#endif
+
if (calc_flag&SCB_DYE) { //Restore DYE color
if (vd && !vd->cloth_color && sce->val4)
clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
@@ -10059,767 +10072,767 @@ int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
} while(0)
switch(type) {
- case SC_MAXIMIZEPOWER:
- case SC_CLOAKING:
- if(!status->charge(bl, 0, 1))
- break; //Not enough SP to continue.
- sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
- return 0;
-
- case SC_CHASEWALK:
- if(!status->charge(bl, 0, sce->val4))
- break; //Not enough SP to continue.
+ case SC_MAXIMIZEPOWER:
+ case SC_CLOAKING:
+ if(!status->charge(bl, 0, 1))
+ break; //Not enough SP to continue.
+ sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
+ return 0;
- if (!sc->data[SC_CHASEWALK2]) {
- sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
- (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
- * skill->get_time2(status->sc2skill(type),sce->val1));
- }
- sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
- return 0;
- break;
+ case SC_CHASEWALK:
+ if(!status->charge(bl, 0, sce->val4))
+ break; //Not enough SP to continue.
- case SC_SKA:
- if(--(sce->val2)>0) {
- sce->val3 = rnd()%100; //Random defense.
- sc_timer_next(1000+tick, status->change_timer,bl->id, data);
+ if (!sc->data[SC_CHASEWALK2]) {
+ sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
+ (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+ * skill->get_time2(status->sc2skill(type),sce->val1));
+ }
+ sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
+ break;
- case SC_HIDING:
- if(--(sce->val2)>0) {
- if(sce->val2 % sce->val4 == 0 && !status->charge(bl, 0, 1))
- break; //Fail if it's time to substract SP and there isn't.
+ case SC_SKA:
+ if(--(sce->val2)>0) {
+ sce->val3 = rnd()%100; //Random defense.
+ sc_timer_next(1000+tick, status->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
- sc_timer_next(1000+tick, status->change_timer,bl->id, data);
- return 0;
- }
- break;
+ case SC_HIDING:
+ if(--(sce->val2)>0) {
+ if(sce->val2 % sce->val4 == 0 && !status->charge(bl, 0, 1))
+ break; //Fail if it's time to substract SP and there isn't.
- case SC_SIGHT:
- case SC_RUWACH:
- case SC_WZ_SIGHTBLASTER:
- if(type == SC_WZ_SIGHTBLASTER)
- map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
- else
- map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
+ sc_timer_next(1000+tick, status->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
- if( --(sce->val2)>0 ){
- sce->val4 += 250; // use for Shadow Form 2 seconds checking.
- sc_timer_next(250+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_SIGHT:
+ case SC_RUWACH:
+ case SC_WZ_SIGHTBLASTER:
+ if(type == SC_WZ_SIGHTBLASTER)
+ map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
+ else
+ map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
- case SC_PROVOKE:
- if(sce->val2) { //Auto-provoke (it is ended in status->heal)
- sc_timer_next(1000*60+tick, status->change_timer, bl->id, data );
- return 0;
- }
- break;
+ if( --(sce->val2)>0 ){
+ sce->val4 += 250; // use for Shadow Form 2 seconds checking.
+ sc_timer_next(250+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_STONE:
- if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
- sce->val4 = 0;
- unit->stop_walking(bl,1);
- unit->stop_attack(bl);
- sc->opt1 = OPT1_STONE;
- clif->changeoption(bl);
- sc_timer_next(1000+tick, status->change_timer, bl->id, data );
- status_calc_bl(bl, status->ChangeFlagTable[type]);
- return 0;
- }
- if(--(sce->val3) > 0) {
- if(++(sce->val4)%5 == 0 && st->hp > st->max_hp/4)
- status_percent_damage(NULL, bl, 1, 0, false);
- sc_timer_next(1000+tick, status->change_timer, bl->id, data );
- return 0;
- }
- break;
+ case SC_PROVOKE:
+ if(sce->val2) { //Auto-provoke (it is ended in status->heal)
+ sc_timer_next(1000*60+tick, status->change_timer, bl->id, data );
+ return 0;
+ }
+ break;
- case SC_POISON:
- if(st->hp <= max(st->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
+ case SC_STONE:
+ if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
+ sce->val4 = 0;
+ unit->stop_walking(bl,1);
+ unit->stop_attack(bl);
+ sc->opt1 = OPT1_STONE;
+ clif->changeoption(bl);
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data );
+ status_calc_bl(bl, status->ChangeFlagTable[type]);
+ return 0;
+ }
+ if(--(sce->val3) > 0) {
+ if(++(sce->val4)%5 == 0 && st->hp > st->max_hp/4)
+ status_percent_damage(NULL, bl, 1, 0, false);
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data );
+ return 0;
+ }
break;
- case SC_DPOISON:
- if (--(sce->val3) > 0) {
- if (!sc->data[SC_SLOWPOISON]) {
- if( sce->val2 && bl->type == BL_MOB ) {
- struct block_list* src = map->id2bl(sce->val2);
- if( src )
- mob->log_damage((TBL_MOB*)bl,src,sce->val4);
+
+ case SC_POISON:
+ if(st->hp <= max(st->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
+ break;
+ case SC_DPOISON:
+ if (--(sce->val3) > 0) {
+ if (!sc->data[SC_SLOWPOISON]) {
+ if( sce->val2 && bl->type == BL_MOB ) {
+ struct block_list* src = map->id2bl(sce->val2);
+ if( src )
+ mob->log_damage((TBL_MOB*)bl,src,sce->val4);
+ }
+ map->freeblock_lock();
+ status_zap(bl, sce->val4, 0);
+ if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
+ }
+ map->freeblock_unlock();
+ }
+ return 0;
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if(st->max_hp > st->hp && --(sce->val3) > 0) {
+ sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_KNOWLEDGE:
+ if (!sd) break;
+ if(bl->m == sd->feel_map[0].m ||
+ bl->m == sd->feel_map[1].m ||
+ bl->m == sd->feel_map[2].m)
+ { //Timeout will be handled by pc->setpos
+ sce->timer = INVALID_TIMER;
+ return 0;
+ }
+ break;
+
+ case SC_BLOODING:
+ if (--(sce->val4) >= 0) {
+ int hp = rnd()%600 + 200;
+ struct block_list* src = map->id2bl(sce->val2);
+ if( src && bl && bl->type == BL_MOB ) {
+ mob->log_damage((TBL_MOB*)bl,src,sd||hp<st->hp?hp:st->hp-1);
}
map->freeblock_lock();
- status_zap(bl, sce->val4, 0);
- if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
+ status_fix_damage(src, bl, sd||hp<st->hp?hp:st->hp-1, 1);
+ if( sc->data[type] ) {
+ if( st->hp == 1 ) {
+ map->freeblock_unlock();
+ break;
+ }
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
}
map->freeblock_unlock();
+ return 0;
}
- return 0;
- }
- break;
+ break;
- case SC_TENSIONRELAX:
- if(st->max_hp > st->hp && --(sce->val3) > 0) {
- sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( sd && --(sce->val4) >= 0 ) {
+ // val1 < 0 = per max% | val1 > 0 = exact amount
+ int hp = 0;
+ if( st->hp < st->max_hp )
+ hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
+ status->heal(bl, hp, 0, 2);
+ sc_timer_next((sce->val2 * 1000) + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_KNOWLEDGE:
- if (!sd) break;
- if(bl->m == sd->feel_map[0].m ||
- bl->m == sd->feel_map[1].m ||
- bl->m == sd->feel_map[2].m)
- { //Timeout will be handled by pc->setpos
- sce->timer = INVALID_TIMER;
- return 0;
- }
- break;
+ case SC_CASH_BOSS_ALARM:
+ if( sd && --(sce->val4) >= 0 ) {
+ struct mob_data *boss_md = map->id2boss(sce->val1);
+ if( boss_md && sd->bl.m == boss_md->bl.m ) {
+ clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
+ if (boss_md->bl.prev != NULL) {
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ }
+ break;
- case SC_BLOODING:
- if (--(sce->val4) >= 0) {
- int hp = rnd()%600 + 200;
- struct block_list* src = map->id2bl(sce->val2);
- if( src && bl && bl->type == BL_MOB ) {
- mob->log_damage((TBL_MOB*)bl,src,sd||hp<st->hp?hp:st->hp-1);
- }
- map->freeblock_lock();
- status_fix_damage(src, bl, sd||hp<st->hp?hp:st->hp-1, 1);
- if( sc->data[type] ) {
- if( st->hp == 1 ) {
- map->freeblock_unlock();
+ case SC_DANCING: //SP consumption by time of dancing skills
+ {
+ int s = 0;
+ int sp = 1;
+ if (--sce->val3 <= 0)
+ break;
+ switch(sce->val1&0xFFFF){
+ case BD_RICHMANKIM:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_ASSASSINCROSS:
+ case DC_UGLYDANCE:
+ s=3;
+ break;
+ case BD_LULLABY:
+ case BD_ETERNALCHAOS:
+ case BD_ROKISWEIL:
+ case DC_FORTUNEKISS:
+ s=4;
+ break;
+ case CG_HERMODE:
+ case BD_INTOABYSS:
+ case BA_WHISTLE:
+ case DC_HUMMING:
+ case BA_POEMBRAGI:
+ case DC_SERVICEFORYOU:
+ s=5;
+ break;
+ case BA_APPLEIDUN:
+ #ifdef RENEWAL
+ s=5;
+ #else
+ s=6;
+ #endif
+ break;
+ case CG_MOONLIT:
+ //Moonlit's cost is 4sp*skill_lv [Skotlex]
+ sp= 4*(sce->val1>>16);
+ //Upkeep is also every 10 secs.
+ case DC_DONTFORGETME:
+ s=10;
break;
}
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+ if( s != 0 && sce->val3 % s == 0 ) {
+ if (sc->data[SC_LONGING])
+ sp*= 3;
+ if (!status->charge(bl, 0, sp))
+ break;
+ }
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
+ return 0;
}
- map->freeblock_unlock();
- return 0;
- }
- break;
-
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( sd && --(sce->val4) >= 0 ) {
- // val1 < 0 = per max% | val1 > 0 = exact amount
- int hp = 0;
- if( st->hp < st->max_hp )
- hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
- status->heal(bl, hp, 0, 2);
- sc_timer_next((sce->val2 * 1000) + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ break;
+ case SC_BERSERK:
+ // 5% every 10 seconds [DracoRPG]
+ if( --( sce->val3 ) > 0 && status->charge(bl, sce->val2, 0) && st->hp > 100 ) {
+ sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_CASH_BOSS_ALARM:
- if( sd && --(sce->val4) >= 0 ) {
- struct mob_data *boss_md = map->id2boss(sce->val1);
- if( boss_md && sd->bl.m == boss_md->bl.m ) {
- clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
- if (boss_md->bl.prev != NULL) {
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ case SC_NOCHAT:
+ if(sd) {
+ sd->status.manner++;
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ if (sd->status.manner < 0) {
+ //Every 60 seconds your manner goes up by 1 until it gets back to 0.
+ sc_timer_next(60000+tick, status->change_timer, bl->id, data);
return 0;
}
}
- }
- break;
+ break;
- case SC_DANCING: //SP consumption by time of dancing skills
- {
- int s = 0;
- int sp = 1;
- if (--sce->val3 <= 0)
- break;
- switch(sce->val1&0xFFFF){
- case BD_RICHMANKIM:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_ASSASSINCROSS:
- case DC_UGLYDANCE:
- s=3;
- break;
- case BD_LULLABY:
- case BD_ETERNALCHAOS:
- case BD_ROKISWEIL:
- case DC_FORTUNEKISS:
- s=4;
- break;
- case CG_HERMODE:
- case BD_INTOABYSS:
- case BA_WHISTLE:
- case DC_HUMMING:
- case BA_POEMBRAGI:
- case DC_SERVICEFORYOU:
- s=5;
- break;
- case BA_APPLEIDUN:
-#ifdef RENEWAL
- s=5;
-#else
- s=6;
-#endif
- break;
- case CG_MOONLIT:
- //Moonlit's cost is 4sp*skill_lv [Skotlex]
- sp= 4*(sce->val1>>16);
- //Upkeep is also every 10 secs.
- case DC_DONTFORGETME:
- s=10;
- break;
+ case SC_SPLASHER:
+ // custom Venom Splasher countdown timer
+ //if (sce->val4 % 1000 == 0) {
+ // char counter[10];
+ // snprintf (counter, 10, "%d", sce->val4/1000);
+ // clif->message(bl, counter);
+ //}
+ if((sce->val4 -= 500) > 0) {
+ sc_timer_next(500 + tick, status->change_timer, bl->id, data);
+ return 0;
}
- if( s != 0 && sce->val3 % s == 0 ) {
- if (sc->data[SC_LONGING])
- sp*= 3;
- if (!status->charge(bl, 0, sp))
- break;
+ break;
+
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ {
+ struct block_list *pbl = map->id2bl(sce->val1);
+ if( pbl && check_distance_bl(bl, pbl, 7) ) {
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
}
- sc_timer_next(1000+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_BERSERK:
- // 5% every 10 seconds [DracoRPG]
- if( --( sce->val3 ) > 0 && status->charge(bl, sce->val2, 0) && st->hp > 100 ) {
- sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ break;
- case SC_NOCHAT:
- if(sd) {
- sd->status.manner++;
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
- if (sd->status.manner < 0) {
- //Every 60 seconds your manner goes up by 1 until it gets back to 0.
- sc_timer_next(60000+tick, status->change_timer, bl->id, data);
+ case SC_GOSPEL:
+ if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
+ int hp, sp;
+ hp = (sce->val1 > 5) ? 45 : 30;
+ sp = (sce->val1 > 5) ? 35 : 20;
+ if(!status->charge(bl, hp, sp))
+ break;
+ sc_timer_next(10000+tick, status->change_timer, bl->id, data);
return 0;
}
- }
- break;
-
- case SC_SPLASHER:
- // custom Venom Splasher countdown timer
- //if (sce->val4 % 1000 == 0) {
- // char counter[10];
- // snprintf (counter, 10, "%d", sce->val4/1000);
- // clif->message(bl, counter);
- //}
- if((sce->val4 -= 500) > 0) {
- sc_timer_next(500 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ break;
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE:
- {
- struct block_list *pbl = map->id2bl(sce->val1);
- if( pbl && check_distance_bl(bl, pbl, 7) ) {
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ case SC_JAILED:
+ if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
+ sc_timer_next(60000+tick, status->change_timer, bl->id,data);
return 0;
}
- }
- break;
-
- case SC_GOSPEL:
- if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
- int hp, sp;
- hp = (sce->val1 > 5) ? 45 : 30;
- sp = (sce->val1 > 5) ? 35 : 20;
- if(!status->charge(bl, hp, sp))
- break;
- sc_timer_next(10000+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_JAILED:
- if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
- sc_timer_next(60000+tick, status->change_timer, bl->id,data);
- return 0;
- }
- break;
-
- case SC_BLIND:
- if(sc->data[SC_FOGWALL]) {
- //Blind lasts forever while you are standing on the fog.
- sc_timer_next(5000+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_ABUNDANCE:
- if(--(sce->val4) > 0) {
- status->heal(bl,0,60,0);
- sc_timer_next(10000+tick, status->change_timer, bl->id, data);
- }
- break;
+ break;
- case SC_PYREXIA:
- if( --(sce->val4) > 0 ) {
- map->freeblock_lock();
- clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
- status_fix_damage(NULL,bl,100,0);
- if( sc->data[type] ) {
- sc_timer_next(3000+tick,status->change_timer,bl->id,data);
+ case SC_BLIND:
+ if(sc->data[SC_FOGWALL]) {
+ //Blind lasts forever while you are standing on the fog.
+ sc_timer_next(5000+tick, status->change_timer, bl->id, data);
+ return 0;
}
- map->freeblock_unlock();
- return 0;
- }
- break;
-
- case SC_LEECHESEND:
- if( --(sce->val4) > 0 ) {
- int damage = st->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
- damage += st->vit * (sce->val1 - 3);
- unit->skillcastcancel(bl,2);
- map->freeblock_lock();
- status->damage(bl, bl, damage, 0, clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
- if( sc->data[type] ) {
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
- }
- map->freeblock_unlock();
- return 0;
- }
- break;
+ break;
+ case SC_ABUNDANCE:
+ if(--(sce->val4) > 0) {
+ status->heal(bl,0,60,0);
+ sc_timer_next(10000+tick, status->change_timer, bl->id, data);
+ }
+ break;
- case SC_MAGICMUSHROOM:
- if( --(sce->val4) > 0 ) {
- bool flag = 0;
- int damage = st->max_hp * 3 / 100;
- if( st->hp <= damage )
- damage = st->hp - 1; // Cannot Kill
+ case SC_PYREXIA:
+ if( --(sce->val4) > 0 ) {
+ map->freeblock_lock();
+ clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
+ status_fix_damage(NULL,bl,100,0);
+ if( sc->data[type] ) {
+ sc_timer_next(3000+tick,status->change_timer,bl->id,data);
+ }
+ map->freeblock_unlock();
+ return 0;
+ }
+ break;
- if( damage > 0 ) { // 3% Damage each 4 seconds
+ case SC_LEECHESEND:
+ if( --(sce->val4) > 0 ) {
+ int damage = st->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
+ damage += st->vit * (sce->val1 - 3);
+ unit->skillcastcancel(bl,2);
map->freeblock_lock();
- status_zap(bl,damage,0);
- flag = !sc->data[type]; // Killed? Should not
+ status->damage(bl, bl, damage, 0, clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
+ }
map->freeblock_unlock();
+ return 0;
}
+ break;
- if( !flag ) { // Random Skill Cast
- if (sd && !pc_issit(sd)) { //can't cast if sit
- int mushroom_skill_id = 0, i;
- unit->stop_attack(bl);
- unit->skillcastcancel(bl,0);
- do {
- i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
- mushroom_skill_id = skill->magicmushroom_db[i].skill_id;
- }
- while( mushroom_skill_id == 0 );
+ case SC_MAGICMUSHROOM:
+ if( --(sce->val4) > 0 ) {
+ bool flag = 0;
+ int damage = st->max_hp * 3 / 100;
+ if( st->hp <= damage )
+ damage = st->hp - 1; // Cannot Kill
+
+ if( damage > 0 ) { // 3% Damage each 4 seconds
+ map->freeblock_lock();
+ status_zap(bl,damage,0);
+ flag = !sc->data[type]; // Killed? Should not
+ map->freeblock_unlock();
+ }
- switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
- case CAST_GROUND:
- skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
- break;
- case CAST_NODAMAGE:
- skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
- break;
- case CAST_DAMAGE:
- skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
- break;
+ if( !flag ) { // Random Skill Cast
+ if (sd && !pc_issit(sd)) { //can't cast if sit
+ int mushroom_skill_id = 0, i;
+ unit->stop_attack(bl);
+ unit->skillcastcancel(bl,0);
+ do {
+ i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
+ mushroom_skill_id = skill->magicmushroom_db[i].skill_id;
+ }
+ while( mushroom_skill_id == 0 );
+
+ switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
+ case CAST_GROUND:
+ skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_NODAMAGE:
+ skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_DAMAGE:
+ skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ }
}
+
+ clif->emotion(bl,E_HEH);
+ sc_timer_next(4000+tick,status->change_timer,bl->id,data);
}
+ return 0;
+ }
+ break;
- clif->emotion(bl,E_HEH);
- sc_timer_next(4000+tick,status->change_timer,bl->id,data);
+ case SC_TOXIN:
+ if( --(sce->val4) > 0 ) {
+ //Damage is every 10 seconds including 3%sp drain.
+ map->freeblock_lock();
+ clif->damage(bl,bl,status_get_amotion(bl),1,1,0,0,0);
+ status->damage(NULL, bl, 1, st->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
+ if( sc->data[type] ) {
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data );
+ }
+ map->freeblock_unlock();
+ return 0;
}
- return 0;
- }
- break;
+ break;
- case SC_TOXIN:
- if( --(sce->val4) > 0 ) {
- //Damage is every 10 seconds including 3%sp drain.
- map->freeblock_lock();
- clif->damage(bl,bl,status_get_amotion(bl),1,1,0,0,0);
- status->damage(NULL, bl, 1, st->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
- if( sc->data[type] ) {
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data );
+ case SC_OBLIVIONCURSE:
+ if( --(sce->val4) > 0 ) {
+ clif->emotion(bl,E_WHAT);
+ sc_timer_next(3000 + tick, status->change_timer, bl->id, data );
+ return 0;
}
- map->freeblock_unlock();
- return 0;
- }
- break;
+ break;
- case SC_OBLIVIONCURSE:
- if( --(sce->val4) > 0 ) {
- clif->emotion(bl,E_WHAT);
- sc_timer_next(3000 + tick, status->change_timer, bl->id, data );
- return 0;
- }
- break;
+ case SC_WEAPONBLOCKING:
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl,0,3) )
+ break;
+ sc_timer_next(3000+tick,status->change_timer,bl->id,data);
+ return 0;
+ }
+ break;
- case SC_WEAPONBLOCKING:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl,0,3) )
+ case SC_CLOAKINGEXCEED:
+ if(!status->charge(bl,0,10-sce->val1))
break;
- sc_timer_next(3000+tick,status->change_timer,bl->id,data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
- case SC_CLOAKINGEXCEED:
- if(!status->charge(bl,0,10-sce->val1))
+ case SC_RENOVATIO:
+ if( --(sce->val4) > 0 ) {
+ int heal = st->max_hp * 3 / 100;
+ if( sc && sc->data[SC_AKAITSUKI] && heal )
+ heal = ~heal + 1;
+ status->heal(bl, heal, 0, 2);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- case SC_RENOVATIO:
- if( --(sce->val4) > 0 ) {
- int heal = st->max_hp * 3 / 100;
- if( sc && sc->data[SC_AKAITSUKI] && heal )
- heal = ~heal + 1;
- status->heal(bl, heal, 0, 2);
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_BURNING:
+ if( --(sce->val4) > 0 ) {
+ struct block_list *src = map->id2bl(sce->val3);
+ int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
- case SC_BURNING:
- if( --(sce->val4) > 0 ) {
- struct block_list *src = map->id2bl(sce->val3);
- int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
+ map->freeblock_lock();
+ clif->damage(bl,bl,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
+ status->damage(src, bl, damage, 0, 0, 1);
- map->freeblock_lock();
- clif->damage(bl,bl,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
- status->damage(src, bl, damage, 0, 0, 1);
+ if( sc->data[type]){ // Target still lives. [LimitLine]
+ sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
+ }
+ map->freeblock_unlock();
+ return 0;
+ }
+ break;
- if( sc->data[type]){ // Target still lives. [LimitLine]
- sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
+ case SC_FEAR:
+ if( --(sce->val4) > 0 ) {
+ if( sce->val2 > 0 )
+ sce->val2--;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
}
- map->freeblock_unlock();
- return 0;
- }
- break;
+ break;
- case SC_FEAR:
- if( --(sce->val4) > 0 ) {
- if( sce->val2 > 0 )
- sce->val2--;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl, 0, 1) )
+ break;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_SUMMON1:
- case SC_SUMMON2:
- case SC_SUMMON3:
- case SC_SUMMON4:
- case SC_SUMMON5:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl, 0, 1) )
+ case SC_READING_SB:
+ if( !status->charge(bl, 0, sce->val2) ) {
+ int i;
+ for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ }
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
- case SC_READING_SB:
- if( !status->charge(bl, 0, sce->val2) ) {
- int i;
- for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ case SC_ELECTRICSHOCKER:
+ if( --(sce->val4) > 0 ) {
+ status->charge(bl, 0, st->max_sp / 100 * sce->val1 );
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
break;
- }
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
- return 0;
-
- case SC_ELECTRICSHOCKER:
- if( --(sce->val4) > 0 ) {
- status->charge(bl, 0, st->max_sp / 100 * sce->val1 );
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_CAMOUFLAGE:
- if(--(sce->val4) > 0) {
- status->charge(bl,0,7 - sce->val1);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC__REPRODUCE:
- if(!status->charge(bl, 0, 1))
+ case SC_CAMOUFLAGE:
+ if(--(sce->val4) > 0) {
+ status->charge(bl,0,7 - sce->val1);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
break;
- sc_timer_next(1000+tick, status->change_timer, bl->id, data);
- return 0;
- case SC__SHADOWFORM:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
+ case SC__REPRODUCE:
+ if(!status->charge(bl, 0, 1))
break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
- case SC__INVISIBILITY:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl, 0, (st->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
- break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC__SHADOWFORM:
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
+ break;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_STRIKING:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl,0, sce->val1 ) )
- break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_VACUUM_EXTREME:
- if( --(sce->val4) > 0 ) {
- sc_timer_next(100 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_BLOOD_SUCKER:
- if( --(sce->val4) > 0 ) {
- struct block_list *src = map->id2bl(sce->val2);
- int damage;
- if( !src || (src && (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
- break;
- map->freeblock_lock();
- damage = sce->val3;
- status->damage(src, bl, damage, 0, clif->damage(bl,bl,st->amotion,st->dmotion+200,damage,1,0,0), 1);
- unit->skillcastcancel(bl,1);
- if ( sc->data[type] ) {
+ case SC__INVISIBILITY:
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl, 0, (st->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
+ break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
}
- map->freeblock_unlock();
- status->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
- return 0;
- }
- break;
+ break;
- case SC_SIREN:
- if( --(sce->val4) > 0 ) {
- clif->emotion(bl,E_LV);
- sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_STRIKING:
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl,0, sce->val1 ) )
+ break;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_VACUUM_EXTREME:
+ if( --(sce->val4) > 0 ) {
+ sc_timer_next(100 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_BLOOD_SUCKER:
+ if( --(sce->val4) > 0 ) {
+ struct block_list *src = map->id2bl(sce->val2);
+ int damage;
+ if( !src || (src && (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
+ break;
+ map->freeblock_lock();
+ damage = sce->val3;
+ status->damage(src, bl, damage, 0, clif->damage(bl,bl,st->amotion,st->dmotion+200,damage,1,0,0), 1);
+ unit->skillcastcancel(bl,1);
+ if ( sc->data[type] ) {
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ }
+ map->freeblock_unlock();
+ status->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
+ return 0;
+ }
+ break;
- case SC_DEEP_SLEEP:
- if( --(sce->val4) > 0 ) {
- // Recovers 1% HP/SP every 2 seconds.
- status->heal(bl, st->max_hp / 100, st->max_sp / 100, 2);
- sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_SIREN:
+ if( --(sce->val4) > 0 ) {
+ clif->emotion(bl,E_LV);
+ sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_SIRCLEOFNATURE:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl,0,sce->val2) )
- break;
- status->heal(bl, sce->val3, 0, 1);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_DEEP_SLEEP:
+ if( --(sce->val4) > 0 ) {
+ // Recovers 1% HP/SP every 2 seconds.
+ status->heal(bl, st->max_hp / 100, st->max_sp / 100, 2);
+ sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_SONG_OF_MANA:
- if( --(sce->val4) > 0 ) {
- status->heal(bl,0,sce->val3,3);
- sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_SIRCLEOFNATURE:
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl,0,sce->val2) )
+ break;
+ status->heal(bl, sce->val3, 0, 1);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_SONG_OF_MANA:
+ if( --(sce->val4) > 0 ) {
+ status->heal(bl,0,sce->val3,3);
+ sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_SATURDAY_NIGHT_FEVER:
- // 1% HP/SP drain every val4 seconds [Jobbie]
- if( --(sce->val3) > 0 ) {
- int hp = st->hp / 100;
- int sp = st->sp / 100;
- if( !status->charge(bl, hp, sp) )
- break;
- sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_COLD:
- if( --(sce->val4) > 0 ) {
- // Drains 2% of HP and 1% of SP every seconds.
- if( bl->type != BL_MOB) // doesn't work on mobs
- status->charge(bl, st->max_hp * 2 / 100, st->max_sp / 100);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_FORCEOFVANGUARD:
- if( !status->charge(bl, 0, (24 - 4 * sce->val1)) )
+ case SC_SATURDAY_NIGHT_FEVER:
+ // 1% HP/SP drain every val4 seconds [Jobbie]
+ if( --(sce->val3) > 0 ) {
+ int hp = st->hp / 100;
+ int sp = st->sp / 100;
+ if( !status->charge(bl, hp, sp) )
+ break;
+ sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
break;
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
- return 0;
- case SC_BANDING:
- if( status->charge(bl, 0, 7 - sce->val1) ) {
- if( sd ) pc->banding(sd, sce->val1);
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_LG_REFLECTDAMAGE:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl,0,sce->val3) )
+ case SC_COLD:
+ if( --(sce->val4) > 0 ) {
+ // Drains 2% of HP and 1% of SP every seconds.
+ if( bl->type != BL_MOB) // doesn't work on mobs
+ status->charge(bl, st->max_hp * 2 / 100, st->max_sp / 100);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_FORCEOFVANGUARD:
+ if( !status->charge(bl, 0, (24 - 4 * sce->val1)) )
break;
sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
- case SC_OVERHEAT_LIMITPOINT:
- if( --(sce->val1) > 0 ) { // Cooling
- sc_timer_next(30000 + tick, status->change_timer, bl->id, data);
- }
- break;
+ case SC_BANDING:
+ if( status->charge(bl, 0, 7 - sce->val1) ) {
+ if( sd ) pc->banding(sd, sce->val1);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_OVERHEAT:
- {
- int damage = st->max_hp / 100; // Suggestion 1% each second
- if( damage >= st->hp ) damage = st->hp - 1; // Do not kill, just keep you with 1 hp minimum
- map->freeblock_lock();
- status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,0,0,damage,0,0,0));
- if( sc->data[type] ) {
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ case SC_LG_REFLECTDAMAGE:
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl,0,sce->val3) )
+ break;
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+ return 0;
}
- map->freeblock_unlock();
- }
- break;
+ break;
- case SC_MAGNETICFIELD:
- {
- if( --(sce->val3) <= 0 )
- break; // Time out
- if( sce->val2 == bl->id ) {
- if( !status->charge(bl,0,14 + (3 * sce->val1)) )
- break; // No more SP status should end, and in the next second will end for the other affected players
- } else {
- struct block_list *src = map->id2bl(sce->val2);
- struct status_change *ssc;
- if( !src || (ssc = status->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
- break; // Source no more under Magnetic Field
+ case SC_OVERHEAT_LIMITPOINT:
+ if( --(sce->val1) > 0 ) { // Cooling
+ sc_timer_next(30000 + tick, status->change_timer, bl->id, data);
}
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- }
- break;
+ break;
+
+ case SC_OVERHEAT:
+ {
+ int damage = st->max_hp / 100; // Suggestion 1% each second
+ if( damage >= st->hp ) damage = st->hp - 1; // Do not kill, just keep you with 1 hp minimum
+ map->freeblock_lock();
+ status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,0,0,damage,0,0,0));
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ }
+ map->freeblock_unlock();
+ }
+ break;
- case SC_INSPIRATION:
- if(--(sce->val4) > 0) {
- int hp = st->max_hp * (7-sce->val1) / 100;
- int sp = st->max_sp * (9-sce->val1) / 100;
+ case SC_MAGNETICFIELD:
+ {
+ if( --(sce->val3) <= 0 )
+ break; // Time out
+ if( sce->val2 == bl->id ) {
+ if( !status->charge(bl,0,14 + (3 * sce->val1)) )
+ break; // No more SP status should end, and in the next second will end for the other affected players
+ } else {
+ struct block_list *src = map->id2bl(sce->val2);
+ struct status_change *ssc;
+ if( !src || (ssc = status->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
+ break; // Source no more under Magnetic Field
+ }
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ }
+ break;
- if( !status->charge(bl,hp,sp) ) break;
+ case SC_INSPIRATION:
+ if(--(sce->val4) > 0) {
+ int hp = st->max_hp * (7-sce->val1) / 100;
+ int sp = st->max_sp * (9-sce->val1) / 100;
- sc_timer_next(1000+tick,status->change_timer,bl->id, data);
- return 0;
- }
- break;
+ if( !status->charge(bl,hp,sp) ) break;
- case SC_RAISINGDRAGON:
- // 1% every 5 seconds [Jobbie]
- if( --(sce->val3)>0 && status->charge(bl, sce->val2, 0) ) {
- if( !sc->data[type] ) return 0;
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ sc_timer_next(1000+tick,status->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- if( !status->charge(bl,0,sce->val2) ){
- struct block_list *s_bl = battle->get_master(bl);
- if( s_bl )
- status_change_end(s_bl,type+1,INVALID_TIMER);
- status_change_end(bl,type,INVALID_TIMER);
+ case SC_RAISINGDRAGON:
+ // 1% every 5 seconds [Jobbie]
+ if( --(sce->val3)>0 && status->charge(bl, sce->val2, 0) ) {
+ if( !sc->data[type] ) return 0;
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
break;
- }
- sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
- return 0;
- case SC_STOMACHACHE:
- if( --(sce->val4) > 0 ) {
- status->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
- if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
- pc_stop_walking(sd,1|4);
- pc_stop_attack(sd);
- pc_setsit(sd);
- clif->sitting(bl);
+ case SC_CIRCLE_OF_FIRE:
+ case SC_FIRE_CLOAK:
+ case SC_WATER_DROP:
+ case SC_WATER_SCREEN:
+ case SC_WIND_CURTAIN:
+ case SC_WIND_STEP:
+ case SC_STONE_SHIELD:
+ case SC_SOLID_SKIN:
+ if( !status->charge(bl,0,sce->val2) ){
+ struct block_list *s_bl = battle->get_master(bl);
+ if( s_bl )
+ status_change_end(s_bl,type+1,INVALID_TIMER);
+ status_change_end(bl,type,INVALID_TIMER);
+ break;
}
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- /* they only end by status_change_end */
- sc_timer_next(600000 + tick, status->change_timer, bl->id, data);
- return 0;
- case SC_MEIKYOUSISUI:
- if( --(sce->val4) > 0 ) {
- status->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, 0);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_IZAYOI:
- case SC_KAGEMUSYA:
- if( --(sce->val2) > 0 ) {
- if(!status->charge(bl, 0, 1)) break;
- sc_timer_next(1000+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_ANGRIFFS_MODUS:
- if(--(sce->val4) > 0) { //drain hp/sp
- if( !status->charge(bl,100,20) ) break;
- sc_timer_next(1000+tick,status->change_timer,bl->id, data);
- return 0;
- }
- break;
- case SC_FULL_THROTTLE:
- if( --(sce->val4) > 0 ) {
- status_percent_damage(bl, bl, sce->val2, 0, false);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_KINGS_GRACE:
- if( --(sce->val4) > 0 ) {
- status_percent_heal(bl, sce->val2, 0);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
- case SC_FRIGG_SONG:
- if( --(sce->val4) > 0 ) {
- status->heal(bl, sce->val3, 0, 0);
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+
+ case SC_STOMACHACHE:
+ if( --(sce->val4) > 0 ) {
+ status->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
+ if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
+ pc_stop_walking(sd,1|4);
+ pc_stop_attack(sd);
+ pc_setsit(sd);
+ clif->sitting(bl);
+ }
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ /* they only end by status_change_end */
+ sc_timer_next(600000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
+ case SC_MEIKYOUSISUI:
+ if( --(sce->val4) > 0 ) {
+ status->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, 0);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_IZAYOI:
+ case SC_KAGEMUSYA:
+ if( --(sce->val2) > 0 ) {
+ if(!status->charge(bl, 0, 1)) break;
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ if(--(sce->val4) > 0) { //drain hp/sp
+ if( !status->charge(bl,100,20) ) break;
+ sc_timer_next(1000+tick,status->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_FULL_THROTTLE:
+ if( --(sce->val4) > 0 ) {
+ status_percent_damage(bl, bl, sce->val2, 0, false);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_KINGS_GRACE:
+ if( --(sce->val4) > 0 ) {
+ status_percent_heal(bl, sce->val2, 0);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_FRIGG_SONG:
+ if( --(sce->val4) > 0 ) {
+ status->heal(bl, sce->val3, 0, 0);
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
}
// default for all non-handled control paths is to end the status
@@ -10844,57 +10857,57 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) {
tsc = status->get_sc(bl);
switch( type ) {
- case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
- if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
- rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- case SC_CONCENTRATION:
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
- break;
- case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
- if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
- tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
- tsc->data[SC__INVISIBILITY])) {
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
- if(battle->check_target( src, bl, BCT_ENEMY ) > 0)
- skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
- }
- if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
- rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- break;
- case SC_WZ_SIGHTBLASTER:
- if (battle->check_target( src, bl, BCT_ENEMY ) > 0
- && status->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)
- ) {
- if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
- && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)
- ){
- sce->val2 = 0; //This signals it to end.
+ case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ case SC_CONCENTRATION:
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
+ break;
+ case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
+ if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
+ tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
+ tsc->data[SC__INVISIBILITY])) {
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
+ if(battle->check_target( src, bl, BCT_ENEMY ) > 0)
+ skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
}
- }
- break;
- case SC_RG_CCONFINE_M:
- //Lock char has released the hold on everyone...
- if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
- tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
- status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
- }
- break;
- case SC_CURSEDCIRCLE_TARGET:
- if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
- clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
- status_change_end(bl, type, INVALID_TIMER);
- }
- break;
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ break;
+ case SC_WZ_SIGHTBLASTER:
+ if (battle->check_target( src, bl, BCT_ENEMY ) > 0
+ && status->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)
+ ) {
+ if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
+ && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)
+ ){
+ sce->val2 = 0; //This signals it to end.
+ }
+ }
+ break;
+ case SC_RG_CCONFINE_M:
+ //Lock char has released the hold on everyone...
+ if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
+ tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
+ status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
+ clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
+ status_change_end(bl, type, INVALID_TIMER);
+ }
+ break;
}
return 0;
}
diff --git a/src/map/unit.c b/src/map/unit.c
index af52e6dfb..7b37be266 100644
--- a/src/map/unit.c
+++ b/src/map/unit.c
@@ -1345,6 +1345,19 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
casttime = 0;
}
+ if( sc ) {
+ /**
+ * why the if else chain: these 3 status do not stack, so its efficient that way.
+ **/
+ if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) {
+ status_change_end(src, SC_CLOAKING, INVALID_TIMER);
+ if (!src->prev) return 0; //Warped away!
+ } else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) {
+ status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER);
+ if (!src->prev) return 0;
+ }
+ }
+
if(!ud->state.running) //need TK_RUN or WUGDASH handler to be done before that, see bugreport:6026
unit->stop_walking(src,1);// eventhough this is not how official works but this will do the trick. bugreport:6829
@@ -1401,20 +1414,6 @@ int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, ui
ud->skill_id = skill_id;
ud->skill_lv = skill_lv;
- if( sc ) {
- /**
- * why the if else chain: these 3 status do not stack, so its efficient that way.
- **/
- if( sc->data[SC_CLOAKING] && !(sc->data[SC_CLOAKING]->val4&4) && skill_id != AS_CLOAKING ) {
- status_change_end(src, SC_CLOAKING, INVALID_TIMER);
- if (!src->prev) return 0; //Warped away!
- } else if( sc->data[SC_CLOAKINGEXCEED] && !(sc->data[SC_CLOAKINGEXCEED]->val4&4) && skill_id != GC_CLOAKINGEXCEED ) {
- status_change_end(src,SC_CLOAKINGEXCEED, INVALID_TIMER);
- if (!src->prev) return 0;
- }
- }
-
-
if( casttime > 0 ) {
ud->skilltimer = timer->add( tick+casttime, skill->castend_id, src->id, 0 );
if( sd && (pc->checkskill(sd,SA_FREECAST) > 0 || skill_id == LG_EXEEDBREAK) )