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Jan 30th, 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 "elemental.h"
  32. #include "vending.h"
  33.  
  34. #include <time.h>
  35. #include <stdio.h>
  36. #include <stdlib.h>
  37. #include <memory.h>
  38. #include <string.h>
  39. #include <math.h>
  40.  
  41.  
  42. //Regen related flags.
  43. #define RGN_HP 0x01
  44. #define RGN_SP 0x02
  45. #define RGN_SHP 0x04
  46. #define RGN_SSP 0x08
  47.  
  48. static int max_weight_base[CLASS_COUNT];
  49. static int hp_coefficient[CLASS_COUNT];
  50. static int hp_coefficient2[CLASS_COUNT];
  51. static int hp_sigma_val[CLASS_COUNT][MAX_LEVEL+1];
  52. static int sp_coefficient[CLASS_COUNT];
  53. static int aspd_base[CLASS_COUNT][MAX_WEAPON_TYPE]; //[blackhole89]
  54. static int refinebonus[MAX_REFINE_BONUS][3]; // ¸˜Bƒ{[ƒiƒXƒe[ƒuƒ‹(refine_db.txt)
  55. int percentrefinery[5][MAX_REFINE+1]; // ¸˜B¬Œ÷—¦(refine_db.txt)
  56. static int atkmods[3][MAX_WEAPON_TYPE]; // •ŠíATKƒTƒCƒYC³(size_fix.txt)
  57. static char job_bonus[CLASS_COUNT][MAX_LEVEL];
  58.  
  59. static struct eri *sc_data_ers; //For sc_data entries
  60. static struct status_data dummy_status;
  61.  
  62. int current_equip_item_index; //Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
  63. int current_equip_card_id; //To prevent card-stacking (from jA) [Skotlex]
  64. //we need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only
  65. //to avoid cards exploits
  66.  
  67. static sc_type SkillStatusChangeTable[MAX_SKILL]; // skill -> status
  68. static int StatusIconChangeTable[SC_MAX]; // status -> icon
  69. unsigned long StatusChangeFlagTable[SC_MAX]; // status -> flags
  70. static int StatusSkillChangeTable[SC_MAX]; // status -> skill
  71.  
  72. sc_type status_skill2sc(int skill)
  73. {
  74. int sk = skill_get_index(skill);
  75. if( sk == 0 ) {
  76. ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
  77. return SC_NONE;
  78. }
  79. return SkillStatusChangeTable[sk];
  80. }
  81.  
  82. int status_sc2skill(sc_type sc)
  83. {
  84. if( sc < 0 || sc >= SC_MAX ) {
  85. ShowError("status_skill2sc: Unsupported status change id %d\n", sc);
  86. return 0;
  87. }
  88.  
  89. return StatusSkillChangeTable[sc];
  90. }
  91.  
  92. #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE)
  93.  
  94. static void set_sc(int skill, sc_type sc, int icon, unsigned int flag)
  95. {
  96. int sk = skill_get_index(skill);
  97. if( sk == 0 ) {
  98. ShowError("set_sc: Unsupported skill id %d\n", skill);
  99. return;
  100. }
  101. if( sc < 0 || sc >= SC_MAX ) {
  102. ShowError("set_sc: Unsupported status change id %d\n", sc);
  103. return;
  104. }
  105.  
  106. if( StatusSkillChangeTable[sc] == 0 )
  107. StatusSkillChangeTable[sc] = skill;
  108. if( StatusIconChangeTable[sc] == SI_BLANK )
  109. StatusIconChangeTable[sc] = icon;
  110. StatusChangeFlagTable[sc] |= flag;
  111.  
  112. if( SkillStatusChangeTable[sk] == SC_NONE )
  113. SkillStatusChangeTable[sk] = sc;
  114. }
  115.  
  116. void initChangeTables(void)
  117. {
  118. int i;
  119. for (i = 0; i < SC_MAX; i++)
  120. StatusIconChangeTable[i] = SI_BLANK;
  121. for (i = 0; i < MAX_SKILL; i++)
  122. SkillStatusChangeTable[i] = SC_NONE;
  123.  
  124. memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
  125. memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
  126.  
  127. //First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex]
  128. set_sc( NPC_PETRIFYATTACK , SC_STONE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  129. set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
  130. set_sc( NPC_STUNATTACK , SC_STUN , SI_BLANK , SCB_NONE );
  131. set_sc( NPC_SLEEPATTACK , SC_SLEEP , SI_BLANK , SCB_NONE );
  132. set_sc( NPC_POISON , SC_POISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  133. set_sc( NPC_CURSEATTACK , SC_CURSE , SI_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
  134. set_sc( NPC_SILENCEATTACK , SC_SILENCE , SI_BLANK , SCB_NONE );
  135. set_sc( NPC_WIDECONFUSE , SC_CONFUSION , SI_BLANK , SCB_NONE );
  136. set_sc( NPC_BLINDATTACK , SC_BLIND , SI_BLANK , SCB_HIT|SCB_FLEE );
  137. set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN );
  138. set_sc( NPC_POISON , SC_DPOISON , SI_BLANK , SCB_DEF2|SCB_REGEN );
  139.  
  140. //The main status definitions
  141. add_sc( SM_BASH , SC_STUN );
  142. set_sc( SM_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  143. add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
  144. set_sc( SM_ENDURE , SC_ENDURE , SI_ENDURE , SCB_MDEF|SCB_DSPD );
  145. add_sc( MG_SIGHT , SC_SIGHT );
  146. add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
  147. add_sc( MG_FROSTDIVER , SC_FREEZE );
  148. add_sc( MG_STONECURSE , SC_STONE );
  149. add_sc( AL_RUWACH , SC_RUWACH );
  150. add_sc( AL_PNEUMA , SC_PNEUMA );
  151. set_sc( AL_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  152. set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  153. set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF );
  154. set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 );
  155. set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  156. set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX );
  157. set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED );
  158. add_sc( TF_POISON , SC_POISON );
  159. set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD );
  160. add_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER );
  161. set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , SCB_WATK );
  162. set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE );
  163. set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE );
  164. set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  165. set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN );
  166. set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  167. set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  168. set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK );
  169. add_sc( PR_LEXDIVINA , SC_SILENCE );
  170. set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , SCB_NONE );
  171. add_sc( WZ_METEOR , SC_STUN );
  172. add_sc( WZ_VERMILION , SC_BLIND );
  173. add_sc( WZ_FROSTNOVA , SC_FREEZE );
  174. add_sc( WZ_STORMGUST , SC_FREEZE );
  175. set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
  176. set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD );
  177. set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION, SI_WEAPONPERFECTION, SCB_NONE );
  178. set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE );
  179. set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN );
  180. add_sc( HT_LANDMINE , SC_STUN );
  181. add_sc( HT_ANKLESNARE , SC_ANKLE );
  182. add_sc( HT_SANDMAN , SC_SLEEP );
  183. add_sc( HT_FLASHER , SC_BLIND );
  184. add_sc( HT_FREEZINGTRAP , SC_FREEZE );
  185. set_sc( AS_CLOAKING , SC_CLOAKING , SI_CLOAKING , SCB_CRI|SCB_SPEED );
  186. add_sc( AS_SONICBLOW , SC_STUN );
  187. set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE );
  188. set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE );
  189. add_sc( AS_VENOMDUST , SC_POISON );
  190. add_sc( AS_SPLASHER , SC_SPLASHER );
  191. set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN );
  192. set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  193. add_sc( TF_SPRINKLESAND , SC_BLIND );
  194. add_sc( TF_THROWSTONE , SC_STUN );
  195. set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR );
  196. set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE );
  197. set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE );
  198. add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
  199. set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_ARMOR_PROPERTY , SCB_DEF_ELE );
  200. add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
  201. add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
  202. add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
  203. add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
  204. add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
  205. add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
  206. add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
  207. add_sc( NPC_CHANGETELEKINESIS, SC_ELEMENTALCHANGE );
  208. add_sc( NPC_POISON , SC_POISON );
  209. add_sc( NPC_BLINDATTACK , SC_BLIND );
  210. add_sc( NPC_SILENCEATTACK , SC_SILENCE );
  211. add_sc( NPC_STUNATTACK , SC_STUN );
  212. add_sc( NPC_PETRIFYATTACK , SC_STONE );
  213. add_sc( NPC_CURSEATTACK , SC_CURSE );
  214. add_sc( NPC_SLEEPATTACK , SC_SLEEP );
  215. add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
  216. set_sc( NPC_KEEPING , SC_KEEPING , SI_BLANK , SCB_DEF );
  217. add_sc( NPC_DARKBLESSING , SC_COMA );
  218. set_sc( NPC_BARRIER , SC_BARRIER , SI_BLANK , SCB_MDEF|SCB_DEF );
  219. add_sc( NPC_DEFENDER , SC_ARMOR );
  220. add_sc( NPC_LICK , SC_STUN );
  221. set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , SCB_NONE );
  222. add_sc( NPC_REBIRTH , SC_REBIRTH );
  223. add_sc( RG_RAID , SC_STUN );
  224. set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , SI_STRIPWEAPON , SCB_WATK );
  225. set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF );
  226. set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT );
  227. set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT );
  228. add_sc( AM_ACIDTERROR , SC_BLEEDING );
  229. set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE );
  230. set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE );
  231. set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE );
  232. set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE );
  233. set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  234. add_sc( CR_SHIELDCHARGE , SC_STUN );
  235. set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  236. add_sc( CR_HOLYCROSS , SC_BLIND );
  237. add_sc( CR_GRANDCROSS , SC_BLIND );
  238. add_sc( CR_DEVOTION , SC_DEVOTION );
  239. set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL );
  240. set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  241. set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD );
  242. set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
  243. add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
  244. add_sc( MO_BLADESTOP , SC_BLADESTOP );
  245. set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS, SI_EXPLOSIONSPIRITS, SCB_CRI|SCB_REGEN );
  246. set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN );
  247. add_sc( SA_MAGICROD , SC_MAGICROD );
  248. set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE );
  249. set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE );
  250. set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE );
  251. set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE );
  252. set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE );
  253. set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK );
  254. set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP );
  255. set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE );
  256. add_sc( SA_REVERSEORCISH , SC_ORCISH );
  257. add_sc( SA_COMA , SC_COMA );
  258. set_sc( BD_ENCORE , SC_DANCING , SI_BLANK , SCB_SPEED|SCB_REGEN );
  259. add_sc( BD_RICHMANKIM , SC_RICHMANKIM );
  260. set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_BLANK , SCB_DEF2 );
  261. set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_BLANK , SCB_WATK|SCB_DEF );
  262. set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_BLANK , SCB_WATK );
  263. add_sc( BD_ROKISWEIL , SC_ROKISWEIL );
  264. add_sc( BD_INTOABYSS , SC_INTOABYSS );
  265. set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_BLANK , SCB_ALL );
  266. add_sc( BA_FROSTJOKER , SC_FREEZE );
  267. set_sc( BA_WHISTLE , SC_WHISTLE , SI_BLANK , SCB_FLEE|SCB_FLEE2 );
  268. set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_BLANK , SCB_ASPD );
  269. add_sc( BA_POEMBRAGI , SC_POEMBRAGI );
  270. set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_BLANK , SCB_MAXHP );
  271. add_sc( DC_SCREAM , SC_STUN );
  272. set_sc( DC_HUMMING , SC_HUMMING , SI_BLANK , SCB_HIT );
  273. set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_BLANK , SCB_SPEED|SCB_ASPD );
  274. set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_BLANK , SCB_CRI );
  275. set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_BLANK , SCB_ALL );
  276. add_sc( NPC_DARKCROSS , SC_BLIND );
  277. add_sc( NPC_GRANDDARKNESS , SC_BLIND );
  278. set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE );
  279. set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE );
  280. set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE );
  281. set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE );
  282. set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT );
  283. set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE );
  284. add_sc( NPC_INVISIBLE , SC_CLOAKING );
  285. set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE );
  286. set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  287. set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_DSPD );
  288. set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN );
  289. 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 );
  290. set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  291. add_sc( HP_BASILICA , SC_BASILICA );
  292. set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK );
  293. add_sc( PA_SACRIFICE , SC_SACRIFICE );
  294. set_sc( PA_GOSPEL , SC_GOSPEL , SI_BLANK , SCB_SPEED|SCB_ASPD );
  295. add_sc( PA_GOSPEL , SC_SCRESIST );
  296. add_sc( CH_TIGERFIST , SC_STOP );
  297. set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE );
  298. set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
  299. set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED );
  300. set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE );
  301. set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED );
  302. set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_BLANK , SCB_SPEED );
  303. set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE );
  304. add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
  305. set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  306. set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  307. add_sc( LK_SPIRALPIERCE , SC_STOP );
  308. add_sc( LK_HEADCRUSH , SC_BLEEDING );
  309. set_sc( LK_JOINTBEAT , SC_JOINTBEAT , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
  310. add_sc( HW_NAPALMVULCAN , SC_CURSE );
  311. set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_BLANK , SCB_MATK|SCB_MDEF2 );
  312. add_sc( PF_MEMORIZE , SC_MEMORIZE );
  313. add_sc( PF_FOGWALL , SC_FOGWALL );
  314. set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_BLANK , SCB_FLEE );
  315. set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE );
  316. set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD );
  317. set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR );
  318. set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE );
  319. set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE );
  320. add_sc( TK_DOWNKICK , SC_STUN );
  321. set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE );
  322. set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE );
  323. set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE );
  324. set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE );
  325. add_sc( TK_SEVENWIND , SC_SEVENWIND );
  326. set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE );
  327. set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE );
  328. set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE );
  329. add_sc( SG_MOON_WARM , SC_WARM );
  330. add_sc( SG_STAR_WARM , SC_WARM );
  331. set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 );
  332. set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE );
  333. set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD );
  334. add_sc( SG_FRIEND , SC_SKILLRATE_UP );
  335. set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL );
  336. set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED );
  337. set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD );
  338. set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE );
  339. set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE );
  340. set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE );
  341. set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE );
  342. add_sc( SL_STUN , SC_STUN );
  343. set_sc( SL_SWOO , SC_SWOO , SI_BLANK , SCB_SPEED );
  344. set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
  345. set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF|SCB_MDEF|SCB_ASPD );
  346. set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE );
  347. set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  348. set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE );
  349. set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE );
  350. set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_BLANK , SCB_ASPD );
  351. add_sc( WS_CARTTERMINATION , SC_STUN );
  352. set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE );
  353. set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_BLANK , SCB_SPEED|SCB_ASPD );
  354. add_sc( CG_HERMODE , SC_HERMODE );
  355. set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE );
  356. set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL );
  357. set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD );
  358. set_sc( GS_FLING , SC_FLING , SI_BLANK , SCB_DEF|SCB_DEF2 );
  359. add_sc( GS_CRACKER , SC_STUN );
  360. add_sc( GS_DISARM , SC_STRIPWEAPON );
  361. add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
  362. set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , SI_MADNESSCANCEL , SCB_BATK|SCB_ASPD );
  363. set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE );
  364. set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
  365. set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_GATLINGFEVER , SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
  366. set_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI , SI_BLANK , SCB_NONE );
  367. set_sc( NJ_SUITON , SC_SUITON , SI_BLANK , SCB_AGI|SCB_SPEED );
  368. add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
  369. set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT );
  370. set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE );
  371. set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_BUNSINJYUTSU , SCB_DYE );
  372.  
  373. add_sc( NPC_ICEBREATH , SC_FREEZE );
  374. add_sc( NPC_ACIDBREATH , SC_POISON );
  375. add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
  376. add_sc( NPC_WIDESILENCE , SC_SILENCE );
  377. add_sc( NPC_WIDEFREEZE , SC_FREEZE );
  378. add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
  379. add_sc( NPC_WIDESTONE , SC_STONE );
  380. add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
  381. add_sc( NPC_WIDESLEEP , SC_SLEEP );
  382. add_sc( NPC_WIDESIGHT , SC_SIGHT );
  383. add_sc( NPC_EVILLAND , SC_BLIND );
  384. add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
  385. set_sc( NPC_SLOWCAST , SC_SLOWCAST , SI_SLOWCAST , SCB_NONE );
  386. set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE );
  387. set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_BLANK , SCB_DEF|SCB_MDEF );
  388. add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
  389. add_sc( NPC_WIDECURSE , SC_CURSE );
  390. add_sc( NPC_WIDESTUN , SC_STUN );
  391.  
  392. set_sc( NPC_HELLPOWER , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  393. set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE );
  394. set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED );
  395. set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED );
  396.  
  397. set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  398. set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  399. set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE );
  400.  
  401. //set_sc( ALL_PARTYFLEE , SC_INCFLEE , SI_PARTYFLEE , SCB_NONE );
  402.  
  403. set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE );
  404. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE );
  405. set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE );
  406. set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE );
  407. set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_WINKCHARM , SCB_NONE );
  408. add_sc( MO_BALKYOUNG , SC_STUN );
  409. add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
  410. add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
  411. add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
  412. add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
  413.  
  414. set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE );
  415. set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE );
  416. set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  417. add_sc( RK_DRAGONBREATH , SC_BURNING );
  418. set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT );
  419. set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_MILLENNIUMSHIELD , SCB_NONE );
  420. set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE );
  421. set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR );
  422. set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_NONE );
  423. set_sc( RK_VITALITYACTIVATION, SC_VITALITYACTIVATION, SI_VITALITYACTIVATION, SCB_REGEN );
  424. set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
  425. set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE );
  426.  
  427. set_sc( GC_VENOMIMPRESS , SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE );
  428. set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE );
  429. set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE );
  430. set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED );
  431. set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK, SI_HALLUCINATIONWALK, SCB_FLEE );
  432. set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE );
  433.  
  434. set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED );
  435. add_sc( AB_CLEMENTIA , SC_BLESSING );
  436. add_sc( AB_CANTO , SC_INCREASEAGI );
  437. set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP );
  438. add_sc( AB_PRAEFATIO , SC_KYRIE );
  439. set_sc( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE );
  440. set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT );
  441. set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK );
  442. set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN );
  443. set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_ATK_ELE );
  444. set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE );
  445. set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE );
  446.  
  447. add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
  448. set_sc( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 );
  449. set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_SPEED|SCB_FLEE|SCB_DEF|SCB_MDEF );
  450. set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_NONE );
  451. set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE );
  452.  
  453. set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE );
  454. set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE );
  455. set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED );
  456. set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_CRI|SCB_SPEED );
  457. add_sc( RA_MAGENTATRAP , SC_ELEMENTALCHANGE );
  458. add_sc( RA_COBALTTRAP , SC_ELEMENTALCHANGE );
  459. add_sc( RA_MAIZETRAP , SC_ELEMENTALCHANGE );
  460. add_sc( RA_VERDURETRAP , SC_ELEMENTALCHANGE );
  461. add_sc( RA_FIRINGTRAP , SC_BURNING );
  462. set_sc( RA_ICEBOUNDTRAP , SC_FREEZING , SI_FROSTMISTY , SCB_NONE );
  463.  
  464. set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED );
  465. set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED );
  466. set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE );
  467. set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE );
  468. set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
  469. set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE );
  470. set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_NONE );
  471. set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_NONE );
  472.  
  473. set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE );
  474. set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL, SI_AUTOSHADOWSPELL , SCB_NONE );
  475. set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE );
  476. set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINTING , SCB_ASPD );
  477. set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
  478. set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE );
  479. set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK );
  480. set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT|SCB_SPEED );
  481. set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE );
  482. set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE );
  483. set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 );
  484. set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_FLEE2|SCB_MAXHP );
  485. set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSORY , SCB_DEX|SCB_INT|SCB_LUK );
  486. set_sc( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE );
  487. add_sc( SC_CHAOSPANIC , SC_CHAOS );
  488. set_sc( SC_BLOODYLUST , SC__BLOODYLUST , SI_BLOODYLUST , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  489.  
  490. set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE, SCB_NONE );
  491. set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP|SCB_DEF );
  492. set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE );
  493. set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF2 );
  494. set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK );// Renewal: atk2 & def2
  495. set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE );
  496. set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD );
  497. set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_MAXHP|SCB_WATK|SCB_HIT|SCB_VIT|SCB_AGI|SCB_STR|SCB_DEX|SCB_INT|SCB_LUK);
  498.  
  499. add_sc( SR_DRAGONCOMBO , SC_STUN );
  500. add_sc( SR_EARTHSHAKER , SC_STUN );
  501. set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , SI_CRESCENTELBOW , SCB_NONE );
  502. set_sc( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE );
  503. set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE );
  504. set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP/*|SCB_ASPD*/ );
  505. set_sc( SR_GENTLETOUCH_ENERGYGAIN, SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN, SCB_NONE );
  506. set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_BATK|SCB_ASPD|SCB_DEF|SCB_MDEF );
  507. set_sc( SR_GENTLETOUCH_REVITALIZE, SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE, SCB_MAXHP|SCB_DEF2|SCB_REGEN|SCB_ASPD|SCB_SPEED );
  508.  
  509. set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD );
  510. set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF );
  511. set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK );
  512. set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_BATK );
  513. set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF2 );
  514. set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
  515. set_sc( WM_POEMOFNETHERWORLD , SC_STOP , SI_NETHERWORLD , SCB_NONE );
  516. set_sc( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE );
  517. set_sc( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  518. set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE );
  519. set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_ASPD );
  520. set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE );
  521. set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD );
  522. set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
  523. set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP );
  524. set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_BATK|SCB_MATK );
  525. set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_BATK|SCB_MATK );
  526. set_sc( WM_UNLIMITED_HUMMING_VOICE, SC_UNLIMITEDHUMMINGVOICE, SI_UNLIMITEDHUMMINGVOICE, SCB_NONE );
  527.  
  528. set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  529. set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE );
  530. set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE );
  531. set_sc( SO_CLOUD_KILL , SC_POISON , SI_CLOUDKILL , SCB_NONE );
  532. set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI );
  533. set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE );
  534. set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE );
  535. set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE );
  536.  
  537. set_sc( GN_CARTBOOST , SC_GN_CARTBOOST, SI_CARTSBOOST , SCB_SPEED );
  538. set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE );
  539. set_sc( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE );
  540. set_sc( GN_WALLOFTHORN , SC_STOP , SI_BLANK , SCB_NONE );
  541. set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER, SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_NONE );
  542. set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_NONE );
  543. set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT );
  544.  
  545. set_sc( KO_YAMIKUMO , SC_HIDING , SI_HIDING , SCB_NONE );
  546. set_sc( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE );
  547.  
  548. set_sc( HLIF_AVOID , SC_AVOID , SI_BLANK , SCB_SPEED );
  549. set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT );
  550. set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
  551. set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE );
  552. set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , SCB_DEF );
  553. set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK );
  554.  
  555. add_sc( MER_CRASH , SC_STUN );
  556. set_sc( MER_PROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
  557. add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
  558. add_sc( MER_SIGHT , SC_SIGHT );
  559. set_sc( MER_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED );
  560. set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN );
  561. add_sc( MER_LEXDIVINA , SC_SILENCE );
  562. add_sc( MA_LANDMINE , SC_STUN );
  563. add_sc( MA_SANDMAN , SC_SLEEP );
  564. add_sc( MA_FREEZINGTRAP , SC_FREEZE );
  565. set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE );
  566. set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE );
  567. set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE );
  568. set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD );
  569. set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE );
  570. 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 );
  571. add_sc( ML_SPIRALPIERCE , SC_STOP );
  572. set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD );
  573. add_sc( ML_DEVOTION , SC_DEVOTION );
  574. set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE );
  575. set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
  576. set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED );
  577.  
  578. // Elemental Spirit summoner's 'side' status changes.
  579. set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION, SI_CIRCLE_OF_FIRE_OPTION, SCB_NONE );
  580. set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL );
  581. set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE );
  582. set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL );
  583. set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_MDEF|SCB_WATK|SCB_MATK|SCB_FLEE );
  584. set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
  585. set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL );
  586. set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE );
  587. set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
  588. set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL );
  589. set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
  590. set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK );
  591. set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK );
  592. set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK );
  593. set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK );
  594. set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK );
  595. set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK );
  596. set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_NONE );
  597. set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_NONE );
  598. set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_NONE );
  599. set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_NONE );
  600. set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_NONE );
  601. set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_NONE );
  602. set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL );
  603. set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF );
  604. set_sc( EL_ROCK_CRUSHER_ATK, SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED );
  605.  
  606. set_sc( GD_LEADERSHIP , SC_GUILDAURA , SI_BLANK , SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX );
  607. set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_BLANK , SCB_STR|SCB_INT|SCB_DEX );
  608. set_sc( GD_REGENERATION , SC_REGENERATION , SI_BLANK , SCB_REGEN );
  609.  
  610. // Storing the target job rather than simply SC_SPIRIT simplifies code later on.
  611. SkillStatusChangeTable[SL_ALCHEMIST] = (sc_type)MAPID_ALCHEMIST,
  612. SkillStatusChangeTable[SL_MONK] = (sc_type)MAPID_MONK,
  613. SkillStatusChangeTable[SL_STAR] = (sc_type)MAPID_STAR_GLADIATOR,
  614. SkillStatusChangeTable[SL_SAGE] = (sc_type)MAPID_SAGE,
  615. SkillStatusChangeTable[SL_CRUSADER] = (sc_type)MAPID_CRUSADER,
  616. SkillStatusChangeTable[SL_SUPERNOVICE] = (sc_type)MAPID_SUPER_NOVICE,
  617. SkillStatusChangeTable[SL_KNIGHT] = (sc_type)MAPID_KNIGHT,
  618. SkillStatusChangeTable[SL_WIZARD] = (sc_type)MAPID_WIZARD,
  619. SkillStatusChangeTable[SL_PRIEST] = (sc_type)MAPID_PRIEST,
  620. SkillStatusChangeTable[SL_BARDDANCER] = (sc_type)MAPID_BARDDANCER,
  621. SkillStatusChangeTable[SL_ROGUE] = (sc_type)MAPID_ROGUE,
  622. SkillStatusChangeTable[SL_ASSASIN] = (sc_type)MAPID_ASSASSIN,
  623. SkillStatusChangeTable[SL_BLACKSMITH] = (sc_type)MAPID_BLACKSMITH,
  624. SkillStatusChangeTable[SL_HUNTER] = (sc_type)MAPID_HUNTER,
  625. SkillStatusChangeTable[SL_SOULLINKER] = (sc_type)MAPID_SOUL_LINKER,
  626. SkillStatusChangeTable[SL_DEATHKNIGHT] = (sc_type)MAPID_DEATH_KNIGHT,
  627. SkillStatusChangeTable[SL_COLLECTOR] = (sc_type)MAPID_DARK_COLLECTOR,
  628. SkillStatusChangeTable[SL_NINJA] = (sc_type)MAPID_NINJA,
  629. SkillStatusChangeTable[SL_GUNNER] = (sc_type)MAPID_GUNSLINGER,
  630.  
  631. //Status that don't have a skill associated.
  632. StatusIconChangeTable[SC_WEIGHT50] = SI_WEIGHT50;
  633. StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90;
  634. StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0;
  635. StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1;
  636. StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2;
  637. StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY;
  638. StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE;
  639. StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1;
  640. StatusIconChangeTable[SC_COMBO] = SI_COMBOATTACK;
  641. StatusIconChangeTable[SC_INCSTR] = SI_INCSTR;
  642. StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT;
  643. StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION;
  644. StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR;
  645. StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI;
  646. StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT;
  647. StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT;
  648. StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX;
  649. StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK;
  650. StatusIconChangeTable[SC_FLEEFOOD]= SI_FOODFLEE;
  651. StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT;
  652. StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK;
  653. StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF;
  654. StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK;
  655. StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF;
  656. StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK;
  657. StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK;
  658. //Cash Items
  659. StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH;
  660. StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH;
  661. StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH;
  662. StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH;
  663. StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH;
  664. StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH;
  665. StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST;
  666. StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST;
  667. StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP;
  668. StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE;
  669. StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO;
  670. StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE;
  671. StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE;
  672. StatusIconChangeTable[SC_INCCRI] = SI_INCCRI;
  673. StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE;
  674. StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE;
  675. StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION;
  676. StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION;
  677. StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD;
  678. StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD;
  679. // Mercenary Bonus Effects
  680. StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP;
  681. StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP;
  682. StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP;
  683. StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP;
  684. StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP;
  685.  
  686. // Warlock Spheres
  687. StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1;
  688. StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2;
  689. StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3;
  690. StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4;
  691. StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5;
  692.  
  693. StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER;
  694. StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER;
  695. StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT;
  696. StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT;
  697.  
  698. StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY;
  699. StatusIconChangeTable[SC_TOXIN] = SI_TOXIN;
  700. StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE;
  701. StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED;
  702. StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM;
  703. StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT;
  704. StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA;
  705. StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE;
  706. StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND;
  707.  
  708. StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF;
  709. StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF;
  710. StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF;
  711. StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE;
  712.  
  713. StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY;
  714.  
  715. StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER;
  716.  
  717. StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE;
  718. StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER;
  719. StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB;
  720. StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB;
  721. StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY;
  722.  
  723. //Genetics New Food Items Status Icons
  724. StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK;
  725. StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD;
  726. StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ;
  727. StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA;
  728. StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED;
  729. StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES;
  730.  
  731. StatusIconChangeTable[SC_BOOST500] |= SI_BOOST500;
  732. StatusIconChangeTable[SC_FULL_SWING_K] |= SI_FULL_SWING_K;
  733. StatusIconChangeTable[SC_MANA_PLUS] |= SI_MANA_PLUS;
  734. StatusIconChangeTable[SC_MUSTLE_M] |= SI_MUSTLE_M;
  735. StatusIconChangeTable[SC_LIFE_FORCE_F] |= SI_LIFE_FORCE_F;
  736. StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] |= SI_EXTRACT_WHITE_POTION_Z;
  737. StatusIconChangeTable[SC_VITATA_500] |= SI_VITATA_500;
  738. StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] |= SI_EXTRACT_SALAMINE_JUICE;
  739.  
  740. // Elemental Spirit's 'side' status change icons.
  741. StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE;
  742. StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK;
  743. StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN;
  744. StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP;
  745. StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP;
  746. StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN;
  747. StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN;
  748. StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD;
  749. StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC;
  750. StatusIconChangeTable[SC_HEATER] = SI_HEATER;
  751. StatusIconChangeTable[SC_TROPIC] = SI_TROPIC;
  752. StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY;
  753. StatusIconChangeTable[SC_COOLER] = SI_COOLER;
  754. StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR;
  755. StatusIconChangeTable[SC_GUST] = SI_GUST;
  756. StatusIconChangeTable[SC_BLAST] = SI_BLAST;
  757. StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM;
  758. StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY;
  759. StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL;
  760. StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL;
  761.  
  762. //Other SC which are not necessarily associated to skills.
  763. StatusChangeFlagTable[SC_ASPDPOTION0] = SCB_ASPD;
  764. StatusChangeFlagTable[SC_ASPDPOTION1] = SCB_ASPD;
  765. StatusChangeFlagTable[SC_ASPDPOTION2] = SCB_ASPD;
  766. StatusChangeFlagTable[SC_ASPDPOTION3] = SCB_ASPD;
  767. StatusChangeFlagTable[SC_SPEEDUP0] = SCB_SPEED;
  768. StatusChangeFlagTable[SC_SPEEDUP1] = SCB_SPEED;
  769. StatusChangeFlagTable[SC_ATKPOTION] = SCB_BATK;
  770. StatusChangeFlagTable[SC_MATKPOTION] = SCB_MATK;
  771. StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  772. StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
  773. StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
  774. StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
  775. StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
  776. StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
  777. StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
  778. StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
  779. StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
  780. StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
  781. StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
  782. StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
  783. StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
  784. StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
  785. StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
  786. StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
  787. StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
  788. StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
  789. StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
  790. StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
  791. StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
  792. StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
  793. StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
  794. StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
  795. StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
  796. StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
  797. StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
  798. StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
  799. StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
  800. StatusChangeFlagTable[SC_ARMOR_ELEMENT] |= SCB_ALL;
  801. StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
  802. StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
  803. StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
  804. StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
  805. // Cash Items
  806. StatusChangeFlagTable[SC_FOOD_STR_CASH] = SCB_STR;
  807. StatusChangeFlagTable[SC_FOOD_AGI_CASH] = SCB_AGI;
  808. StatusChangeFlagTable[SC_FOOD_VIT_CASH] = SCB_VIT;
  809. StatusChangeFlagTable[SC_FOOD_DEX_CASH] = SCB_DEX;
  810. StatusChangeFlagTable[SC_FOOD_INT_CASH] = SCB_INT;
  811. StatusChangeFlagTable[SC_FOOD_LUK_CASH] = SCB_LUK;
  812. // Mercenary Bonus Effects
  813. StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
  814. StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
  815. StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
  816. StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
  817. StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
  818.  
  819. StatusChangeFlagTable[SC_STEALTHFIELD_MASTER] |= SCB_SPEED;
  820.  
  821. StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_ASPD|SCB_SPEED;
  822.  
  823. StatusChangeFlagTable[SC_PARALYSE] |= SCB_ASPD|SCB_FLEE; // |SCB_SPEED; Speed Part is not working currently on Kro
  824. StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
  825. StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
  826. StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
  827. StatusChangeFlagTable[SC_PYREXIA] |= SCB_FLEE|SCB_HIT;
  828. StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
  829.  
  830. StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
  831. StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF2;
  832. StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
  833.  
  834. StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
  835. StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
  836. StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
  837. StatusChangeFlagTable[SC_BANANA_BOMB] = SCB_LUK;
  838.  
  839. //Genetics New Food Items.
  840. StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
  841. StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
  842. StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
  843. StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
  844. StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
  845. StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
  846.  
  847. StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
  848. StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
  849. StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
  850. StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
  851. StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
  852. StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
  853. StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN;
  854. StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
  855.  
  856. if( !battle_config.display_hallucination ) //Disable Hallucination.
  857. StatusIconChangeTable[SC_HALLUCINATION] = SI_BLANK;
  858. }
  859.  
  860. static void initDummyData(void)
  861. {
  862. memset(&dummy_status, 0, sizeof(dummy_status));
  863. dummy_status.hp =
  864. dummy_status.max_hp =
  865. dummy_status.max_sp =
  866. dummy_status.str =
  867. dummy_status.agi =
  868. dummy_status.vit =
  869. dummy_status.int_ =
  870. dummy_status.dex =
  871. dummy_status.luk =
  872. dummy_status.hit = 1;
  873. dummy_status.speed = 2000;
  874. dummy_status.adelay = 4000;
  875. dummy_status.amotion = 2000;
  876. dummy_status.dmotion = 2000;
  877. dummy_status.ele_lv = 1; //Min elemental level.
  878. dummy_status.mode = MD_CANMOVE;
  879. }
  880.  
  881. /*==========================================
  882. * ¸˜Bƒ{[ƒiƒX
  883. *------------------------------------------*/
  884. int status_getrefinebonus(int lv,int type)
  885. {
  886. if (lv >= 0 && lv < 5 && type >= 0 && type < 3)
  887. return refinebonus[lv][type];
  888. return 0;
  889. }
  890.  
  891. //Sets HP to given value. Flag is the flag passed to status_heal in case
  892. //final value is higher than current (use 2 to make a healing effect display
  893. //on players) It will always succeed (overrides Berserk block), but it can't kill.
  894. int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
  895. {
  896. struct status_data *status;
  897. if (hp < 1) return 0;
  898. status = status_get_status_data(bl);
  899. if (status == &dummy_status)
  900. return 0;
  901.  
  902. if (hp > status->max_hp) hp = status->max_hp;
  903. if (hp == status->hp) return 0;
  904. if (hp > status->hp)
  905. return status_heal(bl, hp - status->hp, 0, 1|flag);
  906. return status_zap(bl, status->hp - hp, 0);
  907. }
  908.  
  909. //Sets SP to given value. Flag is the flag passed to status_heal in case
  910. //final value is higher than current (use 2 to make a healing effect display
  911. //on players)
  912. int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
  913. {
  914. struct status_data *status;
  915.  
  916. status = status_get_status_data(bl);
  917. if (status == &dummy_status)
  918. return 0;
  919.  
  920. if (sp > status->max_sp) sp = status->max_sp;
  921. if (sp == status->sp) return 0;
  922. if (sp > status->sp)
  923. return status_heal(bl, 0, sp - status->sp, 1|flag);
  924. return status_zap(bl, 0, status->sp - sp);
  925. }
  926.  
  927. int status_charge(struct block_list* bl, int hp, int sp)
  928. {
  929. if(!(bl->type&BL_CONSUME))
  930. return hp+sp; //Assume all was charged so there are no 'not enough' fails.
  931. return status_damage(NULL, bl, hp, sp, 0, 3);
  932. }
  933.  
  934. //Inflicts damage on the target with the according walkdelay.
  935. //If flag&1, damage is passive and does not triggers cancelling status changes.
  936. //If flag&2, fail if target does not has enough to substract.
  937. //If flag&4, if killed, mob must not give exp/loot.
  938. //If flag&8, sp loss on dead target.
  939. //If flag&16, cancel casting on damage
  940. //If flag&32, damage redirected by ShadowForm.
  941. int status_damage(struct block_list *src,struct block_list *target,int hp, int sp, int walkdelay, int flag)
  942. {
  943. struct status_data *status;
  944. struct status_change *sc;
  945.  
  946. if(sp && !(target->type&BL_CONSUME))
  947. sp = 0; //Not a valid SP target.
  948.  
  949. if (hp < 0) { //Assume absorbed damage.
  950. status_heal(target, cap_value(-hp, INT_MIN, INT_MAX), 0, 1);
  951. hp = 0;
  952. }
  953.  
  954. if (sp < 0) {
  955. status_heal(target, 0, cap_value(-sp, INT_MIN, INT_MAX), 1);
  956. sp = 0;
  957. }
  958.  
  959. if (!hp && !sp)
  960. return 0;
  961.  
  962. if (target->type == BL_SKILL)
  963. return skill_unit_ondamaged((struct skill_unit *)target, src, hp, gettick());
  964.  
  965. status = status_get_status_data(target);
  966. if( status == &dummy_status )
  967. return 0;
  968.  
  969. if( !status->hp )
  970. flag |= 8;
  971.  
  972. // Let through. battle.c/skill.c have the whole logic of when it's possible or
  973. // not to hurt someone (and this check breaks pet catching) [Skotlex]
  974. // if (!target->prev && !(flag&2))
  975. // return 0; //Cannot damage a bl not on a map, except when "charging" hp/sp
  976.  
  977. sc = status_get_sc(target);
  978. if( battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  979. hp = 1;
  980.  
  981. if( hp && flag&32 )
  982. {
  983. if( sc && sc->data[SC_REFLECTDAMAGE] )
  984. {
  985. int rdamage = battle_calc_return_damage(src,target,&hp,BF_SHORT);
  986. if( src != target )
  987. map_foreachinrange(battle_damage_area,target,skill_get_splash(LG_REFLECTDAMAGE,1),BL_CHAR,gettick(),target,status_get_amotion(src),status_get_dmotion(src),rdamage,status->race);
  988. }
  989. }
  990.  
  991. if( hp && !(flag&(1|8)) ) {
  992. if( sc ) {
  993. struct status_change_entry *sce;
  994. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  995. status_change_end(target, SC_STONE, INVALID_TIMER);
  996. status_change_end(target, SC_FREEZE, INVALID_TIMER);
  997. status_change_end(target, SC_SLEEP, INVALID_TIMER);
  998. status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
  999. status_change_end(target, SC_CONFUSION, INVALID_TIMER);
  1000. status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
  1001. status_change_end(target, SC_HIDING, INVALID_TIMER);
  1002. status_change_end(target, SC_CLOAKING, INVALID_TIMER);
  1003. status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
  1004. status_change_end(target,SC_CAMOUFLAGE,-1);
  1005. status_change_end(target,SC__INVISIBILITY,-1);
  1006. if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
  1007. //Endure count is only reduced by non-players on non-gvg maps.
  1008. //val4 signals infinite endure. [Skotlex]
  1009. if (src && src->type != BL_PC && !map_flag_gvg(target->m) && !map[target->m].flag.battleground && --(sce->val2) < 0)
  1010. status_change_end(target, SC_ENDURE, INVALID_TIMER);
  1011. }
  1012. if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF)
  1013. {
  1014. struct skill_unit_group* sg = skill_id2group(sce->val4);
  1015. if (sg) {
  1016. skill_delunitgroup(sg);
  1017. sce->val4 = 0;
  1018. status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
  1019. }
  1020. }
  1021. if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
  1022. status_change_end(target, SC_DANCING, INVALID_TIMER);
  1023. if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
  1024. status_change_end(target,SC_CLOAKINGEXCEED,-1);
  1025. }
  1026. unit_skillcastcancel(target,(flag&16)?0:2);
  1027. }
  1028.  
  1029. if ((unsigned int)hp >= status->hp) {
  1030. if (flag&2) return 0;
  1031. hp = status->hp;
  1032. }
  1033.  
  1034. if ((unsigned int)sp > status->sp) {
  1035. if (flag&2) return 0;
  1036. sp = status->sp;
  1037. }
  1038.  
  1039. status->hp-= hp;
  1040. status->sp-= sp;
  1041.  
  1042. if (sc && hp && status->hp) {
  1043. if (sc->data[SC_AUTOBERSERK] &&
  1044. (!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
  1045. status->hp < status->max_hp>>2)
  1046. sc_start4(target,SC_PROVOKE,100,10,1,0,0,0);
  1047. if (sc->data[SC_BERSERK] && status->hp <= 100)
  1048. status_change_end(target, SC_BERSERK, INVALID_TIMER);
  1049. if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
  1050. status_change_end(target, SC_RAISINGDRAGON, -1);
  1051. if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
  1052. status_change_end(target, SC_SATURDAYNIGHTFEVER, -1);
  1053. }
  1054.  
  1055. switch (target->type)
  1056. {
  1057. case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
  1058. case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
  1059. case BL_HOM: merc_damage((TBL_HOM*)target,src,hp,sp); break;
  1060. case BL_MER: mercenary_damage((TBL_MER*)target,src,hp,sp); break;
  1061. case BL_ELEM: elemental_damage((TBL_ELEM*)target,src,hp,sp); break;
  1062. }
  1063.  
  1064. if( status->hp || flag&8 )
  1065. { //Still lives or has been dead before this damage.
  1066. if (walkdelay)
  1067. unit_set_walkdelay(target, gettick(), walkdelay, 0);
  1068. return hp+sp;
  1069. }
  1070.  
  1071. status->hp = 1; //To let the dead function cast skills and all that.
  1072. //NOTE: These dead functions should return: [Skotlex]
  1073. //0: Death cancelled, auto-revived.
  1074. //Non-zero: Standard death. Clear status, cancel move/attack, etc
  1075. //&2: Also remove object from map.
  1076. //&4: Also delete object from memory.
  1077. switch( target->type )
  1078. {
  1079. case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
  1080. case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
  1081. case BL_HOM: flag = merc_hom_dead((TBL_HOM*)target,src); break;
  1082. case BL_MER: flag = mercenary_dead((TBL_MER*)target,src); break;
  1083. case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target,src); break;
  1084. default: //Unhandled case, do nothing to object.
  1085. flag = 0;
  1086. break;
  1087. }
  1088.  
  1089. if(!flag) //Death cancelled.
  1090. return hp+sp;
  1091.  
  1092. //Normal death
  1093. status->hp = 0;
  1094. if (battle_config.clear_unit_ondeath &&
  1095. battle_config.clear_unit_ondeath&target->type)
  1096. skill_clear_unitgroup(target);
  1097.  
  1098. if(target->type&BL_REGEN)
  1099. { //Reset regen ticks.
  1100. struct regen_data *regen = status_get_regen_data(target);
  1101. if (regen) {
  1102. memset(&regen->tick, 0, sizeof(regen->tick));
  1103. if (regen->sregen)
  1104. memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
  1105. if (regen->ssregen)
  1106. memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
  1107. }
  1108. }
  1109.  
  1110. if( !(flag&8) && sc && sc->data[SC_KAIZEL] )
  1111. { //flag&8 = disable Kaizel
  1112. int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
  1113. //Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
  1114. if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover == 1 )
  1115. status_revive(target, 100, 100);
  1116. else
  1117. status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
  1118. status_change_clear(target,0);
  1119. clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
  1120. sc_start(target,status_skill2sc(PR_KYRIE),100,10,time);
  1121.  
  1122. if( target->type == BL_MOB )
  1123. ((TBL_MOB*)target)->state.rebirth = 1;
  1124.  
  1125. return hp+sp;
  1126. }
  1127.  
  1128. if( target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*)target)->state.rebirth )
  1129. {// Ensure the monster has not already rebirthed before doing so.
  1130. status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
  1131. status_change_clear(target,0);
  1132. ((TBL_MOB*)target)->state.rebirth = 1;
  1133.  
  1134. return hp+sp;
  1135. }
  1136.  
  1137. status_change_clear(target,0);
  1138.  
  1139. if(flag&4) //Delete from memory. (also invokes map removal code)
  1140. unit_free(target,CLR_DEAD);
  1141. else
  1142. if(flag&2) //remove from map
  1143. unit_remove_map(target,CLR_DEAD);
  1144. else
  1145. { //Some death states that would normally be handled by unit_remove_map
  1146. unit_stop_attack(target);
  1147. unit_stop_walking(target,1);
  1148. unit_skillcastcancel(target,0);
  1149. clif_clearunit_area(target,CLR_DEAD);
  1150. skill_unit_move(target,gettick(),4);
  1151. skill_cleartimerskill(target);
  1152. }
  1153.  
  1154. return hp+sp;
  1155. }
  1156.  
  1157. //Heals a character. If flag&1, this is forced healing (otherwise stuff like Berserk can block it)
  1158. //If flag&2, when the player is healed, show the HP/SP heal effect.
  1159. int status_heal(struct block_list *bl,int hp,int sp, int flag)
  1160. {
  1161. struct status_data *status;
  1162. struct status_change *sc;
  1163.  
  1164. status = status_get_status_data(bl);
  1165.  
  1166. if (status == &dummy_status || !status->hp)
  1167. return 0;
  1168.  
  1169. sc = status_get_sc(bl);
  1170. if (sc && !sc->count)
  1171. sc = NULL;
  1172.  
  1173. if (hp < 0) {
  1174. status_damage(NULL, bl, cap_value(-hp, INT_MIN, INT_MAX), 0, 0, 1);
  1175. hp = 0;
  1176. }
  1177.  
  1178. if(hp) {
  1179. if (!(flag&1) && sc && (sc->data[SC_BERSERK]))
  1180. hp = 0;
  1181.  
  1182. if((unsigned int)hp > status->max_hp - status->hp)
  1183. hp = status->max_hp - status->hp;
  1184. }
  1185.  
  1186. if(sp < 0) {
  1187. status_damage(NULL, bl, 0, cap_value(-sp, INT_MIN, INT_MAX), 0, 1);
  1188. sp = 0;
  1189. }
  1190.  
  1191. if(sp) {
  1192. if((unsigned int)sp > status->max_sp - status->sp)
  1193. sp = status->max_sp - status->sp;
  1194. }
  1195.  
  1196. if(!sp && !hp) return 0;
  1197.  
  1198. status->hp+= hp;
  1199. status->sp+= sp;
  1200.  
  1201. if(hp && sc &&
  1202. sc->data[SC_AUTOBERSERK] &&
  1203. sc->data[SC_PROVOKE] &&
  1204. sc->data[SC_PROVOKE]->val2==1 &&
  1205. status->hp>=status->max_hp>>2
  1206. ) //End auto berserk.
  1207. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  1208.  
  1209. // send hp update to client
  1210. switch(bl->type) {
  1211. case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag&2?1:0); break;
  1212. case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
  1213. case BL_HOM: merc_hom_heal((TBL_HOM*)bl,hp,sp); break;
  1214. case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
  1215. case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
  1216. }
  1217.  
  1218. return hp+sp;
  1219. }
  1220.  
  1221. //Does percentual non-flinching damage/heal. If mob is killed this way,
  1222. //no exp/drops will be awarded if there is no src (or src is target)
  1223. //If rates are > 0, percent is of current HP/SP
  1224. //If rates are < 0, percent is of max HP/SP
  1225. //If !flag, this is heal, otherwise it is damage.
  1226. //Furthermore, if flag==2, then the target must not die from the substraction.
  1227. int status_percent_change(struct block_list *src,struct block_list *target,signed char hp_rate, signed char sp_rate, int flag)
  1228. {
  1229. struct status_data *status;
  1230. unsigned int hp =0, sp = 0;
  1231.  
  1232. status = status_get_status_data(target);
  1233.  
  1234. //Change the equation when the values are high enough to discard the
  1235. //imprecision in exchange of overflow protection [Skotlex]
  1236. //Also add 100% checks since those are the most used cases where we don't
  1237. //want aproximation errors.
  1238. if (hp_rate > 99)
  1239. hp = status->hp;
  1240. else if (hp_rate > 0)
  1241. hp = status->hp>10000?
  1242. hp_rate*(status->hp/100):
  1243. (hp_rate*status->hp)/100;
  1244. else if (hp_rate < -99)
  1245. hp = status->max_hp;
  1246. else if (hp_rate < 0)
  1247. hp = status->max_hp>10000?
  1248. (-hp_rate)*(status->max_hp/100):
  1249. (-hp_rate*status->max_hp)/100;
  1250. if (hp_rate && !hp)
  1251. hp = 1;
  1252.  
  1253. if (flag == 2 && hp >= status->hp)
  1254. hp = status->hp-1; //Must not kill target.
  1255.  
  1256. //Should be safe to not do overflow protection here, noone should have
  1257. //millions upon millions of SP
  1258. if (sp_rate > 99)
  1259. sp = status->sp;
  1260. else if (sp_rate > 0)
  1261. sp = (sp_rate*status->sp)/100;
  1262. else if (sp_rate < -99)
  1263. sp = status->max_sp;
  1264. else if (sp_rate < 0)
  1265. sp = (-sp_rate)*status->max_sp/100;
  1266. if (sp_rate && !sp)
  1267. sp = 1;
  1268.  
  1269. //Ugly check in case damage dealt is too much for the received args of
  1270. //status_heal / status_damage. [Skotlex]
  1271. if (hp > INT_MAX) {
  1272. hp -= INT_MAX;
  1273. if (flag)
  1274. status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
  1275. else
  1276. status_heal(target, INT_MAX, 0, 0);
  1277. }
  1278. if (sp > INT_MAX) {
  1279. sp -= INT_MAX;
  1280. if (flag)
  1281. status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
  1282. else
  1283. status_heal(target, 0, INT_MAX, 0);
  1284. }
  1285. if (flag)
  1286. return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
  1287. return status_heal(target, hp, sp, 0);
  1288. }
  1289.  
  1290. int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
  1291. {
  1292. struct status_data *status;
  1293. unsigned int hp, sp;
  1294. if (!status_isdead(bl)) return 0;
  1295.  
  1296. status = status_get_status_data(bl);
  1297. if (status == &dummy_status)
  1298. return 0; //Invalid target.
  1299.  
  1300. hp = status->max_hp * per_hp/100;
  1301. sp = status->max_sp * per_sp/100;
  1302.  
  1303. if(hp > status->max_hp - status->hp)
  1304. hp = status->max_hp - status->hp;
  1305. else if (per_hp && !hp)
  1306. hp = 1;
  1307.  
  1308. if(sp > status->max_sp - status->sp)
  1309. sp = status->max_sp - status->sp;
  1310. else if (per_sp && !sp)
  1311. sp = 1;
  1312.  
  1313. status->hp += hp;
  1314. status->sp += sp;
  1315.  
  1316. if (bl->prev) //Animation only if character is already on a map.
  1317. clif_resurrection(bl, 1);
  1318. switch (bl->type) {
  1319. case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
  1320. case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
  1321. case BL_HOM: merc_hom_revive((TBL_HOM*)bl, hp, sp); break;
  1322. }
  1323. return 1;
  1324. }
  1325.  
  1326. /*==========================================
  1327. * Checks whether the src can use the skill on the target,
  1328. * taking into account status/option of both source/target. [Skotlex]
  1329. * flag:
  1330. * 0 - Trying to use skill on target.
  1331. * 1 - Cast bar is done.
  1332. * 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones.
  1333. * src MAY be null to indicate we shouldn't check it, this is a ground-based skill attack.
  1334. * target MAY Be null, in which case the checks are only to see
  1335. * whether the source can cast or not the skill on the ground.
  1336. *------------------------------------------*/
  1337. int status_check_skilluse(struct block_list *src, struct block_list *target, int skill_num, int skill_lv, int flag)
  1338. {
  1339. struct status_data *status;
  1340. struct status_change *sc=NULL, *tsc;
  1341. int hide_flag;
  1342.  
  1343. status = src?status_get_status_data(src):&dummy_status;
  1344.  
  1345. if (src && status_isdead(src))
  1346. return 0;
  1347.  
  1348. if (!skill_num) { //Normal attack checks.
  1349. if (!(status->mode&MD_CANATTACK))
  1350. return 0; //This mode is only needed for melee attacking.
  1351. //Dead state is not checked for skills as some skills can be used
  1352. //on dead characters, said checks are left to skill.c [Skotlex]
  1353. if (target && status_isdead(target))
  1354. return 0;
  1355. if( (sc = status_get_sc(src)) && sc->data[SC_CRYSTALIZE] )
  1356. return 0;
  1357. }
  1358.  
  1359. if (skill_num == PA_PRESSURE && flag && target) {
  1360. //Gloria Avoids pretty much everything....
  1361. tsc = status_get_sc(target);
  1362. if(tsc && tsc->option&OPTION_HIDE)
  1363. return 0;
  1364. return 1;
  1365. }
  1366.  
  1367. if( skill_num == GN_WALLOFTHORN && target && status_isdead(target) )
  1368. return 0;
  1369.  
  1370. //Should fail when used on top of Land Protector [Skotlex]
  1371. if( src && skill_num == AL_TELEPORT && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
  1372. && !(status->mode&MD_BOSS) && (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num) )
  1373. return 0;
  1374.  
  1375. if( src ) sc = status_get_sc(src);
  1376.  
  1377. if( sc && sc->count )
  1378. {
  1379. if( sc->opt1 >0 && sc->opt1 != OPT1_BURNING && skill_num != SR_GENTLETOUCH_CURE )
  1380. { //Stuned/Frozen/etc
  1381. if (flag != 1) //Can't cast, casted stuff can't damage.
  1382. return 0;
  1383. if (!(skill_get_inf(skill_num)&INF_GROUND_SKILL))
  1384. return 0; //Targetted spells can't come off.
  1385. }
  1386.  
  1387. if (
  1388. (sc->data[SC_TRICKDEAD] && skill_num != NV_TRICKDEAD)
  1389. || ((sc->data[SC_AUTOCOUNTER] || sc->data[SC_DEATHBOUND]) && !flag)
  1390. || (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_num != PA_GOSPEL)
  1391. || (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF && flag != 2)
  1392. )
  1393. return 0;
  1394.  
  1395. if (sc->data[SC_WINKCHARM] && target && !flag)
  1396. { //Prevents skill usage
  1397. clif_emotion(src, E_LV);
  1398. return 0;
  1399. }
  1400.  
  1401. if (sc->data[SC_BLADESTOP]) {
  1402. switch (sc->data[SC_BLADESTOP]->val1)
  1403. {
  1404. case 5: if (skill_num == MO_EXTREMITYFIST) break;
  1405. case 4: if (skill_num == MO_CHAINCOMBO) break;
  1406. case 3: if (skill_num == MO_INVESTIGATE) break;
  1407. case 2: if (skill_num == MO_FINGEROFFENSIVE) break;
  1408. default: return 0;
  1409. }
  1410. }
  1411.  
  1412. if (sc->data[SC_DANCING] && flag!=2)
  1413. {
  1414. if( src->type == BL_PC && skill_num >= WA_SWING_DANCE && skill_num <= WM_UNLIMITED_HUMMING_VOICE )
  1415. { // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.v
  1416. if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
  1417. return 0;
  1418. }
  1419. else if(sc->data[SC_LONGING])
  1420. { //Allow everything except dancing/re-dancing. [Skotlex]
  1421. if (skill_num == BD_ENCORE ||
  1422. skill_get_inf2(skill_num)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
  1423. )
  1424. return 0;
  1425. } else
  1426. switch (skill_num) {
  1427. case BD_ADAPTATION:
  1428. case CG_LONGINGFREEDOM:
  1429. case BA_MUSICALSTRIKE:
  1430. case DC_THROWARROW:
  1431. break;
  1432. default:
  1433. return 0;
  1434. }
  1435. if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_num == BD_ADAPTATION)
  1436. return 0; //Can't amp out of Wand of Hermode :/ [Skotlex]
  1437. }
  1438.  
  1439. if (skill_num && //Do not block item-casted skills.
  1440. (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_num)
  1441. ) { //Skills blocked through status changes...
  1442. if (!flag && ( //Blocked only from using the skill (stuff like autospell may still go through
  1443. sc->data[SC_SILENCE] ||
  1444. (sc->data[SC_MARIONETTE] && skill_num != CG_MARIONETTE) || //Only skill you can use is marionette again to cancel it
  1445. (sc->data[SC_MARIONETTE2] && skill_num == CG_MARIONETTE) || //Cannot use marionette if you are being buffed by another
  1446. sc->data[SC_STEELBODY] ||
  1447. sc->data[SC_BERSERK] ||
  1448. sc->data[SC_OBLIVIONCURSE] ||
  1449. sc->data[SC_WHITEIMPRISON] ||
  1450. (sc->data[SC_STASIS] && skill_stasis_check(src, sc->data[SC_STASIS]->val2, skill_num)) ||
  1451. sc->data[SC__INVISIBILITY] ||
  1452. sc->data[SC_CRYSTALIZE] ||
  1453. sc->data[SC__IGNORANCE] || // Target afflicted with this debuff cannot use skills or magic.
  1454. sc->data[SC_DEEPSLEEP] ||
  1455. sc->data[SC_SATURDAYNIGHTFEVER] ||
  1456. sc->data[SC_CURSEDCIRCLE_TARGET]
  1457. ))
  1458. return 0;
  1459.  
  1460. //Skill blocking.
  1461. if (
  1462. (sc->data[SC_VOLCANO] && skill_num == WZ_ICEWALL) ||
  1463. (sc->data[SC_ROKISWEIL] && skill_num != BD_ADAPTATION) ||
  1464. (sc->data[SC_HERMODE] && skill_get_inf(skill_num) & INF_SUPPORT_SKILL) ||
  1465. (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
  1466. )
  1467. return 0;
  1468.  
  1469. if( sc->data[SC__MANHOLE] || ((tsc = status_get_sc(target)) && tsc->data[SC__MANHOLE]) )
  1470. {
  1471. switch(skill_num)
  1472. {
  1473. // Skills that can be used even under Man Hole effects.
  1474. case SC_SHADOWFORM:
  1475. case SC_STRIPACCESSARY:
  1476. break;
  1477. default:
  1478. return 0;
  1479. }
  1480. }
  1481. }
  1482. }
  1483. // Check for src's status changes
  1484. if( sc && sc->option )
  1485. {
  1486. if (sc->option&OPTION_HIDE)
  1487. switch (skill_num) { //Usable skills while hiding.
  1488. case TF_HIDING:
  1489. case AS_GRIMTOOTH:
  1490. case RG_BACKSTAP:
  1491. case RG_RAID:
  1492. case NJ_SHADOWJUMP:
  1493. case NJ_KIRIKAGE:
  1494. case KO_YAMIKUMO:
  1495. break;
  1496. default:
  1497. //Non players can use all skills while hidden.
  1498. if (!skill_num || src->type == BL_PC)
  1499. return 0;
  1500. }
  1501. if (sc->option&OPTION_CHASEWALK && skill_num != ST_CHASEWALK)
  1502. return 0;
  1503. if (sc->option&OPTION_RIDING_WUG && ((TBL_PC*)src)->skillitem != skill_num)//Only usable skill while riding warg.
  1504. switch( skill_num )
  1505. {
  1506. case HT_ANKLESNARE: case HT_SHOCKWAVE:
  1507. case HT_SANDMAN: case HT_FLASHER:
  1508. case HT_FREEZINGTRAP: case HT_BLASTMINE:
  1509. case HT_CLAYMORETRAP: case HT_TALKIEBOX:
  1510. case RA_DETONATOR: case RA_ELECTRICSHOCKER:
  1511. case RA_CLUSTERBOMB: case RA_WUGRIDER:
  1512. case RA_WUGDASH: case RA_WUGSTRIKE:
  1513. case RA_MAGENTATRAP: case RA_COBALTTRAP:
  1514. case RA_MAIZETRAP: case RA_VERDURETRAP:
  1515. case RA_FIRINGTRAP: case RA_ICEBOUNDTRAP:
  1516. break;
  1517. default:
  1518. return 0;
  1519. }
  1520. if( sc->option&OPTION_MADO && ((TBL_PC*)src)->skillitem != skill_num )
  1521. {
  1522. switch( skill_num )
  1523. { //Blacksmiths and Mastersmiths skills are unusable when Mado is equipped. [Jobbie]
  1524. case BS_REPAIRWEAPON: case WS_MELTDOWN:
  1525. case BS_HAMMERFALL: case WS_CARTBOOST:
  1526. case BS_ADRENALINE: case WS_WEAPONREFINE:
  1527. case BS_WEAPONPERFECT: case WS_CARTTERMINATION:
  1528. case BS_OVERTHRUST: case WS_OVERTHRUSTMAX:
  1529. case BS_MAXIMIZE:
  1530. case BS_ADRENALINE2:
  1531. case BS_UNFAIRLYTRICK:
  1532. case BS_GREED:
  1533. return 0;
  1534. default: //Only Mechanic exlcusive skill can be used.
  1535. break;
  1536. }
  1537. }
  1538. }
  1539. if( target == NULL || target == src ) //No further checking needed.
  1540. return 1;
  1541.  
  1542. tsc = status_get_sc(target);
  1543.  
  1544. // Check for target's status changes.
  1545. if( tsc && tsc->count )
  1546. {
  1547. if( !skill_num && !(status->mode&MD_BOSS) && tsc->data[SC_TRICKDEAD] )
  1548. return 0;
  1549. if( (skill_num == WZ_STORMGUST || skill_num == NJ_HYOUSYOURAKU)
  1550. && tsc->data[SC_FREEZE] )
  1551. return 0;
  1552. if( skill_num == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)) )
  1553. return 0;
  1554. }
  1555.  
  1556. //If targetting, cloak+hide protect you, otherwise only hiding does.
  1557. hide_flag = flag ? OPTION_HIDE : (OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
  1558.  
  1559. //You cannot hide from ground skills.
  1560. if( skill_get_ele(skill_num, (skill_lv) ? skill_lv : 1) == ELE_EARTH )
  1561. hide_flag &= ~OPTION_HIDE;
  1562.  
  1563. switch( target->type )
  1564. {
  1565. case BL_PC:
  1566. {
  1567. struct map_session_data *sd = (TBL_PC*) target;
  1568. if( pc_isinvisible(sd) )
  1569. return 0;
  1570. if( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && (((TBL_PC*)target)->special_state.perfect_hiding || (status->mode&MD_DETECTOR)))
  1571. return 0;
  1572. if( tsc->option&hide_flag && !(status->mode&MD_BOSS) && (sd->special_state.perfect_hiding || !(status->mode&MD_DETECTOR)))
  1573. return 0;
  1574. if( tsc->data[SC_CAMOUFLAGE] && !(status->mode&(MD_BOSS|MD_DETECTOR)) && !skill_num )
  1575. return 0;
  1576. if( tsc->data[SC_STEALTHFIELD] )
  1577. return 0;
  1578. if( sc && sc->data[SC_CURSEDCIRCLE_TARGET] )
  1579. return 0;
  1580. }
  1581. break;
  1582. case BL_ITEM: //Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
  1583. //TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
  1584. if( status->mode&MD_LOOTER )
  1585. return 1;
  1586. return 0;
  1587. case BL_HOM:
  1588. case BL_MER:
  1589. case BL_ELEM:
  1590. 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 )
  1591. return 0; // Can't use support skills on Homunculus (only Master/Self)
  1592. if( target->type == BL_MER && (skill_num == PR_ASPERSIO || (skill_num >= SA_FLAMELAUNCHER && skill_num <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
  1593. return 0; // Can't use Weapon endow skills on Mercenary (only Master)
  1594. if( (target->type == BL_MER || target->type == BL_ELEM) && skill_num == AM_POTIONPITCHER )
  1595. return 0; // Can't use Potion Pitcher on Mercenaries
  1596. default:
  1597. //Check for chase-walk/hiding/cloaking opponents.
  1598. if( tsc )
  1599. {
  1600. if( tsc->option&hide_flag && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1601. return 0;
  1602. if( tsc->data[SC_STEALTHFIELD] )
  1603. return 0;
  1604. }
  1605. }
  1606. return 1;
  1607. }
  1608.  
  1609. //Checks whether the source can see and chase target.
  1610. int status_check_visibility(struct block_list *src, struct block_list *target)
  1611. {
  1612. int view_range;
  1613. struct status_data* status = status_get_status_data(src);
  1614. struct status_change* tsc = status_get_sc(target);
  1615. switch (src->type) {
  1616. case BL_MOB:
  1617. view_range = ((TBL_MOB*)src)->min_chase;
  1618. break;
  1619. case BL_PET:
  1620. view_range = ((TBL_PET*)src)->db->range2;
  1621. break;
  1622. default:
  1623. view_range = AREA_SIZE;
  1624. }
  1625.  
  1626. if (src->m != target->m || !check_distance_bl(src, target, view_range))
  1627. return 0;
  1628. if( tsc && tsc->data[SC_STEALTHFIELD] )
  1629. return 0;
  1630.  
  1631. switch (target->type)
  1632. { //Check for chase-walk/hiding/cloaking opponents.
  1633. case BL_PC:
  1634. if( tsc->data[SC_CLOAKINGEXCEED] && !(status->mode&MD_BOSS) && (((TBL_PC*)target)->special_state.perfect_hiding || (status->mode&MD_DETECTOR)))
  1635. return 0;
  1636. if( (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC__INVISIBILITY] || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&MD_BOSS) &&
  1637. ( ((TBL_PC*)target)->special_state.perfect_hiding || !(status->mode&MD_DETECTOR) ) )
  1638. return 0;
  1639. break;
  1640. default:
  1641. if( tsc && (tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || tsc->data[SC_CAMOUFLAGE]) && !(status->mode&(MD_BOSS|MD_DETECTOR)) )
  1642. return 0;
  1643. }
  1644.  
  1645. return 1;
  1646. }
  1647.  
  1648. // Basic ASPD value
  1649. int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
  1650. {
  1651. int amotion;
  1652.  
  1653. // base weapon delay
  1654. amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
  1655. ? (aspd_base[pc_class2idx(sd->status.class_)][sd->status.weapon]) // single weapon
  1656. : (aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype1] + aspd_base[pc_class2idx(sd->status.class_)][sd->weapontype2])*7/10; // dual-wield
  1657.  
  1658. // percentual delay reduction from stats
  1659. amotion-= amotion * (4*status->agi + status->dex)/1000;
  1660.  
  1661. // raw delay adjustment from bAspd bonus
  1662. amotion+= sd->aspd_add;
  1663.  
  1664. amotion += amotion * pc_checkskill(sd, GN_TRAINING_SWORD) / 100; // Note: Does GN_TRAINING_SWORD affect aspd? [Xazax]
  1665.  
  1666. return amotion;
  1667. }
  1668.  
  1669. static unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status)
  1670. {
  1671. int flag = 0, str, dex, dstr;
  1672.  
  1673. if(!(bl->type&battle_config.enable_baseatk))
  1674. return 0;
  1675.  
  1676. if (bl->type == BL_PC)
  1677. switch(((TBL_PC*)bl)->status.weapon){
  1678. case W_BOW:
  1679. case W_MUSICAL:
  1680. case W_WHIP:
  1681. case W_REVOLVER:
  1682. case W_RIFLE:
  1683. case W_GATLING:
  1684. case W_SHOTGUN:
  1685. case W_GRENADE:
  1686. flag = 1;
  1687. }
  1688. if (flag) {
  1689. str = status->dex;
  1690. dex = status->str;
  1691. } else {
  1692. str = status->str;
  1693. dex = status->dex;
  1694. }
  1695. //Normally only players have base-atk, but homunc have a different batk
  1696. // equation, hinting that perhaps non-players should use this for batk.
  1697. // [Skotlex]
  1698. dstr = str/10;
  1699. str += dstr*dstr;
  1700. if (bl->type == BL_PC)
  1701. str+= dex/5 + status->luk/5;
  1702. return cap_value(str, 0, USHRT_MAX);
  1703. }
  1704.  
  1705. #define status_base_matk_max(status) (status->int_+(status->int_/5)*(status->int_/5))
  1706. #define status_base_matk_min(status) (status->int_+(status->int_/7)*(status->int_/7))
  1707.  
  1708. //Fills in the misc data that can be calculated from the other status info (except for level)
  1709. void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
  1710. {
  1711. //Non players get the value set, players need to stack with previous bonuses.
  1712. if( bl->type != BL_PC )
  1713. status->batk =
  1714. status->hit = status->flee =
  1715. status->def2 = status->mdef2 =
  1716. status->cri = status->flee2 = 0;
  1717.  
  1718. status->matk_min = status_base_matk_min(status);
  1719. status->matk_max = status_base_matk_max(status);
  1720.  
  1721. status->hit += level + status->dex;
  1722. status->flee += level + status->agi;
  1723. status->def2 += status->vit;
  1724. status->mdef2 += status->int_ + (status->vit>>1);
  1725.  
  1726. if( bl->type&battle_config.enable_critical )
  1727. status->cri += status->luk*3 + 10;
  1728. else
  1729. status->cri = 0;
  1730.  
  1731. if (bl->type&battle_config.enable_perfect_flee)
  1732. status->flee2 += status->luk + 10;
  1733. else
  1734. status->flee2 = 0;
  1735.  
  1736. if (status->batk) {
  1737. int temp = status->batk + status_base_atk(bl, status);
  1738. status->batk = cap_value(temp, 0, USHRT_MAX);
  1739. } else
  1740. status->batk = status_base_atk(bl, status);
  1741. if (status->cri)
  1742. switch (bl->type) {
  1743. case BL_MOB:
  1744. if(battle_config.mob_critical_rate != 100)
  1745. status->cri = status->cri*battle_config.mob_critical_rate/100;
  1746. if(!status->cri && battle_config.mob_critical_rate)
  1747. status->cri = 10;
  1748. break;
  1749. case BL_PC:
  1750. //Players don't have a critical adjustment setting as of yet.
  1751. break;
  1752. default:
  1753. if(battle_config.critical_rate != 100)
  1754. status->cri = status->cri*battle_config.critical_rate/100;
  1755. if (!status->cri && battle_config.critical_rate)
  1756. status->cri = 10;
  1757. }
  1758. if(bl->type&BL_REGEN)
  1759. status_calc_regen(bl, status, status_get_regen_data(bl));
  1760. }
  1761.  
  1762. //Skotlex: Calculates the initial status for the given mob
  1763. //first will only be false when the mob leveled up or got a GuardUp level.
  1764. int status_calc_mob_(struct mob_data* md, bool first)
  1765. {
  1766. struct status_data *status;
  1767. struct block_list *mbl = NULL;
  1768. int flag = 0;
  1769.  
  1770. if( first )
  1771. { //Set basic level on respawn.
  1772. md->level = md->db->lv;
  1773. }
  1774.  
  1775. //Check if we need custom base-status
  1776. if( battle_config.mobs_level_up && md->level > md->db->lv )
  1777. flag |= 1;
  1778.  
  1779. if( md->special_state.size )
  1780. flag |= 2;
  1781.  
  1782. if( md->guardian_data && md->guardian_data->guardup_lv )
  1783. flag |= 4;
  1784. if( md->class_ == MOBID_EMPERIUM )
  1785. flag |= 4;
  1786.  
  1787. if( battle_config.slaves_inherit_speed && md->master_id )
  1788. flag |= 8;
  1789.  
  1790. if( md->master_id && md->special_state.ai > 1 )
  1791. flag |= 16;
  1792.  
  1793. if( !flag )
  1794. { //No special status required.
  1795. if( md->base_status )
  1796. {
  1797. aFree(md->base_status);
  1798. md->base_status = NULL;
  1799. }
  1800. if( first )
  1801. memcpy(&md->status, &md->db->status, sizeof(struct status_data));
  1802. return 0;
  1803. }
  1804. if( !md->base_status )
  1805. md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
  1806.  
  1807. status = md->base_status;
  1808. memcpy(status, &md->db->status, sizeof(struct status_data));
  1809.  
  1810. if( flag&(8|16) )
  1811. mbl = map_id2bl(md->master_id);
  1812.  
  1813. if( flag&8 && mbl )
  1814. {
  1815. struct status_data *mstatus = status_get_base_status(mbl);
  1816. if( mstatus && battle_config.slaves_inherit_speed&(mstatus->mode&MD_CANMOVE?1:2) )
  1817. status->speed = mstatus->speed;
  1818. }
  1819.  
  1820. if( flag&16 && mbl )
  1821. { //Max HP setting from Summon Flora/marine Sphere
  1822. struct unit_data *ud = unit_bl2ud(mbl);
  1823. //Remove special AI when this is used by regular mobs.
  1824. if( mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai )
  1825. md->special_state.ai = 0;
  1826. if( ud )
  1827. { // different levels of HP according to skill level
  1828. if( ud->skillid == AM_SPHEREMINE )
  1829. status->max_hp = 2000 + 400*ud->skilllv;
  1830. else
  1831. { //AM_CANNIBALIZE
  1832. status->max_hp = 1500 + 200*ud->skilllv + 10*status_get_lv(mbl);
  1833. status->mode|= MD_CANATTACK|MD_AGGRESSIVE;
  1834. }
  1835.  
  1836. status->hp = status->max_hp;
  1837. if( ud->skillid == NC_SILVERSNIPER )
  1838. status->rhw.atk = status->rhw.atk2 = 200 + 100 * ud->skilllv;
  1839. }
  1840. }
  1841.  
  1842. if( flag&1 )
  1843. { // increase from mobs leveling up [Valaris]
  1844. int diff = md->level - md->db->lv;
  1845. status->str += diff;
  1846. status->agi += diff;
  1847. status->vit += diff;
  1848. status->int_+= diff;
  1849. status->dex += diff;
  1850. status->luk += diff;
  1851. status->max_hp += diff * status->vit;
  1852. status->max_sp += diff * status->int_;
  1853. status->hp = status->max_hp;
  1854. status->sp = status->max_sp;
  1855. status->speed -= diff;
  1856. }
  1857.  
  1858.  
  1859. if( flag&2 )
  1860. { // change for sized monsters [Valaris]
  1861. if( md->special_state.size == 1 )
  1862. {
  1863. status->max_hp>>=1;
  1864. status->max_sp>>=1;
  1865. if( !status->max_hp ) status->max_hp = 1;
  1866. if( !status->max_sp ) status->max_sp = 1;
  1867. status->hp = status->max_hp;
  1868. status->sp = status->max_sp;
  1869. status->str >>= 1;
  1870. status->agi >>= 1;
  1871. status->vit >>= 1;
  1872. status->int_ >>= 1;
  1873. status->dex >>= 1;
  1874. status->luk >>= 1;
  1875. if( !status->str ) status->str = 1;
  1876. if( !status->agi ) status->agi = 1;
  1877. if( !status->vit ) status->vit = 1;
  1878. if( !status->int_ ) status->int_ = 1;
  1879. if( !status->dex ) status->dex = 1;
  1880. if( !status->luk ) status->luk = 1;
  1881. }
  1882. else if( md->special_state.size == 2 )
  1883. {
  1884. status->max_hp <<= 1;
  1885. status->max_sp <<= 1;
  1886. status->hp = status->max_hp;
  1887. status->sp = status->max_sp;
  1888. status->str <<= 1;
  1889. status->agi <<= 1;
  1890. status->vit <<= 1;
  1891. status->int_ <<= 1;
  1892. status->dex <<= 1;
  1893. status->luk <<= 1;
  1894. }
  1895. }
  1896.  
  1897. status_calc_misc(&md->bl, status, md->level);
  1898.  
  1899. if( flag&4 )
  1900. { // Strengthen Guardians - custom value +10% / lv
  1901. struct guild_castle *gc;
  1902. gc = guild_mapname2gc(map[md->bl.m].name);
  1903. if( !gc )
  1904. ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name);
  1905. else
  1906. {
  1907. if( gc->castle_id > 23 )
  1908. {
  1909. if( md->class_ == MOBID_EMPERIUM )
  1910. {
  1911. status->max_hp += 1000 * gc->defense;
  1912. status->max_sp += 200 * gc->defense;
  1913. status->hp = status->max_hp;
  1914. status->sp = status->max_sp;
  1915. status->def += (gc->defense+2) / 3;
  1916. status->mdef += (gc->defense+2) / 3;
  1917. }
  1918. }
  1919. else
  1920. {
  1921. status->max_hp += 1000 * gc->defense;
  1922. status->max_sp += 200 * gc->defense;
  1923. status->hp = status->max_hp;
  1924. status->sp = status->max_sp;
  1925. status->def += (gc->defense + 2) / 3;
  1926. status->mdef += (gc->defense + 2) / 3;
  1927. }
  1928. }
  1929. if( md->class_ != MOBID_EMPERIUM )
  1930. {
  1931. status->batk += status->batk * 10 * md->guardian_data->guardup_lv / 100;
  1932. status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv / 100;
  1933. status->rhw.atk2 += status->rhw.atk2 * 10 * md->guardian_data->guardup_lv / 100;
  1934. status->aspd_rate -= 100 * md->guardian_data->guardup_lv;
  1935. }
  1936. }
  1937.  
  1938. if( first ) //Initial battle status
  1939. memcpy(&md->status, status, sizeof(struct status_data));
  1940.  
  1941. return 1;
  1942. }
  1943.  
  1944. //Skotlex: Calculates the stats of the given pet.
  1945. int status_calc_pet_(struct pet_data *pd, bool first)
  1946. {
  1947. nullpo_ret(pd);
  1948.  
  1949. if (first) {
  1950. memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
  1951. pd->status.mode = MD_CANMOVE; // pets discard all modes, except walking
  1952. pd->status.speed = pd->petDB->speed;
  1953.  
  1954. if(battle_config.pet_attack_support || battle_config.pet_damage_support)
  1955. {// attack support requires the pet to be able to attack
  1956. pd->status.mode|= MD_CANATTACK;
  1957. }
  1958. }
  1959.  
  1960. if (battle_config.pet_lv_rate && pd->msd)
  1961. {
  1962. struct map_session_data *sd = pd->msd;
  1963. int lv;
  1964.  
  1965. lv =sd->status.base_level*battle_config.pet_lv_rate/100;
  1966. if (lv < 0)
  1967. lv = 1;
  1968. if (lv != pd->pet.level || first)
  1969. {
  1970. struct status_data *bstat = &pd->db->status, *status = &pd->status;
  1971. pd->pet.level = lv;
  1972. if (!first) //Lv Up animation
  1973. clif_misceffect(&pd->bl, 0);
  1974. status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
  1975. status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
  1976. status->str = (bstat->str*lv)/pd->db->lv;
  1977. status->agi = (bstat->agi*lv)/pd->db->lv;
  1978. status->vit = (bstat->vit*lv)/pd->db->lv;
  1979. status->int_ = (bstat->int_*lv)/pd->db->lv;
  1980. status->dex = (bstat->dex*lv)/pd->db->lv;
  1981. status->luk = (bstat->luk*lv)/pd->db->lv;
  1982.  
  1983. status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
  1984. status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
  1985. status->str = cap_value(status->str,1,battle_config.pet_max_stats);
  1986. status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
  1987. status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
  1988. status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
  1989. status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
  1990. status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
  1991.  
  1992. status_calc_misc(&pd->bl, &pd->status, lv);
  1993.  
  1994. if (!first) //Not done the first time because the pet is not visible yet
  1995. clif_send_petstatus(sd);
  1996. }
  1997. } else if (first) {
  1998. status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
  1999. if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
  2000. pd->pet.level = pd->db->lv;
  2001. }
  2002.  
  2003. //Support rate modifier (1000 = 100%)
  2004. pd->rate_fix = 1000*(pd->pet.intimate - battle_config.pet_support_min_friendly)/(1000- battle_config.pet_support_min_friendly) +500;
  2005. if(battle_config.pet_support_rate != 100)
  2006. pd->rate_fix = pd->rate_fix*battle_config.pet_support_rate/100;
  2007.  
  2008. return 1;
  2009. }
  2010.  
  2011. /// Helper function for status_base_pc_maxhp(), used to pre-calculate the hp_sigma_val[] array
  2012. static void status_calc_sigma(void)
  2013. {
  2014. int i, j;
  2015.  
  2016. for( i = 0; i < CLASS_COUNT; i++ )
  2017. {
  2018. unsigned int k = 0;
  2019. hp_sigma_val[i][0] = hp_sigma_val[i][1] = 0;
  2020. for( j = 2; j <= MAX_LEVEL; j++ )
  2021. {
  2022. k += (hp_coefficient[i] * j + 50) / 100;
  2023. hp_sigma_val[i][j] = k;
  2024. if( k >= INT_MAX )
  2025. break; //Overflow protection. [Skotlex]
  2026. }
  2027. for(; j <= MAX_LEVEL; j++)
  2028. hp_sigma_val[i][j] = INT_MAX;
  2029. }
  2030. }
  2031.  
  2032. /// Calculates base MaxHP value according to class and base level
  2033. /// The recursive equation used to calculate level bonus is (using integer operations)
  2034. /// f(0) = 35 | f(x+1) = f(x) + A + (x + B)*C/D
  2035. /// which reduces to something close to
  2036. /// f(x) = 35 + x*(A + B*C/D) + sum(i=2..x){ i*C/D }
  2037. static unsigned int status_base_pc_maxhp(struct map_session_data* sd, struct status_data* status)
  2038. {
  2039. unsigned int val = pc_class2idx(sd->status.class_);
  2040. val = 35 + sd->status.base_level*hp_coefficient2[val]/100 + hp_sigma_val[val][sd->status.base_level];
  2041.  
  2042. if((sd->class_&MAPID_UPPERMASK) == MAPID_NINJA || (sd->class_&MAPID_UPPERMASK) == MAPID_GUNSLINGER)
  2043. val += 100; //Since their HP can't be approximated well enough without this.
  2044. if((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2045. val *= 3; //Triple max HP for top ranking Taekwons over level 90.
  2046. if((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
  2047. val += 2000; //Supernovice lvl99 hp bonus.
  2048.  
  2049. val += val * status->vit/100; // +1% per each point of VIT
  2050.  
  2051. if( sd->class_&JOBL_UPPER )
  2052. val += val * 25/100; //Trans classes get a 25% hp bonus
  2053. else if( sd->class_&JOBL_BABY )
  2054. val -= val * 30/100; //Baby classes get a 30% hp penalty
  2055. return val;
  2056. }
  2057.  
  2058. static unsigned int status_base_pc_maxsp(struct map_session_data* sd, struct status_data *status)
  2059. {
  2060. unsigned int val;
  2061.  
  2062. val = 10 + sd->status.base_level*sp_coefficient[pc_class2idx(sd->status.class_)]/100;
  2063. val += val * status->int_/100;
  2064.  
  2065. if (sd->class_&JOBL_UPPER)
  2066. val += val * 25/100;
  2067. else if (sd->class_&JOBL_BABY)
  2068. val -= val * 30/100;
  2069. if ((sd->class_&MAPID_UPPERMASK) == MAPID_TAEKWON && sd->status.base_level >= 90 && pc_famerank(sd->status.char_id, MAPID_TAEKWON))
  2070. val *= 3; //Triple max SP for top ranking Taekwons over level 90.
  2071.  
  2072. return val;
  2073. }
  2074.  
  2075.  
  2076. //Calculates player data from scratch without counting SC adjustments.
  2077. //Should be invoked whenever players raise stats, learn passive skills or change equipment.
  2078. int status_calc_pc_(struct map_session_data* sd, bool first)
  2079. {
  2080. static int calculating = 0; //Check for recursive call preemption. [Skotlex]
  2081. struct status_data *status; // pointer to the player's base status
  2082. const struct status_change *sc = &sd->sc;
  2083. struct s_skill b_skill[MAX_SKILL]; // previous skill tree
  2084. int b_weight, b_max_weight; // previous weight
  2085. int i,index;
  2086. int skill, refinedef = 0;
  2087.  
  2088. if( ++calculating > 10 ) //Too many recursive calls!
  2089. return -1;
  2090.  
  2091. // remember player-specific values that are currently being shown to the client (for refresh purposes)
  2092. memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
  2093. b_weight = sd->weight;
  2094. b_max_weight = sd->max_weight;
  2095.  
  2096. pc_calc_skilltree(sd); // ƒXƒLƒ‹ƒcƒŠ?‚ÌŒvŽZ
  2097.  
  2098. sd->max_weight = max_weight_base[pc_class2idx(sd->status.class_)] + sd->status.str * 300;
  2099.  
  2100. if( first )
  2101. {
  2102. //Load Hp/SP from char-received data.
  2103. sd->battle_status.hp = sd->status.hp;
  2104. sd->battle_status.sp = sd->status.sp;
  2105. sd->regen.sregen = &sd->sregen;
  2106. sd->regen.ssregen = &sd->ssregen;
  2107. sd->weight = 0;
  2108. for( i = 0; i < MAX_INVENTORY; i++ )
  2109. {
  2110. if( sd->status.inventory[i].nameid == 0 || sd->inventory_data[i] == NULL )
  2111. continue;
  2112. sd->weight += sd->inventory_data[i]->weight * sd->status.inventory[i].amount;
  2113. }
  2114. sd->cart_weight = 0;
  2115. sd->cart_num = 0;
  2116. for( i = 0; i < MAX_CART; i++ )
  2117. {
  2118. if( sd->status.cart[i].nameid == 0 )
  2119. continue;
  2120. sd->cart_weight += itemdb_weight(sd->status.cart[i].nameid) * sd->status.cart[i].amount;
  2121. sd->cart_num++;
  2122. }
  2123. }
  2124.  
  2125. status = &sd->base_status;
  2126. // these are not zeroed. [zzo]
  2127. sd->hprate = 100;
  2128. sd->sprate = 100;
  2129. sd->castrate = 100;
  2130. sd->fixcastrate = 100;
  2131. sd->delayrate = 100;
  2132. sd->dsprate = 100;
  2133. sd->hprecov_rate = 100;
  2134. sd->sprecov_rate = 100;
  2135. sd->matk_rate = 100;
  2136. sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
  2137. sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
  2138. sd->regen.state.block = 0;
  2139.  
  2140. // zeroed arrays, order follows the order in pc.h.
  2141. // add new arrays to the end of zeroed area in pc.h (see comments) and size here. [zzo]
  2142. memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
  2143. + sizeof(sd->param_equip)
  2144. + sizeof(sd->subele)
  2145. + sizeof(sd->subrace)
  2146. + sizeof(sd->subrace2)
  2147. + sizeof(sd->subsize)
  2148. + sizeof(sd->reseff)
  2149. + sizeof(sd->weapon_coma_ele)
  2150. + sizeof(sd->weapon_coma_race)
  2151. + sizeof(sd->weapon_atk)
  2152. + sizeof(sd->weapon_atk_rate)
  2153. + sizeof(sd->arrow_addele)
  2154. + sizeof(sd->arrow_addrace)
  2155. + sizeof(sd->arrow_addsize)
  2156. + sizeof(sd->magic_addele)
  2157. + sizeof(sd->magic_addrace)
  2158. + sizeof(sd->magic_addsize)
  2159. + sizeof(sd->critaddrace)
  2160. + sizeof(sd->expaddrace)
  2161. + sizeof(sd->ignore_mdef)
  2162. + sizeof(sd->ignore_def)
  2163. + sizeof(sd->itemgrouphealrate)
  2164. + sizeof(sd->sp_gain_race)
  2165. );
  2166.  
  2167. memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
  2168. memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
  2169.  
  2170. if( sd->special_state.intravision ) //Clear status change.
  2171. clif_status_load(&sd->bl, SI_INTRAVISION, 0);
  2172.  
  2173. memset(&sd->special_state, 0, sizeof(sd->special_state));
  2174. memset(&status->max_hp, 0, sizeof(struct status_data) - (sizeof(status->hp) + sizeof(status->sp)));
  2175.  
  2176. //FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
  2177. status->speed = DEFAULT_WALK_SPEED;
  2178. //Give them all modes except these (useful for clones)
  2179. status->mode = MD_MASK&~(MD_BOSS|MD_PLANT|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK);
  2180.  
  2181. status->size = (sd->class_&JOBL_BABY) ? 0 : 1;
  2182. if( battle_config.character_size && pc_isriding(sd,OPTION_RIDING|OPTION_RIDING_DRAGON|OPTION_RIDING_WUG|OPTION_MADO) )
  2183. { //[Lupus]
  2184. if( sd->class_&JOBL_BABY )
  2185. {
  2186. if( battle_config.character_size & 2 )
  2187. status->size++;
  2188. }
  2189. else if( battle_config.character_size & 1 )
  2190. status->size++;
  2191. }
  2192. status->aspd_rate = 1000;
  2193. status->ele_lv = 1;
  2194. status->race = RC_DEMIHUMAN;
  2195.  
  2196. //zero up structures...
  2197. memset(&sd->autospell, 0, sizeof(sd->autospell)
  2198. + sizeof(sd->autospell2)
  2199. + sizeof(sd->autospell3)
  2200. + sizeof(sd->addeff)
  2201. + sizeof(sd->addeff2)
  2202. + sizeof(sd->addeff3)
  2203. + sizeof(sd->skillatk)
  2204. + sizeof(sd->skillheal)
  2205. + sizeof(sd->skillheal2)
  2206. + sizeof(sd->hp_loss)
  2207. + sizeof(sd->sp_loss)
  2208. + sizeof(sd->hp_regen)
  2209. + sizeof(sd->sp_regen)
  2210. + sizeof(sd->skillblown)
  2211. + sizeof(sd->skillcast)
  2212. + sizeof(sd->fixskillcast)
  2213. + sizeof(sd->add_def)
  2214. + sizeof(sd->add_mdef)
  2215. + sizeof(sd->add_mdmg)
  2216. + sizeof(sd->add_drop)
  2217. + sizeof(sd->itemhealrate)
  2218. + sizeof(sd->subele2)
  2219. );
  2220.  
  2221. // vars zeroing. ints, shorts, chars. in that order.
  2222. memset (&sd->atk_rate, 0,sizeof(sd->atk_rate)
  2223. + sizeof(sd->arrow_atk)
  2224. + sizeof(sd->arrow_ele)
  2225. + sizeof(sd->arrow_cri)
  2226. + sizeof(sd->arrow_hit)
  2227. + sizeof(sd->nsshealhp)
  2228. + sizeof(sd->nsshealsp)
  2229. + sizeof(sd->critical_def)
  2230. + sizeof(sd->double_rate)
  2231. + sizeof(sd->long_attack_atk_rate)
  2232. + sizeof(sd->near_attack_def_rate)
  2233. + sizeof(sd->long_attack_def_rate)
  2234. + sizeof(sd->magic_def_rate)
  2235. + sizeof(sd->misc_def_rate)
  2236. + sizeof(sd->ignore_mdef_ele)
  2237. + sizeof(sd->ignore_mdef_race)
  2238. + sizeof(sd->perfect_hit)
  2239. + sizeof(sd->perfect_hit_add)
  2240. + sizeof(sd->get_zeny_rate)
  2241. + sizeof(sd->get_zeny_num)
  2242. + sizeof(sd->double_add_rate)
  2243. + sizeof(sd->short_weapon_damage_return)
  2244. + sizeof(sd->long_weapon_damage_return)
  2245. + sizeof(sd->magic_damage_return)
  2246. + sizeof(sd->random_attack_increase_add)
  2247. + sizeof(sd->random_attack_increase_per)
  2248. + sizeof(sd->break_weapon_rate)
  2249. + sizeof(sd->break_armor_rate)
  2250. + sizeof(sd->crit_atk_rate)
  2251. + sizeof(sd->classchange)
  2252. + sizeof(sd->speed_rate)
  2253. + sizeof(sd->speed_add_rate)
  2254. + sizeof(sd->aspd_add)
  2255. + sizeof(sd->setitem_hash)
  2256. + sizeof(sd->setitem_hash2)
  2257. + sizeof(sd->itemhealrate2)
  2258. // shorts
  2259. + sizeof(sd->splash_range)
  2260. + sizeof(sd->splash_add_range)
  2261. + sizeof(sd->add_steal_rate)
  2262. + sizeof(sd->add_heal_rate)
  2263. + sizeof(sd->add_heal2_rate)
  2264. + sizeof(sd->hp_gain_value)
  2265. + sizeof(sd->sp_gain_value)
  2266. + sizeof(sd->magic_hp_gain_value)
  2267. + sizeof(sd->magic_sp_gain_value)
  2268. + sizeof(sd->sp_vanish_rate)
  2269. + sizeof(sd->sp_vanish_per)
  2270. + sizeof(sd->unbreakable)
  2271. + sizeof(sd->unbreakable_equip)
  2272. + sizeof(sd->unstripable_equip)
  2273. );
  2274.  
  2275. // Autobonus
  2276. pc_delautobonus(sd,sd->autobonus,ARRAYLENGTH(sd->autobonus),true);
  2277. pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true);
  2278. pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true);
  2279.  
  2280. // Parse equipment.
  2281. for( i = 0; i < EQI_MAX - 1; i++ )
  2282. {
  2283. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2284. if( index < 0 )
  2285. continue;
  2286. if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index )
  2287. continue;
  2288. if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index )
  2289. continue;
  2290. if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) )
  2291. continue;
  2292. if( !sd->inventory_data[index] )
  2293. continue;
  2294.  
  2295. status->def += sd->inventory_data[index]->def;
  2296.  
  2297. if( first && sd->inventory_data[index]->equip_script )
  2298. { //Execute equip-script on login
  2299. run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
  2300. if( !calculating )
  2301. return 1;
  2302. }
  2303.  
  2304. if( sd->inventory_data[index]->type == IT_WEAPON )
  2305. {
  2306. int r, wlv = sd->inventory_data[index]->wlv;
  2307. struct weapon_data *wd;
  2308. struct weapon_atk *wa;
  2309.  
  2310. if( wlv >= MAX_REFINE_BONUS )
  2311. wlv = MAX_REFINE_BONUS - 1;
  2312. if( i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L )
  2313. {
  2314. wd = &sd->left_weapon; // Left-hand weapon
  2315. wa = &status->lhw;
  2316. }
  2317. else
  2318. {
  2319. wd = &sd->right_weapon;
  2320. wa = &status->rhw;
  2321. }
  2322. wa->atk += sd->inventory_data[index]->atk;
  2323. wa->atk2 = (r = sd->status.inventory[index].refine) * refinebonus[wlv][0];
  2324. if( (r -= refinebonus[wlv][2]) > 0 ) //Overrefine bonus.
  2325. wd->overrefine = r * refinebonus[wlv][1];
  2326.  
  2327. wa->range += sd->inventory_data[index]->range;
  2328. if( sd->inventory_data[index]->script )
  2329. {
  2330. if( wd == &sd->left_weapon )
  2331. {
  2332. sd->state.lr_flag = 1;
  2333. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2334. sd->state.lr_flag = 0;
  2335. }
  2336. else
  2337. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2338. if( !calculating ) //Abort, run_script retriggered this. [Skotlex]
  2339. return 1;
  2340. }
  2341.  
  2342. if( sd->status.inventory[index].card[0] == CARD0_FORGE )
  2343. { // Forged weapon
  2344. wd->star += (sd->status.inventory[index].card[1] >> 8);
  2345. if( wd->star >= 15 ) wd->star = 40; // 3 Star Crumbs now give +40 dmg
  2346. if( pc_famerank(MakeDWord(sd->status.inventory[index].card[2],sd->status.inventory[index].card[3]) ,MAPID_BLACKSMITH) )
  2347. wd->star += 10;
  2348.  
  2349. if( !wa->ele ) //Do not overwrite element from previous bonuses.
  2350. wa->ele = (sd->status.inventory[index].card[1] & 0x0f);
  2351. }
  2352. }
  2353. else if( sd->inventory_data[index]->type == IT_ARMOR )
  2354. {
  2355. refinedef += sd->status.inventory[index].refine * refinebonus[0][0];
  2356. if( sd->inventory_data[index]->script )
  2357. {
  2358. if( sd->status.inventory[index].equip == EQP_SHIELD )
  2359. sd->special_state.checkshieldmdef = 1;
  2360. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2361. if( !calculating ) //Abort, run_script retriggered this. [Skotlex]
  2362. return 1;
  2363. }
  2364. }
  2365. }
  2366.  
  2367. if( sd->equip_index[EQI_AMMO] >= 0 )
  2368. {
  2369. index = sd->equip_index[EQI_AMMO];
  2370. if( sd->inventory_data[index] )
  2371. { // Arrows
  2372. sd->arrow_atk += sd->inventory_data[index]->atk;
  2373. sd->state.lr_flag = 2;
  2374. if( sd->inventory_data[index]->look != A_THROWWEAPON )
  2375. run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
  2376. sd->state.lr_flag = 0;
  2377. if( !calculating ) //Abort, run_script retriggered status_calc_pc. [Skotlex]
  2378. return 1;
  2379. }
  2380. }
  2381.  
  2382. //Store equipment script bonuses
  2383. memcpy(sd->param_equip, sd->param_bonus, sizeof(sd->param_equip));
  2384. memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
  2385.  
  2386. status->def += (refinedef + 50) / 100;
  2387.  
  2388. //Parse Cards
  2389. for( i = 0; i < EQI_MAX - 1; i++ )
  2390. {
  2391. current_equip_item_index = index = sd->equip_index[i]; //We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
  2392. if( index < 0 )
  2393. continue;
  2394. if( i == EQI_HAND_R && sd->equip_index[EQI_HAND_L] == index )
  2395. continue;
  2396. if( i == EQI_HEAD_MID && sd->equip_index[EQI_HEAD_LOW] == index )
  2397. continue;
  2398. if( i == EQI_HEAD_TOP && (sd->equip_index[EQI_HEAD_MID] == index || sd->equip_index[EQI_HEAD_LOW] == index) )
  2399. continue;
  2400.  
  2401. if( sd->inventory_data[index] )
  2402. {
  2403. int j, c;
  2404. struct item_data *data;
  2405.  
  2406. //Card script execution.
  2407. if( itemdb_isspecial(sd->status.inventory[index].card[0]) )
  2408. continue;
  2409. for( j = 0; j < MAX_SLOTS; j++ )
  2410. { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
  2411. current_equip_card_id = c = sd->status.inventory[index].card[j];
  2412. if( !c )
  2413. continue;
  2414. data = itemdb_exists(c);
  2415. if( !data )
  2416. continue;
  2417. if( first && data->equip_script )
  2418. { //Execute equip-script on login
  2419. run_script(data->equip_script,0,sd->bl.id,0);
  2420. if( !calculating )
  2421. return 1;
  2422. }
  2423. if( !data->script )
  2424. continue;
  2425. if( data->flag.no_equip )
  2426. { //Card restriction checks.
  2427. if( map[sd->bl.m].flag.restricted && data->flag.no_equip&map[sd->bl.m].zone )
  2428. continue;
  2429. if( map[sd->bl.m].flag.pvp && data->flag.no_equip & 1 )
  2430. continue;
  2431. if( map_flag_gvg(sd->bl.m) && data->flag.no_equip & 2 )
  2432. continue;
  2433. }
  2434. if( i == EQI_HAND_L && sd->status.inventory[index].equip == EQP_HAND_L )
  2435. { //Left hand status.
  2436. sd->state.lr_flag = 1;
  2437. run_script(data->script,0,sd->bl.id,0);
  2438. sd->state.lr_flag = 0;
  2439. }
  2440. else
  2441. run_script(data->script,0,sd->bl.id,0);
  2442. if( !calculating ) //Abort, run_script his function. [Skotlex]
  2443. return 1;
  2444. }
  2445. }
  2446. }
  2447.  
  2448. if( sc->count && sc->data[SC_ITEMSCRIPT] )
  2449. {
  2450. struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
  2451. if( data && data->script )
  2452. run_script(data->script,0,sd->bl.id,0);
  2453. }
  2454.  
  2455. if( sd->pd )
  2456. { // Pet Bonus
  2457. struct pet_data *pd = sd->pd;
  2458. if( pd && pd->petDB && pd->petDB->equip_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly )
  2459. run_script(pd->petDB->equip_script,0,sd->bl.id,0);
  2460. if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus )
  2461. pc_bonus(sd,pd->bonus->type, pd->bonus->val);
  2462. }
  2463.  
  2464. //param_bonus now holds card bonuses.
  2465. if( status->rhw.range < 1 ) status->rhw.range = 1;
  2466. if( status->lhw.range < 1 ) status->lhw.range = 1;
  2467. if( status->rhw.range < status->lhw.range )
  2468. status->rhw.range = status->lhw.range;
  2469.  
  2470. sd->double_rate += sd->double_add_rate;
  2471. sd->perfect_hit += sd->perfect_hit_add;
  2472. sd->splash_range += sd->splash_add_range;
  2473.  
  2474. // Damage modifiers from weapon type
  2475. sd->right_weapon.atkmods[0] = atkmods[0][sd->weapontype1];
  2476. sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1];
  2477. sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1];
  2478. sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2];
  2479. sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2];
  2480. sd->left_weapon.atkmods[2] = atkmods[2][sd->weapontype2];
  2481.  
  2482. if( pc_isriding(sd,OPTION_RIDING) && (sd->status.weapon == W_1HSPEAR || sd->status.weapon == W_2HSPEAR) )
  2483. { //When Riding with spear, damage modifier to mid-class becomes
  2484. //same as versus large size.
  2485. sd->right_weapon.atkmods[1] = sd->right_weapon.atkmods[2];
  2486. sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2];
  2487. }
  2488.  
  2489. // ----- STATS CALCULATION -----
  2490.  
  2491. // Job bonuses
  2492. index = pc_class2idx(sd->status.class_);
  2493. for( i = 0; i < (int)sd->status.job_level && i < MAX_LEVEL; i++ )
  2494. {
  2495. if( !job_bonus[index][i] )
  2496. continue;
  2497. switch( job_bonus[index][i] )
  2498. {
  2499. case 1: status->str++; break;
  2500. case 2: status->agi++; break;
  2501. case 3: status->vit++; break;
  2502. case 4: status->int_++; break;
  2503. case 5: status->dex++; break;
  2504. case 6: status->luk++; break;
  2505. }
  2506. }
  2507.  
  2508. // If a Super Novice has never died and is at least joblv 70, he gets all stats +10
  2509. if( (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->die_counter == 0 && sd->status.job_level >= 70 )
  2510. {
  2511. status->str += 10;
  2512. status->agi += 10;
  2513. status->vit += 10;
  2514. status->int_+= 10;
  2515. status->dex += 10;
  2516. status->luk += 10;
  2517. }
  2518.  
  2519. // Absolute modifiers from passive skills
  2520. if( pc_checkskill(sd,BS_HILTBINDING) > 0 )
  2521. status->str++;
  2522. if( (skill = pc_checkskill(sd,SA_DRAGONOLOGY)) > 0 )
  2523. status->int_ += (skill+1)/2; // +1 INT / 2 lv
  2524. if( (skill = pc_checkskill(sd,AC_OWL)) > 0 )
  2525. status->dex += skill;
  2526. if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
  2527. status->int_ += skill;
  2528.  
  2529. // Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
  2530. i = status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
  2531. status->str = cap_value(i,0,USHRT_MAX);
  2532. i = status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
  2533. status->agi = cap_value(i,0,USHRT_MAX);
  2534. i = status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
  2535. status->vit = cap_value(i,0,USHRT_MAX);
  2536. i = status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
  2537. status->int_ = cap_value(i,0,USHRT_MAX);
  2538. i = status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
  2539. status->dex = cap_value(i,0,USHRT_MAX);
  2540. i = status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
  2541. status->luk = cap_value(i,0,USHRT_MAX);
  2542.  
  2543. // ------ BASE ATTACK CALCULATION ------
  2544.  
  2545. // Base batk value is set on status_calc_misc
  2546. // weapon-type bonus (FIXME: Why is the weapon_atk bonus applied to base attack?)
  2547. if( sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon] )
  2548. status->batk += sd->weapon_atk[sd->status.weapon];
  2549. // Absolute modifiers from passive skills
  2550. if( (skill = pc_checkskill(sd,BS_HILTBINDING)) > 0 )
  2551. status->batk += 4;
  2552.  
  2553. // ----- HP MAX CALCULATION -----
  2554.  
  2555. // Basic MaxHP value
  2556. //We hold the standard Max HP here to make it faster to recalculate on vit changes.
  2557. sd->status.max_hp = status_base_pc_maxhp(sd,status);
  2558. //This is done to handle underflows from negative Max HP bonuses
  2559. i = sd->status.max_hp + (int)status->max_hp;
  2560. status->max_hp = cap_value(i, 0, INT_MAX);
  2561.  
  2562. // Absolute modifiers from passive skills
  2563. if( (skill = pc_checkskill(sd,CR_TRUST)) > 0 )
  2564. status->max_hp += skill * 200;
  2565.  
  2566. // Apply relative modifiers from equipment
  2567. if( sd->hprate < 0 )
  2568. sd->hprate = 0;
  2569. if( sd->hprate != 100 )
  2570. status->max_hp = status->max_hp * sd->hprate / 100;
  2571. if(battle_config.hp_rate != 100)
  2572. status->max_hp = status->max_hp * battle_config.hp_rate / 100;
  2573.  
  2574. if( status->max_hp > (unsigned int)battle_config.max_hp )
  2575. status->max_hp = battle_config.max_hp;
  2576. else if( !status->max_hp )
  2577. status->max_hp = 1;
  2578.  
  2579. // ----- SP MAX CALCULATION -----
  2580.  
  2581. // Basic MaxSP value
  2582. sd->status.max_sp = status_base_pc_maxsp(sd,status);
  2583. //This is done to handle underflows from negative Max SP bonuses
  2584. i = sd->status.max_sp + (int)status->max_sp;
  2585. status->max_sp = cap_value(i, 0, INT_MAX);
  2586.  
  2587. // Absolute modifiers from passive skills
  2588. if( (skill = pc_checkskill(sd,SL_KAINA)) > 0 )
  2589. status->max_sp += 30 * skill;
  2590. if( (skill = pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  2591. status->max_sp += status->max_sp * skill / 100;
  2592. if( (skill = pc_checkskill(sd,HW_SOULDRAIN)) > 0 )
  2593. status->max_sp += status->max_sp * 2 * skill / 100;
  2594. if( (skill = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0 )
  2595. status->max_sp += 200 + 20 * skill;
  2596. if( (skill = pc_checkskill(sd,WM_LESSON)) > 0 )
  2597. status->max_sp += 30 * skill;
  2598.  
  2599. // Apply relative modifiers from equipment
  2600. if( sd->sprate < 0 )
  2601. sd->sprate = 0;
  2602. if( sd->sprate != 100 )
  2603. status->max_sp = status->max_sp * sd->sprate / 100;
  2604. if( battle_config.sp_rate != 100 )
  2605. status->max_sp = status->max_sp * battle_config.sp_rate / 100;
  2606.  
  2607. if( status->max_sp > (unsigned int)battle_config.max_sp )
  2608. status->max_sp = battle_config.max_sp;
  2609. else if( !status->max_sp )
  2610. status->max_sp = 1;
  2611.  
  2612. // ----- RESPAWN HP/SP -----
  2613. //
  2614. //Calc respawn hp and store it on base_status
  2615. if( sd->special_state.restart_full_recover )
  2616. {
  2617. status->hp = status->max_hp;
  2618. status->sp = status->max_sp;
  2619. }
  2620. else
  2621. {
  2622. if( (sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2) && battle_config.restart_hp_rate < 50 )
  2623. status->hp = status->max_hp >> 1;
  2624. else
  2625. status->hp = status->max_hp * battle_config.restart_hp_rate / 100;
  2626. if( !status->hp )
  2627. status->hp = 1;
  2628.  
  2629. status->sp = status->max_sp * battle_config.restart_sp_rate / 100;
  2630. }
  2631.  
  2632. // ----- MISC CALCULATION -----
  2633. status_calc_misc(&sd->bl, status, sd->status.base_level);
  2634.  
  2635. //Equipment modifiers for misc settings
  2636. if( sd->matk_rate < 0 )
  2637. sd->matk_rate = 0;
  2638. if( sd->matk_rate != 100 )
  2639. {
  2640. status->matk_max = status->matk_max * sd->matk_rate / 100;
  2641. status->matk_min = status->matk_min * sd->matk_rate / 100;
  2642. }
  2643.  
  2644. if( sd->hit_rate < 0 )
  2645. sd->hit_rate = 0;
  2646. if( sd->hit_rate != 100 )
  2647. status->hit = status->hit * sd->hit_rate / 100;
  2648.  
  2649. if(sd->flee_rate < 0)
  2650. sd->flee_rate = 0;
  2651. if( sd->flee_rate != 100 )
  2652. status->flee = status->flee * sd->flee_rate / 100;
  2653.  
  2654. if( sd->def2_rate < 0 )
  2655. sd->def2_rate = 0;
  2656. if( sd->def2_rate != 100 )
  2657. status->def2 = status->def2 * sd->def2_rate / 100;
  2658.  
  2659. if( sd->mdef2_rate < 0 )
  2660. sd->mdef2_rate = 0;
  2661. if( sd->mdef2_rate != 100 )
  2662. status->mdef2 = status->mdef2 * sd->mdef2_rate / 100;
  2663.  
  2664. if( sd->critical_rate < 0 )
  2665. sd->critical_rate = 0;
  2666. if( sd->critical_rate != 100 )
  2667. status->cri = status->cri * sd->critical_rate / 100;
  2668.  
  2669. if( sd->flee2_rate < 0 )
  2670. sd->flee2_rate = 0;
  2671. if( sd->flee2_rate != 100 )
  2672. status->flee2 = status->flee2 * sd->flee2_rate / 100;
  2673.  
  2674. // ----- HIT CALCULATION -----
  2675.  
  2676. // Absolute modifiers from passive skills
  2677. if( (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0 )
  2678. status->hit += skill * 2;
  2679. if( (skill = pc_checkskill(sd,AC_VULTURE)) > 0 )
  2680. {
  2681. status->hit += skill;
  2682. if( sd->status.weapon == W_BOW )
  2683. status->rhw.range += skill;
  2684. }
  2685. if( sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE )
  2686. {
  2687. if( (skill = pc_checkskill(sd,GS_SINGLEACTION)) > 0 )
  2688. status->hit += 2 * skill;
  2689. if( (skill = pc_checkskill(sd,GS_SNAKEEYE)) > 0 )
  2690. {
  2691. status->hit += skill;
  2692. status->rhw.range += skill;
  2693. }
  2694. }
  2695. if( (sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE || sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0 )
  2696. status->hit += skill * 3;
  2697.  
  2698. // ----- FLEE CALCULATION -----
  2699.  
  2700. // Absolute modifiers from passive skills
  2701. if( (skill=pc_checkskill(sd,TF_MISS))>0)
  2702. status->flee += skill * (sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF ? 4 : 3);
  2703. if( (skill=pc_checkskill(sd,MO_DODGE))>0)
  2704. status->flee += (skill * 3) >> 1;
  2705.  
  2706. // ----- EQUIPMENT-DEF CALCULATION -----
  2707.  
  2708. // Apply relative modifiers from equipment
  2709. if( sd->def_rate < 0 )
  2710. sd->def_rate = 0;
  2711. if( sd->def_rate != 100 )
  2712. {
  2713. i = status->def * sd->def_rate / 100;
  2714. status->def = cap_value(i, CHAR_MIN, CHAR_MAX);
  2715. }
  2716.  
  2717. if( pc_isriding(sd,OPTION_MADO) && (skill = pc_checkskill(sd,NC_MAINFRAME)) > 0 )
  2718. status->def += skill < 3 ? 1 + 3 * skill : 4 * skill - 1;
  2719.  
  2720. if( !battle_config.weapon_defense_type && status->def > battle_config.max_def )
  2721. {
  2722. status->def2 += battle_config.over_def_bonus * (status->def -battle_config.max_def);
  2723. status->def = (unsigned char)battle_config.max_def;
  2724. }
  2725.  
  2726. // ----- EQUIPMENT-MDEF CALCULATION -----
  2727.  
  2728. // Apply relative modifiers from equipment
  2729. if( sd->mdef_rate < 0 )
  2730. sd->mdef_rate = 0;
  2731. if( sd->mdef_rate != 100 )
  2732. {
  2733. i = status->mdef * sd->mdef_rate / 100;
  2734. status->mdef = cap_value(i, CHAR_MIN, CHAR_MAX);
  2735. }
  2736.  
  2737. if( !battle_config.magic_defense_type && status->mdef > battle_config.max_def )
  2738. {
  2739. status->mdef2 += battle_config.over_def_bonus * (status->mdef - battle_config.max_def);
  2740. status->mdef = (signed char)battle_config.max_def;
  2741. }
  2742.  
  2743. // ----- ASPD CALCULATION -----
  2744. // Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
  2745.  
  2746. // Basic ASPD value
  2747. i = status_base_amotion_pc(sd,status);
  2748. status->amotion = cap_value(i,battle_config.max_aspd,2000);
  2749.  
  2750. // Relative modifiers from passive skills
  2751. if( (skill=pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK )
  2752. status->aspd_rate -= 5 * skill;
  2753. if( (skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd) )
  2754. status->aspd_rate -= 30 * skill;
  2755. if( (skill=pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) )
  2756. status->aspd_rate -= ((skill + 1) / 2) * 10;
  2757. if( pc_isriding(sd,OPTION_RIDING) ) // If there is the !(sd->class_&JOBL_THIRD), than aspd reduction isn't applied to griff users. FIXME: pc_isriding(sd,OPTION_RIDING) is only true for griffs and pecos? [Xazax]
  2758. status->aspd_rate += 500 - 100 * pc_checkskill(sd,KN_CAVALIERMASTERY);
  2759. if( pc_isriding(sd,OPTION_RIDING_DRAGON) && (sd->class_&JOBL_THIRD) && (skill = pc_checkskill(sd,RK_DRAGONTRAINING)) > 0 )
  2760. status->aspd_rate += 500 - 100 * skill;
  2761.  
  2762. status->adelay = 2 * status->amotion;
  2763.  
  2764.  
  2765. // ----- DMOTION -----
  2766. //
  2767. i = 800 - status->agi * 4;
  2768. status->dmotion = cap_value(i, 400, 800);
  2769. if( battle_config.pc_damage_delay_rate != 100 )
  2770. status->dmotion = status->dmotion * battle_config.pc_damage_delay_rate / 100;
  2771.  
  2772. // ----- MISC CALCULATIONS -----
  2773.  
  2774. // Weight
  2775. if( (skill=pc_checkskill(sd,MC_INCCARRY)) > 0 )
  2776. sd->max_weight += 2000 * skill;
  2777. if( pc_isriding(sd,OPTION_RIDING) && pc_checkskill(sd,KN_RIDING) > 0 )
  2778. sd->max_weight += 10000; // Same in gryphons
  2779. if( pc_isriding(sd,OPTION_RIDING_DRAGON) && (skill = pc_checkskill(sd,RK_DRAGONTRAINING)) > 0 )
  2780. sd->max_weight += 5000 + 2000 * skill; // 700(Lv1) ~ 1500(Lv5)
  2781. if( sd->sc.option&OPTION_MADO )
  2782. sd->max_weight += 20000;
  2783. if( sc->data[SC_KNOWLEDGE] )
  2784. sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
  2785. if( (skill=pc_checkskill(sd,ALL_INCCARRY)) > 0 )
  2786. sd->max_weight += 2000 * skill;
  2787.  
  2788. if( pc_checkskill(sd,SM_MOVINGRECOVERY) > 0 )
  2789. sd->regen.state.walk = 1;
  2790. else
  2791. sd->regen.state.walk = 0;
  2792.  
  2793. // Skill SP cost
  2794. if( (skill = pc_checkskill(sd,HP_MANARECHARGE)) > 0 )
  2795. sd->dsprate -= 4 * skill;
  2796.  
  2797. if( sc->data[SC_SERVICE4U] )
  2798. sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
  2799.  
  2800. if( sc->data[SC_SPCOST_RATE] )
  2801. sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
  2802.  
  2803. //Underflow protections.
  2804. if( sd->dsprate < 0 )
  2805. sd->dsprate = 0;
  2806. if( sd->castrate < 0 )
  2807. sd->castrate = 0;
  2808. if( sd->fixcastrate <0 )
  2809. sd->fixcastrate = 0;
  2810. if( sd->delayrate < 0 )
  2811. sd->delayrate = 0;
  2812. if( sd->hprecov_rate < 0 )
  2813. sd->hprecov_rate = 0;
  2814. if( sd->sprecov_rate < 0 )
  2815. sd->sprecov_rate = 0;
  2816.  
  2817. // Anti-element and anti-race
  2818. if(( skill = pc_checkskill(sd,CR_TRUST)) > 0 )
  2819. sd->subele[ELE_HOLY] += skill*5;
  2820. if( (skill = pc_checkskill(sd,BS_SKINTEMPER)) > 0 )
  2821. {
  2822. sd->subele[ELE_NEUTRAL] += skill;
  2823. sd->subele[ELE_FIRE] += skill * 4;
  2824. }
  2825. if( (skill = pc_checkskill(sd,SA_DRAGONOLOGY)) > 0 )
  2826. {
  2827. skill = skill * 4;
  2828. sd->right_weapon.addrace[RC_DRAGON] += skill;
  2829. sd->left_weapon.addrace[RC_DRAGON] += skill;
  2830. sd->magic_addrace[RC_DRAGON] += skill;
  2831. sd->subrace[RC_DRAGON] += skill;
  2832. }
  2833. if( (skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0 )
  2834. {
  2835. sd->right_weapon.addrace[RC_DEMON] += skill;
  2836. sd->right_weapon.addele[ELE_DARK] += skill;
  2837. sd->left_weapon.addrace[RC_DEMON] += skill;
  2838. sd->left_weapon.addele[ELE_DARK] += skill;
  2839. sd->magic_addrace[RC_DEMON] += skill;
  2840. sd->magic_addele[ELE_DARK] += skill;
  2841. sd->subrace[RC_DEMON] += skill;
  2842. sd->subele[ELE_DARK] += skill;
  2843. }
  2844. if( (skill = pc_checkskill(sd,NC_RESEARCHFE)) > 0 )
  2845. {
  2846. sd->subele[ELE_FIRE] += skill * 10;
  2847. sd->subele[ELE_EARTH] += skill * 10;
  2848. }
  2849.  
  2850. if( sc->count )
  2851. {
  2852. if( sc->data[SC_CONCENTRATE] )
  2853. { //Update the card-bonus data
  2854. sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; //Agi
  2855. sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; //Dex
  2856. }
  2857. if( sc->data[SC_SIEGFRIED] )
  2858. {
  2859. i = sc->data[SC_SIEGFRIED]->val2;
  2860. sd->subele[ELE_WATER] += i;
  2861. sd->subele[ELE_EARTH] += i;
  2862. sd->subele[ELE_FIRE] += i;
  2863. sd->subele[ELE_WIND] += i;
  2864. sd->subele[ELE_POISON] += i;
  2865. sd->subele[ELE_HOLY] += i;
  2866. sd->subele[ELE_DARK] += i;
  2867. sd->subele[ELE_GHOST] += i;
  2868. sd->subele[ELE_UNDEAD] += i;
  2869. }
  2870. if( sc->data[SC_PROVIDENCE] )
  2871. {
  2872. sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
  2873. sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
  2874. }
  2875. if( sc->data[SC_ARMOR_ELEMENT] )
  2876. { //This status change should grant card-type elemental resist.
  2877. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT]->val1;
  2878. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT]->val2;
  2879. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT]->val3;
  2880. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT]->val4;
  2881. }
  2882. if( sc->data[SC_ARMOR_RESIST] )
  2883. { // Undead Scroll
  2884. sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
  2885. sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
  2886. sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
  2887. sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
  2888. }
  2889. if( sc->data[SC_FIRE_CLOAK_OPTION] )
  2890. {
  2891. i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
  2892. sd->subele[ELE_FIRE] += i;
  2893. sd->subele[ELE_EARTH] -= i;
  2894. }
  2895. if( sc->data[SC_WATER_DROP_OPTION] )
  2896. {
  2897. i = sc->data[SC_WATER_DROP_OPTION]->val2;
  2898. sd->subele[ELE_WATER] += i;
  2899. sd->subele[ELE_WIND] -= i;
  2900. }
  2901. if( sc->data[SC_WIND_CURTAIN_OPTION] )
  2902. {
  2903. i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
  2904. sd->subele[ELE_WIND] += i;
  2905. sd->subele[ELE_WATER] -= i;
  2906. }
  2907. if( sc->data[SC_STONE_SHIELD_OPTION] )
  2908. {
  2909. i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
  2910. sd->subele[ELE_EARTH] += i;
  2911. sd->subele[ELE_FIRE] -= i;
  2912. }
  2913. }
  2914.  
  2915. status_cpy(&sd->battle_status, status);
  2916.  
  2917. // ----- CLIENT-SIDE REFRESH -----
  2918. if( memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)) )
  2919. clif_skillinfoblock(sd);
  2920. if( b_weight != sd->weight )
  2921. clif_updatestatus(sd,SP_WEIGHT);
  2922. if( b_max_weight != sd->max_weight )
  2923. {
  2924. clif_updatestatus(sd,SP_MAXWEIGHT);
  2925. pc_updateweightstatus(sd);
  2926. }
  2927.  
  2928. calculating = 0;
  2929.  
  2930. return 0;
  2931. }
  2932.  
  2933. int status_calc_mercenary_(struct mercenary_data *md, bool first)
  2934. {
  2935. struct status_data *status = &md->base_status;
  2936. struct s_mercenary *merc = &md->mercenary;
  2937.  
  2938. if( first )
  2939. {
  2940. memcpy(status, &md->db->status, sizeof(struct status_data));
  2941. status->mode = MD_CANMOVE|MD_CANATTACK;
  2942. status->hp = status->max_hp;
  2943. status->sp = status->max_sp;
  2944. md->battle_status.hp = merc->hp;
  2945. md->battle_status.sp = merc->sp;
  2946. }
  2947.  
  2948. status_calc_misc(&md->bl, status, md->db->lv);
  2949. status_cpy(&md->battle_status, status);
  2950.  
  2951. return 0;
  2952. }
  2953.  
  2954. int status_calc_homunculus_(struct homun_data *hd, bool first)
  2955. {
  2956. struct status_data *status = &hd->base_status;
  2957. struct s_homunculus *hom = &hd->homunculus;
  2958. int skill;
  2959. int amotion;
  2960.  
  2961. status->str = hom->str / 10;
  2962. status->agi = hom->agi / 10;
  2963. status->vit = hom->vit / 10;
  2964. status->dex = hom->dex / 10;
  2965. status->int_ = hom->int_ / 10;
  2966. status->luk = hom->luk / 10;
  2967.  
  2968. if (first) { //[orn]
  2969. const struct s_homunculus_db *db = hd->homunculusDB;
  2970. status->def_ele = db->element;
  2971. status->ele_lv = 1;
  2972. status->race = db->race;
  2973. status->size = (hom->class_ == db->evo_class)?db->evo_size:db->base_size;
  2974. status->rhw.range = 1 + status->size;
  2975. status->mode = MD_CANMOVE|MD_CANATTACK;
  2976. status->speed = DEFAULT_WALK_SPEED;
  2977. if (battle_config.hom_setting&0x8 && hd->master)
  2978. status->speed = status_get_speed(&hd->master->bl);
  2979.  
  2980. status->hp = 1;
  2981. status->sp = 1;
  2982. }
  2983. skill = hom->level/10 + status->vit/5;
  2984. status->def = cap_value(skill, 0, 99);
  2985.  
  2986. skill = hom->level/10 + status->int_/5;
  2987. status->mdef = cap_value(skill, 0, 99);
  2988.  
  2989. status->max_hp = hom->max_hp ;
  2990. status->max_sp = hom->max_sp ;
  2991.  
  2992. merc_hom_calc_skilltree(hd);
  2993.  
  2994. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  2995. status->def += skill * 4;
  2996.  
  2997. if((skill = merc_hom_checkskill(hd,HVAN_INSTRUCT)) > 0)
  2998. {
  2999. status->int_ += 1 +skill/2 +skill/4 +skill/5;
  3000. status->str += 1 +skill/3 +skill/3 +skill/4;
  3001. }
  3002.  
  3003. if((skill=merc_hom_checkskill(hd,HAMI_SKIN)) > 0)
  3004. status->max_hp += skill * 2 * status->max_hp / 100;
  3005.  
  3006. if((skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0)
  3007. status->max_sp += (1 +skill/2 -skill/4 +skill/5) * status->max_sp / 100 ;
  3008.  
  3009. if (first) {
  3010. hd->battle_status.hp = hom->hp ;
  3011. hd->battle_status.sp = hom->sp ;
  3012. }
  3013.  
  3014. status->rhw.atk = status->dex;
  3015. status->rhw.atk2 = status->str + hom->level;
  3016.  
  3017. status->aspd_rate = 1000;
  3018.  
  3019. amotion = (1000 -4*status->agi -status->dex) * hd->homunculusDB->baseASPD/1000;
  3020. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3021. status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
  3022.  
  3023. status_calc_misc(&hd->bl, status, hom->level);
  3024. status_cpy(&hd->battle_status, status);
  3025.  
  3026. return 1;
  3027. }
  3028.  
  3029. int status_calc_elemental_(struct elemental_data *ed, bool first)
  3030. {
  3031. struct status_data *status = &ed->base_status;
  3032. struct s_elemental *ele = &ed->elemental;
  3033. struct map_session_data *sd = ed->master;
  3034.  
  3035. if( !sd )
  3036. return 0;
  3037.  
  3038. status->str = ele->str;
  3039. status->agi = ele->agi;
  3040. status->vit = ele->vit;
  3041. status->dex = ele->dex;
  3042. status->int_ = ele->int_;
  3043. status->luk = ele->luk;
  3044.  
  3045. if( first )
  3046. {
  3047. memcpy(status, &ed->db->status, sizeof(struct status_data));
  3048. status->mode = MD_CANMOVE|MD_CANATTACK;
  3049. status->max_hp += 4000 + 500 * pc_checkskill(sd,SO_EL_SYMPATHY);
  3050. status->max_sp += 300 + 50 * pc_checkskill(sd,SO_EL_SYMPATHY);
  3051. status->hp = status->max_hp;
  3052. status->sp = status->max_sp;
  3053. status->str += sd->base_status.str * 25 / 100;
  3054. status->agi += sd->base_status.agi * 25 / 100;
  3055. status->vit += sd->base_status.vit * 25 / 100;
  3056. status->int_ += sd->base_status.int_ * 25 / 100;
  3057. status->def += sd->base_status.dex * 25 / 100;
  3058. status->luk += sd->base_status.luk * 25 / 100;
  3059.  
  3060. status_calc_misc(&ed->bl, status, ed->db->lv);
  3061. memcpy(&ed->battle_status,status,sizeof(struct status_data));
  3062. }
  3063. else
  3064. {
  3065. status_calc_misc(&ed->bl, status, ed->db->lv);
  3066. status_cpy(&ed->battle_status, status);
  3067. }
  3068.  
  3069. return 0;
  3070. }
  3071.  
  3072. static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
  3073. static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
  3074. static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
  3075. static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
  3076. static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
  3077. static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
  3078. static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
  3079. static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
  3080. static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
  3081. static signed short status_calc_hit(struct block_list *,struct status_change *,int);
  3082. static signed short status_calc_critical(struct block_list *,struct status_change *,int);
  3083. static signed short status_calc_flee(struct block_list *,struct status_change *,int);
  3084. static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
  3085. static signed char status_calc_def(struct block_list *,struct status_change *,int);
  3086. static signed short status_calc_def2(struct block_list *,struct status_change *,int);
  3087. static signed char status_calc_mdef(struct block_list *,struct status_change *,int);
  3088. static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
  3089. static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
  3090. static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
  3091. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
  3092. static unsigned int status_calc_maxhp(struct block_list *,struct status_change *,unsigned int);
  3093. static unsigned int status_calc_maxsp(struct block_list *,struct status_change *,unsigned int);
  3094. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
  3095. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
  3096. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode);
  3097.  
  3098. //Calculates base regen values.
  3099. void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
  3100. {
  3101. struct map_session_data *sd;
  3102. int val, skill;
  3103.  
  3104. if( !(bl->type&BL_REGEN) || !regen )
  3105. return;
  3106.  
  3107. sd = BL_CAST(BL_PC,bl);
  3108. val = 1 + (status->vit/5) + (status->max_hp/200);
  3109.  
  3110. if( sd && sd->hprecov_rate != 100 )
  3111. val = val*sd->hprecov_rate/100;
  3112.  
  3113. regen->hp = cap_value(val, 1, SHRT_MAX);
  3114.  
  3115. val = 1 + (status->int_/6) + (status->max_sp/100);
  3116. if( status->int_ >= 120 )
  3117. val += ((status->int_-120)>>1) + 4;
  3118.  
  3119. if( sd && sd->sprecov_rate != 100 )
  3120. val = val*sd->sprecov_rate/100;
  3121.  
  3122. regen->sp = cap_value(val, 1, SHRT_MAX);
  3123.  
  3124. if( sd )
  3125. {
  3126. struct regen_data_sub *sregen;
  3127. if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 )
  3128. {
  3129. val = regen->sp*(100+3*skill)/100;
  3130. regen->sp = cap_value(val, 1, SHRT_MAX);
  3131. }
  3132. //Only players have skill/sitting skill regen for now.
  3133. sregen = regen->sregen;
  3134.  
  3135. val = 0;
  3136. if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
  3137. val += skill*5 + skill*status->max_hp/500;
  3138. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3139.  
  3140. val = 0;
  3141. if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
  3142. val += skill*3 + skill*status->max_sp/500;
  3143. if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
  3144. val += skill*3 + skill*status->max_sp/500;
  3145. if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
  3146. val += 3 + 3 * skill;
  3147. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3148.  
  3149. // Skill-related recovery (only when sit)
  3150. sregen = regen->ssregen;
  3151.  
  3152. val = 0;
  3153. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3154. val += skill*4 + skill*status->max_hp/500;
  3155.  
  3156. if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
  3157. val += skill*30 + skill*status->max_hp/500;
  3158. sregen->hp = cap_value(val, 0, SHRT_MAX);
  3159.  
  3160. val = 0;
  3161. if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest )
  3162. {
  3163. val += skill*3 + skill*status->max_sp/500;
  3164. if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) //Power up Enjoyable Rest
  3165. val += (30+10*skill)*val/100;
  3166. }
  3167. if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
  3168. val += skill*2 + skill*status->max_sp/500;
  3169. sregen->sp = cap_value(val, 0, SHRT_MAX);
  3170. }
  3171.  
  3172. if( bl->type == BL_HOM )
  3173. {
  3174. struct homun_data *hd = (TBL_HOM*)bl;
  3175. if( (skill = merc_hom_checkskill(hd,HAMI_SKIN)) > 0 )
  3176. {
  3177. val = regen->hp*(100+5*skill)/100;
  3178. regen->hp = cap_value(val, 1, SHRT_MAX);
  3179. }
  3180. if( (skill = merc_hom_checkskill(hd,HLIF_BRAIN)) > 0 )
  3181. {
  3182. val = regen->sp*(100+3*skill)/100;
  3183. regen->sp = cap_value(val, 1, SHRT_MAX);
  3184. }
  3185. }
  3186. else if( bl->type == BL_MER )
  3187. {
  3188. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3189. regen->hp = cap_value(val, 1, SHRT_MAX);
  3190.  
  3191. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3192. regen->sp = cap_value(val, 1, SHRT_MAX);
  3193. }
  3194. else if( bl->type == BL_ELEM )
  3195. {
  3196. val = (status->max_hp * status->vit / 10000 + 1) * 6;
  3197. regen->hp = cap_value(val, 1, SHRT_MAX);
  3198.  
  3199. val = (status->max_sp * (status->int_ + 10) / 750) + 1;
  3200. regen->sp = cap_value(val, 1, SHRT_MAX);
  3201. }
  3202. }
  3203.  
  3204. //Calculates SC related regen rates.
  3205. void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
  3206. {
  3207. if (!(bl->type&BL_REGEN) || !regen)
  3208. return;
  3209.  
  3210. regen->flag = RGN_HP|RGN_SP;
  3211. if(regen->sregen)
  3212. {
  3213. if (regen->sregen->hp)
  3214. regen->flag|=RGN_SHP;
  3215.  
  3216. if (regen->sregen->sp)
  3217. regen->flag|=RGN_SSP;
  3218. regen->sregen->rate.hp = regen->sregen->rate.sp = 1;
  3219. }
  3220. if (regen->ssregen)
  3221. {
  3222. if (regen->ssregen->hp)
  3223. regen->flag|=RGN_SHP;
  3224.  
  3225. if (regen->ssregen->sp)
  3226. regen->flag|=RGN_SSP;
  3227. regen->ssregen->rate.hp = regen->ssregen->rate.sp = 1;
  3228. }
  3229. regen->rate.hp = regen->rate.sp = 1;
  3230.  
  3231. if (!sc || !sc->count)
  3232. return;
  3233.  
  3234. if (
  3235. (sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
  3236. || (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
  3237. || sc->data[SC_BERSERK]
  3238. || sc->data[SC_TRICKDEAD]
  3239. || sc->data[SC_BLEEDING]
  3240. || sc->data[SC_MAGICMUSHROOM]
  3241. || sc->data[SC_RAISINGDRAGON]
  3242. || sc->data[SC_SATURDAYNIGHTFEVER]
  3243. ) //No regen
  3244. regen->flag = 0;
  3245.  
  3246. if (
  3247. sc->data[SC_DANCING]
  3248. || (
  3249. (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
  3250. (sc->data[SC_EXTREMITYFIST] || (sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)))
  3251. ) || sc->data[SC_OBLIVIONCURSE]
  3252. || sc->data[SC_MAXIMIZEPOWER]
  3253. ) //No natural SP regen
  3254. regen->flag &=~RGN_SP;
  3255.  
  3256. if( sc->data[SC_TENSIONRELAX] )
  3257. {
  3258. regen->rate.hp += 2;
  3259. if (regen->sregen)
  3260. regen->sregen->rate.hp += 3;
  3261. }
  3262. if( sc->data[SC_MAGNIFICAT] )
  3263. {
  3264. regen->rate.hp += 1;
  3265. regen->rate.sp += 1;
  3266. }
  3267. if( sc->data[SC_REGENERATION] )
  3268. {
  3269. const struct status_change_entry *sce = sc->data[SC_REGENERATION];
  3270. if( !sce->val4 )
  3271. {
  3272. regen->rate.hp += sce->val2;
  3273. regen->rate.sp += sce->val3;
  3274. }
  3275. else
  3276. regen->flag &=~ sce->val4; //Remove regen as specified by val4
  3277. }
  3278. if( sc->data[SC_DEATHHURT] )
  3279. {
  3280. regen->rate.hp -= 1;
  3281. regen->rate.sp -= 1;
  3282. }
  3283. if( sc->data[SC_VITALITYACTIVATION] )
  3284. regen->flag &=~RGN_SP;
  3285. if(sc->data[SC_EXTRACT_WHITE_POTION_Z])
  3286. regen->rate.hp += regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1/100;
  3287. if(sc->data[SC_VITATA_500])
  3288. regen->rate.sp += regen->rate.sp * sc->data[SC_VITATA_500]->val1/100;
  3289. }
  3290.  
  3291. /// Recalculates parts of an object's battle status according to the specified flags.
  3292. /// @param flag bitfield of values from enum scb_flag
  3293. void status_calc_bl_main(struct block_list *bl, enum scb_flag flag)
  3294. {
  3295. const struct status_data *b_status = status_get_base_status(bl);
  3296. struct status_data *status = status_get_status_data(bl);
  3297. struct status_change *sc = status_get_sc(bl);
  3298. TBL_PC *sd = BL_CAST(BL_PC,bl);
  3299. int temp;
  3300.  
  3301. if( !b_status || !status )
  3302. return;
  3303.  
  3304. if( (!(bl->type&BL_REGEN)) && (!sc || !sc->count) )
  3305. { //No difference.
  3306. status_cpy(status, b_status);
  3307. return;
  3308. }
  3309.  
  3310. if(flag&SCB_STR) {
  3311. status->str = status_calc_str(bl, sc, b_status->str);
  3312. flag|=SCB_BATK;
  3313. if( bl->type&BL_HOM )
  3314. flag |= SCB_WATK;
  3315. }
  3316.  
  3317. if(flag&SCB_AGI) {
  3318. status->agi = status_calc_agi(bl, sc, b_status->agi);
  3319. flag|=SCB_FLEE;
  3320. if( bl->type&(BL_PC|BL_HOM) )
  3321. flag |= SCB_ASPD|SCB_DSPD;
  3322. }
  3323.  
  3324. if(flag&SCB_VIT) {
  3325. status->vit = status_calc_vit(bl, sc, b_status->vit);
  3326. flag|=SCB_DEF2|SCB_MDEF2;
  3327. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3328. flag |= SCB_MAXHP;
  3329. if( bl->type&BL_HOM )
  3330. flag |= SCB_DEF;
  3331. }
  3332.  
  3333. if(flag&SCB_INT) {
  3334. status->int_ = status_calc_int(bl, sc, b_status->int_);
  3335. flag|=SCB_MATK|SCB_MDEF2;
  3336. if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
  3337. flag |= SCB_MAXSP;
  3338. if( bl->type&BL_HOM )
  3339. flag |= SCB_MDEF;
  3340. }
  3341.  
  3342. if(flag&SCB_DEX) {
  3343. status->dex = status_calc_dex(bl, sc, b_status->dex);
  3344. flag|=SCB_BATK|SCB_HIT;
  3345. if( bl->type&(BL_PC|BL_HOM) )
  3346. flag |= SCB_ASPD;
  3347. if( bl->type&BL_HOM )
  3348. flag |= SCB_WATK;
  3349. }
  3350.  
  3351. if(flag&SCB_LUK) {
  3352. status->luk = status_calc_luk(bl, sc, b_status->luk);
  3353. flag|=SCB_BATK|SCB_CRI|SCB_FLEE2;
  3354. }
  3355.  
  3356. if(flag&SCB_BATK && b_status->batk) {
  3357. status->batk = status_base_atk(bl,status);
  3358. temp = b_status->batk - status_base_atk(bl,b_status);
  3359. if (temp)
  3360. {
  3361. temp += status->batk;
  3362. status->batk = cap_value(temp, 0, USHRT_MAX);
  3363. }
  3364. status->batk = status_calc_batk(bl, sc, status->batk);
  3365. }
  3366.  
  3367. if(flag&SCB_WATK) {
  3368.  
  3369. status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
  3370. if (!sd) //Should not affect weapon refine bonus
  3371. status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
  3372.  
  3373. if(b_status->lhw.atk) {
  3374. if (sd) {
  3375. sd->state.lr_flag = 1;
  3376. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3377. sd->state.lr_flag = 0;
  3378. } else {
  3379. status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
  3380. status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
  3381. }
  3382. }
  3383.  
  3384. if( bl->type&BL_HOM )
  3385. {
  3386. status->rhw.atk += (status->dex - b_status->dex);
  3387. status->rhw.atk2 += (status->str - b_status->str);
  3388. if( status->rhw.atk2 < status->rhw.atk )
  3389. status->rhw.atk2 = status->rhw.atk;
  3390. }
  3391. }
  3392.  
  3393. if(flag&SCB_HIT) {
  3394. if (status->dex == b_status->dex)
  3395. status->hit = status_calc_hit(bl, sc, b_status->hit);
  3396. else
  3397. status->hit = status_calc_hit(bl, sc, b_status->hit +(status->dex - b_status->dex));
  3398. }
  3399.  
  3400. if(flag&SCB_FLEE) {
  3401. if (status->agi == b_status->agi)
  3402. status->flee = status_calc_flee(bl, sc, b_status->flee);
  3403. else
  3404. status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi));
  3405. }
  3406.  
  3407. if(flag&SCB_DEF)
  3408. {
  3409. status->def = status_calc_def(bl, sc, b_status->def);
  3410.  
  3411. if( bl->type&BL_HOM )
  3412. status->def += (status->vit/5 - b_status->vit/5);
  3413. }
  3414.  
  3415. if(flag&SCB_DEF2) {
  3416. if (status->vit == b_status->vit)
  3417. status->def2 = status_calc_def2(bl, sc, b_status->def2);
  3418. else
  3419. status->def2 = status_calc_def2(bl, sc, b_status->def2 + (status->vit - b_status->vit));
  3420. }
  3421.  
  3422. if(flag&SCB_MDEF)
  3423. {
  3424. status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
  3425.  
  3426. if( bl->type&BL_HOM )
  3427. status->mdef += (status->int_/5 - b_status->int_/5);
  3428. }
  3429.  
  3430. if(flag&SCB_MDEF2) {
  3431. if (status->int_ == b_status->int_ && status->vit == b_status->vit)
  3432. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
  3433. else
  3434. status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_) +((status->vit - b_status->vit)>>1));
  3435. }
  3436.  
  3437. if(flag&SCB_SPEED) {
  3438. struct unit_data *ud = unit_bl2ud(bl);
  3439. status->speed = status_calc_speed(bl, sc, b_status->speed);
  3440.  
  3441. //Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
  3442. //because if you step on something while walking, the moment this
  3443. //piece of code triggers the walk-timer is set on INVALID_TIMER) [Skotlex]
  3444. if (ud)
  3445. ud->state.change_walk_target = ud->state.speed_changed = 1;
  3446.  
  3447. if( bl->type&BL_PC && status->speed < battle_config.max_walk_speed )
  3448. status->speed = battle_config.max_walk_speed;
  3449.  
  3450. if( bl->type&BL_HOM && battle_config.hom_setting&0x8 && ((TBL_HOM*)bl)->master)
  3451. status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
  3452.  
  3453.  
  3454. }
  3455.  
  3456. if(flag&SCB_CRI && b_status->cri) {
  3457. if (status->luk == b_status->luk)
  3458. status->cri = status_calc_critical(bl, sc, b_status->cri);
  3459. else
  3460. status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
  3461. }
  3462.  
  3463. if( flag&SCB_FLEE2 && b_status->flee2 )
  3464. {
  3465. if( status->luk == b_status->luk )
  3466. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
  3467. else
  3468. status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
  3469. }
  3470.  
  3471. if( flag&SCB_ATK_ELE )
  3472. {
  3473. status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
  3474. if( sd ) sd->state.lr_flag = 1;
  3475. status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
  3476. if( sd ) sd->state.lr_flag = 0;
  3477. }
  3478.  
  3479. if( flag&SCB_DEF_ELE )
  3480. {
  3481. status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
  3482. status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
  3483. }
  3484.  
  3485. if( flag&SCB_MODE )
  3486. {
  3487. status->mode = status_calc_mode(bl, sc, b_status->mode);
  3488. //Since mode changed, reset their state.
  3489. if( !(status->mode&MD_CANATTACK) )
  3490. unit_stop_attack(bl);
  3491. if( !(status->mode&MD_CANMOVE) )
  3492. unit_stop_walking(bl,1);
  3493. }
  3494.  
  3495. // No status changes alter these yet.
  3496. // if(flag&SCB_SIZE)
  3497. // if(flag&SCB_RACE)
  3498. // if(flag&SCB_RANGE)
  3499.  
  3500. if( flag&SCB_MAXHP )
  3501. {
  3502. if( bl->type&BL_PC )
  3503. {
  3504. status->max_hp = status_base_pc_maxhp(sd,status);
  3505. status->max_hp += b_status->max_hp - sd->status.max_hp;
  3506.  
  3507. status->max_hp = status_calc_maxhp(bl, sc, status->max_hp);
  3508.  
  3509. if( status->max_hp > (unsigned int)battle_config.max_hp )
  3510. status->max_hp = (unsigned int)battle_config.max_hp;
  3511. }
  3512. else
  3513. {
  3514. status->max_hp = status_calc_maxhp(bl, sc, b_status->max_hp);
  3515. }
  3516.  
  3517. if( status->hp > status->max_hp ) //FIXME: Should perhaps a status_zap should be issued?
  3518. {
  3519. status->hp = status->max_hp;
  3520. if( sd ) clif_updatestatus(sd,SP_HP);
  3521. }
  3522. }
  3523.  
  3524. if( flag&SCB_MAXSP )
  3525. {
  3526. if( bl->type&BL_PC )
  3527. {
  3528. status->max_sp = status_base_pc_maxsp(sd,status);
  3529. status->max_sp += b_status->max_sp - sd->status.max_sp;
  3530.  
  3531. status->max_sp = status_calc_maxsp(&sd->bl, &sd->sc, status->max_sp);
  3532.  
  3533. if( status->max_sp > (unsigned int)battle_config.max_sp )
  3534. status->max_sp = (unsigned int)battle_config.max_sp;
  3535. }
  3536. else
  3537. {
  3538. status->max_sp = status_calc_maxsp(bl, sc, b_status->max_sp);
  3539. }
  3540.  
  3541. if( status->sp > status->max_sp )
  3542. {
  3543. status->sp = status->max_sp;
  3544. if( sd ) clif_updatestatus(sd,SP_SP);
  3545. }
  3546. }
  3547.  
  3548. if( flag&SCB_MATK )
  3549. {
  3550. //New matk
  3551. status->matk_min = status_base_matk_min(status);
  3552. status->matk_max = status_base_matk_max(status);
  3553.  
  3554. if( bl->type&BL_PC && sd->matk_rate != 100 )
  3555. {
  3556. //Bonuses from previous matk
  3557. status->matk_max = status->matk_max * sd->matk_rate/100;
  3558. status->matk_min = status->matk_min * sd->matk_rate/100;
  3559. }
  3560.  
  3561. status->matk_min = status_calc_matk(bl, sc, status->matk_min);
  3562. status->matk_max = status_calc_matk(bl, sc, status->matk_max);
  3563.  
  3564. if(sc->data[SC_MAGICPOWER]) { //Store current matk values
  3565. sc->mp_matk_min = status->matk_min;
  3566. sc->mp_matk_max = status->matk_max;
  3567. }
  3568.  
  3569. if( bl->type&BL_HOM && battle_config.hom_setting&0x20 ) //Hom Min Matk is always the same as Max Matk
  3570. status->matk_min = status->matk_max;
  3571.  
  3572. }
  3573.  
  3574. if( flag&SCB_ASPD )
  3575. {
  3576. int amotion;
  3577. if( bl->type&BL_PC )
  3578. {
  3579. amotion = status_base_amotion_pc(sd,status);
  3580. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3581.  
  3582. if(status->aspd_rate != 1000)
  3583. amotion = amotion*status->aspd_rate/1000;
  3584.  
  3585. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3586.  
  3587. status->adelay = 2*status->amotion;
  3588. }
  3589. else if( bl->type&BL_HOM )
  3590. {
  3591. amotion = (1000 -4*status->agi -status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD/1000;
  3592. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3593.  
  3594. if(status->aspd_rate != 1000)
  3595. amotion = amotion*status->aspd_rate/1000;
  3596.  
  3597. status->amotion = cap_value(amotion,battle_config.max_aspd,2000);
  3598.  
  3599. status->adelay = status->amotion;
  3600. }
  3601. else // mercenary, elemental and mobs
  3602. {
  3603. amotion = b_status->amotion;
  3604. status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
  3605.  
  3606. if(status->aspd_rate != 1000)
  3607. amotion = amotion*status->aspd_rate/1000;
  3608.  
  3609. status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
  3610.  
  3611. temp = b_status->adelay*status->aspd_rate/1000;
  3612. status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
  3613. }
  3614. }
  3615.  
  3616. if( flag&SCB_DSPD )
  3617. {
  3618. int dmotion;
  3619. if( bl->type&BL_PC )
  3620. {
  3621. if( b_status->agi == status->agi )
  3622. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3623. else
  3624. {
  3625. dmotion = 800-status->agi*4;
  3626. status->dmotion = cap_value(dmotion, 400, 800);
  3627. if( battle_config.pc_damage_delay_rate != 100 )
  3628. status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
  3629. //It's safe to ignore b_status->dmotion since no bonus affects it.
  3630. status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
  3631. }
  3632. }
  3633. else if( bl->type&BL_HOM )
  3634. {
  3635. dmotion = 800-status->agi*4;
  3636. status->dmotion = cap_value(dmotion, 400, 800);
  3637. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3638. }
  3639. else // mercenary, elemental and mobs
  3640. {
  3641. status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
  3642. }
  3643. }
  3644.  
  3645. if( flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN )
  3646. status_calc_regen(bl, status, status_get_regen_data(bl));
  3647.  
  3648. if( flag&SCB_REGEN && bl->type&BL_REGEN )
  3649. status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
  3650. }
  3651.  
  3652. /// Recalculates parts of an object's base status and battle status according to the specified flags.
  3653. /// Also sends updates to the client wherever applicable.
  3654. /// @param flag bitfield of values from enum scb_flag
  3655. /// @param first if true, will cause status_calc_* functions to run their base status initialization code
  3656. void status_calc_bl_(struct block_list* bl, enum scb_flag flag, bool first)
  3657. {
  3658. struct status_data b_status; // previous battle status
  3659. struct status_data* status; // pointer to current battle status
  3660.  
  3661. // remember previous values
  3662. status = status_get_status_data(bl);
  3663. memcpy(&b_status, status, sizeof(struct status_data));
  3664.  
  3665. if( flag&SCB_BASE )
  3666. {// calculate the object's base status too
  3667. switch( bl->type )
  3668. {
  3669. case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), first); break;
  3670. case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), first); break;
  3671. case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), first); break;
  3672. case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), first); break;
  3673. case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), first); break;
  3674. case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), first); break;
  3675. }
  3676. }
  3677.  
  3678. if( bl->type == BL_PET )
  3679. return; // pets are not affected by statuses
  3680.  
  3681. if( first && bl->type == BL_MOB )
  3682. return; // assume there will be no statuses active
  3683.  
  3684. status_calc_bl_main(bl, flag);
  3685.  
  3686. if( first && bl->type == BL_HOM )
  3687. return; // client update handled by caller
  3688.  
  3689. // compare against new values and send client updates
  3690. if( bl->type == BL_PC )
  3691. {
  3692. TBL_PC* sd = BL_CAST(BL_PC, bl);
  3693. if(b_status.str != status->str)
  3694. clif_updatestatus(sd,SP_STR);
  3695. if(b_status.agi != status->agi)
  3696. clif_updatestatus(sd,SP_AGI);
  3697. if(b_status.vit != status->vit)
  3698. clif_updatestatus(sd,SP_VIT);
  3699. if(b_status.int_ != status->int_)
  3700. clif_updatestatus(sd,SP_INT);
  3701. if(b_status.dex != status->dex)
  3702. clif_updatestatus(sd,SP_DEX);
  3703. if(b_status.luk != status->luk)
  3704. clif_updatestatus(sd,SP_LUK);
  3705. if(b_status.hit != status->hit)
  3706. clif_updatestatus(sd,SP_HIT);
  3707. if(b_status.flee != status->flee)
  3708. clif_updatestatus(sd,SP_FLEE1);
  3709. if(b_status.amotion != status->amotion)
  3710. clif_updatestatus(sd,SP_ASPD);
  3711. if(b_status.speed != status->speed)
  3712. clif_updatestatus(sd,SP_SPEED);
  3713. if(b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk || b_status.batk != status->batk)
  3714. clif_updatestatus(sd,SP_ATK1);
  3715. if(b_status.def != status->def)
  3716. clif_updatestatus(sd,SP_DEF1);
  3717. if(b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2)
  3718. clif_updatestatus(sd,SP_ATK2);
  3719. if(b_status.def2 != status->def2)
  3720. clif_updatestatus(sd,SP_DEF2);
  3721. if(b_status.flee2 != status->flee2)
  3722. clif_updatestatus(sd,SP_FLEE2);
  3723. if(b_status.cri != status->cri)
  3724. clif_updatestatus(sd,SP_CRITICAL);
  3725. if(b_status.matk_max != status->matk_max)
  3726. clif_updatestatus(sd,SP_MATK1);
  3727. if(b_status.matk_min != status->matk_min)
  3728. clif_updatestatus(sd,SP_MATK2);
  3729. if(b_status.mdef != status->mdef)
  3730. clif_updatestatus(sd,SP_MDEF1);
  3731. if(b_status.mdef2 != status->mdef2)
  3732. clif_updatestatus(sd,SP_MDEF2);
  3733. if(b_status.rhw.range != status->rhw.range)
  3734. clif_updatestatus(sd,SP_ATTACKRANGE);
  3735. if(b_status.max_hp != status->max_hp)
  3736. clif_updatestatus(sd,SP_MAXHP);
  3737. if(b_status.max_sp != status->max_sp)
  3738. clif_updatestatus(sd,SP_MAXSP);
  3739. if(b_status.hp != status->hp)
  3740. clif_updatestatus(sd,SP_HP);
  3741. if(b_status.sp != status->sp)
  3742. clif_updatestatus(sd,SP_SP);
  3743. }
  3744. else
  3745. if( bl->type == BL_HOM )
  3746. {
  3747. TBL_HOM* hd = BL_CAST(BL_HOM, bl);
  3748. if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
  3749. clif_hominfo(hd->master,hd,0);
  3750. }
  3751. else
  3752. if( bl->type == BL_MER )
  3753. {
  3754. TBL_MER* md = BL_CAST(BL_MER, bl);
  3755. if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
  3756. clif_mercenary_updatestatus(md->master, SP_ATK1);
  3757. if( b_status.matk_max != status->matk_max )
  3758. clif_mercenary_updatestatus(md->master, SP_MATK1);
  3759. if( b_status.hit != status->hit )
  3760. clif_mercenary_updatestatus(md->master, SP_HIT);
  3761. if( b_status.cri != status->cri )
  3762. clif_mercenary_updatestatus(md->master, SP_CRITICAL);
  3763. if( b_status.def != status->def )
  3764. clif_mercenary_updatestatus(md->master, SP_DEF1);
  3765. if( b_status.mdef != status->mdef )
  3766. clif_mercenary_updatestatus(md->master, SP_MDEF1);
  3767. if( b_status.flee != status->flee )
  3768. clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
  3769. if( b_status.amotion != status->amotion )
  3770. clif_mercenary_updatestatus(md->master, SP_ASPD);
  3771. if( b_status.max_hp != status->max_hp )
  3772. clif_mercenary_updatestatus(md->master, SP_MAXHP);
  3773. if( b_status.max_sp != status->max_sp )
  3774. clif_mercenary_updatestatus(md->master, SP_MAXSP);
  3775. if( b_status.hp != status->hp )
  3776. clif_mercenary_updatestatus(md->master, SP_HP);
  3777. if( b_status.sp != status->sp )
  3778. clif_mercenary_updatestatus(md->master, SP_SP);
  3779. }
  3780. else if( bl->type == BL_ELEM )
  3781. {
  3782. TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
  3783. if( b_status.max_hp != status->max_hp )
  3784. clif_elemental_updatestatus(ed->master, SP_MAXHP);
  3785. if( b_status.max_sp != status->max_sp )
  3786. clif_elemental_updatestatus(ed->master, SP_MAXSP);
  3787. if( b_status.hp != status->hp )
  3788. clif_elemental_updatestatus(ed->master, SP_HP);
  3789. if( b_status.sp != status->sp )
  3790. clif_mercenary_updatestatus(ed->master, SP_SP);
  3791. }
  3792. }
  3793.  
  3794. /*==========================================
  3795. * Apply shared stat mods from status changes [DracoRPG]
  3796. *------------------------------------------*/
  3797. static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
  3798. {
  3799. if(!sc || !sc->count)
  3800. return cap_value(str,0,USHRT_MAX);
  3801.  
  3802. if(sc->data[SC_INCALLSTATUS])
  3803. str += sc->data[SC_INCALLSTATUS]->val1;
  3804. if(sc->data[SC_INCSTR])
  3805. str += sc->data[SC_INCSTR]->val1;
  3806. if(sc->data[SC_STRFOOD])
  3807. str += sc->data[SC_STRFOOD]->val1;
  3808. if(sc->data[SC_FOOD_STR_CASH])
  3809. str += sc->data[SC_FOOD_STR_CASH]->val1;
  3810. if(sc->data[SC_BATTLEORDERS])
  3811. str += 5;
  3812. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3>>16)
  3813. str += (sc->data[SC_GUILDAURA]->val3)>>16;
  3814. if(sc->data[SC_LOUD])
  3815. str += 4;
  3816. if(sc->data[SC_TRUESIGHT])
  3817. str += 5;
  3818. if(sc->data[SC_SPURT])
  3819. str += 10;
  3820. if(sc->data[SC_NEN])
  3821. str += sc->data[SC_NEN]->val1;
  3822. if(sc->data[SC_BLESSING]){
  3823. if(sc->data[SC_BLESSING]->val2)
  3824. str += sc->data[SC_BLESSING]->val2;
  3825. else
  3826. str >>= 1;
  3827. }
  3828. if(sc->data[SC_MARIONETTE])
  3829. str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
  3830. if(sc->data[SC_MARIONETTE2])
  3831. str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
  3832. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && str < 50)
  3833. str = 50;
  3834. if(sc->data[SC_GIANTGROWTH])
  3835. str += 30;
  3836. if(sc->data[SC_HARMONIZE])
  3837. str += sc->data[SC_HARMONIZE]->val2;
  3838. if(sc->data[SC_SAVAGE_STEAK])
  3839. str += sc->data[SC_SAVAGE_STEAK]->val1;
  3840. if(sc->data[SC_INSPIRATION])
  3841. str += sc->data[SC_INSPIRATION]->val3;
  3842. if(sc->data[SC_STOMACHACHE])
  3843. str -= sc->data[SC_STOMACHACHE]->val1;
  3844.  
  3845. return (unsigned short)cap_value(str,0,USHRT_MAX);
  3846. }
  3847.  
  3848. static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
  3849. {
  3850. if(!sc || !sc->count)
  3851. return cap_value(agi,0,USHRT_MAX);
  3852.  
  3853. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3854. agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
  3855. if(sc->data[SC_INCALLSTATUS])
  3856. agi += sc->data[SC_INCALLSTATUS]->val1;
  3857. if(sc->data[SC_INCAGI])
  3858. agi += sc->data[SC_INCAGI]->val1;
  3859. if(sc->data[SC_AGIFOOD])
  3860. agi += sc->data[SC_AGIFOOD]->val1;
  3861. if(sc->data[SC_FOOD_AGI_CASH])
  3862. agi += sc->data[SC_FOOD_AGI_CASH]->val1;
  3863. if(sc->data[SC_GUILDAURA] && (sc->data[SC_GUILDAURA]->val4)>>16)
  3864. agi += (sc->data[SC_GUILDAURA]->val4)>>16;
  3865. if(sc->data[SC_TRUESIGHT])
  3866. agi += 5;
  3867. if(sc->data[SC_INCREASEAGI])
  3868. agi += sc->data[SC_INCREASEAGI]->val2;
  3869. if(sc->data[SC_INCREASING])
  3870. agi += 4; // added based on skill updates [Reddozen]
  3871. if(sc->data[SC_DECREASEAGI])
  3872. agi -= sc->data[SC_DECREASEAGI]->val2;
  3873. if(sc->data[SC_QUAGMIRE])
  3874. agi -= sc->data[SC_QUAGMIRE]->val2;
  3875. if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
  3876. agi -= sc->data[SC_SUITON]->val2;
  3877. if(sc->data[SC_MARIONETTE])
  3878. agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
  3879. if(sc->data[SC_MARIONETTE2])
  3880. agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
  3881. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && agi < 50)
  3882. agi = 50;
  3883. if(sc->data[SC_ADORAMUS])
  3884. agi -= sc->data[SC_ADORAMUS]->val2;
  3885. if(sc->data[SC_HARMONIZE])
  3886. agi += sc->data[SC_HARMONIZE]->val2;
  3887. if(sc->data[SC_DROCERA_HERB_STEAMED])
  3888. agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
  3889. if(sc->data[SC_INSPIRATION])
  3890. agi += sc->data[SC_INSPIRATION]->val3;
  3891. if(sc->data[SC_STOMACHACHE])
  3892. agi -= sc->data[SC_STOMACHACHE]->val1;
  3893.  
  3894. return (unsigned short)cap_value(agi,0,USHRT_MAX);
  3895. }
  3896.  
  3897. static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
  3898. {
  3899. if(!sc || !sc->count)
  3900. return cap_value(vit,0,USHRT_MAX);
  3901.  
  3902. if(sc->data[SC_INCALLSTATUS])
  3903. vit += sc->data[SC_INCALLSTATUS]->val1;
  3904. if(sc->data[SC_INCVIT])
  3905. vit += sc->data[SC_INCVIT]->val1;
  3906. if(sc->data[SC_VITFOOD])
  3907. vit += sc->data[SC_VITFOOD]->val1;
  3908. if(sc->data[SC_FOOD_VIT_CASH])
  3909. vit += sc->data[SC_FOOD_VIT_CASH]->val1;
  3910. if(sc->data[SC_CHANGE])
  3911. vit += sc->data[SC_CHANGE]->val2;
  3912. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val3&0xFFFF)
  3913. vit += sc->data[SC_GUILDAURA]->val3&0xFFFF;
  3914. if(sc->data[SC_TRUESIGHT])
  3915. vit += 5;
  3916. if(sc->data[SC_STRIPARMOR])
  3917. vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
  3918. if(sc->data[SC_MARIONETTE])
  3919. vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
  3920. if(sc->data[SC_MARIONETTE2])
  3921. vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
  3922. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && vit < 50)
  3923. vit = 50;
  3924. if(sc->data[SC_LAUDAAGNUS])
  3925. vit += 4 + sc->data[SC_LAUDAAGNUS]->val1;
  3926. if(sc->data[SC_HARMONIZE])
  3927. vit += sc->data[SC_HARMONIZE]->val2;
  3928. if(sc->data[SC_MINOR_BBQ])
  3929. vit += sc->data[SC_MINOR_BBQ]->val1;
  3930. if(sc->data[SC_INSPIRATION])
  3931. vit += sc->data[SC_INSPIRATION]->val3;
  3932. if(sc->data[SC_STOMACHACHE])
  3933. vit -= sc->data[SC_STOMACHACHE]->val1;
  3934.  
  3935. return (unsigned short)cap_value(vit,0,USHRT_MAX);
  3936. }
  3937.  
  3938. static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
  3939. {
  3940. if(!sc || !sc->count)
  3941. return cap_value(int_,0,USHRT_MAX);
  3942.  
  3943. if(sc->data[SC_INCALLSTATUS])
  3944. int_ += sc->data[SC_INCALLSTATUS]->val1;
  3945. if(sc->data[SC_INCINT])
  3946. int_ += sc->data[SC_INCINT]->val1;
  3947. if(sc->data[SC_INTFOOD])
  3948. int_ += sc->data[SC_INTFOOD]->val1;
  3949. if(sc->data[SC_FOOD_INT_CASH])
  3950. int_ += sc->data[SC_FOOD_INT_CASH]->val1;
  3951. if(sc->data[SC_CHANGE])
  3952. int_ += sc->data[SC_CHANGE]->val3;
  3953. if(sc->data[SC_BATTLEORDERS])
  3954. int_ += 5;
  3955. if(sc->data[SC_TRUESIGHT])
  3956. int_ += 5;
  3957. if(sc->data[SC_BLESSING]){
  3958. if (sc->data[SC_BLESSING]->val2)
  3959. int_ += sc->data[SC_BLESSING]->val2;
  3960. else
  3961. int_ >>= 1;
  3962. }
  3963. if(sc->data[SC_STRIPHELM])
  3964. int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
  3965. if(sc->data[SC_NEN])
  3966. int_ += sc->data[SC_NEN]->val1;
  3967. if(sc->data[SC_MARIONETTE])
  3968. int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
  3969. if(sc->data[SC_MARIONETTE2])
  3970. int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
  3971. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && int_ < 50)
  3972. int_ = 50;
  3973. if(sc->data[SC_MANDRAGORA])
  3974. int_ -= 5 + 5 * sc->data[SC_MANDRAGORA]->val1;
  3975. if(sc->data[SC__STRIPACCESSORY])
  3976. int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  3977. if(sc->data[SC_HARMONIZE])
  3978. int_ += sc->data[SC_HARMONIZE]->val2;
  3979. if(sc->data[SC_COCKTAIL_WARG_BLOOD])
  3980. int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
  3981. if(sc->data[SC_INSPIRATION])
  3982. int_ += sc->data[SC_INSPIRATION]->val3;
  3983. if(sc->data[SC_STOMACHACHE])
  3984. int_ -= sc->data[SC_STOMACHACHE]->val1;
  3985.  
  3986. return (unsigned short)cap_value(int_,0,USHRT_MAX);
  3987. }
  3988.  
  3989. static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
  3990. {
  3991. if(!sc || !sc->count)
  3992. return cap_value(dex,0,USHRT_MAX);
  3993.  
  3994. if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
  3995. dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
  3996.  
  3997. if(sc->data[SC_INCALLSTATUS])
  3998. dex += sc->data[SC_INCALLSTATUS]->val1;
  3999. if(sc->data[SC_INCDEX])
  4000. dex += sc->data[SC_INCDEX]->val1;
  4001. if(sc->data[SC_DEXFOOD])
  4002. dex += sc->data[SC_DEXFOOD]->val1;
  4003. if(sc->data[SC_FOOD_DEX_CASH])
  4004. dex += sc->data[SC_FOOD_DEX_CASH]->val1;
  4005. if(sc->data[SC_BATTLEORDERS])
  4006. dex += 5;
  4007. if(sc->data[SC_GUILDAURA] && sc->data[SC_GUILDAURA]->val4&0xFFFF)
  4008. dex += sc->data[SC_GUILDAURA]->val4&0xFFFF;
  4009. if(sc->data[SC_TRUESIGHT])
  4010. dex += 5;
  4011. if(sc->data[SC_QUAGMIRE])
  4012. dex -= sc->data[SC_QUAGMIRE]->val2;
  4013. if(sc->data[SC_BLESSING]){
  4014. if (sc->data[SC_BLESSING]->val2)
  4015. dex += sc->data[SC_BLESSING]->val2;
  4016. else
  4017. dex >>= 1;
  4018. }
  4019. if(sc->data[SC_INCREASING])
  4020. dex += 4; // added based on skill updates [Reddozen]
  4021. if(sc->data[SC_MARIONETTE])
  4022. dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
  4023. if(sc->data[SC_MARIONETTE2])
  4024. dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
  4025. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && dex < 50)
  4026. dex = 50;
  4027. if(sc->data[SC__STRIPACCESSORY])
  4028. dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4029. if(sc->data[SC_HARMONIZE])
  4030. dex += sc->data[SC_HARMONIZE]->val2;
  4031. if(sc->data[SC_SIROMA_ICE_TEA])
  4032. dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
  4033. if(sc->data[SC_INSPIRATION])
  4034. dex += sc->data[SC_INSPIRATION]->val3;
  4035. if(sc->data[SC_STOMACHACHE])
  4036. dex -= sc->data[SC_STOMACHACHE]->val1;
  4037.  
  4038. return (unsigned short)cap_value(dex,0,USHRT_MAX);
  4039. }
  4040.  
  4041. static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
  4042. {
  4043. if(!sc || !sc->count)
  4044. return cap_value(luk,0,USHRT_MAX);
  4045.  
  4046. if(sc->data[SC_CURSE])
  4047. return 0;
  4048. if(sc->data[SC_INCALLSTATUS])
  4049. luk += sc->data[SC_INCALLSTATUS]->val1;
  4050. if(sc->data[SC_INCLUK])
  4051. luk += sc->data[SC_INCLUK]->val1;
  4052. if(sc->data[SC_LUKFOOD])
  4053. luk += sc->data[SC_LUKFOOD]->val1;
  4054. if(sc->data[SC_FOOD_LUK_CASH])
  4055. luk += sc->data[SC_FOOD_LUK_CASH]->val1;
  4056. if(sc->data[SC_TRUESIGHT])
  4057. luk += 5;
  4058. if(sc->data[SC_GLORIA])
  4059. luk += 30;
  4060. if(sc->data[SC_MARIONETTE])
  4061. luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
  4062. if(sc->data[SC_MARIONETTE2])
  4063. luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
  4064. if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH && luk < 50)
  4065. luk = 50;
  4066. if(sc->data[SC_LAUDARAMUS])
  4067. luk += 4 + sc->data[SC_LAUDARAMUS]->val1;
  4068. if(sc->data[SC__STRIPACCESSORY])
  4069. luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
  4070. if(sc->data[SC_HARMONIZE])
  4071. luk += sc->data[SC_HARMONIZE]->val2;
  4072. if(sc->data[SC_PUTTI_TAILS_NOODLES])
  4073. luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
  4074. if(sc->data[SC_INSPIRATION])
  4075. luk += sc->data[SC_INSPIRATION]->val3;
  4076. if(sc->data[SC_STOMACHACHE])
  4077. luk -= sc->data[SC_STOMACHACHE]->val1;
  4078. if(sc->data[SC_BANANA_BOMB])
  4079. luk -= luk * sc->data[SC_BANANA_BOMB]->val1 / 100;
  4080.  
  4081. return (unsigned short)cap_value(luk,0,USHRT_MAX);
  4082. }
  4083.  
  4084. static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
  4085. {
  4086. if(!sc || !sc->count)
  4087. return cap_value(batk,0,USHRT_MAX);
  4088.  
  4089. if(sc->data[SC_ATKPOTION])
  4090. batk += sc->data[SC_ATKPOTION]->val1;
  4091. if(sc->data[SC_BATKFOOD])
  4092. batk += sc->data[SC_BATKFOOD]->val1;
  4093. if(sc->data[SC_INCATKRATE])
  4094. batk += batk * sc->data[SC_INCATKRATE]->val1/100;
  4095. if(sc->data[SC_PROVOKE])
  4096. batk += batk * sc->data[SC_PROVOKE]->val3/100;
  4097. if(sc->data[SC_CONCENTRATION])
  4098. batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
  4099. if(sc->data[SC_SKE])
  4100. batk += batk * 3;
  4101. if(sc->data[SC_BLOODLUST])
  4102. batk += batk * sc->data[SC_BLOODLUST]->val2/100;
  4103. if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
  4104. batk -= batk * 25/100;
  4105. if(sc->data[SC_CURSE])
  4106. batk -= batk * 25/100;
  4107. //Curse shouldn't effect on this? <- Curse OR Bleeding??
  4108. // if(sc->data[SC_BLEEDING])
  4109. // batk -= batk * 25/100;
  4110. if(sc->data[SC_FLEET])
  4111. batk += batk * sc->data[SC_FLEET]->val3/100;
  4112. if(sc->data[SC_GATLINGFEVER])
  4113. batk += sc->data[SC_GATLINGFEVER]->val3;
  4114. if(sc->data[SC_MADNESSCANCEL])
  4115. batk += 100;
  4116. if(sc->data[SC__ENERVATION])
  4117. batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
  4118. if(sc->data[SC__BLOODYLUST])
  4119. batk += batk * 32 / 100;
  4120. if(sc->data[SC_RUSHWINDMILL])
  4121. batk += batk * sc->data[SC_RUSHWINDMILL]->val2/100;
  4122. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4123. batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
  4124. if(sc->data[SC_MELODYOFSINK])
  4125. batk -= batk * sc->data[SC_MELODYOFSINK]->val3/100;
  4126. if(sc->data[SC_BEYONDOFWARCRY])
  4127. batk += batk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  4128. if(sc->data[SC_GT_CHANGE])
  4129. batk += batk * sc->data[SC_GT_CHANGE]->val3 / 100;
  4130. if(sc->data[SC_FULL_SWING_K])
  4131. batk += sc->data[SC_FULL_SWING_K]->val1;
  4132.  
  4133. return (unsigned short)cap_value(batk,0,USHRT_MAX);
  4134. }
  4135.  
  4136. static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
  4137. {
  4138. if(!sc || !sc->count)
  4139. return cap_value(watk,0,USHRT_MAX);
  4140.  
  4141. if(sc->data[SC_IMPOSITIO])
  4142. watk += sc->data[SC_IMPOSITIO]->val2;
  4143. if(sc->data[SC_WATKFOOD])
  4144. watk += sc->data[SC_WATKFOOD]->val1;
  4145. if(sc->data[SC_DRUMBATTLE])
  4146. watk += sc->data[SC_DRUMBATTLE]->val2;
  4147. if(sc->data[SC_VOLCANO])
  4148. watk += sc->data[SC_VOLCANO]->val2;
  4149. if(sc->data[SC_INCATKRATE])
  4150. watk += watk * sc->data[SC_INCATKRATE]->val1/100;
  4151. if(sc->data[SC_PROVOKE])
  4152. watk += watk * sc->data[SC_PROVOKE]->val3/100;
  4153. if(sc->data[SC_CONCENTRATION])
  4154. watk += watk * sc->data[SC_CONCENTRATION]->val2/100;
  4155. if(sc->data[SC_SKE])
  4156. watk += watk * 3;
  4157. if(sc->data[SC_NIBELUNGEN]) {
  4158. if (bl->type != BL_PC)
  4159. watk += sc->data[SC_NIBELUNGEN]->val2;
  4160. else {
  4161. TBL_PC *sd = (TBL_PC*)bl;
  4162. int index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
  4163. if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
  4164. watk += sc->data[SC_NIBELUNGEN]->val2;
  4165. }
  4166. }
  4167. if(sc->data[SC_BLOODLUST])
  4168. watk += watk * sc->data[SC_BLOODLUST]->val2/100;
  4169. if(sc->data[SC_FLEET])
  4170. watk += watk * sc->data[SC_FLEET]->val3/100;
  4171. if(sc->data[SC_CURSE])
  4172. watk -= watk * 25/100;
  4173. if(sc->data[SC_STRIPWEAPON])
  4174. watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
  4175. if(sc->data[SC_MERC_ATKUP])
  4176. watk += sc->data[SC_MERC_ATKUP]->val2;
  4177. if(sc->data[SC_FIGHTINGSPIRIT])
  4178. watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
  4179. if(sc->data[SC__ENERVATION])
  4180. watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
  4181. if(sc->data[SC__BLOODYLUST])
  4182. watk += watk * 32 / 100;
  4183. if(sc->data[SC_STRIKING])
  4184. watk += sc->data[SC_STRIKING]->val2;
  4185. if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
  4186. watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
  4187. if(sc->data[SC_INSPIRATION])
  4188. watk += sc->data[SC_INSPIRATION]->val2;
  4189. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4190. watk += (10 + 10 * sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4191. if( sc->data[SC_TROPIC_OPTION] )
  4192. watk += sc->data[SC_TROPIC_OPTION]->val2;
  4193. if( sc->data[SC_HEATER_OPTION] )
  4194. watk += sc->data[SC_HEATER_OPTION]->val2;
  4195. if( sc->data[SC_WATER_BARRIER] )
  4196. watk -= sc->data[SC_WATER_BARRIER]->val3;
  4197. if( sc->data[SC_PYROTECHNIC_OPTION] )
  4198. watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
  4199. if( sc && sc->data[SC_TIDAL_WEAPON] )
  4200. watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
  4201.  
  4202. return (unsigned short)cap_value(watk,0,USHRT_MAX);
  4203. }
  4204.  
  4205. static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
  4206. {
  4207. if(!sc || !sc->count)
  4208. return cap_value(matk,0,USHRT_MAX);
  4209.  
  4210. if(sc->data[SC_MATKPOTION])
  4211. matk += sc->data[SC_MATKPOTION]->val1;
  4212. if(sc->data[SC_MATKFOOD])
  4213. matk += sc->data[SC_MATKFOOD]->val1;
  4214. if(sc->data[SC_MAGICPOWER])
  4215. matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
  4216. if(sc->data[SC_MINDBREAKER])
  4217. matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
  4218. if(sc->data[SC_INCMATKRATE])
  4219. matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
  4220. if(sc->data[SC_MOONLITSERENADE])
  4221. matk += matk * sc->data[SC_MOONLITSERENADE]->val2/100;
  4222. if(sc->data[SC_MELODYOFSINK])
  4223. matk += matk * sc->data[SC_MELODYOFSINK]->val3/100;
  4224. if(sc->data[SC_BEYONDOFWARCRY])
  4225. matk -= matk * sc->data[SC_BEYONDOFWARCRY]->val3/100;
  4226. if(sc->data[SC_MANA_PLUS])
  4227. matk += sc->data[SC_MANA_PLUS]->val1;
  4228. if(sc->data[SC_AQUAPLAY_OPTION])
  4229. matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
  4230. if(sc->data[SC_CHILLY_AIR_OPTION])
  4231. matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
  4232. if(sc->data[SC_WATER_BARRIER])
  4233. matk -= sc->data[SC_WATER_BARRIER]->val3;
  4234.  
  4235. return (unsigned short)cap_value(matk,0,USHRT_MAX);
  4236. }
  4237.  
  4238. static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
  4239. {
  4240. if(!sc || !sc->count)
  4241. return cap_value(critical,10,SHRT_MAX);
  4242.  
  4243. if (sc->data[SC_INCCRI])
  4244. critical += sc->data[SC_INCCRI]->val2;
  4245. if (sc->data[SC_EXPLOSIONSPIRITS])
  4246. critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
  4247. if (sc->data[SC_FORTUNE])
  4248. critical += sc->data[SC_FORTUNE]->val2;
  4249. if (sc->data[SC_TRUESIGHT])
  4250. critical += sc->data[SC_TRUESIGHT]->val2;
  4251. if(sc->data[SC_CLOAKING])
  4252. critical += critical;
  4253. if(sc->data[SC_STRIKING])
  4254. critical += sc->data[SC_STRIKING]->val1;
  4255. if(sc->data[SC__INVISIBILITY])
  4256. critical += critical * sc->data[SC__INVISIBILITY]->val3 / 100;
  4257. if(sc->data[SC_CAMOUFLAGE])
  4258. critical += 100;
  4259. if(sc->data[SC__UNLUCKY])
  4260. critical -= critical * sc->data[SC__UNLUCKY]->val2 / 100;
  4261.  
  4262. return (short)cap_value(critical,10,SHRT_MAX);
  4263. }
  4264.  
  4265. static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
  4266. {
  4267.  
  4268. if(!sc || !sc->count)
  4269. return cap_value(hit,1,SHRT_MAX);
  4270.  
  4271. if(sc->data[SC_INCHIT])
  4272. hit += sc->data[SC_INCHIT]->val1;
  4273. if(sc->data[SC_HITFOOD])
  4274. hit += sc->data[SC_HITFOOD]->val1;
  4275. if(sc->data[SC_TRUESIGHT])
  4276. hit += sc->data[SC_TRUESIGHT]->val3;
  4277. if(sc->data[SC_HUMMING])
  4278. hit += sc->data[SC_HUMMING]->val2;
  4279. if(sc->data[SC_CONCENTRATION])
  4280. hit += sc->data[SC_CONCENTRATION]->val3;
  4281. if(sc->data[SC_INCHITRATE])
  4282. hit += hit * sc->data[SC_INCHITRATE]->val1/100;
  4283. if(sc->data[SC_BLIND] || sc->data[SC_PYREXIA])
  4284. hit -= hit * 25/100;
  4285. if(sc->data[SC_ADJUSTMENT])
  4286. hit -= 30;
  4287. if(sc->data[SC_INCREASING])
  4288. hit += 20; // RockmanEXE; changed based on updated [Reddozen]
  4289. if(sc->data[SC_MERC_HITUP])
  4290. hit += sc->data[SC_MERC_HITUP]->val2;
  4291. if(sc->data[SC__GROOMY])
  4292. hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
  4293. if(sc->data[SC_FEAR])
  4294. hit -= hit * 20 / 100;
  4295. if(sc->data[SC_INSPIRATION])
  4296. hit += 5 * sc->data[SC_INSPIRATION]->val1;
  4297. return (short)cap_value(hit,1,SHRT_MAX);
  4298. }
  4299.  
  4300. static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
  4301. {
  4302. if( bl->type == BL_PC )
  4303. {
  4304. if( map_flag_gvg(bl->m) )
  4305. flee -= flee * battle_config.gvg_flee_penalty/100;
  4306. else if( map[bl->m].flag.battleground )
  4307. flee -= flee * battle_config.bg_flee_penalty/100;
  4308. }
  4309.  
  4310. if(!sc || !sc->count)
  4311. return cap_value(flee,1,SHRT_MAX);
  4312.  
  4313. if(sc->data[SC_INCFLEE])
  4314. flee += sc->data[SC_INCFLEE]->val1;
  4315. if(sc->data[SC_FLEEFOOD])
  4316. flee += sc->data[SC_FLEEFOOD]->val1;
  4317. if(sc->data[SC_WHISTLE])
  4318. flee += sc->data[SC_WHISTLE]->val2;
  4319. if(sc->data[SC_WINDWALK])
  4320. flee += sc->data[SC_WINDWALK]->val2;
  4321. if(sc->data[SC_INCFLEERATE])
  4322. flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
  4323. if(sc->data[SC_VIOLENTGALE])
  4324. flee += sc->data[SC_VIOLENTGALE]->val2;
  4325. if(sc->data[SC_MOON_COMFORT]) //SG skill [Komurka]
  4326. flee += sc->data[SC_MOON_COMFORT]->val2;
  4327. if(sc->data[SC_CLOSECONFINE])
  4328. flee += 10;
  4329. if(sc->data[SC_SPIDERWEB] && sc->data[SC_SPIDERWEB]->val1)
  4330. flee -= flee * 50/100;
  4331. if(sc->data[SC_BERSERK])
  4332. flee -= flee * 50/100;
  4333. if(sc->data[SC_BLIND] || sc->data[SC_PYREXIA])
  4334. flee -= flee * 25/100;
  4335. if(sc->data[SC_ADJUSTMENT])
  4336. flee += 30;
  4337. if(sc->data[SC_GATLINGFEVER])
  4338. flee -= sc->data[SC_GATLINGFEVER]->val4;
  4339. if(sc->data[SC_SPEED])
  4340. flee += 10 + sc->data[SC_SPEED]->val1 * 10;
  4341. if(sc->data[SC_MERC_FLEEUP])
  4342. flee += sc->data[SC_MERC_FLEEUP]->val2;
  4343. if(sc->data[SC_FEAR])
  4344. flee -= flee * 20 / 100;
  4345. if(sc->data[SC_PARALYSE])
  4346. flee -= flee / 10; // 10% Flee reduction
  4347. if(sc->data[SC_INFRAREDSCAN])
  4348. flee -= flee * 30 / 100;
  4349. if( sc->data[SC__LAZINESS] )
  4350. flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
  4351. if( sc->data[SC_GLOOMYDAY] )
  4352. flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
  4353. if( sc->data[SC_HALLUCINATIONWALK] )
  4354. flee += sc->data[SC_HALLUCINATIONWALK]->val2;
  4355. if( sc->data[SC_SATURDAYNIGHTFEVER] )
  4356. flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4357. if( sc->data[SC_WATER_BARRIER] )
  4358. flee -= sc->data[SC_WATER_BARRIER]->val3;
  4359. if( sc->data[SC_WIND_STEP_OPTION] )
  4360. flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
  4361. if( sc->data[SC_ZEPHYR] )
  4362. flee += flee * sc->data[SC_ZEPHYR]->val2 / 100;
  4363. if( sc->data[SC_MARSHOFABYSS] )
  4364. flee -= (9 * sc->data[SC_MARSHOFABYSS]->val3 / 10 + sc->data[SC_MARSHOFABYSS]->val2 / 10) * (bl->type == BL_MOB ? 2 : 1);
  4365.  
  4366. return (short)cap_value(flee,1,SHRT_MAX);
  4367. }
  4368.  
  4369. static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
  4370. {
  4371. if(!sc || !sc->count)
  4372. return cap_value(flee2,10,SHRT_MAX);
  4373.  
  4374. if(sc->data[SC_INCFLEE2])
  4375. flee2 += sc->data[SC_INCFLEE2]->val2;
  4376. if(sc->data[SC_WHISTLE])
  4377. flee2 += sc->data[SC_WHISTLE]->val3*10;
  4378. if(sc->data[SC__UNLUCKY])
  4379. flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
  4380.  
  4381. return (short)cap_value(flee2,10,SHRT_MAX);
  4382. }
  4383.  
  4384. static signed char status_calc_def(struct block_list *bl, struct status_change *sc, int def)
  4385. {
  4386. if( !sc || !sc->count )
  4387. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  4388.  
  4389. if(sc->data[SC_BERSERK])
  4390. return 0;
  4391. if(sc->data[SC_SKA])
  4392. return sc->data[SC_SKA]->val3;
  4393. if(sc->data[SC_BARRIER])
  4394. return 100;
  4395. if(sc->data[SC_KEEPING])
  4396. return 90;
  4397. if(sc->data[SC_STEELBODY])
  4398. return 90;
  4399. if(sc->data[SC_ARMORCHANGE])
  4400. def += sc->data[SC_ARMORCHANGE]->val2;
  4401. if(sc->data[SC_DRUMBATTLE])
  4402. def += sc->data[SC_DRUMBATTLE]->val3;
  4403. if(sc->data[SC_DEFENCE]) //[orn]
  4404. def += sc->data[SC_DEFENCE]->val2 ;
  4405. if(sc->data[SC_INCDEFRATE])
  4406. def += def * sc->data[SC_INCDEFRATE]->val1/100;
  4407. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4408. def >>=1;
  4409. if(sc->data[SC_FREEZE])
  4410. def >>=1;
  4411. if(sc->data[SC_SIGNUMCRUCIS])
  4412. def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
  4413. if(sc->data[SC_CONCENTRATION])
  4414. def -= def * sc->data[SC_CONCENTRATION]->val4/100;
  4415. if(sc->data[SC_SKE])
  4416. def >>=1;
  4417. if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
  4418. def -= def * sc->data[SC_PROVOKE]->val4/100;
  4419. if(sc->data[SC_STRIPSHIELD])
  4420. def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
  4421. if (sc->data[SC_FLING])
  4422. def -= def * (sc->data[SC_FLING]->val2)/100;
  4423. if( sc->data[SC_FREEZING] )
  4424. def -= def * 3 / 10;
  4425. if( sc->data[SC_MARSHOFABYSS] )
  4426. def -= def * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4427. if( sc->data[SC_ANALYZE] )
  4428. def -= def * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4429. if( sc->data[SC__BLOODYLUST] )
  4430. def -= def * 55 / 100;
  4431. if( sc->data[SC_FORCEOFVANGUARD] )
  4432. def += def * 2 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4433. if(sc->data[SC_SATURDAYNIGHTFEVER])
  4434. def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
  4435. if(sc->data[SC_EARTHDRIVE])
  4436. def -= def * 25 / 100;
  4437. if( sc->data[SC_GT_CHANGE] )
  4438. def -= def * sc->data[SC_GT_CHANGE]->val3 / 100;
  4439. if( sc->data[SC_ROCK_CRUSHER] )
  4440. def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
  4441. if( sc->data[SC_POWER_OF_GAIA] )
  4442. def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
  4443.  
  4444. return (signed char)cap_value(def,CHAR_MIN,CHAR_MAX);
  4445. }
  4446.  
  4447. static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
  4448. {
  4449. if(!sc || !sc->count)
  4450. return cap_value(def2,1,SHRT_MAX);
  4451.  
  4452. if(sc->data[SC_BERSERK])
  4453. return 0;
  4454. if(sc->data[SC_ETERNALCHAOS])
  4455. return 0;
  4456. if(sc->data[SC_SUN_COMFORT])
  4457. def2 += sc->data[SC_SUN_COMFORT]->val2;
  4458. if(sc->data[SC_ANGELUS])
  4459. def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
  4460. if(sc->data[SC_CONCENTRATION])
  4461. def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
  4462. if(sc->data[SC_POISON])
  4463. def2 -= def2 * 25/100;
  4464. if(sc->data[SC_DPOISON])
  4465. def2 -= def2 * 25/100;
  4466. if(sc->data[SC_SKE])
  4467. def2 -= def2 * 50/100;
  4468. if(sc->data[SC_PROVOKE])
  4469. def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
  4470. if(sc->data[SC_JOINTBEAT])
  4471. def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
  4472. + def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
  4473. if(sc->data[SC_FLING])
  4474. def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
  4475. if( sc->data[SC_FREEZING] )
  4476. def2 -= def2 * 3 / 10;
  4477. if(sc->data[SC_ANALYZE])
  4478. def2 -= def2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4479. if( sc->data[SC_ECHOSONG] )
  4480. def2 += def2 * sc->data[SC_ECHOSONG]->val2/100;
  4481. if( sc->data[SC_PRESTIGE] )
  4482. def2 += def2 * sc->data[SC_PRESTIGE]->val1 / 100;
  4483. if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 1 )
  4484. def2 += sc->data[SC_SHIELDSPELL_REF]->val2;
  4485. if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 0 )
  4486. def2 += (5 + sc->data[SC_BANDING]->val1) * (sc->data[SC_BANDING]->val2);
  4487. if( sc->data[SC_GT_REVITALIZE] )
  4488. def2 += def2 * ( 50 + 10 * sc->data[SC_GT_REVITALIZE]->val1 ) / 100;
  4489.  
  4490. return (short)cap_value(def2,1,SHRT_MAX);
  4491. }
  4492.  
  4493. static signed char status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
  4494. {
  4495. if(!sc || !sc->count)
  4496. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  4497.  
  4498. if(sc->data[SC_BERSERK])
  4499. return 0;
  4500. if(sc->data[SC_BARRIER])
  4501. return 100;
  4502. if(sc->data[SC_STEELBODY])
  4503. return 90;
  4504. if(sc->data[SC_SKA])
  4505. return 90;
  4506. if(sc->data[SC_ARMORCHANGE])
  4507. mdef += sc->data[SC_ARMORCHANGE]->val3;
  4508. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4509. mdef += 25*mdef/100;
  4510. if(sc->data[SC_FREEZE])
  4511. mdef += 25*mdef/100;
  4512. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 0)
  4513. mdef += sc->data[SC_ENDURE]->val1;
  4514. if(sc->data[SC_CONCENTRATION])
  4515. mdef += 1; //Skill info says it adds a fixed 1 Mdef point.
  4516. if( sc->data[SC_MARSHOFABYSS] )
  4517. mdef -= mdef * ( 6 + 6 * sc->data[SC_MARSHOFABYSS]->val3/10 + (bl->type == BL_MOB ? 5 : 3) * sc->data[SC_MARSHOFABYSS]->val2/36 ) / 100;
  4518. if(sc->data[SC_ANALYZE])
  4519. mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4520. if(sc->data[SC_SYMPHONYOFLOVER])
  4521. mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val2 / 100;
  4522. if(sc->data[SC_GT_CHANGE])
  4523. mdef -= mdef * sc->data[SC_GT_CHANGE]->val3 / 100;
  4524. if(sc->data[SC_WATER_BARRIER])
  4525. mdef += sc->data[SC_WATER_BARRIER]->val2;
  4526.  
  4527. return (signed char)cap_value(mdef,CHAR_MIN,CHAR_MAX);
  4528. }
  4529.  
  4530. static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
  4531. {
  4532. if(!sc || !sc->count)
  4533. return cap_value(mdef2,1,SHRT_MAX);
  4534.  
  4535. if(sc->data[SC_BERSERK])
  4536. return 0;
  4537. if(sc->data[SC_MINDBREAKER])
  4538. mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
  4539. if(sc->data[SC_ANALYZE])
  4540. mdef2 -= mdef2 * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
  4541.  
  4542. return (short)cap_value(mdef2,1,SHRT_MAX);
  4543. }
  4544.  
  4545. static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
  4546. {
  4547. TBL_PC* sd = BL_CAST(BL_PC, bl);
  4548. int speed_rate;
  4549.  
  4550. if( sc == NULL )
  4551. return cap_value(speed,10,USHRT_MAX);
  4552.  
  4553. if( sd && sd->ud.skilltimer != INVALID_TIMER && ( sd->ud.skillid == LG_EXEEDBREAK || pc_checkskill(sd,SA_FREECAST) > 0) )
  4554. {
  4555. if( sd->ud.skillid == LG_EXEEDBREAK )
  4556. speed_rate = 100 + 60 - (sd->ud.skilllv * 10); // -50% at skilllv 1 -> -10% at skilllv 5
  4557. else
  4558. speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
  4559. }
  4560. else
  4561. {
  4562. speed_rate = 100;
  4563.  
  4564. //GetMoveHasteValue2()
  4565. {
  4566. int val = 0;
  4567.  
  4568. if( sc->data[SC_FUSION] )
  4569. val = 25;
  4570. else
  4571. if( sd && pc_isriding(sd,OPTION_RIDING) )
  4572. val = 25;
  4573. else
  4574. if( sd && pc_isriding(sd, OPTION_RIDING_DRAGON) )
  4575. val = 25;
  4576. else
  4577. if( sd && pc_isriding(sd,OPTION_RIDING_WUG) )
  4578. val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
  4579. else
  4580. if( sd && pc_isriding(sd,OPTION_MADO) )
  4581. {
  4582. val = (- 10 * (5 - pc_checkskill(sd,NC_MADOLICENCE)));
  4583. if( sc->data[SC_ACCELERATION] )
  4584. val += 25;
  4585. }
  4586.  
  4587. speed_rate -= val;
  4588. }
  4589.  
  4590. //GetMoveSlowValue()
  4591. {
  4592. int val = 0;
  4593.  
  4594. if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
  4595. val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
  4596. else
  4597. if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
  4598. val = sc->data[SC_CHASEWALK]->val3;
  4599. else
  4600. {
  4601. // Longing for Freedom cancels song/dance penalty
  4602. if( sc->data[SC_LONGING] )
  4603. val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
  4604. else
  4605. if( sd && sc->data[SC_DANCING] )
  4606. 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)) );
  4607.  
  4608. if( sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS] )
  4609. val = max( val, 25 );
  4610. if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] /*|| sc->data[SC_PARALYSE]*/ )
  4611. val = max( val, 50 );
  4612. if( sc->data[SC_DONTFORGETME] )
  4613. val = max( val, sc->data[SC_DONTFORGETME]->val3 );
  4614. if( sc->data[SC_CURSE] )
  4615. val = max( val, 300 );
  4616. if( sc->data[SC_CHASEWALK] )
  4617. val = max( val, sc->data[SC_CHASEWALK]->val3 );
  4618. if( sc->data[SC_WEDDING] )
  4619. val = max( val, 100 );
  4620. if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
  4621. val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
  4622. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
  4623. val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
  4624. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  4625. val = max( val, 75 );
  4626. if( sc->data[SC_SLOWDOWN] ) // Slow Potion
  4627. val = max( val, 100 );
  4628. if( sc->data[SC_GATLINGFEVER] )
  4629. val = max( val, 100 );
  4630. if( sc->data[SC_SUITON] )
  4631. val = max( val, sc->data[SC_SUITON]->val3 );
  4632. if( sc->data[SC_SWOO] )
  4633. val = max( val, 300 );
  4634. if( sc->data[SC_FREEZING] )
  4635. val = max( val, 70 );
  4636. /* Enable this if Gravity reviewed the skill behavior.
  4637. Currently the movement speed reduction does not work.
  4638. if( sc->data[SC_PARALYSE] )
  4639. val = max( val, 50 );*/
  4640. if( sc->data[SC_MARSHOFABYSS] )
  4641. val = max( val, 40 + 10 * sc->data[SC_MARSHOFABYSS]->val1 );
  4642. if( sc->data[SC_CAMOUFLAGE] && (sc->data[SC_CAMOUFLAGE]->val3&1) == 0 )
  4643. val = max( val, sc->data[SC_CAMOUFLAGE]->val1 < 3 ? 300 : 25 * (6 - sc->data[SC_CAMOUFLAGE]->val1) );
  4644. if( sc->data[SC__GROOMY] )
  4645. val = max( val, sc->data[SC__GROOMY]->val2);
  4646. if( sc->data[SC_STEALTHFIELD_MASTER] )
  4647. val = max( val, 30 );
  4648. if( sc->data[SC_BANDING_DEFENCE] )
  4649. val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 );//+90% walking speed.
  4650. if( sc->data[SC_ROCK_CRUSHER_ATK] )
  4651. val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
  4652. if( sc->data[SC_POWER_OF_GAIA] )
  4653. val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
  4654. if( sc->data[SC_MELON_BOMB] )
  4655. val = max( val, sc->data[SC_MELON_BOMB]->val1 );
  4656.  
  4657. if( sd && sd->speed_rate + sd->speed_add_rate > 0 ) // permanent item-based speedup
  4658. val = max( val, sd->speed_rate + sd->speed_add_rate );
  4659. }
  4660.  
  4661. speed_rate += val;
  4662. }
  4663.  
  4664. //GetMoveHasteValue1()
  4665. {
  4666. int val = 0;
  4667.  
  4668. if( sc->data[SC_SPEEDUP1] ) //FIXME: used both by NPC_AGIUP and Speed Potion script
  4669. val = max( val, 50 );
  4670. if( sc->data[SC_INCREASEAGI] )
  4671. val = max( val, 25 );
  4672. if( sc->data[SC_WINDWALK] )
  4673. val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
  4674. if( sc->data[SC_CARTBOOST] )
  4675. val = max( val, 20 );
  4676. if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
  4677. val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
  4678. if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
  4679. val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
  4680. if( sc->data[SC_BERSERK] )
  4681. val = max( val, 25 );
  4682. if( sc->data[SC_RUN] )
  4683. val = max( val, 55 );
  4684. if( sc->data[SC_AVOID] )
  4685. val = max( val, 10 * sc->data[SC_AVOID]->val1 );
  4686. if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
  4687. val = max( val, 75 );
  4688. if( sc->data[SC_CLOAKINGEXCEED] )
  4689. val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
  4690. if( sc->data[SC_HOVERING] )
  4691. val = max( val, 10 );
  4692. if( sc->data[SC_GN_CARTBOOST] )
  4693. val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
  4694. if( sc->data[SC_SWINGDANCE] )
  4695. val = max( val, sc->data[SC_SWINGDANCE]->val2 );
  4696. if( sc->data[SC_GT_REVITALIZE] )
  4697. val = max( val, sc->data[SC_GT_REVITALIZE]->val2 );
  4698. if( sc->data[SC_WIND_STEP_OPTION] )
  4699. val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
  4700.  
  4701. //FIXME: official items use a single bonus for this [ultramage]
  4702. if( sc->data[SC_SPEEDUP0] ) // temporary item-based speedup
  4703. val = max( val, 25 );
  4704. if( sd && sd->speed_rate + sd->speed_add_rate < 0 ) // permanent item-based speedup
  4705. val = max( val, -(sd->speed_rate + sd->speed_add_rate) );
  4706.  
  4707. speed_rate -= val;
  4708. }
  4709.  
  4710. if( speed_rate < 40 )
  4711. speed_rate = 40;
  4712. }
  4713.  
  4714. //GetSpeed()
  4715. {
  4716. if( sd && pc_iscarton(sd) )
  4717. speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
  4718. if( speed_rate != 100 )
  4719. speed = speed * speed_rate / 100;
  4720. if( sc->data[SC_STEELBODY] )
  4721. speed = 200;
  4722. if( sc->data[SC_DEFENDER] )
  4723. speed = max(speed, 200);
  4724. if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
  4725. speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
  4726. }
  4727.  
  4728. return (short)cap_value(speed,10,USHRT_MAX);
  4729. }
  4730.  
  4731. /// Calculates an object's ASPD modifier (alters the base amotion value).
  4732. /// Note that the scale of aspd_rate is 1000 = 100%.
  4733. static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
  4734. {
  4735. int i;
  4736. if( !sc || !sc->count )
  4737. return cap_value(aspd_rate,0,SHRT_MAX);
  4738.  
  4739. if( !sc->data[SC_QUAGMIRE] )
  4740. {
  4741. int max = 0;
  4742. if( sc->data[SC_STAR_COMFORT] )
  4743. max = sc->data[SC_STAR_COMFORT]->val2;
  4744.  
  4745. if( sc->data[SC_TWOHANDQUICKEN] && max < sc->data[SC_TWOHANDQUICKEN]->val2 )
  4746. max = sc->data[SC_TWOHANDQUICKEN]->val2;
  4747.  
  4748. if( sc->data[SC_ONEHAND] && max < sc->data[SC_ONEHAND]->val2 )
  4749. max = sc->data[SC_ONEHAND]->val2;
  4750.  
  4751. if( sc->data[SC_MERC_QUICKEN] && max < sc->data[SC_MERC_QUICKEN]->val2 )
  4752. max = sc->data[SC_MERC_QUICKEN]->val2;
  4753.  
  4754. if( sc->data[SC_ADRENALINE2] && max < sc->data[SC_ADRENALINE2]->val3 )
  4755. max = sc->data[SC_ADRENALINE2]->val3;
  4756.  
  4757. if( sc->data[SC_ADRENALINE] && max < sc->data[SC_ADRENALINE]->val3 )
  4758. max = sc->data[SC_ADRENALINE]->val3;
  4759.  
  4760. if( sc->data[SC_SPEARQUICKEN] && max < sc->data[SC_SPEARQUICKEN]->val2 )
  4761. max = sc->data[SC_SPEARQUICKEN]->val2;
  4762.  
  4763. if( sc->data[SC_GATLINGFEVER] && max < sc->data[SC_GATLINGFEVER]->val2 )
  4764. max = sc->data[SC_GATLINGFEVER]->val2;
  4765.  
  4766. if( sc->data[SC_FLEET] && max < sc->data[SC_FLEET]->val2 )
  4767. max = sc->data[SC_FLEET]->val2;
  4768.  
  4769. if( sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2 )
  4770. {
  4771. if( bl->type != BL_PC )
  4772. max = sc->data[SC_ASSNCROS]->val2;
  4773. else
  4774. switch(((TBL_PC*)bl)->status.weapon)
  4775. {
  4776. case W_BOW:
  4777. case W_REVOLVER:
  4778. case W_RIFLE:
  4779. case W_GATLING:
  4780. case W_SHOTGUN:
  4781. case W_GRENADE:
  4782. break;
  4783. default:
  4784. max = sc->data[SC_ASSNCROS]->val2;
  4785. }
  4786. }
  4787. aspd_rate -= max;
  4788.  
  4789. //These stack with the rest of bonuses.
  4790. if( sc->data[SC_BERSERK] )
  4791. aspd_rate -= 300;
  4792. else if( sc->data[SC_MADNESSCANCEL] )
  4793. aspd_rate -= 200;
  4794. }
  4795.  
  4796. if( sc->data[i=SC_ASPDPOTION3] ||
  4797. sc->data[i=SC_ASPDPOTION2] ||
  4798. sc->data[i=SC_ASPDPOTION1] ||
  4799. sc->data[i=SC_ASPDPOTION0])
  4800. aspd_rate -= sc->data[i]->val2;
  4801. if( sc->data[SC_DONTFORGETME] )
  4802. aspd_rate += 10 * sc->data[SC_DONTFORGETME]->val2;
  4803. if( sc->data[SC_LONGING] )
  4804. aspd_rate += sc->data[SC_LONGING]->val2;
  4805. if( sc->data[SC_STEELBODY] )
  4806. aspd_rate += 250;
  4807. if( sc->data[SC_SKA] )
  4808. aspd_rate += 250;
  4809. if( sc->data[SC_DEFENDER] )
  4810. aspd_rate += sc->data[SC_DEFENDER]->val4;
  4811. if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
  4812. aspd_rate += 250;
  4813. if( sc->data[SC_GRAVITATION] )
  4814. aspd_rate += sc->data[SC_GRAVITATION]->val2;
  4815. if( sc->data[SC_JOINTBEAT] )
  4816. {
  4817. if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
  4818. aspd_rate += 250;
  4819. if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
  4820. aspd_rate += 100;
  4821. }
  4822. if( sc->data[SC_FREEZING] )
  4823. aspd_rate += 300;
  4824. if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
  4825. aspd_rate += 500;
  4826. if( sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2 )
  4827. aspd_rate -= sc->data[SC_FIGHTINGSPIRIT]->val2;
  4828. if( sc->data[SC_PARALYSE] )
  4829. aspd_rate += 100;
  4830. if( sc->data[SC__BODYPAINT] )
  4831. aspd_rate += aspd_rate * (20 + 5 * sc->data[SC__BODYPAINT]->val1) / 100;
  4832. if( sc->data[SC__INVISIBILITY] )
  4833. aspd_rate += aspd_rate * sc->data[SC__INVISIBILITY]->val2 / 100;
  4834. if( sc->data[SC__GROOMY] )
  4835. aspd_rate += aspd_rate * sc->data[SC__GROOMY]->val2 / 100;
  4836. if( sc->data[SC_SWINGDANCE] )
  4837. aspd_rate -= aspd_rate * sc->data[SC_SWINGDANCE]->val2 / 100;
  4838. if( sc->data[SC_DANCEWITHWUG] )
  4839. aspd_rate -= aspd_rate * sc->data[SC_DANCEWITHWUG]->val3 / 100;
  4840. if( sc->data[SC_GLOOMYDAY] )
  4841. aspd_rate += aspd_rate * sc->data[SC_GLOOMYDAY]->val3 / 100;
  4842. if( sc->data[SC_EARTHDRIVE] )
  4843. aspd_rate += aspd_rate * 25 / 100;
  4844. /*As far I tested the skill there is no ASPD addition is applied. [Jobbie] */
  4845. //if( sc->data[SC_RAISINGDRAGON] )
  4846. // aspd_rate -= 100; //FIXME: Need official ASPD bonus of this status. [Jobbie]
  4847. if( sc->data[SC_GT_CHANGE] )
  4848. aspd_rate -= aspd_rate * (sc->data[SC_GT_CHANGE]->val2/200) / 100;
  4849. if( sc->data[SC_GT_REVITALIZE] )
  4850. aspd_rate -= aspd_rate * sc->data[SC_GT_REVITALIZE]->val2 / 100;
  4851. if( sc->data[SC_MELON_BOMB] )
  4852. aspd_rate += aspd_rate * sc->data[SC_MELON_BOMB]->val1 / 100;
  4853. if( sc->data[SC_BOOST500] )
  4854. aspd_rate -= aspd_rate * sc->data[SC_BOOST500]->val1/100;
  4855. if(sc->data[SC_EXTRACT_SALAMINE_JUICE])
  4856. aspd_rate -= aspd_rate * sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1/100;
  4857.  
  4858. return (short)cap_value(aspd_rate,0,SHRT_MAX);
  4859. }
  4860.  
  4861. static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
  4862. {
  4863. if( !sc || !sc->count || map_flag_gvg(bl->m) || map[bl->m].flag.battleground )
  4864. return cap_value(dmotion,0,USHRT_MAX);
  4865.  
  4866. if( sc->data[SC_ENDURE] )
  4867. return 0;
  4868. if( sc->data[SC_CONCENTRATION] )
  4869. return 0;
  4870. if( sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
  4871. return 0;
  4872.  
  4873. return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
  4874. }
  4875.  
  4876. static unsigned int status_calc_maxhp(struct block_list *bl, struct status_change *sc, unsigned int maxhp)
  4877. {
  4878. if(!sc || !sc->count)
  4879. return cap_value(maxhp,1,UINT_MAX);
  4880.  
  4881. if(sc->data[SC_INCMHPRATE])
  4882. maxhp += maxhp * sc->data[SC_INCMHPRATE]->val1/100;
  4883. if(sc->data[SC_APPLEIDUN])
  4884. maxhp += maxhp * sc->data[SC_APPLEIDUN]->val2/100;
  4885. if(sc->data[SC_DELUGE])
  4886. maxhp += maxhp * sc->data[SC_DELUGE]->val2/100;
  4887. if(sc->data[SC_BERSERK] )
  4888. maxhp += maxhp * 2;
  4889. if(sc->data[SC_MARIONETTE])
  4890. maxhp -= 1000;
  4891.  
  4892. if(sc->data[SC_MERC_HPUP])
  4893. maxhp += maxhp * sc->data[SC_MERC_HPUP]->val2/100;
  4894.  
  4895. if(sc->data[SC_EPICLESIS])
  4896. maxhp += maxhp * 5 * sc->data[SC_EPICLESIS]->val1 / 100;
  4897. if(sc->data[SC_VENOMBLEED])
  4898. maxhp -= maxhp * 15 / 100;
  4899. if(sc->data[SC__WEAKNESS])
  4900. maxhp -= maxhp * sc->data[SC__WEAKNESS]->val2 / 100;
  4901. if(sc->data[SC_LERADSDEW])
  4902. maxhp += maxhp * sc->data[SC_LERADSDEW]->val3 / 100;
  4903. if(sc->data[SC_FORCEOFVANGUARD])
  4904. maxhp += maxhp * 3 * sc->data[SC_FORCEOFVANGUARD]->val1 / 100;
  4905. if(sc->data[SC_INSPIRATION]) //Custom value.
  4906. maxhp += maxhp * 3 * sc->data[SC_INSPIRATION]->val1 / 100;
  4907. if(sc->data[SC_RAISINGDRAGON])
  4908. maxhp += maxhp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4909. if(sc->data[SC_GT_CHANGE])
  4910. maxhp -= maxhp * (2 * sc->data[SC_GT_CHANGE]->val1) / 100;
  4911. if(sc->data[SC_GT_REVITALIZE])
  4912. maxhp += maxhp * (3 * sc->data[SC_GT_REVITALIZE]->val1) / 100;
  4913. if(sc->data[SC_MUSTLE_M])
  4914. maxhp += maxhp * sc->data[SC_MUSTLE_M]->val1/100;
  4915. if(sc->data[SC_SOLID_SKIN_OPTION])
  4916. maxhp += 2000;// Fix amount.
  4917. if(sc->data[SC_POWER_OF_GAIA])
  4918. maxhp += 3000;
  4919. if(sc->data[SC_MYSTERIOUS_POWDER])
  4920. maxhp -= sc->data[SC_MYSTERIOUS_POWDER]->val1 / 100;
  4921.  
  4922. return cap_value(maxhp,1,UINT_MAX);
  4923. }
  4924.  
  4925. static unsigned int status_calc_maxsp(struct block_list *bl, struct status_change *sc, unsigned int maxsp)
  4926. {
  4927. if(!sc || !sc->count)
  4928. return cap_value(maxsp,1,UINT_MAX);
  4929.  
  4930. if(sc->data[SC_INCMSPRATE])
  4931. maxsp += maxsp * sc->data[SC_INCMSPRATE]->val1/100;
  4932. if(sc->data[SC_SERVICE4U])
  4933. maxsp += maxsp * sc->data[SC_SERVICE4U]->val2/100;
  4934. if(sc->data[SC_MERC_SPUP])
  4935. maxsp += maxsp * sc->data[SC_MERC_SPUP]->val2/100;
  4936. if(sc->data[SC_RAISINGDRAGON])
  4937. maxsp += maxsp * (2 + sc->data[SC_RAISINGDRAGON]->val1) / 100;
  4938. if(sc->data[SC_LIFE_FORCE_F])
  4939. maxsp += maxsp * sc->data[SC_LIFE_FORCE_F]->val1/100;
  4940.  
  4941. return cap_value(maxsp,1,UINT_MAX);
  4942. }
  4943.  
  4944. static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
  4945. {
  4946. if(!sc || !sc->count)
  4947. return element;
  4948.  
  4949. if(sc->data[SC_FREEZE])
  4950. return ELE_WATER;
  4951. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4952. return ELE_EARTH;
  4953. if(sc->data[SC_BENEDICTIO])
  4954. return ELE_HOLY;
  4955. if(sc->data[SC_CHANGEUNDEAD])
  4956. return ELE_UNDEAD;
  4957. if(sc->data[SC_ELEMENTALCHANGE])
  4958. return sc->data[SC_ELEMENTALCHANGE]->val2;
  4959. if(sc->data[SC_SHAPESHIFT])
  4960. return sc->data[SC_SHAPESHIFT]->val2;
  4961. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  4962. }
  4963.  
  4964. static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
  4965. {
  4966. if(!sc || !sc->count)
  4967. return lv;
  4968.  
  4969. if(sc->data[SC_FREEZE])
  4970. return 1;
  4971. if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  4972. return 1;
  4973. if(sc->data[SC_BENEDICTIO])
  4974. return 1;
  4975. if(sc->data[SC_CHANGEUNDEAD])
  4976. return 1;
  4977. if(sc->data[SC_ELEMENTALCHANGE])
  4978. return sc->data[SC_ELEMENTALCHANGE]->val1;
  4979. if(sc->data[SC_SHAPESHIFT])
  4980. return 1;
  4981. if(sc->data[SC__INVISIBILITY])
  4982. return 1;
  4983.  
  4984. return (unsigned char)cap_value(lv,1,4);
  4985. }
  4986.  
  4987.  
  4988. unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
  4989. {
  4990. if(!sc || !sc->count)
  4991. return element;
  4992. if(sc->data[SC_ENCHANTARMS])
  4993. return sc->data[SC_ENCHANTARMS]->val2;
  4994. if(sc->data[SC_WATERWEAPON])
  4995. return ELE_WATER;
  4996. if(sc->data[SC_EARTHWEAPON])
  4997. return ELE_EARTH;
  4998. if(sc->data[SC_FIREWEAPON])
  4999. return ELE_FIRE;
  5000. if(sc->data[SC_WINDWEAPON])
  5001. return ELE_WIND;
  5002. if(sc->data[SC_ENCPOISON])
  5003. return ELE_POISON;
  5004. if(sc->data[SC_ASPERSIO])
  5005. return ELE_HOLY;
  5006. if(sc->data[SC_SHADOWWEAPON])
  5007. return ELE_DARK;
  5008. if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
  5009. return ELE_GHOST;
  5010. if(sc->data[SC_EXPIATIO])
  5011. return ELE_HOLY;// Does Expiatio really change your weapon element to Holy? [Rytech]
  5012. if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
  5013. return ELE_WATER;
  5014. return (unsigned char)cap_value(element,0,UCHAR_MAX);
  5015. }
  5016.  
  5017. static unsigned short status_calc_mode(struct block_list *bl, struct status_change *sc, int mode)
  5018. {
  5019. if(!sc || !sc->count)
  5020. return mode;
  5021. if(sc->data[SC_MODECHANGE]) {
  5022. if (sc->data[SC_MODECHANGE]->val2)
  5023. mode = sc->data[SC_MODECHANGE]->val2; //Set mode
  5024. if (sc->data[SC_MODECHANGE]->val3)
  5025. mode|= sc->data[SC_MODECHANGE]->val3; //Add mode
  5026. if (sc->data[SC_MODECHANGE]->val4)
  5027. mode&=~sc->data[SC_MODECHANGE]->val4; //Del mode
  5028. }
  5029. return cap_value(mode,0,USHRT_MAX);
  5030. }
  5031.  
  5032. const char* status_get_name(struct block_list *bl)
  5033. {
  5034. nullpo_ret(bl);
  5035. switch (bl->type) {
  5036. case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
  5037. case BL_MOB: return ((TBL_MOB*)bl)->name;
  5038. case BL_PET: return ((TBL_PET*)bl)->pet.name;
  5039. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
  5040. case BL_NPC: return ((TBL_NPC*)bl)->name;
  5041. }
  5042. return "Unknown";
  5043. }
  5044.  
  5045. /*==========================================
  5046. * ‘ΏۂÌClass‚ð•Ô‚·(”Ä—p)
  5047. * –ß‚è‚͐®”‚Å0ˆÈã
  5048. *------------------------------------------*/
  5049. int status_get_class(struct block_list *bl)
  5050. {
  5051. nullpo_ret(bl);
  5052. switch( bl->type )
  5053. {
  5054. case BL_PC: return ((TBL_PC*)bl)->status.class_;
  5055. case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; //Class used on all code should be the view class of the mob.
  5056. case BL_PET: return ((TBL_PET*)bl)->pet.class_;
  5057. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
  5058. case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
  5059. case BL_NPC: return ((TBL_NPC*)bl)->class_;
  5060. case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
  5061. }
  5062. return 0;
  5063. }
  5064. /*==========================================
  5065. * ‘Ώۂ̃Œƒxƒ‹‚ð•Ô‚·(”Ä—p)
  5066. * –ß‚è‚͐®”‚Å0ˆÈã
  5067. *------------------------------------------*/
  5068. int status_get_lv(struct block_list *bl)
  5069. {
  5070. nullpo_ret(bl);
  5071. switch (bl->type) {
  5072. case BL_PC: return ((TBL_PC*)bl)->status.base_level;
  5073. case BL_MOB: return ((TBL_MOB*)bl)->level;
  5074. case BL_PET: return ((TBL_PET*)bl)->pet.level;
  5075. case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
  5076. case BL_MER: return ((TBL_MER*)bl)->db->lv;
  5077. case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
  5078. }
  5079. return 1;
  5080. }
  5081.  
  5082. struct regen_data *status_get_regen_data(struct block_list *bl)
  5083. {
  5084. nullpo_retr(NULL, bl);
  5085. switch (bl->type) {
  5086. case BL_PC: return &((TBL_PC*)bl)->regen;
  5087. case BL_HOM: return &((TBL_HOM*)bl)->regen;
  5088. case BL_MER: return &((TBL_MER*)bl)->regen;
  5089. case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
  5090. default:
  5091. return NULL;
  5092. }
  5093. }
  5094.  
  5095. struct status_data *status_get_status_data(struct block_list *bl)
  5096. {
  5097. nullpo_retr(&dummy_status, bl);
  5098.  
  5099. switch (bl->type) {
  5100. case BL_PC: return &((TBL_PC*)bl)->battle_status;
  5101. case BL_MOB: return &((TBL_MOB*)bl)->status;
  5102. case BL_PET: return &((TBL_PET*)bl)->status;
  5103. case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
  5104. case BL_MER: return &((TBL_MER*)bl)->battle_status;
  5105. case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
  5106. default:
  5107. return &dummy_status;
  5108. }
  5109. }
  5110.  
  5111. struct status_data *status_get_base_status(struct block_list *bl)
  5112. {
  5113. nullpo_retr(NULL, bl);
  5114. switch (bl->type) {
  5115. case BL_PC: return &((TBL_PC*)bl)->base_status;
  5116. case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
  5117. case BL_PET: return &((TBL_PET*)bl)->db->status;
  5118. case BL_HOM: return &((TBL_HOM*)bl)->base_status;
  5119. case BL_MER: return &((TBL_MER*)bl)->base_status;
  5120. case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
  5121. default:
  5122. return NULL;
  5123. }
  5124. }
  5125.  
  5126. signed char status_get_def(struct block_list *bl)
  5127. {
  5128. struct unit_data *ud;
  5129. struct status_data *status = status_get_status_data(bl);
  5130. int def = status?status->def:0;
  5131. ud = unit_bl2ud(bl);
  5132. if (ud && ud->skilltimer != INVALID_TIMER)
  5133. def -= def * skill_get_castdef(ud->skillid)/100;
  5134. return cap_value(def, CHAR_MIN, CHAR_MAX);
  5135. }
  5136.  
  5137. unsigned short status_get_speed(struct block_list *bl)
  5138. {
  5139. if(bl->type==BL_NPC)//Only BL with speed data but no status_data [Skotlex]
  5140. return ((struct npc_data *)bl)->speed;
  5141. return status_get_status_data(bl)->speed;
  5142. }
  5143.  
  5144. int status_get_party_id(struct block_list *bl)
  5145. {
  5146. nullpo_ret(bl);
  5147. switch (bl->type) {
  5148. case BL_PC:
  5149. return ((TBL_PC*)bl)->status.party_id;
  5150. case BL_PET:
  5151. if (((TBL_PET*)bl)->msd)
  5152. return ((TBL_PET*)bl)->msd->status.party_id;
  5153. break;
  5154. case BL_MOB:
  5155. {
  5156. struct mob_data *md=(TBL_MOB*)bl;
  5157. if( md->master_id>0 )
  5158. {
  5159. struct map_session_data *msd;
  5160. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5161. return msd->status.party_id;
  5162. return -md->master_id;
  5163. }
  5164. }
  5165. break;
  5166. case BL_HOM:
  5167. if (((TBL_HOM*)bl)->master)
  5168. return ((TBL_HOM*)bl)->master->status.party_id;
  5169. break;
  5170. case BL_MER:
  5171. if (((TBL_MER*)bl)->master)
  5172. return ((TBL_MER*)bl)->master->status.party_id;
  5173. break;
  5174. case BL_ELEM:
  5175. if (((TBL_ELEM*)bl)->master)
  5176. return ((TBL_ELEM*)bl)->master->status.party_id;
  5177. break;
  5178. case BL_SKILL:
  5179. return ((TBL_SKILL*)bl)->group->party_id;
  5180. }
  5181. return 0;
  5182. }
  5183.  
  5184. int status_get_guild_id(struct block_list *bl)
  5185. {
  5186. nullpo_ret(bl);
  5187. switch (bl->type) {
  5188. case BL_PC:
  5189. return ((TBL_PC*)bl)->status.guild_id;
  5190. case BL_PET:
  5191. if (((TBL_PET*)bl)->msd)
  5192. return ((TBL_PET*)bl)->msd->status.guild_id;
  5193. break;
  5194. case BL_MOB:
  5195. {
  5196. struct map_session_data *msd;
  5197. struct mob_data *md = (struct mob_data *)bl;
  5198. if (md->guardian_data) //Guardian's guild [Skotlex]
  5199. return md->guardian_data->guild_id;
  5200. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5201. return msd->status.guild_id; //Alchemist's mobs [Skotlex]
  5202. }
  5203. break;
  5204. case BL_HOM:
  5205. if (((TBL_HOM*)bl)->master)
  5206. return ((TBL_HOM*)bl)->master->status.guild_id;
  5207. break;
  5208. case BL_MER:
  5209. if (((TBL_MER*)bl)->master)
  5210. return ((TBL_MER*)bl)->master->status.guild_id;
  5211. break;
  5212. case BL_ELEM:
  5213. if (((TBL_ELEM*)bl)->master)
  5214. return ((TBL_ELEM*)bl)->master->status.guild_id;
  5215. break;
  5216. case BL_NPC:
  5217. if (((TBL_NPC*)bl)->subtype == SCRIPT)
  5218. return ((TBL_NPC*)bl)->u.scr.guild_id;
  5219. break;
  5220. case BL_SKILL:
  5221. return ((TBL_SKILL*)bl)->group->guild_id;
  5222. }
  5223. return 0;
  5224. }
  5225.  
  5226. int status_get_emblem_id(struct block_list *bl)
  5227. {
  5228. nullpo_ret(bl);
  5229. switch (bl->type) {
  5230. case BL_PC:
  5231. return ((TBL_PC*)bl)->guild_emblem_id;
  5232. case BL_PET:
  5233. if (((TBL_PET*)bl)->msd)
  5234. return ((TBL_PET*)bl)->msd->guild_emblem_id;
  5235. break;
  5236. case BL_MOB:
  5237. {
  5238. struct map_session_data *msd;
  5239. struct mob_data *md = (struct mob_data *)bl;
  5240. if (md->guardian_data) //Guardian's guild [Skotlex]
  5241. return md->guardian_data->emblem_id;
  5242. if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
  5243. return msd->guild_emblem_id; //Alchemist's mobs [Skotlex]
  5244. }
  5245. break;
  5246. case BL_HOM:
  5247. if (((TBL_HOM*)bl)->master)
  5248. return ((TBL_HOM*)bl)->master->guild_emblem_id;
  5249. break;
  5250. case BL_MER:
  5251. if (((TBL_MER*)bl)->master)
  5252. return ((TBL_MER*)bl)->master->guild_emblem_id;
  5253. break;
  5254. case BL_ELEM:
  5255. if (((TBL_ELEM*)bl)->master)
  5256. return ((TBL_ELEM*)bl)->master->guild_emblem_id;
  5257. break;
  5258. case BL_NPC:
  5259. if (((TBL_NPC*)bl)->subtype == SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
  5260. struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
  5261. if (g)
  5262. return g->emblem_id;
  5263. }
  5264. break;
  5265. }
  5266. return 0;
  5267. }
  5268.  
  5269. int status_get_mexp(struct block_list *bl)
  5270. {
  5271. nullpo_ret(bl);
  5272. if(bl->type==BL_MOB)
  5273. return ((struct mob_data *)bl)->db->mexp;
  5274. if(bl->type==BL_PET)
  5275. return ((struct pet_data *)bl)->db->mexp;
  5276. return 0;
  5277. }
  5278. int status_get_race2(struct block_list *bl)
  5279. {
  5280. nullpo_ret(bl);
  5281. if(bl->type == BL_MOB)
  5282. return ((struct mob_data *)bl)->db->race2;
  5283. if(bl->type==BL_PET)
  5284. return ((struct pet_data *)bl)->db->race2;
  5285. return 0;
  5286. }
  5287.  
  5288. int status_isdead(struct block_list *bl)
  5289. {
  5290. nullpo_ret(bl);
  5291. return status_get_status_data(bl)->hp == 0;
  5292. }
  5293.  
  5294. int status_isimmune(struct block_list *bl)
  5295. {
  5296. struct status_change *sc =status_get_sc(bl);
  5297. if (sc && sc->data[SC_HERMODE])
  5298. return 100;
  5299.  
  5300. if (bl->type == BL_PC &&
  5301. ((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
  5302. return ((TBL_PC*)bl)->special_state.no_magic_damage;
  5303. return 0;
  5304. }
  5305.  
  5306. struct view_data* status_get_viewdata(struct block_list *bl)
  5307. {
  5308. nullpo_retr(NULL, bl);
  5309. switch (bl->type) {
  5310. case BL_PC: return &((TBL_PC*)bl)->vd;
  5311. case BL_MOB: return ((TBL_MOB*)bl)->vd;
  5312. case BL_PET: return &((TBL_PET*)bl)->vd;
  5313. case BL_NPC: return ((TBL_NPC*)bl)->vd;
  5314. case BL_HOM: return ((TBL_HOM*)bl)->vd;
  5315. case BL_MER: return ((TBL_MER*)bl)->vd;
  5316. case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
  5317. }
  5318. return NULL;
  5319. }
  5320.  
  5321. void status_set_viewdata(struct block_list *bl, int class_)
  5322. {
  5323. struct view_data* vd;
  5324. nullpo_retv(bl);
  5325. if (mobdb_checkid(class_) || mob_is_clone(class_))
  5326. vd = mob_get_viewdata(class_);
  5327. else if (npcdb_checkid(class_) || (bl->type == BL_NPC && class_ == WARP_CLASS))
  5328. vd = npc_get_viewdata(class_);
  5329. else if (homdb_checkid(class_))
  5330. vd = merc_get_hom_viewdata(class_);
  5331. else if (merc_class(class_))
  5332. vd = merc_get_viewdata(class_);
  5333. else if (elemental_class(class_))
  5334. vd = elemental_get_viewdata(class_);
  5335. else
  5336. vd = NULL;
  5337.  
  5338. switch (bl->type) {
  5339. case BL_PC:
  5340. {
  5341. TBL_PC* sd = (TBL_PC*)bl;
  5342. if (pcdb_checkid(class_)) {
  5343. if (sd->sc.option&OPTION_WEDDING)
  5344. class_ = JOB_WEDDING;
  5345. else
  5346. if (sd->sc.option&OPTION_SUMMER)
  5347. class_ = JOB_SUMMER;
  5348. else
  5349. if (sd->sc.option&OPTION_XMAS)
  5350. class_ = JOB_XMAS;
  5351. else
  5352. if (sd->sc.option&OPTION_RIDING || sd->sc.option&(OPTION_RIDING_DRAGON))
  5353. switch (class_)
  5354. { //Adapt class to a Mounted one.
  5355. case JOB_KNIGHT:
  5356. class_ = JOB_KNIGHT2;
  5357. break;
  5358. case JOB_CRUSADER:
  5359. class_ = JOB_CRUSADER2;
  5360. break;
  5361. case JOB_LORD_KNIGHT:
  5362. class_ = JOB_LORD_KNIGHT2;
  5363. break;
  5364. case JOB_PALADIN:
  5365. class_ = JOB_PALADIN2;
  5366. break;
  5367. case JOB_BABY_KNIGHT:
  5368. class_ = JOB_BABY_KNIGHT2;
  5369. break;
  5370. case JOB_BABY_CRUSADER:
  5371. class_ = JOB_BABY_CRUSADER2;
  5372. break;
  5373. case JOB_RUNE_KNIGHT:
  5374. class_ = JOB_RUNE_KNIGHT2;
  5375. break;
  5376. case JOB_RUNE_KNIGHT_T:
  5377. class_ = JOB_RUNE_KNIGHT_T2;
  5378. break;
  5379. case JOB_ROYAL_GUARD:
  5380. class_ = JOB_ROYAL_GUARD2;
  5381. break;
  5382. case JOB_ROYAL_GUARD_T:
  5383. class_ = JOB_ROYAL_GUARD_T2;
  5384. break;
  5385. case JOB_RANGER:
  5386. class_ = JOB_RANGER2;
  5387. break;
  5388. case JOB_RANGER_T:
  5389. class_ = JOB_RANGER_T2;
  5390. break;
  5391. case JOB_MECHANIC:
  5392. class_ = JOB_MECHANIC2;
  5393. break;
  5394. case JOB_MECHANIC_T:
  5395. class_ = JOB_MECHANIC_T2;
  5396. break;
  5397. case JOB_BABY_RUNE:
  5398. class_ = JOB_BABY_RUNE2;
  5399. break;
  5400. case JOB_BABY_RANGER:
  5401. class_ = JOB_BABY_RANGER2;
  5402. break;
  5403. case JOB_BABY_MECHANIC:
  5404. class_ = JOB_BABY_MECHANIC2;
  5405. break;
  5406. case JOB_BABY_GUARD:
  5407. class_ = JOB_BABY_GUARD2;
  5408. break;
  5409. }
  5410. sd->vd.class_ = class_;
  5411. clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
  5412. sd->vd.head_top = sd->status.head_top;
  5413. sd->vd.head_mid = sd->status.head_mid;
  5414. sd->vd.head_bottom = sd->status.head_bottom;
  5415. sd->vd.hair_style = sd->status.hair;
  5416. sd->vd.hair_color = sd->status.hair_color;
  5417. sd->vd.cloth_color = sd->status.clothes_color;
  5418. sd->vd.sex = sd->status.sex;
  5419. } else if (vd)
  5420. memcpy(&sd->vd, vd, sizeof(struct view_data));
  5421. else
  5422. ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
  5423. }
  5424. break;
  5425. case BL_MOB:
  5426. {
  5427. TBL_MOB* md = (TBL_MOB*)bl;
  5428. if (vd)
  5429. md->vd = vd;
  5430. else
  5431. ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
  5432. }
  5433. break;
  5434. case BL_PET:
  5435. {
  5436. TBL_PET* pd = (TBL_PET*)bl;
  5437. if (vd) {
  5438. memcpy(&pd->vd, vd, sizeof(struct view_data));
  5439. if (!pcdb_checkid(vd->class_)) {
  5440. pd->vd.hair_style = battle_config.pet_hair_style;
  5441. if(pd->pet.equip) {
  5442. pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
  5443. if (!pd->vd.head_bottom)
  5444. pd->vd.head_bottom = pd->pet.equip;
  5445. }
  5446. }
  5447. } else
  5448. ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
  5449. }
  5450. break;
  5451. case BL_NPC:
  5452. {
  5453. TBL_NPC* nd = (TBL_NPC*)bl;
  5454. if (vd)
  5455. nd->vd = vd;
  5456. else
  5457. ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
  5458. }
  5459. break;
  5460. case BL_HOM: //[blackhole89]
  5461. {
  5462. struct homun_data *hd = (struct homun_data*)bl;
  5463. if (vd)
  5464. hd->vd = vd;
  5465. else
  5466. ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
  5467. }
  5468. break;
  5469. case BL_MER:
  5470. {
  5471. struct mercenary_data *md = (struct mercenary_data*)bl;
  5472. if (vd)
  5473. md->vd = vd;
  5474. else
  5475. ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
  5476. }
  5477. break;
  5478. case BL_ELEM:
  5479. {
  5480. struct elemental_data *ed = (struct elemental_data*)bl;
  5481. if (vd)
  5482. ed->vd = vd;
  5483. else
  5484. ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
  5485. }
  5486. break;
  5487. }
  5488. vd = status_get_viewdata(bl);
  5489. if (vd && vd->cloth_color && (
  5490. (vd->class_==JOB_WEDDING && battle_config.wedding_ignorepalette)
  5491. || (vd->class_==JOB_XMAS && battle_config.xmas_ignorepalette)
  5492. || (vd->class_==JOB_SUMMER && battle_config.summer_ignorepalette)
  5493. ))
  5494. vd->cloth_color = 0;
  5495. }
  5496.  
  5497. /// Returns the status_change data of bl or NULL if it doesn't exist.
  5498. struct status_change *status_get_sc(struct block_list *bl)
  5499. {
  5500. if( bl )
  5501. switch (bl->type) {
  5502. case BL_PC: return &((TBL_PC*)bl)->sc;
  5503. case BL_MOB: return &((TBL_MOB*)bl)->sc;
  5504. case BL_NPC: return &((TBL_NPC*)bl)->sc;
  5505. case BL_HOM: return &((TBL_HOM*)bl)->sc;
  5506. case BL_MER: return &((TBL_MER*)bl)->sc;
  5507. case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
  5508. }
  5509. return NULL;
  5510. }
  5511.  
  5512. void status_change_init(struct block_list *bl)
  5513. {
  5514. struct status_change *sc = status_get_sc(bl);
  5515. nullpo_retv(sc);
  5516. memset(sc, 0, sizeof (struct status_change));
  5517. }
  5518.  
  5519. //Applies SC defense to a given status change.
  5520. //Returns the adjusted duration based on flag values.
  5521. //the flag values are the same as in status_change_start.
  5522. int status_get_sc_def(struct block_list *bl, enum sc_type type, int rate, int tick, int flag)
  5523. {
  5524. int sc_def = 0, tick_def = 0;
  5525. struct status_data* status;
  5526. struct status_change* sc;
  5527. struct map_session_data *sd;
  5528.  
  5529. nullpo_ret(bl);
  5530.  
  5531. //Status that are blocked by Golden Thief Bug card or Wand of Hermod
  5532. if (status_isimmune(bl))
  5533. switch (type)
  5534. {
  5535. case SC_DECREASEAGI:
  5536. case SC_SILENCE:
  5537. case SC_COMA:
  5538. case SC_INCREASEAGI:
  5539. case SC_BLESSING:
  5540. case SC_SLOWPOISON:
  5541. case SC_IMPOSITIO:
  5542. case SC_AETERNA:
  5543. case SC_SUFFRAGIUM:
  5544. case SC_BENEDICTIO:
  5545. case SC_PROVIDENCE:
  5546. case SC_KYRIE:
  5547. case SC_ASSUMPTIO:
  5548. case SC_ANGELUS:
  5549. case SC_MAGNIFICAT:
  5550. case SC_GLORIA:
  5551. case SC_WINDWALK:
  5552. case SC_MAGICROD:
  5553. case SC_HALLUCINATION:
  5554. case SC_STONE:
  5555. case SC_QUAGMIRE:
  5556. case SC_SUITON:
  5557. case SC_SECRAMENT:
  5558. case SC_SWINGDANCE:
  5559. case SC_ADORAMUS:
  5560. case SC__ENERVATION:
  5561. case SC__GROOMY:
  5562. case SC__IGNORANCE:
  5563. case SC__LAZINESS:
  5564. case SC__UNLUCKY:
  5565. case SC__WEAKNESS:
  5566. return 0;
  5567. }
  5568.  
  5569. sd = BL_CAST(BL_PC,bl);
  5570. status = status_get_status_data(bl);
  5571. sc = status_get_sc(bl);
  5572.  
  5573. switch (type)
  5574. {
  5575. case SC_POISON:
  5576. case SC_SILENCE:
  5577. if( sc && sc->data[SC__UNLUCKY] )
  5578. return tick;
  5579. case SC_STUN:
  5580. case SC_DPOISON:
  5581. case SC_BLEEDING:
  5582. sc_def = 3 + status->vit;
  5583. break;
  5584. case SC_SLEEP:
  5585. sc_def = 3 +status->int_;
  5586. break;
  5587. case SC_DEEPSLEEP:
  5588. tick_def = status->int_ / 10 + status_get_lv(bl) * 65 / 1000; // Seems to be -1 sec every 10 int and -5% chance every 10 int.
  5589. sc_def = 5 * status->int_ /10;
  5590. break;
  5591. case SC_DECREASEAGI:
  5592. case SC_ADORAMUS:
  5593. if (sd) tick>>=1; //Half duration for players.
  5594. case SC_STONE:
  5595. case SC_FREEZE:
  5596. sc_def = 3 +status->mdef;
  5597. break;
  5598. case SC_CURSE:
  5599. //Special property: inmunity when luk is greater than level or zero
  5600. if (status->luk > status_get_lv(bl) || status->luk == 0)
  5601. return 0;
  5602. else
  5603. sc_def = 3 +status->luk;
  5604. tick_def = status->vit;
  5605. break;
  5606. case SC_BLIND:
  5607. if( sc && sc->data[SC__UNLUCKY] )
  5608. return tick;
  5609. sc_def = 3 +(status->vit + status->int_)/2;
  5610. break;
  5611. case SC_CONFUSION:
  5612. sc_def = 3 +(status->str + status->int_)/2;
  5613. break;
  5614. case SC_ANKLE:
  5615. if(status->mode&MD_BOSS) // Lasts 5 times less on bosses
  5616. tick /= 5;
  5617. sc_def = status->agi / 2;
  5618. break;
  5619. case SC_WHITEIMPRISON:
  5620. rate -= (status_get_lv(bl) / 5 + status->vit / 4 + status->agi / 10)*100; // Lineal Reduction of Rate
  5621. tick_def = (int)floor(log10(status_get_lv(bl)) * 10.);
  5622. break;
  5623. case SC_BURNING:
  5624. // From iROwiki : http://forums.irowiki.org/showpost.php?p=577240&postcount=583
  5625. tick -= 50*status->luk + 60*status->int_ + 170*status->vit;
  5626. tick = max(tick,10000); // Minimum Duration 10s.
  5627. break;
  5628. case SC_FREEZING:
  5629. tick -= 1000 * ((status->vit + status->dex) / 20);
  5630. tick = max(tick,10000); // Minimum Duration 10s.
  5631. break;
  5632. case SC_OBLIVIONCURSE:
  5633. sc_def = status->int_*4/5; //FIXME: info said this is the formula of status chance. Check again pls. [Jobbie]
  5634. break;
  5635. case SC_ELECTRICSHOCKER:
  5636. case SC_BITE:
  5637. {
  5638. if( bl->type == BL_MOB )
  5639. tick -= 1000 * (status->agi/10);
  5640. if( sd && type != SC_ELECTRICSHOCKER )
  5641. tick >>= 1;
  5642. }
  5643. break;
  5644. case SC_CRYSTALIZE:
  5645. tick -= (1000*(status->vit/10))+(status_get_lv(bl)/50);
  5646. break;
  5647. case SC_VACUUM_EXTREME:
  5648. tick -= 50*status->str;
  5649. break;
  5650. case SC_MAGICMIRROR:
  5651. case SC_ARMORCHANGE:
  5652. if (sd) //Duration greatly reduced for players.
  5653. tick /= 15;
  5654. //No defense against it (buff).
  5655. default:
  5656. //Effect that cannot be reduced? Likely a buff.
  5657. if (!(rand()%10000 < rate))
  5658. return 0;
  5659. return tick?tick:1;
  5660. }
  5661.  
  5662. if (sd) {
  5663.  
  5664. if (battle_config.pc_sc_def_rate != 100)
  5665. sc_def = sc_def*battle_config.pc_sc_def_rate/100;
  5666.  
  5667. if (sc_def < battle_config.pc_max_sc_def)
  5668. sc_def += (battle_config.pc_max_sc_def - sc_def)*
  5669. status->luk/battle_config.pc_luk_sc_def;
  5670. else
  5671. sc_def = battle_config.pc_max_sc_def;
  5672.  
  5673. if (tick_def) {
  5674. if (battle_config.pc_sc_def_rate != 100)
  5675. tick_def = tick_def*battle_config.pc_sc_def_rate/100;
  5676. }
  5677.  
  5678. } else {
  5679.  
  5680. if (battle_config.mob_sc_def_rate != 100)
  5681. sc_def = sc_def*battle_config.mob_sc_def_rate/100;
  5682.  
  5683. if (sc_def < battle_config.mob_max_sc_def)
  5684. sc_def += (battle_config.mob_max_sc_def - sc_def)*
  5685. status->luk/battle_config.mob_luk_sc_def;
  5686. else
  5687. sc_def = battle_config.mob_max_sc_def;
  5688.  
  5689. if (tick_def) {
  5690. if (battle_config.mob_sc_def_rate != 100)
  5691. tick_def = tick_def*battle_config.mob_sc_def_rate/100;
  5692. }
  5693. }
  5694.  
  5695. if( sc && sc->count )
  5696. {
  5697. if( sc->data[SC_SCRESIST] )
  5698. sc_def += sc->data[SC_SCRESIST]->val1; //Status resist
  5699. else if( sc->data[SC_SIEGFRIED] )
  5700. sc_def += sc->data[SC_SIEGFRIED]->val3; //Status resistance.
  5701. }
  5702.  
  5703. //When no tick def, reduction is the same for both.
  5704. if( !tick_def && type != SC_STONE ) //Recent tests show duration of petrify isn't reduced by MDEF. [Inkfish]
  5705. tick_def = sc_def;
  5706.  
  5707. //Natural resistance
  5708. if( !(flag&8) )
  5709. {
  5710. if( !(type == SC_FREEZE && sc && sc->data[SC_FREEZING]) )
  5711. rate -= rate * sc_def/100; // If Freezing, Freeze ignore status defenses againts Freeze.
  5712.  
  5713. //Item resistance (only applies to rate%)
  5714. if( sd && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX )
  5715. {
  5716. if( sd->reseff[type-SC_COMMON_MIN] > 0 && (!(type == SC_FREEZE && sc && sc->data[SC_FREEZING]) || sd->reseff[type-SC_COMMON_MIN] >= 10000) ) // Freeze while Freeze only is protected by 100% resitance (Marc Card, Unfrozen Armor)
  5717. rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000;
  5718. if( sd->sc.data[SC_COMMONSC_RESIST] && !(type == SC_FREEZE && sc && sc->data[SC_FREEZING]) )
  5719. rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
  5720. }
  5721. }
  5722.  
  5723. if( !(rand()%10000 < rate) )
  5724. return 0;
  5725.  
  5726. //Why would a status start with no duration? Presume it has
  5727. //duration defined elsewhere.
  5728. if (!tick) return 1;
  5729.  
  5730. //Rate reduction
  5731. if (flag&2)
  5732. return tick;
  5733.  
  5734. tick -= tick*tick_def/100;
  5735. // Changed to 5 seconds according to recent tests [Playtester]
  5736. if (type == SC_ANKLE && tick < 5000)
  5737. tick = 5000;
  5738. return tick<=0?0:tick;
  5739. }
  5740.  
  5741. /*==========================================
  5742. * Starts a status change.
  5743. * 'type' = type, 'val1~4' depend on the type.
  5744. * 'rate' = base success rate. 10000 = 100%
  5745. * 'tick' is base duration
  5746. * 'flag':
  5747. * &1: Cannot be avoided (it has to start)
  5748. * &2: Tick should not be reduced (by vit, luk, lv, etc)
  5749. * &4: sc_data loaded, no value has to be altered.
  5750. * &8: rate should not be reduced
  5751. *------------------------------------------*/
  5752. 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)
  5753. {
  5754. struct map_session_data *sd = NULL;
  5755. struct status_change* sc;
  5756. struct status_change_entry* sce;
  5757. struct status_data *status;
  5758. struct view_data *vd;
  5759. int opt_flag, calc_flag, undead_flag, val_flag = 0;
  5760. int duration = tick;
  5761.  
  5762. nullpo_ret(bl);
  5763. sc = status_get_sc(bl);
  5764. status = status_get_status_data(bl);
  5765.  
  5766. if( type <= SC_NONE || type >= SC_MAX )
  5767. {
  5768. ShowError("status_change_start: invalid status change (%d)!\n", type);
  5769. return 0;
  5770. }
  5771.  
  5772. if( !sc )
  5773. return 0; //Unable to receive status changes
  5774.  
  5775. if( sc->data[SC_REFRESH] )
  5776. {
  5777. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX && type != SC_STUN ) // Confirmed.
  5778. return 0; // Inmune
  5779. switch( type )
  5780. {
  5781. // Confirmed
  5782. case SC_DEEPSLEEP:
  5783. case SC_CHAOS:
  5784. case SC_BURNING:
  5785. case SC_FEAR:
  5786. case SC_WHITEIMPRISON:
  5787. // Not confirmed.
  5788. case SC_HALLUCINATION:
  5789. case SC_QUAGMIRE:
  5790. case SC_SIGNUMCRUCIS:
  5791. case SC_DECREASEAGI:
  5792. case SC_SLOWDOWN:
  5793. case SC_MINDBREAKER:
  5794. case SC_WINKCHARM:
  5795. case SC_ORCISH:
  5796. case SC_STRIPWEAPON:
  5797. case SC_STRIPSHIELD:
  5798. case SC_STRIPARMOR:
  5799. case SC_STRIPHELM:
  5800. case SC_BITE:
  5801. case SC_MAGNETICFIELD:
  5802. case SC_ADORAMUS:
  5803. case SC_VACUUM_EXTREME:
  5804. return 0;
  5805. }
  5806. }
  5807.  
  5808. if( sc->data[SC_INSPIRATION] )
  5809. {
  5810. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  5811. return 0; // Immune to status ailements
  5812. switch( type )
  5813. {
  5814. case SC_DEEPSLEEP:
  5815. case SC_SATURDAYNIGHTFEVER:
  5816. case SC_PYREXIA:
  5817. case SC_DEATHHURT:
  5818. case SC_MAGICMUSHROOM:
  5819. case SC_VENOMBLEED:
  5820. case SC_TOXIN:
  5821. case SC_OBLIVIONCURSE:
  5822. case SC_LEECHESEND:
  5823. case SC__ENERVATION:
  5824. case SC__GROOMY:
  5825. case SC__LAZINESS:
  5826. case SC__UNLUCKY:
  5827. case SC__WEAKNESS:
  5828. case SC__BODYPAINT:
  5829. case SC__IGNORANCE:
  5830. return 0;
  5831. }
  5832. }
  5833.  
  5834. if( status_isdead(bl) )
  5835. return 0;
  5836.  
  5837. if( bl->type == BL_MOB && type != SC_SAFETYWALL && type != SC_PNEUMA )
  5838. {
  5839. struct mob_data *md = BL_CAST(BL_MOB,bl);
  5840. if( md->class_ == MOBID_EMPERIUM || mob_is_battleground(md) )
  5841. return 0; //Emperium/BG Monsters can't be afflicted by status changes
  5842. }
  5843.  
  5844. sd = BL_CAST(BL_PC, bl);
  5845.  
  5846. //Adjust tick according to status resistances
  5847. if( !(flag&(1|4)) )
  5848. {
  5849. tick = status_get_sc_def(bl, type, rate, tick, flag);
  5850. if( !tick ) return 0;
  5851. }
  5852.  
  5853. undead_flag = battle_check_undead(status->race,status->def_ele);
  5854. //Check for inmunities / sc fails
  5855. switch (type)
  5856. {
  5857. case SC_STONE:
  5858. if(sc->data[SC_POWER_OF_GAIA])
  5859. return 0;
  5860. case SC_FREEZE:
  5861. //Undead are immune to Freeze/Stone
  5862. if (undead_flag && !(flag&1))
  5863. return 0;
  5864. case SC_SLEEP:
  5865. case SC_STUN:
  5866. case SC_FREEZING:
  5867. if (sc->opt1)
  5868. return 0; //Cannot override other opt1 status changes. [Skotlex]
  5869. if((type == SC_FREEZE || type == SC_FREEZING) && sc->data[SC_WARMER])
  5870. return 0; //Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
  5871. break;
  5872.  
  5873. case SC_BURNING:
  5874. if(sc->data[SC_FREEZING] || sc->opt1)
  5875. return 0;
  5876. break;
  5877.  
  5878. case SC_SIGNUMCRUCIS:
  5879. //Only affects demons and undead element (but not players)
  5880. if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  5881. return 0;
  5882. break;
  5883. case SC_AETERNA:
  5884. if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
  5885. return 0;
  5886. break;
  5887. case SC_KYRIE:
  5888. if (bl->type == BL_MOB)
  5889. return 0;
  5890. break;
  5891. case SC_OVERTHRUST:
  5892. if (sc->data[SC_MAXOVERTHRUST])
  5893. return 0; //Overthrust can't take effect if under Max Overthrust. [Skotlex]
  5894. break;
  5895. case SC_ADRENALINE:
  5896. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE)))
  5897. return 0;
  5898. if (sc->data[SC_QUAGMIRE] ||
  5899. sc->data[SC_DECREASEAGI] ||
  5900. sc->data[SC_ADORAMUS]
  5901. )
  5902. return 0;
  5903. break;
  5904. case SC_ADRENALINE2:
  5905. if(sd && !pc_check_weapontype(sd,skill_get_weapontype(BS_ADRENALINE2)))
  5906. return 0;
  5907. if (sc->data[SC_QUAGMIRE] ||
  5908. sc->data[SC_DECREASEAGI] ||
  5909. sc->data[SC_ADORAMUS]
  5910. )
  5911. return 0;
  5912. break;
  5913. case SC_ONEHAND:
  5914. case SC_MERC_QUICKEN:
  5915. case SC_TWOHANDQUICKEN:
  5916. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  5917. return 0;
  5918. case SC_CONCENTRATE:
  5919. case SC_INCREASEAGI:
  5920. case SC_SPEARQUICKEN:
  5921. case SC_TRUESIGHT:
  5922. case SC_WINDWALK:
  5923. case SC_CARTBOOST:
  5924. case SC_ASSNCROS:
  5925. if (sc->data[SC_QUAGMIRE])
  5926. return 0;
  5927. break;
  5928. case SC_CLOAKING:
  5929. //Avoid cloaking with no wall and low skill level. [Skotlex]
  5930. //Due to the cloaking card, we have to check the wall versus to known
  5931. //skill level rather than the used one. [Skotlex]
  5932. //if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
  5933. if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
  5934. return 0;
  5935. case SC_CLOAKINGEXCEED:
  5936. case SC_HIDING:
  5937. if( sc->data[SC_BITE] )
  5938. return 0; // Prevent Cloaking, Exceed and Hiding
  5939. break;
  5940. case SC_MODECHANGE:
  5941. {
  5942. int mode;
  5943. struct status_data *bstatus = status_get_base_status(bl);
  5944. if (!bstatus) return 0;
  5945. if (sc->data[type])
  5946. { //Pile up with previous values.
  5947. if(!val2) val2 = sc->data[type]->val2;
  5948. val3 |= sc->data[type]->val3;
  5949. val4 |= sc->data[type]->val4;
  5950. }
  5951. mode = val2?val2:bstatus->mode; //Base mode
  5952. if (val4) mode&=~val4; //Del mode
  5953. if (val3) mode|= val3; //Add mode
  5954. if (mode == bstatus->mode) { //No change.
  5955. if (sc->data[type]) //Abort previous status
  5956. return status_change_end(bl, type, INVALID_TIMER);
  5957. return 0;
  5958. }
  5959. }
  5960. break;
  5961. //Strip skills, need to divest something or it fails.
  5962. case SC_STRIPWEAPON:
  5963. if (sd) {
  5964. int i;
  5965. opt_flag = 0; //Reuse to check success condition.
  5966. if(sd->unstripable_equip&EQP_WEAPON)
  5967. return 0;
  5968. i = sd->equip_index[EQI_HAND_L];
  5969. if (i>=0 && sd->inventory_data[i] &&
  5970. sd->inventory_data[i]->type == IT_WEAPON)
  5971. {
  5972. opt_flag|=1;
  5973. pc_unequipitem(sd,i,3); //L-hand weapon
  5974. }
  5975.  
  5976. i = sd->equip_index[EQI_HAND_R];
  5977. if (i>=0 && sd->inventory_data[i] &&
  5978. sd->inventory_data[i]->type == IT_WEAPON)
  5979. {
  5980. opt_flag|=2;
  5981. pc_unequipitem(sd,i,3);
  5982. }
  5983. if (!opt_flag) return 0;
  5984. }
  5985. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  5986. break;
  5987. case SC_STRIPSHIELD:
  5988. if( val2 == 1 ) val2 = 0; //GX effect. Do not take shield off..
  5989. else
  5990. if (sd) {
  5991. int i;
  5992. if(sd->unstripable_equip&EQP_SHIELD)
  5993. return 0;
  5994. i = sd->equip_index[EQI_HAND_L];
  5995. if (i<0 || !sd->inventory_data[i] ||
  5996. sd->inventory_data[i]->type != IT_ARMOR)
  5997. return 0;
  5998. pc_unequipitem(sd,i,3);
  5999. }
  6000. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6001. break;
  6002. case SC_STRIPARMOR:
  6003. if (sd) {
  6004. int i;
  6005. if(sd->unstripable_equip&EQP_ARMOR)
  6006. return 0;
  6007. i = sd->equip_index[EQI_ARMOR];
  6008. if (i<0 || !sd->inventory_data[i])
  6009. return 0;
  6010. pc_unequipitem(sd,i,3);
  6011. }
  6012. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6013. break;
  6014. case SC_STRIPHELM:
  6015. if (sd) {
  6016. int i;
  6017. if(sd->unstripable_equip&EQP_HELM)
  6018. return 0;
  6019. i = sd->equip_index[EQI_HEAD_TOP];
  6020. if (i<0 || !sd->inventory_data[i])
  6021. return 0;
  6022. pc_unequipitem(sd,i,3);
  6023. }
  6024. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6025. break;
  6026. case SC_MERC_FLEEUP:
  6027. case SC_MERC_ATKUP:
  6028. case SC_MERC_HPUP:
  6029. case SC_MERC_SPUP:
  6030. case SC_MERC_HITUP:
  6031. if( bl->type != BL_MER )
  6032. return 0; // Stats only for Mercenaries
  6033. break;
  6034. case SC_STRFOOD:
  6035. if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
  6036. return 0;
  6037. break;
  6038. case SC_AGIFOOD:
  6039. if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
  6040. return 0;
  6041. break;
  6042. case SC_VITFOOD:
  6043. if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
  6044. return 0;
  6045. break;
  6046. case SC_INTFOOD:
  6047. if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
  6048. return 0;
  6049. break;
  6050. case SC_DEXFOOD:
  6051. if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
  6052. return 0;
  6053. break;
  6054. case SC_LUKFOOD:
  6055. if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
  6056. return 0;
  6057. break;
  6058. case SC_FOOD_STR_CASH:
  6059. if (sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1)
  6060. return 0;
  6061. break;
  6062. case SC_FOOD_AGI_CASH:
  6063. if (sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1)
  6064. return 0;
  6065. break;
  6066. case SC_FOOD_VIT_CASH:
  6067. if (sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1)
  6068. return 0;
  6069. break;
  6070. case SC_FOOD_INT_CASH:
  6071. if (sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1)
  6072. return 0;
  6073. break;
  6074. case SC_FOOD_DEX_CASH:
  6075. if (sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1)
  6076. return 0;
  6077. break;
  6078. case SC_FOOD_LUK_CASH:
  6079. if (sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1)
  6080. return 0;
  6081. break;
  6082. case SC_CAMOUFLAGE:
  6083. if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
  6084. return 0;
  6085. break;
  6086. case SC__STRIPACCESSORY:
  6087. if( sd )
  6088. {
  6089. int i = -1;
  6090. if( !(sd->unstripable_equip&EQI_ACC_L) )
  6091. {
  6092. i = sd->equip_index[EQI_ACC_L];
  6093. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6094. pc_unequipitem(sd,i,3); //L-Accessory
  6095. }
  6096. if( !(sd->unstripable_equip&EQI_ACC_R) )
  6097. {
  6098. i = sd->equip_index[EQI_ACC_R];
  6099. if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
  6100. pc_unequipitem(sd,i,3); //R-Accessory
  6101. }
  6102. if( i < 0 )
  6103. return 0;
  6104. }
  6105. if (tick == 1) return 1; //Minimal duration: Only strip without causing the SC
  6106. break;
  6107.  
  6108. case SC_MAGNETICFIELD:
  6109. if(sc->data[SC_HOVERING])
  6110. return 0;
  6111. break;
  6112. case SC_BLEEDING:
  6113. if(sc->data[SC_POWER_OF_GAIA])
  6114. return 0;
  6115. break;
  6116. }
  6117.  
  6118. //Check for BOSS resistances
  6119. if(status->mode&MD_BOSS && !(flag&1)) {
  6120. if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
  6121. return 0;
  6122. switch( type )
  6123. {
  6124. case SC_BLESSING:
  6125. if (!undead_flag && status->race!=RC_DEMON)
  6126. break;
  6127. case SC_DECREASEAGI:
  6128. case SC_PROVOKE:
  6129. case SC_COMA:
  6130. case SC_GRAVITATION:
  6131. case SC_SUITON:
  6132. case SC_RICHMANKIM:
  6133. case SC_ROKISWEIL:
  6134. case SC_FOGWALL:
  6135. case SC_FREEZING:
  6136. case SC_BURNING: // Place here until we have info about its behavior on Boss-monsters. [pakpil]
  6137. case SC_MARSHOFABYSS:
  6138. case SC_ADORAMUS:
  6139.  
  6140. // Exploid prevention - kRO Fix
  6141. case SC_PYREXIA:
  6142. case SC_DEATHHURT:
  6143. case SC_TOXIN:
  6144. case SC_PARALYSE:
  6145. case SC_VENOMBLEED:
  6146. case SC_MAGICMUSHROOM:
  6147. case SC_OBLIVIONCURSE:
  6148. case SC_LEECHESEND:
  6149.  
  6150. // Ranger Effects
  6151. case SC_BITE:
  6152. case SC_ELECTRICSHOCKER:
  6153. case SC_MAGNETICFIELD:
  6154. return 0;
  6155. }
  6156. }
  6157.  
  6158. //Before overlapping fail, one must check for status cured.
  6159. switch (type)
  6160. {
  6161. case SC_BLESSING:
  6162. //TO-DO Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
  6163. //but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
  6164. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC) {
  6165. status_change_end(bl, SC_CURSE, INVALID_TIMER);
  6166. if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
  6167. status_change_end(bl, SC_STONE, INVALID_TIMER);
  6168. }
  6169. break;
  6170. case SC_INCREASEAGI:
  6171. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  6172. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  6173. break;
  6174. case SC_QUAGMIRE:
  6175. status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
  6176. status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
  6177. status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
  6178. //Also blocks the ones below...
  6179. case SC_DECREASEAGI:
  6180. case SC_ADORAMUS:
  6181. status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
  6182. //Also blocks the ones below...
  6183. case SC_DONTFORGETME:
  6184. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  6185. status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
  6186. status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
  6187. status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
  6188. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6189. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  6190. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  6191. status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
  6192. break;
  6193. case SC_ONEHAND:
  6194. //Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
  6195. status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
  6196. status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
  6197. status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
  6198. status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
  6199. break;
  6200. case SC_MAXOVERTHRUST:
  6201. //Cancels Normal Overthrust. [Skotlex]
  6202. status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
  6203. break;
  6204. case SC_KYRIE:
  6205. //Cancels Assumptio
  6206. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  6207. break;
  6208. case SC_DELUGE:
  6209. if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
  6210. status_change_end(bl, SC_BLIND, INVALID_TIMER);
  6211. break;
  6212. case SC_SILENCE:
  6213. if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
  6214. status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
  6215. break;
  6216. case SC_HIDING:
  6217. status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
  6218. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  6219. break;
  6220. case SC_BERSERK:
  6221. if(battle_config.berserk_cancels_buffs)
  6222. {
  6223. status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
  6224. status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
  6225. status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
  6226. status_change_end(bl, SC_PARRYING, INVALID_TIMER);
  6227. status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
  6228. status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
  6229. }
  6230. break;
  6231. case SC_ASSUMPTIO:
  6232. status_change_end(bl, SC_KYRIE, INVALID_TIMER);
  6233. status_change_end(bl, SC_KAITE, INVALID_TIMER);
  6234. break;
  6235. case SC_KAITE:
  6236. status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
  6237. break;
  6238. case SC_CARTBOOST:
  6239. if(sc->data[SC_DECREASEAGI] || sc->data[SC_ADORAMUS])
  6240. { //Cancel Decrease Agi, but take no further effect [Skotlex]
  6241. status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
  6242. status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
  6243. return 0;
  6244. }
  6245. break;
  6246. case SC_FUSION:
  6247. status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
  6248. break;
  6249. case SC_ADJUSTMENT:
  6250. status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
  6251. break;
  6252. case SC_MADNESSCANCEL:
  6253. status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
  6254. break;
  6255. //NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
  6256. case SC_CHANGEUNDEAD:
  6257. status_change_end(bl, SC_BLESSING, INVALID_TIMER);
  6258. status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
  6259. break;
  6260. case SC_STRFOOD:
  6261. status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
  6262. break;
  6263. case SC_AGIFOOD:
  6264. status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
  6265. break;
  6266. case SC_VITFOOD:
  6267. status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
  6268. break;
  6269. case SC_INTFOOD:
  6270. status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
  6271. break;
  6272. case SC_DEXFOOD:
  6273. status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
  6274. break;
  6275. case SC_LUKFOOD:
  6276. status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
  6277. break;
  6278. case SC_FOOD_STR_CASH:
  6279. status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
  6280. break;
  6281. case SC_FOOD_AGI_CASH:
  6282. status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
  6283. break;
  6284. case SC_FOOD_VIT_CASH:
  6285. status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
  6286. break;
  6287. case SC_FOOD_INT_CASH:
  6288. status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
  6289. break;
  6290. case SC_FOOD_DEX_CASH:
  6291. status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
  6292. break;
  6293. case SC_FOOD_LUK_CASH:
  6294. status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
  6295. break;
  6296. case SC_FIGHTINGSPIRIT:
  6297. status_change_end(bl, type, INVALID_TIMER); // Remove previous one.
  6298. break;
  6299. case SC_SWINGDANCE:
  6300. case SC_SYMPHONYOFLOVER:
  6301. case SC_MOONLITSERENADE:
  6302. case SC_RUSHWINDMILL:
  6303. case SC_ECHOSONG:
  6304. case SC_HARMONIZE:
  6305. case SC_VOICEOFSIREN:
  6306. case SC_DEEPSLEEP:
  6307. case SC_SIRCLEOFNATURE:
  6308. if( sc->data[type] ) // Don't remove same sc.
  6309. break;
  6310. status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
  6311. status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
  6312. status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
  6313. status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
  6314. status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
  6315. status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
  6316. status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
  6317. status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
  6318. status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
  6319. break;
  6320. case SC_SONGOFMANA:
  6321. case SC_DANCEWITHWUG:
  6322. case SC_LERADSDEW:
  6323. case SC_MELODYOFSINK:
  6324. case SC_BEYONDOFWARCRY:
  6325. case SC_UNLIMITEDHUMMINGVOICE:
  6326. if( sc->data[type] ) // Don't remove same sc.
  6327. break;
  6328. status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
  6329. status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
  6330. status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
  6331. status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
  6332. status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
  6333. status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
  6334. break;
  6335. case SC_REFLECTSHIELD:
  6336. status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
  6337. break;
  6338. case SC_REFLECTDAMAGE:
  6339. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  6340. break;
  6341. // Remove previous status changes.
  6342. case SC_SHIELDSPELL_DEF: // Should it remove the same sc?
  6343. case SC_SHIELDSPELL_MDEF:
  6344. case SC_SHIELDSPELL_REF:
  6345. status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
  6346. status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
  6347. status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
  6348. status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
  6349. break;
  6350. case SC_GT_ENERGYGAIN:
  6351. case SC_GT_CHANGE:
  6352. case SC_GT_REVITALIZE:
  6353. if( sc->data[type] ) // Don't remove same sc.
  6354. break;
  6355. status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
  6356. status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER);
  6357. status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
  6358. break;
  6359. }
  6360.  
  6361. //Check for overlapping fails
  6362. if( (sce = sc->data[type]) )
  6363. {
  6364. switch( type )
  6365. {
  6366. case SC_MERC_FLEEUP:
  6367. case SC_MERC_ATKUP:
  6368. case SC_MERC_HPUP:
  6369. case SC_MERC_SPUP:
  6370. case SC_MERC_HITUP:
  6371. if( sce->val1 > val1 )
  6372. val1 = sce->val1;
  6373. break;
  6374. case SC_ADRENALINE:
  6375. case SC_ADRENALINE2:
  6376. case SC_WEAPONPERFECTION:
  6377. case SC_OVERTHRUST:
  6378. if (sce->val2 > val2)
  6379. return 0;
  6380. break;
  6381. case SC_S_LIFEPOTION:
  6382. case SC_L_LIFEPOTION:
  6383. case SC_BOSSMAPINFO:
  6384. case SC_STUN:
  6385. case SC_SLEEP:
  6386. case SC_POISON:
  6387. case SC_CURSE:
  6388. case SC_SILENCE:
  6389. case SC_CONFUSION:
  6390. case SC_BLIND:
  6391. case SC_BLEEDING:
  6392. case SC_DPOISON:
  6393. case SC_CLOSECONFINE2: //Can't be re-closed in.
  6394. case SC_MARIONETTE:
  6395. case SC_MARIONETTE2:
  6396. case SC_NOCHAT:
  6397. case SC_CHANGE: //Otherwise your Hp/Sp would get refilled while still within effect of the last invocation.
  6398. case SC_ABUNDANCE:
  6399. case SC_FEAR:
  6400. case SC__INVISIBILITY:
  6401. case SC__ENERVATION:
  6402. case SC__GROOMY:
  6403. case SC__IGNORANCE:
  6404. case SC__LAZINESS:
  6405. case SC__WEAKNESS:
  6406. case SC__UNLUCKY:
  6407. case SC_CHAOS:
  6408. return 0;
  6409. case SC_COMBO:
  6410. case SC_DANCING:
  6411. case SC_DEVOTION:
  6412. case SC_ASPDPOTION0:
  6413. case SC_ASPDPOTION1:
  6414. case SC_ASPDPOTION2:
  6415. case SC_ASPDPOTION3:
  6416. case SC_ATKPOTION:
  6417. case SC_MATKPOTION:
  6418. case SC_ENCHANTARMS:
  6419. case SC_ARMOR_ELEMENT:
  6420. case SC_ARMOR_RESIST:
  6421. case SC_EXEEDBREAK:
  6422. break;
  6423. case SC_GOSPEL:
  6424. //Must not override a casting gospel char.
  6425. if(sce->val4 == BCT_SELF)
  6426. return 0;
  6427. if(sce->val1 > val1)
  6428. return 1;
  6429. break;
  6430. case SC_ENDURE:
  6431. if(sce->val4 && !val4)
  6432. return 1; //Don't let you override infinite endure.
  6433. if(sce->val1 > val1)
  6434. return 1;
  6435. break;
  6436. case SC_KAAHI:
  6437. //Kaahi overwrites previous level regardless of existing level.
  6438. //Delete timer if it exists.
  6439. if (sce->val4 != INVALID_TIMER) {
  6440. delete_timer(sce->val4,kaahi_heal_timer);
  6441. sce->val4 = INVALID_TIMER;
  6442. }
  6443. break;
  6444. case SC_JAILED:
  6445. //When a player is already jailed, do not edit the jail data.
  6446. val2 = sce->val2;
  6447. val3 = sce->val3;
  6448. val4 = sce->val4;
  6449. break;
  6450. case SC_JOINTBEAT:
  6451. val2 |= sce->val2; // stackable ailments
  6452. case SC_LERADSDEW:
  6453. if( sc && sc->data[SC_BERSERK] )
  6454. return 0;
  6455. case SC_SHAPESHIFT:
  6456. case SC_PROPERTYWALK:
  6457. break;
  6458. default:
  6459. if(sce->val1 > val1)
  6460. return 1; //Return true to not mess up skill animations. [Skotlex]
  6461. }
  6462. }
  6463.  
  6464. vd = status_get_viewdata(bl);
  6465. calc_flag = StatusChangeFlagTable[type];
  6466. if(!(flag&4)) //&4 - Do not parse val settings when loading SCs
  6467. switch(type)
  6468. {
  6469. case SC_DECREASEAGI:
  6470. case SC_INCREASEAGI:
  6471. case SC_ADORAMUS:
  6472. val2 = 2 + val1; //Agi change
  6473. if( type == SC_ADORAMUS )
  6474. sc_start(bl,SC_BLIND,100,val1,skill_get_time(status_sc2skill(type),val1));
  6475. break;
  6476. case SC_ENDURE:
  6477. val2 = 7; // Hit-count [Celest]
  6478. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg(bl->m) && !map[bl->m].flag.battleground && !val4 )
  6479. {
  6480. struct map_session_data *tsd;
  6481. if( sd )
  6482. {
  6483. int i;
  6484. for( i = 0; i < 5; i++ )
  6485. {
  6486. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6487. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6488. }
  6489. }
  6490. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6491. status_change_start(&tsd->bl, type, 10000, val1, val2, val3, val4, tick, 1);
  6492. }
  6493. //val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk)
  6494. if( val4 )
  6495. tick = -1;
  6496. break;
  6497. case SC_AUTOBERSERK:
  6498. if (status->hp < status->max_hp>>2 &&
  6499. (!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
  6500. sc_start4(bl,SC_PROVOKE,100,10,1,0,0,60000);
  6501. tick = -1;
  6502. break;
  6503. case SC_SIGNUMCRUCIS:
  6504. val2 = 10 + 4*val1; //Def reduction
  6505. tick = -1;
  6506. clif_emotion(bl,E_SWT);
  6507. break;
  6508. case SC_MAXIMIZEPOWER:
  6509. val2 = tick>0?tick:60000;
  6510. break;
  6511. case SC_EDP: // [Celest]
  6512. val2 = val1 + 2; //Chance to Poison enemies.
  6513. val3 = 50 * (val1+1); //Damage increase (+50 +50*lv%)
  6514. break;
  6515. case SC_POISONREACT:
  6516. val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
  6517. val3=50; // + 5*val1; //Chance to counter. [Skotlex]
  6518. break;
  6519. case SC_MAGICROD:
  6520. val2 = val1*20; //SP gained
  6521. break;
  6522. case SC_KYRIE:
  6523. if( !val4 ) // val4 signals it as Praefatio, which has a different # of hits formula. [LimitLine]
  6524. val3 = (val1 / 2 + 5); //Hits
  6525. else
  6526. val3 = 6 + val1;
  6527. // The MaxHP limit depends on one's Skill level of Kyrie Eleison for effectiveness.
  6528. if( sd ) val1 = min(val1,pc_checkskill(sd,PR_KYRIE));
  6529. val2 = status->max_hp * (val1 * 2 + 10) / 100; //%Max HP to absorb
  6530. break;
  6531. case SC_MAGICPOWER:
  6532. //val1: Skill lv
  6533. val2 = 1; //Lasts 1 invocation
  6534. val3 = 5*val1; //Matk% increase
  6535. break;
  6536. case SC_SACRIFICE:
  6537. val2 = 5; //Lasts 5 hits
  6538. tick = -1;
  6539. break;
  6540. case SC_ENCPOISON:
  6541. val2= 250+50*val1; //Poisoning Chance (2.5+0.5%) in 1/10000 rate
  6542. case SC_ASPERSIO:
  6543. case SC_FIREWEAPON:
  6544. case SC_WATERWEAPON:
  6545. case SC_WINDWEAPON:
  6546. case SC_EARTHWEAPON:
  6547. case SC_SHADOWWEAPON:
  6548. case SC_GHOSTWEAPON:
  6549. case SC_EXPIATIO:
  6550. skill_enchant_elemental_end(bl,type);
  6551. break;
  6552. case SC_ELEMENTALCHANGE:
  6553. // val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
  6554. // val2 : Element (When no element, random one is picked)
  6555. // val3 : 0 = called by skill 1 = called by script (fixed level)
  6556. if( !val2 ) val2 = rand()%ELE_MAX;
  6557.  
  6558. if( val1 == 1 && val3 == 0 )
  6559. val1 = 1 + rand()%4;
  6560. else if( val1 > 4 )
  6561. val1 = 4; // Max Level
  6562. val3 = 0; // Not need to keep this info.
  6563. break;
  6564. case SC_PROVIDENCE:
  6565. val2=val1*5; //Race/Ele resist
  6566. break;
  6567. case SC_REFLECTSHIELD:
  6568. val2=10+val1*3; // %Dmg reflected
  6569. if( !(flag&1) && (bl->type&(BL_PC|BL_MER)) )
  6570. {
  6571. struct map_session_data *tsd;
  6572. if( sd )
  6573. {
  6574. int i;
  6575. for( i = 0; i < 5; i++ )
  6576. {
  6577. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6578. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6579. }
  6580. }
  6581. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6582. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6583. }
  6584. break;
  6585. case SC_STRIPWEAPON:
  6586. if (!sd) //Watk reduction
  6587. val2 = 25;
  6588. break;
  6589. case SC_STRIPSHIELD:
  6590. if (!sd) //Def reduction
  6591. val2 = 15;
  6592. break;
  6593. case SC_STRIPARMOR:
  6594. if (!sd) //Vit reduction
  6595. val2 = 40;
  6596. break;
  6597. case SC_STRIPHELM:
  6598. if (!sd) //Int reduction
  6599. val2 = 40;
  6600. break;
  6601. case SC_AUTOSPELL:
  6602. //Val1 Skill LV of Autospell
  6603. //Val2 Skill ID to cast
  6604. //Val3 Max Lv to cast
  6605. val4 = 5 + val1*2; //Chance of casting
  6606. break;
  6607. case SC_VOLCANO:
  6608. if (status->def_ele == ELE_FIRE)
  6609. val2 = val1*10; //Watk increase
  6610. else
  6611. val2 = 0;
  6612. break;
  6613. case SC_VIOLENTGALE:
  6614. if (status->def_ele == ELE_WIND)
  6615. val2 = val1*3; //Flee increase
  6616. else
  6617. val2 = 0;
  6618. break;
  6619. case SC_DELUGE:
  6620. if(status->def_ele == ELE_WATER)
  6621. val2 = deluge_eff[val1-1]; //HP increase
  6622. else
  6623. val2 = 0;
  6624. break;
  6625. case SC_SUITON:
  6626. if (!val2 || (sd && (sd->class_&MAPID_UPPERMASK) == MAPID_NINJA)) {
  6627. //No penalties.
  6628. val2 = 0; //Agi penalty
  6629. val3 = 0; //Walk speed penalty
  6630. break;
  6631. }
  6632. val3 = 50;
  6633. val2 = 3*((val1+1)/3);
  6634. if (val1 > 4) val2--;
  6635. break;
  6636. case SC_ONEHAND:
  6637. case SC_TWOHANDQUICKEN:
  6638. val2 = 300;
  6639. if (val1 > 10) //For boss casted skills [Skotlex]
  6640. val2 += 20*(val1-10);
  6641. break;
  6642. case SC_MERC_QUICKEN:
  6643. val2 = 300;
  6644. break;
  6645.  
  6646. case SC_SPEARQUICKEN:
  6647. val2 = 200+10*val1;
  6648. break;
  6649. case SC_DANCING:
  6650. //val1 : Skill ID + LV
  6651. //val2 : Skill Group of the Dance.
  6652. //val3 : Brings the skilllv (merged into val1 here)
  6653. //val4 : Partner
  6654. if (val1 == CG_MOONLIT)
  6655. clif_status_change(bl,SI_MOONLIT,1,0,0,0,tick);
  6656. val1|= (val3<<16);
  6657. val3 = tick/1000; //Tick duration
  6658. tick = 1000;
  6659. break;
  6660. case SC_LONGING:
  6661. val2 = 500-100*val1; //Aspd penalty.
  6662. break;
  6663. case SC_EXPLOSIONSPIRITS:
  6664. val2 = 75 + 25*val1; //Cri bonus
  6665. break;
  6666. case SC_ASPDPOTION0:
  6667. case SC_ASPDPOTION1:
  6668. case SC_ASPDPOTION2:
  6669. case SC_ASPDPOTION3:
  6670. val2 = 50*(2+type-SC_ASPDPOTION0);
  6671. break;
  6672.  
  6673. case SC_WEDDING:
  6674. case SC_XMAS:
  6675. case SC_SUMMER:
  6676. if (!vd) return 0;
  6677. //Store previous values as they could be removed.
  6678. val1 = vd->class_;
  6679. val2 = vd->weapon;
  6680. val3 = vd->shield;
  6681. val4 = vd->cloth_color;
  6682. unit_stop_attack(bl);
  6683. clif_changelook(bl,LOOK_WEAPON,0);
  6684. clif_changelook(bl,LOOK_SHIELD,0);
  6685. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  6686. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  6687. break;
  6688. case SC_NOCHAT:
  6689. tick = 60000;
  6690. val1 = battle_config.manner_system; //Mute filters.
  6691. if (sd)
  6692. {
  6693. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  6694. clif_updatestatus(sd,SP_MANNER);
  6695. }
  6696. break;
  6697.  
  6698. case SC_STONE:
  6699. val3 = tick/1000; //Petrified HP-damage iterations.
  6700. if(val3 < 1) val3 = 1;
  6701. tick = val4; //Petrifying time.
  6702. if (tick < 1000)
  6703. tick = 1000; //Min time
  6704. calc_flag = 0; //Actual status changes take effect on petrified state.
  6705. break;
  6706.  
  6707. case SC_DPOISON:
  6708. //Lose 10/15% of your life as long as it doesn't brings life below 25%
  6709. if (status->hp > status->max_hp>>2)
  6710. {
  6711. int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
  6712. if (status->hp - diff < status->max_hp>>2)
  6713. diff = status->hp - (status->max_hp>>2);
  6714. status_zap(bl, diff, 0);
  6715. }
  6716. // fall through
  6717. case SC_POISON: /* “Å */
  6718. val3 = tick/1000; //Damage iterations
  6719. if(val3 < 1) val3 = 1;
  6720. tick = 1000;
  6721. //val4: HP damage
  6722. if (bl->type == BL_PC)
  6723. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/50 : 3 + status->max_hp*3/200;
  6724. else
  6725. val4 = (type == SC_DPOISON) ? 3 + status->max_hp/100 : 3 + status->max_hp/200;
  6726.  
  6727. break;
  6728. case SC_CONFUSION:
  6729. clif_emotion(bl,E_WHAT);
  6730. break;
  6731. case SC_BLEEDING:
  6732. val4 = tick/10000;
  6733. if (!val4) val4 = 1;
  6734. tick = 10000;
  6735. break;
  6736. case SC_S_LIFEPOTION:
  6737. case SC_L_LIFEPOTION:
  6738. if( val1 == 0 ) return 0;
  6739. // val1 = heal percent/amout
  6740. // val2 = seconds between heals
  6741. // val4 = total of heals
  6742. if( val2 < 1 ) val2 = 1;
  6743. if( (val4 = tick/(val2 * 1000)) < 1 )
  6744. val4 = 1;
  6745. tick = val2 * 1000; // val2 = Seconds between heals
  6746. break;
  6747. case SC_BOSSMAPINFO:
  6748. if( sd != NULL )
  6749. {
  6750. struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
  6751. if( boss_md == NULL || boss_md->bl.prev == NULL )
  6752. { // No MVP on this map - MVP is dead
  6753. clif_bossmapinfo(sd->fd, boss_md, 1);
  6754. return 0; // No need to start SC
  6755. }
  6756. val1 = boss_md->bl.id;
  6757. if( (val4 = tick/1000) < 1 )
  6758. val4 = 1;
  6759. tick = 1000;
  6760. }
  6761. break;
  6762. case SC_HIDING:
  6763. val2 = tick/1000;
  6764. tick = 1000;
  6765. val3 = 0; // unused, previously speed adjustment
  6766. val4 = val1+3; //Seconds before SP substraction happen.
  6767. break;
  6768. case SC_CHASEWALK:
  6769. val2 = tick>0?tick:10000; //Interval at which SP is drained.
  6770. val3 = 35 - 5 * val1; //Speed adjustment.
  6771. if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
  6772. val3 -= 40;
  6773. val4 = 10+val1*2; //SP cost.
  6774. if (map_flag_gvg(bl->m) || map[bl->m].flag.battleground) val4 *= 5;
  6775. break;
  6776. case SC_CLOAKING:
  6777. if (!sd) //Monsters should be able to walk with no penalties. [Skotlex]
  6778. val1 = 10;
  6779. val2 = tick>0?tick:60000; //SP consumption rate.
  6780. val3 = 0; // unused, previously walk speed adjustment
  6781. //val4&1 signals the presence of a wall.
  6782. //val4&2 makes cloak not end on normal attacks [Skotlex]
  6783. //val4&4 makes cloak not end on using skills
  6784. if (bl->type == BL_PC) //Standard cloaking.
  6785. val4 |= battle_config.pc_cloak_check_type&7;
  6786. else
  6787. val4 |= battle_config.monster_cloak_check_type&7;
  6788. break;
  6789. case SC_SIGHT: /* ƒTƒCƒg/ƒ‹ƒAƒt */
  6790. case SC_RUWACH:
  6791. case SC_SIGHTBLASTER:
  6792. val3 = skill_get_splash(val2, val1); //Val2 should bring the skill-id.
  6793. val2 = tick/250;
  6794. tick = 10;
  6795. break;
  6796.  
  6797. //Permanent effects.
  6798. case SC_AETERNA:
  6799. case SC_MODECHANGE:
  6800. case SC_WEIGHT50:
  6801. case SC_WEIGHT90:
  6802. case SC_BROKENWEAPON:
  6803. case SC_BROKENARMOR:
  6804. case SC_READYSTORM:
  6805. case SC_READYDOWN:
  6806. case SC_READYCOUNTER:
  6807. case SC_READYTURN:
  6808. case SC_DODGE:
  6809. tick = -1;
  6810. break;
  6811.  
  6812. case SC_AUTOGUARD:
  6813. if( !(flag&1) )
  6814. {
  6815. struct map_session_data *tsd;
  6816. int i,t;
  6817. for( i = val2 = 0; i < val1; i++)
  6818. {
  6819. t = 5-(i>>1);
  6820. val2 += (t < 0)? 1:t;
  6821. }
  6822.  
  6823. if( bl->type&(BL_PC|BL_MER) )
  6824. {
  6825. if( sd )
  6826. {
  6827. for( i = 0; i < 5; i++ )
  6828. {
  6829. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
  6830. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6831. }
  6832. }
  6833. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
  6834. status_change_start(&tsd->bl, type, 10000, val1, val2, 0, 0, tick, 1);
  6835. }
  6836. }
  6837. break;
  6838.  
  6839. case SC_DEFENDER:
  6840. if (!(flag&1))
  6841. {
  6842. struct map_session_data *tsd;
  6843. int i;
  6844. val2 = 5 + 15*val1; //Damage reduction
  6845. val3 = 0; // unused, previously speed adjustment
  6846. val4 = 250 - 50*val1; //Aspd adjustment
  6847.  
  6848. if (sd)
  6849. for (i = 0; i < 5; i++)
  6850. { //See if there are devoted characters, and pass the status to them. [Skotlex]
  6851. if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
  6852. status_change_start(&tsd->bl,type,10000,val1,5+val1*5,val3,val4,tick,1);
  6853. }
  6854. }
  6855. break;
  6856.  
  6857. case SC_TENSIONRELAX:
  6858. if (sd) {
  6859. pc_setsit(sd);
  6860. clif_sitting(&sd->bl,true);
  6861. }
  6862. val2 = 12; //SP cost
  6863. val4 = 10000; //Decrease at 10secs intervals.
  6864. val3 = tick/val4;
  6865. tick = val4;
  6866. break;
  6867. case SC_PARRYING:
  6868. val2 = 20 + val1*3; //Block Chance
  6869. break;
  6870.  
  6871. case SC_WINDWALK:
  6872. val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
  6873. break;
  6874.  
  6875. case SC_JOINTBEAT:
  6876. if( val2&BREAK_NECK )
  6877. sc_start(bl,SC_BLEEDING,100,val1,skill_get_time2(status_sc2skill(type),val1));
  6878. break;
  6879.  
  6880. case SC_BERSERK:
  6881. if (!sc->data[SC_ENDURE] || !sc->data[SC_ENDURE]->val4)
  6882. sc_start4(bl, SC_ENDURE, 100,10,0,0,2, tick);
  6883. //HP healing is performing after the calc_status call.
  6884. //Val2 holds HP penalty
  6885. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  6886. if (!val4) val4 = 10000; //Val4 holds damage interval
  6887. val3 = tick/val4; //val3 holds skill duration
  6888. tick = val4;
  6889. break;
  6890.  
  6891. case SC_GOSPEL:
  6892. if(val4 == BCT_SELF) { // self effect
  6893. val2 = tick/10000;
  6894. tick = 10000;
  6895. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  6896. }
  6897. break;
  6898.  
  6899. case SC_MARIONETTE:
  6900. {
  6901. int stat;
  6902.  
  6903. val3 = 0;
  6904. val4 = 0;
  6905. stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
  6906. stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
  6907. stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
  6908. stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
  6909. stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
  6910. stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
  6911. break;
  6912. }
  6913. case SC_MARIONETTE2:
  6914. {
  6915. int stat,max_stat;
  6916. // fetch caster information
  6917. struct block_list *pbl = map_id2bl(val1);
  6918. struct status_change *psc = pbl?status_get_sc(pbl):NULL;
  6919. struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
  6920. // fetch target's stats
  6921. struct status_data* status = status_get_status_data(bl); // battle status
  6922.  
  6923. if (!psce)
  6924. return 0;
  6925.  
  6926. val3 = 0;
  6927. val4 = 0;
  6928. max_stat = battle_config.max_parameter; //Cap to 99 (default)
  6929. stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status->str ); val3 |= cap_value(stat,0,0xFF)<<16;
  6930. stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
  6931. stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status->vit ); val3 |= cap_value(stat,0,0xFF);
  6932. stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status->int_); val4 |= cap_value(stat,0,0xFF)<<16;
  6933. stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
  6934. stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status->luk ); val4 |= cap_value(stat,0,0xFF);
  6935. break;
  6936. }
  6937. case SC_REJECTSWORD:
  6938. val2 = 15*val1; //Reflect chance
  6939. val3 = 3; //Reflections
  6940. tick = -1;
  6941. break;
  6942.  
  6943. case SC_MEMORIZE:
  6944. val2 = 5; //Memorized casts.
  6945. tick = -1;
  6946. break;
  6947.  
  6948. case SC_GRAVITATION:
  6949. val2 = 50*val1; //aspd reduction
  6950. break;
  6951.  
  6952. case SC_REGENERATION:
  6953. if (val1 == 1)
  6954. val2 = 2;
  6955. else
  6956. val2 = val1; //HP Regerenation rate: 200% 200% 300%
  6957. val3 = val1; //SP Regeneration Rate: 100% 200% 300%
  6958. //if val4 comes set, this blocks regen rather than increase it.
  6959. break;
  6960.  
  6961. case SC_DEVOTION:
  6962. {
  6963. struct block_list *d_bl;
  6964. struct status_change *d_sc;
  6965.  
  6966. if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count )
  6967. { // Inherits Status From Source
  6968. const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
  6969. enum sc_type type2;
  6970. int i = (map_flag_gvg(bl->m) || map[bl->m].flag.battleground)?2:3;
  6971. while( i >= 0 )
  6972. {
  6973. type2 = types[i];
  6974. if( d_sc->data[type2] )
  6975. sc_start(bl, type2, 100, d_sc->data[type2]->val1, skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1));
  6976. i--;
  6977. }
  6978. }
  6979. break;
  6980. }
  6981.  
  6982. case SC_COMA: //Coma. Sends a char to 1HP. If val2, do not zap sp
  6983. status_zap(bl, status->hp-1, val2?0:status->sp);
  6984. return 1;
  6985. break;
  6986. case SC_CLOSECONFINE2:
  6987. {
  6988. struct block_list *src = val2?map_id2bl(val2):NULL;
  6989. struct status_change *sc2 = src?status_get_sc(src):NULL;
  6990. struct status_change_entry *sce2 = sc2?sc2->data[SC_CLOSECONFINE]:NULL;
  6991. if (src && sc2) {
  6992. if (!sce2) //Start lock on caster.
  6993. sc_start4(src,SC_CLOSECONFINE,100,val1,1,0,0,tick+1000);
  6994. else { //Increase count of locked enemies and refresh time.
  6995. (sce2->val2)++;
  6996. delete_timer(sce2->timer, status_change_timer);
  6997. sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src->id, SC_CLOSECONFINE);
  6998. }
  6999. } else //Status failed.
  7000. return 0;
  7001. }
  7002. break;
  7003. case SC_KAITE:
  7004. val2 = 1+val1/5; //Number of bounces: 1 + skilllv/5
  7005. break;
  7006. case SC_KAUPE:
  7007. switch (val1) {
  7008. case 3: //33*3 + 1 -> 100%
  7009. val2++;
  7010. case 1:
  7011. case 2: //33, 66%
  7012. val2 += 33*val1;
  7013. val3 = 1; //Dodge 1 attack total.
  7014. break;
  7015. default: //Custom. For high level mob usage, higher level means more blocks. [Skotlex]
  7016. val2 = 100;
  7017. val3 = val1-2;
  7018. break;
  7019. }
  7020. break;
  7021.  
  7022. case SC_COMBO:
  7023. {
  7024. //val1: Skill ID
  7025. //val2: When given, target (for autotargetting skills)
  7026. //val3: When set, this combo time should NOT delay attack/movement
  7027. //val4: Combo time
  7028. struct unit_data *ud = unit_bl2ud(bl);
  7029. switch (val1) {
  7030. case TK_STORMKICK:
  7031. clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
  7032. break;
  7033. case TK_DOWNKICK:
  7034. clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
  7035. break;
  7036. case TK_TURNKICK:
  7037. clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
  7038. break;
  7039. case TK_COUNTER:
  7040. clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
  7041. break;
  7042. case MO_COMBOFINISH:
  7043. case CH_TIGERFIST:
  7044. case CH_CHAINCRUSH:
  7045. case SR_DRAGONCOMBO:
  7046. if( sd )
  7047. {
  7048. sd->state.combo = 1;
  7049. clif_skillinfoblock(sd);
  7050. }
  7051. break;
  7052. case TK_JUMPKICK:
  7053. if( sd )
  7054. {
  7055. sd->state.combo = 2;
  7056. clif_skillinfoblock(sd);
  7057. }
  7058. break;
  7059. }
  7060. if (ud && !val3)
  7061. {
  7062. ud->attackabletime = gettick()+tick;
  7063. unit_set_walkdelay(bl, gettick(), tick, 1);
  7064. }
  7065. val4 = tick; //Store combo-time in val4.
  7066. }
  7067. break;
  7068. case SC_EARTHSCROLL:
  7069. val2 = 11-val1; //Chance to consume: 11-skilllv%
  7070. break;
  7071. case SC_RUN:
  7072. case SC_WUGDASH:
  7073. val4 = gettick(); //Store time at which you started running.
  7074. tick = -1;
  7075. break;
  7076. case SC_KAAHI:
  7077. val2 = 200*val1; //HP heal
  7078. val3 = 5*val1; //SP cost
  7079. val4 = INVALID_TIMER; //Kaahi Timer.
  7080. break;
  7081. case SC_BLESSING:
  7082. if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
  7083. val2 = val1;
  7084. else
  7085. val2 = 0; //0 -> Half stat.
  7086. break;
  7087. case SC_TRICKDEAD:
  7088. if (vd) vd->dead_sit = 1;
  7089. tick = -1;
  7090. break;
  7091. case SC_CONCENTRATE:
  7092. val2 = 2 + val1;
  7093. if (sd) { //Store the card-bonus data that should not count in the %
  7094. val3 = sd->param_bonus[1]; //Agi
  7095. val4 = sd->param_bonus[4]; //Dex
  7096. } else {
  7097. val3 = val4 = 0;
  7098. }
  7099. break;
  7100. case SC_MAXOVERTHRUST:
  7101. val2 = 20*val1; //Power increase
  7102. break;
  7103. case SC_OVERTHRUST:
  7104. //val2 holds if it was casted on self, or is bonus received from others
  7105. val3 = 5*val1; //Power increase
  7106. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7107. tick += tick / 10;
  7108. break;
  7109. case SC_ADRENALINE2:
  7110. case SC_ADRENALINE:
  7111. val3 = (val2) ? 300 : 200; // aspd increase
  7112. case SC_WEAPONPERFECTION:
  7113. if(sd && pc_checkskill(sd,BS_HILTBINDING)>0)
  7114. tick += tick / 10;
  7115. break;
  7116. case SC_CONCENTRATION:
  7117. val2 = 5*val1; //Batk/Watk Increase
  7118. val3 = 10*val1; //Hit Increase
  7119. val4 = 5*val1; //Def reduction
  7120. break;
  7121. case SC_ANGELUS:
  7122. val2 = 5*val1; //def increase
  7123. break;
  7124. case SC_IMPOSITIO:
  7125. val2 = 5*val1; //watk increase
  7126. break;
  7127. case SC_MELTDOWN:
  7128. val2 = 100*val1; //Chance to break weapon
  7129. val3 = 70*val1; //Change to break armor
  7130. break;
  7131. case SC_TRUESIGHT:
  7132. val2 = 10*val1; //Critical increase
  7133. val3 = 3*val1; //Hit increase
  7134. break;
  7135. case SC_SUN_COMFORT:
  7136. val2 = (status_get_lv(bl) + status->dex + status->luk)/2; //def increase
  7137. break;
  7138. case SC_MOON_COMFORT:
  7139. val2 = (status_get_lv(bl) + status->dex + status->luk)/10; //flee increase
  7140. break;
  7141. case SC_STAR_COMFORT:
  7142. val2 = (status_get_lv(bl) + status->dex + status->luk); //Aspd increase
  7143. break;
  7144. case SC_QUAGMIRE:
  7145. val2 = (sd?5:10)*val1; //Agi/Dex decrease.
  7146. break;
  7147.  
  7148. // gs_something1 [Vicious]
  7149. case SC_GATLINGFEVER:
  7150. val2 = 20*val1; //Aspd increase
  7151. val3 = 20+10*val1; //Batk increase
  7152. val4 = 5*val1; //Flee decrease
  7153. break;
  7154.  
  7155. case SC_FLING:
  7156. if (bl->type == BL_PC)
  7157. val2 = 0; //No armor reduction to players.
  7158. else
  7159. val2 = 5*val1; //Def reduction
  7160. val3 = 5*val1; //Def2 reduction
  7161. break;
  7162. case SC_PROVOKE:
  7163. //val2 signals autoprovoke.
  7164. val3 = 2+3*val1; //Atk increase
  7165. val4 = 5+5*val1; //Def reduction.
  7166. break;
  7167. case SC_AVOID:
  7168. //val2 = 10*val1; //Speed change rate.
  7169. break;
  7170. case SC_DEFENCE:
  7171. val2 = 2*val1; //Def bonus
  7172. break;
  7173. case SC_BLOODLUST:
  7174. val2 = 20+10*val1; //Atk rate change.
  7175. val3 = 3*val1; //Leech chance
  7176. val4 = 20; //Leech percent
  7177. break;
  7178. case SC_FLEET:
  7179. val2 = 30*val1; //Aspd change
  7180. val3 = 5+5*val1; //bAtk/wAtk rate change
  7181. break;
  7182. case SC_MINDBREAKER:
  7183. val2 = 20*val1; //matk increase.
  7184. val3 = 12*val1; //mdef2 reduction.
  7185. break;
  7186. case SC_SKA:
  7187. val2 = tick/1000;
  7188. val3 = rand()%100; //Def changes randomly every second...
  7189. tick = 1000;
  7190. break;
  7191. case SC_JAILED:
  7192. //Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
  7193. tick = val1>0?1000:250;
  7194. if (sd)
  7195. {
  7196. if (sd->mapindex != val2)
  7197. {
  7198. int pos = (bl->x&0xFFFF)|(bl->y<<16), //Current Coordinates
  7199. map = sd->mapindex; //Current Map
  7200. //1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
  7201. pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
  7202. //2. Set restore point (val3 -> return map, val4 return coords
  7203. val3 = map;
  7204. val4 = pos;
  7205. } else if (!val3 || val3 == sd->mapindex) { //Use save point.
  7206. val3 = sd->status.save_point.map;
  7207. val4 = (sd->status.save_point.x&0xFFFF)
  7208. |(sd->status.save_point.y<<16);
  7209. }
  7210. }
  7211. break;
  7212. case SC_UTSUSEMI:
  7213. val2=(val1+1)/2; // number of hits blocked
  7214. val3=skill_get_blewcount(NJ_UTSUSEMI, val1); //knockback value.
  7215. break;
  7216. case SC_BUNSINJYUTSU:
  7217. val2=(val1+1)/2; // number of hits blocked
  7218. break;
  7219. case SC_CHANGE:
  7220. val2= 30*val1; //Vit increase
  7221. val3= 20*val1; //Int increase
  7222. break;
  7223. case SC_SWOO:
  7224. if(status->mode&MD_BOSS)
  7225. tick /= 5; //TODO: Reduce skill's duration. But for how long?
  7226. break;
  7227. case SC_SPIDERWEB:
  7228. if( bl->type == BL_PC )
  7229. tick /= 2;
  7230. break;
  7231. case SC_ARMOR:
  7232. //NPC_DEFENDER:
  7233. val2 = 80; //Damage reduction
  7234. //Attack requirements to be blocked:
  7235. val3 = BF_LONG; //Range
  7236. val4 = BF_WEAPON|BF_MISC; //Type
  7237. break;
  7238. case SC_ENCHANTARMS:
  7239. //end previous enchants
  7240. skill_enchant_elemental_end(bl,type);
  7241. //Make sure the received element is valid.
  7242. if (val2 >= ELE_MAX)
  7243. val2 = val2%ELE_MAX;
  7244. else if (val2 < 0)
  7245. val2 = rand()%ELE_MAX;
  7246. break;
  7247. case SC_CRITICALWOUND:
  7248. val2 = 20*val1; //Heal effectiveness decrease
  7249. break;
  7250. case SC_MAGICMIRROR:
  7251. case SC_SLOWCAST:
  7252. val2 = 20*val1; //Magic reflection/cast rate
  7253. break;
  7254.  
  7255. case SC_ARMORCHANGE:
  7256. if (val2 == NPC_ANTIMAGIC)
  7257. { //Boost mdef
  7258. val2 =-20;
  7259. val3 = 20;
  7260. } else { //Boost def
  7261. val2 = 20;
  7262. val3 =-20;
  7263. }
  7264. val2*=val1; //20% per level
  7265. val3*=val1;
  7266. break;
  7267. case SC_EXPBOOST:
  7268. case SC_JEXPBOOST:
  7269. if (val1 < 0)
  7270. val1 = 0;
  7271. break;
  7272. case SC_INCFLEE2:
  7273. case SC_INCCRI:
  7274. val2 = val1*10; //Actual boost (since 100% = 1000)
  7275. break;
  7276. case SC_SUFFRAGIUM:
  7277. val2 = 15 * val1; //Speed cast decrease
  7278. break;
  7279. case SC_INCHEALRATE:
  7280. if (val1 < 1)
  7281. val1 = 1;
  7282. break;
  7283. case SC_HALLUCINATION:
  7284. val2 = 5+val1; //Factor by which displayed damage is increased by
  7285. break;
  7286. case SC_DOUBLECAST:
  7287. val2 = 30+10*val1; //Trigger rate
  7288. break;
  7289. case SC_KAIZEL:
  7290. val2 = 10*val1; //% of life to be revived with
  7291. break;
  7292. // case SC_ARMOR_ELEMENT:
  7293. // case SC_ARMOR_RESIST:
  7294. // Mod your resistance against elements:
  7295. // val1 = water | val2 = earth | val3 = fire | val4 = wind
  7296. // break;
  7297. //case ????:
  7298. //Place here SCs that have no SCB_* data, no skill associated, no ICON
  7299. //associated, and yet are not wrong/unknown. [Skotlex]
  7300. //break;
  7301.  
  7302. case SC_MERC_FLEEUP:
  7303. case SC_MERC_ATKUP:
  7304. case SC_MERC_HITUP:
  7305. val2 = 15 * val1;
  7306. break;
  7307. case SC_MERC_HPUP:
  7308. case SC_MERC_SPUP:
  7309. val2 = 5 * val1;
  7310. break;
  7311. case SC_REBIRTH:
  7312. val2 = 20*val1; //% of life to be revived with
  7313. break;
  7314. case SC_MANU_DEF:
  7315. case SC_MANU_ATK:
  7316. case SC_MANU_MATK:
  7317. val2 = 1; // Manuk group
  7318. break;
  7319. case SC_SPL_DEF:
  7320. case SC_SPL_ATK:
  7321. case SC_SPL_MATK:
  7322. val2 = 2; // Splendide group
  7323. break;
  7324. case SC_FEAR:
  7325. val2 = 2;
  7326. val4 = tick / 1000;
  7327. tick = 1000;
  7328. break;
  7329. case SC_BURNING:
  7330. val4 = tick / 2000; // Total Ticks to Burn!!
  7331. tick = 2000; // Each 2 Seconds
  7332. break;
  7333. case SC_ENCHANTBLADE:
  7334. val_flag |= 2;
  7335. break;
  7336. case SC_DEATHBOUND:
  7337. val2 = 500 + 100 * val1;
  7338. break;
  7339. case SC_FIGHTINGSPIRIT:
  7340. val_flag |= 1|2;
  7341. break;
  7342. case SC_ABUNDANCE:
  7343. val4 = tick / 10000;
  7344. tick = 10000;
  7345. break;
  7346. case SC_GIANTGROWTH:
  7347. val2 = 10; // Triple damage success rate.
  7348. break;
  7349. case SC_VENOMIMPRESS:
  7350. val2 = 10 * val1;
  7351. val_flag |= 1|2;
  7352. break;
  7353. case SC_POISONINGWEAPON:
  7354. val_flag |= 1|2|4;
  7355. break;
  7356. case SC_WEAPONBLOCKING:
  7357. val2 = 10 + 2 * val1; // Chance
  7358. val4 = tick / 3000;
  7359. tick = 3000;
  7360. val_flag |= 1|2;
  7361. break;
  7362. case SC_TOXIN:
  7363. val4 = tick / 10000;
  7364. tick = 10000;
  7365. break;
  7366. case SC_MAGICMUSHROOM:
  7367. val4 = tick / 4000;
  7368. tick = 4000;
  7369. break;
  7370. case SC_PYREXIA:
  7371. val4 = tick / 3000;
  7372. tick = 3000;
  7373. break;
  7374. case SC_LEECHESEND:
  7375. val4 = tick / 1000;
  7376. tick = 1000;
  7377. break;
  7378. case SC_OBLIVIONCURSE:
  7379. val4 = tick / 3000;
  7380. tick = 3000;
  7381. break;
  7382. case SC_ROLLINGCUTTER:
  7383. val_flag |= 1;
  7384. break;
  7385. case SC_CLOAKINGEXCEED:
  7386. val2 = ( val1 + 1 ) / 2; // Hits
  7387. val3 = ( val1 - 1 ) * 10; // Walk speed
  7388. val_flag |= 1|2|4;
  7389. if (bl->type == BL_PC)
  7390. val4 |= battle_config.pc_cloak_check_type&7;
  7391. else
  7392. val4 |= battle_config.monster_cloak_check_type&7;
  7393. tick = 1000;
  7394. break;
  7395. case SC_HALLUCINATIONWALK:
  7396. val2 = 50 * val1; // Evasion rate of physical attacks. Flee
  7397. val3 = 10 * val1; // Evasion rate of magical attacks.
  7398. val_flag |= 1|2|4;
  7399. break;
  7400. case SC_RENOVATIO:
  7401. val4 = tick / 5000;
  7402. tick = 5000;
  7403. break;
  7404. case SC_SECRAMENT:
  7405. val2 = 10 * val1;
  7406. break;
  7407. case SC_WHITEIMPRISON:
  7408. status_change_end(bl, SC_BURNING, -1);
  7409. status_change_end(bl, SC_FREEZING, -1);
  7410. status_change_end(bl, SC_FREEZE, -1);
  7411. status_change_end(bl, SC_STONE, -1);
  7412. break;
  7413. case SC_FREEZING:
  7414. status_change_end(bl, SC_BURNING, -1);
  7415. break;
  7416. case SC_READING_SB:
  7417. // val2 = sp reduction per second
  7418. tick = 1000;
  7419. break;
  7420. case SC_SPHERE_1:
  7421. case SC_SPHERE_2:
  7422. case SC_SPHERE_3:
  7423. case SC_SPHERE_4:
  7424. case SC_SPHERE_5:
  7425. if( !sd )
  7426. return 0; // Should only work on players.
  7427. val4 = tick / 1000;
  7428. if( val4 < 1 )
  7429. val4 = 1;
  7430. tick = 1000;
  7431. val_flag |= 1;
  7432. break;
  7433. case SC_SHAPESHIFT:
  7434. switch( val1 )
  7435. {
  7436. case 1: val2 = ELE_FIRE; break;
  7437. case 2: val2 = ELE_EARTH; break;
  7438. case 3: val2 = ELE_WIND; break;
  7439. case 4: val2 = ELE_WATER; break;
  7440. }
  7441. break;
  7442. case SC_ELECTRICSHOCKER:
  7443. case SC_CRYSTALIZE:
  7444. val4 = tick / 1000;
  7445. if( val4 < 1 )
  7446. val4 = 1;
  7447. tick = 1000;
  7448. break;
  7449. case SC_CAMOUFLAGE:
  7450. val3 |= battle_config.pc_camouflage_check_type&7;
  7451. tick = 1000;
  7452. break;
  7453. case SC__SHADOWFORM:
  7454. {
  7455. struct map_session_data * s_sd = map_id2sd(val2);
  7456. if( s_sd )
  7457. s_sd->shadowform_id = bl->id;
  7458. val4 = tick / 1000;
  7459. val_flag |= 1|2|4;
  7460. tick = 1000;
  7461. }
  7462. break;
  7463. case SC__STRIPACCESSORY:
  7464. if (!sd)
  7465. val2 = 20;
  7466. break;
  7467. case SC__INVISIBILITY:
  7468. val2 = 50 - 10 * val1; // ASPD
  7469. val3 = 20 * val1; // CRITICAL
  7470. val4 = tick / 1000;
  7471. tick = 1000;
  7472. val_flag |= 1|2;
  7473. break;
  7474. case SC__ENERVATION:
  7475. val2 = 20 + 10 * val1; // ATK Reduction
  7476. val_flag |= 1|2;
  7477. if( sd ) pc_delspiritball(sd,sd->spiritball,0);
  7478. break;
  7479. case SC__GROOMY:
  7480. val2 = 20 + 10 * val1; //ASPD. Need to confirm if Movement Speed reduction is the same. [Jobbie]
  7481. val3 = 20 * val1; //HIT
  7482. val_flag |= 1|2|4;
  7483. if( sd )
  7484. { // Removes Animals
  7485. if( pc_isriding(sd,OPTION_RIDING|OPTION_RIDING_DRAGON|OPTION_RIDING_WUG) ) pc_setriding(sd, 0);
  7486. if( pc_iswarg(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
  7487. if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
  7488. if( sd->status.pet_id > 0 ) pet_menu(sd, 3);
  7489. if( merc_is_hom_active(sd->hd) ) merc_hom_vaporize(sd,1);
  7490. if( sd->md ) merc_delete(sd->md,3);
  7491. }
  7492. break;
  7493. case SC__LAZINESS:
  7494. val2 = 10 + 10 * val1; // Cast reduction
  7495. val3 = 10 * val1; // Flee Reduction
  7496. val_flag |= 1|2|4;
  7497. break;
  7498. case SC__UNLUCKY:
  7499. val2 = 10 * val1; // Crit and Flee2 Reduction
  7500. val_flag |= 1|2|4;
  7501. break;
  7502. case SC__WEAKNESS:
  7503. val2 = 10 * val1;
  7504. val_flag |= 1|2;
  7505. skill_strip_equip(bl,EQP_WEAPON|EQP_SHIELD,100,val1,tick);
  7506. break;
  7507. case SC__BLOODYLUST:
  7508. val_flag |= 1|2;
  7509. break;
  7510. case SC_GN_CARTBOOST:
  7511. if( val1 < 3 )
  7512. val2 = 50;
  7513. else if( val1 < 5 )
  7514. val2 = 75;
  7515. else
  7516. val2 = 100;
  7517. break;
  7518. case SC_PROPERTYWALK:
  7519. val_flag |= 1|2;
  7520. val3 = 0;
  7521. break;
  7522. case SC_WARMER:
  7523. status_change_end(bl, SC_FREEZE, -1);
  7524. status_change_end(bl, SC_FREEZING, -1);
  7525. status_change_end(bl, SC_CRYSTALIZE, -1);
  7526. break;
  7527. case SC_STRIKING:
  7528. val4 = tick / 1000;
  7529. tick = 1000;
  7530. break;
  7531. case SC_BLOODSUCKER:
  7532. val4 = tick / 1000;
  7533. tick = 1000;
  7534. break;
  7535. case SC_SWINGDANCE:
  7536. val2 = 4 * val1; // Walk speed and aspd reduction.
  7537. break;
  7538. case SC_SYMPHONYOFLOVER:
  7539. case SC_RUSHWINDMILL:
  7540. case SC_ECHOSONG:
  7541. val2 = 6 * val1;
  7542. val2 += val3; //Adding 1% * Lesson Bonus
  7543. val2 += (int)(floor(val4*0.2)); //Adding 0.2% per JobLevel
  7544. break;
  7545. case SC_MOONLITSERENADE:
  7546. val2 = 10 * val1;
  7547. break;
  7548. case SC_HARMONIZE:
  7549. val2 = 3 + 2 * val1;
  7550. break;
  7551. case SC_VOICEOFSIREN:
  7552. val4 = tick / 2000;
  7553. tick = 2000;
  7554. break;
  7555. case SC_DEEPSLEEP:
  7556. val4 = tick / 2000;
  7557. tick = 2000;
  7558. break;
  7559. case SC_SIRCLEOFNATURE:
  7560. val2 = 1 + val1; //SP consume
  7561. val3 = 40 * val1; //HP recovery
  7562. val4 = tick / 1000;
  7563. tick = 1000;
  7564. break;
  7565. case SC_SONGOFMANA:
  7566. val3 = 10 + (2 * val2);
  7567. val4 = tick/3000;
  7568. tick = 3000;
  7569. break;
  7570. case SC_SATURDAYNIGHTFEVER:
  7571. if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
  7572. if (!val4) val4 = 3000;
  7573. val3 = tick/val4;
  7574. tick = val4;
  7575. break;
  7576. case SC_GLOOMYDAY:
  7577. val2 = 3 + 2 * val1; // Flee reduction.
  7578. val3 = 3 * val1; // ASPD reduction.
  7579. break;
  7580. case SC_SITDOWN_FORCE:
  7581. case SC_BANANA_BOMB_SITDOWN:
  7582. if( sd && !pc_issit(sd) )
  7583. {
  7584. pc_setsit(sd);
  7585. skill_sit(sd,1);
  7586. clif_sitting(bl,true);
  7587. }
  7588. break;
  7589. case SC_DANCEWITHWUG:
  7590. val3 = (5 * val1) + (1 * val2); //Still need official value.
  7591. break;
  7592. case SC_LERADSDEW:
  7593. val3 = (5 * val1) + (1 * val2);
  7594. break;
  7595. case SC_MELODYOFSINK:
  7596. val3 = (5 * val1) + (1 * val2);
  7597. break;
  7598. case SC_BEYONDOFWARCRY:
  7599. val3 = (5 * val1) + (1 * val2);
  7600. break;
  7601. case SC_UNLIMITEDHUMMINGVOICE:
  7602. {
  7603. struct unit_data *ud = unit_bl2ud(bl);
  7604. if( ud == NULL ) return 0;
  7605. ud->state.skillcastcancel = 0;
  7606. val3 = 15 - (2 * val2);
  7607. }
  7608. break;
  7609. case SC_REFLECTDAMAGE:
  7610. val2 = 15 + 5 * val1;
  7611. val3 = (val1==5)?20:(val1+4)*2; // SP consumption
  7612. val4 = tick/10000;
  7613. tick = 10000;
  7614. break;
  7615. case SC_FORCEOFVANGUARD: // This is not the official way to handle it but I think we should use it. [pakpil]
  7616. val2 = 20 + 12 * (val1 - 1); // Chance
  7617. val3 = 5 + (2 * val1); // Max rage counters
  7618. tick = 6000;
  7619. val_flag |= 1|2|4;
  7620. break;
  7621. case SC_EXEEDBREAK:
  7622. val1 *= 150; // 150 * skill_lv
  7623. if( sd )
  7624. { // Chars.
  7625. struct item_data *id = sd->inventory_data[sd->equip_index[EQI_HAND_R]];
  7626. if( id ) val1 += (id->weight/10 * id->wlv * status_get_lv(bl) / 100); // (weapon_weight * weapon_level * base_lvl)/100
  7627. val1 += 15 * sd->status.job_level; // 15 * job_lvl
  7628. }
  7629. else // Mobs
  7630. val1 += (400 * status_get_lv(bl) / 100) + (15 * (status_get_lv(bl) / 2)); // About 1138% at mob_lvl 99. Is an aproximation to a standard weapon. [pakpil]
  7631. break;
  7632.  
  7633. case SC_PRESTIGE: // Bassed on suggested formula in iRO Wiki and some test, still need more test. [pakpil]
  7634. val2 = ((status->int_ + status->luk) / 6) + 5; // Chance to evade magic damage.
  7635. val1 *= 15; // Defence added
  7636. if( sd )
  7637. val1 += 10 * pc_checkskill(sd,CR_DEFENDER);
  7638. val_flag |= 1|2;
  7639. break;
  7640. case SC_BANDING:
  7641. tick = 5000;
  7642. val_flag |= 1;
  7643. break;
  7644. case SC_SHIELDSPELL_DEF:
  7645. case SC_SHIELDSPELL_MDEF:
  7646. case SC_SHIELDSPELL_REF:
  7647. val_flag |= 1|2;
  7648. break;
  7649. case SC_MAGNETICFIELD:
  7650. val3 = tick / 1000;
  7651. tick = 1000;
  7652. break;
  7653. case SC_INSPIRATION:
  7654. if( sd )
  7655. {
  7656. val2 = (40 * val1) + (3 * sd->status.job_level); // ATK bonus
  7657. val3 = (sd->status.job_level / 10) * 2 + 12; // All stat bonus
  7658. }
  7659. val4 = tick / 1000;
  7660. tick = 1000;
  7661. status_change_clear_buffs(bl,3); //Remove buffs/debuffs
  7662. break;
  7663. case SC_SPELLFIST:
  7664. case SC_CURSEDCIRCLE_ATKER:
  7665. val_flag |= 1|2|4;
  7666. break;
  7667. case SC_CRESCENTELBOW:
  7668. val2 = 94 + val1;
  7669. val_flag |= 1|2;
  7670. break;
  7671. case SC_LIGHTNINGWALK:
  7672. val1 = 88 + 2 * val1;
  7673. val_flag |= 1;
  7674. break;
  7675. case SC_RAISINGDRAGON:
  7676. val3 = tick / 5000;
  7677. tick = 5000;
  7678. break;
  7679. case SC_GT_CHANGE:
  7680. if( sd ) val2 = (13 * val1 / 2) * sd->status.agi; //Aspd - old formula.
  7681. val3 = 20 + 1 * val1; //Base Atk, Reduction to DEF & MDEF
  7682. break;
  7683. case SC_GT_REVITALIZE:
  7684. val2 = 5 * val1; //Custom value VIT, ASPD, SPEED bonus.
  7685. val3 = 60 + 40 * val1; //HP recovery
  7686. break;
  7687. case SC_PYROTECHNIC_OPTION:
  7688. val2 = 60; // Watk TODO: Renewal (Atk2)
  7689. val3 = 11; // % Increase damage.
  7690. val_flag |= 1|2|4;
  7691. break;
  7692. case SC_HEATER_OPTION:
  7693. val2 = 120; // Watk. TODO: Renewal (Atk2)
  7694. val3 = 33; // % Increase effects.
  7695. val4 = 3; // Change into fire element.
  7696. val_flag |= 1|2|4;
  7697. break;
  7698. case SC_TROPIC_OPTION:
  7699. val2 = 180; // Watk. TODO: Renewal (Atk2)
  7700. val3 = MG_FIREBOLT;
  7701. break;
  7702. case SC_AQUAPLAY_OPTION:
  7703. val2 = 40; // Matk. TODO: Renewal (Matk1)
  7704. val3 = 33; // % Increase effects.
  7705. val_flag |= 1|2|4;
  7706. break;
  7707. case SC_COOLER_OPTION:
  7708. val2 = 80; // % Freezing chance
  7709. val3 = 33; // % increased damage
  7710. val4 = 1; // Change into water elemet
  7711. val_flag |= 1|2|4;
  7712. break;
  7713. case SC_CHILLY_AIR_OPTION:
  7714. val2 = 120; // Matk. TODO: Renewal (Matk1)
  7715. val3 = MG_COLDBOLT;
  7716. val_flag |= 1|2;
  7717. break;
  7718. case SC_GUST_OPTION:
  7719. val2 = 33;
  7720. val_flag |= 1|2;
  7721. break;
  7722. case SC_WIND_STEP_OPTION:
  7723. val2 = 50; // % Increase speed and flee.
  7724. break;
  7725. case SC_BLAST_OPTION:
  7726. val2 = 33;
  7727. val3 = 4;
  7728. val_flag |= 1|2|4;
  7729. break;
  7730. case SC_WILD_STORM_OPTION:
  7731. val2 = MG_LIGHTNINGBOLT;
  7732. val_flag |= 1|2;
  7733. break;
  7734. case SC_PETROLOGY_OPTION:
  7735. val2 = 5;
  7736. val3 = 33;
  7737. val_flag |= 1|2|4;
  7738. break;
  7739. case SC_CURSED_SOIL_OPTION:
  7740. val2 = 10;
  7741. val3 = 33;
  7742. val4 = 2;
  7743. val_flag |= 1|2|4;
  7744. break;
  7745. case SC_UPHEAVAL_OPTION:
  7746. val2 = WZ_EARTHSPIKE;
  7747. val_flag |= 1|2;
  7748. break;
  7749. case SC_CIRCLE_OF_FIRE_OPTION:
  7750. val2 = 300;
  7751. val_flag |= 1|2;
  7752. break;
  7753. case SC_FIRE_CLOAK_OPTION:
  7754. case SC_WATER_DROP_OPTION:
  7755. case SC_WIND_CURTAIN_OPTION:
  7756. case SC_STONE_SHIELD_OPTION:
  7757. val2 = 20; // Elemental modifier. Not confirmed.
  7758. break;
  7759. case SC_CIRCLE_OF_FIRE:
  7760. case SC_FIRE_CLOAK:
  7761. case SC_WATER_DROP:
  7762. case SC_WATER_SCREEN:
  7763. case SC_WIND_CURTAIN:
  7764. case SC_WIND_STEP:
  7765. case SC_STONE_SHIELD:
  7766. case SC_SOLID_SKIN:
  7767. val2 = 10;
  7768. tick = 2000;
  7769. break;
  7770. case SC_WATER_BARRIER:
  7771. val2 = 40; // Increasement. Mdef1 ???
  7772. val3 = 20; // Reductions. Atk2, Flee1, Matk1 ????
  7773. val_flag |= 1|2|4;
  7774. break;
  7775. case SC_ZEPHYR:
  7776. val2 = 22; // Flee.
  7777. break;
  7778. case SC_TIDAL_WEAPON:
  7779. val2 = 20; // Increase Elemental's attack.
  7780. break;
  7781. case SC_ROCK_CRUSHER:
  7782. case SC_ROCK_CRUSHER_ATK:
  7783. case SC_POWER_OF_GAIA:
  7784. val2 = 33;
  7785. break;
  7786. case SC_MELON_BOMB:
  7787. case SC_BANANA_BOMB:
  7788. val1 = 15;
  7789. break;
  7790. case SC_STOMACHACHE:
  7791. val2 = 8; // SP consume.
  7792. val4 = tick / 10000;
  7793. tick = 10000;
  7794. break;
  7795.  
  7796. default:
  7797. if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == 0 && StatusIconChangeTable[type] == 0 )
  7798. { //Status change with no calc, no icon, and no skill associated...?
  7799. ShowError("UnknownStatusChange [%d]\n", type);
  7800. return 0;
  7801. }
  7802. }
  7803. else //Special considerations when loading SC data.
  7804. switch( type )
  7805. {
  7806. case SC_WEDDING:
  7807. case SC_XMAS:
  7808. case SC_SUMMER:
  7809. clif_changelook(bl,LOOK_WEAPON,0);
  7810. clif_changelook(bl,LOOK_SHIELD,0);
  7811. clif_changelook(bl,LOOK_BASE,type==SC_WEDDING?JOB_WEDDING:type==SC_XMAS?JOB_XMAS:JOB_SUMMER);
  7812. clif_changelook(bl,LOOK_CLOTHES_COLOR,val4);
  7813. break;
  7814. case SC_KAAHI:
  7815. val4 = INVALID_TIMER;
  7816. break;
  7817. case SC_BANDING:
  7818. {
  7819. struct skill_unit_group *sg;
  7820. if( (sg = skill_unitsetting(bl,LG_BANDING,val1,bl->x,bl->y,0)) != NULL )
  7821. val4 = sg->group_id;
  7822. }
  7823. break;
  7824. }
  7825.  
  7826. //Those that make you stop attacking/walking....
  7827. switch (type)
  7828. {
  7829. case SC_FREEZE:
  7830. case SC_STUN:
  7831. case SC_SLEEP:
  7832. case SC_STONE:
  7833. case SC_DEEPSLEEP:
  7834. if (sd && pc_issit(sd)) //Avoid sprite sync problems.
  7835. pc_setstand(sd);
  7836. case SC_TRICKDEAD:
  7837. unit_stop_attack(bl);
  7838. status_change_end(bl, SC_DANCING, INVALID_TIMER);
  7839. // Cancel cast when get status [LuzZza]
  7840. if (battle_config.sc_castcancel&bl->type)
  7841. unit_skillcastcancel(bl, 0);
  7842. case SC_STOP:
  7843. case SC_FEAR:
  7844. case SC_CONFUSION:
  7845. case SC_CLOSECONFINE:
  7846. case SC_CLOSECONFINE2:
  7847. case SC_ANKLE:
  7848. case SC_SPIDERWEB:
  7849. case SC_ELECTRICSHOCKER:
  7850. case SC_BITE:
  7851. case SC_THORNSTRAP:
  7852. case SC__MANHOLE:
  7853. case SC_CHAOS:
  7854. case SC_CRYSTALIZE:
  7855. case SC_WHITEIMPRISON:
  7856. case SC_VACUUM_EXTREME:
  7857. case SC_CURSEDCIRCLE_ATKER:
  7858. case SC_CURSEDCIRCLE_TARGET:
  7859. unit_stop_walking(bl,1);
  7860. break;
  7861. case SC_HIDING:
  7862. case SC_CLOAKING:
  7863. case SC_CHASEWALK:
  7864. case SC_WEIGHT90:
  7865. case SC_CAMOUFLAGE:
  7866. case SC_VOICEOFSIREN:
  7867. case SC_CLOAKINGEXCEED:
  7868. unit_stop_attack(bl);
  7869. break;
  7870. case SC_SILENCE:
  7871. if (battle_config.sc_castcancel&bl->type)
  7872. unit_skillcastcancel(bl, 0);
  7873. break;
  7874. }
  7875.  
  7876. // Set option as needed.
  7877. opt_flag = 1;
  7878. switch(type)
  7879. {
  7880. //OPT1
  7881. case SC_STONE: sc->opt1 = OPT1_STONEWAIT; break;
  7882. case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
  7883. case SC_STUN: sc->opt1 = OPT1_STUN; break;
  7884. case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
  7885. case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
  7886. case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
  7887. //OPT2
  7888. case SC_POISON: sc->opt2 |= OPT2_POISON; break;
  7889. case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
  7890. case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
  7891. case SC_SIGNUMCRUCIS: case SC_CHAOS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
  7892. case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
  7893. case SC_ANGELUS: case SC_BENEDICTIO: sc->opt2 |= OPT2_ANGELUS; break;// Piety use this, i need confirm if Benedictio do it too. [pakpil]
  7894. case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
  7895. case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
  7896. //OPT3
  7897. case SC_TWOHANDQUICKEN:
  7898. case SC_ONEHAND:
  7899. case SC_SPEARQUICKEN:
  7900. case SC_CONCENTRATION:
  7901. case SC_MERC_QUICKEN:
  7902. sc->opt3 |= OPT3_QUICKEN;
  7903. opt_flag = 0;
  7904. break;
  7905. case SC_MAXOVERTHRUST:
  7906. case SC_OVERTHRUST:
  7907. case SC_SWOO: //Why does it shares the same opt as Overthrust? Perhaps we'll never know...
  7908. sc->opt3 |= OPT3_OVERTHRUST;
  7909. opt_flag = 0;
  7910. break;
  7911. case SC_ENERGYCOAT:
  7912. case SC_SKE:
  7913. sc->opt3 |= OPT3_ENERGYCOAT;
  7914. opt_flag = 0;
  7915. break;
  7916. case SC_INCATKRATE:
  7917. //Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
  7918. if (bl->type != BL_MOB) {
  7919. opt_flag = 0;
  7920. break;
  7921. }
  7922. case SC_EXPLOSIONSPIRITS:
  7923. sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
  7924. opt_flag = 0;
  7925. break;
  7926. case SC_STEELBODY:
  7927. case SC_SKA:
  7928. sc->opt3 |= OPT3_STEELBODY;
  7929. opt_flag = 0;
  7930. break;
  7931. case SC_BLADESTOP:
  7932. sc->opt3 |= OPT3_BLADESTOP;
  7933. opt_flag = 0;
  7934. break;
  7935. case SC_AURABLADE:
  7936. sc->opt3 |= OPT3_AURABLADE;
  7937. opt_flag = 0;
  7938. break;
  7939. case SC_BERSERK:
  7940. sc->opt3 |= OPT3_BERSERK;
  7941. opt_flag = 0;
  7942. break;
  7943. // case ???: // doesn't seem to do anything
  7944. // sc->opt3 |= OPT3_LIGHTBLADE;
  7945. // opt_flag = 0;
  7946. // break;
  7947. case SC_DANCING:
  7948. if ((val1&0xFFFF) == CG_MOONLIT)
  7949. sc->opt3 |= OPT3_MOONLIT;
  7950. opt_flag = 0;
  7951. break;
  7952. case SC_MARIONETTE:
  7953. case SC_MARIONETTE2:
  7954. sc->opt3 |= OPT3_MARIONETTE;
  7955. opt_flag = 0;
  7956. break;
  7957. case SC_ASSUMPTIO:
  7958. sc->opt3 |= OPT3_ASSUMPTIO;
  7959. opt_flag = 0;
  7960. break;
  7961. case SC_WARM: //SG skills [Komurka]
  7962. sc->opt3 |= OPT3_WARM;
  7963. opt_flag = 0;
  7964. break;
  7965. case SC_KAITE:
  7966. sc->opt3 |= OPT3_KAITE;
  7967. opt_flag = 0;
  7968. break;
  7969. case SC_BUNSINJYUTSU:
  7970. sc->opt3 |= OPT3_BUNSIN;
  7971. opt_flag = 0;
  7972. break;
  7973. case SC_SPIRIT:
  7974. sc->opt3 |= OPT3_SOULLINK;
  7975. opt_flag = 0;
  7976. break;
  7977. case SC_CHANGEUNDEAD:
  7978. sc->opt3 |= OPT3_UNDEAD;
  7979. opt_flag = 0;
  7980. break;
  7981. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  7982. // sc->opt3 |= OPT3_CONTRACT;
  7983. // opt_flag = 0;
  7984. // break;
  7985. //OPTION
  7986. case SC_HIDING:
  7987. sc->option |= OPTION_HIDE;
  7988. opt_flag = 2;
  7989. break;
  7990. case SC_CLOAKING:
  7991. case SC_CLOAKINGEXCEED:
  7992. case SC__INVISIBILITY:
  7993. sc->option |= OPTION_CLOAK;
  7994. opt_flag = 2;
  7995. break;
  7996. case SC_CHASEWALK:
  7997. sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
  7998. opt_flag = 2;
  7999. break;
  8000. case SC_SIGHT:
  8001. sc->option |= OPTION_SIGHT;
  8002. break;
  8003. case SC_RUWACH:
  8004. sc->option |= OPTION_RUWACH;
  8005. break;
  8006. case SC_WEDDING:
  8007. sc->option |= OPTION_WEDDING;
  8008. break;
  8009. case SC_XMAS:
  8010. sc->option |= OPTION_XMAS;
  8011. break;
  8012. case SC_SUMMER:
  8013. sc->option |= OPTION_SUMMER;
  8014. break;
  8015. case SC_ORCISH:
  8016. sc->option |= OPTION_ORCISH;
  8017. break;
  8018. case SC_FUSION:
  8019. sc->option |= OPTION_FLYING;
  8020. break;
  8021. default:
  8022. opt_flag = 0;
  8023. }
  8024.  
  8025. //On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
  8026. if(opt_flag)
  8027. clif_changeoption(bl);
  8028.  
  8029. if (calc_flag&SCB_DYE)
  8030. { //Reset DYE color
  8031. if (vd && vd->cloth_color)
  8032. {
  8033. val4 = vd->cloth_color;
  8034. clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
  8035. }
  8036. calc_flag&=~SCB_DYE;
  8037. }
  8038.  
  8039. if( (vd && (pcdb_checkid(vd->class_))) || bl->type == BL_MER || bl->type == BL_MOB )
  8040. clif_status_change(bl,StatusIconChangeTable[type],1,duration,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
  8041. else if( sd ) //Send packet to self otherwise (disguised player?)
  8042. clif_status_load(bl,StatusIconChangeTable[type],1);
  8043.  
  8044. //Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
  8045. if((sce=sc->data[type]))
  8046. {// reuse old sc
  8047. if( sce->timer != INVALID_TIMER )
  8048. delete_timer(sce->timer, status_change_timer);
  8049. }
  8050. else
  8051. {// new sc
  8052. ++(sc->count);
  8053. sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
  8054. }
  8055. sce->val1 = val1;
  8056. sce->val2 = val2;
  8057. sce->val3 = val3;
  8058. sce->val4 = val4;
  8059. if (tick >= 0)
  8060. sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
  8061. else
  8062. sce->timer = INVALID_TIMER; //Infinite duration
  8063.  
  8064. if (calc_flag)
  8065. status_calc_bl(bl,calc_flag);
  8066.  
  8067. if(sd && sd->pd)
  8068. pet_sc_check(sd, type); //Skotlex: Pet Status Effect Healing
  8069.  
  8070. switch( type )
  8071. {
  8072. case SC_BERSERK:
  8073. sce->val2 = 5*status->max_hp/100;
  8074. status_heal(bl, status->max_hp, 0, 1); //Do not use percent_heal as this healing must override BERSERK's block.
  8075. status_set_sp(bl, 0, 0); //Damage all SP
  8076. break;
  8077. case SC_CHANGE:
  8078. status_percent_heal(bl, 100, 100);
  8079. break;
  8080. case SC_RUN:
  8081. {
  8082. struct unit_data *ud = unit_bl2ud(bl);
  8083. if( ud )
  8084. ud->state.running = unit_run(bl);
  8085. }
  8086. break;
  8087. case SC_BOSSMAPINFO:
  8088. clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // First Message
  8089. break;
  8090. case SC_MERC_HPUP:
  8091. status_percent_heal(bl, 100, 0); // Recover Full HP
  8092. break;
  8093. case SC_MERC_SPUP:
  8094. status_percent_heal(bl, 0, 100); // Recover Full SP
  8095. break;
  8096. case SC_WUGDASH:
  8097. {
  8098. struct unit_data *ud = unit_bl2ud(bl);
  8099. if( ud )
  8100. ud->state.running = unit_wugdash(bl, sd);
  8101. }
  8102. break;
  8103. case SC_RAISINGDRAGON:
  8104. sce->val2 = status->max_hp / 100;// Officially tested its 1%hp drain. [Jobbie]
  8105. break;
  8106. }
  8107.  
  8108. if( opt_flag&2 && sd && sd->touching_id )
  8109. npc_touchnext_areanpc(sd,false); // run OnTouch_ on next char in range
  8110.  
  8111. return 1;
  8112. }
  8113. /*==========================================
  8114. * ƒXƒe[ƒ^ƒXˆÙí‘S‰ðœ
  8115. * type:
  8116. * 0 - ???
  8117. * 1 - ???
  8118. * 2 - ???
  8119. *------------------------------------------*/
  8120. int status_change_clear(struct block_list* bl, int type)
  8121. {
  8122. struct status_change* sc;
  8123. int i;
  8124.  
  8125. sc = status_get_sc(bl);
  8126.  
  8127. if (!sc || !sc->count)
  8128. return 0;
  8129.  
  8130. for(i = 0; i < SC_MAX; i++)
  8131. {
  8132. if(!sc->data[i])
  8133. continue;
  8134.  
  8135. if(type == 0)
  8136. switch (i)
  8137. { //Type 0: PC killed -> Place here statuses that do not dispel on death.
  8138. case SC_WEIGHT50:
  8139. case SC_WEIGHT90:
  8140. case SC_EDP:
  8141. case SC_MELTDOWN:
  8142. case SC_XMAS:
  8143. case SC_SUMMER:
  8144. case SC_NOCHAT:
  8145. case SC_FUSION:
  8146. case SC_EARTHSCROLL:
  8147. case SC_READYSTORM:
  8148. case SC_READYDOWN:
  8149. case SC_READYCOUNTER:
  8150. case SC_READYTURN:
  8151. case SC_DODGE:
  8152. case SC_JAILED:
  8153. case SC_EXPBOOST:
  8154. case SC_ITEMBOOST:
  8155. case SC_HELLPOWER:
  8156. case SC_JEXPBOOST:
  8157. case SC_AUTOTRADE:
  8158. case SC_FOOD_STR_CASH:
  8159. case SC_FOOD_AGI_CASH:
  8160. case SC_FOOD_VIT_CASH:
  8161. case SC_FOOD_DEX_CASH:
  8162. case SC_FOOD_INT_CASH:
  8163. case SC_FOOD_LUK_CASH:
  8164. continue;
  8165. }
  8166.  
  8167. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  8168.  
  8169. if( type == 1 && sc->data[i] )
  8170. { //If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
  8171. (sc->count)--;
  8172. if (sc->data[i]->timer != INVALID_TIMER)
  8173. delete_timer(sc->data[i]->timer, status_change_timer);
  8174. ers_free(sc_data_ers, sc->data[i]);
  8175. sc->data[i] = NULL;
  8176. }
  8177. }
  8178.  
  8179. sc->opt1 = 0;
  8180. sc->opt2 = 0;
  8181. sc->opt3 = 0;
  8182. sc->option &= OPTION_MASK;
  8183.  
  8184. if( type == 0 || type == 2 )
  8185. clif_changeoption(bl);
  8186.  
  8187. return 1;
  8188. }
  8189.  
  8190. /*==========================================
  8191. * ƒXƒe[ƒ^ƒXˆÙíI—¹
  8192. *------------------------------------------*/
  8193. int status_change_end(struct block_list* bl, enum sc_type type, int tid)
  8194. {
  8195. struct map_session_data *sd;
  8196. struct status_change *sc;
  8197. struct status_change_entry *sce;
  8198. struct status_data *status;
  8199. struct view_data *vd;
  8200. int opt_flag=0, calc_flag;
  8201.  
  8202. nullpo_ret(bl);
  8203.  
  8204. sc = status_get_sc(bl);
  8205. status = status_get_status_data(bl);
  8206.  
  8207. if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
  8208. return 0;
  8209.  
  8210. sd = BL_CAST(BL_PC,bl);
  8211.  
  8212. if (sce->timer != tid && tid != INVALID_TIMER)
  8213. return 0;
  8214.  
  8215. if (tid == INVALID_TIMER) {
  8216. if (type == SC_ENDURE && sce->val4)
  8217. //Do not end infinite endure.
  8218. return 0;
  8219. if (sce->timer != INVALID_TIMER) //Could be a SC with infinite duration
  8220. delete_timer(sce->timer,status_change_timer);
  8221. if (sc->opt1)
  8222. switch (type) {
  8223. //"Ugly workaround" [Skotlex]
  8224. //delays status change ending so that a skill that sets opt1 fails to
  8225. //trigger when it also removed one
  8226. case SC_STONE:
  8227. sce->val3 = 0; //Petrify time counter.
  8228. case SC_FREEZE:
  8229. case SC_STUN:
  8230. case SC_SLEEP:
  8231. if (sce->val1) {
  8232. //Removing the 'level' shouldn't affect anything in the code
  8233. //since these SC are not affected by it, and it lets us know
  8234. //if we have already delayed this attack or not.
  8235. sce->val1 = 0;
  8236. sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
  8237. return 1;
  8238. }
  8239. }
  8240. }
  8241.  
  8242. sc->data[type] = NULL;
  8243. (sc->count)--;
  8244.  
  8245. vd = status_get_viewdata(bl);
  8246. calc_flag = StatusChangeFlagTable[type];
  8247. switch(type){
  8248. case SC_WEDDING:
  8249. case SC_XMAS:
  8250. case SC_SUMMER:
  8251. if (!vd) break;
  8252. if (sd)
  8253. { //Load data from sd->status.* as the stored values could have changed.
  8254. //Must remove OPTION to prevent class being rechanged.
  8255. sc->option &= type==SC_WEDDING?~OPTION_WEDDING:type==SC_XMAS?~OPTION_XMAS:~OPTION_SUMMER;
  8256. clif_changeoption(&sd->bl);
  8257. status_set_viewdata(bl, sd->status.class_);
  8258. } else {
  8259. vd->class_ = sce->val1;
  8260. vd->weapon = sce->val2;
  8261. vd->shield = sce->val3;
  8262. vd->cloth_color = sce->val4;
  8263. }
  8264. clif_changelook(bl,LOOK_BASE,vd->class_);
  8265. clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
  8266. clif_changelook(bl,LOOK_WEAPON,vd->weapon);
  8267. clif_changelook(bl,LOOK_SHIELD,vd->shield);
  8268. if(sd) clif_skillinfoblock(sd);
  8269. break;
  8270. case SC_RUN:
  8271. {
  8272. struct unit_data *ud = unit_bl2ud(bl);
  8273. bool begin_spurt = true;
  8274. if (ud) {
  8275. if(!ud->state.running)
  8276. begin_spurt = false;
  8277. ud->state.running = 0;
  8278. if (ud->walktimer != INVALID_TIMER)
  8279. unit_stop_walking(bl,1);
  8280. }
  8281. if (begin_spurt && sce->val1 >= 7 &&
  8282. DIFF_TICK(gettick(), sce->val4) <= 1000 &&
  8283. (!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
  8284. )
  8285. sc_start(bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
  8286. }
  8287. break;
  8288. case SC_AUTOBERSERK:
  8289. if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
  8290. status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
  8291. break;
  8292.  
  8293. case SC_ENDURE:
  8294. case SC_DEFENDER:
  8295. case SC_REFLECTSHIELD:
  8296. case SC_AUTOGUARD:
  8297. {
  8298. struct map_session_data *tsd;
  8299. if( bl->type == BL_PC )
  8300. { // Clear Status from others
  8301. int i;
  8302. for( i = 0; i < 5; i++ )
  8303. {
  8304. if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
  8305. status_change_end(&tsd->bl, type, INVALID_TIMER);
  8306. }
  8307. }
  8308. else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag )
  8309. { // Clear Status from Master
  8310. tsd = ((TBL_MER*)bl)->master;
  8311. if( tsd && tsd->sc.data[type] )
  8312. status_change_end(&tsd->bl, type, INVALID_TIMER);
  8313. }
  8314. }
  8315. break;
  8316. case SC_DEVOTION:
  8317. {
  8318. struct block_list *d_bl = map_id2bl(sce->val1);
  8319. if( d_bl )
  8320. {
  8321. if( d_bl->type == BL_PC )
  8322. ((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
  8323. else if( d_bl->type == BL_MER )
  8324. ((TBL_MER*)d_bl)->devotion_flag = 0;
  8325. clif_devotion(d_bl, NULL);
  8326. }
  8327.  
  8328. status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
  8329. status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
  8330. status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
  8331. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  8332. }
  8333. break;
  8334.  
  8335. case SC_BLADESTOP:
  8336. if(sce->val4)
  8337. {
  8338. int tid = sce->val4;
  8339. struct block_list *tbl = map_id2bl(tid);
  8340. struct status_change *tsc = status_get_sc(tbl);
  8341. sce->val4 = 0;
  8342. if(tbl && tsc && tsc->data[SC_BLADESTOP])
  8343. {
  8344. tsc->data[SC_BLADESTOP]->val4 = 0;
  8345. status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
  8346. }
  8347. clif_bladestop(bl, tid, 0);
  8348. }
  8349. break;
  8350. case SC_DANCING:
  8351. {
  8352. struct map_session_data *dsd;
  8353. struct status_change_entry *dsc;
  8354. struct skill_unit_group *group;
  8355.  
  8356. if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4)))
  8357. {// end status on partner as well
  8358. dsc = dsd->sc.data[SC_DANCING];
  8359. if(dsc)
  8360. { //This will prevent recursive loops.
  8361. dsc->val2 = dsc->val4 = 0;
  8362. status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
  8363. }
  8364. }
  8365.  
  8366. if(sce->val2)
  8367. {// erase associated land skill
  8368. group = skill_id2group(sce->val2);
  8369.  
  8370. if( group == NULL )
  8371. {
  8372. 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). Please report this! (#3504)\n",
  8373. sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
  8374. sd ? sd->status.char_id : 0,
  8375. mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y);
  8376. }
  8377.  
  8378. sce->val2 = 0;
  8379. skill_delunitgroup(group);
  8380. }
  8381.  
  8382. if((sce->val1&0xFFFF) == CG_MOONLIT)
  8383. clif_status_change(bl,SI_MOONLIT,0,0,0,0,0);
  8384.  
  8385. status_change_end(bl, SC_LONGING, INVALID_TIMER);
  8386. }
  8387. break;
  8388. case SC_NOCHAT:
  8389. if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
  8390. sd->status.manner = 0;
  8391. if (sd)
  8392. {
  8393. clif_changestatus(&sd->bl,SP_MANNER,sd->status.manner);
  8394. clif_updatestatus(sd,SP_MANNER);
  8395. }
  8396. break;
  8397. case SC_SPLASHER:
  8398. {
  8399. struct block_list *src=map_id2bl(sce->val3);
  8400. if(src && tid != INVALID_TIMER)
  8401. skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
  8402. }
  8403. break;
  8404. case SC_CLOSECONFINE2:
  8405. {
  8406. struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
  8407. struct status_change *sc2 = src?status_get_sc(src):NULL;
  8408. if (src && sc2 && sc2->data[SC_CLOSECONFINE]) {
  8409. //If status was already ended, do nothing.
  8410. //Decrease count
  8411. if (--(sc2->data[SC_CLOSECONFINE]->val1) <= 0) //No more holds, free him up.
  8412. status_change_end(src, SC_CLOSECONFINE, INVALID_TIMER);
  8413. }
  8414. }
  8415. case SC_CLOSECONFINE:
  8416. if (sce->val2 > 0) {
  8417. //Caster has been unlocked... nearby chars need to be unlocked.
  8418. int range = 1
  8419. +skill_get_range2(bl, status_sc2skill(type), sce->val1)
  8420. +skill_get_range2(bl, TF_BACKSLIDING, 1); //Since most people use this to escape the hold....
  8421. map_foreachinarea(status_change_timer_sub,
  8422. bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
  8423. }
  8424. break;
  8425. case SC_COMBO: //Clear last used skill when it is part of a combo.
  8426. if( sd )
  8427. {
  8428. if( sd->state.combo )
  8429. {
  8430. sd->state.combo = 0;
  8431. clif_skillinfoblock(sd);
  8432. }
  8433. if( sd->skillid_old == sce->val1 )
  8434. sd->skillid_old = sd->skilllv_old = 0;
  8435. clif_skillupdateinfo(sd,SR_DRAGONCOMBO,0,0); // To avoid a glitch with Dragon Combo.
  8436. }
  8437. break;
  8438.  
  8439. case SC_MARIONETTE:
  8440. case SC_MARIONETTE2: /// Marionette target
  8441. if (sce->val1)
  8442. { // check for partner and end their marionette status as well
  8443. enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
  8444. struct block_list *pbl = map_id2bl(sce->val1);
  8445. struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
  8446.  
  8447. if (sc2 && sc2->data[type2])
  8448. {
  8449. sc2->data[type2]->val1 = 0;
  8450. status_change_end(pbl, type2, INVALID_TIMER);
  8451. }
  8452. }
  8453. break;
  8454.  
  8455. case SC_BERSERK:
  8456. case SC_SATURDAYNIGHTFEVER:
  8457. //If val2 is removed, no HP penalty (dispelled?) [Skotlex]
  8458. if(status->hp > 100 && sce->val2)
  8459. status_set_hp(bl, 100, 0);
  8460. if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4 == 2)
  8461. {
  8462. sc->data[SC_ENDURE]->val4 = 0;
  8463. status_change_end(bl, SC_ENDURE, INVALID_TIMER);
  8464. }
  8465. sc_start4(bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
  8466. if( type == SC_SATURDAYNIGHTFEVER ) //Sit down force of Saturday Night Fever has the duration of only 3 seconds.
  8467. sc_start(bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
  8468. break;
  8469. case SC_GOSPEL:
  8470. if (sce->val3) { //Clear the group.
  8471. struct skill_unit_group* group = skill_id2group(sce->val3);
  8472. sce->val3 = 0;
  8473. skill_delunitgroup(group);
  8474. }
  8475. break;
  8476. case SC_HERMODE:
  8477. if(sce->val3 == BCT_SELF)
  8478. skill_clear_unitgroup(bl);
  8479. break;
  8480. case SC_BASILICA: //Clear the skill area. [Skotlex]
  8481. skill_clear_unitgroup(bl);
  8482. break;
  8483. case SC_TRICKDEAD:
  8484. if (vd) vd->dead_sit = 0;
  8485. break;
  8486. case SC_WARM:
  8487. case SC__MANHOLE:
  8488. if( sce->val4 )
  8489. { //Clear the group.
  8490. struct skill_unit_group* group = skill_id2group(sce->val4);
  8491. sce->val4 = 0;
  8492. skill_delunitgroup(group);
  8493. }
  8494. break;
  8495. case SC_KAAHI:
  8496. //Delete timer if it exists.
  8497. if (sce->val4 != INVALID_TIMER)
  8498. delete_timer(sce->val4,kaahi_heal_timer);
  8499. break;
  8500. case SC_JAILED:
  8501. if(tid == INVALID_TIMER)
  8502. break;
  8503. //natural expiration.
  8504. if(sd && sd->mapindex == sce->val2)
  8505. pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
  8506. break; //guess hes not in jail :P
  8507. case SC_CHANGE:
  8508. if (tid == INVALID_TIMER)
  8509. break;
  8510. // "lose almost all their HP and SP" on natural expiration.
  8511. status_set_hp(bl, 10, 0);
  8512. status_set_sp(bl, 10, 0);
  8513. break;
  8514. case SC_AUTOTRADE:
  8515. if (tid == INVALID_TIMER)
  8516. break;
  8517. // Note: vending/buying is closed by unit_remove_map, no
  8518. // need to do it here.
  8519. map_quit(sd);
  8520. // Because map_quit calls status_change_end with tid -1
  8521. // from here it's not neccesary to continue
  8522. return 1;
  8523. break;
  8524. case SC_READING_SB:
  8525. if( sd ) memset(sd->rsb,0,sizeof(sd->rsb)); // Clear all Spell Books
  8526. break;
  8527. case SC_STOP:
  8528. if( sce->val2 )
  8529. {
  8530. struct block_list* tbl = map_id2bl(sce->val2);
  8531. sce->val2 = 0;
  8532. if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
  8533. status_change_end(tbl, SC_STOP, INVALID_TIMER);
  8534. }
  8535. break;
  8536. case SC_MILLENNIUMSHIELD:
  8537. clif_millenniumshield(sd,0);
  8538. break;
  8539. case SC_HALLUCINATIONWALK:
  8540. sc_start(bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
  8541. break;
  8542. case SC_WHITEIMPRISON:
  8543. if( tid == -1 )
  8544. break; // Terminated by Damage
  8545. clif_damage(bl,bl,0,0,0,400*sce->val1,0,0,0);
  8546. status_zap(bl,400*sce->val1,0);
  8547. break;
  8548. case SC_WUGDASH:
  8549. {
  8550. struct unit_data *ud = unit_bl2ud(bl);
  8551. if (ud) {
  8552. ud->state.running = 0;
  8553. if (ud->walktimer != -1)
  8554. unit_stop_walking(bl,1);
  8555. }
  8556. }
  8557. break;
  8558. case SC__SHADOWFORM:
  8559. {
  8560. struct map_session_data *s_sd = map_id2sd(sce->val2);
  8561. if( !s_sd )
  8562. break;
  8563. s_sd->shadowform_id = 0;
  8564. }
  8565. break;
  8566. case SC_SITDOWN_FORCE:
  8567. if( sd && pc_issit(sd) )
  8568. {
  8569. pc_setstand(sd);
  8570. clif_standing(bl,true);
  8571. }
  8572. break;
  8573. case SC_ADORAMUS:
  8574. status_change_end(bl, SC_BLIND, -1);
  8575. break;
  8576. case SC_NEUTRALBARRIER_MASTER:
  8577. case SC_STEALTHFIELD_MASTER:
  8578. if( sce->val2 )
  8579. {
  8580. struct skill_unit_group* group = skill_id2group(sce->val2);
  8581. sce->val2 = 0;
  8582. skill_delunitgroup(group);
  8583. }
  8584. break;
  8585. case SC_BANDING:
  8586. {
  8587. struct skill_unit_group *group;
  8588. if(sce->val4)
  8589. {
  8590. group = skill_id2group(sce->val4);
  8591. sce->val4 = 0;
  8592. skill_delunitgroup(group);
  8593. }
  8594. }
  8595. break;
  8596. case SC_CURSEDCIRCLE_ATKER:
  8597. if( sce->val3 )
  8598. map_foreachinrange(status_change_timer_sub, bl, skill_get_splash(SR_CURSEDCIRCLE, sce->val1),BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
  8599. break;
  8600. case SC_RAISINGDRAGON:
  8601. if( sd && sce->val2 && !pc_isdead(sd) )
  8602. {
  8603. int i;
  8604. i = min(sd->spiritball,5);
  8605. pc_delspiritball(sd, sd->spiritball, 0);
  8606. status_change_end(bl, SC_EXPLOSIONSPIRITS, -1);
  8607. while( i > 0 )
  8608. {
  8609. pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
  8610. --i;
  8611. }
  8612. }
  8613. break;
  8614. }
  8615.  
  8616. opt_flag = 1;
  8617. switch(type){
  8618. case SC_STONE:
  8619. case SC_FREEZE:
  8620. case SC_STUN:
  8621. case SC_SLEEP:
  8622. case SC_BURNING:
  8623. case SC_WHITEIMPRISON:
  8624. sc->opt1 = 0;
  8625. break;
  8626.  
  8627. case SC_POISON:
  8628. case SC_CURSE:
  8629. case SC_SILENCE:
  8630. case SC_BLIND:
  8631. sc->opt2 &= ~(1<<(type-SC_POISON));
  8632. break;
  8633. case SC_DPOISON:
  8634. sc->opt2 &= ~OPT2_DPOISON;
  8635. break;
  8636. case SC_SIGNUMCRUCIS:
  8637. case SC_CHAOS:
  8638. sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
  8639. break;
  8640.  
  8641. case SC_HIDING:
  8642. sc->option &= ~OPTION_HIDE;
  8643. opt_flag|= 2|4; //Check for warp trigger + AoE trigger
  8644. break;
  8645. case SC_CLOAKING:
  8646. case SC_CLOAKINGEXCEED:
  8647. case SC__INVISIBILITY:
  8648. sc->option &= ~OPTION_CLOAK;
  8649. opt_flag|= 2;
  8650. break;
  8651. case SC_CHASEWALK:
  8652. sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
  8653. opt_flag|= 2;
  8654. break;
  8655. case SC_SIGHT:
  8656. sc->option &= ~OPTION_SIGHT;
  8657. break;
  8658. case SC_WEDDING:
  8659. sc->option &= ~OPTION_WEDDING;
  8660. break;
  8661. case SC_XMAS:
  8662. sc->option &= ~OPTION_XMAS;
  8663. break;
  8664. case SC_SUMMER:
  8665. sc->option &= ~OPTION_SUMMER;
  8666. break;
  8667. case SC_ORCISH:
  8668. sc->option &= ~OPTION_ORCISH;
  8669. break;
  8670. case SC_RUWACH:
  8671. sc->option &= ~OPTION_RUWACH;
  8672. break;
  8673. case SC_FUSION:
  8674. sc->option &= ~OPTION_FLYING;
  8675. break;
  8676. //opt3
  8677. case SC_TWOHANDQUICKEN:
  8678. case SC_ONEHAND:
  8679. case SC_SPEARQUICKEN:
  8680. case SC_CONCENTRATION:
  8681. case SC_MERC_QUICKEN:
  8682. sc->opt3 &= ~OPT3_QUICKEN;
  8683. opt_flag = 0;
  8684. break;
  8685. case SC_OVERTHRUST:
  8686. case SC_MAXOVERTHRUST:
  8687. case SC_SWOO:
  8688. sc->opt3 &= ~OPT3_OVERTHRUST;
  8689. opt_flag = 0;
  8690. break;
  8691. case SC_ENERGYCOAT:
  8692. case SC_SKE:
  8693. sc->opt3 &= ~OPT3_ENERGYCOAT;
  8694. opt_flag = 0;
  8695. break;
  8696. case SC_INCATKRATE: //Simulated Explosion spirits effect.
  8697. if (bl->type != BL_MOB)
  8698. {
  8699. opt_flag = 0;
  8700. break;
  8701. }
  8702. case SC_EXPLOSIONSPIRITS:
  8703. sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
  8704. opt_flag = 0;
  8705. break;
  8706. case SC_STEELBODY:
  8707. case SC_SKA:
  8708. sc->opt3 &= ~OPT3_STEELBODY;
  8709. opt_flag = 0;
  8710. break;
  8711. case SC_BLADESTOP:
  8712. sc->opt3 &= ~OPT3_BLADESTOP;
  8713. opt_flag = 0;
  8714. break;
  8715. case SC_AURABLADE:
  8716. sc->opt3 &= ~OPT3_AURABLADE;
  8717. opt_flag = 0;
  8718. break;
  8719. case SC_BERSERK:
  8720. sc->opt3 &= ~OPT3_BERSERK;
  8721. opt_flag = 0;
  8722. break;
  8723. // case ???: // doesn't seem to do anything
  8724. // sc->opt3 &= ~OPT3_LIGHTBLADE;
  8725. // opt_flag = 0;
  8726. // break;
  8727. case SC_DANCING:
  8728. if ((sce->val1&0xFFFF) == CG_MOONLIT)
  8729. sc->opt3 &= ~OPT3_MOONLIT;
  8730. opt_flag = 0;
  8731. break;
  8732. case SC_MARIONETTE:
  8733. case SC_MARIONETTE2:
  8734. sc->opt3 &= ~OPT3_MARIONETTE;
  8735. opt_flag = 0;
  8736. break;
  8737. case SC_ASSUMPTIO:
  8738. sc->opt3 &= ~OPT3_ASSUMPTIO;
  8739. opt_flag = 0;
  8740. break;
  8741. case SC_WARM: //SG skills [Komurka]
  8742. sc->opt3 &= ~OPT3_WARM;
  8743. opt_flag = 0;
  8744. break;
  8745. case SC_KAITE:
  8746. sc->opt3 &= ~OPT3_KAITE;
  8747. opt_flag = 0;
  8748. break;
  8749. case SC_BUNSINJYUTSU:
  8750. sc->opt3 &= ~OPT3_BUNSIN;
  8751. opt_flag = 0;
  8752. break;
  8753. case SC_SPIRIT:
  8754. sc->opt3 &= ~OPT3_SOULLINK;
  8755. opt_flag = 0;
  8756. break;
  8757. case SC_CHANGEUNDEAD:
  8758. sc->opt3 &= ~OPT3_UNDEAD;
  8759. opt_flag = 0;
  8760. break;
  8761. // case ???: // from DA_CONTRACT (looks like biolab mobs aura)
  8762. // sc->opt3 &= ~OPT3_CONTRACT;
  8763. // opt_flag = 0;
  8764. // break;
  8765. default:
  8766. opt_flag = 0;
  8767. }
  8768.  
  8769. if (calc_flag&SCB_DYE)
  8770. { //Restore DYE color
  8771. if (vd && !vd->cloth_color && sce->val4)
  8772. clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
  8773. calc_flag&=~SCB_DYE;
  8774. }
  8775.  
  8776. //On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
  8777. if( vd && (pcdb_checkid(vd->class_) || bl->type == BL_MER || bl->type == BL_MOB) )
  8778. clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
  8779. else if (sd)
  8780. clif_status_load(bl,StatusIconChangeTable[type],0);
  8781.  
  8782. if(opt_flag)
  8783. clif_changeoption(bl);
  8784.  
  8785. if (calc_flag)
  8786. status_calc_bl(bl,calc_flag);
  8787.  
  8788. if(opt_flag&4) //Out of hiding, invoke on place.
  8789. skill_unit_move(bl,gettick(),1);
  8790.  
  8791. if(opt_flag&2 && sd && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
  8792. npc_touch_areanpc(sd,bl->m,bl->x,bl->y); //Trigger on-touch event.
  8793.  
  8794. ers_free(sc_data_ers, sce);
  8795. return 1;
  8796. }
  8797.  
  8798. int kaahi_heal_timer(int tid, unsigned int tick, int id, intptr data)
  8799. {
  8800. struct block_list *bl;
  8801. struct status_change *sc;
  8802. struct status_change_entry *sce;
  8803. struct status_data *status;
  8804. int hp;
  8805.  
  8806. if(!((bl=map_id2bl(id))&&
  8807. (sc=status_get_sc(bl)) &&
  8808. (sce = sc->data[SC_KAAHI])))
  8809. return 0;
  8810.  
  8811. if(sce->val4 != tid) {
  8812. ShowError("kaahi_heal_timer: Timer mismatch: %d != %d\n", tid, sce->val4);
  8813. sce->val4 = INVALID_TIMER;
  8814. return 0;
  8815. }
  8816.  
  8817. status=status_get_status_data(bl);
  8818. if(!status_charge(bl, 0, sce->val3)) {
  8819. sce->val4 = INVALID_TIMER;
  8820. return 0;
  8821. }
  8822.  
  8823. hp = status->max_hp - status->hp;
  8824. if (hp > sce->val2)
  8825. hp = sce->val2;
  8826. if (hp)
  8827. status_heal(bl, hp, 0, 2);
  8828. sce->val4 = INVALID_TIMER;
  8829. return 1;
  8830. }
  8831.  
  8832. /*==========================================
  8833. * ƒXƒe[ƒ^ƒXˆÙíI—¹ƒ^ƒCƒ}[
  8834. *------------------------------------------*/
  8835. int status_change_timer(int tid, unsigned int tick, int id, intptr data)
  8836. {
  8837. enum sc_type type = (sc_type)data;
  8838. struct block_list *bl;
  8839. struct map_session_data *sd;
  8840. struct status_data *status;
  8841. struct status_change *sc;
  8842. struct status_change_entry *sce;
  8843.  
  8844. bl = map_id2bl(id);
  8845. if(!bl)
  8846. {
  8847. ShowDebug("status_change_timer: Null pointer id: %d data: %d\n", id, data);
  8848. return 0;
  8849. }
  8850. sc = status_get_sc(bl);
  8851. status = status_get_status_data(bl);
  8852.  
  8853. if(!(sc && (sce = sc->data[type])))
  8854. {
  8855. ShowDebug("status_change_timer: Null pointer id: %d data: %d bl-type: %d\n", id, data, bl->type);
  8856. return 0;
  8857. }
  8858.  
  8859. if( sce->timer != tid )
  8860. {
  8861. ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
  8862. return 0;
  8863. }
  8864.  
  8865. sd = BL_CAST(BL_PC, bl);
  8866.  
  8867. // set the next timer of the sce (don't assume the status still exists)
  8868. #define sc_timer_next(t,f,i,d) \
  8869. if( (sce=sc->data[type]) ) \
  8870. sce->timer = add_timer(t,f,i,d); \
  8871. else \
  8872. ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", id, data)
  8873.  
  8874. switch(type)
  8875. {
  8876. case SC_MAXIMIZEPOWER:
  8877. case SC_CLOAKING:
  8878. if(!status_charge(bl, 0, 1))
  8879. break; //Not enough SP to continue.
  8880. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  8881. return 0;
  8882.  
  8883. case SC_CHASEWALK:
  8884. if(!status_charge(bl, 0, sce->val4))
  8885. break; //Not enough SP to continue.
  8886.  
  8887. if (!sc->data[SC_INCSTR]) {
  8888. sc_start(bl, SC_INCSTR,100,1<<(sce->val1-1),
  8889. (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) //SL bonus -> x10 duration
  8890. *skill_get_time2(status_sc2skill(type),sce->val1));
  8891. }
  8892. sc_timer_next(sce->val2+tick, status_change_timer, bl->id, data);
  8893. return 0;
  8894. break;
  8895.  
  8896. case SC_SKA:
  8897. if(--(sce->val2)>0){
  8898. sce->val3 = rand()%100; //Random defense.
  8899. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  8900. return 0;
  8901. }
  8902. break;
  8903.  
  8904. case SC_HIDING:
  8905. if(--(sce->val2)>0){
  8906.  
  8907. if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
  8908. break; //Fail if it's time to substract SP and there isn't.
  8909.  
  8910. sc_timer_next(1000+tick, status_change_timer,bl->id, data);
  8911. return 0;
  8912. }
  8913. break;
  8914.  
  8915. case SC_SIGHT:
  8916. case SC_RUWACH:
  8917. case SC_SIGHTBLASTER:
  8918. map_foreachinrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
  8919.  
  8920. if( --(sce->val2)>0 ){
  8921. sc_timer_next(250+tick, status_change_timer, bl->id, data);
  8922. return 0;
  8923. }
  8924. break;
  8925.  
  8926. case SC_PROVOKE:
  8927. if(sce->val2) { //Auto-provoke (it is ended in status_heal)
  8928. sc_timer_next(1000*60+tick,status_change_timer, bl->id, data );
  8929. return 0;
  8930. }
  8931. break;
  8932.  
  8933. case SC_STONE:
  8934. if(sc->opt1 == OPT1_STONEWAIT && sce->val3) {
  8935. sce->val4 = 0;
  8936. unit_stop_walking(bl,1);
  8937. sc->opt1 = OPT1_STONE;
  8938. clif_changeoption(bl);
  8939. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  8940. status_calc_bl(bl, StatusChangeFlagTable[type]);
  8941. return 0;
  8942. }
  8943. if(--(sce->val3) > 0) {
  8944. if(++(sce->val4)%5 == 0 && status->hp > status->max_hp/4)
  8945. status_percent_damage(NULL, bl, 1, 0, false);
  8946. sc_timer_next(1000+tick,status_change_timer, bl->id, data );
  8947. return 0;
  8948. }
  8949. break;
  8950.  
  8951. case SC_POISON:
  8952. if(status->hp <= max(status->max_hp>>2, sce->val4)) //Stop damaging after 25% HP left.
  8953. break;
  8954. case SC_DPOISON:
  8955. if (--(sce->val3) > 0) {
  8956. if (!sc->data[SC_SLOWPOISON]) {
  8957. bool flag;
  8958. map_freeblock_lock();
  8959. status_zap(bl, sce->val4, 0);
  8960. flag = !sc->data[type]; //We check for this rather than 'killed' since the target could have revived with kaizel.
  8961. map_freeblock_unlock();
  8962. if (flag) return 0; //target died, SC cancelled already.
  8963. }
  8964. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  8965. return 0;
  8966. }
  8967. break;
  8968.  
  8969. case SC_TENSIONRELAX:
  8970. if(status->max_hp > status->hp && --(sce->val3) > 0){
  8971. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  8972. return 0;
  8973. }
  8974. break;
  8975.  
  8976. case SC_KNOWLEDGE:
  8977. if (!sd) break;
  8978. if(bl->m == sd->feel_map[0].m ||
  8979. bl->m == sd->feel_map[1].m ||
  8980. bl->m == sd->feel_map[2].m)
  8981. { //Timeout will be handled by pc_setpos
  8982. sce->timer = INVALID_TIMER;
  8983. return 0;
  8984. }
  8985. break;
  8986.  
  8987. case SC_BLEEDING:
  8988. if (--(sce->val4) >= 0) {
  8989. int flag, hp = rand()%600 + 200;
  8990. map_freeblock_lock();
  8991. status_fix_damage(NULL, bl, sd||hp<status->hp?hp:status->hp-1, 0);
  8992. flag = !sc->data[type];
  8993. map_freeblock_unlock();
  8994. if( !flag ) {
  8995. if( status->hp == 1 ) break;
  8996. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  8997. }
  8998. return 0;
  8999. }
  9000. break;
  9001.  
  9002. case SC_S_LIFEPOTION:
  9003. case SC_L_LIFEPOTION:
  9004. if( sd && --(sce->val4) >= 0 )
  9005. {
  9006. // val1 < 0 = per max% | val1 > 0 = exact amount
  9007. int hp = 0;
  9008. if( status->hp < status->max_hp )
  9009. hp = (sce->val1 < 0) ? (int)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ;
  9010. status_heal(bl, hp, 0, 2);
  9011. sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data);
  9012. return 0;
  9013. }
  9014. break;
  9015.  
  9016. case SC_BOSSMAPINFO:
  9017. if( sd && --(sce->val4) >= 0 )
  9018. {
  9019. struct mob_data *boss_md = map_id2boss(sce->val1);
  9020. if( boss_md && sd->bl.m == boss_md->bl.m )
  9021. {
  9022. clif_bossmapinfo(sd->fd, boss_md, 1); // Update X - Y on minimap
  9023. if (boss_md->bl.prev != NULL) {
  9024. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9025. return 0;
  9026. }
  9027. }
  9028. }
  9029. break;
  9030.  
  9031. case SC_DANCING: //ƒ_ƒ“ƒXƒXƒLƒ‹‚ÌŽžŠÔSPÁ”ï
  9032. {
  9033. int s = 0;
  9034. int sp = 1;
  9035. if (--sce->val3 <= 0)
  9036. break;
  9037. switch(sce->val1&0xFFFF){
  9038. case BD_RICHMANKIM:
  9039. case BD_DRUMBATTLEFIELD:
  9040. case BD_RINGNIBELUNGEN:
  9041. case BD_SIEGFRIED:
  9042. case BA_DISSONANCE:
  9043. case BA_ASSASSINCROSS:
  9044. case DC_UGLYDANCE:
  9045. s=3;
  9046. break;
  9047. case BD_LULLABY:
  9048. case BD_ETERNALCHAOS:
  9049. case BD_ROKISWEIL:
  9050. case DC_FORTUNEKISS:
  9051. s=4;
  9052. break;
  9053. case CG_HERMODE:
  9054. case BD_INTOABYSS:
  9055. case BA_WHISTLE:
  9056. case DC_HUMMING:
  9057. case BA_POEMBRAGI:
  9058. case DC_SERVICEFORYOU:
  9059. s=5;
  9060. break;
  9061. case BA_APPLEIDUN:
  9062. s=6;
  9063. break;
  9064. case CG_MOONLIT:
  9065. //Moonlit's cost is 4sp*skill_lv [Skotlex]
  9066. sp= 4*(sce->val1>>16);
  9067. //Upkeep is also every 10 secs.
  9068. case DC_DONTFORGETME:
  9069. s=10;
  9070. break;
  9071. }
  9072. if( s != 0 && sce->val3 % s == 0 )
  9073. {
  9074. if (sc->data[SC_LONGING])
  9075. sp*= 3;
  9076. if (!status_charge(bl, 0, sp))
  9077. break;
  9078. }
  9079. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9080. return 0;
  9081. }
  9082. break;
  9083.  
  9084. case SC_DEVOTION:
  9085. //FIXME: use normal status duration instead of a looping timer
  9086. if( (sce->val4 -= 1000) > 0 )
  9087. {
  9088. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9089. return 0;
  9090. }
  9091. break;
  9092.  
  9093. case SC_BERSERK:
  9094. // 5% every 10 seconds [DracoRPG]
  9095. if(--(sce->val3)>0 && status_charge(bl, sce->val2, 0))
  9096. {
  9097. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9098. return 0;
  9099. }
  9100. break;
  9101.  
  9102. case SC_NOCHAT:
  9103. if(sd){
  9104. sd->status.manner++;
  9105. clif_changestatus(bl,SP_MANNER,sd->status.manner);
  9106. clif_updatestatus(sd,SP_MANNER);
  9107. if (sd->status.manner < 0)
  9108. { //Every 60 seconds your manner goes up by 1 until it gets back to 0.
  9109. sc_timer_next(60000+tick, status_change_timer, bl->id, data);
  9110. return 0;
  9111. }
  9112. }
  9113. break;
  9114.  
  9115. case SC_SPLASHER:
  9116. // custom Venom Splasher countdown timer
  9117. //if (sce->val4 % 1000 == 0) {
  9118. // char timer[10];
  9119. // snprintf (timer, 10, "%d", sce->val4/1000);
  9120. // clif_message(bl, timer);
  9121. //}
  9122. if((sce->val4 -= 500) > 0) {
  9123. sc_timer_next(500 + tick, status_change_timer, bl->id, data);
  9124. return 0;
  9125. }
  9126. break;
  9127.  
  9128. case SC_MARIONETTE:
  9129. case SC_MARIONETTE2:
  9130. {
  9131. struct block_list *pbl = map_id2bl(sce->val1);
  9132. if( pbl && check_distance_bl(bl, pbl, 7) )
  9133. {
  9134. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9135. return 0;
  9136. }
  9137. }
  9138. break;
  9139.  
  9140. case SC_GOSPEL:
  9141. if(sce->val4 == BCT_SELF && --(sce->val2) > 0)
  9142. {
  9143. int hp, sp;
  9144. hp = (sce->val1 > 5) ? 45 : 30;
  9145. sp = (sce->val1 > 5) ? 35 : 20;
  9146. if(!status_charge(bl, hp, sp))
  9147. break;
  9148. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  9149. return 0;
  9150. }
  9151. break;
  9152.  
  9153. case SC_GUILDAURA:
  9154. {
  9155. struct block_list *tbl = map_id2bl(sce->val2);
  9156.  
  9157. if (tbl && battle_check_range(bl, tbl, 2)){
  9158. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9159. return 0;
  9160. }
  9161. }
  9162. break;
  9163.  
  9164. case SC_JAILED:
  9165. if(sce->val1 == INT_MAX || --(sce->val1) > 0)
  9166. {
  9167. sc_timer_next(60000+tick, status_change_timer, bl->id,data);
  9168. return 0;
  9169. }
  9170. break;
  9171.  
  9172. case SC_BLIND:
  9173. if(sc->data[SC_FOGWALL])
  9174. { //Blind lasts forever while you are standing on the fog.
  9175. sc_timer_next(5000+tick, status_change_timer, bl->id, data);
  9176. return 0;
  9177. }
  9178. break;
  9179.  
  9180. case SC_ABUNDANCE:
  9181. if(--(sce->val4) > 0)
  9182. {
  9183. if( !sc->data[SC_BERSERK] )
  9184. status_heal(bl,0,60,0);
  9185. sc_timer_next(10000+tick, status_change_timer, bl->id, data);
  9186. }
  9187. break;
  9188.  
  9189. case SC_PYREXIA:
  9190. if( --(sce->val4) >= 0 )
  9191. {
  9192. bool flag;
  9193. map_freeblock_lock();
  9194. clif_damage(bl,bl,tick,status_get_amotion(bl),0,100,0,0,0);
  9195. status_fix_damage(NULL,bl,100,0);
  9196. flag = !sc->data[type];
  9197. map_freeblock_unlock();
  9198. if( !flag )
  9199. {
  9200. if( sce->val4 == 10 )
  9201. sc_start(bl,SC_BLIND,100,sce->val1,30000); // Blind status for the final 30 seconds
  9202. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  9203. }
  9204. return 0;
  9205. }
  9206. break;
  9207.  
  9208. case SC_LEECHESEND:
  9209. if( --(sce->val4) >= 0 )
  9210. {
  9211. bool flag;
  9212. int damage = status->max_hp/100;
  9213. if( sd && (sd->status.class_ == JOB_GUILLOTINE_CROSS || sd->status.class_ == JOB_GUILLOTINE_CROSS_T || sd->status.class_ == JOB_BABY_CROSS) )
  9214. damage += 3 * status->vit;
  9215. else
  9216. damage += 7 * status->vit;
  9217.  
  9218. unit_skillcastcancel(bl,2);
  9219.  
  9220. map_freeblock_lock();
  9221. status_zap(bl,damage,0);
  9222. flag = !sc->data[type];
  9223. map_freeblock_unlock();
  9224. if( !flag )
  9225. sc_timer_next(1000 + tick, status_change_timer, bl->id, data );
  9226. return 0;
  9227. }
  9228. break;
  9229.  
  9230. case SC_MAGICMUSHROOM:
  9231. if( --(sce->val4) >= 0 )
  9232. {
  9233. bool flag = 0;
  9234. int damage = status->max_hp * 3 / 100;
  9235. if( status->hp <= damage )
  9236. damage = status->hp - 1; // Cannot Kill
  9237.  
  9238. if( damage > 0 )
  9239. { // 3% Damage each 4 seconds
  9240. map_freeblock_lock();
  9241. status_zap(bl,damage,0);
  9242. flag = !sc->data[type]; // Killed? Should not
  9243. map_freeblock_unlock();
  9244. }
  9245.  
  9246. if( !flag )
  9247. { // Random Skill Cast
  9248. if( sd )
  9249. {
  9250. int mushroom_skillid = 0, i;
  9251. unit_stop_attack(bl);
  9252. unit_skillcastcancel(bl,1);
  9253. do
  9254. {
  9255. i = rand() % MAX_SKILL_MAGICMUSHROOM_DB;
  9256. mushroom_skillid = skill_magicmushroom_db[i].skillid;
  9257. }
  9258. while( mushroom_skillid == 0 );
  9259.  
  9260. switch( skill_get_casttype(mushroom_skillid) )
  9261. { // Magic Mushroom skills are buffs or area damage
  9262. case CAST_GROUND:
  9263. skill_castend_pos2(bl,bl->x,bl->y,mushroom_skillid,1,tick,0);
  9264. break;
  9265. case CAST_NODAMAGE:
  9266. skill_castend_nodamage_id(bl,bl,mushroom_skillid,1,tick,0);
  9267. break;
  9268. case CAST_DAMAGE:
  9269. skill_castend_damage_id(bl,bl,mushroom_skillid,1,tick,0);
  9270. break;
  9271. }
  9272. }
  9273.  
  9274. clif_emotion(bl,18);
  9275. sc_timer_next(4000+tick,status_change_timer,bl->id,data);
  9276. }
  9277. return 0;
  9278. }
  9279. break;
  9280.  
  9281. case SC_TOXIN:
  9282. if( --(sce->val4) >= 0 )
  9283. { //Damage is every 10 seconds including 3%sp drain.
  9284. bool flag;
  9285. map_freeblock_lock();
  9286. clif_damage(bl,bl,tick,status_get_amotion(bl),1,1,0,0,0);
  9287. status_damage(NULL,bl,1,status->max_sp*3/100,0,16);
  9288. flag = !sc->data[type];
  9289. map_freeblock_unlock();
  9290. if( !flag )
  9291. sc_timer_next(10000 + tick, status_change_timer, bl->id, data );
  9292. return 0;
  9293. }
  9294. break;
  9295.  
  9296. case SC_OBLIVIONCURSE:
  9297. if( --(sce->val4) >= 0 )
  9298. {
  9299. clif_emotion(bl,1);
  9300. sc_timer_next(3000 + tick, status_change_timer, bl->id, data );
  9301. return 0;
  9302. }
  9303. break;
  9304.  
  9305. case SC_WEAPONBLOCKING:
  9306. if( --(sce->val4) >= 0 )
  9307. {
  9308. if( !status_charge(bl,0,3) )
  9309. break;
  9310. sc_timer_next(3000+tick,status_change_timer,bl->id,data);
  9311. return 0;
  9312. }
  9313. break;
  9314.  
  9315. case SC_CLOAKINGEXCEED:
  9316. if(!status_charge(bl,0,10-sce->val1))
  9317. break;
  9318. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9319. return 0;
  9320.  
  9321. case SC_RENOVATIO:
  9322. if( --(sce->val4) >= 0 )
  9323. {
  9324. status_heal(bl, status->max_hp * 3 / 100, 0, 2);
  9325. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9326. return 0;
  9327. }
  9328. break;
  9329.  
  9330. case SC_BURNING:
  9331. if( --(sce->val4) >= 0 )
  9332. {
  9333. struct block_list *src = map_id2bl(sce->val3);
  9334. int flag, damage = 3 * status_get_max_hp(bl) / 100; // Non Elemental Damage
  9335. if( status )
  9336. damage += battle_attr_fix(NULL, bl, sce->val2, ELE_FIRE, status->def_ele, status->ele_lv);
  9337.  
  9338. map_freeblock_lock();
  9339. status_fix_damage(src,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  9340. flag = !sc->data[type];
  9341. map_freeblock_unlock();
  9342. if( !flag )// Target still lives. [LimitLine]
  9343. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9344. return 0;
  9345. }
  9346. break;
  9347.  
  9348. case SC_FEAR:
  9349. if( --(sce->val4) >= 0 )
  9350. {
  9351. if( sce->val2 > 0 )
  9352. sce->val2--;
  9353. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9354. return 0;
  9355. }
  9356. break;
  9357.  
  9358. case SC_SPHERE_1:
  9359. case SC_SPHERE_2:
  9360. case SC_SPHERE_3:
  9361. case SC_SPHERE_4:
  9362. case SC_SPHERE_5:
  9363. if( --(sce->val4) >= 0 )
  9364. {
  9365. if( !status_charge(bl, 0, 1) )
  9366. break;
  9367. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9368. return 0;
  9369. }
  9370. break;
  9371.  
  9372. case SC_READING_SB:
  9373. if( !status_charge(bl, 0, sce->val2) )
  9374. break;
  9375. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9376. return 0;
  9377.  
  9378. case SC_ELECTRICSHOCKER:
  9379. if( --(sce->val4) >= 0 )
  9380. {
  9381. status_charge(bl, 0, status->max_sp / 100 * sce->val1 );
  9382. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9383. return 0;
  9384. }
  9385. break;
  9386.  
  9387. case SC_CAMOUFLAGE:
  9388. if( !status_charge(bl,0,7 - sce->val1) )
  9389. break;
  9390. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9391. return 0;
  9392.  
  9393. case SC__REPRODUCE:
  9394. if(!status_charge(bl, 0, 1))
  9395. break;
  9396. sc_timer_next(1000+tick, status_change_timer, bl->id, data);
  9397. return 0;
  9398.  
  9399. case SC__SHADOWFORM:
  9400. if( --(sce->val4) >= 0 )
  9401. {
  9402. if( !status_charge(bl, 0, sce->val1 - (sce->val1 - 1)) )
  9403. break;
  9404. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9405. return 0;
  9406. }
  9407. break;
  9408.  
  9409. case SC__INVISIBILITY:
  9410. if( --(sce->val4) >= 0 )
  9411. {
  9412. if( !status_charge(bl, 0, (status->sp * 6 - sce->val1) / 100) )// 6% - skilllv.
  9413. break;
  9414. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9415. return 0;
  9416. }
  9417. break;
  9418.  
  9419. case SC_STRIKING:
  9420. if( --(sce->val4) >= 0 )
  9421. {
  9422. if( !status_charge(bl,0, sce->val1 ) )
  9423. break;
  9424. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9425. return 0;
  9426. }
  9427. break;
  9428.  
  9429. case SC_BLOODSUCKER:
  9430. if( --(sce->val4) >= 0 )
  9431. {
  9432. struct block_list *src = map_id2bl(sce->val2);
  9433. int damage;
  9434. bool flag;
  9435. if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
  9436. break;
  9437. map_freeblock_lock();
  9438. damage = skill_attack(skill_get_type(GN_BLOOD_SUCKER), src, src, bl, GN_BLOOD_SUCKER, sce->val1, tick, 0);
  9439. flag = !sc->data[type];
  9440. map_freeblock_unlock();
  9441. status_heal(src, damage, 0, 0);
  9442. clif_skill_nodamage(src, bl, GN_BLOOD_SUCKER, 0, 1);
  9443. if (!flag) sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9444. return 0;
  9445. }
  9446. break;
  9447.  
  9448. case SC_VOICEOFSIREN:
  9449. if( --(sce->val4) >= 0 )
  9450. {
  9451. clif_emotion(bl,3);
  9452. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9453. return 0;
  9454. }
  9455. break;
  9456.  
  9457. case SC_DEEPSLEEP:
  9458. if( --(sce->val4) >= 0 )
  9459. { // Recovers 1% HP/SP every 2 seconds.
  9460. status_heal(bl, status->max_hp / 100, status->max_sp / 100, 2);
  9461. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9462. return 0;
  9463. }
  9464. break;
  9465.  
  9466. case SC_SIRCLEOFNATURE:
  9467. if( --(sce->val4) >= 0 )
  9468. {
  9469. if( !status_charge(bl,0,sce->val2) )
  9470. break;
  9471. status_heal(bl, sce->val3, 0, 1);
  9472. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9473. return 0;
  9474. }
  9475. break;
  9476.  
  9477. case SC_SONGOFMANA:
  9478. if( --(sce->val4) >= 0 )
  9479. {
  9480. status_heal(bl,0,sce->val3,3);
  9481. sc_timer_next(3000 + tick, status_change_timer, bl->id, data);
  9482. return 0;
  9483. }
  9484. break;
  9485.  
  9486.  
  9487. case SC_SATURDAYNIGHTFEVER:
  9488. // 1% HP/SP drain every 3 seconds [Jobbie]
  9489. if( --(sce->val3) >= 0 )
  9490. {
  9491. int hp = status->hp / 100;
  9492. int sp = status->sp / 100;
  9493. if( !status_charge(bl, hp, sp) )
  9494. break;
  9495. sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data);
  9496. return 0;
  9497. }
  9498. break;
  9499.  
  9500. case SC_CRYSTALIZE:
  9501. if( --(sce->val4) >= 0 )
  9502. { // Drains 2% of HP and 1% of SP every seconds.
  9503. status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100);
  9504. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9505. return 0;
  9506. }
  9507. break;
  9508.  
  9509. case SC_FORCEOFVANGUARD:
  9510. if( !status_charge(bl,0,20) )
  9511. break;
  9512. sc_timer_next(6000 + tick, status_change_timer, bl->id, data);
  9513. return 0;
  9514.  
  9515. case SC_BANDING:
  9516. if( status_charge(bl, 0, 7 - sce->val1) )
  9517. {
  9518. if( sd ) pc_banding(sd, sce->val1);
  9519. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9520. return 0;
  9521. }
  9522. break;
  9523.  
  9524. case SC_REFLECTDAMAGE:
  9525. if( --(sce->val4) >= 0 ) {
  9526. if( !status_charge(bl,0,sce->val3) )
  9527. break;
  9528. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9529. return 0;
  9530. }
  9531. break;
  9532.  
  9533. case SC_OVERHEAT_LIMITPOINT:
  9534. if( --(sce->val1) > 0 ) // Cooling
  9535. sc_timer_next(30000 + tick, status_change_timer, bl->id, data);
  9536. break;
  9537.  
  9538. case SC_OVERHEAT:
  9539. {
  9540. int flag, damage = status->max_hp / 100; // Suggestion 1% each second
  9541. if( damage >= status->hp ) damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
  9542. map_freeblock_lock();
  9543. status_fix_damage(NULL,bl,damage,clif_damage(bl,bl,tick,0,0,damage,0,0,0));
  9544. flag = !sc->data[type];
  9545. map_freeblock_unlock();
  9546. if( !flag )
  9547. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9548. }
  9549. break;
  9550.  
  9551. case SC_MAGNETICFIELD:
  9552. {
  9553. if( --(sce->val3) <= 0 )
  9554. break; // Time out
  9555. if( sce->val2 == bl->id )
  9556. {
  9557. if( !status_charge(bl,0,14 + (3 * sce->val1)) )
  9558. break; // No more SP status should end, and in the next second will end for the other affected players
  9559. }
  9560. else
  9561. {
  9562. struct block_list *src = map_id2bl(sce->val2);
  9563. struct status_change *ssc;
  9564. if( !src || (ssc = status_get_sc(src)) == NULL || !ssc->data[SC_MAGNETICFIELD] )
  9565. break; // Source no more under Magnetic Field
  9566. }
  9567. sc_timer_next(1000 + tick, status_change_timer, bl->id, data);
  9568. }
  9569. break;
  9570.  
  9571. case SC_INSPIRATION:
  9572. if(--(sce->val4) >= 0)
  9573. {
  9574. int hp = status->max_hp * (7-sce->val1) / 100;
  9575. int sp = status->max_sp * (9-sce->val1) / 100;
  9576.  
  9577. if( !status_charge(bl,hp,sp) ) break;
  9578.  
  9579. sc_timer_next(1000+tick,status_change_timer,bl->id, data);
  9580. return 0;
  9581. }
  9582. break;
  9583.  
  9584. case SC_RAISINGDRAGON:
  9585. // 1% every 5 seconds [Jobbie]
  9586. if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) )
  9587. {
  9588. if( !sc->data[type] ) return 0;
  9589. sc_timer_next(5000 + tick, status_change_timer, bl->id, data);
  9590. return 0;
  9591. }
  9592. break;
  9593.  
  9594. case SC_CIRCLE_OF_FIRE:
  9595. case SC_FIRE_CLOAK:
  9596. case SC_WATER_DROP:
  9597. case SC_WATER_SCREEN:
  9598. case SC_WIND_CURTAIN:
  9599. case SC_WIND_STEP:
  9600. case SC_STONE_SHIELD:
  9601. case SC_SOLID_SKIN:
  9602. if( !status_charge(bl,0,sce->val2) )
  9603. {
  9604. struct block_list *s_bl = battle_get_master(bl);
  9605. if( s_bl )
  9606. status_change_end(s_bl,type+1,-1);
  9607. status_change_end(bl,type,-1);
  9608. break;
  9609. }
  9610. sc_timer_next(2000 + tick, status_change_timer, bl->id, data);
  9611. return 0;
  9612.  
  9613. case SC_STOMACHACHE:
  9614. if( --(sce->val4) > 0 )
  9615. {
  9616. status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
  9617. if( sd && !pc_issit(sd) ) // Force to sit every 10 seconds.
  9618. {
  9619. pc_stop_walking(sd,1|4);
  9620. pc_stop_attack(sd);
  9621. pc_setsit(sd);
  9622. clif_sitting(bl,true);
  9623. }
  9624. sc_timer_next(10000 + tick, status_change_timer, bl->id, data);
  9625. }
  9626. break;
  9627.  
  9628. }
  9629.  
  9630. // default for all non-handled control paths is to end the status
  9631. return status_change_end( bl,type,tid );
  9632. #undef sc_timer_next
  9633. }
  9634.  
  9635. /*==========================================
  9636. * ƒXƒe[ƒ^ƒXˆÙíƒ^ƒCƒ}[”͈͏ˆ—
  9637. *------------------------------------------*/
  9638. int status_change_timer_sub(struct block_list* bl, va_list ap)
  9639. {
  9640. struct status_change* tsc;
  9641.  
  9642. struct block_list* src = va_arg(ap,struct block_list*);
  9643. struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
  9644. enum sc_type type = (sc_type)va_arg(ap,int); //gcc: enum args get promoted to int
  9645. unsigned int tick = va_arg(ap,unsigned int);
  9646.  
  9647. if (status_isdead(bl))
  9648. return 0;
  9649.  
  9650. tsc = status_get_sc(bl);
  9651.  
  9652. switch( type )
  9653. {
  9654. case SC_SIGHT: /* ƒTƒCƒg */
  9655. case SC_CONCENTRATE:
  9656. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9657. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9658. status_change_end(bl, SC_CLOAKINGEXCEED, -1);
  9659. status_change_end(bl, SC_CAMOUFLAGE, -1);
  9660. status_change_end(bl, SC__INVISIBILITY, -1);
  9661. break;
  9662. case SC_RUWACH: /* ƒ‹ƒAƒt */
  9663. if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] || tsc->data[SC_CLOAKINGEXCEED] ||
  9664. tsc->data[SC_CAMOUFLAGE] || tsc->data[SC__INVISIBILITY])) {
  9665. status_change_end(bl, SC_HIDING, INVALID_TIMER);
  9666. status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
  9667. status_change_end(bl, SC_CLOAKINGEXCEED, -1);
  9668. status_change_end(bl, SC_CAMOUFLAGE, -1);
  9669. status_change_end(bl, SC__INVISIBILITY, -1);
  9670. if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
  9671. skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
  9672. }
  9673. break;
  9674. case SC_SIGHTBLASTER:
  9675. if( battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
  9676. status_check_skilluse(src, bl, WZ_SIGHTBLASTER, sce->val1, 2) )
  9677. {
  9678. skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,1,tick,0);
  9679. sce->val2 = 0; //This signals it to end.
  9680. }
  9681. break;
  9682. case SC_CLOSECONFINE:
  9683. //Lock char has released the hold on everyone...
  9684. if (tsc && tsc->data[SC_CLOSECONFINE2] && tsc->data[SC_CLOSECONFINE2]->val2 == src->id) {
  9685. tsc->data[SC_CLOSECONFINE2]->val2 = 0;
  9686. status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
  9687. }
  9688. break;
  9689. case SC_CURSEDCIRCLE_TARGET:
  9690. if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id )
  9691. {
  9692. status_change_end(bl, type, -1);
  9693. clif_bladestop(src, bl->id, 0);
  9694. }
  9695. break;
  9696. }
  9697. return 0;
  9698. }
  9699.  
  9700. /*==========================================
  9701. * Clears buffs/debuffs of a character.
  9702. * type&1 -> buffs, type&2 -> debuffs
  9703. * type&4 -> RK_REFRESH skill.
  9704. *------------------------------------------*/
  9705. int status_change_clear_buffs (struct block_list* bl, int type)
  9706. {
  9707. int i;
  9708. struct status_change *sc= status_get_sc(bl);
  9709.  
  9710. if (!sc || !sc->count)
  9711. return 0;
  9712.  
  9713. if (type&2) //Debuffs
  9714. for( i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ )
  9715. {
  9716. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9717. }
  9718.  
  9719. for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ )
  9720. {
  9721. if(!sc->data[i])
  9722. continue;
  9723.  
  9724. switch (i) {
  9725. //Stuff that cannot be removed
  9726. case SC_WEIGHT50:
  9727. case SC_WEIGHT90:
  9728. case SC_COMBO:
  9729. case SC_SMA:
  9730. case SC_DANCING:
  9731. case SC_GUILDAURA:
  9732. case SC_SAFETYWALL:
  9733. case SC_PNEUMA:
  9734. case SC_NOCHAT:
  9735. case SC_JAILED:
  9736. case SC_ANKLE:
  9737. case SC_BLADESTOP:
  9738. case SC_CP_WEAPON:
  9739. case SC_CP_SHIELD:
  9740. case SC_CP_ARMOR:
  9741. case SC_CP_HELM:
  9742. case SC_STRFOOD:
  9743. case SC_AGIFOOD:
  9744. case SC_VITFOOD:
  9745. case SC_INTFOOD:
  9746. case SC_DEXFOOD:
  9747. case SC_LUKFOOD:
  9748. case SC_HITFOOD:
  9749. case SC_FLEEFOOD:
  9750. case SC_BATKFOOD:
  9751. case SC_WATKFOOD:
  9752. case SC_MATKFOOD:
  9753. case SC_FOOD_STR_CASH:
  9754. case SC_FOOD_AGI_CASH:
  9755. case SC_FOOD_VIT_CASH:
  9756. case SC_FOOD_DEX_CASH:
  9757. case SC_FOOD_INT_CASH:
  9758. case SC_FOOD_LUK_CASH:
  9759. case SC_EXPBOOST:
  9760. case SC_JEXPBOOST:
  9761. case SC_ITEMBOOST:
  9762. case SC_ELECTRICSHOCKER:
  9763. case SC__MANHOLE:
  9764. case SC_GIANTGROWTH:
  9765. case SC_MILLENNIUMSHIELD:
  9766. case SC_REFRESH:
  9767. case SC_STONEHARDSKIN:
  9768. case SC_VITALITYACTIVATION:
  9769. case SC_FIGHTINGSPIRIT:
  9770. case SC_ABUNDANCE:
  9771. // Extra large skills cooldowns
  9772. case SC_SAVAGE_STEAK:
  9773. case SC_COCKTAIL_WARG_BLOOD:
  9774. case SC_MINOR_BBQ:
  9775. case SC_SIROMA_ICE_TEA:
  9776. case SC_DROCERA_HERB_STEAMED:
  9777. case SC_PUTTI_TAILS_NOODLES:
  9778. case SC_CURSEDCIRCLE_ATKER:
  9779. case SC_CURSEDCIRCLE_TARGET:
  9780. continue;
  9781.  
  9782. //Debuffs that can be removed.
  9783. case SC_STRIPWEAPON:
  9784. case SC_STRIPSHIELD:
  9785. case SC_STRIPARMOR:
  9786. case SC_STRIPHELM:
  9787. if( type&4 ) // Don't remove it by Refresh.
  9788. continue;
  9789. case SC_HALLUCINATION:
  9790. case SC_QUAGMIRE:
  9791. case SC_SIGNUMCRUCIS:
  9792. case SC_DECREASEAGI:
  9793. case SC_SLOWDOWN:
  9794. case SC_MINDBREAKER:
  9795. case SC_WINKCHARM:
  9796. case SC_STOP:
  9797. case SC_ORCISH:
  9798. case SC_BITE:
  9799. case SC_ADORAMUS:
  9800. case SC_VACUUM_EXTREME:
  9801. case SC_BURNING:
  9802. case SC_FEAR:
  9803. case SC_MAGNETICFIELD:
  9804. if (!(type&2))
  9805. continue;
  9806. break;
  9807. //The rest are buffs that can be removed.
  9808. case SC_BERSERK:
  9809. case SC_SATURDAYNIGHTFEVER:
  9810. if (!(type&1))
  9811. continue;
  9812. sc->data[i]->val2 = 0;
  9813. break;
  9814. default:
  9815. if (!(type&1))
  9816. continue;
  9817. break;
  9818. }
  9819. status_change_end(bl, (sc_type)i, INVALID_TIMER);
  9820. }
  9821. return 0;
  9822. }
  9823.  
  9824. int status_change_spread( struct block_list *src, struct block_list *bl )
  9825. {
  9826. int i, flag = 0;
  9827. struct status_change *sc = status_get_sc(src);
  9828. const struct TimerData *timer;
  9829. unsigned int tick;
  9830. struct status_change_data data;
  9831.  
  9832. if( !sc || !sc->count )
  9833. return 0;
  9834.  
  9835. tick = gettick();
  9836.  
  9837. for( i = SC_COMMON_MIN; i < SC_MAX; i++ )
  9838. {
  9839. if( !sc->data[i] || i == SC_COMMON_MAX )
  9840. continue;
  9841.  
  9842. switch( i )
  9843. {
  9844. //Debuffs that can be spreaded.
  9845. // NOTE: We'll add/delte SCs when we are able to confirm it.
  9846. case SC_POISON:
  9847. case SC_CURSE:
  9848. case SC_SILENCE:
  9849. case SC_CONFUSION:
  9850. case SC_BLIND:
  9851. case SC_BLEEDING:
  9852. case SC_DPOISON:
  9853. case SC_NOCHAT:
  9854. case SC_HALLUCINATION:
  9855. case SC_SIGNUMCRUCIS:
  9856. case SC_DECREASEAGI:
  9857. case SC_SLOWDOWN:
  9858. case SC_MINDBREAKER:
  9859. case SC_WINKCHARM:
  9860. case SC_STOP:
  9861. case SC_ORCISH:
  9862. case SC_STRIPWEAPON:
  9863. case SC_STRIPSHIELD:
  9864. case SC_STRIPARMOR:
  9865. case SC_STRIPHELM:
  9866. case SC__STRIPACCESSORY:
  9867. case SC_BITE:
  9868. case SC_FREEZING:
  9869. case SC_BURNING:
  9870. case SC_FEAR:
  9871. case SC_PYREXIA:
  9872. case SC_PARALYSE:
  9873. case SC_DEATHHURT:
  9874. case SC_MAGICMUSHROOM:
  9875. case SC_VENOMBLEED:
  9876. case SC_TOXIN:
  9877. case SC_OBLIVIONCURSE:
  9878. case SC_LEECHESEND:
  9879. if( sc->data[i]->timer != -1 )
  9880. {
  9881. timer = get_timer(sc->data[i]->timer);
  9882. if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick,tick) < 0)
  9883. continue;
  9884. data.tick = DIFF_TICK(timer->tick,tick);
  9885. } else
  9886. data.tick = -1;
  9887. data.val1 = sc->data[i]->val1;
  9888. data.val2 = sc->data[i]->val2;
  9889. data.val3 = sc->data[i]->val3;
  9890. data.val4 = sc->data[i]->val4;
  9891. status_change_start(bl,i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,1|2|8);
  9892. flag = 1;
  9893. break;
  9894. default:
  9895. continue;
  9896. break;
  9897. }
  9898. }
  9899.  
  9900. return flag;
  9901. }
  9902.  
  9903. //Natural regen related stuff.
  9904. static unsigned int natural_heal_prev_tick,natural_heal_diff_tick;
  9905. static int status_natural_heal(struct block_list* bl, va_list args)
  9906. {
  9907. struct regen_data *regen;
  9908. struct status_data *status;
  9909. struct status_change *sc;
  9910. struct unit_data *ud;
  9911. struct view_data *vd = NULL;
  9912. struct regen_data_sub *sregen;
  9913. struct map_session_data *sd;
  9914. int val,rate,bonus = 0,flag;
  9915.  
  9916. regen = status_get_regen_data(bl);
  9917. if (!regen) return 0;
  9918. status = status_get_status_data(bl);
  9919. sc = status_get_sc(bl);
  9920. if (sc && !sc->count)
  9921. sc = NULL;
  9922. sd = BL_CAST(BL_PC,bl);
  9923.  
  9924. flag = regen->flag;
  9925. if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
  9926. flag&=~(RGN_HP|RGN_SHP);
  9927. if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
  9928. flag&=~(RGN_SP|RGN_SSP);
  9929.  
  9930. if (flag && (
  9931. status_isdead(bl) ||// Still need confirm this. [pakpil]
  9932. (sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]) )
  9933. ))
  9934. flag=0;
  9935.  
  9936. if (sd) {
  9937. if (sd->hp_loss.value || sd->sp_loss.value)
  9938. pc_bleeding(sd, natural_heal_diff_tick);
  9939. if (sd->hp_regen.value || sd->sp_regen.value)
  9940. pc_regen(sd, natural_heal_diff_tick);
  9941. }
  9942.  
  9943. if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
  9944. (vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
  9945. { //Apply sitting regen bonus.
  9946. sregen = regen->ssregen;
  9947. if(flag&(RGN_SHP))
  9948. { //Sitting HP regen
  9949. val = natural_heal_diff_tick * sregen->rate.hp;
  9950. if (regen->state.overweight)
  9951. val>>=1; //Half as fast when overweight.
  9952. sregen->tick.hp += val;
  9953. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9954. {
  9955. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  9956. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  9957. { //Full
  9958. flag&=~(RGN_HP|RGN_SHP);
  9959. break;
  9960. }
  9961. }
  9962. }
  9963. if(flag&(RGN_SSP))
  9964. { //Sitting SP regen
  9965. val = natural_heal_diff_tick * sregen->rate.sp;
  9966. if (regen->state.overweight)
  9967. val>>=1; //Half as fast when overweight.
  9968. sregen->tick.sp += val;
  9969. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  9970. {
  9971. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  9972. if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp)
  9973. { //Full
  9974. flag&=~(RGN_SP|RGN_SSP);
  9975. break;
  9976. }
  9977. }
  9978. }
  9979. }
  9980.  
  9981. if (flag && regen->state.overweight)
  9982. flag=0;
  9983.  
  9984. ud = unit_bl2ud(bl);
  9985.  
  9986. if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER)
  9987. {
  9988. flag&=~(RGN_SHP|RGN_SSP);
  9989. if(!regen->state.walk)
  9990. flag&=~RGN_HP;
  9991. }
  9992.  
  9993. if (!flag)
  9994. return 0;
  9995.  
  9996. if (flag&(RGN_HP|RGN_SP))
  9997. {
  9998. if(!vd) vd = status_get_viewdata(bl);
  9999. if(vd && vd->dead_sit == 2)
  10000. bonus++;
  10001. if(regen->state.gc)
  10002. bonus++;
  10003. }
  10004.  
  10005. //Natural Hp regen
  10006. if( flag&RGN_HP )
  10007. {
  10008. rate = natural_heal_diff_tick*(regen->rate.hp+bonus);
  10009. if (ud && ud->walktimer != INVALID_TIMER)
  10010. rate/=2;
  10011. // Homun HP regen fix (they should regen as if they were sitting (twice as fast)
  10012. if(bl->type==BL_HOM) rate *=2;
  10013.  
  10014. regen->tick.hp += rate;
  10015.  
  10016. if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval)
  10017. {
  10018. val = 0;
  10019. do
  10020. {
  10021. val += regen->hp;
  10022. // Placed here waiting for renewal. [pakpil]
  10023. if( sc && sc->data[SC_GT_REVITALIZE] )
  10024. val = val * sc->data[SC_GT_REVITALIZE]->val3 / 100;
  10025. regen->tick.hp -= battle_config.natural_healhp_interval;
  10026. } while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
  10027. if( status_heal(bl, val, 0, 1) < val )
  10028. flag &= ~RGN_SHP; //full.
  10029. }
  10030. }
  10031.  
  10032. //Natural SP regen
  10033. if(flag&RGN_SP)
  10034. {
  10035. rate = natural_heal_diff_tick*(regen->rate.sp+bonus);
  10036. // Homun SP regen fix (they should regen as if they were sitting (twice as fast)
  10037. if(bl->type==BL_HOM) rate *=2;
  10038.  
  10039. regen->tick.sp += rate;
  10040.  
  10041. if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval)
  10042. {
  10043. val = 0;
  10044. do {
  10045. val += regen->sp;
  10046. regen->tick.sp -= battle_config.natural_healsp_interval;
  10047. } while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
  10048. if (status_heal(bl, 0, val, 1) < val)
  10049. flag&=~RGN_SSP; //full.
  10050. }
  10051. }
  10052.  
  10053. if (!regen->sregen)
  10054. return flag;
  10055.  
  10056. //Skill regen
  10057. sregen = regen->sregen;
  10058.  
  10059. if(flag&RGN_SHP)
  10060. { //Skill HP regen
  10061. sregen->tick.hp += natural_heal_diff_tick * sregen->rate.hp;
  10062.  
  10063. while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10064. {
  10065. sregen->tick.hp -= battle_config.natural_heal_skill_interval;
  10066. if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
  10067. break; //Full
  10068. }
  10069. }
  10070. if(flag&RGN_SSP)
  10071. { //Skill SP regen
  10072. sregen->tick.sp += natural_heal_diff_tick * sregen->rate.sp;
  10073. while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval)
  10074. {
  10075. val = sregen->sp;
  10076. if (sd && sd->state.doridori) {
  10077. val*=2;
  10078. sd->state.doridori = 0;
  10079. if ((rate = pc_checkskill(sd,TK_SPTIME)))
  10080. sc_start(bl,status_skill2sc(TK_SPTIME),
  10081. 100,rate,skill_get_time(TK_SPTIME, rate));
  10082. if (
  10083. (sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
  10084. rand()%10000 < battle_config.sg_angel_skill_ratio
  10085. ) { //Angel of the Sun/Moon/Star
  10086. clif_feel_hate_reset(sd);
  10087. pc_resethate(sd);
  10088. pc_resetfeel(sd);
  10089. }
  10090. }
  10091. sregen->tick.sp -= battle_config.natural_heal_skill_interval;
  10092. if(status_heal(bl, 0, val, 3) < val)
  10093. break; //Full
  10094. }
  10095. }
  10096. return flag;
  10097. }
  10098.  
  10099. //Natural heal main timer.
  10100. static int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr data)
  10101. {
  10102. natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
  10103. map_foreachregen(status_natural_heal);
  10104. natural_heal_prev_tick = tick;
  10105. return 0;
  10106. }
  10107.  
  10108. /*==========================================
  10109. * DB reading.
  10110. * job_db1.txt - weight, hp, sp, aspd
  10111. * job_db2.txt - job level stat bonuses
  10112. * size_fix.txt - size adjustment table for weapons
  10113. * refine_db.txt - refining data table
  10114. *------------------------------------------*/
  10115. static bool status_readdb_job1(char* fields[], int columns, int current)
  10116. {// Job-specific values (weight, HP, SP, ASPD)
  10117. int idx, class_;
  10118. unsigned int i;
  10119.  
  10120. class_ = atoi(fields[0]);
  10121.  
  10122. if(!pcdb_checkid(class_))
  10123. {
  10124. ShowWarning("status_readdb_job1: Invalid job class %d specified.\n", class_);
  10125. return false;
  10126. }
  10127. idx = pc_class2idx(class_);
  10128.  
  10129. max_weight_base[idx] = atoi(fields[1]);
  10130. hp_coefficient[idx] = atoi(fields[2]);
  10131. hp_coefficient2[idx] = atoi(fields[3]);
  10132. sp_coefficient[idx] = atoi(fields[4]);
  10133.  
  10134. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  10135. {
  10136. aspd_base[idx][i] = atoi(fields[i+5]);
  10137. }
  10138. return true;
  10139. }
  10140.  
  10141. static bool status_readdb_job2(char* fields[], int columns, int current)
  10142. {
  10143. int idx, class_, i;
  10144.  
  10145. class_ = atoi(fields[0]);
  10146.  
  10147. if(!pcdb_checkid(class_))
  10148. {
  10149. ShowWarning("status_readdb_job2: Invalid job class %d specified.\n", class_);
  10150. return false;
  10151. }
  10152. idx = pc_class2idx(class_);
  10153.  
  10154. for(i = 1; i < columns; i++)
  10155. {
  10156. job_bonus[idx][i-1] = atoi(fields[i]);
  10157. }
  10158. return true;
  10159. }
  10160.  
  10161. static bool status_readdb_sizefix(char* fields[], int columns, int current)
  10162. {
  10163. unsigned int i;
  10164.  
  10165. for(i = 0; i < MAX_WEAPON_TYPE; i++)
  10166. {
  10167. atkmods[current][i] = atoi(fields[i]);
  10168. }
  10169. return true;
  10170. }
  10171.  
  10172. static bool status_readdb_refine(char* fields[], int columns, int current)
  10173. {
  10174. int i;
  10175.  
  10176. refinebonus[current][0] = atoi(fields[0]); // stats per safe-upgrade
  10177. refinebonus[current][1] = atoi(fields[1]); // stats after safe-limit
  10178. refinebonus[current][2] = atoi(fields[2]); // safe limit
  10179.  
  10180. for(i = 0; i < MAX_REFINE; i++)
  10181. {
  10182. percentrefinery[current][i] = atoi(fields[3+i]);
  10183. }
  10184. return true;
  10185. }
  10186.  
  10187. int status_readdb(void)
  10188. {
  10189. int i, j;
  10190.  
  10191. // initialize databases to default
  10192. //
  10193.  
  10194. // job_db1.txt
  10195. memset(max_weight_base, 0, sizeof(max_weight_base));
  10196. memset(hp_coefficient, 0, sizeof(hp_coefficient));
  10197. memset(hp_coefficient2, 0, sizeof(hp_coefficient2));
  10198. memset(sp_coefficient, 0, sizeof(sp_coefficient));
  10199. memset(aspd_base, 0, sizeof(aspd_base));
  10200.  
  10201. // job_db2.txt
  10202. memset(job_bonus,0,sizeof(job_bonus)); // Job-specific stats bonus
  10203.  
  10204. // size_fix.txt
  10205. for(i=0;i<ARRAYLENGTH(atkmods);i++)
  10206. for(j=0;j<MAX_WEAPON_TYPE;j++)
  10207. atkmods[i][j]=100;
  10208.  
  10209. // refine_db.txt
  10210. for(i=0;i<ARRAYLENGTH(percentrefinery);i++){
  10211. for(j=0;j<MAX_REFINE; j++)
  10212. percentrefinery[i][j]=100; // success chance
  10213. percentrefinery[i][j]=0; //Slot MAX+1 always has 0% success chance [Skotlex]
  10214. refinebonus[i][0]=0; // stats per safe-upgrade
  10215. refinebonus[i][1]=0; // stats after safe-limit
  10216. refinebonus[i][2]=10; // safe limit
  10217. }
  10218.  
  10219. // read databases
  10220. //
  10221.  
  10222. sv_readdb(db_path, "job_db1.txt", ',', 5+MAX_WEAPON_TYPE, 5+MAX_WEAPON_TYPE, -1, &status_readdb_job1);
  10223. sv_readdb(db_path, "job_db2.txt", ',', 1, 1+MAX_LEVEL, -1, &status_readdb_job2);
  10224. sv_readdb(db_path, "size_fix.txt", ',', MAX_WEAPON_TYPE, MAX_WEAPON_TYPE, ARRAYLENGTH(atkmods), &status_readdb_sizefix);
  10225. sv_readdb(db_path, "refine_db.txt", ',', 3+MAX_REFINE+1, 3+MAX_REFINE+1, ARRAYLENGTH(percentrefinery), &status_readdb_refine);
  10226.  
  10227. return 0;
  10228. }
  10229.  
  10230. /*==========================================
  10231. * ƒXƒLƒ‹ŠÖŒW‰Šú‰»ˆ—
  10232. *------------------------------------------*/
  10233. int do_init_status(void)
  10234. {
  10235. add_timer_func_list(status_change_timer,"status_change_timer");
  10236. add_timer_func_list(kaahi_heal_timer,"kaahi_heal_timer");
  10237. add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
  10238. initChangeTables();
  10239. initDummyData();
  10240. status_readdb();
  10241. status_calc_sigma();
  10242. natural_heal_prev_tick = gettick();
  10243. sc_data_ers = ers_new(sizeof(struct status_change_entry));
  10244. add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
  10245. return 0;
  10246. }
  10247. void do_final_status(void)
  10248. {
  10249. ers_destroy(sc_data_ers);
  10250. }
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