rathena/src/map/status.cpp
Aleos 7c385f43bf
Corrected Gentle Touch skills (#4420)
* Follow up to 24c4c49.
* Gentle Touch - Convert and Gentle Touch - Revitalize should not be able to be stacked with one another; only Gentle Touch - Energy Gain can stack with them.
Thanks to @teededung!
2019-10-28 08:51:34 -04:00

14814 lines
479 KiB
C++

// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "status.hpp"
#include <functional>
#include <math.h>
#include <stdlib.h>
#include <string>
#include <yaml-cpp/yaml.h>
#include "../common/cbasetypes.hpp"
#include "../common/ers.hpp"
#include "../common/malloc.hpp"
#include "../common/nullpo.hpp"
#include "../common/random.hpp"
#include "../common/showmsg.hpp"
#include "../common/strlib.hpp"
#include "../common/timer.hpp"
#include "../common/utils.hpp"
#include "battle.hpp"
#include "battleground.hpp"
#include "clif.hpp"
#include "elemental.hpp"
#include "guild.hpp"
#include "homunculus.hpp"
#include "itemdb.hpp"
#include "map.hpp"
#include "mercenary.hpp"
#include "mob.hpp"
#include "npc.hpp"
#include "path.hpp"
#include "pc.hpp"
#include "pc_groups.hpp"
#include "pet.hpp"
#include "script.hpp"
// Regen related flags.
enum e_regen {
RGN_NONE = 0x00,
RGN_HP = 0x01,
RGN_SP = 0x02,
RGN_SHP = 0x04,
RGN_SSP = 0x08,
};
// Bonus values and upgrade chances for refining equipment
static struct {
int chance[REFINE_CHANCE_TYPE_MAX][MAX_REFINE]; /// Success chance
int bonus[MAX_REFINE]; /// Cumulative fixed bonus damage
int randombonus_max[MAX_REFINE]; /// Cumulative maximum random bonus damage
struct refine_cost cost[REFINE_COST_MAX];
} refine_info[REFINE_TYPE_MAX];
static int atkmods[SZ_ALL][MAX_WEAPON_TYPE]; /// ATK weapon modification for size (size_fix.txt)
static struct eri *sc_data_ers; /// For sc_data entries
static struct status_data dummy_status;
short current_equip_item_index; /// Contains inventory index of an equipped item. To pass it into the EQUP_SCRIPT [Lupus]
unsigned int current_equip_combo_pos; /// For combo items we need to save the position of all involved items here
int current_equip_card_id; /// To prevent card-stacking (from jA) [Skotlex]
bool running_npc_stat_calc_event; /// Indicate if OnPCStatCalcEvent is running.
// We need it for new cards 15 Feb 2005, to check if the combo cards are insrerted into the CURRENT weapon only to avoid cards exploits
short current_equip_opt_index; /// Contains random option index of an equipped item. [Secret]
unsigned int SCDisabled[SC_MAX]; ///< List of disabled SC on map zones. [Cydh]
sc_type SkillStatusChangeTable[MAX_SKILL];
int StatusIconChangeTable[SC_MAX];
unsigned int StatusChangeFlagTable[SC_MAX];
int StatusSkillChangeTable[SC_MAX];
int StatusRelevantBLTypes[EFST_MAX];
unsigned int StatusChangeStateTable[SC_MAX];
unsigned int StatusDisplayType[SC_MAX];
static unsigned short status_calc_str(struct block_list *,struct status_change *,int);
static unsigned short status_calc_agi(struct block_list *,struct status_change *,int);
static unsigned short status_calc_vit(struct block_list *,struct status_change *,int);
static unsigned short status_calc_int(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dex(struct block_list *,struct status_change *,int);
static unsigned short status_calc_luk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_batk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_watk(struct block_list *,struct status_change *,int);
static unsigned short status_calc_matk(struct block_list *,struct status_change *,int);
static signed short status_calc_hit(struct block_list *,struct status_change *,int);
static signed short status_calc_critical(struct block_list *,struct status_change *,int);
static signed short status_calc_flee(struct block_list *,struct status_change *,int);
static signed short status_calc_flee2(struct block_list *,struct status_change *,int);
static defType status_calc_def(struct block_list *bl, struct status_change *sc, int);
static signed short status_calc_def2(struct block_list *,struct status_change *,int);
static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int);
static signed short status_calc_mdef2(struct block_list *,struct status_change *,int);
static unsigned short status_calc_speed(struct block_list *,struct status_change *,int);
static short status_calc_aspd_rate(struct block_list *,struct status_change *,int);
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion);
#ifdef RENEWAL_ASPD
static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed);
#endif
static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int);
static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp);
static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp);
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element);
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv);
static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode);
#ifdef RENEWAL
static unsigned short status_calc_ematk(struct block_list *,struct status_change *,int);
#endif
static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type);
static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type);
static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP);
static int status_get_sc_interval(enum sc_type type);
static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE);
#define status_change_isDisabledOnMap(type, m) ( status_change_isDisabledOnMap_((type), mapdata_flag_vs2((m)), m->flag[MF_PVP] != 0, mapdata_flag_gvg2_no_te((m)), m->flag[MF_BATTLEGROUND] != 0, (m->zone << 3) != 0, mapdata_flag_gvg2_te((m))) )
/**
* Returns the status change associated with a skill.
* @param skill The skill to look up
* @return The status registered for this skill
*/
sc_type status_skill2sc(int skill)
{
int idx = skill_get_index(skill);
if( idx == 0 ) {
ShowError("status_skill2sc: Unsupported skill id %d\n", skill);
return SC_NONE;
}
return SkillStatusChangeTable[idx];
}
/**
* Returns the FIRST skill (in order of definition in initChangeTables) to use a given status change.
* Utilized for various duration lookups. Use with caution!
* @param sc The status to look up
* @return A skill associated with the status
*/
int status_sc2skill(sc_type sc)
{
if( sc < 0 || sc >= SC_MAX ) {
ShowError("status_sc2skill: Unsupported status change id %d\n", sc);
return 0;
}
return StatusSkillChangeTable[sc];
}
/**
* Returns the status calculation flag associated with a given status change.
* @param sc The status to look up
* @return The scb_flag registered for this status (see enum scb_flag)
*/
unsigned int status_sc2scb_flag(sc_type sc)
{
if( sc < 0 || sc >= SC_MAX ) {
ShowError("status_sc2scb_flag: Unsupported status change id %d\n", sc);
return SCB_NONE;
}
return StatusChangeFlagTable[sc];
}
/**
* Returns the bl types which require a status change packet to be sent for a given client status identifier.
* @param type The client-side status identifier to look up (see enum efst_types)
* @return The bl types relevant to the type (see enum bl_type)
*/
int status_type2relevant_bl_types(int type)
{
if( type < EFST_BLANK || type >= EFST_MAX ) {
ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type);
return EFST_BLANK;
}
return StatusRelevantBLTypes[type];
}
#define add_sc(skill,sc) set_sc(skill,sc,EFST_BLANK,SCB_NONE)
// Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units
#define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < EFST_MAX) StatusRelevantBLTypes[(icon)] |= BL_SCEFFECT
static void set_sc(uint16 skill_id, sc_type sc, int icon, unsigned int flag)
{
uint16 idx = skill_get_index(skill_id);
if( idx == 0 ) {
ShowError("set_sc: Unsupported skill id %d (SC: %d. Icon: %d)\n", skill_id, sc, icon);
return;
}
if( sc <= SC_NONE || sc >= SC_MAX ) {
ShowError("set_sc: Unsupported status change id %d (Skill: %d. Icon: %d)\n", sc, skill_id, icon);
return;
}
if( StatusSkillChangeTable[sc] == 0 )
StatusSkillChangeTable[sc] = skill_id;
if( StatusIconChangeTable[sc] == EFST_BLANK )
StatusIconChangeTable[sc] = icon;
StatusChangeFlagTable[sc] |= flag;
if( SkillStatusChangeTable[idx] == SC_NONE )
SkillStatusChangeTable[idx] = sc;
}
static void set_sc_with_vfx_noskill(sc_type sc, int icon, unsigned flag) {
if (sc > SC_NONE && sc < SC_MAX) {
if (StatusIconChangeTable[sc] == EFST_BLANK)
StatusIconChangeTable[sc] = icon;
StatusChangeFlagTable[sc] |= flag;
}
if (icon > EFST_BLANK && icon < EFST_MAX)
StatusRelevantBLTypes[icon] |= BL_SCEFFECT;
}
void initChangeTables(void)
{
int i;
for (i = 0; i < SC_MAX; i++)
StatusIconChangeTable[i] = EFST_BLANK;
for (i = 0; i < MAX_SKILL; i++)
SkillStatusChangeTable[i] = SC_NONE;
for (i = 0; i < EFST_MAX; i++)
StatusRelevantBLTypes[i] = BL_PC;
memset(StatusSkillChangeTable, 0, sizeof(StatusSkillChangeTable));
memset(StatusChangeFlagTable, 0, sizeof(StatusChangeFlagTable));
memset(StatusChangeStateTable, 0, sizeof(StatusChangeStateTable));
memset(StatusDisplayType, 0, sizeof(StatusDisplayType));
memset(SCDisabled, 0, sizeof(SCDisabled));
/* First we define the skill for common ailments. These are used in skill_additional_effect through sc cards. [Skotlex] */
set_sc( NPC_PETRIFYATTACK , SC_STONE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
set_sc( NPC_WIDEFREEZE , SC_FREEZE , EFST_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF );
add_sc( NPC_STUNATTACK , SC_STUN );
add_sc( NPC_SLEEPATTACK , SC_SLEEP );
set_sc( NPC_POISON , SC_POISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
set_sc( NPC_WIDECURSE , SC_CURSE , EFST_BLANK , SCB_LUK|SCB_BATK|SCB_WATK|SCB_SPEED );
add_sc( NPC_SILENCEATTACK , SC_SILENCE );
add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
set_sc( NPC_BLINDATTACK , SC_BLIND , EFST_BLANK , SCB_HIT|SCB_FLEE );
set_sc( NPC_BLEEDING , SC_BLEEDING , EFST_BLOODING, SCB_REGEN );
set_sc( NPC_POISON , SC_DPOISON , EFST_BLANK , SCB_DEF2|SCB_REGEN );
add_sc( ALL_REVERSEORCISH, SC_ORCISH );
/* The main status definitions */
add_sc( SM_BASH , SC_STUN );
set_sc( SM_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
add_sc( SM_MAGNUM , SC_WATK_ELEMENT );
set_sc( SM_ENDURE , SC_ENDURE , EFST_ENDURE , SCB_MDEF|SCB_DSPD );
add_sc( MG_SIGHT , SC_SIGHT );
add_sc( MG_SAFETYWALL , SC_SAFETYWALL );
add_sc( MG_FROSTDIVER , SC_FREEZE );
add_sc( MG_STONECURSE , SC_STONE );
add_sc( AL_RUWACH , SC_RUWACH );
add_sc( AL_PNEUMA , SC_PNEUMA );
set_sc( AL_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
set_sc( AL_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , EFST_CRUCIS, SCB_DEF );
set_sc( AL_ANGELUS , SC_ANGELUS , EFST_ANGELUS , SCB_DEF2 );
set_sc( AL_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
set_sc( AC_CONCENTRATION , SC_CONCENTRATE , EFST_CONCENTRATION, SCB_AGI|SCB_DEX );
set_sc( TF_HIDING , SC_HIDING , EFST_HIDING , SCB_SPEED );
add_sc( TF_POISON , SC_POISON );
set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , EFST_TWOHANDQUICKEN , SCB_ASPD );
set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , EFST_AUTOCOUNTER , SCB_NONE );
set_sc( PR_IMPOSITIO , SC_IMPOSITIO , EFST_IMPOSITIO ,
#ifndef RENEWAL
SCB_WATK );
#else
SCB_NONE );
#endif
set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , EFST_SUFFRAGIUM , SCB_NONE );
set_sc( PR_ASPERSIO , SC_ASPERSIO , EFST_ASPERSIO , SCB_ATK_ELE );
set_sc( PR_BENEDICTIO , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
set_sc( PR_SLOWPOISON , SC_SLOWPOISON , EFST_SLOWPOISON , SCB_REGEN );
set_sc( PR_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
set_sc( PR_GLORIA , SC_GLORIA , EFST_GLORIA , SCB_LUK );
add_sc( PR_STRECOVERY , SC_BLIND );
add_sc( PR_LEXDIVINA , SC_SILENCE );
set_sc( PR_LEXAETERNA , SC_AETERNA , EFST_LEXAETERNA, SCB_NONE );
add_sc( WZ_METEOR , SC_STUN );
add_sc( WZ_VERMILION , SC_BLIND );
add_sc( WZ_FROSTNOVA , SC_FREEZE );
add_sc( WZ_STORMGUST , SC_FREEZE );
set_sc( WZ_QUAGMIRE , SC_QUAGMIRE , EFST_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED );
add_sc( BS_HAMMERFALL , SC_STUN );
set_sc( BS_ADRENALINE , SC_ADRENALINE , EFST_ADRENALINE , SCB_ASPD );
set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , EFST_WEAPONPERFECT, SCB_NONE );
set_sc( BS_OVERTHRUST , SC_OVERTHRUST , EFST_OVERTHRUST , SCB_NONE );
set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , EFST_MAXIMIZE, SCB_REGEN );
add_sc( HT_LANDMINE , SC_STUN );
set_sc( HT_ANKLESNARE , SC_ANKLE , EFST_ANKLESNARE , SCB_NONE );
add_sc( HT_SANDMAN , SC_SLEEP );
add_sc( HT_FLASHER , SC_BLIND );
add_sc( HT_FREEZINGTRAP , SC_FREEZE );
set_sc( AS_CLOAKING , SC_CLOAKING , EFST_CLOAKING , SCB_CRI|SCB_SPEED );
add_sc( AS_SONICBLOW , SC_STUN );
set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , EFST_ENCHANTPOISON, SCB_ATK_ELE );
set_sc( AS_POISONREACT , SC_POISONREACT , EFST_POISONREACT , SCB_NONE );
add_sc( AS_VENOMDUST , SC_POISON );
set_sc( AS_SPLASHER , SC_SPLASHER , EFST_SPLASHER , SCB_NONE );
set_sc( NV_TRICKDEAD , SC_TRICKDEAD , EFST_TRICKDEAD , SCB_REGEN );
set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
add_sc( TF_SPRINKLESAND , SC_BLIND );
add_sc( TF_THROWSTONE , SC_STUN );
set_sc( MC_LOUD , SC_LOUD , EFST_SHOUT, SCB_STR );
set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , EFST_ENERGYCOAT , SCB_NONE );
set_sc( NPC_EMOTION , SC_MODECHANGE , EFST_BLANK , SCB_MODE );
add_sc( NPC_EMOTION_ON , SC_MODECHANGE );
set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , EFST_ARMOR_PROPERTY , SCB_DEF_ELE );
add_sc( NPC_CHANGEWATER , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEGROUND , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEFIRE , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEWIND , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEPOISON , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEHOLY , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGEDARKNESS , SC_ELEMENTALCHANGE );
add_sc( NPC_CHANGETELEKINESIS , SC_ELEMENTALCHANGE );
add_sc( NPC_POISON , SC_POISON );
add_sc( NPC_BLINDATTACK , SC_BLIND );
add_sc( NPC_SILENCEATTACK , SC_SILENCE );
add_sc( NPC_STUNATTACK , SC_STUN );
add_sc( NPC_PETRIFYATTACK , SC_STONE );
add_sc( NPC_CURSEATTACK , SC_CURSE );
add_sc( NPC_SLEEPATTACK , SC_SLEEP );
add_sc( NPC_MAGICALATTACK , SC_MAGICALATTACK );
set_sc( NPC_KEEPING , SC_KEEPING , EFST_BLANK , SCB_DEF );
add_sc( NPC_DARKBLESSING , SC_COMA );
set_sc( NPC_BARRIER , SC_BARRIER , EFST_BARRIER , SCB_MDEF|SCB_DEF );
add_sc( NPC_DEFENDER , SC_ARMOR );
add_sc( NPC_LICK , SC_STUN );
set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , EFST_ILLUSION, SCB_NONE );
add_sc( NPC_REBIRTH , SC_REBIRTH );
add_sc( RG_RAID , SC_STUN );
#ifdef RENEWAL
add_sc( RG_RAID , SC_RAID );
add_sc( RG_BACKSTAP , SC_STUN );
#endif
set_sc( RG_STRIPWEAPON , SC_STRIPWEAPON , EFST_NOEQUIPWEAPON, SCB_WATK );
set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , EFST_NOEQUIPSHIELD, SCB_DEF );
set_sc( RG_STRIPARMOR , SC_STRIPARMOR , EFST_NOEQUIPARMOR, SCB_VIT );
set_sc( RG_STRIPHELM , SC_STRIPHELM , EFST_NOEQUIPHELM, SCB_INT );
add_sc( AM_ACIDTERROR , SC_BLEEDING );
set_sc( AM_CP_WEAPON , SC_CP_WEAPON , EFST_PROTECTWEAPON, SCB_NONE );
set_sc( AM_CP_SHIELD , SC_CP_SHIELD , EFST_PROTECTSHIELD, SCB_NONE );
set_sc( AM_CP_ARMOR , SC_CP_ARMOR , EFST_PROTECTARMOR, SCB_NONE );
set_sc( AM_CP_HELM , SC_CP_HELM , EFST_PROTECTHELM, SCB_NONE );
set_sc( CR_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
add_sc( CR_SHIELDCHARGE , SC_STUN );
set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
add_sc( CR_HOLYCROSS , SC_BLIND );
add_sc( CR_GRANDCROSS , SC_BLIND );
set_sc( CR_DEVOTION , SC_DEVOTION , EFST_DEVOTION , SCB_NONE);
set_sc( CR_PROVIDENCE , SC_PROVIDENCE , EFST_PROVIDENCE , SCB_ALL );
set_sc( CR_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , EFST_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE );
set_sc( MO_STEELBODY , SC_STEELBODY , EFST_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED );
add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT );
set_sc( MO_BLADESTOP , SC_BLADESTOP , EFST_BLADESTOP , SCB_NONE );
set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , EFST_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN );
set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , EFST_BLANK , SCB_REGEN );
#ifdef RENEWAL
set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , EFST_EXTREMITYFIST , SCB_NONE );
#endif
set_sc( SA_MAGICROD , SC_MAGICROD , EFST_MAGICROD , SCB_NONE );
set_sc( SA_AUTOSPELL , SC_AUTOSPELL , EFST_AUTOSPELL , SCB_NONE );
set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , EFST_PROPERTYFIRE, SCB_ATK_ELE );
set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , EFST_PROPERTYWATER, SCB_ATK_ELE );
set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , EFST_PROPERTYWIND, SCB_ATK_ELE );
set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , EFST_PROPERTYGROUND, SCB_ATK_ELE );
set_sc( SA_VOLCANO , SC_VOLCANO , EFST_GROUNDMAGIC, SCB_WATK );
set_sc( SA_DELUGE , SC_DELUGE , EFST_GROUNDMAGIC, SCB_MAXHP );
set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , EFST_GROUNDMAGIC, SCB_FLEE );
add_sc( SA_REVERSEORCISH , SC_ORCISH );
add_sc( SA_COMA , SC_COMA );
set_sc( BD_ENCORE , SC_DANCING , EFST_BDPLAYING , SCB_SPEED|SCB_REGEN );
set_sc( BD_RICHMANKIM , SC_RICHMANKIM , EFST_RICHMANKIM , SCB_NONE );
set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , EFST_ETERNALCHAOS , SCB_DEF2 );
set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , EFST_DRUMBATTLEFIELD ,
#ifndef RENEWAL
SCB_WATK|SCB_DEF );
#else
SCB_DEF );
#endif
set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , EFST_RINGNIBELUNGEN ,
#ifndef RENEWAL
SCB_WATK );
#else
SCB_NONE );
#endif
set_sc( BD_ROKISWEIL , SC_ROKISWEIL , EFST_ROKISWEIL , SCB_NONE );
set_sc( BD_INTOABYSS , SC_INTOABYSS , EFST_INTOABYSS , SCB_NONE );
set_sc( BD_SIEGFRIED , SC_SIEGFRIED , EFST_SIEGFRIED , SCB_ALL );
add_sc( BA_FROSTJOKER , SC_FREEZE );
set_sc( BA_WHISTLE , SC_WHISTLE , EFST_WHISTLE , SCB_FLEE|SCB_FLEE2 );
set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , EFST_ASSASSINCROSS , SCB_ASPD );
set_sc( BA_POEMBRAGI , SC_POEMBRAGI , EFST_POEMBRAGI , SCB_NONE );
set_sc( BA_APPLEIDUN , SC_APPLEIDUN , EFST_APPLEIDUN , SCB_MAXHP );
add_sc( DC_SCREAM , SC_STUN );
set_sc( DC_HUMMING , SC_HUMMING , EFST_HUMMING , SCB_HIT );
set_sc( DC_DONTFORGETME , SC_DONTFORGETME , EFST_DONTFORGETME , SCB_SPEED|SCB_ASPD );
set_sc( DC_FORTUNEKISS , SC_FORTUNE , EFST_FORTUNEKISS , SCB_CRI );
set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , EFST_SERVICEFORYOU , SCB_ALL );
add_sc( NPC_DARKCROSS , SC_BLIND );
add_sc( NPC_GRANDDARKNESS , SC_BLIND );
set_sc( NPC_STOP , SC_STOP , EFST_STOP , SCB_NONE );
set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , EFST_BROKENWEAPON , SCB_NONE );
set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , EFST_BROKENARMOR , SCB_NONE );
set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , EFST_PROPERTYUNDEAD, SCB_DEF_ELE );
set_sc( NPC_POWERUP , SC_INCHITRATE , EFST_BLANK , SCB_HIT );
set_sc( NPC_AGIUP , SC_INCFLEERATE , EFST_BLANK , SCB_FLEE );
add_sc( NPC_INVISIBLE , SC_CLOAKING );
set_sc( LK_AURABLADE , SC_AURABLADE , EFST_AURABLADE , SCB_NONE );
set_sc( LK_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
set_sc( LK_CONCENTRATION , SC_CONCENTRATION , EFST_LKCONCENTRATION ,
#ifndef RENEWAL
SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 );
#else
SCB_HIT|SCB_DEF );
#endif
set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , EFST_TENSIONRELAX , SCB_REGEN );
set_sc( LK_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO ,
#ifndef RENEWAL
EFST_ASSUMPTIO , SCB_NONE );
#else
EFST_ASSUMPTIO2 , SCB_NONE );
#endif
add_sc( HP_BASILICA , SC_BASILICA );
set_sc( HW_MAGICPOWER , SC_MAGICPOWER , EFST_MAGICPOWER , SCB_MATK );
add_sc( PA_SACRIFICE , SC_SACRIFICE );
set_sc( PA_GOSPEL , SC_GOSPEL , EFST_GOSPEL , SCB_SPEED|SCB_ASPD );
add_sc( PA_GOSPEL , SC_SCRESIST );
add_sc( CH_TIGERFIST , SC_STOP );
set_sc( ASC_EDP , SC_EDP , EFST_EDP , SCB_NONE );
set_sc( SN_SIGHT , SC_TRUESIGHT , EFST_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT );
set_sc( SN_WINDWALK , SC_WINDWALK , EFST_WINDWALK , SCB_FLEE|SCB_SPEED );
set_sc( WS_MELTDOWN , SC_MELTDOWN , EFST_MELTDOWN , SCB_NONE );
set_sc( WS_CARTBOOST , SC_CARTBOOST , EFST_CARTBOOST , SCB_SPEED );
set_sc( ST_CHASEWALK , SC_CHASEWALK , EFST_CHASEWALK , SCB_SPEED );
set_sc( ST_REJECTSWORD , SC_REJECTSWORD , EFST_SWORDREJECT, SCB_NONE );
add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER );
set_sc( CG_MARIONETTE , SC_MARIONETTE , EFST_MARIONETTE_MASTER, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
set_sc( CG_MARIONETTE , SC_MARIONETTE2 , EFST_MARIONETTE, SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
add_sc( LK_SPIRALPIERCE , SC_STOP );
add_sc( LK_HEADCRUSH , SC_BLEEDING );
set_sc( LK_JOINTBEAT , SC_JOINTBEAT , EFST_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD );
add_sc( HW_NAPALMVULCAN , SC_CURSE );
set_sc( PF_MINDBREAKER , SC_MINDBREAKER , EFST_MINDBREAKER , SCB_MATK|SCB_MDEF2 );
set_sc( PF_MEMORIZE , SC_MEMORIZE , EFST_MEMORIZE , SCB_NONE );
set_sc( PF_FOGWALL , SC_FOGWALL , EFST_FOGWALL , SCB_NONE );
set_sc( PF_SPIDERWEB , SC_SPIDERWEB , EFST_SPIDERWEB , SCB_FLEE );
set_sc( WE_BABY , SC_BABY , EFST_PROTECTEXP, SCB_NONE );
set_sc( TK_RUN , SC_RUN , EFST_RUN , SCB_SPEED|SCB_DSPD );
set_sc( TK_RUN , SC_SPURT , EFST_STRUP, SCB_STR );
set_sc( TK_READYSTORM , SC_READYSTORM , EFST_STORMKICK_ON, SCB_NONE );
set_sc( TK_READYDOWN , SC_READYDOWN , EFST_DOWNKICK_ON, SCB_NONE );
add_sc( TK_DOWNKICK , SC_STUN );
set_sc( TK_READYTURN , SC_READYTURN , EFST_TURNKICK_ON, SCB_NONE );
set_sc( TK_READYCOUNTER , SC_READYCOUNTER , EFST_COUNTER_ON, SCB_NONE );
set_sc( TK_DODGE , SC_DODGE , EFST_DODGE_ON, SCB_NONE );
set_sc( TK_SPTIME , SC_EARTHSCROLL , EFST_EARTHSCROLL , SCB_NONE );
add_sc( TK_SEVENWIND , SC_SEVENWIND );
set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , EFST_PROPERTYTELEKINESIS, SCB_ATK_ELE );
set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , EFST_PROPERTYDARK, SCB_ATK_ELE );
set_sc( SG_SUN_WARM , SC_WARM , EFST_SG_SUN_WARM, SCB_NONE );
set_sc( SG_MOON_WARM , SC_WARM, EFST_SG_MOON_WARM, SCB_NONE);
set_sc( SG_STAR_WARM , SC_WARM, EFST_SG_STAR_WARM, SCB_NONE);
set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , EFST_SUN_COMFORT , SCB_DEF2 );
set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , EFST_MOON_COMFORT , SCB_FLEE );
set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , EFST_STAR_COMFORT , SCB_ASPD );
add_sc( SG_FRIEND , SC_SKILLRATE_UP );
set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , EFST_BLANK , SCB_ALL );
set_sc( SG_FUSION , SC_FUSION , EFST_BLANK , SCB_SPEED );
set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , EFST_ADRENALINE2 , SCB_ASPD );
set_sc( SL_KAIZEL , SC_KAIZEL , EFST_KAIZEL , SCB_NONE );
set_sc( SL_KAAHI , SC_KAAHI , EFST_KAAHI , SCB_NONE );
set_sc( SL_KAUPE , SC_KAUPE , EFST_KAUPE , SCB_NONE );
set_sc( SL_KAITE , SC_KAITE , EFST_KAITE , SCB_NONE );
add_sc( SL_STUN , SC_STUN );
set_sc( SL_SWOO , SC_SWOO , EFST_SWOO , SCB_SPEED );
set_sc( SL_SKE , SC_SKE , EFST_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 );
set_sc( SL_SKA , SC_SKA , EFST_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD );
set_sc( SL_SMA , SC_SMA , EFST_SMA_READY, SCB_NONE );
set_sc( SM_SELFPROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
set_sc( ST_PRESERVE , SC_PRESERVE , EFST_PRESERVE , SCB_NONE );
set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , EFST_DOUBLECASTING, SCB_NONE );
set_sc( HW_GRAVITATION , SC_GRAVITATION , EFST_GRAVITATION , SCB_ASPD );
add_sc( WS_CARTTERMINATION , SC_STUN );
set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , EFST_OVERTHRUSTMAX, SCB_NONE );
set_sc( CG_LONGINGFREEDOM , SC_LONGING , EFST_LONGING , SCB_SPEED|SCB_ASPD );
set_sc( CG_HERMODE , SC_HERMODE , EFST_HERMODE , SCB_NONE );
set_sc( CG_TAROTCARD , SC_TAROTCARD , EFST_TAROTCARD, SCB_NONE );
set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , EFST_WEAPONPROPERTY, SCB_ATK_ELE );
set_sc( SL_HIGH , SC_SPIRIT , EFST_SOULLINK, SCB_ALL );
set_sc( KN_ONEHAND , SC_ONEHAND , EFST_ONEHANDQUICKEN, SCB_ASPD );
set_sc( GS_FLING , SC_FLING , EFST_BLANK , SCB_DEF|SCB_DEF2 );
add_sc( GS_CRACKER , SC_STUN );
add_sc( GS_DISARM , SC_STRIPWEAPON );
add_sc( GS_PIERCINGSHOT , SC_BLEEDING );
set_sc( GS_MADNESSCANCEL , SC_MADNESSCANCEL , EFST_GS_MADNESSCANCEL,
#ifndef RENEWAL
SCB_BATK|SCB_ASPD );
#else
SCB_ASPD );
#endif
set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , EFST_GS_ADJUSTMENT, SCB_HIT|SCB_FLEE );
set_sc( GS_INCREASING , SC_INCREASING , EFST_GS_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT );
#ifdef RENEWAL
set_sc( GS_MAGICALBULLET , SC_MAGICALBULLET , EFST_GS_MAGICAL_BULLET , SCB_NONE );
#endif
set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , EFST_GS_GATLINGFEVER,
#ifndef RENEWAL
SCB_BATK|SCB_FLEE|SCB_SPEED|SCB_ASPD );
#else
SCB_FLEE|SCB_SPEED|SCB_ASPD );
#endif
add_sc( NJ_TATAMIGAESHI , SC_TATAMIGAESHI );
set_sc( NJ_SUITON , SC_SUITON , EFST_BLANK , SCB_AGI|SCB_SPEED );
add_sc( NJ_HYOUSYOURAKU , SC_FREEZE );
set_sc( NJ_NEN , SC_NEN , EFST_NJ_NEN, SCB_STR|SCB_INT );
set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , EFST_NJ_UTSUSEMI, SCB_NONE );
set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , EFST_NJ_BUNSINJYUTSU, SCB_DYE );
add_sc( NPC_ICEBREATH , SC_FREEZE );
add_sc( NPC_ACIDBREATH , SC_POISON );
add_sc( NPC_HELLJUDGEMENT , SC_CURSE );
add_sc( NPC_WIDESILENCE , SC_SILENCE );
add_sc( NPC_WIDEFREEZE , SC_FREEZE );
add_sc( NPC_WIDEBLEEDING , SC_BLEEDING );
add_sc( NPC_WIDESTONE , SC_STONE );
add_sc( NPC_WIDECONFUSE , SC_CONFUSION );
add_sc( NPC_WIDESLEEP , SC_SLEEP );
add_sc( NPC_WIDESIGHT , SC_SIGHT );
add_sc( NPC_EVILLAND , SC_BLIND );
add_sc( NPC_MAGICMIRROR , SC_MAGICMIRROR );
set_sc( NPC_SLOWCAST , SC_SLOWCAST , EFST_SLOWCAST , SCB_NONE );
set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , EFST_CRITICALWOUND , SCB_NONE );
set_sc( NPC_STONESKIN , SC_ARMORCHANGE , EFST_BLANK , SCB_NONE );
add_sc( NPC_ANTIMAGIC , SC_ARMORCHANGE );
add_sc( NPC_WIDECURSE , SC_CURSE );
add_sc( NPC_WIDESTUN , SC_STUN );
set_sc( NPC_HELLPOWER , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , EFST_HELLPOWER , SCB_NONE );
set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , EFST_INVINCIBLE , SCB_SPEED );
set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , EFST_BLANK , SCB_SPEED );
set_sc( NPC_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , EFST_MAXPAIN , SCB_NONE );
add_sc( NPC_JACKFROST , SC_FREEZE );
set_sc( CASH_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
set_sc( CASH_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , EFST_ASSUMPTIO , SCB_NONE );
set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , EFST_PARTYFLEE , SCB_NONE );
set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , EFST_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF );
set_sc( CR_SHRINK , SC_SHRINK , EFST_CR_SHRINK, SCB_NONE );
set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , EFST_RG_CCONFINE_S, SCB_NONE );
set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , EFST_RG_CCONFINE_M, SCB_FLEE );
set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , EFST_WZ_SIGHTBLASTER, SCB_NONE );
set_sc( DC_WINKCHARM , SC_WINKCHARM , EFST_DC_WINKCHARM, SCB_NONE );
add_sc( MO_BALKYOUNG , SC_STUN );
add_sc( SA_ELEMENTWATER , SC_ELEMENTALCHANGE );
add_sc( SA_ELEMENTFIRE , SC_ELEMENTALCHANGE );
add_sc( SA_ELEMENTGROUND , SC_ELEMENTALCHANGE );
add_sc( SA_ELEMENTWIND , SC_ELEMENTALCHANGE );
set_sc( HLIF_AVOID , SC_AVOID , EFST_BLANK , SCB_SPEED );
set_sc( HLIF_CHANGE , SC_CHANGE , EFST_BLANK , SCB_VIT|SCB_INT );
set_sc( HFLI_FLEET , SC_FLEET , EFST_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK );
set_sc( HFLI_SPEED , SC_SPEED , EFST_BLANK , SCB_FLEE );
set_sc( HAMI_DEFENCE , SC_DEFENCE , EFST_BLANK ,
#ifndef RENEWAL
SCB_DEF );
#else
SCB_VIT );
#endif
set_sc( HAMI_BLOODLUST , SC_BLOODLUST , EFST_BLANK , SCB_BATK|SCB_WATK );
/* Homunculus S */
add_sc(MH_STAHL_HORN , SC_STUN );
set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , EFST_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP );
set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , EFST_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE );
add_sc(MH_STEINWAND , SC_SAFETYWALL );
set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , EFST_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF );
set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, EFST_LIGHT_OF_REGENE, SCB_NONE);
set_sc(MH_VOLCANIC_ASH , SC_ASH , EFST_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE );
set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , EFST_GRANITIC_ARMOR , SCB_NONE );
set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , EFST_MAGMA_FLOW , SCB_NONE );
set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , EFST_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE );
set_sc(MH_LAVA_SLIDE , SC_BURNING , EFST_BURNT , SCB_MDEF );
set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , EFST_NEEDLE_OF_PARALYZE , SCB_DEF2 );
add_sc(MH_POISON_MIST , SC_BLIND );
set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , EFST_PAIN_KILLER , SCB_ASPD );
add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE );
set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , EFST_TINDER_BREAKER , SCB_FLEE );
set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , EFST_TINDER_BREAKER_POSTDELAY , SCB_FLEE );
set_sc(MH_CBC , SC_CBC , EFST_CBC , SCB_FLEE );
set_sc(MH_EQC , SC_EQC , EFST_EQC , SCB_DEF2|SCB_MAXHP );
add_sc( MER_CRASH , SC_STUN );
set_sc( MER_PROVOKE , SC_PROVOKE , EFST_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK );
add_sc( MS_MAGNUM , SC_WATK_ELEMENT );
add_sc( MER_SIGHT , SC_SIGHT );
set_sc( MER_DECAGI , SC_DECREASEAGI , EFST_DEC_AGI, SCB_AGI|SCB_SPEED );
set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , EFST_MAGNIFICAT , SCB_REGEN );
add_sc( MER_LEXDIVINA , SC_SILENCE );
add_sc( MA_LANDMINE , SC_STUN );
add_sc( MA_SANDMAN , SC_SLEEP );
add_sc( MA_FREEZINGTRAP , SC_FREEZE );
set_sc( MER_AUTOBERSERK , SC_AUTOBERSERK , EFST_AUTOBERSERK , SCB_NONE );
set_sc( ML_AUTOGUARD , SC_AUTOGUARD , EFST_AUTOGUARD , SCB_NONE );
set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , EFST_REFLECTSHIELD , SCB_NONE );
set_sc( ML_DEFENDER , SC_DEFENDER , EFST_DEFENDER , SCB_SPEED|SCB_ASPD );
set_sc( MS_PARRYING , SC_PARRYING , EFST_PARRYING , SCB_NONE );
set_sc( MS_BERSERK , SC_BERSERK , EFST_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN );
add_sc( ML_SPIRALPIERCE , SC_STOP );
set_sc( MER_QUICKEN , SC_MERC_QUICKEN , EFST_BLANK , SCB_ASPD );
add_sc( ML_DEVOTION , SC_DEVOTION );
set_sc( MER_KYRIE , SC_KYRIE , EFST_KYRIE , SCB_NONE );
set_sc( MER_BLESSING , SC_BLESSING , EFST_BLESSING , SCB_STR|SCB_INT|SCB_DEX );
set_sc( MER_INCAGI , SC_INCREASEAGI , EFST_INC_AGI, SCB_AGI|SCB_SPEED );
set_sc( MER_INVINCIBLEOFF2 , SC_INVINCIBLEOFF , EFST_BLANK, SCB_SPEED );
set_sc( GD_LEADERSHIP , SC_LEADERSHIP , EFST_BLANK , SCB_STR );
set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , EFST_BLANK , SCB_VIT );
set_sc( GD_SOULCOLD , SC_SOULCOLD , EFST_BLANK , SCB_AGI );
set_sc( GD_HAWKEYES , SC_HAWKEYES , EFST_BLANK , SCB_DEX );
set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , EFST_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX );
set_sc( GD_REGENERATION , SC_REGENERATION , EFST_GDSKILL_REGENERATION , SCB_REGEN );
/* Rune Knight */
set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , EFST_ENCHANTBLADE , SCB_NONE );
set_sc( RK_DRAGONHOWLING , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
set_sc( RK_DEATHBOUND , SC_DEATHBOUND , EFST_DEATHBOUND , SCB_NONE );
set_sc( RK_WINDCUTTER , SC_FEAR , EFST_BLANK , SCB_FLEE|SCB_HIT );
set_sc( RK_DRAGONBREATH , SC_BURNING , EFST_BURNT , SCB_MDEF );
set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , EFST_REUSE_MILLENNIUMSHIELD , SCB_NONE );
set_sc( RK_REFRESH , SC_REFRESH , EFST_REFRESH , SCB_NONE );
set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , EFST_GIANTGROWTH , SCB_STR );
set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , EFST_STONEHARDSKIN , SCB_DEF|SCB_MDEF );
set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , EFST_VITALITYACTIVATION , SCB_REGEN );
set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , EFST_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD );
set_sc( RK_ABUNDANCE , SC_ABUNDANCE , EFST_ABUNDANCE , SCB_NONE );
set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , EFST_CRUSHSTRIKE , SCB_NONE );
set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
/* GC Guillotine Cross */
set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , EFST_VENOMIMPRESS , SCB_NONE );
set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , EFST_POISONINGWEAPON , SCB_NONE );
set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , EFST_WEAPONBLOCKING , SCB_NONE );
set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , EFST_CLOAKINGEXCEED , SCB_SPEED );
set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , EFST_HALLUCINATIONWALK , SCB_FLEE );
set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , EFST_ROLLINGCUTTER , SCB_NONE );
set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , EFST_DARKCROW , SCB_NONE );
/* Arch Bishop */
set_sc( AB_ADORAMUS , SC_ADORAMUS , EFST_ADORAMUS , SCB_AGI|SCB_SPEED );
add_sc( AB_CLEMENTIA , SC_BLESSING );
add_sc( AB_CANTO , SC_INCREASEAGI );
set_sc( AB_EPICLESIS , SC_EPICLESIS , EFST_EPICLESIS , SCB_MAXHP );
add_sc( AB_PRAEFATIO , SC_KYRIE );
set_sc_with_vfx( AB_ORATIO , SC_ORATIO , EFST_ORATIO , SCB_NONE );
set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , EFST_LAUDAAGNUS , SCB_MAXHP );
set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , EFST_LAUDARAMUS , SCB_ALL );
set_sc( AB_RENOVATIO , SC_RENOVATIO , EFST_RENOVATIO , SCB_REGEN );
set_sc( AB_EXPIATIO , SC_EXPIATIO , EFST_EXPIATIO , SCB_NONE );
set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , EFST_DUPLELIGHT , SCB_NONE );
set_sc( AB_SECRAMENT , SC_SECRAMENT , EFST_AB_SECRAMENT, SCB_NONE );
set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , EFST_OFFERTORIUM , SCB_NONE );
add_sc( AB_VITUPERATUM , SC_AETERNA );
/* Warlock */
add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON );
set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , EFST_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF );
add_sc( WL_JACKFROST , SC_FREEZE );
set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , EFST_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED );
set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , EFST_RECOGNIZEDSPELL , SCB_MATK);
add_sc( WL_SIENNAEXECRATE , SC_STONE );
set_sc( WL_STASIS , SC_STASIS , EFST_STASIS , SCB_NONE );
add_sc( WL_CRIMSONROCK , SC_STUN );
set_sc( WL_HELLINFERNO , SC_BURNING , EFST_BURNT , SCB_MDEF );
set_sc( WL_COMET , SC_BURNING , EFST_BURNT , SCB_MDEF );
set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, EFST_TELEKINESIS_INTENSE, SCB_MATK );
/* Ranger */
set_sc( RA_FEARBREEZE , SC_FEARBREEZE , EFST_FEARBREEZE , SCB_NONE );
set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , EFST_ELECTRICSHOCKER , SCB_NONE );
set_sc( RA_WUGDASH , SC_WUGDASH , EFST_WUGDASH , SCB_SPEED|SCB_DSPD );
set_sc( RA_WUGBITE , SC_BITE , EFST_WUGBITE , SCB_NONE );
set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , EFST_CAMOUFLAGE , SCB_SPEED );
set_sc( RA_FIRINGTRAP , SC_BURNING , EFST_BURNT , SCB_MDEF );
set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , EFST_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF );
set_sc( RA_UNLIMIT , SC_UNLIMIT , EFST_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
/* Mechanic */
set_sc( NC_ACCELERATION , SC_ACCELERATION , EFST_ACCELERATION , SCB_SPEED );
set_sc( NC_HOVERING , SC_HOVERING , EFST_HOVERING , SCB_SPEED );
set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , EFST_SHAPESHIFT , SCB_DEF_ELE );
set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , EFST_INFRAREDSCAN , SCB_FLEE );
set_sc( NC_ANALYZE , SC_ANALYZE , EFST_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 );
set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , EFST_MAGNETICFIELD , SCB_NONE );
set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , EFST_NEUTRALBARRIER , SCB_DEF|SCB_MDEF );
set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , EFST_STEALTHFIELD , SCB_SPEED );
add_sc( NC_MAGMA_ERUPTION , SC_STUN );
add_sc( NC_MAGMA_ERUPTION_DOTDAMAGE, SC_BURNING );
/* Royal Guard */
set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , EFST_LG_REFLECTDAMAGE , SCB_NONE );
set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , EFST_FORCEOFVANGUARD , SCB_MAXHP );
set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , EFST_EXEEDBREAK , SCB_NONE );
set_sc( LG_PRESTIGE , SC_PRESTIGE , EFST_PRESTIGE , SCB_DEF );
set_sc( LG_BANDING , SC_BANDING , EFST_BANDING , SCB_DEF|SCB_WATK|SCB_REGEN );
set_sc( LG_PIETY , SC_BENEDICTIO , EFST_BENEDICTIO , SCB_DEF_ELE );
set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , EFST_EARTHDRIVE , SCB_DEF|SCB_ASPD );
set_sc( LG_INSPIRATION , SC_INSPIRATION , EFST_INSPIRATION , SCB_WATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_HIT|SCB_MAXHP);
set_sc( LG_KINGS_GRACE , SC_KINGS_GRACE , EFST_KINGS_GRACE , SCB_NONE );
/* Shadow Chaser */
set_sc( SC_REPRODUCE , SC__REPRODUCE , EFST_REPRODUCE , SCB_NONE );
set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , EFST_AUTOSHADOWSPELL , SCB_NONE );
set_sc( SC_SHADOWFORM , SC__SHADOWFORM , EFST_SHADOWFORM , SCB_NONE );
set_sc( SC_BODYPAINT , SC__BODYPAINT , EFST_BODYPAINT , SCB_ASPD );
set_sc( SC_INVISIBILITY , SC__INVISIBILITY , EFST_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE );
set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , EFST_DEADLYINFECT , SCB_NONE );
set_sc( SC_ENERVATION , SC__ENERVATION , EFST_ENERVATION , SCB_BATK|SCB_WATK );
set_sc( SC_GROOMY , SC__GROOMY , EFST_GROOMY , SCB_ASPD|SCB_HIT );
set_sc( SC_IGNORANCE , SC__IGNORANCE , EFST_IGNORANCE , SCB_NONE );
set_sc( SC_LAZINESS , SC__LAZINESS , EFST_LAZINESS , SCB_FLEE|SCB_SPEED );
set_sc( SC_UNLUCKY , SC__UNLUCKY , EFST_UNLUCKY , SCB_CRI|SCB_FLEE2 );
set_sc( SC_WEAKNESS , SC__WEAKNESS , EFST_WEAKNESS , SCB_MAXHP );
set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , EFST_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK );
set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , EFST_MANHOLE , SCB_NONE );
add_sc( SC_CHAOSPANIC , SC_CONFUSION );
add_sc( SC_BLOODYLUST , SC_BERSERK );
add_sc( SC_FEINTBOMB , SC__FEINTBOMB );
add_sc( SC_ESCAPE , SC_ANKLE );
/* Sura */
add_sc( SR_DRAGONCOMBO , SC_STUN );
add_sc( SR_EARTHSHAKER , SC_STUN );
set_sc( SR_CRESCENTELBOW , SC_CRESCENTELBOW , EFST_CRESCENTELBOW , SCB_NONE );
set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, EFST_CURSEDCIRCLE_TARGET , SCB_NONE );
set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , EFST_LIGHTNINGWALK , SCB_NONE );
set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , EFST_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP );
set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , EFST_GENTLETOUCH_ENERGYGAIN , SCB_NONE );
set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , EFST_GENTLETOUCH_CHANGE , SCB_WATK|SCB_ASPD );
set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , EFST_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN );
set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , EFST_FLASHCOMBO , SCB_WATK );
/* Wanderer / Minstrel */
set_sc( WA_SWING_DANCE , SC_SWINGDANCE , EFST_SWING, SCB_SPEED|SCB_ASPD );
set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , EFST_SYMPHONY_LOVE, SCB_MDEF );
set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , EFST_MOONLIT_SERENADE, SCB_MATK );
set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , EFST_RUSH_WINDMILL, SCB_WATK );
set_sc( MI_ECHOSONG , SC_ECHOSONG , EFST_ECHOSONG , SCB_DEF );
set_sc( MI_HARMONIZE , SC_HARMONIZE , EFST_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , EFST_NETHERWORLD , SCB_NONE );
set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , EFST_SIREN, SCB_NONE );
set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , EFST_SIRCLEOFNATURE , SCB_NONE );
set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , EFST_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD );
set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , EFST_SONG_OF_MANA, SCB_NONE );
set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , EFST_DANCE_WITH_WUG, SCB_ASPD );
set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , EFST_SATURDAY_NIGHT_FEVER, SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN );
set_sc( WM_LERADS_DEW , SC_LERADSDEW , EFST_LERADS_DEW, SCB_MAXHP );
set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , EFST_MELODYOFSINK , SCB_INT );
set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , EFST_BEYOND_OF_WARCRY, SCB_STR|SCB_CRI|SCB_MAXHP );
set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , EFST_UNLIMITED_HUMMING_VOICE, SCB_NONE );
set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , EFST_FRIGG_SONG , SCB_MAXHP );
/* Sorcerer */
set_sc( SO_FIREWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , EFST_PROPERTYWALK , SCB_NONE );
set_sc( SO_SPELLFIST , SC_SPELLFIST , EFST_SPELLFIST , SCB_NONE );
set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , EFST_COLD , SCB_NONE );
set_sc( SO_CLOUD_KILL , SC_POISON , EFST_CLOUD_KILL, SCB_NONE );
set_sc( SO_STRIKING , SC_STRIKING , EFST_STRIKING , SCB_WATK|SCB_CRI );
set_sc( SO_WARMER , SC_WARMER , EFST_WARMER , SCB_NONE );
set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , EFST_VACUUM_EXTREME , SCB_NONE );
set_sc( SO_ARRULLO , SC_DEEPSLEEP , EFST_HANDICAPSTATE_DEEP_SLEEP, SCB_NONE );
set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , EFST_FIRE_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , EFST_WATER_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , EFST_WIND_INSIGNIA , SCB_MATK|SCB_WATK|SCB_ASPD|SCB_ATK_ELE|SCB_REGEN );
set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , EFST_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_MATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN );
/* Genetic */
set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , EFST_GN_CARTBOOST , SCB_SPEED );
set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , EFST_THORNS_TRAP, SCB_NONE );
set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , EFST_BLOOD_SUCKER, SCB_NONE );
set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , EFST_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE );
set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , EFST_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE );
set_sc( GN_MANDRAGORA , SC_MANDRAGORA , EFST_MANDRAGORA , SCB_INT );
set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , EFST_ILLUSIONDOPING , SCB_HIT );
/* Elemental spirits' status changes */
set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , EFST_CIRCLE_OF_FIRE_OPTION , SCB_NONE );
set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , EFST_FIRE_CLOAK_OPTION , SCB_ALL );
set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , EFST_WATER_SCREEN_OPTION , SCB_NONE );
set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , EFST_WATER_DROP_OPTION , SCB_ALL );
set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , EFST_WATER_BARRIER , SCB_WATK|SCB_FLEE );
set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , EFST_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE );
set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , EFST_WIND_CURTAIN_OPTION , SCB_ALL );
set_sc( EL_ZEPHYR , SC_ZEPHYR , EFST_ZEPHYR , SCB_FLEE );
set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , EFST_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP );
set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , EFST_STONE_SHIELD_OPTION , SCB_ALL );
set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , EFST_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED );
set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , EFST_PYROTECHNIC_OPTION , SCB_WATK );
set_sc( EL_HEATER , SC_HEATER_OPTION , EFST_HEATER_OPTION , SCB_WATK );
set_sc( EL_TROPIC , SC_TROPIC_OPTION , EFST_TROPIC_OPTION , SCB_WATK );
set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , EFST_AQUAPLAY_OPTION , SCB_MATK );
set_sc( EL_COOLER , SC_COOLER_OPTION , EFST_COOLER_OPTION , SCB_MATK );
set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , EFST_CHILLY_AIR_OPTION , SCB_MATK );
set_sc( EL_GUST , SC_GUST_OPTION , EFST_GUST_OPTION , SCB_ASPD );
set_sc( EL_BLAST , SC_BLAST_OPTION , EFST_BLAST_OPTION , SCB_ASPD );
set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , EFST_WILD_STORM_OPTION , SCB_ASPD );
set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , EFST_PETROLOGY_OPTION , SCB_MAXHP );
set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , EFST_CURSED_SOIL_OPTION , SCB_MAXHP );
set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , EFST_UPHEAVAL_OPTION , SCB_MAXHP );
set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , EFST_TIDAL_WEAPON_OPTION , SCB_ALL );
set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , EFST_ROCK_CRUSHER , SCB_DEF );
set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , EFST_ROCK_CRUSHER_ATK , SCB_SPEED );
add_sc( KO_YAMIKUMO , SC_HIDING );
set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , EFST_KO_JYUMONJIKIRI , SCB_NONE );
add_sc( KO_MAKIBISHI , SC_STUN );
set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , EFST_MEIKYOUSISUI , SCB_NONE );
set_sc( KO_KYOUGAKU , SC_KYOUGAKU , EFST_KYOUGAKU , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
add_sc( KO_JYUSATSU , SC_CURSE );
set_sc( KO_ZENKAI , SC_ZENKAI , EFST_ZENKAI , SCB_NONE );
set_sc( KO_IZAYOI , SC_IZAYOI , EFST_IZAYOI , SCB_MATK );
set_sc( KG_KYOMU , SC_KYOMU , EFST_KYOMU , SCB_NONE );
set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , EFST_KAGEMUSYA , SCB_NONE );
set_sc( KG_KAGEHUMI , SC_KAGEHUMI , EFST_KG_KAGEHUMI , SCB_NONE );
set_sc( OB_ZANGETSU , SC_ZANGETSU , EFST_ZANGETSU , SCB_MATK|SCB_BATK );
set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , EFST_AKAITSUKI , SCB_NONE );
set_sc( OB_OBOROGENSOU , SC_GENSOU , EFST_GENSOU , SCB_NONE );
set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , EFST_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
/* Rebellion */
add_sc( RL_MASS_SPIRAL , SC_BLEEDING );
add_sc( RL_HAMMER_OF_GOD , SC_STUN );
set_sc( RL_H_MINE , SC_H_MINE , EFST_H_MINE , SCB_NONE);
set_sc( RL_B_TRAP , SC_B_TRAP , EFST_B_TRAP , SCB_SPEED );
set_sc( RL_E_CHAIN , SC_E_CHAIN , EFST_E_CHAIN , SCB_NONE );
set_sc( RL_P_ALTER , SC_P_ALTER , EFST_P_ALTER , SCB_NONE );
set_sc( RL_FALLEN_ANGEL , SC_FALLEN_ANGEL, EFST_BLANK, SCB_NONE );
set_sc( RL_SLUGSHOT , SC_STUN , EFST_SLUGSHOT , SCB_NONE );
set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , EFST_HEAT_BARREL , SCB_HIT|SCB_ASPD );
set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , EFST_C_MARKER , SCB_FLEE );
set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , EFST_ANTI_M_BLAST , SCB_NONE );
// New Mounts
set_sc_with_vfx_noskill( SC_ALL_RIDING , EFST_ALL_RIDING , SCB_SPEED );
// Costumes
set_sc_with_vfx_noskill( SC_MOONSTAR , EFST_MOONSTAR , SCB_NONE );
set_sc_with_vfx_noskill( SC_SUPER_STAR , EFST_SUPER_STAR , SCB_NONE );
set_sc_with_vfx_noskill( SC_STRANGELIGHTS , EFST_STRANGELIGHTS , SCB_NONE );
set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , EFST_DECORATION_OF_MUSIC , SCB_NONE );
set_sc_with_vfx_noskill( SC_LJOSALFAR , EFST_LJOSALFAR , SCB_NONE);
set_sc_with_vfx_noskill( SC_MERMAID_LONGING , EFST_MERMAID_LONGING , SCB_NONE);
set_sc_with_vfx_noskill( SC_HAT_EFFECT , EFST_HAT_EFFECT , SCB_NONE);
set_sc_with_vfx_noskill( SC_FLOWERSMOKE , EFST_FLOWERSMOKE , SCB_NONE);
set_sc_with_vfx_noskill( SC_FSTONE , EFST_FSTONE , SCB_NONE);
set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , EFST_HAPPINESS_STAR , SCB_NONE);
set_sc_with_vfx_noskill( SC_MAPLE_FALLS , EFST_MAPLE_FALLS , SCB_NONE);
set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , EFST_TIME_ACCESSORY , SCB_NONE);
set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , EFST_MAGICAL_FEATHER , SCB_NONE);
/* Summoner */
set_sc( SU_HIDE , SC_SUHIDE , EFST_SUHIDE , SCB_NONE );
add_sc( SU_SCRATCH , SC_BLEEDING );
set_sc( SU_STOOP , SC_SU_STOOP , EFST_SU_STOOP , SCB_NONE );
add_sc( SU_SV_STEMSPEAR , SC_BLEEDING );
set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , EFST_CATNIPPOWDER , SCB_WATK|SCB_MATK|SCB_SPEED|SCB_REGEN );
add_sc( SU_CN_METEOR , SC_CURSE );
set_sc_with_vfx( SU_SV_ROOTTWIST, SC_SV_ROOTTWIST , EFST_SV_ROOTTWIST , SCB_NONE );
set_sc( SU_SCAROFTAROU , SC_BITESCAR , EFST_BITESCAR , SCB_NONE );
set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , EFST_ARCLOUSEDASH , SCB_AGI|SCB_SPEED );
add_sc( SU_LUNATICCARROTBEAT , SC_STUN );
set_sc( SU_TUNAPARTY , SC_TUNAPARTY , EFST_TUNAPARTY , SCB_NONE );
set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , EFST_SHRIMP , SCB_BATK|SCB_MATK );
set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , EFST_FRESHSHRIMP , SCB_NONE );
set_sc( SU_HISS , SC_HISS , EFST_HISS , SCB_FLEE2 );
set_sc( SU_NYANGGRASS , SC_NYANGGRASS , EFST_NYANGGRASS , SCB_DEF|SCB_MDEF );
set_sc( SU_GROOMING , SC_GROOMING , EFST_GROOMING , SCB_FLEE );
add_sc( SU_PURRING , SC_GROOMING );
set_sc( SU_SHRIMPARTY , SC_SHRIMPBLESSING , EFST_PROTECTIONOFSHRIMP , SCB_REGEN );
add_sc( SU_MEOWMEOW , SC_CHATTERING );
set_sc( SU_CHATTERING , SC_CHATTERING , EFST_CHATTERING , SCB_WATK|SCB_MATK );
set_sc( WE_CHEERUP , SC_CHEERUP , EFST_CHEERUP , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK );
/* Storing the target job rather than simply SC_SPIRIT simplifies code later on */
SkillStatusChangeTable[skill_get_index(SL_ALCHEMIST)] = (sc_type)MAPID_ALCHEMIST,
SkillStatusChangeTable[skill_get_index(SL_MONK)] = (sc_type)MAPID_MONK,
SkillStatusChangeTable[skill_get_index(SL_STAR)] = (sc_type)MAPID_STAR_GLADIATOR,
SkillStatusChangeTable[skill_get_index(SL_SAGE)] = (sc_type)MAPID_SAGE,
SkillStatusChangeTable[skill_get_index(SL_CRUSADER)] = (sc_type)MAPID_CRUSADER,
SkillStatusChangeTable[skill_get_index(SL_SUPERNOVICE)] = (sc_type)MAPID_SUPER_NOVICE,
SkillStatusChangeTable[skill_get_index(SL_KNIGHT)] = (sc_type)MAPID_KNIGHT,
SkillStatusChangeTable[skill_get_index(SL_WIZARD)] = (sc_type)MAPID_WIZARD,
SkillStatusChangeTable[skill_get_index(SL_PRIEST)] = (sc_type)MAPID_PRIEST,
SkillStatusChangeTable[skill_get_index(SL_BARDDANCER)] = (sc_type)MAPID_BARDDANCER,
SkillStatusChangeTable[skill_get_index(SL_ROGUE)] = (sc_type)MAPID_ROGUE,
SkillStatusChangeTable[skill_get_index(SL_ASSASIN)] = (sc_type)MAPID_ASSASSIN,
SkillStatusChangeTable[skill_get_index(SL_BLACKSMITH)] = (sc_type)MAPID_BLACKSMITH,
SkillStatusChangeTable[skill_get_index(SL_HUNTER)] = (sc_type)MAPID_HUNTER,
SkillStatusChangeTable[skill_get_index(SL_SOULLINKER)] = (sc_type)MAPID_SOUL_LINKER,
/* Status that don't have a skill associated */
StatusIconChangeTable[SC_WEIGHT50] = EFST_WEIGHTOVER50;
StatusIconChangeTable[SC_WEIGHT90] = EFST_WEIGHTOVER90;
StatusIconChangeTable[SC_ASPDPOTION0] = EFST_ATTHASTE_POTION1;
StatusIconChangeTable[SC_ASPDPOTION1] = EFST_ATTHASTE_POTION2;
StatusIconChangeTable[SC_ASPDPOTION2] = EFST_ATTHASTE_POTION3;
StatusIconChangeTable[SC_ASPDPOTION3] = EFST_ATTHASTE_INFINITY;
StatusIconChangeTable[SC_SPEEDUP0] = EFST_MOVHASTE_HORSE;
StatusIconChangeTable[SC_SPEEDUP1] = EFST_MOVHASTE_POTION;
StatusIconChangeTable[SC_CHASEWALK2] = EFST_CHASEWALK2;
StatusIconChangeTable[SC_MIRACLE] = EFST_SOULLINK;
StatusIconChangeTable[SC_INTRAVISION] = EFST_CLAIRVOYANCE;
StatusIconChangeTable[SC_STRFOOD] = EFST_FOOD_STR;
StatusIconChangeTable[SC_AGIFOOD] = EFST_FOOD_AGI;
StatusIconChangeTable[SC_VITFOOD] = EFST_FOOD_VIT;
StatusIconChangeTable[SC_INTFOOD] = EFST_FOOD_INT;
StatusIconChangeTable[SC_DEXFOOD] = EFST_FOOD_DEX;
StatusIconChangeTable[SC_LUKFOOD] = EFST_FOOD_LUK;
StatusIconChangeTable[SC_FLEEFOOD] = EFST_FOOD_BASICAVOIDANCE;
StatusIconChangeTable[SC_HITFOOD] = EFST_FOOD_BASICHIT;
StatusIconChangeTable[SC_CRIFOOD] = EFST_FOOD_CRITICALSUCCESSVALUE;
StatusIconChangeTable[SC_MANU_ATK] = EFST_MANU_ATK;
StatusIconChangeTable[SC_MANU_DEF] = EFST_MANU_DEF;
StatusIconChangeTable[SC_SPL_ATK] = EFST_SPL_ATK;
StatusIconChangeTable[SC_SPL_DEF] = EFST_SPL_DEF;
StatusIconChangeTable[SC_MANU_MATK] = EFST_MANU_MATK;
StatusIconChangeTable[SC_SPL_MATK] = EFST_SPL_MATK;
StatusIconChangeTable[SC_ATKPOTION] = EFST_PLUSATTACKPOWER;
StatusIconChangeTable[SC_MATKPOTION] = EFST_PLUSMAGICPOWER;
/* Cash Items */
StatusIconChangeTable[SC_FOOD_STR_CASH] = EFST_FOOD_STR_CASH;
StatusIconChangeTable[SC_FOOD_AGI_CASH] = EFST_FOOD_AGI_CASH;
StatusIconChangeTable[SC_FOOD_VIT_CASH] = EFST_FOOD_VIT_CASH;
StatusIconChangeTable[SC_FOOD_DEX_CASH] = EFST_FOOD_DEX_CASH;
StatusIconChangeTable[SC_FOOD_INT_CASH] = EFST_FOOD_INT_CASH;
StatusIconChangeTable[SC_FOOD_LUK_CASH] = EFST_FOOD_LUK_CASH;
StatusIconChangeTable[SC_EXPBOOST] = EFST_CASH_PLUSEXP;
StatusIconChangeTable[SC_ITEMBOOST] = EFST_CASH_RECEIVEITEM;
StatusIconChangeTable[SC_JEXPBOOST] = EFST_CASH_PLUSONLYJOBEXP;
StatusIconChangeTable[SC_LIFEINSURANCE] = EFST_CASH_DEATHPENALTY;
StatusIconChangeTable[SC_BOSSMAPINFO] = EFST_CASH_BOSS_ALARM;
StatusIconChangeTable[SC_DEF_RATE] = EFST_PROTECT_DEF;
StatusIconChangeTable[SC_MDEF_RATE] = EFST_PROTECT_MDEF;
StatusIconChangeTable[SC_INCCRI] = EFST_CRITICALPERCENT;
StatusIconChangeTable[SC_INCFLEE2] = EFST_PLUSAVOIDVALUE;
StatusIconChangeTable[SC_INCHEALRATE] = EFST_HEALPLUS;
StatusIconChangeTable[SC_S_LIFEPOTION] = EFST_S_LIFEPOTION;
StatusIconChangeTable[SC_L_LIFEPOTION] = EFST_L_LIFEPOTION;
StatusIconChangeTable[SC_SPCOST_RATE] = EFST_ATKER_BLOOD;
StatusIconChangeTable[SC_COMMONSC_RESIST] = EFST_TARGET_BLOOD;
StatusIconChangeTable[SC_ATTHASTE_CASH] = EFST_ATTHASTE_CASH;
/* Mercenary Bonus Effects */
StatusIconChangeTable[SC_MERC_FLEEUP] = EFST_MER_FLEE;
StatusIconChangeTable[SC_MERC_ATKUP] = EFST_MER_ATK;
StatusIconChangeTable[SC_MERC_HPUP] = EFST_MER_HP;
StatusIconChangeTable[SC_MERC_SPUP] = EFST_MER_SP;
StatusIconChangeTable[SC_MERC_HITUP] = EFST_MER_HIT;
/* Warlock Spheres */
StatusIconChangeTable[SC_SPHERE_1] = EFST_SUMMON1;
StatusIconChangeTable[SC_SPHERE_2] = EFST_SUMMON2;
StatusIconChangeTable[SC_SPHERE_3] = EFST_SUMMON3;
StatusIconChangeTable[SC_SPHERE_4] = EFST_SUMMON4;
StatusIconChangeTable[SC_SPHERE_5] = EFST_SUMMON5;
/* Warlock Preserved spells */
StatusIconChangeTable[SC_SPELLBOOK1] = EFST_SPELLBOOK1;
StatusIconChangeTable[SC_SPELLBOOK2] = EFST_SPELLBOOK2;
StatusIconChangeTable[SC_SPELLBOOK3] = EFST_SPELLBOOK3;
StatusIconChangeTable[SC_SPELLBOOK4] = EFST_SPELLBOOK4;
StatusIconChangeTable[SC_SPELLBOOK5] = EFST_SPELLBOOK5;
StatusIconChangeTable[SC_SPELLBOOK6] = EFST_SPELLBOOK6;
StatusIconChangeTable[SC_MAXSPELLBOOK] = EFST_SPELLBOOK7;
StatusIconChangeTable[SC_FREEZE_SP] = EFST_FREEZE_SP;
StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = EFST_NEUTRALBARRIER_MASTER;
StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = EFST_STEALTHFIELD_MASTER;
StatusIconChangeTable[SC_OVERHEAT] = EFST_OVERHEAT;
StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = EFST_OVERHEAT_LIMITPOINT;
StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = EFST_HALLUCINATIONWALK_POSTDELAY;
StatusIconChangeTable[SC_TOXIN] = EFST_TOXIN;
StatusIconChangeTable[SC_PARALYSE] = EFST_PARALYSE;
StatusIconChangeTable[SC_VENOMBLEED] = EFST_VENOMBLEED;
StatusIconChangeTable[SC_MAGICMUSHROOM] = EFST_MAGICMUSHROOM;
StatusIconChangeTable[SC_DEATHHURT] = EFST_DEATHHURT;
StatusIconChangeTable[SC_PYREXIA] = EFST_PYREXIA;
StatusIconChangeTable[SC_OBLIVIONCURSE] = EFST_OBLIVIONCURSE;
StatusIconChangeTable[SC_LEECHESEND] = EFST_LEECHESEND;
StatusIconChangeTable[SC_BANDING_DEFENCE] = EFST_BANDING_DEFENCE;
StatusIconChangeTable[SC_SHIELDSPELL_DEF] = EFST_SHIELDSPELL_DEF;
StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = EFST_SHIELDSPELL_MDEF;
StatusIconChangeTable[SC_SHIELDSPELL_REF] = EFST_SHIELDSPELL_REF;
StatusIconChangeTable[SC_GLOOMYDAY_SK] = EFST_GLOOMYDAY;
StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = EFST_CURSEDCIRCLE_ATKER;
StatusIconChangeTable[SC__BLOODYLUST] = EFST_BLOODYLUST;
StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = EFST_MYSTERIOUS_POWDER;
StatusIconChangeTable[SC_MELON_BOMB] = EFST_MELON_BOMB;
StatusIconChangeTable[SC_BANANA_BOMB] = EFST_BANANA_BOMB;
StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = EFST_BANANA_BOMB_SITDOWN_POSTDELAY;
StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = EFST_PROMOTE_HEALTH_RESERCH;
StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = EFST_ENERGY_DRINK_RESERCH;
/* Genetics New Food Items Status Icons */
StatusIconChangeTable[SC_SAVAGE_STEAK] = EFST_SAVAGE_STEAK;
StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = EFST_COCKTAIL_WARG_BLOOD;
StatusIconChangeTable[SC_MINOR_BBQ] = EFST_MINOR_BBQ;
StatusIconChangeTable[SC_SIROMA_ICE_TEA] = EFST_SIROMA_ICE_TEA;
StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = EFST_DROCERA_HERB_STEAMED;
StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = EFST_PUTTI_TAILS_NOODLES;
StatusIconChangeTable[SC_STOMACHACHE] = EFST_STOMACHACHE;
StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = EFST_EXTRACT_WHITE_POTION_Z;
StatusIconChangeTable[SC_VITATA_500] = EFST_VITATA_500;
StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = EFST_EXTRACT_SALAMINE_JUICE;
StatusIconChangeTable[SC_BOOST500] = EFST_BOOST500;
StatusIconChangeTable[SC_FULL_SWING_K] = EFST_FULL_SWING_K;
StatusIconChangeTable[SC_MANA_PLUS] = EFST_MANA_PLUS;
StatusIconChangeTable[SC_MUSTLE_M] = EFST_MUSTLE_M;
StatusIconChangeTable[SC_LIFE_FORCE_F] = EFST_LIFE_FORCE_F;
/* Elemental Spirit's 'side' status change icons */
StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = EFST_CIRCLE_OF_FIRE;
StatusIconChangeTable[SC_FIRE_CLOAK] = EFST_FIRE_CLOAK;
StatusIconChangeTable[SC_WATER_SCREEN] = EFST_WATER_SCREEN;
StatusIconChangeTable[SC_WATER_DROP] = EFST_WATER_DROP;
StatusIconChangeTable[SC_WIND_STEP] = EFST_WIND_STEP;
StatusIconChangeTable[SC_WIND_CURTAIN] = EFST_WIND_CURTAIN;
StatusIconChangeTable[SC_SOLID_SKIN] = EFST_SOLID_SKIN;
StatusIconChangeTable[SC_STONE_SHIELD] = EFST_STONE_SHIELD;
StatusIconChangeTable[SC_PYROTECHNIC] = EFST_PYROTECHNIC;
StatusIconChangeTable[SC_HEATER] = EFST_HEATER;
StatusIconChangeTable[SC_TROPIC] = EFST_TROPIC;
StatusIconChangeTable[SC_AQUAPLAY] = EFST_AQUAPLAY;
StatusIconChangeTable[SC_COOLER] = EFST_COOLER;
StatusIconChangeTable[SC_CHILLY_AIR] = EFST_CHILLY_AIR;
StatusIconChangeTable[SC_GUST] = EFST_GUST;
StatusIconChangeTable[SC_BLAST] = EFST_BLAST;
StatusIconChangeTable[SC_WILD_STORM] = EFST_WILD_STORM;
StatusIconChangeTable[SC_PETROLOGY] = EFST_PETROLOGY;
StatusIconChangeTable[SC_CURSED_SOIL] = EFST_CURSED_SOIL;
StatusIconChangeTable[SC_UPHEAVAL] = EFST_UPHEAVAL;
StatusIconChangeTable[SC_REBOUND] = EFST_REBOUND;
StatusIconChangeTable[SC_DEFSET] = EFST_SET_NUM_DEF;
StatusIconChangeTable[SC_MDEFSET] = EFST_SET_NUM_MDEF;
StatusIconChangeTable[SC_MONSTER_TRANSFORM] = EFST_MONSTER_TRANSFORM;
StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = EFST_ACTIVE_MONSTER_TRANSFORM;
StatusIconChangeTable[SC_ALL_RIDING] = EFST_ALL_RIDING;
StatusIconChangeTable[SC_PUSH_CART] = EFST_ON_PUSH_CART;
StatusIconChangeTable[SC_MTF_ASPD] = EFST_MTF_ASPD;
StatusIconChangeTable[SC_MTF_RANGEATK] = EFST_MTF_RANGEATK;
StatusIconChangeTable[SC_MTF_MATK] = EFST_MTF_MATK;
StatusIconChangeTable[SC_MTF_MLEATKED] = EFST_MTF_MLEATKED;
StatusIconChangeTable[SC_MTF_CRIDAMAGE] = EFST_MTF_CRIDAMAGE;
StatusIconChangeTable[SC_QD_SHOT_READY] = EFST_E_QD_SHOT_READY;
StatusIconChangeTable[SC_QUEST_BUFF1] = EFST_QUEST_BUFF1;
StatusIconChangeTable[SC_QUEST_BUFF2] = EFST_QUEST_BUFF2;
StatusIconChangeTable[SC_QUEST_BUFF3] = EFST_QUEST_BUFF3;
StatusIconChangeTable[SC_MTF_ASPD2] = EFST_MTF_ASPD2;
StatusIconChangeTable[SC_MTF_RANGEATK2] = EFST_MTF_RANGEATK2;
StatusIconChangeTable[SC_MTF_MATK2] = EFST_MTF_MATK2;
StatusIconChangeTable[SC_2011RWC_SCROLL] = EFST_2011RWC_SCROLL;
StatusIconChangeTable[SC_JP_EVENT04] = EFST_JP_EVENT04;
StatusIconChangeTable[SC_MTF_HITFLEE] = EFST_MTF_HITFLEE;
StatusIconChangeTable[SC_MTF_MHP] = EFST_MTF_MHP;
StatusIconChangeTable[SC_MTF_MSP] = EFST_MTF_MSP;
StatusIconChangeTable[SC_MTF_PUMPKIN] = EFST_MTF_PUMPKIN;
StatusIconChangeTable[SC_NORECOVER_STATE] = EFST_HANDICAPSTATE_NORECOVER;
StatusIconChangeTable[SC_GVG_GIANT] = EFST_GVG_GIANT;
StatusIconChangeTable[SC_GVG_GOLEM] = EFST_GVG_GOLEM;
StatusIconChangeTable[SC_GVG_STUN] = EFST_GVG_STUN;
StatusIconChangeTable[SC_GVG_STONE] = EFST_GVG_STONE;
StatusIconChangeTable[SC_GVG_FREEZ] = EFST_GVG_FREEZ;
StatusIconChangeTable[SC_GVG_SLEEP] = EFST_GVG_SLEEP;
StatusIconChangeTable[SC_GVG_CURSE] = EFST_GVG_CURSE;
StatusIconChangeTable[SC_GVG_SILENCE] = EFST_GVG_SILENCE;
StatusIconChangeTable[SC_GVG_BLIND] = EFST_GVG_BLIND;
StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = EFST_RESIST_PROPERTY_WATER;
StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = EFST_RESIST_PROPERTY_GROUND;
StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = EFST_RESIST_PROPERTY_FIRE;
StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = EFST_RESIST_PROPERTY_WIND;
// Costumes
StatusIconChangeTable[SC_MOONSTAR] = EFST_MOONSTAR;
StatusIconChangeTable[SC_SUPER_STAR] = EFST_SUPER_STAR;
StatusIconChangeTable[SC_STRANGELIGHTS] = EFST_STRANGELIGHTS;
StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = EFST_DECORATION_OF_MUSIC;
StatusIconChangeTable[SC_LJOSALFAR] = EFST_LJOSALFAR;
StatusIconChangeTable[SC_MERMAID_LONGING] = EFST_MERMAID_LONGING;
StatusIconChangeTable[SC_HAT_EFFECT] = EFST_HAT_EFFECT;
StatusIconChangeTable[SC_FLOWERSMOKE] = EFST_FLOWERSMOKE;
StatusIconChangeTable[SC_FSTONE] = EFST_FSTONE;
StatusIconChangeTable[SC_HAPPINESS_STAR] = EFST_HAPPINESS_STAR;
StatusIconChangeTable[SC_MAPLE_FALLS] = EFST_MAPLE_FALLS;
StatusIconChangeTable[SC_TIME_ACCESSORY] = EFST_TIME_ACCESSORY;
StatusIconChangeTable[SC_MAGICAL_FEATHER] = EFST_MAGICAL_FEATHER;
/* Summoners status icons */
StatusIconChangeTable[SC_SPRITEMABLE] = EFST_SPRITEMABLE;
StatusIconChangeTable[SC_DORAM_BUF_01] = EFST_DORAM_BUF_01;
StatusIconChangeTable[SC_DORAM_BUF_02] = EFST_DORAM_BUF_02;
// Item Reuse Limits
StatusIconChangeTable[SC_REUSE_REFRESH] = EFST_REUSE_REFRESH;
StatusIconChangeTable[SC_REUSE_LIMIT_A] = EFST_REUSE_LIMIT_A;
StatusIconChangeTable[SC_REUSE_LIMIT_B] = EFST_REUSE_LIMIT_B;
StatusIconChangeTable[SC_REUSE_LIMIT_C] = EFST_REUSE_LIMIT_C;
StatusIconChangeTable[SC_REUSE_LIMIT_D] = EFST_REUSE_LIMIT_D;
StatusIconChangeTable[SC_REUSE_LIMIT_E] = EFST_REUSE_LIMIT_E;
StatusIconChangeTable[SC_REUSE_LIMIT_F] = EFST_REUSE_LIMIT_F;
StatusIconChangeTable[SC_REUSE_LIMIT_G] = EFST_REUSE_LIMIT_G;
StatusIconChangeTable[SC_REUSE_LIMIT_H] = EFST_REUSE_LIMIT_H;
StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = EFST_REUSE_LIMIT_MTF;
StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = EFST_REUSE_LIMIT_ECL;
StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = EFST_REUSE_LIMIT_RECALL;
StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = EFST_REUSE_LIMIT_ASPD_POTION;
StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = EFST_REUSE_MILLENNIUMSHIELD;
StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = EFST_REUSE_CRUSHSTRIKE;
StatusIconChangeTable[SC_REUSE_STORMBLAST] = EFST_REUSE_STORMBLAST;
StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = EFST_ALL_RIDING_REUSE_LIMIT;
// Clan System
StatusIconChangeTable[SC_CLAN_INFO] = EFST_CLAN_INFO;
StatusIconChangeTable[SC_SWORDCLAN] = EFST_SWORDCLAN;
StatusIconChangeTable[SC_ARCWANDCLAN] = EFST_ARCWANDCLAN;
StatusIconChangeTable[SC_GOLDENMACECLAN] = EFST_GOLDENMACECLAN;
StatusIconChangeTable[SC_CROSSBOWCLAN] = EFST_CROSSBOWCLAN;
StatusIconChangeTable[SC_JUMPINGCLAN] = EFST_JUMPINGCLAN;
// Geffen Magic Tournament Buffs
StatusIconChangeTable[SC_GEFFEN_MAGIC1] = EFST_GEFFEN_MAGIC1;
StatusIconChangeTable[SC_GEFFEN_MAGIC2] = EFST_GEFFEN_MAGIC2;
StatusIconChangeTable[SC_GEFFEN_MAGIC3] = EFST_GEFFEN_MAGIC3;
// RODEX
StatusIconChangeTable[SC_DAILYSENDMAILCNT] = EFST_DAILYSENDMAILCNT;
StatusIconChangeTable[SC_DRESSUP] = EFST_DRESS_UP;
// Old Glast Heim
StatusIconChangeTable[SC_GLASTHEIM_ATK] = EFST_GLASTHEIM_ATK;
StatusIconChangeTable[SC_GLASTHEIM_DEF] = EFST_GLASTHEIM_DEF;
StatusIconChangeTable[SC_GLASTHEIM_HEAL] = EFST_GLASTHEIM_HEAL;
StatusIconChangeTable[SC_GLASTHEIM_HIDDEN] = EFST_GLASTHEIM_HIDDEN;
StatusIconChangeTable[SC_GLASTHEIM_STATE] = EFST_GLASTHEIM_STATE;
StatusIconChangeTable[SC_GLASTHEIM_ITEMDEF] = EFST_GLASTHEIM_ITEMDEF;
StatusIconChangeTable[SC_GLASTHEIM_HPSP] = EFST_GLASTHEIM_HPSP;
// Nightmare Biolab
StatusIconChangeTable[SC_LHZ_DUN_N1] = EFST_LHZ_DUN_N1;
StatusIconChangeTable[SC_LHZ_DUN_N2] = EFST_LHZ_DUN_N2;
StatusIconChangeTable[SC_LHZ_DUN_N3] = EFST_LHZ_DUN_N3;
StatusIconChangeTable[SC_LHZ_DUN_N4] = EFST_LHZ_DUN_N4;
StatusIconChangeTable[SC_ANCILLA] = EFST_ANCILLA;
/* Other SC which are not necessarily associated to skills */
StatusChangeFlagTable[SC_ASPDPOTION0] |= SCB_ASPD;
StatusChangeFlagTable[SC_ASPDPOTION1] |= SCB_ASPD;
StatusChangeFlagTable[SC_ASPDPOTION2] |= SCB_ASPD;
StatusChangeFlagTable[SC_ASPDPOTION3] |= SCB_ASPD;
StatusChangeFlagTable[SC_SPEEDUP0] |= SCB_SPEED;
StatusChangeFlagTable[SC_SPEEDUP1] |= SCB_SPEED;
StatusChangeFlagTable[SC_ATKPOTION] |= SCB_BATK;
StatusChangeFlagTable[SC_MATKPOTION] |= SCB_MATK;
StatusChangeFlagTable[SC_INCALLSTATUS] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
StatusChangeFlagTable[SC_INCSTR] |= SCB_STR;
StatusChangeFlagTable[SC_INCAGI] |= SCB_AGI;
StatusChangeFlagTable[SC_INCVIT] |= SCB_VIT;
StatusChangeFlagTable[SC_INCINT] |= SCB_INT;
StatusChangeFlagTable[SC_INCDEX] |= SCB_DEX;
StatusChangeFlagTable[SC_INCLUK] |= SCB_LUK;
StatusChangeFlagTable[SC_INCHIT] |= SCB_HIT;
StatusChangeFlagTable[SC_INCHITRATE] |= SCB_HIT;
StatusChangeFlagTable[SC_INCFLEE] |= SCB_FLEE;
StatusChangeFlagTable[SC_INCFLEERATE] |= SCB_FLEE;
StatusChangeFlagTable[SC_INCCRI] |= SCB_CRI;
StatusChangeFlagTable[SC_INCASPDRATE] |= SCB_ASPD;
StatusChangeFlagTable[SC_INCFLEE2] |= SCB_FLEE2;
StatusChangeFlagTable[SC_INCMHPRATE] |= SCB_MAXHP;
StatusChangeFlagTable[SC_INCMSPRATE] |= SCB_MAXSP;
StatusChangeFlagTable[SC_INCMHP] |= SCB_MAXHP;
StatusChangeFlagTable[SC_INCMSP] |= SCB_MAXSP;
StatusChangeFlagTable[SC_INCATKRATE] |= SCB_BATK|SCB_WATK;
StatusChangeFlagTable[SC_INCMATKRATE] |= SCB_MATK;
StatusChangeFlagTable[SC_INCDEFRATE] |= SCB_DEF;
StatusChangeFlagTable[SC_STRFOOD] |= SCB_STR;
StatusChangeFlagTable[SC_AGIFOOD] |= SCB_AGI;
StatusChangeFlagTable[SC_VITFOOD] |= SCB_VIT;
StatusChangeFlagTable[SC_INTFOOD] |= SCB_INT;
StatusChangeFlagTable[SC_DEXFOOD] |= SCB_DEX;
StatusChangeFlagTable[SC_LUKFOOD] |= SCB_LUK;
StatusChangeFlagTable[SC_FLEEFOOD] |= SCB_FLEE;
StatusChangeFlagTable[SC_HITFOOD] |= SCB_HIT;
StatusChangeFlagTable[SC_CRIFOOD] |= SCB_CRI;
StatusChangeFlagTable[SC_BATKFOOD] |= SCB_BATK;
StatusChangeFlagTable[SC_WATKFOOD] |= SCB_WATK;
StatusChangeFlagTable[SC_MATKFOOD] |= SCB_MATK;
StatusChangeFlagTable[SC_ARMOR_ELEMENT_WATER] |= SCB_ALL;
StatusChangeFlagTable[SC_ARMOR_ELEMENT_EARTH] |= SCB_ALL;
StatusChangeFlagTable[SC_ARMOR_ELEMENT_FIRE] |= SCB_ALL;
StatusChangeFlagTable[SC_ARMOR_ELEMENT_WIND] |= SCB_ALL;
StatusChangeFlagTable[SC_ARMOR_RESIST] |= SCB_ALL;
StatusChangeFlagTable[SC_SPCOST_RATE] |= SCB_ALL;
StatusChangeFlagTable[SC_WALKSPEED] |= SCB_SPEED;
StatusChangeFlagTable[SC_ITEMSCRIPT] |= SCB_ALL;
StatusChangeFlagTable[SC_SLOWDOWN] |= SCB_SPEED;
StatusChangeFlagTable[SC_CHASEWALK2] |= SCB_STR;
StatusChangeFlagTable[SC_GEFFEN_MAGIC1] |= SCB_ALL;
StatusChangeFlagTable[SC_GEFFEN_MAGIC2] |= SCB_ALL;
StatusChangeFlagTable[SC_GEFFEN_MAGIC3] |= SCB_ALL;
/* Cash Items */
StatusChangeFlagTable[SC_FOOD_STR_CASH] |= SCB_STR;
StatusChangeFlagTable[SC_FOOD_AGI_CASH] |= SCB_AGI;
StatusChangeFlagTable[SC_FOOD_VIT_CASH] |= SCB_VIT;
StatusChangeFlagTable[SC_FOOD_DEX_CASH] |= SCB_DEX;
StatusChangeFlagTable[SC_FOOD_INT_CASH] |= SCB_INT;
StatusChangeFlagTable[SC_FOOD_LUK_CASH] |= SCB_LUK;
StatusChangeFlagTable[SC_ATTHASTE_CASH] |= SCB_ASPD;
/* Mercenary Bonus Effects */
StatusChangeFlagTable[SC_MERC_FLEEUP] |= SCB_FLEE;
StatusChangeFlagTable[SC_MERC_ATKUP] |= SCB_WATK;
StatusChangeFlagTable[SC_MERC_HPUP] |= SCB_MAXHP;
StatusChangeFlagTable[SC_MERC_SPUP] |= SCB_MAXSP;
StatusChangeFlagTable[SC_MERC_HITUP] |= SCB_HIT;
StatusChangeFlagTable[SC_HALLUCINATIONWALK_POSTDELAY] |= SCB_SPEED|SCB_ASPD;
StatusChangeFlagTable[SC_PARALYSE] |= SCB_FLEE|SCB_SPEED|SCB_ASPD;
StatusChangeFlagTable[SC_DEATHHURT] |= SCB_REGEN;
StatusChangeFlagTable[SC_VENOMBLEED] |= SCB_MAXHP;
StatusChangeFlagTable[SC_MAGICMUSHROOM] |= SCB_REGEN;
StatusChangeFlagTable[SC_PYREXIA] |= SCB_HIT|SCB_FLEE;
StatusChangeFlagTable[SC_OBLIVIONCURSE] |= SCB_REGEN;
StatusChangeFlagTable[SC_BANDING_DEFENCE] |= SCB_SPEED;
StatusChangeFlagTable[SC_SHIELDSPELL_DEF] |= SCB_WATK;
StatusChangeFlagTable[SC_SHIELDSPELL_REF] |= SCB_DEF;
StatusChangeFlagTable[SC_STOMACHACHE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
StatusChangeFlagTable[SC_MYSTERIOUS_POWDER] |= SCB_MAXHP;
StatusChangeFlagTable[SC_MELON_BOMB] |= SCB_SPEED|SCB_ASPD;
StatusChangeFlagTable[SC_BANANA_BOMB] |= SCB_LUK;
StatusChangeFlagTable[SC_PROMOTE_HEALTH_RESERCH] |= SCB_MAXHP;
StatusChangeFlagTable[SC_ENERGY_DRINK_RESERCH] |= SCB_MAXSP;
StatusChangeFlagTable[SC_SAVAGE_STEAK] |= SCB_STR;
StatusChangeFlagTable[SC_COCKTAIL_WARG_BLOOD] |= SCB_INT;
StatusChangeFlagTable[SC_MINOR_BBQ] |= SCB_VIT;
StatusChangeFlagTable[SC_SIROMA_ICE_TEA] |= SCB_DEX;
StatusChangeFlagTable[SC_DROCERA_HERB_STEAMED] |= SCB_AGI;
StatusChangeFlagTable[SC_PUTTI_TAILS_NOODLES] |= SCB_LUK;
StatusChangeFlagTable[SC_BOOST500] |= SCB_ASPD;
StatusChangeFlagTable[SC_FULL_SWING_K] |= SCB_BATK;
StatusChangeFlagTable[SC_MANA_PLUS] |= SCB_MATK;
StatusChangeFlagTable[SC_MUSTLE_M] |= SCB_MAXHP;
StatusChangeFlagTable[SC_LIFE_FORCE_F] |= SCB_MAXSP;
StatusChangeFlagTable[SC_EXTRACT_WHITE_POTION_Z] |= SCB_REGEN;
StatusChangeFlagTable[SC_VITATA_500] |= SCB_REGEN|SCB_MAXSP;
StatusChangeFlagTable[SC_EXTRACT_SALAMINE_JUICE] |= SCB_ASPD;
StatusChangeFlagTable[SC_REBOUND] |= SCB_SPEED|SCB_REGEN;
StatusChangeFlagTable[SC_DEFSET] |= SCB_DEF|SCB_DEF2;
StatusChangeFlagTable[SC_MDEFSET] |= SCB_MDEF|SCB_MDEF2;
StatusChangeFlagTable[SC_WEDDING] |= SCB_SPEED;
StatusChangeFlagTable[SC_ALL_RIDING] |= SCB_SPEED;
StatusChangeFlagTable[SC_PUSH_CART] |= SCB_SPEED;
StatusChangeFlagTable[SC_MTF_ASPD] |= SCB_ASPD|SCB_HIT;
StatusChangeFlagTable[SC_MTF_MATK] |= SCB_MATK;
StatusChangeFlagTable[SC_MTF_MLEATKED] |= SCB_ALL;
StatusChangeFlagTable[SC_MTF_CRIDAMAGE] |= SCB_ALL;
StatusChangeFlagTable[SC_QUEST_BUFF1] |= SCB_BATK|SCB_MATK;
StatusChangeFlagTable[SC_QUEST_BUFF2] |= SCB_BATK|SCB_MATK;
StatusChangeFlagTable[SC_QUEST_BUFF3] |= SCB_BATK|SCB_MATK;
StatusChangeFlagTable[SC_MTF_ASPD2] |= SCB_ASPD|SCB_HIT;
StatusChangeFlagTable[SC_MTF_MATK2] |= SCB_MATK;
StatusChangeFlagTable[SC_2011RWC_SCROLL] |= SCB_BATK|SCB_MATK|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
StatusChangeFlagTable[SC_MTF_HITFLEE] |= SCB_HIT|SCB_FLEE;
StatusChangeFlagTable[SC_MTF_MHP] |= SCB_MAXHP;
StatusChangeFlagTable[SC_MTF_MSP] |= SCB_MAXSP;
// Costumes
StatusChangeFlagTable[SC_MOONSTAR] |= SCB_NONE;
StatusChangeFlagTable[SC_SUPER_STAR] |= SCB_NONE;
StatusChangeFlagTable[SC_STRANGELIGHTS] |= SCB_NONE;
StatusChangeFlagTable[SC_DECORATION_OF_MUSIC] |= SCB_NONE;
StatusChangeFlagTable[SC_LJOSALFAR] |= SCB_NONE;
StatusChangeFlagTable[SC_MERMAID_LONGING] |= SCB_NONE;
StatusChangeFlagTable[SC_HAT_EFFECT] |= SCB_NONE;
StatusChangeFlagTable[SC_FLOWERSMOKE] |= SCB_NONE;
StatusChangeFlagTable[SC_FSTONE] |= SCB_NONE;
StatusChangeFlagTable[SC_HAPPINESS_STAR] |= SCB_NONE;
StatusChangeFlagTable[SC_MAPLE_FALLS] |= SCB_NONE;
StatusChangeFlagTable[SC_TIME_ACCESSORY] |= SCB_NONE;
StatusChangeFlagTable[SC_MAGICAL_FEATHER] |= SCB_NONE;
// Clan System
StatusChangeFlagTable[SC_CLAN_INFO] |= SCB_NONE;
StatusChangeFlagTable[SC_SWORDCLAN] |= SCB_STR|SCB_VIT|SCB_MAXHP|SCB_MAXSP;
StatusChangeFlagTable[SC_ARCWANDCLAN] |= SCB_INT|SCB_DEX|SCB_MAXHP|SCB_MAXSP;
StatusChangeFlagTable[SC_GOLDENMACECLAN] |= SCB_LUK|SCB_INT|SCB_MAXHP|SCB_MAXSP;
StatusChangeFlagTable[SC_CROSSBOWCLAN] |= SCB_DEX|SCB_AGI|SCB_MAXHP|SCB_MAXSP;
StatusChangeFlagTable[SC_JUMPINGCLAN] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK;
// RODEX
StatusChangeFlagTable[SC_DAILYSENDMAILCNT] |= SCB_NONE;
// Old Glast Heim
StatusChangeFlagTable[SC_GLASTHEIM_ATK] |= SCB_ALL;
StatusChangeFlagTable[SC_GLASTHEIM_STATE] |= SCB_STR|SCB_AGI|SCB_VIT|SCB_DEX|SCB_INT|SCB_LUK;
StatusChangeFlagTable[SC_GLASTHEIM_ITEMDEF] |= SCB_DEF|SCB_MDEF;
StatusChangeFlagTable[SC_GLASTHEIM_HPSP] |= SCB_MAXHP|SCB_MAXSP;
// Summoner
StatusChangeFlagTable[SC_DORAM_WALKSPEED] |= SCB_SPEED;
StatusChangeFlagTable[SC_DORAM_MATK] |= SCB_MATK;
StatusChangeFlagTable[SC_DORAM_FLEE2] |= SCB_FLEE2;
StatusChangeFlagTable[SC_DORAM_BUF_01] |= SCB_REGEN;
StatusChangeFlagTable[SC_DORAM_BUF_02] |= SCB_REGEN;
#ifdef RENEWAL
// renewal EDP increases your weapon atk
StatusChangeFlagTable[SC_EDP] |= SCB_WATK;
#endif
/* StatusDisplayType Table [Ind] */
StatusDisplayType[SC_ALL_RIDING] = BL_PC;
StatusDisplayType[SC_PUSH_CART] = BL_PC;
StatusDisplayType[SC_SPHERE_1] = BL_PC;
StatusDisplayType[SC_SPHERE_2] = BL_PC;
StatusDisplayType[SC_SPHERE_3] = BL_PC;
StatusDisplayType[SC_SPHERE_4] = BL_PC;
StatusDisplayType[SC_SPHERE_5] = BL_PC;
StatusDisplayType[SC_CAMOUFLAGE] = BL_PC;
StatusDisplayType[SC_STEALTHFIELD] = BL_PC;
StatusDisplayType[SC_DUPLELIGHT] = BL_PC;
StatusDisplayType[SC_ORATIO] = BL_PC;
StatusDisplayType[SC_FREEZING] = BL_PC;
StatusDisplayType[SC_VENOMIMPRESS] = BL_PC;
StatusDisplayType[SC_HALLUCINATIONWALK] = BL_PC;
StatusDisplayType[SC_ROLLINGCUTTER] = BL_PC;
StatusDisplayType[SC_BANDING] = BL_PC;
StatusDisplayType[SC_CRYSTALIZE] = BL_PC;
StatusDisplayType[SC_DEEPSLEEP] = BL_PC;
StatusDisplayType[SC_CURSEDCIRCLE_ATKER] = BL_PC;
StatusDisplayType[SC_CURSEDCIRCLE_TARGET] = BL_PC;
StatusDisplayType[SC_NETHERWORLD] = BL_PC;
StatusDisplayType[SC_VOICEOFSIREN] = BL_PC;
StatusDisplayType[SC_BLOODSUCKER] = BL_PC;
StatusDisplayType[SC__SHADOWFORM] = BL_PC;
StatusDisplayType[SC__MANHOLE] = BL_PC;
StatusDisplayType[SC_JYUMONJIKIRI] = BL_PC;
StatusDisplayType[SC_AKAITSUKI] = BL_PC;
StatusDisplayType[SC_MONSTER_TRANSFORM] = BL_PC;
StatusDisplayType[SC_ACTIVE_MONSTER_TRANSFORM] = BL_PC;
StatusDisplayType[SC_DARKCROW] = BL_PC;
StatusDisplayType[SC_OFFERTORIUM] = BL_PC;
StatusDisplayType[SC_TELEKINESIS_INTENSE] = BL_PC;
StatusDisplayType[SC_UNLIMIT] = BL_PC;
StatusDisplayType[SC_ILLUSIONDOPING] = BL_PC;
StatusDisplayType[SC_C_MARKER] = BL_PC;
StatusDisplayType[SC_ANTI_M_BLAST] = BL_PC;
StatusDisplayType[SC_SPRITEMABLE] = BL_PC;
StatusDisplayType[SC_SV_ROOTTWIST] = BL_PC;
// Costumes
StatusDisplayType[SC_MOONSTAR] = BL_PC;
StatusDisplayType[SC_SUPER_STAR] = BL_PC;
StatusDisplayType[SC_STRANGELIGHTS] = BL_PC;
StatusDisplayType[SC_DECORATION_OF_MUSIC] = BL_PC;
StatusDisplayType[SC_LJOSALFAR] = BL_PC;
StatusDisplayType[SC_MERMAID_LONGING] = BL_PC;
StatusDisplayType[SC_HAT_EFFECT] = BL_PC;
StatusDisplayType[SC_FLOWERSMOKE] = BL_PC;
StatusDisplayType[SC_FSTONE] = BL_PC;
StatusDisplayType[SC_HAPPINESS_STAR] = BL_PC;
StatusDisplayType[SC_MAPLE_FALLS] = BL_PC;
StatusDisplayType[SC_TIME_ACCESSORY] = BL_PC;
StatusDisplayType[SC_MAGICAL_FEATHER] = BL_PC;
// Clans
StatusDisplayType[SC_CLAN_INFO] = BL_PC|BL_NPC;
StatusDisplayType[SC_DRESSUP] = BL_PC;
/* StatusChangeState (SCS_) NOMOVE */
StatusChangeStateTable[SC_ANKLE] |= SCS_NOMOVE;
StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NOMOVE;
StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOMOVE;
StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOMOVE;
StatusChangeStateTable[SC_BLADESTOP_WAIT] |= SCS_NOMOVE;
StatusChangeStateTable[SC_GOSPEL] |= SCS_NOMOVE|SCS_NOMOVECOND;
StatusChangeStateTable[SC_BASILICA] |= SCS_NOMOVE|SCS_NOMOVECOND;
StatusChangeStateTable[SC_STOP] |= SCS_NOMOVE;
StatusChangeStateTable[SC_CLOSECONFINE] |= SCS_NOMOVE;
StatusChangeStateTable[SC_CLOSECONFINE2] |= SCS_NOMOVE;
StatusChangeStateTable[SC_TINDER_BREAKER] |= SCS_NOMOVE;
StatusChangeStateTable[SC_TINDER_BREAKER2] |= SCS_NOMOVE;
StatusChangeStateTable[SC_MADNESSCANCEL] |= SCS_NOMOVE;
StatusChangeStateTable[SC_GRAVITATION] |= SCS_NOMOVE|SCS_NOMOVECOND;
StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOMOVE;
StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOMOVE;
StatusChangeStateTable[SC_ELECTRICSHOCKER] |= SCS_NOMOVE;
StatusChangeStateTable[SC_BITE] |= SCS_NOMOVE;
StatusChangeStateTable[SC_THORNSTRAP] |= SCS_NOMOVE;
StatusChangeStateTable[SC_MAGNETICFIELD] |= SCS_NOMOVE;
StatusChangeStateTable[SC__MANHOLE] |= SCS_NOMOVE;
StatusChangeStateTable[SC_CURSEDCIRCLE_ATKER] |= SCS_NOMOVE;
StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOMOVE;
StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOMOVE;
StatusChangeStateTable[SC_NETHERWORLD] |= SCS_NOMOVE;
StatusChangeStateTable[SC_CAMOUFLAGE] |= SCS_NOMOVE|SCS_NOMOVECOND;
StatusChangeStateTable[SC_MEIKYOUSISUI] |= SCS_NOMOVE;
StatusChangeStateTable[SC_KAGEHUMI] |= SCS_NOMOVE;
StatusChangeStateTable[SC_PARALYSIS] |= SCS_NOMOVE;
StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOMOVE;
StatusChangeStateTable[SC_VACUUM_EXTREME] |= SCS_NOMOVE;
StatusChangeStateTable[SC_SUHIDE] |= SCS_NOMOVE;
StatusChangeStateTable[SC_SV_ROOTTWIST] |= SCS_NOMOVE;
/* StatusChangeState (SCS_) NOPICKUPITEMS */
StatusChangeStateTable[SC_HIDING] |= SCS_NOPICKITEM;
StatusChangeStateTable[SC_CLOAKING] |= SCS_NOPICKITEM;
StatusChangeStateTable[SC_TRICKDEAD] |= SCS_NOPICKITEM;
StatusChangeStateTable[SC_BLADESTOP] |= SCS_NOPICKITEM;
StatusChangeStateTable[SC_CLOAKINGEXCEED] |= SCS_NOPICKITEM;
StatusChangeStateTable[SC__FEINTBOMB] |= SCS_NOPICKITEM;
StatusChangeStateTable[SC_NOCHAT] |= SCS_NOPICKITEM|SCS_NOPICKITEMCOND;
StatusChangeStateTable[SC_SUHIDE] |= SCS_NOPICKITEM;
/* StatusChangeState (SCS_) NODROPITEMS */
StatusChangeStateTable[SC_AUTOCOUNTER] |= SCS_NODROPITEM;
StatusChangeStateTable[SC_BLADESTOP] |= SCS_NODROPITEM;
StatusChangeStateTable[SC_NOCHAT] |= SCS_NODROPITEM|SCS_NODROPITEMCOND;
/* StatusChangeState (SCS_) NOCAST (skills) */
StatusChangeStateTable[SC_SILENCE] |= SCS_NOCAST;
StatusChangeStateTable[SC_STEELBODY] |= SCS_NOCAST;
StatusChangeStateTable[SC_BERSERK] |= SCS_NOCAST;
StatusChangeStateTable[SC__BLOODYLUST] |= SCS_NOCAST;
StatusChangeStateTable[SC_DEATHBOUND] |= SCS_NOCAST;
StatusChangeStateTable[SC_OBLIVIONCURSE] |= SCS_NOCAST;
StatusChangeStateTable[SC_WHITEIMPRISON] |= SCS_NOCAST;
StatusChangeStateTable[SC__SHADOWFORM] |= SCS_NOCAST;
StatusChangeStateTable[SC__INVISIBILITY] |= SCS_NOCAST;
StatusChangeStateTable[SC_CRYSTALIZE] |= SCS_NOCAST;
StatusChangeStateTable[SC__IGNORANCE] |= SCS_NOCAST;
StatusChangeStateTable[SC__MANHOLE] |= SCS_NOCAST;
StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST;
StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST;
StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST;
StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST;
/* StatusChangeState (SCS_) NOCHAT (skills) */
StatusChangeStateTable[SC_BERSERK] |= SCS_NOCHAT;
StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCHAT;
StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCHAT;
StatusChangeStateTable[SC_NOCHAT] |= SCS_NOCHAT|SCS_NOCHATCOND;
}
static void initDummyData(void)
{
memset(&dummy_status, 0, sizeof(dummy_status));
dummy_status.hp =
dummy_status.max_hp =
dummy_status.max_sp =
dummy_status.str =
dummy_status.agi =
dummy_status.vit =
dummy_status.int_ =
dummy_status.dex =
dummy_status.luk =
dummy_status.hit = 1;
dummy_status.speed = 2000;
dummy_status.adelay = 4000;
dummy_status.amotion = 2000;
dummy_status.dmotion = 2000;
dummy_status.ele_lv = 1; // Min elemental level.
dummy_status.mode = MD_CANMOVE;
}
/**
* For copying a status_data structure from b to a, without overwriting current Hp and Sp
* @param a: Status data structure to copy from
* @param b: Status data structure to copy to
*/
static inline void status_cpy(struct status_data* a, const struct status_data* b)
{
memcpy((void*)&a->max_hp, (const void*)&b->max_hp, sizeof(struct status_data)-(sizeof(a->hp)+sizeof(a->sp)));
}
/**
* Sets HP to a given value
* Will always succeed (overrides heal impediment statuses) but can't kill an object
* @param bl: Object whose HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
* @param hp: What the HP is to be set as
* @param flag: Used in case final value is higher than current
* Use 2 to display healing effect
* @return heal or zapped HP if valid
*/
int status_set_hp(struct block_list *bl, unsigned int hp, int flag)
{
struct status_data *status;
if (hp < 1)
return 0;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0;
if (hp > status->max_hp)
hp = status->max_hp;
if (hp == status->hp)
return 0;
if (hp > status->hp)
return status_heal(bl, hp - status->hp, 0, 1|flag);
return status_zap(bl, status->hp - hp, 0);
}
/**
* Sets Max HP to a given value
* @param bl: Object whose Max HP will be set [PC|MOB|HOM|MER|ELEM|NPC]
* @param maxhp: What the Max HP is to be set as
* @param flag: Used in case final value is higher than current
* Use 2 to display healing effect
* @return heal or zapped HP if valid
*/
int status_set_maxhp(struct block_list *bl, unsigned int maxhp, int flag)
{
struct status_data *status;
int64 heal;
if (maxhp < 1)
return 0;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0;
if (maxhp == status->max_hp)
return 0;
heal = maxhp - status->max_hp;
status->max_hp = maxhp;
if (heal > 0)
status_heal(bl, heal, 0, 1|flag);
else
status_zap(bl, -heal, 0);
return maxhp;
}
/**
* Sets SP to a given value
* @param bl: Object whose SP will be set [PC|HOM|MER|ELEM]
* @param sp: What the SP is to be set as
* @param flag: Used in case final value is higher than current
* Use 2 to display healing effect
* @return heal or zapped SP if valid
*/
int status_set_sp(struct block_list *bl, unsigned int sp, int flag)
{
struct status_data *status;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0;
if (sp > status->max_sp)
sp = status->max_sp;
if (sp == status->sp)
return 0;
if (sp > status->sp)
return status_heal(bl, 0, sp - status->sp, 1|flag);
return status_zap(bl, 0, status->sp - sp);
}
/**
* Sets Max SP to a given value
* @param bl: Object whose Max SP will be set [PC|HOM|MER|ELEM]
* @param maxsp: What the Max SP is to be set as
* @param flag: Used in case final value is higher than current
* Use 2 to display healing effect
* @return heal or zapped HP if valid
*/
int status_set_maxsp(struct block_list *bl, unsigned int maxsp, int flag)
{
struct status_data *status;
if (maxsp < 1)
return 0;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0;
if (maxsp == status->max_sp)
return 0;
if (maxsp > status->max_sp)
status_heal(bl, maxsp - status->max_sp, 0, 1|flag);
else
status_zap(bl, status->max_sp - maxsp, 0);
status->max_sp = maxsp;
return maxsp;
}
/**
* Takes HP/SP from an Object
* @param bl: Object who will have HP/SP taken [PC|MOB|HOM|MER|ELEM]
* @param hp: How much HP to charge
* @param sp: How much SP to charge
* @return hp+sp through status_damage()
* Note: HP/SP are integer values, not percentages. Values should be
* calculated either within function call or before
*/
int64 status_charge(struct block_list* bl, int64 hp, int64 sp)
{
if(!(bl->type&BL_CONSUME))
return (int)hp+sp; // Assume all was charged so there are no 'not enough' fails.
return status_damage(NULL, bl, hp, sp, 0, 3);
}
/**
* Inflicts damage on the target with the according walkdelay.
* @param src: Source object giving damage [PC|MOB|PET|HOM|MER|ELEM]
* @param target: Target of the damage
* @param dhp: How much damage to HP
* @param dsp: How much damage to SP
* @param walkdelay: Amount of time before object can walk again
* @param flag: Damage flag decides various options
* flag&1: Passive damage - Does not trigger cancelling status changes
* flag&2: Fail if there is not enough to subtract
* flag&4: Mob does not give EXP/Loot if killed
* flag&8: Used to damage SP of a dead character
* @return hp+sp
* Note: HP/SP are integer values, not percentages. Values should be
* calculated either within function call or before
*/
int status_damage(struct block_list *src,struct block_list *target,int64 dhp, int64 dsp, t_tick walkdelay, int flag)
{
struct status_data *status;
struct status_change *sc;
int hp = (int)cap_value(dhp,INT_MIN,INT_MAX);
int sp = (int)cap_value(dsp,INT_MIN,INT_MAX);
nullpo_ret(target);
if(sp && !(target->type&BL_CONSUME))
sp = 0; // Not a valid SP target.
if (hp < 0) { // Assume absorbed damage.
status_heal(target, -hp, 0, 1);
hp = 0;
}
if (sp < 0) {
status_heal(target, 0, -sp, 1);
sp = 0;
}
if (target->type == BL_SKILL) {
if (!src || src->type&battle_config.can_damage_skill)
return (int)skill_unit_ondamaged((struct skill_unit *)target, hp);
return 0;
}
status = status_get_status_data(target);
if(!status || status == &dummy_status )
return 0;
if ((unsigned int)hp >= status->hp) {
if (flag&2) return 0;
hp = status->hp;
}
if ((unsigned int)sp > status->sp) {
if (flag&2) return 0;
sp = status->sp;
}
if (!hp && !sp)
return 0;
if( !status->hp )
flag |= 8;
sc = status_get_sc(target);
if( hp && battle_config.invincible_nodamage && src && sc && sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
hp = 1;
if( hp && !(flag&1) ) {
if( sc ) {
struct status_change_entry *sce;
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(target, SC_STONE, INVALID_TIMER);
status_change_end(target, SC_FREEZE, INVALID_TIMER);
status_change_end(target, SC_SLEEP, INVALID_TIMER);
status_change_end(target, SC_WINKCHARM, INVALID_TIMER);
status_change_end(target, SC_CONFUSION, INVALID_TIMER);
status_change_end(target, SC_TRICKDEAD, INVALID_TIMER);
status_change_end(target, SC_HIDING, INVALID_TIMER);
status_change_end(target, SC_CLOAKING, INVALID_TIMER);
status_change_end(target, SC_CHASEWALK, INVALID_TIMER);
status_change_end(target, SC_CAMOUFLAGE, INVALID_TIMER);
status_change_end(target, SC_DEEPSLEEP, INVALID_TIMER);
status_change_end(target, SC_SUHIDE, INVALID_TIMER);
if ((sce=sc->data[SC_ENDURE]) && !sce->val4) {
/** [Skotlex]
* Endure count is only reduced by non-players on non-gvg maps.
* val4 signals infinite endure.
**/
if (src && src->type != BL_PC && !map_flag_gvg2(target->m) && !map_getmapflag(target->m, MF_BATTLEGROUND) && --(sce->val2) <= 0)
status_change_end(target, SC_ENDURE, INVALID_TIMER);
}
if ((sce=sc->data[SC_GRAVITATION]) && sce->val3 == BCT_SELF) {
struct skill_unit_group* sg = skill_id2group(sce->val4);
if (sg) {
skill_delunitgroup(sg);
sce->val4 = 0;
status_change_end(target, SC_GRAVITATION, INVALID_TIMER);
}
}
if(sc->data[SC_DANCING] && (unsigned int)hp > status->max_hp>>2)
status_change_end(target, SC_DANCING, INVALID_TIMER);
if(sc->data[SC_CLOAKINGEXCEED] && --(sc->data[SC_CLOAKINGEXCEED]->val2) <= 0)
status_change_end(target, SC_CLOAKINGEXCEED, INVALID_TIMER);
if(sc->data[SC_KAGEMUSYA] && --(sc->data[SC_KAGEMUSYA]->val3) <= 0)
status_change_end(target, SC_KAGEMUSYA, INVALID_TIMER);
}
if (target->type == BL_PC)
pc_bonus_script_clear(BL_CAST(BL_PC,target),BSF_REM_ON_DAMAGED);
unit_skillcastcancel(target, 2);
}
status->hp-= hp;
status->sp-= sp;
if (sc && hp && status->hp) {
if (sc->data[SC_AUTOBERSERK] &&
(!sc->data[SC_PROVOKE] || !sc->data[SC_PROVOKE]->val2) &&
status->hp < status->max_hp>>2)
sc_start4(src,target,SC_PROVOKE,100,10,1,0,0,0);
if (sc->data[SC_BERSERK] && status->hp <= 100)
status_change_end(target, SC_BERSERK, INVALID_TIMER);
if( sc->data[SC_RAISINGDRAGON] && status->hp <= 1000 )
status_change_end(target, SC_RAISINGDRAGON, INVALID_TIMER);
if (sc->data[SC_SATURDAYNIGHTFEVER] && status->hp <= 100)
status_change_end(target, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
}
switch (target->type) {
case BL_PC: pc_damage((TBL_PC*)target,src,hp,sp); break;
case BL_MOB: mob_damage((TBL_MOB*)target, src, hp); break;
case BL_HOM: hom_damage((TBL_HOM*)target); break;
case BL_MER: mercenary_heal((TBL_MER*)target,hp,sp); break;
case BL_ELEM: elemental_heal((TBL_ELEM*)target,hp,sp); break;
}
if( src && target->type == BL_PC && ((TBL_PC*)target)->disguise ) { // Stop walking when attacked in disguise to prevent walk-delay bug
unit_stop_walking( target, 1 );
}
if( status->hp || (flag&8) ) { // Still lives or has been dead before this damage.
if (walkdelay)
unit_set_walkdelay(target, gettick(), walkdelay, 0);
return (int)(hp+sp);
}
status->hp = 0;
/** [Skotlex]
* NOTE: These dead functions should return:
* 0: Death cancelled, auto-revived.
* Non-zero: Standard death. Clear status, cancel move/attack, etc
* &2: Remove object from map.
* &4: Delete object from memory. (One time spawn mobs)
**/
switch (target->type) {
case BL_PC: flag = pc_dead((TBL_PC*)target,src); break;
case BL_MOB: flag = mob_dead((TBL_MOB*)target, src, flag&4?3:0); break;
case BL_HOM: flag = hom_dead((TBL_HOM*)target); break;
case BL_MER: flag = mercenary_dead((TBL_MER*)target); break;
case BL_ELEM: flag = elemental_dead((TBL_ELEM*)target); break;
default: // Unhandled case, do nothing to object.
flag = 0;
break;
}
if(!flag) // Death cancelled.
return (int)(hp+sp);
// Normal death
if (battle_config.clear_unit_ondeath &&
battle_config.clear_unit_ondeath&target->type)
skill_clear_unitgroup(target);
if(target->type&BL_REGEN) { // Reset regen ticks.
struct regen_data *regen = status_get_regen_data(target);
if (regen) {
memset(&regen->tick, 0, sizeof(regen->tick));
if (regen->sregen)
memset(&regen->sregen->tick, 0, sizeof(regen->sregen->tick));
if (regen->ssregen)
memset(&regen->ssregen->tick, 0, sizeof(regen->ssregen->tick));
}
}
if( sc && sc->data[SC_KAIZEL] && !map_flag_gvg2(target->m) ) { // flag&8 = disable Kaizel
int time = skill_get_time2(SL_KAIZEL,sc->data[SC_KAIZEL]->val1);
// Look for Osiris Card's bonus effect on the character and revive 100% or revive normally
if ( target->type == BL_PC && BL_CAST(BL_PC,target)->special_state.restart_full_recover )
status_revive(target, 100, 100);
else
status_revive(target, sc->data[SC_KAIZEL]->val2, 0);
status_change_clear(target,0);
clif_skill_nodamage(target,target,ALL_RESURRECTION,1,1);
sc_start(src,target,status_skill2sc(PR_KYRIE),100,10,time);
if( target->type == BL_MOB )
((TBL_MOB*)target)->state.rebirth = 1;
return (int)(hp+sp);
}
if (target->type == BL_MOB && sc && sc->data[SC_REBIRTH] && !((TBL_MOB*) target)->state.rebirth) { // Ensure the monster has not already rebirthed before doing so.
status_revive(target, sc->data[SC_REBIRTH]->val2, 0);
status_change_clear(target,0);
((TBL_MOB*)target)->state.rebirth = 1;
return (int)(hp+sp);
}
status_change_clear(target,0);
if(flag&4) // Delete from memory. (also invokes map removal code)
unit_free(target,CLR_DEAD);
else if(flag&2) // remove from map
unit_remove_map(target,CLR_DEAD);
else { // Some death states that would normally be handled by unit_remove_map
unit_stop_attack(target);
unit_stop_walking(target,1);
unit_skillcastcancel(target,0);
clif_clearunit_area(target,CLR_DEAD);
skill_unit_move(target,gettick(),4);
skill_cleartimerskill(target);
}
// Always run NPC scripts for players last
//FIXME those ain't always run if a player die if he was resurect meanwhile
//cf SC_REBIRTH, SC_KAIZEL, pc_dead...
if(target->type == BL_PC) {
TBL_PC *sd = BL_CAST(BL_PC,target);
if( sd->bg_id ) {
struct battleground_data *bg;
if( (bg = bg_team_search(sd->bg_id)) != NULL && bg->die_event[0] )
npc_event(sd, bg->die_event, 0);
}
npc_script_event(sd,NPCE_DIE);
}
return (int)(hp+sp);
}
/**
* Heals an object
* @param bl: Object to heal [PC|MOB|HOM|MER|ELEM]
* @param hhp: How much HP to heal
* @param hsp: How much SP to heal
* @param flag: Whether it's Forced(&1), gives HP/SP(&2) heal effect,
* or gives HP(&4) heal effect with 0 heal
* Forced healing overrides heal impedement statuses (Berserk)
* @return hp+sp
*/
int status_heal(struct block_list *bl,int64 hhp,int64 hsp, int flag)
{
struct status_data *status;
struct status_change *sc;
int hp = (int)cap_value(hhp,INT_MIN,INT_MAX);
int sp = (int)cap_value(hsp,INT_MIN,INT_MAX);
status = status_get_status_data(bl);
if (status == &dummy_status || !status->hp)
return 0;
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
if (hp < 0) {
if (hp == INT_MIN) // -INT_MIN == INT_MIN in some architectures!
hp++;
status_damage(NULL, bl, -hp, 0, 0, 1);
hp = 0;
}
if(hp) {
if( sc && (sc->data[SC_BERSERK]) ) {
if( flag&1 )
flag &= ~2;
else
hp = 0;
}
if((unsigned int)hp > status->max_hp - status->hp)
hp = status->max_hp - status->hp;
}
if(sp < 0) {
if (sp == INT_MIN)
sp++;
status_damage(NULL, bl, 0, -sp, 0, 1);
sp = 0;
}
if(sp) {
if((unsigned int)sp > status->max_sp - status->sp)
sp = status->max_sp - status->sp;
}
if(!sp && !hp && !(flag&4))
return 0;
status->hp += hp;
status->sp += sp;
if(hp && sc &&
sc->data[SC_AUTOBERSERK] &&
sc->data[SC_PROVOKE] &&
sc->data[SC_PROVOKE]->val2==1 &&
status->hp>=status->max_hp>>2
) // End auto berserk.
status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
// Send HP update to client
switch(bl->type) {
case BL_PC: pc_heal((TBL_PC*)bl,hp,sp,flag); break;
case BL_MOB: mob_heal((TBL_MOB*)bl,hp); break;
case BL_HOM: hom_heal((TBL_HOM*)bl); break;
case BL_MER: mercenary_heal((TBL_MER*)bl,hp,sp); break;
case BL_ELEM: elemental_heal((TBL_ELEM*)bl,hp,sp); break;
}
return (int)hp+sp;
}
/**
* Applies percentage based damage to a unit.
* If a mob is killed this way and there is no src, no EXP/Drops will be awarded.
* @param src: Object initiating HP/SP modification [PC|MOB|PET|HOM|MER|ELEM]
* @param target: Object to modify HP/SP
* @param hp_rate: Percentage of HP to modify. If > 0:percent is of current HP, if < 0:percent is of max HP
* @param sp_rate: Percentage of SP to modify. If > 0:percent is of current SP, if < 0:percent is of max SP
* @param flag: \n
* 0: Heal target \n
* 1: Use status_damage \n
* 2: Use status_damage and make sure target must not die from subtraction
* @return hp+sp through status_heal()
*/
int status_percent_change(struct block_list *src, struct block_list *target, int8 hp_rate, int8 sp_rate, uint8 flag)
{
struct status_data *status;
unsigned int hp = 0, sp = 0;
status = status_get_status_data(target);
// It's safe now [MarkZD]
if (hp_rate > 99)
hp = status->hp;
else if (hp_rate > 0)
hp = apply_rate(status->hp, hp_rate);
else if (hp_rate < -99)
hp = status->max_hp;
else if (hp_rate < 0)
hp = (apply_rate(status->max_hp, -hp_rate));
if (hp_rate && !hp)
hp = 1;
if (flag == 2 && hp >= status->hp)
hp = status->hp-1; // Must not kill target.
if (sp_rate > 99)
sp = status->sp;
else if (sp_rate > 0)
sp = apply_rate(status->sp, sp_rate);
else if (sp_rate < -99)
sp = status->max_sp;
else if (sp_rate < 0)
sp = (apply_rate(status->max_sp, -sp_rate));
if (sp_rate && !sp)
sp = 1;
// Ugly check in case damage dealt is too much for the received args of
// status_heal / status_damage. [Skotlex]
if (hp > INT_MAX) {
hp -= INT_MAX;
if (flag)
status_damage(src, target, INT_MAX, 0, 0, (!src||src==target?5:1));
else
status_heal(target, INT_MAX, 0, 0);
}
if (sp > INT_MAX) {
sp -= INT_MAX;
if (flag)
status_damage(src, target, 0, INT_MAX, 0, (!src||src==target?5:1));
else
status_heal(target, 0, INT_MAX, 0);
}
if (flag)
return status_damage(src, target, hp, sp, 0, (!src||src==target?5:1));
return status_heal(target, hp, sp, 0);
}
/**
* Revives a unit
* @param bl: Object to revive [PC|MOB|HOM]
* @param per_hp: Percentage of HP to revive with
* @param per_sp: Percentage of SP to revive with
* @return Successful (1) or Invalid target (0)
*/
int status_revive(struct block_list *bl, unsigned char per_hp, unsigned char per_sp)
{
struct status_data *status;
unsigned int hp, sp;
if (!status_isdead(bl)) return 0;
status = status_get_status_data(bl);
if (status == &dummy_status)
return 0; // Invalid target.
hp = (int64)status->max_hp * per_hp/100;
sp = (int64)status->max_sp * per_sp/100;
if(hp > status->max_hp - status->hp)
hp = status->max_hp - status->hp;
else if (per_hp && !hp)
hp = 1;
if(sp > status->max_sp - status->sp)
sp = status->max_sp - status->sp;
else if (per_sp && !sp)
sp = 1;
status->hp += hp;
status->sp += sp;
if (bl->prev) // Animation only if character is already on a map.
clif_resurrection(bl, 1);
switch (bl->type) {
case BL_PC: pc_revive((TBL_PC*)bl, hp, sp); break;
case BL_MOB: mob_revive((TBL_MOB*)bl, hp); break;
case BL_HOM: hom_revive((TBL_HOM*)bl, hp, sp); break;
}
return 1;
}
/**
* Checks whether the src can use the skill on the target,
* taking into account status/option of both source/target
* @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
src MAY be NULL to indicate we shouldn't check it, this is a ground-based skill attack
* @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
target MAY be NULL, which checks if src can cast skill_id on the ground
* @param skill_id: Skill ID being used on target
* @param flag: 0 - Trying to use skill on target
* 1 - Cast bar is done
* 2 - Skill already pulled off, check is due to ground-based skills or splash-damage ones
* @return src can use skill (1) or cannot use skill (0)
* @author [Skotlex]
*/
bool status_check_skilluse(struct block_list *src, struct block_list *target, uint16 skill_id, int flag) {
struct status_data *status;
struct status_change *sc = NULL, *tsc;
int hide_flag;
status = src ? status_get_status_data(src) : &dummy_status;
if (src && src->type != BL_PC && status_isdead(src))
return false;
if (!skill_id) { // Normal attack checks.
// This mode is only needed for melee attacking.
if (!status_has_mode(status,MD_CANATTACK))
return false;
// Dead state is not checked for skills as some skills can be used
// on dead characters, said checks are left to skill.cpp [Skotlex]
if (target && status_isdead(target))
return false;
}
switch( skill_id ) {
case PA_PRESSURE:
if( flag && target ) {
// Gloria Avoids pretty much everything....
tsc = status_get_sc(target);
if(tsc && tsc->option&OPTION_HIDE)
return false;
}
break;
case GN_WALLOFTHORN:
if( target && status_isdead(target) )
return false;
break;
case AL_TELEPORT:
case ALL_ODINS_POWER:
// Should fail when used on top of Land Protector [Skotlex]
if (src && map_getcell(src->m, src->x, src->y, CELL_CHKLANDPROTECTOR)
&& !status_has_mode(status,MD_STATUS_IMMUNE)
&& (src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id))
return false;
break;
case SC_MANHOLE:
// Skill is disabled against special racial grouped monsters(GvG and Battleground)
if (target && ( status_get_race2(target) == RC2_GVG || status_get_race2(target) == RC2_BATTLEFIELD ) )
return false;
default:
break;
}
if ( src )
sc = status_get_sc(src);
if( sc && sc->count ) {
if (sc->data[SC_ALL_RIDING])
return false; //You can't use skills while in the new mounts (The client doesn't let you, this is to make cheat-safe)
if (flag == 1 && !status_has_mode(status,MD_STATUS_IMMUNE) && ( // Applies to after cast completion only and doesn't apply to Boss monsters.
(sc->data[SC_ASH] && rnd()%2) || // Volcanic Ash has a 50% chance of causing skills to fail.
(sc->data[SC_KYOMU] && rnd()%100 < 25) // Kyomu has a 25% chance of causing skills fail.
)) {
if (src->type == BL_PC)
clif_skill_fail((TBL_PC*)src,skill_id,USESKILL_FAIL_LEVEL,0);
return false;
}
if (skill_id != RK_REFRESH && skill_id != SU_GROOMING && sc->opt1 && sc->opt1 != OPT1_BURNING && skill_id != SR_GENTLETOUCH_CURE) { // Stuned/Frozen/etc
if (flag != 1) // Can't cast, casted stuff can't damage.
return false;
if (skill_get_casttype(skill_id) == CAST_DAMAGE)
return false; // Damage spells stop casting.
}
if (
(sc->data[SC_TRICKDEAD] && skill_id != NV_TRICKDEAD)
|| (sc->data[SC_AUTOCOUNTER] && !flag && skill_id)
|| (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF && skill_id != PA_GOSPEL)
|| (sc->data[SC_SUHIDE] && skill_id != SU_HIDE)
)
return false;
if (sc->data[SC_WINKCHARM] && target && !flag) { // Prevents skill usage
if (unit_bl2ud(src) && (unit_bl2ud(src))->walktimer == INVALID_TIMER)
unit_walktobl(src, map_id2bl(sc->data[SC_WINKCHARM]->val2), 3, 1);
clif_emotion(src, ET_THROB);
return false;
}
if (sc->data[SC_BLADESTOP]) {
switch (sc->data[SC_BLADESTOP]->val1) {
case 5: if (skill_id == MO_EXTREMITYFIST) break;
case 4: if (skill_id == MO_CHAINCOMBO) break;
case 3: if (skill_id == MO_INVESTIGATE) break;
case 2: if (skill_id == MO_FINGEROFFENSIVE) break;
default: return false;
}
}
if (sc->data[SC_DANCING] && flag!=2) {
if (src->type == BL_PC && ((skill_id >= WA_SWING_DANCE && skill_id <= WM_UNLIMITED_HUMMING_VOICE ) ||
skill_id == WM_FRIGG_SONG))
{ // Lvl 5 Lesson or higher allow you use 3rd job skills while dancing.
if( pc_checkskill((TBL_PC*)src,WM_LESSON) < 5 )
return false;
} else if(sc->data[SC_LONGING]) { // Allow everything except dancing/re-dancing. [Skotlex]
if (skill_id == BD_ENCORE ||
skill_get_inf2(skill_id)&(INF2_SONG_DANCE|INF2_ENSEMBLE_SKILL)
)
return false;
} else if(!(skill_get_inf3(skill_id)&INF3_USABLE_DANCE)) // Skills that can be used in dancing state
return false;
if ((sc->data[SC_DANCING]->val1&0xFFFF) == CG_HERMODE && skill_id == BD_ADAPTATION)
return false; // Can't amp out of Wand of Hermode :/ [Skotlex]
}
if (skill_id && // Do not block item-casted skills.
(src->type != BL_PC || ((TBL_PC*)src)->skillitem != skill_id)
) { // Skills blocked through status changes...
if (!flag && ( // Blocked only from using the skill (stuff like autospell may still go through
sc->cant.cast ||
(sc->data[SC_BASILICA] && (sc->data[SC_BASILICA]->val4 != src->id || skill_id != HP_BASILICA)) || // Only Basilica caster that can cast, and only Basilica to cancel it
(sc->data[SC_MARIONETTE] && skill_id != CG_MARIONETTE) || // Only skill you can use is marionette again to cancel it
(sc->data[SC_MARIONETTE2] && skill_id == CG_MARIONETTE) || // Cannot use marionette if you are being buffed by another
(sc->data[SC_ANKLE] && skill_block_check(src, SC_ANKLE, skill_id)) ||
(sc->data[SC_STASIS] && skill_block_check(src, SC_STASIS, skill_id)) ||
(sc->data[SC_BITE] && skill_block_check(src, SC_BITE, skill_id)) ||
(sc->data[SC_KAGEHUMI] && skill_block_check(src, SC_KAGEHUMI, skill_id))
))
return false;
// Skill blocking.
if (
(sc->data[SC_VOLCANO] && skill_id == WZ_ICEWALL) ||
(sc->data[SC_ROKISWEIL] && skill_id != BD_ADAPTATION) ||
(sc->data[SC_HERMODE] && skill_get_inf(skill_id) & INF_SUPPORT_SKILL) ||
(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOSKILL)
)
return false;
}
if (sc->option) {
if ((sc->option&OPTION_HIDE) && src->type == BL_PC && (!skill_id || !(skill_get_inf3(skill_id)&INF3_USABLE_HIDING))) {
// Non players can use all skills while hidden.
return false;
}
if (sc->option&OPTION_CHASEWALK && skill_id != ST_CHASEWALK)
return false;
}
}
if (target == NULL || target == src) // No further checking needed.
return true;
tsc = status_get_sc(target);
if (tsc && tsc->count) {
/**
* Attacks in invincible are capped to 1 damage and handled in battle.cpp.
* Allow spell break and eske for sealed shrine GDB when in INVINCIBLE state.
**/
if( tsc->data[SC_INVINCIBLE] && !tsc->data[SC_INVINCIBLEOFF] && skill_id && !(skill_id&(SA_SPELLBREAKER|SL_SKE)) )
return false;
if(!skill_id && tsc->data[SC_TRICKDEAD])
return false;
if((skill_id == WZ_STORMGUST || skill_id == WZ_FROSTNOVA || skill_id == NJ_HYOUSYOURAKU)
&& tsc->data[SC_FREEZE])
return false;
if(skill_id == PR_LEXAETERNA && (tsc->data[SC_FREEZE] || (tsc->data[SC_STONE] && tsc->opt1 == OPT1_STONE)))
return false;
if (tsc->data[SC__MANHOLE] && !(skill_get_inf3(skill_id)&INF3_USABLE_MANHOLE))
return false;
}
// If targetting, cloak+hide protect you, otherwise only hiding does.
hide_flag = flag?OPTION_HIDE:(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK);
// Skill that can hit hidden target
if( skill_get_inf3(skill_id)&INF3_HIT_HIDING )
hide_flag &= ~OPTION_HIDE;
switch( target->type ) {
case BL_PC: {
struct map_session_data *tsd = (TBL_PC*)target;
bool is_boss = (src && status_get_class_(src) == CLASS_BOSS);
bool is_detect = status_has_mode(status,MD_DETECTOR);
if (pc_isinvisible(tsd))
return false;
if (tsc) {
if ((tsc->option&hide_flag) && !is_boss && (tsd->special_state.perfect_hiding || !is_detect))
return false;
if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && (tsd->special_state.perfect_hiding || is_detect))
return false; // Works against insect and demon but not against bosses
if (tsc->data[SC__FEINTBOMB] && (is_boss || is_detect))
return false; // Works against all
if ((tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !(is_boss || is_detect) && (!skill_id || (!flag && src)))
return false; // Insect, demon, and boss can detect
}
}
break;
case BL_ITEM: // Allow targetting of items to pick'em up (or in the case of mobs, to loot them).
// !TODO: Would be nice if this could be used to judge whether the player can or not pick up the item it targets. [Skotlex]
if (status_has_mode(status,MD_LOOTER))
return true;
return false;
case BL_HOM:
case BL_MER:
case BL_ELEM:
if( target->type == BL_HOM && skill_id && battle_config.hom_setting&HOMSET_NO_SUPPORT_SKILL && skill_get_inf(skill_id)&INF_SUPPORT_SKILL && battle_get_master(target) != src )
return false; // Can't use support skills on Homunculus (only Master/Self)
if( target->type == BL_MER && (skill_id == PR_ASPERSIO || (skill_id >= SA_FLAMELAUNCHER && skill_id <= SA_SEISMICWEAPON)) && battle_get_master(target) != src )
return false; // Can't use Weapon endow skills on Mercenary (only Master)
if( skill_id == AM_POTIONPITCHER && ( target->type == BL_MER || target->type == BL_ELEM) )
return false; // Can't use Potion Pitcher on Mercenaries
default:
// Check for chase-walk/hiding/cloaking opponents.
if( tsc ) {
if( tsc->option&hide_flag && !status_has_mode(status,MD_DETECTOR))
return false;
}
}
return true;
}
/**
* Checks whether the src can see the target
* @param src: Object using skill on target [PC|MOB|PET|HOM|MER|ELEM]
* @param target: Object being targeted by src [PC|MOB|HOM|MER|ELEM]
* @return src can see (1) or target is invisible (0)
* @author [Skotlex]
*/
int status_check_visibility(struct block_list *src, struct block_list *target)
{
int view_range;
struct status_data* status = status_get_status_data(src);
struct status_change* tsc = status_get_sc(target);
switch (src->type) {
case BL_MOB:
view_range = ((TBL_MOB*)src)->min_chase;
break;
case BL_PET:
view_range = ((TBL_PET*)src)->db->range2;
break;
default:
view_range = AREA_SIZE;
}
if (src->m != target->m || !check_distance_bl(src, target, view_range))
return 0;
if ( src->type == BL_NPC) // NPCs don't care for the rest
return 1;
if (tsc) {
bool is_boss = (status_get_class_(src) == CLASS_BOSS);
bool is_detector = status_has_mode(status,MD_DETECTOR);
switch (target->type) { // Check for chase-walk/hiding/cloaking opponents.
case BL_PC: {
struct map_session_data *tsd = (TBL_PC*)target;
if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && (tsd->special_state.perfect_hiding || !is_detector))
return 0;
if (tsc->data[SC_CLOAKINGEXCEED] && !is_boss && ((tsd && tsd->special_state.perfect_hiding) || is_detector))
return 0;
if (tsc->data[SC__FEINTBOMB] && !is_boss && !is_detector)
return 0;
}
break;
default:
if (((tsc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK)) || tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_STEALTHFIELD] || tsc->data[SC_SUHIDE]) && !is_boss && !is_detector)
return 0;
}
}
return 1;
}
/**
* Base ASPD value taken from the job tables
* @param sd: Player object
* @param status: Player status
* @return base amotion after single/dual weapon and shield adjustments [RENEWAL]
* base amotion after single/dual weapon and stats adjustments [PRE-RENEWAL]
*/
int status_base_amotion_pc(struct map_session_data* sd, struct status_data* status)
{
int amotion;
int classidx = pc_class2idx(sd->status.class_);
#ifdef RENEWAL_ASPD
int16 skill_lv, val = 0;
float temp_aspd = 0;
amotion = job_info[classidx].aspd_base[sd->weapontype1]; // Single weapon
if (sd->status.shield)
amotion += job_info[classidx].aspd_base[MAX_WEAPON_TYPE];
else if (sd->weapontype2 && sd->equip_index[EQI_HAND_R] != sd->equip_index[EQI_HAND_L])
amotion += job_info[classidx].aspd_base[sd->weapontype2] / 4; // Dual-wield
switch(sd->status.weapon) {
case W_BOW:
case W_MUSICAL:
case W_WHIP:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
temp_aspd = status->dex * status->dex / 7.0f + status->agi * status->agi * 0.5f;
break;
default:
temp_aspd = status->dex * status->dex / 5.0f + status->agi * status->agi * 0.5f;
break;
}
temp_aspd = (float)(sqrt(temp_aspd) * 0.25f) + 0xc4;
if ((skill_lv = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0 && sd->status.weapon == W_BOOK)
val += (skill_lv - 1) / 2 + 1;
if ((skill_lv = pc_checkskill(sd, SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
val += 1 + skill_lv;
if ((skill_lv = pc_checkskill(sd,GS_SINGLEACTION)) > 0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
val += ((skill_lv + 1) / 2);
if (pc_isriding(sd))
val -= 50 - 10 * pc_checkskill(sd, KN_CAVALIERMASTERY);
else if (pc_isridingdragon(sd))
val -= 25 - 5 * pc_checkskill(sd, RK_DRAGONTRAINING);
amotion = ((int)(temp_aspd + ((float)(status_calc_aspd(&sd->bl, &sd->sc, true) + val) * status->agi / 200)) - min(amotion, 200));
#else
// Angra Manyu disregards aspd_base and similar
if (pc_checkequip2(sd, ITEMID_ANGRA_MANYU, EQI_ACC_L, EQI_MAX))
return 0;
// Base weapon delay
amotion = (sd->status.weapon < MAX_WEAPON_TYPE)
? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon
: (job_info[classidx].aspd_base[sd->weapontype1] + job_info[classidx].aspd_base[sd->weapontype2]) * 7 / 10; // Dual-wield
// Percentual delay reduction from stats
amotion -= amotion * (4 * status->agi + status->dex) / 1000;
// Raw delay adjustment from bAspd bonus
amotion += sd->bonus.aspd_add;
#endif
return amotion;
}
/**
* Base attack value calculated for units
* @param bl: Object to get attack for [BL_CHAR|BL_NPC]
* @param status: Object status
* @return base attack
*/
unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status, int level)
{
int flag = 0, str, dex, dstr;
#ifdef RENEWAL
if (!(bl->type&battle_config.enable_baseatk_renewal))
return 0;
#else
if (!(bl->type&battle_config.enable_baseatk))
return 0;
#endif
if (bl->type == BL_PC)
switch(((TBL_PC*)bl)->status.weapon) {
case W_BOW:
case W_MUSICAL:
case W_WHIP:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
flag = 1;
}
if (flag) {
#ifdef RENEWAL
dstr =
#endif
str = status->dex;
dex = status->str;
} else {
#ifdef RENEWAL
dstr =
#endif
str = status->str;
dex = status->dex;
}
/** [Skotlex]
* Normally only players have base-atk, but homunc have a different batk
* equation, hinting that perhaps non-players should use this for batk.
**/
switch (bl->type) {
case BL_HOM:
#ifdef RENEWAL
str = 2 * level + status_get_homstr(bl);
#else
dstr = str / 10;
str += dstr*dstr;
#endif
break;
case BL_PC:
#ifdef RENEWAL
str = (dstr * 10 + dex * 10 / 5 + status->luk * 10 / 3 + level * 10 / 4) / 10;
#else
dstr = str / 10;
str += dstr*dstr;
str += dex / 5 + status->luk / 5;
#endif
break;
default:// Others
#ifdef RENEWAL
str = dstr + level;
#else
dstr = str / 10;
str += dstr*dstr;
str += dex / 5 + status->luk / 5;
#endif
break;
}
return cap_value(str, 0, USHRT_MAX);
}
#ifdef RENEWAL
/**
* Weapon attack value calculated for Players
* @param wa: Weapon attack
* @param status: Player status
* @return weapon attack
*/
unsigned int status_weapon_atk(struct weapon_atk wa, struct map_session_data *sd)
{
float str = sd->base_status.str;
int weapon_atk_bonus = 0;
if ((wa.range > 3 || sd->status.weapon == W_MUSICAL || sd->status.weapon == W_WHIP) && !pc_checkskill(sd, SU_SOULATTACK))
str = sd->base_status.dex;
if (sd->bonus.weapon_atk_rate)
weapon_atk_bonus = wa.atk * sd->bonus.weapon_atk_rate / 100;
// wa.atk2 = refinement, wa.atk = base equip atk, wa.atk*str/200 = bonus str
return wa.atk + wa.atk2 + (int)(wa.atk * (str/200) + weapon_atk_bonus);
}
#endif
#ifndef RENEWAL
unsigned short status_base_matk_min(const struct status_data* status) { return status->int_ + (status->int_ / 7) * (status->int_ / 7); }
unsigned short status_base_matk_max(const struct status_data* status) { return status->int_ + (status->int_ / 5) * (status->int_ / 5); }
#else
/*
* Calculates minimum attack variance 80% from db's ATK1 for non BL_PC
* status->batk (base attack) will be added in battle_calc_base_damage
*/
unsigned short status_base_atk_min(struct block_list *bl, const struct status_data* status, int level)
{
switch (bl->type) {
case BL_PET:
case BL_MOB:
case BL_MER:
case BL_ELEM:
return status->rhw.atk * 80 / 100;
case BL_HOM:
return (status_get_homstr(bl) + status_get_homdex(bl)) / 5;
default:
return status->rhw.atk;
}
}
/*
* Calculates maximum attack variance 120% from db's ATK1 for non BL_PC
* status->batk (base attack) will be added in battle_calc_base_damage
*/
unsigned short status_base_atk_max(struct block_list *bl, const struct status_data* status, int level)
{
switch (bl->type) {
case BL_PET:
case BL_MOB:
case BL_MER:
case BL_ELEM:
return status->rhw.atk * 120 / 100;
case BL_HOM:
return (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3;
default:
return status->rhw.atk2;
}
}
/*
* Calculates minimum magic attack
*/
unsigned short status_base_matk_min(struct block_list *bl, const struct status_data* status, int level)
{
switch (bl->type) {
case BL_PET:
case BL_MOB:
case BL_MER:
case BL_ELEM:
return status->int_ + level + status->rhw.matk * 70 / 100;
case BL_HOM:
return status_get_homint(bl) + level + (status_get_homint(bl) + status_get_homdex(bl)) / 5;
case BL_PC:
default:
return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
}
}
/*
* Calculates maximum magic attack
*/
unsigned short status_base_matk_max(struct block_list *bl, const struct status_data* status, int level)
{
switch (bl->type) {
case BL_PET:
case BL_MOB:
case BL_MER:
case BL_ELEM:
return status->int_ + level + status->rhw.matk * 130 / 100;
case BL_HOM:
return status_get_homint(bl) + level + (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3;
case BL_PC:
default:
return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4);
}
}
#endif
/**
* Fills in the misc data that can be calculated from the other status info (except for level)
* @param bl: Object to calculate status on [PC|MOB|PET|HOM|MERC|ELEM]
* @param status: Player status
*/
void status_calc_misc(struct block_list *bl, struct status_data *status, int level)
{
int stat;
// Non players get the value set, players need to stack with previous bonuses.
if( bl->type != BL_PC )
status->batk =
status->hit = status->flee =
status->def2 = status->mdef2 =
status->cri = status->flee2 = 0;
#ifdef RENEWAL // Renewal formulas
if (bl->type == BL_HOM) {
// Def2
stat = status_get_homvit(bl) + status_get_homagi(bl) / 2;
status->def2 = cap_value(stat, 0, SHRT_MAX);
// Mdef2
stat = (status_get_homvit(bl) + status_get_homint(bl)) / 2;
status->mdef2 = cap_value(stat, 0, SHRT_MAX);
// Def
stat = status->def;
stat += status_get_homvit(bl) + level / 2;
status->def = cap_value(stat, 0, SHRT_MAX);
// Mdef
stat = (int)(((float)status_get_homvit(bl) + level) / 4 + (float)status_get_homint(bl) / 2);
status->mdef = cap_value(stat, 0, SHRT_MAX);
// Hit
stat = level + status->dex + 150;
status->hit = cap_value(stat, 1, SHRT_MAX);
// Flee
stat = level + status_get_homagi(bl);
status->flee = cap_value(stat, 1, SHRT_MAX);
} else {
// Hit
stat = status->hit;
stat += level + status->dex + (bl->type == BL_PC ? status->luk / 3 + 175 : 150); //base level + ( every 1 dex = +1 hit ) + (every 3 luk = +1 hit) + 175
status->hit = cap_value(stat, 1, SHRT_MAX);
// Flee
stat = status->flee;
stat += level + status->agi + (bl->type == BL_MER ? 0 : bl->type == BL_PC ? status->luk / 5 : 0) + 100; //base level + ( every 1 agi = +1 flee ) + (every 5 luk = +1 flee) + 100
status->flee = cap_value(stat, 1, SHRT_MAX);
// Def2
if (bl->type == BL_MER)
stat = (int)(status->vit + ((float)level / 10) + ((float)status->vit / 5));
else {
stat = status->def2;
stat += (int)(((float)level + status->vit) / 2 + (bl->type == BL_PC ? ((float)status->agi / 5) : 0)); //base level + (every 2 vit = +1 def) + (every 5 agi = +1 def)
}
status->def2 = cap_value(stat, 0, SHRT_MAX);
// Mdef2
if (bl->type == BL_MER)
stat = (int)(((float)level / 10) + ((float)status->int_ / 5));
else {
stat = status->mdef2;
stat += (int)(bl->type == BL_PC ? (status->int_ + ((float)level / 4) + ((float)(status->dex + status->vit) / 5)) : ((float)(status->int_ + level) / 4)); //(every 4 base level = +1 mdef) + (every 1 int = +1 mdef) + (every 5 dex = +1 mdef) + (every 5 vit = +1 mdef)
}
status->mdef2 = cap_value(stat, 0, SHRT_MAX);
}
// ATK
if (bl->type != BL_PC) {
status->rhw.atk2 = status_base_atk_max(bl, status, level);
status->rhw.atk = status_base_atk_min(bl, status, level);
}
// MAtk
status->matk_min = status_base_matk_min(bl, status, level);
status->matk_max = status_base_matk_max(bl, status, level);
#else
// Matk
status->matk_min = status_base_matk_min(status);
status->matk_max = status_base_matk_max(status);
// Hit
stat = status->hit;
stat += level + status->dex;
status->hit = cap_value(stat, 1, SHRT_MAX);
// Flee
stat = status->flee;
stat += level + status->agi;
status->flee = cap_value(stat, 1, SHRT_MAX);
// Def2
stat = status->def2;
stat += status->vit;
status->def2 = cap_value(stat, 0, SHRT_MAX);
// Mdef2
stat = status->mdef2;
stat += status->int_ + (status->vit>>1);
status->mdef2 = cap_value(stat, 0, SHRT_MAX);
#endif
//Critical
if( bl->type&battle_config.enable_critical ) {
stat = status->cri;
stat += 10 + (status->luk*10/3); // (every 1 luk = +0.3 critical)
status->cri = cap_value(stat, 1, SHRT_MAX);
} else
status->cri = 0;
if (bl->type&battle_config.enable_perfect_flee) {
stat = status->flee2;
stat += status->luk + 10; // (every 10 luk = +1 perfect flee)
status->flee2 = cap_value(stat, 0, SHRT_MAX);
} else
status->flee2 = 0;
if (status->batk) {
int temp = status->batk + status_base_atk(bl, status, level);
status->batk = cap_value(temp, 0, USHRT_MAX);
} else
status->batk = status_base_atk(bl, status, level);
if (status->cri) {
switch (bl->type) {
case BL_MOB:
if(battle_config.mob_critical_rate != 100)
status->cri = cap_value(status->cri*battle_config.mob_critical_rate/100,1,SHRT_MAX);
if(!status->cri && battle_config.mob_critical_rate)
status->cri = 10;
break;
case BL_PC:
// Players don't have a critical adjustment setting as of yet.
break;
default:
if(battle_config.critical_rate != 100)
status->cri = cap_value(status->cri*battle_config.critical_rate/100,1,SHRT_MAX);
if (!status->cri && battle_config.critical_rate)
status->cri = 10;
}
}
if(bl->type&BL_REGEN)
status_calc_regen(bl, status, status_get_regen_data(bl));
}
/**
* Calculates the initial status for the given mob
* @param md: Mob object
* @param opt: Whether or not it is the first calculation
This will only be false when a mob levels up (Regular and WoE Guardians)
* @return 1 for calculated special statuses or 0 for none
* @author [Skotlex]
*/
int status_calc_mob_(struct mob_data* md, enum e_status_calc_opt opt)
{
struct status_data *status;
struct block_list *mbl = NULL;
int flag=0;
if (opt&SCO_FIRST) { // Set basic level on respawn.
if (md->level > 0 && md->level <= MAX_LEVEL && md->level != md->db->lv)
;
else
md->level = md->db->lv;
}
// Check if we need custom base-status
if (battle_config.mobs_level_up && md->level > md->db->lv)
flag|=1;
if (md->special_state.size)
flag|=2;
if (md->guardian_data && md->guardian_data->guardup_lv)
flag|=4;
if (md->mob_id == MOBID_EMPERIUM)
flag|=4;
if (battle_config.slaves_inherit_speed && md->master_id)
flag|=8;
if (md->master_id && md->special_state.ai>AI_ATTACK)
flag|=16;
if (md->master_id && battle_config.slaves_inherit_mode)
flag |= 32;
if (!flag) { // No special status required.
if (md->base_status) {
aFree(md->base_status);
md->base_status = NULL;
}
if (opt&SCO_FIRST)
memcpy(&md->status, &md->db->status, sizeof(struct status_data));
return 0;
}
if (!md->base_status)
md->base_status = (struct status_data*)aCalloc(1, sizeof(struct status_data));
status = md->base_status;
memcpy(status, &md->db->status, sizeof(struct status_data));
if (flag&(8|16))
mbl = map_id2bl(md->master_id);
if (flag&8 && mbl) {
struct status_data *mstatus = status_get_base_status(mbl);
if (mstatus &&
battle_config.slaves_inherit_speed&(status_has_mode(mstatus,MD_CANMOVE)?1:2))
status->speed = mstatus->speed;
if( status->speed < 2 ) // Minimum for the unit to function properly
status->speed = 2;
}
if (flag&32)
status_calc_slave_mode(md, map_id2md(md->master_id));
if (flag&1) { // Increase from mobs leveling up [Valaris]
int diff = md->level - md->db->lv;
status->str += diff;
status->agi += diff;
status->vit += diff;
status->int_ += diff;
status->dex += diff;
status->luk += diff;
status->max_hp += diff * status->vit;
status->max_sp += diff * status->int_;
status->hp = status->max_hp;
status->sp = status->max_sp;
status->speed -= cap_value(diff, 0, status->speed - 10);
}
if (flag&2 && battle_config.mob_size_influence) { // Change for sized monsters [Valaris]
if (md->special_state.size == SZ_MEDIUM) {
status->max_hp >>= 1;
status->max_sp >>= 1;
if (!status->max_hp) status->max_hp = 1;
if (!status->max_sp) status->max_sp = 1;
status->hp = status->max_hp;
status->sp = status->max_sp;
status->str >>= 1;
status->agi >>= 1;
status->vit >>= 1;
status->int_ >>= 1;
status->dex >>= 1;
status->luk >>= 1;
if (!status->str) status->str = 1;
if (!status->agi) status->agi = 1;
if (!status->vit) status->vit = 1;
if (!status->int_) status->int_ = 1;
if (!status->dex) status->dex = 1;
if (!status->luk) status->luk = 1;
} else if (md->special_state.size == SZ_BIG) {
status->max_hp <<= 1;
status->max_sp <<= 1;
status->hp = status->max_hp;
status->sp = status->max_sp;
status->str <<= 1;
status->agi <<= 1;
status->vit <<= 1;
status->int_ <<= 1;
status->dex <<= 1;
status->luk <<= 1;
}
}
status_calc_misc(&md->bl, status, md->level);
if(flag&4) { // Strengthen Guardians - custom value +10% / lv
struct guild_castle *gc;
struct map_data *mapdata = map_getmapdata(md->bl.m);
gc=guild_mapname2gc(mapdata->name);
if (!gc)
ShowError("status_calc_mob: No castle set at map %s\n", mapdata->name);
else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) {
#ifdef RENEWAL
status->max_hp += 50 * (gc->defense / 5);
#else
status->max_hp += 1000 * gc->defense;
#endif
status->hp = status->max_hp;
status->def += (gc->defense+2)/3;
status->mdef += (gc->defense+2)/3;
}
if(md->mob_id != MOBID_EMPERIUM) {
status->max_hp += 1000 * gc->defense;
status->hp = status->max_hp;
status->batk += 2 * md->guardian_data->guardup_lv + 8;
status->rhw.atk += 2 * md->guardian_data->guardup_lv + 8;
status->rhw.atk2 += 2 * md->guardian_data->guardup_lv + 8;
status->aspd_rate -= 2 * md->guardian_data->guardup_lv + 3;
}
}
if (flag&16 && mbl) { // Max HP setting from Summon Flora/marine Sphere
struct unit_data *ud = unit_bl2ud(mbl);
// Remove special AI when this is used by regular mobs.
if (mbl->type == BL_MOB && !((TBL_MOB*)mbl)->special_state.ai)
md->special_state.ai = AI_NONE;
if (ud) {
// Different levels of HP according to skill level
if(!ud->skill_id) // !FIXME: We lost the unit data for magic decoy in somewhere before this
ud->skill_id = ((TBL_PC*)mbl)->menuskill_id;
switch(ud->skill_id) {
case AM_SPHEREMINE:
status->max_hp = 2000 + 400*ud->skill_lv;
break;
case KO_ZANZOU:
status->max_hp = 3000 + 3000 * ud->skill_lv;
break;
case AM_CANNIBALIZE:
status->max_hp = 1500 + 200*ud->skill_lv + 10*status_get_lv(mbl);
status->mode = static_cast<e_mode>(status->mode|MD_CANATTACK|MD_AGGRESSIVE);
break;
case MH_SUMMON_LEGION:
{
int homblvl = status_get_lv(mbl);
status->max_hp = 10 * (100 * (ud->skill_lv + 2) + homblvl);
status->batk = 100 * (ud->skill_lv+5) / 2;
status->def = 10 * (100 * (ud->skill_lv+2) + homblvl);
// status->aspd_rate = 10 * (2 * (20 - ud->skill_lv) - homblvl/10);
// status->aspd_rate = max(100,status->aspd_rate);
break;
}
case NC_SILVERSNIPER:
{
struct status_data *mstatus = status_get_status_data(mbl);
if(!mstatus)
break;
status->max_hp = (1000 * ud->skill_lv) + (mstatus->hp / 3) + (status_get_lv(mbl) * 12);
status->batk = 200 * ud->skill_lv;
break;
}
case NC_MAGICDECOY:
{
struct status_data *mstatus = status_get_status_data(mbl);
if(!mstatus)
break;
status->max_hp = (1000 * ((TBL_PC*)mbl)->menuskill_val) + (mstatus->sp * 4) + (status_get_lv(mbl) * 12);
status->matk_min = status->matk_max = 250 + 50*((TBL_PC*)mbl)->menuskill_val;
break;
}
}
status->hp = status->max_hp;
}
}
if (opt&SCO_FIRST) // Initial battle status
memcpy(&md->status, status, sizeof(struct status_data));
return 1;
}
/**
* Calculates the stats of the given pet
* @param pd: Pet object
* @param opt: Whether or not it is the first calculation
This will only be false when a pet levels up
* @return 1
* @author [Skotlex]
*/
void status_calc_pet_(struct pet_data *pd, enum e_status_calc_opt opt)
{
nullpo_retv(pd);
if (opt&SCO_FIRST) {
memcpy(&pd->status, &pd->db->status, sizeof(struct status_data));
pd->status.mode = MD_CANMOVE; // Pets discard all modes, except walking
pd->status.class_ = CLASS_NORMAL;
pd->status.speed = pd->get_pet_walk_speed();
if(battle_config.pet_attack_support || battle_config.pet_damage_support) {
// Attack support requires the pet to be able to attack
pd->status.mode = static_cast<e_mode>(pd->status.mode|MD_CANATTACK);
}
}
if (battle_config.pet_lv_rate && pd->master) {
struct map_session_data *sd = pd->master;
int lv;
lv =sd->status.base_level*battle_config.pet_lv_rate/100;
if (lv < 0)
lv = 1;
if (lv != pd->pet.level || opt&SCO_FIRST) {
struct status_data *bstat = &pd->db->status, *status = &pd->status;
pd->pet.level = lv;
if (!(opt&SCO_FIRST)) // Lv Up animation
clif_misceffect(&pd->bl, 0);
status->rhw.atk = (bstat->rhw.atk*lv)/pd->db->lv;
status->rhw.atk2 = (bstat->rhw.atk2*lv)/pd->db->lv;
status->str = (bstat->str*lv)/pd->db->lv;
status->agi = (bstat->agi*lv)/pd->db->lv;
status->vit = (bstat->vit*lv)/pd->db->lv;
status->int_ = (bstat->int_*lv)/pd->db->lv;
status->dex = (bstat->dex*lv)/pd->db->lv;
status->luk = (bstat->luk*lv)/pd->db->lv;
status->rhw.atk = cap_value(status->rhw.atk, 1, battle_config.pet_max_atk1);
status->rhw.atk2 = cap_value(status->rhw.atk2, 2, battle_config.pet_max_atk2);
status->str = cap_value(status->str,1,battle_config.pet_max_stats);
status->agi = cap_value(status->agi,1,battle_config.pet_max_stats);
status->vit = cap_value(status->vit,1,battle_config.pet_max_stats);
status->int_= cap_value(status->int_,1,battle_config.pet_max_stats);
status->dex = cap_value(status->dex,1,battle_config.pet_max_stats);
status->luk = cap_value(status->luk,1,battle_config.pet_max_stats);
status_calc_misc(&pd->bl, &pd->status, lv);
if (!(opt&SCO_FIRST)) // Not done the first time because the pet is not visible yet
clif_send_petstatus(sd);
}
} else if (opt&SCO_FIRST) {
status_calc_misc(&pd->bl, &pd->status, pd->db->lv);
if (!battle_config.pet_lv_rate && pd->pet.level != pd->db->lv)
pd->pet.level = pd->db->lv;
}
// Support rate modifier (1000 = 100%)
pd->rate_fix = min(1000 * (pd->pet.intimate - battle_config.pet_support_min_friendly) / (1000 - battle_config.pet_support_min_friendly) + 500, USHRT_MAX);
pd->rate_fix = min(apply_rate(pd->rate_fix, battle_config.pet_support_rate), USHRT_MAX);
}
/**
* Get HP bonus modifiers
* @param bl: block_list that will be checked
* @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
* @return bonus: total bonus for HP
* @author [Cydh]
*/
static int status_get_hpbonus(struct block_list *bl, enum e_status_bonus type) {
int bonus = 0;
if (type == STATUS_BONUS_FIX) {
struct status_change *sc = status_get_sc(bl);
//Only for BL_PC
if (bl->type == BL_PC) {
struct map_session_data *sd = map_id2sd(bl->id);
uint8 i;
bonus += sd->bonus.hp;
if ((i = pc_checkskill(sd,CR_TRUST)) > 0)
bonus += i * 200;
if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
bonus += 1000;
if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
bonus += 1000;
if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
bonus += 2000;
}
#ifndef HP_SP_TABLES
if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 99)
bonus += 2000; // Supernovice lvl99 hp bonus.
if ((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.base_level >= 150)
bonus += 2000; // Supernovice lvl150 hp bonus.
#endif
}
//Bonus by SC
if (sc) {
if(sc->data[SC_INCMHP])
bonus += sc->data[SC_INCMHP]->val1;
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
bonus += 500;
if(sc->data[SC_LERADSDEW])
bonus += sc->data[SC_LERADSDEW]->val3;
if (sc->data[SC_PROMOTE_HEALTH_RESERCH])
bonus += sc->data[SC_PROMOTE_HEALTH_RESERCH]->val3;
if(sc->data[SC_INSPIRATION])
bonus += (600 * sc->data[SC_INSPIRATION]->val1);
if(sc->data[SC_SOLID_SKIN_OPTION])
bonus += 2000;
if(sc->data[SC_MTF_MHP])
bonus += sc->data[SC_MTF_MHP]->val1;
if(sc->data[SC_MARIONETTE])
bonus -= 1000;
if(sc->data[SC_SWORDCLAN])
bonus += 30;
if(sc->data[SC_ARCWANDCLAN])
bonus += 30;
if(sc->data[SC_GOLDENMACECLAN])
bonus += 30;
if(sc->data[SC_CROSSBOWCLAN])
bonus += 30;
if(sc->data[SC_GLASTHEIM_HPSP])
bonus += sc->data[SC_GLASTHEIM_HPSP]->val1;
}
} else if (type == STATUS_BONUS_RATE) {
struct status_change *sc = status_get_sc(bl);
//Only for BL_PC
if (bl->type == BL_PC) {
struct map_session_data *sd = map_id2sd(bl->id);
bonus += sd->hprate;
bonus -= 100; //Default hprate is 100, so it should be add 0%
}
//Bonus by SC
if (sc) {
//Increasing
if(sc->data[SC_INCMHPRATE])
bonus += sc->data[SC_INCMHPRATE]->val1;
if(sc->data[SC_APPLEIDUN])
bonus += sc->data[SC_APPLEIDUN]->val2;
if(sc->data[SC_DELUGE])
bonus += sc->data[SC_DELUGE]->val2;
if(sc->data[SC_BERSERK])
bonus += 200; //+200%
if(sc->data[SC_MERC_HPUP])
bonus += sc->data[SC_MERC_HPUP]->val2;
if(sc->data[SC_EPICLESIS])
bonus += sc->data[SC_EPICLESIS]->val2;
if(sc->data[SC_FRIGG_SONG])
bonus += sc->data[SC_FRIGG_SONG]->val2;
if(sc->data[SC_FORCEOFVANGUARD])
bonus += (3 * sc->data[SC_FORCEOFVANGUARD]->val1);
if(sc->data[SC_INSPIRATION])
bonus += (5 * sc->data[SC_INSPIRATION]->val1);
if(sc->data[SC_RAISINGDRAGON])
bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
if(sc->data[SC_GT_REVITALIZE])
bonus += sc->data[SC_GT_REVITALIZE]->val2;
if(sc->data[SC_MUSTLE_M])
bonus += sc->data[SC_MUSTLE_M]->val1;
if(sc->data[SC_ANGRIFFS_MODUS])
bonus += (5 * sc->data[SC_ANGRIFFS_MODUS]->val1);
if(sc->data[SC_PETROLOGY_OPTION])
bonus += sc->data[SC_PETROLOGY_OPTION]->val2;
if(sc->data[SC_POWER_OF_GAIA])
bonus += sc->data[SC_POWER_OF_GAIA]->val3;
if(sc->data[SC_CURSED_SOIL_OPTION])
bonus += sc->data[SC_CURSED_SOIL_OPTION]->val2;
if(sc->data[SC_UPHEAVAL_OPTION])
bonus += sc->data[SC_UPHEAVAL_OPTION]->val2;
if(sc->data[SC_LAUDAAGNUS])
bonus += 2 + (sc->data[SC_LAUDAAGNUS]->val1 * 2);
//Decreasing
if(sc->data[SC_VENOMBLEED])
bonus -= 15;
if(sc->data[SC_BEYONDOFWARCRY])
bonus -= sc->data[SC_BEYONDOFWARCRY]->val4;
if(sc->data[SC__WEAKNESS])
bonus -= sc->data[SC__WEAKNESS]->val2;
if(sc->data[SC_MYSTERIOUS_POWDER])
bonus -= sc->data[SC_MYSTERIOUS_POWDER]->val1;
if(sc->data[SC_EQC])
bonus -= sc->data[SC_EQC]->val3;
}
// Max rate reduce is -100%
bonus = cap_value(bonus,-100,INT_MAX);
}
return min(bonus,INT_MAX);
}
/**
* Get SP bonus modifiers
* @param bl: block_list that will be checked
* @param type: type of e_status_bonus (STATUS_BONUS_FIX or STATUS_BONUS_RATE)
* @return bonus: total bonus for SP
* @author [Cydh]
*/
static int status_get_spbonus(struct block_list *bl, enum e_status_bonus type) {
int bonus = 0;
if (type == STATUS_BONUS_FIX) {
struct status_change *sc = status_get_sc(bl);
//Only for BL_PC
if (bl->type == BL_PC) {
struct map_session_data *sd = map_id2sd(bl->id);
uint8 i;
bonus += sd->bonus.sp;
if ((i = pc_checkskill(sd,SL_KAINA)) > 0)
bonus += 30 * i;
if ((i = pc_checkskill(sd,RA_RESEARCHTRAP)) > 0)
bonus += 200 + 20 * i;
if ((i = pc_checkskill(sd,WM_LESSON)) > 0)
bonus += 30 * i;
if (pc_checkskill(sd,SU_SPRITEMABLE) > 0)
bonus += 100;
if (pc_checkskill(sd, SU_POWEROFSEA) > 0) {
bonus += 100;
if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
bonus += 200;
}
}
//Bonus by SC
if (sc) {
if(sc->data[SC_INCMSP])
bonus += sc->data[SC_INCMSP]->val1;
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
bonus += 50;
if(sc->data[SC_MTF_MSP])
bonus += sc->data[SC_MTF_MSP]->val1;
if(sc->data[SC_SWORDCLAN])
bonus += 10;
if(sc->data[SC_ARCWANDCLAN])
bonus += 10;
if(sc->data[SC_GOLDENMACECLAN])
bonus += 10;
if(sc->data[SC_CROSSBOWCLAN])
bonus += 10;
if(sc->data[SC_GLASTHEIM_HPSP])
bonus += sc->data[SC_GLASTHEIM_HPSP]->val2;
}
} else if (type == STATUS_BONUS_RATE) {
struct status_change *sc = status_get_sc(bl);
//Only for BL_PC
if (bl->type == BL_PC) {
struct map_session_data *sd = map_id2sd(bl->id);
uint8 i;
bonus += sd->sprate;
bonus -= 100; //Default sprate is 100, so it should be add 0%
if((i = pc_checkskill(sd,HP_MEDITATIO)) > 0)
bonus += i;
if((i = pc_checkskill(sd,HW_SOULDRAIN)) > 0)
bonus += 2 * i;
}
//Bonus by SC
if (sc) {
if(sc->data[SC_INCMSPRATE])
bonus += sc->data[SC_INCMSPRATE]->val1;
if(sc->data[SC_RAISINGDRAGON])
bonus += (2 + sc->data[SC_RAISINGDRAGON]->val1);
if(sc->data[SC_SERVICE4U])
bonus += sc->data[SC_SERVICE4U]->val2;
if(sc->data[SC_MERC_SPUP])
bonus += sc->data[SC_MERC_SPUP]->val2;
if(sc->data[SC_LIFE_FORCE_F])
bonus += sc->data[SC_LIFE_FORCE_F]->val1;
if(sc->data[SC_VITATA_500])
bonus += sc->data[SC_VITATA_500]->val2;
if (sc->data[SC_ENERGY_DRINK_RESERCH])
bonus += sc->data[SC_ENERGY_DRINK_RESERCH]->val3;
}
// Max rate reduce is -100%
bonus = cap_value(bonus,-100,INT_MAX);
}
return min(bonus,INT_MAX);
}
/**
* Get final MaxHP or MaxSP for player. References: http://irowiki.org/wiki/Max_HP and http://irowiki.org/wiki/Max_SP
* The calculation needs base_level, base_status/battle_status (vit or int), additive modifier, and multiplicative modifier
* @param sd Player
* @param stat Vit/Int of player as param modifier
* @param isHP true - calculates Max HP, false - calculated Max SP
* @return max The max value of HP or SP
*/
static unsigned int status_calc_maxhpsp_pc(struct map_session_data* sd, unsigned int stat, bool isHP) {
double dmax = 0;
uint16 idx, level, job_id;
nullpo_ret(sd);
job_id = pc_mapid2jobid(sd->class_,sd->status.sex);
idx = pc_class2idx(job_id);
level = umax(sd->status.base_level,1);
if (isHP) { //Calculates MaxHP
dmax = job_info[idx].base_hp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
dmax += status_get_hpbonus(&sd->bl,STATUS_BONUS_FIX);
dmax += (int64)(dmax * status_get_hpbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
}
else { //Calculates MaxSP
dmax = job_info[idx].base_sp[level-1] * (1 + (umax(stat,1) * 0.01)) * ((sd->class_&JOBL_UPPER)?1.25:(pc_is_taekwon_ranker(sd))?3:1);
dmax += status_get_spbonus(&sd->bl,STATUS_BONUS_FIX);
dmax += (int64)(dmax * status_get_spbonus(&sd->bl,STATUS_BONUS_RATE) / 100); //Aegis accuracy
}
//Make sure it's not negative before casting to unsigned int
if(dmax < 1) dmax = 1;
return cap_value((unsigned int)dmax,1,UINT_MAX);
}
/**
* Calculates player's weight
* @param sd: Player object
* @param flag: Calculation type
* CALCWT_ITEM - Item weight
* CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
* @return false - failed, true - success
*/
bool status_calc_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
{
int b_weight, b_max_weight, skill, i;
struct status_change *sc;
nullpo_retr(false, sd);
sc = &sd->sc;
b_max_weight = sd->max_weight; // Store max weight for later comparison
b_weight = sd->weight; // Store current weight for later comparison
sd->max_weight = job_info[pc_class2idx(sd->status.class_)].max_weight_base + sd->status.str * 300; // Recalculate max weight
if (flag&CALCWT_ITEM) {
sd->weight = 0; // Reset current weight
for(i = 0; i < MAX_INVENTORY; i++) {
if (!sd->inventory.u.items_inventory[i].nameid || sd->inventory_data[i] == NULL)
continue;
sd->weight += sd->inventory_data[i]->weight * sd->inventory.u.items_inventory[i].amount;
}
}
if (flag&CALCWT_MAXBONUS) {
// Skill/Status bonus weight increases
sd->max_weight += sd->add_max_weight; // From bAddMaxWeight
if ((skill = pc_checkskill(sd, MC_INCCARRY)) > 0)
sd->max_weight += 2000 * skill;
if (pc_isriding(sd) && pc_checkskill(sd, KN_RIDING) > 0)
sd->max_weight += 10000;
else if (pc_isridingdragon(sd))
sd->max_weight += 5000 + 2000 * pc_checkskill(sd, RK_DRAGONTRAINING);
if (sc->data[SC_KNOWLEDGE])
sd->max_weight += sd->max_weight * sc->data[SC_KNOWLEDGE]->val1 / 10;
if ((skill = pc_checkskill(sd, ALL_INCCARRY)) > 0)
sd->max_weight += 2000 * skill;
if (pc_ismadogear(sd))
sd->max_weight += 15000;
}
// Update the client if the new weight calculations don't match
if (b_weight != sd->weight)
clif_updatestatus(sd, SP_WEIGHT);
if (b_max_weight != sd->max_weight) {
clif_updatestatus(sd, SP_MAXWEIGHT);
pc_updateweightstatus(sd);
}
return true;
}
/**
* Calculates player's cart weight
* @param sd: Player object
* @param flag: Calculation type
* CALCWT_ITEM - Cart item weight
* CALCWT_MAXBONUS - Skill/Status/Configuration max weight bonus
* CALCWT_CARTSTATE - Whether to check for cart state
* @return false - failed, true - success
*/
bool status_calc_cart_weight(struct map_session_data *sd, enum e_status_calc_weight_opt flag)
{
int b_cart_weight_max, i;
nullpo_retr(false, sd);
if (!pc_iscarton(sd) && !(flag&CALCWT_CARTSTATE))
return false;
b_cart_weight_max = sd->cart_weight_max; // Store cart max weight for later comparison
sd->cart_weight_max = battle_config.max_cart_weight; // Recalculate max weight
if (flag&CALCWT_ITEM) {
sd->cart_weight = 0; // Reset current cart weight
sd->cart_num = 0; // Reset current cart item count
for(i = 0; i < MAX_CART; i++) {
if (!sd->cart.u.items_cart[i].nameid)
continue;
sd->cart_weight += itemdb_weight(sd->cart.u.items_cart[i].nameid) * sd->cart.u.items_cart[i].amount; // Recalculate current cart weight
sd->cart_num++; // Recalculate current cart item count
}
}
// Skill bonus max weight increases
if (flag&CALCWT_MAXBONUS)
sd->cart_weight_max += (pc_checkskill(sd, GN_REMODELING_CART) * 5000);
// Update the client if the new weight calculations don't match
if (b_cart_weight_max != sd->cart_weight_max)
clif_updatestatus(sd, SP_CARTINFO);
return true;
}
/**
* Calculates player data from scratch without counting SC adjustments
* Should be invoked whenever players raise stats, learn passive skills or change equipment
* @param sd: Player object
* @param opt: Whether it is first calc (login) or not
* @return (-1) for too many recursive calls, (1) recursive call, (0) success
*/
int status_calc_pc_sub(struct map_session_data* sd, enum e_status_calc_opt opt)
{
static int calculating = 0; ///< Check for recursive call preemption. [Skotlex]
struct status_data *base_status; ///< Pointer to the player's base status
const struct status_change *sc = &sd->sc;
struct s_skill b_skill[MAX_SKILL]; ///< Previous skill tree
int i, skill, refinedef = 0;
short index = -1;
if (++calculating > 10) // Too many recursive calls!
return -1;
// Remember player-specific values that are currently being shown to the client (for refresh purposes)
memcpy(b_skill, &sd->status.skill, sizeof(b_skill));
pc_calc_skilltree(sd); // SkillTree calculation
if (opt&SCO_FIRST) {
// Load Hp/SP from char-received data.
sd->battle_status.hp = sd->status.hp;
sd->battle_status.sp = sd->status.sp;
sd->regen.sregen = &sd->sregen;
sd->regen.ssregen = &sd->ssregen;
}
base_status = &sd->base_status;
// These are not zeroed. [zzo]
sd->hprate = 100;
sd->sprate = 100;
sd->castrate = 100;
sd->delayrate = 100;
sd->dsprate = 100;
sd->hprecov_rate = 100;
sd->sprecov_rate = 100;
sd->matk_rate = 100;
sd->critical_rate = sd->hit_rate = sd->flee_rate = sd->flee2_rate = 100;
sd->def_rate = sd->def2_rate = sd->mdef_rate = sd->mdef2_rate = 100;
sd->regen.state.block = 0;
sd->add_max_weight = 0;
// Zeroed arrays, order follows the order in pc.hpp.
// Add new arrays to the end of zeroed area in pc.hpp (see comments) and size here. [zzo]
memset (sd->param_bonus, 0, sizeof(sd->param_bonus)
+ sizeof(sd->param_equip)
+ sizeof(sd->subele)
+ sizeof(sd->subele_script)
+ sizeof(sd->subdefele)
+ sizeof(sd->subrace)
+ sizeof(sd->subclass)
+ sizeof(sd->subrace2)
+ sizeof(sd->subsize)
+ sizeof(sd->coma_class)
+ sizeof(sd->coma_race)
+ sizeof(sd->weapon_coma_ele)
+ sizeof(sd->weapon_coma_race)
+ sizeof(sd->weapon_coma_class)
+ sizeof(sd->weapon_atk)
+ sizeof(sd->weapon_damage_rate)
+ sizeof(sd->arrow_addele)
+ sizeof(sd->arrow_addrace)
+ sizeof(sd->arrow_addclass)
+ sizeof(sd->arrow_addsize)
+ sizeof(sd->magic_addele)
+ sizeof(sd->magic_addele_script)
+ sizeof(sd->magic_addrace)
+ sizeof(sd->magic_addclass)
+ sizeof(sd->magic_addsize)
+ sizeof(sd->magic_atk_ele)
+ sizeof(sd->critaddrace)
+ sizeof(sd->expaddrace)
+ sizeof(sd->expaddclass)
+ sizeof(sd->ignore_mdef_by_race)
+ sizeof(sd->ignore_mdef_by_class)
+ sizeof(sd->ignore_def_by_race)
+ sizeof(sd->ignore_def_by_class)
+ sizeof(sd->sp_gain_race)
+ sizeof(sd->magic_addrace2)
+ sizeof(sd->ignore_mdef_by_race2)
+ sizeof(sd->dropaddrace)
+ sizeof(sd->dropaddclass)
);
memset (&sd->right_weapon.overrefine, 0, sizeof(sd->right_weapon) - sizeof(sd->right_weapon.atkmods));
memset (&sd->left_weapon.overrefine, 0, sizeof(sd->left_weapon) - sizeof(sd->left_weapon.atkmods));
if (sd->special_state.intravision && !sd->sc.data[SC_INTRAVISION]) // Clear intravision as long as nothing else is using it
clif_status_load(&sd->bl, EFST_CLAIRVOYANCE, 0);
if (sd->special_state.no_walk_delay)
clif_status_load(&sd->bl, EFST_ENDURE, 0);
memset(&sd->special_state,0,sizeof(sd->special_state));
if (pc_isvip(sd)) // Magic Stone requirement avoidance for VIP.
sd->special_state.no_gemstone = battle_config.vip_gemstone;
if (!sd->state.permanent_speed) {
memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
base_status->speed = DEFAULT_WALK_SPEED;
} else {
int pSpeed = base_status->speed;
memset(&base_status->max_hp, 0, sizeof(struct status_data)-(sizeof(base_status->hp)+sizeof(base_status->sp)));
base_status->speed = pSpeed;
}
// !FIXME: Most of these stuff should be calculated once, but how do I fix the memset above to do that? [Skotlex]
// Give them all modes except these (useful for clones)
base_status->mode = static_cast<e_mode>(MD_MASK&~(MD_STATUS_IMMUNE|MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC|MD_DETECTOR|MD_ANGRY|MD_TARGETWEAK));
base_status->size = (sd->class_&JOBL_BABY || ((battle_config.summoner_trait&2) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)) ? SZ_SMALL : SZ_MEDIUM;
if (battle_config.character_size && pc_isriding(sd)) { // [Lupus]
if (sd->class_&JOBL_BABY) {
if (battle_config.character_size&SZ_BIG)
base_status->size++;
} else
if(battle_config.character_size&SZ_MEDIUM)
base_status->size++;
}
base_status->aspd_rate = 1000;
base_status->ele_lv = 1;
base_status->race = ((battle_config.summoner_trait&1) && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER;
base_status->class_ = CLASS_NORMAL;
sd->autospell.clear();
sd->autospell2.clear();
sd->autospell3.clear();
sd->addeff.clear();
sd->addeff_atked.clear();
sd->addeff_onskill.clear();
sd->skillatk.clear();
sd->skillusesprate.clear();
sd->skillusesp.clear();
sd->skillheal.clear();
sd->skillheal2.clear();
sd->skillblown.clear();
sd->skillcastrate.clear();
sd->skillfixcastrate.clear();
sd->subskill.clear();
sd->skillcooldown.clear();
sd->skillfixcast.clear();
sd->skillvarcast.clear();
sd->add_def.clear();
sd->add_mdef.clear();
sd->add_mdmg.clear();
sd->reseff.clear();
sd->itemgrouphealrate.clear();
sd->add_drop.clear();
sd->itemhealrate.clear();
sd->subele2.clear();
sd->skilldelay.clear();
sd->sp_vanish.clear();
sd->hp_vanish.clear();
// Zero up structures...
memset(&sd->hp_loss, 0, sizeof(sd->hp_loss)
+ sizeof(sd->sp_loss)
+ sizeof(sd->hp_regen)
+ sizeof(sd->sp_regen)
+ sizeof(sd->percent_hp_regen)
+ sizeof(sd->percent_sp_regen)
+ sizeof(sd->def_set_race)
+ sizeof(sd->mdef_set_race)
+ sizeof(sd->norecover_state_race)
+ sizeof(sd->hp_vanish_race)
+ sizeof(sd->sp_vanish_race)
);
memset(&sd->bonus, 0, sizeof(sd->bonus));
// Autobonus
pc_delautobonus(sd, sd->autobonus, true);
pc_delautobonus(sd, sd->autobonus2, true);
pc_delautobonus(sd, sd->autobonus3, true);
running_npc_stat_calc_event = true;
npc_script_event(sd, NPCE_STATCALC);
running_npc_stat_calc_event = false;
// Parse equipment
for (i = 0; i < EQI_MAX; i++) {
current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
current_equip_combo_pos = 0;
if (index < 0)
continue;
if (i == EQI_AMMO)
continue;
if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
continue;
if (!sd->inventory_data[index])
continue;
base_status->def += sd->inventory_data[index]->def;
// Items may be equipped, their effects however are nullified.
if (opt&SCO_FIRST && sd->inventory_data[index]->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT)
|| !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) { // Execute equip-script on login
run_script(sd->inventory_data[index]->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
}
// Sanitize the refine level in case someone decreased the value inbetween
if (sd->inventory.u.items_inventory[index].refine > MAX_REFINE)
sd->inventory.u.items_inventory[index].refine = MAX_REFINE;
if (sd->inventory_data[index]->type == IT_WEAPON) {
int r = sd->inventory.u.items_inventory[index].refine, wlv = sd->inventory_data[index]->wlv;
struct weapon_data *wd;
struct weapon_atk *wa;
if(wlv >= REFINE_TYPE_MAX)
wlv = REFINE_TYPE_MAX - 1;
if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) {
wd = &sd->left_weapon; // Left-hand weapon
wa = &base_status->lhw;
} else {
wd = &sd->right_weapon;
wa = &base_status->rhw;
}
wa->atk += sd->inventory_data[index]->atk;
if(r)
wa->atk2 = refine_info[wlv].bonus[r-1] / 100;
#ifdef RENEWAL
wa->matk += sd->inventory_data[index]->matk;
wa->wlv = wlv;
if(r && sd->weapontype1 != W_BOW) // Renewal magic attack refine bonus
wa->matk += refine_info[wlv].bonus[r-1] / 100;
#endif
if(r) // Overrefine bonus.
wd->overrefine = refine_info[wlv].randombonus_max[r-1] / 100;
wa->range += sd->inventory_data[index]->range;
if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
if (wd == &sd->left_weapon) {
sd->state.lr_flag = 1;
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
} else
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
if (!calculating) // Abort, run_script retriggered this. [Skotlex]
return 1;
}
#ifdef RENEWAL
if (sd->bonus.weapon_matk_rate)
wa->matk += wa->matk * sd->bonus.weapon_matk_rate / 100;
#endif
if(sd->inventory.u.items_inventory[index].card[0] == CARD0_FORGE) { // Forged weapon
wd->star += (sd->inventory.u.items_inventory[index].card[1]>>8);
if(wd->star >= 15) wd->star = 40; // 3 Star Crumbs now give +40 dmg
if(pc_famerank(MakeDWord(sd->inventory.u.items_inventory[index].card[2],sd->inventory.u.items_inventory[index].card[3]) ,MAPID_BLACKSMITH))
wd->star += 10;
if (!wa->ele) // Do not overwrite element from previous bonuses.
wa->ele = (sd->inventory.u.items_inventory[index].card[1]&0x0f);
}
} else if(sd->inventory_data[index]->type == IT_ARMOR) {
int r;
if ( (r = sd->inventory.u.items_inventory[index].refine) )
refinedef += refine_info[REFINE_TYPE_ARMOR].bonus[r-1];
if(sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
if( i == EQI_HAND_L ) // Shield
sd->state.lr_flag = 3;
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
if( i == EQI_HAND_L ) // Shield
sd->state.lr_flag = 0;
if (!calculating) // Abort, run_script retriggered this. [Skotlex]
return 1;
}
} else if( sd->inventory_data[index]->type == IT_SHADOWGEAR ) { // Shadow System
if (sd->inventory_data[index]->script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(sd->inventory_data[index],sd->bl.m))) {
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
if( !calculating )
return 1;
}
}
}
if(sd->equip_index[EQI_AMMO] >= 0) {
index = sd->equip_index[EQI_AMMO];
if(sd->inventory_data[index]) { // Arrows
sd->bonus.arrow_atk += sd->inventory_data[index]->atk;
sd->state.lr_flag = 2;
if( !itemdb_group_item_exists(IG_THROWABLE, sd->inventory_data[index]->nameid) ) // Don't run scripts on throwable items
run_script(sd->inventory_data[index]->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
if (!calculating) // Abort, run_script retriggered status_calc_pc. [Skotlex]
return 1;
}
}
// We've got combos to process and check
if( sd->combos.count ) {
for (i = 0; i < sd->combos.count; i++) {
uint8 j = 0;
bool no_run = false;
struct item_combo *combo = NULL;
current_equip_item_index = -1;
current_equip_combo_pos = sd->combos.pos[i];
if (!sd->combos.bonus[i] || !(combo = itemdb_combo_exists(sd->combos.id[i])))
continue;
// Check combo items
while (j < combo->count) {
struct item_data *id = itemdb_exists(combo->nameid[j]);
// Don't run the script if at least one of combo's pair has restriction
if (id && !pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(id, sd->bl.m)) {
no_run = true;
break;
}
j++;
}
if (no_run)
continue;
run_script(sd->combos.bonus[i],0,sd->bl.id,0);
if (!calculating) // Abort, run_script retriggered this
return 1;
}
}
// Store equipment script bonuses
memcpy(sd->param_equip,sd->param_bonus,sizeof(sd->param_equip));
memset(sd->param_bonus, 0, sizeof(sd->param_bonus));
base_status->def += (refinedef+50)/100;
// Parse Cards
for (i = 0; i < EQI_MAX; i++) {
current_equip_item_index = index = sd->equip_index[i]; // We pass INDEX to current_equip_item_index - for EQUIP_SCRIPT (new cards solution) [Lupus]
current_equip_combo_pos = 0;
if (index < 0)
continue;
if (i == EQI_AMMO)
continue;
if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
continue;
if (sd->inventory_data[index]) {
int j;
struct item_data *data;
// Card script execution.
if (itemdb_isspecial(sd->inventory.u.items_inventory[index].card[0]))
continue;
for (j = 0; j < MAX_SLOTS; j++) { // Uses MAX_SLOTS to support Soul Bound system [Inkfish]
int c = sd->inventory.u.items_inventory[index].card[j];
current_equip_card_id= c;
if(!c)
continue;
data = itemdb_exists(c);
if(!data)
continue;
if (opt&SCO_FIRST && data->equip_script && (pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) || !itemdb_isNoEquip(data,sd->bl.m))) {// Execute equip-script on login
run_script(data->equip_script,0,sd->bl.id,0);
if (!calculating)
return 1;
}
if(!data->script)
continue;
if(!pc_has_permission(sd,PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(data,sd->bl.m)) // Card restriction checks.
continue;
if(i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
sd->state.lr_flag = 1;
run_script(data->script,0,sd->bl.id,0);
sd->state.lr_flag = 0;
} else
run_script(data->script,0,sd->bl.id,0);
if (!calculating) // Abort, run_script his function. [Skotlex]
return 1;
}
}
}
current_equip_card_id = 0; // Clear stored card ID [Secret]
// Parse random options
for (i = 0; i < EQI_MAX; i++) {
current_equip_item_index = index = sd->equip_index[i];
current_equip_combo_pos = 0;
current_equip_opt_index = -1;
if (index < 0)
continue;
if (i == EQI_AMMO)
continue;
if (pc_is_same_equip_index((enum equip_index)i, sd->equip_index, index))
continue;
if (sd->inventory_data[index]) {
int j;
struct s_random_opt_data *data;
for (j = 0; j < MAX_ITEM_RDM_OPT; j++) {
short opt_id = sd->inventory.u.items_inventory[index].option[j].id;
if (!opt_id)
continue;
current_equip_opt_index = j;
data = itemdb_randomopt_exists(opt_id);
if (!data || !data->script)
continue;
if (!pc_has_permission(sd, PC_PERM_USE_ALL_EQUIPMENT) && itemdb_isNoEquip(sd->inventory_data[index], sd->bl.m))
continue;
if (i == EQI_HAND_L && sd->inventory.u.items_inventory[index].equip == EQP_HAND_L) { // Left hand status.
sd->state.lr_flag = 1;
run_script(data->script, 0, sd->bl.id, 0);
sd->state.lr_flag = 0;
}
else
run_script(data->script, 0, sd->bl.id, 0);
if (!calculating)
return 1;
}
}
current_equip_opt_index = -1;
}
if (sc->count && sc->data[SC_ITEMSCRIPT]) {
struct item_data *data = itemdb_exists(sc->data[SC_ITEMSCRIPT]->val1);
if (data && data->script)
run_script(data->script, 0, sd->bl.id, 0);
}
pc_bonus_script(sd);
if( sd->pd ) { // Pet Bonus
struct pet_data *pd = sd->pd;
std::shared_ptr<s_pet_db> pet_db_ptr = pd->get_pet_db();
if (pet_db_ptr != nullptr && pet_db_ptr->pet_bonus_script)
run_script(pet_db_ptr->pet_bonus_script,0,sd->bl.id,0);
if (pet_db_ptr != nullptr && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus)
pc_bonus(sd,pd->bonus->type, pd->bonus->val);
}
// param_bonus now holds card bonuses.
if(base_status->rhw.range < 1) base_status->rhw.range = 1;
if(base_status->lhw.range < 1) base_status->lhw.range = 1;
if(base_status->rhw.range < base_status->lhw.range)
base_status->rhw.range = base_status->lhw.range;
sd->bonus.double_rate += sd->bonus.double_add_rate;
sd->bonus.perfect_hit += sd->bonus.perfect_hit_add;
sd->bonus.splash_range += sd->bonus.splash_add_range;
// Damage modifiers from weapon type
sd->right_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype1];
sd->right_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype1];
sd->right_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype1];
sd->left_weapon.atkmods[SZ_SMALL] = atkmods[SZ_SMALL][sd->weapontype2];
sd->left_weapon.atkmods[SZ_MEDIUM] = atkmods[SZ_MEDIUM][sd->weapontype2];
sd->left_weapon.atkmods[SZ_BIG] = atkmods[SZ_BIG][sd->weapontype2];
if((pc_isriding(sd) || pc_isridingdragon(sd)) &&
(sd->status.weapon==W_1HSPEAR || sd->status.weapon==W_2HSPEAR))
{ // When Riding with spear, damage modifier to mid-class becomes
// same as versus large size.
sd->right_weapon.atkmods[SZ_MEDIUM] = sd->right_weapon.atkmods[SZ_BIG];
sd->left_weapon.atkmods[SZ_MEDIUM] = sd->left_weapon.atkmods[SZ_BIG];
}
// ----- STATS CALCULATION -----
// Job bonuses
index = pc_class2idx(sd->status.class_);
for(i=0;i<(int)sd->status.job_level && i<MAX_LEVEL;i++) {
if(!job_info[index].job_bonus[i])
continue;
switch(job_info[index].job_bonus[i]) {
case 1: base_status->str++; break;
case 2: base_status->agi++; break;
case 3: base_status->vit++; break;
case 4: base_status->int_++; break;
case 5: base_status->dex++; break;
case 6: base_status->luk++; break;
}
}
// If a Super Novice has never died and is at least joblv 70, he gets all stats +10
if(((sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && (sd->status.job_level >= 70 || sd->class_&JOBL_THIRD)) && sd->die_counter == 0) {
base_status->str += 10;
base_status->agi += 10;
base_status->vit += 10;
base_status->int_+= 10;
base_status->dex += 10;
base_status->luk += 10;
}
// Absolute modifiers from passive skills
if(pc_checkskill(sd,BS_HILTBINDING)>0)
base_status->str++;
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0)
base_status->int_ += (skill+1)/2; // +1 INT / 2 lv
if((skill=pc_checkskill(sd,AC_OWL))>0)
base_status->dex += skill;
if((skill = pc_checkskill(sd,RA_RESEARCHTRAP))>0)
base_status->int_ += skill;
if (pc_checkskill(sd, SU_POWEROFLAND) > 0)
base_status->int_ += 20;
// Bonuses from cards and equipment as well as base stat, remember to avoid overflows.
i = base_status->str + sd->status.str + sd->param_bonus[0] + sd->param_equip[0];
base_status->str = cap_value(i,0,USHRT_MAX);
i = base_status->agi + sd->status.agi + sd->param_bonus[1] + sd->param_equip[1];
base_status->agi = cap_value(i,0,USHRT_MAX);
i = base_status->vit + sd->status.vit + sd->param_bonus[2] + sd->param_equip[2];
base_status->vit = cap_value(i,0,USHRT_MAX);
i = base_status->int_+ sd->status.int_+ sd->param_bonus[3] + sd->param_equip[3];
base_status->int_ = cap_value(i,0,USHRT_MAX);
i = base_status->dex + sd->status.dex + sd->param_bonus[4] + sd->param_equip[4];
base_status->dex = cap_value(i,0,USHRT_MAX);
i = base_status->luk + sd->status.luk + sd->param_bonus[5] + sd->param_equip[5];
base_status->luk = cap_value(i,0,USHRT_MAX);
if (sd->special_state.no_walk_delay) {
if (sc->data[SC_ENDURE]) {
if (sc->data[SC_ENDURE]->val4)
sc->data[SC_ENDURE]->val4 = 0;
status_change_end(&sd->bl, SC_ENDURE, INVALID_TIMER);
}
clif_status_load(&sd->bl, EFST_ENDURE, 1);
base_status->mdef++;
}
// ------ ATTACK CALCULATION ------
// Base batk value is set in status_calc_misc
#ifndef RENEWAL
// !FIXME: Weapon-type bonus (Why is the weapon_atk bonus applied to base attack?)
if (sd->status.weapon < MAX_WEAPON_TYPE && sd->weapon_atk[sd->status.weapon])
base_status->batk += sd->weapon_atk[sd->status.weapon];
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,BS_HILTBINDING))>0)
base_status->batk += 4;
#else
base_status->watk = status_weapon_atk(base_status->rhw, sd);
base_status->watk2 = status_weapon_atk(base_status->lhw, sd);
base_status->eatk = sd->bonus.eatk;
#endif
// ----- HP MAX CALCULATION -----
base_status->max_hp = sd->status.max_hp = status_calc_maxhpsp_pc(sd,base_status->vit,true);
if(battle_config.hp_rate != 100)
base_status->max_hp = (unsigned int)(battle_config.hp_rate * (base_status->max_hp/100.));
if (sd->status.base_level < 100)
base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv99);
else if (sd->status.base_level < 151)
base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp_lv150);
else
base_status->max_hp = cap_value(base_status->max_hp,1,(unsigned int)battle_config.max_hp);
// ----- SP MAX CALCULATION -----
base_status->max_sp = sd->status.max_sp = status_calc_maxhpsp_pc(sd,base_status->int_,false);
if(battle_config.sp_rate != 100)
base_status->max_sp = (unsigned int)(battle_config.sp_rate * (base_status->max_sp/100.));
base_status->max_sp = cap_value(base_status->max_sp,1,(unsigned int)battle_config.max_sp);
// ----- RESPAWN HP/SP -----
// Calc respawn hp and store it on base_status
if (sd->special_state.restart_full_recover) {
base_status->hp = base_status->max_hp;
base_status->sp = base_status->max_sp;
} else {
if((sd->class_&MAPID_BASEMASK) == MAPID_NOVICE && !(sd->class_&JOBL_2)
&& battle_config.restart_hp_rate < 50)
base_status->hp = base_status->max_hp>>1;
else
base_status->hp = (int64)base_status->max_hp * battle_config.restart_hp_rate/100;
if(!base_status->hp)
base_status->hp = 1;
base_status->sp = (int64)base_status->max_sp * battle_config.restart_sp_rate /100;
if( !base_status->sp ) // The minimum for the respawn setting is SP:1
base_status->sp = 1;
}
// ----- MISC CALCULATION -----
status_calc_misc(&sd->bl, base_status, sd->status.base_level);
// Equipment modifiers for misc settings
if(sd->matk_rate < 0)
sd->matk_rate = 0;
if(sd->matk_rate != 100) {
base_status->matk_max = base_status->matk_max * sd->matk_rate/100;
base_status->matk_min = base_status->matk_min * sd->matk_rate/100;
}
if(sd->hit_rate < 0)
sd->hit_rate = 0;
if(sd->hit_rate != 100)
base_status->hit = base_status->hit * sd->hit_rate/100;
if(sd->flee_rate < 0)
sd->flee_rate = 0;
if(sd->flee_rate != 100)
base_status->flee = base_status->flee * sd->flee_rate/100;
if(sd->def2_rate < 0)
sd->def2_rate = 0;
if(sd->def2_rate != 100)
base_status->def2 = base_status->def2 * sd->def2_rate/100;
if(sd->mdef2_rate < 0)
sd->mdef2_rate = 0;
if(sd->mdef2_rate != 100)
base_status->mdef2 = base_status->mdef2 * sd->mdef2_rate/100;
if(sd->critical_rate < 0)
sd->critical_rate = 0;
if(sd->critical_rate != 100)
base_status->cri = cap_value(base_status->cri * sd->critical_rate/100,SHRT_MIN,SHRT_MAX);
if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
base_status->cri += 200;
if(sd->flee2_rate < 0)
sd->flee2_rate = 0;
if(sd->flee2_rate != 100)
base_status->flee2 = base_status->flee2 * sd->flee2_rate/100;
// ----- HIT CALCULATION -----
// Absolute modifiers from passive skills
#ifndef RENEWAL
if((skill=pc_checkskill(sd,BS_WEAPONRESEARCH))>0)
base_status->hit += skill*2;
#endif
if((skill=pc_checkskill(sd,AC_VULTURE))>0) {
#ifndef RENEWAL
base_status->hit += skill;
#endif
if(sd->status.weapon == W_BOW)
base_status->rhw.range += skill;
}
if(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE) {
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0)
base_status->hit += 2*skill;
if((skill=pc_checkskill(sd,GS_SNAKEEYE))>0) {
base_status->hit += skill;
base_status->rhw.range += skill;
}
}
if((sd->status.weapon == W_1HAXE || sd->status.weapon == W_2HAXE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
base_status->hit += skill * 3;
if((sd->status.weapon == W_MACE || sd->status.weapon == W_2HMACE) && (skill = pc_checkskill(sd,NC_TRAININGAXE)) > 0)
base_status->hit += skill * 2;
if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
base_status->hit += 20;
if ((skill = pc_checkskill(sd, SU_SOULATTACK)) > 0)
base_status->rhw.range += skill_get_range2(&sd->bl, SU_SOULATTACK, skill, true);
// ----- FLEE CALCULATION -----
// Absolute modifiers from passive skills
if((skill=pc_checkskill(sd,TF_MISS))>0)
base_status->flee += skill*(sd->class_&JOBL_2 && (sd->class_&MAPID_BASEMASK) == MAPID_THIEF? 4 : 3);
if((skill=pc_checkskill(sd,MO_DODGE))>0)
base_status->flee += (skill*3)>>1;
if (pc_checkskill(sd, SU_POWEROFLIFE) > 0)
base_status->flee += 20;
// ----- EQUIPMENT-DEF CALCULATION -----
// Apply relative modifiers from equipment
if(sd->def_rate < 0)
sd->def_rate = 0;
if(sd->def_rate != 100) {
i = base_status->def * sd->def_rate/100;
base_status->def = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
}
if(pc_ismadogear(sd) && pc_checkskill(sd, NC_MAINFRAME) > 0)
base_status->def += 20 + (pc_checkskill(sd, NC_MAINFRAME) * 20);
#ifndef RENEWAL
if (!battle_config.weapon_defense_type && base_status->def > battle_config.max_def) {
base_status->def2 += battle_config.over_def_bonus*(base_status->def -battle_config.max_def);
base_status->def = (unsigned char)battle_config.max_def;
}
#endif
// ----- EQUIPMENT-MDEF CALCULATION -----
// Apply relative modifiers from equipment
if(sd->mdef_rate < 0)
sd->mdef_rate = 0;
if(sd->mdef_rate != 100) {
i = base_status->mdef * sd->mdef_rate/100;
base_status->mdef = cap_value(i, DEFTYPE_MIN, DEFTYPE_MAX);
}
#ifndef RENEWAL
if (!battle_config.magic_defense_type && base_status->mdef > battle_config.max_def) {
base_status->mdef2 += battle_config.over_def_bonus*(base_status->mdef -battle_config.max_def);
base_status->mdef = (signed char)battle_config.max_def;
}
#endif
// ----- ASPD CALCULATION -----
/// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied
// Basic ASPD value
i = status_base_amotion_pc(sd,base_status);
base_status->amotion = cap_value(i,pc_maxaspd(sd),2000);
// Relative modifiers from passive skills
// Renewal modifiers are handled in status_base_amotion_pc
#ifndef RENEWAL_ASPD
if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK)
base_status->aspd_rate -= 5*skill;
if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && pc_is_maxjoblv(sd))
base_status->aspd_rate -= 30*skill;
if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 &&
(sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE))
base_status->aspd_rate -= ((skill+1)/2) * 10;
if(pc_isriding(sd))
base_status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY);
else if(pc_isridingdragon(sd))
base_status->aspd_rate += 250-50*pc_checkskill(sd,RK_DRAGONTRAINING);
#endif
base_status->adelay = 2*base_status->amotion;
// ----- DMOTION -----
i = 800-base_status->agi*4;
base_status->dmotion = cap_value(i, 400, 800);
if(battle_config.pc_damage_delay_rate != 100)
base_status->dmotion = base_status->dmotion*battle_config.pc_damage_delay_rate/100;
// ----- MISC CALCULATIONS -----
// Weight
status_calc_weight(sd, CALCWT_MAXBONUS);
status_calc_cart_weight(sd, CALCWT_MAXBONUS);
if (pc_checkskill(sd, SM_MOVINGRECOVERY) > 0 || pc_ismadogear(sd))
sd->regen.state.walk = 1;
else
sd->regen.state.walk = 0;
// Skill SP cost
if((skill=pc_checkskill(sd,HP_MANARECHARGE))>0 )
sd->dsprate -= 4*skill;
if(sc->data[SC_SERVICE4U])
sd->dsprate -= sc->data[SC_SERVICE4U]->val3;
if(sc->data[SC_SPCOST_RATE])
sd->dsprate -= sc->data[SC_SPCOST_RATE]->val1;
// Underflow protections.
if(sd->dsprate < 0)
sd->dsprate = 0;
if(sd->castrate < 0)
sd->castrate = 0;
if(sd->delayrate < 0)
sd->delayrate = 0;
if(sd->hprecov_rate < 0)
sd->hprecov_rate = 0;
if(sd->sprecov_rate < 0)
sd->sprecov_rate = 0;
// Anti-element and anti-race
if((skill=pc_checkskill(sd,CR_TRUST))>0)
sd->subele[ELE_HOLY] += skill*5;
if((skill=pc_checkskill(sd,BS_SKINTEMPER))>0) {
sd->subele[ELE_NEUTRAL] += skill;
sd->subele[ELE_FIRE] += skill*5;
}
if((skill=pc_checkskill(sd,SA_DRAGONOLOGY))>0) {
#ifdef RENEWAL
skill = skill * 2;
#else
skill = skill * 4;
#endif
sd->right_weapon.addrace[RC_DRAGON]+=skill;
sd->left_weapon.addrace[RC_DRAGON]+=skill;
sd->magic_addrace[RC_DRAGON]+=skill;
sd->subrace[RC_DRAGON]+=skill;
}
if(sc->count) {
if(sc->data[SC_CONCENTRATE]) { // Update the card-bonus data
sc->data[SC_CONCENTRATE]->val3 = sd->param_bonus[1]; // Agi
sc->data[SC_CONCENTRATE]->val4 = sd->param_bonus[4]; // Dex
}
if(sc->data[SC_SIEGFRIED]) {
i = sc->data[SC_SIEGFRIED]->val2;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_POISON] += i;
sd->subele[ELE_HOLY] += i;
sd->subele[ELE_DARK] += i;
sd->subele[ELE_GHOST] += i;
sd->subele[ELE_UNDEAD] += i;
}
if(sc->data[SC_PROVIDENCE]) {
sd->subele[ELE_HOLY] += sc->data[SC_PROVIDENCE]->val2;
sd->subrace[RC_DEMON] += sc->data[SC_PROVIDENCE]->val2;
}
if (sc->data[SC_GEFFEN_MAGIC1]) {
sd->right_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
sd->right_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
sd->left_weapon.addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC1]->val1;
sd->left_weapon.addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC1]->val1;
}
if (sc->data[SC_GEFFEN_MAGIC2]) {
sd->magic_addrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC2]->val1;
sd->magic_addrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC2]->val1;
}
if(sc->data[SC_GEFFEN_MAGIC3]) {
sd->subrace[RC_PLAYER] += sc->data[SC_GEFFEN_MAGIC3]->val1;
sd->subrace[RC_DEMIHUMAN] += sc->data[SC_GEFFEN_MAGIC3]->val1;
}
if(sc->data[SC_ARMOR_ELEMENT_WATER]) { // This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WATER]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WATER]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WATER]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WATER]->val4;
}
if(sc->data[SC_ARMOR_ELEMENT_EARTH]) { // This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_EARTH]->val4;
}
if(sc->data[SC_ARMOR_ELEMENT_FIRE]) { // This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_FIRE]->val4;
}
if(sc->data[SC_ARMOR_ELEMENT_WIND]) { // This status change should grant card-type elemental resist.
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_ELEMENT_WIND]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_ELEMENT_WIND]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_ELEMENT_WIND]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_ELEMENT_WIND]->val4;
}
if(sc->data[SC_ARMOR_RESIST]) { // Undead Scroll
sd->subele[ELE_WATER] += sc->data[SC_ARMOR_RESIST]->val1;
sd->subele[ELE_EARTH] += sc->data[SC_ARMOR_RESIST]->val2;
sd->subele[ELE_FIRE] += sc->data[SC_ARMOR_RESIST]->val3;
sd->subele[ELE_WIND] += sc->data[SC_ARMOR_RESIST]->val4;
}
if( sc->data[SC_FIRE_CLOAK_OPTION] ) {
i = sc->data[SC_FIRE_CLOAK_OPTION]->val2;
sd->subele[ELE_FIRE] += i;
sd->subele[ELE_WATER] -= i;
}
if( sc->data[SC_WATER_DROP_OPTION] ) {
i = sc->data[SC_WATER_DROP_OPTION]->val2;
sd->subele[ELE_WATER] += i;
sd->subele[ELE_WIND] -= i;
}
if( sc->data[SC_WIND_CURTAIN_OPTION] ) {
i = sc->data[SC_WIND_CURTAIN_OPTION]->val2;
sd->subele[ELE_WIND] += i;
sd->subele[ELE_EARTH] -= i;
}
if( sc->data[SC_STONE_SHIELD_OPTION] ) {
i = sc->data[SC_STONE_SHIELD_OPTION]->val2;
sd->subele[ELE_EARTH] += i;
sd->subele[ELE_FIRE] -= i;
}
if (sc->data[SC_MTF_MLEATKED] )
sd->subele[ELE_NEUTRAL] += sc->data[SC_MTF_MLEATKED]->val3;
if (sc->data[SC_MTF_CRIDAMAGE])
sd->bonus.crit_atk_rate += sc->data[SC_MTF_CRIDAMAGE]->val1;
if (sc->data[SC_GLASTHEIM_ATK]) {
sd->ignore_mdef_by_race[RC_UNDEAD] += sc->data[SC_GLASTHEIM_ATK]->val1;
sd->ignore_mdef_by_race[RC_DEMON] += sc->data[SC_GLASTHEIM_ATK]->val1;
}
if (sc->data[SC_LAUDARAMUS])
sd->bonus.crit_atk_rate += 5 * sc->data[SC_LAUDARAMUS]->val1;
}
status_cpy(&sd->battle_status, base_status);
// ----- CLIENT-SIDE REFRESH -----
if(!sd->bl.prev) {
// Will update on LoadEndAck
calculating = 0;
return 0;
}
if(memcmp(b_skill,sd->status.skill,sizeof(sd->status.skill)))
clif_skillinfoblock(sd);
// If the skill is learned, the status is infinite.
if( (skill = pc_checkskill(sd,SU_SPRITEMABLE)) > 0 && !sd->sc.data[SC_SPRITEMABLE] )
sc_start(&sd->bl, &sd->bl, SC_SPRITEMABLE, 100, 1, INFINITE_TICK);
calculating = 0;
return 0;
}
/// Intermediate function since C++ does not have a try-finally syntax
int status_calc_pc_( struct map_session_data* sd, enum e_status_calc_opt opt ){
// Save the old script the player was attached to
struct script_state* previous_st = sd->st;
// Store the return value of the original function
int ret = status_calc_pc_sub( sd, opt );
// If an old script is present
if( previous_st ){
// Reattach the player to it, so that the limitations of that script kick back in
script_attach_state( previous_st );
}
// Return the original return value
return ret;
}
/**
* Calculates Mercenary data
* @param md: Mercenary object
* @param opt: Whether it is first calc or not (0 on level up or status)
* @return 0
*/
int status_calc_mercenary_(struct mercenary_data *md, enum e_status_calc_opt opt)
{
struct status_data *status = &md->base_status;
struct s_mercenary *merc = &md->mercenary;
if (opt&SCO_FIRST) {
memcpy(status, &md->db->status, sizeof(struct status_data));
status->class_ = CLASS_NORMAL;
status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
status->hp = status->max_hp;
status->sp = status->max_sp;
md->battle_status.hp = merc->hp;
md->battle_status.sp = merc->sp;
if (md->master)
status->speed = status_get_speed(&md->master->bl);
}
status_calc_misc(&md->bl, status, md->db->lv);
status_cpy(&md->battle_status, status);
return 0;
}
/**
* Calculates Homunculus data
* @param hd: Homunculus object
* @param opt: Whether it is first calc or not (0 on level up or status)
* @return 1
*/
int status_calc_homunculus_(struct homun_data *hd, enum e_status_calc_opt opt)
{
struct status_data *status = &hd->base_status;
struct s_homunculus *hom = &hd->homunculus;
int skill_lv;
int amotion;
status->str = hom->str / 10;
status->agi = hom->agi / 10;
status->vit = hom->vit / 10;
status->dex = hom->dex / 10;
status->int_ = hom->int_ / 10;
status->luk = hom->luk / 10;
APPLY_HOMUN_LEVEL_STATWEIGHT();
if (opt&SCO_FIRST) {
const struct s_homunculus_db *db = hd->homunculusDB;
status->def_ele = db->element;
status->ele_lv = 1;
status->race = db->race;
status->class_ = CLASS_NORMAL;
status->size = (hom->class_ == db->evo_class) ? db->evo_size : db->base_size;
status->rhw.range = 1 + status->size;
status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
status->speed = DEFAULT_WALK_SPEED;
if (battle_config.hom_setting&HOMSET_COPY_SPEED && hd->master)
status->speed = status_get_speed(&hd->master->bl);
status->hp = 1;
status->sp = 1;
}
status->aspd_rate = 1000;
#ifdef RENEWAL
amotion = hd->homunculusDB->baseASPD;
amotion = amotion - amotion * (status->dex + hom->dex_value) / 1000 - (status->agi + hom->agi_value) * amotion / 250;
status->def = status->mdef = 0;
#else
skill_lv = hom->level / 10 + status->vit / 5;
status->def = cap_value(skill_lv, 0, 99);
skill_lv = hom->level / 10 + status->int_ / 5;
status->mdef = cap_value(skill_lv, 0, 99);
amotion = (1000 - 4 * status->agi - status->dex) * hd->homunculusDB->baseASPD / 1000;
#endif
status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
status->adelay = status->amotion; //It seems adelay = amotion for Homunculus.
status->max_hp = hom->max_hp;
status->max_sp = hom->max_sp;
hom_calc_skilltree(hd, 0);
if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
status->def += skill_lv * 4;
if((skill_lv = hom_checkskill(hd, HVAN_INSTRUCT)) > 0) {
status->int_ += 1 + skill_lv / 2 + skill_lv / 4 + skill_lv / 5;
status->str += 1 + skill_lv / 3 + skill_lv / 3 + skill_lv / 4;
}
if((skill_lv = hom_checkskill(hd, HAMI_SKIN)) > 0)
status->max_hp += skill_lv * 2 * status->max_hp / 100;
if((skill_lv = hom_checkskill(hd, HLIF_BRAIN)) > 0)
status->max_sp += (1 + skill_lv / 2 - skill_lv / 4 + skill_lv / 5) * status->max_sp / 100;
if (opt&SCO_FIRST) {
hd->battle_status.hp = hom->hp;
hd->battle_status.sp = hom->sp;
if(hom->class_ == 6052) // Eleanor
sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
}
#ifndef RENEWAL
status->rhw.atk = status->dex;
status->rhw.atk2 = status->str + hom->level;
#endif
status_calc_misc(&hd->bl, status, hom->level);
status_cpy(&hd->battle_status, status);
return 1;
}
/**
* Calculates Elemental data
* @param ed: Elemental object
* @param opt: Whether it is first calc or not (0 on status change)
* @return 0
*/
int status_calc_elemental_(struct elemental_data *ed, enum e_status_calc_opt opt)
{
struct status_data *status = &ed->base_status;
struct s_elemental *ele = &ed->elemental;
struct map_session_data *sd = ed->master;
if( !sd )
return 0;
if (opt&SCO_FIRST) {
memcpy(status, &ed->db->status, sizeof(struct status_data));
if( !ele->mode )
status->mode = EL_MODE_PASSIVE;
else
status->mode = ele->mode;
status->class_ = CLASS_NORMAL;
status_calc_misc(&ed->bl, status, 0);
status->max_hp = ele->max_hp;
status->max_sp = ele->max_sp;
status->hp = ele->hp;
status->sp = ele->sp;
status->rhw.atk = ele->atk;
status->rhw.atk2 = ele->atk2;
status->matk_min += ele->matk;
status->def += ele->def;
status->mdef += ele->mdef;
status->flee = ele->flee;
status->hit = ele->hit;
if (ed->master)
status->speed = status_get_speed(&ed->master->bl);
memcpy(&ed->battle_status,status,sizeof(struct status_data));
} else {
status_calc_misc(&ed->bl, status, 0);
status_cpy(&ed->battle_status, status);
}
return 0;
}
/**
* Calculates NPC data
* @param nd: NPC object
* @param opt: Whether it is first calc or not (what?)
* @return 0
*/
int status_calc_npc_(struct npc_data *nd, enum e_status_calc_opt opt)
{
struct status_data *status = &nd->status;
if (!nd)
return 0;
if (opt&SCO_FIRST) {
status->hp = 1;
status->sp = 1;
status->max_hp = 1;
status->max_sp = 1;
status->def_ele = ELE_NEUTRAL;
status->ele_lv = 1;
status->race = RC_DEMIHUMAN;
status->class_ = CLASS_NORMAL;
status->size = nd->size;
status->rhw.range = 1 + status->size;
status->mode = static_cast<e_mode>(MD_CANMOVE|MD_CANATTACK);
status->speed = nd->speed;
}
status->str = nd->stat_point + nd->params.str;
status->agi = nd->stat_point + nd->params.agi;
status->vit = nd->stat_point + nd->params.vit;
status->int_= nd->stat_point + nd->params.int_;
status->dex = nd->stat_point + nd->params.dex;
status->luk = nd->stat_point + nd->params.luk;
status_calc_misc(&nd->bl, status, nd->level);
status_cpy(&nd->status, status);
return 0;
}
/**
* Calculates regeneration values
* Applies passive skill regeneration additions
* @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
* @param status: Object's status
* @param regen: Object's base regeneration data
*/
void status_calc_regen(struct block_list *bl, struct status_data *status, struct regen_data *regen)
{
struct map_session_data *sd;
struct status_change *sc;
int val, skill, reg_flag;
if( !(bl->type&BL_REGEN) || !regen )
return;
sd = BL_CAST(BL_PC,bl);
sc = status_get_sc(bl);
val = 1 + (status->vit/5) + (status->max_hp/200);
if( sd && sd->hprecov_rate != 100 )
val = val*sd->hprecov_rate/100;
reg_flag = bl->type == BL_PC ? 0 : 1;
regen->hp = cap_value(val, reg_flag, SHRT_MAX);
val = 1 + (status->int_/6) + (status->max_sp/100);
if( status->int_ >= 120 )
val += ((status->int_-120)>>1) + 4;
if( sd && sd->sprecov_rate != 100 )
val = val*sd->sprecov_rate/100;
regen->sp = cap_value(val, reg_flag, SHRT_MAX);
if( sd ) {
struct regen_data_sub *sregen;
if( (skill=pc_checkskill(sd,HP_MEDITATIO)) > 0 ) {
val = regen->sp*(100+3*skill)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
// Only players have skill/sitting skill regen for now.
sregen = regen->sregen;
val = 0;
if( (skill=pc_checkskill(sd,SM_RECOVERY)) > 0 )
val += skill*5 + skill*status->max_hp/500;
sregen->hp = cap_value(val, 0, SHRT_MAX);
val = 0;
if( (skill=pc_checkskill(sd,MG_SRECOVERY)) > 0 )
val += skill*3 + skill*status->max_sp/500;
if( (skill=pc_checkskill(sd,NJ_NINPOU)) > 0 )
val += skill*3 + skill*status->max_sp/500;
if( (skill=pc_checkskill(sd,WM_LESSON)) > 0 )
val += 3 + 3 * skill;
if (sc && sc->count) {
if (sc->data[SC_SHRIMPBLESSING])
val *= 150 / 100;
if (sc->data[SC_ANCILLA])
val += sc->data[SC_ANCILLA]->val2 / 100;
}
sregen->sp = cap_value(val, 0, SHRT_MAX);
// Skill-related recovery (only when sit)
sregen = regen->ssregen;
val = 0;
if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
val += skill*4 + skill*status->max_hp/500;
if( (skill=pc_checkskill(sd,TK_HPTIME)) > 0 && sd->state.rest )
val += skill*30 + skill*status->max_hp/500;
sregen->hp = cap_value(val, 0, SHRT_MAX);
val = 0;
if( (skill=pc_checkskill(sd,TK_SPTIME)) > 0 && sd->state.rest ) {
val += skill*3 + skill*status->max_sp/500;
if ((skill=pc_checkskill(sd,SL_KAINA)) > 0) // Power up Enjoyable Rest
val += (30+10*skill)*val/100;
}
if( (skill=pc_checkskill(sd,MO_SPIRITSRECOVERY)) > 0 )
val += skill*2 + skill*status->max_sp/500;
sregen->sp = cap_value(val, 0, SHRT_MAX);
}
if( bl->type == BL_HOM ) {
struct homun_data *hd = (TBL_HOM*)bl;
if( (skill = hom_checkskill(hd,HAMI_SKIN)) > 0 ) {
val = regen->hp*(100+5*skill)/100;
regen->hp = cap_value(val, 1, SHRT_MAX);
}
if( (skill = hom_checkskill(hd,HLIF_BRAIN)) > 0 ) {
val = regen->sp*(100+3*skill)/100;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
} else if( bl->type == BL_MER ) {
val = (status->max_hp * status->vit / 10000 + 1) * 6;
regen->hp = cap_value(val, 1, SHRT_MAX);
val = (status->max_sp * (status->int_ + 10) / 750) + 1;
regen->sp = cap_value(val, 1, SHRT_MAX);
} else if( bl->type == BL_ELEM ) {
val = (status->max_hp * status->vit / 10000 + 1) * 6;
regen->hp = cap_value(val, 1, SHRT_MAX);
val = (status->max_sp * (status->int_ + 10) / 750) + 1;
regen->sp = cap_value(val, 1, SHRT_MAX);
}
}
/**
* Calculates SC (Status Changes) regeneration values
* @param bl: Object to calculate regen for [PC|HOM|MER|ELEM]
* @param regen: Object's base regeneration data
* @param sc: Object's status change data
*/
void status_calc_regen_rate(struct block_list *bl, struct regen_data *regen, struct status_change *sc)
{
if (!(bl->type&BL_REGEN) || !regen)
return;
regen->flag = RGN_HP|RGN_SP;
if(regen->sregen) {
if (regen->sregen->hp)
regen->flag |= RGN_SHP;
if (regen->sregen->sp)
regen->flag |= RGN_SSP;
regen->sregen->rate.hp = regen->sregen->rate.sp = 100;
}
if (regen->ssregen) {
if (regen->ssregen->hp)
regen->flag |= RGN_SHP;
if (regen->ssregen->sp)
regen->flag |= RGN_SSP;
regen->ssregen->rate.hp = regen->ssregen->rate.sp = 100;
}
regen->rate.hp = regen->rate.sp = 100;
if (!sc || !sc->count)
return;
// No HP or SP regen
if ((sc->data[SC_POISON] && !sc->data[SC_SLOWPOISON])
|| (sc->data[SC_DPOISON] && !sc->data[SC_SLOWPOISON])
|| sc->data[SC_BERSERK]
|| sc->data[SC_TRICKDEAD]
|| sc->data[SC_BLEEDING]
|| sc->data[SC_MAGICMUSHROOM]
|| sc->data[SC_SATURDAYNIGHTFEVER]
|| sc->data[SC_REBOUND])
regen->flag = RGN_NONE;
// No natural SP regen
if (sc->data[SC_DANCING] ||
#ifdef RENEWAL
sc->data[SC_MAXIMIZEPOWER] ||
#endif
#ifndef RENEWAL
(bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
(sc->data[SC_EXTREMITYFIST] || sc->data[SC_EXPLOSIONSPIRITS]) && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
#else
(bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
sc->data[SC_EXTREMITYFIST] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK)) ||
#endif
sc->data[SC_OBLIVIONCURSE] || sc->data[SC_VITALITYACTIVATION])
regen->flag &= ~RGN_SP;
if (sc->data[SC_TENSIONRELAX]) {
if (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90])
regen->state.overweight = 0; // 1x HP regen
else {
regen->rate.hp += 200;
if (regen->sregen)
regen->sregen->rate.hp += 200;
}
}
if (sc->data[SC_MAGNIFICAT])
regen->rate.sp += 100;
if (sc->data[SC_REGENERATION]) {
const struct status_change_entry *sce = sc->data[SC_REGENERATION];
if (!sce->val4) {
regen->rate.hp += (sce->val2*100);
regen->rate.sp += (sce->val3*100);
} else
regen->flag &= ~sce->val4; // Remove regen as specified by val4
}
if (sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
regen->hp += cap_value(regen->hp * 50 / 100, 1, SHRT_MAX);
if(sc->data[SC_GT_REVITALIZE]) {
regen->hp += cap_value(regen->hp * sc->data[SC_GT_REVITALIZE]->val3/100, 1, SHRT_MAX);
regen->state.walk = 1;
}
if (sc->data[SC_EXTRACT_WHITE_POTION_Z])
regen->hp += cap_value(regen->hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100, 1, SHRT_MAX);
if (sc->data[SC_VITATA_500])
regen->sp += cap_value(regen->sp * sc->data[SC_VITATA_500]->val1 / 100, 1, SHRT_MAX);
if (bl->type == BL_ELEM) { // Recovery bonus only applies to the Elementals.
int ele_class = status_get_class(bl);
switch (ele_class) {
case ELEMENTALID_AGNI_S:
case ELEMENTALID_AGNI_M:
case ELEMENTALID_AGNI_L:
if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1)
regen->rate.hp += 100;
break;
case ELEMENTALID_AQUA_S:
case ELEMENTALID_AQUA_M:
case ELEMENTALID_AQUA_L:
if (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1)
regen->rate.hp += 100;
break;
case ELEMENTALID_VENTUS_S:
case ELEMENTALID_VENTUS_M:
case ELEMENTALID_VENTUS_L:
if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)
regen->rate.hp += 100;
break;
case ELEMENTALID_TERA_S:
case ELEMENTALID_TERA_M:
case ELEMENTALID_TERA_L:
if (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)
regen->rate.hp += 100;
break;
}
}
if (sc->data[SC_CATNIPPOWDER]) {
regen->rate.hp *= 2;
regen->rate.sp *= 2;
}
}
/**
* Applies a state to a unit - See [StatusChangeStateTable]
* @param bl: Object to change state on [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change data
* @param flag: Which state to apply to bl
* @param start: (1) start state, (0) remove state
*/
void status_calc_state( struct block_list *bl, struct status_change *sc, enum scs_flag flag, bool start )
{
/// No sc at all, we can zero without any extra weight over our conciousness
if( !sc->count ) {
memset(&sc->cant, 0, sizeof (sc->cant));
return;
}
// Can't move
if( flag&SCS_NOMOVE ) {
if( !(flag&SCS_NOMOVECOND) )
sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
else if(
(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF) // cannot move while gospel is in effect
|| (sc->data[SC_BASILICA] && sc->data[SC_BASILICA]->val4 == bl->id) // Basilica caster cannot move
|| (sc->data[SC_GRAVITATION] && sc->data[SC_GRAVITATION]->val3 == BCT_SELF)
|| (sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 < 3)
)
sc->cant.move += ( start ? 1 : ((sc->cant.move)? -1:0) );
}
// Can't use skills
if( flag&SCS_NOCAST ) {
if( !(flag&SCS_NOCASTCOND) )
sc->cant.cast += ( start ? 1 : -1 );
}
// Can't chat
if( flag&SCS_NOCHAT ) {
if( !(flag&SCS_NOCHATCOND) )
sc->cant.chat += ( start ? 1 : -1 );
else if(sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOCHAT)
sc->cant.chat += ( start ? 1 : -1 );
}
// Player-only states
if( bl->type == BL_PC ) {
// Can't pick-up items
if( flag&SCS_NOPICKITEM ) {
if( !(flag&SCS_NOPICKITEMCOND) )
sc->cant.pickup += ( start ? 1 : -1 );
else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
sc->cant.pickup += ( start ? 1 : -1 );
}
// Can't drop items
if( flag&SCS_NODROPITEM ) {
if( !(flag&SCS_NODROPITEMCOND) )
sc->cant.drop += ( start ? 1 : -1 );
else if( (sc->data[SC_NOCHAT] && sc->data[SC_NOCHAT]->val1&MANNER_NOITEM) )
sc->cant.drop += ( start ? 1 : -1 );
}
}
return;
}
/**
* Recalculates parts of an objects status according to specified flags
* See [set_sc] [add_sc]
* @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
* @param flag: Which status has changed on bl
*/
void status_calc_bl_main(struct block_list *bl, /*enum scb_flag*/int flag)
{
const struct status_data *b_status = status_get_base_status(bl); // Base Status
struct status_data *status = status_get_status_data(bl); // Battle Status
struct status_change *sc = status_get_sc(bl);
TBL_PC *sd = BL_CAST(BL_PC,bl);
int temp;
if (!b_status || !status)
return;
/** [Playtester]
* This needs to be done even if there is currently no status change active, because
* we need to update the speed on the client when the last status change ends.
**/
if(flag&SCB_SPEED) {
struct unit_data *ud = unit_bl2ud(bl);
/** [Skotlex]
* Re-walk to adjust speed (we do not check if walktimer != INVALID_TIMER
* because if you step on something while walking, the moment this
* piece of code triggers the walk-timer is set on INVALID_TIMER)
**/
if (ud)
ud->state.change_walk_target = ud->state.speed_changed = 1;
}
if(flag&SCB_STR) {
status->str = status_calc_str(bl, sc, b_status->str);
flag|=SCB_BATK;
if( bl->type&BL_HOM )
flag |= SCB_WATK;
}
if(flag&SCB_AGI) {
status->agi = status_calc_agi(bl, sc, b_status->agi);
flag|=SCB_FLEE
#ifdef RENEWAL
|SCB_DEF2
#endif
;
if( bl->type&(BL_PC|BL_HOM) )
flag |= SCB_ASPD|SCB_DSPD;
}
if(flag&SCB_VIT) {
status->vit = status_calc_vit(bl, sc, b_status->vit);
flag|=SCB_DEF2|SCB_MDEF2;
if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
flag |= SCB_MAXHP;
if( bl->type&BL_HOM )
flag |= SCB_DEF;
}
if(flag&SCB_INT) {
status->int_ = status_calc_int(bl, sc, b_status->int_);
flag|=SCB_MATK|SCB_MDEF2;
if( bl->type&(BL_PC|BL_HOM|BL_MER|BL_ELEM) )
flag |= SCB_MAXSP;
if( bl->type&BL_HOM )
flag |= SCB_MDEF;
}
if(flag&SCB_DEX) {
status->dex = status_calc_dex(bl, sc, b_status->dex);
flag|=SCB_BATK|SCB_HIT
#ifdef RENEWAL
|SCB_MATK|SCB_MDEF2
#endif
;
if( bl->type&(BL_PC|BL_HOM) )
flag |= SCB_ASPD;
if( bl->type&BL_HOM )
flag |= SCB_WATK;
}
if(flag&SCB_LUK) {
status->luk = status_calc_luk(bl, sc, b_status->luk);
flag|=SCB_BATK|SCB_CRI|SCB_FLEE2
#ifdef RENEWAL
|SCB_MATK|SCB_HIT|SCB_FLEE
#endif
;
}
if(flag&SCB_BATK && b_status->batk) {
int lv = status_get_lv(bl);
status->batk = status_base_atk(bl, status, lv);
temp = b_status->batk - status_base_atk(bl, b_status, lv);
if (temp) {
temp += status->batk;
status->batk = cap_value(temp, 0, USHRT_MAX);
}
status->batk = status_calc_batk(bl, sc, status->batk);
}
if(flag&SCB_WATK) {
#ifndef RENEWAL
status->rhw.atk = status_calc_watk(bl, sc, b_status->rhw.atk);
if (!sd) // Should not affect weapon refine bonus
status->rhw.atk2 = status_calc_watk(bl, sc, b_status->rhw.atk2);
if (sd && sd->bonus.weapon_atk_rate)
status->rhw.atk += status->rhw.atk * sd->bonus.weapon_atk_rate / 100;
if(b_status->lhw.atk) {
if (sd) {
sd->state.lr_flag = 1;
status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
sd->state.lr_flag = 0;
} else {
status->lhw.atk = status_calc_watk(bl, sc, b_status->lhw.atk);
status->lhw.atk2= status_calc_watk(bl, sc, b_status->lhw.atk2);
}
}
#else
if(!b_status->watk) { // We only have left-hand weapon
status->watk = 0;
status->watk2 = status_calc_watk(bl, sc, b_status->watk2);
}
else status->watk = status_calc_watk(bl, sc, b_status->watk);
#endif
}
if(flag&SCB_HIT) {
if (status->dex == b_status->dex
#ifdef RENEWAL
&& status->luk == b_status->luk
#endif
)
status->hit = status_calc_hit(bl, sc, b_status->hit);
else
status->hit = status_calc_hit(bl, sc, b_status->hit + (status->dex - b_status->dex)
#ifdef RENEWAL
+ (status->luk/3 - b_status->luk/3)
#endif
);
}
if(flag&SCB_FLEE) {
if (status->agi == b_status->agi
#ifdef RENEWAL
&& status->luk == b_status->luk
#endif
)
status->flee = status_calc_flee(bl, sc, b_status->flee);
else
status->flee = status_calc_flee(bl, sc, b_status->flee +(status->agi - b_status->agi)
#ifdef RENEWAL
+ (status->luk/5 - b_status->luk/5)
#endif
);
}
if(flag&SCB_DEF) {
status->def = status_calc_def(bl, sc, b_status->def);
if( bl->type&BL_HOM )
status->def += (status->vit/5 - b_status->vit/5);
}
if(flag&SCB_DEF2) {
if (status->vit == b_status->vit
#ifdef RENEWAL
&& status->agi == b_status->agi
#endif
)
status->def2 = status_calc_def2(bl, sc, b_status->def2);
else
status->def2 = status_calc_def2(bl, sc, b_status->def2
#ifdef RENEWAL
+ (int)( ((float)status->vit/2 - (float)b_status->vit/2) + ((float)status->agi/5 - (float)b_status->agi/5) )
#else
+ (status->vit - b_status->vit)
#endif
);
}
if(flag&SCB_MDEF) {
status->mdef = status_calc_mdef(bl, sc, b_status->mdef);
if( bl->type&BL_HOM )
status->mdef += (status->int_/5 - b_status->int_/5);
}
if(flag&SCB_MDEF2) {
if (status->int_ == b_status->int_ && status->vit == b_status->vit
#ifdef RENEWAL
&& status->dex == b_status->dex
#endif
)
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2);
else
status->mdef2 = status_calc_mdef2(bl, sc, b_status->mdef2 +(status->int_ - b_status->int_)
#ifdef RENEWAL
+ (int)( ((float)status->dex/5 - (float)b_status->dex/5) + ((float)status->vit/5 - (float)b_status->vit/5) )
#else
+ ((status->vit - b_status->vit)>>1)
#endif
);
}
if(flag&SCB_SPEED) {
status->speed = status_calc_speed(bl, sc, b_status->speed);
if( bl->type&BL_PC && !(sd && sd->state.permanent_speed) && status->speed < battle_config.max_walk_speed )
status->speed = battle_config.max_walk_speed;
if( bl->type&BL_PET && ((TBL_PET*)bl)->master)
status->speed = status_get_speed(&((TBL_PET*)bl)->master->bl);
if( bl->type&BL_HOM && battle_config.hom_setting&HOMSET_COPY_SPEED && ((TBL_HOM*)bl)->master)
status->speed = status_get_speed(&((TBL_HOM*)bl)->master->bl);
if( bl->type&BL_MER && ((TBL_MER*)bl)->master)
status->speed = status_get_speed(&((TBL_MER*)bl)->master->bl);
if( bl->type&BL_ELEM && ((TBL_ELEM*)bl)->master)
status->speed = status_get_speed(&((TBL_ELEM*)bl)->master->bl);
}
if(flag&SCB_CRI && b_status->cri) {
if (status->luk == b_status->luk)
status->cri = status_calc_critical(bl, sc, b_status->cri);
else
status->cri = status_calc_critical(bl, sc, b_status->cri + 3*(status->luk - b_status->luk));
/// After status_calc_critical so the bonus is applied despite if you have or not a sc bugreport:5240
if( bl->type == BL_PC && ((TBL_PC*)bl)->status.weapon == W_KATAR )
status->cri <<= 1;
}
if(flag&SCB_FLEE2 && b_status->flee2) {
if (status->luk == b_status->luk)
status->flee2 = status_calc_flee2(bl, sc, b_status->flee2);
else
status->flee2 = status_calc_flee2(bl, sc, b_status->flee2 +(status->luk - b_status->luk));
}
if(flag&SCB_ATK_ELE) {
status->rhw.ele = status_calc_attack_element(bl, sc, b_status->rhw.ele);
if (sd) sd->state.lr_flag = 1;
status->lhw.ele = status_calc_attack_element(bl, sc, b_status->lhw.ele);
if (sd) sd->state.lr_flag = 0;
}
if(flag&SCB_DEF_ELE) {
status->def_ele = status_calc_element(bl, sc, b_status->def_ele);
status->ele_lv = status_calc_element_lv(bl, sc, b_status->ele_lv);
}
if(flag&SCB_MODE) {
status->mode = status_calc_mode(bl, sc, b_status->mode);
// Only switch between Normal and Boss classes as the others are determined by the race value
if (status->class_ == CLASS_NORMAL && status_has_mode(status, MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR))
status->class_ = CLASS_BOSS;
else if (status->class_ == CLASS_BOSS && !status_has_mode(status, MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR))
status->class_ = CLASS_NORMAL;
// Since mode changed, reset their state.
if (!status_has_mode(status,MD_CANATTACK))
unit_stop_attack(bl);
if (!status_has_mode(status,MD_CANMOVE))
unit_stop_walking(bl,1);
}
/**
* No status changes alter these yet.
* if(flag&SCB_SIZE)
* if(flag&SCB_RACE)
* if(flag&SCB_RANGE)
**/
if(flag&SCB_MAXHP) {
if( bl->type&BL_PC ) {
status->max_hp = status_calc_maxhpsp_pc(sd,status->vit,true);
if(battle_config.hp_rate != 100)
status->max_hp = (unsigned int)(battle_config.hp_rate * (status->max_hp/100.));
if (sd->status.base_level < 100)
status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv99);
else if (sd->status.base_level < 151)
status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp_lv150);
else
status->max_hp = umin(status->max_hp,(unsigned int)battle_config.max_hp);
}
else
status->max_hp = status_calc_maxhp(bl, b_status->max_hp);
if( status->hp > status->max_hp ) { // !FIXME: Should perhaps a status_zap should be issued?
status->hp = status->max_hp;
if( sd ) clif_updatestatus(sd,SP_HP);
}
}
if(flag&SCB_MAXSP) {
if( bl->type&BL_PC ) {
status->max_sp = status_calc_maxhpsp_pc(sd,status->int_,false);
if(battle_config.sp_rate != 100)
status->max_sp = (unsigned int)(battle_config.sp_rate * (status->max_sp/100.));
status->max_sp = umin(status->max_sp,(unsigned int)battle_config.max_sp);
}
else
status->max_sp = status_calc_maxsp(bl, b_status->max_sp);
if( status->sp > status->max_sp ) {
status->sp = status->max_sp;
if( sd ) clif_updatestatus(sd,SP_SP);
}
}
if(flag&SCB_MATK) {
#ifndef RENEWAL
status->matk_min = status_base_matk_min(status) + (sd?sd->bonus.ematk:0);
status->matk_max = status_base_matk_max(status) + (sd?sd->bonus.ematk:0);
#else
/**
* RE MATK Formula (from irowiki:http:// irowiki.org/wiki/MATK)
* MATK = (sMATK + wMATK + eMATK) * Multiplicative Modifiers
**/
int lv = status_get_lv(bl);
status->matk_min = status_base_matk_min(bl, status, lv);
status->matk_max = status_base_matk_max(bl, status, lv);
switch( bl->type ) {
case BL_PC: {
int wMatk = 0;
int variance = 0;
// Any +MATK you get from skills and cards, including cards in weapon, is added here.
if (sd) {
if (sd->bonus.ematk > 0)
status->matk_min += sd->bonus.ematk;
if (pc_checkskill(sd, SU_POWEROFLAND) > 0) {
if ((pc_checkskill(sd, SU_SV_STEMSPEAR) + pc_checkskill(sd, SU_CN_POWDERING) + pc_checkskill(sd, SU_CN_METEOR) + pc_checkskill(sd, SU_SV_ROOTTWIST) +
pc_checkskill(sd, SU_CHATTERING) + pc_checkskill(sd, SU_MEOWMEOW) + pc_checkskill(sd, SU_NYANGGRASS)) > 19)
status->matk_min += status->matk_min * 20 / 100;
}
}
status->matk_min = status_calc_ematk(bl, sc, status->matk_min);
status->matk_max = status->matk_min;
// This is the only portion in MATK that varies depending on the weapon level and refinement rate.
if (b_status->lhw.matk) {
if (sd) {
//sd->state.lr_flag = 1; //?? why was that set here
status->lhw.matk = b_status->lhw.matk;
sd->state.lr_flag = 0;
} else {
status->lhw.matk = b_status->lhw.matk;
}
}
if (b_status->rhw.matk) {
status->rhw.matk = b_status->rhw.matk;
}
if (status->rhw.matk) {
wMatk += status->rhw.matk;
variance += wMatk * status->rhw.wlv / 10;
}
if (status->lhw.matk) {
wMatk += status->lhw.matk;
variance += status->lhw.matk * status->lhw.wlv / 10;
}
status->matk_min += wMatk - variance;
status->matk_max += wMatk + variance;
}
break;
}
#endif
if (bl->type&BL_PC && sd->matk_rate != 100) {
status->matk_max = status->matk_max * sd->matk_rate/100;
status->matk_min = status->matk_min * sd->matk_rate/100;
}
if ((bl->type&BL_HOM && battle_config.hom_setting&HOMSET_SAME_MATK) /// Hom Min Matk is always the same as Max Matk
|| (sc && sc->data[SC_RECOGNIZEDSPELL]))
status->matk_min = status->matk_max;
#ifdef RENEWAL
if( sd && sd->right_weapon.overrefine > 0) {
status->matk_min++;
status->matk_max += sd->right_weapon.overrefine - 1;
}
#endif
status->matk_max = status_calc_matk(bl, sc, status->matk_max);
status->matk_min = status_calc_matk(bl, sc, status->matk_min);
}
if(flag&SCB_ASPD) {
int amotion;
if ( bl->type&BL_HOM ) {
#ifdef RENEWAL_ASPD
amotion = ((TBL_HOM*)bl)->homunculusDB->baseASPD;
amotion = amotion - amotion * status_get_homdex(bl) / 1000 - status_get_homagi(bl) * amotion / 250;
amotion = (amotion * status_calc_aspd(bl, sc, true) + status_calc_aspd(bl, sc, false)) / - 100 + amotion;
#else
amotion = (1000 - 4 * status->agi - status->dex) * ((TBL_HOM*)bl)->homunculusDB->baseASPD / 1000;
amotion = status_calc_aspd_rate(bl, sc, amotion);
amotion = amotion * status->aspd_rate / 1000;
#endif
amotion = status_calc_fix_aspd(bl, sc, amotion);
status->amotion = cap_value(amotion, battle_config.max_aspd, 2000);
status->adelay = status->amotion;
} else if ( bl->type&BL_PC ) {
uint16 skill_lv;
amotion = status_base_amotion_pc(sd,status);
#ifndef RENEWAL_ASPD
status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
#endif
// Absolute ASPD % modifier
amotion = amotion * status->aspd_rate / 1000;
if (sd->ud.skilltimer != INVALID_TIMER && (skill_lv = pc_checkskill(sd, SA_FREECAST)) > 0)
amotion = amotion * 5 * (skill_lv + 10) / 100;
#ifdef RENEWAL_ASPD
// RE ASPD % modifier
amotion += (max(0xc3 - amotion, 2) * (status->aspd_rate2 + status_calc_aspd(bl, sc, false))) / 100;
amotion = 10 * (200 - amotion);
amotion += sd->bonus.aspd_add;
#endif
amotion = status_calc_fix_aspd(bl, sc, amotion);
status->amotion = cap_value(amotion,pc_maxaspd(sd),2000);
status->adelay = 2 * status->amotion;
} else { // Mercenary and mobs
amotion = b_status->amotion;
status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate);
amotion = amotion*status->aspd_rate/1000;
amotion = status_calc_fix_aspd(bl, sc, amotion);
status->amotion = cap_value(amotion, battle_config.monster_max_aspd, 2000);
temp = b_status->adelay*status->aspd_rate/1000;
status->adelay = cap_value(temp, battle_config.monster_max_aspd*2, 4000);
}
}
if(flag&SCB_DSPD) {
int dmotion;
if( bl->type&BL_PC ) {
if (b_status->agi == status->agi)
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
else {
dmotion = 800-status->agi*4;
status->dmotion = cap_value(dmotion, 400, 800);
if(battle_config.pc_damage_delay_rate != 100)
status->dmotion = status->dmotion*battle_config.pc_damage_delay_rate/100;
// It's safe to ignore b_status->dmotion since no bonus affects it.
status->dmotion = status_calc_dmotion(bl, sc, status->dmotion);
}
} else if( bl->type&BL_HOM ) {
dmotion = 800-status->agi*4;
status->dmotion = cap_value(dmotion, 400, 800);
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
} else { // Mercenary and mobs
status->dmotion = status_calc_dmotion(bl, sc, b_status->dmotion);
}
}
if(flag&(SCB_VIT|SCB_MAXHP|SCB_INT|SCB_MAXSP) && bl->type&BL_REGEN)
status_calc_regen(bl, status, status_get_regen_data(bl));
if(flag&SCB_REGEN && bl->type&BL_REGEN)
status_calc_regen_rate(bl, status_get_regen_data(bl), sc);
}
/**
* Recalculates parts of an objects status according to specified flags
* Also sends updates to the client when necessary
* See [set_sc] [add_sc]
* @param bl: Object whose status has changed [PC|MOB|HOM|MER|ELEM]
* @param flag: Which status has changed on bl
* @param opt: If true, will cause status_calc_* functions to run their base status initialization code
*/
void status_calc_bl_(struct block_list* bl, enum scb_flag flag, enum e_status_calc_opt opt)
{
struct status_data b_status; // Previous battle status
struct status_data* status; // Pointer to current battle status
if (bl->type == BL_PC && ((TBL_PC*)bl)->delayed_damage != 0) {
if (opt&SCO_FORCE)
((TBL_PC*)bl)->state.hold_recalc = 0; /* Clear and move on */
else {
((TBL_PC*)bl)->state.hold_recalc = 1; /* Flag and stop */
return;
}
}
// Remember previous values
status = status_get_status_data(bl);
memcpy(&b_status, status, sizeof(struct status_data));
if( flag&SCB_BASE ) { // Calculate the object's base status too
switch( bl->type ) {
case BL_PC: status_calc_pc_(BL_CAST(BL_PC,bl), opt); break;
case BL_MOB: status_calc_mob_(BL_CAST(BL_MOB,bl), opt); break;
case BL_PET: status_calc_pet_(BL_CAST(BL_PET,bl), opt); break;
case BL_HOM: status_calc_homunculus_(BL_CAST(BL_HOM,bl), opt); break;
case BL_MER: status_calc_mercenary_(BL_CAST(BL_MER,bl), opt); break;
case BL_ELEM: status_calc_elemental_(BL_CAST(BL_ELEM,bl), opt); break;
case BL_NPC: status_calc_npc_(BL_CAST(BL_NPC,bl), opt); break;
}
}
if( bl->type == BL_PET )
return; // Pets are not affected by statuses
if (opt&SCO_FIRST && bl->type == BL_MOB)
return; // Assume there will be no statuses active
status_calc_bl_main(bl, flag);
if (opt&SCO_FIRST && bl->type == BL_HOM)
return; // Client update handled by caller
// Compare against new values and send client updates
if( bl->type == BL_PC ) {
TBL_PC* sd = BL_CAST(BL_PC, bl);
if(b_status.str != status->str)
clif_updatestatus(sd,SP_STR);
if(b_status.agi != status->agi)
clif_updatestatus(sd,SP_AGI);
if(b_status.vit != status->vit)
clif_updatestatus(sd,SP_VIT);
if(b_status.int_ != status->int_)
clif_updatestatus(sd,SP_INT);
if(b_status.dex != status->dex)
clif_updatestatus(sd,SP_DEX);
if(b_status.luk != status->luk)
clif_updatestatus(sd,SP_LUK);
if(b_status.hit != status->hit)
clif_updatestatus(sd,SP_HIT);
if(b_status.flee != status->flee)
clif_updatestatus(sd,SP_FLEE1);
if(b_status.amotion != status->amotion)
clif_updatestatus(sd,SP_ASPD);
if(b_status.speed != status->speed)
clif_updatestatus(sd,SP_SPEED);
if(b_status.batk != status->batk
#ifndef RENEWAL
|| b_status.rhw.atk != status->rhw.atk || b_status.lhw.atk != status->lhw.atk
#endif
)
clif_updatestatus(sd,SP_ATK1);
if(b_status.def != status->def) {
clif_updatestatus(sd,SP_DEF1);
#ifdef RENEWAL
clif_updatestatus(sd,SP_DEF2);
#endif
}
if(
#ifdef RENEWAL
b_status.watk != status->watk || b_status.watk2 != status->watk2 || b_status.eatk != status->eatk
#else
b_status.rhw.atk2 != status->rhw.atk2 || b_status.lhw.atk2 != status->lhw.atk2
#endif
)
clif_updatestatus(sd,SP_ATK2);
if(b_status.def2 != status->def2) {
clif_updatestatus(sd,SP_DEF2);
#ifdef RENEWAL
clif_updatestatus(sd,SP_DEF1);
#endif
}
if(b_status.flee2 != status->flee2)
clif_updatestatus(sd,SP_FLEE2);
if(b_status.cri != status->cri)
clif_updatestatus(sd,SP_CRITICAL);
#ifndef RENEWAL
if(b_status.matk_max != status->matk_max)
clif_updatestatus(sd,SP_MATK1);
if(b_status.matk_min != status->matk_min)
clif_updatestatus(sd,SP_MATK2);
#else
if(b_status.matk_max != status->matk_max || b_status.matk_min != status->matk_min) {
clif_updatestatus(sd,SP_MATK2);
clif_updatestatus(sd,SP_MATK1);
}
#endif
if(b_status.mdef != status->mdef) {
clif_updatestatus(sd,SP_MDEF1);
#ifdef RENEWAL
clif_updatestatus(sd,SP_MDEF2);
#endif
}
if(b_status.mdef2 != status->mdef2) {
clif_updatestatus(sd,SP_MDEF2);
#ifdef RENEWAL
clif_updatestatus(sd,SP_MDEF1);
#endif
}
if(b_status.rhw.range != status->rhw.range)
clif_updatestatus(sd,SP_ATTACKRANGE);
if(b_status.max_hp != status->max_hp)
clif_updatestatus(sd,SP_MAXHP);
if(b_status.max_sp != status->max_sp)
clif_updatestatus(sd,SP_MAXSP);
if(b_status.hp != status->hp)
clif_updatestatus(sd,SP_HP);
if(b_status.sp != status->sp)
clif_updatestatus(sd,SP_SP);
} else if( bl->type == BL_HOM ) {
TBL_HOM* hd = BL_CAST(BL_HOM, bl);
if( hd->master && memcmp(&b_status, status, sizeof(struct status_data)) != 0 )
clif_hominfo(hd->master,hd,0);
} else if( bl->type == BL_MER ) {
TBL_MER* md = BL_CAST(BL_MER, bl);
if (!md->master)
return;
if( b_status.rhw.atk != status->rhw.atk || b_status.rhw.atk2 != status->rhw.atk2 )
clif_mercenary_updatestatus(md->master, SP_ATK1);
if( b_status.matk_max != status->matk_max )
clif_mercenary_updatestatus(md->master, SP_MATK1);
if( b_status.hit != status->hit )
clif_mercenary_updatestatus(md->master, SP_HIT);
if( b_status.cri != status->cri )
clif_mercenary_updatestatus(md->master, SP_CRITICAL);
if( b_status.def != status->def )
clif_mercenary_updatestatus(md->master, SP_DEF1);
if( b_status.mdef != status->mdef )
clif_mercenary_updatestatus(md->master, SP_MDEF1);
if( b_status.flee != status->flee )
clif_mercenary_updatestatus(md->master, SP_MERCFLEE);
if( b_status.amotion != status->amotion )
clif_mercenary_updatestatus(md->master, SP_ASPD);
if( b_status.max_hp != status->max_hp )
clif_mercenary_updatestatus(md->master, SP_MAXHP);
if( b_status.max_sp != status->max_sp )
clif_mercenary_updatestatus(md->master, SP_MAXSP);
if( b_status.hp != status->hp )
clif_mercenary_updatestatus(md->master, SP_HP);
if( b_status.sp != status->sp )
clif_mercenary_updatestatus(md->master, SP_SP);
} else if( bl->type == BL_ELEM ) {
TBL_ELEM* ed = BL_CAST(BL_ELEM, bl);
if (!ed->master)
return;
if( b_status.max_hp != status->max_hp )
clif_elemental_updatestatus(ed->master, SP_MAXHP);
if( b_status.max_sp != status->max_sp )
clif_elemental_updatestatus(ed->master, SP_MAXSP);
if( b_status.hp != status->hp )
clif_elemental_updatestatus(ed->master, SP_HP);
if( b_status.sp != status->sp )
clif_mercenary_updatestatus(ed->master, SP_SP);
}
}
/**
* Adds strength modifications based on status changes
* @param bl: Object to change str [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param str: Initial str
* @return modified str with cap_value(str,0,USHRT_MAX)
*/
static unsigned short status_calc_str(struct block_list *bl, struct status_change *sc, int str)
{
if(!sc || !sc->count)
return cap_value(str,0,USHRT_MAX);
if(sc->data[SC_HARMONIZE]) {
str -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(str,0,USHRT_MAX);
}
if(sc->data[SC_INCALLSTATUS])
str += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_CHASEWALK2])
str += sc->data[SC_CHASEWALK2]->val1;
if(sc->data[SC_INCSTR])
str += sc->data[SC_INCSTR]->val1;
if(sc->data[SC_STRFOOD])
str += sc->data[SC_STRFOOD]->val1;
if(sc->data[SC_FOOD_STR_CASH])
str += sc->data[SC_FOOD_STR_CASH]->val1;
if(sc->data[SC_BATTLEORDERS])
str += 5;
if(sc->data[SC_LEADERSHIP])
str += sc->data[SC_LEADERSHIP]->val1;
if(sc->data[SC_LOUD])
str += 4;
if(sc->data[SC_TRUESIGHT])
str += 5;
if(sc->data[SC_SPURT])
str += 10;
if(sc->data[SC_NEN])
str += sc->data[SC_NEN]->val1;
if(sc->data[SC_BLESSING]) {
if(sc->data[SC_BLESSING]->val2)
str += sc->data[SC_BLESSING]->val2;
else
str >>= 1;
}
if(sc->data[SC_MARIONETTE])
str -= ((sc->data[SC_MARIONETTE]->val3)>>16)&0xFF;
if(sc->data[SC_MARIONETTE2])
str += ((sc->data[SC_MARIONETTE2]->val3)>>16)&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
str += ((sc->data[SC_SPIRIT]->val3)>>16)&0xFF;
if(sc->data[SC_GIANTGROWTH])
str += 30;
if(sc->data[SC_BEYONDOFWARCRY])
str -= sc->data[SC_BEYONDOFWARCRY]->val3;
if(sc->data[SC_SAVAGE_STEAK])
str += sc->data[SC_SAVAGE_STEAK]->val1;
if(sc->data[SC_INSPIRATION])
str += sc->data[SC_INSPIRATION]->val3;
if(sc->data[SC_2011RWC_SCROLL])
str += sc->data[SC_2011RWC_SCROLL]->val1;
if(sc->data[SC_STOMACHACHE])
str -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
str -= sc->data[SC_KYOUGAKU]->val2;
if(sc->data[SC_SWORDCLAN])
str += 1;
if(sc->data[SC_JUMPINGCLAN])
str += 1;
if(sc->data[SC_FULL_THROTTLE])
str += str * sc->data[SC_FULL_THROTTLE]->val3 / 100;
if(sc->data[SC_CHEERUP])
str += 3;
if(sc->data[SC_GLASTHEIM_STATE])
str += sc->data[SC_GLASTHEIM_STATE]->val1;
return (unsigned short)cap_value(str,0,USHRT_MAX);
}
/**
* Adds agility modifications based on status changes
* @param bl: Object to change agi [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param agi: Initial agi
* @return modified agi with cap_value(agi,0,USHRT_MAX)
*/
static unsigned short status_calc_agi(struct block_list *bl, struct status_change *sc, int agi)
{
if(!sc || !sc->count)
return cap_value(agi,0,USHRT_MAX);
if(sc->data[SC_HARMONIZE]) {
agi -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(agi,0,USHRT_MAX);
}
if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
agi += (agi-sc->data[SC_CONCENTRATE]->val3)*sc->data[SC_CONCENTRATE]->val2/100;
if(sc->data[SC_INCALLSTATUS])
agi += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCAGI])
agi += sc->data[SC_INCAGI]->val1;
if(sc->data[SC_AGIFOOD])
agi += sc->data[SC_AGIFOOD]->val1;
if(sc->data[SC_FOOD_AGI_CASH])
agi += sc->data[SC_FOOD_AGI_CASH]->val1;
if(sc->data[SC_SOULCOLD])
agi += sc->data[SC_SOULCOLD]->val1;
if(sc->data[SC_TRUESIGHT])
agi += 5;
if(sc->data[SC_INCREASEAGI])
agi += sc->data[SC_INCREASEAGI]->val2;
if(sc->data[SC_INCREASING])
agi += 4; // Added based on skill updates [Reddozen]
if(sc->data[SC_2011RWC_SCROLL])
agi += sc->data[SC_2011RWC_SCROLL]->val1;
if(sc->data[SC_DECREASEAGI])
agi -= sc->data[SC_DECREASEAGI]->val2;
if(sc->data[SC_QUAGMIRE])
agi -= sc->data[SC_QUAGMIRE]->val2;
if(sc->data[SC_SUITON] && sc->data[SC_SUITON]->val3)
agi -= sc->data[SC_SUITON]->val2;
if(sc->data[SC_MARIONETTE])
agi -= ((sc->data[SC_MARIONETTE]->val3)>>8)&0xFF;
if(sc->data[SC_MARIONETTE2])
agi += ((sc->data[SC_MARIONETTE2]->val3)>>8)&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
agi += ((sc->data[SC_SPIRIT]->val3)>>8)&0xFF;
if(sc->data[SC_ADORAMUS])
agi -= sc->data[SC_ADORAMUS]->val2;
if(sc->data[SC_MARSHOFABYSS])
agi -= agi * sc->data[SC_MARSHOFABYSS]->val2 / 100;
if(sc->data[SC_DROCERA_HERB_STEAMED])
agi += sc->data[SC_DROCERA_HERB_STEAMED]->val1;
if(sc->data[SC_INSPIRATION])
agi += sc->data[SC_INSPIRATION]->val3;
if(sc->data[SC_STOMACHACHE])
agi -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
agi -= sc->data[SC_KYOUGAKU]->val2;
if(sc->data[SC_CROSSBOWCLAN])
agi += 1;
if(sc->data[SC_JUMPINGCLAN])
agi += 1;
if(sc->data[SC_FULL_THROTTLE])
agi += agi * sc->data[SC_FULL_THROTTLE]->val3 / 100;
if (sc->data[SC_ARCLOUSEDASH])
agi += sc->data[SC_ARCLOUSEDASH]->val2;
if(sc->data[SC_CHEERUP])
agi += 3;
if(sc->data[SC_GLASTHEIM_STATE])
agi += sc->data[SC_GLASTHEIM_STATE]->val1;
return (unsigned short)cap_value(agi,0,USHRT_MAX);
}
/**
* Adds vitality modifications based on status changes
* @param bl: Object to change vit [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param vit: Initial vit
* @return modified vit with cap_value(vit,0,USHRT_MAX)
*/
static unsigned short status_calc_vit(struct block_list *bl, struct status_change *sc, int vit)
{
if(!sc || !sc->count)
return cap_value(vit,0,USHRT_MAX);
if(sc->data[SC_HARMONIZE]) {
vit -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(vit,0,USHRT_MAX);
}
if(sc->data[SC_INCALLSTATUS])
vit += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCVIT])
vit += sc->data[SC_INCVIT]->val1;
if(sc->data[SC_VITFOOD])
vit += sc->data[SC_VITFOOD]->val1;
if(sc->data[SC_FOOD_VIT_CASH])
vit += sc->data[SC_FOOD_VIT_CASH]->val1;
if(sc->data[SC_CHANGE])
vit += sc->data[SC_CHANGE]->val2;
if(sc->data[SC_GLORYWOUNDS])
vit += sc->data[SC_GLORYWOUNDS]->val1;
if(sc->data[SC_TRUESIGHT])
vit += 5;
if(sc->data[SC_MARIONETTE])
vit -= sc->data[SC_MARIONETTE]->val3&0xFF;
if(sc->data[SC_MARIONETTE2])
vit += sc->data[SC_MARIONETTE2]->val3&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
vit += sc->data[SC_SPIRIT]->val3&0xFF;
if(sc->data[SC_MINOR_BBQ])
vit += sc->data[SC_MINOR_BBQ]->val1;
if(sc->data[SC_INSPIRATION])
vit += sc->data[SC_INSPIRATION]->val3;
if(sc->data[SC_2011RWC_SCROLL])
vit += sc->data[SC_2011RWC_SCROLL]->val1;
if(sc->data[SC_STOMACHACHE])
vit -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
vit -= sc->data[SC_KYOUGAKU]->val2;
if(sc->data[SC_SWORDCLAN])
vit += 1;
if(sc->data[SC_JUMPINGCLAN])
vit += 1;
if(sc->data[SC_STRIPARMOR] && bl->type != BL_PC)
vit -= vit * sc->data[SC_STRIPARMOR]->val2/100;
if(sc->data[SC_FULL_THROTTLE])
vit += vit * sc->data[SC_FULL_THROTTLE]->val3 / 100;
#ifdef RENEWAL
if(sc->data[SC_DEFENCE])
vit += sc->data[SC_DEFENCE]->val2;
#endif
if(sc->data[SC_CHEERUP])
vit += 3;
if(sc->data[SC_GLASTHEIM_STATE])
vit += sc->data[SC_GLASTHEIM_STATE]->val1;
return (unsigned short)cap_value(vit,0,USHRT_MAX);
}
/**
* Adds intelligence modifications based on status changes
* @param bl: Object to change int [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param int_: Initial int
* @return modified int with cap_value(int_,0,USHRT_MAX)
*/
static unsigned short status_calc_int(struct block_list *bl, struct status_change *sc, int int_)
{
if(!sc || !sc->count)
return cap_value(int_,0,USHRT_MAX);
if(sc->data[SC_HARMONIZE]) {
int_ -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
if(sc->data[SC_INCALLSTATUS])
int_ += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCINT])
int_ += sc->data[SC_INCINT]->val1;
if(sc->data[SC_INTFOOD])
int_ += sc->data[SC_INTFOOD]->val1;
if(sc->data[SC_FOOD_INT_CASH])
int_ += sc->data[SC_FOOD_INT_CASH]->val1;
if(sc->data[SC_CHANGE])
int_ += sc->data[SC_CHANGE]->val3;
if(sc->data[SC_BATTLEORDERS])
int_ += 5;
if(sc->data[SC_TRUESIGHT])
int_ += 5;
if(sc->data[SC_BLESSING]) {
if (sc->data[SC_BLESSING]->val2)
int_ += sc->data[SC_BLESSING]->val2;
else
int_ >>= 1;
}
if(sc->data[SC_NEN])
int_ += sc->data[SC_NEN]->val1;
if(sc->data[SC_MARIONETTE])
int_ -= ((sc->data[SC_MARIONETTE]->val4)>>16)&0xFF;
if(sc->data[SC_2011RWC_SCROLL])
int_ += sc->data[SC_2011RWC_SCROLL]->val1;
if(sc->data[SC_MARIONETTE2])
int_ += ((sc->data[SC_MARIONETTE2]->val4)>>16)&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
int_ += ((sc->data[SC_SPIRIT]->val4)>>16)&0xFF;
if(sc->data[SC_INSPIRATION])
int_ += sc->data[SC_INSPIRATION]->val3;
if(sc->data[SC_MELODYOFSINK])
int_ -= sc->data[SC_MELODYOFSINK]->val3;
if(sc->data[SC_MANDRAGORA])
int_ -= 4 * sc->data[SC_MANDRAGORA]->val1;
if(sc->data[SC_COCKTAIL_WARG_BLOOD])
int_ += sc->data[SC_COCKTAIL_WARG_BLOOD]->val1;
if(sc->data[SC_STOMACHACHE])
int_ -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
int_ -= sc->data[SC_KYOUGAKU]->val2;
if(sc->data[SC_ARCWANDCLAN])
int_ += 1;
if(sc->data[SC_GOLDENMACECLAN])
int_ += 1;
if(sc->data[SC_JUMPINGCLAN])
int_ += 1;
if(sc->data[SC_FULL_THROTTLE])
int_ += int_ * sc->data[SC_FULL_THROTTLE]->val3 / 100;
if(sc->data[SC_CHEERUP])
int_ += 3;
if(sc->data[SC_GLASTHEIM_STATE])
int_ += sc->data[SC_GLASTHEIM_STATE]->val1;
if(bl->type != BL_PC) {
if(sc->data[SC_STRIPHELM])
int_ -= int_ * sc->data[SC_STRIPHELM]->val2/100;
if(sc->data[SC__STRIPACCESSORY])
int_ -= int_ * sc->data[SC__STRIPACCESSORY]->val2 / 100;
}
return (unsigned short)cap_value(int_,0,USHRT_MAX);
}
/**
* Adds dexterity modifications based on status changes
* @param bl: Object to change dex [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param dex: Initial dex
* @return modified dex with cap_value(dex,0,USHRT_MAX)
*/
static unsigned short status_calc_dex(struct block_list *bl, struct status_change *sc, int dex)
{
if(!sc || !sc->count)
return cap_value(dex,0,USHRT_MAX);
if(sc->data[SC_HARMONIZE]) {
dex -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(dex,0,USHRT_MAX);
}
if(sc->data[SC_CONCENTRATE] && !sc->data[SC_QUAGMIRE])
dex += (dex-sc->data[SC_CONCENTRATE]->val4)*sc->data[SC_CONCENTRATE]->val2/100;
if(sc->data[SC_INCALLSTATUS])
dex += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCDEX])
dex += sc->data[SC_INCDEX]->val1;
if(sc->data[SC_DEXFOOD])
dex += sc->data[SC_DEXFOOD]->val1;
if(sc->data[SC_FOOD_DEX_CASH])
dex += sc->data[SC_FOOD_DEX_CASH]->val1;
if(sc->data[SC_BATTLEORDERS])
dex += 5;
if(sc->data[SC_HAWKEYES])
dex += sc->data[SC_HAWKEYES]->val1;
if(sc->data[SC_TRUESIGHT])
dex += 5;
if(sc->data[SC_QUAGMIRE])
dex -= sc->data[SC_QUAGMIRE]->val2;
if(sc->data[SC_BLESSING]) {
if (sc->data[SC_BLESSING]->val2)
dex += sc->data[SC_BLESSING]->val2;
else
dex >>= 1;
}
if(sc->data[SC_INCREASING])
dex += 4; // Added based on skill updates [Reddozen]
if(sc->data[SC_MARIONETTE])
dex -= ((sc->data[SC_MARIONETTE]->val4)>>8)&0xFF;
if(sc->data[SC_2011RWC_SCROLL])
dex += sc->data[SC_2011RWC_SCROLL]->val1;
if(sc->data[SC_MARIONETTE2])
dex += ((sc->data[SC_MARIONETTE2]->val4)>>8)&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
dex += ((sc->data[SC_SPIRIT]->val4)>>8)&0xFF;
if(sc->data[SC_SIROMA_ICE_TEA])
dex += sc->data[SC_SIROMA_ICE_TEA]->val1;
if(sc->data[SC_INSPIRATION])
dex += sc->data[SC_INSPIRATION]->val3;
if(sc->data[SC_STOMACHACHE])
dex -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
dex -= sc->data[SC_KYOUGAKU]->val2;
if(sc->data[SC_ARCWANDCLAN])
dex += 1;
if(sc->data[SC_CROSSBOWCLAN])
dex += 1;
if(sc->data[SC_JUMPINGCLAN])
dex += 1;
if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
dex -= dex * sc->data[SC__STRIPACCESSORY]->val2 / 100;
if(sc->data[SC_MARSHOFABYSS])
dex -= dex * sc->data[SC_MARSHOFABYSS]->val2 / 100;
if(sc->data[SC_FULL_THROTTLE])
dex += dex * sc->data[SC_FULL_THROTTLE]->val3 / 100;
if(sc->data[SC_CHEERUP])
dex += 3;
if(sc->data[SC_GLASTHEIM_STATE])
dex += sc->data[SC_GLASTHEIM_STATE]->val1;
return (unsigned short)cap_value(dex,0,USHRT_MAX);
}
/**
* Adds luck modifications based on status changes
* @param bl: Object to change luk [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param luk: Initial luk
* @return modified luk with cap_value(luk,0,USHRT_MAX)
*/
static unsigned short status_calc_luk(struct block_list *bl, struct status_change *sc, int luk)
{
if(!sc || !sc->count)
return cap_value(luk,0,USHRT_MAX);
if(sc->data[SC_HARMONIZE]) {
luk -= sc->data[SC_HARMONIZE]->val2;
return (unsigned short)cap_value(luk,0,USHRT_MAX);
}
if(sc->data[SC_CURSE])
return 0;
if(sc->data[SC_INCALLSTATUS])
luk += sc->data[SC_INCALLSTATUS]->val1;
if(sc->data[SC_INCLUK])
luk += sc->data[SC_INCLUK]->val1;
if(sc->data[SC_LUKFOOD])
luk += sc->data[SC_LUKFOOD]->val1;
if(sc->data[SC_FOOD_LUK_CASH])
luk += sc->data[SC_FOOD_LUK_CASH]->val1;
if(sc->data[SC_TRUESIGHT])
luk += 5;
if(sc->data[SC_GLORIA])
luk += 30;
if(sc->data[SC_MARIONETTE])
luk -= sc->data[SC_MARIONETTE]->val4&0xFF;
if(sc->data[SC_MARIONETTE2])
luk += sc->data[SC_MARIONETTE2]->val4&0xFF;
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
luk += sc->data[SC_SPIRIT]->val4&0xFF;
if(sc->data[SC_PUTTI_TAILS_NOODLES])
luk += sc->data[SC_PUTTI_TAILS_NOODLES]->val1;
if(sc->data[SC_INSPIRATION])
luk += sc->data[SC_INSPIRATION]->val3;
if(sc->data[SC_STOMACHACHE])
luk -= sc->data[SC_STOMACHACHE]->val1;
if(sc->data[SC_KYOUGAKU])
luk -= sc->data[SC_KYOUGAKU]->val2;
if(sc->data[SC_2011RWC_SCROLL])
luk += sc->data[SC_2011RWC_SCROLL]->val1;
if(sc->data[SC__STRIPACCESSORY] && bl->type != BL_PC)
luk -= luk * sc->data[SC__STRIPACCESSORY]->val2 / 100;
if(sc->data[SC_BANANA_BOMB])
luk -= 75;
if(sc->data[SC_GOLDENMACECLAN])
luk += 1;
if(sc->data[SC_JUMPINGCLAN])
luk += 1;
if(sc->data[SC_FULL_THROTTLE])
luk += luk * sc->data[SC_FULL_THROTTLE]->val3 / 100;
if(sc->data[SC_CHEERUP])
luk += 3;
if(sc->data[SC_GLASTHEIM_STATE])
luk += sc->data[SC_GLASTHEIM_STATE]->val1;
return (unsigned short)cap_value(luk,0,USHRT_MAX);
}
/**
* Adds base attack modifications based on status changes
* @param bl: Object to change batk [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param batk: Initial batk
* @return modified batk with cap_value(batk,0,USHRT_MAX)
*/
static unsigned short status_calc_batk(struct block_list *bl, struct status_change *sc, int batk)
{
if(!sc || !sc->count)
return cap_value(batk,0,USHRT_MAX);
if(sc->data[SC_ATKPOTION])
batk += sc->data[SC_ATKPOTION]->val1;
if(sc->data[SC_BATKFOOD])
batk += sc->data[SC_BATKFOOD]->val1;
#ifndef RENEWAL
if(sc->data[SC_GATLINGFEVER])
batk += sc->data[SC_GATLINGFEVER]->val3;
if(sc->data[SC_MADNESSCANCEL])
batk += 100;
#endif
if(sc->data[SC_FULL_SWING_K])
batk += sc->data[SC_FULL_SWING_K]->val1;
if(sc->data[SC_ASH])
batk -= batk * sc->data[SC_ASH]->val4 / 100;
if(bl->type == BL_HOM && sc->data[SC_PYROCLASTIC])
batk += sc->data[SC_PYROCLASTIC]->val2;
if (sc->data[SC_ANGRIFFS_MODUS])
batk += sc->data[SC_ANGRIFFS_MODUS]->val2;
if(sc->data[SC_2011RWC_SCROLL])
batk += 30;
if(sc->data[SC_INCATKRATE])
batk += batk * sc->data[SC_INCATKRATE]->val1/100;
if(sc->data[SC_PROVOKE])
batk += batk * sc->data[SC_PROVOKE]->val3/100;
#ifndef RENEWAL
if(sc->data[SC_CONCENTRATION])
batk += batk * sc->data[SC_CONCENTRATION]->val2/100;
#endif
if(sc->data[SC_SKE])
batk += batk * 3;
if(sc->data[SC_BLOODLUST])
batk += batk * sc->data[SC_BLOODLUST]->val2/100;
if(sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST)
batk -= batk * 25/100;
if(sc->data[SC_CURSE])
batk -= batk * 25/100;
/* Curse shouldn't effect on this? <- Curse OR Bleeding??
if(sc->data[SC_BLEEDING])
batk -= batk * 25 / 100; */
if(sc->data[SC_FLEET])
batk += batk * sc->data[SC_FLEET]->val3/100;
if(sc->data[SC__ENERVATION])
batk -= batk * sc->data[SC__ENERVATION]->val2 / 100;
if(sc->data[SC_SATURDAYNIGHTFEVER])
batk += 100 * sc->data[SC_SATURDAYNIGHTFEVER]->val1;
if( sc->data[SC_ZANGETSU] )
batk += sc->data[SC_ZANGETSU]->val2;
if(sc->data[SC_QUEST_BUFF1])
batk += sc->data[SC_QUEST_BUFF1]->val1;
if(sc->data[SC_QUEST_BUFF2])
batk += sc->data[SC_QUEST_BUFF2]->val1;
if(sc->data[SC_QUEST_BUFF3])
batk += sc->data[SC_QUEST_BUFF3]->val1;
if (sc->data[SC_SHRIMP])
batk += batk * sc->data[SC_SHRIMP]->val2 / 100;
return (unsigned short)cap_value(batk,0,USHRT_MAX);
}
/**
* Adds weapon attack modifications based on status changes
* @param bl: Object to change watk [PC]
* @param sc: Object's status change information
* @param watk: Initial watk
* @return modified watk with cap_value(watk,0,USHRT_MAX)
*/
static unsigned short status_calc_watk(struct block_list *bl, struct status_change *sc, int watk)
{
if(!sc || !sc->count)
return cap_value(watk,0,USHRT_MAX);
#ifndef RENEWAL
if(sc->data[SC_IMPOSITIO])
watk += sc->data[SC_IMPOSITIO]->val2;
if(sc->data[SC_DRUMBATTLE])
watk += sc->data[SC_DRUMBATTLE]->val2;
#endif
if(sc->data[SC_WATKFOOD])
watk += sc->data[SC_WATKFOOD]->val1;
if(sc->data[SC_VOLCANO])
watk += sc->data[SC_VOLCANO]->val2;
if(sc->data[SC_MERC_ATKUP])
watk += sc->data[SC_MERC_ATKUP]->val2;
if(sc->data[SC_WATER_BARRIER])
watk -= sc->data[SC_WATER_BARRIER]->val2;
#ifndef RENEWAL
if(sc->data[SC_NIBELUNGEN]) {
if (bl->type != BL_PC)
watk += sc->data[SC_NIBELUNGEN]->val2;
else {
TBL_PC *sd = (TBL_PC*)bl;
short index = sd->equip_index[sd->state.lr_flag?EQI_HAND_L:EQI_HAND_R];
if(index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->wlv == 4)
watk += sc->data[SC_NIBELUNGEN]->val2;
}
}
if(sc->data[SC_CONCENTRATION])
watk += watk * sc->data[SC_CONCENTRATION]->val2 / 100;
#endif
if(sc->data[SC_INCATKRATE])
watk += watk * sc->data[SC_INCATKRATE]->val1/100;
if(sc->data[SC_PROVOKE])
watk += watk * sc->data[SC_PROVOKE]->val3/100;
if(sc->data[SC_SKE])
watk += watk * 3;
if(sc->data[SC_FLEET])
watk += watk * sc->data[SC_FLEET]->val3/100;
if(sc->data[SC_CURSE])
watk -= watk * 25/100;
if(sc->data[SC_STRIPWEAPON] && bl->type != BL_PC)
watk -= watk * sc->data[SC_STRIPWEAPON]->val2/100;
if(sc->data[SC_FIGHTINGSPIRIT])
watk += sc->data[SC_FIGHTINGSPIRIT]->val1;
if(sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 3)
watk += sc->data[SC_SHIELDSPELL_DEF]->val2;
if(sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1)
watk += (10 + 10 * sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2;
if(sc->data[SC_INSPIRATION])
watk += 40 * sc->data[SC_INSPIRATION]->val1 + 3 * sc->data[SC_INSPIRATION]->val2;
if(sc->data[SC_GT_CHANGE])
watk += sc->data[SC_GT_CHANGE]->val2;
if(sc->data[SC__ENERVATION])
watk -= watk * sc->data[SC__ENERVATION]->val2 / 100;
if(sc->data[SC_STRIKING])
watk += sc->data[SC_STRIKING]->val2;
if(sc->data[SC_RUSHWINDMILL])
watk += sc->data[SC_RUSHWINDMILL]->val3;
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
watk += 50;
if((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2)
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2)
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2))
watk += watk * 10 / 100;
if(sc->data[SC_PYROTECHNIC_OPTION])
watk += sc->data[SC_PYROTECHNIC_OPTION]->val2;
if(sc->data[SC_HEATER_OPTION])
watk += sc->data[SC_HEATER_OPTION]->val2;
if(sc->data[SC_TROPIC_OPTION])
watk += sc->data[SC_TROPIC_OPTION]->val2;
if( sc && sc->data[SC_TIDAL_WEAPON] )
watk += watk * sc->data[SC_TIDAL_WEAPON]->val2 / 100;
if(bl->type == BL_PC && sc->data[SC_PYROCLASTIC])
watk += sc->data[SC_PYROCLASTIC]->val2;
if(sc->data[SC_ANGRIFFS_MODUS])
watk += watk * sc->data[SC_ANGRIFFS_MODUS]->val2/100;
if(sc->data[SC_ODINS_POWER])
watk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1;
if (sc->data[SC_FLASHCOMBO])
watk += sc->data[SC_FLASHCOMBO]->val2;
if (sc->data[SC_CATNIPPOWDER])
watk -= watk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
if (sc->data[SC_CHATTERING])
watk += sc->data[SC_CHATTERING]->val2;
return (unsigned short)cap_value(watk,0,USHRT_MAX);
}
#ifdef RENEWAL
/**
* Adds equip magic attack modifications based on status changes [RENEWAL]
* @param bl: Object to change matk [PC]
* @param sc: Object's status change information
* @param matk: Initial matk
* @return modified matk with cap_value(matk,0,USHRT_MAX)
*/
static unsigned short status_calc_ematk(struct block_list *bl, struct status_change *sc, int matk)
{
if (!sc || !sc->count)
return cap_value(matk,0,USHRT_MAX);
if (sc->data[SC_MATKPOTION])
matk += sc->data[SC_MATKPOTION]->val1;
if (sc->data[SC_MATKFOOD])
matk += sc->data[SC_MATKFOOD]->val1;
if(sc->data[SC_MANA_PLUS])
matk += sc->data[SC_MANA_PLUS]->val1;
if(sc->data[SC_COOLER_OPTION])
matk += sc->data[SC_COOLER_OPTION]->val2;
if(sc->data[SC_AQUAPLAY_OPTION])
matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
if(sc->data[SC_CHILLY_AIR_OPTION])
matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
if(sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
matk += 50;
if(sc->data[SC_ODINS_POWER])
matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
if(sc->data[SC_MOONLITSERENADE])
matk += sc->data[SC_MOONLITSERENADE]->val3;
if(sc->data[SC_IZAYOI])
matk += 25 * sc->data[SC_IZAYOI]->val1;
if(sc->data[SC_ZANGETSU])
matk += sc->data[SC_ZANGETSU]->val3;
if(sc->data[SC_QUEST_BUFF1])
matk += sc->data[SC_QUEST_BUFF1]->val1;
if(sc->data[SC_QUEST_BUFF2])
matk += sc->data[SC_QUEST_BUFF2]->val1;
if(sc->data[SC_QUEST_BUFF3])
matk += sc->data[SC_QUEST_BUFF3]->val1;
if(sc->data[SC_MTF_MATK2])
matk += sc->data[SC_MTF_MATK2]->val1;
if(sc->data[SC_2011RWC_SCROLL])
matk += 30;
if (sc->data[SC_CATNIPPOWDER])
matk -= matk * sc->data[SC_CATNIPPOWDER]->val2 / 100;
if (sc->data[SC_CHATTERING])
matk += sc->data[SC_CHATTERING]->val2;
if (sc->data[SC_DORAM_MATK])
matk += sc->data[SC_DORAM_MATK]->val1;
return (unsigned short)cap_value(matk,0,USHRT_MAX);
}
#endif
/**
* Adds magic attack modifications based on status changes
* @param bl: Object to change matk [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param matk: Initial matk
* @return modified matk with cap_value(matk,0,USHRT_MAX)
*/
static unsigned short status_calc_matk(struct block_list *bl, struct status_change *sc, int matk)
{
if(!sc || !sc->count)
return cap_value(matk,0,USHRT_MAX);
#ifndef RENEWAL
/// Take note fixed value first before % modifiers [PRE-RENEWAL]
if (sc->data[SC_MATKPOTION])
matk += sc->data[SC_MATKPOTION]->val1;
if (sc->data[SC_MATKFOOD])
matk += sc->data[SC_MATKFOOD]->val1;
if (sc->data[SC_MANA_PLUS])
matk += sc->data[SC_MANA_PLUS]->val1;
if (sc->data[SC_AQUAPLAY_OPTION])
matk += sc->data[SC_AQUAPLAY_OPTION]->val2;
if (sc->data[SC_CHILLY_AIR_OPTION])
matk += sc->data[SC_CHILLY_AIR_OPTION]->val2;
if (sc->data[SC_COOLER_OPTION])
matk += sc->data[SC_COOLER_OPTION]->val2;
if (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3)
matk += 50;
if (sc->data[SC_ODINS_POWER])
matk += 40 + 30 * sc->data[SC_ODINS_POWER]->val1; // 70 lvl1, 100lvl2
if (sc->data[SC_IZAYOI])
matk += 25 * sc->data[SC_IZAYOI]->val1;
if (sc->data[SC_MTF_MATK2])
matk += sc->data[SC_MTF_MATK2]->val1;
if (sc->data[SC_2011RWC_SCROLL])
matk += 30;
#endif
if (sc->data[SC_ZANGETSU])
matk += sc->data[SC_ZANGETSU]->val3;
if (sc->data[SC_QUEST_BUFF1])
matk += sc->data[SC_QUEST_BUFF1]->val1;
if (sc->data[SC_QUEST_BUFF2])
matk += sc->data[SC_QUEST_BUFF2]->val1;
if (sc->data[SC_QUEST_BUFF3])
matk += sc->data[SC_QUEST_BUFF3]->val1;
if (sc->data[SC_MAGICPOWER] && sc->data[SC_MAGICPOWER]->val4)
matk += matk * sc->data[SC_MAGICPOWER]->val3/100;
if (sc->data[SC_MINDBREAKER])
matk += matk * sc->data[SC_MINDBREAKER]->val2/100;
if (sc->data[SC_INCMATKRATE])
matk += matk * sc->data[SC_INCMATKRATE]->val1/100;
if (sc->data[SC_MOONLITSERENADE])
matk += sc->data[SC_MOONLITSERENADE]->val3/100;
if (sc->data[SC_MTF_MATK])
matk += matk * sc->data[SC_MTF_MATK]->val1 / 100;
if(sc->data[SC_2011RWC_SCROLL])
matk += 30;
if (sc->data[SC_SHRIMP])
matk += matk * sc->data[SC_SHRIMP]->val2 / 100;
return (unsigned short)cap_value(matk,0,USHRT_MAX);
}
/**
* Adds critical modifications based on status changes
* @param bl: Object to change critical [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param critical: Initial critical
* @return modified critical with cap_value(critical,10,USHRT_MAX)
*/
static signed short status_calc_critical(struct block_list *bl, struct status_change *sc, int critical)
{
if(!sc || !sc->count)
return cap_value(critical,10,SHRT_MAX);
if (sc->data[SC_INCCRI])
critical += sc->data[SC_INCCRI]->val2;
if (sc->data[SC_CRIFOOD])
critical += sc->data[SC_CRIFOOD]->val1;
if (sc->data[SC_EXPLOSIONSPIRITS])
critical += sc->data[SC_EXPLOSIONSPIRITS]->val2;
if (sc->data[SC_FORTUNE])
critical += sc->data[SC_FORTUNE]->val2;
if (sc->data[SC_TRUESIGHT])
critical += sc->data[SC_TRUESIGHT]->val2;
if (sc->data[SC_CLOAKING])
critical += critical;
if (sc->data[SC_STRIKING])
critical += critical * sc->data[SC_STRIKING]->val1 / 100;
#ifdef RENEWAL
if (sc->data[SC_SPEARQUICKEN])
critical += 3*sc->data[SC_SPEARQUICKEN]->val1*10;
#endif
if (sc->data[SC__INVISIBILITY])
critical += sc->data[SC__INVISIBILITY]->val3 * 10;
if (sc->data[SC__UNLUCKY])
critical -= sc->data[SC__UNLUCKY]->val2;
if(sc->data[SC_BEYONDOFWARCRY])
critical += sc->data[SC_BEYONDOFWARCRY]->val3;
return (short)cap_value(critical,10,SHRT_MAX);
}
/**
* Adds hit modifications based on status changes
* @param bl: Object to change hit [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param hit: Initial hit
* @return modified hit with cap_value(hit,1,USHRT_MAX)
*/
static signed short status_calc_hit(struct block_list *bl, struct status_change *sc, int hit)
{
if(!sc || !sc->count)
return cap_value(hit,1,SHRT_MAX);
if(sc->data[SC_INCHIT])
hit += sc->data[SC_INCHIT]->val1;
if(sc->data[SC_HITFOOD])
hit += sc->data[SC_HITFOOD]->val1;
if(sc->data[SC_TRUESIGHT])
hit += sc->data[SC_TRUESIGHT]->val3;
if(sc->data[SC_HUMMING])
hit += sc->data[SC_HUMMING]->val2;
if(sc->data[SC_CONCENTRATION])
hit += sc->data[SC_CONCENTRATION]->val3;
if(sc->data[SC_INSPIRATION])
hit += 5 * sc->data[SC_INSPIRATION]->val1 + sc->data[SC_INSPIRATION]->val2 / 2;
if(sc->data[SC_ADJUSTMENT])
hit -= 30;
if(sc->data[SC_INCREASING])
hit += 20; // RockmanEXE; changed based on updated [Reddozen]
if(sc->data[SC_MERC_HITUP])
hit += sc->data[SC_MERC_HITUP]->val2;
if(sc->data[SC_MTF_HITFLEE])
hit += sc->data[SC_MTF_HITFLEE]->val1;
if(sc->data[SC_INCHITRATE])
hit += hit * sc->data[SC_INCHITRATE]->val1/100;
if(sc->data[SC_BLIND])
hit -= hit * 25/100;
if(sc->data[SC_HEAT_BARREL])
hit -= sc->data[SC_HEAT_BARREL]->val4;
if(sc->data[SC__GROOMY])
hit -= hit * sc->data[SC__GROOMY]->val3 / 100;
if(sc->data[SC_FEAR])
hit -= hit * 20 / 100;
if (sc->data[SC_ASH])
hit -= hit * sc->data[SC_ASH]->val2 / 100;
if (sc->data[SC_TEARGAS])
hit -= hit * 50 / 100;
if(sc->data[SC_ILLUSIONDOPING])
hit -= sc->data[SC_ILLUSIONDOPING]->val2;
if (sc->data[SC_MTF_ASPD])
hit += sc->data[SC_MTF_ASPD]->val2;
return (short)cap_value(hit,1,SHRT_MAX);
}
/**
* Adds flee modifications based on status changes
* @param bl: Object to change flee [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param flee: Initial flee
* @return modified flee with cap_value(flee,1,USHRT_MAX)
*/
static signed short status_calc_flee(struct block_list *bl, struct status_change *sc, int flee)
{
if( bl->type == BL_PC ) {
struct map_data *mapdata = map_getmapdata(bl->m);
if( mapdata_flag_gvg(mapdata) )
flee -= flee * battle_config.gvg_flee_penalty/100;
else if( mapdata->flag[MF_BATTLEGROUND] )
flee -= flee * battle_config.bg_flee_penalty/100;
}
if(!sc || !sc->count)
return cap_value(flee,1,SHRT_MAX);
if(sc->data[SC_OVERED_BOOST]) //Should be final and unmodifiable by any means
return sc->data[SC_OVERED_BOOST]->val2;
if(sc->data[SC_TINDER_BREAKER] || sc->data[SC_TINDER_BREAKER2])
return 1; // 1 = min flee
// Fixed value
if(sc->data[SC_INCFLEE])
flee += sc->data[SC_INCFLEE]->val1;
if(sc->data[SC_FLEEFOOD])
flee += sc->data[SC_FLEEFOOD]->val1;
if(sc->data[SC_WHISTLE])
flee += sc->data[SC_WHISTLE]->val2;
if(sc->data[SC_WINDWALK])
flee += sc->data[SC_WINDWALK]->val2;
if(sc->data[SC_VIOLENTGALE])
flee += sc->data[SC_VIOLENTGALE]->val2;
if(sc->data[SC_MOON_COMFORT]) // SG skill [Komurka]
flee += sc->data[SC_MOON_COMFORT]->val2;
if(sc->data[SC_CLOSECONFINE])
flee += 10;
if (sc->data[SC_ANGRIFFS_MODUS])
flee -= sc->data[SC_ANGRIFFS_MODUS]->val3;
if(sc->data[SC_ADJUSTMENT])
flee += 30;
if(sc->data[SC_SPEED])
flee += 10 + sc->data[SC_SPEED]->val1 * 10;
if(sc->data[SC_GATLINGFEVER])
flee -= sc->data[SC_GATLINGFEVER]->val4;
if(sc->data[SC_PARTYFLEE])
flee += sc->data[SC_PARTYFLEE]->val1 * 10;
if(sc->data[SC_MERC_FLEEUP])
flee += sc->data[SC_MERC_FLEEUP]->val2;
if( sc->data[SC_HALLUCINATIONWALK] )
flee += sc->data[SC_HALLUCINATIONWALK]->val2;
if(sc->data[SC_MTF_HITFLEE])
flee += sc->data[SC_MTF_HITFLEE]->val2;
if( sc->data[SC_WATER_BARRIER] )
flee -= sc->data[SC_WATER_BARRIER]->val2;
if( sc->data[SC_C_MARKER] )
flee -= sc->data[SC_C_MARKER]->val3;
#ifdef RENEWAL
if( sc->data[SC_SPEARQUICKEN] )
flee += 2 * sc->data[SC_SPEARQUICKEN]->val1;
#endif
// Rate value
if(sc->data[SC_INCFLEERATE])
flee += flee * sc->data[SC_INCFLEERATE]->val1/100;
if(sc->data[SC_SPIDERWEB])
flee -= flee * 50/100;
if(sc->data[SC_BERSERK])
flee -= flee * 50/100;
if(sc->data[SC_BLIND])
flee -= flee * 25/100;
if(sc->data[SC_FEAR])
flee -= flee * 20 / 100;
if(sc->data[SC_PARALYSE])
flee -= flee * 10 / 100;
if(sc->data[SC_INFRAREDSCAN])
flee -= flee * 30 / 100;
if( sc->data[SC__LAZINESS] )
flee -= flee * sc->data[SC__LAZINESS]->val3 / 100;
if( sc->data[SC_GLOOMYDAY] )
flee -= flee * sc->data[SC_GLOOMYDAY]->val2 / 100;
if( sc->data[SC_SATURDAYNIGHTFEVER] )
flee -= flee * (40 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
if( sc->data[SC_WIND_STEP_OPTION] )
flee += flee * sc->data[SC_WIND_STEP_OPTION]->val2 / 100;
if( sc->data[SC_ZEPHYR] )
flee += sc->data[SC_ZEPHYR]->val2;
if(sc->data[SC_ASH])
flee -= flee * sc->data[SC_ASH]->val4 / 100;
if (sc->data[SC_GOLDENE_FERSE])
flee += flee * sc->data[SC_GOLDENE_FERSE]->val2 / 100;
if (sc->data[SC_SMOKEPOWDER])
flee += flee * 20 / 100;
if (sc->data[SC_TEARGAS])
flee -= flee * 50 / 100;
//if( sc->data[SC_C_MARKER] )
// flee -= (flee * sc->data[SC_C_MARKER]->val3) / 100;
if (sc->data[SC_GROOMING])
flee += sc->data[SC_GROOMING]->val2;
return (short)cap_value(flee,1,SHRT_MAX);
}
/**
* Adds perfect flee modifications based on status changes
* @param bl: Object to change flee2 [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param flee2: Initial flee2
* @return modified flee2 with cap_value(flee2,10,USHRT_MAX)
*/
static signed short status_calc_flee2(struct block_list *bl, struct status_change *sc, int flee2)
{
if(!sc || !sc->count)
return cap_value(flee2,10,SHRT_MAX);
if(sc->data[SC_INCFLEE2])
flee2 += sc->data[SC_INCFLEE2]->val2;
if(sc->data[SC_WHISTLE])
flee2 += sc->data[SC_WHISTLE]->val3*10;
if(sc->data[SC__UNLUCKY])
flee2 -= flee2 * sc->data[SC__UNLUCKY]->val2 / 100;
if (sc->data[SC_HISS])
flee2 += sc->data[SC_HISS]->val2;
if (sc->data[SC_DORAM_FLEE2])
flee2 += sc->data[SC_DORAM_FLEE2]->val1;
return (short)cap_value(flee2,10,SHRT_MAX);
}
/**
* Adds defense (left-side) modifications based on status changes
* @param bl: Object to change def [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param def: Initial def
* @return modified def with cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX)
*/
static defType status_calc_def(struct block_list *bl, struct status_change *sc, int def)
{
if(!sc || !sc->count)
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
if(sc->data[SC_BERSERK])
return 0;
if(sc->data[SC_BARRIER])
return 100;
if(sc->data[SC_KEEPING])
return 90;
#ifndef RENEWAL /// Steel Body does not provide 90 DEF in [RENEWAL]
if(sc->data[SC_STEELBODY])
return 90;
#endif
if (sc->data[SC_NYANGGRASS]) {
if (bl->type == BL_PC)
return 0;
else
return def >>= 1;
}
if(sc->data[SC_DEFSET])
return sc->data[SC_DEFSET]->val1;
if(sc->data[SC_DRUMBATTLE])
def += sc->data[SC_DRUMBATTLE]->val3;
#ifndef RENEWAL
if(sc->data[SC_DEFENCE])
def += sc->data[SC_DEFENCE]->val2;
#endif
if(sc->data[SC_INCDEFRATE])
def += def * sc->data[SC_INCDEFRATE]->val1/100;
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2)
def += 50;
if(sc->data[SC_ODINS_POWER])
def -= 20 * sc->data[SC_ODINS_POWER]->val1;
if( sc->data[SC_ANGRIFFS_MODUS] )
def -= 30 + 20 * sc->data[SC_ANGRIFFS_MODUS]->val1;
if(sc->data[SC_STONEHARDSKIN])
def += sc->data[SC_STONEHARDSKIN]->val1;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
def >>=1;
if(sc->data[SC_FREEZE])
def >>=1;
if(sc->data[SC_SIGNUMCRUCIS])
def -= def * sc->data[SC_SIGNUMCRUCIS]->val2/100;
if(sc->data[SC_CONCENTRATION])
def -= def * sc->data[SC_CONCENTRATION]->val4/100;
if(sc->data[SC_SKE])
def >>=1;
if(sc->data[SC_PROVOKE] && bl->type != BL_PC) // Provoke doesn't alter player defense->
def -= def * sc->data[SC_PROVOKE]->val4/100;
if(sc->data[SC_STRIPSHIELD] && bl->type != BL_PC) // Player doesn't have def reduction only equip removed
def -= def * sc->data[SC_STRIPSHIELD]->val2/100;
if (sc->data[SC_FLING])
def -= def * (sc->data[SC_FLING]->val2)/100;
if( sc->data[SC_FREEZING] )
def -= def * (bl->type == BL_PC ? 30 : 10) / 100;
if( sc->data[SC_ANALYZE] )
def -= def * (14 * sc->data[SC_ANALYZE]->val1) / 100;
if( sc->data[SC_NEUTRALBARRIER] )
def += def * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
if( sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2 )
def += sc->data[SC_SHIELDSPELL_REF]->val2;
if( sc->data[SC_PRESTIGE] )
def += sc->data[SC_PRESTIGE]->val3;
if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 )
def += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->val2 / 10;
if( sc->data[SC_ECHOSONG] )
def += def * sc->data[SC_ECHOSONG]->val3 / 100;
if( sc->data[SC_SATURDAYNIGHTFEVER] )
def -= def * (10 + 10 * sc->data[SC_SATURDAYNIGHTFEVER]->val1) / 100;
if( sc->data[SC_EARTHDRIVE] )
def -= def * 25 / 100;
if( sc->data[SC_CAMOUFLAGE] )
def -= def * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
if( sc->data[SC_SOLID_SKIN_OPTION] )
def += def * sc->data[SC_SOLID_SKIN_OPTION]->val2 / 100;
if( sc->data[SC_ROCK_CRUSHER] )
def -= def * sc->data[SC_ROCK_CRUSHER]->val2 / 100;
if( sc->data[SC_POWER_OF_GAIA] )
def += def * sc->data[SC_POWER_OF_GAIA]->val2 / 100;
if(sc->data[SC_ASH])
def -= def * sc->data[SC_ASH]->val3/100;
if( sc->data[SC_OVERED_BOOST] && bl->type == BL_HOM )
def -= def * sc->data[SC_OVERED_BOOST]->val4 / 100;
if(sc->data[SC_GLASTHEIM_ITEMDEF])
def += sc->data[SC_GLASTHEIM_ITEMDEF]->val1;
return (defType)cap_value(def,DEFTYPE_MIN,DEFTYPE_MAX);
}
/**
* Adds defense (right-side) modifications based on status changes
* @param bl: Object to change def2 [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param def2: Initial def2
* @return modified def2 with cap_value(def2,SHRT_MIN,SHRT_MAX)
*/
static signed short status_calc_def2(struct block_list *bl, struct status_change *sc, int def2)
{
if(!sc || !sc->count)
#ifdef RENEWAL
return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
#else
return (short)cap_value(def2,1,SHRT_MAX);
#endif
if(sc->data[SC_BERSERK])
return 0;
if(sc->data[SC_ETERNALCHAOS])
return 0;
if(sc->data[SC_DEFSET])
return sc->data[SC_DEFSET]->val1;
if(sc->data[SC_SUN_COMFORT])
def2 += sc->data[SC_SUN_COMFORT]->val2;
#ifdef RENEWAL
if (sc->data[SC_SKA])
def2 += 80;
#endif
if(sc->data[SC_ANGELUS])
#ifdef RENEWAL /// The VIT stat bonus is boosted by angelus [RENEWAL]
def2 += status_get_vit(bl) / 2 * sc->data[SC_ANGELUS]->val2/100;
#else
def2 += def2 * sc->data[SC_ANGELUS]->val2/100;
if(sc->data[SC_CONCENTRATION])
def2 -= def2 * sc->data[SC_CONCENTRATION]->val4/100;
#endif
if(sc->data[SC_POISON])
def2 -= def2 * 25/100;
if(sc->data[SC_DPOISON])
def2 -= def2 * 25/100;
if(sc->data[SC_SKE])
def2 -= def2 * 50/100;
if(sc->data[SC_PROVOKE])
def2 -= def2 * sc->data[SC_PROVOKE]->val4/100;
if(sc->data[SC_JOINTBEAT])
def2 -= def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_SHOULDER ? 50 : 0 ) / 100
+ def2 * ( sc->data[SC_JOINTBEAT]->val2&BREAK_WAIST ? 25 : 0 ) / 100;
if(sc->data[SC_FLING])
def2 -= def2 * (sc->data[SC_FLING]->val3)/100;
if(sc->data[SC_ANALYZE])
def2 -= def2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
if(sc->data[SC_ASH])
def2 -= def2 * sc->data[SC_ASH]->val3/100;
if (sc->data[SC_PARALYSIS])
def2 -= def2 * sc->data[SC_PARALYSIS]->val2 / 100;
if(sc->data[SC_EQC])
def2 -= def2 * sc->data[SC_EQC]->val2 / 100;
if( sc->data[SC_CAMOUFLAGE] )
def2 -= def2 * 5 * sc->data[SC_CAMOUFLAGE]->val3 / 100;
#ifdef RENEWAL
return (short)cap_value(def2,SHRT_MIN,SHRT_MAX);
#else
return (short)cap_value(def2,1,SHRT_MAX);
#endif
}
/**
* Adds magic defense (left-side) modifications based on status changes
* @param bl: Object to change mdef [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param mdef: Initial mdef
* @return modified mdef with cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX)
*/
static defType status_calc_mdef(struct block_list *bl, struct status_change *sc, int mdef)
{
if(!sc || !sc->count)
return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
if(sc->data[SC_BERSERK])
return 0;
if(sc->data[SC_BARRIER])
return 100;
#ifndef RENEWAL /// Steel Body does not provide 90 MDEF in [RENEWAL]
if(sc->data[SC_STEELBODY])
return 90;
#endif
if (sc->data[SC_NYANGGRASS]) {
if (bl->type == BL_PC)
return 0;
else
return mdef >>= 1;
}
if(sc->data[SC_MDEFSET])
return sc->data[SC_MDEFSET]->val1;
if(sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3)
mdef += 50;
if(sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val3) // It has been confirmed that Eddga card grants 1 MDEF, not 0, not 10, but 1.
mdef += (sc->data[SC_ENDURE]->val4 == 0) ? sc->data[SC_ENDURE]->val1 : 1;
if(sc->data[SC_STONEHARDSKIN])
mdef += sc->data[SC_STONEHARDSKIN]->val1;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
mdef += 25 * mdef / 100;
if(sc->data[SC_FREEZE])
mdef += 25 * mdef / 100;
if(sc->data[SC_BURNING])
mdef -= 25 * mdef / 100;
if( sc->data[SC_NEUTRALBARRIER] )
mdef += mdef * sc->data[SC_NEUTRALBARRIER]->val2 / 100;
if(sc->data[SC_ANALYZE])
mdef -= mdef * ( 14 * sc->data[SC_ANALYZE]->val1 ) / 100;
if(sc->data[SC_SYMPHONYOFLOVER])
mdef += mdef * sc->data[SC_SYMPHONYOFLOVER]->val3 / 100;
if (sc->data[SC_ODINS_POWER])
mdef -= 20 * sc->data[SC_ODINS_POWER]->val1;
if(sc->data[SC_GLASTHEIM_ITEMDEF])
mdef += sc->data[SC_GLASTHEIM_ITEMDEF]->val2;
return (defType)cap_value(mdef,DEFTYPE_MIN,DEFTYPE_MAX);
}
/**
* Adds magic defense (right-side) modifications based on status changes
* @param bl: Object to change mdef2 [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param mdef2: Initial mdef2
* @return modified mdef2 with cap_value(mdef2,SHRT_MIN,SHRT_MAX)
*/
static signed short status_calc_mdef2(struct block_list *bl, struct status_change *sc, int mdef2)
{
if(!sc || !sc->count)
#ifdef RENEWAL
return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
#else
return (short)cap_value(mdef2,1,SHRT_MAX);
#endif
if(sc->data[SC_BERSERK])
return 0;
if(sc->data[SC_SKA])
return 90;
if(sc->data[SC_MDEFSET])
return sc->data[SC_MDEFSET]->val1;
if(sc->data[SC_MINDBREAKER])
mdef2 -= mdef2 * sc->data[SC_MINDBREAKER]->val3/100;
if(sc->data[SC_BURNING])
mdef2 -= mdef2 * 25 / 100;
if(sc->data[SC_ANALYZE])
mdef2 -= mdef2 * (14 * sc->data[SC_ANALYZE]->val1) / 100;
#ifdef RENEWAL
return (short)cap_value(mdef2,SHRT_MIN,SHRT_MAX);
#else
return (short)cap_value(mdef2,1,SHRT_MAX);
#endif
}
/**
* Adds speed modifications based on status changes
* @param bl: Object to change speed [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param speed: Initial speed
* @return modified speed with cap_value(speed,10,USHRT_MAX)
*/
static unsigned short status_calc_speed(struct block_list *bl, struct status_change *sc, int speed)
{
TBL_PC* sd = BL_CAST(BL_PC, bl);
int speed_rate = 100;
if (sc == NULL || (sd && sd->state.permanent_speed))
return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
if (sd && pc_ismadogear(sd)) { // Mado speed is not affected by other statuses
int val = 0;
if (pc_checkskill(sd, NC_MADOLICENCE) < 5)
val = 50 - 10 * pc_checkskill(sd, NC_MADOLICENCE);
else
val -= 25;
if (sc->data[SC_ACCELERATION])
val -= 25;
speed += speed * val / 100;
return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
}
if( sd && sd->ud.skilltimer != INVALID_TIMER && (pc_checkskill(sd,SA_FREECAST) > 0 || sd->ud.skill_id == LG_EXEEDBREAK) ) {
if( sd->ud.skill_id == LG_EXEEDBREAK )
speed_rate = 160 - 10 * sd->ud.skill_lv;
else
speed_rate = 175 - 5 * pc_checkskill(sd,SA_FREECAST);
} else {
int val = 0;
// GetMoveHasteValue2()
if( sc->data[SC_FUSION] )
val = 25;
else if( sd ) {
if( pc_isriding(sd) || sd->sc.option&OPTION_DRAGON )
val = 25; // Same bonus
else if( pc_isridingwug(sd) )
val = 15 + 5 * pc_checkskill(sd, RA_WUGRIDER);
else if( sc->data[SC_ALL_RIDING] )
val = battle_config.rental_mount_speed_boost;
}
speed_rate -= val;
// GetMoveSlowValue()
if( sd && sc->data[SC_HIDING] && pc_checkskill(sd,RG_TUNNELDRIVE) > 0 )
val = 120 - 6 * pc_checkskill(sd,RG_TUNNELDRIVE);
else if( sd && sc->data[SC_CHASEWALK] && sc->data[SC_CHASEWALK]->val3 < 0 )
val = sc->data[SC_CHASEWALK]->val3;
else {
val = 0;
// Longing for Freedom cancels song/dance penalty
if( sc->data[SC_LONGING] )
val = max( val, 50 - 10 * sc->data[SC_LONGING]->val1 );
else
if( sd && sc->data[SC_DANCING] )
val = max( val, 500 - (40 + 10 * (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_BARDDANCER)) * pc_checkskill(sd,(sd->status.sex?BA_MUSICALLESSON:DC_DANCINGLESSON)) );
if( sc->data[SC_DECREASEAGI] )
val = max( val, 25 );
if( sc->data[SC_QUAGMIRE] || sc->data[SC_HALLUCINATIONWALK_POSTDELAY] || (sc->data[SC_GLOOMYDAY] && sc->data[SC_GLOOMYDAY]->val4) )
val = max( val, 50 );
if( sc->data[SC_DONTFORGETME] )
val = max( val, sc->data[SC_DONTFORGETME]->val3 );
if( sc->data[SC_CURSE] )
val = max( val, 300 );
if( sc->data[SC_CHASEWALK] )
val = max( val, sc->data[SC_CHASEWALK]->val3 );
if( sc->data[SC_WEDDING] )
val = max( val, 100 );
if( sc->data[SC_JOINTBEAT] && sc->data[SC_JOINTBEAT]->val2&(BREAK_ANKLE|BREAK_KNEE) )
val = max( val, (sc->data[SC_JOINTBEAT]->val2&BREAK_ANKLE ? 50 : 0) + (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE ? 30 : 0) );
if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 0 )
val = max( val, sc->data[SC_CLOAKING]->val1 < 3 ? 300 : 30 - 3 * sc->data[SC_CLOAKING]->val1 );
if( sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY )
val = max( val, 75 );
if( sc->data[SC_SLOWDOWN] ) // Slow Potion
val = max( val, sc->data[SC_SLOWDOWN]->val1 );
if( sc->data[SC_GATLINGFEVER] )
val = max( val, 100 );
if( sc->data[SC_SUITON] )
val = max( val, sc->data[SC_SUITON]->val3 );
if( sc->data[SC_SWOO] )
val = max( val, 300 );
if( sc->data[SC_SKA] )
val = max( val, 25 );
if( sc->data[SC_FREEZING] )
val = max( val, 30 );
if( sc->data[SC_MARSHOFABYSS] )
val = max( val, sc->data[SC_MARSHOFABYSS]->val3 );
if( sc->data[SC_CAMOUFLAGE] && sc->data[SC_CAMOUFLAGE]->val1 > 2 )
val = max( val, 25 * (5 - sc->data[SC_CAMOUFLAGE]->val1) );
if( sc->data[SC_STEALTHFIELD] )
val = max( val, 20 );
if( sc->data[SC__LAZINESS] )
val = max( val, 25 );
if( sc->data[SC_BANDING_DEFENCE] )
val = max( val, sc->data[SC_BANDING_DEFENCE]->val1 ); // +90% walking speed.
if( sc->data[SC_ROCK_CRUSHER_ATK] )
val = max( val, sc->data[SC_ROCK_CRUSHER_ATK]->val2 );
if( sc->data[SC_POWER_OF_GAIA] )
val = max( val, sc->data[SC_POWER_OF_GAIA]->val2 );
if( sc->data[SC_MELON_BOMB] )
val = max( val, sc->data[SC_MELON_BOMB]->val2 );
if( sc->data[SC_REBOUND] )
val = max( val, 25 );
if( sc->data[SC_B_TRAP] )
val = max( val, sc->data[SC_B_TRAP]->val3 );
if (sc->data[SC_CATNIPPOWDER])
val = max(val, sc->data[SC_CATNIPPOWDER]->val3);
if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate > 0 ) // Permanent item-based speedup
val = max( val, sd->bonus.speed_rate + sd->bonus.speed_add_rate );
}
speed_rate += val;
val = 0;
if( sc->data[SC_MARSHOFABYSS] && speed_rate > 150 )
speed_rate = 150;
// GetMoveHasteValue1()
if( sc->data[SC_SPEEDUP1] ) // !FIXME: used both by NPC_AGIUP and Speed Potion script
val = max( val, sc->data[SC_SPEEDUP1]->val1 );
if( sc->data[SC_INCREASEAGI] )
val = max( val, 25 );
if( sc->data[SC_WINDWALK] )
val = max( val, 2 * sc->data[SC_WINDWALK]->val1 );
if( sc->data[SC_CARTBOOST] )
val = max( val, 20 );
if( sd && (sd->class_&MAPID_UPPERMASK) == MAPID_ASSASSIN && pc_checkskill(sd,TF_MISS) > 0 )
val = max( val, 1 * pc_checkskill(sd,TF_MISS) );
if( sc->data[SC_CLOAKING] && (sc->data[SC_CLOAKING]->val4&1) == 1 )
val = max( val, sc->data[SC_CLOAKING]->val1 >= 10 ? 25 : 3 * sc->data[SC_CLOAKING]->val1 - 3 );
if( sc->data[SC_BERSERK] )
val = max( val, 25 );
if( sc->data[SC_RUN] )
val = max( val, 55 );
if( sc->data[SC_AVOID] )
val = max( val, 10 * sc->data[SC_AVOID]->val1 );
if( sc->data[SC_INVINCIBLE] && !sc->data[SC_INVINCIBLEOFF] )
val = max( val, 75 );
if( sc->data[SC_CLOAKINGEXCEED] )
val = max( val, sc->data[SC_CLOAKINGEXCEED]->val3);
if( sc->data[SC_HOVERING] )
val = max( val, 10 );
if( sc->data[SC_GN_CARTBOOST] )
val = max( val, sc->data[SC_GN_CARTBOOST]->val2 );
if( sc->data[SC_SWINGDANCE] )
val = max( val, sc->data[SC_SWINGDANCE]->val3 );
if( sc->data[SC_WIND_STEP_OPTION] )
val = max( val, sc->data[SC_WIND_STEP_OPTION]->val2 );
if( sc->data[SC_FULL_THROTTLE] )
val = max( val, 25 );
if (sc->data[SC_ARCLOUSEDASH])
val = max(val, sc->data[SC_ARCLOUSEDASH]->val3);
if( sc->data[SC_DORAM_WALKSPEED] )
val = max(val, sc->data[SC_DORAM_WALKSPEED]->val1);
// !FIXME: official items use a single bonus for this [ultramage]
if( sc->data[SC_SPEEDUP0] ) // Temporary item-based speedup
val = max( val, sc->data[SC_SPEEDUP0]->val1 );
if( sd && sd->bonus.speed_rate + sd->bonus.speed_add_rate < 0 ) // Permanent item-based speedup
val = max( val, -(sd->bonus.speed_rate + sd->bonus.speed_add_rate) );
speed_rate -= val;
if( speed_rate < 40 )
speed_rate = 40;
}
// GetSpeed()
if( sd && pc_iscarton(sd) )
speed += speed * (50 - 5 * pc_checkskill(sd,MC_PUSHCART)) / 100;
if( sc->data[SC_PARALYSE] )
speed += speed * 50 / 100;
if( speed_rate != 100 )
speed = speed * speed_rate / 100;
if( sc->data[SC_STEELBODY] )
speed = 200;
if( sc->data[SC_DEFENDER] )
speed = max(speed, 200);
if( sc->data[SC_WALKSPEED] && sc->data[SC_WALKSPEED]->val1 > 0 ) // ChangeSpeed
speed = speed * 100 / sc->data[SC_WALKSPEED]->val1;
return (unsigned short)cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
}
#ifdef RENEWAL_ASPD
/**
* Renewal attack speed modifiers based on status changes
* This function only affects RENEWAL players and comes after base calculation
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param fixed: True - fixed value [malufett]
* False - percentage value
* @return modified aspd
*/
static short status_calc_aspd(struct block_list *bl, struct status_change *sc, bool fixed)
{
int bonus = 0;
if (!sc || !sc->count)
return 0;
if (fixed) {
enum sc_type sc_val;
if (!sc->data[SC_QUAGMIRE]) {
if (bonus < 7 && (sc->data[SC_TWOHANDQUICKEN] || sc->data[SC_ONEHAND] || sc->data[SC_MERC_QUICKEN] || sc->data[SC_ADRENALINE] || sc->data[SC_SPEARQUICKEN]))
bonus = 7;
else if (bonus < 6 && sc->data[SC_ADRENALINE2])
bonus = 6;
else if (bonus < 5 && sc->data[SC_FLEET])
bonus = 5;
}
if (sc->data[SC_ASSNCROS] && bonus < sc->data[SC_ASSNCROS]->val2) {
if (bl->type != BL_PC)
bonus += sc->data[SC_ASSNCROS]->val2;
else {
switch(((TBL_PC*)bl)->status.weapon) {
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
break;
default:
bonus += sc->data[SC_ASSNCROS]->val2;
break;
}
}
}
if (bonus < 20 && sc->data[SC_MADNESSCANCEL])
bonus = 20;
else if (bonus < 15 && sc->data[SC_BERSERK])
bonus = 15;
if (sc->data[sc_val = SC_ASPDPOTION3] || sc->data[sc_val = SC_ASPDPOTION2] || sc->data[sc_val = SC_ASPDPOTION1] || sc->data[sc_val = SC_ASPDPOTION0])
bonus += sc->data[sc_val]->val1;
if (sc->data[SC_ATTHASTE_CASH])
bonus += sc->data[SC_ATTHASTE_CASH]->val1;
if (sc->data[SC_HEAT_BARREL])
bonus += sc->data[SC_HEAT_BARREL]->val1;
} else {
if (sc->data[SC_DONTFORGETME])
bonus -= sc->data[SC_DONTFORGETME]->val2 / 10;
if (sc->data[SC_LONGING])
bonus -= sc->data[SC_LONGING]->val2 / 10;
if (sc->data[SC_STEELBODY])
bonus -= 25;
if (sc->data[SC_SKA])
bonus -= 25;
if (sc->data[SC_DEFENDER])
bonus -= sc->data[SC_DEFENDER]->val4 / 10;
if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
bonus -= 75;
if (sc->data[SC_GRAVITATION])
bonus -= sc->data[SC_GRAVITATION]->val2 / 10; // Needs more info
if (sc->data[SC_JOINTBEAT]) { // Needs more info
if (sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST)
bonus -= 25;
if (sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE)
bonus -= 10;
}
if (sc->data[SC_FREEZING])
bonus -= 30;
if (sc->data[SC_HALLUCINATIONWALK_POSTDELAY])
bonus -= 50;
if (sc->data[SC_PARALYSE])
bonus -= 10;
if (sc->data[SC__BODYPAINT])
bonus -= 5 * sc->data[SC__BODYPAINT]->val1;
if (sc->data[SC__INVISIBILITY])
bonus -= sc->data[SC__INVISIBILITY]->val2;
if (sc->data[SC__GROOMY])
bonus -= sc->data[SC__GROOMY]->val2;
if (sc->data[SC_SWINGDANCE])
bonus += sc->data[SC_SWINGDANCE]->val3;
if (sc->data[SC_DANCEWITHWUG])
bonus += sc->data[SC_DANCEWITHWUG]->val3;
if (sc->data[SC_GLOOMYDAY])
bonus -= sc->data[SC_GLOOMYDAY]->val3;
if (sc->data[SC_EARTHDRIVE])
bonus -= 25;
if (sc->data[SC_GT_CHANGE])
bonus += sc->data[SC_GT_CHANGE]->val3;
if (sc->data[SC_MELON_BOMB])
bonus -= sc->data[SC_MELON_BOMB]->val3;
if (sc->data[SC_PAIN_KILLER])
bonus -= sc->data[SC_PAIN_KILLER]->val2;
if (sc->data[SC_BOOST500])
bonus += sc->data[SC_BOOST500]->val1;
if (sc->data[SC_EXTRACT_SALAMINE_JUICE])
bonus += sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1;
if (sc->data[SC_GOLDENE_FERSE])
bonus += sc->data[SC_GOLDENE_FERSE]->val3;
if (sc->data[SC_INCASPDRATE])
bonus += sc->data[SC_INCASPDRATE]->val1;
if (sc->data[SC_GATLINGFEVER])
bonus += sc->data[SC_GATLINGFEVER]->val1;
if (sc->data[SC_STAR_COMFORT])
bonus += 3 * sc->data[SC_STAR_COMFORT]->val1;
if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
bonus += 10;
}
return bonus;
}
#endif
/**
* Modifies ASPD by a number, rather than a percentage (10 = 1 ASPD)
* A subtraction reduces the delay, meaning an increase in ASPD
* This comes after the percentage changes and is based on status changes
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param aspd: Object's current ASPD
* @return modified aspd
*/
static short status_calc_fix_aspd(struct block_list *bl, struct status_change *sc, int aspd)
{
if (!sc || !sc->count)
return cap_value(aspd, 0, 2000);
if (sc->data[SC_OVERED_BOOST])
return cap_value(2000 - sc->data[SC_OVERED_BOOST]->val3 * 10, 0, 2000);
if ((sc->data[SC_GUST_OPTION] || sc->data[SC_BLAST_OPTION] || sc->data[SC_WILD_STORM_OPTION]))
aspd -= 50; // +5 ASPD
if (sc->data[SC_FIGHTINGSPIRIT] && sc->data[SC_FIGHTINGSPIRIT]->val2)
aspd -= sc->data[SC_FIGHTINGSPIRIT]->val2;
if (sc->data[SC_MTF_ASPD])
aspd -= sc->data[SC_MTF_ASPD]->val1;
if (sc->data[SC_MTF_ASPD2])
aspd -= sc->data[SC_MTF_ASPD2]->val1;
return cap_value(aspd, 0, 2000); // Will be recap for proper bl anyway
}
/**
* Calculates an object's ASPD modifier based on status changes (alters amotion value)
* Note: The scale of aspd_rate is 1000 = 100%
* Note2: This only affects Homunculus, Mercenaries, and Pre-renewal Players
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param aspd_rate: Object's current ASPD
* @return modified aspd_rate
*/
static short status_calc_aspd_rate(struct block_list *bl, struct status_change *sc, int aspd_rate)
{
int i;
if(!sc || !sc->count)
return cap_value(aspd_rate,0,SHRT_MAX);
if( !sc->data[SC_QUAGMIRE] ) {
int max = 0;
if(sc->data[SC_STAR_COMFORT])
max = sc->data[SC_STAR_COMFORT]->val2;
if(sc->data[SC_TWOHANDQUICKEN] &&
max < sc->data[SC_TWOHANDQUICKEN]->val2)
max = sc->data[SC_TWOHANDQUICKEN]->val2;
if(sc->data[SC_ONEHAND] &&
max < sc->data[SC_ONEHAND]->val2)
max = sc->data[SC_ONEHAND]->val2;
if(sc->data[SC_MERC_QUICKEN] &&
max < sc->data[SC_MERC_QUICKEN]->val2)
max = sc->data[SC_MERC_QUICKEN]->val2;
if(sc->data[SC_ADRENALINE2] &&
max < sc->data[SC_ADRENALINE2]->val3)
max = sc->data[SC_ADRENALINE2]->val3;
if(sc->data[SC_ADRENALINE] &&
max < sc->data[SC_ADRENALINE]->val3)
max = sc->data[SC_ADRENALINE]->val3;
if(sc->data[SC_SPEARQUICKEN] &&
max < sc->data[SC_SPEARQUICKEN]->val2)
max = sc->data[SC_SPEARQUICKEN]->val2;
if(sc->data[SC_GATLINGFEVER] &&
max < sc->data[SC_GATLINGFEVER]->val2)
max = sc->data[SC_GATLINGFEVER]->val2;
if(sc->data[SC_FLEET] &&
max < sc->data[SC_FLEET]->val2)
max = sc->data[SC_FLEET]->val2;
if(sc->data[SC_ASSNCROS] && max < sc->data[SC_ASSNCROS]->val2) {
if (bl->type!=BL_PC)
max = sc->data[SC_ASSNCROS]->val2;
else
switch(((TBL_PC*)bl)->status.weapon) {
case W_BOW:
case W_REVOLVER:
case W_RIFLE:
case W_GATLING:
case W_SHOTGUN:
case W_GRENADE:
break;
default:
max = sc->data[SC_ASSNCROS]->val2;
}
}
aspd_rate -= max;
if(sc->data[SC_BERSERK])
aspd_rate -= 300;
else if(sc->data[SC_MADNESSCANCEL])
aspd_rate -= 200;
}
if( sc->data[i=SC_ASPDPOTION3] ||
sc->data[i=SC_ASPDPOTION2] ||
sc->data[i=SC_ASPDPOTION1] ||
sc->data[i=SC_ASPDPOTION0] )
aspd_rate -= sc->data[i]->val2;
if (sc->data[SC_ATTHASTE_CASH])
aspd_rate -= sc->data[SC_ATTHASTE_CASH]->val2;
if(sc->data[SC_DONTFORGETME])
aspd_rate += sc->data[SC_DONTFORGETME]->val2;
if(sc->data[SC_LONGING])
aspd_rate += sc->data[SC_LONGING]->val2;
if(sc->data[SC_STEELBODY])
aspd_rate += 250;
if(sc->data[SC_SKA])
aspd_rate += 250;
if(sc->data[SC_DEFENDER])
aspd_rate += sc->data[SC_DEFENDER]->val4;
if(sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_ENEMY)
aspd_rate += 250;
if(sc->data[SC_GRAVITATION])
aspd_rate += sc->data[SC_GRAVITATION]->val2;
if(sc->data[SC_JOINTBEAT]) {
if( sc->data[SC_JOINTBEAT]->val2&BREAK_WRIST )
aspd_rate += 250;
if( sc->data[SC_JOINTBEAT]->val2&BREAK_KNEE )
aspd_rate += 100;
}
if( sc->data[SC_FREEZING] )
aspd_rate += 300;
if( sc->data[SC_HALLUCINATIONWALK_POSTDELAY] )
aspd_rate += 500;
if( sc->data[SC_PARALYSE] )
aspd_rate += 100;
if( sc->data[SC__BODYPAINT] )
aspd_rate += 50 * sc->data[SC__BODYPAINT]->val1;
if( sc->data[SC__INVISIBILITY] )
aspd_rate += sc->data[SC__INVISIBILITY]->val2 * 10;
if( sc->data[SC__GROOMY] )
aspd_rate += sc->data[SC__GROOMY]->val2 * 10;
if( sc->data[SC_SWINGDANCE] )
aspd_rate -= sc->data[SC_SWINGDANCE]->val3 * 10;
if( sc->data[SC_DANCEWITHWUG] )
aspd_rate -= sc->data[SC_DANCEWITHWUG]->val3 * 10;
if( sc->data[SC_GLOOMYDAY] )
aspd_rate += sc->data[SC_GLOOMYDAY]->val3 * 10;
if( sc->data[SC_EARTHDRIVE] )
aspd_rate += 250;
if( sc->data[SC_GT_CHANGE] )
aspd_rate -= sc->data[SC_GT_CHANGE]->val3 * 10;
if( sc->data[SC_MELON_BOMB] )
aspd_rate += sc->data[SC_MELON_BOMB]->val3 * 10;
if( sc->data[SC_BOOST500] )
aspd_rate -= sc->data[SC_BOOST500]->val1 *10;
if( sc->data[SC_EXTRACT_SALAMINE_JUICE] )
aspd_rate -= sc->data[SC_EXTRACT_SALAMINE_JUICE]->val1 * 10;
if( sc->data[SC_INCASPDRATE] )
aspd_rate -= sc->data[SC_INCASPDRATE]->val1 * 10;
if( sc->data[SC_PAIN_KILLER])
aspd_rate += sc->data[SC_PAIN_KILLER]->val2 * 10;
if( sc->data[SC_GOLDENE_FERSE])
aspd_rate -= sc->data[SC_GOLDENE_FERSE]->val3 * 10;
if (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2)
aspd_rate -= 100;
return (short)cap_value(aspd_rate,0,SHRT_MAX);
}
/**
* Modifies the damage delay time based on status changes
* The lower your delay, the quicker you can act after taking damage
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param dmotion: Object's current damage delay
* @return modified delay rate
*/
static unsigned short status_calc_dmotion(struct block_list *bl, struct status_change *sc, int dmotion)
{
if( !sc || !sc->count || map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND) )
return cap_value(dmotion,0,USHRT_MAX);
/// It has been confirmed on official servers that MvP mobs have no dmotion even without endure
if( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS )
return 0;
if (bl->type == BL_PC && ((TBL_PC *)bl)->special_state.no_walk_delay)
return 0;
if( sc->data[SC_ENDURE] || sc->data[SC_RUN] || sc->data[SC_WUGDASH] )
return 0;
return (unsigned short)cap_value(dmotion,0,USHRT_MAX);
}
/**
* Calculates a max HP based on status changes
* Values can either be percentages or fixed, based on how equations are formulated
* @param bl: Object's block_list data
* @param maxhp: Object's current max HP
* @return modified maxhp
*/
static unsigned int status_calc_maxhp(struct block_list *bl, uint64 maxhp)
{
int rate = 100;
maxhp += status_get_hpbonus(bl,STATUS_BONUS_FIX);
if ((rate += status_get_hpbonus(bl,STATUS_BONUS_RATE)) != 100)
maxhp = maxhp * rate / 100;
return (unsigned int)cap_value(maxhp,1,UINT_MAX);
}
/**
* Calculates a max SP based on status changes
* Values can either be percentages or fixed, bas ed on how equations are formulated
* @param bl: Object's block_list data
* @param maxsp: Object's current max SP
* @return modified maxsp
*/
static unsigned int status_calc_maxsp(struct block_list *bl, uint64 maxsp)
{
int rate = 100;
maxsp += status_get_spbonus(bl,STATUS_BONUS_FIX);
if ((rate += status_get_spbonus(bl,STATUS_BONUS_RATE)) != 100)
maxsp = maxsp * rate / 100;
return (unsigned int)cap_value(maxsp,1,UINT_MAX);
}
/**
* Changes a player's element based on status changes
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param element: Object's current element
* @return new element
*/
static unsigned char status_calc_element(struct block_list *bl, struct status_change *sc, int element)
{
if(!sc || !sc->count)
return cap_value(element, 0, UCHAR_MAX);
if(sc->data[SC_FREEZE])
return ELE_WATER;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
return ELE_EARTH;
if(sc->data[SC_BENEDICTIO])
return ELE_HOLY;
if(sc->data[SC_CHANGEUNDEAD])
return ELE_UNDEAD;
if(sc->data[SC_ELEMENTALCHANGE])
return sc->data[SC_ELEMENTALCHANGE]->val2;
if(sc->data[SC_SHAPESHIFT])
return sc->data[SC_SHAPESHIFT]->val2;
return (unsigned char)cap_value(element,0,UCHAR_MAX);
}
/**
* Changes a player's element level based on status changes
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param lv: Object's current element level
* @return new element level
*/
static unsigned char status_calc_element_lv(struct block_list *bl, struct status_change *sc, int lv)
{
if(!sc || !sc->count)
return cap_value(lv, 1, 4);
if(sc->data[SC_FREEZE])
return 1;
if(sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
return 1;
if(sc->data[SC_BENEDICTIO])
return 1;
if(sc->data[SC_CHANGEUNDEAD])
return 1;
if(sc->data[SC_ELEMENTALCHANGE])
return sc->data[SC_ELEMENTALCHANGE]->val1;
if(sc->data[SC_SHAPESHIFT])
return 1;
if(sc->data[SC__INVISIBILITY])
return 1;
return (unsigned char)cap_value(lv,1,4);
}
/**
* Changes a player's attack element based on status changes
* @param bl: Object to change aspd [PC|MOB|HOM|MER|ELEM]
* @param sc: Object's status change information
* @param element: Object's current attack element
* @return new attack element
*/
unsigned char status_calc_attack_element(struct block_list *bl, struct status_change *sc, int element)
{
if(!sc || !sc->count)
return cap_value(element, 0, UCHAR_MAX);
if(sc->data[SC_ENCHANTARMS])
return sc->data[SC_ENCHANTARMS]->val1;
if(sc->data[SC_WATERWEAPON]
|| (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 2) )
return ELE_WATER;
if(sc->data[SC_EARTHWEAPON]
|| (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 2) )
return ELE_EARTH;
if(sc->data[SC_FIREWEAPON]
|| (sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) )
return ELE_FIRE;
if(sc->data[SC_WINDWEAPON]
|| (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 2) )
return ELE_WIND;
if(sc->data[SC_ENCPOISON])
return ELE_POISON;
if(sc->data[SC_ASPERSIO])
return ELE_HOLY;
if(sc->data[SC_SHADOWWEAPON])
return ELE_DARK;
if(sc->data[SC_GHOSTWEAPON] || sc->data[SC__INVISIBILITY])
return ELE_GHOST;
if(sc->data[SC_TIDAL_WEAPON_OPTION] || sc->data[SC_TIDAL_WEAPON] )
return ELE_WATER;
if(sc->data[SC_PYROCLASTIC])
return ELE_FIRE;
return (unsigned char)cap_value(element,0,UCHAR_MAX);
}
/**
* Changes the mode of an object
* @param bl: Object whose mode to change [PC|MOB|PET|HOM|NPC]
* @param sc: Object's status change data
* @param mode: Original mode
* @return mode with cap_value(mode, 0, INT_MAX)
*/
static enum e_mode status_calc_mode(struct block_list *bl, struct status_change *sc, enum e_mode mode)
{
if(!sc || !sc->count)
return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
if(sc->data[SC_MODECHANGE]) {
if (sc->data[SC_MODECHANGE]->val2)
mode = static_cast<e_mode>((mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2); // Set mode
if (sc->data[SC_MODECHANGE]->val3)
mode = static_cast<e_mode>(mode|sc->data[SC_MODECHANGE]->val3); // Add mode
if (sc->data[SC_MODECHANGE]->val4)
mode = static_cast<e_mode>(mode&~sc->data[SC_MODECHANGE]->val4); // Del mode
}
return cap_value(mode, MD_NONE, static_cast<e_mode>(INT_MAX));
}
/**
* Changes the mode of a slave mob
* @param md: Slave mob whose mode to change
* @param mmd: Master of slave mob
*/
void status_calc_slave_mode(struct mob_data *md, struct mob_data *mmd)
{
switch (battle_config.slaves_inherit_mode) {
case 1: //Always aggressive
if (!status_has_mode(&md->status,MD_AGGRESSIVE))
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
break;
case 2: //Always passive
if (status_has_mode(&md->status,MD_AGGRESSIVE))
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
break;
case 4: // Overwrite with slave mode
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, MD_CANMOVE|MD_NORANDOM_WALK|MD_CANATTACK, 0, 0, 0);
break;
default: //Copy master
if (status_has_mode(&mmd->status,MD_AGGRESSIVE))
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
else
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
break;
}
}
/**
* Gets the name of the given bl
* @param bl: Object whose name to get [PC|MOB|PET|HOM|NPC]
* @return name or "Unknown" if any other bl->type than noted above
*/
const char* status_get_name(struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC: return ((TBL_PC *)bl)->fakename[0] != '\0' ? ((TBL_PC*)bl)->fakename : ((TBL_PC*)bl)->status.name;
case BL_MOB: return ((TBL_MOB*)bl)->name;
case BL_PET: return ((TBL_PET*)bl)->pet.name;
case BL_HOM: return ((TBL_HOM*)bl)->homunculus.name;
//case BL_MER: // They only have database names which are global, not specific to GID.
case BL_NPC: return ((TBL_NPC*)bl)->name;
//case BL_ELEM: // They only have database names which are global, not specific to GID.
}
return "Unknown";
}
/**
* Gets the class/sprite id of the given bl
* @param bl: Object whose class to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
* @return class or 0 if any other bl->type than noted above
*/
int status_get_class(struct block_list *bl)
{
nullpo_ret(bl);
switch( bl->type ) {
case BL_PC: return ((TBL_PC*)bl)->status.class_;
case BL_MOB: return ((TBL_MOB*)bl)->vd->class_; // Class used on all code should be the view class of the mob.
case BL_PET: return ((TBL_PET*)bl)->pet.class_;
case BL_HOM: return ((TBL_HOM*)bl)->homunculus.class_;
case BL_MER: return ((TBL_MER*)bl)->mercenary.class_;
case BL_NPC: return ((TBL_NPC*)bl)->class_;
case BL_ELEM: return ((TBL_ELEM*)bl)->elemental.class_;
}
return 0;
}
/**
* Gets the base level of the given bl
* @param bl: Object whose base level to get [PC|MOB|PET|HOM|MER|NPC|ELEM]
* @return base level or 1 if any other bl->type than noted above
*/
int status_get_lv(struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC: return ((TBL_PC*)bl)->status.base_level;
case BL_MOB: return ((TBL_MOB*)bl)->level;
case BL_PET: return ((TBL_PET*)bl)->pet.level;
case BL_HOM: return ((TBL_HOM*)bl)->homunculus.level;
case BL_MER: return ((TBL_MER*)bl)->db->lv;
case BL_ELEM: return ((TBL_ELEM*)bl)->db->lv;
case BL_NPC: return ((TBL_NPC*)bl)->level;
}
return 1;
}
/**
* Gets the regeneration info of the given bl
* @param bl: Object whose regen info to get [PC|HOM|MER|ELEM]
* @return regen data or NULL if any other bl->type than noted above
*/
struct regen_data *status_get_regen_data(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->regen;
case BL_HOM: return &((TBL_HOM*)bl)->regen;
case BL_MER: return &((TBL_MER*)bl)->regen;
case BL_ELEM: return &((TBL_ELEM*)bl)->regen;
default:
return NULL;
}
}
/**
* Gets the status data of the given bl
* @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
* @return status or "dummy_status" if any other bl->type than noted above
*/
struct status_data *status_get_status_data(struct block_list *bl)
{
nullpo_retr(&dummy_status, bl);
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->battle_status;
case BL_MOB: return &((TBL_MOB*)bl)->status;
case BL_PET: return &((TBL_PET*)bl)->status;
case BL_HOM: return &((TBL_HOM*)bl)->battle_status;
case BL_MER: return &((TBL_MER*)bl)->battle_status;
case BL_ELEM: return &((TBL_ELEM*)bl)->battle_status;
case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : &dummy_status);
default:
return &dummy_status;
}
}
/**
* Gets the base status data of the given bl
* @param bl: Object whose status to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
* @return base_status or NULL if any other bl->type than noted above
*/
struct status_data *status_get_base_status(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->base_status;
case BL_MOB: return ((TBL_MOB*)bl)->base_status ? ((TBL_MOB*)bl)->base_status : &((TBL_MOB*)bl)->db->status;
case BL_PET: return &((TBL_PET*)bl)->db->status;
case BL_HOM: return &((TBL_HOM*)bl)->base_status;
case BL_MER: return &((TBL_MER*)bl)->base_status;
case BL_ELEM: return &((TBL_ELEM*)bl)->base_status;
case BL_NPC: return ((mobdb_checkid(((TBL_NPC*)bl)->class_) == 0) ? &((TBL_NPC*)bl)->status : NULL);
default:
return NULL;
}
}
/**
* Gets the defense of the given bl
* @param bl: Object whose defense to get [PC|MOB|HOM|MER|ELEM]
* @return defense with cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX)
*/
defType status_get_def(struct block_list *bl)
{
struct unit_data *ud;
struct status_data *status = status_get_status_data(bl);
int def = status?status->def:0;
ud = unit_bl2ud(bl);
if (ud && ud->skilltimer != INVALID_TIMER)
def -= def * skill_get_castdef(ud->skill_id)/100;
return cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}
/**
* Gets the walking speed of the given bl
* @param bl: Object whose speed to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
* @return speed
*/
unsigned short status_get_speed(struct block_list *bl)
{
if(bl->type==BL_NPC)// Only BL with speed data but no status_data [Skotlex]
return ((struct npc_data *)bl)->speed;
return status_get_status_data(bl)->speed;
}
/**
* Gets the party ID of the given bl
* @param bl: Object whose party ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM]
* @return party ID
*/
int status_get_party_id(struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC:
return ((TBL_PC*)bl)->status.party_id;
case BL_PET:
if (((TBL_PET*)bl)->master)
return ((TBL_PET*)bl)->master->status.party_id;
break;
case BL_MOB: {
struct mob_data *md=(TBL_MOB*)bl;
if( md->master_id > 0 ) {
struct map_session_data *msd;
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
return msd->status.party_id;
return -md->master_id;
}
}
break;
case BL_HOM:
if (((TBL_HOM*)bl)->master)
return ((TBL_HOM*)bl)->master->status.party_id;
break;
case BL_MER:
if (((TBL_MER*)bl)->master)
return ((TBL_MER*)bl)->master->status.party_id;
break;
case BL_SKILL:
if (((TBL_SKILL*)bl)->group)
return ((TBL_SKILL*)bl)->group->party_id;
break;
case BL_ELEM:
if (((TBL_ELEM*)bl)->master)
return ((TBL_ELEM*)bl)->master->status.party_id;
break;
}
return 0;
}
/**
* Gets the guild ID of the given bl
* @param bl: Object whose guild ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
* @return guild ID
*/
int status_get_guild_id(struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC:
return ((TBL_PC*)bl)->status.guild_id;
case BL_PET:
if (((TBL_PET*)bl)->master)
return ((TBL_PET*)bl)->master->status.guild_id;
break;
case BL_MOB:
{
struct map_session_data *msd;
struct mob_data *md = (struct mob_data *)bl;
if (md->guardian_data) // Guardian's guild [Skotlex]
return md->guardian_data->guild_id;
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
return msd->status.guild_id; // Alchemist's mobs [Skotlex]
}
break;
case BL_HOM:
if (((TBL_HOM*)bl)->master)
return ((TBL_HOM*)bl)->master->status.guild_id;
break;
case BL_MER:
if (((TBL_MER*)bl)->master)
return ((TBL_MER*)bl)->master->status.guild_id;
break;
case BL_NPC:
if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT)
return ((TBL_NPC*)bl)->u.scr.guild_id;
break;
case BL_SKILL:
if (((TBL_SKILL*)bl)->group)
return ((TBL_SKILL*)bl)->group->guild_id;
break;
case BL_ELEM:
if (((TBL_ELEM*)bl)->master)
return ((TBL_ELEM*)bl)->master->status.guild_id;
break;
}
return 0;
}
/**
* Gets the guild emblem ID of the given bl
* @param bl: Object whose emblem ID to get [PC|MOB|PET|HOM|MER|SKILL|ELEM|NPC]
* @return guild emblem ID
*/
int status_get_emblem_id(struct block_list *bl)
{
nullpo_ret(bl);
switch (bl->type) {
case BL_PC:
return ((TBL_PC*)bl)->guild_emblem_id;
case BL_PET:
if (((TBL_PET*)bl)->master)
return ((TBL_PET*)bl)->master->guild_emblem_id;
break;
case BL_MOB:
{
struct map_session_data *msd;
struct mob_data *md = (struct mob_data *)bl;
if (md->guardian_data) // Guardian's guild [Skotlex]
return md->guardian_data->emblem_id;
if (md->special_state.ai && (msd = map_id2sd(md->master_id)) != NULL)
return msd->guild_emblem_id; // Alchemist's mobs [Skotlex]
}
break;
case BL_HOM:
if (((TBL_HOM*)bl)->master)
return ((TBL_HOM*)bl)->master->guild_emblem_id;
break;
case BL_MER:
if (((TBL_MER*)bl)->master)
return ((TBL_MER*)bl)->master->guild_emblem_id;
break;
case BL_NPC:
if (((TBL_NPC*)bl)->subtype == NPCTYPE_SCRIPT && ((TBL_NPC*)bl)->u.scr.guild_id > 0) {
struct guild *g = guild_search(((TBL_NPC*)bl)->u.scr.guild_id);
if (g)
return g->emblem_id;
}
break;
case BL_ELEM:
if (((TBL_ELEM*)bl)->master)
return ((TBL_ELEM*)bl)->master->guild_emblem_id;
break;
}
return 0;
}
/**
* Gets the race2 of a mob or pet
* @param bl: Object whose race2 to get [MOB|PET]
* @return race2
*/
enum e_race2 status_get_race2(struct block_list *bl)
{
nullpo_retr(RC2_NONE,bl);
if (bl->type == BL_MOB)
return ((struct mob_data *)bl)->db->race2;
if (bl->type == BL_PET)
return ((struct pet_data *)bl)->db->race2;
return RC2_NONE;
}
/**
* Checks if an object is dead
* @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
* @return 1: Is dead or 0: Is alive
*/
int status_isdead(struct block_list *bl)
{
nullpo_ret(bl);
return status_get_status_data(bl)->hp == 0;
}
/**
* Checks if an object is immune to magic
* @param bl: Object to check [PC|MOB|HOM|MER|ELEM]
* @return value of magic damage to be blocked
*/
int status_isimmune(struct block_list *bl)
{
struct status_change *sc =status_get_sc(bl);
if (sc && sc->data[SC_HERMODE])
return 100;
if (bl->type == BL_PC &&
((TBL_PC*)bl)->special_state.no_magic_damage >= battle_config.gtb_sc_immunity)
return ((TBL_PC*)bl)->special_state.no_magic_damage;
return 0;
}
/**
* Get view data of an object
* @param bl: Object whose view data to get [PC|MOB|PET|HOM|MER|ELEM|NPC]
* @return view data structure bl->vd
*/
struct view_data* status_get_viewdata(struct block_list *bl)
{
nullpo_retr(NULL, bl);
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->vd;
case BL_MOB: return ((TBL_MOB*)bl)->vd;
case BL_PET: return &((TBL_PET*)bl)->vd;
case BL_NPC: return ((TBL_NPC*)bl)->vd;
case BL_HOM: return ((TBL_HOM*)bl)->vd;
case BL_MER: return ((TBL_MER*)bl)->vd;
case BL_ELEM: return ((TBL_ELEM*)bl)->vd;
}
return NULL;
}
/**
* Set view data of an object
* This function deals with class, mount, and item views
* SC views are set in clif_getareachar_unit()
* @param bl: Object whose view data to set [PC|MOB|PET|HOM|MER|ELEM|NPC]
* @param class_: class of the object
*/
void status_set_viewdata(struct block_list *bl, int class_)
{
struct view_data* vd;
nullpo_retv(bl);
if (mobdb_checkid(class_) || mob_is_clone(class_))
vd = mob_get_viewdata(class_);
else if (npcdb_checkid(class_))
vd = npc_get_viewdata(class_);
else if (homdb_checkid(class_))
vd = hom_get_viewdata(class_);
else if (mercenary_db(class_))
vd = mercenary_get_viewdata(class_);
else if (elemental_class(class_))
vd = elemental_get_viewdata(class_);
else
vd = NULL;
switch (bl->type) {
case BL_PC:
{
TBL_PC* sd = (TBL_PC*)bl;
if (pcdb_checkid(class_)) {
if (sd->sc.option&OPTION_RIDING) {
switch (class_) { // Adapt class to a Mounted one.
case JOB_KNIGHT:
class_ = JOB_KNIGHT2;
break;
case JOB_CRUSADER:
class_ = JOB_CRUSADER2;
break;
case JOB_LORD_KNIGHT:
class_ = JOB_LORD_KNIGHT2;
break;
case JOB_PALADIN:
class_ = JOB_PALADIN2;
break;
case JOB_BABY_KNIGHT:
class_ = JOB_BABY_KNIGHT2;
break;
case JOB_BABY_CRUSADER:
class_ = JOB_BABY_CRUSADER2;
break;
}
}
sd->vd.class_ = class_;
clif_get_weapon_view(sd, &sd->vd.weapon, &sd->vd.shield);
sd->vd.head_top = sd->status.head_top;
sd->vd.head_mid = sd->status.head_mid;
sd->vd.head_bottom = sd->status.head_bottom;
sd->vd.hair_style = cap_value(sd->status.hair,0,battle_config.max_hair_style);
sd->vd.hair_color = cap_value(sd->status.hair_color,0,battle_config.max_hair_color);
sd->vd.cloth_color = cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color);
sd->vd.body_style = cap_value(sd->status.body,0,battle_config.max_body_style);
sd->vd.sex = sd->status.sex;
if (sd->vd.cloth_color) {
if(sd->sc.option&OPTION_WEDDING && battle_config.wedding_ignorepalette)
sd->vd.cloth_color = 0;
if(sd->sc.option&OPTION_XMAS && battle_config.xmas_ignorepalette)
sd->vd.cloth_color = 0;
if(sd->sc.option&(OPTION_SUMMER|OPTION_SUMMER2) && battle_config.summer_ignorepalette)
sd->vd.cloth_color = 0;
if(sd->sc.option&OPTION_HANBOK && battle_config.hanbok_ignorepalette)
sd->vd.cloth_color = 0;
if(sd->sc.option&OPTION_OKTOBERFEST && battle_config.oktoberfest_ignorepalette)
sd->vd.cloth_color = 0;
}
if ( sd->vd.body_style && sd->sc.option&OPTION_COSTUME)
sd->vd.body_style = 0;
} else if (vd)
memcpy(&sd->vd, vd, sizeof(struct view_data));
else
ShowError("status_set_viewdata (PC): No view data for class %d\n", class_);
}
break;
case BL_MOB:
{
TBL_MOB* md = (TBL_MOB*)bl;
if (vd){
mob_free_dynamic_viewdata( md );
md->vd = vd;
}else if( pcdb_checkid( class_ ) ){
mob_set_dynamic_viewdata( md );
md->vd->class_ = class_;
}else
ShowError("status_set_viewdata (MOB): No view data for class %d\n", class_);
}
break;
case BL_PET:
{
TBL_PET* pd = (TBL_PET*)bl;
if (vd) {
memcpy(&pd->vd, vd, sizeof(struct view_data));
if (!pcdb_checkid(vd->class_)) {
pd->vd.hair_style = battle_config.pet_hair_style;
if(pd->pet.equip) {
pd->vd.head_bottom = itemdb_viewid(pd->pet.equip);
if (!pd->vd.head_bottom)
pd->vd.head_bottom = pd->pet.equip;
}
}
} else
ShowError("status_set_viewdata (PET): No view data for class %d\n", class_);
}
break;
case BL_NPC:
{
TBL_NPC* nd = (TBL_NPC*)bl;
if (vd)
nd->vd = vd;
else {
ShowError("status_set_viewdata (NPC): No view data for class %d\n", class_);
if (bl->m >= 0)
ShowDebug("Source (NPC): %s at %s (%d,%d)\n", nd->name, map_mapid2mapname(bl->m), bl->x, bl->y);
else
ShowDebug("Source (NPC): %s (invisible/not on a map)\n", nd->name);
break;
}
}
break;
case BL_HOM:
{
struct homun_data *hd = (struct homun_data*)bl;
if (vd)
hd->vd = vd;
else
ShowError("status_set_viewdata (HOMUNCULUS): No view data for class %d\n", class_);
}
break;
case BL_MER:
{
struct mercenary_data *md = (struct mercenary_data*)bl;
if (vd)
md->vd = vd;
else
ShowError("status_set_viewdata (MERCENARY): No view data for class %d\n", class_);
}
break;
case BL_ELEM:
{
struct elemental_data *ed = (struct elemental_data*)bl;
if (vd)
ed->vd = vd;
else
ShowError("status_set_viewdata (ELEMENTAL): No view data for class %d\n", class_);
}
break;
}
}
/**
* Get status change data of an object
* @param bl: Object whose sc data to get [PC|MOB|HOM|MER|ELEM|NPC]
* @return status change data structure bl->sc
*/
struct status_change *status_get_sc(struct block_list *bl)
{
if( bl )
switch (bl->type) {
case BL_PC: return &((TBL_PC*)bl)->sc;
case BL_MOB: return &((TBL_MOB*)bl)->sc;
case BL_NPC: return &((TBL_NPC*)bl)->sc;
case BL_HOM: return &((TBL_HOM*)bl)->sc;
case BL_MER: return &((TBL_MER*)bl)->sc;
case BL_ELEM: return &((TBL_ELEM*)bl)->sc;
}
return NULL;
}
/**
* Initiate (memset) the status change data of an object
* @param bl: Object whose sc data to memset [PC|MOB|HOM|MER|ELEM|NPC]
*/
void status_change_init(struct block_list *bl)
{
struct status_change *sc = status_get_sc(bl);
nullpo_retv(sc);
memset(sc, 0, sizeof (struct status_change));
}
/*========================================== [Playtester]
* Returns the interval for status changes that iterate multiple times
* through the timer (e.g. those that deal damage in regular intervals)
* @param type: Status change (SC_*)
*------------------------------------------*/
static int status_get_sc_interval(enum sc_type type)
{
switch (type) {
case SC_POISON:
case SC_DPOISON:
case SC_LEECHESEND:
return 1000;
case SC_BURNING:
case SC_PYREXIA:
return 3000;
case SC_MAGICMUSHROOM:
return 4000;
case SC_STONE:
return 5000;
case SC_BLEEDING:
case SC_TOXIN:
return 10000;
default:
break;
}
return 0;
}
/**
* Applies SC defense to a given status change
* This function also determines whether or not the status change will be applied
* @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
* @param bl: Target of the status change
* @param type: Status change (SC_*)
* @param rate: Initial percentage rate of affecting bl (0~10000)
* @param tick: Initial duration that the status change affects bl
* @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
* @return adjusted duration based on flag values
*/
t_tick status_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, t_tick tick, unsigned char flag)
{
/// Resistance rate: 10000 = 100%
/// Example: 50% (5000) -> sc_def = 5000 -> 25%;
/// 5000ms -> tick_def = 5000 -> 2500ms
int sc_def = 0, tick_def = -1; // -1 = use sc_def
/// Fixed resistance value (after rate calculation)
/// Example: 25% (2500) -> sc_def2 = 2000 -> 5%;
/// 2500ms -> tick_def2=2000 -> 500ms
int sc_def2 = 0, tick_def2 = 0;
struct status_data *status, *status_src;
struct status_change *sc;
struct map_session_data *sd;
nullpo_ret(bl);
if (src == NULL)
return tick?tick:1; // This should not happen in current implementation, but leave it anyway
// Status that are blocked by Golden Thief Bug card or Wand of Hermod
if (status_isimmune(bl)) {
switch (type) {
case SC_DECREASEAGI:
case SC_SILENCE:
case SC_COMA:
case SC_INCREASEAGI:
case SC_BLESSING:
case SC_SLOWPOISON:
case SC_IMPOSITIO:
case SC_AETERNA:
case SC_SUFFRAGIUM:
case SC_BENEDICTIO:
case SC_PROVIDENCE:
case SC_KYRIE:
case SC_ASSUMPTIO:
case SC_ANGELUS:
case SC_MAGNIFICAT:
case SC_GLORIA:
case SC_WINDWALK:
case SC_MAGICROD:
case SC_HALLUCINATION:
case SC_STONE:
case SC_QUAGMIRE:
case SC_SUITON:
case SC_SWINGDANCE:
case SC_FIRE_INSIGNIA:
case SC_WATER_INSIGNIA:
case SC_WIND_INSIGNIA:
case SC_EARTH_INSIGNIA:
return 0;
}
}
rate = cap_value(rate, 0, 10000);
sd = BL_CAST(BL_PC,bl);
status = status_get_status_data(bl);
status_src = status_get_status_data(src);
sc = status_get_sc(bl);
if( sc && !sc->count )
sc = NULL;
switch (type) {
case SC_POISON:
case SC_DPOISON:
sc_def = status->vit*100;
#ifndef RENEWAL
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
if (sd) {
// For players: 60000 - 450*vit - 100*luk
tick_def = status->vit*75;
tick_def2 = status->luk*100;
} else {
// For monsters: 30000 - 200*vit
tick>>=1;
tick_def = (status->vit*200)/3;
}
#endif
break;
case SC_STUN:
sc_def = status->vit*100;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10;
break;
case SC_SILENCE:
#ifndef RENEWAL
sc_def = status->vit*100;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
#else
sc_def = status->int_*100;
sc_def2 = (status->vit + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
#endif
tick_def2 = status->luk*10;
break;
case SC_BLEEDING:
#ifndef RENEWAL
sc_def = status->vit*100;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
#else
sc_def = status->agi*100;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
#endif
tick_def2 = status->luk*10;
break;
case SC_SLEEP:
#ifndef RENEWAL
sc_def = status->int_*100;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
#else
sc_def = status->agi*100;
sc_def2 = (status->int_ + status->luk) * 5 + status_get_lv(bl)*10 - status_get_lv(src)*10;
#endif
tick_def2 = status->luk*10;
break;
case SC_STONE:
sc_def = status->mdef*100;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def = 0; // No duration reduction
break;
case SC_FREEZE:
sc_def = status->mdef*100;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status_src->luk*-10; // Caster can increase final duration with luk
break;
case SC_CURSE:
// Special property: immunity when luk is zero
if (status->luk == 0)
return 0;
sc_def = status->luk*100;
sc_def2 = status->luk*10 - status_get_lv(src)*10; // Curse only has a level penalty and no resistance
tick_def = status->vit*100;
tick_def2 = status->luk*10;
break;
case SC_BLIND:
sc_def = (status->vit + status->int_)*50;
sc_def2 = status->luk*10 + status_get_lv(bl)*10 - status_get_lv(src)*10;
tick_def2 = status->luk*10;
break;
case SC_CONFUSION:
sc_def = (status->str + status->int_)*50;
sc_def2 = status_get_lv(src)*10 - status_get_lv(bl)*10 - status->luk*10; // Reversed sc_def2
tick_def2 = status->luk*10;
break;
case SC_DECREASEAGI:
if (sd)
tick >>= 1; // Half duration for players.
sc_def2 = status->mdef*100;
break;
case SC_ANKLE:
if(status_has_mode(status,MD_STATUS_IMMUNE)) // Lasts 5 times less on bosses
tick /= 5;
sc_def = status->agi*50;
break;
case SC_JOINTBEAT:
sc_def2 = 270 * status->str / 100; // 270 * STR / 100
tick_def2 = (status->luk * 50 + status->agi * 200) / 2; // (50 * LUK / 100 + 20 * AGI / 100) / 2
break;
case SC_DEEPSLEEP:
tick_def2 = status_get_base_status(bl)->int_ * 25 + status_get_lv(bl) * 50;
break;
case SC_NETHERWORLD:
// Resistance: {(Target's Base Level / 50) + (Target's Job Level / 10)} seconds
tick_def2 = status_get_lv(bl) * 20 + (sd ? sd->status.job_level : 1) * 100;
break;
case SC_MARSHOFABYSS:
// 5 second (Fixed) + 25 second - {( INT + LUK ) / 20 second }
tick_def2 = (status->int_ + status->luk)*50;
break;
case SC_STASIS:
// 10 second (fixed) + { Stasis Skill level * 10 - (Target's VIT + DEX) / 20 }
tick_def2 = (status->vit + status->dex) * 50;
break;
case SC_WHITEIMPRISON:
if( tick == 5000 ) // 100% on caster
break;
if( bl->type == BL_PC )
tick_def2 = status_get_lv(bl)*20 + status->vit*25 + status->agi*10;
else
tick_def2 = (status->vit + status->luk)*50;
break;
case SC_BURNING:
tick_def2 = 75*status->luk + 125*status->agi;
break;
case SC_FREEZING:
tick_def2 = (status->vit + status->dex)*50;
break;
case SC_OBLIVIONCURSE: // 100% - (100 - 0.8 x INT)
sc_def = status->int_*80;
sc_def = max(sc_def, 500); // minimum of 5% resist
tick_def = 0;
//Fall through
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_LEECHESEND:
tick_def2 = (status->vit + status->luk) * 500;
break;
case SC_BITE: // {(Base Success chance) - (Target's AGI / 4)}
sc_def2 = status->agi*25;
break;
case SC_ELECTRICSHOCKER:
tick_def2 = (status->vit + status->agi) * 70;
break;
case SC_CRYSTALIZE:
tick_def2 = (sd ? sd->status.vit : status_get_base_status(bl)->vit) * 100;
break;
case SC_VACUUM_EXTREME:
tick_def2 = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50;
break;
case SC_KYOUGAKU:
tick_def2 = 30*status->int_;
break;
case SC_PARALYSIS:
tick_def2 = (status->vit + status->luk)*50;
break;
case SC_VOICEOFSIREN:
// Resistance: {(Target's Base Level / 10) + (Target's Job Level / 5)} seconds
tick_def2 = status_get_lv(bl) * 100 + (sd ? sd->status.job_level : 1) * 200;
break;
case SC_B_TRAP:
tick_def = (sd ? sd->status.str : status_get_base_status(bl)->str) * 50; //! TODO: Figure out reduction formula
break;
case SC_NORECOVER_STATE:
tick_def2 = status->luk * 100;
break;
default:
// Effect that cannot be reduced? Likely a buff.
if (!(rnd()%10000 < rate))
return 0;
return tick ? tick : 1;
}
if (sd) {
if (battle_config.pc_sc_def_rate != 100) {
sc_def = sc_def*battle_config.pc_sc_def_rate/100;
sc_def2 = sc_def2*battle_config.pc_sc_def_rate/100;
}
sc_def = min(sc_def, battle_config.pc_max_sc_def*100);
sc_def2 = min(sc_def2, battle_config.pc_max_sc_def*100);
if (battle_config.pc_sc_def_rate != 100) {
tick_def = tick_def*battle_config.pc_sc_def_rate/100;
tick_def2 = tick_def2*battle_config.pc_sc_def_rate/100;
}
} else {
if (battle_config.mob_sc_def_rate != 100) {
sc_def = sc_def*battle_config.mob_sc_def_rate/100;
sc_def2 = sc_def2*battle_config.mob_sc_def_rate/100;
}
sc_def = min(sc_def, battle_config.mob_max_sc_def*100);
sc_def2 = min(sc_def2, battle_config.mob_max_sc_def*100);
if (battle_config.mob_sc_def_rate != 100) {
tick_def = tick_def*battle_config.mob_sc_def_rate/100;
tick_def2 = tick_def2*battle_config.mob_sc_def_rate/100;
}
}
if (sc) {
if (sc->data[SC_SCRESIST])
sc_def += sc->data[SC_SCRESIST]->val1*100; // Status resist
else if (sc->data[SC_SIEGFRIED])
sc_def += sc->data[SC_SIEGFRIED]->val3*100; // Status resistance.
else if (sc->data[SC_SHIELDSPELL_REF] && sc->data[SC_SHIELDSPELL_REF]->val1 == 2)
sc_def += sc->data[SC_SHIELDSPELL_REF]->val3*100;
}
// When tick def not set, reduction is the same for both.
if(tick_def == -1)
tick_def = sc_def;
// Natural resistance
if (!(flag&SCSTART_NORATEDEF)) {
rate -= rate*sc_def/10000;
rate -= sc_def2;
// Minimum chances
switch (type) {
case SC_BITE:
rate = max(rate, 5000); // Minimum of 50%
break;
}
// Item resistance (only applies to rate%)
if (sd) {
for (const auto &it : sd->reseff) {
if (it.id == type)
rate -= rate * it.val / 10000;
}
if (sd->sc.data[SC_COMMONSC_RESIST] && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX)
rate -= rate*sd->sc.data[SC_COMMONSC_RESIST]->val1/100;
}
// Aegis accuracy
if(rate > 0 && rate%10 != 0) rate += (10 - rate%10);
}
if (!(rnd()%10000 < rate))
return 0;
// Duration cannot be reduced
if (flag&SCSTART_NOTICKDEF)
return i64max(tick, 1);
tick -= tick*tick_def/10000;
tick -= tick_def2;
// Minimum durations
switch (type) {
case SC_ANKLE:
case SC_MARSHOFABYSS:
tick = i64max(tick, 5000); // Minimum duration 5s
break;
case SC_FREEZING:
tick = i64max(tick, 6000); // Minimum duration 6s
// NEED AEGIS CHECK: might need to be 10s (http://ro.gnjoy.com/news/notice/View.asp?seq=5352)
break;
case SC_BURNING:
case SC_STASIS:
case SC_VOICEOFSIREN:
tick = i64max(tick, 10000); // Minimum duration 10s
break;
default:
// Skills need to trigger even if the duration is reduced below 1ms
tick = i64max(tick, 1);
break;
}
return tick;
}
/**
* Applies SC effect
* @param bl: Source to apply effect
* @param type: Status change (SC_*)
* @param dval1~3: Depends on type of status change
* Author: Ind
*/
void status_display_add(struct block_list *bl, enum sc_type type, int dval1, int dval2, int dval3) {
struct eri *eri;
struct sc_display_entry **sc_display;
struct sc_display_entry ***sc_display_ptr;
struct sc_display_entry *entry;
int i;
unsigned char sc_display_count;
unsigned char *sc_display_count_ptr;
nullpo_retv(bl);
switch( bl->type ){
case BL_PC: {
struct map_session_data* sd = (struct map_session_data*)bl;
sc_display_ptr = &sd->sc_display;
sc_display_count_ptr = &sd->sc_display_count;
eri = pc_sc_display_ers;
}
break;
case BL_NPC: {
struct npc_data* nd = (struct npc_data*)bl;
sc_display_ptr = &nd->sc_display;
sc_display_count_ptr = &nd->sc_display_count;
eri = npc_sc_display_ers;
}
break;
default:
return;
}
sc_display = *sc_display_ptr;
sc_display_count = *sc_display_count_ptr;
ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
if( i != sc_display_count ) {
sc_display[i]->val1 = dval1;
sc_display[i]->val2 = dval2;
sc_display[i]->val3 = dval3;
return;
}
entry = ers_alloc(eri, struct sc_display_entry);
entry->type = type;
entry->val1 = dval1;
entry->val2 = dval2;
entry->val3 = dval3;
RECREATE(sc_display, struct sc_display_entry *, ++sc_display_count);
sc_display[sc_display_count - 1] = entry;
*sc_display_ptr = sc_display;
*sc_display_count_ptr = sc_display_count;
}
/**
* Removes SC effect
* @param bl: Source to remove effect
* @param type: Status change (SC_*)
* Author: Ind
*/
void status_display_remove(struct block_list *bl, enum sc_type type) {
struct eri *eri;
struct sc_display_entry **sc_display;
struct sc_display_entry ***sc_display_ptr;
int i;
unsigned char sc_display_count;
unsigned char *sc_display_count_ptr;
nullpo_retv(bl);
switch( bl->type ){
case BL_PC: {
struct map_session_data* sd = (struct map_session_data*)bl;
sc_display_ptr = &sd->sc_display;
sc_display_count_ptr = &sd->sc_display_count;
eri = pc_sc_display_ers;
}
break;
case BL_NPC: {
struct npc_data* nd = (struct npc_data*)bl;
sc_display_ptr = &nd->sc_display;
sc_display_count_ptr = &nd->sc_display_count;
eri = npc_sc_display_ers;
}
break;
default:
return;
}
sc_display = *sc_display_ptr;
sc_display_count = *sc_display_count_ptr;
ARR_FIND(0, sc_display_count, i, sc_display[i]->type == type);
if( i != sc_display_count ) {
int cursor;
ers_free(eri, sc_display[i]);
sc_display[i] = NULL;
/* The all-mighty compact-o-matic */
for( i = 0, cursor = 0; i < sc_display_count; i++ ) {
if( sc_display[i] == NULL )
continue;
if( i != cursor )
sc_display[cursor] = sc_display[i];
cursor++;
}
if( !(sc_display_count = cursor) ) {
aFree(sc_display);
sc_display = NULL;
}
*sc_display_ptr = sc_display;
*sc_display_count_ptr = sc_display_count;
}
}
/**
* Applies SC defense to a given status change
* This function also determines whether or not the status change will be applied
* @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
* @param bl: Target of the status change (See: enum sc_type)
* @param type: Status change (SC_*)
* @param rate: Initial percentage rate of affecting bl (0~10000)
* @param val1~4: Depends on type of status change
* @param tick: Initial duration that the status change affects bl
* @param flag: Value which determines what parts to calculate. See e_status_change_start_flags
* @return adjusted duration based on flag values
*/
int status_change_start(struct block_list* src, struct block_list* bl,enum sc_type type,int rate,int val1,int val2,int val3,int val4,t_tick duration,unsigned char flag) {
struct map_session_data *sd = NULL;
struct status_change* sc;
struct status_change_entry* sce;
struct status_data *status;
struct view_data *vd;
int opt_flag, calc_flag, undead_flag, val_flag = 0, t_tickime = 0;
bool sc_isnew = true;
nullpo_ret(bl);
sc = status_get_sc(bl);
status = status_get_status_data(bl);
if( type <= SC_NONE || type >= SC_MAX ) {
ShowError("status_change_start: invalid status change (%d)!\n", type);
return 0;
}
if( !sc )
return 0; // Unable to receive status changes
if( bl->type != BL_NPC && status_isdead(bl) && ( type != SC_NOCHAT && type != SC_JAILED ) ) // SC_NOCHAT and SC_JAILED should work even on dead characters
return 0;
if (status_change_isDisabledOnMap(type, map_getmapdata(bl->m)))
return 0;
// Uncomment to prevent status adding hp to gvg mob (like bloodylust=hp*3 etc...
// if (bl->type == BL_MOB)
// if (status_get_race2(bl) == RC2_GVG && status_sc2scb_flag(type)&SCB_MAXHP) return 0;
if( sc->data[SC_REFRESH] ) {
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX) // Confirmed.
return 0; // Immune to status ailments
switch( type ) {
case SC_DEEPSLEEP:
case SC_BURNING:
case SC_FREEZING:
case SC_CRYSTALIZE:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
case SC_MARSHOFABYSS:
case SC_MANDRAGORA:
return 0;
}
}
if( sc->data[SC_INSPIRATION] ) {
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
return 0; // Immune to status ailments
switch( type ) {
case SC_BURNING:
case SC_FREEZING:
case SC_CRYSTALIZE:
case SC_FEAR:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
case SC_LEECHESEND:
case SC_DEEPSLEEP:
case SC_SATURDAYNIGHTFEVER:
case SC__BODYPAINT:
case SC__ENERVATION:
case SC__GROOMY:
case SC__IGNORANCE:
case SC__LAZINESS:
case SC__UNLUCKY:
case SC__WEAKNESS:
return 0;
}
}
if( sc->data[SC_KINGS_GRACE] ) {
if( type >= SC_COMMON_MIN && type <= SC_COMMON_MAX )
return 0; // Immune to status ailments
switch( type ) {
case SC_HALLUCINATION:
case SC_BURNING:
case SC_CRYSTALIZE:
case SC_FREEZING:
case SC_DEEPSLEEP:
case SC_FEAR:
case SC_MANDRAGORA:
return 0;
}
}
// Adjust tick according to status resistances
if( !(flag&(SCSTART_NOAVOID|SCSTART_LOADED)) ) {
duration = status_get_sc_def(src, bl, type, rate, duration, flag);
if( !duration )
return 0;
}
int tick = (int)duration;
sd = BL_CAST(BL_PC, bl);
vd = status_get_viewdata(bl);
undead_flag = battle_check_undead(status->race,status->def_ele);
// Check for immunities / sc fails
switch (type) {
case SC_DECREASEAGI:
case SC_QUAGMIRE:
case SC_DONTFORGETME:
if(sc->data[SC_SPEEDUP1])
return 0;
break;
case SC_ANGRIFFS_MODUS:
case SC_GOLDENE_FERSE:
if ((type==SC_GOLDENE_FERSE && sc->data[SC_ANGRIFFS_MODUS])
|| (type==SC_ANGRIFFS_MODUS && sc->data[SC_GOLDENE_FERSE])
)
return 0;
case SC_VACUUM_EXTREME:
if (sc && (sc->data[SC_HALLUCINATIONWALK] || sc->data[SC_HOVERING] || sc->data[SC_VACUUM_EXTREME] ||
(sc->data[SC_VACUUM_EXTREME_POSTDELAY] && sc->data[SC_VACUUM_EXTREME_POSTDELAY]->val2 == val2))) // Ignore post delay from other vacuum (this will make stack effect enabled)
return 0;
break;
case SC_STONE:
// Undead are immune to Stone
if (undead_flag && !(flag&SCSTART_NOAVOID))
return 0;
if (sc->data[SC_POWER_OF_GAIA] || sc->data[SC_GVG_STONE])
return 0;
if (sc->opt1)
return 0; //Cannot override other OPT1 status changes [Skotlex]
break;
case SC_FREEZE:
// Undead are immune to Freeze
if (undead_flag && !(flag&SCSTART_NOAVOID))
return 0;
if (sc->data[SC_GVG_FREEZ] || sc->data[SC_WARMER])
return 0;
if (sc->opt1)
return 0; // Cannot override other opt1 status changes. [Skotlex]
break;
case SC_FREEZING:
case SC_CRYSTALIZE:
if (sc->data[SC_WARMER])
return 0; // Immune to Frozen and Freezing status if under Warmer status. [Jobbie]
break;
case SC_SLEEP:
if (sc->data[SC_GVG_SLEEP])
return 0;
if (sc->opt1)
return 0; // Cannot override other opt1 status changes. [Skotlex]
break;
case SC_STUN:
if (sc->opt1)
return 0; // Cannot override other opt1 status changes. [Skotlex]
if (sc->data[SC_GVG_STUN])
return 0;
break;
case SC_BLIND:
if (sc->data[SC_FEAR])
return 0;
if (sc->data[SC_GVG_BLIND])
return 0;
break;
case SC_CURSE:
if (sc->data[SC_GVG_CURSE])
return 0;
break;
case SC_SILENCE:
if (sc->data[SC_GVG_SILENCE])
return 0;
break;
case SC_ALL_RIDING:
if( !sd || sc->option&(OPTION_RIDING|OPTION_DRAGON|OPTION_WUGRIDER|OPTION_MADOGEAR) )
return 0;
if( sc->data[type] )
{ // Already mounted, just dismount.
status_change_end(bl, SC_ALL_RIDING, INVALID_TIMER);
return 0;
}
break;
// They're all like berserk, do not everlap each other
case SC_BERSERK:
if(sc->data[SC_SATURDAYNIGHTFEVER])
return 0;
break;
// Fall through
case SC_WHITEIMPRISON:
if (sc->opt1)
return 0; //Cannot override other OPT1 status changes [Skotlex]
break;
case SC_SIGNUMCRUCIS:
// Only affects demons and undead element (but not players)
if((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
return 0;
break;
case SC_AETERNA:
if( (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE) || sc->data[SC_FREEZE] )
return 0;
break;
case SC_KYRIE:
case SC_TUNAPARTY:
if (bl->type == BL_MOB)
return 0;
break;
case SC_OVERTHRUST:
if (sc->data[SC_MAXOVERTHRUST])
return 0; // Overthrust can't take effect if under Max Overthrust. [Skotlex]
case SC_MAXOVERTHRUST:
if( sc->option&OPTION_MADOGEAR )
return 0; // Overthrust and Overthrust Max cannot be used on Mado Gear [Ind]
break;
case SC_ADRENALINE:
if (sc->data[SC_QUAGMIRE] ||
sc->data[SC_DECREASEAGI] ||
sc->option&OPTION_MADOGEAR // Adrenaline doesn't affect Mado Gear [Ind]
)
return 0;
break;
case SC_ADRENALINE2:
if (sc->data[SC_QUAGMIRE] ||
sc->data[SC_DECREASEAGI]
)
return 0;
break;
case SC_MAGNIFICAT:
if( sc->option&OPTION_MADOGEAR ) // Mado is immune to magnificat
return 0;
break;
case SC_ONEHAND:
case SC_MERC_QUICKEN:
case SC_TWOHANDQUICKEN:
if(sc->data[SC_DECREASEAGI])
return 0;
case SC_INCREASEAGI:
case SC_CONCENTRATE:
case SC_SPEARQUICKEN:
case SC_TRUESIGHT:
case SC_WINDWALK:
case SC_CARTBOOST:
case SC_ASSNCROS:
if (sc->option&OPTION_MADOGEAR)
return 0; // Mado is immune to Wind Walk, Cart Boost, etc (others above) [Ind]
if (sc->data[SC_QUAGMIRE])
return 0;
break;
case SC_CLOAKING:
// Avoid cloaking with no wall and low skill level. [Skotlex]
// Due to the cloaking card, we have to check the wall versus to known
// skill level rather than the used one. [Skotlex]
// if (sd && val1 < 3 && skill_check_cloaking(bl,NULL))
if( sd && pc_checkskill(sd, AS_CLOAKING) < 3 && !skill_check_cloaking(bl,NULL) )
return 0;
break;
case SC_MODECHANGE:
{
enum e_mode mode;
struct status_data *bstatus = status_get_base_status(bl);
if (!bstatus) return 0;
if (sc->data[type]) { // Pile up with previous values.
if(!val2) val2 = sc->data[type]->val2;
val3 |= sc->data[type]->val3;
val4 |= sc->data[type]->val4;
}
mode = val2 ? static_cast<e_mode>((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode
if (val4) mode = static_cast<e_mode>(mode&~val4); // Del mode
if (val3) mode = static_cast<e_mode>(mode|val3); // Add mode
if (mode == bstatus->mode) { // No change.
if (sc->data[type]) // Abort previous status
return status_change_end(bl, type, INVALID_TIMER);
return 0;
}
}
break;
// Strip skills, need to divest something or it fails.
case SC_STRIPWEAPON:
if (sd && !(flag&SCSTART_LOADED)) { // Apply sc anyway if loading saved sc_data
short i;
opt_flag = 0; // Reuse to check success condition.
if(sd->bonus.unstripable_equip&EQP_WEAPON)
return 0;
i = sd->equip_index[EQI_HAND_L];
if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
opt_flag|=1;
pc_unequipitem(sd,i,3); // Left-hand weapon
}
i = sd->equip_index[EQI_HAND_R];
if (i>=0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_WEAPON) {
opt_flag|=2;
pc_unequipitem(sd,i,3);
}
if (!opt_flag) return 0;
}
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
break;
case SC_STRIPSHIELD:
if( val2 == 1 ) val2 = 0; // GX effect. Do not take shield off..
else
if (sd && !(flag&SCSTART_LOADED)) {
short i;
if(sd->bonus.unstripable_equip&EQP_SHIELD)
return 0;
i = sd->equip_index[EQI_HAND_L];
if ( i < 0 || !sd->inventory_data[i] || sd->inventory_data[i]->type != IT_ARMOR )
return 0;
pc_unequipitem(sd,i,3);
}
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
break;
case SC_STRIPARMOR:
if (sd && !(flag&SCSTART_LOADED)) {
short i;
if(sd->bonus.unstripable_equip&EQP_ARMOR)
return 0;
i = sd->equip_index[EQI_ARMOR];
if ( i < 0 || !sd->inventory_data[i] )
return 0;
pc_unequipitem(sd,i,3);
}
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
break;
case SC_STRIPHELM:
if (sd && !(flag&SCSTART_LOADED)) {
short i;
if(sd->bonus.unstripable_equip&EQP_HELM)
return 0;
i = sd->equip_index[EQI_HEAD_TOP];
if ( i < 0 || !sd->inventory_data[i] )
return 0;
pc_unequipitem(sd,i,3);
}
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
break;
case SC_MERC_FLEEUP:
case SC_MERC_ATKUP:
case SC_MERC_HPUP:
case SC_MERC_SPUP:
case SC_MERC_HITUP:
if( bl->type != BL_MER )
return 0; // Stats only for Mercenaries
break;
case SC_STRFOOD:
if (sc->data[SC_FOOD_STR_CASH] && sc->data[SC_FOOD_STR_CASH]->val1 > val1)
return 0;
break;
case SC_AGIFOOD:
if (sc->data[SC_FOOD_AGI_CASH] && sc->data[SC_FOOD_AGI_CASH]->val1 > val1)
return 0;
break;
case SC_VITFOOD:
if (sc->data[SC_FOOD_VIT_CASH] && sc->data[SC_FOOD_VIT_CASH]->val1 > val1)
return 0;
break;
case SC_INTFOOD:
if (sc->data[SC_FOOD_INT_CASH] && sc->data[SC_FOOD_INT_CASH]->val1 > val1)
return 0;
break;
case SC_DEXFOOD:
if (sc->data[SC_FOOD_DEX_CASH] && sc->data[SC_FOOD_DEX_CASH]->val1 > val1)
return 0;
break;
case SC_LUKFOOD:
if (sc->data[SC_FOOD_LUK_CASH] && sc->data[SC_FOOD_LUK_CASH]->val1 > val1)
return 0;
break;
case SC_FOOD_STR_CASH:
if ((sc->data[SC_STRFOOD] && sc->data[SC_STRFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
return 0;
break;
case SC_FOOD_AGI_CASH:
if ((sc->data[SC_AGIFOOD] && sc->data[SC_AGIFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
return 0;
break;
case SC_FOOD_VIT_CASH:
if ((sc->data[SC_VITFOOD] && sc->data[SC_VITFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
return 0;
break;
case SC_FOOD_INT_CASH:
if ((sc->data[SC_INTFOOD] && sc->data[SC_INTFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
return 0;
break;
case SC_FOOD_DEX_CASH:
if ((sc->data[SC_DEXFOOD] && sc->data[SC_DEXFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
return 0;
break;
case SC_FOOD_LUK_CASH:
if ((sc->data[SC_LUKFOOD] && sc->data[SC_LUKFOOD]->val1 > val1) || sc->data[SC_2011RWC_SCROLL])
return 0;
break;
case SC_CAMOUFLAGE:
if( sd && pc_checkskill(sd, RA_CAMOUFLAGE) < 3 && !skill_check_camouflage(bl,NULL) )
return 0;
break;
case SC__STRIPACCESSORY:
if( sd ) {
short i = -1;
if( !(sd->bonus.unstripable_equip&EQP_ACC_L) ) {
i = sd->equip_index[EQI_ACC_L];
if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
pc_unequipitem(sd,i,3); // Left-Accessory
}
if( !(sd->bonus.unstripable_equip&EQP_ACC_R) ) {
i = sd->equip_index[EQI_ACC_R];
if( i >= 0 && sd->inventory_data[i] && sd->inventory_data[i]->type == IT_ARMOR )
pc_unequipitem(sd,i,3); // Right-Accessory
}
if( i < 0 )
return 0;
}
if (tick == 1) return 1; // Minimal duration: Only strip without causing the SC
break;
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
case SC_LEECHESEND:
{ // It doesn't stack or even renew
int i = SC_TOXIN;
for(; i<= SC_LEECHESEND; i++)
if(sc->data[i]) return 0;
}
break;
case SC_SATURDAYNIGHTFEVER:
if (sc->data[SC_BERSERK] || sc->data[SC_INSPIRATION])
return 0;
break;
case SC_MAGNETICFIELD: // This skill does not affect players using Hover. [Lighta]
if(sc->data[SC_HOVERING])
return 0;
break;
case SC_HEAT_BARREL:
//kRO Update 2014-02-12
//- Cannot be stacked with Platinum Alter and Madness Canceler [Cydh]
if (sc->data[SC_P_ALTER] || sc->data[SC_MADNESSCANCEL])
return 0;
break;
case SC_P_ALTER:
if (sc->data[SC_HEAT_BARREL] || sc->data[SC_MADNESSCANCEL])
return 0;
break;
case SC_MADNESSCANCEL:
if (sc->data[type]) { // Toggle the status but still consume requirements.
status_change_end(bl, type, INVALID_TIMER);
return 0;
}
if (sc->data[SC_P_ALTER] || sc->data[SC_HEAT_BARREL])
return 0;
break;
case SC_KINGS_GRACE:
if (sc->data[SC_DEVOTION] || sc->data[SC_WHITEIMPRISON])
return 0;
break;
case SC_GROOMING:
case SC_CHATTERING:
if (sc->data[type])
return 0;
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
case SC_HANBOK:
case SC_OKTOBERFEST:
case SC_DRESSUP:
if (!vd)
return 0;
break;
}
// Check for resistances
if(status_has_mode(status,MD_STATUS_IMMUNE) && !(flag&SCSTART_NOAVOID)) {
if (type>=SC_COMMON_MIN && type <= SC_COMMON_MAX)
return 0;
switch (type) {
case SC_BLESSING:
case SC_DECREASEAGI:
case SC_PROVOKE:
case SC_COMA:
case SC_GRAVITATION:
case SC_SUITON:
case SC_STRIPWEAPON:
case SC_STRIPARMOR:
case SC_STRIPSHIELD:
case SC_STRIPHELM:
case SC_RICHMANKIM:
case SC_ROKISWEIL:
case SC_FOGWALL:
case SC_WHITEIMPRISON:
case SC_FEAR:
case SC_FREEZING:
case SC_BURNING:
case SC_MARSHOFABYSS:
case SC_ADORAMUS:
case SC_PARALYSIS:
case SC_DEEPSLEEP:
case SC_CRYSTALIZE:
case SC_TEARGAS:
case SC_TEARGAS_SOB:
case SC_PYREXIA:
case SC_DEATHHURT:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_OBLIVIONCURSE:
case SC_LEECHESEND:
case SC_BANDING_DEFENCE:
case SC__ENERVATION:
case SC__GROOMY:
case SC__IGNORANCE:
case SC__LAZINESS:
case SC__UNLUCKY:
case SC__WEAKNESS:
case SC_BITE:
case SC_MAGNETICFIELD:
case SC_NETHERWORLD:
case SC_CRESCENTELBOW:
case SC_VACUUM_EXTREME:
case SC_CATNIPPOWDER:
case SC_SV_ROOTTWIST:
case SC_BITESCAR:
case SC_FRESHSHRIMP:
return 0;
}
}
// Check for mvp resistance // atm only those who OS
if(status_has_mode(status,MD_MVP) && !(flag&SCSTART_NOAVOID)) {
switch (type) {
case SC_COMA:
// continue list...
return 0;
}
}
// Before overlapping fail, one must check for status cured.
switch (type) {
case SC_BLESSING:
// !TODO: Blessing and Agi up should do 1 damage against players on Undead Status, even on PvM
// !but cannot be plagiarized (this requires aegis investigation on packets and official behavior) [Brainstorm]
if ((!undead_flag && status->race != RC_DEMON) || bl->type == BL_PC) {
if (sc->data[SC_STONE] && sc->opt1 == OPT1_STONE)
status_change_end(bl, SC_STONE, INVALID_TIMER);
if (sc->data[SC_CURSE]) {
status_change_end(bl, SC_CURSE, INVALID_TIMER);
return 1; // End Curse and do not give stat boost
}
}
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
break;
case SC_INCREASEAGI:
status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
if(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_HIGH)
status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
break;
case SC_QUAGMIRE:
status_change_end(bl, SC_LOUD, INVALID_TIMER);
status_change_end(bl, SC_CONCENTRATE, INVALID_TIMER);
status_change_end(bl, SC_TRUESIGHT, INVALID_TIMER);
status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
status_change_end(bl, SC_MAGNETICFIELD, INVALID_TIMER);
// Also blocks the ones below...
case SC_DECREASEAGI:
if (type == SC_DECREASEAGI) {
status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
status_change_end(bl, SC_ADORAMUS, INVALID_TIMER);
}
status_change_end(bl, SC_CARTBOOST, INVALID_TIMER);
status_change_end(bl, SC_GN_CARTBOOST, INVALID_TIMER);
// Also blocks the ones below...
case SC_DONTFORGETME:
status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
status_change_end(bl, SC_ADRENALINE, INVALID_TIMER);
status_change_end(bl, SC_ADRENALINE2, INVALID_TIMER);
status_change_end(bl, SC_SPEARQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
status_change_end(bl, SC_ACCELERATION, INVALID_TIMER);
break;
case SC_ADORAMUS:
status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
break;
case SC_ONEHAND:
// Removes the Aspd potion effect, as reported by Vicious. [Skotlex]
status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
break;
case SC_MAXOVERTHRUST:
// Cancels Normal Overthrust. [Skotlex]
status_change_end(bl, SC_OVERTHRUST, INVALID_TIMER);
break;
case SC_MAGNIFICAT:
status_change_end(bl,SC_OFFERTORIUM,INVALID_TIMER);
break;
case SC_OFFERTORIUM:
status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
status_change_end(bl, SC_BLIND, INVALID_TIMER);
status_change_end(bl, SC_CURSE, INVALID_TIMER);
status_change_end(bl, SC_POISON, INVALID_TIMER);
status_change_end(bl, SC_HALLUCINATION, INVALID_TIMER);
status_change_end(bl, SC_CONFUSION, INVALID_TIMER);
status_change_end(bl, SC_BLEEDING, INVALID_TIMER);
status_change_end(bl, SC_BURNING, INVALID_TIMER);
status_change_end(bl, SC_FREEZING, INVALID_TIMER);
status_change_end(bl, SC_MANDRAGORA, INVALID_TIMER);
status_change_end(bl, SC_PARALYSE, INVALID_TIMER);
status_change_end(bl, SC_PYREXIA, INVALID_TIMER);
status_change_end(bl, SC_DEATHHURT, INVALID_TIMER);
status_change_end(bl, SC_LEECHESEND, INVALID_TIMER);
status_change_end(bl, SC_VENOMBLEED, INVALID_TIMER);
status_change_end(bl, SC_TOXIN, INVALID_TIMER);
status_change_end(bl, SC_MAGICMUSHROOM, INVALID_TIMER);
break;
case SC_KYRIE:
// Cancels Assumptio
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
case SC_DELUGE:
if (sc->data[SC_FOGWALL] && sc->data[SC_BLIND])
status_change_end(bl, SC_BLIND, INVALID_TIMER);
break;
case SC_SILENCE:
if (sc->data[SC_GOSPEL] && sc->data[SC_GOSPEL]->val4 == BCT_SELF)
status_change_end(bl, SC_GOSPEL, INVALID_TIMER);
break;
case SC_FREEZE:
status_change_end(bl, SC_AETERNA, INVALID_TIMER);
break;
case SC_HIDING:
status_change_end(bl, SC_CLOSECONFINE, INVALID_TIMER);
status_change_end(bl, SC_CLOSECONFINE2, INVALID_TIMER);
break;
case SC_BERSERK:
if( val3 == SC__BLOODYLUST )
break;
if(battle_config.berserk_cancels_buffs) {
status_change_end(bl, SC_ONEHAND, INVALID_TIMER);
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
status_change_end(bl, SC_CONCENTRATION, INVALID_TIMER);
status_change_end(bl, SC_PARRYING, INVALID_TIMER);
status_change_end(bl, SC_AURABLADE, INVALID_TIMER);
status_change_end(bl, SC_MERC_QUICKEN, INVALID_TIMER);
}
#ifdef RENEWAL
else {
status_change_end(bl, SC_TWOHANDQUICKEN, INVALID_TIMER);
}
#endif
break;
case SC_ASSUMPTIO:
status_change_end(bl, SC_KYRIE, INVALID_TIMER);
status_change_end(bl, SC_KAITE, INVALID_TIMER);
break;
case SC_KAITE:
status_change_end(bl, SC_ASSUMPTIO, INVALID_TIMER);
break;
case SC_GN_CARTBOOST:
case SC_CARTBOOST:
if(sc->data[SC_DECREASEAGI]) { // Cancel Decrease Agi, but take no further effect [Skotlex]
status_change_end(bl, SC_DECREASEAGI, INVALID_TIMER);
return 0;
}
//Cart Boost cannot be affected by Slow grace. Assumed if player got Slow Grace first, Cart Boost is failed
//since Cart Boost don't cancel Slow Grace effect
//http://irowiki.org/wiki/Cart_Boost_%28Genetic%29 (view date: 2014-01-26)
//http://irowiki.org/wiki/Cart_Boost (view date: 2014-01-26)
if(sc->data[SC_DONTFORGETME])
return 0;
break;
case SC_FUSION:
status_change_end(bl, SC_SPIRIT, INVALID_TIMER);
break;
case SC_ADJUSTMENT:
status_change_end(bl, SC_MADNESSCANCEL, INVALID_TIMER);
break;
case SC_MADNESSCANCEL:
status_change_end(bl, SC_ADJUSTMENT, INVALID_TIMER);
break;
// NPC_CHANGEUNDEAD will debuff Blessing and Agi Up
case SC_CHANGEUNDEAD:
status_change_end(bl, SC_BLESSING, INVALID_TIMER);
status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
break;
case SC_STRFOOD:
status_change_end(bl, SC_FOOD_STR_CASH, INVALID_TIMER);
break;
case SC_AGIFOOD:
status_change_end(bl, SC_FOOD_AGI_CASH, INVALID_TIMER);
break;
case SC_VITFOOD:
status_change_end(bl, SC_FOOD_VIT_CASH, INVALID_TIMER);
break;
case SC_INTFOOD:
status_change_end(bl, SC_FOOD_INT_CASH, INVALID_TIMER);
break;
case SC_DEXFOOD:
status_change_end(bl, SC_FOOD_DEX_CASH, INVALID_TIMER);
break;
case SC_LUKFOOD:
status_change_end(bl, SC_FOOD_LUK_CASH, INVALID_TIMER);
break;
case SC_FOOD_STR_CASH:
status_change_end(bl, SC_STRFOOD, INVALID_TIMER);
break;
case SC_FOOD_AGI_CASH:
status_change_end(bl, SC_AGIFOOD, INVALID_TIMER);
break;
case SC_FOOD_VIT_CASH:
status_change_end(bl, SC_VITFOOD, INVALID_TIMER);
break;
case SC_FOOD_INT_CASH:
status_change_end(bl, SC_INTFOOD, INVALID_TIMER);
break;
case SC_FOOD_DEX_CASH:
status_change_end(bl, SC_DEXFOOD, INVALID_TIMER);
break;
case SC_FOOD_LUK_CASH:
status_change_end(bl, SC_LUKFOOD, INVALID_TIMER);
break;
case SC_MARSHOFABYSS:
status_change_end(bl, SC_INCREASEAGI, INVALID_TIMER);
status_change_end(bl, SC_WINDWALK, INVALID_TIMER);
status_change_end(bl, SC_ASPDPOTION0, INVALID_TIMER);
status_change_end(bl, SC_ASPDPOTION1, INVALID_TIMER);
status_change_end(bl, SC_ASPDPOTION2, INVALID_TIMER);
status_change_end(bl, SC_ASPDPOTION3, INVALID_TIMER);
break;
case SC_SWINGDANCE:
case SC_SYMPHONYOFLOVER:
case SC_MOONLITSERENADE:
case SC_RUSHWINDMILL:
case SC_ECHOSONG:
case SC_HARMONIZE: // Group A doesn't overlap
if (type != SC_SWINGDANCE) status_change_end(bl, SC_SWINGDANCE, INVALID_TIMER);
if (type != SC_SYMPHONYOFLOVER) status_change_end(bl, SC_SYMPHONYOFLOVER, INVALID_TIMER);
if (type != SC_MOONLITSERENADE) status_change_end(bl, SC_MOONLITSERENADE, INVALID_TIMER);
if (type != SC_RUSHWINDMILL) status_change_end(bl, SC_RUSHWINDMILL, INVALID_TIMER);
if (type != SC_ECHOSONG) status_change_end(bl, SC_ECHOSONG, INVALID_TIMER);
if (type != SC_HARMONIZE) status_change_end(bl, SC_HARMONIZE, INVALID_TIMER);
break;
case SC_VOICEOFSIREN:
case SC_DEEPSLEEP:
case SC_GLOOMYDAY:
case SC_SONGOFMANA:
case SC_DANCEWITHWUG:
case SC_SATURDAYNIGHTFEVER:
case SC_LERADSDEW:
case SC_MELODYOFSINK:
case SC_BEYONDOFWARCRY:
case SC_UNLIMITEDHUMMINGVOICE:
case SC_SIRCLEOFNATURE: // Group B
if (type != SC_VOICEOFSIREN) status_change_end(bl, SC_VOICEOFSIREN, INVALID_TIMER);
if (type != SC_DEEPSLEEP) status_change_end(bl, SC_DEEPSLEEP, INVALID_TIMER);
if (type != SC_LERADSDEW) status_change_end(bl, SC_LERADSDEW, INVALID_TIMER);
if (type != SC_MELODYOFSINK) status_change_end(bl, SC_MELODYOFSINK, INVALID_TIMER);
if (type != SC_BEYONDOFWARCRY) status_change_end(bl, SC_BEYONDOFWARCRY, INVALID_TIMER);
if (type != SC_UNLIMITEDHUMMINGVOICE) status_change_end(bl, SC_UNLIMITEDHUMMINGVOICE, INVALID_TIMER);
if (type != SC_SIRCLEOFNATURE) status_change_end(bl, SC_SIRCLEOFNATURE, INVALID_TIMER);
if (type != SC_GLOOMYDAY) {
status_change_end(bl, SC_GLOOMYDAY, INVALID_TIMER);
status_change_end(bl, SC_GLOOMYDAY_SK, INVALID_TIMER);
}
if (type != SC_SONGOFMANA) status_change_end(bl, SC_SONGOFMANA, INVALID_TIMER);
if (type != SC_DANCEWITHWUG) status_change_end(bl, SC_DANCEWITHWUG, INVALID_TIMER);
if (type != SC_SATURDAYNIGHTFEVER) {
if (sc->data[SC_SATURDAYNIGHTFEVER]) {
sc->data[SC_SATURDAYNIGHTFEVER]->val2 = 0; // Mark to not lose hp
status_change_end(bl, SC_SATURDAYNIGHTFEVER, INVALID_TIMER);
}
}
break;
case SC_REFLECTSHIELD:
status_change_end(bl, SC_REFLECTDAMAGE, INVALID_TIMER);
break;
case SC_REFLECTDAMAGE:
status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
break;
case SC_SHIELDSPELL_DEF:
case SC_SHIELDSPELL_MDEF:
case SC_SHIELDSPELL_REF:
status_change_end(bl, SC_MAGNIFICAT, INVALID_TIMER);
if( type != SC_SHIELDSPELL_DEF )
status_change_end(bl, SC_SHIELDSPELL_DEF, INVALID_TIMER);
if( type != SC_SHIELDSPELL_MDEF )
status_change_end(bl, SC_SHIELDSPELL_MDEF, INVALID_TIMER);
if( type != SC_SHIELDSPELL_REF )
status_change_end(bl, SC_SHIELDSPELL_REF, INVALID_TIMER);
break;
case SC_BANDING:
status_change_end(bl, SC_PRESTIGE, INVALID_TIMER);
break;
case SC_GT_CHANGE:
status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER);
break;
case SC_GT_REVITALIZE:
status_change_end(bl, SC_GT_CHANGE, INVALID_TIMER);
break;
case SC_WARMER:
status_change_end(bl, SC_CRYSTALIZE, INVALID_TIMER);
status_change_end(bl, SC_FREEZING, INVALID_TIMER);
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
break;
case SC_INVINCIBLE:
status_change_end(bl, SC_INVINCIBLEOFF, INVALID_TIMER);
break;
case SC_INVINCIBLEOFF:
status_change_end(bl, SC_INVINCIBLE, INVALID_TIMER);
break;
case SC_WHITEIMPRISON:
status_change_end(bl, SC_BURNING, INVALID_TIMER);
status_change_end(bl, SC_FREEZING, INVALID_TIMER);
status_change_end(bl, SC_FREEZE, INVALID_TIMER);
status_change_end(bl, SC_STONE, INVALID_TIMER);
break;
case SC_FEAR:
status_change_end(bl, SC_BLIND, INVALID_TIMER);
break;
case SC_KINGS_GRACE:
status_change_end(bl,SC_BLIND,INVALID_TIMER);
status_change_end(bl,SC_CURSE,INVALID_TIMER);
status_change_end(bl,SC_CONFUSION,INVALID_TIMER);
status_change_end(bl,SC_HALLUCINATION,INVALID_TIMER);
status_change_end(bl,SC_BURNING,INVALID_TIMER);
status_change_end(bl,SC_DEEPSLEEP,INVALID_TIMER);
// Fall through
case SC_GROOMING:
status_change_end(bl,SC_STUN,INVALID_TIMER);
status_change_end(bl,SC_FREEZE,INVALID_TIMER);
status_change_end(bl,SC_STONE,INVALID_TIMER);
status_change_end(bl,SC_SLEEP,INVALID_TIMER);
status_change_end(bl,SC_SILENCE,INVALID_TIMER);
status_change_end(bl,SC_BLEEDING,INVALID_TIMER);
status_change_end(bl,SC_POISON,INVALID_TIMER);
status_change_end(bl,SC_FEAR,INVALID_TIMER);
status_change_end(bl,SC_MANDRAGORA,INVALID_TIMER);
status_change_end(bl,SC_CRYSTALIZE,INVALID_TIMER);
status_change_end(bl,SC_FREEZING,INVALID_TIMER);
break;
case SC_2011RWC_SCROLL:
status_change_end(bl,SC_FOOD_STR_CASH,INVALID_TIMER);
status_change_end(bl,SC_FOOD_AGI_CASH,INVALID_TIMER);
status_change_end(bl,SC_FOOD_VIT_CASH,INVALID_TIMER);
status_change_end(bl,SC_FOOD_INT_CASH,INVALID_TIMER);
status_change_end(bl,SC_FOOD_DEX_CASH,INVALID_TIMER);
status_change_end(bl,SC_FOOD_LUK_CASH,INVALID_TIMER);
break;
case SC_FIGHTINGSPIRIT:
case SC_OVERED_BOOST:
case SC_MAGICPOWER:
case SC_IMPOSITIO:
case SC_KAAHI:
//These status changes always overwrite themselves even when a lower level is cast
status_change_end(bl, type, INVALID_TIMER);
break;
case SC_ENDURE:
if (sd && sd->special_state.no_walk_delay)
return 1;
break;
}
// Check for overlapping fails
if( (sce = sc->data[type]) ) {
switch( type ) {
case SC_MERC_FLEEUP:
case SC_MERC_ATKUP:
case SC_MERC_HPUP:
case SC_MERC_SPUP:
case SC_MERC_HITUP:
if( sce->val1 > val1 )
val1 = sce->val1;
break;
case SC_ADRENALINE:
case SC_ADRENALINE2:
case SC_WEAPONPERFECTION:
case SC_OVERTHRUST:
if (sce->val2 > val2)
return 0;
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
case SC_BOSSMAPINFO:
case SC_STUN:
case SC_SLEEP:
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_CONFUSION:
case SC_BLIND:
case SC_BLEEDING:
case SC_DPOISON:
case SC_CLOSECONFINE2: // Can't be re-closed in.
case SC_TINDER_BREAKER2:
case SC_MARIONETTE:
case SC_MARIONETTE2:
case SC_NOCHAT:
case SC_ABUNDANCE:
case SC_FEAR:
case SC_BURNING:
case SC_FREEZING:
case SC_WHITEIMPRISON:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
case SC_LEECHESEND:
case SC_CURSEDCIRCLE_TARGET:
case SC_ELECTRICSHOCKER:
case SC_BANDING_DEFENCE:
case SC__ENERVATION:
case SC__GROOMY:
case SC__IGNORANCE:
case SC__LAZINESS:
case SC__UNLUCKY:
case SC__WEAKNESS:
case SC_DEEPSLEEP:
case SC_NETHERWORLD:
case SC_CRYSTALIZE:
case SC_MANDRAGORA:
case SC_DEFSET:
case SC_MDEFSET:
case SC_NORECOVER_STATE:
case SC_REUSE_LIMIT_A:
case SC_REUSE_LIMIT_B:
case SC_REUSE_LIMIT_C:
case SC_REUSE_LIMIT_D:
case SC_REUSE_LIMIT_E:
case SC_REUSE_LIMIT_F:
case SC_REUSE_LIMIT_G:
case SC_REUSE_LIMIT_H:
case SC_REUSE_MILLENNIUMSHIELD:
case SC_REUSE_CRUSHSTRIKE:
case SC_REUSE_REFRESH:
case SC_REUSE_STORMBLAST:
case SC_ALL_RIDING_REUSE_LIMIT:
case SC_REUSE_LIMIT_MTF:
case SC_REUSE_LIMIT_ECL:
case SC_REUSE_LIMIT_RECALL:
case SC_REUSE_LIMIT_ASPD_POTION:
case SC_DORAM_BUF_01:
case SC_DORAM_BUF_02:
return 0;
case SC_PUSH_CART:
case SC_COMBO:
case SC_DANCING:
case SC_DEVOTION:
case SC_ASPDPOTION0:
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
case SC_ATKPOTION:
case SC_MATKPOTION:
case SC_ENCHANTARMS:
case SC_ARMOR_ELEMENT_WATER:
case SC_ARMOR_ELEMENT_EARTH:
case SC_ARMOR_ELEMENT_FIRE:
case SC_ARMOR_ELEMENT_WIND:
case SC_ARMOR_RESIST:
case SC_ATTHASTE_CASH:
case SC_LHZ_DUN_N1:
case SC_LHZ_DUN_N2:
case SC_LHZ_DUN_N3:
case SC_LHZ_DUN_N4:
break;
case SC_GOSPEL:
// Must not override a casting gospel char.
if(sce->val4 == BCT_SELF)
return 0;
if(sce->val1 > val1)
return 1;
break;
case SC_ENDURE:
if(sce->val4 && !val4)
return 1; // Don't let you override infinite endure.
if(sce->val1 > val1)
return 1;
break;
case SC_JAILED:
// When a player is already jailed, do not edit the jail data.
val2 = sce->val2;
val3 = sce->val3;
val4 = sce->val4;
break;
case SC_LERADSDEW:
if (sc && sc->data[SC_BERSERK])
return 0;
case SC_SHAPESHIFT:
case SC_PROPERTYWALK:
break;
case SC_LEADERSHIP:
case SC_GLORYWOUNDS:
case SC_SOULCOLD:
case SC_HAWKEYES:
if( sce->val4 && !val4 ) // You cannot override master guild aura
return 0;
break;
case SC_JOINTBEAT:
if (sc && sc->data[type]->val2 & BREAK_NECK)
return 0; // BREAK_NECK cannot be stacked with new breaks until the status is over.
val2 |= sce->val2; // Stackable ailments
default:
if(sce->val1 > val1)
return 1; // Return true to not mess up skill animations. [Skotlex]
}
}
calc_flag = StatusChangeFlagTable[type];
if(!(flag&SCSTART_LOADED)) // &4 - Do not parse val settings when loading SCs
switch(type)
{
/* Permanent effects */
case SC_AETERNA:
case SC_MODECHANGE:
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_BROKENWEAPON:
case SC_BROKENARMOR:
case SC_READYSTORM:
case SC_READYDOWN:
case SC_READYCOUNTER:
case SC_READYTURN:
case SC_DODGE:
case SC_PUSH_CART:
case SC_SPRITEMABLE:
case SC_CLAN_INFO:
case SC_DAILYSENDMAILCNT:
tick = INFINITE_TICK;
break;
case SC_DECREASEAGI:
case SC_INCREASEAGI:
case SC_ADORAMUS:
if (type == SC_ADORAMUS) {
// 1000% base chance to blind, but still can be resisted
sc_start(src, bl, SC_BLIND, 1000, val1, skill_get_time(status_sc2skill(type), val1));
if (sc->data[SC_ADORAMUS])
return 0; //Adoramus can't refresh itself, but it can cause blind again
}
val2 = 2 + val1; // Agi change
break;
case SC_ENDURE:
val2 = 7; // Hit-count [Celest]
if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) && !map_flag_gvg2(bl->m) && !map_getmapflag(bl->m, MF_BATTLEGROUND) && !val4 ) {
struct map_session_data *tsd;
if( sd ) {
int i;
for( i = 0; i < MAX_DEVOTION; i++ ) {
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
status_change_start(src,&tsd->bl, type, 10000, val1, val2, val3, val4, tick, SCSTART_NOAVOID|SCSTART_NOICON);
}
if( val4 )
tick = INFINITE_TICK;
break;
case SC_AUTOBERSERK:
if (status->hp < status->max_hp>>2 &&
(!sc->data[SC_PROVOKE] || sc->data[SC_PROVOKE]->val2==0))
sc_start4(src,bl,SC_PROVOKE,100,10,1,0,0,60000);
tick = INFINITE_TICK;
break;
case SC_SIGNUMCRUCIS:
val2 = 10 + 4*val1; // Def reduction
tick = INFINITE_TICK;
clif_emotion(bl, ET_SWEAT);
break;
case SC_MAXIMIZEPOWER:
t_tickime = val2 = tick>0?tick:60000;
tick = INFINITE_TICK; // Duration sent to the client should be infinite
break;
case SC_EDP:
val2 = val1 + 2; // Chance to Poison enemies.
#ifndef RENEWAL
val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
#endif
if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
break;
case SC_POISONREACT:
val2=(val1+1)/2 + val1/10; // Number of counters [Skotlex]
val3=50; // + 5*val1; // Chance to counter. [Skotlex]
break;
case SC_MAGICROD:
val2 = val1*20; // SP gained
break;
case SC_KYRIE:
if( val4 ) { // Formulas for Praefatio
val2 = (status->max_hp * (val1 * 2 + 10) / 100) + val4 * 2; //%Max HP to absorb
val3 = 6 + val1; //Hits
} else { // Formulas for Kyrie Eleison
val2 = status->max_hp * (val1 * 2 + 10) / 100;
val3 = (val1 / 2 + 5);
}
break;
case SC_MAGICPOWER:
// val1: Skill lv
val2 = 1; // Lasts 1 invocation
val3 = 5*val1; // Matk% increase
val4 = 0; // 0 = ready to be used, 1 = activated and running
break;
case SC_SACRIFICE:
val2 = 5; // Lasts 5 hits
tick = INFINITE_TICK;
break;
case SC_ENCPOISON:
val2= 250+50*val1; // Poisoning Chance (2.5+0.5%) in 1/10000 rate
case SC_ASPERSIO:
case SC_FIREWEAPON:
case SC_WATERWEAPON:
case SC_WINDWEAPON:
case SC_EARTHWEAPON:
case SC_SHADOWWEAPON:
case SC_GHOSTWEAPON:
skill_enchant_elemental_end(bl,type);
break;
case SC_ELEMENTALCHANGE:
// val1 : Element Lvl (if called by skill lvl 1, takes random value between 1 and 4)
// val2 : Element (When no element, random one is picked)
// val3 : 0 = called by skill 1 = called by script (fixed level)
if( !val2 ) val2 = rnd()%ELE_ALL;
if( val1 == 1 && val3 == 0 )
val1 = 1 + rnd()%4;
else if( val1 > 4 )
val1 = 4; // Max Level
val3 = 0; // Not need to keep this info.
break;
case SC_PROVIDENCE:
val2 = val1*5; // Race/Ele resist
break;
case SC_REFLECTSHIELD:
val2 = 10+val1*3; // %Dmg reflected
// val4 used to mark if reflect shield is an inheritance bonus from Devotion
if( !(flag&SCSTART_NOAVOID) && (bl->type&(BL_PC|BL_MER)) ) {
struct map_session_data *tsd;
if( sd ) {
int i;
for( i = 0; i < MAX_DEVOTION; i++ ) {
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 1, tick, SCSTART_NOAVOID|SCSTART_NOICON);
}
break;
case SC_STRIPWEAPON:
if (!sd) // Watk reduction
val2 = 25;
break;
case SC_STRIPSHIELD:
if (!sd) // Def reduction
val2 = 15;
break;
case SC_STRIPARMOR:
if (!sd) // Vit reduction
val2 = 40;
break;
case SC_STRIPHELM:
if (!sd) // Int reduction
val2 = 40;
break;
case SC_AUTOSPELL:
// Val1 Skill LV of Autospell
// Val2 Skill ID to cast
// Val3 Max Lv to cast
val4 = 5 + val1*2; // Chance of casting
break;
case SC_VOLCANO:
{
int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
uint8 i = max((val1-1)%5, 0);
val2 = val1*10; // Watk increase
#ifndef RENEWAL
if (status->def_ele != ELE_FIRE)
val2 = 0;
#endif
val3 = enchant_eff[i];
}
break;
case SC_VIOLENTGALE:
{
int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
uint8 i = max((val1-1)%5, 0);
val2 = val1*3; // Flee increase
#ifndef RENEWAL
if (status->def_ele != ELE_WIND)
val2 = 0;
#endif
val3 = enchant_eff[i];
}
break;
case SC_DELUGE:
{
int8 deluge_eff[] = { 5, 9, 12, 14, 15 }; // HP addition rate n/100
int8 enchant_eff[] = { 10, 14, 17, 19, 20 }; // Enchant addition
uint8 i = max((val1-1)%5, 0);
val2 = deluge_eff[i]; // HP increase
#ifndef RENEWAL
if (status->def_ele != ELE_WATER)
val2 = 0;
#endif
val3 = enchant_eff[i];
}
break;
case SC_SUITON:
if (!val2 || (sd && (sd->class_&MAPID_BASEMASK) == MAPID_NINJA)) {
// No penalties.
val2 = 0; // Agi penalty
val3 = 0; // Walk speed penalty
break;
}
val3 = 50;
val2 = 3*((val1+1)/3);
if (val1 > 4) val2--;
//Suiton is a special case, stop effect is forced and only happens when target enters it
if (!unit_blown_immune(bl, 0x1))
unit_stop_walking(bl, 9);
break;
case SC_ONEHAND:
case SC_TWOHANDQUICKEN:
val2 = 300;
if (val1 > 10) // For boss casted skills [Skotlex]
val2 += 20*(val1-10);
break;
case SC_MERC_QUICKEN:
val2 = 300;
break;
#ifndef RENEWAL_ASPD
case SC_SPEARQUICKEN:
val2 = 200+10*val1;
break;
#endif
case SC_DANCING:
// val1 : Skill ID + LV
// val2 : Skill Group of the Dance.
// val3 : Brings the skill_lv (merged into val1 here)
// val4 : Partner
if (val1 == CG_MOONLIT)
clif_status_change(bl,EFST_MOON,1,tick,0, 0, 0);
val1|= (val3<<16);
val3 = tick/1000; // Tick duration
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_LONGING:
val2 = 500-100*val1; // Aspd penalty.
break;
case SC_EXPLOSIONSPIRITS:
val2 = 75 + 25*val1; // Cri bonus
break;
case SC_ASPDPOTION0:
case SC_ASPDPOTION1:
case SC_ASPDPOTION2:
case SC_ASPDPOTION3:
val2 = 50*(2+type-SC_ASPDPOTION0);
break;
case SC_ATTHASTE_CASH:
val2 = 50*val1; // Just custom for pre-re
break;
case SC_NOCHAT:
// A hardcoded interval of 60 seconds is expected, as the time that SC_NOCHAT uses is defined by
// mmocharstatus.manner, each negative point results in 1 minute with this status activated.
// This is done this way because the message that the client displays is hardcoded, and only
// shows how many minutes are remaining. [Panikon]
tick = 60000;
val1 = battle_config.manner_system; // Mute filters.
if (sd) {
clif_changestatus(sd,SP_MANNER,sd->status.manner);
clif_updatestatus(sd,SP_MANNER);
}
break;
case SC_STONE:
val3 = max(val3, 100); // Incubation time
val4 = max(tick-val3, 100); // Petrify time
tick = val3;
calc_flag = 0; // Actual status changes take effect on petrified state.
break;
case SC_DPOISON:
// Lose 10/15% of your life as long as it doesn't brings life below 25%
if (status->hp > status->max_hp>>2) {
int diff = status->max_hp*(bl->type==BL_PC?10:15)/100;
if (status->hp - diff < status->max_hp>>2)
diff = status->hp - (status->max_hp>>2);
status_zap(bl, diff, 0);
}
// Fall through
case SC_POISON:
case SC_BLEEDING:
case SC_BURNING:
case SC_TOXIN:
case SC_MAGICMUSHROOM:
case SC_LEECHESEND:
t_tickime = status_get_sc_interval(type);
val4 = tick-t_tickime; // Remaining time
break;
case SC_PYREXIA:
//Causes blind for duration of pyrexia, unreducable and unavoidable, but can be healed with e.g. green potion
status_change_start(src,bl,SC_BLIND,10000,val1,0,0,0,tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
t_tickime = status_get_sc_interval(type);
val4 = tick-t_tickime; // Remaining time
break;
case SC_CONFUSION:
if (!val4)
clif_emotion(bl,ET_QUESTION);
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
if( val1 == 0 ) return 0;
// val1 = heal percent/amout
// val2 = seconds between heals
// val4 = total of heals
if( val2 < 1 ) val2 = 1;
if( (val4 = tick/(val2 * 1000)) < 1 )
val4 = 1;
t_tickime = val2 * 1000; // [GodLesZ] tick time
break;
case SC_BOSSMAPINFO:
if( sd != NULL ) {
struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map
if( boss_md == NULL ) { // No MVP on this map
clif_bossmapinfo(sd, NULL, BOSS_INFO_NOT);
return 0;
}
val1 = boss_md->bl.id;
t_tickime = 1000; // [GodLesZ] tick time
val4 = tick / t_tickime;
}
break;
case SC_HIDING:
val2 = tick/1000;
t_tickime = 1000; // [GodLesZ] tick time
val3 = 0; // Unused, previously speed adjustment
val4 = val1+3; // Seconds before SP substraction happen.
break;
case SC_CHASEWALK:
val2 = tick>0?tick:10000; // Interval at which SP is drained.
val3 = 35 - 5 * val1; // Speed adjustment.
if (sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE)
val3 -= 40;
val4 = 10+val1*2; // SP cost.
if (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND)) val4 *= 5;
break;
case SC_CLOAKING:
if (!sd) // Monsters should be able to walk with no penalties. [Skotlex]
val1 = 10;
t_tickime = val2 = tick>0?tick:60000; // SP consumption rate.
tick = INFINITE_TICK; // Duration sent to the client should be infinite
val3 = 0; // Unused, previously walk speed adjustment
// val4&1 signals the presence of a wall.
// val4&2 makes cloak not end on normal attacks [Skotlex]
// val4&4 makes cloak not end on using skills
if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking.
val4 |= battle_config.pc_cloak_check_type&7;
else
val4 |= battle_config.monster_cloak_check_type&7;
break;
case SC_SIGHT: /* splash status */
case SC_RUWACH:
case SC_SIGHTBLASTER:
val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id.
val2 = tick/20;
t_tickime = 20; // [GodLesZ] tick time
break;
case SC_AUTOGUARD:
if( !(flag&SCSTART_NOAVOID) ) {
struct map_session_data *tsd;
int i;
for( i = val2 = 0; i < val1; i++) {
int t = 5-(i>>1);
val2 += (t < 0)? 1:t;
}
if( bl->type&(BL_PC|BL_MER) ) {
if( sd ) {
for( i = 0; i < MAX_DEVOTION; i++ ) {
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) )
status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag && (tsd = ((TBL_MER*)bl)->master) )
status_change_start(src,&tsd->bl, type, 10000, val1, val2, 0, 0, tick, SCSTART_NOAVOID|SCSTART_NOICON);
}
}
break;
case SC_DEFENDER:
if (!(flag&SCSTART_NOAVOID)) {
val2 = 5 + 15*val1; // Damage reduction
val3 = 0; // Unused, previously speed adjustment
val4 = 250 - 50*val1; // Aspd adjustment
if (sd) {
struct map_session_data *tsd;
int i;
for (i = 0; i < MAX_DEVOTION; i++) { // See if there are devoted characters, and pass the status to them. [Skotlex]
if (sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])))
status_change_start(src,&tsd->bl,type,10000,val1,val2,val3,val4,tick,SCSTART_NOAVOID);
}
}
}
break;
case SC_TENSIONRELAX:
if (sd) {
pc_setsit(sd);
skill_sit(sd, true);
clif_sitting(&sd->bl);
}
val2 = 12; // SP cost
t_tickime = 10000; // Decrease at 10secs intervals.
val3 = tick / t_tickime;
tick = INFINITE_TICK; // Duration sent to the client should be infinite
break;
case SC_PARRYING:
val2 = 20 + val1*3; // Block Chance
break;
case SC_WINDWALK:
val2 = (val1+1)/2; // Flee bonus is 1/1/2/2/3/3/4/4/5/5
break;
case SC_JOINTBEAT:
if( val2&BREAK_NECK )
sc_start2(src,bl,SC_BLEEDING,100,val1,val3,skill_get_time2(status_sc2skill(type),val1));
break;
case SC_BERSERK:
if( val3 == SC__BLOODYLUST )
sc_start(src,bl,(sc_type)val3,100,val1,tick);
else
sc_start4(src,bl, SC_ENDURE, 100,10,0,0,1, tick);
// HP healing is performing after the calc_status call.
// Val2 holds HP penalty
if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
if (!val4) val4 = 10000; // Val4 holds damage interval
val3 = tick/val4; // val3 holds skill duration
t_tickime = val4; // [GodLesZ] tick time
break;
case SC_GOSPEL:
if(val4 == BCT_SELF) { // Self effect
val2 = tick/10000;
t_tickime = 10000; // [GodLesZ] tick time
status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS|SCCB_CHEM_PROTECT); // Remove buffs/debuffs
}
break;
case SC_MARIONETTE:
{
int stat;
val3 = 0;
val4 = 0;
stat = ( sd ? sd->status.str : status_get_base_status(bl)->str ) / 2; val3 |= cap_value(stat,0,0xFF)<<16;
stat = ( sd ? sd->status.agi : status_get_base_status(bl)->agi ) / 2; val3 |= cap_value(stat,0,0xFF)<<8;
stat = ( sd ? sd->status.vit : status_get_base_status(bl)->vit ) / 2; val3 |= cap_value(stat,0,0xFF);
stat = ( sd ? sd->status.int_: status_get_base_status(bl)->int_) / 2; val4 |= cap_value(stat,0,0xFF)<<16;
stat = ( sd ? sd->status.dex : status_get_base_status(bl)->dex ) / 2; val4 |= cap_value(stat,0,0xFF)<<8;
stat = ( sd ? sd->status.luk : status_get_base_status(bl)->luk ) / 2; val4 |= cap_value(stat,0,0xFF);
break;
}
case SC_MARIONETTE2:
{
int stat,max_stat;
// Fetch caster information
struct block_list *pbl = map_id2bl(val1);
struct status_change *psc = pbl?status_get_sc(pbl):NULL;
struct status_change_entry *psce = psc?psc->data[SC_MARIONETTE]:NULL;
// Fetch target's stats
struct status_data* status2 = status_get_status_data(bl); // Battle status
if (!psce)
return 0;
val3 = 0;
val4 = 0;
max_stat = battle_config.max_parameter; // Cap to 99 (default)
stat = (psce->val3 >>16)&0xFF; stat = min(stat, max_stat - status2->str ); val3 |= cap_value(stat,0,0xFF)<<16;
stat = (psce->val3 >> 8)&0xFF; stat = min(stat, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
stat = (psce->val3 >> 0)&0xFF; stat = min(stat, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
stat = (psce->val4 >>16)&0xFF; stat = min(stat, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
stat = (psce->val4 >> 8)&0xFF; stat = min(stat, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
stat = (psce->val4 >> 0)&0xFF; stat = min(stat, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
break;
}
case SC_SPIRIT:
//1st Transcendent Spirit works similar to Marionette Control
if(sd && val2 == SL_HIGH) {
int stat,max_stat;
struct status_data *status2 = status_get_base_status(bl);
val3 = 0;
val4 = 0;
max_stat = (status_get_lv(bl)-10<50)?status_get_lv(bl)-10:50;
stat = max(0, max_stat - status2->str); val3 |= cap_value(stat,0,0xFF)<<16;
stat = max(0, max_stat - status2->agi ); val3 |= cap_value(stat,0,0xFF)<<8;
stat = max(0, max_stat - status2->vit ); val3 |= cap_value(stat,0,0xFF);
stat = max(0, max_stat - status2->int_); val4 |= cap_value(stat,0,0xFF)<<16;
stat = max(0, max_stat - status2->dex ); val4 |= cap_value(stat,0,0xFF)<<8;
stat = max(0, max_stat - status2->luk ); val4 |= cap_value(stat,0,0xFF);
}
break;
case SC_REJECTSWORD:
val2 = 15*val1; // Reflect chance
val3 = 3; // Reflections
tick = INFINITE_TICK;
break;
case SC_MEMORIZE:
val2 = 5; // Memorized casts.
tick = INFINITE_TICK;
break;
case SC_GRAVITATION:
val2 = 50*val1; // aspd reduction
break;
case SC_REGENERATION:
if (val1 == 1)
val2 = 2;
else
val2 = val1; // HP Regerenation rate: 200% 200% 300%
val3 = val1; // SP Regeneration Rate: 100% 200% 300%
// If val4 comes set, this blocks regen rather than increase it.
break;
case SC_DEVOTION:
{
struct block_list *d_bl;
struct status_change *d_sc;
if( (d_bl = map_id2bl(val1)) && (d_sc = status_get_sc(d_bl)) && d_sc->count ) { // Inherits Status From Source
const enum sc_type types[] = { SC_AUTOGUARD, SC_DEFENDER, SC_REFLECTSHIELD, SC_ENDURE };
int i = (map_flag_gvg2(bl->m) || map_getmapflag(bl->m, MF_BATTLEGROUND))?2:3;
while( i >= 0 ) {
enum sc_type type2 = types[i];
if( d_sc->data[type2] )
status_change_start(d_bl, bl, type2, 10000, d_sc->data[type2]->val1, 0, 0, (type2 == SC_REFLECTSHIELD ? 1 : 0), skill_get_time(status_sc2skill(type2),d_sc->data[type2]->val1), (type2 == SC_DEFENDER) ? SCSTART_NOAVOID : SCSTART_NOAVOID|SCSTART_NOICON);
i--;
}
}
break;
}
case SC_COMA: // Coma. Sends a char to 1HP. If val2, do not zap sp
status_zap(bl, status->hp-1, val2?0:status->sp);
return 1;
break;
case SC_TINDER_BREAKER2:
case SC_CLOSECONFINE2:
{
struct block_list *src2 = val2?map_id2bl(val2):NULL;
struct status_change *sc2 = src2?status_get_sc(src2):NULL;
enum sc_type type2 = ((type == SC_TINDER_BREAKER2)?SC_TINDER_BREAKER:SC_CLOSECONFINE);
struct status_change_entry *sce2 = sc2?sc2->data[type2]:NULL;
if (src2 && sc2) {
if (!sce2) // Start lock on caster.
sc_start4(src2,src2,type2,100,val1,1,0,0,tick+1000);
else { // Increase count of locked enemies and refresh time.
(sce2->val2)++;
delete_timer(sce2->timer, status_change_timer);
sce2->timer = add_timer(gettick()+tick+1000, status_change_timer, src2->id, type2);
}
} else // Status failed.
return 0;
}
break;
case SC_KAITE:
val2 = 1+val1/5; // Number of bounces: 1 + skill_lv/5
break;
case SC_KAUPE:
switch (val1) {
case 3: // 33*3 + 1 -> 100%
val2++;
case 1:
case 2: // 33, 66%
val2 += 33*val1;
val3 = 1; // Dodge 1 attack total.
break;
default: // Custom. For high level mob usage, higher level means more blocks. [Skotlex]
val2 = 100;
val3 = val1-2;
break;
}
break;
case SC_COMBO:
{
// val1: Skill ID
// val2: When given, target (for autotargetting skills)
// val3: When set, this combo time should NOT delay attack/movement
// val3: If set to 2 this combo will delay ONLY attack
// val3: TK: Last used kick
// val4: TK: Combo time
struct unit_data *ud = unit_bl2ud(bl);
if ( ud && (!val3 || val3 == 2) ) {
tick += 300 * battle_config.combo_delay_rate/100;
ud->attackabletime = gettick()+tick;
if( !val3 )
unit_set_walkdelay(bl, gettick(), tick, 1);
}
val3 = 0;
val4 = tick;
break;
}
case SC_EARTHSCROLL:
val2 = 11-val1; // Chance to consume: 11-skill_lv%
break;
case SC_RUN:
{
//Store time at which you started running.
t_tick currenttick = gettick();
// Note: this int64 value is stored in two separate int32 variables (FIXME)
val3 = (int)(currenttick & 0x00000000ffffffffLL);
val4 = (int)((currenttick & 0xffffffff00000000LL) >> 32);
tick = INFINITE_TICK;
break;
}
case SC_KAAHI:
val2 = 200*val1; // HP heal
val3 = 5*val1; // SP cost
break;
case SC_BLESSING:
if ((!undead_flag && status->race!=RC_DEMON) || bl->type == BL_PC)
val2 = val1;
else
val2 = 0; // 0 -> Half stat.
break;
case SC_TRICKDEAD:
if (vd) vd->dead_sit = 1;
tick = INFINITE_TICK;
break;
case SC_CONCENTRATE:
val2 = 2 + val1;
if (sd) { // Store the card-bonus data that should not count in the %
val3 = sd->param_bonus[1]; // Agi
val4 = sd->param_bonus[4]; // Dex
} else
val3 = val4 = 0;
break;
case SC_MAXOVERTHRUST:
val2 = 20*val1; // Power increase
break;
case SC_OVERTHRUST:
case SC_ADRENALINE2:
case SC_ADRENALINE:
case SC_WEAPONPERFECTION:
{
struct map_session_data * s_sd = BL_CAST(BL_PC, src);
if (type == SC_OVERTHRUST) {
// val2 holds if it was casted on self, or is bonus received from others
val3 = (val2) ? 5 * val1 : 5; // Power increase
}
else if (type == SC_ADRENALINE2 || type == SC_ADRENALINE) {
val3 = (val2) ? 300 : 200; // Aspd increase
}
if (s_sd && pc_checkskill(s_sd, BS_HILTBINDING) > 0)
tick += tick / 10; //If caster has Hilt Binding, duration increases by 10%
}
break;
case SC_CONCENTRATION:
val2 = 5*val1; // Batk/Watk Increase
val3 = 10*val1; // Hit Increase
val4 = 5*val1; // Def reduction
sc_start(src, bl, SC_ENDURE, 100, 1, tick); // Level 1 Endure effect
break;
case SC_ANGELUS:
val2 = 5*val1; // def increase
break;
case SC_IMPOSITIO:
val2 = 5*val1; // Watk increase
break;
case SC_MELTDOWN:
val2 = 100*val1; // Chance to break weapon
val3 = 70*val1; // Change to break armor
break;
case SC_TRUESIGHT:
val2 = 10*val1; // Critical increase
val3 = 3*val1; // Hit increase
break;
case SC_SUN_COMFORT:
val2 = (status_get_lv(bl) + status->dex + status->luk)/2; // def increase
break;
case SC_MOON_COMFORT:
val2 = (status_get_lv(bl) + status->dex + status->luk)/10; // flee increase
break;
case SC_STAR_COMFORT:
val2 = (status_get_lv(bl) + status->dex + status->luk); // Aspd increase
break;
case SC_QUAGMIRE:
val2 = (sd?5:10)*val1; // Agi/Dex decrease.
break;
// gs_something1 [Vicious]
case SC_GATLINGFEVER:
val2 = 20*val1; // Aspd increase
#ifndef RENEWAL
val3 = 20+10*val1; // Atk increase
#endif
val4 = 5*val1; // Flee decrease
break;
case SC_FLING:
if (bl->type == BL_PC)
val2 = 0; // No armor reduction to players.
else
val2 = 5*val1; // Def reduction
val3 = 5*val1; // Def2 reduction
break;
case SC_PROVOKE:
// val2 signals autoprovoke.
val3 = 2+3*val1; // Atk increase
val4 = 5+5*val1; // Def reduction.
break;
case SC_AVOID:
// val2 = 10*val1; // Speed change rate.
break;
case SC_DEFENCE:
#ifdef RENEWAL
val2 = 5 + (val1 * 5); // Vit bonus
#else
val2 = 2*val1; // Def bonus
#endif
break;
case SC_BLOODLUST:
val2 = 20+10*val1; // Atk rate change.
val3 = 3*val1; // Leech chance
val4 = 20; // Leech percent
break;
case SC_FLEET:
val2 = 30*val1; // Aspd change
val3 = 5+5*val1; // bAtk/wAtk rate change
break;
case SC_MINDBREAKER:
val2 = 20*val1; // matk increase.
val3 = 12*val1; // mdef2 reduction.
break;
case SC_JAILED:
// Val1 is duration in minutes. Use INT_MAX to specify 'unlimited' time.
tick = val1>0?1000:250;
if (sd) {
if (sd->mapindex != val2) {
int pos = (bl->x&0xFFFF)|(bl->y<<16), // Current Coordinates
map_idx = sd->mapindex; // Current Map
// 1. Place in Jail (val2 -> Jail Map, val3 -> x, val4 -> y
pc_setpos(sd,(unsigned short)val2,val3,val4, CLR_TELEPORT);
// 2. Set restore point (val3 -> return map, val4 return coords
val3 = map_idx;
val4 = pos;
} else if (!val3 || val3 == sd->mapindex) { // Use save point.
val3 = sd->status.save_point.map;
val4 = (sd->status.save_point.x&0xFFFF)
|(sd->status.save_point.y<<16);
}
}
break;
case SC_UTSUSEMI:
val2=(val1+1)/2; // Number of hits blocked
val3=skill_get_blewcount(NJ_UTSUSEMI, val1); // knockback value.
break;
case SC_BUNSINJYUTSU:
val2=(val1+1)/2; // Number of hits blocked
break;
case SC_CHANGE:
val2= 30*val1; // Vit increase
val3= 20*val1; // Int increase
break;
case SC_SWOO:
if(status_has_mode(status,MD_STATUS_IMMUNE))
tick /= 5; // !TODO: Reduce skill's duration. But for how long?
break;
case SC_ARMOR:
// NPC_DEFENDER:
val2 = 80; // Damage reduction
// Attack requirements to be blocked:
val3 = BF_LONG; // Range
val4 = BF_WEAPON|BF_MISC; // Type
break;
case SC_ENCHANTARMS:
// end previous enchants
skill_enchant_elemental_end(bl,type);
// Make sure the received element is valid.
if (val1 >= ELE_ALL)
val1 = val1%ELE_ALL;
else if (val1 < 0)
val1 = rnd()%ELE_ALL;
break;
case SC_CRITICALWOUND:
val2 = 20*val1; // Heal effectiveness decrease
break;
case SC_MAGICMIRROR:
// Level 1 ~ 5 & 6 ~ 10 has different duration
// Level 6 ~ 10 use effect of level 1 ~ 5
val1 = 1 + ((val1-1)%5);
case SC_SLOWCAST:
val2 = 20*val1; // Magic reflection/cast rate
break;
case SC_ARMORCHANGE:
if (val2 == NPC_ANTIMAGIC) { // Boost mdef
val2 =-20;
val3 = 20;
} else { // Boost def
val2 = 20;
val3 =-20;
}
// Level 1 ~ 5 & 6 ~ 10 has different duration
// Level 6 ~ 10 use effect of level 1 ~ 5
val1 = 1 + ((val1-1)%5);
val2 *= val1; // 20% per level
val3 *= val1;
break;
case SC_EXPBOOST:
case SC_JEXPBOOST:
case SC_JP_EVENT04:
if (val1 < 0)
val1 = 0;
break;
case SC_INCFLEE2:
case SC_INCCRI:
val2 = val1*10; // Actual boost (since 100% = 1000)
break;
case SC_SUFFRAGIUM:
val2 = 15 * val1; // Speed cast decrease
break;
case SC_INCHEALRATE:
if (val1 < 1)
val1 = 1;
break;
case SC_DOUBLECAST:
val2 = 30+10*val1; // Trigger rate
break;
case SC_KAIZEL:
val2 = 10*val1; // % of life to be revived with
break;
// case SC_ARMOR_ELEMENT_WATER:
// case SC_ARMOR_ELEMENT_EARTH:
// case SC_ARMOR_ELEMENT_FIRE:
// case SC_ARMOR_ELEMENT_WIND:
// case SC_ARMOR_RESIST:
// Mod your resistance against elements:
// val1 = water | val2 = earth | val3 = fire | val4 = wind
// break;
// case ????:
// Place here SCs that have no SCB_* data, no skill associated, no ICON
// associated, and yet are not wrong/unknown. [Skotlex]
// break;
case SC_MERC_FLEEUP:
case SC_MERC_ATKUP:
case SC_MERC_HITUP:
val2 = 15 * val1;
break;
case SC_MERC_HPUP:
case SC_MERC_SPUP:
val2 = 5 * val1;
break;
case SC_REBIRTH:
val2 = 20*val1; // % of life to be revived with
break;
case SC_MANU_DEF:
case SC_MANU_ATK:
case SC_MANU_MATK:
val2 = 1; // Manuk group
break;
case SC_SPL_DEF:
case SC_SPL_ATK:
case SC_SPL_MATK:
val2 = 2; // Splendide group
break;
/* General */
case SC_FEAR:
status_change_start(src,bl,SC_ANKLE,10000,val1,0,0,0,2000,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
break;
/* Rune Knight */
case SC_DEATHBOUND:
val2 = 500 + 100 * val1;
break;
case SC_STONEHARDSKIN:
if (!status_charge(bl, status->hp / 5, 0)) // 20% of HP
return 0;
if (sd)
val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase
break;
case SC_REFRESH:
status_heal(bl, status_get_max_hp(bl) * 25 / 100, 0, 1);
status_change_clear_buffs(bl, SCCB_REFRESH);
break;
case SC_MILLENNIUMSHIELD:
{
int8 chance = rnd()%100;
val2 = ((chance < 20) ? 4 : (chance < 50) ? 3 : 2); // Shield count
val3 = 1000; // Shield HP
clif_millenniumshield(bl, val2);
}
break;
case SC_ABUNDANCE:
val4 = tick / 10000;
t_tickime = 10000; // [GodLesZ] tick time
break;
case SC_GIANTGROWTH:
val2 = 15; // Double damage success rate.
break;
/* Arch Bishop */
case SC_RENOVATIO:
val4 = tick / 5000;
t_tickime = 5000;
break;
case SC_SECRAMENT:
val2 = 10 * val1;
break;
case SC_VENOMIMPRESS:
val2 = 10 * val1;
break;
case SC_WEAPONBLOCKING:
val2 = 10 + 2 * val1; // Chance
val4 = tick / 5000;
t_tickime = 5000; // [GodLesZ] tick time
break;
case SC_OBLIVIONCURSE:
val4 = tick / 3000;
t_tickime = 3000; // [GodLesZ] tick time
break;
case SC_CLOAKINGEXCEED:
val2 = (val1 + 1) / 2; // Hits
val3 = (val1 - 1) * 10; // Walk speed
if (bl->type == BL_PC)
val4 |= battle_config.pc_cloak_check_type&7;
else
val4 |= battle_config.monster_cloak_check_type&7;
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_HALLUCINATIONWALK:
val2 = 50 * val1; // Evasion rate of physical attacks. Flee
val3 = 10 * val1; // Evasion rate of magical attacks.
break;
case SC_MARSHOFABYSS:
if( bl->type == BL_PC )
val2 = 3 * val1; // AGI and DEX Reduction
else // BL_MOB
val2 = 6 * val1; // AGI and DEX Reduction
val3 = 10 * val1; // Movement Speed Reduction
break;
case SC_FREEZE_SP:
// val2 = sp drain per 10 seconds
t_tickime = 10000; // [GodLesZ] tick time
break;
case SC_SPHERE_1:
case SC_SPHERE_2:
case SC_SPHERE_3:
case SC_SPHERE_4:
case SC_SPHERE_5:
if( !sd )
return 0; // Should only work on players.
val4 = tick / 1000;
if( val4 < 1 )
val4 = 1;
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_SHAPESHIFT:
switch( val1 ) {
case 1: val2 = ELE_FIRE; break;
case 2: val2 = ELE_EARTH; break;
case 3: val2 = ELE_WIND; break;
case 4: val2 = ELE_WATER; break;
}
break;
case SC_ELECTRICSHOCKER:
case SC_CRYSTALIZE:
val4 = tick / 1000;
if( val4 < 1 )
val4 = 1;
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_MEIKYOUSISUI:
val2 = val1 * 2; // % HP each sec
val3 = val1; // % SP each sec
val4 = tick / 1000;
if( val4 < 1 )
val4 = 1;
t_tickime = 1000;
break;
case SC_CAMOUFLAGE:
val4 = tick/1000;
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_WUGDASH:
{
//Store time at which you started running.
t_tick currenttick = gettick();
// Note: this int64 value is stored in two separate int32 variables (FIXME)
val3 = (int)(currenttick&0x00000000ffffffffLL);
val4 = (int)((currenttick&0xffffffff00000000LL)>>32);
tick = INFINITE_TICK;
break;
}
case SC__SHADOWFORM:
{
struct map_session_data * s_sd = map_id2sd(val2);
if( s_sd )
s_sd->shadowform_id = bl->id;
val4 = tick / 1000;
t_tickime = 1000; // [GodLesZ] tick time
}
break;
case SC__STRIPACCESSORY:
if (!sd)
val2 = 20;
break;
case SC__INVISIBILITY:
val2 = 50 - 10 * val1; // ASPD
val3 = 20 * val1; // CRITICAL
val4 = tick / 1000;
tick = INFINITE_TICK; // Duration sent to the client should be infinite
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC__ENERVATION:
val2 = 20 + 10 * val1; // ATK Reduction
if (sd) {
pc_delspiritball(sd,sd->spiritball,0);
pc_delspiritcharm(sd,sd->spiritcharm,sd->spiritcharm_type);
}
break;
case SC__GROOMY:
val2 = 20 + 10 * val1; // ASPD
val3 = 20 * val1; // HIT
if( sd ) { // Removes Animals
if( pc_isriding(sd) ) pc_setriding(sd, 0);
if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
if( pc_iswug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUG);
if( pc_isridingwug(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_WUGRIDER);
if( pc_isfalcon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_FALCON);
if( sd->status.pet_id > 0 ) pet_return_egg(sd, sd->pd);
if( hom_is_active(sd->hd) ) hom_vaporize(sd, HOM_ST_ACTIVE);
//if( sd->md ) mercenary_delete(sd->md,3); // Are Mercenaries removed? [aleos]
}
break;
case SC__LAZINESS:
val2 = 10 + 10 * val1; // Cast Increase
val3 = 10 * val1; // Flee Reduction
break;
case SC__UNLUCKY:
{
sc_type rand_eff;
switch(rnd() % 3) {
case 1: rand_eff = SC_BLIND; break;
case 2: rand_eff = SC_SILENCE; break;
default: rand_eff = SC_POISON; break;
}
val2 = 10 * val1; // Crit and Flee2 Reduction
status_change_start(src,bl,rand_eff,10000,val1,0,(rand_eff == SC_POISON ? src->id : 0),0,tick,SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
break;
}
case SC__WEAKNESS:
val2 = 10 * val1;
// Bypasses coating protection and MADO
sc_start(src,bl,SC_STRIPWEAPON,100,val1,tick);
sc_start(src,bl,SC_STRIPSHIELD,100,val1,tick);
break;
case SC_GN_CARTBOOST:
if( val1 < 3 )
val2 = 50;
else if( val1 > 2 && val1 < 5 )
val2 = 75;
else
val2 = 100;
break;
case SC_PROPERTYWALK:
val3 = 0;
break;
case SC_STRIKING:
// val2 = watk bonus already calc
val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1)
val4 = tick / 1000;
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_WARMER:
val4 = tick / 3000;
tick = INFINITE_TICK; // Duration sent to the client should be infinite
t_tickime = 3000;
break;
case SC_BLOODSUCKER:
val4 = tick / 1000;
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_SWINGDANCE:
val3 = 5 * val1 + val2; // Walk speed and aspd reduction.
break;
case SC_SYMPHONYOFLOVER:
val3 = 12 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // MDEF Increase in %
break;
case SC_MOONLITSERENADE: // MATK Increase
case SC_RUSHWINDMILL: // ATK Increase
val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 5;
break;
case SC_ECHOSONG:
val3 = 6 * val1 + val2 + (sd?sd->status.job_level:50) / 4; // DEF Increase in %
break;
case SC_HARMONIZE:
val2 = 5 + 5 * val1;
break;
case SC_VOICEOFSIREN:
val4 = tick / 2000;
t_tickime = 2000; // [GodLesZ] tick time
break;
case SC_DEEPSLEEP:
val4 = tick / 2000;
t_tickime = 2000; // [GodLesZ] tick time
break;
case SC_SIRCLEOFNATURE:
val2 = 40 * val1; // HP recovery
val3 = 4 * val1; // SP consume
val4 = tick / 1000;
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_SONGOFMANA:
val3 = 10 + min(5 * val2, 35);
val4 = tick/5000;
t_tickime = 5000; // [GodLesZ] tick time
break;
case SC_SATURDAYNIGHTFEVER:
if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1);
if (!val4) val4 = 3000;
val3 = tick/val4;
t_tickime = val4; // [GodLesZ] tick time
break;
case SC_GLOOMYDAY:
val2 = 20 + 5 * val1; // Flee reduction.
val3 = 15 + 5 * val1; // ASPD reduction.
if( sd && rnd()%100 < val1 ) { // (Skill Lv) %
val4 = 1; // Reduce walk speed by half.
if( pc_isriding(sd) ) pc_setriding(sd, 0);
if( pc_isridingdragon(sd) ) pc_setoption(sd, sd->sc.option&~OPTION_DRAGON);
}
break;
case SC_GLOOMYDAY_SK:
// Random number between [15 ~ (Voice Lesson Skill Level x 5) + (Skill Level x 10)] %.
val2 = 15 + rnd()%( (sd?pc_checkskill(sd, WM_LESSON)*5:0) + val1*10 );
break;
case SC_SITDOWN_FORCE:
case SC_BANANA_BOMB_SITDOWN:
if( sd && !pc_issit(sd) ) {
pc_setsit(sd);
skill_sit(sd, true);
clif_sitting(bl);
}
break;
case SC_DANCEWITHWUG:
val3 = 5 + 5 * val2; // ASPD Increase
val4 = 20 + 10 * val2; // Fixed Cast Time Reduction
break;
case SC_LERADSDEW:
val3 = 200 * val1 + min(300 * val2, 2500); // MaxHP Increase
break;
case SC_MELODYOFSINK:
val3 = val1 * val2; // INT Reduction.
val4 = tick/1000;
t_tickime = 1000;
break;
case SC_BEYONDOFWARCRY:
val3 = val1 * val2; // STR and CRIT Reduction
val4 = 4 * val1 + min(4 * (val2 - 2), 40); // MaxHP Reduction
break;
case SC_UNLIMITEDHUMMINGVOICE:
{
struct unit_data *ud = unit_bl2ud(bl);
if( ud == NULL ) return 0;
ud->state.skillcastcancel = 0;
val3 = 15 - min(3 * val2, 15);
}
break;
case SC_REFLECTDAMAGE:
val2 = 15 + 5 * val1; // Reflect amount
val3 = val1*5 + 25; // Number of reflects
val4 = tick/1000; // Number of SP cycles (duration)
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_FORCEOFVANGUARD:
val2 = 8 + 12 * val1; // Chance
val3 = 5 + 2 * val1; // Max rage counters
tick = INFINITE_TICK; // Endless duration in the client
t_tickime = 10000; // [GodLesZ] tick time
break;
case SC_EXEEDBREAK:
val2 = 150 * val1;
if (sd) { // Players
short index = sd->equip_index[EQI_HAND_R];
if (index >= 0 && sd->inventory_data[index] && sd->inventory_data[index]->type == IT_WEAPON)
val2 += 15 * sd->status.job_level + sd->inventory_data[index]->weight / 10 * sd->inventory_data[index]->wlv * status_get_lv(bl) / 100;
} else // Monster
val2 += 750;
break;
case SC_PRESTIGE:
val2 = (status->int_ + status->luk) * val1 / 20 * status_get_lv(bl) / 200 + val1; // Chance to evade magic damage.
val3 = ((val1 * 15) + (10 * (sd?pc_checkskill(sd,CR_DEFENDER):skill_get_max(CR_DEFENDER)))) * status_get_lv(bl) / 100; // Defence added
break;
case SC_BANDING:
val2 = (sd ? skill_banding_count(sd) : 1);
t_tickime = 5000; // [GodLesZ] tick time
break;
case SC_MAGNETICFIELD:
val3 = tick / 1000;
t_tickime = 1000; // [GodLesZ] tick time
break;
case SC_INSPIRATION:
val2 = (sd?sd->status.job_level:50);
val3 = status_get_lv(bl) / 10 + val2 / 5; //All stat bonus
val4 = tick / 5000;
t_tickime = 5000; // [GodLesZ] tick time
status_change_clear_buffs(bl, SCCB_BUFFS|SCCB_DEBUFFS); // Remove buffs/debuffs
break;
case SC_CRESCENTELBOW:
val2 = (sd?sd->status.job_level:50) / 2 + (50 + 5 * val1);
break;
case SC_LIGHTNINGWALK: // [(Job Level / 2) + (40 + 5 * Skill Level)] %
val1 = (sd?sd->status.job_level:2)/2 + 40 + 5 * val1;
break;
case SC_RAISINGDRAGON:
val3 = tick / 5000;
t_tickime = 5000; // [GodLesZ] tick time
break;
case SC_GT_ENERGYGAIN:
val2 = 10 + 5 * val1; // Sphere gain chance.
break;
case SC_GT_CHANGE:
// Take note there is no def increase as skill desc says. [malufett]
val2 = val1 * 8; // ATK increase
val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] %
break;
case SC_GT_REVITALIZE:
// Take note there is no vit, aspd, speed increase as skill desc says. [malufett]
val2 = 2 * val1; // MaxHP: [(Skill Level * 2)]%
val3 = val1 * 30 + 50; // Natural HP recovery increase: [(Skill Level x 30) + 50] %
// The stat def is not shown in the status window and it is processed differently
val4 = val1 * 20; // STAT DEF increase
break;
case SC_PYROTECHNIC_OPTION:
val2 = 60; // Eatk Renewal (Atk2)
break;
case SC_HEATER_OPTION:
val2 = 120; // Eatk Renewal (Atk2)
val3 = ELE_FIRE; // Change into fire element.
break;
case SC_TROPIC_OPTION:
val2 = 180; // Eatk Renewal (Atk2)
val3 = MG_FIREBOLT;
break;
case SC_AQUAPLAY_OPTION:
val2 = 40;
break;
case SC_COOLER_OPTION:
val2 = 80;
val3 = ELE_WATER; // Change into water element.
break;
case SC_CHILLY_AIR_OPTION:
val2 = 120; // Matk. Renewal (Matk1)
val3 = MG_COLDBOLT;
break;
case SC_WIND_STEP_OPTION:
val2 = 50; // % Increase speed and flee.
break;
case SC_BLAST_OPTION:
val2 = 20;
val3 = ELE_WIND; // Change into wind element.
break;
case SC_WILD_STORM_OPTION:
val2 = MG_LIGHTNINGBOLT;
break;
case SC_PETROLOGY_OPTION:
val2 = 5; //HP Rate bonus
val3 = 50;
break;
case SC_SOLID_SKIN_OPTION:
val2 = 33; //% Increase DEF
break;
case SC_CURSED_SOIL_OPTION:
val2 = 10; //HP rate bonus
val3 = ELE_EARTH; // Change into earth element.
break;
case SC_UPHEAVAL_OPTION:
val2 = 15; //HP rate bonus
val3 = WZ_EARTHSPIKE;
break;
case SC_CIRCLE_OF_FIRE_OPTION:
val2 = 300;
break;
case SC_WATER_SCREEN_OPTION:
t_tickime = 10000;
break;
case SC_FIRE_CLOAK_OPTION:
case SC_WATER_DROP_OPTION:
case SC_WIND_CURTAIN_OPTION:
case SC_STONE_SHIELD_OPTION:
val2 = 100; // Elemental modifier.
break;
case SC_TROPIC:
case SC_CHILLY_AIR:
case SC_WILD_STORM:
case SC_UPHEAVAL:
val2 += 10;
case SC_HEATER:
case SC_COOLER:
case SC_BLAST:
case SC_CURSED_SOIL:
val2 += 10;
case SC_PYROTECHNIC:
case SC_AQUAPLAY:
case SC_GUST:
case SC_PETROLOGY:
val2 += 5;
val3 += 9000;
case SC_CIRCLE_OF_FIRE:
case SC_FIRE_CLOAK:
case SC_WATER_DROP:
case SC_WATER_SCREEN:
case SC_WIND_CURTAIN:
case SC_WIND_STEP:
case SC_STONE_SHIELD:
case SC_SOLID_SKIN:
val2 += 5;
val3 += 1000;
t_tickime = val3; // [GodLesZ] tick time
break;
case SC_WATER_BARRIER:
val2 = 30; // Reductions. Atk2 and Flee1
break;
case SC_ZEPHYR:
val2 = 25; // Flee.
break;
case SC_TIDAL_WEAPON:
val2 = 20; // Increase Elemental's attack.
break;
case SC_ROCK_CRUSHER:
case SC_ROCK_CRUSHER_ATK:
case SC_POWER_OF_GAIA:
val2 = 33; //Def rate bonus/Speed rate reduction
val3 = 20; //HP rate bonus
break;
case SC_TEARGAS:
val2 = status_get_max_hp(bl) * 5 / 100; // Drain 5% HP
val4 = tick / 2000;
t_tickime = 2000;
break;
case SC_TEARGAS_SOB:
val4 = tick / 3000;
t_tickime = 3000;
break;
case SC_STOMACHACHE:
val2 = 8; // SP consume.
val4 = tick / 10000;
t_tickime = 10000; // [GodLesZ] tick time
break;
case SC_PROMOTE_HEALTH_RESERCH:
//val1: 1 = Regular Potion, 2 = Thrown Potion
//val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
//val3: MaxHP Increase By Fixed Amount
if (val1 == 1) // If potion was normally used, take the user's BaseLv
val3 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3;
else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
val3 = 1000 * val2 - 500 + status_get_lv(src) * 10 / 3;
if (val3 <= 0) // Prevents a negeative value from happening
val3 = 0;
break;
case SC_ENERGY_DRINK_RESERCH:
//val1: 1 = Regular Potion, 2 = Thrown Potion
//val2: 1 = Small Potion, 2 = Medium Potion, 3 = Large Potion
//val3: MaxSP Increase By Percentage Amount
if (val1 == 1) // If potion was normally used, take the user's BaseLv
val3 = status_get_lv(bl) / 10 + 5 * val2 - 10;
else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv
val3 = status_get_lv(src) / 10 + 5 * val2 - 10;
if (val3 <= 0) // Prevents a negeative value from happening
val3 = 0;
break;
case SC_KYOUGAKU:
val2 = 2*val1 + rnd()%val1;
clif_status_change(bl,EFST_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0);
break;
case SC_KAGEMUSYA:
val2 = tick/1000;
val3 = val1 * 2;
t_tickime = 1000;
break;
case SC_ZANGETSU:
if( status_get_hp(bl) % 2 == 0 )
val2 = (status_get_lv(bl) / 3) + (20 * val1); //+Watk
else
val2 -= (status_get_lv(bl) / 3) + (30 * val1); //-Watk
if( status_get_sp(bl) % 2 == 0 )
val3 = (status_get_lv(bl) / 3) + (20 * val1); //+Matk
else
val3 -= (status_get_lv(bl) / 3) + (30 * val1); //-Matk
break;
case SC_GENSOU:
{
int hp = status_get_hp(bl), lv = 5;
short per = 100 / (status_get_max_hp(bl) / hp);
if( per <= 15 )
lv = 1;
else if( per <= 30 )
lv = 2;
else if( per <= 50 )
lv = 3;
else if( per <= 75 )
lv = 4;
if( hp % 2 == 0)
status_heal(bl, hp * (6-lv) * 4 / 100, status_get_sp(bl) * (6-lv) * 3 / 100, 1);
else
status_zap(bl, hp * (lv*4) / 100, status_get_sp(bl) * (lv*3) / 100);
}
break;
case SC_ANGRIFFS_MODUS:
val2 = 50 + 20 * val1; // atk bonus
val3 = 40 + 20 * val1; // Flee reduction.
val4 = tick/1000; // hp/sp reduction timer
t_tickime = 1000;
break;
case SC_GOLDENE_FERSE:
val2 = 10 + 10*val1; // flee bonus
val3 = 6 + 4 * val1; // Aspd Bonus
val4 = 2 + 2 * val1; // Chance of holy attack
break;
case SC_OVERED_BOOST:
val2 = 300 + 40*val1; // flee bonus
val3 = 179 + 2*val1; // aspd bonus
val4 = 50; // def reduc %
break;
case SC_GRANITIC_ARMOR:
val2 = 2*val1; // dmg reduction
val3 = 6*val1; // dmg taken on status end (6%:12%:18%:24%:30%)
val4 = 5*val1; // unknow formula
break;
case SC_MAGMA_FLOW:
val2 = 3*val1; // Activation chance
break;
case SC_PYROCLASTIC:
val2 += 10*val1; // atk bonus
val3 = 2*val1; // Chance To AutoCast Hammer Fall %
break;
case SC_PARALYSIS: // [Lighta] need real info
val2 = 2*val1; // def reduction
val3 = 500*val1; // varcast augmentation
break;
case SC_LIGHT_OF_REGENE: // Yommy leak need confirm
val2 = 20 * val1; // hp reco on death %
break;
case SC_PAIN_KILLER: // Yommy leak need confirm
val2 = 10 * val1; // aspd reduction %
val3 = min((( 200 * val1 ) * status_get_lv(src)) / 150, 1000); // dmg reduction linear. upto a maximum of 1000 [iRO Wiki]
if(sc->data[SC_PARALYSIS])
sc_start(src,bl, SC_ENDURE, 100, val1, tick); // Start endure for same duration
break;
case SC_STYLE_CHANGE:
tick = INFINITE_TICK; // Infinite duration
break;
case SC_CBC:
val3 = 10; // Drain sp % dmg
val4 = tick/1000; // dmg each sec
tick = 1000;
break;
case SC_EQC:
val2 = 5 * val1; // def % reduc
val3 = 2 * val1; // HP drain %
break;
case SC_ASH:
val2 = 0; // hit % reduc
val3 = 0; // def % reduc
val4 = 0; // atk flee & reduc
if (!status_bl_has_mode(bl,MD_STATUS_IMMUNE)) {
val2 = 50;
if (status_get_race(bl) == RC_PLANT) // plant type
val3 = 50;
if (status_get_element(bl) == ELE_WATER) // defense water type
val4 = 50;
}
break;
case SC_FULL_THROTTLE:
val2 = ( val1 == 1 ? 6 : 6 - val1 );
val3 = 20; //+% AllStats
t_tickime = 1000;
val4 = tick / t_tickime;
break;
case SC_REBOUND:
t_tickime = 2000;
val4 = tick / t_tickime;
clif_emotion(bl, ET_SWEAT);
break;
case SC_KINGS_GRACE:
val2 = 3 + val1; //HP Recover rate
t_tickime = 1000;
val4 = tick / t_tickime;
break;
case SC_TELEKINESIS_INTENSE:
val2 = 10 * val1; // sp consum / casttime reduc %
val3 = 40 * val1; // magic dmg bonus
break;
case SC_OFFERTORIUM:
val2 = 30 * val1; // heal power bonus
val3 = 100 + 20 * val1; // sp cost inc
break;
case SC_FRIGG_SONG:
val2 = 5 * val1; // maxhp bonus
val3 = 80 + 20 * val1; // healing
t_tickime = 1000;
val4 = tick / t_tickime;
break;
case SC_FLASHCOMBO:
val2 = 20 * val1 + 20; // atk bonus
break;
case SC_DARKCROW:
val2 = 30 * val1;
break;
case SC_UNLIMIT:
val2 = 50 * val1;
status_change_start(bl, bl, SC_DEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
status_change_start(bl, bl, SC_MDEFSET, 10000, 1, 0, 0, 0, tick, SCSTART_NOTICKDEF);
break;
case SC_MONSTER_TRANSFORM:
case SC_ACTIVE_MONSTER_TRANSFORM:
if( !mobdb_checkid(val1) )
val1 = MOBID_PORING; // Default poring
break;
case SC_APPLEIDUN:
{
struct map_session_data * s_sd = BL_CAST(BL_PC, src);
val2 = (5 + 2 * val1) + (status_get_vit(src) / 10); //HP Rate: (5 + 2 * skill_lv) + (vit/10) + (BA_MUSICALLESSON level)
if (s_sd)
val2 += pc_checkskill(s_sd, BA_MUSICALLESSON) / 2;
break;
}
case SC_EPICLESIS:
val2 = 5 * val1; //HP rate bonus
break;
case SC_ILLUSIONDOPING:
val2 = 50; // -Hit
break;
case SC_OVERHEAT:
case SC_OVERHEAT_LIMITPOINT:
case SC_STEALTHFIELD:
t_tickime = tick;
tick = INFINITE_TICK;
break;
case SC_STEALTHFIELD_MASTER:
t_tickime = val3 = 2000 + 1000 * val1;
val4 = tick / t_tickime;
break;
case SC_VACUUM_EXTREME:
// Suck target at n second, only if the n second is lower than the duration
// Doesn't apply to BL_PC
if (bl->type != BL_PC && val4 < tick && !unit_blown_immune(bl,0x1) && status_has_mode(status,MD_CANMOVE)) {
t_tickime = val4;
val4 = tick - t_tickime;
}
else
val4 = 0;
break;
case SC_FIRE_INSIGNIA:
case SC_WATER_INSIGNIA:
case SC_WIND_INSIGNIA:
case SC_EARTH_INSIGNIA:
t_tickime = 5000;
val4 = tick / t_tickime;
break;
case SC_NEUTRALBARRIER:
val2 = 10 + val1 * 5; // Def/Mdef
tick = INFINITE_TICK;
break;
/* Rebellion */
case SC_B_TRAP:
val2 = src->id;
val3 = val1 * 25; // -movespeed TODO: Figure out movespeed rate
break;
case SC_C_MARKER:
// val1 = skill_lv
// val2 = src_id
val3 = 10; // -10 flee
//Start timer to send mark on mini map
val4 = tick/1000;
t_tickime = 1000; // Sends every 1 seconds
break;
case SC_H_MINE:
val2 = src->id;
break;
case SC_HEAT_BARREL:
{
uint8 n = 10;
if (sd)
n = (uint8)sd->spiritball_old;
//kRO Update 2016-05-25
val2 = n * 5; // -fixed casttime
val3 = (6 + val1 * 2) * n; // ATK
val4 = 25 + val1 * 5; // -hit
}
break;
case SC_P_ALTER:
{
uint8 n = 10;
if (sd)
n = (uint8)sd->spiritball_old;
val2 = 10 * n; // +atk
val3 = (status->max_hp * (val1 * 5) / 100); // Barrier HP
}
break;
case SC_E_CHAIN:
val2 = 10;
if (sd)
val2 = sd->spiritball_old;
break;
case SC_ANTI_M_BLAST:
val2 = val1 * 10;
break;
case SC_CATNIPPOWDER:
val2 = 50; // WATK%, MATK%
val3 = 25 * val1; // Move speed reduction
if (bl->type == BL_PC && pc_checkskill(sd, SU_SPIRITOFLAND))
val4 = status_get_lv(src) / 12;
break;
case SC_BITESCAR: {
const struct status_data *b_status = status_get_base_status(src); // Base Status
val2 = (status_get_max_hp(bl) * (val1 + (b_status->dex / 25))) / status_get_max_hp(bl); // MHP% damage
t_tickime = 1000;
val4 = tick / t_tickime;
}
break;
case SC_ARCLOUSEDASH:
val2 = 15 + 5 * val1; // AGI
val3 = 25; // Move speed increase
if (sd && (sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER)
val4 = 10; // Ranged ATK increase
break;
case SC_SHRIMP:
val2 = 10; // BATK%, MATK%
break;
case SC_FRESHSHRIMP: {
int min = 0, max = 0;
#ifdef RENEWAL
min = status_base_matk_min(src, status, status_get_lv(src));
max = status_base_matk_max(src, status, status_get_lv(src));
if (status->rhw.matk > 0) {
int wMatk, variance;
wMatk = status->rhw.matk;
variance = wMatk * status->rhw.wlv / 10;
min += wMatk - variance;
max += wMatk + variance;
}
#endif
if (sd && sd->right_weapon.overrefine > 0) {
min++;
max += sd->right_weapon.overrefine - 1;
}
val2 += min + 178; // Heal
if (max > min)
val2 += rnd() % (max - min); // Heal
if (sd) {
if (pc_checkskill(sd, SU_POWEROFSEA)) {
val2 += val2 * 10 / 100;
if ((pc_checkskill(sd, SU_TUNABELLY) + pc_checkskill(sd, SU_TUNAPARTY) + pc_checkskill(sd, SU_BUNCHOFSHRIMP) + pc_checkskill(sd, SU_FRESHSHRIMP) +
pc_checkskill(sd, SU_GROOMING) + pc_checkskill(sd, SU_PURRING) + pc_checkskill(sd, SU_SHRIMPARTY)) > 19)
val2 += val2 * 20 / 100;
}
if (pc_checkskill(sd, SU_SPIRITOFSEA))
val2 *= 2; // Doubles HP
}
t_tickime = 10000 - ((val1 - 1) * 1000);
val4 = tick / t_tickime;
}
break;
case SC_TUNAPARTY:
val2 = (status->max_hp * (val1 * 10) / 100); // Max HP% to absorb
if (sd && pc_checkskill(sd, SU_SPIRITOFSEA))
val2 <<= 1; // Double the shield life
break;
case SC_HISS:
val2 = 50; // Perfect Dodge
sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_HISS, val1));
break;
case SC_GROOMING:
val2 = 100; // Flee
break;
case SC_CHATTERING:
val2 = 100; // eATK, eMATK
sc_start(src, bl, SC_DORAM_WALKSPEED, 100, 50, skill_get_time2(SU_CHATTERING, val1));
break;
case SC_SWORDCLAN:
case SC_ARCWANDCLAN:
case SC_GOLDENMACECLAN:
case SC_CROSSBOWCLAN:
case SC_JUMPINGCLAN:
tick = INFINITE_TICK;
status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,INFINITE_TICK,flag);
break;
case SC_DORAM_BUF_01:
case SC_DORAM_BUF_02:
t_tickime = 10000; // every 10 seconds
if( (val4 = tick/t_tickime) < 1 )
val4 = 1;
break;
case SC_GLASTHEIM_ATK:
val1 = 100; // Undead/Demon MDEF ignore rate
break;
case SC_GLASTHEIM_HEAL:
val1 = 100; // Heal Power rate bonus
val2 = 50; // Received heal rate bonus
break;
case SC_GLASTHEIM_HIDDEN:
val1 = 90; // Damage rate reduction bonus
break;
case SC_GLASTHEIM_STATE:
val1 = 20; // All-stat bonus
break;
case SC_GLASTHEIM_ITEMDEF:
val1 = 200; // DEF bonus
val2 = 50; // MDEF bonus
break;
case SC_GLASTHEIM_HPSP:
val1 = 10000; // HP bonus
val2 = 1000; // SP bonus
break;
case SC_ANCILLA:
val1 = 15; // Heal Power rate bonus
val2 = 30; // SP Recovery rate bonus
break;
default:
if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == EFST_BLANK ) {
// Status change with no calc, no icon, and no skill associated...?
ShowError("UnknownStatusChange [%d]\n", type);
return 0;
}
} else // Special considerations when loading SC data.
switch( type ) {
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
case SC_HANBOK:
case SC_OKTOBERFEST:
case SC_DRESSUP:
if( !vd )
break;
clif_changelook(bl,LOOK_BASE,vd->class_);
clif_changelook(bl,LOOK_WEAPON,0);
clif_changelook(bl,LOOK_SHIELD,0);
clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
clif_changelook(bl,LOOK_BODY2,0);
break;
case SC_STONE:
if (val3 > 0)
break; //Incubation time still active
//Fall through
case SC_POISON:
case SC_DPOISON:
case SC_BLEEDING:
case SC_BURNING:
case SC_TOXIN:
case SC_MAGICMUSHROOM:
case SC_PYREXIA:
case SC_LEECHESEND:
t_tickime = tick;
tick = t_tickime + max(val4,0);
break;
case SC_SWORDCLAN:
case SC_ARCWANDCLAN:
case SC_GOLDENMACECLAN:
case SC_CROSSBOWCLAN:
case SC_JUMPINGCLAN:
case SC_CLAN_INFO:
// If the player still has a clan status, but was removed from his clan
if( sd && sd->status.clan_id == 0 ){
return 0;
}
break;
}
// Values that must be set regardless of flag&4 e.g. val_flag [Ind]
switch(type) {
// Start |1 val_flag setting
case SC_ENCHANTARMS:
case SC_ROLLINGCUTTER:
case SC_BANDING:
case SC_SPHERE_1:
case SC_SPHERE_2:
case SC_SPHERE_3:
case SC_SPHERE_4:
case SC_SPHERE_5:
case SC_OVERHEAT:
case SC_LIGHTNINGWALK:
case SC_MONSTER_TRANSFORM:
case SC_ACTIVE_MONSTER_TRANSFORM:
case SC_EXPBOOST:
case SC_JEXPBOOST:
case SC_ITEMBOOST:
case SC_JP_EVENT04:
case SC_PUSH_CART:
case SC_SWORDCLAN:
case SC_ARCWANDCLAN:
case SC_GOLDENMACECLAN:
case SC_CROSSBOWCLAN:
case SC_JUMPINGCLAN:
case SC_DRESSUP:
val_flag |= 1;
break;
// Start |1|2 val_flag setting
case SC_FIGHTINGSPIRIT:
case SC_VENOMIMPRESS:
case SC_WEAPONBLOCKING:
case SC__INVISIBILITY:
case SC__ENERVATION:
case SC__WEAKNESS:
case SC_PROPERTYWALK:
case SC_PRESTIGE:
case SC_SHIELDSPELL_DEF:
case SC_SHIELDSPELL_MDEF:
case SC_SHIELDSPELL_REF:
case SC_CRESCENTELBOW:
case SC_CHILLY_AIR_OPTION:
case SC_GUST_OPTION:
case SC_WILD_STORM_OPTION:
case SC_UPHEAVAL_OPTION:
case SC_CIRCLE_OF_FIRE_OPTION:
case SC_CLAN_INFO:
case SC_DAILYSENDMAILCNT:
val_flag |= 1|2;
break;
// Start |1|2|4 val_flag setting
case SC_POISONINGWEAPON:
case SC_CLOAKINGEXCEED:
case SC_HALLUCINATIONWALK:
case SC__SHADOWFORM:
case SC__GROOMY:
case SC__LAZINESS:
case SC__UNLUCKY:
case SC_FORCEOFVANGUARD:
case SC_SPELLFIST:
case SC_CURSEDCIRCLE_ATKER:
case SC_PYROTECHNIC_OPTION:
case SC_HEATER_OPTION:
case SC_AQUAPLAY_OPTION:
case SC_COOLER_OPTION:
case SC_BLAST_OPTION:
case SC_PETROLOGY_OPTION:
case SC_CURSED_SOIL_OPTION:
case SC_WATER_BARRIER:
val_flag |= 1|2|4;
break;
}
if (current_equip_combo_pos && tick == INFINITE_TICK) {
ShowWarning("sc_start: Item combo contains an INFINITE_TICK duration. Skipping bonus.\n");
return 0;
}
/* [Ind] */
if (StatusDisplayType[type]&bl->type) {
int dval1 = 0, dval2 = 0, dval3 = 0;
switch (type) {
case SC_ALL_RIDING:
dval1 = 1;
break;
case SC_CLAN_INFO:
dval1 = val1;
dval2 = val2;
dval3 = val3;
break;
default: /* All others: just copy val1 */
dval1 = val1;
break;
}
status_display_add(bl,type,dval1,dval2,dval3);
}
// Those that make you stop attacking/walking....
switch (type) {
case SC_WHITEIMPRISON:
case SC_DEEPSLEEP:
case SC_CRYSTALIZE:
if (sd && pc_issit(sd)) // Avoid sprite sync problems.
pc_setstand(sd, true);
case SC_FREEZE:
case SC_STUN:
if (sc->data[SC_DANCING])
unit_stop_walking(bl, 1);
case SC_TRICKDEAD:
status_change_end(bl, SC_DANCING, INVALID_TIMER);
case SC_SLEEP:
case SC_STONE:
// Cancel cast when get status [LuzZza]
if (battle_config.sc_castcancel&bl->type)
unit_skillcastcancel(bl, 0);
// Fall through
case SC_CURSEDCIRCLE_ATKER:
case SC_KINGS_GRACE:
unit_stop_attack(bl);
if (type == SC_FREEZE || type == SC_STUN || type == SC_SLEEP || type == SC_STONE)
break;
// Fall through
case SC_STOP:
case SC_CONFUSION:
case SC_CLOSECONFINE:
case SC_CLOSECONFINE2:
case SC_TINDER_BREAKER:
case SC_TINDER_BREAKER2:
case SC_BITE:
case SC_THORNSTRAP:
case SC_MEIKYOUSISUI:
case SC_KYOUGAKU:
case SC_PARALYSIS:
//case SC__CHAOS:
case SC_SV_ROOTTWIST:
unit_stop_walking(bl,1);
break;
case SC_CURSEDCIRCLE_TARGET:
unit_stop_attack(bl);
// Fall through
case SC_ANKLE:
case SC_SPIDERWEB:
case SC_ELECTRICSHOCKER:
case SC_MAGNETICFIELD:
case SC_NETHERWORLD:
if (!unit_blown_immune(bl,0x1))
unit_stop_walking(bl,1);
break;
case SC__MANHOLE:
// Manhole ignores blow_immune, when the enemy is BL_PC
if (bl->type == BL_PC || !unit_blown_immune(bl,0x1))
unit_stop_walking(bl,1);
unit_stop_attack(bl);
break;
case SC_VACUUM_EXTREME:
if (bl->type != BL_PC && !unit_blown_immune(bl,0x1)) {
unit_stop_walking(bl,1);
unit_stop_attack(bl);
}
break;
case SC_HIDING:
case SC_CLOAKING:
case SC_CLOAKINGEXCEED:
case SC__FEINTBOMB:
case SC_CHASEWALK:
case SC_WEIGHT90:
case SC_CAMOUFLAGE:
case SC_STEALTHFIELD:
case SC_VOICEOFSIREN:
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
case SC_HANBOK:
case SC_OKTOBERFEST:
case SC_DRESSUP:
case SC_SUHIDE:
unit_stop_attack(bl);
break;
case SC_SILENCE:
if (battle_config.sc_castcancel&bl->type)
unit_skillcastcancel(bl, 0);
break;
case SC_ITEMSCRIPT: // Shows Buff Icons
if (sd && val2 != EFST_BLANK)
clif_status_change(bl, (enum efst_types)val2, 1, tick, 0, 0, 0);
break;
}
// Set option as needed.
opt_flag = 1;
switch(type) {
// OPT1
case SC_STONE:
if (val3 > 0)
sc->opt1 = OPT1_STONEWAIT;
else
sc->opt1 = OPT1_STONE;
break;
case SC_FREEZE: sc->opt1 = OPT1_FREEZE; break;
case SC_STUN: sc->opt1 = OPT1_STUN; break;
case SC_SLEEP: sc->opt1 = OPT1_SLEEP; break;
case SC_BURNING: sc->opt1 = OPT1_BURNING; break; // Burning need this to be showed correctly. [pakpil]
case SC_WHITEIMPRISON: sc->opt1 = OPT1_IMPRISON; break;
// OPT2
case SC_POISON: sc->opt2 |= OPT2_POISON; break;
case SC_CURSE: sc->opt2 |= OPT2_CURSE; break;
case SC_SILENCE: sc->opt2 |= OPT2_SILENCE; break;
case SC_SIGNUMCRUCIS: sc->opt2 |= OPT2_SIGNUMCRUCIS; break;
case SC_BLIND: sc->opt2 |= OPT2_BLIND; break;
case SC_ANGELUS: sc->opt2 |= OPT2_ANGELUS; break;
case SC_BLEEDING: sc->opt2 |= OPT2_BLEEDING; break;
case SC_DPOISON: sc->opt2 |= OPT2_DPOISON; break;
// OPT3
case SC_TWOHANDQUICKEN:
case SC_ONEHAND:
case SC_SPEARQUICKEN:
case SC_CONCENTRATION:
case SC_MERC_QUICKEN:
sc->opt3 |= OPT3_QUICKEN;
opt_flag = 0;
break;
case SC_MAXOVERTHRUST:
case SC_OVERTHRUST:
case SC_SWOO: // Why does it shares the same opt as Overthrust? Perhaps we'll never know...
sc->opt3 |= OPT3_OVERTHRUST;
opt_flag = 0;
break;
case SC_ENERGYCOAT:
case SC_SKE:
sc->opt3 |= OPT3_ENERGYCOAT;
opt_flag = 0;
break;
case SC_INCATKRATE:
// Simulate Explosion Spirits effect for NPC_POWERUP [Skotlex]
if (bl->type != BL_MOB) {
opt_flag = 0;
break;
}
case SC_EXPLOSIONSPIRITS:
sc->opt3 |= OPT3_EXPLOSIONSPIRITS;
opt_flag = 0;
break;
case SC_STEELBODY:
case SC_SKA:
sc->opt3 |= OPT3_STEELBODY;
opt_flag = 0;
break;
case SC_BLADESTOP:
sc->opt3 |= OPT3_BLADESTOP;
opt_flag = 0;
break;
case SC_AURABLADE:
sc->opt3 |= OPT3_AURABLADE;
opt_flag = 0;
break;
case SC_BERSERK:
opt_flag = 0;
sc->opt3 |= OPT3_BERSERK;
break;
// case ???: // doesn't seem to do anything
// sc->opt3 |= OPT3_LIGHTBLADE;
// opt_flag = 0;
// break;
case SC_DANCING:
if ((val1&0xFFFF) == CG_MOONLIT)
sc->opt3 |= OPT3_MOONLIT;
opt_flag = 0;
break;
case SC_MARIONETTE:
case SC_MARIONETTE2:
sc->opt3 |= OPT3_MARIONETTE;
opt_flag = 0;
break;
case SC_ASSUMPTIO:
sc->opt3 |= OPT3_ASSUMPTIO;
opt_flag = 0;
break;
case SC_WARM: // SG skills [Komurka]
sc->opt3 |= OPT3_WARM;
opt_flag = 0;
break;
case SC_KAITE:
sc->opt3 |= OPT3_KAITE;
opt_flag = 0;
break;
case SC_BUNSINJYUTSU:
sc->opt3 |= OPT3_BUNSIN;
opt_flag = 0;
break;
case SC_SPIRIT:
sc->opt3 |= OPT3_SOULLINK;
opt_flag = 0;
break;
case SC_CHANGEUNDEAD:
sc->opt3 |= OPT3_UNDEAD;
opt_flag = 0;
break;
// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
// sc->opt3 |= OPT3_CONTRACT;
// opt_flag = 0;
// break;
// OPTION
case SC_HIDING:
sc->option |= OPTION_HIDE;
opt_flag = 2;
break;
case SC_CLOAKING:
case SC_CLOAKINGEXCEED:
case SC__INVISIBILITY:
sc->option |= OPTION_CLOAK;
case SC_CAMOUFLAGE:
case SC_STEALTHFIELD:
case SC__SHADOWFORM:
opt_flag = 2;
break;
case SC_CHASEWALK:
sc->option |= OPTION_CHASEWALK|OPTION_CLOAK;
opt_flag = 2;
break;
case SC__FEINTBOMB:
sc->option |= OPTION_INVISIBLE;
opt_flag |= 2|4;
break;
case SC_SIGHT:
sc->option |= OPTION_SIGHT;
break;
case SC_RUWACH:
sc->option |= OPTION_RUWACH;
break;
case SC_WEDDING:
sc->option |= OPTION_WEDDING;
opt_flag |= 0x4;
break;
case SC_XMAS:
sc->option |= OPTION_XMAS;
opt_flag |= 0x4;
break;
case SC_SUMMER:
sc->option |= OPTION_SUMMER;
opt_flag |= 0x4;
break;
case SC_HANBOK:
sc->option |= OPTION_HANBOK;
opt_flag |= 0x4;
break;
case SC_OKTOBERFEST:
sc->option |= OPTION_OKTOBERFEST;
opt_flag |= 0x4;
break;
case SC_DRESSUP:
sc->option |= OPTION_SUMMER2;
opt_flag |= 0x4;
break;
case SC_ORCISH:
sc->option |= OPTION_ORCISH;
break;
case SC_FUSION:
sc->option |= OPTION_FLYING;
break;
default:
opt_flag = 0;
}
// On Aegis, when turning on a status change, first goes the option packet, then the sc packet.
if(opt_flag) {
clif_changeoption(bl);
if(sd && (opt_flag&0x4)) {
clif_changelook(bl,LOOK_BASE,vd->class_);
clif_changelook(bl,LOOK_WEAPON,0);
clif_changelook(bl,LOOK_SHIELD,0);
clif_changelook(bl,LOOK_CLOTHES_COLOR,vd->cloth_color);
}
}
if (calc_flag&SCB_DYE) { // Reset DYE color
if (vd && vd->cloth_color) {
val4 = vd->cloth_color;
clif_changelook(bl,LOOK_CLOTHES_COLOR,0);
}
calc_flag&=~SCB_DYE;
}
/*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
{ //Reset body style
if (vd && vd->body_style)
{
val4 = vd->body_style;
clif_changelook(bl,LOOK_BODY2,0);
}
calc_flag&=~SCB_BODY;
}*/
if(!(flag&SCSTART_NOICON) && !(flag&SCSTART_LOADED && StatusDisplayType[type]))
clif_status_change(bl,StatusIconChangeTable[type],1,tick,(val_flag&1)?val1:1,(val_flag&2)?val2:0,(val_flag&4)?val3:0);
// Used as temporary storage for scs with interval ticks, so that the actual duration is sent to the client first.
if( t_tickime )
tick = t_tickime;
// Don't trust the previous sce assignment, in case the SC ended somewhere between there and here.
if((sce=sc->data[type])) { // reuse old sc
if( sce->timer != INVALID_TIMER )
delete_timer(sce->timer, status_change_timer);
sc_isnew = false;
} else { // New sc
++(sc->count);
sce = sc->data[type] = ers_alloc(sc_data_ers, struct status_change_entry);
}
sce->val1 = val1;
sce->val2 = val2;
sce->val3 = val3;
sce->val4 = val4;
if (tick >= 0)
sce->timer = add_timer(gettick() + tick, status_change_timer, bl->id, type);
else
sce->timer = INVALID_TIMER; // Infinite duration
if (calc_flag)
status_calc_bl(bl,calc_flag);
if ( sc_isnew && StatusChangeStateTable[type] ) // Non-zero
status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],true);
if(sd) {
if (sd->pd)
pet_sc_check(sd, type); // Skotlex: Pet Status Effect Healing
switch (type) {
case SC_BERSERK:
case SC_MERC_HPUP:
case SC_MERC_SPUP:
status_calc_pc(sd, SCO_FORCE);
break;
default:
status_calc_pc(sd, SCO_NONE);
break;
}
}
// 1st thing to execute when loading status
switch (type) {
case SC_FULL_THROTTLE:
status_percent_heal(bl,100,0);
break;
case SC_BERSERK:
if (!(sce->val2)) { // Don't heal if already set
status_heal(bl, status->max_hp, 0, 1); // Do not use percent_heal as this healing must override BERSERK's block.
status_set_sp(bl, 0, 0); // Damage all SP
}
sce->val2 = 5 * status->max_hp / 100;
break;
case SC_RUN:
{
struct unit_data *ud = unit_bl2ud(bl);
if( ud )
ud->state.running = unit_run(bl, NULL, SC_RUN);
}
break;
case SC_BOSSMAPINFO:
if (sd)
clif_bossmapinfo(sd, map_id2boss(sce->val1), BOSS_INFO_ALIVE_WITHMSG); // First Message
break;
case SC_MERC_HPUP:
status_percent_heal(bl, 100, 0); // Recover Full HP
break;
case SC_MERC_SPUP:
status_percent_heal(bl, 0, 100); // Recover Full SP
break;
case SC_WUGDASH:
{
struct unit_data *ud = unit_bl2ud(bl);
if( ud )
ud->state.running = unit_run(bl, sd, SC_WUGDASH);
}
break;
case SC_COMBO:
switch(sce->val1) {
case TK_STORMKICK:
skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
clif_skill_nodamage(bl,bl,TK_READYSTORM,1,1);
break;
case TK_DOWNKICK:
skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
clif_skill_nodamage(bl,bl,TK_READYDOWN,1,1);
break;
case TK_TURNKICK:
skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
clif_skill_nodamage(bl,bl,TK_READYTURN,1,1);
break;
case TK_COUNTER:
skill_combo_toggle_inf(bl, TK_JUMPKICK, 0);
clif_skill_nodamage(bl,bl,TK_READYCOUNTER,1,1);
break;
default: // Rest just toggle inf to enable autotarget
skill_combo_toggle_inf(bl,sce->val1,INF_SELF_SKILL);
break;
}
break;
case SC_RAISINGDRAGON:
sce->val2 = status->max_hp / 100; // Officially tested its 1%hp drain. [Jobbie]
break;
case SC_C_MARKER:
//Send mini-map, don't wait for first timer triggered
if (src->type == BL_PC && (sd = map_id2sd(src->id)))
clif_crimson_marker(sd, bl, false);
break;
case SC_GVG_GIANT:
case SC_GVG_GOLEM:
case SC_GVG_STUN:
case SC_GVG_STONE:
case SC_GVG_FREEZ:
case SC_GVG_SLEEP:
case SC_GVG_CURSE:
case SC_GVG_SILENCE:
case SC_GVG_BLIND:
if (val1 || val2)
status_zap(bl, val1 ? val1 : 0, val2 ? val2 : 0);
break;
}
if( opt_flag&2 && sd && !sd->npc_ontouch_.empty() )
npc_touchnext_areanpc(sd,false); // Run OnTouch_ on next char in range
return 1;
}
/**
* End all statuses except those listed
* TODO: May be useful for dispel instead resetting a list there
* @param src: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
* @param type: Changes behaviour of the function
* 0: PC killed -> Place here statuses that do not dispel on death.
* 1: If for some reason status_change_end decides to still keep the status when quitting.
* 2: Do clif_changeoption()
* 3: Do not remove some permanent/time-independent effects
* @return 1: Success 0: Fail
*/
int status_change_clear(struct block_list* bl, int type)
{
struct status_change* sc;
int i;
sc = status_get_sc(bl);
if (!sc)
return 0;
// Cleaning all extras vars
sc->comet_x = 0;
sc->comet_y = 0;
#ifndef RENEWAL
sc->sg_counter = 0;
#endif
sc->bs_counter = 0;
if (!sc->count)
return 0;
for(i = 0; i < SC_MAX; i++) {
if(!sc->data[i])
continue;
if(type == 0) {
switch (i) { // Type 0: PC killed -> Place here statuses that do not dispel on death.
case SC_ELEMENTALCHANGE: // Only when its Holy or Dark that it doesn't dispell on death
if( sc->data[i]->val2 != ELE_HOLY && sc->data[i]->val2 != ELE_DARK )
break;
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_EDP:
case SC_MELTDOWN:
case SC_WEDDING:
case SC_XMAS:
case SC_SUMMER:
case SC_HANBOK:
case SC_OKTOBERFEST:
case SC_DRESSUP:
case SC_NOCHAT:
case SC_FUSION:
case SC_EARTHSCROLL:
case SC_READYSTORM:
case SC_READYDOWN:
case SC_READYCOUNTER:
case SC_READYTURN:
case SC_DODGE:
case SC_MIRACLE:
case SC_JAILED:
case SC_EXPBOOST:
case SC_ITEMBOOST:
case SC_HELLPOWER:
case SC_JEXPBOOST:
case SC_AUTOTRADE:
case SC_WHISTLE:
case SC_ASSNCROS:
case SC_POEMBRAGI:
case SC_APPLEIDUN:
case SC_HUMMING:
case SC_DONTFORGETME:
case SC_FORTUNE:
case SC_SERVICE4U:
case SC_FOOD_STR_CASH:
case SC_FOOD_AGI_CASH:
case SC_FOOD_VIT_CASH:
case SC_FOOD_DEX_CASH:
case SC_FOOD_INT_CASH:
case SC_FOOD_LUK_CASH:
case SC_SAVAGE_STEAK:
case SC_COCKTAIL_WARG_BLOOD:
case SC_MINOR_BBQ:
case SC_SIROMA_ICE_TEA:
case SC_DROCERA_HERB_STEAMED:
case SC_PUTTI_TAILS_NOODLES:
case SC_DEF_RATE:
case SC_MDEF_RATE:
case SC_INCHEALRATE:
case SC_INCFLEE2:
case SC_INCHIT:
case SC_ATKPOTION:
case SC_MATKPOTION:
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
case SC_PUSH_CART:
case SC_LIGHT_OF_REGENE:
case SC_STYLE_CHANGE:
case SC_QUEST_BUFF1:
case SC_QUEST_BUFF2:
case SC_QUEST_BUFF3:
case SC_2011RWC_SCROLL:
case SC_JP_EVENT04:
case SC_ATTHASTE_CASH:
case SC_REUSE_REFRESH:
case SC_REUSE_LIMIT_A:
case SC_REUSE_LIMIT_B:
case SC_REUSE_LIMIT_C:
case SC_REUSE_LIMIT_D:
case SC_REUSE_LIMIT_E:
case SC_REUSE_LIMIT_F:
case SC_REUSE_LIMIT_G:
case SC_REUSE_LIMIT_H:
case SC_REUSE_LIMIT_MTF:
case SC_REUSE_LIMIT_ECL:
case SC_REUSE_LIMIT_RECALL:
case SC_REUSE_LIMIT_ASPD_POTION:
case SC_REUSE_MILLENNIUMSHIELD:
case SC_REUSE_CRUSHSTRIKE:
case SC_REUSE_STORMBLAST:
case SC_ALL_RIDING_REUSE_LIMIT:
case SC_SPRITEMABLE:
case SC_DORAM_BUF_01:
case SC_DORAM_BUF_02:
case SC_GEFFEN_MAGIC1:
case SC_GEFFEN_MAGIC2:
case SC_GEFFEN_MAGIC3:
case SC_LHZ_DUN_N1:
case SC_LHZ_DUN_N2:
case SC_LHZ_DUN_N3:
case SC_LHZ_DUN_N4:
// Costumes
case SC_MOONSTAR:
case SC_SUPER_STAR:
case SC_STRANGELIGHTS:
case SC_DECORATION_OF_MUSIC:
case SC_LJOSALFAR:
case SC_MERMAID_LONGING:
case SC_HAT_EFFECT:
case SC_FLOWERSMOKE:
case SC_FSTONE:
case SC_HAPPINESS_STAR:
case SC_MAPLE_FALLS:
case SC_TIME_ACCESSORY:
case SC_MAGICAL_FEATHER:
// Clans
case SC_CLAN_INFO:
case SC_SWORDCLAN:
case SC_ARCWANDCLAN:
case SC_GOLDENMACECLAN:
case SC_CROSSBOWCLAN:
case SC_JUMPINGCLAN:
case SC_DAILYSENDMAILCNT:
continue;
}
}
if( type == 3 ) {
switch (i) { // !TODO: This list may be incomplete
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_NOCHAT:
case SC_PUSH_CART:
case SC_ALL_RIDING:
case SC_STYLE_CHANGE:
// Costumes
case SC_MOONSTAR:
case SC_SUPER_STAR:
case SC_STRANGELIGHTS:
case SC_DECORATION_OF_MUSIC:
case SC_LJOSALFAR:
case SC_MERMAID_LONGING:
case SC_HAT_EFFECT:
case SC_FLOWERSMOKE:
case SC_FSTONE:
case SC_HAPPINESS_STAR:
case SC_MAPLE_FALLS:
case SC_TIME_ACCESSORY:
case SC_MAGICAL_FEATHER:
// Clans
case SC_CLAN_INFO:
case SC_SWORDCLAN:
case SC_ARCWANDCLAN:
case SC_GOLDENMACECLAN:
case SC_CROSSBOWCLAN:
case SC_JUMPINGCLAN:
case SC_DAILYSENDMAILCNT:
continue;
}
}
status_change_end(bl, (sc_type)i, INVALID_TIMER);
if( type == 1 && sc->data[i] ) { // If for some reason status_change_end decides to still keep the status when quitting. [Skotlex]
(sc->count)--;
if (sc->data[i]->timer != INVALID_TIMER)
delete_timer(sc->data[i]->timer, status_change_timer);
ers_free(sc_data_ers, sc->data[i]);
sc->data[i] = NULL;
}
}
sc->opt1 = 0;
sc->opt2 = 0;
sc->opt3 = 0;
if( type == 0 || type == 2 )
clif_changeoption(bl);
return 1;
}
/**
* End a specific status after checking
* @param bl: Source of the status change [PC|MOB|HOM|MER|ELEM|NPC]
* @param type: Status change (SC_*)
* @param tid: Timer
* @param file: Used for dancing save
* @param line: Used for dancing save
* @return 1: Success 0: Fail
*/
int status_change_end_(struct block_list* bl, enum sc_type type, int tid, const char* file, int line)
{
struct map_session_data *sd;
struct status_change *sc;
struct status_change_entry *sce;
struct status_data *status;
struct view_data *vd;
int opt_flag = 0;
enum scb_flag calc_flag = SCB_NONE;
nullpo_ret(bl);
sc = status_get_sc(bl);
status = status_get_status_data(bl);
if(type < 0 || type >= SC_MAX || !sc || !(sce = sc->data[type]))
return 0;
sd = BL_CAST(BL_PC,bl);
if (sce->timer != tid && tid != INVALID_TIMER)
return 0;
if (tid == INVALID_TIMER) {
if (type == SC_ENDURE && sce->val4)
// Do not end infinite endure.
return 0;
if (type == SC_SPIDERWEB) {
//Delete the unit group first to expire found in the status change
struct skill_unit_group *group = NULL, *group2 = NULL;
t_tick tick = gettick();
int pos = 1;
if (sce->val2)
if (!(group = skill_id2group(sce->val2)))
sce->val2 = 0;
if (sce->val3) {
if (!(group2 = skill_id2group(sce->val3)))
sce->val3 = 0;
else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
group = group2;
pos = 2;
}
}
if (sce->val4) {
if (!(group2 = skill_id2group(sce->val4)))
sce->val4 = 0;
else if (!group || ((group->limit - DIFF_TICK(tick, group->tick)) > (group2->limit - DIFF_TICK(tick, group2->tick)))) {
group = group2;
pos = 3;
}
}
if (pos == 1)
sce->val2 = 0;
else if (pos == 2)
sce->val3 = 0;
else if (pos == 3)
sce->val4 = 0;
if (group)
skill_delunitgroup(group);
if (!status_isdead(bl) && (sce->val2 || sce->val3 || sce->val4))
return 0; //Don't end the status change yet as there are still unit groups associated with it
}
if (sce->timer != INVALID_TIMER) // Could be a SC with infinite duration
delete_timer(sce->timer,status_change_timer);
if (sc->opt1)
switch (type) {
// "Ugly workaround" [Skotlex]
// delays status change ending so that a skill that sets opt1 fails to
// trigger when it also removed one
case SC_STONE:
sce->val4 = -1; // Petrify time
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
if (sce->val1) {
// Removing the 'level' shouldn't affect anything in the code
// since these SC are not affected by it, and it lets us know
// if we have already delayed this attack or not.
sce->val1 = 0;
sce->timer = add_timer(gettick()+10, status_change_timer, bl->id, type);
return 1;
}
}
}
(sc->count)--;
if ( StatusChangeStateTable[type] )
status_calc_state(bl,sc,( enum scs_flag ) StatusChangeStateTable[type],false);
sc->data[type] = NULL;
if (StatusDisplayType[type]&bl->type)
status_display_remove(bl,type);
vd = status_get_viewdata(bl);
calc_flag = static_cast<scb_flag>(StatusChangeFlagTable[type]);
switch(type) {
case SC_GRANITIC_ARMOR:
{
int damage = status->max_hp*sce->val3/100;
if(status->hp < damage) // to not kill him
damage = status->hp-1;
status_damage(NULL,bl,damage,0,0,1);
}
break;
case SC_PYROCLASTIC:
if(bl->type == BL_PC)
skill_break_equip(bl,bl,EQP_WEAPON,10000,BCT_SELF);
break;
case SC_RUN:
{
struct unit_data *ud = unit_bl2ud(bl);
bool begin_spurt = true;
// Note: this int64 value is stored in two separate int32 variables (FIXME)
t_tick starttick = (t_tick)sce->val3&0x00000000ffffffffLL;
starttick |= ((t_tick)sce->val4<<32)&0xffffffff00000000LL;
if (ud) {
if(!ud->state.running)
begin_spurt = false;
ud->state.running = 0;
if (ud->walktimer != INVALID_TIMER)
unit_stop_walking(bl,1);
}
if (begin_spurt && sce->val1 >= 7 &&
DIFF_TICK(gettick(), starttick) <= 1000 &&
(!sd || (sd->weapontype1 == 0 && sd->weapontype2 == 0))
)
sc_start(bl,bl,SC_SPURT,100,sce->val1,skill_get_time2(status_sc2skill(type), sce->val1));
}
break;
case SC_AUTOBERSERK:
if (sc->data[SC_PROVOKE] && sc->data[SC_PROVOKE]->val2 == 1)
status_change_end(bl, SC_PROVOKE, INVALID_TIMER);
break;
case SC_ENDURE:
case SC_DEFENDER:
case SC_REFLECTSHIELD:
case SC_AUTOGUARD:
{
struct map_session_data *tsd;
if( bl->type == BL_PC ) { // Clear Status from others
int i;
for( i = 0; i < MAX_DEVOTION; i++ ) {
if( sd->devotion[i] && (tsd = map_id2sd(sd->devotion[i])) && tsd->sc.data[type] )
status_change_end(&tsd->bl, type, INVALID_TIMER);
}
}
else if( bl->type == BL_MER && ((TBL_MER*)bl)->devotion_flag ) { // Clear Status from Master
tsd = ((TBL_MER*)bl)->master;
if( tsd && tsd->sc.data[type] )
status_change_end(&tsd->bl, type, INVALID_TIMER);
}
}
break;
case SC_DEVOTION:
{
struct block_list *d_bl = map_id2bl(sce->val1);
if( d_bl ) {
if( d_bl->type == BL_PC )
((TBL_PC*)d_bl)->devotion[sce->val2] = 0;
else if( d_bl->type == BL_MER )
((TBL_MER*)d_bl)->devotion_flag = 0;
clif_devotion(d_bl, NULL);
}
status_change_end(bl, SC_AUTOGUARD, INVALID_TIMER);
status_change_end(bl, SC_DEFENDER, INVALID_TIMER);
status_change_end(bl, SC_REFLECTSHIELD, INVALID_TIMER);
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
}
break;
case SC_BLADESTOP:
if(sce->val4) {
int tid2 = sce->val4; //stop the status for the other guy of bladestop as well
struct block_list *tbl = map_id2bl(tid2);
struct status_change *tsc = status_get_sc(tbl);
sce->val4 = 0;
if(tbl && tsc && tsc->data[SC_BLADESTOP]) {
tsc->data[SC_BLADESTOP]->val4 = 0;
status_change_end(tbl, SC_BLADESTOP, INVALID_TIMER);
}
clif_bladestop(bl, tid2, 0);
}
break;
case SC_DANCING:
{
struct map_session_data *dsd;
struct status_change_entry *dsc;
if(sce->val4 && sce->val4 != BCT_SELF && (dsd=map_id2sd(sce->val4))) { // End status on partner as well
dsc = dsd->sc.data[SC_DANCING];
if(dsc) {
// This will prevent recursive loops.
dsc->val2 = dsc->val4 = 0;
status_change_end(&dsd->bl, SC_DANCING, INVALID_TIMER);
}
}
if(sce->val2) { // Erase associated land skill
struct skill_unit_group *group;
group = skill_id2group(sce->val2);
if( group == NULL ) {
ShowDebug("status_change_end: SC_DANCING is missing skill unit group (val1=%d, val2=%d, val3=%d, val4=%d, timer=%d, tid=%d, char_id=%d, map=%s, x=%d, y=%d). Please report this!\n",
sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid,
sd ? sd->status.char_id : 0,
mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y);
}
sce->val2 = 0;
skill_delunitgroup(group);
}
if((sce->val1&0xFFFF) == CG_MOONLIT)
clif_status_change(bl,EFST_MOON,0,0,0,0,0);
status_change_end(bl, SC_LONGING, INVALID_TIMER);
}
break;
case SC_NOCHAT:
if (sd && sd->status.manner < 0 && tid != INVALID_TIMER)
sd->status.manner = 0;
if (sd && tid == INVALID_TIMER) {
clif_changestatus(sd,SP_MANNER,sd->status.manner);
clif_updatestatus(sd,SP_MANNER);
}
break;
case SC_SPLASHER:
{
struct block_list *src=map_id2bl(sce->val3);
if(src && tid != INVALID_TIMER)
skill_castend_damage_id(src, bl, sce->val2, sce->val1, gettick(), SD_LEVEL );
}
break;
case SC_TINDER_BREAKER2:
case SC_CLOSECONFINE2:{
struct block_list *src = sce->val2?map_id2bl(sce->val2):NULL;
struct status_change *sc2 = src?status_get_sc(src):NULL;
enum sc_type type2 = ((type==SC_CLOSECONFINE2)?SC_CLOSECONFINE:SC_TINDER_BREAKER);
if (src && sc2 && sc2->data[type2]) {
// If status was already ended, do nothing.
// Decrease count
if (type==SC_TINDER_BREAKER2 || (--(sc2->data[type2]->val1) <= 0)) // No more holds, free him up.
status_change_end(src, type2, INVALID_TIMER);
}
}
case SC_TINDER_BREAKER:
case SC_CLOSECONFINE:
if (sce->val2 > 0) {
// Caster has been unlocked... nearby chars need to be unlocked.
int range = 1
+ skill_get_range2(bl, status_sc2skill(type), sce->val1, true)
+ skill_get_range2(bl, TF_BACKSLIDING, 1, true); // Since most people use this to escape the hold....
map_foreachinallarea(status_change_timer_sub,
bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,BL_CHAR,bl,sce,type,gettick());
}
break;
case SC_COMBO:
skill_combo_toggle_inf(bl,sce->val1,0);
break;
case SC_MARIONETTE:
case SC_MARIONETTE2: // Marionette target
if (sce->val1) { // Check for partner and end their marionette status as well
enum sc_type type2 = (type == SC_MARIONETTE) ? SC_MARIONETTE2 : SC_MARIONETTE;
struct block_list *pbl = map_id2bl(sce->val1);
struct status_change* sc2 = pbl?status_get_sc(pbl):NULL;
if (sc2 && sc2->data[type2]) {
sc2->data[type2]->val1 = 0;
status_change_end(pbl, type2, INVALID_TIMER);
}
}
break;
case SC_CONCENTRATION:
if (sc->data[SC_ENDURE] && !sc->data[SC_ENDURE]->val4)
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
break;
case SC_BERSERK:
if(status->hp > 200 && sc && sc->data[SC__BLOODYLUST]) {
status_percent_heal(bl, 100, 0);
status_change_end(bl, SC__BLOODYLUST, INVALID_TIMER);
} else if (status->hp > 100 && sce->val2) // If val2 is removed, no HP penalty (dispelled?) [Skotlex]
status_set_hp(bl, 100, 0);
if(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4) {
sc->data[SC_ENDURE]->val4 = 0;
status_change_end(bl, SC_ENDURE, INVALID_TIMER);
}
sc_start4(bl, bl, SC_REGENERATION, 100, 10,0,0,(RGN_HP|RGN_SP), skill_get_time(LK_BERSERK, sce->val1));
break;
case SC_GOSPEL:
if (sce->val3) { // Clear the group.
struct skill_unit_group* group = skill_id2group(sce->val3);
sce->val3 = 0;
if (group)
skill_delunitgroup(group);
}
break;
case SC_HERMODE:
if(sce->val3 == BCT_SELF)
skill_clear_unitgroup(bl);
break;
case SC_BASILICA: // Clear the skill area. [Skotlex]
if (sce->val3 && sce->val4 == bl->id) {
struct skill_unit_group* group = skill_id2group(sce->val3);
sce->val3 = 0;
if (group)
skill_delunitgroup(group);
}
break;
case SC_TRICKDEAD:
if (vd) vd->dead_sit = 0;
break;
case SC_WARM:
case SC__MANHOLE:
if (sce->val4) { // Clear the group.
struct skill_unit_group* group = skill_id2group(sce->val4);
sce->val4 = 0;
if( group ) // Might have been cleared before status ended, e.g. land protector
skill_delunitgroup(group);
}
break;
case SC_JAILED:
if(tid == INVALID_TIMER)
break;
// Natural expiration.
if(sd && sd->mapindex == sce->val2)
pc_setpos(sd,(unsigned short)sce->val3,sce->val4&0xFFFF, sce->val4>>16, CLR_TELEPORT);
break; // Guess hes not in jail :P
case SC_CHANGE:
if (tid == INVALID_TIMER)
break;
// "lose almost all their HP and SP" on natural expiration.
status_set_hp(bl, 10, 0);
status_set_sp(bl, 10, 0);
break;
case SC_AUTOTRADE:
if (tid == INVALID_TIMER)
break;
// Vending is not automatically closed for autovenders
vending_closevending(sd);
map_quit(sd);
// Because map_quit calls status_change_end with tid -1
// from here it's not neccesary to continue
return 1;
break;
case SC_STOP:
if( sce->val2 ) {
struct block_list* tbl = map_id2bl(sce->val2);
sce->val2 = 0;
if( tbl && (sc = status_get_sc(tbl)) && sc->data[SC_STOP] && sc->data[SC_STOP]->val2 == bl->id )
status_change_end(tbl, SC_STOP, INVALID_TIMER);
}
break;
case SC_TENSIONRELAX:
if (sc && (sc->data[SC_WEIGHT50] || sc->data[SC_WEIGHT90]))
status_get_regen_data(bl)->state.overweight = 1; // Add the overweight flag back
break;
case SC_MONSTER_TRANSFORM:
case SC_ACTIVE_MONSTER_TRANSFORM:
if (sce->val2)
status_change_end(bl, (sc_type)sce->val2, INVALID_TIMER);
break;
/* 3rd Stuff */
case SC_MILLENNIUMSHIELD:
clif_millenniumshield(bl, 0);
break;
case SC_HALLUCINATIONWALK:
sc_start(bl,bl,SC_HALLUCINATIONWALK_POSTDELAY,100,sce->val1,skill_get_time2(GC_HALLUCINATIONWALK,sce->val1));
break;
case SC_WHITEIMPRISON:
{
struct block_list* src = map_id2bl(sce->val2);
if( tid == -1 || !src)
break; // Terminated by Damage
status_fix_damage(src,bl,400*sce->val1,clif_damage(bl,bl,gettick(),0,0,400*sce->val1,0,DMG_NORMAL,0,false));
}
break;
case SC_WUGDASH:
{
struct unit_data *ud = unit_bl2ud(bl);
if (ud) {
ud->state.running = 0;
if (ud->walktimer != INVALID_TIMER)
unit_stop_walking(bl,1);
}
}
break;
case SC__SHADOWFORM:
{
struct map_session_data *s_sd = map_id2sd(sce->val2);
if (s_sd) s_sd->shadowform_id = 0;
}
break;
case SC_SATURDAYNIGHTFEVER: // Sit down force of Saturday Night Fever has the duration of only 3 seconds.
sc_start(bl, bl,SC_SITDOWN_FORCE,100,sce->val1,skill_get_time2(WM_SATURDAY_NIGHT_FEVER,sce->val1));
break;
case SC_NEUTRALBARRIER_MASTER:
case SC_STEALTHFIELD_MASTER:
if( sce->val2 ) {
struct skill_unit_group* group = skill_id2group(sce->val2);
sce->val2 = 0;
if( group ) // Might have been cleared before status ended, e.g. land protector
skill_delunitgroup(group);
}
break;
case SC_BANDING:
if(sce->val4) {
struct skill_unit_group *group = skill_id2group(sce->val4);
sce->val4 = 0;
if( group ) // Might have been cleared before status ended, e.g. land protector
skill_delunitgroup(group);
}
break;
case SC_CURSEDCIRCLE_ATKER:
if( sce->val2 ) // Used the default area size cause there is a chance the caster could knock back and can't clear the target.
map_foreachinallrange(status_change_timer_sub, bl, AREA_SIZE + 3, BL_CHAR, bl, sce, SC_CURSEDCIRCLE_TARGET, gettick());
break;
case SC_RAISINGDRAGON:
if( sd && sce->val2 && !pc_isdead(sd) ) {
int i = min(sd->spiritball,5);
pc_delspiritball(sd, sd->spiritball, 0);
status_change_end(bl, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
while( i > 0 ) {
pc_addspiritball(sd, skill_get_time(MO_CALLSPIRITS, pc_checkskill(sd,MO_CALLSPIRITS)), 5);
--i;
}
}
break;
case SC_CURSEDCIRCLE_TARGET:
{
struct block_list *src = map_id2bl(sce->val2);
struct status_change *sc2 = status_get_sc(src);
if( sc2 && sc2->data[SC_CURSEDCIRCLE_ATKER] && --(sc2->data[SC_CURSEDCIRCLE_ATKER]->val2) == 0 ) {
clif_bladestop(bl, sce->val2, 0);
status_change_end(src, SC_CURSEDCIRCLE_ATKER, INVALID_TIMER);
}
}
break;
case SC_BLOODSUCKER:
if( sce->val2 ) {
struct block_list *src = map_id2bl(sce->val2);
if(src) {
struct status_change *sc2 = status_get_sc(src);
sc2->bs_counter--;
}
}
break;
case SC_TEARGAS:
status_change_end(bl,SC_TEARGAS_SOB,INVALID_TIMER);
break;
case SC_SITDOWN_FORCE:
case SC_BANANA_BOMB_SITDOWN:
if( sd && pc_issit(sd) && pc_setstand(sd, false) )
skill_sit(sd, false);
break;
case SC_KYOUGAKU:
clif_status_load(bl, EFST_KYOUGAKU, 0); // Avoid client crash
clif_status_load(bl, EFST_ACTIVE_MONSTER_TRANSFORM, 0);
break;
case SC_INTRAVISION:
calc_flag = SCB_ALL; // Required for overlapping
break;
case SC_OVERED_BOOST:
switch (bl->type) {
case BL_HOM: {
struct homun_data *hd = BL_CAST(BL_HOM,bl);
if( hd )
hd->homunculus.hunger = max(1,hd->homunculus.hunger - 50);
}
break;
case BL_PC:
status_zap(bl,0,status_get_max_sp(bl) / 2);
break;
}
break;
case SC_FULL_THROTTLE: {
int sec = skill_get_time2(status_sc2skill(type), sce->val1);
clif_status_change(bl, EFST_DEC_AGI, 1, sec, 0, 0, 0);
sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec);
}
break;
case SC_REBOUND:
clif_status_load(bl, EFST_DEC_AGI, 0);
break;
case SC_ITEMSCRIPT: // Removes Buff Icons
if (sd && sce->val2 != EFST_BLANK)
clif_status_load(bl, (enum efst_types)sce->val2, 0);
break;
case SC_C_MARKER:
{
// Remove mark data from caster
struct map_session_data *caster = map_id2sd(sce->val2);
uint8 i = 0;
if (!caster)
break;
ARR_FIND(0,MAX_SKILL_CRIMSON_MARKER,i,caster->c_marker[i] == bl->id);
if (i < MAX_SKILL_CRIMSON_MARKER) {
caster->c_marker[i] = 0;
clif_crimson_marker(caster, bl, true);
}
}
break;
case SC_H_MINE:
{
// Drop the material from target if expired
struct item it;
struct map_session_data *caster = NULL;
if (sce->val3 || status_isdead(bl) || !(caster = map_id2sd(sce->val2)))
break;
if (!itemdb_exists(skill_get_itemid(RL_H_MINE,0)))
break;
memset(&it, 0, sizeof(it));
it.nameid = skill_get_itemid(RL_H_MINE,0);
it.amount = max(skill_get_itemqty(RL_H_MINE,0),1);
it.identify = 1;
map_addflooritem(&it, it.amount, bl->m,bl->x, bl->y, caster->status.char_id, 0, 0, 4, 0);
}
break;
case SC_VACUUM_EXTREME:
///< !CHECKME: Seems on official, there's delay before same target can be vacuumed in same area again [Cydh]
sc_start2(bl, bl, SC_VACUUM_EXTREME_POSTDELAY, 100, sce->val1, sce->val2, skill_get_time2(SO_VACUUM_EXTREME,sce->val1));
break;
case SC_SWORDCLAN:
case SC_ARCWANDCLAN:
case SC_GOLDENMACECLAN:
case SC_CROSSBOWCLAN:
case SC_JUMPINGCLAN:
status_change_end(bl,SC_CLAN_INFO,INVALID_TIMER);
break;
}
opt_flag = 1;
switch(type) {
case SC_STONE:
case SC_FREEZE:
case SC_STUN:
case SC_SLEEP:
case SC_BURNING:
case SC_WHITEIMPRISON:
sc->opt1 = 0;
break;
case SC_POISON:
case SC_CURSE:
case SC_SILENCE:
case SC_BLIND:
sc->opt2 &= ~(1<<(type-SC_POISON));
break;
case SC_DPOISON:
sc->opt2 &= ~OPT2_DPOISON;
break;
case SC_SIGNUMCRUCIS:
sc->opt2 &= ~OPT2_SIGNUMCRUCIS;
break;
case SC_HIDING:
sc->option &= ~OPTION_HIDE;
opt_flag |= 2|4; // Check for warp trigger + AoE trigger
break;
case SC_CLOAKING:
case SC_CLOAKINGEXCEED:
case SC__INVISIBILITY:
sc->option &= ~OPTION_CLOAK;
case SC_CAMOUFLAGE:
case SC_STEALTHFIELD:
case SC__SHADOWFORM:
opt_flag |= 2;
break;
case SC_CHASEWALK:
sc->option &= ~(OPTION_CHASEWALK|OPTION_CLOAK);
opt_flag |= 2;
break;
case SC__FEINTBOMB:
sc->option &= ~OPTION_INVISIBLE;
opt_flag |= 2|4;
break;
case SC_SIGHT:
sc->option &= ~OPTION_SIGHT;
break;
case SC_WEDDING:
sc->option &= ~OPTION_WEDDING;
opt_flag |= 0x4;
break;
case SC_XMAS:
sc->option &= ~OPTION_XMAS;
opt_flag |= 0x4;
break;
case SC_SUMMER:
sc->option &= ~OPTION_SUMMER;
opt_flag |= 0x4;
break;
case SC_HANBOK:
sc->option &= ~OPTION_HANBOK;
opt_flag |= 0x4;
break;
case SC_OKTOBERFEST:
sc->option &= ~OPTION_OKTOBERFEST;
opt_flag |= 0x4;
break;
case SC_DRESSUP:
sc->option &= ~OPTION_SUMMER2;
opt_flag |= 0x4;
break;
case SC_ORCISH:
sc->option &= ~OPTION_ORCISH;
break;
case SC_RUWACH:
sc->option &= ~OPTION_RUWACH;
break;
case SC_FUSION:
sc->option &= ~OPTION_FLYING;
break;
// opt3
case SC_TWOHANDQUICKEN:
case SC_ONEHAND:
case SC_SPEARQUICKEN:
case SC_CONCENTRATION:
case SC_MERC_QUICKEN:
sc->opt3 &= ~OPT3_QUICKEN;
opt_flag = 0;
break;
case SC_OVERTHRUST:
case SC_MAXOVERTHRUST:
case SC_SWOO:
sc->opt3 &= ~OPT3_OVERTHRUST;
if( type == SC_SWOO )
opt_flag = 8;
else
opt_flag = 0;
break;
case SC_ENERGYCOAT:
case SC_SKE:
sc->opt3 &= ~OPT3_ENERGYCOAT;
opt_flag = 0;
break;
case SC_INCATKRATE: // Simulated Explosion spirits effect.
if (bl->type != BL_MOB) {
opt_flag = 0;
break;
}
case SC_EXPLOSIONSPIRITS:
sc->opt3 &= ~OPT3_EXPLOSIONSPIRITS;
opt_flag = 0;
break;
case SC_STEELBODY:
case SC_SKA:
sc->opt3 &= ~OPT3_STEELBODY;
if (type == SC_SKA)
opt_flag = 8;
else
opt_flag = 0;
break;
case SC_BLADESTOP:
sc->opt3 &= ~OPT3_BLADESTOP;
opt_flag = 0;
break;
case SC_AURABLADE:
sc->opt3 &= ~OPT3_AURABLADE;
opt_flag = 0;
break;
case SC_BERSERK:
opt_flag = 0;
sc->opt3 &= ~OPT3_BERSERK;
break;
// case ???: // doesn't seem to do anything
// sc->opt3 &= ~OPT3_LIGHTBLADE;
// opt_flag = 0;
// break;
case SC_DANCING:
if ((sce->val1&0xFFFF) == CG_MOONLIT)
sc->opt3 &= ~OPT3_MOONLIT;
opt_flag = 0;
break;
case SC_MARIONETTE:
case SC_MARIONETTE2:
sc->opt3 &= ~OPT3_MARIONETTE;
opt_flag = 0;
break;
case SC_ASSUMPTIO:
sc->opt3 &= ~OPT3_ASSUMPTIO;
opt_flag = 0;
break;
case SC_WARM: // SG skills [Komurka]
sc->opt3 &= ~OPT3_WARM;
opt_flag = 0;
break;
case SC_KAITE:
sc->opt3 &= ~OPT3_KAITE;
opt_flag = 0;
break;
case SC_BUNSINJYUTSU:
sc->opt3 &= ~OPT3_BUNSIN;
opt_flag = 0;
break;
case SC_SPIRIT:
sc->opt3 &= ~OPT3_SOULLINK;
opt_flag = 0;
break;
case SC_CHANGEUNDEAD:
sc->opt3 &= ~OPT3_UNDEAD;
opt_flag = 0;
break;
// case ???: // from DA_CONTRACT (looks like biolab mobs aura)
// sc->opt3 &= ~OPT3_CONTRACT;
// opt_flag = 0;
// break;
default:
opt_flag = 0;
}
if (calc_flag&SCB_DYE) { // Restore DYE color
if (vd && !vd->cloth_color && sce->val4)
clif_changelook(bl,LOOK_CLOTHES_COLOR,sce->val4);
calc_flag = static_cast<scb_flag>(calc_flag&~SCB_DYE);
}
/*if (calc_flag&SCB_BODY)// Might be needed in the future. [Rytech]
{ //Restore body style
if (vd && !vd->body_style && sce->val4)
clif_changelook(bl,LOOK_BODY2,sce->val4);
calc_flag = static_cast<scb_flag>(calc_flag&~SCB_BODY);
}*/
// On Aegis, when turning off a status change, first goes the sc packet, then the option packet.
clif_status_change(bl,StatusIconChangeTable[type],0,0,0,0,0);
if( opt_flag&8 ) // bugreport:681
clif_changeoption2(bl);
else if(opt_flag) {
clif_changeoption(bl);
if (sd && (opt_flag&0x4)) {
clif_changelook(bl,LOOK_BASE,sd->vd.class_);
clif_get_weapon_view(sd,&sd->vd.weapon,&sd->vd.shield);
clif_changelook(bl,LOOK_WEAPON,sd->vd.weapon);
clif_changelook(bl,LOOK_SHIELD,sd->vd.shield);
clif_changelook(bl,LOOK_CLOTHES_COLOR,cap_value(sd->status.clothes_color,0,battle_config.max_cloth_color));
clif_changelook(bl,LOOK_BODY2,cap_value(sd->status.body,0,battle_config.max_body_style));
}
}
if (calc_flag) {
switch (type) {
case SC_MAGICPOWER:
//If Mystical Amplification ends, MATK is immediately recalculated
status_calc_bl_(bl, calc_flag, SCO_FORCE);
break;
default:
status_calc_bl(bl, calc_flag);
break;
}
}
if(opt_flag&4) // Out of hiding, invoke on place.
skill_unit_move(bl,gettick(),1);
if(opt_flag&2 && sd && !sd->state.warping && map_getcell(bl->m,bl->x,bl->y,CELL_CHKNPC))
npc_touch_areanpc(sd,bl->m,bl->x,bl->y); // Trigger on-touch event.
ers_free(sc_data_ers, sce);
return 1;
}
/**
* Resets timers for statuses
* Used with reoccurring status effects, such as dropping SP every 5 seconds
* @param tid: Timer ID
* @param tick: How long before next call
* @param id: ID of character
* @param data: Information passed through the timer call
* @return 1: Success 0: Fail
*/
TIMER_FUNC(status_change_timer){
enum sc_type type = (sc_type)data;
struct block_list *bl;
struct map_session_data *sd;
int interval = status_get_sc_interval(type);
bool dounlock = false;
bl = map_id2bl(id);
if(!bl) {
ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR "\n", id, data);
return 0;
}
struct status_change * const sc = status_get_sc(bl);
struct status_data * const status = status_get_status_data(bl);
if(!sc) {
ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
return 0;
}
struct status_change_entry * const sce = sc->data[type];
if(!sce) {
ShowDebug("status_change_timer: Null pointer id: %d data: %" PRIdPTR " bl-type: %d\n", id, data, bl->type);
return 0;
}
if( sce->timer != tid ) {
ShowError("status_change_timer: Mismatch for type %d: %d != %d (bl id %d)\n",type,tid,sce->timer, bl->id);
return 0;
}
sd = BL_CAST(BL_PC, bl);
std::function<void (t_tick)> sc_timer_next = [&sce, &bl, &data](t_tick t) {
sce->timer = add_timer(t, status_change_timer, bl->id, data);
};
switch(type) {
case SC_MAXIMIZEPOWER:
case SC_CLOAKING:
if(!status_charge(bl, 0, 1))
break; // Not enough SP to continue.
sc_timer_next(sce->val2+tick);
return 0;
case SC_CHASEWALK:
if(!status_charge(bl, 0, sce->val4))
break; // Not enough SP to continue.
if (!sc->data[SC_CHASEWALK2]) {
sc_start(bl,bl, SC_CHASEWALK2,100,1<<(sce->val1-1),
(t_tick)(sc->data[SC_SPIRIT] && sc->data[SC_SPIRIT]->val2 == SL_ROGUE?10:1) // SL bonus -> x10 duration
*skill_get_time2(status_sc2skill(type),sce->val1));
}
sc_timer_next(sce->val2+tick);
return 0;
break;
case SC_HIDING:
if(--(sce->val2)>0) {
if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1))
break; // Fail if it's time to substract SP and there isn't.
sc_timer_next(1000+tick);
return 0;
}
break;
case SC_SIGHT:
case SC_RUWACH:
case SC_SIGHTBLASTER:
if(type == SC_SIGHTBLASTER) {
//Restore trap immunity
if(sce->val4%2)
sce->val4--;
map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR|BL_SKILL, bl, sce, type, tick);
} else {
map_foreachinallrange( status_change_timer_sub, bl, sce->val3, BL_CHAR, bl, sce, type, tick);
skill_reveal_trap_inarea(bl, sce->val3, bl->x, bl->y);
}
if( --(sce->val2)>0 ) {
sce->val4 += 20; // Use for Shadow Form 2 seconds checking.
sc_timer_next(20+tick);
return 0;
}
break;
case SC_PROVOKE:
if(sce->val2) { // Auto-provoke (it is ended in status_heal)
sc_timer_next(1000*60+tick);
return 0;
}
break;
case SC_STONE:
if (sc->opt1 == OPT1_STONEWAIT && sce->val4) {
sce->val3 = 0; //Incubation time used up
unit_stop_attack(bl);
if (sc->data[SC_DANCING]) {
unit_stop_walking(bl, 1);
status_change_end(bl, SC_DANCING, INVALID_TIMER);
}
status_change_end(bl, SC_AETERNA, INVALID_TIMER);
sc->opt1 = OPT1_STONE;
clif_changeoption(bl);
sc_timer_next(min(sce->val4, interval) + tick);
sce->val4 -= interval; //Remaining time
status_calc_bl(bl, StatusChangeFlagTable[type]);
return 0;
}
if (sce->val4 >= 0 && !(sce->val3) && status->hp > status->max_hp / 4) {
status_percent_damage(NULL, bl, 1, 0, false);
}
break;
case SC_POISON:
case SC_DPOISON:
if (sce->val4 >= 0 && !sc->data[SC_SLOWPOISON]) {
unsigned int damage = 0;
if (sd)
damage = (type == SC_DPOISON) ? 2 + status->max_hp / 50 : 2 + status->max_hp * 3 / 200;
else
damage = (type == SC_DPOISON) ? 2 + status->max_hp / 100 : 2 + status->max_hp / 200;
if (status->hp > umax(status->max_hp / 4, damage)) // Stop damaging after 25% HP left.
status_zap(bl, damage, 0);
}
break;
case SC_BLEEDING:
if (sce->val4 >= 0) {
int64 damage = rnd() % 600 + 200;
if (!sd && damage >= status->hp)
damage = status->hp - 1; // No deadly damage for monsters
map_freeblock_lock();
dounlock = true;
status_zap(bl, damage, 0);
}
break;
case SC_BURNING:
if (sce->val4 >= 0) {
int64 damage = 1000 + (3 * status->max_hp) / 100; // Deals fixed (1000 + 3%*MaxHP)
map_freeblock_lock();
dounlock = true;
status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, 0, 1, damage, 1, DMG_NORMAL, 0, false));
}
break;
case SC_TOXIN:
if (sce->val4 >= 0) { // Damage is every 10 seconds including 3%sp drain.
map_freeblock_lock();
dounlock = true;
status_damage(bl, bl, 1, status->max_sp * 3 / 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 1, 1, DMG_NORMAL, 0, false), 0);
}
break;
case SC_MAGICMUSHROOM:
if (sce->val4 >= 0) {
bool flag = 0;
int64 damage = status->max_hp * 3 / 100;
if (status->hp <= damage)
damage = status->hp - 1; // Cannot Kill
if (damage > 0) { // 3% Damage each 4 seconds
map_freeblock_lock();
status_zap(bl, damage, 0);
flag = !sc->data[type]; // Killed? Should not
map_freeblock_unlock();
}
if (!flag) { // Random Skill Cast
if (skill_magicmushroom_count && sd && !pc_issit(sd)) { // Can't cast if sit
int mushroom_skill_id = 0, checked = 0, checked_max = MAX_SKILL_MAGICMUSHROOM_DB * 3;
unit_stop_attack(bl);
unit_skillcastcancel(bl, 1);
do {
int i = rnd() % MAX_SKILL_MAGICMUSHROOM_DB;
mushroom_skill_id = skill_magicmushroom_db[i].skill_id;
} while (checked++ < checked_max && mushroom_skill_id == 0);
if (!skill_get_index(mushroom_skill_id))
break;
switch (skill_get_casttype(mushroom_skill_id)) { // Magic Mushroom skills are buffs or area damage
case CAST_GROUND:
skill_castend_pos2(bl, bl->x, bl->y, mushroom_skill_id, 1, tick, 0);
break;
case CAST_NODAMAGE:
skill_castend_nodamage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
break;
case CAST_DAMAGE:
skill_castend_damage_id(bl, bl, mushroom_skill_id, 1, tick, 0);
break;
}
}
clif_emotion(bl, ET_SMILE);
}
}
break;
case SC_PYREXIA:
if (sce->val4 >= 0) {
map_freeblock_lock();
dounlock = true;
status_fix_damage(bl, bl, 100, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, 100, 1, DMG_NORMAL, 0, false));
}
break;
case SC_LEECHESEND:
if (sce->val4 >= 0) {
int64 damage = status->vit * (sce->val1 - 3) + (int)status->max_hp / 100; // {Target VIT x (New Poison Research Skill Level - 3)} + (Target HP/100)
map_freeblock_lock();
dounlock = true;
status_fix_damage(bl, bl, damage, clif_damage(bl, bl, tick, status->amotion, status->dmotion + 500, damage, 1, DMG_NORMAL, 0, false));
unit_skillcastcancel(bl, 2);
}
break;
case SC_TENSIONRELAX:
if(status->max_hp > status->hp && --(sce->val3) >= 0) {
sc_timer_next(10000 + tick);
return 0;
}
break;
case SC_KNOWLEDGE:
if (!sd) break;
if(bl->m == sd->feel_map[0].m ||
bl->m == sd->feel_map[1].m ||
bl->m == sd->feel_map[2].m)
{ // Timeout will be handled by pc_setpos
sce->timer = INVALID_TIMER;
return 0;
}
break;
case SC_S_LIFEPOTION:
case SC_L_LIFEPOTION:
if( --(sce->val4) >= 0 ) {
// val1 < 0 = per max% | val1 > 0 = exact amount
int hp = 0;
if( status->hp < status->max_hp )
hp = (sce->val1 < 0) ? (int)(status->max_hp * -1 * sce->val1 / 100.) : sce->val1;
status_heal(bl, hp, 0, 2);
sc_timer_next((sce->val2 * 1000) + tick);
return 0;
}
break;
case SC_BOSSMAPINFO:
if( sd && --(sce->val4) >= 0 ) {
struct mob_data *boss_md = map_id2boss(sce->val1);
if (boss_md) {
if (sd->bl.m != boss_md->bl.m) // Not on same map anymore
return 0;
else if (boss_md->bl.prev != NULL) { // Boss is alive - Update X, Y on minimap
sce->val2 = 0;
clif_bossmapinfo(sd, boss_md, BOSS_INFO_ALIVE);
} else if (boss_md->spawn_timer != INVALID_TIMER && !sce->val2) { // Boss is dead
sce->val2 = 1;
clif_bossmapinfo(sd, boss_md, BOSS_INFO_DEAD);
}
}
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_DANCING: // SP consumption by time of dancing skills
{
int s = 0;
int sp = 1;
if (--sce->val3 <= 0)
break;
switch(sce->val1&0xFFFF) {
case BD_RICHMANKIM:
case BD_DRUMBATTLEFIELD:
case BD_RINGNIBELUNGEN:
case BD_SIEGFRIED:
case BA_DISSONANCE:
case BA_ASSASSINCROSS:
case DC_UGLYDANCE:
s=3;
break;
case BD_LULLABY:
case BD_ETERNALCHAOS:
case BD_ROKISWEIL:
case DC_FORTUNEKISS:
s=4;
break;
case CG_HERMODE:
case BD_INTOABYSS:
case BA_WHISTLE:
case DC_HUMMING:
case BA_POEMBRAGI:
case DC_SERVICEFORYOU:
s=5;
break;
case BA_APPLEIDUN:
#ifdef RENEWAL
s=5;
#else
s=6;
#endif
break;
case CG_MOONLIT:
// Moonlit's cost is 4sp*skill_lv [Skotlex]
sp= 4*(sce->val1>>16);
// Upkeep is also every 10 secs.
case DC_DONTFORGETME:
s=10;
break;
}
if( s != 0 && sce->val3 % s == 0 ) {
if (sc->data[SC_LONGING])
sp*= 3;
if (!status_charge(bl, 0, sp))
break;
}
sc_timer_next(1000+tick);
return 0;
}
break;
case SC_BERSERK:
// 5% every 10 seconds [DracoRPG]
if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) {
sc_timer_next(sce->val4+tick);
return 0;
}
break;
case SC_NOCHAT:
if(sd) {
sd->status.manner++;
clif_changestatus(sd,SP_MANNER,sd->status.manner);
clif_updatestatus(sd,SP_MANNER);
if (sd->status.manner < 0) { // Every 60 seconds your manner goes up by 1 until it gets back to 0.
sc_timer_next(60000+tick);
return 0;
}
}
break;
case SC_SPLASHER:
// Custom Venom Splasher countdown timer
// if (sce->val4 % 1000 == 0) {
// char timer[10];
// snprintf (timer, 10, "%d", sce->val4/1000);
// clif_message(bl, timer);
// }
if((sce->val4 -= 500) > 0) {
sc_timer_next(500 + tick);
return 0;
}
break;
case SC_MARIONETTE:
case SC_MARIONETTE2:
{
struct block_list *pbl = map_id2bl(sce->val1);
if( pbl && check_distance_bl(bl, pbl, 7) ) {
sc_timer_next(1000 + tick);
return 0;
}
}
break;
case SC_GOSPEL:
if(sce->val4 == BCT_SELF && --(sce->val2) > 0) {
int hp, sp;
hp = (sce->val1 > 5) ? 45 : 30;
sp = (sce->val1 > 5) ? 35 : 20;
if(!status_charge(bl, hp, sp))
break;
sc_timer_next(10000+tick);
return 0;
}
break;
case SC_JAILED:
if(sce->val1 == INT_MAX || --(sce->val1) > 0) {
sc_timer_next(60000+tick);
return 0;
}
break;
case SC_BLIND:
if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog.
sc_timer_next(5000+tick);
return 0;
}
break;
case SC_ABUNDANCE:
if(--(sce->val4) > 0) {
status_heal(bl,0,60,0);
sc_timer_next(10000+tick);
}
break;
case SC_OBLIVIONCURSE:
if( --(sce->val4) >= 0 ) {
clif_emotion(bl,ET_QUESTION);
sc_timer_next(3000 + tick);
return 0;
}
break;
case SC_WEAPONBLOCKING:
if( --(sce->val4) >= 0 ) {
if( !status_charge(bl,0,3) )
break;
sc_timer_next(5000+tick);
return 0;
}
break;
case SC_CLOAKINGEXCEED:
if(!status_charge(bl,0,10-sce->val1))
break;
sc_timer_next(1000 + tick);
return 0;
case SC_RENOVATIO:
if( --(sce->val4) >= 0 ) {
int heal = status->max_hp * 5 / 100;
if( sc && sc->data[SC_AKAITSUKI] && heal )
heal = ~heal + 1;
status_heal(bl, heal, 0, 3);
sc_timer_next(5000 + tick);
return 0;
}
break;
case SC_SPHERE_1:
case SC_SPHERE_2:
case SC_SPHERE_3:
case SC_SPHERE_4:
case SC_SPHERE_5:
if( --(sce->val4) >= 0 ) {
if( !status_charge(bl, 0, 1) )
break;
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_FREEZE_SP:
if( !status_charge(bl, 0, sce->val2) ) {
int i;
for(i = SC_SPELLBOOK1; i <= SC_MAXSPELLBOOK; i++) // Also remove stored spell as well.
status_change_end(bl, (sc_type)i, INVALID_TIMER);
break;
}
sc_timer_next(10000 + tick);
return 0;
case SC_ELECTRICSHOCKER:
if( --(sce->val4) >= 0 ) {
status_charge(bl, 0, 5 * sce->val1 * status->max_sp / 100);
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_CAMOUFLAGE:
if (!status_charge(bl, 0, 7 - sce->val1))
break;
if (--sce->val4 >= 0)
sce->val3++;
sc_timer_next(1000 + tick);
return 0;
case SC__REPRODUCE:
if(!status_charge(bl, 0, 1))
break;
sc_timer_next(1000+tick);
return 0;
case SC__SHADOWFORM:
if( --(sce->val4) >= 0 ) {
if( !status_charge(bl, 0, 11 - sce->val1) )
break;
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC__INVISIBILITY:
if( !status_charge(bl, 0, (12 - 2 * sce->val1) * status->max_sp / 100) ) // 6% - skill_lv.
break;
sc_timer_next(1000 + tick);
return 0;
case SC_STRIKING:
if( --(sce->val4) >= 0 ) {
if( !status_charge(bl,0, sce->val3 ) )
break;
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_WARMER: {
int hp = 0;
struct status_change *ssc = status_get_sc(map_id2bl(sce->val2));
if (ssc && ssc->data[SC_HEATER_OPTION])
hp = status->max_hp * 3 * sce->val1 / 100;
else
hp = status->max_hp * sce->val1 / 100;
if (sc && sc->data[SC_AKAITSUKI] && hp)
hp = ~hp + 1;
if (status->hp != status->max_hp)
status_heal(bl, hp, 0, 0);
sc_timer_next(3000 + tick);
return 0;
}
case SC_BLOODSUCKER:
if( --(sce->val4) >= 0 ) {
struct block_list *src = map_id2bl(sce->val2);
int damage;
if( !src || (src && (status_isdead(src) || src->m != bl->m || distance_bl(src, bl) >= 12)) )
break;
map_freeblock_lock();
if (is_infinite_defense(bl, BF_MISC)) // Only does 1 damage to infinte defense type.
damage = 1;
else
damage = 200 + 100 * sce->val1 + status_get_int(src);
status_damage(src, bl, damage, 0, clif_damage(bl,bl,tick,status->amotion,status->dmotion+200,damage,1,DMG_NORMAL,0,false), 0);
unit_skillcastcancel(bl,1);
if ( sc->data[type] ) {
sc_timer_next(1000 + tick);
}
map_freeblock_unlock();
status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level
return 0;
}
break;
case SC_VOICEOFSIREN:
if( --(sce->val4) >= 0 ) {
clif_emotion(bl,ET_THROB);
sc_timer_next(2000 + tick);
return 0;
}
break;
case SC_DEEPSLEEP:
if( --(sce->val4) >= 0 ) { // Recovers 3% HP/SP every 2 seconds.
status_heal(bl, status->max_hp * 3 / 100, status->max_sp * 3 / 100, 2);
sc_timer_next(2000 + tick);
return 0;
}
break;
case SC_SIRCLEOFNATURE:
if( --(sce->val4) >= 0 ) {
if( !status_charge(bl,0,sce->val3) )
break;
status_heal(bl, sce->val2, 0, 1);
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_SONGOFMANA:
if( --(sce->val4) >= 0 ) {
status_heal(bl,0,sce->val3,3);
sc_timer_next(5000 + tick);
return 0;
}
break;
case SC_SATURDAYNIGHTFEVER:
// 1% HP/SP drain every val4 seconds [Jobbie]
if( --(sce->val3) >= 0 ) {
if( !status_charge(bl, status->hp / 100, status->sp / 100) )
break;
sc_timer_next(sce->val4+tick);
return 0;
}
break;
case SC_MELODYOFSINK:
if( --(sce->val4) >= 0 ) {
status_charge(bl, 0, status->max_sp * ( 2 * sce->val1 + 2 * sce->val2 ) / 100);
sc_timer_next(1000+tick);
return 0;
}
break;
case SC_CRYSTALIZE:
if( --(sce->val4) >= 0 ) { // Drains 2% of HP and 1% of SP every seconds.
if (!status_charge(bl, status->max_hp * 2 / 100, status->max_sp / 100))
break;
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_FORCEOFVANGUARD:
if( !status_charge(bl,0,24 - 4 * sce->val1) )
break;
sc_timer_next(10000 + tick);
return 0;
case SC_BANDING:
if( status_charge(bl, 0, 7 - sce->val1) ) {
sce->val2 = (sd ? skill_banding_count(sd) : 1);
sc_timer_next(5000 + tick);
return 0;
}
break;
case SC_REFLECTDAMAGE:
if( --(sce->val4) > 0 ) {
if( !status_charge(bl,0,10) )
break;
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_OVERHEAT_LIMITPOINT:
if (--(sce->val1) >= 0) { // Cooling
int16 limit[] = { 150, 200, 280, 360, 450 };
uint16 skill_lv = (sd ? pc_checkskill(sd, NC_MAINFRAME) : 0);
if (sc && sc->data[SC_OVERHEAT])
status_change_end(bl,SC_OVERHEAT,INVALID_TIMER);
if (sce->val1 > limit[skill_lv])
sc_start(bl, bl, SC_OVERHEAT, 100, sce->val1, 1000);
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_OVERHEAT: {
int damage = status->max_hp / 100; // Suggestion 1% each second
if (damage >= status->hp)
damage = status->hp - 1; // Do not kill, just keep you with 1 hp minimum
map_freeblock_lock();
status_fix_damage(NULL, bl, damage, clif_damage(bl, bl, tick, 0, 0, damage, 0, DMG_NORMAL, 0, false));
if (sc->data[type]) {
sc_timer_next(1000 + tick);
}
map_freeblock_unlock();
return 0;
}
break;
case SC_MAGNETICFIELD:
if (--(sce->val3) >= 0) {
struct block_list *src = map_id2bl(sce->val2);
if (!src || (src && (status_isdead(src) || src->m != bl->m)))
break;
if (!status_charge(bl, 0, 50))
status_zap(bl, 0, status->sp);
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_INSPIRATION:
if(--(sce->val4) >= 0) {
int hp = status->max_hp * (35 - 5 * sce->val1) / 1000;
int sp = status->max_sp * (45 - 5 * sce->val1) / 1000;
if( !status_charge(bl,hp,sp) ) break;
sc_timer_next(5000+tick);
return 0;
}
break;
case SC_RAISINGDRAGON:
// 1% every 5 seconds [Jobbie]
if( --(sce->val3)>0 && status_charge(bl, sce->val2, 0) ) {
if( !sc->data[type] ) return 0;
sc_timer_next(5000 + tick);
return 0;
}
break;
case SC_TROPIC:
case SC_CHILLY_AIR:
case SC_WILD_STORM:
case SC_UPHEAVAL:
case SC_HEATER:
case SC_COOLER:
case SC_BLAST:
case SC_CURSED_SOIL:
case SC_PYROTECHNIC:
case SC_AQUAPLAY:
case SC_GUST:
case SC_PETROLOGY:
case SC_CIRCLE_OF_FIRE:
case SC_FIRE_CLOAK:
case SC_WATER_DROP:
case SC_WATER_SCREEN:
case SC_WIND_CURTAIN:
case SC_WIND_STEP:
case SC_STONE_SHIELD:
case SC_SOLID_SKIN:
if( !status_charge(bl,0,sce->val2) ) {
struct block_list *s_bl = battle_get_master(bl);
if (bl->type == BL_ELEM)
elemental_change_mode(BL_CAST(BL_ELEM, bl), static_cast<e_mode>(MAX_ELESKILLTREE));
if( s_bl )
status_change_end(s_bl,static_cast<sc_type>(type+1),INVALID_TIMER);
status_change_end(bl,type,INVALID_TIMER);
break;
}
sc_timer_next(sce->val3 + tick);
return 0;
case SC_WATER_SCREEN_OPTION:
status_heal(bl,1000,0,2);
sc_timer_next(10000 + tick);
return 0;
case SC_TEARGAS:
if( --(sce->val4) >= 0 ) {
struct block_list *src = map_id2bl(sce->val3);
int damage = sce->val2;
map_freeblock_lock();
clif_damage(bl, bl, tick, 0, 0, damage, 1, DMG_MULTI_HIT_ENDURE, 0, false);
status_damage(src, bl, damage,0, 0, 1);
if( sc->data[type] ) {
sc_timer_next(2000 + tick);
}
map_freeblock_unlock();
return 0;
}
break;
case SC_TEARGAS_SOB:
if( --(sce->val4) >= 0 ) {
clif_emotion(bl, ET_CRY);
sc_timer_next(3000 + tick);
return 0;
}
break;
case SC_STOMACHACHE:
if( --(sce->val4) >= 0 ) {
status_charge(bl,0,sce->val2); // Reduce 8 every 10 seconds.
if( sd && !pc_issit(sd) ) { // Force to sit every 10 seconds.
pc_setsit(sd);
skill_sit(sd, true);
clif_sitting(bl);
}
sc_timer_next(10000 + tick);
return 0;
}
break;
case SC_LEADERSHIP:
case SC_GLORYWOUNDS:
case SC_SOULCOLD:
case SC_HAWKEYES:
// They only end by status_change_end
sc_timer_next(600000 + tick);
return 0;
case SC_MEIKYOUSISUI:
if( --(sce->val4) >= 0 ) {
status_heal(bl, status->max_hp * sce->val2 / 100, status->max_sp * sce->val3 / 100, 0);
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_KAGEMUSYA:
if( --(sce->val2) >= 0 ) {
if(!status_charge(bl, 0, 1)) break;
sc_timer_next(1000+tick);
return 0;
}
break;
case SC_ANGRIFFS_MODUS:
if(--(sce->val4) >= 0) { // Drain hp/sp
if( !status_charge(bl,100,20) ) break;
sc_timer_next(1000+tick);
return 0;
}
break;
case SC_CBC:
if(--(sce->val4) >= 0) { // Drain hp/sp
int hp=0;
int sp = (status->max_sp * sce->val3) / 100;
if(bl->type == BL_MOB) hp = sp*10;
if( !status_charge(bl,hp,sp) )break;
sc_timer_next(1000+tick);
return 0;
}
break;
case SC_FULL_THROTTLE:
if( --(sce->val4) >= 0 ) {
status_percent_damage(bl, bl, 0, sce->val2, false);
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_REBOUND:
if( --(sce->val4) >= 0 ) {
clif_emotion(bl, ET_SWEAT);
sc_timer_next(2000 + tick);
return 0;
}
break;
case SC_KINGS_GRACE:
if( --(sce->val4) >= 0 ) {
status_percent_heal(bl, sce->val2, 0);
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_FRIGG_SONG:
if( --(sce->val4) >= 0 ) {
status_heal(bl, sce->val3, 0, 0);
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_C_MARKER:
if( --(sce->val4) >= 0 ) {
TBL_PC *caster = map_id2sd(sce->val2);
if (!caster || caster->bl.m != bl->m) //End the SC if caster isn't in same map
break;
sc_timer_next(1000 + tick);
clif_crimson_marker(caster, bl, false);
return 0;
}
break;
case SC_STEALTHFIELD_MASTER:
if (--(sce->val4) >= 0) {
if (!status_charge(bl, 0, status->max_sp * 3 / 100))
break;
sc_timer_next(sce->val3 + tick);
return 0;
}
break;
case SC_VACUUM_EXTREME:
if (sce->val4) {
if (unit_movepos(bl, sce->val3>>16, sce->val3&0xFFFF, 0, false)) {
clif_slide(bl, sce->val3>>16, sce->val3&0xFFFF);
clif_fixpos(bl);
}
sc_timer_next(tick+sce->val4);
sce->val4 = 0;
}
break;
case SC_FIRE_INSIGNIA:
if (--(sce->val4) >= 0) {
if (status->def_ele == ELE_FIRE)
status_heal(bl, status->max_hp / 100, 0, 1);
else if (status->def_ele == ELE_EARTH)
status_zap(bl, status->max_hp / 100, 0);
sc_timer_next(5000 + tick);
return 0;
}
break;
case SC_WATER_INSIGNIA:
if (--(sce->val4) >= 0) {
if (status->def_ele == ELE_WATER)
status_heal(bl, status->max_hp / 100, 0, 1);
else if (status->def_ele == ELE_FIRE)
status_zap(bl, status->max_hp / 100, 0);
sc_timer_next(5000 + tick);
return 0;
}
break;
case SC_WIND_INSIGNIA:
if (--(sce->val4) >= 0) {
if (status->def_ele == ELE_WIND)
status_heal(bl, status->max_hp / 100, 0, 1);
else if (status->def_ele == ELE_WATER)
status_zap(bl, status->max_hp / 100, 0);
sc_timer_next(5000 + tick);
return 0;
}
break;
case SC_EARTH_INSIGNIA:
if (--(sce->val4) >= 0) {
if (status->def_ele == ELE_EARTH)
status_heal(bl, status->max_hp / 100, 0, 1);
else if (status->def_ele == ELE_WIND)
status_zap(bl, status->max_hp / 100, 0);
sc_timer_next(5000 + tick);
return 0;
}
break;
case SC_BITESCAR:
if (--(sce->val4) >= 0) {
status_percent_damage(bl, bl, -(sce->val2), 0, 0);
sc_timer_next(1000 + tick);
return 0;
}
break;
case SC_FRESHSHRIMP:
if (--(sce->val4) >= 0) {
status_heal(bl, sce->val2, 0, 3);
sc_timer_next((10000 - ((sce->val1 - 1) * 1000)) + tick);
return 0;
}
break;
case SC_DORAM_BUF_01:
if( sd && --(sce->val4) >= 0 ) {
if( status->hp < status->max_hp )
status_heal(bl, 10, 0, 2);
sc_timer_next(10000 + tick);
return 0;
}
break;
case SC_DORAM_BUF_02:
if( sd && --(sce->val4) >= 0 ) {
if( status->sp < status->max_sp )
status_heal(bl, 0, 5, 2);
sc_timer_next(10000 + tick);
return 0;
}
break;
}
// If status has an interval and there is at least 100ms remaining time, wait for next interval
if(interval > 0 && sc->data[type] && sce->val4 >= 100) {
sc_timer_next(min(sce->val4,interval)+tick);
sce->val4 -= interval;
if (dounlock)
map_freeblock_unlock();
return 0;
}
if (dounlock)
map_freeblock_unlock();
// Default for all non-handled control paths is to end the status
return status_change_end( bl,type,tid );
}
/**
* For each iteration of repetitive status
* @param bl: Object [PC|MOB|HOM|MER|ELEM]
* @param ap: va_list arguments (src, sce, type, tick)
*/
int status_change_timer_sub(struct block_list* bl, va_list ap)
{
struct status_change* tsc;
struct block_list* src = va_arg(ap,struct block_list*);
struct status_change_entry* sce = va_arg(ap,struct status_change_entry*);
enum sc_type type = (sc_type)va_arg(ap,int); // gcc: enum args get promoted to int
t_tick tick = va_arg(ap,t_tick);
if (status_isdead(bl))
return 0;
tsc = status_get_sc(bl);
switch( type ) {
case SC_SIGHT: // Reveal hidden ennemy on 3*3 range
case SC_CONCENTRATE:
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10) // [100 - (Skill Level x 10)] %
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
break;
case SC_RUWACH: // Reveal hidden target and deal little dammages if enemy
if (tsc && (tsc->data[SC_HIDING] || tsc->data[SC_CLOAKING] ||
tsc->data[SC_CAMOUFLAGE] || tsc->data[SC_CLOAKINGEXCEED])) {
status_change_end(bl, SC_HIDING, INVALID_TIMER);
status_change_end(bl, SC_CLOAKING, INVALID_TIMER);
status_change_end(bl, SC_CAMOUFLAGE, INVALID_TIMER);
status_change_end(bl, SC_CLOAKINGEXCEED, INVALID_TIMER);
if(battle_check_target( src, bl, BCT_ENEMY ) > 0)
skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,1,tick,0);
}
if (tsc && tsc->data[SC__SHADOWFORM] && (sce && sce->val4 > 0 && sce->val4%2000 == 0) && // For every 2 seconds do the checking
rnd()%100 < 100 - tsc->data[SC__SHADOWFORM]->val1 * 10 ) { // [100 - (Skill Level x 10)] %
status_change_end(bl, SC__SHADOWFORM, INVALID_TIMER);
if (battle_check_target(src, bl, BCT_ENEMY) > 0)
skill_attack(BF_MAGIC, src, src, bl, status_sc2skill(type), 1, tick, 0);
}
break;
case SC_SIGHTBLASTER:
if (battle_check_target( src, bl, BCT_ENEMY ) > 0 &&
status_check_skilluse(src, bl, WZ_SIGHTBLASTER, 2))
{
if (sce) {
struct skill_unit *su = NULL;
if(bl->type == BL_SKILL)
su = (struct skill_unit *)bl;
if (skill_attack(BF_MAGIC,src,src,bl,WZ_SIGHTBLASTER,sce->val1,tick,0x1000000)
&& (!su || !su->group || !(skill_get_inf2(su->group->skill_id)&INF2_TRAP))) { // The hit is not counted if it's against a trap
sce->val2 = 0; // This signals it to end.
} else if((bl->type&BL_SKILL) && sce->val4%2 == 0) {
//Remove trap immunity temporarily so it triggers if you still stand on it
sce->val4++;
}
}
}
break;
case SC_TINDER_BREAKER:
case SC_CLOSECONFINE:{
enum sc_type type2 = ((type==SC_CLOSECONFINE)?SC_CLOSECONFINE2:SC_TINDER_BREAKER2);
// Lock char has released the hold on everyone...
if (tsc && tsc->data[type2] && tsc->data[type2]->val2 == src->id) {
tsc->data[type2]->val2 = 0;
status_change_end(bl, type2, INVALID_TIMER);
}
break;
}
case SC_CURSEDCIRCLE_TARGET:
if( tsc && tsc->data[SC_CURSEDCIRCLE_TARGET] && tsc->data[SC_CURSEDCIRCLE_TARGET]->val2 == src->id ) {
clif_bladestop(bl, tsc->data[SC_CURSEDCIRCLE_TARGET]->val2, 0);
status_change_end(bl, type, INVALID_TIMER);
}
break;
}
return 0;
}
/**
* Clears buffs/debuffs on an object
* @param bl: Object to clear [PC|MOB|HOM|MER|ELEM]
* @param type: Type to remove
* SCCB_BUFFS: Clear Buffs
* SCCB_DEBUFFS: Clear Debuffs
* SCCB_REFRESH: Clear specific debuffs through RK_REFRESH
* SCCB_CHEM_PROTECT: Clear AM_CP_ARMOR/HELM/SHIELD/WEAPON
* SCCB_LUXANIMA: Bonus Script removed through RK_LUXANIMA
*/
void status_change_clear_buffs(struct block_list* bl, uint8 type)
{
int i;
struct status_change *sc= status_get_sc(bl);
if (!sc || !sc->count)
return;
if (type&(SCCB_DEBUFFS|SCCB_REFRESH)) // Debuffs
for (i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++)
status_change_end(bl, (sc_type)i, INVALID_TIMER);
for( i = SC_COMMON_MAX+1; i < SC_MAX; i++ ) {
if(!sc->data[i])
continue;
switch (i) {
// Stuff that cannot be removed
case SC_WEIGHT50:
case SC_WEIGHT90:
case SC_COMBO:
case SC_SMA:
case SC_DANCING:
case SC_LEADERSHIP:
case SC_GLORYWOUNDS:
case SC_SOULCOLD:
case SC_HAWKEYES:
case SC_SAFETYWALL:
case SC_PNEUMA:
case SC_NOCHAT:
case SC_JAILED:
case SC_ANKLE:
case SC_BLADESTOP:
case SC_STRFOOD:
case SC_AGIFOOD:
case SC_VITFOOD:
case SC_INTFOOD:
case SC_DEXFOOD:
case SC_LUKFOOD:
case SC_FLEEFOOD:
case SC_HITFOOD:
case SC_CRIFOOD:
case SC_BATKFOOD:
case SC_WATKFOOD:
case SC_MATKFOOD:
case SC_FOOD_STR_CASH:
case SC_FOOD_AGI_CASH:
case SC_FOOD_VIT_CASH:
case SC_FOOD_DEX_CASH:
case SC_FOOD_INT_CASH:
case SC_FOOD_LUK_CASH:
case SC_EXPBOOST:
case SC_JEXPBOOST:
case SC_ITEMBOOST:
case SC__MANHOLE:
case SC_GIANTGROWTH:
case SC_MILLENNIUMSHIELD:
case SC_REFRESH:
case SC_STONEHARDSKIN:
case SC_VITALITYACTIVATION:
case SC_FIGHTINGSPIRIT:
case SC_ABUNDANCE:
case SC_CRUSHSTRIKE:
case SC_SAVAGE_STEAK:
case SC_COCKTAIL_WARG_BLOOD:
case SC_MINOR_BBQ:
case SC_SIROMA_ICE_TEA:
case SC_DROCERA_HERB_STEAMED:
case SC_PUTTI_TAILS_NOODLES:
case SC_CURSEDCIRCLE_ATKER:
case SC_CURSEDCIRCLE_TARGET:
case SC_PUSH_CART:
case SC_ALL_RIDING:
case SC_STYLE_CHANGE:
case SC_MONSTER_TRANSFORM:
case SC_ACTIVE_MONSTER_TRANSFORM:
case SC_MTF_ASPD:
case SC_MTF_RANGEATK:
case SC_MTF_MATK:
case SC_MTF_MLEATKED:
case SC_MTF_CRIDAMAGE:
case SC_QUEST_BUFF1:
case SC_QUEST_BUFF2:
case SC_QUEST_BUFF3:
case SC_MTF_ASPD2:
case SC_MTF_RANGEATK2:
case SC_MTF_MATK2:
case SC_2011RWC_SCROLL:
case SC_JP_EVENT04:
case SC_MTF_MHP:
case SC_MTF_MSP:
case SC_MTF_PUMPKIN:
case SC_MTF_HITFLEE:
case SC_ATTHASTE_CASH:
case SC_REUSE_REFRESH:
case SC_REUSE_LIMIT_A:
case SC_REUSE_LIMIT_B:
case SC_REUSE_LIMIT_C:
case SC_REUSE_LIMIT_D:
case SC_REUSE_LIMIT_E:
case SC_REUSE_LIMIT_F:
case SC_REUSE_LIMIT_G:
case SC_REUSE_LIMIT_H:
case SC_REUSE_LIMIT_MTF:
case SC_REUSE_LIMIT_ECL:
case SC_REUSE_LIMIT_RECALL:
case SC_REUSE_LIMIT_ASPD_POTION:
case SC_REUSE_MILLENNIUMSHIELD:
case SC_REUSE_CRUSHSTRIKE:
case SC_REUSE_STORMBLAST:
case SC_ALL_RIDING_REUSE_LIMIT:
case SC_SPRITEMABLE:
case SC_BITESCAR:
case SC_DORAM_BUF_01:
case SC_DORAM_BUF_02:
case SC_GEFFEN_MAGIC1:
case SC_GEFFEN_MAGIC2:
case SC_GEFFEN_MAGIC3:
case SC_LHZ_DUN_N1:
case SC_LHZ_DUN_N2:
case SC_LHZ_DUN_N3:
case SC_LHZ_DUN_N4:
// Clans
case SC_CLAN_INFO:
case SC_SWORDCLAN:
case SC_ARCWANDCLAN:
case SC_GOLDENMACECLAN:
case SC_CROSSBOWCLAN:
case SC_JUMPINGCLAN:
// RODEX
case SC_DAILYSENDMAILCNT:
// Costumes
case SC_MOONSTAR:
case SC_SUPER_STAR:
case SC_STRANGELIGHTS:
case SC_DECORATION_OF_MUSIC:
case SC_LJOSALFAR:
case SC_MERMAID_LONGING:
case SC_HAT_EFFECT:
case SC_FLOWERSMOKE:
case SC_FSTONE:
case SC_HAPPINESS_STAR:
case SC_MAPLE_FALLS:
case SC_TIME_ACCESSORY:
case SC_MAGICAL_FEATHER:
continue;
// Chemical Protection is only removed by some skills
case SC_CP_WEAPON:
case SC_CP_SHIELD:
case SC_CP_ARMOR:
case SC_CP_HELM:
if(!(type&SCCB_CHEM_PROTECT))
continue;
break;
// Debuffs that can be removed.
case SC_DEEPSLEEP:
case SC_BURNING:
case SC_FREEZING:
case SC_CRYSTALIZE:
case SC_TOXIN:
case SC_PARALYSE:
case SC_VENOMBLEED:
case SC_MAGICMUSHROOM:
case SC_DEATHHURT:
case SC_PYREXIA:
case SC_OBLIVIONCURSE:
case SC_LEECHESEND:
case SC_MARSHOFABYSS:
case SC_MANDRAGORA:
if(!(type&SCCB_REFRESH))
continue;
break;
case SC_HALLUCINATION:
case SC_QUAGMIRE:
case SC_SIGNUMCRUCIS:
case SC_DECREASEAGI:
case SC_SLOWDOWN:
case SC_MINDBREAKER:
case SC_WINKCHARM:
case SC_STOP:
case SC_ORCISH:
case SC_STRIPWEAPON:
case SC_STRIPSHIELD:
case SC_STRIPARMOR:
case SC_STRIPHELM:
case SC_BITE:
case SC_ADORAMUS:
case SC_VACUUM_EXTREME:
case SC_FEAR:
case SC_MAGNETICFIELD:
case SC_NETHERWORLD:
if (!(type&SCCB_DEBUFFS))
continue;
break;
// The rest are buffs that can be removed.
case SC_BERSERK:
case SC_SATURDAYNIGHTFEVER:
if (!(type&SCCB_BUFFS))
continue;
sc->data[i]->val2 = 0;
break;
default:
if (!(type&SCCB_BUFFS))
continue;
break;
}
status_change_end(bl, (sc_type)i, INVALID_TIMER);
}
//Removes bonus_script
if (bl->type == BL_PC) {
i = 0;
if (type&SCCB_BUFFS) i |= BSF_REM_BUFF;
if (type&SCCB_DEBUFFS) i |= BSF_REM_DEBUFF;
if (type&SCCB_REFRESH) i |= BSF_REM_ON_REFRESH;
if (type&SCCB_LUXANIMA) i |= BSF_REM_ON_LUXANIMA;
pc_bonus_script_clear(BL_CAST(BL_PC,bl),i);
}
// Cleaning all extras vars
sc->comet_x = 0;
sc->comet_y = 0;
#ifndef RENEWAL
sc->sg_counter = 0;
#endif
sc->bs_counter = 0;
return;
}
/**
* Infect a user with status effects (SC_DEADLYINFECT)
* @param src: Object initiating change on bl [PC|MOB|HOM|MER|ELEM]
* @param bl: Object to change
* @param type: 0 - Shadow Chaser attacking, 1 - Shadow Chaser being attacked
* @return 1: Success 0: Fail
*/
int status_change_spread(struct block_list *src, struct block_list *bl, bool type)
{
int i, flag = 0;
struct status_change *sc = status_get_sc(src);
const struct TimerData *timer = NULL;
t_tick tick;
struct status_change_data data;
if( !sc || !sc->count )
return 0;
tick = gettick();
// Status Immunity resistance
if (status_bl_has_mode(src,MD_STATUS_IMMUNE) || status_bl_has_mode(bl,MD_STATUS_IMMUNE))
return 0;
for( i = SC_COMMON_MIN; i < SC_MAX; i++ ) {
if( !sc->data[i] || i == SC_COMMON_MAX )
continue;
if (sc->data[i]->timer != INVALID_TIMER) {
timer = get_timer(sc->data[i]->timer);
if (timer == NULL || timer->func != status_change_timer || DIFF_TICK(timer->tick, tick) < 0)
continue;
}
switch( i ) {
// Debuffs that can be spread.
// NOTE: We'll add/delete SCs when we are able to confirm it.
case SC_DEATHHURT:
case SC_PARALYSE:
if (type)
continue;
case SC_CURSE:
case SC_SILENCE:
case SC_CONFUSION:
case SC_BLIND:
case SC_HALLUCINATION:
case SC_SIGNUMCRUCIS:
case SC_DECREASEAGI:
//case SC_SLOWDOWN:
//case SC_MINDBREAKER:
//case SC_WINKCHARM:
//case SC_STOP:
case SC_ORCISH:
//case SC_STRIPWEAPON: // Omg I got infected and had the urge to strip myself physically.
//case SC_STRIPSHIELD: // No this is stupid and shouldnt be spreadable at all.
//case SC_STRIPARMOR: // Disabled until I can confirm if it does or not. [Rytech]
//case SC_STRIPHELM:
//case SC__STRIPACCESSORY:
//case SC_BITE:
case SC_FEAR:
case SC_FREEZING:
case SC_VENOMBLEED:
if (sc->data[i]->timer != INVALID_TIMER)
data.tick = DIFF_TICK(timer->tick, tick);
else
data.tick = INFINITE_TICK;
break;
// Special cases
case SC_TOXIN:
case SC_MAGICMUSHROOM:
case SC_PYREXIA:
case SC_LEECHESEND:
if (type)
continue;
case SC_POISON:
case SC_DPOISON:
case SC_BLEEDING:
case SC_BURNING:
if (sc->data[i]->timer != INVALID_TIMER)
data.tick = DIFF_TICK(timer->tick, tick) + sc->data[i]->val4;
else
data.tick = INFINITE_TICK;
break;
default:
continue;
}
if( i ) {
data.val1 = sc->data[i]->val1;
data.val2 = sc->data[i]->val2;
data.val3 = sc->data[i]->val3;
data.val4 = sc->data[i]->val4;
status_change_start(src,bl,(sc_type)i,10000,data.val1,data.val2,data.val3,data.val4,data.tick,SCSTART_NOAVOID|SCSTART_NOTICKDEF|SCSTART_NORATEDEF);
flag = 1;
}
}
return flag;
}
/**
* Applying natural heal bonuses (sit, skill, homun, etc...)
* TODO: the va_list doesn't seem to be used, safe to remove?
* @param bl: Object applying bonuses to [PC|HOM|MER|ELEM]
* @param args: va_list arguments
* @return which regeneration bonuses have been applied (flag)
*/
static t_tick natural_heal_prev_tick,natural_heal_diff_tick;
static int status_natural_heal(struct block_list* bl, va_list args)
{
struct regen_data *regen;
struct status_data *status;
struct status_change *sc;
struct unit_data *ud;
struct view_data *vd = NULL;
struct regen_data_sub *sregen;
struct map_session_data *sd;
int rate, multi = 1, flag;
regen = status_get_regen_data(bl);
if (!regen)
return 0;
status = status_get_status_data(bl);
sc = status_get_sc(bl);
if (sc && !sc->count)
sc = NULL;
sd = BL_CAST(BL_PC,bl);
flag = regen->flag;
if (flag&RGN_HP && (status->hp >= status->max_hp || regen->state.block&1))
flag &= ~(RGN_HP|RGN_SHP);
if (flag&RGN_SP && (status->sp >= status->max_sp || regen->state.block&2))
flag &= ~(RGN_SP|RGN_SSP);
if (flag && (
status_isdead(bl) ||
(sc && (sc->option&(OPTION_HIDE|OPTION_CLOAK|OPTION_CHASEWALK) || sc->data[SC__INVISIBILITY]))
))
flag = RGN_NONE;
if (sd) {
if (sd->hp_loss.value || sd->sp_loss.value)
pc_bleeding(sd, natural_heal_diff_tick);
if (sd->hp_regen.value || sd->sp_regen.value)
pc_regen(sd, natural_heal_diff_tick);
}
if(flag&(RGN_SHP|RGN_SSP) && regen->ssregen &&
(vd = status_get_viewdata(bl)) && vd->dead_sit == 2)
{ // Apply sitting regen bonus.
sregen = regen->ssregen;
if(flag&(RGN_SHP)) { // Sitting HP regen
rate = (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
if (regen->state.overweight)
rate >>= 1; // Half as fast when overweight.
sregen->tick.hp += rate;
while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp) { // Full
flag &= ~(RGN_HP|RGN_SHP);
break;
}
}
}
if(flag&(RGN_SSP)) { // Sitting SP regen
rate = (int)(natural_heal_diff_tick * (sregen->rate.sp / 100.));
if (regen->state.overweight)
rate >>= 1; // Half as fast when overweight.
sregen->tick.sp += rate;
while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, 0, sregen->sp, 3) < sregen->sp) { // Full
flag &= ~(RGN_SP|RGN_SSP);
break;
}
}
}
}
if (flag && regen->state.overweight)
flag = RGN_NONE;
ud = unit_bl2ud(bl);
if (flag&(RGN_HP|RGN_SHP|RGN_SSP) && ud && ud->walktimer != INVALID_TIMER) {
flag &= ~(RGN_SHP|RGN_SSP);
if(!regen->state.walk)
flag &= ~RGN_HP;
}
if (!flag)
return 0;
if (flag&(RGN_HP|RGN_SP)) {
if(!vd)
vd = status_get_viewdata(bl);
if(vd && vd->dead_sit == 2)
multi += 1; //This causes the interval to be halved
if(regen->state.gc)
multi += 1; //This causes the interval to be halved
}
// Natural Hp regen
if (flag&RGN_HP) {
rate = (int)(natural_heal_diff_tick * (regen->rate.hp/100. * multi));
if (ud && ud->walktimer != INVALID_TIMER)
rate /= 2;
// Homun HP regen fix (they should regen as if they were sitting (twice as fast)
if(bl->type == BL_HOM)
rate *= 2;
regen->tick.hp += rate;
if(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval) {
int val = 0;
do {
val += regen->hp;
regen->tick.hp -= battle_config.natural_healhp_interval;
} while(regen->tick.hp >= (unsigned int)battle_config.natural_healhp_interval);
if (status_heal(bl, val, 0, 1) < val)
flag &= ~RGN_SHP; // Full.
}
}
// Natural SP regen
if(flag&RGN_SP) {
rate = (int)(natural_heal_diff_tick * (regen->rate.sp/100. * multi));
// Homun SP regen fix (they should regen as if they were sitting (twice as fast)
if(bl->type==BL_HOM)
rate *= 2;
#ifdef RENEWAL
if (bl->type == BL_PC && (((TBL_PC*)bl)->class_&MAPID_UPPERMASK) == MAPID_MONK &&
sc && sc->data[SC_EXPLOSIONSPIRITS] && (!sc->data[SC_SPIRIT] || sc->data[SC_SPIRIT]->val2 != SL_MONK))
rate /= 2; // Tick is doubled in Fury state
#endif
regen->tick.sp += rate;
if(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval) {
int val = 0;
do {
val += regen->sp;
regen->tick.sp -= battle_config.natural_healsp_interval;
} while(regen->tick.sp >= (unsigned int)battle_config.natural_healsp_interval);
if (status_heal(bl, 0, val, 1) < val)
flag &= ~RGN_SSP; // full.
}
}
if (!regen->sregen)
return flag;
// Skill regen
sregen = regen->sregen;
if(flag&RGN_SHP) { // Skill HP regen
sregen->tick.hp += (int)(natural_heal_diff_tick * (sregen->rate.hp / 100.));
while(sregen->tick.hp >= (unsigned int)battle_config.natural_heal_skill_interval) {
sregen->tick.hp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, sregen->hp, 0, 3) < sregen->hp)
break; // Full
}
}
if(flag&RGN_SSP) { // Skill SP regen
sregen->tick.sp += (int)(natural_heal_diff_tick * (sregen->rate.sp /100.));
while(sregen->tick.sp >= (unsigned int)battle_config.natural_heal_skill_interval) {
int val = sregen->sp;
if (sd && sd->state.doridori) {
val *= 2;
sd->state.doridori = 0;
if ((rate = pc_checkskill(sd,TK_SPTIME)))
sc_start(bl,bl,status_skill2sc(TK_SPTIME),
100,rate,skill_get_time(TK_SPTIME, rate));
if (
(sd->class_&MAPID_UPPERMASK) == MAPID_STAR_GLADIATOR &&
rnd()%10000 < battle_config.sg_angel_skill_ratio
) { // Angel of the Sun/Moon/Star
clif_feel_hate_reset(sd);
pc_resethate(sd);
pc_resetfeel(sd);
}
}
sregen->tick.sp -= battle_config.natural_heal_skill_interval;
if(status_heal(bl, 0, val, 3) < val)
break; // Full
}
}
return flag;
}
/**
* Natural heal main timer
* @param tid: Timer ID
* @param tick: Current tick (time)
* @param id: Object ID to heal
* @param data: data pushed through timer function
* @return 0
*/
static TIMER_FUNC(status_natural_heal_timer){
natural_heal_diff_tick = DIFF_TICK(tick,natural_heal_prev_tick);
map_foreachregen(status_natural_heal);
natural_heal_prev_tick = tick;
return 0;
}
/**
* Get the chance to upgrade a piece of equipment
* @param wlv: The weapon type of the item to refine (see see enum refine_type)
* @param refine: The target's refine level
* @return The chance to refine the item, in percent (0~100)
*/
int status_get_refine_chance(enum refine_type wlv, int refine, bool enriched)
{
if ( refine < 0 || refine >= MAX_REFINE)
return 0;
int type = enriched ? 1 : 0;
if (battle_config.event_refine_chance)
type |= 2;
return refine_info[wlv].chance[type][refine];
}
/**
* Check if status is disabled on a map
* @param type: Status Change data
* @param mapIsVS: If the map is a map_flag_vs type
* @param mapisPVP: If the map is a PvP type
* @param mapIsGVG: If the map is a map_flag_gvg type
* @param mapIsBG: If the map is a Battleground type
* @param mapZone: Map Zone type
* @param mapIsTE: If the map us WOE TE
* @return True - SC disabled on map; False - SC not disabled on map/Invalid SC
*/
static bool status_change_isDisabledOnMap_(sc_type type, bool mapIsVS, bool mapIsPVP, bool mapIsGVG, bool mapIsBG, unsigned int mapZone, bool mapIsTE)
{
if (type <= SC_NONE || type >= SC_MAX)
return false;
if ((!mapIsVS && SCDisabled[type]&1) ||
(mapIsPVP && SCDisabled[type]&2) ||
(mapIsGVG && SCDisabled[type]&4) ||
(mapIsBG && SCDisabled[type]&8) ||
(mapIsTE && SCDisabled[type]&16) ||
(SCDisabled[type]&(mapZone)))
{
return true;
}
return false;
}
/**
* Clear a status if it is disabled on a map
* @param bl: Block list data
* @param sc: Status Change data
*/
void status_change_clear_onChangeMap(struct block_list *bl, struct status_change *sc)
{
nullpo_retv(bl);
if (sc && sc->count) {
struct map_data *mapdata = map_getmapdata(bl->m);
unsigned short i;
bool mapIsVS = mapdata_flag_vs2(mapdata);
bool mapIsPVP = mapdata->flag[MF_PVP] != 0;
bool mapIsGVG = mapdata_flag_gvg2_no_te(mapdata);
bool mapIsBG = mapdata->flag[MF_BATTLEGROUND] != 0;
bool mapIsTE = mapdata_flag_gvg2_te(mapdata);
for (i = 0; i < SC_MAX; i++) {
if (!sc->data[i] || !SCDisabled[i])
continue;
if (status_change_isDisabledOnMap_((sc_type)i, mapIsVS, mapIsPVP, mapIsGVG, mapIsBG, mapdata->zone, mapIsTE))
status_change_end(bl, (sc_type)i, INVALID_TIMER);
}
}
}
/**
* Read status_disabled.txt file
* @param str: Fields passed from sv_readdb
* @param columns: Columns passed from sv_readdb function call
* @param current: Current row being read into SCDisabled array
* @return True - Successfully stored, False - Invalid SC
*/
static bool status_readdb_status_disabled(char **str, int columns, int current)
{
int type = SC_NONE;
if (ISDIGIT(str[0][0]))
type = atoi(str[0]);
else {
if (!script_get_constant(str[0],&type))
type = SC_NONE;
}
if (type <= SC_NONE || type >= SC_MAX) {
ShowError("status_readdb_status_disabled: Invalid SC with type %s.\n", str[0]);
return false;
}
SCDisabled[type] = (unsigned int)atol(str[1]);
return true;
}
/**
* Read sizefix database for attack calculations
* @param fields: Fields passed from sv_readdb
* @param columns: Columns passed from sv_readdb function call
* @param current: Current row being read into atkmods array
* @return True
*/
static bool status_readdb_sizefix(char* fields[], int columns, int current)
{
unsigned int i;
for(i = 0; i < MAX_WEAPON_TYPE; i++)
atkmods[current][i] = atoi(fields[i]);
return true;
}
/**
* Reads and parses an entry from the refine_db
* @param node: The YAML node containing the entry
* @param refine_info_index: The sequential index of the current entry
* @param file_name: File name for displaying only
* @return True on success or false on failure
*/
static bool status_yaml_readdb_refine_sub(const YAML::Node &node, int refine_info_index, const std::string &file_name) {
if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX)
return false;
int bonus_per_level = node["StatsPerLevel"].as<int>();
int random_bonus_start_level = node["RandomBonusStartLevel"].as<int>();
int random_bonus = node["RandomBonusValue"].as<int>();
if (file_name.find("import") != std::string::npos) { // Import file, reset refine bonus before calculation
for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
refine_info[refine_info_index].bonus[refine_level] = 0;
}
const YAML::Node &costs = node["Costs"];
for (const auto costit : costs) {
const YAML::Node &type = costit;
int idx = 0, price;
unsigned short material;
const std::string keys[] = { "Type", "Price", "Material" };
for (int i = 0; i < ARRAYLENGTH(keys); i++) {
if (!type[keys[i]].IsDefined())
ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", keys[i].c_str(), file_name.c_str());
}
std::string refine_cost_const = type["Type"].as<std::string>();
if (ISDIGIT(refine_cost_const[0]))
idx = atoi(refine_cost_const.c_str());
else
script_get_constant(refine_cost_const.c_str(), &idx);
price = type["Price"].as<int>();
material = type["Material"].as<uint16>();
refine_info[refine_info_index].cost[idx].nameid = material;
refine_info[refine_info_index].cost[idx].zeny = price;
}
const YAML::Node &rates = node["Rates"];
for (const auto rateit : rates) {
const YAML::Node &level = rateit;
int refine_level = level["Level"].as<int>() - 1;
if (refine_level >= MAX_REFINE)
continue;
if (level["NormalChance"].IsDefined())
refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = level["NormalChance"].as<int>();
if (level["EnrichedChance"].IsDefined())
refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = level["EnrichedChance"].as<int>();
if (level["EventNormalChance"].IsDefined())
refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = level["EventNormalChance"].as<int>();
if (level["EventEnrichedChance"].IsDefined())
refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = level["EventEnrichedChance"].as<int>();
if (level["Bonus"].IsDefined())
refine_info[refine_info_index].bonus[refine_level] = level["Bonus"].as<int>();
if (refine_level >= random_bonus_start_level - 1)
refine_info[refine_info_index].randombonus_max[refine_level] = random_bonus * (refine_level - random_bonus_start_level + 2);
}
for (int refine_level = 0; refine_level < MAX_REFINE; ++refine_level)
refine_info[refine_info_index].bonus[refine_level] += bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0);
return true;
}
/**
* Loads refine values from the refine_db
* @param directory: Location of refine_db file
* @param file: File name
*/
static void status_yaml_readdb_refine(const std::string &directory, const std::string &file) {
int count = 0;
const std::string labels[] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" };
const std::string current_file = directory + "/" + file;
YAML::Node config;
try {
config = YAML::LoadFile(current_file);
}
catch (...) {
ShowError("Failed to read '" CL_WHITE "%s" CL_RESET "'.\n", current_file.c_str());
return;
}
for (int i = 0; i < ARRAYLENGTH(labels); i++) {
const YAML::Node &node = config[labels[i]];
if (node.IsDefined() && status_yaml_readdb_refine_sub(node, i, current_file))
count++;
}
ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, current_file.c_str());
}
/**
* Returns refine cost (zeny or item) for a weapon level.
* @param weapon_lv Weapon level
* @param type Refine type (can be retrieved from refine_cost_type enum)
* @param what true = returns zeny, false = returns item id
* @return Refine cost for a weapon level
*/
int status_get_refine_cost(int weapon_lv, int type, bool what) {
return what ? refine_info[weapon_lv].cost[type].zeny : refine_info[weapon_lv].cost[type].nameid;
}
/**
* Read attribute fix database for attack calculations
* Function stores information in the attr_fix_table
* @return True
*/
static bool status_readdb_attrfix(const char *basedir,bool silent)
{
FILE *fp;
char line[512], path[512];
int entries = 0;
sprintf(path, "%s/attr_fix.txt", basedir);
fp = fopen(path,"r");
if (fp == NULL) {
if (silent==0)
ShowError("Can't read %s\n", path);
return 1;
}
while (fgets(line, sizeof(line), fp)) {
int lv, i, j;
if (line[0] == '/' && line[1] == '/')
continue;
lv = atoi(line);
if (!CHK_ELEMENT_LEVEL(lv))
continue;
for (i = 0; i < ELE_ALL;) {
char *p;
if (!fgets(line, sizeof(line), fp))
break;
if (line[0]=='/' && line[1]=='/')
continue;
for (j = 0, p = line; j < ELE_ALL && p; j++) {
while (*p == 32) //skipping space (32=' ')
p++;
//TODO seem unsafe to continue without check
attr_fix_table[lv-1][i][j] = atoi(p);
p = strchr(p,',');
if(p)
*p++=0;
}
i++;
}
entries++;
}
fclose(fp);
ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", entries, path);
return true;
}
/**
* Sets defaults in tables and starts read db functions
* sv_readdb reads the file, outputting the information line-by-line to
* previous functions above, separating information by delimiter
* DBs being read:
* attr_fix.txt: Attribute adjustment table for attacks
* size_fix.txt: Size adjustment table for weapons
* refine_db.txt: Refining data table
* @return 0
*/
int status_readdb(void)
{
int i, j, k;
const char* dbsubpath[] = {
"",
"/" DBIMPORT,
//add other path here
};
// Initialize databases to default
memset(SCDisabled, 0, sizeof(SCDisabled));
// size_fix.txt
for(i=0;i<ARRAYLENGTH(atkmods);i++)
for(j=0;j<MAX_WEAPON_TYPE;j++)
atkmods[i][j]=100;
// refine_db.yml
for(i=0;i<ARRAYLENGTH(refine_info);i++)
{
memset(refine_info[i].cost, 0, sizeof(struct refine_cost));
for(j = 0; j < REFINE_CHANCE_TYPE_MAX; j++)
for(k=0;k<MAX_REFINE; k++)
{
refine_info[i].chance[j][k] = 100;
refine_info[i].bonus[k] = 0;
refine_info[i].randombonus_max[k] = 0;
}
}
// attr_fix.txt
for(i=0;i<MAX_ELE_LEVEL;i++)
for(j=0;j<ELE_ALL;j++)
for(k=0;k<ELE_ALL;k++)
attr_fix_table[i][j][k]=100;
// read databases
// path,filename,separator,mincol,maxcol,maxrow,func_parsor
for(i=0; i<ARRAYLENGTH(dbsubpath); i++){
size_t n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
size_t n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
char* dbsubpath1 = (char*)aMalloc(n1+1);
char* dbsubpath2 = (char*)aMalloc(n2+1);
if(i==0) {
safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
}
else {
safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
}
status_readdb_attrfix(dbsubpath2,i > 0); // !TODO use sv_readdb ?
sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i > 0);
sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i > 0);
status_yaml_readdb_refine(dbsubpath2, "refine_db.yml");
aFree(dbsubpath1);
aFree(dbsubpath2);
}
return 0;
}
/**
* Status db init and destroy.
*/
int do_init_status(void)
{
add_timer_func_list(status_change_timer,"status_change_timer");
add_timer_func_list(status_natural_heal_timer,"status_natural_heal_timer");
initChangeTables();
initDummyData();
status_readdb();
natural_heal_prev_tick = gettick();
sc_data_ers = ers_new(sizeof(struct status_change_entry),"status.cpp::sc_data_ers",ERS_OPT_NONE);
add_timer_interval(natural_heal_prev_tick + NATURAL_HEAL_INTERVAL, status_natural_heal_timer, 0, 0, NATURAL_HEAL_INTERVAL);
return 0;
}
void do_final_status(void)
{
ers_destroy(sc_data_ers);
}