From a57f99bcf723f3124c382879c1eaf867452c9917 Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Wed, 26 Jul 2017 21:47:11 +0300 Subject: Move from status_change_start code for end previous sc to separate function. --- src/map/status.c | 539 +++++++++++++++++++++++++++++-------------------------- 1 file changed, 284 insertions(+), 255 deletions(-) (limited to 'src/map/status.c') diff --git a/src/map/status.c b/src/map/status.c index 74310c740..71de0582e 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -7751,261 +7751,8 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t } //Before overlapping fail, one must check for status cured. - switch (type) { - case SC_BLESSING: - //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM - //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] - if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) { - status_change_end(bl, SC_CURSE, INVALID_TIMER); - if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) - status_change_end(bl, SC_STONE, INVALID_TIMER); - } - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) - status_change_end(bl, SC_SOULLINK, INVALID_TIMER); - break; - case SC_INC_AGI: - status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); - if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) - status_change_end(bl, SC_SOULLINK, INVALID_TIMER); - break; - case SC_QUAGMIRE: - status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); - status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - FALLTHROUGH - //Also blocks the ones below... - case SC_DEC_AGI: - case SC_ADORAMUS: - status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); - //Also blocks the ones below... - FALLTHROUGH - case SC_DONTFORGETME: - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); - status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); - break; - case SC_ONEHANDQUICKEN: - //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); - break; - case SC_OVERTHRUSTMAX: - //Cancels Normal Overthrust. [Skotlex] - status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); - break; - case SC_KYRIE: - //Cancels Assumptio - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - break; - case SC_MAGNIFICAT: - //Cancels Offertorium - status_change_end(bl, SC_OFFERTORIUM, INVALID_TIMER); - break; - case SC_OFFERTORIUM: - //Cancels Magnificat - status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); - break; - case SC_DELUGE: - if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) - status_change_end(bl, SC_BLIND, INVALID_TIMER); - break; - case SC_SILENCE: - if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) - status_change_end(bl, SC_GOSPEL, INVALID_TIMER); - break; - case SC_HIDING: - status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); - status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); - break; - case SC_BERSERK: - if( val3 == SC__BLOODYLUST ) - break; - if(battle_config.berserk_cancels_buffs) { - status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); - status_change_end(bl, SC_PARRYING, INVALID_TIMER); - status_change_end(bl, SC_AURABLADE, INVALID_TIMER); - status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); - } - #ifdef RENEWAL - else { - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - } - #endif - break; - case SC_ASSUMPTIO: - status_change_end(bl, SC_KYRIE, INVALID_TIMER); - status_change_end(bl, SC_KAITE, INVALID_TIMER); - break; - case SC_KAITE: - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - break; - case SC_CARTBOOST: - if (sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS]) { - //Cancel Decrease Agi, but take no further effect [Skotlex] - status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); - status_change_end(bl, SC_ADORAMUS, INVALID_TIMER); - return 0; - } - break; - case SC_FUSION: - status_change_end(bl, SC_SOULLINK, INVALID_TIMER); - break; - case SC_GS_ADJUSTMENT: - status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); - break; - case SC_GS_MADNESSCANCEL: - status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); - break; - //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up - case SC_PROPERTYUNDEAD: - status_change_end(bl, SC_BLESSING, INVALID_TIMER); - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); - break; - case SC_FOOD_STR: - status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); - break; - case SC_FOOD_AGI: - status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); - break; - case SC_FOOD_VIT: - status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); - break; - case SC_FOOD_INT: - status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); - break; - case SC_FOOD_DEX: - status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); - break; - case SC_FOOD_LUK: - status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); - break; - case SC_FOOD_STR_CASH: - status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); - status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); - break; - case SC_FOOD_AGI_CASH: - status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); - status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); - break; - case SC_FOOD_VIT_CASH: - status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); - status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); - break; - case SC_FOOD_INT_CASH: - status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); - status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); - break; - case SC_FOOD_DEX_CASH: - status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); - status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); - break; - case SC_FOOD_LUK_CASH: - status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); - status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); - break; - case SC_GM_BATTLE: - status_change_end(bl, SC_GM_BATTLE2, INVALID_TIMER); - break; - case SC_GM_BATTLE2: - status_change_end(bl, SC_GM_BATTLE, INVALID_TIMER); - break; - case SC_ENDURE: - if( val4 == 1 ) - status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); - break; - case SC_FIGHTINGSPIRIT: - case SC_OVERED_BOOST: - status_change_end(bl, type, INVALID_TIMER); // Remove previous one. - break; - case SC_MARSHOFABYSS: - status_change_end(bl, SC_INCAGI, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); - break; - //Group A Status (doesn't overlap) - case SC_SWING: - case SC_SYMPHONY_LOVE: - case SC_MOONLIT_SERENADE: - case SC_RUSH_WINDMILL: - case SC_ECHOSONG: - case SC_HARMONIZE: - case SC_FRIGG_SONG: - if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); - if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER); - break; - //Group B Status - case SC_SIREN: - case SC_DEEP_SLEEP: - case SC_SIRCLEOFNATURE: - case SC_LERADS_DEW: - case SC_MELODYOFSINK: - case SC_BEYOND_OF_WARCRY: - case SC_UNLIMITED_HUMMING_VOICE: - case SC_GLOOMYDAY: - case SC_SONG_OF_MANA: - case SC_DANCE_WITH_WUG: - if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); - if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); - if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - if (type != SC_GLOOMYDAY) status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); - if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - break; - case SC_REFLECTSHIELD: - status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); - break; - case SC_LG_REFLECTDAMAGE: - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); - break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); - status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER); - status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER); - status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); - break; - case SC_GENTLETOUCH_ENERGYGAIN: - case SC_GENTLETOUCH_CHANGE: - case SC_GENTLETOUCH_REVITALIZE: - if( type != SC_GENTLETOUCH_REVITALIZE ) - status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); - if( type != SC_GENTLETOUCH_ENERGYGAIN ) - status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); - if( type != SC_GENTLETOUCH_CHANGE ) - status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); - break; - case SC_INVINCIBLE: - status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); - break; - case SC_INVINCIBLEOFF: - status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); - break; - case SC_MAGICPOWER: - status_change_end(bl, type, INVALID_TIMER); - break; - } + if (status->end_sc_before_start(bl, st, sc, type, undead_flag, val1, val2, val3, val4)) + return 0; //Check for overlapping fails if( (sce = sc->data[type]) ) { @@ -10330,6 +10077,287 @@ int status_change_start(struct block_list *src, struct block_list *bl, enum sc_t return 1; } +/** + * End sc before starting other sc. + * + * @param bl Status change target bl. + * @param st Status change data. + * @param sc Current statuses. + * @param type Status change type. + * @param undead_flag is bl undead. + * @param val1 Additional value (meaning depends on type). + * @param val2 Additional value (meaning depends on type). + * @param val3 Additional value (meaning depends on type). + * @param val4 Additional value (meaning depends on type). + * + * @retval 0 if no status change happened. + * @retval 1 if the status change was successfully applied. + */ +bool status_end_sc_before_start(struct block_list *bl, struct status_data *st, struct status_change* sc, enum sc_type type, int undead_flag, int val1, int val2, int val3, int val4) +{ + nullpo_retr(true, bl); + nullpo_retr(true, st); + nullpo_retr(true, sc); + + switch (type) { + case SC_BLESSING: + //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM + //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] + if ((!undead_flag && st->race != RC_DEMON) || bl->type == BL_PC) { + status_change_end(bl, SC_CURSE, INVALID_TIMER); + if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) + status_change_end(bl, SC_STONE, INVALID_TIMER); + } + if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); + break; + case SC_INC_AGI: + status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); + if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH) + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); + break; + case SC_QUAGMIRE: + status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); + status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); + status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + FALLTHROUGH + //Also blocks the ones below... + case SC_DEC_AGI: + case SC_ADORAMUS: + status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); + //Also blocks the ones below... + FALLTHROUGH + case SC_DONTFORGETME: + status_change_end(bl, SC_INC_AGI, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); + status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); + break; + case SC_ONEHANDQUICKEN: + //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] + status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); + break; + case SC_OVERTHRUSTMAX: + //Cancels Normal Overthrust. [Skotlex] + status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); + break; + case SC_KYRIE: + //Cancels Assumptio + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + break; + case SC_MAGNIFICAT: + //Cancels Offertorium + status_change_end(bl, SC_OFFERTORIUM, INVALID_TIMER); + break; + case SC_OFFERTORIUM: + //Cancels Magnificat + status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); + break; + case SC_DELUGE: + if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) + status_change_end(bl, SC_BLIND, INVALID_TIMER); + break; + case SC_SILENCE: + if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) + status_change_end(bl, SC_GOSPEL, INVALID_TIMER); + break; + case SC_HIDING: + status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); + status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); + break; + case SC_BERSERK: + if (val3 == SC__BLOODYLUST) + break; + if (battle_config.berserk_cancels_buffs) { + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); + status_change_end(bl, SC_PARRYING, INVALID_TIMER); + status_change_end(bl, SC_AURABLADE, INVALID_TIMER); + status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); + } + #ifdef RENEWAL + else { + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + } + #endif + break; + case SC_ASSUMPTIO: + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + status_change_end(bl, SC_KAITE, INVALID_TIMER); + break; + case SC_KAITE: + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); + break; + case SC_CARTBOOST: + if (sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS]) { + //Cancel Decrease Agi, but take no further effect [Skotlex] + status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); + status_change_end(bl, SC_ADORAMUS, INVALID_TIMER); + return true; + } + break; + case SC_FUSION: + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); + break; + case SC_GS_ADJUSTMENT: + status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); + break; + case SC_GS_MADNESSCANCEL: + status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); + break; + //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up + case SC_PROPERTYUNDEAD: + status_change_end(bl, SC_BLESSING, INVALID_TIMER); + status_change_end(bl, SC_INC_AGI, INVALID_TIMER); + break; + case SC_FOOD_STR: + status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); + break; + case SC_FOOD_AGI: + status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); + break; + case SC_FOOD_VIT: + status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); + break; + case SC_FOOD_INT: + status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); + break; + case SC_FOOD_DEX: + status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); + break; + case SC_FOOD_LUK: + status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); + break; + case SC_FOOD_STR_CASH: + status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); + status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); + break; + case SC_FOOD_AGI_CASH: + status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); + status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); + break; + case SC_FOOD_VIT_CASH: + status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); + status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); + break; + case SC_FOOD_INT_CASH: + status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); + status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); + break; + case SC_FOOD_DEX_CASH: + status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); + status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); + break; + case SC_FOOD_LUK_CASH: + status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); + status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); + break; + case SC_GM_BATTLE: + status_change_end(bl, SC_GM_BATTLE2, INVALID_TIMER); + break; + case SC_GM_BATTLE2: + status_change_end(bl, SC_GM_BATTLE, INVALID_TIMER); + break; + case SC_ENDURE: + if (val4 == 1) + status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); + break; + case SC_FIGHTINGSPIRIT: + case SC_OVERED_BOOST: + status_change_end(bl, type, INVALID_TIMER); // Remove previous one. + break; + case SC_MARSHOFABYSS: + status_change_end(bl, SC_INCAGI, INVALID_TIMER); + status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); + break; + //Group A Status (doesn't overlap) + case SC_SWING: + case SC_SYMPHONY_LOVE: + case SC_MOONLIT_SERENADE: + case SC_RUSH_WINDMILL: + case SC_ECHOSONG: + case SC_HARMONIZE: + case SC_FRIGG_SONG: + if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); + if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); + if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER); + break; + //Group B Status + case SC_SIREN: + case SC_DEEP_SLEEP: + case SC_SIRCLEOFNATURE: + case SC_LERADS_DEW: + case SC_MELODYOFSINK: + case SC_BEYOND_OF_WARCRY: + case SC_UNLIMITED_HUMMING_VOICE: + case SC_GLOOMYDAY: + case SC_SONG_OF_MANA: + case SC_DANCE_WITH_WUG: + if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); + if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); + if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + if (type != SC_GLOOMYDAY) status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + break; + case SC_REFLECTSHIELD: + status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); + break; + case SC_LG_REFLECTDAMAGE: + status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); + break; + case SC_SHIELDSPELL_DEF: + case SC_SHIELDSPELL_MDEF: + case SC_SHIELDSPELL_REF: + status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); + status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER); + status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER); + status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); + break; + case SC_GENTLETOUCH_ENERGYGAIN: + case SC_GENTLETOUCH_CHANGE: + case SC_GENTLETOUCH_REVITALIZE: + if (type != SC_GENTLETOUCH_REVITALIZE) + status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); + if (type != SC_GENTLETOUCH_ENERGYGAIN) + status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); + if (type != SC_GENTLETOUCH_CHANGE) + status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); + break; + case SC_INVINCIBLE: + status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); + break; + case SC_INVINCIBLEOFF: + status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); + break; + case SC_MAGICPOWER: + status_change_end(bl, type, INVALID_TIMER); + break; + } + + return false; +} + /** * Check is boss resist to given sc. * @@ -13512,6 +13540,7 @@ void status_defaults(void) status->is_immune_to_status = status_is_immune_to_status; status->is_boss_resist_sc = status_is_boss_resist_sc; + status->end_sc_before_start = status_end_sc_before_start; status->calc_bl_ = status_calc_bl_; status->calc_mob_ = status_calc_mob_; status->calc_pet_ = status_calc_pet_; -- cgit v1.2.3-60-g2f50