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-rw-r--r--src/map/status.c8168
1 files changed, 4317 insertions, 3851 deletions
diff --git a/src/map/status.c b/src/map/status.c
index 497d02bbf..f4991cff2 100644
--- a/src/map/status.c
+++ b/src/map/status.c
@@ -96,16 +96,12 @@ 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 BL_NUL;
}
return status->RelevantBLTypes[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) status->RelevantBLTypes[(icon)] |= BL_SCEFFECT
-
static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) {
uint16 idx;
if( (idx = skill->get_index(skill_id)) == 0 ) {
@@ -128,6 +124,10 @@ static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) {
}
void initChangeTables(void) {
+#define add_sc(skill,sc) set_sc((skill),(sc),SI_BLANK,SCB_NONE)
+// indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
+#define set_sc_with_vfx(skill, sc, icon, flag) do { set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0)
+
int i;
for (i = 0; i < SC_MAX; i++)
@@ -593,21 +593,19 @@ void initChangeTables(void) {
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_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
/**
* Royal Guard
**/
set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
- set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
+ set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP );
set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF );
set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
- set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_DEF , SI_SHIELDSPELL_DEF , SCB_WATK );
- set_sc( LG_SHIELDSPELL , SC_SHIELDSPELL_REF , SI_SHIELDSPELL_REF , SCB_DEF );
set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE );
/**
* Shadow Chaser
@@ -626,8 +624,10 @@ void initChangeTables(void) {
set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
- add_sc( SC_CHAOSPANIC , SC_CONFUSION );
- add_sc( SC_BLOODYLUST , SC_BERSERK );
+ add_sc( SC_CHAOSPANIC , SC__CHAOS );
+ add_sc( SC_MAELSTROM , SC__MAELSTROM );
+ add_sc( SC_BLOODYLUST , SC_BERSERK );
+
/**
* Sura
**/
@@ -646,10 +646,10 @@ void initChangeTables(void) {
set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF );
set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK );
- set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_BATK );
+ set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_WATK );
set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
- set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE );
+ set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE );
set_sc_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SI_SIREN , SCB_NONE );
set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE );
set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
@@ -658,8 +658,8 @@ void initChangeTables(void) {
set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD );
set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP );
- set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
- set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
+ set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT );
+ set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP );
set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP );
@@ -670,7 +670,7 @@ void initChangeTables(void) {
set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
set_sc_with_vfx( SO_DIAMONDDUST , SC_COLD , SI_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it.
- add_sc( SO_CLOUD_KILL , SC_POISON );
+ 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 );
@@ -679,6 +679,7 @@ void initChangeTables(void) {
set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK | SCB_ATK_ELE | SCB_REGEN );
+ add_sc( SO_ELEMENTAL_SHIELD , SC_SAFETYWALL );
/**
* Genetic
**/
@@ -712,8 +713,8 @@ void initChangeTables(void) {
set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD );
set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD );
set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP );
- set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
- set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
+ set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP );
+ set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP );
set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
@@ -854,8 +855,6 @@ void initChangeTables(void) {
status->IconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
status->IconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
- status->IconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
-
status->IconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
status->IconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
@@ -906,6 +905,10 @@ void initChangeTables(void) {
status->IconChangeTable[SC_REBOUND] = SI_REBOUND;
status->IconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
status->IconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM;
+ status->IconChangeTable[SC_MOONSTAR] = SI_MOONSTAR;
+ status->IconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR;
+ status->IconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS;
+ status->IconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC;
//Other SC which are not necessarily associated to skills.
status->ChangeFlagTable[SC_ATTHASTE_POTION1] = SCB_ASPD;
@@ -967,10 +970,17 @@ void initChangeTables(void) {
status->ChangeFlagTable[SC_MER_SP] |= SCB_MAXSP;
status->ChangeFlagTable[SC_MER_HIT] |= SCB_HIT;
// Guillotine Cross Poison Effects
- status->ChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE|SCB_SPEED;
- status->ChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
+ status->ChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
status->ChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
+ status->ChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
+ status->ChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
+ status->ChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
status->ChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
+ // RG status
+ status->ChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
+ status->ChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
+ // Meca status
+ status->ChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
status->ChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
status->ChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
@@ -991,6 +1001,14 @@ void initChangeTables(void) {
status->ChangeFlagTable[SC_ALL_RIDING] = SCB_SPEED;
status->ChangeFlagTable[SC_WEDDING] = SCB_SPEED;
+ status->ChangeFlagTable[SC_MTF_ASPD] = SCB_ASPD|SCB_HIT;
+ status->ChangeFlagTable[SC_MTF_MATK] = SCB_MATK;
+ status->ChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
+
+ status->ChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
+ status->ChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
+ status->ChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
+ status->ChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
/* status->DisplayType Table [Ind/Hercules] */
status->DisplayType[SC_ALL_RIDING] = true;
@@ -1014,8 +1032,11 @@ void initChangeTables(void) {
status->DisplayType[SC_CURSEDCIRCLE_TARGET]= true;
status->DisplayType[SC_BLOOD_SUCKER] = true;
status->DisplayType[SC__SHADOWFORM] = true;
- status->DisplayType[SC__MANHOLE] = true;
status->DisplayType[SC_MONSTER_TRANSFORM] = true;
+ status->DisplayType[SC_MOONSTAR] = true;
+ status->DisplayType[SC_SUPER_STAR] = true;
+ status->DisplayType[SC_STRANGELIGHTS] = true;
+ status->DisplayType[SC_DECORATION_OF_MUSIC] = true;
#ifdef RENEWAL_EDP
// renewal EDP increases your weapon atk
@@ -1024,6 +1045,8 @@ void initChangeTables(void) {
if( !battle_config.display_hallucination ) //Disable Hallucination.
status->IconChangeTable[SC_ILLUSION] = SI_BLANK;
+#undef add_sc
+#undef set_sc_with_vfx
}
void initDummyData(void)
@@ -1156,6 +1179,21 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
if( hp && !(flag&1) ) {
if( sc ) {
struct status_change_entry *sce;
+
+#ifdef DEVOTION_REFLECT_DAMAGE
+ if(src && (sce = sc->data[SC_DEVOTION])) {
+ struct block_list *d_bl = map->id2bl(sce->val1);
+
+ if(d_bl &&((d_bl->type == BL_MER && ((TBL_MER *)d_bl)->master && ((TBL_MER *)d_bl)->master->bl.id == target->id)
+ || (d_bl->type == BL_PC && ((TBL_PC *)d_bl)->devotion[sce->val2] == target->id)) && check_distance_bl(target, d_bl, sce->val3)) {
+ clif->damage(d_bl, d_bl, 0, 0, hp, 0, 0, 0);
+ status_fix_damage(NULL, d_bl, hp, 0);
+ return 0;
+ }
+ status_change_end(target, SC_DEVOTION, INVALID_TIMER);
+ }
+#endif
+
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);
@@ -1167,8 +1205,6 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
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_DEEP_SLEEP, INVALID_TIMER);
if ((sce=sc->data[SC_ENDURE]) && !sce->val4 && !sc->data[SC_LKCONCENTRATION]) {
//Endure count is only reduced by non-players on non-gvg maps.
//val4 signals infinite endure. [Skotlex]
@@ -1200,7 +1236,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
if (sc->data[SC_AUTOBERSERK] &&
(!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
st->hp < st->max_hp>>2)
- sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
+ sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
if (sc->data[SC_BERSERK] && st->hp <= 100)
status_change_end(target, SC_BERSERK, INVALID_TIMER);
if( sc->data[SC_RAISINGDRAGON] && st->hp <= 1000 )
@@ -1276,7 +1312,7 @@ int status_damage(struct block_list *src,struct block_list *target,int64 in_hp,
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);
+ sc_start(target,target,status->skill2sc(PR_KYRIE),100,10,time);
if( target->type == BL_MOB )
((TBL_MOB*)target)->state.rebirth = 1;
@@ -1406,34 +1442,28 @@ int status_percent_change(struct block_list *src,struct block_list *target,signe
st = status->get_status_data(target);
-
- //It's safe now [MarkZD]
- if (hp_rate > 99)
- hp = st->hp;
- else if (hp_rate > 0)
- hp = st->hp>10000?
- hp_rate*(st->hp/100):
- ((int64)hp_rate*st->hp)/100;
- else if (hp_rate < -99)
- hp = st->max_hp;
- else if (hp_rate < 0)
- hp = st->max_hp>10000?
- (-hp_rate)*(st->max_hp/100):
- ((int64)-hp_rate*st->max_hp)/100;
+ if (hp_rate > 100)
+ hp_rate = 100;
+ else if (hp_rate < -100)
+ hp_rate = -100;
+ if (hp_rate > 0)
+ hp = APPLY_RATE(st->hp, hp_rate);
+ else
+ hp = APPLY_RATE(st->max_hp, -hp_rate);
if (hp_rate && !hp)
hp = 1;
if (flag == 2 && hp >= st->hp)
hp = st->hp-1; //Must not kill target.
- if (sp_rate > 99)
- sp = st->sp;
- else if (sp_rate > 0)
- sp = ((int64)sp_rate*st->sp)/100;
- else if (sp_rate < -99)
- sp = st->max_sp;
- else if (sp_rate < 0)
- sp = ((int64)-sp_rate)*st->max_sp/100;
+ if (sp_rate > 100)
+ sp_rate = 100;
+ else if (sp_rate < -100)
+ sp_rate = -100;
+ if (sp_rate > 0)
+ sp = APPLY_RATE(st->sp, sp_rate);
+ else
+ sp = APPLY_RATE(st->max_sp, -sp_rate);
if (sp_rate && !sp)
sp = 1;
@@ -1467,8 +1497,8 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per
if (st == &status->dummy)
return 0; //Invalid target.
- hp = (int64)st->max_hp * per_hp/100;
- sp = (int64)st->max_sp * per_sp/100;
+ hp = APPLY_RATE(st->max_hp, per_hp);
+ sp = APPLY_RATE(st->max_sp, per_sp);
if(hp > st->max_hp - st->hp)
hp = st->max_hp - st->hp;
@@ -1495,6 +1525,41 @@ int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per
return 1;
}
+int status_fixed_revive(struct block_list *bl, unsigned int per_hp, unsigned int per_sp) {
+ struct status_data *st;
+ unsigned int hp, sp;
+ if (!status->isdead(bl)) return 0;
+
+ st = status->get_status_data(bl);
+ if (st == &status->dummy)
+ return 0; //Invalid target.
+
+ hp = per_hp;
+ sp = per_sp;
+
+ if(hp > st->max_hp - st->hp)
+ hp = st->max_hp - st->hp;
+ else if (per_hp && !hp)
+ hp = 1;
+
+ if(sp > st->max_sp - st->sp)
+ sp = st->max_sp - st->sp;
+ else if (per_sp && !sp)
+ sp = 1;
+
+ st->hp += hp;
+ st->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: homun->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]
@@ -1667,7 +1732,6 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
switch(skill_id) {//##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;
@@ -1694,8 +1758,13 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
return 0;
}
}
- if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
- return 0;
+ if ( sc->option&OPTION_CHASEWALK ) {
+ if ( sc->data[SC__INVISIBILITY] ) {
+ if ( skill_id != 0 && skill_id != SC_INVISIBILITY )
+ return 0;
+ } else if ( skill_id != ST_CHASEWALK )
+ return 0;
+ }
if( sc->data[SC_ALL_RIDING] )
return 0;//New mounts can't attack nor use skills in the client; this check makes it cheat-safe [Ind]
}
@@ -1716,6 +1785,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
return 0;
if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
return 0;
+ if( ( tsc->data[SC_STEALTHFIELD] || tsc->data[SC_CAMOUFLAGE] ) && !(st->mode&(MD_BOSS|MD_DETECTOR)) && flag == 4 )
+ return 0;
}
//If targetting, cloak+hide protect you, otherwise only hiding does.
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
@@ -1725,10 +1796,8 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
hide_flag &= ~OPTION_HIDE;
else {
switch ( skill_id ) {
- case LG_OVERBRAND:
- case LG_OVERBRAND_BRANDISH:
- case LG_OVERBRAND_PLUSATK:
- hide_flag &=~ OPTION_CLOAK|OPTION_CHASEWALK;
+ case MO_ABSORBSPIRITS: // it works when already casted and target suddenly hides.
+ hide_flag &= ~OPTION_HIDE;
break;
}
}
@@ -1740,14 +1809,16 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
bool is_detect = ((st->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) ||
- (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
- return 0;
- if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && !skill_id )
- return 0;
- if( tsc->data[SC_STEALTHFIELD] && !is_boss )
- return 0;
+ if( tsc ) {
+ if (tsc->option&hide_flag && !is_boss &&
+ ((sd->special_state.perfect_hiding || !is_detect) ||
+ (tsc->data[SC_CLOAKINGEXCEED] && is_detect)))
+ return 0;
+ if( tsc->data[SC_CAMOUFLAGE] && !(is_boss || is_detect) && (!skill_id || (flag == 0 && src && src->type != BL_PC)) )
+ 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).
@@ -1780,38 +1851,38 @@ int status_check_skilluse(struct block_list *src, struct block_list *target, uin
//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 *st = status->get_status_data(src);
- struct status_change *tsc = status->get_sc(target);
+ struct status_change *tsc = NULL;
+
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;
+ 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;
+ if( ( tsc = status->get_sc(target) ) ) {
+ struct status_data *st = status->get_status_data(src);
- switch (target->type)
- { //Check for chase-walk/hiding/cloaking opponents.
- case BL_PC:
- if ( tsc->data[SC_CLOAKINGEXCEED] && !(st->mode&MD_BOSS) )
- return 0;
- if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&MD_BOSS) &&
- ( ((TBL_PC*)target)->special_state.perfect_hiding || !(st->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]) && !(st->mode&(MD_BOSS|MD_DETECTOR)) )
- return 0;
+ switch (target->type) { //Check for chase-walk/hiding/cloaking opponents.
+ case BL_PC:
+ if ( tsc->data[SC_CLOAKINGEXCEED] && !(st->mode&MD_BOSS) )
+ return 0;
+ if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_STEALTHFIELD] || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&MD_BOSS) &&
+ ( ((TBL_PC*)target)->special_state.perfect_hiding || !(st->mode&MD_DETECTOR) ) )
+ return 0;
+ break;
+ default:
+ if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE]) && !(st->mode&(MD_BOSS|MD_DETECTOR)) )
+ return 0;
+ }
}
return 1;
@@ -1824,11 +1895,11 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st)
short mod = -1;
switch( sd->weapontype2 ){ // adjustment for dual weilding
- case W_DAGGER: mod = 0; break; // 0, 1, 1
- case W_1HSWORD:
- case W_1HAXE: mod = 1;
- if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
- mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
+ case W_DAGGER: mod = 0; break; // 0, 1, 1
+ case W_1HSWORD:
+ case W_1HAXE: mod = 1;
+ if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3
+ mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ;
}
amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 )
@@ -1851,9 +1922,14 @@ int status_base_amotion_pc(struct map_session_data *sd, struct status_data *st)
// percentual delay reduction from stats
amotion -= amotion * (4*st->agi + st->dex)/1000;
#endif
+
// raw delay adjustment from bAspd bonus
amotion += sd->bonus.aspd_add;
+ /* angra manyu disregards aspd_base and similar */
+ if( sd->equip_index[EQI_HAND_R] >= 0 && sd->status.inventory[sd->equip_index[EQI_HAND_R]].nameid == ITEMID_ANGRA_MANYU )
+ return 0;
+
return amotion;
}
@@ -1989,13 +2065,12 @@ void status_calc_misc(struct block_list *bl, struct status_data *st, int level)
//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) {
+int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt) {
struct status_data *mstatus;
struct block_list *mbl = NULL;
int flag=0;
- if(first)
- { //Set basic level on respawn.
+ if(opt&SCO_FIRST) { //Set basic level on respawn.
if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
;
else
@@ -2011,8 +2086,6 @@ int status_calc_mob_(struct mob_data* md, bool first) {
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;
@@ -2026,7 +2099,7 @@ int status_calc_mob_(struct mob_data* md, bool first) {
aFree(md->base_status);
md->base_status = NULL;
}
- if(first)
+ if(opt&SCO_FIRST)
memcpy(&md->status, &md->db->status, sizeof(struct status_data));
return 0;
}
@@ -2040,12 +2113,13 @@ int status_calc_mob_(struct mob_data* md, bool first) {
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))
- mstatus->speed = mstatus->speed;
- if( mstatus->speed < 2 ) /* minimum for the unit to function properly */
- mstatus->speed = 2;
+ struct status_data *masterstatus = status->get_base_status(mbl);
+ if ( masterstatus ) {
+ if (battle_config.slaves_inherit_speed&(masterstatus->mode&MD_CANMOVE ? 1 : 2))
+ mstatus->speed = masterstatus->speed;
+ if (mstatus->speed < 2) /* minimum for the unit to function properly */
+ mstatus->speed = 2;
+ }
}
if (flag&16 && mbl) {
@@ -2065,6 +2139,8 @@ int status_calc_mob_(struct mob_data* md, bool first) {
mstatus->mode|= MD_CANATTACK|MD_AGGRESSIVE;
}
mstatus->hp = mstatus->max_hp;
+ if( ud->skill_id == NC_SILVERSNIPER )
+ mstatus->rhw.atk = mstatus->rhw.atk2 = 200 * ud->skill_lv;
}
}
@@ -2087,7 +2163,7 @@ int status_calc_mob_(struct mob_data* md, bool first) {
if (flag&2 && battle_config.mob_size_influence) {
// change for sized monsters [Valaris]
- if (md->special_state.size==SZ_MEDIUM) {
+ if (md->special_state.size==SZ_SMALL) {
mstatus->max_hp>>=1;
mstatus->max_sp>>=1;
if (!mstatus->max_hp) mstatus->max_hp = 1;
@@ -2150,18 +2226,18 @@ int status_calc_mob_(struct mob_data* md, bool first) {
}
}
- if( first ) //Initial battle status
+ if( opt&SCO_FIRST ) //Initial battle status
memcpy(&md->status, mstatus, sizeof(struct status_data));
return 1;
}
//Skotlex: Calculates the stats of the given pet.
-int status_calc_pet_(struct pet_data *pd, bool first)
+int status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
{
nullpo_ret(pd);
- if (first) {
+ if (opt&SCO_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;
@@ -2179,10 +2255,10 @@ int status_calc_pet_(struct pet_data *pd, bool first)
lv =sd->status.base_level*battle_config.pet_lv_rate/100;
if (lv < 0)
lv = 1;
- if (lv != pd->pet.level || first) {
+ if (lv != pd->pet.level || opt&SCO_FIRST) {
struct status_data *bstat = &pd->db->status, *pstatus = &pd->status;
pd->pet.level = lv;
- if (!first) //Lv Up animation
+ if (! (opt&SCO_FIRST) ) //Lv Up animation
clif->misceffect(&pd->bl, 0);
pstatus->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
pstatus->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
@@ -2204,10 +2280,10 @@ int status_calc_pet_(struct pet_data *pd, bool first)
status->calc_misc(&pd->bl, &pd->status, lv);
- if (!first) //Not done the first time because the pet is not visible yet
+ if (! (opt&SCO_FIRST) ) //Not done the first time because the pet is not visible yet
clif->send_petstatus(sd);
}
- } else if (first) {
+ } else if ( opt&SCO_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;
@@ -2285,7 +2361,7 @@ unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_dat
//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) {
+int status_calc_pc_(struct map_session_data* sd, enum e_status_calc_opt opt) {
static int calculating = 0; //Check for recursive call preemption. [Skotlex]
struct status_data *bstatus; // pointer to the player's base status
const struct status_change *sc = &sd->sc;
@@ -2307,7 +2383,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
sd->max_weight = status->max_weight_base[pc->class2idx(sd->status.class_)]+sd->status.str*300;
- if(first) {
+ if(opt&SCO_FIRST) {
//Load Hp/SP from char-received data.
sd->battle_status.hp = sd->status.hp;
sd->battle_status.sp = sd->status.sp;
@@ -2379,21 +2455,27 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE);
memset(&sd->special_state,0,sizeof(sd->special_state));
- memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
-
- //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
- if (!sd->state.permanent_speed)
+
+ if (!sd->state.permanent_speed) {
+ memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
bstatus->speed = DEFAULT_WALK_SPEED;
+ } else {
+ int pSpeed = bstatus->speed;
+ memset(&bstatus->max_hp, 0, sizeof(struct status_data)-(sizeof(bstatus->hp)+sizeof(bstatus->sp)));
+ bstatus->speed = pSpeed;
+ }
+
+ //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
//Give them all modes except these (useful for clones)
bstatus->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
- bstatus->size = (sd->class_&JOBL_BABY)?SZ_SMALL:SZ_MEDIUM;
+ bstatus->size = (sd->class_&JOBL_BABY)?SZ_MEDIUM:SZ_SMALL;
if (battle_config.character_size && (pc_isriding(sd) || pc_isridingdragon(sd)) ) { //[Lupus]
if (sd->class_&JOBL_BABY) {
if (battle_config.character_size&SZ_BIG)
bstatus->size++;
} else
- if(battle_config.character_size&SZ_MEDIUM)
+ if(battle_config.character_size&SZ_SMALL)
bstatus->size++;
}
bstatus->aspd_rate = 1000;
@@ -2438,10 +2520,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
pc->delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
// Parse equipment.
- for(i=0;i<EQI_MAX-1;i++) {
+ for(i=0;i<EQI_MAX;i++) {
status->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
+ if(i == EQI_AMMO) continue;/* ammo has special handler down there */
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)
@@ -2466,7 +2549,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
bstatus->def += sd->inventory_data[index]->def;
- if(first && sd->inventory_data[index]->equip_script)
+ if(opt&SCO_FIRST && sd->inventory_data[index]->equip_script)
{ //Execute equip-script on login
script->run(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
if (!calculating)
@@ -2558,12 +2641,29 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
}
/* we've got combos to process */
- if( sd->combos.count ) {
- for( i = 0; i < sd->combos.count; i++ ) {
- script->run(sd->combos.bonus[i],0,sd->bl.id,0);
- if (!calculating) //Abort, script->run retriggered this.
- return 1;
+ for( i = 0; i < sd->combo_count; i++ ) {
+ struct item_combo *combo = itemdb->id2combo(sd->combos[i].id);
+ unsigned char j;
+
+ /**
+ * ensure combo usage is allowed at this location
+ **/
+ for(j = 0; j < combo->count; j++) {
+ for(k = 0; k < map->list[sd->bl.m].zone->disabled_items_count; k++) {
+ if( map->list[sd->bl.m].zone->disabled_items[k] == combo->nameid[j] ) {
+ break;
+ }
+ }
+ if( k != map->list[sd->bl.m].zone->disabled_items_count )
+ break;
}
+
+ if( j != combo->count )
+ continue;
+
+ script->run(sd->combos[i].bonus,0,sd->bl.id,0);
+ if (!calculating) //Abort, script->run retriggered this.
+ return 1;
}
//Store equipment script bonuses
@@ -2573,10 +2673,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
bstatus->def += (refinedef+50)/100;
//Parse Cards
- for(i=0;i<EQI_MAX-1;i++) {
+ for(i=0;i<EQI_MAX;i++) {
status->current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to status->current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
if(index < 0)
continue;
+ if(i == EQI_AMMO) continue;/* ammo doesn't have cards */
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)
@@ -2609,7 +2710,7 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
if( k < map->list[sd->bl.m].zone->disabled_items_count )
continue;
- if(first && data->equip_script) {//Execute equip-script on login
+ if(opt&SCO_FIRST && data->equip_script) {//Execute equip-script on login
script->run(data->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
@@ -2750,9 +2851,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
if(sd->hprate < 0)
sd->hprate = 0;
if(sd->hprate!=100)
- bstatus->max_hp = (int64)bstatus->max_hp * sd->hprate/100;
+ bstatus->max_hp = APPLY_RATE(bstatus->max_hp, sd->hprate);
if(battle_config.hp_rate != 100)
- bstatus->max_hp = (int64)bstatus->max_hp * battle_config.hp_rate/100;
+ bstatus->max_hp = APPLY_RATE(bstatus->max_hp, battle_config.hp_rate);
if(bstatus->max_hp > (unsigned int)battle_config.max_hp)
bstatus->max_hp = battle_config.max_hp;
@@ -2784,9 +2885,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
if(sd->sprate < 0)
sd->sprate = 0;
if(sd->sprate!=100)
- bstatus->max_sp = (int64)bstatus->max_sp * sd->sprate/100;
+ bstatus->max_sp = APPLY_RATE(bstatus->max_sp, sd->sprate);
if(battle_config.sp_rate != 100)
- bstatus->max_sp = (int64)bstatus->max_sp * battle_config.sp_rate/100;
+ bstatus->max_sp = APPLY_RATE(bstatus->max_sp, battle_config.sp_rate);
if(bstatus->max_sp > (unsigned int)battle_config.max_sp)
bstatus->max_sp = battle_config.max_sp;
@@ -2805,11 +2906,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
&& battle_config.restart_hp_rate < 50)
bstatus->hp = bstatus->max_hp>>1;
else
- bstatus->hp = (int64)bstatus->max_hp * battle_config.restart_hp_rate/100;
+ bstatus->hp = APPLY_RATE(bstatus->max_hp, battle_config.restart_hp_rate);
if(!bstatus->hp)
bstatus->hp = 1;
- bstatus->sp = (int64)bstatus->max_sp * battle_config.restart_sp_rate /100;
+ bstatus->sp = APPLY_RATE(bstatus->max_sp, battle_config.restart_sp_rate);
if( !bstatus->sp ) /* the minimum for the respawn setting is SP:1 */
bstatus->sp = 1;
@@ -2879,6 +2980,10 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
bstatus->rhw.range += skill_lv;
}
}
+ if( (sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0 )
+ bstatus->hit += 3*skill_lv;
+ if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && ((skill_lv = pc->checkskill(sd,NC_TRAININGAXE)) > 0))
+ bstatus->hit += 2*skill_lv;
// ----- FLEE CALCULATION -----
@@ -2897,6 +3002,9 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
bstatus->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
}
+ if( pc_ismadogear(sd) && (skill_lv = pc->checkskill(sd,NC_MAINFRAME)) > 0 )
+ bstatus->def += 20 + 20 * skill_lv;
+
#ifndef RENEWAL
if (!battle_config.weapon_defense_type && bstatus->def > battle_config.max_def) {
bstatus->def2 += battle_config.over_def_bonus*(bstatus->def -battle_config.max_def);
@@ -3030,6 +3138,17 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
sd->subrace[RC_DRAGON]+=skill_lv;
}
+ if( (skill_lv = pc->checkskill(sd, AB_EUCHARISTICA)) > 0 ) {
+ sd->right_weapon.addrace[RC_DEMON] += skill_lv;
+ sd->right_weapon.addele[ELE_DARK] += skill_lv;
+ sd->left_weapon.addrace[RC_DEMON] += skill_lv;
+ sd->left_weapon.addele[ELE_DARK] += skill_lv;
+ sd->magic_addrace[RC_DEMON] += skill_lv;
+ sd->magic_addele[ELE_DARK] += skill_lv;
+ sd->subrace[RC_DEMON] += skill_lv;
+ sd->subele[ELE_DARK] += skill_lv;
+ }
+
if(sc->count) {
if(sc->data[SC_CONCENTRATION]) { //Update the card-bonus data
sc->data[SC_CONCENTRATION]->val3 = sd->param_bonus[1]; //Agi
@@ -3083,6 +3202,8 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] -= i;
}
+ if( sc->data[SC_MTF_MLEATKED] )
+ sd->subele[ELE_NEUTRAL] += 2;
if( sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 )
sd->magic_addele[ELE_FIRE] += 25;
if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 )
@@ -3117,11 +3238,11 @@ int status_calc_pc_(struct map_session_data* sd, bool first) {
return 0;
}
-int status_calc_mercenary_(struct mercenary_data *md, bool first) {
+int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt) {
struct status_data *mstatus = &md->base_status;
struct s_mercenary *merc = &md->mercenary;
- if( first ) {
+ if( opt&SCO_FIRST ) {
memcpy(mstatus, &md->db->status, sizeof(struct status_data));
mstatus->mode = MD_CANMOVE|MD_CANATTACK;
mstatus->hp = mstatus->max_hp;
@@ -3136,7 +3257,7 @@ int status_calc_mercenary_(struct mercenary_data *md, bool first) {
return 0;
}
-int status_calc_homunculus_(struct homun_data *hd, bool first) {
+int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt) {
struct status_data *hstatus = &hd->base_status;
struct s_homunculus *hom = &hd->homunculus;
int skill_lv;
@@ -3149,7 +3270,7 @@ int status_calc_homunculus_(struct homun_data *hd, bool first) {
hstatus->int_ = hom->int_ / 10;
hstatus->luk = hom->luk / 10;
- if (first) { //[orn]
+ if ( opt&SCO_FIRST ) { //[orn]
const struct s_homunculus_db *db = hd->homunculusDB;
hstatus->def_ele = db->element;
hstatus->ele_lv = 1;
@@ -3189,7 +3310,7 @@ int status_calc_homunculus_(struct homun_data *hd, bool first) {
if((skill_lv = homun->checkskill(hd,HLIF_BRAIN)) > 0)
hstatus->max_sp += (1 +skill_lv/2 -skill_lv/4 +skill_lv/5) * hstatus->max_sp / 100;
- if (first) {
+ if ( opt&SCO_FIRST ) {
hd->battle_status.hp = hom->hp;
hd->battle_status.sp = hom->sp;
}
@@ -3213,7 +3334,7 @@ int status_calc_homunculus_(struct homun_data *hd, bool first) {
return 1;
}
-int status_calc_elemental_(struct elemental_data *ed, bool first) {
+int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt) {
struct status_data *estatus = &ed->base_status;
struct s_elemental *ele = &ed->elemental;
struct map_session_data *sd = ed->master;
@@ -3221,7 +3342,7 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) {
if( !sd )
return 0;
- if( first ) {
+ if( opt&SCO_FIRST ) {
memcpy(estatus, &ed->db->status, sizeof(struct status_data));
if( !ele->mode )
estatus->mode = EL_MODE_PASSIVE;
@@ -3252,13 +3373,13 @@ int status_calc_elemental_(struct elemental_data *ed, bool first) {
return 0;
}
-int status_calc_npc_(struct npc_data *nd, bool first) {
+int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt) {
struct status_data *nstatus = &nd->status;
if (!nd)
return 0;
- if (first) {
+ if ( opt&SCO_FIRST ) {
nstatus->hp = 1;
nstatus->sp = 1;
nstatus->max_hp = 1;
@@ -3334,7 +3455,7 @@ void status_calc_regen(struct block_list *bl, struct status_data *st, struct reg
if( (skill_lv=pc->checkskill(sd,NJ_NINPOU)) > 0 )
val += skill_lv*3 + skill_lv*st->max_sp/500;
if( (skill_lv=pc->checkskill(sd,WM_LESSON)) > 0 )
- val += 3 + 3 * skill_lv;
+ val += skill_lv*3 + skill_lv*st->max_sp/500;
sregen->sp = cap_value(val, 0, SHRT_MAX);
@@ -3415,50 +3536,43 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
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_BLOODING]
- || sc->data[SC_MAGICMUSHROOM]
- || sc->data[SC_RAISINGDRAGON]
- || sc->data[SC_SATURDAY_NIGHT_FEVER]
+ 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_BLOODING]
+ || sc->data[SC_MAGICMUSHROOM]
+ || sc->data[SC_RAISINGDRAGON]
+ || sc->data[SC_SATURDAY_NIGHT_FEVER]
) //No regen
regen->flag = 0;
- if (
- sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND]
- || (
- (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
- (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK)))
- )
- ) //No natural SP regen
- regen->flag &=~RGN_SP;
-
- if(
- sc->data[SC_TENSIONRELAX]
+ if ( sc->data[SC_DANCING] || sc->data[SC_OBLIVIONCURSE] || sc->data[SC_MAXIMIZEPOWER] || sc->data[SC_REBOUND]
+ || ( bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK
+ && (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SOULLINK] || sc->data[SC_SOULLINK]->val2 != SL_MONK)))
+ )
) {
+ regen->flag &=~RGN_SP; //No natural SP regen
+ }
+
+ if (sc->data[SC_TENSIONRELAX]) {
regen->rate.hp += 2;
if (regen->sregen)
regen->sregen->rate.hp += 3;
}
- if (sc->data[SC_MAGNIFICAT])
- {
+ if (sc->data[SC_MAGNIFICAT]) {
regen->rate.hp += 1;
regen->rate.sp += 1;
}
- if (sc->data[SC_GDSKILL_REGENERATION])
- {
+ if (sc->data[SC_GDSKILL_REGENERATION]) {
const struct status_change_entry *sce = sc->data[SC_GDSKILL_REGENERATION];
- if (!sce->val4)
- {
+ if (!sce->val4) {
regen->rate.hp += sce->val2;
regen->rate.sp += sce->val3;
} else
regen->flag&=~sce->val4; //Remove regen as specified by val4
}
- if(sc->data[SC_GENTLETOUCH_REVITALIZE]){
+ if(sc->data[SC_GENTLETOUCH_REVITALIZE]) {
regen->hp = cap_value(regen->hp*sc->data[SC_GENTLETOUCH_REVITALIZE]->val3/100, 1, SHRT_MAX);
regen->state.walk= 1;
}
@@ -3467,7 +3581,12 @@ void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, str
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1))
regen->rate.hp *= 2;
-
+ if( sc->data[SC_VITALITYACTIVATION] )
+ regen->flag &=~RGN_SP;
+ if(sc->data[SC_EXTRACT_WHITE_POTION_Z])
+ regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1/100;
+ if(sc->data[SC_VITATA_500])
+ regen->rate.sp += regen->rate.sp * sc->data[SC_VITATA_500]->val1/100;
}
/// Recalculates parts of an object's battle status according to the specified flags.
/// @param flag bitfield of values from enum scb_flag
@@ -3658,6 +3777,7 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
if(flag&SCB_SPEED) {
struct unit_data *ud = unit->bl2ud(bl);
+
st->speed = status->calc_speed(bl, sc, bst->speed);
//Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
@@ -3666,13 +3786,11 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
if (ud)
ud->state.change_walk_target = ud->state.speed_changed = 1;
- if( bl->type&BL_PC && st->speed < battle_config.max_walk_speed )
+ if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && st->speed < battle_config.max_walk_speed )
st->speed = battle_config.max_walk_speed;
if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
st->speed = status->get_speed(&((TBL_HOM*)bl)->master->bl);
-
-
}
if(flag&SCB_CRI && bst->cri) {
@@ -3846,13 +3964,17 @@ void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag) {
/// 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) {
+void status_calc_bl_(struct block_list *bl, enum scb_flag flag, enum e_status_calc_opt opt) {
struct status_data bst; // previous battle status
struct status_data *st; // pointer to current battle status
if( bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0 ) {
- ((TBL_PC*)bl)->state.hold_recalc = 1;
- return;
+ if( opt&SCO_FORCE )
+ ((TBL_PC*)bl)->state.hold_recalc = 0;/* clear and move on */
+ else {
+ ((TBL_PC*)bl)->state.hold_recalc = 1;/* flag and stop */
+ return;
+ }
}
// remember previous values
@@ -3861,25 +3983,25 @@ void status_calc_bl_(struct block_list *bl, enum scb_flag flag, bool first) {
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;
- case BL_NPC: status->calc_npc_(BL_CAST(BL_NPC,bl), first); break;
+ case BL_PC: status->calc_pc_(BL_CAST(BL_PC,bl), opt); break;
+ case BL_MOB: status->calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
+ case BL_PET: status->calc_pet_(BL_CAST(BL_PET,bl), opt); break;
+ case BL_HOM: status->calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
+ case BL_MER: status->calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
+ case BL_ELEM: status->calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
+ case BL_NPC: status->calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
}
}
if( bl->type == BL_PET )
return; // pets are not affected by statuses
- if( first && bl->type == BL_MOB )
+ if( opt&SCO_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 )
+ if( opt&SCO_FIRST && bl->type == BL_HOM )
return; // client update handled by caller
// compare against new values and send client updates
@@ -4029,6 +4151,8 @@ unsigned short status_calc_str(struct block_list *bl, struct status_change *sc,
str -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(str,0,USHRT_MAX);
}
+ if(sc->data[SC_BEYOND_OF_WARCRY])
+ str += sc->data[SC_BEYOND_OF_WARCRY]->val3;
if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && str < 50)
return 50;
if(sc->data[SC_INCALLSTATUS])
@@ -4192,6 +4316,8 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc,
int_ -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
+ if(sc->data[SC_MELODYOFSINK])
+ int_ -= sc->data[SC_MELODYOFSINK]->val3;
if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_HIGH && int_ < 50)
return 50;
if(sc->data[SC_INCALLSTATUS])
@@ -4231,10 +4357,12 @@ unsigned short status_calc_int(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_KYOUGAKU])
int_ -= sc->data[SC_KYOUGAKU]->val2;
- if(sc->data[SC_NOEQUIPHELM])
- int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100;
- if(sc->data[SC__STRIPACCESSARY])
- int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
+ if(bl->type != BL_PC){
+ if(sc->data[SC_NOEQUIPHELM])
+ int_ -= int_ * sc->data[SC_NOEQUIPHELM]->val2/100;
+ if(sc->data[SC__STRIPACCESSARY])
+ int_ -= int_ * sc->data[SC__STRIPACCESSARY]->val2 / 100;
+ }
if(sc->data[SC_FULL_THROTTLE])
int_ += int_ * 20 / 100;
@@ -4293,7 +4421,7 @@ unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_MARSHOFABYSS])
dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
- if(sc->data[SC__STRIPACCESSARY])
+ if(sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC)
dex -= dex * sc->data[SC__STRIPACCESSARY]->val2 / 100;
if(sc->data[SC_FULL_THROTTLE])
dex += dex * 20 / 100;
@@ -4341,7 +4469,7 @@ unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_LAUDARAMUS])
luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
- if(sc->data[SC__STRIPACCESSARY])
+ if(sc->data[SC__STRIPACCESSARY] && bl->type != BL_PC)
luk -= luk * sc->data[SC__STRIPACCESSARY]->val2 / 100;
if(sc->data[SC_BANANA_BOMB])
luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
@@ -4383,7 +4511,7 @@ unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc,
if(sc->data[SC_FULL_SWING_K])
batk += sc->data[SC_FULL_SWING_K]->val1;
if(sc->data[SC_ODINS_POWER])
- batk += 70;
+ batk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
if(status_get_element(bl) == ELE_WATER) //water type
batk /= 2;
@@ -4418,14 +4546,8 @@ unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc,
batk += batk * sc->data[SC_HLIF_FLEET]->val3/100;
if(sc->data[SC__ENERVATION])
batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
- if(sc->data[SC_RUSH_WINDMILL])
- batk += batk * sc->data[SC_RUSH_WINDMILL]->val2/100;
if(sc->data[SC_SATURDAY_NIGHT_FEVER])
batk += 100 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1;
- if(sc->data[SC_MELODYOFSINK])
- batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
- if(sc->data[SC_BEYOND_OF_WARCRY])
- batk += batk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;
return (unsigned short)cap_value(batk,0,USHRT_MAX);
}
@@ -4496,16 +4618,16 @@ unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc,
watk += watk * sc->data[SC_PROVOKE]->val3/100;
if(sc->data[SC_SKE])
watk += watk * 3;
- if(sc->data[SC__ENERVATION])
- watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
if(sc->data[SC_HLIF_FLEET])
watk += watk * sc->data[SC_HLIF_FLEET]->val3/100;
if(sc->data[SC_CURSE])
watk -= watk * 25/100;
- if(sc->data[SC_NOEQUIPWEAPON])
+ if(sc->data[SC_NOEQUIPWEAPON] && bl->type != BL_PC)
watk -= watk * sc->data[SC_NOEQUIPWEAPON]->val2/100;
if(sc->data[SC__ENERVATION])
watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
+ if(sc->data[SC_RUSH_WINDMILL])
+ watk += sc->data[SC_RUSH_WINDMILL]->val2;
if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
@@ -4534,6 +4656,8 @@ unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc
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_COOLER_OPTION])
+ matk += sc->data[SC_COOLER_OPTION]->val2;
if(sc->data[SC_WATER_BARRIER])
matk -= sc->data[SC_WATER_BARRIER]->val3;
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
@@ -4569,6 +4693,8 @@ unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc,
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_COOLER_OPTION])
+ matk += sc->data[SC_COOLER_OPTION]->val2;
if (sc->data[SC_WATER_BARRIER])
matk -= sc->data[SC_WATER_BARRIER]->val3;
if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
@@ -4588,10 +4714,8 @@ unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc,
matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
if (sc->data[SC_MOONLIT_SERENADE])
matk += matk * sc->data[SC_MOONLIT_SERENADE]->val2/100;
- if (sc->data[SC_MELODYOFSINK])
- matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
- if (sc->data[SC_BEYOND_OF_WARCRY])
- matk -= matk * sc->data[SC_BEYOND_OF_WARCRY]->val3/100;
+ if (sc->data[SC_MTF_MATK])
+ matk += matk * 25 / 100;
return (unsigned short)cap_value(matk,0,USHRT_MAX);
}
@@ -4624,9 +4748,11 @@ signed short status_calc_critical(struct block_list *bl, struct status_change *s
#endif
if(sc->data[SC__INVISIBILITY])
- critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
+ critical += sc->data[SC__INVISIBILITY]->val3;
if(sc->data[SC__UNLUCKY])
critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
+ if(sc->data[SC_BEYOND_OF_WARCRY])
+ critical += 10 * sc->data[SC_BEYOND_OF_WARCRY]->val3;
return (short)cap_value(critical,10,SHRT_MAX);
}
@@ -4639,6 +4765,8 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in
if( !viewable ){
/* some statuses that are hidden in the status window */
+ if(sc->data[SC_MTF_ASPD])
+ hit += 5;
return (short)cap_value(hit,1,SHRT_MAX);
}
@@ -4653,7 +4781,7 @@ signed short status_calc_hit(struct block_list *bl, struct status_change *sc, in
if(sc->data[SC_LKCONCENTRATION])
hit += sc->data[SC_LKCONCENTRATION]->val3;
if(sc->data[SC_INSPIRATION])
- hit += 5 * sc->data[SC_INSPIRATION]->val1;
+ hit += 5 * sc->data[SC_INSPIRATION]->val1 + 25;
if(sc->data[SC_GS_ADJUSTMENT])
hit -= 30;
if(sc->data[SC_GS_ACCURACY])
@@ -4741,19 +4869,19 @@ signed short status_calc_flee(struct block_list *bl, struct status_change *sc, i
if(sc->data[SC_FEAR])
flee -= flee * 20 / 100;
if(sc->data[SC_PARALYSE])
- flee -= flee * 10 / 100; // 10% Flee reduction
+ flee -= flee / 10; // 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;
+ flee -= flee * ( 20 + 5 * sc->data[SC_GLOOMYDAY]->val1 ) / 100;
if( sc->data[SC_SATURDAY_NIGHT_FEVER] )
flee -= flee * (40 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
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;
+ flee += sc->data[SC_ZEPHYR]->val2;
if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){ //mob
if(status_get_element(bl) == ELE_WATER) //water type
flee /= 2;
@@ -4792,6 +4920,8 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
def -= def * 5 * (10-sc->data[SC_CAMOUFLAGE]->val4) / 100;
if( sc && sc->data[SC_GENTLETOUCH_REVITALIZE] && sc->data[SC_GENTLETOUCH_REVITALIZE]->val4 )
def += 2 * sc->data[SC_GENTLETOUCH_REVITALIZE]->val4;
+ if( sc->data[SC_FORCEOFVANGUARD] )
+ def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
}
@@ -4836,24 +4966,28 @@ defType status_calc_def(struct block_list *bl, struct status_change *sc, int def
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_NOEQUIPSHIELD])
+ if(sc->data[SC_NOEQUIPSHIELD] && bl->type != BL_PC)
def -= def * sc->data[SC_NOEQUIPSHIELD]->val2/100;
if (sc->data[SC_FLING])
def -= def * (sc->data[SC_FLING]->val2)/100;
if( sc->data[SC_ANALYZE] )
def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
- if( sc->data[SC_FORCEOFVANGUARD] )
- def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
if(sc->data[SC_SATURDAY_NIGHT_FEVER])
def -= def * (10 + 10 * sc->data[SC_SATURDAY_NIGHT_FEVER]->val1) / 100;
if(sc->data[SC_EARTHDRIVE])
def -= def * 25 / 100;
+ if(sc->data[SC_SOLID_SKIN_OPTION])
+ def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 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_NEUTRALBARRIER] )
+ def += def * (5 * sc->data[SC_NEUTRALBARRIER]->val1 + 10) / 100;
+ if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
+ def += sc->data[SC_SHIELDSPELL_REF]->val2;
if( sc->data[SC_PRESTIGE] )
- def += def * sc->data[SC_PRESTIGE]->val1 / 100;
+ def += sc->data[SC_PRESTIGE]->val1;
if( sc->data[SC_FROSTMISTY] )
def -= def * 10 / 100;
if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
@@ -4894,11 +5028,8 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i
return 0;
if(sc->data[SC_SUN_COMFORT])
def2 += sc->data[SC_SUN_COMFORT]->val2;
- 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_ANGELUS])
#ifdef RENEWAL //in renewal only the VIT stat bonus is boosted by angelus
def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
@@ -4923,7 +5054,7 @@ signed short status_calc_def2(struct block_list *bl, struct status_change *sc, i
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;
+ def2 += def2 * sc->data[SC_ECHOSONG]->val3/100;
if(sc->data[SC_VOLCANIC_ASH] && (bl->type==BL_MOB)){
if(status_get_race(bl)==RC_PLANT)
def2 /= 2;
@@ -4979,8 +5110,10 @@ defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int md
mdef += mdef * sc->data[SC_SYMPHONY_LOVE]->val2 / 100;
if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val4)
mdef -= mdef * sc->data[SC_GENTLETOUCH_CHANGE]->val4 / 100;
+ if(sc->data[SC_NEUTRALBARRIER] )
+ mdef += mdef * (5 * sc->data[SC_NEUTRALBARRIER]->val1 + 10) / 100;
if (sc->data[SC_ODINS_POWER])
- mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
+ mdef -= 20;
if(sc->data[SC_BURNING])
mdef -= mdef *25 / 100;
@@ -5028,16 +5161,13 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
TBL_PC* sd = BL_CAST(BL_PC, bl);
int speed_rate;
- if( sc == NULL )
- return cap_value(speed,10,USHRT_MAX);
-
- if (sd && sd->state.permanent_speed)
- return (short)cap_value(speed,10,USHRT_MAX);
+ if( sc == NULL || ( sd && sd->state.permanent_speed ) )
+ return (unsigned short)cap_value(speed,MIN_WALK_SPEED,MAX_WALK_SPEED);
if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc->checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) )
{
if( sd->ud.skill_id == LG_EXEEDBREAK )
- speed_rate = 100 + 60 - (sd->ud.skill_lv * 10);
+ speed_rate = 160 - 10 * sd->ud.skill_lv;
else
speed_rate = 175 - 5 * pc->checkskill(sd,SA_FREECAST);
}
@@ -5086,7 +5216,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
if( sc->data[SC_DEC_AGI] )
val = max( val, 25 );
- if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
+ 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 );
@@ -5116,6 +5246,8 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 0 : 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
if( sc->data[SC__GROOMY] )
val = max( val, sc->data[SC__GROOMY]->val2);
+ if( sc->data[SC_GLOOMYDAY] )
+ val = max( val, sc->data[SC_GLOOMYDAY]->val3 ); // Should be 50 (-50% speed)
if( sc->data[SC_STEALTHFIELD_MASTER] )
val = max( val, 30 );
if( sc->data[SC_BANDING_DEFENCE] )
@@ -5168,7 +5300,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
if( sc->data[SC_GN_CARTBOOST] )
val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
if( sc->data[SC_SWING] )
- val = max( val, sc->data[SC_SWING]->val2 );
+ val = max( val, sc->data[SC_SWING]->val3 );
if( sc->data[SC_WIND_STEP_OPTION] )
val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
if( sc->data[SC_FULL_THROTTLE] )
@@ -5205,7 +5337,7 @@ unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc
}
- return (short)cap_value(speed,10,USHRT_MAX);
+ return (unsigned short)cap_value(speed,MIN_WALK_SPEED,MAX_WALK_SPEED);
}
// flag&1 - fixed value [malufett]
@@ -5277,20 +5409,20 @@ short status_calc_aspd(struct block_list *bl, struct status_change *sc, short fl
if( sc->data[SC_PARALYSE] )
skills2 -= 10;
if( sc->data[SC__BODYPAINT] )
- skills2 -= 2 + 5 * sc->data[SC__BODYPAINT]->val1;
+ skills2 -= sc->data[SC__BODYPAINT]->val1;
if( sc->data[SC__INVISIBILITY] )
skills2 -= sc->data[SC__INVISIBILITY]->val2 ;
if( sc->data[SC__GROOMY] )
skills2 -= sc->data[SC__GROOMY]->val2;
if( sc->data[SC_GLOOMYDAY] )
- skills2 -= sc->data[SC_GLOOMYDAY]->val3;
+ skills2 -= ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 );
if( sc->data[SC_EARTHDRIVE] )
skills2 -= 25;
if( sc->data[SC_MELON_BOMB] )
skills2 -= sc->data[SC_MELON_BOMB]->val1;
if( sc->data[SC_SWING] )
- skills2 += sc->data[SC_SWING]->val2;
+ skills2 += sc->data[SC_SWING]->val3;
if( sc->data[SC_DANCE_WITH_WUG] )
skills2 += sc->data[SC_DANCE_WITH_WUG]->val3;
if( sc->data[SC_GENTLETOUCH_CHANGE] )
@@ -5342,6 +5474,8 @@ short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int
aspd -= 50; // +5 ASPD
if( sc && sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
aspd -= (bl->type==BL_PC?pc->checkskill((TBL_PC *)bl, RK_RUNEMASTERY):10) / 10 * 40;
+ if( sc && sc->data[SC_MTF_ASPD] )
+ aspd -= 10;
return cap_value(aspd, 0, 2000); // will be recap for proper bl anyway
}
@@ -5454,17 +5588,17 @@ short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int
if( sc->data[SC_PARALYSE] )
aspd_rate += 100;
if( sc->data[SC__BODYPAINT] )
- aspd_rate += 200 + 50 * sc->data[SC__BODYPAINT]->val1;
+ aspd_rate += 10 * 5 * sc->data[SC__BODYPAINT]->val1;
if( sc->data[SC__INVISIBILITY] )
aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10 ;
if( sc->data[SC__GROOMY] )
aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
if( sc->data[SC_SWING] )
- aspd_rate -= sc->data[SC_SWING]->val2 * 10;
+ aspd_rate -= sc->data[SC_SWING]->val3 * 10;
if( sc->data[SC_DANCE_WITH_WUG] )
aspd_rate -= sc->data[SC_DANCE_WITH_WUG]->val3 * 10;
if( sc->data[SC_GLOOMYDAY] )
- aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
+ aspd_rate += ( 15 + 5 * sc->data[SC_GLOOMYDAY]->val1 );
if( sc->data[SC_EARTHDRIVE] )
aspd_rate += 250;
if( sc->data[SC_GENTLETOUCH_CHANGE] )
@@ -5486,12 +5620,14 @@ short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int
}
unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion) {
+ // It has been confirmed on official servers that MvP mobs have no dmotion even without endure
+ if( bl->type == BL_MOB && (((TBL_MOB*)bl)->status.mode&MD_BOSS) )
+ return 0;
+
if( !sc || !sc->count || map_flag_gvg2(bl->m) || map->list[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) ) )
+
+ if( sc->data[SC_ENDURE] )
return 0;
if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
return 0;
@@ -5533,11 +5669,13 @@ unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc,
if(sc->data[SC__WEAKNESS])
maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
if(sc->data[SC_LERADS_DEW])
- maxhp += maxhp * sc->data[SC_LERADS_DEW]->val3 / 100;
+ maxhp += sc->data[SC_LERADS_DEW]->val3;
+ if(sc->data[SC_BEYOND_OF_WARCRY])
+ maxhp -= maxhp * sc->data[SC_BEYOND_OF_WARCRY]->val4 / 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_INSPIRATION])
+ maxhp += maxhp * 5 * sc->data[SC_INSPIRATION]->val1 / 100 + 600 * sc->data[SC_INSPIRATION]->val1;
if(sc->data[SC_RAISINGDRAGON])
maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
if(sc->data[SC_GENTLETOUCH_CHANGE]) // Max HP decrease: [Skill Level x 4] %
@@ -5550,6 +5688,10 @@ unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc,
maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
if(sc->data[SC_PETROLOGY_OPTION])
maxhp += maxhp * sc->data[SC_PETROLOGY_OPTION]->val2 / 100;
+ if(sc->data[SC_CURSED_SOIL_OPTION])
+ maxhp += maxhp * sc->data[SC_CURSED_SOIL_OPTION]->val2 / 100;
+ if(sc->data[SC_UPHEAVAL_OPTION])
+ maxhp += maxhp * sc->data[SC_UPHEAVAL_OPTION]->val3 / 100;
if (sc->data[SC_ANGRIFFS_MODUS])
maxhp += maxhp * 5 * sc->data[SC_ANGRIFFS_MODUS]->val1 /100;
if (sc->data[SC_GOLDENE_FERSE])
@@ -6021,6 +6163,8 @@ void status_set_viewdata(struct block_list *bl, int class_)
sd->vd.cloth_color = 0;
if( sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette )
sd->vd.cloth_color = 0;
+ if( sd->sc.option&OPTION_OKTOBERFEST /* TODO: config? */ )
+ sd->vd.cloth_color = 0;
}
} else if (vd)
memcpy(&sd->vd, vd, sizeof(struct view_data));
@@ -6117,18 +6261,33 @@ void status_change_init(struct block_list *bl) {
//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 status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int tick, int flag) {
//Percentual resistance: 10000 = 100% Resist
//Example: 50% -> sc_def=5000 -> 25%; 5000ms -> tick_def=5000 -> 2500ms
int sc_def = 0, tick_def = -1; //-1 = use sc_def
//Linear resistance substracted from rate and tick after percentual resistance was applied
//Example: 25% -> sc_def2=2000 -> 5%; 2500ms -> tick_def2=2000 -> 500ms
- int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2
+ int sc_def2 = 0, tick_def2 = -1; //-1 = use sc_def2 (pre-re only)
+
struct status_data *st;
struct status_change *sc;
struct map_session_data *sd;
nullpo_ret(bl);
+
+ if(!src)
+ return tick ? tick : 1; // If no source, it can't be resisted (NPC given)
+
+/// Returns the 'bl's level, capped to 'cap'
+#define SCDEF_LVL_CAP(bl, cap) ( (bl) ? (status->get_lv(bl) > (cap) ? (cap) : status->get_lv(bl)) : 0 )
+/// Renewal level modifier.
+/// In renewal, returns the difference between the levels of 'bl' and 'src', both capped to 'maxlv', multiplied by 'factor'
+/// In pre-renewal, returns zero.
+#ifdef RENEWAL
+#define SCDEF_LVL_DIFF(bl, src, maxlv, factor) ( ( SCDEF_LVL_CAP((bl), (maxlv)) - SCDEF_LVL_CAP((src), (maxlv)) ) * (factor) )
+#else
+#define SCDEF_LVL_DIFF(bl, src, maxlv, factor) 0
+#endif
//Status that are blocked by Golden Thief Bug card or Wand of Hermod
if (status->isimmune(bl))
@@ -6170,53 +6329,145 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
sc = status->get_sc(bl);
if( sc && !sc->count )
sc = NULL;
+
+ if (sc && sc->data[SC_KINGS_GRACE]) {
+ // Protects against status effects
+ switch (type) {
+ case SC_POISON:
+ case SC_BLIND:
+ case SC_FREEZE:
+ case SC_STONE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_BLOODING:
+ case SC_CURSE:
+ case SC_CONFUSION:
+ case SC_ILLUSION:
+ case SC_SILENCE:
+ case SC_BURNING:
+ case SC_COLD:
+ case SC_FROSTMISTY:
+ case SC_DEEP_SLEEP:
+ case SC_FEAR:
+ case SC_MANDRAGORA:
+ case SC__CHAOS:
+ return 0;
+ }
+ }
+
switch (type) {
case SC_STUN:
+ sc_def = st->vit*100;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ tick_def2 = st->luk*10;
+#endif
+ break;
case SC_POISON:
- if( sc && sc->data[SC__UNLUCKY] )
- return tick;
case SC_DPOISON:
+ sc_def = st->vit*100;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ if (sd) {
+ //For players: 60000 - 450*vit - 100*luk
+ tick_def = st->vit*75;
+ tick_def2 = st->luk*100;
+ } else {
+ //For monsters: 30000 - 200*vit
+ tick>>=1;
+ tick_def = (st->vit*200)/3;
+ }
+#endif
+ break;
case SC_SILENCE:
+#ifdef RENEWAL
+ sc_def = st->int_*100;
+ sc_def2 = (st->vit + st->luk) * 5 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+ tick_def2 = st->luk * 10;
+#else
+ sc_def = st->vit*100;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#endif
+ break;
case SC_BLOODING:
+#ifdef RENEWAL
+ sc_def = st->agi*100;
+ tick_def2 = st->luk*10;
+#else
sc_def = st->vit*100;
- sc_def2 = st->luk*10;
+#endif
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
break;
case SC_SLEEP:
sc_def = st->int_*100;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ tick_def2 = st->luk*10;
+#endif
break;
case SC_DEEP_SLEEP:
sc_def = st->int_*50;
- tick_def = st->int_*10 + status->get_lv(bl) * 65 / 10; //Seems to be -1 sec every 10 int and -5% chance every 10 int.
+ tick_def = 0; // Linear reduction instead
+ tick_def2 = st->int_ * 50 + SCDEF_LVL_CAP(bl, 150) * 50; // kRO balance update lists this formula
break;
case SC_DEC_AGI:
- case SC_ADORAMUS: //Arch Bishop
- if (sd) tick>>=1; //Half duration for players.
+ case SC_ADORAMUS:
+ if (sd) tick >>= 1; //Half duration for players.
+ sc_def = st->mdef*100;
+#ifndef RENEWAL
+ sc_def2 = st->luk*10;
+ tick_def2 = 0; //No duration reduction
+#endif
+ tick_def = 0; //No duration reduction
+ break;
case SC_STONE:
- //Impossible to reduce duration with stats
- tick_def = 0;
- tick_def2 = 0;
+ sc_def = st->mdef*100;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+ tick_def = 0; //No duration reduction
+#ifndef RENEWAL
+ tick_def2 = 0; //No duration reduction
+#endif
+ break;
case SC_FREEZE:
sc_def = st->mdef*100;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+ tick_def = 0; //No duration reduction
+#ifdef RENEWAL
+ tick_def2 = status_get_luk(src) * -10; //Caster can increase final duration with luk
+#else
+ tick_def2 = 0; //No duration reduction
+#endif
break;
case SC_CURSE:
- //Special property: inmunity when luk is greater than level or zero
- if (st->luk > status->get_lv(bl) || st->luk == 0)
+ // Special property: immunity when luk is zero
+ if (st->luk == 0)
+ return 0;
+#ifndef RENEWAL
+ // Special property: immunity when luk is greater than level
+ if (st->luk > status->get_lv(bl))
return 0;
+#endif
sc_def = st->luk*100;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(NULL, src, 99, 10); // Curse only has a level penalty and no resistance
tick_def = st->vit*100;
+#ifdef RENEWAL
+ tick_def2 = st->luk*10;
+#endif
break;
case SC_BLIND:
- if( sc && sc->data[SC__UNLUCKY] )
- return tick;
sc_def = (st->vit + st->int_)*50;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ tick_def2 = st->luk*10;
+#endif
break;
case SC_CONFUSION:
sc_def = (st->str + st->int_)*50;
- sc_def2 = st->luk*10;
+ sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10);
+#ifdef RENEWAL
+ sc_def2 = -sc_def2; // Reversed sc_def2
+ tick_def2 = st->luk*10;
+#endif
break;
case SC_ANKLESNARE:
if(st->mode&MD_BOSS) // Lasts 5 times less on bosses
@@ -6227,7 +6478,7 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
case SC_STONESKIN:
if (sd) //Duration greatly reduced for players.
tick /= 15;
- sc_def2 = status->get_lv(bl)*20 + st->vit*25 + st->agi*10; // Lineal Reduction of Rate
+ sc_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 99) * 20; // Linear Reduction of Rate
tick_def2 = 0; //No duration reduction
break;
case SC_MARSHOFABYSS:
@@ -6238,49 +6489,60 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//5 second (fixed) + { Stasis Skill level * 5 - (Target's VIT + DEX) / 20 }
tick_def2 = (st->vit + st->dex)*50;
break;
- if( bl->type == BL_PC )
- tick -= (status->get_lv(bl) / 5 + st->vit / 4 + st->agi / 10)*100;
+ case SC_WHITEIMPRISON:
+ if( tick == 5000 ) // 100% on caster
+ break;
+ if (bl->type == BL_PC)
+ tick_def2 = st->vit*25 + st->agi*10 + SCDEF_LVL_CAP(bl, 150) * 20;
else
- tick -= (st->vit + st->luk) / 20 * 1000;
+ tick_def2 = (st->vit + st->luk)*50;
break;
case SC_BURNING:
- tick -= 75 * st->luk + 125 * st->agi;
- tick = max(tick,5000); // Minimum Duration 5s.
+ tick_def2 = 75*st->luk + 125*st->agi;
break;
case SC_FROSTMISTY:
- tick -= 1000 * ((st->vit + st->dex) / 20);
- tick = max(tick,6000); // Minimum Duration 6s.
+ tick_def2 = (st->vit + st->dex)*50;
break;
case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
- sc_def = 100 - ( 100 - st->int_* 8 / 10 );
- sc_def = max(sc_def, 5); // minimum of 5%
+ sc_def = st->int_*80;
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_LEECHESEND:
+ tick_def2 = (st->vit + st->luk) * 500;
break;
case SC_WUGBITE: // {(Base Success chance) - (Target's AGI / 4)}
- rate -= st->agi*100/4;
- rate = max(rate,5000); // minimum of 50%
+ sc_def2 = st->agi*25;
break;
case SC_ELECTRICSHOCKER:
- if( bl->type == BL_MOB )
- tick -= 1000 * (st->agi/10);
+ tick_def2 = (st->vit + st->agi) * 70;
break;
case SC_COLD:
- tick -= (1000*(st->vit/10))+(status->get_lv(bl)/50);
+ tick_def2 = st->vit*100 + status->get_lv(bl)*20;
+ break;
+ case SC_VACUUM_EXTREME:
+ tick_def2 = st->str*50;
+ break;
+ case SC_MANDRAGORA:
+ sc_def = (st->vit + st->luk)*20;
break;
case SC_SIREN:
- tick -= 1000 * ((status->get_lv(bl) / 10) + ((sd?sd->status.job_level:0) / 5));
- tick = max(tick,10000);
+ tick_def2 = (status->get_lv(bl) * 100) + ((bl->type == BL_PC)?((TBL_PC*)bl)->status.job_level : 0);
break;
case SC_KYOUGAKU:
- tick -= 1000 * status_get_int(bl) / 20;
+ tick_def2 = st->int_ * 50;
break;
case SC_NEEDLE_OF_PARALYZE:
- tick -= 50 * (st->vit + st->luk); //(1000/20);
+ tick_def2 = (st->vit + st->luk) * 50;
break;
default:
//Effect that cannot be reduced? Likely a buff.
if (!(rnd()%10000 < rate))
return 0;
- return tick?tick:1;
+ return tick ? tick : 1;
}
if (sd) {
@@ -6320,11 +6582,16 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
sc_def += sc->data[SC_SIEGFRIED]->val3*100; //Status resistance.
}
- //When no tick def, reduction is the same for both.
- if(tick_def < 0)
+ //When tick def not set, reduction is the same for both.
+ if(tick_def == -1)
tick_def = sc_def;
- if(tick_def2 < 0)
+ if(tick_def2 == -1) {
+#ifdef RENEWAL
+ tick_def2 = 0;
+#else
tick_def2 = sc_def2;
+#endif
+ }
//Natural resistance
if (!(flag&8)) {
@@ -6333,8 +6600,11 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//Minimum chances
switch (type) {
+ case SC_OBLIVIONCURSE:
+ rate = max(rate,500); //Minimum of 5%
+ break;
case SC_WUGBITE:
- rate = max(rate, 5000); //Minimum of 50%
+ rate = max(rate,5000); //Minimum of 50%
break;
}
@@ -6346,6 +6616,9 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
if( sd->sc.data[SC_TARGET_BLOOD] )
rate -= rate*sd->sc.data[SC_TARGET_BLOOD]->val1/100;
}
+
+ //Aegis accuracy
+ if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
}
if (!(rnd()%10000 < rate))
@@ -6364,13 +6637,14 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
//Minimum durations
switch (type) {
case SC_ANKLESNARE:
+ case SC_BURNING:
case SC_MARSHOFABYSS:
case SC_STASIS:
+ case SC_DEEP_SLEEP:
tick = max(tick, 5000); //Minimum duration 5s
break;
- case SC_BURNING:
case SC_FROSTMISTY:
- tick = max(tick, 10000); //Minimum duration 10s
+ tick = max(tick, 6000);
break;
default:
//Skills need to trigger even if the duration is reduced below 1ms
@@ -6379,6 +6653,8 @@ int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int ti
}
return tick;
+#undef SCDEF_LVL_CAP
+#undef SCDEF_LVL_DIFF
}
/* [Ind/Hercules] fast-checkin sc-display array */
void status_display_add(struct map_session_data *sd, enum sc_type type, int dval1, int dval2, int dval3) {
@@ -6450,7 +6726,7 @@ void status_display_remove(struct map_session_data *sd, enum sc_type type) {
* &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) {
+int status_change_start(struct block_list *src, 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;
@@ -6485,46 +6761,67 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
return 0; // Immune to status ailements
switch( type ) {
- case SC_QUAGMIRE://Tester said it protects against this and decrease agi.
- case SC_DEC_AGI:
- case SC_BURNING:
- case SC_FROSTMISTY:
- //case SC_WHITEIMPRISON://Need confirm. Protected against this in the past. [Rytech]
- case SC_MARSHOFABYSS:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC_COLD: ////08/31/2011 - Class Balance Changes
- case SC_DEEP_SLEEP:
- case SC_MANDRAGORA:
- return 0;
+ case SC_DEEP_SLEEP:
+ case SC__CHAOS:
+ case SC_BURNING:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_CURSE:
+ case SC_STONE:
+ case SC_POISON:
+ case SC_BLIND:
+ case SC_SILENCE:
+ case SC_BLOODING:
+ case SC_FREEZE:
+ case SC_FROSTMISTY:
+ case SC_COLD:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_MARSHOFABYSS:
+ case SC_MANDRAGORA:
+ return 0;
}
} else if( sc->data[SC_INSPIRATION] ) {
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
return 0; // Immune to status ailements
switch( type ) {
- case SC_DEEP_SLEEP:
- case SC_SATURDAY_NIGHT_FEVER:
- case SC_PYREXIA:
- case SC_DEATHHURT:
- case SC_MAGICMUSHROOM:
- case SC_VENOMBLEED:
- case SC_TOXIN:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- case SC__BODYPAINT:
- case SC__IGNORANCE:
- return 0;
+ case SC_POISON:
+ case SC_BLIND:
+ case SC_STUN:
+ case SC_SILENCE:
+ case SC__CHAOS:
+ case SC_STONE:
+ case SC_SLEEP:
+ case SC_BLOODING:
+ case SC_CURSE:
+ case SC_BURNING:
+ case SC_FROSTMISTY:
+ case SC_FREEZE:
+ case SC_COLD:
+ case SC_FEAR:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC_DEEP_SLEEP:
+ case SC_SATURDAY_NIGHT_FEVER:
+ case SC__BODYPAINT:
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__IGNORANCE:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ return 0;
}
}
@@ -6532,1874 +6829,2233 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
//Adjust tick according to status resistances
if( !(flag&(1|4)) ) {
- tick = status->get_sc_def(bl, type, rate, tick, flag);
+ tick = status->get_sc_def(src, bl, type, rate, tick, flag);
if( !tick ) return 0;
}
undead_flag = battle->check_undead(st->race,st->def_ele);
//Check for inmunities / sc fails
switch (type) {
- case SC_DRUMBATTLE:
- case SC_NIBELUNGEN:
- case SC_INTOABYSS:
- case SC_SIEGFRIED:
- if( bl->type == BL_PC) {
- struct map_session_data *sd = BL_CAST(BL_PC,bl);
- if (!sd->status.party_id) return 0;
- }
- break;
- case SC_ANGRIFFS_MODUS:
- case SC_GOLDENE_FERSE:
- if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
- || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
- )
- return 0;
- case SC_STONE:
- if(sc->data[SC_POWER_OF_GAIA])
- return 0;
- case SC_FREEZE:
- //Undead are immune to Freeze/Stone
- if (undead_flag && !(flag&1))
- return 0;
- case SC_DEEP_SLEEP:
- case SC_SLEEP:
- case SC_STUN:
- case SC_FROSTMISTY:
- case SC_COLD:
- if (sc->opt1)
- return 0; //Cannot override other opt1 status changes. [Skotlex]
- if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
- return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
- break;
+ case SC_DRUMBATTLE:
+ case SC_NIBELUNGEN:
+ case SC_INTOABYSS:
+ case SC_SIEGFRIED:
+ if( sd && !sd->status.party_id )
+ return 0;
+ break;
+ case SC_ANGRIFFS_MODUS:
+ case SC_GOLDENE_FERSE:
+ if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
+ || (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
+ )
+ return 0;
+ case SC_VACUUM_EXTREME:
+ if(sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING])
+ return 0;
+ break;
+ 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_SLEEP:
+ case SC_STUN:
+ case SC_FROSTMISTY:
+ case SC_COLD:
+ if (sc->opt1)
+ return 0; //Cannot override other opt1 status changes. [Skotlex]
+ if((type == SC_FREEZE || type == SC_FROSTMISTY || type == SC_COLD) && sc->data[SC_WARMER])
+ return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
+ break;
- //There all like berserk, do not everlap each other
- case SC_BERSERK:
- if( sc->data[SC__BLOODYLUST] || sc->data[SC_SATURDAY_NIGHT_FEVER] )
- return 0;
- break;
+ //There all like berserk, do not everlap each other
+ case SC_BERSERK:
+ if( sc->data[SC__BLOODYLUST] )
+ return 0;
+ break;
- case SC_BURNING:
- if(sc->opt1 || sc->data[SC_FROSTMISTY])
- return 0;
- break;
+ case SC_BURNING:
+ if(sc->opt1 || sc->data[SC_FROSTMISTY])
+ return 0;
+ break;
- case SC_CRUCIS:
- //Only affects demons and undead element (but not players)
- if((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
- return 0;
- break;
- case SC_LEXAETERNA:
- if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
- return 0;
- break;
- case SC_KYRIE:
- if (bl->type == BL_MOB)
- return 0;
- break;
- case SC_OVERTHRUST:
- if (sc->data[SC_OVERTHRUSTMAX])
- return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
- case SC_OVERTHRUSTMAX:
- if( sc->option&OPTION_MADOGEAR )
- return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
- break;
- case SC_ADRENALINE:
- if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
- return 0;
- if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DEC_AGI] ||
- sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
+ case SC_CRUCIS:
+ //Only affects demons and undead element (but not players)
+ if((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
+ return 0;
+ break;
+ case SC_LEXAETERNA:
+ if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
+ return 0;
+ break;
+ case SC_KYRIE:
+ if (bl->type == BL_MOB)
+ return 0;
+ break;
+ case SC_OVERTHRUST:
+ if (sc->data[SC_OVERTHRUSTMAX])
+ return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
+ case SC_OVERTHRUSTMAX:
+ if( sc->option&OPTION_MADOGEAR )
+ return 0;//Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
+ break;
+ case SC_ADRENALINE:
+ if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DEC_AGI] ||
+ sc->option&OPTION_MADOGEAR //Adrenaline doesn't affect Mado Gear [Ind]
+ )
+ return 0;
+ break;
+ case SC_ADRENALINE2:
+ if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
+ return 0;
+ if (sc->data[SC_QUAGMIRE] ||
+ sc->data[SC_DEC_AGI]
)
- return 0;
- break;
- case SC_ADRENALINE2:
- if(sd && !pc_check_weapontype(sd,skill->get_weapontype(BS_ADRENALINE2)))
- return 0;
- if (sc->data[SC_QUAGMIRE] ||
- sc->data[SC_DEC_AGI]
- )
- return 0;
- break;
- case SC_MAGNIFICAT:
- if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
- return 0;
- break;
- case SC_ONEHANDQUICKEN:
- case SC_MER_QUICKEN:
- case SC_TWOHANDQUICKEN:
- if(sc->data[SC_DEC_AGI])
- return 0;
+ return 0;
+ break;
+ case SC_MAGNIFICAT:
+ if( sc->data[SC_OFFERTORIUM] || sc->option&OPTION_MADOGEAR ) //Mado is immune to magnificat
+ return 0;
+ break;
+ case SC_ONEHANDQUICKEN:
+ case SC_MER_QUICKEN:
+ case SC_TWOHANDQUICKEN:
+ if(sc->data[SC_DEC_AGI])
+ return 0;
- case SC_CONCENTRATION:
- case SC_SPEARQUICKEN:
- case SC_TRUESIGHT:
- case SC_WINDWALK:
- case SC_CARTBOOST:
- case SC_ASSNCROS:
- if(sc->option&OPTION_MADOGEAR)
- return 0;//Mado is immune to wind walk, cart boost, etc (others above) [Ind]
- case SC_INC_AGI:
- if (sc->data[SC_QUAGMIRE])
- return 0;
- break;
- case SC_CLOAKING:
- //Avoid cloaking with no wall and low skill level. [Skotlex]
- //Due to the cloaking card, we have to check the wall versus to known
- //skill level rather than the used one. [Skotlex]
- //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
- if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) )
- return 0;
- break;
- case SC_MODECHANGE:
- {
- int mode;
- struct status_data *bst = status->get_base_status(bl);
- if (!bst) return 0;
- if (sc->data[type]) {
- //Pile up with previous values.
- if(!val2) val2 = sc->data[type]->val2;
- val3 |= sc->data[type]->val3;
- val4 |= sc->data[type]->val4;
- }
- mode = val2 ? val2 : bst->mode; //Base mode
- if (val4) mode&=~val4; //Del mode
- if (val3) mode|= val3; //Add mode
- if (mode == bst->mode) { //No change.
- if (sc->data[type]) //Abort previous status
- return status_change_end(bl, type, INVALID_TIMER);
- return 0;
- }
- }
- break;
- //Strip skills, need to divest something or it fails.
- case SC_NOEQUIPWEAPON:
- if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
- int i;
- opt_flag = 0; //Reuse to check success condition.
- if(sd->bonus.unstripable_equip&EQP_WEAPON)
+ case SC_CONCENTRATION:
+ case SC_SPEARQUICKEN:
+ case SC_TRUESIGHT:
+ case SC_WINDWALK:
+ case SC_CARTBOOST:
+ case SC_ASSNCROS:
+ if(sc->option&OPTION_MADOGEAR)
+ return 0;//Mado is immune to wind walk, cart boost, etc (others above) [Ind]
+ case SC_INC_AGI:
+ if (sc->data[SC_QUAGMIRE])
+ return 0;
+ break;
+ case SC_CLOAKING:
+ //Avoid cloaking with no wall and low skill level. [Skotlex]
+ //Due to the cloaking card, we have to check the wall versus to known
+ //skill level rather than the used one. [Skotlex]
+ //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
+ if( sd && pc->checkskill(sd, AS_CLOAKING) < 3 && !skill->check_cloaking(bl,NULL) )
return 0;
+ break;
+ case SC_MODECHANGE:
+ {
+ int mode;
+ struct status_data *bst = status->get_base_status(bl);
+ if (!bst) return 0;
+ if (sc->data[type]) {
+ //Pile up with previous values.
+ if(!val2) val2 = sc->data[type]->val2;
+ val3 |= sc->data[type]->val3;
+ val4 |= sc->data[type]->val4;
+ }
+ mode = val2 ? val2 : bst->mode; //Base mode
+ if (val4) mode&=~val4; //Del mode
+ if (val3) mode|= val3; //Add mode
+ if (mode == bst->mode) { //No change.
+ if (sc->data[type]) //Abort previous status
+ return status_change_end(bl, type, INVALID_TIMER);
+ return 0;
+ }
+ }
+ break;
+ //Strip skills, need to divest something or it fails.
+ case SC_NOEQUIPWEAPON:
+ if (sd && !(flag&4)) { //apply sc anyway if loading saved sc_data
+ int i;
+ opt_flag = 0; //Reuse to check success condition.
+ if(sd->bonus.unstripable_equip&EQP_WEAPON)
+ return 0;
- i = sd->equip_index[EQI_HAND_R];
- if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
- opt_flag|=2;
+ i = sd->equip_index[EQI_HAND_R];
+ if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
+ opt_flag|=2;
+ pc->unequipitem(sd,i,3);
+ }
+ if (!opt_flag) return 0;
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPSHIELD:
+ if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
+ else
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_SHIELD)
+ return 0;
+ i = sd->equip_index[EQI_HAND_L];
+ if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
+ return 0;
+ pc->unequipitem(sd,i,3);
+ }
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPARMOR:
+ if (sd && !(flag&4)) {
+ int i;
+ if(sd->bonus.unstripable_equip&EQP_ARMOR)
+ return 0;
+ i = sd->equip_index[EQI_ARMOR];
+ if ( i < 0 || !sd->inventory_data[i] )
+ return 0;
pc->unequipitem(sd,i,3);
}
- if (!opt_flag) return 0;
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_NOEQUIPSHIELD:
- if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
- else
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
+ break;
+ case SC_NOEQUIPHELM:
if (sd && !(flag&4)) {
int i;
- if(sd->bonus.unstripable_equip&EQP_SHIELD)
+ if(sd->bonus.unstripable_equip&EQP_HELM)
return 0;
- i = sd->equip_index[EQI_HAND_L];
- if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
+ i = sd->equip_index[EQI_HEAD_TOP];
+ if ( i < 0 || !sd->inventory_data[i] )
return 0;
pc->unequipitem(sd,i,3);
}
if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
- case SC_NOEQUIPARMOR:
- if (sd && !(flag&4)) {
- int i;
- if(sd->bonus.unstripable_equip&EQP_ARMOR)
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HP:
+ case SC_MER_SP:
+ case SC_MER_HIT:
+ if( bl->type != BL_MER )
+ return 0; // Stats only for Mercenaries
+ break;
+ case SC_FOOD_STR:
+ if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
return 0;
- i = sd->equip_index[EQI_ARMOR];
- if ( i < 0 || !sd->inventory_data[i] )
+ break;
+ case SC_FOOD_AGI:
+ if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
return 0;
- pc->unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_NOEQUIPHELM:
- if (sd && !(flag&4)) {
- int i;
- if(sd->bonus.unstripable_equip&EQP_HELM)
+ break;
+ case SC_FOOD_VIT:
+ if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
return 0;
- i = sd->equip_index[EQI_HEAD_TOP];
- if ( i < 0 || !sd->inventory_data[i] )
+ break;
+ case SC_FOOD_INT:
+ if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
return 0;
- pc->unequipitem(sd,i,3);
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_MER_FLEE:
- case SC_MER_ATK:
- case SC_MER_HP:
- case SC_MER_SP:
- case SC_MER_HIT:
- if( bl->type != BL_MER )
- return 0; // Stats only for Mercenaries
- break;
- case SC_FOOD_STR:
- if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_AGI:
- if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_VIT:
- if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_INT:
- if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_DEX:
- if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_LUK:
- if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_STR_CASH:
- if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_AGI_CASH:
- if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_VIT_CASH:
- if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_INT_CASH:
- if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_DEX_CASH:
- if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1)
- return 0;
- break;
- case SC_FOOD_LUK_CASH:
- if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1)
- return 0;
- break;
- case SC_CAMOUFLAGE:
- if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
- return 0;
- break;
- case SC__STRIPACCESSARY:
- if( sd ) {
- int i = -1;
- if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
- i = sd->equip_index[EQI_ACC_L];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc->unequipitem(sd,i,3); //L-Accessory
- } if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
- i = sd->equip_index[EQI_ACC_R];
- if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
- pc->unequipitem(sd,i,3); //R-Accessory
- }
- if( i < 0 )
+ break;
+ case SC_FOOD_DEX:
+ if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
return 0;
- }
- if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
- break;
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_DEATHHURT:
- case SC_PYREXIA:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
- { // it doesn't stack or even renewed
- int i = SC_TOXIN;
- for(; i<= SC_LEECHESEND; i++)
- if(sc->data[i]) return 0;
- }
- break;
- case SC_SATURDAY_NIGHT_FEVER:
- if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
- return 0;
- break;
- case SC_OFFERTORIUM:
- if (sc->data[SC_MAGNIFICAT])
- return 0;
- break;
- }
-
- //Check for BOSS resistances
- if(st->mode&MD_BOSS && !(flag&1)) {
- if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
- return 0;
- switch (type) {
- case SC_BLESSING:
- case SC_DEC_AGI:
- case SC_PROVOKE:
- case SC_COMA:
- case SC_GRAVITATION:
- case SC_NJ_SUITON:
- case SC_RICHMANKIM:
- case SC_ROKISWEIL:
- case SC_FOGWALL:
- case SC_FROSTMISTY:
- case SC_BURNING:
- case SC_MARSHOFABYSS:
- case SC_ADORAMUS:
- case SC_NEEDLE_OF_PARALYZE:
- case SC_DEEP_SLEEP:
- case SC_COLD:
-
- // Exploit prevention - kRO Fix
- case SC_PYREXIA:
- case SC_DEATHHURT:
- case SC_TOXIN:
- case SC_PARALYSE:
- case SC_VENOMBLEED:
- case SC_MAGICMUSHROOM:
- case SC_OBLIVIONCURSE:
- case SC_LEECHESEND:
-
- // Ranger Effects
- case SC_WUGBITE:
- case SC_ELECTRICSHOCKER:
- case SC_MAGNETICFIELD:
-
- // Masquerades
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__LAZINESS:
- case SC__UNLUCKY:
- case SC__WEAKNESS:
- case SC__IGNORANCE:
-
- return 0;
- }
- }
-
- //Before overlapping fail, one must check for status cured.
- switch (type) {
- case SC_BLESSING:
- //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
- //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
- if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) {
- status_change_end(bl, SC_CURSE, INVALID_TIMER);
- if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- }
- break;
- case SC_INC_AGI:
- status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
- break;
- case SC_QUAGMIRE:
- status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
- status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
- status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
- //Also blocks the ones below...
- case SC_DEC_AGI:
- status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
- //Also blocks the ones below...
- case SC_DONTFORGETME:
- status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
- status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
- status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
- break;
- case SC_ONEHANDQUICKEN:
- //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
- status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
- break;
- case SC_OVERTHRUSTMAX:
- //Cancels Normal Overthrust. [Skotlex]
- status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
- break;
- case SC_KYRIE:
- //Cancels Assumptio
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- break;
- case SC_DELUGE:
- if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC_SILENCE:
- if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
- status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
- break;
- case SC_HIDING:
- status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
- status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
- break;
- case SC_BERSERK:
- if( val3 == SC__BLOODYLUST )
break;
- if(battle_config.berserk_cancels_buffs) {
- status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
- status_change_end(bl, SC_PARRYING, INVALID_TIMER);
- status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
- status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
- }
-#ifdef RENEWAL
- else {
- status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
- }
-#endif
- break;
- case SC_ASSUMPTIO:
- status_change_end(bl, SC_KYRIE, INVALID_TIMER);
- status_change_end(bl, SC_KAITE, INVALID_TIMER);
- break;
- case SC_KAITE:
- status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
- break;
- case SC_CARTBOOST:
- if(sc->data[SC_DEC_AGI])
- { //Cancel Decrease Agi, but take no further effect [Skotlex]
- status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
- return 0;
- }
- break;
- case SC_FUSION:
- status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
- break;
- case SC_GS_ADJUSTMENT:
- status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
- break;
- case SC_GS_MADNESSCANCEL:
- status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
- break;
- //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
- case SC_PROPERTYUNDEAD:
- status_change_end(bl, SC_BLESSING, INVALID_TIMER);
- status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
- break;
- case SC_FOOD_STR:
- status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_AGI:
- status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_VIT:
- status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_INT:
- status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_DEX:
- status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_LUK:
- status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
- break;
- case SC_FOOD_STR_CASH:
- status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
- break;
- case SC_FOOD_AGI_CASH:
- status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
- break;
- case SC_FOOD_VIT_CASH:
- status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
- break;
- case SC_FOOD_INT_CASH:
- status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
- break;
- case SC_FOOD_DEX_CASH:
- status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
- break;
- case SC_FOOD_LUK_CASH:
- status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
- break;
- case SC_ENDURE:
- if( val4 )
- status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
- break;
- case SC_FIGHTINGSPIRIT:
- status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
- break;
- case SC_MARSHOFABYSS:
- status_change_end(bl, SC_INCAGI, INVALID_TIMER);
- status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
- status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
- break;
- case SC_SWING:
- case SC_SYMPHONY_LOVE:
- case SC_MOONLIT_SERENADE:
- case SC_RUSH_WINDMILL:
- case SC_ECHOSONG:
- case SC_HARMONIZE: //group A doesn't overlap
- if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER);
- if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
- if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
- if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
- if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
- if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
- break;
- case SC_SIREN:
- case SC_DEEP_SLEEP:
- case SC_GLOOMYDAY:
- case SC_SONG_OF_MANA:
- case SC_DANCE_WITH_WUG:
- case SC_SATURDAY_NIGHT_FEVER:
- case SC_LERADS_DEW:
- case SC_MELODYOFSINK:
- case SC_BEYOND_OF_WARCRY:
- case SC_UNLIMITED_HUMMING_VOICE: //group B
- if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER);
- if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
- if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
- if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
- if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
- if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
- if (type != SC_GLOOMYDAY) {
- status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
- status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
- }
- if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
- if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
- if (type != SC_SATURDAY_NIGHT_FEVER) {
- if (sc->data[SC_SATURDAY_NIGHT_FEVER]) {
- sc->data[SC_SATURDAY_NIGHT_FEVER]->val2 = 0; //mark to not lose hp
- status_change_end(bl, SC_SATURDAY_NIGHT_FEVER, INVALID_TIMER);
- }
- }
- break;
- case SC_REFLECTSHIELD:
- status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
- break;
- case SC_LG_REFLECTDAMAGE:
- status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
- break;
- case SC_SHIELDSPELL_DEF:
- case SC_SHIELDSPELL_MDEF:
- case SC_SHIELDSPELL_REF:
- status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_DEF )
- status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_MDEF )
- status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
- if( type != SC_SHIELDSPELL_REF )
- status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
- break;
- case SC_GENTLETOUCH_ENERGYGAIN:
- case SC_GENTLETOUCH_CHANGE:
- case SC_GENTLETOUCH_REVITALIZE:
- if( type != SC_GENTLETOUCH_REVITALIZE )
- status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
- if( type != SC_GENTLETOUCH_ENERGYGAIN )
- status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
- if( type != SC_GENTLETOUCH_CHANGE )
- status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
- break;
- case SC_INVINCIBLE:
- status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
- break;
- case SC_INVINCIBLEOFF:
- status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
- break;
- case SC_MAGICPOWER:
- status_change_end(bl, type, INVALID_TIMER);
- break;
- }
-
- //Check for overlapping fails
- if( (sce = sc->data[type]) ) {
- switch( type ) {
- case SC_MER_FLEE:
- case SC_MER_ATK:
- case SC_MER_HP:
- case SC_MER_SP:
- case SC_MER_HIT:
- if( sce->val1 > val1 )
- val1 = sce->val1;
+ case SC_FOOD_LUK:
+ if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
+ return 0;
break;
- case SC_ADRENALINE:
- case SC_ADRENALINE2:
- case SC_WEAPONPERFECT:
- case SC_OVERTHRUST:
- if (sce->val2 > val2)
+ case SC_FOOD_STR_CASH:
+ if (sc->data[SC_FOOD_STR] && sc->data[SC_FOOD_STR]->val1 > val1)
return 0;
break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- case SC_CASH_BOSS_ALARM:
- case SC_STUN:
- case SC_SLEEP:
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_CONFUSION:
- case SC_BLIND:
- case SC_BLOODING:
- case SC_DPOISON:
- case SC_RG_CCONFINE_S: //Can't be re-closed in.
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE:
- case SC_NOCHAT:
- case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
- case SC__INVISIBILITY:
- case SC__ENERVATION:
- case SC__GROOMY:
- case SC__IGNORANCE:
- case SC__LAZINESS:
- case SC__WEAKNESS:
- case SC__UNLUCKY:
- return 0;
- case SC_COMBOATTACK:
- case SC_DANCING:
- case SC_DEVOTION:
- case SC_ATTHASTE_POTION1:
- case SC_ATTHASTE_POTION2:
- case SC_ATTHASTE_POTION3:
- case SC_ATTHASTE_INFINITY:
- case SC_PLUSATTACKPOWER:
- case SC_PLUSMAGICPOWER:
- case SC_ENCHANTARMS:
- case SC_ARMORPROPERTY:
- case SC_ARMOR_RESIST:
+ case SC_FOOD_AGI_CASH:
+ if (sc->data[SC_FOOD_AGI] && sc->data[SC_FOOD_AGI]->val1 > val1)
+ return 0;
break;
- case SC_GOSPEL:
- //Must not override a casting gospel char.
- if(sce->val4 == BCT_SELF)
+ case SC_FOOD_VIT_CASH:
+ if (sc->data[SC_FOOD_VIT] && sc->data[SC_FOOD_VIT]->val1 > val1)
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;
+ case SC_FOOD_INT_CASH:
+ if (sc->data[SC_FOOD_INT] && sc->data[SC_FOOD_INT]->val1 > val1)
+ return 0;
break;
- case SC_KAAHI:
- //Kaahi overwrites previous level regardless of existing level.
- //Delete timer if it exists.
- if (sce->val4 != INVALID_TIMER) {
- timer->delete(sce->val4,status->kaahi_heal_timer);
- sce->val4 = INVALID_TIMER;
+ case SC_FOOD_DEX_CASH:
+ if (sc->data[SC_FOOD_DEX] && sc->data[SC_FOOD_DEX]->val1 > val1)
+ return 0;
+ break;
+ case SC_FOOD_LUK_CASH:
+ if (sc->data[SC_FOOD_LUK] && sc->data[SC_FOOD_LUK]->val1 > val1)
+ return 0;
+ break;
+ case SC_CAMOUFLAGE:
+ if( sd && pc->checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill->check_camouflage(bl,NULL) )
+ return 0;
+ break;
+ case SC__STRIPACCESSARY:
+ if( sd ) {
+ int i = -1;
+ if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
+ i = sd->equip_index[EQI_ACC_L];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc->unequipitem(sd,i,3); //L-Accessory
+ } if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
+ i = sd->equip_index[EQI_ACC_R];
+ if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
+ pc->unequipitem(sd,i,3); //R-Accessory
+ }
+ if( i < 0 )
+ return 0;
}
+ if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
break;
- case SC_JAILED:
- //When a player is already jailed, do not edit the jail data.
- val2 = sce->val2;
- val3 = sce->val3;
- val4 = sce->val4;
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ { // it doesn't stack or even renewed
+ int i = SC_TOXIN;
+ for(; i<= SC_LEECHESEND; i++)
+ if(sc->data[i]) return 0;
+ }
break;
- case SC_LERADS_DEW:
- if (sc && sc->data[SC_BERSERK])
+ case SC_MAGNETICFIELD:
+ if(sc->data[SC_HOVERING])
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
+ case SC_OFFERTORIUM:
+ if (sc->data[SC_MAGNIFICAT])
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]
+ }
+
+ //Check for BOSS resistances
+ if(st->mode&MD_BOSS && !(flag&1)) {
+ if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
+ return 0;
+ switch (type) {
+ case SC_BLESSING:
+ case SC_DEC_AGI:
+ case SC_PROVOKE:
+ case SC_COMA:
+ case SC_GRAVITATION:
+ case SC_NJ_SUITON:
+ case SC_RICHMANKIM:
+ case SC_ROKISWEIL:
+ case SC_FOGWALL:
+ case SC_FROSTMISTY:
+ case SC_BURNING:
+ case SC_MARSHOFABYSS:
+ case SC_ADORAMUS:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEEP_SLEEP:
+ case SC_COLD:
+
+ // Exploit prevention - kRO Fix
+ case SC_PYREXIA:
+ case SC_DEATHHURT:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+
+ // Ranger Effects
+ case SC_WUGBITE:
+ case SC_ELECTRICSHOCKER:
+ case SC_MAGNETICFIELD:
+
+ // Masquerades
+ case SC__ENERVATION:
+ case SC__GROOMY:
+ case SC__LAZINESS:
+ case SC__UNLUCKY:
+ case SC__WEAKNESS:
+ case SC__IGNORANCE:
+
+ // Other Effects
+ case SC_VACUUM_EXTREME:
+
+ return 0;
}
}
- vd = status->get_viewdata(bl);
- calc_flag = status->ChangeFlagTable[type];
- if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
- switch(type) {
- case SC_DEC_AGI:
- case SC_INC_AGI:
- val2 = 2 + val1; //Agi change
- break;
- case SC_ENDURE:
- val2 = 7; // Hit-count [Celest]
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) {
- struct map_session_data *tsd;
- if( sd ) {
- int i;
- for( i = 0; i < 5; i++ ) {
- if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
- status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
- }
- } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status->change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ //Before overlapping fail, one must check for status cured.
+ switch (type) {
+ case SC_BLESSING:
+ //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
+ //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
+ if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC) {
+ status_change_end(bl, SC_CURSE, INVALID_TIMER);
+ if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
}
- //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
- if( val4 )
- tick = -1;
break;
- case SC_AUTOBERSERK:
- if (st->hp < st->max_hp>>2 &&
- (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
- sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
- tick = -1;
- break;
- case SC_CRUCIS:
- val2 = 10 + 4*val1; //Def reduction
- tick = -1;
- clif->emotion(bl,E_SWT);
- break;
- case SC_MAXIMIZEPOWER:
- tick_time = val2 = tick>0?tick:60000;
- tick = -1; // duration sent to the client should be infinite
+ case SC_INC_AGI:
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
break;
- case SC_EDP: // [Celest]
- val2 = val1 + 2; //Chance to Poison enemies.
- val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
-#ifdef RENEWAL_EDP
- val4 = 100 * ((val1 + 1)/2 + 2);
-#endif
- if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
- tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
+ case SC_QUAGMIRE:
+ status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
+ status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
+ status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
+ //Also blocks the ones below...
+ case SC_DEC_AGI:
+ case SC_ADORAMUS:
+ status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
+ //Also blocks the ones below...
+ case SC_DONTFORGETME:
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
+ status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
+ status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
break;
- case SC_POISONREACT:
- val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
- val3=50; // + 5*val1; //Chance to counter. [Skotlex]
+ case SC_ONEHANDQUICKEN:
+ //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
+ status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
break;
- case SC_MAGICROD:
- val2 = val1*20; //SP gained
+ case SC_OVERTHRUSTMAX:
+ //Cancels Normal Overthrust. [Skotlex]
+ status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
break;
case SC_KYRIE:
- val2 = (int64)st->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
- val3 = (val1 / 2 + 5); //Hits
+ //Cancels Assumptio
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
- case SC_MAGICPOWER:
- //val1: Skill lv
- val2 = 1; //Lasts 1 invocation
- val3 = 5*val1; //Matk% increase
- val4 = 0; // 0 = ready to be used, 1 = activated and running
- break;
- case SC_SACRIFICE:
- val2 = 5; //Lasts 5 hits
- tick = -1;
- break;
- case SC_ENCHANTPOISON:
- val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
- case SC_ASPERSIO:
- case SC_PROPERTYFIRE:
- case SC_PROPERTYWATER:
- case SC_PROPERTYWIND:
- case SC_PROPERTYGROUND:
- case SC_PROPERTYDARK:
- case SC_PROPERTYTELEKINESIS:
- skill->enchant_elemental_end(bl,type);
- break;
- case SC_ARMOR_PROPERTY:
- // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
- // val2 : Element (When no element, random one is picked)
- // val3 : 0 = called by skill 1 = called by script (fixed level)
- if( !val2 ) val2 = rnd()%ELE_MAX;
-
- if( val1 == 1 && val3 == 0 )
- val1 = 1 + rnd()%4;
- else if( val1 > 4 )
- val1 = 4; // Max Level
- val3 = 0; // Not need to keep this info.
+ case SC_DELUGE:
+ if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
break;
- case SC_PROVIDENCE:
- val2=val1*5; //Race/Ele resist
+ 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_REFLECTSHIELD:
- val2=10+val1*3; // %Dmg reflected
- if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
- struct map_session_data *tsd;
- if( sd ) {
- int i;
- for( i = 0; i < 5; i++ ) {
- if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
- status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
- }
- } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
- status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ case SC_HIDING:
+ status_change_end(bl, SC_RG_CCONFINE_M, INVALID_TIMER);
+ status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
+ break;
+ case SC_BERSERK:
+ if( val3 == SC__BLOODYLUST )
+ break;
+ if(battle_config.berserk_cancels_buffs) {
+ status_change_end(bl, SC_ONEHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
+ status_change_end(bl, SC_PARRYING, INVALID_TIMER);
+ status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
+ status_change_end(bl, SC_MER_QUICKEN, INVALID_TIMER);
}
+ #ifdef RENEWAL
+ else {
+ status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
+ }
+ #endif
break;
- case SC_NOEQUIPWEAPON:
- if (!sd) //Watk reduction
- val2 = 25;
+ case SC_ASSUMPTIO:
+ status_change_end(bl, SC_KYRIE, INVALID_TIMER);
+ status_change_end(bl, SC_KAITE, INVALID_TIMER);
break;
- case SC_NOEQUIPSHIELD:
- if (!sd) //Def reduction
- val2 = 15;
+ case SC_KAITE:
+ status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
- case SC_NOEQUIPARMOR:
- if (!sd) //Vit reduction
- val2 = 40;
+ case SC_CARTBOOST:
+ if(sc->data[SC_DEC_AGI] || sc->data[SC_ADORAMUS])
+ { //Cancel Decrease Agi, but take no further effect [Skotlex]
+ status_change_end(bl, SC_DEC_AGI, INVALID_TIMER);
+ status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
+ return 0;
+ }
break;
- case SC_NOEQUIPHELM:
- if (!sd) //Int reduction
- val2 = 40;
+ case SC_FUSION:
+ status_change_end(bl, SC_SOULLINK, INVALID_TIMER);
break;
- case SC_AUTOSPELL:
- //Val1 Skill LV of Autospell
- //Val2 Skill ID to cast
- //Val3 Max Lv to cast
- val4 = 5 + val1*2; //Chance of casting
+ case SC_GS_ADJUSTMENT:
+ status_change_end(bl, SC_GS_MADNESSCANCEL, INVALID_TIMER);
break;
- case SC_VOLCANO:
- val2 = val1*10; //Watk increase
-#ifndef RENEWAL
- if (st->def_ele != ELE_FIRE)
- val2 = 0;
-#endif
+ case SC_GS_MADNESSCANCEL:
+ status_change_end(bl, SC_GS_ADJUSTMENT, INVALID_TIMER);
break;
- case SC_VIOLENTGALE:
- val2 = val1*3; //Flee increase
-#ifndef RENEWAL
- if (st->def_ele != ELE_WIND)
- val2 = 0;
-#endif
+ //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
+ case SC_PROPERTYUNDEAD:
+ status_change_end(bl, SC_BLESSING, INVALID_TIMER);
+ status_change_end(bl, SC_INC_AGI, INVALID_TIMER);
break;
- case SC_DELUGE:
- val2 = skill->deluge_eff[val1-1]; //HP increase
-#ifndef RENEWAL
- if(st->def_ele != ELE_WATER)
- val2 = 0;
-#endif
+ case SC_FOOD_STR:
+ status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
break;
- case SC_NJ_SUITON:
- if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
- //No penalties.
- val2 = 0; //Agi penalty
- val3 = 0; //Walk speed penalty
- break;
- }
- val3 = 50;
- val2 = 3*((val1+1)/3);
- if (val1 > 4) val2--;
+ case SC_FOOD_AGI:
+ status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
break;
- case SC_ONEHANDQUICKEN:
- case SC_TWOHANDQUICKEN:
- val2 = 300;
- if (val1 > 10) //For boss casted skills [Skotlex]
- val2 += 20*(val1-10);
+ case SC_FOOD_VIT:
+ status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
break;
- case SC_MER_QUICKEN:
- val2 = 300;
+ case SC_FOOD_INT:
+ status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
break;
-#ifndef RENEWAL_ASPD
- case SC_SPEARQUICKEN:
- val2 = 200+10*val1;
+ case SC_FOOD_DEX:
+ status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
break;
-#endif
- case SC_DANCING:
- //val1 : Skill ID + LV
- //val2 : Skill Group of the Dance.
- //val3 : Brings the skill_lv (merged into val1 here)
- //val4 : Partner
- if (val1 == CG_MOONLIT)
- clif->status_change(bl,SI_MOON,1,tick,0, 0, 0);
- val1|= (val3<<16);
- val3 = tick/1000; //Tick duration
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_LONGING:
-#ifdef RENEWAL
- val2 = 50 + 10 * val1;
-#else
- val2 = 500-100*val1; //Aspd penalty.
-#endif
+ case SC_FOOD_LUK:
+ status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
break;
- case SC_EXPLOSIONSPIRITS:
- val2 = 75 + 25*val1; //Cri bonus
+ case SC_FOOD_STR_CASH:
+ status_change_end(bl, SC_FOOD_STR, INVALID_TIMER);
break;
-
- case SC_ATTHASTE_POTION1:
- case SC_ATTHASTE_POTION2:
- case SC_ATTHASTE_POTION3:
- case SC_ATTHASTE_INFINITY:
- val2 = 50*(2+type-SC_ATTHASTE_POTION1);
+ case SC_FOOD_AGI_CASH:
+ status_change_end(bl, SC_FOOD_AGI, INVALID_TIMER);
break;
-
- case SC_WEDDING:
- case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- if (!vd) return 0;
- //Store previous values as they could be removed.
- unit->stop_attack(bl);
+ case SC_FOOD_VIT_CASH:
+ status_change_end(bl, SC_FOOD_VIT, INVALID_TIMER);
break;
- case SC_NOCHAT:
- // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
- tick = 60000;
- val1 = battle_config.manner_system; //Mute filters.
- if (sd)
- {
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
- }
+ case SC_FOOD_INT_CASH:
+ status_change_end(bl, SC_FOOD_INT, INVALID_TIMER);
break;
-
- case SC_STONE:
- val3 = tick/1000; //Petrified HP-damage iterations.
- if(val3 < 1) val3 = 1;
- tick = val4; //Petrifying time.
- if(val4 > 500) // not with WL_SIENNAEXECRATE
- tick = max(tick, 1000); //Min time
- calc_flag = 0; //Actual status changes take effect on petrified state.
+ case SC_FOOD_DEX_CASH:
+ status_change_end(bl, SC_FOOD_DEX, INVALID_TIMER);
break;
-
- case SC_DPOISON:
- //Lose 10/15% of your life as long as it doesn't brings life below 25%
- if (st->hp > st->max_hp>>2) {
- int diff = st->max_hp*(bl->type==BL_PC?10:15)/100;
- if (st->hp - diff < st->max_hp>>2)
- diff = st->hp - (st->max_hp>>2);
- if( val2 && bl->type == BL_MOB ) {
- struct block_list* src = map->id2bl(val2);
- if( src )
- mob->log_damage((TBL_MOB*)bl,src,diff);
- }
- status_zap(bl, diff, 0);
- }
- // fall through
- case SC_POISON:
- val3 = tick/1000; //Damage iterations
- if(val3 < 1) val3 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- //val4: HP damage
- if (bl->type == BL_PC)
- val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200;
- else
- val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200;
-
+ case SC_FOOD_LUK_CASH:
+ status_change_end(bl, SC_FOOD_LUK, INVALID_TIMER);
break;
- case SC_CONFUSION:
- clif->emotion(bl,E_WHAT);
+ case SC_ENDURE:
+ if( val4 )
+ status_change_end(bl, SC_LKCONCENTRATION, INVALID_TIMER);
break;
- case SC_BLOODING:
- val4 = tick/10000;
- if (!val4) val4 = 1;
- tick_time = 10000; // [GodLesZ] tick time
+ case SC_FIGHTINGSPIRIT:
+ status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
break;
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( val1 == 0 ) return 0;
- // val1 = heal percent/amout
- // val2 = seconds between heals
- // val4 = total of heals
- if( val2 < 1 ) val2 = 1;
- if( (val4 = tick/(val2 * 1000)) < 1 )
- val4 = 1;
- tick_time = val2 * 1000; // [GodLesZ] tick time
+ case SC_MARSHOFABYSS:
+ status_change_end(bl, SC_INCAGI, INVALID_TIMER);
+ status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION1, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION2, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_POTION3, INVALID_TIMER);
+ status_change_end(bl, SC_ATTHASTE_INFINITY, INVALID_TIMER);
+ break;
+ //Group A Status (doesn't overlap)
+ case SC_SWING:
+ case SC_SYMPHONY_LOVE:
+ case SC_MOONLIT_SERENADE:
+ case SC_RUSH_WINDMILL:
+ case SC_ECHOSONG:
+ case SC_HARMONIZE:
+ case SC_FRIGG_SONG:
+ if (type != SC_SWING) status_change_end(bl, SC_SWING, INVALID_TIMER);
+ if (type != SC_SYMPHONY_LOVE) status_change_end(bl, SC_SYMPHONY_LOVE, INVALID_TIMER);
+ if (type != SC_MOONLIT_SERENADE) status_change_end(bl, SC_MOONLIT_SERENADE, INVALID_TIMER);
+ if (type != SC_RUSH_WINDMILL) status_change_end(bl, SC_RUSH_WINDMILL, INVALID_TIMER);
+ if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
+ if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
+ if (type != SC_FRIGG_SONG) status_change_end(bl, SC_FRIGG_SONG, INVALID_TIMER);
+ break;
+ //Group B Status
+ case SC_SIREN:
+ case SC_DEEP_SLEEP:
+ case SC_SIRCLEOFNATURE:
+ case SC_LERADS_DEW:
+ case SC_MELODYOFSINK:
+ case SC_BEYOND_OF_WARCRY:
+ case SC_UNLIMITED_HUMMING_VOICE:
+ case SC_GLOOMYDAY:
+ case SC_SONG_OF_MANA:
+ case SC_DANCE_WITH_WUG:
+ if (type != SC_SIREN) status_change_end(bl, SC_SIREN, INVALID_TIMER);
+ if (type != SC_DEEP_SLEEP) status_change_end(bl, SC_DEEP_SLEEP, INVALID_TIMER);
+ if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
+ if (type != SC_LERADS_DEW) status_change_end(bl, SC_LERADS_DEW, INVALID_TIMER);
+ if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
+ if (type != SC_BEYOND_OF_WARCRY) status_change_end(bl, SC_BEYOND_OF_WARCRY, INVALID_TIMER);
+ if (type != SC_UNLIMITED_HUMMING_VOICE) status_change_end(bl, SC_UNLIMITED_HUMMING_VOICE, INVALID_TIMER);
+ if (type != SC_GLOOMYDAY) status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
+ if (type != SC_SONG_OF_MANA) status_change_end(bl, SC_SONG_OF_MANA, INVALID_TIMER);
+ if (type != SC_DANCE_WITH_WUG) status_change_end(bl, SC_DANCE_WITH_WUG, INVALID_TIMER);
break;
- case SC_CASH_BOSS_ALARM:
- if( sd != NULL ) {
- struct mob_data *boss_md = map->getmob_boss(bl->m); // Search for Boss on this Map
- if( boss_md == NULL || boss_md->bl.prev == NULL ) {
- // No MVP on this map - MVP is dead
- clif->bossmapinfo(sd->fd, boss_md, 1);
- return 0; // No need to start SC
- }
- val1 = boss_md->bl.id;
- if( (val4 = tick/1000) < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- }
+ case SC_REFLECTSHIELD:
+ status_change_end(bl, SC_LG_REFLECTDAMAGE, INVALID_TIMER);
break;
- case SC_HIDING:
- val2 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- val3 = 0; // unused, previously speed adjustment
- val4 = val1+3; //Seconds before SP substraction happen.
+ case SC_LG_REFLECTDAMAGE:
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
break;
- case SC_CHASEWALK:
- val2 = tick>0?tick:10000; //Interval at which SP is drained.
- val3 = 35 - 5 * val1; //Speed adjustment.
- if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
- val3 -= 40;
- val4 = 10+val1*2; //SP cost.
- if (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground) val4 *= 5;
+ case SC_SHIELDSPELL_DEF:
+ case SC_SHIELDSPELL_MDEF:
+ case SC_SHIELDSPELL_REF:
+ status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
+ status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
+ status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
+ status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
break;
- case SC_CLOAKING:
- if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
- val1 = 10;
- tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
- tick = -1; // duration sent to the client should be infinite
- val3 = 0; // unused, previously walk speed adjustment
- //val4&1 signals the presence of a wall.
- //val4&2 makes cloak not end on normal attacks [Skotlex]
- //val4&4 makes cloak not end on using skills
- if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
+ case SC_GENTLETOUCH_ENERGYGAIN:
+ case SC_GENTLETOUCH_CHANGE:
+ case SC_GENTLETOUCH_REVITALIZE:
+ if( type != SC_GENTLETOUCH_REVITALIZE )
+ status_change_end(bl, SC_GENTLETOUCH_REVITALIZE, INVALID_TIMER);
+ if( type != SC_GENTLETOUCH_ENERGYGAIN )
+ status_change_end(bl, SC_GENTLETOUCH_ENERGYGAIN, INVALID_TIMER);
+ if( type != SC_GENTLETOUCH_CHANGE )
+ status_change_end(bl, SC_GENTLETOUCH_CHANGE, INVALID_TIMER);
break;
- case SC_SIGHT: /* splash status */
- case SC_RUWACH:
- case SC_WZ_SIGHTBLASTER:
- val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
- val2 = tick/250;
- tick_time = 10; // [GodLesZ] tick time
+ case SC_INVINCIBLE:
+ status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
break;
-
- //Permanent effects.
- case SC_LEXAETERNA:
- case SC_MODECHANGE:
- case SC_WEIGHTOVER50:
- case SC_WEIGHTOVER90:
- case SC_BROKENWEAPON:
- case SC_BROKENARMOR:
- case SC_STORMKICK_READY:
- case SC_DOWNKICK_READY:
- case SC_COUNTERKICK_READY:
- case SC_TURNKICK_READY:
- case SC_DODGE_READY:
- case SC_PUSH_CART:
- case SC_ALL_RIDING:
- tick = -1;
+ case SC_INVINCIBLEOFF:
+ status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
+ break;
+ case SC_MAGICPOWER:
+ status_change_end(bl, type, INVALID_TIMER);
break;
+ }
- case SC_AUTOGUARD:
- if( !(flag&1) ) {
- struct map_session_data *tsd;
- int i,t;
- for( i = val2 = 0; i < val1; i++) {
- t = 5-(i>>1);
- val2 += (t < 0)? 1:t;
+ //Check for overlapping fails
+ if( (sce = sc->data[type]) ) {
+ switch( type ) {
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HP:
+ case SC_MER_SP:
+ case SC_MER_HIT:
+ if( sce->val1 > val1 )
+ val1 = sce->val1;
+ break;
+ case SC_ADRENALINE:
+ case SC_ADRENALINE2:
+ case SC_WEAPONPERFECT:
+ case SC_OVERTHRUST:
+ if (sce->val2 > val2)
+ return 0;
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ case SC_CASH_BOSS_ALARM:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_POISON:
+ case SC_CURSE:
+ case SC_SILENCE:
+ case SC_CONFUSION:
+ case SC_BLIND:
+ case SC_BLOODING:
+ case SC_DPOISON:
+ case SC_RG_CCONFINE_S: //Can't be re-closed in.
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ case SC_NOCHAT:
+ case SC_HLIF_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
+ case SC_ABUNDANCE:
+ case SC_TOXIN:
+ case SC_PARALYSE:
+ case SC_VENOMBLEED:
+ case SC_MAGICMUSHROOM:
+ case SC_DEATHHURT:
+ case SC_PYREXIA:
+ case SC_OBLIVIONCURSE:
+ case SC_LEECHESEND:
+ case SC__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_COMBOATTACK:
+ case SC_DANCING:
+ case SC_DEVOTION:
+ case SC_ATTHASTE_POTION1:
+ case SC_ATTHASTE_POTION2:
+ case SC_ATTHASTE_POTION3:
+ case SC_ATTHASTE_INFINITY:
+ case SC_PLUSATTACKPOWER:
+ case SC_PLUSMAGICPOWER:
+ case SC_ENCHANTARMS:
+ case SC_ARMORPROPERTY:
+ case SC_ARMOR_RESIST:
+ break;
+ case SC_GOSPEL:
+ //Must not override a casting gospel char.
+ if(sce->val4 == BCT_SELF)
+ return 0;
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_ENDURE:
+ if(sce->val4 && !val4)
+ return 1; //Don't let you override infinite endure.
+ if(sce->val1 > val1)
+ return 1;
+ break;
+ case SC_KAAHI:
+ //Kaahi overwrites previous level regardless of existing level.
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER) {
+ timer->delete(sce->val4,status->kaahi_heal_timer);
+ sce->val4 = INVALID_TIMER;
}
+ break;
+ case SC_JAILED:
+ //When a player is already jailed, do not edit the jail data.
+ val2 = sce->val2;
+ val3 = sce->val3;
+ val4 = sce->val4;
+ break;
+ case SC_LERADS_DEW:
+ if (sc && sc->data[SC_BERSERK])
+ return 0;
+ case SC_SHAPESHIFT:
+ case SC_PROPERTYWALK:
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ if( sce->val4 && !val4 )//you cannot override master guild aura
+ return 0;
+ break;
+ case SC_JOINTBEAT:
+ val2 |= sce->val2; // stackable ailments
+ default:
+ if(sce->val1 > val1)
+ return 1; //Return true to not mess up skill animations. [Skotlex]
+ }
+ }
- if( bl->type&(BL_PC|BL_MER) ) {
+ vd = status->get_viewdata(bl);
+ calc_flag = status->ChangeFlagTable[type];
+ if(!(flag&4)) { //&4 - Do not parse val settings when loading SCs
+ switch(type) {
+ case SC_ADORAMUS:
+ sc_start(src,bl,SC_BLIND,100,val1,skill->get_time(status->sc2skill(type),val1));
+ // Fall through to SC_INC_AGI
+ case SC_DEC_AGI:
+ case SC_INC_AGI:
+ val2 = 2 + val1; //Agi change
+ break;
+ case SC_ENDURE:
+ val2 = 7; // Hit-count [Celest]
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map->list[bl->m].flag.battleground && !val4 ) {
+ struct map_session_data *tsd;
+ if( sd ) {
+ int i;
+ for( i = 0; i < 5; i++ ) {
+ if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
+ status->change_start(bl, &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(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
+ }
+ //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
+ if( val4 )
+ tick = -1;
+ break;
+ case SC_AUTOBERSERK:
+ if (st->hp < st->max_hp>>2 &&
+ (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
+ sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
+ tick = -1;
+ break;
+ case SC_CRUCIS:
+ val2 = 10 + 4*val1; //Def reduction
+ tick = -1;
+ clif->emotion(bl,E_SWT);
+ break;
+ case SC_MAXIMIZEPOWER:
+ tick_time = val2 = tick>0?tick:60000;
+ tick = -1; // duration sent to the client should be infinite
+ break;
+ case SC_EDP: // [Celest]
+ val2 = val1 + 2; //Chance to Poison enemies.
+ val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
+ #ifdef RENEWAL_EDP
+ val4 = 100 * ((val1 + 1)/2 + 2);
+ #endif
+ if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds
+ tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
+ break;
+ case SC_POISONREACT:
+ val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
+ val3=50; // + 5*val1; //Chance to counter. [Skotlex]
+ break;
+ case SC_MAGICROD:
+ val2 = val1*20; //SP gained
+ break;
+ case SC_KYRIE:
+ val2 = APPLY_RATE(st->max_hp, (val1 * 2 + 10)); //%Max HP to absorb
+ // val4 holds current about of party memebers when casting AB_PRAEFATIO,
+ // as Praefatio's barrier has more health and blocks more hits than Kyrie Elesion.
+ if( val4 < 1 ) //== PR_KYRIE
+ val3 = (val1 / 2 + 5); // Hits
+ else { //== AB_PRAEFATIO
+ val2 += val4 * 2; //Increase barrier strength per party member.
+ val3 = 6 + val1;
+ }
+ if( sd )
+ val1 = min(val1,pc->checkskill(sd,PR_KYRIE)); // use skill level to determine barrier health.
+ break;
+ case SC_MAGICPOWER:
+ //val1: Skill lv
+ val2 = 1; //Lasts 1 invocation
+ val3 = 5*val1; //Matk% increase
+ val4 = 0; // 0 = ready to be used, 1 = activated and running
+ break;
+ case SC_SACRIFICE:
+ val2 = 5; //Lasts 5 hits
+ tick = -1;
+ break;
+ case SC_ENCHANTPOISON:
+ val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
+ case SC_ASPERSIO:
+ case SC_PROPERTYFIRE:
+ case SC_PROPERTYWATER:
+ case SC_PROPERTYWIND:
+ case SC_PROPERTYGROUND:
+ case SC_PROPERTYDARK:
+ case SC_PROPERTYTELEKINESIS:
+ skill->enchant_elemental_end(bl,type);
+ break;
+ case SC_ARMOR_PROPERTY:
+ // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
+ // val2 : Element (When no element, random one is picked)
+ // val3 : 0 = called by skill 1 = called by script (fixed level)
+ if( !val2 ) val2 = rnd()%ELE_MAX;
+
+ if( val1 == 1 && val3 == 0 )
+ val1 = 1 + rnd()%4;
+ else if( val1 > 4 )
+ val1 = 4; // Max Level
+ val3 = 0; // Not need to keep this info.
+ break;
+ case SC_PROVIDENCE:
+ val2=val1*5; //Race/Ele resist
+ break;
+ case SC_REFLECTSHIELD:
+ val2=10+val1*3; // %Dmg reflected
+ if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) ) {
+ struct map_session_data *tsd;
if( sd ) {
+ int i;
for( i = 0; i < 5; i++ ) {
if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) )
- status->change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ status->change_start(bl, &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(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
+ }
+ break;
+ case SC_NOEQUIPWEAPON:
+ if (!sd) //Watk reduction
+ val2 = 25;
+ break;
+ case SC_NOEQUIPSHIELD:
+ if (!sd) //Def reduction
+ val2 = 15;
+ break;
+ case SC_NOEQUIPARMOR:
+ if (!sd) //Vit reduction
+ val2 = 40;
+ break;
+ case SC_NOEQUIPHELM:
+ if (!sd) //Int reduction
+ val2 = 40;
+ break;
+ case SC_AUTOSPELL:
+ //Val1 Skill LV of Autospell
+ //Val2 Skill ID to cast
+ //Val3 Max Lv to cast
+ val4 = 5 + val1*2; //Chance of casting
+ break;
+ case SC_VOLCANO:
+ val2 = val1*10; //Watk increase
+ #ifndef RENEWAL
+ if (st->def_ele != ELE_FIRE)
+ val2 = 0;
+ #endif
+ break;
+ case SC_VIOLENTGALE:
+ val2 = val1*3; //Flee increase
+ #ifndef RENEWAL
+ if (st->def_ele != ELE_WIND)
+ val2 = 0;
+ #endif
+ break;
+ case SC_DELUGE:
+ val2 = skill->deluge_eff[val1-1]; //HP increase
+ #ifndef RENEWAL
+ if(st->def_ele != ELE_WATER)
+ val2 = 0;
+ #endif
+ break;
+ case SC_NJ_SUITON:
+ if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
+ //No penalties.
+ val2 = 0; //Agi penalty
+ val3 = 0; //Walk speed penalty
+ break;
+ }
+ val3 = 50;
+ val2 = 3*((val1+1)/3);
+ if (val1 > 4) val2--;
+ break;
+ case SC_ONEHANDQUICKEN:
+ case SC_TWOHANDQUICKEN:
+ val2 = 300;
+ if (val1 > 10) //For boss casted skills [Skotlex]
+ val2 += 20*(val1-10);
+ break;
+ case SC_MER_QUICKEN:
+ val2 = 300;
+ break;
+ #ifndef RENEWAL_ASPD
+ case SC_SPEARQUICKEN:
+ val2 = 200+10*val1;
+ break;
+ #endif
+ case SC_DANCING:
+ //val1 : Skill ID + LV
+ //val2 : Skill Group of the Dance.
+ //val3 : Brings the skill_lv (merged into val1 here)
+ //val4 : Partner
+ if (val1 == CG_MOONLIT)
+ clif->status_change(bl,SI_MOON,1,tick,0, 0, 0);
+ val1|= (val3<<16);
+ val3 = tick/1000; //Tick duration
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_LONGING:
+ #ifdef RENEWAL
+ val2 = 50 + 10 * val1;
+ #else
+ val2 = 500-100*val1; //Aspd penalty.
+ #endif
+ break;
+ case SC_EXPLOSIONSPIRITS:
+ val2 = 75 + 25*val1; //Cri bonus
+ break;
+
+ case SC_ATTHASTE_POTION1:
+ case SC_ATTHASTE_POTION2:
+ case SC_ATTHASTE_POTION3:
+ case SC_ATTHASTE_INFINITY:
+ val2 = 50*(2+type-SC_ATTHASTE_POTION1);
+ break;
+
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ case SC_HANBOK:
+ case SC_OKTOBERFEST:
+ if (!vd) return 0;
+ //Store previous values as they could be removed.
+ unit->stop_attack(bl);
+ break;
+ case SC_NOCHAT:
+ // [GodLesZ] FIXME: is this correct? a hardcoded interval of 60sec? what about configuration ?_?
+ tick = 60000;
+ val1 = battle_config.manner_system; //Mute filters.
+ if (sd)
+ {
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ }
+ break;
+
+ case SC_STONE:
+ val3 = tick/1000; //Petrified HP-damage iterations.
+ if(val3 < 1) val3 = 1;
+ tick = val4; //Petrifying time.
+ if(val4 > 500) // not with WL_SIENNAEXECRATE
+ tick = max(tick, 1000); //Min time
+ calc_flag = 0; //Actual status changes take effect on petrified state.
+ break;
+
+ case SC_DPOISON:
+ //Lose 10/15% of your life as long as it doesn't brings life below 25%
+ if (st->hp > st->max_hp>>2) {
+ int diff = st->max_hp*(bl->type==BL_PC?10:15)/100;
+ if (st->hp - diff < st->max_hp>>2)
+ diff = st->hp - (st->max_hp>>2);
+ if( val2 && bl->type == BL_MOB ) {
+ struct block_list* src2 = map->id2bl(val2);
+ if( src2 )
+ mob->log_damage((TBL_MOB*)bl,src2,diff);
}
- 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);
+ status_zap(bl, diff, 0);
}
- }
- break;
+ // fall through
+ case SC_POISON:
+ val3 = tick/1000; //Damage iterations
+ if(val3 < 1) val3 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ //val4: HP damage
+ if (bl->type == BL_PC)
+ val4 = (type == SC_DPOISON) ? 3 + st->max_hp/50 : 3 + st->max_hp*3/200;
+ else
+ val4 = (type == SC_DPOISON) ? 3 + st->max_hp/100 : 3 + st->max_hp/200;
- case SC_DEFENDER:
- if (!(flag&1)) {
- val2 = 5 + 15*val1; //Damage reduction
+ break;
+ case SC_CONFUSION:
+ clif->emotion(bl,E_WHAT);
+ break;
+ case SC_BLOODING:
+ val4 = tick/10000;
+ if (!val4) val4 = 1;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( val1 == 0 ) return 0;
+ // val1 = heal percent/amout
+ // val2 = seconds between heals
+ // val4 = total of heals
+ if( val2 < 1 ) val2 = 1;
+ if( (val4 = tick/(val2 * 1000)) < 1 )
+ val4 = 1;
+ tick_time = val2 * 1000; // [GodLesZ] tick time
+ break;
+ case SC_CASH_BOSS_ALARM:
+ if( sd != NULL ) {
+ struct mob_data *boss_md = map->getmob_boss(bl->m); // Search for Boss on this Map
+ if( boss_md == NULL || boss_md->bl.prev == NULL ) {
+ // No MVP on this map - MVP is dead
+ clif->bossmapinfo(sd->fd, boss_md, 1);
+ return 0; // No need to start SC
+ }
+ val1 = boss_md->bl.id;
+ if( (val4 = tick/1000) < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC_HIDING:
+ val2 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
val3 = 0; // unused, previously speed adjustment
- val4 = 250 - 50*val1; //Aspd adjustment
+ val4 = val1+3; //Seconds before SP substraction happen.
+ break;
+ case SC_CHASEWALK:
+ val2 = tick>0?tick:10000; //Interval at which SP is drained.
+ val3 = 35 - 5 * val1; //Speed adjustment.
+ if (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE)
+ val3 -= 40;
+ val4 = 10+val1*2; //SP cost.
+ if (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground) val4 *= 5;
+ break;
+ case SC_CLOAKING:
+ if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
+ val1 = 10;
+ tick_time = val2 = tick>0?tick:60000; //SP consumption rate.
+ tick = -1; // duration sent to the client should be infinite
+ val3 = 0; // unused, previously walk speed adjustment
+ //val4&1 signals the presence of a wall.
+ //val4&2 makes cloak not end on normal attacks [Skotlex]
+ //val4&4 makes cloak not end on using skills
+ if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) //Standard cloaking.
+ val4 |= battle_config.pc_cloak_check_type&7;
+ else
+ val4 |= battle_config.monster_cloak_check_type&7;
+ break;
+ case SC_SIGHT: /* splash status */
+ case SC_RUWACH:
+ case SC_WZ_SIGHTBLASTER:
+ val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id.
+ val2 = tick/250;
+ tick_time = 10; // [GodLesZ] tick time
+ break;
- if (sd) {
+ //Permanent effects.
+ case SC_LEXAETERNA:
+ case SC_MODECHANGE:
+ case SC_WEIGHTOVER50:
+ case SC_WEIGHTOVER90:
+ case SC_BROKENWEAPON:
+ case SC_BROKENARMOR:
+ case SC_STORMKICK_READY:
+ case SC_DOWNKICK_READY:
+ case SC_COUNTERKICK_READY:
+ case SC_TURNKICK_READY:
+ case SC_DODGE_READY:
+ case SC_PUSH_CART:
+ case SC_ALL_RIDING:
+ tick = -1;
+ break;
+
+ case SC_AUTOGUARD:
+ if( !(flag&1) ) {
struct map_session_data *tsd;
- int i;
- 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);
+ 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(bl, &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(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
}
}
- }
- break;
+ 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_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(bl, &tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
+ }
+ }
+ }
+ break;
- case SC_WINDWALK:
- val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
- 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_JOINTBEAT:
- if( val2&BREAK_NECK )
- sc_start2(bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1));
- break;
+ case SC_WINDWALK:
+ val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
+ break;
- case SC_BERSERK:
- if( val3 == SC__BLOODYLUST )
- sc_start(bl,(sc_type)val3,100,val1,tick);
- if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) )
- sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
- //HP healing is performing after the calc_status call.
- //Val2 holds HP penalty
- if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1);
- if (!val4) val4 = 10000; //Val4 holds damage interval
- val3 = tick/val4; //val3 holds skill duration
- tick_time = val4; // [GodLesZ] tick time
- break;
+ case SC_JOINTBEAT:
+ if( val2&BREAK_NECK )
+ sc_start2(src,bl,SC_BLOODING,100,val1,val3,skill->get_time2(status->sc2skill(type),val1));
+ 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_BERSERK:
+ if( val3 == SC__BLOODYLUST )
+ sc_start(src,bl,(sc_type)val3,100,val1,tick);
+ if( !val3 && !(!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4) )
+ sc_start4(src, 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_MARIONETTE_MASTER:
- {
- int stat;
-
- val3 = 0;
- val4 = 0;
- stat = ( sd ? sd->status.str : status->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.agi : status->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.vit : status->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
- stat = ( sd ? sd->status.int_: status->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
- stat = ( sd ? sd->status.dex : status->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
- stat = ( sd ? sd->status.luk : status->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
- }
- break;
- case SC_MARIONETTE:
- {
- int stat,max_stat;
- // fetch caster information
- struct block_list *pbl = map->id2bl(val1);
- struct status_change *psc = pbl ? status->get_sc(pbl) : NULL;
- struct status_change_entry *psce = psc ? psc->data[SC_MARIONETTE_MASTER] : NULL;
- // fetch target's stats
- struct status_data* tst = status->get_status_data(bl); // battle status
-
- if (!psce)
- return 0;
+ case SC_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;
- val3 = 0;
- val4 = 0;
- max_stat = battle_config.max_parameter; //Cap to 99 (default)
- stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF);
- stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16;
- stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
- stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF);
- }
- break;
- case SC_SWORDREJECT:
- val2 = 15*val1; //Reflect chance
- val3 = 3; //Reflections
- tick = -1;
- break;
+ case SC_MARIONETTE_MASTER:
+ {
+ int stat;
+
+ val3 = 0;
+ val4 = 0;
+ stat = ( sd ? sd->status.str : status->get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.agi : status->get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.vit : status->get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
+ stat = ( sd ? sd->status.int_: status->get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = ( sd ? sd->status.dex : status->get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = ( sd ? sd->status.luk : status->get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
+ }
+ break;
+ case SC_MARIONETTE:
+ {
+ int stat,max_stat;
+ // fetch caster information
+ struct block_list *pbl = map->id2bl(val1);
+ struct status_change *psc = pbl ? status->get_sc(pbl) : NULL;
+ struct status_change_entry *psce = psc ? psc->data[SC_MARIONETTE_MASTER] : NULL;
+ // fetch target's stats
+ struct status_data* tst = status->get_status_data(bl); // battle status
+
+ if (!psce)
+ return 0;
- case SC_MEMORIZE:
- val2 = 5; //Memorized casts.
- tick = -1;
- break;
+ val3 = 0;
+ val4 = 0;
+ max_stat = battle_config.max_parameter; //Cap to 99 (default)
+ stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - tst->str ); val3 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - tst->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - tst->vit ); val3 |= cap_value(stat,0,0xFF);
+ stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - tst->int_); val4 |= cap_value(stat,0,0xFF)<<16;
+ stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - tst->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
+ stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - tst->luk ); val4 |= cap_value(stat,0,0xFF);
+ }
+ break;
+ case SC_SWORDREJECT:
+ val2 = 15*val1; //Reflect chance
+ val3 = 3; //Reflections
+ tick = -1;
+ break;
- case SC_GRAVITATION:
- val2 = 50*val1; //aspd reduction
- break;
+ case SC_MEMORIZE:
+ val2 = 5; //Memorized casts.
+ tick = -1;
+ break;
- case SC_GDSKILL_REGENERATION:
- if (val1 == 1)
- val2 = 2;
- else
- val2 = val1; //HP Regerenation rate: 200% 200% 300%
- val3 = val1; //SP Regeneration Rate: 100% 200% 300%
- //if val4 comes set, this blocks regen rather than increase it.
- break;
+ case SC_GRAVITATION:
+ val2 = 50*val1; //aspd reduction
+ break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl;
- struct status_change *d_sc;
-
- if( (d_bl = map->id2bl(val1)) && (d_sc = status->get_sc(d_bl)) && d_sc->count ) {
- // Inherits Status From Source
- const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
- enum sc_type type2;
- int i = (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground)?2:3;
- while( i >= 0 ) {
- type2 = types[i];
- if( d_sc->data[type2] )
- sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1));
- i--;
+ case SC_GDSKILL_REGENERATION:
+ if (val1 == 1)
+ val2 = 2;
+ else
+ val2 = val1; //HP Regerenation rate: 200% 200% 300%
+ val3 = val1; //SP Regeneration Rate: 100% 200% 300%
+ //if val4 comes set, this blocks regen rather than increase it.
+ break;
+
+ case SC_DEVOTION:
+ {
+ struct block_list *d_bl;
+ struct status_change *d_sc;
+
+ if( (d_bl = map->id2bl(val1)) && (d_sc = status->get_sc(d_bl)) && d_sc->count ) {
+ // Inherits Status From Source
+ const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
+ enum sc_type type2;
+ int i = (map_flag_gvg(bl->m) || map->list[bl->m].flag.battleground)?2:3;
+ while( i >= 0 ) {
+ type2 = types[i];
+ if( d_sc->data[type2] )
+ sc_start(bl, bl, type2, 100, d_sc->data[type2]->val1, skill->get_time(status->sc2skill(type2),d_sc->data[type2]->val1));
+ i--;
+ }
}
+ break;
}
- break;
- }
- case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
- if( val3 && bl->type == BL_MOB ) {
- struct block_list* src = map->id2bl(val3);
- if( src )
- mob->log_damage((TBL_MOB*)bl,src,st->hp - 1);
+ case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
+ if( val3 && bl->type == BL_MOB ) {
+ struct block_list* src2 = map->id2bl(val3);
+ if( src2 )
+ mob->log_damage((TBL_MOB*)bl,src2,st->hp - 1);
+ }
+ status_zap(bl, st->hp-1, val2 ? 0 : st->sp);
+ return 1;
+ break;
+ case SC_RG_CCONFINE_S:
+ {
+ struct block_list *src2 = val2 ? map->id2bl(val2) : NULL;
+ struct status_change *sc2 = src ? status->get_sc(src2) : NULL;
+ struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL;
+ if (src2 && sc2) {
+ if (!sce2) //Start lock on caster.
+ sc_start4(src,src2,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
+ else { //Increase count of locked enemies and refresh time.
+ (sce2->val2)++;
+ timer->delete(sce2->timer, status->change_timer);
+ sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src2->id, SC_RG_CCONFINE_M);
+ }
+ } else //Status failed.
+ return 0;
}
- status_zap(bl, st->hp-1, val2 ? 0 : st->sp);
- return 1;
- break;
- case SC_RG_CCONFINE_S:
- {
- struct block_list *src = val2 ? map->id2bl(val2) : NULL;
- struct status_change *sc2 = src ? status->get_sc(src) : NULL;
- struct status_change_entry *sce2 = sc2 ? sc2->data[SC_RG_CCONFINE_M] : NULL;
- if (src && sc2) {
- if (!sce2) //Start lock on caster.
- sc_start4(src,SC_RG_CCONFINE_M,100,val1,1,0,0,tick+1000);
- else { //Increase count of locked enemies and refresh time.
- (sce2->val2)++;
- timer->delete(sce2->timer, status->change_timer);
- sce2->timer = timer->add(timer->gettick()+tick+1000, status->change_timer, src->id, SC_RG_CCONFINE_M);
+ break;
+ case SC_KAITE:
+ val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
+ break;
+ case SC_KAUPE:
+ switch (val1) {
+ case 3: //33*3 + 1 -> 100%
+ val2++;
+ case 1:
+ case 2: //33, 66%
+ val2 += 33*val1;
+ val3 = 1; //Dodge 1 attack total.
+ break;
+ default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
+ val2 = 100;
+ val3 = val1-2;
+ break;
}
- } else //Status failed.
- return 0;
- }
- break;
- case SC_KAITE:
- val2 = 1+val1/5; //Number of bounces: 1 + skill_lv/5
- break;
- case SC_KAUPE:
- switch (val1) {
- case 3: //33*3 + 1 -> 100%
- val2++;
- case 1:
- case 2: //33, 66%
- val2 += 33*val1;
- val3 = 1; //Dodge 1 attack total.
- break;
- default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
- val2 = 100;
- val3 = val1-2;
- break;
- }
- break;
-
- case SC_COMBOATTACK: {
- //val1: Skill ID
- //val2: When given, target (for autotargetting skills)
- //val3: When set, this combo time should NOT delay attack/movement
- //val3: TK: Last used kick
- //val4: TK: Combo time
- struct unit_data *ud = unit->bl2ud(bl);
- if (ud && !val3) {
- tick += 300 * battle_config.combo_delay_rate/100;
- ud->attackabletime = timer->gettick()+tick;
- unit->set_walkdelay(bl, timer->gettick(), tick, 1);
- }
- val3 = 0;
- val4 = tick;
- }
- break;
- case SC_EARTHSCROLL:
- val2 = 11-val1; //Chance to consume: 11-skill_lv%
- break;
- case SC_RUN:
- val4 = timer->gettick(); //Store time at which you started running.
- tick = -1;
- break;
- case SC_KAAHI:
- val2 = 200*val1; //HP heal
- val3 = 5*val1; //SP cost
- val4 = INVALID_TIMER; //Kaahi Timer.
- break;
- case SC_BLESSING:
- if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
- val2 = val1;
- else
- val2 = 0; //0 -> Half stat.
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 1;
- tick = -1;
- break;
- case SC_CONCENTRATION:
- val2 = 2 + val1;
- if (sd) { //Store the card-bonus data that should not count in the %
- val3 = sd->param_bonus[1]; //Agi
- val4 = sd->param_bonus[4]; //Dex
- } else {
- val3 = val4 = 0;
+ break;
+
+ case SC_COMBOATTACK: {
+ //val1: Skill ID
+ //val2: When given, target (for autotargetting skills)
+ //val3: When set, this combo time should NOT delay attack/movement
+ //val3: TK: Last used kick
+ //val4: TK: Combo time
+ struct unit_data *ud = unit->bl2ud(bl);
+ if (ud && !val3) {
+ tick += 300 * battle_config.combo_delay_rate/100;
+ ud->attackabletime = timer->gettick()+tick;
+ unit->set_walkdelay(bl, timer->gettick(), tick, 1);
+ }
+ val3 = 0;
+ val4 = tick;
+ }
+ break;
+ case SC_EARTHSCROLL:
+ val2 = 11-val1; //Chance to consume: 11-skill_lv%
+ break;
+ case SC_RUN:
+ {
+ //Store time at which you started running.
+ int64 currenttick = timer->gettick();
+ // Note: this int64 value is stored in two separate int32 variables (FIXME)
+ val3 = (int)(currenttick&0x00000000ffffffffLL);
+ val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
}
- break;
- case SC_OVERTHRUSTMAX:
- val2 = 20*val1; //Power increase
- break;
- case SC_OVERTHRUST:
- //val2 holds if it was casted on self, or is bonus received from others
- val3 = 5*val1; //Power increase
- if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_ADRENALINE2:
- case SC_ADRENALINE:
- val3 = (val2) ? 300 : 200; // aspd increase
- case SC_WEAPONPERFECT:
- if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
- tick += tick / 10;
- break;
- case SC_LKCONCENTRATION:
- val2 = 5*val1; //Batk/Watk Increase
- val3 = 10*val1; //Hit Increase
- val4 = 5*val1; //Def reduction
- sc_start(bl, SC_ENDURE, 100, 1, tick); //Endure effect
- break;
- case SC_ANGELUS:
- val2 = 5*val1; //def increase
- break;
- case SC_IMPOSITIO:
- val2 = 5*val1; //watk increase
- break;
- case SC_MELTDOWN:
- val2 = 100*val1; //Chance to break weapon
- val3 = 70*val1; //Change to break armor
- break;
- case SC_TRUESIGHT:
- val2 = 10*val1; //Critical increase
- val3 = 3*val1; //Hit increase
- break;
- case SC_SUN_COMFORT:
- val2 = (status->get_lv(bl) + st->dex + st->luk)/2; //def increase
- break;
- case SC_MOON_COMFORT:
- val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase
- break;
- case SC_STAR_COMFORT:
- val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase
- break;
- case SC_QUAGMIRE:
- val2 = (sd?5:10)*val1; //Agi/Dex decrease.
- break;
+ tick = -1;
+ break;
+ case SC_KAAHI:
+ val2 = 200*val1; //HP heal
+ val3 = 5*val1; //SP cost
+ val4 = INVALID_TIMER; //Kaahi Timer.
+ break;
+ case SC_BLESSING:
+ if ((!undead_flag && st->race!=RC_DEMON) || bl->type == BL_PC)
+ val2 = val1;
+ else
+ val2 = 0; //0 -> Half stat.
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 1;
+ tick = -1;
+ break;
+ case SC_CONCENTRATION:
+ val2 = 2 + val1;
+ if (sd) { //Store the card-bonus data that should not count in the %
+ val3 = sd->param_bonus[1]; //Agi
+ val4 = sd->param_bonus[4]; //Dex
+ } else {
+ val3 = val4 = 0;
+ }
+ break;
+ case SC_OVERTHRUSTMAX:
+ val2 = 20*val1; //Power increase
+ break;
+ case SC_OVERTHRUST:
+ //val2 holds if it was casted on self, or is bonus received from others
+ val3 = 5*val1; //Power increase
+ if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_ADRENALINE2:
+ case SC_ADRENALINE:
+ val3 = (val2) ? 300 : 200; // aspd increase
+ case SC_WEAPONPERFECT:
+ if(sd && pc->checkskill(sd,BS_HILTBINDING)>0)
+ tick += tick / 10;
+ break;
+ case SC_LKCONCENTRATION:
+ val2 = 5*val1; //Batk/Watk Increase
+ val3 = 10*val1; //Hit Increase
+ val4 = 5*val1; //Def reduction
+ sc_start(src, bl, SC_ENDURE, 100, 1, tick); //Endure effect
+ break;
+ case SC_ANGELUS:
+ val2 = 5*val1; //def increase
+ break;
+ case SC_IMPOSITIO:
+ val2 = 5*val1; //watk increase
+ break;
+ case SC_MELTDOWN:
+ val2 = 100*val1; //Chance to break weapon
+ val3 = 70*val1; //Change to break armor
+ break;
+ case SC_TRUESIGHT:
+ val2 = 10*val1; //Critical increase
+ val3 = 3*val1; //Hit increase
+ break;
+ case SC_SUN_COMFORT:
+ val2 = (status->get_lv(bl) + st->dex + st->luk)/2; //def increase
+ break;
+ case SC_MOON_COMFORT:
+ val2 = (status->get_lv(bl) + st->dex + st->luk)/10; //flee increase
+ break;
+ case SC_STAR_COMFORT:
+ val2 = (status->get_lv(bl) + st->dex + st->luk); //Aspd increase
+ break;
+ case SC_QUAGMIRE:
+ val2 = (sd?5:10)*val1; //Agi/Dex decrease.
+ break;
- // gs_something1 [Vicious]
- case SC_GS_GATLINGFEVER:
- val2 = 20*val1; //Aspd increase
- val4 = 5*val1; //Flee decrease
-#ifndef RENEWAL
- val3 = 20+10*val1; //Batk increase
-#endif
- break;
+ // gs_something1 [Vicious]
+ case SC_GS_GATLINGFEVER:
+ val2 = 20*val1; //Aspd increase
+ val4 = 5*val1; //Flee decrease
+ #ifndef RENEWAL
+ val3 = 20+10*val1; //Batk increase
+ #endif
+ break;
- case SC_FLING:
- if (bl->type == BL_PC)
- val2 = 0; //No armor reduction to players.
- else
- val2 = 5*val1; //Def reduction
- val3 = 5*val1; //Def2 reduction
- break;
- case SC_PROVOKE:
- //val2 signals autoprovoke.
- val3 = 2+3*val1; //Atk increase
- val4 = 5+5*val1; //Def reduction.
- break;
- case SC_HLIF_AVOID:
- //val2 = 10*val1; //Speed change rate.
- break;
- case SC_HAMI_DEFENCE:
- val2 = 2*val1; //Def bonus
- break;
- case SC_HAMI_BLOODLUST:
- val2 = 20+10*val1; //Atk rate change.
- val3 = 3*val1; //Leech chance
- val4 = 20; //Leech percent
- break;
- case SC_HLIF_FLEET:
- val2 = 30*val1; //Aspd change
- val3 = 5+5*val1; //bAtk/wAtk rate change
- break;
- case SC_MINDBREAKER:
- val2 = 20*val1; //matk increase.
- val3 = 12*val1; //mdef2 reduction.
- break;
- case SC_SKA:
- val2 = tick/1000;
- val3 = rnd()%100; //Def changes randomly every second...
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_JAILED:
- //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
- tick = val1>0?1000:250;
- if (sd)
+ case SC_FLING:
+ if (bl->type == BL_PC)
+ val2 = 0; //No armor reduction to players.
+ else
+ val2 = 5*val1; //Def reduction
+ val3 = 5*val1; //Def2 reduction
+ break;
+ case SC_PROVOKE:
+ //val2 signals autoprovoke.
+ val3 = 2+3*val1; //Atk increase
+ val4 = 5+5*val1; //Def reduction.
+ break;
+ case SC_HLIF_AVOID:
+ //val2 = 10*val1; //Speed change rate.
+ break;
+ case SC_HAMI_DEFENCE:
+ val2 = 2*val1; //Def bonus
+ break;
+ case SC_HAMI_BLOODLUST:
+ val2 = 20+10*val1; //Atk rate change.
+ val3 = 3*val1; //Leech chance
+ val4 = 20; //Leech percent
+ break;
+ case SC_HLIF_FLEET:
+ val2 = 30*val1; //Aspd change
+ val3 = 5+5*val1; //bAtk/wAtk rate change
+ break;
+ case SC_MINDBREAKER:
+ val2 = 20*val1; //matk increase.
+ val3 = 12*val1; //mdef2 reduction.
+ break;
+ case SC_SKA:
+ val2 = tick/1000;
+ val3 = rnd()%100; //Def changes randomly every second...
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_JAILED:
+ //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
+ tick = val1>0?1000:250;
+ if (sd)
+ {
+ if (sd->mapindex != val2)
+ {
+ int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates
+ int map_index = 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_index;
+ val4 = pos;
+ } else if (!val3 || val3 == sd->mapindex) { //Use save point.
+ val3 = sd->status.save_point.map;
+ val4 = (sd->status.save_point.x&0xFFFF)
+ |(sd->status.save_point.y<<16);
+ }
+ }
+ break;
+ case SC_NJ_UTSUSEMI:
+ val2=(val1+1)/2; // number of hits blocked
+ val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
+ break;
+ case SC_NJ_BUNSINJYUTSU:
+ val2=(val1+1)/2; // number of hits blocked
+ break;
+ case SC_HLIF_CHANGE:
+ val2= 30*val1; //Vit increase
+ val3= 20*val1; //Int increase
+ break;
+ case SC_SWOO:
+ if(st->mode&MD_BOSS)
+ tick /= 5; //TODO: Reduce skill's duration. But for how long?
+ break;
+ case SC_SPIDERWEB:
+ if( bl->type == BL_PC )
+ tick /= 2;
+ break;
+ case SC_ARMOR:
+ //NPC_DEFENDER:
+ val2 = 80; //Damage reduction
+ //Attack requirements to be blocked:
+ val3 = BF_LONG; //Range
+ val4 = BF_WEAPON|BF_MISC; //Type
+ break;
+ case SC_ENCHANTARMS:
+ //end previous enchants
+ skill->enchant_elemental_end(bl,type);
+ //Make sure the received element is valid.
+ if (val2 >= ELE_MAX)
+ val2 = val2%ELE_MAX;
+ else if (val2 < 0)
+ val2 = rnd()%ELE_MAX;
+ break;
+ case SC_CRITICALWOUND:
+ val2 = 20*val1; //Heal effectiveness decrease
+ break;
+ case SC_MAGICMIRROR:
+ case SC_SLOWCAST:
+ val2 = 20*val1; //Magic reflection/cast rate
+ break;
+
+ case SC_STONESKIN:
+ if (val2 == NPC_ANTIMAGIC)
+ { //Boost mdef
+ val2 =-20;
+ val3 = 20;
+ } else { //Boost def
+ val2 = 20;
+ val3 =-20;
+ }
+ val2*=val1; //20% per level
+ val3*=val1;
+ break;
+ case SC_CASH_PLUSEXP:
+ case SC_CASH_PLUSONLYJOBEXP:
+ if (val1 < 0)
+ val1 = 0;
+ break;
+ case SC_PLUSAVOIDVALUE:
+ case SC_CRITICALPERCENT:
+ val2 = val1*10; //Actual boost (since 100% = 1000)
+ break;
+ case SC_SUFFRAGIUM:
+ val2 = 15 * val1; //Speed cast decrease
+ break;
+ case SC_HEALPLUS:
+ if (val1 < 1)
+ val1 = 1;
+ break;
+ case SC_ILLUSION:
+ val2 = 5+val1; //Factor by which displayed damage is increased by
+ break;
+ case SC_DOUBLECASTING:
+ val2 = 30+10*val1; //Trigger rate
+ break;
+ case SC_KAIZEL:
+ val2 = 10*val1; //% of life to be revived with
+ break;
+ // case SC_ARMORPROPERTY:
+ // case SC_ARMOR_RESIST:
+ // Mod your resistance against elements:
+ // val1 = water | val2 = earth | val3 = fire | val4 = wind
+ // break;
+ //case ????:
+ //Place here SCs that have no SCB_* data, no skill associated, no ICON
+ //associated, and yet are not wrong/unknown. [Skotlex]
+ //break;
+
+ case SC_MER_FLEE:
+ case SC_MER_ATK:
+ case SC_MER_HIT:
+ val2 = 15 * val1;
+ break;
+ case SC_MER_HP:
+ case SC_MER_SP:
+ val2 = 5 * val1;
+ break;
+ case SC_REBIRTH:
+ val2 = 20*val1; //% of life to be revived with
+ break;
+
+ case SC_MANU_DEF:
+ case SC_MANU_ATK:
+ case SC_MANU_MATK:
+ val2 = 1; // Manuk group
+ break;
+ case SC_SPL_DEF:
+ case SC_SPL_ATK:
+ case SC_SPL_MATK:
+ val2 = 2; // Splendide group
+ break;
+ /**
+ * General
+ **/
+ case SC_FEAR:
+ val2 = 2;
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BURNING:
+ val4 = tick / 3000; // Total Ticks to Burn!!
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ /**
+ * Rune Knight
+ **/
+ case SC_DEATHBOUND:
+ val2 = 500 + 100 * val1;
+ break;
+ case SC_STONEHARDSKIN:
+ if( sd )
+ val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
+ break;
+ case SC_ABUNDANCE:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ /**
+ * Arch Bishop
+ **/
+ case SC_RENOVATIO:
+ val4 = tick / 5000;
+ tick_time = 5000;
+ break;
+ case SC_SECRAMENT:
+ val2 = 10 * val1;
+ break;
+ case SC_VENOMIMPRESS:
+ val2 = 10 * val1;
+ break;
+ case SC_WEAPONBLOCKING:
+ val2 = 10 + 2 * val1; // Chance
+ val4 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_TOXIN:
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_MAGICMUSHROOM:
+ val4 = tick / 4000;
+ tick_time = 4000; // [GodLesZ] tick time
+ break;
+ case SC_PYREXIA:
+ status->change_start(src, bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_LEECHESEND:
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_OBLIVIONCURSE:
+ val4 = tick / 3000;
+ tick_time = 3000; // [GodLesZ] tick time
+ break;
+ case SC_CLOAKINGEXCEED:
+ val2 = ( val1 + 1 ) / 2; // Hits
+ val3 = 90 + val1 * 10; // Walk speed
+ 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.
+ break;
+ case SC_WHITEIMPRISON:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_STONE, INVALID_TIMER);
+ break;
+ case SC_MARSHOFABYSS:
+ val2 = 6 * val1;
+ if( sd ) // half on players
+ val2 >>= 1;
+ break;
+ case SC_FROSTMISTY:
+ status_change_end(bl, SC_BURNING, INVALID_TIMER);
+ break;
+ case SC_READING_SB:
+ // val2 = sp reduction per second
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ 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_STEALTHFIELD_MASTER:
+ val4 = tick / 1000;
+ tick_time = 2000 + (1000 * val1);
+ break;
+ case SC_ELECTRICSHOCKER:
+ case SC_COLD:
+ case SC_MEIKYOUSISUI:
+ val4 = tick / 1000;
+ if( val4 < 1 )
+ val4 = 1;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_CAMOUFLAGE:
+ val4 = tick/1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_WUGDASH:
+ {
+ //Store time at which you started running.
+ int64 currenttick = timer->gettick();
+ // Note: this int64 value is stored in two separate int32 variables (FIXME)
+ val3 = (int)(currenttick&0x00000000ffffffffLL);
+ val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
+ }
+ tick = -1;
+ break;
+ case SC__REPRODUCE:
+ val4 = tick / 1000;
+ tick_time = 1000;
+ 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;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC__STRIPACCESSARY:
+ if (!sd)
+ val2 = 20;
+ break;
+ case SC__INVISIBILITY:
+ val2 = 50 - 10 * val1; // ASPD
+ val3 = 200 * val1; // CRITICAL
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC__ENERVATION:
+ val2 = 20 + 10 * val1; // ATK Reduction
+ 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
+ if( sd ) { // Removes Animals
+ if( pc_isriding(sd) ) pc->setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG);
+ if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
+ if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
+ if( sd->status.pet_id > 0 ) pet->menu(sd, 3);
+ if( homun_alive(sd->hd) ) homun->vaporize(sd,HOM_ST_REST);
+ if( sd->md ) mercenary->delete(sd->md,3);
+ }
+ break;
+ case SC__LAZINESS:
+ val2 = 10 + 10 * val1; // Cast reduction
+ val3 = 10 * val1; // Flee Reduction
+ break;
+ case SC__UNLUCKY:
+ val2 = 10 * val1; // Crit and Flee2 Reduction
+ break;
+ case SC__WEAKNESS:
+ val2 = 10 * val1;
+ // bypasses coating protection and MADO
+ sc_start(src, bl,SC_NOEQUIPWEAPON,100,val1,tick);
+ sc_start(src, bl,SC_NOEQUIPSHIELD,100,val1,tick);
+ break;
+ case SC_GN_CARTBOOST:
+ if( val1 < 3 )
+ val2 = 50;
+ else if( val1 < 5 )
+ val2 = 75;
+ else
+ val2 = 100;
+ break;
+ case SC_PROPERTYWALK:
+ val3 = 0;
+ break;
+ case SC_WARMER:
+ status_change_end(bl, SC_FREEZE, INVALID_TIMER);
+ status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
+ status_change_end(bl, SC_COLD, INVALID_TIMER);
+ break;
+ case SC_STRIKING:
+ val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_BLOOD_SUCKER:
{
- if (sd->mapindex != val2)
+ struct block_list *src2 = map->id2bl(val2);
+ val3 = 1;
+ if(src2)
+ val3 = 200 + 100 * val1 + status_get_int(src2);
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ }
+ break;
+ case SC_SWING:
+ val3 = 5 * val1 + val2;//Movement Speed And ASPD Increase
+ break;
+ case SC_SYMPHONY_LOVE:
+ val2 = 12 * val1 + val2 + sd->status.job_level / 4;//MDEF Increase In %
+ case SC_MOONLIT_SERENADE:
+ case SC_RUSH_WINDMILL:
+ val2 = 6 * val1 + val2 + sd->status.job_level / 5;
+ break;
+ case SC_ECHOSONG:
+ val3 = 6 * val1 + val2 + sd->status.job_level / 4;//DEF Increase In %
+ break;
+ case SC_HARMONIZE:
+ val2 = 5 + 5 * val1;
+ break;
+ case SC_SIREN:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_DEEP_SLEEP:
+ val4 = tick / 2000;
+ tick_time = 2000; // [GodLesZ] tick time
+ break;
+ case SC_SIRCLEOFNATURE:
+ val2 = 40 * val1;//HP recovery
+ val3 = 4 * val1;//SP drain
+ val4 = tick / 1000;
+ tick_time = 1000; // [GodLesZ] tick time
+ break;
+ case SC_SONG_OF_MANA:
+ val3 = 10 + 5 * val2;
+ val4 = tick/5000;
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_SATURDAY_NIGHT_FEVER:
+ /*val2 = 12000 - 2000 * val1;//HP/SP Drain Timer
+ if ( val2 < 1000 )
+ val2 = 1000;//Added to prevent val3 from dividing by 0 when using level 6 or higher through commands. [Rytech]
+ val3 = tick/val2;*/
+ val3 = tick / 3000;
+ tick_time = 3000;// [GodLesZ] tick time
+ break;
+ case SC_GLOOMYDAY:
+ if ( !val2 ) {
+ val2 = (val4 > 0 ? max(15, rnd()%(val4*5)) : 0) + val1 * 10;
+ }
+ if ( rnd()%10000 < val1*100 ) { // 1% per SkillLv chance
+ if ( !val3 )
+ val3 = 50;
+ if( sd ) {
+ if( pc_isriding(sd) ) pc->setriding(sd, 0);
+ if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
+ }
+ }
+ break;
+ case SC_SITDOWN_FORCE:
+ case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
+ if( sd && !pc_issit(sd) )
{
- int pos = (bl->x&0xFFFF)|(bl->y<<16); /// Current Coordinates
- int mapindex = sd->mapindex; /// Current Map
- //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
- pc->setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
- //2. Set restore point (val3 -> return map, val4 return coords
- val3 = mapindex;
- val4 = pos;
- } else if (!val3 || val3 == sd->mapindex) { //Use save point.
- val3 = sd->status.save_point.map;
- val4 = (sd->status.save_point.x&0xFFFF)
- |(sd->status.save_point.y<<16);
+ pc_setsit(sd);
+ skill->sit(sd,1);
+ clif->sitting(bl);
+ }
+ break;
+ case SC_DANCE_WITH_WUG:
+ val3 = 5 + 5 * val2;//ASPD Increase
+ val4 = 20 + 10 * val2;//Fixed Cast Time Reduction
+ break;
+ case SC_LERADS_DEW:
+ val3 = 200 * val1 + 300 * val2;//MaxHP Increase
+ break;
+ case SC_MELODYOFSINK:
+ val3 = val1 * (2 + val2);//INT Reduction. Formula Includes Caster And 2nd Performer.
+ val4 = tick/1000;
+ tick_time = 1000;
+ break;
+ case SC_BEYOND_OF_WARCRY:
+ val3 = val1 * (2 + val2);//STR And Crit Reduction. Formula Includes Caster And 2nd Performer.
+ val4 = 4 * val1 + 4 * val2;//MaxHP Reduction
+ break;
+ case SC_UNLIMITED_HUMMING_VOICE:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ if( ud == NULL ) return 0;
+ ud->state.skillcastcancel = 0;
+ val3 = 15 - (3 * val2);//Increased SP Cost.
+ }
+ break;
+ case SC_LG_REFLECTDAMAGE:
+ val2 = 15 + 5 * val1;
+ val3 = 25 + 5 * val1; //Number of Reflects
+ val4 = tick/10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_FORCEOFVANGUARD:
+ val2 = 8 + 12 * val1; // Chance
+ val3 = 5 + 2 * val1; // Max rage counters
+ tick = -1; //endless duration in the client
+ break;
+ case SC_EXEEDBREAK:
+ if( sd ){
+ short index = sd->equip_index[EQI_HAND_R];
+ val1 = 15 * (sd->status.job_level + val1 * 10);
+ if( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON )
+ val1 += (sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv) * status->get_lv(bl) / 100;
+ }
+ break;
+ case SC_PRESTIGE:
+ val2 = (st->int_ + st->luk) * val1 / 20;// Chance to evade magic damage.
+ val2 = val2 * status->get_lv(bl) / 200;
+ val2 += val1;
+ val1 *= 15; // Defence added
+ if( sd )
+ val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
+ val1 *= status->get_lv(bl) / 100;
+ break;
+ case SC_BANDING:
+ tick_time = 5000; // [GodLesZ] tick time
+ 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.base_level / 10 + sd->status.job_level / 5;// All stat bonus
+ }
+ val4 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
+ status->change_clear_buffs(bl,3); //Remove buffs/debuffs
+ break;
+ case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
+ val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
+ break;
+ case SC_RAISINGDRAGON:
+ val3 = tick / 5000;
+ tick_time = 5000; // [GodLesZ] tick time
+ break;
+ case SC_GENTLETOUCH_CHANGE:
+ {// take note there is no def increase as skill desc says. [malufett]
+ struct block_list * src2;
+ val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
+ if( (src2 = map->id2bl(val2)) ){
+ val4 = ( 200/status_get_int(src2) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
+ val2 = ( status_get_dex(src2)/4 + status_get_str(src2)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
}
}
- break;
- case SC_NJ_UTSUSEMI:
- val2=(val1+1)/2; // number of hits blocked
- val3=skill->get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
- break;
- case SC_NJ_BUNSINJYUTSU:
- val2=(val1+1)/2; // number of hits blocked
- break;
- case SC_HLIF_CHANGE:
- val2= 30*val1; //Vit increase
- val3= 20*val1; //Int increase
- break;
- case SC_SWOO:
- if(st->mode&MD_BOSS)
- tick /= 5; //TODO: Reduce skill's duration. But for how long?
- break;
- case SC_SPIDERWEB:
- if( bl->type == BL_PC )
- tick /= 2;
- break;
- case SC_ARMOR:
- //NPC_DEFENDER:
- val2 = 80; //Damage reduction
- //Attack requirements to be blocked:
- val3 = BF_LONG; //Range
- val4 = BF_WEAPON|BF_MISC; //Type
- break;
- case SC_ENCHANTARMS:
- //end previous enchants
- skill->enchant_elemental_end(bl,type);
- //Make sure the received element is valid.
- if (val2 >= ELE_MAX)
- val2 = val2%ELE_MAX;
- else if (val2 < 0)
- val2 = rnd()%ELE_MAX;
- break;
- case SC_CRITICALWOUND:
- val2 = 20*val1; //Heal effectiveness decrease
- break;
- case SC_MAGICMIRROR:
- case SC_SLOWCAST:
- val2 = 20*val1; //Magic reflection/cast rate
- break;
-
- case SC_STONESKIN:
- if (val2 == NPC_ANTIMAGIC)
- { //Boost mdef
- val2 =-20;
- val3 = 20;
- } else { //Boost def
- val2 = 20;
- val3 =-20;
- }
- val2*=val1; //20% per level
- val3*=val1;
- break;
- case SC_CASH_PLUSEXP:
- case SC_CASH_PLUSONLYJOBEXP:
- if (val1 < 0)
- val1 = 0;
- break;
- case SC_PLUSAVOIDVALUE:
- case SC_CRITICALPERCENT:
- val2 = val1*10; //Actual boost (since 100% = 1000)
- break;
- case SC_SUFFRAGIUM:
- val2 = 15 * val1; //Speed cast decrease
- break;
- case SC_HEALPLUS:
- if (val1 < 1)
- val1 = 1;
- break;
- case SC_ILLUSION:
- val2 = 5+val1; //Factor by which displayed damage is increased by
- break;
- case SC_DOUBLECASTING:
- val2 = 30+10*val1; //Trigger rate
- break;
- case SC_KAIZEL:
- val2 = 10*val1; //% of life to be revived with
- break;
- // case SC_ARMORPROPERTY:
- // case SC_ARMOR_RESIST:
- // Mod your resistance against elements:
- // val1 = water | val2 = earth | val3 = fire | val4 = wind
- // break;
- //case ????:
- //Place here SCs that have no SCB_* data, no skill associated, no ICON
- //associated, and yet are not wrong/unknown. [Skotlex]
- //break;
+ break;
+ case SC_GENTLETOUCH_REVITALIZE:
+ {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
+ struct block_list * src2;
+ val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
+ if( (src2 = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
+ val4 = ( status_get_vit(src2)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
+ }
+ break;
+ case SC_PYROTECHNIC_OPTION:
+ val2 = 60;
+ break;
+ case SC_HEATER_OPTION:
+ val2 = 120; // Watk. TODO: Renewal (Atk2)
+ val3 = (sd ? sd->status.job_level : 0); // % Increase damage.
+ val4 = 3; // Change into fire element.
+ break;
+ case SC_TROPIC_OPTION:
+ val2 = 180; // Watk. TODO: Renewal (Atk2)
+ val3 = MG_FIREBOLT;
+ break;
+ case SC_AQUAPLAY_OPTION:
+ val2 = 40;
+ break;
+ case SC_COOLER_OPTION:
+ val2 = 80; // Bonus Matk
+ val3 = (sd ? sd->status.job_level : 0); // % Freezing chance
+ val4 = 1; // Change into water elemet
+ break;
+ case SC_CHILLY_AIR_OPTION:
+ val2 = 120; // Matk. TODO: Renewal (Matk1)
+ val3 = MG_COLDBOLT;
+ break;
+ case SC_WIND_STEP_OPTION:
+ val2 = 50; // % Increase speed and flee.
+ break;
+ case SC_BLAST_OPTION:
+ val2 = (sd ? sd->status.job_level : 0); // % Increase damage
+ val3 = ELE_WIND;
+ break;
+ case SC_WILD_STORM_OPTION:
+ val2 = MG_LIGHTNINGBOLT;
+ break;
+ case SC_PETROLOGY_OPTION:
+ val2 = 5;
+ val3 = 50;
+ break;
+ case SC_SOLID_SKIN_OPTION:
+ val2 = 33; // % Increase DEF
+ break;
+ case SC_CURSED_SOIL_OPTION:
+ val2 = 10;
+ val3 = (sd ? sd->status.job_level : 0); // % Increase Damage
+ val4 = 2;
+ break;
+ case SC_UPHEAVAL_OPTION:
+ val2 = WZ_EARTHSPIKE;
+ val3 = 15; // Bonus MaxHP
+ break;
+ case SC_CIRCLE_OF_FIRE_OPTION:
+ val2 = 300;
+ break;
+ case SC_FIRE_CLOAK_OPTION:
+ case SC_WATER_DROP_OPTION:
+ case SC_WIND_CURTAIN_OPTION:
+ case SC_STONE_SHIELD_OPTION:
+ val2 = 100; // Elemental modifier.
+ 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 = 30; // Reductions. Atk2, Flee1, Matk1 ????
+ break;
+ case SC_ZEPHYR:
+ val2 = 25; // Flee.
+ break;
+ case SC_TIDAL_WEAPON:
+ val2 = 20; // Increase Elemental's attack.
+ break;
+ case SC_ROCK_CRUSHER:
+ case SC_ROCK_CRUSHER_ATK:
+ case SC_POWER_OF_GAIA:
+ val2 = 33;
+ break;
+ case SC_MELON_BOMB:
+ case SC_BANANA_BOMB:
+ val1 = 15;
+ break;
+ case SC_STOMACHACHE:
+ val2 = 8; // SP consume.
+ val4 = tick / 10000;
+ tick_time = 10000; // [GodLesZ] tick time
+ break;
+ case SC_KYOUGAKU:
+ val2 = 2*val1 + rand()%(3 * val1);
+ clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ break;
+ case SC_KAGEMUSYA:
+ val3 = val1 * 2;
+ case SC_IZAYOI:
+ val2 = tick/1000;
+ tick_time = 1000;
+ break;
+ case SC_ZANGETSU:
+ val2 = val4 = status->get_lv(bl) / 3 + 20 * val1;
+ val3 = status->get_lv(bl) / 2 + 30 * val1;
+ val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
+ val3 = (!(status_get_sp(bl)%2) ? val4 : -val3);
+ break;
+ case SC_GENSOU:
+
+#define PER( a, lvl ) do { \
+ int temp__ = (a); \
+ if( temp__ <= 15 ) (lvl) = 1; \
+ else if( temp__ <= 30 ) (lvl) = 2; \
+ else if( temp__ <= 50 ) (lvl) = 3; \
+ else if( temp__ <= 75 ) (lvl) = 4; \
+ else (lvl) = 5; \
+} while(0)
- case SC_MER_FLEE:
- case SC_MER_ATK:
- case SC_MER_HIT:
- val2 = 15 * val1;
- break;
- case SC_MER_HP:
- case SC_MER_SP:
- val2 = 5 * val1;
- break;
- case SC_REBIRTH:
- val2 = 20*val1; //% of life to be revived with
- break;
+ {
+ int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
- case SC_MANU_DEF:
- case SC_MANU_ATK:
- case SC_MANU_MATK:
- val2 = 1; // Manuk group
- break;
- case SC_SPL_DEF:
- case SC_SPL_ATK:
- case SC_SPL_MATK:
- val2 = 2; // Splendide group
- break;
- /**
- * General
- **/
- case SC_FEAR:
- val2 = 2;
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_BURNING:
- val4 = tick / 3000; // Total Ticks to Burn!!
- tick_time = 3000; // [GodLesZ] tick time
- break;
- /**
- * Rune Knight
- **/
- case SC_DEATHBOUND:
- val2 = 500 + 100 * val1;
- break;
- case SC_STONEHARDSKIN:
- if( sd )
- val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase
- break;
+ if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
+ return 0;
+
+ PER( 100 / (status_get_max_hp(bl) / hp), lv );
+ status->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);
+
+ PER( 100 / (status_get_max_sp(bl) / sp), lv );
+ status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
+ }
+#undef PER
+ break;
+ case SC_ANGRIFFS_MODUS:
+ val2 = 50 + 20 * val1; //atk bonus
+ val3 = 40 + 20 * val1; // Flee reduction.
+ val4 = tick/1000; // hp/sp reduction timer
+ tick_time = 1000;
+ break;
+ case SC_NEUTRALBARRIER:
+ tick_time = tick;
+ tick = -1;
+ break;
+ case SC_GOLDENE_FERSE:
+ val2 = 10 + 10*val1; //max hp bonus
+ val3 = 6 + 4 * val1; // Aspd Bonus
+ val4 = 2 + 2 * val1; // Chance of holy attack
+ break;
+ case SC_OVERED_BOOST:
+ val2 = 300 + 40*val1; //flee bonus
+ val3 = 179 + 2*val1; //aspd bonus
+ break;
+ case SC_GRANITIC_ARMOR:
+ val2 = 2*val1; //dmg reduction
+ val3 = 6*val1; //dmg on status end
+ break;
+ case SC_MAGMA_FLOW:
+ val2 = 3*val1; //activation chance
+ break;
+ case SC_PYROCLASTIC:
+ val2 += 10*val1; //atk bonus
+ break;
+ case SC_NEEDLE_OF_PARALYZE: //[Lighta] need real info
+ val2 = 2*val1; //def reduction
+ val3 = 500*val1; //varcast augmentation
+ break;
+ case SC_PAIN_KILLER: //[Lighta] need real info
+ val2 = 2*val1; //aspd reduction %
+ val3 = 2*val1; //dmg reduction %
+ if(sc->data[SC_NEEDLE_OF_PARALYZE])
+ sc_start(src, bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
+ break;
+ case SC_STYLE_CHANGE: //[Lighta] need real info
+ tick = -1;
+ if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
+ else val2 = MH_MD_FIGHTING;
+ break;
+ case SC_FULL_THROTTLE:
+ status_percent_heal(bl,100,0);
+ val2 = 7 - val1;
+ tick_time = 1000;
+ val4 = tick / tick_time;
+ break;
+ case SC_KINGS_GRACE:
+ val2 = 3 + val1;
+ tick_time = 1000;
+ val4 = tick / tick_time;
+ break;
+ case SC_TELEKINESIS_INTENSE:
+ val2 = 10 * val1;
+ val3 = 40 * val1;
+ break;
+ case SC_OFFERTORIUM:
+ val2 = 30 * val1;
+ break;
+ case SC_FRIGG_SONG:
+ val2 = 5 * val1;
+ val3 = (20 * val1) + 80;
+ tick_time = 1000;
+ val4 = tick / tick_time;
+ break;
+ case SC_DARKCROW:
+ val2 = 30 * val1;
+ break;
+ case SC_MONSTER_TRANSFORM:
+ if( !mob->db_checkid(val1) )
+ val1 = 1002; // default poring
+ break;
+ default:
+ if( calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0 )
+ { //Status change with no calc, no icon, and no skill associated...?
+ ShowError("UnknownStatusChange [%d]\n", type);
+ return 0;
+ }
+ }
+ } else { //Special considerations when loading SC data.
+ switch( type ) {
+ case SC_WEDDING:
+ case SC_XMAS:
+ case SC_SUMMER:
+ case SC_HANBOK:
+ case SC_OKTOBERFEST:
+ if( !vd ) break;
+ clif->changelook(bl,LOOK_BASE,vd->class_);
+ clif->changelook(bl,LOOK_WEAPON,0);
+ clif->changelook(bl,LOOK_SHIELD,0);
+ clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ break;
+ case SC_KAAHI:
+ val4 = INVALID_TIMER;
+ break;
+ case SC_KYOUGAKU:
+ clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ break;
+ }
+ }
+
+ /* values that must be set regardless of flag&4 e.g. val_flag */
+ switch(type) {
case SC_FIGHTINGSPIRIT:
val_flag |= 1|2;
break;
- case SC_ABUNDANCE:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- /**
- * Arch Bishop
- **/
- case SC_RENOVATIO:
- val4 = tick / 5000;
- tick_time = 5000;
- break;
- case SC_SECRAMENT:
- val2 = 10 * val1;
- break;
case SC_VENOMIMPRESS:
- val2 = 10 * val1;
val_flag |= 1|2;
break;
case SC_POISONINGWEAPON:
val_flag |= 1|2|4;
break;
case SC_WEAPONBLOCKING:
- val2 = 10 + 2 * val1; // Chance
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
val_flag |= 1|2;
break;
- case SC_TOXIN:
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_MAGICMUSHROOM:
- val4 = tick / 4000;
- tick_time = 4000; // [GodLesZ] tick time
- break;
- case SC_PYREXIA:
- status->change_start(bl,SC_BLIND,10000,val1,0,0,0,30000,11); // Blind status that last for 30 seconds
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_LEECHESEND:
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_OBLIVIONCURSE:
- val4 = tick / 3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
case SC_ROLLINGCUTTER:
val_flag |= 1;
break;
case SC_CLOAKINGEXCEED:
- val2 = ( val1 + 1 ) / 2; // Hits
- val3 = 90 + val1 * 10; // Walk speed
val_flag |= 1|2|4;
- if (bl->type == BL_PC)
- val4 |= battle_config.pc_cloak_check_type&7;
- else
- val4 |= battle_config.monster_cloak_check_type&7;
- tick_time = 1000; // [GodLesZ] tick time
break;
case SC_HALLUCINATIONWALK:
- val2 = 50 * val1; // Evasion rate of physical attacks. Flee
- val3 = 10 * val1; // Evasion rate of magical attacks.
val_flag |= 1|2|4;
break;
- case SC_WHITEIMPRISON:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_STONE, INVALID_TIMER);
- break;
- case SC_MARSHOFABYSS:
- val2 = 6 * val1;
- if( sd ) // half on players
- val2 >>= 1;
- break;
- case SC_FROSTMISTY:
- status_change_end(bl, SC_BURNING, INVALID_TIMER);
- break;
- case SC_READING_SB:
- // val2 = sp reduction per second
- tick_time = 5000; // [GodLesZ] tick time
- break;
case SC_SUMMON1:
case SC_SUMMON2:
case SC_SUMMON3:
case SC_SUMMON4:
case SC_SUMMON5:
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
val_flag |= 1;
break;
- case SC_SHAPESHIFT:
- switch( val1 )
- {
- case 1: val2 = ELE_FIRE; break;
- case 2: val2 = ELE_EARTH; break;
- case 3: val2 = ELE_WIND; break;
- case 4: val2 = ELE_WATER; break;
- }
- break;
- case SC_ELECTRICSHOCKER:
- case SC_COLD:
- case SC_MEIKYOUSISUI:
- val4 = tick / 1000;
- if( val4 < 1 )
- val4 = 1;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_CAMOUFLAGE:
- val4 = tick/1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_WUGDASH:
- val4 = timer->gettick(); //Store time at which you started running.
- tick = -1;
- break;
- case SC__SHADOWFORM: {
- struct map_session_data * s_sd = map->id2sd(val2);
- if( s_sd )
- s_sd->shadowform_id = bl->id;
- val4 = tick / 1000;
+ case SC__SHADOWFORM:
val_flag |= 1|2|4;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC__STRIPACCESSARY:
- if (!sd)
- val2 = 20;
break;
case SC__INVISIBILITY:
- val2 = 50 - 10 * val1; // ASPD
- val3 = 20 * val1; // CRITICAL
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
val_flag |= 1|2;
break;
case SC__ENERVATION:
- val2 = 20 + 10 * val1; // ATK Reduction
val_flag |= 1|2;
- if( sd ) pc->delspiritball(sd,sd->spiritball,0);
break;
case SC__GROOMY:
- val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
- val3 = 20 * val1; //HIT
val_flag |= 1|2|4;
- if( sd ) { // Removes Animals
- if( pc_isriding(sd) ) pc->setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
- if( pc_iswug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUG);
- if( pc_isridingwug(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
- if( pc_isfalcon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_FALCON);
- if( sd->status.pet_id > 0 ) pet->menu(sd, 3);
- if( homun_alive(sd->hd) ) homun->vaporize(sd,1);
- if( sd->md ) mercenary->delete(sd->md,3);
- }
break;
case SC__LAZINESS:
- val2 = 10 + 10 * val1; // Cast reduction
- val3 = 10 * val1; // Flee Reduction
val_flag |= 1|2|4;
break;
case SC__UNLUCKY:
- val2 = 10 * val1; // Crit and Flee2 Reduction
val_flag |= 1|2|4;
break;
case SC__WEAKNESS:
- val2 = 10 * val1;
val_flag |= 1|2;
- // bypasses coating protection and MADO
- sc_start(bl,SC_NOEQUIPWEAPON,100,val1,tick);
- sc_start(bl,SC_NOEQUIPSHIELD,100,val1,tick);
- break;
- case SC_GN_CARTBOOST:
- if( val1 < 3 )
- val2 = 50;
- else if( val1 < 5 )
- val2 = 75;
- else
- val2 = 100;
break;
case SC_PROPERTYWALK:
val_flag |= 1|2;
- val3 = 0;
- break;
- case SC_WARMER:
- status_change_end(bl, SC_FREEZE, INVALID_TIMER);
- status_change_end(bl, SC_FROSTMISTY, INVALID_TIMER);
- status_change_end(bl, SC_COLD, INVALID_TIMER);
- break;
- case SC_STRIKING:
- val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1)
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_BLOOD_SUCKER:
- {
- struct block_list *src = map->id2bl(val2);
- val3 = 1;
- if(src)
- val3 = 200 + 100 * val1 + status_get_int(src);
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- }
- break;
- case SC_VACUUM_EXTREME:
- tick -= (st->str / 20) * 1000;
- val4 = val3 = tick / 100;
- tick_time = 100; // [GodLesZ] tick time
break;
- case SC_SWING:
- val2 = 4 * val1; // Walk speed and aspd reduction.
- break;
- case SC_SYMPHONY_LOVE:
- case SC_RUSH_WINDMILL:
- case SC_ECHOSONG:
- val2 = 6 * val1;
- val2 += val3; //Adding 1% * Lesson Bonus
- val2 += (int)(val4*2/10); //Adding 0.2% per JobLevel
- break;
- case SC_MOONLIT_SERENADE:
- val2 = 10 * val1;
- break;
- case SC_HARMONIZE:
- val2 = 5 + 5 * val1;
- break;
- case SC_SIREN:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_DEEP_SLEEP:
- val4 = tick / 2000;
- tick_time = 2000; // [GodLesZ] tick time
- break;
- case SC_SIRCLEOFNATURE:
- val2 = 1 + val1; //SP consume
- val3 = 40 * val1; //HP recovery
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_SONG_OF_MANA:
- val3 = 10 + (2 * val2);
- val4 = tick/3000;
- tick_time = 3000; // [GodLesZ] tick time
- break;
- case SC_SATURDAY_NIGHT_FEVER:
- if (!val4) val4 = skill->get_time2(status->sc2skill(type),val1);
- if (!val4) val4 = 3000;
- val3 = tick/val4;
- tick_time = val4; // [GodLesZ] tick time
- break;
- case SC_GLOOMYDAY:
- val2 = 20 + 5 * val1; // Flee reduction.
- val3 = 15 + 5 * val1; // ASPD reduction.
- if( sd && rand()%100 < val1 ){ // (Skill Lv) %
- val4 = 1; // reduce walk speed by half.
- if( pc_isriding(sd) ) pc->setriding(sd, 0);
- if( pc_isridingdragon(sd) ) pc->setoption(sd, sd->sc.option&~OPTION_DRAGON);
- }
- break;
- case SC_GLOOMYDAY_SK:
- // Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
- val2 = 15 + rand()%( (sd?pc->checkskill(sd, WM_LESSON)*5:0) + val1*10 );
- break;
- case SC_SITDOWN_FORCE:
- case SC_BANANA_BOMB_SITDOWN_POSTDELAY:
- if( sd && !pc_issit(sd) )
- {
- pc_setsit(sd);
- skill->sit(sd,1);
- clif->sitting(bl);
- }
- break;
- case SC_DANCE_WITH_WUG:
- val3 = (5 * val1) + (1 * val2); //Still need official value.
- break;
- case SC_LERADS_DEW:
- val3 = (5 * val1) + (1 * val2);
- break;
- case SC_MELODYOFSINK:
- val3 = (5 * val1) + (1 * val2);
- break;
- case SC_BEYOND_OF_WARCRY:
- val3 = (5 * val1) + (1 * val2);
- break;
- case SC_UNLIMITED_HUMMING_VOICE:
- {
- struct unit_data *ud = unit->bl2ud(bl);
- if( ud == NULL ) return 0;
- ud->state.skillcastcancel = 0;
- val3 = 15 - (2 * val2);
- }
- break;
- case SC_LG_REFLECTDAMAGE:
- val2 = 15 + 5 * val1;
- val3 = (val1==5)?20:(val1+4)*2; // SP consumption
- val4 = tick/10000;
- tick_time = 10000; // [GodLesZ] tick time
- break;
- case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
- val2 = 20 + 12 * (val1 - 1); // Chance
- val3 = 5 + (2 * val1); // Max rage counters
- tick = -1; //endless duration in the client
- tick_time = 6000; // [GodLesZ] tick time
+ case SC_FORCEOFVANGUARD:
val_flag |= 1|2|4;
break;
- case SC_EXEEDBREAK:
- val1 *= 150; // 150 * skill_lv
- if( sd && sd->inventory_data[sd->equip_index[EQI_HAND_R]] ) { // Chars.
- val1 += (sd->inventory_data[sd->equip_index[EQI_HAND_R]]->weight/10 * sd->inventory_data[sd->equip_index[EQI_HAND_R]]->wlv * status->get_lv(bl) / 100);
- val1 += 15 * (sd ? sd->status.job_level:50) + 100;
- } else // Mobs
- val1 += (400 * status->get_lv(bl) / 100) + (15 * (status->get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
- break;
- case SC_PRESTIGE: // Based on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
- val2 = ((st->int_ + st->luk) / 6) + 5; // Chance to evade magic damage.
- val1 *= 15; // Defence added
- if( sd )
- val1 += 10 * pc->checkskill(sd,CR_DEFENDER);
+ case SC_PRESTIGE:
val_flag |= 1|2;
break;
case SC_BANDING:
- tick_time = 5000; // [GodLesZ] tick time
val_flag |= 1;
break;
case SC_SHIELDSPELL_DEF:
@@ -8407,554 +9063,320 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
case SC_SHIELDSPELL_REF:
val_flag |= 1|2;
break;
- case SC_MAGNETICFIELD:
- val3 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- break;
- case SC_INSPIRATION:
- if( sd ) {
- val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
- val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
- }
- val4 = tick / 1000;
- tick_time = 1000; // [GodLesZ] tick time
- status->change_clear_buffs(bl,3); //Remove buffs/debuffs
- break;
case SC_SPELLFIST:
case SC_CURSEDCIRCLE_ATKER:
val_flag |= 1|2|4;
break;
case SC_CRESCENTELBOW:
- val2 = 94 + val1;
val_flag |= 1|2;
break;
- case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
- val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
+ case SC_LIGHTNINGWALK:
val_flag |= 1;
break;
- case SC_RAISINGDRAGON:
- val3 = tick / 5000;
- tick_time = 5000; // [GodLesZ] tick time
- break;
- case SC_GENTLETOUCH_CHANGE:
- {// take note there is no def increase as skill desc says. [malufett]
- struct block_list * src;
- val3 = st->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
- if( (src = map->id2bl(val2)) ){
- val4 = ( 200/status_get_int(src) ) * val1;// MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]
- val2 = ( status_get_dex(src)/4 + status_get_str(src)/2 ) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]
- }
- }
- break;
- case SC_GENTLETOUCH_REVITALIZE:
- {// take note there is no vit,aspd,speed increase as skill desc says. [malufett]
- struct block_list * src;
- val3 = val1 * 30 + 150; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
- if( (src = map->id2bl(val2)) ) // the stat def is not shown in the status window and it is process differently
- val4 = ( status_get_vit(src)/4 ) * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level]
- }
- break;
case SC_PYROTECHNIC_OPTION:
val_flag |= 1|2|4;
break;
case SC_HEATER_OPTION:
- val2 = 120; // Watk. TODO: Renewal (Atk2)
- val3 = 33; // % Increase effects.
- val4 = 3; // Change into fire element.
val_flag |= 1|2|4;
break;
- case SC_TROPIC_OPTION:
- val2 = 180; // Watk. TODO: Renewal (Atk2)
- val3 = MG_FIREBOLT;
- break;
case SC_AQUAPLAY_OPTION:
- val2 = 40;
val_flag |= 1|2|4;
break;
case SC_COOLER_OPTION:
- val2 = 80; // % Freezing chance
- val3 = 33; // % increased damage
- val4 = 1; // Change into water elemet
val_flag |= 1|2|4;
break;
case SC_CHILLY_AIR_OPTION:
- val2 = 120; // Matk. TODO: Renewal (Matk1)
- val3 = MG_COLDBOLT;
val_flag |= 1|2;
break;
case SC_GUST_OPTION:
val_flag |= 1|2;
break;
- case SC_WIND_STEP_OPTION:
- val2 = 50; // % Increase speed and flee.
- break;
case SC_BLAST_OPTION:
- val2 = 20;
- val3 = ELE_WIND;
val_flag |= 1|2|4;
break;
case SC_WILD_STORM_OPTION:
- val2 = MG_LIGHTNINGBOLT;
val_flag |= 1|2;
break;
case SC_PETROLOGY_OPTION:
- val2 = 5;
- val3 = 50;
val_flag |= 1|2|4;
break;
case SC_CURSED_SOIL_OPTION:
- val2 = 10;
- val3 = 33;
- val4 = 2;
val_flag |= 1|2|4;
break;
case SC_UPHEAVAL_OPTION:
- val2 = WZ_EARTHSPIKE;
val_flag |= 1|2;
break;
case SC_CIRCLE_OF_FIRE_OPTION:
- val2 = 300;
val_flag |= 1|2;
break;
- case SC_FIRE_CLOAK_OPTION:
- case SC_WATER_DROP_OPTION:
- case SC_WIND_CURTAIN_OPTION:
- case SC_STONE_SHIELD_OPTION:
- val2 = 20; // Elemental modifier. Not confirmed.
- break;
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- val2 = 10;
- tick_time = 2000; // [GodLesZ] tick time
- break;
case SC_WATER_BARRIER:
- val2 = 40; // Increasement. Mdef1 ???
- val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
val_flag |= 1|2|4;
break;
- case SC_ZEPHYR:
- val2 = 22; // Flee.
+ case SC_CASH_PLUSEXP:
+ case SC_CASH_PLUSONLYJOBEXP:
+ case SC_MONSTER_TRANSFORM:
+ case SC_CASH_RECEIVEITEM:
+ val_flag |= 1;
break;
- case SC_TIDAL_WEAPON:
- val2 = 20; // Increase Elemental's attack.
+ }
+
+ /* [Ind/Hercules] */
+ if( sd && status->DisplayType[type] ) {
+ int dval1 = 0, dval2 = 0, dval3 = 0;
+ switch( type ) {
+ case SC_ALL_RIDING:
+ dval1 = 1;
+ break;
+ default: /* all others: just copy val1 */
+ dval1 = val1;
+ break;
+ }
+ status->display_add(sd,type,dval1,dval2,dval3);
+ }
+
+ //Those that make you stop attacking/walking....
+ switch (type) {
+ case SC_VACUUM_EXTREME:
+ if(!map_flag_gvg(bl->m))
+ unit->stop_walking(bl,1);
break;
- case SC_ROCK_CRUSHER:
- case SC_ROCK_CRUSHER_ATK:
- case SC_POWER_OF_GAIA:
- val2 = 33;
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_STONE:
+ case SC_DEEP_SLEEP:
+ if (sd && pc_issit(sd)) //Avoid sprite sync problems.
+ pc->setstand(sd);
+ case SC_TRICKDEAD:
+ status_change_end(bl, SC_DANCING, INVALID_TIMER);
+ // Cancel cast when get status [LuzZza]
+ if (battle_config.sc_castcancel&bl->type)
+ unit->skillcastcancel(bl, 0);
+ case SC_WHITEIMPRISON:
+ unit->stop_attack(bl);
+ case SC_STOP:
+ case SC_CONFUSION:
+ case SC_RG_CCONFINE_M:
+ case SC_RG_CCONFINE_S:
+ case SC_SPIDERWEB:
+ case SC_ELECTRICSHOCKER:
+ case SC_WUGBITE:
+ case SC_THORNS_TRAP:
+ case SC__MANHOLE:
+ case SC__CHAOS:
+ case SC_COLD:
+ case SC_CURSEDCIRCLE_ATKER:
+ case SC_CURSEDCIRCLE_TARGET:
+ case SC_FEAR:
+ case SC_MEIKYOUSISUI:
+ case SC_KYOUGAKU:
+ case SC_NEEDLE_OF_PARALYZE:
+ case SC_DEATHBOUND:
+ unit->stop_walking(bl,1);
break;
- case SC_MELON_BOMB:
- case SC_BANANA_BOMB:
- val1 = 15;
+ case SC_ANKLESNARE:
+ if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
+ unit->stop_walking(bl,1);
break;
- case SC_STOMACHACHE:
- val2 = 8; // SP consume.
- val4 = tick / 10000;
- tick_time = 10000; // [GodLesZ] tick time
+ case SC_HIDING:
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ case SC_CHASEWALK:
+ case SC_WEIGHTOVER90:
+ case SC_CAMOUFLAGE:
+ case SC_SIREN:
+ unit->stop_attack(bl);
break;
- case SC_KYOUGAKU:
- val2 = 2*val1 + rand()%(3 * val1);
- clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ case SC_SILENCE:
+ if (battle_config.sc_castcancel&bl->type)
+ unit->skillcastcancel(bl, 0);
break;
- case SC_KAGEMUSYA:
- val3 = val1 * 2;
- case SC_IZAYOI:
- val2 = tick/1000;
- tick_time = 1000;
- break;
- case SC_ZANGETSU:
- val2 = val4 = status->get_lv(bl) / 3 + 20 * val1;
- val3 = status->get_lv(bl) / 2 + 30 * val1;
- val2 = (!(status_get_hp(bl)%2) ? val2 : -val3);
- val3 = (!(status_get_sp(bl)%2) ? val4 : -val3);
- break;
- case SC_GENSOU:
-
-#define PER( a ) do { \
- if( a <= 15 ) lv = 1; \
- else if( a <= 30 ) lv = 2; \
- else if( a <= 50 ) lv = 3; \
- else if( a <= 75 ) lv = 4; \
-} while(0)
-
- {
- int hp = status_get_hp(bl), sp = status_get_sp(bl), lv = 5;
+ /* */
+ case SC_ITEMSCRIPT:
+ if( sd ) {
+ switch( val1 ) {
+ //case ITEMID_PHREEONI_CARD:
+ //case ITEMID_GHOSTRING_CARD:
+ case ITEMID_TAO_GUNKA_CARD:
+ clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0);
+ break;
+ case ITEMID_MISTRESS_CARD:
+ clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0);
+ break;
+ case ITEMID_ORC_HERO_CARD:
+ clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0);
+ break;
+ case ITEMID_ORC_LOAD_CARD:
+ clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0);
+ break;
+ }
+ }
+ break;
+ }
- if( rand()%100 > (25 + 10 * val1) - status_get_int(bl) / 2)
- return 0;
+ // 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: sc->opt1 = OPT1_SLEEP; break;
+ case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
+ case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
+ case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
+ //OPT2
+ case SC_POISON: sc->opt2 |= OPT2_POISON; break;
+ case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
+ case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
- PER( 100 / (status_get_max_hp(bl) / hp) );
- status->heal(bl, (!(hp%2) ? (6-lv) *4 / 100 : -(lv*4) / 100), 0, 1);
+ case SC_CRUCIS:
+ case SC__CHAOS:
+ sc->opt2 |= OPT2_SIGNUMCRUCIS;
+ break;
- PER( 100 / (status_get_max_sp(bl) / sp) );
- status->heal(bl, 0,(!(sp%2) ? (6-lv) *3 / 100 : -(lv*3) / 100), 1);
- }
-#undef PER
+ case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
+ case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
+ case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break;
+ case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
+ //OPT3
+ case SC_TWOHANDQUICKEN:
+ case SC_ONEHANDQUICKEN:
+ case SC_SPEARQUICKEN:
+ case SC_LKCONCENTRATION:
+ case SC_MER_QUICKEN:
+ sc->opt3 |= OPT3_QUICKEN;
+ opt_flag = 0;
break;
- case SC_ANGRIFFS_MODUS:
- val2 = 50 + 20 * val1; //atk bonus
- val3 = 40 + 20 * val1; // Flee reduction.
- val4 = tick/1000; // hp/sp reduction timer
- tick_time = 1000;
+ case SC_OVERTHRUSTMAX:
+ case SC_OVERTHRUST:
+ case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
+ sc->opt3 |= OPT3_OVERTHRUST;
+ opt_flag = 0;
break;
- case SC_NEUTRALBARRIER:
- tick_time = tick;
- tick = -1;
+ case SC_ENERGYCOAT:
+ case SC_SKE:
+ sc->opt3 |= OPT3_ENERGYCOAT;
+ opt_flag = 0;
break;
- case SC_GOLDENE_FERSE:
- val2 = 10 + 10*val1; //max hp bonus
- val3 = 6 + 4 * val1; // Aspd Bonus
- val4 = 2 + 2 * val1; // Chance of holy attack
+ 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_OVERED_BOOST:
- val2 = 300 + 40*val1; //flee bonus
- val3 = 179 + 2*val1; //aspd bonus
+ case SC_BLADESTOP:
+ sc->opt3 |= OPT3_BLADESTOP;
+ opt_flag = 0;
break;
- case SC_GRANITIC_ARMOR:
- val2 = 2*val1; //dmg reduction
- val3 = 6*val1; //dmg on status end
+ case SC_AURABLADE:
+ sc->opt3 |= OPT3_AURABLADE;
+ opt_flag = 0;
break;
- case SC_MAGMA_FLOW:
- val2 = 3*val1; //activation chance
+ case SC_BERSERK:
+ opt_flag = 0;
+ sc->opt3 |= OPT3_BERSERK;
break;
- case SC_PYROCLASTIC:
- val2 += 10*val1; //atk bonus
+// 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_NEEDLE_OF_PARALYZE: //[Lighta] need real info
- val2 = 2*val1; //def reduction
- val3 = 500*val1; //varcast augmentation
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ sc->opt3 |= OPT3_MARIONETTE;
+ opt_flag = 0;
break;
- case SC_PAIN_KILLER: //[Lighta] need real info
- val2 = 2*val1; //aspd reduction %
- val3 = 2*val1; //dmg reduction %
- if(sc->data[SC_NEEDLE_OF_PARALYZE])
- sc_start(bl, SC_ENDURE, 100, val1, tick); //start endure for same duration
+ case SC_ASSUMPTIO:
+ sc->opt3 |= OPT3_ASSUMPTIO;
+ opt_flag = 0;
break;
- case SC_STYLE_CHANGE: //[Lighta] need real info
- tick = -1;
- if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING;
- else val2 = MH_MD_FIGHTING;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 |= OPT3_WARM;
+ opt_flag = 0;
break;
- case SC_FULL_THROTTLE:
- status_percent_heal(bl,100,0);
- val2 = 7 - val1;
- tick_time = 1000;
- val4 = tick / tick_time;
+ case SC_KAITE:
+ sc->opt3 |= OPT3_KAITE;
+ opt_flag = 0;
break;
- case SC_KINGS_GRACE:
- val2 = 3 + val1;
- tick_time = 1000;
- val4 = tick / tick_time;
+ case SC_NJ_BUNSINJYUTSU:
+ sc->opt3 |= OPT3_BUNSIN;
+ opt_flag = 0;
break;
- case SC_TELEKINESIS_INTENSE:
- val2 = 10 * val1;
- val3 = 40 * val1;
+ case SC_SOULLINK:
+ sc->opt3 |= OPT3_SOULLINK;
+ opt_flag = 0;
break;
- case SC_OFFERTORIUM:
- val2 = 30 * val1;
+ case SC_PROPERTYUNDEAD:
+ sc->opt3 |= OPT3_UNDEAD;
+ opt_flag = 0;
break;
- case SC_FRIGG_SONG:
- val2 = 5 * val1;
- val3 = 1000 + 100 * val1;
- tick_time = 10000;
- val4 = tick / tick_time;
+// 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_MONSTER_TRANSFORM:
- if( !mob->db_checkid(val1) )
- val1 = 1002; // default poring
- val_flag |= 1;
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ sc->option |= OPTION_CLOAK;
+ opt_flag = 2;
+ break;
+ case SC__INVISIBILITY:
+ 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;
- default:
- if( calc_flag == SCB_NONE && status->SkillChangeTable[type] == 0 && status->IconChangeTable[type] == 0 )
- { //Status change with no calc, no icon, and no skill associated...?
- ShowError("UnknownStatusChange [%d]\n", type);
- return 0;
- }
- }
- } else { //Special considerations when loading SC data.
- switch( type ) {
case SC_WEDDING:
+ sc->option |= OPTION_WEDDING;
+ opt_flag |= 0x4;
+ break;
case SC_XMAS:
- case SC_SUMMER:
- case SC_HANBOK:
- if( !vd ) break;
- clif->changelook(bl,LOOK_BASE,vd->class_);
- clif->changelook(bl,LOOK_WEAPON,0);
- clif->changelook(bl,LOOK_SHIELD,0);
- clif->changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
+ sc->option |= OPTION_XMAS;
+ opt_flag |= 0x4;
break;
- case SC_KAAHI:
- val4 = INVALID_TIMER;
+ case SC_SUMMER:
+ sc->option |= OPTION_SUMMER;
+ opt_flag |= 0x4;
break;
- case SC_SUMMON1:
- case SC_SUMMON2:
- case SC_SUMMON3:
- case SC_SUMMON4:
- case SC_SUMMON5:
- case SC_MONSTER_TRANSFORM:
- val_flag |= 1;
+ case SC_HANBOK:
+ sc->option |= OPTION_HANBOK;
+ opt_flag |= 0x4;
break;
- case SC_KYOUGAKU:
- clif->status_change(bl, SI_ACTIVE_MONSTER_TRANSFORM, 1, 0, 1002, 0, 0); // Poring in disguise
+ case SC_ORCISH:
+ sc->option |= OPTION_ORCISH;
break;
- }
- }
-
- /* [Ind/Hercules] */
- if( sd && status->DisplayType[type] ) {
- int dval1 = 0, dval2 = 0, dval3 = 0;
- switch( type ) {
- case SC_ALL_RIDING:
- dval1 = 1;
+ case SC_FUSION:
+ sc->option |= OPTION_FLYING;
break;
- default: /* all others: just copy val1 */
- dval1 = val1;
+ case SC_OKTOBERFEST:
+ sc->option |= OPTION_OKTOBERFEST;
+ opt_flag |= 0x4;
break;
- }
- status->display_add(sd,type,dval1,dval2,dval3);
- }
-
- //Those that make you stop attacking/walking....
- switch (type) {
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_STONE:
- case SC_DEEP_SLEEP:
- if (sd && pc_issit(sd)) //Avoid sprite sync problems.
- pc->setstand(sd);
- case SC_TRICKDEAD:
- status_change_end(bl, SC_DANCING, INVALID_TIMER);
- // Cancel cast when get status [LuzZza]
- if (battle_config.sc_castcancel&bl->type)
- unit->skillcastcancel(bl, 0);
- case SC_WHITEIMPRISON:
- unit->stop_attack(bl);
- case SC_STOP:
- case SC_CONFUSION:
- case SC_RG_CCONFINE_M:
- case SC_RG_CCONFINE_S:
- case SC_SPIDERWEB:
- case SC_ELECTRICSHOCKER:
- case SC_WUGBITE:
- case SC_THORNS_TRAP:
- case SC__MANHOLE:
- case SC_COLD:
- case SC_CURSEDCIRCLE_ATKER:
- case SC_CURSEDCIRCLE_TARGET:
- case SC_FEAR:
- case SC_NETHERWORLD:
- case SC_MEIKYOUSISUI:
- case SC_KYOUGAKU:
- case SC_NEEDLE_OF_PARALYZE:
- case SC_DEATHBOUND:
- unit->stop_walking(bl,1);
- break;
- case SC_ANKLESNARE:
- if( battle_config.skill_trap_type || !map_flag_gvg(bl->m) )
- unit->stop_walking(bl,1);
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC_CHASEWALK:
- case SC_WEIGHTOVER90:
- case SC_CAMOUFLAGE:
- case SC_SIREN:
- unit->stop_attack(bl);
- break;
- case SC_SILENCE:
- if (battle_config.sc_castcancel&bl->type)
- unit->skillcastcancel(bl, 0);
- break;
- /* */
- case SC_ITEMSCRIPT:
- if( sd ) {
- switch( val1 ) {
- //case 4121://Phree
- //case 4047://Ghostring
- case 4302://Gunka
- clif->status_change(bl,SI_MVPCARD_TAOGUNKA,1,tick,0,0,0);
- break;
- case 4132://Mistress
- clif->status_change(bl,SI_MVPCARD_MISTRESS,1,tick,0,0,0);
- break;
- case 4143://Orc Hero
- clif->status_change(bl,SI_MVPCARD_ORCHERO,1,tick,0,0,0);
- break;
- case 4135://Orc Lord
- clif->status_change(bl,SI_MVPCARD_ORCLORD,1,tick,0,0,0);
- break;
- }
- }
- break;
- }
-
- // Set option as needed.
- opt_flag = 1;
- switch(type) {
- //OPT1
- case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
- case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
- case SC_STUN: sc->opt1 = OPT1_STUN; break;
- case SC_DEEP_SLEEP: opt_flag = 0;
- case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
- case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
- case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
- case SC_COLD: sc->opt1 = OPT1_CRYSTALIZE; break;
- //OPT2
- case SC_POISON: sc->opt2 |= OPT2_POISON; break;
- case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
- case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
-
- case SC_CRUCIS:
- sc->opt2 |= OPT2_SIGNUMCRUCIS;
- break;
-
- case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
- case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
- case SC_BLOODING: sc->opt2 |= OPT2_BLEEDING; break;
- case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
- //OPT3
- case SC_TWOHANDQUICKEN:
- case SC_ONEHANDQUICKEN:
- case SC_SPEARQUICKEN:
- case SC_LKCONCENTRATION:
- case SC_MER_QUICKEN:
- sc->opt3 |= OPT3_QUICKEN;
- opt_flag = 0;
- break;
- case SC_OVERTHRUSTMAX:
- case SC_OVERTHRUST:
- case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
- sc->opt3 |= OPT3_OVERTHRUST;
- opt_flag = 0;
- break;
- case SC_ENERGYCOAT:
- case SC_SKE:
- sc->opt3 |= OPT3_ENERGYCOAT;
- opt_flag = 0;
- break;
- case SC_INCATKRATE:
- //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
- if (bl->type != BL_MOB) {
+ default:
opt_flag = 0;
- break;
- }
- case SC_EXPLOSIONSPIRITS:
- sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
- opt_flag = 0;
- break;
- case SC_STEELBODY:
- case SC_SKA:
- sc->opt3 |= OPT3_STEELBODY;
- opt_flag = 0;
- break;
- case SC_BLADESTOP:
- sc->opt3 |= OPT3_BLADESTOP;
- opt_flag = 0;
- break;
- case SC_AURABLADE:
- sc->opt3 |= OPT3_AURABLADE;
- opt_flag = 0;
- break;
- case SC_BERSERK:
- opt_flag = 0;
- sc->opt3 |= OPT3_BERSERK;
- break;
- // case ???: // doesn't seem to do anything
- // sc->opt3 |= OPT3_LIGHTBLADE;
- // opt_flag = 0;
- // break;
- case SC_DANCING:
- if ((val1&0xFFFF) == CG_MOONLIT)
- sc->opt3 |= OPT3_MOONLIT;
- opt_flag = 0;
- break;
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE:
- sc->opt3 |= OPT3_MARIONETTE;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO:
- sc->opt3 |= OPT3_ASSUMPTIO;
- opt_flag = 0;
- break;
- case SC_WARM: //SG skills [Komurka]
- sc->opt3 |= OPT3_WARM;
- opt_flag = 0;
- break;
- case SC_KAITE:
- sc->opt3 |= OPT3_KAITE;
- opt_flag = 0;
- break;
- case SC_NJ_BUNSINJYUTSU:
- sc->opt3 |= OPT3_BUNSIN;
- opt_flag = 0;
- break;
- case SC_SOULLINK:
- sc->opt3 |= OPT3_SOULLINK;
- opt_flag = 0;
- break;
- case SC_PROPERTYUNDEAD:
- sc->opt3 |= OPT3_UNDEAD;
- opt_flag = 0;
- break;
- // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
- // sc->opt3 |= OPT3_CONTRACT;
- // opt_flag = 0;
- // break;
- //OPTION
- case SC_HIDING:
- sc->option |= OPTION_HIDE;
- opt_flag = 2;
- break;
- case SC_CLOAKING:
- case SC_CLOAKINGEXCEED:
- case SC__INVISIBILITY:
- sc->option |= OPTION_CLOAK;
- opt_flag = 2;
- break;
- case SC_CHASEWALK:
- sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
- opt_flag = 2;
- break;
- case SC_SIGHT:
- sc->option |= OPTION_SIGHT;
- break;
- case SC_RUWACH:
- sc->option |= OPTION_RUWACH;
- break;
- case SC_WEDDING:
- sc->option |= OPTION_WEDDING;
- opt_flag |= 0x4;
- break;
- case SC_XMAS:
- sc->option |= OPTION_XMAS;
- opt_flag |= 0x4;
- break;
- case SC_SUMMER:
- sc->option |= OPTION_SUMMER;
- opt_flag |= 0x4;
- break;
- case SC_HANBOK:
- sc->option |= OPTION_HANBOK;
- opt_flag |= 0x4;
- break;
- case SC_ORCISH:
- sc->option |= OPTION_ORCISH;
- break;
- case SC_FUSION:
- sc->option |= OPTION_FLYING;
- break;
- default:
- opt_flag = 0;
}
//On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
@@ -8998,8 +9420,11 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
sce->val4 = val4;
if (tick >= 0)
sce->timer = timer->add(timer->gettick() + tick, status->change_timer, bl->id, type);
- else
+ else {
sce->timer = INVALID_TIMER; //Infinite duration
+ if( sd )
+ chrif->save_scdata_single(sd->status.account_id,sd->status.char_id,type,sce);
+ }
if (calc_flag)
status_calc_bl(bl,calc_flag);
@@ -9008,81 +9433,81 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
pet->sc_check(sd, type); //Skotlex: Pet Status Effect Healing
switch (type) {
- case SC_BERSERK:
- if (!(sce->val2)) { //don't heal if already set
- status->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
- status->set_sp(bl, 0, 0); //Damage all SP
- }
- sce->val2 = 5 * st->max_hp / 100;
- break;
- case SC_HLIF_CHANGE:
- status_percent_heal(bl, 100, 100);
- break;
- case SC_RUN:
- {
- struct unit_data *ud = unit->bl2ud(bl);
- if( ud )
- ud->state.running = unit->run(bl);
- }
- break;
- case SC_CASH_BOSS_ALARM:
- clif->bossmapinfo(sd->fd, map->id2boss(sce->val1), 0); // First Message
- break;
- case SC_MER_HP:
- status_percent_heal(bl, 100, 0); // Recover Full HP
- break;
- case SC_MER_SP:
- status_percent_heal(bl, 0, 100); // Recover Full SP
- break;
- /**
- * Ranger
- **/
- case SC_WUGDASH:
- {
- struct unit_data *ud = unit->bl2ud(bl);
- if( ud )
- ud->state.running = unit->wugdash(bl, sd);
- }
- break;
- case SC_COMBOATTACK:
- switch (sce->val1) {
- case TK_STORMKICK:
- clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ case SC_BERSERK:
+ if (!(sce->val2)) { //don't heal if already set
+ status->heal(bl, st->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
+ status->set_sp(bl, 0, 0); //Damage all SP
+ }
+ sce->val2 = 5 * st->max_hp / 100;
break;
- case TK_DOWNKICK:
- clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ case SC_HLIF_CHANGE:
+ status_percent_heal(bl, 100, 100);
break;
- case TK_TURNKICK:
- clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ if( ud )
+ ud->state.running = unit->run(bl);
+ }
break;
- case TK_COUNTER:
- clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ case SC_CASH_BOSS_ALARM:
+ clif->bossmapinfo(sd->fd, map->id2boss(sce->val1), 0); // First Message
break;
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- if (sd)
- clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
+ case SC_MER_HP:
+ status_percent_heal(bl, 100, 0); // Recover Full HP
break;
- case TK_JUMPKICK:
- if (sd)
- clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
+ case SC_MER_SP:
+ status_percent_heal(bl, 0, 100); // Recover Full SP
break;
- case MO_TRIPLEATTACK:
- if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
- clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
+ /**
+ * Ranger
+ **/
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ if( ud )
+ ud->state.running = unit->wugdash(bl, sd);
+ }
break;
- case SR_FALLENEMPIRE:
- if (sd){
- clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
- clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
+ case SC_COMBOATTACK:
+ switch (sce->val1) {
+ case TK_STORMKICK:
+ clif->skill_nodamage(bl,bl,TK_READYSTORM,1,1);
+ break;
+ case TK_DOWNKICK:
+ clif->skill_nodamage(bl,bl,TK_READYDOWN,1,1);
+ break;
+ case TK_TURNKICK:
+ clif->skill_nodamage(bl,bl,TK_READYTURN,1,1);
+ break;
+ case TK_COUNTER:
+ clif->skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
+ break;
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ if (sd)
+ clif->skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
+ break;
+ case TK_JUMPKICK:
+ if (sd)
+ clif->skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
+ break;
+ case MO_TRIPLEATTACK:
+ if (sd && pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif->skillinfo(sd,SR_DRAGONCOMBO, INF_SELF_SKILL);
+ break;
+ case SR_FALLENEMPIRE:
+ if (sd){
+ clif->skillinfo(sd,SR_GATEOFHELL, INF_SELF_SKILL);
+ clif->skillinfo(sd,SR_TIGERCANNON, INF_SELF_SKILL);
+ }
+ break;
}
break;
- }
- break;
- case SC_RAISINGDRAGON:
- sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
- break;
+ case SC_RAISINGDRAGON:
+ sce->val2 = st->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
+ break;
}
if( opt_flag&2 && sd && sd->touching_id )
@@ -9090,7 +9515,6 @@ int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val
return 1;
}
-
/*==========================================
* Ending all status except those listed.
* @TODO maybe usefull for dispel instead reseting a liste there.
@@ -9116,25 +9540,16 @@ int status_change_clear(struct block_list* bl, int type) {
if(type == 0){
if( status->get_sc_type(i)&SC_NO_REM_DEATH ) {
switch (i) {
- case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
- if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
- break;
- default:
- continue;
+ case SC_ARMOR_PROPERTY://Only when its Holy or Dark that it doesn't dispell on death
+ if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
+ break;
+ default:
+ continue;
}
}
}
- if( type == 3 ) {
- switch (i) {// TODO: This list may be incomplete
- case SC_WEIGHTOVER50:
- case SC_WEIGHTOVER90:
- case SC_NOCHAT:
- case SC_PUSH_CART:
- case SC_JAILED:
- case SC_ALL_RIDING:
- continue;
- }
- }
+ if( type == 3 && status->get_sc_type(i)&SC_NO_CLEAR )
+ continue;
status_change_end(bl, (sc_type)i, INVALID_TIMER);
@@ -9152,6 +9567,7 @@ int status_change_clear(struct block_list* bl, int type) {
sc->opt2 = 0;
sc->opt3 = 0;
sc->bs_counter = 0;
+ sc->fv_counter = 0;
#ifndef RENEWAL
sc->sg_counter = 0;
#endif
@@ -9172,7 +9588,10 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
struct status_data *st;
struct view_data *vd;
int opt_flag=0, calc_flag;
-
+#ifdef ANTI_MAYAP_CHEAT
+ bool invisible = false;
+#endif
+
nullpo_ret(bl);
sc = status->get_sc(bl);
@@ -9186,6 +9605,9 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
if (sce->timer != tid && tid != INVALID_TIMER)
return 0;
+ if( sd && sce->timer == INVALID_TIMER )
+ chrif->del_scdata_single(sd->status.account_id,sd->status.char_id,type);
+
if (tid == INVALID_TIMER) {
if (type == SC_ENDURE && sce->val4)
//Do not end infinite endure.
@@ -9197,19 +9619,19 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
//"Ugly workaround" [Skotlex]
//delays status change ending so that a skill that sets opt1 fails to
//trigger when it also removed one
- case SC_STONE:
- sce->val3 = 0; //Petrify time counter.
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- if (sce->val1) {
- //Removing the 'level' shouldn't affect anything in the code
- //since these SC are not affected by it, and it lets us know
- //if we have already delayed this attack or not.
- sce->val1 = 0;
- sce->timer = timer->add(timer->gettick()+10, status->change_timer, bl->id, type);
- return 1;
- }
+ case SC_STONE:
+ sce->val3 = 0; //Petrify time counter.
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ if (sce->val1) {
+ //Removing the 'level' shouldn't affect anything in the code
+ //since these SC are not affected by it, and it lets us know
+ //if we have already delayed this attack or not.
+ sce->val1 = 0;
+ sce->timer = timer->add(timer->gettick()+10, status->change_timer, bl->id, type);
+ return 1;
+ }
}
}
@@ -9221,602 +9643,625 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
status->display_remove(sd,type);
}
+#ifdef ANTI_MAYAP_CHEAT
+ if (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE))
+ invisible = true;
+#endif
+
vd = status->get_viewdata(bl);
calc_flag = status->ChangeFlagTable[type];
switch(type) {
- case SC_GRANITIC_ARMOR:
- {
- int damage = st->max_hp*sce->val3/100;
- if(st->hp < damage) //to not kill him
- damage = st->hp-1;
- status->damage(NULL, bl, damage,0,0,1);
- }
- break;
- case SC_PYROCLASTIC:
- if(bl->type == BL_PC)
- skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
- break;
- case SC_RUN:
+ case SC_GRANITIC_ARMOR:
{
- struct unit_data *ud = unit->bl2ud(bl);
- bool begin_spurt = true;
- if (ud) {
- if(!ud->state.running)
- begin_spurt = false;
- ud->state.running = 0;
- if (ud->walktimer != INVALID_TIMER)
- unit->stop_walking(bl,1);
- }
- if (begin_spurt && sce->val1 >= 7
- && DIFF_TICK(timer->gettick(), sce->val4) <= 1000
- && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
- )
- sc_start(bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1));
+ int damage = st->max_hp*sce->val3/100;
+ if(st->hp < damage) //to not kill him
+ damage = st->hp-1;
+ status->damage(NULL, bl, damage,0,0,1);
}
- break;
- case SC_AUTOBERSERK:
- if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
- status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
- break;
+ break;
+ case SC_PYROCLASTIC:
+ if(bl->type == BL_PC)
+ skill->break_equip(bl,EQP_WEAPON,10000,BCT_SELF);
+ break;
+ case SC_RUN:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ bool begin_spurt = true;
+ // Note: this int64 value is stored in two separate int32 variables (FIXME)
+ int64 starttick = (int64)sce->val3&0x00000000ffffffffLL;
+ starttick |= ((int64)sce->val4<<32)&0xffffffff00000000LL;
+
+ if (ud) {
+ if(!ud->state.running)
+ begin_spurt = false;
+ ud->state.running = 0;
+ if (ud->walktimer != INVALID_TIMER)
+ unit->stop_walking(bl,1);
+ }
+ if (begin_spurt && sce->val1 >= 7
+ && DIFF_TICK(timer->gettick(), starttick) <= 1000
+ && (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
+ )
+ sc_start(bl, bl,SC_STRUP,100,sce->val1,skill->get_time2(status->sc2skill(type), sce->val1));
+ }
+ break;
+ case SC_AUTOBERSERK:
+ if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
+ status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
+ break;
- case SC_ENDURE:
- case SC_DEFENDER:
- case SC_REFLECTSHIELD:
- case SC_AUTOGUARD:
- {
- struct map_session_data *tsd;
- if( bl->type == BL_PC ) {
- // Clear Status from others
- int i;
- for( i = 0; i < 5; i++ ) {
- if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) && tsd->sc.data[type] )
+ case SC_ENDURE:
+ case SC_DEFENDER:
+ case SC_REFLECTSHIELD:
+ case SC_AUTOGUARD:
+ {
+ struct map_session_data *tsd;
+ if( bl->type == BL_PC ) {
+ // Clear Status from others
+ int i;
+ for( i = 0; i < 5; i++ ) {
+ if( sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) && tsd->sc.data[type] )
+ status_change_end(&tsd->bl, type, INVALID_TIMER);
+ }
+ } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) {
+ // Clear Status from Master
+ tsd = ((TBL_MER*)bl)->master;
+ if( tsd && tsd->sc.data[type] )
status_change_end(&tsd->bl, type, INVALID_TIMER);
}
- } else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) {
- // Clear Status from Master
- tsd = ((TBL_MER*)bl)->master;
- if( tsd && tsd->sc.data[type] )
- status_change_end(&tsd->bl, type, INVALID_TIMER);
}
- }
- break;
- case SC_DEVOTION:
- {
- struct block_list *d_bl = map->id2bl(sce->val1);
- if( d_bl ) {
- if( d_bl->type == BL_PC )
- ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
- else if( d_bl->type == BL_MER )
- ((TBL_MER*)d_bl)->devotion_flag = 0;
- clif->devotion(d_bl, NULL);
- }
-
- 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;
+ 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);
+ }
- 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 = "<unknown>";
- int prevline = 0;
- struct map_session_data *dsd;
- struct status_change_entry *dsc;
- struct skill_unit_group *group;
+ status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
+ status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
+ status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
+ }
+ break;
- if( sd )
- {
- if( sd->delunit_prevfile )
- {// initially this is NULL, when a character logs in
- prevfile = sd->delunit_prevfile;
- prevline = sd->delunit_prevline;
+ case SC_BLADESTOP:
+ if(sce->val4) {
+ int target_id = sce->val4;
+ struct block_list *tbl = map->id2bl(target_id);
+ struct status_change *tsc = status->get_sc(tbl);
+ sce->val4 = 0;
+ if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
+ tsc->data[SC_BLADESTOP]->val4 = 0;
+ status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
}
- else
+ clif->bladestop(bl, target_id, 0);
+ }
+ break;
+ case SC_DANCING:
+ {
+ const char* prevfile = "<unknown>";
+ int prevline = 0;
+ struct map_session_data *dsd;
+ struct status_change_entry *dsc;
+ struct skill_unit_group *group;
+
+ if( sd )
{
- prevfile = "<none>";
+ if( sd->delunit_prevfile )
+ {// initially this is NULL, when a character logs in
+ prevfile = sd->delunit_prevfile;
+ prevline = sd->delunit_prevline;
+ }
+ else
+ {
+ prevfile = "<none>";
+ }
+ sd->delunit_prevfile = file;
+ sd->delunit_prevline = line;
}
- sd->delunit_prevfile = file;
- sd->delunit_prevline = line;
- }
- if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map->id2sd(sce->val4)))
- {// end status on partner as well
- dsc = dsd->sc.data[SC_DANCING];
- if(dsc) {
+ if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map->id2sd(sce->val4)))
+ {// end status on partner as well
+ dsc = dsd->sc.data[SC_DANCING];
+ if(dsc) {
- //This will prevent recursive loops.
- dsc->val2 = dsc->val4 = 0;
+ //This will prevent recursive loops.
+ dsc->val2 = dsc->val4 = 0;
- status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
+ status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
+ }
}
- }
- if(sce->val2)
- {// erase associated land skill
- group = skill->id2group(sce->val2);
+ if(sce->val2)
+ {// erase associated land skill
+ group = skill->id2group(sce->val2);
+
+ if( group == NULL )
+ {
+ ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
+ sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
+ sd ? sd->status.char_id : 0,
+ mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
+ prevfile, prevline,
+ file, line);
+ }
- if( group == NULL )
- {
- ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
- sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
- sd ? sd->status.char_id : 0,
- mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
- prevfile, prevline,
- file, line);
+ sce->val2 = 0;
+ skill->del_unitgroup(group,ALC_MARK);
}
- sce->val2 = 0;
- skill->del_unitgroup(group,ALC_MARK);
+ if((sce->val1&0xFFFF) == CG_MOONLIT)
+ clif->sc_end(bl,bl->id,AREA,SI_MOON);
+
+ status_change_end(bl, SC_LONGING, INVALID_TIMER);
+ }
+ break;
+ case SC_NOCHAT:
+ if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
+ sd->status.manner = 0;
+ if (sd && tid == INVALID_TIMER)
+ {
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ }
+ break;
+ case SC_SPLASHER:
+ {
+ struct block_list *src=map->id2bl(sce->val3);
+ if(src && tid != INVALID_TIMER)
+ skill->castend_damage_id(src, bl, sce->val2, sce->val1, timer->gettick(), SD_LEVEL );
+ }
+ break;
+ case SC_RG_CCONFINE_S:
+ {
+ struct block_list *src = sce->val2 ? map->id2bl(sce->val2) : NULL;
+ struct status_change *sc2 = src ? status->get_sc(src) : NULL;
+ if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
+ //If status was already ended, do nothing.
+ //Decrease count
+ if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up.
+ status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
+ }
+ }
+ case SC_RG_CCONFINE_M:
+ if (sce->val2 > 0) {
+ //Caster has been unlocked... nearby chars need to be unlocked.
+ int range = 1
+ +skill->get_range2(bl, status->sc2skill(type), sce->val1)
+ +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
+ map->foreachinarea(status->change_timer_sub,
+ bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,timer->gettick());
}
+ break;
+ case SC_COMBOATTACK:
+ if( sd )
+ switch (sce->val1) {
+ case MO_COMBOFINISH:
+ case CH_TIGERFIST:
+ case CH_CHAINCRUSH:
+ clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
+ break;
+ case TK_JUMPKICK:
+ clif->skillinfo(sd, TK_JUMPKICK, 0);
+ break;
+ case MO_TRIPLEATTACK:
+ if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
+ clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
+ break;
+ case SR_FALLENEMPIRE:
+ clif->skillinfo(sd, SR_GATEOFHELL, 0);
+ clif->skillinfo(sd, SR_TIGERCANNON, 0);
+ break;
+ }
+ break;
- if((sce->val1&0xFFFF) == CG_MOONLIT)
- clif->sc_end(bl,bl->id,AREA,SI_MOON);
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE: /// Marionette target
+ if (sce->val1) {
+ // check for partner and end their marionette status as well
+ enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
+ struct block_list *pbl = map->id2bl(sce->val1);
+ struct status_change* sc2 = pbl ? status->get_sc(pbl) : NULL;
+
+ if (sc2 && sc2->data[type2])
+ {
+ sc2->data[type2]->val1 = 0;
+ status_change_end(pbl, type2, INVALID_TIMER);
+ }
+ }
+ break;
- status_change_end(bl, SC_LONGING, INVALID_TIMER);
- }
- break;
- case SC_NOCHAT:
- if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
- sd->status.manner = 0;
- if (sd && tid == INVALID_TIMER)
- {
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
- }
- break;
- case SC_SPLASHER:
- {
- struct block_list *src=map->id2bl(sce->val3);
- if(src && tid != INVALID_TIMER)
- skill->castend_damage_id(src, bl, sce->val2, sce->val1, timer->gettick(), SD_LEVEL );
- }
- break;
- case SC_RG_CCONFINE_S:
- {
- struct block_list *src = sce->val2 ? map->id2bl(sce->val2) : NULL;
- struct status_change *sc2 = src ? status->get_sc(src) : NULL;
- if (src && sc2 && sc2->data[SC_RG_CCONFINE_M]) {
- //If status was already ended, do nothing.
- //Decrease count
- if (--(sc2->data[SC_RG_CCONFINE_M]->val1) <= 0) //No more holds, free him up.
- status_change_end(src, SC_RG_CCONFINE_M, INVALID_TIMER);
+ case SC_BERSERK:
+ if(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
+ status_percent_heal(bl, 100, 0);
+ status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
+ } else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
+ status->set_hp(bl, 100, 0);
+ if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
+ sc->data[SC_ENDURE]->val4 = 0;
+ status_change_end(bl, SC_ENDURE, INVALID_TIMER);
}
- }
- case SC_RG_CCONFINE_M:
- if (sce->val2 > 0) {
- //Caster has been unlocked... nearby chars need to be unlocked.
- int range = 1
- +skill->get_range2(bl, status->sc2skill(type), sce->val1)
- +skill->get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
- map->foreachinarea(status->change_timer_sub,
- bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,timer->gettick());
- }
- break;
- case SC_COMBOATTACK:
- if( sd )
- switch (sce->val1) {
- case MO_COMBOFINISH:
- case CH_TIGERFIST:
- case CH_CHAINCRUSH:
- clif->skillinfo(sd, MO_EXTREMITYFIST, 0);
- break;
- case TK_JUMPKICK:
- clif->skillinfo(sd, TK_JUMPKICK, 0);
+ sc_start4(bl, bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
+ if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
+ sc_start(bl,bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
+ break;
+ case SC_GOSPEL:
+ if (sce->val3) { //Clear the group.
+ struct skill_unit_group* group = skill->id2group(sce->val3);
+ sce->val3 = 0;
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_HERMODE:
+ if(sce->val3 == BCT_SELF)
+ skill->clear_unitgroup(bl);
+ break;
+ case SC_BASILICA: //Clear the skill area. [Skotlex]
+ skill->clear_unitgroup(bl);
+ break;
+ case SC_TRICKDEAD:
+ if (vd) vd->dead_sit = 0;
+ break;
+ case SC_WARM:
+ case SC__MANHOLE:
+ if (sce->val4) { //Clear the group.
+ struct skill_unit_group* group = skill->id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_KAAHI:
+ //Delete timer if it exists.
+ if (sce->val4 != INVALID_TIMER)
+ timer->delete(sce->val4,status->kaahi_heal_timer);
+ break;
+ case SC_JAILED:
+ if(tid == INVALID_TIMER)
break;
- case MO_TRIPLEATTACK:
- if (pc->checkskill(sd, SR_DRAGONCOMBO) > 0)
- clif->skillinfo(sd, SR_DRAGONCOMBO, 0);
+ //natural expiration.
+ if(sd && sd->mapindex == sce->val2)
+ pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
+ break; //guess hes not in jail :P
+ case SC_HLIF_CHANGE:
+ if (tid == INVALID_TIMER)
break;
- case SR_FALLENEMPIRE:
- clif->skillinfo(sd, SR_GATEOFHELL, 0);
- clif->skillinfo(sd, SR_TIGERCANNON, 0);
+ // "lose almost all their HP and SP" on natural expiration.
+ status->set_hp(bl, 10, 0);
+ status->set_sp(bl, 10, 0);
+ break;
+ case SC_AUTOTRADE:
+ if (tid == INVALID_TIMER)
break;
- }
- break;
-
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE: /// Marionette target
- if (sce->val1) {
- // check for partner and end their marionette status as well
- enum sc_type type2 = (type == SC_MARIONETTE_MASTER) ? SC_MARIONETTE : SC_MARIONETTE_MASTER;
- struct block_list *pbl = map->id2bl(sce->val1);
- struct status_change* sc2 = pbl ? status->get_sc(pbl) : NULL;
-
- if (sc2 && sc2->data[type2])
- {
- sc2->data[type2]->val1 = 0;
- status_change_end(pbl, type2, INVALID_TIMER);
+ // Note: vending/buying is closed by unit_remove_map, no
+ // need to do it here.
+ map->quit(sd);
+ // Because map->quit calls status_change_end with tid -1
+ // from here it's not neccesary to continue
+ return 1;
+ break;
+ case SC_STOP:
+ if( sce->val2 ) {
+ struct block_list *tbl = map->id2bl(sce->val2);
+ struct status_change *tsc = NULL;
+ sce->val2 = 0;
+ if( tbl && (tsc = status->get_sc(tbl)) && tsc->data[SC_STOP] && tsc->data[SC_STOP]->val2 == bl->id )
+ status_change_end(tbl, SC_STOP, INVALID_TIMER);
}
- }
- break;
-
- case SC_BERSERK:
- case SC_SATURDAY_NIGHT_FEVER:
- if(st->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
- status_percent_heal(bl, 100, 0);
- status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
- } else if(st->hp > 100 && sce->val2) //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
- status->set_hp(bl, 100, 0);
- if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2) {
- sc->data[SC_ENDURE]->val4 = 0;
+ break;
+ case SC_LKCONCENTRATION:
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- }
- sc_start4(bl, SC_GDSKILL_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill->get_time(LK_BERSERK, sce->val1));
- if( type == SC_SATURDAY_NIGHT_FEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
- sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill->get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
- break;
- case SC_GOSPEL:
- if (sce->val3) { //Clear the group.
- struct skill_unit_group* group = skill->id2group(sce->val3);
- sce->val3 = 0;
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_HERMODE:
- if(sce->val3 == BCT_SELF)
- skill->clear_unitgroup(bl);
- break;
- case SC_BASILICA: //Clear the skill area. [Skotlex]
- skill->clear_unitgroup(bl);
- break;
- case SC_TRICKDEAD:
- if (vd) vd->dead_sit = 0;
- break;
- case SC_WARM:
- case SC__MANHOLE:
- if (sce->val4) { //Clear the group.
- struct skill_unit_group* group = skill->id2group(sce->val4);
- sce->val4 = 0;
- if( group ) /* might have been cleared before status ended, e.g. land protector */
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_KAAHI:
- //Delete timer if it exists.
- if (sce->val4 != INVALID_TIMER)
- timer->delete(sce->val4,status->kaahi_heal_timer);
- break;
- case SC_JAILED:
- if(tid == INVALID_TIMER)
- break;
- //natural expiration.
- if(sd && sd->mapindex == sce->val2)
- pc->setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
- break; //guess hes not in jail :P
- case SC_HLIF_CHANGE:
- if (tid == INVALID_TIMER)
- break;
- // "lose almost all their HP and SP" on natural expiration.
- status->set_hp(bl, 10, 0);
- status->set_sp(bl, 10, 0);
- break;
- case SC_AUTOTRADE:
- if (tid == INVALID_TIMER)
- break;
- // Note: vending/buying is closed by unit_remove_map, no
- // need to do it here.
- map->quit(sd);
- // Because map->quit calls status_change_end with tid -1
- // from here it's not neccesary to continue
- return 1;
- break;
- case SC_STOP:
- if( sce->val2 ) {
- struct block_list* tbl = map->id2bl(sce->val2);
- sce->val2 = 0;
- if( tbl && (sc = status->get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
- status_change_end(tbl, SC_STOP, INVALID_TIMER);
- }
- break;
- case SC_LKCONCENTRATION:
- status_change_end(bl, SC_ENDURE, INVALID_TIMER);
- break;
- /**
- * 3rd Stuff
- **/
- case SC_MILLENNIUMSHIELD:
- clif->millenniumshield(sd,0);
- break;
- case SC_HALLUCINATIONWALK:
- sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
- break;
- case SC_WHITEIMPRISON:
- {
- struct block_list* src = map->id2bl(sce->val2);
- if( tid == -1 || !src)
- break; // Terminated by Damage
- status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,timer->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;
+ /**
+ * 3rd Stuff
+ **/
+ case SC_MILLENNIUMSHIELD:
+ clif->millenniumshield(bl,0);
+ break;
+ case SC_HALLUCINATIONWALK:
+ sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill->get_time2(GC_HALLUCINATIONWALK,sce->val1));
+ break;
+ case SC_WHITEIMPRISON:
+ {
+ struct block_list* src = map->id2bl(sce->val2);
+ if( tid == -1 || !src)
+ break; // Terminated by Damage
+ status_fix_damage(src,bl,400*sce->val1,clif->damage(bl,bl,0,0,400*sce->val1,0,0,0));
}
- }
- break;
- case SC_ADORAMUS:
- status_change_end(bl, SC_BLIND, INVALID_TIMER);
- break;
- case SC__SHADOWFORM:
- {
- struct map_session_data *s_sd = map->id2sd(sce->val2);
- if( !s_sd )
- break;
- s_sd->shadowform_id = 0;
- }
- break;
- case SC_SITDOWN_FORCE:
- if( sd && pc_issit(sd) ) {
- pc->setstand(sd);
- clif->standing(bl);
- }
- break;
- case SC_NEUTRALBARRIER_MASTER:
- case SC_STEALTHFIELD_MASTER:
- if( sce->val2 ) {
- struct skill_unit_group* group = skill->id2group(sce->val2);
- sce->val2 = 0;
- if( group ) /* might have been cleared before status ended, e.g. land protector */
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_BANDING:
- if(sce->val4) {
- struct skill_unit_group *group = skill->id2group(sce->val4);
- sce->val4 = 0;
- if( group ) /* might have been cleared before status ended, e.g. land protector */
- skill->del_unitgroup(group,ALC_MARK);
- }
- break;
- case SC_CURSEDCIRCLE_ATKER:
- if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
- map->foreachinrange(status->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick());
- break;
- case SC_RAISINGDRAGON:
- if( sd && sce->val2 && !pc_isdead(sd) ) {
- int i;
- i = min(sd->spiritball,5);
- pc->delspiritball(sd, sd->spiritball, 0);
- status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
- while( i > 0 ) {
- pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5);
- --i;
+ break;
+ case SC_WUGDASH:
+ {
+ struct unit_data *ud = unit->bl2ud(bl);
+ if (ud) {
+ ud->state.running = 0;
+ if (ud->walktimer != -1)
+ unit->stop_walking(bl,1);
+ }
}
- }
- break;
- case SC_CURSEDCIRCLE_TARGET:
- {
- struct block_list *src = map->id2bl(sce->val2);
- struct status_change *sc = status->get_sc(src);
- if( sc && sc->data[SC_CURSEDCIRCLE_ATKER] && --(sc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
- status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
- clif->bladestop(bl, sce->val2, 0);
- }
- }
- break;
- case SC_BLOOD_SUCKER:
- if( sce->val2 ){
+ break;
+ case SC_ADORAMUS:
+ status_change_end(bl, SC_BLIND, INVALID_TIMER);
+ break;
+ case SC__SHADOWFORM:
+ {
+ struct map_session_data *s_sd = map->id2sd(sce->val2);
+ if( !s_sd )
+ break;
+ s_sd->shadowform_id = 0;
+ }
+ break;
+ case SC_SITDOWN_FORCE:
+ if( sd && pc_issit(sd) ) {
+ pc->setstand(sd);
+ clif->standing(bl);
+ }
+ break;
+ case SC_NEUTRALBARRIER_MASTER:
+ case SC_STEALTHFIELD_MASTER:
+ if( sce->val2 ) {
+ struct skill_unit_group* group = skill->id2group(sce->val2);
+ sce->val2 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_BANDING:
+ if(sce->val4) {
+ struct skill_unit_group *group = skill->id2group(sce->val4);
+ sce->val4 = 0;
+ if( group ) /* might have been cleared before status ended, e.g. land protector */
+ skill->del_unitgroup(group,ALC_MARK);
+ }
+ break;
+ case SC_CURSEDCIRCLE_ATKER:
+ if( sce->val2 ) // used the default area size cause there is a chance the caster could knock back and can't clear the target.
+ map->foreachinrange(status->change_timer_sub, bl, battle_config.area_size,BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, timer->gettick());
+ break;
+ case SC_RAISINGDRAGON:
+ if( sd && sce->val2 && !pc_isdead(sd) ) {
+ int i;
+ i = min(sd->spiritball,5);
+ pc->delspiritball(sd, sd->spiritball, 0);
+ status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
+ while( i > 0 ) {
+ pc->addspiritball(sd, skill->get_time(MO_CALLSPIRITS, pc->checkskill(sd,MO_CALLSPIRITS)), 5);
+ --i;
+ }
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ {
struct block_list *src = map->id2bl(sce->val2);
- if(src) {
- struct status_change *sc = status->get_sc(src);
- sc->bs_counter--;
+ struct status_change *ssc = status->get_sc(src);
+ if( ssc && ssc->data[SC_CURSEDCIRCLE_ATKER] && --(ssc->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ){
+ status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
+ clif->bladestop(bl, sce->val2, 0);
}
}
- break;
- case SC_KYOUGAKU:
- clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
- break;
- case SC_CLAIRVOYANCE:
- calc_flag = SCB_ALL;/* required for overlapping */
- break;
- case SC_FULL_THROTTLE:
- sc_start(bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1));
- break;
- case SC_ITEMSCRIPT:
- if( sd ) {
- switch( sce->val1 ) {
- //case 4121://Phree
- //case 4047://Ghostring
- case 4302://Gunka
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA);
- break;
- case 4132://Mistress
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS);
- break;
- case 4143://Orc Hero
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO);
- break;
- case 4135://Orc Lord
- clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD);
- break;
+ break;
+ case SC_BLOOD_SUCKER:
+ if( sce->val2 ){
+ struct block_list *src = map->id2bl(sce->val2);
+ if(src) {
+ struct status_change *ssc = status->get_sc(src);
+ ssc->bs_counter--;
+ }
}
- }
- break;
+ break;
+ case SC_KYOUGAKU:
+ clif->sc_end(&sd->bl,sd->bl.id,AREA,SI_ACTIVE_MONSTER_TRANSFORM);
+ break;
+ case SC_CLAIRVOYANCE:
+ calc_flag = SCB_ALL;/* required for overlapping */
+ break;
+ case SC_FULL_THROTTLE:
+ sc_start(bl,bl,SC_REBOUND,100,sce->val1,skill->get_time2(ALL_FULL_THROTTLE,sce->val1));
+ break;
+ case SC_MONSTER_TRANSFORM:
+ if( sce->val2 )
+ status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
+ break;
+ case SC_ITEMSCRIPT:
+ if( sd ) {
+ switch( sce->val1 ) {
+ //case ITEMID_PHREEONI_CARD:
+ //case ITEMID_GHOSTRING_CARD:
+ case ITEMID_TAO_GUNKA_CARD:
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_TAOGUNKA);
+ break;
+ case ITEMID_MISTRESS_CARD:
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_MISTRESS);
+ break;
+ case ITEMID_ORC_HERO_CARD:
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCHERO);
+ break;
+ case ITEMID_ORC_LOAD_CARD:
+ clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_MVPCARD_ORCLORD);
+ break;
+ }
+ }
+ break;
}
opt_flag = 1;
- switch(type){
- case SC_STONE:
- case SC_FREEZE:
- case SC_STUN:
- case SC_SLEEP:
- case SC_DEEP_SLEEP:
- case SC_BURNING:
- case SC_WHITEIMPRISON:
- case SC_COLD:
- sc->opt1 = 0;
- break;
+ switch(type) {
+ case SC_STONE:
+ case SC_FREEZE:
+ case SC_STUN:
+ case SC_SLEEP:
+ case SC_BURNING:
+ case SC_WHITEIMPRISON:
+ case SC_COLD:
+ 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_CRUCIS:
- sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
- 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_CRUCIS:
+ 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;
- opt_flag |= 0x4;
- break;
- case SC_XMAS:
- sc->option &= ~OPTION_XMAS;
- opt_flag |= 0x4;
- break;
- case SC_SUMMER:
- sc->option &= ~OPTION_SUMMER;
- opt_flag |= 0x4;
- break;
- case SC_HANBOK:
- sc->option &= ~OPTION_HANBOK;
- opt_flag |= 0x4;
- break;
- case SC_ORCISH:
- sc->option &= ~OPTION_ORCISH;
- break;
- case SC_RUWACH:
- sc->option &= ~OPTION_RUWACH;
- break;
- case SC_FUSION:
- sc->option &= ~OPTION_FLYING;
- break;
- //opt3
- case SC_TWOHANDQUICKEN:
- case SC_ONEHANDQUICKEN:
- case SC_SPEARQUICKEN:
- case SC_CONCENTRATION:
- case SC_MER_QUICKEN:
- sc->opt3 &= ~OPT3_QUICKEN;
- opt_flag = 0;
- break;
- case SC_OVERTHRUST:
- case SC_OVERTHRUSTMAX:
- case SC_SWOO:
- sc->opt3 &= ~OPT3_OVERTHRUST;
- if( type == SC_SWOO )
- opt_flag = 8;
- else
+ case SC_HIDING:
+ sc->option &= ~OPTION_HIDE;
+ opt_flag|= 2|4; //Check for warp trigger + AoE trigger
+ break;
+ case SC_CLOAKING:
+ case SC_CLOAKINGEXCEED:
+ sc->option &= ~OPTION_CLOAK;
+ case SC_CAMOUFLAGE:
+ opt_flag|= 2;
+ break;
+ case SC__INVISIBILITY:
+ 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;
+ opt_flag |= 0x4;
+ break;
+ case SC_XMAS:
+ sc->option &= ~OPTION_XMAS;
+ opt_flag |= 0x4;
+ break;
+ case SC_SUMMER:
+ sc->option &= ~OPTION_SUMMER;
+ opt_flag |= 0x4;
+ break;
+ case SC_HANBOK:
+ sc->option &= ~OPTION_HANBOK;
+ opt_flag |= 0x4;
+ break;
+ case SC_OKTOBERFEST:
+ sc->option &= ~OPTION_OKTOBERFEST;
+ opt_flag |= 0x4;
+ 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_ONEHANDQUICKEN:
+ case SC_SPEARQUICKEN:
+ case SC_CONCENTRATION:
+ case SC_MER_QUICKEN:
+ sc->opt3 &= ~OPT3_QUICKEN;
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)
- {
+ break;
+ case SC_OVERTHRUST:
+ case SC_OVERTHRUSTMAX:
+ 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_EXPLOSIONSPIRITS:
- sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
- opt_flag = 0;
- break;
- case SC_STEELBODY:
- case SC_SKA:
- sc->opt3 &= ~OPT3_STEELBODY;
- opt_flag = 0;
- break;
- case SC_BLADESTOP:
- sc->opt3 &= ~OPT3_BLADESTOP;
- opt_flag = 0;
- break;
- case SC_AURABLADE:
- sc->opt3 &= ~OPT3_AURABLADE;
- opt_flag = 0;
- break;
- case SC_BERSERK:
- opt_flag = 0;
- sc->opt3 &= ~OPT3_BERSERK;
- break;
- // case ???: // doesn't seem to do anything
- // sc->opt3 &= ~OPT3_LIGHTBLADE;
- // opt_flag = 0;
- // break;
- case SC_DANCING:
- if ((sce->val1&0xFFFF) == CG_MOONLIT)
- sc->opt3 &= ~OPT3_MOONLIT;
- opt_flag = 0;
- break;
- case SC_MARIONETTE:
- case SC_MARIONETTE_MASTER:
- sc->opt3 &= ~OPT3_MARIONETTE;
- opt_flag = 0;
- break;
- case SC_ASSUMPTIO:
- sc->opt3 &= ~OPT3_ASSUMPTIO;
- opt_flag = 0;
- break;
- case SC_WARM: //SG skills [Komurka]
- sc->opt3 &= ~OPT3_WARM;
- opt_flag = 0;
- break;
- case SC_KAITE:
- sc->opt3 &= ~OPT3_KAITE;
- opt_flag = 0;
- break;
- case SC_NJ_BUNSINJYUTSU:
- sc->opt3 &= ~OPT3_BUNSIN;
- opt_flag = 0;
- break;
- case SC_SOULLINK:
- sc->opt3 &= ~OPT3_SOULLINK;
- opt_flag = 0;
- break;
- case SC_PROPERTYUNDEAD:
- sc->opt3 &= ~OPT3_UNDEAD;
- opt_flag = 0;
- break;
- // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
- // sc->opt3 &= ~OPT3_CONTRACT;
- // opt_flag = 0;
- // break;
- default:
- opt_flag = 0;
+ 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:
+ opt_flag = 0;
+ sc->opt3 &= ~OPT3_BERSERK;
+ break;
+ // case ???: // doesn't seem to do anything
+ // sc->opt3 &= ~OPT3_LIGHTBLADE;
+ // opt_flag = 0;
+ // break;
+ case SC_DANCING:
+ if ((sce->val1&0xFFFF) == CG_MOONLIT)
+ sc->opt3 &= ~OPT3_MOONLIT;
+ opt_flag = 0;
+ break;
+ case SC_MARIONETTE:
+ case SC_MARIONETTE_MASTER:
+ sc->opt3 &= ~OPT3_MARIONETTE;
+ opt_flag = 0;
+ break;
+ case SC_ASSUMPTIO:
+ sc->opt3 &= ~OPT3_ASSUMPTIO;
+ opt_flag = 0;
+ break;
+ case SC_WARM: //SG skills [Komurka]
+ sc->opt3 &= ~OPT3_WARM;
+ opt_flag = 0;
+ break;
+ case SC_KAITE:
+ sc->opt3 &= ~OPT3_KAITE;
+ opt_flag = 0;
+ break;
+ case SC_NJ_BUNSINJYUTSU:
+ sc->opt3 &= ~OPT3_BUNSIN;
+ opt_flag = 0;
+ break;
+ case SC_SOULLINK:
+ sc->opt3 &= ~OPT3_SOULLINK;
+ opt_flag = 0;
+ break;
+ case SC_PROPERTYUNDEAD:
+ sc->opt3 &= ~OPT3_UNDEAD;
+ opt_flag = 0;
+ break;
+ // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
+ // sc->opt3 &= ~OPT3_CONTRACT;
+ // opt_flag = 0;
+ // break;
+ default:
+ opt_flag = 0;
+ }
+
+#ifdef ANTI_MAYAP_CHEAT
+ if (invisible && !(sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE))) {
+ clif->fixpos(bl);
}
+#endif
if (calc_flag&SCB_DYE) { //Restore DYE color
if (vd && !vd->cloth_color && sce->val4)
@@ -9832,7 +10277,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
else if(opt_flag) {
clif->changeoption(bl);
if( sd && opt_flag&0x4 ) {
- clif->changelook(bl,LOOK_BASE,vd->class_);
+ clif->changelook(bl,LOOK_BASE,sd->vd.class_);
clif->get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
clif->changelook(bl,LOOK_WEAPON,sd->vd.weapon);
clif->changelook(bl,LOOK_SHIELD,sd->vd.shield);
@@ -9853,7 +10298,7 @@ int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const
return 1;
}
-int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) {
+int kaahi_heal_timer(int tid, int64 tick, int id, intptr_t data) {
struct block_list *bl;
struct status_change *sc;
struct status_change_entry *sce;
@@ -9891,7 +10336,7 @@ int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data) {
* For recusive status, like for each 5s we drop sp etc.
* Reseting the end timer.
*------------------------------------------*/
-int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
+int status_change_timer(int tid, int64 tick, int id, intptr_t data) {
enum sc_type type = (sc_type)data;
struct block_list *bl;
struct map_session_data *sd;
@@ -9924,773 +10369,794 @@ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) {
// set the next timer of the sce (don't assume the status still exists)
#define sc_timer_next(t,f,i,d) do { \
if( (sce=sc->data[type]) ) \
- sce->timer = timer->add(t,f,i,d); \
+ sce->timer = timer->add((t),(f),(i),(d)); \
else \
ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data); \
} while(0)
switch(type) {
- case SC_MAXIMIZEPOWER:
- case SC_CLOAKING:
- if(!status->charge(bl, 0, 1))
- break; //Not enough SP to continue.
- sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
- return 0;
-
- case SC_CHASEWALK:
- if(!status->charge(bl, 0, sce->val4))
- break; //Not enough SP to continue.
+ case SC_MAXIMIZEPOWER:
+ case SC_CLOAKING:
+ if(!status->charge(bl, 0, 1))
+ break; //Not enough SP to continue.
+ sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
+ return 0;
- if (!sc->data[SC_CHASEWALK2]) {
- sc_start(bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
- (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
- * skill->get_time2(status->sc2skill(type),sce->val1));
- }
- sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
- return 0;
- break;
+ case SC_CHASEWALK:
+ if(!status->charge(bl, 0, sce->val4))
+ break; //Not enough SP to continue.
- case SC_SKA:
- if(--(sce->val2)>0) {
- sce->val3 = rnd()%100; //Random defense.
- sc_timer_next(1000+tick, status->change_timer,bl->id, data);
+ if (!sc->data[SC_CHASEWALK2]) {
+ sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
+ (sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
+ * skill->get_time2(status->sc2skill(type),sce->val1));
+ }
+ sc_timer_next(sce->val2+tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
+ break;
- case SC_HIDING:
- if(--(sce->val2)>0) {
- if(sce->val2 % sce->val4 == 0 && !status->charge(bl, 0, 1))
- break; //Fail if it's time to substract SP and there isn't.
+ case SC_SKA:
+ if(--(sce->val2)>0) {
+ sce->val3 = rnd()%100; //Random defense.
+ sc_timer_next(1000+tick, status->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
- sc_timer_next(1000+tick, status->change_timer,bl->id, data);
- return 0;
- }
- break;
+ case SC_HIDING:
+ if(--(sce->val2)>0) {
+ if(sce->val2 % sce->val4 == 0 && !status->charge(bl, 0, 1))
+ break; //Fail if it's time to substract SP and there isn't.
- case SC_SIGHT:
- case SC_RUWACH:
- case SC_WZ_SIGHTBLASTER:
- if(type == SC_WZ_SIGHTBLASTER)
- map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
- else
- map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
+ sc_timer_next(1000+tick, status->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
- if( --(sce->val2)>0 ){
- sce->val4 += 250; // use for Shadow Form 2 seconds checking.
- sc_timer_next(250+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_SIGHT:
+ case SC_RUWACH:
+ case SC_WZ_SIGHTBLASTER:
+ if(type == SC_WZ_SIGHTBLASTER)
+ map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
+ else
+ map->foreachinrange(status->change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
- case SC_PROVOKE:
- if(sce->val2) { //Auto-provoke (it is ended in status->heal)
- sc_timer_next(1000*60+tick, status->change_timer, bl->id, data );
- return 0;
- }
- break;
+ if( --(sce->val2)>0 ){
+ sce->val4 += 250; // use for Shadow Form 2 seconds checking.
+ sc_timer_next(250+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_STONE:
- if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
- sce->val4 = 0;
- unit->stop_walking(bl,1);
- unit->stop_attack(bl);
- sc->opt1 = OPT1_STONE;
- clif->changeoption(bl);
- sc_timer_next(1000+tick, status->change_timer, bl->id, data );
- status_calc_bl(bl, status->ChangeFlagTable[type]);
- return 0;
- }
- if(--(sce->val3) > 0) {
- if(++(sce->val4)%5 == 0 && st->hp > st->max_hp/4)
- status_percent_damage(NULL, bl, 1, 0, false);
- sc_timer_next(1000+tick, status->change_timer, bl->id, data );
- return 0;
- }
- break;
+ case SC_PROVOKE:
+ if(sce->val2) { //Auto-provoke (it is ended in status->heal)
+ sc_timer_next(1000*60+tick, status->change_timer, bl->id, data );
+ return 0;
+ }
+ break;
- case SC_POISON:
- if(st->hp <= max(st->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
+ case SC_STONE:
+ if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
+ sce->val4 = 0;
+ unit->stop_walking(bl,1);
+ unit->stop_attack(bl);
+ sc->opt1 = OPT1_STONE;
+ clif->changeoption(bl);
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data );
+ status_calc_bl(bl, status->ChangeFlagTable[type]);
+ return 0;
+ }
+ if(--(sce->val3) > 0) {
+ if(++(sce->val4)%5 == 0 && st->hp > st->max_hp/4)
+ status_percent_damage(NULL, bl, 1, 0, false);
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data );
+ return 0;
+ }
break;
- case SC_DPOISON:
- if (--(sce->val3) > 0) {
- if (!sc->data[SC_SLOWPOISON]) {
- if( sce->val2 && bl->type == BL_MOB ) {
- struct block_list* src = map->id2bl(sce->val2);
- if( src )
- mob->log_damage((TBL_MOB*)bl,src,sce->val4);
+
+ case SC_POISON:
+ if(st->hp <= max(st->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
+ break;
+ case SC_DPOISON:
+ if (--(sce->val3) > 0) {
+ if (!sc->data[SC_SLOWPOISON]) {
+ if( sce->val2 && bl->type == BL_MOB ) {
+ struct block_list* src = map->id2bl(sce->val2);
+ if( src )
+ mob->log_damage((TBL_MOB*)bl,src,sce->val4);
+ }
+ map->freeblock_lock();
+ status_zap(bl, sce->val4, 0);
+ if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
+ }
+ map->freeblock_unlock();
+ }
+ return 0;
+ }
+ break;
+
+ case SC_TENSIONRELAX:
+ if(st->max_hp > st->hp && --(sce->val3) > 0) {
+ sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+
+ case SC_KNOWLEDGE:
+ if (!sd) break;
+ if(bl->m == sd->feel_map[0].m ||
+ bl->m == sd->feel_map[1].m ||
+ bl->m == sd->feel_map[2].m)
+ { //Timeout will be handled by pc->setpos
+ sce->timer = INVALID_TIMER;
+ return 0;
+ }
+ break;
+
+ case SC_BLOODING:
+ if (--(sce->val4) >= 0) {
+ int hp = rnd()%600 + 200;
+ struct block_list* src = map->id2bl(sce->val2);
+ if( src && bl && bl->type == BL_MOB ) {
+ mob->log_damage((TBL_MOB*)bl,src,sd||hp<st->hp?hp:st->hp-1);
}
map->freeblock_lock();
- status_zap(bl, sce->val4, 0);
- if (sc->data[type]) { // Check if the status still last ( can be dead since then ).
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
+ status_fix_damage(src, bl, sd||hp<st->hp?hp:st->hp-1, 1);
+ if( sc->data[type] ) {
+ if( st->hp == 1 ) {
+ map->freeblock_unlock();
+ break;
+ }
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
}
map->freeblock_unlock();
+ return 0;
}
- return 0;
- }
- break;
+ break;
- case SC_TENSIONRELAX:
- if(st->max_hp > st->hp && --(sce->val3) > 0) {
- sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_S_LIFEPOTION:
+ case SC_L_LIFEPOTION:
+ if( sd && --(sce->val4) >= 0 ) {
+ // val1 < 0 = per max% | val1 > 0 = exact amount
+ int hp = 0;
+ if( st->hp < st->max_hp )
+ hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
+ status->heal(bl, hp, 0, 2);
+ sc_timer_next((sce->val2 * 1000) + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_KNOWLEDGE:
- if (!sd) break;
- if(bl->m == sd->feel_map[0].m ||
- bl->m == sd->feel_map[1].m ||
- bl->m == sd->feel_map[2].m)
- { //Timeout will be handled by pc->setpos
- sce->timer = INVALID_TIMER;
- return 0;
- }
- break;
+ case SC_CASH_BOSS_ALARM:
+ if( sd && --(sce->val4) >= 0 ) {
+ struct mob_data *boss_md = map->id2boss(sce->val1);
+ if( boss_md && sd->bl.m == boss_md->bl.m ) {
+ clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
+ if (boss_md->bl.prev != NULL) {
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ }
+ }
+ break;
- case SC_BLOODING:
- if (--(sce->val4) >= 0) {
- int hp = rnd()%600 + 200;
- struct block_list* src = map->id2bl(sce->val2);
- if( src && bl && bl->type == BL_MOB ) {
- mob->log_damage((TBL_MOB*)bl,src,sd||hp<st->hp?hp:st->hp-1);
- }
- map->freeblock_lock();
- status_fix_damage(src, bl, sd||hp<st->hp?hp:st->hp-1, 1);
- if( sc->data[type] ) {
- if( st->hp == 1 ) {
- map->freeblock_unlock();
+ case SC_DANCING: //SP consumption by time of dancing skills
+ {
+ int s = 0;
+ int sp = 1;
+ if (--sce->val3 <= 0)
+ break;
+ switch(sce->val1&0xFFFF){
+ case BD_RICHMANKIM:
+ case BD_DRUMBATTLEFIELD:
+ case BD_RINGNIBELUNGEN:
+ case BD_SIEGFRIED:
+ case BA_DISSONANCE:
+ case BA_ASSASSINCROSS:
+ case DC_UGLYDANCE:
+ s=3;
+ break;
+ case BD_LULLABY:
+ case BD_ETERNALCHAOS:
+ case BD_ROKISWEIL:
+ case DC_FORTUNEKISS:
+ s=4;
+ break;
+ case CG_HERMODE:
+ case BD_INTOABYSS:
+ case BA_WHISTLE:
+ case DC_HUMMING:
+ case BA_POEMBRAGI:
+ case DC_SERVICEFORYOU:
+ s=5;
+ break;
+ case BA_APPLEIDUN:
+ #ifdef RENEWAL
+ s=5;
+ #else
+ s=6;
+ #endif
+ break;
+ case CG_MOONLIT:
+ //Moonlit's cost is 4sp*skill_lv [Skotlex]
+ sp= 4*(sce->val1>>16);
+ //Upkeep is also every 10 secs.
+ case DC_DONTFORGETME:
+ s=10;
break;
}
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+ if( s != 0 && sce->val3 % s == 0 ) {
+ if (sc->data[SC_LONGING])
+ sp*= 3;
+ if (!status->charge(bl, 0, sp))
+ break;
+ }
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
+ return 0;
}
- map->freeblock_unlock();
- return 0;
- }
- break;
-
- case SC_S_LIFEPOTION:
- case SC_L_LIFEPOTION:
- if( sd && --(sce->val4) >= 0 ) {
- // val1 < 0 = per max% | val1 > 0 = exact amount
- int hp = 0;
- if( st->hp < st->max_hp )
- hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
- status->heal(bl, hp, 0, 2);
- sc_timer_next((sce->val2 * 1000) + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ break;
+ case SC_BERSERK:
+ // 5% every 10 seconds [DracoRPG]
+ if( --( sce->val3 ) > 0 && status->charge(bl, sce->val2, 0) && st->hp > 100 ) {
+ sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_CASH_BOSS_ALARM:
- if( sd && --(sce->val4) >= 0 ) {
- struct mob_data *boss_md = map->id2boss(sce->val1);
- if( boss_md && sd->bl.m == boss_md->bl.m ) {
- clif->bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
- if (boss_md->bl.prev != NULL) {
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ case SC_NOCHAT:
+ if(sd) {
+ sd->status.manner++;
+ clif->changestatus(sd,SP_MANNER,sd->status.manner);
+ clif->updatestatus(sd,SP_MANNER);
+ if (sd->status.manner < 0) {
+ //Every 60 seconds your manner goes up by 1 until it gets back to 0.
+ sc_timer_next(60000+tick, status->change_timer, bl->id, data);
return 0;
}
}
- }
- break;
+ break;
- case SC_DANCING: //SP consumption by time of dancing skills
- {
- int s = 0;
- int sp = 1;
- if (--sce->val3 <= 0)
- break;
- switch(sce->val1&0xFFFF){
- case BD_RICHMANKIM:
- case BD_DRUMBATTLEFIELD:
- case BD_RINGNIBELUNGEN:
- case BD_SIEGFRIED:
- case BA_DISSONANCE:
- case BA_ASSASSINCROSS:
- case DC_UGLYDANCE:
- s=3;
- break;
- case BD_LULLABY:
- case BD_ETERNALCHAOS:
- case BD_ROKISWEIL:
- case DC_FORTUNEKISS:
- s=4;
- break;
- case CG_HERMODE:
- case BD_INTOABYSS:
- case BA_WHISTLE:
- case DC_HUMMING:
- case BA_POEMBRAGI:
- case DC_SERVICEFORYOU:
- s=5;
- break;
- case BA_APPLEIDUN:
-#ifdef RENEWAL
- s=5;
-#else
- s=6;
-#endif
- break;
- case CG_MOONLIT:
- //Moonlit's cost is 4sp*skill_lv [Skotlex]
- sp= 4*(sce->val1>>16);
- //Upkeep is also every 10 secs.
- case DC_DONTFORGETME:
- s=10;
- break;
+ case SC_SPLASHER:
+ // custom Venom Splasher countdown timer
+ //if (sce->val4 % 1000 == 0) {
+ // char counter[10];
+ // snprintf (counter, 10, "%d", sce->val4/1000);
+ // clif->message(bl, counter);
+ //}
+ if((sce->val4 -= 500) > 0) {
+ sc_timer_next(500 + tick, status->change_timer, bl->id, data);
+ return 0;
}
- if( s != 0 && sce->val3 % s == 0 ) {
- if (sc->data[SC_LONGING])
- sp*= 3;
- if (!status->charge(bl, 0, sp))
- break;
+ break;
+
+ case SC_MARIONETTE_MASTER:
+ case SC_MARIONETTE:
+ {
+ struct block_list *pbl = map->id2bl(sce->val1);
+ if( pbl && check_distance_bl(bl, pbl, 7) ) {
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
}
- sc_timer_next(1000+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_BERSERK:
- // 5% every 10 seconds [DracoRPG]
- if( --( sce->val3 ) > 0 && status->charge(bl, sce->val2, 0) && st->hp > 100 ) {
- sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ break;
- case SC_NOCHAT:
- if(sd) {
- sd->status.manner++;
- clif->changestatus(sd,SP_MANNER,sd->status.manner);
- clif->updatestatus(sd,SP_MANNER);
- if (sd->status.manner < 0) {
- //Every 60 seconds your manner goes up by 1 until it gets back to 0.
- sc_timer_next(60000+tick, status->change_timer, bl->id, data);
+ case SC_GOSPEL:
+ if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
+ int hp, sp;
+ hp = (sce->val1 > 5) ? 45 : 30;
+ sp = (sce->val1 > 5) ? 35 : 20;
+ if(!status->charge(bl, hp, sp))
+ break;
+ sc_timer_next(10000+tick, status->change_timer, bl->id, data);
return 0;
}
- }
- break;
-
- case SC_SPLASHER:
- // custom Venom Splasher countdown timer
- //if (sce->val4 % 1000 == 0) {
- // char counter[10];
- // snprintf (counter, 10, "%d", sce->val4/1000);
- // clif->message(bl, counter);
- //}
- if((sce->val4 -= 500) > 0) {
- sc_timer_next(500 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ break;
- case SC_MARIONETTE_MASTER:
- case SC_MARIONETTE:
- {
- struct block_list *pbl = map->id2bl(sce->val1);
- if( pbl && check_distance_bl(bl, pbl, 7) ) {
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ case SC_JAILED:
+ if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
+ sc_timer_next(60000+tick, status->change_timer, bl->id,data);
return 0;
}
- }
- break;
-
- case SC_GOSPEL:
- if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
- int hp, sp;
- hp = (sce->val1 > 5) ? 45 : 30;
- sp = (sce->val1 > 5) ? 35 : 20;
- if(!status->charge(bl, hp, sp))
- break;
- sc_timer_next(10000+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_JAILED:
- if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
- sc_timer_next(60000+tick, status->change_timer, bl->id,data);
- return 0;
- }
- break;
-
- case SC_BLIND:
- if(sc->data[SC_FOGWALL]) {
- //Blind lasts forever while you are standing on the fog.
- sc_timer_next(5000+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_ABUNDANCE:
- if(--(sce->val4) > 0) {
- status->heal(bl,0,60,0);
- sc_timer_next(10000+tick, status->change_timer, bl->id, data);
- }
- break;
-
- case SC_PYREXIA:
- if( --(sce->val4) > 0 ) {
- map->freeblock_lock();
- clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
- status_fix_damage(NULL,bl,100,0);
- if( sc->data[type] ) {
- sc_timer_next(3000+tick,status->change_timer,bl->id,data);
- }
- map->freeblock_unlock();
- return 0;
- }
- break;
+ break;
- case SC_LEECHESEND:
- if( --(sce->val4) > 0 ) {
- int damage = st->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
- damage += st->vit * (sce->val1 - 3);
- unit->skillcastcancel(bl,2);
- map->freeblock_lock();
- status->damage(bl, bl, damage, 0, clif->damage(bl,bl,tick,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
- if( sc->data[type] ) {
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
- }
- map->freeblock_unlock();
- return 0;
- }
- break;
+ case SC_BLIND:
+ if(sc->data[SC_FOGWALL]) {
+ //Blind lasts forever while you are standing on the fog.
+ sc_timer_next(5000+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_ABUNDANCE:
+ if(--(sce->val4) > 0) {
+ status->heal(bl,0,60,0);
+ sc_timer_next(10000+tick, status->change_timer, bl->id, data);
+ }
+ break;
- case SC_MAGICMUSHROOM:
- if( --(sce->val4) > 0 ) {
- bool flag = 0;
- int damage = st->max_hp * 3 / 100;
- if( st->hp <= damage )
- damage = st->hp - 1; // Cannot Kill
+ case SC_PYREXIA:
+ if( --(sce->val4) > 0 ) {
+ map->freeblock_lock();
+ clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,100,0,0,0);
+ status_fix_damage(NULL,bl,100,0);
+ if( sc->data[type] ) {
+ sc_timer_next(3000+tick,status->change_timer,bl->id,data);
+ }
+ map->freeblock_unlock();
+ return 0;
+ }
+ break;
- if( damage > 0 ) { // 3% Damage each 4 seconds
+ case SC_LEECHESEND:
+ if( --(sce->val4) > 0 ) {
+ int damage = st->max_hp/100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
+ damage += st->vit * (sce->val1 - 3);
+ unit->skillcastcancel(bl,2);
map->freeblock_lock();
- status_zap(bl,damage,0);
- flag = !sc->data[type]; // Killed? Should not
+ status->damage(bl, bl, damage, 0, clif->damage(bl,bl,status_get_amotion(bl),status_get_dmotion(bl)+500,damage,1,0,0), 1);
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data );
+ }
map->freeblock_unlock();
+ return 0;
}
+ break;
- if( !flag ) { // Random Skill Cast
- if (sd && !pc_issit(sd)) { //can't cast if sit
- int mushroom_skill_id = 0, i;
- unit->stop_attack(bl);
- unit->skillcastcancel(bl,1);
- do {
- i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
- mushroom_skill_id = skill->magicmushroom_db[i].skill_id;
- }
- while( mushroom_skill_id == 0 );
+ case SC_MAGICMUSHROOM:
+ if( --(sce->val4) > 0 ) {
+ bool flag = 0;
+ int damage = st->max_hp * 3 / 100;
+ if( st->hp <= damage )
+ damage = st->hp - 1; // Cannot Kill
+
+ if( damage > 0 ) { // 3% Damage each 4 seconds
+ map->freeblock_lock();
+ status_zap(bl,damage,0);
+ flag = !sc->data[type]; // Killed? Should not
+ map->freeblock_unlock();
+ }
- switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
- case CAST_GROUND:
- skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
- break;
- case CAST_NODAMAGE:
- skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
- break;
- case CAST_DAMAGE:
- skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
- break;
+ if( !flag ) { // Random Skill Cast
+ if (sd && !pc_issit(sd)) { //can't cast if sit
+ int mushroom_skill_id = 0, i;
+ unit->stop_attack(bl);
+ unit->skillcastcancel(bl,0);
+ do {
+ i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
+ mushroom_skill_id = skill->magicmushroom_db[i].skill_id;
+ }
+ while( mushroom_skill_id == 0 );
+
+ switch( skill->get_casttype(mushroom_skill_id) ) { // Magic Mushroom skills are buffs or area damage
+ case CAST_GROUND:
+ skill->castend_pos2(bl,bl->x,bl->y,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_NODAMAGE:
+ skill->castend_nodamage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ case CAST_DAMAGE:
+ skill->castend_damage_id(bl,bl,mushroom_skill_id,1,tick,0);
+ break;
+ }
}
+
+ clif->emotion(bl,E_HEH);
+ sc_timer_next(4000+tick,status->change_timer,bl->id,data);
}
+ return 0;
+ }
+ break;
- clif->emotion(bl,E_HEH);
- sc_timer_next(4000+tick,status->change_timer,bl->id,data);
+ case SC_TOXIN:
+ if( --(sce->val4) > 0 ) {
+ //Damage is every 10 seconds including 3%sp drain.
+ map->freeblock_lock();
+ clif->damage(bl,bl,status_get_amotion(bl),1,1,0,0,0);
+ status->damage(NULL, bl, 1, st->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
+ if( sc->data[type] ) {
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data );
+ }
+ map->freeblock_unlock();
+ return 0;
}
- return 0;
- }
- break;
+ break;
- case SC_TOXIN:
- if( --(sce->val4) > 0 ) {
- //Damage is every 10 seconds including 3%sp drain.
- map->freeblock_lock();
- clif->damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
- status->damage(NULL, bl, 1, st->max_sp * 3 / 100, 0, 0); //cancel dmg only if cancelable
- if( sc->data[type] ) {
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data );
- }
- map->freeblock_unlock();
- return 0;
- }
- 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_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(5000+tick,status->change_timer,bl->id,data);
+ return 0;
+ }
+ break;
- case SC_WEAPONBLOCKING:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl,0,3) )
+ case SC_CLOAKINGEXCEED:
+ if(!status->charge(bl,0,10-sce->val1))
break;
- sc_timer_next(3000+tick,status->change_timer,bl->id,data);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
- case SC_CLOAKINGEXCEED:
- if(!status->charge(bl,0,10-sce->val1))
+ case SC_RENOVATIO:
+ if( --(sce->val4) > 0 ) {
+ int heal = st->max_hp * 3 / 100;
+ if( sc && sc->data[SC_AKAITSUKI] && heal )
+ heal = ~heal + 1;
+ status->heal(bl, heal, 0, 2);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- case SC_RENOVATIO:
- if( --(sce->val4) > 0 ) {
- int heal = st->max_hp * 3 / 100;
- if( sc && sc->data[SC_AKAITSUKI] && heal )
- heal = ~heal + 1;
- status->heal(bl, heal, 0, 2);
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_BURNING:
+ if( --(sce->val4) > 0 ) {
+ struct block_list *src = map->id2bl(sce->val3);
+ int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
- case SC_BURNING:
- if( --(sce->val4) > 0 ) {
- struct block_list *src = map->id2bl(sce->val3);
- int damage = 1000 + 3 * status_get_max_hp(bl) / 100; // Deals fixed (1000 + 3%*MaxHP)
+ map->freeblock_lock();
+ clif->damage(bl,bl,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
+ status->damage(src, bl, damage, 0, 0, 1);
- map->freeblock_lock();
- clif->damage(bl,bl,tick,0,0,damage,1,9,0); //damage is like endure effect with no walk delay
- status->damage(src, bl, damage, 0, 0, 1);
+ if( sc->data[type]){ // Target still lives. [LimitLine]
+ sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
+ }
+ map->freeblock_unlock();
+ return 0;
+ }
+ break;
- if( sc->data[type]){ // Target still lives. [LimitLine]
- sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
+ case SC_FEAR:
+ if( --(sce->val4) > 0 ) {
+ if( sce->val2 > 0 )
+ sce->val2--;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
}
- map->freeblock_unlock();
- return 0;
- }
- break;
+ break;
- case SC_FEAR:
- if( --(sce->val4) > 0 ) {
- if( sce->val2 > 0 )
- sce->val2--;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_SUMMON1:
+ case SC_SUMMON2:
+ case SC_SUMMON3:
+ case SC_SUMMON4:
+ case SC_SUMMON5:
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl, 0, 1) )
+ break;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_SUMMON1:
- case SC_SUMMON2:
- case SC_SUMMON3:
- case SC_SUMMON4:
- case SC_SUMMON5:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl, 0, 1) )
+ case SC_READING_SB:
+ if( !status->charge(bl, 0, sce->val2) ) {
+ int i;
+ for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
+ status_change_end(bl, (sc_type)i, INVALID_TIMER);
break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ }
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
- case SC_READING_SB:
- if( !status->charge(bl, 0, sce->val2) ) {
- int i;
- for(i = SC_SPELLBOOK1; i <= SC_SPELLBOOK7; i++) // Also remove stored spell as well.
- status_change_end(bl, (sc_type)i, INVALID_TIMER);
+ case SC_ELECTRICSHOCKER:
+ if( --(sce->val4) > 0 ) {
+ status->charge(bl, 0, st->max_sp / 100 * sce->val1 );
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
break;
- }
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
- return 0;
- case SC_ELECTRICSHOCKER:
- if( --(sce->val4) > 0 ) {
- status->charge(bl, 0, st->max_sp / 100 * sce->val1 );
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_CAMOUFLAGE:
- if(--(sce->val4) > 0) {
- status->charge(bl,0,7 - sce->val1);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_CAMOUFLAGE:
+ if(--(sce->val4) > 0) {
+ status->charge(bl,0,7 - sce->val1);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC__REPRODUCE:
- if(!status->charge(bl, 0, 1))
+ case SC__REPRODUCE:
+ if( --(sce->val4) >= 0 ) {
+ if( !status_charge(bl, 0, 9 - (1 + sce->val1) / 2) )
+ break;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
break;
- sc_timer_next(1000+tick, status->change_timer, bl->id, data);
- return 0;
- case SC__SHADOWFORM:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
- break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC__SHADOWFORM:
+ if( --(sce->val4) > 0 ) {
+ if( !status->charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
+ break;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC__INVISIBILITY:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl, 0, (st->sp * 6 - sce->val1) / 100) )// 6% - skill_lv.
- break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC__INVISIBILITY:
+ if( --(sce->val4) >= 0 ) {
+ if( !status->charge(bl, 0, status_get_max_sp(bl) * (12 - sce->val1*2) / 100) )
+ break;
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_STRIKING:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl,0, sce->val1 ) )
- break;
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_VACUUM_EXTREME:
- if( --(sce->val4) > 0 ) {
- sc_timer_next(100 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_BLOOD_SUCKER:
- if( --(sce->val4) > 0 ) {
- struct block_list *src = map->id2bl(sce->val2);
- int damage;
- if( !src || (src && (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
- break;
- map->freeblock_lock();
- damage = sce->val3;
- status->damage(src, bl, damage, 0, clif->damage(bl,bl,tick,st->amotion,st->dmotion+200,damage,1,0,0), 1);
- unit->skillcastcancel(bl,1);
- if ( sc->data[type] ) {
+ 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;
}
- map->freeblock_unlock();
- status->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
- return 0;
- }
- break;
+ break;
+ case SC_BLOOD_SUCKER:
+ if( --(sce->val4) > 0 ) {
+ struct block_list *src = map->id2bl(sce->val2);
+ int damage;
+ if( !src || (src && (status->isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
+ break;
+ map->freeblock_lock();
+ damage = sce->val3;
+ status->damage(src, bl, damage, 0, clif->damage(bl,bl,st->amotion,st->dmotion+200,damage,1,0,0), 1);
+ unit->skillcastcancel(bl,1);
+ if ( sc->data[type] ) {
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ }
+ map->freeblock_unlock();
+ status->heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
+ return 0;
+ }
+ break;
- case SC_SIREN:
- if( --(sce->val4) > 0 ) {
- clif->emotion(bl,E_LV);
- sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_SIREN:
+ if( --(sce->val4) > 0 ) {
+ clif->emotion(bl,E_LV);
+ sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_DEEP_SLEEP:
- if( --(sce->val4) > 0 ) {
- // Recovers 1% HP/SP every 2 seconds.
- status->heal(bl, st->max_hp / 100, st->max_sp / 100, 2);
- sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_DEEP_SLEEP:
+ if( --(sce->val4) >= 0 )
+ {// Recovers 3% of the player's MaxHP/MaxSP every 2 seconds.
+ status->heal(bl, st->max_hp * 3 / 100, st->max_sp * 3 / 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_SIRCLEOFNATURE:
+ if( --(sce->val4) >= 0 ) {
+ if( !status_charge(bl,0,sce->val3) )
+ break;
+ status->heal(bl, sce->val2, 0, 1);
+ sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_SONG_OF_MANA:
- if( --(sce->val4) > 0 ) {
- status->heal(bl,0,sce->val3,3);
- sc_timer_next(3000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ case SC_SONG_OF_MANA:
+ if( --(sce->val4) >= 0 ) {
+ status->heal(bl,0,sce->val3,3);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_SATURDAY_NIGHT_FEVER:
- // 1% HP/SP drain every val4 seconds [Jobbie]
- if( --(sce->val3) > 0 ) {
- int hp = st->hp / 100;
- int sp = st->sp / 100;
- if( !status->charge(bl, hp, sp) )
+ case SC_SATURDAY_NIGHT_FEVER:
+ if( --(sce->val3) >= 0 ) {
+ if( !status_charge(bl, st->max_hp * 1 / 100, st->max_sp * 1 / 100) )
break;
- sc_timer_next(sce->val4+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
-
- case SC_COLD:
- if( --(sce->val4) > 0 ) {
- // Drains 2% of HP and 1% of SP every seconds.
- if( bl->type != BL_MOB) // doesn't work on mobs
- status->charge(bl, st->max_hp * 2 / 100, st->max_sp / 100);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ sc_timer_next(3000+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_FORCEOFVANGUARD:
- if( !status->charge(bl,0,20) )
+ case SC_MELODYOFSINK:
+ if( --(sce->val4) >= 0 ) {
+ status_charge(bl, 0, st->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
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_COLD:
+ if( --(sce->val4) > 0 ) {
+ // Drains 2% of HP and 1% of SP every seconds.
+ if( bl->type != BL_MOB) // doesn't work on mobs
+ status->charge(bl, st->max_hp * 2 / 100, st->max_sp / 100);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_LG_REFLECTDAMAGE:
- if( --(sce->val4) > 0 ) {
- if( !status->charge(bl,0,sce->val3) )
+ case SC_FORCEOFVANGUARD:
+ if( !status->charge(bl, 0, (24 - 4 * sce->val1)) )
break;
sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
- case SC_OVERHEAT_LIMITPOINT:
- if( --(sce->val1) > 0 ) { // Cooling
- sc_timer_next(30000 + tick, status->change_timer, bl->id, data);
- }
- break;
+ case SC_BANDING:
+ if( status->charge(bl, 0, 7 - sce->val1) ) {
+ if( sd ) pc->banding(sd, sce->val1);
+ sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
- case SC_OVERHEAT:
- {
- int damage = st->max_hp / 100; // Suggestion 1% each second
- if( damage >= st->hp ) damage = st->hp - 1; // Do not kill, just keep you with 1 hp minimum
- map->freeblock_lock();
- status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,tick,0,0,damage,0,0,0));
- if( sc->data[type] ) {
+ case SC_LG_REFLECTDAMAGE:
+ if( --(sce->val4) >= 0 ) {
+ if( !status->charge(bl,0,10) )
+ break;
sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
}
- map->freeblock_unlock();
- }
- break;
+ break;
- case SC_MAGNETICFIELD:
- {
- if( --(sce->val3) <= 0 )
- break; // Time out
- if( sce->val2 == bl->id ) {
- if( !status->charge(bl,0,14 + (3 * sce->val1)) )
- break; // No more SP status should end, and in the next second will end for the other affected players
- } else {
- struct block_list *src = map->id2bl(sce->val2);
- struct status_change *ssc;
- if( !src || (ssc = status->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
- break; // Source no more under Magnetic Field
+ case SC_OVERHEAT_LIMITPOINT:
+ if( --(sce->val1) > 0 ) { // Cooling
+ sc_timer_next(30000 + tick, status->change_timer, bl->id, data);
}
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- }
- break;
+ break;
+
+ case SC_OVERHEAT:
+ {
+ int damage = st->max_hp / 100; // Suggestion 1% each second
+ if( damage >= st->hp ) damage = st->hp - 1; // Do not kill, just keep you with 1 hp minimum
+ map->freeblock_lock();
+ status_fix_damage(NULL,bl,damage,clif->damage(bl,bl,0,0,damage,0,0,0));
+ if( sc->data[type] ) {
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ }
+ map->freeblock_unlock();
+ }
+ break;
- case SC_INSPIRATION:
- if(--(sce->val4) > 0) {
- int hp = st->max_hp * (7-sce->val1) / 100;
- int sp = st->max_sp * (9-sce->val1) / 100;
+ case SC_MAGNETICFIELD:
+ {
+ if( --(sce->val3) <= 0 )
+ break; // Time out
+ if( sce->val2 == bl->id ) {
+ if( !status->charge(bl,0,50) )
+ break; // No more SP status should end, and in the next second will end for the other affected players
+ } else {
+ struct block_list *src = map->id2bl(sce->val2);
+ struct status_change *ssc;
+ if( !src || (ssc = status->get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
+ break; // Source no more under Magnetic Field
+ }
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ }
+ break;
- if( !status->charge(bl,hp,sp) ) break;
+ case SC_STEALTHFIELD_MASTER:
+ if(--(sce->val4) >= 0) {
+ // 1% SP Upkeep Cost
+ int sp = st->max_sp / 100;
+
+ if( st->sp <= sp )
+ status_change_end(bl,SC_STEALTHFIELD_MASTER,INVALID_TIMER);
- sc_timer_next(1000+tick,status->change_timer,bl->id, data);
- return 0;
- }
- break;
+ if( !status_charge(bl,0,sp) )
+ break;
- case SC_RAISINGDRAGON:
- // 1% every 5 seconds [Jobbie]
- if( --(sce->val3)>0 && status->charge(bl, sce->val2, 0) ) {
- if( !sc->data[type] ) return 0;
- sc_timer_next(5000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
+ if( !sc->data[SC_STEALTHFIELD_MASTER] )
+ break;
- case SC_CIRCLE_OF_FIRE:
- case SC_FIRE_CLOAK:
- case SC_WATER_DROP:
- case SC_WATER_SCREEN:
- case SC_WIND_CURTAIN:
- case SC_WIND_STEP:
- case SC_STONE_SHIELD:
- case SC_SOLID_SKIN:
- if( !status->charge(bl,0,sce->val2) ){
- struct block_list *s_bl = battle->get_master(bl);
- if( s_bl )
- status_change_end(s_bl,type+1,INVALID_TIMER);
- status_change_end(bl,type,INVALID_TIMER);
+ sc_timer_next((2000 + 1000 * sce->val1)+tick,status->change_timer,bl->id, data);
+ return 0;
+ }
break;
- }
- sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
- return 0;
- case SC_STOMACHACHE:
- if( --(sce->val4) > 0 ) {
- status->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
- if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
- pc_stop_walking(sd,1|4);
- pc_stop_attack(sd);
- pc_setsit(sd);
- clif->sitting(bl);
+ case SC_INSPIRATION:
+ if(--(sce->val4) >= 0) {
+ int hp = st->max_hp * (35 - 5 * sce->val1) / 1000;
+ int sp = st->max_sp * (45 - 5 * sce->val1) / 1000;
+
+ if( !status->charge(bl,hp,sp) ) break;
+
+ sc_timer_next(5000+tick,status->change_timer,bl->id, data);
+ return 0;
}
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_LEADERSHIP:
- case SC_GLORYWOUNDS:
- case SC_SOULCOLD:
- case SC_HAWKEYES:
- /* they only end by status_change_end */
- sc_timer_next(600000 + tick, status->change_timer, bl->id, data);
- return 0;
- case SC_MEIKYOUSISUI:
- if( --(sce->val4) > 0 ) {
- status->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, 0);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_IZAYOI:
- case SC_KAGEMUSYA:
- if( --(sce->val2) > 0 ) {
- if(!status->charge(bl, 0, 1)) break;
- sc_timer_next(1000+tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_ANGRIFFS_MODUS:
- if(--(sce->val4) > 0) { //drain hp/sp
- if( !status->charge(bl,100,20) ) break;
- sc_timer_next(1000+tick,status->change_timer,bl->id, data);
- return 0;
- }
- break;
- case SC_FULL_THROTTLE:
- if( --(sce->val4) > 0 ) {
- status_percent_damage(bl, bl, sce->val2, 0, false);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
- return 0;
- }
- break;
- case SC_KINGS_GRACE:
- if( --(sce->val4) > 0 ) {
- status_percent_heal(bl, sce->val2, 0);
- sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ 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,INVALID_TIMER);
+ status_change_end(bl,type,INVALID_TIMER);
+ break;
+ }
+ sc_timer_next(2000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
- case SC_FRIGG_SONG:
- if( --(sce->val4) > 0 ) {
- status->heal(bl, sce->val3, 0, 0);
- sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+
+ case SC_STOMACHACHE:
+ if( --(sce->val4) > 0 ) {
+ status->charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
+ if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
+ pc_stop_walking(sd,1|4);
+ pc_stop_attack(sd);
+ pc_setsit(sd);
+ clif->sitting(bl);
+ }
+ sc_timer_next(10000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_LEADERSHIP:
+ case SC_GLORYWOUNDS:
+ case SC_SOULCOLD:
+ case SC_HAWKEYES:
+ /* they only end by status_change_end */
+ sc_timer_next(600000 + tick, status->change_timer, bl->id, data);
return 0;
- }
- break;
+ case SC_MEIKYOUSISUI:
+ if( --(sce->val4) > 0 ) {
+ status->heal(bl, st->max_hp * (sce->val1+1) / 100, st->max_sp * sce->val1 / 100, 0);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_IZAYOI:
+ case SC_KAGEMUSYA:
+ if( --(sce->val2) > 0 ) {
+ if(!status->charge(bl, 0, 1)) break;
+ sc_timer_next(1000+tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_ANGRIFFS_MODUS:
+ if(--(sce->val4) > 0) { //drain hp/sp
+ if( !status->charge(bl,100,20) ) break;
+ sc_timer_next(1000+tick,status->change_timer,bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_FULL_THROTTLE:
+ if( --(sce->val4) > 0 ) {
+ status_percent_damage(bl, bl, sce->val2, 0, false);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_KINGS_GRACE:
+ if( --(sce->val4) > 0 ) {
+ status_percent_heal(bl, sce->val2, 0);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
+ case SC_FRIGG_SONG:
+ if( --(sce->val4) > 0 ) {
+ status->heal(bl, sce->val3, 0, 0);
+ sc_timer_next(1000 + tick, status->change_timer, bl->id, data);
+ return 0;
+ }
+ break;
}
// default for all non-handled control paths is to end the status
@@ -10707,7 +11173,7 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) {
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);
+ int64 tick = va_arg(ap, int64);
if (status->isdead(bl))
return 0;
@@ -10715,57 +11181,54 @@ int status_change_timer_sub(struct block_list* bl, va_list ap) {
tsc = status->get_sc(bl);
switch( type ) {
- case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
- if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
- rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- case SC_CONCENTRATION:
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
- break;
- case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
- if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
- tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED] ||
- tsc->data[SC__INVISIBILITY])) {
- status_change_end(bl, SC_HIDING, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
- status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
- status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
- status_change_end(bl, SC__INVISIBILITY, INVALID_TIMER);
- if(battle->check_target( src, bl, BCT_ENEMY ) > 0)
- skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
- }
- if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
- rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
- status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
- break;
- case SC_WZ_SIGHTBLASTER:
- if (battle->check_target( src, bl, BCT_ENEMY ) > 0
- && status->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)
- ) {
- if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
- && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)
- ){
- sce->val2 = 0; //This signals it to end.
+ case SC_SIGHT: /* Reveal hidden ennemy on 3*3 range */
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ case SC_CONCENTRATION:
+ status_change_end(bl, SC_HIDING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
+ status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
+ status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
+ break;
+ case SC_RUWACH: /* Reveal hidden target and deal little dammages if ennemy */
+ if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
+ tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
+ 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);
+ if(battle->check_target( src, bl, BCT_ENEMY ) > 0)
+ skill->attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
}
- }
- break;
- case SC_RG_CCONFINE_M:
- //Lock char has released the hold on everyone...
- if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
- tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
- status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
- }
- break;
- case SC_CURSEDCIRCLE_TARGET:
- if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
- clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
- status_change_end(bl, type, INVALID_TIMER);
- }
- break;
+ if( tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 >0 && sce->val4%2000 == 0) && // for every 2 seconds do the checking
+ rnd()%100 < 100-tsc->data[SC__SHADOWFORM]->val1*10 ) // [100 - (Skill Level x 10)] %
+ status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
+ break;
+ case SC_WZ_SIGHTBLASTER:
+ if (battle->check_target( src, bl, BCT_ENEMY ) > 0
+ && status->check_skilluse(src, bl, WZ_SIGHTBLASTER, 2)
+ ) {
+ if (sce && !(bl->type&BL_SKILL) //The hit is not counted if it's against a trap
+ && skill->attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0)
+ ){
+ sce->val2 = 0; //This signals it to end.
+ }
+ }
+ break;
+ case SC_RG_CCONFINE_M:
+ //Lock char has released the hold on everyone...
+ if (tsc && tsc->data[SC_RG_CCONFINE_S] && tsc->data[SC_RG_CCONFINE_S]->val2 == src->id) {
+ tsc->data[SC_RG_CCONFINE_S]->val2 = 0;
+ status_change_end(bl, SC_RG_CCONFINE_S, INVALID_TIMER);
+ }
+ break;
+ case SC_CURSEDCIRCLE_TARGET:
+ if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
+ clif->bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
+ status_change_end(bl, type, INVALID_TIMER);
+ }
+ break;
}
return 0;
}
@@ -10871,7 +11334,7 @@ int status_get_matk(struct block_list *bl, int flag) {
st->matk_min = status_base_matk_min(st) + (sd?sd->bonus.ematk:0);
st->matk_max = status_base_matk_max(st) + (sd?sd->bonus.ematk:0);
#endif
- if (bl->type&BL_PC && sd->matk_rate != 100) {
+ if (sd && sd->matk_rate != 100) {
st->matk_max = st->matk_max * sd->matk_rate/100;
st->matk_min = st->matk_min * sd->matk_rate/100;
}
@@ -10943,7 +11406,6 @@ int status_change_clear_buffs (struct block_list* bl, int type) {
continue;
break;
case SC_BERSERK:
- case SC_SATURDAY_NIGHT_FEVER:
if(type&4)
continue;
sc->data[i]->val2 = 0;
@@ -10961,7 +11423,7 @@ int status_change_clear_buffs (struct block_list* bl, int type) {
int status_change_spread( struct block_list *src, struct block_list *bl ) {
int i, flag = 0;
struct status_change *sc = status->get_sc(src);
- unsigned int tick;
+ int64 tick;
struct status_change_data data;
if( !sc || !sc->count )
@@ -11003,7 +11465,7 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) {
const struct TimerData *td = timer->get(sc->data[i]->timer);
if (td == NULL || td->func != status->change_timer || DIFF_TICK(td->tick,tick) < 0)
continue;
- data.tick = DIFF_TICK(td->tick,tick);
+ data.tick = DIFF_TICK32(td->tick,tick);
} else
data.tick = INVALID_TIMER;
break;
@@ -11038,7 +11500,7 @@ int status_change_spread( struct block_list *src, struct block_list *bl ) {
data.val2 = sc->data[i]->val2;
data.val3 = sc->data[i]->val3;
data.val4 = sc->data[i]->val4;
- status->change_start(bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
+ status->change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
flag = 1;
}
}
@@ -11211,7 +11673,7 @@ int status_natural_heal(struct block_list* bl, va_list args) {
val*=2;
sd->state.doridori = 0;
if ((rate = pc->checkskill(sd,TK_SPTIME)))
- sc_start(bl,status->skill2sc(TK_SPTIME),
+ sc_start(bl,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
@@ -11231,8 +11693,9 @@ int status_natural_heal(struct block_list* bl, va_list args) {
}
//Natural heal main timer.
-int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data) {
- status->natural_heal_diff_tick = DIFF_TICK(tick,status->natural_heal_prev_tick);
+int status_natural_heal_timer(int tid, int64 tick, int id, intptr_t data) {
+ // This difference is always positive and lower than UINT_MAX (~24 days)
+ status->natural_heal_diff_tick = (unsigned int)cap_value(DIFF_TICK(tick,status->natural_heal_prev_tick), 0, UINT_MAX);
map->foreachregen(status->natural_heal);
status->natural_heal_prev_tick = tick;
return 0;
@@ -11431,7 +11894,10 @@ int status_readdb(void)
/*==========================================
* Status db init and destroy.
*------------------------------------------*/
-int do_init_status(void) {
+int do_init_status(bool minimal) {
+ if (minimal)
+ return 0;
+
timer->add_func_list(status->change_timer,"status_change_timer");
timer->add_func_list(status->kaahi_heal_timer,"status_kaahi_heal_timer");
timer->add_func_list(status->natural_heal_timer,"status_natural_heal_timer");
@@ -11502,7 +11968,7 @@ void status_defaults(void) {
status->set_sp = status_set_sp;
status->heal = status_heal;
status->revive = status_revive;
-
+ status->fixed_revive = status_fixed_revive;
status->get_regen_data = status_get_regen_data;
status->get_status_data = status_get_status_data;
status->get_base_status = status_get_base_status;