Jump to content

danny091288

Members
  • Posts

    3
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

danny091288's Achievements

Poring

Poring (1/15)

  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. what causes the warning that appears after "making server"? may this cause an aspd error?
  2. i just changed 4 files only in src. renewal.h / Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ //quick option to disable all renewal option, used by ./configure //#define PRERE #ifndef PRERE /** * rAthena configuration file (http://rathena.org) * For detailed guidance on these check http://rathena.org/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ /// Game renewal server mode /// (disable by commenting the line) /// /// Leave this line to enable renewal specific support such as renewal formulas #define RENEWAL /// Renewal cast time /// (disable by commenting the line) /// /// Leave this line to enable renewal casting time algorithms and enable fixed cast bonuses. /// See also default_fixed_castrate in conf/battle/skill.conf for default fixed cast time (default is 20%). /// Cast time is altered be 2 portion, Variable Cast Time (VCT) and Fixed Cast Time (FCT). /// By default FCT is 20% of VCT (some skills aren't) /// - VCT is decreased by DEX * 2 + INT. /// - FCT is NOT reduced by stats, reduced by equips or buffs. /// Example: /// On a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a FCT //#define RENEWAL_CAST /// Renewal drop rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item drop rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied /// Based on the http://irowiki.org/wiki/Drop_System#Level_Factor table //#define RENEWAL_DROP /// Renewal exp rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item exp rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied #define RENEWAL_EXP /// Renewal level modifier on damage /// (disable by commenting the line) /// // Leave this line to enable renewal base level modifier on skill damage (selected skills only) #define RENEWAL_LVDMG /// Renewal ASPD [malufett] /// (disable by commenting the line) /// /// Leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack #define RENEWAL_ASPD /// Renewal stat calculations /// (disable by commenting the line) /// /// Leave this line to enable renewal calculation for increasing status/parameter points #define RENEWAL_STAT #endif #endif // _CONFIG_RENEWAL_H_ mmo.h #define MAX_ZENY 1000000 > #define MAX_ZENY INT_MAX core.h //#define VIP_ENABLE to #define VIP_ENABLE pakets.h #define PACKETVER 20151104
  3. Agi 1 = 193 aspd for job 3rd / Novice = 190 aspd please help me to solve the aspd problem ... I use the latest rathena. is there anything to change? renewal.h // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _CONFIG_RENEWAL_H_ #define _CONFIG_RENEWAL_H_ //quick option to disable all renewal option, used by ./configure //#define PRERE #ifndef PRERE /** * rAthena configuration file (http://rathena.org) * For detailed guidance on these check http://rathena.org/wiki/SRC/config/ **/ /** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **/ /// Game renewal server mode /// (disable by commenting the line) /// /// Leave this line to enable renewal specific support such as renewal formulas #define RENEWAL /// Renewal cast time /// (disable by commenting the line) /// /// Leave this line to enable renewal casting time algorithms and enable fixed cast bonuses. /// See also default_fixed_castrate in conf/battle/skill.conf for default fixed cast time (default is 20%). /// Cast time is altered be 2 portion, Variable Cast Time (VCT) and Fixed Cast Time (FCT). /// By default FCT is 20% of VCT (some skills aren't) /// - VCT is decreased by DEX * 2 + INT. /// - FCT is NOT reduced by stats, reduced by equips or buffs. /// Example: /// On a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a FCT //#define RENEWAL_CAST /// Renewal drop rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item drop rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied /// Based on the http://irowiki.org/wiki/Drop_System#Level_Factor table //#define RENEWAL_DROP /// Renewal exp rate algorithms /// (disable by commenting the line) /// /// Leave this line to enable renewal item exp rate algorithms /// While enabled a special modified based on the difference between the player and monster level is applied #define RENEWAL_EXP /// Renewal level modifier on damage /// (disable by commenting the line) /// // Leave this line to enable renewal base level modifier on skill damage (selected skills only) #define RENEWAL_LVDMG /// Renewal ASPD [malufett] /// (disable by commenting the line) /// /// Leave this line to enable renewal ASPD /// - shield penalty is applied /// - AGI has a greater factor in ASPD increase /// - there is a change in how skills/items give ASPD /// - some skill/item ASPD bonuses won't stack #define RENEWAL_ASPD /// Renewal stat calculations /// (disable by commenting the line) /// /// Leave this line to enable renewal calculation for increasing status/parameter points #define RENEWAL_STAT #endif #endif // _CONFIG_RENEWAL_H_ status.c // Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "../common/cbasetypes.h" #include "../common/timer.h" #include "../common/nullpo.h" #include "../common/random.h" #include "../common/showmsg.h" #include "../common/malloc.h" #include "../common/utils.h" #include "../common/ers.h" #include "../common/strlib.h" #include "../common/yamlwrapper.h" #include "battle.h" #include "itemdb.h" #include "map.h" #include "path.h" #include "pc.h" #include "pet.h" #include "battleground.h" #include "homunculus.h" #include "mercenary.h" #include "elemental.h" #include "script.h" #include <stdlib.h> #include <math.h> // 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[3][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[SI_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), map_flag_vs2((m)), map[(m)].flag.pvp, map_flag_gvg2_no_te((m)), map[(m)].flag.battleground, map[(m)].zone << 3, map_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 si_type) * @return The bl types relevant to the type (see enum bl_type) */ int status_type2relevant_bl_types(int type) { if( type < 0 || type >= SI_MAX ) { ShowError("status_type2relevant_bl_types: Unsupported type %d\n", type); return SI_BLANK; } return StatusRelevantBLTypes[type]; } #define add_sc(skill,sc) set_sc(skill,sc,SI_BLANK,SCB_NONE) // Indicates that the status displays a visual effect for the affected unit, and should be sent to the client for all supported units #define set_sc_with_vfx(skill, sc, icon, flag) set_sc((skill), (sc), (icon), (flag)); if((icon) < SI_MAX) 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 < 0 || 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] == SI_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] == SI_BLANK) StatusIconChangeTable[sc] = icon; StatusChangeFlagTable[sc] |= flag; } if (icon > SI_BLANK && icon < SI_MAX) StatusRelevantBLTypes[icon] |= BL_SCEFFECT; } void initChangeTables(void) { int i; for (i = 0; i < SC_MAX; i++) StatusIconChangeTable[i] = SI_BLANK; for (i = 0; i < MAX_SKILL; i++) SkillStatusChangeTable[i] = SC_NONE; for (i = 0; i < SI_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 , SI_BLANK , SCB_DEF_ELE|SCB_DEF|SCB_MDEF ); set_sc( NPC_WIDEFREEZE , SC_FREEZE , SI_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 , SI_BLANK , SCB_DEF2|SCB_REGEN ); set_sc( NPC_WIDECURSE , SC_CURSE , SI_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 , SI_BLANK , SCB_HIT|SCB_FLEE ); set_sc( NPC_BLEEDING , SC_BLEEDING , SI_BLEEDING , SCB_REGEN ); set_sc( NPC_POISON , SC_DPOISON , SI_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 , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); add_sc( SM_MAGNUM , SC_WATK_ELEMENT ); set_sc( SM_ENDURE , SC_ENDURE , SI_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 , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( AL_DECAGI , SC_DECREASEAGI , SI_DECREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( AL_CRUCIS , SC_SIGNUMCRUCIS , SI_SIGNUMCRUCIS , SCB_DEF ); set_sc( AL_ANGELUS , SC_ANGELUS , SI_ANGELUS , SCB_DEF2 ); set_sc( AL_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); set_sc( AC_CONCENTRATION , SC_CONCENTRATE , SI_CONCENTRATE , SCB_AGI|SCB_DEX ); set_sc( TF_HIDING , SC_HIDING , SI_HIDING , SCB_SPEED ); add_sc( TF_POISON , SC_POISON ); set_sc( KN_TWOHANDQUICKEN , SC_TWOHANDQUICKEN , SI_TWOHANDQUICKEN , SCB_ASPD ); set_sc( KN_AUTOCOUNTER , SC_AUTOCOUNTER , SI_AUTOCOUNTER , SCB_NONE ); set_sc( PR_IMPOSITIO , SC_IMPOSITIO , SI_IMPOSITIO , #ifndef RENEWAL SCB_WATK ); #else SCB_NONE ); #endif set_sc( PR_SUFFRAGIUM , SC_SUFFRAGIUM , SI_SUFFRAGIUM , SCB_NONE ); set_sc( PR_ASPERSIO , SC_ASPERSIO , SI_ASPERSIO , SCB_ATK_ELE ); set_sc( PR_BENEDICTIO , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); set_sc( PR_SLOWPOISON , SC_SLOWPOISON , SI_SLOWPOISON , SCB_REGEN ); set_sc( PR_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); set_sc( PR_MAGNIFICAT , SC_MAGNIFICAT , SI_MAGNIFICAT , SCB_REGEN ); set_sc( PR_GLORIA , SC_GLORIA , SI_GLORIA , SCB_LUK ); add_sc( PR_STRECOVERY , SC_BLIND ); add_sc( PR_LEXDIVINA , SC_SILENCE ); set_sc( PR_LEXAETERNA , SC_AETERNA , SI_AETERNA , 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 , SI_QUAGMIRE , SCB_AGI|SCB_DEX|SCB_ASPD|SCB_SPEED ); add_sc( BS_HAMMERFALL , SC_STUN ); set_sc( BS_ADRENALINE , SC_ADRENALINE , SI_ADRENALINE , SCB_ASPD ); set_sc( BS_WEAPONPERFECT , SC_WEAPONPERFECTION , SI_WEAPONPERFECTION , SCB_NONE ); set_sc( BS_OVERTHRUST , SC_OVERTHRUST , SI_OVERTHRUST , SCB_NONE ); set_sc( BS_MAXIMIZE , SC_MAXIMIZEPOWER , SI_MAXIMIZEPOWER , SCB_REGEN ); add_sc( HT_LANDMINE , SC_STUN ); set_sc( HT_ANKLESNARE , SC_ANKLE , SI_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 , SI_CLOAKING , SCB_CRI|SCB_SPEED ); add_sc( AS_SONICBLOW , SC_STUN ); set_sc( AS_ENCHANTPOISON , SC_ENCPOISON , SI_ENCPOISON , SCB_ATK_ELE ); set_sc( AS_POISONREACT , SC_POISONREACT , SI_POISONREACT , SCB_NONE ); add_sc( AS_VENOMDUST , SC_POISON ); set_sc( AS_SPLASHER , SC_SPLASHER , SI_SPLASHER , SCB_NONE ); set_sc( NV_TRICKDEAD , SC_TRICKDEAD , SI_TRICKDEAD , SCB_REGEN ); set_sc( SM_AUTOBERSERK , SC_AUTOBERSERK , SI_AUTOBERSERK , SCB_NONE ); add_sc( TF_SPRINKLESAND , SC_BLIND ); add_sc( TF_THROWSTONE , SC_STUN ); set_sc( MC_LOUD , SC_LOUD , SI_LOUD , SCB_STR ); set_sc( MG_ENERGYCOAT , SC_ENERGYCOAT , SI_ENERGYCOAT , SCB_NONE ); set_sc( NPC_EMOTION , SC_MODECHANGE , SI_BLANK , SCB_MODE ); add_sc( NPC_EMOTION_ON , SC_MODECHANGE ); set_sc( NPC_ATTRICHANGE , SC_ELEMENTALCHANGE , SI_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 , SI_BLANK , SCB_DEF ); add_sc( NPC_DARKBLESSING , SC_COMA ); set_sc( NPC_BARRIER , SC_BARRIER , SI_BARRIER , SCB_MDEF|SCB_DEF ); add_sc( NPC_DEFENDER , SC_ARMOR ); add_sc( NPC_LICK , SC_STUN ); set_sc( NPC_HALLUCINATION , SC_HALLUCINATION , SI_HALLUCINATION , 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 , SI_STRIPWEAPON , SCB_WATK ); set_sc( RG_STRIPSHIELD , SC_STRIPSHIELD , SI_STRIPSHIELD , SCB_DEF ); set_sc( RG_STRIPARMOR , SC_STRIPARMOR , SI_STRIPARMOR , SCB_VIT ); set_sc( RG_STRIPHELM , SC_STRIPHELM , SI_STRIPHELM , SCB_INT ); add_sc( AM_ACIDTERROR , SC_BLEEDING ); set_sc( AM_CP_WEAPON , SC_CP_WEAPON , SI_CP_WEAPON , SCB_NONE ); set_sc( AM_CP_SHIELD , SC_CP_SHIELD , SI_CP_SHIELD , SCB_NONE ); set_sc( AM_CP_ARMOR , SC_CP_ARMOR , SI_CP_ARMOR , SCB_NONE ); set_sc( AM_CP_HELM , SC_CP_HELM , SI_CP_HELM , SCB_NONE ); set_sc( CR_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); add_sc( CR_SHIELDCHARGE , SC_STUN ); set_sc( CR_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); add_sc( CR_HOLYCROSS , SC_BLIND ); add_sc( CR_GRANDCROSS , SC_BLIND ); set_sc( CR_DEVOTION , SC_DEVOTION , SI_DEVOTION , SCB_NONE); set_sc( CR_PROVIDENCE , SC_PROVIDENCE , SI_PROVIDENCE , SCB_ALL ); set_sc( CR_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); set_sc( CR_SPEARQUICKEN , SC_SPEARQUICKEN , SI_SPEARQUICKEN , SCB_ASPD|SCB_CRI|SCB_FLEE ); set_sc( MO_STEELBODY , SC_STEELBODY , SI_STEELBODY , SCB_DEF|SCB_MDEF|SCB_ASPD|SCB_SPEED ); add_sc( MO_BLADESTOP , SC_BLADESTOP_WAIT ); set_sc( MO_BLADESTOP , SC_BLADESTOP , SI_BLADESTOP , SCB_NONE ); set_sc( MO_EXPLOSIONSPIRITS , SC_EXPLOSIONSPIRITS , SI_EXPLOSIONSPIRITS , SCB_CRI|SCB_REGEN ); set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST , SI_BLANK , SCB_REGEN ); #ifdef RENEWAL set_sc( MO_EXTREMITYFIST , SC_EXTREMITYFIST2 , SI_EXTREMITYFIST , SCB_NONE ); #endif set_sc( SA_MAGICROD , SC_MAGICROD , SI_MAGICROD , SCB_NONE ); set_sc( SA_AUTOSPELL , SC_AUTOSPELL , SI_AUTOSPELL , SCB_NONE ); set_sc( SA_FLAMELAUNCHER , SC_FIREWEAPON , SI_FIREWEAPON , SCB_ATK_ELE ); set_sc( SA_FROSTWEAPON , SC_WATERWEAPON , SI_WATERWEAPON , SCB_ATK_ELE ); set_sc( SA_LIGHTNINGLOADER , SC_WINDWEAPON , SI_WINDWEAPON , SCB_ATK_ELE ); set_sc( SA_SEISMICWEAPON , SC_EARTHWEAPON , SI_EARTHWEAPON , SCB_ATK_ELE ); set_sc( SA_VOLCANO , SC_VOLCANO , SI_LANDENDOW , SCB_WATK ); set_sc( SA_DELUGE , SC_DELUGE , SI_LANDENDOW , SCB_MAXHP ); set_sc( SA_VIOLENTGALE , SC_VIOLENTGALE , SI_LANDENDOW , SCB_FLEE ); add_sc( SA_REVERSEORCISH , SC_ORCISH ); add_sc( SA_COMA , SC_COMA ); set_sc( BD_ENCORE , SC_DANCING , SI_BDPLAYING , SCB_SPEED|SCB_REGEN ); set_sc( BD_RICHMANKIM , SC_RICHMANKIM , SI_RICHMANKIM , SCB_NONE ); set_sc( BD_ETERNALCHAOS , SC_ETERNALCHAOS , SI_ETERNALCHAOS , SCB_DEF2 ); set_sc( BD_DRUMBATTLEFIELD , SC_DRUMBATTLE , SI_DRUMBATTLEFIELD , #ifndef RENEWAL SCB_WATK|SCB_DEF ); #else SCB_DEF ); #endif set_sc( BD_RINGNIBELUNGEN , SC_NIBELUNGEN , SI_RINGNIBELUNGEN , #ifndef RENEWAL SCB_WATK ); #else SCB_NONE ); #endif set_sc( BD_ROKISWEIL , SC_ROKISWEIL , SI_ROKISWEIL , SCB_NONE ); set_sc( BD_INTOABYSS , SC_INTOABYSS , SI_INTOABYSS , SCB_NONE ); set_sc( BD_SIEGFRIED , SC_SIEGFRIED , SI_SIEGFRIED , SCB_ALL ); add_sc( BA_FROSTJOKER , SC_FREEZE ); set_sc( BA_WHISTLE , SC_WHISTLE , SI_WHISTLE , SCB_FLEE|SCB_FLEE2 ); set_sc( BA_ASSASSINCROSS , SC_ASSNCROS , SI_ASSASSINCROSS , SCB_ASPD ); set_sc( BA_POEMBRAGI , SC_POEMBRAGI , SI_POEMBRAGI , SCB_NONE ); set_sc( BA_APPLEIDUN , SC_APPLEIDUN , SI_APPLEIDUN , SCB_MAXHP ); add_sc( DC_SCREAM , SC_STUN ); set_sc( DC_HUMMING , SC_HUMMING , SI_HUMMING , SCB_HIT ); set_sc( DC_DONTFORGETME , SC_DONTFORGETME , SI_DONTFORGETME , SCB_SPEED|SCB_ASPD ); set_sc( DC_FORTUNEKISS , SC_FORTUNE , SI_FORTUNEKISS , SCB_CRI ); set_sc( DC_SERVICEFORYOU , SC_SERVICE4U , SI_SERVICEFORYOU , SCB_ALL ); add_sc( NPC_DARKCROSS , SC_BLIND ); add_sc( NPC_GRANDDARKNESS , SC_BLIND ); set_sc( NPC_STOP , SC_STOP , SI_STOP , SCB_NONE ); set_sc( NPC_WEAPONBRAKER , SC_BROKENWEAPON , SI_BROKENWEAPON , SCB_NONE ); set_sc( NPC_ARMORBRAKE , SC_BROKENARMOR , SI_BROKENARMOR , SCB_NONE ); set_sc( NPC_CHANGEUNDEAD , SC_CHANGEUNDEAD , SI_UNDEAD , SCB_DEF_ELE ); set_sc( NPC_POWERUP , SC_INCHITRATE , SI_BLANK , SCB_HIT ); set_sc( NPC_AGIUP , SC_INCFLEERATE , SI_BLANK , SCB_FLEE ); add_sc( NPC_INVISIBLE , SC_CLOAKING ); set_sc( LK_AURABLADE , SC_AURABLADE , SI_AURABLADE , SCB_NONE ); set_sc( LK_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); set_sc( LK_CONCENTRATION , SC_CONCENTRATION , SI_CONCENTRATION , #ifndef RENEWAL SCB_BATK|SCB_WATK|SCB_HIT|SCB_DEF|SCB_DEF2 ); #else SCB_HIT|SCB_DEF ); #endif set_sc( LK_TENSIONRELAX , SC_TENSIONRELAX , SI_TENSIONRELAX , SCB_REGEN ); set_sc( LK_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); set_sc( HP_ASSUMPTIO , SC_ASSUMPTIO , #ifndef RENEWAL SI_ASSUMPTIO , SCB_NONE ); #else SI_ASSUMPTIO2 , SCB_NONE ); #endif add_sc( HP_BASILICA , SC_BASILICA ); set_sc( HW_MAGICPOWER , SC_MAGICPOWER , SI_MAGICPOWER , SCB_MATK ); add_sc( PA_SACRIFICE , SC_SACRIFICE ); set_sc( PA_GOSPEL , SC_GOSPEL , SI_GOSPEL , SCB_SPEED|SCB_ASPD ); add_sc( PA_GOSPEL , SC_SCRESIST ); add_sc( CH_TIGERFIST , SC_STOP ); set_sc( ASC_EDP , SC_EDP , SI_EDP , SCB_NONE ); set_sc( SN_SIGHT , SC_TRUESIGHT , SI_TRUESIGHT , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK|SCB_CRI|SCB_HIT ); set_sc( SN_WINDWALK , SC_WINDWALK , SI_WINDWALK , SCB_FLEE|SCB_SPEED ); set_sc( WS_MELTDOWN , SC_MELTDOWN , SI_MELTDOWN , SCB_NONE ); set_sc( WS_CARTBOOST , SC_CARTBOOST , SI_CARTBOOST , SCB_SPEED ); set_sc( ST_CHASEWALK , SC_CHASEWALK , SI_CHASEWALK , SCB_SPEED ); set_sc( ST_REJECTSWORD , SC_REJECTSWORD , SI_REJECTSWORD , SCB_NONE ); add_sc( ST_REJECTSWORD , SC_AUTOCOUNTER ); set_sc( CG_MARIONETTE , SC_MARIONETTE , SI_MARIONETTE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); set_sc( CG_MARIONETTE , SC_MARIONETTE2 , SI_MARIONETTE2 , 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 , SI_JOINTBEAT , SCB_BATK|SCB_DEF2|SCB_SPEED|SCB_ASPD ); add_sc( HW_NAPALMVULCAN , SC_CURSE ); set_sc( PF_MINDBREAKER , SC_MINDBREAKER , SI_MINDBREAKER , SCB_MATK|SCB_MDEF2 ); set_sc( PF_MEMORIZE , SC_MEMORIZE , SI_MEMORIZE , SCB_NONE ); set_sc( PF_FOGWALL , SC_FOGWALL , SI_FOGWALL , SCB_NONE ); set_sc( PF_SPIDERWEB , SC_SPIDERWEB , SI_SPIDERWEB , SCB_FLEE ); set_sc( WE_BABY , SC_BABY , SI_BABY , SCB_NONE ); set_sc( TK_RUN , SC_RUN , SI_RUN , SCB_SPEED|SCB_DSPD ); set_sc( TK_RUN , SC_SPURT , SI_SPURT , SCB_STR ); set_sc( TK_READYSTORM , SC_READYSTORM , SI_READYSTORM , SCB_NONE ); set_sc( TK_READYDOWN , SC_READYDOWN , SI_READYDOWN , SCB_NONE ); add_sc( TK_DOWNKICK , SC_STUN ); set_sc( TK_READYTURN , SC_READYTURN , SI_READYTURN , SCB_NONE ); set_sc( TK_READYCOUNTER , SC_READYCOUNTER , SI_READYCOUNTER , SCB_NONE ); set_sc( TK_DODGE , SC_DODGE , SI_DODGE , SCB_NONE ); set_sc( TK_SPTIME , SC_EARTHSCROLL , SI_EARTHSCROLL , SCB_NONE ); add_sc( TK_SEVENWIND , SC_SEVENWIND ); set_sc( TK_SEVENWIND , SC_GHOSTWEAPON , SI_GHOSTWEAPON , SCB_ATK_ELE ); set_sc( TK_SEVENWIND , SC_SHADOWWEAPON , SI_SHADOWWEAPON , SCB_ATK_ELE ); set_sc( SG_SUN_WARM , SC_WARM , SI_WARM , SCB_NONE ); add_sc( SG_MOON_WARM , SC_WARM ); add_sc( SG_STAR_WARM , SC_WARM ); set_sc( SG_SUN_COMFORT , SC_SUN_COMFORT , SI_SUN_COMFORT , SCB_DEF2 ); set_sc( SG_MOON_COMFORT , SC_MOON_COMFORT , SI_MOON_COMFORT , SCB_FLEE ); set_sc( SG_STAR_COMFORT , SC_STAR_COMFORT , SI_STAR_COMFORT , SCB_ASPD ); add_sc( SG_FRIEND , SC_SKILLRATE_UP ); set_sc( SG_KNOWLEDGE , SC_KNOWLEDGE , SI_BLANK , SCB_ALL ); set_sc( SG_FUSION , SC_FUSION , SI_BLANK , SCB_SPEED ); set_sc( BS_ADRENALINE2 , SC_ADRENALINE2 , SI_ADRENALINE2 , SCB_ASPD ); set_sc( SL_KAIZEL , SC_KAIZEL , SI_KAIZEL , SCB_NONE ); set_sc( SL_KAAHI , SC_KAAHI , SI_KAAHI , SCB_NONE ); set_sc( SL_KAUPE , SC_KAUPE , SI_KAUPE , SCB_NONE ); set_sc( SL_KAITE , SC_KAITE , SI_KAITE , SCB_NONE ); add_sc( SL_STUN , SC_STUN ); set_sc( SL_SWOO , SC_SWOO , SI_SWOO , SCB_SPEED ); set_sc( SL_SKE , SC_SKE , SI_BLANK , SCB_BATK|SCB_WATK|SCB_DEF|SCB_DEF2 ); set_sc( SL_SKA , SC_SKA , SI_BLANK , SCB_DEF2|SCB_MDEF2|SCB_SPEED|SCB_ASPD ); set_sc( SL_SMA , SC_SMA , SI_SMA , SCB_NONE ); set_sc( SM_SELFPROVOKE , SC_PROVOKE , SI_PROVOKE , SCB_DEF|SCB_DEF2|SCB_BATK|SCB_WATK ); set_sc( ST_PRESERVE , SC_PRESERVE , SI_PRESERVE , SCB_NONE ); set_sc( PF_DOUBLECASTING , SC_DOUBLECAST , SI_DOUBLECAST , SCB_NONE ); set_sc( HW_GRAVITATION , SC_GRAVITATION , SI_GRAVITATION , SCB_ASPD ); add_sc( WS_CARTTERMINATION , SC_STUN ); set_sc( WS_OVERTHRUSTMAX , SC_MAXOVERTHRUST , SI_MAXOVERTHRUST , SCB_NONE ); set_sc( CG_LONGINGFREEDOM , SC_LONGING , SI_LONGING , SCB_SPEED|SCB_ASPD ); set_sc( CG_HERMODE , SC_HERMODE , SI_HERMODE , SCB_NONE ); set_sc( CG_TAROTCARD , SC_TAROTCARD , SI_TAROT , SCB_NONE ); set_sc( ITEM_ENCHANTARMS , SC_ENCHANTARMS , SI_BLANK , SCB_ATK_ELE ); set_sc( SL_HIGH , SC_SPIRIT , SI_SPIRIT , SCB_ALL ); set_sc( KN_ONEHAND , SC_ONEHAND , SI_ONEHAND , SCB_ASPD ); set_sc( GS_FLING , SC_FLING , SI_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 , SI_MADNESSCANCEL , #ifndef RENEWAL SCB_BATK|SCB_ASPD ); #else SCB_ASPD ); #endif set_sc( GS_ADJUSTMENT , SC_ADJUSTMENT , SI_ADJUSTMENT , SCB_HIT|SCB_FLEE ); set_sc( GS_INCREASING , SC_INCREASING , SI_ACCURACY , SCB_AGI|SCB_DEX|SCB_HIT ); set_sc( GS_GATLINGFEVER , SC_GATLINGFEVER , SI_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 , SI_BLANK , SCB_AGI|SCB_SPEED ); add_sc( NJ_HYOUSYOURAKU , SC_FREEZE ); set_sc( NJ_NEN , SC_NEN , SI_NEN , SCB_STR|SCB_INT ); set_sc( NJ_UTSUSEMI , SC_UTSUSEMI , SI_UTSUSEMI , SCB_NONE ); set_sc( NJ_BUNSINJYUTSU , SC_BUNSINJYUTSU , SI_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 , SI_SLOWCAST , SCB_NONE ); set_sc( NPC_CRITICALWOUND , SC_CRITICALWOUND , SI_CRITICALWOUND , SCB_NONE ); set_sc( NPC_STONESKIN , SC_ARMORCHANGE , SI_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 , SI_HELLPOWER , SCB_NONE ); set_sc( NPC_WIDEHELLDIGNITY , SC_HELLPOWER , SI_HELLPOWER , SCB_NONE ); set_sc( NPC_INVINCIBLE , SC_INVINCIBLE , SI_INVINCIBLE , SCB_SPEED ); set_sc( NPC_INVINCIBLEOFF , SC_INVINCIBLEOFF , SI_BLANK , SCB_SPEED ); set_sc_with_vfx( NPC_MAXPAIN , SC_MAXPAIN , SI_MAXPAIN , SCB_NONE ); set_sc( CASH_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); set_sc( CASH_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( CASH_ASSUMPTIO , SC_ASSUMPTIO , SI_ASSUMPTIO , SCB_NONE ); set_sc( ALL_PARTYFLEE , SC_PARTYFLEE , SI_PARTYFLEE , SCB_NONE ); set_sc( ALL_ODINS_POWER , SC_ODINS_POWER , SI_ODINS_POWER , SCB_WATK|SCB_MATK|SCB_MDEF|SCB_DEF ); set_sc( CR_SHRINK , SC_SHRINK , SI_SHRINK , SCB_NONE ); set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE2 , SI_CLOSECONFINE2 , SCB_NONE ); set_sc( RG_CLOSECONFINE , SC_CLOSECONFINE , SI_CLOSECONFINE , SCB_FLEE ); set_sc( WZ_SIGHTBLASTER , SC_SIGHTBLASTER , SI_SIGHTBLASTER , SCB_NONE ); set_sc( DC_WINKCHARM , SC_WINKCHARM , SI_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 , SI_BLANK , SCB_SPEED ); set_sc( HLIF_CHANGE , SC_CHANGE , SI_BLANK , SCB_VIT|SCB_INT ); set_sc( HFLI_FLEET , SC_FLEET , SI_BLANK , SCB_ASPD|SCB_BATK|SCB_WATK ); set_sc( HFLI_SPEED , SC_SPEED , SI_BLANK , SCB_FLEE ); set_sc( HAMI_DEFENCE , SC_DEFENCE , SI_BLANK , #ifndef RENEWAL SCB_DEF ); #else SCB_VIT ); #endif set_sc( HAMI_BLOODLUST , SC_BLOODLUST , SI_BLANK , SCB_BATK|SCB_WATK ); /* Homunculus S */ add_sc(MH_STAHL_HORN , SC_STUN ); set_sc(MH_ANGRIFFS_MODUS , SC_ANGRIFFS_MODUS , SI_ANGRIFFS_MODUS , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_MAXHP ); set_sc(MH_GOLDENE_FERSE , SC_GOLDENE_FERSE , SI_GOLDENE_FERSE , SCB_ASPD|SCB_FLEE ); add_sc(MH_STEINWAND , SC_SAFETYWALL ); set_sc(MH_OVERED_BOOST , SC_OVERED_BOOST , SI_OVERED_BOOST , SCB_FLEE|SCB_ASPD|SCB_DEF ); set_sc(MH_LIGHT_OF_REGENE , SC_LIGHT_OF_REGENE, SI_LIGHT_OF_REGENE, SCB_NONE); set_sc(MH_VOLCANIC_ASH , SC_ASH , SI_VOLCANIC_ASH , SCB_DEF|SCB_DEF2|SCB_HIT|SCB_BATK|SCB_FLEE ); set_sc(MH_GRANITIC_ARMOR , SC_GRANITIC_ARMOR , SI_GRANITIC_ARMOR , SCB_NONE ); set_sc(MH_MAGMA_FLOW , SC_MAGMA_FLOW , SI_MAGMA_FLOW , SCB_NONE ); set_sc(MH_PYROCLASTIC , SC_PYROCLASTIC , SI_PYROCLASTIC , SCB_BATK|SCB_ATK_ELE ); set_sc(MH_LAVA_SLIDE , SC_BURNING , SI_BURNT , SCB_MDEF ); set_sc(MH_NEEDLE_OF_PARALYZE , SC_PARALYSIS , SI_NEEDLE_OF_PARALYZE , SCB_DEF2 ); add_sc(MH_POISON_MIST , SC_BLIND ); set_sc(MH_PAIN_KILLER , SC_PAIN_KILLER , SI_PAIN_KILLER , SCB_ASPD ); add_sc(MH_STYLE_CHANGE , SC_STYLE_CHANGE ); set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER2 , SI_TINDER_BREAKER , SCB_FLEE ); set_sc(MH_TINDER_BREAKER , SC_TINDER_BREAKER , SI_TINDER_BREAKER_POSTDELAY , SCB_FLEE ); set_sc(MH_CBC , SC_CBC , SI_CBC , SCB_FLEE ); set_sc(MH_EQC , SC_EQC , SI_EQC , SCB_DEF2|SCB_MAXHP ); add_sc( MER_CRASH , SC_STUN ); set_sc( MER_PROVOKE , SC_PROVOKE , SI_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 , SI_DECREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( MER_MAGNIFICAT , SC_MAGNIFICAT , SI_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 , SI_AUTOBERSERK , SCB_NONE ); set_sc( ML_AUTOGUARD , SC_AUTOGUARD , SI_AUTOGUARD , SCB_NONE ); set_sc( MS_REFLECTSHIELD , SC_REFLECTSHIELD , SI_REFLECTSHIELD , SCB_NONE ); set_sc( ML_DEFENDER , SC_DEFENDER , SI_DEFENDER , SCB_SPEED|SCB_ASPD ); set_sc( MS_PARRYING , SC_PARRYING , SI_PARRYING , SCB_NONE ); set_sc( MS_BERSERK , SC_BERSERK , SI_BERSERK , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2|SCB_FLEE|SCB_SPEED|SCB_ASPD|SCB_MAXHP|SCB_REGEN ); add_sc( ML_SPIRALPIERCE , SC_STOP ); set_sc( MER_QUICKEN , SC_MERC_QUICKEN , SI_BLANK , SCB_ASPD ); add_sc( ML_DEVOTION , SC_DEVOTION ); set_sc( MER_KYRIE , SC_KYRIE , SI_KYRIE , SCB_NONE ); set_sc( MER_BLESSING , SC_BLESSING , SI_BLESSING , SCB_STR|SCB_INT|SCB_DEX ); set_sc( MER_INCAGI , SC_INCREASEAGI , SI_INCREASEAGI , SCB_AGI|SCB_SPEED ); set_sc( GD_LEADERSHIP , SC_LEADERSHIP , SI_BLANK , SCB_STR ); set_sc( GD_GLORYWOUNDS , SC_GLORYWOUNDS , SI_BLANK , SCB_VIT ); set_sc( GD_SOULCOLD , SC_SOULCOLD , SI_BLANK , SCB_AGI ); set_sc( GD_HAWKEYES , SC_HAWKEYES , SI_BLANK , SCB_DEX ); set_sc( GD_BATTLEORDER , SC_BATTLEORDERS , SI_GDSKILL_BATTLEORDER , SCB_STR|SCB_INT|SCB_DEX ); set_sc( GD_REGENERATION , SC_REGENERATION , SI_GDSKILL_REGENERATION , SCB_REGEN ); /* Rune Knight */ set_sc( RK_ENCHANTBLADE , SC_ENCHANTBLADE , SI_ENCHANTBLADE , SCB_NONE ); set_sc( RK_DRAGONHOWLING , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); set_sc( RK_DEATHBOUND , SC_DEATHBOUND , SI_DEATHBOUND , SCB_NONE ); set_sc( RK_WINDCUTTER , SC_FEAR , SI_BLANK , SCB_FLEE|SCB_HIT ); set_sc( RK_DRAGONBREATH , SC_BURNING , SI_BURNT , SCB_MDEF ); set_sc( RK_MILLENNIUMSHIELD , SC_MILLENNIUMSHIELD , SI_REUSE_MILLENNIUMSHIELD , SCB_NONE ); set_sc( RK_REFRESH , SC_REFRESH , SI_REFRESH , SCB_NONE ); set_sc( RK_GIANTGROWTH , SC_GIANTGROWTH , SI_GIANTGROWTH , SCB_STR ); set_sc( RK_STONEHARDSKIN , SC_STONEHARDSKIN , SI_STONEHARDSKIN , SCB_DEF|SCB_MDEF ); set_sc( RK_VITALITYACTIVATION , SC_VITALITYACTIVATION , SI_VITALITYACTIVATION , SCB_REGEN ); set_sc( RK_FIGHTINGSPIRIT , SC_FIGHTINGSPIRIT , SI_FIGHTINGSPIRIT , SCB_WATK|SCB_ASPD ); set_sc( RK_ABUNDANCE , SC_ABUNDANCE , SI_ABUNDANCE , SCB_NONE ); set_sc( RK_CRUSHSTRIKE , SC_CRUSHSTRIKE , SI_CRUSHSTRIKE , SCB_NONE ); set_sc_with_vfx( RK_DRAGONBREATH_WATER , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 ); /* GC Guillotine Cross */ set_sc_with_vfx( GC_VENOMIMPRESS, SC_VENOMIMPRESS , SI_VENOMIMPRESS , SCB_NONE ); set_sc( GC_POISONINGWEAPON , SC_POISONINGWEAPON , SI_POISONINGWEAPON , SCB_NONE ); set_sc( GC_WEAPONBLOCKING , SC_WEAPONBLOCKING , SI_WEAPONBLOCKING , SCB_NONE ); set_sc( GC_CLOAKINGEXCEED , SC_CLOAKINGEXCEED , SI_CLOAKINGEXCEED , SCB_SPEED ); set_sc( GC_HALLUCINATIONWALK , SC_HALLUCINATIONWALK , SI_HALLUCINATIONWALK , SCB_FLEE ); set_sc( GC_ROLLINGCUTTER , SC_ROLLINGCUTTER , SI_ROLLINGCUTTER , SCB_NONE ); set_sc_with_vfx( GC_DARKCROW , SC_DARKCROW , SI_DARKCROW , SCB_NONE ); /* Arch Bishop */ set_sc( AB_ADORAMUS , SC_ADORAMUS , SI_ADORAMUS , SCB_AGI|SCB_SPEED ); add_sc( AB_CLEMENTIA , SC_BLESSING ); add_sc( AB_CANTO , SC_INCREASEAGI ); set_sc( AB_EPICLESIS , SC_EPICLESIS , SI_EPICLESIS , SCB_MAXHP ); add_sc( AB_PRAEFATIO , SC_KYRIE ); set_sc_with_vfx( AB_ORATIO , SC_ORATIO , SI_ORATIO , SCB_NONE ); set_sc( AB_LAUDAAGNUS , SC_LAUDAAGNUS , SI_LAUDAAGNUS , SCB_VIT ); set_sc( AB_LAUDARAMUS , SC_LAUDARAMUS , SI_LAUDARAMUS , SCB_LUK ); set_sc( AB_RENOVATIO , SC_RENOVATIO , SI_RENOVATIO , SCB_REGEN ); set_sc( AB_EXPIATIO , SC_EXPIATIO , SI_EXPIATIO , SCB_NONE ); set_sc( AB_DUPLELIGHT , SC_DUPLELIGHT , SI_DUPLELIGHT , SCB_NONE ); set_sc( AB_SECRAMENT , SC_SECRAMENT , SI_SECRAMENT , SCB_NONE ); set_sc( AB_OFFERTORIUM , SC_OFFERTORIUM , SI_OFFERTORIUM , SCB_NONE ); /* Warlock */ add_sc( WL_WHITEIMPRISON , SC_WHITEIMPRISON ); set_sc_with_vfx( WL_FROSTMISTY , SC_FREEZING , SI_FROSTMISTY , SCB_ASPD|SCB_SPEED|SCB_DEF|SCB_DEF2 ); add_sc( WL_JACKFROST , SC_FREEZE ); set_sc( WL_MARSHOFABYSS , SC_MARSHOFABYSS , SI_MARSHOFABYSS , SCB_AGI|SCB_DEX|SCB_SPEED ); set_sc( WL_RECOGNIZEDSPELL , SC_RECOGNIZEDSPELL , SI_RECOGNIZEDSPELL , SCB_MATK); add_sc( WL_SIENNAEXECRATE , SC_STONE ); set_sc( WL_STASIS , SC_STASIS , SI_STASIS , SCB_NONE ); add_sc( WL_CRIMSONROCK , SC_STUN ); set_sc( WL_HELLINFERNO , SC_BURNING , SI_BURNT , SCB_MDEF ); set_sc( WL_COMET , SC_BURNING , SI_BURNT , SCB_MDEF ); set_sc( WL_TELEKINESIS_INTENSE , SC_TELEKINESIS_INTENSE, SI_TELEKINESIS_INTENSE, SCB_MATK ); /* Ranger */ set_sc( RA_FEARBREEZE , SC_FEARBREEZE , SI_FEARBREEZE , SCB_NONE ); set_sc( RA_ELECTRICSHOCKER , SC_ELECTRICSHOCKER , SI_ELECTRICSHOCKER , SCB_NONE ); set_sc( RA_WUGDASH , SC_WUGDASH , SI_WUGDASH , SCB_SPEED|SCB_DSPD ); set_sc( RA_WUGBITE , SC_BITE , SI_WUGBITE , SCB_NONE ); set_sc( RA_CAMOUFLAGE , SC_CAMOUFLAGE , SI_CAMOUFLAGE , SCB_SPEED|SCB_DEF|SCB_DEF2 ); set_sc( RA_FIRINGTRAP , SC_BURNING , SI_BURNT , SCB_MDEF ); set_sc_with_vfx( RA_ICEBOUNDTRAP, SC_FREEZING , SI_FROSTMISTY , SCB_SPEED|SCB_ASPD|SCB_DEF|SCB_DEF2 ); set_sc( RA_UNLIMIT , SC_UNLIMIT , SI_UNLIMIT , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); /* Mechanic */ set_sc( NC_ACCELERATION , SC_ACCELERATION , SI_ACCELERATION , SCB_SPEED ); set_sc( NC_HOVERING , SC_HOVERING , SI_HOVERING , SCB_SPEED ); set_sc( NC_SHAPESHIFT , SC_SHAPESHIFT , SI_SHAPESHIFT , SCB_DEF_ELE ); set_sc( NC_INFRAREDSCAN , SC_INFRAREDSCAN , SI_INFRAREDSCAN , SCB_FLEE ); set_sc( NC_ANALYZE , SC_ANALYZE , SI_ANALYZE , SCB_DEF|SCB_DEF2|SCB_MDEF|SCB_MDEF2 ); set_sc( NC_MAGNETICFIELD , SC_MAGNETICFIELD , SI_MAGNETICFIELD , SCB_NONE ); set_sc( NC_NEUTRALBARRIER , SC_NEUTRALBARRIER , SI_NEUTRALBARRIER , SCB_DEF|SCB_MDEF ); set_sc( NC_STEALTHFIELD , SC_STEALTHFIELD , SI_STEALTHFIELD , SCB_SPEED ); /* Royal Guard */ set_sc( LG_REFLECTDAMAGE , SC_REFLECTDAMAGE , SI_LG_REFLECTDAMAGE , SCB_NONE ); set_sc( LG_FORCEOFVANGUARD , SC_FORCEOFVANGUARD , SI_FORCEOFVANGUARD , SCB_MAXHP ); set_sc( LG_EXEEDBREAK , SC_EXEEDBREAK , SI_EXEEDBREAK , SCB_NONE ); set_sc( LG_PRESTIGE , SC_PRESTIGE , SI_PRESTIGE , SCB_DEF ); set_sc( LG_BANDING , SC_BANDING , SI_BANDING , SCB_DEF2|SCB_WATK ); set_sc( LG_PIETY , SC_BENEDICTIO , SI_BENEDICTIO , SCB_DEF_ELE ); set_sc( LG_EARTHDRIVE , SC_EARTHDRIVE , SI_EARTHDRIVE , SCB_DEF|SCB_ASPD ); set_sc( LG_INSPIRATION , SC_INSPIRATION , SI_INSPIRATION , SCB_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 , SI_KINGS_GRACE , SCB_NONE ); /* Shadow Chaser */ set_sc( SC_REPRODUCE , SC__REPRODUCE , SI_REPRODUCE , SCB_NONE ); set_sc( SC_AUTOSHADOWSPELL , SC__AUTOSHADOWSPELL , SI_AUTOSHADOWSPELL , SCB_NONE ); set_sc( SC_SHADOWFORM , SC__SHADOWFORM , SI_SHADOWFORM , SCB_NONE ); set_sc( SC_BODYPAINT , SC__BODYPAINT , SI_BODYPAINT , SCB_ASPD ); set_sc( SC_INVISIBILITY , SC__INVISIBILITY , SI_INVISIBILITY , SCB_ASPD|SCB_CRI|SCB_ATK_ELE ); set_sc( SC_DEADLYINFECT , SC__DEADLYINFECT , SI_DEADLYINFECT , SCB_NONE ); set_sc( SC_ENERVATION , SC__ENERVATION , SI_ENERVATION , SCB_BATK|SCB_WATK ); set_sc( SC_GROOMY , SC__GROOMY , SI_GROOMY , SCB_ASPD|SCB_HIT ); set_sc( SC_IGNORANCE , SC__IGNORANCE , SI_IGNORANCE , SCB_NONE ); set_sc( SC_LAZINESS , SC__LAZINESS , SI_LAZINESS , SCB_FLEE|SCB_SPEED ); set_sc( SC_UNLUCKY , SC__UNLUCKY , SI_UNLUCKY , SCB_CRI|SCB_FLEE2 ); set_sc( SC_WEAKNESS , SC__WEAKNESS , SI_WEAKNESS , SCB_MAXHP ); set_sc( SC_STRIPACCESSARY , SC__STRIPACCESSORY , SI_STRIPACCESSARY , SCB_DEX|SCB_INT|SCB_LUK ); set_sc_with_vfx( SC_MANHOLE , SC__MANHOLE , SI_MANHOLE , SCB_NONE ); add_sc( SC_CHAOSPANIC , SC_CONFUSION ); add_sc( SC_BLOODYLUST , SC_BERSERK ); add_sc( SC_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 , SI_CRESCENTELBOW , SCB_NONE ); set_sc_with_vfx( SR_CURSEDCIRCLE , SC_CURSEDCIRCLE_TARGET, SI_CURSEDCIRCLE_TARGET , SCB_NONE ); set_sc( SR_LIGHTNINGWALK , SC_LIGHTNINGWALK , SI_LIGHTNINGWALK , SCB_NONE ); set_sc( SR_RAISINGDRAGON , SC_RAISINGDRAGON , SI_RAISINGDRAGON , SCB_REGEN|SCB_MAXHP|SCB_MAXSP ); set_sc( SR_GENTLETOUCH_ENERGYGAIN , SC_GT_ENERGYGAIN , SI_GENTLETOUCH_ENERGYGAIN , SCB_NONE ); set_sc( SR_GENTLETOUCH_CHANGE , SC_GT_CHANGE , SI_GENTLETOUCH_CHANGE , SCB_WATK|SCB_MDEF|SCB_ASPD ); set_sc( SR_GENTLETOUCH_REVITALIZE , SC_GT_REVITALIZE , SI_GENTLETOUCH_REVITALIZE , SCB_MAXHP|SCB_REGEN ); set_sc( SR_FLASHCOMBO , SC_FLASHCOMBO , SI_FLASHCOMBO , SCB_WATK ); /* Wanderer / Minstrel */ set_sc( WA_SWING_DANCE , SC_SWINGDANCE , SI_SWINGDANCE , SCB_SPEED|SCB_ASPD ); set_sc( WA_SYMPHONY_OF_LOVER , SC_SYMPHONYOFLOVER , SI_SYMPHONYOFLOVERS , SCB_MDEF ); set_sc( WA_MOONLIT_SERENADE , SC_MOONLITSERENADE , SI_MOONLITSERENADE , SCB_MATK ); set_sc( MI_RUSH_WINDMILL , SC_RUSHWINDMILL , SI_RUSHWINDMILL , SCB_WATK ); set_sc( MI_ECHOSONG , SC_ECHOSONG , SI_ECHOSONG , SCB_DEF ); set_sc( MI_HARMONIZE , SC_HARMONIZE , SI_HARMONIZE , SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); set_sc_with_vfx( WM_POEMOFNETHERWORLD , SC_NETHERWORLD , SI_NETHERWORLD , SCB_NONE ); set_sc_with_vfx( WM_VOICEOFSIREN , SC_VOICEOFSIREN , SI_VOICEOFSIREN , SCB_NONE ); set_sc_with_vfx( WM_LULLABY_DEEPSLEEP , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE ); set_sc( WM_SIRCLEOFNATURE , SC_SIRCLEOFNATURE , SI_SIRCLEOFNATURE , SCB_NONE ); set_sc( WM_GLOOMYDAY , SC_GLOOMYDAY , SI_GLOOMYDAY , SCB_FLEE|SCB_SPEED|SCB_ASPD ); set_sc( WM_SONG_OF_MANA , SC_SONGOFMANA , SI_SONGOFMANA , SCB_NONE ); set_sc( WM_DANCE_WITH_WUG , SC_DANCEWITHWUG , SI_DANCEWITHWUG , SCB_ASPD ); set_sc( WM_SATURDAY_NIGHT_FEVER , SC_SATURDAYNIGHTFEVER , SI_SATURDAYNIGHTFEVER , SCB_BATK|SCB_DEF|SCB_FLEE|SCB_REGEN ); set_sc( WM_LERADS_DEW , SC_LERADSDEW , SI_LERADSDEW , SCB_MAXHP ); set_sc( WM_MELODYOFSINK , SC_MELODYOFSINK , SI_MELODYOFSINK , SCB_INT ); set_sc( WM_BEYOND_OF_WARCRY , SC_BEYONDOFWARCRY , SI_WARCRYOFBEYOND , SCB_STR|SCB_CRI|SCB_MAXHP ); set_sc( WM_UNLIMITED_HUMMING_VOICE , SC_UNLIMITEDHUMMINGVOICE , SI_UNLIMITEDHUMMINGVOICE , SCB_NONE ); set_sc( WM_FRIGG_SONG , SC_FRIGG_SONG , SI_FRIGG_SONG , SCB_MAXHP ); /* Sorcerer */ set_sc( SO_FIREWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_ELECTRICWALK , SC_PROPERTYWALK , SI_PROPERTYWALK , SCB_NONE ); set_sc( SO_SPELLFIST , SC_SPELLFIST , SI_SPELLFIST , SCB_NONE ); set_sc_with_vfx( SO_DIAMONDDUST , SC_CRYSTALIZE , SI_COLD , SCB_NONE ); set_sc( SO_CLOUD_KILL , SC_CLOUD_KILL , SI_CLOUDKILL , SCB_NONE ); set_sc( SO_STRIKING , SC_STRIKING , SI_STRIKING , SCB_WATK|SCB_CRI ); set_sc( SO_WARMER , SC_WARMER , SI_WARMER , SCB_NONE ); set_sc( SO_VACUUM_EXTREME , SC_VACUUM_EXTREME , SI_VACUUM_EXTREME , SCB_NONE ); set_sc( SO_ARRULLO , SC_DEEPSLEEP , SI_DEEPSLEEP , SCB_NONE ); set_sc( SO_FIRE_INSIGNIA , SC_FIRE_INSIGNIA , SI_FIRE_INSIGNIA , SCB_MATK|SCB_BATK|SCB_WATK|SCB_ATK_ELE|SCB_REGEN ); set_sc( SO_WATER_INSIGNIA , SC_WATER_INSIGNIA , SI_WATER_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN ); set_sc( SO_WIND_INSIGNIA , SC_WIND_INSIGNIA , SI_WIND_INSIGNIA , SCB_WATK|SCB_ATK_ELE|SCB_REGEN ); set_sc( SO_EARTH_INSIGNIA , SC_EARTH_INSIGNIA , SI_EARTH_INSIGNIA , SCB_MDEF|SCB_DEF|SCB_MAXHP|SCB_MAXSP|SCB_WATK|SCB_ATK_ELE|SCB_REGEN ); /* Genetic */ set_sc( GN_CARTBOOST , SC_GN_CARTBOOST , SI_GN_CARTBOOST , SCB_SPEED ); set_sc( GN_THORNS_TRAP , SC_THORNSTRAP , SI_THORNTRAP , SCB_NONE ); set_sc_with_vfx( GN_BLOOD_SUCKER , SC_BLOODSUCKER , SI_BLOODSUCKER , SCB_NONE ); set_sc( GN_FIRE_EXPANSION_SMOKE_POWDER , SC_SMOKEPOWDER , SI_FIRE_EXPANSION_SMOKE_POWDER, SCB_FLEE ); set_sc( GN_FIRE_EXPANSION_TEAR_GAS , SC_TEARGAS , SI_FIRE_EXPANSION_TEAR_GAS , SCB_HIT|SCB_FLEE ); set_sc( GN_MANDRAGORA , SC_MANDRAGORA , SI_MANDRAGORA , SCB_INT ); set_sc_with_vfx( GN_ILLUSIONDOPING , SC_ILLUSIONDOPING , SI_ILLUSIONDOPING , SCB_HIT ); /* Elemental spirits' status changes */ set_sc( EL_CIRCLE_OF_FIRE , SC_CIRCLE_OF_FIRE_OPTION , SI_CIRCLE_OF_FIRE_OPTION , SCB_NONE ); set_sc( EL_FIRE_CLOAK , SC_FIRE_CLOAK_OPTION , SI_FIRE_CLOAK_OPTION , SCB_ALL ); set_sc( EL_WATER_SCREEN , SC_WATER_SCREEN_OPTION , SI_WATER_SCREEN_OPTION , SCB_NONE ); set_sc( EL_WATER_DROP , SC_WATER_DROP_OPTION , SI_WATER_DROP_OPTION , SCB_ALL ); set_sc( EL_WATER_BARRIER , SC_WATER_BARRIER , SI_WATER_BARRIER , SCB_WATK|SCB_FLEE ); set_sc( EL_WIND_STEP , SC_WIND_STEP_OPTION , SI_WIND_STEP_OPTION , SCB_SPEED|SCB_FLEE ); set_sc( EL_WIND_CURTAIN , SC_WIND_CURTAIN_OPTION , SI_WIND_CURTAIN_OPTION , SCB_ALL ); set_sc( EL_ZEPHYR , SC_ZEPHYR , SI_ZEPHYR , SCB_FLEE ); set_sc( EL_SOLID_SKIN , SC_SOLID_SKIN_OPTION , SI_SOLID_SKIN_OPTION , SCB_DEF|SCB_MAXHP ); set_sc( EL_STONE_SHIELD , SC_STONE_SHIELD_OPTION , SI_STONE_SHIELD_OPTION , SCB_ALL ); set_sc( EL_POWER_OF_GAIA , SC_POWER_OF_GAIA , SI_POWER_OF_GAIA , SCB_MAXHP|SCB_DEF|SCB_SPEED ); set_sc( EL_PYROTECHNIC , SC_PYROTECHNIC_OPTION , SI_PYROTECHNIC_OPTION , SCB_WATK ); set_sc( EL_HEATER , SC_HEATER_OPTION , SI_HEATER_OPTION , SCB_WATK ); set_sc( EL_TROPIC , SC_TROPIC_OPTION , SI_TROPIC_OPTION , SCB_WATK ); set_sc( EL_AQUAPLAY , SC_AQUAPLAY_OPTION , SI_AQUAPLAY_OPTION , SCB_MATK ); set_sc( EL_COOLER , SC_COOLER_OPTION , SI_COOLER_OPTION , SCB_MATK ); set_sc( EL_CHILLY_AIR , SC_CHILLY_AIR_OPTION , SI_CHILLY_AIR_OPTION , SCB_MATK ); set_sc( EL_GUST , SC_GUST_OPTION , SI_GUST_OPTION , SCB_ASPD ); set_sc( EL_BLAST , SC_BLAST_OPTION , SI_BLAST_OPTION , SCB_ASPD ); set_sc( EL_WILD_STORM , SC_WILD_STORM_OPTION , SI_WILD_STORM_OPTION , SCB_ASPD ); set_sc( EL_PETROLOGY , SC_PETROLOGY_OPTION , SI_PETROLOGY_OPTION , SCB_MAXHP ); set_sc( EL_CURSED_SOIL , SC_CURSED_SOIL_OPTION , SI_CURSED_SOIL_OPTION , SCB_MAXHP ); set_sc( EL_UPHEAVAL , SC_UPHEAVAL_OPTION , SI_UPHEAVAL_OPTION , SCB_MAXHP ); set_sc( EL_TIDAL_WEAPON , SC_TIDAL_WEAPON_OPTION , SI_TIDAL_WEAPON_OPTION , SCB_ALL ); set_sc( EL_ROCK_CRUSHER , SC_ROCK_CRUSHER , SI_ROCK_CRUSHER , SCB_DEF ); set_sc( EL_ROCK_CRUSHER_ATK , SC_ROCK_CRUSHER_ATK , SI_ROCK_CRUSHER_ATK , SCB_SPEED ); add_sc( KO_YAMIKUMO , SC_HIDING ); set_sc_with_vfx( KO_JYUMONJIKIRI , SC_JYUMONJIKIRI , SI_KO_JYUMONJIKIRI , SCB_NONE ); add_sc( KO_MAKIBISHI , SC_STUN ); set_sc( KO_MEIKYOUSISUI , SC_MEIKYOUSISUI , SI_MEIKYOUSISUI , SCB_NONE ); set_sc( KO_KYOUGAKU , SC_KYOUGAKU , SI_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 , SI_ZENKAI , SCB_NONE ); set_sc( KO_IZAYOI , SC_IZAYOI , SI_IZAYOI , SCB_MATK ); set_sc( KG_KYOMU , SC_KYOMU , SI_KYOMU , SCB_NONE ); set_sc( KG_KAGEMUSYA , SC_KAGEMUSYA , SI_KAGEMUSYA , SCB_NONE ); set_sc( KG_KAGEHUMI , SC_KAGEHUMI , SI_KG_KAGEHUMI , SCB_NONE ); set_sc( OB_ZANGETSU , SC_ZANGETSU , SI_ZANGETSU , SCB_MATK|SCB_BATK ); set_sc_with_vfx( OB_AKAITSUKI , SC_AKAITSUKI , SI_AKAITSUKI , SCB_NONE ); set_sc( OB_OBOROGENSOU , SC_GENSOU , SI_GENSOU , SCB_NONE ); set_sc( ALL_FULL_THROTTLE , SC_FULL_THROTTLE , SI_FULL_THROTTLE , SCB_SPEED|SCB_STR|SCB_AGI|SCB_VIT|SCB_INT|SCB_DEX|SCB_LUK ); /* Rebellion */ add_sc( RL_MASS_SPIRAL , SC_BLEEDING ); add_sc( RL_HAMMER_OF_GOD , SC_STUN ); set_sc( RL_H_MINE , SC_H_MINE , SI_H_MINE , SCB_NONE); set_sc( RL_B_TRAP , SC_B_TRAP , SI_B_TRAP , SCB_SPEED ); set_sc( RL_E_CHAIN , SC_E_CHAIN , SI_E_CHAIN , SCB_NONE ); set_sc( RL_P_ALTER , SC_P_ALTER , SI_P_ALTER , SCB_NONE ); set_sc( RL_SLUGSHOT , SC_STUN , SI_SLUGSHOT , SCB_NONE ); set_sc( RL_HEAT_BARREL , SC_HEAT_BARREL , SI_HEAT_BARREL , SCB_FLEE|SCB_ASPD ); set_sc_with_vfx( RL_C_MARKER , SC_C_MARKER , SI_C_MARKER , SCB_FLEE ); set_sc_with_vfx( RL_AM_BLAST , SC_ANTI_M_BLAST , SI_ANTI_M_BLAST , SCB_NONE ); // New Mounts set_sc_with_vfx_noskill( SC_ALL_RIDING , SI_ALL_RIDING , SCB_SPEED ); // Costumes set_sc_with_vfx_noskill( SC_MOONSTAR , SI_MOONSTAR , SCB_NONE ); set_sc_with_vfx_noskill( SC_SUPER_STAR , SI_SUPER_STAR , SCB_NONE ); set_sc_with_vfx_noskill( SC_STRANGELIGHTS , SI_STRANGELIGHTS , SCB_NONE ); set_sc_with_vfx_noskill( SC_DECORATION_OF_MUSIC , SI_DECORATION_OF_MUSIC , SCB_NONE ); set_sc_with_vfx_noskill( SC_LJOSALFAR , SI_LJOSALFAR , SCB_NONE); set_sc_with_vfx_noskill( SC_MERMAID_LONGING , SI_MERMAID_LONGING , SCB_NONE); set_sc_with_vfx_noskill( SC_HAT_EFFECT , SI_HAT_EFFECT , SCB_NONE); set_sc_with_vfx_noskill( SC_FLOWERSMOKE , SI_FLOWERSMOKE , SCB_NONE); set_sc_with_vfx_noskill( SC_FSTONE , SI_FSTONE , SCB_NONE); set_sc_with_vfx_noskill( SC_HAPPINESS_STAR , SI_HAPPINESS_STAR , SCB_NONE); set_sc_with_vfx_noskill( SC_MAPLE_FALLS , SI_MAPLE_FALLS , SCB_NONE); set_sc_with_vfx_noskill( SC_TIME_ACCESSORY , SI_TIME_ACCESSORY , SCB_NONE); set_sc_with_vfx_noskill( SC_MAGICAL_FEATHER , SI_MAGICAL_FEATHER , SCB_NONE); /* Summoner */ set_sc( SU_HIDE , SC_SUHIDE , SI_SUHIDE , SCB_NONE ); add_sc( SU_SCRATCH , SC_BLEEDING ); set_sc( SU_STOOP , SC_SU_STOOP , SI_SU_STOOP , SCB_NONE ); add_sc( SU_SV_STEMSPEAR , SC_BLEEDING ); set_sc( SU_CN_POWDERING , SC_CATNIPPOWDER , SI_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 , SI_SV_ROOTTWIST , SCB_NONE ); set_sc( SU_SCAROFTAROU , SC_BITESCAR , SI_BITESCAR , SCB_NONE ); set_sc( SU_ARCLOUSEDASH , SC_ARCLOUSEDASH , SI_ARCLOUSEDASH , SCB_AGI|SCB_SPEED ); add_sc( SU_LUNATICCARROTBEAT , SC_STUN ); set_sc( SU_TUNAPARTY , SC_TUNAPARTY , SI_TUNAPARTY , SCB_NONE ); set_sc( SU_BUNCHOFSHRIMP , SC_SHRIMP , SI_SHRIMP , SCB_BATK|SCB_MATK ); set_sc( SU_FRESHSHRIMP , SC_FRESHSHRIMP , SI_FRESHSHRIMP , SCB_NONE ); set_sc( SU_HISS , SC_HISS , SI_HISS , SCB_FLEE2 ); set_sc( SU_NYANGGRASS , SC_NYANGGRASS , SI_NYANGGRASS , SCB_DEF|SCB_MDEF ); set_sc( SU_GROOMING , SC_GROOMING , SI_GROOMING , SCB_FLEE ); add_sc( SU_PURRING , SC_GROOMING ); add_sc( SU_SHRIMPARTY , SC_FRESHSHRIMP ); add_sc( SU_MEOWMEOW , SC_CHATTERING ); set_sc( SU_CHATTERING , SC_CHATTERING , SI_CHATTERING , SCB_WATK|SCB_MATK ); /* 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] = SI_WEIGHT50; StatusIconChangeTable[SC_WEIGHT90] = SI_WEIGHT90; StatusIconChangeTable[SC_ASPDPOTION0] = SI_ASPDPOTION0; StatusIconChangeTable[SC_ASPDPOTION1] = SI_ASPDPOTION1; StatusIconChangeTable[SC_ASPDPOTION2] = SI_ASPDPOTION2; StatusIconChangeTable[SC_ASPDPOTION3] = SI_ASPDPOTIONINFINITY; StatusIconChangeTable[SC_SPEEDUP0] = SI_MOVHASTE_HORSE; StatusIconChangeTable[SC_SPEEDUP1] = SI_SPEEDPOTION1; StatusIconChangeTable[SC_CHASEWALK2] = SI_CHASEWALK2; StatusIconChangeTable[SC_MIRACLE] = SI_SPIRIT; StatusIconChangeTable[SC_INTRAVISION] = SI_INTRAVISION; StatusIconChangeTable[SC_STRFOOD] = SI_FOODSTR; StatusIconChangeTable[SC_AGIFOOD] = SI_FOODAGI; StatusIconChangeTable[SC_VITFOOD] = SI_FOODVIT; StatusIconChangeTable[SC_INTFOOD] = SI_FOODINT; StatusIconChangeTable[SC_DEXFOOD] = SI_FOODDEX; StatusIconChangeTable[SC_LUKFOOD] = SI_FOODLUK; StatusIconChangeTable[SC_FLEEFOOD] = SI_FOODFLEE; StatusIconChangeTable[SC_HITFOOD] = SI_FOODHIT; StatusIconChangeTable[SC_CRIFOOD] = SI_FOODCRI; StatusIconChangeTable[SC_MANU_ATK] = SI_MANU_ATK; StatusIconChangeTable[SC_MANU_DEF] = SI_MANU_DEF; StatusIconChangeTable[SC_SPL_ATK] = SI_SPL_ATK; StatusIconChangeTable[SC_SPL_DEF] = SI_SPL_DEF; StatusIconChangeTable[SC_MANU_MATK] = SI_MANU_MATK; StatusIconChangeTable[SC_SPL_MATK] = SI_SPL_MATK; StatusIconChangeTable[SC_ATKPOTION] = SI_PLUSATTACKPOWER; StatusIconChangeTable[SC_MATKPOTION] = SI_PLUSMAGICPOWER; /* Cash Items */ StatusIconChangeTable[SC_FOOD_STR_CASH] = SI_FOOD_STR_CASH; StatusIconChangeTable[SC_FOOD_AGI_CASH] = SI_FOOD_AGI_CASH; StatusIconChangeTable[SC_FOOD_VIT_CASH] = SI_FOOD_VIT_CASH; StatusIconChangeTable[SC_FOOD_DEX_CASH] = SI_FOOD_DEX_CASH; StatusIconChangeTable[SC_FOOD_INT_CASH] = SI_FOOD_INT_CASH; StatusIconChangeTable[SC_FOOD_LUK_CASH] = SI_FOOD_LUK_CASH; StatusIconChangeTable[SC_EXPBOOST] = SI_EXPBOOST; StatusIconChangeTable[SC_ITEMBOOST] = SI_ITEMBOOST; StatusIconChangeTable[SC_JEXPBOOST] = SI_CASH_PLUSONLYJOBEXP; StatusIconChangeTable[SC_LIFEINSURANCE] = SI_LIFEINSURANCE; StatusIconChangeTable[SC_BOSSMAPINFO] = SI_BOSSMAPINFO; StatusIconChangeTable[SC_DEF_RATE] = SI_DEF_RATE; StatusIconChangeTable[SC_MDEF_RATE] = SI_MDEF_RATE; StatusIconChangeTable[SC_INCCRI] = SI_INCCRI; StatusIconChangeTable[SC_INCFLEE2] = SI_PLUSAVOIDVALUE; StatusIconChangeTable[SC_INCHEALRATE] = SI_INCHEALRATE; StatusIconChangeTable[SC_S_LIFEPOTION] = SI_S_LIFEPOTION; StatusIconChangeTable[SC_L_LIFEPOTION] = SI_L_LIFEPOTION; StatusIconChangeTable[SC_SPCOST_RATE] = SI_ATKER_BLOOD; StatusIconChangeTable[SC_COMMONSC_RESIST] = SI_TARGET_BLOOD; StatusIconChangeTable[SC_ATTHASTE_CASH] = SI_ATTHASTE_CASH; /* Mercenary Bonus Effects */ StatusIconChangeTable[SC_MERC_FLEEUP] = SI_MERC_FLEEUP; StatusIconChangeTable[SC_MERC_ATKUP] = SI_MERC_ATKUP; StatusIconChangeTable[SC_MERC_HPUP] = SI_MERC_HPUP; StatusIconChangeTable[SC_MERC_SPUP] = SI_MERC_SPUP; StatusIconChangeTable[SC_MERC_HITUP] = SI_MERC_HITUP; /* Warlock Spheres */ StatusIconChangeTable[SC_SPHERE_1] = SI_SPHERE_1; StatusIconChangeTable[SC_SPHERE_2] = SI_SPHERE_2; StatusIconChangeTable[SC_SPHERE_3] = SI_SPHERE_3; StatusIconChangeTable[SC_SPHERE_4] = SI_SPHERE_4; StatusIconChangeTable[SC_SPHERE_5] = SI_SPHERE_5; /* Warlock Preserved spells */ StatusIconChangeTable[SC_SPELLBOOK1] = SI_SPELLBOOK1; StatusIconChangeTable[SC_SPELLBOOK2] = SI_SPELLBOOK2; StatusIconChangeTable[SC_SPELLBOOK3] = SI_SPELLBOOK3; StatusIconChangeTable[SC_SPELLBOOK4] = SI_SPELLBOOK4; StatusIconChangeTable[SC_SPELLBOOK5] = SI_SPELLBOOK5; StatusIconChangeTable[SC_SPELLBOOK6] = SI_SPELLBOOK6; StatusIconChangeTable[SC_MAXSPELLBOOK] = SI_SPELLBOOK7; StatusIconChangeTable[SC_FREEZE_SP] = SI_FREEZE_SP; StatusIconChangeTable[SC_NEUTRALBARRIER_MASTER] = SI_NEUTRALBARRIER_MASTER; StatusIconChangeTable[SC_STEALTHFIELD_MASTER] = SI_STEALTHFIELD_MASTER; StatusIconChangeTable[SC_OVERHEAT] = SI_OVERHEAT; StatusIconChangeTable[SC_OVERHEAT_LIMITPOINT] = SI_OVERHEAT_LIMITPOINT; StatusIconChangeTable[SC_HALLUCINATIONWALK_POSTDELAY] = SI_HALLUCINATIONWALK_POSTDELAY; StatusIconChangeTable[SC_TOXIN] = SI_TOXIN; StatusIconChangeTable[SC_PARALYSE] = SI_PARALYSE; StatusIconChangeTable[SC_VENOMBLEED] = SI_VENOMBLEED; StatusIconChangeTable[SC_MAGICMUSHROOM] = SI_MAGICMUSHROOM; StatusIconChangeTable[SC_DEATHHURT] = SI_DEATHHURT; StatusIconChangeTable[SC_PYREXIA] = SI_PYREXIA; StatusIconChangeTable[SC_OBLIVIONCURSE] = SI_OBLIVIONCURSE; StatusIconChangeTable[SC_LEECHESEND] = SI_LEECHESEND; StatusIconChangeTable[SC_BANDING_DEFENCE] = SI_BANDING_DEFENCE; StatusIconChangeTable[SC_SHIELDSPELL_DEF] = SI_SHIELDSPELL_DEF; StatusIconChangeTable[SC_SHIELDSPELL_MDEF] = SI_SHIELDSPELL_MDEF; StatusIconChangeTable[SC_SHIELDSPELL_REF] = SI_SHIELDSPELL_REF; StatusIconChangeTable[SC_GLOOMYDAY_SK] = SI_GLOOMYDAY; StatusIconChangeTable[SC_CURSEDCIRCLE_ATKER] = SI_CURSEDCIRCLE_ATKER; StatusIconChangeTable[SC__BLOODYLUST] = SI_BLOODYLUST; StatusIconChangeTable[SC_MYSTERIOUS_POWDER] = SI_MYSTERIOUS_POWDER; StatusIconChangeTable[SC_MELON_BOMB] = SI_MELON_BOMB; StatusIconChangeTable[SC_BANANA_BOMB] = SI_BANANA_BOMB; StatusIconChangeTable[SC_BANANA_BOMB_SITDOWN] = SI_BANANA_BOMB_SITDOWN_POSTDELAY; StatusIconChangeTable[SC_PROMOTE_HEALTH_RESERCH] = SI_PROMOTE_HEALTH_RESERCH; StatusIconChangeTable[SC_ENERGY_DRINK_RESERCH] = SI_ENERGY_DRINK_RESERCH; /* Genetics New Food Items Status Icons */ StatusIconChangeTable[SC_SAVAGE_STEAK] = SI_SAVAGE_STEAK; StatusIconChangeTable[SC_COCKTAIL_WARG_BLOOD] = SI_COCKTAIL_WARG_BLOOD; StatusIconChangeTable[SC_MINOR_BBQ] = SI_MINOR_BBQ; StatusIconChangeTable[SC_SIROMA_ICE_TEA] = SI_SIROMA_ICE_TEA; StatusIconChangeTable[SC_DROCERA_HERB_STEAMED] = SI_DROCERA_HERB_STEAMED; StatusIconChangeTable[SC_PUTTI_TAILS_NOODLES] = SI_PUTTI_TAILS_NOODLES; StatusIconChangeTable[SC_STOMACHACHE] = SI_STOMACHACHE; StatusIconChangeTable[SC_EXTRACT_WHITE_POTION_Z] = SI_EXTRACT_WHITE_POTION_Z; StatusIconChangeTable[SC_VITATA_500] = SI_VITATA_500; StatusIconChangeTable[SC_EXTRACT_SALAMINE_JUICE] = SI_EXTRACT_SALAMINE_JUICE; StatusIconChangeTable[SC_BOOST500] = SI_BOOST500; StatusIconChangeTable[SC_FULL_SWING_K] = SI_FULL_SWING_K; StatusIconChangeTable[SC_MANA_PLUS] = SI_MANA_PLUS; StatusIconChangeTable[SC_MUSTLE_M] = SI_MUSTLE_M; StatusIconChangeTable[SC_LIFE_FORCE_F] = SI_LIFE_FORCE_F; /* Elemental Spirit's 'side' status change icons */ StatusIconChangeTable[SC_CIRCLE_OF_FIRE] = SI_CIRCLE_OF_FIRE; StatusIconChangeTable[SC_FIRE_CLOAK] = SI_FIRE_CLOAK; StatusIconChangeTable[SC_WATER_SCREEN] = SI_WATER_SCREEN; StatusIconChangeTable[SC_WATER_DROP] = SI_WATER_DROP; StatusIconChangeTable[SC_WIND_STEP] = SI_WIND_STEP; StatusIconChangeTable[SC_WIND_CURTAIN] = SI_WIND_CURTAIN; StatusIconChangeTable[SC_SOLID_SKIN] = SI_SOLID_SKIN; StatusIconChangeTable[SC_STONE_SHIELD] = SI_STONE_SHIELD; StatusIconChangeTable[SC_PYROTECHNIC] = SI_PYROTECHNIC; StatusIconChangeTable[SC_HEATER] = SI_HEATER; StatusIconChangeTable[SC_TROPIC] = SI_TROPIC; StatusIconChangeTable[SC_AQUAPLAY] = SI_AQUAPLAY; StatusIconChangeTable[SC_COOLER] = SI_COOLER; StatusIconChangeTable[SC_CHILLY_AIR] = SI_CHILLY_AIR; StatusIconChangeTable[SC_GUST] = SI_GUST; StatusIconChangeTable[SC_BLAST] = SI_BLAST; StatusIconChangeTable[SC_WILD_STORM] = SI_WILD_STORM; StatusIconChangeTable[SC_PETROLOGY] = SI_PETROLOGY; StatusIconChangeTable[SC_CURSED_SOIL] = SI_CURSED_SOIL; StatusIconChangeTable[SC_UPHEAVAL] = SI_UPHEAVAL; StatusIconChangeTable[SC_REBOUND] = SI_REBOUND; StatusIconChangeTable[SC_DEFSET] = SI_SET_NUM_DEF; StatusIconChangeTable[SC_MDEFSET] = SI_SET_NUM_MDEF; StatusIconChangeTable[SC_MONSTER_TRANSFORM] = SI_MONSTER_TRANSFORM; StatusIconChangeTable[SC_ACTIVE_MONSTER_TRANSFORM] = SI_ACTIVE_MONSTER_TRANSFORM; StatusIconChangeTable[SC_ALL_RIDING] = SI_ALL_RIDING; StatusIconChangeTable[SC_PUSH_CART] = SI_ON_PUSH_CART; StatusIconChangeTable[SC_MTF_ASPD] = SI_MTF_ASPD; StatusIconChangeTable[SC_MTF_RANGEATK] = SI_MTF_RANGEATK; StatusIconChangeTable[SC_MTF_MATK] = SI_MTF_MATK; StatusIconChangeTable[SC_MTF_MLEATKED] = SI_MTF_MLEATKED; StatusIconChangeTable[SC_MTF_CRIDAMAGE] = SI_MTF_CRIDAMAGE; StatusIconChangeTable[SC_QD_SHOT_READY] = SI_E_QD_SHOT_READY; StatusIconChangeTable[SC_HEAT_BARREL_AFTER] = SI_HEAT_BARREL_AFTER; StatusIconChangeTable[SC_QUEST_BUFF1] = SI_QUEST_BUFF1; StatusIconChangeTable[SC_QUEST_BUFF2] = SI_QUEST_BUFF2; StatusIconChangeTable[SC_QUEST_BUFF3] = SI_QUEST_BUFF3; StatusIconChangeTable[SC_MTF_ASPD2] = SI_MTF_ASPD2; StatusIconChangeTable[SC_MTF_RANGEATK2] = SI_MTF_RANGEATK2; StatusIconChangeTable[SC_MTF_MATK2] = SI_MTF_MATK2; StatusIconChangeTable[SC_2011RWC_SCROLL] = SI_2011RWC_SCROLL; StatusIconChangeTable[SC_JP_EVENT04] = SI_JP_EVENT04; StatusIconChangeTable[SC_MTF_HITFLEE] = SI_MTF_HITFLEE; StatusIconChangeTable[SC_MTF_MHP] = SI_MTF_MHP; StatusIconChangeTable[SC_MTF_MSP] = SI_MTF_MSP; StatusIconChangeTable[SC_MTF_PUMPKIN] = SI_MTF_PUMPKIN; StatusIconChangeTable[SC_NORECOVER_STATE] = SI_HANDICAPSTATE_NORECOVER; StatusIconChangeTable[SC_GVG_GIANT] = SI_GVG_GIANT; StatusIconChangeTable[SC_GVG_GOLEM] = SI_GVG_GOLEM; StatusIconChangeTable[SC_GVG_STUN] = SI_GVG_STUN; StatusIconChangeTable[SC_GVG_STONE] = SI_GVG_STONE; StatusIconChangeTable[SC_GVG_FREEZ] = SI_GVG_FREEZ; StatusIconChangeTable[SC_GVG_SLEEP] = SI_GVG_SLEEP; StatusIconChangeTable[SC_GVG_CURSE] = SI_GVG_CURSE; StatusIconChangeTable[SC_GVG_SILENCE] = SI_GVG_SILENCE; StatusIconChangeTable[SC_GVG_BLIND] = SI_GVG_BLIND; StatusIconChangeTable[SC_ARMOR_ELEMENT_WATER] = SI_RESIST_PROPERTY_WATER; StatusIconChangeTable[SC_ARMOR_ELEMENT_EARTH] = SI_RESIST_PROPERTY_GROUND; StatusIconChangeTable[SC_ARMOR_ELEMENT_FIRE] = SI_RESIST_PROPERTY_FIRE; StatusIconChangeTable[SC_ARMOR_ELEMENT_WIND] = SI_RESIST_PROPERTY_WIND; // Costumes StatusIconChangeTable[SC_MOONSTAR] = SI_MOONSTAR; StatusIconChangeTable[SC_SUPER_STAR] = SI_SUPER_STAR; StatusIconChangeTable[SC_STRANGELIGHTS] = SI_STRANGELIGHTS; StatusIconChangeTable[SC_DECORATION_OF_MUSIC] = SI_DECORATION_OF_MUSIC; StatusIconChangeTable[SC_LJOSALFAR] = SI_LJOSALFAR; StatusIconChangeTable[SC_MERMAID_LONGING] = SI_MERMAID_LONGING; StatusIconChangeTable[SC_HAT_EFFECT] = SI_HAT_EFFECT; StatusIconChangeTable[SC_FLOWERSMOKE] = SI_FLOWERSMOKE; StatusIconChangeTable[SC_FSTONE] = SI_FSTONE; StatusIconChangeTable[SC_HAPPINESS_STAR] = SI_HAPPINESS_STAR; StatusIconChangeTable[SC_MAPLE_FALLS] = SI_MAPLE_FALLS; StatusIconChangeTable[SC_TIME_ACCESSORY] = SI_TIME_ACCESSORY; StatusIconChangeTable[SC_MAGICAL_FEATHER] = SI_MAGICAL_FEATHER; /* Summoners status icons */ StatusIconChangeTable[SC_SPRITEMABLE] = SI_SPRITEMABLE; StatusIconChangeTable[SC_SHRIMPBLESSING] = SI_PROTECTIONOFSHRIMP; StatusIconChangeTable[SC_DORAM_BUF_01] = SI_DORAM_BUF_01; StatusIconChangeTable[SC_DORAM_BUF_02] = SI_DORAM_BUF_02; // Item Reuse Limits StatusIconChangeTable[SC_REUSE_REFRESH] = SI_REUSE_REFRESH; StatusIconChangeTable[SC_REUSE_LIMIT_A] = SI_REUSE_LIMIT_A; StatusIconChangeTable[SC_REUSE_LIMIT_B] = SI_REUSE_LIMIT_B; StatusIconChangeTable[SC_REUSE_LIMIT_C] = SI_REUSE_LIMIT_C; StatusIconChangeTable[SC_REUSE_LIMIT_D] = SI_REUSE_LIMIT_D; StatusIconChangeTable[SC_REUSE_LIMIT_E] = SI_REUSE_LIMIT_E; StatusIconChangeTable[SC_REUSE_LIMIT_F] = SI_REUSE_LIMIT_F; StatusIconChangeTable[SC_REUSE_LIMIT_G] = SI_REUSE_LIMIT_G; StatusIconChangeTable[SC_REUSE_LIMIT_H] = SI_REUSE_LIMIT_H; StatusIconChangeTable[SC_REUSE_LIMIT_MTF] = SI_REUSE_LIMIT_MTF; StatusIconChangeTable[SC_REUSE_LIMIT_ECL] = SI_REUSE_LIMIT_ECL; StatusIconChangeTable[SC_REUSE_LIMIT_RECALL] = SI_REUSE_LIMIT_RECALL; StatusIconChangeTable[SC_REUSE_LIMIT_ASPD_POTION] = SI_REUSE_LIMIT_ASPD_POTION; StatusIconChangeTable[SC_REUSE_MILLENNIUMSHIELD] = SI_REUSE_MILLENNIUMSHIELD; StatusIconChangeTable[SC_REUSE_CRUSHSTRIKE] = SI_REUSE_CRUSHSTRIKE; StatusIconChangeTable[SC_REUSE_STORMBLAST] = SI_REUSE_STORMBLAST; StatusIconChangeTable[SC_ALL_RIDING_REUSE_LIMIT] = SI_ALL_RIDING_REUSE_LIMIT; // Clan System StatusIconChangeTable[SC_CLAN_INFO] = SI_CLAN_INFO; StatusIconChangeTable[SC_SWORDCLAN] = SI_SWORDCLAN; StatusIconChangeTable[SC_ARCWANDCLAN] = SI_ARCWANDCLAN; StatusIconChangeTable[SC_GOLDENMACECLAN] = SI_GOLDENMACECLAN; StatusIconChangeTable[SC_CROSSBOWCLAN] = SI_CROSSBOWCLAN; StatusIconChangeTable[SC_JUMPINGCLAN] = SI_JUMPINGCLAN; // Geffen Magic Tournament Buffs StatusIconChangeTable[SC_GEFFEN_MAGIC1] = SI_GEFFEN_MAGIC1; StatusIconChangeTable[SC_GEFFEN_MAGIC2] = SI_GEFFEN_MAGIC2; StatusIconChangeTable[SC_GEFFEN_MAGIC3] = SI_GEFFEN_MAGIC3; // RODEX StatusIconChangeTable[SC_DAILYSENDMAILCNT] = SI_DAILYSENDMAILCNT; /* 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_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; // Summoner StatusChangeFlagTable[SC_SHRIMPBLESSING] |= SCB_REGEN; 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; /* 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__FEINTBOMB] |= SCS_NOCAST; StatusChangeStateTable[SC_DEEPSLEEP] |= SCS_NOCAST; StatusChangeStateTable[SC_SATURDAYNIGHTFEVER] |= SCS_NOCAST; StatusChangeStateTable[SC_CURSEDCIRCLE_TARGET] |= SCS_NOCAST; StatusChangeStateTable[SC_KINGS_GRACE] |= SCS_NOCAST; StatusChangeStateTable[SC_HEAT_BARREL_AFTER] |= 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, int 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[target->m].flag.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.c [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 (flag == 1 && sc->data[SC_CURSEDCIRCLE_TARGET] && skill_id == MO_ABSORBSPIRITS) // Absorb Spirits fails to go through 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, E_LV); 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 batte.c. * 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 short mod = -1; switch( sd->weapontype2 ) { // Adjustment for dual weilding case W_DAGGER: mod = 0; break; // 0, 1, 1 case W_1HSWORD: case W_1HAXE: mod = 1; if( (sd->class_&MAPID_THIRDMASK) == MAPID_GUILLOTINE_CROSS ) // 0, 2, 3 mod = sd->weapontype2 / W_1HSWORD + W_1HSWORD / sd->weapontype2 ; } amotion = ( sd->status.weapon < MAX_WEAPON_TYPE && mod < 0 ) ? (job_info[classidx].aspd_base[sd->status.weapon]) // Single weapon : ((job_info[classidx].aspd_base[sd->weapontype2] // Dual-wield + job_info[classidx].aspd_base[sd->weapontype2]) * 6 / 10 + 10 * mod - job_info[classidx].aspd_base[sd->weapontype2] + job_info[classidx].aspd_base[sd->weapontype1]); if ( sd->status.shield ) amotion += ( 2000 - job_info[classidx].aspd_base[W_FIST] ) + ( job_info[classidx].aspd_base[MAX_WEAPON_TYPE] - 2000 ); #else // 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; #endif // Raw delay adjustment from bAspd bonus amotion += sd->bonus.aspd_add; return amotion; } /** * Base attack value calculated for units * @param bl: Object to get attack for [PC|HOM] * @param status: Object status * @return base attack * Note: Function only calculates Homunculus bATK in RENEWAL */ unsigned short status_base_atk(const struct block_list *bl, const struct status_data *status) { int flag = 0, str, dex, dstr; if(!(bl->type&battle_config.enable_baseatk)) return 0; 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. **/ #ifdef RENEWAL if (bl->type == BL_HOM) str = 2 * ((((TBL_HOM*)bl)->homunculus.level) + status_get_homstr(bl)); #else dstr = str/10; str += dstr*dstr; #endif if (bl->type == BL_PC) #ifdef RENEWAL str = (dstr*10 + dex*10/5 + status->luk*10/3 + ((TBL_PC*)bl)->status.base_level*10/4)/10; else if (bl->type == BL_MOB || bl->type == BL_MER) str = dstr + ((TBL_MOB*)bl)->level; #else str+= dex/5 + status->luk/5; #endif 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 && !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); } #endif #ifdef RENEWAL unsigned short status_base_matk(struct block_list *bl, const struct status_data* status, int level) { switch (bl->type) { case BL_MOB: ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated. //return status->int_ + level; return status->int_ + (status->int_ / 2) + (status->dex / 5) + (status->luk / 3) + (level / 4); case BL_HOM: return status_get_homint(bl) + level; case BL_MER: return status->int_ + status->int_ / 5 * status->int_ / 5; 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); // Atk stat = (status_get_homstr(bl) + status_get_homdex(bl)) / 5; status->rhw.atk = cap_value(stat, 0, SHRT_MAX); // Atk2 stat = (status_get_homluk(bl) + status_get_homstr(bl) + status_get_homdex(bl)) / 3; status->rhw.atk2 = cap_value(stat, 0, 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); } // MAtk status->matk_min = status->matk_max = status_base_matk(bl, status, level); ///! TODO: Confirm these RENEWAL calculations. Currently is using previous calculation before 083cf5d9 (issue: #321) and until re/mob_db.txt is updated. //switch (bl->type) { // case BL_MOB: // status->matk_min += 70 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; // status->matk_max += 130 * ((TBL_MOB*)bl)->status.rhw.atk2 / 100; // break; // case BL_MER: // status->matk_min += 70 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100; // status->matk_max += 130 * ((TBL_MER*)bl)->battle_status.rhw.atk2 / 100; // break; //} #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); status->batk = cap_value(temp, 0, USHRT_MAX); } else status->batk = status_base_atk(bl, status); 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; gc=guild_mapname2gc(map[md->bl.m].name); if (!gc) ShowError("status_calc_mob: No castle set at map %s\n", map[md->bl.m].name); else if(gc->castle_id < 24 || md->mob_id == MOBID_EMPERIUM) { #ifdef RENEWAL status->max_hp += 50 * gc->defense; status->max_sp += 70 * gc->defense; #else status->max_hp += 1000 * gc->defense; status->max_sp += 200 * gc->defense; #endif status->hp = status->max_hp; status->sp = status->max_sp; status->def += (gc->defense+2)/3; status->mdef += (gc->defense+2)/3; } if(md->mob_id != MOBID_EMPERIUM) { status->batk += status->batk * 10*md->guardian_data->guardup_lv/100; status->rhw.atk += status->rhw.atk * 10*md->guardian_data->guardup_lv/100; status->rhw.atk2 += status->rhw.atk2 * 10*md->guardian_data->guardup_lv/100; status->aspd_rate -= 100*md->guardian_data->guardup_lv; } } 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|= 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->petDB->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 |= 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]->val4; 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; } } 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; //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_GT_CHANGE]) // Max HP decrease: [Skill Level x 4] % bonus -= (4 * sc->data[SC_GT_CHANGE]->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; } } 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]->val4; } // 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; } // 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_(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.h. // Add new arrays to the end of zeroed area in pc.h (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->reseff) + 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, SI_INTRAVISION, 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 = 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 || (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 = ((sd->class_&MAPID_BASEMASK) == MAPID_SUMMONER) ? RC_BRUTE : RC_PLAYER; base_status->class_ = CLASS_NORMAL; // Zero up structures... memset(&sd->autospell, 0, sizeof(sd->autospell) + sizeof(sd->autospell2) + sizeof(sd->autospell3) + sizeof(sd->addeff) + sizeof(sd->addeff_atked) + sizeof(sd->addeff_onskill) + sizeof(sd->skillatk) + sizeof(sd->skillusesprate) + sizeof(sd->skillusesp) + sizeof(sd->skillheal) + sizeof(sd->skillheal2) + sizeof(sd->skillblown) + sizeof(sd->skillcastrate) + sizeof(sd->skillfixcastrate) + sizeof(sd->subskill) + sizeof(sd->skillcooldown) + sizeof(sd->skillfixcast) + sizeof(sd->skillvarcast) + 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->add_def) + sizeof(sd->add_mdef) + sizeof(sd->add_mdmg) + sizeof(sd->add_drop) + sizeof(sd->itemhealrate) + sizeof(sd->subele2) + 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,ARRAYLENGTH(sd->autobonus),true); pc_delautobonus(sd,sd->autobonus2,ARRAYLENGTH(sd->autobonus2),true); pc_delautobonus(sd,sd->autobonus3,ARRAYLENGTH(sd->autobonus3),true); pc_itemgrouphealrate_clear(sd); 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; if( pd && pd->petDB && pd->petDB->pet_loyal_script && pd->pet.intimate >= battle_config.pet_equip_min_friendly ) run_script(pd->petDB->pet_loyal_script,0,sd->bl.id,0); if( pd && pd->pet.intimate > 0 && (!battle_config.pet_equip_required || pd->pet.equip > 0) && pd->state.skillbonus == 1 && pd->bonus ) pc_bonus(sd,pd->bonus->type, pd->bonus->val); } // 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[0] = atkmods[0][sd->weapontype1]; sd->right_weapon.atkmods[1] = atkmods[1][sd->weapontype1]; sd->right_weapon.atkmods[2] = atkmods[2][sd->weapontype1]; sd->left_weapon.atkmods[0] = atkmods[0][sd->weapontype2]; sd->left_weapon.atkmods[1] = atkmods[1][sd->weapontype2]; sd->left_weapon.atkmods[2] = atkmods[2][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[1] = sd->right_weapon.atkmods[2]; sd->left_weapon.atkmods[1] = sd->left_weapon.atkmods[2]; } // ----- 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); // ------ 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.)); 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 #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); #else // Needs more info 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) 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*4; } 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((skill = pc_checkskill(sd, AB_EUCHARISTICA)) > 0) { sd->right_weapon.addrace[RC_DEMON] += skill; sd->right_weapon.addele[ELE_DARK] += skill; sd->left_weapon.addrace[RC_DEMON] += skill; sd->left_weapon.addele[ELE_DARK] += skill; sd->magic_addrace[RC_DEMON] += skill; sd->magic_addele[ELE_DARK] += skill; sd->subrace[RC_DEMON] += skill; sd->subele[ELE_DARK] += 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_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_FIRE] += 25; if( sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_WATER] += 25; if( sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_WIND] += 25; if( sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 3 ) sd->magic_addele[ELE_EARTH] += 25; } 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, -1); calculating = 0; return 0; } /** * 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 = 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 = 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, -1); } #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 = (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 && sc->data[SC_SHRIMPBLESSING]) val += 150 / 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_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_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) // If insignia lvl 1 || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1) || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1)) regen->rate.hp *= 2; if (sc->data[SC_EXTRACT_WHITE_POTION_Z]) regen->rate.hp += (unsigned short)(regen->rate.hp * sc->data[SC_EXTRACT_WHITE_POTION_Z]->val1 / 100.); if (sc->data[SC_VITATA_500]) regen->rate.sp += (unsigned short)(regen->rate.sp * sc->data[SC_VITATA_500]->val1 / 100.); 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((!(bl->type&BL_REGEN)) && (!sc || !sc->count)) { // No difference. status_cpy(status, b_status); return; } 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) { status->batk = status_base_atk(bl,status); temp = b_status->batk - status_base_atk(bl,b_status); 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_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); // 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.)); 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 **/ status->matk_min = status->matk_max = status_base_matk(bl, status, status_get_lv(bl)); 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; case BL_HOM: status->matk_min += (status_get_homint(bl) + status_get_homdex(bl)) / 5; status->matk_max += (status_get_homluk(bl) + status_get_homint(bl) + status_get_homdex(bl)) / 3; 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); if (status->aspd_rate != 1000) 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 ) { amotion = status_base_amotion_pc(sd,status); #ifndef RENEWAL_ASPD status->aspd_rate = status_calc_aspd_rate(bl, sc, b_status->aspd_rate); if(status->aspd_rate != 1000) amotion = amotion*status->aspd_rate/1000; #else /// aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200)) amotion -= (int)(sqrt( (pow(status->agi, 2) / 2) + (pow(status->dex, 2) / 5) ) / 4 + (status_calc_aspd(bl, sc, true) * status->agi / 200)) * 10; //if( (status_calc_aspd(bl, sc, false) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier if( amotion > pc_maxaspd(sd) && (status_calc_aspd(bl, sc, false) + status->aspd_rate2) != 0 ) // RE ASPD percertage modifier amotion -= ( amotion - pc_maxaspd(sd) ) * (status_calc_aspd(bl, sc, false) + status->aspd_rate2) / 100; if(status->aspd_rate != 1000) // Absolute percentage modifier amotion = ( 200 - (200-amotion/10) * status->aspd_rate / 1000 ) * 10; #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); if(status->aspd_rate != 1000) 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; 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; 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_LAUDAAGNUS]) vit += 4 + sc->data[SC_LAUDAAGNUS]->val1; 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 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(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; 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_LAUDARAMUS]) luk += 4 + sc->data[SC_LAUDARAMUS]->val1; 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; 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_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 2) batk += 50; if(bl->type == BL_ELEM && ((sc->data[SC_FIRE_INSIGNIA] && sc->data[SC_FIRE_INSIGNIA]->val1 == 1) || (sc->data[SC_WATER_INSIGNIA] && sc->data[SC_WATER_INSIGNIA]->val1 == 1) || (sc->data[SC_WIND_INSIGNIA] && sc->data[SC_WIND_INSIGNIA]->val1 == 1) || (sc->data[SC_EARTH_INSIGNIA] && sc->data[SC_EARTH_INSIGNIA]->val1 == 1)) ) batk += batk / 5; 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) || (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; 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 += critical * sc->data[SC__INVISIBILITY]->val3 / 100; 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__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 ) { if( map_flag_gvg(bl->m) ) flee -= flee * battle_config.gvg_flee_penalty/100; else if( map[bl->m].flag.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_HEAT_BARREL]) flee -= sc->data[SC_HEAT_BARREL]->val4; 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 * 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; 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; if( sc->data[SC_BANDING] && sc->data[SC_BANDING]->val2 > 1 ) def2 += (5 + sc->data[SC_BANDING]->val1) * sc->data[SC_BANDING]->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_FREEZING] ) def2 -= def2 * 10 / 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]) // 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_GT_CHANGE]) { mdef -= sc->data[SC_GT_CHANGE]->val4; if (mdef < 0) return 0; } if (sc->data[SC_ODINS_POWER]) mdef -= 20 * sc->data[SC_ODINS_POWER]->val1; 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 && 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( pc_ismadogear(sd) ) { val = -(50 - 10 * pc_checkskill(sd,NC_MADOLICENCE)); if( sc->data[SC_ACCELERATION] ) val += 25; } 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, 50 ); 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; } 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 -= 15; 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_HEAT_BARREL]) bonus += sc->data[SC_HEAT_BARREL]->val3; } 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 += 150; 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_HEAT_BARREL] ) aspd_rate -= sc->data[SC_HEAT_BARREL]->val3 * 10; 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[bl->m].flag.battleground ) return cap_value(dmotion,0,USHRT_MAX); /// It has been confirmed on official servers that MvP mobs have no dmotion even without endure if( sc->data[SC_ENDURE] || ( bl->type == BL_MOB && status_get_class_(bl) == CLASS_BOSS ) ) return 0; if( 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]->val2; 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, 0, INT_MAX); if(sc->data[SC_MODECHANGE]) { if (sc->data[SC_MODECHANGE]->val2) mode = (mode&~MD_MASK)|sc->data[SC_MODECHANGE]->val2; // Set mode if (sc->data[SC_MODECHANGE]->val3) mode|= sc->data[SC_MODECHANGE]->val3; // Add mode if (sc->data[SC_MODECHANGE]->val4) mode&=~sc->data[SC_MODECHANGE]->val4; // Del mode } return cap_value(mode, 0, 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_) || (bl->type == BL_NPC && class_ == WARP_CLASS)) vd = npc_get_viewdata(class_); else if (homdb_checkid(class_)) vd = hom_get_viewdata(class_); else if (mercenary_class(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 && 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_WEDDING || sd->sc.option&OPTION_XMAS || sd->sc.option&OPTION_SUMMER || sd->sc.option&OPTION_HANBOK || sd->sc.option&OPTION_OKTOBERFEST)) 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_); } 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 * @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_get_sc_def(struct block_list *src, struct block_list *bl, enum sc_type type, int rate, int 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: return 0; } } 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_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; // (custom) 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 && SC_COMMON_MIN <= type && type <= SC_COMMON_MAX) { if( sd->reseff[type-SC_COMMON_MIN] ) rate -= rate*sd->reseff[type-SC_COMMON_MIN]/10000; if( sd->sc.data[SC_COMMONSC_RESIST] ) 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 max(tick, 1); tick -= tick*tick_def/10000; tick -= tick_def2; // Minimum durations switch (type) { case SC_ANKLE: case SC_MARSHOFABYSS: tick = max(tick, 5000); // Minimum duration 5s break; case SC_FREEZING: tick = max(tick, 6000); // Minimum duration 6s break; case SC_BURNING: case SC_STASIS: case SC_VOICEOFSIREN: tick = max(tick, 10000); // Minimum duration 10s break; default: // Skills need to trigger even if the duration is reduced below 1ms tick = max(tick, 1); 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,int tick,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, tick_time = 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, 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)) ) { tick = status_get_sc_def(src, bl, type, rate, tick, flag); if( !tick ) return 0; } 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 ((type == SC_FREEZING && sc->data[SC_BURNING]) || 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 || !&sd->sc || 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; case SC_BURNING: if (sc->data[SC_FREEZING]) return 0; // 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 ? ((val2&~MD_MASK)|val2) : bstatus->mode; // Base mode if (val4) mode&=~val4; // Del mode if (val3) 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 (and otherwise?) [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[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: 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_BITE: case SC_ELECTRICSHOCKER: 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_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_ENERGYGAIN: case SC_GT_CHANGE: case SC_GT_REVITALIZE: if( type != SC_GT_REVITALIZE ) status_change_end(bl, SC_GT_REVITALIZE, INVALID_TIMER); if( type != SC_GT_ENERGYGAIN ) status_change_end(bl, SC_GT_ENERGYGAIN, INVALID_TIMER); if( type != SC_GT_CHANGE ) 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; } // 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__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: 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: 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 = -1; 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[bl->m].flag.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); } // val4 signals infinite endure (if val4 == 2 it is infinite endure from Berserk) if( val4 ) tick = -1; 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 = -1; break; case SC_SIGNUMCRUCIS: val2 = 10 + 4*val1; // Def reduction tick = -1; clif_emotion(bl,E_SWT); break; case SC_MAXIMIZEPOWER: tick_time = val2 = tick>0?tick:60000; tick = -1; // Duration sent to the client should be infinite break; case SC_EDP: 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 = -1; 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,SI_MOONLIT,1,tick,0, 0, 0); val1|= (val3<<16); val3 = tick/1000; // Tick duration tick_time = 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: tick_time = status_get_sc_interval(type); val4 = tick-tick_time; // 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); tick_time = status_get_sc_interval(type); val4 = tick-tick_time; // Remaining time break; case SC_CONFUSION: if (!val4) clif_emotion(bl,E_WHAT); break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: if( val1 == 0 ) return 0; // val1 = heal percent/amout // val2 = seconds between heals // val4 = total of heals if( val2 < 1 ) val2 = 1; if( (val4 = tick/(val2 * 1000)) < 1 ) val4 = 1; tick_time = val2 * 1000; // [GodLesZ] tick time break; case SC_BOSSMAPINFO: if( sd != NULL ) { struct mob_data *boss_md = map_getmob_boss(bl->m); // Search for Boss on this Map if( boss_md == NULL || boss_md->bl.prev == NULL ) { // No MVP on this map - MVP is dead clif_bossmapinfo(sd->fd, boss_md, 1); return 0; // No need to start SC } val1 = boss_md->bl.id; if( (val4 = tick/1000) < 1 ) val4 = 1; tick_time = 1000; // [GodLesZ] tick time } break; case SC_HIDING: val2 = tick/1000; tick_time = 1000; // [GodLesZ] tick time val3 = 0; // Unused, previously speed adjustment val4 = 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[bl->m].flag.battleground) val4 *= 5; break; case SC_CLOAKING: if (!sd) // Monsters should be able to walk with no penalties. [Skotlex] val1 = 10; tick_time = val2 = tick>0?tick:60000; // SP consumption rate. tick = -1; // Duration sent to the client should be infinite val3 = 0; // Unused, previously walk speed adjustment // val4&1 signals the presence of a wall. // val4&2 makes cloak not end on normal attacks [Skotlex] // val4&4 makes cloak not end on using skills if (bl->type == BL_PC || (bl->type == BL_MOB && ((TBL_MOB*)bl)->special_state.clone) ) // Standard cloaking. val4 |= battle_config.pc_cloak_check_type&7; else val4 |= battle_config.monster_cloak_check_type&7; break; case SC_SIGHT: /* splash status */ case SC_RUWACH: case SC_SIGHTBLASTER: val3 = skill_get_splash(val2, val1); // Val2 should bring the skill-id. val2 = tick/20; tick_time = 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, 1); clif_sitting(&sd->bl); } val2 = 12; // SP cost tick_time = 10000; // Decrease at 10secs intervals. val3 = tick / tick_time; tick = -1; // 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); if (!val3 && !(sc->data[SC_ENDURE] && sc->data[SC_ENDURE]->val4)) sc_start4(src,bl, SC_ENDURE, 100,10,0,0,2, tick); // HP healing is performing after the calc_status call. // Val2 holds HP penalty if (!val4) val4 = skill_get_time2(status_sc2skill(type),val1); if (!val4) val4 = 10000; // Val4 holds damage interval val3 = tick/val4; // val3 holds skill duration tick_time = val4; // [GodLesZ] tick time break; case SC_GOSPEL: if(val4 == BCT_SELF) { // Self effect val2 = tick/10000; tick_time = 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 = -1; break; case SC_MEMORIZE: val2 = 5; // Memorized casts. tick = -1; 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[bl->m].flag.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) ? 1 : 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: val4 = gettick(); // Store time at which you started running. tick = -1; 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 = -1; 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 (val2 >= ELE_ALL) val2 = val2%ELE_ALL; else if (val2 < 0) val2 = 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: { int hp = status->hp / 5; // 20% of HP if (sd) val1 = sd->status.job_level * pc_checkskill(sd, RK_RUNEMASTERY) / 4; // DEF/MDEF Increase if (!status_charge(bl, hp, 0)) return 0; val2 = hp; } 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; tick_time = 10000; // [GodLesZ] tick time break; case SC_GIANTGROWTH: val2 = 15; // Triple damage success rate. break; /* Arch Bishop */ case SC_RENOVATIO: val4 = tick / 5000; tick_time = 5000; break; case SC_SECRAMENT: val2 = 10 * val1; break; case SC_VENOMIMPRESS: val2 = 10 * val1; break; case SC_WEAPONBLOCKING: val2 = 10 + 2 * val1; // Chance val4 = tick / 5000; tick_time = 5000; // [GodLesZ] tick time break; case SC_OBLIVIONCURSE: val4 = tick / 3000; tick_time = 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; tick_time = 1000; // [GodLesZ] tick time break; case SC_HALLUCINATIONWALK: val2 = 50 * val1; // Evasion rate of physical attacks. Flee val3 = 10 * val1; // Evasion rate of magical attacks. break; case SC_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 tick_time = 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; tick_time = 1000; // [GodLesZ] tick time break; case SC_SHAPESHIFT: switch( val1 ) { case 1: val2 = ELE_FIRE; break; case 2: val2 = ELE_EARTH; break; case 3: val2 = ELE_WIND; break; case 4: val2 = ELE_WATER; break; } break; case SC_ELECTRICSHOCKER: case SC_CRYSTALIZE: val4 = tick / 1000; if( val4 < 1 ) val4 = 1; tick_time = 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; tick_time = 1000; break; case SC_CAMOUFLAGE: val4 = tick/1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_WUGDASH: val4 = gettick(); // Store time at which you started running. tick = -1; break; case SC__SHADOWFORM: { struct map_session_data * s_sd = map_id2sd(val2); if( s_sd ) s_sd->shadowform_id = bl->id; val4 = tick / 1000; tick_time = 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 = -1; // Duration sent to the client should be infinite tick_time = 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_menu(sd, 3); 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_CLOUD_KILL: val4 = tick / 500; tick = -1; // Duration sent to the client should be infinite tick_time = 500; break; case SC_STRIKING: // val2 = watk bonus already calc val3 = 6 - val1;// spcost = 6 - level (lvl1:5 ... lvl 5: 1) val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_WARMER: val4 = tick / 3000; tick = -1; // Duration sent to the client should be infinite tick_time = 3000; break; case SC_BLOODSUCKER: val4 = tick / 1000; tick_time = 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; tick_time = 2000; // [GodLesZ] tick time break; case SC_DEEPSLEEP: val4 = tick / 2000; tick_time = 2000; // [GodLesZ] tick time break; case SC_SIRCLEOFNATURE: val2 = 40 * val1; // HP recovery val3 = 4 * val1; // SP consume val4 = tick / 1000; tick_time = 1000; // [GodLesZ] tick time break; case SC_SONGOFMANA: val3 = 10 + min(5 * val2, 35); val4 = tick/5000; tick_time = 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; tick_time = 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, 1); 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; tick_time = 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) tick_time = 1000; // [GodLesZ] tick time break; case SC_FORCEOFVANGUARD: val2 = 8 + 12 * val1; // Chance val3 = 5 + 2 * val1; // Max rage counters tick = -1; // Endless duration in the client tick_time = 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: tick_time = 5000; // [GodLesZ] tick time break; case SC_MAGNETICFIELD: val3 = tick / 1000; tick_time = 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; tick_time = 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; tick_time = 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] int stat = status_get_int(src); if (stat <= 0) stat = 1; // Prevent divide by zero. val2 = (status_get_dex(src) / 4 + status_get_str(src) / 2) * val1 / 5; // ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5] val3 = status->agi * val1 / 60; // ASPD increase: [(Target AGI x Skill Level) / 60] % val4 = 200 / stat * val1; // MDEF decrease: MDEF [(200 / Caster INT) x Skill Level] } 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 = status_get_vit(src) / 4 * val1; // STAT DEF increase: [(Caster VIT / 4) x Skill Level] 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: tick_time = 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; tick_time = 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; tick_time = 2000; break; case SC_TEARGAS_SOB: val4 = tick / 3000; tick_time = 3000; break; case SC_STOMACHACHE: val2 = 8; // SP consume. val4 = tick / 10000; tick_time = 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: BaseLV of Thrower For Thrown Potions //val4: MaxHP Increase By Fixed Amount if (val1 == 1) // If potion was normally used, take the user's BaseLv val4 = 1000 * val2 - 500 + status_get_lv(bl) * 10 / 3; else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv val4 = 1000 * val2 - 500 + val3 * 10 / 3; if (val4 <= 0) // Prevents a negeative value from happening val4 = 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: BaseLV of Thrower For Thrown Potions //val4: MaxSP Increase By Percentage Amount if (val1 == 1) // If potion was normally used, take the user's BaseLv val4 = status_get_lv(bl) / 10 + 5 * val2 - 10; else if (val1 == 2) // If potion was thrown at someone, take the thrower's BaseLv val4 = val3 / 10 + 5 * val2 - 10; if (val4 <= 0) // Prevents a negeative value from happening val4 = 0; break; case SC_KYOUGAKU: val2 = 2*val1 + rnd()%val1; clif_status_change(bl,SI_ACTIVE_MONSTER_TRANSFORM,1,0,1002,0,0); break; case SC_KAGEMUSYA: val2 = tick/1000; val3 = val1 * 2; tick_time = 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 tick_time = 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 = -1; // 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 tick_time = 1000; val4 = tick / tick_time; break; case SC_REBOUND: tick_time = 2000; val4 = tick / tick_time; clif_emotion(bl, E_SWT); break; case SC_KINGS_GRACE: val2 = 3 + val1; //HP Recover rate tick_time = 1000; val4 = tick / tick_time; 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 tick_time = 1000; val4 = tick / tick_time; 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_STEALTHFIELD: tick_time = tick; tick = -1; break; case SC_STEALTHFIELD_MASTER: tick_time = val3 = 2000 + 1000 * val1; val4 = tick / tick_time; 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)) { tick_time = val4; val4 = tick - tick_time; } else val4 = 0; break; case SC_NEUTRALBARRIER: val2 = 10 + val1 * 5; // Def/Mdef tick = -1; break; /* Rebellion */ case SC_B_TRAP: val2 = src->id; val3 = val1 * 25; // -movespeed (custom) 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; tick_time = 1000; // Sends every 1 seconds break; case SC_H_MINE: val2 = src->id; break; case SC_HEAT_BARREL: //kRO Update 2014-02-26 { uint8 n = 10; if (sd) n = (uint8)sd->spiritball_old; val2 = val1 * 5; // -fixed casttime (custom) val3 = val1 * n / 5; // +aspd (custom) val4 = 75 - val1 * 5; // -flee } break; case SC_P_ALTER: { uint8 n = 10; if (sd) n = (uint8)sd->spiritball_old; val2 = val1 * n * 2; // +atk (custom) val3 = val1 * 15; // +def (custom) } break; case SC_E_CHAIN: val2 = 10; if (sd) val2 = sd->spiritball_old; break; case SC_ANTI_M_BLAST: val2 = val1 * 10; if (bl->type != BL_PC) val2 /= 5; //(custom) //kRO update 2012-02-12, reduce the rate for Non-Player target [Cydh] 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 tick_time = 1000; val4 = tick / tick_time; } 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 = max = status_base_matk(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 } tick_time = 10000 - ((val1 - 1) * 1000); val4 = tick / tick_time; } 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 = -1; status_change_start(src,bl,SC_CLAN_INFO,10000,0,val2,0,0,-1,flag); break; case SC_DORAM_BUF_01: case SC_DORAM_BUF_02: tick_time = 10000; // every 10 seconds if( (val4 = tick/tick_time) < 1 ) val4 = 1; break; default: if( calc_flag == SCB_NONE && StatusSkillChangeTable[type] == -1 && StatusIconChangeTable[type] == SI_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: 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: tick_time = tick; tick = tick_time + 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_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_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: 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; } /* [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); clif_efst_status_change_sub(bl, bl, AREA); } // 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: if (bl->type == BL_PC || !unit_blown_immune(bl,0x1)) unit_stop_walking(bl,1); 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_HEAT_BARREL_AFTER: case SC_WEDDING: case SC_XMAS: case SC_SUMMER: case SC_HANBOK: case SC_OKTOBERFEST: 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 != SI_BLANK) clif_status_change(bl, (enum si_type)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_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( tick_time ) tick = tick_time; // 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: clif_bossmapinfo(sd->fd, map_id2boss(sce->val1), 0); // 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->touching_id ) 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_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_HEAT_BARREL_AFTER: 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: // 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, calc_flag; 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; unsigned int 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 = 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; 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(), sce->val4) <= 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: { const char* prevfile = "<unknown>"; int prevline = 0; struct map_session_data *dsd; struct status_change_entry *dsc; if( sd ) { if( sd->delunit_prevfile ) { // Initially this is NULL, when a character logs in prevfile = sd->delunit_prevfile; prevline = sd->delunit_prevline; } else prevfile = "<none>"; sd->delunit_prevfile = file; sd->delunit_prevline = line; } 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, prev=%s:%d, from=%s:%d). Please report this! (#3504)\n", sce->val1, sce->val2, sce->val3, sce->val4, sce->timer, tid, sd ? sd->status.char_id : 0, mapindex_id2name(map_id2index(bl->m)), bl->x, bl->y, prevfile, prevline, file, line); } sce->val2 = 0; skill_delunitgroup(group); } if((sce->val1&0xFFFF) == CG_MOONLIT) clif_status_change(bl,SI_MOONLIT,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: 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 == 2) { 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,0); break; case SC_KYOUGAKU: clif_status_load(bl, SI_KYOUGAKU, 0); // Avoid client crash clif_status_load(bl, SI_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, SI_DECREASEAGI, 1, sec, 0, 0, 0); sc_start(bl, bl, SC_REBOUND, 100, sce->val1, sec); } break; case SC_REBOUND: clif_status_load(bl, SI_DECREASEAGI, 0); break; case SC_ITEMSCRIPT: // Removes Buff Icons if (sd && sce->val2 != SI_BLANK) clif_status_load(bl, (enum si_type)sce->val2, 0); break; case SC_HEAT_BARREL: if (sd) sc_start(bl,bl,SC_HEAT_BARREL_AFTER,100,sce->val1,skill_get_time2(RL_HEAT_BARREL, sce->val1)); 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_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&=~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&=~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 && 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 */ int status_change_timer(int tid, unsigned int tick, int id, intptr_t data) { enum sc_type type = (sc_type)data; struct block_list *bl; struct map_session_data *sd; struct status_data *status; struct status_change *sc; struct status_change_entry *sce; 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: %d\n", id, data); return 0; } sc = status_get_sc(bl); status = status_get_status_data(bl); if(!(sc && (sce = sc->data[type]))) { ShowDebug("status_change_timer: Null pointer id: %d data: %d 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); // Set the next timer of the sce (don't assume the status still exists) #define sc_timer_next(t,f,i,d) \ if( (sce=sc->data[type]) ) \ sce->timer = add_timer(t,f,i,d); \ else \ ShowError("status_change_timer: Unexpected NULL status change id: %d data: %d\n", 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, status_change_timer, bl->id, data); 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), (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, status_change_timer, bl->id, data); return 0; break; case SC_HIDING: if(--(sce->val2)>0) { if(sce->val2 % sce->val4 == 0 && !status_charge(bl, 0, 1)) break; // Fail if it's time to substract SP and there isn't. sc_timer_next(1000+tick, status_change_timer,bl->id, data); 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, status_change_timer, bl->id, data); return 0; } break; case SC_PROVOKE: if(sce->val2) { // Auto-provoke (it is ended in status_heal) sc_timer_next(1000*60+tick,status_change_timer, bl->id, data ); return 0; } break; case SC_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, status_change_timer, bl->id, data); 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]) { int64 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 > max(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, E_HEH); } } 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, status_change_timer, bl->id, data); return 0; } break; case SC_KNOWLEDGE: if (!sd) break; if(bl->m == sd->feel_map[0].m || bl->m == sd->feel_map[1].m || bl->m == sd->feel_map[2].m) { // Timeout will be handled by pc_setpos sce->timer = INVALID_TIMER; return 0; } break; case SC_S_LIFEPOTION: case SC_L_LIFEPOTION: if( sd && --(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)(sd->status.max_hp * -1 * sce->val1 / 100.) : sce->val1 ; status_heal(bl, hp, 0, 2); sc_timer_next((sce->val2 * 1000) + tick, status_change_timer, bl->id, data); return 0; } break; case SC_BOSSMAPINFO: if( sd && --(sce->val4) >= 0 ) { struct mob_data *boss_md = map_id2boss(sce->val1); if( boss_md && sd->bl.m == boss_md->bl.m ) { clif_bossmapinfo(sd->fd, boss_md, 1); // Update X, Y on minimap if (boss_md->bl.prev != NULL) { sc_timer_next(5000 + tick, status_change_timer, bl->id, data); return 0; } } } break; case SC_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, status_change_timer, bl->id, data); return 0; } break; case SC_BERSERK: // 5% every 10 seconds [DracoRPG] if( --( sce->val3 ) > 0 && status_charge(bl, sce->val2, 0) && status->hp > 100 ) { sc_timer_next(sce->val4+tick, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); return 0; } } break; case SC_GOSPEL: if(sce->val4 == BCT_SELF && --(sce->val2) > 0) { int hp, sp; hp = (sce->val1 > 5) ? 45 : 30; sp = (sce->val1 > 5) ? 35 : 20; if(!status_charge(bl, hp, sp)) break; sc_timer_next(10000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_JAILED: if(sce->val1 == INT_MAX || --(sce->val1) > 0) { sc_timer_next(60000+tick, status_change_timer, bl->id,data); return 0; } break; case SC_BLIND: if(sc->data[SC_FOGWALL]) { // Blind lasts forever while you are standing on the fog. sc_timer_next(5000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_ABUNDANCE: if(--(sce->val4) > 0) { status_heal(bl,0,60,0); sc_timer_next(10000+tick, status_change_timer, bl->id, data); } break; case SC_OBLIVIONCURSE: if( --(sce->val4) >= 0 ) { clif_emotion(bl,E_WHAT); sc_timer_next(3000 + tick, status_change_timer, bl->id, data ); return 0; } break; case SC_WEAPONBLOCKING: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0,3) ) break; sc_timer_next(5000+tick,status_change_timer,bl->id,data); return 0; } break; case SC_CLOAKINGEXCEED: if(!status_charge(bl,0,10-sce->val1)) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; case SC_RENOVATIO: if( --(sce->val4) >= 0 ) { int heal = status->max_hp * 3 / 100; if( sc && sc->data[SC_AKAITSUKI] && heal ) heal = ~heal + 1; status_heal(bl, heal, 0, 3); sc_timer_next(5000 + tick, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); return 0; case SC__REPRODUCE: if(!status_charge(bl, 0, 1)) break; sc_timer_next(1000+tick, status_change_timer, bl->id, data); return 0; case SC__SHADOWFORM: if( --(sce->val4) >= 0 ) { if( !status_charge(bl, 0, 11 - sce->val1) ) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); return 0; case SC_STRIKING: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0, sce->val3 ) ) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_CLOUD_KILL: { struct block_list *src = map_id2bl(sce->val2), *unit_bl = map_id2bl(sce->val3); if (src && unit_bl){ map_freeblock_lock(); dounlock = true; skill_attack(skill_get_type(status_sc2skill(type)), src, unit_bl, bl, SO_CLOUD_KILL, sce->val1, tick, 0); if (!status_isdead(bl)) { sc_timer_next(500 + tick, status_change_timer, bl->id, data); } } } 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); } map_freeblock_unlock(); status_heal(src, damage*(5 + 5 * sce->val1)/100, 0, 0); // 5 + 5% per level return 0; } break; case SC_VOICEOFSIREN: if( --(sce->val4) >= 0 ) { clif_emotion(bl,E_LV); sc_timer_next(2000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_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, status_change_timer, bl->id, data); return 0; } break; case SC_SIRCLEOFNATURE: if( --(sce->val4) >= 0 ) { if( !status_charge(bl,0,sce->val3) ) break; status_heal(bl, sce->val2, 0, 1); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_SONGOFMANA: if( --(sce->val4) >= 0 ) { status_heal(bl,0,sce->val3,3); sc_timer_next(5000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); return 0; } break; case SC_FORCEOFVANGUARD: if( !status_charge(bl,0,24 - 4 * sce->val1) ) break; sc_timer_next(10000 + tick, status_change_timer, bl->id, data); return 0; case SC_BANDING: if( status_charge(bl, 0, 7 - sce->val1) ) { if( sd ) pc_banding(sd, sce->val1); sc_timer_next(5000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_REFLECTDAMAGE: if( --(sce->val4) > 0 ) { if( !status_charge(bl,0,10) ) break; sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_OVERHEAT_LIMITPOINT: if( --(sce->val1) > 0 ) { // Cooling sc_timer_next(30000 + tick, status_change_timer, bl->id, data); } 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, status_change_timer, bl->id, data); } map_freeblock_unlock(); } 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, status_change_timer, bl->id, data); 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,status_change_timer,bl->id, data); 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, status_change_timer, bl->id, data); 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), MAX_ELESKILLTREE); if( s_bl ) status_change_end(s_bl,type+1,INVALID_TIMER); status_change_end(bl,type,INVALID_TIMER); break; } sc_timer_next(sce->val3 + tick, status_change_timer, bl->id, data); return 0; case SC_WATER_SCREEN_OPTION: status_heal(bl,1000,0,2); sc_timer_next(10000 + tick,status_change_timer,bl->id,data); 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, status_change_timer, bl->id, data); } map_freeblock_unlock(); return 0; } break; case SC_TEARGAS_SOB: if( --(sce->val4) >= 0 ) { clif_emotion(bl, E_SOB); sc_timer_next(3000 + tick, status_change_timer, bl->id, data); 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, 1); clif_sitting(bl); } sc_timer_next(10000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_LEADERSHIP: case SC_GLORYWOUNDS: case SC_SOULCOLD: case SC_HAWKEYES: // They only end by status_change_end sc_timer_next(600000 + tick, status_change_timer, bl->id, data); return 0; 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, status_change_timer, bl->id, data); return 0; } break; case SC_KAGEMUSYA: if( --(sce->val2) >= 0 ) { if(!status_charge(bl, 0, 1)) break; sc_timer_next(1000+tick, status_change_timer, bl->id, data); return 0; } break; case SC_ANGRIFFS_MODUS: if(--(sce->val4) >= 0) { // Drain hp/sp if( !status_charge(bl,100,20) ) break; sc_timer_next(1000+tick,status_change_timer,bl->id, data); return 0; } break; case SC_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,status_change_timer,bl->id, data); 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, status_change_timer, bl->id, data); return 0; } break; case SC_REBOUND: if( --(sce->val4) >= 0 ) { clif_emotion(bl, E_SWT); sc_timer_next(2000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_KINGS_GRACE: if( --(sce->val4) >= 0 ) { status_percent_heal(bl, sce->val2, 0); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; case SC_FRIGG_SONG: if( --(sce->val4) >= 0 ) { status_heal(bl, sce->val3, 0, 0); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); return 0; } break; 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); sce->val4 = 0; } break; case SC_BITESCAR: if (--(sce->val4) >= 0) { status_percent_damage(bl, bl, -(sce->val2), 0, 0); sc_timer_next(1000 + tick, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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, status_change_timer, bl->id, data); 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 ); #undef sc_timer_next } /** * 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 unsigned int tick = va_arg(ap,unsigned int); 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:{ int 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_ELECTRICSHOCKER: 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_HEAT_BARREL_AFTER: 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_GEFFEN_MAGIC1: case SC_GEFFEN_MAGIC2: case SC_GEFFEN_MAGIC3: // 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; unsigned int 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 = INVALID_TIMER; 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 = INVALID_TIMER; 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 unsigned int 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 int status_natural_heal_timer(int tid, unsigned int tick, int id, intptr_t data) { 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) { unsigned short i; bool mapIsVS = map_flag_vs2(bl->m); bool mapIsPVP = map[bl->m].flag.pvp; bool mapIsGVG = map_flag_gvg2_no_te(bl->m); bool mapIsBG = map[bl->m].flag.battleground; bool mapIsTE = map_flag_gvg2_te(bl->m); unsigned int mapZone = map[bl->m].zone << 3; 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, mapZone, 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 wrapper: The YAML wrapper 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(yamlwrapper* wrapper, int refine_info_index, char* file_name) { if (refine_info_index < 0 || refine_info_index >= REFINE_TYPE_MAX) return false; int bonus_per_level = yaml_get_int(wrapper, "StatsPerLevel"); int random_bonus_start_level = yaml_get_int(wrapper, "RandomBonusStartLevel"); int random_bonus = yaml_get_int(wrapper, "RandomBonusValue"); yamlwrapper* costs = yaml_get_subnode(wrapper, "Costs"); yamliterator* it = yaml_get_iterator(costs); if (yaml_iterator_is_valid(it)) { for (yamlwrapper* type = yaml_iterator_first(it); yaml_iterator_has_next(it); type = yaml_iterator_next(it)) { int idx = 0, price; unsigned short material; static char* keys[] = {"Type", "Price", "Material" }; char* result; if ((result = yaml_verify_nodes(type, ARRAYLENGTH(keys), keys)) != NULL) { ShowWarning("status_yaml_readdb_refine_sub: Invalid refine cost with undefined " CL_WHITE "%s" CL_RESET "in file" CL_WHITE "%s" CL_RESET ".\n", result, file_name); yaml_destroy_wrapper(type); continue; } char* refine_cost_const = yaml_get_c_string(type, "Type"); if (ISDIGIT(refine_cost_const[0])) idx = atoi(refine_cost_const); else script_get_constant(refine_cost_const, &idx); price = yaml_get_int(type, "Price"); material = yaml_get_uint16(type, "Material"); refine_info[refine_info_index].cost[idx].nameid = material; refine_info[refine_info_index].cost[idx].zeny = price; aFree(refine_cost_const); yaml_destroy_wrapper(type); } } yaml_destroy_wrapper(costs); yaml_iterator_destroy(it); yamlwrapper* rates = yaml_get_subnode(wrapper, "Rates"); it = yaml_get_iterator(rates); if (yaml_iterator_is_valid(it)) { for (yamlwrapper* level = yaml_iterator_first(it); yaml_iterator_has_next(it); level = yaml_iterator_next(it)) { int refine_level = yaml_get_int(level, "Level") - 1; if (refine_level >= MAX_REFINE) { yaml_destroy_wrapper(level); continue; } if (yaml_node_is_defined(level, "NormalChance")) refine_info[refine_info_index].chance[REFINE_CHANCE_NORMAL][refine_level] = yaml_get_int(level, "NormalChance"); if (yaml_node_is_defined(level, "EnrichedChance")) refine_info[refine_info_index].chance[REFINE_CHANCE_ENRICHED][refine_level] = yaml_get_int(level, "EnrichedChance"); if (yaml_node_is_defined(level, "EventNormalChance")) refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_NORMAL][refine_level] = yaml_get_int(level, "EventNormalChance"); if (yaml_node_is_defined(level, "EventEnrichedChance")) refine_info[refine_info_index].chance[REFINE_CHANCE_EVENT_ENRICHED][refine_level] = yaml_get_int(level, "EventEnrichedChance"); if (yaml_node_is_defined(level, "Bonus")) refine_info[refine_info_index].bonus[refine_level] = yaml_get_int(level, "Bonus"); 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); refine_info[refine_info_index].bonus[refine_level] = bonus_per_level + (refine_level > 0 ? refine_info[refine_info_index].bonus[refine_level - 1] : 0); yaml_destroy_wrapper(level); } } yaml_destroy_wrapper(rates); yaml_iterator_destroy(it); 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 char* directory, const char* file) { int count = 0; const char* labels[6] = { "Armor", "WeaponLv1", "WeaponLv2", "WeaponLv3", "WeaponLv4", "Shadow" }; size_t str_size = strlen(directory) + strlen(file) + 2; char* buf = (char*)aCalloc(1, str_size); sprintf(buf, "%s/%s", directory, file); yamlwrapper* root_node, *sub_node; if ((root_node = yaml_load_file(buf)) == NULL) { ShowError("Failed to read '%s'.\n", buf); aFree(buf); return; } for (int i = 0; i < ARRAYLENGTH(labels); i++) { if (yaml_node_is_defined(root_node, labels[i])) { sub_node = yaml_get_subnode(root_node, labels[i]); if (status_yaml_readdb_refine_sub(sub_node, i, buf)) count++; yaml_destroy_wrapper(sub_node); } } ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, buf); yaml_destroy_wrapper(root_node); aFree(buf); } /** * 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<4;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++){ int n1 = strlen(db_path)+strlen(dbsubpath[i])+1; int 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); // !TODO use sv_readdb ? sv_readdb(dbsubpath1, "status_disabled.txt", ',', 2, 2, -1, &status_readdb_status_disabled, i); sv_readdb(dbsubpath1, "size_fix.txt",',',MAX_WEAPON_TYPE,MAX_WEAPON_TYPE,ARRAYLENGTH(atkmods),&status_readdb_sizefix, i); 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.c::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); }
×
×
  • Create New...