// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/random.h" #include "../common/showmsg.h" #include "../common/malloc.h" #include "../common/utils.h" #include "../common/ers.h" #include "../common/strlib.h" #include "map.h" #include "path.h" #include "pc.h" #include "pet.h" #include "npc.h" #include "mob.h" #include "clif.h" #include "guild.h" #include "skill.h" #include "itemdb.h" #include "battle.h" #include "chrif.h" #include "skill.h" #include "status.h" #include "script.h" #include "unit.h" #include "homunculus.h" #include "mercenary.h" #include "elemental.h" #include "vending.h" #include #include #include #include #include //Regen related flags. enum e_regen { RGN_HP = 0x01, RGN_SP = 0x02, RGN_SHP = 0x04, RGN_SSP = 0x08, }; static int max_weight_base[CLASS_COUNT]; static int hp_coefficient[CLASS_COUNT]; static int hp_coefficient2[CLASS_COUNT]; static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1]; static int sp_coefficient[CLASS_COUNT]; static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89] // bonus values and upgrade chances for refining equipment static struct { int chance[MAX_REFINE]; // success chance int bonus[MAX_REFINE]; // cumulative fixed bonus damage int randombonus_max[MAX_REFINE]; // cumulative maximum random bonus damage } refine_info[REFINE_TYPE_MAX]; static int atkmods[3][MAX_WEAPON_TYPE]; // 武器ATKサイズ修正(size_fix.txt) static char job_bonus[CLASS_COUNT][MAX_LEVEL]; #ifdef RENEWAL enum { SHIELD_ASPD, RE_JOB_DB_MAX, } RE_JOB_DB; static int re_job_db[CLASS_COUNT][RE_JOB_DB_MAX];//[RRInd] #endif static struct eri *sc_data_ers; //For sc_data entries static struct status_data dummy_status; int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus] int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex] //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only //to avoid cards exploits static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status static int StatusIconChangeTable[SC_MAX]; // status -> "icon" (icon is a bit of a misnomer, since there exist values with no icon associated) static unsigned int StatusChangeFlagTable[SC_MAX]; // status -> flags static int StatusSkillChangeTable[SC_MAX]; // status -> skill static int StatusRelevantBLTypes[SI_MAX]; // "icon" -> enum bl_type (for clif_status_change to identify for which bl types to send packets) /** * Returns the status change associated with a skill. * @param skill The skill to look up * @return The status registered for this skill **/ sc_type status_skill2sc(int skill) { int sk = skill_get_index(skill); if( sk == 0 ) { ShowError("status_skill2sc: Unsupported skill id %d\n", skill); return SC_NONE; } return SkillStatusChangeTable[sk]; } /** * Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change. * Utilized for various duration lookups. Use with caution! * @param sc The status to look up * @return A skill associated with the status **/ int status_sc2skill(sc_type sc) { if( sc < 0 || sc >= SC_MAX ) { ShowError("status_sc2skill: Unsupported status change id %d\n", sc); return 0; } return StatusSkillChangeTable[sc]; } /** * Returns the status calculation flag associated with a given status change. * @param sc The status to look up * @return The scb_flag registered for this status (see enum scb_flag) **/ unsigned int status_sc2scb_flag(sc_type sc) { if( sc < 0 || sc >= SC_MAX ) { ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc); return SCB_NONE; } return StatusChangeFlagTable[sc]; } /** * Returns the bl types which require a status change packet to be sent for a given client status identifier. * @param type The client-side status identifier to look up (see enum si_type) * @return The bl types relevant to the type (see enum bl_type) **/ int status_type2relevant_bl_types(int type) { if( type < 0 || type >= SI_MAX ) { ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type); return SI_BLANK; } return StatusRelevantBLTypes[type]; } #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE) // indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT static void set_sc(int skill, sc_type sc, int icon, unsigned int flag) { int sk = skill_get_index(skill); if( sk == 0 ) { ShowError("set_sc: Unsupported skill id %d\n", skill); return; } if( sc < 0 || sc >= SC_MAX ) { ShowError("set_sc: Unsupported status change id %d\n", sc); return; } if( StatusSkillChangeTable[sc] == 0 ) StatusSkillChangeTable[sc] = skill; if( StatusIconChangeTable[sc] == SI_BLANK ) StatusIconChangeTable[sc] = icon; StatusChangeFlagTable[sc] |= flag; if( SkillStatusChangeTable[sk] == SC_NONE ) SkillStatusChangeTable[sk] = sc; } void initChangeTables(void) { int i; for (i = 0; i < SC_MAX; i++) StatusIconChangeTable[i] = SI_BLANK; for (i = 0; i < MAX_SKILL; i++) SkillStatusChangeTable[i] = SC_NONE; for (i = 0; i < SI_MAX; i++) StatusRelevantBLTypes[i] = BL_PC; memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable)); memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable)); //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE ); set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE ); set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE ); set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE ); set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN ); set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); //The main status definitions add_sc( SM_BASH , SC_STUN ); set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( SM_MAGNUM , SC_WATK_ELEMENT ); set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD ); add_sc( MG_SIGHT , SC_SIGHT ); add_sc( MG_SAFETYWALL , SC_SAFETYWALL ); add_sc( MG_FROSTDIVER , SC_FREEZE ); add_sc( MG_STONECURSE , SC_STONE ); add_sc( AL_RUWACH , SC_RUWACH ); add_sc( AL_PNEUMA , SC_PNEUMA ); set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF ); set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX ); set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED ); add_sc( TF_POISON , SC_POISON ); set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER ); set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK ); set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN ); set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK ); add_sc( PR_LEXDIVINA , SC_SILENCE ); set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE ); add_sc( WZ_METEOR , SC_STUN ); add_sc( WZ_VERMILION , SC_BLIND ); add_sc( WZ_FROSTNOVA , SC_FREEZE ); add_sc( WZ_STORMGUST , SC_FREEZE ); set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE ); set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN ); add_sc( HT_LANDMINE , SC_STUN ); add_sc( HT_ANKLESNARE , SC_ANKLE ); add_sc( HT_SANDMAN , SC_SLEEP ); add_sc( HT_FLASHER , SC_BLIND ); add_sc( HT_FREEZINGTRAP , SC_FREEZE ); set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED ); add_sc( AS_SONICBLOW , SC_STUN ); set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE ); set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); add_sc( AS_VENOMDUST , SC_POISON ); add_sc( AS_SPLASHER , SC_SPLASHER ); set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); add_sc( TF_SPRINKLESAND , SC_BLIND ); add_sc( TF_THROWSTONE , SC_STUN ); set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR ); set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); add_sc( NPC_EMOTION_ON , SC_MODECHANGE ); set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE ); add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE ); add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE ); add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE ); add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE ); add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE ); add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE ); add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE ); add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE ); add_sc( NPC_POISON , SC_POISON ); add_sc( NPC_BLINDATTACK , SC_BLIND ); add_sc( NPC_SILENCEATTACK , SC_SILENCE ); add_sc( NPC_STUNATTACK , SC_STUN ); add_sc( NPC_PETRIFYATTACK , SC_STONE ); add_sc( NPC_CURSEATTACK , SC_CURSE ); add_sc( NPC_SLEEPATTACK , SC_SLEEP ); add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK ); set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF ); add_sc( NPC_DARKBLESSING , SC_COMA ); set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF ); add_sc( NPC_DEFENDER , SC_ARMOR ); add_sc( NPC_LICK , SC_STUN ); set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE ); add_sc( NPC_REBIRTH , SC_REBIRTH ); add_sc( RG_RAID , SC_STUN ); add_sc( RG_RAID , SC_RAID ); set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK ); set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF ); set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT ); set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT ); add_sc( AM_ACIDTERROR , SC_BLEEDING ); set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE ); set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE ); set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE ); set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE ); set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); add_sc( CR_SHIELDCHARGE , SC_STUN ); set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); add_sc( CR_HOLYCROSS , SC_BLIND ); add_sc( CR_GRANDCROSS , SC_BLIND ); add_sc( CR_DEVOTION , SC_DEVOTION ); set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL ); set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE ); set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED ); add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT ); add_sc( MO_BLADESTOP , SC_BLADESTOP ); set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); add_sc( SA_MAGICROD , SC_MAGICROD ); set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE ); set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE ); set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE ); set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE ); set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK ); set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP ); set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE ); add_sc( SA_REVERSEORCISH , SC_ORCISH ); add_sc( SA_COMA , SC_COMA ); set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN ); add_sc( BD_RICHMANKIM , SC_RICHMANKIM ); set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 ); set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF ); set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK ); add_sc( BD_ROKISWEIL , SC_ROKISWEIL ); add_sc( BD_INTOABYSS , SC_INTOABYSS ); set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL ); add_sc( BA_FROSTJOKER , SC_FREEZE ); set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 ); set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD ); add_sc( BA_POEMBRAGI , SC_POEMBRAGI ); set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP ); add_sc( DC_SCREAM , SC_STUN ); set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT ); set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD ); set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI ); set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL ); add_sc( NPC_DARKCROSS , SC_BLIND ); add_sc( NPC_GRANDDARKNESS , SC_BLIND ); set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE ); set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE ); add_sc( NPC_INVISIBLE , SC_CLOAKING ); set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD ); set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); add_sc( HP_BASILICA , SC_BASILICA ); set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK ); add_sc( PA_SACRIFICE , SC_SACRIFICE ); set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD ); add_sc( PA_GOSPEL , SC_SCRESIST ); add_sc( CH_TIGERFIST , SC_STOP ); set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE ); set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED ); set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED ); set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE ); add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER ); set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( LK_SPIRALPIERCE , SC_STOP ); add_sc( LK_HEADCRUSH , SC_BLEEDING ); set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); add_sc( HW_NAPALMVULCAN , SC_CURSE ); set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 ); add_sc( PF_MEMORIZE , SC_MEMORIZE ); add_sc( PF_FOGWALL , SC_FOGWALL ); set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE ); set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE ); set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR ); set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE ); set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE ); add_sc( TK_DOWNKICK , SC_STUN ); set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE ); set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE ); set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE ); set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE ); add_sc( TK_SEVENWIND , SC_SEVENWIND ); set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE ); set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE ); set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE ); add_sc( SG_MOON_WARM , SC_WARM ); add_sc( SG_STAR_WARM , SC_WARM ); set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE ); set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD ); add_sc( SG_FRIEND , SC_SKILLRATE_UP ); set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL ); set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED ); set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD ); set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE ); set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE ); set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE ); set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE ); add_sc( SL_STUN , SC_STUN ); set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED ); set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD ); set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE ); set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE ); set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD ); add_sc( WS_CARTTERMINATION , SC_STUN ); set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE ); set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD ); add_sc( CG_HERMODE , SC_HERMODE ); set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL ); set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD ); set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 ); add_sc( GS_CRACKER , SC_STUN ); add_sc( GS_DISARM , SC_STRIPWEAPON ); add_sc( GS_PIERCINGSHOT , SC_BLEEDING ); set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD ); set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE ); set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD ); set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE ); set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED ); add_sc( NJ_HYOUSYOURAKU , SC_FREEZE ); set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT ); set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE ); set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE ); add_sc( NPC_ICEBREATH , SC_FREEZE ); add_sc( NPC_ACIDBREATH , SC_POISON ); add_sc( NPC_HELLJUDGEMENT , SC_CURSE ); add_sc( NPC_WIDESILENCE , SC_SILENCE ); add_sc( NPC_WIDEFREEZE , SC_FREEZE ); add_sc( NPC_WIDEBLEEDING , SC_BLEEDING ); add_sc( NPC_WIDESTONE , SC_STONE ); add_sc( NPC_WIDECONFUSE , SC_CONFUSION ); add_sc( NPC_WIDESLEEP , SC_SLEEP ); add_sc( NPC_WIDESIGHT , SC_SIGHT ); add_sc( NPC_EVILLAND , SC_BLIND ); add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR ); set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE ); set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF ); add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE ); add_sc( NPC_WIDECURSE , SC_CURSE ); add_sc( NPC_WIDESTUN , SC_STUN ); set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED ); set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED ); set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); //set_sc( ALL_PARTYFLEE , SC_INCFLEE , SI_PARTYFLEE , SCB_NONE ); set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_MATK|SCB_BATK|SCB_MDEF|SCB_DEF ); set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE ); set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE ); set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE ); set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE ); set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE ); add_sc( MO_BALKYOUNG , SC_STUN ); add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE ); add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE ); add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE ); add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE ); set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED ); set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE ); set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF ); set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); add_sc( MER_CRASH , SC_STUN ); set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( MS_MAGNUM , SC_WATK_ELEMENT ); add_sc( MER_SIGHT , SC_SIGHT ); set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); add_sc( MER_LEXDIVINA , SC_SILENCE ); add_sc( MA_LANDMINE , SC_STUN ); add_sc( MA_SANDMAN , SC_SLEEP ); add_sc( MA_FREEZINGTRAP , SC_FREEZE ); set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); add_sc( ML_SPIRALPIERCE , SC_STOP ); set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD ); add_sc( ML_DEVOTION , SC_DEVOTION ); set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR ); set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT ); set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI ); set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX ); set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN ); /** * Rune Knight **/ set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); add_sc( RK_DRAGONBREATH , SC_BURNING ); set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE ); set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE ); set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR ); set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE ); set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN ); set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE ); /** * GC Guillotine Cross **/ set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE ); set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED ); set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE ); set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); /** * Arch Bishop **/ set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); add_sc( AB_CLEMENTIA , SC_BLESSING ); add_sc( AB_CANTO , SC_INCREASEAGI ); set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP ); add_sc( AB_PRAEFATIO , SC_KYRIE ); set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE ); set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT ); set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK ); set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN ); set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE ); set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE ); set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); /** * Warlock **/ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON ); set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 ); set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF ); set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_NONE ); set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); /** * Ranger **/ set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_CRI|SCB_SPEED ); add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE ); add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE ); add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE ); add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE ); add_sc( RA_FIRINGTRAP , SC_BURNING ); set_sc_with_vfx( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE ); /** * Mechanic **/ set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE ); set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE ); set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE ); set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE ); /** * Royal Guard **/ set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF ); set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF ); set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2 set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD ); set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK); /** * Shadow Chaser **/ set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE ); set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD ); set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE ); set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE ); set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK ); set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED ); set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE ); set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE ); set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 ); set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP ); set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE ); add_sc( SC_CHAOSPANIC , SC_CHAOS ); set_sc( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); /** * Sura **/ add_sc( SR_DRAGONCOMBO , SC_STUN ); add_sc( SR_EARTHSHAKER , SC_STUN ); set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE ); set_sc( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE ); set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP/*|SCB_ASPD*/ ); set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_BATK|SCB_ASPD|SCB_DEF|SCB_MDEF ); set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_VIT|SCB_DEF2|SCB_REGEN|SCB_ASPD|SCB_SPEED ); /** * Wanderer / Minstrel **/ set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF ); set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK ); set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK ); set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 ); set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE ); set_sc( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE ); set_sc( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE ); set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE ); set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD ); set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP ); set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK ); set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK ); set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); /** * Sorcerer **/ set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE ); set_sc( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE );//Will add flags in major balance update 8 [Rytech] set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE ); set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE ); set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE ); set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE ); /** * Genetic **/ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE ); set_sc( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE ); set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE ); set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE ); set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT ); // Elemental Spirit summoner's 'side' status changes. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE ); set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE ); set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL ); set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK ); set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK ); set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK ); set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK ); set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK ); set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK ); set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_NONE ); set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_NONE ); set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_NONE ); set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_NONE ); set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE ); set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE ); set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL ); set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF ); set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED ); // Storing the target job rather than simply SC_SPIRIT simplifies code later on. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK, SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE, SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, //Status that don't have a skill associated. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50; StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90; StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0; StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1; StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2; StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY; StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE; StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1; StatusIconChangeTable[SC_INCSTR] = SI_INCSTR; StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION; StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR; StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI; StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT; StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT; StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX; StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK; StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE; StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT; StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; //Cash Items StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST; StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST; StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP; StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE; StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO; StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE; StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE; StatusIconChangeTable[SC_INCCRI] = SI_INCCRI; StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE; StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE; StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD; StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD; // Mercenary Bonus Effects StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP; StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP; StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP; StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP; StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP; // Warlock Spheres StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1; StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2; StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3; StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4; StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5; StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT; StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT; StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY; StatusIconChangeTable[SC_TOXIN] = SI_TOXIN; StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE; StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED; StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM; StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT; StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA; StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE; StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND; StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF; StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF; StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF; StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE; StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY; StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER; StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE; StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; //Genetics New Food Items Status Icons StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA; StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED; StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES; StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500; StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K; StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS; StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M; StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F; StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z; StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500; StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE; // Elemental Spirit's 'side' status change icons. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE; StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK; StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN; StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP; StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP; StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN; StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN; StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD; StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC; StatusIconChangeTable[SC_HEATER] = SI_HEATER; StatusIconChangeTable[SC_TROPIC] = SI_TROPIC; StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY; StatusIconChangeTable[SC_COOLER] = SI_COOLER; StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR; StatusIconChangeTable[SC_GUST] = SI_GUST; StatusIconChangeTable[SC_BLAST] = SI_BLAST; StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM; StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY; StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; //Other SC which are not necessarily associated to skills. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD; StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD; StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD; StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD; StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED; StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED; StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK; StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK; StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK; StatusChangeFlagTable[SC_INCSTR] |= SCB_STR; StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI; StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT; StatusChangeFlagTable[SC_INCINT] |= SCB_INT; StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX; StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK; StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT; StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT; StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE; StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE; StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI; StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD; StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2; StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP; StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP; StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK; StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK; StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF; StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR; StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI; StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT; StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT; StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX; StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK; StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT; StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE; StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK; StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK; StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK; StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL; StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL; StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL; StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED; StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL; // Cash Items StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR; StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI; StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT; StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX; StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT; StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK; // Mercenary Bonus Effects StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE; StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK; StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP; StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP; StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT; // Guillotine Cross Poison Effects StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED; StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN; StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP; StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN; StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR; StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT; StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT; StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX; StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI; StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK; StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD; StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK; StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK; StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP; StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP; StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN; StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN; StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD; #ifdef RENEWAL_EDP // renewal EDP increases your atk and weapon atk StatusChangeFlagTable[SC_EDP] |= SCB_BATK|SCB_WATK; #endif if( !battle_config.display_hallucination ) //Disable Hallucination. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK; } static void initDummyData(void) { memset(&dummy_status, 0, sizeof(dummy_status)); dummy_status.hp = dummy_status.max_hp = dummy_status.max_sp = dummy_status.str = dummy_status.agi = dummy_status.vit = dummy_status.int_ = dummy_status.dex = dummy_status.luk = dummy_status.hit = 1; dummy_status.speed = 2000; dummy_status.adelay = 4000; dummy_status.amotion = 2000; dummy_status.dmotion = 2000; dummy_status.ele_lv = 1; //Min elemental level. dummy_status.mode = MD_CANMOVE; } //For copying a status_data structure from b to a, without overwriting current Hp and Sp static inline void status_cpy(struct status_data* a, const struct status_data* b) { memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp))); } //Sets HP to given value. Flag is the flag passed to status_heal in case //final value is higher than current (use 2 to make a healing effect display //on players) It will always succeed (overrides Berserk block), but it can't kill. int status_set_hp(struct block_list *bl, unsigned int hp, int flag) { struct status_data *status; if (hp < 1) return 0; status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (hp > status->max_hp) hp = status->max_hp; if (hp == status->hp) return 0; if (hp > status->hp) return status_heal(bl, hp - status->hp, 0, 1|flag); return status_zap(bl, status->hp - hp, 0); } //Sets SP to given value. Flag is the flag passed to status_heal in case //final value is higher than current (use 2 to make a healing effect display //on players) int status_set_sp(struct block_list *bl, unsigned int sp, int flag) { struct status_data *status; status = status_get_status_data(bl); if (status == &dummy_status) return 0; if (sp > status->max_sp) sp = status->max_sp; if (sp == status->sp) return 0; if (sp > status->sp) return status_heal(bl, 0, sp - status->sp, 1|flag); return status_zap(bl, 0, status->sp - sp); } int status_charge(struct block_list* bl, int hp, int sp) { if(!(bl->type&BL_CONSUME)) return hp+sp; //Assume all was charged so there are no 'not enough' fails. return status_damage(NULL, bl, hp, sp, 0, 3); } //Inflicts damage on the target with the according walkdelay. //If flag&1, damage is passive and does not triggers cancelling status changes. //If flag&2, fail if target does not has enough to substract. //If flag&4, if killed, mob must not give exp/loot. //flag will be set to &8 when damaging sp of a dead character int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag) { struct status_data *status; struct status_change *sc; if(sp && !(target->type&BL_CONSUME)) sp = 0; //Not a valid SP target. if (hp < 0) { //Assume absorbed damage. status_heal(target, -hp, 0, 1); hp = 0; } if (sp < 0) { status_heal(target, 0, -sp, 1); sp = 0; } if (target->type == BL_SKILL) return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick()); status = status_get_status_data(target); if( status == &dummy_status ) return 0; if ((unsigned int)hp >= status->hp) { if (flag&2) return 0; hp = status->hp; } if ((unsigned int)sp > status->sp) { if (flag&2) return 0; sp = status->sp; } if (!hp && !sp) return 0; if( !status->hp ) flag |= 8; // Let through. battle.c/skill.c have the whole logic of when it's possible or // not to hurt someone (and this check breaks pet catching) [Skotlex] // if (!target->prev && !(flag&2)) // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp sc = status_get_sc(target); if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) hp = 1; if( hp && !(flag&1) ) { if( sc ) { struct status_change_entry *sce; if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) status_change_end(target, SC_STONE, INVALID_TIMER); status_change_end(target, SC_FREEZE, INVALID_TIMER); status_change_end(target, SC_SLEEP, INVALID_TIMER); status_change_end(target, SC_WINKCHARM, INVALID_TIMER); status_change_end(target, SC_CONFUSION, INVALID_TIMER); status_change_end(target, SC_TRICKDEAD, INVALID_TIMER); status_change_end(target, SC_HIDING, INVALID_TIMER); status_change_end(target, SC_CLOAKING, INVALID_TIMER); status_change_end(target, SC_CHASEWALK, INVALID_TIMER); status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(target, SC__INVISIBILITY, INVALID_TIMER); status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER); if ((sce=sc->data[SC_ENDURE]) && !sce->val4) { //Endure count is only reduced by non-players on non-gvg maps. //val4 signals infinite endure. [Skotlex] if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0) status_change_end(target, SC_ENDURE, INVALID_TIMER); } if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) { struct skill_unit_group* sg = skill_id2group(sce->val4); if (sg) { skill_delunitgroup(sg); sce->val4 = 0; status_change_end(target, SC_GRAVITATION, INVALID_TIMER); } } if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2) status_change_end(target, SC_DANCING, INVALID_TIMER); if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0) status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER); } unit_skillcastcancel(target, 2); } status->hp-= hp; status->sp-= sp; if (sc && hp && status->hp) { if (sc->data[SC_AUTOBERSERK] && (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) && status->hp < status->max_hp>>2) sc_start4(target,SC_PROVOKE,100,10,1,0,0,0); if (sc->data[SC_BERSERK] && status->hp <= 100) status_change_end(target, SC_BERSERK, INVALID_TIMER); if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 ) status_change_end(target, SC_RAISINGDRAGON, -1); if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100) status_change_end(target, SC_SATURDAYNIGHTFEVER, -1); } switch (target->type) { case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break; case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break; case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break; case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break; case BL_ELEM: elemental_damage((TBL_ELEM*)target,src,hp,sp); break; } if( target->type == BL_PC && ((TBL_PC*)target)->disguise && src ) {// stop walking when attacked in disguise to prevent walk-delay bug unit_stop_walking( target, 1 ); } if( status->hp || (flag&8) ) { //Still lives or has been dead before this damage. if (walkdelay) unit_set_walkdelay(target, gettick(), walkdelay, 0); return hp+sp; } status->hp = 1; //To let the dead function cast skills and all that. //NOTE: These dead functions should return: [Skotlex] //0: Death cancelled, auto-revived. //Non-zero: Standard death. Clear status, cancel move/attack, etc //&2: Also remove object from map. //&4: Also delete object from memory. switch (target->type) { case BL_PC: flag = pc_dead((TBL_PC*)target,src); break; case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break; case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break; case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break; case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target,src); break; default: //Unhandled case, do nothing to object. flag = 0; break; } if(!flag) //Death cancelled. return hp+sp; //Normal death status->hp = 0; if (battle_config.clear_unit_ondeath && battle_config.clear_unit_ondeath&target->type) skill_clear_unitgroup(target); if(target->type&BL_REGEN) { //Reset regen ticks. struct regen_data *regen = status_get_regen_data(target); if (regen) { memset(®en->tick, 0, sizeof(regen->tick)); if (regen->sregen) memset(®en->sregen->tick, 0, sizeof(regen->sregen->tick)); if (regen->ssregen) memset(®en->ssregen->tick, 0, sizeof(regen->ssregen->tick)); } } if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg(target->m) ) { //flag&8 = disable Kaizel int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1); //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover ) status_revive(target, 100, 100); else status_revive(target, sc->data[SC_KAIZEL]->val2, 0); status_change_clear(target,0); clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1); sc_start(target,status_skill2sc(PR_KYRIE),100,10,time); if( target->type == BL_MOB ) ((TBL_MOB*)target)->state.rebirth = 1; return hp+sp; } if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth ) {// Ensure the monster has not already rebirthed before doing so. status_revive(target, sc->data[SC_REBIRTH]->val2, 0); status_change_clear(target,0); ((TBL_MOB*)target)->state.rebirth = 1; return hp+sp; } status_change_clear(target,0); if(flag&4) //Delete from memory. (also invokes map removal code) unit_free(target,CLR_DEAD); else if(flag&2) //remove from map unit_remove_map(target,CLR_DEAD); else { //Some death states that would normally be handled by unit_remove_map unit_stop_attack(target); unit_stop_walking(target,1); unit_skillcastcancel(target,0); clif_clearunit_area(target,CLR_DEAD); skill_unit_move(target,gettick(),4); skill_cleartimerskill(target); } return hp+sp; } //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it) //If flag&2, when the player is healed, show the HP/SP heal effect. int status_heal(struct block_list *bl,int hp,int sp, int flag) { struct status_data *status; struct status_change *sc; status = status_get_status_data(bl); if (status == &dummy_status || !status->hp) return 0; sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; if (hp < 0) { if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures! status_damage(NULL, bl, -hp, 0, 0, 1); hp = 0; } if(hp) { if( sc && sc->data[SC_BERSERK] ) { if( flag&1 ) flag &= ~2; else hp = 0; } if((unsigned int)hp > status->max_hp - status->hp) hp = status->max_hp - status->hp; } if(sp < 0) { if (sp==INT_MIN) sp++; status_damage(NULL, bl, 0, -sp, 0, 1); sp = 0; } if(sp) { if((unsigned int)sp > status->max_sp - status->sp) sp = status->max_sp - status->sp; } if(!sp && !hp) return 0; status->hp+= hp; status->sp+= sp; if(hp && sc && sc->data[SC_AUTOBERSERK] && sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2==1 && status->hp>=status->max_hp>>2 ) //End auto berserk. status_change_end(bl, SC_PROVOKE, INVALID_TIMER); // send hp update to client switch(bl->type) { case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break; case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break; case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break; case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break; case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break; } return hp+sp; } //Does percentual non-flinching damage/heal. If mob is killed this way, //no exp/drops will be awarded if there is no src (or src is target) //If rates are > 0, percent is of current HP/SP //If rates are < 0, percent is of max HP/SP //If !flag, this is heal, otherwise it is damage. //Furthermore, if flag==2, then the target must not die from the substraction. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag) { struct status_data *status; unsigned int hp =0, sp = 0; status = status_get_status_data(target); //Change the equation when the values are high enough to discard the //imprecision in exchange of overflow protection [Skotlex] //Also add 100% checks since those are the most used cases where we don't //want aproximation errors. if (hp_rate > 99) hp = status->hp; else if (hp_rate > 0) hp = status->hp>10000? hp_rate*(status->hp/100): (hp_rate*status->hp)/100; else if (hp_rate < -99) hp = status->max_hp; else if (hp_rate < 0) hp = status->max_hp>10000? (-hp_rate)*(status->max_hp/100): (-hp_rate*status->max_hp)/100; if (hp_rate && !hp) hp = 1; if (flag == 2 && hp >= status->hp) hp = status->hp-1; //Must not kill target. //Should be safe to not do overflow protection here, noone should have //millions upon millions of SP if (sp_rate > 99) sp = status->sp; else if (sp_rate > 0) sp = (sp_rate*status->sp)/100; else if (sp_rate < -99) sp = status->max_sp; else if (sp_rate < 0) sp = (-sp_rate)*status->max_sp/100; if (sp_rate && !sp) sp = 1; //Ugly check in case damage dealt is too much for the received args of //status_heal / status_damage. [Skotlex] if (hp > INT_MAX) { hp -= INT_MAX; if (flag) status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1)); else status_heal(target, INT_MAX, 0, 0); } if (sp > INT_MAX) { sp -= INT_MAX; if (flag) status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1)); else status_heal(target, 0, INT_MAX, 0); } if (flag) return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1)); return status_heal(target, hp, sp, 0); } int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp) { struct status_data *status; unsigned int hp, sp; if (!status_isdead(bl)) return 0; status = status_get_status_data(bl); if (status == &dummy_status) return 0; //Invalid target. hp = status->max_hp * per_hp/100; sp = status->max_sp * per_sp/100; if(hp > status->max_hp - status->hp) hp = status->max_hp - status->hp; else if (per_hp && !hp) hp = 1; if(sp > status->max_sp - status->sp) sp = status->max_sp - status->sp; else if (per_sp && !sp) sp = 1; status->hp += hp; status->sp += sp; if (bl->prev) //Animation only if character is already on a map. clif_resurrection(bl, 1); switch (bl->type) { case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break; case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break; case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break; } return 1; } /*========================================== * Checks whether the src can use the skill on the target, * taking into account status/option of both source/target. [Skotlex] * flag: * 0 - Trying to use skill on target. * 1 - Cast bar is done. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack. * target MAY Be null, in which case the checks are only to see * whether the source can cast or not the skill on the ground. *------------------------------------------*/ int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag) { struct status_data *status; struct status_change *sc=NULL, *tsc; int hide_flag; status = src?status_get_status_data(src):&dummy_status; if (src && src->type != BL_PC && status_isdead(src)) return 0; if (!skill_num) { //Normal attack checks. if (!(status->mode&MD_CANATTACK)) return 0; //This mode is only needed for melee attacking. //Dead state is not checked for skills as some skills can be used //on dead characters, said checks are left to skill.c [Skotlex] if (target && status_isdead(target)) return 0; if( src && (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] ) return 0; } if (skill_num == PA_PRESSURE && flag && target) { //Gloria Avoids pretty much everything.... tsc = status_get_sc(target); if(tsc && tsc->option&OPTION_HIDE) return 0; return 1; } //Should fail when used on top of Land Protector [Skotlex] if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR) && !(status->mode&MD_BOSS) && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)) return 0; if ( src ) sc = status_get_sc(src); if( sc && sc->count ) { if( sc->opt1 >0 && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE ) { //Stuned/Frozen/etc if (flag != 1) //Can't cast, casted stuff can't damage. return 0; if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL)) return 0; //Targetted spells can't come off. } if ( (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD) || (sc->data[SC_AUTOCOUNTER] && !flag) || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL) || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2) ) return 0; if (sc->data[SC_WINKCHARM] && target && !flag) { //Prevents skill usage if( unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER ) unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1); clif_emotion(src, E_LV); return 0; } if (sc->data[SC_BLADESTOP]) { switch (sc->data[SC_BLADESTOP]->val1) { case 5: if (skill_num == MO_EXTREMITYFIST) break; case 4: if (skill_num == MO_CHAINCOMBO) break; case 3: if (skill_num == MO_INVESTIGATE) break; case 2: if (skill_num == MO_FINGEROFFENSIVE) break; default: return 0; } } if (sc->data[SC_DANCING] && flag!=2) { if( src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= WM_UNLIMITED_HUMMING_VOICE ) { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 ) return 0; } else if(sc->data[SC_LONGING]) { //Allow everything except dancing/re-dancing. [Skotlex] if (skill_num == BD_ENCORE || skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL) ) return 0; } else switch (skill_num) { case BD_ADAPTATION: case CG_LONGINGFREEDOM: case BA_MUSICALSTRIKE: case DC_THROWARROW: break; default: return 0; } if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION) return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] } if (skill_num && //Do not block item-casted skills. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num) ) { //Skills blocked through status changes... if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through sc->data[SC_SILENCE] || (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another sc->data[SC_STEELBODY] || sc->data[SC_BERSERK] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_WHITEIMPRISON] || (sc->data[SC_STASIS] && skill_stasis_check(src, sc->data[SC_STASIS]->val2, skill_num)) || sc->data[SC__INVISIBILITY] || sc->data[SC_CRYSTALIZE] || sc->data[SC__IGNORANCE] || // Target afflicted with this debuff cannot use skills or magic. sc->data[SC_DEEPSLEEP] || sc->data[SC_SATURDAYNIGHTFEVER] || sc->data[SC_CURSEDCIRCLE_TARGET] )) return 0; //Skill blocking. if ( (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) || (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) || (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) || (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL) ) return 0; if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) ) { switch(skill_num) {//##TODO## make this a flag in skill_db? // Skills that can be used even under Man Hole effects. case SC_SHADOWFORM: case SC_STRIPACCESSARY: break; default: return 0; } } } } if (sc && sc->option) { if (sc->option&OPTION_HIDE) switch (skill_num) { //Usable skills while hiding. case TF_HIDING: case AS_GRIMTOOTH: case RG_BACKSTAP: case RG_RAID: case NJ_SHADOWJUMP: case NJ_KIRIKAGE: break; default: //Non players can use all skills while hidden. if (!skill_num || src->type == BL_PC) return 0; } if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK) return 0; if(sc->option&OPTION_MOUNTING) return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind] } if (target == NULL || target == src) //No further checking needed. return 1; tsc = status_get_sc(target); if(tsc && tsc->count) { if( tsc->data[SC_INVINCIBLE] ) return 0; if(!skill_num && tsc->data[SC_TRICKDEAD]) return 0; if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU) && tsc->data[SC_FREEZE]) return 0; if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE))) return 0; } //If targetting, cloak+hide protect you, otherwise only hiding does. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK); //You cannot hide from ground skills. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/ hide_flag &= ~OPTION_HIDE; switch( target->type ) { case BL_PC: { struct map_session_data *sd = (TBL_PC*) target; bool is_boss = (status->mode&MD_BOSS); bool is_detect = ((status->mode&MD_DETECTOR)?true:false);//god-knows-why gcc doesn't shut up until this happens if (pc_isinvisible(sd)) return 0; if (tsc->option&hide_flag && !is_boss && (sd->special_state.perfect_hiding || !is_detect) ) return 0; if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_num ) return 0; if( tsc->data[SC_CLOAKINGEXCEED] && !is_boss ) return 0; if( tsc->data[SC_STEALTHFIELD] && !is_boss ) return 0; } break; case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them). //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex] if (status->mode&MD_LOOTER) return 1; return 0; case BL_HOM: case BL_MER: case BL_ELEM: if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src ) return 0; // Can't use support skills on Homunculus (only Master/Self) if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src ) return 0; // Can't use Weapon endow skills on Mercenary (only Master) if( skill_num == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) ) return 0; // Can't use Potion Pitcher on Mercenaries default: //Check for chase-walk/hiding/cloaking opponents. if( tsc ) { if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR))) return 0; if( tsc->data[SC_STEALTHFIELD] && !(status->mode&MD_BOSS) ) return 0; } } return 1; } //Checks whether the source can see and chase target. int status_check_visibility(struct block_list *src, struct block_list *target) { int view_range; struct status_data* status = status_get_status_data(src); struct status_change* tsc = status_get_sc(target); switch (src->type) { case BL_MOB: view_range = ((TBL_MOB*)src)->min_chase; break; case BL_PET: view_range = ((TBL_PET*)src)->db->range2; break; default: view_range = AREA_SIZE; } if (src->m != target->m || !check_distance_bl(src, target, view_range)) return 0; if( tsc && tsc->data[SC_STEALTHFIELD] ) return 0; switch (target->type) { //Check for chase-walk/hiding/cloaking opponents. case BL_PC: if ( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) ) if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) && ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) ) return 0; break; default: if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) ) return 0; } return 1; } // Basic ASPD value int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status) { int amotion; // base weapon delay amotion = (sd->status.weapon < MAX_WEAPON_TYPE) ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield // percentual delay reduction from stats amotion-= amotion * (4*status->agi + status->dex)/1000; // raw delay adjustment from bAspd bonus amotion+= sd->aspd_add; #ifdef RENEWAL if( sd->status.shield ) {// bearing a shield decreases your ASPD by a fixed value depending on your class amotion += re_job_db[pc_class2idx(sd->status.class_)][SHIELD_ASPD]; } if( sd->sc.count ) {// renewal absolute ASPD modifiers int i; if ( sd->sc.data[i=SC_ASPDPOTION3] || sd->sc.data[i=SC_ASPDPOTION2] || sd->sc.data[i=SC_ASPDPOTION1] || sd->sc.data[i=SC_ASPDPOTION0] ) amotion -= sd->sc.data[i]->val1*10; if( sd->sc.data[SC_BERSERK] )//berserk doesn't stack with the quickens. amotion -= 150; else if( sd->sc.data[SC_SPEARQUICKEN] || sd->sc.data[SC_TWOHANDQUICKEN] ) amotion -= 70; } #endif return amotion; } static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status) { int flag = 0, str, dex, dstr; if(!(bl->type&battle_config.enable_baseatk)) return 0; if (bl->type == BL_PC) switch(((TBL_PC*)bl)->status.weapon){ case W_BOW: case W_MUSICAL: case W_WHIP: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: flag = 1; } if (flag) { str = status->dex; dex = status->str; } else { str = status->str; dex = status->dex; } //Normally only players have base-atk, but homunc have a different batk // equation, hinting that perhaps non-players should use this for batk. // [Skotlex] dstr = str/10; str += dstr*dstr; if (bl->type == BL_PC) str+= dex/5 + status->luk/5; return cap_value(str, 0, USHRT_MAX); } static inline unsigned short status_base_matk_max(const struct status_data* status) { #ifdef RENEWAL return status->matk_max; // in RE maximum MATK signs weapon matk, which we store in this var #else return status->int_+(status->int_/5)*(status->int_/5); #endif } #ifdef RENEWAL static inline unsigned short status_base_matk_min(const struct status_data* status, int lvl) #else static inline unsigned short status_base_matk_min(const struct status_data* status) #endif { #ifdef RENEWAL return status->int_+(status->int_/2)+(status->dex/5)+(status->luk/3)+(lvl/4); #else return status->int_+(status->int_/7)*(status->int_/7); #endif } //Fills in the misc data that can be calculated from the other status info (except for level) void status_calc_misc(struct block_list *bl, struct status_data *status, int level) { //Non players get the value set, players need to stack with previous bonuses. if( bl->type != BL_PC ) status->batk = status->hit = status->flee = status->def2 = status->mdef2 = status->cri = status->flee2 = 0; #ifdef RENEWAL status->matk_min = status_base_matk_min(status, level); #else status->matk_min = status_base_matk_min(status); #endif status->matk_max = status_base_matk_max(status); #ifdef RENEWAL // renewal formulas status->hit += level + status->dex + status->luk/3 + 175; //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175 status->flee += level + status->agi + status->luk/5 + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100 status->def2 += (int)(((float)level + status->vit)/2 + ((float)status->agi/5)); //base level + (every 2 agi = +1 def) + (every 5 agi = +1 def) status->mdef2 += (int)(status->int_ + ((float)level/4) + ((float)status->dex/5) + ((float)status->vit/5)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef) #else status->hit += level + status->dex; status->flee += level + status->agi; status->def2 += status->vit; status->mdef2 += status->int_ + (status->vit>>1); #endif if( bl->type&battle_config.enable_critical ) status->cri += 10 + (status->luk*10/3); //(every 1 luk = +0.3 critical) else status->cri = 0; if (bl->type&battle_config.enable_perfect_flee) status->flee2 += status->luk + 10; //(every 10 luk = +1 perfect flee) else status->flee2 = 0; if (status->batk) { int temp = status->batk + status_base_atk(bl, status); status->batk = cap_value(temp, 0, USHRT_MAX); } else status->batk = status_base_atk(bl, status); #ifdef RENEWAL // renewal attack bonus formula status->batk += (int)((float)status->luk/3 + (float)level/4); //(every 3 luk = + 1ATK) + (every 4 base level = +1 ATK) #endif if (status->cri) switch (bl->type) { case BL_MOB: if(battle_config.mob_critical_rate != 100) status->cri = status->cri*battle_config.mob_critical_rate/100; if(!status->cri && battle_config.mob_critical_rate) status->cri = 10; break; case BL_PC: //Players don't have a critical adjustment setting as of yet. break; default: if(battle_config.critical_rate != 100) status->cri = status->cri*battle_config.critical_rate/100; if (!status->cri && battle_config.critical_rate) status->cri = 10; } if(bl->type&BL_REGEN) status_calc_regen(bl, status, status_get_regen_data(bl)); } //Skotlex: Calculates the initial status for the given mob //first will only be false when the mob leveled up or got a GuardUp level. int status_calc_mob_(struct mob_data* md, bool first) { struct status_data *status; struct block_list *mbl = NULL; int flag=0; if(first) { //Set basic level on respawn. md->level = md->db->lv; } //Check if we need custom base-status if (battle_config.mobs_level_up && md->level > md->db->lv) flag|=1; if (md->special_state.size) flag|=2; if (md->guardian_data && md->guardian_data->guardup_lv) flag|=4; if (md->class_ == MOBID_EMPERIUM) flag|=4; if (battle_config.slaves_inherit_speed && md->master_id) flag|=8; if (md->master_id && md->special_state.ai>1) flag|=16; if (!flag) { //No special status required. if (md->base_status) { aFree(md->base_status); md->base_status = NULL; } if(first) memcpy(&md->status, &md->db->status, sizeof(struct status_data)); return 0; } if (!md->base_status) md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data)); status = md->base_status; memcpy(status, &md->db->status, sizeof(struct status_data)); if (flag&(8|16)) mbl = map_id2bl(md->master_id); if (flag&8 && mbl) { struct status_data *mstatus = status_get_base_status(mbl); if (mstatus && battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2)) status->speed = mstatus->speed; } if (flag&16 && mbl) { //Max HP setting from Summon Flora/marine Sphere struct unit_data *ud = unit_bl2ud(mbl); //Remove special AI when this is used by regular mobs. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai) md->special_state.ai = 0; if (ud) { // different levels of HP according to skill level if (ud->skillid == AM_SPHEREMINE) { status->max_hp = 2000 + 400*ud->skilllv; } else { //AM_CANNIBALIZE status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl); status->mode|= MD_CANATTACK|MD_AGGRESSIVE; } status->hp = status->max_hp; } } if (flag&1) { // increase from mobs leveling up [Valaris] int diff = md->level - md->db->lv; status->str+= diff; status->agi+= diff; status->vit+= diff; status->int_+= diff; status->dex+= diff; status->luk+= diff; status->max_hp += diff*status->vit; status->max_sp += diff*status->int_; status->hp = status->max_hp; status->sp = status->max_sp; status->speed -= cap_value(diff, 0, status->speed - 10); } if (flag&2) { // change for sized monsters [Valaris] if (md->special_state.size==1) { status->max_hp>>=1; status->max_sp>>=1; if (!status->max_hp) status->max_hp = 1; if (!status->max_sp) status->max_sp = 1; status->hp=status->max_hp; status->sp=status->max_sp; status->str>>=1; status->agi>>=1; status->vit>>=1; status->int_>>=1; status->dex>>=1; status->luk>>=1; if (!status->str) status->str = 1; if (!status->agi) status->agi = 1; if (!status->vit) status->vit = 1; if (!status->int_) status->int_ = 1; if (!status->dex) status->dex = 1; if (!status->luk) status->luk = 1; } else if (md->special_state.size==2) { status->max_hp<<=1; status->max_sp<<=1; status->hp=status->max_hp; status->sp=status->max_sp; status->str<<=1; status->agi<<=1; status->vit<<=1; status->int_<<=1; status->dex<<=1; status->luk<<=1; } } status_calc_misc(&md->bl, status, md->level); if(flag&4) { // Strengthen Guardians - custom value +10% / lv struct guild_castle *gc; gc=guild_mapname2gc(map[md->bl.m].name); if (!gc) ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); else if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) { #ifdef RENEWAL status->max_hp += 50 * gc->defense; status->max_sp += 70 * gc->defense; #else status->max_hp += 1000 * gc->defense; status->max_sp += 200 * gc->defense; #endif status->hp = status->max_hp; status->sp = status->max_sp; status->def += (gc->defense+2)/3; status->mdef += (gc->defense+2)/3; } if(md->class_ != MOBID_EMPERIUM) { status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; status->aspd_rate -= 100*md->guardian_data->guardup_lv; } } if( first ) //Initial battle status memcpy(&md->status, status, sizeof(struct status_data)); return 1; } //Skotlex: Calculates the stats of the given pet. int status_calc_pet_(struct pet_data *pd, bool first) { nullpo_ret(pd); if (first) { memcpy(&pd->status, &pd->db->status, sizeof(struct status_data)); pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking pd->status.speed = pd->petDB->speed; if(battle_config.pet_attack_support || battle_config.pet_damage_support) {// attack support requires the pet to be able to attack pd->status.mode|= MD_CANATTACK; } } if (battle_config.pet_lv_rate && pd->msd) { struct map_session_data *sd = pd->msd; int lv; lv =sd->status.base_level*battle_config.pet_lv_rate/100; if (lv < 0) lv = 1; if (lv != pd->pet.level || first) { struct status_data *bstat = &pd->db->status, *status = &pd->status; pd->pet.level = lv; if (!first) //Lv Up animation clif_misceffect(&pd->bl, 0); status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv; status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv; status->str = (bstat->str*lv)/pd->db->lv; status->agi = (bstat->agi*lv)/pd->db->lv; status->vit = (bstat->vit*lv)/pd->db->lv; status->int_ = (bstat->int_*lv)/pd->db->lv; status->dex = (bstat->dex*lv)/pd->db->lv; status->luk = (bstat->luk*lv)/pd->db->lv; status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1); status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2); status->str = cap_value(status->str,1,battle_config.pet_max_stats); status->agi = cap_value(status->agi,1,battle_config.pet_max_stats); status->vit = cap_value(status->vit,1,battle_config.pet_max_stats); status->int_= cap_value(status->int_,1,battle_config.pet_max_stats); status->dex = cap_value(status->dex,1,battle_config.pet_max_stats); status->luk = cap_value(status->luk,1,battle_config.pet_max_stats); status_calc_misc(&pd->bl, &pd->status, lv); if (!first) //Not done the first time because the pet is not visible yet clif_send_petstatus(sd); } } else if (first) { status_calc_misc(&pd->bl, &pd->status, pd->db->lv); if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv) pd->pet.level = pd->db->lv; } //Support rate modifier (1000 = 100%) pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500; if(battle_config.pet_support_rate != 100) pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100; return 1; } /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array static void status_calc_sigma(void) { int i,j; for(i = 0; i < CLASS_COUNT; i++) { unsigned int k = 0; hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0; for(j = 2; j <= MAX_LEVEL; j++) { k += (hp_coefficient[i]*j + 50) / 100; hp_sigma_val[i][j] = k; if (k >= INT_MAX) break; //Overflow protection. [Skotlex] } for(; j <= MAX_LEVEL; j++) hp_sigma_val[i][j] = INT_MAX; } } /// Calculates base MaxHP value according to class and base level /// The recursive equation used to calculate level bonus is (using integer operations) /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D /// which reduces to something close to /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D } static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status) { unsigned int val = pc_class2idx(sd->status.class_); val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level]; if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER) val += 100; //Since their HP can't be approximated well enough without this. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) val *= 3; //Triple max HP for top ranking Taekwons over level 90. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99) val += 2000; //Supernovice lvl99 hp bonus. val += val * status->vit/100; // +1% per each point of VIT if (sd->class_&JOBL_UPPER) val += val * 25/100; //Trans classes get a 25% hp bonus else if (sd->class_&JOBL_BABY) val -= val * 30/100; //Baby classes get a 30% hp penalty return val; } static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status) { unsigned int val; val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100; val += val * status->int_/100; if (sd->class_&JOBL_UPPER) val += val * 25/100; else if (sd->class_&JOBL_BABY) val -= val * 30/100; if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON)) val *= 3; //Triple max SP for top ranking Taekwons over level 90. return val; } //Calculates player data from scratch without counting SC adjustments. //Should be invoked whenever players raise stats, learn passive skills or change equipment. int status_calc_pc_(struct map_session_data* sd, bool first) { static int calculating = 0; //Check for recursive call preemption. [Skotlex] struct status_data *status; // pointer to the player's base status const struct status_change *sc = &sd->sc; struct s_skill b_skill[MAX_SKILL]; // previous skill tree int b_weight, b_max_weight; // previous weight int i,index; int skill,refinedef=0; if (++calculating > 10) //Too many recursive calls! return -1; // remember player-specific values that are currently being shown to the client (for refresh purposes) memcpy(b_skill, &sd->status.skill, sizeof(b_skill)); b_weight = sd->weight; b_max_weight = sd->max_weight; pc_calc_skilltree(sd); // スキルツリ?の計算 sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300; if(first) { //Load Hp/SP from char-received data. sd->battle_status.hp = sd->status.hp; sd->battle_status.sp = sd->status.sp; sd->regen.sregen = &sd->sregen; sd->regen.ssregen = &sd->ssregen; sd->weight=0; for(i=0;istatus.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) continue; sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; } sd->cart_weight=0; sd->cart_num=0; for(i=0;istatus.cart[i].nameid==0) continue; sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount; sd->cart_num++; } } status = &sd->base_status; // these are not zeroed. [zzo] sd->hprate=100; sd->sprate=100; sd->castrate=100; sd->delayrate=100; sd->dsprate=100; sd->hprecov_rate = 100; sd->sprecov_rate = 100; sd->matk_rate = 100; sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100; sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100; sd->regen.state.block = 0; // zeroed arrays, order follows the order in pc.h. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo] memset (sd->param_bonus, 0, sizeof(sd->param_bonus) + sizeof(sd->param_equip) + sizeof(sd->subele) + sizeof(sd->subrace) + sizeof(sd->subrace2) + sizeof(sd->subsize) + sizeof(sd->reseff) + sizeof(sd->weapon_coma_ele) + sizeof(sd->weapon_coma_race) + sizeof(sd->weapon_atk) + sizeof(sd->weapon_atk_rate) + sizeof(sd->arrow_addele) + sizeof(sd->arrow_addrace) + sizeof(sd->arrow_addsize) + sizeof(sd->magic_addele) + sizeof(sd->magic_addrace) + sizeof(sd->magic_addsize) + sizeof(sd->critaddrace) + sizeof(sd->expaddrace) + sizeof(sd->ignore_mdef) + sizeof(sd->ignore_def) + sizeof(sd->itemgrouphealrate) + sizeof(sd->sp_gain_race) + sizeof(sd->sp_gain_race_attack) + sizeof(sd->hp_gain_race_attack) ); memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods)); memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods)); if (sd->special_state.intravision) //Clear status change. clif_status_load(&sd->bl, SI_INTRAVISION, 0); memset(&sd->special_state,0,sizeof(sd->special_state)); memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp))); //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex] status->speed = DEFAULT_WALK_SPEED; //Give them all modes except these (useful for clones) status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK); status->size = (sd->class_&JOBL_BABY)?0:1; if (battle_config.character_size && pc_isriding(sd)) { //[Lupus] if (sd->class_&JOBL_BABY) { if (battle_config.character_size&2) status->size++; } else if(battle_config.character_size&1) status->size++; } status->aspd_rate = 1000; status->ele_lv = 1; status->race = RC_DEMIHUMAN; //zero up structures... memset(&sd->autospell,0,sizeof(sd->autospell) + sizeof(sd->autospell2) + sizeof(sd->autospell3) + sizeof(sd->addeff) + sizeof(sd->addeff2) + sizeof(sd->addeff3) + sizeof(sd->skillatk) + sizeof(sd->skillheal) + sizeof(sd->skillheal2) + sizeof(sd->hp_loss) + sizeof(sd->sp_loss) + sizeof(sd->hp_regen) + sizeof(sd->sp_regen) + sizeof(sd->skillblown) + sizeof(sd->skillcast) + sizeof(sd->add_def) + sizeof(sd->add_mdef) + sizeof(sd->add_mdmg) + sizeof(sd->add_drop) + sizeof(sd->itemhealrate) + sizeof(sd->subele2) ); // vars zeroing. ints, shorts, chars. in that order. memset (&sd->atk_rate, 0,sizeof(sd->atk_rate) + sizeof(sd->arrow_atk) + sizeof(sd->arrow_ele) + sizeof(sd->arrow_cri) + sizeof(sd->arrow_hit) + sizeof(sd->nsshealhp) + sizeof(sd->nsshealsp) + sizeof(sd->critical_def) + sizeof(sd->double_rate) + sizeof(sd->long_attack_atk_rate) + sizeof(sd->near_attack_def_rate) + sizeof(sd->long_attack_def_rate) + sizeof(sd->magic_def_rate) + sizeof(sd->misc_def_rate) + sizeof(sd->ignore_mdef_ele) + sizeof(sd->ignore_mdef_race) + sizeof(sd->perfect_hit) + sizeof(sd->perfect_hit_add) + sizeof(sd->get_zeny_rate) + sizeof(sd->get_zeny_num) + sizeof(sd->double_add_rate) + sizeof(sd->short_weapon_damage_return) + sizeof(sd->long_weapon_damage_return) + sizeof(sd->magic_damage_return) + sizeof(sd->break_weapon_rate) + sizeof(sd->break_armor_rate) + sizeof(sd->crit_atk_rate) + sizeof(sd->classchange) + sizeof(sd->speed_rate) + sizeof(sd->speed_add_rate) + sizeof(sd->aspd_add) + sizeof(sd->setitem_hash) + sizeof(sd->setitem_hash2) + sizeof(sd->itemhealrate2) + sizeof(sd->shieldmdef) // shorts + sizeof(sd->splash_range) + sizeof(sd->splash_add_range) + sizeof(sd->add_steal_rate) + sizeof(sd->add_heal_rate) + sizeof(sd->add_heal2_rate) + sizeof(sd->hp_gain_value) + sizeof(sd->sp_gain_value) + sizeof(sd->magic_hp_gain_value) + sizeof(sd->magic_sp_gain_value) + sizeof(sd->sp_vanish_rate) + sizeof(sd->sp_vanish_per) + sizeof(sd->sp_weapon_matk) + sizeof(sd->sp_base_matk) + sizeof(sd->unbreakable) + sizeof(sd->unbreakable_equip) + sizeof(sd->unstripable_equip) ); // Autobonus pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true); pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true); pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true); // Parse equipment. for(i=0;iequip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) continue; if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) continue; if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) continue; if(i == EQI_COSTUME_MID && sd->equip_index[EQI_COSTUME_LOW] == index) continue; if(i == EQI_COSTUME_TOP && (sd->equip_index[EQI_COSTUME_MID] == index || sd->equip_index[EQI_COSTUME_LOW] == index)) continue; if(!sd->inventory_data[index]) continue; status->def += sd->inventory_data[index]->def; if(first && sd->inventory_data[index]->equip_script) { //Execute equip-script on login run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } // sanitize the refine level in case someone decreased the value inbetween if (sd->status.inventory[index].refine > MAX_REFINE) sd->status.inventory[index].refine = MAX_REFINE; if(sd->inventory_data[index]->type == IT_WEAPON) { int r,wlv = sd->inventory_data[index]->wlv; struct weapon_data *wd; struct weapon_atk *wa; if (wlv >= REFINE_TYPE_MAX) wlv = REFINE_TYPE_MAX - 1; if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { wd = &sd->left_weapon; // Left-hand weapon wa = &status->lhw; } else { wd = &sd->right_weapon; wa = &status->rhw; } wa->atk += sd->inventory_data[index]->atk; if ( (r = sd->status.inventory[index].refine) ) wa->atk2 = refine_info[wlv].bonus[r-1] / 100; #ifdef RENEWAL // in renewal max MATK is the weapon MATK status->matk_max += sd->inventory_data[index]->matk; if( r ) {// renewal magic attack refine bonus status->matk_max += refine_info[wlv].bonus[r-1] / 100; } // record the weapon level for future usage status->wlv = wlv; #endif //Overrefine bonus. if (r) wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100; wa->range += sd->inventory_data[index]->range; if(sd->inventory_data[index]->script) { if (wd == &sd->left_weapon) { sd->state.lr_flag = 1; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); if (!calculating) //Abort, run_script retriggered this. [Skotlex] return 1; } if(sd->status.inventory[index].card[0]==CARD0_FORGE) { // Forged weapon wd->star += (sd->status.inventory[index].card[1]>>8); if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH)) wd->star += 10; if (!wa->ele) //Do not overwrite element from previous bonuses. wa->ele = (sd->status.inventory[index].card[1]&0x0f); } } else if(sd->inventory_data[index]->type == IT_ARMOR) { int r; if ( (r = sd->status.inventory[index].refine) ) refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1]; if(sd->inventory_data[index]->script) { if( i == EQI_HAND_L ) //Shield sd->state.lr_flag = 3; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); if( i == EQI_HAND_L ) //Shield sd->state.lr_flag = 0; if (!calculating) //Abort, run_script retriggered this. [Skotlex] return 1; } } } if(sd->equip_index[EQI_AMMO] >= 0){ index = sd->equip_index[EQI_AMMO]; if(sd->inventory_data[index]){ // Arrows sd->arrow_atk += sd->inventory_data[index]->atk; sd->state.lr_flag = 2; run_script(sd->inventory_data[index]->script,0,sd->bl.id,0); sd->state.lr_flag = 0; if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex] return 1; } } //Store equipment script bonuses memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip)); memset(sd->param_bonus, 0, sizeof(sd->param_bonus)); status->def += (refinedef+50)/100; #ifdef RENEWAL // increment the weapon ATK using the MATK max value status->matk_max += sd->sp_weapon_matk; #endif //Parse Cards for(i=0;iequip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus] if(index < 0) continue; if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index) continue; if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index) continue; if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index)) continue; if(sd->inventory_data[index]) { int j,c; struct item_data *data; //Card script execution. if(itemdb_isspecial(sd->status.inventory[index].card[0])) continue; for(j=0;jstatus.inventory[index].card[j]; if(!c) continue; data = itemdb_exists(c); if(!data) continue; if(first && data->equip_script) { //Execute equip-script on login run_script(data->equip_script,0,sd->bl.id,0); if (!calculating) return 1; } if(!data->script) continue; if(data->flag.no_equip) { //Card restriction checks. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone)) continue; if(!map_flag_vs(sd->bl.m) && data->flag.no_equip&1) continue; if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2) continue; if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4) continue; if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8) continue; } if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) { //Left hand status. sd->state.lr_flag = 1; run_script(data->script,0,sd->bl.id,0); sd->state.lr_flag = 0; } else run_script(data->script,0,sd->bl.id,0); if (!calculating) //Abort, run_script his function. [Skotlex] return 1; } } } if( sc->count && sc->data[SC_ITEMSCRIPT] ) { struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1); if( data && data->script ) run_script(data->script,0,sd->bl.id,0); } if( sd->pd ) { // Pet Bonus struct pet_data *pd = sd->pd; if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly ) run_script(pd->petDB->equip_script,0,sd->bl.id,0); if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus ) pc_bonus(sd,pd->bonus->type, pd->bonus->val); } //param_bonus now holds card bonuses. if(status->rhw.range < 1) status->rhw.range = 1; if(status->lhw.range < 1) status->lhw.range = 1; if(status->rhw.range < status->lhw.range) status->rhw.range = status->lhw.range; sd->double_rate += sd->double_add_rate; sd->perfect_hit += sd->perfect_hit_add; sd->splash_range += sd->splash_add_range; // Damage modifiers from weapon type sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1]; sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2]; if(pc_isriding(sd) && (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR)) { //When Riding with spear, damage modifier to mid-class becomes //same as versus large size. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2]; sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; } // ----- STATS CALCULATION ----- // Job bonuses index = pc_class2idx(sd->status.class_); for(i=0;i<(int)sd->status.job_level && istr++; break; case 2: status->agi++; break; case 3: status->vit++; break; case 4: status->int_++; break; case 5: status->dex++; break; case 6: status->luk++; break; } } // If a Super Novice has never died and is at least joblv 70, he gets all stats +10 if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){ status->str += 10; status->agi += 10; status->vit += 10; status->int_+= 10; status->dex += 10; status->luk += 10; } // Absolute modifiers from passive skills if(pc_checkskill(sd,BS_HILTBINDING)>0) status->str++; if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) status->int_ += (skill+1)/2; // +1 INT / 2 lv if((skill=pc_checkskill(sd,AC_OWL))>0) status->dex += skill; // Bonuses from cards and equipment as well as base stat, remember to avoid overflows. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0]; status->str = cap_value(i,0,USHRT_MAX); i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1]; status->agi = cap_value(i,0,USHRT_MAX); i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2]; status->vit = cap_value(i,0,USHRT_MAX); i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3]; status->int_ = cap_value(i,0,USHRT_MAX); i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4]; status->dex = cap_value(i,0,USHRT_MAX); i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5]; status->luk = cap_value(i,0,USHRT_MAX); // ------ BASE ATTACK CALCULATION ------ // Base batk value is set on status_calc_misc // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?) if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon]) status->batk += sd->weapon_atk[sd->status.weapon]; // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,BS_HILTBINDING))>0) status->batk += 4; // ----- HP MAX CALCULATION ----- // Basic MaxHP value //We hold the standard Max HP here to make it faster to recalculate on vit changes. sd->status.max_hp = status_base_pc_maxhp(sd,status); //This is done to handle underflows from negative Max HP bonuses i = sd->status.max_hp + (int)status->max_hp; status->max_hp = cap_value(i, 0, INT_MAX); // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,CR_TRUST))>0) status->max_hp += skill*200; // Apply relative modifiers from equipment if(sd->hprate < 0) sd->hprate = 0; if(sd->hprate!=100) status->max_hp = status->max_hp * sd->hprate/100; if(battle_config.hp_rate != 100) status->max_hp = status->max_hp * battle_config.hp_rate/100; if(status->max_hp > (unsigned int)battle_config.max_hp) status->max_hp = battle_config.max_hp; else if(!status->max_hp) status->max_hp = 1; // ----- SP MAX CALCULATION ----- // Basic MaxSP value sd->status.max_sp = status_base_pc_maxsp(sd,status); //This is done to handle underflows from negative Max SP bonuses i = sd->status.max_sp + (int)status->max_sp; status->max_sp = cap_value(i, 0, INT_MAX); // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,SL_KAINA))>0) status->max_sp += 30*skill; if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) status->max_sp += status->max_sp * skill/100; if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0) status->max_sp += status->max_sp * 2*skill/100; if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 ) status->max_sp += 200 + 20 * skill; if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 ) status->max_sp += 30 * skill; // Apply relative modifiers from equipment if(sd->sprate < 0) sd->sprate = 0; if(sd->sprate!=100) status->max_sp = status->max_sp * sd->sprate/100; if(battle_config.sp_rate != 100) status->max_sp = status->max_sp * battle_config.sp_rate/100; if(status->max_sp > (unsigned int)battle_config.max_sp) status->max_sp = battle_config.max_sp; else if(!status->max_sp) status->max_sp = 1; // ----- RESPAWN HP/SP ----- // //Calc respawn hp and store it on base_status if (sd->special_state.restart_full_recover) { status->hp = status->max_hp; status->sp = status->max_sp; } else { if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50) status->hp=status->max_hp>>1; else status->hp=status->max_hp * battle_config.restart_hp_rate/100; if(!status->hp) status->hp = 1; status->sp = status->max_sp * battle_config.restart_sp_rate /100; } // ----- MISC CALCULATION ----- status_calc_misc(&sd->bl, status, sd->status.base_level); //Equipment modifiers for misc settings if(sd->matk_rate < 0) sd->matk_rate = 0; if(sd->matk_rate != 100){ status->matk_max = status->matk_max * sd->matk_rate/100; status->matk_min = status->matk_min * sd->matk_rate/100; } if(sd->hit_rate < 0) sd->hit_rate = 0; if(sd->hit_rate != 100) status->hit = status->hit * sd->hit_rate/100; if(sd->flee_rate < 0) sd->flee_rate = 0; if(sd->flee_rate != 100) status->flee = status->flee * sd->flee_rate/100; if(sd->def2_rate < 0) sd->def2_rate = 0; if(sd->def2_rate != 100) status->def2 = status->def2 * sd->def2_rate/100; if(sd->mdef2_rate < 0) sd->mdef2_rate = 0; if(sd->mdef2_rate != 100) status->mdef2 = status->mdef2 * sd->mdef2_rate/100; if(sd->critical_rate < 0) sd->critical_rate = 0; if(sd->critical_rate != 100) status->cri = status->cri * sd->critical_rate/100; if(sd->flee2_rate < 0) sd->flee2_rate = 0; if(sd->flee2_rate != 100) status->flee2 = status->flee2 * sd->flee2_rate/100; // ----- HIT CALCULATION ----- // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0) status->hit += skill*2; if((skill=pc_checkskill(sd,AC_VULTURE))>0){ status->hit += skill; if(sd->status.weapon == W_BOW) status->rhw.range += skill; } if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) { if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0) status->hit += 2*skill; if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) { status->hit += skill; status->rhw.range += skill; } } // ----- FLEE CALCULATION ----- // Absolute modifiers from passive skills if((skill=pc_checkskill(sd,TF_MISS))>0) status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3); if((skill=pc_checkskill(sd,MO_DODGE))>0) status->flee += (skill*3)>>1; // ----- EQUIPMENT-DEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->def_rate < 0) sd->def_rate = 0; if(sd->def_rate != 100) { i = status->def * sd->def_rate/100; status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } #ifndef RENEWAL if (!battle_config.weapon_defense_type && status->def > battle_config.max_def) { status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def); status->def = (unsigned char)battle_config.max_def; } #endif // ----- EQUIPMENT-MDEF CALCULATION ----- // Apply relative modifiers from equipment if(sd->mdef_rate < 0) sd->mdef_rate = 0; if(sd->mdef_rate != 100) { i = status->mdef * sd->mdef_rate/100; status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX); } #ifndef RENEWAL if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def) { status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def); status->mdef = (signed char)battle_config.max_def; } #endif // ----- ASPD CALCULATION ----- // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value i = status_base_amotion_pc(sd,status); status->amotion = cap_value(i,battle_config.max_aspd,2000); // Relative modifiers from passive skills if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) status->aspd_rate -= 5*skill; if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd)) status->aspd_rate -= 30*skill; if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) status->aspd_rate -= ((skill+1)/2) * 10; if(pc_isriding(sd)) status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY); else if( sd->sc.option&OPTION_DRAGON ) status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING); status->adelay = 2*status->amotion; // ----- DMOTION ----- // i = 800-status->agi*4; status->dmotion = cap_value(i, 400, 800); if(battle_config.pc_damage_delay_rate != 100) status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; // ----- MISC CALCULATIONS ----- // Weight if((skill=pc_checkskill(sd,MC_INCCARRY))>0) sd->max_weight += 2000*skill; if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0) sd->max_weight += 10000; else if( sd->sc.option&OPTION_DRAGON ) sd->max_weight += 5000+2000*pc_checkskill(sd,RK_DRAGONTRAINING); if(sc->data[SC_KNOWLEDGE]) sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10; if((skill=pc_checkskill(sd,ALL_INCCARRY))>0) sd->max_weight += 2000*skill; if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0) sd->regen.state.walk = 1; else sd->regen.state.walk = 0; // Skill SP cost if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 ) sd->dsprate -= 4*skill; if(sc->data[SC_SERVICE4U]) sd->dsprate -= sc->data[SC_SERVICE4U]->val3; if(sc->data[SC_SPCOST_RATE]) sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1; //Underflow protections. if(sd->dsprate < 0) sd->dsprate = 0; if(sd->castrate < 0) sd->castrate = 0; if(sd->delayrate < 0) sd->delayrate = 0; if(sd->hprecov_rate < 0) sd->hprecov_rate = 0; if(sd->sprecov_rate < 0) sd->sprecov_rate = 0; // Anti-element and anti-race if((skill=pc_checkskill(sd,CR_TRUST))>0) sd->subele[ELE_HOLY] += skill*5; if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) { sd->subele[ELE_NEUTRAL] += skill; sd->subele[ELE_FIRE] += skill*4; } if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){ skill = skill*4; sd->right_weapon.addrace[RC_DRAGON]+=skill; sd->left_weapon.addrace[RC_DRAGON]+=skill; sd->magic_addrace[RC_DRAGON]+=skill; sd->subrace[RC_DRAGON]+=skill; } if(sc->count){ if(sc->data[SC_CONCENTRATE]) { //Update the card-bonus data sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex } if(sc->data[SC_SIEGFRIED]){ i = sc->data[SC_SIEGFRIED]->val2; sd->subele[ELE_WATER] += i; sd->subele[ELE_EARTH] += i; sd->subele[ELE_FIRE] += i; sd->subele[ELE_WIND] += i; sd->subele[ELE_POISON] += i; sd->subele[ELE_HOLY] += i; sd->subele[ELE_DARK] += i; sd->subele[ELE_GHOST] += i; sd->subele[ELE_UNDEAD] += i; } if(sc->data[SC_PROVIDENCE]){ sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2; sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2; } if(sc->data[SC_ARMOR_ELEMENT]) { //This status change should grant card-type elemental resist. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1; sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2; sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3; sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4; } if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1; sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2; sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3; sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4; } if( sc->data[SC_FIRE_CLOAK_OPTION] ) { i = sc->data[SC_FIRE_CLOAK_OPTION]->val2; sd->subele[ELE_FIRE] += i; sd->subele[ELE_EARTH] -= i; } if( sc->data[SC_WATER_DROP_OPTION] ) { i = sc->data[SC_WATER_DROP_OPTION]->val2; sd->subele[ELE_WATER] += i; sd->subele[ELE_WIND] -= i; } if( sc->data[SC_WIND_CURTAIN_OPTION] ) { i = sc->data[SC_WIND_CURTAIN_OPTION]->val2; sd->subele[ELE_WIND] += i; sd->subele[ELE_WATER] -= i; } if( sc->data[SC_STONE_SHIELD_OPTION] ) { i = sc->data[SC_STONE_SHIELD_OPTION]->val2; sd->subele[ELE_EARTH] += i; sd->subele[ELE_FIRE] -= i; } } status_cpy(&sd->battle_status, status); // ----- CLIENT-SIDE REFRESH ----- if(!sd->bl.prev) { //Will update on LoadEndAck calculating = 0; return 0; } if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill))) clif_skillinfoblock(sd); if(b_weight != sd->weight) clif_updatestatus(sd,SP_WEIGHT); if(b_max_weight != sd->max_weight) { clif_updatestatus(sd,SP_MAXWEIGHT); pc_updateweightstatus(sd); } calculating = 0; return 0; } int status_calc_mercenary_(struct mercenary_data *md, bool first) { struct status_data *status = &md->base_status; struct s_mercenary *merc = &md->mercenary; if( first ) { memcpy(status, &md->db->status, sizeof(struct status_data)); status->mode = MD_CANMOVE|MD_CANATTACK; status->hp = status->max_hp; status->sp = status->max_sp; md->battle_status.hp = merc->hp; md->battle_status.sp = merc->sp; } status_calc_misc(&md->bl, status, md->db->lv); status_cpy(&md->battle_status, status); return 0; } int status_calc_homunculus_(struct homun_data *hd, bool first) { struct status_data *status = &hd->base_status; struct s_homunculus *hom = &hd->homunculus; int skill; int amotion; status->str = hom->str / 10; status->agi = hom->agi / 10; status->vit = hom->vit / 10; status->dex = hom->dex / 10; status->int_ = hom->int_ / 10; status->luk = hom->luk / 10; if (first) { //[orn] const struct s_homunculus_db *db = hd->homunculusDB; status->def_ele = db->element; status->ele_lv = 1; status->race = db->race; status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size; status->rhw.range = 1 + status->size; status->mode = MD_CANMOVE|MD_CANATTACK; status->speed = DEFAULT_WALK_SPEED; if (battle_config.hom_setting&0x8 && hd->master) status->speed = status_get_speed(&hd->master->bl); status->hp = 1; status->sp = 1; } skill = hom->level/10 + status->vit/5; status->def = cap_value(skill, 0, 99); skill = hom->level/10 + status->int_/5; status->mdef = cap_value(skill, 0, 99); status->max_hp = hom->max_hp ; status->max_sp = hom->max_sp ; merc_hom_calc_skilltree(hd); if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) status->def += skill * 4; if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0) { status->int_ += 1 +skill/2 +skill/4 +skill/5; status->str += 1 +skill/3 +skill/3 +skill/4; } if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0) status->max_hp += skill * 2 * status->max_hp / 100; if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0) status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ; if (first) { hd->battle_status.hp = hom->hp ; hd->battle_status.sp = hom->sp ; } status->rhw.atk = status->dex; status->rhw.atk2 = status->str + hom->level; status->aspd_rate = 1000; amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000; status->amotion = cap_value(amotion,battle_config.max_aspd,2000); status->adelay = status->amotion; //It seems adelay = amotion for Homunculus. status_calc_misc(&hd->bl, status, hom->level); #ifdef RENEWAL status->matk_max = status->matk_min; #endif status_cpy(&hd->battle_status, status); return 1; } int status_calc_elemental_(struct elemental_data *ed, bool first) { struct status_data *status = &ed->base_status; struct s_elemental *ele = &ed->elemental; struct map_session_data *sd = ed->master; if( !sd ) return 0; status->str = ele->str; status->agi = ele->agi; status->vit = ele->vit; status->dex = ele->dex; status->int_ = ele->int_; status->luk = ele->luk; if( first ) { memcpy(status, &ed->db->status, sizeof(struct status_data)); status->mode = MD_CANMOVE|MD_CANATTACK; status->max_hp += 4000 + 500 * pc_checkskill(sd,SO_EL_SYMPATHY); status->max_sp += 300 + 50 * pc_checkskill(sd,SO_EL_SYMPATHY); status->hp = status->max_hp; status->sp = status->max_sp; status->str += sd->base_status.str * 25 / 100; status->agi += sd->base_status.agi * 25 / 100; status->vit += sd->base_status.vit * 25 / 100; status->int_ += sd->base_status.int_ * 25 / 100; status->def += sd->base_status.dex * 25 / 100; status->luk += sd->base_status.luk * 25 / 100; status_calc_misc(&ed->bl, status, ed->db->lv); memcpy(&ed->battle_status,status,sizeof(struct status_data)); } else { status_calc_misc(&ed->bl, status, ed->db->lv); status_cpy(&ed->battle_status, status); } return 0; } static unsigned short status_calc_str(struct block_list *,struct status_change *,int); static unsigned short status_calc_agi(struct block_list *,struct status_change *,int); static unsigned short status_calc_vit(struct block_list *,struct status_change *,int); static unsigned short status_calc_int(struct block_list *,struct status_change *,int); static unsigned short status_calc_dex(struct block_list *,struct status_change *,int); static unsigned short status_calc_luk(struct block_list *,struct status_change *,int); static unsigned short status_calc_batk(struct block_list *,struct status_change *,int); static unsigned short status_calc_watk(struct block_list *,struct status_change *,int); static unsigned short status_calc_matk(struct block_list *,struct status_change *,int); static signed short status_calc_hit(struct block_list *,struct status_change *,int); static signed short status_calc_critical(struct block_list *,struct status_change *,int); static signed short status_calc_flee(struct block_list *,struct status_change *,int); static signed short status_calc_flee2(struct block_list *,struct status_change *,int); static defType status_calc_def(struct block_list *bl, struct status_change *sc, int); static signed short status_calc_def2(struct block_list *,struct status_change *,int); static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int); static signed short status_calc_mdef2(struct block_list *,struct status_change *,int); static unsigned short status_calc_speed(struct block_list *,struct status_change *,int); static short status_calc_aspd_rate(struct block_list *,struct status_change *,int); static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion); static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int); static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int); static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element); static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv); static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode); //Calculates base regen values. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen) { struct map_session_data *sd; int val, skill; if( !(bl->type&BL_REGEN) || !regen ) return; sd = BL_CAST(BL_PC,bl); val = 1 + (status->vit/5) + (status->max_hp/200); if( sd && sd->hprecov_rate != 100 ) val = val*sd->hprecov_rate/100; regen->hp = cap_value(val, 1, SHRT_MAX); val = 1 + (status->int_/6) + (status->max_sp/100); if( status->int_ >= 120 ) val += ((status->int_-120)>>1) + 4; if( sd && sd->sprecov_rate != 100 ) val = val*sd->sprecov_rate/100; regen->sp = cap_value(val, 1, SHRT_MAX); if( sd ) { struct regen_data_sub *sregen; if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) { val = regen->sp*(100+3*skill)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } //Only players have skill/sitting skill regen for now. sregen = regen->sregen; val = 0; if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 ) val += skill*5 + skill*status->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 ) val += skill*3 + skill*status->max_sp/500; if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 ) val += skill*3 + skill*status->max_sp/500; if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 ) val += 3 + 3 * skill; sregen->sp = cap_value(val, 0, SHRT_MAX); // Skill-related recovery (only when sit) sregen = regen->ssregen; val = 0; if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) val += skill*4 + skill*status->max_hp/500; if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest ) val += skill*30 + skill*status->max_hp/500; sregen->hp = cap_value(val, 0, SHRT_MAX); val = 0; if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) { val += skill*3 + skill*status->max_sp/500; if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest val += (30+10*skill)*val/100; } if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 ) val += skill*2 + skill*status->max_sp/500; sregen->sp = cap_value(val, 0, SHRT_MAX); } if( bl->type == BL_HOM ) { struct homun_data *hd = (TBL_HOM*)bl; if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 ) { val = regen->hp*(100+5*skill)/100; regen->hp = cap_value(val, 1, SHRT_MAX); } if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 ) { val = regen->sp*(100+3*skill)/100; regen->sp = cap_value(val, 1, SHRT_MAX); } } else if( bl->type == BL_MER ) { val = (status->max_hp * status->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); val = (status->max_sp * (status->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } else if( bl->type == BL_ELEM ) { val = (status->max_hp * status->vit / 10000 + 1) * 6; regen->hp = cap_value(val, 1, SHRT_MAX); val = (status->max_sp * (status->int_ + 10) / 750) + 1; regen->sp = cap_value(val, 1, SHRT_MAX); } } //Calculates SC related regen rates. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc) { if (!(bl->type&BL_REGEN) || !regen) return; regen->flag = RGN_HP|RGN_SP; if(regen->sregen) { if (regen->sregen->hp) regen->flag|=RGN_SHP; if (regen->sregen->sp) regen->flag|=RGN_SSP; regen->sregen->rate.hp = regen->sregen->rate.sp = 1; } if (regen->ssregen) { if (regen->ssregen->hp) regen->flag|=RGN_SHP; if (regen->ssregen->sp) regen->flag|=RGN_SSP; regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1; } regen->rate.hp = regen->rate.sp = 1; if (!sc || !sc->count) return; if ( (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON]) || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON]) || sc->data[SC_BERSERK] || sc->data[SC_TRICKDEAD] || sc->data[SC_BLEEDING] || sc->data[SC_MAGICMUSHROOM] || sc->data[SC_RAISINGDRAGON] || sc->data[SC_SATURDAYNIGHTFEVER] ) //No regen regen->flag = 0; if ( sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || ( (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK && (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))) ) ) //No natural SP regen regen->flag &=~RGN_SP; if( sc->data[SC_TENSIONRELAX] ) { regen->rate.hp += 2; if (regen->sregen) regen->sregen->rate.hp += 3; } if (sc->data[SC_MAGNIFICAT]) { regen->rate.hp += 1; regen->rate.sp += 1; } if (sc->data[SC_REGENERATION]) { const struct status_change_entry *sce = sc->data[SC_REGENERATION]; if (!sce->val4) { regen->rate.hp += sce->val2; regen->rate.sp += sce->val3; } else regen->flag&=~sce->val4; //Remove regen as specified by val4 } } /// Recalculates parts of an object's battle status according to the specified flags. /// @param flag bitfield of values from enum scb_flag void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) { const struct status_data *b_status = status_get_base_status(bl); struct status_data *status = status_get_status_data(bl); struct status_change *sc = status_get_sc(bl); TBL_PC *sd = BL_CAST(BL_PC,bl); int temp; if (!b_status || !status) return; if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference. status_cpy(status, b_status); return; } if(flag&SCB_STR) { status->str = status_calc_str(bl, sc, b_status->str); flag|=SCB_BATK; if( bl->type&BL_HOM ) flag |= SCB_WATK; } if(flag&SCB_AGI) { status->agi = status_calc_agi(bl, sc, b_status->agi); flag|=SCB_FLEE; if( bl->type&(BL_PC|BL_HOM) ) flag |= SCB_ASPD|SCB_DSPD; } if(flag&SCB_VIT) { status->vit = status_calc_vit(bl, sc, b_status->vit); flag|=SCB_DEF2|SCB_MDEF2; if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) flag |= SCB_MAXHP; if( bl->type&BL_HOM ) flag |= SCB_DEF; } if(flag&SCB_INT) { status->int_ = status_calc_int(bl, sc, b_status->int_); flag|=SCB_MATK|SCB_MDEF2; if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) ) flag |= SCB_MAXSP; if( bl->type&BL_HOM ) flag |= SCB_MDEF; } if(flag&SCB_DEX) { status->dex = status_calc_dex(bl, sc, b_status->dex); flag|=SCB_BATK|SCB_HIT; if( bl->type&(BL_PC|BL_HOM) ) flag |= SCB_ASPD; if( bl->type&BL_HOM ) flag |= SCB_WATK; } if(flag&SCB_LUK) { status->luk = status_calc_luk(bl, sc, b_status->luk); flag|=SCB_BATK|SCB_CRI|SCB_FLEE2; } if(flag&SCB_BATK && b_status->batk) { status->batk = status_base_atk(bl,status); temp = b_status->batk - status_base_atk(bl,b_status); if (temp) { temp += status->batk; status->batk = cap_value(temp, 0, USHRT_MAX); } status->batk = status_calc_batk(bl, sc, status->batk); } if(flag&SCB_WATK) { status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk); if (!sd) //Should not affect weapon refine bonus status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2); if(b_status->lhw.atk) { if (sd) { sd->state.lr_flag = 1; status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); sd->state.lr_flag = 0; } else { status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk); status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2); } } if( bl->type&BL_HOM ) { status->rhw.atk += (status->dex - b_status->dex); status->rhw.atk2 += (status->str - b_status->str); if( status->rhw.atk2 < status->rhw.atk ) status->rhw.atk2 = status->rhw.atk; } } if(flag&SCB_HIT) { if (status->dex == b_status->dex) status->hit = status_calc_hit(bl, sc, b_status->hit); else status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex)); } if(flag&SCB_FLEE) { if (status->agi == b_status->agi) status->flee = status_calc_flee(bl, sc, b_status->flee); else status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)); } if(flag&SCB_DEF) { status->def = status_calc_def(bl, sc, b_status->def); if( bl->type&BL_HOM ) status->def += (status->vit/5 - b_status->vit/5); } if(flag&SCB_DEF2) { if (status->vit == b_status->vit) status->def2 = status_calc_def2(bl, sc, b_status->def2); else status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit)); } if(flag&SCB_MDEF) { status->mdef = status_calc_mdef(bl, sc, b_status->mdef); if( bl->type&BL_HOM ) status->mdef += (status->int_/5 - b_status->int_/5); } if(flag&SCB_MDEF2) { if (status->int_ == b_status->int_ && status->vit == b_status->vit) status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2); else status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1)); } if(flag&SCB_SPEED) { struct unit_data *ud = unit_bl2ud(bl); status->speed = status_calc_speed(bl, sc, b_status->speed); //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER //because if you step on something while walking, the moment this //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex] if (ud) ud->state.change_walk_target = ud->state.speed_changed = 1; if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed ) status->speed = battle_config.max_walk_speed; if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master) status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl); } if(flag&SCB_CRI && b_status->cri) { if (status->luk == b_status->luk) status->cri = status_calc_critical(bl, sc, b_status->cri); else status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk)); /** * after status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240 **/ if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR ) status->cri <<= 1; } if(flag&SCB_FLEE2 && b_status->flee2) { if (status->luk == b_status->luk) status->flee2 = status_calc_flee2(bl, sc, b_status->flee2); else status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk)); } if(flag&SCB_ATK_ELE) { status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele); if (sd) sd->state.lr_flag = 1; status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele); if (sd) sd->state.lr_flag = 0; } if(flag&SCB_DEF_ELE) { status->def_ele = status_calc_element(bl, sc, b_status->def_ele); status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv); } if(flag&SCB_MODE) { status->mode = status_calc_mode(bl, sc, b_status->mode); //Since mode changed, reset their state. if (!(status->mode&MD_CANATTACK)) unit_stop_attack(bl); if (!(status->mode&MD_CANMOVE)) unit_stop_walking(bl,1); } // No status changes alter these yet. // if(flag&SCB_SIZE) // if(flag&SCB_RACE) // if(flag&SCB_RANGE) if(flag&SCB_MAXHP) { if( bl->type&BL_PC ) { status->max_hp = status_base_pc_maxhp(sd,status); status->max_hp += b_status->max_hp - sd->status.max_hp; status->max_hp = status_calc_maxhp(bl, sc, status->max_hp); if( status->max_hp > (unsigned int)battle_config.max_hp ) status->max_hp = (unsigned int)battle_config.max_hp; } else { status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp); } if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued? { status->hp = status->max_hp; if( sd ) clif_updatestatus(sd,SP_HP); } } if(flag&SCB_MAXSP) { if( bl->type&BL_PC ) { status->max_sp = status_base_pc_maxsp(sd,status); status->max_sp += b_status->max_sp - sd->status.max_sp; status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp); if( status->max_sp > (unsigned int)battle_config.max_sp ) status->max_sp = (unsigned int)battle_config.max_sp; } else { status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp); } if( status->sp > status->max_sp ) { status->sp = status->max_sp; if( sd ) clif_updatestatus(sd,SP_SP); } } if(flag&SCB_MATK) { #ifdef RENEWAL status->matk_min = status_base_matk_min(status,status_get_lv(bl)); if( sd ) status->matk_min += sd->sp_base_matk; #else status->matk_min = status_base_matk_min(status); #endif status->matk_max = status_base_matk_max(status); if( bl->type&BL_PC && sd->matk_rate != 100 ) { //Bonuses from previous matk #ifndef RENEWAL // only changed in non-renewal [Ind] status->matk_max = status->matk_max * sd->matk_rate/100; #endif status->matk_min = status->matk_min * sd->matk_rate/100; } status->matk_min = status_calc_matk(bl, sc, status->matk_min); #ifndef RENEWAL // only changed in non-renewal [Ind] status->matk_max = status_calc_matk(bl, sc, status->matk_max); #endif if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk status->matk_min = status->matk_max; } if(flag&SCB_ASPD) { int amotion; if( bl->type&BL_PC ) { amotion = status_base_amotion_pc(sd,status); status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); if(status->aspd_rate != 1000) amotion = amotion*status->aspd_rate/1000; status->amotion = cap_value(amotion,battle_config.max_aspd,2000); status->adelay = 2*status->amotion; } else if( bl->type&BL_HOM ) { amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000; status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); if(status->aspd_rate != 1000) amotion = amotion*status->aspd_rate/1000; status->amotion = cap_value(amotion,battle_config.max_aspd,2000); status->adelay = status->amotion; } else // mercenary and mobs { amotion = b_status->amotion; status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); if(status->aspd_rate != 1000) amotion = amotion*status->aspd_rate/1000; status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000); temp = b_status->adelay*status->aspd_rate/1000; status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000); } } if(flag&SCB_DSPD) { int dmotion; if( bl->type&BL_PC ) { if (b_status->agi == status->agi) status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); else { dmotion = 800-status->agi*4; status->dmotion = cap_value(dmotion, 400, 800); if(battle_config.pc_damage_delay_rate != 100) status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100; //It's safe to ignore b_status->dmotion since no bonus affects it. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion); } } else if( bl->type&BL_HOM ) { dmotion = 800-status->agi*4; status->dmotion = cap_value(dmotion, 400, 800); status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); } else // mercenary and mobs { status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion); } } if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN) status_calc_regen(bl, status, status_get_regen_data(bl)); if(flag&SCB_REGEN && bl->type&BL_REGEN) status_calc_regen_rate(bl, status_get_regen_data(bl), sc); } /// Recalculates parts of an object's base status and battle status according to the specified flags. /// Also sends updates to the client wherever applicable. /// @param flag bitfield of values from enum scb_flag /// @param first if true, will cause status_calc_* functions to run their base status initialization code void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first) { struct status_data b_status; // previous battle status struct status_data* status; // pointer to current battle status // remember previous values status = status_get_status_data(bl); memcpy(&b_status, status, sizeof(struct status_data)); if( flag&SCB_BASE ) {// calculate the object's base status too switch( bl->type ) { case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break; case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break; case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break; case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break; case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break; case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break; } } if( bl->type == BL_PET ) return; // pets are not affected by statuses if( first && bl->type == BL_MOB ) return; // assume there will be no statuses active status_calc_bl_main(bl, flag); if( first && bl->type == BL_HOM ) return; // client update handled by caller // compare against new values and send client updates if( bl->type == BL_PC ) { TBL_PC* sd = BL_CAST(BL_PC, bl); if(b_status.str != status->str) clif_updatestatus(sd,SP_STR); if(b_status.agi != status->agi) clif_updatestatus(sd,SP_AGI); if(b_status.vit != status->vit) clif_updatestatus(sd,SP_VIT); if(b_status.int_ != status->int_) clif_updatestatus(sd,SP_INT); if(b_status.dex != status->dex) clif_updatestatus(sd,SP_DEX); if(b_status.luk != status->luk) clif_updatestatus(sd,SP_LUK); if(b_status.hit != status->hit) clif_updatestatus(sd,SP_HIT); if(b_status.flee != status->flee) clif_updatestatus(sd,SP_FLEE1); if(b_status.amotion != status->amotion) clif_updatestatus(sd,SP_ASPD); if(b_status.speed != status->speed) clif_updatestatus(sd,SP_SPEED); if(b_status.batk != status->batk #ifndef RENEWAL || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk #endif ) clif_updatestatus(sd,SP_ATK1); if(b_status.def != status->def) clif_updatestatus(sd,SP_DEF1); if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2 #ifdef RENEWAL || b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk #endif ) clif_updatestatus(sd,SP_ATK2); if(b_status.def2 != status->def2) clif_updatestatus(sd,SP_DEF2); if(b_status.flee2 != status->flee2) clif_updatestatus(sd,SP_FLEE2); if(b_status.cri != status->cri) clif_updatestatus(sd,SP_CRITICAL); if(b_status.matk_max != status->matk_max) clif_updatestatus(sd,SP_MATK1); if(b_status.matk_min != status->matk_min) clif_updatestatus(sd,SP_MATK2); if(b_status.mdef != status->mdef) clif_updatestatus(sd,SP_MDEF1); if(b_status.mdef2 != status->mdef2) clif_updatestatus(sd,SP_MDEF2); if(b_status.rhw.range != status->rhw.range) clif_updatestatus(sd,SP_ATTACKRANGE); if(b_status.max_hp != status->max_hp) clif_updatestatus(sd,SP_MAXHP); if(b_status.max_sp != status->max_sp) clif_updatestatus(sd,SP_MAXSP); if(b_status.hp != status->hp) clif_updatestatus(sd,SP_HP); if(b_status.sp != status->sp) clif_updatestatus(sd,SP_SP); } else if( bl->type == BL_HOM ) { TBL_HOM* hd = BL_CAST(BL_HOM, bl); if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 ) clif_hominfo(hd->master,hd,0); } else if( bl->type == BL_MER ) { TBL_MER* md = BL_CAST(BL_MER, bl); if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 ) clif_mercenary_updatestatus(md->master, SP_ATK1); if( b_status.matk_max != status->matk_max ) clif_mercenary_updatestatus(md->master, SP_MATK1); if( b_status.hit != status->hit ) clif_mercenary_updatestatus(md->master, SP_HIT); if( b_status.cri != status->cri ) clif_mercenary_updatestatus(md->master, SP_CRITICAL); if( b_status.def != status->def ) clif_mercenary_updatestatus(md->master, SP_DEF1); if( b_status.mdef != status->mdef ) clif_mercenary_updatestatus(md->master, SP_MDEF1); if( b_status.flee != status->flee ) clif_mercenary_updatestatus(md->master, SP_MERCFLEE); if( b_status.amotion != status->amotion ) clif_mercenary_updatestatus(md->master, SP_ASPD); if( b_status.max_hp != status->max_hp ) clif_mercenary_updatestatus(md->master, SP_MAXHP); if( b_status.max_sp != status->max_sp ) clif_mercenary_updatestatus(md->master, SP_MAXSP); if( b_status.hp != status->hp ) clif_mercenary_updatestatus(md->master, SP_HP); if( b_status.sp != status->sp ) clif_mercenary_updatestatus(md->master, SP_SP); } else if( bl->type == BL_ELEM ) { TBL_ELEM* ed = BL_CAST(BL_ELEM, bl); if( b_status.max_hp != status->max_hp ) clif_elemental_updatestatus(ed->master, SP_MAXHP); if( b_status.max_sp != status->max_sp ) clif_elemental_updatestatus(ed->master, SP_MAXSP); if( b_status.hp != status->hp ) clif_elemental_updatestatus(ed->master, SP_HP); if( b_status.sp != status->sp ) clif_mercenary_updatestatus(ed->master, SP_SP); } } /*========================================== * Apply shared stat mods from status changes [DracoRPG] *------------------------------------------*/ static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str) { if(!sc || !sc->count) return cap_value(str,0,USHRT_MAX); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50) return 50; if(sc->data[SC_INCALLSTATUS]) str += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCSTR]) str += sc->data[SC_INCSTR]->val1; if(sc->data[SC_STRFOOD]) str += sc->data[SC_STRFOOD]->val1; if(sc->data[SC_FOOD_STR_CASH]) str += sc->data[SC_FOOD_STR_CASH]->val1; if(sc->data[SC_BATTLEORDERS]) str += 5; if(sc->data[SC_LEADERSHIP]) str += sc->data[SC_LEADERSHIP]->val1; if(sc->data[SC_LOUD]) str += 4; if(sc->data[SC_TRUESIGHT]) str += 5; if(sc->data[SC_SPURT]) str += 10; if(sc->data[SC_NEN]) str += sc->data[SC_NEN]->val1; if(sc->data[SC_BLESSING]){ if(sc->data[SC_BLESSING]->val2) str += sc->data[SC_BLESSING]->val2; else str >>= 1; } if(sc->data[SC_MARIONETTE]) str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF; if(sc->data[SC_MARIONETTE2]) str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF; if(sc->data[SC_GIANTGROWTH]) str += 30; if(sc->data[SC_HARMONIZE]) str += sc->data[SC_HARMONIZE]->val2; if(sc->data[SC_SAVAGE_STEAK]) str += sc->data[SC_SAVAGE_STEAK]->val1; if(sc->data[SC_INSPIRATION]) str += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) str -= sc->data[SC_STOMACHACHE]->val1; return (unsigned short)cap_value(str,0,USHRT_MAX); } static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi) { if(!sc || !sc->count) return cap_value(agi,0,USHRT_MAX); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50) return 50; if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100; if(sc->data[SC_INCALLSTATUS]) agi += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCAGI]) agi += sc->data[SC_INCAGI]->val1; if(sc->data[SC_AGIFOOD]) agi += sc->data[SC_AGIFOOD]->val1; if(sc->data[SC_FOOD_AGI_CASH]) agi += sc->data[SC_FOOD_AGI_CASH]->val1; if(sc->data[SC_SOULCOLD]) agi += sc->data[SC_SOULCOLD]->val1; if(sc->data[SC_TRUESIGHT]) agi += 5; if(sc->data[SC_INCREASEAGI]) agi += sc->data[SC_INCREASEAGI]->val2; if(sc->data[SC_INCREASING]) agi += 4; // added based on skill updates [Reddozen] if(sc->data[SC_DECREASEAGI]) agi -= sc->data[SC_DECREASEAGI]->val2; if(sc->data[SC_QUAGMIRE]) agi -= sc->data[SC_QUAGMIRE]->val2; if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3) agi -= sc->data[SC_SUITON]->val2; if(sc->data[SC_MARIONETTE]) agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF; if(sc->data[SC_MARIONETTE2]) agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF; if(sc->data[SC_ADORAMUS]) agi -= sc->data[SC_ADORAMUS]->val2; if(sc->data[SC_HARMONIZE]) agi += sc->data[SC_HARMONIZE]->val2; if(sc->data[SC_DROCERA_HERB_STEAMED]) agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1; if(sc->data[SC_INSPIRATION]) agi += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) agi -= sc->data[SC_STOMACHACHE]->val1; return (unsigned short)cap_value(agi,0,USHRT_MAX); } static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit) { if(!sc || !sc->count) return cap_value(vit,0,USHRT_MAX); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50) return 50; if(sc->data[SC_INCALLSTATUS]) vit += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCVIT]) vit += sc->data[SC_INCVIT]->val1; if(sc->data[SC_VITFOOD]) vit += sc->data[SC_VITFOOD]->val1; if(sc->data[SC_FOOD_VIT_CASH]) vit += sc->data[SC_FOOD_VIT_CASH]->val1; if(sc->data[SC_CHANGE]) vit += sc->data[SC_CHANGE]->val2; if(sc->data[SC_GLORYWOUNDS]) vit += sc->data[SC_GLORYWOUNDS]->val1; if(sc->data[SC_TRUESIGHT]) vit += 5; if(sc->data[SC_STRIPARMOR]) vit -= vit * sc->data[SC_STRIPARMOR]->val2/100; if(sc->data[SC_MARIONETTE]) vit -= sc->data[SC_MARIONETTE]->val3&0xFF; if(sc->data[SC_MARIONETTE2]) vit += sc->data[SC_MARIONETTE2]->val3&0xFF; if(sc->data[SC_LAUDAAGNUS]) vit += 4 + sc->data[SC_LAUDAAGNUS]->val1; if(sc->data[SC_HARMONIZE]) vit += sc->data[SC_HARMONIZE]->val2; if(sc->data[SC_MINOR_BBQ]) vit += sc->data[SC_MINOR_BBQ]->val1; if(sc->data[SC_INSPIRATION]) vit += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) vit -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_GT_REVITALIZE]) vit += sc->data[SC_GT_REVITALIZE]->val1; return (unsigned short)cap_value(vit,0,USHRT_MAX); } static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_) { if(!sc || !sc->count) return cap_value(int_,0,USHRT_MAX); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50) return 50; if(sc->data[SC_INCALLSTATUS]) int_ += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCINT]) int_ += sc->data[SC_INCINT]->val1; if(sc->data[SC_INTFOOD]) int_ += sc->data[SC_INTFOOD]->val1; if(sc->data[SC_FOOD_INT_CASH]) int_ += sc->data[SC_FOOD_INT_CASH]->val1; if(sc->data[SC_CHANGE]) int_ += sc->data[SC_CHANGE]->val3; if(sc->data[SC_BATTLEORDERS]) int_ += 5; if(sc->data[SC_TRUESIGHT]) int_ += 5; if(sc->data[SC_BLESSING]){ if (sc->data[SC_BLESSING]->val2) int_ += sc->data[SC_BLESSING]->val2; else int_ >>= 1; } if(sc->data[SC_STRIPHELM]) int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100; if(sc->data[SC_NEN]) int_ += sc->data[SC_NEN]->val1; if(sc->data[SC_MARIONETTE]) int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF; if(sc->data[SC_MARIONETTE2]) int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF; if(sc->data[SC_MANDRAGORA]) int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1; if(sc->data[SC__STRIPACCESSORY]) int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100; if(sc->data[SC_HARMONIZE]) int_ += sc->data[SC_HARMONIZE]->val2; if(sc->data[SC_COCKTAIL_WARG_BLOOD]) int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1; if(sc->data[SC_INSPIRATION]) int_ += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) int_ -= sc->data[SC_STOMACHACHE]->val1; return (unsigned short)cap_value(int_,0,USHRT_MAX); } static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex) { if(!sc || !sc->count) return cap_value(dex,0,USHRT_MAX); if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50) return 50; if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE]) dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100; if(sc->data[SC_INCALLSTATUS]) dex += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCDEX]) dex += sc->data[SC_INCDEX]->val1; if(sc->data[SC_DEXFOOD]) dex += sc->data[SC_DEXFOOD]->val1; if(sc->data[SC_FOOD_DEX_CASH]) dex += sc->data[SC_FOOD_DEX_CASH]->val1; if(sc->data[SC_BATTLEORDERS]) dex += 5; if(sc->data[SC_HAWKEYES]) dex += sc->data[SC_HAWKEYES]->val1; if(sc->data[SC_TRUESIGHT]) dex += 5; if(sc->data[SC_QUAGMIRE]) dex -= sc->data[SC_QUAGMIRE]->val2; if(sc->data[SC_BLESSING]){ if (sc->data[SC_BLESSING]->val2) dex += sc->data[SC_BLESSING]->val2; else dex >>= 1; } if(sc->data[SC_INCREASING]) dex += 4; // added based on skill updates [Reddozen] if(sc->data[SC_MARIONETTE]) dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF; if(sc->data[SC_MARIONETTE2]) dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF; if(sc->data[SC__STRIPACCESSORY]) dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100; if(sc->data[SC_HARMONIZE]) dex += sc->data[SC_HARMONIZE]->val2; if(sc->data[SC_SIROMA_ICE_TEA]) dex += sc->data[SC_SIROMA_ICE_TEA]->val1; if(sc->data[SC_INSPIRATION]) dex += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) dex -= sc->data[SC_STOMACHACHE]->val1; return (unsigned short)cap_value(dex,0,USHRT_MAX); } static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk) { if(!sc || !sc->count) return cap_value(luk,0,USHRT_MAX); if(sc->data[SC_CURSE]) return 0; if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50) return 50; if(sc->data[SC_INCALLSTATUS]) luk += sc->data[SC_INCALLSTATUS]->val1; if(sc->data[SC_INCLUK]) luk += sc->data[SC_INCLUK]->val1; if(sc->data[SC_LUKFOOD]) luk += sc->data[SC_LUKFOOD]->val1; if(sc->data[SC_FOOD_LUK_CASH]) luk += sc->data[SC_FOOD_LUK_CASH]->val1; if(sc->data[SC_TRUESIGHT]) luk += 5; if(sc->data[SC_GLORIA]) luk += 30; if(sc->data[SC_MARIONETTE]) luk -= sc->data[SC_MARIONETTE]->val4&0xFF; if(sc->data[SC_MARIONETTE2]) luk += sc->data[SC_MARIONETTE2]->val4&0xFF; if(sc->data[SC_LAUDARAMUS]) luk += 4 + sc->data[SC_LAUDARAMUS]->val1; if(sc->data[SC__STRIPACCESSORY]) luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100; if(sc->data[SC_HARMONIZE]) luk += sc->data[SC_HARMONIZE]->val2; if(sc->data[SC_PUTTI_TAILS_NOODLES]) luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1; if(sc->data[SC_INSPIRATION]) luk += sc->data[SC_INSPIRATION]->val3; if(sc->data[SC_STOMACHACHE]) luk -= sc->data[SC_STOMACHACHE]->val1; if(sc->data[SC_BANANA_BOMB]) luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100; return (unsigned short)cap_value(luk,0,USHRT_MAX); } static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk) { if(!sc || !sc->count) return cap_value(batk,0,USHRT_MAX); if(sc->data[SC_ATKPOTION]) batk += sc->data[SC_ATKPOTION]->val1; if(sc->data[SC_BATKFOOD]) batk += sc->data[SC_BATKFOOD]->val1; if(sc->data[SC_INCATKRATE]) batk += batk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) batk += batk * sc->data[SC_PROVOKE]->val3/100; if(sc->data[SC_CONCENTRATION]) batk += batk * sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_SKE]) batk += batk * 3; if(sc->data[SC_BLOODLUST]) batk += batk * sc->data[SC_BLOODLUST]->val2/100; if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST) batk -= batk * 25/100; if(sc->data[SC_CURSE]) batk -= batk * 25/100; //Curse shouldn't effect on this? <- Curse OR Bleeding?? // if(sc->data[SC_BLEEDING]) // batk -= batk * 25/100; if(sc->data[SC_FLEET]) batk += batk * sc->data[SC_FLEET]->val3/100; if(sc->data[SC_GATLINGFEVER]) batk += sc->data[SC_GATLINGFEVER]->val3; if(sc->data[SC_MADNESSCANCEL]) batk += 100; if(sc->data[SC__ENERVATION]) batk -= batk * sc->data[SC__ENERVATION]->val2 / 100; if(sc->data[SC__BLOODYLUST]) batk += batk * 32 / 100; if(sc->data[SC_RUSHWINDMILL]) batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100; if(sc->data[SC_SATURDAYNIGHTFEVER]) batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1; if(sc->data[SC_MELODYOFSINK]) batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100; if(sc->data[SC_BEYONDOFWARCRY]) batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100; if(sc->data[SC_GT_CHANGE]) batk += batk * sc->data[SC_GT_CHANGE]->val3 / 100; if(sc->data[SC_FULL_SWING_K]) batk += sc->data[SC_FULL_SWING_K]->val1; if(sc->data[SC_ODINS_POWER]) batk += 70; #ifdef RENEWAL_EDP // renewal EDP increases your base atk by atk x skill level if( sc->data[SC_EDP] ) batk = batk * sc->data[SC_EDP]->val1; #endif return (unsigned short)cap_value(batk,0,USHRT_MAX); } static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk) { if(!sc || !sc->count) return cap_value(watk,0,USHRT_MAX); if(sc->data[SC_IMPOSITIO]) watk += sc->data[SC_IMPOSITIO]->val2; if(sc->data[SC_WATKFOOD]) watk += sc->data[SC_WATKFOOD]->val1; if(sc->data[SC_DRUMBATTLE]) watk += sc->data[SC_DRUMBATTLE]->val2; if(sc->data[SC_VOLCANO]) watk += sc->data[SC_VOLCANO]->val2; if(sc->data[SC_INCATKRATE]) watk += watk * sc->data[SC_INCATKRATE]->val1/100; if(sc->data[SC_PROVOKE]) watk += watk * sc->data[SC_PROVOKE]->val3/100; if(sc->data[SC_CONCENTRATION]) watk += watk * sc->data[SC_CONCENTRATION]->val2/100; if(sc->data[SC_SKE]) watk += watk * 3; if(sc->data[SC_NIBELUNGEN]) { if (bl->type != BL_PC) watk += sc->data[SC_NIBELUNGEN]->val2; else { TBL_PC *sd = (TBL_PC*)bl; int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R]; if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4) watk += sc->data[SC_NIBELUNGEN]->val2; } } if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; if(sc->data[SC__BLOODYLUST]) watk += watk * 32 / 100; if(sc->data[SC_FLEET]) watk += watk * sc->data[SC_FLEET]->val3/100; if(sc->data[SC_CURSE]) watk -= watk * 25/100; if(sc->data[SC_STRIPWEAPON]) watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100; if(sc->data[SC_MERC_ATKUP]) watk += sc->data[SC_MERC_ATKUP]->val2; if(sc->data[SC_FIGHTINGSPIRIT]) watk += sc->data[SC_FIGHTINGSPIRIT]->val1; if(sc->data[SC__ENERVATION]) watk -= watk * sc->data[SC__ENERVATION]->val2 / 100; if(sc->data[SC__BLOODYLUST]) watk += watk * 32 / 100; if(sc->data[SC_STRIKING]) watk += sc->data[SC_STRIKING]->val2; if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3) watk += sc->data[SC_SHIELDSPELL_DEF]->val2; if(sc->data[SC_INSPIRATION]) watk += sc->data[SC_INSPIRATION]->val2; if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 ) watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2); if( sc->data[SC_TROPIC_OPTION] ) watk += sc->data[SC_TROPIC_OPTION]->val2; if( sc->data[SC_HEATER_OPTION] ) watk += sc->data[SC_HEATER_OPTION]->val2; if( sc->data[SC_WATER_BARRIER] ) watk -= sc->data[SC_WATER_BARRIER]->val3; if( sc->data[SC_PYROTECHNIC_OPTION] ) watk += sc->data[SC_PYROTECHNIC_OPTION]->val2; if( sc && sc->data[SC_TIDAL_WEAPON] ) watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100; #ifdef RENEWAL_EDP // renewal EDP increases your weapon atk by watk x Skill Level - 1 if( sc->data[SC_EDP] && sc->data[SC_EDP]->val1 > 1 ) watk = watk * (sc->data[SC_EDP]->val1 - 1); #endif return (unsigned short)cap_value(watk,0,USHRT_MAX); } static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk) { if(!sc || !sc->count) return cap_value(matk,0,USHRT_MAX); if(sc->data[SC_MATKPOTION]) matk += sc->data[SC_MATKPOTION]->val1; if(sc->data[SC_MATKFOOD]) matk += sc->data[SC_MATKFOOD]->val1; if(sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4) matk += matk * sc->data[SC_MAGICPOWER]->val3/100; if(sc->data[SC_MINDBREAKER]) matk += matk * sc->data[SC_MINDBREAKER]->val2/100; if(sc->data[SC_INCMATKRATE]) matk += matk * sc->data[SC_INCMATKRATE]->val1/100; if(sc->data[SC_MOONLITSERENADE]) matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100; if(sc->data[SC_MELODYOFSINK]) matk += matk * sc->data[SC_MELODYOFSINK]->val3/100; if(sc->data[SC_BEYONDOFWARCRY]) matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100; if(sc->data[SC_MANA_PLUS]) matk += sc->data[SC_MANA_PLUS]->val1; if(sc->data[SC_AQUAPLAY_OPTION]) matk += sc->data[SC_AQUAPLAY_OPTION]->val2; if(sc->data[SC_CHILLY_AIR_OPTION]) matk += sc->data[SC_CHILLY_AIR_OPTION]->val2; if(sc->data[SC_WATER_BARRIER]) matk -= sc->data[SC_WATER_BARRIER]->val3; if(sc->data[SC_ODINS_POWER]) matk += 70; return (unsigned short)cap_value(matk,0,USHRT_MAX); } static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical) { if(!sc || !sc->count) return cap_value(critical,10,SHRT_MAX); if (sc->data[SC_INCCRI]) critical += sc->data[SC_INCCRI]->val2; if (sc->data[SC_EXPLOSIONSPIRITS]) critical += sc->data[SC_EXPLOSIONSPIRITS]->val2; if (sc->data[SC_FORTUNE]) critical += sc->data[SC_FORTUNE]->val2; if (sc->data[SC_TRUESIGHT]) critical += sc->data[SC_TRUESIGHT]->val2; if(sc->data[SC_CLOAKING]) critical += critical; if(sc->data[SC_STRIKING]) critical += sc->data[SC_STRIKING]->val1; if(sc->data[SC__INVISIBILITY]) critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100; if(sc->data[SC_CAMOUFLAGE]) critical += 100; if(sc->data[SC__UNLUCKY]) critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100; #ifdef RENEWAL if (sc->data[SC_SPEARQUICKEN]) critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10; #endif return (short)cap_value(critical,10,SHRT_MAX); } static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit) { if(!sc || !sc->count) return cap_value(hit,1,SHRT_MAX); if(sc->data[SC_INCHIT]) hit += sc->data[SC_INCHIT]->val1; if(sc->data[SC_HITFOOD]) hit += sc->data[SC_HITFOOD]->val1; if(sc->data[SC_TRUESIGHT]) hit += sc->data[SC_TRUESIGHT]->val3; if(sc->data[SC_HUMMING]) hit += sc->data[SC_HUMMING]->val2; if(sc->data[SC_CONCENTRATION]) hit += sc->data[SC_CONCENTRATION]->val3; if(sc->data[SC_INCHITRATE]) hit += hit * sc->data[SC_INCHITRATE]->val1/100; if(sc->data[SC_BLIND]) hit -= hit * 25/100; if(sc->data[SC_ADJUSTMENT]) hit -= 30; if(sc->data[SC_INCREASING]) hit += 20; // RockmanEXE; changed based on updated [Reddozen] if(sc->data[SC_MERC_HITUP]) hit += sc->data[SC_MERC_HITUP]->val2; if(sc->data[SC__GROOMY]) hit -= hit * sc->data[SC__GROOMY]->val3 / 100; if(sc->data[SC_FEAR]) hit -= hit * 20 / 100; if(sc->data[SC_INSPIRATION]) hit += 5 * sc->data[SC_INSPIRATION]->val1; return (short)cap_value(hit,1,SHRT_MAX); } static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee) { if( bl->type == BL_PC ) { if( map_flag_gvg(bl->m) ) flee -= flee * battle_config.gvg_flee_penalty/100; else if( map[bl->m].flag.battleground ) flee -= flee * battle_config.bg_flee_penalty/100; } if(!sc || !sc->count) return cap_value(flee,1,SHRT_MAX); if(sc->data[SC_INCFLEE]) flee += sc->data[SC_INCFLEE]->val1; if(sc->data[SC_FLEEFOOD]) flee += sc->data[SC_FLEEFOOD]->val1; if(sc->data[SC_WHISTLE]) flee += sc->data[SC_WHISTLE]->val2; if(sc->data[SC_WINDWALK]) flee += sc->data[SC_WINDWALK]->val2; if(sc->data[SC_INCFLEERATE]) flee += flee * sc->data[SC_INCFLEERATE]->val1/100; if(sc->data[SC_VIOLENTGALE]) flee += sc->data[SC_VIOLENTGALE]->val2; if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka] flee += sc->data[SC_MOON_COMFORT]->val2; if(sc->data[SC_CLOSECONFINE]) flee += 10; if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1) flee -= flee * 50/100; if(sc->data[SC_BERSERK]) flee -= flee * 50/100; if(sc->data[SC_BLIND]) flee -= flee * 25/100; if(sc->data[SC_ADJUSTMENT]) flee += 30; if(sc->data[SC_GATLINGFEVER]) flee -= sc->data[SC_GATLINGFEVER]->val4; if(sc->data[SC_SPEED]) flee += 10 + sc->data[SC_SPEED]->val1 * 10; if(sc->data[SC_MERC_FLEEUP]) flee += sc->data[SC_MERC_FLEEUP]->val2; if(sc->data[SC_FEAR]) flee -= flee * 20 / 100; if(sc->data[SC_PARALYSE]) flee -= flee * 10 / 100; // 10% Flee reduction if(sc->data[SC_INFRAREDSCAN]) flee -= flee * 30 / 100; if( sc->data[SC__LAZINESS] ) flee -= flee * sc->data[SC__LAZINESS]->val3 / 100; if( sc->data[SC_GLOOMYDAY] ) flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100; if( sc->data[SC_HALLUCINATIONWALK] ) flee += sc->data[SC_HALLUCINATIONWALK]->val2; if( sc->data[SC_SATURDAYNIGHTFEVER] ) flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100; if( sc->data[SC_WATER_BARRIER] ) flee -= sc->data[SC_WATER_BARRIER]->val3; if( sc->data[SC_WIND_STEP_OPTION] ) flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100; if( sc->data[SC_ZEPHYR] ) flee += flee * sc->data[SC_ZEPHYR]->val2 / 100; if( sc->data[SC_MARSHOFABYSS] ) flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1); #ifdef RENEWAL if( sc->data[SC_SPEARQUICKEN] ) flee += 2 * sc->data[SC_SPEARQUICKEN]->val1; #endif return (short)cap_value(flee,1,SHRT_MAX); } static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2) { if(!sc || !sc->count) return cap_value(flee2,10,SHRT_MAX); if(sc->data[SC_INCFLEE2]) flee2 += sc->data[SC_INCFLEE2]->val2; if(sc->data[SC_WHISTLE]) flee2 += sc->data[SC_WHISTLE]->val3*10; if(sc->data[SC__UNLUCKY]) flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100; return (short)cap_value(flee2,10,SHRT_MAX); } static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def) { if(!sc || !sc->count) return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_SKA]) return sc->data[SC_SKA]->val3; if(sc->data[SC_BARRIER]) return 100; if(sc->data[SC_KEEPING]) return 90; #ifndef RENEWAL // does not provide 90 DEF in renewal mode if(sc->data[SC_STEELBODY]) return 90; #endif if(sc->data[SC_ARMORCHANGE]) def += sc->data[SC_ARMORCHANGE]->val2; if(sc->data[SC_DRUMBATTLE]) def += sc->data[SC_DRUMBATTLE]->val3; if(sc->data[SC_DEFENCE]) //[orn] def += sc->data[SC_DEFENCE]->val2 ; if(sc->data[SC_INCDEFRATE]) def += def * sc->data[SC_INCDEFRATE]->val1/100; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) def >>=1; if(sc->data[SC_FREEZE]) def >>=1; if(sc->data[SC_SIGNUMCRUCIS]) def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100; if(sc->data[SC_CONCENTRATION]) def -= def * sc->data[SC_CONCENTRATION]->val4/100; if(sc->data[SC_SKE]) def >>=1; if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense-> def -= def * sc->data[SC_PROVOKE]->val4/100; if(sc->data[SC_STRIPSHIELD]) def -= def * sc->data[SC_STRIPSHIELD]->val2/100; if (sc->data[SC_FLING]) def -= def * (sc->data[SC_FLING]->val2)/100; if(sc->data[SC_STONEHARDSKIN])// Final DEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech] def += sc->data[SC_STONEHARDSKIN]->val1; if( sc->data[SC_FREEZING] ) def -= def * 10 / 100; if( sc->data[SC_MARSHOFABYSS] ) def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100; if( sc->data[SC_ANALYZE] ) def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if( sc->data[SC__BLOODYLUST] ) def -= def * 55 / 100; if( sc->data[SC_FORCEOFVANGUARD] ) def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; if(sc->data[SC_SATURDAYNIGHTFEVER]) def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100; if(sc->data[SC_EARTHDRIVE]) def -= def * 25 / 100; if( sc->data[SC_GT_CHANGE] ) def -= def * sc->data[SC_GT_CHANGE]->val3 / 100; if( sc->data[SC_ROCK_CRUSHER] ) def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100; if( sc->data[SC_POWER_OF_GAIA] ) def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100; if( sc->data[SC_PRESTIGE] ) def += def * sc->data[SC_PRESTIGE]->val1 / 100; if(sc->data[SC_ODINS_POWER]) def -= 20; return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);; } static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2) { if(!sc || !sc->count) return cap_value(def2,1,SHRT_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_ETERNALCHAOS]) return 0; if(sc->data[SC_SUN_COMFORT]) def2 += sc->data[SC_SUN_COMFORT]->val2; if(sc->data[SC_ANGELUS]) def2 += def2 * sc->data[SC_ANGELUS]->val2/100; if(sc->data[SC_CONCENTRATION]) def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100; if(sc->data[SC_POISON]) def2 -= def2 * 25/100; if(sc->data[SC_DPOISON]) def2 -= def2 * 25/100; if(sc->data[SC_SKE]) def2 -= def2 * 50/100; if(sc->data[SC_PROVOKE]) def2 -= def2 * sc->data[SC_PROVOKE]->val4/100; if(sc->data[SC_JOINTBEAT]) def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100 + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100; if(sc->data[SC_FLING]) def2 -= def2 * (sc->data[SC_FLING]->val3)/100; if( sc->data[SC_FREEZING] ) def2 -= def2 * 3 / 10; if(sc->data[SC_ANALYZE]) def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if( sc->data[SC_ECHOSONG] ) def2 += def2 * sc->data[SC_ECHOSONG]->val2/100; if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 ) def2 += sc->data[SC_SHIELDSPELL_REF]->val2; if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 ) def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2); if( sc->data[SC_GT_REVITALIZE] ) def2 += def2 * ( 50 + 10 * sc->data[SC_GT_REVITALIZE]->val1 ) / 100; return (short)cap_value(def2,1,SHRT_MAX); } static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef) { if(!sc || !sc->count) return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_BARRIER]) return 100; #ifndef RENEWAL // no longer provides 90 MDEF in renewal mode if(sc->data[SC_STEELBODY]) return 90; #endif if(sc->data[SC_ARMORCHANGE]) mdef += sc->data[SC_ARMORCHANGE]->val3; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) mdef += 25*mdef/100; if(sc->data[SC_FREEZE]) mdef += 25*mdef/100; if(sc->data[SC_ENDURE])// It has been confirmed that eddga card grants 1 MDEF, not 0, not 10, but 1. mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1; if(sc->data[SC_CONCENTRATION]) mdef += 1; //Skill info says it adds a fixed 1 Mdef point. if(sc->data[SC_STONEHARDSKIN])// Final MDEF increase divided by 10 since were using classic (pre-renewal) mechanics. [Rytech] mdef += sc->data[SC_STONEHARDSKIN]->val1; if( sc->data[SC_MARSHOFABYSS] ) mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100; if(sc->data[SC_ANALYZE]) mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; if(sc->data[SC_SYMPHONYOFLOVER]) mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100; if(sc->data[SC_GT_CHANGE]) mdef -= mdef * sc->data[SC_GT_CHANGE]->val3 / 100; if(sc->data[SC_WATER_BARRIER]) mdef += sc->data[SC_WATER_BARRIER]->val2; if(sc->data[SC_ODINS_POWER]) mdef -= 20; return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX); } static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2) { if(!sc || !sc->count) return cap_value(mdef2,1,SHRT_MAX); if(sc->data[SC_BERSERK]) return 0; if(sc->data[SC_SKA]) return 90; if(sc->data[SC_MINDBREAKER]) mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100; if(sc->data[SC_ANALYZE]) mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100; return (short)cap_value(mdef2,1,SHRT_MAX); } static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed) { TBL_PC* sd = BL_CAST(BL_PC, bl); int speed_rate; if( sc == NULL ) return cap_value(speed,10,USHRT_MAX); if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skillid == LG_EXEEDBREAK) ) { if( sd->ud.skillid == LG_EXEEDBREAK ) speed_rate = 100 + 60 - (sd->ud.skilllv * 10); else speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST); } else { speed_rate = 100; //GetMoveHasteValue2() { int val = 0; if( sc->data[SC_FUSION] ) val = 25; else if( sd ) { if( pc_isriding(sd) || sd->sc.option&(OPTION_DRAGON|OPTION_MOUNTING) ) val = 25;//Same bonus else if( sd->sc.option&OPTION_WUGRIDER ) val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER); else if( sd->sc.option&OPTION_MADOGEAR ) { val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE))); if( sc->data[SC_ACCELERATION] ) val += 25; } } speed_rate -= val; } //GetMoveSlowValue() { int val = 0; if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 ) val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE); else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 ) val = sc->data[SC_CHASEWALK]->val3; else { // Longing for Freedom cancels song/dance penalty if( sc->data[SC_LONGING] ) val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 ); else if( sd && sc->data[SC_DANCING] ) val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) ); if( sc->data[SC_DECREASEAGI] ) val = max( val, 25 ); if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY]) val = max( val, 50 ); if( sc->data[SC_DONTFORGETME] ) val = max( val, sc->data[SC_DONTFORGETME]->val3 ); if( sc->data[SC_CURSE] ) val = max( val, 300 ); if( sc->data[SC_CHASEWALK] ) val = max( val, sc->data[SC_CHASEWALK]->val3 ); if( sc->data[SC_WEDDING] ) val = max( val, 100 ); if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) ) val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) ); if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 ) val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 ); if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY ) val = max( val, 75 ); if( sc->data[SC_SLOWDOWN] ) // Slow Potion val = max( val, 100 ); if( sc->data[SC_GATLINGFEVER] ) val = max( val, 100 ); if( sc->data[SC_SUITON] ) val = max( val, sc->data[SC_SUITON]->val3 ); if( sc->data[SC_SWOO] ) val = max( val, 300 ); if( sc->data[SC_FREEZING] ) val = max( val, 70 ); if( sc->data[SC_MARSHOFABYSS] ) val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 ); if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 ) val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 300 : 25 * (6 - sc->data[SC_CAMOUFLAGE]->val1) ); if( sc->data[SC__GROOMY] ) val = max( val, sc->data[SC__GROOMY]->val2); if( sc->data[SC_STEALTHFIELD_MASTER] ) val = max( val, 30 ); if( sc->data[SC_BANDING_DEFENCE] ) val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed. if( sc->data[SC_ROCK_CRUSHER_ATK] ) val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 ); if( sc->data[SC_POWER_OF_GAIA] ) val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 ); if( sc->data[SC_MELON_BOMB] ) val = max( val, sc->data[SC_MELON_BOMB]->val1 ); if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup val = max( val, sd->speed_rate + sd->speed_add_rate ); } speed_rate += val; } //GetMoveHasteValue1() { int val = 0; if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script val = max( val, 50 ); if( sc->data[SC_INCREASEAGI] ) val = max( val, 25 ); if( sc->data[SC_WINDWALK] ) val = max( val, 2 * sc->data[SC_WINDWALK]->val1 ); if( sc->data[SC_CARTBOOST] ) val = max( val, 20 ); if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 ) val = max( val, 1 * pc_checkskill(sd,TF_MISS) ); if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 ) val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 ); if( sc->data[SC_BERSERK] ) val = max( val, 25 ); if( sc->data[SC_RUN] ) val = max( val, 55 ); if( sc->data[SC_AVOID] ) val = max( val, 10 * sc->data[SC_AVOID]->val1 ); if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] ) val = max( val, 75 ); if( sc->data[SC_CLOAKINGEXCEED] ) val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3); if( sc->data[SC_HOVERING] ) val = max( val, 10 ); if( sc->data[SC_GN_CARTBOOST] ) val = max( val, sc->data[SC_GN_CARTBOOST]->val2 ); if( sc->data[SC_GT_REVITALIZE] ) val = max( val, sc->data[SC_GT_REVITALIZE]->val2 ); if( sc->data[SC_SWINGDANCE] ) val = max( val, sc->data[SC_SWINGDANCE]->val2 ); if( sc->data[SC_GT_REVITALIZE] ) val = max( val, sc->data[SC_GT_REVITALIZE]->val2 ); if( sc->data[SC_WIND_STEP_OPTION] ) val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 ); //FIXME: official items use a single bonus for this [ultramage] if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup val = max( val, 25 ); if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup val = max( val, -(sd->speed_rate + sd->speed_add_rate) ); speed_rate -= val; } if( speed_rate < 40 ) speed_rate = 40; } //GetSpeed() { if( sd && pc_iscarton(sd) ) speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100; if( sc->data[SC_PARALYSE] ) speed += speed * 50 / 100; if( speed_rate != 100 ) speed = speed * speed_rate / 100; if( sc->data[SC_STEELBODY] ) speed = 200; if( sc->data[SC_DEFENDER] ) speed = max(speed, 200); if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed speed = speed * 100 / sc->data[SC_WALKSPEED]->val1; } return (short)cap_value(speed,10,USHRT_MAX); } /// Calculates an object's ASPD modifier (alters the base amotion value). /// Note that the scale of aspd_rate is 1000 = 100%. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate) { #ifndef RENEWAL int i; #endif if(!sc || !sc->count) return cap_value(aspd_rate,0,SHRT_MAX); if(!sc->data[SC_QUAGMIRE]) { int max = 0; if(sc->data[SC_STAR_COMFORT]) max = sc->data[SC_STAR_COMFORT]->val2; #ifndef RENEWAL if(sc->data[SC_TWOHANDQUICKEN] && max < sc->data[SC_TWOHANDQUICKEN]->val2) max = sc->data[SC_TWOHANDQUICKEN]->val2; #endif if(sc->data[SC_ONEHAND] && max < sc->data[SC_ONEHAND]->val2) max = sc->data[SC_ONEHAND]->val2; if(sc->data[SC_MERC_QUICKEN] && max < sc->data[SC_MERC_QUICKEN]->val2) max = sc->data[SC_MERC_QUICKEN]->val2; if(sc->data[SC_ADRENALINE2] && max < sc->data[SC_ADRENALINE2]->val3) max = sc->data[SC_ADRENALINE2]->val3; if(sc->data[SC_ADRENALINE] && max < sc->data[SC_ADRENALINE]->val3) max = sc->data[SC_ADRENALINE]->val3; #ifndef RENEWAL if(sc->data[SC_SPEARQUICKEN] && max < sc->data[SC_SPEARQUICKEN]->val2) max = sc->data[SC_SPEARQUICKEN]->val2; #endif if(sc->data[SC_GATLINGFEVER] && max < sc->data[SC_GATLINGFEVER]->val2) max = sc->data[SC_GATLINGFEVER]->val2; if(sc->data[SC_FLEET] && max < sc->data[SC_FLEET]->val2) max = sc->data[SC_FLEET]->val2; if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) { if (bl->type!=BL_PC) max = sc->data[SC_ASSNCROS]->val2; else switch(((TBL_PC*)bl)->status.weapon) { case W_BOW: case W_REVOLVER: case W_RIFLE: case W_GATLING: case W_SHOTGUN: case W_GRENADE: break; default: max = sc->data[SC_ASSNCROS]->val2; } } aspd_rate -= max; //These stack with the rest of bonuses. #ifndef RENEWAL if(sc->data[SC_BERSERK]) aspd_rate -= 300; else #endif if(sc->data[SC_MADNESSCANCEL]) aspd_rate -= 200; } #ifndef RENEWAL // non-renewal variable ASPD improvement if( sc->data[i=SC_ASPDPOTION3] || sc->data[i=SC_ASPDPOTION2] || sc->data[i=SC_ASPDPOTION1] || sc->data[i=SC_ASPDPOTION0] ) aspd_rate -= sc->data[i]->val2; #endif if(sc->data[SC_DONTFORGETME]) aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2; if(sc->data[SC_LONGING]) aspd_rate += sc->data[SC_LONGING]->val2; if(sc->data[SC_STEELBODY]) aspd_rate += 250; if(sc->data[SC_SKA]) aspd_rate += 250; if(sc->data[SC_DEFENDER]) aspd_rate += sc->data[SC_DEFENDER]->val4; if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY) aspd_rate += 250; if(sc->data[SC_GRAVITATION]) aspd_rate += sc->data[SC_GRAVITATION]->val2; if(sc->data[SC_JOINTBEAT]) { if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST ) aspd_rate += 250; if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ) aspd_rate += 100; } if( sc->data[SC_FREEZING] ) aspd_rate += 300; if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] ) aspd_rate += 500; if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 ) aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2; if( sc->data[SC_PARALYSE] ) aspd_rate += aspd_rate * 10 / 100; if( sc->data[SC__BODYPAINT] ) aspd_rate += aspd_rate * (20 + 5 * sc->data[SC__BODYPAINT]->val1) / 100; if( sc->data[SC__INVISIBILITY] ) aspd_rate += aspd_rate * sc->data[SC__INVISIBILITY]->val2 / 100; if( sc->data[SC__GROOMY] ) aspd_rate += aspd_rate * sc->data[SC__GROOMY]->val2 / 100; if( sc->data[SC_SWINGDANCE] ) aspd_rate -= aspd_rate * sc->data[SC_SWINGDANCE]->val2 / 100; if( sc->data[SC_DANCEWITHWUG] ) aspd_rate -= aspd_rate * sc->data[SC_DANCEWITHWUG]->val3 / 100; if( sc->data[SC_GLOOMYDAY] ) aspd_rate += aspd_rate * sc->data[SC_GLOOMYDAY]->val3 / 100; if( sc->data[SC_EARTHDRIVE] ) aspd_rate += aspd_rate * 25 / 100; /*As far I tested the skill there is no ASPD addition is applied. [Jobbie] */ //if( sc->data[SC_RAISINGDRAGON] ) // aspd_rate -= 100; //FIXME: Need official ASPD bonus of this status. [Jobbie] if( sc->data[SC_GT_CHANGE] ) aspd_rate -= aspd_rate * (sc->data[SC_GT_CHANGE]->val2/200) / 100; if( sc->data[SC_GT_REVITALIZE] ) aspd_rate -= aspd_rate * sc->data[SC_GT_REVITALIZE]->val2 / 100; if( sc->data[SC_MELON_BOMB] ) aspd_rate += aspd_rate * sc->data[SC_MELON_BOMB]->val1 / 100; if( sc->data[SC_BOOST500] ) aspd_rate -= aspd_rate * sc->data[SC_BOOST500]->val1/100; if( sc->data[SC_EXTRACT_SALAMINE_JUICE] ) aspd_rate -= aspd_rate * sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1/100; if( sc->data[SC_INCASPDRATE] ) aspd_rate -= aspd_rate * sc->data[SC_INCASPDRATE]->val1 / 100; return (short)cap_value(aspd_rate,0,SHRT_MAX); } static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) { if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground ) return cap_value(dmotion,0,USHRT_MAX); /** * It has been confirmed on official servers that MvP mobs have no dmotion even without endure **/ if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) ) ) return 0; if( sc->data[SC_CONCENTRATION] ) return 0; if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] ) return 0; return (unsigned short)cap_value(dmotion,0,USHRT_MAX); } static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp) { if(!sc || !sc->count) return cap_value(maxhp,1,UINT_MAX); if(sc->data[SC_INCMHPRATE]) maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100; if(sc->data[SC_APPLEIDUN]) maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100; if(sc->data[SC_DELUGE]) maxhp += maxhp * sc->data[SC_DELUGE]->val2/100; if(sc->data[SC_BERSERK]) maxhp += maxhp * 2; if(sc->data[SC_MARIONETTE]) maxhp -= 1000; if(sc->data[SC_MERC_HPUP]) maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100; if(sc->data[SC_EPICLESIS]) maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100; if(sc->data[SC_VENOMBLEED]) maxhp -= maxhp * 15 / 100; if(sc->data[SC__WEAKNESS]) maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100; if(sc->data[SC_LERADSDEW]) maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100; if(sc->data[SC_FORCEOFVANGUARD]) maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100; if(sc->data[SC_INSPIRATION]) //Custom value. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100; if(sc->data[SC_RAISINGDRAGON]) maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; if(sc->data[SC_GT_CHANGE]) maxhp -= maxhp * (2 * sc->data[SC_GT_CHANGE]->val1) / 100; if(sc->data[SC_GT_REVITALIZE]) maxhp += maxhp * (3 * sc->data[SC_GT_REVITALIZE]->val1) / 100; if(sc->data[SC_MUSTLE_M]) maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100; if(sc->data[SC_SOLID_SKIN_OPTION]) maxhp += 2000;// Fix amount. if(sc->data[SC_POWER_OF_GAIA]) maxhp += 3000; if(sc->data[SC_MYSTERIOUS_POWDER]) maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100; return cap_value(maxhp,1,UINT_MAX); } static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp) { if(!sc || !sc->count) return cap_value(maxsp,1,UINT_MAX); if(sc->data[SC_INCMSPRATE]) maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100; if(sc->data[SC_SERVICE4U]) maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100; if(sc->data[SC_MERC_SPUP]) maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100; if(sc->data[SC_RAISINGDRAGON]) maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100; if(sc->data[SC_LIFE_FORCE_F]) maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100; return cap_value(maxsp,1,UINT_MAX); } static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element) { if(!sc || !sc->count) return element; if(sc->data[SC_FREEZE]) return ELE_WATER; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return ELE_EARTH; if(sc->data[SC_BENEDICTIO]) return ELE_HOLY; if(sc->data[SC_CHANGEUNDEAD]) return ELE_UNDEAD; if(sc->data[SC_ELEMENTALCHANGE]) return sc->data[SC_ELEMENTALCHANGE]->val2; if(sc->data[SC_SHAPESHIFT]) return sc->data[SC_SHAPESHIFT]->val2; return (unsigned char)cap_value(element,0,UCHAR_MAX); } static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv) { if(!sc || !sc->count) return lv; if(sc->data[SC_FREEZE]) return 1; if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) return 1; if(sc->data[SC_BENEDICTIO]) return 1; if(sc->data[SC_CHANGEUNDEAD]) return 1; if(sc->data[SC_ELEMENTALCHANGE]) return sc->data[SC_ELEMENTALCHANGE]->val1; if(sc->data[SC_SHAPESHIFT]) return 1; if(sc->data[SC__INVISIBILITY]) return 1; return (unsigned char)cap_value(lv,1,4); } unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element) { if(!sc || !sc->count) return element; if(sc->data[SC_ENCHANTARMS]) return sc->data[SC_ENCHANTARMS]->val2; if(sc->data[SC_WATERWEAPON]) return ELE_WATER; if(sc->data[SC_EARTHWEAPON]) return ELE_EARTH; if(sc->data[SC_FIREWEAPON]) return ELE_FIRE; if(sc->data[SC_WINDWEAPON]) return ELE_WIND; if(sc->data[SC_ENCPOISON]) return ELE_POISON; if(sc->data[SC_ASPERSIO]) return ELE_HOLY; if(sc->data[SC_SHADOWWEAPON]) return ELE_DARK; if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY]) return ELE_GHOST; if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] ) return ELE_WATER; return (unsigned char)cap_value(element,0,UCHAR_MAX); } static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode) { if(!sc || !sc->count) return mode; if(sc->data[SC_MODECHANGE]) { if (sc->data[SC_MODECHANGE]->val2) mode = sc->data[SC_MODECHANGE]->val2; //Set mode if (sc->data[SC_MODECHANGE]->val3) mode|= sc->data[SC_MODECHANGE]->val3; //Add mode if (sc->data[SC_MODECHANGE]->val4) mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode } return cap_value(mode,0,USHRT_MAX); } const char* status_get_name(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name; case BL_MOB: return ((TBL_MOB*)bl)->name; case BL_PET: return ((TBL_PET*)bl)->pet.name; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name; case BL_NPC: return ((TBL_NPC*)bl)->name; } return "Unknown"; } /*========================================== * 対象のClassを返す(汎用) * 戻りは整数で0以上 *------------------------------------------*/ int status_get_class(struct block_list *bl) { nullpo_ret(bl); switch( bl->type ) { case BL_PC: return ((TBL_PC*)bl)->status.class_; case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob. case BL_PET: return ((TBL_PET*)bl)->pet.class_; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_; case BL_MER: return ((TBL_MER*)bl)->mercenary.class_; case BL_NPC: return ((TBL_NPC*)bl)->class_; case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_; } return 0; } /*========================================== * 対象のレベルを返す(汎用) * 戻りは整数で0以上 *------------------------------------------*/ int status_get_lv(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.base_level; case BL_MOB: return ((TBL_MOB*)bl)->level; case BL_PET: return ((TBL_PET*)bl)->pet.level; case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level; case BL_MER: return ((TBL_MER*)bl)->db->lv; case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv; } return 1; } struct regen_data *status_get_regen_data(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->regen; case BL_HOM: return &((TBL_HOM*)bl)->regen; case BL_MER: return &((TBL_MER*)bl)->regen; case BL_ELEM: return &((TBL_ELEM*)bl)->regen; default: return NULL; } } struct status_data *status_get_status_data(struct block_list *bl) { nullpo_retr(&dummy_status, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->battle_status; case BL_MOB: return &((TBL_MOB*)bl)->status; case BL_PET: return &((TBL_PET*)bl)->status; case BL_HOM: return &((TBL_HOM*)bl)->battle_status; case BL_MER: return &((TBL_MER*)bl)->battle_status; case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status; default: return &dummy_status; } } struct status_data *status_get_base_status(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->base_status; case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status; case BL_PET: return &((TBL_PET*)bl)->db->status; case BL_HOM: return &((TBL_HOM*)bl)->base_status; case BL_MER: return &((TBL_MER*)bl)->base_status; case BL_ELEM: return &((TBL_ELEM*)bl)->base_status; default: return NULL; } } defType status_get_def(struct block_list *bl) { struct unit_data *ud; struct status_data *status = status_get_status_data(bl); int def = status?status->def:0; ud = unit_bl2ud(bl); if (ud && ud->skilltimer != INVALID_TIMER) def -= def * skill_get_castdef(ud->skillid)/100; return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); } unsigned short status_get_speed(struct block_list *bl) { if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex] return ((struct npc_data *)bl)->speed; return status_get_status_data(bl)->speed; } int status_get_party_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.party_id; case BL_PET: if (((TBL_PET*)bl)->msd) return ((TBL_PET*)bl)->msd->status.party_id; break; case BL_MOB: { struct mob_data *md=(TBL_MOB*)bl; if( md->master_id > 0 ) { struct map_session_data *msd; if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) return msd->status.party_id; return -md->master_id; } } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->status.party_id; break; case BL_MER: if (((TBL_MER*)bl)->master) return ((TBL_MER*)bl)->master->status.party_id; break; case BL_SKILL: return ((TBL_SKILL*)bl)->group->party_id; case BL_ELEM: if (((TBL_ELEM*)bl)->master) return ((TBL_ELEM*)bl)->master->status.party_id; break; } return 0; } int status_get_guild_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->status.guild_id; case BL_PET: if (((TBL_PET*)bl)->msd) return ((TBL_PET*)bl)->msd->status.guild_id; break; case BL_MOB: { struct map_session_data *msd; struct mob_data *md = (struct mob_data *)bl; if (md->guardian_data) //Guardian's guild [Skotlex] return md->guardian_data->guild_id; if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) return msd->status.guild_id; //Alchemist's mobs [Skotlex] } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->status.guild_id; break; case BL_MER: if (((TBL_MER*)bl)->master) return ((TBL_MER*)bl)->master->status.guild_id; break; case BL_NPC: if (((TBL_NPC*)bl)->subtype == SCRIPT) return ((TBL_NPC*)bl)->u.scr.guild_id; break; case BL_SKILL: return ((TBL_SKILL*)bl)->group->guild_id; case BL_ELEM: if (((TBL_ELEM*)bl)->master) return ((TBL_ELEM*)bl)->master->status.guild_id; break; } return 0; } int status_get_emblem_id(struct block_list *bl) { nullpo_ret(bl); switch (bl->type) { case BL_PC: return ((TBL_PC*)bl)->guild_emblem_id; case BL_PET: if (((TBL_PET*)bl)->msd) return ((TBL_PET*)bl)->msd->guild_emblem_id; break; case BL_MOB: { struct map_session_data *msd; struct mob_data *md = (struct mob_data *)bl; if (md->guardian_data) //Guardian's guild [Skotlex] return md->guardian_data->emblem_id; if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL) return msd->guild_emblem_id; //Alchemist's mobs [Skotlex] } break; case BL_HOM: if (((TBL_HOM*)bl)->master) return ((TBL_HOM*)bl)->master->guild_emblem_id; break; case BL_MER: if (((TBL_MER*)bl)->master) return ((TBL_MER*)bl)->master->guild_emblem_id; break; case BL_NPC: if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) { struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id); if (g) return g->emblem_id; } break; case BL_ELEM: if (((TBL_ELEM*)bl)->master) return ((TBL_ELEM*)bl)->master->guild_emblem_id; break; } return 0; } int status_get_mexp(struct block_list *bl) { nullpo_ret(bl); if(bl->type==BL_MOB) return ((struct mob_data *)bl)->db->mexp; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->mexp; return 0; } int status_get_race2(struct block_list *bl) { nullpo_ret(bl); if(bl->type == BL_MOB) return ((struct mob_data *)bl)->db->race2; if(bl->type==BL_PET) return ((struct pet_data *)bl)->db->race2; return 0; } int status_isdead(struct block_list *bl) { nullpo_ret(bl); return status_get_status_data(bl)->hp == 0; } int status_isimmune(struct block_list *bl) { struct status_change *sc =status_get_sc(bl); if (sc && sc->data[SC_HERMODE]) return 100; if (bl->type == BL_PC && ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity) return ((TBL_PC*)bl)->special_state.no_magic_damage; return 0; } struct view_data* status_get_viewdata(struct block_list *bl) { nullpo_retr(NULL, bl); switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->vd; case BL_MOB: return ((TBL_MOB*)bl)->vd; case BL_PET: return &((TBL_PET*)bl)->vd; case BL_NPC: return ((TBL_NPC*)bl)->vd; case BL_HOM: return ((TBL_HOM*)bl)->vd; case BL_MER: return ((TBL_MER*)bl)->vd; case BL_ELEM: return ((TBL_ELEM*)bl)->vd; } return NULL; } void status_set_viewdata(struct block_list *bl, int class_) { struct view_data* vd; nullpo_retv(bl); if (mobdb_checkid(class_) || mob_is_clone(class_)) vd = mob_get_viewdata(class_); else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS)) vd = npc_get_viewdata(class_); else if (homdb_checkid(class_)) vd = merc_get_hom_viewdata(class_); else if (merc_class(class_)) vd = merc_get_viewdata(class_); else if (elemental_class(class_)) vd = elemental_get_viewdata(class_); else vd = NULL; switch (bl->type) { case BL_PC: { TBL_PC* sd = (TBL_PC*)bl; if (pcdb_checkid(class_)) { if (sd->sc.option&OPTION_WEDDING) class_ = JOB_WEDDING; else if (sd->sc.option&OPTION_SUMMER) class_ = JOB_SUMMER; else if (sd->sc.option&OPTION_XMAS) class_ = JOB_XMAS; else if (sd->sc.option&OPTION_RIDING) switch (class_) { //Adapt class to a Mounted one. case JOB_KNIGHT: class_ = JOB_KNIGHT2; break; case JOB_CRUSADER: class_ = JOB_CRUSADER2; break; case JOB_LORD_KNIGHT: class_ = JOB_LORD_KNIGHT2; break; case JOB_PALADIN: class_ = JOB_PALADIN2; break; case JOB_BABY_KNIGHT: class_ = JOB_BABY_KNIGHT2; break; case JOB_BABY_CRUSADER: class_ = JOB_BABY_CRUSADER2; break; } sd->vd.class_ = class_; clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield); sd->vd.head_top = sd->status.head_top; sd->vd.head_mid = sd->status.head_mid; sd->vd.head_bottom = sd->status.head_bottom; sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style); sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color); sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color); sd->vd.sex = sd->status.sex; } else if (vd) memcpy(&sd->vd, vd, sizeof(struct view_data)); else ShowError("status_set_viewdata (PC): No view data for class %d\n", class_); } break; case BL_MOB: { TBL_MOB* md = (TBL_MOB*)bl; if (vd) md->vd = vd; else ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_); } break; case BL_PET: { TBL_PET* pd = (TBL_PET*)bl; if (vd) { memcpy(&pd->vd, vd, sizeof(struct view_data)); if (!pcdb_checkid(vd->class_)) { pd->vd.hair_style = battle_config.pet_hair_style; if(pd->pet.equip) { pd->vd.head_bottom = itemdb_viewid(pd->pet.equip); if (!pd->vd.head_bottom) pd->vd.head_bottom = pd->pet.equip; } } } else ShowError("status_set_viewdata (PET): No view data for class %d\n", class_); } break; case BL_NPC: { TBL_NPC* nd = (TBL_NPC*)bl; if (vd) nd->vd = vd; else ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_); } break; case BL_HOM: //[blackhole89] { struct homun_data *hd = (struct homun_data*)bl; if (vd) hd->vd = vd; else ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_); } break; case BL_MER: { struct mercenary_data *md = (struct mercenary_data*)bl; if (vd) md->vd = vd; else ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_); } break; case BL_ELEM: { struct elemental_data *ed = (struct elemental_data*)bl; if (vd) ed->vd = vd; else ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_); } break; } vd = status_get_viewdata(bl); if (vd && vd->cloth_color && ( (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette) || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette) || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette) )) vd->cloth_color = 0; } /// Returns the status_change data of bl or NULL if it doesn't exist. struct status_change *status_get_sc(struct block_list *bl) { if( bl ) switch (bl->type) { case BL_PC: return &((TBL_PC*)bl)->sc; case BL_MOB: return &((TBL_MOB*)bl)->sc; case BL_NPC: return &((TBL_NPC*)bl)->sc; case BL_HOM: return &((TBL_HOM*)bl)->sc; case BL_MER: return &((TBL_MER*)bl)->sc; case BL_ELEM: return &((TBL_ELEM*)bl)->sc; } return NULL; } void status_change_init(struct block_list *bl) { struct status_change *sc = status_get_sc(bl); nullpo_retv(sc); memset(sc, 0, sizeof (struct status_change)); } //Applies SC defense to a given status change. //Returns the adjusted duration based on flag values. //the flag values are the same as in status_change_start. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag) { int sc_def = 0, tick_def = 0; struct status_data* status; struct status_change* sc; struct map_session_data *sd; nullpo_ret(bl); //Status that are blocked by Golden Thief Bug card or Wand of Hermod if (status_isimmune(bl)) switch (type) { case SC_DECREASEAGI: case SC_SILENCE: case SC_COMA: case SC_INCREASEAGI: case SC_BLESSING: case SC_SLOWPOISON: case SC_IMPOSITIO: case SC_AETERNA: case SC_SUFFRAGIUM: case SC_BENEDICTIO: case SC_PROVIDENCE: case SC_KYRIE: case SC_ASSUMPTIO: case SC_ANGELUS: case SC_MAGNIFICAT: case SC_GLORIA: case SC_WINDWALK: case SC_MAGICROD: case SC_HALLUCINATION: case SC_STONE: case SC_QUAGMIRE: case SC_SUITON: case SC_SWINGDANCE: case SC__ENERVATION: case SC__GROOMY: case SC__IGNORANCE: case SC__LAZINESS: case SC__UNLUCKY: case SC__WEAKNESS: return 0; } sd = BL_CAST(BL_PC,bl); status = status_get_status_data(bl); sc = status_get_sc(bl); if( sc && !sc->count ) sc = NULL; switch (type) { case SC_STUN: case SC_POISON: if( sc && sc->data[SC__UNLUCKY] ) return tick; case SC_DPOISON: case SC_SILENCE: case SC_BLEEDING: sc_def = 3 +status->vit; break; case SC_SLEEP: sc_def = 3 +status->int_; break; case SC_DEEPSLEEP: tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int. sc_def = 5 * status->int_ /10; break; case SC_DECREASEAGI: case SC_ADORAMUS://Arch Bishop if (sd) tick>>=1; //Half duration for players. case SC_STONE: case SC_FREEZE: sc_def = 3 +status->mdef; break; case SC_CURSE: //Special property: inmunity when luk is greater than level or zero if (status->luk > status_get_lv(bl) || status->luk == 0) return 0; else sc_def = 3 +status->luk; tick_def = status->vit; break; case SC_BLIND: if( sc && sc->data[SC__UNLUCKY] ) return tick; sc_def = 3 +(status->vit + status->int_)/2; break; case SC_CONFUSION: sc_def = 3 +(status->str + status->int_)/2; break; case SC_ANKLE: if(status->mode&MD_BOSS) // Lasts 5 times less on bosses tick /= 5; sc_def = status->agi / 2; break; case SC_MAGICMIRROR: case SC_ARMORCHANGE: if (sd) //Duration greatly reduced for players. tick /= 15; //No defense against it (buff). case SC_WHITEIMPRISON: rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate //tick_def = (int)floor(log10(status_get_lv(bl)) * 10.); break; case SC_BURNING: // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583 tick -= 50*status->luk + 60*status->int_ + 170*status->vit; tick = max(tick,10000); // Minimum Duration 10s. break; case SC_FREEZING: tick -= 1000 * ((status->vit + status->dex) / 20); tick = max(tick,10000); // Minimum Duration 10s. break; case SC_OBLIVIONCURSE: sc_def = status->int_*4/5; //FIXME: info said this is the formula of status chance. Check again pls. [Jobbie] break; case SC_ELECTRICSHOCKER: case SC_BITE: { if( bl->type == BL_MOB ) tick -= 1000 * (status->agi/10); if( sd && type != SC_ELECTRICSHOCKER ) tick >>= 1; } break; case SC_CRYSTALIZE: tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50); break; case SC_VACUUM_EXTREME: tick -= 50*status->str; break; default: //Effect that cannot be reduced? Likely a buff. if (!(rnd()%10000 < rate)) return 0; return tick?tick:1; } if (sd) { if (battle_config.pc_sc_def_rate != 100) sc_def = sc_def*battle_config.pc_sc_def_rate/100; if (sc_def < battle_config.pc_max_sc_def) sc_def += (battle_config.pc_max_sc_def - sc_def)* status->luk/battle_config.pc_luk_sc_def; else sc_def = battle_config.pc_max_sc_def; if (tick_def) { if (battle_config.pc_sc_def_rate != 100) tick_def = tick_def*battle_config.pc_sc_def_rate/100; } } else { if (battle_config.mob_sc_def_rate != 100) sc_def = sc_def*battle_config.mob_sc_def_rate/100; if (sc_def < battle_config.mob_max_sc_def) sc_def += (battle_config.mob_max_sc_def - sc_def)* status->luk/battle_config.mob_luk_sc_def; else sc_def = battle_config.mob_max_sc_def; if (tick_def) { if (battle_config.mob_sc_def_rate != 100) tick_def = tick_def*battle_config.mob_sc_def_rate/100; } } if (sc) { if (sc->data[SC_SCRESIST]) sc_def += sc->data[SC_SCRESIST]->val1; //Status resist else if (sc->data[SC_SIEGFRIED]) sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance. } //When no tick def, reduction is the same for both. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish] tick_def = sc_def; //Natural resistance if (!(flag&8)) { rate -= rate*sc_def/100; //Item resistance (only applies to rate%) if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) { if( sd->reseff[type-SC_COMMON_MIN] > 0 ) rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000; if( sd->sc.data[SC_COMMONSC_RESIST] ) rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100; } } if (!(rnd()%10000 < rate)) return 0; //Why would a status start with no duration? Presume it has //duration defined elsewhere. if (!tick) return 1; //Rate reduction if (flag&2) return tick; tick -= tick*tick_def/100; // Changed to 5 seconds according to recent tests [Playtester] if (type == SC_ANKLE && tick < 5000) tick = 5000; return tick<=0?0:tick; } /*========================================== * Starts a status change. * 'type' = type, 'val1~4' depend on the type. * 'rate' = base success rate. 10000 = 100% * 'tick' is base duration * 'flag': * &1: Cannot be avoided (it has to start) * &2: Tick should not be reduced (by vit, luk, lv, etc) * &4: sc_data loaded, no value has to be altered. * &8: rate should not be reduced *------------------------------------------*/ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag) { struct map_session_data *sd = NULL; struct status_change* sc; struct status_change_entry* sce; struct status_data *status; struct view_data *vd; int opt_flag, calc_flag, undead_flag, val_flag = 0, tick_time = 0; nullpo_ret(bl); sc = status_get_sc(bl); status = status_get_status_data(bl); if( type <= SC_NONE || type >= SC_MAX ) { ShowError("status_change_start: invalid status change (%d)!\n", type); return 0; } if( !sc ) return 0; //Unable to receive status changes if( status_isdead(bl) && type != SC_NOCHAT ) // SC_NOCHAT should work even on dead characters return 0; if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA ) { struct mob_data *md = BL_CAST(BL_MOB,bl); if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) ) return 0; //Emperium/BG Monsters can't be afflicted by status changes } if( sc->data[SC_REFRESH] ) { 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_DECREASEAGI: case SC_BURNING: case SC_FREEZING: //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://Need confirm. If it protects against nearly every Guillotine poison, it should work on this too right? [Rytech] case SC_CRYSTALIZE: case SC_DEEPSLEEP: 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_DEEPSLEEP: case SC_SATURDAYNIGHTFEVER: 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; } } sd = BL_CAST(BL_PC, bl); //Adjust tick according to status resistances if( !(flag&(1|4)) ) { tick = status_get_sc_def(bl, type, rate, tick, flag); if( !tick ) return 0; } undead_flag = battle_check_undead(status->race,status->def_ele); //Check for inmunities / sc fails switch (type) { 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_DEEPSLEEP: case SC_SLEEP: case SC_STUN: case SC_FREEZING: if (sc->opt1) return 0; //Cannot override other opt1 status changes. [Skotlex] if((type == SC_FREEZE || type == SC_FREEZING) && sc->data[SC_WARMER]) return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie] break; case SC_BURNING: if(sc->opt1 || sc->data[SC_FREEZING]) return 0; break; case SC_SIGNUMCRUCIS: //Only affects demons and undead element (but not players) if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) return 0; break; case SC_AETERNA: 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_MAXOVERTHRUST]) return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex] case SC_MAXOVERTHRUST: 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_DECREASEAGI] || 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_DECREASEAGI] ) return 0; break; case SC_MAGNIFICAT: if( sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat return 0; break; case SC_ONEHAND: case SC_MERC_QUICKEN: case SC_TWOHANDQUICKEN: if(sc->data[SC_DECREASEAGI]) return 0; case SC_INCREASEAGI: if(pc_issit(sd)){ pc_setstand(sd); clif_status_load(&sd->bl,SI_SIT,0); } case SC_CONCENTRATE: case SC_SPEARQUICKEN: case SC_TRUESIGHT: case SC_WINDWALK: case SC_CARTBOOST: case SC_ASSNCROS: if (sc->data[SC_QUAGMIRE]) return 0; if(sc->option&OPTION_MADOGEAR) return 0;//Mado is immune to increase agi, wind walk, cart boost, etc (others above) [Ind] 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 *bstatus = status_get_base_status(bl); if (!bstatus) 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:bstatus->mode; //Base mode if (val4) mode&=~val4; //Del mode if (val3) mode|= val3; //Add mode if (mode == bstatus->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_STRIPWEAPON: if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data int i; opt_flag = 0; //Reuse to check success condition. if(sd->unstripable_equip&EQP_WEAPON) return 0; i = sd->equip_index[EQI_HAND_L]; if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) { opt_flag|=1; pc_unequipitem(sd,i,3); //L-hand weapon } 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_STRIPSHIELD: if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off.. else if (sd && !(flag&4)) { int i; if(sd->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_STRIPARMOR: if (sd && !(flag&4)) { int i; if(sd->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 (tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_STRIPHELM: if (sd && !(flag&4)) { int i; if(sd->unstripable_equip&EQP_HELM) return 0; 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_MERC_FLEEUP: case SC_MERC_ATKUP: case SC_MERC_HPUP: case SC_MERC_SPUP: case SC_MERC_HITUP: if( bl->type != BL_MER ) return 0; // Stats only for Mercenaries break; case SC_STRFOOD: if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1) return 0; break; case SC_AGIFOOD: if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1) return 0; break; case SC_VITFOOD: if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1) return 0; break; case SC_INTFOOD: if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1) return 0; break; case SC_DEXFOOD: if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1) return 0; break; case SC_LUKFOOD: 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_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) return 0; break; case SC_FOOD_AGI_CASH: if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) return 0; break; case SC_FOOD_VIT_CASH: if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) return 0; break; case SC_FOOD_INT_CASH: if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) return 0; break; case SC_FOOD_DEX_CASH: if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) return 0; break; case SC_FOOD_LUK_CASH: if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->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__STRIPACCESSORY: if( sd ) { int i = -1; if( !(sd->unstripable_equip&EQI_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->unstripable_equip&EQI_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; } //Check for BOSS resistances if(status->mode&MD_BOSS && !(flag&1)) { if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX) return 0; switch (type) { case SC_BLESSING: case SC_DECREASEAGI: case SC_PROVOKE: case SC_COMA: case SC_GRAVITATION: case SC_SUITON: case SC_RICHMANKIM: case SC_ROKISWEIL: case SC_FOGWALL: case SC_FREEZING: case SC_BURNING: // Place here until we have info about its behavior on Boss-monsters. [pakpil] case SC_MARSHOFABYSS: case SC_ADORAMUS: // Exploid 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_BITE: case SC_ELECTRICSHOCKER: case SC_MAGNETICFIELD: 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 && status->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_INCREASEAGI: status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER); break; case SC_QUAGMIRE: status_change_end(bl, SC_CONCENTRATE, 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_DECREASEAGI: status_change_end(bl, SC_CARTBOOST, INVALID_TIMER); //Also blocks the ones below... case SC_DONTFORGETME: status_change_end(bl, SC_INCREASEAGI, 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_ONEHAND, INVALID_TIMER); status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER); status_change_end(bl, SC_ACCELERATION, INVALID_TIMER); break; case SC_ONEHAND: //Removes the Aspd potion effect, as reported by Vicious. [Skotlex] status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER); status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER); status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER); status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER); break; case SC_MAXOVERTHRUST: //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_CLOSECONFINE, INVALID_TIMER); status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER); break; case SC_BERSERK: if(battle_config.berserk_cancels_buffs) { status_change_end(bl, SC_ONEHAND, INVALID_TIMER); status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER); status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER); status_change_end(bl, SC_PARRYING, INVALID_TIMER); status_change_end(bl, SC_AURABLADE, INVALID_TIMER); status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER); } 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_DECREASEAGI]) { //Cancel Decrease Agi, but take no further effect [Skotlex] status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER); return 0; } break; case SC_FUSION: status_change_end(bl, SC_SPIRIT, INVALID_TIMER); break; case SC_ADJUSTMENT: status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER); break; case SC_MADNESSCANCEL: status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER); break; //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up case SC_CHANGEUNDEAD: status_change_end(bl, SC_BLESSING, INVALID_TIMER); status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER); break; case SC_STRFOOD: status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER); break; case SC_AGIFOOD: status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER); break; case SC_VITFOOD: status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER); break; case SC_INTFOOD: status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER); break; case SC_DEXFOOD: status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER); break; case SC_LUKFOOD: status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER); break; case SC_FOOD_STR_CASH: status_change_end(bl, SC_STRFOOD, INVALID_TIMER); break; case SC_FOOD_AGI_CASH: status_change_end(bl, SC_AGIFOOD, INVALID_TIMER); break; case SC_FOOD_VIT_CASH: status_change_end(bl, SC_VITFOOD, INVALID_TIMER); break; case SC_FOOD_INT_CASH: status_change_end(bl, SC_INTFOOD, INVALID_TIMER); break; case SC_FOOD_DEX_CASH: status_change_end(bl, SC_DEXFOOD, INVALID_TIMER); break; case SC_FOOD_LUK_CASH: status_change_end(bl, SC_LUKFOOD, INVALID_TIMER); break; case SC_FIGHTINGSPIRIT: status_change_end(bl, type, INVALID_TIMER); // Remove previous one. break; case SC_SWINGDANCE: case SC_SYMPHONYOFLOVER: case SC_MOONLITSERENADE: case SC_RUSHWINDMILL: case SC_ECHOSONG: case SC_HARMONIZE: case SC_VOICEOFSIREN: case SC_DEEPSLEEP: case SC_SIRCLEOFNATURE: if( sc->data[type] ) // Don't remove same sc. break; status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER); status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER); status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER); status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER); status_change_end(bl, SC_ECHOSONG, INVALID_TIMER); status_change_end(bl, SC_HARMONIZE, INVALID_TIMER); status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER); status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER); status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER); break; case SC_SONGOFMANA: case SC_DANCEWITHWUG: case SC_LERADSDEW: case SC_MELODYOFSINK: case SC_BEYONDOFWARCRY: case SC_UNLIMITEDHUMMINGVOICE: if( sc->data[type] ) // Don't remove same sc. break; status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER); status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER); status_change_end(bl, SC_LERADSDEW, INVALID_TIMER); status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER); status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER); status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER); break; case SC_REFLECTSHIELD: status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER); break; case SC_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_GT_ENERGYGAIN: case SC_GT_CHANGE: case SC_GT_REVITALIZE: if( type != SC_GT_REVITALIZE ) status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER); if( type != SC_GT_ENERGYGAIN ) status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER); if( type != SC_GT_CHANGE ) status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER); break; } //Check for overlapping fails if( (sce = sc->data[type]) ) { switch( type ) { case SC_MERC_FLEEUP: case SC_MERC_ATKUP: case SC_MERC_HPUP: case SC_MERC_SPUP: case SC_MERC_HITUP: if( sce->val1 > val1 ) val1 = sce->val1; break; case SC_ADRENALINE: case SC_ADRENALINE2: case SC_WEAPONPERFECTION: case SC_OVERTHRUST: if (sce->val2 > val2) return 0; break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: case SC_BOSSMAPINFO: case SC_STUN: case SC_SLEEP: case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_CONFUSION: case SC_BLIND: case SC_BLEEDING: case SC_DPOISON: case SC_CLOSECONFINE2: //Can't be re-closed in. case SC_MARIONETTE: case SC_MARIONETTE2: case SC_NOCHAT: case SC_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: case SC_CHAOS: return 0; case SC_COMBO: case SC_DANCING: case SC_DEVOTION: case SC_ASPDPOTION0: case SC_ASPDPOTION1: case SC_ASPDPOTION2: case SC_ASPDPOTION3: case SC_ATKPOTION: case SC_MATKPOTION: case SC_ENCHANTARMS: case SC_ARMOR_ELEMENT: 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) { delete_timer(sce->val4,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_LERADSDEW: 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] } } vd = status_get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; if(!(flag&4)) //&4 - Do not parse val settings when loading SCs switch(type) { case SC_DECREASEAGI: case SC_INCREASEAGI: 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[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 (status->hp < status->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_SIGNUMCRUCIS: 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%) 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 = status->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_ENCPOISON: val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate case SC_ASPERSIO: case SC_FIREWEAPON: case SC_WATERWEAPON: case SC_WINDWEAPON: case SC_EARTHWEAPON: case SC_SHADOWWEAPON: case SC_GHOSTWEAPON: skill_enchant_elemental_end(bl,type); break; case SC_ELEMENTALCHANGE: // 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) ) status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1); } break; case SC_STRIPWEAPON: if (!sd) //Watk reduction val2 = 25; break; case SC_STRIPSHIELD: if (!sd) //Def reduction val2 = 15; break; case SC_STRIPARMOR: if (!sd) //Vit reduction val2 = 40; break; case SC_STRIPHELM: 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 (status->def_ele != ELE_FIRE) val2 = 0; #endif break; case SC_VIOLENTGALE: val2 = val1*3; //Flee increase #ifndef RENEWAL if (status->def_ele != ELE_WIND) val2 = 0; #endif break; case SC_DELUGE: val2 = deluge_eff[val1-1]; //HP increase #ifndef RENEWAL if(status->def_ele != ELE_WATER) val2 = 0; #endif break; case SC_SUITON: if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == 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_ONEHAND: case SC_TWOHANDQUICKEN: val2 = 300; if (val1 > 10) //For boss casted skills [Skotlex] val2 += 20*(val1-10); break; case SC_MERC_QUICKEN: val2 = 300; break; #ifndef RENEWAL 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 skilllv (merged into val1 here) //val4 : Partner if (val1 == CG_MOONLIT) clif_status_change(bl,SI_MOONLIT,1,tick,0, 0, 0); val1|= (val3<<16); val3 = tick/1000; //Tick duration tick_time = 1000; // [GodLesZ] tick time break; case SC_LONGING: val2 = 500-100*val1; //Aspd penalty. break; case SC_EXPLOSIONSPIRITS: val2 = 75 + 25*val1; //Cri bonus break; #ifndef RENEWAL case SC_ASPDPOTION0: case SC_ASPDPOTION1: case SC_ASPDPOTION2: #endif case SC_ASPDPOTION3: val2 = 50*(2+type-SC_ASPDPOTION0); break; case SC_WEDDING: case SC_XMAS: case SC_SUMMER: if (!vd) return 0; //Store previous values as they could be removed. val1 = vd->class_; val2 = vd->weapon; val3 = vd->shield; val4 = vd->cloth_color; unit_stop_attack(bl); clif_changelook(bl,LOOK_WEAPON,0); clif_changelook(bl,LOOK_SHIELD,0); clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER); clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); 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_STONE: val3 = tick/1000; //Petrified HP-damage iterations. if(val3 < 1) val3 = 1; tick = val4; //Petrifying time. if (tick < 1000) 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 (status->hp > status->max_hp>>2) { int diff = status->max_hp*(bl->type==BL_PC?10:15)/100; if (status->hp - diff < status->max_hp>>2) diff = status->hp - (status->max_hp>>2); status_zap(bl, diff, 0); } // fall through case SC_POISON: /* 毒 */ 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 + status->max_hp/50 : 3 + status->max_hp*3/200; else val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200; break; case SC_CONFUSION: clif_emotion(bl,E_WHAT); break; case SC_BLEEDING: 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 break; case SC_BOSSMAPINFO: 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_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE) val3 -= 40; val4 = 10+val1*2; //SP cost. if (map_flag_gvg(bl->m) || map[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) //Standard cloaking. val4 |= battle_config.pc_cloak_check_type&7; else val4 |= battle_config.monster_cloak_check_type&7; break; case SC_SIGHT: /* サイト/ルアフ */ case SC_RUWACH: case SC_SIGHTBLASTER: val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id. val2 = tick/250; tick_time = 10; // [GodLesZ] tick time break; //Permanent effects. case SC_AETERNA: case SC_MODECHANGE: case SC_WEIGHT50: case SC_WEIGHT90: case SC_BROKENWEAPON: case SC_BROKENARMOR: case SC_READYSTORM: case SC_READYDOWN: case SC_READYCOUNTER: case SC_READYTURN: case SC_DODGE: 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; } 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_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_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_WINDWALK: val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5 break; case SC_JOINTBEAT: if( val2&BREAK_NECK ) sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1)); break; case SC_BERSERK: if (!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: { 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; } case SC_MARIONETTE2: { 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]:NULL; // fetch target's stats struct status_data* status = status_get_status_data(bl); // battle status if (!psce) return 0; val3 = 0; val4 = 0; max_stat = battle_config.max_parameter; //Cap to 99 (default) stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16; stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8; stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF); stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16; stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8; stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF); break; } case SC_REJECTSWORD: val2 = 15*val1; //Reflect chance val3 = 3; //Reflections tick = -1; break; case SC_MEMORIZE: val2 = 5; //Memorized casts. tick = -1; break; case SC_GRAVITATION: val2 = 50*val1; //aspd reduction break; case SC_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[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; } 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,status->hp - 1); } status_zap(bl, status->hp-1, val2?0:status->sp); return 1; break; case SC_CLOSECONFINE2: { 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_CLOSECONFINE]:NULL; if (src && sc2) { if (!sce2) //Start lock on caster. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000); else { //Increase count of locked enemies and refresh time. (sce2->val2)++; delete_timer(sce2->timer, status_change_timer); sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE); } } else //Status failed. return 0; } break; case SC_KAITE: val2 = 1+val1/5; //Number of bounces: 1 + skilllv/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_COMBO: { //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 = gettick()+tick; unit_set_walkdelay(bl, gettick(), tick, 1); } val3 = 0; val4 = tick; } break; case SC_EARTHSCROLL: val2 = 11-val1; //Chance to consume: 11-skilllv% break; case SC_RUN: val4 = 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 && status->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_CONCENTRATE: 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_MAXOVERTHRUST: 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_WEAPONPERFECTION: if(sd && pc_checkskill(sd,BS_HILTBINDING)>0) tick += tick / 10; break; case SC_CONCENTRATION: val2 = 5*val1; //Batk/Watk Increase val3 = 10*val1; //Hit Increase val4 = 5*val1; //Def reduction 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) + status->dex + status->luk)/2; //def increase break; case SC_MOON_COMFORT: val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase break; case SC_STAR_COMFORT: val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase break; case SC_QUAGMIRE: val2 = (sd?5:10)*val1; //Agi/Dex decrease. break; // gs_something1 [Vicious] case SC_GATLINGFEVER: val2 = 20*val1; //Aspd increase val3 = 20+10*val1; //Batk increase val4 = 5*val1; //Flee decrease 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_AVOID: //val2 = 10*val1; //Speed change rate. break; case SC_DEFENCE: val2 = 2*val1; //Def bonus break; case SC_BLOODLUST: val2 = 20+10*val1; //Atk rate change. val3 = 3*val1; //Leech chance val4 = 20; //Leech percent break; case SC_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 map = 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 = map; 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_UTSUSEMI: val2=(val1+1)/2; // number of hits blocked val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value. break; case SC_BUNSINJYUTSU: val2=(val1+1)/2; // number of hits blocked break; case SC_CHANGE: val2= 30*val1; //Vit increase val3= 20*val1; //Int increase break; case SC_SWOO: if(status->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_ARMORCHANGE: 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_EXPBOOST: case SC_JEXPBOOST: if (val1 < 0) val1 = 0; break; case SC_INCFLEE2: case SC_INCCRI: val2 = val1*10; //Actual boost (since 100% = 1000) break; case SC_SUFFRAGIUM: val2 = 15 * val1; //Speed cast decrease break; case SC_INCHEALRATE: if (val1 < 1) val1 = 1; break; case SC_HALLUCINATION: val2 = 5+val1; //Factor by which displayed damage is increased by break; case SC_DOUBLECAST: val2 = 30+10*val1; //Trigger rate break; case SC_KAIZEL: val2 = 10*val1; //% of life to be revived with break; // case SC_ARMOR_ELEMENT: // 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_MERC_FLEEUP: case SC_MERC_ATKUP: case SC_MERC_HITUP: val2 = 15 * val1; break; case SC_MERC_HPUP: case SC_MERC_SPUP: 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 / 2000; // Total Ticks to Burn!! tick_time = 2000; // [GodLesZ] tick time break; /** * Rune Knight **/ case SC_DEATHBOUND: val2 = 500 + 100 * val1; break; case SC_FIGHTINGSPIRIT: val_flag |= 1|2; break; case SC_ABUNDANCE: val4 = tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; case SC_GIANTGROWTH: val2 = 10; // Triple damage success rate. 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: val4 = tick / 3000; tick_time = 4000; // [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, -1); status_change_end(bl, SC_FREEZING, -1); status_change_end(bl, SC_FREEZE, -1); status_change_end(bl, SC_STONE, -1); break; case SC_FREEZING: status_change_end(bl, SC_BURNING, -1); break; case SC_READING_SB: // val2 = sp reduction per second tick_time = 1000; // [GodLesZ] tick time break; case SC_SPHERE_1: case SC_SPHERE_2: case SC_SPHERE_3: case SC_SPHERE_4: case SC_SPHERE_5: if( !sd ) return 0; // Should only work on players. 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_CRYSTALIZE: val4 = tick / 1000; if( val4 < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time break; case SC_CAMOUFLAGE: //val3 |= battle_config.pc_camouflage_check_type&7; tick_time = 1000; // [GodLesZ] tick time break; case SC_WUGDASH: val4 = 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__STRIPACCESSORY: 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,OPTION_RIDING|OPTION_RIDING_DRAGON|OPTION_RIDING_WUG) ) pc_setriding(sd, 0); //if( pc_iswarg(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG); if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON); if( sd->status.pet_id > 0 ) pet_menu(sd, 3); if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1); if( sd->md ) merc_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; skill_strip_equip(bl,EQP_WEAPON|EQP_SHIELD,100,val1,tick); break; case SC__BLOODYLUST: val_flag |= 1|2; 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, -1); status_change_end(bl, SC_FREEZING, -1); status_change_end(bl, SC_CRYSTALIZE, -1); break; case SC_STRIKING: val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_BLOODSUCKER: val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_SWINGDANCE: val2 = 4 * val1; // Walk speed and aspd reduction. break; case SC_SYMPHONYOFLOVER: case SC_RUSHWINDMILL: 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_MOONLITSERENADE: val2 = 10 * val1; break; case SC_HARMONIZE: val2 = 3 + 2 * val1; break; case SC_VOICEOFSIREN: val4 = tick / 2000; tick_time = 2000; // [GodLesZ] tick time break; case SC_DEEPSLEEP: 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_SONGOFMANA: val3 = 10 + (2 * val2); val4 = tick/3000; tick_time = 3000; // [GodLesZ] tick time break; case SC_SATURDAYNIGHTFEVER: 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 = 3 + 2 * val1; // Flee reduction. val3 = 3 * val1; // ASPD reduction. break; case SC_SITDOWN_FORCE: case SC_BANANA_BOMB_SITDOWN: if( sd && !pc_issit(sd) ) { pc_setsit(sd); skill_sit(sd,1); clif_sitting(bl); } break; case SC_DANCEWITHWUG: val3 = (5 * val1) + (1 * val2); //Still need official value. break; case SC_LERADSDEW: val3 = (5 * val1) + (1 * val2); break; case SC_MELODYOFSINK: val3 = (5 * val1) + (1 * val2); break; case SC_BEYONDOFWARCRY: val3 = (5 * val1) + (1 * val2); break; case SC_UNLIMITEDHUMMINGVOICE: { struct unit_data *ud = unit_bl2ud(bl); if( ud == NULL ) return 0; ud->state.skillcastcancel = 0; val3 = 15 - (2 * val2); } break; case SC_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: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil] val2 = ((status->int_ + status->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: val1 = 88 + 2 * val1; val_flag |= 1; break; case SC_RAISINGDRAGON: val3 = tick / 5000; tick_time = 5000; // [GodLesZ] tick time break; case SC_GT_CHANGE: if( sd ) val2 = (13 * val1 / 2) * sd->status.agi; //Aspd - old formula. val3 = 20 + 1 * val1; //Base Atk, Reduction to DEF & MDEF break; case SC_GT_REVITALIZE: val2 = 5 * val1; //Custom value VIT, ASPD, SPEED bonus. val3 = 60 + 40 * val1; //HP recovery break; case SC_PYROTECHNIC_OPTION: val2 = 60; // Watk TODO: Renewal (Atk2) val3 = 11; // % Increase damage. 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; // Matk. TODO: Renewal (Matk1) val3 = 33; // % Increase effects. 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: val2 = 33; val_flag |= 1|2; break; case SC_WIND_STEP_OPTION: val2 = 50; // % Increase speed and flee. break; case SC_BLAST_OPTION: val2 = 33; val3 = 4; 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 = 33; 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; default: if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[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: clif_changelook(bl,LOOK_WEAPON,0); clif_changelook(bl,LOOK_SHIELD,0); clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER); clif_changelook(bl,LOOK_CLOTHES_COLOR,val4); break; case SC_KAAHI: val4 = INVALID_TIMER; break; } //Those that make you stop attacking/walking.... switch (type) { case SC_FREEZE: case SC_STUN: case SC_SLEEP: case SC_STONE: case SC_DEEPSLEEP: if (sd && pc_issit(sd)) //Avoid sprite sync problems. pc_setstand(sd); case SC_TRICKDEAD: unit_stop_attack(bl); 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_STOP: case SC_CONFUSION: case SC_CLOSECONFINE: case SC_CLOSECONFINE2: case SC_ANKLE: case SC_SPIDERWEB: case SC_ELECTRICSHOCKER: case SC_BITE: case SC_THORNSTRAP: case SC__MANHOLE: case SC_CHAOS: case SC_CRYSTALIZE: case SC_WHITEIMPRISON: case SC_VACUUM_EXTREME: case SC_CURSEDCIRCLE_ATKER: case SC_CURSEDCIRCLE_TARGET: case SC_FEAR: unit_stop_walking(bl,1); break; case SC_HIDING: case SC_CLOAKING: case SC_CLOAKINGEXCEED: case SC_CHASEWALK: case SC_WEIGHT90: case SC_CAMOUFLAGE: case SC_VOICEOFSIREN: unit_stop_attack(bl); break; case SC_SILENCE: if (battle_config.sc_castcancel&bl->type) unit_skillcastcancel(bl, 0); 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_SLEEP: case SC_DEEPSLEEP: 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; //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_SIGNUMCRUCIS: case SC_CHAOS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break; case SC_BLIND: sc->opt2 |= OPT2_BLIND; break; case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break; case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break; case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break; //OPT3 case SC_TWOHANDQUICKEN: case SC_ONEHAND: case SC_SPEARQUICKEN: case SC_CONCENTRATION: case SC_MERC_QUICKEN: sc->opt3 |= OPT3_QUICKEN; opt_flag = 0; break; case SC_MAXOVERTHRUST: 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) { 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: sc->opt3 |= OPT3_BERSERK; opt_flag = 0; 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: case SC_MARIONETTE2: 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_BUNSINJYUTSU: sc->opt3 |= OPT3_BUNSIN; opt_flag = 0; break; case SC_SPIRIT: sc->opt3 |= OPT3_SOULLINK; opt_flag = 0; break; case SC_CHANGEUNDEAD: 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; break; case SC_XMAS: sc->option |= OPTION_XMAS; break; case SC_SUMMER: sc->option |= OPTION_SUMMER; 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. if(opt_flag) clif_changeoption(bl); if (calc_flag&SCB_DYE) { //Reset DYE color if (vd && vd->cloth_color) { val4 = vd->cloth_color; clif_changelook(bl,LOOK_CLOTHES_COLOR,0); } calc_flag&=~SCB_DYE; } clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0); /** * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. **/ if( tick_time ) tick = tick_time; //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here. if((sce=sc->data[type])) {// reuse old sc if( sce->timer != INVALID_TIMER ) delete_timer(sce->timer, status_change_timer); } else {// new sc ++(sc->count); sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry); } sce->val1 = val1; sce->val2 = val2; sce->val3 = val3; sce->val4 = val4; if (tick >= 0) sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type); else sce->timer = INVALID_TIMER; //Infinite duration if (calc_flag) status_calc_bl(bl,calc_flag); if(sd && sd->pd) pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing switch( type ) { case SC_BERSERK: sce->val2 = 5*status->max_hp/100; status_heal(bl, status->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 break; case SC_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_BOSSMAPINFO: clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message break; case SC_MERC_HPUP: status_percent_heal(bl, 100, 0); // Recover Full HP break; case SC_MERC_SPUP: 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_COMBO: 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; } break; case SC_RAISINGDRAGON: sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie] break; } if( opt_flag&2 && sd && sd->touching_id ) npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range return 1; } /*========================================== * ステータス異常全解除 * type: * 0 - ??? * 1 - ??? * 2 - ??? *------------------------------------------*/ int status_change_clear(struct block_list* bl, int type) { struct status_change* sc; int i; sc = status_get_sc(bl); if (!sc || !sc->count) return 0; for(i = 0; i < SC_MAX; i++) { if(!sc->data[i]) continue; if(type == 0) switch (i) { //Type 0: PC killed -> Place here statuses that do not dispel on death. case SC_ELEMENTALCHANGE://Only when its Holy or Dark that it doesn't dispell on death if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK ) break; case SC_WEIGHT50: case SC_WEIGHT90: case SC_EDP: case SC_MELTDOWN: case SC_XMAS: case SC_SUMMER: case SC_NOCHAT: case SC_FUSION: case SC_EARTHSCROLL: case SC_READYSTORM: case SC_READYDOWN: case SC_READYCOUNTER: case SC_READYTURN: case SC_DODGE: case SC_JAILED: case SC_EXPBOOST: case SC_ITEMBOOST: case SC_HELLPOWER: case SC_JEXPBOOST: case SC_AUTOTRADE: case SC_WHISTLE: case SC_ASSNCROS: case SC_POEMBRAGI: case SC_APPLEIDUN: case SC_HUMMING: case SC_DONTFORGETME: case SC_FORTUNE: case SC_SERVICE4U: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: continue; } status_change_end(bl, (sc_type)i, INVALID_TIMER); if( type == 1 && sc->data[i] ) { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex] (sc->count)--; if (sc->data[i]->timer != INVALID_TIMER) delete_timer(sc->data[i]->timer, status_change_timer); ers_free(sc_data_ers, sc->data[i]); sc->data[i] = NULL; } } sc->opt1 = 0; sc->opt2 = 0; sc->opt3 = 0; sc->option &= OPTION_MASK; if( type == 0 || type == 2 ) clif_changeoption(bl); return 1; } /*========================================== * ステータス異常終了 *------------------------------------------*/ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line) { struct map_session_data *sd; struct status_change *sc; struct status_change_entry *sce; struct status_data *status; struct view_data *vd; int opt_flag=0, calc_flag; nullpo_ret(bl); sc = status_get_sc(bl); status = status_get_status_data(bl); if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type])) return 0; sd = BL_CAST(BL_PC,bl); if (sce->timer != tid && tid != INVALID_TIMER) return 0; if (tid == INVALID_TIMER) { if (type == SC_ENDURE && sce->val4) //Do not end infinite endure. return 0; if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration delete_timer(sce->timer,status_change_timer); if (sc->opt1) switch (type) { //"Ugly workaround" [Skotlex] //delays status change ending so that a skill that sets opt1 fails to //trigger when it also removed one case SC_STONE: sce->val3 = 0; //Petrify time counter. case SC_FREEZE: case SC_STUN: case SC_SLEEP: if (sce->val1) { //Removing the 'level' shouldn't affect anything in the code //since these SC are not affected by it, and it lets us know //if we have already delayed this attack or not. sce->val1 = 0; sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type); return 1; } } } sc->data[type] = NULL; (sc->count)--; vd = status_get_viewdata(bl); calc_flag = StatusChangeFlagTable[type]; switch(type){ case SC_WEDDING: case SC_XMAS: case SC_SUMMER: if (!vd) break; if (sd) { //Load data from sd->status.* as the stored values could have changed. //Must remove OPTION to prevent class being rechanged. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER; clif_changeoption(&sd->bl); status_set_viewdata(bl, sd->status.class_); } else { vd->class_ = sce->val1; vd->weapon = sce->val2; vd->shield = sce->val3; vd->cloth_color = sce->val4; } clif_changelook(bl,LOOK_BASE,vd->class_); clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color); clif_changelook(bl,LOOK_WEAPON,vd->weapon); clif_changelook(bl,LOOK_SHIELD,vd->shield); if(sd) clif_skillinfoblock(sd); break; case SC_RUN: { struct unit_data *ud = unit_bl2ud(bl); bool begin_spurt = true; if (ud) { if(!ud->state.running) begin_spurt = false; ud->state.running = 0; if (ud->walktimer != INVALID_TIMER) unit_stop_walking(bl,1); } if (begin_spurt && sce->val1 >= 7 && DIFF_TICK(gettick(), sce->val4) <= 1000 && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0)) ) sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1)); } break; case SC_AUTOBERSERK: if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1) status_change_end(bl, SC_PROVOKE, INVALID_TIMER); break; case SC_ENDURE: case SC_DEFENDER: case SC_REFLECTSHIELD: case SC_AUTOGUARD: { struct map_session_data *tsd; if( bl->type == BL_PC ) { // Clear Status from others int i; for( i = 0; i < 5; i++ ) { if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] ) status_change_end(&tsd->bl, type, INVALID_TIMER); } } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master tsd = ((TBL_MER*)bl)->master; if( tsd && tsd->sc.data[type] ) status_change_end(&tsd->bl, type, INVALID_TIMER); } } break; case SC_DEVOTION: { struct block_list *d_bl = map_id2bl(sce->val1); if( d_bl ) { if( d_bl->type == BL_PC ) ((TBL_PC*)d_bl)->devotion[sce->val2] = 0; else if( d_bl->type == BL_MER ) ((TBL_MER*)d_bl)->devotion_flag = 0; clif_devotion(d_bl, NULL); } status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER); status_change_end(bl, SC_DEFENDER, INVALID_TIMER); status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER); status_change_end(bl, SC_ENDURE, INVALID_TIMER); } break; case SC_BLADESTOP: if(sce->val4) { int tid = sce->val4; struct block_list *tbl = map_id2bl(tid); struct status_change *tsc = status_get_sc(tbl); sce->val4 = 0; if(tbl && tsc && tsc->data[SC_BLADESTOP]) { tsc->data[SC_BLADESTOP]->val4 = 0; status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER); } clif_bladestop(bl, tid, 0); } break; case SC_DANCING: { const char* prevfile = ""; int prevline = 0; struct map_session_data *dsd; struct status_change_entry *dsc; struct skill_unit_group *group; if( sd ) { if( sd->delunit_prevfile ) {// initially this is NULL, when a character logs in prevfile = sd->delunit_prevfile; prevline = sd->delunit_prevline; } else { prevfile = ""; } sd->delunit_prevfile = file; sd->delunit_prevline = line; } if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) {// end status on partner as well dsc = dsd->sc.data[SC_DANCING]; if(dsc) { //This will prevent recursive loops. dsc->val2 = dsc->val4 = 0; status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER); } } if(sce->val2) {// erase associated land skill group = skill_id2group(sce->val2); if( group == NULL ) { ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n", sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid, sd ? sd->status.char_id : 0, mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y, prevfile, prevline, file, line); } sce->val2 = 0; skill_delunitgroup(group); } if((sce->val1&0xFFFF) == CG_MOONLIT) clif_status_change(bl,SI_MOONLIT,0,0,0,0,0); status_change_end(bl, SC_LONGING, INVALID_TIMER); } break; case SC_NOCHAT: if (sd && sd->status.manner < 0 && tid != INVALID_TIMER) sd->status.manner = 0; if (sd && tid == INVALID_TIMER) { clif_changestatus(sd,SP_MANNER,sd->status.manner); clif_updatestatus(sd,SP_MANNER); } break; case SC_SPLASHER: { struct block_list *src=map_id2bl(sce->val3); if(src && tid != INVALID_TIMER) skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL ); } break; case SC_CLOSECONFINE2: { struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL; struct status_change *sc2 = src?status_get_sc(src):NULL; if (src && sc2 && sc2->data[SC_CLOSECONFINE]) { //If status was already ended, do nothing. //Decrease count if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER); } } case SC_CLOSECONFINE: if (sce->val2 > 0) { //Caster has been unlocked... nearby chars need to be unlocked. int range = 1 +skill_get_range2(bl, status_sc2skill(type), sce->val1) +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold.... map_foreachinarea(status_change_timer_sub, bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick()); } break; case SC_COMBO: if( sd ) switch (sce->val1) { case MO_COMBOFINISH: case CH_TIGERFIST: case CH_CHAINCRUSH: clif_skillinfo(sd, MO_EXTREMITYFIST, 0); break; case TK_JUMPKICK: clif_skillinfo(sd, TK_JUMPKICK, 0); break; case MO_TRIPLEATTACK: if (pc_checkskill(sd, SR_DRAGONCOMBO) > 0) clif_skillinfo(sd, SR_DRAGONCOMBO, 0); break; } break; case SC_MARIONETTE: case SC_MARIONETTE2: /// Marionette target if (sce->val1) { // check for partner and end their marionette status as well enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE; struct block_list *pbl = map_id2bl(sce->val1); struct status_change* sc2 = pbl?status_get_sc(pbl):NULL; if (sc2 && sc2->data[type2]) { sc2->data[type2]->val1 = 0; status_change_end(pbl, type2, INVALID_TIMER); } } break; case SC_BERSERK: case SC_SATURDAYNIGHTFEVER: //If val2 is removed, no HP penalty (dispelled?) [Skotlex] if(status->hp > 100 && sce->val2) status_set_hp(bl, 100, 0); if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) { sc->data[SC_ENDURE]->val4 = 0; status_change_end(bl, SC_ENDURE, INVALID_TIMER); } sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1)); if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds. sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1)); break; case SC_GOSPEL: if (sce->val3) { //Clear the group. struct skill_unit_group* group = skill_id2group(sce->val3); sce->val3 = 0; skill_delunitgroup(group); } break; case SC_HERMODE: if(sce->val3 == BCT_SELF) skill_clear_unitgroup(bl); break; case SC_BASILICA: //Clear the skill area. [Skotlex] skill_clear_unitgroup(bl); break; case SC_TRICKDEAD: if (vd) vd->dead_sit = 0; break; case SC_WARM: case SC__MANHOLE: if (sce->val4) { //Clear the group. struct skill_unit_group* group = skill_id2group(sce->val4); sce->val4 = 0; skill_delunitgroup(group); } break; case SC_KAAHI: //Delete timer if it exists. if (sce->val4 != INVALID_TIMER) delete_timer(sce->val4,kaahi_heal_timer); break; case SC_JAILED: if(tid == INVALID_TIMER) break; //natural expiration. if(sd && sd->mapindex == sce->val2) pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT); break; //guess hes not in jail :P case SC_CHANGE: if (tid == INVALID_TIMER) break; // "lose almost all their HP and SP" on natural expiration. status_set_hp(bl, 10, 0); status_set_sp(bl, 10, 0); break; case SC_AUTOTRADE: if (tid == INVALID_TIMER) break; // Note: vending/buying is closed by unit_remove_map, no // need to do it here. map_quit(sd); // Because map_quit calls status_change_end with tid -1 // from here it's not neccesary to continue return 1; break; case SC_STOP: if( sce->val2 ) { struct block_list* tbl = map_id2bl(sce->val2); sce->val2 = 0; if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id ) status_change_end(tbl, SC_STOP, INVALID_TIMER); } break; /** * 3rd Stuff **/ case SC_MILLENNIUMSHIELD: clif_millenniumshield(sd,0); break; case SC_HALLUCINATIONWALK: sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1)); break; case SC_WHITEIMPRISON: if( tid == -1 ) break; // Terminated by Damage status_fix_damage(bl,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,0,0)); break; case SC_WUGDASH: { struct unit_data *ud = unit_bl2ud(bl); if (ud) { ud->state.running = 0; if (ud->walktimer != -1) unit_stop_walking(bl,1); } } break; case SC_ADORAMUS: status_change_end(bl, SC_BLIND, -1); break; case SC__SHADOWFORM: { struct map_session_data *s_sd = map_id2sd(sce->val2); if( !s_sd ) break; s_sd->shadowform_id = 0; } break; case SC_SITDOWN_FORCE: if( sd && pc_issit(sd) ) { pc_setstand(sd); clif_standing(bl); } break; case SC_NEUTRALBARRIER_MASTER: case SC_STEALTHFIELD_MASTER: if( sce->val2 ) { struct skill_unit_group* group = skill_id2group(sce->val2); sce->val2 = 0; skill_delunitgroup(group); } break; case SC_BANDING: { struct skill_unit_group *group; if(sce->val4) { group = skill_id2group(sce->val4); sce->val4 = 0; skill_delunitgroup(group); } } break; case SC_CURSEDCIRCLE_ATKER: if( sce->val3 ) map_foreachinrange(status_change_timer_sub, bl, skill_get_splash(SR_CURSEDCIRCLE, sce->val1),BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick()); break; case SC_RAISINGDRAGON: if( sd && sce->val2 && !pc_isdead(sd) ) { int i; i = min(sd->spiritball,5); pc_delspiritball(sd, sd->spiritball, 0); status_change_end(bl, SC_EXPLOSIONSPIRITS, -1); while( i > 0 ) { pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5); --i; } } break; case SC_CURSEDCIRCLE_TARGET: clif_bladestop(bl, sce->val2, 0); break; } opt_flag = 1; switch(type){ case SC_STONE: case SC_FREEZE: case SC_STUN: case SC_SLEEP: case SC_DEEPSLEEP: case SC_BURNING: case SC_WHITEIMPRISON: sc->opt1 = 0; break; case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_BLIND: sc->opt2 &= ~(1<<(type-SC_POISON)); break; case SC_DPOISON: sc->opt2 &= ~OPT2_DPOISON; break; case SC_SIGNUMCRUCIS: case SC_CHAOS: sc->opt2 &= ~OPT2_SIGNUMCRUCIS; break; case SC_HIDING: sc->option &= ~OPTION_HIDE; opt_flag|= 2|4; //Check for warp trigger + AoE trigger break; case SC_CLOAKING: case SC_CLOAKINGEXCEED: case SC__INVISIBILITY: sc->option &= ~OPTION_CLOAK; case SC_CAMOUFLAGE: 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_WEDDING: sc->option &= ~OPTION_WEDDING; break; case SC_XMAS: sc->option &= ~OPTION_XMAS; break; case SC_SUMMER: sc->option &= ~OPTION_SUMMER; break; case SC_ORCISH: sc->option &= ~OPTION_ORCISH; break; case SC_RUWACH: sc->option &= ~OPTION_RUWACH; break; case SC_FUSION: sc->option &= ~OPTION_FLYING; break; //opt3 case SC_TWOHANDQUICKEN: case SC_ONEHAND: case SC_SPEARQUICKEN: case SC_CONCENTRATION: case SC_MERC_QUICKEN: sc->opt3 &= ~OPT3_QUICKEN; opt_flag = 0; break; case SC_OVERTHRUST: case SC_MAXOVERTHRUST: case SC_SWOO: sc->opt3 &= ~OPT3_OVERTHRUST; if( type == SC_SWOO ) opt_flag = 8; else opt_flag = 0; break; case SC_ENERGYCOAT: case SC_SKE: sc->opt3 &= ~OPT3_ENERGYCOAT; opt_flag = 0; break; case SC_INCATKRATE: //Simulated Explosion spirits effect. if (bl->type != BL_MOB) { 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: sc->opt3 &= ~OPT3_BERSERK; opt_flag = 0; break; // case ???: // doesn't seem to do anything // sc->opt3 &= ~OPT3_LIGHTBLADE; // opt_flag = 0; // break; case SC_DANCING: if ((sce->val1&0xFFFF) == CG_MOONLIT) sc->opt3 &= ~OPT3_MOONLIT; opt_flag = 0; break; case SC_MARIONETTE: case SC_MARIONETTE2: 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_BUNSINJYUTSU: sc->opt3 &= ~OPT3_BUNSIN; opt_flag = 0; break; case SC_SPIRIT: sc->opt3 &= ~OPT3_SOULLINK; opt_flag = 0; break; case SC_CHANGEUNDEAD: 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; default: opt_flag = 0; } if (calc_flag&SCB_DYE) { //Restore DYE color if (vd && !vd->cloth_color && sce->val4) clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); calc_flag&=~SCB_DYE; } //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0); if( opt_flag&8 ) //bugreport:681 clif_changeoption2(bl); else if(opt_flag) clif_changeoption(bl); if (calc_flag) status_calc_bl(bl,calc_flag); if(opt_flag&4) //Out of hiding, invoke on place. skill_unit_move(bl,gettick(),1); if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC)) npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event. ers_free(sc_data_ers, sce); return 1; } int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) { struct block_list *bl; struct status_change *sc; struct status_change_entry *sce; struct status_data *status; int hp; if(!((bl=map_id2bl(id))&& (sc=status_get_sc(bl)) && (sce = sc->data[SC_KAAHI]))) return 0; if(sce->val4 != tid) { ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4); sce->val4 = INVALID_TIMER; return 0; } status=status_get_status_data(bl); if(!status_charge(bl, 0, sce->val3)) { sce->val4 = INVALID_TIMER; return 0; } hp = status->max_hp - status->hp; if (hp > sce->val2) hp = sce->val2; if (hp) status_heal(bl, hp, 0, 2); sce->val4 = INVALID_TIMER; return 1; } /*========================================== * ステータス異常終了タイマー *------------------------------------------*/ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { enum sc_type type = (sc_type)data; struct block_list *bl; struct map_session_data *sd; struct status_data *status; struct status_change *sc; struct status_change_entry *sce; bl = map_id2bl(id); if(!bl) { ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data); return 0; } sc = status_get_sc(bl); status = status_get_status_data(bl); if(!(sc && (sce = sc->data[type]))) { ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type); return 0; } if( sce->timer != tid ) { ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id); return 0; } sd = BL_CAST(BL_PC, bl); // set the next timer of the sce (don't assume the status still exists) #define sc_timer_next(t,f,i,d) \ if( (sce=sc->data[type]) ) \ sce->timer = add_timer(t,f,i,d); \ else \ ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data) switch(type) { case SC_MAXIMIZEPOWER: case SC_CLOAKING: if(!status_charge(bl, 0, 1)) break; //Not enough SP to continue. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); return 0; case SC_CHASEWALK: if(!status_charge(bl, 0, sce->val4)) break; //Not enough SP to continue. if (!sc->data[SC_INCSTR]) { sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1), (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration *skill_get_time2(status_sc2skill(type),sce->val1)); } sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data); return 0; break; case SC_SKA: if(--(sce->val2)>0){ sce->val3 = rnd()%100; //Random defense. sc_timer_next(1000+tick, status_change_timer,bl->id, data); return 0; } break; case SC_HIDING: if(--(sce->val2)>0){ if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1)) break; //Fail if it's time to substract SP and there isn't. sc_timer_next(1000+tick, status_change_timer,bl->id, data); return 0; } break; case SC_SIGHT: case SC_RUWACH: case SC_SIGHTBLASTER: map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick); if( --(sce->val2)>0 ){ sc_timer_next(250+tick, status_change_timer, bl->id, data); return 0; } break; case SC_PROVOKE: if(sce->val2) { //Auto-provoke (it is ended in status_heal) sc_timer_next(1000*60+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_STONE: if(sc->opt1 == OPT1_STONEWAIT && sce->val3) { sce->val4 = 0; unit_stop_walking(bl,1); sc->opt1 = OPT1_STONE; clif_changeoption(bl); sc_timer_next(1000+tick,status_change_timer, bl->id, data ); status_calc_bl(bl, StatusChangeFlagTable[type]); return 0; } if(--(sce->val3) > 0) { if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4) status_percent_damage(NULL, bl, 1, 0, false); sc_timer_next(1000+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_POISON: if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left. break; case SC_DPOISON: if (--(sce->val3) > 0) { if (!sc->data[SC_SLOWPOISON]) { map_freeblock_lock(); status_zap(bl, sce->val4, 0); if (sc->data[type]) { // Check if the status still last ( can be dead since then ). sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); } map_freeblock_unlock(); } return 0; } break; case SC_TENSIONRELAX: if(status->max_hp > status->hp && --(sce->val3) > 0){ sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); return 0; } break; case SC_KNOWLEDGE: if (!sd) break; if(bl->m == sd->feel_map[0].m || bl->m == sd->feel_map[1].m || bl->m == sd->feel_map[2].m) { //Timeout will be handled by pc_setpos sce->timer = INVALID_TIMER; return 0; } break; case SC_BLEEDING: if (--(sce->val4) >= 0) { int hp = rnd()%600 + 200; map_freeblock_lock(); status_fix_damage(NULL, bl, sd||hphp?hp:status->hp-1, 0); if( sc->data[type] ) { if( status->hp == 1 ) break; sc_timer_next(10000 + tick, status_change_timer, bl->id, data); } map_freeblock_unlock(); return 0; } break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: if( sd && --(sce->val4) >= 0 ) { // val1 < 0 = per max% | val1 > 0 = exact amount int hp = 0; if( status->hp < status->max_hp ) hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ; status_heal(bl, hp, 0, 2); sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data); return 0; } break; case SC_BOSSMAPINFO: if( sd && --(sce->val4) >= 0 ) { struct mob_data *boss_md = map_id2boss(sce->val1); if( boss_md && sd->bl.m == boss_md->bl.m ) { clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap if (boss_md->bl.prev != NULL) { sc_timer_next(5000 + tick, status_change_timer, bl->id, data); return 0; } } } break; case SC_DANCING: //ダンススキルの時間SP消費 { int s = 0; int sp = 1; if (--sce->val3 <= 0) break; switch(sce->val1&0xFFFF){ case BD_RICHMANKIM: case BD_DRUMBATTLEFIELD: case BD_RINGNIBELUNGEN: case BD_SIEGFRIED: case BA_DISSONANCE: case BA_ASSASSINCROSS: case DC_UGLYDANCE: s=3; break; case BD_LULLABY: case BD_ETERNALCHAOS: case BD_ROKISWEIL: case DC_FORTUNEKISS: s=4; break; case CG_HERMODE: case BD_INTOABYSS: case BA_WHISTLE: case DC_HUMMING: case BA_POEMBRAGI: case DC_SERVICEFORYOU: s=5; break; case BA_APPLEIDUN: #ifdef RENEWAL s=5; #else s=6; #endif break; case CG_MOONLIT: //Moonlit's cost is 4sp*skill_lv [Skotlex] sp= 4*(sce->val1>>16); //Upkeep is also every 10 secs. case DC_DONTFORGETME: s=10; break; } if( s != 0 && sce->val3 % s == 0 ) { if (sc->data[SC_LONGING]) sp*= 3; if (!status_charge(bl, 0, sp)) break; } sc_timer_next(1000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_BERSERK: // 5% every 10 seconds [DracoRPG] if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) { sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); return 0; } break; case SC_NOCHAT: if(sd){ sd->status.manner++; clif_changestatus(sd,SP_MANNER,sd->status.manner); clif_updatestatus(sd,SP_MANNER); if (sd->status.manner < 0) { //Every 60 seconds your manner goes up by 1 until it gets back to 0. sc_timer_next(60000+tick, status_change_timer, bl->id, data); return 0; } } break; case SC_SPLASHER: // custom Venom Splasher countdown timer //if (sce->val4 % 1000 == 0) { // char timer[10]; // snprintf (timer, 10, "%d", sce->val4/1000); // clif_message(bl, timer); //} if((sce->val4 -= 500) > 0) { sc_timer_next(500 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_MARIONETTE: case SC_MARIONETTE2: { struct block_list *pbl = map_id2bl(sce->val1); if( pbl && check_distance_bl(bl, pbl, 7) ) { sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } } break; case SC_GOSPEL: if(sce->val4 == BCT_SELF && --(sce->val2) > 0) { int hp, sp; hp = (sce->val1 > 5) ? 45 : 30; sp = (sce->val1 > 5) ? 35 : 20; if(!status_charge(bl, hp, sp)) break; sc_timer_next(10000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_JAILED: if(sce->val1 == INT_MAX || --(sce->val1) > 0) { sc_timer_next(60000+tick, status_change_timer, bl->id,data); return 0; } break; case SC_BLIND: if(sc->data[SC_FOGWALL]) { //Blind lasts forever while you are standing on the fog. sc_timer_next(5000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_ABUNDANCE: if(--(sce->val4) > 0) { if( !sc->data[SC_BERSERK] ) status_heal(bl,0,60,0); sc_timer_next(10000+tick, status_change_timer, bl->id, data); } break; case SC_PYREXIA: if( --(sce->val4) >= 0 ) { map_freeblock_lock(); clif_damage(bl,bl,tick,status_get_amotion(bl),0,100,0,0,0); status_fix_damage(NULL,bl,100,0); if( sc->data[type] ) { if( sce->val4 == 10 ) sc_start(bl,SC_BLIND,100,sce->val1,30000); // Blind status for the final 30 seconds sc_timer_next(3000+tick,status_change_timer,bl->id,data); } map_freeblock_unlock(); return 0; } break; case SC_LEECHESEND: if( --(sce->val4) >= 0 ) { int damage = status->max_hp/100; if( sd && (sd->status.class_ == JOB_GUILLOTINE_CROSS || sd->status.class_ == JOB_GUILLOTINE_CROSS_T ) ) damage += 3 * status->vit; else damage += 7 * status->vit; unit_skillcastcancel(bl,2); map_freeblock_lock(); status_zap(bl,damage,0); if( sc->data[type] ) { sc_timer_next(1000 + tick, status_change_timer, bl->id, data ); } map_freeblock_unlock(); return 0; } break; case SC_MAGICMUSHROOM: if( --(sce->val4) >= 0 ) { bool flag = 0; int damage = status->max_hp * 3 / 100; if( status->hp <= damage ) damage = status->hp - 1; // Cannot Kill if( damage > 0 ) { // 3% Damage each 4 seconds map_freeblock_lock(); status_zap(bl,damage,0); flag = !sc->data[type]; // Killed? Should not map_freeblock_unlock(); } if( !flag ) { // Random Skill Cast if( sd ) { int mushroom_skillid = 0, i; unit_stop_attack(bl); unit_skillcastcancel(bl,1); do { i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB; mushroom_skillid = skill_magicmushroom_db[i].skillid; } while( mushroom_skillid == 0 ); switch( skill_get_casttype(mushroom_skillid) ) { // Magic Mushroom skills are buffs or area damage case CAST_GROUND: skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0); break; case CAST_NODAMAGE: skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0); break; case CAST_DAMAGE: skill_castend_damage_id(bl,bl,mushroom_skillid,1,tick,0); break; } } clif_emotion(bl,E_HEH); sc_timer_next(4000+tick,status_change_timer,bl->id,data); } return 0; } break; case SC_TOXIN: if( --(sce->val4) >= 0 ) { //Damage is every 10 seconds including 3%sp drain. map_freeblock_lock(); clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0); status_damage(NULL,bl,1,status->max_sp*3/100,0,16); if( sc->data[type] ) { sc_timer_next(10000 + tick, status_change_timer, bl->id, data ); } map_freeblock_unlock(); return 0; } break; case SC_OBLIVIONCURSE: if( --(sce->val4) >= 0 ) { clif_emotion(bl,E_WHAT); sc_timer_next(3000 + tick, status_change_timer, bl->id, data ); return 0; } break; case SC_WEAPONBLOCKING: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0,3) ) break; sc_timer_next(3000+tick,status_change_timer,bl->id,data); return 0; } break; case SC_CLOAKINGEXCEED: if(!status_charge(bl,0,10-sce->val1)) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; case SC_RENOVATIO: if( --(sce->val4) >= 0 ) { status_heal(bl, status->max_hp * 3 / 100, 0, 2); sc_timer_next(5000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_BURNING: if( --(sce->val4) >= 0 ) { struct block_list *src = map_id2bl(sce->val3); int damage = 3 * status_get_max_hp(bl) / 100; // Non Elemental Damage if( status ) damage += battle_attr_fix(NULL, bl, sce->val2, ELE_FIRE, status->def_ele, status->ele_lv); map_freeblock_lock(); status_fix_damage(src,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0)); if( sc->data[type]){ // Target still lives. [LimitLine] sc_timer_next(2000 + tick, status_change_timer, bl->id, data); } map_freeblock_unlock(); return 0; } break; case SC_FEAR: if( --(sce->val4) >= 0 ) { if( sce->val2 > 0 ) sce->val2--; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_SPHERE_1: case SC_SPHERE_2: case SC_SPHERE_3: case SC_SPHERE_4: case SC_SPHERE_5: if( --(sce->val4) >= 0 ) { if( !status_charge(bl, 0, 1) ) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_READING_SB: if( !status_charge(bl, 0, sce->val2) ) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; case SC_ELECTRICSHOCKER: if( --(sce->val4) >= 0 ) { status_charge(bl, 0, status->max_sp / 100 * sce->val1 ); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_CAMOUFLAGE: if( !status_charge(bl,0,7 - sce->val1) ) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; case SC__REPRODUCE: if(!status_charge(bl, 0, 1)) break; sc_timer_next(1000+tick, status_change_timer, bl->id, data); return 0; case SC__SHADOWFORM: if( --(sce->val4) >= 0 ) { if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) ) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC__INVISIBILITY: if( --(sce->val4) >= 0 ) { if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skilllv. break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_STRIKING: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0, sce->val1 ) ) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_BLOODSUCKER: if( --(sce->val4) >= 0 ) { struct block_list *src = map_id2bl(sce->val2); int damage; if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) ) break; map_freeblock_lock(); damage = skill_attack(skill_get_type(GN_BLOOD_SUCKER), src, src, bl, GN_BLOOD_SUCKER, sce->val1, tick, 0); if ( sc->data[type] ) { sc_timer_next(1000 + tick, status_change_timer, bl->id, data); } map_freeblock_unlock(); status_heal(src, damage, 0, 0); clif_skill_nodamage(src, bl, GN_BLOOD_SUCKER, 0, 1); return 0; } break; case SC_VOICEOFSIREN: if( --(sce->val4) >= 0 ) { clif_emotion(bl,E_LV); sc_timer_next(2000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_DEEPSLEEP: if( --(sce->val4) >= 0 ) { // Recovers 1% HP/SP every 2 seconds. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2); sc_timer_next(2000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_SIRCLEOFNATURE: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0,sce->val2) ) break; status_heal(bl, sce->val3, 0, 1); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_SONGOFMANA: if( --(sce->val4) >= 0 ) { status_heal(bl,0,sce->val3,3); sc_timer_next(3000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_SATURDAYNIGHTFEVER: // 1% HP/SP drain every 3 seconds [Jobbie] if( --(sce->val3) >= 0 ) { int hp = status->hp / 100; int sp = status->sp / 100; if( !status_charge(bl, hp, sp) ) break; sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); return 0; } break; case SC_CRYSTALIZE: if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_FORCEOFVANGUARD: if( !status_charge(bl,0,20) ) break; sc_timer_next(6000 + tick, status_change_timer, bl->id, data); return 0; case SC_BANDING: if( status_charge(bl, 0, 7 - sce->val1) ) { if( sd ) pc_banding(sd, sce->val1); sc_timer_next(5000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_REFLECTDAMAGE: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0,sce->val3) ) break; sc_timer_next(10000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_OVERHEAT_LIMITPOINT: if( --(sce->val1) > 0 ) { // Cooling sc_timer_next(30000 + tick, status_change_timer, bl->id, data); } break; case SC_OVERHEAT: { int damage = status->max_hp / 100; // Suggestion 1% each second if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum map_freeblock_lock(); status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0)); if( sc->data[type] ) { sc_timer_next(1000 + tick, status_change_timer, bl->id, data); } map_freeblock_unlock(); } break; case SC_MAGNETICFIELD: { if( --(sce->val3) <= 0 ) break; // Time out if( sce->val2 == bl->id ) { if( !status_charge(bl,0,14 + (3 * sce->val1)) ) break; // No more SP status should end, and in the next second will end for the other affected players } else { struct block_list *src = map_id2bl(sce->val2); struct status_change *ssc; if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] ) break; // Source no more under Magnetic Field } sc_timer_next(1000 + tick, status_change_timer, bl->id, data); } break; case SC_INSPIRATION: if(--(sce->val4) >= 0) { int hp = status->max_hp * (7-sce->val1) / 100; int sp = status->max_sp * (9-sce->val1) / 100; if( !status_charge(bl,hp,sp) ) break; sc_timer_next(1000+tick,status_change_timer,bl->id, data); return 0; } break; case SC_RAISINGDRAGON: // 1% every 5 seconds [Jobbie] if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) { if( !sc->data[type] ) return 0; sc_timer_next(5000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_CIRCLE_OF_FIRE: case SC_FIRE_CLOAK: case SC_WATER_DROP: case SC_WATER_SCREEN: case SC_WIND_CURTAIN: case SC_WIND_STEP: case SC_STONE_SHIELD: case SC_SOLID_SKIN: if( !status_charge(bl,0,sce->val2) ) { struct block_list *s_bl = battle_get_master(bl); if( s_bl ) status_change_end(s_bl,type+1,-1); status_change_end(bl,type,-1); break; } sc_timer_next(2000 + tick, status_change_timer, bl->id, data); return 0; case SC_STOMACHACHE: if( --(sce->val4) > 0 ) { status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds. { pc_stop_walking(sd,1|4); pc_stop_attack(sd); pc_setsit(sd); clif_sitting(bl); } sc_timer_next(10000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: /* they only end by status_change_end */ sc_timer_next(600000 + tick, status_change_timer, bl->id, data); return 0; } // default for all non-handled control paths is to end the status return status_change_end( bl,type,tid ); #undef sc_timer_next } /*========================================== * ステータス異常タイマー範囲処理 *------------------------------------------*/ int status_change_timer_sub(struct block_list* bl, va_list ap) { struct status_change* tsc; struct block_list* src = va_arg(ap,struct block_list*); struct status_change_entry* sce = va_arg(ap,struct status_change_entry*); enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int unsigned int tick = va_arg(ap,unsigned int); if (status_isdead(bl)) return 0; tsc = status_get_sc(bl); switch( type ) { case SC_SIGHT: /* サイト */ case SC_CONCENTRATE: status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); break; case SC_RUWACH: /* ルアフ */ if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] || tsc->data[SC__INVISIBILITY])) { status_change_end(bl, SC_HIDING, INVALID_TIMER); status_change_end(bl, SC_CLOAKING, INVALID_TIMER); status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER); status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER); status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER); if(battle_check_target( src, bl, BCT_ENEMY ) > 0) skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0); } break; case SC_SIGHTBLASTER: if (battle_check_target( src, bl, BCT_ENEMY ) > 0 && status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)) { skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0); if (sce) sce->val2 = 0; //This signals it to end. } break; case SC_CLOSECONFINE: //Lock char has released the hold on everyone... if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) { tsc->data[SC_CLOSECONFINE2]->val2 = 0; status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER); } break; case SC_CURSEDCIRCLE_TARGET: if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) { status_change_end(bl, type, -1); } break; } return 0; } /*========================================== * Clears buffs/debuffs of a character. * type&1 -> buffs, type&2 -> debuffs *------------------------------------------*/ int status_change_clear_buffs (struct block_list* bl, int type) { int i; struct status_change *sc= status_get_sc(bl); if (!sc || !sc->count) return 0; if (type&2) //Debuffs for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ ) { status_change_end(bl, (sc_type)i, INVALID_TIMER); } for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) { if(!sc->data[i]) continue; switch (i) { //Stuff that cannot be removed case SC_WEIGHT50: case SC_WEIGHT90: case SC_COMBO: case SC_SMA: case SC_DANCING: case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: case SC_GUILDAURA: case SC_SAFETYWALL: case SC_PNEUMA: case SC_NOCHAT: case SC_JAILED: case SC_ANKLE: case SC_BLADESTOP: case SC_CP_WEAPON: case SC_CP_SHIELD: case SC_CP_ARMOR: case SC_CP_HELM: case SC_STRFOOD: case SC_AGIFOOD: case SC_VITFOOD: case SC_INTFOOD: case SC_DEXFOOD: case SC_LUKFOOD: case SC_HITFOOD: case SC_FLEEFOOD: case SC_BATKFOOD: case SC_WATKFOOD: case SC_MATKFOOD: case SC_FOOD_STR_CASH: case SC_FOOD_AGI_CASH: case SC_FOOD_VIT_CASH: case SC_FOOD_DEX_CASH: case SC_FOOD_INT_CASH: case SC_FOOD_LUK_CASH: case SC_EXPBOOST: case SC_JEXPBOOST: case SC_ITEMBOOST: case SC_ELECTRICSHOCKER: case SC__MANHOLE: case SC_GIANTGROWTH: case SC_MILLENNIUMSHIELD: case SC_REFRESH: case SC_STONEHARDSKIN: case SC_VITALITYACTIVATION: case SC_FIGHTINGSPIRIT: case SC_ABUNDANCE: case SC_CURSEDCIRCLE_ATKER: case SC_CURSEDCIRCLE_TARGET: continue; //Debuffs that can be removed. case SC_HALLUCINATION: case SC_QUAGMIRE: case SC_SIGNUMCRUCIS: case SC_DECREASEAGI: case SC_SLOWDOWN: case SC_MINDBREAKER: case SC_WINKCHARM: case SC_STOP: case SC_ORCISH: case SC_STRIPWEAPON: case SC_STRIPSHIELD: case SC_STRIPARMOR: case SC_STRIPHELM: case SC_BITE: case SC_ADORAMUS: case SC_VACUUM_EXTREME: case SC_BURNING: case SC_FEAR: case SC_MAGNETICFIELD: if (!(type&2)) continue; break; //The rest are buffs that can be removed. case SC_BERSERK: case SC_SATURDAYNIGHTFEVER: if (!(type&1)) continue; sc->data[i]->val2 = 0; break; default: if (!(type&1)) continue; break; } status_change_end(bl, (sc_type)i, INVALID_TIMER); } return 0; } int status_change_spread( struct block_list *src, struct block_list *bl ) { int i, flag = 0; struct status_change *sc = status_get_sc(src); const struct TimerData *timer; unsigned int tick; struct status_change_data data; if( !sc || !sc->count ) return 0; tick = gettick(); for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) { if( !sc->data[i] || i == SC_COMMON_MAX ) continue; switch( i ) { //Debuffs that can be spreaded. // NOTE: We'll add/delte SCs when we are able to confirm it. case SC_POISON: case SC_CURSE: case SC_SILENCE: case SC_CONFUSION: case SC_BLIND: case SC_BLEEDING: case SC_DPOISON: case SC_NOCHAT: case SC_HALLUCINATION: case SC_SIGNUMCRUCIS: case SC_DECREASEAGI: case SC_SLOWDOWN: case SC_MINDBREAKER: case SC_WINKCHARM: case SC_STOP: case SC_ORCISH: //case SC_STRIPWEAPON://Omg I got infected and had the urge to strip myself physically. //case SC_STRIPSHIELD://No this is stupid and shouldnt be spreadable at all. //case SC_STRIPARMOR:// Disabled until I can confirm if it does or not. [Rytech] //case SC_STRIPHELM: //case SC__STRIPACCESSORY: case SC_BITE: case SC_FREEZING: case SC_BURNING: case SC_FEAR: case SC_PYREXIA: case SC_PARALYSE: case SC_DEATHHURT: case SC_MAGICMUSHROOM: case SC_VENOMBLEED: case SC_TOXIN: case SC_OBLIVIONCURSE: case SC_LEECHESEND: if( sc->data[i]->timer != INVALID_TIMER ) { timer = get_timer(sc->data[i]->timer); if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0) continue; data.tick = DIFF_TICK(timer->tick,tick); } else data.tick = INVALID_TIMER; data.val1 = sc->data[i]->val1; data.val2 = sc->data[i]->val2; data.val3 = sc->data[i]->val3; data.val4 = sc->data[i]->val4; status_change_start(bl,i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8); flag = 1; break; default: continue; break; } } return flag; } //Natural regen related stuff. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick; static int status_natural_heal(struct block_list* bl, va_list args) { struct regen_data *regen; struct status_data *status; struct status_change *sc; struct unit_data *ud; struct view_data *vd = NULL; struct regen_data_sub *sregen; struct map_session_data *sd; int val,rate,bonus = 0,flag; regen = status_get_regen_data(bl); if (!regen) return 0; status = status_get_status_data(bl); sc = status_get_sc(bl); if (sc && !sc->count) sc = NULL; sd = BL_CAST(BL_PC,bl); flag = regen->flag; if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1)) flag&=~(RGN_HP|RGN_SHP); if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2)) flag&=~(RGN_SP|RGN_SSP); if (flag && ( status_isdead(bl) || (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY])) )) flag=0; if (sd) { if (sd->hp_loss.value || sd->sp_loss.value) pc_bleeding(sd, natural_heal_diff_tick); if (sd->hp_regen.value || sd->sp_regen.value) pc_regen(sd, natural_heal_diff_tick); } if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen && (vd = status_get_viewdata(bl)) && vd->dead_sit == 2) { //Apply sitting regen bonus. sregen = regen->ssregen; if(flag&(RGN_SHP)) { //Sitting HP regen val = natural_heal_diff_tick * sregen->rate.hp; if (regen->state.overweight) val>>=1; //Half as fast when overweight. sregen->tick.hp += val; while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { //Full flag&=~(RGN_HP|RGN_SHP); break; } } } if(flag&(RGN_SSP)) { //Sitting SP regen val = natural_heal_diff_tick * sregen->rate.sp; if (regen->state.overweight) val>>=1; //Half as fast when overweight. sregen->tick.sp += val; while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { //Full flag&=~(RGN_SP|RGN_SSP); break; } } } } if (flag && regen->state.overweight) flag=0; ud = unit_bl2ud(bl); if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) { flag&=~(RGN_SHP|RGN_SSP); if(!regen->state.walk) flag&=~RGN_HP; } if (!flag) return 0; if (flag&(RGN_HP|RGN_SP)) { if(!vd) vd = status_get_viewdata(bl); if(vd && vd->dead_sit == 2) bonus++; if(regen->state.gc) bonus++; } //Natural Hp regen if (flag&RGN_HP) { rate = natural_heal_diff_tick*(regen->rate.hp+bonus); if (ud && ud->walktimer != INVALID_TIMER) rate/=2; // Homun HP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *=2; regen->tick.hp += rate; if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) { val = 0; do { val += regen->hp; regen->tick.hp -= battle_config.natural_healhp_interval; } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval); if (status_heal(bl, val, 0, 1) < val) flag&=~RGN_SHP; //full. } } //Natural SP regen if(flag&RGN_SP) { rate = natural_heal_diff_tick*(regen->rate.sp+bonus); // Homun SP regen fix (they should regen as if they were sitting (twice as fast) if(bl->type==BL_HOM) rate *=2; regen->tick.sp += rate; if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) { val = 0; do { val += regen->sp; regen->tick.sp -= battle_config.natural_healsp_interval; } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval); if (status_heal(bl, 0, val, 1) < val) flag&=~RGN_SSP; //full. } } if (!regen->sregen) return flag; //Skill regen sregen = regen->sregen; if(flag&RGN_SHP) { //Skill HP regen sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp; while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) { sregen->tick.hp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) break; //Full } } if(flag&RGN_SSP) { //Skill SP regen sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp; while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) { val = sregen->sp; if (sd && sd->state.doridori) { val*=2; sd->state.doridori = 0; if ((rate = pc_checkskill(sd,TK_SPTIME))) sc_start(bl,status_skill2sc(TK_SPTIME), 100,rate,skill_get_time(TK_SPTIME, rate)); if ( (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR && rnd()%10000 < battle_config.sg_angel_skill_ratio ) { //Angel of the Sun/Moon/Star clif_feel_hate_reset(sd); pc_resethate(sd); pc_resetfeel(sd); } } sregen->tick.sp -= battle_config.natural_heal_skill_interval; if(status_heal(bl, 0, val, 3) < val) break; //Full } } return flag; } //Natural heal main timer. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data) { natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick); map_foreachregen(status_natural_heal); natural_heal_prev_tick = tick; return 0; } /** * Get the chance to upgrade a piece of equipment. * @param wlv The weapon type of the item to refine (see see enum refine_type) * @param refine The target refine level * @return The chance to refine the item, in percent (0~100) **/ int status_get_refine_chance(enum refine_type wlv, int refine) { if (wlv < 0 || wlv > REFINE_TYPE_MAX || refine < 0 || refine >= MAX_REFINE) return 0; return refine_info[wlv].chance[refine]; } /*------------------------------------------ * DB reading. * job_db1.txt - weight, hp, sp, aspd * job_db2.txt - job level stat bonuses * size_fix.txt - size adjustment table for weapons * refine_db.txt - refining data table *------------------------------------------*/ #ifdef RENEWAL static bool status_readdb_job_re(char* fields[], int columns, int current) { int idx, class_; unsigned int i; class_ = atoi(fields[0]); if(!pcdb_checkid(class_)) { ShowWarning("status_readdb_job_re: Invalid job class %d specified.\n", class_); return false; } idx = pc_class2idx(class_); for(i = 0; i < RE_JOB_DB_MAX; i++) { re_job_db[idx][i] = atoi(fields[i+1]); } return true; } #endif static bool status_readdb_job1(char* fields[], int columns, int current) {// Job-specific values (weight, HP, SP, ASPD) int idx, class_; unsigned int i; class_ = atoi(fields[0]); if(!pcdb_checkid(class_)) { ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_); return false; } idx = pc_class2idx(class_); max_weight_base[idx] = atoi(fields[1]); hp_coefficient[idx] = atoi(fields[2]); hp_coefficient2[idx] = atoi(fields[3]); sp_coefficient[idx] = atoi(fields[4]); for(i = 0; i < MAX_WEAPON_TYPE; i++) { aspd_base[idx][i] = atoi(fields[i+5]); } return true; } static bool status_readdb_job2(char* fields[], int columns, int current) { int idx, class_, i; class_ = atoi(fields[0]); if(!pcdb_checkid(class_)) { ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_); return false; } idx = pc_class2idx(class_); for(i = 1; i < columns; i++) { job_bonus[idx][i-1] = atoi(fields[i]); } return true; } static bool status_readdb_sizefix(char* fields[], int columns, int current) { unsigned int i; for(i = 0; i < MAX_WEAPON_TYPE; i++) { atkmods[current][i] = atoi(fields[i]); } return true; } static bool status_readdb_refine(char* fields[], int columns, int current) { int i, bonus_per_level, random_bonus, random_bonus_start_level; current = atoi(fields[0]); if (current < 0 || current >= REFINE_TYPE_MAX) return false; bonus_per_level = atoi(fields[1]); random_bonus_start_level = atoi(fields[2]); random_bonus = atoi(fields[3]); for(i = 0; i < MAX_REFINE; i++) { char* delim; if (!(delim = strchr(fields[4+i], ':'))) return false; *delim = '\0'; refine_info[current].chance[i] = atoi(fields[4+i]); if (i >= random_bonus_start_level - 1) refine_info[current].randombonus_max[i] = random_bonus * (i - random_bonus_start_level + 2); refine_info[current].bonus[i] = bonus_per_level + atoi(delim+1); if (i > 0) refine_info[current].bonus[i] += refine_info[current].bonus[i-1]; } return true; } int status_readdb(void) { int i, j; // initialize databases to default // // job_db1.txt memset(max_weight_base, 0, sizeof(max_weight_base)); memset(hp_coefficient, 0, sizeof(hp_coefficient)); memset(hp_coefficient2, 0, sizeof(hp_coefficient2)); memset(sp_coefficient, 0, sizeof(sp_coefficient)); memset(aspd_base, 0, sizeof(aspd_base)); #ifdef RENEWAL memset(re_job_db, 0, sizeof(re_job_db)); #endif // job_db2.txt memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus // size_fix.txt for(i=0;i