diff options
Diffstat (limited to 'src/map/status.c')
-rw-r--r-- | src/map/status.c | 1890 |
1 files changed, 820 insertions, 1070 deletions
diff --git a/src/map/status.c b/src/map/status.c index 75744c59b..9a274c080 100644 --- a/src/map/status.c +++ b/src/map/status.c @@ -2,8 +2,8 @@ * This file is part of Hercules. * http://herc.ws - http://github.com/HerculesWS/Hercules * - * Copyright (C) 2012-2018 Hercules Dev Team - * Copyright (C) Athena Dev Teams + * Copyright (C) 2012-2020 Hercules Dev Team + * Copyright (C) Athena Dev Teams * * Hercules is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by @@ -38,6 +38,7 @@ #include "map/path.h" #include "map/pc.h" #include "map/pet.h" +#include "map/refine.h" #include "map/script.h" #include "map/skill.h" #include "map/skill.h" @@ -114,20 +115,27 @@ static unsigned int status_sc2scb_flag(sc_type sc) /** * Returns the bl types which require a status change packet to be sent for a given client status identifier. - * @param type The client-side status identifier to look up (see enum si_type) + * @param type status identifier to look up (see enum sc_type) * @return The bl types relevant to the type (see enum bl_type) */ -static int status_type2relevant_bl_types(int type) +static int status_get_sc_relevant_bl_types(enum sc_type type) { - if( type < 0 || type >= SI_MAX ) { - ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type); + if (type < 0 || type >= SC_MAX) { + ShowError("status_get_sc_relevant_bl_types: Unsupported type %d\n", type); return BL_NUL; } - return status->dbs->RelevantBLTypes[type]; + return status->dbs->IconChangeTable[type].relevant_bl_types; } -static void status_set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag) +static int status_get_sc_icon(enum sc_type type) +{ + Assert_retr(SI_BLANK, type >= SC_NONE && type < SC_MAX); + + return status->dbs->IconChangeTable[type].id; +} + +static void status_set_sc(uint16 skill_id, sc_type sc, unsigned int flag) { uint16 idx; if( (idx = skill->get_index(skill_id)) == 0 ) { @@ -141,8 +149,6 @@ static void status_set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int fl if( status->dbs->SkillChangeTable[sc] == 0 ) status->dbs->SkillChangeTable[sc] = skill_id; - if( status->dbs->IconChangeTable[sc] == SI_BLANK ) - status->dbs->IconChangeTable[sc] = icon; status->dbs->ChangeFlagTable[sc] |= flag; if( status->dbs->Skill2SCTable[idx] == SC_NONE ) @@ -151,103 +157,102 @@ static void status_set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int fl static void initChangeTables(void) { -#define add_sc(skill,sc) status->set_sc((skill),(sc),SI_BLANK,SCB_NONE) +#define add_sc(skill,sc) status->set_sc((skill),(sc),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 { status->set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) status->dbs->RelevantBLTypes[(icon)] |= BL_SCEFFECT; } while(0) +#define set_sc_with_vfx(skill, sc, flag) do { status->set_sc((skill), (sc), (flag)); status->dbs->IconChangeTable[sc].relevant_bl_types |= BL_SCEFFECT; } while(0) int i; - for (i = 0; i < SC_MAX; i++) - status->dbs->IconChangeTable[i] = SI_BLANK; - for (i = 0; i < MAX_SKILL_DB; i++) status->dbs->Skill2SCTable[i] = SC_NONE; - for (i = 0; i < SI_MAX; i++) - status->dbs->RelevantBLTypes[i] = BL_PC; + for (i = 0; i < SC_MAX; i++) { + status->dbs->IconChangeTable[i].id = SI_BLANK; + status->dbs->IconChangeTable[i].relevant_bl_types = BL_PC; + } memset(status->dbs->SkillChangeTable, 0, sizeof(status->dbs->SkillChangeTable)); memset(status->dbs->ChangeFlagTable, 0, sizeof(status->dbs->ChangeFlagTable)); memset(status->dbs->DisplayType, 0, sizeof(status->dbs->DisplayType)); //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] - status->set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); - status->set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); - status->set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE ); - status->set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE ); - status->set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); - status->set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); - status->set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE ); - status->set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE ); - status->set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE ); - status->set_sc( NPC_BLEEDING , SC_BLOODING , SI_BLOODING , SCB_REGEN ); - status->set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN ); + status->set_sc( NPC_PETRIFYATTACK , SC_STONE , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); + status->set_sc( NPC_WIDEFREEZE , SC_FREEZE , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); + status->set_sc( NPC_STUNATTACK , SC_STUN , SCB_NONE ); + status->set_sc( NPC_SLEEPATTACK , SC_SLEEP , SCB_NONE ); + status->set_sc( NPC_POISON , SC_POISON , SCB_DEF2|SCB_REGEN ); + status->set_sc( NPC_CURSEATTACK , SC_CURSE , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED ); + status->set_sc( NPC_SILENCEATTACK , SC_SILENCE , SCB_NONE ); + status->set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SCB_NONE ); + status->set_sc( NPC_BLINDATTACK , SC_BLIND , SCB_HIT|SCB_FLEE ); + status->set_sc( NPC_BLEEDING , SC_BLOODING , SCB_REGEN ); + status->set_sc( NPC_POISON , SC_DPOISON , SCB_DEF2|SCB_REGEN ); //The main status definitions add_sc( SM_BASH , SC_STUN ); - status->set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); + status->set_sc( SM_PROVOKE , SC_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( SM_MAGNUM , SC_SUB_WEAPONPROPERTY ); - status->set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD ); + status->set_sc( SM_ENDURE , SC_ENDURE , SCB_MDEF|SCB_DSPD ); add_sc( MG_SIGHT , SC_SIGHT ); add_sc( MG_SAFETYWALL , SC_SAFETYWALL ); add_sc( MG_FROSTDIVER , SC_FREEZE ); add_sc( MG_STONECURSE , SC_STONE ); add_sc( AL_RUWACH , SC_RUWACH ); add_sc( AL_PNEUMA , SC_PNEUMA ); - status->set_sc( AL_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); - status->set_sc( AL_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); - status->set_sc( AL_CRUCIS , SC_CRUCIS , SI_CRUCIS , SCB_DEF ); - status->set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); - status->set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - status->set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_AGI|SCB_DEX ); - status->set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED ); + status->set_sc( AL_INCAGI , SC_INC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( AL_DECAGI , SC_DEC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( AL_CRUCIS , SC_CRUCIS , SCB_DEF ); + status->set_sc( AL_ANGELUS , SC_ANGELUS , SCB_DEF2 ); + status->set_sc( AL_BLESSING , SC_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( AC_CONCENTRATION , SC_CONCENTRATION , SCB_AGI|SCB_DEX ); + status->set_sc( TF_HIDING , SC_HIDING , SCB_SPEED ); add_sc( TF_POISON , SC_POISON ); - status->set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); + status->set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SCB_ASPD ); add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER ); - status->set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , + status->set_sc( PR_IMPOSITIO , SC_IMPOSITIO , #ifdef RENEWAL SCB_NONE ); #else SCB_WATK ); #endif - status->set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); - status->set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); - status->set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); - status->set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN ); - status->set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); - status->set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); - status->set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK ); + status->set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SCB_NONE ); + status->set_sc( PR_ASPERSIO , SC_ASPERSIO , SCB_ATK_ELE ); + status->set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SCB_DEF_ELE ); + status->set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SCB_REGEN ); + status->set_sc( PR_KYRIE , SC_KYRIE , SCB_NONE ); + status->set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SCB_REGEN ); + status->set_sc( PR_GLORIA , SC_GLORIA , SCB_LUK ); add_sc( PR_LEXDIVINA , SC_SILENCE ); - status->set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SI_LEXAETERNA , SCB_NONE ); + status->set_sc( PR_LEXAETERNA , SC_LEXAETERNA , SCB_NONE ); add_sc( WZ_METEOR , SC_STUN ); add_sc( WZ_VERMILION , SC_BLIND ); add_sc( WZ_FROSTNOVA , SC_FREEZE ); add_sc( WZ_STORMGUST , SC_FREEZE ); - status->set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); - status->set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); - status->set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SI_WEAPONPERFECT, SCB_NONE ); - status->set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); - status->set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZE , SCB_REGEN ); + status->set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); + status->set_sc( BS_ADRENALINE , SC_ADRENALINE , SCB_ASPD ); + status->set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECT , SCB_NONE ); + status->set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SCB_NONE ); + status->set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SCB_REGEN ); add_sc( HT_LANDMINE , SC_STUN ); - status->set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SI_ANKLESNARE , SCB_NONE ); + status->set_sc( HT_ANKLESNARE , SC_ANKLESNARE , SCB_NONE ); add_sc( HT_SANDMAN , SC_SLEEP ); add_sc( HT_FLASHER , SC_BLIND ); add_sc( HT_FREEZINGTRAP , SC_FREEZE ); - status->set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED ); + status->set_sc( AS_CLOAKING , SC_CLOAKING , SCB_CRI|SCB_SPEED ); add_sc( AS_SONICBLOW , SC_STUN ); - status->set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SI_ENCHANTPOISON, SCB_ATK_ELE ); - status->set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); + status->set_sc( AS_ENCHANTPOISON , SC_ENCHANTPOISON , SCB_ATK_ELE ); + status->set_sc( AS_POISONREACT , SC_POISONREACT , SCB_NONE ); add_sc( AS_VENOMDUST , SC_POISON ); add_sc( AS_SPLASHER , SC_SPLASHER ); - status->set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); - status->set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); + status->set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SCB_REGEN ); + status->set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SCB_NONE ); add_sc( TF_SPRINKLESAND , SC_BLIND ); add_sc( TF_THROWSTONE , SC_STUN ); - status->set_sc( MC_LOUD , SC_SHOUT , SI_SHOUT , SCB_STR ); - status->set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); - status->set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); + status->set_sc( MC_LOUD , SC_SHOUT , SCB_STR ); + status->set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SCB_NONE ); + status->set_sc( NPC_EMOTION , SC_MODECHANGE , SCB_MODE ); add_sc( NPC_EMOTION_ON , SC_MODECHANGE ); - status->set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SI_ARMOR_PROPERTY , SCB_DEF_ELE ); + status->set_sc( NPC_ATTRICHANGE , SC_ARMOR_PROPERTY , SCB_DEF_ELE ); add_sc( NPC_CHANGEWATER , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEGROUND , SC_ARMOR_PROPERTY ); add_sc( NPC_CHANGEFIRE , SC_ARMOR_PROPERTY ); @@ -264,184 +269,184 @@ static void initChangeTables(void) add_sc( NPC_CURSEATTACK , SC_CURSE ); add_sc( NPC_SLEEPATTACK , SC_SLEEP ); add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK ); - status->set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF ); + status->set_sc( NPC_KEEPING , SC_KEEPING , SCB_DEF ); add_sc( NPC_DARKBLESSING , SC_COMA ); - status->set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF ); + status->set_sc( NPC_BARRIER , SC_BARRIER , SCB_MDEF|SCB_DEF ); add_sc( NPC_DEFENDER , SC_ARMOR ); add_sc( NPC_LICK , SC_STUN ); - status->set_sc( NPC_HALLUCINATION , SC_ILLUSION , SI_ILLUSION , SCB_NONE ); + status->set_sc( NPC_HALLUCINATION , SC_ILLUSION , SCB_NONE ); add_sc( NPC_REBIRTH , SC_REBIRTH ); add_sc( RG_RAID , SC_STUN ); #ifdef RENEWAL add_sc( RG_RAID , SC_RAID ); add_sc( RG_BACKSTAP , SC_STUN ); #endif - status->set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SI_NOEQUIPWEAPON , SCB_WATK ); - status->set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SI_NOEQUIPSHIELD , SCB_DEF ); - status->set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SI_NOEQUIPARMOR , SCB_VIT ); - status->set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SI_NOEQUIPHELM , SCB_INT ); + status->set_sc( RG_STRIPWEAPON , SC_NOEQUIPWEAPON , SCB_WATK ); + status->set_sc( RG_STRIPSHIELD , SC_NOEQUIPSHIELD , SCB_DEF ); + status->set_sc( RG_STRIPARMOR , SC_NOEQUIPARMOR , SCB_VIT ); + status->set_sc( RG_STRIPHELM , SC_NOEQUIPHELM , SCB_INT ); add_sc( AM_ACIDTERROR , SC_BLOODING ); - status->set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SI_PROTECTWEAPON , SCB_NONE ); - status->set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SI_PROTECTSHIELD , SCB_NONE ); - status->set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SI_PROTECTARMOR , SCB_NONE ); - status->set_sc( AM_CP_HELM , SC_PROTECTHELM , SI_PROTECTHELM , SCB_NONE ); - status->set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); + status->set_sc( AM_CP_WEAPON , SC_PROTECTWEAPON , SCB_NONE ); + status->set_sc( AM_CP_SHIELD , SC_PROTECTSHIELD , SCB_NONE ); + status->set_sc( AM_CP_ARMOR , SC_PROTECTARMOR , SCB_NONE ); + status->set_sc( AM_CP_HELM , SC_PROTECTHELM , SCB_NONE ); + status->set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SCB_NONE ); add_sc( CR_SHIELDCHARGE , SC_STUN ); - status->set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); + status->set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SCB_NONE ); add_sc( CR_HOLYCROSS , SC_BLIND ); add_sc( CR_GRANDCROSS , SC_BLIND ); add_sc( CR_DEVOTION , SC_DEVOTION ); - status->set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL ); - status->set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); - status->set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE ); - status->set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED ); + status->set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SCB_ALL ); + status->set_sc( CR_DEFENDER , SC_DEFENDER , SCB_SPEED|SCB_ASPD ); + status->set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE ); + status->set_sc( MO_STEELBODY , SC_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED ); add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT ); add_sc( MO_BLADESTOP , SC_BLADESTOP ); - status->set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); - status->set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); + status->set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN ); + status->set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SCB_REGEN ); #ifdef RENEWAL - status->set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); + status->set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SCB_NONE ); #endif add_sc( SA_MAGICROD , SC_MAGICROD ); - status->set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); - status->set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SI_PROPERTYFIRE , SCB_ATK_ELE ); - status->set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SI_PROPERTYWATER , SCB_ATK_ELE ); - status->set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SI_PROPERTYWIND , SCB_ATK_ELE ); - status->set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SI_PROPERTYGROUND , SCB_ATK_ELE ); - status->set_sc( SA_VOLCANO , SC_VOLCANO , SI_GROUNDMAGIC , SCB_WATK ); - status->set_sc( SA_DELUGE , SC_DELUGE , SI_GROUNDMAGIC , SCB_MAXHP ); - status->set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_GROUNDMAGIC , SCB_FLEE ); + status->set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SCB_NONE ); + status->set_sc( SA_FLAMELAUNCHER , SC_PROPERTYFIRE , SCB_ATK_ELE ); + status->set_sc( SA_FROSTWEAPON , SC_PROPERTYWATER , SCB_ATK_ELE ); + status->set_sc( SA_LIGHTNINGLOADER , SC_PROPERTYWIND , SCB_ATK_ELE ); + status->set_sc( SA_SEISMICWEAPON , SC_PROPERTYGROUND , SCB_ATK_ELE ); + status->set_sc( SA_VOLCANO , SC_VOLCANO , SCB_WATK ); + status->set_sc( SA_DELUGE , SC_DELUGE , SCB_MAXHP ); + status->set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SCB_FLEE ); add_sc( SA_REVERSEORCISH , SC_ORCISH ); add_sc( SA_COMA , SC_COMA ); - status->set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN ); + status->set_sc( BD_ENCORE , SC_DANCING , SCB_SPEED|SCB_REGEN ); add_sc( BD_RICHMANKIM , SC_RICHMANKIM ); - status->set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 ); - status->set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF ); - status->set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK ); + status->set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SCB_DEF2 ); + status->set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SCB_WATK|SCB_DEF ); + status->set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SCB_WATK ); add_sc( BD_ROKISWEIL , SC_ROKISWEIL ); add_sc( BD_INTOABYSS , SC_INTOABYSS ); - status->set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL ); + status->set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SCB_ALL ); add_sc( BA_FROSTJOKER , SC_FREEZE ); - status->set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 ); - status->set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD ); + status->set_sc( BA_WHISTLE , SC_WHISTLE , SCB_FLEE|SCB_FLEE2 ); + status->set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SCB_ASPD ); add_sc( BA_POEMBRAGI , SC_POEMBRAGI ); - status->set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP ); + status->set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SCB_MAXHP ); add_sc( DC_SCREAM , SC_STUN ); - status->set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT ); - status->set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD ); - status->set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI ); - status->set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SI_BLANK , SCB_ALL ); + status->set_sc( DC_HUMMING , SC_HUMMING , SCB_HIT ); + status->set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SCB_SPEED|SCB_ASPD ); + status->set_sc( DC_FORTUNEKISS , SC_FORTUNE , SCB_CRI ); + status->set_sc( DC_SERVICEFORYOU , SC_SERVICEFORYOU , SCB_ALL ); add_sc( NPC_DARKCROSS , SC_BLIND ); add_sc( NPC_GRANDDARKNESS , SC_BLIND ); - status->set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); - status->set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); - status->set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); - status->set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SI_PROPERTYUNDEAD , SCB_DEF_ELE ); - status->set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); - status->set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE ); + status->set_sc( NPC_STOP , SC_STOP , SCB_NONE ); + status->set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SCB_NONE ); + status->set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SCB_NONE ); + status->set_sc( NPC_CHANGEUNDEAD , SC_PROPERTYUNDEAD , SCB_DEF_ELE ); + status->set_sc( NPC_POWERUP , SC_INCHITRATE , SCB_HIT ); + status->set_sc( NPC_AGIUP , SC_INCFLEERATE , SCB_FLEE ); add_sc( NPC_INVISIBLE , SC_CLOAKING ); - status->set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); - status->set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); + status->set_sc( LK_AURABLADE , SC_AURABLADE , SCB_NONE ); + status->set_sc( LK_PARRYING , SC_PARRYING , SCB_NONE ); #ifndef RENEWAL - status->set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2); + status->set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2); #else - status->set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SI_LKCONCENTRATION , SCB_HIT|SCB_DEF); + status->set_sc( LK_CONCENTRATION , SC_LKCONCENTRATION , SCB_HIT|SCB_DEF); #endif - status->set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); - status->set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); - status->set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); + status->set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SCB_REGEN ); + status->set_sc( LK_BERSERK , SC_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); + status->set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SCB_NONE ); add_sc( HP_BASILICA , SC_BASILICA ); - status->set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK ); + status->set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SCB_MATK ); add_sc( PA_SACRIFICE , SC_SACRIFICE ); - status->set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD ); + status->set_sc( PA_GOSPEL , SC_GOSPEL , SCB_SPEED|SCB_ASPD ); add_sc( PA_GOSPEL , SC_SCRESIST ); add_sc( CH_TIGERFIST , SC_STOP ); - status->set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE ); - status->set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); - status->set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED ); - status->set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); - status->set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); - status->set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED ); - status->set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SI_SWORDREJECT , SCB_NONE ); + status->set_sc( ASC_EDP , SC_EDP , SCB_NONE ); + status->set_sc( SN_SIGHT , SC_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); + status->set_sc( SN_WINDWALK , SC_WINDWALK , SCB_FLEE|SCB_SPEED ); + status->set_sc( WS_MELTDOWN , SC_MELTDOWN , SCB_NONE ); + status->set_sc( WS_CARTBOOST , SC_CARTBOOST , SCB_SPEED ); + status->set_sc( ST_CHASEWALK , SC_CHASEWALK , SCB_SPEED ); + status->set_sc( ST_REJECTSWORD , SC_SWORDREJECT , SCB_NONE ); add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER ); - status->set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SI_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); - status->set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->set_sc( CG_MARIONETTE , SC_MARIONETTE_MASTER , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->set_sc( CG_MARIONETTE , SC_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( LK_SPIRALPIERCE , SC_STOP ); add_sc( LK_HEADCRUSH , SC_BLOODING ); - status->set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); + status->set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); add_sc( HW_NAPALMVULCAN , SC_CURSE ); - status->set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 ); + status->set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SCB_MATK|SCB_MDEF2 ); add_sc( PF_MEMORIZE , SC_MEMORIZE ); add_sc( PF_FOGWALL , SC_FOGWALL ); - status->set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE ); - status->set_sc( WE_BABY , SC_BABY , SI_PROTECTEXP , SCB_NONE ); - status->set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); - status->set_sc( TK_RUN , SC_STRUP , SI_STRUP , SCB_STR ); - status->set_sc( TK_READYSTORM , SC_STORMKICK_READY , SI_STORMKICK_ON , SCB_NONE ); - status->set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SI_DOWNKICK_ON , SCB_NONE ); + status->set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SCB_FLEE ); + status->set_sc( WE_BABY , SC_BABY , SCB_NONE ); + status->set_sc( TK_RUN , SC_RUN , SCB_SPEED|SCB_DSPD ); + status->set_sc( TK_RUN , SC_STRUP , SCB_STR ); + status->set_sc( TK_READYSTORM , SC_STORMKICK_READY , SCB_NONE ); + status->set_sc( TK_READYDOWN , SC_DOWNKICK_READY , SCB_NONE ); add_sc( TK_DOWNKICK , SC_STUN ); - status->set_sc( TK_READYTURN , SC_TURNKICK_READY , SI_TURNKICK_ON , SCB_NONE ); - status->set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SI_COUNTER_ON , SCB_NONE ); - status->set_sc( TK_DODGE , SC_DODGE_READY , SI_DODGE_ON , SCB_NONE ); - status->set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE ); + status->set_sc( TK_READYTURN , SC_TURNKICK_READY , SCB_NONE ); + status->set_sc( TK_READYCOUNTER , SC_COUNTERKICK_READY , SCB_NONE ); + status->set_sc( TK_DODGE , SC_DODGE_READY , SCB_NONE ); + status->set_sc( TK_SPTIME , SC_EARTHSCROLL , SCB_NONE ); add_sc( TK_SEVENWIND , SC_TK_SEVENWIND ); - status->set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SI_PROPERTYTELEKINESIS , SCB_ATK_ELE ); - status->set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SI_PROPERTYDARK , SCB_ATK_ELE ); - status->set_sc( SG_SUN_WARM , SC_WARM , SI_SG_SUN_WARM , SCB_NONE ); + status->set_sc( TK_SEVENWIND , SC_PROPERTYTELEKINESIS , SCB_ATK_ELE ); + status->set_sc( TK_SEVENWIND , SC_PROPERTYDARK , SCB_ATK_ELE ); + status->set_sc( SG_SUN_WARM , SC_WARM , SCB_NONE ); add_sc( SG_MOON_WARM , SC_WARM ); add_sc( SG_STAR_WARM , SC_WARM ); - status->set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); - status->set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE ); - status->set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD ); + status->set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SCB_DEF2 ); + status->set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SCB_FLEE ); + status->set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SCB_ASPD ); add_sc( SG_FRIEND , SC_SKILLRATE_UP ); - status->set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL ); - status->set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED ); - status->set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD ); - status->set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE ); - status->set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE ); - status->set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE ); - status->set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE ); + status->set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SCB_ALL ); + status->set_sc( SG_FUSION , SC_FUSION , SCB_SPEED ); + status->set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SCB_ASPD ); + status->set_sc( SL_KAIZEL , SC_KAIZEL , SCB_NONE ); + status->set_sc( SL_KAAHI , SC_KAAHI , SCB_NONE ); + status->set_sc( SL_KAUPE , SC_KAUPE , SCB_NONE ); + status->set_sc( SL_KAITE , SC_KAITE , SCB_NONE ); add_sc( SL_STUN , SC_STUN ); - status->set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED ); - status->set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); - status->set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD ); - status->set_sc( SL_SMA , SC_SMA_READY , SI_SMA_READY , SCB_NONE ); - status->set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); - status->set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); - status->set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SI_DOUBLECASTING , SCB_NONE ); - status->set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD ); + status->set_sc( SL_SWOO , SC_SWOO , SCB_SPEED ); + status->set_sc( SL_SKE , SC_SKE , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); + status->set_sc( SL_SKA , SC_SKA , SCB_DEF|SCB_MDEF|SCB_ASPD ); + status->set_sc( SL_SMA , SC_SMA_READY , SCB_NONE ); + status->set_sc( SM_SELFPROVOKE , SC_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); + status->set_sc( ST_PRESERVE , SC_PRESERVE , SCB_NONE ); + status->set_sc( PF_DOUBLECASTING , SC_DOUBLECASTING , SCB_NONE ); + status->set_sc( HW_GRAVITATION , SC_GRAVITATION , SCB_ASPD ); add_sc( WS_CARTTERMINATION , SC_STUN ); - status->set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SI_OVERTHRUSTMAX , SCB_NONE ); - status->set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD ); + status->set_sc( WS_OVERTHRUSTMAX , SC_OVERTHRUSTMAX , SCB_NONE ); + status->set_sc( CG_LONGINGFREEDOM , SC_LONGING , SCB_SPEED|SCB_ASPD ); add_sc( CG_HERMODE , SC_HERMODE ); - status->set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROTCARD , SCB_NONE ); - status->set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); - status->set_sc( SL_HIGH , SC_SOULLINK , SI_SOULLINK , SCB_ALL ); - status->set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SI_ONEHANDQUICKEN , SCB_ASPD ); - status->set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 ); + status->set_sc( CG_TAROTCARD , SC_TAROTCARD , SCB_NONE ); + status->set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SCB_ATK_ELE ); + status->set_sc( SL_HIGH , SC_SOULLINK , SCB_ALL ); + status->set_sc( KN_ONEHAND , SC_ONEHANDQUICKEN , SCB_ASPD ); + status->set_sc( GS_FLING , SC_FLING , SCB_DEF|SCB_DEF2 ); add_sc( GS_CRACKER , SC_STUN ); add_sc( GS_DISARM , SC_NOEQUIPWEAPON ); add_sc( GS_PIERCINGSHOT , SC_BLOODING ); - status->set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SI_GS_MADNESSCANCEL , SCB_ASPD + status->set_sc( GS_MADNESSCANCEL , SC_GS_MADNESSCANCEL , SCB_ASPD #ifndef RENEWAL |SCB_BATK ); #else ); #endif - status->set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SI_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE ); - status->set_sc( GS_INCREASING , SC_GS_ACCURACY , SI_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); - status->set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SI_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD + status->set_sc( GS_ADJUSTMENT , SC_GS_ADJUSTMENT , SCB_HIT|SCB_FLEE ); + status->set_sc( GS_INCREASING , SC_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); + status->set_sc( GS_GATLINGFEVER , SC_GS_GATLINGFEVER , SCB_FLEE|SCB_SPEED|SCB_ASPD #ifndef RENEWAL |SCB_BATK ); #else ); #endif - status->set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SI_BLANK , SCB_NONE ); - status->set_sc( NJ_SUITON , SC_NJ_SUITON , SI_NJ_SUITON , SCB_AGI|SCB_SPEED ); + status->set_sc( NJ_TATAMIGAESHI , SC_NJ_TATAMIGAESHI , SCB_NONE ); + status->set_sc( NJ_SUITON , SC_NJ_SUITON , SCB_AGI|SCB_SPEED ); add_sc( NJ_HYOUSYOURAKU , SC_FREEZE ); - status->set_sc( NJ_NEN , SC_NJ_NEN , SI_NJ_NEN , SCB_STR|SCB_INT ); - status->set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SI_NJ_UTSUSEMI , SCB_NONE ); - status->set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SI_NJ_BUNSINJYUTSU , SCB_DYE ); + status->set_sc( NJ_NEN , SC_NJ_NEN , SCB_STR|SCB_INT ); + status->set_sc( NJ_UTSUSEMI , SC_NJ_UTSUSEMI , SCB_NONE ); + status->set_sc( NJ_BUNSINJYUTSU , SC_NJ_BUNSINJYUTSU , SCB_DYE ); add_sc( NPC_ICEBREATH , SC_FREEZE ); add_sc( NPC_ACIDBREATH , SC_POISON ); @@ -455,202 +460,202 @@ static void initChangeTables(void) add_sc( NPC_WIDESIGHT , SC_SIGHT ); add_sc( NPC_EVILLAND , SC_BLIND ); add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR ); - status->set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE ); - status->set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); - status->set_sc( NPC_STONESKIN , SC_STONESKIN , SI_BLANK , SCB_DEF|SCB_MDEF ); + status->set_sc( NPC_SLOWCAST , SC_SLOWCAST , SCB_NONE ); + status->set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SCB_NONE ); + status->set_sc( NPC_STONESKIN , SC_STONESKIN , SCB_DEF|SCB_MDEF ); add_sc( NPC_ANTIMAGIC , SC_STONESKIN ); add_sc( NPC_WIDECURSE , SC_CURSE ); add_sc( NPC_WIDESTUN , SC_STUN ); - status->set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); - status->set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); - status->set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED ); - status->set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED ); + status->set_sc( NPC_HELLPOWER , SC_HELLPOWER , SCB_NONE ); + status->set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SCB_NONE ); + status->set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SCB_SPEED ); + status->set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SCB_SPEED ); - status->set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - status->set_sc( CASH_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); - status->set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); + status->set_sc( CASH_BLESSING , SC_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( CASH_INCAGI , SC_INC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SCB_NONE ); - status->set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE ); - status->set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK | SCB_MATK | SCB_MDEF | SCB_DEF); + status->set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SCB_NONE ); + status->set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SCB_WATK | SCB_MATK | SCB_MDEF | SCB_DEF); - status->set_sc( CR_SHRINK , SC_CR_SHRINK , SI_CR_SHRINK , SCB_NONE ); - status->set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); - status->set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); - status->set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SI_WZ_SIGHTBLASTER , SCB_NONE ); - status->set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SI_DC_WINKCHARM , SCB_NONE ); + status->set_sc( CR_SHRINK , SC_CR_SHRINK , SCB_NONE ); + status->set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_S , SCB_NONE ); + status->set_sc( RG_CLOSECONFINE , SC_RG_CCONFINE_M , SCB_FLEE ); + status->set_sc( WZ_SIGHTBLASTER , SC_WZ_SIGHTBLASTER , SCB_NONE ); + status->set_sc( DC_WINKCHARM , SC_DC_WINKCHARM , SCB_NONE ); add_sc( MO_BALKYOUNG , SC_STUN ); add_sc( SA_ELEMENTWATER , SC_ARMOR_PROPERTY ); add_sc( SA_ELEMENTFIRE , SC_ARMOR_PROPERTY ); add_sc( SA_ELEMENTGROUND , SC_ARMOR_PROPERTY ); add_sc( SA_ELEMENTWIND , SC_ARMOR_PROPERTY ); - status->set_sc( HLIF_AVOID , SC_HLIF_AVOID , SI_BLANK , SCB_SPEED ); - status->set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); - status->set_sc( HFLI_FLEET , SC_HLIF_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); - status->set_sc( HFLI_SPEED , SC_HLIF_SPEED , SI_BLANK , SCB_FLEE ); - status->set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SI_BLANK , SCB_DEF ); - status->set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); + status->set_sc( HLIF_AVOID , SC_HLIF_AVOID , SCB_SPEED ); + status->set_sc( HLIF_CHANGE , SC_HLIF_CHANGE , SCB_VIT|SCB_INT ); + status->set_sc( HFLI_FLEET , SC_HLIF_FLEET , SCB_ASPD|SCB_BATK|SCB_WATK ); + status->set_sc( HFLI_SPEED , SC_HLIF_SPEED , SCB_FLEE ); + status->set_sc( HAMI_DEFENCE , SC_HAMI_DEFENCE , SCB_DEF ); + status->set_sc( HAMI_BLOODLUST , SC_HAMI_BLOODLUST , SCB_BATK|SCB_WATK ); // Homunculus S - status->set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SI_LIGHT_OF_REGENE , SCB_NONE ); - status->set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF ); + status->set_sc( MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE , SCB_NONE ); + status->set_sc( MH_OVERED_BOOST , SC_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF ); add_sc(MH_STAHL_HORN, SC_STUN); - status->set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SI_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP); - status->set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SI_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP); + status->set_sc(MH_ANGRIFFS_MODUS, SC_ANGRIFFS_MODUS, SCB_BATK | SCB_DEF | SCB_FLEE | SCB_MAXHP); + status->set_sc(MH_GOLDENE_FERSE, SC_GOLDENE_FERSE, SCB_ASPD|SCB_MAXHP); add_sc( MH_STEINWAND, SC_SAFETYWALL ); - status->set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SI_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); - status->set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SI_GRANITIC_ARMOR, SCB_NONE); - status->set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SI_MAGMA_FLOW, SCB_NONE); - status->set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SI_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE); + status->set_sc(MH_VOLCANIC_ASH, SC_VOLCANIC_ASH, SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE); + status->set_sc(MH_GRANITIC_ARMOR, SC_GRANITIC_ARMOR, SCB_NONE); + status->set_sc(MH_MAGMA_FLOW, SC_MAGMA_FLOW, SCB_NONE); + status->set_sc(MH_PYROCLASTIC, SC_PYROCLASTIC, SCB_BATK|SCB_ATK_ELE); add_sc(MH_LAVA_SLIDE, SC_BURNING); - status->set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SI_NEEDLE_OF_PARALYZE, SCB_DEF2); + status->set_sc(MH_NEEDLE_OF_PARALYZE, SC_NEEDLE_OF_PARALYZE, SCB_DEF2); add_sc(MH_POISON_MIST, SC_BLIND); - status->set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SI_PAIN_KILLER, SCB_ASPD); + status->set_sc(MH_PAIN_KILLER, SC_PAIN_KILLER, SCB_ASPD); - status->set_sc( MH_SILENT_BREEZE , SC_SILENCE , SI_SILENT_BREEZE , SCB_NONE ); + status->set_sc( MH_SILENT_BREEZE , SC_SILENCE , SCB_NONE ); add_sc( MH_STYLE_CHANGE , SC_STYLE_CHANGE); - status->set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SI_RG_CCONFINE_S , SCB_NONE ); - status->set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SI_RG_CCONFINE_M , SCB_FLEE ); + status->set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_S , SCB_NONE ); + status->set_sc( MH_TINDER_BREAKER , SC_RG_CCONFINE_M , SCB_FLEE ); add_sc( MER_CRASH , SC_STUN ); - status->set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); + status->set_sc( MER_PROVOKE , SC_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( MS_MAGNUM , SC_SUB_WEAPONPROPERTY ); add_sc( MER_SIGHT , SC_SIGHT ); - status->set_sc( MER_DECAGI , SC_DEC_AGI , SI_DEC_AGI , SCB_AGI|SCB_SPEED ); - status->set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); + status->set_sc( MER_DECAGI , SC_DEC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SCB_REGEN ); add_sc( MER_LEXDIVINA , SC_SILENCE ); add_sc( MA_LANDMINE , SC_STUN ); add_sc( MA_SANDMAN , SC_SLEEP ); add_sc( MA_FREEZINGTRAP , SC_FREEZE ); - status->set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); - status->set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); - status->set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); - status->set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); - status->set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); - status->set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); + status->set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SCB_NONE ); + status->set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SCB_NONE ); + status->set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SCB_NONE ); + status->set_sc( ML_DEFENDER , SC_DEFENDER , SCB_SPEED|SCB_ASPD ); + status->set_sc( MS_PARRYING , SC_PARRYING , SCB_NONE ); + status->set_sc( MS_BERSERK , SC_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); add_sc( ML_SPIRALPIERCE , SC_STOP ); - status->set_sc( MER_QUICKEN , SC_MER_QUICKEN , SI_BLANK , SCB_ASPD ); + status->set_sc( MER_QUICKEN , SC_MER_QUICKEN , SCB_ASPD ); add_sc( ML_DEVOTION , SC_DEVOTION ); - status->set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); - status->set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); - status->set_sc( MER_INCAGI , SC_INC_AGI , SI_INC_AGI , SCB_AGI|SCB_SPEED ); + status->set_sc( MER_KYRIE , SC_KYRIE , SCB_NONE ); + status->set_sc( MER_BLESSING , SC_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( MER_INCAGI , SC_INC_AGI , SCB_AGI|SCB_SPEED ); - status->set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR ); - status->set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT ); - status->set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI ); - status->set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX ); + status->set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SCB_STR ); + status->set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SCB_VIT ); + status->set_sc( GD_SOULCOLD , SC_SOULCOLD , SCB_AGI ); + status->set_sc( GD_HAWKEYES , SC_HAWKEYES , SCB_DEX ); - status->set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX ); - status->set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SI_BLANK , SCB_REGEN ); + status->set_sc( GD_BATTLEORDER , SC_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX ); + status->set_sc( GD_REGENERATION , SC_GDSKILL_REGENERATION , SCB_REGEN ); /** * Rune Knight **/ - status->set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); - status->set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); - status->set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); - status->set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); + status->set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SCB_NONE ); + status->set_sc( RK_DRAGONHOWLING , SC_FEAR , SCB_FLEE|SCB_HIT ); + status->set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SCB_NONE ); + status->set_sc( RK_WINDCUTTER , SC_FEAR , SCB_FLEE|SCB_HIT ); add_sc( RK_DRAGONBREATH , SC_BURNING ); - status->set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_BLANK , SCB_NONE ); - status->set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE ); - status->set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR ); - status->set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE ); - status->set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN ); - status->set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); - status->set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE ); - status->set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE ); + status->set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SCB_NONE ); + status->set_sc( RK_REFRESH , SC_REFRESH , SCB_NONE ); + status->set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SCB_STR ); + status->set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SCB_NONE ); + status->set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SCB_REGEN ); + status->set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); + status->set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SCB_NONE ); + status->set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SCB_NONE ); add_sc( RK_DRAGONBREATH_WATER, SC_FROSTMISTY ); /** * GC Guillotine Cross **/ - set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE ); - status->set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); - status->set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); - status->set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED ); - status->set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE ); - status->set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); - set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE ); + set_sc_with_vfx( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SCB_NONE ); + status->set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SCB_NONE ); + status->set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SCB_NONE ); + status->set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SCB_SPEED ); + status->set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SCB_FLEE ); + status->set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SCB_NONE ); + set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SCB_NONE ); /** * Arch Bishop **/ - status->set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); + status->set_sc( AB_ADORAMUS , SC_ADORAMUS , SCB_AGI|SCB_SPEED ); add_sc( AB_CLEMENTIA , SC_BLESSING ); add_sc( AB_CANTO , SC_INC_AGI ); - status->set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP ); + status->set_sc( AB_EPICLESIS , SC_EPICLESIS , SCB_MAXHP ); add_sc( AB_PRAEFATIO , SC_KYRIE ); - set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE ); - status->set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT ); - status->set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK ); - status->set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN ); - status->set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE ); - status->set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE ); - status->set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); - status->set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE ); + set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SCB_NONE ); + status->set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SCB_VIT ); + status->set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SCB_LUK ); + status->set_sc( AB_RENOVATIO , SC_RENOVATIO , SCB_REGEN ); + status->set_sc( AB_EXPIATIO , SC_EXPIATIO , SCB_ATK_ELE ); + status->set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SCB_NONE ); + status->set_sc( AB_SECRAMENT , SC_SECRAMENT , SCB_NONE ); + status->set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SCB_NONE ); /** * Warlock **/ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON ); - set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF ); - status->set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); - status->set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); - status->set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); - status->set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SI_TELEKINESIS_INTENSE , SCB_MATK ); + set_sc_with_vfx( WL_FROSTMISTY , SC_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF ); + status->set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_AGI|SCB_DEX ); + status->set_sc(WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SCB_MATK); + status->set_sc( WL_STASIS , SC_STASIS , SCB_NONE ); + status->set_sc( WL_TELEKINESIS_INTENSE, SC_TELEKINESIS_INTENSE , SCB_MATK ); /** * Ranger **/ - status->set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); - status->set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); - status->set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED ); - status->set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED ); + status->set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SCB_NONE ); + status->set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SCB_NONE ); + status->set_sc( RA_WUGDASH , SC_WUGDASH , SCB_SPEED ); + status->set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SCB_SPEED ); add_sc( RA_MAGENTATRAP , SC_ARMOR_PROPERTY ); add_sc( RA_COBALTTRAP , SC_ARMOR_PROPERTY ); add_sc( RA_MAIZETRAP , SC_ARMOR_PROPERTY ); add_sc( RA_VERDURETRAP , SC_ARMOR_PROPERTY ); add_sc( RA_FIRINGTRAP , SC_BURNING ); add_sc( RA_ICEBOUNDTRAP , SC_FROSTMISTY ); - status->set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); + status->set_sc( RA_UNLIMIT , SC_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); /** * Mechanic **/ - status->set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); - status->set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); - status->set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); - status->set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE ); - status->set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); - status->set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE ); - status->set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF ); - status->set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE ); + status->set_sc( NC_ACCELERATION , SC_ACCELERATION , SCB_SPEED ); + status->set_sc( NC_HOVERING , SC_HOVERING , SCB_SPEED ); + status->set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SCB_DEF_ELE ); + status->set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SCB_FLEE ); + status->set_sc( NC_ANALYZE , SC_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); + status->set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SCB_NONE ); + status->set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SCB_DEF|SCB_MDEF ); + status->set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SCB_NONE ); /** * Royal Guard **/ - status->set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE ); - status->set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP ); - status->set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); - status->set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF ); - status->set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2 - status->set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); - status->set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD ); - status->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); - status->set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SI_KINGS_GRACE , SCB_NONE ); + status->set_sc( LG_REFLECTDAMAGE , SC_LG_REFLECTDAMAGE , SCB_NONE ); + status->set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SCB_MAXHP ); + status->set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SCB_NONE ); + status->set_sc( LG_PRESTIGE , SC_PRESTIGE , SCB_DEF ); + status->set_sc( LG_BANDING , SC_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2 + status->set_sc( LG_PIETY , SC_BENEDICTIO , SCB_DEF_ELE ); + status->set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SCB_DEF|SCB_ASPD ); + status->set_sc( LG_INSPIRATION , SC_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK); + status->set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , SCB_NONE ); /** * Shadow Chaser **/ - status->set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); - status->set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE ); - status->set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); - status->set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD ); - status->set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE ); - status->set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE ); - status->set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK ); - status->set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED ); - status->set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE ); - status->set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE ); - status->set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 ); - status->set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP ); - status->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 ); + status->set_sc( SC_REPRODUCE , SC__REPRODUCE , SCB_NONE ); + status->set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SCB_NONE ); + status->set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SCB_NONE ); + status->set_sc( SC_BODYPAINT , SC__BODYPAINT , SCB_ASPD ); + status->set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE ); + status->set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SCB_NONE ); + status->set_sc( SC_ENERVATION , SC__ENERVATION , SCB_BATK ); + status->set_sc( SC_GROOMY , SC__GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED ); + status->set_sc( SC_IGNORANCE , SC__IGNORANCE , SCB_NONE ); + status->set_sc( SC_LAZINESS , SC__LAZINESS , SCB_FLEE ); + status->set_sc( SC_UNLUCKY , SC__UNLUCKY , SCB_CRI|SCB_FLEE2 ); + status->set_sc( SC_WEAKNESS , SC__WEAKNESS , SCB_FLEE2|SCB_MAXHP ); + status->set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); + set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SCB_NONE ); add_sc( SC_CHAOSPANIC , SC__CHAOS ); add_sc( SC_MAELSTROM , SC__MAELSTROM ); add_sc( SC_BLOODYLUST , SC_BERSERK ); @@ -660,131 +665,132 @@ static void initChangeTables(void) **/ add_sc( SR_DRAGONCOMBO , SC_STUN ); add_sc( SR_EARTHSHAKER , SC_STUN ); - status->set_sc( SR_FALLENEMPIRE , SC_FALLENEMPIRE , SI_FALLENEMPIRE , SCB_NONE ); - status->set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE ); - set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE ); - status->set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); - status->set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); - status->set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE ); - status->set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); - status->set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN ); - status->set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK ); + status->set_sc( SR_FALLENEMPIRE , SC_FALLENEMPIRE , SCB_NONE ); + status->set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SCB_NONE ); + set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SCB_NONE ); + status->set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SCB_NONE ); + status->set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); + status->set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GENTLETOUCH_ENERGYGAIN , SCB_NONE ); + status->set_sc( SR_GENTLETOUCH_CHANGE , SC_GENTLETOUCH_CHANGE , SCB_ASPD|SCB_MDEF|SCB_MAXHP ); + status->set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_DEF2|SCB_REGEN ); + status->set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SCB_WATK ); /** * Wanderer / Minstrel **/ - status->set_sc( WA_SWING_DANCE , SC_SWING , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); - status->set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SI_SYMPHONYOFLOVERS , SCB_MDEF ); - status->set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SI_MOONLITSERENADE , SCB_MATK ); - status->set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SI_RUSHWINDMILL , SCB_WATK ); - status->set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 ); - status->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_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SI_SIREN , SCB_NONE ); - set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); - status->set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); - status->set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); - status->set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SI_SONG_OF_MANA , SCB_NONE ); - status->set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SI_DANCEWITHWUG , SCB_ASPD ); - status->set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); - status->set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SI_LERADSDEW , SCB_MAXHP ); - status->set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT ); - status->set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP ); - status->set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE ); - status->set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP ); + status->set_sc( WA_SWING_DANCE , SC_SWING , SCB_SPEED|SCB_ASPD ); + status->set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONY_LOVE , SCB_MDEF ); + status->set_sc( WA_MOONLIT_SERENADE , SC_MOONLIT_SERENADE , SCB_MATK ); + status->set_sc( MI_RUSH_WINDMILL , SC_RUSH_WINDMILL , SCB_WATK ); + status->set_sc( MI_ECHOSONG , SC_ECHOSONG , SCB_DEF2 ); + status->set_sc( MI_HARMONIZE , SC_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + set_sc_with_vfx(WM_POEMOFNETHERWORLD, SC_NETHERWORLD , SCB_NONE); + set_sc_with_vfx( WM_VOICEOFSIREN , SC_SIREN , SCB_NONE ); + set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEP_SLEEP , SCB_NONE ); + status->set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SCB_NONE ); + status->set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SCB_FLEE|SCB_ASPD ); + status->set_sc( WM_SONG_OF_MANA , SC_SONG_OF_MANA , SCB_NONE ); + status->set_sc( WM_DANCE_WITH_WUG , SC_DANCE_WITH_WUG , SCB_ASPD ); + status->set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAY_NIGHT_FEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); + status->set_sc( WM_LERADS_DEW , SC_LERADS_DEW , SCB_MAXHP ); + status->set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SCB_INT ); + status->set_sc( WM_BEYOND_OF_WARCRY , SC_BEYOND_OF_WARCRY , SCB_STR|SCB_CRI|SCB_MAXHP ); + status->set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITED_HUMMING_VOICE, SCB_NONE ); + status->set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SCB_MAXHP ); + status->set_sc( WM_SEVERE_RAINSTORM , SC_NO_SWITCH_EQUIP , SCB_NONE ); /** * Sorcerer **/ - status->set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); - status->set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); - status->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. - status->set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE ); - status->set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); + status->set_sc( SO_FIREWALK , SC_PROPERTYWALK , SCB_NONE ); + status->set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SCB_NONE ); + status->set_sc( SO_SPELLFIST , SC_SPELLFIST , SCB_NONE ); + set_sc_with_vfx( SO_DIAMONDDUST , SC_COLD , SCB_NONE ); // it does show the snow icon on mobs but doesn't affect it. + status->set_sc( SO_CLOUD_KILL , SC_POISON , SCB_NONE ); + status->set_sc( SO_STRIKING , SC_STRIKING , SCB_WATK|SCB_CRI ); add_sc( SO_WARMER , SC_WARMER ); // At the moment, no icon on officials - status->set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE ); - status->set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SI_DEEPSLEEP , SCB_NONE ); - status->set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); - status->set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); - status->set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); - status->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 ); + status->set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SCB_NONE ); + status->set_sc( SO_ARRULLO , SC_DEEP_SLEEP , SCB_NONE ); + status->set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SCB_MATK | SCB_BATK | SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SCB_WATK | SCB_ATK_ELE | SCB_REGEN ); + status->set_sc( SO_EARTH_INSIGNIA , SC_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 **/ - status->set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED ); - status->set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SI_THORNTRAP , SCB_NONE ); - set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SI_BLOODSUCKER , SCB_NONE ); - status->set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE ); - status->set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE ); - status->set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); - status->set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT ); + status->set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SCB_SPEED ); + status->set_sc( GN_THORNS_TRAP , SC_THORNS_TRAP , SCB_NONE ); + set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOOD_SUCKER , SCB_NONE ); + status->set_sc( GN_WALLOFTHORN , SC_STOP , SCB_NONE ); + status->set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_FIRE_EXPANSION_SMOKE_POWDER , SCB_NONE ); + status->set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_FIRE_EXPANSION_TEAR_GAS , SCB_NONE ); + status->set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SCB_INT ); /** * Summoner */ - status->set_sc(SU_HIDE, SC_SUHIDE, SI_SUHIDE, SCB_SPEED); + status->set_sc(SU_HIDE, SC_SUHIDE, SCB_SPEED); add_sc(SU_SCRATCH, SC_BLOODING); - status->set_sc(SU_STOOP, SC_SU_STOOP, SI_SU_STOOP, SCB_NONE); - status->set_sc(SU_FRESHSHRIMP, SC_FRESHSHRIMP, SI_FRESHSHRIMP, SCB_NONE); + status->set_sc(SU_STOOP, SC_SU_STOOP, SCB_NONE); + status->set_sc(SU_FRESHSHRIMP, SC_FRESHSHRIMP, SCB_NONE); add_sc(SU_SV_STEMSPEAR, SC_BLOODING); - status->set_sc(SU_CN_POWDERING, SC_CATNIPPOWDER, SI_CATNIPPOWDER, SCB_WATK | SCB_SPEED | SCB_REGEN); + status->set_sc(SU_CN_POWDERING, SC_CATNIPPOWDER, SCB_WATK | SCB_SPEED | SCB_REGEN); add_sc(SU_CN_METEOR, SC_CURSE); - set_sc_with_vfx(SU_SV_ROOTTWIST, SC_SV_ROOTTWIST, SI_SV_ROOTTWIST, SCB_NONE); + set_sc_with_vfx(SU_SV_ROOTTWIST, SC_SV_ROOTTWIST, SCB_NONE); add_sc(SU_SCAROFTAROU, SC_STUN ); - status->set_sc(SU_SCAROFTAROU, SC_BITESCAR, SI_BITESCAR, SCB_NONE); - status->set_sc(SU_ARCLOUSEDASH, SC_ARCLOUSEDASH, SI_ARCLOUSEDASH, SCB_AGI | SCB_SPEED); + status->set_sc(SU_SCAROFTAROU, SC_BITESCAR, SCB_NONE); + status->set_sc(SU_ARCLOUSEDASH, SC_ARCLOUSEDASH, SCB_AGI | SCB_SPEED); add_sc(SU_LUNATICCARROTBEAT, SC_STUN); - status->set_sc(SU_TUNAPARTY, SC_TUNAPARTY, SI_TUNAPARTY, SCB_NONE); - status->set_sc(SU_BUNCHOFSHRIMP, SC_SHRIMP, SI_SHRIMP, SCB_BATK | SCB_MATK); + status->set_sc(SU_TUNAPARTY, SC_TUNAPARTY, SCB_NONE); + status->set_sc(SU_BUNCHOFSHRIMP, SC_SHRIMP, SCB_BATK | SCB_MATK); // Elemental Spirit summoner's 'side' status changes. - status->set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE ); - status->set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); - status->set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); - status->set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); - status->set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE ); - status->set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); - status->set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); - status->set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); - status->set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); - status->set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL ); - status->set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); - status->set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK ); - status->set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK ); - status->set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK ); - status->set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK ); - status->set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK ); - status->set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK ); - status->set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD ); - status->set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD ); - status->set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD ); - status->set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP ); - status->set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP ); - status->set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP ); - status->set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL ); - status->set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF ); - status->set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED ); + status->set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SCB_NONE ); + status->set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SCB_ALL ); + status->set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SCB_NONE ); + status->set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SCB_ALL ); + status->set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SCB_WATK|SCB_FLEE ); + status->set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); + status->set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SCB_ALL ); + status->set_sc( EL_ZEPHYR , SC_ZEPHYR , SCB_FLEE ); + status->set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); + status->set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SCB_ALL ); + status->set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); + status->set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SCB_WATK ); + status->set_sc( EL_HEATER , SC_HEATER_OPTION , SCB_WATK ); + status->set_sc( EL_TROPIC , SC_TROPIC_OPTION , SCB_WATK ); + status->set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SCB_MATK ); + status->set_sc( EL_COOLER , SC_COOLER_OPTION , SCB_MATK ); + status->set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SCB_MATK ); + status->set_sc( EL_GUST , SC_GUST_OPTION , SCB_ASPD ); + status->set_sc( EL_BLAST , SC_BLAST_OPTION , SCB_ASPD ); + status->set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SCB_ASPD ); + status->set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SCB_MAXHP ); + status->set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SCB_MAXHP ); + status->set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SCB_MAXHP ); + status->set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SCB_ALL ); + status->set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SCB_DEF ); + status->set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SCB_SPEED ); add_sc( KO_YAMIKUMO , SC_HIDING ); - set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE ); + set_sc_with_vfx( KO_JYUMONJIKIRI , SC_KO_JYUMONJIKIRI , SCB_NONE ); add_sc( KO_MAKIBISHI , SC_STUN ); - status->set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE ); - status->set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SCB_NONE ); + status->set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( KO_JYUSATSU , SC_CURSE ); - status->set_sc( KO_ZENKAI , SC_ZENKAI , SI_ZENKAI , SCB_NONE ); - status->set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK ); - status->set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE ); - status->set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE ); - status->set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE ); - status->set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK ); - set_sc_with_vfx( OB_AKAITSUKI, SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE ); - status->set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE ); + status->set_sc( KO_ZENKAI , SC_ZENKAI , SCB_NONE ); + status->set_sc( KO_IZAYOI , SC_IZAYOI , SCB_MATK ); + status->set_sc( KG_KYOMU , SC_KYOMU , SCB_NONE ); + status->set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SCB_NONE ); + status->set_sc( KG_KAGEHUMI , SC_KG_KAGEHUMI , SCB_NONE ); + status->set_sc( OB_ZANGETSU , SC_ZANGETSU , SCB_MATK|SCB_BATK ); + set_sc_with_vfx( OB_AKAITSUKI, SC_AKAITSUKI , SCB_NONE ); + status->set_sc( OB_OBOROGENSOU , SC_GENSOU , SCB_NONE ); - status->set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); + status->set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); add_sc( ALL_REVERSEORCISH , SC_ORCISH ); - status->set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SI_ANGEL_PROTECT , SCB_REGEN ); + status->set_sc( ALL_ANGEL_PROTECT , SC_ANGEL_PROTECT , SCB_REGEN ); add_sc( NPC_WIDEHEALTHFEAR , SC_FEAR ); add_sc( NPC_WIDEBODYBURNNING , SC_BURNING ); @@ -793,238 +799,24 @@ static void initChangeTables(void) add_sc( NPC_WIDE_DEEP_SLEEP , SC_DEEP_SLEEP ); add_sc( NPC_WIDESIREN , SC_SIREN ); - set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT ); + set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SCB_HIT ); // Storing the target job rather than simply SC_SOULLINK simplifies code later on. - status->dbs->Skill2SCTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST, - status->dbs->Skill2SCTable[SL_MONK] = (sc_type)MAPID_MONK, - status->dbs->Skill2SCTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR, - status->dbs->Skill2SCTable[SL_SAGE] = (sc_type)MAPID_SAGE, - status->dbs->Skill2SCTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER, - status->dbs->Skill2SCTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE, - status->dbs->Skill2SCTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT, - status->dbs->Skill2SCTable[SL_WIZARD] = (sc_type)MAPID_WIZARD, - status->dbs->Skill2SCTable[SL_PRIEST] = (sc_type)MAPID_PRIEST, - status->dbs->Skill2SCTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER, - status->dbs->Skill2SCTable[SL_ROGUE] = (sc_type)MAPID_ROGUE, - status->dbs->Skill2SCTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN, - status->dbs->Skill2SCTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH, - status->dbs->Skill2SCTable[SL_HUNTER] = (sc_type)MAPID_HUNTER, - status->dbs->Skill2SCTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER, - - // Status that don't have a skill associated. - status->dbs->IconChangeTable[SC_WEIGHTOVER50] = SI_WEIGHTOVER50; - status->dbs->IconChangeTable[SC_WEIGHTOVER90] = SI_WEIGHTOVER90; - status->dbs->IconChangeTable[SC_ATTHASTE_POTION1] = SI_ATTHASTE_POTION1; - status->dbs->IconChangeTable[SC_ATTHASTE_POTION2] = SI_ATTHASTE_POTION2; - status->dbs->IconChangeTable[SC_ATTHASTE_POTION3] = SI_ATTHASTE_POTION3; - status->dbs->IconChangeTable[SC_MOVHASTE_POTION] = SI_MOVHASTE_POTION; - status->dbs->IconChangeTable[SC_ATTHASTE_INFINITY] = SI_ATTHASTE_INFINITY; - status->dbs->IconChangeTable[SC_MOVHASTE_HORSE] = SI_MOVHASTE_HORSE; - status->dbs->IconChangeTable[SC_MOVHASTE_INFINITY] = SI_MOVHASTE_INFINITY; - status->dbs->IconChangeTable[SC_MOVESLOW_POTION] = SI_MOVESLOW_POTION; - status->dbs->IconChangeTable[SC_CHASEWALK2] = SI_INCSTR; - status->dbs->IconChangeTable[SC_MIRACLE] = SI_SOULLINK; - status->dbs->IconChangeTable[SC_CLAIRVOYANCE] = SI_CLAIRVOYANCE; - status->dbs->IconChangeTable[SC_FOOD_STR] = SI_FOOD_STR; - status->dbs->IconChangeTable[SC_FOOD_AGI] = SI_FOOD_AGI; - status->dbs->IconChangeTable[SC_FOOD_VIT] = SI_FOOD_VIT; - status->dbs->IconChangeTable[SC_FOOD_INT] = SI_FOOD_INT; - status->dbs->IconChangeTable[SC_FOOD_DEX] = SI_FOOD_DEX; - status->dbs->IconChangeTable[SC_FOOD_LUK] = SI_FOOD_LUK; - status->dbs->IconChangeTable[SC_FOOD_BASICAVOIDANCE]= SI_FOOD_BASICAVOIDANCE; - status->dbs->IconChangeTable[SC_FOOD_BASICHIT] = SI_FOOD_BASICHIT; - status->dbs->IconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; - status->dbs->IconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; - status->dbs->IconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; - status->dbs->IconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; - status->dbs->IconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; - status->dbs->IconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; - status->dbs->IconChangeTable[SC_PLUSATTACKPOWER] = SI_PLUSATTACKPOWER; - status->dbs->IconChangeTable[SC_PLUSMAGICPOWER] = SI_PLUSMAGICPOWER; - status->dbs->IconChangeTable[SC_FOOD_CRITICALSUCCESSVALUE] = SI_FOOD_CRITICALSUCCESSVALUE; - status->dbs->IconChangeTable[SC_MORA_BUFF] = SI_MORA_BUFF; - status->dbs->IconChangeTable[SC_BUCHEDENOEL] = SI_BUCHEDENOEL; - status->dbs->IconChangeTable[SC_PHI_DEMON] = SI_PHI_DEMON; - - // Cash Items - status->dbs->IconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; - status->dbs->IconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; - status->dbs->IconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; - status->dbs->IconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; - status->dbs->IconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; - status->dbs->IconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; - status->dbs->IconChangeTable[SC_CASH_PLUSEXP] = SI_CASH_PLUSEXP; - status->dbs->IconChangeTable[SC_CASH_RECEIVEITEM] = SI_CASH_RECEIVEITEM; - status->dbs->IconChangeTable[SC_CASH_PLUSONLYJOBEXP] = SI_CASH_PLUSONLYJOBEXP; - status->dbs->IconChangeTable[SC_CASH_DEATHPENALTY] = SI_CASH_DEATHPENALTY; - status->dbs->IconChangeTable[SC_CASH_BOSS_ALARM] = SI_CASH_BOSS_ALARM; - status->dbs->IconChangeTable[SC_PROTECT_DEF] = SI_PROTECT_DEF; - status->dbs->IconChangeTable[SC_PROTECT_MDEF] = SI_PROTECT_MDEF; - status->dbs->IconChangeTable[SC_CRITICALPERCENT] = SI_CRITICALPERCENT; - status->dbs->IconChangeTable[SC_PLUSAVOIDVALUE] = SI_PLUSAVOIDVALUE; - status->dbs->IconChangeTable[SC_HEALPLUS] = SI_HEALPLUS; - status->dbs->IconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; - status->dbs->IconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; - status->dbs->IconChangeTable[SC_ATKER_BLOOD] = SI_ATKER_BLOOD; - status->dbs->IconChangeTable[SC_TARGET_BLOOD] = SI_TARGET_BLOOD; - status->dbs->IconChangeTable[SC_ACARAJE] = SI_ACARAJE; - status->dbs->IconChangeTable[SC_TARGET_ASPD] = SI_TARGET_ASPD; - status->dbs->IconChangeTable[SC_ATKER_ASPD] = SI_ATKER_ASPD; - status->dbs->IconChangeTable[SC_ATKER_MOVESPEED] = SI_ATKER_MOVESPEED; - status->dbs->IconChangeTable[SC_CUP_OF_BOZA] = SI_CUP_OF_BOZA; - status->dbs->IconChangeTable[SC_OVERLAPEXPUP] = SI_OVERLAPEXPUP; - status->dbs->IconChangeTable[SC_GM_BATTLE] = SI_GM_BATTLE; - status->dbs->IconChangeTable[SC_GM_BATTLE2] = SI_GM_BATTLE2; - status->dbs->IconChangeTable[SC_2011RWC] = SI_2011RWC; - status->dbs->IconChangeTable[SC_STR_SCROLL] = SI_STR_SCROLL; - status->dbs->IconChangeTable[SC_INT_SCROLL] = SI_INT_SCROLL; - status->dbs->IconChangeTable[SC_STEAMPACK] = SI_STEAMPACK; - status->dbs->IconChangeTable[SC_MAGIC_CANDY] = SI_MAGIC_CANDY; - status->dbs->IconChangeTable[SC_M_LIFEPOTION] = SI_M_LIFEPOTION; - status->dbs->IconChangeTable[SC_G_LIFEPOTION] = SI_G_LIFEPOTION; - status->dbs->IconChangeTable[SC_MYSTICPOWDER] = SI_MYSTICPOWDER; - - // Eden Crystal Synthesis - status->dbs->IconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1; - status->dbs->IconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2; - status->dbs->IconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3; - - // Geffen Magic Tournament - status->dbs->IconChangeTable[SC_GEFFEN_MAGIC1] = SI_GEFFEN_MAGIC1; - status->dbs->IconChangeTable[SC_GEFFEN_MAGIC2] = SI_GEFFEN_MAGIC2; - status->dbs->IconChangeTable[SC_GEFFEN_MAGIC3] = SI_GEFFEN_MAGIC3; - status->dbs->IconChangeTable[SC_FENRIR_CARD] = SI_FENRIR_CARD; - - // MVP Scrolls - status->dbs->IconChangeTable[SC_MVPCARD_TAOGUNKA] = SI_MVPCARD_TAOGUNKA; - status->dbs->IconChangeTable[SC_MVPCARD_MISTRESS] = SI_MVPCARD_MISTRESS; - status->dbs->IconChangeTable[SC_MVPCARD_ORCHERO] = SI_MVPCARD_ORCHERO; - status->dbs->IconChangeTable[SC_MVPCARD_ORCLORD] = SI_MVPCARD_ORCLORD; - - // Mercenary Bonus Effects - status->dbs->IconChangeTable[SC_MER_FLEE] = SI_MER_FLEE; - status->dbs->IconChangeTable[SC_MER_ATK] = SI_MER_ATK; - status->dbs->IconChangeTable[SC_MER_HP] = SI_MER_HP; - status->dbs->IconChangeTable[SC_MER_SP] = SI_MER_SP; - status->dbs->IconChangeTable[SC_MER_HIT] = SI_MER_HIT; - - // Warlock Spheres - status->dbs->IconChangeTable[SC_SUMMON1] = SI_SPHERE_1; - status->dbs->IconChangeTable[SC_SUMMON2] = SI_SPHERE_2; - status->dbs->IconChangeTable[SC_SUMMON3] = SI_SPHERE_3; - status->dbs->IconChangeTable[SC_SUMMON4] = SI_SPHERE_4; - status->dbs->IconChangeTable[SC_SUMMON5] = SI_SPHERE_5; - - // Warlock Preserved spells - status->dbs->IconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; - status->dbs->IconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; - status->dbs->IconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3; - status->dbs->IconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4; - status->dbs->IconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5; - status->dbs->IconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6; - status->dbs->IconChangeTable[SC_SPELLBOOK7] = SI_SPELLBOOK7; - - // Mechanic status icon - status->dbs->IconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; - status->dbs->IconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; - status->dbs->IconChangeTable[SC_OVERHEAT] = SI_OVERHEAT; - status->dbs->IconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT; - - // Guillotine Cross status icons - status->dbs->IconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY; - status->dbs->IconChangeTable[SC_TOXIN] = SI_TOXIN; - status->dbs->IconChangeTable[SC_PARALYSE] = SI_PARALYSE; - status->dbs->IconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED; - status->dbs->IconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM; - status->dbs->IconChangeTable[SC_DEATHHURT] = SI_DEATHHURT; - status->dbs->IconChangeTable[SC_PYREXIA] = SI_PYREXIA; - status->dbs->IconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE; - status->dbs->IconChangeTable[SC_LEECHESEND] = SI_LEECHESEND; - - // Royal Guard status icons - status->dbs->IconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF; - status->dbs->IconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF; - status->dbs->IconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF; - status->dbs->IconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE; - - // Sura status icon - status->dbs->IconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER; - - // Genetics Food items / Throwable items status icons - status->dbs->IconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; - status->dbs->IconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; - status->dbs->IconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; - status->dbs->IconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA; - status->dbs->IconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED; - status->dbs->IconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES; - status->dbs->IconChangeTable[SC_BOOST500] |= SI_BOOST500; - status->dbs->IconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K; - status->dbs->IconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS; - status->dbs->IconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M; - status->dbs->IconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F; - status->dbs->IconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z; - status->dbs->IconChangeTable[SC_VITATA_500] |= SI_VITATA_500; - status->dbs->IconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE; - status->dbs->IconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE; - status->dbs->IconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; - status->dbs->IconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; - status->dbs->IconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; - status->dbs->IconChangeTable[SC_BANANA_BOMB_SITDOWN_POSTDELAY] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; - status->dbs->IconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH; - status->dbs->IconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH; - - // Elemental Spirit's 'side' status change icons. - status->dbs->IconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE; - status->dbs->IconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK; - status->dbs->IconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN; - status->dbs->IconChangeTable[SC_WATER_DROP] = SI_WATER_DROP; - status->dbs->IconChangeTable[SC_WIND_STEP] = SI_WIND_STEP; - status->dbs->IconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN; - status->dbs->IconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN; - status->dbs->IconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD; - status->dbs->IconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC; - status->dbs->IconChangeTable[SC_HEATER] = SI_HEATER; - status->dbs->IconChangeTable[SC_TROPIC] = SI_TROPIC; - status->dbs->IconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY; - status->dbs->IconChangeTable[SC_COOLER] = SI_COOLER; - status->dbs->IconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR; - status->dbs->IconChangeTable[SC_GUST] = SI_GUST; - status->dbs->IconChangeTable[SC_BLAST] = SI_BLAST; - status->dbs->IconChangeTable[SC_WILD_STORM] = SI_WILD_STORM; - status->dbs->IconChangeTable[SC_PETROLOGY] = SI_PETROLOGY; - status->dbs->IconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; - status->dbs->IconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; - status->dbs->IconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; - status->dbs->IconChangeTable[SC_REBOUND] = SI_REBOUND; - status->dbs->IconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; - status->dbs->IconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; - - // Costumes - status->dbs->IconChangeTable[SC_DRESS_UP] = SI_DRESS_UP; - status->dbs->IconChangeTable[SC_MOONSTAR] = SI_MOONSTAR; - status->dbs->IconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR; - status->dbs->IconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS; - status->dbs->IconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC; - status->dbs->IconChangeTable[SC_LJOSALFAR] = SI_LJOSALFAR; - status->dbs->IconChangeTable[SC_MERMAID_LONGING] = SI_MERMAID_LONGING; - status->dbs->IconChangeTable[SC_HAT_EFFECT] = SI_HAT_EFFECT; - status->dbs->IconChangeTable[SC_FLOWERSMOKE] = SI_FLOWERSMOKE; - status->dbs->IconChangeTable[SC_FSTONE] = SI_FSTONE; - status->dbs->IconChangeTable[SC_HAPPINESS_STAR] = SI_HAPPINESS_STAR; - status->dbs->IconChangeTable[SC_MAPLE_FALLS] = SI_MAPLE_FALLS; - status->dbs->IconChangeTable[SC_TIME_ACCESSORY] = SI_TIME_ACCESSORY; - status->dbs->IconChangeTable[SC_MAGICAL_FEATHER] = SI_MAGICAL_FEATHER; - status->dbs->IconChangeTable[SC_BLOSSOM_FLUTTERING] = SI_BLOSSOM_FLUTTERING; - - // Summoner - status->dbs->IconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE; - - // Clan System - status->dbs->IconChangeTable[SC_CLAN_INFO] = SI_CLAN_INFO; - - // RoDEX - status->dbs->IconChangeTable[SC_DAILYSENDMAILCNT] = SI_DAILYSENDMAILCNT; + status->dbs->Skill2SCTable[skill->get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST, + status->dbs->Skill2SCTable[skill->get_index(SL_MONK)] = (sc_type)MAPID_MONK, + status->dbs->Skill2SCTable[skill->get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR, + status->dbs->Skill2SCTable[skill->get_index(SL_SAGE)] = (sc_type)MAPID_SAGE, + status->dbs->Skill2SCTable[skill->get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER, + status->dbs->Skill2SCTable[skill->get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE, + status->dbs->Skill2SCTable[skill->get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT, + status->dbs->Skill2SCTable[skill->get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD, + status->dbs->Skill2SCTable[skill->get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST, + status->dbs->Skill2SCTable[skill->get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER, + status->dbs->Skill2SCTable[skill->get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE, + status->dbs->Skill2SCTable[skill->get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN, + status->dbs->Skill2SCTable[skill->get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH, + status->dbs->Skill2SCTable[skill->get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER, + status->dbs->Skill2SCTable[skill->get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER, // Other SC which are not necessarily associated to skills. status->dbs->ChangeFlagTable[SC_ATTHASTE_POTION1] |= SCB_ASPD; @@ -1093,6 +885,13 @@ static void initChangeTables(void) status->dbs->ChangeFlagTable[SC_PHI_DEMON] |= SCB_ALL; status->dbs->ChangeFlagTable[SC_MAGIC_CANDY] |= SCB_MATK | SCB_ALL; status->dbs->ChangeFlagTable[SC_MYSTICPOWDER] |= SCB_FLEE | SCB_LUK; + status->dbs->ChangeFlagTable[SC_POPECOOKIE] |= SCB_BASE | SCB_BATK | SCB_MATK; + status->dbs->ChangeFlagTable[SC_VITALIZE_POTION] |= SCB_BATK | SCB_MATK; + status->dbs->ChangeFlagTable[SC_SKF_MATK] |= SCB_MATK; + status->dbs->ChangeFlagTable[SC_SKF_ATK] |= SCB_BATK; + status->dbs->ChangeFlagTable[SC_SKF_ASPD] |= SCB_ASPD; + status->dbs->ChangeFlagTable[SC_SKF_CAST] |= SCB_NONE; + status->dbs->ChangeFlagTable[SC_ALMIGHTY] |= SCB_BATK | SCB_MATK; // Cash Items status->dbs->ChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR; @@ -1205,8 +1004,6 @@ static void initChangeTables(void) status->dbs->ChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE; status->dbs->ChangeFlagTable[SC_BLOSSOM_FLUTTERING] |= SCB_NONE; - if( !battle_config.display_hallucination ) //Disable Hallucination. - status->dbs->IconChangeTable[SC_ILLUSION] = SI_BLANK; #undef add_sc #undef set_sc_with_vfx } @@ -1795,7 +1592,7 @@ static int status_check_skilluse(struct block_list *src, struct block_list *targ } if( skill_id ) { - if (src != NULL && (sd == NULL || sd->skillitem == 0)) { + if (src != NULL && (sd == NULL || sd->autocast.type != AUTOCAST_ITEM)) { // Items that cast skills using 'itemskill' will not be handled by map_zone_db. int i; @@ -1839,7 +1636,7 @@ static int status_check_skilluse(struct block_list *src, struct block_list *targ if (src != NULL && map->getcell(src->m, src, src->x, src->y, CELL_CHKLANDPROTECTOR) && !(st->mode&MD_BOSS) - && (src->type != BL_PC || sd->skillitem != skill_id)) + && (src->type != BL_PC || sd->autocast.type != AUTOCAST_ITEM)) return 0; break; default: @@ -1918,7 +1715,7 @@ static int status_check_skilluse(struct block_list *src, struct block_list *targ return 0; //Can't amp out of Wand of Hermode :/ [Skotlex] } - if (skill_id != 0 /* Do not block item-casted skills.*/ && (src->type != BL_PC || sd->skillitem != skill_id)) { + if (skill_id != 0 /* Do not block item-casted skills.*/ && (src->type != BL_PC || sd->autocast.type != AUTOCAST_ITEM)) { //Skills blocked through status changes... if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through sc->data[SC_SILENCE] || @@ -2446,7 +2243,7 @@ static int status_calc_pc_(struct map_session_data *sd, enum e_status_calc_opt o sd->regen.sregen = &sd->sregen; sd->regen.ssregen = &sd->ssregen; sd->weight=0; - for(i=0;i<MAX_INVENTORY;i++){ + for (i = 0; i < sd->status.inventorySize; i++) { if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL) continue; sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount; @@ -2482,7 +2279,7 @@ static int status_calc_pc_(struct map_session_data *sd, enum e_status_calc_opt o memset(ZEROED_BLOCK_POS(&(sd->left_weapon)), 0, ZEROED_BLOCK_SIZE(&(sd->left_weapon))); if (sd->special_state.intravision && !sd->sc.data[SC_CLAIRVOYANCE]) //Clear intravision as long as nothing else is using it - clif->sc_end(&sd->bl,sd->bl.id,SELF,SI_CLAIRVOYANCE); + clif->sc_end(&sd->bl, sd->bl.id, SELF, status->get_sc_icon(SC_CLAIRVOYANCE)); memset(&sd->special_state,0,sizeof(sd->special_state)); @@ -2577,18 +2374,18 @@ static int status_calc_pc_(struct map_session_data *sd, enum e_status_calc_opt o r = 0; if (r) - wa->atk2 = status->dbs->refine_info[wlv].bonus[r-1] / 100; + wa->atk2 = refine->get_bonus(wlv, r) / 100; #ifdef RENEWAL wa->matk += sd->inventory_data[index]->matk; wa->wlv = wlv; if( r && sd->weapontype1 != W_BOW ) // renewal magic attack refine bonus - wa->matk += status->dbs->refine_info[wlv].bonus[r-1] / 100; + wa->matk += refine->get_bonus(wlv, r) / 100; #endif //Overrefined bonus. if (r) - wd->overrefine = status->dbs->refine_info[wlv].randombonus_max[r-1] / 100; + wd->overrefine = refine->get_randombonus_max(wlv, r) / 100; wa->range += sd->inventory_data[index]->range; if(sd->inventory_data[index]->script) { @@ -2623,7 +2420,7 @@ static int status_calc_pc_(struct map_session_data *sd, enum e_status_calc_opt o r = 0; if (r) - refinedef += status->dbs->refine_info[REFINE_TYPE_ARMOR].bonus[r-1]; + refinedef += refine->get_bonus(REFINE_TYPE_ARMOR, r); if(sd->inventory_data[index]->script) { if( i == EQI_HAND_L ) //Shield @@ -2783,12 +2580,16 @@ static int status_calc_pc_(struct map_session_data *sd, enum e_status_calc_opt o status->calc_pc_additional(sd, opt); - if( sd->pd ) { // Pet Bonus + if (sd->pd != NULL) { // Pet bonus. struct pet_data *pd = sd->pd; - if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly ) - script->run(pd->petDB->equip_script,0,sd->bl.id,0); - if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus ) - pc->bonus(sd,pd->bonus->type, pd->bonus->val); + + if (pd->petDB != NULL && pd->petDB->equip_script != NULL) + script->run(pd->petDB->equip_script, 0, sd->bl.id, 0); + + if (pd->pet.intimate > PET_INTIMACY_NONE && pd->state.skillbonus == 1 && pd->bonus != NULL + && (battle_config.pet_equip_required == 0 || pd->pet.equip > 0)) { + pc->bonus(sd, pd->bonus->type, pd->bonus->val); + } } //param_bonus now holds card bonuses. @@ -3249,6 +3050,18 @@ static int status_calc_pc_(struct map_session_data *sd, enum e_status_calc_opt o sd->subele[ELE_EARTH] += i; sd->subele[ELE_FIRE] -= i; } + if (sc->data[SC_POPECOOKIE] != NULL) { + i = sc->data[SC_POPECOOKIE]->val3; + sd->subele[ELE_WATER] += i; + sd->subele[ELE_EARTH] += i; + sd->subele[ELE_FIRE] += i; + sd->subele[ELE_WIND] += i; + sd->subele[ELE_POISON] += i; + sd->subele[ELE_HOLY] += i; + sd->subele[ELE_DARK] += i; + sd->subele[ELE_GHOST] += i; + sd->subele[ELE_UNDEAD] += i; + } if (sc->data[SC_MTF_MLEATKED]) sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val1; if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3) @@ -3853,7 +3666,7 @@ static void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag temp = bst->batk - status->base_atk(bl,bst); if (temp) { temp += st->batk; - st->batk = cap_value(temp, 0, USHRT_MAX); + st->batk = cap_value(temp, battle_config.batk_min, battle_config.batk_max); } st->batk = status->calc_batk(bl, sc, st->batk, true); } @@ -4448,7 +4261,7 @@ static int status_base_amotion_pc(struct map_session_data *sd, struct status_dat return amotion; } -static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *st) +static int status_base_atk(const struct block_list *bl, const struct status_data *st) { int flag = 0, str, dex, dstr; @@ -4505,42 +4318,50 @@ static unsigned short status_base_atk(const struct block_list *bl, const struct if (bl->type == BL_PC) str += dex / 5 + st->luk / 5; #endif // RENEWAL - return cap_value(str, 0, USHRT_MAX); + return cap_value(str, battle_config.batk_min, battle_config.batk_max); } -static unsigned short status_base_matk_min(const struct status_data *st) +static int status_base_matk_min(const struct status_data *st) { nullpo_ret(st); #ifdef RENEWAL Assert_ret(0); return 0; #else // not RENEWAL - return st->int_ + (st->int_ / 7) * (st->int_ / 7); + int matk = st->int_ + (st->int_ / 7) * (st->int_ / 7); + return cap_value(matk, battle_config.matk_min, battle_config.matk_max); #endif // RENEWAL } -static unsigned short status_base_matk_max(const struct status_data *st) +static int status_base_matk_max(const struct status_data *st) { nullpo_ret(st); - return st->int_ + (st->int_ / 5)*(st->int_ / 5); + int matk = st->int_ + (st->int_ / 5) * (st->int_ / 5); + return cap_value(matk, battle_config.matk_min, battle_config.matk_max); } -static unsigned short status_base_matk(struct block_list *bl, const struct status_data *st, int level) +static int status_base_matk(struct block_list *bl, const struct status_data *st, int level) { #ifdef RENEWAL nullpo_ret(bl); nullpo_ret(st); - switch ( bl->type ) { + int matk = 0; + switch (bl->type) { case BL_MOB: - return st->int_ + level; + matk = st->int_ + level; + break; case BL_HOM: - return status_get_homint(st, BL_UCCAST(BL_HOM, bl)) + level; + matk = status_get_homint(st, BL_UCCAST(BL_HOM, bl)) + level; + break; case BL_MER: - return st->int_ + st->int_ / 5 * st->int_ / 5; + matk = st->int_ + st->int_ / 5 * st->int_ / 5; + break; case BL_PC: default: // temporary until all are formulated - return st->int_ + (st->int_ / 2) + (st->dex / 5) + (st->luk / 3) + (level / 4); + matk = st->int_ + (st->int_ / 2) + (st->dex / 5) + (st->luk / 3) + (level / 4); + break; } + return cap_value(matk, battle_config.matk_min, battle_config.matk_max); #else Assert_ret(0); return 0; @@ -4597,7 +4418,7 @@ static void status_calc_misc(struct block_list *bl, struct status_data *st, int if ( st->batk ) { int temp = st->batk + status->base_atk(bl, st); - st->batk = cap_value(temp, 0, USHRT_MAX); + st->batk = cap_value(temp, battle_config.batk_min, battle_config.batk_max); } else st->batk = status->base_atk(bl, st); if ( st->cri ) { @@ -4994,17 +4815,21 @@ static unsigned short status_calc_luk(struct block_list *bl, struct status_chang return (unsigned short)cap_value(luk, 0, USHRT_MAX); } -static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) +static int status_calc_batk(struct block_list *bl, struct status_change *sc, int batk, bool viewable) { nullpo_ret(bl); if(!sc || !sc->count) - return cap_value(batk,0,USHRT_MAX); + return cap_value(batk, battle_config.batk_min, battle_config.batk_max); if( !viewable ){ /* some statuses that are hidden in the status window */ if(sc->data[SC_PLUSATTACKPOWER]) batk += sc->data[SC_PLUSATTACKPOWER]->val1; - return (unsigned short)cap_value(batk,0,USHRT_MAX); + if (sc->data[SC_POPECOOKIE] != NULL) + batk += batk * sc->data[SC_POPECOOKIE]->val1 / 100; + if (sc->data[SC_VITALIZE_POTION] != NULL) + batk += batk * sc->data[SC_VITALIZE_POTION]->val1 / 100; + return cap_value(batk, battle_config.batk_min, battle_config.batk_max); } #ifndef RENEWAL if(sc->data[SC_PLUSATTACKPOWER]) @@ -5083,18 +4908,22 @@ static unsigned short status_calc_batk(struct block_list *bl, struct status_chan batk += batk * sc->data[SC_2011RWC]->val2 / 100; if (sc->data[SC_STEAMPACK]) batk += sc->data[SC_STEAMPACK]->val1; + if (sc->data[SC_SKF_ATK] != NULL) + batk += sc->data[SC_SKF_ATK]->val1; + if (sc->data[SC_ALMIGHTY] != NULL) + batk += sc->data[SC_ALMIGHTY]->val1; if (sc->data[SC_SHRIMP]) batk += batk * sc->data[SC_SHRIMP]->val2 / 100; - return (unsigned short)cap_value(batk,0,USHRT_MAX); + return cap_value(batk, battle_config.batk_min, battle_config.batk_max); } -static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable) +static int status_calc_watk(struct block_list *bl, struct status_change *sc, int watk, bool viewable) { nullpo_ret(bl); if(!sc || !sc->count) - return cap_value(watk,0,USHRT_MAX); + return cap_value(watk, battle_config.watk_min, battle_config.watk_max); if( !viewable ){ /* some statuses that are hidden in the status window */ @@ -5102,7 +4931,7 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan watk -= sc->data[SC_WATER_BARRIER]->val3; if(sc->data[SC_GENTLETOUCH_CHANGE] && sc->data[SC_GENTLETOUCH_CHANGE]->val2) watk += sc->data[SC_GENTLETOUCH_CHANGE]->val2; - return (unsigned short)cap_value(watk,0,USHRT_MAX); + return cap_value(watk, battle_config.watk_min, battle_config.watk_max); } #ifndef RENEWAL if(sc->data[SC_IMPOSITIO]) @@ -5180,14 +5009,14 @@ static unsigned short status_calc_watk(struct block_list *bl, struct status_chan if (sc->data[SC_CATNIPPOWDER]) watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100; - return (unsigned short)cap_value(watk,0,USHRT_MAX); + return cap_value(watk, battle_config.watk_min, battle_config.watk_max); } -static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) +static int status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk) { #ifdef RENEWAL if (!sc || !sc->count) - return cap_value(matk,0,USHRT_MAX); + return cap_value(matk, battle_config.matk_min, battle_config.matk_max); if (sc->data[SC_PLUSMAGICPOWER]) matk += sc->data[SC_PLUSMAGICPOWER]->val1; if (sc->data[SC_MATKFOOD]) @@ -5208,22 +5037,26 @@ static unsigned short status_calc_ematk(struct block_list *bl, struct status_cha matk += 25 * sc->data[SC_IZAYOI]->val1; if (sc->data[SC_SHRIMP]) matk += matk * sc->data[SC_SHRIMP]->val2 / 100; - return (unsigned short)cap_value(matk,0,USHRT_MAX); + return cap_value(matk, battle_config.matk_min, battle_config.matk_max); #else return 0; #endif } -static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) +static int status_calc_matk(struct block_list *bl, struct status_change *sc, int matk, bool viewable) { if (!sc || !sc->count) - return cap_value(matk,0,USHRT_MAX); + return cap_value(matk, battle_config.matk_min, battle_config.matk_max); if (!viewable) { /* some statuses that are hidden in the status window */ if (sc->data[SC_MINDBREAKER]) matk += matk * sc->data[SC_MINDBREAKER]->val2 / 100; - return (unsigned short)cap_value(matk, 0, USHRT_MAX); + if (sc->data[SC_POPECOOKIE] != NULL) + matk += matk * sc->data[SC_POPECOOKIE]->val2 / 100; + if (sc->data[SC_VITALIZE_POTION] != NULL) + matk += matk * sc->data[SC_VITALIZE_POTION]->val2 / 100; + return cap_value(matk, battle_config.matk_min, battle_config.matk_max); } #ifndef RENEWAL @@ -5280,18 +5113,22 @@ static unsigned short status_calc_matk(struct block_list *bl, struct status_chan matk += matk * sc->data[SC_2011RWC]->val2 / 100; if (sc->data[SC_MAGIC_CANDY]) matk += sc->data[SC_MAGIC_CANDY]->val1; + if (sc->data[SC_SKF_MATK] != NULL) + matk += sc->data[SC_SKF_MATK]->val1; + if (sc->data[SC_ALMIGHTY] != NULL) + matk += sc->data[SC_ALMIGHTY]->val2; - return (unsigned short)cap_value(matk, 0, USHRT_MAX); + return cap_value(matk, battle_config.matk_min, battle_config.matk_max); } -static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) +static int status_calc_critical(struct block_list *bl, struct status_change *sc, int critical, bool viewable) { if (!sc || !sc->count) - return cap_value(critical, 10, SHRT_MAX); + return cap_value(critical, battle_config.critical_min, battle_config.critical_max); if (!viewable) { /* some statuses that are hidden in the status window */ - return (short)cap_value(critical, 10, SHRT_MAX); + return cap_value(critical, battle_config.critical_min, battle_config.critical_max); } if (sc->data[SC_CRITICALPERCENT]) @@ -5322,20 +5159,20 @@ static signed short status_calc_critical(struct block_list *bl, struct status_ch if (sc->data[SC_BUCHEDENOEL]) critical += sc->data[SC_BUCHEDENOEL]->val4 * 10; - return (short)cap_value(critical, 10, SHRT_MAX); + return cap_value(critical, battle_config.critical_min, battle_config.critical_max); } -static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable) +static int status_calc_hit(struct block_list *bl, struct status_change *sc, int hit, bool viewable) { if (!sc || !sc->count) - return cap_value(hit, 1, SHRT_MAX); + return cap_value(hit, battle_config.hit_min, battle_config.hit_max); if (!viewable) { /* some statuses that are hidden in the status window */ if (sc->data[SC_MTF_ASPD]) hit += sc->data[SC_MTF_ASPD]->val2; - return (short)cap_value(hit, 1, SHRT_MAX); + return cap_value(hit, battle_config.hit_min, battle_config.hit_max); } if (sc->data[SC_INCHIT]) @@ -5377,26 +5214,26 @@ static signed short status_calc_hit(struct block_list *bl, struct status_change if (sc->data[SC_BUCHEDENOEL]) hit += sc->data[SC_BUCHEDENOEL]->val3; - return (short)cap_value(hit, 1, SHRT_MAX); + return cap_value(hit, battle_config.hit_min, battle_config.hit_max); } -static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) +static int status_calc_flee(struct block_list *bl, struct status_change *sc, int flee, bool viewable) { nullpo_retr(1, bl); if (bl->type == BL_PC) { if (map_flag_gvg2(bl->m)) flee -= flee * battle_config.gvg_flee_penalty / 100; - else if( map->list[bl->m].flag.battleground ) + else if (map->list[bl->m].flag.battleground) flee -= flee * battle_config.bg_flee_penalty / 100; } if (!sc || !sc->count) - return cap_value(flee, 1, SHRT_MAX); + return cap_value(flee, battle_config.flee_min, battle_config.flee_max); if (!viewable) { /* some statuses that are hidden in the status window */ - return (short)cap_value(flee, 1, SHRT_MAX); + return cap_value(flee, battle_config.flee_min, battle_config.flee_max); } if (sc->data[SC_INCFLEE]) @@ -5474,17 +5311,17 @@ static signed short status_calc_flee(struct block_list *bl, struct status_change if (sc->data[SC_MYSTICPOWDER]) flee += sc->data[SC_MYSTICPOWDER]->val2; - return (short)cap_value(flee, 1, SHRT_MAX); + return cap_value(flee, battle_config.flee_min, battle_config.flee_max); } -static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable) +static int status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2, bool viewable) { if(!sc || !sc->count) - return cap_value(flee2,10,SHRT_MAX); + return cap_value(flee2, battle_config.flee2_min, battle_config.flee2_max); if( !viewable ){ /* some statuses that are hidden in the status window */ - return (short)cap_value(flee2,10,SHRT_MAX); + return cap_value(flee2, battle_config.flee2_min, battle_config.flee2_max); } if(sc->data[SC_PLUSAVOIDVALUE]) @@ -5496,7 +5333,7 @@ static signed short status_calc_flee2(struct block_list *bl, struct status_chang if (sc->data[SC_FREYJASCROLL]) flee2 += sc->data[SC_FREYJASCROLL]->val2; - return (short)cap_value(flee2,10,SHRT_MAX); + return cap_value(flee2, battle_config.flee2_min, battle_config.flee2_max); } static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def, bool viewable) @@ -6104,6 +5941,8 @@ static short status_calc_aspd(struct block_list *bl, struct status_change *sc, s bonus += sc->data[SC_BATTLESCROLL]->val1; if (sc->data[SC_STEAMPACK]) bonus += sc->data[SC_STEAMPACK]->val2; + if (sc->data[SC_SKF_ASPD] != NULL) + bonus += sc->data[SC_SKF_ASPD]->val1; } return (bonus + pots); @@ -6271,6 +6110,8 @@ static short status_calc_aspd_rate(struct block_list *bl, struct status_change * aspd_rate += sc->data[SC_BATTLESCROLL]->val1 * 10; if (sc->data[SC_STEAMPACK]) aspd_rate += sc->data[SC_STEAMPACK]->val2 * 10; + if (sc->data[SC_SKF_ASPD] != NULL) + aspd_rate -= sc->data[SC_SKF_ASPD]->val1 * 10; return (short)cap_value(aspd_rate,0,SHRT_MAX); } @@ -7426,6 +7267,9 @@ static int status_get_sc_def(struct block_list *src, struct block_list *bl, enum case SC_NETHERWORLD: tick = max(tick, 4000); break; + case SC_SIREN: + tick = max(tick, 10000); // Minimum duration 10s + break; default: //Skills need to trigger even if the duration is reduced below 1ms tick = max(tick, 1); @@ -7503,7 +7347,7 @@ static void status_display_remove(struct map_session_data *sd, enum sc_type type } /** - * Starts a status change. + * Starts a status change with a set remaining time. * * @param src Status change source bl. * @param bl Status change target bl. @@ -7513,13 +7357,14 @@ static void status_display_remove(struct map_session_data *sd, enum sc_type type * @param val2 Additional value (meaning depends on type). * @param val3 Additional value (meaning depends on type). * @param val4 Additional value (meaning depends on type). - * @param tick Base duration (milliseconds). + * @param tick Remaining duration (miliseconds). (if flag doesn't contain SCFLAG_LOADED, it will become the final total_tick) + * @param total_tick Base duration (milliseconds). * @param flag Special flags (@see enum scstart_flag). * * @retval 0 if no status change happened. * @retval 1 if the status change was successfully applied. */ -static 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) +static int status_change_start_sub(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 total_tick, int flag) { struct map_session_data *sd = NULL; struct status_change* sc; @@ -7533,7 +7378,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en st = status->get_status_data(bl); if (type <= SC_NONE || type >= SC_MAX) { - ShowError("status_change_start: invalid status change (%d)!\n", type); + ShowError("status_change_start_sub: invalid status change (%d)!\n", type); return 0; } @@ -7558,10 +7403,10 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en sd = BL_CAST(BL_PC, bl); - //Adjust tick according to status resistances + //Adjust total_tick according to status resistances if( !(flag&(SCFLAG_NOAVOID|SCFLAG_LOADED)) ) { - tick = status->get_sc_def(src, bl, type, rate, tick, flag); - if( !tick ) return 0; + total_tick = status->get_sc_def(src, bl, type, rate, total_tick, flag); + if( !total_tick ) return 0; } undead_flag = battle->check_undead(st->race, st->def_ele); @@ -7594,6 +7439,9 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en //Undead are immune to Freeze/Stone if (undead_flag && !(flag&SCFLAG_NOAVOID)) return 0; + // SC_LEXAETERNA should be removed when applying SC_STONE or SC_FREEZE + if (sc->data[SC_LEXAETERNA] != NULL) + status_change_end(bl, SC_LEXAETERNA, INVALID_TIMER); FALLTHROUGH case SC_SLEEP: case SC_STUN: @@ -7712,7 +7560,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en } if (!opt_flag) return 0; } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + if (total_tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_NOEQUIPSHIELD: if (val2 == 1) { @@ -7728,7 +7576,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE); } } - if (tick == 1) + if (total_tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_NOEQUIPARMOR: @@ -7741,7 +7589,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en return 0; pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE); } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + if (total_tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_NOEQUIPHELM: if (sd && !(flag&SCFLAG_LOADED)) { @@ -7753,7 +7601,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en return 0; pc->unequipitem(sd, i, PCUNEQUIPITEM_RECALC|PCUNEQUIPITEM_FORCE); } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + if (total_tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_MER_FLEE: case SC_MER_ATK: @@ -7807,7 +7655,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en if( i < 0 ) return 0; } - if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC + if (total_tick == 1) return 1; //Minimal duration: Only strip without causing the SC break; case SC_TOXIN: case SC_PARALYSE: @@ -7961,6 +7809,9 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en calc_flag = status->dbs->ChangeFlagTable[type]; if(!(flag&SCFLAG_LOADED)) { // Do not parse val settings when loading SCs switch(type) { + case SC_AUTOTRADE: + case SC_KSPROTECTED: + break; // Prevent calling status_change_start_unknown_sc(). case SC_ADORAMUS: sc_start(src,bl,SC_BLIND,100,val1,skill->get_time(status->sc2skill(type),val1)); // Fall through to SC_INC_AGI @@ -7977,33 +7828,33 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en int i; for( i = 0; i < MAX_PC_DEVOTION; i++ ) { if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL) - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, total_tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } else if (bl->type == BL_MER) { struct mercenary_data *mc = BL_UCAST(BL_MER, bl); if (mc->devotion_flag && (tsd = mc->master) != NULL) { - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, val3, val4, total_tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } } //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) if (val4) - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; 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 = INFINITE_DURATION; + total_tick = INFINITE_DURATION; break; case SC_CRUCIS: val2 = 10 + 4*val1; //Def reduction - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; clif->emotion(bl,E_SWT); break; case SC_MAXIMIZEPOWER: - tick_time = val2 = tick>0?tick:60000; - tick = INFINITE_DURATION; // duration sent to the client should be infinite + tick_time = val2 = total_tick>0?total_tick:60000; + total_tick = INFINITE_DURATION; // duration sent to the client should be infinite break; case SC_EDP: // [Celest] //Chance to Poison enemies. @@ -8014,7 +7865,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en #endif val3 = 50 * (val1 + 1); //Damage increase (+50 +50*lv%) if( sd )//[Ind] - iROwiki says each level increases its duration by 3 seconds - tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000; + total_tick += pc->checkskill(sd,GC_RESEARCHNEWPOISON)*3000; break; case SC_POISONREACT: val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex] @@ -8044,7 +7895,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_SACRIFICE: val2 = 5; //Lasts 5 hits - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; break; case SC_ENCHANTPOISON: val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate @@ -8081,12 +7932,12 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en int i; for( i = 0; i < MAX_PC_DEVOTION; i++ ) { if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL) - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, total_tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } else if (bl->type == BL_MER) { struct mercenary_data *mc = BL_UCAST(BL_MER, bl); if (mc->devotion_flag && (tsd = mc->master) != NULL) { - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, total_tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } } @@ -8165,9 +8016,9 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en //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); + clif->status_change(bl, status->get_sc_icon(SC_MOON), status->get_sc_relevant_bl_types(SC_MOON), 1, total_tick, 0, 0, 0); val1|= (val3<<16); - val3 = tick/1000; //Tick duration + val3 = total_tick/1000; //Tick duration tick_time = 1000; // [GodLesZ] tick time break; case SC_LONGING: @@ -8204,8 +8055,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en // mmocharstatus.manner, each negative point results in 1 minute with this status activated // This is done this way because the message that the client displays is hardcoded, and only // shows how many minutes are remaining. [Panikon] - tick = 60000; - val1 = battle_config.manner_system; //Mute filters. + total_tick = 60000; if (sd) { clif->changestatus(sd,SP_MANNER,sd->status.manner); @@ -8214,11 +8064,11 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_STONE: - val3 = tick/1000; //Petrified HP-damage iterations. + val3 = total_tick/1000; //Petrified HP-damage iterations. if(val3 < 1) val3 = 1; - tick = val4; //Petrifying time. + total_tick = val4; //Petrifying time. if(val4 > 500) // not with WL_SIENNAEXECRATE - tick = max(tick, 1000); //Min time + total_tick = max(total_tick, 1000); //Min time calc_flag = 0; //Actual status changes take effect on petrified state. break; @@ -8237,7 +8087,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en } // fall through case SC_POISON: - val3 = tick/1000; //Damage iterations + val3 = total_tick/1000; //Damage iterations if(val3 < 1) val3 = 1; tick_time = 1000; // [GodLesZ] tick time //val4: HP damage @@ -8251,7 +8101,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en clif->emotion(bl,E_WHAT); break; case SC_BLOODING: - val4 = tick/10000; + val4 = total_tick/10000; if (!val4) val4 = 1; tick_time = 10000; // [GodLesZ] tick time break; @@ -8264,7 +8114,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en // val2 = seconds between heals // val4 = total of heals if (val2 < 1) val2 = 1; - if ((val4 = tick / (val2 * 1000)) < 1) + if ((val4 = total_tick / (val2 * 1000)) < 1) val4 = 1; tick_time = val2 * 1000; // [GodLesZ] tick time break; @@ -8277,19 +8127,19 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en return 0; // No need to start SC } val1 = boss_md->bl.id; - if( (val4 = tick/1000) < 1 ) + if( (val4 = total_tick/1000) < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time } break; case SC_HIDING: - val2 = tick/1000; + val2 = total_tick/1000; tick_time = 1000; // [GodLesZ] tick time val3 = 0; // unused, previously speed adjustment val4 = val1+3; //Seconds before SP substraction happen. break; case SC_CHASEWALK: - val2 = tick>0?tick:10000; //Interval at which SP is drained. + val2 = total_tick>0?total_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; @@ -8299,8 +8149,8 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en 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 = INFINITE_DURATION; // duration sent to the client should be infinite + tick_time = val2 = total_tick>0?total_tick:60000; //SP consumption rate. + total_tick = INFINITE_DURATION; // 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] @@ -8314,7 +8164,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en case SC_RUWACH: case SC_WZ_SIGHTBLASTER: val3 = skill->get_splash(val2, val1); //Val2 should bring the skill-id. - val2 = tick/20; + val2 = total_tick/20; tick_time = 20; // [GodLesZ] tick time break; @@ -8332,7 +8182,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en case SC_DODGE_READY: case SC_PUSH_CART: case SC_DAILYSENDMAILCNT: - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; break; case SC_AUTOGUARD: @@ -8348,12 +8198,12 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en if( sd ) { for( i = 0; i < MAX_PC_DEVOTION; i++ ) { if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL) - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, total_tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } else if (bl->type == BL_MER) { struct mercenary_data *mc = BL_UCAST(BL_MER, bl); if (mc->devotion_flag && (tsd = mc->master) != NULL) { - status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCFLAG_NOAVOID|SCFLAG_NOICON); + status->change_start(bl, &tsd->bl, type, 10000, val1, val2, 0, 0, total_tick, SCFLAG_NOAVOID|SCFLAG_NOICON); } } } @@ -8372,7 +8222,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en for (i = 0; i < MAX_PC_DEVOTION; i++) { //See if there are devoted characters, and pass the status to them. [Skotlex] if (sd->devotion[i] && (tsd = map->id2sd(sd->devotion[i])) != NULL) - status->change_start(bl, &tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,SCFLAG_NOAVOID); + status->change_start(bl, &tsd->bl,type,10000,val1,5+val1*5,val3,val4,total_tick,SCFLAG_NOAVOID); } } } @@ -8385,8 +8235,8 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en } val2 = 12; //SP cost val4 = 10000; //Decrease at 10secs intervals. - val3 = tick/val4; - tick = INFINITE_DURATION; // duration sent to the client should be infinite + val3 = total_tick/val4; + total_tick = INFINITE_DURATION; // duration sent to the client should be infinite tick_time = val4; // [GodLesZ] tick time break; case SC_PARRYING: @@ -8404,21 +8254,21 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en case SC_BERSERK: if( val3 == SC__BLOODYLUST ) - sc_start(src,bl,(sc_type)val3,100,val1,tick); + sc_start(src,bl,(sc_type)val3,100,val1,total_tick); if (!val3 && (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)) - sc_start4(src, bl, SC_ENDURE, 100,10,0,0,2, tick); + sc_start4(src, bl, SC_ENDURE, 100,10,0,0,2, total_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 + val3 = total_tick/val4; //val3 holds skill duration tick_time = val4; // [GodLesZ] tick time break; case SC_GOSPEL: if(val4 == BCT_SELF) { // self effect - val2 = tick/10000; + val2 = total_tick/10000; tick_time = 10000; // [GodLesZ] tick time status->change_clear_buffs(bl,3); //Remove buffs/debuffs } @@ -8471,23 +8321,23 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val3 = 0; val4 = 0; max_stat = (status->get_lv(bl)-10<50)?status->get_lv(bl)-10:50; - stat = max(0, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16; - stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8; - stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF); - stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16; - stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8; - stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF); + stat = max(0, max_stat - (int)status2->str ); val3 |= cap_value(stat,0,0xFF)<<16; + stat = max(0, max_stat - (int)status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8; + stat = max(0, max_stat - (int)status2->vit ); val3 |= cap_value(stat,0,0xFF); + stat = max(0, max_stat - (int)status2->int_); val4 |= cap_value(stat,0,0xFF)<<16; + stat = max(0, max_stat - (int)status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8; + stat = max(0, max_stat - (int)status2->luk ); val4 |= cap_value(stat,0,0xFF); } break; case SC_SWORDREJECT: val2 = 15*val1; //Reflect chance val3 = 3; //Reflections - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; break; case SC_MEMORIZE: val2 = 5; //Memorized casts. - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; break; case SC_GRAVITATION: @@ -8541,11 +8391,11 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en 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); + sc_start4(src,src2,SC_RG_CCONFINE_M,100,val1,1,0,0,total_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); + sce2->timer = timer->add(timer->gettick()+total_tick+1000, status->change_timer, src2->id, SC_RG_CCONFINE_M); } } else //Status failed. return 0; @@ -8581,13 +8431,13 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en //val4: TK: Combo time struct unit_data *ud = unit->bl2ud(bl); if( ud && (!val3 || val3 == 2) ) { - tick += 300 * battle_config.combo_delay_rate/100; - ud->attackabletime = timer->gettick()+tick; + total_tick += 300 * battle_config.combo_delay_rate/100; + ud->attackabletime = timer->gettick()+total_tick; if( !val3 ) - unit->set_walkdelay(bl, timer->gettick(), tick, 1); + unit->set_walkdelay(bl, timer->gettick(), total_tick, 1); } val3 = 0; - val4 = tick; + val4 = total_tick; break; } case SC_EARTHSCROLL: @@ -8601,7 +8451,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val3 = (int)(currenttick&0x00000000ffffffffLL); val4 = (int)((currenttick&0xffffffff00000000LL)>>32); } - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; break; case SC_KAAHI: val2 = 200*val1; //HP heal @@ -8616,7 +8466,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_TRICKDEAD: if (vd) vd->dead_sit = 1; - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; break; case SC_CONCENTRATION: val2 = 2 + val1; @@ -8634,7 +8484,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en //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; + total_tick += total_tick / 10; break; case SC_ADRENALINE2: case SC_ADRENALINE: @@ -8642,13 +8492,13 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en FALLTHROUGH case SC_WEAPONPERFECT: if(sd && pc->checkskill(sd,BS_HILTBINDING)>0) - tick += tick / 10; + total_tick += total_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 + sc_start(src, bl, SC_ENDURE, 100, 1, total_tick); //Endure effect break; case SC_ANGELUS: val2 = 5*val1; //def increase @@ -8718,7 +8568,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val3 = 12*val1; //mdef2 reduction. break; case SC_SKA: - val2 = tick/1000; + val2 = total_tick/1000; val3 = rnd()%100; //Def changes randomly every second... tick_time = 1000; // [GodLesZ] tick time break; @@ -8731,7 +8581,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en // When renewing status' information // val3 Return map_index // val4 return coordinates - tick = val1>0?1000:250; + total_tick = val1>0?1000:250; if (sd) { if (sd->mapindex != val2) @@ -8766,11 +8616,11 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_SWOO: if(st->mode&MD_BOSS) - tick /= 5; //TODO: Reduce skill's duration. But for how long? + total_tick /= 5; //TODO: Reduce skill's duration. But for how long? break; case SC_SPIDERWEB: if( bl->type == BL_PC ) - tick /= 2; + total_tick /= 2; break; case SC_ARMOR: //NPC_DEFENDER: @@ -8835,7 +8685,14 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en case SC_KAIZEL: val2 = 10*val1; //% of life to be revived with break; - // case SC_ARMORPROPERTY: + case SC_ARMORPROPERTY: + { + int ele = (val1 > 0 ? SC_RESIST_PROPERTY_WATER : + (val2 > 0 ? SC_RESIST_PROPERTY_GROUND : + (val3 > 0 ? SC_RESIST_PROPERTY_FIRE : + (val4 > 0 ? SC_RESIST_PROPERTY_WIND : SI_BLANK)))); + clif->status_change(bl, status->get_sc_icon(ele), status->get_sc_relevant_bl_types(ele), 1, total_tick, 0, 0, 0); + break; // case SC_ARMOR_RESIST: // Mod your resistance against elements: // val1 = water | val2 = earth | val3 = fire | val4 = wind @@ -8844,7 +8701,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en //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: @@ -8876,11 +8733,11 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en **/ case SC_FEAR: val2 = 2; - val4 = tick / 1000; + val4 = total_tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_BURNING: - val4 = tick / 3000; // Total Ticks to Burn!! + val4 = total_tick / 3000; // Total Ticks to Burn!! tick_time = 3000; // [GodLesZ] tick time break; /** @@ -8894,14 +8751,14 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val1 = sd->status.job_level * pc->checkskill(sd, RK_RUNEMASTERY) / 4; //DEF/MDEF Increase break; case SC_ABUNDANCE: - val4 = tick / 10000; + val4 = total_tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; /** * Arch Bishop **/ case SC_RENOVATIO: - val4 = tick / 5000; + val4 = total_tick / 5000; tick_time = 5000; break; case SC_SECRAMENT: @@ -8912,28 +8769,28 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_WEAPONBLOCKING: val2 = 10 + 2 * val1; // Chance - val4 = tick / 5000; + val4 = total_tick / 5000; tick_time = 5000; // [GodLesZ] tick time break; case SC_TOXIN: - val4 = tick / 10000; + val4 = total_tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; case SC_MAGICMUSHROOM: - val4 = tick / 4000; + val4 = total_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,SCFLAG_NOAVOID|SCFLAG_FIXEDTICK|SCFLAG_FIXEDRATE); // Blind status that last for 30 seconds - val4 = tick / 3000; + val4 = total_tick / 3000; tick_time = 3000; // [GodLesZ] tick time break; case SC_LEECHESEND: - val4 = tick / 1000; + val4 = total_tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_OBLIVIONCURSE: - val4 = tick / 3000; + val4 = total_tick / 3000; tick_time = 3000; // [GodLesZ] tick time break; case SC_CLOAKINGEXCEED: @@ -8972,7 +8829,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en case SC_SUMMON3: case SC_SUMMON4: case SC_SUMMON5: - val4 = tick / 1000; + val4 = total_tick / 1000; if( val4 < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time @@ -8987,19 +8844,19 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en } break; case SC_STEALTHFIELD_MASTER: - val4 = tick / 1000; + val4 = total_tick / 1000; tick_time = 2000 + (1000 * val1); break; case SC_ELECTRICSHOCKER: case SC_COLD: case SC_MEIKYOUSISUI: - val4 = tick / 1000; + val4 = total_tick / 1000; if( val4 < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time break; case SC_CAMOUFLAGE: - val4 = tick/1000; + val4 = total_tick/1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_WUGDASH: @@ -9010,17 +8867,17 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val3 = (int)(currenttick&0x00000000ffffffffLL); val4 = (int)((currenttick&0xffffffff00000000LL)>>32); } - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; break; case SC__REPRODUCE: - val4 = tick / 1000; + val4 = total_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; + val4 = total_tick / 1000; tick_time = 1000; // [GodLesZ] tick time } break; @@ -9031,7 +8888,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en case SC__INVISIBILITY: val2 = 50 - 10 * val1; // ASPD val3 = 200 * val1; // CRITICAL - val4 = tick / 1000; + val4 = total_tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC__ENERVATION: @@ -9058,7 +8915,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en if (sd->status.pet_id > 0) pet->menu(sd, 3); if (homun_alive(sd->hd)) - homun->vaporize(sd,HOM_ST_REST); + homun->vaporize(sd, HOM_ST_REST, true); if (sd->md) mercenary->delete(sd->md,3); } @@ -9073,8 +8930,8 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en 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); + sc_start(src, bl,SC_NOEQUIPWEAPON,100,val1,total_tick); + sc_start(src, bl,SC_NOEQUIPSHIELD,100,val1,total_tick); break; case SC_GN_CARTBOOST: if( val1 < 3 ) @@ -9094,7 +8951,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_STRIKING: val1 = 6 - val1;//spcost = 6 - level (lvl1:5 ... lvl 5: 1) - val4 = tick / 1000; + val4 = total_tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_BLOOD_SUCKER: @@ -9103,7 +8960,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val3 = 1; if(src2) val3 = 200 + 100 * val1 + status_get_int(src2); - val4 = tick / 1000; + val4 = total_tick / 1000; tick_time = 1000; // [GodLesZ] tick time } break; @@ -9124,22 +8981,22 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val2 = 5 + 5 * val1; break; case SC_SIREN: - val4 = tick / 2000; + val4 = total_tick / 2000; tick_time = 2000; // [GodLesZ] tick time break; case SC_DEEP_SLEEP: - val4 = tick / 2000; + val4 = total_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; + val4 = total_tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_SONG_OF_MANA: val3 = 10 + 5 * val2; - val4 = tick/5000; + val4 = total_tick/5000; tick_time = 5000; // [GodLesZ] tick time break; case SC_SATURDAY_NIGHT_FEVER: @@ -9147,7 +9004,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en 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; + val3 = total_tick / 3000; tick_time = 3000;// [GodLesZ] tick time break; case SC_GLOOMYDAY: @@ -9183,7 +9040,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_MELODYOFSINK: val3 = val1 * (2 + val2);//INT Reduction. Formula Includes Caster And 2nd Performer. - val4 = tick/1000; + val4 = total_tick/1000; tick_time = 1000; break; case SC_BEYOND_OF_WARCRY: @@ -9201,13 +9058,13 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en case SC_LG_REFLECTDAMAGE: val2 = 15 + 5 * val1; val3 = 25 + 5 * val1; //Number of Reflects - val4 = tick/1000; + val4 = total_tick/1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_FORCEOFVANGUARD: val2 = 8 + 12 * val1; // Chance val3 = 5 + 2 * val1; // Max rage counters - tick = INFINITE_DURATION; //endless duration in the client + total_tick = INFINITE_DURATION; //endless duration in the client break; case SC_EXEEDBREAK: if( sd ){ @@ -9230,7 +9087,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en tick_time = 5000; // [GodLesZ] tick time break; case SC_MAGNETICFIELD: - val3 = tick / 1000; + val3 = total_tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_INSPIRATION: @@ -9238,7 +9095,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en 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; + val4 = total_tick / 5000; tick_time = 5000; // [GodLesZ] tick time status->change_clear_buffs(bl,3); //Remove buffs/debuffs break; @@ -9249,7 +9106,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1; break; case SC_RAISINGDRAGON: - val3 = tick / 5000; + val3 = total_tick / 5000; tick_time = 5000; // [GodLesZ] tick time break; case SC_GENTLETOUCH_CHANGE: @@ -9359,7 +9216,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en case SC_STONE_SHIELD: val2 += 5; val3 += 1000; - val4 = tick; + val4 = total_tick; tick_time = val3; break; case SC_WATER_BARRIER: @@ -9382,18 +9239,18 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_STOMACHACHE: val3 = 8; // SP consume. - val4 = tick / 10000; + val4 = total_tick / 10000; tick_time = 10000; // [GodLesZ] tick time break; case SC_STEAMPACK: // [Frost] val3 = 100; // HP Consume. - val4 = tick / 10000; + val4 = total_tick / 10000; tick_time = 10000; - sc_start(src, bl, SC_ENDURE, 100, 10, tick); // Endure effect + sc_start(src, bl, SC_ENDURE, 100, 10, total_tick); // Endure effect break; case SC_MAGIC_CANDY: // [Frost] val3 = 90; // SP Consume. - val4 = tick / 10000; + val4 = total_tick / 10000; tick_time = 10000; break; case SC_PROMOTE_HEALTH_RESERCH: @@ -9432,7 +9289,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val3 = val1 * 2; FALLTHROUGH case SC_IZAYOI: - val2 = tick/1000; + val2 = total_tick/1000; tick_time = 1000; break; case SC_ZANGETSU: @@ -9472,12 +9329,12 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en case SC_ANGRIFFS_MODUS: val2 = 50 + 20 * val1; //atk bonus val3 = 40 + 20 * val1; // Flee reduction. - val4 = tick/1000; // hp/sp reduction timer + val4 = total_tick/1000; // hp/sp reduction timer tick_time = 1000; break; case SC_NEUTRALBARRIER: - tick_time = tick; - tick = INFINITE_DURATION; + tick_time = total_tick; + total_tick = INFINITE_DURATION; break; case SC_GOLDENE_FERSE: val2 = 10 + 10*val1; //max hp bonus @@ -9506,10 +9363,10 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en 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 + sc_start(src, bl, SC_ENDURE, 100, val1, total_tick); //start endure for same duration break; case SC_STYLE_CHANGE: //[Lighta] need real info - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; if(val2 == MH_MD_FIGHTING) val2 = MH_MD_GRAPPLING; else val2 = MH_MD_FIGHTING; break; @@ -9517,12 +9374,12 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en status_percent_heal(bl,100,0); val2 = 7 - val1; tick_time = 1000; - val4 = tick / tick_time; + val4 = total_tick / tick_time; break; case SC_KINGS_GRACE: val2 = 3 + val1; tick_time = 1000; - val4 = tick / tick_time; + val4 = total_tick / tick_time; break; case SC_TELEKINESIS_INTENSE: val2 = 10 * val1; @@ -9535,7 +9392,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val2 = 5 * val1; val3 = (20 * val1) + 80; tick_time = 1000; - val4 = tick / tick_time; + val4 = total_tick / tick_time; break; case SC_DARKCROW: val2 = 30 * val1; @@ -9546,7 +9403,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_SPRITEMABLE: case SC_ALL_RIDING: - tick = INFINITE_DURATION; + total_tick = INFINITE_DURATION; break; case SC_FLASHCOMBO: /** @@ -9559,7 +9416,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en * Summoner */ case SC_FRESHSHRIMP: - val4 = tick / (10000 - ((val1 - 1) * 1000)); + val4 = total_tick / (10000 - ((val1 - 1) * 1000)); tick_time = 10000 - ((val1 - 1) * 1000); if (val4 <= 0) // Prevents a negeative value from happening val4 = 0; @@ -9575,7 +9432,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en break; case SC_BITESCAR: val2 = 2 * val1; // MHP% damage - val4 = tick / 1000; + val4 = total_tick / 1000; tick_time = 1000; break; case SC_SHRIMP: @@ -9586,7 +9443,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en val3 = 25 * val1; // Move speed reduction break; default: - if (status->change_start_unknown_sc(src, bl, type, calc_flag, rate, val1, val2, val3, val4, tick, flag)) { + if (status->change_start_unknown_sc(src, bl, type, calc_flag, rate, val1, val2, val3, val4, total_tick, flag)) { return 0; } } @@ -9656,13 +9513,15 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en } #endif - if(!(flag&SCFLAG_NOICON) && !(flag&SCFLAG_LOADED && status->dbs->DisplayType[type])) - clif->status_change(bl,status->dbs->IconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0); + if (!(flag & SCFLAG_LOADED)) + tick = total_tick; // When starting a new SC (not loading), its remaining duration is the same as the total + if(!(flag & SCFLAG_NOICON) && !(flag & SCFLAG_LOADED && status->dbs->DisplayType[type])) + clif->status_change_sub(bl, status->get_sc_icon(type), status->get_sc_relevant_bl_types(type), 1, tick, total_tick, (val_flag & 1) ? val1 : 1, (val_flag & 2) ? val2 : 0, (val_flag & 4) ? val3 : 0); /** * used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first. **/ - if( tick_time ) + if(tick_time) tick = tick_time; //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here. @@ -9678,6 +9537,7 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en sce->val2 = val2; sce->val3 = val3; sce->val4 = val4; + sce->total_tick = total_tick; if (tick >= 0) { sce->timer = timer->add(timer->gettick() + tick, status->change_timer, bl->id, type); @@ -9786,10 +9646,10 @@ static int status_change_start(struct block_list *src, struct block_list *bl, en return 1; } -static bool status_change_start_unknown_sc(struct block_list *src, struct block_list *bl, enum sc_type type, int calc_flag, int rate, int val1, int val2, int val3, int val4, int tick, int flag) +static bool status_change_start_unknown_sc(struct block_list *src, struct block_list *bl, enum sc_type type, int calc_flag, int rate, int val1, int val2, int val3, int val4, int total_tick, int flag) { Assert_retr(false, type >= SC_NONE && type < SC_MAX); - if (calc_flag == SCB_NONE && status->dbs->SkillChangeTable[type] == 0 && status->dbs->IconChangeTable[type] == 0) { + if (calc_flag == SCB_NONE && status->dbs->SkillChangeTable[type] == 0 && status->get_sc_icon(type) == SI_BLANK) { //Status change with no calc, no icon, and no skill associated...? ShowError("UnknownStatusChange [%d]\n", type); return true; @@ -9797,6 +9657,28 @@ static bool status_change_start_unknown_sc(struct block_list *src, struct block_ return false; } +/** + * Starts a status change in its full duration. + * + * @param src Status change source bl. + * @param bl Status change target bl. + * @param type Status change type. + * @param rate Base success rate. 1 means 0.01%, 10000 means 100%. + * @param val1 Additional value (meaning depends on type). + * @param val2 Additional value (meaning depends on type). + * @param val3 Additional value (meaning depends on type). + * @param val4 Additional value (meaning depends on type). + * @param tick Base duration (milliseconds). + * @param flag Special flags (@see enum scstart_flag). + * + * @retval 0 if no status change happened. + * @retval 1 if the status change was successfully applied. + */ +static 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) +{ + return status->change_start_sub(src, bl, type, rate, val1, val2, val3, val4, 0, tick, flag); +} + static void status_change_start_display(struct map_session_data *sd, enum sc_type type, int val1, int val2, int val3, int val4) { Assert_retv(type >= SC_NONE && type < SC_MAX); @@ -9962,6 +9844,9 @@ static int status_get_val_flag(enum sc_type type) case SC_DAILYSENDMAILCNT: val_flag |= 1 | 2; break; + case SC_MADOGEAR: + val_flag |= 1; + break; } return val_flag; } @@ -10175,7 +10060,7 @@ static void status_change_start_stop_action(struct block_list *bl, enum sc_type switch (type) { case SC_VACUUM_EXTREME: if (!map_flag_gvg(bl->m)) - unit->stop_walking(bl,1); + unit->stop_walking(bl, STOPWALKING_FLAG_FIXPOS); break; case SC_FREEZE: case SC_STUN: @@ -10541,55 +10426,10 @@ static bool status_is_boss_resist_sc(enum sc_type type) { if (type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) return true; - 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: + if (status->get_sc_type(type) & SC_NO_BOSS) + return true; - // Other Effects - case SC_VACUUM_EXTREME: - case SC_NETHERWORLD: - case SC_FRESHSHRIMP: - case SC_SV_ROOTTWIST: - case SC_BITESCAR: - return true; - } return false; } @@ -10728,9 +10568,7 @@ static int status_change_end_(struct block_list *bl, enum sc_type type, int tid, 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); @@ -10785,10 +10623,8 @@ static int status_change_end_(struct block_list *bl, enum sc_type type, int tid, status->display_remove(sd,type); } -#ifdef ANTI_MAYAP_CHEAT - if (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE)) + if ((sc->option & (OPTION_HIDE | OPTION_CLOAK | OPTION_INVISIBLE)) != 0) invisible = true; -#endif vd = status->get_viewdata(bl); calc_flag = status->dbs->ChangeFlagTable[type]; @@ -10939,7 +10775,7 @@ static int status_change_end_(struct block_list *bl, enum sc_type type, int tid, } if ((sce->val1&0xFFFF) == CG_MOONLIT) - clif->sc_end(bl,bl->id,AREA,SI_MOON); + clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(SC_MOON)); status_change_end(bl, SC_LONGING, INVALID_TIMER); } @@ -11415,6 +11251,12 @@ static int status_change_end_(struct block_list *bl, enum sc_type type, int tid, } #endif + // update HP bar when becoming visible again + if (invisible && (sc->option & (OPTION_HIDE | OPTION_CLOAK | OPTION_INVISIBLE)) == 0) { + if (sd != NULL && battle_config.party_hp_mode == 0 && sd->status.party_id != 0) + clif->party_hp(sd); + } + if (calc_flag&SCB_DYE) { //Restore DYE color if (vd && !vd->cloth_color && sce->val4) clif->changelook(bl,LOOK_CLOTHES_COLOR,sce->val4); @@ -11430,7 +11272,7 @@ static int status_change_end_(struct block_list *bl, enum sc_type type, int tid, #endif //On Aegis, when turning off a status change, first goes the sc packet, then the option packet. - clif->sc_end(bl,bl->id,AREA,status->dbs->IconChangeTable[type]); + clif->sc_end(bl, bl->id, AREA, status->get_sc_icon(type)); if( opt_flag&8 ) //bugreport:681 clif->changeoption2(bl); @@ -11794,10 +11636,10 @@ static int status_change_timer(int tid, int64 tick, int id, intptr_t data) case SC_SPLASHER: #if 0 // custom Venom Splasher countdown timer - if (sce->val4 % 1000 == 0) { + if (sce->val4 % 1000 == 0 && bl && bl->type == BL_PC) { char counter[10]; snprintf (counter, 10, "%d", sce->val4/1000); - clif->message(bl, counter); + clif->message(BL_UCCAST(BL_PC, bl)->fd, counter); } #endif // 0 if((sce->val4 -= 500) > 0) { @@ -12505,10 +12347,10 @@ static int status_get_weapon_atk(struct block_list *bl, struct weapon_atk *watk, if ( bl->type == BL_PC && !(flag & 2) ) { const struct map_session_data *sd = BL_UCCAST(BL_PC, bl); - short index = sd->equip_index[EQI_HAND_R], refine; + short index = sd->equip_index[EQI_HAND_R], refine_level; if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON - && (refine = sd->status.inventory[index].refine) < 16 && refine ) { - int r = status->dbs->refine_info[watk->wlv].randombonus_max[refine + (4 - watk->wlv)] / 100; + && (refine_level = sd->status.inventory[index].refine) < 16 && refine_level) { + int r = refine->get_randombonus_max(watk->wlv, refine_level + (4 - watk->wlv) + 1) / 100; if ( r ) max += (rnd() % 100) % r + 1; } @@ -12620,10 +12462,10 @@ static void status_get_matk_sub(struct block_list *bl, int flag, unsigned short #ifdef RENEWAL if ( sd && !(flag & 2) ) { - short index = sd->equip_index[EQI_HAND_R], refine; + short index = sd->equip_index[EQI_HAND_R], refine_level; if ( index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON - && (refine = sd->status.inventory[index].refine) < 16 && refine ) { - int r = status->dbs->refine_info[sd->inventory_data[index]->wlv].randombonus_max[refine + (4 - sd->inventory_data[index]->wlv)] / 100; + && (refine_level = sd->status.inventory[index].refine) < 16 && refine_level) { + int r = refine->get_randombonus_max(sd->inventory_data[index]->wlv, refine_level + (4 - sd->inventory_data[index]->wlv) + 1) / 100; if ( r ) *matk_max += (rnd() % 100) % r + 1; } @@ -13073,25 +12915,6 @@ static int status_natural_heal_timer(int tid, int64 tick, int id, intptr_t data) return 0; } -/** - * Get the chance to upgrade a piece of equipment. - * @param wlv The weapon type of the item to refine (see see enum refine_type) - * @param refine The target refine level - * @return The chance to refine the item, in percent (0~100) - */ -static int status_get_refine_chance(enum refine_type wlv, int refine, enum refine_chance_type type) -{ - Assert_ret((int)wlv >= REFINE_TYPE_ARMOR && wlv < REFINE_TYPE_MAX); - - if (refine < 0 || refine >= MAX_REFINE) - return 0; - - if (type >= REFINE_CHANCE_TYPE_MAX) - return 0; - - return status->dbs->refine_info[wlv].chance[type][refine]; -} - static int status_get_sc_type(sc_type type) { @@ -13344,10 +13167,12 @@ static void status_read_job_db(void) int i = 0; struct config_t job_db_conf; struct config_setting_t *jdb = NULL; + char config_filename[256]; + #ifdef RENEWAL_ASPD - const char *config_filename = "db/re/job_db.conf"; + libconfig->format_db_path(DBPATH_RE"job_db.conf", config_filename, sizeof(config_filename)); #else - const char *config_filename = "db/pre-re/job_db.conf"; + libconfig->format_db_path(DBPATH_PRE"job_db.conf", config_filename, sizeof(config_filename)); #endif if (!libconfig->load_file(&job_db_conf, config_filename)) @@ -13402,190 +13227,114 @@ static bool status_readdb_sizefix(char *fields[], int columns, int current) return true; } -/** - * Processes a refine_db.conf entry. - * - * @param r Libconfig setting entry. It is expected to be valid and it - * won't be freed (it is care of the caller to do so if - * necessary) - * @param n Ordinal number of the entry, to be displayed in case of - * validation errors. - * @param source Source of the entry (file name), to be displayed in case of - * validation errors. - * @return # of the validated entry, or 0 in case of failure. - */ -static int status_readdb_refine_libconfig_sub(struct config_setting_t *r, const char *name, const char *source) -{ - struct config_setting_t *rate = NULL; - int type = REFINE_TYPE_ARMOR, bonus_per_level = 0, rnd_bonus_v = 0, rnd_bonus_lv = 0; - char lv[4]; - nullpo_ret(r); - nullpo_ret(name); - nullpo_ret(source); - - if (strncmp(name, "Armors", 6) == 0) { - type = REFINE_TYPE_ARMOR; - } else if (strncmp(name, "WeaponLevel", 11) != 0 || !strspn(&name[strlen(name)-1], "0123456789") || (type = atoi(strncpy(lv, name+11, 2))) == REFINE_TYPE_ARMOR) { - ShowError("status_readdb_refine_libconfig_sub: Invalid key name for entry '%s' in \"%s\", skipping.\n", name, source); - return 0; - } - if (type < REFINE_TYPE_ARMOR || type >= REFINE_TYPE_MAX) { - ShowError("status_readdb_refine_libconfig_sub: Out of range level for entry '%s' in \"%s\", skipping.\n", name, source); - return 0; - } - if (!libconfig->setting_lookup_int(r, "StatsPerLevel", &bonus_per_level)) { - ShowWarning("status_readdb_refine_libconfig_sub: Missing StatsPerLevel for entry '%s' in \"%s\", skipping.\n", name, source); - return 0; - } - if (!libconfig->setting_lookup_int(r, "RandomBonusStartLevel", &rnd_bonus_lv)) { - ShowWarning("status_readdb_refine_libconfig_sub: Missing RandomBonusStartLevel for entry '%s' in \"%s\", skipping.\n", name, source); - return 0; - } - if (!libconfig->setting_lookup_int(r, "RandomBonusValue", &rnd_bonus_v)) { - ShowWarning("status_readdb_refine_libconfig_sub: Missing RandomBonusValue for entry '%s' in \"%s\", skipping.\n", name, source); - return 0; - } - - if ((rate=libconfig->setting_get_member(r, "Rates")) != NULL && config_setting_is_group(rate)) { - struct config_setting_t *t = NULL; - bool duplicate[MAX_REFINE]; - int bonus[MAX_REFINE], rnd_bonus[MAX_REFINE]; - int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; - int i, j; - - memset(&duplicate, 0, sizeof(duplicate)); - memset(&bonus, 0, sizeof(bonus)); - memset(&rnd_bonus, 0, sizeof(rnd_bonus)); - - for (i = 0; i < REFINE_CHANCE_TYPE_MAX; i++) - for (j = 0; j < MAX_REFINE; j++) - chance[i][j] = 100; // default value for all rates. - - i = 0; - j = 0; - while ((t = libconfig->setting_get_elem(rate,i++)) != NULL && config_setting_is_group(t)) { - int level = 0, i32; - char *rlvl = config_setting_name(t); - memset(&lv, 0, sizeof(lv)); +static bool status_read_scdb_libconfig(void) +{ + struct config_t status_conf; + char filepath[256]; + safesnprintf(filepath, sizeof(filepath), "%s/%s", map->db_path, "sc_config.conf"); - if (!strspn(&rlvl[strlen(rlvl) - 1], "0123456789") || (level = atoi(strncpy(lv, rlvl + 2, 3))) <= 0) { - ShowError("status_readdb_refine_libconfig_sub: Invalid refine level format '%s' for entry %s in \"%s\"... skipping.\n", rlvl, name, source); - continue; - } + if (libconfig->load_file(&status_conf, filepath) == CONFIG_FALSE) { + ShowError("status_read_scdb_libconfig: can't read %s\n", filepath); + return false; + } - if (level <= 0 || level > MAX_REFINE) { - ShowError("status_readdb_refine_libconfig_sub: Out of range refine level '%s' for entry %s in \"%s\"... skipping.\n", rlvl, name, source); - continue; - } + int i = 0; + int count = 0; + struct config_setting_t *it = NULL; - level--; + while ((it = libconfig->setting_get_elem(status_conf.root, i++)) != NULL) { + if (status->read_scdb_libconfig_sub(it, i - 1, filepath)) + ++count; + } - if (duplicate[level]) { - ShowWarning("status_readdb_refine_libconfig_sub: duplicate rate '%s' for entry %s in \"%s\", overwriting previous entry...\n", rlvl, name, source); - } else { - duplicate[level] = true; - } + // @TODO: find a better way of handling this + if (!battle_config.display_hallucination) //Disable Hallucination. + status->dbs->IconChangeTable[SC_ILLUSION].id = SI_BLANK; - if (libconfig->setting_lookup_int(t, "NormalChance", &i32) != 0) - chance[REFINE_CHANCE_TYPE_NORMAL][level] = i32; - else - chance[REFINE_CHANCE_TYPE_NORMAL][level] = 100; + libconfig->destroy(&status_conf); + ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, filepath); + return true; +} - if (libconfig->setting_lookup_int(t, "EnrichedChance", &i32) != 0) - chance[REFINE_CHANCE_TYPE_ENRICHED][level] = i32; - else - chance[REFINE_CHANCE_TYPE_ENRICHED][level] = level > 10 ? 0 : 100; // enriched ores up to +10 only. +static bool status_read_scdb_libconfig_sub(struct config_setting_t *it, int idx, const char *source) +{ + nullpo_retr(false, it); + nullpo_retr(false, source); - if (libconfig->setting_lookup_int(t, "EventNormalChance", &i32) != 0) - chance[REFINE_CHANCE_TYPE_E_NORMAL][level] = i32; - else - chance[REFINE_CHANCE_TYPE_E_NORMAL][level] = 100; + int i32; + int status_id; + const char *name = config_setting_name(it); - if (libconfig->setting_lookup_int(t, "EventEnrichedChance", &i32) != 0) - chance[REFINE_CHANCE_TYPE_E_ENRICHED][level] = i32; - else - chance[REFINE_CHANCE_TYPE_E_ENRICHED][level] = level > 10 ? 0 : 100; // enriched ores up to +10 only. + if (!script->get_constant(name, &status_id) || status_id <= SC_NONE || status_id >= SC_MAX) { + ShowWarning("status_read_scdb_libconfig_sub: Invalid status type (%s) in \"%s\" entry #%d, skipping.\n", name, source, idx); + return false; + } - if (libconfig->setting_lookup_int(t, "Bonus", &i32) != 0) - bonus[level] += i32; + libconfig->setting_lookup_bool_real(it, "Visible", &status->dbs->DisplayType[status_id]); - if (level >= rnd_bonus_lv - 1) - rnd_bonus[level] = rnd_bonus_v * (level - rnd_bonus_lv + 2); - } - for (i = 0; i < MAX_REFINE; i++) { - status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_NORMAL][i] = chance[REFINE_CHANCE_TYPE_NORMAL][i]; - status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_E_NORMAL][i] = chance[REFINE_CHANCE_TYPE_E_NORMAL][i]; - status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_ENRICHED][i] = chance[REFINE_CHANCE_TYPE_ENRICHED][i]; - status->dbs->refine_info[type].chance[REFINE_CHANCE_TYPE_E_ENRICHED][i] = chance[REFINE_CHANCE_TYPE_E_ENRICHED][i]; - status->dbs->refine_info[type].randombonus_max[i] = rnd_bonus[i]; - bonus[i] += bonus_per_level + (i > 0 ? bonus[i - 1] : 0); - status->dbs->refine_info[type].bonus[i] = bonus[i]; - } - } else { - ShowWarning("status_readdb_refine_libconfig_sub: Missing refine rates for entry '%s' in \"%s\", skipping.\n", name, source); - return 0; - } + struct config_setting_t *fg = libconfig->setting_get_member(it, "Flags"); + if (fg != NULL) + status->read_scdb_libconfig_sub_flag(fg, status_id, source); - return type + 1; + if (itemdb->lookup_const(it, "Icon", &i32) && i32 >= 0) + status->dbs->IconChangeTable[status_id].id = i32; + else + status->dbs->IconChangeTable[status_id].id = SI_BLANK; + return true; } -/** - * Reads from a libconfig-formatted refine_db.conf file. - * - * @param *filename File name, relative to the database path. - * @return The number of found entries. - */ -static int status_readdb_refine_libconfig(const char *filename) +static bool status_read_scdb_libconfig_sub_flag(struct config_setting_t *it, int type, const char *source) { - bool duplicate[REFINE_TYPE_MAX]; - struct config_t refine_db_conf; - struct config_setting_t *r; - char filepath[256]; - int i = 0, count = 0; + nullpo_retr(false, it); + nullpo_retr(false, source); + Assert_retr(false, type > SC_NONE && type < SC_MAX); - safesnprintf(filepath, sizeof(filepath), "%s/%s", map->db_path, filename); - if (!libconfig->load_file(&refine_db_conf, filepath)) - return 0; - - memset(&duplicate,0,sizeof(duplicate)); - - while((r = libconfig->setting_get_elem(refine_db_conf.root,i++))) { - char *name = config_setting_name(r); - int type = status->readdb_refine_libconfig_sub(r, name, filename); - if (type != 0) { - if (duplicate[type-1]) { - ShowWarning("status_readdb_refine_libconfig: duplicate entry for %s in \"%s\", overwriting previous entry...\n", name, filename); + int i = 0; + struct config_setting_t *t = NULL; + while ((t = libconfig->setting_get_elem(it, i++)) != NULL) { + const char *flag = config_setting_name(t); + bool on = libconfig->setting_get_bool_real(t); + int j; + + struct { + const char *name; + enum sc_conf_type value; + } flags[] = { + { "NoDeathReset", SC_NO_REM_DEATH }, + { "NoSave", SC_NO_SAVE }, + { "NoDispelReset", SC_NO_DISPELL }, + { "NoClearanceReset", SC_NO_CLEARANCE }, + { "Buff", SC_BUFF }, + { "Debuff", SC_DEBUFF }, + { "NoMadoReset", SC_MADO_NO_RESET }, + { "NoAllReset", SC_NO_CLEAR }, + { "NoBoss", SC_NO_BOSS }, + }; + + ARR_FIND(0, ARRAYLENGTH(flags), j, strcmpi(flag, flags[j].name) == 0); + if (j != ARRAYLENGTH(flags)) { + if (strcmp(flag, flags[j].name) != 0) { + ShowWarning("status_read_scdb_libconfig_sub_flag: flag (%s) for status effect (%d) is casesensitive, correct it to (%s).", flag, type, flags[i].name); + } + if (on) { + status->dbs->sc_conf[type] |= flags[j].value; } else { - duplicate[type-1] = true; + status->dbs->sc_conf[type] &= ~flags[j].value; } - count++; + } else { + if (!status->read_scdb_libconfig_sub_flag_additional(it, type, source)) + ShowWarning("status_read_scdb_libconfig_sub_flag: invalid flag (%s) for status effect (%d).", flag, type); } } - libconfig->destroy(&refine_db_conf); - ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, filename); - - return count; + return true; } -static bool status_readdb_scconfig(char *fields[], int columns, int current) +static bool status_read_scdb_libconfig_sub_flag_additional(struct config_setting_t *it, int type, const char *source) { - int val = 0; - char* type = fields[0]; - - nullpo_retr(false, fields); - if( !script->get_constant(type, &val) ){ - ShowWarning("status_readdb_sc_conf: Invalid status type %s specified.\n", type); - return false; - } - - status->dbs->sc_conf[val] = (int)strtol(fields[1], NULL, 0); - if (status->dbs->sc_conf[val] & SC_VISIBLE) - { - status->dbs->DisplayType[val] = true; - } - - return true; + // to be used by plugins + return false; } + /** * Read status db * job1.txt @@ -13624,8 +13373,7 @@ static int status_readdb(void) // sv->readdb(map->db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, status->readdb_job2); sv->readdb(map->db_path, DBPATH"size_fix.txt", ',', MAX_SINGLE_WEAPON_TYPE, MAX_SINGLE_WEAPON_TYPE, ARRAYLENGTH(status->dbs->atkmods), status->readdb_sizefix); - status->readdb_refine_libconfig(DBPATH"refine_db.conf"); - sv->readdb(map->db_path, "sc_config.txt", ',', 2, 2, SC_MAX, status->readdb_scconfig); + status->read_scdb_libconfig(); status->read_job_db(); pc->validate_levels(); @@ -13682,13 +13430,13 @@ void status_defaults(void) status->natural_heal_prev_tick = 0; status->natural_heal_diff_tick = 0; /* funcs */ - status->get_refine_chance = status_get_refine_chance; // for looking up associated data status->skill2sc = status_skill2sc; status->sc2skill = status_sc2skill; status->sc2scb_flag = status_sc2scb_flag; - status->type2relevant_bl_types = status_type2relevant_bl_types; + status->get_sc_relevant_bl_types = status_get_sc_relevant_bl_types; status->get_sc_type = status_get_sc_type; + status->get_sc_icon = status_get_sc_icon; status->damage = status_damage; //Define for standard HP/SP skill-related cost triggers (mobs require no HP/SP to use skills) @@ -13726,6 +13474,7 @@ void status_defaults(void) status->get_sc_def = status_get_sc_def; status->change_start = status_change_start; + status->change_start_sub = status_change_start_sub; status->change_end_ = status_change_end_; status->kaahi_heal_timer = kaahi_heal_timer; status->change_timer = status_change_timer; @@ -13816,9 +13565,10 @@ void status_defaults(void) status->natural_heal_timer = status_natural_heal_timer; status->readdb_job2 = status_readdb_job2; status->readdb_sizefix = status_readdb_sizefix; - status->readdb_refine_libconfig = status_readdb_refine_libconfig; - status->readdb_refine_libconfig_sub = status_readdb_refine_libconfig_sub; - status->readdb_scconfig = status_readdb_scconfig; + status->read_scdb_libconfig = status_read_scdb_libconfig; + status->read_scdb_libconfig_sub = status_read_scdb_libconfig_sub; + status->read_scdb_libconfig_sub_flag = status_read_scdb_libconfig_sub_flag; + status->read_scdb_libconfig_sub_flag_additional = status_read_scdb_libconfig_sub_flag_additional; status->read_job_db = status_read_job_db; status->read_job_db_sub = status_read_job_db_sub; status->set_sc = status_set_sc; |