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Apr 1st, 2012
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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3.  
  4. #include "../common/cbasetypes.h"
  5. #include "../common/timer.h"
  6. #include "../common/nullpo.h"
  7. #include "../common/showmsg.h"
  8. #include "../common/malloc.h"
  9. #include "../common/utils.h"
  10. #include "../common/ers.h"
  11. #include "../common/strlib.h"
  12.  
  13. #include "map.h"
  14. #include "path.h"
  15. #include "pc.h"
  16. #include "pet.h"
  17. #include "npc.h"
  18. #include "mob.h"
  19. #include "clif.h"
  20. #include "guild.h"
  21. #include "skill.h"
  22. #include "itemdb.h"
  23. #include "battle.h"
  24. #include "chrif.h"
  25. #include "skill.h"
  26. #include "status.h"
  27. #include "script.h"
  28. #include "unit.h"
  29. #include "homunculus.h"
  30. #include "mercenary.h"
  31. #include "vending.h"
  32.  
  33. #include <time.h>
  34. #include <stdio.h>
  35. #include <stdlib.h>
  36. #include <memory.h>
  37. #include <string.h>
  38.  
  39.  
  40. //Regen related flags.
  41. enum e_regen
  42. {
  43. RGN_HP = 0x01,
  44. RGN_SP = 0x02,
  45. RGN_SHP = 0x04,
  46. RGN_SSP = 0x08,
  47. };
  48.  
  49. static int max_weight_base[CLASS_COUNT];
  50. static int hp_coefficient[CLASS_COUNT];
  51. static int hp_coefficient2[CLASS_COUNT];
  52. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  53. static int sp_coefficient[CLASS_COUNT];
  54. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  55. static int refinebonus[MAX_REFINE_BONUS][3]; // ¸˜Bƒ{[ƒiƒXƒe[ƒuƒ‹(refine_db.txt)
  56. int percentrefinery[5][MAX_REFINE+1]; // ¸˜B¬Œ÷—¦(refine_db.txt)
  57. static int atkmods[3][MAX_WEAPON_TYPE]; // •ŠíATKƒTƒCƒYC³(size_fix.txt)
  58. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  59.  
  60. static struct eri *sc_data_ers; //For sc_data entries
  61. static struct status_data dummy_status;
  62.  
  63. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  64. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  65. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  66. //to avoid cards exploits
  67.  
  68. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  69. static int StatusIconChangeTable[SC_MAX]; // status -> icon
  70. unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
  71. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  72.  
  73. sc_type status_skill2sc(int skill)
  74. {
  75. int sk = skill_get_index(skill);
  76. if( sk == 0 ) {
  77. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  78. return SC_NONE;
  79. }
  80. return SkillStatusChangeTable[sk];
  81. }
  82.  
  83. int status_sc2skill(sc_type sc)
  84. {
  85. if( sc < 0 || sc >= SC_MAX ) {
  86. ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
  87. return 0;
  88. }
  89.  
  90. return StatusSkillChangeTable[sc];
  91. }
  92.  
  93. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  94.  
  95. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  96. {
  97. int sk = skill_get_index(skill);
  98. if( sk == 0 ) {
  99. ShowError("set_sc: Unsupported skill id %d\n", skill);
  100. return;
  101. }
  102. if( sc < 0 || sc >= SC_MAX ) {
  103. ShowError("set_sc: Unsupported status change id %d\n", sc);
  104. return;
  105. }
  106.  
  107. if( StatusSkillChangeTable[sc] == 0 )
  108. StatusSkillChangeTable[sc] = skill;
  109. if( StatusIconChangeTable[sc] == SI_BLANK )
  110. StatusIconChangeTable[sc] = icon;
  111. StatusChangeFlagTable[sc] |= flag;
  112.  
  113. if( SkillStatusChangeTable[sk] == SC_NONE )
  114. SkillStatusChangeTable[sk] = sc;
  115. }
  116.  
  117. void initChangeTables(void)
  118. {
  119. int i;
  120. for (i = 0; i < SC_MAX; i++)
  121. StatusIconChangeTable[i] = SI_BLANK;
  122. for (i = 0; i < MAX_SKILL; i++)
  123. SkillStatusChangeTable[i] = SC_NONE;
  124.  
  125. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  126. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  127.  
  128. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  129. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  130. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  131. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  132. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  133. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  134. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  135. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  136. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  137. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  138. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  139. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  140.  
  141. //The main status definitions
  142. add_sc( SM_BASH , SC_STUN );
  143. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  144. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  145. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  146. add_sc( MG_SIGHT , SC_SIGHT );
  147. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  148. add_sc( MG_FROSTDIVER , SC_FREEZE );
  149. add_sc( MG_STONECURSE , SC_STONE );
  150. add_sc( AL_RUWACH , SC_RUWACH );
  151. add_sc( AL_PNEUMA , SC_PNEUMA );
  152. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  153. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  154. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  155. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  156. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  157. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  158. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  159. add_sc( TF_POISON , SC_POISON );
  160. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  161. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  162. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  163. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  164. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  165. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  166. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  167. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  168. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  169. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  170. add_sc( PR_LEXDIVINA , SC_SILENCE );
  171. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  172. add_sc( WZ_METEOR , SC_STUN );
  173. add_sc( WZ_VERMILION , SC_BLIND );
  174. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  175. add_sc( WZ_STORMGUST , SC_FREEZE );
  176. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  177. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  178. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  179. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  180. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  181. add_sc( HT_LANDMINE , SC_STUN );
  182. add_sc( HT_ANKLESNARE , SC_ANKLE );
  183. add_sc( HT_SANDMAN , SC_SLEEP );
  184. add_sc( HT_FLASHER , SC_BLIND );
  185. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  186. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  187. add_sc( AS_SONICBLOW , SC_STUN );
  188. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  189. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  190. add_sc( AS_VENOMDUST , SC_POISON );
  191. add_sc( AS_SPLASHER , SC_SPLASHER );
  192. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  193. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  194. add_sc( TF_SPRINKLESAND , SC_BLIND );
  195. add_sc( TF_THROWSTONE , SC_STUN );
  196. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  197. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  198. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  199. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  200. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  201. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  202. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  203. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  204. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  205. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  206. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  207. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  208. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  209. add_sc( NPC_POISON , SC_POISON );
  210. add_sc( NPC_BLINDATTACK , SC_BLIND );
  211. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  212. add_sc( NPC_STUNATTACK , SC_STUN );
  213. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  214. add_sc( NPC_CURSEATTACK , SC_CURSE );
  215. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  216. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  217. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  218. add_sc( NPC_DARKBLESSING , SC_COMA );
  219. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  220. add_sc( NPC_DEFENDER , SC_ARMOR );
  221. add_sc( NPC_LICK , SC_STUN );
  222. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  223. add_sc( NPC_REBIRTH , SC_REBIRTH );
  224. add_sc( RG_RAID , SC_STUN );
  225. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  226. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  227. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  228. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  229. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  230. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  231. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  232. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  233. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  234. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  235. add_sc( CR_SHIELDCHARGE , SC_STUN );
  236. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  237. add_sc( CR_HOLYCROSS , SC_BLIND );
  238. add_sc( CR_GRANDCROSS , SC_BLIND );
  239. add_sc( CR_DEVOTION , SC_DEVOTION );
  240. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  241. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  242. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );
  243. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  244. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  245. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  246. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  247. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  248. add_sc( SA_MAGICROD , SC_MAGICROD );
  249. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  250. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  251. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  252. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  253. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  254. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  255. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  256. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  257. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  258. add_sc( SA_COMA , SC_COMA );
  259. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  260. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  261. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  262. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  263. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  264. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  265. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  266. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  267. add_sc( BA_FROSTJOKER , SC_FREEZE );
  268. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  269. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  270. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  271. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  272. add_sc( DC_SCREAM , SC_STUN );
  273. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  274. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  275. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  276. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  277. add_sc( NPC_DARKCROSS , SC_BLIND );
  278. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  279. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  280. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  281. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  282. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  283. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  284. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  285. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  286. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  287. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  288. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  289. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  290. 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 );
  291. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  292. add_sc( HP_BASILICA , SC_BASILICA );
  293. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  294. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  295. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  296. add_sc( PA_GOSPEL , SC_SCRESIST );
  297. add_sc( CH_TIGERFIST , SC_STOP );
  298. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  299. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  300. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  301. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  302. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  303. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  304. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  305. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  306. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  307. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  308. add_sc( LK_SPIRALPIERCE , SC_STOP );
  309. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  310. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  311. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  312. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  313. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  314. add_sc( PF_FOGWALL , SC_FOGWALL );
  315. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  316. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  317. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  318. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  319. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  320. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  321. add_sc( TK_DOWNKICK , SC_STUN );
  322. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  323. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  324. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  325. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  326. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  327. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  328. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  329. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  330. add_sc( SG_MOON_WARM , SC_WARM );
  331. add_sc( SG_STAR_WARM , SC_WARM );
  332. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  333. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  334. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  335. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  336. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  337. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  338. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  339. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  340. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  341. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  342. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  343. add_sc( SL_STUN , SC_STUN );
  344. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  345. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  346. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  347. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  348. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  349. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  350. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  351. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  352. add_sc( WS_CARTTERMINATION , SC_STUN );
  353. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  354. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  355. add_sc( CG_HERMODE , SC_HERMODE );
  356. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  357. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  358. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  359. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  360. add_sc( GS_CRACKER , SC_STUN );
  361. add_sc( GS_DISARM , SC_STRIPWEAPON );
  362. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  363. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  364. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  365. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  366. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  367. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  368. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  369. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  370. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  371. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  372. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  373.  
  374. add_sc( NPC_ICEBREATH , SC_FREEZE );
  375. add_sc( NPC_ACIDBREATH , SC_POISON );
  376. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  377. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  378. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  379. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  380. add_sc( NPC_WIDESTONE , SC_STONE );
  381. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  382. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  383. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  384. add_sc( NPC_EVILLAND , SC_BLIND );
  385. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  386. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  387. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  388. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  389. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  390. add_sc( NPC_WIDECURSE , SC_CURSE );
  391. add_sc( NPC_WIDESTUN , SC_STUN );
  392.  
  393. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  394. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  395. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  396. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  397.  
  398. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  399. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  400. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  401.  
  402. //set_sc( ALL_PARTYFLEE , SC_INCFLEE , SI_PARTYFLEE , SCB_NONE );
  403.  
  404. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  405. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  406. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  407. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  408. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  409. add_sc( MO_BALKYOUNG , SC_STUN );
  410. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  411. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  412. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  413. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  414.  
  415. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  416. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  417. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  418. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  419. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  420. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  421.  
  422. add_sc( MER_CRASH , SC_STUN );
  423. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  424. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  425. add_sc( MER_SIGHT , SC_SIGHT );
  426. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  427. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  428. add_sc( MER_LEXDIVINA , SC_SILENCE );
  429. add_sc( MA_LANDMINE , SC_STUN );
  430. add_sc( MA_SANDMAN , SC_SLEEP );
  431. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  432. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  433. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  434. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  435. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  436. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  437. 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 );
  438. add_sc( ML_SPIRALPIERCE , SC_STOP );
  439. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  440. add_sc( ML_DEVOTION , SC_DEVOTION );
  441. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  442. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  443. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  444.  
  445. set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
  446. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  447. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  448.  
  449. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  450. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  451. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  452. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  453. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  454. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  455. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  456. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  457. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  458. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  459. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  460. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  461. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  462. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  463. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  464. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  465.  
  466. //Status that don't have a skill associated.
  467. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  468. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  469. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  470. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  471. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  472. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  473. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  474. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  475. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  476. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  477. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  478. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  479. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  480. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  481. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  482. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  483. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  484. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  485. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  486. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  487. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  488. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  489. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  490. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  491. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  492. //Cash Items
  493. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  494. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  495. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  496. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  497. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  498. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  499. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  500. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  501. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  502. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  503. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  504. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  505. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  506. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  507. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  508. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  509. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  510. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  511. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  512. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  513. // Mercenary Bonus Effects
  514. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  515. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  516. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  517. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  518. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  519.  
  520. //Other SC which are not necessarily associated to skills.
  521. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  522. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  523. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  524. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  525. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  526. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  527. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  528. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  529. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  530. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  531. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  532. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  533. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  534. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  535. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  536. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  537. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  538. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  539. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  540. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  541. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  542. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  543. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  544. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  545. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  546. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  547. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  548. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  549. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  550. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  551. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  552. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  553. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  554. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  555. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  556. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  557. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  558. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  559. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  560. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  561. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  562. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  563. // Cash Items
  564. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  565. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  566. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  567. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  568. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  569. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  570. // Mercenary Bonus Effects
  571. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  572. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  573. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  574. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  575. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  576.  
  577. if( !battle_config.display_hallucination ) //Disable Hallucination.
  578. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  579. }
  580.  
  581. static void initDummyData(void)
  582. {
  583. memset(&dummy_status, 0, sizeof(dummy_status));
  584. dummy_status.hp =
  585. dummy_status.max_hp =
  586. dummy_status.max_sp =
  587. dummy_status.str =
  588. dummy_status.agi =
  589. dummy_status.vit =
  590. dummy_status.int_ =
  591. dummy_status.dex =
  592. dummy_status.luk =
  593. dummy_status.hit = 1;
  594. dummy_status.speed = 2000;
  595. dummy_status.adelay = 4000;
  596. dummy_status.amotion = 2000;
  597. dummy_status.dmotion = 2000;
  598. dummy_status.ele_lv = 1; //Min elemental level.
  599. dummy_status.mode = MD_CANMOVE;
  600. }
  601.  
  602.  
  603. //For copying a status_data structure from b to a, without overwriting current Hp and Sp
  604. static inline void status_cpy(struct status_data* a, const struct status_data* b)
  605. {
  606. memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
  607. }
  608.  
  609.  
  610. /*==========================================
  611. * ¸˜Bƒ{[ƒiƒX
  612. *------------------------------------------*/
  613. int status_getrefinebonus(int lv,int type)
  614. {
  615. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  616. return refinebonus[lv][type];
  617. return 0;
  618. }
  619.  
  620. //Sets HP to given value. Flag is the flag passed to status_heal in case
  621. //final value is higher than current (use 2 to make a healing effect display
  622. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  623. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  624. {
  625. struct status_data *status;
  626. if (hp < 1) return 0;
  627. status = status_get_status_data(bl);
  628. if (status == &dummy_status)
  629. return 0;
  630.  
  631. if (hp > status->max_hp) hp = status->max_hp;
  632. if (hp == status->hp) return 0;
  633. if (hp > status->hp)
  634. return status_heal(bl, hp - status->hp, 0, 1|flag);
  635. return status_zap(bl, status->hp - hp, 0);
  636. }
  637.  
  638. //Sets SP to given value. Flag is the flag passed to status_heal in case
  639. //final value is higher than current (use 2 to make a healing effect display
  640. //on players)
  641. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  642. {
  643. struct status_data *status;
  644.  
  645. status = status_get_status_data(bl);
  646. if (status == &dummy_status)
  647. return 0;
  648.  
  649. if (sp > status->max_sp) sp = status->max_sp;
  650. if (sp == status->sp) return 0;
  651. if (sp > status->sp)
  652. return status_heal(bl, 0, sp - status->sp, 1|flag);
  653. return status_zap(bl, 0, status->sp - sp);
  654. }
  655.  
  656. int status_charge(struct block_list* bl, int hp, int sp)
  657. {
  658. if(!(bl->type&BL_CONSUME))
  659. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  660. return status_damage(NULL, bl, hp, sp, 0, 3);
  661. }
  662.  
  663. //Inflicts damage on the target with the according walkdelay.
  664. //If flag&1, damage is passive and does not triggers cancelling status changes.
  665. //If flag&2, fail if target does not has enough to substract.
  666. //If flag&4, if killed, mob must not give exp/loot.
  667. //flag will be set to &8 when damaging sp of a dead character
  668. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  669. {
  670. struct status_data *status;
  671. struct status_change *sc;
  672.  
  673. if(sp && !(target->type&BL_CONSUME))
  674. sp = 0; //Not a valid SP target.
  675.  
  676. if (hp < 0) { //Assume absorbed damage.
  677. status_heal(target, -hp, 0, 1);
  678. hp = 0;
  679. }
  680.  
  681. if (sp < 0) {
  682. status_heal(target, 0, -sp, 1);
  683. sp = 0;
  684. }
  685.  
  686. if (target->type == BL_SKILL)
  687. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  688.  
  689. status = status_get_status_data(target);
  690. if( status == &dummy_status )
  691. return 0;
  692.  
  693. if ((unsigned int)hp >= status->hp) {
  694. if (flag&2) return 0;
  695. hp = status->hp;
  696. }
  697.  
  698. if ((unsigned int)sp > status->sp) {
  699. if (flag&2) return 0;
  700. sp = status->sp;
  701. }
  702.  
  703. if (!hp && !sp)
  704. return 0;
  705.  
  706. if( !status->hp )
  707. flag |= 8;
  708.  
  709. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  710. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  711. // if (!target->prev && !(flag&2))
  712. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  713.  
  714. sc = status_get_sc(target);
  715. if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  716. hp = 1;
  717.  
  718. if( hp && !(flag&1) ) {
  719. if( sc ) {
  720. struct status_change_entry *sce;
  721. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  722. status_change_end(target, SC_STONE, INVALID_TIMER);
  723. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  724. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  725. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  726. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  727. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  728. status_change_end(target, SC_HIDING, INVALID_TIMER);
  729. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  730. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  731. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  732. //Endure count is only reduced by non-players on non-gvg maps.
  733. //val4 signals infinite endure. [Skotlex]
  734. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  735. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  736. }
  737. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
  738. {
  739. struct skill_unit_group* sg = skill_id2group(sce->val4);
  740. if (sg) {
  741. skill_delunitgroup(sg);
  742. sce->val4 = 0;
  743. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  744. }
  745. }
  746. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  747. status_change_end(target, SC_DANCING, INVALID_TIMER);
  748. }
  749. unit_skillcastcancel(target, 2);
  750. }
  751.  
  752. status->hp-= hp;
  753. status->sp-= sp;
  754.  
  755. if (sc && hp && status->hp) {
  756. if (sc->data[SC_AUTOBERSERK] &&
  757. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  758. status->hp < status->max_hp>>2)
  759. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  760. if (sc->data[SC_BERSERK] && status->hp <= 100)
  761. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  762. }
  763.  
  764. switch (target->type)
  765. {
  766. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  767. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  768. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  769. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  770. }
  771.  
  772. if( status->hp || (flag&8) )
  773. { //Still lives or has been dead before this damage.
  774. if (walkdelay)
  775. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  776. return hp+sp;
  777. }
  778.  
  779. status->hp = 1; //To let the dead function cast skills and all that.
  780. //NOTE: These dead functions should return: [Skotlex]
  781. //0: Death cancelled, auto-revived.
  782. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  783. //&2: Also remove object from map.
  784. //&4: Also delete object from memory.
  785. switch (target->type) {
  786. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  787. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  788. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  789. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  790. default: //Unhandled case, do nothing to object.
  791. flag = 0;
  792. break;
  793. }
  794.  
  795. if(!flag) //Death cancelled.
  796. return hp+sp;
  797.  
  798. //Normal death
  799. status->hp = 0;
  800. if (battle_config.clear_unit_ondeath &&
  801. battle_config.clear_unit_ondeath&target->type)
  802. skill_clear_unitgroup(target);
  803.  
  804. if(target->type&BL_REGEN)
  805. { //Reset regen ticks.
  806. struct regen_data *regen = status_get_regen_data(target);
  807. if (regen) {
  808. memset(&regen->tick, 0, sizeof(regen->tick));
  809. if (regen->sregen)
  810. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  811. if (regen->ssregen)
  812. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  813. }
  814. }
  815.  
  816. if( sc && sc->data[SC_KAIZEL] )
  817. { //flag&8 = disable Kaizel
  818. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  819. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  820. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
  821. status_revive(target, 100, 100);
  822. else
  823. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  824. status_change_clear(target,0);
  825. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  826. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  827.  
  828. if( target->type == BL_MOB )
  829. ((TBL_MOB*)target)->state.rebirth = 1;
  830.  
  831. return hp+sp;
  832. }
  833.  
  834. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  835. {// Ensure the monster has not already rebirthed before doing so.
  836. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  837. status_change_clear(target,0);
  838. ((TBL_MOB*)target)->state.rebirth = 1;
  839.  
  840. return hp+sp;
  841. }
  842.  
  843. status_change_clear(target,0);
  844.  
  845. if(flag&4) //Delete from memory. (also invokes map removal code)
  846. unit_free(target,CLR_DEAD);
  847. else
  848. if(flag&2) //remove from map
  849. unit_remove_map(target,CLR_DEAD);
  850. else
  851. { //Some death states that would normally be handled by unit_remove_map
  852. unit_stop_attack(target);
  853. unit_stop_walking(target,1);
  854. unit_skillcastcancel(target,0);
  855. clif_clearunit_area(target,CLR_DEAD);
  856. skill_unit_move(target,gettick(),4);
  857. skill_cleartimerskill(target);
  858. }
  859.  
  860. return hp+sp;
  861. }
  862.  
  863. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  864. //If flag&2, when the player is healed, show the HP/SP heal effect.
  865. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  866. {
  867. struct status_data *status;
  868. struct status_change *sc;
  869.  
  870. status = status_get_status_data(bl);
  871.  
  872. if (status == &dummy_status || !status->hp)
  873. return 0;
  874.  
  875. sc = status_get_sc(bl);
  876. if (sc && !sc->count)
  877. sc = NULL;
  878.  
  879. if (hp < 0) {
  880. if (hp == INT_MIN) hp++; //-INT_MIN == INT_MIN in some architectures!
  881. status_damage(NULL, bl, -hp, 0, 0, 1);
  882. hp = 0;
  883. }
  884.  
  885. if(hp) {
  886. if (!(flag&1) && sc && sc->data[SC_BERSERK])
  887. hp = 0;
  888.  
  889. if((unsigned int)hp > status->max_hp - status->hp)
  890. hp = status->max_hp - status->hp;
  891. }
  892.  
  893. if(sp < 0) {
  894. if (sp==INT_MIN) sp++;
  895. status_damage(NULL, bl, 0, -sp, 0, 1);
  896. sp = 0;
  897. }
  898.  
  899. if(sp) {
  900. if((unsigned int)sp > status->max_sp - status->sp)
  901. sp = status->max_sp - status->sp;
  902. }
  903.  
  904. if(!sp && !hp) return 0;
  905.  
  906. status->hp+= hp;
  907. status->sp+= sp;
  908.  
  909. if(hp && sc &&
  910. sc->data[SC_AUTOBERSERK] &&
  911. sc->data[SC_PROVOKE] &&
  912. sc->data[SC_PROVOKE]->val2==1 &&
  913. status->hp>=status->max_hp>>2
  914. ) //End auto berserk.
  915. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  916.  
  917. // send hp update to client
  918. switch(bl->type) {
  919. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  920. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  921. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  922. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  923. }
  924.  
  925. return hp+sp;
  926. }
  927.  
  928. //Does percentual non-flinching damage/heal. If mob is killed this way,
  929. //no exp/drops will be awarded if there is no src (or src is target)
  930. //If rates are > 0, percent is of current HP/SP
  931. //If rates are < 0, percent is of max HP/SP
  932. //If !flag, this is heal, otherwise it is damage.
  933. //Furthermore, if flag==2, then the target must not die from the substraction.
  934. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  935. {
  936. struct status_data *status;
  937. unsigned int hp =0, sp = 0;
  938.  
  939. status = status_get_status_data(target);
  940.  
  941. //Change the equation when the values are high enough to discard the
  942. //imprecision in exchange of overflow protection [Skotlex]
  943. //Also add 100% checks since those are the most used cases where we don't
  944. //want aproximation errors.
  945. if (hp_rate > 99)
  946. hp = status->hp;
  947. else if (hp_rate > 0)
  948. hp = status->hp>10000?
  949. hp_rate*(status->hp/100):
  950. (hp_rate*status->hp)/100;
  951. else if (hp_rate < -99)
  952. hp = status->max_hp;
  953. else if (hp_rate < 0)
  954. hp = status->max_hp>10000?
  955. (-hp_rate)*(status->max_hp/100):
  956. (-hp_rate*status->max_hp)/100;
  957. if (hp_rate && !hp)
  958. hp = 1;
  959.  
  960. if (flag == 2 && hp >= status->hp)
  961. hp = status->hp-1; //Must not kill target.
  962.  
  963. //Should be safe to not do overflow protection here, noone should have
  964. //millions upon millions of SP
  965. if (sp_rate > 99)
  966. sp = status->sp;
  967. else if (sp_rate > 0)
  968. sp = (sp_rate*status->sp)/100;
  969. else if (sp_rate < -99)
  970. sp = status->max_sp;
  971. else if (sp_rate < 0)
  972. sp = (-sp_rate)*status->max_sp/100;
  973. if (sp_rate && !sp)
  974. sp = 1;
  975.  
  976. //Ugly check in case damage dealt is too much for the received args of
  977. //status_heal / status_damage. [Skotlex]
  978. if (hp > INT_MAX) {
  979. hp -= INT_MAX;
  980. if (flag)
  981. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  982. else
  983. status_heal(target, INT_MAX, 0, 0);
  984. }
  985. if (sp > INT_MAX) {
  986. sp -= INT_MAX;
  987. if (flag)
  988. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  989. else
  990. status_heal(target, 0, INT_MAX, 0);
  991. }
  992. if (flag)
  993. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  994. return status_heal(target, hp, sp, 0);
  995. }
  996.  
  997. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  998. {
  999. struct status_data *status;
  1000. unsigned int hp, sp;
  1001. if (!status_isdead(bl)) return 0;
  1002.  
  1003. status = status_get_status_data(bl);
  1004. if (status == &dummy_status)
  1005. return 0; //Invalid target.
  1006.  
  1007. hp = status->max_hp * per_hp/100;
  1008. sp = status->max_sp * per_sp/100;
  1009.  
  1010. if(hp > status->max_hp - status->hp)
  1011. hp = status->max_hp - status->hp;
  1012. else if (per_hp && !hp)
  1013. hp = 1;
  1014.  
  1015. if(sp > status->max_sp - status->sp)
  1016. sp = status->max_sp - status->sp;
  1017. else if (per_sp && !sp)
  1018. sp = 1;
  1019.  
  1020. status->hp += hp;
  1021. status->sp += sp;
  1022.  
  1023. if (bl->prev) //Animation only if character is already on a map.
  1024. clif_resurrection(bl, 1);
  1025. switch (bl->type) {
  1026. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1027. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1028. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1029. }
  1030. return 1;
  1031. }
  1032.  
  1033. /*==========================================
  1034. * Checks whether the src can use the skill on the target,
  1035. * taking into account status/option of both source/target. [Skotlex]
  1036. * flag:
  1037. * 0 - Trying to use skill on target.
  1038. * 1 - Cast bar is done.
  1039. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  1040. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  1041. * target MAY Be null, in which case the checks are only to see
  1042. * whether the source can cast or not the skill on the ground.
  1043. *------------------------------------------*/
  1044. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int flag)
  1045. {
  1046. struct status_data *status;
  1047. struct status_change *sc=NULL, *tsc;
  1048. int hide_flag;
  1049.  
  1050. status = src?status_get_status_data(src):&dummy_status;
  1051.  
  1052. if (src && status_isdead(src))
  1053. return 0;
  1054.  
  1055. if (!skill_num) { //Normal attack checks.
  1056. if (!(status->mode&MD_CANATTACK))
  1057. return 0; //This mode is only needed for melee attacking.
  1058. //Dead state is not checked for skills as some skills can be used
  1059. //on dead characters, said checks are left to skill.c [Skotlex]
  1060. if (target && status_isdead(target))
  1061. return 0;
  1062. }
  1063.  
  1064. if (skill_num == PA_PRESSURE && flag && target) {
  1065. //Gloria Avoids pretty much everything....
  1066. tsc = status_get_sc(target);
  1067. if(tsc && tsc->option&OPTION_HIDE)
  1068. return 0;
  1069. return 1;
  1070. }
  1071.  
  1072. //Should fail when used on top of Land Protector [Skotlex]
  1073. if (src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1074. && !(status->mode&MD_BOSS)
  1075. && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num))
  1076. return 0;
  1077.  
  1078. if (src) sc = status_get_sc(src);
  1079.  
  1080. if(sc && sc->count)
  1081. {
  1082. if(sc->opt1 >0)
  1083. { //Stuned/Frozen/etc
  1084. if (flag != 1) //Can't cast, casted stuff can't damage.
  1085. return 0;
  1086. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  1087. return 0; //Targetted spells can't come off.
  1088. }
  1089.  
  1090. if (
  1091. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  1092. || (sc->data[SC_AUTOCOUNTER] && !flag)
  1093. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  1094. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1095. )
  1096. return 0;
  1097.  
  1098. if (sc->data[SC_WINKCHARM] && target && !flag)
  1099. { //Prevents skill usage
  1100. clif_emotion(src, E_LV);
  1101. return 0;
  1102. }
  1103.  
  1104. if (sc->data[SC_BLADESTOP]) {
  1105. switch (sc->data[SC_BLADESTOP]->val1)
  1106. {
  1107. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  1108. case 4: if (skill_num == MO_CHAINCOMBO) break;
  1109. case 3: if (skill_num == MO_INVESTIGATE) break;
  1110. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  1111. default: return 0;
  1112. }
  1113. }
  1114.  
  1115. if (sc->data[SC_DANCING] && flag!=2)
  1116. {
  1117. if(sc->data[SC_LONGING])
  1118. { //Allow everything except dancing/re-dancing. [Skotlex]
  1119. if (skill_num == BD_ENCORE ||
  1120. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1121. )
  1122. return 0;
  1123. } else
  1124. switch (skill_num) {
  1125. case BD_ADAPTATION:
  1126. case CG_LONGINGFREEDOM:
  1127. case BA_MUSICALSTRIKE:
  1128. case DC_THROWARROW:
  1129. break;
  1130. default:
  1131. return 0;
  1132. }
  1133. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  1134. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1135. }
  1136.  
  1137. if (skill_num && //Do not block item-casted skills.
  1138. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  1139. ) { //Skills blocked through status changes...
  1140. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1141. sc->data[SC_SILENCE] ||
  1142. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1143. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1144. sc->data[SC_STEELBODY] ||
  1145. sc->data[SC_BERSERK]
  1146. ))
  1147. return 0;
  1148.  
  1149. //Skill blocking.
  1150. if (
  1151. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1152. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1153. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1154. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1155. )
  1156. return 0;
  1157.  
  1158. }
  1159. }
  1160.  
  1161. if (sc && sc->option)
  1162. {
  1163. if (sc->option&OPTION_HIDE)
  1164. switch (skill_num) { //Usable skills while hiding.
  1165. case TF_HIDING:
  1166. case AS_GRIMTOOTH:
  1167. case RG_BACKSTAP:
  1168. case RG_RAID:
  1169. case NJ_SHADOWJUMP:
  1170. case NJ_KIRIKAGE:
  1171. break;
  1172. default:
  1173. //Non players can use all skills while hidden.
  1174. if (!skill_num || src->type == BL_PC)
  1175. return 0;
  1176. }
  1177. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1178. return 0;
  1179. }
  1180. if (target == NULL || target == src) //No further checking needed.
  1181. return 1;
  1182.  
  1183. tsc = status_get_sc(target);
  1184.  
  1185. if(tsc && tsc->count)
  1186. {
  1187. if(!skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD])
  1188. return 0;
  1189. if((skill_num == WZ_STORMGUST || skill_num == WZ_FROSTNOVA || skill_num == NJ_HYOUSYOURAKU)
  1190. && tsc->data[SC_FREEZE])
  1191. return 0;
  1192. if(skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
  1193. return 0;
  1194. }
  1195.  
  1196. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1197. hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1198.  
  1199. //You cannot hide from ground skills.
  1200. if( skill_get_ele(skill_num,1) == ELE_EARTH ) //TODO: Need Skill Lv here :/
  1201. hide_flag &= ~OPTION_HIDE;
  1202.  
  1203. switch( target->type )
  1204. {
  1205. case BL_PC:
  1206. {
  1207. struct map_session_data *sd = (TBL_PC*) target;
  1208. if (pc_isinvisible(sd))
  1209. return 0;
  1210. if (tsc->option&hide_flag && !(status->mode&MD_BOSS) &&
  1211. (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1212. return 0;
  1213. }
  1214. break;
  1215. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1216. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1217. if (status->mode&MD_LOOTER)
  1218. return 1;
  1219. return 0;
  1220. case BL_HOM:
  1221. case BL_MER:
  1222. if( target->type == BL_HOM && skill_num && battle_config.hom_setting&0x1 && skill_get_inf(skill_num)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
  1223. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1224. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1225. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1226. if( target->type == BL_MER && skill_num == AM_POTIONPITCHER )
  1227. return 0; // Can't use Potion Pitcher on Mercenaries
  1228. default:
  1229. //Check for chase-walk/hiding/cloaking opponents.
  1230. if (tsc && tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1231. return 0;
  1232. }
  1233. return 1;
  1234. }
  1235.  
  1236. //Checks whether the source can see and chase target.
  1237. int status_check_visibility(struct block_list *src, struct block_list *target)
  1238. {
  1239. int view_range;
  1240. struct status_data* status = status_get_status_data(src);
  1241. struct status_change* tsc = status_get_sc(target);
  1242. switch (src->type) {
  1243. case BL_MOB:
  1244. view_range = ((TBL_MOB*)src)->min_chase;
  1245. break;
  1246. case BL_PET:
  1247. view_range = ((TBL_PET*)src)->db->range2;
  1248. break;
  1249. default:
  1250. view_range = AREA_SIZE;
  1251. }
  1252.  
  1253. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1254. return 0;
  1255.  
  1256. switch (target->type)
  1257. { //Check for chase-walk/hiding/cloaking opponents.
  1258. case BL_PC:
  1259. if(tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1260. !(status->mode&MD_BOSS) &&
  1261. (
  1262. ((TBL_PC*)target)->special_state.perfect_hiding ||
  1263. !(status->mode&MD_DETECTOR)
  1264. ))
  1265. return 0;
  1266. break;
  1267. default:
  1268. if (tsc && tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) &&
  1269. !(status->mode&(MD_BOSS|MD_DETECTOR)))
  1270. return 0;
  1271. }
  1272.  
  1273. return 1;
  1274. }
  1275.  
  1276. // Basic ASPD value
  1277. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1278. {
  1279. int amotion;
  1280.  
  1281. // base weapon delay
  1282. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1283. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1284. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1285.  
  1286. // percentual delay reduction from stats
  1287. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1288.  
  1289. // raw delay adjustment from bAspd bonus
  1290. amotion+= sd->aspd_add;
  1291.  
  1292. return amotion;
  1293. }
  1294.  
  1295. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1296. {
  1297. int flag = 0, str, dex, dstr;
  1298.  
  1299. if(!(bl->type&battle_config.enable_baseatk))
  1300. return 0;
  1301.  
  1302. if (bl->type == BL_PC)
  1303. switch(((TBL_PC*)bl)->status.weapon){
  1304. case W_BOW:
  1305. case W_MUSICAL:
  1306. case W_WHIP:
  1307. case W_REVOLVER:
  1308. case W_RIFLE:
  1309. case W_GATLING:
  1310. case W_SHOTGUN:
  1311. case W_GRENADE:
  1312. flag = 1;
  1313. }
  1314. if (flag) {
  1315. str = status->dex;
  1316. dex = status->str;
  1317. } else {
  1318. str = status->str;
  1319. dex = status->dex;
  1320. }
  1321. //Normally only players have base-atk, but homunc have a different batk
  1322. // equation, hinting that perhaps non-players should use this for batk.
  1323. // [Skotlex]
  1324. dstr = str/10;
  1325. str += dstr*dstr;
  1326. if (bl->type == BL_PC)
  1327. str+= dex/5 + status->luk/5;
  1328. return cap_value(str, 0, USHRT_MAX);
  1329. }
  1330.  
  1331.  
  1332. static inline unsigned short status_base_matk_max(const struct status_data* status)
  1333. {
  1334. return status->int_+(status->int_/5)*(status->int_/5);
  1335. }
  1336.  
  1337.  
  1338. static inline unsigned short status_base_matk_min(const struct status_data* status)
  1339. {
  1340. return status->int_+(status->int_/7)*(status->int_/7);
  1341. }
  1342.  
  1343.  
  1344. //Fills in the misc data that can be calculated from the other status info (except for level)
  1345. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1346. {
  1347. //Non players get the value set, players need to stack with previous bonuses.
  1348. if( bl->type != BL_PC )
  1349. status->batk =
  1350. status->hit = status->flee =
  1351. status->def2 = status->mdef2 =
  1352. status->cri = status->flee2 = 0;
  1353.  
  1354. status->matk_min = status_base_matk_min(status);
  1355. status->matk_max = status_base_matk_max(status);
  1356.  
  1357. status->hit += level + status->dex;
  1358. status->flee += level + status->agi;
  1359. status->def2 += status->vit;
  1360. status->mdef2 += status->int_ + (status->vit>>1);
  1361.  
  1362. if( bl->type&battle_config.enable_critical )
  1363. status->cri += status->luk*3 + 10;
  1364. else
  1365. status->cri = 0;
  1366.  
  1367. if (bl->type&battle_config.enable_perfect_flee)
  1368. status->flee2 += status->luk + 10;
  1369. else
  1370. status->flee2 = 0;
  1371.  
  1372. if (status->batk) {
  1373. int temp = status->batk + status_base_atk(bl, status);
  1374. status->batk = cap_value(temp, 0, USHRT_MAX);
  1375. } else
  1376. status->batk = status_base_atk(bl, status);
  1377. if (status->cri)
  1378. switch (bl->type) {
  1379. case BL_MOB:
  1380. if(battle_config.mob_critical_rate != 100)
  1381. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1382. if(!status->cri && battle_config.mob_critical_rate)
  1383. status->cri = 10;
  1384. break;
  1385. case BL_PC:
  1386. //Players don't have a critical adjustment setting as of yet.
  1387. break;
  1388. default:
  1389. if(battle_config.critical_rate != 100)
  1390. status->cri = status->cri*battle_config.critical_rate/100;
  1391. if (!status->cri && battle_config.critical_rate)
  1392. status->cri = 10;
  1393. }
  1394. if(bl->type&BL_REGEN)
  1395. status_calc_regen(bl, status, status_get_regen_data(bl));
  1396. }
  1397.  
  1398. //Skotlex: Calculates the initial status for the given mob
  1399. //first will only be false when the mob leveled up or got a GuardUp level.
  1400. int status_calc_mob_(struct mob_data* md, bool first)
  1401. {
  1402. struct status_data *status;
  1403. struct block_list *mbl = NULL;
  1404. int flag=0;
  1405.  
  1406. if(first)
  1407. { //Set basic level on respawn.
  1408. md->level = md->db->lv;
  1409. }
  1410.  
  1411. //Check if we need custom base-status
  1412. if (battle_config.mobs_level_up && md->level > md->db->lv)
  1413. flag|=1;
  1414.  
  1415. if (md->special_state.size)
  1416. flag|=2;
  1417.  
  1418. if (md->guardian_data && md->guardian_data->guardup_lv)
  1419. flag|=4;
  1420. if (md->class_ == MOBID_EMPERIUM)
  1421. flag|=4;
  1422.  
  1423. if (battle_config.slaves_inherit_speed && md->master_id)
  1424. flag|=8;
  1425.  
  1426. if (md->master_id && md->special_state.ai>1)
  1427. flag|=16;
  1428.  
  1429. if (!flag)
  1430. { //No special status required.
  1431. if (md->base_status) {
  1432. aFree(md->base_status);
  1433. md->base_status = NULL;
  1434. }
  1435. if(first)
  1436. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1437. return 0;
  1438. }
  1439. if (!md->base_status)
  1440. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1441.  
  1442. status = md->base_status;
  1443. memcpy(status, &md->db->status, sizeof(struct status_data));
  1444.  
  1445. if (flag&(8|16))
  1446. mbl = map_id2bl(md->master_id);
  1447.  
  1448. if (flag&8 && mbl) {
  1449. struct status_data *mstatus = status_get_base_status(mbl);
  1450. if (mstatus &&
  1451. battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2))
  1452. status->speed = mstatus->speed;
  1453. }
  1454.  
  1455. if (flag&16 && mbl)
  1456. { //Max HP setting from Summon Flora/marine Sphere
  1457. struct unit_data *ud = unit_bl2ud(mbl);
  1458. //Remove special AI when this is used by regular mobs.
  1459. if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
  1460. md->special_state.ai = 0;
  1461. if (ud)
  1462. { // different levels of HP according to skill level
  1463. if (ud->skillid == AM_SPHEREMINE) {
  1464. status->max_hp = 2000 + 400*ud->skilllv;
  1465. } else { //AM_CANNIBALIZE
  1466. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1467. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1468. }
  1469. status->hp = status->max_hp;
  1470. }
  1471. }
  1472.  
  1473. if (flag&1)
  1474. { // increase from mobs leveling up [Valaris]
  1475. int diff = md->level - md->db->lv;
  1476. status->str+= diff;
  1477. status->agi+= diff;
  1478. status->vit+= diff;
  1479. status->int_+= diff;
  1480. status->dex+= diff;
  1481. status->luk+= diff;
  1482. status->max_hp += diff*status->vit;
  1483. status->max_sp += diff*status->int_;
  1484. status->hp = status->max_hp;
  1485. status->sp = status->max_sp;
  1486. status->speed -= diff;
  1487. }
  1488.  
  1489.  
  1490. if (flag&2)
  1491. { // change for sized monsters [Valaris]
  1492. if (md->special_state.size==1) {
  1493. status->max_hp>>=1;
  1494. status->max_sp>>=1;
  1495. if (!status->max_hp) status->max_hp = 1;
  1496. if (!status->max_sp) status->max_sp = 1;
  1497. status->hp=status->max_hp;
  1498. status->sp=status->max_sp;
  1499. status->str>>=1;
  1500. status->agi>>=1;
  1501. status->vit>>=1;
  1502. status->int_>>=1;
  1503. status->dex>>=1;
  1504. status->luk>>=1;
  1505. if (!status->str) status->str = 1;
  1506. if (!status->agi) status->agi = 1;
  1507. if (!status->vit) status->vit = 1;
  1508. if (!status->int_) status->int_ = 1;
  1509. if (!status->dex) status->dex = 1;
  1510. if (!status->luk) status->luk = 1;
  1511. } else if (md->special_state.size==2) {
  1512. status->max_hp<<=1;
  1513. status->max_sp<<=1;
  1514. status->hp=status->max_hp;
  1515. status->sp=status->max_sp;
  1516. status->str<<=1;
  1517. status->agi<<=1;
  1518. status->vit<<=1;
  1519. status->int_<<=1;
  1520. status->dex<<=1;
  1521. status->luk<<=1;
  1522. }
  1523. }
  1524.  
  1525. status_calc_misc(&md->bl, status, md->level);
  1526.  
  1527. if(flag&4)
  1528. { // Strengthen Guardians - custom value +10% / lv
  1529. struct guild_castle *gc;
  1530. gc=guild_mapname2gc(map[md->bl.m].name);
  1531. if (!gc)
  1532. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1533. else
  1534. if(gc->castle_id < 24 || md->class_ == MOBID_EMPERIUM) {
  1535. status->max_hp += 1000 * gc->defense;
  1536. status->max_sp += 200 * gc->defense;
  1537. status->hp = status->max_hp;
  1538. status->sp = status->max_sp;
  1539. status->def += (gc->defense+2)/3;
  1540. status->mdef += (gc->defense+2)/3;
  1541. }
  1542. if(md->class_ != MOBID_EMPERIUM) {
  1543. status->batk += status->batk * 10*md->guardian_data->guardup_lv/100;
  1544. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100;
  1545. status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100;
  1546. status->aspd_rate -= 100*md->guardian_data->guardup_lv;
  1547. }
  1548. }
  1549.  
  1550. if( first ) //Initial battle status
  1551. memcpy(&md->status, status, sizeof(struct status_data));
  1552.  
  1553. return 1;
  1554. }
  1555.  
  1556. //Skotlex: Calculates the stats of the given pet.
  1557. int status_calc_pet_(struct pet_data *pd, bool first)
  1558. {
  1559. nullpo_ret(pd);
  1560.  
  1561. if (first) {
  1562. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1563. pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
  1564. pd->status.speed = pd->petDB->speed;
  1565.  
  1566. if(battle_config.pet_attack_support || battle_config.pet_damage_support)
  1567. {// attack support requires the pet to be able to attack
  1568. pd->status.mode|= MD_CANATTACK;
  1569. }
  1570. }
  1571.  
  1572. if (battle_config.pet_lv_rate && pd->msd)
  1573. {
  1574. struct map_session_data *sd = pd->msd;
  1575. int lv;
  1576.  
  1577. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1578. if (lv < 0)
  1579. lv = 1;
  1580. if (lv != pd->pet.level || first)
  1581. {
  1582. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1583. pd->pet.level = lv;
  1584. if (!first) //Lv Up animation
  1585. clif_misceffect(&pd->bl, 0);
  1586. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1587. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1588. status->str = (bstat->str*lv)/pd->db->lv;
  1589. status->agi = (bstat->agi*lv)/pd->db->lv;
  1590. status->vit = (bstat->vit*lv)/pd->db->lv;
  1591. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1592. status->dex = (bstat->dex*lv)/pd->db->lv;
  1593. status->luk = (bstat->luk*lv)/pd->db->lv;
  1594.  
  1595. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1596. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1597. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1598. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1599. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1600. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1601. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1602. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1603.  
  1604. status_calc_misc(&pd->bl, &pd->status, lv);
  1605.  
  1606. if (!first) //Not done the first time because the pet is not visible yet
  1607. clif_send_petstatus(sd);
  1608. }
  1609. } else if (first) {
  1610. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1611. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  1612. pd->pet.level = pd->db->lv;
  1613. }
  1614.  
  1615. //Support rate modifier (1000 = 100%)
  1616. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  1617. if(battle_config.pet_support_rate != 100)
  1618. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  1619.  
  1620. return 1;
  1621. }
  1622.  
  1623. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  1624. static void status_calc_sigma(void)
  1625. {
  1626. int i,j;
  1627.  
  1628. for(i = 0; i < CLASS_COUNT; i++)
  1629. {
  1630. unsigned int k = 0;
  1631. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  1632. for(j = 2; j <= MAX_LEVEL; j++)
  1633. {
  1634. k += (hp_coefficient[i]*j + 50) / 100;
  1635. hp_sigma_val[i][j] = k;
  1636. if (k >= INT_MAX)
  1637. break; //Overflow protection. [Skotlex]
  1638. }
  1639. for(; j <= MAX_LEVEL; j++)
  1640. hp_sigma_val[i][j] = INT_MAX;
  1641. }
  1642. }
  1643.  
  1644. /// Calculates base MaxHP value according to class and base level
  1645. /// The recursive equation used to calculate level bonus is (using integer operations)
  1646. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  1647. /// which reduces to something close to
  1648. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  1649. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  1650. {
  1651. unsigned int val = pc_class2idx(sd->status.class_);
  1652. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  1653.  
  1654. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  1655. val += 100; //Since their HP can't be approximated well enough without this.
  1656. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1657. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  1658. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  1659. val += 2000; //Supernovice lvl99 hp bonus.
  1660.  
  1661. val += val * status->vit/100; // +1% per each point of VIT
  1662.  
  1663. if (sd->class_&JOBL_UPPER)
  1664. val += val * 25/100; //Trans classes get a 25% hp bonus
  1665. else if (sd->class_&JOBL_BABY)
  1666. val -= val * 30/100; //Baby classes get a 30% hp penalty
  1667. return val;
  1668. }
  1669.  
  1670. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  1671. {
  1672. unsigned int val;
  1673.  
  1674. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  1675. val += val * status->int_/100;
  1676.  
  1677. if (sd->class_&JOBL_UPPER)
  1678. val += val * 25/100;
  1679. else if (sd->class_&JOBL_BABY)
  1680. val -= val * 30/100;
  1681. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  1682. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  1683.  
  1684. return val;
  1685. }
  1686.  
  1687.  
  1688. //Calculates player data from scratch without counting SC adjustments.
  1689. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  1690. int status_calc_pc_(struct map_session_data* sd, bool first)
  1691. {
  1692. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  1693. struct status_data *status; // pointer to the player's base status
  1694. const struct status_change *sc = &sd->sc;
  1695. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  1696. int b_weight, b_max_weight; // previous weight
  1697. int i,index;
  1698. int skill,refinedef=0;
  1699.  
  1700. if (++calculating > 10) //Too many recursive calls!
  1701. return -1;
  1702.  
  1703. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  1704. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  1705. b_weight = sd->weight;
  1706. b_max_weight = sd->max_weight;
  1707.  
  1708. pc_calc_skilltree(sd); // ƒXƒLƒ‹ƒcƒŠ?‚ÌŒvŽZ
  1709.  
  1710. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)]+sd->status.str*300;
  1711.  
  1712. if(first) {
  1713. //Load Hp/SP from char-received data.
  1714. sd->battle_status.hp = sd->status.hp;
  1715. sd->battle_status.sp = sd->status.sp;
  1716. sd->regen.sregen = &sd->sregen;
  1717. sd->regen.ssregen = &sd->ssregen;
  1718. sd->weight=0;
  1719. for(i=0;i<MAX_INVENTORY;i++){
  1720. if(sd->status.inventory[i].nameid==0 || sd->inventory_data[i] == NULL)
  1721. continue;
  1722. sd->weight += sd->inventory_data[i]->weight*sd->status.inventory[i].amount;
  1723. }
  1724. sd->cart_weight=0;
  1725. sd->cart_num=0;
  1726. for(i=0;i<MAX_CART;i++){
  1727. if(sd->status.cart[i].nameid==0)
  1728. continue;
  1729. sd->cart_weight+=itemdb_weight(sd->status.cart[i].nameid)*sd->status.cart[i].amount;
  1730. sd->cart_num++;
  1731. }
  1732. }
  1733.  
  1734. status = &sd->base_status;
  1735. // these are not zeroed. [zzo]
  1736. sd->hprate=100;
  1737. sd->sprate=100;
  1738. sd->castrate=100;
  1739. sd->delayrate=100;
  1740. sd->dsprate=100;
  1741. sd->hprecov_rate = 100;
  1742. sd->sprecov_rate = 100;
  1743. sd->matk_rate = 100;
  1744. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  1745. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  1746. sd->regen.state.block = 0;
  1747.  
  1748. // zeroed arrays, order follows the order in pc.h.
  1749. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  1750. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  1751. + sizeof(sd->param_equip)
  1752. + sizeof(sd->subele)
  1753. + sizeof(sd->subrace)
  1754. + sizeof(sd->subrace2)
  1755. + sizeof(sd->subsize)
  1756. + sizeof(sd->reseff)
  1757. + sizeof(sd->weapon_coma_ele)
  1758. + sizeof(sd->weapon_coma_race)
  1759. + sizeof(sd->weapon_atk)
  1760. + sizeof(sd->weapon_atk_rate)
  1761. + sizeof(sd->arrow_addele)
  1762. + sizeof(sd->arrow_addrace)
  1763. + sizeof(sd->arrow_addsize)
  1764. + sizeof(sd->magic_addele)
  1765. + sizeof(sd->magic_addrace)
  1766. + sizeof(sd->magic_addsize)
  1767. + sizeof(sd->critaddrace)
  1768. + sizeof(sd->expaddrace)
  1769. + sizeof(sd->ignore_mdef)
  1770. + sizeof(sd->ignore_def)
  1771. + sizeof(sd->itemgrouphealrate)
  1772. + sizeof(sd->sp_gain_race)
  1773. );
  1774.  
  1775. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  1776. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  1777.  
  1778. if (sd->special_state.intravision) //Clear status change.
  1779. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  1780.  
  1781. memset(&sd->special_state,0,sizeof(sd->special_state));
  1782. memset(&status->max_hp, 0, sizeof(struct status_data)-(sizeof(status->hp)+sizeof(status->sp)));
  1783.  
  1784. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  1785. status->speed = DEFAULT_WALK_SPEED;
  1786. //Give them all modes except these (useful for clones)
  1787. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  1788.  
  1789. status->size = (sd->class_&JOBL_BABY)?0:1;
  1790. if (battle_config.character_size && pc_isriding(sd)) { //[Lupus]
  1791. if (sd->class_&JOBL_BABY) {
  1792. if (battle_config.character_size&2)
  1793. status->size++;
  1794. } else
  1795. if(battle_config.character_size&1)
  1796. status->size++;
  1797. }
  1798. status->aspd_rate = 1000;
  1799. status->ele_lv = 1;
  1800. status->race = RC_DEMIHUMAN;
  1801.  
  1802. //zero up structures...
  1803. memset(&sd->autospell,0,sizeof(sd->autospell)
  1804. + sizeof(sd->autospell2)
  1805. + sizeof(sd->autospell3)
  1806. + sizeof(sd->addeff)
  1807. + sizeof(sd->addeff2)
  1808. + sizeof(sd->addeff3)
  1809. + sizeof(sd->skillatk)
  1810. + sizeof(sd->skillheal)
  1811. + sizeof(sd->skillheal2)
  1812. + sizeof(sd->hp_loss)
  1813. + sizeof(sd->sp_loss)
  1814. + sizeof(sd->hp_regen)
  1815. + sizeof(sd->sp_regen)
  1816. + sizeof(sd->skillblown)
  1817. + sizeof(sd->skillcast)
  1818. + sizeof(sd->add_def)
  1819. + sizeof(sd->add_mdef)
  1820. + sizeof(sd->add_mdmg)
  1821. + sizeof(sd->add_drop)
  1822. + sizeof(sd->itemhealrate)
  1823. + sizeof(sd->subele2)
  1824. );
  1825.  
  1826. // vars zeroing. ints, shorts, chars. in that order.
  1827. memset (&sd->atk_rate, 0,sizeof(sd->atk_rate)
  1828. + sizeof(sd->arrow_atk)
  1829. + sizeof(sd->arrow_ele)
  1830. + sizeof(sd->arrow_cri)
  1831. + sizeof(sd->arrow_hit)
  1832. + sizeof(sd->nsshealhp)
  1833. + sizeof(sd->nsshealsp)
  1834. + sizeof(sd->critical_def)
  1835. + sizeof(sd->double_rate)
  1836. + sizeof(sd->long_attack_atk_rate)
  1837. + sizeof(sd->near_attack_def_rate)
  1838. + sizeof(sd->long_attack_def_rate)
  1839. + sizeof(sd->magic_def_rate)
  1840. + sizeof(sd->misc_def_rate)
  1841. + sizeof(sd->ignore_mdef_ele)
  1842. + sizeof(sd->ignore_mdef_race)
  1843. + sizeof(sd->perfect_hit)
  1844. + sizeof(sd->perfect_hit_add)
  1845. + sizeof(sd->get_zeny_rate)
  1846. + sizeof(sd->get_zeny_num)
  1847. + sizeof(sd->double_add_rate)
  1848. + sizeof(sd->short_weapon_damage_return)
  1849. + sizeof(sd->long_weapon_damage_return)
  1850. + sizeof(sd->magic_damage_return)
  1851. + sizeof(sd->random_attack_increase_add)
  1852. + sizeof(sd->random_attack_increase_per)
  1853. + sizeof(sd->break_weapon_rate)
  1854. + sizeof(sd->break_armor_rate)
  1855. + sizeof(sd->crit_atk_rate)
  1856. + sizeof(sd->classchange)
  1857. + sizeof(sd->speed_rate)
  1858. + sizeof(sd->speed_add_rate)
  1859. + sizeof(sd->aspd_add)
  1860. + sizeof(sd->setitem_hash)
  1861. + sizeof(sd->setitem_hash2)
  1862. + sizeof(sd->itemhealrate2)
  1863. // shorts
  1864. + sizeof(sd->splash_range)
  1865. + sizeof(sd->splash_add_range)
  1866. + sizeof(sd->add_steal_rate)
  1867. + sizeof(sd->add_heal_rate)
  1868. + sizeof(sd->add_heal2_rate)
  1869. + sizeof(sd->hp_gain_value)
  1870. + sizeof(sd->sp_gain_value)
  1871. + sizeof(sd->magic_hp_gain_value)
  1872. + sizeof(sd->magic_sp_gain_value)
  1873. + sizeof(sd->sp_vanish_rate)
  1874. + sizeof(sd->sp_vanish_per)
  1875. + sizeof(sd->unbreakable)
  1876. + sizeof(sd->unbreakable_equip)
  1877. + sizeof(sd->unstripable_equip)
  1878. );
  1879.  
  1880. // Autobonus
  1881. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  1882. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  1883. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  1884.  
  1885. // Parse equipment.
  1886. for(i=0;i<EQI_MAX-1;i++) {
  1887. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1888. if(index < 0)
  1889. continue;
  1890. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1891. continue;
  1892. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1893. continue;
  1894. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1895. continue;
  1896. if(!sd->inventory_data[index])
  1897. continue;
  1898.  
  1899. status->def += sd->inventory_data[index]->def;
  1900.  
  1901. if(first && sd->inventory_data[index]->equip_script)
  1902. { //Execute equip-script on login
  1903. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  1904. if (!calculating)
  1905. return 1;
  1906. }
  1907.  
  1908. if(sd->inventory_data[index]->type == IT_WEAPON) {
  1909. int r,wlv = sd->inventory_data[index]->wlv;
  1910. struct weapon_data *wd;
  1911. struct weapon_atk *wa;
  1912.  
  1913. if (wlv >= MAX_REFINE_BONUS)
  1914. wlv = MAX_REFINE_BONUS - 1;
  1915. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L) {
  1916. wd = &sd->left_weapon; // Left-hand weapon
  1917. wa = &status->lhw;
  1918. } else {
  1919. wd = &sd->right_weapon;
  1920. wa = &status->rhw;
  1921. }
  1922. wa->atk += sd->inventory_data[index]->atk;
  1923. wa->atk2 = (r=sd->status.inventory[index].refine)*refinebonus[wlv][0];
  1924. if((r-=refinebonus[wlv][2])>0) //Overrefine bonus.
  1925. wd->overrefine = r*refinebonus[wlv][1];
  1926.  
  1927. wa->range += sd->inventory_data[index]->range;
  1928. if(sd->inventory_data[index]->script) {
  1929. if (wd == &sd->left_weapon) {
  1930. sd->state.lr_flag = 1;
  1931. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1932. sd->state.lr_flag = 0;
  1933. } else
  1934. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1935. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1936. return 1;
  1937. }
  1938.  
  1939. if(sd->status.inventory[index].card[0]==CARD0_FORGE)
  1940. { // Forged weapon
  1941. wd->star += (sd->status.inventory[index].card[1]>>8);
  1942. if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  1943. if(pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH))
  1944. wd->star += 10;
  1945.  
  1946. if (!wa->ele) //Do not overwrite element from previous bonuses.
  1947. wa->ele = (sd->status.inventory[index].card[1]&0x0f);
  1948. }
  1949. }
  1950. else if(sd->inventory_data[index]->type == IT_ARMOR) {
  1951. refinedef += sd->status.inventory[index].refine*refinebonus[0][0];
  1952. if(sd->inventory_data[index]->script) {
  1953. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1954. if (!calculating) //Abort, run_script retriggered this. [Skotlex]
  1955. return 1;
  1956. }
  1957. }
  1958. }
  1959.  
  1960. if(sd->equip_index[EQI_AMMO] >= 0){
  1961. index = sd->equip_index[EQI_AMMO];
  1962. if(sd->inventory_data[index]){ // Arrows
  1963. sd->arrow_atk += sd->inventory_data[index]->atk;
  1964. sd->state.lr_flag = 2;
  1965. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  1966. sd->state.lr_flag = 0;
  1967. if (!calculating) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  1968. return 1;
  1969. }
  1970. }
  1971.  
  1972. //Store equipment script bonuses
  1973. memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
  1974. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  1975.  
  1976. status->def += (refinedef+50)/100;
  1977.  
  1978. //Parse Cards
  1979. for(i=0;i<EQI_MAX-1;i++) {
  1980. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  1981. if(index < 0)
  1982. continue;
  1983. if(i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index)
  1984. continue;
  1985. if(i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index)
  1986. continue;
  1987. if(i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index))
  1988. continue;
  1989.  
  1990. if(sd->inventory_data[index]) {
  1991. int j,c;
  1992. struct item_data *data;
  1993.  
  1994. //Card script execution.
  1995. if(itemdb_isspecial(sd->status.inventory[index].card[0]))
  1996. continue;
  1997. for(j=0;j<MAX_SLOTS;j++){ // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  1998. current_equip_card_id= c= sd->status.inventory[index].card[j];
  1999. if(!c)
  2000. continue;
  2001. data = itemdb_exists(c);
  2002. if(!data)
  2003. continue;
  2004. if(first && data->equip_script)
  2005. { //Execute equip-script on login
  2006. run_script(data->equip_script,0,sd->bl.id,0);
  2007. if (!calculating)
  2008. return 1;
  2009. }
  2010. if(!data->script)
  2011. continue;
  2012. if(data->flag.no_equip) { //Card restriction checks.
  2013. if(map[sd->bl.m].flag.restricted && data->flag.no_equip&(8*map[sd->bl.m].zone))
  2014. continue;
  2015. if(!map_flag_vs(sd->bl.m) && data->flag.no_equip&1)
  2016. continue;
  2017. if(map[sd->bl.m].flag.pvp && data->flag.no_equip&2)
  2018. continue;
  2019. if(map_flag_gvg(sd->bl.m) && data->flag.no_equip&4)
  2020. continue;
  2021. if(map[sd->bl.m].flag.battleground && data->flag.no_equip&8)
  2022. continue;
  2023. }
  2024. if(i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L)
  2025. { //Left hand status.
  2026. sd->state.lr_flag = 1;
  2027. run_script(data->script,0,sd->bl.id,0);
  2028. sd->state.lr_flag = 0;
  2029. } else
  2030. run_script(data->script,0,sd->bl.id,0);
  2031. if (!calculating) //Abort, run_script his function. [Skotlex]
  2032. return 1;
  2033. }
  2034. }
  2035. }
  2036.  
  2037. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  2038. {
  2039. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2040. if( data && data->script )
  2041. run_script(data->script,0,sd->bl.id,0);
  2042. }
  2043.  
  2044. if( sd->pd )
  2045. { // Pet Bonus
  2046. struct pet_data *pd = sd->pd;
  2047. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2048. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2049. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2050. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2051. }
  2052.  
  2053. //param_bonus now holds card bonuses.
  2054. if(status->rhw.range < 1) status->rhw.range = 1;
  2055. if(status->lhw.range < 1) status->lhw.range = 1;
  2056. if(status->rhw.range < status->lhw.range)
  2057. status->rhw.range = status->lhw.range;
  2058.  
  2059. sd->double_rate += sd->double_add_rate;
  2060. sd->perfect_hit += sd->perfect_hit_add;
  2061. sd->splash_range += sd->splash_add_range;
  2062.  
  2063. // Damage modifiers from weapon type
  2064. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2065. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2066. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2067. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2068. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2069. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2070.  
  2071. if(pc_isriding(sd) &&
  2072. (sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
  2073. { //When Riding with spear, damage modifier to mid-class becomes
  2074. //same as versus large size.
  2075. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2076. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2077. }
  2078.  
  2079. // ----- STATS CALCULATION -----
  2080.  
  2081. // Job bonuses
  2082. index = pc_class2idx(sd->status.class_);
  2083. for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++){
  2084. if(!job_bonus[index][i])
  2085. continue;
  2086. switch(job_bonus[index][i]) {
  2087. case 1: status->str++; break;
  2088. case 2: status->agi++; break;
  2089. case 3: status->vit++; break;
  2090. case 4: status->int_++; break;
  2091. case 5: status->dex++; break;
  2092. case 6: status->luk++; break;
  2093. }
  2094. }
  2095.  
  2096. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2097. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70){
  2098. status->str += 10;
  2099. status->agi += 10;
  2100. status->vit += 10;
  2101. status->int_+= 10;
  2102. status->dex += 10;
  2103. status->luk += 10;
  2104. }
  2105.  
  2106. // Absolute modifiers from passive skills
  2107. if(pc_checkskill(sd,BS_HILTBINDING)>0)
  2108. status->str++;
  2109. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
  2110. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2111. if((skill=pc_checkskill(sd,AC_OWL))>0)
  2112. status->dex += skill;
  2113.  
  2114. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2115. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2116. status->str = cap_value(i,0,USHRT_MAX);
  2117. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2118. status->agi = cap_value(i,0,USHRT_MAX);
  2119. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2120. status->vit = cap_value(i,0,USHRT_MAX);
  2121. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2122. status->int_ = cap_value(i,0,USHRT_MAX);
  2123. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2124. status->dex = cap_value(i,0,USHRT_MAX);
  2125. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2126. status->luk = cap_value(i,0,USHRT_MAX);
  2127.  
  2128. // ------ BASE ATTACK CALCULATION ------
  2129.  
  2130. // Base batk value is set on status_calc_misc
  2131. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  2132. if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
  2133. status->batk += sd->weapon_atk[sd->status.weapon];
  2134. // Absolute modifiers from passive skills
  2135. if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
  2136. status->batk += 4;
  2137.  
  2138. // ----- HP MAX CALCULATION -----
  2139.  
  2140. // Basic MaxHP value
  2141. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  2142. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  2143. //This is done to handle underflows from negative Max HP bonuses
  2144. i = sd->status.max_hp + (int)status->max_hp;
  2145. status->max_hp = cap_value(i, 0, INT_MAX);
  2146.  
  2147. // Absolute modifiers from passive skills
  2148. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2149. status->max_hp += skill*200;
  2150.  
  2151. // Apply relative modifiers from equipment
  2152. if(sd->hprate < 0)
  2153. sd->hprate = 0;
  2154. if(sd->hprate!=100)
  2155. status->max_hp = status->max_hp * sd->hprate/100;
  2156. if(battle_config.hp_rate != 100)
  2157. status->max_hp = status->max_hp * battle_config.hp_rate/100;
  2158.  
  2159. if(status->max_hp > (unsigned int)battle_config.max_hp)
  2160. status->max_hp = battle_config.max_hp;
  2161. else if(!status->max_hp)
  2162. status->max_hp = 1;
  2163.  
  2164. // ----- SP MAX CALCULATION -----
  2165.  
  2166. // Basic MaxSP value
  2167. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  2168. //This is done to handle underflows from negative Max SP bonuses
  2169. i = sd->status.max_sp + (int)status->max_sp;
  2170. status->max_sp = cap_value(i, 0, INT_MAX);
  2171.  
  2172. // Absolute modifiers from passive skills
  2173. if((skill=pc_checkskill(sd,SL_KAINA))>0)
  2174. status->max_sp += 30*skill;
  2175. if((skill=pc_checkskill(sd,HP_MEDITATIO))>0)
  2176. status->max_sp += status->max_sp * skill/100;
  2177. if((skill=pc_checkskill(sd,HW_SOULDRAIN))>0)
  2178. status->max_sp += status->max_sp * 2*skill/100;
  2179.  
  2180. // Apply relative modifiers from equipment
  2181. if(sd->sprate < 0)
  2182. sd->sprate = 0;
  2183. if(sd->sprate!=100)
  2184. status->max_sp = status->max_sp * sd->sprate/100;
  2185. if(battle_config.sp_rate != 100)
  2186. status->max_sp = status->max_sp * battle_config.sp_rate/100;
  2187.  
  2188. if(status->max_sp > (unsigned int)battle_config.max_sp)
  2189. status->max_sp = battle_config.max_sp;
  2190. else if(!status->max_sp)
  2191. status->max_sp = 1;
  2192.  
  2193. // ----- RESPAWN HP/SP -----
  2194. //
  2195. //Calc respawn hp and store it on base_status
  2196. if (sd->special_state.restart_full_recover)
  2197. {
  2198. status->hp = status->max_hp;
  2199. status->sp = status->max_sp;
  2200. } else {
  2201. if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
  2202. && battle_config.restart_hp_rate < 50)
  2203. status->hp=status->max_hp>>1;
  2204. else
  2205. status->hp=status->max_hp * battle_config.restart_hp_rate/100;
  2206. if(!status->hp)
  2207. status->hp = 1;
  2208.  
  2209. status->sp = status->max_sp * battle_config.restart_sp_rate /100;
  2210. }
  2211.  
  2212. // ----- MISC CALCULATION -----
  2213. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2214.  
  2215. //Equipment modifiers for misc settings
  2216. if(sd->matk_rate < 0)
  2217. sd->matk_rate = 0;
  2218. if(sd->matk_rate != 100){
  2219. status->matk_max = status->matk_max * sd->matk_rate/100;
  2220. status->matk_min = status->matk_min * sd->matk_rate/100;
  2221. }
  2222.  
  2223. if(sd->hit_rate < 0)
  2224. sd->hit_rate = 0;
  2225. if(sd->hit_rate != 100)
  2226. status->hit = status->hit * sd->hit_rate/100;
  2227.  
  2228. if(sd->flee_rate < 0)
  2229. sd->flee_rate = 0;
  2230. if(sd->flee_rate != 100)
  2231. status->flee = status->flee * sd->flee_rate/100;
  2232.  
  2233. if(sd->def2_rate < 0)
  2234. sd->def2_rate = 0;
  2235. if(sd->def2_rate != 100)
  2236. status->def2 = status->def2 * sd->def2_rate/100;
  2237.  
  2238. if(sd->mdef2_rate < 0)
  2239. sd->mdef2_rate = 0;
  2240. if(sd->mdef2_rate != 100)
  2241. status->mdef2 = status->mdef2 * sd->mdef2_rate/100;
  2242.  
  2243. if(sd->critical_rate < 0)
  2244. sd->critical_rate = 0;
  2245. if(sd->critical_rate != 100)
  2246. status->cri = status->cri * sd->critical_rate/100;
  2247.  
  2248. if(sd->flee2_rate < 0)
  2249. sd->flee2_rate = 0;
  2250. if(sd->flee2_rate != 100)
  2251. status->flee2 = status->flee2 * sd->flee2_rate/100;
  2252.  
  2253. // ----- HIT CALCULATION -----
  2254.  
  2255. // Absolute modifiers from passive skills
  2256. if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
  2257. status->hit += skill*2;
  2258. if((skill=pc_checkskill(sd,AC_VULTURE))>0){
  2259. status->hit += skill;
  2260. if(sd->status.weapon == W_BOW)
  2261. status->rhw.range += skill;
  2262. }
  2263. if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)
  2264. {
  2265. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
  2266. status->hit += 2*skill;
  2267. if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
  2268. status->hit += skill;
  2269. status->rhw.range += skill;
  2270. }
  2271. }
  2272.  
  2273. // ----- FLEE CALCULATION -----
  2274.  
  2275. // Absolute modifiers from passive skills
  2276. if((skill=pc_checkskill(sd,TF_MISS))>0)
  2277. status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
  2278. if((skill=pc_checkskill(sd,MO_DODGE))>0)
  2279. status->flee += (skill*3)>>1;
  2280.  
  2281. // ----- EQUIPMENT-DEF CALCULATION -----
  2282.  
  2283. // Apply relative modifiers from equipment
  2284. if(sd->def_rate < 0)
  2285. sd->def_rate = 0;
  2286. if(sd->def_rate != 100) {
  2287. i = status->def * sd->def_rate/100;
  2288. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  2289. }
  2290.  
  2291. if (!battle_config.weapon_defense_type && status->def > battle_config.max_def)
  2292. {
  2293. status->def2 += battle_config.over_def_bonus*(status->def -battle_config.max_def);
  2294. status->def = (unsigned char)battle_config.max_def;
  2295. }
  2296.  
  2297. // ----- EQUIPMENT-MDEF CALCULATION -----
  2298.  
  2299. // Apply relative modifiers from equipment
  2300. if(sd->mdef_rate < 0)
  2301. sd->mdef_rate = 0;
  2302. if(sd->mdef_rate != 100) {
  2303. i = status->mdef * sd->mdef_rate/100;
  2304. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  2305. }
  2306.  
  2307. if (!battle_config.magic_defense_type && status->mdef > battle_config.max_def)
  2308. {
  2309. status->mdef2 += battle_config.over_def_bonus*(status->mdef -battle_config.max_def);
  2310. status->mdef = (signed char)battle_config.max_def;
  2311. }
  2312.  
  2313. // ----- ASPD CALCULATION -----
  2314. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2315.  
  2316. // Basic ASPD value
  2317. i = status_base_amotion_pc(sd,status);
  2318. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  2319.  
  2320. // Relative modifiers from passive skills
  2321. if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
  2322. status->aspd_rate -= 5*skill;
  2323. if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd))
  2324. status->aspd_rate -= 30*skill;
  2325. if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
  2326. (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
  2327. status->aspd_rate -= ((skill+1)/2) * 10;
  2328. if(pc_isriding(sd))
  2329. status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
  2330.  
  2331. status->adelay = 2*status->amotion;
  2332.  
  2333.  
  2334. // ----- DMOTION -----
  2335. //
  2336. i = 800-status->agi*4;
  2337. status->dmotion = cap_value(i, 400, 800);
  2338. if(battle_config.pc_damage_delay_rate != 100)
  2339. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  2340.  
  2341. // ----- MISC CALCULATIONS -----
  2342.  
  2343. // Weight
  2344. if((skill=pc_checkskill(sd,MC_INCCARRY))>0)
  2345. sd->max_weight += 2000*skill;
  2346. if(pc_isriding(sd) && pc_checkskill(sd,KN_RIDING)>0)
  2347. sd->max_weight += 10000;
  2348. if(sc->data[SC_KNOWLEDGE])
  2349. sd->max_weight += sd->max_weight*sc->data[SC_KNOWLEDGE]->val1/10;
  2350. if((skill=pc_checkskill(sd,ALL_INCCARRY))>0)
  2351. sd->max_weight += 2000*skill;
  2352.  
  2353. if (pc_checkskill(sd,SM_MOVINGRECOVERY)>0)
  2354. sd->regen.state.walk = 1;
  2355. else
  2356. sd->regen.state.walk = 0;
  2357.  
  2358. // Skill SP cost
  2359. if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
  2360. sd->dsprate -= 4*skill;
  2361.  
  2362. if(sc->data[SC_SERVICE4U])
  2363. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2364.  
  2365. if(sc->data[SC_SPCOST_RATE])
  2366. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2367.  
  2368. //Underflow protections.
  2369. if(sd->dsprate < 0)
  2370. sd->dsprate = 0;
  2371. if(sd->castrate < 0)
  2372. sd->castrate = 0;
  2373. if(sd->delayrate < 0)
  2374. sd->delayrate = 0;
  2375. if(sd->hprecov_rate < 0)
  2376. sd->hprecov_rate = 0;
  2377. if(sd->sprecov_rate < 0)
  2378. sd->sprecov_rate = 0;
  2379.  
  2380. // Anti-element and anti-race
  2381. if((skill=pc_checkskill(sd,CR_TRUST))>0)
  2382. sd->subele[ELE_HOLY] += skill*5;
  2383. if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
  2384. sd->subele[ELE_NEUTRAL] += skill;
  2385. sd->subele[ELE_FIRE] += skill*4;
  2386. }
  2387. if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0 ){
  2388. skill = skill*4;
  2389. sd->right_weapon.addrace[RC_DRAGON]+=skill;
  2390. sd->left_weapon.addrace[RC_DRAGON]+=skill;
  2391. sd->magic_addrace[RC_DRAGON]+=skill;
  2392. sd->subrace[RC_DRAGON]+=skill;
  2393. }
  2394.  
  2395. if(sc->count){
  2396. if(sc->data[SC_CONCENTRATE])
  2397. { //Update the card-bonus data
  2398. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2399. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2400. }
  2401. if(sc->data[SC_SIEGFRIED]){
  2402. i = sc->data[SC_SIEGFRIED]->val2;
  2403. sd->subele[ELE_WATER] += i;
  2404. sd->subele[ELE_EARTH] += i;
  2405. sd->subele[ELE_FIRE] += i;
  2406. sd->subele[ELE_WIND] += i;
  2407. sd->subele[ELE_POISON] += i;
  2408. sd->subele[ELE_HOLY] += i;
  2409. sd->subele[ELE_DARK] += i;
  2410. sd->subele[ELE_GHOST] += i;
  2411. sd->subele[ELE_UNDEAD] += i;
  2412. }
  2413. if(sc->data[SC_PROVIDENCE]){
  2414. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2415. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2416. }
  2417. if(sc->data[SC_ARMOR_ELEMENT])
  2418. { //This status change should grant card-type elemental resist.
  2419. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2420. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2421. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2422. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2423. }
  2424. if(sc->data[SC_ARMOR_RESIST])
  2425. { // Undead Scroll
  2426. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2427. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2428. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2429. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2430. }
  2431. }
  2432.  
  2433. status_cpy(&sd->battle_status, status);
  2434.  
  2435. // ----- CLIENT-SIDE REFRESH -----
  2436. if(!sd->bl.prev) {
  2437. //Will update on LoadEndAck
  2438. calculating = 0;
  2439. return 0;
  2440. }
  2441. if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
  2442. clif_skillinfoblock(sd);
  2443. if(b_weight != sd->weight)
  2444. clif_updatestatus(sd,SP_WEIGHT);
  2445. if(b_max_weight != sd->max_weight) {
  2446. clif_updatestatus(sd,SP_MAXWEIGHT);
  2447. pc_updateweightstatus(sd);
  2448. }
  2449.  
  2450. calculating = 0;
  2451.  
  2452. return 0;
  2453. }
  2454.  
  2455. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2456. {
  2457. struct status_data *status = &md->base_status;
  2458. struct s_mercenary *merc = &md->mercenary;
  2459.  
  2460. if( first )
  2461. {
  2462. memcpy(status, &md->db->status, sizeof(struct status_data));
  2463. status->mode = MD_CANMOVE|MD_CANATTACK;
  2464. status->hp = status->max_hp;
  2465. status->sp = status->max_sp;
  2466. md->battle_status.hp = merc->hp;
  2467. md->battle_status.sp = merc->sp;
  2468. }
  2469.  
  2470. status_calc_misc(&md->bl, status, md->db->lv);
  2471. status_cpy(&md->battle_status, status);
  2472.  
  2473. return 0;
  2474. }
  2475.  
  2476. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2477. {
  2478. struct status_data *status = &hd->base_status;
  2479. struct s_homunculus *hom = &hd->homunculus;
  2480. int skill;
  2481. int amotion;
  2482.  
  2483. status->str = hom->str / 10;
  2484. status->agi = hom->agi / 10;
  2485. status->vit = hom->vit / 10;
  2486. status->dex = hom->dex / 10;
  2487. status->int_ = hom->int_ / 10;
  2488. status->luk = hom->luk / 10;
  2489.  
  2490. if (first) { //[orn]
  2491. const struct s_homunculus_db *db = hd->homunculusDB;
  2492. status->def_ele = db->element;
  2493. status->ele_lv = 1;
  2494. status->race = db->race;
  2495. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2496. status->rhw.range = 1 + status->size;
  2497. status->mode = MD_CANMOVE|MD_CANATTACK;
  2498. status->speed = DEFAULT_WALK_SPEED;
  2499. if (battle_config.hom_setting&0x8 && hd->master)
  2500. status->speed = status_get_speed(&hd->master->bl);
  2501.  
  2502. status->hp = 1;
  2503. status->sp = 1;
  2504. }
  2505. skill = hom->level/10 + status->vit/5;
  2506. status->def = cap_value(skill, 0, 99);
  2507.  
  2508. skill = hom->level/10 + status->int_/5;
  2509. status->mdef = cap_value(skill, 0, 99);
  2510.  
  2511. status->max_hp = hom->max_hp ;
  2512. status->max_sp = hom->max_sp ;
  2513.  
  2514. merc_hom_calc_skilltree(hd);
  2515.  
  2516. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2517. status->def += skill * 4;
  2518.  
  2519. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2520. {
  2521. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  2522. status->str += 1 +skill/3 +skill/3 +skill/4;
  2523. }
  2524.  
  2525. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2526. status->max_hp += skill * 2 * status->max_hp / 100;
  2527.  
  2528. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  2529. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  2530.  
  2531. if (first) {
  2532. hd->battle_status.hp = hom->hp ;
  2533. hd->battle_status.sp = hom->sp ;
  2534. }
  2535.  
  2536. status->rhw.atk = status->dex;
  2537. status->rhw.atk2 = status->str + hom->level;
  2538.  
  2539. status->aspd_rate = 1000;
  2540.  
  2541. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  2542. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  2543. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  2544.  
  2545. status_calc_misc(&hd->bl, status, hom->level);
  2546. status_cpy(&hd->battle_status, status);
  2547.  
  2548. return 1;
  2549. }
  2550.  
  2551. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  2552. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  2553. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  2554. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  2555. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  2556. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  2557. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  2558. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  2559. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  2560. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  2561. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  2562. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  2563. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  2564. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  2565. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  2566. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  2567. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  2568. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  2569. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  2570. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  2571. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  2572. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  2573. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  2574. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  2575. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  2576.  
  2577. //Calculates base regen values.
  2578. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  2579. {
  2580. struct map_session_data *sd;
  2581. int val, skill;
  2582.  
  2583. if( !(bl->type&BL_REGEN) || !regen )
  2584. return;
  2585.  
  2586. sd = BL_CAST(BL_PC,bl);
  2587. val = 1 + (status->vit/5) + (status->max_hp/200);
  2588.  
  2589. if( sd && sd->hprecov_rate != 100 )
  2590. val = val*sd->hprecov_rate/100;
  2591.  
  2592. regen->hp = cap_value(val, 1, SHRT_MAX);
  2593.  
  2594. val = 1 + (status->int_/6) + (status->max_sp/100);
  2595. if( status->int_ >= 120 )
  2596. val += ((status->int_-120)>>1) + 4;
  2597.  
  2598. if( sd && sd->sprecov_rate != 100 )
  2599. val = val*sd->sprecov_rate/100;
  2600.  
  2601. regen->sp = cap_value(val, 1, SHRT_MAX);
  2602.  
  2603. if( sd )
  2604. {
  2605. struct regen_data_sub *sregen;
  2606. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2607. {
  2608. val = regen->sp*(100+3*skill)/100;
  2609. regen->sp = cap_value(val, 1, SHRT_MAX);
  2610. }
  2611. //Only players have skill/sitting skill regen for now.
  2612. sregen = regen->sregen;
  2613.  
  2614. val = 0;
  2615. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  2616. val += skill*5 + skill*status->max_hp/500;
  2617. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2618.  
  2619. val = 0;
  2620. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  2621. val += skill*3 + skill*status->max_sp/500;
  2622. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  2623. val += skill*3 + skill*status->max_sp/500;
  2624. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2625.  
  2626. // Skill-related recovery (only when sit)
  2627. sregen = regen->ssregen;
  2628.  
  2629. val = 0;
  2630. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2631. val += skill*4 + skill*status->max_hp/500;
  2632.  
  2633. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  2634. val += skill*30 + skill*status->max_hp/500;
  2635. sregen->hp = cap_value(val, 0, SHRT_MAX);
  2636.  
  2637. val = 0;
  2638. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  2639. {
  2640. val += skill*3 + skill*status->max_sp/500;
  2641. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  2642. val += (30+10*skill)*val/100;
  2643. }
  2644. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  2645. val += skill*2 + skill*status->max_sp/500;
  2646. sregen->sp = cap_value(val, 0, SHRT_MAX);
  2647. }
  2648.  
  2649. if( bl->type == BL_HOM )
  2650. {
  2651. struct homun_data *hd = (TBL_HOM*)bl;
  2652. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 )
  2653. {
  2654. val = regen->hp*(100+5*skill)/100;
  2655. regen->hp = cap_value(val, 1, SHRT_MAX);
  2656. }
  2657. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 )
  2658. {
  2659. val = regen->sp*(100+3*skill)/100;
  2660. regen->sp = cap_value(val, 1, SHRT_MAX);
  2661. }
  2662. }
  2663. else if( bl->type == BL_MER )
  2664. {
  2665. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  2666. regen->hp = cap_value(val, 1, SHRT_MAX);
  2667.  
  2668. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  2669. regen->sp = cap_value(val, 1, SHRT_MAX);
  2670. }
  2671. }
  2672.  
  2673. //Calculates SC related regen rates.
  2674. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  2675. {
  2676. if (!(bl->type&BL_REGEN) || !regen)
  2677. return;
  2678.  
  2679. regen->flag = RGN_HP|RGN_SP;
  2680. if(regen->sregen)
  2681. {
  2682. if (regen->sregen->hp)
  2683. regen->flag|=RGN_SHP;
  2684.  
  2685. if (regen->sregen->sp)
  2686. regen->flag|=RGN_SSP;
  2687. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  2688. }
  2689. if (regen->ssregen)
  2690. {
  2691. if (regen->ssregen->hp)
  2692. regen->flag|=RGN_SHP;
  2693.  
  2694. if (regen->ssregen->sp)
  2695. regen->flag|=RGN_SSP;
  2696. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  2697. }
  2698. regen->rate.hp = regen->rate.sp = 1;
  2699.  
  2700. if (!sc || !sc->count)
  2701. return;
  2702.  
  2703. if (
  2704. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  2705. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  2706. || sc->data[SC_BERSERK]
  2707. || sc->data[SC_TRICKDEAD]
  2708. || sc->data[SC_BLEEDING]
  2709. ) //No regen
  2710. regen->flag = 0;
  2711.  
  2712. if (
  2713. sc->data[SC_DANCING]
  2714. || (
  2715. (bl->type == BL_PC && ((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  2716. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  2717. )
  2718. || sc->data[SC_MAXIMIZEPOWER]
  2719. ) //No natural SP regen
  2720. regen->flag &=~RGN_SP;
  2721.  
  2722. if(
  2723. sc->data[SC_TENSIONRELAX]
  2724. ) {
  2725. regen->rate.hp += 2;
  2726. if (regen->sregen)
  2727. regen->sregen->rate.hp += 3;
  2728. }
  2729. if (sc->data[SC_MAGNIFICAT])
  2730. {
  2731. regen->rate.hp += 1;
  2732. regen->rate.sp += 1;
  2733. }
  2734. if (sc->data[SC_REGENERATION])
  2735. {
  2736. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  2737. if (!sce->val4)
  2738. {
  2739. regen->rate.hp += sce->val2;
  2740. regen->rate.sp += sce->val3;
  2741. } else
  2742. regen->flag&=~sce->val4; //Remove regen as specified by val4
  2743. }
  2744. }
  2745.  
  2746. /// Recalculates parts of an object's battle status according to the specified flags.
  2747. /// @param flag bitfield of values from enum scb_flag
  2748. void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
  2749. {
  2750. const struct status_data *b_status = status_get_base_status(bl);
  2751. struct status_data *status = status_get_status_data(bl);
  2752. struct status_change *sc = status_get_sc(bl);
  2753. TBL_PC *sd = BL_CAST(BL_PC,bl);
  2754. int temp;
  2755.  
  2756. if (!b_status || !status)
  2757. return;
  2758.  
  2759. if((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { //No difference.
  2760. status_cpy(status, b_status);
  2761. return;
  2762. }
  2763.  
  2764. if(flag&SCB_STR) {
  2765. status->str = status_calc_str(bl, sc, b_status->str);
  2766. flag|=SCB_BATK;
  2767. if( bl->type&BL_HOM )
  2768. flag |= SCB_WATK;
  2769. }
  2770.  
  2771. if(flag&SCB_AGI) {
  2772. status->agi = status_calc_agi(bl, sc, b_status->agi);
  2773. flag|=SCB_FLEE;
  2774. if( bl->type&(BL_PC|BL_HOM) )
  2775. flag |= SCB_ASPD|SCB_DSPD;
  2776. }
  2777.  
  2778. if(flag&SCB_VIT) {
  2779. status->vit = status_calc_vit(bl, sc, b_status->vit);
  2780. flag|=SCB_DEF2|SCB_MDEF2;
  2781. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2782. flag |= SCB_MAXHP;
  2783. if( bl->type&BL_HOM )
  2784. flag |= SCB_DEF;
  2785. }
  2786.  
  2787. if(flag&SCB_INT) {
  2788. status->int_ = status_calc_int(bl, sc, b_status->int_);
  2789. flag|=SCB_MATK|SCB_MDEF2;
  2790. if( bl->type&(BL_PC|BL_HOM|BL_MER) )
  2791. flag |= SCB_MAXSP;
  2792. if( bl->type&BL_HOM )
  2793. flag |= SCB_MDEF;
  2794. }
  2795.  
  2796. if(flag&SCB_DEX) {
  2797. status->dex = status_calc_dex(bl, sc, b_status->dex);
  2798. flag|=SCB_BATK|SCB_HIT;
  2799. if( bl->type&(BL_PC|BL_HOM) )
  2800. flag |= SCB_ASPD;
  2801. if( bl->type&BL_HOM )
  2802. flag |= SCB_WATK;
  2803. }
  2804.  
  2805. if(flag&SCB_LUK) {
  2806. status->luk = status_calc_luk(bl, sc, b_status->luk);
  2807. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  2808. }
  2809.  
  2810. if(flag&SCB_BATK && b_status->batk) {
  2811. status->batk = status_base_atk(bl,status);
  2812. temp = b_status->batk - status_base_atk(bl,b_status);
  2813. if (temp)
  2814. {
  2815. temp += status->batk;
  2816. status->batk = cap_value(temp, 0, USHRT_MAX);
  2817. }
  2818. status->batk = status_calc_batk(bl, sc, status->batk);
  2819. }
  2820.  
  2821. if(flag&SCB_WATK) {
  2822.  
  2823. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  2824. if (!sd) //Should not affect weapon refine bonus
  2825. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  2826.  
  2827. if(b_status->lhw.atk) {
  2828. if (sd) {
  2829. sd->state.lr_flag = 1;
  2830. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2831. sd->state.lr_flag = 0;
  2832. } else {
  2833. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  2834. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  2835. }
  2836. }
  2837.  
  2838. if( bl->type&BL_HOM )
  2839. {
  2840. status->rhw.atk += (status->dex - b_status->dex);
  2841. status->rhw.atk2 += (status->str - b_status->str);
  2842. if( status->rhw.atk2 < status->rhw.atk )
  2843. status->rhw.atk2 = status->rhw.atk;
  2844. }
  2845. }
  2846.  
  2847. if(flag&SCB_HIT) {
  2848. if (status->dex == b_status->dex)
  2849. status->hit = status_calc_hit(bl, sc, b_status->hit);
  2850. else
  2851. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  2852. }
  2853.  
  2854. if(flag&SCB_FLEE) {
  2855. if (status->agi == b_status->agi)
  2856. status->flee = status_calc_flee(bl, sc, b_status->flee);
  2857. else
  2858. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  2859. }
  2860.  
  2861. if(flag&SCB_DEF)
  2862. {
  2863. status->def = status_calc_def(bl, sc, b_status->def);
  2864.  
  2865. if( bl->type&BL_HOM )
  2866. status->def += (status->vit/5 - b_status->vit/5);
  2867. }
  2868.  
  2869. if(flag&SCB_DEF2) {
  2870. if (status->vit == b_status->vit)
  2871. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  2872. else
  2873. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  2874. }
  2875.  
  2876. if(flag&SCB_MDEF)
  2877. {
  2878. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  2879.  
  2880. if( bl->type&BL_HOM )
  2881. status->mdef += (status->int_/5 - b_status->int_/5);
  2882. }
  2883.  
  2884. if(flag&SCB_MDEF2) {
  2885. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  2886. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  2887. else
  2888. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  2889. }
  2890.  
  2891. if(flag&SCB_SPEED) {
  2892. struct unit_data *ud = unit_bl2ud(bl);
  2893. status->speed = status_calc_speed(bl, sc, b_status->speed);
  2894.  
  2895. //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  2896. //because if you step on something while walking, the moment this
  2897. //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
  2898. if (ud)
  2899. ud->state.change_walk_target = ud->state.speed_changed = 1;
  2900.  
  2901. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  2902. status->speed = battle_config.max_walk_speed;
  2903.  
  2904. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  2905. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  2906.  
  2907.  
  2908. }
  2909.  
  2910. if(flag&SCB_CRI && b_status->cri) {
  2911. if (status->luk == b_status->luk)
  2912. status->cri = status_calc_critical(bl, sc, b_status->cri);
  2913. else
  2914. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  2915. }
  2916.  
  2917. if(flag&SCB_FLEE2 && b_status->flee2) {
  2918. if (status->luk == b_status->luk)
  2919. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  2920. else
  2921. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  2922. }
  2923.  
  2924. if(flag&SCB_ATK_ELE) {
  2925. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  2926. if (sd) sd->state.lr_flag = 1;
  2927. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  2928. if (sd) sd->state.lr_flag = 0;
  2929. }
  2930.  
  2931. if(flag&SCB_DEF_ELE) {
  2932. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  2933. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  2934. }
  2935.  
  2936. if(flag&SCB_MODE)
  2937. {
  2938. status->mode = status_calc_mode(bl, sc, b_status->mode);
  2939. //Since mode changed, reset their state.
  2940. if (!(status->mode&MD_CANATTACK))
  2941. unit_stop_attack(bl);
  2942. if (!(status->mode&MD_CANMOVE))
  2943. unit_stop_walking(bl,1);
  2944. }
  2945.  
  2946. // No status changes alter these yet.
  2947. // if(flag&SCB_SIZE)
  2948. // if(flag&SCB_RACE)
  2949. // if(flag&SCB_RANGE)
  2950.  
  2951. if(flag&SCB_MAXHP) {
  2952. if( bl->type&BL_PC )
  2953. {
  2954. status->max_hp = status_base_pc_maxhp(sd,status);
  2955. status->max_hp += b_status->max_hp - sd->status.max_hp;
  2956.  
  2957. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  2958.  
  2959. if( status->max_hp > (unsigned int)battle_config.max_hp )
  2960. status->max_hp = (unsigned int)battle_config.max_hp;
  2961. }
  2962. else
  2963. {
  2964. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  2965. }
  2966.  
  2967. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  2968. {
  2969. status->hp = status->max_hp;
  2970. if( sd ) clif_updatestatus(sd,SP_HP);
  2971. }
  2972. }
  2973.  
  2974. if(flag&SCB_MAXSP) {
  2975. if( bl->type&BL_PC )
  2976. {
  2977. status->max_sp = status_base_pc_maxsp(sd,status);
  2978. status->max_sp += b_status->max_sp - sd->status.max_sp;
  2979.  
  2980. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  2981.  
  2982. if( status->max_sp > (unsigned int)battle_config.max_sp )
  2983. status->max_sp = (unsigned int)battle_config.max_sp;
  2984. }
  2985. else
  2986. {
  2987. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  2988. }
  2989.  
  2990. if( status->sp > status->max_sp )
  2991. {
  2992. status->sp = status->max_sp;
  2993. if( sd ) clif_updatestatus(sd,SP_SP);
  2994. }
  2995. }
  2996.  
  2997. if(flag&SCB_MATK) {
  2998. //New matk
  2999. status->matk_min = status_base_matk_min(status);
  3000. status->matk_max = status_base_matk_max(status);
  3001.  
  3002. if( bl->type&BL_PC && sd->matk_rate != 100 )
  3003. {
  3004. //Bonuses from previous matk
  3005. status->matk_max = status->matk_max * sd->matk_rate/100;
  3006. status->matk_min = status->matk_min * sd->matk_rate/100;
  3007. }
  3008.  
  3009. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3010. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3011.  
  3012. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  3013. sc->mp_matk_min = status->matk_min;
  3014. sc->mp_matk_max = status->matk_max;
  3015. }
  3016.  
  3017. if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
  3018. status->matk_min = status->matk_max;
  3019.  
  3020. }
  3021.  
  3022. if(flag&SCB_ASPD) {
  3023. int amotion;
  3024. if( bl->type&BL_PC )
  3025. {
  3026. amotion = status_base_amotion_pc(sd,status);
  3027. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3028.  
  3029. if(status->aspd_rate != 1000)
  3030. amotion = amotion*status->aspd_rate/1000;
  3031.  
  3032. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3033.  
  3034. status->adelay = 2*status->amotion;
  3035. }
  3036. else
  3037. if( bl->type&BL_HOM )
  3038. {
  3039. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3040. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3041.  
  3042. if(status->aspd_rate != 1000)
  3043. amotion = amotion*status->aspd_rate/1000;
  3044.  
  3045. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3046.  
  3047. status->adelay = status->amotion;
  3048. }
  3049. else // mercenary and mobs
  3050. {
  3051. amotion = b_status->amotion;
  3052. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3053.  
  3054. if(status->aspd_rate != 1000)
  3055. amotion = amotion*status->aspd_rate/1000;
  3056.  
  3057. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3058.  
  3059. temp = b_status->adelay*status->aspd_rate/1000;
  3060. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3061. }
  3062. }
  3063.  
  3064. if(flag&SCB_DSPD) {
  3065. int dmotion;
  3066. if( bl->type&BL_PC )
  3067. {
  3068. if (b_status->agi == status->agi)
  3069. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3070. else {
  3071. dmotion = 800-status->agi*4;
  3072. status->dmotion = cap_value(dmotion, 400, 800);
  3073. if(battle_config.pc_damage_delay_rate != 100)
  3074. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3075. //It's safe to ignore b_status->dmotion since no bonus affects it.
  3076. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3077. }
  3078. }
  3079. else
  3080. if( bl->type&BL_HOM )
  3081. {
  3082. dmotion = 800-status->agi*4;
  3083. status->dmotion = cap_value(dmotion, 400, 800);
  3084. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3085. }
  3086. else // mercenary and mobs
  3087. {
  3088. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3089. }
  3090. }
  3091.  
  3092. if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
  3093. status_calc_regen(bl, status, status_get_regen_data(bl));
  3094.  
  3095. if(flag&SCB_REGEN && bl->type&BL_REGEN)
  3096. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3097. }
  3098.  
  3099. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  3100. /// Also sends updates to the client wherever applicable.
  3101. /// @param flag bitfield of values from enum scb_flag
  3102. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  3103. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3104. {
  3105. struct status_data b_status; // previous battle status
  3106. struct status_data* status; // pointer to current battle status
  3107.  
  3108. // remember previous values
  3109. status = status_get_status_data(bl);
  3110. memcpy(&b_status, status, sizeof(struct status_data));
  3111.  
  3112. if( flag&SCB_BASE )
  3113. {// calculate the object's base status too
  3114. switch( bl->type )
  3115. {
  3116. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3117. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3118. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3119. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3120. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3121. }
  3122. }
  3123.  
  3124. if( bl->type == BL_PET )
  3125. return; // pets are not affected by statuses
  3126.  
  3127. if( first && bl->type == BL_MOB )
  3128. return; // assume there will be no statuses active
  3129.  
  3130. status_calc_bl_main(bl, flag);
  3131.  
  3132. if( first && bl->type == BL_HOM )
  3133. return; // client update handled by caller
  3134.  
  3135. // compare against new values and send client updates
  3136. if( bl->type == BL_PC )
  3137. {
  3138. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3139. if(b_status.str != status->str)
  3140. clif_updatestatus(sd,SP_STR);
  3141. if(b_status.agi != status->agi)
  3142. clif_updatestatus(sd,SP_AGI);
  3143. if(b_status.vit != status->vit)
  3144. clif_updatestatus(sd,SP_VIT);
  3145. if(b_status.int_ != status->int_)
  3146. clif_updatestatus(sd,SP_INT);
  3147. if(b_status.dex != status->dex)
  3148. clif_updatestatus(sd,SP_DEX);
  3149. if(b_status.luk != status->luk)
  3150. clif_updatestatus(sd,SP_LUK);
  3151. if(b_status.hit != status->hit)
  3152. clif_updatestatus(sd,SP_HIT);
  3153. if(b_status.flee != status->flee)
  3154. clif_updatestatus(sd,SP_FLEE1);
  3155. if(b_status.amotion != status->amotion)
  3156. clif_updatestatus(sd,SP_ASPD);
  3157. if(b_status.speed != status->speed)
  3158. clif_updatestatus(sd,SP_SPEED);
  3159. if(b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk || b_status.batk != status->batk)
  3160. clif_updatestatus(sd,SP_ATK1);
  3161. if(b_status.def != status->def)
  3162. clif_updatestatus(sd,SP_DEF1);
  3163. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2)
  3164. clif_updatestatus(sd,SP_ATK2);
  3165. if(b_status.def2 != status->def2)
  3166. clif_updatestatus(sd,SP_DEF2);
  3167. if(b_status.flee2 != status->flee2)
  3168. clif_updatestatus(sd,SP_FLEE2);
  3169. if(b_status.cri != status->cri)
  3170. clif_updatestatus(sd,SP_CRITICAL);
  3171. if(b_status.matk_max != status->matk_max)
  3172. clif_updatestatus(sd,SP_MATK1);
  3173. if(b_status.matk_min != status->matk_min)
  3174. clif_updatestatus(sd,SP_MATK2);
  3175. if(b_status.mdef != status->mdef)
  3176. clif_updatestatus(sd,SP_MDEF1);
  3177. if(b_status.mdef2 != status->mdef2)
  3178. clif_updatestatus(sd,SP_MDEF2);
  3179. if(b_status.rhw.range != status->rhw.range)
  3180. clif_updatestatus(sd,SP_ATTACKRANGE);
  3181. if(b_status.max_hp != status->max_hp)
  3182. clif_updatestatus(sd,SP_MAXHP);
  3183. if(b_status.max_sp != status->max_sp)
  3184. clif_updatestatus(sd,SP_MAXSP);
  3185. if(b_status.hp != status->hp)
  3186. clif_updatestatus(sd,SP_HP);
  3187. if(b_status.sp != status->sp)
  3188. clif_updatestatus(sd,SP_SP);
  3189. }
  3190. else
  3191. if( bl->type == BL_HOM )
  3192. {
  3193. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  3194. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  3195. clif_hominfo(hd->master,hd,0);
  3196. }
  3197. else
  3198. if( bl->type == BL_MER )
  3199. {
  3200. TBL_MER* md = BL_CAST(BL_MER, bl);
  3201. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  3202. clif_mercenary_updatestatus(md->master, SP_ATK1);
  3203. if( b_status.matk_max != status->matk_max )
  3204. clif_mercenary_updatestatus(md->master, SP_MATK1);
  3205. if( b_status.hit != status->hit )
  3206. clif_mercenary_updatestatus(md->master, SP_HIT);
  3207. if( b_status.cri != status->cri )
  3208. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  3209. if( b_status.def != status->def )
  3210. clif_mercenary_updatestatus(md->master, SP_DEF1);
  3211. if( b_status.mdef != status->mdef )
  3212. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  3213. if( b_status.flee != status->flee )
  3214. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  3215. if( b_status.amotion != status->amotion )
  3216. clif_mercenary_updatestatus(md->master, SP_ASPD);
  3217. if( b_status.max_hp != status->max_hp )
  3218. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  3219. if( b_status.max_sp != status->max_sp )
  3220. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  3221. if( b_status.hp != status->hp )
  3222. clif_mercenary_updatestatus(md->master, SP_HP);
  3223. if( b_status.sp != status->sp )
  3224. clif_mercenary_updatestatus(md->master, SP_SP);
  3225. }
  3226. }
  3227.  
  3228. /*==========================================
  3229. * Apply shared stat mods from status changes [DracoRPG]
  3230. *------------------------------------------*/
  3231. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  3232. {
  3233. if(!sc || !sc->count)
  3234. return cap_value(str,0,USHRT_MAX);
  3235.  
  3236. if(sc->data[SC_INCALLSTATUS])
  3237. str += sc->data[SC_INCALLSTATUS]->val1;
  3238. if(sc->data[SC_INCSTR])
  3239. str += sc->data[SC_INCSTR]->val1;
  3240. if(sc->data[SC_STRFOOD])
  3241. str += sc->data[SC_STRFOOD]->val1;
  3242. if(sc->data[SC_FOOD_STR_CASH])
  3243. str += sc->data[SC_FOOD_STR_CASH]->val1;
  3244. if(sc->data[SC_BATTLEORDERS])
  3245. str += 5;
  3246. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  3247. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  3248. if(sc->data[SC_LOUD])
  3249. str += 4;
  3250. if(sc->data[SC_TRUESIGHT])
  3251. str += 5;
  3252. if(sc->data[SC_SPURT])
  3253. str += 10;
  3254. if(sc->data[SC_NEN])
  3255. str += sc->data[SC_NEN]->val1;
  3256. if(sc->data[SC_BLESSING]){
  3257. if(sc->data[SC_BLESSING]->val2)
  3258. str += sc->data[SC_BLESSING]->val2;
  3259. else
  3260. str >>= 1;
  3261. }
  3262. if(sc->data[SC_MARIONETTE])
  3263. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  3264. if(sc->data[SC_MARIONETTE2])
  3265. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  3266. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  3267. str = 50;
  3268.  
  3269. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3270. }
  3271.  
  3272. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  3273. {
  3274. if(!sc || !sc->count)
  3275. return cap_value(agi,0,USHRT_MAX);
  3276.  
  3277. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3278. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  3279. if(sc->data[SC_INCALLSTATUS])
  3280. agi += sc->data[SC_INCALLSTATUS]->val1;
  3281. if(sc->data[SC_INCAGI])
  3282. agi += sc->data[SC_INCAGI]->val1;
  3283. if(sc->data[SC_AGIFOOD])
  3284. agi += sc->data[SC_AGIFOOD]->val1;
  3285. if(sc->data[SC_FOOD_AGI_CASH])
  3286. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  3287. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  3288. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  3289. if(sc->data[SC_TRUESIGHT])
  3290. agi += 5;
  3291. if(sc->data[SC_INCREASEAGI])
  3292. agi += sc->data[SC_INCREASEAGI]->val2;
  3293. if(sc->data[SC_INCREASING])
  3294. agi += 4; // added based on skill updates [Reddozen]
  3295. if(sc->data[SC_DECREASEAGI])
  3296. agi -= sc->data[SC_DECREASEAGI]->val2;
  3297. if(sc->data[SC_QUAGMIRE])
  3298. agi -= sc->data[SC_QUAGMIRE]->val2;
  3299. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3300. agi -= sc->data[SC_SUITON]->val2;
  3301. if(sc->data[SC_MARIONETTE])
  3302. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  3303. if(sc->data[SC_MARIONETTE2])
  3304. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  3305. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  3306. agi = 50;
  3307.  
  3308. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3309. }
  3310.  
  3311. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  3312. {
  3313. if(!sc || !sc->count)
  3314. return cap_value(vit,0,USHRT_MAX);
  3315.  
  3316. if(sc->data[SC_INCALLSTATUS])
  3317. vit += sc->data[SC_INCALLSTATUS]->val1;
  3318. if(sc->data[SC_INCVIT])
  3319. vit += sc->data[SC_INCVIT]->val1;
  3320. if(sc->data[SC_VITFOOD])
  3321. vit += sc->data[SC_VITFOOD]->val1;
  3322. if(sc->data[SC_FOOD_VIT_CASH])
  3323. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  3324. if(sc->data[SC_CHANGE])
  3325. vit += sc->data[SC_CHANGE]->val2;
  3326. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  3327. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  3328. if(sc->data[SC_TRUESIGHT])
  3329. vit += 5;
  3330. if(sc->data[SC_STRIPARMOR])
  3331. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  3332. if(sc->data[SC_MARIONETTE])
  3333. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  3334. if(sc->data[SC_MARIONETTE2])
  3335. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  3336. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  3337. vit = 50;
  3338.  
  3339. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3340. }
  3341.  
  3342. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  3343. {
  3344. if(!sc || !sc->count)
  3345. return cap_value(int_,0,USHRT_MAX);
  3346.  
  3347. if(sc->data[SC_INCALLSTATUS])
  3348. int_ += sc->data[SC_INCALLSTATUS]->val1;
  3349. if(sc->data[SC_INCINT])
  3350. int_ += sc->data[SC_INCINT]->val1;
  3351. if(sc->data[SC_INTFOOD])
  3352. int_ += sc->data[SC_INTFOOD]->val1;
  3353. if(sc->data[SC_FOOD_INT_CASH])
  3354. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  3355. if(sc->data[SC_CHANGE])
  3356. int_ += sc->data[SC_CHANGE]->val3;
  3357. if(sc->data[SC_BATTLEORDERS])
  3358. int_ += 5;
  3359. if(sc->data[SC_TRUESIGHT])
  3360. int_ += 5;
  3361. if(sc->data[SC_BLESSING]){
  3362. if (sc->data[SC_BLESSING]->val2)
  3363. int_ += sc->data[SC_BLESSING]->val2;
  3364. else
  3365. int_ >>= 1;
  3366. }
  3367. if(sc->data[SC_STRIPHELM])
  3368. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  3369. if(sc->data[SC_NEN])
  3370. int_ += sc->data[SC_NEN]->val1;
  3371. if(sc->data[SC_MARIONETTE])
  3372. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  3373. if(sc->data[SC_MARIONETTE2])
  3374. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  3375. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  3376. int_ = 50;
  3377.  
  3378. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3379. }
  3380.  
  3381. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  3382. {
  3383. if(!sc || !sc->count)
  3384. return cap_value(dex,0,USHRT_MAX);
  3385.  
  3386. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3387. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  3388.  
  3389. if(sc->data[SC_INCALLSTATUS])
  3390. dex += sc->data[SC_INCALLSTATUS]->val1;
  3391. if(sc->data[SC_INCDEX])
  3392. dex += sc->data[SC_INCDEX]->val1;
  3393. if(sc->data[SC_DEXFOOD])
  3394. dex += sc->data[SC_DEXFOOD]->val1;
  3395. if(sc->data[SC_FOOD_DEX_CASH])
  3396. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  3397. if(sc->data[SC_BATTLEORDERS])
  3398. dex += 5;
  3399. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  3400. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  3401. if(sc->data[SC_TRUESIGHT])
  3402. dex += 5;
  3403. if(sc->data[SC_QUAGMIRE])
  3404. dex -= sc->data[SC_QUAGMIRE]->val2;
  3405. if(sc->data[SC_BLESSING]){
  3406. if (sc->data[SC_BLESSING]->val2)
  3407. dex += sc->data[SC_BLESSING]->val2;
  3408. else
  3409. dex >>= 1;
  3410. }
  3411. if(sc->data[SC_INCREASING])
  3412. dex += 4; // added based on skill updates [Reddozen]
  3413. if(sc->data[SC_MARIONETTE])
  3414. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  3415. if(sc->data[SC_MARIONETTE2])
  3416. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  3417. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  3418. dex = 50;
  3419.  
  3420. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  3421. }
  3422.  
  3423. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  3424. {
  3425. if(!sc || !sc->count)
  3426. return cap_value(luk,0,USHRT_MAX);
  3427.  
  3428. if(sc->data[SC_CURSE])
  3429. return 0;
  3430. if(sc->data[SC_INCALLSTATUS])
  3431. luk += sc->data[SC_INCALLSTATUS]->val1;
  3432. if(sc->data[SC_INCLUK])
  3433. luk += sc->data[SC_INCLUK]->val1;
  3434. if(sc->data[SC_LUKFOOD])
  3435. luk += sc->data[SC_LUKFOOD]->val1;
  3436. if(sc->data[SC_FOOD_LUK_CASH])
  3437. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  3438. if(sc->data[SC_TRUESIGHT])
  3439. luk += 5;
  3440. if(sc->data[SC_GLORIA])
  3441. luk += 30;
  3442. if(sc->data[SC_MARIONETTE])
  3443. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  3444. if(sc->data[SC_MARIONETTE2])
  3445. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  3446. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  3447. luk = 50;
  3448.  
  3449. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  3450. }
  3451.  
  3452. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  3453. {
  3454. if(!sc || !sc->count)
  3455. return cap_value(batk,0,USHRT_MAX);
  3456.  
  3457. if(sc->data[SC_ATKPOTION])
  3458. batk += sc->data[SC_ATKPOTION]->val1;
  3459. if(sc->data[SC_BATKFOOD])
  3460. batk += sc->data[SC_BATKFOOD]->val1;
  3461. if(sc->data[SC_INCATKRATE])
  3462. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  3463. if(sc->data[SC_PROVOKE])
  3464. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  3465. if(sc->data[SC_CONCENTRATION])
  3466. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  3467. if(sc->data[SC_SKE])
  3468. batk += batk * 3;
  3469. if(sc->data[SC_BLOODLUST])
  3470. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  3471. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  3472. batk -= batk * 25/100;
  3473. if(sc->data[SC_CURSE])
  3474. batk -= batk * 25/100;
  3475. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  3476. // if(sc->data[SC_BLEEDING])
  3477. // batk -= batk * 25/100;
  3478. if(sc->data[SC_FLEET])
  3479. batk += batk * sc->data[SC_FLEET]->val3/100;
  3480. if(sc->data[SC_GATLINGFEVER])
  3481. batk += sc->data[SC_GATLINGFEVER]->val3;
  3482. if(sc->data[SC_MADNESSCANCEL])
  3483. batk += 100;
  3484. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  3485. }
  3486.  
  3487. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  3488. {
  3489. if(!sc || !sc->count)
  3490. return cap_value(watk,0,USHRT_MAX);
  3491.  
  3492. if(sc->data[SC_IMPOSITIO])
  3493. watk += sc->data[SC_IMPOSITIO]->val2;
  3494. if(sc->data[SC_WATKFOOD])
  3495. watk += sc->data[SC_WATKFOOD]->val1;
  3496. if(sc->data[SC_DRUMBATTLE])
  3497. watk += sc->data[SC_DRUMBATTLE]->val2;
  3498. if(sc->data[SC_VOLCANO])
  3499. watk += sc->data[SC_VOLCANO]->val2;
  3500. if(sc->data[SC_INCATKRATE])
  3501. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  3502. if(sc->data[SC_PROVOKE])
  3503. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  3504. if(sc->data[SC_CONCENTRATION])
  3505. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  3506. if(sc->data[SC_SKE])
  3507. watk += watk * 3;
  3508. if(sc->data[SC_NIBELUNGEN]) {
  3509. if (bl->type != BL_PC)
  3510. watk += sc->data[SC_NIBELUNGEN]->val2;
  3511. else {
  3512. TBL_PC *sd = (TBL_PC*)bl;
  3513. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  3514. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  3515. watk += sc->data[SC_NIBELUNGEN]->val2;
  3516. }
  3517. }
  3518. if(sc->data[SC_BLOODLUST])
  3519. watk += watk * sc->data[SC_BLOODLUST]->val2/100;
  3520. if(sc->data[SC_FLEET])
  3521. watk += watk * sc->data[SC_FLEET]->val3/100;
  3522. if(sc->data[SC_CURSE])
  3523. watk -= watk * 25/100;
  3524. if(sc->data[SC_STRIPWEAPON])
  3525. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  3526. if(sc->data[SC_MERC_ATKUP])
  3527. watk += sc->data[SC_MERC_ATKUP]->val2;
  3528.  
  3529. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  3530. }
  3531.  
  3532. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  3533. {
  3534. if(!sc || !sc->count)
  3535. return cap_value(matk,0,USHRT_MAX);
  3536.  
  3537. if(sc->data[SC_MATKPOTION])
  3538. matk += sc->data[SC_MATKPOTION]->val1;
  3539. if(sc->data[SC_MATKFOOD])
  3540. matk += sc->data[SC_MATKFOOD]->val1;
  3541. if(sc->data[SC_MAGICPOWER])
  3542. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  3543. if(sc->data[SC_MINDBREAKER])
  3544. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  3545. if(sc->data[SC_INCMATKRATE])
  3546. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  3547.  
  3548. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  3549. }
  3550.  
  3551. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  3552. {
  3553. if(!sc || !sc->count)
  3554. return cap_value(critical,10,SHRT_MAX);
  3555.  
  3556. if (sc->data[SC_INCCRI])
  3557. critical += sc->data[SC_INCCRI]->val2;
  3558. if (sc->data[SC_EXPLOSIONSPIRITS])
  3559. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  3560. if (sc->data[SC_FORTUNE])
  3561. critical += sc->data[SC_FORTUNE]->val2;
  3562. if (sc->data[SC_TRUESIGHT])
  3563. critical += sc->data[SC_TRUESIGHT]->val2;
  3564. if(sc->data[SC_CLOAKING])
  3565. critical += critical;
  3566.  
  3567. return (short)cap_value(critical,10,SHRT_MAX);
  3568. }
  3569.  
  3570. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  3571. {
  3572.  
  3573. if(!sc || !sc->count)
  3574. return cap_value(hit,1,SHRT_MAX);
  3575.  
  3576. if(sc->data[SC_INCHIT])
  3577. hit += sc->data[SC_INCHIT]->val1;
  3578. if(sc->data[SC_HITFOOD])
  3579. hit += sc->data[SC_HITFOOD]->val1;
  3580. if(sc->data[SC_TRUESIGHT])
  3581. hit += sc->data[SC_TRUESIGHT]->val3;
  3582. if(sc->data[SC_HUMMING])
  3583. hit += sc->data[SC_HUMMING]->val2;
  3584. if(sc->data[SC_CONCENTRATION])
  3585. hit += sc->data[SC_CONCENTRATION]->val3;
  3586. if(sc->data[SC_INCHITRATE])
  3587. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  3588. if(sc->data[SC_BLIND])
  3589. hit -= hit * 25/100;
  3590. if(sc->data[SC_ADJUSTMENT])
  3591. hit -= 30;
  3592. if(sc->data[SC_INCREASING])
  3593. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  3594. if(sc->data[SC_MERC_HITUP])
  3595. hit += sc->data[SC_MERC_HITUP]->val2;
  3596.  
  3597. return (short)cap_value(hit,1,SHRT_MAX);
  3598. }
  3599.  
  3600. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  3601. {
  3602. if( bl->type == BL_PC )
  3603. {
  3604. if( map_flag_gvg(bl->m) )
  3605. flee -= flee * battle_config.gvg_flee_penalty/100;
  3606. else if( map[bl->m].flag.battleground )
  3607. flee -= flee * battle_config.bg_flee_penalty/100;
  3608. }
  3609.  
  3610. if(!sc || !sc->count)
  3611. return cap_value(flee,1,SHRT_MAX);
  3612.  
  3613. if(sc->data[SC_INCFLEE])
  3614. flee += sc->data[SC_INCFLEE]->val1;
  3615. if(sc->data[SC_FLEEFOOD])
  3616. flee += sc->data[SC_FLEEFOOD]->val1;
  3617. if(sc->data[SC_WHISTLE])
  3618. flee += sc->data[SC_WHISTLE]->val2;
  3619. if(sc->data[SC_WINDWALK])
  3620. flee += sc->data[SC_WINDWALK]->val2;
  3621. if(sc->data[SC_INCFLEERATE])
  3622. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  3623. if(sc->data[SC_VIOLENTGALE])
  3624. flee += sc->data[SC_VIOLENTGALE]->val2;
  3625. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  3626. flee += sc->data[SC_MOON_COMFORT]->val2;
  3627. if(sc->data[SC_CLOSECONFINE])
  3628. flee += 10;
  3629. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  3630. flee -= flee * 50/100;
  3631. if(sc->data[SC_BERSERK])
  3632. flee -= flee * 50/100;
  3633. if(sc->data[SC_BLIND])
  3634. flee -= flee * 25/100;
  3635. if(sc->data[SC_ADJUSTMENT])
  3636. flee += 30;
  3637. if(sc->data[SC_GATLINGFEVER])
  3638. flee -= sc->data[SC_GATLINGFEVER]->val4;
  3639. if(sc->data[SC_SPEED])
  3640. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  3641. if(sc->data[SC_MERC_FLEEUP])
  3642. flee += sc->data[SC_MERC_FLEEUP]->val2;
  3643.  
  3644. return (short)cap_value(flee,1,SHRT_MAX);
  3645. }
  3646.  
  3647. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  3648. {
  3649. if(!sc || !sc->count)
  3650. return cap_value(flee2,10,SHRT_MAX);
  3651.  
  3652. if(sc->data[SC_INCFLEE2])
  3653. flee2 += sc->data[SC_INCFLEE2]->val2;
  3654. if(sc->data[SC_WHISTLE])
  3655. flee2 += sc->data[SC_WHISTLE]->val3*10;
  3656.  
  3657. return (short)cap_value(flee2,10,SHRT_MAX);
  3658. }
  3659.  
  3660. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  3661. {
  3662. if(!sc || !sc->count)
  3663. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3664.  
  3665. if(sc->data[SC_BERSERK])
  3666. return 0;
  3667. if(sc->data[SC_SKA])
  3668. return sc->data[SC_SKA]->val3;
  3669. if(sc->data[SC_BARRIER])
  3670. return 100;
  3671. if(sc->data[SC_KEEPING])
  3672. return 90;
  3673. if(sc->data[SC_STEELBODY])
  3674. return 90;
  3675. if(sc->data[SC_ARMORCHANGE])
  3676. def += sc->data[SC_ARMORCHANGE]->val2;
  3677. if(sc->data[SC_DRUMBATTLE])
  3678. def += sc->data[SC_DRUMBATTLE]->val3;
  3679. if(sc->data[SC_DEFENCE]) //[orn]
  3680. def += sc->data[SC_DEFENCE]->val2 ;
  3681. if(sc->data[SC_INCDEFRATE])
  3682. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  3683. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3684. def >>=1;
  3685. if(sc->data[SC_FREEZE])
  3686. def >>=1;
  3687. if(sc->data[SC_SIGNUMCRUCIS])
  3688. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  3689. if(sc->data[SC_CONCENTRATION])
  3690. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  3691. if(sc->data[SC_SKE])
  3692. def >>=1;
  3693. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  3694. def -= def * sc->data[SC_PROVOKE]->val4/100;
  3695. if(sc->data[SC_STRIPSHIELD])
  3696. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  3697. if (sc->data[SC_FLING])
  3698. def -= def * (sc->data[SC_FLING]->val2)/100;
  3699.  
  3700. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  3701. }
  3702.  
  3703. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  3704. {
  3705. if(!sc || !sc->count)
  3706. return cap_value(def2,1,SHRT_MAX);
  3707.  
  3708. if(sc->data[SC_BERSERK])
  3709. return 0;
  3710. if(sc->data[SC_ETERNALCHAOS])
  3711. return 0;
  3712. if(sc->data[SC_SUN_COMFORT])
  3713. def2 += sc->data[SC_SUN_COMFORT]->val2;
  3714. if(sc->data[SC_ANGELUS])
  3715. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  3716. if(sc->data[SC_CONCENTRATION])
  3717. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  3718. if(sc->data[SC_POISON])
  3719. def2 -= def2 * 25/100;
  3720. if(sc->data[SC_DPOISON])
  3721. def2 -= def2 * 25/100;
  3722. if(sc->data[SC_SKE])
  3723. def2 -= def2 * 50/100;
  3724. if(sc->data[SC_PROVOKE])
  3725. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  3726. if(sc->data[SC_JOINTBEAT])
  3727. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  3728. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  3729. if(sc->data[SC_FLING])
  3730. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  3731.  
  3732. return (short)cap_value(def2,1,SHRT_MAX);
  3733. }
  3734.  
  3735. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  3736. {
  3737. if(!sc || !sc->count)
  3738. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3739.  
  3740. if(sc->data[SC_BERSERK])
  3741. return 0;
  3742. if(sc->data[SC_BARRIER])
  3743. return 100;
  3744. if(sc->data[SC_STEELBODY])
  3745. return 90;
  3746. if(sc->data[SC_SKA])
  3747. return 90;
  3748. if(sc->data[SC_ARMORCHANGE])
  3749. mdef += sc->data[SC_ARMORCHANGE]->val3;
  3750. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  3751. mdef += 25*mdef/100;
  3752. if(sc->data[SC_FREEZE])
  3753. mdef += 25*mdef/100;
  3754. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
  3755. mdef += sc->data[SC_ENDURE]->val1;
  3756. if(sc->data[SC_CONCENTRATION])
  3757. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  3758.  
  3759. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  3760. }
  3761.  
  3762. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  3763. {
  3764. if(!sc || !sc->count)
  3765. return cap_value(mdef2,1,SHRT_MAX);
  3766.  
  3767. if(sc->data[SC_BERSERK])
  3768. return 0;
  3769. if(sc->data[SC_MINDBREAKER])
  3770. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  3771.  
  3772. return (short)cap_value(mdef2,1,SHRT_MAX);
  3773. }
  3774.  
  3775. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  3776. {
  3777. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3778. int speed_rate;
  3779.  
  3780. if( sc == NULL )
  3781. return cap_value(speed,10,USHRT_MAX);
  3782.  
  3783. if( sd && sd->ud.skilltimer != INVALID_TIMER && pc_checkskill(sd,SA_FREECAST) > 0 )
  3784. {
  3785. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  3786. }
  3787. else
  3788. {
  3789. speed_rate = 100;
  3790.  
  3791. //GetMoveHasteValue2()
  3792. {
  3793. int val = 0;
  3794.  
  3795. if( sc->data[SC_FUSION] )
  3796. val = 25;
  3797. else
  3798. if( sd && pc_isriding(sd) )
  3799. val = 25;
  3800.  
  3801. speed_rate -= val;
  3802. }
  3803.  
  3804. //GetMoveSlowValue()
  3805. {
  3806. int val = 0;
  3807.  
  3808. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  3809. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  3810. else
  3811. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  3812. val = sc->data[SC_CHASEWALK]->val3;
  3813. else
  3814. {
  3815. // Longing for Freedom cancels song/dance penalty
  3816. if( sc->data[SC_LONGING] )
  3817. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  3818. else
  3819. if( sd && sc->data[SC_DANCING] )
  3820. val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
  3821.  
  3822. if( sc->data[SC_DECREASEAGI] )
  3823. val = max( val, 25 );
  3824. if( sc->data[SC_QUAGMIRE] )
  3825. val = max( val, 50 );
  3826. if( sc->data[SC_DONTFORGETME] )
  3827. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  3828. if( sc->data[SC_CURSE] )
  3829. val = max( val, 300 );
  3830. if( sc->data[SC_CHASEWALK] )
  3831. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  3832. if( sc->data[SC_WEDDING] )
  3833. val = max( val, 100 );
  3834. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  3835. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  3836. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  3837. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  3838. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  3839. val = max( val, 75 );
  3840. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  3841. val = max( val, 100 );
  3842. if( sc->data[SC_GATLINGFEVER] )
  3843. val = max( val, 100 );
  3844. if( sc->data[SC_SUITON] )
  3845. val = max( val, sc->data[SC_SUITON]->val3 );
  3846. if( sc->data[SC_SWOO] )
  3847. val = max( val, 300 );
  3848.  
  3849. if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
  3850. val = max( val, sd->speed_rate + sd->speed_add_rate );
  3851. }
  3852.  
  3853. speed_rate += val;
  3854. }
  3855.  
  3856. //GetMoveHasteValue1()
  3857. {
  3858. int val = 0;
  3859.  
  3860. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  3861. val = max( val, 50 );
  3862. if( sc->data[SC_INCREASEAGI] )
  3863. val = max( val, 25 );
  3864. if( sc->data[SC_WINDWALK] )
  3865. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  3866. if( sc->data[SC_CARTBOOST] )
  3867. val = max( val, 20 );
  3868. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  3869. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  3870. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  3871. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  3872. if( sc->data[SC_BERSERK] )
  3873. val = max( val, 25 );
  3874. if( sc->data[SC_RUN] )
  3875. val = max( val, 55 );
  3876. if( sc->data[SC_AVOID] )
  3877. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  3878. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  3879. val = max( val, 75 );
  3880.  
  3881. //FIXME: official items use a single bonus for this [ultramage]
  3882. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  3883. val = max( val, 25 );
  3884. if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
  3885. val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
  3886.  
  3887. speed_rate -= val;
  3888. }
  3889.  
  3890. if( speed_rate < 40 )
  3891. speed_rate = 40;
  3892. }
  3893.  
  3894. //GetSpeed()
  3895. {
  3896. if( sd && pc_iscarton(sd) )
  3897. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  3898. if( speed_rate != 100 )
  3899. speed = speed * speed_rate / 100;
  3900. if( sc->data[SC_STEELBODY] )
  3901. speed = 200;
  3902. if( sc->data[SC_DEFENDER] )
  3903. speed = max(speed, 200);
  3904. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  3905. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  3906. }
  3907.  
  3908. return (short)cap_value(speed,10,USHRT_MAX);
  3909. }
  3910.  
  3911. /// Calculates an object's ASPD modifier (alters the base amotion value).
  3912. /// Note that the scale of aspd_rate is 1000 = 100%.
  3913. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  3914. {
  3915. int i;
  3916. if(!sc || !sc->count)
  3917. return cap_value(aspd_rate,0,SHRT_MAX);
  3918.  
  3919. if(!sc->data[SC_QUAGMIRE])
  3920. {
  3921. int max = 0;
  3922. if(sc->data[SC_STAR_COMFORT])
  3923. max = sc->data[SC_STAR_COMFORT]->val2;
  3924.  
  3925. if(sc->data[SC_TWOHANDQUICKEN] &&
  3926. max < sc->data[SC_TWOHANDQUICKEN]->val2)
  3927. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  3928.  
  3929. if(sc->data[SC_ONEHAND] &&
  3930. max < sc->data[SC_ONEHAND]->val2)
  3931. max = sc->data[SC_ONEHAND]->val2;
  3932.  
  3933. if(sc->data[SC_MERC_QUICKEN] &&
  3934. max < sc->data[SC_MERC_QUICKEN]->val2)
  3935. max = sc->data[SC_MERC_QUICKEN]->val2;
  3936.  
  3937. if(sc->data[SC_ADRENALINE2] &&
  3938. max < sc->data[SC_ADRENALINE2]->val3)
  3939. max = sc->data[SC_ADRENALINE2]->val3;
  3940.  
  3941. if(sc->data[SC_ADRENALINE] &&
  3942. max < sc->data[SC_ADRENALINE]->val3)
  3943. max = sc->data[SC_ADRENALINE]->val3;
  3944.  
  3945. if(sc->data[SC_SPEARQUICKEN] &&
  3946. max < sc->data[SC_SPEARQUICKEN]->val2)
  3947. max = sc->data[SC_SPEARQUICKEN]->val2;
  3948.  
  3949. if(sc->data[SC_GATLINGFEVER] &&
  3950. max < sc->data[SC_GATLINGFEVER]->val2)
  3951. max = sc->data[SC_GATLINGFEVER]->val2;
  3952.  
  3953. if(sc->data[SC_FLEET] &&
  3954. max < sc->data[SC_FLEET]->val2)
  3955. max = sc->data[SC_FLEET]->val2;
  3956.  
  3957. if(sc->data[SC_ASSNCROS] &&
  3958. max < sc->data[SC_ASSNCROS]->val2)
  3959. {
  3960. if (bl->type!=BL_PC)
  3961. max = sc->data[SC_ASSNCROS]->val2;
  3962. else
  3963. switch(((TBL_PC*)bl)->status.weapon)
  3964. {
  3965. case W_BOW:
  3966. case W_REVOLVER:
  3967. case W_RIFLE:
  3968. case W_GATLING:
  3969. case W_SHOTGUN:
  3970. case W_GRENADE:
  3971. break;
  3972. default:
  3973. max = sc->data[SC_ASSNCROS]->val2;
  3974. }
  3975. }
  3976. aspd_rate -= max;
  3977.  
  3978. //These stack with the rest of bonuses.
  3979. if(sc->data[SC_BERSERK])
  3980. aspd_rate -= 300;
  3981. else if(sc->data[SC_MADNESSCANCEL])
  3982. aspd_rate -= 200;
  3983. }
  3984.  
  3985. if(sc->data[i=SC_ASPDPOTION3] ||
  3986. sc->data[i=SC_ASPDPOTION2] ||
  3987. sc->data[i=SC_ASPDPOTION1] ||
  3988. sc->data[i=SC_ASPDPOTION0])
  3989. aspd_rate -= sc->data[i]->val2;
  3990. if(sc->data[SC_DONTFORGETME])
  3991. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  3992. if(sc->data[SC_LONGING])
  3993. aspd_rate += sc->data[SC_LONGING]->val2;
  3994. if(sc->data[SC_STEELBODY])
  3995. aspd_rate += 250;
  3996. if(sc->data[SC_SKA])
  3997. aspd_rate += 250;
  3998. if(sc->data[SC_DEFENDER])
  3999. aspd_rate += sc->data[SC_DEFENDER]->val4;
  4000. if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
  4001. aspd_rate += 250;
  4002. if(sc->data[SC_GRAVITATION])
  4003. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  4004. if(sc->data[SC_JOINTBEAT]) {
  4005. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4006. aspd_rate += 250;
  4007. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4008. aspd_rate += 100;
  4009. }
  4010.  
  4011. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  4012. }
  4013.  
  4014. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  4015. {
  4016. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  4017. return cap_value(dmotion,0,USHRT_MAX);
  4018.  
  4019. if( sc->data[SC_ENDURE] )
  4020. return 0;
  4021. if( sc->data[SC_CONCENTRATION] )
  4022. return 0;
  4023. if( sc->data[SC_RUN] )
  4024. return 0;
  4025.  
  4026. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  4027. }
  4028.  
  4029. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  4030. {
  4031. if(!sc || !sc->count)
  4032. return cap_value(maxhp,1,UINT_MAX);
  4033.  
  4034. if(sc->data[SC_INCMHPRATE])
  4035. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  4036. if(sc->data[SC_APPLEIDUN])
  4037. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  4038. if(sc->data[SC_DELUGE])
  4039. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  4040. if(sc->data[SC_BERSERK])
  4041. maxhp += maxhp * 2;
  4042. if(sc->data[SC_MARIONETTE])
  4043. maxhp -= 1000;
  4044.  
  4045. if(sc->data[SC_MERC_HPUP])
  4046. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  4047.  
  4048. return cap_value(maxhp,1,UINT_MAX);
  4049. }
  4050.  
  4051. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  4052. {
  4053. if(!sc || !sc->count)
  4054. return cap_value(maxsp,1,UINT_MAX);
  4055.  
  4056. if(sc->data[SC_INCMSPRATE])
  4057. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  4058. if(sc->data[SC_SERVICE4U])
  4059. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  4060. if(sc->data[SC_MERC_SPUP])
  4061. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  4062.  
  4063. return cap_value(maxsp,1,UINT_MAX);
  4064. }
  4065.  
  4066. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  4067. {
  4068. if(!sc || !sc->count)
  4069. return element;
  4070.  
  4071. if(sc->data[SC_FREEZE])
  4072. return ELE_WATER;
  4073. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4074. return ELE_EARTH;
  4075. if(sc->data[SC_BENEDICTIO])
  4076. return ELE_HOLY;
  4077. if(sc->data[SC_CHANGEUNDEAD])
  4078. return ELE_UNDEAD;
  4079. if(sc->data[SC_ELEMENTALCHANGE])
  4080. return sc->data[SC_ELEMENTALCHANGE]->val2;
  4081. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4082. }
  4083.  
  4084. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  4085. {
  4086. if(!sc || !sc->count)
  4087. return lv;
  4088.  
  4089. if(sc->data[SC_FREEZE])
  4090. return 1;
  4091. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4092. return 1;
  4093. if(sc->data[SC_BENEDICTIO])
  4094. return 1;
  4095. if(sc->data[SC_CHANGEUNDEAD])
  4096. return 1;
  4097. if(sc->data[SC_ELEMENTALCHANGE])
  4098. return sc->data[SC_ELEMENTALCHANGE]->val1;
  4099.  
  4100. return (unsigned char)cap_value(lv,1,4);
  4101. }
  4102.  
  4103.  
  4104. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  4105. {
  4106. if(!sc || !sc->count)
  4107. return element;
  4108. if(sc->data[SC_ENCHANTARMS])
  4109. return sc->data[SC_ENCHANTARMS]->val2;
  4110. if(sc->data[SC_WATERWEAPON])
  4111. return ELE_WATER;
  4112. if(sc->data[SC_EARTHWEAPON])
  4113. return ELE_EARTH;
  4114. if(sc->data[SC_FIREWEAPON])
  4115. return ELE_FIRE;
  4116. if(sc->data[SC_WINDWEAPON])
  4117. return ELE_WIND;
  4118. if(sc->data[SC_ENCPOISON])
  4119. return ELE_POISON;
  4120. if(sc->data[SC_ASPERSIO])
  4121. return ELE_HOLY;
  4122. if(sc->data[SC_SHADOWWEAPON])
  4123. return ELE_DARK;
  4124. if(sc->data[SC_GHOSTWEAPON])
  4125. return ELE_GHOST;
  4126. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4127. }
  4128.  
  4129. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  4130. {
  4131. if(!sc || !sc->count)
  4132. return mode;
  4133. if(sc->data[SC_MODECHANGE]) {
  4134. if (sc->data[SC_MODECHANGE]->val2)
  4135. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  4136. if (sc->data[SC_MODECHANGE]->val3)
  4137. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  4138. if (sc->data[SC_MODECHANGE]->val4)
  4139. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  4140. }
  4141. return cap_value(mode,0,USHRT_MAX);
  4142. }
  4143.  
  4144. const char* status_get_name(struct block_list *bl)
  4145. {
  4146. nullpo_ret(bl);
  4147. switch (bl->type) {
  4148. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  4149. case BL_MOB: return ((TBL_MOB*)bl)->name;
  4150. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  4151. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  4152. case BL_NPC: return ((TBL_NPC*)bl)->name;
  4153. }
  4154. return "Unknown";
  4155. }
  4156.  
  4157. /*==========================================
  4158. * ‘ΏۂÌClass‚ð•Ô‚·(”Ä—p)
  4159. * –ß‚è‚͐®”‚Å0ˆÈã
  4160. *------------------------------------------*/
  4161. int status_get_class(struct block_list *bl)
  4162. {
  4163. nullpo_ret(bl);
  4164. switch( bl->type )
  4165. {
  4166. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  4167. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  4168. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  4169. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  4170. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  4171. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  4172. }
  4173. return 0;
  4174. }
  4175. /*==========================================
  4176. * ‘Ώۂ̃Œƒxƒ‹‚ð•Ô‚·(”Ä—p)
  4177. * –ß‚è‚͐®”‚Å0ˆÈã
  4178. *------------------------------------------*/
  4179. int status_get_lv(struct block_list *bl)
  4180. {
  4181. nullpo_ret(bl);
  4182. switch (bl->type) {
  4183. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  4184. case BL_MOB: return ((TBL_MOB*)bl)->level;
  4185. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  4186. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  4187. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  4188. }
  4189. return 1;
  4190. }
  4191.  
  4192. struct regen_data *status_get_regen_data(struct block_list *bl)
  4193. {
  4194. nullpo_retr(NULL, bl);
  4195. switch (bl->type) {
  4196. case BL_PC: return &((TBL_PC*)bl)->regen;
  4197. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  4198. case BL_MER: return &((TBL_MER*)bl)->regen;
  4199. default:
  4200. return NULL;
  4201. }
  4202. }
  4203.  
  4204. struct status_data *status_get_status_data(struct block_list *bl)
  4205. {
  4206. nullpo_retr(&dummy_status, bl);
  4207.  
  4208. switch (bl->type) {
  4209. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  4210. case BL_MOB: return &((TBL_MOB*)bl)->status;
  4211. case BL_PET: return &((TBL_PET*)bl)->status;
  4212. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  4213. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  4214. default:
  4215. return &dummy_status;
  4216. }
  4217. }
  4218.  
  4219. struct status_data *status_get_base_status(struct block_list *bl)
  4220. {
  4221. nullpo_retr(NULL, bl);
  4222. switch (bl->type) {
  4223. case BL_PC: return &((TBL_PC*)bl)->base_status;
  4224. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  4225. case BL_PET: return &((TBL_PET*)bl)->db->status;
  4226. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  4227. case BL_MER: return &((TBL_MER*)bl)->base_status;
  4228. default:
  4229. return NULL;
  4230. }
  4231. }
  4232.  
  4233. signed char status_get_def(struct block_list *bl)
  4234. {
  4235. struct unit_data *ud;
  4236. struct status_data *status = status_get_status_data(bl);
  4237. int def = status?status->def:0;
  4238. ud = unit_bl2ud(bl);
  4239. if (ud && ud->skilltimer != INVALID_TIMER)
  4240. def -= def * skill_get_castdef(ud->skillid)/100;
  4241. return cap_value(def, CHAR_MIN, CHAR_MAX);
  4242. }
  4243.  
  4244. unsigned short status_get_speed(struct block_list *bl)
  4245. {
  4246. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  4247. return ((struct npc_data *)bl)->speed;
  4248. return status_get_status_data(bl)->speed;
  4249. }
  4250.  
  4251. int status_get_party_id(struct block_list *bl)
  4252. {
  4253. nullpo_ret(bl);
  4254. switch (bl->type) {
  4255. case BL_PC:
  4256. return ((TBL_PC*)bl)->status.party_id;
  4257. case BL_PET:
  4258. if (((TBL_PET*)bl)->msd)
  4259. return ((TBL_PET*)bl)->msd->status.party_id;
  4260. break;
  4261. case BL_MOB:
  4262. {
  4263. struct mob_data *md=(TBL_MOB*)bl;
  4264. if( md->master_id>0 )
  4265. {
  4266. struct map_session_data *msd;
  4267. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4268. return msd->status.party_id;
  4269. return -md->master_id;
  4270. }
  4271. }
  4272. break;
  4273. case BL_HOM:
  4274. if (((TBL_HOM*)bl)->master)
  4275. return ((TBL_HOM*)bl)->master->status.party_id;
  4276. break;
  4277. case BL_MER:
  4278. if (((TBL_MER*)bl)->master)
  4279. return ((TBL_MER*)bl)->master->status.party_id;
  4280. break;
  4281. case BL_SKILL:
  4282. return ((TBL_SKILL*)bl)->group->party_id;
  4283. }
  4284. return 0;
  4285. }
  4286.  
  4287. int status_get_guild_id(struct block_list *bl)
  4288. {
  4289. nullpo_ret(bl);
  4290. switch (bl->type) {
  4291. case BL_PC:
  4292. return ((TBL_PC*)bl)->status.guild_id;
  4293. case BL_PET:
  4294. if (((TBL_PET*)bl)->msd)
  4295. return ((TBL_PET*)bl)->msd->status.guild_id;
  4296. break;
  4297. case BL_MOB:
  4298. {
  4299. struct map_session_data *msd;
  4300. struct mob_data *md = (struct mob_data *)bl;
  4301. if (md->guardian_data) //Guardian's guild [Skotlex]
  4302. return md->guardian_data->guild_id;
  4303. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4304. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  4305. }
  4306. break;
  4307. case BL_HOM:
  4308. if (((TBL_HOM*)bl)->master)
  4309. return ((TBL_HOM*)bl)->master->status.guild_id;
  4310. break;
  4311. case BL_MER:
  4312. if (((TBL_MER*)bl)->master)
  4313. return ((TBL_MER*)bl)->master->status.guild_id;
  4314. break;
  4315. case BL_NPC:
  4316. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  4317. return ((TBL_NPC*)bl)->u.scr.guild_id;
  4318. break;
  4319. case BL_SKILL:
  4320. return ((TBL_SKILL*)bl)->group->guild_id;
  4321. }
  4322. return 0;
  4323. }
  4324.  
  4325. int status_get_emblem_id(struct block_list *bl)
  4326. {
  4327. nullpo_ret(bl);
  4328. switch (bl->type) {
  4329. case BL_PC:
  4330. return ((TBL_PC*)bl)->guild_emblem_id;
  4331. case BL_PET:
  4332. if (((TBL_PET*)bl)->msd)
  4333. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  4334. break;
  4335. case BL_MOB:
  4336. {
  4337. struct map_session_data *msd;
  4338. struct mob_data *md = (struct mob_data *)bl;
  4339. if (md->guardian_data) //Guardian's guild [Skotlex]
  4340. return md->guardian_data->emblem_id;
  4341. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  4342. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  4343. }
  4344. break;
  4345. case BL_HOM:
  4346. if (((TBL_HOM*)bl)->master)
  4347. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  4348. break;
  4349. case BL_MER:
  4350. if (((TBL_MER*)bl)->master)
  4351. return ((TBL_MER*)bl)->master->guild_emblem_id;
  4352. break;
  4353. case BL_NPC:
  4354. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  4355. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  4356. if (g)
  4357. return g->emblem_id;
  4358. }
  4359. break;
  4360. }
  4361. return 0;
  4362. }
  4363.  
  4364. int status_get_mexp(struct block_list *bl)
  4365. {
  4366. nullpo_ret(bl);
  4367. if(bl->type==BL_MOB)
  4368. return ((struct mob_data *)bl)->db->mexp;
  4369. if(bl->type==BL_PET)
  4370. return ((struct pet_data *)bl)->db->mexp;
  4371. return 0;
  4372. }
  4373. int status_get_race2(struct block_list *bl)
  4374. {
  4375. nullpo_ret(bl);
  4376. if(bl->type == BL_MOB)
  4377. return ((struct mob_data *)bl)->db->race2;
  4378. if(bl->type==BL_PET)
  4379. return ((struct pet_data *)bl)->db->race2;
  4380. return 0;
  4381. }
  4382.  
  4383. int status_isdead(struct block_list *bl)
  4384. {
  4385. nullpo_ret(bl);
  4386. return status_get_status_data(bl)->hp == 0;
  4387. }
  4388.  
  4389. int status_isimmune(struct block_list *bl)
  4390. {
  4391. struct status_change *sc =status_get_sc(bl);
  4392. if (sc && sc->data[SC_HERMODE])
  4393. return 100;
  4394.  
  4395. if (bl->type == BL_PC &&
  4396. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  4397. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  4398. return 0;
  4399. }
  4400.  
  4401. struct view_data* status_get_viewdata(struct block_list *bl)
  4402. {
  4403. nullpo_retr(NULL, bl);
  4404. switch (bl->type) {
  4405. case BL_PC: return &((TBL_PC*)bl)->vd;
  4406. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  4407. case BL_PET: return &((TBL_PET*)bl)->vd;
  4408. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  4409. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  4410. case BL_MER: return ((TBL_MER*)bl)->vd;
  4411. }
  4412. return NULL;
  4413. }
  4414.  
  4415. void status_set_viewdata(struct block_list *bl, int class_)
  4416. {
  4417. struct view_data* vd;
  4418. nullpo_retv(bl);
  4419. if (mobdb_checkid(class_) || mob_is_clone(class_))
  4420. vd = mob_get_viewdata(class_);
  4421. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  4422. vd = npc_get_viewdata(class_);
  4423. else if (homdb_checkid(class_))
  4424. vd = merc_get_hom_viewdata(class_);
  4425. else if (merc_class(class_))
  4426. vd = merc_get_viewdata(class_);
  4427. else
  4428. vd = NULL;
  4429.  
  4430. switch (bl->type) {
  4431. case BL_PC:
  4432. {
  4433. TBL_PC* sd = (TBL_PC*)bl;
  4434. if (pcdb_checkid(class_)) {
  4435. if (sd->sc.option&OPTION_WEDDING)
  4436. class_ = JOB_WEDDING;
  4437. else
  4438. if (sd->sc.option&OPTION_SUMMER)
  4439. class_ = JOB_SUMMER;
  4440. else
  4441. if (sd->sc.option&OPTION_XMAS)
  4442. class_ = JOB_XMAS;
  4443. else
  4444. if (sd->sc.option&OPTION_RIDING)
  4445. switch (class_)
  4446. { //Adapt class to a Mounted one.
  4447. case JOB_KNIGHT:
  4448. class_ = JOB_KNIGHT2;
  4449. break;
  4450. case JOB_CRUSADER:
  4451. class_ = JOB_CRUSADER2;
  4452. break;
  4453. case JOB_LORD_KNIGHT:
  4454. class_ = JOB_LORD_KNIGHT2;
  4455. break;
  4456. case JOB_PALADIN:
  4457. class_ = JOB_PALADIN2;
  4458. break;
  4459. case JOB_BABY_KNIGHT:
  4460. class_ = JOB_BABY_KNIGHT2;
  4461. break;
  4462. case JOB_BABY_CRUSADER:
  4463. class_ = JOB_BABY_CRUSADER2;
  4464. break;
  4465. }
  4466. sd->vd.class_ = class_;
  4467. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  4468. sd->vd.head_top = sd->status.head_top;
  4469. sd->vd.head_mid = sd->status.head_mid;
  4470. sd->vd.head_bottom = sd->status.head_bottom;
  4471. sd->vd.hair_style = sd->status.hair;
  4472. sd->vd.hair_color = sd->status.hair_color;
  4473. sd->vd.cloth_color = sd->status.clothes_color;
  4474. sd->vd.sex = sd->status.sex;
  4475. } else if (vd)
  4476. memcpy(&sd->vd, vd, sizeof(struct view_data));
  4477. else
  4478. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  4479. }
  4480. break;
  4481. case BL_MOB:
  4482. {
  4483. TBL_MOB* md = (TBL_MOB*)bl;
  4484. if (vd)
  4485. md->vd = vd;
  4486. else
  4487. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  4488. }
  4489. break;
  4490. case BL_PET:
  4491. {
  4492. TBL_PET* pd = (TBL_PET*)bl;
  4493. if (vd) {
  4494. memcpy(&pd->vd, vd, sizeof(struct view_data));
  4495. if (!pcdb_checkid(vd->class_)) {
  4496. pd->vd.hair_style = battle_config.pet_hair_style;
  4497. if(pd->pet.equip) {
  4498. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  4499. if (!pd->vd.head_bottom)
  4500. pd->vd.head_bottom = pd->pet.equip;
  4501. }
  4502. }
  4503. } else
  4504. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  4505. }
  4506. break;
  4507. case BL_NPC:
  4508. {
  4509. TBL_NPC* nd = (TBL_NPC*)bl;
  4510. if (vd)
  4511. nd->vd = vd;
  4512. else
  4513. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  4514. }
  4515. break;
  4516. case BL_HOM: //[blackhole89]
  4517. {
  4518. struct homun_data *hd = (struct homun_data*)bl;
  4519. if (vd)
  4520. hd->vd = vd;
  4521. else
  4522. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  4523. }
  4524. break;
  4525. case BL_MER:
  4526. {
  4527. struct mercenary_data *md = (struct mercenary_data*)bl;
  4528. if (vd)
  4529. md->vd = vd;
  4530. else
  4531. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  4532. }
  4533. break;
  4534. }
  4535. vd = status_get_viewdata(bl);
  4536. if (vd && vd->cloth_color && (
  4537. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  4538. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  4539. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  4540. ))
  4541. vd->cloth_color = 0;
  4542. }
  4543.  
  4544. /// Returns the status_change data of bl or NULL if it doesn't exist.
  4545. struct status_change *status_get_sc(struct block_list *bl)
  4546. {
  4547. if( bl )
  4548. switch (bl->type) {
  4549. case BL_PC: return &((TBL_PC*)bl)->sc;
  4550. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  4551. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  4552. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  4553. case BL_MER: return &((TBL_MER*)bl)->sc;
  4554. }
  4555. return NULL;
  4556. }
  4557.  
  4558. void status_change_init(struct block_list *bl)
  4559. {
  4560. struct status_change *sc = status_get_sc(bl);
  4561. nullpo_retv(sc);
  4562. memset(sc, 0, sizeof (struct status_change));
  4563. }
  4564.  
  4565. //Applies SC defense to a given status change.
  4566. //Returns the adjusted duration based on flag values.
  4567. //the flag values are the same as in status_change_start.
  4568. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  4569. {
  4570. int sc_def, tick_def = 0;
  4571. struct status_data* status;
  4572. struct status_change* sc;
  4573. struct map_session_data *sd;
  4574.  
  4575. nullpo_ret(bl);
  4576.  
  4577. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  4578. if (status_isimmune(bl))
  4579. switch (type)
  4580. {
  4581. case SC_DECREASEAGI:
  4582. case SC_SILENCE:
  4583. case SC_COMA:
  4584. case SC_INCREASEAGI:
  4585. case SC_BLESSING:
  4586. case SC_SLOWPOISON:
  4587. case SC_IMPOSITIO:
  4588. case SC_AETERNA:
  4589. case SC_SUFFRAGIUM:
  4590. case SC_BENEDICTIO:
  4591. case SC_PROVIDENCE:
  4592. case SC_KYRIE:
  4593. case SC_ASSUMPTIO:
  4594. case SC_ANGELUS:
  4595. case SC_MAGNIFICAT:
  4596. case SC_GLORIA:
  4597. case SC_WINDWALK:
  4598. case SC_MAGICROD:
  4599. case SC_HALLUCINATION:
  4600. case SC_STONE:
  4601. case SC_QUAGMIRE:
  4602. case SC_SUITON:
  4603. return 0;
  4604. }
  4605.  
  4606. sd = BL_CAST(BL_PC,bl);
  4607. status = status_get_status_data(bl);
  4608. switch (type)
  4609. {
  4610. case SC_STUN:
  4611. case SC_POISON:
  4612. case SC_DPOISON:
  4613. case SC_SILENCE:
  4614. case SC_BLEEDING:
  4615. sc_def = 3 +status->vit;
  4616. break;
  4617. case SC_SLEEP:
  4618. sc_def = 3 +status->int_;
  4619. break;
  4620. case SC_DECREASEAGI:
  4621. if (sd) tick>>=1; //Half duration for players.
  4622. case SC_STONE:
  4623. case SC_FREEZE:
  4624. sc_def = 3 +status->mdef;
  4625. break;
  4626. case SC_CURSE:
  4627. //Special property: inmunity when luk is greater than level or zero
  4628. if (status->luk > status_get_lv(bl) || status->luk == 0)
  4629. return 0;
  4630. else
  4631. sc_def = 3 +status->luk;
  4632. tick_def = status->vit;
  4633. break;
  4634. case SC_BLIND:
  4635. sc_def = 3 +(status->vit + status->int_)/2;
  4636. break;
  4637. case SC_CONFUSION:
  4638. sc_def = 3 +(status->str + status->int_)/2;
  4639. break;
  4640. case SC_ANKLE:
  4641. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  4642. tick /= 5;
  4643. sc_def = status->agi / 2;
  4644. break;
  4645. case SC_MAGICMIRROR:
  4646. case SC_ARMORCHANGE:
  4647. if (sd) //Duration greatly reduced for players.
  4648. tick /= 15;
  4649. //No defense against it (buff).
  4650. default:
  4651. //Effect that cannot be reduced? Likely a buff.
  4652. if (!(rand()%10000 < rate))
  4653. return 0;
  4654. return tick?tick:1;
  4655. }
  4656.  
  4657. if (sd) {
  4658.  
  4659. if (battle_config.pc_sc_def_rate != 100)
  4660. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  4661.  
  4662. if (sc_def < battle_config.pc_max_sc_def)
  4663. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  4664. status->luk/battle_config.pc_luk_sc_def;
  4665. else
  4666. sc_def = battle_config.pc_max_sc_def;
  4667.  
  4668. if (tick_def) {
  4669. if (battle_config.pc_sc_def_rate != 100)
  4670. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  4671. }
  4672.  
  4673. } else {
  4674.  
  4675. if (battle_config.mob_sc_def_rate != 100)
  4676. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  4677.  
  4678. if (sc_def < battle_config.mob_max_sc_def)
  4679. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  4680. status->luk/battle_config.mob_luk_sc_def;
  4681. else
  4682. sc_def = battle_config.mob_max_sc_def;
  4683.  
  4684. if (tick_def) {
  4685. if (battle_config.mob_sc_def_rate != 100)
  4686. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  4687. }
  4688. }
  4689.  
  4690. sc = status_get_sc(bl);
  4691. if (sc && sc->count)
  4692. {
  4693. if (sc->data[SC_SCRESIST])
  4694. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  4695. else if (sc->data[SC_SIEGFRIED])
  4696. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  4697. }
  4698.  
  4699. //When no tick def, reduction is the same for both.
  4700. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
  4701. tick_def = sc_def;
  4702.  
  4703. //Natural resistance
  4704. if (!(flag&8)) {
  4705. rate -= rate*sc_def/100;
  4706.  
  4707. //Item resistance (only applies to rate%)
  4708. if(sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
  4709. {
  4710. if( sd->reseff[type-SC_COMMON_MIN] > 0 )
  4711. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  4712. if( sd->sc.data[SC_COMMONSC_RESIST] )
  4713. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  4714. }
  4715. }
  4716. if (!(rand()%10000 < rate))
  4717. return 0;
  4718.  
  4719. //Why would a status start with no duration? Presume it has
  4720. //duration defined elsewhere.
  4721. if (!tick) return 1;
  4722.  
  4723. //Rate reduction
  4724. if (flag&2)
  4725. return tick;
  4726.  
  4727. tick -= tick*tick_def/100;
  4728. // Changed to 5 seconds according to recent tests [Playtester]
  4729. if (type == SC_ANKLE && tick < 5000)
  4730. tick = 5000;
  4731. return tick<=0?0:tick;
  4732. }
  4733.  
  4734. /*==========================================
  4735. * Starts a status change.
  4736. * 'type' = type, 'val1~4' depend on the type.
  4737. * 'rate' = base success rate. 10000 = 100%
  4738. * 'tick' is base duration
  4739. * 'flag':
  4740. * &1: Cannot be avoided (it has to start)
  4741. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  4742. * &4: sc_data loaded, no value has to be altered.
  4743. * &8: rate should not be reduced
  4744. *------------------------------------------*/
  4745. int status_change_start(struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,int tick,int flag)
  4746. {
  4747. struct map_session_data *sd = NULL;
  4748. struct status_change* sc;
  4749. struct status_change_entry* sce;
  4750. struct status_data *status;
  4751. struct view_data *vd;
  4752. int opt_flag, calc_flag, undead_flag;
  4753.  
  4754. nullpo_ret(bl);
  4755. sc = status_get_sc(bl);
  4756. status = status_get_status_data(bl);
  4757.  
  4758. if( type <= SC_NONE || type >= SC_MAX )
  4759. {
  4760. ShowError("status_change_start: invalid status change (%d)!\n", type);
  4761. return 0;
  4762. }
  4763.  
  4764. if( !sc )
  4765. return 0; //Unable to receive status changes
  4766.  
  4767. if( status_isdead(bl) )
  4768. return 0;
  4769.  
  4770. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  4771. {
  4772. struct mob_data *md = BL_CAST(BL_MOB,bl);
  4773. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  4774. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  4775. }
  4776.  
  4777. sd = BL_CAST(BL_PC, bl);
  4778.  
  4779. //Adjust tick according to status resistances
  4780. if( !(flag&(1|4)) )
  4781. {
  4782. tick = status_get_sc_def(bl, type, rate, tick, flag);
  4783. if( !tick ) return 0;
  4784. }
  4785.  
  4786. undead_flag = battle_check_undead(status->race,status->def_ele);
  4787. //Check for inmunities / sc fails
  4788. switch (type)
  4789. {
  4790. case SC_FREEZE:
  4791. case SC_STONE:
  4792. //Undead are immune to Freeze/Stone
  4793. if (undead_flag && !(flag&1))
  4794. return 0;
  4795. case SC_SLEEP:
  4796. case SC_STUN:
  4797. if (sc->opt1)
  4798. return 0; //Cannot override other opt1 status changes. [Skotlex]
  4799. break;
  4800. case SC_SIGNUMCRUCIS:
  4801. //Only affects demons and undead element (but not players)
  4802. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  4803. return 0;
  4804. break;
  4805. case SC_AETERNA:
  4806. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  4807. return 0;
  4808. break;
  4809. case SC_KYRIE:
  4810. if (bl->type == BL_MOB)
  4811. return 0;
  4812. break;
  4813. case SC_OVERTHRUST:
  4814. if (sc->data[SC_MAXOVERTHRUST])
  4815. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  4816. break;
  4817. case SC_ADRENALINE:
  4818. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  4819. return 0;
  4820. if (sc->data[SC_QUAGMIRE] ||
  4821. sc->data[SC_DECREASEAGI]
  4822. )
  4823. return 0;
  4824. break;
  4825. case SC_ADRENALINE2:
  4826. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  4827. return 0;
  4828. if (sc->data[SC_QUAGMIRE] ||
  4829. sc->data[SC_DECREASEAGI]
  4830. )
  4831. return 0;
  4832. break;
  4833. case SC_ONEHAND:
  4834. case SC_MERC_QUICKEN:
  4835. case SC_TWOHANDQUICKEN:
  4836. if(sc->data[SC_DECREASEAGI])
  4837. return 0;
  4838. case SC_CONCENTRATE:
  4839. case SC_INCREASEAGI:
  4840. case SC_SPEARQUICKEN:
  4841. case SC_TRUESIGHT:
  4842. case SC_WINDWALK:
  4843. case SC_CARTBOOST:
  4844. case SC_ASSNCROS:
  4845. if (sc->data[SC_QUAGMIRE])
  4846. return 0;
  4847. break;
  4848. case SC_CLOAKING:
  4849. //Avoid cloaking with no wall and low skill level. [Skotlex]
  4850. //Due to the cloaking card, we have to check the wall versus to known
  4851. //skill level rather than the used one. [Skotlex]
  4852. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  4853. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  4854. return 0;
  4855. break;
  4856. case SC_MODECHANGE:
  4857. {
  4858. int mode;
  4859. struct status_data *bstatus = status_get_base_status(bl);
  4860. if (!bstatus) return 0;
  4861. if (sc->data[type])
  4862. { //Pile up with previous values.
  4863. if(!val2) val2 = sc->data[type]->val2;
  4864. val3 |= sc->data[type]->val3;
  4865. val4 |= sc->data[type]->val4;
  4866. }
  4867. mode = val2?val2:bstatus->mode; //Base mode
  4868. if (val4) mode&=~val4; //Del mode
  4869. if (val3) mode|= val3; //Add mode
  4870. if (mode == bstatus->mode) { //No change.
  4871. if (sc->data[type]) //Abort previous status
  4872. return status_change_end(bl, type, INVALID_TIMER);
  4873. return 0;
  4874. }
  4875. }
  4876. break;
  4877. //Strip skills, need to divest something or it fails.
  4878. case SC_STRIPWEAPON:
  4879. if (sd) {
  4880. int i;
  4881. opt_flag = 0; //Reuse to check success condition.
  4882. if(sd->unstripable_equip&EQP_WEAPON)
  4883. return 0;
  4884. i = sd->equip_index[EQI_HAND_L];
  4885. if (i>=0 && sd->inventory_data[i] &&
  4886. sd->inventory_data[i]->type == IT_WEAPON)
  4887. {
  4888. opt_flag|=1;
  4889. pc_unequipitem(sd,i,3); //L-hand weapon
  4890. }
  4891.  
  4892. i = sd->equip_index[EQI_HAND_R];
  4893. if (i>=0 && sd->inventory_data[i] &&
  4894. sd->inventory_data[i]->type == IT_WEAPON)
  4895. {
  4896. opt_flag|=2;
  4897. pc_unequipitem(sd,i,3);
  4898. }
  4899. if (!opt_flag) return 0;
  4900. }
  4901. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4902. break;
  4903. case SC_STRIPSHIELD:
  4904. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  4905. else
  4906. if (sd) {
  4907. int i;
  4908. if(sd->unstripable_equip&EQP_SHIELD)
  4909. return 0;
  4910. i = sd->equip_index[EQI_HAND_L];
  4911. if (i<0 || !sd->inventory_data[i] ||
  4912. sd->inventory_data[i]->type != IT_ARMOR)
  4913. return 0;
  4914. pc_unequipitem(sd,i,3);
  4915. }
  4916. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4917. break;
  4918. case SC_STRIPARMOR:
  4919. if (sd) {
  4920. int i;
  4921. if(sd->unstripable_equip&EQP_ARMOR)
  4922. return 0;
  4923. i = sd->equip_index[EQI_ARMOR];
  4924. if (i<0 || !sd->inventory_data[i])
  4925. return 0;
  4926. pc_unequipitem(sd,i,3);
  4927. }
  4928. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4929. break;
  4930. case SC_STRIPHELM:
  4931. if (sd) {
  4932. int i;
  4933. if(sd->unstripable_equip&EQP_HELM)
  4934. return 0;
  4935. i = sd->equip_index[EQI_HEAD_TOP];
  4936. if (i<0 || !sd->inventory_data[i])
  4937. return 0;
  4938. pc_unequipitem(sd,i,3);
  4939. }
  4940. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  4941. break;
  4942. case SC_MERC_FLEEUP:
  4943. case SC_MERC_ATKUP:
  4944. case SC_MERC_HPUP:
  4945. case SC_MERC_SPUP:
  4946. case SC_MERC_HITUP:
  4947. if( bl->type != BL_MER )
  4948. return 0; // Stats only for Mercenaries
  4949. break;
  4950. case SC_STRFOOD:
  4951. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  4952. return 0;
  4953. break;
  4954. case SC_AGIFOOD:
  4955. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  4956. return 0;
  4957. break;
  4958. case SC_VITFOOD:
  4959. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  4960. return 0;
  4961. break;
  4962. case SC_INTFOOD:
  4963. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  4964. return 0;
  4965. break;
  4966. case SC_DEXFOOD:
  4967. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  4968. return 0;
  4969. break;
  4970. case SC_LUKFOOD:
  4971. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  4972. return 0;
  4973. break;
  4974. case SC_FOOD_STR_CASH:
  4975. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  4976. return 0;
  4977. break;
  4978. case SC_FOOD_AGI_CASH:
  4979. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  4980. return 0;
  4981. break;
  4982. case SC_FOOD_VIT_CASH:
  4983. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  4984. return 0;
  4985. break;
  4986. case SC_FOOD_INT_CASH:
  4987. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  4988. return 0;
  4989. break;
  4990. case SC_FOOD_DEX_CASH:
  4991. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  4992. return 0;
  4993. break;
  4994. case SC_FOOD_LUK_CASH:
  4995. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  4996. return 0;
  4997. break;
  4998. }
  4999.  
  5000. //Check for BOSS resistances
  5001. if(status->mode&MD_BOSS && !(flag&1)) {
  5002. if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
  5003. return 0;
  5004. switch (type) {
  5005. case SC_BLESSING:
  5006. if (!undead_flag && status->race!=RC_DEMON)
  5007. break;
  5008. case SC_DECREASEAGI:
  5009. case SC_PROVOKE:
  5010. case SC_COMA:
  5011. case SC_GRAVITATION:
  5012. case SC_SUITON:
  5013. case SC_RICHMANKIM:
  5014. case SC_ROKISWEIL:
  5015. case SC_FOGWALL:
  5016. return 0;
  5017. }
  5018. }
  5019.  
  5020. //Before overlapping fail, one must check for status cured.
  5021. switch (type)
  5022. {
  5023. case SC_BLESSING:
  5024. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  5025. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  5026. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  5027. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  5028. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  5029. status_change_end(bl, SC_STONE, INVALID_TIMER);
  5030. }
  5031. break;
  5032. case SC_INCREASEAGI:
  5033. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5034. break;
  5035. case SC_QUAGMIRE:
  5036. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  5037. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  5038. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  5039. //Also blocks the ones below...
  5040. case SC_DECREASEAGI:
  5041. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  5042. //Also blocks the ones below...
  5043. case SC_DONTFORGETME:
  5044. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5045. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  5046. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  5047. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  5048. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5049. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5050. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5051. break;
  5052. case SC_ONEHAND:
  5053. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  5054. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  5055. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  5056. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  5057. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  5058. break;
  5059. case SC_MAXOVERTHRUST:
  5060. //Cancels Normal Overthrust. [Skotlex]
  5061. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  5062. break;
  5063. case SC_KYRIE:
  5064. //Cancels Assumptio
  5065. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5066. break;
  5067. case SC_DELUGE:
  5068. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  5069. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  5070. break;
  5071. case SC_SILENCE:
  5072. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  5073. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  5074. break;
  5075. case SC_HIDING:
  5076. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  5077. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  5078. break;
  5079. case SC_BERSERK:
  5080. if(battle_config.berserk_cancels_buffs)
  5081. {
  5082. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  5083. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  5084. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  5085. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  5086. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  5087. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  5088. }
  5089. break;
  5090. case SC_ASSUMPTIO:
  5091. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  5092. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  5093. break;
  5094. case SC_KAITE:
  5095. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  5096. break;
  5097. case SC_CARTBOOST:
  5098. if(sc->data[SC_DECREASEAGI])
  5099. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  5100. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  5101. return 0;
  5102. }
  5103. break;
  5104. case SC_FUSION:
  5105. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  5106. break;
  5107. case SC_ADJUSTMENT:
  5108. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  5109. break;
  5110. case SC_MADNESSCANCEL:
  5111. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  5112. break;
  5113. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  5114. case SC_CHANGEUNDEAD:
  5115. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  5116. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  5117. break;
  5118. case SC_STRFOOD:
  5119. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  5120. break;
  5121. case SC_AGIFOOD:
  5122. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  5123. break;
  5124. case SC_VITFOOD:
  5125. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  5126. break;
  5127. case SC_INTFOOD:
  5128. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  5129. break;
  5130. case SC_DEXFOOD:
  5131. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  5132. break;
  5133. case SC_LUKFOOD:
  5134. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  5135. break;
  5136. case SC_FOOD_STR_CASH:
  5137. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  5138. break;
  5139. case SC_FOOD_AGI_CASH:
  5140. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  5141. break;
  5142. case SC_FOOD_VIT_CASH:
  5143. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  5144. break;
  5145. case SC_FOOD_INT_CASH:
  5146. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  5147. break;
  5148. case SC_FOOD_DEX_CASH:
  5149. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  5150. break;
  5151. case SC_FOOD_LUK_CASH:
  5152. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  5153. break;
  5154. }
  5155.  
  5156. //Check for overlapping fails
  5157. if( (sce = sc->data[type]) )
  5158. {
  5159. switch( type )
  5160. {
  5161. case SC_MERC_FLEEUP:
  5162. case SC_MERC_ATKUP:
  5163. case SC_MERC_HPUP:
  5164. case SC_MERC_SPUP:
  5165. case SC_MERC_HITUP:
  5166. if( sce->val1 > val1 )
  5167. val1 = sce->val1;
  5168. break;
  5169. case SC_ADRENALINE:
  5170. case SC_ADRENALINE2:
  5171. case SC_WEAPONPERFECTION:
  5172. case SC_OVERTHRUST:
  5173. if (sce->val2 > val2)
  5174. return 0;
  5175. break;
  5176. case SC_S_LIFEPOTION:
  5177. case SC_L_LIFEPOTION:
  5178. case SC_BOSSMAPINFO:
  5179. case SC_STUN:
  5180. case SC_SLEEP:
  5181. case SC_POISON:
  5182. case SC_CURSE:
  5183. case SC_SILENCE:
  5184. case SC_CONFUSION:
  5185. case SC_BLIND:
  5186. case SC_BLEEDING:
  5187. case SC_DPOISON:
  5188. case SC_CLOSECONFINE2: //Can't be re-closed in.
  5189. case SC_MARIONETTE:
  5190. case SC_MARIONETTE2:
  5191. case SC_NOCHAT:
  5192. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  5193. return 0;
  5194. case SC_COMBO:
  5195. case SC_DANCING:
  5196. case SC_DEVOTION:
  5197. case SC_ASPDPOTION0:
  5198. case SC_ASPDPOTION1:
  5199. case SC_ASPDPOTION2:
  5200. case SC_ASPDPOTION3:
  5201. case SC_ATKPOTION:
  5202. case SC_MATKPOTION:
  5203. case SC_ENCHANTARMS:
  5204. case SC_ARMOR_ELEMENT:
  5205. case SC_ARMOR_RESIST:
  5206. break;
  5207. case SC_GOSPEL:
  5208. //Must not override a casting gospel char.
  5209. if(sce->val4 == BCT_SELF)
  5210. return 0;
  5211. if(sce->val1 > val1)
  5212. return 1;
  5213. break;
  5214. case SC_ENDURE:
  5215. if(sce->val4 && !val4)
  5216. return 1; //Don't let you override infinite endure.
  5217. if(sce->val1 > val1)
  5218. return 1;
  5219. break;
  5220. case SC_KAAHI:
  5221. //Kaahi overwrites previous level regardless of existing level.
  5222. //Delete timer if it exists.
  5223. if (sce->val4 != INVALID_TIMER) {
  5224. delete_timer(sce->val4,kaahi_heal_timer);
  5225. sce->val4 = INVALID_TIMER;
  5226. }
  5227. break;
  5228. case SC_JAILED:
  5229. //When a player is already jailed, do not edit the jail data.
  5230. val2 = sce->val2;
  5231. val3 = sce->val3;
  5232. val4 = sce->val4;
  5233. break;
  5234. case SC_JOINTBEAT:
  5235. val2 |= sce->val2; // stackable ailments
  5236. default:
  5237. if(sce->val1 > val1)
  5238. return 1; //Return true to not mess up skill animations. [Skotlex]
  5239. }
  5240. }
  5241.  
  5242. vd = status_get_viewdata(bl);
  5243. calc_flag = StatusChangeFlagTable[type];
  5244. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  5245. switch(type)
  5246. {
  5247. case SC_DECREASEAGI:
  5248. case SC_INCREASEAGI:
  5249. val2 = 2 + val1; //Agi change
  5250. break;
  5251. case SC_ENDURE:
  5252. val2 = 7; // Hit-count [Celest]
  5253. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  5254. {
  5255. struct map_session_data *tsd;
  5256. if( sd )
  5257. {
  5258. int i;
  5259. for( i = 0; i < 5; i++ )
  5260. {
  5261. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  5262. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  5263. }
  5264. }
  5265. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  5266. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  5267. }
  5268. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  5269. if( val4 )
  5270. tick = -1;
  5271. break;
  5272. case SC_AUTOBERSERK:
  5273. if (status->hp < status->max_hp>>2 &&
  5274. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  5275. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  5276. tick = -1;
  5277. break;
  5278. case SC_SIGNUMCRUCIS:
  5279. val2 = 10 + 4*val1; //Def reduction
  5280. tick = -1;
  5281. clif_emotion(bl,E_SWT);
  5282. break;
  5283. case SC_MAXIMIZEPOWER:
  5284. val2 = tick>0?tick:60000;
  5285. break;
  5286. case SC_EDP: // [Celest]
  5287. val2 = val1 + 2; //Chance to Poison enemies.
  5288. val3 = 50*(val1+1); //Damage increase (+50 +50*lv%)
  5289. break;
  5290. case SC_POISONREACT:
  5291. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  5292. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  5293. break;
  5294. case SC_MAGICROD:
  5295. val2 = val1*20; //SP gained
  5296. break;
  5297. case SC_KYRIE:
  5298. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  5299. val3 = (val1 / 2 + 5); //Hits
  5300. break;
  5301. case SC_MAGICPOWER:
  5302. //val1: Skill lv
  5303. val2 = 1; //Lasts 1 invocation
  5304. val3 = 5*val1; //Matk% increase
  5305. break;
  5306. case SC_SACRIFICE:
  5307. val2 = 5; //Lasts 5 hits
  5308. tick = -1;
  5309. break;
  5310. case SC_ENCPOISON:
  5311. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  5312. case SC_ASPERSIO:
  5313. case SC_FIREWEAPON:
  5314. case SC_WATERWEAPON:
  5315. case SC_WINDWEAPON:
  5316. case SC_EARTHWEAPON:
  5317. case SC_SHADOWWEAPON:
  5318. case SC_GHOSTWEAPON:
  5319. skill_enchant_elemental_end(bl,type);
  5320. break;
  5321. case SC_ELEMENTALCHANGE:
  5322. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  5323. // val2 : Element (When no element, random one is picked)
  5324. // val3 : 0 = called by skill 1 = called by script (fixed level)
  5325. if( !val2 ) val2 = rand()%ELE_MAX;
  5326.  
  5327. if( val1 == 1 && val3 == 0 )
  5328. val1 = 1 + rand()%4;
  5329. else if( val1 > 4 )
  5330. val1 = 4; // Max Level
  5331. val3 = 0; // Not need to keep this info.
  5332. break;
  5333. case SC_PROVIDENCE:
  5334. val2=val1*5; //Race/Ele resist
  5335. break;
  5336. case SC_REFLECTSHIELD:
  5337. val2=10+val1*3; // %Dmg reflected
  5338. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  5339. {
  5340. struct map_session_data *tsd;
  5341. if( sd )
  5342. {
  5343. int i;
  5344. for( i = 0; i < 5; i++ )
  5345. {
  5346. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  5347. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5348. }
  5349. }
  5350. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  5351. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5352. }
  5353. break;
  5354. case SC_STRIPWEAPON:
  5355. if (!sd) //Watk reduction
  5356. val2 = 25;
  5357. break;
  5358. case SC_STRIPSHIELD:
  5359. if (!sd) //Def reduction
  5360. val2 = 15;
  5361. break;
  5362. case SC_STRIPARMOR:
  5363. if (!sd) //Vit reduction
  5364. val2 = 40;
  5365. break;
  5366. case SC_STRIPHELM:
  5367. if (!sd) //Int reduction
  5368. val2 = 40;
  5369. break;
  5370. case SC_AUTOSPELL:
  5371. //Val1 Skill LV of Autospell
  5372. //Val2 Skill ID to cast
  5373. //Val3 Max Lv to cast
  5374. val4 = 5 + val1*2; //Chance of casting
  5375. break;
  5376. case SC_VOLCANO:
  5377. if (status->def_ele == ELE_FIRE)
  5378. val2 = val1*10; //Watk increase
  5379. else
  5380. val2 = 0;
  5381. break;
  5382. case SC_VIOLENTGALE:
  5383. if (status->def_ele == ELE_WIND)
  5384. val2 = val1*3; //Flee increase
  5385. else
  5386. val2 = 0;
  5387. break;
  5388. case SC_DELUGE:
  5389. if(status->def_ele == ELE_WATER)
  5390. val2 = deluge_eff[val1-1]; //HP increase
  5391. else
  5392. val2 = 0;
  5393. break;
  5394. case SC_SUITON:
  5395. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  5396. //No penalties.
  5397. val2 = 0; //Agi penalty
  5398. val3 = 0; //Walk speed penalty
  5399. break;
  5400. }
  5401. val3 = 50;
  5402. val2 = 3*((val1+1)/3);
  5403. if (val1 > 4) val2--;
  5404. break;
  5405. case SC_ONEHAND:
  5406. case SC_TWOHANDQUICKEN:
  5407. val2 = 300;
  5408. if (val1 > 10) //For boss casted skills [Skotlex]
  5409. val2 += 20*(val1-10);
  5410. break;
  5411. case SC_MERC_QUICKEN:
  5412. val2 = 300;
  5413. break;
  5414.  
  5415. case SC_SPEARQUICKEN:
  5416. val2 = 200+10*val1;
  5417. break;
  5418. case SC_DANCING:
  5419. //val1 : Skill ID + LV
  5420. //val2 : Skill Group of the Dance.
  5421. //val3 : Brings the skilllv (merged into val1 here)
  5422. //val4 : Partner
  5423. if (val1 == CG_MOONLIT)
  5424. clif_status_change(bl,SI_MOONLIT,1,tick);
  5425. val1|= (val3<<16);
  5426. val3 = tick/1000; //Tick duration
  5427. tick = 1000;
  5428. break;
  5429. case SC_LONGING:
  5430. val2 = 500-100*val1; //Aspd penalty.
  5431. break;
  5432. case SC_EXPLOSIONSPIRITS:
  5433. val2 = 75 + 25*val1; //Cri bonus
  5434. break;
  5435. case SC_ASPDPOTION0:
  5436. case SC_ASPDPOTION1:
  5437. case SC_ASPDPOTION2:
  5438. case SC_ASPDPOTION3:
  5439. val2 = 50*(2+type-SC_ASPDPOTION0);
  5440. break;
  5441.  
  5442. case SC_WEDDING:
  5443. case SC_XMAS:
  5444. case SC_SUMMER:
  5445. if (!vd) return 0;
  5446. //Store previous values as they could be removed.
  5447. val1 = vd->class_;
  5448. val2 = vd->weapon;
  5449. val3 = vd->shield;
  5450. val4 = vd->cloth_color;
  5451. unit_stop_attack(bl);
  5452. clif_changelook(bl,LOOK_WEAPON,0);
  5453. clif_changelook(bl,LOOK_SHIELD,0);
  5454. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  5455. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  5456. break;
  5457. case SC_NOCHAT:
  5458. tick = 60000;
  5459. val1 = battle_config.manner_system; //Mute filters.
  5460. if (sd)
  5461. {
  5462. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  5463. clif_updatestatus(sd,SP_MANNER);
  5464. }
  5465. break;
  5466.  
  5467. case SC_STONE:
  5468. val3 = tick/1000; //Petrified HP-damage iterations.
  5469. if(val3 < 1) val3 = 1;
  5470. tick = val4; //Petrifying time.
  5471. if (tick < 1000)
  5472. tick = 1000; //Min time
  5473. calc_flag = 0; //Actual status changes take effect on petrified state.
  5474. break;
  5475.  
  5476. case SC_DPOISON:
  5477. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  5478. if (status->hp > status->max_hp>>2)
  5479. {
  5480. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  5481. if (status->hp - diff < status->max_hp>>2)
  5482. diff = status->hp - (status->max_hp>>2);
  5483. status_zap(bl, diff, 0);
  5484. }
  5485. // fall through
  5486. case SC_POISON: /* “Å */
  5487. val3 = tick/1000; //Damage iterations
  5488. if(val3 < 1) val3 = 1;
  5489. tick = 1000;
  5490. //val4: HP damage
  5491. if (bl->type == BL_PC)
  5492. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  5493. else
  5494. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  5495.  
  5496. break;
  5497. case SC_CONFUSION:
  5498. clif_emotion(bl,E_WHAT);
  5499. break;
  5500. case SC_BLEEDING:
  5501. val4 = tick/10000;
  5502. if (!val4) val4 = 1;
  5503. tick = 10000;
  5504. break;
  5505. case SC_S_LIFEPOTION:
  5506. case SC_L_LIFEPOTION:
  5507. if( val1 == 0 ) return 0;
  5508. // val1 = heal percent/amout
  5509. // val2 = seconds between heals
  5510. // val4 = total of heals
  5511. if( val2 < 1 ) val2 = 1;
  5512. if( (val4 = tick/(val2 * 1000)) < 1 )
  5513. val4 = 1;
  5514. tick = val2 * 1000; // val2 = Seconds between heals
  5515. break;
  5516. case SC_BOSSMAPINFO:
  5517. if( sd != NULL )
  5518. {
  5519. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  5520. if( boss_md == NULL || boss_md->bl.prev == NULL )
  5521. { // No MVP on this map - MVP is dead
  5522. clif_bossmapinfo(sd->fd, boss_md, 1);
  5523. return 0; // No need to start SC
  5524. }
  5525. val1 = boss_md->bl.id;
  5526. if( (val4 = tick/1000) < 1 )
  5527. val4 = 1;
  5528. tick = 1000;
  5529. }
  5530. break;
  5531. case SC_HIDING:
  5532. val2 = tick/1000;
  5533. tick = 1000;
  5534. val3 = 0; // unused, previously speed adjustment
  5535. val4 = val1+3; //Seconds before SP substraction happen.
  5536. break;
  5537. case SC_CHASEWALK:
  5538. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  5539. val3 = 35 - 5 * val1; //Speed adjustment.
  5540. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  5541. val3 -= 40;
  5542. val4 = 10+val1*2; //SP cost.
  5543. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  5544. break;
  5545. case SC_CLOAKING:
  5546. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  5547. val1 = 10;
  5548. val2 = tick>0?tick:60000; //SP consumption rate.
  5549. val3 = 0; // unused, previously walk speed adjustment
  5550. //val4&1 signals the presence of a wall.
  5551. //val4&2 makes cloak not end on normal attacks [Skotlex]
  5552. //val4&4 makes cloak not end on using skills
  5553. if (bl->type == BL_PC) //Standard cloaking.
  5554. val4 |= battle_config.pc_cloak_check_type&7;
  5555. else
  5556. val4 |= battle_config.monster_cloak_check_type&7;
  5557. break;
  5558. case SC_SIGHT: /* ƒTƒCƒg/ƒ‹ƒAƒt */
  5559. case SC_RUWACH:
  5560. case SC_SIGHTBLASTER:
  5561. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  5562. val2 = tick/250;
  5563. tick = 10;
  5564. break;
  5565.  
  5566. //Permanent effects.
  5567. case SC_AETERNA:
  5568. case SC_MODECHANGE:
  5569. case SC_WEIGHT50:
  5570. case SC_WEIGHT90:
  5571. case SC_BROKENWEAPON:
  5572. case SC_BROKENARMOR:
  5573. case SC_READYSTORM:
  5574. case SC_READYDOWN:
  5575. case SC_READYCOUNTER:
  5576. case SC_READYTURN:
  5577. case SC_DODGE:
  5578. tick = -1;
  5579. break;
  5580.  
  5581. case SC_AUTOGUARD:
  5582. if( !(flag&1) )
  5583. {
  5584. struct map_session_data *tsd;
  5585. int i,t;
  5586. for( i = val2 = 0; i < val1; i++)
  5587. {
  5588. t = 5-(i>>1);
  5589. val2 += (t < 0)? 1:t;
  5590. }
  5591.  
  5592. if( bl->type&(BL_PC|BL_MER) )
  5593. {
  5594. if( sd )
  5595. {
  5596. for( i = 0; i < 5; i++ )
  5597. {
  5598. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  5599. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5600. }
  5601. }
  5602. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  5603. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  5604. }
  5605. }
  5606. break;
  5607.  
  5608. case SC_DEFENDER:
  5609. if (!(flag&1))
  5610. {
  5611. struct map_session_data *tsd;
  5612. int i;
  5613. val2 = 5 + 15*val1; //Damage reduction
  5614. val3 = 0; // unused, previously speed adjustment
  5615. val4 = 250 - 50*val1; //Aspd adjustment
  5616.  
  5617. if (sd)
  5618. for (i = 0; i < 5; i++)
  5619. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  5620. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  5621. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  5622. }
  5623. }
  5624. break;
  5625.  
  5626. case SC_TENSIONRELAX:
  5627. if (sd) {
  5628. pc_setsit(sd);
  5629. clif_sitting(&sd->bl);
  5630. }
  5631. val2 = 12; //SP cost
  5632. val4 = 10000; //Decrease at 10secs intervals.
  5633. val3 = tick/val4;
  5634. tick = val4;
  5635. break;
  5636. case SC_PARRYING:
  5637. val2 = 20 + val1*3; //Block Chance
  5638. break;
  5639.  
  5640. case SC_WINDWALK:
  5641. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  5642. break;
  5643.  
  5644. case SC_JOINTBEAT:
  5645. if( val2&BREAK_NECK )
  5646. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  5647. break;
  5648.  
  5649. case SC_BERSERK:
  5650. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  5651. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  5652. //HP healing is performing after the calc_status call.
  5653. //Val2 holds HP penalty
  5654. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  5655. if (!val4) val4 = 10000; //Val4 holds damage interval
  5656. val3 = tick/val4; //val3 holds skill duration
  5657. tick = val4;
  5658. break;
  5659.  
  5660. case SC_GOSPEL:
  5661. if(val4 == BCT_SELF) { // self effect
  5662. val2 = tick/10000;
  5663. tick = 10000;
  5664. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  5665. }
  5666. break;
  5667.  
  5668. case SC_MARIONETTE:
  5669. {
  5670. int stat;
  5671.  
  5672. val3 = 0;
  5673. val4 = 0;
  5674. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  5675. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  5676. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  5677. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  5678. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  5679. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  5680. break;
  5681. }
  5682. case SC_MARIONETTE2:
  5683. {
  5684. int stat,max_stat;
  5685. // fetch caster information
  5686. struct block_list *pbl = map_id2bl(val1);
  5687. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  5688. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  5689. // fetch target's stats
  5690. struct status_data* status = status_get_status_data(bl); // battle status
  5691.  
  5692. if (!psce)
  5693. return 0;
  5694.  
  5695. val3 = 0;
  5696. val4 = 0;
  5697. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  5698. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  5699. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  5700. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  5701. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  5702. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  5703. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  5704. break;
  5705. }
  5706. case SC_REJECTSWORD:
  5707. val2 = 15*val1; //Reflect chance
  5708. val3 = 3; //Reflections
  5709. tick = -1;
  5710. break;
  5711.  
  5712. case SC_MEMORIZE:
  5713. val2 = 5; //Memorized casts.
  5714. tick = -1;
  5715. break;
  5716.  
  5717. case SC_GRAVITATION:
  5718. val2 = 50*val1; //aspd reduction
  5719. break;
  5720.  
  5721. case SC_REGENERATION:
  5722. if (val1 == 1)
  5723. val2 = 2;
  5724. else
  5725. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  5726. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  5727. //if val4 comes set, this blocks regen rather than increase it.
  5728. break;
  5729.  
  5730. case SC_DEVOTION:
  5731. {
  5732. struct block_list *d_bl;
  5733. struct status_change *d_sc;
  5734.  
  5735. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  5736. { // Inherits Status From Source
  5737. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  5738. enum sc_type type2;
  5739. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  5740. while( i >= 0 )
  5741. {
  5742. type2 = types[i];
  5743. if( d_sc->data[type2] )
  5744. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  5745. i--;
  5746. }
  5747. }
  5748. break;
  5749. }
  5750.  
  5751. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  5752. status_zap(bl, status->hp-1, val2?0:status->sp);
  5753. return 1;
  5754. break;
  5755. case SC_CLOSECONFINE2:
  5756. {
  5757. struct block_list *src = val2?map_id2bl(val2):NULL;
  5758. struct status_change *sc2 = src?status_get_sc(src):NULL;
  5759. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  5760. if (src && sc2) {
  5761. if (!sce2) //Start lock on caster.
  5762. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  5763. else { //Increase count of locked enemies and refresh time.
  5764. (sce2->val2)++;
  5765. delete_timer(sce2->timer, status_change_timer);
  5766. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  5767. }
  5768. } else //Status failed.
  5769. return 0;
  5770. }
  5771. break;
  5772. case SC_KAITE:
  5773. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  5774. break;
  5775. case SC_KAUPE:
  5776. switch (val1) {
  5777. case 3: //33*3 + 1 -> 100%
  5778. val2++;
  5779. case 1:
  5780. case 2: //33, 66%
  5781. val2 += 33*val1;
  5782. val3 = 1; //Dodge 1 attack total.
  5783. break;
  5784. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  5785. val2 = 100;
  5786. val3 = val1-2;
  5787. break;
  5788. }
  5789. break;
  5790.  
  5791. case SC_COMBO:
  5792. {
  5793. //val1: Skill ID
  5794. //val2: When given, target (for autotargetting skills)
  5795. //val3: When set, this combo time should NOT delay attack/movement
  5796. //val3: TK: Last used kick
  5797. //val4: TK: Combo time
  5798. struct unit_data *ud = unit_bl2ud(bl);
  5799. if (ud && !val3)
  5800. {
  5801. tick += 300 * battle_config.combo_delay_rate/100;
  5802. ud->attackabletime = gettick()+tick;
  5803. unit_set_walkdelay(bl, gettick(), tick, 1);
  5804. }
  5805. val3 = 0;
  5806. val4 = tick;
  5807. }
  5808. break;
  5809. case SC_EARTHSCROLL:
  5810. val2 = 11-val1; //Chance to consume: 11-skilllv%
  5811. break;
  5812. case SC_RUN:
  5813. val4 = gettick(); //Store time at which you started running.
  5814. tick = -1;
  5815. break;
  5816. case SC_KAAHI:
  5817. val2 = 200*val1; //HP heal
  5818. val3 = 5*val1; //SP cost
  5819. val4 = INVALID_TIMER; //Kaahi Timer.
  5820. break;
  5821. case SC_BLESSING:
  5822. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5823. val2 = val1;
  5824. else
  5825. val2 = 0; //0 -> Half stat.
  5826. break;
  5827. case SC_TRICKDEAD:
  5828. if (vd) vd->dead_sit = 1;
  5829. tick = -1;
  5830. break;
  5831. case SC_CONCENTRATE:
  5832. val2 = 2 + val1;
  5833. if (sd) { //Store the card-bonus data that should not count in the %
  5834. val3 = sd->param_bonus[1]; //Agi
  5835. val4 = sd->param_bonus[4]; //Dex
  5836. } else {
  5837. val3 = val4 = 0;
  5838. }
  5839. break;
  5840. case SC_MAXOVERTHRUST:
  5841. val2 = 20*val1; //Power increase
  5842. break;
  5843. case SC_OVERTHRUST:
  5844. //val2 holds if it was casted on self, or is bonus received from others
  5845. val3 = 5*val1; //Power increase
  5846. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5847. tick += tick / 10;
  5848. break;
  5849. case SC_ADRENALINE2:
  5850. case SC_ADRENALINE:
  5851. val3 = (val2) ? 300 : 200; // aspd increase
  5852. case SC_WEAPONPERFECTION:
  5853. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  5854. tick += tick / 10;
  5855. break;
  5856. case SC_CONCENTRATION:
  5857. val2 = 5*val1; //Batk/Watk Increase
  5858. val3 = 10*val1; //Hit Increase
  5859. val4 = 5*val1; //Def reduction
  5860. break;
  5861. case SC_ANGELUS:
  5862. val2 = 5*val1; //def increase
  5863. break;
  5864. case SC_IMPOSITIO:
  5865. val2 = 5*val1; //watk increase
  5866. break;
  5867. case SC_MELTDOWN:
  5868. val2 = 100*val1; //Chance to break weapon
  5869. val3 = 70*val1; //Change to break armor
  5870. break;
  5871. case SC_TRUESIGHT:
  5872. val2 = 10*val1; //Critical increase
  5873. val3 = 3*val1; //Hit increase
  5874. break;
  5875. case SC_SUN_COMFORT:
  5876. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  5877. break;
  5878. case SC_MOON_COMFORT:
  5879. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  5880. break;
  5881. case SC_STAR_COMFORT:
  5882. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  5883. break;
  5884. case SC_QUAGMIRE:
  5885. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  5886. break;
  5887.  
  5888. // gs_something1 [Vicious]
  5889. case SC_GATLINGFEVER:
  5890. val2 = 20*val1; //Aspd increase
  5891. val3 = 20+10*val1; //Batk increase
  5892. val4 = 5*val1; //Flee decrease
  5893. break;
  5894.  
  5895. case SC_FLING:
  5896. if (bl->type == BL_PC)
  5897. val2 = 0; //No armor reduction to players.
  5898. else
  5899. val2 = 5*val1; //Def reduction
  5900. val3 = 5*val1; //Def2 reduction
  5901. break;
  5902. case SC_PROVOKE:
  5903. //val2 signals autoprovoke.
  5904. val3 = 2+3*val1; //Atk increase
  5905. val4 = 5+5*val1; //Def reduction.
  5906. break;
  5907. case SC_AVOID:
  5908. //val2 = 10*val1; //Speed change rate.
  5909. break;
  5910. case SC_DEFENCE:
  5911. val2 = 2*val1; //Def bonus
  5912. break;
  5913. case SC_BLOODLUST:
  5914. val2 = 20+10*val1; //Atk rate change.
  5915. val3 = 3*val1; //Leech chance
  5916. val4 = 20; //Leech percent
  5917. break;
  5918. case SC_FLEET:
  5919. val2 = 30*val1; //Aspd change
  5920. val3 = 5+5*val1; //bAtk/wAtk rate change
  5921. break;
  5922. case SC_MINDBREAKER:
  5923. val2 = 20*val1; //matk increase.
  5924. val3 = 12*val1; //mdef2 reduction.
  5925. break;
  5926. case SC_SKA:
  5927. val2 = tick/1000;
  5928. val3 = rand()%100; //Def changes randomly every second...
  5929. tick = 1000;
  5930. break;
  5931. case SC_JAILED:
  5932. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  5933. tick = val1>0?1000:250;
  5934. if (sd)
  5935. {
  5936. if (sd->mapindex != val2)
  5937. {
  5938. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  5939. map = sd->mapindex; //Current Map
  5940. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  5941. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  5942. //2. Set restore point (val3 -> return map, val4 return coords
  5943. val3 = map;
  5944. val4 = pos;
  5945. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  5946. val3 = sd->status.save_point.map;
  5947. val4 = (sd->status.save_point.x&0xFFFF)
  5948. |(sd->status.save_point.y<<16);
  5949. }
  5950. }
  5951. break;
  5952. case SC_UTSUSEMI:
  5953. val2=(val1+1)/2; // number of hits blocked
  5954. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  5955. break;
  5956. case SC_BUNSINJYUTSU:
  5957. val2=(val1+1)/2; // number of hits blocked
  5958. break;
  5959. case SC_CHANGE:
  5960. val2= 30*val1; //Vit increase
  5961. val3= 20*val1; //Int increase
  5962. break;
  5963. case SC_SWOO:
  5964. if(status->mode&MD_BOSS)
  5965. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  5966. break;
  5967. case SC_SPIDERWEB:
  5968. if( bl->type == BL_PC )
  5969. tick /= 2;
  5970. break;
  5971. case SC_ARMOR:
  5972. //NPC_DEFENDER:
  5973. val2 = 80; //Damage reduction
  5974. //Attack requirements to be blocked:
  5975. val3 = BF_LONG; //Range
  5976. val4 = BF_WEAPON|BF_MISC; //Type
  5977. break;
  5978. case SC_ENCHANTARMS:
  5979. //end previous enchants
  5980. skill_enchant_elemental_end(bl,type);
  5981. //Make sure the received element is valid.
  5982. if (val2 >= ELE_MAX)
  5983. val2 = val2%ELE_MAX;
  5984. else if (val2 < 0)
  5985. val2 = rand()%ELE_MAX;
  5986. break;
  5987. case SC_CRITICALWOUND:
  5988. val2 = 20*val1; //Heal effectiveness decrease
  5989. break;
  5990. case SC_MAGICMIRROR:
  5991. case SC_SLOWCAST:
  5992. val2 = 20*val1; //Magic reflection/cast rate
  5993. break;
  5994.  
  5995. case SC_ARMORCHANGE:
  5996. if (val2 == NPC_ANTIMAGIC)
  5997. { //Boost mdef
  5998. val2 =-20;
  5999. val3 = 20;
  6000. } else { //Boost def
  6001. val2 = 20;
  6002. val3 =-20;
  6003. }
  6004. val2*=val1; //20% per level
  6005. val3*=val1;
  6006. break;
  6007. case SC_EXPBOOST:
  6008. case SC_JEXPBOOST:
  6009. if (val1 < 0)
  6010. val1 = 0;
  6011. break;
  6012. case SC_INCFLEE2:
  6013. case SC_INCCRI:
  6014. val2 = val1*10; //Actual boost (since 100% = 1000)
  6015. break;
  6016. case SC_SUFFRAGIUM:
  6017. val2 = 15 * val1; //Speed cast decrease
  6018. break;
  6019. case SC_INCHEALRATE:
  6020. if (val1 < 1)
  6021. val1 = 1;
  6022. break;
  6023. case SC_HALLUCINATION:
  6024. val2 = 5+val1; //Factor by which displayed damage is increased by
  6025. break;
  6026. case SC_DOUBLECAST:
  6027. val2 = 30+10*val1; //Trigger rate
  6028. break;
  6029. case SC_KAIZEL:
  6030. val2 = 10*val1; //% of life to be revived with
  6031. break;
  6032. // case SC_ARMOR_ELEMENT:
  6033. // case SC_ARMOR_RESIST:
  6034. // Mod your resistance against elements:
  6035. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  6036. // break;
  6037. //case ????:
  6038. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  6039. //associated, and yet are not wrong/unknown. [Skotlex]
  6040. //break;
  6041.  
  6042. case SC_MERC_FLEEUP:
  6043. case SC_MERC_ATKUP:
  6044. case SC_MERC_HITUP:
  6045. val2 = 15 * val1;
  6046. break;
  6047. case SC_MERC_HPUP:
  6048. case SC_MERC_SPUP:
  6049. val2 = 5 * val1;
  6050. break;
  6051. case SC_REBIRTH:
  6052. val2 = 20*val1; //% of life to be revived with
  6053. break;
  6054.  
  6055. case SC_MANU_DEF:
  6056. case SC_MANU_ATK:
  6057. case SC_MANU_MATK:
  6058. val2 = 1; // Manuk group
  6059. break;
  6060. case SC_SPL_DEF:
  6061. case SC_SPL_ATK:
  6062. case SC_SPL_MATK:
  6063. val2 = 2; // Splendide group
  6064. break;
  6065.  
  6066. default:
  6067. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  6068. { //Status change with no calc, no icon, and no skill associated...?
  6069. ShowError("UnknownStatusChange [%d]\n", type);
  6070. return 0;
  6071. }
  6072. }
  6073. else //Special considerations when loading SC data.
  6074. switch( type )
  6075. {
  6076. case SC_WEDDING:
  6077. case SC_XMAS:
  6078. case SC_SUMMER:
  6079. clif_changelook(bl,LOOK_WEAPON,0);
  6080. clif_changelook(bl,LOOK_SHIELD,0);
  6081. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  6082. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  6083. break;
  6084. case SC_KAAHI:
  6085. val4 = INVALID_TIMER;
  6086. break;
  6087. }
  6088.  
  6089. //Those that make you stop attacking/walking....
  6090. switch (type)
  6091. {
  6092. case SC_FREEZE:
  6093. case SC_STUN:
  6094. case SC_SLEEP:
  6095. case SC_STONE:
  6096. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  6097. pc_setstand(sd);
  6098. case SC_TRICKDEAD:
  6099. unit_stop_attack(bl);
  6100. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  6101. // Cancel cast when get status [LuzZza]
  6102. if (battle_config.sc_castcancel&bl->type)
  6103. unit_skillcastcancel(bl, 0);
  6104. case SC_STOP:
  6105. case SC_CONFUSION:
  6106. case SC_CLOSECONFINE:
  6107. case SC_CLOSECONFINE2:
  6108. case SC_ANKLE:
  6109. case SC_SPIDERWEB:
  6110. unit_stop_walking(bl,1);
  6111. break;
  6112. case SC_HIDING:
  6113. case SC_CLOAKING:
  6114. case SC_CHASEWALK:
  6115. case SC_WEIGHT90:
  6116. unit_stop_attack(bl);
  6117. break;
  6118. case SC_SILENCE:
  6119. if (battle_config.sc_castcancel&bl->type)
  6120. unit_skillcastcancel(bl, 0);
  6121. break;
  6122. }
  6123.  
  6124. // Set option as needed.
  6125. opt_flag = 1;
  6126. switch(type)
  6127. {
  6128. //OPT1
  6129. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  6130. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  6131. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  6132. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  6133. //OPT2
  6134. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  6135. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  6136. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  6137. case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  6138. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  6139. case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
  6140. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  6141. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  6142. //OPT3
  6143. case SC_TWOHANDQUICKEN:
  6144. case SC_ONEHAND:
  6145. case SC_SPEARQUICKEN:
  6146. case SC_CONCENTRATION:
  6147. case SC_MERC_QUICKEN:
  6148. sc->opt3 |= OPT3_QUICKEN;
  6149. opt_flag = 0;
  6150. break;
  6151. case SC_MAXOVERTHRUST:
  6152. case SC_OVERTHRUST:
  6153. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  6154. sc->opt3 |= OPT3_OVERTHRUST;
  6155. opt_flag = 0;
  6156. break;
  6157. case SC_ENERGYCOAT:
  6158. case SC_SKE:
  6159. sc->opt3 |= OPT3_ENERGYCOAT;
  6160. opt_flag = 0;
  6161. break;
  6162. case SC_INCATKRATE:
  6163. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  6164. if (bl->type != BL_MOB) {
  6165. opt_flag = 0;
  6166. break;
  6167. }
  6168. case SC_EXPLOSIONSPIRITS:
  6169. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  6170. opt_flag = 0;
  6171. break;
  6172. case SC_STEELBODY:
  6173. case SC_SKA:
  6174. sc->opt3 |= OPT3_STEELBODY;
  6175. opt_flag = 0;
  6176. break;
  6177. case SC_BLADESTOP:
  6178. sc->opt3 |= OPT3_BLADESTOP;
  6179. opt_flag = 0;
  6180. break;
  6181. case SC_AURABLADE:
  6182. sc->opt3 |= OPT3_AURABLADE;
  6183. opt_flag = 0;
  6184. break;
  6185. case SC_BERSERK:
  6186. sc->opt3 |= OPT3_BERSERK;
  6187. opt_flag = 0;
  6188. break;
  6189. // case ???: // doesn't seem to do anything
  6190. // sc->opt3 |= OPT3_LIGHTBLADE;
  6191. // opt_flag = 0;
  6192. // break;
  6193. case SC_DANCING:
  6194. if ((val1&0xFFFF) == CG_MOONLIT)
  6195. sc->opt3 |= OPT3_MOONLIT;
  6196. opt_flag = 0;
  6197. break;
  6198. case SC_MARIONETTE:
  6199. case SC_MARIONETTE2:
  6200. sc->opt3 |= OPT3_MARIONETTE;
  6201. opt_flag = 0;
  6202. break;
  6203. case SC_ASSUMPTIO:
  6204. sc->opt3 |= OPT3_ASSUMPTIO;
  6205. opt_flag = 0;
  6206. break;
  6207. case SC_WARM: //SG skills [Komurka]
  6208. sc->opt3 |= OPT3_WARM;
  6209. opt_flag = 0;
  6210. break;
  6211. case SC_KAITE:
  6212. sc->opt3 |= OPT3_KAITE;
  6213. opt_flag = 0;
  6214. break;
  6215. case SC_BUNSINJYUTSU:
  6216. sc->opt3 |= OPT3_BUNSIN;
  6217. opt_flag = 0;
  6218. break;
  6219. case SC_SPIRIT:
  6220. sc->opt3 |= OPT3_SOULLINK;
  6221. opt_flag = 0;
  6222. break;
  6223. case SC_CHANGEUNDEAD:
  6224. sc->opt3 |= OPT3_UNDEAD;
  6225. opt_flag = 0;
  6226. break;
  6227. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  6228. // sc->opt3 |= OPT3_CONTRACT;
  6229. // opt_flag = 0;
  6230. // break;
  6231. //OPTION
  6232. case SC_HIDING:
  6233. sc->option |= OPTION_HIDE;
  6234. opt_flag = 2;
  6235. break;
  6236. case SC_CLOAKING:
  6237. sc->option |= OPTION_CLOAK;
  6238. opt_flag = 2;
  6239. break;
  6240. case SC_CHASEWALK:
  6241. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  6242. opt_flag = 2;
  6243. break;
  6244. case SC_SIGHT:
  6245. sc->option |= OPTION_SIGHT;
  6246. break;
  6247. case SC_RUWACH:
  6248. sc->option |= OPTION_RUWACH;
  6249. break;
  6250. case SC_WEDDING:
  6251. sc->option |= OPTION_WEDDING;
  6252. break;
  6253. case SC_XMAS:
  6254. sc->option |= OPTION_XMAS;
  6255. break;
  6256. case SC_SUMMER:
  6257. sc->option |= OPTION_SUMMER;
  6258. break;
  6259. case SC_ORCISH:
  6260. sc->option |= OPTION_ORCISH;
  6261. break;
  6262. case SC_FUSION:
  6263. sc->option |= OPTION_FLYING;
  6264. break;
  6265. default:
  6266. opt_flag = 0;
  6267. }
  6268.  
  6269. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  6270. if(opt_flag)
  6271. clif_changeoption(bl);
  6272.  
  6273. if (calc_flag&SCB_DYE)
  6274. { //Reset DYE color
  6275. if (vd && vd->cloth_color)
  6276. {
  6277. val4 = vd->cloth_color;
  6278. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  6279. }
  6280. calc_flag&=~SCB_DYE;
  6281. }
  6282.  
  6283. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) ) //Only for players sprites, client crashes if they receive this for a mob o.O [Skotlex]
  6284. clif_status_change(bl,StatusIconChangeTable[type],1,tick);
  6285. else if( sd ) //Send packet to self otherwise (disguised player?)
  6286. clif_status_load(bl,StatusIconChangeTable[type],1);
  6287.  
  6288. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  6289. if((sce=sc->data[type]))
  6290. {// reuse old sc
  6291. if( sce->timer != INVALID_TIMER )
  6292. delete_timer(sce->timer, status_change_timer);
  6293. }
  6294. else
  6295. {// new sc
  6296. ++(sc->count);
  6297. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  6298. }
  6299. sce->val1 = val1;
  6300. sce->val2 = val2;
  6301. sce->val3 = val3;
  6302. sce->val4 = val4;
  6303. if (tick >= 0)
  6304. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  6305. else
  6306. sce->timer = INVALID_TIMER; //Infinite duration
  6307.  
  6308. if (calc_flag)
  6309. status_calc_bl(bl,calc_flag);
  6310.  
  6311. if(sd && sd->pd)
  6312. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  6313.  
  6314. switch( type )
  6315. {
  6316. case SC_BERSERK:
  6317. sce->val2 = 5*status->max_hp/100;
  6318. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  6319. status_set_sp(bl, 0, 0); //Damage all SP
  6320. break;
  6321. case SC_CHANGE:
  6322. status_percent_heal(bl, 100, 100);
  6323. break;
  6324. case SC_RUN:
  6325. {
  6326. struct unit_data *ud = unit_bl2ud(bl);
  6327. if( ud )
  6328. ud->state.running = unit_run(bl);
  6329. }
  6330. break;
  6331. case SC_BOSSMAPINFO:
  6332. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  6333. break;
  6334. case SC_MERC_HPUP:
  6335. status_percent_heal(bl, 100, 0); // Recover Full HP
  6336. break;
  6337. case SC_MERC_SPUP:
  6338. status_percent_heal(bl, 0, 100); // Recover Full SP
  6339. break;
  6340. case SC_COMBO:
  6341. switch (sce->val1) {
  6342. case TK_STORMKICK:
  6343. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  6344. break;
  6345. case TK_DOWNKICK:
  6346. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  6347. break;
  6348. case TK_TURNKICK:
  6349. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  6350. break;
  6351. case TK_COUNTER:
  6352. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  6353. break;
  6354. case MO_COMBOFINISH:
  6355. case CH_TIGERFIST:
  6356. case CH_CHAINCRUSH:
  6357. if (sd)
  6358. clif_skillinfo(sd,MO_EXTREMITYFIST, INF_SELF_SKILL);
  6359. break;
  6360. case TK_JUMPKICK:
  6361. if (sd)
  6362. clif_skillinfo(sd,TK_JUMPKICK, INF_SELF_SKILL);
  6363. break;
  6364. }
  6365. }
  6366.  
  6367. if( opt_flag&2 && sd && sd->touching_id )
  6368. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  6369.  
  6370. return 1;
  6371. }
  6372. /*==========================================
  6373. * ƒXƒe[ƒ^ƒXˆÙí‘S‰ðœ
  6374. * type:
  6375. * 0 - ???
  6376. * 1 - ???
  6377. * 2 - ???
  6378. *------------------------------------------*/
  6379. int status_change_clear(struct block_list* bl, int type)
  6380. {
  6381. struct status_change* sc;
  6382. int i;
  6383.  
  6384. sc = status_get_sc(bl);
  6385.  
  6386. if (!sc || !sc->count)
  6387. return 0;
  6388.  
  6389. for(i = 0; i < SC_MAX; i++)
  6390. {
  6391. if(!sc->data[i])
  6392. continue;
  6393.  
  6394. if(type == 0)
  6395. switch (i)
  6396. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  6397. case SC_WEIGHT50:
  6398. case SC_WEIGHT90:
  6399. case SC_EDP:
  6400. case SC_MELTDOWN:
  6401. case SC_XMAS:
  6402. case SC_SUMMER:
  6403. case SC_NOCHAT:
  6404. case SC_FUSION:
  6405. case SC_EARTHSCROLL:
  6406. case SC_READYSTORM:
  6407. case SC_READYDOWN:
  6408. case SC_READYCOUNTER:
  6409. case SC_READYTURN:
  6410. case SC_DODGE:
  6411. case SC_JAILED:
  6412. case SC_EXPBOOST:
  6413. case SC_ITEMBOOST:
  6414. case SC_HELLPOWER:
  6415. case SC_JEXPBOOST:
  6416. case SC_AUTOTRADE:
  6417. case SC_FOOD_STR_CASH:
  6418. case SC_FOOD_AGI_CASH:
  6419. case SC_FOOD_VIT_CASH:
  6420. case SC_FOOD_DEX_CASH:
  6421. case SC_FOOD_INT_CASH:
  6422. case SC_FOOD_LUK_CASH:
  6423. continue;
  6424. }
  6425.  
  6426. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  6427.  
  6428. if( type == 1 && sc->data[i] )
  6429. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  6430. (sc->count)--;
  6431. if (sc->data[i]->timer != INVALID_TIMER)
  6432. delete_timer(sc->data[i]->timer, status_change_timer);
  6433. ers_free(sc_data_ers, sc->data[i]);
  6434. sc->data[i] = NULL;
  6435. }
  6436. }
  6437.  
  6438. sc->opt1 = 0;
  6439. sc->opt2 = 0;
  6440. sc->opt3 = 0;
  6441. sc->option &= OPTION_MASK;
  6442.  
  6443. if( type == 0 || type == 2 )
  6444. clif_changeoption(bl);
  6445.  
  6446. return 1;
  6447. }
  6448.  
  6449. /*==========================================
  6450. * ƒXƒe[ƒ^ƒXˆÙíI—¹
  6451. *------------------------------------------*/
  6452. int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
  6453. {
  6454. struct map_session_data *sd;
  6455. struct status_change *sc;
  6456. struct status_change_entry *sce;
  6457. struct status_data *status;
  6458. struct view_data *vd;
  6459. int opt_flag=0, calc_flag;
  6460.  
  6461. nullpo_ret(bl);
  6462.  
  6463. sc = status_get_sc(bl);
  6464. status = status_get_status_data(bl);
  6465.  
  6466. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  6467. return 0;
  6468.  
  6469. sd = BL_CAST(BL_PC,bl);
  6470.  
  6471. if (sce->timer != tid && tid != INVALID_TIMER)
  6472. return 0;
  6473.  
  6474. if (tid == INVALID_TIMER) {
  6475. if (type == SC_ENDURE && sce->val4)
  6476. //Do not end infinite endure.
  6477. return 0;
  6478. if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
  6479. delete_timer(sce->timer,status_change_timer);
  6480. if (sc->opt1)
  6481. switch (type) {
  6482. //"Ugly workaround" [Skotlex]
  6483. //delays status change ending so that a skill that sets opt1 fails to
  6484. //trigger when it also removed one
  6485. case SC_STONE:
  6486. sce->val3 = 0; //Petrify time counter.
  6487. case SC_FREEZE:
  6488. case SC_STUN:
  6489. case SC_SLEEP:
  6490. if (sce->val1) {
  6491. //Removing the 'level' shouldn't affect anything in the code
  6492. //since these SC are not affected by it, and it lets us know
  6493. //if we have already delayed this attack or not.
  6494. sce->val1 = 0;
  6495. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  6496. return 1;
  6497. }
  6498. }
  6499. }
  6500.  
  6501. sc->data[type] = NULL;
  6502. (sc->count)--;
  6503.  
  6504. vd = status_get_viewdata(bl);
  6505. calc_flag = StatusChangeFlagTable[type];
  6506. switch(type){
  6507. case SC_WEDDING:
  6508. case SC_XMAS:
  6509. case SC_SUMMER:
  6510. if (!vd) break;
  6511. if (sd)
  6512. { //Load data from sd->status.* as the stored values could have changed.
  6513. //Must remove OPTION to prevent class being rechanged.
  6514. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  6515. clif_changeoption(&sd->bl);
  6516. status_set_viewdata(bl, sd->status.class_);
  6517. } else {
  6518. vd->class_ = sce->val1;
  6519. vd->weapon = sce->val2;
  6520. vd->shield = sce->val3;
  6521. vd->cloth_color = sce->val4;
  6522. }
  6523. clif_changelook(bl,LOOK_BASE,vd->class_);
  6524. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  6525. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  6526. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  6527. if(sd) clif_skillinfoblock(sd);
  6528. break;
  6529. case SC_RUN:
  6530. {
  6531. struct unit_data *ud = unit_bl2ud(bl);
  6532. bool begin_spurt = true;
  6533. if (ud) {
  6534. if(!ud->state.running)
  6535. begin_spurt = false;
  6536. ud->state.running = 0;
  6537. if (ud->walktimer != INVALID_TIMER)
  6538. unit_stop_walking(bl,1);
  6539. }
  6540. if (begin_spurt && sce->val1 >= 7 &&
  6541. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  6542. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  6543. )
  6544. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  6545. }
  6546. break;
  6547. case SC_AUTOBERSERK:
  6548. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  6549. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  6550. break;
  6551.  
  6552. case SC_ENDURE:
  6553. case SC_DEFENDER:
  6554. case SC_REFLECTSHIELD:
  6555. case SC_AUTOGUARD:
  6556. {
  6557. struct map_session_data *tsd;
  6558. if( bl->type == BL_PC )
  6559. { // Clear Status from others
  6560. int i;
  6561. for( i = 0; i < 5; i++ )
  6562. {
  6563. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  6564. status_change_end(&tsd->bl, type, INVALID_TIMER);
  6565. }
  6566. }
  6567. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  6568. { // Clear Status from Master
  6569. tsd = ((TBL_MER*)bl)->master;
  6570. if( tsd && tsd->sc.data[type] )
  6571. status_change_end(&tsd->bl, type, INVALID_TIMER);
  6572. }
  6573. }
  6574. break;
  6575. case SC_DEVOTION:
  6576. {
  6577. struct block_list *d_bl = map_id2bl(sce->val1);
  6578. if( d_bl )
  6579. {
  6580. if( d_bl->type == BL_PC )
  6581. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  6582. else if( d_bl->type == BL_MER )
  6583. ((TBL_MER*)d_bl)->devotion_flag = 0;
  6584. clif_devotion(d_bl, NULL);
  6585. }
  6586.  
  6587. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  6588. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  6589. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  6590. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  6591. }
  6592. break;
  6593.  
  6594. case SC_BLADESTOP:
  6595. if(sce->val4)
  6596. {
  6597. int tid = sce->val4;
  6598. struct block_list *tbl = map_id2bl(tid);
  6599. struct status_change *tsc = status_get_sc(tbl);
  6600. sce->val4 = 0;
  6601. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  6602. {
  6603. tsc->data[SC_BLADESTOP]->val4 = 0;
  6604. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  6605. }
  6606. clif_bladestop(bl, tid, 0);
  6607. }
  6608. break;
  6609. case SC_DANCING:
  6610. {
  6611. const char* prevfile = "<unknown>";
  6612. int prevline = 0;
  6613. struct map_session_data *dsd;
  6614. struct status_change_entry *dsc;
  6615. struct skill_unit_group *group;
  6616.  
  6617. if( sd )
  6618. {
  6619. if( sd->delunit_prevfile )
  6620. {// initially this is NULL, when a character logs in
  6621. prevfile = sd->delunit_prevfile;
  6622. prevline = sd->delunit_prevline;
  6623. }
  6624. else
  6625. {
  6626. prevfile = "<none>";
  6627. }
  6628. sd->delunit_prevfile = file;
  6629. sd->delunit_prevline = line;
  6630. }
  6631.  
  6632. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  6633. {// end status on partner as well
  6634. dsc = dsd->sc.data[SC_DANCING];
  6635. if(dsc)
  6636. { //This will prevent recursive loops.
  6637. dsc->val2 = dsc->val4 = 0;
  6638. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  6639. }
  6640. }
  6641.  
  6642. if(sce->val2)
  6643. {// erase associated land skill
  6644. group = skill_id2group(sce->val2);
  6645.  
  6646. if( group == NULL )
  6647. {
  6648. ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n",
  6649. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  6650. sd ? sd->status.char_id : 0,
  6651. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y,
  6652. prevfile, prevline,
  6653. file, line);
  6654. }
  6655.  
  6656. sce->val2 = 0;
  6657. skill_delunitgroup(group);
  6658. }
  6659.  
  6660. if((sce->val1&0xFFFF) == CG_MOONLIT)
  6661. clif_status_change(bl,SI_MOONLIT,0,0);
  6662.  
  6663. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  6664. }
  6665. break;
  6666. case SC_NOCHAT:
  6667. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  6668. sd->status.manner = 0;
  6669. if (sd && tid == INVALID_TIMER)
  6670. {
  6671. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  6672. clif_updatestatus(sd,SP_MANNER);
  6673. }
  6674. break;
  6675. case SC_SPLASHER:
  6676. {
  6677. struct block_list *src=map_id2bl(sce->val3);
  6678. if(src && tid != INVALID_TIMER)
  6679. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  6680. }
  6681. break;
  6682. case SC_CLOSECONFINE2:
  6683. {
  6684. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  6685. struct status_change *sc2 = src?status_get_sc(src):NULL;
  6686. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  6687. //If status was already ended, do nothing.
  6688. //Decrease count
  6689. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  6690. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  6691. }
  6692. }
  6693. case SC_CLOSECONFINE:
  6694. if (sce->val2 > 0) {
  6695. //Caster has been unlocked... nearby chars need to be unlocked.
  6696. int range = 1
  6697. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  6698. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  6699. map_foreachinarea(status_change_timer_sub,
  6700. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  6701. }
  6702. break;
  6703. case SC_COMBO:
  6704. if( sd )
  6705. switch (sce->val1) {
  6706. case MO_COMBOFINISH:
  6707. case CH_TIGERFIST:
  6708. case CH_CHAINCRUSH:
  6709. clif_skillinfo(sd, MO_EXTREMITYFIST, 0);
  6710. break;
  6711. case TK_JUMPKICK:
  6712. clif_skillinfo(sd, TK_JUMPKICK, 0);
  6713. break;
  6714. }
  6715. break;
  6716.  
  6717. case SC_MARIONETTE:
  6718. case SC_MARIONETTE2: /// Marionette target
  6719. if (sce->val1)
  6720. { // check for partner and end their marionette status as well
  6721. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  6722. struct block_list *pbl = map_id2bl(sce->val1);
  6723. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  6724.  
  6725. if (sc2 && sc2->data[type2])
  6726. {
  6727. sc2->data[type2]->val1 = 0;
  6728. status_change_end(pbl, type2, INVALID_TIMER);
  6729. }
  6730. }
  6731. break;
  6732.  
  6733. case SC_BERSERK:
  6734. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  6735. if(status->hp > 100 && sce->val2)
  6736. status_set_hp(bl, 100, 0);
  6737. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  6738. {
  6739. sc->data[SC_ENDURE]->val4 = 0;
  6740. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  6741. }
  6742. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  6743. break;
  6744. case SC_GOSPEL:
  6745. if (sce->val3) { //Clear the group.
  6746. struct skill_unit_group* group = skill_id2group(sce->val3);
  6747. sce->val3 = 0;
  6748. skill_delunitgroup(group);
  6749. }
  6750. break;
  6751. case SC_HERMODE:
  6752. if(sce->val3 == BCT_SELF)
  6753. skill_clear_unitgroup(bl);
  6754. break;
  6755. case SC_BASILICA: //Clear the skill area. [Skotlex]
  6756. skill_clear_unitgroup(bl);
  6757. break;
  6758. case SC_TRICKDEAD:
  6759. if (vd) vd->dead_sit = 0;
  6760. break;
  6761. case SC_WARM:
  6762. if (sce->val4) { //Clear the group.
  6763. struct skill_unit_group* group = skill_id2group(sce->val4);
  6764. sce->val4 = 0;
  6765. skill_delunitgroup(group);
  6766. }
  6767. break;
  6768. case SC_KAAHI:
  6769. //Delete timer if it exists.
  6770. if (sce->val4 != INVALID_TIMER)
  6771. delete_timer(sce->val4,kaahi_heal_timer);
  6772. break;
  6773. case SC_JAILED:
  6774. if(tid == INVALID_TIMER)
  6775. break;
  6776. //natural expiration.
  6777. if(sd && sd->mapindex == sce->val2)
  6778. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  6779. break; //guess hes not in jail :P
  6780. case SC_CHANGE:
  6781. if (tid == INVALID_TIMER)
  6782. break;
  6783. // "lose almost all their HP and SP" on natural expiration.
  6784. status_set_hp(bl, 10, 0);
  6785. status_set_sp(bl, 10, 0);
  6786. break;
  6787. case SC_AUTOTRADE:
  6788. if (tid == INVALID_TIMER)
  6789. break;
  6790. // Note: vending/buying is closed by unit_remove_map, no
  6791. // need to do it here.
  6792. map_quit(sd);
  6793. // Because map_quit calls status_change_end with tid -1
  6794. // from here it's not neccesary to continue
  6795. return 1;
  6796. break;
  6797. case SC_STOP:
  6798. if( sce->val2 )
  6799. {
  6800. struct block_list* tbl = map_id2bl(sce->val2);
  6801. sce->val2 = 0;
  6802. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  6803. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  6804. }
  6805. break;
  6806. }
  6807.  
  6808. opt_flag = 1;
  6809. switch(type){
  6810. case SC_STONE:
  6811. case SC_FREEZE:
  6812. case SC_STUN:
  6813. case SC_SLEEP:
  6814. sc->opt1 = 0;
  6815. break;
  6816.  
  6817. case SC_POISON:
  6818. case SC_CURSE:
  6819. case SC_SILENCE:
  6820. case SC_BLIND:
  6821. sc->opt2 &= ~(1<<(type-SC_POISON));
  6822. break;
  6823. case SC_DPOISON:
  6824. sc->opt2 &= ~OPT2_DPOISON;
  6825. break;
  6826. case SC_SIGNUMCRUCIS:
  6827. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  6828. break;
  6829.  
  6830. case SC_HIDING:
  6831. sc->option &= ~OPTION_HIDE;
  6832. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  6833. break;
  6834. case SC_CLOAKING:
  6835. sc->option &= ~OPTION_CLOAK;
  6836. opt_flag|= 2;
  6837. break;
  6838. case SC_CHASEWALK:
  6839. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  6840. opt_flag|= 2;
  6841. break;
  6842. case SC_SIGHT:
  6843. sc->option &= ~OPTION_SIGHT;
  6844. break;
  6845. case SC_WEDDING:
  6846. sc->option &= ~OPTION_WEDDING;
  6847. break;
  6848. case SC_XMAS:
  6849. sc->option &= ~OPTION_XMAS;
  6850. break;
  6851. case SC_SUMMER:
  6852. sc->option &= ~OPTION_SUMMER;
  6853. break;
  6854. case SC_ORCISH:
  6855. sc->option &= ~OPTION_ORCISH;
  6856. break;
  6857. case SC_RUWACH:
  6858. sc->option &= ~OPTION_RUWACH;
  6859. break;
  6860. case SC_FUSION:
  6861. sc->option &= ~OPTION_FLYING;
  6862. break;
  6863. //opt3
  6864. case SC_TWOHANDQUICKEN:
  6865. case SC_ONEHAND:
  6866. case SC_SPEARQUICKEN:
  6867. case SC_CONCENTRATION:
  6868. case SC_MERC_QUICKEN:
  6869. sc->opt3 &= ~OPT3_QUICKEN;
  6870. opt_flag = 0;
  6871. break;
  6872. case SC_OVERTHRUST:
  6873. case SC_MAXOVERTHRUST:
  6874. case SC_SWOO:
  6875. sc->opt3 &= ~OPT3_OVERTHRUST;
  6876. opt_flag = 0;
  6877. break;
  6878. case SC_ENERGYCOAT:
  6879. case SC_SKE:
  6880. sc->opt3 &= ~OPT3_ENERGYCOAT;
  6881. opt_flag = 0;
  6882. break;
  6883. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  6884. if (bl->type != BL_MOB)
  6885. {
  6886. opt_flag = 0;
  6887. break;
  6888. }
  6889. case SC_EXPLOSIONSPIRITS:
  6890. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  6891. opt_flag = 0;
  6892. break;
  6893. case SC_STEELBODY:
  6894. case SC_SKA:
  6895. sc->opt3 &= ~OPT3_STEELBODY;
  6896. opt_flag = 0;
  6897. break;
  6898. case SC_BLADESTOP:
  6899. sc->opt3 &= ~OPT3_BLADESTOP;
  6900. opt_flag = 0;
  6901. break;
  6902. case SC_AURABLADE:
  6903. sc->opt3 &= ~OPT3_AURABLADE;
  6904. opt_flag = 0;
  6905. break;
  6906. case SC_BERSERK:
  6907. sc->opt3 &= ~OPT3_BERSERK;
  6908. opt_flag = 0;
  6909. break;
  6910. // case ???: // doesn't seem to do anything
  6911. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  6912. // opt_flag = 0;
  6913. // break;
  6914. case SC_DANCING:
  6915. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  6916. sc->opt3 &= ~OPT3_MOONLIT;
  6917. opt_flag = 0;
  6918. break;
  6919. case SC_MARIONETTE:
  6920. case SC_MARIONETTE2:
  6921. sc->opt3 &= ~OPT3_MARIONETTE;
  6922. opt_flag = 0;
  6923. break;
  6924. case SC_ASSUMPTIO:
  6925. sc->opt3 &= ~OPT3_ASSUMPTIO;
  6926. opt_flag = 0;
  6927. break;
  6928. case SC_WARM: //SG skills [Komurka]
  6929. sc->opt3 &= ~OPT3_WARM;
  6930. opt_flag = 0;
  6931. break;
  6932. case SC_KAITE:
  6933. sc->opt3 &= ~OPT3_KAITE;
  6934. opt_flag = 0;
  6935. break;
  6936. case SC_BUNSINJYUTSU:
  6937. sc->opt3 &= ~OPT3_BUNSIN;
  6938. opt_flag = 0;
  6939. break;
  6940. case SC_SPIRIT:
  6941. sc->opt3 &= ~OPT3_SOULLINK;
  6942. opt_flag = 0;
  6943. break;
  6944. case SC_CHANGEUNDEAD:
  6945. sc->opt3 &= ~OPT3_UNDEAD;
  6946. opt_flag = 0;
  6947. break;
  6948. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  6949. // sc->opt3 &= ~OPT3_CONTRACT;
  6950. // opt_flag = 0;
  6951. // break;
  6952. default:
  6953. opt_flag = 0;
  6954. }
  6955.  
  6956. if (calc_flag&SCB_DYE)
  6957. { //Restore DYE color
  6958. if (vd && !vd->cloth_color && sce->val4)
  6959. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  6960. calc_flag&=~SCB_DYE;
  6961. }
  6962.  
  6963. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  6964. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER ) )
  6965. clif_status_change(bl,StatusIconChangeTable[type],0,0);
  6966. else if (sd)
  6967. clif_status_load(bl,StatusIconChangeTable[type],0);
  6968.  
  6969. if(opt_flag)
  6970. clif_changeoption(bl);
  6971.  
  6972. if (calc_flag)
  6973. status_calc_bl(bl,calc_flag);
  6974.  
  6975. if(opt_flag&4) //Out of hiding, invoke on place.
  6976. skill_unit_move(bl,gettick(),1);
  6977.  
  6978. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  6979. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  6980.  
  6981. ers_free(sc_data_ers, sce);
  6982. return 1;
  6983. }
  6984.  
  6985. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  6986. {
  6987. struct block_list *bl;
  6988. struct status_change *sc;
  6989. struct status_change_entry *sce;
  6990. struct status_data *status;
  6991. int hp;
  6992.  
  6993. if(!((bl=map_id2bl(id))&&
  6994. (sc=status_get_sc(bl)) &&
  6995. (sce = sc->data[SC_KAAHI])))
  6996. return 0;
  6997.  
  6998. if(sce->val4 != tid) {
  6999. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  7000. sce->val4 = INVALID_TIMER;
  7001. return 0;
  7002. }
  7003.  
  7004. status=status_get_status_data(bl);
  7005. if(!status_charge(bl, 0, sce->val3)) {
  7006. sce->val4 = INVALID_TIMER;
  7007. return 0;
  7008. }
  7009.  
  7010. hp = status->max_hp - status->hp;
  7011. if (hp > sce->val2)
  7012. hp = sce->val2;
  7013. if (hp)
  7014. status_heal(bl, hp, 0, 2);
  7015. sce->val4 = INVALID_TIMER;
  7016. return 1;
  7017. }
  7018.  
  7019. /*==========================================
  7020. * ƒXƒe[ƒ^ƒXˆÙíI—¹ƒ^ƒCƒ}[
  7021. *------------------------------------------*/
  7022. int status_change_timer(int tid, unsigned int tick, int id, intptr_t data)
  7023. {
  7024. enum sc_type type = (sc_type)data;
  7025. struct block_list *bl;
  7026. struct map_session_data *sd;
  7027. struct status_data *status;
  7028. struct status_change *sc;
  7029. struct status_change_entry *sce;
  7030.  
  7031. bl = map_id2bl(id);
  7032. if(!bl)
  7033. {
  7034. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  7035. return 0;
  7036. }
  7037. sc = status_get_sc(bl);
  7038. status = status_get_status_data(bl);
  7039.  
  7040. if(!(sc && (sce = sc->data[type])))
  7041. {
  7042. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  7043. return 0;
  7044. }
  7045.  
  7046. if( sce->timer != tid )
  7047. {
  7048. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  7049. return 0;
  7050. }
  7051.  
  7052. sd = BL_CAST(BL_PC, bl);
  7053.  
  7054. // set the next timer of the sce (don't assume the status still exists)
  7055. #define sc_timer_next(t,f,i,d) \
  7056. if( (sce=sc->data[type]) ) \
  7057. sce->timer = add_timer(t,f,i,d); \
  7058. else \
  7059. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  7060.  
  7061. switch(type)
  7062. {
  7063. case SC_MAXIMIZEPOWER:
  7064. case SC_CLOAKING:
  7065. if(!status_charge(bl, 0, 1))
  7066. break; //Not enough SP to continue.
  7067. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  7068. return 0;
  7069.  
  7070. case SC_CHASEWALK:
  7071. if(!status_charge(bl, 0, sce->val4))
  7072. break; //Not enough SP to continue.
  7073.  
  7074. if (!sc->data[SC_INCSTR]) {
  7075. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  7076. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  7077. *skill_get_time2(status_sc2skill(type),sce->val1));
  7078. }
  7079. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  7080. return 0;
  7081. break;
  7082.  
  7083. case SC_SKA:
  7084. if(--(sce->val2)>0){
  7085. sce->val3 = rand()%100; //Random defense.
  7086. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  7087. return 0;
  7088. }
  7089. break;
  7090.  
  7091. case SC_HIDING:
  7092. if(--(sce->val2)>0){
  7093.  
  7094. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  7095. break; //Fail if it's time to substract SP and there isn't.
  7096.  
  7097. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  7098. return 0;
  7099. }
  7100. break;
  7101.  
  7102. case SC_SIGHT:
  7103. case SC_RUWACH:
  7104. case SC_SIGHTBLASTER:
  7105. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  7106.  
  7107. if( --(sce->val2)>0 ){
  7108. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  7109. return 0;
  7110. }
  7111. break;
  7112.  
  7113. case SC_PROVOKE:
  7114. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  7115. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  7116. return 0;
  7117. }
  7118. break;
  7119.  
  7120. case SC_STONE:
  7121. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  7122. sce->val4 = 0;
  7123. unit_stop_walking(bl,1);
  7124. sc->opt1 = OPT1_STONE;
  7125. clif_changeoption(bl);
  7126. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  7127. status_calc_bl(bl, StatusChangeFlagTable[type]);
  7128. return 0;
  7129. }
  7130. if(--(sce->val3) > 0) {
  7131. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  7132. status_percent_damage(NULL, bl, 1, 0, false);
  7133. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  7134. return 0;
  7135. }
  7136. break;
  7137.  
  7138. case SC_POISON:
  7139. if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  7140. break;
  7141. case SC_DPOISON:
  7142. if (--(sce->val3) > 0) {
  7143. if (!sc->data[SC_SLOWPOISON]) {
  7144. bool flag;
  7145. map_freeblock_lock();
  7146. status_zap(bl, sce->val4, 0);
  7147. flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
  7148. map_freeblock_unlock();
  7149. if (flag) return 0; //target died, SC cancelled already.
  7150. }
  7151. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  7152. return 0;
  7153. }
  7154. break;
  7155.  
  7156. case SC_TENSIONRELAX:
  7157. if(status->max_hp > status->hp && --(sce->val3) > 0){
  7158. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  7159. return 0;
  7160. }
  7161. break;
  7162.  
  7163. case SC_KNOWLEDGE:
  7164. if (!sd) break;
  7165. if(bl->m == sd->feel_map[0].m ||
  7166. bl->m == sd->feel_map[1].m ||
  7167. bl->m == sd->feel_map[2].m)
  7168. { //Timeout will be handled by pc_setpos
  7169. sce->timer = INVALID_TIMER;
  7170. return 0;
  7171. }
  7172. break;
  7173.  
  7174. case SC_BLEEDING:
  7175. if (--(sce->val4) >= 0) {
  7176. int flag, hp = rand()%600 + 200;
  7177. map_freeblock_lock();
  7178. status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 0);
  7179. flag = !sc->data[type];
  7180. map_freeblock_unlock();
  7181. if( !flag ) {
  7182. if( status->hp == 1 ) break;
  7183. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  7184. }
  7185. return 0;
  7186. }
  7187. break;
  7188.  
  7189. case SC_S_LIFEPOTION:
  7190. case SC_L_LIFEPOTION:
  7191. if( sd && --(sce->val4) >= 0 )
  7192. {
  7193. // val1 < 0 = per max% | val1 > 0 = exact amount
  7194. int hp = 0;
  7195. if( status->hp < status->max_hp )
  7196. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  7197. status_heal(bl, hp, 0, 2);
  7198. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  7199. return 0;
  7200. }
  7201. break;
  7202.  
  7203. case SC_BOSSMAPINFO:
  7204. if( sd && --(sce->val4) >= 0 )
  7205. {
  7206. struct mob_data *boss_md = map_id2boss(sce->val1);
  7207. if( boss_md && sd->bl.m == boss_md->bl.m )
  7208. {
  7209. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  7210. if (boss_md->bl.prev != NULL) {
  7211. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  7212. return 0;
  7213. }
  7214. }
  7215. }
  7216. break;
  7217.  
  7218. case SC_DANCING: //ƒ_ƒ“ƒXƒXƒLƒ‹‚ÌŽžŠÔSPÁ”ï
  7219. {
  7220. int s = 0;
  7221. int sp = 1;
  7222. if (--sce->val3 <= 0)
  7223. break;
  7224. switch(sce->val1&0xFFFF){
  7225. case BD_RICHMANKIM:
  7226. case BD_DRUMBATTLEFIELD:
  7227. case BD_RINGNIBELUNGEN:
  7228. case BD_SIEGFRIED:
  7229. case BA_DISSONANCE:
  7230. case BA_ASSASSINCROSS:
  7231. case DC_UGLYDANCE:
  7232. s=3;
  7233. break;
  7234. case BD_LULLABY:
  7235. case BD_ETERNALCHAOS:
  7236. case BD_ROKISWEIL:
  7237. case DC_FORTUNEKISS:
  7238. s=4;
  7239. break;
  7240. case CG_HERMODE:
  7241. case BD_INTOABYSS:
  7242. case BA_WHISTLE:
  7243. case DC_HUMMING:
  7244. case BA_POEMBRAGI:
  7245. case DC_SERVICEFORYOU:
  7246. s=5;
  7247. break;
  7248. case BA_APPLEIDUN:
  7249. s=6;
  7250. break;
  7251. case CG_MOONLIT:
  7252. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  7253. sp= 4*(sce->val1>>16);
  7254. //Upkeep is also every 10 secs.
  7255. case DC_DONTFORGETME:
  7256. s=10;
  7257. break;
  7258. }
  7259. if( s != 0 && sce->val3 % s == 0 )
  7260. {
  7261. if (sc->data[SC_LONGING])
  7262. sp*= 3;
  7263. if (!status_charge(bl, 0, sp))
  7264. break;
  7265. }
  7266. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  7267. return 0;
  7268. }
  7269. break;
  7270.  
  7271. case SC_BERSERK:
  7272. // 5% every 10 seconds [DracoRPG]
  7273. if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 )
  7274. {
  7275. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  7276. return 0;
  7277. }
  7278. break;
  7279.  
  7280. case SC_NOCHAT:
  7281. if(sd){
  7282. sd->status.manner++;
  7283. clif_changestatus(sd,SP_MANNER,sd->status.manner);
  7284. clif_updatestatus(sd,SP_MANNER);
  7285. if (sd->status.manner < 0)
  7286. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  7287. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  7288. return 0;
  7289. }
  7290. }
  7291. break;
  7292.  
  7293. case SC_SPLASHER:
  7294. // custom Venom Splasher countdown timer
  7295. //if (sce->val4 % 1000 == 0) {
  7296. // char timer[10];
  7297. // snprintf (timer, 10, "%d", sce->val4/1000);
  7298. // clif_message(bl, timer);
  7299. //}
  7300. if((sce->val4 -= 500) > 0) {
  7301. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  7302. return 0;
  7303. }
  7304. break;
  7305.  
  7306. case SC_MARIONETTE:
  7307. case SC_MARIONETTE2:
  7308. {
  7309. struct block_list *pbl = map_id2bl(sce->val1);
  7310. if( pbl && check_distance_bl(bl, pbl, 7) )
  7311. {
  7312. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  7313. return 0;
  7314. }
  7315. }
  7316. break;
  7317.  
  7318. case SC_GOSPEL:
  7319. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  7320. {
  7321. int hp, sp;
  7322. hp = (sce->val1 > 5) ? 45 : 30;
  7323. sp = (sce->val1 > 5) ? 35 : 20;
  7324. if(!status_charge(bl, hp, sp))
  7325. break;
  7326. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  7327. return 0;
  7328. }
  7329. break;
  7330.  
  7331. case SC_GUILDAURA:
  7332. {
  7333. struct block_list *tbl = map_id2bl(sce->val2);
  7334.  
  7335. if (tbl && battle_check_range(bl, tbl, 2)){
  7336. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  7337. return 0;
  7338. }
  7339. }
  7340. break;
  7341.  
  7342. case SC_JAILED:
  7343. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  7344. {
  7345. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  7346. return 0;
  7347. }
  7348. break;
  7349.  
  7350. case SC_BLIND:
  7351. if(sc->data[SC_FOGWALL])
  7352. { //Blind lasts forever while you are standing on the fog.
  7353. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  7354. return 0;
  7355. }
  7356. break;
  7357. }
  7358.  
  7359. // default for all non-handled control paths is to end the status
  7360. return status_change_end( bl,type,tid );
  7361. #undef sc_timer_next
  7362. }
  7363.  
  7364. /*==========================================
  7365. * ƒXƒe[ƒ^ƒXˆÙíƒ^ƒCƒ}[”͈͏ˆ—
  7366. *------------------------------------------*/
  7367. int status_change_timer_sub(struct block_list* bl, va_list ap)
  7368. {
  7369. struct status_change* tsc;
  7370.  
  7371. struct block_list* src = va_arg(ap,struct block_list*);
  7372. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  7373. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  7374. unsigned int tick = va_arg(ap,unsigned int);
  7375.  
  7376. if (status_isdead(bl))
  7377. return 0;
  7378.  
  7379. tsc = status_get_sc(bl);
  7380.  
  7381. switch( type )
  7382. {
  7383. case SC_SIGHT: /* ƒTƒCƒg */
  7384. case SC_CONCENTRATE:
  7385. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7386. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7387. break;
  7388. case SC_RUWACH: /* ƒ‹ƒAƒt */
  7389. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING])) {
  7390. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  7391. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  7392. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  7393. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  7394. }
  7395. break;
  7396. case SC_SIGHTBLASTER:
  7397. if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  7398. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
  7399. {
  7400. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  7401. if (sce) sce->val2 = 0; //This signals it to end.
  7402. }
  7403. break;
  7404. case SC_CLOSECONFINE:
  7405. //Lock char has released the hold on everyone...
  7406. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  7407. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  7408. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  7409. }
  7410. break;
  7411. }
  7412. return 0;
  7413. }
  7414.  
  7415. /*==========================================
  7416. * Clears buffs/debuffs of a character.
  7417. * type&1 -> buffs, type&2 -> debuffs
  7418. *------------------------------------------*/
  7419. int status_change_clear_buffs (struct block_list* bl, int type)
  7420. {
  7421. int i;
  7422. struct status_change *sc= status_get_sc(bl);
  7423.  
  7424. if (!sc || !sc->count)
  7425. return 0;
  7426.  
  7427. if (type&2) //Debuffs
  7428. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  7429. {
  7430. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7431. }
  7432.  
  7433. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  7434. {
  7435. if(!sc->data[i])
  7436. continue;
  7437.  
  7438. switch (i) {
  7439. //Stuff that cannot be removed
  7440. case SC_WEIGHT50:
  7441. case SC_WEIGHT90:
  7442. case SC_COMBO:
  7443. case SC_SMA:
  7444. case SC_DANCING:
  7445. case SC_GUILDAURA:
  7446. case SC_SAFETYWALL:
  7447. case SC_PNEUMA:
  7448. case SC_NOCHAT:
  7449. case SC_JAILED:
  7450. case SC_ANKLE:
  7451. case SC_BLADESTOP:
  7452. case SC_CP_WEAPON:
  7453. case SC_CP_SHIELD:
  7454. case SC_CP_ARMOR:
  7455. case SC_CP_HELM:
  7456. case SC_STRFOOD:
  7457. case SC_AGIFOOD:
  7458. case SC_VITFOOD:
  7459. case SC_INTFOOD:
  7460. case SC_DEXFOOD:
  7461. case SC_LUKFOOD:
  7462. case SC_HITFOOD:
  7463. case SC_FLEEFOOD:
  7464. case SC_BATKFOOD:
  7465. case SC_WATKFOOD:
  7466. case SC_MATKFOOD:
  7467. case SC_FOOD_STR_CASH:
  7468. case SC_FOOD_AGI_CASH:
  7469. case SC_FOOD_VIT_CASH:
  7470. case SC_FOOD_DEX_CASH:
  7471. case SC_FOOD_INT_CASH:
  7472. case SC_FOOD_LUK_CASH:
  7473. case SC_EXPBOOST:
  7474. case SC_JEXPBOOST:
  7475. case SC_ITEMBOOST:
  7476. continue;
  7477.  
  7478. //Debuffs that can be removed.
  7479. case SC_HALLUCINATION:
  7480. case SC_QUAGMIRE:
  7481. case SC_SIGNUMCRUCIS:
  7482. case SC_DECREASEAGI:
  7483. case SC_SLOWDOWN:
  7484. case SC_MINDBREAKER:
  7485. case SC_WINKCHARM:
  7486. case SC_STOP:
  7487. case SC_ORCISH:
  7488. case SC_STRIPWEAPON:
  7489. case SC_STRIPSHIELD:
  7490. case SC_STRIPARMOR:
  7491. case SC_STRIPHELM:
  7492. if (!(type&2))
  7493. continue;
  7494. break;
  7495. //The rest are buffs that can be removed.
  7496. case SC_BERSERK:
  7497. if (!(type&1))
  7498. continue;
  7499. sc->data[i]->val2 = 0;
  7500. break;
  7501. default:
  7502. if (!(type&1))
  7503. continue;
  7504. break;
  7505. }
  7506. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  7507. }
  7508. return 0;
  7509. }
  7510.  
  7511. //Natural regen related stuff.
  7512. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  7513. static int status_natural_heal(struct block_list* bl, va_list args)
  7514. {
  7515. struct regen_data *regen;
  7516. struct status_data *status;
  7517. struct status_change *sc;
  7518. struct unit_data *ud;
  7519. struct view_data *vd = NULL;
  7520. struct regen_data_sub *sregen;
  7521. struct map_session_data *sd;
  7522. int val,rate,bonus = 0,flag;
  7523.  
  7524. regen = status_get_regen_data(bl);
  7525. if (!regen) return 0;
  7526. status = status_get_status_data(bl);
  7527. sc = status_get_sc(bl);
  7528. if (sc && !sc->count)
  7529. sc = NULL;
  7530. sd = BL_CAST(BL_PC,bl);
  7531.  
  7532. flag = regen->flag;
  7533. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  7534. flag&=~(RGN_HP|RGN_SHP);
  7535. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  7536. flag&=~(RGN_SP|RGN_SSP);
  7537.  
  7538. if (flag && (
  7539. status_isdead(bl) ||
  7540. (sc && sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK))
  7541. ))
  7542. flag=0;
  7543.  
  7544. if (sd) {
  7545. if (sd->hp_loss.value || sd->sp_loss.value)
  7546. pc_bleeding(sd, natural_heal_diff_tick);
  7547. if (sd->hp_regen.value || sd->sp_regen.value)
  7548. pc_regen(sd, natural_heal_diff_tick);
  7549. }
  7550.  
  7551. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  7552. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  7553. { //Apply sitting regen bonus.
  7554. sregen = regen->ssregen;
  7555. if(flag&(RGN_SHP))
  7556. { //Sitting HP regen
  7557. val = natural_heal_diff_tick * sregen->rate.hp;
  7558. if (regen->state.overweight)
  7559. val>>=1; //Half as fast when overweight.
  7560. sregen->tick.hp += val;
  7561. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  7562. {
  7563. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  7564. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  7565. { //Full
  7566. flag&=~(RGN_HP|RGN_SHP);
  7567. break;
  7568. }
  7569. }
  7570. }
  7571. if(flag&(RGN_SSP))
  7572. { //Sitting SP regen
  7573. val = natural_heal_diff_tick * sregen->rate.sp;
  7574. if (regen->state.overweight)
  7575. val>>=1; //Half as fast when overweight.
  7576. sregen->tick.sp += val;
  7577. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  7578. {
  7579. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  7580. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  7581. { //Full
  7582. flag&=~(RGN_SP|RGN_SSP);
  7583. break;
  7584. }
  7585. }
  7586. }
  7587. }
  7588.  
  7589. if (flag && regen->state.overweight)
  7590. flag=0;
  7591.  
  7592. ud = unit_bl2ud(bl);
  7593.  
  7594. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
  7595. {
  7596. flag&=~(RGN_SHP|RGN_SSP);
  7597. if(!regen->state.walk)
  7598. flag&=~RGN_HP;
  7599. }
  7600.  
  7601. if (!flag)
  7602. return 0;
  7603.  
  7604. if (flag&(RGN_HP|RGN_SP))
  7605. {
  7606. if(!vd) vd = status_get_viewdata(bl);
  7607. if(vd && vd->dead_sit == 2)
  7608. bonus++;
  7609. if(regen->state.gc)
  7610. bonus++;
  7611. }
  7612.  
  7613. //Natural Hp regen
  7614. if (flag&RGN_HP)
  7615. {
  7616. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  7617. if (ud && ud->walktimer != INVALID_TIMER)
  7618. rate/=2;
  7619. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  7620. if(bl->type==BL_HOM) rate *=2;
  7621.  
  7622. regen->tick.hp += rate;
  7623.  
  7624. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  7625. {
  7626. val = 0;
  7627. do {
  7628. val += regen->hp;
  7629. regen->tick.hp -= battle_config.natural_healhp_interval;
  7630. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  7631. if (status_heal(bl, val, 0, 1) < val)
  7632. flag&=~RGN_SHP; //full.
  7633. }
  7634. }
  7635.  
  7636. //Natural SP regen
  7637. if(flag&RGN_SP)
  7638. {
  7639. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  7640. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  7641. if(bl->type==BL_HOM) rate *=2;
  7642.  
  7643. regen->tick.sp += rate;
  7644.  
  7645. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  7646. {
  7647. val = 0;
  7648. do {
  7649. val += regen->sp;
  7650. regen->tick.sp -= battle_config.natural_healsp_interval;
  7651. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  7652. if (status_heal(bl, 0, val, 1) < val)
  7653. flag&=~RGN_SSP; //full.
  7654. }
  7655. }
  7656.  
  7657. if (!regen->sregen)
  7658. return flag;
  7659.  
  7660. //Skill regen
  7661. sregen = regen->sregen;
  7662.  
  7663. if(flag&RGN_SHP)
  7664. { //Skill HP regen
  7665. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  7666.  
  7667. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  7668. {
  7669. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  7670. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  7671. break; //Full
  7672. }
  7673. }
  7674. if(flag&RGN_SSP)
  7675. { //Skill SP regen
  7676. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  7677. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  7678. {
  7679. val = sregen->sp;
  7680. if (sd && sd->state.doridori) {
  7681. val*=2;
  7682. sd->state.doridori = 0;
  7683. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  7684. sc_start(bl,status_skill2sc(TK_SPTIME),
  7685. 100,rate,skill_get_time(TK_SPTIME, rate));
  7686. if (
  7687. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  7688. rand()%10000 < battle_config.sg_angel_skill_ratio
  7689. ) { //Angel of the Sun/Moon/Star
  7690. clif_feel_hate_reset(sd);
  7691. pc_resethate(sd);
  7692. pc_resetfeel(sd);
  7693. }
  7694. }
  7695. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  7696. if(status_heal(bl, 0, val, 3) < val)
  7697. break; //Full
  7698. }
  7699. }
  7700. return flag;
  7701. }
  7702.  
  7703. //Natural heal main timer.
  7704. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data)
  7705. {
  7706. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  7707. map_foreachregen(status_natural_heal);
  7708. natural_heal_prev_tick = tick;
  7709. return 0;
  7710. }
  7711.  
  7712. /*==========================================
  7713. * DB reading.
  7714. * job_db1.txt - weight, hp, sp, aspd
  7715. * job_db2.txt - job level stat bonuses
  7716. * size_fix.txt - size adjustment table for weapons
  7717. * refine_db.txt - refining data table
  7718. *------------------------------------------*/
  7719. static bool status_readdb_job1(char* fields[], int columns, int current)
  7720. {// Job-specific values (weight, HP, SP, ASPD)
  7721. int idx, class_;
  7722. unsigned int i;
  7723.  
  7724. class_ = atoi(fields[0]);
  7725.  
  7726. if(!pcdb_checkid(class_))
  7727. {
  7728. ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
  7729. return false;
  7730. }
  7731. idx = pc_class2idx(class_);
  7732.  
  7733. max_weight_base[idx] = atoi(fields[1]);
  7734. hp_coefficient[idx] = atoi(fields[2]);
  7735. hp_coefficient2[idx] = atoi(fields[3]);
  7736. sp_coefficient[idx] = atoi(fields[4]);
  7737.  
  7738. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  7739. {
  7740. aspd_base[idx][i] = atoi(fields[i+5]);
  7741. }
  7742. return true;
  7743. }
  7744.  
  7745. static bool status_readdb_job2(char* fields[], int columns, int current)
  7746. {
  7747. int idx, class_, i;
  7748.  
  7749. class_ = atoi(fields[0]);
  7750.  
  7751. if(!pcdb_checkid(class_))
  7752. {
  7753. ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
  7754. return false;
  7755. }
  7756. idx = pc_class2idx(class_);
  7757.  
  7758. for(i = 1; i < columns; i++)
  7759. {
  7760. job_bonus[idx][i-1] = atoi(fields[i]);
  7761. }
  7762. return true;
  7763. }
  7764.  
  7765. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  7766. {
  7767. unsigned int i;
  7768.  
  7769. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  7770. {
  7771. atkmods[current][i] = atoi(fields[i]);
  7772. }
  7773. return true;
  7774. }
  7775.  
  7776. static bool status_readdb_refine(char* fields[], int columns, int current)
  7777. {
  7778. int i;
  7779.  
  7780. refinebonus[current][0] = atoi(fields[0]); // stats per safe-upgrade
  7781. refinebonus[current][1] = atoi(fields[1]); // stats after safe-limit
  7782. refinebonus[current][2] = atoi(fields[2]); // safe limit
  7783.  
  7784. for(i = 0; i < MAX_REFINE; i++)
  7785. {
  7786. percentrefinery[current][i] = atoi(fields[3+i]);
  7787. }
  7788. return true;
  7789. }
  7790.  
  7791. int status_readdb(void)
  7792. {
  7793. int i, j;
  7794.  
  7795. // initialize databases to default
  7796. //
  7797.  
  7798. // job_db1.txt
  7799. memset(max_weight_base, 0, sizeof(max_weight_base));
  7800. memset(hp_coefficient, 0, sizeof(hp_coefficient));
  7801. memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
  7802. memset(sp_coefficient, 0, sizeof(sp_coefficient));
  7803. memset(aspd_base, 0, sizeof(aspd_base));
  7804.  
  7805. // job_db2.txt
  7806. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  7807.  
  7808. // size_fix.txt
  7809. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  7810. for(j=0;j<MAX_WEAPON_TYPE;j++)
  7811. atkmods[i][j]=100;
  7812.  
  7813. // refine_db.txt
  7814. for(i=0;i<ARRAYLENGTH(percentrefinery);i++){
  7815. for(j=0;j<MAX_REFINE; j++)
  7816. percentrefinery[i][j]=100; // success chance
  7817. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  7818. refinebonus[i][0]=0; // stats per safe-upgrade
  7819. refinebonus[i][1]=0; // stats after safe-limit
  7820. refinebonus[i][2]=10; // safe limit
  7821. }
  7822.  
  7823. // read databases
  7824. //
  7825.  
  7826. sv_readdb(db_path, "job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  7827. sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
  7828. sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
  7829. sv_readdb(db_path, "refine_db.txt", ',', 3+MAX_REFINE+1, 3+MAX_REFINE+1, ARRAYLENGTH(percentrefinery), &status_readdb_refine);
  7830.  
  7831. return 0;
  7832. }
  7833.  
  7834. /*==========================================
  7835. * ƒXƒLƒ‹ŠÖŒW‰Šú‰»ˆ—
  7836. *------------------------------------------*/
  7837. int do_init_status(void)
  7838. {
  7839. add_timer_func_list(status_change_timer,"status_change_timer");
  7840. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  7841. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  7842. initChangeTables();
  7843. initDummyData();
  7844. status_readdb();
  7845. status_calc_sigma();
  7846. natural_heal_prev_tick = gettick();
  7847. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  7848. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  7849. return 0;
  7850. }
  7851. void do_final_status(void)
  7852. {
  7853. ers_destroy(sc_data_ers);
  7854. }
  7855.  
  7856. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  7857. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  7858.  
  7859. StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING;
  7860.  
  7861. //Other SC which are not necessarily associated to skills.
  7862. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  7863. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  7864. @@ -850,6 +852,8 @@
  7865. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  7866. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  7867.  
  7868. StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
  7869.  
  7870. if( !battle_config.display_hallucination ) //Disable Hallucination.
  7871. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  7872. }
  7873. @@ -4693,6 +4697,8 @@
  7874. val = max( val, sc->data[SC_GT_REVITALIZE]->val2 );
  7875. if( sc->data[SC_WIND_STEP_OPTION] )
  7876. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  7877. if( sc->data[SC_ALL_RIDING] )
  7878. val = max( val, sc->data[SC_ALL_RIDING]->val2 );
  7879.  
  7880. //FIXME: official items use a single bonus for this [ultramage]
  7881. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  7882. @@ -6352,6 +6358,15 @@
  7883. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  7884. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  7885. break;
  7886. case SC_ALL_RIDING:
  7887. if( !sd || pc_isriding(sd,OPTION_RIDING|OPTION_RIDING_DRAGON|OPTION_RIDING_WUG|OPTION_MADO) )
  7888. return 0;
  7889. if( sc->data[type] )
  7890. { // Already mounted, just dismount.
  7891. status_change_end(bl, SC_ALL_RIDING, -1);
  7892. return 0;
  7893. }
  7894. break;
  7895. }
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