From fb7c7c46a893e4b8ee8f94ae7be38735c9df3e0d Mon Sep 17 00:00:00 2001 From: shennetsind Date: Mon, 21 Oct 2013 04:24:39 -0200 Subject: Minor identation fixes on status_change_start Signed-off-by: shennetsind --- src/map/status.c | 4708 +++++++++++++++++++++++++++--------------------------- 1 file changed, 2354 insertions(+), 2354 deletions(-) (limited to 'src/map/status.c') diff --git a/src/map/status.c b/src/map/status.c index 8a2ac7cd6..30728a8fd 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -6497,46 +6497,46 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed. return 0; // Immune to status ailements switch( type ) { - case SC_QUAGMIRE://Tester said it protects against this and decrease agi. - case SC_DEC_AGI: - case SC_BURNING: - case SC_FROSTMISTY: + case SC_QUAGMIRE://Tester said it protects against this and decrease agi. + case SC_DEC_AGI: + case SC_BURNING: + case SC_FROSTMISTY: //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech] - case SC_MARSHOFABYSS: - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - case SC_COLD: ////08/31/2011 - Class Balance Changes - case SC_DEEP_SLEEP: - case SC_MANDRAGORA: - return 0; + case SC_MARSHOFABYSS: + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: + case SC_COLD: ////08/31/2011 - Class Balance Changes + case SC_DEEP_SLEEP: + case SC_MANDRAGORA: + return 0; } } else if( sc->data[SC_INSPIRATION] ) { if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX ) return 0; // Immune to status ailements switch( type ) { - case SC_DEEP_SLEEP: - case SC_SATURDAY_NIGHT_FEVER: - case SC_PYREXIA: - case SC_DEATHHURT: - case SC_MAGICMUSHROOM: - case SC_VENOMBLEED: - case SC_TOXIN: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - case SC__ENERVATION: - case SC__GROOMY: - case SC__LAZINESS: - case SC__UNLUCKY: - case SC__WEAKNESS: - case SC__BODYPAINT: - case SC__IGNORANCE: - return 0; + case SC_DEEP_SLEEP: + case SC_SATURDAY_NIGHT_FEVER: + case SC_PYREXIA: + case SC_DEATHHURT: + case SC_MAGICMUSHROOM: + case SC_VENOMBLEED: + case SC_TOXIN: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: + case SC__ENERVATION: + case SC__GROOMY: + case SC__LAZINESS: + case SC__UNLUCKY: + case SC__WEAKNESS: + case SC__BODYPAINT: + case SC__IGNORANCE: + return 0; } } @@ -6551,2422 +6551,2422 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val undead_flag = battle->check_undead(st->race,st->def_ele); //Check for inmunities / sc fails switch (type) { - case SC_DRUMBATTLE: - case SC_NIBELUNGEN: - case SC_INTOABYSS: - case SC_SIEGFRIED: - if( bl->type == BL_PC) { - struct map_session_data *sd = BL_CAST(BL_PC,bl); - if (!sd->status.party_id) return 0; - } - break; - case SC_ANGRIFFS_MODUS: - case SC_GOLDENE_FERSE: - if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS]) - || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE]) - ) - return 0; - case SC_STONE: - if(sc->data[SC_POWER_OF_GAIA]) - return 0; - case SC_FREEZE: - //Undead are immune to Freeze/Stone - if (undead_flag && !(flag&1)) - return 0; - case SC_DEEP_SLEEP: - case SC_SLEEP: - case SC_STUN: - case SC_FROSTMISTY: - case SC_COLD: - if (sc->opt1) - return 0; //Cannot override other opt1 status changes. [Skotlex] - if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER]) - return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] - break; + case SC_DRUMBATTLE: + case SC_NIBELUNGEN: + case SC_INTOABYSS: + case SC_SIEGFRIED: + if( bl->type == BL_PC) { + struct map_session_data *sd = BL_CAST(BL_PC,bl); + if (!sd->status.party_id) return 0; + } + break; + case SC_ANGRIFFS_MODUS: + case SC_GOLDENE_FERSE: + if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS]) + || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE]) + ) + return 0; + case SC_STONE: + if(sc->data[SC_POWER_OF_GAIA]) + return 0; + case SC_FREEZE: + //Undead are immune to Freeze/Stone + if (undead_flag && !(flag&1)) + return 0; + case SC_DEEP_SLEEP: + case SC_SLEEP: + case SC_STUN: + case SC_FROSTMISTY: + case SC_COLD: + if (sc->opt1) + return 0; //Cannot override other opt1 status changes. [Skotlex] + if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER]) + return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] + break; - //There all like berserk, do not everlap each other - case SC_BERSERK: - if( sc->data[SC__BLOODYLUST] || sc->data[SC_SATURDAY_NIGHT_FEVER] ) - return 0; - break; + //There all like berserk, do not everlap each other + case SC_BERSERK: + if( sc->data[SC__BLOODYLUST] || sc->data[SC_SATURDAY_NIGHT_FEVER] ) + return 0; + break; - case SC_BURNING: - if(sc->opt1 || sc->data[SC_FROSTMISTY]) - return 0; - break; + case SC_BURNING: + if(sc->opt1 || sc->data[SC_FROSTMISTY]) + return 0; + break; - case SC_CRUCIS: - //Only affects demons and undead element (but not players) - if((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) - return 0; - break; - case SC_LEXAETERNA: - if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] ) - return 0; - break; - case SC_KYRIE: - if (bl->type == BL_MOB) - return 0; - break; - case SC_OVERTHRUST: - if (sc->data[SC_OVERTHRUSTMAX]) - return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] - case SC_OVERTHRUSTMAX: - if( sc->option&OPTION_MADOGEAR ) - return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind] - break; - case SC_ADRENALINE: - if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE))) - return 0; - if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DEC_AGI] || - sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind] + case SC_CRUCIS: + //Only affects demons and undead element (but not players) + if((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) + return 0; + break; + case SC_LEXAETERNA: + if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] ) + return 0; + break; + case SC_KYRIE: + if (bl->type == BL_MOB) + return 0; + break; + case SC_OVERTHRUST: + if (sc->data[SC_OVERTHRUSTMAX]) + return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] + case SC_OVERTHRUSTMAX: + if( sc->option&OPTION_MADOGEAR ) + return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind] + break; + case SC_ADRENALINE: + if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE))) + return 0; + if (sc->data[SC_QUAGMIRE] || + sc->data[SC_DEC_AGI] || + sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind] + ) + return 0; + break; + case SC_ADRENALINE2: + if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2))) + return 0; + if (sc->data[SC_QUAGMIRE] || + sc->data[SC_DEC_AGI] ) - return 0; - break; - case SC_ADRENALINE2: - if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2))) - return 0; - if (sc->data[SC_QUAGMIRE] || - sc->data[SC_DEC_AGI] - ) - return 0; - break; - case SC_MAGNIFICAT: - if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat - return 0; - break; - case SC_ONEHANDQUICKEN: - case SC_MER_QUICKEN: - case SC_TWOHANDQUICKEN: - if(sc->data[SC_DEC_AGI]) - return 0; + return 0; + break; + case SC_MAGNIFICAT: + if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat + return 0; + break; + case SC_ONEHANDQUICKEN: + case SC_MER_QUICKEN: + case SC_TWOHANDQUICKEN: + if(sc->data[SC_DEC_AGI]) + return 0; - case SC_CONCENTRATION: - case SC_SPEARQUICKEN: - case SC_TRUESIGHT: - case SC_WINDWALK: - case SC_CARTBOOST: - case SC_ASSNCROS: - if(sc->option&OPTION_MADOGEAR) - return 0;//Mado is immune to wind walk, cart boost, etc (others above) [Ind] - case SC_INC_AGI: - if (sc->data[SC_QUAGMIRE]) - return 0; - break; - case SC_CLOAKING: - //Avoid cloaking with no wall and low skill level. [Skotlex] - //Due to the cloaking card, we have to check the wall versus to known - //skill level rather than the used one. [Skotlex] - //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) - if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) ) - return 0; - break; - case SC_MODECHANGE: - { - int mode; - struct status_data *bst = status->get_base_status(bl); - if (!bst) return 0; - if (sc->data[type]) { - //Pile up with previous values. - if(!val2) val2 = sc->data[type]->val2; - val3 |= sc->data[type]->val3; - val4 |= sc->data[type]->val4; - } - mode = val2 ? val2 : bst->mode; //Base mode - if (val4) mode&=~val4; //Del mode - if (val3) mode|= val3; //Add mode - if (mode == bst->mode) { //No change. - if (sc->data[type]) //Abort previous status - return status_change_end(bl, type, INVALID_TIMER); - return 0; - } - } - break; - //Strip skills, need to divest something or it fails. - case SC_NOEQUIPWEAPON: - if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data - int i; - opt_flag = 0; //Reuse to check success condition. - if(sd->bonus.unstripable_equip&EQP_WEAPON) + case SC_CONCENTRATION: + case SC_SPEARQUICKEN: + case SC_TRUESIGHT: + case SC_WINDWALK: + case SC_CARTBOOST: + case SC_ASSNCROS: + if(sc->option&OPTION_MADOGEAR) + return 0;//Mado is immune to wind walk, cart boost, etc (others above) [Ind] + case SC_INC_AGI: + if (sc->data[SC_QUAGMIRE]) + return 0; + break; + case SC_CLOAKING: + //Avoid cloaking with no wall and low skill level. [Skotlex] + //Due to the cloaking card, we have to check the wall versus to known + //skill level rather than the used one. [Skotlex] + //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL)) + if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) ) + return 0; + break; + case SC_MODECHANGE: + { + int mode; + struct status_data *bst = status->get_base_status(bl); + if (!bst) return 0; + if (sc->data[type]) { + //Pile up with previous values. + if(!val2) val2 = sc->data[type]->val2; + val3 |= sc->data[type]->val3; + val4 |= sc->data[type]->val4; + } + mode = val2 ? val2 : bst->mode; //Base mode + if (val4) mode&=~val4; //Del mode + if (val3) mode|= val3; //Add mode + if (mode == bst->mode) { //No change. + if (sc->data[type]) //Abort previous status + return status_change_end(bl, type, INVALID_TIMER); return 0; + } + } + break; + //Strip skills, need to divest something or it fails. + case SC_NOEQUIPWEAPON: + if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data + int i; + opt_flag = 0; //Reuse to check success condition. + if(sd->bonus.unstripable_equip&EQP_WEAPON) + return 0; - i = sd->equip_index[EQI_HAND_R]; - if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { - opt_flag|=2; + i = sd->equip_index[EQI_HAND_R]; + if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { + opt_flag|=2; + pc->unequipitem(sd,i,3); + } + if (!opt_flag) return 0; + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_NOEQUIPSHIELD: + if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. + else + if (sd && !(flag&4)) { + int i; + if(sd->bonus.unstripable_equip&EQP_SHIELD) + return 0; + i = sd->equip_index[EQI_HAND_L]; + if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR ) + return 0; + pc->unequipitem(sd,i,3); + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_NOEQUIPARMOR: + if (sd && !(flag&4)) { + int i; + if(sd->bonus.unstripable_equip&EQP_ARMOR) + return 0; + i = sd->equip_index[EQI_ARMOR]; + if ( i < 0 || !sd->inventory_data[i] ) + return 0; pc->unequipitem(sd,i,3); } - if (!opt_flag) return 0; - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_NOEQUIPSHIELD: - if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. - else + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_NOEQUIPHELM: if (sd && !(flag&4)) { int i; - if(sd->bonus.unstripable_equip&EQP_SHIELD) + if(sd->bonus.unstripable_equip&EQP_HELM) return 0; - i = sd->equip_index[EQI_HAND_L]; - if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR ) + i = sd->equip_index[EQI_HEAD_TOP]; + if ( i < 0 || !sd->inventory_data[i] ) return 0; pc->unequipitem(sd,i,3); } if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; - case SC_NOEQUIPARMOR: - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_ARMOR) + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HP: + case SC_MER_SP: + case SC_MER_HIT: + if( bl->type != BL_MER ) + return 0; // Stats only for Mercenaries + break; + case SC_FOOD_STR: + if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) return 0; - i = sd->equip_index[EQI_ARMOR]; - if ( i < 0 || !sd->inventory_data[i] ) + break; + case SC_FOOD_AGI: + if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_NOEQUIPHELM: - if (sd && !(flag&4)) { - int i; - if(sd->bonus.unstripable_equip&EQP_HELM) + break; + case SC_FOOD_VIT: + if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) return 0; - i = sd->equip_index[EQI_HEAD_TOP]; - if ( i < 0 || !sd->inventory_data[i] ) + break; + case SC_FOOD_INT: + if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) return 0; - pc->unequipitem(sd,i,3); - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HP: - case SC_MER_SP: - case SC_MER_HIT: - if( bl->type != BL_MER ) - return 0; // Stats only for Mercenaries - break; - case SC_FOOD_STR: - if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_AGI: - if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_VIT: - if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_INT: - if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_DEX: - if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_LUK: - if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) - return 0; - break; - case SC_FOOD_STR_CASH: - if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1) - return 0; - break; - case SC_FOOD_AGI_CASH: - if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1) - return 0; - break; - case SC_FOOD_VIT_CASH: - if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1) - return 0; - break; - case SC_FOOD_INT_CASH: - if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1) - return 0; - break; - case SC_FOOD_DEX_CASH: - if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1) - return 0; - break; - case SC_FOOD_LUK_CASH: - if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1) - return 0; - break; - case SC_CAMOUFLAGE: - if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) ) - return 0; - break; - case SC__STRIPACCESSARY: - if( sd ) { - int i = -1; - if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) { - i = sd->equip_index[EQI_ACC_L]; - if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) - pc->unequipitem(sd,i,3); //L-Accessory - } if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) { - i = sd->equip_index[EQI_ACC_R]; - if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) - pc->unequipitem(sd,i,3); //R-Accessory - } - if( i < 0 ) + break; + case SC_FOOD_DEX: + if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) return 0; - } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC - break; - case SC_TOXIN: - case SC_PARALYSE: - case SC_VENOMBLEED: - case SC_MAGICMUSHROOM: - case SC_DEATHHURT: - case SC_PYREXIA: - case SC_OBLIVIONCURSE: - case SC_LEECHESEND: - { // it doesn't stack or even renewed - int i = SC_TOXIN; - for(; i<= SC_LEECHESEND; i++) - if(sc->data[i]) return 0; - } - break; - case SC_SATURDAY_NIGHT_FEVER: - if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION]) - return 0; - break; - case SC_OFFERTORIUM: - if (sc->data[SC_MAGNIFICAT]) - return 0; - break; - } - - //Check for BOSS resistances - if(st->mode&MD_BOSS && !(flag&1)) { - if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) - return 0; - switch (type) { - case SC_BLESSING: - case SC_DEC_AGI: - case SC_PROVOKE: - case SC_COMA: - case SC_GRAVITATION: - case SC_NJ_SUITON: - case SC_RICHMANKIM: - case SC_ROKISWEIL: - case SC_FOGWALL: - case SC_FROSTMISTY: - case SC_BURNING: - case SC_MARSHOFABYSS: - case SC_ADORAMUS: - case SC_NEEDLE_OF_PARALYZE: - case SC_DEEP_SLEEP: - case SC_COLD: - - // Exploit prevention - kRO Fix - case SC_PYREXIA: - case SC_DEATHHURT: - case SC_TOXIN: + break; + case SC_FOOD_LUK: + if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1) + return 0; + break; + case SC_FOOD_STR_CASH: + if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1) + return 0; + break; + case SC_FOOD_AGI_CASH: + if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1) + return 0; + break; + case SC_FOOD_VIT_CASH: + if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1) + return 0; + break; + case SC_FOOD_INT_CASH: + if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1) + return 0; + break; + case SC_FOOD_DEX_CASH: + if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1) + return 0; + break; + case SC_FOOD_LUK_CASH: + if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1) + return 0; + break; + case SC_CAMOUFLAGE: + if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) ) + return 0; + break; + case SC__STRIPACCESSARY: + if( sd ) { + int i = -1; + if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) { + i = sd->equip_index[EQI_ACC_L]; + if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) + pc->unequipitem(sd,i,3); //L-Accessory + } if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) { + i = sd->equip_index[EQI_ACC_R]; + if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR ) + pc->unequipitem(sd,i,3); //R-Accessory + } + if( i < 0 ) + return 0; + } + if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + break; + case SC_TOXIN: case SC_PARALYSE: case SC_VENOMBLEED: case SC_MAGICMUSHROOM: + case SC_DEATHHURT: + case SC_PYREXIA: case SC_OBLIVIONCURSE: case SC_LEECHESEND: + { // it doesn't stack or even renewed + int i = SC_TOXIN; + for(; i<= SC_LEECHESEND; i++) + if(sc->data[i]) return 0; + } + break; + case SC_SATURDAY_NIGHT_FEVER: + if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION]) + return 0; + break; + case SC_OFFERTORIUM: + if (sc->data[SC_MAGNIFICAT]) + return 0; + break; + } - // Ranger Effects - case SC_WUGBITE: - case SC_ELECTRICSHOCKER: - case SC_MAGNETICFIELD: - - // Masquerades - case SC__ENERVATION: - case SC__GROOMY: - case SC__LAZINESS: - case SC__UNLUCKY: - case SC__WEAKNESS: - case SC__IGNORANCE: - + //Check for BOSS resistances + if(st->mode&MD_BOSS && !(flag&1)) { + if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) return 0; + switch (type) { + case SC_BLESSING: + case SC_DEC_AGI: + case SC_PROVOKE: + case SC_COMA: + case SC_GRAVITATION: + case SC_NJ_SUITON: + case SC_RICHMANKIM: + case SC_ROKISWEIL: + case SC_FOGWALL: + case SC_FROSTMISTY: + case SC_BURNING: + case SC_MARSHOFABYSS: + case SC_ADORAMUS: + case SC_NEEDLE_OF_PARALYZE: + case SC_DEEP_SLEEP: + case SC_COLD: + + // Exploit prevention - kRO Fix + case SC_PYREXIA: + case SC_DEATHHURT: + case SC_TOXIN: + case SC_PARALYSE: + case SC_VENOMBLEED: + case SC_MAGICMUSHROOM: + case SC_OBLIVIONCURSE: + case SC_LEECHESEND: + + // Ranger Effects + case SC_WUGBITE: + case SC_ELECTRICSHOCKER: + case SC_MAGNETICFIELD: + + // Masquerades + case SC__ENERVATION: + case SC__GROOMY: + case SC__LAZINESS: + case SC__UNLUCKY: + case SC__WEAKNESS: + case SC__IGNORANCE: + + return 0; } } //Before overlapping fail, one must check for status cured. switch (type) { - case SC_BLESSING: - //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM - //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm] - if ((!undead_flag && 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); - } - break; - case SC_INC_AGI: - status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); - break; - case SC_QUAGMIRE: - status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); - status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - //Also blocks the ones below... - case SC_DEC_AGI: - status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); - //Also blocks the ones below... - case SC_DONTFORGETME: - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); - status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); - status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); - status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); - status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); - break; - case SC_ONEHANDQUICKEN: - //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); - break; - case SC_OVERTHRUSTMAX: - //Cancels Normal Overthrust. [Skotlex] - status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); - break; - case SC_KYRIE: - //Cancels Assumptio - status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); - break; - case SC_DELUGE: - if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) - status_change_end(bl, SC_BLIND, INVALID_TIMER); - break; - case SC_SILENCE: - if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) - status_change_end(bl, SC_GOSPEL, INVALID_TIMER); - break; - case SC_HIDING: - status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER); - status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER); - break; - case SC_BERSERK: - if( val3 == SC__BLOODYLUST ) + 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); + } 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]) - { //Cancel Decrease Agi, but take no further effect [Skotlex] + case SC_INC_AGI: status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); - return 0; - } - break; - case SC_FUSION: - status_change_end(bl, SC_SOULLINK, INVALID_TIMER); - break; - case SC_GS_ADJUSTMENT: - status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); - break; - case SC_GS_MADNESSCANCEL: - status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); - break; - //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up - case SC_PROPERTYUNDEAD: - status_change_end(bl, SC_BLESSING, INVALID_TIMER); - status_change_end(bl, SC_INC_AGI, INVALID_TIMER); - break; - case SC_FOOD_STR: - status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); - break; - case SC_FOOD_AGI: - status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); - break; - case SC_FOOD_VIT: - status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); - break; - case SC_FOOD_INT: - status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); - break; - case SC_FOOD_DEX: - status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); - break; - case SC_FOOD_LUK: - status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); - break; - case SC_FOOD_STR_CASH: - status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); - break; - case SC_FOOD_AGI_CASH: - status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); - break; - case SC_FOOD_VIT_CASH: - status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); - break; - case SC_FOOD_INT_CASH: - status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); - break; - case SC_FOOD_DEX_CASH: - status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); - break; - case SC_FOOD_LUK_CASH: - status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); - break; - case SC_ENDURE: - if( val4 ) - status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); - break; - case SC_FIGHTINGSPIRIT: - status_change_end(bl, type, INVALID_TIMER); // Remove previous one. - break; - case SC_MARSHOFABYSS: - status_change_end(bl, SC_INCAGI, INVALID_TIMER); - status_change_end(bl, SC_WINDWALK, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); - status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); - break; - case SC_SWING: - case SC_SYMPHONY_LOVE: - case SC_MOONLIT_SERENADE: - case SC_RUSH_WINDMILL: - case SC_ECHOSONG: - case SC_HARMONIZE: //group A doesn't overlap - if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); - if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); - if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); - if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); - if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); - if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); - break; - case SC_SIREN: - case SC_DEEP_SLEEP: - case SC_GLOOMYDAY: - case SC_SONG_OF_MANA: - case SC_DANCE_WITH_WUG: - case SC_SATURDAY_NIGHT_FEVER: - case SC_LERADS_DEW: - case SC_MELODYOFSINK: - case SC_BEYOND_OF_WARCRY: - case SC_UNLIMITED_HUMMING_VOICE: //group B - if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); - if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); - if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); - if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); - if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); - if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); - if (type != SC_GLOOMYDAY) { - status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); - status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER); - } - if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); - if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); - if (type != SC_SATURDAY_NIGHT_FEVER) { - if (sc->data[SC_SATURDAY_NIGHT_FEVER]) { - sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp - status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); - } - } - break; - case SC_REFLECTSHIELD: - status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); - break; - case SC_LG_REFLECTDAMAGE: - status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); - break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); - if( type != SC_SHIELDSPELL_DEF ) - status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER); - if( type != SC_SHIELDSPELL_MDEF ) - status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER); - if( type != SC_SHIELDSPELL_REF ) - status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); - break; - case SC_GENTLETOUCH_ENERGYGAIN: - case SC_GENTLETOUCH_CHANGE: - case SC_GENTLETOUCH_REVITALIZE: - if( type != SC_GENTLETOUCH_REVITALIZE ) - status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); - if( type != SC_GENTLETOUCH_ENERGYGAIN ) - status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); - if( type != SC_GENTLETOUCH_CHANGE ) - status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); - break; - case SC_INVINCIBLE: - status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); - break; - case SC_INVINCIBLEOFF: - status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); - break; - case SC_MAGICPOWER: - status_change_end(bl, type, INVALID_TIMER); - break; - } - - //Check for overlapping fails - if( (sce = sc->data[type]) ) { - switch( type ) { - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HP: - case SC_MER_SP: - case SC_MER_HIT: - if( sce->val1 > val1 ) - val1 = sce->val1; break; - case SC_ADRENALINE: - case SC_ADRENALINE2: - case SC_WEAPONPERFECT: - case SC_OVERTHRUST: - if (sce->val2 > val2) - return 0; + case SC_QUAGMIRE: + status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); + status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER); + status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + //Also blocks the ones below... + case SC_DEC_AGI: + status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); + //Also blocks the ones below... + case SC_DONTFORGETME: + status_change_end(bl, SC_INC_AGI, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE, INVALID_TIMER); + status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER); + status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER); + status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER); + status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); break; - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - case SC_CASH_BOSS_ALARM: - case SC_STUN: - case SC_SLEEP: - case SC_POISON: - case SC_CURSE: - case SC_SILENCE: - case SC_CONFUSION: - case SC_BLIND: - case SC_BLOODING: - case SC_DPOISON: - case SC_RG_CCONFINE_S: //Can't be re-closed in. - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: - case SC_NOCHAT: - case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. - case SC__INVISIBILITY: - case SC__ENERVATION: - case SC__GROOMY: - case SC__IGNORANCE: - case SC__LAZINESS: - case SC__WEAKNESS: - case SC__UNLUCKY: - return 0; - case SC_COMBOATTACK: - case SC_DANCING: - case SC_DEVOTION: - case SC_ATTHASTE_POTION1: - case SC_ATTHASTE_POTION2: - case SC_ATTHASTE_POTION3: - case SC_ATTHASTE_INFINITY: - case SC_PLUSATTACKPOWER: - case SC_PLUSMAGICPOWER: - case SC_ENCHANTARMS: - case SC_ARMORPROPERTY: - case SC_ARMOR_RESIST: - break; - case SC_GOSPEL: - //Must not override a casting gospel char. - if(sce->val4 == BCT_SELF) - return 0; - if(sce->val1 > val1) - return 1; + 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_ENDURE: - if(sce->val4 && !val4) - return 1; //Don't let you override infinite endure. - if(sce->val1 > val1) - return 1; + case SC_OVERTHRUSTMAX: + //Cancels Normal Overthrust. [Skotlex] + status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER); break; - case SC_KAAHI: - //Kaahi overwrites previous level regardless of existing level. - //Delete timer if it exists. - if (sce->val4 != INVALID_TIMER) { - timer->delete(sce->val4,status->kaahi_heal_timer); - sce->val4 = INVALID_TIMER; - } + case SC_KYRIE: + //Cancels Assumptio + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); break; - case SC_JAILED: - //When a player is already jailed, do not edit the jail data. - val2 = sce->val2; - val3 = sce->val3; - val4 = sce->val4; + case SC_DELUGE: + if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND]) + status_change_end(bl, SC_BLIND, INVALID_TIMER); break; - case SC_LERADS_DEW: - if (sc && sc->data[SC_BERSERK]) - return 0; - case SC_SHAPESHIFT: - case SC_PROPERTYWALK: - break; - case SC_LEADERSHIP: - case SC_GLORYWOUNDS: - case SC_SOULCOLD: - case SC_HAWKEYES: - if( sce->val4 && !val4 )//you cannot override master guild aura - return 0; + 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_JOINTBEAT: - val2 |= sce->val2; // stackable ailments - default: - if(sce->val1 > val1) - return 1; //Return true to not mess up skill animations. [Skotlex] - } - } - - vd = status->get_viewdata(bl); - calc_flag = status->ChangeFlagTable[type]; - if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs - switch(type) { - case SC_DEC_AGI: - case SC_INC_AGI: - val2 = 2 + val1; //Agi change + 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_ENDURE: - val2 = 7; // Hit-count [Celest] - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) { - struct map_session_data *tsd; - if( sd ) { - int i; - for( i = 0; i < 5; i++ ) { - if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); - } - } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + 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); } - //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) - if( val4 ) - tick = -1; - break; - case SC_AUTOBERSERK: - if (st->hp < st->max_hp>>2 && - (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) - sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); - tick = -1; + #ifdef RENEWAL + else { + status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); + } + #endif break; - case SC_CRUCIS: - val2 = 10 + 4*val1; //Def reduction - tick = -1; - clif->emotion(bl,E_SWT); + case SC_ASSUMPTIO: + status_change_end(bl, SC_KYRIE, INVALID_TIMER); + status_change_end(bl, SC_KAITE, INVALID_TIMER); break; - case SC_MAXIMIZEPOWER: - tick_time = val2 = tick>0?tick:60000; - tick = -1; // duration sent to the client should be infinite + case SC_KAITE: + status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER); break; - case SC_EDP: // [Celest] - val2 = val1 + 2; //Chance to Poison enemies. - val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) -#ifdef RENEWAL_EDP - val4 = 100 * ((val1 + 1)/2 + 2); -#endif - if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds - tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000; + case SC_CARTBOOST: + if(sc->data[SC_DEC_AGI]) + { //Cancel Decrease Agi, but take no further effect [Skotlex] + status_change_end(bl, SC_DEC_AGI, INVALID_TIMER); + return 0; + } break; - case SC_POISONREACT: - val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] - val3=50; // + 5*val1; //Chance to counter. [Skotlex] + case SC_FUSION: + status_change_end(bl, SC_SOULLINK, INVALID_TIMER); break; - case SC_MAGICROD: - val2 = val1*20; //SP gained + case SC_GS_ADJUSTMENT: + status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER); break; - case SC_KYRIE: - val2 = (int64)st->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb - val3 = (val1 / 2 + 5); //Hits + case SC_GS_MADNESSCANCEL: + status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER); break; - case SC_MAGICPOWER: - //val1: Skill lv - val2 = 1; //Lasts 1 invocation - val3 = 5*val1; //Matk% increase - val4 = 0; // 0 = ready to be used, 1 = activated and running - break; - case SC_SACRIFICE: - val2 = 5; //Lasts 5 hits - tick = -1; - break; - case SC_ENCHANTPOISON: - val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate - case SC_ASPERSIO: - case SC_PROPERTYFIRE: - case SC_PROPERTYWATER: - case SC_PROPERTYWIND: - case SC_PROPERTYGROUND: - case SC_PROPERTYDARK: - case SC_PROPERTYTELEKINESIS: - skill->enchant_elemental_end(bl,type); - break; - case SC_ARMOR_PROPERTY: - // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) - // val2 : Element (When no element, random one is picked) - // val3 : 0 = called by skill 1 = called by script (fixed level) - if( !val2 ) val2 = rnd()%ELE_MAX; - - if( val1 == 1 && val3 == 0 ) - val1 = 1 + rnd()%4; - else if( val1 > 4 ) - val1 = 4; // Max Level - val3 = 0; // Not need to keep this info. + //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_PROVIDENCE: - val2=val1*5; //Race/Ele resist + case SC_FOOD_STR: + status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); break; - case SC_REFLECTSHIELD: - val2=10+val1*3; // %Dmg reflected - if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) { - struct map_session_data *tsd; - if( sd ) { - int i; - for( i = 0; i < 5; i++ ) { - if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } - } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) - status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); - } + case SC_FOOD_AGI: + status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); break; - case SC_NOEQUIPWEAPON: - if (!sd) //Watk reduction - val2 = 25; + case SC_FOOD_VIT: + status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); break; - case SC_NOEQUIPSHIELD: - if (!sd) //Def reduction - val2 = 15; + case SC_FOOD_INT: + status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); break; - case SC_NOEQUIPARMOR: - if (!sd) //Vit reduction - val2 = 40; + case SC_FOOD_DEX: + status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); break; - case SC_NOEQUIPHELM: - if (!sd) //Int reduction - val2 = 40; + case SC_FOOD_LUK: + status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); break; - case SC_AUTOSPELL: - //Val1 Skill LV of Autospell - //Val2 Skill ID to cast - //Val3 Max Lv to cast - val4 = 5 + val1*2; //Chance of casting + case SC_FOOD_STR_CASH: + status_change_end(bl, SC_FOOD_STR, INVALID_TIMER); break; - case SC_VOLCANO: - val2 = val1*10; //Watk increase -#ifndef RENEWAL - if (st->def_ele != ELE_FIRE) - val2 = 0; -#endif + case SC_FOOD_AGI_CASH: + status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER); break; - case SC_VIOLENTGALE: - val2 = val1*3; //Flee increase -#ifndef RENEWAL - if (st->def_ele != ELE_WIND) - val2 = 0; -#endif + case SC_FOOD_VIT_CASH: + status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER); break; - case SC_DELUGE: - val2 = skill->deluge_eff[val1-1]; //HP increase -#ifndef RENEWAL - if(st->def_ele != ELE_WATER) - val2 = 0; -#endif + case SC_FOOD_INT_CASH: + status_change_end(bl, SC_FOOD_INT, INVALID_TIMER); break; - case SC_NJ_SUITON: - if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { - //No penalties. - val2 = 0; //Agi penalty - val3 = 0; //Walk speed penalty - break; - } - val3 = 50; - val2 = 3*((val1+1)/3); - if (val1 > 4) val2--; + case SC_FOOD_DEX_CASH: + status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER); break; - case SC_ONEHANDQUICKEN: - case SC_TWOHANDQUICKEN: - val2 = 300; - if (val1 > 10) //For boss casted skills [Skotlex] - val2 += 20*(val1-10); + case SC_FOOD_LUK_CASH: + status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER); break; - case SC_MER_QUICKEN: - val2 = 300; + case SC_ENDURE: + if( val4 ) + status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER); break; -#ifndef RENEWAL_ASPD - case SC_SPEARQUICKEN: - val2 = 200+10*val1; + case SC_FIGHTINGSPIRIT: + status_change_end(bl, type, INVALID_TIMER); // Remove previous one. break; -#endif - case SC_DANCING: - //val1 : Skill ID + LV - //val2 : Skill Group of the Dance. - //val3 : Brings the skill_lv (merged into val1 here) - //val4 : Partner - if (val1 == CG_MOONLIT) - clif->status_change(bl,SI_MOON,1,tick,0, 0, 0); - val1|= (val3<<16); - val3 = tick/1000; //Tick duration - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_LONGING: -#ifdef RENEWAL - val2 = 50 + 10 * val1; -#else - val2 = 500-100*val1; //Aspd penalty. -#endif + case SC_MARSHOFABYSS: + status_change_end(bl, SC_INCAGI, INVALID_TIMER); + status_change_end(bl, SC_WINDWALK, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER); + status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER); break; - case SC_EXPLOSIONSPIRITS: - val2 = 75 + 25*val1; //Cri bonus - break; - - case SC_ATTHASTE_POTION1: - case SC_ATTHASTE_POTION2: - case SC_ATTHASTE_POTION3: - case SC_ATTHASTE_INFINITY: - val2 = 50*(2+type-SC_ATTHASTE_POTION1); - break; - - case SC_WEDDING: - case SC_XMAS: - case SC_SUMMER: - case SC_HANBOK: - if (!vd) return 0; - //Store previous values as they could be removed. - unit->stop_attack(bl); + case SC_SWING: + case SC_SYMPHONY_LOVE: + case SC_MOONLIT_SERENADE: + case SC_RUSH_WINDMILL: + case SC_ECHOSONG: + case SC_HARMONIZE: //group A doesn't overlap + if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER); + if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER); + if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER); + if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER); + if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); + if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); break; - case SC_NOCHAT: - // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? - tick = 60000; - val1 = battle_config.manner_system; //Mute filters. - if (sd) - { - clif->changestatus(sd,SP_MANNER,sd->status.manner); - clif->updatestatus(sd,SP_MANNER); + case SC_SIREN: + case SC_DEEP_SLEEP: + case SC_GLOOMYDAY: + case SC_SONG_OF_MANA: + case SC_DANCE_WITH_WUG: + case SC_SATURDAY_NIGHT_FEVER: + case SC_LERADS_DEW: + case SC_MELODYOFSINK: + case SC_BEYOND_OF_WARCRY: + case SC_UNLIMITED_HUMMING_VOICE: //group B + if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER); + if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER); + if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER); + if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); + if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER); + if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER); + if (type != SC_GLOOMYDAY) { + status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER); + status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER); } - break; - - case SC_STONE: - val3 = tick/1000; //Petrified HP-damage iterations. - if(val3 < 1) val3 = 1; - tick = val4; //Petrifying time. - if(val4 > 500) // not with WL_SIENNAEXECRATE - tick = max(tick, 1000); //Min time - calc_flag = 0; //Actual status changes take effect on petrified state. - break; - - case SC_DPOISON: - //Lose 10/15% of your life as long as it doesn't brings life below 25% - if (st->hp > st->max_hp>>2) { - int diff = st->max_hp*(bl->type==BL_PC?10:15)/100; - if (st->hp - diff < st->max_hp>>2) - diff = st->hp - (st->max_hp>>2); - if( val2 && bl->type == BL_MOB ) { - struct block_list* src = map->id2bl(val2); - if( src ) - mob->log_damage((TBL_MOB*)bl,src,diff); + if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER); + if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER); + if (type != SC_SATURDAY_NIGHT_FEVER) { + if (sc->data[SC_SATURDAY_NIGHT_FEVER]) { + sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp + status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER); } - status_zap(bl, diff, 0); } - // fall through - case SC_POISON: - val3 = tick/1000; //Damage iterations - if(val3 < 1) val3 = 1; - tick_time = 1000; // [GodLesZ] tick time - //val4: HP damage - if (bl->type == BL_PC) - val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200; - else - val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200; - break; - case SC_CONFUSION: - clif->emotion(bl,E_WHAT); - break; - case SC_BLOODING: - val4 = tick/10000; - if (!val4) val4 = 1; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_S_LIFEPOTION: - case SC_L_LIFEPOTION: - if( val1 == 0 ) return 0; - // val1 = heal percent/amout - // val2 = seconds between heals - // val4 = total of heals - if( val2 < 1 ) val2 = 1; - if( (val4 = tick/(val2 * 1000)) < 1 ) - val4 = 1; - tick_time = val2 * 1000; // [GodLesZ] tick time + case SC_REFLECTSHIELD: + status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER); break; - case SC_CASH_BOSS_ALARM: - if( sd != NULL ) { - struct mob_data *boss_md = map->getmob_boss(bl->m); // Search for Boss on this Map - if( boss_md == NULL || boss_md->bl.prev == NULL ) { - // No MVP on this map - MVP is dead - clif->bossmapinfo(sd->fd, boss_md, 1); - return 0; // No need to start SC - } - val1 = boss_md->bl.id; - if( (val4 = tick/1000) < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - } + case SC_LG_REFLECTDAMAGE: + status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); break; - case SC_HIDING: - val2 = tick/1000; - tick_time = 1000; // [GodLesZ] tick time - val3 = 0; // unused, previously speed adjustment - val4 = val1+3; //Seconds before SP substraction happen. + case SC_SHIELDSPELL_DEF: + case SC_SHIELDSPELL_MDEF: + case SC_SHIELDSPELL_REF: + status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER); + if( type != SC_SHIELDSPELL_DEF ) + status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER); + if( type != SC_SHIELDSPELL_MDEF ) + status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER); + if( type != SC_SHIELDSPELL_REF ) + status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER); + break; + case SC_GENTLETOUCH_ENERGYGAIN: + case SC_GENTLETOUCH_CHANGE: + case SC_GENTLETOUCH_REVITALIZE: + if( type != SC_GENTLETOUCH_REVITALIZE ) + status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER); + if( type != SC_GENTLETOUCH_ENERGYGAIN ) + status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER); + if( type != SC_GENTLETOUCH_CHANGE ) + status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER); break; - case SC_CHASEWALK: - val2 = tick>0?tick:10000; //Interval at which SP is drained. - val3 = 35 - 5 * val1; //Speed adjustment. - if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE) - val3 -= 40; - val4 = 10+val1*2; //SP cost. - if (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground) val4 *= 5; + case SC_INVINCIBLE: + status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER); break; - case SC_CLOAKING: - if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] - val1 = 10; - tick_time = val2 = tick>0?tick:60000; //SP consumption rate. - tick = -1; // duration sent to the client should be infinite - val3 = 0; // unused, previously walk speed adjustment - //val4&1 signals the presence of a wall. - //val4&2 makes cloak not end on normal attacks [Skotlex] - //val4&4 makes cloak not end on using skills - if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking. - val4 |= battle_config.pc_cloak_check_type&7; - else - val4 |= battle_config.monster_cloak_check_type&7; + case SC_INVINCIBLEOFF: + status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER); break; - case SC_SIGHT: /* splash status */ - case SC_RUWACH: - case SC_WZ_SIGHTBLASTER: - val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. - val2 = tick/250; - tick_time = 10; // [GodLesZ] tick time + case SC_MAGICPOWER: + status_change_end(bl, type, INVALID_TIMER); break; + } - //Permanent effects. - case SC_LEXAETERNA: - case SC_MODECHANGE: - case SC_WEIGHTOVER50: - case SC_WEIGHTOVER90: - case SC_BROKENWEAPON: - case SC_BROKENARMOR: - case SC_STORMKICK_READY: - case SC_DOWNKICK_READY: - case SC_COUNTERKICK_READY: - case SC_TURNKICK_READY: - case SC_DODGE_READY: - case SC_PUSH_CART: - case SC_ALL_RIDING: - tick = -1; - break; - - case SC_AUTOGUARD: - if( !(flag&1) ) { - struct map_session_data *tsd; - int i,t; - for( i = val2 = 0; i < val1; i++) { - t = 5-(i>>1); - val2 += (t < 0)? 1:t; + //Check for overlapping fails + if( (sce = sc->data[type]) ) { + switch( type ) { + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HP: + case SC_MER_SP: + case SC_MER_HIT: + if( sce->val1 > val1 ) + val1 = sce->val1; + break; + case SC_ADRENALINE: + case SC_ADRENALINE2: + case SC_WEAPONPERFECT: + case SC_OVERTHRUST: + if (sce->val2 > val2) + return 0; + break; + case SC_S_LIFEPOTION: + case SC_L_LIFEPOTION: + case SC_CASH_BOSS_ALARM: + case SC_STUN: + case SC_SLEEP: + case SC_POISON: + case SC_CURSE: + case SC_SILENCE: + case SC_CONFUSION: + case SC_BLIND: + case SC_BLOODING: + case SC_DPOISON: + case SC_RG_CCONFINE_S: //Can't be re-closed in. + case SC_MARIONETTE_MASTER: + case SC_MARIONETTE: + case SC_NOCHAT: + case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation. + case SC__INVISIBILITY: + case SC__ENERVATION: + case SC__GROOMY: + case SC__IGNORANCE: + case SC__LAZINESS: + case SC__WEAKNESS: + case SC__UNLUCKY: + return 0; + case SC_COMBOATTACK: + case SC_DANCING: + case SC_DEVOTION: + case SC_ATTHASTE_POTION1: + case SC_ATTHASTE_POTION2: + case SC_ATTHASTE_POTION3: + case SC_ATTHASTE_INFINITY: + case SC_PLUSATTACKPOWER: + case SC_PLUSMAGICPOWER: + case SC_ENCHANTARMS: + case SC_ARMORPROPERTY: + case SC_ARMOR_RESIST: + break; + case SC_GOSPEL: + //Must not override a casting gospel char. + if(sce->val4 == BCT_SELF) + return 0; + if(sce->val1 > val1) + return 1; + break; + case SC_ENDURE: + if(sce->val4 && !val4) + return 1; //Don't let you override infinite endure. + if(sce->val1 > val1) + return 1; + break; + case SC_KAAHI: + //Kaahi overwrites previous level regardless of existing level. + //Delete timer if it exists. + if (sce->val4 != INVALID_TIMER) { + timer->delete(sce->val4,status->kaahi_heal_timer); + sce->val4 = INVALID_TIMER; } + break; + case SC_JAILED: + //When a player is already jailed, do not edit the jail data. + val2 = sce->val2; + val3 = sce->val3; + val4 = sce->val4; + break; + case SC_LERADS_DEW: + if (sc && sc->data[SC_BERSERK]) + return 0; + case SC_SHAPESHIFT: + case SC_PROPERTYWALK: + break; + case SC_LEADERSHIP: + case SC_GLORYWOUNDS: + case SC_SOULCOLD: + case SC_HAWKEYES: + if( sce->val4 && !val4 )//you cannot override master guild aura + return 0; + break; + case SC_JOINTBEAT: + val2 |= sce->val2; // stackable ailments + default: + if(sce->val1 > val1) + return 1; //Return true to not mess up skill animations. [Skotlex] + } + } - if( bl->type&(BL_PC|BL_MER) ) { + vd = status->get_viewdata(bl); + calc_flag = status->ChangeFlagTable[type]; + if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs + switch(type) { + case SC_DEC_AGI: + case SC_INC_AGI: + val2 = 2 + val1; //Agi change + break; + case SC_ENDURE: + val2 = 7; // Hit-count [Celest] + if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) { + struct map_session_data *tsd; if( sd ) { + int i; + for( i = 0; i < 5; i++ ) { + if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) ) + status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + } + } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) + status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1); + } + //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) + if( val4 ) + tick = -1; + break; + case SC_AUTOBERSERK: + if (st->hp < st->max_hp>>2 && + (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0)) + sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000); + tick = -1; + break; + case SC_CRUCIS: + val2 = 10 + 4*val1; //Def reduction + tick = -1; + clif->emotion(bl,E_SWT); + break; + case SC_MAXIMIZEPOWER: + tick_time = val2 = tick>0?tick:60000; + tick = -1; // duration sent to the client should be infinite + break; + case SC_EDP: // [Celest] + val2 = val1 + 2; //Chance to Poison enemies. + val3 = 50*(val1+1); //Damage increase (+50 +50*lv%) + #ifdef RENEWAL_EDP + val4 = 100 * ((val1 + 1)/2 + 2); + #endif + if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds + tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000; + break; + case SC_POISONREACT: + val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] + val3=50; // + 5*val1; //Chance to counter. [Skotlex] + break; + case SC_MAGICROD: + val2 = val1*20; //SP gained + break; + case SC_KYRIE: + val2 = (int64)st->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb + val3 = (val1 / 2 + 5); //Hits + break; + case SC_MAGICPOWER: + //val1: Skill lv + val2 = 1; //Lasts 1 invocation + val3 = 5*val1; //Matk% increase + val4 = 0; // 0 = ready to be used, 1 = activated and running + break; + case SC_SACRIFICE: + val2 = 5; //Lasts 5 hits + tick = -1; + break; + case SC_ENCHANTPOISON: + val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate + case SC_ASPERSIO: + case SC_PROPERTYFIRE: + case SC_PROPERTYWATER: + case SC_PROPERTYWIND: + case SC_PROPERTYGROUND: + case SC_PROPERTYDARK: + case SC_PROPERTYTELEKINESIS: + skill->enchant_elemental_end(bl,type); + break; + case SC_ARMOR_PROPERTY: + // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4) + // val2 : Element (When no element, random one is picked) + // val3 : 0 = called by skill 1 = called by script (fixed level) + if( !val2 ) val2 = rnd()%ELE_MAX; + + if( val1 == 1 && val3 == 0 ) + val1 = 1 + rnd()%4; + else if( val1 > 4 ) + val1 = 4; // Max Level + val3 = 0; // Not need to keep this info. + break; + case SC_PROVIDENCE: + val2=val1*5; //Race/Ele resist + break; + case SC_REFLECTSHIELD: + val2=10+val1*3; // %Dmg reflected + if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) { + struct map_session_data *tsd; + if( sd ) { + int i; for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) ) status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } - } - else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) + } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } - } - break; + break; + case SC_NOEQUIPWEAPON: + if (!sd) //Watk reduction + val2 = 25; + break; + case SC_NOEQUIPSHIELD: + if (!sd) //Def reduction + val2 = 15; + break; + case SC_NOEQUIPARMOR: + if (!sd) //Vit reduction + val2 = 40; + break; + case SC_NOEQUIPHELM: + if (!sd) //Int reduction + val2 = 40; + break; + case SC_AUTOSPELL: + //Val1 Skill LV of Autospell + //Val2 Skill ID to cast + //Val3 Max Lv to cast + val4 = 5 + val1*2; //Chance of casting + break; + case SC_VOLCANO: + val2 = val1*10; //Watk increase + #ifndef RENEWAL + if (st->def_ele != ELE_FIRE) + val2 = 0; + #endif + break; + case SC_VIOLENTGALE: + val2 = val1*3; //Flee increase + #ifndef RENEWAL + if (st->def_ele != ELE_WIND) + val2 = 0; + #endif + break; + case SC_DELUGE: + val2 = skill->deluge_eff[val1-1]; //HP increase + #ifndef RENEWAL + if(st->def_ele != ELE_WATER) + val2 = 0; + #endif + break; + case SC_NJ_SUITON: + if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) { + //No penalties. + val2 = 0; //Agi penalty + val3 = 0; //Walk speed penalty + break; + } + val3 = 50; + val2 = 3*((val1+1)/3); + if (val1 > 4) val2--; + break; + case SC_ONEHANDQUICKEN: + case SC_TWOHANDQUICKEN: + val2 = 300; + if (val1 > 10) //For boss casted skills [Skotlex] + val2 += 20*(val1-10); + break; + case SC_MER_QUICKEN: + val2 = 300; + break; + #ifndef RENEWAL_ASPD + case SC_SPEARQUICKEN: + val2 = 200+10*val1; + break; + #endif + case SC_DANCING: + //val1 : Skill ID + LV + //val2 : Skill Group of the Dance. + //val3 : Brings the skill_lv (merged into val1 here) + //val4 : Partner + if (val1 == CG_MOONLIT) + clif->status_change(bl,SI_MOON,1,tick,0, 0, 0); + val1|= (val3<<16); + val3 = tick/1000; //Tick duration + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_LONGING: + #ifdef RENEWAL + val2 = 50 + 10 * val1; + #else + val2 = 500-100*val1; //Aspd penalty. + #endif + break; + case SC_EXPLOSIONSPIRITS: + val2 = 75 + 25*val1; //Cri bonus + break; - case SC_DEFENDER: - if (!(flag&1)) { - val2 = 5 + 15*val1; //Damage reduction - val3 = 0; // unused, previously speed adjustment - val4 = 250 - 50*val1; //Aspd adjustment + case SC_ATTHASTE_POTION1: + case SC_ATTHASTE_POTION2: + case SC_ATTHASTE_POTION3: + case SC_ATTHASTE_INFINITY: + val2 = 50*(2+type-SC_ATTHASTE_POTION1); + break; - if (sd) { - struct map_session_data *tsd; - int i; - for (i = 0; i < 5; i++) { - //See if there are devoted characters, and pass the status to them. [Skotlex] - if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i]))) - status->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); - } + case SC_WEDDING: + case SC_XMAS: + case SC_SUMMER: + case SC_HANBOK: + if (!vd) return 0; + //Store previous values as they could be removed. + unit->stop_attack(bl); + break; + case SC_NOCHAT: + // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_? + tick = 60000; + val1 = battle_config.manner_system; //Mute filters. + if (sd) + { + clif->changestatus(sd,SP_MANNER,sd->status.manner); + clif->updatestatus(sd,SP_MANNER); } - } - break; - - case SC_TENSIONRELAX: - if (sd) { - pc_setsit(sd); - clif->sitting(&sd->bl); - } - val2 = 12; //SP cost - val4 = 10000; //Decrease at 10secs intervals. - val3 = tick/val4; - tick = -1; // duration sent to the client should be infinite - tick_time = val4; // [GodLesZ] tick time - break; - case SC_PARRYING: - val2 = 20 + val1*3; //Block Chance - break; + break; - case SC_WINDWALK: - val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 - break; + case SC_STONE: + val3 = tick/1000; //Petrified HP-damage iterations. + if(val3 < 1) val3 = 1; + tick = val4; //Petrifying time. + if(val4 > 500) // not with WL_SIENNAEXECRATE + tick = max(tick, 1000); //Min time + calc_flag = 0; //Actual status changes take effect on petrified state. + break; - case SC_JOINTBEAT: - if( val2&BREAK_NECK ) - sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1)); - break; + case SC_DPOISON: + //Lose 10/15% of your life as long as it doesn't brings life below 25% + if (st->hp > st->max_hp>>2) { + int diff = st->max_hp*(bl->type==BL_PC?10:15)/100; + if (st->hp - diff < st->max_hp>>2) + diff = st->hp - (st->max_hp>>2); + if( val2 && bl->type == BL_MOB ) { + struct block_list* src = map->id2bl(val2); + if( src ) + mob->log_damage((TBL_MOB*)bl,src,diff); + } + status_zap(bl, diff, 0); + } + // fall through + case SC_POISON: + val3 = tick/1000; //Damage iterations + if(val3 < 1) val3 = 1; + tick_time = 1000; // [GodLesZ] tick time + //val4: HP damage + if (bl->type == BL_PC) + val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200; + else + val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200; - case SC_BERSERK: - if( val3 == SC__BLOODYLUST ) - sc_start(bl,(sc_type)val3,100,val1,tick); - if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) ) - sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); - //HP healing is performing after the calc_status call. - //Val2 holds HP penalty - if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1); - if (!val4) val4 = 10000; //Val4 holds damage interval - val3 = tick/val4; //val3 holds skill duration - tick_time = val4; // [GodLesZ] tick time - break; - - case SC_GOSPEL: - if(val4 == BCT_SELF) { - // self effect - val2 = tick/10000; + break; + case SC_CONFUSION: + clif->emotion(bl,E_WHAT); + break; + case SC_BLOODING: + val4 = tick/10000; + if (!val4) val4 = 1; tick_time = 10000; // [GodLesZ] tick time - status->change_clear_buffs(bl,3); //Remove buffs/debuffs - } - break; + break; + case SC_S_LIFEPOTION: + case SC_L_LIFEPOTION: + if( val1 == 0 ) return 0; + // val1 = heal percent/amout + // val2 = seconds between heals + // val4 = total of heals + if( val2 < 1 ) val2 = 1; + if( (val4 = tick/(val2 * 1000)) < 1 ) + val4 = 1; + tick_time = val2 * 1000; // [GodLesZ] tick time + break; + case SC_CASH_BOSS_ALARM: + if( sd != NULL ) { + struct mob_data *boss_md = map->getmob_boss(bl->m); // Search for Boss on this Map + if( boss_md == NULL || boss_md->bl.prev == NULL ) { + // No MVP on this map - MVP is dead + clif->bossmapinfo(sd->fd, boss_md, 1); + return 0; // No need to start SC + } + val1 = boss_md->bl.id; + if( (val4 = tick/1000) < 1 ) + val4 = 1; + tick_time = 1000; // [GodLesZ] tick time + } + break; + case SC_HIDING: + val2 = tick/1000; + tick_time = 1000; // [GodLesZ] tick time + val3 = 0; // unused, previously speed adjustment + val4 = val1+3; //Seconds before SP substraction happen. + break; + case SC_CHASEWALK: + val2 = tick>0?tick:10000; //Interval at which SP is drained. + val3 = 35 - 5 * val1; //Speed adjustment. + if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE) + val3 -= 40; + val4 = 10+val1*2; //SP cost. + if (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground) val4 *= 5; + break; + case SC_CLOAKING: + if (!sd) //Monsters should be able to walk with no penalties. [Skotlex] + val1 = 10; + tick_time = val2 = tick>0?tick:60000; //SP consumption rate. + tick = -1; // duration sent to the client should be infinite + val3 = 0; // unused, previously walk speed adjustment + //val4&1 signals the presence of a wall. + //val4&2 makes cloak not end on normal attacks [Skotlex] + //val4&4 makes cloak not end on using skills + if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking. + val4 |= battle_config.pc_cloak_check_type&7; + else + val4 |= battle_config.monster_cloak_check_type&7; + break; + case SC_SIGHT: /* splash status */ + case SC_RUWACH: + case SC_WZ_SIGHTBLASTER: + val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. + val2 = tick/250; + tick_time = 10; // [GodLesZ] tick time + break; - case SC_MARIONETTE_MASTER: - { - int stat; + //Permanent effects. + case SC_LEXAETERNA: + case SC_MODECHANGE: + case SC_WEIGHTOVER50: + case SC_WEIGHTOVER90: + case SC_BROKENWEAPON: + case SC_BROKENARMOR: + case SC_STORMKICK_READY: + case SC_DOWNKICK_READY: + case SC_COUNTERKICK_READY: + case SC_TURNKICK_READY: + case SC_DODGE_READY: + case SC_PUSH_CART: + case SC_ALL_RIDING: + tick = -1; + break; - val3 = 0; - val4 = 0; - stat = ( sd ? sd->status.str : status->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.agi : status->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.vit : status->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); - stat = ( sd ? sd->status.int_: status->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; - stat = ( sd ? sd->status.dex : status->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; - stat = ( sd ? sd->status.luk : status->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); - } - break; - case SC_MARIONETTE: - { - int stat,max_stat; - // fetch caster information - struct block_list *pbl = map->id2bl(val1); - struct status_change *psc = pbl ? status->get_sc(pbl) : NULL; - struct status_change_entry *psce = psc ? psc->data[SC_MARIONETTE_MASTER] : NULL; - // fetch target's stats - struct status_data* tst = status->get_status_data(bl); // battle status - - if (!psce) - return 0; + case SC_AUTOGUARD: + if( !(flag&1) ) { + struct map_session_data *tsd; + int i,t; + for( i = val2 = 0; i < val1; i++) { + t = 5-(i>>1); + val2 += (t < 0)? 1:t; + } - val3 = 0; - val4 = 0; - max_stat = battle_config.max_parameter; //Cap to 99 (default) - stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF); - stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16; - stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8; - stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF); - } - break; - case SC_SWORDREJECT: - val2 = 15*val1; //Reflect chance - val3 = 3; //Reflections - tick = -1; - break; + if( bl->type&(BL_PC|BL_MER) ) { + if( sd ) { + for( i = 0; i < 5; i++ ) { + if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) ) + status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + } + } + else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) ) + status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); + } + } + break; - case SC_MEMORIZE: - val2 = 5; //Memorized casts. - tick = -1; - break; + case SC_DEFENDER: + if (!(flag&1)) { + val2 = 5 + 15*val1; //Damage reduction + val3 = 0; // unused, previously speed adjustment + val4 = 250 - 50*val1; //Aspd adjustment + + if (sd) { + struct map_session_data *tsd; + int i; + for (i = 0; i < 5; i++) { + //See if there are devoted characters, and pass the status to them. [Skotlex] + if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i]))) + status->change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1); + } + } + } + break; - case SC_GRAVITATION: - val2 = 50*val1; //aspd reduction - break; + case SC_TENSIONRELAX: + if (sd) { + pc_setsit(sd); + clif->sitting(&sd->bl); + } + val2 = 12; //SP cost + val4 = 10000; //Decrease at 10secs intervals. + val3 = tick/val4; + tick = -1; // duration sent to the client should be infinite + tick_time = val4; // [GodLesZ] tick time + break; + case SC_PARRYING: + val2 = 20 + val1*3; //Block Chance + break; - case SC_GDSKILL_REGENERATION: - if (val1 == 1) - val2 = 2; - else - val2 = val1; //HP Regerenation rate: 200% 200% 300% - val3 = val1; //SP Regeneration Rate: 100% 200% 300% - //if val4 comes set, this blocks regen rather than increase it. - break; + case SC_WINDWALK: + val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 + break; - case SC_DEVOTION: - { - struct block_list *d_bl; - struct status_change *d_sc; - - if( (d_bl = map->id2bl(val1)) && (d_sc = status->get_sc(d_bl)) && d_sc->count ) { - // Inherits Status From Source - const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; - enum sc_type type2; - int i = (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground)?2:3; - while( i >= 0 ) { - type2 = types[i]; - if( d_sc->data[type2] ) - sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1)); - i--; + case SC_JOINTBEAT: + if( val2&BREAK_NECK ) + sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1)); + break; + + case SC_BERSERK: + if( val3 == SC__BLOODYLUST ) + sc_start(bl,(sc_type)val3,100,val1,tick); + if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) ) + sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick); + //HP healing is performing after the calc_status call. + //Val2 holds HP penalty + if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1); + if (!val4) val4 = 10000; //Val4 holds damage interval + val3 = tick/val4; //val3 holds skill duration + tick_time = val4; // [GodLesZ] tick time + break; + + case SC_GOSPEL: + if(val4 == BCT_SELF) { + // self effect + val2 = tick/10000; + tick_time = 10000; // [GodLesZ] tick time + status->change_clear_buffs(bl,3); //Remove buffs/debuffs } + break; + + case SC_MARIONETTE_MASTER: + { + int stat; + + val3 = 0; + val4 = 0; + stat = ( sd ? sd->status.str : status->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16; + stat = ( sd ? sd->status.agi : status->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8; + stat = ( sd ? sd->status.vit : status->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF); + stat = ( sd ? sd->status.int_: status->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16; + stat = ( sd ? sd->status.dex : status->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8; + stat = ( sd ? sd->status.luk : status->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF); } - break; - } + break; + case SC_MARIONETTE: + { + int stat,max_stat; + // fetch caster information + struct block_list *pbl = map->id2bl(val1); + struct status_change *psc = pbl ? status->get_sc(pbl) : NULL; + struct status_change_entry *psce = psc ? psc->data[SC_MARIONETTE_MASTER] : NULL; + // fetch target's stats + struct status_data* tst = status->get_status_data(bl); // battle status + + if (!psce) + return 0; - case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp - if( val3 && bl->type == BL_MOB ) { - struct block_list* src = map->id2bl(val3); - if( src ) - mob->log_damage((TBL_MOB*)bl,src,st->hp - 1); + val3 = 0; + val4 = 0; + max_stat = battle_config.max_parameter; //Cap to 99 (default) + stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16; + stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8; + stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF); + stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16; + stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8; + stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF); } - status_zap(bl, st->hp-1, val2 ? 0 : st->sp); - return 1; - break; - case SC_RG_CCONFINE_S: - { - struct block_list *src = val2 ? map->id2bl(val2) : NULL; - struct status_change *sc2 = src ? status->get_sc(src) : NULL; - struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL; - if (src && sc2) { - if (!sce2) //Start lock on caster. - sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); - else { //Increase count of locked enemies and refresh time. - (sce2->val2)++; - timer->delete(sce2->timer, status->change_timer); - sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src->id, SC_RG_CCONFINE_M); - } - } else //Status failed. - return 0; - } - break; - case SC_KAITE: - val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5 - break; - case SC_KAUPE: - switch (val1) { - case 3: //33*3 + 1 -> 100% - val2++; - case 1: - case 2: //33, 66% - val2 += 33*val1; - val3 = 1; //Dodge 1 attack total. break; - default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] - val2 = 100; - val3 = val1-2; + case SC_SWORDREJECT: + val2 = 15*val1; //Reflect chance + val3 = 3; //Reflections + tick = -1; break; - } - break; - case SC_COMBOATTACK: { - //val1: Skill ID - //val2: When given, target (for autotargetting skills) - //val3: When set, this combo time should NOT delay attack/movement - //val3: TK: Last used kick - //val4: TK: Combo time - struct unit_data *ud = unit->bl2ud(bl); - if (ud && !val3) { - tick += 300 * battle_config.combo_delay_rate/100; - ud->attackabletime = timer->gettick()+tick; - unit->set_walkdelay(bl, timer->gettick(), tick, 1); - } - val3 = 0; - val4 = tick; - } - break; - case SC_EARTHSCROLL: - val2 = 11-val1; //Chance to consume: 11-skill_lv% - break; - case SC_RUN: - val4 = timer->gettick(); //Store time at which you started running. - tick = -1; - break; - case SC_KAAHI: - val2 = 200*val1; //HP heal - val3 = 5*val1; //SP cost - val4 = INVALID_TIMER; //Kaahi Timer. - break; - case SC_BLESSING: - if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) - val2 = val1; - else - val2 = 0; //0 -> Half stat. - break; - case SC_TRICKDEAD: - if (vd) vd->dead_sit = 1; - tick = -1; - break; - case SC_CONCENTRATION: - val2 = 2 + val1; - if (sd) { //Store the card-bonus data that should not count in the % - val3 = sd->param_bonus[1]; //Agi - val4 = sd->param_bonus[4]; //Dex - } else { - val3 = val4 = 0; + case SC_MEMORIZE: + val2 = 5; //Memorized casts. + tick = -1; + break; + + case SC_GRAVITATION: + val2 = 50*val1; //aspd reduction + break; + + case SC_GDSKILL_REGENERATION: + if (val1 == 1) + val2 = 2; + else + val2 = val1; //HP Regerenation rate: 200% 200% 300% + val3 = val1; //SP Regeneration Rate: 100% 200% 300% + //if val4 comes set, this blocks regen rather than increase it. + break; + + case SC_DEVOTION: + { + struct block_list *d_bl; + struct status_change *d_sc; + + if( (d_bl = map->id2bl(val1)) && (d_sc = status->get_sc(d_bl)) && d_sc->count ) { + // Inherits Status From Source + const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE }; + enum sc_type type2; + int i = (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground)?2:3; + while( i >= 0 ) { + type2 = types[i]; + if( d_sc->data[type2] ) + sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1)); + i--; + } + } + break; } - break; - case SC_OVERTHRUSTMAX: - val2 = 20*val1; //Power increase - break; - case SC_OVERTHRUST: - //val2 holds if it was casted on self, or is bonus received from others - val3 = 5*val1; //Power increase - if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_ADRENALINE2: - case SC_ADRENALINE: - val3 = (val2) ? 300 : 200; // aspd increase - case SC_WEAPONPERFECT: - if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; - break; - case SC_LKCONCENTRATION: - val2 = 5*val1; //Batk/Watk Increase - val3 = 10*val1; //Hit Increase - val4 = 5*val1; //Def reduction - sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect - break; - case SC_ANGELUS: - val2 = 5*val1; //def increase - break; - case SC_IMPOSITIO: - val2 = 5*val1; //watk increase - break; - case SC_MELTDOWN: - val2 = 100*val1; //Chance to break weapon - val3 = 70*val1; //Change to break armor - break; - case SC_TRUESIGHT: - val2 = 10*val1; //Critical increase - val3 = 3*val1; //Hit increase - break; - case SC_SUN_COMFORT: - val2 = (status->get_lv(bl) + st->dex + st->luk)/2; //def increase - break; - case SC_MOON_COMFORT: - val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase - break; - case SC_STAR_COMFORT: - val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase - break; - case SC_QUAGMIRE: - val2 = (sd?5:10)*val1; //Agi/Dex decrease. - break; - // gs_something1 [Vicious] - case SC_GS_GATLINGFEVER: - val2 = 20*val1; //Aspd increase - val4 = 5*val1; //Flee decrease -#ifndef RENEWAL - val3 = 20+10*val1; //Batk increase -#endif - break; + case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp + if( val3 && bl->type == BL_MOB ) { + struct block_list* src = map->id2bl(val3); + if( src ) + mob->log_damage((TBL_MOB*)bl,src,st->hp - 1); + } + status_zap(bl, st->hp-1, val2 ? 0 : st->sp); + return 1; + break; + case SC_RG_CCONFINE_S: + { + struct block_list *src = val2 ? map->id2bl(val2) : NULL; + struct status_change *sc2 = src ? status->get_sc(src) : NULL; + struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL; + if (src && sc2) { + if (!sce2) //Start lock on caster. + sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000); + else { //Increase count of locked enemies and refresh time. + (sce2->val2)++; + timer->delete(sce2->timer, status->change_timer); + sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src->id, SC_RG_CCONFINE_M); + } + } else //Status failed. + return 0; + } + break; + case SC_KAITE: + val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5 + break; + case SC_KAUPE: + switch (val1) { + case 3: //33*3 + 1 -> 100% + val2++; + case 1: + case 2: //33, 66% + val2 += 33*val1; + val3 = 1; //Dodge 1 attack total. + break; + default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex] + val2 = 100; + val3 = val1-2; + break; + } + break; - case SC_FLING: - if (bl->type == BL_PC) - val2 = 0; //No armor reduction to players. - else - val2 = 5*val1; //Def reduction - val3 = 5*val1; //Def2 reduction - break; - case SC_PROVOKE: - //val2 signals autoprovoke. - val3 = 2+3*val1; //Atk increase - val4 = 5+5*val1; //Def reduction. - break; - case SC_HLIF_AVOID: - //val2 = 10*val1; //Speed change rate. - break; - case SC_HAMI_DEFENCE: - val2 = 2*val1; //Def bonus - break; - case SC_HAMI_BLOODLUST: - val2 = 20+10*val1; //Atk rate change. - val3 = 3*val1; //Leech chance - val4 = 20; //Leech percent - break; - case SC_HLIF_FLEET: - val2 = 30*val1; //Aspd change - val3 = 5+5*val1; //bAtk/wAtk rate change - break; - case SC_MINDBREAKER: - val2 = 20*val1; //matk increase. - val3 = 12*val1; //mdef2 reduction. - break; - case SC_SKA: - val2 = tick/1000; - val3 = rnd()%100; //Def changes randomly every second... - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_JAILED: - //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. - tick = val1>0?1000:250; - if (sd) + case SC_COMBOATTACK: { + //val1: Skill ID + //val2: When given, target (for autotargetting skills) + //val3: When set, this combo time should NOT delay attack/movement + //val3: TK: Last used kick + //val4: TK: Combo time + struct unit_data *ud = unit->bl2ud(bl); + if (ud && !val3) { + tick += 300 * battle_config.combo_delay_rate/100; + ud->attackabletime = timer->gettick()+tick; + unit->set_walkdelay(bl, timer->gettick(), tick, 1); + } + val3 = 0; + val4 = tick; + } + break; + case SC_EARTHSCROLL: + val2 = 11-val1; //Chance to consume: 11-skill_lv% + break; + case SC_RUN: + val4 = timer->gettick(); //Store time at which you started running. + tick = -1; + break; + case SC_KAAHI: + val2 = 200*val1; //HP heal + val3 = 5*val1; //SP cost + val4 = INVALID_TIMER; //Kaahi Timer. + break; + case SC_BLESSING: + if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) + val2 = val1; + else + val2 = 0; //0 -> Half stat. + break; + case SC_TRICKDEAD: + if (vd) vd->dead_sit = 1; + tick = -1; + break; + case SC_CONCENTRATION: + val2 = 2 + val1; + if (sd) { //Store the card-bonus data that should not count in the % + val3 = sd->param_bonus[1]; //Agi + val4 = sd->param_bonus[4]; //Dex + } else { + val3 = val4 = 0; + } + break; + case SC_OVERTHRUSTMAX: + val2 = 20*val1; //Power increase + break; + case SC_OVERTHRUST: + //val2 holds if it was casted on self, or is bonus received from others + val3 = 5*val1; //Power increase + if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) + tick += tick / 10; + break; + case SC_ADRENALINE2: + case SC_ADRENALINE: + val3 = (val2) ? 300 : 200; // aspd increase + case SC_WEAPONPERFECT: + if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) + tick += tick / 10; + break; + case SC_LKCONCENTRATION: + val2 = 5*val1; //Batk/Watk Increase + val3 = 10*val1; //Hit Increase + val4 = 5*val1; //Def reduction + sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect + break; + case SC_ANGELUS: + val2 = 5*val1; //def increase + break; + case SC_IMPOSITIO: + val2 = 5*val1; //watk increase + break; + case SC_MELTDOWN: + val2 = 100*val1; //Chance to break weapon + val3 = 70*val1; //Change to break armor + break; + case SC_TRUESIGHT: + val2 = 10*val1; //Critical increase + val3 = 3*val1; //Hit increase + break; + case SC_SUN_COMFORT: + val2 = (status->get_lv(bl) + st->dex + st->luk)/2; //def increase + break; + case SC_MOON_COMFORT: + val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase + break; + case SC_STAR_COMFORT: + val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase + break; + case SC_QUAGMIRE: + val2 = (sd?5:10)*val1; //Agi/Dex decrease. + break; + + // gs_something1 [Vicious] + case SC_GS_GATLINGFEVER: + val2 = 20*val1; //Aspd increase + val4 = 5*val1; //Flee decrease + #ifndef RENEWAL + val3 = 20+10*val1; //Batk increase + #endif + break; + + case SC_FLING: + if (bl->type == BL_PC) + val2 = 0; //No armor reduction to players. + else + val2 = 5*val1; //Def reduction + val3 = 5*val1; //Def2 reduction + break; + case SC_PROVOKE: + //val2 signals autoprovoke. + val3 = 2+3*val1; //Atk increase + val4 = 5+5*val1; //Def reduction. + break; + case SC_HLIF_AVOID: + //val2 = 10*val1; //Speed change rate. + break; + case SC_HAMI_DEFENCE: + val2 = 2*val1; //Def bonus + break; + case SC_HAMI_BLOODLUST: + val2 = 20+10*val1; //Atk rate change. + val3 = 3*val1; //Leech chance + val4 = 20; //Leech percent + break; + case SC_HLIF_FLEET: + val2 = 30*val1; //Aspd change + val3 = 5+5*val1; //bAtk/wAtk rate change + break; + case SC_MINDBREAKER: + val2 = 20*val1; //matk increase. + val3 = 12*val1; //mdef2 reduction. + break; + case SC_SKA: + val2 = tick/1000; + val3 = rnd()%100; //Def changes randomly every second... + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_JAILED: + //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time. + tick = val1>0?1000:250; + if (sd) + { + if (sd->mapindex != val2) + { + int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates + int mapindex = sd->mapindex; /// Current Map + //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y + pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); + //2. Set restore point (val3 -> return map, val4 return coords + val3 = mapindex; + val4 = pos; + } else if (!val3 || val3 == sd->mapindex) { //Use save point. + val3 = sd->status.save_point.map; + val4 = (sd->status.save_point.x&0xFFFF) + |(sd->status.save_point.y<<16); + } + } + break; + case SC_NJ_UTSUSEMI: + val2=(val1+1)/2; // number of hits blocked + val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value. + break; + case SC_NJ_BUNSINJYUTSU: + val2=(val1+1)/2; // number of hits blocked + break; + case SC_HLIF_CHANGE: + val2= 30*val1; //Vit increase + val3= 20*val1; //Int increase + break; + case SC_SWOO: + if(st->mode&MD_BOSS) + tick /= 5; //TODO: Reduce skill's duration. But for how long? + break; + case SC_SPIDERWEB: + if( bl->type == BL_PC ) + tick /= 2; + break; + case SC_ARMOR: + //NPC_DEFENDER: + val2 = 80; //Damage reduction + //Attack requirements to be blocked: + val3 = BF_LONG; //Range + val4 = BF_WEAPON|BF_MISC; //Type + break; + case SC_ENCHANTARMS: + //end previous enchants + skill->enchant_elemental_end(bl,type); + //Make sure the received element is valid. + if (val2 >= ELE_MAX) + val2 = val2%ELE_MAX; + else if (val2 < 0) + val2 = rnd()%ELE_MAX; + break; + case SC_CRITICALWOUND: + val2 = 20*val1; //Heal effectiveness decrease + break; + case SC_MAGICMIRROR: + case SC_SLOWCAST: + val2 = 20*val1; //Magic reflection/cast rate + break; + + case SC_STONESKIN: + if (val2 == NPC_ANTIMAGIC) + { //Boost mdef + val2 =-20; + val3 = 20; + } else { //Boost def + val2 = 20; + val3 =-20; + } + val2*=val1; //20% per level + val3*=val1; + break; + case SC_CASH_PLUSEXP: + case SC_CASH_PLUSONLYJOBEXP: + if (val1 < 0) + val1 = 0; + break; + case SC_PLUSAVOIDVALUE: + case SC_CRITICALPERCENT: + val2 = val1*10; //Actual boost (since 100% = 1000) + break; + case SC_SUFFRAGIUM: + val2 = 15 * val1; //Speed cast decrease + break; + case SC_HEALPLUS: + if (val1 < 1) + val1 = 1; + break; + case SC_ILLUSION: + val2 = 5+val1; //Factor by which displayed damage is increased by + break; + case SC_DOUBLECASTING: + val2 = 30+10*val1; //Trigger rate + break; + case SC_KAIZEL: + val2 = 10*val1; //% of life to be revived with + break; + // case SC_ARMORPROPERTY: + // case SC_ARMOR_RESIST: + // Mod your resistance against elements: + // val1 = water | val2 = earth | val3 = fire | val4 = wind + // break; + //case ????: + //Place here SCs that have no SCB_* data, no skill associated, no ICON + //associated, and yet are not wrong/unknown. [Skotlex] + //break; + + case SC_MER_FLEE: + case SC_MER_ATK: + case SC_MER_HIT: + val2 = 15 * val1; + break; + case SC_MER_HP: + case SC_MER_SP: + val2 = 5 * val1; + break; + case SC_REBIRTH: + val2 = 20*val1; //% of life to be revived with + break; + + case SC_MANU_DEF: + case SC_MANU_ATK: + case SC_MANU_MATK: + val2 = 1; // Manuk group + break; + case SC_SPL_DEF: + case SC_SPL_ATK: + case SC_SPL_MATK: + val2 = 2; // Splendide group + break; + /** + * General + **/ + case SC_FEAR: + val2 = 2; + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_BURNING: + val4 = tick / 3000; // Total Ticks to Burn!! + tick_time = 3000; // [GodLesZ] tick time + break; + /** + * Rune Knight + **/ + case SC_DEATHBOUND: + val2 = 500 + 100 * val1; + break; + case SC_STONEHARDSKIN: + if( sd ) + val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase + break; + case SC_FIGHTINGSPIRIT: + val_flag |= 1|2; + break; + case SC_ABUNDANCE: + val4 = tick / 10000; + tick_time = 10000; // [GodLesZ] tick time + break; + /** + * Arch Bishop + **/ + case SC_RENOVATIO: + val4 = tick / 5000; + tick_time = 5000; + break; + case SC_SECRAMENT: + val2 = 10 * val1; + break; + case SC_VENOMIMPRESS: + val2 = 10 * val1; + val_flag |= 1|2; + break; + case SC_POISONINGWEAPON: + val_flag |= 1|2|4; + break; + case SC_WEAPONBLOCKING: + val2 = 10 + 2 * val1; // Chance + val4 = tick / 3000; + tick_time = 3000; // [GodLesZ] tick time + val_flag |= 1|2; + break; + case SC_TOXIN: + val4 = tick / 10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_MAGICMUSHROOM: + val4 = tick / 4000; + tick_time = 4000; // [GodLesZ] tick time + break; + case SC_PYREXIA: + status->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds + val4 = tick / 3000; + tick_time = 3000; // [GodLesZ] tick time + break; + case SC_LEECHESEND: + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_OBLIVIONCURSE: + val4 = tick / 3000; + tick_time = 3000; // [GodLesZ] tick time + break; + case SC_ROLLINGCUTTER: + val_flag |= 1; + break; + case SC_CLOAKINGEXCEED: + val2 = ( val1 + 1 ) / 2; // Hits + val3 = 90 + val1 * 10; // Walk speed + val_flag |= 1|2|4; + if (bl->type == BL_PC) + val4 |= battle_config.pc_cloak_check_type&7; + else + val4 |= battle_config.monster_cloak_check_type&7; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_HALLUCINATIONWALK: + val2 = 50 * val1; // Evasion rate of physical attacks. Flee + val3 = 10 * val1; // Evasion rate of magical attacks. + val_flag |= 1|2|4; + break; + case SC_WHITEIMPRISON: + status_change_end(bl, SC_BURNING, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_STONE, INVALID_TIMER); + break; + case SC_MARSHOFABYSS: + val2 = 6 * val1; + if( sd ) // half on players + val2 >>= 1; + break; + case SC_FROSTMISTY: + status_change_end(bl, SC_BURNING, INVALID_TIMER); + break; + case SC_READING_SB: + // val2 = sp reduction per second + tick_time = 5000; // [GodLesZ] tick time + break; + case SC_SUMMON1: + case SC_SUMMON2: + case SC_SUMMON3: + case SC_SUMMON4: + case SC_SUMMON5: + val4 = tick / 1000; + if( val4 < 1 ) + val4 = 1; + tick_time = 1000; // [GodLesZ] tick time + val_flag |= 1; + break; + case SC_SHAPESHIFT: + switch( val1 ) + { + case 1: val2 = ELE_FIRE; break; + case 2: val2 = ELE_EARTH; break; + case 3: val2 = ELE_WIND; break; + case 4: val2 = ELE_WATER; break; + } + break; + case SC_ELECTRICSHOCKER: + case SC_COLD: + case SC_MEIKYOUSISUI: + val4 = tick / 1000; + if( val4 < 1 ) + val4 = 1; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_CAMOUFLAGE: + val4 = tick/1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_WUGDASH: + val4 = timer->gettick(); //Store time at which you started running. + tick = -1; + break; + case SC__SHADOWFORM: { + struct map_session_data * s_sd = map->id2sd(val2); + if( s_sd ) + s_sd->shadowform_id = bl->id; + val4 = tick / 1000; + val_flag |= 1|2|4; + tick_time = 1000; // [GodLesZ] tick time + } + break; + case SC__STRIPACCESSARY: + if (!sd) + val2 = 20; + break; + case SC__INVISIBILITY: + val2 = 50 - 10 * val1; // ASPD + val3 = 20 * val1; // CRITICAL + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + val_flag |= 1|2; + break; + case SC__ENERVATION: + val2 = 20 + 10 * val1; // ATK Reduction + val_flag |= 1|2; + if( sd ) pc->delspiritball(sd,sd->spiritball,0); + break; + case SC__GROOMY: + val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie] + val3 = 20 * val1; //HIT + val_flag |= 1|2|4; + if( sd ) { // Removes Animals + if( pc_isriding(sd) ) pc->setriding(sd, 0); + if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); + if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG); + if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER); + if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON); + if( sd->status.pet_id > 0 ) pet->menu(sd, 3); + if( homun_alive(sd->hd) ) homun->vaporize(sd,HOM_ST_REST); + if( sd->md ) mercenary->delete(sd->md,3); + } + break; + case SC__LAZINESS: + val2 = 10 + 10 * val1; // Cast reduction + val3 = 10 * val1; // Flee Reduction + val_flag |= 1|2|4; + break; + case SC__UNLUCKY: + val2 = 10 * val1; // Crit and Flee2 Reduction + val_flag |= 1|2|4; + break; + case SC__WEAKNESS: + val2 = 10 * val1; + val_flag |= 1|2; + // bypasses coating protection and MADO + sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick); + sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick); + break; + case SC_GN_CARTBOOST: + if( val1 < 3 ) + val2 = 50; + else if( val1 < 5 ) + val2 = 75; + else + val2 = 100; + break; + case SC_PROPERTYWALK: + val_flag |= 1|2; + val3 = 0; + break; + case SC_WARMER: + status_change_end(bl, SC_FREEZE, INVALID_TIMER); + status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); + status_change_end(bl, SC_COLD, INVALID_TIMER); + break; + case SC_STRIKING: + val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_BLOOD_SUCKER: { - if (sd->mapindex != val2) + struct block_list *src = map->id2bl(val2); + val3 = 1; + if(src) + val3 = 200 + 100 * val1 + status_get_int(src); + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + } + break; + case SC_VACUUM_EXTREME: + tick -= (st->str / 20) * 1000; + val4 = val3 = tick / 100; + tick_time = 100; // [GodLesZ] tick time + break; + case SC_SWING: + val2 = 4 * val1; // Walk speed and aspd reduction. + break; + case SC_SYMPHONY_LOVE: + case SC_RUSH_WINDMILL: + case SC_ECHOSONG: + val2 = 6 * val1; + val2 += val3; //Adding 1% * Lesson Bonus + val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel + break; + case SC_MOONLIT_SERENADE: + val2 = 10 * val1; + break; + case SC_HARMONIZE: + val2 = 5 + 5 * val1; + break; + case SC_SIREN: + val4 = tick / 2000; + tick_time = 2000; // [GodLesZ] tick time + break; + case SC_DEEP_SLEEP: + val4 = tick / 2000; + tick_time = 2000; // [GodLesZ] tick time + break; + case SC_SIRCLEOFNATURE: + val2 = 1 + val1; //SP consume + val3 = 40 * val1; //HP recovery + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_SONG_OF_MANA: + val3 = 10 + (2 * val2); + val4 = tick/3000; + tick_time = 3000; // [GodLesZ] tick time + break; + case SC_SATURDAY_NIGHT_FEVER: + if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1); + if (!val4) val4 = 3000; + val3 = tick/val4; + tick_time = val4; // [GodLesZ] tick time + break; + case SC_GLOOMYDAY: + val2 = 20 + 5 * val1; // Flee reduction. + val3 = 15 + 5 * val1; // ASPD reduction. + if( sd && rand()%100 < val1 ){ // (Skill Lv) % + val4 = 1; // reduce walk speed by half. + if( pc_isriding(sd) ) pc->setriding(sd, 0); + if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); + } + break; + case SC_GLOOMYDAY_SK: + // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. + val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 ); + break; + case SC_SITDOWN_FORCE: + case SC_BANANA_BOMB_SITDOWN_POSTDELAY: + if( sd && !pc_issit(sd) ) + { + pc_setsit(sd); + skill->sit(sd,1); + clif->sitting(bl); + } + break; + case SC_DANCE_WITH_WUG: + val3 = (5 * val1) + (1 * val2); //Still need official value. + break; + case SC_LERADS_DEW: + val3 = (5 * val1) + (1 * val2); + break; + case SC_MELODYOFSINK: + val3 = (5 * val1) + (1 * val2); + break; + case SC_BEYOND_OF_WARCRY: + val3 = (5 * val1) + (1 * val2); + break; + case SC_UNLIMITED_HUMMING_VOICE: { - int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates - int mapindex = sd->mapindex; /// Current Map - //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y - pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT); - //2. Set restore point (val3 -> return map, val4 return coords - val3 = mapindex; - val4 = pos; - } else if (!val3 || val3 == sd->mapindex) { //Use save point. - val3 = sd->status.save_point.map; - val4 = (sd->status.save_point.x&0xFFFF) - |(sd->status.save_point.y<<16); + struct unit_data *ud = unit->bl2ud(bl); + if( ud == NULL ) return 0; + ud->state.skillcastcancel = 0; + val3 = 15 - (2 * val2); + } + break; + case SC_LG_REFLECTDAMAGE: + val2 = 15 + 5 * val1; + val3 = (val1==5)?20:(val1+4)*2; // SP consumption + val4 = tick/10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil] + val2 = 20 + 12 * (val1 - 1); // Chance + val3 = 5 + (2 * val1); // Max rage counters + tick = -1; //endless duration in the client + tick_time = 6000; // [GodLesZ] tick time + val_flag |= 1|2|4; + break; + case SC_EXEEDBREAK: + val1 *= 150; // 150 * skill_lv + if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars. + val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status->get_lv(bl) / 100); + val1 += 15 * (sd ? sd->status.job_level:50) + 100; + } else // Mobs + val1 += (400 * status->get_lv(bl) / 100) + (15 * (status->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] + break; + case SC_PRESTIGE: // Based on suggested formula in iRO Wiki and some test, still need more test. [pakpil] + val2 = ((st->int_ + st->luk) / 6) + 5; // Chance to evade magic damage. + val1 *= 15; // Defence added + if( sd ) + val1 += 10 * pc->checkskill(sd,CR_DEFENDER); + val_flag |= 1|2; + break; + case SC_BANDING: + tick_time = 5000; // [GodLesZ] tick time + val_flag |= 1; + break; + case SC_SHIELDSPELL_DEF: + case SC_SHIELDSPELL_MDEF: + case SC_SHIELDSPELL_REF: + val_flag |= 1|2; + break; + case SC_MAGNETICFIELD: + val3 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + break; + case SC_INSPIRATION: + if( sd ) { + val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus + val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus + } + val4 = tick / 1000; + tick_time = 1000; // [GodLesZ] tick time + status->change_clear_buffs(bl,3); //Remove buffs/debuffs + break; + case SC_SPELLFIST: + case SC_CURSEDCIRCLE_ATKER: + val_flag |= 1|2|4; + break; + case SC_CRESCENTELBOW: + val2 = 94 + val1; + val_flag |= 1|2; + break; + case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % + val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; + val_flag |= 1; + break; + case SC_RAISINGDRAGON: + val3 = tick / 5000; + tick_time = 5000; // [GodLesZ] tick time + break; + case SC_GENTLETOUCH_CHANGE: + {// take note there is no def increase as skill desc says. [malufett] + struct block_list * src; + val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % + if( (src = map->id2bl(val2)) ){ + val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] + val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] } } - break; - case SC_NJ_UTSUSEMI: - val2=(val1+1)/2; // number of hits blocked - val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value. - break; - case SC_NJ_BUNSINJYUTSU: - val2=(val1+1)/2; // number of hits blocked - break; - case SC_HLIF_CHANGE: - val2= 30*val1; //Vit increase - val3= 20*val1; //Int increase - break; - case SC_SWOO: - if(st->mode&MD_BOSS) - tick /= 5; //TODO: Reduce skill's duration. But for how long? - break; - case SC_SPIDERWEB: - if( bl->type == BL_PC ) - tick /= 2; - break; - case SC_ARMOR: - //NPC_DEFENDER: - val2 = 80; //Damage reduction - //Attack requirements to be blocked: - val3 = BF_LONG; //Range - val4 = BF_WEAPON|BF_MISC; //Type - break; - case SC_ENCHANTARMS: - //end previous enchants - skill->enchant_elemental_end(bl,type); - //Make sure the received element is valid. - if (val2 >= ELE_MAX) - val2 = val2%ELE_MAX; - else if (val2 < 0) - val2 = rnd()%ELE_MAX; - break; - case SC_CRITICALWOUND: - val2 = 20*val1; //Heal effectiveness decrease - break; - case SC_MAGICMIRROR: - case SC_SLOWCAST: - val2 = 20*val1; //Magic reflection/cast rate - break; - - case SC_STONESKIN: - if (val2 == NPC_ANTIMAGIC) - { //Boost mdef - val2 =-20; - val3 = 20; - } else { //Boost def - val2 = 20; - val3 =-20; + break; + case SC_GENTLETOUCH_REVITALIZE: + {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] + struct block_list * src; + val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % + if( (src = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently + val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] } - val2*=val1; //20% per level - val3*=val1; - break; - case SC_CASH_PLUSEXP: - case SC_CASH_PLUSONLYJOBEXP: - if (val1 < 0) - val1 = 0; - break; - case SC_PLUSAVOIDVALUE: - case SC_CRITICALPERCENT: - val2 = val1*10; //Actual boost (since 100% = 1000) - break; - case SC_SUFFRAGIUM: - val2 = 15 * val1; //Speed cast decrease - break; - case SC_HEALPLUS: - if (val1 < 1) - val1 = 1; - break; - case SC_ILLUSION: - val2 = 5+val1; //Factor by which displayed damage is increased by - break; - case SC_DOUBLECASTING: - val2 = 30+10*val1; //Trigger rate - break; - case SC_KAIZEL: - val2 = 10*val1; //% of life to be revived with - break; - // case SC_ARMORPROPERTY: - // case SC_ARMOR_RESIST: - // Mod your resistance against elements: - // val1 = water | val2 = earth | val3 = fire | val4 = wind - // break; - //case ????: - //Place here SCs that have no SCB_* data, no skill associated, no ICON - //associated, and yet are not wrong/unknown. [Skotlex] - //break; + break; + case SC_PYROTECHNIC_OPTION: + val_flag |= 1|2|4; + break; + case SC_HEATER_OPTION: + val2 = 120; // Watk. TODO: Renewal (Atk2) + val3 = 33; // % Increase effects. + val4 = 3; // Change into fire element. + val_flag |= 1|2|4; + break; + case SC_TROPIC_OPTION: + val2 = 180; // Watk. TODO: Renewal (Atk2) + val3 = MG_FIREBOLT; + break; + case SC_AQUAPLAY_OPTION: + val2 = 40; + val_flag |= 1|2|4; + break; + case SC_COOLER_OPTION: + val2 = 80; // % Freezing chance + val3 = 33; // % increased damage + val4 = 1; // Change into water elemet + val_flag |= 1|2|4; + break; + case SC_CHILLY_AIR_OPTION: + val2 = 120; // Matk. TODO: Renewal (Matk1) + val3 = MG_COLDBOLT; + val_flag |= 1|2; + break; + case SC_GUST_OPTION: + val_flag |= 1|2; + break; + case SC_WIND_STEP_OPTION: + val2 = 50; // % Increase speed and flee. + break; + case SC_BLAST_OPTION: + val2 = 20; + val3 = ELE_WIND; + val_flag |= 1|2|4; + break; + case SC_WILD_STORM_OPTION: + val2 = MG_LIGHTNINGBOLT; + val_flag |= 1|2; + break; + case SC_PETROLOGY_OPTION: + val2 = 5; + val3 = 50; + val_flag |= 1|2|4; + break; + case SC_CURSED_SOIL_OPTION: + val2 = 10; + val3 = 33; + val4 = 2; + val_flag |= 1|2|4; + break; + case SC_UPHEAVAL_OPTION: + val2 = WZ_EARTHSPIKE; + val_flag |= 1|2; + break; + case SC_CIRCLE_OF_FIRE_OPTION: + val2 = 300; + val_flag |= 1|2; + break; + case SC_FIRE_CLOAK_OPTION: + case SC_WATER_DROP_OPTION: + case SC_WIND_CURTAIN_OPTION: + case SC_STONE_SHIELD_OPTION: + val2 = 20; // Elemental modifier. Not confirmed. + break; + case SC_CIRCLE_OF_FIRE: + case SC_FIRE_CLOAK: + case SC_WATER_DROP: + case SC_WATER_SCREEN: + case SC_WIND_CURTAIN: + case SC_WIND_STEP: + case SC_STONE_SHIELD: + case SC_SOLID_SKIN: + val2 = 10; + tick_time = 2000; // [GodLesZ] tick time + break; + case SC_WATER_BARRIER: + val2 = 40; // Increasement. Mdef1 ??? + val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? + val_flag |= 1|2|4; + break; + case SC_ZEPHYR: + val2 = 22; // Flee. + break; + case SC_TIDAL_WEAPON: + val2 = 20; // Increase Elemental's attack. + break; + case SC_ROCK_CRUSHER: + case SC_ROCK_CRUSHER_ATK: + case SC_POWER_OF_GAIA: + val2 = 33; + break; + case SC_MELON_BOMB: + case SC_BANANA_BOMB: + val1 = 15; + break; + case SC_STOMACHACHE: + val2 = 8; // SP consume. + val4 = tick / 10000; + tick_time = 10000; // [GodLesZ] tick time + break; + case SC_KYOUGAKU: + val2 = 2*val1 + rand()%(3 * val1); + clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise + break; + case SC_KAGEMUSYA: + val3 = val1 * 2; + case SC_IZAYOI: + val2 = tick/1000; + tick_time = 1000; + break; + case SC_ZANGETSU: + val2 = val4 = status->get_lv(bl) / 3 + 20 * val1; + val3 = status->get_lv(bl) / 2 + 30 * val1; + val2 = (!(status_get_hp(bl)%2) ? val2 : -val3); + val3 = (!(status_get_sp(bl)%2) ? val4 : -val3); + break; + case SC_GENSOU: - case SC_MER_FLEE: - case SC_MER_ATK: - case SC_MER_HIT: - val2 = 15 * val1; - break; - case SC_MER_HP: - case SC_MER_SP: - val2 = 5 * val1; - break; - case SC_REBIRTH: - val2 = 20*val1; //% of life to be revived with - break; + #define PER( a ) do { \ + if( a <= 15 ) lv = 1; \ + else if( a <= 30 ) lv = 2; \ + else if( a <= 50 ) lv = 3; \ + else if( a <= 75 ) lv = 4; \ + } while(0) - case SC_MANU_DEF: - case SC_MANU_ATK: - case SC_MANU_MATK: - val2 = 1; // Manuk group - break; - case SC_SPL_DEF: - case SC_SPL_ATK: - case SC_SPL_MATK: - val2 = 2; // Splendide group - break; - /** - * General - **/ - case SC_FEAR: - val2 = 2; - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_BURNING: - val4 = tick / 3000; // Total Ticks to Burn!! - tick_time = 3000; // [GodLesZ] tick time - break; - /** - * Rune Knight - **/ - case SC_DEATHBOUND: - val2 = 500 + 100 * val1; - break; - case SC_STONEHARDSKIN: - if( sd ) - val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase - break; - case SC_FIGHTINGSPIRIT: - val_flag |= 1|2; - break; - case SC_ABUNDANCE: - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - /** - * Arch Bishop - **/ - case SC_RENOVATIO: - val4 = tick / 5000; - tick_time = 5000; - break; - case SC_SECRAMENT: - val2 = 10 * val1; - break; - case SC_VENOMIMPRESS: - val2 = 10 * val1; - val_flag |= 1|2; - break; - case SC_POISONINGWEAPON: - val_flag |= 1|2|4; - break; - case SC_WEAPONBLOCKING: - val2 = 10 + 2 * val1; // Chance - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - val_flag |= 1|2; - break; - case SC_TOXIN: - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_MAGICMUSHROOM: - val4 = tick / 4000; - tick_time = 4000; // [GodLesZ] tick time - break; - case SC_PYREXIA: - status->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_LEECHESEND: - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_OBLIVIONCURSE: - val4 = tick / 3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_ROLLINGCUTTER: - val_flag |= 1; - break; - case SC_CLOAKINGEXCEED: - val2 = ( val1 + 1 ) / 2; // Hits - val3 = 90 + val1 * 10; // Walk speed - val_flag |= 1|2|4; - if (bl->type == BL_PC) - val4 |= battle_config.pc_cloak_check_type&7; - else - val4 |= battle_config.monster_cloak_check_type&7; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_HALLUCINATIONWALK: - val2 = 50 * val1; // Evasion rate of physical attacks. Flee - val3 = 10 * val1; // Evasion rate of magical attacks. - val_flag |= 1|2|4; - break; - case SC_WHITEIMPRISON: - status_change_end(bl, SC_BURNING, INVALID_TIMER); - status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_STONE, INVALID_TIMER); - break; - case SC_MARSHOFABYSS: - val2 = 6 * val1; - if( sd ) // half on players - val2 >>= 1; - break; - case SC_FROSTMISTY: - status_change_end(bl, SC_BURNING, INVALID_TIMER); - break; - case SC_READING_SB: - // val2 = sp reduction per second - tick_time = 5000; // [GodLesZ] tick time - break; - case SC_SUMMON1: - case SC_SUMMON2: - case SC_SUMMON3: - case SC_SUMMON4: - case SC_SUMMON5: - val4 = tick / 1000; - if( val4 < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1; - break; - case SC_SHAPESHIFT: - switch( val1 ) { - case 1: val2 = ELE_FIRE; break; - case 2: val2 = ELE_EARTH; break; - case 3: val2 = ELE_WIND; break; - case 4: val2 = ELE_WATER; break; + int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5; + + if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2) + return 0; + + PER( 100 / (status_get_max_hp(bl) / hp) ); + status->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1); + + PER( 100 / (status_get_max_sp(bl) / sp) ); + status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1); } - break; + #undef PER + break; + case SC_ANGRIFFS_MODUS: + val2 = 50 + 20 * val1; //atk bonus + val3 = 40 + 20 * val1; // Flee reduction. + val4 = tick/1000; // hp/sp reduction timer + tick_time = 1000; + break; + case SC_NEUTRALBARRIER: + tick_time = tick; + tick = -1; + break; + case SC_GOLDENE_FERSE: + val2 = 10 + 10*val1; //max hp bonus + val3 = 6 + 4 * val1; // Aspd Bonus + val4 = 2 + 2 * val1; // Chance of holy attack + break; + case SC_OVERED_BOOST: + val2 = 300 + 40*val1; //flee bonus + val3 = 179 + 2*val1; //aspd bonus + break; + case SC_GRANITIC_ARMOR: + val2 = 2*val1; //dmg reduction + val3 = 6*val1; //dmg on status end + break; + case SC_MAGMA_FLOW: + val2 = 3*val1; //activation chance + break; + case SC_PYROCLASTIC: + val2 += 10*val1; //atk bonus + break; + case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info + val2 = 2*val1; //def reduction + val3 = 500*val1; //varcast augmentation + break; + case SC_PAIN_KILLER: //[Lighta] need real info + val2 = 2*val1; //aspd reduction % + val3 = 2*val1; //dmg reduction % + if(sc->data[SC_NEEDLE_OF_PARALYZE]) + sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration + break; + case SC_STYLE_CHANGE: //[Lighta] need real info + tick = -1; + if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; + else val2 = MH_MD_FIGHTING; + break; + case SC_FULL_THROTTLE: + status_percent_heal(bl,100,0); + val2 = 7 - val1; + tick_time = 1000; + val4 = tick / tick_time; + break; + case SC_KINGS_GRACE: + val2 = 3 + val1; + tick_time = 1000; + val4 = tick / tick_time; + break; + case SC_TELEKINESIS_INTENSE: + val2 = 10 * val1; + val3 = 40 * val1; + break; + case SC_OFFERTORIUM: + val2 = 30 * val1; + break; + case SC_FRIGG_SONG: + val2 = 5 * val1; + val3 = 1000 + 100 * val1; + tick_time = 10000; + val4 = tick / tick_time; + break; + case SC_MONSTER_TRANSFORM: + if( !mob->db_checkid(val1) ) + val1 = 1002; // default poring + val_flag |= 1; + break; + default: + if( calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0 ) + { //Status change with no calc, no icon, and no skill associated...? + ShowError("UnknownStatusChange [%d]\n", type); + return 0; + } + } + } else { //Special considerations when loading SC data. + switch( type ) { + case SC_WEDDING: + case SC_XMAS: + case SC_SUMMER: + case SC_HANBOK: + if( !vd ) break; + clif->changelook(bl,LOOK_BASE,vd->class_); + clif->changelook(bl,LOOK_WEAPON,0); + clif->changelook(bl,LOOK_SHIELD,0); + clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); + break; + case SC_KAAHI: + val4 = INVALID_TIMER; + break; + case SC_SUMMON1: + case SC_SUMMON2: + case SC_SUMMON3: + case SC_SUMMON4: + case SC_SUMMON5: + case SC_MONSTER_TRANSFORM: + val_flag |= 1; + break; + case SC_KYOUGAKU: + clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise + break; + } + } + + /* [Ind/Hercules] */ + if( sd && status->DisplayType[type] ) { + int dval1 = 0, dval2 = 0, dval3 = 0; + switch( type ) { + case SC_ALL_RIDING: + dval1 = 1; + break; + default: /* all others: just copy val1 */ + dval1 = val1; + break; + } + status->display_add(sd,type,dval1,dval2,dval3); + } + + //Those that make you stop attacking/walking.... + switch (type) { + case SC_FREEZE: + case SC_STUN: + case SC_SLEEP: + case SC_STONE: + case SC_DEEP_SLEEP: + if (sd && pc_issit(sd)) //Avoid sprite sync problems. + pc->setstand(sd); + case SC_TRICKDEAD: + status_change_end(bl, SC_DANCING, INVALID_TIMER); + // Cancel cast when get status [LuzZza] + if (battle_config.sc_castcancel&bl->type) + unit->skillcastcancel(bl, 0); + case SC_WHITEIMPRISON: + unit->stop_attack(bl); + case SC_STOP: + case SC_CONFUSION: + case SC_RG_CCONFINE_M: + case SC_RG_CCONFINE_S: + case SC_SPIDERWEB: case SC_ELECTRICSHOCKER: + case SC_WUGBITE: + case SC_THORNS_TRAP: + case SC__MANHOLE: case SC_COLD: + case SC_CURSEDCIRCLE_ATKER: + case SC_CURSEDCIRCLE_TARGET: + case SC_FEAR: + case SC_NETHERWORLD: case SC_MEIKYOUSISUI: - val4 = tick / 1000; - if( val4 < 1 ) - val4 = 1; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_CAMOUFLAGE: - val4 = tick/1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_WUGDASH: - val4 = timer->gettick(); //Store time at which you started running. - tick = -1; - break; - case SC__SHADOWFORM: { - struct map_session_data * s_sd = map->id2sd(val2); - if( s_sd ) - s_sd->shadowform_id = bl->id; - val4 = tick / 1000; - val_flag |= 1|2|4; - tick_time = 1000; // [GodLesZ] tick time - } - break; - case SC__STRIPACCESSARY: - if (!sd) - val2 = 20; - break; - case SC__INVISIBILITY: - val2 = 50 - 10 * val1; // ASPD - val3 = 20 * val1; // CRITICAL - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - val_flag |= 1|2; - break; - case SC__ENERVATION: - val2 = 20 + 10 * val1; // ATK Reduction - val_flag |= 1|2; - if( sd ) pc->delspiritball(sd,sd->spiritball,0); - break; - case SC__GROOMY: - val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie] - val3 = 20 * val1; //HIT - val_flag |= 1|2|4; - if( sd ) { // Removes Animals - if( pc_isriding(sd) ) pc->setriding(sd, 0); - if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); - if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG); - if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER); - if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON); - if( sd->status.pet_id > 0 ) pet->menu(sd, 3); - if( homun_alive(sd->hd) ) homun->vaporize(sd,HOM_ST_REST); - if( sd->md ) mercenary->delete(sd->md,3); - } - break; - case SC__LAZINESS: - val2 = 10 + 10 * val1; // Cast reduction - val3 = 10 * val1; // Flee Reduction - val_flag |= 1|2|4; - break; - case SC__UNLUCKY: - val2 = 10 * val1; // Crit and Flee2 Reduction - val_flag |= 1|2|4; - break; - case SC__WEAKNESS: - val2 = 10 * val1; - val_flag |= 1|2; - // bypasses coating protection and MADO - sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick); - sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick); - break; - case SC_GN_CARTBOOST: - if( val1 < 3 ) - val2 = 50; - else if( val1 < 5 ) - val2 = 75; - else - val2 = 100; - break; - case SC_PROPERTYWALK: - val_flag |= 1|2; - val3 = 0; - break; - case SC_WARMER: - status_change_end(bl, SC_FREEZE, INVALID_TIMER); - status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER); - status_change_end(bl, SC_COLD, INVALID_TIMER); - break; - case SC_STRIKING: - val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_BLOOD_SUCKER: - { - struct block_list *src = map->id2bl(val2); - val3 = 1; - if(src) - val3 = 200 + 100 * val1 + status_get_int(src); - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - } - break; - case SC_VACUUM_EXTREME: - tick -= (st->str / 20) * 1000; - val4 = val3 = tick / 100; - tick_time = 100; // [GodLesZ] tick time - break; - case SC_SWING: - val2 = 4 * val1; // Walk speed and aspd reduction. - break; - case SC_SYMPHONY_LOVE: - case SC_RUSH_WINDMILL: - case SC_ECHOSONG: - val2 = 6 * val1; - val2 += val3; //Adding 1% * Lesson Bonus - val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel - break; - case SC_MOONLIT_SERENADE: - val2 = 10 * val1; + case SC_KYOUGAKU: + case SC_NEEDLE_OF_PARALYZE: + case SC_DEATHBOUND: + unit->stop_walking(bl,1); break; - case SC_HARMONIZE: - val2 = 5 + 5 * val1; + case SC_ANKLESNARE: + if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) ) + unit->stop_walking(bl,1); break; + case SC_HIDING: + case SC_CLOAKING: + case SC_CLOAKINGEXCEED: + case SC_CHASEWALK: + case SC_WEIGHTOVER90: + case SC_CAMOUFLAGE: case SC_SIREN: - val4 = tick / 2000; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_DEEP_SLEEP: - val4 = tick / 2000; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_SIRCLEOFNATURE: - val2 = 1 + val1; //SP consume - val3 = 40 * val1; //HP recovery - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - break; - case SC_SONG_OF_MANA: - val3 = 10 + (2 * val2); - val4 = tick/3000; - tick_time = 3000; // [GodLesZ] tick time - break; - case SC_SATURDAY_NIGHT_FEVER: - if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1); - if (!val4) val4 = 3000; - val3 = tick/val4; - tick_time = val4; // [GodLesZ] tick time - break; - case SC_GLOOMYDAY: - val2 = 20 + 5 * val1; // Flee reduction. - val3 = 15 + 5 * val1; // ASPD reduction. - if( sd && rand()%100 < val1 ){ // (Skill Lv) % - val4 = 1; // reduce walk speed by half. - if( pc_isriding(sd) ) pc->setriding(sd, 0); - if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON); - } + unit->stop_attack(bl); break; - case SC_GLOOMYDAY_SK: - // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %. - val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 ); + case SC_SILENCE: + if (battle_config.sc_castcancel&bl->type) + unit->skillcastcancel(bl, 0); break; - case SC_SITDOWN_FORCE: - case SC_BANANA_BOMB_SITDOWN_POSTDELAY: - if( sd && !pc_issit(sd) ) - { - pc_setsit(sd); - skill->sit(sd,1); - clif->sitting(bl); + /* */ + case SC_ITEMSCRIPT: + if( sd ) { + switch( val1 ) { + //case 4121://Phree + //case 4047://Ghostring + case 4302://Gunka + clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0); + break; + case 4132://Mistress + clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0); + break; + case 4143://Orc Hero + clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0); + break; + case 4135://Orc Lord + clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0); + break; + } } break; - case SC_DANCE_WITH_WUG: - val3 = (5 * val1) + (1 * val2); //Still need official value. + } + + // Set option as needed. + opt_flag = 1; + switch(type) { + //OPT1 + case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break; + case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; + case SC_STUN: sc->opt1 = OPT1_STUN; break; + case SC_DEEP_SLEEP: opt_flag = 0; + case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break; + case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil] + case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break; + case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break; + //OPT2 + case SC_POISON: sc->opt2 |= OPT2_POISON; break; + case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; + case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; + + case SC_CRUCIS: + sc->opt2 |= OPT2_SIGNUMCRUCIS; break; - case SC_LERADS_DEW: - val3 = (5 * val1) + (1 * val2); + + case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; + case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; + case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break; + case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; + //OPT3 + case SC_TWOHANDQUICKEN: + case SC_ONEHANDQUICKEN: + case SC_SPEARQUICKEN: + case SC_LKCONCENTRATION: + case SC_MER_QUICKEN: + sc->opt3 |= OPT3_QUICKEN; + opt_flag = 0; break; - case SC_MELODYOFSINK: - val3 = (5 * val1) + (1 * val2); + case SC_OVERTHRUSTMAX: + case SC_OVERTHRUST: + case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... + sc->opt3 |= OPT3_OVERTHRUST; + opt_flag = 0; break; - case SC_BEYOND_OF_WARCRY: - val3 = (5 * val1) + (1 * val2); + case SC_ENERGYCOAT: + case SC_SKE: + sc->opt3 |= OPT3_ENERGYCOAT; + opt_flag = 0; break; - case SC_UNLIMITED_HUMMING_VOICE: - { - struct unit_data *ud = unit->bl2ud(bl); - if( ud == NULL ) return 0; - ud->state.skillcastcancel = 0; - val3 = 15 - (2 * val2); + case SC_INCATKRATE: + //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] + if (bl->type != BL_MOB) { + opt_flag = 0; + break; } + case SC_EXPLOSIONSPIRITS: + sc->opt3 |= OPT3_EXPLOSIONSPIRITS; + opt_flag = 0; break; - case SC_LG_REFLECTDAMAGE: - val2 = 15 + 5 * val1; - val3 = (val1==5)?20:(val1+4)*2; // SP consumption - val4 = tick/10000; - tick_time = 10000; // [GodLesZ] tick time - break; - case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil] - val2 = 20 + 12 * (val1 - 1); // Chance - val3 = 5 + (2 * val1); // Max rage counters - tick = -1; //endless duration in the client - tick_time = 6000; // [GodLesZ] tick time - val_flag |= 1|2|4; - break; - case SC_EXEEDBREAK: - val1 *= 150; // 150 * skill_lv - if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars. - val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status->get_lv(bl) / 100); - val1 += 15 * (sd ? sd->status.job_level:50) + 100; - } else // Mobs - val1 += (400 * status->get_lv(bl) / 100) + (15 * (status->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil] - break; - case SC_PRESTIGE: // Based on suggested formula in iRO Wiki and some test, still need more test. [pakpil] - val2 = ((st->int_ + st->luk) / 6) + 5; // Chance to evade magic damage. - val1 *= 15; // Defence added - if( sd ) - val1 += 10 * pc->checkskill(sd,CR_DEFENDER); - val_flag |= 1|2; - break; - case SC_BANDING: - tick_time = 5000; // [GodLesZ] tick time - val_flag |= 1; - break; - case SC_SHIELDSPELL_DEF: - case SC_SHIELDSPELL_MDEF: - case SC_SHIELDSPELL_REF: - val_flag |= 1|2; + case SC_STEELBODY: + case SC_SKA: + sc->opt3 |= OPT3_STEELBODY; + opt_flag = 0; break; - case SC_MAGNETICFIELD: - val3 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time + case SC_BLADESTOP: + sc->opt3 |= OPT3_BLADESTOP; + opt_flag = 0; break; - case SC_INSPIRATION: - if( sd ) { - val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus - val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus - } - val4 = tick / 1000; - tick_time = 1000; // [GodLesZ] tick time - status->change_clear_buffs(bl,3); //Remove buffs/debuffs + case SC_AURABLADE: + sc->opt3 |= OPT3_AURABLADE; + opt_flag = 0; break; - case SC_SPELLFIST: - case SC_CURSEDCIRCLE_ATKER: - val_flag |= 1|2|4; + case SC_BERSERK: + opt_flag = 0; + sc->opt3 |= OPT3_BERSERK; break; - case SC_CRESCENTELBOW: - val2 = 94 + val1; - val_flag |= 1|2; +// case ???: // doesn't seem to do anything +// sc->opt3 |= OPT3_LIGHTBLADE; +// opt_flag = 0; +// break; + case SC_DANCING: + if ((val1&0xFFFF) == CG_MOONLIT) + sc->opt3 |= OPT3_MOONLIT; + opt_flag = 0; break; - case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] % - val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; - val_flag |= 1; + case SC_MARIONETTE_MASTER: + case SC_MARIONETTE: + sc->opt3 |= OPT3_MARIONETTE; + opt_flag = 0; break; - case SC_RAISINGDRAGON: - val3 = tick / 5000; - tick_time = 5000; // [GodLesZ] tick time + case SC_ASSUMPTIO: + sc->opt3 |= OPT3_ASSUMPTIO; + opt_flag = 0; break; - case SC_GENTLETOUCH_CHANGE: - {// take note there is no def increase as skill desc says. [malufett] - struct block_list * src; - val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % - if( (src = map->id2bl(val2)) ){ - val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] - val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] - } - } + case SC_WARM: //SG skills [Komurka] + sc->opt3 |= OPT3_WARM; + opt_flag = 0; break; - case SC_GENTLETOUCH_REVITALIZE: - {// take note there is no vit,aspd,speed increase as skill desc says. [malufett] - struct block_list * src; - val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] % - if( (src = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently - val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] - } - break; - case SC_PYROTECHNIC_OPTION: - val_flag |= 1|2|4; - break; - case SC_HEATER_OPTION: - val2 = 120; // Watk. TODO: Renewal (Atk2) - val3 = 33; // % Increase effects. - val4 = 3; // Change into fire element. - val_flag |= 1|2|4; - break; - case SC_TROPIC_OPTION: - val2 = 180; // Watk. TODO: Renewal (Atk2) - val3 = MG_FIREBOLT; - break; - case SC_AQUAPLAY_OPTION: - val2 = 40; - val_flag |= 1|2|4; - break; - case SC_COOLER_OPTION: - val2 = 80; // % Freezing chance - val3 = 33; // % increased damage - val4 = 1; // Change into water elemet - val_flag |= 1|2|4; - break; - case SC_CHILLY_AIR_OPTION: - val2 = 120; // Matk. TODO: Renewal (Matk1) - val3 = MG_COLDBOLT; - val_flag |= 1|2; - break; - case SC_GUST_OPTION: - val_flag |= 1|2; - break; - case SC_WIND_STEP_OPTION: - val2 = 50; // % Increase speed and flee. - break; - case SC_BLAST_OPTION: - val2 = 20; - val3 = ELE_WIND; - val_flag |= 1|2|4; - break; - case SC_WILD_STORM_OPTION: - val2 = MG_LIGHTNINGBOLT; - val_flag |= 1|2; - break; - case SC_PETROLOGY_OPTION: - val2 = 5; - val3 = 50; - val_flag |= 1|2|4; - break; - case SC_CURSED_SOIL_OPTION: - val2 = 10; - val3 = 33; - val4 = 2; - val_flag |= 1|2|4; - break; - case SC_UPHEAVAL_OPTION: - val2 = WZ_EARTHSPIKE; - val_flag |= 1|2; - break; - case SC_CIRCLE_OF_FIRE_OPTION: - val2 = 300; - val_flag |= 1|2; - break; - case SC_FIRE_CLOAK_OPTION: - case SC_WATER_DROP_OPTION: - case SC_WIND_CURTAIN_OPTION: - case SC_STONE_SHIELD_OPTION: - val2 = 20; // Elemental modifier. Not confirmed. - break; - case SC_CIRCLE_OF_FIRE: - case SC_FIRE_CLOAK: - case SC_WATER_DROP: - case SC_WATER_SCREEN: - case SC_WIND_CURTAIN: - case SC_WIND_STEP: - case SC_STONE_SHIELD: - case SC_SOLID_SKIN: - val2 = 10; - tick_time = 2000; // [GodLesZ] tick time - break; - case SC_WATER_BARRIER: - val2 = 40; // Increasement. Mdef1 ??? - val3 = 20; // Reductions. Atk2, Flee1, Matk1 ???? - val_flag |= 1|2|4; - break; - case SC_ZEPHYR: - val2 = 22; // Flee. - break; - case SC_TIDAL_WEAPON: - val2 = 20; // Increase Elemental's attack. - break; - case SC_ROCK_CRUSHER: - case SC_ROCK_CRUSHER_ATK: - case SC_POWER_OF_GAIA: - val2 = 33; - break; - case SC_MELON_BOMB: - case SC_BANANA_BOMB: - val1 = 15; - break; - case SC_STOMACHACHE: - val2 = 8; // SP consume. - val4 = tick / 10000; - tick_time = 10000; // [GodLesZ] tick time + case SC_KAITE: + sc->opt3 |= OPT3_KAITE; + opt_flag = 0; break; - case SC_KYOUGAKU: - val2 = 2*val1 + rand()%(3 * val1); - clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise - break; - case SC_KAGEMUSYA: - val3 = val1 * 2; - case SC_IZAYOI: - val2 = tick/1000; - tick_time = 1000; - break; - case SC_ZANGETSU: - val2 = val4 = status->get_lv(bl) / 3 + 20 * val1; - val3 = status->get_lv(bl) / 2 + 30 * val1; - val2 = (!(status_get_hp(bl)%2) ? val2 : -val3); - val3 = (!(status_get_sp(bl)%2) ? val4 : -val3); - break; - case SC_GENSOU: - -#define PER( a ) do { \ - if( a <= 15 ) lv = 1; \ - else if( a <= 30 ) lv = 2; \ - else if( a <= 50 ) lv = 3; \ - else if( a <= 75 ) lv = 4; \ -} while(0) - - { - int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5; - - if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2) - return 0; - - PER( 100 / (status_get_max_hp(bl) / hp) ); - status->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1); - - PER( 100 / (status_get_max_sp(bl) / sp) ); - status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1); - } -#undef PER + case SC_NJ_BUNSINJYUTSU: + sc->opt3 |= OPT3_BUNSIN; + opt_flag = 0; break; - case SC_ANGRIFFS_MODUS: - val2 = 50 + 20 * val1; //atk bonus - val3 = 40 + 20 * val1; // Flee reduction. - val4 = tick/1000; // hp/sp reduction timer - tick_time = 1000; + case SC_SOULLINK: + sc->opt3 |= OPT3_SOULLINK; + opt_flag = 0; break; - case SC_NEUTRALBARRIER: - tick_time = tick; - tick = -1; + case SC_PROPERTYUNDEAD: + sc->opt3 |= OPT3_UNDEAD; + opt_flag = 0; break; - case SC_GOLDENE_FERSE: - val2 = 10 + 10*val1; //max hp bonus - val3 = 6 + 4 * val1; // Aspd Bonus - val4 = 2 + 2 * val1; // Chance of holy attack - break; - case SC_OVERED_BOOST: - val2 = 300 + 40*val1; //flee bonus - val3 = 179 + 2*val1; //aspd bonus - break; - case SC_GRANITIC_ARMOR: - val2 = 2*val1; //dmg reduction - val3 = 6*val1; //dmg on status end - break; - case SC_MAGMA_FLOW: - val2 = 3*val1; //activation chance - break; - case SC_PYROCLASTIC: - val2 += 10*val1; //atk bonus - break; - case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info - val2 = 2*val1; //def reduction - val3 = 500*val1; //varcast augmentation - break; - case SC_PAIN_KILLER: //[Lighta] need real info - val2 = 2*val1; //aspd reduction % - val3 = 2*val1; //dmg reduction % - if(sc->data[SC_NEEDLE_OF_PARALYZE]) - sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration - break; - case SC_STYLE_CHANGE: //[Lighta] need real info - tick = -1; - if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; - else val2 = MH_MD_FIGHTING; - break; - case SC_FULL_THROTTLE: - status_percent_heal(bl,100,0); - val2 = 7 - val1; - tick_time = 1000; - val4 = tick / tick_time; - break; - case SC_KINGS_GRACE: - val2 = 3 + val1; - tick_time = 1000; - val4 = tick / tick_time; - break; - case SC_TELEKINESIS_INTENSE: - val2 = 10 * val1; - val3 = 40 * val1; +// case ???: // from DA_CONTRACT (looks like biolab mobs aura) +// sc->opt3 |= OPT3_CONTRACT; +// opt_flag = 0; +// break; + //OPTION + case SC_HIDING: + sc->option |= OPTION_HIDE; + opt_flag = 2; break; - case SC_OFFERTORIUM: - val2 = 30 * val1; + case SC_CLOAKING: + case SC_CLOAKINGEXCEED: + case SC__INVISIBILITY: + sc->option |= OPTION_CLOAK; + opt_flag = 2; break; - case SC_FRIGG_SONG: - val2 = 5 * val1; - val3 = 1000 + 100 * val1; - tick_time = 10000; - val4 = tick / tick_time; + case SC_CHASEWALK: + sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; + opt_flag = 2; break; - case SC_MONSTER_TRANSFORM: - if( !mob->db_checkid(val1) ) - val1 = 1002; // default poring - val_flag |= 1; + case SC_SIGHT: + sc->option |= OPTION_SIGHT; + break; + case SC_RUWACH: + sc->option |= OPTION_RUWACH; break; - default: - if( calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0 ) - { //Status change with no calc, no icon, and no skill associated...? - ShowError("UnknownStatusChange [%d]\n", type); - return 0; - } - } - } else { //Special considerations when loading SC data. - switch( type ) { case SC_WEDDING: - case SC_XMAS: - case SC_SUMMER: - case SC_HANBOK: - if( !vd ) break; - clif->changelook(bl,LOOK_BASE,vd->class_); - clif->changelook(bl,LOOK_WEAPON,0); - clif->changelook(bl,LOOK_SHIELD,0); - clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); + sc->option |= OPTION_WEDDING; + opt_flag |= 0x4; break; - case SC_KAAHI: - val4 = INVALID_TIMER; + case SC_XMAS: + sc->option |= OPTION_XMAS; + opt_flag |= 0x4; break; - case SC_SUMMON1: - case SC_SUMMON2: - case SC_SUMMON3: - case SC_SUMMON4: - case SC_SUMMON5: - case SC_MONSTER_TRANSFORM: - val_flag |= 1; + case SC_SUMMER: + sc->option |= OPTION_SUMMER; + opt_flag |= 0x4; break; - case SC_KYOUGAKU: - clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise + case SC_HANBOK: + sc->option |= OPTION_HANBOK; + opt_flag |= 0x4; break; - } - } - - /* [Ind/Hercules] */ - if( sd && status->DisplayType[type] ) { - int dval1 = 0, dval2 = 0, dval3 = 0; - switch( type ) { - case SC_ALL_RIDING: - dval1 = 1; + case SC_ORCISH: + sc->option |= OPTION_ORCISH; break; - default: /* all others: just copy val1 */ - dval1 = val1; + case SC_FUSION: + sc->option |= OPTION_FLYING; break; - } - status->display_add(sd,type,dval1,dval2,dval3); - } - - //Those that make you stop attacking/walking.... - switch (type) { - case SC_FREEZE: - case SC_STUN: - case SC_SLEEP: - case SC_STONE: - case SC_DEEP_SLEEP: - if (sd && pc_issit(sd)) //Avoid sprite sync problems. - pc->setstand(sd); - case SC_TRICKDEAD: - status_change_end(bl, SC_DANCING, INVALID_TIMER); - // Cancel cast when get status [LuzZza] - if (battle_config.sc_castcancel&bl->type) - unit->skillcastcancel(bl, 0); - case SC_WHITEIMPRISON: - unit->stop_attack(bl); - case SC_STOP: - case SC_CONFUSION: - case SC_RG_CCONFINE_M: - case SC_RG_CCONFINE_S: - case SC_SPIDERWEB: - case SC_ELECTRICSHOCKER: - case SC_WUGBITE: - case SC_THORNS_TRAP: - case SC__MANHOLE: - case SC_COLD: - case SC_CURSEDCIRCLE_ATKER: - case SC_CURSEDCIRCLE_TARGET: - case SC_FEAR: - case SC_NETHERWORLD: - case SC_MEIKYOUSISUI: - case SC_KYOUGAKU: - case SC_NEEDLE_OF_PARALYZE: - case SC_DEATHBOUND: - unit->stop_walking(bl,1); - break; - case SC_ANKLESNARE: - if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) ) - unit->stop_walking(bl,1); - break; - case SC_HIDING: - case SC_CLOAKING: - case SC_CLOAKINGEXCEED: - case SC_CHASEWALK: - case SC_WEIGHTOVER90: - case SC_CAMOUFLAGE: - case SC_SIREN: - unit->stop_attack(bl); - break; - case SC_SILENCE: - if (battle_config.sc_castcancel&bl->type) - unit->skillcastcancel(bl, 0); - break; - /* */ - case SC_ITEMSCRIPT: - if( sd ) { - switch( val1 ) { - //case 4121://Phree - //case 4047://Ghostring - case 4302://Gunka - clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0); - break; - case 4132://Mistress - clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0); - break; - case 4143://Orc Hero - clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0); - break; - case 4135://Orc Lord - clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0); - break; - } - } - break; - } - - // Set option as needed. - opt_flag = 1; - switch(type) { - //OPT1 - case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break; - case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break; - case SC_STUN: sc->opt1 = OPT1_STUN; break; - case SC_DEEP_SLEEP: opt_flag = 0; - case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break; - case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil] - case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break; - case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break; - //OPT2 - case SC_POISON: sc->opt2 |= OPT2_POISON; break; - case SC_CURSE: sc->opt2 |= OPT2_CURSE; break; - case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break; - - case SC_CRUCIS: - sc->opt2 |= OPT2_SIGNUMCRUCIS; - break; - - case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; - case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; - case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break; - case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; - //OPT3 - case SC_TWOHANDQUICKEN: - case SC_ONEHANDQUICKEN: - case SC_SPEARQUICKEN: - case SC_LKCONCENTRATION: - case SC_MER_QUICKEN: - sc->opt3 |= OPT3_QUICKEN; - opt_flag = 0; - break; - case SC_OVERTHRUSTMAX: - case SC_OVERTHRUST: - case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know... - sc->opt3 |= OPT3_OVERTHRUST; - opt_flag = 0; - break; - case SC_ENERGYCOAT: - case SC_SKE: - sc->opt3 |= OPT3_ENERGYCOAT; - opt_flag = 0; - break; - case SC_INCATKRATE: - //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex] - if (bl->type != BL_MOB) { + default: opt_flag = 0; - break; - } - case SC_EXPLOSIONSPIRITS: - sc->opt3 |= OPT3_EXPLOSIONSPIRITS; - opt_flag = 0; - break; - case SC_STEELBODY: - case SC_SKA: - sc->opt3 |= OPT3_STEELBODY; - opt_flag = 0; - break; - case SC_BLADESTOP: - sc->opt3 |= OPT3_BLADESTOP; - opt_flag = 0; - break; - case SC_AURABLADE: - sc->opt3 |= OPT3_AURABLADE; - opt_flag = 0; - break; - case SC_BERSERK: - opt_flag = 0; - sc->opt3 |= OPT3_BERSERK; - break; - // case ???: // doesn't seem to do anything - // sc->opt3 |= OPT3_LIGHTBLADE; - // opt_flag = 0; - // break; - case SC_DANCING: - if ((val1&0xFFFF) == CG_MOONLIT) - sc->opt3 |= OPT3_MOONLIT; - opt_flag = 0; - break; - case SC_MARIONETTE_MASTER: - case SC_MARIONETTE: - sc->opt3 |= OPT3_MARIONETTE; - opt_flag = 0; - break; - case SC_ASSUMPTIO: - sc->opt3 |= OPT3_ASSUMPTIO; - opt_flag = 0; - break; - case SC_WARM: //SG skills [Komurka] - sc->opt3 |= OPT3_WARM; - opt_flag = 0; - break; - case SC_KAITE: - sc->opt3 |= OPT3_KAITE; - opt_flag = 0; - break; - case SC_NJ_BUNSINJYUTSU: - sc->opt3 |= OPT3_BUNSIN; - opt_flag = 0; - break; - case SC_SOULLINK: - sc->opt3 |= OPT3_SOULLINK; - opt_flag = 0; - break; - case SC_PROPERTYUNDEAD: - sc->opt3 |= OPT3_UNDEAD; - opt_flag = 0; - break; - // case ???: // from DA_CONTRACT (looks like biolab mobs aura) - // sc->opt3 |= OPT3_CONTRACT; - // opt_flag = 0; - // break; - //OPTION - case SC_HIDING: - sc->option |= OPTION_HIDE; - opt_flag = 2; - break; - case SC_CLOAKING: - case SC_CLOAKINGEXCEED: - case SC__INVISIBILITY: - sc->option |= OPTION_CLOAK; - opt_flag = 2; - break; - case SC_CHASEWALK: - sc->option |= OPTION_CHASEWALK|OPTION_CLOAK; - opt_flag = 2; - break; - case SC_SIGHT: - sc->option |= OPTION_SIGHT; - break; - case SC_RUWACH: - sc->option |= OPTION_RUWACH; - break; - case SC_WEDDING: - sc->option |= OPTION_WEDDING; - opt_flag |= 0x4; - break; - case SC_XMAS: - sc->option |= OPTION_XMAS; - opt_flag |= 0x4; - break; - case SC_SUMMER: - sc->option |= OPTION_SUMMER; - opt_flag |= 0x4; - break; - case SC_HANBOK: - sc->option |= OPTION_HANBOK; - opt_flag |= 0x4; - break; - case SC_ORCISH: - sc->option |= OPTION_ORCISH; - break; - case SC_FUSION: - sc->option |= OPTION_FLYING; - break; - default: - opt_flag = 0; } //On Aegis, when turning on a status change, first goes the option packet, then the sc packet. @@ -9020,81 +9020,81 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val pet->sc_check(sd, type); //Skotlex: Pet Status Effect Healing switch (type) { - case SC_BERSERK: - if (!(sce->val2)) { //don't heal if already set - status->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. - status->set_sp(bl, 0, 0); //Damage all SP - } - sce->val2 = 5 * st->max_hp / 100; - break; - case SC_HLIF_CHANGE: - status_percent_heal(bl, 100, 100); - break; - case SC_RUN: - { - struct unit_data *ud = unit->bl2ud(bl); - if( ud ) - ud->state.running = unit->run(bl); - } - break; - case SC_CASH_BOSS_ALARM: - clif->bossmapinfo(sd->fd, map->id2boss(sce->val1), 0); // First Message - break; - case SC_MER_HP: - status_percent_heal(bl, 100, 0); // Recover Full HP - break; - case SC_MER_SP: - status_percent_heal(bl, 0, 100); // Recover Full SP - break; - /** - * Ranger - **/ - case SC_WUGDASH: - { - struct unit_data *ud = unit->bl2ud(bl); - if( ud ) - ud->state.running = unit->wugdash(bl, sd); - } - break; - case SC_COMBOATTACK: - switch (sce->val1) { - case TK_STORMKICK: - clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1); + case SC_BERSERK: + if (!(sce->val2)) { //don't heal if already set + status->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block. + status->set_sp(bl, 0, 0); //Damage all SP + } + sce->val2 = 5 * st->max_hp / 100; break; - case TK_DOWNKICK: - clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1); + case SC_HLIF_CHANGE: + status_percent_heal(bl, 100, 100); break; - case TK_TURNKICK: - clif->skill_nodamage(bl,bl,TK_READYTURN,1,1); + case SC_RUN: + { + struct unit_data *ud = unit->bl2ud(bl); + if( ud ) + ud->state.running = unit->run(bl); + } break; - case TK_COUNTER: - clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); + case SC_CASH_BOSS_ALARM: + clif->bossmapinfo(sd->fd, map->id2boss(sce->val1), 0); // First Message break; - case MO_COMBOFINISH: - case CH_TIGERFIST: - case CH_CHAINCRUSH: - if (sd) - clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL); + case SC_MER_HP: + status_percent_heal(bl, 100, 0); // Recover Full HP break; - case TK_JUMPKICK: - if (sd) - clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL); + case SC_MER_SP: + status_percent_heal(bl, 0, 100); // Recover Full SP break; - case MO_TRIPLEATTACK: - if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0) - clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL); + /** + * Ranger + **/ + case SC_WUGDASH: + { + struct unit_data *ud = unit->bl2ud(bl); + if( ud ) + ud->state.running = unit->wugdash(bl, sd); + } break; - case SR_FALLENEMPIRE: - if (sd){ - clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL); - clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL); + case SC_COMBOATTACK: + switch (sce->val1) { + case TK_STORMKICK: + clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1); + break; + case TK_DOWNKICK: + clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1); + break; + case TK_TURNKICK: + clif->skill_nodamage(bl,bl,TK_READYTURN,1,1); + break; + case TK_COUNTER: + clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1); + break; + case MO_COMBOFINISH: + case CH_TIGERFIST: + case CH_CHAINCRUSH: + if (sd) + clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL); + break; + case TK_JUMPKICK: + if (sd) + clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL); + break; + case MO_TRIPLEATTACK: + if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0) + clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL); + break; + case SR_FALLENEMPIRE: + if (sd){ + clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL); + clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL); + } + break; } break; - } - break; - case SC_RAISINGDRAGON: - sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] - break; + case SC_RAISINGDRAGON: + sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] + break; } if( opt_flag&2 && sd && sd->touching_id ) -- cgit v1.2.3-60-g2f50